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Black Geyser - Tales of the Moon Cult Kickstarter

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Black Geyser - Tales of the Moon Cult Kickstarter

Post by The_Mask »

A DLC to the famous Black Geyser: Couriers of Darkness is being Kickstarted! :bounce: :bounce: :bounce: :bounce: :bounce:

Link: https://www.kickstarter.com/projects/gr ... -moon-cult

With 24h to go (probably at the time you're reading this) the Kickstarter has reached its goal and a few stretch goals. If you're interested in 0 SJW Baldur's Gate clones, take a look at the web page.

Here are some pictures, because I'm nice:

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Just like Yves, I chase tales
rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Post by Acrux »

They hit their second stretch goal (none of them things I care about) in the final few hours.
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Post by Element »

Very mixed reviews on steam. What's the opinion on the base game here?
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Post by rusty_shackleford »

Element wrote: November 9th, 2023, 11:13
Very mixed reviews on steam. What's the opinion on the base game here?
I liked it, but didn't finish because it was in early access + very long loading times. Only IE nostalgiabait game to actually feel like BG1 rather than BG2.
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Post by Acrux »

The interface is clunky and there's little documentation on creating a character. Loading during map transitions is slow.

I put it off until they add strongholds, technically part of a future update, but probably coming at the same time as the DLC.
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Post by Agesilaus »

Element wrote: November 9th, 2023, 11:13
Very mixed reviews on steam. What's the opinion on the base game here?
subpar baldur's gate that falls apart after the second or third chapter. Whenever it makes you go to the circus, where there is almost no content and the game had a bug that stopped me progressing.

Subpar baldur's gate is still fun for a while, though.
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Post by Acrux »

The DLC has been postponed until next year. They've kept this pretty quiet. I just happened to see it because it was originally supposed to be released in August and I went to see what information is available.
Ho there, adventurers,
This has been an adventurous year so far for us, and finally we completed some quests that we can report to you. We weren't able to get back to you about the DLC/Fixpack earlier because things got a bit complicated - but we are convinced that the outcome, albeit not ideal, is more than acceptable in the given circumstances.

We are happy to announce that funding is secured for a next product, which is going to be a major CRPG in the world of Yerengal/Black Geyser, but it isn't yet the sequel for Black Geyser. (Yes, we totally want a sequel too.) Negotiations to secure this indie-level funding kept a big part of our team busy, but now we are good. Therefore, the development of the next product will start as soon as the DLC is released. Since the core team is still very small, we cannot overlap these two productions, but the preparation of the next product had to be started now, otherwise a seamless transition won't be possible from the DLC to the next product.

The next CRPG, while not yet a sequel, will aim to improve several aspects that were suboptimal in Black Geyser, and certain features will be modernized as well.

The Fixpack is expectable this September - this is the big game update with flails, dual wielding etc. that doesn't require the DLC to be purchased. The DLC itself is expectable in February 2025. Its development will finish earlier, but we want to make sure that its content is polished and well-tested. Also, autumn and especially winter holidays are not a great period for small indie releases, the market is pretty saturated with AAA marketing those months.

Some input from backers hasn't been collected yet regarding the digital rewards (e.g. custom spirit NPCs or in-game traps). We expect to send out these surveys within a few months. We will make sure to contact you in all usual channels (including a Kickstarter update), so you won't be able to miss it.

Thank you very much for your support again!

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Post by 1998 »

I was actually surprised how quick they finished up the main game, and now it takes them 3+ years plus a Kickstarter for a DLC...sad, the game was really fun.
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Post by cpmartins »

Element wrote: November 9th, 2023, 11:13
Very mixed reviews on steam. What's the opinion on the base game here?
I just started it and it's ok. Combat is a little clunky without any swing timers to manage my melee front liners and there are no AOOs at all. Rest anywhere (so far) but no full healing on resting, some useless crafting that I will not bother with at all and some decent visuals. 6/10 for the time.
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Post by Acrux »

The dual-wielding patch was added today. There is another "big patch" "planned" "before the end of the year". Still no DLC; that is expected sometime in early 2025.
Greetings, adventurers!

Some long-awaited features of the Fixpack have been released! They include dual-wielding, Steam Cloud support, fast-travel (single loading screen) to questgivers, and monster respawn in areas. Moreover, already known recipes are now marked in shops. We are working hard on the DLC and the other planned features (the remaining part of the Fixpack) of the base game as well.

We will release at least one additional major update before the end of the year. This will include a very important editor (tool) to provide improved modding support for the game.

Since the game has translations in 11 (eleven) languages, localization of new texts is a bigger challenge than we previously believed. Therefore, we will have to postpone all text-heavy features of the Fixpack (such as companion-specific epilogues and expanded romances lines) to next year. As a result of this optimization, their release is expectable at the same time or somewhat earlier than the DLC.

You can take a look at the full changelist below:

Dual-wielding for warrior and outlaw classes
Fast-travel to questgivers using the quest journal
Item tooltips now show which classes can use the item
Monster respawn in areas
Already known recipes are marked in shop UI
Added savegame file compression to reduce file size
Added Steam cloud save support
Added GOG achievements
Skeletons are now immune to Crimson Plague
Changed curative sap sounds
Siracca is now recruitable during To The Quick quest
The game is now available in two more resolutions
Corrected a visual bug that appeared on resolutions other than 16:9
Corpses of ghouls required for Destroy Them All quest no longer despawn if left unlooted before the quest is finished
Hearts required for Destroy Them All can no longer be stolen from ghouls and cultists
Trapped under the surface quest now fails if the player reports to the Spymaster before finishing it
Love's Labours Found quest now properly ends when the player pacifies mourning Beran
Urghos' aura no longer reacts to ranged attacks
Overlapping cutscenes concerning the stairs in Rothgor's Realm no longer block the player from progressing

As always and for all of you who continue to support Black Geyser and who continue to provide feedback here or on Discord, thank you so much!

The Black Geyser Team
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Post by WaterMage »

Element wrote: November 9th, 2023, 11:13
Very mixed reviews on steam. What's the opinion on the base game here?
Is like Pillows but with much less 4eism/Sawyerism aka is gud.
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Post by WaterMage »

I'm playing Black Geyser. This time as a necromancer instead of a wintermage. I'm in veteran difficulty, and the game is a cakewalk compared to my wintermage run. My summons are ludicrous, OP. I'm doing a lot of quests and soloing a lot of mobs that I had to retry a couple of times with party as a wintermage. Didn't even visit the main city and already got to LV 10 and become able to cast 5th tier spells. 

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Sure, I can only maintain it for 3 turns, but I honestly feel like a LV-5 necromancer is stronger than a LV-10 wintermage. I hope that the DLC will add cool spells, summon an artic wolf, summon a polar bear, a spell to blow back enemies, and more powerful offensive spells. Since the game is called Black Geyser, why not add Geyser as a spell? 
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Post by 1998 »

WaterMage wrote: November 11th, 2024, 10:21
I'm playing Black Geyser. This time as a necromancer instead of a wintermage. I'm in veteran difficulty, and the game is a cakewalk compared to my wintermage run. My summons are ludicrous, OP. I'm doing a lot of quests and soloing a lot of mobs that I had to retry a couple of times with party as a wintermage. Didn't even visit the main city and already got to LV 10 and become able to cast 5th tier spells. 

Image

Sure, I can only maintain it for 3 turns, but I honestly feel like a LV-5 necromancer is stronger than a LV-10 wintermage. I hope that the DLC will add cool spells, summon an artic wolf, summon a polar bear, a spell to blow back enemies, and more powerful offensive spells. Since the game is called Black Geyser, why not add Geyser as a spell? 
Forgot which class I played, some mage, but the only part I found challenging were these weird golems or whatnot just before the final fight. I don't know, took me ages to take them down.
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Post by Xenich »

"Fast-travel to questgivers using the quest journal"

Fast travel should be beaten to death, left on the road and ran over by a convoy of truckers. I seriously hate this crap.
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Post by Rand »

Xenich wrote: November 11th, 2024, 15:58
"Fast-travel to questgivers using the quest journal"

Fast travel should be beaten to death, left on the road and ran over by a convoy of truckers. I seriously hate this crap.
The fast travel assholes should be playing Disco Elysium or one of the Telltale drama games.

You're one step away from playing "Idle RPG".
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by 1998 »

Xenich wrote: November 11th, 2024, 15:58
"Fast-travel to questgivers using the quest journal"

Fast travel should be beaten to death, left on the road and ran over by a convoy of truckers. I seriously hate this crap.
If its just back to a quest giver after a long dungeon run and optional I am fine with it. Also don't need to backtrack 5 levels of empty dungeons.
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Post by Xenich »

1998 wrote: November 12th, 2024, 01:18
Xenich wrote: November 11th, 2024, 15:58
"Fast-travel to questgivers using the quest journal"

Fast travel should be beaten to death, left on the road and ran over by a convoy of truckers. I seriously hate this crap.
If its just back to a quest giver after a long dungeon run and optional I am fine with it. Also don't need to backtrack 5 levels of empty dungeons.
Don't make the dungeons empty on the way back, put in scripted encounters, or RNG encounters, etc... even implement additional encounters/quest progressions, etc... within the games travel around certain areas and it makes travel feel right and adds continued meaning for previously transgressed content.

Fast travel gimmicks worlds and turns them into modern day "fed ex" style process.
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Post by 1998 »

Xenich wrote: November 12th, 2024, 01:33
1998 wrote: November 12th, 2024, 01:18
Xenich wrote: November 11th, 2024, 15:58
"Fast-travel to questgivers using the quest journal"

Fast travel should be beaten to death, left on the road and ran over by a convoy of truckers. I seriously hate this crap.
If its just back to a quest giver after a long dungeon run and optional I am fine with it. Also don't need to backtrack 5 levels of empty dungeons.
Don't make the dungeons empty on the way back, put in scripted encounters, or RNG encounters, etc... even implement additional encounters/quest progressions, etc... within the games travel around certain areas and it makes travel feel right and adds continued meaning for previously transgressed content.

Fast travel gimmicks worlds and turns them into modern day "fed ex" style process.
Guess if its really well designed it could work, but generally after defeating a boss and probably depleting much of my resources I am just looking to get back to town to sell and restock. It would be frustrating to be suddenly trapped on your way back, and additionally it would encourage hording. Can't even go all out on bosses, because who knows who you are up against on your way back.
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Post by rusty_shackleford »

fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
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Post by Tweed »

rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
Pass through the gift shop.
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Post by Xenich »

1998 wrote: November 12th, 2024, 01:37
Xenich wrote: November 12th, 2024, 01:33
1998 wrote: November 12th, 2024, 01:18


If its just back to a quest giver after a long dungeon run and optional I am fine with it. Also don't need to backtrack 5 levels of empty dungeons.
Don't make the dungeons empty on the way back, put in scripted encounters, or RNG encounters, etc... even implement additional encounters/quest progressions, etc... within the games travel around certain areas and it makes travel feel right and adds continued meaning for previously transgressed content.

Fast travel gimmicks worlds and turns them into modern day "fed ex" style process.
Guess if its really well designed it could work, but generally after defeating a boss and probably depleting much of my resources I am just looking to get back to town to sell and restock. It would be frustrating to be suddenly trapped on your way back, and additionally it would encourage hording. Can't even go all out on bosses, because who knows who you are up against on your way back.
That is the point though, that is game play.

I guess it depends on how you are used to gaming, but even when I played pen and paper, the DM never treated a win in a manner that allowed you to back up the car to load it up and safely wheel all the loot back to town. There were always dangers, additional encounters, etc... and this forced the party to consider how they approached combat and how they would return after.

Then again, the games I always played, the DM often would hide additional encounters right after the large one, less dramatic, but enough where if you dumped everything (ie didn't play conservative and smart), you would be vulnerable after.

Could be anything from encountering a local band of lizardmen who worshiped the dragon you slayed and caught you as you were hauling away a massive amount of loot or a band of thieves who overheard you were heading to that lair and figured they could have easy pickings.

Point is, a lot of modern day game play design treats everything like it is a "process" rather than an adventure.
Last edited by Xenich on November 12th, 2024, 01:48, edited 2 times in total.
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Post by Xenich »

rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
That is crappy as well.
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Post by Tweed »

Xenich wrote: November 12th, 2024, 01:49
rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
That is crappy as well.
Optimal is a shorter, but not completely obvious shortened exit from the dungeon. I think VTM:R didn't do to bad with these which is good since all of those dungeons were really ******* boring.
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Post by rusty_shackleford »

I don't see what's wrong with just having a fade to black of your character running back to the entrance
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Post by 1998 »

Xenich wrote: November 12th, 2024, 01:47
1998 wrote: November 12th, 2024, 01:37
Xenich wrote: November 12th, 2024, 01:33


Don't make the dungeons empty on the way back, put in scripted encounters, or RNG encounters, etc... even implement additional encounters/quest progressions, etc... within the games travel around certain areas and it makes travel feel right and adds continued meaning for previously transgressed content.

Fast travel gimmicks worlds and turns them into modern day "fed ex" style process.
Guess if its really well designed it could work, but generally after defeating a boss and probably depleting much of my resources I am just looking to get back to town to sell and restock. It would be frustrating to be suddenly trapped on your way back, and additionally it would encourage hording. Can't even go all out on bosses, because who knows who you are up against on your way back.
That is the point though, that is game play.

I guess it depends on how you are used to gaming, but even when I played pen and paper, the DM never treated a win in a manner that allowed you to back up the car to load it up and safely wheel all the loot back to town. There were always dangers, additional encounters, etc... and this forced the party to consider how they approached combat and how they would return after.

Then again, the games I always played, the DM often would hide additional encounters right after the large one, less dramatic, but enough where if you dumped everything (ie didn't play conservative and smart), you would be vulnerable after.

Could be anything from encountering a local band of lizardmen who worshiped the dragon you slayed and caught you as you were hauling away a massive amount of loot or a band of thieves who overheard you were heading to that lair and figured they could have easy pickings.

Point is, a lot of modern day game play design treats everything like it is a "process" rather than an adventure.
I guess the bold part is true. I like my boss to be the final challenge, and a bit of downtime/non-combat gameplay afterwards. Of course, that's only for larger, more substantial dungeons. The ones we mostly get in modern games, 30 minutes or less, for those I don't really care.
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Post by rusty_shackleford »

rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
Actually, I'm not so sure now that I think on it. The ones that loop back to the entrance, sure, but dungeons should probably have more than one entrance/exit, especially an emergency exit.
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Post by Oyster Sauce »

rusty_shackleford wrote: November 12th, 2024, 01:57
rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
Actually, I'm not so sure now that I think on it. The ones that loop back to the entrance, sure, but dungeons should probably have more than one entrance/exit, especially an emergency exit.
I like when the dungeon has an alternate entrance/exit near the end that could have been used if you had explored more outside. Although I guess most people would still clear the entire thing for xp/items anyway.
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Post by Xenich »

rusty_shackleford wrote: November 12th, 2024, 01:54
I don't see what's wrong with just having a fade to black of your character running back to the entrance
I guess, depends on the style of the game though.
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Post by Xenich »

Oyster Sauce wrote: November 12th, 2024, 02:01
rusty_shackleford wrote: November 12th, 2024, 01:57
rusty_shackleford wrote: November 12th, 2024, 01:44
fast travel is infinitely better than just magically finding an exit at the end that goes out/to the start
Actually, I'm not so sure now that I think on it. The ones that loop back to the entrance, sure, but dungeons should probably have more than one entrance/exit, especially an emergency exit.
I like when the dungeon has an alternate entrance/exit near the end that could have been used if you had explored more outside. Although I guess most people would still clear the entire thing for xp/items anyway.
Could make the dungeon adjust based on objectives. Would provide a means to return, exit, shut off, etc... for interesting game play dynamics.
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Post by rusty_shackleford »

Everyone think of examples of ways to create exits for a dungeon that can't be used as entrances — without using locks.

Very steep and narrow chute to make it almost impossible to climb up, at the top it has a hatch that can only be opened from the inside.
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