It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
WinterSnowfall: This looks promising. I miss an Arx-like game.

That being said, with the release of Arx Libertatis 1.2, maybe it's time to play it again.
I see it added a console feature which should spice the game up.
Script console added

To help debugging mods or the game itself, we have added new debug views in Arx Libertatis 1.2 and made the key binding configurable.

New is also an in-game console to execute script commands. Give yourself boundless experience, gold, and items, teleport to any level, delete locked doors in your way, or just get back at a lich for freezing your controls one too many times — all that and more is now easy, if you know the right incantation.
3 days left to knock down some stretch goals.

Next up are:
Additional Questline (The Arena) (€44k / $51.92)
Advanced Playstyles (Scoundrel & Diplomat) (€51k / $60.18)
New Zone: The Bulwark (€60k / $70.80k)
Fate Quests & Hero Classes (€69k / $81.42k)
Expanded Faction Gameplay (€74k / $87.32k)
Expanded Voice-Over (English) (€87k / $102.66k)
Dark Mod fan, I wonder? (See screenshot.)

Promising, although the save-points-and-corpse-runs gameplay sat a little oddly with the cooking system. Open inventory, select flask, choose to combine, combine with water source, open inventory, select water, choose to combine, combine with flour to make dough, take dough, open inventory, select dough, choose to combine, combine with fireplace, wait a moment, take bread, carry bread around in your limited inventory to help you stay alive... but get a half health/mana refill on save and a full one on respawn.
Attachments:
"Hi dungeon-crawling fans,

today I would like to address you via a short video message:

Kickstarter Results and Personal Thanks

Thank you all again for your fantastic support! I'm looking forward to content creation now and I will be happy to keep you updated about that as well.

Best wishes,

Michael"

Kickstarter Encore (Extended crowdfunding via PayPal, until the 26th of September):
http://rattowersoftware.com/store/kickstarter.html


Again, in regards to a GoG release of Monomyth, from the FAQ:
"The game will also be submitted to GoG once it is ready for their review."
Post edited August 31, 2021 by Swedrami
Two days left (until 26-09, 5pm UTC) on the Extended Slacker-Backer Crowdfunding Encore, in case you still want to chip in:
http://rattowersoftware.com/store/kickstarter.html
https://www.kickstarter.com/projects/836367155/monomyth/posts/3504231

"State of the Game: Current Progress | Beta Status

Hi, dungeon-crawling fans!

time is going by fast and I have been busy preparing everything for the approaching first beta phase. So let us take a quick look at what has been happening over the last few weeks and how we will proceed.

Current Progress

During May I ported some major features into the refactored codebase. Among other things, I made sure that the reworked dialogue system would find its way into the latest version of the game. Feature-wise the system is similar to what you may have seen in the Kickstarter demo (that is if you didn't slaughter the only peaceful NPC).

May Update - Dialogue

To quickly recap: The dialogue system is a mix between keywords and dialogue trees. The player can collect clues from documents and conversations and ask different NPCs what they know about a topic. Dialogue trees can trigger different commands, from skill checks to setting the hostility of an NPC. Much like in Ultima Underworld any item given to an NPC via dialogue options will appear in their inventory.

Building upon the modular character system I also introduced visible player armor. At the moment there are two armor sets consisting of multiple equipment items. Much like weapons, armor can break, however, this happens very slowly. Broken armor can still be worn but barely provides any protection.

May Update - Armor

I also reworked spells, skills, and utility items. Since the code refactoring largely focused on the core character class, some of these things had to be rewritten. A few things still require tidying up but all the functionality is there again and I will use the beta to address these issues.

May Update - Arrows

By the way, porting explosive barrels to the refactored codebase also gave me an opportunity to test out the modular character's ragdoll model.

May Update - Utility Items

The beta will feature an initial version of blacksmithing, which allows players to repair broken equipment. Since any character will sooner or later break an item, repairing is not bound to a skill but has to be done in a forge. Blacksmithing in mid to late game will largely revolve around optional weapon improvements. The equipment's damage is visible as well.

May Update - Blacksmithing

Since the first beta area features an underground river, I have also reworked swimming & diving. There are still a few aesthetic things I have to fix on that, so I will present this in a future update.

I also spent some time adding more treasure to the game. During the beta test phase, I will implement an updated trading system. The plan is a more comfortable version of Ultima Underworld's trading system - that means a value-based barter system, where trades can be balanced out either by cash or goods (for a modern example of this you could look at "Stalker: Call of Pripyat").

To put a bow on all the refactoring I rebuilt the game's saving and loading system from the ground up, so it nicely fits the new code. Unlike the public Kickstarter demo, the beta version will let players save and load at any time. Technically I already implemented something like that last September (still on the old codebase), but to lower the chance for nasty surprises I redid the whole system. I also exposed some parts of Unreal Engine's level data to Blueprints to make sure that all persistent entities have unique IDs (regular display names may overlap between streaming levels).

All in all, I must say that the refactoring of the game's core classes slowly evolved into an extensive rewrite of most of the code. That should have probably not been done during production, but in the end, I believe it was worth it. Some features still need to be tweaked here and there but I suppose that should happen with the respective beta tester feedback in mind anyway.

Beta Status

The first beta phase will be set in the "Lysandrian Heartlands", the first non-tutorial area of the game. This very early phase should probably be regarded as more of a focus test for the refactored codebase. With regard to our past definition of what the beta will look like you could maybe call this "Beta 0", because you can play a part of the main quest but it can't be finished at the moment. That will be part of future beta updates, which will add more areas.

Together with the trading update, I will introduce the game's main hub (where most traders are located) and then, step by step, all other important areas will follow. Most of these are currently "work in progress" and I will try to get them into the tester's hands as swiftly as possible.

With a full feature set and the first focus test done we can hopefully concentrate on content testing.

Talking of content, I still need to fix some stuff in the upcoming beta area, which is what I am going to do now. You will hear from me around the 17th when I will send out emails including instructions on how to access the beta. For those of you that have not backed the game on a beta tester level, I will write a short update here. Until then!

Best wishes,
Michael"
Post edited June 09, 2022 by Swedrami
https://www.kickstarter.com/projects/836367155/monomyth/posts/3603290

"State of the Game: Current Progress | Open Backer Beta

Hi, dungeon-crawling fans!

another month has passed and it's time for another update! This one will be a bit shorter, for reasons I will get into in a moment, so let's start.

Current Progress

Monomyth is now in Beta Phase 1. The beta is basically split into six phases, where the first five are mostly content updates and the last is about polishing.

So the first content update was released in August and it contained demo content ported to the new codebase, as well as some extra areas and level mechanics. Beta testers have already provided useful feedback which I will integrate in the coming weeks.

The Serpent's Bastion has been reworked and patched back into the beta.

Following this update, I originally wanted to work on the game's main hub and trading system. However, I decided to switch beta phases 2 and 3 around. I did this because beta 3 contains a major quest area that existed only as a gray blockout so far. I was concerned about this area and wanted to get to work on it as soon as possible because I felt that much of the original blockout would require a major overhaul. In fact, I decided that a large portion of it was a) not particularly interesting and b) not within the scope of the project. So I restructured the entire thing and now it is more manageable and still becoming one of the more complex areas in the game. It contains the part of your journey that leads you truly into the depths of the earth and verticality is a major aspect of it.

Unfortunately, I cannot show much of the work so far. As expected, this update is probably the most labor-intensive update out of the entire beta and I am in the middle of creating its content. The area's base geometry is almost complete and it should be fully traversable within the coming week.

Verticality in Beta 2 (WIP)

This beta update will probably be released sometime next month. After that, I will continue working on the game's main hub, which is already significantly further along in development.

A good amount of work has already gone into the game's main hub

Open Backer Beta

At the moment, testers are already providing great and in-depth reports on various issues they find in the closed beta. However, as more content is added to the game, the current amount of testers will likely not be enough to properly cover all problems that may still persist.

That is why I have decided, that once most of the main quest has been fully patched into the game (roughly beta phase 5) I will open the beta for all backers of the "Pilgrim" level and above (that's everyone who will receive a digital copy of the game).

Like all other beta testers, these backers will receive a dedicated test key, which will be locked before the release of the full game (i.e., this is not the fulfillment of your pledge, and you will receive a separate key at release). I will provide more information on this in the coming updates.

Until then!

Michael"
https://www.kickstarter.com/projects/836367155/monomyth/posts/3705763

"State of the Game: Video Devlog 1.0 | Beta Update 2

Hi, dungeon-crawling fans!

It's time for another update on Monomyth! Just like last month, I would like to present this update in the form of a short video, which you can find here:

DEVLOG / 1.0 - Beta Update 2

For those of you who would rather read, I will attach the transcript plus relevant screengrabs!

Best wishes,

Michael"
https://www.kickstarter.com/projects/836367155/monomyth/posts/3739338

"State of the Game: Video Devlog 2.0 | Roadmap

Hi, dungeon-crawling fans!

Another month, another update! This one is a little shorter because I am still in the middle of working on Beta Update 3. Just like last time, you can find the video's transcript attached to this post!

DEVLOG / 2.0 - Roadmap

Best wishes,

Michael"


https://www.kickstarter.com/projects/836367155/monomyth/posts/3775638

"State of the Game: Video Devlog 3.0 | Beta Update 3

Hi, dungeon-crawling fans!

It's time for another project update! In this one, we will be talking about the latest beta patch and how development will continue after that.

DEVLOG / 3.0 - Beta Update 3

Sorry for the delay this month. I wanted to make sure that the patch was largely finalized before creating the update. As always you will find the video transcript attached to this post!

Best wishes,

Michael"


https://www.kickstarter.com/projects/836367155/monomyth/posts/3812723

"State of the Game: Video Devlog 4.0 | Beta Patch 3.1

Hi, dungeon-crawling fans!

It's time for another update! This month I am in the middle of creating Beta Patch 4. While doing so I decided to release a small interim patch to fix some of the issues of Beta 3 and introduce the new trading system. As always you can find the video devlog and its transcript below:

DEVLOG / 4.0 - New Trading System

See you soon and best wishes,

Michael"