- Joined
- Jan 28, 2011
- Messages
- 100,005
I'd also hope for some major balancing works (emissaries are worthless, there is not enough build variety if you are trying to make a good archfiend, lots of actions/rituals are too costly to ever be worthwhile, etc).The original was great, but apart from a small and active discord community it is hard to find players for this great title. If those Armello guys manage to make mp process smooth that will be a great step for Solium Infernum and Vic's game design legacy.
I actually tend to hate card games, but that is more an effect of the design choices, rather than the presentation. It's very easy to create both a game that plays like a card game without having visible cards, as well as a game that visibly resembles a card game but ultimately cannot actually be a card game, and merely visually presents as such.It would be okay strategy game...but devs decided to use the crappiest system of them all - cards.
But are these the actual cards or merely the in-game representations of something else? Because Shadow Empire uses cards to represent decisions/events. Similar thing goes for Battlestar Galactica (the boardgame). It just makes sense to represent boardgame actions with cards.It would be okay strategy game...but devs decided to use the crappiest system of them all - cards.
It would be okay strategy game...but devs decided to use the crappiest system of them all - cards.
Looks cartoony and a little far from what the original tried to convey with it's tone, but apart from the generic legion forces it doesn't look too bad.
The original was great, but apart from a small and active discord community it is hard to find players for this great title. If those Armello guys manage to make mp process smooth that will be a great step for Solium Infernum and Vic's game design legacy.
No excusing that shitty UI though.
Uh... I am looking at the screens, watching gameplays and reading After-Action-Reports and I don't feel like the old UI or art was as amazing as people in this thread make it sound.Yes, the art is ugly compared the original.
I liked the illustrations, and the UI was minimalist but made with good taste.No excusing that shitty UI though.Uh... I am looking at the screens, watching gameplays and reading After-Action-Reports and I don't feel like the old UI or art was as amazing as people in this thread make it sound.Yes, the art is ugly compared the original.
It was simple (simplistic, even) and functional, probably because it was cheap and easy to make that way when it was all done by one guy, but that's about it. While I can agree that 3D models in the remake don't feel right (blocky and cartoony) and they could've achieved better results with animated 2D (and taken more inspiration from the original art), the fact is that the game was in need of some face-lifting.
I have a copy of the game on an external hd stored in France, but I won't be there before june. If reminded then, I could easily send it.How to play the original nowadays?
Grab pirated version, and launch.How to play the original nowadays?
The elements that were taken directly from the old UI (e.g. the symbols for your resources) look worse now, and the rest looks like Skyrim fucked Endless Legend. I guess it's too much to ask for a bunch of furry faggots to make a better game than one guy working in Adobe Air though.No excusing that shitty UI though.Uh... I am looking at the screens, watching gameplays and reading After-Action-Reports and I don't feel like the old UI or art was as amazing as people in this thread make it sound.Yes, the art is ugly compared the original.
It was simple (simplistic, even) and functional, probably because it was cheap and easy to make that way when it was all done by one guy, but that's about it. While I can agree that 3D models in the remake don't feel right (blocky and cartoony) and they could've achieved better results with animated 2D (and taken more inspiration from the original art), the fact is that the game was in need of some face-lifting.
Do they though?:The elements that were taken directly from the old UI (e.g. the symbols for your resources) look worse now
Like I said, those aren't cards.I don't play this gameThe elements that were taken directly from the old UI (e.g. the symbols for your resources) look worse now
Yeah, exactly my first thought. I was hyped when I read the title but these graphics miss all the original, weird charme of the game.wtf is this. looks like soulless shit compared to the original. why cant we just get the original but with some kind of built in pbem system like what field of glory has
I would if I could, but it was about the only thing I was able to find containing a ritual in a screenshot. The argument was that "the elements that were taken directly from the old UI (e.g. the symbols for your resources) look worse now" so decided that comparing the visuals between the two cards sharing the same category was an acceptable compromise.Also if you want to put up Dark Augury, at least compare it with Dark Augury:
"Virtually the same"? That's not what I am seeing.The description is virtually the same. If anything it's actually clearer because "perks and secret objectives" tell me much more than "schemes and brands".
I know? I am merely saying "the card", because it looks like one. That's pretty much it. Personally I have no problem with representing spells/rituals as such, because I am used to playing boardgames where a lot of stuff happens to be on cards for obvious reasons.I have no idea how to quote properlyI don't play this game
I overlooked this at first, but then I checked out the legions and... I don't think they are generic.Looks cartoony and a little far from what the original tried to convey with it's tone, but apart from the generic legion forces it doesn't look too bad.
Will there be avatar customization, either of attribute stats or even just name and form?
Right now, when you enter into Solium Infernum, you're presented with a steep, confusing learning curve. There are blocks of decisions to make that are hard to understand -- including making a character before you even know anything about the experience. So, we've taken inspiration from our work in character crafting with Armello, keeping roleplay at the heart of game design, and come up with what we believe is a great solution.
You will choose a pre-set Archfiend with their own unique ability, and some points already locked in place for their attributes. Then, you'll get the ability to assign perks from a flexible list, allowing you to customize your play style and strategies.
Others will also know which Archfiend you have chosen, which will help you generally strategize in the early game. However, we're aware of what impact that has on Prophecy and discovering secret information, and how important that is to the game. You don't want to lessen the impact of the Prophecy path. There are some factors to keep you on your toes - what perks do they have, and have they altered their starting stats?
Are Stats the Same as Original SI?
We've compressed them down to just having one set - your Powers. So Charisma + Wickedness are no more, but Wrath & Prophesy are used instead. This has simplified things nicely. So each Archfiend has a 'stat block' of Powers - Wrath, Deceit, Prophecy, Destruction and Charisma.
What's the biggest change from the OG Solium Infernum?
Most likely a large change is balancing how Tribute is acquired - the AF Powers have gone through an overhaul and Charisma is less of a must-have path to follow for success. If everyone HAD to take at least Charisma 3 to stand a chance, then it wasn't a play-style option. So there's been a fair amount of balancing out here and Charisma particularly reworked. We've also reworked objectives.
Outside of UI/UX I have a few pet peeves - Charisma tree being a must-have for success, Prophecy getting less accurate the better it gets - powers have had a big overhaul. Praetor combat was fun, but that system and interaction were clunky and we're reworking it.
More details to come later here. (edited)
Have there been changes to Combat from the Original SI?
Yes, there are some changes, there's been an obvious visual uplift because we're going to be seeing the battles occur on-screen. The 'unholy trinity' of Ranged, Melee, Infernal has been kept.
How much of the OG SI is still in the remake?
Most of original SI is there - no need to change what worked! It's more a matter of modernising and making the UX far smoother. We have a couple of new unit types on the map - some new 'neutrals' (think Heavenly Host) - and most excitingly TITANS - which are massive units that stomp around the map causing pure havoc. They're a sight to behold.
What “Hell” is this? Where does the inspiration come from?
Good question! Part of our appreciation of SI is the mythos around the 'fall'. As the line 'Better to rule in Hell' comes from Milton's Paradise Lost, that reference and story really resonated with us. So just as Vic's Hell wasn't just fire and brimstone, neither is ours, and we wanted to capture that strange desolated energy. So the Abyss is an ashen landscape that is infinite, a miserable place of shadows - furthest away from heaven, into which the unworthy are discarded. The artist Gustave Dore seemed to capture this so well with his illustrations of Paradise Lost. For lore, we do borrow from a number of sources, but it tends to borrow widely from things like the Ars Goetia and the Dictionary of Angels (Gustav Davidson).
Turn notifications for Steam/Discord/etc?
The transition from getting a message to being in-game taking your turn is something we want to make very smooth, so you can expect some integration here. Definitely Steam! We'll see what other opportunities arise.
Will you guys keep the option with the graphical interface to send "messages" like in the original, so my fellow daemons can receive scrolls of text with contract agreements and important messages in a cursive script, while in game?
Messages are part of the role-playing experience of SI, we personally love them and we see people get highly creative with them and it's wonderful. We do have to consider online safety and toxicity, and the way it can be abused. So we're putting together a plan around both of these competing points - more on this later.
There was a suggestion in the Suggestions channel for detailed, exportable turn logs to help those who want to create game diaries. Are you guys working on tools to help players tell their hellish stories?
SI tells amazing stories, it's a core strength of the game. So we do have discussions on this and ways of exporting or helping people to tell these stories. Right now our code team have done an amazing job of making sure everything in the game is logged and stored, and sifted through, so there's a lot of potential ways to use this data. No promises here yet, but more to come here as things solidify. (edited)
Titans have any gameplay distinctions from ordinary units, or is it more of a visual distinction? Interviews mention the Devourer being summoned ... but the Devourer was always a summonable unit. Are all Titans summonables now? (Also, can you give the names of any of the existing legions from Original that are being converted into Titans?)
Some old units or artifacts that are now titans include the Gorgons, Walking Fortress, Devourer and Sons of Typhon. (edited)
You will choose a pre-set Archfiend with their own unique ability, and some points already locked in place for their attributes. Then, you'll get the ability to assign perks from a flexible list, allowing you to customize your play style and strategies.
Others will also know which Archfiend you have chosen, which will help you generally strategize in the early game. However, we're aware of what impact that has on Prophecy and discovering secret information, and how important that is to the game. You don't want to lessen the impact of the Prophecy path. There are some factors to keep you on your toes - what perks do they have, and have they altered their starting stats?