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This is a isometric, turn-based, single-player 3D role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.
Here are some key features of "Age of Decadence":
· 7 distinctive gameplay styles: from knight, serving a Noble House, to grifter, preying on greed and gullibility.
· 23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Crafting and Lore.
· Action Point-based combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
· 8 weapon types: d aggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
· Non-combat quest resolutions and a well-developed diplomatic path ( "The best weapon against an enemy is another enemy." )
· Over 100 quests, taking you to 22 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
· Each situation has multiple ways of handling it, based on your skills, reputation, and connections. Each way has consequences that will affect someone or something.
· Extensive dialogue trees, written with role-playing in mind. You can use many skills in dialogues, take actions like stealing or sneak-attacking, and play your character with personality as you see fit.
· An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
· Detailed crafting and alchemy systems: melt item s and create new ones, balance your sword, play with Greek fire, increase your poison's potency, use corrosive acid on locks, and experiment with black powder.
· Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.
· 3D world created with Torque Game Engine, featuring detailed locations and almost 200 unique animations.
Limitations:
· Limited game play
What's New in This Release: [ read full changelog ]
Fixes:
· Thugs do not get assured criticals against Vardanis in the drifter vignette.
· Fixed issues with the character creation screen at resolutions lower than 768h.
· Fixed issue with map locations staying between sessions, even if you didn't know about them.
· Fixed issue with Persuasion and Streetwise check with Mercato in MG3.
· Failing to convince Antidas in MG2 with the fake proof now properly closes the merchant path.
· Fixed commercium reputation check in MG2, when taking the "Mercato" path.
· When failing to convince Antidas in MG2 with the fake proof, you appear in the correct place after leaving the palace.
· Fixed issue with cage in Bandit Camp not being empty when it should.
· Numery armor can be decomposed.
· Fixed issue with the guards stopping you all the time when you killed just one civilian.
· Fixed an issue when you complete MG2 if you had 7 intelligence.
· You can no longer select hidden responses with the keyboard numbers.
· Fixed problems with corpse/loot collision at the vignettte's inn.
· You can no longer get 3 SP more from the refugees if you kill them.
· Ca do properly takes the gold when he takes care of the bandits for you.
· The dialogue with Zenon doesn't break the camera anymore.
· Fixed issue with character not appearing in camera when failing the disguise check in TG2.
· Fixed issue with barricades not appearing correctly if you loaded a save at the barricaded mine.
· Fixed issue with collision of invisible barricades.
· Fixed bug with map travelling out of the outpost after killing the workers.
· Fixed issue with health damage when going over the barricade in the mine.
· The inkeeper no longer is tagged as doctor in dialogue.
· Fixed issues with the visibility of the prisioner at the camp.
· Camera no longer zooms in after combat.
· At the mine, the Daratan Captain and soldier no longer stand in the same place when you talk to the captain, leave and go back to the mine.
· You get the rubys as describe d on the part at the bedroom in the infiltration.
· Fixed issue with Darabus giving you money instead of taking it in the infiltration under certain conditions.
· Fixed issue with not being able to cure stat damage if your HP was full.
· Categories letters in the journal screen are no longer deformed.
· Fixed minor journal issues.
· Map icons no longer stay lighted up after selecting them.
· Fixed issue with being able to talk to Cado and Mercato about help with MG2 after the quest is finished.
· Hand slot update after stat damage.
· Fixed several lag issues in combat.
Changes:
· You now have 5 more skill points to spend in character creation.
· Intelligence bonus SP now it's only applied on quest rewards, as you get them.
· Skill threshold changed from 50/75 to 50/70/90.
· Trading base value now takes into account intelligence.
· Combined checks now check for the sum of both skills (with a low min requirement), so you can compensate lack of skill points in one skill with the other one. For example, a check that was [aod.persuasion >= 36 && aod.streetwise >= 32] now is [(aod.persuasion + aod.streetwise >= 68) && aod.persuasion >= 30 && aod.streetwise >= 28].
· Faster zooming.
· Made clear which quests are not in the demo.
· The majority of the Critical strikes checks now have more outcomes than "kill or be killed".
· New THC formula that favors builds balanced in offense and defense.
· THC bonus from weapons reduced from 10 to 8 and from 5 to 4.
· Small daggers fast and normal max damage increased by 1 point.
· Manica doesn't accept techniques other than different metals and masterwork.
· H axes now have 2 points vsDR.
· Wooden sticks no longer have THC bonus nor Counter Attack bonus.
83; Pickaxe has no longer have passive bonus.
· Buckler has an attack penalty of 5.
· Hardened armor now has 3 levels instead of 5.
· Lowered the difference between min and max damage for all weapons.
· The differences in weapons inside the same tier (shamshir and handar, for example) are now one that has more raw damage, and another that has more THC and counter chance.
· Nets reduce defense 20 points instead of 30.
· Perception and distance factored in nets THC. Also throwing influence is bigger.
· Dodge characters get a bonus to avoid AoO attacks, allowing characters focused on dodge to move around the battlefield more.
· Free defenses are based on dexterity and AP limit set by armor. Low dexterity and heavy armor characters get tired faster and get a penalty to defense when defending a lot within a turn. High dex, lowly armored character keep their full defense for longer.
· ; Strength now give a % increase instead of a fixed bonus. Ranges from -20% to 40%.
· Perception THC bonus changed, increases/decreases 4 points per stat point.
· Masterwork armor is getting a boost, now it decreases penalties much more, from 25% to 80% of the total amount.
· Increased the price of nets to 75 imperials.
· Iron price increase changed from 2.5x to 1.5x.
· Added two new items: Climbing hook and rope with grappling hook. Climbing now is a combined strength + dexterity check. Climbing hooks lower the bare handed requirements. Ropes rely on throwing (grappling hook makes the check easier) and then a small strength + dexterity check to climb.
· Changed the armor of the guard in the Kebab thief quest to bronze.
· Increased price of schematics.
· The blacksmith one time sells bronze, wood and leather.
Quest Changes:
· Vignettes
· There is now a s lide before starting the vignette, introducing the town and your background.
· You don't start the vignette in dialogue anymore, but in a enclosed area with minor interactions. You can save, check your gear, etc.
· Added options to buy equipment in the assassin, mercenary, thief, merchant and drifter vignettes.
· The straight attack option has been changed to "Reload the crossbow while the guard is mustering up his courage." You will take a few steps back, reload your crossbow, and have time to prepare for the attack of the guard.
· The assassin now gets 2 nets and an iron sefet (small dagger) by default.
· Bandit Camp
· You no longer get directly into dialogue the first time you visit the bandit camp.
· When you send the raiders to attack the mine, now you have a chance to spend SP, check inventory, etc.
· Leader's armor is no longer lightened.
· Changed one of the archers arm or from auxiliary to barbari.
· Mining Outpost
· Added a new way of dealing with the mine, in which you poison their supplies. Assassins get an extra option here.
· Changed the captain's armor from steel to iron.
· Changed many of the armors there, giving them a more "romans from middle-east" look.
· Increased the defense of the soldiers, while slightly lowering their attack.
· Gave all shield soldiers an spare shield.
· Changed gladius for an Axe for the soldier that greets you.
· The captain now uses a 2H sword.
· Changed the sword of one of the interior guards, giving him a Handar instead of gladius.
· Palace Infiltration
· Falling down the wall in the back of the palace doesn't cause a game over.
· Some CS have partial successes in which you kill the NPC but get severely wounded.
· Now you are actually taken to the torture room wh en you fail some of the checks (especially disguise ones), and there you have a chance to get out alive if you didn't kill any guards.
· Praetor
· Added a new quest that deals with Feng and Cassius, that comes after the vignette.
· Added an unique, non-combat way to deal with the mine.
· HD1
· Moved it to after the new quest regarding Feng.
· MG1
· You no longer get into combat with Mercato if you fail cheating him and the charisma check. You can get him into debt with Cado in this path.
· There is now a sinergy between trading, persuasion and streetwise in the options, and charisma affecting the difficulty of the checks.
· MG2
· Added synergies and charisma affecting checks with Antidas and in the infiltration.
· Forging the proof now requires lore, and you can try it again if you fail the lore check and your perception is good enough.
· You ar e not forced to craft a forge when you get Carrinas writing.
· You are not forced in a dialogue with Antidas as soon as you get the evidence.
· MG3
· Added synergies and charisma influence to the checks with Mercato and Antidas.
· Removed the trading check that came after selecting streetwise/persuasion in the first node.
· You are not forced in a dialogue with Antidas as soon as you convince Mercato.
· IG1
· You now can engage the enemies on your terms. You don't start in fight mode, away from them and can use that situation to equip yourself or attack them from a distance.
· Killing your party members nets no SP.
· Made the stats of the guards a little better.
· Changed the starting positions in the fight with the recruits.
· IG2
· You are healed before leaving for the tower.
· You can convince a soldier to distract the guards if he respects your fighting reputation (combat and body count). Also, the charisma check is higher there.
· There is an attack option for ranged characters.
· You HP gets fully healed if you have CON damage.
· IG3
· Improved the skills of the regular guards a little.
· TG1
· There is now a sinergy beween disguise and stealing when trying to get the mandate.
· Combined speech checks with the guards and Flavius now have sinergies between them.
· You can convince Flavius if you are a liegeman of House Daratan.
· TG2
· Added a lore check to creating the re-direction letter (so now it's perception + lore, perception modifing the lore amount required). You can try it again later now if you fail.
· You are no longer forced to go get the ring after successfully forging the letter.
· Getting the ring allows you to bypass the disguise and speech skills checks when stopping the caravan.
· When dealing with the caravan using disguise and no ring, in the checks there is a sinergy between disguise, streetwise, persuasion and charisma.
· Killing the lone guard in the warehouse has a sinergy between sneak and critical strike.
· TG3
· Now you can try both speech options with Flavius. Also, they have a synergy with charisma (the higher your charisma, the easier the check).
· When dealing with the mob, trying to lure them to the inn checks for disguise and streetwise, with a sinergy between them.
· When bullshitting the guards, there is a synergy between disguise and streetwise.
· Thieves have a better stock of arrows, and will use piercing arrows against armored soldiers and barbed ones against unarmored opponents.
· You have the option to get away from the gate guards when choosing the start the fight.
· You no longer stay in front of Bra cchus when ambush him using the intelligence option.
· You no longer stay so close to the ambushers after going through the wall.
· Reduced the skills of the ambushers a little.
· Exploration
· Added a new encounter with a gang in the slums.
· Added a character you talk to in the graveyard.
Improvements:
· Added the option to leave screens by pressing the same key that you use to enter it.
· You can access the crafting screen by pressing R.
· You can switch between screens with the hotkeys (from inventory to character screen, for example).
· More buttons with sounds.
· Better formating for the description text in the character screen.
· You can resize and move the textbox in the main gui.
· Added synergy and background description to the character creation screen.
· Added tooltips to the tabs.
· Q and E now rot ate the camera.
· Character creation is now tailored to resolutions between 900h and 1080h.
· Added new dialogues screens, with bigger fonts, darker background and better formatting.
· Anisotropic filtering now also affects all weapons, armors and some minor items.
· Now you get a rank if you are part of a faction.
· Notices in dialogue (text between *) now are centered and with a different color.
· Added expanded dialogues about the world with the Inkeeper and Feng.
· Now there is a list with all locations on the right side of the map.
· Now there is a menu from which you can select which bodies you want to loot when 2 or more are in the same place.
· Added sitting animations to filler characters.
· New look for the lorica segmentata.
· All screens fit higher resolutions better.
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