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I'm next considering some changes to the battle right after it, "Slush". Got thoughts on that battle, or on the changes made to "On Thin Ice"? Let me know!
I have also added a Story Recap button when starting a new campaign. Need a refresher on the story? Watch a brief cutscene for a previous chapter to remind you what is going on.
Feedback is invaluable, whether it is to tell me the writing sucks or to pitch ideas for banner designs. Hope you enjoy the update!
One of the big issues is I am having a hard time figuring out where the writing for the campaign should go. While on average the battles have been received well, I haven't gotten feedback on Chapter 2 writing. Chapter 2 was not only when we start getting into the larger world and plot, but also pretty experimental with the structure. Since I haven't heard any writing feedback for Chapter 2 yet, I don't know how much of it landed.
As usual, any feedback I can get on writing is helpful, whether through the survey or dropping some thoughts in the Story and Writing Feedback thread. Even though I won't be doing much work on the campaign over the next couple months, I check by the workshop page daily, and try to respond to comments ASAP.
So what's next? Instead of working on an entire chapter and releasing it as a big chunk, the next content update I am planning will be just the beginning of Chapter 3: probably a few cutscenes and the first battle. I don't know if this will be the norm going forward, I just want to get this bit out sooner. I will probably only make a post here on the page when it's ready.
I don't have an ETA for this update; I want to take some time with this battle. Until then, I hope Chapter 2 keeps you occupied!
As always, very interested in any feedback or criticism, positive or negative! Feedback is why you aren't going to sit through big NPC army battles or excessive swearing in Chapter 2. When you finish Chapter 2, I would love it if you filled out a 10-15 minute feedback survey I wrote up. It doesn't collect e-mails or any other personally identifiable information.
https://forms.gle/CJRsBeVo96xKaaWe7
Finally, this is the first chapter to use some third-party assets. Check out the Asset Credits thread to see who made some of the music and backgrounds I added!
Chapter 2 is getting close to "beta". The majority of the content is in, at least as a rough draft. There are still several cutscenes I need to write, and one (maybe two) battles that I still have to build from scratch. The rest needs to be bug tested, polished, balanced, etc. Chapter 2 is the most ambitious chapter I have done yet, and making sure it plays well and feels coherent is going to be a challenge.
The biggest question for my timeline right now is whether or not I add in that possible second battle. This is a big battle I have had in my head for months, and I am still deciding whether I want it at the end of this chapter or kicking off Chapter 3. No promises, but I am hoping to push out Chapter 2 in January. If I include that additional battle, it may be later.
It's been a long road, but I am still feeling motivated. I envision the campaign concluding in Chapter 4, but it's hard to say at this point how long till we're there.
The main difference it has is that one of the people you recruit returns with the other Wayward crewmembers. The fourth option in the decision you make at the end of Chapter 1 is swapped out for this person. I also plan for it to have an effect in Chapter 2. I don't have the campaign files available to me right now, but I am pretty sure I set it up as "didn't talk to the prisoners" as the default.
Also, a question I have been wondering. What impact the choices on the prologue have on chapter 1? And what path is the default one when skipping the prologue? Had not the time to do both.
Chapter 2 is coming along, slowly. The next month will be a busy time for me so not much progress might get made. I hope to pick things up again after that.
I've made rough drafts of the content of the first half of the chapter. The second half will be a bit more complicated, and there are some systems I need to add that should be relevant for the remainder of the campaign. I think they will add some interesting replayability, but they need some thought and time.
That's all for now, thanks for your comments, feedback, and bug reports!
This is just a FYI that if there are any changes you would like to see sooner rather than later, I could use the feedback within the next week. Thanks!
Glad you liked the big fight!
Among the choices, I can definitely see how the first two look the most impactful. I will probably need to put some more thought into the other options.
Appreciate the answers!
1. The new class I don't like very much, but that's because I usually opt for melee strategies. It got me thinking as to supporting other characters though. So I guess people who love buffing up their characters would find it a delight.
2. For me, this was just perfect.
3. I think the first two options had better stat buffs than the others. Chose the fourth just to see what would happen. Don't think it did much.
There are three things in particular I am hoping for feedback on:
1. Thoughts on the new class?
2. Thoughts on the big fight in "Crucible"?
3. Thoughts on the "choice" made towards the end of Chapter 1? Did any of your options seem a lot better or a lot worse than the others?
The only issue that I had is that the use of AggroGroup and Passive/Pursue might have made sense on a couple of groups. The two swordsmen near the final chest can be peppered with arrows from afar and just continue to stand still. I would give Pursue to them. The swordsmen near the wagons also do nothing while you murder their nearby friends. They are extremely dedicated to protecting those chests!
Also glad to hear the first battle is good! Appreciate the feedback!
I have no problem with cursing, but the sheer amount of it does feel a little gratuitous. Expletives have more impact when they're used sparingly; and creative and unusual insults tend to be more fun to read regardless, IMO.
All in all, I'm enjoying this. I'd love to see this campaign expanded!
I can also see how the beach battle might feel like it drags; in the future, I'll probably try to limit how much time two AI armies are spending fighting each other. Appreciate the feedback!
If you have given the campaign a try, even if you didn't reach the end, let me know one thing you did like, and one thing you think could be improved. If you're in the mood, I'm eager for more detailed feedback as well. This will help me make any additional content better.