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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

The Wall

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Unless you can run the whole thing in-house, without transmitting anything of your stuff outside it's not going to fly.
In the future you'll be able to do exactly that. Every serious, big company will have its own, in-house AI
Also you'll be surprised how much people in banking sector are tech illitirate and easy to fool
Watch few tutorials for Cobol, and you're hired. Why? Cause greedy bankers don't wanna pay for legacy code to be converted
In the long run the cost of paying Cobol programmers (most of them Undead) is higher then paying code conversion

Does anyone here seriously thinks that modern bankers are smart? Have you seen the Economy lately :) :) :)
But hoW dO theY gET AwAy with iT? Simple. Most normies are retarded cattle. Literally
 

The Wall

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Where are you getting the idea that the devs want to add more content, but are merely being stymied by slow coding? The much, much simpler explanation is that they made out like bandits and feel no compulsion to deliver to their backers.
There is another explanation - they are bad at optimizing which features should have a priority and this feature creep we're seeing is the result (developers of Battle Brothers were very open about what they had to leave out of their game in order to keep the development a realistic affair in terms of delivery). The constant re-doing certain aspects of the game does support this possibility as well.
That's good observation and I share your thinking. Their ogranizational skills are below average for a game developer. Which is very polite way to say: they are bunch of cats working together on Nuclear Power Station. Game is made in GameMaker Studio 2 engine by 10+ grown up, full time working devs. Updates absoultely can be faster while maintaing same quality level. GameMaker Studio is among Game Engines what is HTML among programming languages. I just commited heresy :)
 

The Wall

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Human Species is overall quite retarded. What's stopping bunch of Codexers from making greatest RPG of all times and dimensions? For the LOLZ, if nothing else. All tools are available. Reasons are simple: laziness, fear, lack of focus, consumer mindset, tiredness from life. People are happy to eat shit, if that means they never gotta learn how to cook
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The Wall I know quite a few excellent programmers, but they avoid the gaming industry like the plague. Better pay, conditions, and job security in other sectors.
 

Whisper

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They introduce too many systems, going Exanima way. Sometimes having more is not better.
 

Orud

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
The Wall I know quite a few excellent programmers, but they avoid the gaming industry like the plague. Better pay, conditions, and job security in other sectors.
There are plenty of recent online articles where gamedevs talked about how gamestudio's used any perceived clout in wage negotiations: "You'll earn less, but just think of how good it'll look on your CV".
Plenty of the bigger ones, like Blizzard, also know that there are plenty of rabid fans out there that'll work for them below minimum wage. A quick google search will show you that plenty of developers at Blizzard live on their parking lot.

So when presented with the option to live half decent or earn less than a student working at McDonalds, most pick the former.
 
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KeighnMcDeath

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50K crowns eh?

I will use these crowns to fund an anti-rodent corporate empire and eRATicate them all. SAY NO TO RODENTS!
 

The Wall

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Devlog: Armored Combat and the Equipment III Update Announcement
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Hello everyone!

In today’s devlog we’ll take a look at the new ability tree - the long awaited Armored Combat. We also have a surprise announcement to make.

Initially, we planned to add Armored Combat with the next major update, “Rags to Riches”. But since there’s still a lot of work to be done, and it’ll be a while before “Rags to Riches” is released, we decided to make this one ability tree a part of the previously unannounced Equipment Update III, which will introduce many new pieces of armor for mages and hybrid builds.

On top of all that, Equipment III will feature various tweaks to half the existing abilities. There was a lot of negative feedback regarding Ranged Weapons, Warfare (former Combat Mastery), and Shields, so these ability trees in particular were changed the most. There’ll also be certain QoL improvements, such as reworked skill hovers and a better system for skills classification. The exact details will be revealed in the patch notes.

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We aim to release the Equipment Update III on May 16th. Please take note that this interim update won’t feature new bags, reworked Dungeons, the Caravan, and everything else that was explicitly presented as a part of “Rags to Riches”. The exact date for the latter will be announced a short time before its release. Another thing worth mentioning: the Equipment Update III will be compatible with your current save files.

Now let’s move onto the new ability tree. Armored Combat consists of 8 skills, spread evenly between actives and passives.

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While conceptualizing Armored Combat, one of our goals was to make it useful to all armor types, both heavy and light.

As a result, its skills are designed to dynamically change depending on the equipped armor. This mechanic bears some resemblance to the one used by Shields, although the differences between armor types’ effects are significantly more noticeable.

  • Light armor adds bonus Dodge Chance to the skills’ effects or otherwise improves the effectiveness of evasion. It also allows using Armored Combat skills more frequently.
  • The main drawback of heavy armor is its hefty penalties to Max Energy, so its changes to the ability tree’s skills are focused on counteracting them in one manner or another.
  • Medium armor offers a compromise between Energy efficiency and Protection. For the most part, it doesn’t require any bonuses to be effective, and wearing it usually won’t modify Armored Combat skills in any way.

ACTIVE ABILITIES

“Brace for Impact!”

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Grants bonus Dodge Chance and Block Chance until the next turn. While the effect is active, all received strikes receive major penalties to Accuracy, Fumble Chance, Armor Penetration and can’t crit.

Light body armor halves the skill’s Cooldown Duration and Energy Cost, and heavy armor doubles its Cooldown Duration.

This skill is useful for situations when your enemy is preparing to deliver a highly damaging or debilitating strike - “Brace for Impact!” will allow you to either negate it entirely or at least greatly reduce its effectiveness.

“Flexible Defense”

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Delivers a strike to three adjacent tiles with a penalty to Weapon Damage but a large bonus to Stagger Chance. Additionally, all enemies within the skill’s area of effect receive a debuff to Weapon Damage, Fumble Chance, and Accuracy for three turns.

Light body armor prolongs the debuff’s duration to six turns, and heavy body armor replenishes 5% Max Energy for each enemy within the skill’s AoE.

Although this skill works well with all armor types, its synergy with high Dodge Chance makes it exceptionally useful to lightly armored builds.

“Unyielding Defense”

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Allows to reposition to an adjacent tile, then activates an effect that grants a bonus to Control Resistance, Block Power Recovery, all body parts’ Protection, as well as Block Chance or Dodge Chance (depending on which one is higher). Receiving enemy strikes grants an extra stack of the effect.

This skill isn’t considered a stance, so it can be used together with Weaponry stances. Other than that, it provides an option to safely reposition when surrounded by enemies, as moving with abilities doesn’t trigger Attacks of Opportunity.

“Battering Ram”

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“Battering Ram” performs a charge towards a target, dealing Crushing Damage to it with a chance to apply Stagger.

Light body armor halves the skill’s Cooldown, increases its Range, and allows it to grant bonus Weapon Damage for a few turns that scales with Dodge Chance. Heavy armor reduces the skill’s Range and switches the Stagger Chance to Stun Chance for a greater impact.

This skill is meant to be an alternative to “Dash” from Athletics, offering extra means of closing distance with enemies, especially if your weapon of choice doesn’t have access to charges.

PASSIVE ABILITIES

“Self-Repairs”

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Reduces the rate of Durability loss (for weapons too) by 15%, increases the effectiveness of Repair Kits, and allows to dismantle armor into fragments that can be used for patching up your other armor.

Additionally, this passive grants a bonus to Bleed Resistance and Fortitude for each equipped piece of armor with more than 80% Durability.

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Different fragment types replenish different amounts of Durability depending on an item’s level. For instance, a piece of cloth scrounged from a peasant shirt won’t be very effective when used for repairing an expensive mantle.

“Hard Target”

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Reduces Armor Penetration of all attacks against the character.

Ranged attacks against the character also grant a bonus to Dodge Chance for a few turns while simultaneously reducing the attacker’s Accuracy. The effect triggers twice if the enemy manages to land a shot.

“Battle-Hardiness”

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Using stance skills and maneuvers reduces Damage Taken until the next turn.

Light body armor also grants bonus Dodge Chance and Counter Chance for a few turns for each traveled tile (this includes tiles traversed with charges and maneuvers), and heavy body armor reduces Skills Energy Cost for each turn spent on the same tile.

“Custom Adjustments”

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Each piece of equipped armor grants a special bonus depending on its type.

Light armor grants additional Protection to the respective body parts. Medium armor grants Bleed Resistance to the respective body parts. Heavy armor increases Max Energy and Energy Restoration.

====================================

And finally, here are some of the new items that will be added with the Equipment Update III:

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That’s all for now. Until next time!
HEY! Something is happening at least. New update is less then 2 weeks away. Small Goodness > Nothing
Also Lead Dev is SUPERHUMANLY BASED on Steam forums. The amount of butthurt he creates and GigaChad way in which he responds to Steam Babies and Balance™ Cultists deserves its own thread! You gotta see it, to believe it :)
 

The Wall

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- Spike traps will trigger only once, just like all other trap types.
- Reworked curses - both buffs and debuffs are now static, which should noticeably streamline the system. Other than that, added 2 new curse types.
- Reduced Intoxication gain from Poisoning [+4 > +2 per turn].
- Fumbling a shot will now halve its damage (similarly to melee strikes) and not just break an arrow or bolt.
- Reduced Pain gain from receiving damage by 15%.

....and many other similar changes. How is this called, children? Dumbing down! E-xactly. All these things are answers to baby cries from Steam Forums

Steam community is YET to make positive impact on development of single video game. Only good thing is their money
 

The Wall

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- Spike traps will trigger only once, just like all other trap types.

I mean this one alone shows how many NPCs have Steam accounts. Imagine stepping over and over again same tile where is spike trap. Like burning your hand on turned on stove, and repeatedly checking if it's still on by touching it again and again. :) Waaaah, waaah, but what about shituations where enemies are around and this single tile spike trap limits your maneuverability? This was supposed to be hardcore RPG, amIright?
 

Tygrende

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undoing the meta of cheesing enemies over spikes
It was this, shit was ridiculous. If you found one spike trap you could trivalize the whole floor by pushing every enemy into it at least once with something like arcane boulder, sometimes more than once. Bonus points if you threw a net on them while they stood on the trap. Could clear highest level dungeons with lvl 1 character that way for weapons you shouldn't have at that point.
 

Fedora Master

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It's all gonna work out guys, this is totally a real game with real devs who know what they're doing.

If only the devs wouldn't refuse to expand their team. Imagine how far the development of the game could be by now! But I guess if you rake in millions of USD you don't want to share the money and so it's still just the five guys who started the kickstarter campaign in 2017.
I don't think more people would help. It's their overall autistic approach to things. "Noooo we gotta get the pixels on this berry bush just right!!"
 

The Wall

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There is some TOP Quality Russian Autism sprinkled all over development of this game. You should see HOW Lead Dev communicates with Steam Plebs on Forums. It's fucking glorious, deserves its own thread :)

Here is but small taste of this Russian's awesomeness:

Originally posted by Phaeron Seherekh:
I remember when the dev said they couldn't implement exit saves, does anyone else remember that? I'd say that old remark in hindsight is illuminating enough on how the dev views A honesty/clarity towards the community and B the save system in general.

Still doesn't beat another game dev saying that encrypting the hell out of the files so modding/save editing/similar are difficult was done so their work wouldn't be stolen, as if that is how things work.
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I really don't know why people are so fond of conspiracies.

Yes, when we said it was impossible, it's not because we were dishonest, it's because at that point it was impossible without reworking the very basics of the game. People were thinking something like save on exit could have been added overnight by changing "saveonexit = false" to "true", and that wasn't the case because of how world generation and data storage worked back then.

It changed in City of Gold, an update that took 8 or 9 months, approximately 6-7 of which were spent on reworking said basics to make that happen. Considering how this 9-month development cycle was the beginning of all those "why no updates, I'm literally losing my mind" type of posts and comments, I think you would understand why undertaking it right after the Early Access launch would have been a very bad idea. Hence why it was impossible at the time to add save on exit - we just couldn't afford to start a very lengthy development sequence when people were begging for new content.

It's semantics. When I say it's impossible to, say, turn Stoneshard into MMORPG or add 100k lines of dialogue to every NPC in the game it's not because the laws of our reality physically prevent us from doing so, it's because it's not a valid possibility to consider with our current resources, experience and time constraints.

Last edited by Wayfinder; 4 May @ 6:11pm

Originally posted by Cinus:
So few items and new skills after so many years? Good that we have Wartale now.
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I too would have preferred if you played Wartales instead of writing these comments.
Wayfinder

He even has account here on Codex that goes by the same name. Guy fucking deepthroats Steam lemmings on daily basis. For that thing alone, Hero Dev I salute You!
 
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The Wall

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He does have Ukranian flag and Kickstarter page used to say Saint Petersburg. He never openly supported Ukraine in The War, which makes him probably only dev with ukranian flag who didn't do so. They all moved from Russia ~6 months ago and have publicly stated to work on this game full time. Dunno what to say, it's fun ride :lol:
 

prodigydancer

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I'm definitely going to play this after full release. Normally I'm not into pixel art games but this one is surprisingly good. Kudos to the developers!
 

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