The Bard's Tale IV Update 49: Early Beta Returns

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phimseto
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The Bard's Tale IV Update 49: Early Beta Returns

Post by phimseto » August 6th, 2018, 9:33 am

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In this latest update, we discuss beta feedback, how that's changed the game, offer up a reminder regarding backer pledges, and take a quick sneak peek at The Bard's Tale Trilogy remasters.

https://www.kickstarter.com/projects/in ... ts/2256701
We are now at a point where we can share some early feedback from the dev team on your comments. As we begin to implement fixes and other tweaks, we wanted to give you an update on some of the changes we have planned for the launch version of the game (as well as some changes that we are considering) thanks to you.
All that and more in the link above! Enjoy!

- The inXile Team

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Grohal
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Grohal » August 6th, 2018, 9:37 am

Already saw it on FB. Good stuff in there I'd say.
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Lord of Riva
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Lord of Riva » August 6th, 2018, 11:04 am

im just copying over so we have it in one place:

Weeell, half of the update was advertising, towards those who actually backed the game so im not entirely sure its such a great update.

It is good that they have taken the criticism on board that they were still able to change, i believe the issue for a lot of people is a bit deeper than that though.

We will see how i like it when its done. Could be good, could be bad. It will definitely not be game of the year for me.

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Nystrom » August 6th, 2018, 11:11 am

Were you guys able to get the 21*9 graphics working now?

There's some good changes in there, good to see progress being made.

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Zombra » August 6th, 2018, 11:12 am

Great to see adjustments made due to feedback. Particularly glad to see Mastery slots expanded to 4 (should be 5, but ok), improved merchant interface (too bad we still have to exit to equip/unequip, but ok), removing a million waypoints (because let's face it, the game can't be played without markers on), adding a cost to respec (where do merc tokens come from anyway?).
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by DNACowboy » August 6th, 2018, 11:41 am

Amazing to see how the beautiful Bards Tale I, I and III background art was revitalised and updated for the 21st century via the 'Living Art' media content, thanks.
Last edited by DNACowboy on August 28th, 2018, 12:14 am, edited 1 time in total.
This poster receives no commercial consideration or work from Inxile, he truly believes Bards Tale IV: Barrows Deep to be a great game and one he enjoys on a daily basis

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phimseto
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by phimseto » August 6th, 2018, 12:22 pm

Nystrom wrote:
August 6th, 2018, 11:11 am
Were you guys able to get the 21*9 graphics working now?

There's some good changes in there, good to see progress being made.
Last time I made an inquiry on that (a month or two ago) they hadn't begun testing support for it yet. Someone else made an inquiry about that today, too, so I dropped a note to Gunder about it. He's going to get back to me later on, and I'll pass along what I hear back.

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Zortok » August 7th, 2018, 4:48 am

Zombra wrote:
August 6th, 2018, 11:12 am
Great to see adjustments made due to feedback. Particularly glad to see Mastery slots expanded to 4 (should be 5, but ok), improved merchant interface (too bad we still have to exit to equip/unequip, but ok), removing a million waypoints (because let's face it, the game can't be played without markers on), adding a cost to respec (where do merc tokens come from anyway?).
Firstly thank-you Devs for the call out. The main point I made on masteries previously Zombra was that three was too limiting especially when you find a core build of skills (more active masteries provides more scope for variation / rarer situation specific skills, and offsets other limitations f.ex taking an adjacent column attack mastery to avoid inefficient opportunity movement for column only attacks) BUT it has to tie in with the opportunity system (allowing a higher number of active masteries increases the likelihood that only a few characters use all the party’s pool of opportunity points every turn). So the limit needs to be a workable compromise.

That side-lined characters issue is one I wish the Devs would go further to address such as by allowing an opportunity free movement which should also improve foe AI as currently foes can use opportunity on movement when they shouldn’t and do not use it when they should. Unfortunately you locked the thread on this Update 49 in the spoilers section of the forums so I won’t go into detail here suffice to say I won one of the two hard beta fights by exploiting foes not using opportunity move out of their column.

So while I think there are numerous improvements to the game that can still be made that are not listed in Update 49, I consider all of the listed changes to be progress with one exception and that is resetting skills trees. It is essential to a system with a low active to total skills ratio that those skills be easily resettable – why deny build / theory crafting gameplay or bother with having so many skills otherwise. I found in the beta that I had a different party config for higher armor class mobs vs squishier caster mobs etc and being able to view a mob from a safe distance then spec and engage was important gameplay. I do not want to see a mob, realise that I need to re-config and have to run back to the Review Board and spend a Mercenary Token, or swap out specialist characters, then having dispatched that mob and encountering a different mob needing to repeat that process. It would be better in that context to use a system I have played in MMORPGs where freely equipping a weapon changes a set of associated weapon skills – f.ex change from an eviscerating axe to a bone crushing mace when fighting a mob of skeletons that don’t bleed. Note, I am referring just to combat skills here not the abuse of resetting crafting skills, which I would have addressed with separate secondary skill points. In light of Update 49 I am unlikely to use crafting skills at all – preferring to instead rely on loot / merchant trading. Alternatively, maybe make an “alt” character that can gain a couple of levels with all the skill points going into crafting (leave that character at the guild, return to guild to swap in character for crafting then swap out for a better adventurer character) if there is plenty of exp in the game relative to the level cap. I can but hope that the Devs will re-consider skill resets for these reasons.

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by ZiN » August 7th, 2018, 6:37 am

4 mastery slots will allow us to use almost half of our spells (if we don't take basic attack), considering a fully-built mage, has about 8 spells in total. Great improvement!

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by waltc » August 7th, 2018, 8:13 am

Really like the automapping addition to the BT1,2 & 3 remasters! Nice. Hope to see a nice savegame function, as well--heading back to the guild just to save was always a huge waste of game time, imo! 'Course, don't take guild-saves out--for the diehards who want 'em...;)

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by thebruce » August 7th, 2018, 1:35 pm

So there's now a "Surrender" option... as a sort of "Run", but only when you can't win anyway, so really it's just a quick end-game-and-restore option? That's nothing like a (R)un. That's a (G)ive up to save a tiny bit of time for an inevitable reload.

Is there a reason why running from a combat - whether you think you can win or not - is not being provided as an option? If you're ambushed you don't get that option initially for obvious reasons, but after that, why can you not at least attempt to run away? What if simply don't want to fight the enemies?

I guess without random encounters it's not so much as issue. And as such, with all encounters in-map, restoring enemy health for a new combat attempt after a run would break the flow, otherwise the enemies would need to keep their post-combat status for the next attempt at battle, and I don't think that's a mechanic that has been built into the combat system, which is effectively all-or-nothing, win or lose per combat.

In the originals with the static enemy encounters if you successfully run you'd face them again. But the general combat mechanic was different and it wouldn't seem as jarring as here where you literally see each enemy and their hit point count and all that. It's almost like the combat mechanics chosen or 4 necessarily preclude one of the core combat functions of the originals... :(
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Drool » August 7th, 2018, 2:55 pm

thebruce wrote:
August 7th, 2018, 1:35 pm
So there's now a "Surrender" option... as a sort of "Run", but only when you can't win anyway, so really it's just a quick end-game-and-restore option?
Yeah, not exactly sure how it's different then just a quickload.
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Riesj74 » August 23rd, 2018, 12:51 am

Maybe a stupid question but... how do i get into the Beta?
I am a backer, i received the key for the Trilogy, but how do i get the Beta download/link?

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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Zombra » September 15th, 2018, 1:39 pm

Riesj74 wrote:
August 23rd, 2018, 12:51 am
Maybe a stupid question but... how do i get into the Beta?
I am a backer, i received the key for the Trilogy, but how do i get the Beta download/link?
Did you pledge at the $70+ tier that includes beta access?
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Drool » September 15th, 2018, 2:04 pm

Little late now. Beta's closed.
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Zombra
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Re: The Bard's Tale IV Update 49: Early Beta Returns

Post by Zombra » September 15th, 2018, 2:07 pm

Drool wrote:
September 15th, 2018, 2:04 pm
Little late now. Beta's closed.
Serves me right for taking a few weeks off and trying to reply to all my subscribed threads :oops:
See you all for the full game Tuesday!
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