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.

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

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
752
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.
I'm glad you liked it! Gonna be less buggy soon, it's gonna be cool.

Merry Christmas everyone!
 

TheKing01

Educated
Joined
Jan 18, 2024
Messages
114
Really good stuff.

Although some hokey version of Ye Olde English (Ultima) would have complimented the medieval tone well.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,102
Location
Small but great planet of Potatohole
what's a low medieval RPG
Little to no magic is present in the world.
That should be "low fantasy" or "low magic".
"High medieval" on the other hand means the middle period of Middle Ages in Anglo-Saxon historiography (11th to 13th century). In Potato we rather put the divide between early and mid earlier at Charlemagne reign. The high period is the "best medieval" one with cool stuff like the best Crusades, horse is still the king of battlefields and infantry is for the poorfags. Not to mention all the institutions of medieval society are already there and kicking. Even dirty peasants know their place in that period - most of the time.
"Low medieval" is not used by English speaking historians much (at all?) AFAIK.

I probably waste my breath as almost everyone knows all that.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
848
Location
Betws-y-Coed
what's a low medieval RPG
Little to no magic is present in the world.
That should be "low fantasy" or "low magic".
"High medieval" on the other hand means the middle period of Middle Ages in Anglo-Saxon historiography (11th to 13th century). In Potato we rather put the divide between early and mid earlier at Charlemagne reign. The high period is the "best medieval" one with cool stuff like the best Crusades, horse is still the king of battlefields and infantry is for the poorfags. Not to mention all the institutions of medieval society are already there and kicking. Even dirty peasants know their place in that period - most of the time.
"Low medieval" is not used by English speaking historians much (at all?) AFAIK.

I probably waste my breath as almost everyone knows all that.
"Low" and "High" medieval are also normally used in "my part of Europe" and in generic european history/archaeology. "High" spans from 476 AD to 1000 AD and then the "low" lasts until the fall of Costantinople/discovery of America.
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
752
We don't really have control over how the dude calls his video, so I don't have a clue what's a low medieval! But it's a fun video! Although ACKCHUALLY we have cannons and printing presses and caravels and advanced chemistry and other stuff common for the early modern era and not medieval at all! You start in a dirty village so you might think it's medieval or low medieval whatever that is, but once you get to Swordhaven, it will all be a bit different. We're trying to build a world that won't be static. Progress lacks in one place, exists in another, and is being further developed in another one. I'd say even your PC will have the ability to do something about this progress through the game.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,478
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 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/atomrpg/swordhaven-iron-conspiracy/posts/4300216

Announcement: February Update​


Greetings, friends!

We hate to keep you waiting for any longer, so here is a post announcing the first big update for Swordhaven, planned to release around the end of February.

In short, most of our work this month and the next revolves around the suggestions you've provided to us on Kickstarter, Steam, Discord and other platforms.

Now, let's discuss them in detail. Please note that even if you don't see your suggestion in the list below, it doesn't mean it was ignored. To keep this post (somewhat) concise, we're only mentioning the things we are currently working on, not everything that is planned.

fad23b3862aa0fc27fb15c516d3dfc88_original.png

1. Game Balance and Weapon Techniques:

Weapons, from the initial ones you start with to craftable and higher-tier weapons found throughout the world, have received a significant overhaul.

Now weapons in each tier are more in line with one another, hopefully fixing the issue of one weapon choice being more viable than the other, as happened with Martial Arts in the current version.

9a033f192a1609434dc963ca83695dcd_original.png

The planned rebalance aligns much more closely with how our team envisions this battle system. Halberds hit hard but can only strike once per turn, while knives are the quickest, albeit weakest, hitters, boosted by their bleeding potential. Staves and mauls offer a variety of defensive fighting options, while two-handed swords provide the highest offensive potential. Sword-and-shield users excel at tanking, and axes trade off some defense for increased damage. Clubs may not inflict as much damage as some other weapons, but they can completely demolish armoured foes. Spears fall somewhere in between, and martial arts provide either a highly mobile or high-damage-dealing style, allowing for various combinations to accommodate a wide range of builds.

Ranged weapons will also receive a lot of care, making the hassle of always requiring ammo worth it, through improved damage potentials and range.

5fa605d86d5fb01a5f366fdc9d9b9669_original.jpg

Craftable weapons, shields, armours and items you have previously witnessed in a rather undercooked state are now also balanced out, making crafting much more viable, and the interface changes should make the process smooth.

To highlight each weapon type's strengths and weaknesses we have revamped some techniques, keeping usefulness and damage potential in combat as our highest priority.

As we mentioned once before, now, just like you asked, all skills will feature a default 100% chance to hit against an enemy with 0% resistance, so you will only have to worry about one to hit dice roll instead of two when performing a weapon technique.

cf4998bebd09005fdaf2c107418c328e_original.jpg

Some weapon techniques have switched places. For example, the valuable but damage-less debuff skill for halberds, Bannerman's Cry, will be moved to an earlier tier, where it will be much more viable.

We will also be opening the fourth Technique skill, since now most players will be able to reach a level where they will be able to get those, thanks to the new content.

Shields have also been revamped for the upcoming update. With new, higher blocking chance percentages and Stamina debuffs, they will now represent a trade-off between defense and mobility.

Same can be said for armours and jackets, which were rebalanced. Both of them will provide their own unique bonuses and will feature their own flaws.

Healing will also receive an upgrade based on your suggestions. Now, the amount you heal operates on a spectrum, with both maximum and minimum amounts influenced by your skill. This change allows for events like critical success in healing.

Additionally, you won't need to worry about the destruction of your mortar and pestle while crafting, as all crafting tools will have a set number of uses. They are generous but finite, so at some point, you will need to purchase a replacement.

Potions and poisons are still somewhat more WIP than other craftables, but these will also get some tweaks and new additions.

The way information about current buff or debuff effects and resistances will now become way more elegant thanks to our 2D artist.

There is still a lot of testing to be done, but the update's battle system can be considered semi-final. We hope it will leave a good impression, and we look forward to your feedback!

2b05fbaf34e2c8db0b016f3c26e56dec_original.jpg

2. New Locations:

We will be adding the first legendary weapon master to the game, and his secluded woodland hermitage is just one of the several locations we have in mind.

You will finally get to visit the outskirts of Swordhaven—two major locations that are home to a tavern, numerous market stalls, an ore foundry, and of course, a blooming conflict that your character will have the opportunity to resolve or exacerbate.

f895e95a5da5d0060f38b60e06b287c0_original.jpg

One of the first planned dungeons is currently in the works, featuring a vast cave system and—well, let's not get ahead of ourselves, shall we? ;)

In the new part of the country you will get to fight feather-beasts, evil snapping turtles, and a larger variety of human enemies with new tactics and more complex AI behaviour patterns such as proper patrolling of areas, calling for help, and more.
All that on an expanded pool of new random maps.

793dd7cb6799cdd39f3545e90ee9bc53_original.jpg

3. Tweaks and QOL Improvements:

We're planning to add such features as better inventory sorting buttons and NPC name highlighting. We are also working on optimization-related tasks which will ease up on the CPU power consumption, give out more FPS, and reduce load times.

The locations that you can see in the current version of the game are also planned to receive some attention before the update hits. We are working on a range of improvements, including visual upgrades for villages and dungeons, adjustments to loot spots, the addition of new enemy encounters on the maps, and the expansion of some NPC dialogues.

7b3245e009009028712d1b5c116b17ec_original.jpg

4. Conclusion:

It goes without saying, that the update will fix a numerous amount of bugs, but to keep this post a bit shorter, we will save a complete report on those for the appropriate future patch note.

In conclusion we would like to help you again for your great contribution to the development process. Nothing beats creating something side by side with fellow lovers of the genre! We hope you are stoked for the update! We sure are :)

Yours,
Atom Team
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
8,526
Not sure I like the skills system, the tier bonuses seem almost to do no effect whatsoever => +1 damage / +5% accuracy/ +1% to stun the enemy or completely overpowered => one additional turn granted with the stealth skill.
 
Joined
Feb 7, 2019
Messages
231
I don't understand the decision to make swords offensive and mauls defensive, should be the other way around. Sword is the ultimate parry tool, besides stawes I guess, but all other are inferior. All HEMA has a base in the Longsword with lots of guards that offers defense.
 

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