Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Banquet for Fools Early Access Update 2.0

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
101,585
Enjoy the Revolution! Another revolution around the sun that is. 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: Banquet for Fools; Hannah and Joseph Games

https://store.steampowered.com/news/app/3172700/view/512957645996426893



Update 2.0 features an expanded map to explore, featuring the farming village of Rozafir and the surrounding rocky terrain, new creatures and quests.

Also available on GoG

Going forward we’ll be releasing these main integer updates with map additions on Fridays.

This update includes two additional maps, a settlement and some more shops (as well as a couple secret shops for the upstanding and less upstanding guards.

Rozafir and Lazure Falls are the last of the ‘early-game’ areas, and is, according to Mihal’s provided map, potentially the first maps on route to Din Varens for new players. Gathering some power and supplies in surrounding maps wouldn’t be the worst idea before venturing offroad here, though the roads themselves are typically clear of any riffraff for traveling.

Next​

The next couple weeks we're primarily working on some additional fixes for 2.0 and putting the finishing touches on the sailing maps for 3.0, scheduled for later this month.

Thanks everyone. Have a nice weekend
<3​
 

frajaq

Prophet
Joined
Oct 5, 2017
Messages
2,797
Location
Brazil
I have no idea what this game is about but this old style inventory, HUD and skills, plus the very Diablo-like perspective is making this very enticing

V42lem8.png

I might actually buy this at some point
 
Developer
Joined
Oct 26, 2016
Messages
2,849
The combat, its sort of tactical turn based I guess? It was very tiresome. Overall underwhelming and did not want to play further than a few minutes.
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,727
Location
Nottingham
The combat, its sort of tactical turn based I guess? It was very tiresome. Overall underwhelming and did not want to play further than a few minutes.
I'm not sure what they're trying to achieve tbh.

It's like they're going through some weird 00's Bioware beta testing to try and meld turn-based with action.

This studio really has gone to shit since it showed such incredible early potential with the original Serpent in The Staglands. All they needed to do was take all what they had already, and give it some more combat depth & a better world to explore.
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,577
This studio really has gone to shit since it showed such incredible early potential with the original Serpent in The Staglands. All they needed to do was take all what they had already, and give it some more combat depth & a better world to explore.
I don't know why it is, but this seems to be an incredibly common problem in gamedev. People just cannot iterate. They throw the baby out with the bathwater, and it seems this is more common in the indie space than in AAA.

Which is ironic, because AAA are the ones who have the capital to roll the dice on radical changes while indies are the ones who should be playing it safe.
 
Joined
Sep 7, 2013
Messages
6,404
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
This studio really has gone to shit since it showed such incredible early potential with the original Serpent in The Staglands. All they needed to do was take all what they had already, and give it some more combat depth & a better world to explore.
I don't know why it is, but this seems to be an incredibly common problem in gamedev. People just cannot iterate. They throw the baby out with the bathwater, and it seems this is more common in the indie space than in AAA.

Which is ironic, because AAA are the ones who have the capital to roll the dice on radical changes while indies are the ones who should be playing it safe.

Artists are driven towards unattainable perfection and can indulge (for better or worse) this tendency freely when they are their own bosses.
 

Gibson

Arbiter
Joined
Jun 23, 2019
Messages
555
This studio really has gone to shit since it showed such incredible early potential with the original Serpent in The Staglands. All they needed to do was take all what they had already, and give it some more combat depth & a better world to explore.

they're doing the standard "rock band" thing: you have lots of time at the beginning to deliver a good product (album); for the second album you start to "explore different ways of creativity" where you basically have to do everything from scratch but you lack the time to develop it properly since the fanbase is expecting something. it usually flops. then, if you survive the flop, you go "back to the original form".

it's got good visual vibes, tho.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom