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Default Bard's Tale IV - Second Sight Update

November 21st, 2018, 03:44
A new patch for The Bard's Tale IV: Barrows Deep which introduces legacy mode and save anywhere.

Second Sight Update now live!



Hello everyone!

Today, we are pleased to bring you the Second Sight Update, which brings a number of requested features (most notably an option for “save anywhere and anytime”) and a host of fixes. It also brings our previously mentioned Legacy Mode features, which we’re thrilled to finally deliver, especially to our long-time fans of the series! For details on this patch, please check out the notes below.

Work on the game continues. Certain major milestones, such as a revamped inventory system and controller support, are still on their way. That is in addition to continued improvements and optimization based on your feedback.

In addition to the above, we also continue to work on the Mac and Linux versions, as well as a few other nice things that we can´t talk about yet. Please let us know what you think of the update, and we look forward to talking with you again soon.

The team at inXile

What is Legacy Mode?

With the Second Sight update, we’ve added a whole suite of options to customize your play experience that we call Legacy Mode. You can play the game like a modern first person adventure or wind back the clock, turn off auto-mapping, activate grid based movement, and step your way through our dungeons and overworlds like you’re back in the 80’s.

Legacy Mode Features:
  • Grid Move (BETA): You can now play using grid-based movement! This feature has been a long time coming and we worked hard to get that classic game feel while still working with all our more modern elements and overworld design. You’ll have the option to grid move with full free look enabled at all times or play in a more classic mode in which your camera is rotated for you as you walk forward along the grid. There's still polish on this feature left to do, but rather than holding back for longer we wanted those of you who are passionate about this feature to try it out and let us know what you think, and what you feel the most important improvements to the system would be. Let us know what you think on the forums!
    Note: For those turning this feature on in an pre-patch 4 save game, you’ll notice many NPC’s aren’t looking directly at you in the world while moving on the grid. We adjusted NPC’s to better align with the movement grid, but to make that change propagate in existing games it’d require wiping out the NPC’s save data That would reset things such as their inventory, which we wanted to avoid at all costs.
  • Save Anywhere: This has been our most requested feature. You can now save the game (almost) anywhere in the game. Save through the pause menu, or use F5 and F9 to quick-save and quick-load. While save anywhere is active, you cannot consume luck-stones for bonus experience. A small price to pay.
    Some areas have been blocked off from saving for technical reasons, and if that’s the case you’ll see a prompt appear letting you know that’s the case. Usually just moving somewhere else in the room or level will resolve that issue.
  • Auto-Resurrect: For an extra bit of difficulty, you can deactivate auto-resurrect. This will cause characters who fall in combat to only resurrect upon finding a luck stone. Food will also not revive characters while this is active.
  • Perma-Death: This mode is only for the bold. If your entire party is incapacitated, your save file is permanently deleted. Don’t say we didn’t warn you. This option cannot be changed once it’s been set and can only be set on new games.
  • Enemy Reactions: Deactivate enemy reactions to stop enemies from chattering and taunting.
  • Auto-Mapping: You can deactivate auto-mapping entirely, resulting in all your maps appearing black with no icons. Break out your graph paper.
  • Mini-Map: You can toggle how prominent your mini-map is on screen. You can set it to always show, only show while your adventurer’s HUD is up, or never show at all.
  • Show Waypoints: Toggle waypoints on or off, if you hate being told where to go.
  • Show Enemies On Map: Toggle weather or not enemies appear on your map and mini-map, for an extra challenge.
  • The A-Team is back: You can spend 8 mercenary tokens at Mercy the mercenary vendor to hire 6 adventurers who are fully geared for war and ready to rock.
    Brian the Fist, the Fichti Paladin
    El Cid, the Dwarven Fighter
    Markus, the Elven Bard
    Sir Grady, the Trow Rogue
    Merlin, the Einarr Conjuror
    Omar, the Elven Magician
  • Adventurer Re-Spec’ing: By spending a mercenary token at the Review Board, you can refund an adventurer's skill points.
  • Legendary Difficulty: A 4th difficulty tier has been added, increasing enemy difficulty by 100% over normal mode.
[…]
More information.
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November 21st, 2018, 03:44
Hmm. Save (almost) anywhere, and grid-based movement? Might just have to dust it off and give it another shot.
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November 21st, 2018, 03:54
Save anywhere? Nice, game is playable now. Though I suppose I will also now wait for this "revamped inventory system".
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November 21st, 2018, 04:32
I don't really understand how grid-based movement could improve the game and why they would not launch the game with this option.
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November 21st, 2018, 07:20
Awesome news. Great to see InXile continuing to deliver as promised.
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November 21st, 2018, 10:06
Excellent news. Glad they've delivered on this front finally. Very curious to read now how the game plays with the grid based movement (beta), as there are quite a few questions on implementation issues with some of the real time puzzles in the game.

Originally Posted by GabrielMP_19 View Post
I don't really understand how grid-based movement could improve the game and why they would not launch the game with this option.
Grid-based movement was promised in the kickstarter, so it makes sense that they deliver on this promise regardless of the question of whether it improves the game or not (which is subjective). It simply wasn't ready at launch and we all know now that the game wasn't ready either. Still, I'm happy the Legacy mode features are out now.
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November 21st, 2018, 14:58
I can
wind back the clock,
by just simply turning the hands of the clock on my wall backwards. Don't need this game for that.
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November 21st, 2018, 15:46
I'm glad to see the legacy mode fully available now, this is exactly how I'll play on my very first replay.
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November 21st, 2018, 19:19
Is this game playable now? What is still missing that hurts the experience? I've heard inventory problems and endless uninteresting puzzles.
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November 21st, 2018, 19:38
A character-development system geared for those who have graduated elementary school is still missing.
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November 21st, 2018, 21:29
Lucky, it was playable two months ago when I first went through it. The puzzles are a tad annoying but seriously, the combat and exploration make it a lot of fun to play. I never had any crashes or quest-breaking issues at all when I played it.
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November 22nd, 2018, 14:17
Eurogamer is happy with contents of this update:
https://www.eurogamer.net/articles/2…ggest-concerns
Bard's Tale 4 whopper-patch addresses some of our biggest concerns

It allows you to save anywhere in the game - halle-bloody-lujah! Previously you had to wait until you reached a Luck Stone, which was a pain in the arse if your game crashed, which mine did, over and over.
Arguably the biggest thing in the patch, however, is the ability to play the game in Grid mode, like the original Bard's Tale games. As it stands, you free-roam The Bard's Tale 4 and then phase to grid for battles.
Grid mode isn't finished yet and its inclusion here is in beta state. I can't find any videos of it in action and I've uninstalled the game (limited storage) so I can't quick-check it and post a screenshot for you, sorry.
Other things I'm excited about in the patch: a new top-tier Legendary difficulty; disabled enemy reactions during combat so they don't clog the ability queue; waypoints toggle-able on the map for clear
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November 22nd, 2018, 22:11
I sort of like the game - but I'm definitely not in love.

This sounds good, though.

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November 23rd, 2018, 03:41
I feel about the same, despite my grumbling about weak character development. I think it's all the music and singing.
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November 23rd, 2018, 18:02
My Collectors Edition finally arrived at last! It was waiting for me at my door when I got home. Luckily it's secluded away just enough that it wasn't hit by the absolute deluge of rain we had this afternoon.

Thus, I'll do a nice slow unboxing sometime over the weekend and start thinking about getting into this properly with the legacy mode features enabled. I'm doing my best to be optimistic on the experience overall and keeping my expectations in check, but I know I'll fail at that to some extent honestly. I'm still somewhat dreading my reactions after all this time.
Still, I've got a few more weeks of work though before I can really start "summer gaming" in full earnest. (I've a massive backlog which includes the likes of DOS:2, Elex, PoE2 PotD, DX:MD, this..Kingmaker…wowzers!)
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November 23rd, 2018, 19:57
They have a very difficult tusk trying to improve the game and make it playable.
I wish them good luck.
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November 24th, 2018, 08:41
Originally Posted by GabrielMP_19 View Post
I don't really understand how grid-based movement could improve the game and why they would not launch the game with this option.
An advantage of grid-based movement is that you are very unlikely to get stuck while moving.
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November 24th, 2018, 12:47
Having played the full game prior to grid based movement; i never got stuck while moving….
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November 24th, 2018, 16:17
I recall having some hang-ups with movement in a few of the dungeons when I played, but it wasn't anything major, I never truly got stuck anywhere. I am a fan of the grid movement though, and that's how I'll replay this game when the urge strikes me in the future.
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