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Indie Passageway of the Ancients - Baldur's Gate-Like RPG with Dual-Persona Character Development

Joined
Dec 18, 2022
Messages
2,813
Location
Vareš
I see your point. In strategic mode did you have the bandwidth to actually drink the potion after pause and usually survive? Thanks again for all your help.
No, but having to drink in real time while battling isn't strategic, it's just testing your quickness with a mouse which shouldn't be in an RPG. It would've been more fun and less cheesy to be able to queue up drinking a potion while, but not getting the effects until unpausing.
 

JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
I see your point. In strategic mode did you have the bandwidth to actually drink the potion after pause and usually survive? Thanks again for all your help.
No, but having to drink in real time while battling isn't strategic, it's just testing your quickness with a mouse which shouldn't be in an RPG. It would've been more fun and less cheesy to be able to queue up drinking a potion while, but not getting the effects until unpausing.
What do you think about adding a cool down period between uses of potions? In your estimation do you think if this mechanic (cool down) were present you could survive the Stategic mode or would it still be nearly fatal? If we add applying potions after pause do you think you could survive the Strategic mode as is or is it set too high?
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
6,075
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
What's up with the unfair pricing for Poles? :argh:

PrDmGqp.jpeg
 
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JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
I just wanted to let everyone know that we have uploaded a patch to the game (1.1). Details about it can be found here: https://store.steampowered.com/news/app/1014260/view/4476108833152827502?l=english . Aside from the many adjustments and corrections to the existing game we have added an extensive list of new features and enhancements that are described in detail at the link provided. I hope you find these as satisfying as I do. Thanks to everyone for your constructive comments.
 
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JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
I see your point. In strategic mode did you have the bandwidth to actually drink the potion after pause and usually survive? Thanks again for all your help.
No, but having to drink in real time while battling isn't strategic, it's just testing your quickness with a mouse which shouldn't be in an RPG. It would've been more fun and less cheesy to be able to queue up drinking a potion while, but not getting the effects until unpausing.
Just wanted to let you know personally that the new patch features both of your recommendations. You que up and drink the potion while in pause the effects are applied when you return to real time. Thanks for the input. No more cheating the system to complete the game.
 
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tomphonse

Educated
Patron
Joined
May 11, 2024
Messages
107
Location
New Zealand
Enjoy the Revolution! Another revolution around the sun that is.
Lol When I read the "dual persona character development" thing in the title of this thread I was thinking something cool and introspective and le intelligent rather than you animorph into a gay argonian every now and then.

The creators are two Texan men in their 70s. That's certainly a thing.

Atleast this could result in some amusement.
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,126
Lol When I read the "dual persona character development" thing in the title of this thread I was thinking something cool and introspective and le intelligent rather than you animorph into a gay argonian every now and then.

The creators are two Texan men in their 70s. That's certainly a thing.

Atleast this could result in some amusement.
Show some respect to the grognard, sir. :mad:
:killit:
 

JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
Lol When I read the "dual persona character development" thing in the title of this thread I was thinking something cool and introspective and le intelligent rather than you animorph into a gay argonian every now and then.

The creators are two Texan men in their 70s. That's certainly a thing.

Atleast this could result in some amusement.
Conceptually we wrestled with the concept of dual character development a lot since one of the core premises of this fantasy infiverse is that under the hood all living, sentient life forms are made of the same divine stuff. This philosophical dilemma coupled with the fact that as a three person development team we ran out of bandwidth and had to cut the skill trees reserved for the dragonkindt left the concept of dual character development admittedly threadbare. An issue we will most assuredly fix in the next chapter of this story.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,370
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
An issue we will most assuredly fix in the next chapter of this story
How viable is a sequel looking right now, financially? Is this game making you enough to consider the next project?
 

JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
An issue we will most assuredly fix in the next chapter of this story
How viable is a sequel looking right now, financially? Is this game making you enough to consider the next project?
Too early to tell yet but wishlists have been robust. Fortunately we are a very small development team with relatively meager needs. We are hoping that our unique story line will gather a following and people will recognize where we are trying to head with all of this. In chapter 2 we will be doing voice overs plus text. We have had some criticisms that we have a fantastic story line but its all text based so therefore it's not OK. We were trying to avoid the issue where you do voice overs but get ridiculed for these voice overs if they are not top shelf (very expensive). Damned if you do damned if you don't.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,370
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
We were trying to avoid the issue where you do voice overs but get ridiculed for these voice overs if they are not top shelf (very expensive). Damned if you do damned if you don't.
Limited voice overs like Drakensang, the IE games and Nwn.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,212
Passageway of the Ancients’ 1.2 Patch is now here!
Bug fixes, changes, and more
Hey Everyone!

Hope everyone had great holidays and we wish you all the best going into the new year!

We are excited to announce a new major patch (1.2); we primarily focused on fixing many of the reported issues, in addition to some enhancements. You can find the full list of changes underneath this post.

In addition, we are already working on the next few major patches, and here is a rough timeline of the major changes to expect (subject to change, and in addition to other things such as various fixes as we learn of the issues):

1.3 (ETA: end of January/beginning of February)
  • More UI scaling fixes (we are aware of a few windows, primarily the shop, that are still not behaving as expected with high UI scaling)
  • UI improvements (spellbook rework, more quickslots, quality of life in general)
  • Pathfinding and movement improvements


1.4 (ETA: early spring)
  • Dungeon mechanics and loot rebalance
  • Better quest hints (primarily in the form of visual cues, as well as better journal entries), story progression improvements
  • More rewards for thorough exploration
  • Updates to existing maps to make them feel more alive, primarily via flavour text


As always, if you have any feedback, don’t hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media!

– Passageway Games


1.2 Bugfixes

Dungeons
  • Monster spawners would always reset with no grace period (e.g. teleporting to town and back to the dungeon would reset all monster spawns); a grace period of 6h-24h in-game time (based on difficulty) is now applied.
  • Monster shadows were always visible even if the monster itself was not revealed.
  • The Witch's Barrier in the Planet Archive Repository may not always block entry, bypassing having to do the quest to dispell it.

Game settings
  • Several settings (quality, target framerate, vsync and a few others) did not persist and would reset to defaults after restarting the game.
  • A few game settings like sound effect volume would not apply correctly when the game is restarted (e.g. resulting in sound effects always playing at 100% volume after restart until the volume slider was re-adjusted).

Quickslots
  • Items assigned to character's quickslots could disappear from the quickslots if that character's inventory was sorted using the right-click inventory context menu.
  • Using the hotkeys for the quickslots (1-4) would often fail to activate the relevant quickslot.

Character creator (new game screen)
  • Spamming the escape key while loading into the character creator screen could result in character stats failing to load and be forced to zero; characters created this way would start with all stats at 1.
  • Pressing the escape key inside the character creator screen could disable all the UI actions on the screen.

UI
  • Right-clicking inventory items, bringing up the context menu and immediately dismissing it could create an invisible ghost UI element that would partially block interactions with the rest of the UI, or the game world.
  • Several UI elements like the minimap could have incorrect scaling at some specific resolutions or even go completely off-screen.
  • Continuous fast pressing of the escape key in-game could cause the game to get permanently stuck in paused state until a different save file is loaded.
  • Clean up presentation of character journals so they group the entries more sensibly with better spacing.

Miscellaneous
  • Tooltip for the gatehouse in the Ithgar region map screen would always refer to the player character as Caledon, despite the player's chosen name.
  • Some effects like enchant weapon/armour were missing status icons, showing up as a question mark icon above the player's HP bars.
  • Sprinting could be enabled by continuously pressing the R key and would allow some party members to keep sprinting, even if they could not afford the stamina cost to keep sprinting.
  • Some damaging effects such as poison would display their damage done to party members as "Unknown's Poison hits X for Y damage" in case the effect owner was no longer alive.
  • Some buff spells had incorrect auto-recast conditions and would continue re-casting.


1.2 Enhancements

Dungeons
  • Added a new NPC to the Tavern to give hints about where you actually are in the game's main plot.
  • Added a special present from the main player's mother in the Family Chapel and Shrine which can be accessed after finding the special ring.
  • Added a hint to the Witch's Barrier in the Planet Archive Repository, in case the player misses the dialogue hint about the barrier.
  • Added a hint to the blocked staircase in the Dwarven Fortress, in case the player misses the dialogue hint about finding an alternative way.
  • Enhance the puzzle to find the special plot critical ring in the Dwarven Fortress I with a more sensible prelude puzzle to find the hint and moved the puzzle to the door itself.
  • Add Lever puzzle to Dwarven Fortress II portal to Dwarven Mines.
  • Added puzzle to Family Mausoleum and Crypt to make it more relevant to explore the area a bit before going to the next level.
  • Add artifact puzzle to Alonoi Citadel Underground.
  • Move artifacts to central room in Dark Keep Top and add puzzle pieces to various levels in the Keep needed to open it.
  • Change the Cerberus fight to not be tied directly to the portal. Instead, you need to visit the Warden's room and open it using the Lever.
  • Add some special flavor goodies that can be found in Dark Keep Underground.
  • Implemented a mini-quest to enhance Lishen's Fang and unlock its true potential.
  • Flavor narration added to Kobold Commander and one other location in the Gatehouse.
  • A new link back to Mansion is opened from Ancient Ruins of the Shadowkindt after defeating the final enemy in them to make returning easier.

UI
  • Added an option to change the UI scale; default is still auto-scaling, but this can be disabled in the interface settings and a custom scaling ratio can be applied via the slider.
  • Added a hint about using CTRL+click to move items into the shopping cart in the shop UI.
  • Scrolling large containers (such as large corpse piles, or character corpses) with the mouse wheel was very slow; increased the rate the mouse wheel moves the scrollbar in those screens.

Controls
  • Added hotkeys for selecting party members; F1-F4 to select individual members and equals (=) to select all party members (can be remapped in options).
  • Reworked the "highlight nearby treasure" option (by default bound to the C key) into a toggle, so that it does not have to be held down continuously.

Performance
  • Improved performance of monster and player movement and their physics calculations especially in large rooms.
  • Added an option to disable dynamic shadows in graphics settings (this can can result in 10-20% FPS increase on some systems).
  • Greatly improved the performance of the "highlight nearby treasure" option (enabled via C key by default).

Miscellaneous
  • Added a third option to the Shadow Gate artifact UI screen, which is always a fixed point in the Gatehouse (primarily to prevent scenarios where players could get stuck if they overwrite both recall points to the same location).
 

JonG

Passageway Games
Developer
Joined
Aug 8, 2023
Messages
144
Hi Everyone

I hope your holidays were exceptionally bright and fulfilling. We are now a bit over two months since the initial release of Passageway of the Ancients. Here at Passageway Games the development team has been intensely focused on resolving anomalies, enhancing game play and adding new features as detailed on our Steam home page in the patch 1.2 announcement. (https://store.steampowered.com/news/app/1014260/view/508441532014004512).

We feel that we are approaching the point where the game is reaching our expectations and stands proudly when compared to the games produced by large corporations. We would greatly appreciate it if those of you who have an interest in helping us put the finishing touches on the game would please play the game in its entirety and provide us with your constructive criticism and suggestions for improvement. Those of you whose suggestions are included in the game will be listed in the credits as special contributors.
 

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