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Game News Age of Decadence October Update

VentilatorOfDoom

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Tags: Age of Decadence; Iron Tower Studios; Vault Dweller

Just with the start of November Vince D. Weller posted the October development update for The Age of Decadence on the Irontower Studio's forums. Snippet on shields:
So, if you recall from the previous update, we changed the shields’ mechanics and added DR to allow some damage to go through. It worked well for approximately 15 min until the combat-savvy testers realized what it means – you always hit, either for full or partial damage. They started brewing berserker potions (bonus to damage, penalty to accuracy – you put more power into your attacks, but you don’t aim) and using power attacks to do massive damage. Who cares if your THC is 10%? You will still hit the shield and no DR will be able block all that raw damage.

To fix it, we changed the passive effect from “chance to counter-attack” to “chance to block all damage” and added a modifier to take the attacker’s THC into consideration: 75-THC.

If your passive chance is 30%, and your attacker's THC is 90, then your chance to block completely is 30 + (75-90) = 30-15=15%.

If the attacker THC is 25, then your chance to block is 30+(75-25)=80%.

We’ve also disabled special effects as hitting a shield isn't the same as hitting a person behind the shield, which put an end to aimed attack: torso exploit. If you aimed at the torso but hit the shield, you didn’t the torso, so DR remains the same.

It works well now, we tweaked DR values and the testers seem to be happy with the balance.
 

Smashing Axe

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Divinity: Original Sin
Does that mean you could combine dodge and shield now for a greater defensive effect?
 
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Why not? It's common place enough in actual fencing.

It would be nice if we could actively choose between the two. Remember my recent rant about combat options. You can still do it, VD. Add two options for Dodge and Block to the attack list. So when you choose either and finish your turn, the remaining AP will go towards your Dodge or Block chance as a bonus. I don't remember how the differences between the two worked in the demo, though. In the demo, if your character had equal levels of Block and Dodge, which would he try to do and based on what? And what advantages either would bring once you successfully dodged or blocked an attack?

Counter-attacks could also work in a similar way. Choose from menu. AP is added as a bonus.

For more flavour, you could even choose target for dodge/block/counter-attack so the bonuses go towards only your target when dealing with multiple enemies. And to make it even more tactical, when surrounded by multiple enemies and you prepare to d/b/ca one enemy, you might receive slight penalties to d/b/ca against other enemies during AI's turn. This might provoke more tactical use of APs.

Vault Dweller
 

Vault Dweller

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It would be nice if we could actively choose between the two. Remember my recent rant about combat options. You can still do it, VD. Add two options for Dodge and Block to the attack list. So when you choose either and finish your turn, the remaining AP will go towards your Dodge or Block chance as a bonus. I don't remember how the differences between the two worked in the demo, though. In the demo, if your character had equal levels of Block and Dodge, which would he try to do and based on what? And what advantages either would bring once you successfully dodged or blocked an attack?

Counter-attacks could also work in a similar way. Choose from menu. AP is added as a bonus.
It's a good idea but it would require a much more complex system than what we have.
 

Mother Russia

Andhaira
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Codex 2013
Have you added Katana's yet?

What about martial arts? Dude, it's not difficult: Just add skills like flying kick, chop, fist, and takedown.
 

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