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Game News ATOM RPG: Trudograd releasing on September 13th

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,439
Location
Land of Danes
Codex 2013 Codex 2014
Atomboy Will there be some summary of our deeds from the main game when we import to Trudogard?

I played it quite some time back, and don't fully recall the story (and what I did).

Alzheimer, i know, I know :negative:

Let me give you the run down. It's Fallout, but everyone is Russian for some reason, and the world sucks, but Scientology comes along and saves the world by cooking warm mushroom soup for everyone.

All hail the shroom.
Jesus man! It is not terminal stage yet :D. I still recall shrooms and scientology. I just lack the "intricates of the intrigue" :D
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
717
Atomboy Will there be some summary of our deeds from the main game when we import to Trudogard?

I played it quite some time back, and don't fully recall the story (and what I did).

Alzheimer, i know, I know :negative:
It will happen throught the game. If you ask for rumors and stuff long enough the NPCs of Trudograd will tell you stories based around your choices in the first game. Basically some babushka will tell you hey you remember Krasnoznamenny a city far away from here? Some lunatic murdered everyone there two years ago, and they still haven't caught the guy, how does he keep getting away with it?
If you killed everyone in Krasnoznamenny. There will be stories for most of your story choices from the First Game. From how you dealt with the Death Gang, to how your dog is doing.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,888
Congrats ATOM team! Really looking forward to playing this.

Jenkem are you some sort of anti-PR publicity guy for Owlcat? The only reason I'm aware PF exists is your incessant whining in every other thread.
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Joined
Mar 6, 2011
Messages
20,856
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Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
There is no bad RP Comrade and yes the perks has been revisited I quite liked old system but new one is even better, you can both import the save or answer to questions in prologue to set main choices in ATOM 1 Kotor II talk with Atton style Comrade. Congratulations to Team for game which is even more fun, crazy and Post-Perestroika* than first one. :salute:

*Although the real Apocalypse I mean Perestroika started only after 1986 the date bomb fell in game in RL.
 

BlaineMono

Liturgist
Joined
Aug 3, 2007
Messages
117
Two things I like most in this life is blasting shit out of my arse at high velocity and playing janky slavshit fallout clones.
So I guess I'm going two for two with Anus RPG: Turdograd!
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,534
FUCK I don't have my savefile anymore. Am I missing much in a playthrough without importing?
XP, stats and unique traits, meaning you can import 35 lvl char for example while default start one is 15 lvl. And some little repercussions here and there of course. You will however be able if not to say forced to determine a turn of the past events regardless.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,006
Divinity: Original Sin Divinity: Original Sin 2
upload_2021-9-12_22-4-10.png

just bought it.

I abandoned Pathfinder due to bugs, Encased it seems also has bugs... I hope third game (Trudograd) is a charm and will have smooth gameplay


also,


are stances/cover implemented in this expansion?



What are the major mechanics updates/improvements in Trudograd vs vanilla ATOM?
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
717
View attachment 20896
just bought it.

I abandoned Pathfinder due to bugs, Encased it seems also has bugs... I hope third game (Trudograd) is a charm and will have smooth gameplay


also,


are stances/cover implemented in this expansion?



What are the major mechanics updates/improvements in Trudograd vs vanilla ATOM?

Thank you!
We haven't made proper modern cover like in Shadowrun, just made maps with more stuff to step behind or jump out of, and taught AI to step behind stuff \ jump out of stuff. Like telephone posts and trash cans and walls, but I wouldn't call it true cover, true cover just didn't work, made fighting too complex. However, you'll find a lot of new stuff there. I don't even wanna start about the special armor, it's like a game in itself, with it you get aoe attacks, special gun mounts that remind me of 40k, and the weapon I made for it personally - the pile driver like you can find on any good mechs IRL. Generally the combat is again what we liked in Fallout 1-2, but it has so many features surrounding that simplistic old-timey core, it's hilarious in a way. You get 2 square melee attacks, tons of hidden fatality animations, flamethrowers with AOE, every weapon can be modded, there's a text battle at one time where you tear off someone's face, we have special attack animations for the only katana in the game, etc. I recently likened this combat system overhaul to a guy in a really, really expensive pimped-out wheelchair with rgb lighting and VTOL flight capabilities. Like, the fella is differently abled, sure, he can't walk properly, but oh my god that kid is rolling like its nobody's business. He's on a roll and he's rolling in style.
The tree was reworked completely, there's now x10 more skills, and they grow alongside you, so even though you start on at least level 15, you will still get stronger with every level. I don't think we kept more than 3-4 old skills. Folks in Early Access mostly liked it, but we'll still be on the lookout. While we're personally happy with it, some suggestions from in-depth players might nudge us into changing some numbers in the formulae. You can make real beasts for all kinds of playstyles, melee, pistol, you name it.
Another huge improvement are the graphics, the game will be shorter than Atom mostly because our map guy made every single Trudograd map in the time it took for him to make 5-6 in ATOM. And it really shows if you compare Atom and TG side by side. It really does!
Dialogues are shorter, much more English gone through editor before publishing, and due to popular demand you can now mostly tell quest NPCs and flavor NPCs apart.
This is mostly because almost everyone in Trudograd is now a quest NPC or becomes a quest NPC later on in someone else's quest. And even though I kept the ability to ask every single character in the game (with ~10 exceptions) the standard 4 questions - name, what are you doing, what do you think of X and share some rumors with me - you almost never get quests by asking those questions. They now can be ignored if flavor text, rumors and worldbuilding stuff isn't your thing. Most NPCs now have a separate quest-related dialogue option.
Also music improved, world map is sped up - for example in ATOM travelling from A to B took 1 minute of walking, during which you could get 0 to 3 random encounters. Now it takes around 5 seconds, but you also can get from 0 to 3 random encounters in these 5 seconds, so same thing but much quicker. There is also much more esoteric stuff made to f**k with the player's brain IRL, but it's really deeply hidden, much deeper than in ATOM. Nobody found some of that stuff yet. Also game has less of a wacky feel. Some people called ATOM RPG a Fallout 2 clone, well by that logic Trudograd is a Fallout 1 clone if you get what I mean. Despite me totally objecting we're a clone of anything, but that's gonna be hard to prove...
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,421
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
Thank you!
We haven't made proper modern cover like in Shadowrun, just made maps with more stuff to step behind or jump out of, and taught AI to step behind stuff \ jump out of stuff. Like telephone posts and trash cans and walls, but I wouldn't call it true cover, true cover just didn't work, made fighting too complex. However, you'll find a lot of new stuff there. I don't even wanna start about the special armor, it's like a game in itself, with it you get aoe attacks, special gun mounts that remind me of 40k, and the weapon I made for it personally - the pile driver like you can find on any good mechs IRL. Generally the combat is again what we liked in Fallout 1-2, but it has so many features surrounding that simplistic old-timey core, it's hilarious in a way. You get 2 square melee attacks, tons of hidden fatality animations, flamethrowers with AOE, every weapon can be modded, there's a text battle at one time where you tear off someone's face, we have special attack animations for the only katana in the game, etc. I recently likened this combat system overhaul to a guy in a really, really expensive pimped-out wheelchair with rgb lighting and VTOL flight capabilities. Like, the fella is differently abled, sure, he can't walk properly, but oh my god that kid is rolling like its nobody's business. He's on a roll and he's rolling in style.
The tree was reworked completely, there's now x10 more skills, and they grow alongside you, so even though you start on at least level 15, you will still get stronger with every level. I don't think we kept more than 3-4 old skills. Folks in Early Access mostly liked it, but we'll still be on the lookout. While we're personally happy with it, some suggestions from in-depth players might nudge us into changing some numbers in the formulae. You can make real beasts for all kinds of playstyles, melee, pistol, you name it.
Another huge improvement are the graphics, the game will be shorter than Atom mostly because our map guy made every single Trudograd map in the time it took for him to make 5-6 in ATOM. And it really shows if you compare Atom and TG side by side. It really does!
Dialogues are shorter, much more English gone through editor before publishing, and due to popular demand you can now mostly tell quest NPCs and flavor NPCs apart.
This is mostly because almost everyone in Trudograd is now a quest NPC or becomes a quest NPC later on in someone else's quest. And even though I kept the ability to ask every single character in the game (with ~10 exceptions) the standard 4 questions - name, what are you doing, what do you think of X and share some rumors with me - you almost never get quests by asking those questions. They now can be ignored if flavor text, rumors and worldbuilding stuff isn't your thing. Most NPCs now have a separate quest-related dialogue option.
Also music improved, world map is sped up - for example in ATOM travelling from A to B took 1 minute of walking, during which you could get 0 to 3 random encounters. Now it takes around 5 seconds, but you also can get from 0 to 3 random encounters in these 5 seconds, so same thing but much quicker. There is also much more esoteric stuff made to f**k with the player's brain IRL, but it's really deeply hidden, much deeper than in ATOM. Nobody found some of that stuff yet. Also game has less of a wacky feel. Some people called ATOM RPG a Fallout 2 clone, well by that logic Trudograd is a Fallout 1 clone if you get what I mean. Despite me totally objecting we're a clone of anything, but that's gonna be hard to prove...

Dialogues are shorter, much more English gone through editor before publishing

Is this meant to be ironic :P
 

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