Tyranny - Graham
Hi all!

For the latest patch, we have included 64-bit executables for OSX, along with fixes for additional community reported issues. Please note that quest related fixes may contain spoilers.

List of changes can be found below!

Quest Fixes (Contains Spoilers)

  • Retroactively fixed saves that were unable to turn in "Language of the Ancients" quest.
  • Welby can be defeated at Twin Rivers.
  • "Search and Rescue" will no longer become stuck when selecting specific dialog options with Stone-Warden.
  • Applied a retroactive change to saves that had been stuck on the "Search and Rescue" quest as per the above note.
  • All of the Chorus characters holding Plainsgate or Halfgate should be hostile if the player travels there during the climax of the Stone Sea region while hostile to the Chorus.
  • Isadora will now recognize that a player has resolved the Gulfglow situation, even if they're Prima of the Stonestalkers.
  • Gate from Unbroken camp in Rust Canyons will now open after defeating the Unbroken on the Disfavored path.
  • Clarified Act 3 objective to defend Lethian's Crossing, for players allied with the Vendrien Guard, must be completed before traveling to Iron Hearth or Cacophony.
  • Graven Ashe will no longer submit to the player's authority before the player deals with Voices of Nerat.
  • Clarified information given by the resonator atop Mountain Spire, to players allied with the Vendrien Guard, during "The Armies in the North" quest.
  • Red-Fang should always be present in the Gulfglow Runic Hall for players not aligned with any faction.
  • Unbroken guards at Trapper's Junction no longer perish if not in combat with the player.
  • Octave now appears in Howling Rock for all Scarlet Chorus Players
  • Trial of Blood now correctly updates when the quest is complete.


Text Fixes

  • Many typos found by the community have been fixed
  • Removed some errant text that appeared in the combat log in the Blade Grave Oldwalls.
  • Corrected text in the companion AI menu that referred to the old name for an ability.
  • Companions won't suggest the player use an item they don't actually have when solving a puzzle in the Blade Grave Oldwalls.

Gameplay Fixes
  • Numerous changes to Lethian's Crossing to clarify flow through the area
  • Players can now leave the Forest of Stone.
  • 'On Hit' auto-pause option will no longer trigger when allies are hit by friendly effects.

Gameplay Fixes Containing Spoilers

  • Verse's conversation can be advanced if she's recruited in Act 2.
  • Fifth Eye, Iron Marshal Erenyos, and Tarkis Arri are no longer standing at the base of the Mountain Spire if killed during the climax of act 1.
  • Blood Mulch no longer gives multiple copies of the Sigil of Blood.
  • Rumalan can no longer be targeted before the drawbridge at Sentinel Stand Keep has been lowered.
  • Mortally-wounded Sage in the first level of the Burning Library ruins will actually die when the text says he does.
  • Spire research and crafting will no longer get stuck on certain items.
  • Sirin can now be recruited if player initially rejects her in their first dialog with her.


Art Changes

  • Sword Breaker is no longer lime green.

Programming Updates

  • Path of the Damned Achievement will now be rewarded on completion of the game in that mode.

Programming Updates Containing Spoiler

  • Verse will no longer become stuck after using certain abilities.



You can also find the full notes for our previous update, 1.0.2.0021, here: https://forum.paradoxplaza.com/forum/index.php?threads/tyranny-patch-notes-1-0-2-0021.985677/
Tyranny - [Pdx] Escher
Hi all!

For the latest patch, we have included 64-bit executables for OSX, along with fixes for additional community reported issues. Please note that quest related fixes may contain spoilers.

List of changes can be found below!

Quest Fixes (Contains Spoilers)

  • Retroactively fixed saves that were unable to turn in "Language of the Ancients" quest.
  • Welby can be defeated at Twin Rivers.
  • "Search and Rescue" will no longer become stuck when selecting specific dialog options with Stone-Warden.
  • Applied a retroactive change to saves that had been stuck on the "Search and Rescue" quest as per the above note.
  • All of the Chorus characters holding Plainsgate or Halfgate should be hostile if the player travels there during the climax of the Stone Sea region while hostile to the Chorus.
  • Isadora will now recognize that a player has resolved the Gulfglow situation, even if they're Prima of the Stonestalkers.
  • Gate from Unbroken camp in Rust Canyons will now open after defeating the Unbroken on the Disfavored path.
  • Clarified Act 3 objective to defend Lethian's Crossing, for players allied with the Vendrien Guard, must be completed before traveling to Iron Hearth or Cacophony.
  • Graven Ashe will no longer submit to the player's authority before the player deals with Voices of Nerat.
  • Clarified information given by the resonator atop Mountain Spire, to players allied with the Vendrien Guard, during "The Armies in the North" quest.
  • Red-Fang should always be present in the Gulfglow Runic Hall for players not aligned with any faction.
  • Unbroken guards at Trapper's Junction no longer perish if not in combat with the player.
  • Octave now appears in Howling Rock for all Scarlet Chorus Players
  • Trial of Blood now correctly updates when the quest is complete.


Text Fixes

  • Many typos found by the community have been fixed
  • Removed some errant text that appeared in the combat log in the Blade Grave Oldwalls.
  • Corrected text in the companion AI menu that referred to the old name for an ability.
  • Companions won't suggest the player use an item they don't actually have when solving a puzzle in the Blade Grave Oldwalls.

Gameplay Fixes
  • Numerous changes to Lethian's Crossing to clarify flow through the area
  • Players can now leave the Forest of Stone.
  • 'On Hit' auto-pause option will no longer trigger when allies are hit by friendly effects.

Gameplay Fixes Containing Spoilers

  • Verse's conversation can be advanced if she's recruited in Act 2.
  • Fifth Eye, Iron Marshal Erenyos, and Tarkis Arri are no longer standing at the base of the Mountain Spire if killed during the climax of act 1.
  • Blood Mulch no longer gives multiple copies of the Sigil of Blood.
  • Rumalan can no longer be targeted before the drawbridge at Sentinel Stand Keep has been lowered.
  • Mortally-wounded Sage in the first level of the Burning Library ruins will actually die when the text says he does.
  • Spire research and crafting will no longer get stuck on certain items.
  • Sirin can now be recruited if player initially rejects her in their first dialog with her.


Art Changes

  • Sword Breaker is no longer lime green.

Programming Updates

  • Path of the Damned Achievement will now be rewarded on completion of the game in that mode.

Programming Updates Containing Spoiler

  • Verse will no longer become stuck after using certain abilities.



You can also find the full notes for our previous update, 1.0.2.0021, here: https://forum.paradoxplaza.com/forum/index.php?threads/tyranny-patch-notes-1-0-2-0021.985677/
Tyranny

For our recent special edition magazine, PC Gamer: The Ultimate RPG Handbook, we asked game developers about the future of role-playing—how they'd like to see the genre evolve, and what advancements we can expect in the years to come. Here, as a supplement to that feature, you can read Obsidian CEO Feargus Urquhart's thoughts on the future of RPGs. PC Gamer: The Ultimate RPG Handbook is out now in UK newsagents, and through My Favourite Magazines.

PC Gamer: How exactly would you define “role-playing game”, right now?

Feargus Urquhart: For me, role-playing is what it has always been. It’s about choice. It’s about letting players do what they want to do, and having the game react to their particular way of playing the game. In the early days of CRPGs it was mostly about party choice. Players could choose to have certain classes in their party, but there were always more classes than party slots. So, players made choices, and then had to fight their way through the game with that party. In modern RPGs those choices have become much more about what type of role the player wants to play – are they good, evil, male, female, straight, gay, violent, charismatic, stealthy, etc… We talk a lot in the industry about AR and VR, but often look at the best RPGs as the best way to escape from reality, and immerse yourself in another world.

PCG: What do you think have been the most important role-playing games of the past few years? Which games have inspired you?

FU: It’s probably been more than a few years, but I was always impressed with the Mass Effects. You have to play a more specific role, but they really fulfill the feeling of being James T. Kirk in many ways. More recently, the Witcher 3 did an incredible job of creating a very living world, and it’s cool to play an RPG with a bit more of an action slant. When it comes to Fallout 4, no one does it better than Bethesda in creating a visually dense environment helping to really put you in the post nuclear world of Fallout. I’d also like to point out Spider, another RPG developer, who is still learning the craft, but has made some interesting games with Mars: War Logs and Technomancer. I’m interested to see where they go in the next few years.

PCG: Broadly speaking, what would you say are the topics, types of subject matter or story themes that you think RPGs will explore (or explore more) in the next few years? Are there any kinds of story you personally wish that RPGs would look into more - or less?

FU: Funnily enough, this is something we talk about a lot. We ask ourselves questions like, if Fallout came out now, would it resonate the same way as it did in 1997. Fallout was made by a bunch of Gen Xers – the cold war kids. Now-a-days, I think we should look at how invasive technology has gotten into our lives, where AI is going, what is it to be human or machine (Tears in Rain by Bruna Husky is a cool book about that), hacking biological viruses, could anything we want be printed in twenty years and what would that mean, and what is the natural progression of mega-corporations like Apple and Amazon and their ecosystems? I’m not trying to get all paranoid here, but it’s interesting to take a lot of these things to a logical end, particularly when I think those things are concerning to a lot people.

PCG: Where do you see the most room for growth in terms of game mechanics and systems? And again, is there anything you wish RPG developers would look into more?

FU: I want our games to feel just more real with even more choice for players. I don’t mean real from the standpoint of how they look, but that you just feel a part of the world. It’s not a world that starts and stops as the player enters and then exits an area. It’s a world that feels like it is always moving. A denseness of experience. I read an article about Blade Runner years ago, where one of the guys working on the set sat down in Deckard’s apartment, looked around, and then realized that it truly felt like someone lived there. That’s what I want us to hit not just with how an area looks and feels, but with the choices that players have as well.

PCG: Are there any technologies or platforms you think will strongly affect the evolution of role-playing games at this stage (e.g. VR or distributed processing)?

FU: I like to say that RPGs are probably the most adaptable of the game genres. We’ve been playing them since monitors only had one color, and I think we’ll be playing them into the generation of VR and AR. Ultimately, I always go back to how RPGs are about the experience of choice, which is not about the technology, but about what we let them do.

PCG: How do you think your own projects have contributed to the genre's evolution? If you could do anything differently, what would it be?

FU: I wouldn’t screw up the entire balance of Fallout 1 by inventing the Turbo Plasma Rifle. That was really dumb on my part. Now that’s me personally, and not the fault of anyone else at the time back in Black Isle Studios. What I think we have contributed is constantly pushing player agency, multi-faceted deep companions, and that RPGs can both be non-linear and have compelling stories. I think we can all do more there as well, but I am incredibly proud of what the teams at Black Isle Studios and Obsidian have been able to do when creating what is our own unique flavor of the RPG genre.

The Elder Scrolls® Online - contact@rockpapershotgun.com (Richard Cobbett)

As mentioned last week, it’s been one of those years. Lots of the biggest RPGs that we were expecting decided to spend a few more months in bed, or simply skip 2016. Can’t blame them! It’ll mean an awesome 2017, even if looking back there’s only been a few big names to pick from. Still, tradition is tradition! This week, another year marks another set of the RPG genre’s most fiercely fought-over fictional awards.

(Disclaimer: Actual fighting may also be fictional, all awards are based on the incredibly scientific principle of Wot I Think, awards cannot be exchanged for money, goods or services unless they too are entirely fictional. Please write all questions or complaints onto the back of a Myst CD using a Sharpie, break it into four pieces and bury them in interesting points around the globe for future treasure hunters to encounter, reforge, and then gag “Oh, god, Myst…” Or indeed, not. Completely your choice!)>

… [visit site to read more]

Dec 1, 2016
Tyranny - contact@rockpapershotgun.com (John Walker)

It’s been a long time coming, but finally here’s my final review of Tyranny [official site], having completed the very lengthy game. You can read my thoughts at about the mid-point here, and I’d say I’ve changed my mind about very little, other than to have a greater respect for where the story was heading. Here’s wot I think: … [visit site to read more]

Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

Well, this really isn’t the chart I’d expected to see at this point of the year. We’re in peak Silly Season, and yet last week’s 10 best-selling games on Steam form a broadly unexpected bunch.

Which is exactly what I like to see.

… [visit site to read more]

Tyranny - contact@rockpapershotgun.com (Richard Cobbett)

So, a confession. My plan for this week was to talk about Obsidian’s Tyranny [official site] – the game, not any rumours of Feargus Urquhart openly stealing puddings from the company fridge no matter how well labelled!> Unfortunately, that plan hit a tiny snag… I haven’t had a chance to play much of it yet. A shame, simply because the genre is well overdue a game that, to quote, Kakos Industries, Does Evil Better.

This week then, a tribute to and call out for the games that at least did evil interesting>.

… [visit site to read more]

Tyranny - Graham
Hi all!

In this patch we have resolved many issues reported by community members through our forums, focusing primarily on quest and progression related issues.

The full patch notes are below!

Quest Fixes:
  • In Sentinel Stand Keep, navigating over the bridge near the exit is improved.
  • Killing Bleden Mark in Tunon's Court after agreeing to meet him in Ashweald is now supported.
  • "Person of Interest" conversation options have been revised.
  • Nerat will now attack the player after delivering the Writ of Execution for Scarlet Chorus players.
  • In "At Any Cost", Rebel players who recruited the Stonestalker tribe and betrayed their alliance to become an Anarchist can now progress properly.
  • Fighting Hundred-Blood solo on the Rebel path will now update "Forging The Way" properly.
  • The Rebel player will no longer get multiple options to recruit factions out of sequence.
  • In "A Breach Between Worlds", using the Ocean Spire directly after getting the Steadfast Insignia should now update correctly.
  • The Vendrien Guard fight in Tripnettle Wilderness has been improved.
    Iron Marshal pathing is improved.
  • "Final Judgment" will progress properly when selecting the Kills-In-Shadow dialogue option upon delivery of the Writ of Execution.
  • "The Armies in the North" will now begin properly after killing Bleden Mark in Tunon's Court. A fix for existing saves will be forthcoming.
  • In "Leave No One Behind", the quest will now continue properly for Rebel players that starts the quest after fighting Raetommon and siding with the Bronze Brotherhood.
  • The Blade Grave region is no longer available in the last act for a Scarlet Chorus player.


Gameplay Fixes:
  • Verse will now revive if the player dismisses her while she was unconscious.
  • Characters will now properly transition from being suspended in air when swapping their active weapon set.
  • Lantry will now grant healing magic to the player in the second act after agreeing earlier.
  • Invisibility potions will now wear off when leveling up while invisible.
  • Sirin's stanza durations should now remain at the proper timing. If her stanza duration has already been reduced, those saves will not be changed.
  • Companions will now auto-attack when companion AI is enabled and no weapons are equipped.

Enjoy!
Tyranny - [Pdx] Escher
Hi all!

In this patch we have resolved many issues reported by community members through our forums, focusing primarily on quest and progression related issues.

The full patch notes are below!

Quest Fixes:
  • In Sentinel Stand Keep, navigating over the bridge near the exit is improved.
  • Killing Bleden Mark in Tunon's Court after agreeing to meet him in Ashweald is now supported.
  • "Person of Interest" conversation options have been revised.
  • Nerat will now attack the player after delivering the Writ of Execution for Scarlet Chorus players.
  • In "At Any Cost", Rebel players who recruited the Stonestalker tribe and betrayed their alliance to become an Anarchist can now progress properly.
  • Fighting Hundred-Blood solo on the Rebel path will now update "Forging The Way" properly.
  • The Rebel player will no longer get multiple options to recruit factions out of sequence.
  • In "A Breach Between Worlds", using the Ocean Spire directly after getting the Steadfast Insignia should now update correctly.
  • The Vendrien Guard fight in Tripnettle Wilderness has been improved.
    Iron Marshal pathing is improved.
  • "Final Judgment" will progress properly when selecting the Kills-In-Shadow dialogue option upon delivery of the Writ of Execution.
  • "The Armies in the North" will now begin properly after killing Bleden Mark in Tunon's Court. A fix for existing saves will be forthcoming.
  • In "Leave No One Behind", the quest will now continue properly for Rebel players that starts the quest after fighting Raetommon and siding with the Bronze Brotherhood.
  • The Blade Grave region is no longer available in the last act for a Scarlet Chorus player.


Gameplay Fixes:
  • Verse will now revive if the player dismisses her while she was unconscious.
  • Characters will now properly transition from being suspended in air when swapping their active weapon set.
  • Lantry will now grant healing magic to the player in the second act after agreeing earlier.
  • Invisibility potions will now wear off when leveling up while invisible.
  • Sirin's stanza durations should now remain at the proper timing. If her stanza duration has already been reduced, those saves will not be changed.
  • Companions will now auto-attack when companion AI is enabled and no weapons are equipped.

Enjoy!
Tyranny

RPGs have, for some time, been enslaved by the idea that every decision should be filtered through a lens of good or evil. Who are you, what are your deeds, and how do others view you? Many RPGs grant access to different quests or abilities depending on your morality rating. But Tyranny's reputation system dares to be different, and in the process it creates space for characters that don't need to fit into arbitrary definitions of good or bad. Tyranny's moral relativity proves why the whole system is pointless, and why RPGs should aspire to do better.

In Tyranny, you're the Fatebinder, an agent of a totalitarian empire that's wrapping up a global conquest. Your mission is to bring Kyros' law to her new subjects, but how you interpret and execute that law is up to you. Obsidian Entertainment has made no secret that Tyranny is about what happens after evil has won that pitched battle against good. But slogans like "sometimes evil wins" are misleading because, ultimately, Tyranny isn't really about evil. Sure, Kyros' secret weapon is magical Edicts that can turn entire cities to rubble. But then again, I live next to a popular country that at one time reduced two Japanese cities to nuclear craters. Like in real life, nothing in Tyranny is black or white.

That theme is explored in a complex reputation system that puts your basic morality meter to shame. Instead of judging whether an action is universally good or bad, each major character and faction will filter it according to their principles. Those actions aren't mapped on a single spectrum, but influence two separate meters. For factions, their opinion of you is summarized by favor and wrath. Companions see you through the lens of loyalty and fear. There's no tug-of-war between the two, as each are independent of the other, which allows for very complex relationships. Barik, for example, is so loyal to me I'm convinced he'd fall on his sword if I told him to, but he's also terrified of me probably because I'd consider asking him to fall on his sword. Relationships like these show how firm a grasp Tyranny has on the nuances that can exist in personal relationships.

By avoiding an all-encompassing morality system, Tyranny itself avoids judging my decisions. When I chose to sacrifice a vulnerable character for the good of thousands, a popup didn't alert me that I had gained 25 evil points. It's up to me to wrestle with whether or not that was the right thing to do.

When you compare that to RPGs like Mass Effect, you begin to see how limiting the conventional morality systems can be. By designing choices that are definitively good or bad (or in this case paragon or renegade) BioWare's system quantitatively measures your character's morality in the eyes of 'god' the game itself. In Tyranny, it's measured relative to your relationships. During one of the biggest decisions in Mass Effect, you have to decide whether to save the Citadel Council or sacrifice them to focus on repelling a Reaper assault already you can tell which option is considered good and bad. I don't think it's exactly fair to be considered a renegade because I chose to focus on an imminent threat to the entire galaxy first.

Law of the land 

My problem with a universal set of morals in an RPG is the way it makes my character feel inconsistent. Take Fallout 3 for example, where Bethesda haphazardly defines what's wrong and right in a lawless wasteland. It's perfectly fine for me to saw a woman's head off with a kitchen knife but only because Fallout has made a moral judgment on her: she's a bandit. But if I so much as take an ashtray off of someone's coffee table when they're not looking, I'm a bad person. It doesn't matter how I, my companions, or anyone else feels. Fallout says it's bad, so it's bad.

Morals aren't absolute truths, they're a reflection of the societies and cultures we belong to.

Because these systems tend to assign points to each decision, it also reduces morality to a basic grade scale with some hilarious and reductive results. I can farm up all the positive karma I want in Fallout 3 and then walk into Megaton and crush a resident's skull with a baseball bat.

"I know he crushed Jerry's head like a watermelon and drank his blood in front of the kids," they'd say, "But I dunno, he did give that homeless man some clean water a few times."

Morality doesn't work like that, and good decisions don't negate our bad ones. Reducing every decision to 'angel points' or 'devil points' ultimately weakens the writing of RPGs because it removes extrinsic rewards and ambiguity. It discourages players from interpreting for themselves whether something was bad, good, just, immoral, or something in between. While Tyranny's reputation system does grant reputation-specific abilities, they don't feel like carrots on a stick meant to entice you one way or the other. No matter what decisions you make, you'll earn extra abilities depending on how factions and characters feel about you.

Roleplaying games, more than any other genre, aspire to create believable characters and situations I feel invested in but they undermine that ambition by slapping a big tacky meter that simplifies who my character is. Morals aren't absolute truths, they're a reflection of the societies and cultures we belong to. The more games start creating systems that better understand this or better yet ignore the idea of a moral compass altogether, the more thoughtfully we can explore choice and consequence.

...