Knock on the Coffin Lid cover
Knock on the Coffin Lid screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

Knock on the Coffin Lid

KOTCL Dev Diaries: Walking with Monsters, Summary

Knock, knock, travelers!

[p] [/p][p]While I’ve been keeping the diaries going, we’ve covered quite a distance across the expanses of Midian—traveling not only through space, but through time as well. Today we’ll have sort of a compilation of that journey. For some reason,I feel like looking back on it.[/p][p][/p][p][/p]

Journey Through Time

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/0e93c35094724e2131392cd1bfd7b1c6ad6d8c58.gif"][/p][p]First we ran through the chronology of Midian, starting from the creation of the world and going all the way up to the events of KOTCL. And quite a lot happened there: the First Agreement, the primeval period; the Age of Champions, which nearly led to the end of the world and was resolved by the New Agreement. Do you remember? (If you’ve forgotten, it might be time to reread previous entries.)[/p][p align="justify"]Then we peeked into the future and saw the sprouting of the Shoots and their rise, and made it all the way to the Ninth Era, which I refused to tell you about, because it hides the main secret and the meaning behind the creation of Midian. A mystery must remain a mystery forever (or at least until the end).[/p][p][/p][p] [/p]

Journey Through Space

[p][/p][p]Having returned to the events of KOTCL, we walked through all the locations of Midian that are mentioned in the game and are part of the lore, but do not lie along the path of the heroes. I’m not the best of guides. I didn’t stick to a clear route, and led you through various biomes randomly, willy-nilly, and higgledy-piggledy. Well, now I’m going to try to fix that and systematise things a bit.[/p][p align="justify"]Let’s fly over Midian from north to south.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/06f8dc829b8493ecf4f0c711dc66bf77f1863d61.jpg"][TAG-40] [/p]

Thundering Mountain

[p][/p][p]In the far north, the Thundering Mountain looms above the Frontier. We sneaked inside to see the daily life of dwarves and learn more about the life of the cave trolls.
[/p][p align="justify"]The foothills of the Thundering Mountain is coloured purple by the Heathlands. We didn’t go there because the dwarves had destroyed the local settlement and driven away its inhabitants, leaving only ashes. There’s nothing to do there, alas.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/33ed7e9e8b928ff54c3fcd28cffb43762de332b0.png"][/p][p] [/p]

Western Coast

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/1029ecc1ceaaf97a662a32c7f16430cec60a8bc7.png"][/p][p]Setting out to the west of the Frontier, we came to the coast of the world ocean, which no one has managed to cross yet. There, along the coast, lie a bunch of islands and bays taken over by pirates.[/p][p][/p][p align="justify"]Pirate brigs sail along the shore, attack and board trading vessels, trying at the same time to avoid the imperial frigates that try to sink all the pirate ships. To no avail, however.[/p][p][/p][p align="justify"]We visited the local “capital”, for which I haven’t come up with a name yet, we’ll call it Tortuga for now. There you can buy a ship and hire a crew of your liking: humans, orcs, berserker dwarves, elves. I wouldn’t be surprised if I saw a cave troll in one of the local taverns.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/23fff9749c1eca01cd45a817f66f9a2e3d1ec15a.gif"][/p][p] [/p]

Sunny City

[p][/p][p]To the south of the Frontier, the unforgettable Sunny City is nestled deep in the woods… Wait a minute! We haven’t been there! Ha-ha, how could I have forgotten about that? See how useful systematising is? Would you like to learn more about the elven capital?[/p][p] [/p]

Eastern Khaganate

[p]Walking east from the Crimson Steppes, we went deep into the endless lands of the Eastern Khaganate, where unimaginable hosts of orcs fight in an eternal battle among themselves. Let them have their fun (just make sure not to give them the Guiding Star).[/p][p][/p][p align="justify"]We never reached the eastern borders of the Khaganate, they are too far and too dangerous (and not recorded in the lore). But there’s definitely something out there.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/2d33e381c1697116c0995d3aad10e4569a9cdf78.gif"][/p][p] [/p]

Monastery of the Firebrothers

[p][/p][p]On our way to the Empire, we stumbled upon a monastery of the Fire Brotherhood and got a chance to learn more about their ideology and way of life.[/p][p align="justify"]At the same time, we explored the monastery’s surroundings and saw what life is like for ordinary people living under the watch of uncompromising and rather foolish fanatics (whom I like very much, by the way).[/p][p][/p][p] [/p]

Empire Without an Emperor

[p][/p][p]To reach the Empire, one has to pass through the Northern Gate and cross the Northern Ridge Pass. Along the way—let me remind you—there’s another monastery of the firebrothers, guarding the entrance to a cave inhabited by an unknown chthonic monster that suspiciously resembles the Divine Mite. But beyond that, we know nothing.[/p][p][/p][p align="justify"]The Empire was the final destination of our journey. We wandered through it for a while, studying local customs and ways of life, and made it to its heart, New Agreement.[/p][p]

New Agreement

[p][p]A strange name for a city, isn’t it? But that’s what I decided on. The place has been best described by Vanadis in her autobiography. I recommend giving it a read. She spent a significant part of her life there.[p]

Borders of the Empire

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/fd3227502bff2cbcf393561a4b12959f3263aa17.png"][TAG-160][p]There’s no need to go over this part, since the borders of the Empire were fully described in the previous diary entry.[p align="justify"]So, that leaves only the Sunny City?[p][p align="justify"]I remember you wanted us to compile the entire journey into a single text, turn it into a wiki-style guide, or even publish a book with illustrations. Since our journey through Midian is nearing its end, it’s the perfect time to think about that. [p][p align="justify"]And we will think about it; don’t wander off far!

Bundle with Deck of Haunts

You wanted a game with Russian language support in the bundle — here it is.

[p][/p][p]As always: dark, atmospheric, roguelike, and deck-building — we don’t keep any others, we’re like that ourselves.[/p][p]And it’s original, too. Ever wanted to play as a haunted house? Interesting how you’re going to associate yourself with the main character when the main character is… a house. Ha-ha, pretty funny, right? It reminded me a little of the good old Dungeon Keeper, though few people remember it now.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/24de745c17373b85516a63837763e4b9bae3055e.jpg"][/p][p][/p][p]By the way, expect a new diary entry with the results of our journey through the back alleys of Midian. Coming very soon![/p]

KOTCL Dev Diaries: Return to Midian

NEWS?

[p][/p][p]We’re working on three projects at the same time:[/p][p align="justify"]1) the director’s cut of KOTCL[/p][p align="justify"]2) a script for the new game set in Midian. This second one is only my job for now because I’m your script-writer and because I have time left for it. The script is very intricate and complicated; I’ve never taken on such a task before.[/p][p align="justify"]3) a project I’m not allowed to talk about, but it’s about Midian as well.[/p][p][/p][p align="justify"]The time for building up anticipation hasn’t come yet, so please don’t wait for new announcements any time soon. Just know that we  are working on our game universe. But today, let’s continue our stroll across Midian.[/p][p]
[/p]

Borders of the Empire

[p][/p][p]Exploring the continent, we’ve reached the boundaries of the Empire, beyond which nothing has been outlined yet. We’re gradually approaching the visible limits of Midian. Beyond them, there must be lots of interesting and unknown things, but that has nothing to do with Knock on the Coffin Lid, so I haven’t developed those regions, leaving room for imagination, mine and yours. If we ever need to, we’ll do it.[/p][p align="justify"]Alright, let’s talk borders. You know more than enough about the northern border of the Empire, but what is there in the south, the east, and the west?[/p][p][/p][p] [/p]

Coast

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/fa69d9382d5a910474c73aa11f913c401c3aded0.gif"][/p][p]In the west, the Empire meets the ocean shore. No one has ever crossed said ocean; and even if someone has tried, they haven’t been able to return.[/p][p align="justify"]Imperial trading ships sail along the coast, running around the whole continent and—you’d never guess it—trading. Accordingly, the west of the Empire is the port area.[/p][p align="justify"]There have to be other continents on the other side of the ocean. There’s probably a continent of the gods and a continent of the demons out there. I haven’t decided on that yet. It would be neat to have them live not in some supernatural other worlds, but simply on other continents, although that’s a daring idea, isn’t it? We’ll live and we’ll see.[/p][p][/p][p][/p]

Desert

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/e395cfc68e7e765d09711614ed4e0364d74fd55c.png"][TAG-60][/p][p]This is the eastern border. The Empire won’t expand there because there’s nothing to do in the desert with its sands, dunes, lethal heat and cacti.[/p][p align="justify"]Yet, it’s from the desert that caravans arrive to the Empire, bringing with them exotic goods that are in high demand. Sometimes they bring things that don’t even have names.[/p][p align="justify"]After selling all their goods and buying local stuff, the caravans depart for places unknown. So there is something there.[/p][p][/p][p][/p]

Jungles

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/340e688927badd3abd246f212fc077e6cfc553a5.jpg"][/p][p]To the south of the Empire lie impenetrable tropical forests, filled with extremely hostile flora and fauna. It’s best not to get too close. Lumberjacks there face all sorts of Venus-humantraps, bloodsucking sticky willies, and other carnivorous flora, while hunters are met with resistance from saber-toothed rabbits and flesh-eating moles.[p align="justify"]Everything tries to kill and eat you in those jungles, and where the flora and fauna fail, diseases take care of you. The swamp fever and the steppe plague don’t compare to the tropical depression and the jungle rot.[p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/e401d598c1c49dae38dedfef44b6548a30e6f349.gif"][p][p]The empire’s borders are marked very firmly by nature itself, so that it doesn’t expand to continental proportions, otherwise it would be boring. There’s definitely something beyond these borders.[p] [p]

Conclusion?

[p][TAG-103][p]So, I’ve told you everything that’s been developed in our game universe so far. I think it’s time to draw some interim conclusions and outline the prospects. I think I’ll get down to that in the next diary entry. Don’t miss it![TAG-105]

A bundle with Decktamer

Another dose of chthonic weirdness.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/bdccc710c1fb3c2f47c1e91f8edb1012f78c97fb.jpg"][/p][p][/p][p]Our new bundle is somewhat similar to the previous ones — once again, it’s all about cards and atmosphere — but we’re trying to collaborate with more original projects. If you don’t like deckbuilders and roguelikes, then why are you reading this? And if you do, take a look at Decktamer and this bundle.[/p]

KOTCL Dev Diaries: Diving deeper into narrative design.

Knock, knock, travellers!

[p][/p][p align="justify"]As I promised, today we’ll be venturing into the tangled jungle of game development.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/8fbbeff9da8089628bd1f5d73f7fcf7874583d7e.png"][TAG-10][/p][p]Last time, I talked about the exotic and rarely understood profession of the narrative game designer—myself being a scriptwriter, ha-ha! [/p][p align="justify"]Yes, I’m not a narrative designer but a humble scriptwriter, although after spending half my life in the game industry, I’ve learned so much about the ways of the wise that I could just as easily work as a narrative designer. Still, my biggest priority is texts, and I don’t always have time for narrative design duties (and there’s plenty of work there).[/p][p][/p][p align="justify"]If you want to understand the difference between a scriptwriter and a narrative designer, just read the previous diary entry. In this one, we’ll figure out what exactly narrative game designers do and what kinds of problems they run into.[/p][p][/p][p align="justify"]By the way! There are narrative designers among our readers. I personally know two —but there well may be more. I hope they’ll chime in in the comments and tell me whether I have a good grasp of what they do. And maybe they’ll even share a couple of tips for the future, hmm?[/p][p] [/p]

Let’s Go

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/9d8abf090c687e59b87f64f3c3adeead9c82d4ef.png"][/p][p]Do you respect professionalism? I do. Professionals know best how to do their job. I’d never tell an artist that they’re drawing the wrong way, and I’d never tell a sound designer that they’re doing the sound wrong. And if I told a game designer that their mechanic needs to be reworked, they’d tell me to stick my criticism where the sun doesn't shine. And just try telling a scriptwriter (I.e. me) that my script is bad—I’ll launch into a lecture in response, and it might even be interesting.[/p][p][/p][p align="justify"]Everyone in game design wants to do their job well and knows how to do it. Everyone is a professional in their field, and the narrative designer is sometimes perceived as an obstacle: listen, buddy, you don’t understand anything about this, and I know exactly how it should be done. It sounds fair in theory, but if narrative designers didn’t interfere in other people’s work, they wouldn’t be able to do their own.[/p][p align="justify"][/p][p align="justify"]Their job boils down to making sure that every element of the game is narrative. They take care of the presentation so that everything tells the same story in sync. And for that purpose, they bother absolutely everyone in the process. How do you avoid conflicts in that situation?[/p][p]
[/p]

References

[p]Here’s a great idea: provide more references, explain what you want in as much detail as possible. For many experienced people, that actually makes things easier—just tell me what you need, and I’ll make it perfect.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/d6560ab9962a894db927fb4453733a1ea58f2981.jpg"][/p][p][/p][p]But sometimes that’s not enough.[/p][p][/p][p]Sometimes a narrative designer has to partner up with other team members, guiding them almost manually.
That won’t work with artists—they can’t bear it when someone is standing behind their shoulder. (Hey, artists, I’m right, aren’t I?).
But with others it works fine, even helps them. It definitely helps the scriptwriter! When a narrative designer works in tandem with me, the result is simply—chef’s kiss. But it doesn’t always work out and you can’t avoid conflicts. Especially when it comes to game design.[/p][p] [/p]

Conflicts with Game Design

[p][/p][p]If game designers have come up with a really cool gameplay mechanic, maybe the narrative designer shouldn’t interfere. Or should they? We all came here to play great games, not to listen to great stories. We play because we want to play. If you tell us an awesome story while we’re at it, that’s fantastic! But gameplay comes first.[/p][p][p align="justify"]The problem (for the narrative designer) is that game mechanics can sometimes be counter-narrative. They interfere with storytelling. What do you do about that?[p][p align="justify"]You don’t have to look far for an example: a card-based combat system is counter-narrative. How do you explain to a player immersed in a believable game world that all the battles in it are actually a card game? You don’t. If you try, you might only make it worse. Or maybe not?[p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/de37f598462e63e9bce5715afcc7264db003a190.jpg"][TAG-90]

Game Conventions

[p]If a game mechanic can’t really be explained, it can easily be turned into a convention. Fortunately, game conventions were invented long before video games. We all understand and accept them.[p]Chess is one big game convention, a pure abstraction of warfare.
 Card games are the same. Although wait… There’s Magic: The Gathering, a card game—but that one does have a narrative. When I play Magic, I step into a crafted universe with different worlds and the inhabitants of those worlds. A small illustration, a bit of text—presto! A road to adventure is stretched out before you. That’s narrative game design, babe.[TAG-103][p][TAG-105]

A bundle with Roots Devour

Check out the stylish bundle with Roots Devour

[p][/p][p]If I were making a game about a divine mite, it would probably look a lot like Roots Devour: an incredibly dense atmosphere, a deliberately muted color palette (as if you’re seeing the world through non-human eyes), chthonic artwork, and meditative music. Gameplay from another reality, absolute gloom everywhere. And of course—cards.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/8074904707dffbc71ee666e6cbe16dbbbf0d45de.jpg"][TAG-10][/p][p]And we’ll do our best to keep delighting you with new themed bundles — we already have a couple of interesting ideas lined up.[/p]

KOTCL Dev Diaries: narrative design

Knock, knock!

[p]Today I’d like to take a little break from KOTCL and from Midian to talk about game development in general and game design in particular. But not just game design—narrative game design.[/p][p][/p]

So What Kind of Beast Is It?

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/2d31a1b1d22c3a50e56fb6668200494046372ff4.gif"][/p][p]Don’t change the channel—it’s going to get interesting here! A narrative game designer is the most exotic profession in the gaming industry. Sometimes even those who are directly involved in game-building (not to mention everyone else) have only a very general and quite incomplete understanding of what narrative game design actually is.[/p][p align="justify"]You don’t have to look far for an example: I was hired at Redboon as a scriptwriter, but it was also “assumed” that I would take on the functions of a narrative designer. The quotation marks are there because no one really understood what that meant at the time.[/p][p][/p][p] [/p]

If Only We Knew What It Was—But  We Didn’t Know What It Was

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/6244003d42ca8103060b2931a78a41dccbdb7166.png"][TAG-30]Everything is understood through comparison. The best way to explain what a narrative designer is, is by comparing them to a scriptwriter.[/p][p][/p][p align="justify"]Everyone knows what a scriptwriter does. They write scripts—for games, or plays, or films. It would seem that’s all you need. But actors can’t perform from a script alone; they need a stage director. A narrative game designer is exactly that—the stage director of game development, in a nutshell.[/p][p]
[/p]

In a Bit More Detail

[p][/p][p]In an ideal game, absolutely everything should serve the narrative, not just the text. The visuals, the sound, the gameplay—everything should be telling a story. A beautiful image can’t be beautiful just for the sake of it; an interesting event can’t be interesting just because; a punchy sound can’t be punchy for no reason.[/p][p][/p]

Brief Digression

[p]Recently I went to the theater and watched a pantomime. The actors told an amazing story without a single word. Of course, they obviously had a script written in words. But the director and actors didn’t need speech to express everything the writer wanted to say. Because they had plenty of other expressive tools at their disposal.[/p][p align="justify"]But back to video games. We have far more expressive tools at our disposal.[/p][p][/p][p][/p]

Shooters

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/df60190a8d7389394862eafaceba62a0790b747c.png"][/p][p]The most important thing in a shooter is the feel of the weapon in your hands. If you can feel its weight, that’s great work by the animator. If you can feel the recoil and it noticeably affects gameplay, that’s great work by the game designer. If it booms like a real gun, that’s great work by the sound designer.[/p][p]
If the weapon feels like a plastic toy, it means the narrative designer didn’t do their job well. The feel of the weapon in your hands is narrative game design—because in a shooter, it’s the guns that tell the story.[/p][p][/p][p][/p]

Fighting Games

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/64f06b569ad3c72555d59ec000c4e24bf42a8f92.png"][/p][p]In fighting games, the most important thing is the feel of the hits. In a good fighter, if you land a weak punch, you should feel that it’s weak. If you get hit properly, it should feel as if sparks seem to fly from your eyes. This task isn’t solved by simply reducing the life bar; it’s narrative game design.[/p][p][/p][p][/p]

RPGs

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/01f7162b5dc7cff2325b488b7e973e4515e4611e.gif"][TAG-106][/p][p]In RPGs, we grind and level up to become stronger. To keep leveling up further and longer, we need to feel our progress and our superiority. Can that be conveyed through numbers?[/p][p]
Well, theoretically yes — if you make big numbers bold and red. But we have significantly more expressive tools than that. And that, too, is narrative game design.[/p][p] [/p]

Knock on the Coffin Lid

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/23fff9749c1eca01cd45a817f66f9a2e3d1ec15a.gif"][/p][p]Cool events with interesting choices and outcomes are worth nothing if they don’t tell a story. They have to be narrative.[/p][p align="justify"]Take any event as an example. What does it tell you?[/p][p align="justify"]I say let’s have a look at the Mite’s Bride event. It tells you that the locals sacrifice their pretty virgin girls to some unknown chthonic creature they want to become related to. Clearly not the best place to live (though to each their own).[/p][p align="justify"]Or take the Healing Potion event. The goblins are such sweethearts, they’re brewing a potion to heal everyone… brewing it from human blood. What is this place?[/p][p align="justify"]And here are more goblins, these ones brewing a growth elixir from orc fat. Well, okay, goblins are good at making potions—I got that. But what comes next?[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/7d462a2f7a13e25aeba1375355fc2260c769a618.gif"] [p]What comes next is that I really understand what kind of world this is, that is if the narrative game designer has done their job well.[p]

These Are Just Examples

[p][p]From these examples, one might prematurely conclude that a narrative game designer is a king and god who has the last say in everything related to development of a certain game.[p align="justify"]If you’re Hideo Kojima, that may indeed be the case. But if you’re not Hideo Kojima, conflicts are inevitable—with the scriptwriter, the art director, the sound designer, the game designers, the testers, the players, and even your best friend’s older sister.[p][p align="justify"]Let’s talk about all these conflicts and ways to resolve them next time.[p]
See you soon, travelers.

KOTCL Dev Diaries: New Agreement, pt2. The Undercity

Knock-knock, travelers! You read the previous diary log, right?

[p] [/p][p]Last time I talked about the above-ground part of New Agreement. Today it’s the under-ground part’s turn. It’s going to be fun and dark.[/p][p] [/p]

A City Under a City

[p][/p][p]Just to remind you—New Agreement is a huge city built by the gods. There’s another city, built by the demons, under that one. Which one of them would you choose to live?[/p][p][/p][p align="justify"]If you’re not a goblin, you probably wouldn’t want to live your whole life underground. But the undercity gives you a chance to live a second life. Sounds intriguing, doesn’t it?[/p][p align="justify"]Above the ground you can be a pious, wealthy resident of New Agreement. But going down below the ground level, you may immediately turn into a serial killer, a death servant, a demon worshipper, or even something much worse.[/p][p align="justify"]Do you like that possibility? I hope not.[/p][p]
[img src="https://clan.akamai.steamstatic.com/images/36881171/4bf1ffa3c9760a6805e404d73086fc1e91c63888.png"][/p][p]The underground New Agreement is a devious design made by demons to encourage and enable the dark side of your nature. At any moment you can step out of your usual life and down into the otherworld, where you will be most welcome.[/p][p][/p]
  • [p]Forbidden goods? Yes.[/p]
  • [p]Forbidden pleasures? Yes.[/p]
  • [p]Mortal danger? Why yes, sure![/p][p][/p]
[p]The underground New Agreement is a city inside out. If you run into your neighbour from above, think twice before shaking their hand. There’s a chance that they’ll carve out your heart and run away into the darkness, laughing wildly, to make an offering to an idol of a millennia-old centipede. After that they’ll go back up to continue their normal life—unlike you.[/p][p align="justify"]“Do you know where your neighbour is?”[/p][p align="justify"]“I don’t know, I haven’t seen him for a couple days.”[/p][p align="justify"]“I’ve come by for the second day, and he’s not home.”[/p][p align="justify"]“Do you need to see him? You can leave him a note, and I’ll pass it on when he returns.”[/p][p align="justify"]“Just tell him Simon is looking for him.”[/p][p align="justify"]“I’ll make sure to tell him.”[/p][p align="justify"]“Thanks!”[/p][p align="justify"]“No need to thank me.”[/p][p]
[/p][p]The goldiest and wealthiest citizens don’t go down without guards. A couple of strapping bodyguard orcs will substantially increase your chances of survival… unless, of course, your bodyguards decide to decrease your chance of survival themselves. [/p][p align="justify"]Hold on! Why in Midian would you go there in the first place?[/p][p][/p]

Death Idol

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/7032e466301e12628e00227407cfed6859beb2ca.gif"][/p][p]It is there. And if you have decided to serve the Mistress, then on first day of fall, you will have to arrange a slaughter in her honor. On their way to the Death Idol, acolytes massacre everyone they encounter — including each other.[/p][p]The dungeons of the New Agreement are perfectly suited for this kind of event.[/p][p][/p][p][/p]

Bandits

[p]Gangs find it convenient to hide and move underground, although they are somewhat afraid of the other inhabitants of the undercity. Bandits are the most harmless and friendly creatures you can meet there — with one exception.[/p][p]The curious ones.[/p][p]Like you.[/p][p][/p][p][/p]

The Curious

[p][/p][p]Sometimes the inhabitants of the New Agreement descend into the underground simply out of curiosity. Then they return and tell their friends how unusual and exciting it was.[/p][p]If they return.[/p][p][/p]

Goblins

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/e304687c2840b6292269dac908d7581863a9bf2d.gif"][/p][p]If you are, indeed, a goblin, make yourself at home. There’s even a whole city of goblins under New Agreement—a city within a city beneath a city. Welcome, but if you’re not a goblin, you might get eaten.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/70b217e10f84aeafb8bf81e36108148fd8736191.gif"][TAG-120][/p][p] [/p]

Demon Worshippers

[p][/p]

[img src="https://clan.akamai.steamstatic.com/images/36881171/f0eea7bf2584d56b396fd2634234f9571a8d3bf7.gif"][TAG-130]

[p]There are as many of them as you like—of every kind. They’re ordinary citizens you pass by every day above the ground. Don’t go into the undercity if you don’t want to find that out for yourself.[/p][p][p]

Firebrother Monastery

[p][p]Unexpectedly — but yes, it is there. Although, why “unexpectedly”? The Fire Brothers prefer to settle close to all kinds of unclean creatures, so it’s more convenient to destroy them. You don’t even have to go far: servants of death, demon worshippers, bandits, maniacs — all right here.[p]The Brothers are a ray of light in this dark kingdom, but don’t be too quick to rejoice if you happen to meet them there. First, you’ll have to answer a few uncomfortable questions, the first of which is: What exactly are you doing here? And before you answer, think carefully.[p][p]

Entering and Exiting

[p][p]It’s impossible to guard or control all the entrances and exits to the undercity because there are simply too many. One of the entrances could be right in your cellar. You can board up the door, and no one will get out, but you won’t be able to get in either.
[p]The New Agreement is an entire world you could talk about for a long time. Who do you think rules it?[p][p]

KOTCL Dev Diaries: The New Agreement

Knock-knock, travelers!

[p][/p][p]Today’s diary is a themed one, dedicated entirely to the New Agreement. I’d like to tell you more about this most epic and significant location of Midian. But first, a small poll.[/p][p][/p][p align="justify"]Some of our users had their DLC disappear, and we fixed that bug, or so we thought, but isolated complaints keep coming in. We have to assess the scale of the problem. For that, we’ll need as many players as possible whose DLC keeps disappearing, strange as that may sound. If you’re having this issue, please write about it in the comments. If you had this issue before but no longer do, please don’t give in to laziness and leave a comment as well. Thanks in advance, and let’s go.[/p][p]
[/p]

The New Agreement is a Big Deal

[p][img src="https://clan.akamai.steamstatic.com/images/36881171/2c547652edde4e3276f5b9b0f573498213c363f5.png"][/p][p]If you’re familiar with the chronology of Midian and/or have read Vanadis’ autobiography, you already have a general idea of the New Agreement, but that’s just the tip of the iceberg. Now let’s dive deeper; it’s worth it.[/p][p] [/p][p][/p]

The Beginning

[p][/p][p]When the first agreement was broken, the gods and the demons nearly clashed in an apocalyptic battle, but managed to come to a compromise. Their new agreement isn’t written on paper—it’s carved in stone. Together they built a city whose walls are inscribed with the texts of the new agreement. It’s much more reliable that way![/p][p align="justify"]Naturally, all the texts are in an ancient language that a few remember poorly and no one remembers well.[/p][p]
[/p]

The New Agreement Is a City

[p][/p][p]So, the New Agreement is a city of incredible size; mortals could never have created anything like it. The aboveground part was built by the gods. They raised the tallest buildings and the broadest avenues from monolithic stone, enclosing them with impregnable city walls. The underground part was built by the demons—they didn’t waste time on trifles either and made an entire city beneath the city. The walls of the underground city are also covered with the words of the new agreement. There’s a legend that the texts above ground and below differ slightly, but no one has managed to confirm or refute that.[/p][p][/p][p align="justify"]Anyone can settle in the New Agreement, but throughout its existence, it’s never been fully populated because there’s a catch. [/p][p][/p][p align="justify"]If you want to live in the center or near the city gates, you’ll have to pay a hefty sum. Meanwhile, houses on the outskirts, by the dead-end city wall, are empty and cost nothing. That sounds tempting—until you meet the neighbors.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/1da25fb839f67524a861d61f7abbd00fe5a31e6d.jpg"][/p]

The Neighbors

[p][/p][p]The center of the New Agreement is, without exaggeration, the quintessence of life in Midian—but you won’t be let in unless your collar is white enough.[/p][p][/p][p align="justify"]All the imperial nobility have set up their residences there to enjoy life to the fullest. All the best goods and services flow there and are sold at exorbitant prices—any whim if you’re ready to pay.
[/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/e658c6be6e29f9f5295d61746250fc5d5b6a3c10.gif"][/p][p][/p]

The Periphery

[p][/p][p]Around the center are the finest craftsmen of every trade: tailors, blacksmiths, armorers, furniture makers, cooks—anyone you can think of. If the highest-quality goods and services are sold somewhere, and you know how to make or provide them, it makes sense to live close to your clients. That’s only logical, right?[/p][p][/p][p align="justify"]Sounds pretty boring, doesn’t it? Craftsmen dream of their own little piece of happiness too, so the artisan districts are full of bars and brothels. And we’re gradually moving toward the outskirts.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/844a82971e8de89ce2cb18e432ac1dfe2e0b28e9.gif"][/p][p][p]

The Outskirts

[p][TAG-101][p]That’s where workpeople and bandits live. The closer to the center, the more workers. The farther out, the more bandits. Have you changed your mind about settling in the New Agreement, yet?[TAG-103][p align="justify"]Meanwhile, the gods and the demons only chuckle as they watch from somewhere up there. I’ve deliberately laid it on thick to mentally prepare you for the story of the underground part of the New Agreement, which was built by the demons. It’ll be more fun down there.[TAG-105][p][TAG-107][p align="justify"]I think many of you have already guessed that in creating this city I was influenced by Necromunda. But honestly, my main source of inspiration was 19th-century Paris.[TAG-109][p]

KOTCL Dev Diaries: an absolutely ordinary entry.

Knock, knock, travelers!

[p][/p][p]Today, for a change, we’ll have an absolutely ordinary journal entry. Let’s start with feedback.[/p][p][/p]

Feedback

[p][/p][p]Apparently you want to learn more about what we’re up to right now. I’ll tell you everything I can, which is not much, for reasons you’ll see below. But all in due course.[/p][p align="justify"]First, let’s see what we’ve got on Bjorn’s re-balance—things that are finished and not yet finished.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/98b5874cf2e382eb7c23a4537d6376504ba64f0c.png"][TAG-20][/p][p]What’s finished:[/p]
  • [p align="justify"]New core gameplay[/p]
  • [p align="justify"]Class perks re-worked according to the new core gameplay[/p]
[p align="justify"]What needs to be finished:[/p]
  • [p align="justify"]Starting cards[/p]
  • [p align="justify"]Starting items[/p]
  • [p align="justify"]Class items[/p]
  • [p align="justify"]Class cards[/p]
  • [p align="justify"]Common items for Bjorn[/p]
  • [p align="justify"]Common cards for Bjorn[/p]
  • [p align="justify"]Common consumables for Bjorn[/p]
  • [p align="justify"]The Lunar Druid set[/p]
  • [p align="justify"]Re-working/elimination of controversial mechanics (scarring, ferocious cards, etc.)[/p]
[p]I’ve been flat-out refused any timeline, as there are higher-priority tasks. Long story short: it will be done when it’s done.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/6a3d39fb916b2d1faf3dfa71a961cff189fc139f.gif"][/p][p]As for the “higher-priority tasks”, I’d REALLY love to tell you at least a few things, but I’ve been told not to, and that’s probably the right call. We’ll make the right announcement at the right moment, and that moment hasn’t arrived yet.[/p][p align="justify"]As for the new game’s script, I don’t want to say anything more myself—no way! I’m trying to fill it with as many surprises and plot twists as possible.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/28a3ad04ec030e089b3ae0abcace63fbd4ce2cf6.png"][/p][p]But I can tell you more about the firebrothers. In the last diary I already explained what usually goes on inside a monastery. Today I’m going to focus on what happens outside.[p]

Outside the Monastery

[p][TAG-103][p]Monasteries are usually built near settlements, but even if one is constructed in a remote area, laypeople start settling nearby for one simple reason—safety. The Brothers of Fire won’t let their neighbours come to any harm. You’ve got to admit that that reality is nice—although the firebrothers can’t be called perfect neighbours. They do have their shortcomings. [TAG-105][p align="justify"]Let’s imagine that you’ve moved in near a monastery. What should you expect?[TAG-107][p][TAG-109]
  • [p align="justify"]A tithe. Brothers of Fire aren’t used to a life of luxury, so they won’t rip you off, but if they need something, you better hand it over.
  • [p align="justify"]You’re being watched, very closely. You’ll have to lead a pious life, lest you end up in a bonfire yourself. However, this won’t be a problem if you already behave properly and aren’t planning to change your ways after moving in.
  • [p align="justify"]Preachers. Fire zealots are wandering around the area, spreading the Brotherhood’s ideals among their neighbors. Even if it’s not to your liking, you can’t kick them out for obvious reasons. So don’t be surprised when your adolescent son decides to become a novice.[p]
[p](Just so you understand: fire zealots are not considered firebrothers, but they preach the ideals of the brotherhood because they’re on the same side.)[p] [p]Sometimes a monastery is built near some object that needs to be watched over. This can be some artefact or a place, something unknown and potentially dangerous. Ideally it’s best to burn the object just in case, but if it doesn’t burn, then it must be kept under guard.[p][img src="https://clan.akamai.steamstatic.com/images/36881171/9f7a5ee117057577a3e38d40a5c27a8f32229d25.png"][p]Since we’re looking at an example of an average monastery, let’s say it guards a portal. No one knows how to destroy the portal, no one knows how to open it, no one knows where it leads. The fire brothers will make sure that nobody gets close to this portal or learns of its existence.[p][p][img src="https://clan.akamai.steamstatic.com/images/36881171/7d357ea1ca158094de1f56796368b9a24fc4375d.jpg"] [p]It would seem that everything’s under control, so what could go wrong?