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Open "C:\games\Lichdom - Battlemage\LichdomGame\Videos.pak" with 7zip (right-click, 7zip, open archive).
navigate to Libs\UI\Movies
Select AMDlogo.usm, Cryengine.usm, Splahlegal.usm and XaviantLogo.usm
Press button "delete".
Just a fair bit of warning that this can cause some corruption.
Thanks for the warning.
If you don't mind me asking, what's the deal with unskippable logos? Were you forced to make them unskippable? Or is this like some standard engine functionality stuff (which annoys the hell out of gamers worldwide, look it up) nobody bothered with so far?
Post edited March 20, 2015 by AlienMind
I can't say for sure. We have a massive list of lessons learned from this release. We're listening to community feedback and unskippable logos came out pretty high on the list. It's something we'll be taking a look at for our next project.
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Xav_Shohei: Just a fair bit of warning that this can cause some corruption.
Depending on your sigils it might even cause necromancy or delirium ;)
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Xav_Shohei: Just a fair bit of warning that this can cause some corruption.
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DoctorGOGgles: Depending on your sigils it might even cause necromancy or delirium ;)
Ba dum tsh
I've been playing the game without the logo clips for a while. Aside a small pink dot appearing in the top left corner of the first loading screen and a tree going fullbright for a fraction of a second in the title screen (wtf?!), nothing is corrupted in my experience.
I am keeping a backup of the original package in case something goes wrong, but so far I've had no reason to restore it. I think it's reasonably safe to remove the clips.

Great game, by the way. I like the challenge, and the way it encourages you to be creative with magic loadouts and battle tactics. Keep it up, Xaviant!
Yes, GREAT experience. At the hunting lodge boss I was like "WTF AM I PLAYING DARK SOULS".. but then I put the crafting system to use for something which works, and it WORKED.
If there is anything you can improve it's the the Crafting Menu in easy mode. It should be more about directly telling the slot about what modifier (=augment=effect) you want to use and what pattern (=nature=shape), and the system automatically makes a spell by auto-upgrading the shit required for making the spell for this.
Also, the information that the "NOVA" slot can not be triggered directly by a key, but depends on what shield you have and how it's actually triggered. (e.g. If strategic shield and block press when enemy hits you, or If tactical shield and keeping dodge depressed until beam cursor appears and release), could REALLY use a step by step interactive tutorial.
In fact, cut all the video-tutorials and replace them by a real tutorial.
Well, I continued until the statue with fireballs boss led by the twins and came to the conclusion this game sucks. Between normal-difficulty game segments, when the boss battles appear, they seem like "well, you gotta mess with the tedious crafting system now, our you'll die a lot". Why not bind 1-9 keys to be able to select all different elements, and have just all 9 different effect-deliverypattern combinations bindable? (effect=destruction,control,mastery x deliverypattern=aoe,targeted,ray,homing (i do not cound lob as extra)).
This way, you are not constrained to a boss battle you have to lose, because you have the wrong skillset applied, and also can try different stuff with, again, not having the TEDIOUS crafting system involved.
The enemies are way too bullet-spongy, I find myself just running through them without bothering with them, so the next level segment is revealed. This also sucks for immersion.
Post edited April 06, 2015 by AlienMind
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AlienMind: [...] The enemies are way too bullet-spongy, I find myself just running through them without bothering with them, so the next level segment is revealed. This also sucks for immersion.
Pardon me interfering, but my enemies die too quickly. If they don't I'm using the wrong sigils and I have to create new ones.

The winning formular (most of the time) is:

Apply a Mastery effect.
Mark them with a Control effect
and overkill the enemies with a Critically Charged direct damage destruction spell.

Example:

Kinetic Mastery AOE Spell roots them in place. (I prefer the Pool variant)
Ice Control Spell (Ray) Freezes them solid.
A fully charged Kinetic Destruction Spells delivers the killing blow.

Use any other combinations to your liking.
Post edited April 12, 2015 by Khadgar42
A shooter in which you have to level up your weapons is not a good idea.
ESPECIALLY if that leveling part is a incomprehensive tedious clusterfuck. In fact, I would throw out the whole UI and replace it with a 8 by 5 table in which you can select your loadout of 9 spells (which would be bound at keys 1-9, duh) at leisure.
Combine that with numerous design flaws like audio-log you can't listen to while walking and bad storytelling/pacing (i.e. "why should I care"), and you have a recipe for disaster. I mean, for fucks sake, you have to hold down a button for half a second to take something up or just shoot normally. It's a game aimed for casuals but instead is a chore to play. I feel bad for the environmental artists because underneath all that bullshit, the majority of work went into something looking really great.
I'm relieved I'm not alone. Shane dumped the game in the middle of his PROMO-stream on GOG's own channel. That takes commitment right there.
If it works for you, more power to you. "It sucks" should really be interpreted as "I really don't like the game". I'm sorry, but I'm quite emotional at games.
Post edited April 24, 2015 by AlienMind