Thank you! It feels strange to release something that I have been working on for so long. Almost five years, off and on. I'm eager to start working on a new dungeon crawler, which hopefully will not take quite so long to finish.
Take a look at what's going on, at The Town Crier!
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Show posts MenuQuote from: Jubal on September 08, 2025, 11:01:54 PMLeave it at base: the player's base location is something I want to be a fairly core game element, and I'm thinking that once you unlock the stash I might let players magic-pockets things to the stash location quite easily, so you should need to go to base to kit yourself out but you're never hampered in gathering/looting in that you can then just send a bunch of stuff to stash and keep on with the current activity.So, would that mean that when you enter a town, you have to stash all of your weapons, but when you leave, you can't take them back out?
Quote from: Jubal on September 08, 2025, 09:28:38 PMI kind of like the idea that the storage might have some different types of slot, so maybe e.g. you can carry a certain number of large items and a certain number of small items, but these aren't interchangeable (which has some logic: if you choose not to bring your sword, it's a bit impractical to just assume you're then going to fill the scabbard with mushrooms you picked up).OK, but if a sword counts as a large item, does that mean that I could put a spare suit of armor in the scabbard instead? This sounds complicated.
Quote(one mechanic I'm thinking about for example is that if you want to do violence in an urban area, you might be better carrying a working tool which the guards won't bat an eyelid at than hauling around a great big glaive).What would you do with the glaive when you walk into town?
QuoteOne thing on Antiquity's annoyance list that I think might be necessary for me is only unlocking the stash after the relevant quest is completed: I don't see how it would logically make sense for the PC to be able to send things to base before they have a base. But also, that is in my mental schema one of the first block of quests to unlock after the intro, so I can probably just restrict how much you get to pick up early on and maybe give players a dialogue nudge that if they want storage, they should prioritise getting the base? Or maybe it means I need to railroad getting the base first but I'd rather leave it more open.There's nothing inherently wrong with doing that, a lot of RPGs have done something similar (the car in Fallout 2 or the castle in Might and Magic VII, for example). The problem with Grim Dawn is that it is the exact type of game that shouldn't do that: an overcomplicated loot-clicker with a heavy focus on playing multiple characters and class builds.
QuoteRegarding grids versus lists: I do see how lists take more scrolling. I don't hugely want to make a static grid that ends up with lots of gaps in it: is an auto-sorted grid view something people would have any problems with?The benefit of a grid of icons is that you can quickly identify things visually, but the downside is that you can't quickly identify them by name. Even auto-sorted, this is probably only a net plus if the inventory is relatively small. When I used to play Everquest 2, finding anything in my inventory of several hundred slots was a nightmare.
Quote from: EntangledPear on September 04, 2025, 10:17:10 PMYou're right about the Black Castle dungeon, in a way we wanted to give a chance to gain experience before the boss, but it is quite long.I guess that's fair. I did gain a few (3?) levels on the way up, which was not nearly enough to defeat the boss, but it was enough that I could then take the mirror shortcut back down, buy all of the remaining equipment upgrades, and start leveling on werewolves. These give a lot more XP and gold than the castle enemies.
QuoteI'll have to think about the battle animations - again, for this game, only for some kind of anniversary updated version, but more for the one we're working on, which might have the same problem. It never bothered me when I playtested, but I had someone else mention it, too, so I should keep it in mind.It's not the individual animations per se. Those are fine, but combat as a whole just kind of runs slowly, because there are a lot of delays between turns or when resolving damage. I don't know how much control you have over this, but any way to speed it up would be helpful.