Din's Legacy

Din's Legacy

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Erie Aug 4, 2020 @ 11:31am
Din's Legacy vs Din's Curse potential player questions
I did try to Google this, what is the major difference or improvement from Curse to Legacy?... any noticeable feature missing in one or the other?...

I'm wanting to play a melee two hand build/class. Do both have two hand weapons and a class to do a build with that weapon type? I saw Curse had a skill for two hand weapons so I assume so, but didn't see anything for Legacy...

Thanks in advance if anyone takes the time to reply.
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Dragonface Aug 4, 2020 @ 5:01pm 
The games are very very different, almost non-comparable

The core movement and combat mechanics are very similar, with the main difference there being height playing a part in damage calc

Instead of saving a town, you're thrown into one of many scenarios, each with different winning and losing conditions

You chose a starting class of a few, and then from there you can "mutate" into other classes, potentially getting some of that class' skills, or rarely completely random ones

Also every so often you randomly mutate, and gain a new ability, the idea of this function being that every playthrough, even with the same starting class, is different

Basic skills, like equip skills are in their own tab now

You can unlock new classes by completing some achievements, giving achievements an actual purpose

Oh there's also crafting, where you can improve, repair or modify your weapons

No infinite potion vendors

Relations with other clans might be a thing, can also accept and hand in quests via said relations screen

Worlds are a mix of overworld and dungeons mostly, some scenarios are all overworld, some are all dungeon

Yes you can equip 2 handed weapons, and yes there's classes with skills based around using them

Hope that ramble at least kinda helps. These are by no means all the differences
Last edited by Dragonface; Aug 4, 2020 @ 5:02pm
Erie Aug 4, 2020 @ 6:01pm 
Thanks Dragonface! Your reply was helpful.
Fulano Aug 22, 2020 @ 9:55pm 
I'm a bit late... but figured I'd throw my 2 cents in, though Dragonface left a pretty epic answer.

The guy who runs Soldak has been working on the same game engine for a long time, adding new features, changing the game to something new each time.

Din's Curse was one of his early games. Then he did Drox Operatives, an expansion, Zombasite, another expansion, then Din's Legacy. So it's got three more games worth of development on the game engine. So better graphics, more monsters, more classes, more scenarios, more depth to the game mechanics, etc.

Din's Curse is much more simple. It only has the "save the town from the dungeon below by completing all the quests" scenario, but still well done. I actually prefer Din's Curse for multiplayer still because of it being a simpler dive into the dungeon and try to stop the chaos. It's interface is lacking the new features though, the one I miss most is the + mark on equipment that is better than what you have. Drox and later have that feature, it makes it a lot easier to sort though all the equipment.

Din's Curse has several classes that can equip 2 handed weapons, and one that gets great buffs specifically for 2 handed weapons.

Din's Legacy... your character can end up anything you want it to be. Your skills actually "mutate" as you level, so you might gain the ability to use a new weapon class, or you can kick out skills you don't use to make room for new ones. So you can start with a class that uses 2 handed weapons and go from there, gaining skills to buff those weapons, or that stack onto other skills you have. I think it's pretty fun.
Erie Aug 29, 2020 @ 11:10am 
Thanks Fulano. Both games seem like they might be what I am looking for, I probably will start with Legacy.
Gnome Sep 18, 2020 @ 6:16pm 
Aside the great points made in this thread, I could say that Din's Curse is like Diablo 1 (a single, huge dungeon to explore), while Din's Legacy is like Diablo 2 (open world with multiple dungeons and towns).

Of course, both also have the signature emergent gameplay from Soldak's games, in which the world is independent of your actions and a quest can run out of time for real.
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