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Game News Age of Decadence December Update

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Age of Decadence; Iron Tower Studios; Vault Dweller

Vault Dweller was too busy to give us an Age of Decadence update last month, and this month's update is pretty brief too. But it was for a good cause, because this month's update reveals that the game's beta release is due in less than a month from now, on January 19th. And apparently that's a promise. I quote:

Two days ago we put together the first playable build of the upcoming 3 locations (Ganezzar – the third city, the ruins of Al-Akia – the birthplace of the Gods, and the ‘hangar’ giving you access to your very own flying ship). As I mentioned earlier, we discussed whether or not release it now as a questionable New Year gift or sit on it for a couple of weeks.

In the end we decided to wait and push the update release to Jan 19, which gives us about 3 weeks of work. This date won’t be changed or pushed back, so consider it a promise.

It’s tempting to release it now for the sake of saying that we did release an update in Dec. After all, we’re still in Early Access and work-in-progress is the norm here (in fact, that's the idea). Still, I think that if we take some extra time to smooth over the rough edges, your experience will be a lot more enjoyable.

So, the silver lining here is that after 6 months of work we’re very, very close and almost ready to get this ball rolling. The third city was the last major hurdle to overcome and soon you’ll be able to play it.
Good, good. If VD's previous estimates are correct, that means we can expect a final release in March or April. Anyway, check out the full update for a description of AoD's area design process.
 

TwinkieGorilla

does a good job.
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Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
First thing I remember was askin' Papa, "Why?"
For there were many things I didn't know
And Daddy always smiled, took me by the hand
Sayin', "Thursday you'll understand"

Well, I'm here to tell you now each and every mother's son
You better learn it fast, you better learn it young
'Cause 'Thursday' never comes

Well, time and tears went by and I collected dust
For there were many things I didn't know
When Daddy went away, he said, "Try to be a man
And Thursday you'll understand"

Well, I'm here to tell you now each and every mother's son
You better learn it fast, you better learn it young
'Cause 'Thursday' never comes

And then one day in April, I wasn't even there
For there were many things I didn't know
A son was born to me, Mama held his hand
Sayin', "Thursday you'll understand"

Well, I'm here to tell you now each and every mother's son
You better learn it fast, you better learn it young
'Cause 'Thursday' never comes
Ooh 'Thursday' never comes

Think it was September, the year I went away
For there were many things I didn't know
And I still see him standing, tryin' to be a man
I said, "Thursday you'll understand"

Well, I'm here to tell you now each and every mother's son
You better learn it fast, you better learn it young
'Cause 'Thursday' never comes
Ooh 'Thursday' never comes
 

Greatness

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The difference in quality between AoD (beta even) and the release version of Dead State is absurd. How is it that the one led by amateurs so far outclasses the one from an established game designer?
 

Athelas

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The difference in quality between AoD (beta even) and the release version of Dead State is absurd. How is it that the one led by amateurs so far outclasses the one from an established game designer?
It might have something to do with the fact that one of these games has been in development for over a decade. :M
 

Vault Dweller

Commissar, Red Star Studio
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What in the fuck? A FLYING SHIP? Is this Final Fantasy?
It's less:

Enterprise_DS_Opening.jpg


and more:

000_BHull_iso_big.jpg
 

Tigranes

Arcane
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Messages
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I feel like the Alpha I played a year ago was already pretty solid, what's new and shiny that's coming with the Beta name?
 
Unwanted

Kalin

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Can we get Cloud´s sword too?

There is actually a two-handed sword you can craft from some techno-magjifiks in the Tower of Zamedi which has sort of a Gattsu's/Cloud's sword feel to it.

Thing is fricking humongous and wielding it in the arena feels like swinging around SMA's furious dong in a Japanese porno.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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I feel like the Alpha I played a year ago was already pretty solid, what's new and shiny that's coming with the Beta name?
Mostly the new content. Too many paths and options, too many opportunities to fuck things up due to insignificant scripting errors (more like scripting typos). Plus new things like the power armor. Plus the camera tweaks that were necessary for Ganezzar due to the elevation.
 

Night Goat

The Immovable Autism
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Codex 2013 Codex 2014
Flying ships are an ancient staple of the computer role-playing game genre, so finding one in a classical-themed RPG is both witty and apropos.

Although as suggested earlier in the the thread, the airship is conventionally associated with the Final Fantasy franchise, it has likely been with the CRPG since its inception. Earlier examples have indeed been found, and a framework linking the presence (and absence) of skytravel to classical deities has been formulated to describe the twin birth of the RPG and the zeppelin-alike. In this schema, the material is opposed to the abstract, with Hermetic RPGs being vague, airy, mechanically insincere, and spectacular. Final Fantasy is the perfect example of this. Hephaestan RPGs in contrast are dense, highly formulated, and granular. Many of the preferred RPGs here at the Codex fit the latter. But how does this apply to the continuance of the airship phenomenon itself? And how can this distinction be applied or subverted by new RPGs, now that it has been formulated?

Style and characterization of the airship(s) included has arguably become a central method by which RPGs contend with another. The contemporary ARPG Bastion riffed on this convention by choosing an airship comme city as the staging location of the game. Handing the player the ability to call new locations literally out of thin air, or brutally drop whole city blocks to earth in the finale was the linchpin of its commentary on this persistent emblem of the RPG. By contrast, a recent Early-Access success, Underrail shuns the airship as contemptible, shrouding it in the derision of a purely subterranean realm. The cackling negation of the latter is a method of enlivening the a-Hermetic RPG's habitual gloom. In contrast, the majesty and pomp of color that drains shadows of any substance is the promise of RPGs like Bastion.

The banter of absence and presence, of unmatter and matter, of the earth's revolt against the sky defines the unique collusion of sky vehicles and the RPG. Age of Decadence's utility of the airship cannot be mistaken for other than delicate.
Are you Pump?

Barkley_Shut_Up_and_Jam_Gaiden_%28PC%29_04-1.png


Barkley_Shut_Up_and_Jam_Gaiden_%28PC%29_29.png
 

taxalot

I'm a spicy fellow.
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Codex 2013 PC RPG Website of the Year, 2015
So. Will it be possible to complete the game in the beta? Is the only thing to do fixing bugs?
 

GloomFrost

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Damn, the release is in March, it's almost the same time as pillars of eternity!!! Where am I suppose to get the time to play them all??
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
So. Will it be possible to complete the game in the beta? Is the only thing to do fixing bugs?
No. The beta is for upcoming 3 locations only (technically, it's for the city as that's where all the permutations are). It's the third chapter with its own endings that can serve as the game endings should you choose to stop adventuring and settle down. Basically, most factions' storylines end there. All that's left to do is find the temple and decide what to do about the gods, which are optional objectives (you may decide that the past should stay buried). If you really want to see, then you leave the fruits of your labor behind and go in search of adventure and untimely death (aka the End Game chapter).
 

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