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Tyranny + Bastard's Wound Expansion Thread

Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
<Comments>0 = default, 1 = Enable test regions (AR99_TestRegion_01) to test companion missions and skirmishes.</Comments>

<Comments>0 = default, 1 = one Skirmish/CompMission completed, 2 = two Skirmish/CompMission completed, 3 = three Skirmish/CompMission completed</Comments>

<DefaultText>Skirmish</DefaultText><DefaultText>• {0} Power</DefaultText>
<DefaultText>Penalties for ignoring the skirmish:</DefaultText>
<DefaultText>Warning: You will fail this Skirmish by leaving before the quest is complete.</DefaultText>
<DefaultText>Warning: There is uncollected loot in this Skirmish that will be lost forever once you leave.</DefaultText>
<DefaultText>Skirmish Failed</DefaultText>
<DefaultText>You did not complete the Skirmish quest.</DefaultText>
<DefaultText>Skirmish Complete!</DefaultText>
<DefaultText>You gained {0} Power!</DefaultText>
<DefaultText>You have gained Reputation with the following Factions:</DefaultText>

<Tag>FQ_DIS_Intro_QuestFlow</Tag>
<Comments>0 = default, 1 = Player has accepted quest, 2 = Player has spoken with Lieutenant Cassandas and now has to Skirmishes, 3 = Player has gathered intel by completing Skirmishes and Companion Missions and can now go find Maric, 4 = You have spoken to Maric, and he is returning back Ashes' Fort, 5 = You have decided Marics Fate</Comments>

<Tag>07_skirmish_captive_variant</Tag><Comments>0 = ScarletChorus, 1 = Disfavored, 2 = Unbroken, 3 = BronzeBrotherhood, 4 = VendrianGuard, 5 = Beastmen, 6 = Bane, 7 = Binders, 8 = Forge-Bound</Comments>

<Tag>FQ_DIS_Maric_Search_Progress</Tag>
<Comments>0 = defualt, 1+ = increments each time a BloodBound is rescued from their skirmish.</Comments>

<Tag>07_skirmish_commander_placement</Tag>
<Comments>determines where the commander is placed on the skirmish map</Comments>

<Tag>07_skirmish_control_objectives</Tag>
<Comments>Count of how many control objectives you have completed</Comments>

<Tag>0706_skirmish_QuestState</Tag>
<Comments>0 = player on quest, 1 = player rescued VIP</Comments>

<Tag>0706_PlayerStealth</Tag>
<Comments>0 = not spotted, 1 = spotted by resistance</Comments>

<Tag>0706_Player_Escaped</Tag>
<Comments>0 = hasn't escaped, 1 = has escaped</Comments>

<Tag>0706_AllResistance_Eliminated</Tag>
<Comments>0 = default, 14 = all eliminated</Comments>

<Comments>1 = gained entry inside the enemy base. Needs to be reset to 0 in Skirmish scenario</Comments>
<Comments>1 = took down enemy flag and raised your own. Needs to be reset to 0 in Skirmish scenario</Comments>
<Comments>updated to equal number of encounters that spawn in a control skirmish. Needs to be reset to -1 in Skirmish scenario OnEnd</Comments>
<Comments>0 = basic encounters, 1 = patrols, 2 = commanders, 3 = captives. Needs to be reset to 0 in Skirmish scenario (for captive resolutions)</Comments>
<Comments>1 = player has been detected. Used to change patrols and spawn reinforcements once only. Reset to 0 in scenario</Comments>
<Comments>Number determined in skirmish definition that sets maximum number of VIPs that may spawn on map.</Comments>
<Comments>Value options 0-2, determines where the banner is placed on the skirmish map</Comments>
<Comments>Value options 0-5, determines where the 3 captives are placed on the skirmish map (to simulate randomization right now)</Comments>

<Tag>05_UndergroundSea_CompMission_Given</Tag>
<Comments>0 = default, 1 = player has learned of the Underground Sea Companion Mission</Comments>

<Tag>FQ_DIS_CollectGear_CompMission_Available</Tag>
<Comments>0 = default, 1 = companion mission is available, 2 =comp mission unavailable</Comments>

:philosoraptor:
 
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Bubbles

I'm forever blowing
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Messages
7,817
Looks more like the Stronghold adventures in PoE to me. Note how the global variables focus purely of the number of companion missions/skirmishes you have completed.
 
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Bubbles

I'm forever blowing
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Aug 7, 2013
Messages
7,817
Although there is this...

nN96kGm.png


Nothing interesting in there, mind you.

But Infinitron specified neutral-positive. That kind of thing is a bit OTT for that, don't you think?

That kind of phrase would be strongly positive, but you could include something strongly neutral to balance it out.

Bubbles said the game is easier than PoE but on Path of the Damned difficutly it's much harder, at least in the beginning. I only did PotD in PoE as my second playthrough so maybe there was some subconcious knowledge that helped me but here I have to replay every second fight for several times.

I'm accounting for the fact that health potions are much stronger and more plentiful than in PoE, and several abilities are totally overpowered. It's harder to do a no-potions, no-wounds, no-knockouts PotD runthrough though (which I did fairly easily in PoE and could only do with a lot of reloading in Tyranny's early game).
 
Last edited:

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,757
Location
California
Just reached the ending, clocked in at 34 hours. There was only one quest left but I don't think I'm meant to complete it (Red River Oldwall). I really dig the world and the main players. A big gripe was how compas were handled. EVERYTHING is frontloaded. Their story, their knowledge, everything. It's a shame that while they do interject in CERTAIN dialogues, they don't lead conversations or create problems for you based on their allegiances. Also, with regard to the flow of combat, it gets really tiresome running into the same enemy over and over again, claiming "We're not afraid of you, Fatebinder. You may have killed our brethren, but we are different." Yeah, get in line sister. Aside from that, the world is cool, the main players were great, the story complications were neat (Royal Baby!). I look forward to any DLCs or sequel. Played on Hard and found it got way easy once you build the forge and upgrade your shit. Not a fan of the cooldown based ability system. Oh, another thinkig I did enjoy were the context sensitive interactions. I never found myself unable to complete any of them, I wish they required some resource that rewarded planning ahead.

+setting, world, lore, edicts, main players, itemization (Mercy was my baby)
-combat is meh, combat encounters are the same,
-non-big characters are forgettable
-no compas quest (Sirin's Helmet, get Blarik+Verse to bond, help Kills lead a new tribe)
-frontloaded compas; compas don't create problems for you in dialogue nor do they lead dialogues
-bringing certain compas along for logical "big" moments tends to not lead to anything. DISAPPOINT

:3/5:
3/4
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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

Related? http://www.gamebanshee.com/interviews/117654-tyranny-interview/all-pages.html

GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?

Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.
 
Joined
Apr 27, 2015
Messages
863
Location
Isometric realm
I am at the dungeon with the puzzle. I have to say that I like it a lot. The combat is less of a mess because we have 4 players and if you don't equip your party with the best gear you will die a lot. (Talking about causal players ). I still think it's a wonderful game, released in a short time and it proofs that Obsidian is releasing games with fewer bugs. I didn't encounter 1 crash, only minor bugs because of player stuck by a door or something.
It is miles better then Dragon Age 2, even though it seems they have streamlined some elements.
 

Stavrophore

Most trustworthy slavic man
Patron
Vatnik
Joined
Aug 17, 2016
Messages
14,629
Location
don't identify with EU-NPC land
Strap Yourselves In
I've played the game on hard difficulty clocking about 35 hours, making sure i read all the lines from every npc. It was fun to talk to Tunon, and get to know how fucked Kyros rule is -basically a tyrannical communist dipshit. Before that i was a sworn and loyal servant to empire, then i've changed my mind about serving kyros. Combat is very similar to PoE, albeit the PoE attribute system was more clear and it was easier to build clearly defined characters around it[for example, mage or tank]. Now you kind of have to invest in attributes that don't really suit your character, but oh well. There's shitton of talents and that's good. I love the new sigil magic system, but i dislike that knowledge is the limiting factor for making strong spells. It should be the appropirate school of magic for example to create strong frost spells, you need a high skill in frost spells, which you get by using frost spells. Getting enough lore is troublesome if you don't go for lore checks everytime that's why i would advise to change it to magic skills. Difficulty became quite easy when i got the sirin on the team. Her healing incantations are very OP -basically i never got my team wounded after she got the necessary skills.I also miss the lack of spell combos that could give a powerful results, if used in proper order. You just get the standard buffs and rebuffs, there's no "special" effects combining for example a stone punch on a frozen target.

Not many characters were memorable that's the biggest gripe. You could get almost all the information about the character just after meeting them. They should disclose personal info as the story progress and you gain their loyalty. You shouldn't get loyalty just by talking enough with the character, the first time you met. No companion quests, that really put me off -you can feel that the devs have forcefully erased this parts, just to put it in the dlc or expansion, because some companion problems just beg for resolve through quests -barik armor, sirin head device.

The towers imho very quite tedious. You had to teleport to each one to get the resources -that's not very enjoyable to sit through loading screens and dialogs each time you want to collect some resources. The itemization and forge are a nice concept, but i would like an option to break items for materials, i would also like to create custom items with custom effects -just like you create spells using sigils.

The art and worldbuilding is very good. I was genuinely curious about the lore and emperor. Shame you can't meet kyros in your journey, but i guess that will be in the next series installment -the tyranny 2 is basically in the making, judging by the ending. I like that you can choose different paths and basically betray everyone. Lot of story choices -it seems you can side with scarlet horus, disfavoured, for yourself only or for the various factions around the the tiers[mind you its my first playthrough, it just looks to me there are lot of choices, but i can't confirm any of that until i replay the game, maybe i will edit my post after that]. The epicness feel of the journey is there, the music set the great tone to that. Music is good and fulfill its role but its not great[too repetitive], and sometime its bugged as it won't play, and because of that there are moments of silence that break the immersion. I guess repeating the tracks faster, making the time between loops shorter would be a good way to improve that.

For bugs and peformance, i've got horrible stuttering in stone sea locations. It might be because of sirin healing auras, they spam my combat log with thousands of entries, combat log is literally flickering refreshing in frequency of 100hz. Oh and UI is a mess -it's really bad.

All in all solid 7/10, i've enjoyed the game
 
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Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Act I is by far the toughest part of the game, the boss fight at the end is the hardest fight in the entire game.
It's even funnier to fight 3 extra fags with a half-dead party after main dish when you betray everyone and go rogue. But overall, PoTD is more tedious than difficult. When 3 DPSers can't one-round a spellcaster who casually slings spells while being hit in a face repeatedly you're not sure what are you doing wrong.
I miss IE games where only thing scaling was damage, and you could more or less predict results if you knew what you were doing.
Also, teleporting AoE knock downing rogues of doom. Muh low magic setting lol.

Slicing Eb's throat always feels so good after the fight.
 
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Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817

Related? http://www.gamebanshee.com/interviews/117654-tyranny-interview/all-pages.html

GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?

Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.

The line "<DefaultText>Penalties for ignoring the skirmish:</DefaultText>" reminds me of the random attacks on the Stronghold in PoE, and the various map variables suggest that the skirmishes may have been reusing exisiting maps. I think I would've preferred a proper random encounter system.
 
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Bubbles

I'm forever blowing
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7,817
Looking at the game files, it turns out that all the skill checks are level scaled. Hardly a surprise, but it's a highly unusual design choice; not even Fallout 3 did that.
 

cruelio

Augur
Joined
Nov 9, 2014
Messages
370
I noticed because the numbers were always weirdly specific like exactly 47 lore. Also the game is linear but you could still pick where to go to next so there was no way they were setting specific checks for situations like "the player went to the library then to storm place then to the earth place"
 

MuscleSpark

Augur
Patron
Joined
Apr 12, 2011
Messages
369
I noticed because the numbers were always weirdly specific like exactly 47 lore. Also the game is linear but you could still pick where to go to next so there was no way they were setting specific checks for situations like "the player went to the library then to storm place then to the earth place"
It's especially noticeable in the Stone sea since there's a lot of "pull out azurelith crystal" checks and they increase as you level.
 
Vatnik
Joined
Sep 28, 2014
Messages
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Location
USSR
Have been playing for 2 hours. Encountered the I thought you'd be taller "meme" twice already. If it's not arrow to the knee, it's something else. Can't stop the MEMES, apparently.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
Looking at the game files, it turns out that all the skill checks are level scaled. Hardly a surprise, but it's a highly unusual design choice; not even Fallout 3 did that.
This is common practice in PnP so I don't see a problem. People mistake well done level scaling with badly done level scaling. BG2 had good one, Oblivion and Skyrim had terrible.
 
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Excidium II

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Jun 21, 2015
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Third World
Looking at the game files, it turns out that all the skill checks are level scaled. Hardly a surprise, but it's a highly unusual design choice; not even Fallout 3 did that.
This is common practice in PnP so I don't see a problem. People mistake well done level scaling with badly done level scaling. BG2 had good one, Oblivion and Skyrim had terrible.
Common practice in bad games/groups.
 
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Excidium II

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Might be telling that nobody noticed until you looked at the code, though. :M
Ofc, since only 3 skills are checked (also the only skills worth training) and it uses the highest score of the party you never miss skill check req. after the first area.
 

Frozen

Arcane
Joined
Jan 1, 2014
Messages
8,743
Tried it for a couple of h
Not impressed.
Boring to me, ugly art style, cheap looking all over and generic...like a cheaper Pillars rehash. Combat is really boring and tedious.
Story could be only saving grace but I would feel cheated if it all leads up to "redemption arc where you at the end have to save "Na'vi" blah,blah,blah."
As I see it the only thing this has for itself is if you can go real evil and burn people and nations...don't care to find out.
 

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