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Game News Copper Dreams Kickstarter Update #19: Tile Effects

Discussion in 'RPG Codex News & Content Comments' started by Infinitron, Apr 17, 2018.

  1. Infinitron I post news Patron

    Jan 28, 2011
    Grab the Codex by the pussy 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: Kingmaker
    Tags: Copper Dreams; Whalenought Studios

    One of the features demonstrated in the Copper Dreams Kickstarter update earlier this month was the various environmental effects that can be applied to tiles in the game world. Today Joe and Hannah have published a new update that goes into further detail on those. Area of effect mechanics in RPGs are nothing new of course, but in this game they're more simulationist than you've ever seen. I quote:

    All the tiles on a map can have quite a few variables that change during gameplay:
    • Occupied/Unoccupied
    • Lit / unlit / shadow
    • Sound emission
    • Light color
    • Line-of-sight hidden or visible
    • Projectile or Damage range traveling through
    And now featuring state effects like:
    • fire
    • blood
    • water
    • smoke
    • electricity
    Trackable and Ailment Tiles

    Should you (or an NPC) walk over water or blood tiles, the character will get a 'wet' or 'bloody' ailment, and track that liquid for ~10 tiles. If these footsteps are seen by an NPC faction who is hostile against another NPC (Guards at a compound see thug patrolling), they'll initiate an AI path similar to last-known-position, and track those footprints until the last one, and then do a wary-state check of the area. They obviously also do this to you, so watch where you step! You can also use this to your advantage, toy with NPCs by luring them away from an area, out of sight and hearing of others.

    Running over smoke causes your character to take on a coughing ailment, which interrupts them for a ~tick (more if you have other chest ailments) and causes them to cough, making noise. Not great for being sneaky or on-the-run. This ailment re-rolls every 10 ticks.

    Electrical tiles on the ground stun your character for 3 ticks, and re-rolls that every 6. There are low and high-voltage electrical tiles, the former just stuns you, and higher ones can drain batteries on equipment, short-out cybernetics temporarily, or on higher rolls cause burn damage. That kind of electrical damage is caused by weapons, while environmental ones are less lethal.

    Fire damage takes its ailments from the FIRE damage spreadsheet, and that's not a table you want associated with your character's health. For fire-grenades you'll take an initial blast-damage ailment, and that could cause a burning wound which procs every 4 ticks for a duration.

    This was also the first ailment to cause more ailments we've readied for the alpha, and it's a pretty slick system. Another one for alpha is impact weapon damage causing bones to break and getting bone-splinters which proc a bleeding damage.


    Tile effects are automatically caused by some weapons. Like displayed in the previous update, shooting a gun causes tiles around you to light up for a light mod, as well as cause the sound of the gun, and lastly firing some bullet. Adding to those systems, weapons like flamethrowers can pour fire down hallways and leave fire tiles on the ground, and smoke grenades fill a room with smoke tiles.

    Since the Burning Candle ruleset leans simulationist, there's no balance needed for things like this, but there are some odd ways we can allow to deter it. For the alpha we'll have fire extinguishers for clearing fire tiles or dousing yourself. For tactical drying action, keep a one-time-use hanky or towel on hand to pat your butt dry.

    If you've caught on fire, you can use your roll action (if you have the Grace for it) or our very own implementation of stop-drop-and-roll to extinguish flames by crawling/crouch and standing in sequence. Each of those stance changes take a tick, and burning damage procs frequently, so you'll want to exclusively and quickly do a dance like that or extinguish yourself other ways if you want to keep yourself from getting too well-done.
    If that's not impressive enough, after the alpha is released, Joe and Hannah plan to take things even further by implementing Divinity: Original Sin-style environmental combos. There's still no release date on the alpha, but hopefully more updates will be coming soon.
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  2. Big Wrangle Guest

    Big Wrangle
    I love games that let you use the environment to your advantage, so this is some good news to me. So far this game is shaping to be a massive upgrade compared to Serpent in the Staglands. That's it, I'm fully aboard with Copper Dreams.
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  3. HeatEXTEND Cipher Patron

    Feb 12, 2017

    Does this mean camo? I lurv camo.
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  4. aratuk Arbiter

    Dec 13, 2013
    • Friendly Friendly x 2
    • I found this text to be too long and as such I didn't read it I found this text to be too long and as such I didn't read it x 1
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  5. Fenix Cipher Vatnik

    Jul 18, 2015
    Russia atchoum!
    Look forward to it... :d1p:
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  6. MicoSelva Prestigious Gentleman Don't call Abigail Patron

    Sep 10, 2010
    Forbidden Land
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
  7. Gecos Learned

    Sep 26, 2015
    Don't know if it's heartening or downright grim when 2 people have better ideas and are willing to go further than AAA teams. Anyway, glad I backed their game!
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  8. Falksi Arcane

    Feb 14, 2017
    Currently playing through Serpent in The Staglands, and absolutely loving it. Looking forward to this, massive kudos to the team.
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  9. Diggfinger Cipher

    Jan 6, 2014
    Just backed the 35dolla tier so will be playing the alpha
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