Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Sui Generis + Exanima Early Access

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
I tend to prefer tall and strong, but not the absolute tallest or most muscled. Good reach, but less top heavy so I don't topple over a lot.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,871
Same here. Goes particularly well with two handed swords, and, damn, aren't those my favourite weapons.


Can't master sledgehammer - sometimes it's works, sometime not.
This is pretty obvious, but being that games in the past failed to give this mechanic its due attention, it might get overlooked: Gotta keep your eyes on where the head of the hammer is gonna go when you swing it, since it's the only part of the weapon that will do any damage.
A good way to master it (not the best for practical combat, mind you, but good for getting acquainted with the dimensions of the weapon) is to set the camera overhead as vertically as possible so that you get to see the arc it traces when you swing it.
Also, learn to combine it with your foot movement. If you time it right and swing as you strife to the opposite side, the acceleration will add massive amounts of damage. It's also much easier to aim that way.

The only move I'm using - swing from right to left.
Spear was shit in my hands, but super-dangerous in enemy's hands.
Don't get lazy on switching from L-R to R-L as you strike. Gotta seize the chance when the opponent misses a swing at you and leaves one of his sides uncovered.
Also, never use double strikes (or whatever it's called when you swing back and forth). Rarely ever works, and you leave yourself open for a hit.
Pretty much same advice for the spear and bardiche as to the sledge.


Didn't notice this before, but it sounds a lot like Summoning.
 
Last edited:

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
swing as you strife to the opposite side

What? Don't understand.

The only thing I found - if you do half or quarter step back when you start swing, then stepforward, that result in long swing with possibly more power.

Don't get lazy on switching from L-R to R-L as you strike.

Not lazy, I just can't do it reliable, same as with overhead strike with double click.

I feel pretty confident with starter cleaver in first two leagues, even against long weapon.

I understand basic idea that I should strafe to the hand with shield (or weapon?) so I can strike when enemy is open - only I can't do it reliably yet (I hopt it's "yet").

When in Novice I meet long reach weapon, I usually lose fights, my main use Bardish.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
My advice is something I learnt from actual historical swordplay - strike first and then step slightly after. Not step and strike. Simultaneous strike and step can work well, but it's riskier as you can't as easily pull back out of range.
You can see it in this video:



If your enemies block your attacks, remember to step out of the line. Either to the side, or try and use crouching to attack from different angles, high or low.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,242
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I find the sledgehammer is best used in thrusts as you push forward, especially as you'll not have to worry about ensuring that the head connects.
I generally go full muscle and height. Works for me rather well.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,871
What? Don't understand.

The only thing I found - if you do half or quarter step back when you start swing, then stepforward, that result in long swing with possibly more power.

Not lazy, I just can't do it reliable, same as with overhead strike with double click.
Say, if you're swinging R-L, you step backwards-right, in opposing direction to the one the weapon's headed to. Helps to make sure you're connecting with the tip of the weapon as well.

As for picking R/L when hitting, it depends on where the cursor is located with regards to the center of your character. Set it to the left, the attack while come from that side. A good way to make sure you're always in control is to keep the cursor close to your character, so that switching directions requires a minimal as possible a movement.

Overhead is kind of hard to get the hang of, and not as useful as your average strike, so don't dwell too long on it. If you see an open chance to use it, then by all means try to pull-off an OH crouch, it's pretty much an insta-kill, but otherwise it's a risky move.
Best place to practice it is at the first match in the arena, since it doesn't matter that much if you miss and end up getting hit.

Another nice one with 2H, but hard to pull-off, is crouching after you've taken a short step back and swung the weapon. If you nail it, it's pretty much impossible to cover for. The weapon will come down in a diagonal arc and hit the enemy in his knees, sometimes even knocking him down. Downside is that if you miss, you've set yourself up for an OH straight to the crown of your head.
 
Last edited:

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
Did Arena Practice on Expert too, all with two-handed sword. Last opponent waved weapon like windmill, but made it from first try.
Anyway, started main game, and... training is nice and all, but real game is different thing lol.
Died in beginning, after 4-5 zombi, found compass.
I can't see how I can improve that lol.
Any thoughts? :lol:

Also, is ther difference between Fat and Muscular in terms of Speed? In terms of mass there should be.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,242
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Fat guys get winded more. However they're more effective at pushing dudes.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
Now I can't even put torch from hand to the floor without crashes 50\50 what a piece of shit....

It's like game gives you a hint that you shouldn't play it.

I think crashes that are not so rare + lack of saving is a no go for me.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,871
At the beginning of story mode you'll be shit 'cause you don't have any of the abilities that were readily available in arena mode. Make sure you've set up a skill which is actually useful to level up to avoid wasting your xp.

Also, pick your fights. You can easily outrun the zombies or make them follow you into a room and lock them up there.

Weird about the crashes, never happened to me.

So... How's the development of the main game coming along?
Hey, if Grimoire came out, why can't we hope?
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
Wrote first negative review for steam ever.
First crashes, then I have to fight on arena in darkness - whahaha, brilliant idea devs :hahano: - ACTUALLY NO.
I dont like when someone treat my eyes so unfriendly - that's besides troll reason why I should fight in fucking darkness lol.
Untill something is changed, it will stay negative.
 

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
Wrote first negative review for steam ever.
First crashes, then I have to fight on arena in darkness - whahaha, brilliant idea devs :hahano: - ACTUALLY NO.
I dont like when someone treat my eyes so unfriendly - that's besides troll reason why I should fight in fucking darkness lol.
Untill something is changed, it will stay negative.
Crashes? I never had any problem with crashes and i play it since the demo was available, but that doesn't mean that it should run without problem on your machine. I hope that the crashes were not often so that you actually couldn't enjoy the game. And that you are only butthurt, because of the fighting difficulty in the main game.
There are some arenas which are quite dark especially the round arena with the rocky area during night. The game plays a bit with dark areas and i sometimes fight with the torch in hand in the main campaign and that is also part of the appeal for me.
 
Last edited:

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
No, crashes are often, the only way to avoid losing progress is to exit game to save it hich is ridiculous.
Also, yes - that arena.
That's where I lost fights often.
Even when I win them, there was not much pleasure in it.
Why I should fight with not only enemies but darkness?
 

AW8

Arcane
Joined
Mar 1, 2013
Messages
1,852
Location
North of Poland
Pillars of Eternity 2: Deadfire
https://steamcommunity.com/app/362490/discussions/0/1698293068428600027/

Bare Mettle [developer] 7 Mar @ 1:35pm
Quick Status Update
I've been crunching like crazy since the update has gone into beta, this is the first time I feel like things are calming down a bit, so I thought I'd take a little time to tell you how it's going.

In terms of new features everything's in place and seemingly working well. We've been doing several patches a week since going into beta, sometimes multiple ones in a day, and the beta guys have been doing a great job with testing and reporting issues, thanks!

Going into beta testing, and the generally higher level of activity on discord, brought on a fresh wave of feedback, not only regarding new features, but also pre-existing aspects of the game, and countless issues we weren't aware of. As usual this led us to spend a lot more time polishing and improving things than we thought we would. So, We've also been addressing a lot of quality of life issues and making improvements to many aspects of the game that didn't quite seem up to par anymore.


As you know this update introduces a first NPC companion, a completely new and very complex AI system, and dialogue. After adding the companion in beta we thought we'd be fleshing out their behaviour and dialogue, but inevitably we spent most of our time so far focusing on the core aspects of companion gameplay. As you know, Exanima is a fairly complex game to play, and this is no different for an NPC attempting to be the player's equal.

So, for now, the focus in terms of companions has been on making the little the companion does as good as possible, rather making them do more. However most of the work done in all this time has been geared towards supporting varied and dynamic NPC behaviours. This is something that we definitely want to expose, however we think we can add this gradually now rather than further postpone the update. It is a primarily content driven system, so now we're left with the relatively easy task of taking advantage of it.


There is a tonne of stuff in this update besides this, and right now we're just finalising the newest level for the public release. This new level is visually much more elaborate than previous content, but in terms of fuctionality there's nothing that hasn't already been tested. This is one of two new levels, the other being very different from other content and presenting us with many unique technical challenges, which is already complete and tested. The first 3 levels of the game have also been extensively reworked.


The work done for AI behaviour was by far the biggest development hurdle ahead of us. It is in reality where our most ambitious goals are, but we fell far behind with it as we worked to improve core aspects of the game that were more immediately important to an active playerbase. We've been a bit dismissive of all this, and vaguely hoped to work on it gradually, but in reality this needed a huge cohesive effort to become a reality. Moving forward we only have relatively much smaller things to tackle. In terms of assets we've also very nearly completed everything needed to make Exanima content complete, and we've also greatly expanded and improved our development tools, allowing us to make much better content much faster.


That's already turned out a bit longer than I expected, so I'll stop here for now. To sum up, the update is very close now. I think you'll be very pleased with just how much the game has improved across the board. If there's something you want to know more about please ask, it's not very easy for me to understand what you'd like to know about.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,205
A Beautifully Desolate Campaign
News about sui generis (i don't speak about examina prelude but sui generis) ?

Cleve and Bare Mettle are currently in talks over the release-dates of Sui Generis and Grimoire 2, so that they don't steal each others thunder on release.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
It has been 455 days since the last update for Exanima.
It has been 1463 days since the expected delivery date for Sui Generis.
The longest human gestation ever recorded was 355 days.
World war 1 lasted 1577 days.
 

Reapa

Doom Preacher
Joined
Jul 10, 2009
Messages
2,340
Location
Germany
It has been 455 days since the last update for Exanima.
It has been 1463 days since the expected delivery date for Sui Generis.
The longest human gestation ever recorded was 355 days.
World war 1 lasted 1577 days.
don't tell me you expected or, even worse, wanted them to deliver that crap
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
It has been 517 days since the last update for Exanima.

Cp79zJi.png

(Banned)



Madoc says the update is coming soon, only a few more micro-issues to fix.

I like how in the Bare Mettle discord, people are being reminded to leave positive reviews of the game on Steam to lift the rating above 40% (Mostly Negative threshold). It's almost like as if it would have been easier to just push an update than beg your loyalists to bring your review score up.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,046
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Man... the engine has so much potential. Please don't let it become vaporware.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom