- Apr 27, 2017
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- 13,419
It's not a 'refusal' to do save compatibility, lmao. Of course, we want save compatibility working asap.The refusal to do save compatibility is the biggest blocker for me. Killing saves is a major gamedev sin, and not one to be taken lightly. Making a policy of doing it every point release... yikes. quickstart isn't good enough a replacement, it misses stuff. You have to cheat in too many stats/items each time. I just gave up and bounced off every release after a while without getting all the actual new parts because I was tired of rehashing the same song and dance.
I'm not sold on the changed artstyle yet, comparing the changes version to version. It's cleaner but more generic. The harsher look of the original meshed well with the story of a violent, dangerous world. Maybe once it's all converted over it will be less jarring, but I'm still used to everyone's original looks.
I'll probably pick this up once they hit whatever point where they really commit to save compatibility. If there's no work towards implementing a system for importing old saves now, it's not going to magically be there in 2 weeks once the steam release happens. There's no way to avoid changes that may break old saves in something as complex as this, the time to think about how to do it isn't once people already bought it.
You make significant engine changes, old saves die. No tech wizard in the world is stopping that.
After the steam release, with now most of the technical engine changes done/features, and the very last of it to be done after steam. We will have save compatability working.
Balancing in combat is in with the steam release, as is stats and things far more functional. There are discussions currently about the art. I short, we're a lot closer now than ever I feel to getting things how we hope.
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