Show/Hide Show/Hide

The Age of Decadence

 
Colony Ship is out now!Nov 12, 2023 - Community AnnouncementsIt is the Year of Our Lord 2754… You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him. The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it. https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/123.png?t=1693682184 We proudly present COLONY SHIP - an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are. https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/Combat.png?t=1693682184 https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/123.png?t=1693682184 https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/Dialogue.png?t=1693682184 https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/123.png?t=1693682184 https://cdn.akamai.steamstatic.com/steam/apps/648410/extras/Stealth.png?t=1693682184 Would you like to know more? {STEAM_CLAN_IMAGE}/33441284/ce726c53d49040adcec9be4426bd8bdb0801729a.png https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/Update Notes For Sep 28Sep 27, 2023 - Community AnnouncementsBugfixes for Polish localization.July '23 Update - Polish LocalizationJul 25, 2023 - Community AnnouncementsThe title says it all - the AoD story can now be experienced in Polish, thanks to the tireless Polish community and their many months of work. If you always wanted street thugs to yell "Kurwa!" at you while in a knife fight, your dream just came true. Use "Options -> Gameplay" menu to switch the language, and don't forget to check the credits screen to see who made this possible.Vagrus - The Riven Realms Launching on Steam!Oct 5, 2021 - Community AnnouncementsOur friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam. Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the game’s unique atmosphere and the richness of its setting. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/line.png Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures. Feature list A DARK REALM A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-map.gif BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-story.gif TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-combat.gif RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-management.gif UNIQUE COMPANIONS A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-companions.gif POWERFUL FACTIONS Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/newgif-factions.gif Centurion Edition A special Centurion Edition of Vagrus released alongs...Colony Ship coming to Early Access on April 6Apr 2, 2021 - Community AnnouncementsWe've been working on Colony Ship for 5 long years, modifying the engine, building tools and systems (character, combat, stealth, dialogue, inventory, AI, pathfinding, etc), creating thousands of assets, and - finally - the first chapter of the game: {STEAM_CLAN_IMAGE}/33441284/903315db6539be3747bf1b1117df4fe1bc571b94.png Turn-based combat with action points and different attack types with different pros and cons. Gather a party of adventurers or explore the Ship alone. {STEAM_CLAN_IMAGE}/33441284/8c097e2a26d5a1b924e9a831d914a83dfc946cec.png Turn-based stealth: action points, noise and alert meters, and takedowns. {STEAM_CLAN_IMAGE}/33441284/145104b0043a0a4f45c2196bba62d28dd1dcd0b2.png Dialogues with various checks: stats, skills, reputation, items, deeds, etc. You start the game in the Pit, a container town sitting in one of the Ship's cargo holds. From there you can travel to two nearby 'locations': the Armory and Hydroponics. These and other locations will change and evolve throughout the game. {STEAM_CLAN_IMAGE}/33441284/bd95889e65d13cc80c5d1fcf7a33387753e5328e.png The Pit. The Free City. Ever since you were a kid, this has been your home: a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks have lived free and died fast, with those who survive earning their keep by either "diving" into the wreckage of Mission Control and bringing back valuable relics of the past, or figuring out a way to make money off the fools who do the diving. {STEAM_CLAN_IMAGE}/33441284/c97234cec65c5b0512ec4d642a08dc4fa457bde5.png Your destination lies ahead – a triply reinforced door flanked by twin auto-cannons drawing on a seemingly inexhaustible power supply. No one made it past during the Mutiny, and no one's made it past since. Like the proverbial flaming sword outside of Eden, it sits as a guardian, a symbol of ancient strength, and a promise of marvels beyond. {STEAM_CLAN_IMAGE}/33441284/a833c600d632d3bf8316971c4eca4e9b8179b2ee.png The Hydroponic Division was originally conceived to adapt Terran plants to the anticipated environment of Proxima Centauri. Extensive gene-editing was employed to develop resistance to alien fungi and pests, and accelerated adaptation hacked into the plants' genetic code. Like many other critical systems, Hydroponics was abandoned during the Mutiny. The carefully cultivated flora and fauna was left on its own in harsh environs designed to propagate rapid and brutal evolutionary cycles. When men returned to reclaim Hydroponics, they discovered an environment as wild and hostile as any Earth jungle. Party members with personal quests, development arcs (reflected in changing portraits), agendas, and beliefs. The first chapter gives you 3 party members out of 10: {STEAM_CLAN_IMAGE}/33441284/7739204b29becf499a24d6e39d1bb71669d13c68.jpg {STEAM_CLAN_IMAGE}/33441284/782b330fda495221fc094fe7d249c115adb9aa11....Knights of the Chalice 2 Kickstarter liveMay 26, 2020 - Community AnnouncementsGreetings to you, worthy friends! KotC 2 is the brilliant offspring of acclaimed computer role-playing game Knights of the Chalice (now available on Steam). The new game is intended to recreate the best aspects of past 2D D&D computer RPGs such as Baldur's Gate 2, Temple of Elemental Evil, Dark Sun Shattered Lands, Champions of Krynn and Planescape: Torment. KotC 2 uses the OGL 3.5, the ruleset at the root of tabletop RPG Dungeons & Dragons 3.5. D&D 3.5 is well known for its tactical depth and the wealth of its character classes, feats and spells. KotC 2 expands the library of races, classes, feats, skills and spells in order to be even more Devious & Deadly than D&D! KotC 2 comes with a powerful integrated editor giving YOU the opportunity to turn your own idea of the perfect RPG scenario into the reality that many players will enjoy in years to come. The best modules may also generate an income stream for you. The graphic style for characters and monsters in KotC 2 has been the subject of many a debate. I say let this Kickstarter campaign be the judge of how complex the graphic style should be. No matter the style, you can be sure that KotC 2 adventures will always give priority to the quality of gameplay : the excitement of exploration and discovery, the satisfaction of using YOUR party and YOUR intelligence to overcome cunning enemy groups, the relief of surviving through gigantic traps only to become stronger, the sense of freedom and meaning experienced only when YOUR dialogue choices actually matter. To me, RPGs are the most fascinating kind of video game. A good RPG maintains player interest by offering various activities that seem to flow naturally from one to the other: Character creation and improvement Exploration and world map navigation Tactical combat and survival Item collection and inventory management Riddle and puzzle resolution Coded message cryptography Story, quest and dialogue choices management One of the hallmarks of a great RPG is the avoidance of the domination of any one of these activities over the others. For example, inventory management should not be overly time-consuming. KotC 2 addresses this issue by having enemies drop important items only, not their entire equipment. Likewise, puzzles should not end up taking most of the player's time or become an endless source of frustration. Dialogue and story telling, while essential, are most effective when the opportunity of enjoying a substantial tactical combat challenge presents itself frequently to the player. With the support of Kickstarter backers, we can transform KotC 2 from a single great game into an awesome series of adventure modules that will stand the test of time. KotC 2 was made on a shoestring budget without any support from banks, publishers or government, meaning that the game is a genuinely independent product. A number of people generously donated their money, talent or time to the project. To these people I send a heartfelt Thank You, as this game c...Vagrus - The Riven Realms Open-World Release is now LIVEApr 21, 2020 - Community AnnouncementsOur dear Friends at Lost Pilgrims Studio have just released the Open-World main campaign for Vagrus - The Riven Realms. Vagrus is a turn-based, open-world, dark fantasy RPG. The development team has been playing table-top RPGs (like DnD) on their home-brew setting, the Riven Realms, for over two decades, then based this game on it, so it has incredibly deep lore and immersive stories. They have just posted a huge announcement on their Steam development blog about releasing the open-world main campaign of Vagrus to all their Crowdfunding Backers in preparation of bringing the game to Steam. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/line.png https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/laurels-fekv-3-small.png Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures. Feature list A DARK CONTINENT A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/gif-map-steam.gif BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/gif-event2-steam.gif TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/gif-combat-steam.gif RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/gif-management-steam.gif UNIQUE COMPANIONS The player can recruit fully-developed characters into the caravan to serve in versatile roles, such as scoutmaster, guard captain, spellweaver, or slavedriver. Each of them comes with their own background and personal quests lines. https://steamcdn-a.akamaihd.net/steam/apps/909660/extras/gif-characters-steam.gif Wishlist and follow Vagrus for up-to-date information about its development milestones, upcoming features, and ultimately to get notified about its release when the time comes.{STEAM_CLAN_IMAGE}/33291211/e5f40b007d8dc89b6c9b8a03e459b4d1bf8d487a.jpgColony Ship's combat beta will be released tomorrow - Apr 15Apr 14, 2020 - Community Announcementshttps://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/ As the title says, the hopefully long-awaited combat demo will be released tomorrow. A public release, even if it's only a combat beta, is a big milestone, as it's the foundation on which the rest of the game will be built. All the key features are there: the character system, increase-by-use skills, the combat system and AI, party mechanics, dialogue, inventory, pathfinding, etc. It's a game in itself, which is why it took so long to get to this stage. I can talk some more about this journey and its emotional impacts, but instead let's talk about something that really matters - how are you going to survive in the demo? I know, I know. Just the other day you killed three dragons and fifty two ogres, so why should you worry about some malnourished humans coveting what little you have? Well, I think you should, so here are some friendly tips: You'll die. A lot. If that's a deal breaker to you, do yourself a favor and walk away. There's plenty of stress in real life, why add more? The tyranny of numbers: stats, skills, derived stats, feats, weapon stats, attack types, armor, range - anything that has some kinda number scribbled next to it - matter a lot, so choose them with care. If you don't like paying attention to numbers, there's a good chance you won't do well in combat. Your enemies use the exact same system, so if you see something that works well for them, it will work well for you too. Learn from your enemies because at this point they understand the system (via the combat AI) better than you do. Then (and only then) can you have your revenge. Different weapons require different tactics, feats, and gear. If your melee fighter blindly charges at five enemies with machine guns, don't be surprised if they promptly turn your character into Swiss cheese. You need high Evasion, boosted by a Distortion Field generator, you need smoke grenades (ranged penalty is much higher than melee penalty) and ideally thermal vision goggles. They can't hit what they can't see. Keep in mind that your rangers might find themselves on the receiving end one day. Even within the same class, different weapons are designed for different things. Long barrel pistols are designed for range and marksmanship. Revolvers for speed and reaction fire. Multi-barrel pistols are for double shots. So using a multi-barrel pistol in single-fire mode over some range would be a mistake whereas using it to deal with people who tend to get in your face would be a perfectly fine choice. Your THC (to-hit chance) will be low at first. We strongly suggest grabbing a specialization feat to raise your to-hit chance by 10 as soon as possible. It's not a mandatory feat but it will make things easier while you're struggling to survive. Pressing ALT while aiming will expand the targeting info and show the THC breakdown. The five main components that make your enemies hard to hit are: their evasion ability (skill ...La version Française est désormais disponibleOct 2, 2019 - Community AnnouncementsLa version française de The Age of Decadence est aujourd'hui disponible. Vous pouvez changer la langue dans le menu des Options (via la sélection déroulante du choix de langue). Si vous avez la moindre question sur le jeu ou ses mécaniques, postez-les dans le forum et nous répondrons au plus vite. Nous tenons à remercier la communauté francophone qui a fourni un travail de longue haleine pendant 2 ans et demie, traduisant 600 000 mots de textes. Nous sommes profondément touchés et très, très reconnaissants de leurs efforts pour faire connaître le jeu à des gens qui autrement n'auraient pas pu y jouer. Leur travail acharné est un gage d'approbation et nous tenons à remercier tous ceux qui ont participé à ce projet. Nous espérons que de nombreux joueurs francophones qui aiment les RPG hardcore apprécieront également leurs efforts. En cas d'incertitude quant à savoir si ce jeu vous convient ou non, veuillez prendre connaissance des éléments suivants : 1. Difficulté des combats Vous n'êtes pas un puissant héros qui châtie des personnes mal intentionnées par dizaines, mais un homme (ou une femme) ordinaire. Vous serez en infériorité numérique et tactique, vous devrez donc apprendre à surmonter ces désavantages, ce qui pourrait demander un certain temps. Ce faisant, vous mourrez souvent, de nombreuses fois même. Si ce n'est pas votre conception d'un bon divertissement, vous risquez fort d'être très déçu. 2. Spécialisation requise Les joueurs débutants devront éviter d'incarner un touche-à-tout (et bon à rien), peu importe la tentation lors de la création de votre personnage. Il s'agit du chemin le plus rapide vers la déception et l'abandon de colère. Vous devez vous spécialiser (combat ou diplomatie) jusqu'à être familier du système et de la conception globale pour être capable de faire plus avec moins. 3. Contenu verrouillé Les compétences et statistiques de votre personnage, en plus de vos choix, déterminent ce qu'il peut ou ne peut pas faire, ce qui signifie que peu importe comment vous le développez puisque vous ne pourrez exceller dans tous les domaines à la fois et serez incapable de mener à bien toutes les quêtes annexes ou d'explorer tous les lieux. Si ce genre de chose vous dérange ou limite votre plaisir de quelque façon que ce soit, recherchez un jeu qui soit plus à votre goût.Read Before BuyingJun 25, 2019 - Community AnnouncementsIf you wondering whether or not to buy this game, you've come to the right place. While we do want to sell more copies, we don't want people disappointed with what they buy, so to help you make an informed decision we put together this handy guide – written not in the marketing speak high Elven but in plain English – giving you 3 good reasons (3 most common complaints) not to buy this game. No, this isn't reverse psychology marketing but a fair warning. 1. Difficult Combat You aren’t a mighty hero smiting evil-doers by the dozen but a regular Joe (or Jane). You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds, which might take a while. In the meantime, you will die a lot. If that's not your idea of having a good time, you’ll be very disappointed. 2. Requires Specialization First-time players should NOT play a jack of all trades (aka master of none), no matter how tempting it might be when you’re creating your character. This is the fastest way to disappointment and rage-quitting. You have to specialize (combat or diplomacy) until you’re more familiar with the overall design and systems and can do more with less. 3. Gated Content Your character’s stats, skills, and choices determine what your character can and cannot do, meaning that no matter how you develop your character, you won’t be good at everything and won't be able to do every side quest or explore every location. If this kind of thing bothers you or limits your enjoyment in any way, look for a game that’s more to your liking. * * * Even if everything I said sounds exactly like your kind of game, Try The Demo First. It gives you access to the first Chapter, consisting of 3 locations and about 30 quests split between mutually exclusive questlines and decisions. This way you won't have to worry about exceeding the 2-hour time limit and being unable to return the game for refund. Should you have any questions, we’ll be more than happy to answer them.First Look at Colony Ship's CombatDec 23, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32943135/01418084bb329514db20ac9d5c0c0574c9901948.png After nearly 2 years of work we finally have a playable build, which is very exciting. It's very rough, of course, as it's the First Iteration of the game and things will change a lot by the time the game is ready to be released. Right now you can talk to people, fight, loot bodies, increase skills and equip new gear. The dialogue scripts are working like a charm, so you can go through all the fights and get one of 5 endings of the upcoming combat demo. The AI is doing a pretty good job seeking cover, flanking, and using different attacks, so overall things are moving in the right direction. I'd say we need 2 months to get the combat system into shape before we start beta-testing, then another month before we release the combat demo and get some feedback. Anyway, here are some screens (click to expand). Keep in mind, that's it's work in progress, as rough as the very first build can be: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32943135/74e75df00120ebcd629e1a9771ff3a258077533d.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32943135/b76ea0f6bbcebe82ce781e5c4d443a584be21107.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32943135/c9f5eefe2bddd43a19f4c56e3efa64c43510c7fa.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32943135/44bd859cf00157307b6dc08c84e853bafc9316d4.pngMay 2018 updateMay 6, 2018 - Community AnnouncementsWe constantly update the build sitting on the public test branch and every now and then move it to the default branch, so it's business as usual. This time around we fixed two recently reported issues: high level poison was applied incorrectly to arrows and Gaelius' troops accompanying him to the temple were too weak and didn't stand a chance against the Imperial Guards holding the Dead River pass. While we were at it, we decided to integrate Sunfire's (who's a giant among men) most excellent and comprehensive mod into the core gameplay files. The changelog is too long to include here, so here is a summary of fixes and improvements: - Death screens and endings - Quest and combat rewards (sp, cs, reputation) - Minor consistency issues (when Faelan is killed or Ganezzar is taken) - Map visuals, interaction, and passability - Added proper banners and soldiers when House Aurelian or the Imperial Guards take Ganezzar. - Typos and minor dialogue issues - Russian and Spanish localization issues While it's not a major update, there's always a chance of new issues popping up when you change something. If you see any, let us know and we'll fix it asap. In unrelated news this month's The New World's update introduces the Monks of the House of Ecclesiastes and another party member, so here is a link if you want to take a look: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5289559/d8709d9d23c2b107d24cfc5273626abd2830d515.jpg Update #26The Leaders of Tomorrow!Dec 31, 2017 - Community AnnouncementsSince we don't have a proper page for our new game yet, I'll post the last update here in the spirit of Christmas: A setting is defined by the factions it spawns. For example, 9th century England is not defined by dudes sporting swords and chainmail but by the warring kingdoms, Viking factions, puppet rulers, the Danelaw, and a clash of religions. In turn, the factions are defined by their leaders who reflect the current state of affairs, and the leaders are defined by the challenges they face. Thus the time has come for you to meet the finest sons and daughters of Starfarer: the elected, appointed, hand-picked, hereditary, and self-proclaimed leaders who hold the fate of the Ship’s inhabitants in their hands. Let’s start with the three main factions fighting for control over the Habitat – the central living complex housing 80% of the Ship’s population. For more information on the Ship’s factions, see our website: http://irontowerstudio.com/new-world-factions PROTECTORS OF THE MISSION http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5289559/faa4698e1122792dfe5cf518f231097a19606dbf.jpg When Silas Reis was promoted, he was handed the same unfulfilled mandate as every Commander before him: restore order. The meaning of this directive was simple: to exterminate the Brotherhood wherever they skulked, crawled or hid, and finally end the generations-long Mutiny. If Reis were to doubt the likelihood of carrying out this objective, he was careful never to acknowledge it. Defeatism is heresy, and heresy is punishable by death. Every member of the Mission Control Council which appointed Reis could trace his lineage back to the original crew. Since these wise elders occupied a perch far above reproach, any failure in furthering the directive must lie with the Commander. Failure at this level was also punishable by death. Silas’ mentor, Commander Matheson, had been eight years in the role before his execution at the Council's order. They gave no reason for their decision but it was widely believed Matheson had been too timid in his persecution of mutinous filth. Immediately after his promotion ceremony, Commander Reis began planning a major assault against the Brotherhood. Whether or not his tenure would end in execution, no one would call him timid. BROTHERHOOD OF LIBERTY http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5289559/122d7f14dc1d2567b2784f1e1173aff9dc63f094.jpg Bill Hanson, the Chairman of the Brotherhood's Executive Council, has served longer in that position than anyone before him due to his deft handling of the Council itself - a nest of bickering, backstabbing vipers. They were a never-ending headache and more dangerous, in Bill's opinion, than their archenemies, those blowhard fools calling themselves the 'Protectors of the Mission'. In order to keep their teeth off his throat so he could bloody think for a goddamned minute, Bill had orchestrated a few small victories for the Protectors. The rapid r...The Leaders of Tomorrow!Dec 31, 2017 - Community AnnouncementsSince we don't have a proper page for our new game yet, I'll post the last update here in the spirit of Christmas: A setting is defined by the factions it spawns. For example, 9th century England is not defined by dudes sporting swords and chainmail but by the warring kingdoms, Viking factions, puppet rulers, the Danelaw, and a clash of religions. In turn, the factions are defined by their leaders who reflect the current state of affairs, and the leaders are defined by the challenges they face. Thus the time has come for you to meet the finest sons and daughters of Starfarer: the elected, appointed, hand-picked, hereditary, and self-proclaimed leaders who hold the fate of the Ship’s inhabitants in their hands. Let’s start with the three main factions fighting for control over the Habitat – the central living complex housing 80% of the Ship’s population. For more information on the Ship’s factions, see our website: http://irontowerstudio.com/new-world-factions PROTECTORS OF THE MISSION http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5289559/faa4698e1122792dfe5cf518f231097a19606dbf.jpg When Silas Reis was promoted, he was handed the same unfulfilled mandate as every Commander before him: restore order. The meaning of this directive was simple: to exterminate the Brotherhood wherever they skulked, crawled or hid, and finally end the generations-long Mutiny. If Reis were to doubt the likelihood of carrying out this objective, he was careful never to acknowledge it. Defeatism is heresy, and heresy is punishable by death. Every member of the Mission Control Council which appointed Reis could trace his lineage back to the original crew. Since these wise elders occupied a perch far above reproach, any failure in furthering the directive must lie with the Commander. Failure at this level was also punishable by death. Silas’ mentor, Commander Matheson, had been eight years in the role before his execution at the Council's order. They gave no reason for their decision but it was widely believed Matheson had been too timid in his persecution of mutinous filth. Immediately after his promotion ceremony, Commander Reis began planning a major assault against the Brotherhood. Whether or not his tenure would end in execution, no one would call him timid. BROTHERHOOD OF LIBERTY http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5289559/122d7f14dc1d2567b2784f1e1173aff9dc63f094.jpg Bill Hanson, the Chairman of the Brotherhood's Executive Council, has served longer in that position than anyone before him due to his deft handling of the Council itself - a nest of bickering, backstabbing vipers. They were a never-ending headache and more dangerous, in Bill's opinion, than their archenemies, those blowhard fools calling themselves the 'Protectors of the Mission'. In order to keep their teeth off his throat so he could bloody think for a goddamned minute, Bill had orchestrated a few small victories for the Protectors. The rapid r...UpdatesDec 17, 2017 - Community AnnouncementsWhile we stopped adding new content, we haven't stopped updating the game so every now and then you'll see 'update queued'. There is no reason to post an announcement every time we fix or tweak something, so I'll post everything here to avoid confusion and multiple threads. This particular update: Adds missing combat skill points Tweaks some post-Maadoran endings not taking into account certain decisions Fixes several localization issues affecting Russian and Spanish versions Improves localization support for mods Adds modding options for alchemy As always, we'd like to thank you for your continuous support and patronage. PS. Don't miss an upcoming The New World update. You'll meet the finest sons and daughters of Starfarer: those elected, appointed, hand-picked, hereditary, and self-proclaimed leaders who hold the fate of the Ship’s inhabitants in their hands. * * * Хоть мы и перестали добавлять новое содержимое, но не перестали обновлять игру, поэтому время от времени вы будете видеть "очередное обновление". Нет никакого смысла размещать объявление каждый раз, когда мы что-то исправляем или изменяем, поэтому я буду размещать всё это здесь, чтобы избежать путаницы и множества тем. Конкретно это обновление: добавляет пропущенные боевые Очки Навыков; изменяет некоторые концовки после Маадорана, не учитывающие определённые решения; исправляет некоторые проблемы с русской и испанской локализациями; улучшает поддержку локализации для модов; ]добавляет варианты моддинга для алхимии. Как всегда, мы хотели бы поблагодарить вас за вашу постоянную поддержку и покровительство. P.S. Не пропустите предстоящее обновление "Нового мира". Вы встретите лучших сыновей и дочерей "Звёздного путника": всех этих выбранных, назначенных, отобранных, наследственных и самопровозглашённых лидеров, которые держат в своих руках судьбу жителей Корабля. * * * Thanks, Sunfire.UpdatesDec 17, 2017 - Community AnnouncementsWhile we stopped adding new content, we haven't stopped updating the game so every now and then you'll see 'update queued'. There is no reason to post an announcement every time we fix or tweak something, so I'll post everything here to avoid confusion and multiple threads. This particular update: Adds missing combat skill points Tweaks some post-Maadoran endings not taking into account certain decisions Fixes several localization issues affecting Russian and Spanish versions Improves localization support for mods Adds modding options for alchemy As always, we'd like to thank you for your continuous support and patronage. PS. Don't miss an upcoming The New World update. You'll meet the finest sons and daughters of Starfarer: those elected, appointed, hand-picked, hereditary, and self-proclaimed leaders who hold the fate of the Ship’s inhabitants in their hands. * * * Хоть мы и перестали добавлять новое содержимое, но не перестали обновлять игру, поэтому время от времени вы будете видеть "очередное обновление". Нет никакого смысла размещать объявление каждый раз, когда мы что-то исправляем или изменяем, поэтому я буду размещать всё это здесь, чтобы избежать путаницы и множества тем. Конкретно это обновление: добавляет пропущенные боевые Очки Навыков; изменяет некоторые концовки после Маадорана, не учитывающие определённые решения; исправляет некоторые проблемы с русской и испанской локализациями; улучшает поддержку локализации для модов; ]добавляет варианты моддинга для алхимии. Как всегда, мы хотели бы поблагодарить вас за вашу постоянную поддержку и покровительство. P.S. Не пропустите предстоящее обновление "Нового мира". Вы встретите лучших сыновей и дочерей "Звёздного путника": всех этих выбранных, назначенных, отобранных, наследственных и самопровозглашённых лидеров, которые держат в своих руках судьбу жителей Корабля. * * * Thanks, Sunfire.The New World - our next RPGJul 5, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5289559/623fd58a3fddbe3e4a459839d22a8890ba4aae2c.jpg http://irontowerstudio.com/new-world-features As you probably know, our next game is a sci-fi RPG inspired by Heinlein's Orphans of the Sky (a generation ship novel). The overall design will be similar to that of The Age of Decadence and follow the same principles: Turn-Based combat with action points and different attack types based on tradeoffs. Skill-Based character system. Class-based systems offer you different packages of skills and abilities, designed to ensure that no man is left behind and your rogue can kick as much ass as your fighter. It’s a good, time-honored design that makes it very hard to make mistakes. In comparison, skill-based systems offer all the freedom you can handle and don’t restrict you in any way, so the chances of you screwing up your character is fairly high, especially for the first time players. Neither system is better by default so it comes down to personal preferences and firmly held beliefs, which is where it gets a bit complicated. Some folks believe that games shouldn't allow the player to make bad builds and choices; anything else is bad design. I think that if every decision is awesome, it hardly matters what you choose. Making mistakes is part of the learning experience but not everyone has the patience for it. Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details. What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc. Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring). Usually, stats and skills are checked in the following situations: Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset) Optional content (limited ways to unlock optional content, aka. “gated” content) Multiple solutions are an important gameplay element, which allows you to go through a game in a manner fitting your character, but it is the optional content that truly differentiates one playthrough from another and boosts replayability (because solving the same problems in different ways isn’t enough). Naturally, optional content must differ in accessibility. Someone’s old shed should be easy to break into (let’s say everyone with a single point in lockpick, which is 80% of all players). An area that resisted all attempts t...The New World - our next RPGJul 5, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5289559/623fd58a3fddbe3e4a459839d22a8890ba4aae2c.jpg http://irontowerstudio.com/new-world-features As you probably know, our next game is a sci-fi RPG inspired by Heinlein's Orphans of the Sky (a generation ship novel). The overall design will be similar to that of The Age of Decadence and follow the same principles: Turn-Based combat with action points and different attack types based on tradeoffs. Skill-Based character system. Class-based systems offer you different packages of skills and abilities, designed to ensure that no man is left behind and your rogue can kick as much ass as your fighter. It’s a good, time-honored design that makes it very hard to make mistakes. In comparison, skill-based systems offer all the freedom you can handle and don’t restrict you in any way, so the chances of you screwing up your character is fairly high, especially for the first time players. Neither system is better by default so it comes down to personal preferences and firmly held beliefs, which is where it gets a bit complicated. Some folks believe that games shouldn't allow the player to make bad builds and choices; anything else is bad design. I think that if every decision is awesome, it hardly matters what you choose. Making mistakes is part of the learning experience but not everyone has the patience for it. Stats & Skills Matter not only in combat where they provide various bonuses but outside of combat as well, when exploring or dealing with people. It’s a deceptively simple aspect, so let’s examine it in details. What it means in practical terms is that your character would succeed in areas where his/her stats and skills are strong but fail where they are weak. For example, a perceptive person would notice something others won’t; a brute would be able to move a heavy object, etc. Obviously, the effect can be minor (i.e. you moved a boulder and found a couple of coins underneath it!), major (you moved a boulder and found a passageway to another area!), or anything in between (you moved a boulder and found a passageway to another area where you found … a couple of coins! T’was a good day for adventuring). Usually, stats and skills are checked in the following situations: Multiple solutions (i.e. different ways to arrive to the same destination, everyone’s happy and nobody’s upset) Optional content (limited ways to unlock optional content, aka. “gated” content) Multiple solutions are an important gameplay element, which allows you to go through a game in a manner fitting your character, but it is the optional content that truly differentiates one playthrough from another and boosts replayability (because solving the same problems in different ways isn’t enough). Naturally, optional content must differ in accessibility. Someone’s old shed should be easy to break into (let’s say everyone with a single point in lockpick, which is 80% of all players). An area that resisted all attempts t...Modding Support & Font SizeMay 18, 2017 - Community AnnouncementsNow that we're done with the content and mechanics we can look into various non-critical improvements. Modding support and a larger font size were two most frequently requested features so let's start there and see what happens. Modding What's done? you can modify all scripts permanently or by copy-pasting modified files into mods\ folder mod files are isolated and don't require overwriting game files; individual mods can be enabled/disabled, mods can be loaded by categories (requires manual text file editing right now) the mods will override any scripted functionality: combat formulas, scripted events, AI functions, etc. I.e. everything that is in *.cs files theoretically you can override GUIs too, but we haven't tried yet. What can be added: loading new or overriding existing dialogues from mod folder adding or modifying items (weapons, armor, etc) but not adding new in-game models adding "Mods" tab to options menu, so players can enable / disable mods with GUI (this would take some time); adding Steam Workshop support to share/download mods overriding resource files - models, textures, sounds, etc. Torque (the engine) doesn't support it but we can probably tweak low-level Torque's resource loader to query module manager, which is a relatively big task, so we'll do it only if there's enough interest and not because there are no katanas in the game) Improvements You can finally increase the font size. Tweaked several fights to acomodate DR mechanics better. Updated item descriptions with 'how to use' hints from DR. Improved interaction with Maadoran merchants, including camera and visual preview of the special items. Added special and scoped crossbows schematics to the 'ranged' trader in Maadoran. Added an option to fast travel back to Glabrio after the fight in TG7. You can buy the stone amulet from the old man near the Abyss. Added the courtesan portrait in TG6. Minor fixes and improvements in the Mountain Monastery. Added a hotkey to Wait command (T). Changed the hotkey for camera center to (V) and button in the bottom right corner. Balance Changes Changed axes' passive to higher critical strike damage. Increased the SP cost to 5-10-10-20-20-30-30-35-40, increased the SP rewards. Lowered the poison effect to 3-4-5-6-7 from 3-5-7-9-11. Increased the potent poison's modifier to 4 from 2. Tweaked Zagros armor and helmet stats. Added more gold to the arena vendor. Reduced bleeding from whirlwind to 3 from 4. Fixes When you break the siege using the airship you can no longer ask Carrinas for help or have any issues in the TG questline. Fixed issues with Daratan Liegeman and other ranks. Fixed duplicated weapons in Shorty's inventory. Fixed restorative liniment appearing as healing salve (strong). Fixed acid's HP damage. Fixed extra combat SP in any Maadoran combat after fighting the gate thugs with the mercenary. Fixed the font size in the belt slots. Fixed floor collision in the tower elevator. Fixed the missing gold and weight text in alchemy sc...Modding Support & Font SizeMay 18, 2017 - Community AnnouncementsNow that we're done with the content and mechanics we can look into various non-critical improvements. Modding support and a larger font size were two most frequently requested features so let's start there and see what happens. Modding What's done? you can modify all scripts permanently or by copy-pasting modified files into mods\ folder mod files are isolated and don't require overwriting game files; individual mods can be enabled/disabled, mods can be loaded by categories (requires manual text file editing right now) the mods will override any scripted functionality: combat formulas, scripted events, AI functions, etc. I.e. everything that is in *.cs files theoretically you can override GUIs too, but we haven't tried yet. What can be added: loading new or overriding existing dialogues from mod folder adding or modifying items (weapons, armor, etc) but not adding new in-game models adding "Mods" tab to options menu, so players can enable / disable mods with GUI (this would take some time); adding Steam Workshop support to share/download mods overriding resource files - models, textures, sounds, etc. Torque (the engine) doesn't support it but we can probably tweak low-level Torque's resource loader to query module manager, which is a relatively big task, so we'll do it only if there's enough interest and not because there are no katanas in the game) Improvements You can finally increase the font size. Tweaked several fights to acomodate DR mechanics better. Updated item descriptions with 'how to use' hints from DR. Improved interaction with Maadoran merchants, including camera and visual preview of the special items. Added special and scoped crossbows schematics to the 'ranged' trader in Maadoran. Added an option to fast travel back to Glabrio after the fight in TG7. You can buy the stone amulet from the old man near the Abyss. Added the courtesan portrait in TG6. Minor fixes and improvements in the Mountain Monastery. Added a hotkey to Wait command (T). Changed the hotkey for camera center to (V) and button in the bottom right corner. Balance Changes Changed axes' passive to higher critical strike damage. Increased the SP cost to 5-10-10-20-20-30-30-35-40, increased the SP rewards. Lowered the poison effect to 3-4-5-6-7 from 3-5-7-9-11. Increased the potent poison's modifier to 4 from 2. Tweaked Zagros armor and helmet stats. Added more gold to the arena vendor. Reduced bleeding from whirlwind to 3 from 4. Fixes When you break the siege using the airship you can no longer ask Carrinas for help or have any issues in the TG questline. Fixed issues with Daratan Liegeman and other ranks. Fixed duplicated weapons in Shorty's inventory. Fixed restorative liniment appearing as healing salve (strong). Fixed acid's HP damage. Fixed extra combat SP in any Maadoran combat after fighting the gate thugs with the mercenary. Fixed the font size in the belt slots. Fixed floor collision in the tower elevator. Fixed the missing gold and weight text in alchemy sc...