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Re: October 2018 Update, the War on Bugs!

PostPosted: Wed Oct 31, 2018 12:30 pm
by getter77
Inclined to agree---perhaps the last, best* time for a KS to kick off in a given year is about when Realms Beyond launched---plus, I suppose, being one of the first to manifest in the new year grants a tad more chance at gaining exposure as a reasonable excuse for coverage versus one of the last of many at the finish line.

Re: October 2018 Update, the War on Bugs!

PostPosted: Thu Nov 01, 2018 1:30 pm
by itsdat
BlueSalamander wrote:There is no joy for me in delaying the KS yet again. After all, it means that I have to keep living with extremely little money for a longer period of time. But it does seem to be best for me to delay it to 15 January 2019. The period from 15 January to 19 February seems best, for the following reasons:

1) It gives me two months to complete the prologue adventure Augury of Chaos, make the video(s), the KS page and required web pages.

2) It avoids the 'dead zone' of Christmas and New Year, when many people spend time offline with their family and friends rather than online looking for projects to back on KS.

3) Tuesday is the best day to start a KS and the 15th of every month is a pay day for many people. Tuesday is also a good day to end a KS.


I am disappointed, but perhaps this is a good idea. I have a question regarding the delays. Do you plan release the editor/toolset in january/february to KS backers? [..for example the Realms Beyond devs will release their tooolset to the backers when the game reaches early access, approx 8 months before the final release.] Personally I would like to start working on a module as soon as possible, since it will take a hella long time to complete. So what is the plan?

Re: October 2018 Update, the War on Bugs!

PostPosted: Wed Nov 07, 2018 5:10 am
by BlueSalamander
Do you plan to release the editor/toolset in january/february to KS backers?
Yes, the editor will come together with the first module at the end of the KS. That's the plan.

Re: October 2018 Update, the War on Bugs!

PostPosted: Wed Nov 07, 2018 12:58 pm
by itsdat
BlueSalamander wrote:
Do you plan to release the editor/toolset in january/february to KS backers?
Yes, the editor will come together with the first module at the end of the KS. That's the plan.


Nice! 8-)

Re: October 2018 Update, the War on Bugs!

PostPosted: Thu Nov 15, 2018 1:08 pm
by itsdat
Hey Pierre, any chance of a november update and/or gameplay video? 8-)

Re: October 2018 Update, the War on Bugs!

PostPosted: Thu Nov 22, 2018 7:09 am
by BlueSalamander
Hello itsdat, sorry for the slow reply. Yes, here is a new update: http://heroicfantasygames.com/Forums/viewtopic.php?f=5&t=769&p=5111#p5111

It may be best for me to do the gameplay video later on, so that I can show more content.

Re: October 2018 Update, the War on Bugs!

PostPosted: Mon Mar 18, 2019 6:46 pm
by fabgrass
Xp earning should be seriously decreased compared to KTOC1.
is it the case?

Re: October 2018 Update, the War on Bugs!

PostPosted: Fri Mar 22, 2019 5:09 am
by BlueSalamander
Hello, experience points are awarded at the normal rate in KotC 2 Augury of Chaos (which is the same rate as in KotC 1), but each module can be set to award combat experience at a different rate, such as 50% of normal or 35% of normal, if you want the party members to level up more slowly.

Re: October 2018 Update, the War on Bugs!

PostPosted: Fri Mar 22, 2019 3:40 pm
by itsdat
BlueSalamander wrote:Hello, experience points are awarded at the normal rate in KotC 2 Augury of Chaos (which is the same rate as in KotC 1), but each module can be set to award combat experience at a different rate, such as 50% of normal or 35% of normal, if you want the party members to level up more slowly.


Sounds good to me. 8-)

Re: October 2018 Update, the War on Bugs!

PostPosted: Tue Mar 26, 2019 9:58 pm
by galneon
BlueSalamander wrote:Hello, experience points are awarded at the normal rate in KotC 2 Augury of Chaos (which is the same rate as in KotC 1), but each module can be set to award combat experience at a different rate, such as 50% of normal or 35% of normal, if you want the party members to level up more slowly.


Is a global multiplier (penalty-only, of course) settable by the player also under consideration? When possible, I tend to penalize my experience gain in RPGs. I do this for Infinity Engine games, and most recently The Witcher 3. Most are designed to be completable without the player finishing many side quests, so by default, you end up too powerful if you play all available content. That may not be a concern for KotC2 (I'm assuming there aren't too many optional, out-of-the way sidequests to miss), but it would still provide additional challenge for those who want it. When a lot of modules eventually become available, including multiple modules for similar level parties, slowing down party experience gain could make more of them enjoyable by the same party.