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Sorry for the radio silence.
TSI remains committed to creating quality games but development is obviously going more slowly than any of us would have hoped. We hope to have more to share before too long.
Right now plans call for UE4 as the engine. The team has dedicated writing staff. Coop gameplay is something we’re hoping to include as well but the main focus is on creating a solid single player RPG.
Community feedback on stretch goals is really important for us. We have a definite vision for the core game, but hearing from the community really helps as we look to adding additional features and functionality.
Oddly enough, we love mod tools but haven’t seen as many mods for some titles like Divinity: Original Sin. Any thoughts on why that might be?
Right now we’re looking at things like multiplayer support and/or mod tools. However, we’re very focused on the main single player campaign.
We appreciate the support. We’ve announced that Lee Dotson joined the team as Art Director this week. Expect us to be a bit more chatty on social media when Bard’s Tale IV hits the goal (we’re backers too). 🙂
The team is indeed working on new material. So we appreciate your patience with the lack of substantive updates as we make new preparations.
We certainly have early thoughts on other classes and skills. Everything right now is a function of scope. 🙂
Yes. That is also in the tiers. We’re anticipating around May, 2016 for Beta.
Funding from Kickstarter is one route but is not necessarily indicative of the fun budget. It is the amount we need to enter full development.
We have referenced that the graphics are not indicative of final quality, but they should be on par with games like Wasteland 2.
We are consciously creating a setting that isn’t straight Tolkien/AD&D vanilla fantasy. Although, we have a lot of fondness for those setting/rules this is a fresh IP and and we’re trying to take the best aspects forward. Backer feedback will be used throughout the development process.
When we hear the community report that stuff isn’t right, we take that to heart. Website registration has been streamlined and fixed. Thanks for the feedback.
When we work with the community, we’re able to create the right results.
Gold box camping could be interrupted, and so these abilities make the characters less vulnerable during the encounters. There’s a little more complexity now. Characters are recovering long term resources by sleeping (Trauma and Fatigue), rather than spells (which have more explanation in a full Magic update).
Thanks ProphetSword, we know the admins at Forgotten Realms Unlimited Adventures too. 🙂
We 100% recognize the audience at RPGCodex. It’s hard to manage multiple points of communication with the audience which is why we have our own forums, social media, and the KS page. We count on you folks to help share information. RPGCodex, RPGWatch, GameBanshee and other focused communities are all important. So, it really helps when key questions/concerns/ideas get put to us directly.
Just a quick note on pricing: a $15 price point is for a much shorter campaign than a $25+ price. So, we’ve planned on delivering a larger scope than you get with a smaller game.
Now there’s a good poll question! Something like “How do you feel about Auto-resolving combat”?
We purposely wanted to make a game where you control the party in turn based combat… and likely do away with most of that easy wandering monster stuff. That simply isn’t good game design these days. 😉