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Age of Decadence


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Thought this could do with it's own topic because it's amazing. I heard about the game initially after reading something about the possible Dead State Kickstarter project. Then Mr Gerbik made some posts in the Kickstarter thread (http://www.rllmukfor...arter-projects/ - posts about AoD start on page 3 I think) here that made it sound really good. The website is here: http://www.irontowerstudio.com/ and there is a public beta/demo available now.

It feels very like Fallout except set in a more ye olde world fantasy setting (no dwarves/elves/orcs yet though). You can choose from a variety of conventional and unconventional classes and the game starts out quite differently depending on your choice. As an assassin I immediately got sent on an mission to kill a merchant (I've tried and failed twice so far, combat seems a bit hard), as a drifter (basically a blank slate, you can build him however you want) I was sleeping in the room next to the merchant when I hear a struggle and go to investigate, and find a room full of dead people (even the npc assassins apparently can't win that fight). You get loads of different options in chat depending on your stat choices, for example your etiquette stat can be useful when talking to nobles, and your combat stats can even help in conversations if you want to get a cheap shot in before a fight.

It's still really unpolished, the camera is horrible, the text is too small and it looks ugly as sin but it looks really promising. Now I'm going to go back to it and see if I can win a fight (I have reached the end of the demo but only by maxing out persuasion stats and avoiding all fights!)

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I was just thinking this game deserved its own thread! Well done :D

I was hoping to get properly stuck in this evening as my girlfriend was supposed to visit her parents, but that got cancelled at the last minute so we ended up watching a movie together instead :) Which is also great fun, but it's no Age of Decadence (though I'm hoping for some decadence later on as long as she doesn't read this!).

Ahem where was I... ah yes, the game. I thought it would be nice to sum up my posts form the Wasteland Kickstarter thread, think of it as a slightly edited 'best of' to add some more impressions to the thread:

On the one hand Age of Decadence is totally awesome and oh so ambitious, but on the other it's still oh so buggy and unpolished! Interestingly enough, you're stuck with the stats you pick at the start - what you level up throughout the game are your skills and reputations. A very interesting approach. Also, your starting class not only determines your stats but also your intro story. As a loremaster I had to go investigate some item a trader had for me. Then the game crashed when I dared to change the resolution (as the text is so tiny at 1920x1200 that I was practically pressing my face against my monitor) so I restarted as an assassin - and whaddayaknow, completely different intro but my first target is the very same trader - and also the very trader csuzw mentions in his post! I love how their respective storylines are all so different but also cross each other in a totally convincing manner.

I also love things like walking down the street and seeing a preacher there, speaking to a crowd. You can either listen or walk on, but if you choose to listen you eventually get the option to throw a rock at him and turn the crowd against him just as he's starting to convince them. Naturally, I threw the rock and the game told me he would remember my face and my reputation among some House something or other went down.

In my third attempt (after the untimely crash to desktop and the death of my loremaster and assassins respectively) I chose a loremaster yet again. Because I put more points into persuasion I actually managed to get paid for my first job this time around! And when I saw the preacher again, I talked to him instead of throwing a rock - and I almost managed to make him renounce his faith with some well put intelligent observations! :lol: If only my persuasion had been a little bit higher I might have gotten away with it too, I was so close!

But it's not just persuasion, it seems like any skill can have an impact on your conversations - I love it when games do that. For example, when you want to talk your way into a guarded area a 'disguise' option pops up in your dialogue tree - if your disguise skill is high enough and you have the clothes for it you can bluff your way inside! They put Hitman-like elements in my RPG genre :D And even putting points into 'critical strike' gives you viable extra conversation options, i.e. a handy way to start a fight with an advantage by stabbing or smacking your opponent!

My second loremaster also ended up dying horribly in his first fight My sneaky attempt at ending the conversation with a sneaky critical strike failed miserably. Quite the merciless little game this is, unless I'm really overlooking something on how the turn-based battles work. But even so, the first thing I did when I woke up the next day was fire up AoD and it even made me forget drinking my coffee until it was all cold and not that nice anymore.

This time I loaded up an older save from my second loremaster and just started experimenting a bit with the start of the game. The game really reminds me of Alpha Protocol in terms of all the various dialogue options and possible courses of action - with some depending on certain skill levels and others just there for you to choose or not. The second objective my loremaster sensei gave me - to get rid of a competing loremaster - could play out in 7 or 8 different ways (that I found, it could easily be even more), with over half of them involving betraying my sensei and being penalised in my loyalty stat (loyalty -1) but successfully completing the quest nonetheless. Very impressive and I can totally see why this game is taking so long to make, this is incredibly ambitious stuff right here. If you liked Alpha Protocol for its incredible freedom and diversity, and aren't opposed to the idea of a more traditional top-down RPG in the vein of the first two Fallout games (which they quoted as an inspiration) with a point'n click interface then you really should download the beta ASAP.

Oh and be sure to read the loading screen messages! :lol:

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I finally managed to kill the 1st assassination target (3hp left!) only to be insta-killed almost immediately afterwards by failing a sneak check! :angry:


I've tried out most classes now and focussing completely on non-violent options seems like by far the best (and most fun) method to get anywhere so far. It also seems like you have to specialise because combat is so hard even if you pump all stat and skill points into combat options and similarly if you spread points around too much in the other skills you just fail half the conversation skill checks. The furthest I've got as a combat class was a mercanary where I put intelligence and charisma to minimum and maxed strength and then put all my skill points into swords, managed to survive the 1st 1 on 1 fight, then a 2 on 2 battle before finally getting taken out in 5 on 3 battle which I was fairly close to winning but I did get a bit lucky. I'd be really interested to know if it's even possible to complete the demo with a pure combat character.

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I'm trying out an Assassin again just now - with a nice cuppa coffee no less - and it's going rather well so far. I've put a lot of points into critical strike which has produced interesting results! In my previous games, when I was sent to kill a rival loremaster it always ended either a battle or betraying my employer. The [critical strike] option in the dialogue was an interesting way to start the combat, but no more than that. However, with my Assassin and his critical strike skill (I've also put a shitload into daggers, don't know if that has any effect on it also) selecting [critical strike] outright killed the loremaster without having to enter combat at all! If more combat situations allow for a critical strike attack before initiating actual combat...

What an awesome game this is so far, shame about the looks and the camera, but the rest of it is great! If they can at least polish the controls up a little and iron out the bugs they could have a potential classic on their hands. I can live with the ugly looks tbh, as long as the writing is great and we gets lotsa options and wildly varying paths to choose from :D

Edit: and yeah the game does make you specialize, spreading out your skill points just means you're shit at everything. Pumping all your skill points into the appropriate skills for your chosen class/background and adjusting your playstyle accordingly works best. I imagine that once you're a bit further along and quite decent at a few choice skills to get you through most quests, that you can also start upgrading a few other skills to really craft the kind of character you want to play as. But at the start of the game it's best to specialize before branching out.

No handholding here, just lots and lots of depth and options and room for experimentation :wub:

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Well, it's certainly been... challenging to figure out how to make my Assassin build viable. It really does seem like you have to exclusively focus on combat skills to begin with or you won't get far.However, there are also a few optional quests and skill point earning opportunities to be found if you explore a bit which means that you can amass enough to allow for a bit of experimenting in the main quest. With my assassin I wanted to avoid having to do quests to be granted an audience with the Lord of House Daratar (or whatever it's called) and since I haven't levelled my disguise skill, the only other option is to sneak in. Once inside you get lots and lots of different options to make your way to the main hall and each route has a different skill check, from strength/dexterity to climb walls, stealth to sneak past, critical hit to take care of guards, etcetera. Having pumped points into my critical hit skill I was able to make my way past all the guards by stealth killing them, which was great of course. But then when I eventually spoke with the Lord he wasn't too pleased that I had trespassed and killed a bunch of his men. I knew my persuade skill wasn't high enough to talk my way out of it, so I went with the other option, which was, surprisingly, a skill check against my kill count statistic! Alas, with only 6 kills to my name the Lord was insufficiently impressed by my assassin abilities and had me tortured and put to death. I was thinking that this particular route should be viable with any social skills if I could present a higher kill count but the third assassination job (you can take optional assassination contracts from the guild) is very difficult to complete as it always ends in me and two other assassins fighting 5 heavily armoured imperial soldiers. And that particular battle kicks my ass each time.

Thing is, this sounds like it should be extremely frustrating, but somehow it isn't - it is fun to experiment and figure out different approaches if others fail.But I also wonder whether they should dial down the combat difficulty a notch, not so far that you could get by with a 'mediocre at everything'-character, but enough to make the fights slightly more doable and thus allowing you to level at least one other skill to complement the playing style - like I tried doing with the stealth skill with my Assassin character.

Also, somehow the AoD demo really makes me want to play Fallout 1 :D

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I did the same thing on 1 of my assassin play throughs but my kill count was 10 and I passed. Unfortunately I think I ended up in some unavoidable fight later on that I'm not sure I could win (I gave up because I've got so fed up of the combat). It seems regardless of how I distribute points between weapon skill, critical hit and block or dodge, 1 on 1 fights remain difficult and the further you get into the game the more outnumbered you tend to get in the fights. In 1 side quest I ended up fighting 3 peasants who had no armour, really basic weapons and you'd assume very little skill but despite the fact I'd built myself entirely for combat I had to reload about 10 times before the dice rolls were finally in my favour.

I'm worried that in the full game you're going to get to a point where no skill check will allow you to avoid combat and you'll basically be completely screwed because you didn't dump the skills elsewhere. I've completed the demo as Merchant, Drifter, and Praetor so far and the 1st 2 ended with an almost unavoidable 1 on 3 combat situations (I think you have to resolve a bit of the main quest in a certain way earlier on but even with very high diplomatic skills I've yet to be able to manage it).

Still love it, it's Fallout 1 combined with Alpha Protocol levels of choice and shoddiness :D

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I know it's going to be controversial given the deliberate nostalgia of this game but if they're having trouble with creating well rounded characters that aren't combat viable they should drop the ability scores. A lot of P&P RPGs are doing this now, and it's weird that games are still modelling P&P RPGs 20 years ago instead of looking at genuine steps forward in that industry.

Games like D&D started with quite simple systems for character ability and progression: skills and ability scores, but as we've layered extra stuff on we've ended up with a load of stuff that's overlapping in function, if you were quick and weak you did the Thief stuff, but now we've created a Thief class for that, and so on. Nowadays a character has stats, a class, a race, various powers (such as spells or martial techniques), perks, skills, and qualitative characteristics (gender, appearance). The problem with stats are they're a massive noob trap, and also prerequisites for perks and determine the power of Powers and Skills. They also tend to force this binary "am I good at combat or shit at it and good at roleplaying stuff".

If they did away with ability scores then your character has a set amount of combat effectiveness (I am an assassin, I can assassinate stuff) and skills and powers all have a set amount of effectiveness (not affected by stats, since they don't exist) which allow them to handle roleplaying stuff. Character advancement and choice are still provided by classes and powers. Perks end up being less of "+2 to power X" and more "10% more gold in chests".

At least they could add a Mastery stat like WoW did, which was basically "do what your class does, better".

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The last thing I want from this game is viable 'well rounded characters', we have plenty of streamlined RPGs at the moment. The draw of a game such as Age of Decadence is exactly that it forces the player to think and make hard decisions on how to approach any given situation. For 'well-rounded characters' you already have yer Skyrims and yer Mass Effect 3s, all the indie RPGs currently in development such as AoD are made for a niche, but going by kickstarter still substantial, audience as an alternative for the more streamlined experiences readily available on every platform.

But I haven't yet figured out whether they should balance or tweak the combat difficulty to be honest. You start the game as being weak at combat because you're still a beginner at whatever profession you choose to start as. Because there are no experience points to earn and levels to gain, the game offers a very interesting twist on the traditional way of building a character in RPGs. You only level your skills, and since specialization is encouraged you'll immediately start noticing the difference as you get better at combat or assassinating or whatever background class you have chosen. Since the levels are static and you won't encounter high-level super-humans later on, you'll start to get more and more powerful vis-à-vis all human enemies as you improve your combat skills (or as you improve social skills as well of course). The game is supposed to be hard at first, as you start as a rookie, but by specializing at first and not making any foolish decisions, you should be able to reach a point at which you can opt to learn a few other skills to complement your particular specialization. To be honest, I think this basic idea sounds great and has lots of potential, therefore it would be a shame if they threw their basic underlying RPG mechanics out the window just to make rounded characters viable. And given the aim of this game and its target audience, I don't think that will happen (thankfully). The only thing I'm wondering is whether the combat is too difficult to start with or not. Despite having played through the beginning a few times now, I'm still not sure whether dialling down the difficulty a bit would be a good thing or not... there are so many options open to you, free for you to discover if you dare to explore and experiment a bit, that it seems like it should always be possible to circumvent the difficult combat on way or another, even as a combat class. Figuring this stuff out and discovering different routes and possibilities feels very rewarding right now, and that is exactly one of the great aspects of this game that too much tinkering with the combat could possibly spoil... it's difficult to say.

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The last thing I want from this game is viable 'well rounded characters', we have plenty of streamlined RPGs at the moment. The draw of a game such as Age of Decadence is exactly that it forces the player to think and make hard decisions on how to approach any given situation. For 'well-rounded characters' you already have yer Skyrims and yer Mass Effect 3s, all the indie RPGs currently in development such as AoD are made for a niche, but going by kickstarter still substantial, audience as an alternative for the more streamlined experiences readily available on every platform.

It's not streamlining, it's to do with better design. It's daft that you've got to stick all your points into Strength and Constitution if you want to be a Fighter, and give up on diplomatic skills and intelligence to do so, you have to be brawny and dumb. Why can't you be of moderate intelligence and also able to hit things with a sword well? I mean, it's not like there aren't masses of historical and mythological examples, only fucking Odin went on a quest for wisdom that cost him his eye.

It's an unfortunate consequence of keeping around old gameplay mechanics and bolting on new ones without asking what these things are actually for, what do they actually do, what is their function in the game and to the player? It unfortunately persists due to nostalgia. I like gameplay and I like roleplaying, why am I forced to choose between them due to the way that you've set up your gameplay mechanics? It's nonsensical, they should both be available and influence each other to create a rich player experience. I'm not asking for super-optimised builds and Mary Sue levels of ability, just give me a set level of combat competence by dint of being a Fighter and let me choose my skills to differentiate myself.

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We'll have to agree to disagree I think. In the old CRPGs it was fun to specialize and be rewarded with a very powerful way of playing once you neared the end. AoD might arguably encourage specialization a bit more than most traditional RPGs, but that's exactly because it's being made now, in 2012, and it looks at those older games and takes what made them great and focusses on that to offer a similar experience for the fans of those classics. It's difficult to tell from your posts whether you have played the beta yourself or are simply reacting to what has been posted, but I truly think that the focus on specialization and offering so many options and divergent paths is what makes AoD potentially brilliant, and also why it appeals to its target audience so much. I'm not saying the combat shouldn't be tweaked or taken down a notch, I'm just explaining why it's so difficult to call it either way based on the start of the game (see also my previous post on how the latter half of the game should play out with the system as it is now).

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We'll have to agree to disagree I think. In the old CRPGs it was fun to specialize and be rewarded with a very powerful way of playing once you neared the end. AoD might arguably encourage specialization a bit more than most traditional RPGs, but that's exactly because it's being made now, in 2012, and it looks at those older games and takes what made them great and focusses on that to offer a similar experience for the fans of those classics. It's difficult to tell from your posts whether you have played the beta yourself or are simply reacting to what has been posted, but I truly think that the focus on specialization and offering so many options and divergent paths is what makes AoD potentially brilliant, and also why it appeals to its target audience so much. I'm not saying the combat shouldn't be tweaked or taken down a notch, I'm just explaining why it's so difficult to call it either way based on the start of the game (see also my previous post on how the latter half of the game should play out with the system as it is now).

I'm perfectly fine with specialisation, just not if that specialisation is split between combat and roleplaying since I don't think a game that's purely focused on either of those would be satisfying. I'd love to have some interesting combat abilities to play with, but not at the expense of being cut off from a whole bunch of noncombat paths, and I'd love to experience all the different options available, but not if combat becomes incredibly difficult and frustrating due to my build being sub-optimal. I think you need a bit of combat and non-combat roleplaying to have a really interesting RPG experience - how many RPG games would be interesting if all the combat or non-combat stuff was removed? Not many.

As I say, I'm not against specialisation, I'd love to specialise as a rogue with a silver tongue, but putting points into Int-stats for those skills would detract from "stick everything into Dexterity" for the combat powers.

I also think having players choose some stats right at the start that can massively affect their game because they're the seed for Feats, Powers, Skills and everything else without a) knowing about the specifics of the gameplay system at work 2) knowing about the balance of combat to roleplaying and so on is a really bad bit of design, it's not something that's really an issue for P&P RPGs as much because you can read up on the system in a sourcebook and talk to the GM about the type of campaign they're running. I don't really like justifying bad design on the idea that "it keeps the casuals out" either.

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I personally like that. I make some choices, they give me a gimped character and then I come across circumstances that would play out if my char didn't have "x" deficiencies. So I start out again. I like games where you "can" do things wrong, I'm a big burly warrior who can plough through bandits but when I get to the machinations of politicians I'm going to get fucked.

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I personally like that. I make some choices, they give me a gimped character and then I come across circumstances that would play out if my char didn't have "x" deficiencies. So I start out again. I like games where you "can" do things wrong, I'm a big burly warrior who can plough through bandits but when I get to the machinations of politicians I'm going to get fucked.

I agree but I can see myself getting frustrated eventually if it becomes a case of getting just a little bit further each time before dying due to not allocating you skill points quite right. At times it plays a bit like those choose your own adventure books where you get insta-killed with no warnings. My favourites was a bit where I had the option to pick the lock on a window or a door. My lockpicking skill was pretty high so I felt confident. I figured the window would probably attract least attention so I unlock it and immediately die due to a hidden disarm trap failure.

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@RubberJohnny: I'm not suggesting that it's good that 'it keeps the casuals out' or that it should aim for that. When I used the word 'streamlining', it wasn't meant in a negative way. What I mean is that in an ideal world Skyrim (and I fucking love Skyrim, make no mistake) would happily co-exist alongside a brand new 2D Planescape Torment sequel. Best of both worlds, and the 'traditional' RPGs like Age of Decadence are there for those who enjoy them. It's not about keeping certain people out, but making a game that appeals to certain people.

And, to disagree yet again in how we look at the RPG genre, RPGs which remain interesting when you either remove all the combat stuff or non-combat stuff are exactly the kind of RPGs that I love - to put in a better way, RPGs in which you can focus on either approach and have a great time playing it. Which is what makes those RPGs brilliant as it gives you an amazing sense of freedom and makes the experience all the more immersive. With AoD they're completely focussing on delivering exactly that kind of experience, and that's why I think that the focus on specialization is what makes the game. It might not appeal to everyone, but is that a bad thing? It's made by RPG fans who love that stuff, for other RPG fans who love that stuff. Crucially, the quests and general structure of such a game needs to be able to support such varying playstyles, hence my comparison to Alpha Protocol in terms of the options and divergent paths available to the player. It's what makes this game so sublimely ambitious and it's the kind of RPG that the AAA examples of this genre of late actively moved away from. As I said, in an ideal world both kinds of RPGs would happily co-exist, and I'm very happy that indie development on PC and initiatives like Kickstarter are bringing the traditional RPG experience back.

Whether AoD will succeed in what it aims for is therefore impossible to tell at the moment, and that's why it's also so difficult to decide whether the combat is too difficult or not.

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I personally like that. I make some choices, they give me a gimped character and then I come across circumstances that would play out if my char didn't have "x" deficiencies. So I start out again. I like games where you "can" do things wrong, I'm a big burly warrior who can plough through bandits but when I get to the machinations of politicians I'm going to get fucked.

The big problem is that it isn't balanced.

There are plenty of specialisations for combat: melee physical, ranged physical, ranged magic, mezzer, support, etc; and plenty of specialisations for non-combat skills: craft skills, knowledge skills (History, Culture, Arcana), security skills (Stealth, Lockpicking, Traps), Diplomacy skills (Streetwise, Charm, Intimidate) and so on.

Having ability scores required for combat prowess AND skills forces you into strict archetypes - if you're a Rogue then you must take security skills as they also function off of Dex, to take diplomacy skills requires you put points into Int, removing them from Dex or other skills, making your character suffer in terms of combat ability. But for what? Is diplomacy more overpowered than security in a way that would require a nerf to combat? Is there a problem with a Rogue that takes diplomacy skills over say, a mage that does? No, not really, it's just the system doesn't balance correctly - the added complexity actually restricts freedom, restricts specialisations to ones that the system allows for. I'm a big fan of complexity, I like deep gameplay systems and post frequently decrying modern shallow blockbusters, but here the added mechanics actually makes the system worse, and shallower.

Removing Str, Con, Int, Dex, etc and having your class provide you with set HP, MP and secondary characteristics like Attack and Defence rolls (Fort, Reflex, Will, etc), which would previously key off Ability Scores would give you some standard universal combat prowess (you'd expect an ability to fight from a dude called a Fighter) still preserves niche protection (Fighters have high HP, good damage, high physical defences, low magic defences, Wizards the opposite) but allows you more freedom to create varied, specialised characters that you can roleplay without unbalancing things, as well as making things easier for the designer to create balanced, challenging encounters as they can expect a more uniform power level from a player.

Those saves and stats scale with level due to inbuilt class bonuses to them, and various Powers and Skills simply key off those stats instead of Ability Scores (it's very easy to get something that has the same average probability, limits and statistical variance while keying off of different stats by altering the dice of damage, adds and so on). The Feats/Talents/Advantages/Perks system needs a bit of an overhaul to handle this, but they're usually a bit bloated and poorly defined in their function anyway, and if anything it allows for more non-Power, non-stat-modifier interesting abilities and actions, like Passives. You can still have Armour Class and Enhancement bonuses and all the stuff gear gives too.

I don't know why Gerbik keeps defending it by saying this is for a group that presumably doesn't include me (yeah, I was a massive fan of Skyrim :huh: ). If you wanted your oldschool RPGs for the last ten years, there's been one place where they've been continuing to exist and evolve, and that's in the Traditional P&P games market, which is where I'm coming from with these arguments, and there they've been recognising these problems and coming up with solutions for a while now. The defence that this is for a bunch of people with nostalgia for old, broken systems is an odd one.

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I'm not defending it per se, and I have clearly stated that I'm a massive fan of Skyrim too. All I'm doing is wondering out loud whether the game as it is now, achieves what it sets out to do. I tried to explain why I love the basic idea of the underlying RPG mechanics and why I'm not sure whether rebalancing the game a bit would improve it. My initial gut reaction was that it needed to do be rebalanced, yes. But after that I experimented further with different approaches when others wouldn't work and I had a lot of fun doing so. Somehow I didn't get frustrated by it, and -again- I love the idea behind how they emphasise specialization. But whether it really works in the long-term or in the latter half of the game is difficult to tell imo, but one thing I do know is that I don't want them to rebalance it in such a way that it spoils the way in which they attempt to emphasise specialization.

Edit: TL;DR - if only Chris Avellone was working on this game

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The problem is the "emphasising specialisation" only involves sticking within the defined class-as-character concept due to Ability Scores. I can't be a rogue who lies to peoples faces and stabs them in the back or a fighter who has a decent knowledge of the culture and history of the world without significant nerfing to my "hitting dudes" ability. It's less specialisation, and I don't know why wouldn't want it changed.

I've provided a big list of advantages up there, and elaborated on what it doesn't affect (niche protection, character variance, character progression, etc) and provided examples of how it could be handled mechanically, as it is in other Trad RPG systems.

I've yet to see a counterpoint that argues that it would negatively affect a gameplay element or any reason that it shouldn't go other than "appeals for tradition". It's nice that after 3 tries you're finding it ok, but there's absolutely no information what you're running as, whether it's a straight combat focused Loremaster build or whether your previous characters were less successful because they were less optimised towards the class-straightjacket.

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didn't see this thread so I just posted in the kickstarter one:

This is really rather good, despite all the issues from it still being in development, it really is proof that when it comes to this sort of game going full voiced just limits the options.

I started as an assassin, it starts off with a simple kill the merchant mission - the merchant killing is part of the conversation, it's his bodyguard you end up fighting and, in my case, dying... Third time through I though 'fuck it', just grabbed the papers in the merchant's hand and ran leaving the bodyguard behind as a witness. The papers turn out to be a map, so I'm advised by the dude at the guild to take it to the loremaster Master Feng. He tells me it's a map to something or other, I've got side tracked and forgotten, and I should take it to the local lord but really he's more interested in having me off a visiting lore master the lord has brought in for a second opinion. So I go find his rival in the inn and tell him I've been sent to collect him and take him to the palace, instead I take him to an abandoned shack and kill him (the only fight I've won so far in this game). Next I roll up to the palace wearing the dead loremaster's clothes and try to the guard captain into letting me in, using my disguise skill & persuasion skill to pass myself off as a noble. This doesn't work, so I tell him Feng sent me to show the lord this map but this guy's decided I'm a bit of a dick for trying to lie my way in, so he's going to make me earn my way in by doing some work for him. So I've got to kill some bandits and investigate an outpost, the outpost is expecting a loremaster so I might be able to pass myself off as him since I've already got the outfit. Then my lunch hour ran out... :(

The combat really reminds me of the original Fallout games, with the different striking and targeting options - unfortunately you can't target the eyes or groin, Fallout's still the only one to do that afaik. It really think it needs a fixed camera angle and camera follow to work.

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I've not been playing this quite as much as I was because I feel like I've exhausted the non-combat options in the tutorial and I'm finding the combat far too frustrating. I've been reading all the various hints and tips about combat on the official forums but I still haven't got anywhere. What doesn't help is that you can't save before your 1st fight so you can't easily retry it without having to create your character all over again (apparently this is going to be fixed). Also it feels like luck has a far greater affect in combat than any choice I might make. The developer has said the 1st fight is intentionally harder than some of the later ones (although I'm not sure that is the case as later on you're usually outnumbered) and that the difficulty is fine because you have plenty of options to skip it which seems like a terrible argument to me.

As far as I can tell the super combat build is meant to be to ignore strength, constitution and charisma, and mostly ignore weapon skill, instead putting all points into dexterity, perception, intelligence, block, critical hit and crafting. Then craft the best armour possible and spam fast dagger attacks in the hope of critical hits, while avoiding taking any damage due to high block. Doesn't seem entirely intuitive to me and the couple of times I've tried it, it hasn't got me past the 1st fight (I wonder if you're meant to skip it, go craft some gear, avoid combat for a bit, then when you've reached certain thresholds in skills, start killing everyone).

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They're listening to the feedback and thinking long and hard about how to improve the game. From the March update:

We’ve finally released the demo, fully expecting it to be proclaimed the best thing that happened to mankind since Jesus took the bullet for us and died for us sins like a true bro. Instead, much to our surprise, it turned out some people loved it and wanted the full game NOW, whereas other people (we’re making a list) hated it and wanted to kill it with fire. Many other people were left unsure whether they were supposed to like it for what it is and hate it for what it isn't. Decisions, decisions…

While the game was never perfect (or even meant to be perfect), we didn’t realize just how imperfect it was. So, instead of moving on, we have to go back unto the breach once more. Thus, I dedicate this update to issues and changes.


It has come to our attention that combat is way too difficult for the masses. And not the "I cried when Aeris died" masses but the allegedly hardcore masses (probably the very same people who whined that Shadow of the Horned Rat was too difficult).

It goes without saying that we want people to play our game instead of reloading in frustration. Frustration is bad for your cholesterol and we don’t want to see kids suffer, but unfortunately – or fortunately – it's not universal. We have 2 camps now:

- “the difficulty is great, please don't change a thing!”

- “combat is impossible; rage-quitting is my only option!”

… which makes it very hard to decide what to do. I don't think the difficulty slider is the answer. So, first, we'll try a few things and see if the work.

We gave you 5 (five!) extra points at chargen. You can either put them in combat, which should make it easier or, if you're happy with combat's difficulty, put them in a secondary skill.

The main issue, in my opinion, is that you were stuck with default equipment in the vignette fights. Now you can hit the store first and buy yourself something nice.

Defense is king at the moment, which is what makes the difficulty so brutal, and, coincidentally, makes CON a dump stat. You either get hit a lot and 10-20 extra hit points won't make a difference, or get hit rarely and don't need extra HP. So…

  • We changed the THC formula. Now the focus is on offensive and balanced builds.
  • CON affects the chance of stat damage.
  • Increased STR and decreased PER bonuses, as PER was a bit too useful and STR a bit useless. Best builds until now were high DEX, high PER, although some people did well with high STR and crafting.
  • Different STR bonuses for different weapons: two-handers get more, daggers get less.
  • THC bonus from lighter weapons reduced.
  • Defense penalty for heavy armor - each subsequent attack IN A SINGLE TURN is harder to block than the one before. We're trying to tie it to your STR and CON now.
  • Tweaked crafting. Lowered the damage techniques, improved masterwork for armors to help dodgers, and added hardened technique for leather armors.
  • Intelligence bonus only applies to SP gained through quests.

That sounds a lot like the same discussion we've been having here in this very thread! I still think this an absolutely brilliant game, but I'm glad that they're working on improving the balance and adding even more content. This also means that it will take even longer before the game is finished, but I think they should take the time they need for this one. I spoilered the rest of the update due to length, but it makes for interesting reading:

Most of these changes are done and we're testing it now. Here is some feedback:

"Alright. Long and rambling description first, followed by my superficial thoughts on the new system.

I made 4 mercenaries to test this (so far):

Gaius: Str 8 Dex 8 Con 8 Per 6 Int 5 Cha 5. Dividing points equally into spear and block.

This is intended to be the newbie-like character. Stats are the initial ones and division is what the average beginner might do.

Secundus: Str 10 Dex 8 Con 6 Per 8 Int 4 Cha 4. All points in axe and (after the intro vignette) crafting.

Attack! Attack! Attack!

Tercius: Str 7 Dex 7 Con 4 Per 8 Int 10 Cha 4. All points in block and (after the intro vignette) crafting.

High intelligence champion build, or at least it used to be in the previous system.

MinMaximus: Str 10 Dex 7 Con 6 Per 6 Int 7 Cha 4. Points divided into axe, block and (after the intro vignette) crafting. Slight emphasis on axe in character creation.

This is a new build I made after the previous three characters, trying to make the best combat character I could.


Results of the intro Vignette (assassin + two thugs). I did three attempts per character.

Gaius: Survived twice. Was killed once by the assassin, thanks to a lucky dex crit right on the first round.

Secundus: Survived twice, was killed once by the assassin again, but not due to criticals this time. Vardanis lived once (although not for long).

Tercius: Miserably murdered by the assassin all three times. I skipped the assassin once and beat the thugs just to let him continue. He still had more trouble than in the previous combat system.

MinMaximus: Survived twice, was killed once. I forgot who killed him, I think it was the last living thug, after a nasty fight with the assassin, but I might be confusing it with another character. Nevertheless, he did ok.


After the intro vignette I joined the thieves (by paying back the money I got from Vardanis), paid Feng, got the eye of Thor-Agoth, killed Cassius for him, paid Aemolas' entrance, received his armor and completed the first TG quest by paying the guards a pile of dosh. I did the same procedure with all characters. This gave me 28~35 of SP and allowed those characters with high Int to get their bonuses. Then I had all four characters try the Miltiades encounter, three times each. (If all my shields were broken it didn't count as a try. I went into the encounter with two bucklers.)

Gaius: Survived once, but died two other times to the second fight. Still did well for a newbie character.

Secundus: I put 50 points in crafting, 52 in axe and was expecting this character to die, but... GOOD GOD. I won all three fights, although they were less fights and more like massacres. I had high chance to hit and with crafted iron Steggox+10 Str was easily doing 20-30 damage per round. Killing enemies in two rounds was the norm, and between the DR 5 and the occasional block they could not damage me enough before I killed them.

Tercius: After getting a nice SP boost from his Int as well as crafting better armor, Tercius came into his own. Survived two times and was killed once after putting a decent struggle. Focusing on defense is still a viable strategy, although not as uber as it once was.

MinMaximus: Killed everyone all three times, as expected. Once while losing only 2 points of life (although that was a bit of a fluke) and once with 7 of hp left, after the noble got two lucky Con criticals of 8 damage each. Still went through enemies like a hot knife through butter, but defended and blocked better as well.


I know I haven't played far enough into the game to say too much, but here's what I feel after these four characters and their first fights.

- High Str is godly for a fighter. Especially Str 10 and especially when combined with a well-crafted weapon. While I hesitate to say this so early, high Str might be a tad unbalanced. Especially for fast attacks (I was doing 10-14 of fast attack damage with a vs DR 3 axe. That was brutal.) (NOTE: he played before changes to STR bonus on different weapons were introduced – Vince)

- High defense is less useful than before, but still useful. Mediocre defense is more useful than it used to be, but still no life-saver all by itself. Overall defense has become less of an "all or nothing" skill. You can put lots of points or few points and you get rewarded proportionally to your investment.

- Attack skills have also become more useful, and quite a decent investment, although a character needs high Str to make high weapon skills (and resulting low defense skills) be really worth their while.

- Constitution has become more important. Enemies tend to get the occasional hit/critical in more often, and low con is more dangerous because of that. I haven't checked to see if high Con is worth it though, but it might with the right build. One thing is for certain, it's harder to get away with a low Con combat build.

Sorry if I rambled, wanted to give a more detailed look at my experience, and how I came to my conclusions. Overall I like this combat formula better. Might still need a few tweaks with the stats though."

2. Exploration

This too is a tough one. In most RPGs exploration means walking around and looking for chests to pillage or look for a cat in need of rescuing. I wouldn't call that exploring, but maybe that's just me.

However, it wouldn't hurt to add a few things to do in Teron. So, we're adding two "breaking and entering" opportunities for thieves and we're adding some combat unrelated to quests. It won't be forced on you, but if you like the combat system and playing a fighter, you can now "explore" the town and look for trouble.

3. Min-Maxing & Meta-gaming & not enough options

  • We changed the multiple skills checks. Now the sum and min value are checked, which should eliminate situations where the checks were asking for 52 in persuasion and 37 in streetwise, for example, and you had 55 in persuasion and only 36 in streetwise. We're adding more of these "synergy checks" now, which allows us to check the general investment in groups of checks (speech checks, for example), instead of a particular number for a particular skill.
  • We’re rounding up the single skill checks to 5 points increments, to make them more intuitive. Intermediate points still matter since they are useful for synergy checks.
  • Stats affect the skill checks require in many checks, specially the single ones. So a high charisma thief will have a lower check compared to a low charisma one.
  • We are adding more intermediate outcomes to the checks. For example, the majority of the Critical strikes checks now have more outcomes than "kill or be killed".
  • We're removing the tags; I believe they contributed to “metagaming” a lot.
  • The biggest problem, however, was the way checks are presented. Most checks are always shown. You always "say" the same line, but if you're short a single point, you fail and sometimes die. Thus the focus is not on the line, but on the points. Now, we're considering something like this:
    on appear:
    aod.etiquette < 32 - "I'm sure he can testify..."
    aod.etiquette >= 32 - "My Lord, I don’t presume to advise you, but perhaps, my perspective on the situation, no matter how flawed, could be of value to you?"
  • We're adding more options to leave the dialogue and not to be teleported. Thus, people who like it will be able to use it, people who don't will be able to walk around.
  • The praetor didn't get enough love (skill point), so now we're adding a quest related to Feng/Cassius.
  • The praetor gets a diplomatic way to handle the mine quest with an interesting condition/consequence.
  • For weaker, but clever fighters who dabble in speech, we're adding a way to soften up the Aurelian legionaries.
  • Tweaked many questlines. For example, in TG2 stealing the ring lowers disguise requirement significantly, so now a thief who specializes in sneaking and stealing can do this quest. Or in the IG2 quest, 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.

More changes are being tested and considered as we go through the feedback. As you can see, we are not changing the core, but there is a lot that can be done to improve it.

We're in a second golden era of RPG's :D

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pre-orders are now open! From here:

You can now pre-order AoD, should you choose to do so. Here’s the link:


We’re using BMT Micro, a payment processor which is fast and safe. I used it myself when I bought Eschalon (Thomas’ game) and it’s used by several indie companies.

Why now?

We were asked quite often to start taking pre-orders. We didn't want to do it until everyone had a chance to play the full demo and experience the game. Now, after two demos, you know exactly what we're offering.

You know what we delivered, you know what we’re fixing, you know what to expect. You like what you see and feel it's worth 25 bucks? Show us your support. You don't like what you see? Have doubts? Buy yourself a pizza instead. It's cool.

When to expect?

2013. We’re probably a year away. You can judge the progress by the demo – it has all the features except for Alchemy. All the areas are done and some were shown before, but as you know, we prefer to take our time and do it right. Or at least what we consider to be ‘right’.

Why are you asking us to pre-order?

First, to show your support. Second, to help us. For example, Nick’s (our programmer) computer just died. He’s using an old box for now, but we’ll have to get him a new one. It would be nice to be able to do so without dipping into personal savings. Also, Nick has to make a living by teaching (yeah, he’s a bright guy) in a computer academy. It would really help us if he didn’t have to teach and could focus on AoD full time. Same goes for Oscar and Ivan. Third, it would be nice to recover past expenses (like Torque’s license - $1,000) and help with the current one. Our bandwidth went from 70-120GB to 220-250GB in the last two months. Etc.


PRE-ORDER: pay $25, you’ll be sent a download link. The download file is a placeholder. When the game is released, it will be enclosed in a zip file of the same name and you will be able to retrieve the updated file using the same download link sent with your original order.

If you lose the email, contact us and we’ll sort it out.

DONATE: you can select a higher amount and pay more, if you want to. The ONLY reason we set it up this way is because we were repeatedly asked to do so in the past. We’re not asking anyone to pay more, but if you want to, the option is there. To show our gratitude, the very least we can do is offer you some “rewards”, for the lack of a better word:

- $25 (pre-order) – will be listed and thanked in the credits

- $30 (pre-order plus $5 extra) – will receive a nice, golden tag – Patron of the Motherfucking Arts (PM Nick your real name to receive it)

- $40 (pre-order plus $15 extra) – you can create a filler character* for the game

- Any more than that – we will be very, very grateful. We don’t want to copy the Kickstarter approach and offer tiered rewards. Donate if you feel like it. The tag and the filler character aren’t to entice you to give you more money, but to thank you if you choose to do so.

FILLER CHARACTER – if you like the setting and want to create a filler (non-essential, not involved in any quests) character, you can submit a background story (who your character is and how he/she fits into the world) and suggested dialogue with the player character. Then we’ll work with you, developing this character further and modifying the dialogues as necessary.

The main goal here is to provide different and believable personal stories and points of view (how your character sees the world, etc) that are consistent with what’s been presented in the demo. In other words, no wacky shit. The world is rich and has room for plenty of different characters if you feel creative – traders, prospectors, farmers, religious fanatics and true believers, veteran soldiers, beggars, raiders, loremasters, minor nobility, refugees fleeing failed settlements, people who did time in the mines, assassins, thieves, etc.

Kind of like talking to the raiders in Fallout. More involved if you feel like it. You’re limited to one conversation (the player character with your character), but you can make it as involved and deep as you please. Feel free to use skill, stat, reputation checks.

To ease some concerns. We aren’t planning to turn the gameworld into a zoo. I will check all submissions myself, veto everything that doesn’t fit, AND work with people to guide and shape their ideas and make them a good fit. These submissions won’t affect the setting, story, quests, but if done right, will enrich the gameworld. Needless to say, we reserve the right to insist on any changes that might be necessary, reject characters, and even refund your donation in some cases.

BOXED VERSION: We aren’t offering a box version at this stage. It will be offered when the game is ready and when we place an order and will have something to show. You will be able to order it separately (i.e. you can pre-order the digital version now for $25 and upgrade it to a box for another $25 at any time)

DRM: None. If you feel that the game is worth paying for and, most importantly, you want to help us stay in business and make more games, support us. If not…


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  • 5 weeks later...

Public beta release 2, aka Demo v2.0, is now available! Download links here, and changelog spoilered below:


- 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.

- Cado 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 described 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.


- 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.

- 2H axes now have 2 points vsDR.

- Wooden sticks no longer have THC bonus nor Counter Attack bonus.

- 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:


- There is now a slide 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 armor 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 when 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.


- 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.


- Moved it to after the new quest regarding Feng.


- 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.


- 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 are 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.


- 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.


- 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.


- 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.


- Improved the skills of the regular guards a little.


- 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.


- 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.


- 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 Bracchus 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.


- Added a new encounter with a gang in the slums.

- Added a character you talk to in the graveyard.


- 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 rotate 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.

Holy shit. Now that is a BIG changelog, once I manage to put Risen 2 down for a bit, I will have to check it out for myself. Sounds like a substantial overhaul, and I already liked the old version!

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