BlueSalamander wrote:I've exchanged an email with Peter Ohlmann. He said KotC was the reason they decided to use the OGL 3.5.getter77 wrote:I really think it would be a good idea for you to contact the team if only to to say hello and perhaps shoot the breeze a bit and see what comes of it----as it isn't like they can have a meeting of the minds readily with Troika nowadays.Waterd103 wrote:And I thought that I had to wait for KOTC2 to have an RPG I want to play, I'm really excited about this game. Also they claim they want to recover that feeling of Danger that RPG have missed. I wonder if that is true because that's what I really want, a party rpg with a story that makes you feel in danger like a rougelike like adom.
You may well be happy with this game: see from http://www.nisute.com/2012/08/15/chaos-chronicles-preview-reviving-the-old-school-pen-and-paper-style-rpg/The developers have confirmed there will be two games modes: hardcore and insanely hardcore. Coreplay is going for a niche audience but wants this audience to be challenged to the point of breaking. In harcore mode, if one of your party members is lethaly wounded you can carry him to the nearest town to heal. In case he dies, there is still a chance he can be revived by taking his ashes to the nearest town. By investing gold and having a bit of luck the character can be resurrected. In what the developers called “insanely hardcore” you will not be able to resurrect squad members. But it goes further than that, the developer plan to only allow save point in towns. So no saving during dungeon, which will greatly increase the challenge to possible extreme levels.
-A hearty congrats BlueSalamander----making a pronounced difference indeed in the landscape of RPGs to come! Though this really makes me wonder how much longer it will be before a proper single player Pathfinder OGL project gets underway since this demonstrates that all it takes is it done right a single time to spur others onward...
Keep those lines of communication open, maybe they'll let you in for some early testing or just some further shop talk.
-Nice on their modes---standard is essentially Wizardry-like IIRC, and the Insane is a proper way of going about "difficulty" as opposed to just giving foes higher health and damage thresholds----so long as they don't make the classic common mistake of instant death traps that require foreknowledge that could spoil many a hour of careful play.
The dev blog also recently mentioned why they went with Hex versus the rest.