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  3. The weapons skill system is confusing to read about, but we'll see it in 2 days. Does a weapon unlock more abilities as it gets better and it randomizes on the weapon tier's abilities (for example, a tier 2 drop has all tier 1 abilities and randomizes tier 2), or you get random abilities through the whole ability tree with each drop, and the better ones have a chance to not have some of the more basic abilities (it may be slight, but still a chance)? Thanks!
  4. Ave, and welcome to our seventh DevDiary. In DevDiary 5, we gave you a glimpse into the design of our conquest and legion battle systems. We explained how this made up just a part of our metagame systems, and that we would be dealing with the rest of the meta systems at a later time. That time has come! Today we will discuss the game systems that pertain to character progression: levelling up and spending your skill points, and finding items and equipment for your characters. These are the systems at the core of any self-respecting roleplaying game - the features that give you that sense
  5. Ave, and welcome to our seventh DevDiary. In DevDiary 5, we gave you a glimpse into the design of our conquest and legion battle systems. We explained how this made up just a part of our metagame systems, and that we would be dealing with the rest of the meta systems at a later time. That time has come! Today we will discuss the game systems that pertain to character progression: levelling up and spending your skill points, and finding items and equipment for your characters. These are the systems at the core of any self-respecting roleplaying game - the features that give you that sense
  6. Of the different boxes mentioned here that side quests should fill, I am quite interested in the second one: that they present the player with an interesting and important choice. This brings up the question of what makes a choice important. Of course it can be a lot of things, and what probably matters most is making the player feel like the choice was important, like it had weight and the stated consequences of their choice in the games fiction actually happened. Say if you were meeting with a visiting king from an african nation, and you can make a decision to teach him about greek philosop
  7. I have only played Expeditions Vikings yet, but I'm looking to buy Conquistador in a few days. I loved the plot, the branch that I took the first time was pretty much predictable with Nefja, as all the characters say when you ask about it, but from the achievements I get that you have other options if you don't go after that option. The one thing that felt pretty heavy were long texts when a lot of explanations where needed, and after working all day, it was a little more tiring. I think that it would be easier to go through the game if, at least the long explanations were narrated or h
  8. Ignore my comment, got an answer in the stream
  9. There were no female roman soldiers. A historically accurate female player character could have easily been made by giving her a gaul,germanic,Celtic background. Unless our character is a queen roman soldiers would not have taken orders from her. This isn't even a little bit believable.
  10. Hey - long-time fanboy, first-time poster here. Love seeing designers lean into the freedom that side-quests give them, where you feel them shaking off the narrative straightjacket of the main quest. Particularly love side quests that give me the latitude to define myself more fully as a character in the world. Who am I, really, beyond this chosen one/saviour? The best side quests are the ones which help me care about the world I'm about to save. Give me impactful objectives to overcome, by which process I can more readily understand and define myself, without ever interrupting the s
  11. Ave Legate. Side quests! What are they? Where are they? Why are they? And how did they come to be? These are the questions that we will answer in this, our sixth DevDiary. All the way back in DevDiary 3, we gave you a glimpse into our overall approach to storytelling, and an outline of the plot of Expeditions: Rome as well as the major characters that drive it – but when you’re playing a roleplaying game, you don’t expect to just follow the main questline from the menu screen to the credits, you expect distractions; tangents; quirky adventures. You expect side quests, and so help us Jupiter, w
  12. Ave Legate. Side quests! What are they? Where are they? Why are they? And how did they come to be? These are the questions that we will answer in this, our sixth DevDiary. All the way back in DevDiary 3, we gave you a glimpse into our overall approach to storytelling, and an outline of the plot of Expeditions: Rome as well as the major characters that drive it – but when you’re playing a roleplaying game, you don’t expect to just follow the main questline from the menu screen to the credits, you expect distractions; tangents; quirky adventures. You expect side quests, and so help us Jupiter, w
  13. until
    Join Brad and Jonas as we talk about the Side Quests of Rome on https://www.twitch.tv/thqnordic
  14. Dive deep into how Logic Artist makes side quests for Expeditions:Rome, including some cool quest examples.
  15. Thank you KnightofPhoenix, I have manage to use pretty much all of your ideas already 😄
  16. That is excellent, I love your approach to legion command and to the strategic and tactical gameplay (deep enough to be engrossing, but simple enough to not detract from the fact that this is an RPG and not a 4X game). In terms of mechanics that would allow us to influence the outcome of battles beforehand, I can suggest a few ideas: - Diplomacy, e.g. trying to get parts of the enemy army to defect or desert. Sow discord within the enemy army. These can be done in-character or you can send centurions on missions to attempt to do this - Assassination/sabotage, e.g. assassinating officer
  17. Thank you, Brad, for the DevDiary! I can't wait for this game, but for now, a couple of questions: How involved is the Legion in the narrative? For example, imagine if I wanted to intimidate a tribe leader to do what I want through dialogue, the Legion being the modifier, requiring X amount of soldiers, and the option to use that line will only be available/appear if I my value of X is equal or higher than required. Will the Legion have those kinds of interactions with the narrative? Can we use it to further Rome's goals? Or perhaps, OUR goals? Does our Legion gain experience over t
  18. The mechanics of controlling the legion sounds and looks really interesting! I hope the narratives and missions that are tied into it feel similarly deep and worthwhile compared to the quests and writing in the rest of the game.
  19. Ave! Welcome to DevDiary #5, where we take our first detailed look at some of the metagame features of Expeditions: Rome! In our previous DevDiary, we made a brief expedition into the world of art direction to show you how we’ve approached the challenges of bringing the ancient world of Rome to life in a way that feels authentic, yet vibrant and exciting. Today we’ll return to the world of gameplay and system design as we delve into the meta systems of Expeditions: Rome and explore how we’re selling the fantasy of being a Roman legatus on a campaign of war. This time we’re dealing with some sy
  20. Ave! Welcome to DevDiary #5, where we take our first detailed look at some of the metagame features of Expeditions: Rome! In our previous DevDiary, we made a brief expedition into the world of art direction to show you how we’ve approached the challenges of bringing the ancient world of Rome to life in a way that feels authentic, yet vibrant and exciting. Today we’ll return to the world of gameplay and system design as we delve into the meta systems of Expeditions: Rome and explore how we’re selling the fantasy of being a Roman legatus on a campaign of war. This time we’re dealing with some sy
  21. Tokala - I wrote some comments, but did not introduce myself - not very polite, Iam sorry. I played Conquistador (after Vikings) and enjoyed it very much - it made me play Vikings again, especially since I did not finish it completely the last time. The concept is outstanding altogether. My favourite games are indeed turnbased RPG`s, preferrably with a good story, intelligent dialogues , deep characters (it all started with Baldur`s Gate, yes :-), but to mention a few newer ones , e.g. Tyranny or Blades of the Shogun). And since good ones take their time to develop I sometimes e
  22. I´d like to add something positive for a change;-) regarding Vikings. To craft your own weapons and armour was a very good idea I think and I don`t mind , that the party does not have the first move (like in Conquistador), because it is an additional challenge to find the right starting positions. And I love the Healing comments during a fight, especially Gunnar`s 🙂
  23. I answered already, but because I enjoyed Conquistador so much(and finished it now), I started a new play of Vikings (which I did not finish totally before). Therefore I have a fresh comparison now. What really got me is how bad and simple the dialogues are written (very good in Conquistador) - diplomacy doesn`t help much either. What happenened there? Maybe out of time pressure? And every "hickup" produces a moral change on top. Annoying , dissatisfying quests like the "Red Wedding" or "Kill the rats", which leave too few options to solve. Camping, yes - no possibility to see what
  24. Hi all, I recently played through Conquistador and Viking back to back and I believe I can share my thoughts on this topic. Expeditions Conquistador is one of the best strategy games ever made, imho. It blends perfect amount of out of combat content in the form of camping, map events, dialogue and exploration. Combat is brilliant, in a sense that you are limited by the skills you can use and you must use them in a smart way. Basically, less is more should be a motto of Conquistador and it shows a clear vision. Viking is a huge disappointment. First, the combat. You have many ski
  25. Hi, I agree with Figure. I prefer Conquistador (which Iam playing right now) for the same reasons and this even though Vikings are one of my favourite settings. I loved Vikings as well - I was more touched by the characters, but I hate Damokles`swords hanging over my head. But Vikings lead me to Conquistador:-) I enjoy the gameplay , the great narratives and the concept altogether. So Iam a little concerned about the new game, which adds all kinds of new skill mechanics - I hope it will not get too overloaded. I would have been happier about a different setting l
  26. A couple of thoughts and concerns occur to me when reading this diary. Starting out from the premise of a historical RPG in Rome, I am interested and excited in the game. Some of the things mentioned or omitted here do stand out to me. First, I'm a little disappointed to read that the game is always about a patrician's son/daughter. It would have been a really cool choice to make the game have multiple different origins that the player can choose from. Considering what a diverse society Rome was at this time, being able to see more of it and experience it's different sides from multiple perspe
  27. until
    DevStream with Creative Director Jonas introducing some of the metagame features for Rome!
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