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There's nothing like dialogue directly with your companions afaik, but they do speak during regular dialogue. ![]() The main story feels very much like an excuse plot, which is fine. There's a bunch of different damage types, lots of armors have different strengths and weaknesses against them. I think you have to get a cleric to revive them if their body isn't too badly destroyed. The cursed items helps in this department due to the maluses on them. Lots of items that give unique bonuses such as more spell slots, innate spells, abilities, etc., The unique items I've seen so far seemed pretty well designed and had stories behind them that fit the overall design of the item. BUT I'm pretty sure it actually makes the item weaker, so it's up to you if you want to do it, there's no going back afaik. Also, there's cursed items you can find that you need a cleric to uncurse to get rid of the malus on them. You find recipes while exploring and looting stuff. Consumables are very important, and all the crafting seems to be related to brewing potions and creating dusts. It seems like you can solve most quests in a pretty open-ended way? There's rarely ever a dialogue that railroads you into a decision and pretty much always a "nah go fuck yourself" escape hatch.Įmphasis on resource management, rests don't seem to actually heal you very much and are risky in the wild. It's obviously not pillows-tier, but it's not bad either. Weapons have reach as a statistic on them, polearms can hit from much further than swords, etc.,Įnvironment art mostly looks fine. ![]() Not in the "oh one kinda exists" like kangmaker, each weapon type has a lot of weapons from what I've seen. Polearms, hammers, axes, staffs, slingstaffs, tridents, so on and so forth. I played about 8 hours worth or so and ehhhh? time for a Rusty mini-review. Otherwise, not really sure what I'm judging here. Hopefully there won't be any last minute delays! Kudos to the devs for actually making it to the finish line, I suppose. ![]() In the coming days, we'll be releasing more information on what's on the horizon, as well as some blog posts giving any new players greater insight into the world we've been creating and our all-new launch trailer. We wanted to thank everyone who has been on this journey with us, and we can't wait for you to dive into the full release as we get over the finish line. We're not finished, and with our launch date agreed as March 17, 2022, we've still more to do in the coming weeks! We've also delivered Linux and Mac Support, a full rebalance for casters, implemented improved boss mechanics and delivered major improvements to its combat and damage scaling. ![]() From significant improvements to loading times, all new quest chapters, to a fully reworked tutorial and fresh zones: explore the northern frozen harbour of Freynagar, separated from the city by a huge ice dome, or take a trip to Amanuel's Hoard, the seaside fort owned by the greediest man in history. In total, we've delivered over 19 huge updates. We knew that the game wasn't quite where we wanted it to be, and we wanted to work hard and use this time to refine our vision. Since Black Geyser released into Early Access in August 2021, we've been blown away by the sheer amount of feedback and support we've received.
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