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Posted: Thu, 15th Nov 2018 11:44 Post subject: |
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Quote: | Combat skills
Weapon skills – increase your to-hit chance by 10% per rank.
Evasion – reduces the enemy’s to-hit chance with guns by 5% per rank, with melee by 10% per rank.
Armor – reduces armor penalties by 10% per rank.
Critical Strike – increases your chance to score a critical hit by 5% per rank
Our goal here is to raise skills you’re using the most, ideally reinforcing your gameplay style, while eliminating all possible exploits to raise skill fast. Here is the design overview:
XP – experience points that go toward increasing your character level and gaining feats
LP - learning points that go toward increasing your skill level
Eeach attack that does X points of damage gives you X learning points multiplied by the enemy-specific modifier; the points go to the skill matching the weapon used. So if you hit an enemy for 8 points of damage and the modifier reflecting the enemy’s type is 1.5, you get 12 learning points.
Each critical strike gives the character who scored it 10+[critical damage] lp, so if you critically hits enemy for 17 points of damage, he gains 27lp. Certain weapon and attack types increase your CS chance and/or CS damage multiplier, so to put things in perspective, if you play a Riddick like character your CS skill will be much higher than if you play a Conan like character.
Evasion & Armor. This is where it gets a bit tricky as we have to limit exploits (the obvious one would be rotating your characters while letting the last remaining enemy to attack them to milk every last drop of LP). Each enemy will have a pool of learning points (i.e. what you can learn about defensive skills while fighting this enemy). Once the pool is depleted, the lesson is over. The points can go to one character or split evenly, based on how you fight. The frontliners will get the highest share while your sniper will learn very little or nothing at all.
Evasion: When the enemy targets your character and misses, that character gains 5 lp x the modifier until the above mentioned LP pool is depleted.
Armor: When the enemy hits your party member, that character gains learning points equal to damage resisted by the armor until the pool is depleted, so the heavier the armor the faster you’d develop the skill. Keep in mind that the pool is the same for both Evasion and Armor, so which skills gain learning points depends on which characters will be targeted first and whether the enemies hit or miss.
Each fight gives your party Y xp that's divided between the party members, so if you have 4 guys and you got 100 xp after a fight, each gets 25xp; if you have 2 guys, each gets 50xp. You’d gain most XP from solving quests though.
Science skills:
Medical:
Heal yourself and you crew after fights (i.e. how many hit points you gain after a fight). Very handy when you have to fight several battles in a row.
Extract implants from corpses after fights and in scripted events
Governs the use of combat stimulants
Mechanics & Electronics:
Repair broken devices and mechanisms
salvage parts for repair and upgrade
The ship is falling apart so if you want to explore it, meaning get past various obstacles, you won’t get far without these two skills. The best example from AoD would be the broken generator in the Library ruins. You need to fix it to gain access to an optional area but you can’t fix it without parts. In Colony Ship you’d have to salvage parts as you explore and then use them to repair various devices to gain access to optional areas.
Plus if you like restoring old things such as a murderous anti-riot droids, you should use every opportunity to practice these skills.
Stealth skills:
Lockpicking– open mechanical and electronic locks, meaning locked doors and containers. At level 10 you can even beat retinal scanners, so if you firmly believe in redistribution of wealth, this skill is for you.
Hacking – gain access to various computer systems, from intrusion detection and countermeasures to multi-purpose terminals scattered throughout the Ship. These terminals were designed to get the future colony up and running, so they can be easily hooked to various machines.
Sneaking – infiltrate restricted areas and live to tell the tale. The higher the skill the longer you can remain undetected, meaning you can take your time cleaning up a place or get into high-security places with faster detection.
Obviously, you’ll need all 3 skills to do any serious breaking and entering, but lockpicking and hacking will be very useful for explorers as well.
You’ll gain LPs every time you pick a lock, hack a terminal, or infiltrate a place. Needless to say each lock and terminal pays LPs only once and sneaking is a special event, kind of like decking in the new Shadowrun games – you can’t do it at will but only during quests and special encounters while exploring.
Speech skills:
Persuasion – convince people to do something through reasoning or argument, the art of debate
Streetwise – manipulate and deceive the gullible, the art of urban survival.
Impersonate – pretend to be someone else, the art of acting.
You gain 10lp every time you pick a tagged line (the points go to the skill matching the tag) plus 100 bonus points if you solve a quest with diplomacy. This way a pure talker would have much higher dialogue skills than a chatty killer (a man who clicks on all dialogue options first to gain all LP, then kills everyone anyway). |
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Posted: Mon, 24th Dec 2018 13:40 Post subject: |
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Posted: Tue, 19th Feb 2019 08:42 Post subject: |
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Another year has gone by, so let's tally up the numbers and see how we fared in 2018.
The Age of Decadence
2013-2014 (Early Access & Direct Pre-Orders): 13,124 units - $320,157 - $24.39 avg.
2015: 20,771 - $472,869 - $22.76
2016: 48,798 - $620,914 - $12.72 (50% discount is introduced in March)
2017: 43,808 - $293,714 - $6.70 (75% off on sale events throughout the year)
2018: 27,121 - $151,786 - $5.60 (reduced the base price from $29.99 to $19.99; 60-80% off sale events throughout the year)
2019: 7,110 - $24,316 - $3.42 (reduced the base price to $14.99 - I think it's a fair price for those who want to support development and buy at a higher price, everyone else will wait for the next sale anyway
160,732 units in total. Since the game was released 3 years ago, which is a long time for games, we decided it was the right time to do a bundle with Fanatical, which sold 43,081 units, so overall including the first 6 weeks of 2019 we sold 203,813 units.
Wishlists - 282,105 total, remaining 112,731, conversion rate 26.5%. The average seems to be 10-15%, so it seems we did well there. The demo was downloaded 49,703 times, the conversion rate was steadily climbing from 5.2% back in Early Access to 21.7%.
Dungeon Rats
2016: 13,442 units - $85,383 - $6.35 avg.
2017: 17,951 - $89,720 - $4.99
2018: 13,152 - $44,453 - $3.38
2019: 1,562 - $4,800 - $3.07
46,107 units overall, $224k in sales. So far we spent $74k on Colony Ship (payments to contractors), so at very least Dungeon Rats is doing a fine job paying these bills as we're far from done here.
Wishlist - 48,938 in total, remaining 24,296, conversion rate 22.7%
Colony Ship, formerly known as The New World
As the last update says, we finally have a playable build, so we hope to release the combat beta in 2 months and a full demo by the end of the year, so it should be a very busy, stressful, but exciting year for us. In unexpected news, our efforts were noticed and we've received our first publishing offer from a well-known company (in fact, I was very surprised to learn that not only they're aware we exist but that they also read our updates occasionally). Some folks are destined for greatness and greatness does call for strategic alliances and capital injections. Sadly, we're too small-minded to dream of such things, so we'll stick with our 0.0003% of the global market.
Anyway, we've been working for 2 years building the "infrastructure" (RPG-izing the engine, developing systems: character, combat, stealth, inventory, dialogue, etc), working on items, models, effects, etc. Even though we're far from done, the time and effort investment is already considerable. Starting from scratch every time is painful, so we'll have to brave the dangers of the "more of the same" curse and do a proper sequel, instead of another small tactical game or a brand new project.
Naturally, investing 3 years into a sequel and selling 30% of the original will be equally painful (as Dungeon Rats' sales data shows, you don't have to spend 3 years to sell 30% when a single year will do), but what we in mind is so crazy it might actually work.
The main problem with sequels is that the setting and gameplay remain the same. It's nearly impossible to switch gears and offer the player something radically different. While your best fans may be enthralled with the initial game and crave more of it, part of what they are craving is the sense of exploration (of a land and a rule set), novelty, and wonder that accompanying a new RPG - things that will almost inherently be absent in a sequel. Obsidian's Deadfire, for example, plays the same way as the original (which is to be expected, of course; after all, Fallout 2 plays the same way too - you know what works, what doesn't, so you follow the established path and know what to expect from the enemies and factions). With Colony Ship, this problem is easy to solve, not because we're so clever, but because the setting itself implies its solution: we land the Ship and start the Colony.
A Tentative Sequel
From Colony Ship's intro: "…after the Ship's launch a deep space probe transmitted highly detailed images of the surface, which revealed one minor setback: this very habitable world is already inhabited. Since the voyage is estimated to take close to 400 years, it's possible that by the time the Ship arrives the colonists will encounter a mature civilization, corresponding to Earth's Middles Ages."
The typical space opera trope is that when we make first contact, it is with aliens either corresponding to very primitive indigenous people (such as in Avatar), consisting of a nightmarish swarm (as in Starship Troopers), or at some extraordinary level of technology themselves (as in Star Trek or Babylon 5). Here, however, while the aliens are pre-industrial, they are well past the spears and face-paint stage, and have well-established political, economic, and military systems.
More importantly, they are alien, which means that while they may be humanoid (to make our animator's life easier), the fundamental logic of their society, religion, and power should be truly alien to ours and vice versa. The result is a highly asymmetrical kulturcampf.
For the record, it won't be a retelling of the conquest of the New World but on another planet. The ragtag Terrans who'd land on Proxima B after 400 years of space travel and in-fighting will be at a disadvantage and will have to fight for survival and adapt to this less than welcoming arid new world. Reinforcements won't be coming, so the Terrans will be on their own and each defeat will bring them closer to being wiped out for good. They will have to rely on crude firearms more than ever as the high-tech weapons and gear intended for the future colony were used up during the Mutiny and the civil war that followed. New factions will emerge in response to new threats, each offering a different way to survive and become part of this world.
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no9999
Posts: 3437
Location: Behind you...
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Posted: Tue, 19th Feb 2019 20:09 Post subject: |
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Nice insight about sales, game looks nice as well.
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Posted: Tue, 19th Feb 2019 20:52 Post subject: |
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strange he goes below 4.99 , see no benefit dropping lower, unless its like humble bundle kinda deals
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Posted: Thu, 16th Apr 2020 16:08 Post subject: |
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The combat beta is available for download on Steam.
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Posted: Sun, 21st Mar 2021 18:37 Post subject: |
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The first chapter will be released on April 6. The full release in 18 months, so Nov 2022. The update schedule is as follows:
Jun - Factory
Aug - Mission Control
Oct - Shuttle Bay
Feb - Habitat and the end of chapter 2
Apr - ECLSS
Jun - Heart (the mutant town)
Aug - Bridge and the end of chapter 3, all locations are done.
Nov - Endgame (chapter 4)”
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ixigia
[Moderator] Consigliere
Posts: 65098
Location: Italy
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Posted: Mon, 22nd Mar 2021 02:54 Post subject: |
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Everything looks and sounds very promising, I shall patiently wait for the finished final chapter inside my stasis chamber 
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Posted: Fri, 26th Mar 2021 21:03 Post subject: |
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Posted: Sun, 4th Apr 2021 11:18 Post subject: |
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Posted: Wed, 7th Apr 2021 11:45 Post subject: |
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Posted: Sat, 29th May 2021 17:42 Post subject: |
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Quote: | In the first month we sold 14,271 copies. In comparison AoD sold ~3,300 copies during the same period in Early Access, so we can consider it a very promising start. I never hype our games but if the players liked the first, fairly low-key chapter, they're going to love what comes next.
Regional data: I don’t think anyone will be surprised to learn that the United States reigns supreme - 54% of all units are sold in the land of the free. Russia is the second biggest market with 7%, UK 6%, and so on and so forth.
Wishlists: we were sitting on 30k wishlists (courtesy of releasing the combat demo last year), it went up to 50k in the final week (after the first videos), then quickly jumped to 100k a week after release. Promising on this front as well.
Demo downloads jumped up by 2,265% so demos certainly remain an important tool that shouldn’t be underestimated.
AoD's sales went up 3,400% in the last month, which is an unexpected but very welcome bonus. Our development budgets are generated by our sales (which allows us to stay independent), so the stronger the sales, the more we'd be able to do to bring our worlds to life. |
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Nodrim
Posts: 9616
Location: Romania
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Posted: Tue, 10th Oct 2023 09:47 Post subject: |
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Posted: Thu, 9th Nov 2023 17:39 Post subject: |
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out now!
anyone tried it and care to comment?
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Posted: Thu, 9th Nov 2023 18:01 Post subject: |
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I could comment without trying it.

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Posted: Thu, 9th Nov 2023 18:02 Post subject: |
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Colony.Ship.A.Post-Earth.Role.Playing.Game-RUNE
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HubU
VIP Member
Posts: 11366
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Posted: Thu, 9th Nov 2023 21:18 Post subject: |
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Looks like in 2023 it is too difficult to make your character walk like a normal human being.
Click to walk.
Double-click to run.
Still, environments are looking very good and it looks like if you like jank indie RPGs this one might be a... 'good' one for you...
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Posted: Fri, 10th Nov 2023 08:09 Post subject: |
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Anyone picked this up, impressions?
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Posted: Fri, 10th Nov 2023 08:13 Post subject: |
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I might pick it up soon, this is the first time I've seen it, looks pretty good + has great reviews
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Posted: Fri, 10th Nov 2023 08:16 Post subject: |
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Really liked what I played of it 2 or so years ago, but completely forgot it was a thing. Might give it a go when I have time, hopefully it holds up to my vague memories.
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Il_Padrino
Posts: 7580
Location: Greece by the North Sea
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Posted: Fri, 10th Nov 2023 09:33 Post subject: |
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Gave it a try a few years ago, didn't play much. The kind of game where you should avoid combat when you don't specifically build your char for it.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
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VonMisk
Posts: 9472
Location: Hatredland
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Posted: Fri, 10th Nov 2023 13:11 Post subject: |
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Il_Padrino wrote: | Gave it a try a few years ago, didn't play much. The kind of game where you should avoid combat when you don't specifically build your char for it. |
From what I'm reading a lot of people are surprised how unforgiving this game is in combat if you're not prepared for it. But not a lot of opinions about it at the moment. Even on Codex.
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Posted: Fri, 10th Nov 2023 13:23 Post subject: |
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Il_Padrino wrote: | Gave it a try a few years ago, didn't play much. The kind of game where you should avoid combat when you don't specifically build your char for it. |
It's a game where you should avoid combat even if you do build your char for it.
sin317 wrote: |
typical jew comment
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HubU
VIP Member
Posts: 11366
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Posted: Fri, 24th Nov 2023 16:12 Post subject: |
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The setting is cool, and there's some good writing, but the balance is way off.
It is hard, but that really isn't the problem. It's just difficulty done bad, where combat is unreasonably difficult, as in the enemy just hits much harder with similar or worse weapons and it makes no sense. You're also often poorly positioned at the start, and it doesn't always make sense. But the real problem is that winning those fights just isn't rewarding enough, and too often is just based on luck. Most fights you know if you need to reload by the end of the first character's turn, and it doesn't feel good. Meanwhile, going with the peaceful, conversation route is just a cake walk and feels unearned...
I'm kind of stopping now, cause the game didn't grab me enough past the initial setup. I'm in the habitat now and I'm just not invested in the story, nor am I enjoying the combat. It's sad, cause I loved their first game, The Age of Decadence, and that had a similar problem with the combat being hard, but I feel like that was more bad combat mechanics, where as this is just the game being a dick with numbers as I feel the combat could probably be good if balanced properly.
Last edited by Kezmark on Sat, 25th Nov 2023 01:26; edited 1 time in total
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vurt
Posts: 13874
Location: Sweden
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Posted: Fri, 24th Nov 2023 16:16 Post subject: |
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Their games always seems so off, i've bothered with a few of them, always hated them. Really overrated overall, worst thing is i think it's game which could've become classics with not too many changes. They never seem to learn either.
I guess they have their small fanbase who has learned to deal with the shortcomings, so they'll stick to that.
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