Age of Decadence Changelog

What's new in Age of Decadence Public Beta R2

May 8, 2012
  • Fixes:
  • 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.
  • Changes:
  • 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.
  • H 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:
  • Vignettes
  • 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.
  • Praetor
  • 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.
  • HD1
  • Moved it to after the new quest regarding Feng.
  • MG1
  • 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.
  • MG2
  • 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.
  • MG3
  • 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.
  • IG1
  • 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.
  • IG2
  • 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.
  • IG3
  • Improved the skills of the regular guards a little.
  • TG1
  • 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.
  • TG2
  • 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.
  • TG3
  • 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.
  • Exploration
  • Added a new encounter with a gang in the slums.
  • Added a character you talk to in the graveyard.
  • Improvements:
  • 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.