Not 120, but I spent 65 hours exploring the whole world back when it first released (before some additional content and dungeons were added).how you dump 120 hours in this game is 20 hours long max. Its still a great game keeps you hooked from start to finish can't say that about other rpgs.
Can't wait for some solid info in his latest project. He's been posting an occasional GIF on his twitter account, but I can't seem to find any of them. He might have taken them down in anticipation of a full reveal soon. Either way, Rad Codex fans have no fear, there is more on the way! Maybe Eldiran would be so kind as to drop by and give us a sneak preview sometime in the near future.
Eldiran, I see a lot of people praising the music—have you considered trying to get Kevin on board to compose an original soundtrack for your next game? I’m not sure if that’s something he’s interested in, but in my head his music is synonymous with your games.
No more facing? What was wrong with it?The basic gist of the next project is completely redoing the combat (all new classes, no more facing, heavy emphasis on positioning/displacement) and making a smaller Voidspire-sized adventure.
making a smaller Voidspire-sized adventure.
No more facing? What was wrong with it?
That said, I'm really excited to hear you're working on another one similar to Voidspire. VT is one of my favorite games of all time. You baited me into posting again after months away from the codex with that news.
Obviously you know why you're deciding to make it smaller, but as a huge fan of Voidspire, I would say I was left wanting a bit more of it by the end. I was hoping a Voidspire-style game would be next up in the Rad Codex catalog (still loved Horizon's Gate, but ultimately enjoyed the exploration in Voidspire more), but along with that was that it'd be a little meatier, with even more to explore. Not a ton by any means, but another 5-10 hours worth would be my ideal length for something of that scope.
You've got a guaranteed purchase from me regardless, as all of your future RPG projects will have. Just wanted to voice my opinion a bit on that. Thanks for coming by and sharing!
Awesome! Having some original pieces in that style would be great, though I understand why you primarily use free (but still high quality) music.Eldiran, I see a lot of people praising the music—have you considered trying to get Kevin on board to compose an original soundtrack for your next game? I’m not sure if that’s something he’s interested in, but in my head his music is synonymous with your games.
Funny you should say that... there may actually be a few commissioned pieces next game. : )
Do you have a plan for a new exploration/progression system? e.g. Voidspire had using items in the environments to access new areas or secrets, Alvora introduced roguelike elements, and Horizon’s Gate of course had sailing and trading (plus great secret areas and characters hidden around the world).The basic gist of the next project is completely redoing the combat (all new classes, no more facing, heavy emphasis on positioning/displacement) and making a smaller Voidspire-sized adventure. Feel free to hit me with questions although it's all still very much WIP, TBD, etc. Haven't even nailed down the plot 100% yet.
and making a smaller Voidspire-sized adventure.
(all new classes,
complexity into terrain (physical attacks make electrocutable blood, all frost magic creates slippery push-enhancing ice, all fire magic leaves behind fire hazards, etc.)
Why tho?
Don't fix what isn't broken is a winged word, and your classes are good. If you look at Final Fantasy Tactics series they did not change their classes much between entries either.
Seems like a lot of work for a questionable payoff, or are you just juggling skills around from the old classes with a few new ones mixed in?
Why tho?
Don't fix what isn't broken is a winged word, and your classes are good. If you look at Final Fantasy Tactics series they did not change their classes much between entries either.
Seems like a lot of work for a questionable payoff, or are you just juggling skills around from the old classes with a few new ones mixed in?
I’ll make a counter argument:
The first game has 33 unique classes, counting special character classes and all the generic classes with their branching paths.
Advanced mixed this up by splitting classes into races, including basic and upgraded: humans have 11 options, bangaa have 7, mu mou have 8, viera have 8, moogles have 8, and then there are a handful of special jobs, totaling around 40 unique classes.
There is some overlap in the basic job flavors (white mage, black mage, warrior, paladin, etc.), but there are also significant changes to the job roster in the special classes and race specific classes, and even more changes to gameplay surrounding jobs, like the item-based abilities.
So I think your premise is faulty. In FFTA’s case, this change was for the worse in my opinion, but that is more because of the design direction than simply because there was change.
For me a big part of the fun of these games is coming up with unique combos of classes to interact with the systems of the game in fun ways—if the classes are always basically the same, this experimentation goes away.
I imagine basic class archetypes will stay, even if new classes are created to work within the overhauled combat system.
Do you have a plan for a new exploration/progression system? e.g. Voidspire had using items in the environments to access new areas or secrets, Alvora introduced roguelike elements, and Horizon’s Gate of course had sailing and trading (plus great secret areas and characters hidden around the world).
By emphasis on displacement, do you mean abilities that push/move enemies around the map? What will be the incentive to displace enemies, rather than just attack or stun/incapacitate them? Environmental interaction, more delayed abilities, etc?
Why tho?
Don't fix what isn't broken is a winged word, and your classes are good. If you look at Final Fantasy Tactics series they did not change their classes much between entries either.
Seems like a lot of work for a questionable payoff, or are you just juggling skills around from the old classes with a few new ones mixed in?
Just watch out that that doesn't become too tedious, Divinity Original Sin games don't have the best standing around these parts because there is so much aids on the floor.
Combat example:
(do these Twitter embeds actually work? They don't load for me.)
The plan is Voidspire size
or to larger interconnected dungeon zones.
Version 1.5.88: Enchanter enhancer
While Enchants themselves are quite powerful, sometimes being an Enchanter feels a bit weak... time to change that! In addition there are some hull changes, improvements to Guardian's Impair, and various bugfixes. Notably, the Unmaker's Decay is now quite a bit more effective due to bugs fixed in its damage calculation.
BALANCE
- Enchanter's 'Elemental Fury's +5 Physical Attack now lasts 40t instead of 1 turn
- Enchanters now also gain +1 Physical Defense
- Enchanters can now rank up HP
- Guardian's 'Impair' max rank increased from 2 -> 3, and XP costs reduced
- Warpblade's 'Gate: Trick' MP cost increased from 2 -> 3
- Cog hull reduced from 22 -> 20
- Towership hull increased from 33 -> 35
FIXES
MODDING
- Added journal entries for 'Towerwall', 'Pole', 'Door', and 'Seartial Banner'
- Fixed 'Decay' damage being reduced by enemy Magic Defense and Ruin Skill twice
- Fixed 'Decay' damage being reduced against certain HP-based-damage-resistant foes
- Fixed Splitworms splitting when healed
- Fixed being able to be damaged by Spikes during the formation phase
- Fixed Solport not spawning hires at its cafe
- Fixed being able to talk to NPCs through walls under roofs while you are outside
- Fixed spending XP at a Training Ground reducing shared Minimum XP of new recruits
- Essence Flow now fires mid-turn if you spend MP twice in a single turn
- Automatons are now vulnerable to the 'antiMachine' element
- Added formula prefix 'ceiling'
- Fixed crash when using shoddy wooden doors
- Fixed queued tasks not clearing on loading a new game
- Fixed Ctrl+R causing crash if loading .lua files
- removeFromParty task can now have bValue1 specify whether to remove from fleet
- Added "GlobalFormula" as an alternative to "FormulaGlobal"