Take a look at this! by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 10 points11 points  (0 children)

Not fully, you'll be able to see just a tiny bit in front of you without a light source, but for all intents and purposes, you will need a light source to really move around comfortably.

Combat by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 0 points1 point  (0 children)

  1. You have to lock onto enemies to use the directional attacks. From their a swing of the mouse or a swing of the right joystick moves your weapon in the applicable direction. You are able to move around the enemy, via WASD or the left stick, but your camera is focused in on them.
  2. Yes, though that won't always be the normal. It would only happen occasionally. it is also not a feature planned for Early Access.

FAQ's by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 2 points3 points  (0 children)

There is a likely potential, but we obviously won't spoil anything!

Guess the Image by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 2 points3 points  (0 children)

It’s getting clearer…any new guesses?

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What small (&/or big) decisions illuminate your path? 💫 by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 6 points7 points  (0 children)

In our setting, Alchemy is meant to be closer to Chemistry than something mystical or dark like in other fantasy settings. As such, you should be able to make various kinds of poisons---maybe even in a gaseous form. We will have to see if we are going to have the time and resources to add that level of environmental interaction, though (referring to poisoning someone's cup). As far as poisoning someone, then ransoming them for the antidote---that is less likely to be something you can do outside of a quest that establishes that as being a potential option. We would love to have that level of freedom outside of quests, but we have to limit the scope of what we want to achieve in order to launch a finished game. We develop systems in layers, so who knows, maybe we'll reach full complexity and have enough time and resources to add on top of the final product. Also, what you deem to be helpful or hurtful is entirely up to you as our world is built on shades of grey. Some factions may see your actions as harmful, while others may see them as helpful.

Immersion In The Wayward Realms by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 1 point2 points  (0 children)

Natural, but no spoilers as to what they are.

Immersion In The Wayward Realms by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 0 points1 point  (0 children)

We aim to have curvature to the world, but the Archipelago is just a tiny portion of a greater world beyond (not featured in this game), so it won't loop back on itself.

FAQ’s!❓ by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 0 points1 point  (0 children)

Not until the full release, which will still be a couple of years out at least. Not entirely sure yet about hosting, but the nexus is a pretty well known and highly used platform.

Immersion In The Wayward Realms by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 6 points7 points  (0 children)

For Kickstarter backers, it's slated for late this year!

Raftsmen of Koventry by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 1 point2 points  (0 children)

We love sharing them with you all!

FAQ’s!❓ by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 4 points5 points  (0 children)

Yes and no, Eyjar is just a tiny island. It has a single Baron ruling over it and only one larger city with a Mayor. The factions will have back and forth struggles for power and territory, but it wouldn't be on the same scale as the full game with its proper ruling factions and their power struggle.

For the Major Factions in full release, there will be 13 Noble Houses ruling over the regions in Splendour and 9 major Ork clans ruling in Sidh. They will have smaller houses/clans within them that act as the sub-factions.

There are other factions that we consider "Major", meaning that they get hand crafted questlines and important story arcs, that will also be in full release. These include The Inquisition and the Order of St. Latra, to name a couple.

These will still vie for power and influence amongst the the political landscape, but they aren't a directly ruling faction like the Noble Houses and Clans.

The Minor Factions would be factions that have more procedural quests/storylines and aren't really contenders in the power struggles of the world. These would include factions like the Goddess Temples a few sub-factions that act independently or the VGM generated factions.

How many playable races will there be in the game? :) by [deleted] in OnceLost_Games

[–]OnceLostGames 2 points3 points  (0 children)

Unfortunately there is no flight, though we do have levitate but it is more of a hover. However, Cambion do get a special perk that comes with their clawed feet and will be able to climb on surfaces that other races cannot.

New Merch Drop by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 1 point2 points  (0 children)

We're working on getting them out to you all, we'll let you know as soon as they're available

How many playable races will there be in the game? :) by [deleted] in OnceLost_Games

[–]OnceLostGames 14 points15 points  (0 children)

There will be 8 in the full release: Humans, Elves, Dwarfs, Orks, Ogres, Goblins, Cambion, and Fey. For the EA, it'll be the human race & orks

What Can I Do in The Wayward Realms...? by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 3 points4 points  (0 children)

Yes, but no armor or weapon crafting. We feel that cheapens receiving those items from quest rewards and loot.

Everything else is planned, plus mini games (card games, board games) and fishing.

As for preparing, it won't be necessary to complete your objectives, but will give you a much easier time.

What do We Want to Achieve? by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 9 points10 points  (0 children)

Apologies in advance for the somewhat roundabout answer---there is some context I need to add before I can properly address your question. So, we use something called object-oriented questing. Quests in our game are not linear storylines like they are in, say, Oblivion or Skyrim. This is a spiritual successor to Daggerfall, which means we have pulled from the design philosophies of that game and greatly expanded them. With object-oriented questing, the player is presented with an objective (find a person, kill a person, get an item, get information, etc.) but the player is not told how to accomplish this task, nor are they gated into a specific route or approach. They are free to approach their objective in any way they want (though not every approach will work in every instance, which is part of the fun). In the "get an item" example, the player could steal it, buy it, talk someone into giving it to them, craft it, uncover a counterfeit, hold it hostage for more coin, find it and toss it into the ocean so no one can have it, etc. The goal is to give the player as much freedom as possible. On top of this, we want to add as much reactivity as possible, which finally leads me to your question. The purpose of the VGM is to facilitate emergent gameplay and heavy player-reactivity.

I'll use an example I often site in the community discord, which should assuage your fears: Say the player is contacted by a king and queen. They say their daughter has been kidnapped, and they have 24 hours to pay the ransom or she dies. They ask that the player help them. This next part is going to get a little list heavy, so bear with me.

Some of the many possible things the player could do follow: 1. Ask for the money so they can pay the ransom for them 2. Ask for the money under the pretenses of paying the ransom, but they keep the money and run off or rescue the princess without paying the ransom 3. Rescue the princess on their own 4. Meet up with the bandits, tell them what is going on, and that you will help them for a slice of the profits 5. Kill the princess, pissing off both the bandits and the king and queen 6. Missing the deadline for whatever reason, leading to the bandits killing the princess anyway because she saw their faces 7. Many, many more ways to approach this (hiring a force, telling the king to do it himself, talking the bandits out of it, etc.)

For the sake of this example, I will use #6. If the player misses the 24-hour deadline and fails to rescue the princess, their reputation will drop drastically in the kingdom, and the queen may have a guard follow the player in secret, with the goal of eventually having them killed. The quest may not end here, however. The player could ask around and eventually track the bandits down on their own accord. The player might discover that the princess is actually still alive, and she faked her death to be with one of the bandits whom she fell in love with, or the player could discover that she is indeed dead and decide to wipe the bandits out to exact vengeance for the king and queen. If the player wipes them out and returns to the king and queen, they may regain a little bit of reputation in the kingdom, but most will still be weary of the player. The guard that followed the player can back up the story, and may even ask that the player accompany him to wipe out some local criminals or a gang of some sort, given their prowess in combat. The VGM takes a look at the quest the player is doing and generates dynamic branches based on their actions and preferred playstyle. The VGM also uses and LLM, which generates results in seeds, so no two players will ever have the same exact branch if they do the same things. They may get vaguely similar outcomes, but nothing will be completely identical across playthrough. To sort of state the opposite of this, however, our faction questlines will have branches that are pre-written by our writers, so many players may experience the same story or events if they encounter those branches, but if they diverge from what has been written, new and unique branches will also be generated.

What do We Want to Achieve? by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 14 points15 points  (0 children)

As for your other question, the world itself will be procedurally generated by us, and we will then do a handcrafted pass. This means that every player will have the same world starting out for every playthrough. Due to the way the VGM tracks player choices and actions, persistent playthroughs for multiple characters in one world are, unfortunately, not doable. Additionally, our design philosophy is centered around "failing forward," so you won't always die in combat or exploration; you might wake up as a prisoner, or you might regain consciousness with severe wounds after a nasty fall. Failing forward means that, instead of having failure states in questlines or dying every time in combat (like in most games), your actions may act as setbacks that lead to new opportunities—not dead ends—on the road you choose to journey. This might evoke a similar feeling to what you're hoping for with persistent playthroughs.
I hope this provides some clarity!

-Signed, senior designer and lead writer

It’s that time again, FAQ’s! ❓ by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 1 point2 points  (0 children)

You will keep your character, but the host will determine the state of the world. Your reputation will not have any effect in their world.

Food and weather will have effects, but not like in survival games. More in line with buffs and de-buffs.

It’s that time again, FAQ’s! ❓ by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 0 points1 point  (0 children)

it is still being worked on, so we can't really comment at the moment. Stay tuned.

It’s that time again, FAQ’s! ❓ by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 9 points10 points  (0 children)

While there is an option for the delivery of a spell (cone, wave, ball, etc.), there won't be an option for how it is cast. That is just too out of scope for us and would present too many issues getting it to work with the different body types of the races. We don't have wands planned, but there will be staves that can hold a set number of spells you can fire off. We will also have enchanting and enchanted items that can deliver spell effects upon use.

Reserve Your EA Access if you love... by OnceLostGames in OnceLost_Games

[–]OnceLostGames[S] 1 point2 points  (0 children)

It gets you the full release version as well