Iron Tower Studio Forums

RPG => The Age of Decadence => Topic started by: Vince on February 19, 2017, 09:28:43 pm



Title: New build on Steam's test branch
Post by: Vince on February 19, 2017, 09:28:43 pm
A test build containing many changes and mechanics from Dungeon Rats is now available, should you wish to give it a try.

To access the test build, right click on the game in your Steam library, select Properties, click on Betas tab. Enter the Access Code (‘blacksheepwall’), click on Check Code, set the dropdown to "Test – Public Testing Branch", and wait for Steam to download the files.

We've tested the build and so far everything *appears* to be working correctly, but there were quite a few changes to the scripts so it's possible that we failed to detect something. We'll continue testing for another week or so. You can either try the build now or wait until it's released officially.


Title: Re: New build on Steam's test branch
Post by: NewAgeOfPower on February 19, 2017, 10:45:51 pm
No main screen belt slot access ala DR?


Title: Re: New build on Steam's test branch
Post by: Nick on February 19, 2017, 11:09:39 pm
Not yet, but it's possible (i.e. the code, common for AoD and DR, now supports). As I see it, main issues in the way are balance and new UIs.


Title: Re: New build on Steam's test branch
Post by: Ergil on February 20, 2017, 09:25:12 am
Changelog?


Title: Re: New build on Steam's test branch
Post by: Nick on February 20, 2017, 09:29:29 am
Not available. We merged thousands of lines of code from DR and shuffled lots of source files around, gathering individual changes would take forever.


Title: Re: New build on Steam's test branch
Post by: Ergil on February 20, 2017, 10:55:30 am
Major changes? Roughly? C'mon, gimme something :P


Title: Re: New build on Steam's test branch
Post by: Nick on February 20, 2017, 02:19:57 pm
We merged all combat mechanics, attack effects, AI improvements, bugfixes, overhead damage lines, inventory subsystem, etc from DR to AoD.


Title: Re: New build on Steam's test branch
Post by: Dewey_Master on February 20, 2017, 05:37:46 pm
Anyone else not seeing the "Test – Private Testing Branch" option? When I click on "None - Opt out of all beta programs", there are no other drop-down options. I just checked Battle Brothers and CKII to be sure I wasn't missing something obvious, and I was able to access their alternate builds just fine.


Title: Re: New build on Steam's test branch
Post by: Nick on February 20, 2017, 06:10:48 pm
1) You have to enter the code first, then it will appear;
2) It says "Public Test Branch" in the dropdown.

Sorry for the confusion.


Title: Re: New build on Steam's test branch
Post by: Dewey_Master on February 21, 2017, 12:40:44 am
Not sure if a bug or a feature, but sometimes there are two seperate 3 damage bleeds rather than a 6 damage bleed. When bleeding is caused by two different attackers?

More serious bug: check the attached save. If PC presses forward on opening move, the second raider will swap from net to spear ad infinitum and the combat cannot continue.



Title: Re: New build on Steam's test branch
Post by: Dewey_Master on February 21, 2017, 01:24:12 am
More serious bug: check the attached save. If PC presses forward on opening move, the second raider will swap from net to spear ad infinitum and the combat cannot continue.

Same kind of issue at the Pass. Ordu swapping between axe and bow ad infinitum.


Title: Re: New build on Steam's test branch
Post by: Nick on February 21, 2017, 01:14:55 pm
We'll check it out, thanks.


Title: Re: New build on Steam's test branch
Post by: Dewey_Master on February 22, 2017, 01:53:01 am
Right-clicking on PA shield now reads:
$usage_string_pa_horus
$usage_string_pa_anubis


Title: Re: New build on Steam's test branch
Post by: Nick on February 22, 2017, 01:05:38 pm
More serious bug: check the attached save. If PC presses forward on opening move, the second raider will swap from net to spear ad infinitum and the combat cannot continue.

Right-clicking on PA shield now reads:
$usage_string_pa_horus
$usage_string_pa_anubis

Both fixed.


Title: Re: New build on Steam's test branch
Post by: NewAgeOfPower on February 22, 2017, 02:31:28 pm
Both fixed.

Haven't got my hands on PA in this build, but has the PA + Bows/2H fix been implemented yet?


Title: Re: New build on Steam's test branch
Post by: Nick on February 23, 2017, 04:25:26 pm
Haven't got my hands on PA in this build, but has the PA + Bows/2H fix been implemented yet?

If you mean equipping 2H weapon with active PA, then it doesn't really require fixing, imo. PA auto-equips force shield, and you can't, mechanically, use both shield and weapon from one hand.

Maybe we could add an option in PA interaction dialogue to disable shield auto-equipping, if Vince and Oscar think it's a good idea.


Title: Re: New build on Steam's test branch
Post by: Nick on February 23, 2017, 05:50:47 pm
Uploaded a build with above-mentioned fixes.


Title: Re: New build on Steam's test branch
Post by: NewAgeOfPower on February 23, 2017, 08:02:12 pm
Haven't got my hands on PA in this build, but has the PA + Bows/2H fix been implemented yet?

If you mean equipping 2H weapon with active PA, then it doesn't really require fixing, imo. PA auto-equips force shield, and you can't, mechanically, use both shield and weapon from one hand.

Maybe we could add an option in PA interaction dialogue to disable shield auto-equipping, if Vince and Oscar think it's a good idea.

Ah. I believe Oscar said something along the lines of allowing PA usage without shield about a year ago. Let me know if they changed their mind.


Title: Re: New build on Steam's test branch
Post by: RoboTek on March 10, 2017, 11:38:21 pm
So, I am having trouble determining what this did besides have better displayed information (which is nice).

I do have to say, I am pretty disappointed that combat was not refined further. The choices just feel.. superficial, and build options feel.. fake.
Really, you have Offensive Skill + Defensive Skill + Crit Skill, and choosing multiple offensive skills or multiple defensive skills is just terrible.
You can hold onto multiple weapons, but they don't all actually get used correctly. There is no displayed use of multiple weapons, and only the one you have selected can be used for counter-attacks. A spear will magically vanish and stop being useful for repelling. The second weapon, fundamentally, grants no advantage.

So why can you?  Pretending you have a false option just adds traps to the game. These aren't builds that are powerful in niche situations, they are builds that are weak.

Pretending you have weapon options has always not gone over well with me.


This is, fundamentally, the same with attack options. Generally, there are only a couple options that are valid, and high number of traps.

The game is good, it is very rare for a game to try to make these sorts of weaving narratives, and it does a pretty decent job. I look forward to future game made with this mentality.
That said, the combat has always been very weak for me, and I am disappointed that this doesn't seem to fix any of that.

Is this just me? Are there fixes I cannot notice?


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 17, 2017, 07:24:33 pm
I don't know if this is the right place to post, I didn't see a bug specific forum.

I had one bug, not sure if it's caused by test branch (which I opted in). Build Version 1.5.0.0008.

I just started a new game as an assassin. After the first mission (killing merchant), I don't go to Feng (though I explore a bit), then talking to Neleos he asks something like "Hey, ready to send some more people to the ground?", opening the option for second mission (killing spies). I say "Always", and he starts giving out missions to everyone, tells me about spies, I am teleported to the front door of spies. I enter, then after I killed the first two, I convinced the third to give me papers, then let him go. After this, game took me back to talking to Neleos, he asking about "Hey, ready to send some more people to the ground?" again. If I say "Always", he gives me the same mission, I appear again at the spies' front door. If I click the door to enter, game asks me if I want to get back to the Boatmen, finally closing this mission and sending me right back. If I reply I want to look around some more, I just stay at the same place (outside the house, front door). I didn't have the opportunity to loot anyone inside the spies house unfortunately (I wanted the bitch's hand crossbow and coins). Back at Neleos', I don't have options (for example to tell him I gave my word and let a spy go), my character tells him there were three spies instead of two (but there are only two corpses). He says the client will be very pleased, pays me for three kills, and the game tells me I have a better reputation with house Aurelian.

Other than this, load times are very long, and bringing up menus and dialogs (inventory, character) takes 5-10 seconds when my GeForce is off, which I don't recall happening when I played about half a year ago.

Here's a save in case you're interested.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 17, 2017, 07:58:56 pm
I don't know if this is the right place to post, I didn't see a bug specific forum.

I had one bug, not sure if it's caused by test branch (which I opted in). Build Version 1.5.0.0008.

I just started a new game as an assassin. After the first mission (killing merchant), I don't go to Feng (though I explore a bit), then talking to Neleos he asks something like "Hey, ready to send some more people to the ground?", opening the option for second mission (killing spies). I say "Always", and he starts giving out missions to everyone, tells me about spies, I am teleported to the front door of spies. I enter, then after I killed the first two, I convinced the third to give me papers, then let him go. After this, game took me back to talking to Neleos, he asking about "Hey, ready to send some more people to the ground?" again. If I say "Always", he gives me the same mission, I appear again at the spies' front door. If I click the door to enter, game asks me if I want to get back to the Boatmen, finally closing this mission and sending me right back. If I reply I want to look around some more, I just stay at the same place (outside the house, front door). I didn't have the opportunity to loot anyone inside the spies house unfortunately (I wanted the bitch's hand crossbow and coins). Back at Neleos', I don't have options (for example to tell him I gave my word and let a spy go), my character tells him there were three spies instead of two (but there are only two corpses). He says the client will be very pleased, pays me for three kills, and the game tells me I have a better reputation with house Aurelian.

Other than this, load times are very long, and bringing up menus and dialogs (inventory, character) takes 5-10 seconds when my GeForce is off, which I don't recall happening when I played about half a year ago.

Here's a save in case you're interested.

Thought I'd report:

1. Reloading and remaking all my steps, I remembered one more detail: after the dialog where I tell the third spy he can go, I'm teleported to in front of Neleos in combat mode, that's weird. Then when I finish the first round/combat, combat finishes and that is when I can talk to him about the same mission, accept it and appear at the front of the spies hideout the second time as I said before.

2. I managed a workaround. After I send the third spy away and appearing in front of Neleos in combat mode, I press Esc, choose Save/Load, and reload "Last Combat Autosave". That takes me back to the spies hideout, in front of the third spy, in combat mode. Pressing space to finish the combat, the "combat" ends and I can loot the two dead spies and leave the place by clicking on the door. Then it goes back to Neleos, where he asks how it went and I tell him there were three spies. The rest is the same, he pays me for three kills, I get Aurelian rep.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 18, 2017, 11:41:00 pm
Another strangeness I noticed on the same assassin campaign. Still working on Teron, if I go the the Mining Outpost and operate the panel, turning the machines on and all that, the Decanus and his men surround me and take me to Maadoran. Then a text appears telling what happened when I left Teron, but the text describes events of the last Teron Boatmen mission, event that never took place. It tells how the thing with the Guards and the Boatmen transpired and then how Antidas seized the moment to create his Sellsword army. That doesn't happen if I am caught and escorted from the mining outpost. Also, a Boatmen screen appears telling how the Boatmen chapters took different paths, mentioning the "mistakes" of Neleos, but it didn't happen.


Title: Re: New build on Steam's test branch
Post by: Dewey_Master on March 19, 2017, 08:27:08 am
Another strangeness I noticed on the same assassin campaign. Still working on Teron, if I go the the Mining Outpost and operate the panel, turning the machines on and all that, the Decanus and his men surround me and take me to Maadoran. Then a text appears telling what happened when I left Teron, but the text describes events of the last Teron Boatmen mission, event that never took place. It tells how the thing with the Guards and the Boatmen transpired and then how Antidas seized the moment to create his Sellsword army. That doesn't happen if I am caught and escorted from the mining outpost. Also, a Boatmen screen appears telling how the Boatmen chapters took different paths, mentioning the "mistakes" of Neleos, but it didn't happen.

Those wheels were in motion long before you got on the scene and aren't grinding to a halt just because you left. In future playthroughs, you will find NPCs playing roles that you carried out personally in earlier playthroughs. You are not indispensable, though some more difficult turns of events can only happen by your intervention. The slides are simply letting you know how things went in your absence; what is the new state of affairs.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 19, 2017, 11:01:21 am
Another strangeness I noticed on the same assassin campaign. Still working on Teron, if I go the the Mining Outpost and operate the panel, turning the machines on and all that, the Decanus and his men surround me and take me to Maadoran. Then a text appears telling what happened when I left Teron, but the text describes events of the last Teron Boatmen mission, event that never took place. It tells how the thing with the Guards and the Boatmen transpired and then how Antidas seized the moment to create his Sellsword army. That doesn't happen if I am caught and escorted from the mining outpost. Also, a Boatmen screen appears telling how the Boatmen chapters took different paths, mentioning the "mistakes" of Neleos, but it didn't happen.

Those wheels were in motion long before you got on the scene and aren't grinding to a halt just because you left. In future playthroughs, you will find NPCs playing roles that you carried out personally in earlier playthroughs. You are not indispensable, though some more difficult turns of events can only happen by your intervention. The slides are simply letting you know how things went in your absence; what is the new state of affairs.
Perhaps, but the text reads like something the player should know about, something that happened before. When you start with something like "After the demise of faction X...", you're mentioning established facts. When I left with the Aurelians, if I hadn't played the game before, I'd never know what demise the text is talking about, so the text should be explanatory, like "After you left, the Boatmen did this and that and in the end faction Y were crushed/confused/delighted. After the demise of faction X...".
As it is the text just  feels lazy and linear.


Title: Re: New build on Steam's test branch
Post by: Vince on March 19, 2017, 11:27:22 am
Perhaps, but the text reads like something the player should know about, something that happened before.
It reads like news. If it makes you wonder what the hell happened after you left because everything was just fine when you were there, it's perfectly normal and no different than your reaction to real news (when you are unaware that some events were in motion).

Quote
When you start with something like "After the demise of faction X...", you're mentioning established facts. When I left with the Aurelians, if I hadn't played the game before, I'd never know what demise the text is talking about, so the text should be explanatory, like "After you left, the Boatmen did this and that and in the end faction Y were crushed/confused/delighted. After the demise of faction X...".

As it is the text just  feels lazy and linear.
I don't think that adding "after you left" would magically transform "lazy and linear" text into something good and proper.


Title: Re: New build on Steam's test branch
Post by: Vince on March 19, 2017, 11:35:11 am
Here's a save in case you're interested.
There's definitely a problem there but so far yours is the only report, so I assume that for some reason the quest was never marked as completed, hence the loop. Do you have a save prior to that (before you enter the house for the first time)? I want to play through it and see if I can replicate the problem.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 19, 2017, 11:41:04 am
It reads like news. If it makes you wonder what the hell happened after you left because everything was just fine when you were there, it's perfectly normal and no different than your reaction to real news (when you are unaware that some events were in motion).
Did you look at the text in context? It doesn't read like news, and even if you wanted to leave the player wondering, you'd need to give some hints to add mystery and not confusion, which are completely different things. As it is it doesn't look like it's chronologically right, it's a mixed bag. I'm talking about a storytelling issue, not news.

Age of Decadence does excel in storytelling so I don't see why defend against refinement in storytelling.
Quote
I don't think that adding "after you left" would magically transform "lazy and linear" text into something good and proper.
Maybe you discarded my comment outright and didn't bother looking at the text in context and now I see why, you didn't like that I called it lazy and linear, even highlighted it for me.


Title: Re: New build on Steam's test branch
Post by: Vince on March 19, 2017, 11:47:35 am
I do have to say, I am pretty disappointed that combat was not refined further. The choices just feel.. superficial, and build options feel.. fake.
Really, you have Offensive Skill + Defensive Skill + Crit Skill, and choosing multiple offensive skills or multiple defensive skills is just terrible.
You can hold onto multiple weapons, but they don't all actually get used correctly. There is no displayed use of multiple weapons, and only the one you have selected can be used for counter-attacks. A spear will magically vanish and stop being useful for repelling. The second weapon, fundamentally, grants no advantage.

So why can you?  Pretending you have a false option just adds traps to the game. These aren't builds that are powerful in niche situations, they are builds that are weak.

Pretending you have weapon options has always not gone over well with me.
I don't see it as pretending. There are different options for people who prefer different weapons, which play differently and call for different combat styles.

Quote
This is, fundamentally, the same with attack options. Generally, there are only a couple options that are valid, and high number of traps.
There are no traps there and each attack type was carefully chosen and debated to death internally, BUT there are attack types that won't be useful to certain builds but very useful to others.

The game is good, it is very rare for a game to try to make these sorts of weaving narratives, and it does a pretty decent job. I look forward to future game made with this mentality.
That said, the combat has always been very weak for me, and I am disappointed that this doesn't seem to fix any of that.

Is this just me? Are there fixes I cannot notice?

[/quote]


Title: Re: New build on Steam's test branch
Post by: Vince on March 19, 2017, 11:55:31 am
Did you look at the text in context?
I did.

Quote
Age of Decadence does excel in storytelling so I don't see why defend against refinement in storytelling.
When someone offers criticism, I offer our reasons for doing things that way. It's not a defense of poor design but an explanation to consider and be aware of. It doesn't mean that the design in question is flawless and perfect in every way. If you have a specific suggestion, we'll gladly consider it in the future.

Quote
Maybe you discarded my comment outright and didn't bother looking at the text in context and now I see why, you didn't like that I called it lazy and linear, even highlighted it for me.
I'm very hard to offend and words like lazy or linear don't get me all worked up. I merely pointed out that if the problem is indeed that the design is lazy and linear, the proposed solution ("after you left") won't fix it. 


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 19, 2017, 12:12:12 pm
Here's a save in case you're interested.
There's definitely a problem there but so far yours is the only report, so I assume that for some reason the quest was never marked as completed, hence the loop. Do you have a save prior to that (before you enter the house for the first time)? I want to play through it and see if I can replicate the problem.
Maybe you're in luck, the only save I have before the mission is right in front of the house, right after I took the mission. Here.

If you need before this, that I don't have.


Title: Re: New build on Steam's test branch
Post by: Vince on March 19, 2017, 12:32:14 pm
Thank you, it helped a lot. I replicated the problem and it will be fixed in the next update.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 20, 2017, 11:01:13 pm
I do have to say, I am pretty disappointed that combat was not refined further. The choices just feel.. superficial, and build options feel.. fake.
Really, you have Offensive Skill + Defensive Skill + Crit Skill, and choosing multiple offensive skills or multiple defensive skills is just terrible.
You can hold onto multiple weapons, but they don't all actually get used correctly. There is no displayed use of multiple weapons, and only the one you have selected can be used for counter-attacks. A spear will magically vanish and stop being useful for repelling. The second weapon, fundamentally, grants no advantage.

So why can you?  Pretending you have a false option just adds traps to the game. These aren't builds that are powerful in niche situations, they are builds that are weak.

Pretending you have weapon options has always not gone over well with me.
I don't see it as pretending. There are different options for people who prefer different weapons, which play differently and call for different combat styles.

What I think he means here and you missed is that you can hold two weapons, which makes it look like you can wield two weapons, but that's not the case. You essentially wield one at a time. Two weapons in hand or one makes no difference in attack or defense. One can think you could use a double attack or a double parry. Parrying doesn't even exist.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 20, 2017, 11:10:01 pm
Did you look at the text in context?
I did.

Quote
Age of Decadence does excel in storytelling so I don't see why defend against refinement in storytelling.
When someone offers criticism, I offer our reasons for doing things that way. It's not a defense of poor design but an explanation to consider and be aware of. It doesn't mean that the design in question is flawless and perfect in every way. If you have a specific suggestion, we'll gladly consider it in the future.

Quote
Maybe you discarded my comment outright and didn't bother looking at the text in context and now I see why, you didn't like that I called it lazy and linear, even highlighted it for me.
I'm very hard to offend and words like lazy or linear don't get me all worked up. I merely pointed out that if the problem is indeed that the design is lazy and linear, the proposed solution ("after you left") won't fix it. 

I don't have the original text in hand to make specific sugestions, I just think the text presented seemed out of place. The "after you left" solution would have to be refined and geared toward better explaining that you just left Teron forever and after that, things changed there for its own devices, something the player won't know in the first playthrough and it's definitely unexpected in games in general. To me that was very easy to spot, but if you reread the text in its context and thought it does the job, I can't even debate since I'm viewing it from the top of my head, having read it once days ago. You're the pro.


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on March 21, 2017, 12:05:43 am
I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.


Title: Re: New build on Steam's test branch
Post by: Vince on March 21, 2017, 06:27:20 am
I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.
Logically, the guards would be on high alert when they realized that someone poisoned them.


Title: Re: New build on Steam's test branch
Post by: Markus on April 01, 2017, 11:10:51 am
A lot of improvements with the latest patch, however, something disturbing me :
 
2 thugs of Miltiades :
Loot > perhaps 120 po
Healer > 300 po (strength reduction)
 
4 thugs in Teron :
Loot > less than 100 po
Healer > 300 po (strength reduction)
 
Go to the healer after each battle is not very fun, therefore it's possible to change the duration of "savage blow" (2 or 3 turns instead of permanent) ?


Title: Re: New build on Steam's test branch
Post by: Oscar on April 02, 2017, 01:03:09 am
Can't be made temporary, but we'll make some tweaks. Also, try using the restorative liniments from alchemy.


Title: Re: New build on Steam's test branch
Post by: Markus on April 02, 2017, 02:40:21 am
@Oscar All "special effects" on the weapons have a duration of 2-3 turns, if the "special effect" for the axe is "permanent"... "savage blow" is unbalanced.

Restorative liniment ? After 50% of the battles, my strenght is reduced of 1-2 points, 1 potion restore 1 point... How many "goldenberry" are available in the game ? Perhaps 15-20.

In my view, the best way is to revert back ("25% extra damage" instead of "strength reduction").


Title: Re: New build on Steam's test branch
Post by: Sunfire on April 02, 2017, 04:13:55 am
No, Restorative Liniment at Alchemy Skill Level 10 heals stat penalties for 5 points
at 9 - 4 points
at 7-8 - 3 points
at 5-6 - 2 points
at 3-4 - 1 points


Title: Re: New build on Steam's test branch
Post by: Markus on April 02, 2017, 05:21:52 am
@Sunfire Ok, there is a new potion for healing the new savage blow... But for the balance, there is still one problem : The axe has become the most powerful weapon of the game.


Title: Re: New build on Steam's test branch
Post by: Sunfire on April 02, 2017, 05:30:53 am
Against you - maybe, but it was surely nerfed against NPC (none of them no longer have to heal it passive effect) :)
Before the Final Update some players managed to kill Agathoth in 2-3 strikes using axe+crafting+alchemy+whetstone ;)
Now it seems more unlikely.


Title: Re: New build on Steam's test branch
Post by: NewAgeOfPower on April 02, 2017, 01:41:37 pm
New patch today, what's up?


Title: Re: New build on Steam's test branch
Post by: RafaelLVX on April 03, 2017, 12:03:10 am
Started a game on the latest update today from Steam. When choosing my background, sometimes when you click on a background whose avatar holds a knife, the knife is misplaced floating by the character's knee instead of hand. After a few seconds the avatar moves (I don't know, scratches back, looks around), the knife goes to hand.


Title: Re: New build on Steam's test branch
Post by: Luckmann on April 06, 2017, 02:37:06 pm
I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.
Logically, the guards would be on high alert when they realized that someone poisoned them.
I mean, yeah, but logically, shouldn't they also be much, much worse at their jobs, considering that they've been poisoned?

I dunno, the fact that you lose the option altogether and cannot even attempt it always annoyed me, because there's no feedback to the player explaining why you can't even try.


Title: Re: New build on Steam's test branch
Post by: Vince on April 06, 2017, 04:40:14 pm
I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.
Logically, the guards would be on high alert when they realized that someone poisoned them.
I mean, yeah, but logically, shouldn't they also be much, much worse at their jobs, considering that they've been poisoned?
They are but if you're using rat poison, the effect is minor.

When you come closer you notice that the guard looks pale and is sweating profoundly.
or
When you come closer you notice that the guard looks feverish and can barely stand.
or
When you come closer, the guard turns away and vomits violently, throwing up blood.

Quote
I dunno, the fact that you lose the option altogether and cannot even attempt it always annoyed me, because there's no feedback to the player explaining why you can't even try.
You're probably right but it's one of those things that are kind of obvious if you think about it, which makes it hard to explain without talking directly to the player. I mean what do I write there?

Upon returning to the mine you discover that drinking poisoned wine made the guards very suspicious and put the entire camp on high alert?



Title: Re: New build on Steam's test branch
Post by: Oscar on April 06, 2017, 06:04:49 pm
$js_quest_text[12] = "The outpost's guards have been poisoned. They are undoubtedly aware that it's not an accident and will attack anyone who comes close.";