Community Announcements - Alexander (Aterdux)
Another user scenario has been made and it's called Undead Invasion. Check it out in our game Workshop's page and let the author know what you think.

On our part, we say thank you to we_todd_id_1 for making it!

Community Announcements - Alexander (Aterdux)
Added:
  • Difficulty level selection is now in a separate window after choosing a hero;
  • Ability to turn off 3D sound in the launcher;
  • Characters that can do mass healing don't distract on drinking healing potions instead of using a spell;
  • Console command setlevel, so if needed, difficulty level can be changed;
  • Editor added a menu option to create a mod and save a current scenario in it.


Changed:
  • New look of the ranged units and infantry on the spell casters. Now they take into the account their danger.

Fixed:
  • Dead knights ride on the dead horses instead of ghost ones again;
  • Boss ghosts (the Sleepless Count) have the ability again to use special items;
  • In Wizard Paths chapter now you can't attack armies of Foster and Insel if you declared war to the corresponding enemy faction;
  • Changing difficulty level when going to the game options;
  • Item Ritual Clothes has been assigned a correct type and now it's possible to use it;
  • The editor correctly updates menu after generating a new map;
  • Multiple small changes in texts.


Добавлено:
  • Выбор сложности перенесён на специальное окошко после выбора героя;
  • Возможность отключить 3D звуки в лончере;
  • Персонажи владеющие массовым лечением не отвлекаются на питье лечебных зелий вместо применения заклинания;
  • Консольная команда setlevel, чтобы в любой момент игры можно было поменять уровень сложности, или если не политкорректно, то "чтобы жалкие неудачники смогли поставить простой уровень, а трушные хардкорщики ультрасложный." :)
  • В редакторе добавлен пункт меню для создания мода и сохранения в нем текущего сценария.

Изменено:
  • Новый взгляд стрелков и пехоты на возможности колдунов во время боя - теперь они относятся к ним с большей опаской.

Fixed
  • Мертвые рыцари теперь снова ездят на мертвых конях вместо призрачных;
  • Призракам боссам (Неспящий граф) возвращена возможность брать в руки особые предметы;
  • На сценарии "заколдованные тропы" теперь нельзя напасть на отряды Фостера и Инзеля, если уже объявил войну соответствующей противоположной фракции;
  • Изменение уровня сложности при заходе в настройку игры;
  • Предмету "Ритуальное одеяние" добавлен корректный тип, без которого оно не было доступно для использования;
  • В редакторе корректно обновляется меню после генерации новой карты;
  • Много мелких изменений в тексте.
Community Announcements - Alexander (Aterdux)
This week we run a giveaway on our Facebook page It's a simple like the page and share post for a chance to win one of the 50 keys. Or get Knight's Edition for dressing in medieval armor or clothes and taking a picture. For full conditions, please look at the pinned post on our page.

We started a new thread with tactical tasks for our game - complex battles that you can try to solve. Try it and share winning screens and post your own challenging saves!

На этой неделе мы делаем раздачу ключей на нашей страничке в Facebook. Просто поделитесь постом и поставьте лайк страничке и получите шанс выиграть один из 50 ключей. Или же оденьтесь в средневековые доспехи, сделайте фото и получите Рыцарское издание игры! Детали на ФБ.

Мы также начали тему тему с тактическими задачками , также есть закрепленная тема здесь в обсуждениях, правда на английском. Попробуйте выиграть в этих сложных битвах, делитесь скриншотами победы или сами предлагайте свои битвы.
Community Announcements - Alexander (Aterdux)
Added:
  • 3D sounds for the map and DirectSound3D support
  • Button to pay off debts to mercenaries

Fixed:
  • Talent "Master-horseman" now works correctly
  • Now in all cases correctly loads the last save of a player. It didn't work correctly before.
  • In chapter Wizard Paths Dewalt's estate now is given to the player when meeting the inquisitor Dunstan during the daytime.
  • Skill "Feudal" now correctly reduces the hiring cost
  • Text showing beyond the borders of the screen on monitors with resolution 4:3

Добавлено:
  • 3D звуки на глобальной карте и поддержка DirectSound3D:
  • кнопка для оплаты задолженности наемникам.

Исправлено:
  • умение мастер наездник теперь работает как положено.
  • теперь во всех случаях корректно загружается последнее сохранение игрока. До этого оно работало не всегда правильно.
  • теперь на сценарии "Заколдованные тропы" усадьба Девальта переходит во владение игрока при встрече с Инквизитором Данстаном днем.
  • навык феодал корректно уменьшает стоимость найма
  • вылезание текста легенд за границу экрана на мониторах с разрешением 4:3
Community Announcements - Alexander (Aterdux)
It's been just two weeks since the launch of our game and we are pleased to announce that the first fan-made scenario for the game is available now on the Steam Workshop!

Titled "Raubritters of Meerdrecht", this scenario puts you in the role of a newly appointed Baron, who discovers his lands plagued with "Raubritters" (robber knights) that have set themselves up with several castles from which to perform their raids.

Scenario creator Erick "Jager" Doe says:

Raubritters of Meerdrecht is my first scenario with the Legends of Eisenwald map editor. It is a pretty easy to use tool, and using existing scenarios as an example is a great way to learn how it works. I really hope people will enjoy playing the scenario, and I also hope that it will invite other players to start creating their own scenarios and campaigns for the game.

Download the Raubritters of Meerdrecht scenario for free from the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=480358281
PC Gamer
need to know

What is it? A tactical RPG/adventure. Influenced by: King's Bounty, Darklands, Heroes of Might and Magic Play it on: Dual-core CPU, 4GB RAM, Nvidia GTX 500 series GPU Alternatively: King's Bounty: The Legend (79%) Publisher: Aterdux Entertainment Developer: Aterdux Entertainment Release date: Out now Copy protection: Steam Price: $30/ 23 Multiplayer: None LinkOfficial site

I declared in my Early Access review of Legends of Eisenwald that it isn't really an RPG at all, and having now played the release version, I stand by that assessment. The core elements are there, in minimal form: You play as a Knight, a Baroness, or a Mystic, and gain experience and levels while interacting with NPCs, battling enemies, and completing quests. And yes, lots of people consider Diablo an RPG (although I don t), and I m probably splitting hairs here. But roleplaying games, in my eyes, are about freedom and choice, and taking on the game world on my own terms. Much of Eisenwald, on the other hand, is about doing what the designers want, in the way they want it done. It s such a static and straitjacketed experience that to my mind, it's far more akin to an old-fashioned adventure.

The lack of meaningful choice is apparent even in the early stages of the game. My four vassals had fallen to infighting while I was off doing the tutorial, and my first task upon returning was to bring them under control, not through negotiation or questing, but by killing at least two of them. There was simply no option to deal with them in any other way, and the only decision left to me was who would live and who would die. I clearly wasn't handling a situation—I was solving a puzzle.

But that's not necessarily a bad thing. As adventures go, Legends of Eisenwald is a pretty good one. I fought bandits and rebellious peasants, zombies and ghosts, necromancers and cranky knights too big for their britches; I cursed the heavens for my misfortune, fled from betrayal, met a mysterious damsel, saved the day many times and made a mess of it once or twice too. It's not a very deep experience but it is very broad. I sometimes didn't know what I was doing, thanks to both the complicated plot and the occasionally vague quest instructions, but there was always lots to do.

A simple life of adventure

I spent my time—a lot of time—wandering around 3D overland maps replete with villages and cities, temples, taverns, various sorts of ruins, wandering NPCs of differing alignment, and a day/night cycle that looks great and also determines when some quests can be undertaken. Most plotline quests are unsophisticated and usually end in a fight, but I found that the optional side quests, typically revealed through tavern gossip, were much more interesting: Using a bishop's skull to lay two ghosts to rest (and gain a powerful enchanted necklace), for instance, or solving the mystery of a tavern that burned to the ground as the patrons sang and danced.

Adventuring parties can have as many as 12 characters, your character included, and that backup is handy when it's time to fight (which it often is). But unlike, say, my Wasteland 2 pals, I never formed any kind of attachment to them. Characters of the same class have identical appearances, and customization, aside from equipment, is determined strictly by choosing branching paths on their advancement tree: A Bowman can become an Archer or a Crossbowman, but aside from that single choice the archery progress path is locked. Nor is there any party banter or side quests, or anything that makes them feel alive. They're Freeman's followers from Half-Life 2, but with less personality, and even when I lost my entire party (and yes, it was my fault), I shed no tears because I could almost immediately hire a bunch of other guys who were, aside from their lower levels, identical to my previous companions.

Combat is central to Legends of Eisenwald, but it's very simple. Battles are turn-based and take place on a hex grid, with the order of attacks determined by each character's initiative. But characters must attack the enemy nearest them, even if they're unable to do any damage (as is often the case when fighting ghosts), and they cannot move to gain a more advantageous position without attacking someone at the end of their turn. This leads to some odd behaviors—fighters ignoring serious threats in the distance so they can whack at the pitchfork-wielding stinko standing beside them—but it also streamlines the action by eliminating much of the complexity commonly seen in turn-based combat. I found it weird at first, and I m sure that anyone looking for deep, visually-rich combat (battle animations are very basic, and spell effects are virtually zero) will be disappointed. But I've grown to like it, because it doesn t get in the way: I can be the hero without being very good at tactical combat.

Destiny drives me

I ran into relatively few technical problems while I played, limited to the (very good) music, which drops out with regularity, and a couple of crashes. The English translations have significantly improved over the Early Access release, but you can still notice that the script wasn t written by a native speaker. Its treatment of women and minorities may also strike some players as uncomfortable: There are a few unflattering references to Jews (one particularly greedy and unscrupulous merchant, Jeronim the Jew, has eyes and mannerisms that clearly identify him), and there's a smith described has having yellow skin and slanted eyes. Women, the Baroness notwithstanding, are chattel.

What I found most disturbing within the context of the game were the moments in which I, the hero, acted in a decidedly unheroic fashion. In one such instance, I came across a damaged bridge across a deep chasm that I very badly needed to cross. I made my way to the nearby village of Goat Path and demanded that the peasants fix it immediately. They begged off, saying that they didn't have the equipment or tools needed to undertake the extremely dangerous job; besides, a proper repair crew was expected to arrive in a few days. I couldn't wait, and so, with the backing of their liege lord, I gave them a choice: Fix the bridge or face my blade.

They fixed the bridge, and as they feared, several of them fell to their deaths. Some of those who remained called me "murderer" under their breath, but I made my escape—and then, once I crossed, I destroyed the bridge to slow my pursuers. A prudent move, sure, but it still felt like I was piling insult onto injury, and it all came about not because I was playing as a villainous character, but because the game was scripted to unfold this way. I played through the segment a few times, selecting from among the few different choices available, and the outcome was always the same: bridge fixed, peasants dead, and noblesse oblige forgotten for the sake of a quick getaway.

But even then, the feeling of being a supreme dick was fleeting because these decisions were never really in my hands. It was all, quite literally, destiny. Despite those occasional bits of inflexibility and nasty behavior, I had some real fun with Legends of Eisenwald. It s lightweight, and closer in many ways to King's Quest than Baldur's Gate, but it's also big, dense, earnest, and ambitious without overreaching. In light of all that, quibbles over genre conventions don't seem like such a big deal.

Community Announcements - Alexander (Aterdux)
Things added:
  • Informational hint that shows income and expenses on buildings and mercenaries
  • Added: switching system locale depending on the language selected. Maybe it will fix errors with ???? in names on the minimap.
  • Dialog animation for werewolves
  • Now if you accidentally lose symbol of a faction (Wolves, Fichtens, Diocese) events in the last chapter will be correct.
  • Now in the scenario Way Home a quest - "Get on Grossenhof side" will not close too early when talking to William.

Fixed:
  • Ramming strike works now correctly, not just in one round. Distance calculation has been fixed.
  • Pikemen's strike over a hex processes correctly poisoning, stunning and other similar joys of melee strikes.
  • Bosses personalization has been turned off so they don't get renamed.
  • One of the ways of the quest - Problems with the merchants guild in the scenario "Way Home"
  • The tag of the Town's Guard in the Way Home
  • Some floating icons in combat work correctly now that activate in the end of a character's turn. For example: regeneration, poison etc.

Добавлено:
  • в информационном хинте показывается разбивка доходов/расходов по строениям и наемникам.
  • переключение системной локали, в зависимости от выбранного языка. Возможно исправит ошибки с ?????? в названиях на миникарте.
  • Теперь при случайной утере символа одной из фракций (Волки, Фихтены, Диоцз), события в последнем эпизоде развиваются корректно.
  • Оборотням добавлена диалоговая анимация.
  • Теперь в сценарии "Дорога домой" квест "Стать на сторону Гроссенхоффа" не закрывается преждевременно при разговоре с Вильямом.

Исправлено:
  • таранный удар корректно работает не только на одном ходу и всегда правильно учитывает дистанцию.
  • удар пикинеров через клетку корректно обрабатывает отравления, оглушения и прочие подобные радости рукопашных ударов.
  • для боссов отключена персонализация, что бы не переименовывались.
  • Один из вариантов прохождения квеста "Проблемы торговой гильдии" на сценарии "Дорога домой"
  • Тэг у Городской Стражи в сценарии "Дорога домой"
  • Снова аботают некоторые отлетающие иконки, которые срабатывают в конце хода персонажа. Например: регенерация, яд и т.д.
Community Announcements - Alexander (Aterdux)
- Fixed the crash with the Forest King or with any heresiarch using the spell Madness;
- Fixed various typos and added cosmetic changes of scenarios

- Исправили вылет с Лесным Царем или с любым ересиархом использующим заклинание сумасшествие.
- Исправлены опечатки и сделаны косметические правки сценариев
Community Announcements - Alexander (Aterdux)
This fix hopefully should resolve crash issues. The Chapter 6 end has been fixed but we cannot change save. We wrote FAQ, for a solution, lease look there, using the concole. FAQ contains spoiler in 2nd and 3rd part:
http://steamcommunity.com/app/246760/discussions/0/523890681423758749/

+ Option for complete sound turn off
+ AllocateMesh has been put extra protection against crash
+ Same for Battle._Send_SpellVFX
+ Same for Textrue_Update
+ Kurt Kreige gets respawn
+ Fixed error with quest killing Red Wolves chief
+ Changed sound control system for sounds in the legends

Этот патч надеемся решит проблему вылетов. Окончание 6 главы изменено, но мы не можем изменить сохранения. Мы написали FAQ, там есть решение, используя консоль. Там спойлеры во 2 и 3 части:
http://steamcommunity.com/app/246760/discussions/4/523890681422895662/

+ Отключение звука теперь работает полнофункционально (раньше звук отключался только частично)
+ поставлена заглушка, блокирующая любые попытки крэша в процедуре AllocateMesh
+ поставлена заглушка, блокирующая любые попытки крэша в процедуре Battle._Send_SpellVFX
+ поставлены заглушка, блокирующая любые попытки крэша в процедуре Texture_Update
- Курт Крейге теперь возрождатеся, если был убит не игроком.
- Исправлена потенциальная ошибка с заданием на убийство главы Красных Волков.
+ Переписана система, управляющая проигрыванием звуковых треков в событиях и легендах
Community Announcements - Alexander (Aterdux)
Soundtrack and artbook should be downloaded to those who got Knight's Edition. Thank you for your patience and sorry for the delay!

Things fixed:
- Seidlitz name in the Prologue (this time for real!)
- Bug with the quest of Martin Blaha
- Potential error with killing a head of Fichtens
- Olle von Blicksee gets respawned if killed
- Autocombat crash playing with Mystic
- Bug with restarting the scenario if there were no battles before
- Possibly fixed bug with crashing when using any spell - those of you who had it please test and let us know.
- Fixed personalization.
- Fixed sounds and possibly crashes in the beginning: those with crashes in the beginning - please test and let us know.

In the launcher, and in the game's Options_game.ini file -> this line;
Music_Enable=Yes when set to Music_Enable=No crashes the game when spellcasting.

Вам должны скачаться саундтрек и артбоок. Спасибо за терпение и простите за задержку!

Исправленные вещи:
- Имя Зейдлица в прологе - в этот раз по настоящему!
- Ошибку с квестом Мартина Благи
- Потенциальная ошибка убийства главы Фихтенов
- Респавн Олле фон Бликзи если его убивают
- Вылет автобоя при игре Мистиком
- Ошибку с перезапуском сценариев если не было боев
- Возможно, исправлен баг с вылетом, когда используется любое заклинание - если у вас он был, попробуйте и дайте нам знать пожалуйста!
- Исправлена персонализация.
- Исправлены звуки и возможный вылет в начале - те, у кого были проблемы, пожелуйста попробуйте и дайте нам знать.
...

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