done in by a lv.1 peasant with a pitchfork canonically.
Certainly don't really need much more than say a rock or heavy club against a dude in heavy armor if you can get him on the ground.
(And if it's a group of farmers or whatever that's probably even easier to pin someone down.)
iirc they always took the steambeta as a tease for the new features ... although i remmber they planned to do some small early access period some time after the beta ... but I guess they are now fully focusing on full thing
Yeah the Steam beta build won't be updated any further that's already been clear almost since shortly after the last update to it when people asked on their forums or what at least looks like forums but are a pretty messy collection of tagged posts.
(If there's time for it they might update it but it looks like focus is on the full game for now and that's unlikely to change as they want to finish it and have it in a release ready state or how you'd say, going gold and all that.)
The internal build they're demoing is far more advanced already but updating the public "demo" beta build and separating features such as story content and what not would indeed require some work, possibly weeks depending on testing and other requirements and they'd rather focus on finishing development of the game.
EDIT: In comparison it's pretty similar to Torment: Numenera which is also fairly inactive for the beta version but it's getting close to completion going by the latest updates so next release is probably going to be the full game.
(7 months now since the last update.)
EDIT: But as I think they're planning a GOG release or some other DRM free version you can just demo the full game as easily, bit more to download but if you decide to buy it that just makes it easier to update.
(Of course if it's DRM free or just using Steam getting updates won't be a big issue at all at least from P2P groups if the larger established "scene" groups aren't going to be maintaining updated patch releases.)
EDIT: Engine wise I'd probably have gone for UE4 though if there was a need for a existing licensed engine with support for PC and current-gen console hardware, the recent updates and support for it from Epic themselves plus community involvement kinda outclasses Cry-Engine 5 heavily at this point and CryTek isn't fully economically stable it would seem going by recent news. (KCD is also on CE 3.x or at least the beta is so it's kinda outdated compared to recent Cry-Engine improvements but whether it's UE4 or Cry-Engine updating between major or even minor engine revisions can be tricky and time consuming so we'll see what they'll be using for the full release although I do hope they migrate over to 5.x as it would be very beneficial even if it takes a lot of work.)
We happily present the latest development progresses and status of Kingdom Come: Deliverance. In this new video, we delve into the internal Alpha which provides a good overview about the final game.
Learn about various details and features of the game and take a listen to the epic sound of Kingdom Come: Deliverance
https://soundcloud.com/warhorse_studios/skalitz-1403-symphonic-teaser
Fights almost seem as if they're based on QTEs rather than a freeform system...
from what I played from Beta , not that much (especially compared to For Honor which felt much more qte-ish) .. but who knows how they changed it since the public beta
Damn, the fighting still looks awkward, perhaps realistic, but maybe too much for a game.
Anyway, I would happily buy this, developed by our Czech brothers, nice graphics, nice animations, music etc. but unless they somehow drastically change the way you fight in this game, I will probably skip it.
"Kingdom Come is developed on PC primarily, and ported to consoles. Optimization on consoles will help us to make it run better on all the other platforms, including the PC."
ixi will remember that
I liked the tone of the interview, but it's really too early to tell. It seems that some stuff won't make it, though it will be released for free as DLC, plus there's the obvious huge amount of bugfixing involved at the moment. The game itself is still such a mysterious entity, let's hope the full final version (beta 2 ) next year won't be a sad trombone one... I really want this to be great
In a hands-off preview, I was guided through the opening quest watching protagonist Henry (a pudding-faced derivative of Game of Thrones’ Ramsay Bolton) running errands for his blacksmith father. This involved picking up coal, grabbing him beers, and retrieving debts from the local tough Kunesh, among other things. At first these duties appear to be simple fetch quests, but rather than teaching you how to fight (not a requisite skill for a blacksmith’s boy at this point), they serve to outline the game’s systems.
Dilly-dally while delivering dad his cold beer, for example, and it’ll be tepid by the time he gets it—making him a little less fond of you in turn (adhering to the medieval Bohemian precept ‘three warm beers and you’re out in the pig pen for the night’). It’s a trivial task, but it illustrates the so-called ‘rotting’ mechanics in Kingdom Come: beer gets warm, food goes off, and quest leads disappear (or get murdered, as the case often may be). Events in the persistent world carrying on irrespective of your presence. Crucially, you need to adapt to this ongoing world before you can begin influencing it.
The idea that the world doesn’t revolve around you is surprisingly rare in RPGs, where most quests are quite literally waiting for you to undertake them. In this respect, Kingdom Come veers more towards Warren Spector’s One City Block game design philosophy, which eschews scope for a densely-packed world of emergent, consequential interactions. In Kingdom Come you might beat up a pub patron, only for him to go elsewhere for his next evening tipple; or you may commit murder after which the local sheriff will investigate the body, leaving his office free to break into and so on.
One instance of branching narrative that stands to mind involved collecting the aforementioned debt from Kunesh. There’s a good chance he’ll beat you up should you choose to approach him directly and while you could flat-out murder him when no one’s looking, this will lock you off from a specific scenario with him later in the game.
Alternatively, you may bump into a trio of pranksters who plan to pelt a disgruntled local's house with dung. Tag along and you'll wind up siding with them in a brawl with law enforcement—payment for which will see them teaching you how to pick locks. From there you're free to case Kunesh's house, and rob the whole place blind if you so choose—a rite of passage for any discerning RPG player. Most interestingly, this event plays out regardless of whether you join in or not, meaning you have a limited window of opportunity within which to engage.
It's a bold vision and all these branching opportunities and tie-ins to later plot events stem from the seemingly trivial opening quest. It’s impressive stuff, though maintaining such interconnectedness throughout the remaining 79 quests is still at this stage ambitious. It’s nothing new for RPGs to talk about how your choices matter, but here the flexible quest structure has the potential to deliver on those promises. Kingdom Come’s success will largely depend on how successfully this system is executed.
Imbuing your decision-making with gravitas is the unique save system, whereby Henry has a swig of Slivovica (a strong plum brandy that I can confirm mixes well with a cup of tea) each time you save manually. Overdo it, and Henry’s stats will take a hit as the 70% abv fluid atrophies his body and senses. A bit heavy-handed, maybe, but a signal of intent nonetheless that Warhorse wants you to think twice before making the big decisions rather than blithely approaching each one in a trial-and-error manner.
It's always good to have so many little details in a game.
But in this case i fear they might overdo it, and the game will end up similar to NMS. Though i hope i'm wrong.
What i really hope for though regarding murder is, that you are able to stealthly murder people. Without the whole town knowing it was you, or some shitty reputation system that makes the town act worse to you.
In a hands-off preview, I was guided through the opening quest watching protagonist Henry (a pudding-faced derivative of Game of Thrones’ Ramsay Bolton) running errands for his blacksmith father. This involved picking up coal, grabbing him beers, and retrieving debts from the local tough Kunesh, among other things. At first these duties appear to be simple fetch quests, but rather than teaching you how to fight (not a requisite skill for a blacksmith’s boy at this point), they serve to outline the game’s systems.
Dilly-dally while delivering dad his cold beer, for example, and it’ll be tepid by the time he gets it—making him a little less fond of you in turn (adhering to the medieval Bohemian precept ‘three warm beers and you’re out in the pig pen for the night’). It’s a trivial task, but it illustrates the so-called ‘rotting’ mechanics in Kingdom Come: beer gets warm, food goes off, and quest leads disappear (or get murdered, as the case often may be). Events in the persistent world carrying on irrespective of your presence. Crucially, you need to adapt to this ongoing world before you can begin influencing it.
The idea that the world doesn’t revolve around you is surprisingly rare in RPGs, where most quests are quite literally waiting for you to undertake them. In this respect, Kingdom Come veers more towards Warren Spector’s One City Block game design philosophy, which eschews scope for a densely-packed world of emergent, consequential interactions. In Kingdom Come you might beat up a pub patron, only for him to go elsewhere for his next evening tipple; or you may commit murder after which the local sheriff will investigate the body, leaving his office free to break into and so on.
One instance of branching narrative that stands to mind involved collecting the aforementioned debt from Kunesh. There’s a good chance he’ll beat you up should you choose to approach him directly and while you could flat-out murder him when no one’s looking, this will lock you off from a specific scenario with him later in the game.
Alternatively, you may bump into a trio of pranksters who plan to pelt a disgruntled local's house with dung. Tag along and you'll wind up siding with them in a brawl with law enforcement—payment for which will see them teaching you how to pick locks. From there you're free to case Kunesh's house, and rob the whole place blind if you so choose—a rite of passage for any discerning RPG player. Most interestingly, this event plays out regardless of whether you join in or not, meaning you have a limited window of opportunity within which to engage.
It's a bold vision and all these branching opportunities and tie-ins to later plot events stem from the seemingly trivial opening quest. It’s impressive stuff, though maintaining such interconnectedness throughout the remaining 79 quests is still at this stage ambitious. It’s nothing new for RPGs to talk about how your choices matter, but here the flexible quest structure has the potential to deliver on those promises. Kingdom Come’s success will largely depend on how successfully this system is executed.
Imbuing your decision-making with gravitas is the unique save system, whereby Henry has a swig of Slivovica (a strong plum brandy that I can confirm mixes well with a cup of tea) each time you save manually. Overdo it, and Henry’s stats will take a hit as the 70% abv fluid atrophies his body and senses. A bit heavy-handed, maybe, but a signal of intent nonetheless that Warhorse wants you to think twice before making the big decisions rather than blithely approaching each one in a trial-and-error manner.
And once it's out for the general public, people will break the quest logic so BIGLY.
I remember reading an article about testing the scripting of a game (Morrowind) and the reviewed person said that it was impossible to prepare for everything, as people do unimaginable things which simply conflict with any logic the programmers are prepared for.
Don't get me wrong, I think emergent gameplay is awesome and a 'radiant' AI would be great, but I can't imagine that anyone will be able to make it work just yet.
And once it's out for the general public, people will break the quest logic so BIGLY.
I remember reading an article about testing the scripting of a game (Morrowind) and the reviewed person said that it was impossible to prepare for everything, as people do unimaginable things which simply conflict with any logic the programmers are prepared for.
who knows .. i remember reading artcille or watching video where they were talking about how it works and how they try to solve problems with it , they are even doing it with the help of AI reseach of local top math university ... but not sure where ... maybe it was just some czech podcast without eng subs
EDIT: found it woth 10 mins of it translated to https://forum.kingdomcomerpg.com/t/new-interview-with-many-technic-details-ai-cryengine/28624/5
mtj wrote:
Don't get me wrong, I think emergent gameplay is awesome and a 'radiant' AI would be great, but I can't imagine that anyone will be able to make it work just yet.
well they rarely try to do it Most devs just have the player and hius adventure and world revolves around him .. from what i undderstood Warhorse tries to do it the other way .... aka have the world and the player beiing just one of the characters in it
Bob Barnsen wrote:
It's always good to have so many little details in a game.
But in this case i fear they might overdo it, and the game will end up similar to NMS. Though i hope i'm wrong.
What i really hope for though regarding murder is, that you are able to stealthly murder people. Without the whole town knowing it was you, or some shitty reputation system that makes the town act worse to you.
yeah Vavra is pretty insane with these little details ... hope they wont overdo it , they are not backed by huge publisher like back when they did first Mafia
as for the murder thing, I messed with it a bit in beta ... seems to work fine .... if you murder someone in the battle noone cares, if you murder a lone fisherman , nothing happens ... maybe if someone finds a body , but no connection to you
if you murder someone in a village, noone sees you , you are fine ... most of the time just someone else finds a body , runs away or brings guards to the body... or if you kill a pub owner , the pub is closed next couple days
Thursday Livestream with Tobi and Martin
On Thursday 22nd Decemeber at 7pm CET we are going live with a new stream on Twitch. Our PR Manager Tobi and our Technical Designer Martin Ziegler will talk about the tough year 2016, what awaits us for 2017 and of course a playthrough of the first quest in Kingdom Come: Deliverance. Along with a recap on all news.
Join our live stream on Twitch and Subscribe to our channel. On Thursday 22nd December at 7pm CET.
Love that one of the first quest is about throwing horseshit to a house
Although I bet the mainstream will really hate the questsystem without the GPS system and questionmark - people dont want to think how to solve the situation based on info ... they jsut want the arrows ... love the idea of the several ways how to solve quest , but still not sure how break-able will this system be
@horny: surprised no-one ever , first witcher also didnt have TW3-level dialogue especially in tutorial mission
@Inter/Berb: Well its still "internal alpha" aka whole gameworld,All quests and NPCs and first batch of optimalization efforts .... lot of stuff is just raw and placeholder, but seems like the dub is the final one now ... I guess we will see more polished thing when the hit "internal beta"
I like motion blur sometimes. I remember it was used to great effect in the original Crysis - especially during explosions - where it helped promote a strong sense of chaos.
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