Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Sui Generis + Exanima Early Access

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
What's the game's current status?
Advanced materials renderer, with procedural corrosion and immersive brushing. currently rated at 7.6 germans out of 10 japanese business men.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
Can't be arsed to look for it, but perhaps Technomancer has more precise info.
Don't know tbh. But I do know that stat pips are not precise. So one item can be slightly better but the stats won't show it because the difference is almost imperceptible.

Madoc said:
quality and condition won't have a very noticeable effect on things that have very low stats to begin with, and you can't see small changes in stats because of the rounding to nearest half pip (though they still exist)
 
Joined
Jan 9, 2011
Messages
2,836
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
TBH, item "stats" only felt like rough ballpark to me. I really like to try different ones in arena, and get the feel for which one I'm most comfortable with. What suits me, might feel crap to you.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
Weapons look great, tho.

longswords02.jpg
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
Monthly Special 01/04/21

As part of our development updates for the beginning of each week, we've decided to start a series of posts at the beginning of each month which talk about slightly longer term features that we're working on.

This month we're going to talk a little about monster abilities. We've mentioned various special abilities for different creatures to better differentiate them and enrich gameplay. Faels will charge you with their horns, "gobblers" will vomit nasty things at you etc. But what about Sir? We've heard your feedback about Sir not being enough of a challenge, so we have some big plans for him.

Sir will be receiving new stealth abilities. He will move silently and be invisible, then suddenly appear and roar as he strikes, enhancing the feeling of tension that this encounter is supposed to evoke.

We've been working on the visual effects for this, and we have little preview of them here. This is what you will see in the moment Sir begins to become visible and strikes:


SPOILER_peekaboo2.jpg



SPOILER_peekaboo.jpg


We're also working on mind effects for players, which this ties nicely into for the purposes of fear. Sir's surprise attacks will instil terror in characters, causing them to lose all focus and drop any continuous bindings. This is just one of the planned effects for fear, there will be others!

Have a great month,
Bare Mettle
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
That explains a lot, actually.

...But seriously, dealing with that thing was far and away the highlight of what I've seen of the game. Now they're going to expend time and effort ruining it. I mean, come on.
 
Joined
Jan 9, 2011
Messages
2,836
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah, got me as well :D First time I ever fought Sir I got completely obliterated in seconds. Beating him was one of the most memorable fights in games for me.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,709
Nowadays, I beat him by standing in the corner and hoping his size will cause him to fail every attack due to hitting the walls instead of me :D
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
Yeah, got me as well :D
Madoc actually likes this silliness a lot, despite professional attitude on media or diaries he is the opposite of that in-person. It's just with so much work he rarely has time for pranks. Still, you can often see him trolling people on discord with straight-faced lies. Usually, people get fooled and it spawns amusing rumours and expectations that are completely wrong.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
5/4/21

We're ready to start introducing our first procedural weapons, which should happen in a beta branch patch later today.

What this means is that where you would previously find the same exact sword again and again, whether in a chest, in the environment or wielded by a character, in the arena shop etc. you might now find a procedurally generated unique sword. These also vary in general quality and condition, and their condition can be improved with the new mechanics like armour. It's still a work in progress, but the specific features and shape of a weapon can have a significant impact on its performance.

The weapons still belong to very specific categories, and we are not replacing the more unique and themed weapons with procedural ones. In time we will also be making these procedural, but with only small randomisation parameters and the dynamic condition features.

A big part of this weapon update is also just improving the quality of weapon assets. The new weapons feature more realistic designs and properly take advantage of the new renderer. We are also working to introduce new gameplay feature and better damage mechanics.

We've also been busy fixing lots of things this week, including some old bugs and making various improvements, which should make this next beta patch a very polished release. Show us your new procedural weapons and let us know what you think. There's hundreds of thousands of possible variants of the same weapon, so lots of possibilities.

Have a great week!
-the BM team
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
What was that about a overhaul of the save system I seem to remember you mentioning several pages back, Technomancer?
The exact details are very spoilery, I talked to some insiders, saw datamined stuff and I have a solid idea on how it will look like in-game. I would like for people to discover it themselves though. The gist of it is that you won't restart from scratch every time you die anywhere past level 3 at the start of level 4 but there will be certain ways to preserve your progress, there will be a cost and shared resource so you cannot spam it and you are tempted to not use it at all for different benefits. Like with everything BM does it will be interesting to see and experience.
 
Joined
Jan 9, 2011
Messages
2,836
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
In the meantime you can always save scum, if that's your thing. Though it will really break your flow, as the game saves when you exit to menu (or was it when you hit esc and pause?). There's also only one save, so you would need a batch script or smth to create copies. I don't recommend playing like that, though I admit to doing it myself, on n-th playthrough, when I just wanted to dig into every nook and cranny and leeroy jenkins sometimes. Even a limited save system (something akin to Kingdom Come shnaps I guess) would make this approach completely unnecessary.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,429
In the meantime you can always save scum, if that's your thing. Though it will really break your flow, as the game saves when you exit to menu (or was it when you hit esc and pause?). There's also only one save, so you would need a batch script or smth to create copies. I don't recommend playing like that, though I admit to doing it myself, on n-th playthrough, when I just wanted to dig into every nook and cranny and leeroy jenkins sometimes. Even a limited save system (something akin to Kingdom Come shnaps I guess) would make this approach completely unnecessary.
Isn't there a toggleable option in the game - when you start new game - that saves your progress upon entering a next level, so you don't lose everything when you die? I recall developers adding something like that.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
Just one really, the first locked door near the kennels. They added it for new players because even that pitiful distance to them seemed like major progress to lose upon death.
 

AW8

Arcane
Joined
Mar 1, 2013
Messages
1,852
Location
North of Poland
Pillars of Eternity 2: Deadfire
Just one really, the first locked door near the kennels. They added it for new players because even that pitiful distance to them seemed like major progress to lose upon death.
On which level is the kennels?

When playing a couple of weeks ago (with Early Checkpoints ticked in the options), I died on the fifth(?) level against the tall automatons, and found that there was a checkpoint at the start of that level that saved me from having to restart.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,532
On which level is the kennels?
First one, right beyond the first door but it's locked. On the little crossroad you see left path with locked door takes you to the tavern and the rest of the level, forward path to the kennels and the right path to the key that opens both doors.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom