coi1 thanks for the information from discord. Could you ask how many chapters of the story and chapters are planned, will they add everything at once, or will they add gradually with updates? Thank you, my discord doesn’t work and I use a translator.
seems like they’ll add chapters one at a time, they won’t be dumped all at once.
here’s the weapon branch. you can find some weapon types they haven’t actually added yet, such as scepters, whips, wands, gauntlets, greatbows, 2h katanas, nunchucks, and (i think) scythes.
1h katanas have been renamed to “wakizashis” because they’ll have 2h katanas.
seems like they’re finally setting up the knuckle weapons too.
and seems like i was wrong, they’ll actually have different movesets than unarmed.
and now to dump some messages:
that’s all, i think. if youre in the discord, let me know if i missed anything important
Thomas Mahler
Here’s some of my thinking:
- We have a way now to detect if players are within shadows or not, so I think we should make full use of that and even introduce a new UI element that clarifies to players if they’re ‘hidden’ or not.
- Once hidden in the shadows, I’d want players to actually pay attention to enemies patrol paths, etc. So you’d stay in a shadowy spot and have some enchantment that increases your damage while you’re hidden and then you could throw shurikens, knives, etc. at enemies once they’re in the spot you want them in. Another cool thing would be to introduce something like Scorpion’s ‘Come Over Here!’ spear move where you can directly pull enemies to where you’d want them.
- If I imagine just playing through Mariner’s Keep in a stealthy way, the player doesn’t have a way to really modify the environment itself, so we’d need to give the player some skills that could allow them to move the odds in their favor. For example, we have a Spectre Rune that makes players half-invisible, so you’re much less likely to get detected by enemies. You still can’t walk right in front of them and make a bunch of noise, etc., but you can basically cast spectre and become super stealthy while it’s draining your focus, but you could sneak behind enemies that way and try to just go for backstabs.
- I always fought against our team removing sidle because I’d want that whole MGS thing in there - Being able to sidle up against a wall, knock on it, have the enemy check out where that noise came from so you can then maneuver behind their backs to backstab, etc.
- Smoke Bombs could be interesting for multiplayer so that enemies would lose sight of any player who’s within the smoke for a short period of time.
- Setting Traps in general seems like a cool idea.
Question: what would say to a system that allows players extract a weapons moveset and put in another weapon of the same category ofc
Thomas Mahler
We discussed that before, but it’s not that easy. I mean, this is literally how I’m setting up movesets in our editor where every move in a combo just has a slot and I can chuck whatever action I want in there, but I have to be careful in doing so to ensure that the anims properly blend, etc.Would also take away some of the uniqueness we have on weapons since if we do the full switch, every weapon could have every moveset, so this is quite low on our list.
Question: Would we get items to throw that are purely meant for distraction?
Thomas Mahler
We did have that at some point - Initially we had projectiles not just being auto-thrown towards the target, but you had to hold down a button and move a cursor around to specify where it should land, etc.
Given that we have sidle and knock, I’m not sure we need this one.
Question: and how about a belt type of armor or weapons slots with runes that support a grenadier type of character that can throw several bombs or other items in quick succession and set mines and stuff like that
Thomas Mahler
Don’t really want to add more complexity in equipment for things like that
Question: is stealth something you would go back and edit retroactively as you develop the game, or something you’re actively working implementing as the game is structurally developed?
Thomas Mahler
In general, I’d like to add on top. The enemy perception system is something I want to do a pass over in general cause I’m not happy with where we left things. I always wanted enemies to be more responsive, a bit smarter, etc. Some of that has already been done with Multiplayer since we needed to make sure that one player can’t just kite enemies while the other player backstabs, etc. - but I’d want the enemies to just generally feel more ‘human’.The rest of the systems won’t be re-engineered for stealth, but we can nudge this or that so that stealth works nicer.
Question: melee only staff type of weapons ? like to be able to play a monk type character theres a staff i really like but it has magic runes on it
Thomas Mahler
Like boStaffs?Yup, it’s on the list
Even have some anims and so on for this already
Question: also has the team ever talked about idle animations or weapon sheaths like having a way to put a weapon away in town but still be visible
Thomas Mahler
Yes, but that’s polish for later
Same with NPCs reacting to you doing combat moves near them, etc.
The current list of weapon types they are working on or already have.
Sneak peek! The weapons currently being set up.
Question: in that line of thinking would you be open to let players test incoming content in like test branch type of deal for later updates ?
Thomas Mahler
Don’t see a need for PTR yet. We have discussed doing a private beta for Multiplayer at some point just to test servers, etc.
I’ll post some more later. I prefer this format over pictures so people can search on it.
oh whoops we posted the same thing at the same time
Awkward. It didn’t even tell me you were typing anything.
Thanks again for the information. I’m rather glad that they will be completing chapters gradually.
Thanks for the informations
Thanks for the information. It´s good this advances.
A big content update was promised for November. Any news/clarifications? November is almost over.
it was never promised for november, only speculated by the community.
dont buy into any release date you see, unless its explicitly said by a dev or an official trailer.
(post deleted by author)
huh? you sure you posted this in the right thread?
yeah my bad, juggling is not good, i dont multitask either. Better to delete the whole thing up.
should i move it to another thread?
small news today.
he then sent this video of one of the knuckle runes:
it goes without saying, this rune attack hasn’t been polished yet, so don’t get worked up over the lack of juicy SFX.
the target system is also bugged in the development build at the moment, it seems.
that dog icon on the left is named “timmy the problem watchdog.” i think this is just a development tool for detecting issues? not sure.
anyway, there isn’t much under the surface to scrape off of this video, it’s just a showcase of the rune.
I hope its not that powerful, people are gonna play dragonball anyway, i did notice he was only testing though, no way he could chain runes that early in the game.
no way he could chain runes that early in the game.
again, he mentioned he’s experimenting with runes that cost 0 focus. (though i don’t think it’s good to just have an infinitely spammable projectile like that)
This is the weird part for no cost Runes. I can understand the change for Runes that are meant to be woven into movesets rather than the large damage Runes. If a Rune worked like this, ideally it wouldn’t do too much in the way of damage or stagger. Cooldowns could also be integrated if we’re going this route…
It’s really fun, thank you very much