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Work over the past few months has been ongoing on a variety of systems we need for this years demo and one that is almost done is the visual part of character creation.
When I first started working on Lair of the Leviathan I had originally planned for a main character with limited customisation and a party of premade npcs. Working solo I was really careful about overscoping and I felt that this system would be something easily achievable by myself.
After teaming up with Oliver things however have changed. Oliver and I grew up playing the SSI DnD Goldbox games and being able to customise the way your party looked was a huge part of those games. I remember spending literally hours trying to get everyone looking exactly the way I wanted before even starting each of them. I guess most readers aren't old enough to remember those games but at the time they were groundbreaking, having open worlds and tactical turn based combat that up until then I hadn't experience before.
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Just a brief post to let you know what to expect, and when!
Hello everyone!
In my last news post back in December I estimated update 0.8.3 would be released in late February at the earliest, and things are going as expected. All the new scenery is 95% ready (and that has been a huge amount of work). Coding required for this update is nearly done as well, including the QoL improvements, new level cap and other stuff.
What remains to be done, then? writing dialogues, journal entries, planning and rigging encounters, and also implementing a few new effects and powers is, roughly, halfway done. Then doing internal testing of it all, and doing a full revision and adjustment of the new stuff. If nothing weird happens, a Beta will be out by late February or early march. If there's a delay, it shouldn't be significant.
Here is a provisional list of what will be included in 0.8.3.
New outdoor region, plus several dungeons.
Level cap raised to 6, new Rank III spells added.
Balance adjustment: Characters gain 2 Skill Points at level 1 of any Career, be it at character creation or when a new Career is entered. The points are gained retroactively.
You can now redistribute your companions' skill points once.
A single Potion of Deep Breath now affects your whole party when consumed. The alchemy ingredients for producing it have been updated.
Added an option to order your party inventory and stash by item type.
Quests can now be filtered/searched by text.
Hotbuttons can now be correctly used during combat with keys 0-9.
You can now press 'Y' to delay your combat turn(can be remapped to any key).
Added a new option to set more exact framerate limits in Settings.
This only includes the main items on the list, because a dozen bugfixes have been included, as well as many minor balance adjustments.
It's important to remember that I take my time when writing, and I often rewrite dialogues or entire quests from scratch. That's why there's a little uncertainty in how long it'll take.
Can't wait to release all the cool new stuff. See you in the forums!
--
David
It's almost hard to believe that it's been over a decade since the original Kingdom Come: Deliverance successfully underwent a crowdfunding campaign on Kickstarter. In a world where Skyrim was only a few years old, Dragon Age Inquisition was about to release, and marketing for the upcoming The Witcher III: Wild Hunt was in full swing, Warhorse Studios was promising something a little different. A 'realistic' open-world RPG in medieval Europe, with "dungeons and no dragons". The game didn't really have 'dungeons' either, to be fair.
I reviewed the original Kingdom Come: Deliverance when it was released in 2018, 4 years after the conclusion of the Kickstarter campaign. I found a lot to like in the game's quest design, cinematic direction, and widespread role-playing numerical abstraction to the game's many mechanics. However, it faltered a fair bit in its storyline, balance, and incredibly frustrating technical problems. In fact, I may suggest reading that original review in addition to this one, as much of the design philosophy has maintained itself between franchise entries. Kingdom Come: Deliverance II is essentially Warhorse's chance to take a promising-yet-flawed start and capitalize on its potential. It's a more fully-realized glow-up, for sure.
[...]
Despite the noise, I think Kingdom Come: Deliverance II is a remarkable RPG that offers a role-playing style not often seen. It does everything that a sequel should do, polishing up the rough edges of the original game and improving the scope while making smart adjustments to the gameplay. Combining dense RPG systems with immersive style and immersive cinematic aptitude, it's a strong showing for Warhorse.
From the 1980s until well into the 1990s, the CRPG genre was typically dumped into the same broad bucket as the adventure game by the gaming press. Indeed, as late as the turn of the millennium, Computer Gaming World magazine had an "Adventure/RPG" department, complete with regular columnists whose beat encompassed both genres. Looking back, this lack of distinction might strike us as odd: CRPGs, which are to a greater or lesser extent simulations of an imaginary world with a considerable degree of emergent behavior, are far more procedurally intensive than traditional adventure games and provide a very different experience.
Back in the day, however, no one blinked an eye. For the one thing the genres did plainly have in common was sufficient to set them apart from all other sorts of games: their engagement with narrative. Whatever else they might happen to be, both an adventure game and a CRPG were a story that you engaged with much as you might a book - that is to say, you played through it once to completion, then set it aside. Contrast this with other kinds of games, which provided shorter-form experiences that you could repeat again and again.
[...]
If we're looking for a poster child for the trend, it would be hard to find a better one than New World Computing, a studio and publisher that was located not that far from Interplay in Southern California. New World's equivalent of Brian Fargo was one Jon Van Caneghem, who built his company on the back of a CRPG franchise known as Might and Magic, producing five installments of same between 1986 and 1993. Might and Magic's commercial fortunes paralleled those of the genre writ large. Plotted on a grid, they would yield an almost perfectly symmetrical bell curve, rising to a peak with Might and Magic III in 1991 and then declining markedly again with the next two games.
Fight, sneak, or charm your way through a gothic modern New Orleans as a Vampire detective of your creation. Unravel a vast centuries-old conspiracy involving Vampire factions, Werewolves, and far stranger horrors. Try to survive as a Nightborn without losing yourself to madness or damnation.
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