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#beta-rome-project

pegperegogaucho
Oh okay, that is sad to hear, I though that, except for the jetpack Romans and the tower, you were satisfied. Do you want to explain further what bothers you?
pegperegogaucho
Of course if you can't describe the issue, that is fine as well
hesopesomeso
I have some issue with the Rocket roman, I think it needs more feedback for the player. Once I light him up, that's kind of it. I don't really see him at all. (I kind of understand the limitations of the current modding though). When you enter through the big gates, it... somehow doesn't work for me. There's turtles running around and... yeah (would be cool to have a level design meet up to discuss and polish, ... [NOT IN **POLISH**]). The lock is cool, but are the enemies running at you? It's these little things that are missing. (I have more things to say for other sectors, but let's leave it be.) Also, I very much dislike enemies in sector transitions. The fights definitely improved since the first versions, but at places there's too many types of enemies. The jetpack romans are loud as fuck and don't really serve a purpose (I might really make that 1h long vid :KEKW:). There's slight imperfections with crates: when you climb on them, you can usually clip into scene nodes, view things you shouldn't. This is just the bunch that I can point out right away. Maybe I just want the game to be something it isn't though?
filip5011
I ain't reading allat
hesopesomeso
You don't have to :)
filip5011
I read it all
hesopesomeso
Why? You said you ain't reading it?
filip5011
I lied
hesopesomeso
Okay!
filip5011
👍
pegperegogaucho
Hmm okay, I don't fully understand your criticism, but I guess you have your reasons in your head. About the crates, please point those out, those can still be fixed!
pegperegogaucho
It's a shame with the entrance of Rome, after the gates, it is this big empty area, but there was not really much you could do there. Maybe a very big fight could have been cool, but fighting on the stairs is annoying, and the formations are also in the way. Maybe the developers noticed this as well and that contributed to it being cut? Who knows...
hesopesomeso
hesopesomeso
*but there was not really much you could do there* is definitely not true. It just takes some time to think of a great idea.
overfloyd
I have to say I agree about enemies in the transitions. Maybe just a maximum of 3 but not anymore than that. In the first one they keep respawning and it gets pretty annoying
overfloyd
Also in the second one maybe there's too many but idk, seems about right for me
pegperegogaucho
In the first transition the tall romans only respawn once both
hesopesomeso
I'm going to speedrun the release. What is the estimate? @alatinn
alatinn
No idea. My last attempt finished in a softlock, and SPQR fixed the skip.
alatinn
And the mod has changed until then so... it's hard to estimate.