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Monomyth - November/December Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 23, 2023.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]The November/December update for Monomyth:

    [​IMG]

    Monomyth - November / December Update

    State of the Game: Video Devlog 9.0 | Playstyles

    Hi, dungeon-crawling fans!

    It's time for the last update of this year, and there is plenty to report! Numerous things have been worked on during the last few weeks and you can hear all about it in this month's video devlog. One highlight is the new magic system, which should be interesting for everyone who likes combining runes in Ultima Underworld. But, please, see for yourselves:


    I just uploaded the latest patch to the Closed Beta branch and I am now completely focused on polishing everything for the Open Backer Beta. I hope to have it ready very soon.

    As always, you will find the transcription of the video below. You will hear from me in the new year. Thank you for your continued support and

    Best wishes,

    Michael

    ------------------------------------------

    Hi dungeon-crawling fans!

    Another month has passed! Time just flies by as the year comes to an end. What is also slowly coming to an end is the closed beta of Monomyth. There has been plenty of progress over the last few weeks and we are getting closer and closer to the Open Backer Beta. So let's take a look at it.

    This month I continued polishing mechanics. Last time I mostly did things related to melee combat, so I thought I could as well arrange these polishing phases around different playstyles. Generally speaking there is a distinct playstyle for warriors, mages and thieves.

    So I started this month by making some last changes to the warrior's playstyle.

    To keep it short and simple: I removed the shield-bash and added kicking.

    I tried keeping it as balanced as possible and it strongly depends on your available stamina. Unlike other attacks its stamina costs are set to a certain percentage. So you will always require, let's say, a third of your stamina when you kick. When the kick lands, your enemy either falls down or is pushed back, depending on your stamina. Of course, kicks are only really useful against humanoids.

    Most of this month's work was focused on the mage's playstyle. I reworked casting mechanics, spell acquisition, spell mechanics and I also gave some spells a visual workover.

    Originally the player could cast spells at any time. You would press the "C" key and start casting a previously memorized spell. This system has been changed. It is now necessary to equip a spellbook to your weapon slot. You can then cast any selected spell with a mouse click.

    This is much more comfortable than the original system - especially while moving and aiming at the same time. Using the "C" key in such a situation always felt very awkward. You can still easily switch between a readied weapon and a spellbook mid-combat thanks to the secondary weapon slots.

    One element I wanted to have for the mage's playstyle was some form of explorative spell acquisition. As you may remember, in both Arx and Ultima Underworld you had to combine specific runes to cast a spell. Monomyth does something similar, but it moves into a slightly different direction with its execution.

    [...]
     
    Last edited by a moderator: Dec 23, 2023
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