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Game News Bard's Tale IV Kickstarter Update #40: End of Year Status Update

Infinitron

I post news
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Staff Member
Joined
Jan 28, 2011
Messages
99,655
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Bard's Tale IV; Chris Keenan; David Rogers; Greg Underwood; InXile Entertainment; Paul Marzagalli

Bard's Tale IV also got an end-of-year Kickstarter update today. It's a kind of variety pack from different members of the development team. It starts with a production status update from inXile VP Chris Keenan, who reports that the game is now feature-complete, and apparently also content-complete enough that inXile have begun working on backer content. Lead Systems Designer-turned-Creative Director David Rogers informs us that the winner of the class archetype survey from the previous update is unsurprisingly the Bard archetype, to be described in the next update. And Senior Programmer Greg Underwood announces his intention to tell us about his implementation of the iconic Magic Mouths, also in the next update. I'll post an excerpt, but first a couple of new screenshots:



Season's Greetings, citizens of Caith! Chris Keenan, VP of Development, here to provide a status update on the production of The Bard’s Tale IV.

As you have seen in our previous updates featuring puzzle weapons, grid based movement, classes, etc., the Bard's Tale is hitting and passing a major critical milestone of all features and sub-features being completed and implemented into the game. Most of the elements of the game are built and where they need to be.

Now we are at the fun part of getting a feel for the game in its entirety, and most importantly in 2018 we are upping our QA efforts to minimize all blocker bugs, hangs, and crashes. We are proud to say that we wanted to get all community backer content into the game as soon as possible, and have been aggressively tackling everything from backer items, to item descriptions, to modeling our barfly heads! This also includes our stretch goal promises, and we continue to deliver those items as production rolls along. Furthermore, to our other backer promises, key team members are now focused designing our physical goods. Paul Marzagalli has done excellent job of collecting everyone’s information and bridging the gap of backers’ requests with our production team.

I am very excited about these upcoming months. This is the best part of game development: furthering the “fun factor." We have all our puzzle systems in, we're polishing the core combat loop, we've turned a corner, and now we're just playing the game and making it more fun. Lastly, with this year-end update, the team wanted to provide some new "stocking stuffers", give a look ahead to what you can expect for both backer updates and the game itself, and to get all of you as excited about 2018 as we are!

The Voters Have Spoken! Our Archetype Winner Is....

Hello backers, David back again to announce the winner of our Pick An Archetype contest. The winner was both surprising and yet totally expected: The Bard!

The Bard is perhaps the most versatile archetype in the game. The Bard has access to most of the melee weapon types, can access light or medium armor allowing them to gear towards strength or constitution builds, and the Bard’s magical boozes grant some on-the-fly versatility.

Within this archetype you can specialize into the following classes: the enemy-controlling Troubadour, the damage-bolstering Rabble Rouser, the aura-generating War Chanter, the resource-enhancing Minstrel, the nimble and lethal Jester, and the magical booze-concocting Brew Master.

In our next update, we’ll discuss not one but two of the Bard’s classes: the Rabble Rouser and Brew Master. We’ll explore the cool abilities and passives they provide and show you some examples of each in action.
In a podcast interview earlier this month, Brian Fargo announced that a major Bard's Tale IV gameplay trailer would be published in January, and the update confirms that. inXile have also launched another survey to determine which class archetype (Fighter, Practitioner or Rogue) to showcase after the Bard. It looks like things will be revving up next year.
 

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
jesus christ hire some artists that know what light looks like
I think that there is a reason for this, even if it is not apparent which one it is.

I slowly dig the look of the Fomorians (Fomoiri / Fomoraig).
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
but MMX was crap... :roll:
MMX was crap...only because they made the incomprehensible mistake to sabotage the character creation/development (almost zero customisation) while it's half the fun of this kind of game.
MMX with a "wizardry" type of character creation/development would have been very enjoyable.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
MMX was a shallow clone of bygone M&Ms. They took surface level features and ignored everything else, and half the game was barely servicable in any way. The dungeons like forts look great, anything cave-like looks like a mess. Overland starts out good in the town, but then you notice that's the only good thing it has. Only two face choices per race. Very limited race selection and class selection. No party formation, although I don't think MM ever had that. Limited spell selection and skills. And to top it off it's made in Unity and badly so even a recent system will struggle to run it.

But I get it. People are so starved for any kind of turn based RPG they'll call any shit good as long as it ticks a few boxes.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Here's your citation, citation needed guy.

Tags: Bard's Tale IV; Chris Keenan; David Rogers; Greg Underwood; InXile Entertainment; Paul Marzagalli

Bard's Tale IV also got an end-of-year Kickstarter update today. It's a kind of variety pack from different members of the development team. It starts with a production status update from inXile VP Chris Keenan, who reports that the game is now feature-complete, and apparently also content-complete enough that inXile have begun working on backer content. Lead Systems Designer-turned-Creative Director David Rogers informs us that the winner of the class archetype survey from the previous update is unsurprisingly the Bard archetype, to be described in the next update. And Senior Programmer Greg Underwood announces his intention to tell us about his implementation of the iconic Magic Mouths, also in the next update. I'll post an excerpt, but first a couple of new screenshots:



Season's Greetings, citizens of Caith! Chris Keenan, VP of Development, here to provide a status update on the production of The Bard’s Tale IV.

As you have seen in our previous updates featuring puzzle weapons, grid based movement, classes, etc., the Bard's Tale is hitting and passing a major critical milestone of all features and sub-features being completed and implemented into the game. Most of the elements of the game are built and where they need to be.

Now we are at the fun part of getting a feel for the game in its entirety, and most importantly in 2018 we are upping our QA efforts to minimize all blocker bugs, hangs, and crashes. We are proud to say that we wanted to get all community backer content into the game as soon as possible, and have been aggressively tackling everything from backer items, to item descriptions, to modeling our barfly heads! This also includes our stretch goal promises, and we continue to deliver those items as production rolls along. Furthermore, to our other backer promises, key team members are now focused designing our physical goods. Paul Marzagalli has done excellent job of collecting everyone’s information and bridging the gap of backers’ requests with our production team.

I am very excited about these upcoming months. This is the best part of game development: furthering the “fun factor." We have all our puzzle systems in, we're polishing the core combat loop, we've turned a corner, and now we're just playing the game and making it more fun. Lastly, with this year-end update, the team wanted to provide some new "stocking stuffers", give a look ahead to what you can expect for both backer updates and the game itself, and to get all of you as excited about 2018 as we are!

The Voters Have Spoken! Our Archetype Winner Is....

Hello backers, David back again to announce the winner of our Pick An Archetype contest. The winner was both surprising and yet totally expected: The Bard!

The Bard is perhaps the most versatile archetype in the game. The Bard has access to most of the melee weapon types, can access light or medium armor allowing them to gear towards strength or constitution builds, and the Bard’s magical boozes grant some on-the-fly versatility.

Within this archetype you can specialize into the following classes: the enemy-controlling Troubadour, the damage-bolstering Rabble Rouser, the aura-generating War Chanter, the resource-enhancing Minstrel, the nimble and lethal Jester, and the magical booze-concocting Brew Master.

In our next update, we’ll discuss not one but two of the Bard’s classes: the Rabble Rouser and Brew Master. We’ll explore the cool abilities and passives they provide and show you some examples of each in action.
In a podcast interview earlier this month, Brian Fargo announced that a major Bard's Tale IV gameplay trailer would be published in January, and the update confirms that. inXile have also launched another survey to determine which class archetype (Fighter, Practitioner or Rogue) to showcase after the Bard. It looks like things will be revving up next year.
 

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
I'd wait for the major gameplay trailer before deciding that.
Mate, it's been 2.5 years and they've shown jack shit so far.
I think this Mage's Tale has taken up many time ressources from BT4. But this could be also good for BT4, because of the shared assets and gained experience.
InXile's current statement is that they are already on the stage of "numbers tweaking" and "system testing" for BT4. And they wrote that have nearly all weapon puzzles in the game. So yes currently they have only shown one game play video, but they could be very well in the end curve. Let us wait and see what they produce in the next months, before we jump into conclusions.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,130
I love that cloak it's wearing. Monsters get cold too!
its a quest giver.
you have to find his pants
That was one of the better quests in Morrowind. :M

Morrowind: Hentus Needs Pants

Quick Walkthrough
Talk to Hentus Yansurnummu who is standing in the water.
Talk to Hainab Lasamsi and retrieve the stolen pants.
Return the pants to Hentus.​

Detailed Walkthrough
Hentus Needs Pants
East of Gnisis's Silt Strider you'll find Hentus Yansurnummu standing in the water. It appears that Hainab Lasamsi has stolen his pants while he was bathing and he wants you to retrieve them.
Get Them Back in the Name of Decency
Hainab does have the pants. You can find him wandering around town, usually around the temple. You can retrieve the pants from him any number of ways: kill him, knock him out, steal them, or raise his disposition to 80 and talk him into giving them to you. Return the pants to Hentus for some hackle-lo.​
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I'd wait for the major gameplay trailer before deciding that.
Yeah but if judging by your hard-on for Underworld and it's pace you'd wait 50 years and suffer a carpet bombing of Israel before you questioned whether or not the developers were pure in intent!
 

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