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Game News Monomyth now on Kickstarter

Discussion in 'News & Content Feedback' started by Infinitron, Jul 28, 2021.

  1. RatTower Arcane Developer

    RatTower
    Joined:
    Apr 24, 2017
    Messages:
    394
    Just uploaded a new build.

    Controls are now listed under game settings.
    [​IMG]

    You will have to redownload the demo, but you should be able to continue playing with your old character.

    Gonna write the full patch notes on KS later (basically just a hotfix for motion blur, Y invert, and mouse sensitivity)
     
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  2. Dr Schultz Savant

    Dr Schultz
    Joined:
    Dec 21, 2013
    Messages:
    457
    RatTower, allow me this humble suggestion: Drop the dependence between dexterity and hit chance.
    I'm a squad tactics fag, I LOVE stat based games, but I find few things annoying like missing a target because of a stat in a first person action combat. It creates moments of complete dissonance between what you see and what you do.
    If I were you I'd drop entirely the hits chance, link the dexterity stat to the damage output of ranged and "fineness" weapons and, of course, keep the strength stat for the damage of "heavy" weapons.

    But, of course, your game, your rules...
     
    Last edited: Jul 29, 2021
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  3. rusty_shackleford Arcane

    rusty_shackleford
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    where's the turn-based stretch goal?
     
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  4. RatTower Arcane Developer

    RatTower
    Joined:
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    By any chance: Were you using the wooden club?
    Cause I just saw that thing had a reduced range for some reason.

    There is no dependence between Dex and hit chance - you probably just couldn't reach your enemy :D
    Already fixed it. Gonna be in the next build.
    In the current system, dex actually determines the damage bonus/penalty on top of your regular damage (which scales of strength and the respective weapon skill).
     
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  5. Dr Schultz Savant

    Dr Schultz
    Joined:
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    Understood.

    More than the bug, tough, was the description of the stat that fooled me. It is somewhat ambiguous.

    So, if I get it right, you hit what you hit and the demage is modified by both Str and Dex.Correct?
     
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  6. Abu Antar Prestigious Gentleman Tweet, tweet Patron

    Abu Antar
    Joined:
    Jan 19, 2014
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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    I donated $20 to the codex fundraiser. I'm still good for a copy, right?

    DarkUnderlord
     
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  7. OctavianRomulus Learned

    OctavianRomulus
    Joined:
    Aug 21, 2019
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    462
    I really loved the level design. Very clear, varied, vertical, with lots of secrets. I do have one big gripe though. The lower right green stone was quite hard to find. And I got lost for an hour searching for it. I remember an NPC that gave some kind of clue but I accidentally exited before I read it all and when I talked to it again, I couldn't get the information again. I had to look for a YouTube video to see where it was. I don't know how I would have found it on my own.
     
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  8. RatTower Arcane Developer

    RatTower
    Joined:
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    394
    Correct. That and your respective weapon skill.

    There are "Personal Notes" under the documents tab in the inventory. That tab should probably be called "Notes" instead.
    Regardless, that seal is actually quite tough. At least for the beginning of the game.
     
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  9. OctavianRomulus Learned

    OctavianRomulus
    Joined:
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    RatTower

    Oh, I didn't know you could click Personal Notes. In fact, I didn't even notice it until you told me about it. I thought it was just a header for the notes below.
     
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  10. RatTower Arcane Developer

    RatTower
    Joined:
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    Quite a common problem. I'll probably have to rework the UI there somehow.
     
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  11. JDR13 Magister

    JDR13
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    I don't like that getting killed simply means respawning at the last shrine I was at with all my items. I hope you're not going to keep it that way for the full game.

    I'd much rather you went old-school where death means death and we have to reload from our last save.
     
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  12. OctavianRomulus Learned

    OctavianRomulus
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    Woah, the game is funded and then some!! Congratulations!
     
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  13. Butter Arcane

    Butter
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    It was at ~13k euros when I went to bed, and when I woke up it was at 22k. Nice.
     
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  14. Dr Schultz Savant

    Dr Schultz
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    I suppose in the final game there won't be any last save, only shrines, like in Demon's/Dark Souls.
     
    Last edited: Jul 30, 2021
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  15. asspiss Educated

    asspiss
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    Noice! and still going. This thing looks great!
     
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  16. OctavianRomulus Learned

    OctavianRomulus
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    Forget about voice acting, give us better combat and animations instead.
     
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  17. agris Arcane Patron

    agris
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    For money raised over (E)1000, you should roll it up into the highest kickstarter tier it supports, and so on. Such that if you raised (E)1850 post-fees, the codex makes a (E)1000 pledge, (E)600 pledge, and (E)250 pledge.

    Maybe this is already the plan, but if not I think it's a good way to add more content to RatTower's game.
     
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  18. Haba Harbinger of Decline Patron

    Haba
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    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    Getting 'dem attentions.

     
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  19. JDR13 Magister

    JDR13
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    I hope not. I'd rather have a traditional save system. Even if we can only save at the shrines that would be preferable to simply respawning.

    Make death have more consequence than just having to recollect XP at the spot where we died.
     
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  20. Dr Schultz Savant

    Dr Schultz
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    Honestly, I have an hard time thinking to a game that creates more tension after a death than Dark Souls.

    :eek:
     
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  21. agris Arcane Patron

    agris
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    I don't know if it's appropriate for the genre, but if a player is respawning at a shrine, make them respawn naked and do a corpse run. Those are a blast.

    edit: probably making it a difficulty option to respawn naked and have to retrieve corpse vs fully geared.
     
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  22. JDR13 Magister

    JDR13
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    That's a very different kind of game though. I don't think copying that mechanic adds much here.
     
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  23. LudensCogitet Learned

    LudensCogitet
    Joined:
    Nov 4, 2019
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    I agree. Enemies do not appear to respawn (and I think that's a good thing), which makes having to run back to where ever you were tedious (especially given the size of the environments). A run from point A to point B in Dark Souls is like a brawler / platformer level; a sequence of challenges that can be mastered through repetition and can provide interesting situations even after multiple attempts.

    Monomyth so far seems much more about exploration and continuous progress, conquering the environment over time. Dark Souls is good at being Dark Souls, and there are plenty of them. Monomyth is carrying the touch for a much less represented class of game.
     
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  24. OctavianRomulus Learned

    OctavianRomulus
    Joined:
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    Right now you can just die to the enemies, respawn and then finish them off. I think this can lead to abuse and therefore unfun gameplay. I'm not saying it needs to be like Dark Souls but maybe something different.
     
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  25. fork Dumbfuck! Dumbfuck

    fork
    Joined:
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    Let me say that it needs to be like Dark Souls then. It would be a good fit for this type of game and it solves several problems, like it makes difficulty settings unnecessary, prevents save scumming, punishes death, but is motivating because in order to recover your xp, you'll probably have to beat a couple of enemies again, just to name a few.
    It's the perfect fit for a game like this.
     
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