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KickStarter Monomyth - A first person action RPG/dungeon crawler - now available on Early Access

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,226
had motion sickness issues, maxing fov helped.

Are sneak attacks a thing? Or do they require a piercing weapon?

Why are rats immediately running towards you even when sneaking, max dex and skilled in sneaking? I smell some rat conspiracy
 

Robber Baron

Arbiter
Joined
Jun 15, 2020
Messages
1,017
Exploration is really really good. The first big area is so interconnected and well designed it's just a joy to wander around and discover secrets and routes
 

Vulpes

Scholar
Joined
Oct 12, 2018
Messages
424
Location
Fourth Rome
I don't get what's the point in putting SP into Search or having to play connect-the-dot whenever you want to swap out spells you already know. Why not just click on them in the spellbook menu? Then again, it's unlikely I'll make much use of it given how fucking weak the spells are. I spent my entire mana bar blasting the armored Wastelander you encounter near the end of the tutorial level with Magic Darts and his health bar was still in the green.
And is it just me or is the hit detection way off? Attacks with the starting sword seem to be shorter than the weapon's actual model and the same goes for the Ignite spell. I could see the flames reaching the explosive barrels but it did nothing. I had to pretty much touch them with my hand to light them up.

Are sneak attacks a thing? Or do they require a piercing weapon?
It looks like sneak attacks are a thing but they merely provide a x2 damage bonus. The enemies are such damage sponges that it's not even enough to one-shot the giant rats you encounter at the beginning.
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,067
did the system requirements go up from the demo? worried I won't be able to run it with my shitpu rx 580 :negative:
Time to upgrade! (I mean in general, I had the same card and now I have an Rx 6600XT and loving every pixel)
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,067
Well I just ran it and it runs really well, even better than the demo or beta did tbqh so I guess it's not much of an issue, unless it shits the bed in later levels... so far so good
That is fantastic, wow. 1 dev mogging the entire western industry (save for based Czechs). The times we're in, eh.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,681
How 'complete' is it? Keen to play but not if it has a long way to go.

Gonna repost this here in case anyone's interested:

I plan to introduce three additional major areas during the game's time in Early Access. Two of these areas are already in their refinement phase, one is still in its design phase.
I also plan to improve the combat and AI systems further. The full version is intended to offer a wider selection of spells, weapons, and enemies. Additional quests are planned as well.

The game will remain in Early Access for approximately six to twelve months.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,046
I'm enjoying my time with this. About 3 hours in. The main draw to the game is probably going to be exploration.

Some suggestions in line with what I'm assuming is going to be everyone else's:

  • Everything's durability is a bit too low. Having to backtrack to the first smithy (I haven't found a second yet) is a bit annoying. Right now I'm just swapping war cleavers as I go and dealing with the reduced damage output.
  • This is one of those classic games where dumping everything into sword and melee-oriented skills early is probably recommended. You get a limited number of arrows and spells, you can't go pure mage/range build straight from the get-go. It's basically a tradition in these games, but I would still warn people about this in Chargen if you haven't.
  • Lockpicking checks are probably too high early on?
  • Lacking detailed information about what all the stats do make it hard to choose a build.
  • Not sure about the Soulslike-style bonfire revival when people are just going to savescum.
  • Not sure about a stat-based accuracy system in an ARPG. Seeing a hit but not having it register feels bad. Adds to the jankiness level of combat. Disregard this if it's just a hit collision bug or I'm being stupid.
  • I would prefer more standard depleting hitbars instead of color-based ones (colorblind people are not going to be happy).
But otherwise from a dev standpoint, I think this is a pretty good EA. People who want a dark dungeon crawl with lots of nooks and crannies are going to be happy.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
At this point i'm a few hours into the game. I've really got to commend the dev for what he has managed to achieve with the level design. Not only is the dungeon incredibly atmospheric and immersive, it also folds back on itself in a lot of wonderful ways. Really impressed so far.
 
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Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,046
At this point i'm a few hours into the game. I've really got to commend the game for what he has managed to achieve by level design. Not only is the dungeon incredibly atmospheric and immersive, it also folds back on itself in a lot of wonderful ways. Really impressed so far.

Agreed. The more I play the game, the more impressed I am with it. If the other areas manage to be the same complexity and size, this will be a great dungeon crawler.

Hint: I finally found another smithy it's in the bandit farm towards the bottom of the caves, and well worth the entrance fee.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
At this point i'm a few hours into the game. I've really got to commend the game for what he has managed to achieve by level design. Not only is the dungeon incredibly atmospheric and immersive, it also folds back on itself in a lot of wonderful ways. Really impressed so far.

Agreed. The more I play the game, the more impressed I am with it. If the other areas manage to be the same complexity and size, this will be a great dungeon crawler.

Hint: I finally found another smithy it's in the bandit farm towards the bottom of the caves, and well worth the entrance fee.
Did you solve the rune puzzle yet? I can't figure it out. I lined up the runes with the markings above the door, but no luck. Also I stole the chapel's golden chalice. That was pretty fun.

There is also another blacksmith's room behind the door that says wine cellar, earlier than the one you mentioned.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,226
It looks like sneak attacks are a thing but they merely provide a x2 damage bonus. The enemies are such damage sponges that it's not even enough to one-shot the giant rats you encounter at the beginning.
any chance its required to know some anatomy, use dagger etc?
 

vitellus

the irascible
Patron
Joined
Jan 10, 2023
Messages
425
Location
fuck you
Codex+ Now Streaming!
after clearing the prison, i must say that this is definitely an arx fatalis feeling game by the way it moves and the feel of the world so far. made a smashy sword-and-board and the combat as of right now is pretty basic and therefore underwhelming. enemies hit hard.

1728044598931.png


we shall see :smug:
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
  • I would prefer more standard depleting hitbars instead of color-based ones (colorblind people are not going to be happy).
I agree, it looks like a health bar but it doesn't deplete (maybe with more anatomy skill?), only changes color. I'd much prefer a Baldur's Gate 1/2 style info (Barely Injured, Injured, Badly Wounded, Near Death etc.)
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,586
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Been playing this for a bit and yeah, I got a few points in lockpicking but almost every lock I encounter is too complex for me.
But when it's a wooden door, I can just hold a torch to it and burn it down lmao, so the high lockpick threshold doesn't even have a real purpose there.
 

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