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A: Failing a quest will result in loss of reputation.
Q: When it comes to leveling, is it better to use as many masteries as possible to generate wisdom, or to specialize?
A: Specializing is generally better. You can only equip one weapon at a time. Instead of having them all on level 5, it's better to have one on level 15.
Q: What's the stance on mods for the game once it develops more?
A: It's possible that mods could be added in the future, but we're unsure at this time. Our own content is designed as mods to the core game so in terms of code it's reasonable, but there's a question of if we can set it up and support it properly, and how it all works if we are continuing to develop the game at the same time.
Q: Is there other magic apart from the plant/druid stuff?
A: Currently, we only have nature magic implemented in the game. More diverse and intriguing magic systems are planned, you can find details on our roadmap.
Q: When might we expect more magic systems to be introduced?
A: Our current estimate based on current plans is that there's a 99.9% chance it will be introduced within 2023, an 80% chance within the next 3-6 months, and a 50% chance within the next 1-2 months (written 01/13/2023).
Q: Are there plans for more character avatars or custom-built characters/classes?
A: Yes, each character is going to get its own unique skill. For example, the Knight will have access to Chivalry, and the Brawler will have a new "Brawling" skill tree. We're working on all the new skills for these characters. Later on, we plan to add new characters, likely to go along with new magic schools.
Q: How do shields work with unarmed combat?
A: If you have anything equipped in your off-hand, including shields, you are no longer considered unarmed and can't perform unarmed abilities or gain unarmed damage.
Q: Are there any plans for allowing expansion/resizing of the ability bar?
A: Currently, we have an auto-swap option in the settings which automatically switches to your second hotbar when swapping to your alternate weapon slot. We understand the need for more space and are considering solutions.
Q: How do you survive as a druid at higher levels when summons don't appear to scale up?
A: We are planning to rework the nature magic skill tree. For now, a common strategy is to spawn plants and wolves until stronger enemies are defeated.
Q: What game engine is the game built on?
A: The game was built from scratch, we didn't use a pre-existing game engine like Unity.
Q: Is there an artificer playstyle with turrets, etc., planned or implemented in the game?
A: As of now, there is no turret or trap placement in the game.
Q: How does attack speed and movement speed work?
A: Attack Speed and Movement Speed bonuses are not flat, unlike other stats. They use a formula which prevents you from getting insane speed by stacking many buffs. The formula is = 200 - (BASE_SPEED * (1 + (BONUS/(BONUS+100)))). For example, a weapon with attack speed 100 and bonus speed of 35 from a Draught of Haste ends up giving you 25% reduction of time for attacking (from 100 to 75).
Q: Are there abilities that can only be learned from books?
A: Yes, there are several weapon abilities that can only be learned from books. In the future, trainers will also teach you new abilities.
Q: How does the game determine turn order for entities other than the player?
A: The turn order for entities other than the player is based on the order they are in the entity list, which is nearly random from the player's perspective. Entities more than 30 tiles away have time slowed down to prevent large maps from causing lag.
Q: What is decapitation? Does it mean that if enemy HP is 10, they will be killed instantly?
A: Decapitation in our game is a mechanic where if an enemy's remaining HP is less than or equal to your decapitation value, they will be killed instantly. For example, if an enemy has 40 health and you do 30 damage, they are down to 10 HP. If you have 10 decapitation, they are killed regardless.
Q: How Vengeful Defiance passive, work?
A: With Vengeful Defiance, every time an attack causes you to receive a wound, you gain +5 max damage, and +20% crit damage for 20 turns. It's a powerful passive against enemies with a high wound chance but low damage.
Q: Does the Curse Immunity enchant give curse immunity to every item on the player or is it only for the item that has that enchant?
A: Curse Immunity applies to every item on the player, not just the item with the enchant.
Q: Is there a wiki for the game yet?
A: We don't have a wiki for the game.
Q: Is the rogue's toxin buff permanent?
A: No, the rogue's toxin buff is not permanent. The poison lasts as long as it lasts on the weapon, with no countdown displayed.
Q: Where can Zebrunium be found?
A: Zebrunium can be found in heat caves, which have a difficulty level of 10.
Q: Have you considered creating a Patreon for those who want to provide monthly support?
A: We have considered this, but currently, we would prefer to deliver a v1.0 of the game without asking players for more money than the purchase price. Another option we're exploring is selling a founder's pack that comes with some increased value, such as the soundtrack, older versions of the game, and/or a unique item.
Q: How much do you draw from Dwarf Fortress in terms of world-building, monsters, items, and procedural generation? Can you "plug in" more content over time?
A: We're big fans of Dwarf Fortress and have designed our game to be highly modular. This means we can easily add new traps, enemies, rooms, abilities, and items, and they will seamlessly appear in the world. Our engine has been programmed with the long-term in mind, allowing us to add content over years without breaking anything, with the aim of expanding the world into something truly massive. Even player interactions with the world are not hardcoded in the engine, but are basically mod add-ons.
Q: Do unarmed and bow/crossbow count as "2h" for the purposes of the top line of Chivalry feats?
A: No, currently, the 2h designation is intended for two-handed melee weapons, such as swords, axes, and staves. We acknowledge there's a naming problem that has made this unclear, and we're discussing potential adjustments.
Q: Do twinned daggers count as 2h weapons?
A: Yes, twinned daggers are considered a 2h weapon.
Q: Have you considered using AI image generators to help make pictures for all the items?
A: Yes, we have used AI tools for certain parts of our game. For example, we used AI to generate location images and brainstorm item descriptions. However, AI isn't as effective in creating pixel art, which is a key visual element in our game.
Q: Will you add animation frames to the characters for actions such as walking and fighting?
A: We value fast-paced gameplay and instant response to player actions in our game. While we have small animations for most abilities, adding more extensive animations could slow down the gameplay. We might add more simple animations, especially for magic, to give a sense of impact without affecting the game's speed.
Q: Is there a cheat mode in the game?
A: Yes, there is a debug mode that can be turned on in settings. Pressing the tilde (~) key opens a command console where you can enter various commands.
Q: How do I make special bolts? Are there any recipes in the game?
A: Currently, special arrows can only be bought at shops or looted from the game world. We haven't included recipes for crafting special arrows yet.
Q: How can I open/force locked doors in the game?
A: At present, there is only one locked door in the game. To open it, you need to leave the starting castle and re-enter it from the world map.
Q: How does attack speed work?
A: Each action in the game consumes a certain amount of "time." The faster your attack speed, the less "time" you spend per attack. The formula to determine the time taken is 200 - (BASE_SPEED * (1 + (BONUS/(BONUS+100)))). The larger your attack speed number, the better, as it means less time is spent per action. Time also slows down for entities further away from the player to help with game performance.
Q: How do I exit towns, dungeons, etc.?
A: Press 'B' to escape from towns, dungeons, wilderness tiles, caves, and so on.
Q: I have an 'immune to fire' ring but am still getting fire wounds. Why is that?
A: The 'immune to fire' attribute currently only makes you immune to literal fire on the ground, not fire-based attacks. We acknowledge this can be confusing and are considering making the enchantment cover both fire and fire damage for clarity.
Q: How do you cure a skin rash?
A: You can use tea and wait for it to take effect or use it multiple times. Alternatively, heat and cold creams from the first aid kit can work too when applied multiple times.
Q: Is there a way to not be super encumbered?
A: You can use a house as a stash if you own it. Otherwise, you need to use a chest to store your items securely. Items dropped on the ground, even inside a house, will disappear after a while.
Q: Can we customize our character’s appearance or is it still random?
A: As of now, the character’s appearance is still random, but more customization options will be added in the future, including hair, beard, and starting weapon choices.
Q: Is there information about unique armor sets?
A: Unique armor sets are available in the game, and they can be quite hard to find. Gold chests are the best source of rare loot. Additionally, there's a traveling Armor merchant who sells many of the new items.
Q: Can you learn chivalry without a learning scroll?
A: Currently, there is no other way to learn chivalry except through a learning scroll. The skill will be moving to Squire-class only in a later update and doesn't have a discovery method like other skills.
Q: Is every class going to have their own skill?
A: Every class will have something unique, not always a skill. For example, the Chef class will get unique custom food recipes and poisons. We're considering ways to unlock unique skills from other classes, perhaps with a very high cost, so late-game players can still test various builds.
Q: Are there any other classes planned?
A: Yes, more classes are planned for the future, though these will depend heavily on some upcoming updates related to magic. The aim is to make magic special and involve interaction with the world. Current classes also need more polish to make each unique before adding more.
So my axe at 80 is slow and allows the enemies to act after me?
But if my atk speed is double that, does that mean I get multiple actions or strikes before the enemy?
Thanks
Yes, you are understanding it correctly.
Whenever you take an action, time passes. What does this mean? It means all entities in your zone get that amount of time banked. Then, when they next take their turn, they keep taking actions until they've used up their banked time.
If you have a very fast weapon, you only give the enemy a tiny bit of time. If they lack the necessary time banked to take an action they will pass their turn, meaning you get to attack again without them doing anything.
50 is very slow
80 is slow
100 is standard, and is also the speed of resting, eating, and opening doors.
120 is fast
150 is very fast
A 100 speed weapon can attack about twice in the time it takes for a 50 speed weapon to attack.
We used to have it so abilities and items said exactly how much time would pass, but this was confusing to players since higher numbers usually means good. This is why we changed them to instead say "speed" and added a calculation to convert this to time.
Does this help? It's a bit hard to ELI5, but I did my best.
A: No, currently, the 2h designation is intended for two-handed melee weapons, such as swords, axes, and staves. We acknowledge there's a naming problem that has made this unclear, and we're discussing potential adjustments."
Just designate "Two-Handed Melee weapons" in the skill if this is still a thing.
"Q: Is there an artificer playstyle with turrets, etc., planned or implemented in the game?
A: As of now, there is no turret or trap placement in the game."
Nature Magic plants are kind of this playstyle. If all you do is spend your Energy on plants, you can get quite a few out there.
The current build allows the player to level everything at the moment. At around level 50+, I was able to master 90% of all skill trees. This is acceptable as I believe it allows players and devs to test all skills and report bugs more effectively.
I suspect that as we get closer to the release version, investing in focus points for each skill tree will require more wisdom points as the player advances higher in a given skill tree. For instance, if you are leveling from level 3 to 4 in enchanting, that will cost you 1 wisdom point, but if you're leveling from 9 to 10, that may cost you 2 wisdom points, and 13 to 14 may cost you 3 wisdom points.