Page 2 of 9
Posted: November 20th, 2007, 3:58 pm
by Vennor
BasiliskWrangler wrote:Book II will have multiple genders and races.
But how are you going to implement (explain) this into the storyline?
All in all it's a good news

.
Posted: November 21st, 2007, 7:02 pm
by Kyote
Random worlds... So each time we play the game towns are in different places and items in dungeons are also mixed about.
I got the Demo for book 1 and bought it within the hour. That's how good this style of game making is to me. But I know once this game is beaten it won't be nearly as enjoyable trying to go through it again with an alternate character.
So please, make book 2 replayable by randomizing everything.
Posted: November 21st, 2007, 7:04 pm
by Kyote
I would think it'd be easy enough to see. Women get tired of seeing their loved ones getting... whatever is happening to the world.
Posted: November 22nd, 2007, 4:16 am
by dak
I guess what he meant was if we are going to import or play the same character it'll be hard to explain. But I guess we can assume we'll play as a new character in book 2!
Posted: November 22nd, 2007, 7:01 am
by vid
Kyote wrote:Random worlds... So each time we play the game towns are in different places and items in dungeons are also mixed about.
I got the Demo for book 1 and bought it within the hour. That's how good this style of game making is to me. But I know once this game is beaten it won't be nearly as enjoyable trying to go through it again with an alternate character.
So please, make book 2 replayable by randomizing everything.
please dont. that way it would be impossible to write a good story/quests.
without such quests like: bring me x numbers of y itemtypes which are spread in all possible points of the compass.
one could include some randomized dungeons just for occasional adventuring.
Posted: November 22nd, 2007, 7:04 am
by vid
i would love to see a party where the player can create 1-2 add. partymembers himself and let others join during the adventure.
but please avoid such things as letting the player choose from a pool of party members which wait in a hideout and level up with the active members. i hate that. and it wouldn´t be oldschool.

Posted: November 22nd, 2007, 7:30 am
by agnari
Like the small local area map. Even purchased a big over view map, but when I right click on the over view global map, how about a red geometeric (i guess in this case square or rectangular) on the global showing realitive location of the local area map.
Posted: November 22nd, 2007, 7:33 am
by agnari
like the cruise control of the lock wheel (w key), the click click click of manual fine movement, and manual auto control of mouse movement with the left mouse key depressed.
Could you consider the following (i use the grid display sure it ruins the atmosphere a bit but) clicking right clicking ahead in a grid square to auto move to that square. useful for long straight lines fine tune movement of come to here and stop type of action.
Posted: November 22nd, 2007, 12:53 pm
by Azael
A few short thoughts:
Cheaper costs for the cartography skill. As it is now, I really don't think the return of investment corresponds to other, more "useful" skills.
Different kinds of attacks.
More fast travel checkpoints. Preferably one per map, where it's appropriate.
Spears for close combat as well
Backstab/sneak attacks
Posted: November 22nd, 2007, 1:46 pm
by Jaesun
- An Alchemy book that adds recipes as you find them, as well as adding a recipe as soon as you successfully learn a new one.
- A hot key or button to auto equip/un-equip shield (to quickly allow you to use a torch).
- More save slots.
Posted: November 22nd, 2007, 2:30 pm
by Claw
The ability to bind spells without exiting the spell window so binding several spells or different power levels is more convenient.
Maybe just add buttons for 1-0; you could also highlight numbers that are already used.
The ability to drag a stack of ingredients into the alchemy window. Heck, if the game can tell me I am not allowed to use more than a single ingredient, why can't it just take one and return the rest to the inventory, preferably to the slot where I took it from?
Posted: November 22nd, 2007, 3:36 pm
by Amasius
Azael wrote:More fast travel checkpoints. Preferably one per map, where it's appropriate.
I second that. Or at least it should be possible to teleport back to the place of departure.
Classes based skills too
Posted: November 22nd, 2007, 4:03 pm
by Verdine
Hi, I wish to see some aded specific skills appliable only to certain classes and leave the rest of it as it is or to you.
The Idea is that each class would have one or two, you know just a little bit more and only for them. The system how you've done it is just fine. And there is allways space for improvement. In particular it would be life-sapping for Necromancers, Inflicting Diseases for Blighters, Animal Spirit Shields for Guardians, 30% more damage for chosen element spells for Wizards, Animal Friendship for Shepards, Berseker for Warriors and so on...
Have fun creating your game, I will have fun playing it after I buy the sequel too
Thank you very much, this kind of work you've done is a bliss.
Posted: November 22nd, 2007, 11:21 pm
by Doug Tenser
How about a brag sheet that displays things like "Nastiest Beastie Killed", "Most Damage Done and To Whom", "Number of Beasties Killed", "Number of Locks Picked", "Total Gold Found/Received", "Total Gold Spent", "Percentage of All Quests Completed", etc...
Posted: November 23rd, 2007, 3:50 am
by RezoApio
Jaesun wrote:- An Alchemy book that adds recipes as you find them, as well as adding a recipe as soon as you successfully learn a new one.
I second this one that would be very cool