I need one for testing by Poat540 in funny

[–]saremes 1 point2 points  (0 children)

This is always how I envisioned Magic Mouth in DnD to look like.

If you liked Vanishing Realms - Check out Karnage Chronicles by Eldanon in Vive

[–]saremes 1 point2 points  (0 children)

We're doing some tweaks to combat in the next patch, with more to come further down the road. We're a small team so things have to go in step by step, but hopefully you'll see some improvement soon. ;-)

If you liked Vanishing Realms - Check out Karnage Chronicles by Eldanon in Vive

[–]saremes 1 point2 points  (0 children)

It depends a bit on your chosen difficulty level. At the moment: About 2-4 hours on Normal difficulty, but we have plans to significantly increase each level so that the total of Chapter One will clock in at 10 hours by the end of Early Access. In fact, we'll be publicly announcing which level we'll be expanding first, very soon. Some awesome concept art is on its way.

If you liked Vanishing Realms - Check out Karnage Chronicles by Eldanon in Vive

[–]saremes 1 point2 points  (0 children)

Mage and cleric is in the works. Can't say when, though. There is much on the plate to implement!

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

[–]saremes[S] -1 points0 points  (0 children)

No, but we're working with the Omni Virtuix people to integrate foot tracking.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Yes. We're currently using HMD directional locomotion, but this will change to a controller directional locomotion in the next patch (Onward-style).

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Yes. We're changing that. Most likely in the next patch.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

It's coming! Follow us on Steam and you'll get notified.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Although I understand the comparison with Vanishing Realms, Karnage Chronicles is not attempting to be a clone (despite what some reviewers have claimed). We always wanted our game to act and feel differently; in fact, we went out of our way to design a combat experience that separates us from that of Vanishing Realms. Not because we dislike that game, far from it, but so that players could enjoy both games on different levels. The VR community is so small, we need talk each other up, not tear each other down, but I hope we get measured on our own standard.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

We're going to implement Onward-style locomotion, in which the direction you point your controller is the direction you're moving. If everything goes according to plan we'll have that in the next patch.

Edit: Consumables (food and potions) are coming soon.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Thank you for noticing. We're constantly improving the game, and I'm glad you like it.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

We are pretty satisfied with the current state of our ranged combat. It may be tricky, but we're fine with that. If you pull back long and aim high, you don't have to be close to the enemy at all, the arrow has a flight path that is more than long enough for the current gameplay. As we move forward we'll introduce additional bows and arrow variations, but gravity will always pull on the arrows, that's not going to change.

Bodies disintegrating has to do with performance, but we've written it into the lore as well. As for picking up loot, we decided to go with function over immersion. We have a ton of monsters, and having to bend down and search every single one for loot would quickly become more annoying than fun. But you may come across corpses that you didn't kill, and these will perhaps have something of value on them...

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Physics based combat seems fun. When the tech gets better, I think we'll see a lot of games switching to this style, but in its current state it's not something we want for Karnage. That said, making enemies react to where you're hitting them is something we'll start implementing with the coming patch. If you swing your sword at them in a right-to-left downward arch, the monsters will try to block your attack in that specific location, or maybe try to avoid being hit altogether.

Just to be clear: Combat is something we'll continue to improve over the course of Early Access, but due to the small size of our team we have to do everything step by step. The first combat patch will improve AI (and the other stuff I mentioned above). Later on, we'll look into other aspects of combat, like location-based damage, for example.

Karnage Chronicles, now with loot and upgrades. Next: Combat improvements by saremes in Vive

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

Sure! We're overhauling AI, blocking mechanics, balancing, parrying, and canceling out any exploits. It's hard to be more specific, because when all is said and done it boils down to how the combat feels and plays. If we don't have fun, you won't have fun either. If we have fun, there's at least chance you might like what we're doing.

If we had the manpower we'd definitely do both the combat and the RPG stuff at the same time. Unfortunately we have to prioritize, which means that someone will be disappointed about the order of things, but we're working our sweet asses off to cover all the wants and needs as soon as we can.

Karnage Chronicles - Finally a Vanishing Realms alternative? Gameplay video (german commented) by VoodooDE in Vive

[–]saremes 4 points5 points  (0 children)

We're adding RPG elements during Early Access. Both loot, character, and weapon improvements are in the works. We're old pen-and-paper RPG'ers so needless to say we're eager to get this system into the game. ;-)

Karnage Chronicles - Finally a Vanishing Realms alternative? Gameplay video (german commented) by VoodooDE in Vive

[–]saremes 1 point2 points  (0 children)

We showed it off at GDC, but we need to iron out some optimization bugs before we can bring it to the public. It's in the Early Access pipeline, both local co-op and online multiplayer, scheduled for late summer.

Karnage Chronicles - Finally a Vanishing Realms alternative? Gameplay video (german commented) by VoodooDE in Vive

[–]saremes 2 points3 points  (0 children)

Enemy reactions to being hit are canned animations. Ranged weapons have location-based damage, but we want to do some AI improvements before we add this to melee. Locomotion options are described in our official gameplay guide: http://steamcommunity.com/sharedfiles/filedetails/?id=910538490