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The Black Grimoire: Cursebreaker - New Patches

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jan 15, 2025 at 6:12 AM.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Olipa Games is planning new updates for The Black Grimoire: Cursebreaker:
    [​IMG]

    Devblog 19 - New year, new patches...

    Greetings, medieval adventurers!

    This is a short news blog conveying our thoughts and plans for the near term updates to the game. We've continued to sift through the feedback and reports we've received since launch (there's been quite a bit!). With a focus on improving the game, aside from general jank, we've received few enough complaints expressing various degrees of frustration with some of the content in the game, starting with the ambusher groups roaming the mountains.

    Mountain Ambushes

    Though we think the concept remains good, we admittedly missed the mark with its implementation and the idea wasn't properly conveyed to the player. The ambushers roam a very specific section of the mountains, leaving some areas more chill whereas in others the player's expected to be more on guard. The intention was that the player might try to pick their fights, and rather avoid and try to escape groups of enemies that posed too much of a threat.

    Nothing particularly prepares the player for these encounters though; their functionality isn't explained anywhere, nor does anything else in the game work the same way. When players are attacked, they tend to instinctively try to fight their way out of it.

    If the player succeeded in defeating them early on, the problem was only compounded, as that triggered higher level ambushers to attack next time with better drops. The increasing ambusher levels were more intended as an optional end game challenge, but they were also overtuned, with their levels increasing too quickly compared to how many kills were needed for the end game craftables. While some of you experts handled them fine regardless, they did also leave a fair few players at their wit's end.

    So, with that said, we're exploring ways to rework the encounters entirely. At the moment we're leaning towards building a minigame around the ambushers, including a potential introductory quest, which would leave the ambushes much less frequent/intrusive while not active, i.e. while you're not trying to hunt for them.

    During the challenge, you would gain increasingly better rewards based on how many groups you're able to take out in row, and it would contain conditions for failing the challenge (dying or fleeing from a fight), which would reset your current tally and roll back the ambusher levels.

    [...]
     
    Last edited by a moderator: Jan 15, 2025 at 1:57 PM
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