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Age Of Decadence

REPONDRE S'ABONNER
AbounI
Grand gobelin
#1
Voila une lacune de moins, un topic a celui que beaucoup ici attendent de pied ferme

On commence avec le "August Update" du forum officiel fraichement tombé, et c'est tant mieux!!!

Alors quoi de neuf au mois de juillet?
Ben, ils ont paufiné le GUI, et on peut découvrir maintenant la nouvelle interface d'inventaire, de feuille de perso et de craft.











Faut avouer que le style est super classe, et que le tout est bien aggrémenter de fenetres de description textuelles, on a donc un max d'info dispo sous la main, contrairement à un GUI ou il faut cliquer droit pour n'avoir qu'un résumé.

Retour aux sources donc avec ce Age Decadence.


On apprend d'ailleurs que les dev ont travaillé sur le système de craft:
Also, we took this opportunity to improve a few things regarding the crafting system. Here is how it works: You start by selecting a schematic from the list, once selected a partially transparent preview of the item shows in the slot with its base stats underneath. Next you select the material you want to forge the item with. The material types which don't have enough ingots will be faded and unable to be selected. Then, once you select a material, the preview will be updated and the stats adjusted to the type of metal you chose. Next you can select up to two techniques. One is unlocked at the start, the ability to add a second one comes at crafting level 50. To select them, click on the slots, and a list with all the known techniques that can be applied and their effect appears. The effect is dependent on your crafting skill, of course. When everything is final you click on the forge button to craft your weapon or armor. At this point the weapon/armor becomes fully opaque. So when you are finished you then manually drag the weapon/armor into your inventory (or it gets added automatically when you exit the screen). The forge button also doubles as the melt button when an item is placed in the slot. The forge button will display "melt" which you can then melt an item and receive its base material.

So, the system is very similar to what we had, with the only difference that the number of techniques that can applied to the items is limited. Also, you can't "upgrade" a weapon/armor. What you can do is melt it, and forge a new one with the techniques you want. Now, you may notice that we mention "schematics". Basically, they are the schematics of the different base items we have, that allow you to create a particular item. You can buy them at a shop, but don't get added to your inventory list (to avoid clutter). You buy them, and you get the "knowledge" of it, getting added to a schematics tab in the journal screen. The same goes for the techniques, they don't get added to your inventory but instead you gain knowledge of them.



D'autres améliorations, mineures et non finalisées, ont été apportées au titre, comme la modélisation des personnages, des dialogues étendus et une refonte du système "critical hit"

Mais l''autre info du jour est la création d'une chaine youtube Irontower ou seront désormais diffusé toutes les prochaines vidéos



Edit needed:

Bien cachée dans les tréfonds obscurs du forum, une belle info à noter,

Oscar Developer

Posts: 3894


AoD Lead Artist
[url=]
[/url] Re: AoD August Update « Reply #33 on: Yesterday at 10:36:58 PM »
Quote from: callehe on Yesterday at 06:31:36 PMWhat is the status of demo release date? Still November?
Yep.
akae beka

Message édité pour la dernière fois le : 18/02/2016 à 17:11

Andariel
Grand chevalier
#2
ben, chaque nuit avant de m&#39;endormir je fais une petite prière (et ouais, ça nous arrive de prier, nous les infâmes) pour que ce jeu sorte un jour et qu&#39;il ne soit pas avorté par les soucis financiers et autre lacunes de ressources...<br />
<br />
C&#39;est l&#39;un des rares derniers bastions de l&#39;RPG old School comme on l&#39;aime, alors vaut mieux pas se faire coiffer au poteau avec...Euh, vis à vis de sa sortie, parce que si il sort je suis sur qu&#39;il décevra pas, du moins il ne ME décevra pas
I had a brother! A baby brother! And he was perfect! Perfect in every way!
AbounI
Grand gobelin
#3
[quote name=&#39;Andariel&#39; date=&#39;11 août 2011 - 11:41 &#39; timestamp=&#39;1313098873&#39; post=&#39;87645&#39;]<br />
ben, chaque nuit avant de m&#39;endormir je fais une petite prière (et ouais, ça nous arrive de prier, nous les infâmes) pour que ce jeu sorte un jour et qu&#39;il ne soit pas avorté par les soucis financiers et autre lacunes de ressources...<br />
<br />
C&#39;est l&#39;un des rares derniers bastions de l&#39;RPG old School comme on l&#39;aime, alors vaut mieux pas se faire coiffer au poteau avec...Euh, vis à vis de sa sortie, parce que si il sort je suis sur qu&#39;il décevra pas, du moins il ne ME décevra pas<br />
[/quote]<br />
Need correction:<br />
Bien sur qu&#39;il va sortir un jour, depuis au moins 4 ans qu&#39;ils bossent dessus, c&#39;est pas maintenant qu&#39;ils vont avorter leur bébé.<br />
Alors si la démo sort effectivement en novembre, ou du moins est prévue (soyons prudent quand même), c&#39;est que le plus gros est fait.Il ne reste plus qu&#39;a peaufiner quelques petites choses, deux ou trois petit truc.<br />
<br />
*entre en mode auto-persuasion*<br />
<br />
D&#39;après ce que j&#39;ai pu lire et voir, je ne doute nullement qu&#39;il sera décevant.Rien que le système de craft est alléchant.un tel système est si rare de nos jour (suffit de comparer avec DA2 ou même TW2)<img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' />.<br />
Fondre l&#39;acier d&#39;une épee pour en récupérer des lingots d&#39;acier afin de se forger une hache, qui conviendra mieux au build d&#39;un &quot;bucheron&quot;, quitte a perdre un peu d&#39;efficacité de l&#39;arme, fallait y penser.Yep.<br />
<br />
D&#39;autant que si un perso est vraiment orienté &quot;crafter&quot; avec de bon skills marchandage, ça risque bien de plaire ou non aux guildes des marchands (ce qui dépendra des affinités envers cette faction).En tout cas, ça pourrait être assez lucratif, héhé , voir attirer l&#39;attention de la guilde des voleurs, et même mieux: devenir le fournisseur officiel de l&#39;une des 3 maisons( Aurelian, Crassus ou Daratan) ou de la garde impériale.On imagine aisément le genre de quête qui pourrait en découler:classe:
akae beka
AbounI
Grand gobelin
#4
September update:<br />
<br />
il s&#39;agit d&#39;un compte rendu sur une closed beta que quelques privilègiés ont pu essayer <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/baba.gif' class='bbc_emoticon' alt=':baba:' /><br />
<br />
<br />
Leur conclusion, vont dans le même sens: le titre a du potentiel, en temps que RPG dont l&#39;immersion sera principalement du à la grosse partie textuelle du jeu.<br />
<br />
On nous le décrit comme riche de détails, non liénaire avec des possibilités multiples de choix, de dialogues de quêtes, etc etc.<br />
<br />
Et comme on est dans un rpg old school par excellence, ici, il n&#39;y aura pas de parcours fléché nous indiquant la direction a suivre.Pas de marqueur de quêtes, pas d&#39;indicateurs des PNJ importants.Place à l&#39;exploration.<br />
<br />
Mais, il manque encore de la consistance au titre, principalement par la pauvreté de l&#39;aspect &quot;vivant&quot;: beaucoup de PNJ ne sont pour le moment soit non implémentés, soit sans possibilité d&#39;interaction.<br />
<br />
<br />
<br />
<br />
Cependant, le jeu est encore loin d&#39;être fini, pour chacuns des beta testeurs s&#39;accordent dans leurs comptes rendu sur une chose:<br />
la partie dialogue et choix de réponses offertes est encore loin d&#39;offrir un large éventail de diversité.Mais cela est vontairement du, comme l&#39;explique Oscar, au build de chacun, qui offrira une variation dans ces possibilité.Que l&#39;on soit marchand ou garde n&#39;impliquera pas les même &quot;perspectives&quot; sociales..<br />
<br />
<br />
Voici les explications d&#39;Oscar, illustrées par des mises en situations:<br />
<br />
the normal (non-skill-check) lines are neutral in tone, unless a context calls for an appropriate tone.<br />
<br />
- if you want to be a smooth-talker, you better have some persuasion, streetwise, or etiquette. Similarly, if you want to talk like a badass, you better have some body count/combat rep. It&#39;s an RPG after all.<br />
<br />
- if you want to show your compassion, you&#39;ll have appropriate and meaningful opportunities to do so.<br />
<br />
- while sometimes there is only a single response to an NPC&#39;s line (for the sake of creating a normal conversation where you don&#39;t change a subject every second), there are multiple dialogue options in every quest.<br />
<br />
- providing C&amp;C at every step (for every NPC line) is impossible and probably unnecessary. <br />
<br />
Here is an avg. dialogue fragment:<br />
<br />
“What’s in the cart?” Before you can answer, you realize that the question isn’t directed at you. One of the mercenaries reaches for the closest crate. <br />
<br />
1. Fight your way through.<br />
2. “You must like your enemies powerful.” Show him the Imperial Guards mandate.<br />
<br />
/If “two high” forgery or the real mandate<br />
“Is that so?” The leader takes the mandate and studies it carefully. “Looks real”. He ponders the issue some more.<br />
<br />
“I have no beef with the Guards, and I don’t want to cause an offense, but your men don&#39;t look like any Guards I&#39;ve seen. Thus, asking for an explanation is certainly within my rights.”<br />
1. “None of your fucking business.”<br />
“You have the arrogance of the Guards, I’ll give you that. Open the crates.”<br />
Tell your men to kill the first mercenary who touches anything.<br />
The leader frowns, his scars and tattoos shift into a new tribal pattern. “Be reasonable. We’re looking for the stolen gold. Let us make sure you don’t have it and you can be on your way.”<br />
<br />
[disguise] “Son, we’re the fucking army. We aren’t in business of satisfying curiosities and being good neighbors. Someone stole your gold? Guard it better next time. <br />
<br />
Now, we both know that if you set your apes on us, they will be hunted down and nailed to trees before the month is over, so do yourself a favor and stand aside.” <br />
<br />
[failure] Unfortunately, your delivery is lacking. The leader’s eyes harden while one side of his mouth goes up forming a smirk. <br />
<br />
“Kill them all.”<br />
Fight.<br />
[success] “Alright, alright. Like I said, I have no beef with the Guards. What are you waiting for, let them go, “ he barks at his men. <br />
Leave.<br />
<br />
<br />
2. [persuasion] “I’m sure you know that Commander Carrinas was cowardly assassinated and our barracks attacked this very night. I was ordered to take all the documents and bring them to Maadoran. Your assistance in this matter will not be overlooked.”<br />
[failure] “Good story. Some of it may even be true. Open the crates.”<br />
/same response as above.<br />
[success] “Alright. You’re free to leave.” <br />
Leave. <br />
<br />
<br />
3. [streetwise] “The gold is in the cart. If even a small piece goes missing, Antidas will have your heads.”<br />
“Antidas?”<br />
[streetwise] “Did you really think that some “thieves” took it? Is that what Linos told you?”<br />
[failure] “You think we were born yesterday? Chop them to pieces&#33;”<br />
Fight.<br />
[success] “Linos told us to take the gold to Antidas. Now you tell me that it was Antidas who stole it. You think we were born yesterday?”<br />
[persuasion] “The gold was a payment for the attack on the Imperial Guards. The problem is, Antidas couldn’t take it openly. Staging an “attack” was the only way. Linos should have told you, instead of putting you and your men at risk.”<br />
[failure] /same line <br />
[success] “Linos says we owe him half of what was taken.”<br />
“Well, you know his type. They think that everyone around them is stupid.” <br />
“Yes,” growls the mercenary. “I know his type. You’re free to go. It’s between me and Linos now.”<br />
Leave.<br />
<br />
/If “one high” forgery<br />
“Is that so?” The leader takes the mandate and studies it carefully. “There is something odd about it. Let’s open the crates and take a look.”<br />
“I’m sorry that our mandate fails to meet your fucking approval, but it doesn’t mean that your apes can help themselves to the Imperial Guards’ property.” <br />
<br />
Turning to your men, “Kill the first idiot who touches anything.”<br />
<br />
The leader frowns, his scars and tattoos shift into a new tribal pattern. “Be reasonable. We’re looking for the stolen gold. Let us make sure you don’t have it and you can on your way.”<br />
Etc.<br />
If killed the guards<br />
<br />
...<br />
“What’s in the cart?” Before you can answer, you realize that the question isn’t directed at you. One of the mercenaries reaches for the closest crate. <br />
<br />
1. Fight your way through.<br />
2. “You must like your enemies powerful.” Show him the Imperial Guards mandate.<br />
<br />
/If “two high” forgery or real mandate<br />
“Six of my men were killed&#33;” barks the leader, his face is a mask of pure hatred. “You think I care about some paper?”<br />
“You better start caring then, because you’re fucking with the Imperial Guards now. Unless you’re eager to lose the rest of your men.” <br />
<br />
/much higher checks, plus when you get to Linos&#39; part:<br />
<br />
“Yes,” growls the mercenary. “I know his type. It’s between me and Linos now, but you still owe me the blood money. <br />
<br />
Give me one crate and we’ll call it even. Antidas is a reasonable man; I’m sure you’ll find the right words to make him understand.”<br />
1. Give him a crate.<br />
2. “And things were going so well…” Fight your way out.<br />
3. [trading] “I can’t give you a crate for it’s not mine to give. However, I can pay you a fair blood price for every man you’ve lost.” <br />
4. [combat] “You’ve already lost six men. Has it taught you nothing? How many more should I kill until you get the message?”
<br />
<br />
En outre, il faut aussi prendre en compte que la zone couverte par cette beta est réduite à celle de la démo, toute la carte du jeu n&#39;est pas encore jouable.<br />
<br />
<br />
Mais visuellement parlant, le jeu s&#39;annonce assez abouti, bien qu&#39;on nous donne seulement que deux nouveaux screens plus un d&#39;inventaire, malheureusement, je ne peux les montrer (format invalide), vous devrez donc aller les chercher vous même ici <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/clindoeil.gif' class='bbc_emoticon' alt=':clindoeil:' /><br />
<br />
Edit:Concernant la pauvreté actuelle des possibilités d&#39;interactions avec des PNJs lambda, Oscar s&#39;explique un peu plus d&#39;ailleurs:<br />
Don&#39;t worry about it, we are well aware of that and it was always our plan to flesh them out. We are just focusing our efforts on polishing the quest lines, which have lots of variations and are prone to logical loopholes and such, so never had time to focus on the fluff. Once the quests are tight and as bug free as possible, we&#39;ll make the NPCs more reactive and with with interesting dialogue about the setting, factions, lore, etc.
<br />
<br />
Il donne donc la priorité aux quest-lines, afin de s&#39;attaquer à ces aspects immersifs, mais néanmoins secondaire.<br />
Ouf,<img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/clindoeil.gif' class='bbc_emoticon' alt=':clindoeil:' />
akae beka
AbounI
Grand gobelin
#5
October update est tombé.<br />
<br />
Beaucoup de choses, mais qui ne concerne que la béta pour une grosse majorité de ces news.<br />
<br />
<br />
Welcome to a new monthly AoD update&#33; Since the point of these updates is to show you what we have been doing and our progress with the game, we decided the post the changelog of all fixes, changes and improvements made to the game during the Beta process. So, without further to do, the changelog for AoD:<br />
<br />
Fixes:<br />
<br />
- Fixed swapped values for trading and lore.<br />
- Male and female thieves have the same starting stats.<br />
- Fixed throwing and dexterity checks in the thief vignette.<br />
- Master/Mistress gender tag fixed.<br />
- Fixed minor passability problems in Teron.<br />
- Fixed minor issues with shields.<br />
- Now it&#39;s possible to save the game.<br />
- Now you can&#39;t access Cassius hovel exit from the AG1 one.<br />
- Fixed cameras for the MG questline.<br />
- Fixed the lag when the mission starts, still need to hide some of the model loading.<br />
- Critical stat damage show correct values when under 4.<br />
- Multishot is fixed.<br />
- Can&#39;t kill opponents more than one time with dagger flurry.<br />
- Character models skin was being rendered twice. Fixing this netted a 10% increase in performance.<br />
- Fixed sneak check in thieves vignette.<br />
- Fixed issue when offering taking out the mine to the bandits.<br />
- Fixed etiquette check when joining Daratan.<br />
- Fixed issues with savegames.<br />
- Fixed persuasion check in Antidas dialogue in MG3.<br />
- Fixed issue with dialogue about the mandate in TG1.<br />
- Fixed some camera issues in Dellar and Antidas dialogues.<br />
- Fixed and redesigned the MG3 quest.<br />
- Corrected lots of typos.<br />
- Feng disappears after betraying him with Cassius.<br />
- Now you can see the bandit leader when sending them to take over the mine, plus fight him.<br />
- Fixed some broken logic in the mine and bandit quests.<br />
- Added a way to see Cassius when he joined Daratan through Dellar.<br />
- The TA is working now. Check for issues.<br />
- Fixed bug with not being able to leave the inn room when loading a savegame inside it. Fixed other instances of this bug.<br />
- Fixed the &quot;immortal character&quot; glitch.<br />
- Fixed issues with Whirlwind.<br />
- Fixed issues with party system.<br />
- Fixed some problems with the civil AI when loading a game.<br />
- You can&#39;t access Cassius hovel exit from the AG1 one. For real this time.<br />
- Fixed some issues with grids and terrains.<br />
- Now Feng removes the eye of thor-agoth from you.<br />
- You can start IG3 after completing MG2 by choosing to betray the MG.<br />
- Fixed a loop with Linos and Antidas when you avoid getting expelled in MG3.<br />
- Fixed issues when cheating Mercato in MG1.<br />
- Fixed an issue in AG1 with floating weapons when finding the documents.<br />
- Giving the gold to Esbenus removes it from your inventory.<br />
- The bandits take the gold when they ask 600 for the prisioner.<br />
- Cado now takes the goblet from you.<br />
- Fixed issues with the option of sending the raiders to attack the mine.<br />
- Fixed issue with Dellar giving you the quests again when saving Cassius.<br />
- Added the check for the Daratan ring at the gate in TG3.<br />
- Intimidate line in TG3 against the mob now works.<br />
- You can&#39;t show the mandate to the mob in TG3 if you never got it.<br />
- You get gold from Cado after TG2.<br />
- Fixed doors in the fort.<br />
- Fixed camera problems in IG1.<br />
- Fixed some issues in the mercenary vignette.<br />
- Fixed Teron staying at night when escaping the mine sneak sequence.<br />
- Fixed the lack of lore check in recognizing the tube at the mine outpost.<br />
- You can&#39;t show the mandate to gate guards in TG3 if you never got it.<br />
- Fixed the bodycount check with Antidas in the TA.<br />
- Killing guys in the TA now adds to bodycount.<br />
<br />
Changes:<br />
<br />
- Gave ranged characters more ammo.<br />
- Increased starting gold.<br />
- Thugs in mercenary and drifter vignettes are slightly weaker.<br />
- Added some more skill points in character creation.<br />
- Cassius is now spawned when Feng tells you about him, and you have an option to exit the conversation. If you finish a guild questline, the quest is autoresolved (enough time has passed for him to finally meet Antidas).<br />
- Added monetary rewards for several quests.<br />
- Added an option to back away from the fight with the thugs in the mercenary and drifter vignettes.<br />
- In the AG1 fight, &quot;Best weapon&quot; gets no longer auto-equipped.<br />
- Minor changes to starting skills.<br />
- Changes to the THC formula.<br />
- First Daratan Quest implemented (there is a draft of the implementation of Q2, but it&#39;s not finished, don&#39;t report bugs about it).<br />
- Changed where SP are gained in the MG3 quest.<br />
- All the Daratan quests are implemented.<br />
- Added a &quot;ring&quot; in the fort for the fight in IG1.<br />
- Some small changes to target selection for the AI. Should be a little less stupid now.<br />
- Made some changes to the equipment of the Raiders in the raiders camp.<br />
- Whirldwind now THC by 10% (was 20% before).<br />
- Much higher camera height.<br />
<br />
Improvements:<br />
<br />
- Improvements to the character screen looks, plus now has descriptions for all stats and reputations.<br />
- Now you get a description overhead text when you are near an important location.<br />
- When you enter an important building for the first time, you get a description of it.<br />
- Camera can zoom closer and tilt a little more.<br />
- Made walking and running speed faster.<br />
- New shadow distance algorithm, with sharper shadows at no performance loss, plus better performance at tilts higher than 45º and it&#39;s more fexibile, allowing other camera angles without graphical artifacts.<br />
- Added a new model for Feng&#39;s house, making it stand out more.<br />
- Improved the looks of the area around Feng&#39;s house and the inn.<br />
- Made it clearer in the loremaster vignette that a night passes.<br />
- Made better transitions in TG1.<br />
- Expanded the loremaster vignette, adding the option to buy an artifact of the olden days.<br />
- Added the option to go to Feng in Assassin Vignette.<br />
- Added an extra conversation with Feng about guilds if you are his apprentice.<br />
- Improved the look of the terrain in the Plaza.<br />
- Added some ambient sounds (thanks to GhanBuriGhan). More to be added.<br />
- Added a storyteller at the inn, who fleshes out the lore of the game.<br />
- Configured HDR and SSAO. Enable and disable them using these commands in the console: SSAOPostFX.enable(); SSAOPostFX.disable(); HDRPostFX.enable(); HDRPostFX.disable();<br />
- Added some extra sounds. Will add more later.<br />
- New Intimidate checks: They include checks to body count, combat reputation and stats like strength, dexterity and constitution.
<br />
<br />
Plus deux screens qu&#39;on peut retrouver dans la news de Cap&#39;tain
akae beka
Caldanath
Gobelin
#6
Bon je viens d&#39;essayer la démo des combats vite fait et le moins que je puisse dire c&#39;est que ce jeu n&#39;est pas banal. <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/clindoeil.gif' class='bbc_emoticon' alt=':clindoeil:' /><br />
<br />
* Une musique très agréable à écouter, les bruitages sont par contre un peu inaudible.<br />
<br />
* Des combats au tour par tour plutôt stratégique basé sur une grille avec des points d&#39;action. (ça m&#39;a un peu rappellé Dofus <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' /> ) Il faut bien gérer ses points d&#39;action pour les déplacements et le combat sinon on se fait vite prendre de court (comme moi &#33; <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/fou.gif' class='bbc_emoticon' alt=':fou:' /> ).<br />
Par contre, vu qu&#39;aucune touche n&#39;est expliquée, j&#39;y suis allé un peu à l&#39;aveuglette. Il m&#39;a fallu au moins 2 bonne minute pour trouver comment finir son tour. <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/fracas.gif' class='bbc_emoticon' alt=':fracas:' /><br />
Une image pour illustrer:<br />
<br />
<br />
Alors toute les infos sont écrites en bas à gauche. La vie est représentée par l&#39;icône à gauche de l&#39;arme et à droite ce sont les points d&#39;action. On peut porter beaucoup d&#39;arme différentes. La barre bardée de petits symboles sont des sortes de &quot;modes&quot;, l’œil c&#39;est le mode exploration et les épées le mode combat. (enfin vous avez compris). Les autres icônes n&#39;étaient pas accessibles mais vous pouvez deviner leur fonction. (vol, piège,etc...).<br />
Pour finir son tour lors d&#39;un combat, il faut appuyer sur l&#39;icône combat (faut le savoir).<br />
<br />
<br />
* Sinon, les animations sont bien faites, j&#39;aime bien la façon dont ils meurent. Les graphismes sont...pas beaux mais pas moches non plus. Le travail artistique est bien réussi.<br />
<br />
* Point négatif: les déplacements. Il est lent &#33; Mais ça doit être que temporaire. Par contre pour se déplacer faut cliquer, normal, mais on ne peut pas se déplacer en restant appuyé sur la souris et ça c&#39;est un peu lourd ( on clique tout le temps).<br />
<br />
A part ces quelques désagréments, le jeu a l&#39;air plutôt réussi au niveau des combats (c&#39;était quand même le but de la démo ^^)<br />
<br />
Quelques screens (en résolution maximale)<br />
<br />
La création de personnage, simple mais efficace avec un minimum de personnalisation de l&#39;apparence.<br />
<br />
<br />
<br />
Le menu du personnage.<br />
<br />
<br />
<br />
L&#39;inventaire. Les autres menus n&#39;étaient pas accessibles.<br />
<br />
<br />
<br />
Le menu d&#39;un marchand. Notez les dessins très jolis des armes. <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /><br />
<br />
<br />
<br />
Scène de dialogue.<br />
<br />
<br />
<br />
&quot;Bonjour c&#39;est Caldanath, je peux entrer dans l&#39;arène ? Non ?&quot;<br />
<br />
<br />
<br />
Caldanath (en rouge) attaque &#33;<br />
<br />
<br />
<br />
La foule, qui a apparemment trop joué à Minecraft, scande mon nom &#33; (enfin je crois)<br />
<br />
<br />
<br />
FAIL &#33;<br />
<br />
<br />
Voili, voilou. <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/classe.gif' class='bbc_emoticon' alt=':classe:' />
Les lances seront secouées ! Les boucliers voleront en éclats ! Une journée de l'épée! Une journée rouge ! Avant que le soleil ne se lève!
AbounI
Grand gobelin
#7
November update&#33;&#33;&#33;<br />
<br />
Ou une explication du système de quêtes, ce que l&#39;on pourra trouver, et surtout, ce qu&#39;on ne verra jamais, <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/classe.gif' class='bbc_emoticon' alt=':classe:' />
akae beka
AbounI
Grand gobelin
#8
En attendant que &quot;something cool will be soon announced&quot; et la Decmeber Updtae (en janvier), juste un screen, apportant un brin de steampunk dans le background.<br />
<br />
The Flying Fortress:<br />
<br />
concept:<br />
<br />
<br />
In game<br />
akae beka
AE0n
Chevalier
#9
Des nouvelles fraîches de ceux qui ont essayés la 2nd démo ?<br />
ah bah non, pas encore sortie... <br />
AbounI
Grand gobelin
#10
[quote name=&#39;AE0n&#39; date=&#39;24 décembre 2011 - 02:33 &#39; timestamp=&#39;1324733631&#39; post=&#39;114490&#39;]<br />
Des nouvelles fraîches de ceux qui ont essayés la 2nd démo ?<br />
ah bah non, pas encore sortie... <br />
<br />
[/quote]<br />
<br />
Aeon, si c&#39;est bien toi, Vince aimerai des explications (pis moi aussi tiens, par la même occasion, <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' />)<br />
<br />
Sinon, tu peux toujours lire les November &amp; december Update, c&#39;est bourré de feedback
akae beka
AE0n
Chevalier
#11
vi vi, c&#39;est moi aussi là bas <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' /> je tâte le terrain, histoire de voir si on peut oeuvrer pour la cause.<br />
hmm...AbounI, tu fais parti du staff ?? Ca serait <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/super2.gif' class='bbc_emoticon' alt=':super2:' />
AbounI
Grand gobelin
#12
[quote name=&#39;AE0n&#39; date=&#39;24 décembre 2011 - 05:32 &#39; timestamp=&#39;1324744360&#39; post=&#39;114525&#39;]<br />
vi vi, c&#39;est moi aussi là bas <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' /> je tâte le terrain, histoire de voir si on peut oeuvrer pour la cause.<br />
hmm...AbounI, tu fais parti du staff ?? Ca serait <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/super2.gif' class='bbc_emoticon' alt=':super2:' /><br />
[/quote]<br />
<br />
Nan, nan, pas du tout, je suis la-bas en gros visiteur depuis quelques temps déjà, y a des noms qui sont familiers maintenant.Vince par contre, est un des devs, <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/clindoeil.gif' class='bbc_emoticon' alt=':clindoeil:' />
akae beka
AE0n
Chevalier
#13
* Plouf *<br />
(pas de réponse) <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/roll.gif' class='bbc_emoticon' alt=':roll:' /><br />
hé bé tant pis &#33; je ne vais sûrement pas me battre pour leur fournir gracieusement du travail sur mon temps libre. <img src='http://www.rpgfrance.com/taverne/public/style_emoticons/<#EMO_DIR#>/mdr.gif' class='bbc_emoticon' alt=':mrgreen:' />
AbounI
Grand gobelin
#14
La January Update est tombé ce soir.

De gros change-logs ont été apportés:



Fixes:

- Now you can finish the mine quest properly if you kill everyone and get a chance to fix the machines.
- The mine quest doesn&#39;t start again and again after you finish it.
- Fixed the CS check against the mob leader in TG3 and changed the outcome.
- Linos goes back to his office after the praetor vignette.
- The mob members in TG3 now give SP when killed.
- Added bodycount reputation when killing in dialogue mode.
- Added the gems in Kaeso&#39;s side-quest in TG1.
- Fixed floating weapons in Kaeso&#39;s side-quest.
- Now people aren&#39;t be walking around at night in the goblet side-quest.
- The prospector&#39;s amulet icon added.
- Aziz goes back to the TG after the raider&#39;s camp fight.
- The game no longer crashes when the original speaker is killed or deleted in Dialogue.
- You can no longer move around all demo areas if you zoom out enough.
- Fixed the mandate checks in the merc camp in TG3, if you killed the mercs in TG2.
- Camera no longer ends up in strange places when TG fights start.
- Fixed the fight in the merc camp in TG3, if you killed the mercs in TG2.
- Now all male skin and faces are available and finished.
- The thief from shanty town now runs away properly.
- If you steal the tube and fail the lore check, you can now report to Dellar properly.
- Livia and the mercenary now give SP when killed.
- You can talk to the refugees again if you didn&#39;t pay the levy the first time.
- The gate guards look the correct way in all cases in TG1.
- Camera works fine after talking to Cado at the end of TG1.
- When you go to the postern with Iolus, the objects load properly.
- You can now fight the mob leader in TG3.
- The robbers are removed when you fight the mob leader in the wall ambush in TG3.
- The day/night state is kept when loading a savegame.
- You can&#39;t exit the thieves guild after coming from TG2 and before TG3.
- Made a lot of fixes to IG3, from camera positioning to adding a proper sequence for the interrogation path.
- Fixed a lot of typos and improved the dialogues.
- Fixed the auto "go-to-target" system.
- Fixed long-distance pathfinding (1/2)
- Fixed some issues with open doors that looked closed.
- Now you ask Gracius for money in the loremaster vignette.
- Fixed stall passability in the plaza.
- In IG1 it’s now clear that you go to rest and heal after getting your armor.
- Shorty no longer talks about giving you your new armor if he already did.
- In IG3 the option to escape with the documents now works properly.
- Fixed camera when talking to the centurion after IG2.
- Fixed bug with dialogue with Antidas after the mine/raiders and before HD2, if you couldn&#39;t handle the objective.
- Fixed the empty portrait in AG2.
- Fixed improper report of reputation in resolutions higher then 1024x768.
- Guards no longer tell you to go in when you are leaving the fort.
- Now the floating text is duplicated in the textbox correctly.
- Fixed barracks door, now it&#39;s a double door, as intended.
- Now you can&#39;t go through the columns.
- Fixed a problem with the mercs not appearing after fighting the guards in TG3.
- Now you can show the tower artefact to Cassius.
- Female characters now have all the corresponding skin and face textures.
- Now you are considered part of the IG when you join, and other characters will recognize that.
- Quest journal is now working.
- Fixed endless loop after fighting Esbenus at the mine.
- Fixed etiquette check with Antidas after passing Dellar tests.
- Fixed some holes in the wall behind the palace.
- Fixed issue with Aziz not going back to his place in MG1 if you signed the contract.
- Fixed camera when expelled from the MG in the third quest due to involvement with Cado.
- When Cado betrays you in MG3, the guards properly teleport inside the MG.
- When going to the tavern in the MG3 Cado betrayal, there is a proper camera, the thieves are gone and the guards attack you if you choose to fight.
- Schematics are no longer stored if you changed characters.
- Fixed a typo in the loremaster vignette in which you said you got 50 coins when you got 100.
- Now Cassius is next to Antidas when you find out he betrayed you.
- Fixed issue in TG1 in which you couldn&#39;t ask the guards about the IG mandate if your charisma was 5.
- Fixed journal issues in TG1 in which you got entries for things that you couldn&#39;t do yet.
- Body count reputation is now checked in Cassius quest.
- Critical strike against Cassius when you notice he is lying now works.
- AG2 quest now appears on the journal.
- Now killing Cassius clears the journal.
- You are now not wearing helmet in the disguise option in TG2.
- The guards summmoned in MG2 when you know about Carrinas plans now leave properly.
- You are teleported correctly in front of Shorty in MG2.
- Now you can&#39;t leave the barracks after MG2-IG2 and break the quest.
- Fixed problem with the body count option in Cassius quest not allowing the player to complete the quest.
- You can leave the gate area after the fight with the guards in TG3.
- Added the "jellyfish" artefact icon.
- Now there is a quest entry after IG1 and IG2, telling you to seek the Centurion for your next assigment.
- Completing IG3 now gives proper SP.
- Fixed lots of camera, teleporting and portraits in many dialogues.
- Fixed some logic issues when getting the Dellar test as part of Cassius betrayal.
- You are no longer stopped by Feng when you explore the back of his house after he fled Teron.
- Implemented endings.

Changes:

- Moved the towers to more interesting and logical locations.
- Added smelter and mantra knowledge from Sohrab in the mine quest, making changes to the lore checks.
- Now it&#39;s more clear than a night passes in the merchant vignette.
- Now kills through critical strike add a point to your CS skill.
- Added itemlists to Kleitos (TG fence) and Aemolas (refugees smith).
- Added the new inventory screen.
- Added the crafting system.
- Now the drifter gets a weapon according to his skills.
- Added a dagger to all starting backgrounds; a PC with focus on daggers gets a long dagger.
- Added a perception check to get the sphere to the assassin and mercenary vignettes.
- Lowered the perception check in Belios&#39; house to 8.
- Changed the reward in the streetwise check with Gracius from money to a reference.
- Changed some NPC stats and skills.
- You are healed after TG2.
- Mercato is no longer in the tavern when you come back after TG2.
- Feng and Cassius can now inspect the jellyfish artifact.
- Made minor changes to some skill checks.
- The Centurion now gives you 1 SP when killed.
- You can now survive the trap in the mine with high enough HP, but the traps and perception check is harder.
- After the tower attack, if you are promoted to Decanus you get a steel armor.
- Added SP for completing the sidequests in a non-violent way.
- Some changes to the "kill Cassius" quest that better reflect the player choices.
- The blacksmith now sells item schematics for crafting.
- You can move around in the mob and gate areas in TG3.
- Added the lodestone item.
- Metal requirement is 20-35-50-65-80 in crafting.
- Balanced weapon requires 75 crafting.
- Crafting 50 required for using two slots.
- You can&#39;t fast travel from interiors.
- Gave better daggers to the thieves in TG3.
- Made the gate guards in TG3 slightly weaker.
- Made some small changes to persuading Antidas to kill Carrinas in MG2.
- Attacking the towers in MG2 is not a viable path to get the evidence.
- You can&#39;t leave the Barracks after attacking the towers in IG2.
- You can&#39;t talk about the map with Antidas from IG3. You need to visit him later about it.
- Lowered the perception check for forging the evidence in MG2.
- You can ask Feng about the ring after refusing it the first time.
- Added journal entries for Galbo&#39;s Ring quest.
- If Feng flees Teron, you can now access the back of his house.
- Removed the option to leave the AG after getting fooled in AG1.
- You now can prepare before AG1, after Neleos gives you the quest.

Improvements:

- Improved the look of the shanty town and the slums.
- If you leave the mine outpost before killing everyone, they will regroup and barricade the entrance.
- Added the "pickpocket" side story.
- Added the "refugees" side story.
- Added the "tower cellar" side story.
- Added the "shanty town" side story.
- Better transitions in Flavius quest.
- Better transitions in the goblet quest.
- The PC now walks to his objective when you click on it (doors, npcs) instead of being "too far away".
- Added fluff dialogue with TG members.
- Added a new skin type with Tattoos.
- Added the "merchant" side story.
- Added fluff dialogue with Zenon of the MG.
- Added a way to investigate Feng&#39;s house back room, and a reaction if you are found.
- Added the "preacher" side-story.
- Better camera for the storyteller.
- Added lots of filler NPCs.
- Made changes to the way grass is rendered, gaining around 5-10% increase in performance.
- Made some model optimization, increasing performance.
- Made improvements to the performance and look of the big columns.
- Objects look MUCH better when anisotropic filtering is on.
- Lots of performance and visual improvements to many objects in the game.
- Improved the look of the terrain.
- Changed the town map for Teron.
- Added a "non-violent" path for the quest to get rid of Cassius.
- Added a twist to the ring quest depending on past actions.
- Now the thieves have something to say at the tavern the night before TG3.
- Added some extra dialogue with Petras.
- Added some "backstories" to Feng, Mercato, Carrinas and Antidas.
- Added some extra dialogue with Linos after MG1.
- Now Mercato has a portrait.
- Added an extra streetwise path for completing MG1, so it doesn&#39;t only relies on the player having high persuasion.
- Expanded Aemolas dialogue



Un taff de ouf



Mais le plus important est la:

Anyway, we are about to start the final private beta testing round. The feedback, which will be shared with you, as usual, will determine when the demo will be released (probably as public beta)


Bientôt la démo complète en guise de beta publique.

J&#39;y crois dur comme rock
akae beka

Message édité pour la dernière fois le : 29/01/2012 à 01:20

Andariel
Grand chevalier
#15
Yeah Dur Comme Rock ici aussi!





Vivement AoD!
I had a brother! A baby brother! And he was perfect! Perfect in every way!

Message édité pour la dernière fois le : 29/01/2012 à 10:14

AbounI
Grand gobelin
#16
héhé, je savais bien que tu allais rebondir sur ce tremplin.Trop prévisible not&#39; Daemon!!!
akae beka
maxwell62
Novice
#17
en finalité!

vous en pensez quoi de ce jeu?
AbounI
Grand gobelin
#18
il est très prometteur et semble répondre à beaucoup de mes attentes en matière de RePeGe old school
akae beka
Andariel
Grand chevalier
#19
[quote name=&#39;maxwell62&#39; date=&#39;29/01/2012 - 14:42&#39;]en finalité!

vous en pensez quoi de ce jeu?[/quote]

IL VA TOUT PEEEETEEEER!!!!
I had a brother! A baby brother! And he was perfect! Perfect in every way!
AbounI
Grand gobelin
#20
Revelation has come now.



La toute première preview de la demo beta closed.

Conclusion:

Il va vraiment tout péter!!!!!!



Enjoy

edit: en prime, la toute premiere version de la combat demo:

akae beka

Message édité pour la dernière fois le : 12/02/2012 à 17:50

Andariel
Grand chevalier
#21
Une preview assez intéressante mais que j&#39;ai lu en diagonale juste pour en tirer les grandes lignes sans me ruiner le plaisir de la découverte.

J&#39;avais foi en AoD, là j&#39;ai de bonnes raisons d&#39;en avoir encore plus! La sortie de ce jeu est une bombe thermo-nucléaire à retardement! Vivement que ça nous pète à la gueule!
I had a brother! A baby brother! And he was perfect! Perfect in every way!

Message édité pour la dernière fois le : 12/02/2012 à 23:27

AbounI
Grand gobelin
#22
Bien qu&#39;elle fasse l&#39;objet d&#39;une news, je place le February Update pour la continuité du sujet, .

On retiendra l&#39;annonce de la demo aka Beta Ouverte dans deux petites semaines, et une interface revue et corrigée.
akae beka
AbounI
Grand gobelin
#23
Deux mots à propos de l&#39;OST dont on ne sait pourtant pas grand chose.

C&#39;est le compositeur russe, Lind Erebros, à qui l&#39;on doit déjà la magnifique bande son de Kings Bounty, qui devrait s&#39;en charger.

En effet, sur son site officiel, possibilité nous est offerte de découvrir un peu les compo de l&#39;homme pour qui la musique tient une place de choix dans son coeur:

I have decided to devote my entire life to understanding of this great mystery. I want to share my feelings with this world, to show all people how bright this world is, if you see it through your heart. To feel means to live. Music is a language of a soul. Music is my world, world of light and inspiration, my magical land, where dreams may come.





Parmis ces échantillons de compositions, deux sont extraites de l&#39;OST d&#39;Age Ov&#39;:
"In dead World", celle du menu de la Combat Demo (elle se trouve effectivement dans le répertoire d&#39;installation)
et "Rivers Of An Ashes", une inédite.

Notez, si ce n&#39;est déjà fait, qu&#39;il en existe pour le moment deux autres, disponibles avec cette combat démo:
"Shadow Of The Past" et "To Die With A Sword"

Ce qui porte à 4 le nombre de musique (connues à ce jour) tirée de l&#39;OST d&#39;Age Of Decadence.




Et j’apprends à cet instant même par la bouche d&#39;Oscar qu&#39;ils auraient un nouveau compositeur, mais je n&#39;en sais pas plus pour le moment.


Pour ma part, j’espère vraiment que la très prochaine Beta Démo nous en fournira plus, pour ne pas dire, l&#39;OST complète, j&#39;ai encore un certain projet en tête,
akae beka
AbounI
Grand gobelin
#24
Une seconde "February Update" vient de tomber.

Ainsi, nous obtenons un tout nouveau menu dont voici le background screen:



et plein d&#39;autres choses aussi pour la beta/démo qui tombera la semaine prochaine:



- New character creation screen.
- Added new main menu (background image is WIP. Check the attachment).
- Rebalanced the faction reputation system.
- Rebalanced the personal reputation system.
- Made a better dialogue with Zenon of the MG.
- Making a partnership with Militiades sets up a quest hook for Maadoran.
- Expanded Feng&#39;s dialogue about the Jellyfish artifact if he is cheating you with the artefacts.
- Added a quote before the main menu.
- Character creation now includes tips on stats, backgrounds and the factions.
- Added a dialogue with Linos regarding the map.
- Now you can ask the loremasters about the storyteller&#39;s tale you heard at the inn.
- You can get a quest about getting the drawing mentioned by the storyteller.
- Improved the performance of the game during combat.
- Added a different reception from Antidas in MG2 if you are in very good terms with House Daratan.
- Added a house where the doctor lives, where you can also get his services.
- Started adding some ambient animations for NPCs.
- Added a lot more combined dialogue checks.
- New and better looking logos for the start-up.
- Added tooltips to the main GUI buttons.
- Added traits for amazing feats.



Et lorsqu&#39;on apprend que ce Age Ov Decadence composera avec un système de "succes", voila ce que ça donnera:

As far as I know achievements are shit like "You&#39;ve successfully equipped a weapon! Achievements!" or "You&#39;ve killed 10 enemies! Achievements!" or "You&#39;ve completed quest X! Achievements? Fuck yeah!"

Besides, we do use these reputation traits/perks/whatever in the game. For example, getting Explosive Expert (maybe 1 out of 20 people will get this one) trait will open up a new path elsewhere, send you to an NPC you normally won&#39;t talk to, etc.


Oh yeah many
*ME3 jet de résistance : crtitical success*
akae beka
AbounI
Grand gobelin
#25
Yes yes yes!!!!

Enfin, à moi la gloire, les femmes, la richesse, la liberté!!!J&#39;ai venu, j&#39;ai vu, j&#39;ai vaincu.

A plat de couture j&#39;ai occis mes 3 barbares d&#39;adversaire, dans un combat "awesome" ou je n&#39;ai perdu que 3 point de vie (47/50).





Voici mon build:

akae beka

Message édité pour la dernière fois le : 13/03/2012 à 23:56