Some lore questions about upcoming new Solomon's keep
Dear Mr. Raptis
It is quite awhile since we had new things about Solomon series and I think it would be nice for the Solomon fans like me are craving for more juicy facts about the new Solomon's keep. I know you had no time to work with that because of Hoggy 2 and other matters but I feel like there might be untold things that may quench our thirst for new contents. So here are my question to you:
2. Why is the necromancer helping Morius and Wizard University to get rid of Solomon? Shouldn't the player necromancer be arrested because necromancy is illegal?
3. Will there be a backstories for other bosses other than Solomon and Charles?
4. Do you plan to bring all wizards from the boneyard to the solomon's keep as dire faculty or just the trio we saw in Solomon Dark?
5. What age of Magick is Solomon's Keep in?
6. Exactly what are the terrible things that Solomon Dark has done to the world? I feel like I am trespassing an innocent poor dark lord's house to get promoted.
7. Can you tell me more about Merdalf?
8. Is the Archchancellor from Solomon's Boneyard alive during the event of Solomon's Keep?
9. Is the paladin from Brothers of Stee... I mean Brothers of Infinite Light?
10. Will the poor Claudicus, inventor of Ether Drain, be able to come out of the hole?
11. What are the default names of paladin, necromancer, and rogue?
12. Are there donuts in Solomon's keep?
Comments
Spoilers!
>>2. Why is the necromancer helping Morius and Wizard University to get
rid of Solomon? Shouldn't the player necromancer be arrested because
necromancy is illegal?
Collegium Wizards are not priests-- they're kinda neutral, like a scientist. This is the necromancer's backstory:
I came to Solomon Dark seeking knowledge of necromancy.
Amused, he took me in, underestimating my talent, intelligence, and ability to withstand cruelty.
But in time I learned that he is a boring dark lord. Unimaginitive and rigid, obsessed with mere death and demons when he could be communing with the black infinite.
His artifacts and armies belong in more capable hands.
Tonight, the student becomes the master.
>>3. Will there be a backstories for other bosses other than Solomon and Charles?
Well, yeah, but they're pretty simple. Solomon kills a dragon because he's metal like that, and reanimated it because he's metal like that. Monculus is just your basic thing that you, as a dark lord, scratch together in the lab if you had a lot of extra flesh and stuff laying around.
>>4. Do you plan to bring all wizards from the boneyard to the solomon's
keep as dire faculty or just the trio we saw in Solomon Dark?
Every Boneyard wizard will be in the remake of Solomon's Keep. Also, if you play as a hardcore wizard and die, you must face yourself in a future game!
>>5. What age of Magick is Solomon's Keep in?
It's in a dark age. Like medieval England, post-castle era, pre-renaissance. But the golden ages don't last long because there's always someone willing to be a big magical jerk.
>>6. Exactly what are the terrible things that Solomon Dark has done to
the world? I feel like I am trespassing an innocent poor dark lord's
house to get promoted.
Not too much! Solomon's Keep isn't one of those "save the whole world" games. But he robs a lot of graveyards, takes whatever he wants, brings demons into the world (there's repercussions to that) and if he happens to need a live person for his experiment, he just goes and grabs one. But we're not talking world threatening here-- I kinda dislike games that always make you save the world!
>>7. Can you tell me more about Merdalf?
There will be whole libraries in Keep HD!
>>8. Is the Archchancellor from Solomon's Boneyard alive during the event of Solomon's Keep?
No, it's a different once. Solomon and the college got into a generalized sniping war between Boneyard and Keep with a lot of casualties on Team Wizard. At some point the wizards kinda said, okay, we're going to take the high road and stop getting killed left and right, and some time later the most irritatingly bright students started being given the final exam of taking out Solomon Dark. So at the time of Solomon's Keep, there's a sort of stasis.
>>9. Is the paladin from Brothers of Stee... I mean Brothers of Infinite Light?
The paladin's back story:
In my youth, I sought out the Brotherhood of the Blinding Light. Long did I reflect in the house of the divine Glaring One. There I found my purpose... and my peace.
But the shadow of a sorceror fell across the land. Towns were burned, graves robbed, souls taken.
Our Lord commands forgiveness. But he also commands justice.
I will bring the Light into the Dark Lord's heart, one stab at a time.
>>10. Will the poor Claudicus, inventor of Ether Drain, be able to come out of the hole?
It is very doubtful we will ever see Claudicus again. It's theoretically possible that he's still alive.
>>11. What are the default names of paladin, necromancer, and rogue?
Paladin: Martin
Necromancer: Mort
Rogue: Archie
Now there will be.
Sorry it took me so long to reply... I'm sweating here racing against Apple's 32-bit graveyard. More info soon, SK is submitted for iOS and will be out on Android very soon, and working on Boneyard for both now.
I don't really want to make the rogue a drug addict! ;)
Also, Solomon really is a jerk. His personality is like that of the kid you play against online who is using cheats and hacks and then teabags you. If that's not a reason to invade someone's house and kill them, is there ever any reason?
And remember, one of the important core design decisions of Solomon's Keep is that there's little to no skill overlap-- i.e. there wouldn't be "Hiding" and then "More Better Hiding" and there wouldn't be "Dodge" and then later "Extreme Dodge." Each skill is supposed to create a niche and ecosystem of its own. So I can't flesh out a skill system like Diablo 2 did, with fireball->bigger fireball->way bigger fireball->totally awesome fireball.
AND, at the same time, I don't want to turn the rogue into a pseudo-mage with "fire arrow" and "magically dividing multiple shots" or "heat seeking missile arrows." Ultimately, the rogue should feel like a rogue. Like sneaky.
If you look at games with fleshed out archer skill sets like Titan Quest or Diablo 2, most of the skills they design for the archer are either outright mage skills, really boring/tedious, or filler. I am striving to find a way around that.
This is why the rogue class is the least developed.
But while you're right that traps, etc, is sort of like a "crappy necromancer," the necromancer is designed to stand behind his wall of servants and press forward aggressively. A trap strategy is a bit of an "advance, get everyone's attention, then retreat." Since SK is in rooms, trapping works better than with Boneyard, where it was one big open area and things would often trigger your traps without you ever seeing them.
2. Smoke Bomb
3. Repulsion Mine
9. Box full of surprise
See, now these are "objects." While other games go ahead and do this, it's an inconsistency I don't want to have in Keep-- it turns the rogue into a mage who magics up some smoke bombs/etc whenever he wants some.
Instead of hook shot, I have "ensnare" which throws a net over 1+ targets to immobilize them-- but it requires having a net in your inventory. Hook shot is a bit acrobatic, and this rogue is more sly cad than a ninja, to keep the Medieval England theme. Think Robin Hood rather than Bruce Lee.
A hook shot I somewhat dislike because it's functionally a limited teleport spell. But used as a weapon it would have a LOT of crossover with the paladin's charge spell (assuming you shoot through a group of enemies, then bust through them dealing damage as you reel in). So that's the kind of skill "crossover" I like to avoid. Plus it feels like, "I couldn't think of a real rogue-y skill, so here's hook shot."
I would be more interested in the keeping an archer character very focused on archery. But unlike melee weapons, there's not a lot of fancy stuff you can do with archery:
1. Finesse (simple damage + speed modifier)
2. Critical strikes (chance to do way big damage with each shot)
3. Dead Aim (hold down button to charge up/aim, walk slower, release for guaranteed big kaboom)
4. Close Combat (switch to a knife for knockback + effective damage at close range)
...but it's difficult to subclass these into modifiers (in the same way that you can modify magic missile with more missiles and potent missiles). An ideal setup would be that specializing in a specific skill group is more effective than just getting one point in every skill, but while I have been able to manage that so far with Paladin, Wizard and Necromancer, with rogue it's eluding me. And studying other games is no help! Like I said before they just tend to make every character a pseudo-mage.
Like, the temptation is there to say "fire arrows," or "poison arrows" etc, but those should properly be an item or magic effect on a weapon, and not an inherent skill.
"Goldlust" really shows me that you've got the spirit of things. I could definitely see making the rogue get a bonus when there's treasure to be had.