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KickStarter The Iron Oath - turn-based strategy RPG with awesome pixel art

Zombra

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Have we seen any screens demonstrating mechanics outside of combat?
There haven't been screenshots, but I remember one or two updates detailing how the roster system will work, managing multiple teams etc. I hope that doesn't send you on a wild goose chase digging through the thread, but I'm pretty sure some info is there.
 

agris

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Zombra by updates detailing how a system will work, do you mean text describing it or screen shots showing the system in development?
 

Infinitron

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Oh there will be playable demo on June 16th as well: https://store.steampowered.com/newshub/app/699330/view/2394174043710466222

The Iron Oath in IGN's Summer of Gaming

Watch The Iron Oath on IGN's Summer of Gaming livestream today at 11:30am PST!
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Hey everyone! Our next development update will be coming next week, but for now we wanted to let you all know that we have a new trailer, gameplay video and interview appearing on the IGN Summer of Gaming stream. Be sure to watch the livestream today at 11:30am PST on:

IGN's Website
YouTube
Twitch

In addition to the update next week, we'll also be participating in Steam's Summer Game Festival from the 16th to 22nd where our PAX East demo will be available to the public for the duration of the event! We hope you enjoy today's new reveals, and we'll see you next week :)

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anvi

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Looks awesome. I was getting so fed up of nothing but pixel art shit but now that I can actually see some combat I am excited.
 

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
Steam demo is out.

https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2865009

New Teaser Trailer, Steam Game Festival and Dungeon Exploration!

Hey everyone! This past Thursday we revealed a brand new teaser trailer during IGN's Summer of Gaming event. Here it is in case you missed it:

We also had a short interview with IGN talking about the general idea of the game and a few of its features. The features discussed probably won't be anything new to the majority of you, but in case you wanted to check it out you can find it here:

We have one more exciting event starting right now: the Steam Game Festival. From June 16-22, our PAX East demo will be available to download on Steam. We're excited to give our entire audience a chance to try out the game and we look forward to seeing your thoughts and feedback!


You can head to our Steam page to check it out, and on June 18 at 12PM EST we'll also be hosting a Q&A session on our Discord Server.

----

Moving on then, it's time for a deep dive into our new Exploration Mode!

About a year ago we decided to make some changes to the way you navigate dungeons in the game. The old method saw your party physically walking through the environments, and while this was kind of cool to see at first, we ultimately decided on a simpler tile hopping style, kind of like a board game. There's a few reasons why we made this change:

  • With the increased battlefield size(going from 5~ tiles high to 10~), exploring and interacting with objects became more time consuming and tedious
  • The new mode allows for more creative storytelling and more varied events as we're not restricted by needing graphical assets for everything, and can instead describe the situation to the player (which is more in-line with the spirit of D&D)
  • More strategic considerations with various actions available to you, and each one costing you 'Time' (more on this below)
  • Streamlines exploration so you can get to events and combat (which remains unchanged) more quickly.
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Exploration
To navigate within a dungeon, you simply click on an adjacent tile to move your party. Moving will cost you Time, which can have consequences down the road (we'll get to that below). From your current position, you are able to see the existence of any adjacent tiles, but you are not able to discern whether or not they contain any events. Moving blindly can sometimes pose risks such as triggering a trap, or giving an enemy the chance to ambush you. These risks can be mitigated by spending additional time to Scout ahead to reveal any events that may exist.

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Time & Modifiers

Nearly everything you do within a dungeon will cost you Time. This includes moving, scouting, interacting with events, and every round that passes during combat. There are a number of time thresholds depending on the size of the dungeon, and hitting one of these thresholds will trigger a Time Modifier. A Time Modifier is usually a negative effect, though sometimes something beneficial may occur. There are over 30 modifiers that can be applied, some examples include:

  • Enemies calling in reinforcements, increasing the number of enemies in future combat encounters
  • Increased chance of being ambushed by enemies who are now well aware of your presence
  • Your party can become hungry and request that you camp. Ignoring these requests can put a strain on your relationship and trigger Loyalty loss
  • Your party can become careless and misplace supplies, causing you to lose a few provisions (such as bandages and potions. Gear and other important items are exempt from this, so newly found armor will be safe!)
  • Your party can gain a "second wind", restoring some of their ability stamina.
Time is an important strategic consideration, and spending too much time in a dungeon can make things increasingly difficult on you. Once you max out the time meter, your party will become disgruntled, weary and insistent on wrapping up the mission. You can still continue beyond this point, but eventually their Spirit and Loyalty to the company will begin to wane. With all of this to consider, it's important to be efficient on your missions and ensure you don't waste too much time backtracking, or becoming complacent in combat by letting too many rounds pass.

Camping

While Time Modifiers can make things more difficult on you, Camping is one way to combat their effects. You can choose to camp on any empty tile, though some locations will be safer than others. Like other actions, Camping costs time, but that time can be spent on various bonuses that can be applied to your party going forward. We don't want to get too far into the topic of camping right now as it's fairly involved and we'd like to dedicate a future update towards it.

Exploration Events

On any given tile in a dungeon, there are a number of events that can potentially spawn on it. Interacting with most events will cost you time, though you will often have multiple choices of varying costs and risks. It is up to you to assess the situation and make the best strategic decision! Examples of events are:

  • Combat: Obviously this will be the most common! If you scout an enemy location, you can spend time to set up on ambush on them
  • Secrets: Secrets can be anything from hidden rooms with unique text scenarios, hidden caches of treasure, short puzzles or other findings that can lead to an entirely new mission to tackle at a later date. Without enough Perception however, you may not notice their existence.
  • Lootables: Various sources of loot such as satchels, chests and corpses. These may sometimes be locked and require a Dexterity check in order to successfully open. Of course, you can brute force your way in with strength, but it may damage the contents. There are risks as well: disturbing the dead may not be the smartest idea, and that shiny chest may just be bait planted by some would-be ambushers hiding in the shadows.
  • Traps & Hazards: These events can sometimes cause damage to the party, depending on which actions you choose and whether or not you scouted it ahead of time. Perception plays a role in this, and a high enough perception will give you notice and a chance to disarm the trap(with enough dexterity) at the cost of time.
  • Other Scripted Events: There are a number of other scenarios that can occur that may not necessarily be tied to the current mission you are on. This can range from finding a traveling merchant, encountering an adventurer who offers to tag along, a bounty hunter coming after one of your members, or finding a lost child. It will be up to you to decide what to do, but your party will have their own opinions on what is right.
  • Blocked and Locked Passages: Some paths between tiles can be locked by doors, or blocked for other reasons such as a cave-in or a magical barrier. In order to proceed you will need to spend time to deal with the issue.
That about covers everything regarding exploration, minus the specifics of camping which we'll discuss in a future update! We had a pretty positive reception to these changes at PAX, so hopefully you like them and understand why we feel they're an improvement. Either way, you'll be able to check it out in the demo today! One quick thing to note about the the demo's intro dungeon is that it's fairly short and more linear due to it being a PAX build (needed to get people through it in 30m or less). On the average mission you can expect to find more more alternative routes!

As always, if you haven't yet please take a moment to wishlist the game on Steam and join our official Discord server. We'll see you next time!


 

Bara

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Demo is sadly only 20 minutes long.

Music could go down a notch? Like the last fight with the bandits outside of the town felt like dark souls boss. But its just 4 regular scum of the earth enemies and its over so fast. It just feels a bit too much for them.

Combat I some how wasn't aware/forgot that all special abilities/attacks have limited charges and don't refresh till you rest which is nice
 

AwesomeButton

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I played through the demo once. I got rather beaten up in the first encounter, so by the second my guys were too weak. Good sign.
 

baud

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I've found the first two combat areas a little bit too cramped, but since it was in an underground dungeon, at least it was appropriate.
 

Void_Pickle

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This was surprisingly fun until it froze when I stupidly jumped my shielded pugilist into my fire trap.

Got a little bit of a blackguards feel from it though which is not a good sign for me.. though it seems like it's basically just a combat demo so hopefully the
rest of the game is fleshed out a bit more than the aforementioned.
 

AwesomeButton

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I'll do another playthrough today, try to complete it this time. Usually I can't stand pixel graphics, but the fact I don't mind them in this game must mean that they are quite good, even if I have become more tolerant.

Edit. This time I'm trying to play more seriously. Cleared the 1st dungeon just now:


Out on the world map:

There is also nice choir and music.

There is an optional encounter that you come upon as you are turning in your initial quest. The reward seems to be a new mercenary.


The demo ends after the optional combat.

My conclusion is that for a midrange player like myself, who is going blind into the game and playing by intuition, the combat is not too easy but not too punishing either.

It doesn't feel like Battle Brothers levels of danger to your mercs' lives, but then I don't think this game relies on refreshing the mercenary band so often. I think the characters are supposed to have individualities.

Dunno if this will turn out a good decision in the end, it has the potential to turn good, but I don't think the devs have invested that much into ~narrative design~ as to turn it into a bad decision.

In any case, I seem to remember voices criticizing Battle Brothers for lacking more tailored quests and story, relying too much on systems to create the history of your company. Maybe those people will now like Iron Oath for its tailor made recruitable companions where recruitment is more involved than paying a hiring price.
 
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Void_Pickle

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I agree the usually distasteful pixel graphics are actually pretty decent here. I rather liked the monster designs in particular.

Looking at those screenshots it seems I should give this another shot to complete the demo. Didn't feel like trying again after the freeze.
 

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