Thread #3940431
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Kinda surprised nobody is talking about this given it's 1.0 release.
What gives?
Also the combat is hard as balls, does it get better once you get some levels in?
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>>3940543
It's nothing at all like any infinity engine game, I only played a bit in EA but you control only one character at a time and set up party tactics and the game only pauses when you're about to do an action with a radius showing you the range of the action you're taking. It's more of a hack and slash system than any old style RPG.
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>>3940431
Played the demo and it's mid.
The game looks good, combat is janky, the setting is great but the world building from a player perspective is absolute shite.
Biggest pisser-offers was the poorly designed economy and enemies don't respawn.
If this has been fixed for the 1.0 great, but I don't see the writing going anywhere.
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>>3940431
I just found about the game today, RPGCodex (the forum we want to be and want to impress) declared it the GOTY2026. Huge if true. Why is there a sex slider though? And what's the difference between GOG and Steam? Will this become Steam D*ckable?
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>>3940431
A lot of people will complain about the lack of a questlog that holds your hand and guides you from A to B with very clear and concise directions. They won't understand the concept of writing your own notes and keeping track of what is or isn't a quest or simply a rumor - and then remembering these things.
It's definitely a hundredfold better than their previous game Serpent in The Staglands, yet in line with that old-school reimagining.
I really like the game, but taking away a pair of crutches like that and expecting people to walk again, that's bold.
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>Whalenought duo
I have to applaud their passion but Hannah and Joseph keep trying to "reinvent" the wheel in all the wrong ways and learn absolutely nothing from their mistakes.
They can write some decent settings, both Serpent in the Staglands and Mechajammer had okay worlds to explore with some alright atmosphere, but their actual design decisions are always derivative, poorly designed dogshit and keep focusing on purely superficial gimmicks rather than truly shaking up a formula, once you get past some (bad) surface level novelty you're left with rather barren and amateurish "golden era" CRPGs that are also largely incomplete, mindnumbingly easy and needlessly clunky to play.
Luckily for them this one seems to be self published so it probably won't end up like the disaster that was Mechajammer but I don't really have any trust or interest in bothering after their previous games, all the telltale signs of mediocrity are already there, call me back when they hire an actual game designer with something to say.
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>>3940967
>I have to applaud their passion but Hannah and Joseph keep trying to "reinvent" the wheel in all the wrong ways and learn absolutely nothing from their mistakes.
It's fine, though. Their games are flawed and not for everyone, but they're not bad. I don't think they'll ever again repeat the Mecha Jammer development cycle of getting too caught up in re-inventing the basics over and over again.
>you'll never bag a programmer wife to develop games with
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>>3940996
I am fine keeping my own notes, I just don't wanna have to write down "Xrh'tzl said to go 40 hurds west of Banlurt". If my note can be "target for this contract is north of that one town" then I'm fine with that
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>>3940987
It's sort of a long topic so I'll just condense it as much as I can:
The first major issue is that Serpent is kinda like Planescape Torment in that the game is designed around dialogue that are needs certain skills, most notably Philosophy and Linguistics, not only will you not get much out of the story without them but you'll also arbitrarily miss tons of content if you don't spec in these skills every single time.
The combat is not different, there's zero reason for you to not invest in skills like Blood Cocoon, Shield Bash etc. every single time, the combat is just not designed well and it's really just blocks of stats and RPS skills headbutting each other over and over with no actual choices to make.
But really it's just bad combat in general, it looks bad, the controls are bad, it's slow as fuck, it's unbalanced to the point that some basic starting weapons are better than late game stuff and it's also buggy as all fuck.
>>3940994
I don't know, Serpent's only redeeming factor was the setting's atmosphere, Mechajammer could have been really cool and was certainly a step forward coming from Serpent but it's barren as fuck, visually messy, monstrously unbalanced and as you know the development cycle was a disaster to the point the game was shipped in an aggressively unfinished state and with several gamebreaking bugs that were never addressed like the inventory bug randomly deleting your shit whenever you interact with a vendor or the more egregious case of the Hacker "route" hardlocking your game in the condo room as soon as you start it.
I admire and praise them for their honest dedication, we need more of that, but they really should come to term with their own limits and poor ideas.
>>3940995
Ask them, not me, it's what they insist on doing for some reason despite being awful at it.
I'm not the one who thought mixing Fallout 1 turn based combat with real time GTA vehicle driving was a good idea.
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>>3941022
If you like something like Torment then you'll be able to enjoy at least some parts of Serpent, the setting is nice enough to warrant at least one playthrough.
The same is true for Mechajammer honestly, which I liked a lot more than Serpent largely because the combat is sort of nice at least in theory and exploration is more fun due to a classic GTA style map structure,that is also very much 90% pointless empty space exactly like classic GTA but at least it's fun figuring out how to get in some places and murderhoboing your way through things.
Unlike Serpent there's also some degree of versatility in terms of approaches in Mechajammer, but alas, the game is still very much unfinished, very buggy and very "proof of concept" tier.
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>>3941018
>they really should come to term with their own limits
this
it was obvious with Serpents they tried biting off more than they could chew
Still hella impressive for a firstborn project
also yes, it seems BfF has the same issues but to a much lesser extent [IMO]
I would even dare to say it is both having a better gameplay core and is more polished
[IMO]
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the economy is indeed shit. I picked 2 dudes on my team that throw vials and shoot bow and gettting ammo for them is tedious and absurdly expensive. Spells and melee are just as good if not better kind of lost my motivation to play when you have bad game design like this.
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Anybody know if a party like that is any good?
Ideas is heavy armored 2h character which can get divine blessings.
Sneaky lockpicking guy with shortswords.
Bow character with forest binding and shepard pipes.
Pagan Caster with Sceptres.
Not sure if sneaking and the binding skills are any good. Anybody god experience with that?
Should I drop some of the non-combat skills (stick to 1 per character) and make sure that everybody has an armor or shield skill, even if ranged?
Any other advice welcome.
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>>3941932
I'd say the game is a 6/10 or 7/10.
The style and lore are cool, but the gameplay sucks.
Attacking, then running around and waiting for the action bar to fill feels shitty. They should have committed to either RTWP or turn-based.
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>>3942393
>pirate it if you're in doubt.
there is a free demo though
also yeah the combat needs getting used to for sure
but I also wouldn't say it sucks, still beats click-a-monster-to-death or click-a-monster-and-watch-the-game-play-itself style combat IMO
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15 hours in and really enjoying this. I love the look and sounds of it though obviously the style will turn off some people. The combat is peculiar but it feels great now I'm getting the hang of it - when to kick, when to combo, etc.
Kinda regret not speccing someone fully into lockpicking, I keep finding chests that I can't open and I probably won't want to backtrack later for them.
Politely requesting lewds of the Forten barmaid.
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>>3940431
>try serpent in the staglands
>it's shit
>try mecha jammer
>it's shit
i'm not falling for it the third time
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it's just too sovlfvl
anyone tried maining whips? are they as cool as they sound?
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>>3944881
There's a pe clone coming, ps1 looks and rather dark coloured. Parasite mutant is another one and looks awful to me. Maybe jade cocoon 1, 2 can help you? I like it despite it's age and it's somewhat similar. AFAIK pe has copyright issues and is basically doomed as a series.
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>>3940431
Been playing it for a while now, it a interesting little game I won't lie, I do like the races even though they just elves with bird feet, snakes for hair or having moth like wings growing out of their backs and the world and dialogue is also neat, a bit refreshing the dialogue is actually, yeah sure at times it be kind of hard to understand what they trying to say at times when they speak but it better than everyone speaking like in the modern times and fuck in every sentence like a lot of other fantasy games do these days
One thing I do not like however is the combat, of how you must wait for the bar to refill to attack a massive horde of 20+ beasts swarming you, rather if the bar refilling was for magic and special attacks desu
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>>3940431
I'm really trying to get into the game. But it's stifling me at every turn.
Combat is especially annoying. I've read all the tutorials in the guide, I've tried taking my time trying to analyse what the fuck is going on and taking the time autistically looking at all the skills and attributes and numbers shit.
But combat is just everyone flying back and forth like meatbags. It's just chaos, due to the way the game controls; you can't issue direct orders to individual guys, you can control the one you have in focus in that moment, and as soon as you shift to another the AI takes over.
Maybe I'm missing something, and I hope I am and will figure it out, because right now it doesn't seem tactical at all, it just seems like a "select the least useful character and let the other dudes autobattle for you, while you dodge"
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>doesn't take an action
>doesn't use ammo
>doesn't ever need repairs
>three different schools of songs to experiment with
>reliable buffs/debuffs every encounter with barely any investment
Instrumentchads where we at??
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>>3944771
The game asks you to EXPLORE.
Some people cannot do that. They need quest markers and quest journals explicitly telling them where go, what do. Step by step.
Another reason is there no steam stickers or achievements. Silly but there are people who need these to play.
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>>3941918
I think that is just a typo. Claymation is stop motion with clay, which is kind of what the game looks like with the puppet/clay figure look and how everyone stops and moves in a jittery fashion.
https://youtu.be/rTYAZulxGsg
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>>3945141
You can switch members while the game is paused (in your action dome).
That helps reliably do all all of the actions of your party yourself.
I also deactivated everything in the tactics menue, since I want to control everything myself.
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>>3945242
>Instrumentchads where we at??
Playing bg3 as hdrow with original stat boni. It's almost fun. Spy, diplomat, agent provocateur, weak fighter, scientist, writer and poet, musician and performative dancer, weak sorceror, acrobat, too. Which other class is this versatile?
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>>3945312
Yes but issuing the order unpauses the game to execute the order. Meanwhile your other dudes who are AI controlled are being flung around or flinging around enemies; spending their action point, and you have to wait or be lucky and find one who didn't just act when you did or is in the process of restoring the actionbar.
I quite like the game, but the combat is not for me. I'm sure it's just that I've gotten old or grown too attached to having direct and full control over my party at all times.
>>3945256
It reminds me of that Lionheart rpg that had no real time pause due to the chaos.
All my bile aside I'll still be bruteforcing my way through the game, if I can't figure out how to enjoy the combat. Because there's something good in the soup of it all
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>>3945687
You check all the reviewsof the two prior games and the highest rated and most numerous negative reviews always talk about bugs, or how the game broke completely on them in the case of Mechajammer. For this reason even if the spechs appear to be pretty low, for all I know there is some obscure thing they overlooked and I'm stuck with not being able to play this on a laptop for some dumb reason.
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>>3945691
I'm considering going for a memebuild for when they do new game+ (or is it already in the game?
Give 3 guards one of the taming skills each (I assume the amount of tameable creatures is per guard, so you cant just stack all 3 skills on one of them) + 3 bagpipes for more summons + 1 summoner pagan for more summons and supports.
If flute songs buff summons I might try to fit in one as well.
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the Wolf Lord fight is preposterous
>to reach the boss you have to run past or fight off about 40 wolves
>your Dura guards allies are useless
>reach the Wolf Lord, even more wolves spawn and you're trapped in with them
>the boss summons shit that blocks pathing and gets you trapped
>can't focus the boss because the other guards are distracted by the pups
I fear I may have to git gud
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The game looks intriguing. But somehow I am not feeling it as well. Granted I have not tried it really.
I am surprised by the quality increase despite the jank of some jrpgs. Been enjoying Swordhaven a lot even if the game is clearly not finished. But there’s a real charm to it as well.
It's stuff like the sex slider that just activates my chudeness.
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>THEY EVERYWHERE!!
Who the HELL thought that having a nudist pagan BASTARD that can go invisible all the while summons horde after horde of weak shitty fodder that just SWARMS you without a cool down, it almost instant in fact. Some encounters in this game can be challenging at times yet still winnable when you get the ball rolling with gear, tactics and levels, yet this fucker has been the worse fight so far!
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Polearm fucks
>>3946104
I can't draw :(
>>3946122
cute!
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I need this game to succeed. I must have more.
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>>3946559
If it looks questy, it better to hold onto it than toss it away, one thing I notice about this game it doesn't give you a quest log menu other than you have to make notes yourself which is neat but also a pain if you forget which region they said you need to go and the maps they give you are helpful as a blind hedgehog in a bag but make sense as not everyone is going to be some amazing map maker when they have to scribble it quickly to give it to you
thankfully your guys will make a comment or two if you completed a task and need to head back to report it in
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>go to sleep in a dryad cave
>get kidnapped in our sleep
>wake up somewhere else and attacked by a bunch of lil spiders and long legs
>bratty dryad responsible doesn't even apologise
wtf I am anti-nature now
>>3946719
they're all laying eggs by the time I'm done with them, heyoooo
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>>3946751
>hey i'm shy so i can't ask her myself but please plant this as a gift to the witch
>turns out it's a spy camera so she can stalk the witch
>this guy kidnapped a dryad, go fight him and save her
>turns out they eloped together and she refuses to go back because she loves him too much
i am now suspicious of every dryad request, was the one i escorted to the tree doing anything weird too?
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>>3947004
I think the tree one was innocuous. That tree teaches you the Repel Padurii spell so it's good.
Also I find the dialogue options of the guards absolutely glazing the dryads very funny, especially since the Dryads completely ignore it.
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>>3946103
>go toExile Island
>have to fight this acorn fucker again
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let's get this shit started
>favorite race
>favorite weapon type
>favorite spell
>favorite technique
>favorite town
>favorite food/drink
>favoritewaifu
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>>3947321
>race
fish dudes
>weapon
2h Scepter
>spell
bee summon
>technique
kick pummel never fails to make me smile
>town
Forten Lazure. it's home, even if they sell crappy gear.
>food/drink
pic rel
>waifu
the frog dryad
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>>3947321
>race
Pasaaren (birbs)
>weapon type
Polearm or Slings
>spell
Hasten (flute)
>technique
Charge body slam, and the parry skills
>town
boring answer, but Forten (see waifus below)
>food/drink
Nana Curry, though Cafera is the best
>waifus
Florina and Valentina
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>>3946104
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>>3948708
it does kind of have one, it's just easy to miss things and it doesn't explain everything
for example you might think songs means a bard type character who stays back but you actually want songs on your frontliners because songs autoplay while they're fighting when certain conditions are met
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>>3948998
No. There's really no space for any kind of meaningful relationships. You're playing as a squad of veteran guards in service of a local lord. It's all very professional and they're laser focused on removing any threat to the realm. Mostly with violence.
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>>3950276
just make sure you pick stats and skills that actually do something
like, are your characters hitting enemies?
do you have the stats to actually use the spells you picked?
if you picked binding skills is that character actually managing to bind creatures or do they struggle with the chance to bind or binding cap?
if you picked music skills, are those characters triggering the songs properly?
does your rogue do their job or do you find yourself unable to find things or unlock chests?
are you spreading around the extra skills (as in, other than the 3 from chargen) between multiple characters so you can actually manage to level them up (say, you put barter on one character and make sure barter is in the top 3 used skills, you put extra flute skill on another character so that can get leveled up etc) don't try and level up more than 2 extra skills per character because it's a pain
2h is a good point to restart if you find things that aren't working well for you
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>>3950315
I will, one day, hopefully.
>>3950378
1. yes
2. yes
3. yes, rarely though, lack of animal enemies to bind
4. no, but gave flute and bought boost music for my archer anyway, seems to work
5. yeah, my warrior is doing barter, archer has flute, i dont remember what mage and rogue had
My point is that I think having three ranged attackers might not be a good idea, at least no in the beginning zones, will swap to having rouge use short sword + multi when possible, instead of using rocks or make mage use some melee weapon instead of those elixirs.
One question, in the first area there are few gems on the rock ledge, is there any hidden path for that or I need to use some spell?
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>>3950392
I'm not sure which edge you're talking about exactly, but the 1st Vol Tree (the one in Forten Lazure) has a spell called Vine Rug. It doesn't say that on the tin but it is used to cross shallow water. It might be what you need here.
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It's a bit funny that downed party members don't receive xp. It has led my archer to being almost two levels above the others, since she never dies.
Are there any healing spells? I'm finding my melee guys dies a lot, and healing items are pretty expensive.
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>>3952391
that encounter with multiple long legs and 15+ smol spiders is probably the worst part of the zone.
my squad defeated that group but only with multiple rally combos and everyone consuming stamina regen foods
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>>3951795
I'd find the elyxir disappointing, the damage is a bit mid and at the size of the explosions are TINY, WHERE IS THE KABOOM!?
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>>3955198
my next run I'll probably do something like
>Yeti beefcake with Polearm and Shield
>Guard with fast dual Daggers
>Fauna Pagan with a Slingshot
>Archer with an Instrument or Binding
hopefully I have enough room to fit in some Intercessions and Lockpicking points in there
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I beat the game
All in all, a wonderful time
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>>3958710
Eh, the devs were tediummaxxing towards the end. Having you not just go through that bog maze once but also search for levers, then sending you back out again to get a child. Then leaving you hanging again in regards to how to get on that mountain. Probably would have dropped it if I couldn't have looked up how to get the 8th key (in a fucking random vase in the ocean, WTF). The game is definitely insisting upon itself if it expects you to pixelsearch the entire map.
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>>3959495
Fair points, I didn't find it tedious at the time but perhaps will notice the backtracking more on a 2nd playthrough.
>how to get on that mountain
There is another route up the mountain:through the locked door in the dryad cave (after getting the puzzle solution from Geofri)
>if it expects you to pixelsearch the entire map
I doubt they'd add this, but I'd absolutely love an option (perhaps unlocked by beating the game once) to have the whole map explored by default instead of having to walk/sail meticulously through every zone to have a clean looking map screen.
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>>3943667
>>3960440
Sorry. Not used to drawing trad.
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