Instead, we're going to take the time we need on Torment: Tides of Numenera, which means we are planning a 2016 release." "However, to maintain the quality standard we've set for ourselves, we can't rush through these final stages to get it out the door. "As a fresh set of eyes on the project I can tell you it's shaping up to be the awesome experience you all expect and deserve," Keenan said. Going forward, development of Torment will be managed by Chris Keenan, inXile's project lead for Wasteland 2 and The Bard's Tale IV. "I am proud of the project that I'm leaving in capable hands, and while I do not know what I'll do next, I look forward to new challenges and opportunities." #Tides of numenera focus full"With the major creative and production decisions now resolved, and the team charging full speed toward completing the game, inXile and I have decided it is time for me to depart from the studio," Saunders said. #Tides of numenera focus updateAn update on the game's Kickstarter page Friday announced another delay as project lead Keven Saunders steps down. #Tides of numenera focus codeWe’re using WL2’s code where it makes sense, and we’re taking lessons learned from WL2, but Torment‘s design is brand new we’re not trying to force that design into a system that wasn’t made for it.It hasn't been smooth sailing for inXile Entertainment's crowdfunded role-playing game Torment: Tides of Numenera. It’ll also be quite different from Wasteland 2. “The end result will probably feel different from the tabletop game. The team is implementing Artifacts and Cyphers “as close to the spirit of the tabletop as we can,” but one area in which Torment will differ is combat. So there should be enough there to give the player a sense of progression and choice at each Tier.” #Tides of numenera focus PcHeine goes on to discuss his team is aiming to include more customization options than the tabletop provides in character progression, with “more class abilities than in the Corebook, a defined set of Skills, and the PC will be able to switch his Focus on the fly. “We want to include them, but we’d like them to feel immersive and organic.” “We’re still talking about ways of adapting GM intrusions,” he said. This is a system that Heine would like to see in Torment. For instance, he may have your sword slip out of your hand and into a nearby chasm mid-combat, at which point you have to adapt to the new circumstance – and are thereafter awarded additional XP. Numenera also includes a “GM Intrusion” system, in which the Game Master may decide to make a change to an encounter on the fly. How you go about these things can matter (it’s likely you’d get more XP for a more difficult solution, which may or may not involve combat), but the XP is given when the quest is solved or the discovery made.” “So in Torment, you’ll earn XP for solving quests and other problems, for unearthing truths and memories, and yes, for making discoveries. That’s what the player should earn XP for. If they use their wits instead, they’ll still get XP because the goal is to solve the encounter. Killing enemies is one way to solve some encounters, and in those cases the player gets XP-not because they slaughtered monsters, but because they solved the encounter. But also, you give out XP when players overcome challenges and make progress toward their objectives-when they do the things you want them to do. “For one thing, it would endanger our ‘no trash mobs’ policy. “First, we aren’t giving XP out for killing enemies,” Heine said. Heine confirmed that this system will be implemented in Torment. In Numenera, players aren’t awarded XP for killing monsters, but rather through “discoveries.” For instance, the players may come across an artifact that turns out to be a form of ancient hovertrain, and once they jury rig it to function, they are awarded XP. In an interview with an Italian fan blog, Design Lead Adam Heine spoke about what we can expect. Monte Cook’s Numenera science fantasy tabletop RPG has taken a divergent approach to the genre relative to his Dungeons & Dragons roots, and the spirit of his ideas will be translated into inXile’s upcoming CRPG Torment: Tides of Numenera. Torment: Tides of Numera Design Lead Adam Heine discusses some of the tabletop influences on the upcoming spiritual successor to Planescape: Torment.
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