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The Age of Decadence

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  • Разработчик: Iron Tower Studio
  • Издатель: Iron Tower Studio
  • Платформы: PC
  • Дата выпуска: 14 октября 2015 года

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А про русскую версию ничего не слышно? Будет она или нет? Просто раз сайт ихний имеет русский язык, то возможно ведутся переводы текста. По крайней мере хотелось бы на это надеяться.

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Немного подозрительно, что он не поленился выложить это на семи сайтах, но выглядит так как и обещали разрабы.

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Ну я бы не отказался поучаствовать в переводе, но для этого надо игру хотя бы пару раз пройти, а это ох как не быстро.

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Итого, нас уже трое, кто может заняться переводом - тут: http://vkontakte.ru/club18498195

 

Насчёт прохождения, игра не задумана как особенно долгая - менее 30 часов геймплея за прохождение. При этом (цитаты Винса с офиц. форума):

 

It's hard to estimate exactly because the combat is challenging and turn-based, so one can spent quite a few hours there, but overall, AoD wasn't designed to be a long game. A lot of quests are mutually exclusive. The goal was to create different experiences when you replay the game.

 

The game's strength is replayability, not length. It's not designed to be a huge, epic, 100-hour long game. It's designed to be replayable. From another post:

 

"In the starting town you get:

 

4 main story quests;

 

3 quests per faction (House Daratan (different from the main quest), assassins, merchants, thieves, imperial guards) = 15 quests;

 

5 side quests, including solutions to the previously mentioned quests. For example, IF you're working for the Thieves Guild and IF you decide to handle one of the quests in a certain way, then the price for securing an NPC's support is doing a quest for him;

 

So, overall we have 24 quests plus 7 vignette quests, so that's 31 quests right there. However, when you are playing the game you'll get 1 vignette quest, 4 main quests, up to 3 faction quests, and up to 3 side quests, so that's only 5-11 quests."

 

In other words, it's possible that someone will only get 5 quests in Teron and say "hmm... not a lot". However, replaying the game will give you completely different quests and outcomes and that's where the mountains of text are.

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Давно тему не обновляли, вот немного инфы с офф форума (дзвыняйте что без перевода, но думаю и так в принципе будет понятно):

 

Welcome to a new monthly AoD update! 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:

 

Fixes:

 

 

- Fixed swapped values for trading and lore.

- Male and female thieves have the same starting stats.

- Fixed throwing and dexterity checks in the thief vignette.

- Master/Mistress gender tag fixed.

- Fixed minor passability problems in Teron.

- Fixed minor issues with shields.

- Now it's possible to save the game.

- Now you can't access Cassius hovel exit from the AG1 one.

- Fixed cameras for the MG questline.

- Fixed the lag when the mission starts, still need to hide some of the model loading.

- Critical stat damage show correct values when under 4.

- Multishot is fixed.

- Can't kill opponents more than one time with dagger flurry.

- Character models skin was being rendered twice. Fixing this netted a 10% increase in performance.

- Fixed sneak check in thieves vignette.

- Fixed issue when offering taking out the mine to the bandits.

- Fixed etiquette check when joining Daratan.

- Fixed issues with savegames.

- Fixed persuasion check in Antidas dialogue in MG3.

- Fixed issue with dialogue about the mandate in TG1.

- Fixed some camera issues in Dellar and Antidas dialogues.

- Fixed and redesigned the MG3 quest.

- Corrected lots of typos.

- Feng disappears after betraying him with Cassius.

- Now you can see the bandit leader when sending them to take over the mine, plus fight him.

- Fixed some broken logic in the mine and bandit quests.

- Added a way to see Cassius when he joined Daratan through Dellar.

- The TA is working now. Check for issues.

- Fixed bug with not being able to leave the inn room when loading a savegame inside it. Fixed other instances of this bug.

- Fixed the "immortal character" glitch.

- Fixed issues with Whirlwind.

- Fixed issues with party system.

- Fixed some problems with the civil AI when loading a game.

- You can't access Cassius hovel exit from the AG1 one. For real this time.

- Fixed some issues with grids and terrains.

- Now Feng removes the eye of thor-agoth from you.

- You can start IG3 after completing MG2 by choosing to betray the MG.

- Fixed a loop with Linos and Antidas when you avoid getting expelled in MG3.

- Fixed issues when cheating Mercato in MG1.

- Fixed an issue in AG1 with floating weapons when finding the documents.

- Giving the gold to Esbenus removes it from your inventory.

- The bandits take the gold when they ask 600 for the prisioner.

- Cado now takes the goblet from you.

- Fixed issues with the option of sending the raiders to attack the mine.

- Fixed issue with Dellar giving you the quests again when saving Cassius.

- Added the check for the Daratan ring at the gate in TG3.

- Intimidate line in TG3 against the mob now works.

- You can't show the mandate to the mob in TG3 if you never got it.

- You get gold from Cado after TG2.

- Fixed doors in the fort.

- Fixed camera problems in IG1.

- Fixed some issues in the mercenary vignette.

- Fixed Teron staying at night when escaping the mine sneak sequence.

- Fixed the lack of lore check in recognizing the tube at the mine outpost.

- You can't show the mandate to gate guards in TG3 if you never got it.

- Fixed the bodycount check with Antidas in the TA.

- Killing guys in the TA now adds to bodycount.

 

 

 

Changes:

 

 

- Gave ranged characters more ammo.

- Increased starting gold.

- Thugs in mercenary and drifter vignettes are slightly weaker.

- Added some more skill points in character creation.

- 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).

- Added monetary rewards for several quests.

- Added an option to back away from the fight with the thugs in the mercenary and drifter vignettes.

- In the AG1 fight, "Best weapon" gets no longer auto-equipped.

- Minor changes to starting skills.

- Changes to the THC formula.

- First Daratan Quest implemented (there is a draft of the implementation of Q2, but it's not finished, don't report bugs about it).

- Changed where SP are gained in the MG3 quest.

- All the Daratan quests are implemented.

- Added a "ring" in the fort for the fight in IG1.

- Some small changes to target selection for the AI. Should be a little less stupid now.

- Made some changes to the equipment of the Raiders in the raiders camp.

- Whirldwind now THC by 10% (was 20% before).

- Much higher camera height.

 

 

 

Improvements:

 

 

- Improvements to the character screen looks, plus now has descriptions for all stats and reputations.

- Now you get a description overhead text when you are near an important location.

- When you enter an important building for the first time, you get a description of it.

- Camera can zoom closer and tilt a little more.

- Made walking and running speed faster.

- New shadow distance algorithm, with sharper shadows at no performance loss, plus better performance at tilts higher than 45º and it's more fexibile, allowing other camera angles without graphical artifacts.

- Added a new model for Feng's house, making it stand out more.

- Improved the looks of the area around Feng's house and the inn.

- Made it clearer in the loremaster vignette that a night passes.

- Made better transitions in TG1.

- Expanded the loremaster vignette, adding the option to buy an artifact of the olden days.

- Added the option to go to Feng in Assassin Vignette.

- Added an extra conversation with Feng about guilds if you are his apprentice.

- Improved the look of the terrain in the Plaza.

- Added some ambient sounds (thanks to GhanBuriGhan). More to be added.

- Added a storyteller at the inn, who fleshes out the lore of the game.

- Configured HDR and SSAO. Enable and disable them using these commands in the console: SSAOPostFX.enable(); SSAOPostFX.disable(); HDRPostFX.enable(); HDRPostFX.disable();

- Added some extra sounds. Will add more later.

- New Intimidate checks: They include checks to body count, combat reputation and stats like strength, dexterity and constitution.

 

 

 

Ну и парочка новых скринов с новыми прикрученными технологиями (как по мне, то просто отлично по сравнению с тем что было в боевой демке):

 

 

 

feng.jpg

 

shantytown.jpg

 

 

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January 04, 2012, 11:19:59 PM

 

A full demo should be released within a month, so stick around. Hope you'll like it. --->

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А никто случаем не знает в каких файлах хранятся тексты игры? Интерфейс нашел, а вот тексты пока нет.

P.S. И да... Вроде как идет набор на бета-тест если не ошибаюсь. Финиш должен быть по идее уже близко.

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ЯНВАРЬСКОЕ ОБНОВЛЕНИЕ: в основном спойлеры и прочие списки изменений и добалений... демки в этом месяце, как раньше обещалось, мы по ходу не увидим (а жаль).

 

We're still working on the game. Almost there, but not quite there yet. What's there to work on? I'm glad you asked.

 

The change-logs (aka a million and a one thing that can go wrong and should be fixed) for November, December and January.

 

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'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's side-quest in TG1.

- Fixed floating weapons in Kaeso's side-quest.

- Now people aren't be walking around at night in the goblet side-quest.

- The prospector's amulet icon added.

- Aziz goes back to the TG after the raider'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'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'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'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's a double door, as intended.

- Now you can'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'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'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'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'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' 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'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't leave the Barracks after attacking the towers in IG2.

- You can'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'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'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't only relies on the player having high persuasion.

- Expanded Aemolas dialogue

 

 

^ a LOT of work.

 

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).

 

January 28, 2012, 11:18:01 AM

 

Ссылка - http://www.irontowerstudio.com/forum/index.php/topic,2419.msg77983.html#msg77983

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Живы ещё люди, готовые заняться переводом?

 

Так ведь игра еще не готова, что переводить-то?

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Так ведь игра еще не готова, что переводить-то?

Смотрю, есть ли желающие. Скоро выйдет демка, уже в бете демки 1.8Мб текста, так что переводить будем много. Если, конечно, не вылупится какой-нибудь локализатор :-)

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Смотрю, есть ли желающие. Скоро выйдет демка, уже в бете демки 1.8Мб текста, так что переводить будем много. Если, конечно, не вылупится какой-нибудь локализатор :-)

 

Я готов взяться, но переводить 1,8 мб текста, который еще сто раз изменится к моменту выхода (зная манеры разрабов) как-то не хочется.

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Я готов взяться, но переводить 1,8 мб текста, который еще сто раз изменится к моменту выхода (зная манеры разрабов) как-то не хочется.

Если и изменится, то далеко не весь, скорее просто добавится. Когда выйдет финальная демка и решится вопрос с девелоперскими инструментами для работы с текстом - начнём перевод. Я пока изучаю технические тонкости работы с текстом в игре. И да, если окажется, что при изменении/добавлении текстов вся работа действительно идёт насмарку, то будем ждать релиза.

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