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KickStarter Swordhaven: Iron Conspiracy - BG1-inspired low fantasy RPG from the ATOM TEAM - now available on Early Access

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,429
Location
Warszawa
Jesus, Atomboy - change that thumbnail dinosaur picture on stream. What the fuck were you guys thinking, this is Planescape: Torment cover level of repulsiveness. Faggy dinos literally laughing from anyone who bought the game. Including me, and I'e bough both ATOM's (didn't really play the second one yet).
Put there a sword and a chipped head. And blood and dirt. I refuse to play it until these merry ass eaters will disappear from the main store screen.
 

the_goat

Novice
Joined
Oct 24, 2011
Messages
12
Bought it and played for a few hours, so far I like it - UI could be a bit better (right-click menu with basic actions like i.e. lockpicking would be cool) but overall it gives an old-school vibe of a game that was made with love for the genre. From what I've seen dialogues are short and nothing fancy, but they are servicable. Sometimes the sentences feel forced, but I get it that it's early access so I hope the writing will be polished in final release. I will definitely play more and try other backgrounds to see what changes.
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
748
Jesus, Atomboy - change that thumbnail dinosaur picture on stream. What the fuck were you guys thinking, this is Planescape: Torment cover level of repulsiveness. Faggy dinos literally laughing from anyone who bought the game. Including me, and I'e bough both ATOM's (didn't really play the second one yet).
Put there a sword and a chipped head. And blood and dirt. I refuse to play it until these merry ass eaters will disappear from the main store screen.
Looks like a colleague copypasted your post into our big player suggestion document, so I guess we're working on it now too :----D
Bought it and played for a few hours, so far I like it - UI could be a bit better (right-click menu with basic actions like i.e. lockpicking would be cool) but overall it gives an old-school vibe of a game that was made with love for the genre. From what I've seen dialogues are short and nothing fancy, but they are servicable. Sometimes the sentences feel forced, but I get it that it's early access so I hope the writing will be polished in final release. I will definitely play more and try other backgrounds to see what changes.
Thank you! Huge improvements ahead, no worries. Glad you like the jist of it!
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,792
My team has the sexiest and deadliest waifus you can recruit.
Grabbed my key! Not sure when I'll get to it--probably closer to full release--but congrats on hitting EA! It's always nice when a Kickstarter game actually lands.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,792
My team has the sexiest and deadliest waifus you can recruit.
Grabbed my key! Not sure when I'll get to it--probably closer to full release--but congrats on hitting EA! It's always nice when a Kickstarter game actually lands.
Spoeaking of... between Tyranicon, Atomboy, Elhoim, and others, the Codex is doing a pretty damn good job of proving that small indie developers can be a lot more reliable than their disastrously bloated traditional rivals. Nothing surprising there, of course, to people actually paying attention, but it's a warm and fuzzy feeling for these holiday times.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,918
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/2108180/view/663815019703567468
Patch 0.3.2 + Our Next Steps
db44107552b64fd610220cc2daae8eda2b1f0546.png

Greetings, dear friends!

Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing.

The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.

0639b86348eb61e2d952f96547122a0e6bc9325c.jpg

As an example of this, here's an explanation of what your feedback influence crafting-wise:

The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness.
Of course, your feedback will be the defining factor in this.

Balance will take a bit longer to completely level out, but we're getting there.

First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts.

More content is planned for Balance—and ultimately, fun—including ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback!

NOTE: Viltyb is not a bug. Trust us on this one :)

A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that.

The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for long—trust us!

Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:
  • the option to switch units of measurement from imperial to metric;
  • broader camera rotation speed slider;
  • hotkeys for speeding up or slowing down battle animations;
  • more HUD sizing and font sizing options;
  • weapon switching;
  • the not always intuitive location of the weapon technique menu;
  • more sorting options.

4a67c0eb676952f93ebce1e849505a8f9962d765.jpg

Honestly, there are more good ideas than we can list here, or this thread will grow to abhorrent size =) We are thankful to each and every one of you for all the great ideas.

We will keep working non-stop until most issues are dealt with, and parallel to that we will be continuing the development.
A major update will come in 1.5-2 months, and there you will get a large new chunk of content, including resolutions to quests you may have started in this version, new quests, new characters, dungeons, weapons, armours and items.
A much more thorough summation of what to expect from the first big update will come out later.

Patch notes:
  • Optimized pathfinding;
  • Cursor visibility fixes;
  • Main menu save-load UI bug fix. Turning off gamepad during loading no longer wrecks control scheme;
  • Optimized FPS in dialogue screen and story screen;
  • Improved localizations;
  • Lockpicking bug fixed—lockpicks no longer disappear on success;
  • Added new painted minimaps;
  • Updated forest, water mill, Aldar's house musical tracks;
  • Ability points now granted per level (temporary);
  • Fixed unending attacking animation in real time;
  • Scrolling in text encounters fixed on gamepad;
  • Nulki questline fixed;
  • Experience farm via Nulki fixed;
  • Grainhold fence fixed. Now he buys stolen and illegal goods;
  • Manual targeting in RT combat during pause fixed;
  • Fixed wolf dodge sound effects;
  • Improved real time combat flow and speeds;
  • Mendog questline flags fixed;
  • Localized pins for minimaps;
  • Fixed pathing to certain containers that was inaccessible before;
  • Fixed freezing during panic;
  • Optimized texture sizes;
  • Highlight object improved for higher resolutions;
  • Fixed visual settings for Grainhold village (black water, wrong tree textures, etc);
  • New item icons;
  • ESC closes move item menu;
  • Added tooltips for gamepad during sorting;
  • Fixed combat freezing in Grainhold;
  • World Map colours adjustment;
  • Fixed Skink stun animation;
  • Proofread English texts;
  • Fixed the attack behavior of all goats;
  • Vibration bug fixed (controller no longer jumpscares players).

Thank you for a great start to Swordhaven's story! Stay tuned for more.

Yours,
Atom Team
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,429
Location
Warszawa
Update on Sunday? I thought that Steam does not allow that, interesting. Good patch notes! Wake me up when homodinos disappear from steam thumbnail.
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
748
Grabbed my key! Not sure when I'll get to it--probably closer to full release--but congrats on hitting EA! It's always nice when a Kickstarter game actually lands.
Thank you! Hope the bugs won't be too harsh, we're working non-stop around the clock smashing them atm hence my slow replies.
Grabbed my key! Not sure when I'll get to it--probably closer to full release--but congrats on hitting EA! It's always nice when a Kickstarter game actually lands.
Spoeaking of... between Tyranicon, Atomboy, Elhoim, and others, the Codex is doing a pretty damn good job of proving that small indie developers can be a lot more reliable than their disastrously bloated traditional rivals. Nothing surprising there, of course, to people actually paying attention, but it's a warm and fuzzy feeling for these holiday times.
We start with more bugs than the big guys, but we end up with less, it just takes LOTSA TIME after the release ;(((
We're still supporting and optimizing stuff we made 9 years ago, but if we churned up game after game, ten games a year and such, I doubt we'd have the time for stuff that's even a year old.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,378
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Really enjoyed the part of
getting captured by slavers and sneaking my way out. Very fun. Had to beat the shit out of the trader, though, since I couldn't convince him of giving me his key.

Just a question about stealth. How does it work, what is exactly improved by putting stats into it? And is getting caught by the red view-cones always instantly a fail?
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,456
Looks promising, low fantasy is always a plus in my book. Here's hoping the wilderness areas in Swordhaven will evoke that sense of tranquility that BG1 had. Those green fields mixed together with the music and ambience were very relaxing.
 
Joined
Feb 7, 2019
Messages
226
Grabbed my key! Not sure when I'll get to it--probably closer to full release--but congrats on hitting EA! It's always nice when a Kickstarter game actually lands.
Spoeaking of... between Tyranicon, Atomboy, Elhoim, and others, the Codex is doing a pretty damn good job of proving that small indie developers can be a lot more reliable than their disastrously bloated traditional rivals. Nothing surprising there, of course, to people actually paying attention, but it's a warm and fuzzy feeling for these holiday times.
You could add Sztaszov to that list for Vagrus - The Riven Realms. It might not be as popular, or even well known, but it's a small indie, an rpg, and judging by the DLCs rolling out, it's successful.
 

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