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Vapourware Realms Beyond: Ashes of the Fallen - Chaos Chronicles reborn and dead again

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,277
Ok that ToEE comparison worries me a bit. Will the enemy be respawning and will the resting encounter be as annoying as in ToEE?
Actually I member one dev was super negative about re-spawns, but other told that there will be re-spawns at places where it makes sense. I'm having hard time imagine situation where re-spawns make sense though.
According to DISScord they are planning to release update today.

Maybe some animal's lair where the wolves or something will respawn since you can't kill every one of wolves in the area.

I'm fine with respawn as long as the you are not force to go back to that area every 5 minutes.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,007
Looks like they're working hard on backing other games on kickstarter. I receive atleast 2-3 emails every week informing me "ceres backed 'x' game"

Keep up the good work! That's why we gave you our money!
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,007
I'm so glad I'm supporting projects I didn't give my money to

gLfFQTC.png




No need for updates guys, just keep backing other peoples' games on kickstarter :salute:
 

Valky

Arcane
Manlet
Joined
Aug 22, 2016
Messages
2,418
Location
Trapped in a bioform
Looks like they're working hard on backing other games on kickstarter. I receive atleast 2-3 emails every week informing me "ceres backed 'x' game"

Keep up the good work! That's why we gave you our money!
And don't forget, you get no kickstarter backer rewards for any of them!
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
I'm so glad I'm supporting projects I didn't give my money to

No need for updates guys, just keep backing other peoples' games on kickstarter :salute:

Actually, the return on investment on supporting other dev via Kickstarter may be better than paying streamer to play your game.
 

Mustawd

Guest
When and why was Jarlfrank kicked out of the development team?

Some douchebag on rpgwatch posted about nazi related deviantart groups he was a part of, dug up some politics subforum posts and then posted screenshots of his profile post where he had Swastikas.

Personally, jarl was always nice to me, and it’s hard to believe he’s a literal nazi. That being said, he’s a big boy and I sure he understands stuff like that can doom a project. He then tried sanitizing all his posts and online nazi stuff, but the damage had been done at that point. Instead of prolonging the inevitable he resigned from the team.
 
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InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,365
Pathfinder: Wrath
Should have sanitized the posts before going all in as Public face for a project even if he only did it in the Codex.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,512
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
His problem was that he kept saying that it was no problem to have that stuff on your profile and it was no problem writing some questionable stuff. The problem is that when shit hit the fan, he knew he was fucked. Good old Crispy didn’t help either. All in all, a naive point of view cost him his position. That is if he didn’t do it all on purpose. Maybe Jarl has a contract to write for the next Call of Duty or Elder Scrolls game.
 

Goral

Arcane
Patron
The Real Fanboy
Joined
May 4, 2008
Messages
3,552
Location
Poland
ironmask
he resigned from the team
And was thrown out from the Codex staff by DarkUnderlord because he chickened out and started covering his tracks even though a while earlier he said he doesn't care what other people think. I would say that he got what he deserved if not for the fact that Infinitron did much worse and he's inviolable. He must have some pretty serious dirt on DU, otherwise I don't see the reason for such favouritism.
 

Mr. Hiver

Dumbfuck!
Dumbfuck
Joined
May 8, 2018
Messages
705
Infinitron brings in clicks which Du harvest to buy more sheep for his outback har... i mean farm.

- this is not a joke.
 
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InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,365
Pathfinder: Wrath
Should have sanitized the posts
Nigga, HE. POSTED. ON. CODEX. If it's not enough for you to be forever branded as Hitler...

While association with the Codex certainly has slight negative connotation due to having low moderation and in general is known for being safe place for right wing, the only dirt people can dig up is the one you have.

If I suddenly become a PR for an RPG/other video games on Codex, I am 98% confident that my history in the Codex will not make any controversies because I didn't post jack shit the common internet would find unacceptable. Fact is JarlFrank was fine with his history be it in Codex or Nazi blogspot or whatever. Unfortunately (or fortunately, depending on you) internet is no longer a separate part of your life with no consequences in real life. It was when shit hit the fan that he panicked and abused his mod power to sanitize his history.

And no it is not about SJW or whatever. If you as a boss found out that one of your subordinate is unabashed white hating SJW from the internet, you too could use the information as you wish, including denying him promotion or sending phone terror trolls or whatever. It is not the first time such thing happened as well.

All in all let this be a lesson that skeleton in your digital closet is still a skeleton.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,228
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
https://www.realms-beyond.com/reactive-dialogues/

Reactive Dialogues
June 4, 2019

In the weeks since the last update, we’ve been hard at work designing quests and locations. And to make sure that our quests are as good as they can be and offer the highest possible degree of reactivity towards the player character, we’ve also improved our dialogue system and added a handful of new features to it.

In this update, we’re going to show you the new features of the dialogue system, as well as screenshots of some beautiful new locations we’ve added to the world of Argea. The section of the update that shows off the dialogue tool will contain minor spoilers for early content in the game, as well as a side quest later in the game. If you wish to avoid such spoilers, please take note of the warnings and skip ahead.

In an RPG, it is important that the game recognizes the player’s character build. And since Realms Beyond allows the player to create (or to recruit) a party of six characters, a diverse party should mean that NPCs react differently to each of them. Different characters should also be able to react differently to NPC statements. While most characters might agree with the assessment that orcs are savage barbarians, a half-orc character might object to such a statement.


Click to enlarge

Dialogue options can depend on many things: the player character’s sex, race, class, ability scores, skills, equipment, current status effects, faction reputation, and more. If you want to find a peaceful solution with the orcs, letting your half-orc do the talking might be a good idea. Similarly, in a village where everyone is prejudiced towards elves because of an old grudge that has never been forgotten, an elven or half-elven character will have a harder time winning the sympathies of the populace.

Warning: minor spoilers for early content ahead!
To skip any spoiler, please jump to the screenshot section at the end.
In the following example, the player is attempting to escape from prison and spotted by a group of card-playing guards. In the ensuing dialogue, the player can choose to surrender and allow them to drag him into the dungeon cells, ready his weapon and fight, or convince them to play a game of cards with his freedom as the wager.


Click to enlarge

Each yellow dialogue option is associated with a certain precondition. If the player has recruited a certain companion into the party, he or she can offer the companion’s knowledge of secret hallways in the fortress to the guards. If the player is a wizard, he can offer to cast a spell of their choosing for them. If he’s a priest, he can offer them a blessing. And if the player’s character is female and has sufficiently high charisma, she can flirt with the guards.

You may also notice that some of the dialogue options, and the dialogue spoken by the NPCs, contain some conditions in themselves. Things like the player’s gender, race and class will be referenced by NPCs when appropriate, and rather than writing the entire sentence anew, the scripting capabilities of Realms Beyond allow us to just set a condition around certain words of the sentence.

RB_dialogue_conditions_01.png

A simple greeting text with conditional parts

We shall look at a side quest the player will encounter later in the game to see how these conditions can be used in practice.

Warning: spoilers for a mid-game side quest ahead!

During your travels through Argea, you will come upon several wizards living in solitary towers, dedicated to their research. One of these wizards, a man named Obalor, tells you about his rivalry with a fellow sorceress named Jeralis. Many years ago, she lost her eyes in an accident, and went on to craft a pair of enchanted emeralds to return her sight. Wizards all across the realm have wondered how she fashioned that enchantment, and Obalor is determined to find it out. He hires the player party to take Jeralis’ emerald eyes and bring them to him, so he can examine the enchantment and learn his rival’s technique.

If the player accepts the quest, he must travel to Jeralis’ tower and get his hands on her emerald eyes. One way to do this is to engage her in dialogue and convince her that he himself is an arcane researcher and interested in studying the enchantment. Jeralis isn’t opposed to borrowing her eyes to someone interested in the workings of their enchantment, but the player’s character doesn’t quite strike her as a magical researcher.

This is where more complex conditions come in. If the player’s character is a highly intelligent wizard, he (or she) can easily convince her of being a researcher himself. If the player’s character is a wizard, but has only average rather than exceptional intelligence for his class, he’ll have to bluff a little to make her believe him. And if the player’s character is not a wizard, he’ll have to bluff a lot.


Click to enlarge

As you can see, rather than adding several different conditions to the dialogue choice (our editor allows for up to two conditions to be attached to a dialogue choice at once, so adding three or more individual conditions would be logistically impossible, anyway), we have created a new local condition simply named MAG_RESEARCH, which checks whether the player’s character can successfully convince Jeralis of being a researcher of the arcane or not. The custom condition looks like this:

RB_dialogue_condition_magical.png

As you can see from these lines of code, the character will succeed the check if he has a bluff skill of 6; if he is a wizard, he will succeed with a bluff skill of 3; if he is a wizard with INT greater than 18, he will succeed automatically.
Our scripting system allows us to make dialogue checks as complex as we need them to be for any given quest situation. We can check the player character’s gender, race and class. We can check the player character’s attributes and skills. We can check the player’s equipment, and whether she’s wearing something on an equipment slot at all: a guard might demand your character take her helmet off before she enters the throne room, as it would be rude to enter the royal chambers with a covered head. It is as simple as checking for the condition of BAREHEADED being false.

We can even add dialogue choices based on temporary conditions the player is effected by. When Obalor offers the player the quest to fetch Jeralis’ eyes for him, maybe an insane and hungry character might react like this?

RB_dialogue_wizard_02.png

This powerful scripting system allows us to recognize any state a player character may be in, and have NPCs acknowledge everything that is appropriate for them to comment on (like a dwarf reacting favorably toward a fellow dwarf and skeptically toward an elf, a priestess mentioning you should take your boots off before you enter the inner sanctum, a merchant greeting you as a colleague because your character is a member of the merchants’ guild, etc). It also allows for creative quest solutions. Let’s imagine a magic mirror that guards a magically locked door. You can interact with it, but looking into it doesn’t do anything. In another chamber of the dungeon you find out that the door only opens for those who stare into the mirror with blinded eyes – you can cast a spell of blinding upon your character, interact with the mirror while the BLIND condition is true, and the door will open!

As for the quest to get Jeralis’ emerald eyes – there are approaches other than asking her and bluffing, such as intimidation, combat and stealth, but how exactly those can be pulled off is up to you to find out when you play the game! Our quests generally offer at least two possible solutions, usually more. Every player will have a different party and follow a different playstyle, so we try to add multiple solutions and decisions to each quest to offer a large amount of choice to the player – and, of course, a high degree of replayability.

Quest spoilers over. You may continue reading from here if you wanted to avoid them.

Finally, we’re going to show you some screenshots of a cozy village on the remote island in the Northern sea. Enjoy the scenes of tranquil village life!



The local physician’s house. He cares for the sick and also serves as the local coroner. His cat is doing its best at keeping the village rat-free.


The chopping block, where prisoners condemned to death meet their end. You can sit down in the tavern next door and watch the execution through the windows, comfortably seated with a mug of ale in your hands. The pinnacle of entertainment in a sleepy little village like this.



He’s not drinking on duty! He’s merely sampling the ale to make sure it is of high enough quality. A diligent guard would never let his officers taste sub-par ale. He’s just doing his duty. Besides, it’s not like these prisoners need much guarding. They’re locked behind bars, tight and secure, with no way to escape.

And that’s it for today! We’ve given you a more thorough look into how our dialogue system works, along with a glimpse of one of the game’s many side quests – and keep in mind, this is the very same dialogue tool you will be able to use to create new modules for Realms Beyond, so all the power of setting custom conditions for dialogue checks and writing quests with multiple solutions and outcomes will be in your hands!
 

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