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Banquet for Fools - party-based RTwP in Serpent of the Staglands setting - now available on Early Access

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,864
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
combat mechanics seems to be somewhat inspired by Vagrant Story’s?
They mention that name so I'm assuming yes.
 
Joined
Dec 12, 2013
Messages
4,334
After Mechjammer I should know better, but I ve watched Splats video, seen beautiful prerendered backgrounds in motion, seen an interesting looking world and my heart was stolen. Bought it. See again in a few years when the game is finished.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055
Got through all the existing content. For anyone interested in my thoughts, see ramblings below.

My party consisted of a board and sword wielding armored yeti, a spear user focused on cleaving and intercessions, an archer with instrument skill to provide buffs, and a spellcaster who could use blow darts. The only thing I would've changed is how much I invested into strength for my archer and spear user, as it plays a large part in how much damage they deal.

The skills you use are largely determined at character creation, given the choice of one minor and two major bonuses. There is the option to spend emeralds (currency) at certain NPCs for skill training, but it can be costly. Advancing skills is similar to Morrowind, where you'll get to pick three skills to increase, with bonuses to skills you've used. Attributes are similar, without the use bonus and options for training, but can be buffed with consumables and equipment.

Combat is best described as similar to playing Diablo with three mercenaries, except you pause to attack and can do the same with your companions, but they'll generally run around and do their own thing. A rally bar fills as you continue combat, allowing two characters to synchronize their attacks for high single target damage. Encounters are anywhere from clearing wandering trash, ambushes, assaulting fortified positions, to dealing with elite enemies surrounded by their own packs of trash. Your characters, as guards of the island, have the option to incapacitate humanoid enemies to turn them in for a bounty reward, at the cost of making the fight more difficult by lowering your damage done. This also comes in handy as killing enemies may result in them continually rising from the dead to assault you until a certain enemy type is dealt with.

There is no fast travel system yet, if you want to get anywhere you'll have to go on foot. Think Baldur's Gate without the overworld. Enemies found there are mostly a source of experience, but also sometimes drop materials used for crafting (more on that later). Dungeons range from small caves, to sprawling caverns populated with various enemy types, with the highlight of the first map being a tomb filled with grave robbers and the undead. Obstacles are relatively straightforward, and often require an item to proceed, killing an enemy blocking your way elsewhere, or some simple puzzle solving. There are plenty out of the way areas to explore, often with a loot hoard at the end as a reward.

A crafting system exists for making ammunition for blow pipes, bows, and globes (thrown potions). The materials you collect for this are found in the form of monster drops and items littered throughout maps, such as sticks and stones. It requires no skill investment to use and I found it to augment my supplies rather than act as a replacement for purchasing more items. Similarly, there are enchanting and spell crafting systems. The former lets a character with a high Intercession skill, after completing a quest for a god's shrine, choose from a selection of buffs to apply to weapons and jewelry, their potency determined by how many emeralds you are willing to spend and your character's skill. These range from increasing health on weapon strikes, to raw attribute bonuses. Spellcrafting is similar to Morrowind, where you are able to create new spells from a list of effects, adjusting their duration, strength, radius, etc by expending minerals obtained from grinding up found gems.

Balance is alright. Some skills, like bartering, are immensely useful to the point of being broken, lowering the cost of purchasing goods by almost 66% in most cases. The economy itself could use a balancing pass, as I quickly found my amount of emeralds to be more than I could spend. There are only a few rough encounters that require some preparation and attention, otherwise if you bring a well built party with enough melee characters to cleave through the trash you'll be fine.

The only major bug I encountered dealt with improperly expiring buffs and debuffs, making them persist and sometimes stack. At times this benefitted me, as positive buffs kept building up and stacking. At other times, I'd find my characters permanently stuck in entangling roots or spilled wine, or with ever increasing negative health stacks. The devs seem to be aware of this and working on fixing it.

Overall though, I enjoyed the 10 or so hours spent playing and would recommend it to anyone who is willing to put up with some roughness. Otherwise, I'd say you're best off waiting until the game has had more time to cook, most likely at some point early next year.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055

For any prospective buyers, one thing to note from watching this was Joe's repeated mentions of balance and difficulty not being a top priority. It still seems to be a factor he considers. but don't expect Underrail levels of autistic encounter design and balance passes to fix any"wrong" playstyles. I don't expect to see a Depot A style filter dungeon, so if you're looking for build autism and nothing else then this is probably not going to be the game for you. The closest games I'd associate it to are Morrowind and Fallout, where combat is a side show in service of adventure and quest solving. I prefer both styles of games, but if you're only in it for build autism and combat encounters, then you'll most likely be disappointed.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,434
Overall though, I enjoyed the 10 or so hours spent playing and would recommend it to anyone who is willing to put up with some roughness. Otherwise, I'd say you're best off waiting until the game has had more time to cook, most likely at some point early next year.
Thanks for the impressions! Make sure to pass this feedback onto Hannah and Joe. Hopefully they'll be more willing to listen to the knowledgeable input from people who put in the time to play the game in beta this time.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055
Overall though, I enjoyed the 10 or so hours spent playing and would recommend it to anyone who is willing to put up with some roughness. Otherwise, I'd say you're best off waiting until the game has had more time to cook, most likely at some point early next year.
Thanks for the impressions! Make sure to pass this feedback onto Hannah and Joe. Hopefully they'll be more willing to listen to the knowledgeable input from people who put in the time to play the game in beta this time.
Already did, and they quickly responded. They're very active on the game's steam discussions page, and are patching the game at an almost daily basis. That we don't see them here is a shame, but they've probably read enough diatribes against the Jew to not wonder what they could be missing.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,115
That we don't see them here is a shame, but they've probably read enough diatribes against the Jew to not wonder what they could be missing.
RPG Codex is a friendly and relaxing environment, where we can be reassured that, regardless of how hostile the world seems or how disconcerting current events are, there is nothing to worry about, because everything is secretly controlled by Jews.

:takemymoney::takemyjewgold::love:
 

unseeingeye

Cleric/Mage
Patron
Joined
Jul 13, 2021
Messages
614
Strap Yourselves In
I just bought an early access copy for similar reasons already expressed in this thread - the gorgeous visual design, the Vagrant Story / Parasite Eve (I LOVED that game as a teenager) inspired combat, the Dungeon Siege Mule love, etc.

I've played both prior games and still hold Serpent dear to me due to the Darklands inspiration, so that they are actually following through with more exploration in that world is very exciting for me.

Their commitment to realizing games that recreate the feeling of playing earlier CRPGs is admirable and very rare, so I like to support them in this instance given what is already available to play.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,066
Update 1.262: Customizable Companion Behaviors Added
Added support behavior options for non-leader companions during combat:

Accessible in the Tactics Menu, this allows you to determine the frequency of:


Consuming health items equipped

Consuming any boosting items equipped

Critical attacks


Fixes

~ Updated inventory descriptions for amphoras and pots and fixed inaccuracy with rice beer granting rally speed instead of rally bars

~ Fixed issue with Pavura introduction of Act 2 where his office shot was not showing immediately

~ Fixed bug that occur with giving circlet to camp apprentice where if a party member was too far away you wouldn’t give the item correctly
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,055
Combat rework/update. I haven't had a chance to give it much of a whirl as I've already got both maps cleared, so not much to say from me.

Update 1.299 + Directional Attacks and New Dome Actions
Additions

~ Added: Multi-attacks for range weapons with multi-hit
~ Added: Power attacks are single attacks, now heaviest damage dealer
~ Added: Mark (replacing Critical) and Mark UI above target heads
~ Added: Directional damage bonus +2 for back, +1 for right and +1 for left if target does not have a weapon or shield in that hand
~ Added: Projectiles are now collision-independent and can be interrupted mid-air with another target, so line-of-sight matters for arrows and darts (elyxirs typically avoid this by being lobbed)

~ Behavior: Companions will not prioritize Marked attacks to enemies that are already marked and instead do a heavy damage dealing attack to utilize the evasion reduction
~ Behavior: Companions will only do a multi-target attack if there is more than one target near their intended target at the start of their attack

~ Close the gap targeting code finds points closer to attackers (but still farthest distance away) so they don’t unnecessarily sometimes circle enemies to get the farthest distance away

UI

~ Escape to close menus now works in main menu
~ Fixed visual issue with damage text where the beautiful trail of numbers sometimes went in a different direction.

Fixes

Pathfinding


~ Fixed bug where characters stopped animating while re-pathing
~ Fixed error where backline tactics fighters would attack when they should kite out of danger

Other


~ Bound creature halo visual layer glitch corrected
~ Fixed a bug with darts and arrows where speed was inconsistent for targets far away
~ Fixed bug where sometimes action bar was full at the beginning of combat
~ Fixed bug with Rally meter where sound played after every attack once meter was full
~ Fixed error where flying NPCs pressed down puzzle tiles


//////////// Notes on the Mark attack ////////////

Mark reduces target's Evasion
Companions already prioritize pivot to attack Marked targets, and will also get the Harmony Effect, which boosts their Action Bar speed. if they hit them
The Mark Ailment also has a new indicator above the target's head that roughly shows how long it will last for.
Mark decreases in effectiveness over time

Multi-hit targeting info for damage can be spotty sometimes and will be addressed in tomorrow's update. Thanks everyone!

There's been 5 updates (bug fixes and minor changes) between this one and what was posted above, so the two are working at a decent pace. I'm not sure if this is their first early access game, but they're making the best of it. Probably should have done the same for their other games if they didn't.

Small content drop coming Soon™, along with two new maps next month.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,066
Upcoming 1.3 Update! + Balance, Enemy Actions, Player Actions
A huge thank you again to everyone who has checked out the game in the last month and provided feedback. We've been able to finish a lot of the balance work the past few days that we've been chatting with you about for Update 1.3. Instead of doing this in various updates we're doing it in one larger one to provide a more comprehensive impression on how everything is interacting.

We're testing some of the remaining systems but will have this out later this week.

<<<| |>>>
Your characters combat damage might be altered this update, you may want to turn auto-update off if you wanted to continue with your characters as-is for moment. The stats associations for weapons will change some of your character's output, as well as intercession requirements. You'll be able to continue with any save, but worth keeping in mind. Weapon-stat associations are listed below if you wanted to verify that.
<<<| |>>>

Next

Following this update will be continued fixes leading into the Dryads 1.5 content update, which just requires some testing, and then we're finishing getting the 2.0 Rozafir maps ready for you, which we may do in two parts to start rolling out sooner during the month.

New Actions

The new Enemy Actions see NPCs equipped with unique mobility actions like special jumping, ground-based damage effects and brawling actions to disrupt your party and environment, and new Player wheel Actions are now weapon dependent and more spatially tactical, along with Mark effect expansion, armor degradation on enemies, and mobility actions. These will be detailed more in another post to keep this ruleset/ balance/ focused. There's also a plethora of fixes, art additions, and tweaks that are in that will be noted below:

~ Balance - Ruleset ~

~ Merchants ~

- [] Merchant sell prices have been adjusted (as well as bartering influence)
- [] Peddlers buy back similar items for fewer emeralds each time

~ Character Stats ~

- [] Updated Hit Chance Roll to heavily weigh Skill# over Stats

~ New stats per weapon ~


Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.

Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)

*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.

- [] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats

~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30

= Severity

~~ Damage:

(Severity + WpnDamage + DmgStat) * Armor%

Armor% =

Aura/4 - Combined Armor Number % - Armor Condition Reduction)

~ Damage ~

- [] Updated weapon damage numbers to be flat
- [] Baseline low levels below:


~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4


- [] Updated Rally rolls to reflect new damage calculation
- [] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [] Armor is now a percentage in the damage calculation
- [] Evasion reduction with armor and heavier weapons
- [] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.

~ Binding ~

SEN/30 + BindingSkill/20

- [] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck

~ Pagan Spells ~

- [] Fixed issue with fauna summons where they disappear too fast
- [] Increased starting spell potency
- [] Updated Pagan Power and Resistance calculations

~ Songs ~

DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20

- [] Update Instrument Power and Resistance calculations
- [] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds

~ Intercessions ~

- [] Intercessions numbers balanced for early-late game access
- [] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [] Added duration factor to Gluttony intercession

~ Adjustments ~

- [] Side and Back directional attacks now both +1
- [] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats

Ammunition

- [] In assembly kit, you can make only normal elixirs and bomb elixirs
- [] Bomb elyxirs damage enemies in a 3 pole radius around target
- [] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [] Green elixirs reduce armor, updated item to reflect effect
- [] Rock Darts updated to decrease enemy armor viability
- [] Increased Acorn Dart move speed reduction
- [] Shell darts updated to add immediate seconds to enemy's action bar

Advancement with Level Ups

- [] XP caps per level balanced
- [] Balanced distributed quest and interactions XP
- [] Balanced enemy XP
- [] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.

Visual

- [] Shadow quality in Character Sheet improved
- [] Green blinking visual for Poison damage procs from darts
- [] Made NPC damage text blue like main players so it stands out more easily from ground
- [] All combat damage text shrunk for more combat clarity
- [] New vine cocoon visual and removed radius increase around character
- [] Mold field spells only target enemies
- [] Fixed NPC head circlet positions

~ Additions~

- [] Added Unique Chanter Character Outfit
- [] Equipped Lanterns and Incense items are now modeled on sash
- [] Added new tier of faster/less durable farmer weapon: dagger type
- [] Added new tier of faster/less durable farmer weapon: pole type
- [] Added new tier of faster/less durable farmer weapon: axe type 1
- [] Added new tier of faster/less durable farmer weapon: axe type 2
- [] Added new tier of faster/less durable buckler shield
- [] Added new type of short sword: Pasaaran Spike
- [] Added new type of long sword: Pasaaran Giant Spike
- [] Added glass shards into explosion for Elyxirs
- [] Added more general animations for dialogue vignettes
- [] Various bow animations cleaned up
- [] Added models for new Robber NPCs with armor
- [] Added various models for Dryad Update

~ Fixes ~

- [] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [] Fixed Yeti T-posing with armor introduced during last update
- [] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [] Fixed graphics bug where sticks appeared when elixir lands
- [] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [] Fixed bug where you could not target breakable objects outside of combat unless action dome was open

Topa-du everyone! This should be out later this week with the added Enemy Actions and Player Actions. Please let us know if you have any feedback on the ruleset, suggestions on the numbers or stat-weapon associations, or any other notes.
 

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