Pure Miriam
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Post by Pure Miriam on Jan 25, 2017 14:13:46 GMT -6
This picture is here just to not make the thread so "text-heavy".
This is a more news/information thread than a discussion one, but that can also be discussed here. 01/23/2017, the Content Contributor thread was updated by cecil-kain about RUNIC FORGING and CACHE OF THE OCCULT tier at the kickstarter. For those who don't know, those tiers let people create weapons and secret rooms. Runic Forgers were contacted with the following instructions and guidelines.
Hello, this is IGA. Thank you for backing the RUNIC FORGING or CACHE OF THE OCCULT tier. Regarding the backers' weapon designs, first we would like to gather everyone's weapon concepts to know how many different kinds of weapon there are and the total of it. First, we would like to know the basic weapon type and its element. Please submit your weapon concept through our Google Form.
**REDACTED**
A Google account will be required and your submission can be edited after its been sent. For those who do not have a Google account or cannot view the form, please email us with the answers for the following options below.
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Selecting a Weapon Category Previously we shared 8 different kinds of weapon motions. 1.) Kick (Shoes)
2.) Single Handed Slash (Single Handed Swords, Maces)
3.) Single Handed Pierce (Knives, Rapiers)
4.) Two Handed Slash (Great Swords, Axes)
5.) Upward Diagonal Slash (Katana)
6.) Two Handed Pierce (Two Handed Spears)
7.) Whipping (Whips)
8.) Shooting (Guns) : Consumable bullets Please choose a weapon category. For those who want to check the motions, please refer to this video:
Select the Elemental Attribute and Special Effect for the weapon below. Attributes 0.) None
1.) Fire
2.) Ice
3.) Lightning
4.) Light
5.) Dark Note: weapons can only have abilities from the provided list of options (e.g. “screen shakes when swinging a weapon” is not available). The strength of the weapon will be adjusted by the team based on the Elemental Attribute, Reach, and Range of the weapon. Additionally, adding Special Effects (Poison, Curse, & Stone/Petrify) will weaken the physical strength of the weapon.
Strength
Regarding the weapon strength, please select one from the two below. Option 1 - Your weapon can be obtained through enemy drops and/or throughout the castle (along with the other in-game weapons). The strength of your weapon and spawn location will be decided by the team, and therefore, may have weaker or stronger stats compared to the other weapons in the game. This weapon cannot be upgraded, however it can be encountered in every playthough.
Option 2 - Your weapon starts off weak, but will have the potential to become one of the strongest weapons in the game if you level it up. This weapon type will be categorized under "Backer Weapons” (temporary name) which the player can only hold one of at a time (but they can be swapped out for other Backer Weapons at an in-game shop). Please keep in mind that this weapon type will not be listed in the game’s item collection glossary, and will be an optional weapon for players to encounter in each playthrough.
* The strength of the weapon will be adjusted accordingly based on the attribute, reach, and range. To put it briefly, adding special attributes will weaken the physical power.
We would like to receive the above information by January 31st (We apologize for the short notice). There may be some people who would like to change their design choice later on, so we will be emailing everyone once again for confirmation before we move onto the actual weapon design.
Thank you.
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1/25/17 Correction
————————————————————
Hello everyone,
We have made an error on the backer weapon specification.
Regarding the guns in the game, this time we are using consumable bullets that are sold separately. Those bullets will have certain elemental attributes from the beginning. We sincerely apologize for overlooking this piece of information. This means, for those who have chosen a gun as their selected backer weapon will not be able to add elemental or additional attributes to their weapon.
To those who have chosen a gun as their selected weapon, please edit the Google Form with "None" for elemental and additional attribute. You may also reconsider your weapon choice (edited survey form will be auto-saved).
Thank you for your support.
IGA |
This picture is here just to not make the thread so "text-heavy". SOOO.... from THAT, this is what we can know as information: 11 WEAPON TYPES (this was already revealed before)* Shoes, Single Handed Swords, Maces, Knives, Rapiers, Great Swords, Axes, Katana, Two Handed Spears, Whips and Guns.*5 ATTRIBUTES (6, if you count "none") None, Fire, Ice, Lightning, Light, Dark
Guns will not have element attributes. Their bullets will.* 3 STATUS EFFECTS Poison, Curse, Stone/Petrify2 TYPES OF WEAPONS Common weapons that can be obtained through enemy drops and/or throughout the castle. "Backer Weapons". Weapons that can be leveled up and the player can only hold one of at a time, but they can be swapped out for other Backer Weapons at an in-game shop. CLOSING COMMENTS
I really wanted to put this somewhere, because since most people don't read the contributor's thread, i feel that this info should be spread for everyone. That's why the name is to call attention too. That's all folks! * 1/25/17 correction added as informed by cecil-kain
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Astaroth
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Post by Astaroth on Jan 25, 2017 14:41:29 GMT -6
sweet, i hope most of the backers go for the backer tier cause upgradeable weapons means you get more playtime out of them, one question i have is there any way to go back and swap your fully upgraded weapon for a weaker version of it (like your weapon vendor lists all the steps youve previously completed and you can swap for any step in the chain) because you want to try a themed run or ng+ has options on what carries over so that you can go through and relive those extra things without starting from a totally new file (wishful thinking but would be cool)
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Post by CastleDan on Jan 26, 2017 10:33:38 GMT -6
VERY happy to hear enemies will actually drop weapons too, and not just crafting materials.
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Galamoth
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Post by Galamoth on Jan 27, 2017 19:53:38 GMT -6
Excellent. Though it's interesting to see that Maces are classified as "slash" weapons (because of flanges, I expect) and the Runic Forgers can't choose Hammer ("Blunt") weapons or a "Wind" Elemental attribute. I wonder if Whips and Kicking weapons will have Neutral damage instead of being classified with a specific "Blunt" or "Whip" Attribute. To be fair, though, I'm just basing this on what we've seen in the Demo of the Galleon Minerva stage.
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Lestaroth
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Post by Lestaroth on Jan 27, 2017 20:32:44 GMT -6
Excellent. Though it's interesting to see that Maces are classified as "slash" weapons (because of flanges, I expect) and the Runic Forgers can't choose Hammer ("Blunt") weapons or a "Wind" Elemental attribute. I wonder if Whips and Kicking weapons will have Neutral damage instead of being classified with a specific "Blunt" or "Whip" Attribute. To be fair, though, I'm just basing this on what we've seen in the Demo of the Galleon Minerva stage. Ah, I see what you mean there. Maces technically are not used to cut with, more like maim with (so are broadswords, after all), I guess they're still in the same category. The distinction is made in the Samurai Shodown series, where Slash is all about speed and Bust, focused on power. Here it is more about weapons used in a vertical (slash/heavy blow) or horizontal way (pierce). If we were developing an Asian-themed videogame, the element would be Metal, which interestingly mixes wind and thunder. After all, lightning bolts, storms and the like are created with air currents... But it's not the case here. I would have loved a cyclonic-based weapon, too. Element-imbued shoes or whips? That could get fascinating. That said, Runic Forgers and the higher-ups are those who control this. I look forward to the development of it all with a certain interest.
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BalancedHydra
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Post by BalancedHydra on Jan 27, 2017 20:42:35 GMT -6
I'm actually curious if we would have a dark element whip as the anti-thesis of the Vampire Killer.
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Lestaroth
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Post by Lestaroth on Jan 27, 2017 20:57:45 GMT -6
I'm actually curious if we would have a dark element whip as the anti-thesis of the Vampire Killer. That could be a fun twisted reference indeed. In games, holy-based enemies have always been quite rare though. Darkness-native, on the other hand...
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Post by BalancedHydra on Jan 27, 2017 21:02:53 GMT -6
I'm actually curious if we would have a dark element whip as the anti-thesis of the Vampire Killer. That could be a fun twisted reference indeed. In games, holy-based enemies have always been quite rare though. Darkness-native, on the other hand... What if divine beings noticed what was going on and sent forces to counteract. We could have a 3 way situation where it is Miriam vs Castle/Demonic vs Divine
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Lestaroth
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Post by Lestaroth on Jan 27, 2017 21:11:34 GMT -6
She would be in quite a pinch then. Embroiled in foreign wars.
Extremely rare situation, but still plausible.
That said, you'd have to put the usual NPCs fighting each other in the background or so, or one faction asking you to join it and fight another. Usual tropes.
On the other hand, Holy enemies as foes are generally denoted as corrupted/followers of some cult/dangerous, intolerant zealots.
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Pure Miriam
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Post by Pure Miriam on Jan 28, 2017 2:29:39 GMT -6
There is something interesting about all this: ABOUT NOT HAVING WIND ELEMENT
Shanoa from Order of Ecclesia using Pneuma, a wind-based magic. Galamoth said about wind attribute, and i saw you posted a picture wondering what the swirl icon in the menu could be. That's really strange. Maybe the elements are what we saw in that post. Why they would block the backers to create wind-based attribute? It is not like wind is anything super special... At least, that's what i think. If you analyse the Demo's menu, you will see that it has more icons than attributes and effects combined (8/9 Attributes and status effects VS 13 icons). Maybe some of the icons there were just placeholder / brainstorming ideas and they decided about the attributes and status effects just now. Those icons are probably going to be changed in the final product. For instance, there is a watch there. What that watch would be? But they could, in fact, be blocking some elements and options from backers because they have higher plans for them. That is a possibility. Maybe they are enemy-exclusive? So, considering all that, we have three options: 1) There is no wind element. The attributes and status/effects are just what the backers will use to create their weapons. The icons in the Demo's menu were placeholder / brainstorming ideas that will be dropped. 2) There IS a wind element (and other things) that they forbid backers to use to create their weapons for some hidden reason. 3) There IS a wind element (and other things) and those things are enemy-exclusive. ABOUT HOLY-THEMED ENEMIES
Alamaric Sniper Castlevania had angels as enemies too (who remembers Alamaric Sniper up there?). A theme that i like to think on those fantasy games / stories is that "Hell" and "Heaven" are one and the same. There is no real difference between angels and demons, besides their sides. They are all supernatural monsters with their personal agendas, fightning for their own personal purpose. Magic can be considered in many cultures to be the manipulation of the fabric of creation or reality. Considering that, someone with a huge magical power (such as Gebel) is doing nothing more than manipulating supernatural creatures to do his bidding. So, the game could, for sure, have both demons and angels, both darkness and light. That could surely work for both Heaven and Hell sides. Of course, that's a huge speculation / fun thought of mine.
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Lestaroth
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Post by Lestaroth on Jan 28, 2017 3:19:19 GMT -6
Pure Miriam I was thinking of "Sniper of Goth", but the other enemy perfectly fits the description. Fake angels? Fallen angels? Brainwashed angels? Who knows. As for the watch, it could as well be the "Slowed" ailment, as in reduced movement speed. Remember the Stopwatch subweapon? What if enemies could turn the tables on you and do the very same? The one with drops could be poison... Edit: Galamoth Ah, you had a whole thread on it. Now why would there be both an icon of a stopwatch and a shoe...? I'll think it over, then. ...What about Time Stop and Slow? Time Stop seems like an ailment where you get quite the cheap hits. Dio disagrees. Hmm. A shoe. Slow. Movement. Two altered effects based on time, pretty uncommon in a game (though FF VI did that at least. Stop was soooo cheap there).
Wind... gust, tornado, wind waves... They could be interesting ideas. If it is to be scrapped an element, maybe there will be a good reason behind it. Same for not having it as an option for backers.
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Post by Galamoth on Jan 28, 2017 4:38:08 GMT -6
In any case, out of all of those options for Runic Forgers, there are quite a few combinations that I'd love to see.
For Kicking weapons ("Shoes"), I'd like to see one imbued with Lightning (so it will effectively damage an enemy twice with every hit; as per the convention of lightning weapons/spells in Igavania games).
Since Maces will now be classified as [one-handed] "slashing" weapons, I'd like to see one particular Mace in this game to NOT have an added Element, but give it the Curse special effect (status ailment) instead.
Anyone else up for an Ice-imbued Whip?
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Post by Busterific on Jan 28, 2017 11:03:40 GMT -6
I think ice based shoes that would let you freeze water to walk on it would be sweet.
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cecil-kain
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Post by cecil-kain on Jan 28, 2017 15:07:27 GMT -6
Hi Pure Miriam. Just a small update on this topic. On 1/25/17 Igarashi emailed a correction to the Runic Forger update. Nothing major to report, just a small clarification regarding guns. It turns out the elemental effects are assigned to the bullets instead of the guns themselves. So you could hypothetically have the same gun firing a variety of bullets with different attributes. Igarashi's correction has been added to the original post on the Content Contributor thread.
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Pure Miriam
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Pure Miriam
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Post by Pure Miriam on Jan 28, 2017 18:25:38 GMT -6
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