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Game News Serpent in the Staglands Kickstarter Update #15: Steam Page, Puzzles, Balance, Itemization

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Serpent in the Staglands; Whalenought Studios

Today's Serpent in the Staglands Kickstarter update announces the launch of the game's Steam store page, as promised in Saturday's trailer. It appears that Joe and Hannah have decided not to make it available for purchase as a Steam Early Access title (is that becoming a thing now?) but they will supply Steam keys to backers later on, or GOG keys if they'd prefer that. The update also describes what the Whalenought couple are planning for the game's upcoming 1.5 and 2.0 beta versions. Of particular interest is their description of balance and itemization, which seems like it was inspired by a certain upcoming Obsidian Entertainment title - namely, by certain criticisms of it. I quote:

Late game balance implementation

Upcoming beta 1.5 implements a balance patch for the low-level game. This is resulting in a need for more tactics for your party in the way of coordinating pre-buffs, offensive and defensive skills to overcome enemies (they pack a punch), while continuing to minimize the micro-manging required with pausing frequently. As always we’re designing with the strengths of real-time in mind, which we think is pausing infrequently while issuing macro orders to your party, and have their skills working automatically and together. We’ve had good responses for it thus far, and are continuing to design the same for late game, albeit with much more challenging enemies, potent buffs to hack around, and larger groups. The five coven witches random encounter in the wilderness will look like a tea party later on.

One of the biggest threats to your party, with some ailment exceptions, are skirmishes. With a low level spell caster in your group you can heal your entire party with some time, so the skirmishes, especially later on are fast and hard hitting with a pretty massive RNG-god pulling the strings. The other macro-element of the game working against you is town supplies. Aside from being completely wiped out and losing their potential sellable goods, merchants have a finite number of resources to sell you. Scavenging the settler’s ruins, bandits, and natives will ultimately become your main source of equipment, save the traveling merchants and small-town fletchers you happen across.

The real interesting thing we’re starting to test is how these late level skills can all stack and work together simultaneously. Having enemies with particular stats, defense, and damage dealing skills and spells is one thing, but knowing how a party of 5 with up to 15 skill points worth of skills and spells can augment each other is just as important. There’s a lot of defensive shields and hard-blocks of certain attacks (complete missile, spells, and melee resistances), as well as area effects and ailments to deter even the most powerful party. We’re getting as creative as possible to counter the strategic designs that players can come up with while using such a loose system.

Itemization

Most of your character’s power comes from your skills and stats, but that doesn’t mean your equipped items are worthless. While there is a range of weapons that have different damage potentials based on their craftsmanship and materials, there are also some exquisite and magical items of power buried throughout the game.

Important items in the game are finite, and unique and rare items are even more difficult to get your grubby, perhaps even pickpocketing, hands on. Bespoke armorers that work with fine bronze, or particularly exotic materials you can bring them, are going to net the best armor in the game. The Staglands settlers are poor, most with little possessions besides the warm furs and tweeds on their back, and these armorers are rare and only work with certain materials, some with only certain statured people. Finding both is part of getting your characters the best equipped as possible, if that’s how you’d want to use your resources and time.​

Hard blocks, eh? I see what you did there. Anyway, check out the full update for screenshots and information about the game's puzzles and stuff.
 

Achiman

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What was the estimated ETA for this again? Early 2015?
Be interested to see if pickpocketing is actually worth doing, BG2 was the only game that had a 1/2 decent pickpocketing setup from memory.
 

dukeofwhales

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Nah BG2's still sucked. Any game where the only pickpocket results are "success" or "entire map turns hostile" is shit, because in reality that's actually "success" or "reload". At the very least it could have an interface hint as to the chance of success/fail for each item.
 

agris

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Nah BG2's still sucked. Any game where the only pickpocket results are "success" or "entire map turns hostile" is shit, because in reality that's actually "success" or "reload". At the very least it could have an interface hint as to the chance of success/fail for each item.
Rogue Rebalancing really improved this.

From the read-me
Revised NPC behavior on failed theft attempts

In the unmodded game, a merchant would instantly turn hostile (and often try to attack a fully equipped, combat-ready party) whenever a party member failed to steal an item from his store. Similarly, neutral, non-joinable NPCs would simply turn hostile after a failed pickpocket attempt. This component alters that behavior as follows:
  • Merchants will no longer turn hostile after a failed theft attempt. They will instead opt to report the theft to their superiors (thereby lowering the party's reputation) and refuse to have any further dealings with the party
  • A PC can now talk his way out of a failed theft/pickpocket attempt if one of his mental attributes and/or Lore and Reputation score is high enough
  • Neutral, non-joinable NPCs will now initiate a special dialogue after a failed pickpocket attempt rather than simply turn hostile
  • If a familiar fails a pickpocket check against a non-hostile NPC it will be reprimanded (which will make it run around in panic for a short while)
In summary, whenever you fail a theft or a pickpocket attempt, you now get various dialogue options for dealing with the situation depending on your Intelligence, Wisdom, Charisma, Lore and Reputation scores. The initial requirements are fairly low (12 for either of the mental attributes, 20 for Lore, 14 for good Reputation and 7 for bad Reputation). However, each NPC keeps track of how many times you've tried to talk your way out of a theft, and the aforementioned requirements exponentially rise with every further failed attempt. Also, even with the highest attribute scores, you can have no more than 3 botched theft attempts per NPC. After that, no amount of talking will be able to convince that particular NPC of your "innocence". Lastly, this component allows parties with a high reputation and party members with a charisma score above 10 to pay a fine to various law enforcers (Flaming Fist, Amnish Centurions, Saradush Militia) after a failed theft attempt instead of having to face them in combat. The amount of gold that needs to be paid depends on the party's reputation or the charisma score of the party member who had committed the theft.

Note: In order to restore some previously unused engine features and bypass certain hardcoded limitations, this component needs to use ToBEx. ToBEx is only available for the Windows version of the game.
 

Achiman

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Nah BG2's still sucked. Any game where the only pickpocket results are "success" or "entire map turns hostile" is shit, because in reality that's actually "success" or "reload". At the very least it could have an interface hint as to the chance of success/fail for each item.
Rogue Rebalancing really improved this.

From the read-me
Revised NPC behavior on failed theft attempts

In the unmodded game, a merchant would instantly turn hostile (and often try to attack a fully equipped, combat-ready party) whenever a party member failed to steal an item from his store. Similarly, neutral, non-joinable NPCs would simply turn hostile after a failed pickpocket attempt. This component alters that behavior as follows:
  • Merchants will no longer turn hostile after a failed theft attempt. They will instead opt to report the theft to their superiors (thereby lowering the party's reputation) and refuse to have any further dealings with the party
  • A PC can now talk his way out of a failed theft/pickpocket attempt if one of his mental attributes and/or Lore and Reputation score is high enough
  • Neutral, non-joinable NPCs will now initiate a special dialogue after a failed pickpocket attempt rather than simply turn hostile
  • If a familiar fails a pickpocket check against a non-hostile NPC it will be reprimanded (which will make it run around in panic for a short while)
In summary, whenever you fail a theft or a pickpocket attempt, you now get various dialogue options for dealing with the situation depending on your Intelligence, Wisdom, Charisma, Lore and Reputation scores. The initial requirements are fairly low (12 for either of the mental attributes, 20 for Lore, 14 for good Reputation and 7 for bad Reputation). However, each NPC keeps track of how many times you've tried to talk your way out of a theft, and the aforementioned requirements exponentially rise with every further failed attempt. Also, even with the highest attribute scores, you can have no more than 3 botched theft attempts per NPC. After that, no amount of talking will be able to convince that particular NPC of your "innocence". Lastly, this component allows parties with a high reputation and party members with a charisma score above 10 to pay a fine to various law enforcers (Flaming Fist, Amnish Centurions, Saradush Militia) after a failed theft attempt instead of having to face them in combat. The amount of gold that needs to be paid depends on the party's reputation or the charisma score of the party member who had committed the theft.

Note: In order to restore some previously unused engine features and bypass certain hardcoded limitations, this component needs to use ToBEx. ToBEx is only available for the Windows version of the game.


Yeah, that sounds a lot better than the original - "you tried to steal from me... RAAAARRGH" rage that a target would fly into.

What I would like to see is a pickpocketing quest(s) opportunity like:
* You pickpocket from some random NPC and thieve a cursed item or family heirloom that triggers a quest line which is completely optional to the main quest.
* You pickpocket from a rich noble (or the equivalent) and get caught up in a factional war because you now possess the item
* You pickpocket from "the old - guy carrying around the key to the dungeon" and now have another optional dungeon you can access.
* You pickpocket and get caught (early levels) and get flung in gaol where a new quest line opens up because you come across a NPC that you would never have seen if not for being caught.

I guess, in the scheme of things in the past there hasn't been a huge motivation to make pickpocketing overly complex or necessary, because it is petty theft after all.
Petty theft (while good to have) is not really a priority I suppose when you are involved in some epic stop the ultimate baddy main quest. Not having your uber party fleecing the population like street thugs.

I always go for Rogue leader party/main char so I'm biased in this though.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
What was the estimated ETA for this again? Early 2015?
Be interested to see if pickpocketing is actually worth doing, BG2 was the only game that had a 1/2 decent pickpocketing setup from memory.
Underrail.

Every character has a suspicion meter which fills up as you attempt to pickpocket them. The higher your skill the slower it fills.
 

dukeofwhales

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Underrail.

Every character has a suspicion meter which fills up as you attempt to pickpocket them. The higher your skill the slower it fills.

That sounds really cool. Does suspicion fill more quickly when larger/more difficult things are pickpocketed?
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
That sounds really cool. Does suspicion fill more quickly when larger/more difficult things are pickpocketed?
I haven't played the game in forever, I'm afraid I don't remember.
 

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