The Age of Decadence
Elhoim  [Разработчик] 15 дек. 2013 г. в 13:44
Update 1 Changelog
Here is the list of improvements, changes and fixes for Update 1. These changes apply to both the demo and Early Access version, except for unique EA quests changes.

Improvements:

- Removed the "Awesome" character, added an intro screen with more info and an option to "train", which leads to a combat tutorial.
- Improved map screen, with clearer map buttons and more consistency with the other screens.
- Added a small help message on the top left corner with the game controls when you start the game.
- Added a small help message on the top left corner with combat controls when you get into your first fight.
- Added a new character screen with better information, including cost to increase skills, combat skill bonuses and the attack and defense ratings.
- Improved the character creation screen with new info from new character screen, font with capital letters for the character name, highlight and image for selected background (WIP), bigger character model, among other things.
- Added tags to skill levels, showing the profficiency with the skill (Unskilled, Novice, Journeyman, Proficient, Adept, Expert, Master). Some of them cover two skills levels, representing the different "stages" of difficulty in checks.
- Added description for unlocked techniques and potions for alchemy and crafting.
- Added a tip for mouse and key shortcuts when using the loot and trade screens.
- Improved camera position when starting the game, plus a better activation of the descriptive text.
- Added new cursors for different actions plus improved the look of many cursors.
- Added 6 new items with unique icons, name, lore and stats.
- Feng, Cassius and Dellar will give you unique training. Dellar and Feng after the charisma check, and Cassius if you are in good standing with him.

Fixes:

- Vitus now gives you the steel ingots.
- Poison Wine quest: Fixed issue with selecting the option of going to the outpost from Rhaskos stash.
- Fixed combat exploits on the ordu camp.
- Fixed issue which broke the outpost quest dialogue as a praetor.
- Fixed issue with weight number being purple instead of red when you were over the weight limit in several resolutions.
- Leon has the gold you paid him when you kill him.
- Antidas properly gives you his ring when you make him emperor in IG3.
- Fixed observatory tile passability, so you can no longer "fly".
- Fixed issue with Iola dialogue breaking when you didn't unlock the experiment option.
- Fixed "invisible" icons on Hermon's gang.
- Fixed issue with crossbow legs and arms attacks didn't give a penalty.
- Fixed issue with the endings sending you to the main menu after killing Carrinas in HD2, instead of going to Maadoran.
- Fixed the doors in Lord Varus house in Maadoran.
- Fixed issues with broken cameras in the IG combat by trial fight and the praetor fight against the assassins.
- Fixed problem with being left close to Gaelius after coming back from the pass.
- The bomb at Neros place will leave you with 1 HP if your health is 15 or lower.
- You'll no longer get Maadoran character endings if the city had a "big event".

Changes:

General

- Lowered Cassius combat skills.
- Increased SP from completing the vignette from 5 to 10.
- Changed the SP gain from Teron questlines from 10-10-20 to 15-15-15, giving 5 SP more in total.
- The arena champion now has a custom cuirass with an unique name and description.
- Added combat and civil SP pools.
- Adding civil skill points, still a work in progress.
- Tweaked Teron Gang skills, and removed one member.
- Coltan has reduced combat skills, but has better poison on his weapons.
- Slightly tweaked Dias and Agatai.
- Slightly increased the effect of poison at the mine.
- The merchants now have limited inventory.
- Added crafted items and alchemy ingredients to merchants.
- Cut prices of all items by 4.
- With 1 point in trading you now sell your things for 15% of its value.
- Reduced starting gold.

Crafting

- Removed metal restrictions for upgrades.
- Increased metal bonus to weapon damage and armor DR from 0-1-2-3-4 to 0-2-4-6-8.

Combat

- New formula for shield bash gives better chance to push and also to knockdown enemies.
- Bigger shields have a better chance of bashing the opponent.
- Bigger shields have a much better chance of blocking ranged attacks, progression went from 5-10-15-20 to 5-15-25-35.
- Reduced shield THC penalty from 5-10-15-20 to 0-5-10-15.
- Rebalanced shield DR bonus from 4-5-6-7 to 3-5-7-9.
- Increased strength bonus for block from 2 points to 5 points.
- Shield and helmet THC penalty now stack.
- Rebalanced helmet THC penalty, usually lower.
- Rebalanced helmet vsCS, lower for cloth and open leather helmet, higher for closed metal ones.
- Swing THC penalty reduced from 10 to 5.
- Double Tap damage is now reduced by 2 instead of 3.
- Cleave CS bonus increased from 25 to 35 (compared to a regular attack).
- Whirlwind THC penalty increased from 10 to 15.
- Decreased counter-attack from dodge from 6, 12, 18, 24, 30, 36, 42, 48, 54, 60 to 5, 10, 15, 20, 25, 30, 35, 40, 45, 50.
- Increased full block from block from 4, 8, 12, 16, 20, 24, 28, 32, 36, 40 to 5, 10, 15, 20, 25, 30, 35, 40, 45, 50.
- Decreased bypass from dagger from 10, 16, 22, 28, 34, 40, 46, 52, 58, 65 to 5, 10, 15, 20, 25, 30, 35, 40, 45, 50.
- Nets now cost 4AP to throw, but have a higher THC to score. Also, it's easier to entangle block users (10 bonus).
- Net effect now lasts one more turn, defense penalty is down from 30 to 25 for dodge and from 30 to 20 for block. Attack penalty down from 30 to 25.
- All bows AP increased by 1, but in turn deal more damage.
- All crossbow loading times increased by 2, but in turn the deal way more damage and have a better chance of knockdown.
- AoO now only happen once per turn instead of 2, but chance is higher.
- Changed barbed arrow DR multiplier from 3 to 4. Changed piercing arrow DR division from 3 to 2.

Quest HD1

- Now you can mention to Dellar that it's a blue steel smelter if you found out that.

Quest IG3

- You now get an option to back away to a more "defensive" position, or a dexterity + critical strike check to kill Antidas.
- Antidas dying lowers the morale of the Daratan guards, lowering their attack and defense.
- Lowered Antidas combat skills, they were too high before.
- Tweaked Dellar stats and equipment.
- There's only a single IG team that goes with you to the fight, balanced for the fight (stronger than the weak version, but not as much as the elite one).
- Now Carrinas gives you a high level neurostimulant along with some other chems.

Quest MG1

- Rebalanced checks. They are more flexible, but slightly harder. More uses for charisma.

Quest MG3

- Added streetwise and persuasion options to avoid the ambush.
- The ambushers are two instead of three.
- Made dexterity and sneak checks to get away slightly harder.

Quest TG6

- Reworked the situation at the Legatus office so you can get more options than just critical strike if you lack streetwise.

Quest AG4

- Made thieves inside the temple harder.
- High Charisma makes the second disguise check easier.
- Increased the perception check to find the secret entrance to the temple from 6 to 7.
- Increased the dexterity check for killing the two thieves with CS.
- You can now loot back the 200 gold you gave the beggar.
- Fixed issue with CS check against the beggar.
- Lowered the checks to convince Levir to let you go.

Quest AG6

- Re-equipped the IG soldiers with more "lore friendly" equipment.
- IG soldiers are stronger.

Miltiades Teron

- Changed the named of Servants to Thugs.
- One of the thugs has a healing salve for looting.
- Changed the axe of one of the thugs from iron to bronze.
Отредактировано Elhoim; 15 дек. 2013 г. в 14:25
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Сообщения 115 из 29
wow.. thanks for having a decent sized font !! I'm about 1/2 blind and reading the scripts are important !!
excellent! can't wait to play again!
very nice!
gonna start playing again.
Автор сообщения: Elhoim
Here is the list of improvements, changes and fixes for Update 1. These changes apply to both the demo and Early Access version, except for unique EA quests changes.

Amen, see you in a week dudes :)
Elhoim  [Разработчик] 15 дек. 2013 г. в 20:53 
Автор сообщения: Asuzu
Автор сообщения: Elhoim
Here is the list of improvements, changes and fixes for Update 1. These changes apply to both the demo and Early Access version, except for unique EA quests changes.

Amen, see you in a week dudes :)

:salute:
When are romances coming in?
You can sell everything to Aemodas(refugee smith), then kill him and loot everything back.
Lol I come back beaten as a dog
Mercenary questline is still not playable with blocker, 100% dead after Antidas fight :)
Very good work !
Gonna start new game !
Thanks for all of your hard work on this update, Elhoim/Vince/et al. Already the game is feeling much more crisp and polished. It's really wonderful to see. Even the minor aesthetic changes -- things like [Perception Success] now appearing in green, honestly signal great things for the game's future.

I was wondering if there's been any more thought given to the Antidas' Palace Infiltration; I know the subject, particularly regarding the Display Room, has been brought up here before. As it stands, it's still only just barely possible to have the necessary skill points to get in to that box (and not be executed immediately afterward), without the SP gained from the House Daratan quests. Is there any chance that sneaky types could retain the option of infiltrating the palace after those quests have been completed? I'm all for it being difficult to get in to the box, but honestly the need to do it before being able to access a large chunk of Teron's SP feels like an arbitrary restriction, and requires a lot of foreknowledge and a character tailor-made from the word "go" to break in to the palace, to the exclusion of being able to do a lot of other things a Loremaster-sort might want to do.

And a completely unrelated question: spears have a new attack option, the "Quick Jab," which appears to cost 1 less AP than a Fast attack and do no damage. In fact, all that shows up in the combat log when you use it is " - ". Intentional, accidental, or in-progress? V. curious, as I love me some spears.
Elhoim  [Разработчик] 17 дек. 2013 г. в 9:07 
Автор сообщения: Darkpockets
Thanks for all of your hard work on this update, Elhoim/Vince/et al. Already the game is feeling much more crisp and polished. It's really wonderful to see. Even the minor aesthetic changes -- things like [Perception Success] now appearing in green, honestly signal great things for the game's future.

Thanks =)

Автор сообщения: Darkpockets
I was wondering if there's been any more thought given to the Antidas' Palace Infiltration; I know the subject, particularly regarding the Display Room, has been brought up here before. As it stands, it's still only just barely possible to have the necessary skill points to get in to that box (and not be executed immediately afterward), without the SP gained from the House Daratan quests. Is there any chance that sneaky types could retain the option of infiltrating the palace after those quests have been completed? I'm all for it being difficult to get in to the box, but honestly the need to do it before being able to access a large chunk of Teron's SP feels like an arbitrary restriction, and requires a lot of foreknowledge and a character tailor-made from the word "go" to break in to the palace, to the exclusion of being able to do a lot of other things a Loremaster-sort might want to do.

It's quite hard to script a sequence in which the goal is not to reach Antidas. I definitely want to add the option, but will take quite some time to do and we need to work on the rest on the game.

Автор сообщения: Darkpockets
And a completely unrelated question: spears have a new attack option, the "Quick Jab," which appears to cost 1 less AP than a Fast attack and do no damage. In fact, all that shows up in the combat log when you use it is " - ". Intentional, accidental, or in-progress? V. curious, as I love me some spears.

Accidental, it was not supposed to be there :)
Автор сообщения: Elhoim
It's quite hard to script a sequence in which the goal is not to reach Antidas. I definitely want to add the option, but will take quite some time to do and we need to work on the rest on the game.

Makes sense. Also a fairly good reason to make that part of the infiltration available to players after their first meeting with Antidas, potentially. There's a pretty rich quest-hook, there: a shady figure in the inn approaches you; he's heard about a heavily guarded box deep in Antidas's palace, and naturally assumes that there must be some pretty sweet treasure in it. Of course, Thessalos has also heard about the box and makes you a counter-offer. Do you sneak in through the roof, bluff and Disguise your way in, or straight-up ask your lord for a peek in there? And then, do you sell it to Shady Guy, Thessalos, or keep it for yourself?

Ahem. Sorry for the completely unsolicited quest design. Y'all just got my wheels turning.
O yes, some quest to Infiltrate would be awesome :)
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Дата создания: 15 дек. 2013 г. в 13:44
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