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Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.
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This could have been an awesome game and I did try to like it but unfortunately in its current state it’s impossible to enjoy it… even if its core idea is great. Hopefully, Otherside will work on it and it will release an enhanced/definitive edition in the future. Till then save your money for something else.
I know that razorfist retarded butthurt is old.....but i just found a fucking encyclopedia dramatica have a page on him . It is really good read,i am laughing my ass off. Didn't expect that he is that retarded. Here is the link:
I know that razorfist retarded butthurt is old.....but i just found a fucking encyclopedia dramatica have a page on him . It is really good read,i am laughing my ass off. Didn't expect that he is that retarded. Here is the link:
Hahaha it was about this thread,it was insulting the future of immersive sims aka "Underworld Ascendant". He got really butthurt that we were bashing that pre-alpha shit. For the NV thing i don't know.
I watched his relatively recent F:NV stream, his main complaint was about how FNV was buggy as fuck on launch and now he considered it equal to F3. Almost as bad, but not the same regardless.
You know one of the things that impressed me about Phoenix Point in this regard is that Gollop was willing to move to Bulgaria in order to lower costs and squeeze every dime out of that crowdfunding cash.
I watched his relatively recent F:NV stream, his main complaint was about how FNV was buggy as fuck on launch and now he considered it equal to F3. Almost as bad, but not the same regardless.
I know that razorfist retarded butthurt is old.....but i just found a fucking encyclopedia dramatica have a page on him . It is really good read,i am laughing my ass off. Didn't expect that he is that retarded. Here is the link:
I missed this whole thread due to the holidays and probably also to the fact that no one even bothered to play this game.
I was extremely skeptical that UA would turn out to be anything other than mediocre/good for what it is, and said so on several occasions, but I didn't expect it to utterly and completely bomb. The mental picture I have in my head is of someone receiving a meal and then marching into the bathroom, chucking the food straight into the toilet, and giving it the old flusharoonie without even bothering to taste it. Or perhaps a wretched abomination falls from the sky, but instead of hitting rock bottom, it simply phases through the earth until it reaches Hell—do not pass Go, do not collect $200.
I wonder what it feels like to have wasted hundreds of thousands of dollars of other people's money? Probably better than it feels to waste your own, I suppose.
So hey, how 'bout that System Shock 3? I'm really looking forward to that now.
I came here to see how this thread is doing. I wanted to see some good old fashion Underworld discussion. Instead, I see someone posted a pic of a twink jerking his cashew sized pee pee. People kept quoting the post, thus spamming the pic of his pee pee jerking. At first I was disappointed... but then I realized it was appropriate.
Underworld Ascendant Development Roadmap – December 2018+
Greetings, Ascendants!
Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game.
We have also included our plans for Update 2, which will go live early next year. Further details and timing are outlined below.
UPDATE 1 – Next week (Pending QA Review)
Save system
We’ve completely overhauled Underworld Ascendant’s save game system based on player feedback. The goal is to ensure your efforts as you adventure through the Abyss, particularly during quests, are saved.
Under this new system, you will be able to save your progress anywhere in the game (with a couple exceptions) from the Pause Menu.
When you save a game, you will retain your location in a level, whatever steps you’ve completed toward a quest and all items and equipment you’ve collected in your inventory. Enemy positions, health and more will also be saved.
A full description can be found in the Save Game Details section at the end of this post.
Combat
We have refined Combat to make it more dynamic and responsive and to add more variety to attacks.
First, we are changing the way directional attacks are being handled. Now, every player will be provided with these attacks at the beginning of the game. Instead of using skill points to unlock these attacks, skill points will now make these attacks more powerful.
A balance pass on weapon damage and enemy health has been made with an aim to making combat more engaging, particularly in early levels.
Some initial improvements to AI have been implemented and we have plans for bigger updates in the new year.
Quests and Levels
Many immersion-breaking holes and seams have been removed and levels have more refined and more varied enemy populations.. Pluto’s Gate and Upper Eberus have received a number of enhancements to improve playability and make them feel more “lived in”.
Items
You’ll also see some weapon and loot changes in this update. An item’s wear will now be more apparent, with weapons showing damage wear over time as well as appearing broken when they have reached that state. We improved loot drops in the world as well as weapon availability in Aelita’s shop.
Player Movement
In update 1.03 we made changes to improve player movement. This included the addition of swimming, reduced keyboard and mouse input lag and better transitions into and out of water. Those fixes along with Update 1’s increased base player speed has helped make player movement more responsive and more fluid.
Other Improvements
We’ll give more details in the update Build Notes next week, but some highlights include saved key binding preferences, better visualization of which skills have been learned, the ability to learn skills sooner and more.
UPDATE 2
February 2019
Our overall goal for Update 2 next year is to continue to make the game more interesting, more fun, easier to understand, and more polished. We will continue to improve things like combat, AI and levels. We will also focus efforts on player progression, adding variety to the gameplay and improving the overall player journey through the course of the game.
Most importantly, we will continue to gather feedback from our fans and players after Update 1 to see other areas where we can continue to improve the game.
Here are highlights of what we are planning for Update 2:
Combat and AI
We will continue to make improvements to combat to make it more fun and engaging—please continue to give us detailed feedback as you play! On the AI front, we’re planning to improve behavior, responsiveness, communication to players and navigation. Our goal is to make enemy behavior more interesting and more natural to players.
Meta Game
We are evaluating ways to improve the overall player experience during a full play-through to better communicate requirements to complete the game and also reduce the complexity around what players are supposed to be doing to stop Typhon.
Levels
We will continue to look at improvements to levels, including adding more enemies, environmental storytelling and potentially streamlining the layout of Marcaul.
Quests
Our goal is to make quests more interesting and less repetitive. We are also scoping out improvements to player experience in the beginning of the game through enhancements to Pluto’s Gate and Saurian’s Challenge to expose players to fun gameplay elements more quickly.
Other
We’re looking to continue to make the game easier to understand (aka better tooltip text), improve performance, improve load times, and continue to fix bugs
There you have it, our roadmap for the next two updates. Beyond that, our plans will take shape as we gather more feedback from the community and evaluate the game’s progress. If you have constructive feedback on Update 1, please check out the discussion here.
Thank you!
The Underworld Ascendant Team
ADDENDUM: UPDATE 1 SAVE SYSTEM DETAILS
The following are the current build notes for the Update 1 Save System. Please note that some details may change between now and when it goes live.
You will be able to save your progress anywhere in the game from the Pause Menu.
The new system saves the following:
World State
Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
All spawned items (e.g., weapons, food, etc.) including location and position
Silver Sapling location and status
Enemy Health
Enemy status effect with durations
Door damage
Combustibles will remain lit
Gate / Portcullis state (up / down / in transit)
Quest State
The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved.
Player State
Position, rotation, crouching
Current health/damage
Current Mana
Status effects
Inventory
Hotbar
Stash
Known spells
Faction Favor
Influence
Completed quests
Skills
Held items
Player session stats associated with level progress (e.g., enemies killed)
Existing player stats associated with prior level progress
A few things are not saved:
Arrows that are not at rest
Spells in the middle of being cast
Important Notes:
Saving is disabled when the player is off the ground or within 15 meters from enemies.
We are still working on saving in Marcaul. It currently does not save player position or world state, but does save inventory, stash, skill point changes, etc. in addition to saving quests completed (as a result of Hap sending you to the Midnight Forum), but you will start at the Ring of Portals when you re-load.