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Vapourware Aledorn (formerly Dungeons of Aledorn) - Realms of Arkania-like RPG

Lady_Error

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Well, I don't know about that 3D art and the camera angle. The 2D art looks good though.
 

hemtae

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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
https://www.kickstarter.com/project...aledorn-old-school-hardcore-rpg/posts/1186804

Realm of Dungeons of Aledorn part No.1

This is the first update about the world in which our game takes place. Let´s put the mechanics of the game aside for now and get to know the lands and their inhabitants, as well as mythos from the past and present.

.

About the world of DoA
The whole adventure takes place on an archipelago and this consists of nine separate islands. Every island has its specifics and distinct fauna and flora.

The biggest, and probably most important central island, bears the name of Nirma. This is where the war between humans (elves, dwarves,) and orcs (trolls, uruks, goblins) rages.

The next one is the Sanderman´s island, which was also the first island to be colonised by the humans and also where the oldest settlement of humans still lives and flourishes.

There´s also a pirate island, a volcanic island, and a mythical cursed piece of land, where people disappear mysteriously upon setting foot on it. More details follow - but be please aware that some of the mentioned myths and local gossips might slightly spoil some of the quests for you. You have been warned ;)

.

Sandemar´s island

As it was already mentioned, that this was the first island where humans built their settlements. The first and biggest of them has been named Voland. Voland is nowadays a small town focused mainly on fishing. There´s just a small garrison, which is mostly guarding only the mountain road as it occasionally, brings various thieving dangerous creatures to the town’s doorstep. There are also vast fields and plantations within the suburbs and in surrounding areas - they represent a secondary source of food for the town inhabitants.

72842e7a61d14feaf4762ea739e5e371_original.jpg

The island is only about 30 miles in width. A great mountain stretches from its middle to its north-eastern shores. Rumour says that it’s inhabited by Goblin tribes. The western part of the island is covered in forest, which gets thicker and thicker due to the weathers of the central part of the island, eventually becoming an almost impassable wall of vegetation. Those who don´t know the roads well enough are deemed to get lost in a blink of an eye.

Deep within the forest dwell various dangerous monsters. Giant spiders have been allegedly spotted lurking and attacking unlucky travellers. Some claim that, there´s an elderly druid living within the denser parts of the forest, but since no one has really seen him, it may be considered as a pure myth. In the middle of the forest is also a small lake, in which, according to one local legend, should be a hidden treasure. It’s said that this contains the gold of a greedy merchant, who, a hundred years ago, wanted to evade the upcoming extra pre-war taxation of his well-earned riches. The offspring of this merchant have promised a fair share from the treasure to anyone, who might be able to get their Father’s treasure back to them. Even though that many have already tried, the treasure is yet still to be found. Inhabitants of Voland nowadays mostly tend to disbelieve the whole story.

The northern part of island is also covered by forest, which is no different from any other normal forests found on the surrounding islands. The only remarkable thing about it is that there may be an overgrown bear that guards its expansive territory. At least that´s what people of Voland say (mostly to discourage their children from getting too close or deep into the forest).

.

Nirma

Nirma is the central and also the biggest island of the archipelago. This is also where the war between humans (elves, dwarves.) and orcs (trolls, goblins...) takes place. There are in total four cities, five keeps and several smaller settlements on the island.

7d4733ff8166bc3f447501d01dde2297_original.jpg

The city of Lim is a main bastion, and, at the same time, the biggest town of humans. Other than humans, you may also find here many other races, shops, pubs and every other possible "city" service. The two biggest towns on Nirma, after Lim, are the towns called Manto and Tarma. Tarma has been abandoned and this is because it is expected to become the next target of the invading orcs. There are now just scant scouting patrols of Aledorn´s army in the streets. Townsfolk and people from surrounding lands have fled to the keep further to the west.

As it´s already apparent from the map, two keeps which were pinpointing the borders of Aledorn´s county, have been captured by orcs. The remaining three keeps (northern Bonag, southern Bonag and central Adun) form the current county border. This is also where the most of Aledorn´s army nowadays reside. These massive castles should hold the orcs´ advance for some time at least.

The land of Nirma has everything what you´d expect from a mild climate island. There are highlands, mountains, lowlands, plains and forests. The forest in the highlands south of Lim is rather less dense and less dangerous as well. The same may be said about the whole western part of the island. Whereas the mountains and thick forest on the eastern side are rightfully considered to be an evil and life threatening place. Every citizen of Aledorn usually tries to avoid these areas at all costs.

In the northern forest lies the last settlement of original natives, the Uru. They live a peaceful and self-sustainable life there. Just a few hunters from Manto and Tarma know about their existence. Uru don´t usually dare to leave the forest borders.

In the Dragon´s highlands, the lands to the north of Manto slumbers a great evil. A dragon’s lair is supposed to be hidden somewhere in this area. This story alone is enough to keep away anyone who might dare to explore this part of island.

The highlands south to the city of Lim hold no big secrets - it´s a quiet and safe part of the island. The only thing, that might startle you, is the local bestiary, like wolves, bears, tigers and boars.

The forests in vicinity of Manto are denser and more dangerous. There are even rumours about lycanthropes, who are said to dwell somewhere in the forest. The mountains are also hard to cross and the roads are infested by various hostile vermin, be it goblins, wild orcs and even trolls.


The central part of Nirma is currently a one big battlefield. You don´t have to try hard to come across various deserters or independent mercenary groups. To those "brave" adventurers who dare to explore these parts, an eventual encounter with scouting patrol of orcs or even trolls should come as no surprise.

The mythical Dryads are said to reside in the "Enchanted forest"(as the locals call it). If their existence is true, then they excel in shunning the affairs of humans on the island, since no one has ever seen them or any results of their doing. They are mostly just an early morning topic of drunkards, who usually claim that they capture once in a while some innocent travellers, use them for reproduction purposes and then kill them. This is also the reason, why the whole area is being evaded by all sane men for many generations previously.

Further to the east lies the kingdom of orcs and their capital city, Orcos. Many would describe it more like a huge military camp, than as an actual city. There are thousands of tents and wooden shacks in it and it´s very improbable to find any living human in these parts.

The mountains to the southwest of Orkos are also full of unpleasant surprises. Many dangerous creatures and monsters reside here and only a madman (or an adventurer) would dare to explore this area.

The whole northern mountains are controlled by trolls but luckily, there were never enough of them to be able to cause any disaster. However, in the recent conflicts they were spotted fighting on the side of orcs and that heavily burdens on the count of Aledorn´s mind - as the troll´s force is not to be underestimated.

Speaking of Aledorn´s county once more, the common folk is more concerned about upcoming harvest, price of beer, roaming packs of hungry wolves and groups of unwelcomed bandits than about some war on the eastern front. Everyone believes that the orcs won´t be able to get through the borders, with the castles guarded by Aledorn´s army and they mostly think that the whole deal is a little bit overstated and that they won´t be in any real danger in the close future.

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Pirate island

A small island to the south of Nirma. Most people don´t know of its existence, because the whole island is most of the time covered in a dense mist. And even if you know where the island lies, you have no guarantee of reaching it; as it´s richly surrounded by treacherous cliffs. One is destined to get lost and shipwrecked without a precise knowledge of the path to the port.

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The island is largely covered by hills and sub-tropical forests and the only exception is the port city of Condra. Condra is probably the only civilized part of the whole island and it is the capital of pirates. These pirates are a mix of castaways, renegades and generally all the rabble, who decided not to live under the patronage of the Kingdom or directly in Aledorn´s county. They live mostly from the loot gained during robberies and from occasional fishing expeditions. There are also a few plantations but these pirates are not exactly great farmers.

Condra is currently divided into two hostile groups, which are covertly fighting among themselves. One side is in port and their main headquarters is a huge ship, Nyrcha, ruled with an iron fist of captain Osest. The other side has a main-seat deep in the Condra, in the middle of the jungle.


Vast wetlands and swamps (especially below the highlands) spread around the city of Condra. Apart from that, you may also find here a primeval forest, where the only remains of the past inhabitants lie. These residents most likely believed the island to be some sort of magical place, since they´ve built several temples throughout it.

At the southern tip of the island is a small settlement of forest giants that feed primarily on game. The events on the island, as well as pirates, are of no interest to them.

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Island of oblivion

The entire island is less than 15 miles long and it is mostly covered with tropical forest. In the middle of the island is a great mountain - a former volcano. Nowadays, it almost doesn´t even resemble a volcano, but what surely remained, is its temperature. There are four spots where a steaming water geyser spouts, forming thus rivers that keep their high temperature for a time being thanks to the tropical nature of the island.

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The island used to be the main bastion of a now long extinct civilization and desolate city ruins is all that was spared by the unforgiving tooth of time. It has been probably the volcano that caused the destruction of the city.

There´s even a legend bound to the island that claims that it´s cursed, so that whoever may enter it, would never return again and that´s all that people know.

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Dead islands

The Dead islands are a total mystery to the most Aledornians. The Sagfires myths refer to them as the "Five fingers of the god of earth". Every single island is a bit different by its looks. The first one is just a big rock, the next a huge crater surrounded by circular mountain, the third a highland tumbled by saltwater, the fourth a circle of rocks with a secret swamp in the middle and the fifth is a regular volcano.
 

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
Feel bad for them. I've thrown them 9 bucks, but I guess 9 bucks from a handful of codexers won't be enough.
 

GlutenBurger

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May 8, 2010
Messages
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I upped my pledge as high as I'm willing to go, which is just short of the physical rewards, but even that from a handful of Codexers isn't going to be enough.

I don't know what to think of their optimism.

Martin Zboril (Team21) with 8 days to go said:
@Zerotown: Indeed! We are now past the 50% mark and working towards getting this funded!

Maybe this is dishonest enthusiasm coming from a perceived need to avoid discouraging further backers, but I think I'd have more confidence in them if they behaved a little less naively and started talking more about their alternative funding options, or at least just made wistful jokes about the possibility of an eccentric billionaire taking notice of the campaign.
 

stony3k

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Strap Yourselves In
At the very least they have good artists. I don't know how, but they need to get noticed by other more mainstream sites :(
 

Atomic

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Dec 13, 2007
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Dead State Divinity: Original Sin Project: Eternity Wasteland 2
dailypledges.png


They did well the last 3 days. They need to continue at 3K $ per day and with the last 48h push, they have a chance to get funded.
 

GlutenBurger

Cipher
Joined
May 8, 2010
Messages
644
Not bad. It's a tense position. At some point over the next few days I might throw in an extra $15 for a surplus copy to give away. I can swipe some leftovers from the family Easter lunch and skip having to pay for a couple of meals this week.
 

Darkzone

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Sep 4, 2013
Messages
2,323
This guys have my respect, because instead of whining like SDS TSI, they have fought for their kickstarter. And now they have fought their way back to be founded with a 10% probability. Once again: Respect, and i'm proud to be one of their backers.
 

OracleX

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Jul 18, 2007
Messages
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
I expected that this KS wouldn't make it, glad to see some more pledging now it really deserves it. Maybe some more front page news Codex? I'll still need to pledge as I'm usually on of the many that pledges on the last day. Hopefully I won't be that close that a Codex fundraiser would have meant a difference... Fingers crossed,
Good luck with the last few days Team21!!
 

DarkUnderlord

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Jun 18, 2002
Messages
28,547
Hey Infinitron, is there something else the codex can do to push the game? Maybe including it in the advertising banners with the kickstarter link?

Uh, I wouldn't know about that. Talk to DU and Taluntain. You could also ask Bee to tweet about it.

Our megaphone isn't really that loud, though.

Summon DarkUnderlord, Taluntain, Crooked Bee !

(three archdemons at once...)

Something the codex could do?
Anything is possible.

For the right price...

:takemymoney:
 

Morkar Left

Guest
Hey Infinitron, is there something else the codex can do to push the game? Maybe including it in the advertising banners with the kickstarter link?

Uh, I wouldn't know about that. Talk to DU and Taluntain. You could also ask Bee to tweet about it.

Our megaphone isn't really that loud, though.

Summon DarkUnderlord, Taluntain, Crooked Bee !

(three archdemons at once...)

Something the codex could do?
Anything is possible.

For the right price...

:takemymoney:


Your proposal DarkUnderlord ?
 

OracleX

Augur
Patron
Joined
Jul 18, 2007
Messages
366
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
What are the plans if the current kickstarter fails Team 21 ? Any plans to redo the KS at a later time point?
 

AbounI

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What are the plans if the current kickstarter fails Team 21 ? Any plans to redo the KS at a later time point?
The answer might be here

Harsh reality question: Like all Kickstarters, there's a chance that the target goal won't be reached. What happens then?

Well, it would definitely not mean the death of the project. Of course, we have a plan B, and even a plan C.
In a variant of B, we can expect an investor to come on board - a third party. We have already been approached by several of them after our pre-campaign for Kickstarter. We have politely declined, stating that we first want to try our hands on crowdfunding to see whether players deem the game worthy of purchase.

Plan C is that we will continue from our own resources and capabilities. Even like this, we will finish the game, but we will have to remove some elements to make it easier to finish. It will also extend the development time of the game, as obviously we'll have to continue working on DoA whilst working full time to support the project.
 

hemtae

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Aug 29, 2014
Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
https://www.kickstarter.com/project...aledorn-old-school-hardcore-rpg/posts/1188061

Game Mechanics Part 4


Greetings friends. We will focus in today's update on the next part of our series about mechanics. This time mechanics of dueling. Locally I go much deeper, so if you're not interested, feel free to skip that passage. These passages are in italics.

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Battle GUI
This is one of the main GUI of the game. Its goal is to give to the players the opportunity to use the tactics according to his wishes. GUI is based mainly on the fact to allow players to use all the movement they thing. In order to combat the player can use a lot of actions.


The event will cost Action Points (AP). AP are secondary attributes, which are calculated from the primary attributes. AP will be ranged from 8 to 27. Normal character will have 18 AP.

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Determining initiatives
Initiative determines the order in which individual characters in a play will fight. While characters with high initiative can play multiply in a single round. Extremely powerful enemies can also play 4 times or five times in one round of combat.

The initiative is based on the level of character intelligence and random point. The initiative may also be influenced by various bonuses from spells, skills and items. For every 10 points of the initiative will play the character again in the same round. Ex. character's initiative 37. This means that the tension in that round will be on 37, 27 and 17. It means play 3 times per round. The remaining 7 points initiative takes as a bonus to the next round.

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Events close combat attack - the chance to hit
The character performs an action attack. On the resulting probability will affect: the proportion of fighting knowledge of the attackers and defenders, skill in the weapon movement, used weapon, positions of attacker avd defender (attack from the side and from a backup), the number of prewievs attacks in this round, "an attack on the debt?" passive defense of targets, lighting, active defense.

Share fighting knowledge of the attackers and defenders

Combat knowledge of a single character may be in the range of 50 - 150. Ie. the proportion will be within the range 0.3 - 3. This number is then multiplied by the probability of interference given by used weapon.

Skill in the weapon

Weapon skill directly increases the percentage of the intervention. Each level of the weapon skill adds a few percent to hit + other secondary effects.

Manévrs

Each type of weapon will have a few special maneuvers. These maneuvers will need to be open in the skill tree. The maneuvers will lower chances to hit, however, bring additional benefits to secondary effects (stunning, increased chance for a critical hit, dropping to the ground ...), or simply increase the damage.

Used weapon

Each weapon has a parameter of accuracy. This parameter is in percent. The accuracy is in the range of 30% - 90%.

Position of attacker

When the position is from the side attacker gets bonus + 10% at the position of the backup + 20%.

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Application of previous attacks

For each of the previous attack, carried out in this round decreases the probability of successful intervention by 10%.

Attack on debt

Attack on debt is a special version of the lower attack. This is a maneuver that allows you to attack even if the character has no longer enough of AP offensive action. The probability of attack decrease persentagly for each missing AP. These AP will character miss at the next round.

The exact mechanism is based on a fraction of the missing AP. If the attack costs 5 AP and 2 AP is missing to character, it will likely be reduced by (2/5) * 100 [%]. Ie. in this case 40%.

Passive defense of targets

Passive defense objectives is primarily "dodging". This can be in the range of -20% to 20%. Yes really big and clumsy characters are easier to hit. Other passive protection can be provided by different items and spells.

Lighting

Type of lighting strongly influences the percentage of intervention. Penalty for illumination ranges are from -5% to -45%. In complete darkness -100%. At the same time plays a big role a race of the character. Some races negate this penalty.

Active defense of targets

Active Defense is a story in itself. I can just say that to do this action is necessary to retain some AP. Active Defense can rapidly reduce the chance to hit the attacker eg. when using a shield. Or even differently, break off the attack and reprisal, and many other options.

911fd7cd809465de613978ba420bcd83_original.gif

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Ranged attack - the chance to hit
The character makes a ranged attack - shoots, or throws a projectile. These parameters will affect the resulting probability: Art of War, the skill with weapons, maneuver, weapon, distance, coverv of defender, defender position, number of previous attacks, the attack on the use of debt, the penalty for passive defense targets, lighting, chance of hitting another goals, active defense goals.

Distance

Each long range weapon, has some optimum distance. When firing just at this distance is change of accuracy 0%, when shooting at greater chance to hit decreases by 5% per hex, while the opposite direction increases chance to hit by 5% and so on to a minimum distance.

Cover of defender

The defender can cover himself back to different objects. These objects provide coverage ranging from -10% to -100%.

Position of defender

If the defender is slumped attacker acquires a -5% sanction to hit. When lying -20%

The chances to hit another target

Directly reduces chance to hit just because the probability of hitting another target. Another objective will be hit by a failed hit and throw so bad that it "fits" into percentage to hit other target.

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Calculation of reducing of stamina during the attack (due to injury)
When this calculation is an essential input parameter success or failure of the attacker. The whole point of the "injury" is built on the concept that the defender tries to parry all attacks, or avoid them. Therefore, a successful attack can be taken as follows: how much energy (stamina) stood defender to avoid attack. Therefore, a successful attack will cost to a defender more stamina than unsuccessful. Anyway, any attempt to defend without use of active defense will always cost some stamina. The resulting deduction of stamina depends on several parameters: input damage (total damage of weapons and attacking character bonus), the quality of armor weapons penetration, protection against the type of damage, armor damage, injury of secondary damage, application of special effects.

Input damage

The calculation is the sum of the input weapon damage (a range) for example. 2d8 + 3 and bonus damage (secondary attribute) for example. 3. Successful attack will cause injury in the level of the weapon + bonus injury (secondary attribute) and also secondary effects can be count. Likewise, against a successful attack will not to be made most active defences. Failed attack will cause only minimal injuries. Ie. in this case 3 + 5 = 8.

Armor quality

The quality of the armor is the sum of all its parts QA. It is important for calculation the final injury. QA compares with penetration, and according to the result will count its influence more or less.

Pierce

Pierce is weapon parameter. Small weapons (dagger, rapier) have a relatively low pierce, while large and cumbersome weapons (hammers, axes) vice versa.

Quality Impact armor to calculate damage reduction

Before this calculation it is necessary to choose a formula by which the calculation being made. The formula is based on whether the armor which defender use is adequate against the type of weapon, or vice versa.

e2f68825af143f85bb2440d75171c5e1_original.gif

The quality of the armor is higher than the pierce (QA> PR). At this point, the defender has good armor, and even a successful attack will not cause so many injuries. If we input X0 damage, armor QA quality and vigor PR, then the formula is:

(rounded up); Using the example. PR = 3 and QA = 7, and if we substitute the values from the previous example, we get = 2 damage.

The quality of the armor is lower than the penetration (QA <PR). This is the moment when the gun went through his armor and caused him some injuri, or defensive maneuver was not so successful, and cost to defender a lot of energy. Use the same parameters as in the previous example, with the different number QA = 2.

(rounded up); Using the example. PR = 3 and QA = 7, and if we substitute the values from the previous example, we get = 6 damage.

As can be seen, the figures who are unarmored do not live too long under attack. In both cases, we considered unsuccessful attack.

Just for fun, we can calculate what would happen when successful attack happend. Throw example 4 and 7, ie. Input damage will be the 17.

QA > PR: = 4 damage.

QA < PR: = 13 damage.

Protection against damage type

This is in percentage, which directly reduces the output damage. If we have eg. protection against physical damage 25%, and if we work out the numbers from the previous example, os damage as follows 2, 4, 3 and 10.

Armor damage

As already mentioned, armor directly absorbs some damage. Whatever the lower pierce, or higher, always absorb some. The damage not disappears. Go to "soak" (durability) of armor. Armour will have different characteristics depending on the damage. Among other things, will reduce the armors MC.

Application of secondary injury

This injury is applied only when a successful attack. These are additional injuries eg. poison, fire, frost, etc ... If we have poisened a weapon the effects of the poison take effect after a successful attack. Likewise, it would be eg. with a magic weapon that burns and thus gives additional fire damage. This injury is reduced only "protection against damage type" QA no longer plays a role.

Application of special effects

Various maneuvers bring various effects. These effects occur again only after a successful attack. This is eg. the stunning, knocked down, etc.. The object which is under attack can resist to the effect of special effects, because often will be thrown a "trap for the attribute".

.

Movement
The movement of the characters will be carried out by clicking on the unoccupied hex. If a player moves to the unoccupied hex, it shows the way calculated by "search path". Then just click and there the character will move. There will be two modes for players. The first is the one that I mentioned, the other is called walk with confirmation. The player can click on the hex, then when you click on it a second time, you will move the character there. This avoids owerclick plus the player can better plan the way. This is very important in a variety of defensive maneuvers of the enemies who can do different counteraction on your walking. Current mechanics allows for AP 2 per hex walk along the normal surface, 3 AP with poor surface.

It is also possible to jump an object, or jump ower it, there will be consumption AP made operatively. Currently it is so that the jump at object is surface plus 2AP, like normal jump down. Jump ower object is 4 AP per hex. Will be possible also skip ower a other body lying on the ground.

It is also possible to change the position. This is particularly useful if he wants to hide himselve, for example against gunshot attacks. Crouch is worth 2 AP, lying down 3 AP, the change between positions 2 AP is always shown.

759677f27faa3949b949cdfd872dbe2e_original.jpg

Also, of course, will be possible to turn around. Rotate the right direction is very important in terms of defense. Because attacks from the side and from the backups are much more dangerous. Likewise, from backup and side is not possible to apply the most active defense.

.

To hide
This is a special event of several characters. The figure disappears and is invisible. Hiding obviously has several conditions, eg. The figure should not be in direct view of the enemy. Must be some distance from him and must make a throw.

Hiden character can walk normally around the battlefield, but its actions are much more difficult AP + 2.

ee3215de0584d51af8d7e8310a122f89_original.gif

The purpose to hide is that figure will not be the target of attacks and it is easier to get into the enemy's back where he can make very unpleasant ambush with a bonus on a critical hit.

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Rearm
Rearmament will have its own GUI. In this environment, the player works with inventory, but any movement is cumulating. After applying this event calculates the number of AP, which the specified action will cost. Ex. The character has a backpack, carrying a broadsword. And he wants to remove the object from the bag and take it in hys hand.

We thibg: Sword put on back (AP 2), takes off his backpack (5AP), down to the backpack (2AP), takes the object (3AP), put it back into its original position (2 AP). Overall, this will cost 2 + 5 + 2 + 3 + 2 = 14 AP. It is to be noted that the bag remains on the ground, ie. If the character leave it, than will no longer be able to work out of his rucksack within overkill.

Action and prices in action points:

  • Hide, show weapon – 2 AP
  • Leave backpack – 5 AP
  • Take a subject (free hand necessary) – 2 AP
  • Throw away subject (in hand) – 1 AP
  • Take of small subject – 3 AP
  • Handower subject – 2 AP
.

Reload
Firearms is of course necessary to charge with projectiles, respectively throwing removing another. This charge is also cost differently. They stem from the place where the next projectile character carrys.

Examples in AP:

  • Reload form other hand – +0 AP (it is possible to do it at once)
  • Recharging random arrow from the quiver – +1 AP
  • Recharging arrow with choose from the quiver – +3 AP
  • Recharging from the belt – +2 AP
  • Recharging from the pocket - +2 AP
For example: You have a ten arrows quiver on your back. You fill it before combat with five standard arrows, two silver ones, two magical arrows and one with poison-coated tip. If you want to attack as many times as possible your hero will randomly pick one of these (decided upon a percentual chance - in this situation 50% standard, 20% magic and silver ones and 10% poison arrow pick chance). Sometimes you´ll want to shoot a specific arrow (e.g. a silver one when fighting werevolves or even vampire) and that will cost you two extra APs for it delays your character to choose the correct one from the quiver. Magic system will be described in detail in an upcoming KS update, so I´d recommend you to visit it in next days to find out more about it.

.

Active defence
Active Defense is an action that the player is preparing in advance. Subtract AP, but action starts at the moment when someone attacks him. In the complex rules of the game (can be switched before the start of the game), the player may choose to attack what active defense runs out, otherwise always the first attack led on him.

We hawe several types of active defences. Perhaps the most basic is to focus on defense. The character uses what he has in his hands and try to deal with it as best defend. Dramatically reduces the chance of a successful attack the attacker, especially when using a shield.

Then there are active defense, which are rather counterattack. One version is eg., that when a defender makes an unsuccessful attack automatically counterattack with a bonus. Another possibility is that the character watching the space around a character who approach him at contact distance (distance given weapons) will be necessarily faced of attack.

9431d716bc172659e9c7dcc25a97ad71_original.gif

Although it can give to someone special, we are counting between active defenses interupt with a firearm. Against you, for example. is a character who is crouching behind the barrier and always shoots and lies down. Thus, you should never have a chance to shoot it. However, just using the active defense you can shoot exactly in the moment when they expose to fire.

Active Defense is a wide range and will depend on the equipment and the skills of the characters.

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Break time
In the fight characters will lose stamina. It is possible to stay all round and return such a small part of that stamina you loose. Currently counts with 5 to 10% of the lost stamina in this fight. The player can rest only once, after every loss of stamina. Otherwise, the icon is inactive.

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Magic
A character who will have mana will be able to cast spells. The whole principle of magic I will deal with in other separate chapter. Here I can only say, there will be two versions of magic. One of the basic mechanics, the second for complex (can be switched on before the start of the game). In first version will be for each spell accurately determined AP, in the second version player will have to choose it by himselve.

03d4c82cf2ab9d37e5e840c895c7cc90_original.gif

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Other actions in the fight
In a fight can be made, of course, much more than just blindly attack, defend, and magic. It will also make use of interactivity of the environment. Smashing breakable things, lock the doors by tables and chairs, jump up and jump down from obstacles, throw enemies chandelier, to swing on the rope and many other events which environment allows.

I was also not dealt with throwing weapons. They will be among classical attack and various other applications. E.g. throw oil and later fire it, throw the explosive and many other interesting events.
 

OracleX

Augur
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
To bad they couldn't keep the 3k per day anymore :( I guess chances are really slim of succeeding now. There updates were really good! to bad it didn't attract the majority of people that pledged for wasteland and torment.
I would guess if they restart their KS at a later time point and somewhat more PR they would make their 60k
 

Stokowski

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Gehenna
Interesting that they do not appear keen on major investors. I honestly don't know if that will turn out to their benefit of not.
 

Abelian

Somebody's Alt
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Nov 17, 2013
Messages
2,289
To bad they couldn't keep the 3k per day anymore :( I guess chances are really slim of succeeding now. There updates were really good! to bad it didn't attract the majority of people that pledged for wasteland and torment.
I would guess if they restart their KS at a later time point and somewhat more PR they would make their 60k
The $3K figures were unsustainable, since they come out to $10K pledged by 60-70 backers (some of the money might have been from past backers upgrading their pledge level).
Right now, a $7K pledge and a $3K pledge together account for over a quarter of the funding. Meanwhile, half of their backers are at the early bird tier, which accounts for only 12% of the funding.

I think they should raise the base game price to $20 and the early bird tier to $15. The price increase would not be high, but they'd lower the required number of base game backers from 4K to 3K.

Wasteland, Torment and Pillars of Eternity had a lot of name and brand recognition going in their favor. Team21 are not going to get anywhere near those numbers of backers, even if inXile and Obsidian promote their project. I think the best comparison point would be InSomnia, which manged to hit $92K for their $70K campaign with 3.5K backers.
 

OracleX

Augur
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Joined
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Messages
366
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
another 3K+ day, seems the updates really payoff. Curious how the spike of the last 2 days will look like. If Compairing to InSomnia again it would be around 10k...
 

GlutenBurger

Cipher
Joined
May 8, 2010
Messages
644
I wonder if the Easter weekend interfered with a trend that could have assured funding.

I added another $15 to my pledge to help push things along, but that's it for me. It would be interesting to see it barely eke over at the last minute.
 

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
16.8k till the founding goal is reached.
Team 21
You are good czechs. While struggling, you are fighting and not whining, giving up or begging, like others did this. That's the fighting spirit. I hope that even if you should fail, you will drink a fine pilsner beer on friday, because you deserve this. Already you have shown great character traits, that beat old veterans like Otherside or TSI. I think the Codex will now observe you and your progress with the game more closely.
 
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JasonNH

Augur
Joined
Jun 10, 2009
Messages
279
I had been holding off because the release date is so far out and I know nothing about these guys, but I want to seem them succeed and became a zombie today. Good luck guys.
 

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