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

En effet ca fait un sacré changement pour la map ! C est deux styles tres différents je sais pas trop quoi en penser.

J aimais bien le coté un peu vieille carte de l ancienne version, ca collait bien a l ambiance un peu dark
Mais la nouvelle version est quand meme tres jolie, tres détaillée et je comprends leur argument que tout se ressemblait un peu quand on avait pas mal de tuiles en jeu

Du coup j ai un peu l impression d avoir a la fois perdu et gagné quelque chose ^^

J aime bien le design des cartes par contre :slight_smile:

Faut noter aussi la petite phrase : we may add some color correction later.

Quand toute l’illus sera terminée, il y aura une correction couleur pour rendre le tout plus homogène, c’est classique comme façon de bosser en illus. On aura certes plus de couleurs qu’avant mais pas autant que ça je pense.

En tout cas je trouve toujours autant leur com exemplaire depuis le début du projet. J’avais mis 1$ à la base et à force de recevoir les newsletter j’ai fini par convertir mon pledge. On a vraiment l’impression qu’ils bossent sur leur jeu et ça donne confiance. Pas comme un autre projet…

1 « J'aime »

Moi j’avais retirer mon dollars pour ne pas être tenté je crois, mais si reprint et si c’est bon y a moyen que je me laisse tenter. J’attendrais vos retours😁

Sinon pimour le coup je trouvais l’ancien style beaucoup plus raccord pour la map.

Ce qui me fait dire qu’ils bossent correctement dessus, c’est qu’ils ont reconnu le souci principal avec 7th Continent: la méconnaissance des issues possibles lors d’un choix. C’est une des choses qui fait que 7th Continent même un succès commercial important n’est pas tant joué que ça.

Leur honnêteté semble plus crédible que les conneries que sors Mythic Games ou CMON qui récoltent de l’argent et sortent des jeux (médiocres pour les premiers) toujours en retard. Bon après c’est un premier jeu d’un éditeur qui a fait des figurines boobies pour s’auto-financer …

Mal fini OK (coucou la 1.5 a chaque projet…) , médiocre je suis pas d’accord ^^ ( et je suis pas vraiment un de leurs défenseurs).

1 « J'aime »

Update #64: Its scale beggars belief!

Hey guys! Hope you’re having a great summer – considering 2020 being the Darkest Timeline – and staying safe. Here at ITU, we’re making progress on all fronts! In this Update I wanted to focus on the scale of what we’re doing with AT:O, because, frankly, when you step back and look at the big picture, it’s all kinds of awesome.

Online Store: Delays & New Releases

First, just a quick update on our Online Store status. Due to the COVID pandemic our shipping company has put restrictions on some destinations back in March. Some of those have still to be lifted, which results in delays in shipping to some parts of the world. We are looking for alternative solutions, so business as usual should resume shortly.

This is also the reason why we’ve postponed the latest releases to the store. However, you can look forward to these releases in the very near future. The miniatures coming to the Online Store next are: the Dahaka, the Demidjinn and the Gravedigger.

Story Branching

In the lead to this Update, I’ve mentioned scale. Sometimes it’s hard to show or even grasp the size or ambition of the project, as on a day-to-day basis you’re working on smaller tasks or sections and oftentimes switching gears between story, design, UI, art and so forth. I could say the story is 300 000 words long (estimations put us above this target already, btw) or X book pages, or X adventures, but these may seem like abstract numbers, at least until you get the game in your hands.

But lately we’ve been doing some design concept work to better understand the flow of some sections, work on pacing and balance story rewards. We came up with these mind maps for main Cycle story adventures and hub adventures. And… it’s kind of impressive.


That’s a lot of choices.

This is just the first part of the main story of Cycle I (I’ve purposefully made the text too small to read to avoid spoilers). Each section represents a unique story point. And that last section that all the penultimate ones lead to? That’s just the Battle that happens AFTER the story concludes. That Battle has 6 different win and loss outcomes depending on those penultimate choices too.

The amount of choices and interconnectivity is staggering. And this doesn’t even take into account the influence of adventure hub stories on the main story or the main story choices that will come into effect later down the line.


That’s a lot of adventures for a hub.

Same goes for the hubs. These present smaller adventures, but the choices you make in those influence the options you’ll get later. That’s story specific choices, because almost each choice you make also influences the Diplomacy tracks of the involved factions. And those Diplomacy ratings come into play during subsequent stories, in this hub, in other hubs, in the main story. They also influence the economy part of the game and Battles, but that’s for another time!

Famously, in the Prelude, you could go to war with the main story faction. That’s preserved and expanded in the full game. Warring with your host can make the game significantly more difficult, but on the other hand, sometimes you have to make a stand — and not compromising on your ideals may bring its own rewards.

Weapon Statistics

I mean, look at that. That’s not even the full table, not even all the Gear from Cycle I. We’ve got 5.


We’re counting, so you don’t have to!

Balancing Weapons and Gear is very hard. You need to look at each item as its own thing, in relation to other items, in relation to the Titans available and to the Primordials you’ll battle. And then you need to think bigger: compare them to each forthcoming and previous Cycle. And we’ve made our job even more complicated by the Hard Co-op mechanics and by making our Gear escalate during Battles! That’s a lot of counting.

Gear Scaling

On that subject, we’ve delved deeper into and fleshed out the rules governing Gear transition between Cycles. We didn’t want to introduce sunsetting (look it up!), but we needed to make sure a Cycle’s spotlight is squarely, well, on that particular Cycle.

Hull Sap (???) vs Wishblade (Gardens of Babylon) vs Atlantean Spada (Black Flames of Atlantis). Now just to balance this…

So we’ve expanded those Ascending rules introduced during the campaign to incorporate not only Weapons and Armor, but also other Gear, as well as Loot and Legendary items. Highly sought-after Ascending ingredients will be locked behind higher level Mnestis Theatre Battles, making the whole system very organic (I’ll talk about all the options available in the Mnestis Theatre in another Update) and the chase after that perfect loadout that much more alluring.

Tech Trees


You can almost make it out…

Speaking of scale. These are the finished tech trees for the Truth of the Labyrinth Cycle (kinda, things like Forlorn Naos or the Nymths Adyton are special cases!). Yes, that’s right, plural. You’ve got your Battle tech tree, with all the Weapons and Armor, and Gear, and Argo Abilities. Then you’ve got your Structural tech tree that deals with… everything else, from trade to diplomacy to Voyage abilities to ship Facilities to [spoilers].

Ridiculous. What even is Hope Logic?

These visual representations don’t account for everything either. Sometimes a Technology card requires a certain Primordial Level, sometimes visiting a specific place or making a specific choice - and so on! The amount of options on how to progress through each Cycle is very high: maybe you’ll want to chase after one of the pinnacle techs as early as possible, other times you’ll need to invest in some technologies early just to stay alive. You need to adapt to the events of the campaign and make your choices accordingly.

Tech UI Update

While we’re on the subject of technology, let’s look at the way the UI changes. First thing to note, there’s several types of Technology cards and each one has a distinct UI layout.

You’ve got your Core Technologies: they’re big, Tarot sized, and horizontal in their layout. They also sport a full card art of the Facility in question. Then you’ve got your Production Facilities and Abilities (Voyage or Battle), standard-sized with a vertical layout.

The various small differences between the Technology cards will help you organize your technologies better and focus on what matters: how to use them effectively!


Option Four: the text is placeholder, obviously :smiley:

Scale Scale Scale

I think the scale of what we’re doing here is unprecedented and when it’s finished, it’ll provide you with endless hours of joy, excitement and discovery. Working on AT:O can be daunting at times, but at this point we’ve got the bull firmly by the horns and are proceeding steadily to the finish line.

Sneak Peeks: KF Gloom Archipelago, the Ramfist Hekaton and…

Oh, and here are the sneak peeks (and peaks) for the month!


Kingdoms Forlorn, Gloom Archipelago: The Towers

Gloom Archipelago is one of the places you’ll visit in Kingdoms Forlorn. Once a prosperous and enlightened kingdom, it fell into decadence and later got swallowed up by the voracious sea. They say you can still reach the towering peaks of its marvelous towers by the Ferrymen’s Guild gondolas and that during certain times of the year the tides recede, uncovering the barnacle-covered streets and secrets long-drowned. All for the taking!


He didn’t like the decor.

As for the Ramfist Hekaton… well, you’ll just have to wait and see!

STAY TUNED FOR MORE AT:O!


Black Flame of Atlantis Expansion: Everything in the world has an equal and opposite Nemesis.


Si ce jeu livre en Janvier 2021 comme prévu, soit il sera mauvais, soit ces gens sont des dieux. Par contre, ça me fait toujours autant rêvé.

1 « J'aime »

Ils ne livreront jamais dans les temps franchement mais au moins de ce quon en voit ils avancent et ca cest bien (surtout que javais craque en prenant le all in tout de suite pendant la campagne xD)

Hate d’avoir les retours sur celui ci, et le cas échéant la 1.5 1haha

1 « J'aime »

Le truc qui me fait le plus flipper dans leur histoire c’est qu’ils ont voulus livrer le prologue et 3 campagnes en une fois. Alors OK le prologue était déjà prêt en terme de playtesting (ce pourquoi ils ont lancés la campagne) mais 3 campagnes en plus c’est démentiel surtout quand on voit le retard qu’a Poots avec KDM. Je comprends que ça soit compliqué financièrement d’assumer des envois de campagne unique (backers et publisher tous les deux) mais au moins on serait sûr qu’ils y passent le temps qu’il faut. Là j’ai bien peur que le chapitre 1 soit nickel mais que le 2 et 3 soit bien bancal :confused:

Un peu pareil. Bon après poots je sais pas si c’est un bon exemple pour moi il a clairement un poil dans la main et il est pas du tout focus sur le jeu comme il devrait l’être…

Bon après attendons de voir ce qu’ils livreront ^^

Ce qui m’a fait ne pas pledger, c’est leur charabia inutile sur leurs règles et le style d’écriture trop lourd et artificiellement sophistiqué. Sans ça, j’aurais bien aimé le prendre

Je ne vois pas pourquoi

Tout le monde sait ce que c’est que de manipuler les équations antikratos voyons :grin:

3 « J'aime »

Ca fait plaisir de voir les avancés

Dernière actu pour AT:O avec quelques designs de cartes

Résumé

Hey, guys! Hope you’re doing well and staying safe and making the most of this summer, considering the circumstances. We’re doing pretty well and production/design is progressing steadily. Poland has raised most of the pandemic restrictions back in June, though by the rising number of active cases here I think we’re in for a tougher Fall/Winter. We have not been entirely spared by COVID: Mateusz, our art director, has tested positive last week and has stayed in quarantine since. Thankfully, he’s only mildly symptomatic. Wish him a speedy recovery!

New hires

Undeterred by the pandemic and the economic slowdown, ITU is again expanding. We’re just at the tail end of new recruitment and, alongside new 2D and 3D artists, we’ll be adding more employees to our office crew in Tricity (Gdańsk), to bolster our beta testing/design capabilities.

New UI: Exploration

It’s not that long ago that we’ve introduced you to the concept of the Exploration Deck. The Exploration Deck is the main way of gaining Mortal resources and interacting with the various factions during the Voyage Phase. We showed you a mockup UI back then, now it’s time for the real thing!

You don’t want these guys knocking at your doors.

As you can see, this is not your typical resource Exploration card. The Maze Pilgrim enters the Exploration Deck as a consequence of Story/Doom progression and, if left unchecked, can do a lot of harm to your mission. You can also see how it interacts with other game elements: it makes you draw another Exploration card, it activates the Adversary and it interacts with your Argo Fate level and the current tile’s faction.

Advanced Primordial Mechanics

This is something a lot of you have been waiting for! For months now we’ve shown off the Hekaton and Labyrinthauros (you can even play their early levels on TTS right now!), but we’ve been mum on the other monsters coming to the game. That’s because I really don’t like spoilers: I’d like for all of you to be surprised, delighted and terrified of what the game has got in store. However, a tiny tiny peek won’t hurt, will it?

Pursuer: A cruel Adversary

The Hermesian Pursuer is your first Adversary in the game and it’s a brisk change of pace. It’ll hunt you relentlessly around the Map, so you can never be sure when or even how many times you’ll have to face it. And, unlike the Hekaton and Labyrinthauros, who are somewhat evenly matched for your Titans, Pursuer’s power is at first overwhelming.

Wait till you learn what Killjoy does.

Pincer Pierce is one of the basic attacks, yet it still hits hard. It deals the full amount of Danger if it even grazes you, meaning you might want to invest in some reduction-based armor. It also gives you the mysterious Ambrosia token, which we’ll not be discussing here! The only respite from this and other Pursuer attacks is the fact that the monster is only toying with you (see below). What may not be readily apparent, is the targeting rules. Unlike the other, less intelligent Primordials, the Pursuer will attack you only if it can reach you. Which may not be a problem, as it has the ability to fly, but may still force you to rethink your tactics.

Disdain… Disdain is different. It’s a Judgment attack, requires a skill test and doesn’t deal Danger, just status effects. You don’t want to fail on all 3 dice here…

Don’t look at it!

The Pursuer is as cruel as it is clever. He likes to play with his food. Until you play by his rules, he’ll go easy (relatively) on you. He’ll mark his punches and maybe he’ll even leave some of the Titans alive. But if you show some teeth, well, let’s just say you don’t want to see what that End of Hope Trait does.

The Pursuer Battle is also more about flanking the Primordial (the Pursuer does have a blind spot due to its large wings), which is reflected in the Mothwing Trance Trait. If you want to go face to face with him, better pack a hefty amount of Opening tokens in the kratos pool.

Temenos: Tremble and Despair

Temenos is the large Primordial you’ll fight in first Cycle and beating him will require you to master the mechanics of both the Hekaton and Labyrinthauros. However, he still has some unique tricks up his sleeve.

Who knew Temenos could sing…

Like Mazerain, a lot of Temenos’ attacks are area of effect, meaning you need to think about positioning and spacing. The Battle Board will be littered with maze fragments, hindering your mobility, and the Primordial will be able to spawn more of them. In addition to dealing Danger, most Temenos’ attacks also deal Despair tokens. These will make your life harder in a number of ways, like the Song of Despair Trait. Stick together or die alone!

Cyclonus: Ruthless Enforcer

Cyclonus opens Cycle II with a bang! Look at that Old Ball and Chain attack, it packs a punch! Not only can it deal a massive 6 Danger in one blow, it also pulls you to the Primordial, ‘come over here!’ style, and knocks you down. Oh, and have you noticed those ominous additions, Heat up and Combo?!

Come over here!

The Spartans aren’t playing fair. Cyclonus is wreathed in cages (some of those prisoners can even be your crew members!) and striking those will lead you to gain Abyss points (as you slowly lose your humanity). You can forgo an attack against a Prisoners! BP card, but that’s an automatic miss – and it also angers the Primordial, as to him you’re showing weakness. On the other hand, saving the Prisoners will give you some of that humanity back. The prisoners may even know something that may help you in your quest!

But wait, there’s more!

The Primordials of the latter Cycles have more sophisticated mechanics that you’ll have to work around to win. As Cyclonus gets angrier, he may let loose those chain mauls, making his ‘attack shadow’ larger and turning his normal attacks into area of effect ones. You’ll have to learn to dance around those chains or de-escalate the heavy duty mode - and fast.

Someone didn’t have his morning coffee /// Is that a snail?

And last but not least the Ambrosia Trail of the Chimera. The Chimera is a stupidly large monster that shambles across the battlefield with little regard to anything in its way. And in its wake? A caustic field of ambrosia you’ll have to navigate around or face the toxic consequences. The Chimera battle is, among other things, about area denial: you’ll have to think carefully about your positioning, so as not to find yourself cornered in a deadly swamp.

Whew. Hope you like this preview of the advanced battle mechanics! We’ve barely scratched the surface of what the game has in store for you. With 11 Primordials, each with 9 levels of power and varied battlefields, there’s a whole world of tough-as-nails battles to explore!

Je suis toujours autant attiré par le jeu. En revanche, j’ai l’impression qu’il y a encore du chemin d’ici à la mise en production…

Clairement s’ils livrent en Janvier 2021, je serai très surpris. Ils en sont encore en phase de design / playtesting et même s’ils ont lancés qqs éléments de preprod, il leur reste le core du jeu à faire passer quand même.

C’est quoi ces tuiles ???
Un effet Serious Poulp ?

Les poulps n’ont pas tout inventé^^
Ce sont les meme tuiles que durant la camapgne jsute une coloration différente. Il étaient sur un modele plus comme des fresques sans couleurs vive. je prefere leur nouveau modele

1 « J'aime »

Alors les tuiles elles y sont depuis le début c’est juste les illustration qui ont changées on est passé de ca :

A ça :

Et même si on perd le côté un peu déshumanisant des première qui allait bien avec l’univers je trouve en effet que les nouvelles sont mieux in fine ! Les quatre nouveaux visuels m’ont plus convaincus que les tuiles qu’on avait vu il y a deux news

Par contre je viens d’aller sur le KS pour chercher la première image et la j’ai revu la date de livraison prévue xD Heureusement que j’y ai pas croyais pas à cette date ^^

J’aimais bien les précédentes tuiles, elles avaient un côté antique que les nouvelles n’ont pas.
De plus, les nouvelles m’ont l’airplus communes.

Savez vous s’il est possible de voir quelque part le nombre de backer fr ?

1 « J'aime »