![]() Instead, all that's there is three completely generic Foci that you simply choose after an early sidequest one for defensive fighters, one for social characters, and one for rogues, seemingly with zero reactivity built into the game - the benefits are purely mechanical, and doesn't seem to have effects past acquisition (in the printed RPG, you get abilities each tier). I started a thread on the official forums, raising this issue, and it would appear that in addition to all the other stretchgoals that were cut, there's also only a grand total of 3 Foci in the game, and there's even a textstring in the game referencing their inability to create more.įor those not in the know, a character's focus is the third part of the character creation process, and stretchgoals talk about how the Tides and your Legacy is suppose to influence what Foci you have or get access to, and so on and so forth. Is this something that's actually going to be rectified in the 20-or-so days before release (which makes me assume that the choice of Foci would have absolutely zero interactivity/reactivity, but I'll take what I can get), or is it just yet more silently cut key material that's been shoved under the carpet?īecause I'm not going to lie - between the extremely limited number of CNPC:s becoming even more limited, the bloated and cover-all console-y UI, this shallow character options (should there not be more than these three), and the way inXile kept cuts hidden for literal years until fans themselves discovered the cuts, my hopes for Tides of Numenera is going to be at an all-time low. There's also no apparent way to change this by spending experience, which wouldn't make the system less shallow, but at least it would be more meaningful since you could adapt to a situation (at least once you know about an upcoming situation, which is pretty rubbish). There's still only three incredibly shallow and one-dimensional foci/verbs, namely Brandishes a Silver Tongue, Breathes Shadow, and Masters Defense, out of the incredible wealth (54, literally 18 times more) of interesting options in the RPG itself. ![]() Here we are, a full year later, and just over month ago, the last early access update before release came, and this was still missing. This is an intentional choice as we wanted to give people a bit more time to play around and experiment before deciding on their Focus (and, your Focus can also be changed by spending XP, whereas other options like Type and Descriptor can't be). Only a few are in the beta, but we'll probably add more over time, and in the final game of course. Foci come into the picture a bit later once you reach Sagus Cliffs proper. Originally posted by cosborne1432:Speaking of a Focus, should I have one right after character creation, or do you get one later? I have just escaped from the first dungeon, and I don't seem to have a Focus, only a Descriptor and a Class. ![]() *They're not actually spells that Nanos cast - everything in the game is based entirely on science and technology, it's just that the science and tech involved are so advanced and so far beyond our current understanding that they seem like magic. Not sure how many Descriptors or Foci are currently implemented in the beta but all three of the classes are - Glaives are your warriors, Nanos are basically wizards while Jacks are a bit of a mix of both (hence the name jack of all trades, master of none). A Mystical Nano who Tames Beasts (I can't recall if that's the name of that Focus, but you get the jist) would have a unique understanding of the technology of the past and sling spells* alongside an animal companion. So you could have a Clever Glaive who Bears a Halo of Fire and you'd be a witty swordsman with the ability to wreath yourself or your weapon in flames. As for class stuff, the game uses the same basic system as the Numenera tabletop game - " is a/an who ". ![]()
0 Comments
Leave a Reply. |