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Vapourware Aledorn (formerly Dungeons of Aledorn) - Realms of Arkania-like RPG

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
I can overlook shovelware visuals, if at least the art direction is coherent and the game doesn't look like it's patched together from various asset store models with different art styles and artist skill levels. In this regard, DoA seems to do alright.
 

udm

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I am actually rather excited to play more of its combat. The combat feedback is good and pacing is nice (no HP bloat, good damage ranges, fast animations, alright camera). I wonder, though, if there will eventually be environmental interactions, like in D:OS, or if it will be too much of an undertaking for Team 21.

EDIT: So playing it a bit more now through the Battle Test. Damage will reduce your stamina first, then HP. Stamina is recoverable by spending all your AP to rest. However, I'm not sure how much Stamina is actually being recovered, since you only restore a small fraction.

Also I take back what I said about Attacks of Opportunity. After further playtesting, I don't think those are in; instead I must have been Ambushed (a Planned move, like Blocking and Dodging) by an enemy when playing yesterday night.
 
Last edited:

Jaesun

Fabulous Ex-Moderator
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MCA
I like what I saw of the combat so far in the Alpha video. This could turn out pretty cool. Happy I backed this. <3
 

udm

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First battle with the bandits is tough. TPKed on all attempts so far, but it's always along the lines of losing by a near margin i.e. just one more bandit to take out. What I like is, changing and adapting your strategy really makes a significant difference (as tactical games should be), and you don't feel cheated by the RNG (or that you can cheese the RNG).
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,022
Location
Platypus Planet
First battle with the bandits is tough. TPKed on all attempts so far, but it's always along the lines of losing by a near margin i.e. just one more bandit to take out. What I like is, changing and adapting your strategy really makes a significant difference (as tactical games should be), and you don't feel cheated by the RNG (or that you can cheese the RNG).

That sounds great.
 
Joined
Jan 11, 2015
Messages
627
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Seattle, WA
Ok so here are some brief impressions from playing one single combat before I turn in for the night. I'll start with the most superficial (aesthetic) observations first, then move on to gameplay:

+ Music is generic but not bad even though game is still in alpha. Sound effects also provide good feedback for hits/dodges.
+ Icons are nice. Team 21 has got some bretty gud artists.
+ Although the PCs are pregens, they do have a nice selection of skills to complement and synergise with one another across the board. If Team 21 can offer more skills to choose from in the final version, I can imagine there would be a good number of permutations for party compositions
+ In addition to class-specific skills, you can also choose to end your turn with defensive moves like Block and Counterattack.
+ Attack of Opportunity is in.
+ You can flank and backstab. Because of AoO, I find this creates a nice risk-benefit balance.
+ Spells have different effects. This makes positioning all the more important. Lightning, for instance, can strike one other random person within a certain range; then there are some spells that require you to fire from beyond Range 1.

- Graphics are on potatoland shovelware level, but you guys probably knew that already

Honestly, I had my doubts about this project. I still do. The graphics and poor translation reek of European shovelware. Maybe someday my $90 will be used to buy a house or hookers'n'blow. HOWEVER - and I do stress this was a major push for my putting in of $90 - while the developers seemingly gave the impression back then that they knew what they were talking about with regard to RPG rulesets, this alpha demonstrates that they're on the right track. I am feeling a lot more optimistic about the final product after playing the alpha. Closely keeping an eye on future developments.

Is there any way to reposition objects in first person before combat, I.e. to create your own cover?
 

udm

Arcane
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Make the Codex Great Again!
No idea. I doubt it since one of the planned features is to be able to manipulate objects in combat, but no mention of it was made for out of combat scenes.
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
from the backers forum
in higher difficulties you are given only limited number of in-game days to finish certain story-related objectives and therefore you are forced not to waste your resources thoughtlessly

:greatjob:
 

thesheeep

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Mar 16, 2007
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Tampere, Finland
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in higher difficulties you are given only limited number of in-game days to finish certain story-related objectives and therefore you are forced not to waste your resources thoughtlessly
Thank the gods this is optional. I hate to be rushed.
Well... There is nothing more detrimental to fun than being rushed constantly when you want to explore.
But only for certain story-related objectives, and communicated clearly, and with an autosave before, I don't see why that would be so bad.
 

Morkar Left

Guest
Even if they fail they had at least the right intentions. One of the most anticipated rpgs for me!
 
Self-Ejected

Sacred82

Self-Ejected
Dumbfuck
Joined
Jun 7, 2013
Messages
2,957
Location
Free Village
The one really bad thing so far about the game is the writing. God is it awful. I'm pleased with most everything else.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,022
Location
Platypus Planet
Greeting to all the RPG and Dungeons of Aledorn fans. Some time has already passed since our last news. Although we had been working even during the summer it did not go as fast as we wanted. However, now we are able to bring some news regarding both the project and our team.

Unfortunately our main translator Honza Říha has left our team due to personal reasons and we were forced to look for a new one. His work was completely overtaken by Radovan Mikš, the brother of our lead programmer. Radovan should orignally join our team later when the work on AI begins, but now we can also use his experience in translations.

We have also read carefully your opinions and feedbacks after the alpha version and our biggest problem according to you was the poor quality of dialogues. In this matter, we reinforced our team with Johan Justoň who already did a good work on video games before such as Inquisitor. We hope that his help will push Dungeons of Aledorn to higher levels.

The level design has already made a significant progress and we can show you a few screenshots from a brand new village of Condra, the infamous hideout of the pirates in the middle of swamps.
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,661
Greeting to all the RPG and Dungeons of Aledorn fans. Some time has already passed since our last news. Although we had been working even during the summer it did not go as fast as we wanted. However, now we are able to bring some news regarding both the project and our team.

Unfortunately our main translator Honza Říha has left our team due to personal reasons and we were forced to look for a new one. His work was completely overtaken by Radovan Mikš, the brother of our lead programmer. Radovan should orignally join our team later when the work on AI begins, but now we can also use his experience in translations.

We have also read carefully your opinions and feedbacks after the alpha version and our biggest problem according to you was the poor quality of dialogues. In this matter, we reinforced our team with Johan Justoň who already did a good work on video games before such as Inquisitor. We hope that his help will push Dungeons of Aledorn to higher levels.

The level design has already made a significant progress and we can show you a few screenshots from a brand new village of Condra, the infamous hideout of the pirates in the middle of swamps.

Looks like they're still short a translator or two
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
Apr 28, 2004
Messages
4,130
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YES!
:love: might very well be GOTY 18 if they live up.

Is that been stated to be the release year? Everything is so long away. I really, really hate knowing about games this far out of when I can actually play the finished product. Patience is so stupid.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,349
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:love: might very well be GOTY 18 if they live up.

Is that been stated to be the release year? Everything is so long away. I really, really hate knowing about games this far out of when I can actually play the finished product. Patience is so stupid.
Don't recall if that was the announced date, but kickstarters, man.
 

Grunker

RPG Codex Ghost
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Joined
Oct 19, 2009
Messages
27,408
Location
Copenhagen
Have they released any information on claiming rewards yet? I can see on my Kickstarter page this is last backed project I need a key for.
 

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