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Demise: Ascension - is anyone else here playing it?

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,431
Location
The Crystal Mist Mountains
Leaving the dungeon to level up in town is straight out of Wizardry: Proving Grounds of the Mad Overlord.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,714
I'm going to have to order a physical copy of mordor.

Hmmm, maybe I need a patch to get rid of screen glitching in town. This dude's video looks like it works fine. I wonder what resolution and OS.

Playlist
I wonder if there is a patch.

edit... ah there is. I forgot my code but the site sent it immediately so I could check patch notes. There are more than I'll post:
32oOpEo.jpg

5rZQd6P.jpg



* Trap display modified, look-around feature small change.
* Party automatic trap inspection, new feature. ID Trap spell now actually ID's the trap.
* Known trap provides small benefit to disarming
* Once definitely ID'd character name switches from red to green in trap window
* Pre-Release period over, game no longer expires.
* Bug fix for TK stubbornness if starting over new characters in an existing dungeon.
* Tavern Keeper Items list re-arranged to avoid line-wrap.
* Signed files.
* Problems in MP with large Library files fixed again!
* Continuing updates to monster chat functions, minor bug fix (tGUT message)
* Major revision to server and game so loopback server operation is more stable.
* -ve prices no longer shown for store items, add character no longer inhibited in dungeon.
* SP play, random items now may also be bought fron the TK (at a price) - further bug fixes.
* In windowed mode the expanded map has its own window ... * In windowed mode combat messages can be displayed in an additional pane with scroll bar ... * Object use charges bug fixed ... * Maxx is no longer mute ... * Party options added for some classes of spells ... * Flaming Dragons error in data files fixed ...
* Decklin is no longer mute ...
* Monster Info pane more concise
* Random quests now optional
* Completing a quest reduces the cost of leveling up to 1 gold coin
* On pinning with incomplete quest you may elect to pay a fine or forfeit levels as before
* Windows Controls legacy issue fixed
* Video Options crash fixed
* [Page Up] and [Page Dn] keys for magical flight.
* Win8 install fixes.
* (Otherwise no game related changes compared to B636 - only installation related changes.)
* System check reduce to 255MB Ram ( was 511MB )
* Single Player Stud square issues fixed
* All duplicate named cubes have been renamed to reduce confusion!
* INTRO.DES and Type Mismatch issues *fixed*
* AUTOMAP checks both \BACKUP and \AUTOBACKUP folders ( in that order ) to find the DEMISEDungeon.BAK file.
* VILLAIN / THIEF Training Run Exit Issue fixed.
* validity extended to June 30, 2015 ( Final release delayed )
* Guild Training integrated and updated.
* Item updates ( mainly weapon balancing )
* Map retention ability ( 'visited' or 'seen' only )
* Dungeon fixes - reported missing floors 'repaired'
* updates server to match scrollbar.
* Equip item using [E] key in full screen mode no longer minimizes if invalid item slot chosen.
* Premature running of search text when 'y' or 'n' pressed after prior use of dialog box has been fixed.
* Search function in Store (temporarily broken) repaired again (this time properly!) ...
* Note that companion store search is working as it always has ... it only sets the 'searched' companion "in view" with the scrollbar close.
* In dungeon, in windowed mode, the 'drop' function placed the dialog box 'behind' the game window - this is fixed.
* Backup in Full Screen ends with correctly positioned dialog boxes.
* Right-click pop-up menu restored.
* Loss of focus when using Spell Buffer resolved.
* Many dialog message window issues with full or windowed mode resolved.
* Orphan windows such as 'Search for Item' if left open and store is exited, are closed.
* Store search function working (SP), multiple search windows no longer possible.
* Startup time small reduction, small bug fixes, original music startup just before main menu has been restored.



Note: if you have already updated since January 2015, you'll only need to copy over one file, "ascension.exe" ...Development set bug fixes and other changes (all now in B721):

Trap % Display now shows on left, probability of disarming specific trap, right probability that trap has been correctly identified.
Starting trap arming/disarming overhaul ... monster trap setting abilities considerably varied, once correctly identified a trap stays identified.
Recent MP error correction - may still be other issues.
High level monster treasure chest issue addressed.
Minor character import issue related to 64 bit systems corrected.
Character Information: 'Thieving' vs Guild issues addressed.
"Follow my Leader" legacy bug addressed.
MP issue possibly affecting spell regen corrected.
Bug fix for Displacement requiring x,y,z input in B707 (with z = 0) instead of just x,y
Pre-Release period over, game no longer expires.
Bug fix for TK stubbornness if starting over new characters in an existing dungeon.
Tavern Keeper Items list re-arranged to avoid line-wrap.
Signed files.
Problems in MP with large Library files fixed again!
Continuing updates to monster chat functions, minor bug fix (tGUT message)
Major revision to server and game so loopback server operation is more stable.
-ve prices no longer shown for store items, add character no longer inhibited in dungeon.
SP play, random items now may also be bought fron the TK (at a price) - further bug fixes.
SP Item generation modifications, dialog error introduced in B695 corrected ...
Working on loopback server issues ...
Hopefully Win8 crash issues when visiting Guild are resolved for good.
Extended combat messages are now cleared every time you return to the main menu.
Note - still early stages with new conversation framework ... many conversations still to be added.
Ongoing bug fixes include issues with 'Give' dialog after changing character order in City and reset of selected character in spell dialog during hp regen.
Extinguish square no longer resets brightness
Monster talk dialog is now 'modal' in windowed mode, Exit to Main Menu is also 'modal' in windowed mode, Adding party member can only take place in town square or dungeon.
Review and finalization of changes related to International settings completed.
Item pickup and teleporter error fixed, library and store item information errors fixed ...
Removal and replacement of code causing errors when underwater with default European settings (35 modules)
Store search issues fixed.
Amphibious Breathing active character selection code changed, character list in select character screen issue with gold total fixed.
Select Annotation and focus is on text entry, returns focus to dungeon on [OK] or [Cancel].
Focus returns to Store on Item Selection so 'S' key problem resolves.
Exit from 'confinement' changed to be similar to exit from 'store'.
Review of maximum numbers of monsters allowed in any given room and maximum numbers allowed to attack each round.
Test build corrects party cast charge count error, adds alignment to character list, also changing full map from display in Dungeon view to its own resizable window.
Change so that SGI render version map display operates in the same way as the Direct3D option.
Options Menu position error in full screen mode fixed, range check for monster casting put back in!
Out of Range combat message is only shown once rather than repeating for each character and for each round until the monster(s) close in.
Melee range is 1.414 instead of 1.0 - units equal to one dungeon cell side - so melee takes place from 8 adjacent cells to your position.
Corrects graphic in Bank Party Options menu to show 'Deposit', inhibits verbose combat messages window when running full screen and changes random item drop algorithms in SP.
In addition to disabling guild level-up animation for Win 8 to prevent game crash, this build fixes item casting issues and monster spell-casting issues when a companion is in slot 4,
corrects issues with the expanded character messages,has music volume control operating, 'verbose' combat messages, 'party' spells option for heal, protect, resist and flight spells in addition to:
the choice of accepting or refusing random quests. On accepting a random quest and being 'pinned', this version offers you the choice of paying a fine of 2 x cost of levelling or forfeiting as before.
If you complete the random quest you are rewarded by a token cost of 1 gold coin to level up.


I'll see if this fixes my issues.
 

Belthazor

Educated
Joined
Jan 28, 2022
Messages
82
Seeing the above changelist triggered this post.

What would be your top 10 list of things you'd like to see changed/be improved upon, for the Demise series of games?
In order of priority.


My list:
1. Support for 1920x1080 resolution (full screen).
2. No more pinning. Continuously gather xp and level up in dungeon. No need to go back to town and no gold requirements.
Quests block your ability to level up (but no xp loss) until fullfilled. You need to go back to town to fulfill a quest.
Quest also have huge gold requirements to compensate.
3. Mods on items, recipes and crafting, collecting ingredients (items, monster body parts) and applying them.
-An attack boost of 5 to a sword.
-Sharpening with a wetstone, sword damage modifier increases by 0.2.
-A shield with 45% Acid Resistance.
-Permanent Levitation applied to shoes etc.
-Max 3 mods per item
4. Difficulty settings.
-Normal: as is now.
-Hard: Monsters having 250% more hitpoints and spellpoints.
Couple of unique hard monsters and items.
-Nightmare: Monsters having 1000% more hitpoints and spellpoints.
Couple of unique nightmare monsters and items.
5. Option to toggle fights from being standard to turn-based (and back).
6. Companions be able to gather xp and levels.
7. Secret guild(s) in dungeon.
8. Dynamic parts of the dungeon:
-Water freezing to ice, and ice melting to water.
-Quicksand changing to sand and vica versa.
-A couple of mazes (20x20) that change every time you enter the dungeon from town (walls, monsters, items on floor).
9. If you flee, monsters be able to follow you.
10. Be able to read in dungeon (books, scrolls, background stories for persons, monsters, parts of the dungeon, history, etc).


Things that didn't make top 10:
x. Breadcrumbs on map. Be able to see which parts you've searched. And be able to reset them.
x. To be able to stack items in dungeon.
x. Work to restore parts of town, increasing different shops.
-Crafting shop
-Blacksmith
-Herbal shop/witch
-Gambling (cards, dice, betting on fights)
x. Prison/zoo system in dungeon, to temporarily leave your companions.
Need to find the prison master key to be able to use this feature.
x. To manipulate the dungeon permanently (after significant investment):
-Suppress an anti-magic room
-Poison a healing fountain (think MP)
-Dig through a wall
-Dig through a floor
-Submerge a room with water
x. The dungeon leading to another town (above ground).
x. Above ground surroundings:
-Forests
-Landscapes
-Roads
-Lakes
etc.
x. Store interface in one big list (like Mordor).
x. Library sorted alphabetically.
x. Spoken quests (mp3)
x. Manually saving and loading the game
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,714
M02YtBq.jpg

oh! THIS SUMMER!!! ???

"After being in open beta for nearly 2 years, Demise: Revenge of the Tavern Keeper is currently in pre-release.
It's expected to be released in the summer of 2022."

 

Fluent

Arcane
Patron
The Real Fanboy
Joined
Apr 8, 2021
Messages
830
So this looks cool! Where do I buy? And can someone quickly list the names of all the games in this series or by this developer? And yeah, if someone can point me to where I can buy it that would be great. Thanks. :)
 

Belthazor

Educated
Joined
Jan 28, 2022
Messages
82
So this looks cool! Where do I buy? And can someone quickly list the names of all the games in this series or by this developer? And yeah, if someone can point me to where I can buy it that would be great. Thanks. :)
The following page: https://www.city-of-marlith.com/general/buy-or-download.html shows an overview of where you can download demo's and where you can buy the full version.

List of games owned and sold by Decklin's Domain:
0 Mordor: The Depths of Dejenol
0 Mordor II: Darkness Awakening
0 Infinite Worlds
0 Demise: Rise of the Ku'tan
0 Demise: Ascension
0 Demise: Revenge of the Tavern Keeper
0 Devil Whiskey
 
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Dungeon Lord

Scholar
Joined
Oct 16, 2015
Messages
240
The benefit of party is stacked power. You can heal, ressurrect, buff, spread around damage, etc. Makes it exponentially easier to go deeper or do way more levels at once without having to go back.

It can be pretty slow grinding though.
But which one is better?

1. I have now one single character: Ninja/Warlock/Magi
2. Won't it be better if I use three different character? 1 Ninja, 1 Warlock, 1 Magi?
Is it the same XP? But wait for a while, the 3 member party has no XP penalty? So is it better?
 

Dungeon Lord

Scholar
Joined
Oct 16, 2015
Messages
240
I have a Ninja. He got a quest: return a Disciple.
In the party I have a Magi, so he is charmed one.
But the Ninja guild cannot accept the quest because the disciple belongs to the Magi???
Can I transfer it?

This game is very black-and-white.
It is great fun, leveling up a character/party.
It is terrible because a random quests+pinning. I need a Potion of Fitness and I am pinned. So I am wandering for hours and hours in the dungeon, hoping I accidentally will find this potion, gaining zero xp.
 

Belthazor

Educated
Joined
Jan 28, 2022
Messages
82
The benefit of party is stacked power. You can heal, ressurrect, buff, spread around damage, etc. Makes it exponentially easier to go deeper or do way more levels at once without having to go back.

It can be pretty slow grinding though.
But which one is better?

1. I have now one single character: Ninja/Warlock/Magi
2. Won't it be better if I use three different character? 1 Ninja, 1 Warlock, 1 Magi?
Is it the same XP? But wait for a while, the 3 member party has no XP penalty? So is it better?
It depends on your playing preferences, both are viable.
Some prefer a single character, it levels fast, and he/she can become allround via multiple guilds (mushpot).
But a single character is the target of every monster attack. Being paralysed leaves you very vulnerable.
That can be circumvented with companions.
For example Asteryex are powerful companions. They breath both air and underwater, which is convenient.
Have huge hitpoints (850 hp) and are immune to most spells (except electrical) and can Stone monsters.
You need much more levels to beat the Ku'tan Jenal with a single character, but it can be done. Say Ninja level 600 or so. Warrior sooner.
A single character can at anytime become a member of a party if you change your mind.

A party of three is much stronger and can defeat the Ku'tan Jenal at much lower levels. Say all 300-350.
What Zeriel said: more targets for monsters, more hitpoints, more spellpoints, more spells, healing and casting resistance spells on each other.
So I would choose three (almost) single-level characters over a mushpot.
You can't join a Warlock without first joining another guild, because of required minimum stats.
 
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Belthazor

Educated
Joined
Jan 28, 2022
Messages
82
I have a Ninja. He got a quest: return a Disciple.
In the party I have a Magi, so he is charmed one.
But the Ninja guild cannot accept the quest because the disciple belongs to the Magi???
Can I transfer it?

This game is very black-and-white.
It is great fun, leveling up a character/party.
It is terrible because a random quests+pinning. I need a Potion of Fitness and I am pinned. So I am wandering for hours and hours in the dungeon, hoping I accidentally will find this potion, gaining zero xp.
Yes you can. Sell the Disciple to the Confinent in the city, and buy it back with the Ninja.
Random quests are optional now in Demise: Ascension. So don't accept them if you don't want to. If you do fulfill them your reward is levelling up for 1 gold.
Try farming dungeon level 2 for Potions and Tomes. Also the graveyard at level 2.
You can check the Billboard in the City for bounties with a Potion of Fitness as reward.
You can check the Tavern Keeper's shop (which is technically a list of all items laying on the floor in the dungeon).
You can check your Library where you've last found a Potion of Fitness. My library says I found the last one from a Warrior on level 4.
 

Dungeon Lord

Scholar
Joined
Oct 16, 2015
Messages
240
How can I charm a Namana (indiginis?) for return it as companion?
Charm monster spell is not working?
I have level50 Magi. It is a guild quest.
 

Belthazor

Educated
Joined
Jan 28, 2022
Messages
82
Hello Demise Players,

I've created an overview of donated spellbooks.
This webpage shows a table of codexes, grimoires, librams and treatises sorted by alphabet.
For each spellbook the available guilds are shown and you can check the ones where you've donated the spellbook.

Once you've finished your overview, you are able to save it (clipboard, cookie) and reload it at any time.
The saving and reloading is done via a generated code which contains the checked and unchecked bits corresponding to the spellbook/guild combinations.
At the moment there are 116 combinations. Only a few combinations are missing (additions are welcome).


Why have I created this overview?
For starters it was fun to work on.
The game doesn't offer an interface for this kind of information.
To prevent resorting to Excel or similar tools, this overview enables players to better see which spells are missing per guild from their server or single player game.
And which spellbooks to hunt for in the dungeon.
I can only hope players find it useful.


My website doesn't use advertisements, doesn't use any tracking cookies.
Other than the option to now save the overview as a cookie, no cookies are used at all.
No data is stored on the server. Only html, css and javascript (client-side) are used.


Warning! Massive spoilers.
https://www.city-of-marlith.com/ascension/spells/list-donated-spellbooks.html


Feedback is welcome.
 
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