By introducing the time constraints, I tried to make a game that encourages the player to embrace their limitations.īut after a year of having it in the open, it’s obvious that the game fails at explaining its intentions, and aside from that, there’s a ton of help out there for those who feel stuck and annoyed with their difficulty mode. I used to be quite happy with the old difficulty options offered by Roadwarden. This type of a good bye to the characters I came up with years ago was so rewarding. Reading some of the new paragraphs during my first test playthrough made me tear up. But I do hope that having this option makes sense in the context of how the PC’s journey may affect them, and I tried to strike a balance by making this route much more difficult to complete. One could argue that having the new ending makes the game’s story weaker, less interested in the merciless colonization orchestrated by those with tools to go unpunished - and if so, it’s because of my weakness as a writer. So, for example, failing to get rid of the undead or to save Old Págos will limit the epilogue to its lowest “tiers” of completion, while keeping Thais in power is going to stop the player from uniting all of the tribes. Limiting the city’s influence keeps the roads untamed, and the key to reach the more optimistic resolutions for the locals is to help them overcome their grievances throughout the game. This ending is much more lethal than the previous one. To unlock this option, the player needs to be invited by at least one of the peninsula’s factions - an event that is now more common, since, in the past, two of the possible invitations were limited to the characters whose personal quest was to Find a New Life. The solution I invented ties this epilogue to the game’s last choice: instead of returning back to Hovlavan with Tulia, you can select to betray the merchants and stay around. Without this quest, various storylines end up in nowhere, and also PC loses any sort of authority they could previously have as the official roadwarden of this realm. Most of the game’s largest quests are all circling around the PC convincing the locals to join the city. It took some time before I figured out how to introduce this epilogue smoothly. This option is now a part of the game, and I must say: writing it was cathartic. And even more so: to allow the PC to stay in the peninsula. An option to completely abandon the game’s main quest, and to help the people of the North remain independent. The most common request for the game was not to rewrite or redesign this ending, but rather to add some sort of an alternative. You return to the city, get to see the results of your actions, and find out what’s your character’s epilogue. If you have played Roadwarden at least once all the way through, you know how it ends. Hope you'll still enjoy being a Roadwarden.Īnd don't forget to checkout my new Project: *The bug is now fixed for the new runs.*.The players who skipped the prologue will likely have a broken character sheet display. Fixed the exploit that allowed the player to use an item they had already sold, or given away.These punctuation marks are no longer available. Fixed the bug tied to typing either "" into the journal notes.Fixed the bug tied to the scholar's Knowledge in the new quest.The bug has now been corrected, but, sadly, the only option to fix it in your playthrough is to start the game from the beginning. Because of this, those players are going to omit a large part of their narrative arc. Specifically, it affected the playthroughs that selected a custom difficulty setting (one that's not among the prepared presets) and didn’t skip the prologue section. There has been a major bug that blocked some of the players from selecting the main quest for their character.Here's a brief changelog for this rather small patch: Therefore, sorry for any inconveniences caused by this - and thank you for sharing feedback, bug reports and love, of course. Some mean bugs were hiding in the recent Anniversary Update, but I managed to tackle them rather quickly. Now, I would be very honoured and flattered if you'd cast your vote for Roadwarden in the Labor of Love category.ĭon't forget to check out my latest project: It's all because of you, you made that possible. It's over a year ago since the release of Roadwarden, and what a fantastic journey it's been - all thanks to you! Your feedback, comments and love for Roadwarden is immensely valuable to me.īack in September, when Roadwarden celebrated it's 1 year anniversary, I released a comprehensive update that included not only bug fixes or community wishes but some new content on top as well as an extensive dev blog post. Today the Steam Awards 2023 Editions kicks-off, and you can vote for Roadwarden in the Labor of Love category. Here's a call for vote for all fellow Roadwardens out there.
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