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Game News Age of Decadence Preorders Begin

commie

The Last Marxist
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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
How long will this preorder last? I'm guessing there has to be a cutoff for the NPC version sometime otherwise you'd never have time to put all the stuff in before it comes out. I just won't have money for this for a long time what with W2 and Tex Murphy coming out soon. Damn this filthy third world shithole where one cannot get a decent wage!
 

Silellak

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How long will this preorder last? I'm amusing there has to be a cutoff for the NPC version sometime otherwise you'd never have time to put all the stuff in before it comes out. I just won't have money for this for a long time what with W2 and Tex Murphy coming out soon. Damn this filthy third world shithole where one cannot get a decent wage!
According to Nick:

About the character, there is time until it's too late to change something in game, which means a close pre-release time range. You've got good six months for sure
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Thanks to the stupid VAT I am paying $30 anyway. Oh well, judging by the demo it's worth it.

But still, VAT the hell?
 
Repressed Homosexual
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Not pre-ordering for now, I want to see first how well the changes deriving from the feedback will be integrated into the game. Will end up doing it, though.
 

empi

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Mar 7, 2010
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Yeah, might pre-order depending on how the changes to the demo go, i guess
 

Elhoim

Iron Tower Studio
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Here is the list of the CURRENT implemented changes. There are still several more to go. Suggestions and comments are appreciated.

You can check the updated changelog here:

http://www.irontowerstudio.com/forum/index.php/topic,2481.0.html

Fixes, changes and Improvements for the next version:

Fixes:

- Thugs do not get assured criticals against Vardanis in the drifter vignette.
- Fixed issues with the character creation screen at resolutions lower than 768h.
- Fixed issue with map locations staying between sessions, even if you didn't know about them.
- Fixed issue with Persuasion and Streetwise check with Mercato in MG3.
- Failing to convince Antidas in MG2 with the fake proof now properly closes the merchant path.
- Fixed commercium reputation check in MG2, when taking the "Mercato" path.
- When failing to convince Antidas in MG2 with the fake proof, you appear in the correct place after leaving the palace.
- Fixed issue with cage in Bandit Camp not being empty when it should.
- Numery armor can be decomposed.
- Fixed issue with the guards stopping you all the time when you killed just one civilian.
- Fixed an issue when you complete MG2 if you had 7 intelligence.
- You can no longer select hidden responses with the keyboard numbers.
- Fixed problems with corpse/loot collision at the vignettte's inn.
- You can no longer get 3 SP more from the refugees if you kill them.
- Cado properly takes the gold when he takes care of the bandits for you.
- The dialogue with Zenon doesn't break the camera anymore.
- Fixed issue with character not appearing in camera when failing the disguise check in TG2.
- Fixed issue with barricades not appearing correctly if you loaded a save at the barricaded mine.
- Fixed issue with collision of invisible barricades.
- Fixed bug with map travelling out of the outpost after killing the workers.
- Fixed issue with health damage when going over the barricade in the mine.
- The inkeeper no longer is tagged as doctor in dialogue.

Changes:

- Added a net and some barbed and piercing ammo to the assassin PC to give the players more options in combat.
- Trading base value now takes into account intelligence.
- Strength now give a % increase instead of a fixed bonus.
- Perception THC bonus reduced, increases 4 points per stat point.
- THC bonus from weapons reduced from 10 to 8 and from 5 to 4.
- 2H axes now have 2 points vsDR.
- Wooden sticks no longer have THC bonus nor Counter Attack bonus.
- Pickaxe has no longer have passive bonus.
- Buckler has an attack penalty of 5.
- Hardened armor now has 3 levels instead of 5.
- Faster zooming.
- You now have 5 more skill points to spend in character creation.
- Intelligence bonus SP now it's only applied on quest rewards, as you get them.
- Made clear which quests are not in the demo.
- Skill threshold changed from 50/75 to 50/70/90.
- Combined checks now check for the sum of both skills (with a low min requirement), so you can compensate lack of skill points in one skill with the other one. For example, a check that was [aod.persuasion >= 36 && aod.streetwise >= 32] now is [(aod.persuasion + aod.streetwise >= 68) && aod.persuasion >= 30 && aod.streetwise >= 28].
- The majority of the Critical strikes checks now have more outcomes than "kill or be killed".
- Dodge characters get a bonus to avoid AoO attacks, allowing characters focused on dodge to move around the battlefield more.
- Free defenses are based on dexterity and AP limit set by armor. Low dexterity and heavy armor characters get tired faster and get a penalty to defense when defending a lot within a turn. High dex, lowly armored character keep their full defense for longer.

Quest Changes:

Vignettes

- There is now a slide before starting the vignette, introducing the town and your background.
- You don't start the vignette in dialogue anymore, but in a enclosed area with minor interactions. You can save, check your gear, etc.
- You have the option of buying equipment in the assassin, drifter and mercenary vignettes.

Bandit Camp

- You no longer get directly into dialogue the first time you visit the bandit camp.
- When you send the raiders to attack the mine, now you have a chance to spend SP, check inventory, etc.

MG1

- You no longer get into combat with Mercato if you fail cheating him and the charisma check. You can get him into debt with Cado in this path.
- There is now a sinergy between trading, persuasion and streetwise in the options, and charisma affecting the difficulty of the checks.

MG2

- Added synergies and charisma affecting checks with Antidas and in the infiltration.
- Forging the proof now requires lore, and you can try it again if you fail the lore check and your perception is good enough.
- You are not forced to craft a forge when you get Carrinas writing.
- You are not forced in a dialogue with Antidas as soon as you get the evidence.

MG3

- Added synergies and charisma influence to the checks with Mercato and Antidas.
- Removed the trading check that came after selecting streetwise/persuasion in the first node.
- You are not forced in a dialogue with Antidas as soon as you convince Mercato.

IG2

- You are healed before leaving for the tower.
- You can convince a soldier to distract the guards if he respects your fighting reputation (combat and body count). Also, the charisma check is higher there.

IG3

- Improved the skills of the regular guards a little.

TG1

- There is now a sinergy beween disguise and stealing when trying to get the mandate.
- Combined speech checks with the guards and Flavius now have sinergies between them.
- You can convince Flavius if you are a liegeman of House Daratan.

TG2

- Added a lore check to creating the re-direction letter (so now it's perception + lore, perception modifing the lore amount required). You can try it again later now if you fail.
- You are no longer forced to go get the ring after successfully forging the letter.
- Getting the ring allows you to bypass the disguise and speech skills checks when stopping the caravan.
- When dealing with the caravan using disguise and no ring, in the checks there is a sinergy between disguise, streetwise, persuasion and charisma.
- Killing the lone guard in the warehouse has a sinergy between sneak and critical strike.

TG3

- Now you can try both speech options with Flavius. Also, they have a synergy with charisma (the higher your charisma, the easier the check).
- When dealing with the mob, trying to lure them to the inn checks for disguise and streetwise, with a sinergy between them.
- When bullshitting the guards, there is a synergy between disguise and streetwise.
- Thieves have a better stock of arrows, and will use piercing arrows against armored soldiers and barbed ones against unarmored opponents.
- You have the option to get away from the gate guards when choosing the start the fight.
- You no longer stay in front of Bracchus when ambush him using the intelligence option.
- You no longer stay so close to the ambushers after going through the wall.
- Reduced the skills of the ambushers a little.

Improvements:

- Added the option to leave screens by pressing the same key that you use to enter it.
- You can access the crafting screen by pressing R.
- Added synergy and background description to the character creation screen.
- Added tooltips to the tabs.
- Q and E now rotate the camera.
- Character creation is now tailored to resolutions between 900h and 1080h.
- Added new dialogues screens, with bigger fonts, darker background and better formatting.
 
Repressed Homosexual
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Also, is there a plan to put a dot representing your character on maps? It gets very confusing to figure out where your character actually is in the city, and to identify your surroundings considering that the camera can be turned around completely.
 

Grunker

RPG Codex Ghost
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Cool stuff! When you said you edited the character creation screen, does that also mean you removed the darkness around the displayed avatar so we can now see our character?

- You have the option of buying equipment in the assassin, drifter and mercenary vignettes.

Why not in all vignettes? I can't think of reason to limit the player's options here. For example, in the Praetor's vignette high etiquette can still provide you with better gear even though you bought your initial stuff yourself.
 

felipepepe

Codex's Heretic
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Great list Elhoim. :salute:

- You have the option of buying equipment in the assassin, drifter and mercenary vignettes.

Why not in all vignettes? I can't think of reason to limit the player's options here. For example, in the Praetor's vignette high etiquette can still provide you with better gear even though you bought your initial stuff yourself.
I think you can when creating the character, that is just an extra store that they have due their starting point, no?
 

BLOBERT

FUCKING SLAYINGN IT BROS
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Codex 2012
BRO IT LOOKS LIKE IT ADDRESSED MY MAIN COMPAINT OF SKILL BOTTLENECKS

ALSO I WONDERED WHY MERCATO DIDNT BELIEVE ME AT THE END OF THE MERCHANT DEAL I WAS A SUAVE MOTHERFUCKER
 

l3loodAngel

Proud INTJ
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The rest of the game is in the same state Teron was when we started testing back in August. We've made a number of improvements based on the feedback and now they need to be applied to the rest of the game. Plus the improvements we're adding now (to the demo) and everything we've learned since the release. Plus enough time for a beta test. That's what's included in the release estimate.
Will I get invitation to betas if I preorder?
 

Elhoim

Iron Tower Studio
Developer
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Also, is there a plan to put a dot representing your character on maps? It gets very confusing to figure out where your character actually is in the city, and to identify your surroundings considering that the camera can be turned around completely.

Yes, Nick came up with an idea of linking the coordinates on the grid to a position in the map image. We will try to add it in the next version.

Cool stuff! When you said you edited the character creation screen, does that also mean you removed the darkness around the displayed avatar so we can now see our character?

No, that's a problem with HDR and the renderer, which is Garage Games area of expertise. We will try to fix it, of course, but it's not easy. For now, remove HDR in the options.

- You have the option of buying equipment in the assassin, drifter and mercenary vignettes.

Why not in all vignettes? I can't think of reason to limit the player's options here. For example, in the Praetor's vignette high etiquette can still provide you with better gear even though you bought your initial stuff yourself.

We are fitting this options into the story of the vignette, and our need of them to be self-contained. We added the option in the vignettes with possible combat. In the praetor's case, there is no combat in the vignette proper (now the quest to get Sohrab won't be directly after the vignette). We'll add the option in some more cases (the thief can talk to Kleitos, the fence, before going to the Inn, or the Praetor can meet the quartermaster of House Daratan). Grifter, loremaster and merchant have no need of buying stuff, plus their vignettes are pretty straightforward. They can wait to finish it to buy some stuff.
 

Grunker

RPG Codex Ghost
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For now, remove HDR in the options.

<3 u

We are fitting this options into the story of the vignette, and our need of them to be self-contained. We added the option in the vignettes with possible combat. In the praetor's case, there is no combat in the vignette proper (now the quest to get Sohrab won't be directly after the vignette). We'll add the option in some more cases (the thief can talk to Kleitos, the fence, before going to the Inn, or the Praetor can meet the quartermaster of House Daratan). Grifter, loremaster and merchant have no need of buying stuff, plus their vignettes are pretty straightforward. They can wait to finish it to buy some stuff.

I can see why some vignettes need it more, but that's all you're really explaining. Not why the other vignettes shouldn't have the option :)
 

felipepepe

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I can see why some vignettes need it more, but that's all you're really explaining. Not why the other vignettes shouldn't have the option :)
Probably because you can start the game and walk to the shop without facing any fight or quest that need store itens.
 

commie

The Last Marxist
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Cool stuff! When you said you edited the character creation screen, does that also mean you removed the darkness around the displayed avatar so we can now see our character?

No, that's a problem with HDR and the renderer, which is Garage Games area of expertise. We will try to fix it, of course, but it's not easy. For now, remove HDR in the options.

Don't bother with fixing this. It's almost like a deliberately designed troll for all those that want HDR/bloom in their games. They deserve what they get.
 

Topher

Cipher
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Dec 5, 2007
Messages
1,860
I'd assume that the praetor has, I guess you'd call it standard issue gear, so there'd be no logical reason to alter that classes starting gear. Is starting gear based on stat/skill choice at all, I've only played the drifter?

Might as well ask while I'm posting... is there and benefit (mechanically) to dual wielding? I know you that get to choose between two weapons, which is nice I guess, but does it have any speed/defensive benefit at all? I played using two daggers and I couldn't see any reason or advantage to doing so over using a dagger and shield.
 

Elhoim

Iron Tower Studio
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I can see why some vignettes need it more, but that's all you're really explaining. Not why the other vignettes shouldn't have the option :)

Because the way we are implementing it doesn't fit in the narrative flow of those vignettes. For example, in the assassin, you start at the AG. When you are told about the mission, you can go to the MG and buy some stuff before heading to the Inn. The same with the mercenary, you can ask the innkeeper for better gear and he will direct you to the MG to buy some stuff. They fit with the logic of the situation. We are trying to introduce the world to the players in a better way, by adding slides before after character creation, and having the players start in a logical position for the character instead of dumping them into a trade screen. The loremaster, for example, appears in the backroom of Feng's house, and you can read the scrolls there to gain some lore, for example.

Nevertheless, we'll add the option for thief and praetor, since it makes sense in the context of their vignettes, especially for the thief, who can now buy some climbing and grappling hooks (forgot to include that in the changelog) :)
 

Grunker

RPG Codex Ghost
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I can see why some vignettes need it more, but that's all you're really explaining. Not why the other vignettes shouldn't have the option :)
Probably because you can start the game and walk to the shop without facing any fight or quest that need store itens.

Again, that's not really an argument against letting us spend our money ourselves. We'll still get diminishing returns on the starting gear.
 

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