Is it on kickstarter?Backed it. Good luck.
he likely bought the EA on Steam, as EA often feels like backing a kickstarter, you never know if you get a finished game in the end or how it will turn outIs it on kickstarter?Backed it. Good luck.
But you always loose you money. Kickstarters can go either way.he likely bought the EA on Steam, as EA often feels like backing a kickstarter, you never know if you get a finished game in the end or how it will turn outIs it on kickstarter?Backed it. Good luck.
One hour gameplay video from Edge of War (CRPG) Early Access version to give basic impression of current state of the gameplay.
Please, tell us that there are points of interest on the maps. Stuff to solve, explore, go back to, etc.?I'll post some impressions when I have time to actually play this.
Patch Update 0.5.60
The first patch update (0.5.60) is now available:
Changes
- Shove skill now triggers attacks of opportunity.
- Jump skill cost set to 3 AP from previous 2.
- Defensive stance damage reduction lowered to 10 from previous 25.
- Tutorial dialogue has been tweaked slightly.
- Overworld map adjusted.
- Current villages are now visible on the map even when player hasn’t visited them.
- Some location names are visible at the start.
- Encounter variation increased for all locations and paths.
- Encounter chances updated to reduce chance of getting into masses of overworld encounters after each other
- Katajanma cave and encounter adjusted.
- Katajanma can now be traded with upon talking to them a second time.
- The cauldron in the cave can be used as a poison source.
- Herb baskets in Katajanma’s cave no longer include herb bouquets.
- Peycko enemy variation added. Peycko Wayfarer and Peycko Herder and large Hornsnout enemytypes created.
- Peycko cloth banners have new art that ties in with the Peycko culture.
- Peycko banner cloth simulation added.
- Bandit enemy variation increased with some new bandit enemies. Hound, Bandit lvl2 and Drunkard added.
- Added “Select Single” button to go along with the “Select All” button
- Character portraits and inventory has new lighting.
- New special encounter “The Collector” added.
- Updated a selection of damage type icons.
- Increased requirements for tactical retreat feat
- Reduced size of tutorial notification buttons
- Some minor performance improvements on GPU memory usage
- Small tweaks on various enemy configurations
- Improved Tactical Retreat and Battle Caster feat descriptions to better tell what they really do
- Improved exception handling in couple of places that could’ve caused game to end up in instable state
Bug fixes
- Fixed players not able to reach max level, effectively making level cap one lower (now you can level up to level 7 which is the current level cap)
- Going into stealth while in caves could cause unexpected errors and also did not show proper visual indications of characters being hidden
- Cave enemy and NPC spawning related bug fixed. Caves could spawn multiples of the same character in one grid if exiting and re-entering cave.
- This also applied many settlements, which could cause major performance issues in Turso or villages. The performance issues persist still in old save games.
- Inventory: Fixed multiple issues with weapon sets / loadouts
- Inventory: Fixed equipping items by clicking for non-active characters
- Inventory: Fixed belt inventory not always working properly when switching characters in inventory screen
- Inventory screen no longer shows mismatched character info when equipping items to non-active character
- Tutorial widgets are no longer shown on top of inventory / character sheet, trade or level up window
- Fixed hidden enemies showing up at wrong times
- Fixed hidden enemies not having outlines after they’ve become visible
- Fixed game sometimes soft-locking when entering combat
- Fixed bug where frog quest did not display the amount of frogspawn needed to finish quest.
- Esi Isä animations fixed
- Random encounter levels adjusted and many bugs fixed related to enemy spawning.
- Stalker Spider Hatchling often was passive while hiding
- Resting while diseased could lead game to be come instable
- Quests did not always get all their props spawned correctly (caused sometimes Remains quest to not
- Spawn placement of enemies was not always desired which could lead to some ambush encounters not to start in combat
- Enemies often started with reduced armor, especially in encounters
- Improved rules for starting combat as earlier it was possible to just run into combat and combat only started when movement had ended
- Made chests to not show health as they could not really be destroyed in any case
spawn all the required props)
-Started the game 3 times. Once due to getting my party carelessly killed by leechlings and thinking that I've might've gone wrong way on world map (pre-patch world map didn't tell locations of anything before player actually goes there) and second time to get patch changes to map working.
-1st mission that the commander gives you seems to be randomly chosen from a pool. Types I saw were, kill a deserter, explore ruins and clear ruins for some sages that are doing research.
-There are side missions, but those have been relatively simple so far (with maybe one expection)
-Combat is turn based, uses APs, unused APs seem to carry over to next turn.
-Abilities/spells are on cooldowns, some like witches ´regeneration` use characters "pool" of attribute points (at least on that one case attribute used is Wisdom, which isn't main stat for Charisma based witch)
-Stat pool can also be used to give character boost for skill check, for example when player doesn't have quite enough mechanical skill to pick lock.
-Stat pool replenishes on rest.
-Damage seems to take out armor before causing HP damage. Some spells (and poison maybe) seems to bypass it. Armor fully restores for next encounter
-There seems to be some influence from Divinity: Original Sin. Player creates 2 characters from start and characters disguise themselves as barrels when sneaking.
-When leveling up characters gain one stat point and 2 skill point, characters seem to learn new feats and spells every 3rd level (not sure about that).
-Characters can freely spend skill points to boost different class abilities. There's nothing stopping building a fighter/witch or forego classes completely and spend points to weapon or utility skills.
-I haven't found any use for animal handling- skill.
-Didn't really use trees or other objects to crush enemies. Grenades saw some use (and synergizes well with shaman spell which draws from nearby element for attack)
-Some outdoor areas are huge with lots of objects on them.
-There are usual wolves and bandits, but some monsters are more drawn from Finnish folklore (or are just plain bizarre)
-For some reason music is strangely quiet (or maybe its just get drowned out by GPU fan.
-Game doesn't seem to be character driven. Most NPCs are props, quest givers or merchants. Similarly recruits don't come with plot related package.
-Death seems to be permanent, but fort Turso seems to hold lots of recruits. -Didn't really encounter any puzzles. -Moving a single charter and then choosing another to build ambush is somewhat fiddly.
Don't be ridiculous! We only do it so game has bigger chance to be finished. We can claim then that it sucks and all is shit, as always. But to do that, the game must be made in the first place. We need to give the developers money.Hah! The codexers can have heart, I knew it!
What do you mean by this?no points of investigation
Yes, but what is there to do, or better yet; what is the plan for the maps to contain except for picking up stuff and fighting? The other guy said that there are no puzzles. I fear that would mean there are also no places to use special items at, no unveiling mysteries based off of some lore books, no hidden paths with treasures to discover, etc., you know, adventuring?What do you mean by this?no points of investigation
There's various bandit camps, ruins and dungeons (the one I tried to investigate had lightning spitting frogs behind a puddle which ganked my party) here and there.
There's peat merchant- quest which does have some "forensic"-investigation locked behind very easy skill reqs.Yes, but what is there to do, or better yet; what is the plan for the maps to contain except for picking up stuff and fighting? The other guy said that there are no puzzles. I fear that would mean there are also no places to use special items at, no unveiling mysteries based off of some lore books, no hidden paths with treasures to discover, etc., you know, adventuring?What do you mean by this?no points of investigation
There's various bandit camps, ruins and dungeons (the one I tried to investigate had lightning spitting frogs behind a puddle which ganked my party) here and there.
I dare hope there will be more of this, and secrets to uncover and stuff, However, you have already brought peace to my mind with this. You have earned my gratitude and, therefore, I will part with a special recipe as a reward for you.[There's peat merchant- quest which does have some "forensic"-investigation locked behind very easy skill reqs.
Don't worry about it, there's more colourful games out there.- game has 0 style overall
That made my interest drop by... a lot. I hate all lazy, free moving camera implementations with a passion. Even worse if coupled with poor interface.You'll have to use camera rotation a lot, there's lots of foliage blocking the view.
Patch Update 0.5.63 is now available!
The Patch Update 0.5.63 is now available, with main focus on some major bugs.
Changes:
Disabled disease for now as there were many separate bugs related to them. Will be enabled at later point (and also likely include more diseases to catch then as well).
Updated Unity version. Hopefully this will help with some of the crashes that were caused by Unity internal functionality in earlier builds.
Bug fixes:
Some (unknown) encounter was causing error due to misconfiguration and could lead encounter into instable state. Improved error handling to keep game stable even though could still cause some encounter with no enemies appearing.
Improved error handling on refreshing nodes on world map which sometimes could caused instability in world map.
Cauldron’s location had some misconfigurations that could cause to unexpected exceptions, breaking for example some highlights.
Same disease could be added multiple times for same character, keeping disease stacking forever.
HDR monitors with HDR10 enabled had color issue and showed everything very dark and high contrast
Fixed bug on resting in camp causing some errors. Did not cause any visible issues to player, but was still unnecessary bug on background.
Diseases tried to proceed one extra phase when disease was already supposed to end, causing errors and in some case making disease to never disappear on time.
After fighting frost spiders and re-entering location where you had fought them, the game got into unstable state and you could not even move with your characters anymore. This happened to many in Trapper’s Glade when going to cave and exiting it.
Encumbered status did not update always properly when switching equipment. There are still some cases where there can be issues with this that need some fixes later on.