Age of Decadence

Post » Sat May 28, 2011 11:36 pm

Sword/Blocker. Dodge skill is not very good, but I've been putting some points in critical strike.

What equipment should I use for this fight? Armor with a high protection, or high critical hit protection, or with a smaller dodge penalty, or something else? What about the weapon? Strong/slow weaker/fast? I have 10 AP max.

I already unequipped my shield, because I doubt it would be of any use in this fight.


The Butcher, or the Triari?

Are you getting loads of criticals against you? If so, get an armour with high crit protection. If not, just get a good DR resistant armour. Iron, or steel if you can afford it. Wear a helmet, it's important otherwise they'll aim at your head.

Are you putting points into those 4 skills? That's too diverse, you won't get enough points in the demo to be good in all 4 (sword, block, dodge and crit). Focus on 2 skills, sword+dodge or sword+crit are a good combination. The latter does not have any defensive skill, so you would rely on your armour, but you'd dish out some great deal of damage. I always stop my attack skill at 200 points, and focus the rest on crit or block or dodge.
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Jessica Lloyd
 
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Post » Sat May 28, 2011 7:13 pm

The Butcher, or the Triari?

Are you putting points into those 4 skills?

The Butcher.

I wasn't really putting points in the 4 skills. Mostly Sword and Block, but I also raised critical strike to 50. I don't think I raised dodge at all.

I think I'll get some good DR resistant armour then and hope for the best. :)

And otherwise restarting with a sword+crit build should be fun too.
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Nikki Lawrence
 
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Post » Sat May 28, 2011 6:51 pm

The thing is critical at 50 won't help much against The Butcher and stronger opponents.

Sword+crit was one of my favourite builds.
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Jason Rice
 
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Post » Sat May 28, 2011 9:22 pm

Well, I've tried most builds that I'm interested in and beaten the demo multiple times.

Guess it's time to try and get myself interested in Dragon Age combat again so I can finish the story... *sigh*... I like the skill setup and spells, it's such a shame that game isn't tactical turn based. It would be almost perfect then.
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Milagros Osorio
 
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Post » Sat May 28, 2011 4:40 pm

Excellent demo of a non working program.
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{Richies Mommy}
 
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Post » Sat May 28, 2011 12:31 pm

It's not working? Ask on the forums, Nick will help you out.
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Symone Velez
 
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Post » Sat May 28, 2011 1:12 pm

Excellent demo of a non working program.


It's a beta, so please post your specs and problem on the forums if you get a chance, I'm sure the devs would love the feedback.

And yay for Mountains of Madness movie, one of my favorite stories and favorite directors! Can't wait!
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Bedford White
 
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Post » Sat May 28, 2011 2:05 pm

Fixed it myself :P

This damned MCP...
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Madison Poo
 
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Post » Sat May 28, 2011 6:41 pm

Looks nice, but copying http://livo.files.wordpress.com/2007/07/petra-castle.jpg stone for stone is cheap, and those castles look somewhat familiar.

When we started designing our locations, we decided to avoid over-the-top fantasy elements and look elsewhere for inspiration. Architectural wonders like the Pyramids, the Hanging Gardens and the Abu Simbel monuments can easily dwarf anything that a fantasy artist can come up with. You won't see those in the game, but you will see a Petra-inspired temple, Kom-Ombo looking ruins, a ziggurat that Bel Marduk would approve of, and a few other interesting places.

We didn't change Petra's exterior and why would we? It's perfect, beautiful, and awe-inspiring. Changing it would have shown arrogance we don't have - "Petra looks ok, I suppose, but we can do much better" - we can't. The interiors are different, but they serve a different purpose.

Similarly all weapons and armor are historically accurate, reflecting Roman, Egyptian, Persian, Mongolian, and Scandinavian designs. Again, I find them more interesting than most fantasy weapons and armors.

Hopefully this answers your question.
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OTTO
 
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Post » Sun May 29, 2011 2:06 am

No i pretty much agree with everything he said, but its his attitude that I didnt like, he was basically dragging every other dev/artist/company in the dirt because it wasnt his cup of tea, Not cool.

I think you've failed your reading comprehension roll. Just like any other gamer, I like a lot of things and I dislike a lot of things. I've interviewed a lot of RPG developers, from Bioware to Piranha Bytes (Gothic, Risen). I doubt that my interview requests would have been accepted if other developers saw me as someone who's dragging everyone in the dirt.

Some of my reviews (can't link to the Codex since Bethesda still censors it for god knows what reason):

*link removed for language* - Fallout 3 review
http://www.irontowerstudio.com/forum/index.php/topic,1176.0.html - On Dragon Age quest design

Anyway, glad to know that some of you are enjoying the demo. If you have comments, visit us on our forums.
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Yonah
 
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Post » Sat May 28, 2011 11:34 am

Some of my reviews (can't link to the Codex since Bethesda still censors it for god knows what reason):

I think they didn't like your Oblivion review. :P
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Brooke Turner
 
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Post » Sat May 28, 2011 2:49 pm

I was playing the demo a while ago and got bored after trying a few builds. The gameplay felt a little stale and rigid to me, though that had more to do with me designing my own game with turn-based combat.
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TWITTER.COM
 
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Post » Sun May 29, 2011 2:01 am

When we started designing our locations, we decided to avoid over-the-top fantasy elements and look elsewhere for inspiration. Architectural wonders like the Pyramids, the Hanging Gardens and the Abu Simbel monuments can easily dwarf anything that a fantasy artist can come up with. You won't see those in the game, but you will see a Petra-inspired temple, Kom-Ombo looking ruins, a ziggurat that Bel Marduk would approve of, and a few other interesting places.

We didn't change Petra's exterior and why would we? It's perfect, beautiful, and awe-inspiring. Changing it would have shown arrogance we don't have - "Petra looks ok, I suppose, but we can do much better" - we can't. The interiors are different, but they serve a different purpose.

Similarly all weapons and armor are historically accurate, reflecting Roman, Egyptian, Persian, Mongolian, and Scandinavian designs. Again, I find them more interesting than most fantasy weapons and armors.

Hopefully this answers your question.

You copied everything.
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darnell waddington
 
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Post » Sat May 28, 2011 4:44 pm

You copied everything.

Since when were humans original :P

Its obvious that after whatever apocalypse occurred all that remained were LARPers replica armor and weapons.
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Far'ed K.G.h.m
 
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Post » Sat May 28, 2011 10:47 pm

Since when were humans original :P

Its obvious that after whatever apocalypse occurred all that remained were LARPers replica armor and weapons.

It doesn't bother me, I agree, it's just I'm a big fan of saying what you mean.
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Emma louise Wendelk
 
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Post » Sun May 29, 2011 2:12 am

I think they didn't like your Oblivion review. :P

Truthfully, links to the site are autocensored along with a number of other sites - for the same reason - that they frequently contain material that goes beyond something appropriate for this 13+ forum.

Of course, that also meant I had to manually remove links above, which also contained forum-censored language.

Please be careful what you link to on this forum and remember that we can't be linking to things that break our forum rules.
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Roberto Gaeta
 
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Post » Sun May 29, 2011 2:40 am

I think you've failed your reading comprehension roll. Just like any other gamer, I like a lot of things and I dislike a lot of things. I've interviewed a lot of RPG developers, from Bioware to Piranha Bytes (Gothic, Risen). I doubt that my interview requests would have been accepted if other developers saw me as someone who's dragging everyone in the dirt.

Some of my reviews (can't link to the Codex since Bethesda still censors it for god knows what reason):

*link removed for language* - Fallout 3 review
http://www.irontowerstudio.com/forum/index.php/topic,1176.0.html - On Dragon Age quest design

Anyway, glad to know that some of you are enjoying the demo. If you have comments, visit us on our forums.

It's a nice demo VDweller. I am looking forward to the game being completed. All of your hard work is paying off. :goodjob:
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Spooky Angel
 
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Post » Sat May 28, 2011 4:12 pm

Two http://www.doublebearproductions.com/ Design Updates, concerning the two dialogue skills:

Last week, I mentioned the fact that we did not check stats when doing dialogue checks, but that we have dialogue skills that open up possibilities in dialogue depending on your dialogue skills and the level of those skills. Both skills are meant to cover both the positive and negative associations of that particular skill, meaning that just because someone is persuasive doesn't mean they can't also be intimidating when the skill is applied differently. The two skills we have in the game are not only used in dialogue checks, but have applications that affect either combat or the management of the Shelter (which we will get to in a future update). Today we will cover the skill of Leadership.

Leadership is the ability to capture people's respect and also keep them focused as a team when in combat. People are willing to follow your example. Through discipline that you instill, your leadership ability can make even a bunch of inexperienced combatants into an effective fighting force. In dialogue, people are more likely to bow to your reasoned judgment and also bend when you get up in their face.

The more points you put into Leadership (up to 10, like every other skill), the more likely the skill will open up options in dialogue, which makes it important to have points in the skill if you want people to respect your decisions in severe situations. Leadership decisions tend to be a bit more blunt ? you don't bargain, so you lose fewer assets, but sometimes you have to be forceful and make calls that many in the group might not agree with at first. Having the right amount of leadership is sometimes the only way to sell a risky course of action without the whole Shelter losing respect for you. Most dialogue situations with consequences will have a Leadership solution, but remember that just because a dialogue solution shows up that there aren't repercussions. For the most part, dialogue skills are an alternate way of dealing with a solution that may offer a substitute sacrifice of respect or resources instead of the more direct methods of resolving the issue.

Leadership also offers combat bonuses to your allies (and only your allies) in combat. Abstracting efficiency, discipline, and teamwork, these combat bonuses take the form of reduced chance to panic, higher damage, and at higher levels, bonuses to accuracy. An ally with higher leadership, much like a trusted lieutenant, can also increase leadership bonuses in the field. These bonuses may be slight, but in combat, leadership can give your team the edge in battle that is crucial to survival.

Next week, we'll be focusing on the other dialogue skill, Negotiation. Like Leadership, it can take dialogues in unique directions, but offers an ability that can make managing your allies much less difficult.

Also, for those that are interested, you can connect with us on Twitter (DoubleBearGames) or Facebook at http://www.facebook.com/pages/DoubleBear-Productions/258448349489 because it's a much cheaper advertising solution than a billboard.

http://www.irontowerstudio.com/forum/index.php/topic,1352.0.html


The second dialogue/social skill we have in the game is Negotiation. I talked a little about Leadership last week and the fact that our dialogues skills tend to represent both the good and bad parts of that skill. Negotiation covers everything from bartering to understanding to conniving. A good negotiator figures out what people want and uses tact or diplomacy rather than force. Instead of burning good will, a negotiator will try to keep the peace by cutting a deal that is favorable to them and the other party - this could be anything from objects to favors. They may also point out the long-term logic of another person's rationale and poke holes in their reasoning, making the negotiator's terms seem all the better. In the course of the game, someone with Negotiation may find it easier to make allies and settle disputes, though they may have to give up more resources to do so. The best negotiators will find it easier to sell their point of view in the most hostile of situations.

The other benefit of Negotiation factors into the general Morale of the Shelter. I haven't touched on this subject much, but to the point, Morale loss is a big deal in the game - everyone loses Morale every day by varying amounts, depending on their overall feeling about their chances of survival, quality of life, and your leadership. I'll be explaining this system in detail in future updates (it's a huge part of the game), but Morale is a major system to manage and offsetting it is a very big deal. For every point in Negotiation, the player reduces Morale decay at the Shelter by a certain percentage. This abstracts the player's ability to convince others that things aren't so bad - that they need to work together and make sacrifices to get through this whole thing. A negotiator sells people on tightening their belts when food gets scarce - it's just a temporary setback. Their good will and promises translate into positive Morale at the end of the day, which in turn keeps the Shelter from losing hope.

We'll get into Morale a bit more in a future update. It's an essential system in our game and a big part of the zombie apocalypse genre, so it's going to take a few more updates before the big picture makes sense. It's intertwined with quite a few systems - some that we haven't discussed yet, so keep watching this space.

Also, for anyone interested (since the AoD guys have a thread about it), DoubleBear has a store located here:

http://www.cafepress.com/doublebear

Our store is limited to a few items right now, but we'll be putting in new items as more is announced about the game and to cover any special requests, if we can. We're not asking for donations, but the funds we get through the store do cover the little emergencies that creep up during development. We appreciate your support.

http://www.irontowerstudio.com/forum/index.php/topic,1369.msg45098.html#msg45098
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Campbell
 
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Post » Sat May 28, 2011 2:02 pm

The AOD Combat Demo has been updated again: http://www.irontowerstudio.com/forum/index.php/topic,1259.0.html

http://www.irontowerstudio.com/forum/index.php/topic,1252.0.html

Quite a lot of changes. :)
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Tania Bunic
 
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Post » Sun May 29, 2011 1:51 am

http://www.criticalgamer.co.uk/2010/02/08/cyclopean-iron-tower-studio-interview/ The turn based isometric Lovecraftian RPG.

A turn based horror game... I wonder how well that's going to work.
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jessica breen
 
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Post » Sat May 28, 2011 5:00 pm

Eh, I'm not really that impressed. I know it's only a combat demo, but I wasn't really having much fun.
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Sharra Llenos
 
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Post » Sat May 28, 2011 2:35 pm

I've played through the demo as Sword/Block, Dagger/Dodge, and Axe/Block. I also became Arena Champion with a Crossbow/Critical character, but couldn't fight my way through the squad of imperial Guards that payed me a visit at the inn. Currently playing a Sword/Critical guy and having big trouble with the two Ordu. Damn archer keeps shooting my legs. :(

Based on my experience anyone wanting to beat the demo needs to focus on two skill. The first is their chosen weapon and the second is one out of Dodge, Block, and Critical. Out of those three I find Critical is the hardest to play through with, especially in fights against multiple opponents with good armor. There are two specific builds I find especially easy.

1) 10 Dex character with Dodge and your weapon of choice. Daggers work well for this since your Dagger skill starts as 4x Dex, but other weapons also work. The main benefit is that you have lots of action points and you can choose between using a 2-hand weapon or a 1-hand weapon and a net. And you don't need to worry about losing your shield to a an enemy using an axe or large weapon.

2) 7 Dex character with Block and a melee weapon. Hammer and Axe go well with a high Strength. The main advantage is that you can wear the heaviest armors and you should buy that bronze armor for 200 gold (I think it's Praetorian armor) as soon as you have the money (I can afford it after the third fight). It's the only armor you will ever need to buy as it will serve you well until you can take something better of the fallen corpses of the enemies you've beaten. And ultimately you'll be wearing the upgraded Imperial Armor that you get from the Imperial Guards' commander.

Either way, you'll want to pump up your defensive skill as high as possible. I don't put any points in my melee weapon skill until my defensive skill is 150 and after that I'm still putting two thirds of my points into defense. By the end of the game you'll want a nice 300 in your defensive skill, which will leave your weapon skills somewhere around 160.

Weapon+Critical builds on the other hand will want to focus on their weapon and only invest in Critical Strike once they have a good chance to hit even when aiming for specific body parts.

Starting values of weapon skills are:
- Dagger = 4x Dex
- Spear = 3x Dex + 1x Str
- Sword = 2x Dex + 2x Str
- Axe = 3x Str + 1x Dex
- Hammer = 4x STr
- Bow = 2x Dex + 2x Per
- Crossbow = 3x Per + 1x Dex
- Throw = 3x Dex + 1x Per

Note: the demo also gives you a 50 points bonus to the skill you select at character creation on top of these values.

And for the other combat skills:
- Block = 2x Dex + 1x Str
- Dodge = 4x Dex
- Critical Strike = 2x Dex + 2x Per

And one handy thing to keep in mind is that when you're fighting multiple opponents and you kill one of them you can press "c" to enter the character menu and spend the skill points you just got.

In regard to Power Attack vs Aim:Torso it depends on the weapon you're using and the armor of the enemy. The weaker your weapon and the higher the enemy's DR, the more it's sensible to aim for the torso. Against the Imperial commander with his monstrous 12 DR it's usually pretty useful to aim for the torso if you have a 1-handed weapon since you'll be doing 6 more damage than with a normal attack. Not sure how much power attack improves damage but I'm quite confident the improvement is smaller and you also suffer a penalty to accuracy.

One trick that is pretty neat against enemies with 2-handed weapons is aiming for the hands to disarm them. They'll have to spend 4 AP reequiping their weapon so they'll only be able to make 1 attack against you instead of two and that means half less damage. Works best with a quick weapon though (4 AP or less for normal attack) or else you might be robbing yourself of the chance to make a proper attack that turn.

I probably don't need to mention aiming for the legs if you have a spear or ranged weapon. ;)

Headshots in general are a bit of a disappointment. I haven't noticed any special benefit, except when an enemy has strong body armor and no helmet.

Generally the demo is pretty fun, even though frustrating at times (like losing a battle 8 times in a row). I'm slowly begining to loose interest in the arena fights themselves (beaten them with 4 different characters), but I'm not quite finished with the demo yet.
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Victoria Bartel
 
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Post » Sat May 28, 2011 10:52 am

Nice. I've beaten the demo with every possible character I can think off. Dagger/dodge and sword/critical were my favourite.

Are you using Release Candidate 3? The 3rd release has got a lot of changes from the previous two.
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Quick draw II
 
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Post » Sat May 28, 2011 4:20 pm

Only downloaded it last Friday and the readme says it's version 3.1, so I'd say I am using release candidate 3. ;)

I haven't gone to bed before midnight in these past few days and have an upcoming exam on Thursday. Horrible timing on my part. :P

Though there is a rebalance available that's supposed to spice things up by removing the upgrades from the later combatant's gear and improve the enemies' defense ratings (at the expense of attack). I plan to install it after Ive played through the demo with both the Sword/Critical guy and a new Spear/Dodge character.
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Claire Lynham
 
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Post » Sat May 28, 2011 6:22 pm

Everyone's favourite Zombie RPG project is back with new design updates!

http://www.irontowerstudio.com/forum/index.php/topic,1570.msg51943.html#msg51943

And BGSF trembles with excitement... :snoring:
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helliehexx
 
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