Aeon Trespass: Odyssey - par Into The Unknown - Livraison Q1 2022

L’Atlantide a coulé, Alexandrie a brûlé, Athènes a été rasé… L’Eschaton s’est produit et le monde antique est maintenant détruit. Le chaos règne là où l’ordre a été maintenu pendant des générations. Les dieux de l’Olympe sont morts, leurs lois oubliées à jamais. Les terres appartiennent désormais aux monstrueux Primordiaux.

Seul un gigantesque navire de fer traverse les mers turbulentes, assiégé de tous côtés par des ennemis qui verraient bien sa mission échouer. Car l’Argo porte la seule chose qui peut s’opposer aux Primordiaux : Des Titans, armés pour la guerre.

Remettre le monde debout est ce qui vous attend…

Prenez le contrôle de l’équipage du navire géant, les vaillants Argonautes, entraînez-les et partez à l’aventure au coeur des dangereuses et mystérieuses terres de l’Ancien Monde (et au-delà…). Apprenez les secrets du Peuple d’Or et créez de nouvelles technologies qui vous donneront l’avantage au combat - et en dehors de celui-ci. Gérez vos ressources et développez votre base d’opérations. Rassemblez des alliés et forgez des alliances politiques avec les différentes factions du monde. Et, plus important encore, apprivoisez les Titans, armez-les, faites-les évoluer et chevauchez-les pour combattre les Primordiaux.

Retrouvez tout ça dans cette expérience de jeu de plateau entièrement coop pour 1 à 4 joueurs. Combat tactique, gameplay narratif, et campagne stratégique… seront les composantes d’Aeon Trespass: Odyssey qui est développé par les polonais d’Into The Unknown, auteurs de deux KS figurines issus du même univers (Aeon Trespass: Nymphs et Aeon Trespass: Eschaton).


Pledges : 129$ (117€) le jeu.
Frais de port : en sus et estimés entre $25 et $35 (jeu seul ?)/


https://www.kickstarter.com/projects/1492106834/aeon-trespass-odyssey?ref=cwowd

Autres liens : Site éditeur

Bilan : 8 184 contributeurs ont engagé 1 082 551 $

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Synthesis Framework and Adversary System

This is the first article about the mechanics of our game, but I don’t want to bore you with the story of its inception: that’s for the memoirs! Let’s go cold open.

Aeon Trespass: Odyssey is a massive game. You will wage war with gargantuan monsters on dozens of varied battlefields. Onboard the mighty Argo, you journey over vast distances to remote locations of Hellas and beyond. You will develop a multi-tiered tech tree and produce dozens of weapons, upgrades, advancements and facilities. You will go on multi-level adventures, engage in diplomacy and espionage and try to solve the mysteries of the world before it is too late.

Basically, Aeon Trespass: Odyssey is more than one game. It’s got tactical battles. It’s got global level strategy and economy. It’s got a gigantic branching narrative. It’s got boards, maps, figures and tokens and over a 1000 of cards.

What we wanted, was to make a single game. That’s how we developed the Synthesis Framework. It’s a master system of sorts that informs all our mechanics-related decisions, anchors them to common denominators. In short, the Synthesis Framework brings all the disparate systems together and interlinks them, so they make a grander whole. Worthy of a Greek Epic!

The Adversary System is an example of this philosophy. Adversaries are a special type of recurring enemy, singular or plural, with their own story running parallel to whichever campaign cycle you’re currently playing. Some of those enemies are giant monsters, some are groups, organizations or entire armies. Some show up in a specific setting, some can show up in different cycles (the Hermesian Pursuer , for example, can pop up in the Truth of the Labyrinth cycle or the Pitiless of the Sun cycle).

When you introduce the Hermesian Pursuer to your games, you get 2 miniatures, one for tactical battles (a gaunt giant on a 60mm base we can’t wait to share with you!) and one for the strategic layer. The Hermesian Pursuer will PURSUE AND HARROW you on the world map. He’s got two sets of AIs, one of which governs its reactions to your strategic and economic decisions.

For example, the Hermesian Pursuer doesn’t like it when you research the Eschaton and other Primordials, he also doesn’t like it when you show signs of growing power or recruit forsaken priests. He will punish you for those things, indirectly and directly. His presence will provide modifiers and options for you to consider, even going so far as to influence the battlefields of other monsters.

And when you finally go to battle with him, be warned. He’s not really there to simply fight you, he’s there to cripple your operations permanently and end your Odyssey. Some of his attacks will be aimed at your Titans, but others will target the Argo or force you into unwanted story branches!

We really want you to look forward to the next thing. When you’re on the Strategic Level, you’ll be considering how your decisions influence the tactical battles and adventures, on adventures you’ll eagerly anticipate how the stories connect with the battles, your character progress and your economic outlook. When in battle, you will have to carefully weigh the needs of the few (your Titans in battle) and the needs of the many (the Argo).

The Synthesis Framework will allow you to be in control and make informed decisions throughout the whole experience. It’s here to help you. And you’ll need all the help you can get, because the game will fight back - and it won’t be pulling any punches either!


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How it all ties together

As the name implies, Aeon Trespass: Odyssey will be a game about epic journeys and the adventures and struggles along the way. But it will also be about managing a ship and a crew, and battling gigantic monsters with equally impressive titans! So, in a way, it’s three games in one: a narrative-driven adventure, a strategy civ-building game and a tactical battle. We put a lot of effort into connecting all the systems between these three layers into a seamless experience.

Voyages

The voyage takes place on an evolving, explorable map. The map is made of tiles, each providing you with a plethora of additional information, like available resources, faction presence, settlements, story leads and new locations. Like a Metroidvania-style video game, some parts of the maps will be cut-off until you research the appropriate technology or find a way in. Like a good RPG, some places are optional, hiding great challenges and great rewards. Oh, and each cycle (campaign) has its own unique map.

During the voyage, you’ll move the Argo, gather resources, research technology, ‘create’ and train titans, manufacture gear and ship facilities, interact with other factions and try to move the overall story along. Because time waits for no man, the forces of evil have their own timetable. Each time you travel, the clock advances and so do your opponents. The game gets harder and the world slowly changes and becomes more hostile.

Adventures

Wherever you go, you’ll find dangerous and exotic locations. To further the plot, gain resources or an advantage in battle, or simply to survive, you’ll have to venture into those locations with a party of Argonauts. Some of these will be quick affairs, while others may start whole quest chains or influence the Voyage map.

Equally important, the Argonauts sent on adventures may recall something familiar, something that connects with their Mnemos (lingering memories of a past life), which, in turn, may lead them to develop their personal stories and abilities or even influence the setup and rules of the upcoming battle. Story-wise, the Mnemos themselves are just vague recollections, so their outcome may vary from game to game, adding to the tension and replayability.

Battles

Some of the battles will be expected, while others will take you by surprise. The battles take place on a separate board, its layout influenced by the Primordial you’re fighting, the locations you’ve visited and the advantages provided by your technologies and Argonauts. The Argo, though not present on the board, will serve as backup, supporting the Titans with suppressive fire or influencing their behavior by manipulating their antikratos equations.

The outcome of the battle with impact the Titans (some may die or get permanently injured), the Argonauts (by exploring or activating their Mnemos), the Argo (your resources, crew and hull integrity) and even the world itself (for example, some Primordials may permanently destroy locations or map tiles!).

The flow of the game

All this means that, unlike most adventure-type games, in Aeon Trespass: Odyssey you’ll be constantly doing something different, repetition is simply not the name of the game.

You’ll journey across Greece, trying to defy your enemies by uncovering their plans and foiling them. Your voyages will influence the types of adventures your Argonauts are going to have and these will shape their destinies and the coming battles. Each subsequent battle will be harder, forcing you to explore more, to gather more and more resources and, more importantly, develop new technologies and strategies to cope with the new powers of the Primordials.

You’ll be constantly haunted by your greatest adversary: time. You’ll be forced to make tough decisions and trade-offs, as you won’t be able to visit every part of the map or research every technology. As your progress will carry from cycle to cycle, your decisions in a previous campaign may very well come back to bite you in the… you know what.


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Pourquoi pas mais cette quantité de jargon-pipo me rends toujours un peu sceptique. Comme si on essayait de déguiser un gameplay par des mots pour faire compliqué (enfin le faire croire).
Je suis quand même curieux de voir ça, on verra si c’est aussi obscur pendant la campagne.

influencing their behavior by manipulating their antikratos equations.

Et c’est vraiment un exemple parmi tant d’autres.

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Le thème et l’histoire que cela veux raconter me plaisent . Merci Lykeios

Je t’en prie :slight_smile: D’ailleurs, ils viennent de partager une actu sur la page du KS pour Eschaton

Odyssey: adventure time!

We were getting a lot of questions about this part of the game, so let’s face the topic head on. In Aeon Trespass: Odyssey, there are many types of adventures and many times - in terms of gameplay - when you’re going to be asked to embark on them.

Mostly, you’ll adventure at the end of the Voyage Phase, as part of the Location you’re currently visiting. The Location type influences the type of adventure you’re going to have, though you’ll never know what exactly you’re getting yourself into (well, other than the fact that higher level Locations can lead to more challenging adventures).

The shortest type of adventure is called an Encounter. This is usually a short affair that requires a decision on your part (the choices you have can change based on Conditions, Argo Mnemae and Argonaut skills). Encounters are one-offs, some of them are even unique (meaning you can only get one per campaign). Meeting a band of Hornsworn on the open sea or finding a shipwreck are good examples of simple Encounters.

Then you have the Fated Encounters, which are repeatable encounters that offer more content and story each time you, well, encounter them. For example, you meet an old, but wiry man who offers to exchange information. Next time you meet him, he will remember you and the third time he may even tell you his name or that he’s part of the Krypteia. The information offered can also differ, as the man starts to trust you and opens up. This may even lead to a Quest down the road.

On the other end of the spectrum, we’ve got Quests and Expeditions. Quests are longer Encounters that in some form persist in the game world after you’re done with the adventure. Quests usually spawn an additional card, token or mini, which can be interacted with to further the Quest (sometimes leading to another adventure). An early Quest will have you follow a map carved into the blade of a Bronze Peoples smith to a hidden cove, where a strange ship awaits. You’ll need to look at the map carefully to locate the cove, but you won’t get far without the sword…

Expeditions are mini ‘choose your own’ adventures, complete with tests, choices and branches. They more often than not touch upon the mythos of Aeon Trespass or a particular Cycle to highlight its themes. A lot of expeditions tie in with Mnemos cards, so you get a different outcome depending on whether you are personally connected to a particular story or not.

This is just a rough breakdown. What makes our adventures special is the Mnemos System and the variety of gameplay points that can springboard you into adventures. The former we’ll leave for another time, suffice to say that each adventure will somehow tie with your character’s arc, both mechanically and narratively.

As for the latter, Aeon Trespass is a world of adventure and we wanted to reflect that. So, even though you’ll generally go on adventures during the Voyage phase, that’s just the tip of the iceberg. Adventures can start spontaneously during any part of the gameplay: when advancing a Story or Doom card, after a critical hit on a Primordial, after researching a technology or creating a special kind of gear, after moving into a certain map tile, after reaching a certain time point in the campaign, or even after finding a hidden clue on one of the game components. We really want you to feel like you’re on an epic world-spanning journey, and Odyssey if you will, and that anything can happen. We want you to feel the joy of discovery, we want you to explore, and so we’re cramming the game full of secrets!


Pour le jargon nébuleux, je pense que c’est juste un effet de style pour faire impression lors de l’annonce du jeu. Il y a de forte chance que ça disparaisse au fur et à mesure quand on va rentrer dans le vif du sujet.

Première évocation de gameplay… j’adore particulièrement le design des cartes

Here’s a first: our first gameplay content for Odyssey revealed! This is a wound (or, rather, Trauma) card. You’ll get these a lot while fighting Primordials. Actually, you get one each time you’re hit! Broken limbs, ruptured muscles, psychological trauma, evening angering the Dead Gods, everything is on the table, so to speak. The good news is, these wounds are not all bad. Aeon Trespass: Odyssey is a heroic adventure after all, so a lot of wounds just make you angry - or stronger! This one, for example makes you remember a forgotten memory - and act on it!

Aeon Trespass: Odyssey does a lot of things differently than your typical adventure game/dungeon crawler. One of these things is our how you take wounds and what it means to you. We’ll cover this topic in depth later this week!

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Et première photo

Someone has been testing the Hekaton battle...

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  • de nouvelles cartes
In Aeon Trespass: Odyssey, you'll do a lot more than just fight gargantuan monsters! This is one of the earliest Technology/Production Cards, one you get automatically at the start of the game. Over time, you'll develop a tech tree, not unlike the ones in digital strategy games, like Civilization or Xcom.

Each of these cards will have a unique illustration!

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"Make no mistake, Argonaut. The Titan is not your friend. The only thing stopping it from ripping us all to shreds is that contraption on its head," says the Old Priest. "Make sure it does not..." "Slip off?" "High spirits. Good. Good. You'll need them when the battle starts."

The Titans are uneasy allies of the Argonaut cause. Nobody except the inner circle of fallen priests and philosophers knows exactly how the ‹ junctioning › of souls works. Everyone knows what happens whenit stops working.

During the game, certain events (like a critical failure or some Primordial attacks) may force you to draw Kratos cards. This represents the Titan giving in to its primal nature or rage, or the Argonaut losing control. The effects of these vary, but none of them are good.

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Puis une video preview par King of Average pour présenter AT:O

[embed]https://www.youtube.com/watch?v=jUrIDKj-HP4&feature=youtu.be&fbclid=IwAR2z5UwV1sUJkDRcajrS7qTmOQH8vLF-PAL6C7MPwlg3PoK7NaCR6ud33-s[/embed]

Voilà la date est fixée, ce sera pour la rentrée

It's hour will come at last! Aeon Trespass: Odyssey launches on Kickstarter on September 9th! The wonderful art, "Pitiless as the Sun", was created by none other than Lius Lasahido of MTG fame.

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J’ai pas encore regardé mais il se peut que y’ai des infos là dedans : https://www.youtube.com/watch?time_continue=846&v=lTA4Fxeye6E

 

Ça me plaît bien tout ça, curieux de voir ce que donne la campagne ! Avec la quantité de matos annoncé j’ai peur pour mon porte feuille par contre 8-O

Quelques shots du beau plateau (enfin le prototype) !

Some shots of the prototype board from the Prelude, a few column terrain tiles ad the Hekaton!

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On dirati du KDM. Combat tactique, campagne, figs, gore, ect…

Oui j’ai eu la même impression. Le monstre constitué de mains en est d’ailleurs le meilleur exemple, mais bon n’est pas kdm qui veut, on verra bien ce qu’ils proposent à la rentrée.

le mec ne s’en cache pas quand on lui pose la question

AR est clairement sur le terrain de KDM dans les figs Etherfield, c’est quand même difficile à nier.

[quote quote=486454]Quelques shots du beau plateau (enfin le prototype) !

Some shots of the prototype board from the Prelude, a few column terrain tiles ad the Hekaton!


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En effet très réussis !

Nouvelle fig, le rythme des actus s’accélère

Earthshaker Titan with Impetus Breakers and weighted Hekaton Panoply Armor (Gigan Sword on back).

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On continue dans les photos, toujours très KD:M-esque

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Sans oublier une video interessante de The King of Average qui présente quelques mécaniques du jeu

[embed]https://www.youtube.com/watch?v=beD6Pi6ssPg&t=2s&fbclid=IwAR1DtVM6J2XBhvDGrWcJEKG-WxFlLG4gVccqYt7knXsQ4JBVV0tTi8UZAIE[/embed]

Le monstre/truc est censé représenter une entité mythologique ou pas du tout ? Car là j’ai du mal à voir quelle peut être la référence.

C’est sans aucun doute une fusion de Malboro (série des jeux vidéo Final Fantasy) et Pyramid Head (série des Silent Hill).