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Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 6:05 pm
by itsdat
BlueSalamander wrote:Thanks all. I'm not a fan of looking at characters and monsters from above, I prefer the side view as in Pool of Radiance.

I like both versions. :)

feanor89 wrote:As I said, I will try to make a Order of The Stick module, but I also guess it will take some time.

Sounds cool! 8-)

feanor89 wrote:
itsdat wrote:
BlueSalamander wrote:For now I’m fixing some bugs in KotC 1; after that I can start recording gameplay and then make a video for KotC 1.

Argh Pierre...please hurry, I must get my hands on the first KotC 2. module + the toolset as soon as possible. :D 8-) This waiting is painful. :geek:

Ah itsdat, you took the words right off my mouth :D


Hehe. :D Yeah, it's really painful to wait for the release of an awesome game like this. This is especially true in this case, since Pierre delayed the KS more times now + the turn-based cRPG market is so small sadly... :cry: [I hate the RTWP RPGs to be honest.] So basically I am waiting for 3 releases in this year. Number 1. is KotC 2. of course, followed by Realms Beyond and the Steam [graphical] version of Dwarf Fortress. -> https://store.steampowered.com/app/975370/Dwarf_Fortress
Perhaps I will buy Xenonauts 2. as well.

Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 6:13 pm
by feanor89
BlueSalamander wrote:Well, the various races will keep their total starting ability-score points and starting ability-score limits. Within that framework I might add buttons to allow allocating the points instead of having them distributed randomly.

Cool! Thanks 8-)
itsdat wrote:[I hate the RTWP RPGs to be honest.] So basically I am waiting for 3 releases in this year. Number 1. is KotC 2. of course, followed by Realms Beyond and the Steam [graphical version] of Dwarf Fortress. [https://store.steampowered.com/app/975370/Dwarf_Fortress/]

Ahaha, these are exactly the same games I'm also waiting for. Plus, I tried Pathfinder Kingmaker, which is kind of cool for a RTWP (I'm not a big fan of this system either), but now I shelved it waiting for an upcoming TB mod.

Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 6:32 pm
by itsdat
Oh, it will have a TB mode? Now that sounds good. 8-) It will be "official"? I mean the developers will work on it or? [As I heard PoE II. TB mode is in beta now. I will buy that game as well when it will be fully functional.]

Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 6:47 pm
by feanor89
itsdat wrote:Oh, it will have a TB mode? Now that sounds good. 8-) It will be "official"? I mean the developers will work on it or?

Unfortunatly it won't be official, at least for now. There is an official TB combat option poll on the owlcat forum, but it's not going well https://owlcatgames.com/forums/showthread.php?6167-Looks-like-POE-has-launched-a-turned-based-option!
The mod is "Bag of Tricks", and the TB mode is in the to-do list, so I'm not really sure when and even if it will be implemented https://www.nexusmods.com/pathfinderkingmaker/mods/26/?tab=forum&topic_id=7164166

Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 8:53 pm
by galneon
Ohh, a new KotC1 patch... Good excuse for me to replay before KotC2 module 1. I used a traditional party the first time and determined the final optional battle was impossible with only one cleric and one mage, at least without extraordinary RNG blessings. Next time around I'll have three casters total.

Re: Pre-KS Update

PostPosted: Thu Mar 14, 2019 8:59 pm
by scarymike23
Pillars Of Eternity 2 added a turn-based combat mode. Haven't tried it yet, but I've heard good things.

https://www.rockpapershotgun.com/2019/01/24/pillars-of-eternity-2-patches-in-turn-based-combat-mode/

Re: Pre-KS Update

PostPosted: Fri Mar 15, 2019 12:37 pm
by itsdat
scarymike23 wrote:Pillars Of Eternity 2 added a turn-based combat mode. Haven't tried it yet, but I've heard good things.

https://www.rockpapershotgun.com/2019/01/24/pillars-of-eternity-2-patches-in-turn-based-combat-mode/


Yep, I mentioned PoE II. in my last post. Like I've said, I will buy it when the TB mode won't be in beta anymore. :)

Re: Pre-KS Update

PostPosted: Mon Mar 18, 2019 9:43 pm
by Darthcast
BlueSalamander wrote:Hello all, yes feanor89 (you're quick!), I've just uploaded the KotC 2 trailer onto Kickstarter and Youtube.

Watch the trailer on Youtube: https://youtu.be/P7D5mhcLQH0
Watch on the Kickstarter page: https://www.kickstarter.com/projects/1848628223/947609585?ref=8amqiu&token=df2b2dd2

Great trailer! I have to say, I did not expect the animated gameplay to look that good, way better in action than on screenshots. The spell effects look good too, I was wondering whether the different melee damage types are also visualized by different effects? It would be great to have different effects for damage types/weapons like swords, blunt etc.... (I'm imagining something like in Ys 1 or Lufia 2)
BlueSalamander wrote:we could have a mix of static tokens, static sprites and animated sprites all in the same module. Feel free to comment on this. Thank you! :-).

Would be great to have the possiblity to use animated sprites and to have a module look like similar like that example screenshots from Fantasy Grounds. The method with different file names also sounds easy to use. :)

Re: Pre-KS Update

PostPosted: Wed Mar 20, 2019 2:12 pm
by itsdat
Darthcast wrote:I was wondering whether the different melee damage types are also visualized by different effects?


+ Sound effects. 8-) Anyway, perhaps we will be able to add new gfx + sound effects as well. Even if it won't be possible to do in the vanilla version, it shouldn't be hard to implement this toolset feature later on. [..and I think it's a must have. :)]

Re: Pre-KS Update

PostPosted: Wed Mar 20, 2019 4:21 pm
by feanor89
May I suggest yet another feat to make the Rogue less underpowered?
Penetrating Strike (originally an ACF to Trap Sense):
Whenever you flank a creature that is immune to sneak attack damage, you still gain half of your sneak attack dice as bonus damage.