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August Update on Steam

Infinitron

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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
http://steamcommunity.com/games/aod/announcements/detail/92673840290730579
Aug update - First ending, fixes, and improvements
4 AUGUST - VINCE
tl;dr
a LOT of fixes and improvements, you must restart Ganezzar (i.e. use a save game BEFORE you arrived to Ganezzar) to see them.

New content:
  • Two quests continuing Hector/Darganus questlines, featuring Miltiades
  • The very first ending* of the game (ask Bennie to perform the ritual on you)
  • Minor conversations with Varro and Athanasius after the siege
  • 6 death descriptions (some assassins quests, scorpion, construct, Faelan, the breach fight)
Improvements
  • You can save after IG3 fight, increase skills, change gear, etc, before going to Maadoran.
  • Improved the Ordu camp's visuals, added alchemy ingredients.
  • Added a few extra options in some of the Teron encounters.
  • You can explore Teron after the MG questline is over.
  • You can interact with some artifacts in your inventory to identify or activate them.
  • Livia got a brand new portrait.
  • Improved Ganezzar's visuals
  • New and improved models.
  • Confirm box for dropping an item.
  • Added "none" hair option for female characters
  • Alchemical items' prices are now modified by their level.
  • Changed Shorty's trading inventory.
  • Raiders' camp CS check increased.
  • Minor IG4 tweaks (combat and flow)
  • Increased the price modifiers for crafted items.
  • Increased material needed for repair from 0.2 to 0.5.
  • Gaelius now has the Crimson Eye on him.
  • Merchants start with the commercium ring.
  • Added civil SP reward for giving Hamza a fake name in MG5
  • Increased ingots rewards in the well.
  • Vitus gives you more steel and a few sharpening stones.
  • If you are affected by the "camera bug" in which you can zoom out forever, press the Center Camera button to fix it (and remember to report the issue!).
  • Tweaked some Teron's compound infiltration checks and added an option to investigate the dining room if you killed the patrolling guard.
  • Increased Livia's training.
  • Removed the need to click on the gate to leave Ganezzar and increased the size of the trigger for players first entering the city.
  • Praetors are no longer forced to see Meru right away when they arrive to the city.
  • You don't have to take Meru to Al-Akia right away when you join House Crassus.
  • Grifter now starts with a dagger.
  • The Abyss is closed for maintenance after you arrive to Ganezzar.
  • Reduced whetstone base price to 50 (from 100).
  • CS Training after AG1 increased to 10.
  • You are no longer forced to take the gold or return to Levir in TG4.
  • Added etiquette and lore checks with Lorenza in MG4.
  • Lowered the cost of higher skill levels
  • Rebalanced the MG questline, more CHA and extra checks in some quests.
  • Rebalanced the lore checks to use the entire 1-10 scale.
  • You can now place one-handed crossbow and bolter in the belt bags.
  • Broken armor lowers weight and price.
  • Feint no longer selectable if you have a shield.
Fixed:
  • Serenas taking more money than intended in HD questline.
  • Loop in IG4 if you convinced Strabos to tell you what he knows.
  • The first wave did not appear in IG6 if you didn't do anything at the Ordu camp.
  • Inverted info for the sharpened weapons' strikes and damage.
  • Siege of Ganezzar when you travel there from Caer-Tor.
  • Silver tongued devil rank added incorrectly in MG2 (belongs to TG3).
  • Being able to ask about poison if the mine situation was already solved.
  • Trading bonuses description.
  • Power armor should no longer be damaged.
  • Camera issue after talking to Strabos at the end of MG6.
  • Tower guards dodging instead of blocking.
  • Escaping Zamedi as a thief or Daratan praetor should no longer show the Teron ending slides or end the game.
  • Distracting the guards in TG3 properly sends one of your man to take care of the crossbowman.
  • Crash when fighting Hagnon as IG is his tent.
  • Passability in Mountain Monastery and Dead River that allowed you to "fly".
  • Camera issue after passing the IG trial in Maadoran.
  • Being able to join the expedition as an HA praetor twice.
  • HA praetor being able to suggest going through the tunnels.
  • The Ordu killing the IG triggers a proper ending.
  • Proper Ganezzar state after HA taking over Ganezzar (with guards/ordu).
  • Ganezzar's medicus now has dialogue.
  • Loop in Meru's star chamber dialogue for praetors wanting to join him.
  • Portrait issues with Decanus in the mines.
  • You can report to Gaelius if Meru dies during the Al-Akia event.
  • Streetwise/impersonate check with the raider leader in Aemolas village.
  • Passability of siege elements in Ganezzar.
  • Sneaking into the mine and activating the machines take you to Gaelius, not drop you in Maadoran.
  • Being to enter the barracks after MG2.
  • A wrong version of the bringer of storms is no longer sold in the exotic emporium.
  • You use the robe when you disguise yourself to get the power armor.
  • You can now leave Darganus' house.
  • The guardian properly takes the ring in all situations.
  • The game ending notes the guardian is locked inside the tower.
  • If you return to the tower, the guardian will attack if you ran away with the ring.
  • Livia's fight not granting SP.
  • IG questline becoming MG questline in Al-Akia.
  • Narrative and bugs in post Abyss Ganezzar quest.
  • Slide text error in Balzaar ending.
  • Commercium questline is no longer available to all in Ganezzar.
  • Ganezzar traders have proper inventories
  • You can no longer escape combat in Darius tomb by clicking on the sarcophagus.
  • loop in the gem quest.
  • You can't finish MDN AG questline and then join HA as a praetor.
  • Added CS training and body count to several CS checks that were missing it.
  • Workers not carrying objects when loading a save.
  • Cleave critical now ignores armor.
  • Meru's loremaster not appearing when he should.
  • Transfer All no longer transfers unlootable items.
  • scorpions having no attack and defense skills.
Combat Balance:

We hit the word limit, so you'll have to take my word for it.

Release plans:

We’re planning to release the game in October. So far we’re on track and we fixed a lot of issues in the last 2 months, as you can see. For the next 2 months we’re switching from monthly to bi-weekly updates to respond faster.

We’re planning to release the final location by the end of August. At that point the game will be content-complete. We’ll test, tweak, and polish through September and early October (so far we’ve allocated 6 weeks) and release.

Thank you for your support and don't forget to restart Ganezzar to see the changes.
 

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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
More here: http://www.irontowerstudio.com/forum/index.php/topic,6769.0.html

Improvements:

- Metal item now shows material.
- After the palace battle in IG3, you are given a chance to save, increase skills, change equipment, before leaving to Maadoran.
- Improved visuals of Ordu camp, added alchemy ingredients.
- Added a few extra options in some of the Teron encounters.
- You can walk around Teron after the MG questline is over.
- You can interact with some artifacts in your inventory to identify or activate them.
- Livia now has an unique portrait.
- Improved visuals of Ganezzar.
- New and improved models.
- Confirm box for dropping an item.
- Added "none" hair for females.
- God ending implemented.
- Miltiades in Ganezzar implemented.
- Added post-Ganezzar events chat with Athanasius and Varro.
- Alchemy item's price now are modified by their level.
- Added 6 new death endings.

Fixes:

- Fixed issue with Serenas taking more money than intended in HD questline.
- Fixed looping issue in IG4 if you convinced Strabos to give you the information.
- Fixed issue in iG6 in which the first wave did not appear if you didn't do anything at the ordu camp.
- Sharpened strikes and damage info in inventory screen are no longer inverted.
- Correct material name for metals (blue steel and sky metal).
- Fixed issue in which there's a siege in Ganezzar when you travel there from Caer-Tor.
- Fixed silver tongued devil rank added incorrectly in MG2 (belongs to TG3).
- Fixed being able to ask about the poison if the mine situation was already solved.
- Fixed trading bonuses description.
- Power armor should no longer be damaged.
- Fixed camera issue after talking to Strabos at the end of MG6.
- Fixed issue with tower infiltration guards dodging instead of blocking.
- Escaping Zamedi as a thief or Daratan praetor should no longer show the Teron ending slides nor end the game prematurely.
- Distracting the guards in TG3 properly sends one of your man to take care of the crossbowman.
- Fixed crash when fighting Hagnon as IG is his tent.
- Fixed passability in Mountain Monastery and Dead River that allowed you to "fly".
- Fixed camera issue after passing the IG trial in Maadoran.
- Fixed issue in which you could go to the Al-Akia expedition as an HA praetor, event which had already happened.
- Fix for HA praetor being able to propose going through the tunnels.
- Now the ordu killing the IG triggers the proper ending.
- Proper Ganezzar state after HA taking over Ganezzar (with guards/ordu).
- Ganezzar medicus now has dialogue.
- Fixed loop in Meru's star chamber dialogue for praetors wanting to join him.
- Fixed portrait issues with Decanus in the mines.
- You now report to Gaelius if Meru dies during the Al-Akia event.
- Fixed issue with streetwise/impersonate check with the raider leader in Aemolas village.
- Fixed passability of siege elements in Ganezzar.
- Fixing the mine after sneaking now properly takes you Gaelius.
- Fixed issue with being to enter barracks building after MG2.
- A wrong version of the bringer of storms is no longer being sold in the exotic emporium.
- You now use the robe when you try to disguise to get the armor.
- You can now leave Darganus' house.
- The guardian properly takes the ring in all situations.
- The game ending recognizes the guardian is locked inside the tower.
- If you return to the tower, the guardian will attack if you ran away with the ring.
- Fixed issue with Livia's fight not granting SP.
- Fixed issue of IG members bugging into MG questline in Al-Akia.
- Fixed narrative and bugs in post Abyss Ganezzar quest.
- Fixed issue with slide text error in Balzaar ending.
- Fixed issue with commercium questlines available to all in Ganezzar.
- Ganezzar trader now has an inventory.
- You can no longer escape combat in Darius tomb by clicking on the sarcophagus.
- Fixed loop in Gem quest.
- Fixed issue in which you could finish the MDN AG questline and then join HA as a praetor.
- Added CS training and body count to several CS checks that were missing it.
- Fixed several typos.
- Fixed issue with workers not carrying objects when loading a save.
- Fixed issue with cleave critical not ignoring armor.
- Fixed issues with Meru's loremaster, not appearing when he should.
- Transfer All no longer transfers unlootable items.
- Fixed issue with scorpions having no attack and defense skills.

Changes:

- Changed Shorty's trade inventory.
- Bandit camp CS check increased.
- Minor tweaks to the combat and flow of IG4.
- Fixed issue with some NPCs with shields dodging.
- Increased price modification done by techniques.
- Increased material needed for repair from 0.2 to 0.5.
- Gaelius now has the crimsom eye on him.
- Merchants start with the commercium ring.
- Added civil SP reward for convincing Hamza in MG5 (fake name and save guild).
- Increased ingots rewards in the well.
- Vitus now gives you more steel and a few sharpening stones.
- If you are affected by the "camera bug" in which you can zoom out forever, press the Center Camera button to fix it (and remember to report the issue!).
- Tweaked some Teron Palace infiltration checks and added an option to investigate the dining room if you killed the patrolling guard.
- Increased Livia's training.
- Removed the need to click on the gate to leave Ganezzar, and increased the size of the trigger for players first entering the city.
- Praetors no longer are forced to see Meru when they arrive to the city.
- You don't have to take Meru to Al-Akia immediately if you join House Crassus.
- Grifter now starts with a dagger.
- An event closes the abyss after you arrive to Ganezzar.
- Reduced whetstone base price to 50 (from 100).
- CS Training after AG1 increased to 10.
- You are no longer forced to take the gold or return to Levir in TG4.
- Added etiquette and lore checks with Lorenza as a merchant in MG4.
- New skill SP increase costs. Lower cost for higher levels.
- Rebalanced the MG questline for a bigger focus on charisma and the need to pass a few more checks in some quests.
- Rebalanced the lore checks to use the whole 1-10 scale.
- You can now place one-handed crossbow and bolter in the belt bags.
- Armor being broken lowers weight and price.
- Feint no longer selectable if you have a shield.

Combat Balance:

- Tweaks to the hammer knockdown attack.
- Hardened technique improvement value has increased.
- Hardened and hammer especial reduces DR by 2.
- Tweaked the equipment and stats of Teron enemies.
- Tweaked the equipment and stats of the arena characters.
- Dagger passive now only increases CS chance on aimed strikes, range 5-50.
- All small daggers have a 5 points CS chance increase.
- Sharpened duration doubled.
- Masterwork armor technique now goes from 2 to 10 (before: 4-20).
- Increased leather armor defense penalty to 3-6-9 (before: 2-4-6).
- Increased manica DR by 1.
- Lightened armor technique only increases AP by 2 max. First level at 5, second at 10.
- Changed berserk potion progression to 30/25-50/5, from 35/35-60/15.
- Increased shield reinforced technique bonus to 4-20, from 2-10.
- Increased shield hardened technique bonus to 5-25, from 5-15, adding levels at 5 and 9 crafting.
 

murloc_gypsy

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Messages
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Haven't played it thus far, not wanting to spoil the story with the possible bugs. I'm thinking of buying it now. Do you know if the price will increase upon release date?
 

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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
Haven't played it thus far, not wanting to spoil the story with the possible bugs. I'm thinking of buying it now. Do you know if the price will increase upon release date?

The price has already increased, it used to be $25. So unless Vault Dweller is suicidal, no.
 

t

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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Haven't played it thus far, not wanting to spoil the story with the possible bugs. I'm thinking of buying it now. Do you know if the price will increase upon release date?
Not only is it final, but also VD promised not to discount it by more than 15%-ish up to and including next (winter?) sale. So you may very well buy it now or on the release date, but really no reason to wait any longer than that.
 

Makabb

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But is it better than Grimoire?


33dyw5y.jpg
 

t

Arcane
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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Elhoim was busy lately:

New update is out:

Improvements:

- Chance to damage armor shown on attack tooltip.

Fixes:

- Paullus now properly blows up the pyramid unless convinced otherwise.
- Fixed MG and IG achievements not appearing if Paullus didn't blow up the pyramid.
- Fixed First Sword achievement.
- Fixed inconsistencies in siege event as MG.
- Fixed issues with alchemy.
- Fixed Vardanis name on character (was named Verdanis).
- Fixed possible issues in which the One God ending could be achieved with Balzaar present.
- Fixed Legatus achievement and rank.
- Fixed issue that caused Antidas not to be in Teron in the IG Alliance scenario.
- Fixed issues with climbing checks.
- Added trading inventory to Bernie in Ganezzar.
- Fixed issue with not being able to kill Hamza via CS.
- You can no longer start again AG9 after Ganezzar endings.
- Fixed issue with wrong weight from damage armor.
- "Lich potion" now grants rank and achievement when taken.
- Fixed looping IG3 if you fought the guards when being taken to Maadoran.
- Fixed issue with not being able to keep Darius helmet when reporting to Gaelius.

Changes:

- The inferiae guardian teaching about databanks requires lore as well as intelligence.
- Added option to access the databanks by yourself if you have lore 10 and intelligence 8.
- Added option to "hack" temple access from Zamedi once Ganezzar events are over. Intelligence and lore are needed.
- SP from Cassius quest now 3 (from 5).
- SP from Teron small sidequests now 2 (from 3).
- Vitus increases your crafting skill by 10 points (from 5).
- Tweaks to the flow in IG9 regarding Carrinas and Paullus.
- Material and gold cost for repairing armors is tied to the missing weight/value.
- Armors can lose 50% weight/value max.

Combat Balance:

- Lightned shield available at 4-8-10, instead of 5-9-10.
- Aimed arms and legs cost 1 AP less, has 10 THC penalty.
- Aimed torso cost 1 AP less, has 15 THC penalty.
- Aimed head and arterial strike cost 1 AP less, has 25 THC penalty.
- Balanced, Flexible and Mechanical THC bonus now ranges 3-15 (from 5-25).
- Whirlwind THC penalty now 20 (from 15).
- Fast, flurry and double tap THC bonus now 15 (from 10).
- Power and cleave penalty now 15 (from 10).
- Aimed Arms and Legs penalties last 3 turns (from 2).
- Net now lasts 2 turns by default (from 3), and has a critical chance for 3 turns based on CS, throwing, and dexterity of attacker and victim.
- Reduced THC bonus in weapons to multiples of 3 (from 5).
- DR damage reduced to 1.
- DR damage chance from metal increased by 20 (from 10).
- Tweaked weapon and dodge/block passive progression.
- Increased vsCS of armors.
- Switched stats of segmentata and musculata.
- Rebalanced leather armors.
 

Esquilax

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But what are the console commands to increase my stats?

After you hit the "~" key, write "dlgchangestat(str, 1)" if you want to increase your strength value by 1, for example. Likewise, for con, dex, cha, etc. If you want to increase skills, for something like say, lore, by 2, type "dlgchangeskill(lore, 2)". This applies for all stats and skills.
 

Pope Amole II

Nerd Commando Game Studios
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Well, at least the hybrid characters became rather viable after all these changes (though calling this hybrid might be a bit of a stretch):

2015-08-15_00001.jpg
 

t

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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Can you also lower constitution? I've never fancied CON honestly. I guess it just depends on how many reloads on average you're comfortable enduring.
 

Pope Amole II

Nerd Commando Game Studios
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Can you also lower constitution? I've never fancied CON honestly. I guess it just depends on how many reloads on average you're comfortable enduring.

Nah, you won't be able to fight as well if you lower in - str is sorta useless with crossbows and 2 extra points of dex also won't do as much (the starting value was 6, 7 is 'cause of the in-game increase).

Actually, if I replayed, I'd even go with the 4-4-8-9-8-7 starter - Chosen One is rather disappointing and there are no other reasons to have 9 CHA it seems.
 

t

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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Nah, you won't be able to fight as well if you lower in - str is sorta useless with crossbows and 2 extra points of dex also won't do as much (the starting value was 6, 7 is 'cause of the in-game increase).

Actually, if I replayed, I'd even go with the 4-4-8-9-8-7 starter - Chosen One is rather disappointing and there are no other reasons to have 9 CHA it seems.
Looking forward to your futute LPs, even if they're in Russian.
 

Goral

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Second August update:
Vault Dweller said:
We fixed a lot of issues and now we're working on the final location. So far it's on schedule to be released at the end of the month.

Improvements

- You can report back to Antidas once Meru's dead.
- Expanded endings for HA and HD in Ganezzar.
- Improved intro slides for Teron MG and IG versions.
- Improved the art for all slides.
- Improved the interior lighting of several buildings in Maadoran.
- Improved performance in Maadoran, especially near district borders.
- New ending for MDN TG if you killed Levir.
- 2H Spears get a "push" attack, similar to shield bash.
- Defense rating hints should be a bit more clear now.
- Improved the look of blue steel armors.
- Updated and improved inventory side panel info.
- Added post-Ganezzar dialogues to several characters.
- Improved map visuals a bit.
- Improved lighting in Caer-Tor HQ.
- Removed loading times when you take Aziz to the bandits camp.
- Added achievements for destroying Al-Akia and performing the ritual on yourself.

Fixes:

- Fixed Gaelius/Serenas mentions in the endings.
- Fixed HD allies with HA ending.
- Fixed missing achievements in Ganezzar endings.
- Fixed issue with int+crafting check in Teron's palace display room.
- Fixed issue with Azra's door repeating the Inferiae events.
- When you return to Inferiae after escaping you get a custom scene.
- Fixed several issues in Inferiae regarding night time and repeating events.
- Fixed issue with IG questline if you destroyed Maadoran before going to the pass.
- You can no longer roam Maadoran if HA is destroyed when you take Inferiae's portal.
- Fixed issue with TG ending in Maadoran if you failed killing Gaelius.
- Fixed issue with ending slide after you fight HA praetor investigating Senna's murder.
- Fixed crash caused by walking near the fort in IG Teron under certain conditions.
- Fixed a quest loop caused by loading a save after TG5 fight.
- Fixed blocking inside Maadoran thieves guild.
- Fixed issue with being able to continue TG6 after betraying Levir to Gaelius.
- You now get the gate, the thieves & the assassins' guild on the city map if you enter Ganezzar from the thieves tunnels.
- Iola is waiting at the inn, will take you for the machine ride if you have the money.
- Fixed questlines issue that can happen if you finish any guild questline in Maadoran and blow the abyss before going to Ganezzar.
- Fixed issue with black sky if you load a savegame on the top floor of the zamedi tower.
- Fixed issue with Centurion outside palace if you killed Gaelius in TG6 and you never met it.
- CS kills in AG6 properly grant training and bodycount.
- Fixed impersonate check in the PA warehouse.
- Fixed issue with GNZ AG questline not starting if you killed Darista for Lorenza.
- Fixed issue with Faelan not taking control of enemy soldiers in Al-Akia.
- Meru should no longer greet you when you bring the airship if he's not around anymore.
- Fixed issue with looks of the meteor legionary armor.
- Fixed dialogue lock-up if you died trying to escape MDN AG building as a traitor.
- CS rating now correctly adds weapon cs modifiers.
- Fixed issue in which you could attack Al-Akia with HD after the ritual.
- You can't take your men to Ganezzar as IG after the siege event is finished.
- Fixed issue with Glabrio not recognizing that Levir is dead.
- Fixed issue in which Al-Akia wasn't correctly added to the map.
- Fixed issue with quest lock if you went to Ganezzar after bringing the Ordu as a HA praetor.
- Fixed issue in which there was no leader in Ganezzar if the IG joined HA when the player is an HA praetor.
- You are no longer part of the MG if you fix the smelter and join HA after the Teron MG quest was completed.
- Fixed issue with leaving Maadoran without reporting chat with Serenas to Strabos in MG6.
- Creatures attacks and some other attacks now ignore armor in CS, as intended.
- Fixed issues with the mdn palace centurion after TG6.
- Fixed wrong slide with Belgutai if he stayed in the pass.
- Fixed wrong slide with Miltiades if you left him to his fate in Varrus' mansion.
- Fixed issue with Aziz at bandit camp scene repeating if you went directly after talking with Dellar and Cado.
- Fixed bug with guard fight in Teron Palace Text Adventure.
- Fixed repeating dialogue with teron gate guards in the MG test.
- Fixed issue with weapons doing less ADC to armors of the same metal.
- Fixed issue in which you could hack Zamedi teleporter before intended.
- Hanger Engineers leave as expected in all situations.
- Fixed issue with Hangar soldiers not allowing you back in if you convinced them to allow you.
- Fixed issue with failing lore check as disguised or loremaster in the mining outpost and then using the machines when the guards are dead.
- Fixed issue with using the tube in the Maadoran tower and then using the portal at inferiae.
- Fixed issue with Esbenus not being considered dead when killed by Aziz under certain circumstances.

Changes:

- Changed option on what to do with Erastus. Killing him nets you with extra gold and items at the cost of IG reputation.
- Added intro slide to Inferiae, and you are no longer thrown in dialogue when you arrive.
- Added a luck based way to leave Inferiae tower.
- Escaping Inferiae no longer takes you to Maadoran, but to a road in the desert. You can chose where to go from there.
- In the HA pass fight, you now start closer to the gates, and it's made more clear that you can escape the battle.
- Awarded SP if you survived the pass battle, plus fixed issue with post battle text not appearing.
- Added rank for kneeling to Balzaar, becoming his acolyte.
- Changed check in TG6 when killing Gaelius on your own, checks for dex + CS (instead of just CS).
- Removed travelling restrictions on Zamedi.
- You are no longer forced to travel to Zamedi or Ganezzar if you go with Levir to the catacombs.
- Increased the difficulty of convincing Antidas to kill Carrinas without any proof.
- Removed Feng and Blacksmith exploration post-Teron. They were never intended to be there.
- Removed option to fight Bassar in Gem quest if you are TG.
- Changed flow of post-TG6 events.
- Maadoran and Ganezzar blacksmiths sell new leather and metal materials.

Combat Balance:

- Cleave increases armor damage chance by 25.
- Regeneration potion now gives 3 points in HP regen.
- Increased spear interrupt THC by 5, reduced CS chance by 5.
- Stats modify attack/defense in a 0/30 range, instead of -10/20. Constitution has 0/12 range defense bonus.
- Tweaks to stone guardian attacks. Double attack does fast damage, more THC, less CS and ADM. 4 arms at same time does power damage, less THC, more CS and ADM.
- Tweaks to scorpion attacks. Tail attack does fast damage, more THC, less CS and ADC. Claw does power damage, less THC, more CS and ADC.
- Aimed attacks to head, artery, arms and legs have reduced ADC.
- Torso attacks critical effect damage armor by 2.
- Tweaked CS and ADC chances for fast and power attacks (15, before 10).
- Hardened armor is now 10-30, from 10-50.
- Increased auxiliary armor vsCS to 30 from 20.
- Increased stats of the mangudai ordu armor.
- Increased DR of Zagross Armguard.
- Metal adds 25 hardness to both weapons and armors.
- Tweaked the equipment of several NPCs (better equipment in most cases).
- Tweaked leather armors. There is now a new, higher quality leather that works as an upgrade. Now armors are divided between these two versions, 6 base and 4 upgrades (for now). Upgraded has more DR, but a bit higher penalties, so the original ones can still be relevant.
- Tweaks to acid and bolas THC formulas (Work in Progress).

Not bad for less than two weeks of work.
It's as massive as previous one.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
We got most of the bugs by now, working on the temple now, updating the old level and doing the scripting. We'll then focus on fixing the remaining bugs, polishing visuals and improving performance.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
Release plans:

We’re planning to release the game in October. So far we’re on track and we fixed a lot of issues in the last 2 months, as you can see. For the next 2 months we’re switching from monthly to bi-weekly updates to respond faster.

We’re planning to release the final location by the end of August. At that point the game will be content-complete. We’ll test, tweak, and polish through September and early October (so far we’ve allocated 6 weeks) and release.

So close to release already? Damn, I'm starting to feel the AoD hype again! I did play the demo a couple of years ago and immediately knew this would become something great. You can't possibly imagine how hard it has been to muster enough willpower to stay away from one of the most promising early access games ever.

From the way things look at the moment, I bet you'll be releasing AoD long before Underrail (at this point I wouldn't be surprised if Styg takes it to 2016) which is excellent news for RPG fans everywhere - Less overlap from the two best RPGs of this millennium.

Keep up the good work and do so with pride - you're creating a PC gaming classic here. :salute:
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,679
Location
Core City
I have AOD installed on STEAM, and every time it updates (as it did yesterday), I pass by the same dilemma: should I start playing right now? Should I wait more for the full game?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
I have AOD installed on STEAM, and every time it updates (as it did yesterday), I pass by the same dilemma: should I start playing right now? Should I wait more for the full game?

I'd say wait at least for the temple being added. With this the game will be complete, and almost bug-free. Our goal is to have a polished game on release, that's why we are going to spend a month and a half just polishing. After release, if the game does well, we want to do several updates expanding and improving different areas of the game. Something like an "Ancient Mysteries" update in which we expand some of the old-world locations like Hellgate and Al-Akia for further exploration, and maybe add the "Sky Hub" above Maadoran. Or another in which we greatly improve the AI, another for extra consequences and random encounters, another for expanding quest options and solutions. These all would be like free expansions.
 

likaq

Arcane
Joined
Dec 28, 2009
Messages
1,198
I'd say wait at least for the temple being added. With this the game will be complete, and almost bug-free. Our goal is to have a polished game on release, that's why we are going to spend a month and a half just polishing. After release, if the game does well, we want to do several updates expanding and improving different areas of the game. Something like an "Ancient Mysteries" update in which we expand some of the old-world locations like Hellgate and Al-Akia for further exploration, and maybe add the "Sky Hub" above Maadoran. Or another in which we greatly improve the AI, another for extra consequences and random encounters, another for expanding quest options and solutions. These all would be like free expansions.


:bounce::bounce::bounce:
 

Cazzeris

Guest
It feels like the ITS team has spent so many years working in this game that the bug-stomping, design and polishing processes aren't more than piece of cake for you now. Just look at the latest update changelogs, implementing various locations and fixing a myriad of issues as if that was nothing.

But the most impressing things are in the plans for the future. I've noticed that you've already added the Temple and the endings to the next changelog despite having released an update short ago, as if the thing was already done. Can't even imagine how are you going to polish the entire game and add the NPCs with schedules, alternate alchemy sources, flavor dialogue, final changes to the interface in order to remove all the placeholders, balance and graphics passes and make sure all the paths are working correctly in two months. You're also pretty sure about the dungeon crawler not taking more than 9 months to be finished. Definitely, this is shaping up to be an exciting release.

Also, what do you have in mind when you think of the game selling well? I'm genuinely curious.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
It feels like the ITS team has spent so many years working in this game that the bug-stomping, design and polishing processes aren't more than piece of cake for you now. Just look at the latest update changelogs, implementing various locations and fixing a myriad of issues as if that was nothing.

But the most impressing things are in the plans for the future. I've noticed that you've already added the Temple and the endings to the next changelog despite having released an update short ago, as if the thing was already done.

It's not done but it's going to be anyway. We have the level in the game, we have the text, only missing visual polish and scripting.

Can't even imagine how are you going to polish the entire game and add the NPCs with schedules

We never planned NPC schedules. The only thing we would add is a few more movement in NPCs in Maadoran and Ganezzar like we have in Teron, nothing else.

, alternate alchemy sources,

We will be adding plants like in Teron plus some containers. Won't take more than two days.

flavor dialogue, final changes to the interface in order to remove all the placeholders,

We won't be adding much more dialogue, gotta ask Vince about the filler NPCs. About the interface, the main leftover are some system windows, but won't take too long.

balance and graphics passes and make sure all the paths are working correctly in two months.

We already started on those several months ago. We'll continue doing them, but the game is pretty "short" once you know all the paths. We can complete each major questline in a day of playing (cheathing combat), and then we'll play different combats for extra balance.

You're also pretty sure about the dungeon crawler not taking more than 9 months to be finished. Definitely, this is shaping up to be an exciting release.

Yep, most definitely! Let's hope the dungeon crawler takes that long to do =)

Also, what do you have in mind when you think of the game selling well? I'm genuinely curious.

If we sell 30,000 copies in the first year, we'll consider it a smashing success.
 

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