Author Topic: Occult Chronicles (now at v1.07) $  (Read 5906 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Occult Chronicles (now at v1.07) $
« on: August 21, 2013, 12:04:18 AM »
http://www.crypticcomet.com/games/OC/Occult_Chronicles.html   SPECIAL HALLOWEEN SALE $13.13  Demo available

Quote
Installation: You will be directed by BMT Micro to download a self extracting .exe file. Double click on the file to unzip the contents to any convenient location i.e. Desktop or a games folder. Inside the newly created OccultChronicles folder you will find a file called OccultChroniclesWindowed.exe. Double click on this file to start the game in a window. There are also executables to start the game in full screen or forced 800 by 600 for netbooks. The game is portable and can be played off of a flash drive. Please read and understand the user license agreement that is included in the game folder. There is no DRM or serial key required for The Occult Chronicles.

The Occult Chronicles is a computer turn based strategy game whose design is heavily influenced by both modern adventure board games and the classic rogue like formula. You take on the role of an Occult Defense Directorate (O.D.D.) agent who has been assigned a mission to investigate an ancient estate out in the country. You start your adventure in the Main Entry Foyer and then proceed to explore the creaky old mansion encountering all manner of strange and haunted things. Your mission will take you to the caverns and dungeons below the mansion where you must confront and defeat an unspeakable evil. Create CharacterBefore you begin the game you must first create your agent character. You are given a fixed number of points to build a character to suit your play style. Each character has four key attributes that govern how he or she will approach the many challenges ahead. The four attributes correspond to the different suits of a Tarot deck which plays a key role in how challenges are resolved.

The Swords attribute corresponds to physical combat of any kind i.e. guns, swords, knives, hand to hand and even explosives.
wands    

The Wands attribute corresponds to any mental challenge i.e. resisting the many horrors that you will witness, deciphering an arcane text, figuring out the inner workings of some ancient artifice, negotiating with a demon, etc. Psychic abilities fall into this category as well.

The Cups attribute corresponds to any physical challenges that the character’s body might need to overcome i.e. quickness in evading a trap, running away from a problem, resisting the poison coursing through his veins etc.
pentacles    

The Pentacles attribute corresponds to any arcane challenges i.e. the ability to cast spells, use sorcery, and channel occult energies.   
Additionally, each character starts with and may gain an unlimited number of health or sanity points. If at any time a character has zero health or sanity points, that character is killed or driven insane.
instant death instant insanity    

Playing for keeps - The game is meant to be played in “Reaper” mode. In this mode, death and insanity mean game over.  Your save game is deleted and your character is sent to the archives if he or she merits such inclusion. The archives lets you view the histories of your best agents…the glorious missions accomplished and the ignominious deaths in some forlorn hallway when your gun jammed and the darkness closed in.

The game within the game - Whenever your agent confronts an encounter within the game several different options are usually presented. In general these correspond to the different suits of the Tarot deck.  A combat option would be dictated by Swords, while an option that involved sorcery would be controlled by Pentacles.
TrickChoosing a specific option results in setting a target trick points number (the amount of trick points that you need to win the challenge), determining the number of tricks played to the field and specifying the number of cards drawn to you hand.  The final numbers are directly related to the values of your attributes. The Tarot game board is then set up and you proceed to play cards from your hand to take tricks. You take a trick by first flipping the card over and then matching the same suit with a card from your hand. Should the card you played be equal or greater in numerical value than the trick card, then youtake the trick and add the points to your total. If you have a card in your hand that matches the suit of the card that was flipped over, then you MUST play it even if it does not take the trick. If you do not have a matching suit card then you proceed to flip over another trick card. This continues until you can no longer take any more tricks. If your point total equals or exceeds the target then you win the challenge.

I’ll take what’s behind door number 1? – Whether you win or fail the challenge, the game moves on to the Results Phase.  Here you are presented with 10 face down cards. If you won the challenge the cards you select will be positive i.e. health or sanity points gained, special items, spells, or heroic action cards gained etc.. If you failed the challenge then the results will be negative i.e. health and sanity points lost, wounds and impairments gained, etc.. The number of cards that you may or must draw depends on how well or poorly you did in the trick taking game.

So there you have it.  Of course, being a Cryptic Comet game there are a lot of subtle details and complex mechanics to delve into.  For example, many of the items, spells, psychic talents and heroic action cards that you acquire will allow you to try and change the Tarot cards in your favor.  You can bump the values up or down, draw new cards to your hand or the trick table or even add points directly to you tricks taken point value.

Inventory - Your inventory is simple and laid out on a pad directly in front of you.  There are five different categories for storing inventory items. The main four correspond to the Tarot suits and the fifth is Major Arcana, which is a type of trump card that also can initiate powerful one time effects when played.  Each item in the game has an encumbrance value. You can have up to your attribute number of encumbrance points in each category. For example, if your Swords attribute was 5, then you could have up to 5 encumbrance points worth of items cards in your inventory.

Level Up!  - As you play the game, you will often acquire expertise tokens during the results phase. You can spend these tokens to increase your attributes and gain special edges and abilities. Every character starts the game with a profession card that enables this but additional specialized skill cards can be bought as well.

Getting a Clue - It pays to explore in The Occult Chronicles.  Off the beaten path nooks and crannies will often yield important clue cards that will give you a significant upper hand when confronting the final mission challenge.  These challenges decide whether you win or lose the game so finding clues can be an effective strategy in bringing off a win when the odds look grim. Clue cards are placed in your personnel folder for viewing.

On a Quest! – As you explore the mansion you will find that some of its denizens can be communicated with. This sometimes depends on whether you have a sufficient attribute in one of the Tarot categories.  An option to communicate will appear on the encounter dialogue that enables you to pass a challenge to activate the quest. A quest card will be created and place in your personnel folder with instructions on how to proceed. Finishing quests can provide powerful rewards that will help you navigate the dangers and horrors of the levels below the mansion.

The Occult Chronicles is a strategy game of adventure and exploration. Games usually take just a few hours to complete and dying a horrible death is all part of the experience. You will quickly get a feel for how far you can push your luck and often you will still push it too far because you think that snake eyes will never happen to you. Sometimes you’ll just run into some plain bad luck and find your desiccated bones littering a shabby corner of some forlorn mansion. So you’ll need to master the ability of knowing when to hold them, when to fold them and when to run away in stark raving terror. All that matters is that you complete your mission and make it out alive….or not.


Quote
Today is the anniversary of H.P. Lovecraft’s birthday oddly enough.  So the release version is done and the website has been updated to reflect that the game is officially out.  Just a mumbo jumbo formality but there you have it.  A big thanks to all those who sent me feedback and bug reports both by email and forum.  I’m going to keep improving the game over the course of the next several months. If the new $19.99 price scares you then just hold on until Halloween when I will be doing an Occult  Chronicles sale merely for the fact that I think it’s thematically appropriate. :)
« Last Edit: October 19, 2013, 10:39:40 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Occult Chronicles (now at v1.06) $
« Reply #1 on: August 21, 2013, 12:33:12 AM »
v1.06 and back a bit from beta times:
Quote

Changes and Improvements:
-Fixed display bug for Spray and Pray
-Fixed display bug for Full Auto
-Fixed display bug in trick card presentation when max trick cards on board had been reached and certain special abilities had been triggered
-Fixed display bug in several skill cards
-Fixed all edges that bump item special abilities with a random number based on the edge level
-Fixed Quick Draw edge not working properly when condition was valid
-Fixed Inventory Display problem where cards could display while tray was retracted.
-Fixed roaming monster duplication bug which could occur in some rare cases where roaming monsters bumped into each other
-Fixed bug where mission specific random encounters were occuring in innappropriate locations
-Fixed wording of description on story token called “Growing Confidence” to indicate that it is for Combat Challenges only
-Fixed bug with doors not opening after multiple level transitions
-Fixed bug with Fountain of Blood not reseting in some rare situations
-Fixed bug with ammo occurance boosts caused by other edges conflicting with the trigger number calculation
-Fixed bug where some roaming monsters would flip flop between rooms when initial contact with the player was lost
-Fixed bug where quests could be removed before completion if a roaming monster triggered the encounter while moving
-Fixed bug in map generation where collapsed floor could occur above locations that blocked out landing room
-Fixed bug where some encounters had duplicates placed when encounter pool ran out
-Fixed bug in AI pathing routine for roaming monsters where other roaming encounters blocked pathing even after look ahead planning had returned a move possible result
-Fixed movement permitted bugs on some tiles where graphics indicated movement was not permitted
-Fixed bug in random selection of some items when rewards were generated
-Fixed bug in the input of luck attribute on random encounter generation
-Fixed bug in generation of Major Arcana cards during rewards phase
-Fixed bug in map generation that caused unconnected corridors to block tunnels connecting pit traps in some cases
-Fixed bug in map generation that put several escape or die traps in inappropriate locations
-Increased inter-connectivity of corridors in 3rd sub level (Catacombs that run under the mission level)
-Mindshield Psychic Talent now converts non Face cards as follows: 1 or 2 Wands = Page, 3 or 4 Wands = Knight, 5 Wands = Queen and 6+ Wands = King
-Each time you move into a sublocation within a room, there is a chance based on your wands, pentacles and luck attributes that a secret door (if one exits) will be revealed inside the room that you are currently in
-Seeing the same random encounter in a row should be slightly less likely
-All final mission encounters now have chances for Instant Death or Instant Insanity result cards (as appropriate) to be generated if you fail the challenge
Quote
Changes and Improvements:

Fixed bug in shift arrows in personnel file.
Ammo, Charge and Courage is now consolidated when the item choice screen appears for deciding where to assign the points.
Fixed problem where winning mission or running out of time and failing mission would not delete the Reaper mode save game file.
Fixed rare bug where generation of pentacles item for a reward would cause a script error if the item had already been discovered in a previous encounter.
Fixed Atlantean Lens.
Fixed Strange Vial.
Fixed Clue text for Forbidden Knowledge mission.
Fixed Sign of Malachim.
Fixed Glasses of the Overworld.
Fixed Statue Garden movement error.
Fixed bug in health and sanity loss amelioration by some edges.
Fixed bug in gong encounter.
Fixed bug in clearing result card display after certain item abilities were used.
Fixed bug that could cause wounds and impairments to be removed when an item should have been lost instead.
Fixed numerous typos.

The UI for the claim item display now lets you view the newly acquired item in detail by selecting it with a left click so that you can compare it to items you already have in your inventory when deciding what items to keep and which ones to discard.

The expertise coins number displayed in the Personnel Folder is now red when the story icon that prohibits spending tokens is active and clicking on a space to add a coin now brings up a dialogue box explaining the problem.

The amount of ammo, charge or courage remaining for a special option added by an item is now displayed on the encounter dialogue UI.

Clicking ‘Ok’ on the targeting display when you have not yet selected any targets for an item’s ability now negates any targeting actions but does allow for card draws that were part of the items special ability.

Some characters have been excluded for use when entering a save game name.

The story speeds have been adjusted so that you have 10% more time on average to complete your mission. In standard speed this amounts to 110 extra turns on average.

Psychic Pushback can now turn positive health and sanity rewards into negative effects after you have won a challenge. Your pushback is divided by two and then a random number is generated. If the number is less than the halved pushback number then the result is switched from positive to negative. The pushback is then halved again for the next check on a positive result card for health or sanity.

Some of the psychic edges have had their maximum edge level reduced.

Added an encounter in the dungeon torture chambers that will help investigators find the final mission location.

Altars of the various abominations now have a much improved chance of generating a Major Arcana or Talisman reward.
Reduced the general chance of random encounters by 20%.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

mrmojorisin

  • Newcomer
  • Posts: 9
  • Karma: +0/-0
    • View Profile
Re: Occult Chronicles (now at v1.06) $
« Reply #2 on: August 22, 2013, 05:33:34 PM »
I was in the early beta and helped Vic with a few bugs, so I can't wait to check out this new release version.  For those wondering how much of a rl this is, let me tell you that it is more of a board game inspired game with rl elements.  What I like about it is that the type of board games that it is inspired by (Arkham Horror, Mansions of Madness, Betrayal at House on the Hill) are usually either really hard (or impossible) to play unless you have alot of people, or are soooo time consuming to set up and play that there really is no point if you want to play by yourself.  But now you can play that type of game by yourself and the program handles all the setup, encounters, and stat tracking for you!  You just create your character, choose your scenario, and off you go!

Also, the tarot card system that Vic made to resolve encounters is really quite ingenious.  If you've played his wild west game Six Gun Saga (check that out for a great old western themed card game), you know a little of what to expect, as that had a system where combat was resolved by a hand of poker.  But he has kicked it up a notch in this game, as his tarot system is used to resolve not only combat, but tests of intelligence, strength, dexterity, and anything else the game throws at you, and the difficulty of the contest, along with your skill level in the related stat, all affect how hard it is to win the card game hand for that encounter.  You also have other abilities and items that can tip the odds in your favor as well.

As you play the game, an interesting narrative unfolds as you meet, fight, or otherwise interact with the denizens that, for different reasons, are trapped in the house or dwell below it.  There are all manner of ghosts, haunted objects, monsters, and other creepy things that you will encounter, and many of them are linked to other creatures or encounters in a myriad of ways, so that you never know when you are going to encounter something that is the key to resolving another card.  But depending on your skills, you might be able to help them, or it might just be easier for you to kill or dispel them.  But what will be more beneficial to your quest?  That is for you to figure out and that is part of the fun of the game.

There are also devious traps that you can encounter, and many of them have multi-stage encounters that test more than one of your abilities in order for you to succeed, so a well rounded character is helpful, but it also pays to specialize, so that is another thing you will just need to decide on for yourself as you play.  Along with all the normal traps and encounters you will face in the game, there are some that are specific to the scenario that you chose at the beginning of the game, so each adventure will be flavored by those encounters giving you more and more of the story of that scenario.  There are also clues you can find, also specific to that scenario, and each clue you find makes it a little easier to defeat the boss encounter of that scenario, which is located beneath the mansion and is final encounter of the game, win or lose.  There is also a Story Token track that is a "doom track" for the game.  After so many turns, there is an increasing chance that each turn will trigger drawing a story token, and based on an invisible "luck" stat and a die roll, either a positive or negative event will happen based on the scenario, that will have an effect that will last until the next story token is drawn.  After the 12th token is drawn, you lose the game.

So with all the elements of the game, is it's depth and complexity for you?  You can now find out for yourself with the playable demo, that lets you play 75 turns of the game, and you can even continue your demo game if you decide to buy it.  You can find the demo, as well as more info about the game at their website http://www.crypticcomet.com/games/OC/Occult_Chronicles.html.
« Last Edit: August 22, 2013, 05:37:41 PM by mrmojorisin »

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Occult Chronicles (now at v1.07) $
« Reply #3 on: October 19, 2013, 10:41:11 PM »
v1.07 and the game is now part of a special Halloween Sale to bring the price down to a spiffy $13.13  8)


Quote
The Occult Chronicles 1.07 update is now available.  In conjunction with this release Cryptic Comet is also having a Halloween sale. You can purchase the game for the spooky price of $13.13 by following this link

More information about the game is available here

Update Installation:

You can download a .zip file or a self extracting .exe file.  Once you have saved the file to your computer, locate the folder that was created when you extracted the full game.  In most cases it is called OccultChronicles.  Go to this folder and delete a sub folder called GameData.  Now double click on either the .zip or self extracting .exe and copy the files to the OccultChronicles folder. You will be copying over a new GameData folder as well as replacing two files: MainIFace.cxt and GameEngine.cxt.  When you start the game it should now read 1.o7 in the bottom left corner of the main menu.

Changes and Improvements:

Added 2 New Encounters for the basement/dungeon levels. One is a tribute to an old D & D dungeon nemesis and the other tips its hat to a famous B.P.R.D. agent…no not the big red guy.

The item numbers on the right side of the item tray now turn green when you have an item that can be used during a challenge but that tab has not been selected.

Horror challenges now only happen once for each specific named encounter. i.e. if you have seen the zombies random encounter you don’t get the horror challenge again if you happen to bump into more zombies later on

The frequency of random encounters has been decreased further

The intensity of health loss and sanity loss cards has been toned down significantly to reduce the chance of large number penalties in a single failed encounter if you are at moderate or less health or sanity points. i.e. the more severe algorithm operates when you have high health and sanity points

Numerous bug fixes and display issues corrected

Numerous text errors corrected
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training