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Thread: Age of Decadence

  1. #1
    Paranoia is natural
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    Age of Decadence

    La search nu am gasit nimic despre el, si suna prea bine pentru a nu avea un thread propriu:

    "The Age of Decadence is an isometric, turn-based, single-player 3D role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, non-linear gameplay, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees."

    http://www.irontowerstudio.com/
    Pain or damage don't end the world. Or despair, or fucking beatings. The world ends when you're dead. Until then, you got more punishment in store. Stand it like a man... and give some back.

  2. #2
    d46
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    >din cate am inteles eu e facut doar de 4 oameni;
    >gafica... nu prea, da asta conteaza mai putin pentru mine; sper sa fie ceva de el si sa aiba gameplay bun.

  3. #3
    PET
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    Infectious Grooves PET's Avatar
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    Oricum, avea Sacred grafica mai buna?
    if ($yourehappyAndYouKnowIt) {
    clapyourhands;
    }

  4. #4
    d46
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    >am zis ca nu ma intereseaza grafica sa fie gameplay!!!

  5. #5
    Registered User alex_the_necro's Avatar
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    parca e o schitza..deci grafica e la pamant..si am o vaga impresie k si gameplay'ul va fi influentat de asta!but..prove me i'm wrong..i don't mind


    cand apare?
    Last edited by alex_the_necro; 05-07-2007 at 14:02. Reason: Automerged Doublepost

  6. #6
    Registered User Flame's Avatar
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    set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire

    hahahhaha tare de tot nu se putea o descriere mai buna.

  7. #7
    Registered User Licaon_Kter's Avatar
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    AoD combat demo released

    AoD combat demo - ghid de supravietuire

    AoD_Demo.exe: Sharebee, DepositFiles, FileFront, ThePirateBay



    Hotfix pentru crashuri la click pe Arena Master: arena_master_fix.rar@FileBox / arena_master_fix.rar@RapidShare

    tricks:
    -engineul D3D are ceva probleme ( cel putin pe sistemul meu ) pe cand cel OpenGL merge fain
    -setarea de Shadow este cu calitatea mai buna spre stanga
    Attached Thumbnails Attached Thumbnails screenshot_001-00001.jpg   screenshot_001-00002.jpg   screenshot_001-00003.jpg  
    Last edited by Licaon_Kter; 27-12-2009 at 05:57.
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  8. #8
    Registered User Licaon_Kter's Avatar
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    Age of Decadence Combat Demo Release 2:
    Fixed: "Closed off buildings when the game is loaded."
    Fixed: "Can move through NPCs."
    Combat sounds do not fade so much with distance.
    Disabled streaming music, it's all preloaded now.
    Moved screenshots and console.log to My Documents\My Games\Age of Decadence, so they can be created even if you don't run admin account.
    Now you can't save a game when your character is dead.
    Death screen appearing after you die and quickly load a game: no more.
    Fixed: "Arena master crash". Which meant potential crash on any dialogue initiation.
    Fixed: "You can extend your spear interrupt range by selecting a whirlwind attack before ending your turn. I believe it's an exploit."
    Equipping something while moving made character continue his path as a statue (wrong animation was played).
    Fixed: clicking dialogue answer could lead to a wrong outcome (problem with hidden answers, when your character didn't pass skill/stat/script check.
    Fixed error loading a saved game, if you saved it while your character was moving (to the last tile of his/her path?)
    Now crossbows are not getting unloaded when dropped into inventory.
    Found a solution for ATI videocard owners (X-series) who experienced visual artefacts.
    Fixed "Characters attack and hurt themselves or wrong targets" bug.
    Fixed a bug with loading a save game, when user gets a normal loading screen at first, but when the SVGA progress bar reaches the end, the game "hangs", though gameworld sounds are heard.
    Fixed: "Combat goes into an endless loop after a character disengages from an opponent."
    Throwing axes are not floating in the air any more, while your character walks.
    Fixed: "The bow multishot does not deal criticals."
    You could totally avoid combat in this combat demo (bug with arena exits)
    Spaces between some dialogue asnwers were too large.
    Fixed a bug when you could initiate a conversation in movement and still keep walking somewhere.
    Added "1", "2", "3" keys as alternative shortcuts to attack modes (fast, normal, power).
    Fixed: "Characters attack through the walls".
    AoD_demo_R2.exe Mirrors: Filebox.ro / RapidShare / Deposit Files / MEGAUPLOAD / Mediafire

    Videos: YouTube - AoD Combat Demo - Ordu finish / YouTube - AoD Combat Demo - Sarpedon fight
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  9. #9
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    Si cand apare totusi?

  10. #10
    Registered User Licaon_Kter's Avatar
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    Quote Originally Posted by adrian1921 View Post
    Si cand apare totusi?
    e un proiect independent, am inteles ca partea de dialog si poveste e destul de completa oricum
    eu cred ca le ma ia cel putin un an

    YouTube - AoD Combat Demo - Whirlwind on Triarii

    /LE: update la mirror: AoD_demo_R2.exe@filebox.ro
    Last edited by Licaon_Kter; 31-12-2009 at 14:01.
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  11. #11
    Registered User Licaon_Kter's Avatar
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    AoD combat demo Release 3.1 (build 0.7.7.3153)
    Changes since AoD combat demo Release 2 (build 0.7.7.2702):

    - Increased the range of 2-handed spear, so noone can get close without triggering interrupt attack.
    - Fixed the console log description text saying that the character has dodged while knocked down.
    - Getting attacked by ranged opponent in diagonally adjacent square resulted in player spinning around and turning back on attacker.
    - Fixed: "Have a skill maxed at 300, for example, swords. Equip a sword that give a bonus, like a gladius, and it will allow you to "add" points to the skill (but in reality those points are wasted, since the skill stays at 300). It shouldn't allow you to do that."
    - Fixed a crash caused by starting a dialogue again (after the final conversation), then trying to load a game.
    - Fast and precise shots were available for crossbows with the "help" of shortcuts.
    - Attacks of opportunity and spear interrupts don't work through the obstacles anymore.
    - Made town music looping.
    - Fixed displaced GUI screen switching buttons (alchemy, character, etc) in the inventory screen.
    - Fixed a nasty TGE's bug when reloading the game could crash if you've interrupted it when particle emitters were working.
    - Added WASD as alternative camera controls.
    - Fixed accumulating criticals when a projectile gets retargeted.
    - Fixed: the line of fire is shown as clear when you aim, but when you fire the projectile hits a wrong target.
    - Stray arrows do not fly through the building walls anymore.
    - Fixed a crash at saving/loading screen when some savegame has too long filename (over 27 characters). Buffer overrrun =\ . Give your saves shorter names if you're using R2.
    - You could escape dialogue anytime using 'I' or 'C' keys.
    - Changed the "To Hit Chance" formula.
    - Changed axes' split shields chance.
    - Changed throwing weapons and daggers' passive trait from "ignore armour" (DR set to 0) to "hit a weak spot" (DR is cut in half).
    - Aimed attacks' and passive weapon effects' descriptions in textbox do not start with "Critical Strike!" anymore.
    - Added an effect for critical strike + aimed torso attack combo: ignore armour completely (DR set to 0)
    - Minimum melee attack speed is now 2AP.
    - Modified ammo types effects: removed damage modifiers, added CS modifiers, tweaked DR modifiers.
    - Nets: added penalty to defence, doubled movement cost, changed THC formula.
    - Lowered Dodge counter-attack chance.
    - Fixed a bug which allowed you to counter-attack the character, who is normally out of your weapon range.
    - Fixed a mistake, when missing a knocked down character with your ranged weapon was reported as "dodge".
    - Now you can block/dodge only 4 attacks per turn without penalties; each subsequent attack in the same turn will be progressively harder (extra 5% bonus to THC) to block/dodge.
    - Fast/power attacks influence a chance to score a passive weapon effect.
    - Left-clicking the weapon slot shows a "chance to score a passive weapon effect" info in the textbox.
    - Taught AI to use nets.
    - Added cool items that do nothing mechanics-wise, but are still cool 8)
    - Tweaked spearman AI a bit.
    - Added more precise collision mesh to character bodies. One of results is that you don't have to point at character's legs to loot his body any more.
    - Added quicksave (F5) and quickload (F9) functions.
    - Gave some weapons the ability to split shields.
    - Counter-attacks are less common with two-handed weapons.
    - Some weapons increase their passive effect chance.
    - Shields no longer give increased block, but they reduce the chance of splitting.
    - Made some minor changes to weapon damage.
    - Because of the numerous changes to item properties and game mechanics, savegames from R1 and R2 won't work anymore. The game won't let you load them.
    - Made combat music looping.
    - Fixed ranged fighters' positioning problem.
    - Moved configuration file from game's subfolder to My Documents\My Games\Age of Decadence, to avoid problems with filesystem permissions on Vista/Win7.
    Mirrors: filebox / depositfiles / mediafire
    Last edited by Licaon_Kter; 31-01-2010 at 01:48.
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  12. #12
    Registered User Licaon_Kter's Avatar
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    Rune: The combat demo came out a while back and though the combat itself was good the graphics were a bit off. Is there a plan to release a new version of the demo?

    Vince: No plans. The combat demo served its purpose. The next step is a full demo, which will be released in the upcoming months and feature the starting town with two satellite locations, 25 quests, and updated graphics for people who thought they were a bit off before.

    Keep in mind that many quests are mutually exclusive and the player won't be able to get more than 7-10 quests per playthrough (in the demo).
    @RPGWatch
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  13. #13
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    Quote Originally Posted by PET View Post
    Oricum, avea Sacred grafica mai buna?
    Avea o grafica putin mai buna, din pacate gameplay-ul ca si jocul in sine erau mediocre. Am pretentii mai mari de la proiectele independente

  14. #14
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    Lupta turned based imi place la nebunie

  15. #15
    S.T.A.L.K.E.R.™ Sir Dracu's Avatar
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    Disclaimer: Posts written by me are my views, ideas and opinions only, and should not be taken as facts, unless stated otherwise, or as trying to force my views on others!

  16. #16
    Registered User merfeu's Avatar
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    astept jocul asta ca pe a 2-a venire a lui Mesia
    There cannot be two skies.

  17. #17
    Registered User Licaon_Kter's Avatar
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  18. #18
    Inchizitor Bossman's Avatar
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    This isn't a democracy. It's a benevolent dictatorship.

  19. #19
    Registered User Licaon_Kter's Avatar
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    in lucru:
    - There will be more filler NPCs with schedules.
    - Alchemy is not implemented.
    - There will be better GUI support for higher resolutions.
    - Sometimes music stops playing.
    - There will be more sounds for text actions.
    - PC model in the character creation and inventory screens looks dark with HDR on.
    - There is a small section when a game loads that you see the models being loaded. Will be fixed in the final version.
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  20. #20
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    Wow, oficial este cel mai asteptat joc pentru mine ! Sper sa nu fie prea scump.

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