In Nox Archaist, the number of mobs in a battle is unrelated to the number of party members, so finding more party members has a bigger impact on a party’s ability to win battles. Similarity, I recall in Ultima V, a common strategy was to use a small party because more party members just increased the number of mobs in battle. I've seen some games address this by level-adjusting the mob encounters, but that takes away the dynamic of the player finding areas they aren't ready for yet which I think is a lot of fun as it creates tension while exploring. In Nox Archaist, the player will be able to use tactical combat for all battles if desired, or use quick combat to speed up low level mob battles. My personal view on it is that tactical combat in Nox Archaist is a lot of fun when the outcome of the battle is uncertain.but why go through the motions to kill mobs much lower level than you. But now it's out there, forever, and people can enjoy & make use of it, for years into the future.I'm really excited for the quick combat feature too! Thanks, ghibli99, for the link to the thread. The "nonunironic" youtube video above sorta sums it up: I get a laugh every time I watch it, because he's 100% right!! There were moments when I thought the game, and even the music, would never get finished. And he's in the game too!! Along with Lord British himself, and some other gaming royalty. Steve Wozniak even posted about it, on his twitter account. But they wrangled every last resource out of the Apple II hardware, to get features working. Looking at the graphics compared to modern hardware, people may not appreciate some things. Not only is it an amazing feat that the game was even finished/released, but the quality of work involved, from everybody, is top notch. It's remarkable when you think about it: who in their right mind develops a new game, in 2020, for the Apple II? which came out in 1977 & hasn't been in production for decades? It's brilliant!! and I'm glad to have been involved, musically and with some of the game itself. There is a "making of" book in the works for the game in general: so I'll try not to duplicate anything I submitted for that. Unfortunately I don't have a symphony orchestra in my basement.Īh, well.hmm. So I used real instruments as much as possible. I just tuned the thing up & improv'd over the gtr part. I wanted to play Nox Archaist, too, but the core doesnt support writing to disks either, so. Designed for both novice and experienced players, this digital download is packed with information. The coolest thing was using a real balalaika my mother brought back from Russia years ago, for the itinerant band playing in the tavern. And it took a pint of beer & many tries to get those high strings! It would have been easier to lock & quantize everything, honestly. I don't think I even ran a clock when I laid down the basic drums in track 1. Although I was working the Moog live while playing the chords. So the timing is probably sloppy, but I wanted it to breathe more than copy/pasted midi items.Įxcept for the sequencer driving the rhythm parts on "storm of Vazarath", which I recorded live while tweaking the various synths, and the arpeggiator on "song of the wisp". Just a note: I played all the parts on this whole project, manually. Hey, thanks!! I know you have high standards, so if it gets your approval that says a lot!! The single track is the stereo ( short ) version of track 1 "Nox Archaist Suite". It will also run on an Apple II emulator on modern computers.ĥ.1 audio is not supported by Bandcamp yet, so the actual download link is included as a "bonus item" once you purchase the single track. If you are into video games, it is quite an amazing project: Nox Archaist was written from scratch in assembly line, to run natively on an original Apple II computer, complete with floppy disks (!!). The stereo soundtrack mp3 files are included with the purchase of the game. As mentioned there is a LFE channel as well, but it's not absolutely necessary. It is designed for playback on four full range speakers: the classic quad setup. For maximum compatibility & ease of decoding, the file format is a 5.1 FLAC container, with a silent center channel. Meanwhile here is the discrete 4 channel mix, plus LFE channel to enhance FX. It may still happen in the future though. Initially I planned to get vinyl copies pressed, using Involve's matrix encoding process, but as there is a two year backlog for pressing plants right now that has been put on hold. So I remixed the whole thing into Quad from scratch, as a practical exercise in surround. Since it is an immersive, ambient soundtrack with lots of effects, I figured it would be a good candidate for surround treatment. This album was originally released in stereo a year ago.
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