Sometimes a main quest, as good as it might be, gets delayed, moved to the back burner by a side quest. And sometimes a side quest, intriguing as it is, gets sidelined by some personal goal or task. In my case, just about everything in Kingdom Come: Deliverance has been put on hold until I get my damn boots back.
This game stole my boots. Early in the story, I'm told to get some sleep by another character, who also tells me to remove my muddy boots before getting into bed. I happily comply. I don't know how deep the simulation is in KCD yet: for all I know, if I sleep in my boots the bed could legitimately become muddy, and this character might be annoyed with me for not following his instructions. I aim to please, so I take them off.
As it turns out, I'm the annoyed one, because in the morning I awaken to discover that my boots are gone. They're not in my inventory, they're not in small room where I took them off: they've simply vanished. This obedient, uneducated peasant I'm playing is now even more of of a humble nobody because I don't even own a pair of shoes. Events in the game lead me out of the castle before I can find another pair, and every time I look down at my bare feet as I travel, I grow a bit more annoyed. This game stole my boots, and I want them back.
The task is: get boots.
It's not long until I encounter a bandit. I've been considering the idea of attempting to talk my way out of dangerous situations in Kingdom Come rather than fighting: it can be a fun way to play RPGs, and at times more rewarding than simply going for your sword. And while this bandit might be a good candidate to flex my verbal wits upon, I can't help but notice that he, unlike myself, is wearing boots.
Long story short: a moment later he's on the ground, dead, and my plan to talk my way through this game is gone in an instant. That's how my fragile my personal convictions and how my moral code can turn on a dime. He has boots, I want boots, so he dies.
Turns out, though, the bandit doesn't actually have boots but rather "footwraps and soles." Footwraps? That basically sounds like just winding a strip of cloth around your feet and pretending they're shoes. Can you imagine how unsatisfying that would feel to walk in? Constantly unraveling, all lumpy and uneven—and I'm even more annoyed now that I've killed a man for his boots only to find he's wearing dirty ribbons on his feet.
Please include my feet in your prayer.
A bit later, after some non boot-related parts of the story unfold, I once again awaken with nothing on my feet. This time it turns out someone has considerately stored my footwraps in a chest for me, but it's yet another reminder that this game seems to have a penchant for making me barefoot against my wishes.
Luckily, a simple quest a little while later provides me with a choice opportunity: while sneaking through a house looking for something, I spot the resident sitting at a table, eating. On his feet: boots. Two boots, which is the precise number of boots I do not have and would like to have. I choke him unconscious, take his boots, leave him with my footwraps, and split. Finally! Now I can get on with Henry's actual story.
Except, no. Kingdom Come isn't done with me yet. The moment I return to town, I hear panicked screams and see villagers running everywhere, yelling that someone has been attacked. I rush over and discover a woman lying dead, face-down in a river. The guards haven't responded, no one is around, and I don't see her attacker. Naturally, a lifetime spent playing games has taught me that when you find a dead body, you take everything it's got. Just when I've hunched over to loot, however, a guard suddenly materializes in the space next to me and accusing me of stealing the dead woman's belongings.
I pay him off so I won't get arrested, but he insists on searching me and recovering any other stolen items I have. I have two: one of them is a boot, and the other is also a boot. Dammit, I'm bootless again. And I don't even have the footwraps, since I considerately left them in the possession of the man I brutally choked unconscious in his own home. No good deed goes unpunished, I guess.
Why not just buy some boots? Never! This game stole my boots, and I'm determined to steal them back. And for the next few hours, that's what I try to do. I sneak around the castle looking to steal someone's boots, but first the game won't let me render Sir Divish unconscious while he's alone praying (lame), and then I miss a ladder, fall through a trap door, and injure both feet. Technically, the game says I've injured both legs, but the icons shown on my screen are of two bare feet, so in addition to looking down at my actual bare feet I get to look at these other two bare feet. Plus I have to bandage them, which is basically like putting on footwraps again! I'm now quite honestly enraged.
Outside, while wandering around on aching feet, I see a baker yelling that he's been robbed, so I chase the thief, sensing an opportunity. It's a long, slow chase, since my sprint meter keeps emptying and I have to slow down to refill it. Luckily, the thief is having the same problem, so a couple of minutes later, deep in the woods, I'm finally able to tackle him. He's poor, poorer than me, and explains that he only stole some bread because he was starving. My dialogue options include telling him that he deserves to die, which seems harsh, so I simply take the stolen bread from him (which, frankly, also seems harsh, but less harsh than killing him). I take the bread, planning to choke him and take his boots (harsh too, but fair). Unfortunately, the moment our dialogue ends, the baker himself arrives, having followed the pursuit all this way. By the time I've returned the bread to the baker and finished talking to him, the thief has vanished.
Oh, well. I just choke the shit out of the baker instead, the moment his back is turned. He has boots, great! His boots, however, are in extremely poor condition, perhaps from the extended run through the woods we just undertook. I leave him unconscious in the middle of the woods (I take the bread back, too), wondering why bad things keep happening to me.
I just found him lying bootless like that, officer, I swear.
As I'm strolling back to town in my crappy, stolen, damaged boots, I see a guard walking down a path with no one else around. I know it's risky, but I guess I'm still annoyed at having my first pair of stolen boots stolen from me, and so I have little faith or trust in authority at this point. I choke the guard out and dump him behind a wagon in a secluded part of town, and take his boots. I feel whole again. For roughly one second. I swear, I swear there was no one else around but another guard is suddenly inches from me, in my face, accusing me of a crime.
After paying him off and handing over both my new guard boots and the rotten baker boots (and the stolen and re-stolen bread), I leave town entirely, wandering the roads and wilds barefoot in a dark mood, hoping to find some traveling boot salesman so I can choke him out and steal every last boot he's got. While on the road I discover the body of a murdered nun. It's an upsetting scene to come across because she's not wearing boots and finding a corpse with boots on would really help me out right now. Naturally, I still poke around in her belongings, which is the cue for someone to instantly arrive and ask what the hell I'm doing. Even worse, this guy accuses me of murdering her.
Henry pondering the mystery of 'should I kill this guy for his boots?'
This is an interesting situation, being accused of murder by the person who, for all I know, might be the actual murderer. What do you do? Talk your way out of it? Try to solve the murder? Accuse him? Flee? Impatiently hammer through the dialogue options because you've already decided to kill this man for his boots? There are really no wrong answers. That's what makes RPGs so great.
So, yeah, he's dead now too. Was he the killer? Only one person knows for sure, and she's a dead nun. Am I a killer? Only one person knows for sure, and I just killed him. I'm not hanging around to see if anyone else shows up: these boots were made for walkin', and that's just what I'll do.
Kingdom Come: Deliverance has had a busy week. In just six days, we've had Andy's review, Jarred's performance analysis, Tom's refreshing tales of unimportant dorks, a collection of its weirdest bugs and glitches, and words from Warhorse on what's set to improve in the immediate future.
With the latter in mind, we already know the developer is working on better lockpicking and is mulling a 'save on quit' option—however it's now outlined the behind-the-scenes process of patching the medieval role-player, and its plans for update 1.3.
"There clearly seems to be some confusion about various patch versions, for which we are very sorry, so let us explain it a little bit," says Warhorse on the KCD subreddit. "When we finish any patch we can’t just upload it and send it to you immediately. There is a certification phase in which platform holders check whether the patch is stable. This process takes various amounts of time on different platforms. This is the reason why the patches are released at different times."
"However, they check not only stability but also platform-specific requirements, for example, whether the controllers are named correctly, whether you can change user mid-gameplay etc. If we fail any of these platform-specific requirements, we have to upload a correction just for that specific platform. This is the reason why we are releasing a different number of patches on each platform."
Warhorse then provides an overview of Kingdom Come's patches to date, before turning its attention to what's next in update 1.3. While not guaranteed, the developer hopes to add the following in due course:
Warhorse also notes that a hotfix is in the works (v1.2.5), which will focus exclusively on bugs. Check out the developer's post in full here.
As the charting games on Steam once more congeal into a single amorphous lump, quickly dive in to catch the last appearance of Subnautica, and probably Slay The Spire too. Next week it’ll just be GTA: Counter-Strike – Witcher Battlegrounds. (more…)
I can't stop playing open-world RPG Kingdom Come: Deliverance, but its not without its eccentricities. Archery is one area that players have been calling for improvement and, predictably, modders have answered. There's already mods that will make your arrows fly faster and add a reticle while aiming your bow, as well as a simple way to remove the immersion-breaking air trails from any arrows you fire.
You can add a reticle via console commands, as Christopher wrote in the week, but if you want to go down the mod route instead then this is the one you want. The mod is compatible with Unintrusive Reticle, another mod aimed at making the default crosshair less obvious while you're wandering around Bohemia, which I think is a good idea.
Arrows fly pretty slowly in the game, and this Faster Arrows mod will speed them up. And if you want to remove the trail of lines that follows the arrows as they travel through the air, then follow the instructions here.
If you're interested in modding Kingdom Come: Deliverance (I reckon I'm going to hold off until I've exhausted the vanilla game), then it's worth keeping an eye on the game's Nexus Mods page, where new files are popping up every day. If you want to make the game look prettier, for example, this reshade mod should do the trick without impacting performance too much.
You can also simplify the save system, remove the fog of war from the map, make lockpicking easier and force merchants to carry more money.
Kingdom Come: Deliverance took PC gaming by storm this week, scoring high in our review and generating hilarious stories along the way. A quick search informs it first caught our eye way back in December 2012—therefore it's nice to see the medieval role-player reach its potential several years on.
With this in mind, Warhorse Studios' Tobias Stolz-Zwilling joins Zoe on the PC Gamer Weekender 2018 livestream to talk managing expectations, exceeding them, and the challenges posed by crafting the game's realistic world.
Warning: Tobi has a fantastic moustache.
Warhorse Studios, maker of Kingdom Come: Deliverance, recently said it's listening to player feedback about the medieval RPG's save system and lockpicking minigame, and may be making some changes to both. In the meantime, as always, modders are on the case. One mod has already appeared to let players save the game whenever they want, and now there's a mod called Sectorial Lockpicking that makes picking locks a bit easier.
In KCD's lockpicking minigame, the lock is represented by a circle, sort of like a wheel. Your pick is represented by a round cursor that you move around inside the wheel to find the sweet spot, which turns your cursor yellow. Then, you turn the wheel, and as it rotates, you need to keep your cursor hovering over that invisible sweet spot. Some players are finding this a bit difficult to manage, especially when using a controller instead of a mouse. Hence the player feedback and Warhorse looking for ways to make the minigame better.
In the meantime, here's what the Sectorial Lockpicking mod does. As you can see in the image above, it divides the lock up into segments—sort of adding spokes to the wheel. This acts as a visual aid: instead of just trying to mentally picture where the sweet spot is while you turn the wheel, you can keep your eye on the segment the sweet spot is in. I've tried it a few times and it does make the minigame a bit easier without completely breaking the experience. It just gives you an added visual clue as to where to keep your cursor.
This is purely a visual mod: the added spokes aren't physical or anything, they're just an element to help guide your aim with your cursor. As for the red symbols between the spokes, they're just there for a little decoration. There's a version of the mod that includes just the spokes, and no symbols, if you prefer.
You can download Sectorial Lockpicking at Nexus Mods. Extract the file, drop it in your Kingdom Come data folder, and you're done. To uninstall, just delete the file from the data folder.
The PC Gamer Weekender enters day two at the Olympia in London! But if you can't make it, settle in with our livestream featuring some amazing guests, hosted by GamesRadar's Zoe Delahunty-Light. We'll have a great mix of live playthroughs, new footage and Q&As.Fancy that? Come to our official Twitch channel from 13.00 GMT to see a huge array of guests.
Note that this might be subject to change, but here's the PC Gamer Weekender 2018 complete two-day schedule (footage from yesterday's presentations can be found in this direction):
13:00. Fade to Silence13:30. Project X14:00. The DRG Initiative14:30. Two Point Hospital15:00. LG Gaming—Ahead of the Curve15:30. Kingdom Come: Deliverance16:00. Rend16:30. Total War Saga: Thrones of Britannia17:00. PC Building Simulator17:30. Final Fantasy XV Windows Edition
13:00. Surviving Mars13:30. Biomutant14:00. SpellForce 314:30. Frozen Synapse 215:00. Warhammer: Vermintide 215:30. Cobalt WASD16:00. PQube Indie Showcase #116:30. PQube Indie Showcase #217:00. Phoenix Point Tactical Battle Preview
Kingdom Come: Deliverance is a great role-playing game, but only if you’re willing to put up with its messiness. A result of its ambitious systems spilling over and a fresh-faced studio trying to plug the leaks, there are strange, surprising, and somewhat charming bugs everywhere. Between bows that fire swords and guards that can superkick you from any distance, there’s clearly plenty of cleaning up left for Warhorse Studios, but until then, we’ll gif and share and laugh until they’re gone. Here’s a few of our favorite mishaps so far.
Be warned, there might be some early game spoilers (and body horror) beyond this point.
Early in the game you're trying to escape from a castle. I tried the direct approach—just sort of walking out—and a guard nabbed me and returned me to my room. Which then trapped me in a glitch-loop, as another guard appeared in my room, captured me (despite the fact I wasn't trying to do anything but sleep), and then after he hover-walked over my bed, continued to repeatedly capture me, forever, until I finally had to manually quit the game. — Chris Livingston
The Dragon Ball Z anime has been running for nearly a millennium now, evidenced by this guard superfan’s dedication to the source material.
Source: Reddit
I’m no expert when it comes to swinging around sharp objects, but I know showmanship when I see it. While my Henry is stuck with a molasses arm, this guy has a built in blender function. Will Henry blend? Yes. He’s a soft one.
Source: Reddit
Prove to me it never happened. I want to see some sources. I’ll wait.
Source: Reddit
Miller Peshek has a case of the Mondays in this candid photo, but all that milling can make a medieval man mad.
KCD has naturally drawn comparisons to Bethesda's open world RPG Oblivion, and here's another: this guard's voice completely changes in the middle of a conversation, something that used to happen in Oblivion from time to time. Maybe it's just a hobby for this guard to try out different voices, or maybe he's got a split personality, but most likely it's just proof that the spirit of Oblivion is alive and well. — Chris Livingston
Source: Reddit
I’m surprised Henry’s speech skill didn’t go soaring after he did when initiating this conversation. Then again, maybe spontaneously transporting to and falling from the sky was a colloquial greeting.
While exploring I came across a couple guards who clearly don't have any issues with personal space. My only question is, do they require two paychecks or just one? —Chris Livingston
Source: Reddit
It might look like this flying potion doesn’t require any ingredients, but what you can’t see is the player actively thinking a happy thought. Peter Pan and all that.
An AI bug or advanced AI at work? Maybe this man is actively ignoring the player choking out his bud so as not to draw attention to himself. The code is practicing self-preservation, gaining sentience and we’re sitting on our butts writing flavor text for short clips of funny ‘glitches’. We’re doomed. (Gotta get paid though.)
Source: Reddit
I’d be feeling a bit trapped, too. After all that time fiddling with layering shit armor who can blame Henry for wanting a breather and longer limbs.