Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

AoD January update!

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
http://www.irontowerstudio.com/forum/index.php/topic,2419.0.html

One huge-ass change log.

- Implemented endings.
Will the endings be like in Fallout with consequences for each zone/hub?
Yes. Each town has its own endings (so you'll see them in the demo), plus the global endings for the world at the end of the game.

Towns have "state" endings, faction endings, and NPC endings. For example, it's a 5-page doc for Teron (the starting town).
 

likaq

Arcane
Joined
Dec 28, 2009
Messages
1,198
http://www.irontowerstudio.com/forum/index.php/topic,2419.0.html

One huge-ass change log.

- Implemented endings.
Will the endings be like in Fallout with consequences for each zone/hub?


full log:


We're still working on the game. Almost there, but not quite there yet. What's there to work on? I'm glad you asked.

The change-logs (aka a million and a one thing that can go wrong and should be fixed) for November, December and January.

Fixes:

- Now you can finish the mine quest properly if you kill everyone and get a chance to fix the machines.
- The mine quest doesn't start again and again after you finish it.
- Fixed the CS check against the mob leader in TG3 and changed the outcome.
- Linos goes back to his office after the praetor vignette.
- The mob members in TG3 now give SP when killed.
- Added bodycount reputation when killing in dialogue mode.
- Added the gems in Kaeso's side-quest in TG1.
- Fixed floating weapons in Kaeso's side-quest.
- Now people aren't be walking around at night in the goblet side-quest.
- The prospector's amulet icon added.
- Aziz goes back to the TG after the raider's camp fight.
- The game no longer crashes when the original speaker is killed or deleted in Dialogue.
- You can no longer move around all demo areas if you zoom out enough.
- Fixed the mandate checks in the merc camp in TG3, if you killed the mercs in TG2.
- Camera no longer ends up in strange places when TG fights start.
- Fixed the fight in the merc camp in TG3, if you killed the mercs in TG2.
- Now all male skin and faces are available and finished.
- The thief from shanty town now runs away properly.
- If you steal the tube and fail the lore check, you can now report to Dellar properly.
- Livia and the mercenary now give SP when killed.
- You can talk to the refugees again if you didn't pay the levy the first time.
- The gate guards look the correct way in all cases in TG1.
- Camera works fine after talking to Cado at the end of TG1.
- When you go to the postern with Iolus, the objects load properly.
- You can now fight the mob leader in TG3.
- The robbers are removed when you fight the mob leader in the wall ambush in TG3.
- The day/night state is kept when loading a savegame.
- You can't exit the thieves guild after coming from TG2 and before TG3.
- Made a lot of fixes to IG3, from camera positioning to adding a proper sequence for the interrogation path.
- Fixed a lot of typos and improved the dialogues.
- Fixed the auto "go-to-target" system.
- Fixed long-distance pathfinding (1/2)
- Fixed some issues with open doors that looked closed.
- Now you ask Gracius for money in the loremaster vignette.
- Fixed stall passability in the plaza.
- In IG1 it’s now clear that you go to rest and heal after getting your armor.
- Shorty no longer talks about giving you your new armor if he already did.
- In IG3 the option to escape with the documents now works properly.
- Fixed camera when talking to the centurion after IG2.
- Fixed bug with dialogue with Antidas after the mine/raiders and before HD2, if you couldn't handle the objective.
- Fixed the empty portrait in AG2.
- Fixed improper report of reputation in resolutions higher then 1024x768.
- Guards no longer tell you to go in when you are leaving the fort.
- Now the floating text is duplicated in the textbox correctly.
- Fixed barracks door, now it's a double door, as intended.
- Now you can't go through the columns.
- Fixed a problem with the mercs not appearing after fighting the guards in TG3.
- Now you can show the tower artefact to Cassius.
- Female characters now have all the corresponding skin and face textures.
- Now you are considered part of the IG when you join, and other characters will recognize that.
- Quest journal is now working.
- Fixed endless loop after fighting Esbenus at the mine.
- Fixed etiquette check with Antidas after passing Dellar tests.
- Fixed some holes in the wall behind the palace.
- Fixed issue with Aziz not going back to his place in MG1 if you signed the contract.
- Fixed camera when expelled from the MG in the third quest due to involvement with Cado.
- When Cado betrays you in MG3, the guards properly teleport inside the MG.
- When going to the tavern in the MG3 Cado betrayal, there is a proper camera, the thieves are gone and the guards attack you if you choose to fight.
- Schematics are no longer stored if you changed characters.
- Fixed a typo in the loremaster vignette in which you said you got 50 coins when you got 100.
- Now Cassius is next to Antidas when you find out he betrayed you.
- Fixed issue in TG1 in which you couldn't ask the guards about the IG mandate if your charisma was 5.
- Fixed journal issues in TG1 in which you got entries for things that you couldn't do yet.
- Body count reputation is now checked in Cassius quest.
- Critical strike against Cassius when you notice he is lying now works.
- AG2 quest now appears on the journal.
- Now killing Cassius clears the journal.
- You are now not wearing helmet in the disguise option in TG2.
- The guards summmoned in MG2 when you know about Carrinas plans now leave properly.
- You are teleported correctly in front of Shorty in MG2.
- Now you can't leave the barracks after MG2-IG2 and break the quest.
- Fixed problem with the body count option in Cassius quest not allowing the player to complete the quest.
- You can leave the gate area after the fight with the guards in TG3.
- Added the "jellyfish" artefact icon.
- Now there is a quest entry after IG1 and IG2, telling you to seek the Centurion for your next assigment.
- Completing IG3 now gives proper SP.
- Fixed lots of camera, teleporting and portraits in many dialogues.
- Fixed some logic issues when getting the Dellar test as part of Cassius betrayal.
- You are no longer stopped by Feng when you explore the back of his house after he fled Teron.
- Implemented endings.

Changes:

- Moved the towers to more interesting and logical locations.
- Added smelter and mantra knowledge from Sohrab in the mine quest, making changes to the lore checks.
- Now it's more clear than a night passes in the merchant vignette.
- Now kills through critical strike add a point to your CS skill.
- Added itemlists to Kleitos (TG fence) and Aemolas (refugees smith).
- Added the new inventory screen.
- Added the crafting system.
- Now the drifter gets a weapon according to his skills.
- Added a dagger to all starting backgrounds; a PC with focus on daggers gets a long dagger.
- Added a perception check to get the sphere to the assassin and mercenary vignettes.
- Lowered the perception check in Belios' house to 8.
- Changed the reward in the streetwise check with Gracius from money to a reference.
- Changed some NPC stats and skills.
- You are healed after TG2.
- Mercato is no longer in the tavern when you come back after TG2.
- Feng and Cassius can now inspect the jellyfish artifact.
- Made minor changes to some skill checks.
- The Centurion now gives you 1 SP when killed.
- You can now survive the trap in the mine with high enough HP, but the traps and perception check is harder.
- After the tower attack, if you are promoted to Decanus you get a steel armor.
- Added SP for completing the sidequests in a non-violent way.
- Some changes to the "kill Cassius" quest that better reflect the player choices.
- The blacksmith now sells item schematics for crafting.
- You can move around in the mob and gate areas in TG3.
- Added the lodestone item.
- Metal requirement is 20-35-50-65-80 in crafting.
- Balanced weapon requires 75 crafting.
- Crafting 50 required for using two slots.
- You can't fast travel from interiors.
- Gave better daggers to the thieves in TG3.
- Made the gate guards in TG3 slightly weaker.
- Made some small changes to persuading Antidas to kill Carrinas in MG2.
- Attacking the towers in MG2 is not a viable path to get the evidence.
- You can't leave the Barracks after attacking the towers in IG2.
- You can't talk about the map with Antidas from IG3. You need to visit him later about it.
- Lowered the perception check for forging the evidence in MG2.
- You can ask Feng about the ring after refusing it the first time.
- Added journal entries for Galbo's Ring quest.
- If Feng flees Teron, you can now access the back of his house.
- Removed the option to leave the AG after getting fooled in AG1.
- You now can prepare before AG1, after Neleos gives you the quest.

Improvements:

- Improved the look of the shanty town and the slums.
- If you leave the mine outpost before killing everyone, they will regroup and barricade the entrance.
- Added the "pickpocket" side story.
- Added the "refugees" side story.
- Added the "tower cellar" side story.
- Added the "shanty town" side story.
- Better transitions in Flavius quest.
- Better transitions in the goblet quest.
- The PC now walks to his objective when you click on it (doors, npcs) instead of being "too far away".
- Added fluff dialogue with TG members.
- Added a new skin type with Tattoos.
- Added the "merchant" side story.
- Added fluff dialogue with Zenon of the MG.
- Added a way to investigate Feng's house back room, and a reaction if you are found.
- Added the "preacher" side-story.
- Better camera for the storyteller.
- Added lots of filler NPCs.
- Made changes to the way grass is rendered, gaining around 5-10% increase in performance.
- Made some model optimization, increasing performance.
- Made improvements to the performance and look of the big columns.
- Objects look MUCH better when anisotropic filtering is on.
- Lots of performance and visual improvements to many objects in the game.
- Improved the look of the terrain.
- Changed the town map for Teron.
- Added a "non-violent" path for the quest to get rid of Cassius.
- Added a twist to the ring quest depending on past actions.
- Now the thieves have something to say at the tavern the night before TG3.
- Added some extra dialogue with Petras.
- Added some "backstories" to Feng, Mercato, Carrinas and Antidas.
- Added some extra dialogue with Linos after MG1.
- Now Mercato has a portrait.
- Added an extra streetwise path for completing MG1, so it doesn't only relies on the player having high persuasion.
- Expanded Aemolas dialogue

^ a LOT of work.

Anyway, we are about to start the final private beta testing round. The feedback, which will be shared with you, as usual, will determine when the demo will be released (probably as public beta).
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
qZqHS.png
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
- If you leave the mine outpost before killing everyone, they will regroup and barricade the entrance.

This is the kind of thing I want to see more in rpg's. If I go to the bandit fort/gnoll caves/goblin dungeon I absolutely loathe it when I can butcher half of the area and leave and return at my leisure to kill the remainder with them being seemingly oblivious to my rampage. This is probably the first time I actually see and rpg take this into account. Some serious salute to VD here. :salute:
 

Skittles

He ruins the fun.
Joined
Apr 20, 2011
Messages
983
Trash: This was done to some extent in the Co8 NC. Leaving the area to rest would prompt enemies to hole up in a cave and barricade the entrance, if I recall correctly.
 

hiver

Guest
I wonder is there a possibility to do something about that mine after such turn of events or it becomes just permanently completely closed?
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Seriously, this might be one of the best RPGs of all time! Don't screw it up guys! You have time, work as much on it as it is needed. I can't wait for the release. Is it thursday yet?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom