Tales from Candlekeep: Tomb of Annihilation

Tales from Candlekeep: Tomb of Annihilation

View Stats:
BKOM Studios  [developer] Oct 16, 2017 @ 10:02am
Tales from Candlekeep: Tomb of Annihilation Update 10/16/2017
Greetings!

This is a quick post to update you on a few items our team is currently working on internally. We've listened to your feedback and are improving some aspects of the game.

Here is what is coming live later today:
  • We will deploy a fix that will optimize maximum FPS
  • We are removing failures on crafting. All items will have a 100% success chance and all costs will be set to the current 80% gold price.

Coming in the next few days:
  • We will indicate the spawning points of ambushes
  • We will display the monster's HP and hit chance
  • Mousing over a monster will display its stats
  • Adjustment of the line of sight

Thank you and stay tuned!
< >
Showing 1-15 of 19 comments
i_nive Oct 16, 2017 @ 10:12am 
> We are removing failures on crafting. All items will have a 100% success chance and all costs will be set to the current 80% gold price.
And (maybe) keep the original crafting rules as a gameconfig option/difficulty setting?
qwert_44643 Oct 16, 2017 @ 10:25am 
Originally posted by i_nive:
> We are removing failures on crafting. All items will have a 100% success chance and all costs will be set to the current 80% gold price.
And (maybe) keep the original crafting rules as a gameconfig option/difficulty setting?

What the Heck...crafting should have a failure chance and the amount of money you spend should affect success chance...i know this is happening today anyway to make this an option..this fix addressess people who cry bout spending gold and what about the people who like the original implentation...if you need gold rerun maps and what not...im sorry this change is horrible and awfull...kindly make it an option.....everything else is wonderfull thank you.
Mysterio Oct 16, 2017 @ 10:34am 
Originally posted by qwert_44643:
What the Heck...crafting should have a failure chance and the amount of money you spend should affect success chance...this fix addressess people who cry bout spending gold
I agree. Similar to the two free Adrenaline uses on Normal difficulty, this is yet another concession to those who don't like the game's current difficulty. Please add an Easy difficulty that includes the free Adrenaline doses and these crafting changes, and return the Normal difficulty to what it was when the game was released.
Mysterio Oct 16, 2017 @ 10:39am 
Originally posted by BKOM Studios:
Coming in the next few days:
  • We will indicate the spawning points of ambushes
  • We will display the monster's HP and hit chance
  • Mousing over a monster will display its stats
  • Adjustment of the line of sight
Thank you very much for these upcoming changes. I truly hope the LoS system is dumped for the board game's Targeting system. I'm not a programmer, but I can't imagine the LoS system was easier to implement than the Targeting system (individual squares need to be checked for LoS, while only tile edges need to be checked for Targeting).
Last edited by Mysterio; Oct 16, 2017 @ 10:40am
RabidUrko Oct 16, 2017 @ 10:44am 
I thought most were disgruntled about the craft failure and wanted it fixed ?
I dont think its about crying for spending gold, its doing several quest runs for the gold to attempt the craft for it to fail that was the issue.
Last edited by RabidUrko; Oct 16, 2017 @ 10:45am
WolfZero3 Oct 16, 2017 @ 11:18am 
Is trading items between characters on the roadmap?
BKOM Studios  [developer] Oct 16, 2017 @ 11:46am 
Hello, keeping the original crafting rules as a gameconfig option/difficulty setting is definitely a possibility but can't be implemented as part of this update.

Rest assured the way we are going to integrate the new crafting system won't break game balance. Thanks again for all the feedback I'll pass it along to the rest of the team.
Harvester Oct 16, 2017 @ 12:30pm 
Originally posted by BKOM Studios:
Hello, keeping the original crafting rules as a gameconfig option/difficulty setting is definitely a possibility but can't be implemented as part of this update.

Rest assured the way we are going to integrate the new crafting system won't break game balance. Thanks again for all the feedback I'll pass it along to the rest of the team.

Personally I feel that both the adrenaline and the crafting changes should be part of a new Easy game setting.
McBonkhead Oct 16, 2017 @ 1:24pm 
"We will deploy a fix that will optimize maximum FPS" Thank you for getting on this quick, I won't dare hit the play game button until this is implemented. My cpu sounds like a jet engine just sitting on the start menu.
RabidUrko Oct 16, 2017 @ 2:17pm 
Originally posted by qwert_44643:
or at least if its a 100% success rating slap a 99% chance price on it and change it before releasing the update..how hard can it be to change a few numbers.....i mean come on guys...
if you release the update as stated im gonna have to uninstall this game....let it collect dust and wait for an update that pleases everyone....me included....at least... AT LEAST...slap a 99% price tag on it.

Actually this is quite a good idea of yours, if you want 100% success you pay for it.
Or make the chance of failure more but cost less gold would be another option.
Last edited by RabidUrko; Oct 16, 2017 @ 2:19pm
Scrogdog Oct 16, 2017 @ 5:48pm 
I like the clickable options idea.

The way that I imagine this working is that difficulty level selects enemy difficulty only. Then, each level should have clickable options to each that either give bonus cash and XP for selecting them, or penalty to each as the case may be.

For example, on Normal if I choose to go in with the adrenaline bonus off I get bonus xp, cash or both in return. On any difficulty, if I choose to go in with one healing surge rather than two, bonus!

Maybe for crafting that means bonus cash if you select that failures are possible.
Last edited by Scrogdog; Oct 16, 2017 @ 5:50pm
gnv_josh Oct 17, 2017 @ 6:43am 
Thank you. You listened to people, and made a much needed change to the game. Failure on crafting was a massive NPE, and didn't have any place in the game. If you're worried about 'difficulty', just set the prices to the 100% mark, rather than the 80% mark.
InsaneXJoKr Oct 17, 2017 @ 6:56am 
Awesome glad to see this coming! Is there any chance of cosmetic changes coming in the future?
bryrich Oct 17, 2017 @ 7:13am 
Clearly there are different opinions on this, but consider: this mechanic does not exist in the board game. As far as I can tell it's a replacement for leveling up, which in the board game happens when you roll a natural 20, then you can spend XP to level up. So there is chance involved, but once you get a 20 it's automatic.
bryrich Oct 17, 2017 @ 7:31am 
In fact, if it were up to me I'd replace the "party level up" mechanic with the ability to use XP to level up individual character stats and abilities, and save the gold for an item shop. But easy for me to say, I'm not a programmer :)
< >
Showing 1-15 of 19 comments
Per page: 15 30 50

Date Posted: Oct 16, 2017 @ 10:02am
Posts: 19