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Information Lords of Xulima Launches Kickstarter Campaign

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
lol @ Angry Joe




It could help a lot if Fargo, Feargus or Swen could mention it on KS updates.
But wait until you post that new gameplay video. And make sure to have that gameplay video at the top of the main page as well.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,158
Well, it's good to see that the KS campaign is going pretty well. I'll probably succumb and get the fucking amulet myself.
 
Joined
Oct 4, 2010
Messages
1,538
The Divine Artifacts
Unlike other games where slightly better than average common items can be called artifacts (+15 sword…), in our game artifacts are items that were created by the Lords of Xulima and have unique and extraordinary powers.

There are artifacts that speak, like the Talisman of Golot, others that can help you find hidden beings, like Taliet’s Whisper, and others, like the Tears of Nalaet, purify even the most cursed places. There are more than 15 such artifacts with different powers.

The search for the Divine Artifacts constitutes one of the major plotlines in Lords of Xulima. The search leads Gaulen to unravel the mysteries of a number of ancient and deadly places.

Yay, love unique items like that :love:
 

Numantian Games

Numantian Games
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Developer
Joined
Feb 20, 2013
Messages
28
Location
Madrid, Spain
Hey RPGCodex, another little heads up for our bros:

A presentation of the ominous Title screen, complete with a preview of our main soundtrack theme, is finally available in Update #3: http://www.kickstarter.com/projects...an-epic-story-of-gods-and-humans/posts/651059
Personally, I think the best part of this Update is how it captures the overall tone of the story without even uttering a word about it. It's a large conspiracy in a fantasy world where the line between good or evil isn't so clear, and the short video has a very artistic way of communicating this.

Other stuff worth mentionning:
  • We're incredibly grateful for the support and satisfied with the results so far. However, as some of you may know, a large number of crowdsourcing/Kickstarter projects experience a slowdown during the middle of the campaign, which tends to give everybody a little blues. Many of our current efforts are defiantly oriented towards keeping things upbeat by getting more news coverage on the way, releasing quality updates and staying in touch with our communities (and their feedback!) as much as possible.
  • Steam Greenlight will also be a major victory for us, as it expands our ability to share our passion for RPGs with many more gamers. Funny fact: Greenlight is incredibly easy to vote in for anyone with a Steam account. So easy, that many of our biggest supporters have accidentaly forgotten to do it! When we realised this, we thought sending gentle reminders would be a good thing. So there you go =) steamcommunity.com/sharedfiles/filedetails/?id=128219358
  • The feedback about showing more of Lords of Xulima's gameplay has been so overwhelming, that our beloved Director & Lead Designer Jesũs Arribas finally collapsed under the pressure:
Nevertheless, we agree with you that we need to show more gameplay videos and we are working on it. We will post some videos about all the different game mechanics [such as]: Outdoors exploration, Dungeons, Encounter system, Combat, Dialogue, Resting/Food, Towns/NPCs and Lock/Traps.
I hope you are all happy with the breakdown you've caused :P We've managed to convince him that certain parts of the gameplay being in Spanish is totally fine, thanks to all the interest! Some people have been bringing up the developement blogs lately, so for some insightful previews on Numantian Games' take on all the RPG tropes and dilemmas, feel free to check out whichever interests you the most:

As always, your participation in the comment sections (Here, Kickstarter or LordsofXulima.com blog) means a lot to us, and also encourages others to participate. Hope you enjoyed this update, and since this community rocks, here's a preview of the latest cover art we've received. See you soon!

0nrk.jpg
 

Numantian Games

Numantian Games
Patron
Developer
Joined
Feb 20, 2013
Messages
28
Location
Madrid, Spain
Hi Captain Shrek, it is a pleasure to answer your smart questions (apologies for my bad English):

1) How do you plan to implement recovery after a battle? Do combat resources regenerate after an encounter?

- You can recover your life and power by resting.
- 8h resting means that 100% of the life and power are restored. Additionally, you can heal your characters with spells and potions. You can, of course, rest at the inn or be healed at the temple if you are in a town.
- You can rest while you have reserves of food. You can buy food in the town, take it from tress and bushes, or even hunting.

- Restoring the health / power of your party is never free. It is part of the strategy of the game, you have to manage well the food reserves /potions and buy whatever you need before going to the wildlife. The pass of time does not affects the game except for the final score (the less days to finish the better). We want that every player plays the game in their own style, and we hate quests like "You have two days for ....". We were thinking to put a time limit for the new Hard-Core mode but finally we discarded that feature.

2) What is the character development like? As in how does one "level up"? Is it same as traditional D&D with attributes, feats...

- It is no D&D. It is an original system for Lords of Xulima. It is simple, but powerful and very easy to understand.
- The charactes have five attributes (strength, consititution, agility, speed and energy) and several skills available depending on their class and level.
- When you level up, you can increase two attributes one point but not one only attribute two points (with that rule, we avoid characters like a mage with 100 in energy and 5 in Constitution). And you have also a pack of development points to develop existing skills or learn new ones.
- Every skill has a cost of development. Even some skills shared by several classes can have different development costs. For example, meditation is cheaper for mages than for fighters.

Here you have an screenshot:
Lords-Of-Xulima-2013-11-05-17-37-35-18.jpg


By the way, the Hit points and Power points are increased automatically depending on the class and the Constitution and Energy attributes.
It is impossible to try to develop all the skills, yoy have to choose which work the best for you. Many skills like the weapon skills has up to 30 grades of development, and others like the spells usually only have 5. So even taking the same party as other player, at the end, surely they will be very different which is somethin we love: "My party is unique!".
 

serch

Magister
Joined
Mar 13, 2006
Messages
1,392
Location
Behind mistary, in front of conspirancy
I'll have to back this up. The game looks cool and they are spaniards with business initiative, something rare to see. I wonder if we could go back to the spectrum goldenage of spanish game companies, now that all the money invested in construction have to go somewhere else. I like that there's no int score, I hate that popamole mage ->clever, warrior ->dumb convention.
 
Last edited:

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
with that rule, we avoid characters like a mage with 100 in energy and 5 in Constitution
No offense, but I'm against such limitations.

It seems like a cheap trick to solve a balance issue in your game... there are few attributes, and only one of them is "magical", so all that a Mage needs to have is a high Energy stat, everything else is secondary.
 

Numantian Games

Numantian Games
Patron
Developer
Joined
Feb 20, 2013
Messages
28
Location
Madrid, Spain
with that rule, we avoid characters like a mage with 100 in energy and 5 in Constitution
No offense, but I'm against such limitations.

It seems like a cheap trick to solve a balance issue in your game... there are few attributes, and only one of them is "magical", so all that a Mage needs to have is a high Energy stat, everything else is secondary.

No offense at all ;).
But, Why do you say that?
The Energy is used for all the classes for different skills, but of course most pure sorceress. With the second attribute point, the mage can gain more HPs increasing the Constitution, being faster and evading more hits in combat increasing the Speed, carrying better armours with their Strenght or increasing their deffense with more Agility. Also you can make a semi-fighter mage, adding some points to Strenght and Agility, the mage can use better weapons, like bows or spears, to attack from back row. You have much more choices with that design.

Note: The Attributes affects the characters in more ways than the ones cited.
 

Numantian Games

Numantian Games
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Developer
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Feb 20, 2013
Messages
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Location
Madrid, Spain
Numantian Games

Thank you for your answers.

I have some more questions now that you have explained this part, regarding the character development.

I have often observed that in games where attributes take very large values (like you mentioned for the STR/INT) it becomes necessary to scale the game elements as well. For example, the items that you can equip have to provide increasingly larger bonuses to compete with the large values of attributes. I like how the compulsory distribution of the stats mitigates this aspect somewhat and does not allow a character to become a one trick pony. But then the question is, if the character system capped for some level? If so what would that number be?

Also, Can I assume that you will answer further questions?

The attributes have no limit. The skills have all a max development different for every skill.

Yes, you can ask whatever you like. We will try to answer as quick as we can, but be patient please if we delay a bit the answers.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
But since your game employs a row system, isn't HP, Armor, Evasion and all that secondary for a mage in the back row? The question is, without your 2-point restriction, wouldn't everyone always spend both points on energy?
 

Numantian Games

Numantian Games
Patron
Developer
Joined
Feb 20, 2013
Messages
28
Location
Madrid, Spain
But since your game employs a row system, isn't HP, Armor, Evasion and all that secondary for a mage in the back row? The question is, without your 2-point restriction, wouldn't everyone always spend both points on energy?

You only can increase an attribute one point per level. So as a mage, the usual is putting one point to energy, and the second? This is the intersting thing... What do you prefer? a very weak but faster mage? A semi-fighter with a bow and a light armour? A robust mage that isn't killed with the first hit?...
 

drae

Augur
Joined
Aug 9, 2013
Messages
179
The second stetch goal doesn't excite me, but the third one looks pretty awesome. Reaching it will require a miracle, though :(
 

CyberWhale

Arcane
Glory to Ukraine
Joined
Mar 26, 2013
Messages
6,733
Location
Fortress of Solitude
Numantian Games congrats on meeting your second stretch goal! Have you tried contacting one of the people that I have suggested?
I know that you did so with Fargo, but I hope that you have tried others as well.

Here's a new update.

Great news! 2nd Goal Reached & Videogame legend Brian Fargo supports Lords of Xulima!

Greetings!
Yes! We are proud to announce that the founding father of many important games for us (Bard’s tale, Wasteland, Planescape: Torment & too many others to list!), Brian Fargo, has supported Lords of Xulima by pledging here and mentioning us on Twitter. On behalf on our entire community (including us!).

Thank you very much Brian! Best wishes from the team!

New Goal Reached: The Divine Summoner

We made it! Again!

Lords of Xulima will have a new special class for you, the Divine Summoner, who will bring a lot of new possibilities to the gameplay. With him by your side, the Heralds of the Gods will fight with you in the coming battles.


c2a7038ec7a823bfbfe56085dbbdda44_large.jpg

What’s next?
$25K - A Special Surprise on the road…

Surely some of you have noticed on the Goals Map that a mysterious surprise is waiting at 25K, by now. But we are not revealing anything until our protagonist gets there, so you can consider it a random encounter :o) What kind of enemies lies ahead? Help us discover it!

Next goal $30K - The Enchanted Isles of Varas Talak
105cc02caa29762afb6ccf85175dd24a_large.jpg


The Varas Talak Archipelago: 7 mystical islands connected by a nightmarish sea, which you must brave onboard a ship. Who knows what lurks below the ocean? This new region is protected by an ancient, hidden power. Discovering its secrets will be vital to the success of your adventure

And more original, epic themes for the Lords of Xulima soundtrack! Did you likeNicolas De Ferran’s composition? We did too! That’s why we’d love to have more!

And then? Help us decide the $40K goal!
Let us know which of these ideas you are most excited about:

  • A new Region, filled with lore: the Secret Garden of Nameria. Legends say that the most guarded secret of the Lords of Xulima, the destiny awaiting all of mankind, is hidden within. It is guarded by the Heralds of Alnaet, the most lethal creations of the Gods, who far surpass even the Titans in strength. Only the most powerful and high level parties can dare step in this sacred land. In the world of games, it would be considered an “Endgame” area. Can any mortal dare challenge this vestige of the Gods and unveil their most precious secret?
  • New themes for the soundtrack, created by our talented composer Nicolas de Ferran.
  • Full language translations in time for the game release: French and German.
  • Another special class to innovate your gameplay: The Monk Warrior. This disciplined warrior doesn’t rely on weapons and has lots of unique techniques in combat.
  • New Gameplay feature: An added game, within the game (such as battle cards), to play against the NPCs…


 

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