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Junior Adventurer's Guild - June: ATOM RPG: Trudograd
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rusty_shackleford
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I'll throw Night Watch up on archive.org, give me a bit
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The sequel Day Watch as well please. I just learned about it today.rusty_shackleford wrote: ↑ June 9th, 2025, 19:53I'll throw Night Watch up on archive.org, give me a bit
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rusty_shackleford
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Don't think I have that one, only have this because I could only find it in bin/cue format and it was a pain in the *** to convert it to an iso image so I hung onto itJ1M wrote: ↑ June 9th, 2025, 19:55The sequel Day Watch as well please. I just learned about it today.rusty_shackleford wrote: ↑ June 9th, 2025, 19:53I'll throw Night Watch up on archive.org, give me a bit
Last edited by rusty_shackleford on June 9th, 2025, 19:59, edited 1 time in total.
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Maybe someone will be motivated by the challenge of finding it.
Like this stuff, thanks! Going to search for it. There's also a russian RPG series Konung.J1M wrote: ↑ June 9th, 2025, 19:49If people are in the mood for more Russia + RPG, there's one with an urban fantasy spin on it called Night Watch from 2006 that was built in the Silent Storm engine.
Both games (which were based on the movies popular at that time) are present on rutracker but don’t have English translation.J1M wrote: ↑ June 9th, 2025, 19:49If people are in the mood for more Russia + RPG, there's one with an urban fantasy spin on it called Night Watch from 2006 that was built in the Silent Storm engine. Might be hard to find though, since it is abandonware now and not on any digital stores.
There are also two Planet Alcatraz rpgs. Those were translated into English.
Last edited by MrTwinkls on June 9th, 2025, 20:41, edited 1 time in total.
OH YEAH, since I beat this month's game: I nominate King Arthur: Knight's Tale for next guild game.
Completed.
Thoughts
Overall it was solid, but I prefer the first game. Trudograd is more focused in both geography and mission, but there's just less - less to explore, fewer companions, etc. You do get to kill a bunch of ****** and commies, though, so that's a plus.
I kind of regret importing a character because you come in so strong it trivializes a lot of the experience, especially when you get power armor. The companion pathfinding on the boat mission is atrocious. You're going to want to tell them to stay put, otherwise they'll trigger the guards into combat. Gamble and Luck are both fairly pointless, but that's not surprising.
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Overall it was solid, but I prefer the first game. Trudograd is more focused in both geography and mission, but there's just less - less to explore, fewer companions, etc. You do get to kill a bunch of ****** and commies, though, so that's a plus.
I kind of regret importing a character because you come in so strong it trivializes a lot of the experience, especially when you get power armor. The companion pathfinding on the boat mission is atrocious. You're going to want to tell them to stay put, otherwise they'll trigger the guards into combat. Gamble and Luck are both fairly pointless, but that's not surprising.
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Just install this:
https://www.nexusmods.com/atomrpgtrudograd/mods/2
Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice", especially when paired with AI as bad as this game's. To me this is a solid 7/10. Good setting, EXTREMELY murderhobo friendly, serviceable systems and story, it's very OK. Not sure how I feel about every criminal carrying a self incriminating letter in his person at all times, but maybe that was standard in the Soviet Union. It's a worthy addition to the library of any cRPG enthusiast, but the likelihood of me replaying it is close to zero.
https://www.nexusmods.com/atomrpgtrudograd/mods/2
Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice", especially when paired with AI as bad as this game's. To me this is a solid 7/10. Good setting, EXTREMELY murderhobo friendly, serviceable systems and story, it's very OK. Not sure how I feel about every criminal carrying a self incriminating letter in his person at all times, but maybe that was standard in the Soviet Union. It's a worthy addition to the library of any cRPG enthusiast, but the likelihood of me replaying it is close to zero.
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rusty_shackleford
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It's intended, you're the player character, not the partyEyestabber wrote: ↑ June 11th, 2025, 18:56Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice",
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It's intended wrong.rusty_shackleford wrote: ↑ June 11th, 2025, 19:52It's intended, you're the player character, not the partyEyestabber wrote: ↑ June 11th, 2025, 18:56Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice",
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rusty_shackleford
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One of these is the completion achievement right?
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I like the concept on paper, but in practice the AI is never up to snuff. It's not a hinder on my enjoyment but I definitely favor having the option for full control, regardless whether I use it or not.rusty_shackleford wrote: ↑ June 11th, 2025, 19:52It's intended, you're the player character, not the partyEyestabber wrote: ↑ June 11th, 2025, 18:56Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice",
In Persona 3 the companions were beyond ******** but that was acceptable in mob encounters, while on boss fights I would turn on direct orders mode.
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rusty_shackleford
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Original design for Fallout 3(NOT bethout) would allow you to control companions depending on your charisma(maybe a perk? idk)Valter wrote: ↑ June 13th, 2025, 18:54I like the concept on paper, but in practice the AI is never up to snuff. It's not a hinder on my enjoyment but I definitely favor having the option for full control, regardless whether I use it or not.rusty_shackleford wrote: ↑ June 11th, 2025, 19:52It's intended, you're the player character, not the partyEyestabber wrote: ↑ June 11th, 2025, 18:56Not having full control over companions is dev stupidity and nothing more. It's an illegitimate "choice",
In Persona 3 the companions were beyond ******** but that was acceptable in mob encounters, while on boss fights I would turn on direct orders mode.It just works.
Sawyer discussed it on the old …interplay? forums
Was meant to help facilitate charisma builds, and plays into the whole "leader telling his team what to do"
@Roguey might know more
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It was the persuasion skill https://www.nma-fallout.com/threads/saw ... ack.151853rusty_shackleford wrote: ↑ June 13th, 2025, 18:55Original design for Fallout 3(NOT bethout) would allow you to control companions depending on your charisma(maybe a perk? idk)
Sawyer discussed it on the old …interplay? forums
Was meant to help facilitate charisma builds, and plays into the whole "leader telling his team what to do"
@Roguey might know more
Persuasion: This skill is the other half of what Speech encompassed. It is used for friendly diplomacy, subtle manipulation, and outright intimidation. Also, as previously discussed, I believe it could be used to good effect for attempting to control CNPCs (companion NPCs) during combat. Though CNPCs would be computer-controlled by default, I believe that giving the high-Persuasion character a chance to control their followers is sensible and good for the purposes of expanding Persuasion's usefulness throughout the game.
NOTE: CNPCs SHOULD STILL HAVE IMPROVED AI. IN FACT, IT SHOULD BE MUCH BETTER THAN FO AND FO2. THIS IS NOT INTENDED AS A SUBSTITUTION FOR GOOD AI, SIMPLY AS A WAY TO REWARD CHARISMA BOYS FOR A HIGH PERSUASION SKILL.
Some CNPCs are really agreeable, and some are belligerent jackasses who don't listen to anything. Some also go crazy when they see certain types of creatures or otherwise are annoyed by local behavior. A wounded CNPC can also be extremely difficult to control, as their life tends to take precedence over your desire to be a big winner. Persuasion can be used to offset a CNPC's tendencies to do exactly what they want, when they want. The higher the Persuasion, the more likely it is that the CNPC will allow the player to control them, even under duress.
Sample Persuasion perk:
Suicide King
Prerequisites: Persuasion 150 and CH 8
Ranks: 1
Benefit: When standing within your area of influence, CNPC allies always ignore how wounded they are when you attempt to control them in combat.
E.g.: Ted and Destructo are fighting deathclaws. Destructo's got nothing against deathclaws, but he isn't too fond of the gaping wound that's left him with 28/100 hit points. Normally, he would head for the hills, even if his enemy was pretty wounded. However, Ted's a Suicide King, so Destructo knows that his pal will get him out of this mess somehow if he just follows his lead. (i.e., Destructo ignores his wounds for purposes of comparsion to Ted's Persuasion). Ted exercises manual control over Destructo. He has him attack the deathclaw, killing it, then has Destructo move down next to Ted. On Ted's next turn, Ted uses a Super Stim on Destructo, and everyone is happy until the other three deathclaws get in melee range.
That's what Wasteland 2 ended up doing with the leadership skill and perks. Recruitable companions have a chance of "going rogue" and taking their own actions, but high leadership lowers that chance.rusty_shackleford wrote: ↑ June 13th, 2025, 18:55Original design for Fallout 3(NOT bethout) would allow you to control companions depending on your charisma(maybe a perk? idk)Valter wrote: ↑ June 13th, 2025, 18:54I like the concept on paper, but in practice the AI is never up to snuff. It's not a hinder on my enjoyment but I definitely favor having the option for full control, regardless whether I use it or not.rusty_shackleford wrote: ↑ June 11th, 2025, 19:52
It's intended, you're the player character, not the party
In Persona 3 the companions were beyond ******** but that was acceptable in mob encounters, while on boss fights I would turn on direct orders mode.It just works.
Sawyer discussed it on the old …interplay? forums
Was meant to help facilitate charisma builds, and plays into the whole "leader telling his team what to do"
@Roguey might know more
There's a perk in Trudograd that debuffs the player but buffs companions so some variation of this concept is implemented. It would be neat if this perk also gave a direct control over companions though.
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rusty_shackleford
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It was a good decision, but the game would be a lot better if it was single character with only recruitablesAcrux wrote: ↑ June 13th, 2025, 19:41That's what Wasteland 2 ended up doing with the leadership skill and perks. Recruitable companions have a chance of "going rogue" and taking their own actions, but high leadership lowers that chance.
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Bro **** these mines 
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Just finished installing and importing from ATOM RPG.
I checked the credits and it looks like the same two writers (Alexander Chernyavskiy & Anton Krasilnikov) that worked on the original Atom RPG returned for Trudograd. That is a good sign as the writing was definitely one of the strengths of the original.
I checked the credits and it looks like the same two writers (Alexander Chernyavskiy & Anton Krasilnikov) that worked on the original Atom RPG returned for Trudograd. That is a good sign as the writing was definitely one of the strengths of the original.
The three evils that humanity faces:
Censorship
Telemetry
DRM
So far this is the sequel I was hoping for. Making the main quest a direct follow up to the previous game's revelation that a world ending asteroid is hurtling towards the Earth is great.
Haven't had much chance for combat yet, but I did find Hexogen. Maybe Dzhulbars and Alexander are running around here somewhere as well...
Haven't had much chance for combat yet, but I did find Hexogen. Maybe Dzhulbars and Alexander are running around here somewhere as well...
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The three evils that humanity faces:
Censorship
Telemetry
DRM
There is some good news about ATOM RPG becoming a trilogy:Tadeusz wrote: ↑ June 9th, 2025, 19:19That's impressive. Perhaps there's still hope for the third ATOM RPG installment![]()
AtomTeam wrote:
I've found not one, but two clown noses. I'm glad to have the +1 to luck but now my team is doomed to wander the city while looking like idiots.
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The three evils that humanity faces:
Censorship
Telemetry
DRM
Good to hear, though it's only a pre-production.SpellSword wrote: ↑ June 20th, 2025, 06:24There is some good news about ATOM RPG becoming a trilogy
There's an interesting question in their survey:
Do they want to expand to other countries? Perhaps of the former soviet block or China. There were some hints about Arkhangelsk as the next destination in Trudograd but maybe there will be some other locations.What about the setting? Anywhere specific you would like to visit, apart from the Soviet Wastes known from the first two games in the series? Where would that be?
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wndrbr
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they don't want to touch Russia because of war.Tadeusz wrote: ↑ June 20th, 2025, 06:55Do they want to expand to other countries? Perhaps of the former soviet block or China.
That would be ********, it's an integral part of the series. So...next part in Ukraine then?
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or Baltics, or perhaps Central Asia.Tadeusz wrote: ↑ June 20th, 2025, 07:07That would be ********, it's an integral part of the series. So...next part in Ukraine then?
This may be interesting, I don't remember many games that take place there. It's still sad to part with Russia as the game location though.
I think it's about time to start nominating. I propose Grim Dawn.
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rusty_shackleford
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where my badges at @Oyster Sauce 
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