Classical RPG
20-30h gameplay time
Deep and engaging story, told via animated illustrations with voice-over
Unique lore - as you progress, discover the history of the Ancients
Combat
Tactical real time combat with slow-mode
Ability to influence terrain in combat for tactical gain
Advanced combat mechanics: buffs, debuffs, statuses (stunned, dazed, etc.), summons
Detailed combat log
100+ various enemies, some with skills of their own
Classes and Skills
7 diverse champion classes
New class progression system
Multiple class build options (no single best build for any class)
6 upgrade-able skills per class with booster options (changing the nature of the skill)
No experience - leveling based on ancient knowledge found
Exploration
Handcrafted levels with 5 graphical themes
Each level has its own lore/history
Quests, secrets and puzzles (some optional ones can be difficult)
13 tower levels across 3 major themes
1 optional level with unique setting
Equipment
Random loot generation
Rich equipment system
Rich crafting system
New enchanting system
Many melee and range weapon types
Dual-wielding with melee and magic range weapons
4 major tiers of items
5 categories of items (basic, magic, ancient, relic)
Unique Legendary items
City
City as main progression hub
Upgrade-able buildings
Last edited by prudislav on Thu, 2nd Jan 2020 09:38; edited 1 time in total
Meh...combat in games like this one should be turn-based...
turn based
Yesterday I was reading a PC Gamer (UK) magazine from 1997 where they slammed Warlords III for being turn based, claiming turn based strategy was "completely out of style". I always thought that was bullshit. Turnbased strategy has an important place in many of the biggest strategy and RPGs games such as Civilization, Fallout, Jagged Alliance, XCOM, etc.
Boring, slow loading when entering fights and when exiting (samsung evo ssd), boring fights, this game should be hack&slash + a ton of items.
yeah go back to your derp games
Anyway just started it seems pretty fun so far combat is very tactical and i like the writing and music a lot. No long loading for combat and i have the game on a normal HDD.
Movement while exploring is slick and smooth, kinda reminds me of Diablo 3 in that regard. Also a big plus, there aren't 50 rusted spoons/bowls/red herrings scattered about every 5 feet like in Divinity Original Sin 2 - if you see something, odds are it's either important or has flavor text - no useless item bloat to artificially increase play time.
There aren't classes per say, but each character is limited in what types of items he can use. If they can't use it, it's red.
The skill-trees are simplistic, but again, meaningful depending on which of the two sides of a skill you decide to take.
Combat is real time, but the slow-on-pause feature means you're never really against the clock and can take your time whenever you'd like. You can also change it to full stop on pause if you so desire.
The writing is sharp and well written. Voice over, apart from the narrator during cut-scenes, is more or less absent however. That said, the fact that you have to read everything isn't really a big deal, as there aren't encyclopedic volumes of text like, for example, Pillars of Eternity or Shadowrun.
All in all, I'd say it's a surprisingly well crated RPG at a very respectable price point, $25. Can't speak for the playtime yet, but given its no nonsense lack of bloat and not having to manage pages and pages of loot (again, I'm looking at you DOS 2), it's probably going to be way shorter - which isn't necessarily a bad thing.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Fixed sound glitches when videos are starting to play
Removed anti-aliasing so the game is now more crisp
(we will add the option to turn on/off AA in the next patch)
Fixed "fountains of 000" when using certain unique items
Updated icons of the buildings in the city
Fixed bug with enemies sometimes disappearing when retreating from battle
Fixed bug with enemies spawning in the wrong direction in few battles
Fixed some saving issues (if you encounter them, please report via in-game tool as they are very difficult to spot)
Fixed Magic Source quest - when Devron wouldn't talk to you even if you had spoken with both sisters.
I got stuck on floor two's final battle (I think it is anyway), where there's 3 sets of portals - Left, Middle, Center.
The problem I have is that even if I go for the right portal, being extra careful to not go anywhere near the left or the middle one, as soon as I attack the right portal, both sets of infinitely spawning mobs from the other two portals run across the map and attack me simultaneously.
I simply can't beat it on hard, and I'm too goddamn stubborn to turn down the difficulty as I haven't had any issues up until now.
Dumb bug.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Surprise hit for me, the RPG mechanics are quite clever.
Some (negative) indie flairs left and right like how party members join rather abruptly.
Can be quite difficult until you get some items under your belt.
Getting a few levels in, you will understand crafting and silly stuff can commence like so:
Blacksmith (Tier I gear), Transmute and Enchanting is enabled.
All class buildings are upgraded to the max, so you can level up whatever champions you wish, providing you have the resources.
First 4 floors of the Tower are immediately unlocked, so you can move down whenever you are ready. Remaining parts are unlocked when you descend through the stairs at the end of the given floor.
You can skip Dialogues and temporarily unlock doors and remove barriers, that usually require doing a quest (via the means of “skip content lever”.
Party alignment is changed to Party Boost and depends on the level of the champion.
Some starting resources, so you can customize your starting party a bit.
Save games are now in separate categories: Normal, RPGlite, Permadeath..
--- PERMADEATH mode ---
Permadeath mode is for those truly wishing to test themselves. When your champion die in battle, he/she cannot re-enter the tower (unless you resurrect him in combat) and you continue with remaining party.
New difficulty setting for Permadeath - Blood - which is the only one available for this mode. It starts relatively easy, so you get the resources to build up your party and then ramps up to half way between Hard and Epic.
Game ends when you loose all your champions OR when you reach the end of floor 11 with at least a single one.
Im playing this now, almost finish it, really great game overall. Combat is dissapointing for a dungeon crawler, turn based would have been awesome. What i find fantastic imo is how the story progresses through the exploration part and overall all the lore stuff related. They made a terrific job regarding this.
This seems to get good reviews from users. Is it already in a relatively finished state?
It was finished when it was released, none of that "games as a service" bullshit. Good story, lightweight, but also quite long.. and you may burn out 3/4s of the way through, but it's still worth playing.
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