agris
Arcane
- Joined
- Apr 16, 2004
- Messages
- 6,927
Advanced materials renderer, with procedural corrosion and immersive brushing. currently rated at 7.6 germans out of 10 japanese business men.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.What's the game's current status?
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.Can't be arsed to look for it, but perhaps Technomancer has more precise info.
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)
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:
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
excuse me whatWe've heard your feedback about Sir not being enough of a challenge
Madoc only listens to discord regulars, they basically rape sir naked, with fists only, brooms, pizza cutters and anything else really.excuse me what
You do realize what day it is?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.
DELETE THISYou do realize what day it is?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.
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.Yeah, got me as well :D
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
Somewhat. There will be an in-universe respawn later added in Exanima deep levels and Sui Generis protagonist is immortal but he reforms elsewhere and without gear.Is this game supposed to be a rogue-like?
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.What was that about a overhaul of the save system I seem to remember you mentioning several pages back, Technomancer?
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.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.
On which level is the kennels?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.
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.On which level is the kennels?