Face it, a game is no fun if there are no short routes you can eventually discover to do pretty much whatever you want to do in it.
Full notes
Full Grimoire : Heralds of the Winged Exemplar (V2) update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition0 changes0 removals
Balance
addedFace it, a game is no fun if there are no short routes you can eventually discover to do pretty much whatever you want to do in it. Even with more balance added, there is still a need for some backdoors so that players can tackle bigger challenges with wiser resource management. There must be spam and it must be salty or the game will feel stifling eventually! One of the biggest lacks in Grimoire has been the economy. Most players who know anything about merchants quickly discover they can make extraordinary amounts of gold just selling redundant/extraneous treasure. This is why experienced players refrain from killing NPCs, amongst other reasons. You need shopkeepers who can buy your goods to remain alive. Believe it or not, there was an original plan to manage these sums by providing useful ways to spend grand displays of wealth ... based on a very rare item called the "Patron Argent." This was in the original design document in 1992 but last year with pressure from all sides to get the game out, I slashed it out (with other features now present in V2) and it was sorely missed. It provided a simple way to level up players at shrines without having the required experience points, paying instead in gold to increase your players current level! You may wonder what the unicorn was doing in the Grimoire logo onscreen - that is the Patron Argent item, which was never placed in the game when V1 came out! It now works at all the new shrines in the game. You present the "Patron Argent" and are offered a one-time chance at that shrine to kick your party members up to the new level by parting with cash. Through strategic use of shrines you can reach much higher levels for characters without grinding the experience points. V2 + Manual is coming very soon, with these and many other new features implemented that practically make it a whole different game. I was glad to finally finish Grimoire the way I envisioned it, with the design document serving as my checklist for all the play mechanics I wanted to be present.
Grimoire : Heralds of the Winged Exemplar (V2) changes
addedFace it, a game is no fun if there are no short routes you can eventually discover to do pretty much whatever you want to do in it. Even with more balance added, there is still a need for some backdoors so that players can tackle bigger challenges with wiser resource management. There must be spam and it must be salty or the game will feel stifling eventually! One of the biggest lacks in Grimoire has been the economy. Most players who know anything about merchants quickly discover they can make extraordinary amounts of gold just selling redundant/extraneous treasure. This is why experienced players refrain from killing NPCs, amongst other reasons. You need shopkeepers who can buy your goods to remain alive. Believe it or not, there was an original plan to manage these sums by providing useful ways to spend grand displays of wealth ... based on a very rare item called the "Patron Argent." This was in the original design document in 1992 but last year with pressure from all sides to get the game out, I slashed it out (with other features now present in V2) and it was sorely missed. It provided a simple way to level up players at shrines without having the required experience points, paying instead in gold to increase your players current level! You may wonder what the unicorn was doing in the Grimoire logo onscreen - that is the Patron Argent item, which was never placed in the game when V1 came out! It now works at all the new shrines in the game. You present the "Patron Argent" and are offered a one-time chance at that shrine to kick your party members up to the new level by parting with cash. Through strategic use of shrines you can reach much higher levels for characters without grinding the experience points. V2 + Manual is coming very soon, with these and many other new features implemented that practically make it a whole different game. I was glad to finally finish Grimoire the way I envisioned it, with the design document serving as my checklist for all the play mechanics I wanted to be present.
Face it, a game is no fun if there are no short routes you can eventually discover to do pretty much whatever you want to do in it. Even with more balance added, there is still a need for some backdoors so that players can tackle bigger challenges with wiser resource management. There must be spam and it must be salty or the game will feel stifling eventually! One of the biggest lacks in Grimoire has been the economy. Most players who know anything about merchants quickly discover they can make extraordinary amounts of gold just selling redundant/extraneous treasure. This is why experienced players refrain from killing NPCs, amongst other reasons. You need shopkeepers who can buy your goods to remain alive. Believe it or not, there was an original plan to manage these sums by providing useful ways to spend grand displays of wealth ... based on a very rare item called the "Patron Argent." This was in the original design document in 1992 but last year with pressure from all sides to get the game out, I slashed it out (with other features now present in V2) and it was sorely missed. It provided a simple way to level up players at shrines without having the required experience points, paying instead in gold to increase your players current level! You may wonder what the unicorn was doing in the Grimoire logo onscreen - that is the Patron Argent item, which was never placed in the game when V1 came out! It now works at all the new shrines in the game. You present the "Patron Argent" and are offered a one-time chance at that shrine to kick your party members up to the new level by parting with cash. Through strategic use of shrines you can reach much higher levels for characters without grinding the experience points. V2 + Manual is coming very soon, with these and many other new features implemented that practically make it a whole different game. I was glad to finally finish Grimoire the way I envisioned it, with the design document serving as my checklist for all the play mechanics I wanted to be present.