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Demise: Rise of the Ku'tan expansion to be released tomorrow

Yeesh

Magister
Joined
Nov 10, 2006
Messages
2,876
Location
your future if you're not careful...
What about that whole you-have-to-keep-your-spellcaster-in-the-front-slot-to-blast-effectively thing?

And has there been a speed-up to swings on the active character? It always bugged me that the other party members swung at a reasonable rate, but the active member paused took so long, which was particularly noticeable if he had a lot of swings. I mean, considering how many rounds of combat there are in a session, this really adds up.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
I guess I signed up for this years ago. Downloading now. This game might be too masochistic for me now a days though. It takes so much time/effort to level up in this game. They should increase level pinning to like 10, or remove it entirely. I hate that about this game, always have.

Interesting :thumbsup:
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
On a side note, I launched an MP server. Not sure how long it will last, but if you get the game running, drop by, you can't miss it. Supports up to 16 players, so should be more than enough.

General Differences:
Ascension ( the major Demise expansion from Decklin's Domain ) has completed Alpha testing, is now in BETA and is scheduled for release 4th Quarter 2010. It doubles the dungeon area and will include at least the following bug fixes and enhancements ...

Multiplayer:

Large library file Items and Monsters not viewable - bug fixed
STOP Statement encountered during chat in DirectX full dungeon - bug fixed
Game crash OOM errors - fixed
Server enhancements

Multiplayer and Single Player:

Character item storage increased to 60 from 40
Total available cash and remaining slots left status display in Store, Confinement, Bank and Tavern
Fractional cash in Bank - bug fixed
Miscellaneous information panel displays more text, so less is 'missing' from larger descriptions

Over 300 minor bug and dungeon layout fixes plus game code changes - 600 items 600 monsters.
Ascension expansion to 90 x 90 x 35 - 9 new Quests.

Decklin
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
OwnedsomeSlaves.jpg


They asked me to save them. What better way to do that then to release them? lol

Edit: Screw imageshack!
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Elwro said:
You're so mean :-(


So, I gather the expansion areas aren't available from the beginning?

They are, but you need levitate or you plummet to your death. I found that out the hard way. I think it's on the first floor. There's a window you look out of that is a secret door. At least, that's what I've found so far. Plus, there are new items, monsters, the pace of combat was increased some, etc.

:thumbsup:
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Deathfindsusall.jpg


While I was uploading the images, everything respawned behind me! Damn. Let's just say, I didn't make it.

Dizamn.jpg
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Holy shit! Took me forever to find this. Here is the barracks(Journeyman's key - artisan quest):

Barracks.jpg
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,747
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Damn, seeing those screens I'm getting the urge to play it. Thankfully I guess there's no way Decklin will process a purchase soon so I'll wait until he sorts out the preorder ("old purchaser") business first...
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Skeletony is getting his copy working too. If you email Decklin, he will most likely email you a cdkey and a link to download it.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
I have bested the Slave Driver!

Finishedquest.jpg


Now I must save our women from Norn rapists! Those bastards. I will rape their dead corpses and eat the baby meat they were obviously making!

Secondquest.jpg



If it hadn't taken so damn long to find that Journeyman's key, I would probably be close to lvl 40 by now. Damn! Thanks to a fellow player(Helium), I was able to find it, the only location on floor 2 I hadn't found. Hopefully the wind catches the sail and I can let my wings sore to lvl 100!

DragonFang.jpg


Some day I will wield you my friend. Only need 160+ more levels, and you will become mine!

:thumbsup:
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
This game is like crack if you like grid-based dungeon crawlers. Massive dungeon. I'm surprised it isn't talked about here more; it's one of the best games of its type. I haven't played it in a long ass time, but it's nice to get back into it again. The new music is surprisingly great, too.

I just wish there was a way to make the window larger-- it takes up about 1/4 of my screen, which is kind of a strain on the eyes. It's too bad hardly anyone is playing online, but I guess that will change when Ascension is more widely available.
 

Xi

Arcane
Joined
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Messages
6,101
Location
Twilight Zone
Here's the release information system, if anyone is interested in understanding the game and the changes/additions with ascension:

http://www.decklinsdemise.com/help/HTML/findex.htm

Here are the release notes:

As planned, Ascension is built on the complete original game of Demise, released most recently in 2004. Since that time, there have been numerous additions, enhancements, changes, and bug fixes to the system -- this page provides a brief summary of them.

Dungeon Enhancements/Changes

* The dungeon's explorable area is more than twice the size of Demise (including 32+ dungeon levels)! Some new areas "open up" only after certain storyline goals are attained.
* New features include guild-specific areas, regions where companions are not allowed, doors that require keys, monsters that require items, areas that require an escort, flowing rivers, etc.
* Dozens of new items, including over 50 new weapons (total items now greater than 600)!
* Major weapon rebalancing. Some of your old favorites are not available so soon (like Murdering Blade and Cross of Domination), and some of your least favorites are now dramatically stronger.
* Dozens of new monsters.
* Major monster difficulty rebalancing, with primary focus on dungeon levels 25 and beyond.
* Dungeon repopulation rate is now faster in Single Player games.
* Many monster generation improvements, including enhancements to many monster "groupings". In addition, ALL monsters can now be found in the dungeon (either by normal pop, lair, or guardian trap)...no more "advertised" monsters which are never seen.
* Rotators now spin both ways (randomly).
* Over thirty minutes of new music, some available in only "special" areas of the dungeon.

Game Play Enhancements/Changes

* Substantial guild and race rebalancing, with new race-guild combinations allowed and revised race and guild attributes/abilities. 98% of characters will not be humans in Ascension (like they were in Demise)!
* Extended storyline with several new, creative, and difficult quests.
* Meaningful "attack" spell rebalancing, resulting in more useful and efficient mid-level spells.
* Improvement to the guild penalty calculation, with more careful consideration of the differing abilities and attributes of the various guilds.
* Reduction in gold required for guild levelling at higher levels.
* Item recovery possibility from thieving monsters who are killed before they escape. Previously players could only recover stolen gold.
* Increase in number of item slots for characters from 40 to 60.
* Melee swing speed (the small delay between weapon swings while fighting) is now faster, allowing players to move through long melee encounters more quickly.
* Multiple spell-casting companions may now cast in the same round of combat.

Character Creation and City Enhancements/Changes

* New Character Importer allows your existing characters to be imported from valid Demise installations, including the Demo, Artifact Entertainment, and Pharoah Productions versions of Demise.
* Character Importer also supports "import" of Ascension characters between Single Player and Multi Player environments, in either direction.
* Store, Confinement, and Tavern areas now show player's "Gold in Bank" for quick reference.
* Bounty board maximum increased from 30 to 60 bounties.
* New Tavern Keeper may actually serve some nice, refreshing beverages from time to time, and will occasionally buy and sell items.

Multi Player Enhancements/Changes

* Dungeon repopulation rate is now configurable on the server.
* Improved monster generation performance on server startup.
* Improved interface for character display (showing player items and statistics).
* Server Admin broadcasts can now be made to all users or a single user.

General System Enhancements/Changes

* Platform support for Windows 7 (32-bit and 64-bit), Windows Vista (32-bit and 64-bit), Windows Server 2003, and Windows XP.
* Installer no longer dependent on Microsoft .NET framework.
* Removed Polish language support...sorry!

Bug Fix Highlights

* Slot 1 spellcaster bug fixed (finally)!
* High-end spellcasters (like Lord of Wizardry) now casting, where they weren't in Demise.
* Portal closing stats boost error no longer occurs.
* Guardian traps now spring true guardians...and they should never be peaced!
* Reformatted Item Info Pane now allows all guilds and item descriptions to be visible.
* Guild "quest masters" now assign quests much more sensibly (and deeply!).
* Printed electrocution damage now taking player electrical resistance into account.
* Duplicate monsters (i.e. different monsters with same name) removed or renamed (e.g. Giant Slug, Brigand).
* Duplicate ring names removed. Now CSL rings are named differently than fixed spell level rings.
* Previously, no way to obtain new guild crest (if old one lost) for level 999 character. Now there is...but you'll have to figure out how!
* "Protection" ability from items now works (previously only Protection from cast spells worked).
* Morkal Restoration spell power increased to advertised value.
* Misspelling of "Dispell" fixed in lots of places.
* Negative X and Y offsets are now checked when teleporting or displacing.
* Incorrect "plural" for many monsters fixed.
* Mana generators and fountains now believed to be working throughout dungeon.
* Monsters which can breathe fire or cold previously always breathed fire. Now they may breathe either.
* Column 1 of automap can now be annotated.
* Lead Murderer is now a "she" (as always described), but still kicks butt!
* Chest trap difficulty was always based on dungeon level. Now based on monster level.
* Underwater "breath bar" moved up in window so that all monster groups are now visible.
* Multi Player library file "read" errors fixed
* Character File no longer "bloats" over time.
* No fractional cash in bank.
* Fixed problem in Single Player where carried dead body could get "lost" when carrier left party.
* When flying, no longer can add party member on ground below party.
* No longer get error deleting character (when character was guildmaster).
* A million other bugs fixed...most which had been introduced during the development of Ascension.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
They added some DX11 tessellation to the tip of the dagger. It really brings out added detail, almost like having more polygons, but with less performance overhead!

I'm guessing it's a windows 98SE MS-Paint version at that! :salute:

However, being stabbed by that would hurt like a motherfucker!
 

ecliptic

Liturgist
Joined
Feb 11, 2003
Messages
915
I know it's not a big deal in the grand scheme of things... but the original artwork wasn't bad. It really looks like they just opened the bitmap for a pre-existing weapon, kept the hilt, then hand drew white pixels on top of it. Terrible. Makes me wonder what the new monsters look like, haha.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
ecliptic said:
I know it's not a big deal in the grand scheme of things... but the original artwork wasn't bad. It really looks like they just opened the bitmap for a pre-existing weapon, kept the hilt, then hand drew white pixels on top of it. Terrible. Makes me wonder what the new monsters look like, haha.

Think of a man named prosper and it will all make sense! No, jk. The newer monsters are mostly texture repaints. However, it's not really a game that is played for the graphics. I would play the game in fullscreen map mode if I could locate chests, see what monsters were in the room, and use the chat feature. Hopefully they will update some of the UI features. I know Decklin still has some ambitious work planned. I think the expansion was to make the game less buggy, more stable, and add in some new content. It does all that pretty well now too.

:love:
 

SkeleTony

Augur
Joined
Aug 17, 2006
Messages
938
Yeah I will be trying multi-player a bit later. I just took my brand new level 1 ogre Artisan down past a few slaves and was killed by two tiny wolves. Need to get familiar with the game more.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Artisan is good for low equipment level requirements. Honestly, it's a good way to power lvl quickly. Also, import your SP char over to MP when you are ready. :D

Edit:

Paladin.jpg


I started a new character too. My race, Giant, on my Artisan(51) was simply too limited for MP. He works in SP do to having multiple chars. In MP though, you only get one, and he cannot join any of the magic guilds. From my talks with other players, once I hit dungeon level 10, that would have become a real problem! So, I made a Sorc(1)/Paladin(15) (Good) Gnome!

Already digging the heals! Plus, every level and they cast stronger at lest of an MP cost. Gotta love it! I must have died 30 times before I hit lvl 10! Doh! Even lost 1 point of constitution(Mother fucker!). However, I found a few tomes to fix that, so no worries.

:thumbsup:


I think your ogre will fair a little bit better than my giant as an artisan.

Races.jpg

RaceStats.jpg
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,747
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
My newly created Artisan found one of the entrances to the expansion content.



...they found his body after a month.



God, this game is addictive as hell.
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Elwro said:
My newly created Artisan found one of the entrances to the expansion content.

...they found his body after a month.


God, this game is addictive as hell.

A lot of the expansion stuff is still a mystery too. In fact, closing the portal, which ends the original demise quest comes at a massive loss of HP, and some kind of server wide debuff. Basically, no one wants to do it, lol! I'm sure it will happen eventually, and of course, I won't be ready for a while yet.

Got my Artisan to 51, and parked him for a bit. Currently have a Paladin(31)/Sorcerer(4)/Explorer(10) in the works. It certainly doesn't hurt to start multi-classing early, keeping your best guild for HP gain highest until 30.

You in Multi or Single?
:D
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,747
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Still Single. My job situation here in Holland doesn't allow me to play for a long time each day... and the stats of my character kinda suck. I remembered to have Int and Wis at at least 10, but they're still at this level and I haven't found any tomes yet. Maybe I'll start a new char.

Got also an Emergency Giant (tm) going for rescue missions. And I have to start training other characters for different roles, too :D

It's funny; when you start playing the game, it looks only a little more spohisticated than Progress Quest: you enter the dungeon and exit when it becomes too dangerous. But soon the complexity comes in :D
 

Xi

Arcane
Joined
Jan 28, 2006
Messages
6,101
Location
Twilight Zone
Elwro said:
Still Single. My job situation here in Holland doesn't allow me to play for a long time each day... and the stats of my character kinda suck. I remembered to have Int and Wis at at least 10, but they're still at this level and I haven't found any tomes yet. Maybe I'll start a new char.

Got also an Emergency Giant (tm) going for rescue missions. And I have to start training other characters for different roles, too :D

It's funny; when you start playing the game, it looks only a little more spohisticated than Progress Quest: you enter the dungeon and exit when it becomes too dangerous. But soon the complexity comes in :D

Single player 4 man parties seems pretty epic late game too. With good gear, you'd be doing like 20-30 swings per turn, lol! I've heard that you can make ultimate single class(per char) groups in SP too. 1 fighters, 1 healer, 1 thief, 1 caster. So you don't have to multiguild as much, which makes leveling a bit faster. Also, there's officially front and back rows now by right clicking character portraits and using the options. You can hide your weak mage in the back.

The drop rates seem to be increased this time around. I've found a boat load of tomes. Once you can stay in the dungeon for a while, it gets much easier to find em. Early level is in/out every couple of mins heh.

:salute:
 

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