Monster's Den: Godfall
Monster's Den : Godfall Review
Forgottenlor crawls through the dungeons of Godfall to find out that there are some downsides to them
» Continue reading the article...
Maylander dived into ELEX to see if it is a game worthy of Piranha Bytes
» Read the article
No, keep it as it is
Oh yes, I'll show you...
I want Little Ponies
I don't care
Tuesday - October 31, 2017
Bloom - Demo Update
With the demo for Bloom being released a short while ago, it is time to look back to how it went and it certainly did not exceed the developers' expectations.
Hey everyone, now that the demo has been out there a bit....I figured it was a good time for a progress report on where everything stands.
Note: About a week after we put out the demo, we did an update fixing some problems and adding a map while taking out some mechanics like hunger.
Anyhow, the total analytics for the demo were a bit depressing -
- 1350 views
- 210 downloads
For some reason we didn't have much luck getting media attention on the demo, so the amount we could reach was pretty limited (I suspect most of the downloads were by press).
Obviously this also means the crowd fund attempt with Patreon didn't do so well either.
The biggest question I have from the poor performance is what it indicates. Obviously the demo is still pretty rough (and the entire getting lost in the forest isn't the same structure as the core game, as well as the main character and abilities)....but it still might be an indication that the project itself is under-performing in terms of design and execution.
If I just failed at getting the word out, it is still a problem...but less of one. Since trying to get attention for a demo during this point in the year is difficult (especially one so rough still).
Or it could simply be that trying to release off of steam was what killed it (itch.io isn't as popular, by far...and perhaps media didn't give it much attention being hosted on a site like that?).
Since it all bombed anyhow, I might go ahead and put it up on steam at some point just to see if there is more traction there.....but from what I hear from other devs, the organic reach on steam isn't really there anymore anyway....so, who knows.
There is also an update on where they want to go from here, which mainly is about the lack of money and how to fund the development next year.
Well, obviously we is outta moneys and gotta solve that problem to finish off the next year of development (since there is quite a bit of work to do, and if I tried to part-time it....who knows what would happen).
Luckily there are a few options out there (sadly, bank loans aren't one, even as a personal loan, or I would have done that haha. Unless there is some super rich person out there following this? -wink wink wink wink-).
First up is I've gotten in touch with Nintendo and Microsoft to get the ball rolling on platform approvals (and, if we are lucky, perhaps work out some type of advance on sales for timed exclusivity with one of them....though it is a long shot). The platform we will be supporting on release in addition to mac/ pc/ linux largely depends what happens with all of that.
Should be hearing back from them in a week or two.
After that, there is the option of a publisher....and after the poor performance releasing the demo and trying to get media attention that option is seeming more palatable (since obviously I'm doing something wrong in terms of getting the message out...and I probably don't have the best temperament for that as well).
In the meantime development is still ongoing.
Release: In development
Witcher - Making Of
PCGamesN tells the story of CD Projekt Red and The Witcher:
How CD Projekt Red found the road that took them to The Witcher
Crossroads have been a fixture of The Witcher for ten years - present in quest names, implied by the signpost markers on Wild Hunt’s map, and of course, seen everywhere in the meandering highways of the games themselves. They have become the defining image of a Slavic fantasy tale in which adventure lies just down the road. A series which began, fittingly enough, with a fork in the path.
CD Projekt had existed since 1994, as a distributor importing CD-ROMs into Poland. Their job was to localise games like Baldur’s Gate, and it was not an easy one. The company was competing with the huge free market that held sway in Warsaw at the time - selling PC games to an audience unaccustomed to paying.
Werewolf: The Apocalypse - Paradox and White Wolf Partnership
To learn more about the partnership between Paradox and White Wolf OnlySP has interviewed CEO Tobias Sjögren and Lead Storyteller Martin Ericsson:
‘Vampires, Werewolves, and Mummies, Oh My’: White Wolf Publishing on Bringing the World of Darkness Back to Video Games
The World of Darkness (WoD) IP has a curious history in video games. After quickly garnering a cult following in the early 2000s with the Vampire: The Masquerade and Hunter: The Reckoning series, the property was purchased by EVE Online developer CCP Games, and the company began work on an ambitious MMO. However, that project was cancelled after seven years of development, with CCP seemingly abandoning further development of the IP.
Thankfully, such a rich universe could not languish forever, and, in 2015, Cities: Skylines and Tyranny publisher Paradox Interactive announced that it had purchased the WoD brand and re-established the setting’s original owner, White Wolf Publishing. Since then, White Wolf has been working to make the property into a household name, with the first major attempt being Focus Home Interactive and Cyanide Studio’s upcoming action RPG Werewolf: The Apocalypse.
The setting is grounded in the fantastic, yet its individual properties have always reflected social themes of perpetual importance. From the explorations of morality in Vampire: The Masquerade to the idea of balance in Mummy: The Resurrection, the World of Darkness is ripe with opportunities to engage with real-world issues. For the revitalisation of the IP, White Wolf decided to lean on this fact, rather than the brand recognition of Vampire: The Masquerade. As such, when Cyanide pitched a vision for Werewolf: The Apocalypse that homed in on the environmental themes and questioning of violence, White Wolf leapt at the idea.
“Not saying that Vampire can’t address burning contemporary issues, but holy s**t does Werewolf feel like the right story for our strange times,” Ericsson said. “The tagline for Werewolf is ‘When Will You Rage?’ It’s essentially a radical revenge fantasy where you become a savage warrior of nature, ripping oil-pipelines, corporate boardrooms and narrow-minded bigots to shreds. I think a large percentage of the world can relate to the anger and frustration the Garou feel as they watch us humans f**k up the planet. And on the flip side it asks the question ‘what’s the price of using violence to change the world’.”
Werewolf: The ApocalypseSP/MP: Unknown
Release: In development
Ghosts of the Precursors - Podcast with Creators
Gamewisdom talked to Paul Reiche and Fred Ford about Starcon 2s creation and the plans for Ghosts of the Precursors.
Creating Star Control 2 with Paul Reiche and Fred Ford
This week on the cast, I had a chance to sit down with veteran developers Paul Reiche and Fred Ford - Makers of Star Control 2, one of my favorite games of all time. With the announcement of their sequel, we talked about the design of Star Control 2, and their plans for Ghosts of the Precursors.
General NewsSP/MP: Unknown
Release: In development
Non-RPG General News - Visceral Games
Farflame spotted the story behind the closure of Visceral Games at Kotaku:
The Collapse Of Visceral's Ambitious Star Wars GameIt seemed like a surefire hit: a Star Wars take on Uncharted, published by Electronic Arts and developed by the longrunning studio Visceral Games. But nothing is sure in the video game industry, and on October 17, 2017, when employees of Visceral were told that the company would be closing, some who had worked for the studio found themselves unsurprised. In many people’s eyes, doom was inevitable.
Visceral Games, based in San Francisco, had been an odd fit at EA for several years now. First founded in 1998 as EA Redwood Shores, the studio developed a mishmash of assorted games in the 2000s before finally finding an identity with a horror-action-adventure series called Dead Space. After three Dead Space games (and a couple of spin-offs), the company went on to make the first-person shooter Battlefield Hardline, which came out in 2015.
Non-RPG General NewsSP/MP: Unknown
Release: In development
Nioh - Short Interview
The Samurai RPG Nioh: Complete Edition will be released on November 7. WCCFTech has interviewed Game Director Fumihiko Yasuda about the game:
Nioh: Complete Edition on PC Isn’t Locked To Preset Settings; Won’t Use DENUVO
However, with the announcement of Nioh: Complete Edition for PC several questions were raised, mostly of a technical nature. We’ve reached out to the development team and were able to get the following answers from Team NINJA’s Game Director Fumihiko Yasuda, which should put some concerns at ease.
The single most controversial tidbit of information from the press release is that apparently Nioh: Complete Edition will lock frame rate and resolution to the ‘Action’ and ‘Movie’ modes already seen in the console version of the game. Does that mean users won’t be able to pick their own resolution and run the game as fast as their hardware can? Because that’s what PC games have always done. I can already tell it won’t have a positive feedback at all.
We introduced these two modes as pre-set graphical options. This means that the resolution, rendering quality and framerates are independent options that can be altered by the player.
Kickstarter Games - The Legacy Games
The tactical RPG The Legacy Games is now on Kickstarter:
The Legacy Games - A Dark Fantasy Tactical RPG
The Legacy Games is a turn based tactical RPG set in a dark medieval fantasy world. Players will recruit, train and command a company of warriors to face difficult challenges in the most prestigious tournament in all the lands. Experiment with party compositions in an innovative turn based tactical design and discover new combos and synergies between party members. Players will also experience a dark tale of greed, conflict and survival, as you progress, every decision made will have minor or major consequences.loading...
- Six Unique Character Classes, each with a distinct play styles to make up your team; fully customizable with abilities, perks and gear.
- Brutally Challenging Boss Fights with unique RPG mechanics akin to MMORPGs, each boss is a different fight, players need to look out for special abilities and attack patterns.
- Dynamic Weather Conditions - both spells and the environment can affect the state of the weather and vice versa. Fire spells heat up the weather and generate a thundercloud, enhancing all Lightning attacks. Cold spells cool the weather creating a blizzard that freezes everyone on the battlefield.
- Loot, Loot and more Loot - shiny new rewards after each battle determined by the results of the battle. Late game loot have special properties that effect and augment the character's skill set.
- Pick 4 Spell System - players are able to choose up to 4 abilities from a pool of spells per character, spells synergize well with each other, leading to both individual and team combos.
- Innovative Turn Based Tactical Combat - unlike traditional turn-based tactical RPGs, characters can perform as many actions so long as he has enough Action Points. Enemies will also employ a wide variety of abilities and tactics, good positioning and executions of combos could be the difference between victory and defeat.
Kickstarter GamesSP/MP: Unknown
Release: In development
Monday - October 30, 2017
Shadow of War - Review
Capsule Computers reviewed Middle-Earth: Shadow of War:
Middle-Earth: Shadow of War Review
Middle-Earth: Shadow of War continues the adventures of Talion the Ranger and Celebrimbor the jewelcrafter. With Sauron marching upon Menis Ethil, Talion and Celebrimbor must find unlikely allies to build an army to defeat Sauron. The sequel builds on Middle-Earth: Shadow of Mordor to include a follower system that intertwines with the series’ signature Nemesis system and a larger world to explore.
Middle-Earth: Shadow of War is a worthy sequel to Shadow of Mordor. While the game is not a ground-breaking title like its predecessor, Shadow of War feels like a tightly executed evolution. The improvements to the Nemesis system is excellent and the combat is fantastic. The audio/visual experience is really a modernized version of Shadow of Mordor, which is not a bad thing at all. The decision to include microtransactions in a single player game is understandably contentious. Whether microtransactions in a single player, AAA title is a good or bad thing can be debated until the end of time. While Shadow of War’s implementation of microtransaction isn’t perfect, it is one of the better examples. Unless you have serious issues with the game on principle, Middle-Earth: Shadow of War is a solid open-world title that deserves to be in every gamer’s library.
Shadow of WarSP/MP: Single-player
Devoid of ShadowsSP/MP: Single-player
Lost Dimension - Released
The tactical J-RPG Lost Dimension has been released for the PC:
Taking place In the near future with the world in ruin, a terrorist mastermind known only as ‘The End’ threatens humanity with nuclear armageddon. A special task force of eleven young psychics each with incredible superhuman abilities and a mysterious past, are the only ones who can stop him. Together, they must climb The End’s formidable tower one floor at a time and bring him to justice. Their psychic powers will be put to the test against the sinister occupants of each floor as they race against the clock – and the traitors hidden within their ranks – to save the planet.
As team leader, Sho Kasugai, you’ll need to master a deep-but-intuitive combat system, build relationships with your squad and use logic to discern the traitor on each floor to progress. Only Sho has the skills necessary to weed out the traitors and defeat The End.
- Deep turn-based tactical RPG combat system. Defer turns, assist your allies and combine your team’s incredible psychic powers to gain victory!
- Find the traitors! Use your psychic powers to rifle through your teammates' minds and uncover their secrets. But beware, the list of traitors is different every time you play!
- Unlock and level up a huge variety of skills. Create the ultimate tank or support builds for your characters and swap out eliminated members’ Materia to unlock new high-powered Gifts.
- Uncover the truth! Multiple endings to discover. Who is ‘The End’? What are his real motives? Only by gaining the trust of all your team members can you find out!
Developed by Lancarse, creators of many highly acclaimed JRPGs, and originally published by FURYU Corporation, Lost Dimension has an incredibly impressive pedigree. The game's intriguing storyline was written by Jun Kumagai, the Tower level designs were headed up by Takeshi Oga, while the character designs were provided by Yuu Yamashita and Makoto Tsuchibayashi.
For the first time, you can now play the critically-acclaimed Lost Dimension on PC, featuring all the thrilling tactical RPG gameplay of the console original and a raft of PC-only improvements.
The world is waiting...
What the reviewers had to say about the PS3 version:
While the original console versions of Lost Dimension received highly-coveted Gold Awards from a very well renowned Japanese gaming magazine company, this is what other reviewers had to say:
“Lost Dimension is an incredible title, with a constant sense of escalation and drama.” 4.5 Stars out of 5 - Digitally Downloaded
“Lost Dimension is a unique title that tries to bring some originality to RPGs, as well as a new form of replayability. The core concept is fantastic and makes the story thought provoking.” 8.5/10 - PSU.com
"Gripping character work complements deep combat." 8.4/10 - NZGamer
“It's a genuinely satisfying and memorable tactical RPG that I won't soon forget.” 8/10 - Destructoid
Lost DimensionSP/MP: Single-player
Genre: Tactical RPG
Skyrim - New Gothic Orpheus Mod
DSOG reports that a new version of the Gothic Orpheus Mod has been released:
This mod brings the world of Piranha Bytes’ Gothic to Skyrim, featuring 32 hand crafted quests
Orpheus Project has released a brand new version of its mod for The Elder Scrolls V: Skyrim. This mod, called Gothic Orpheus, brings the world of Piranha Bytes’ Gothic to Bethesda’s RPG. Sounds cool? Well, it sure does.
According to the team, there are 32 hand crafted quests and 52 custom items. Moreover, this mod’s quests were voiced by professional voice actors from the Skyrim Voice Alliance. This latest version of Gothic Orpheus supports both the original version of Skyrim, as well as its Special Edition.
In version 2.1, the Orpheus Project team added more AI mesh so companions have less chances of getting stuck under rock or something. Moreover, the team fixed a great amount of bugs that plagued the previous version.
Sunday - October 29, 2017
Warbanners - Version 1.0.7 released
Patch 1.0.7 for Warbanners is live:
A Few Minor Changes and Now Available in Portuguese!
Version 1.0.7 is released. Changes include:- Added Portuguese (European) language. Many thanks Tiago!!!
- If Accuracy of an attacker equals Evasion of a defender, To-hit chance is 55%. Each 1 point in difference between Accuracy and Evasion changes the To-hit chance by 5%. To-hit chance can not be less than 10%.
- The share of experience gained by magicians has been slightly reduced.
- Fixed a bug related to not receiving karma in the "Scapegoat" mission.
- Slight adjustments to AI.
- Music no longer plays when the game window is minimized or another application/program is selected.
- Problems with ultra-wide monitors (2560 x 1080, 3440 x 1440) and 4K monitors. Unfortunately, we don't have such monitors, and are therefore working blindly. This build, of course, does not solve all the problems, but we hope that we are moving in the right direction. Please share with us what issues remain here (Screenshots would very much be of help – thank you for understanding!)
SP: The Fractured but Whole - Review
Auburn Citizen reviewed South Park: The Fractured but Whole:
'South Park: The Fractured But Whole' (PS4) review: Franchise fatigue
(Warning: Mild spoilers below.)
At some point in South Park: The Fractured But Whole, your character, the New Kid, will walk by a movie theater. As a member of Cartman's Coon & Friends superhero team, he'll be wearing a DIY costume of your choice. And when the ticket taker sees you, he'll quip: "Aren't superheroes kind of played out?"
As the game goes on, you learn farts that lift you to rooftops and clear lava (red Legos), as well as ones you can use in battle. And those, namely a fart that cancels an opponent's turn, defang the game's battles more than any other attack. But the farts are so nonstop they also function as a sort of ambient soundtrack to "The Fractured But Whole." It's the same wet, rumbling noise Parker and Stone once used to skewer the movies of Adam Sandler and Rob Schneider for being so interchangeable. The irony, though, is that now it's "South Park" that's fighting franchise fatigue.
TL;DR: The sequel to The Stick of Truth significantly improves upon what was a breezy battle system, but its humor takes a few steps back toward crueller, harsher satire.
SP: The Fractured but WholeSP/MP: Single-player
Assassin's Creed Origins - Review
WWG reviewed Assassin's Creed Origins:
Assassin's Creed Origins Review - A Worthy Comeback Title For The Franchise
Assassin’s Creed Origins is the comeback title that the franchise needed and fans have been begging for. The overall story is compelling, dark, and gut wrenching; with an intriguing look inside the Brotherhood’s beginnings with a vast open world to explore within ancient Egypt. It has everything Assassin’s Creed fans want: wide-spread freedom, an impactful narrative, and characters that we care about.
All in all, Assassin’s Creed Origins offers a truly stunning game experience that is unique, yet familiar at the same time. Origins is the comeback title that many veterans of this long-standing franchise have been begging for and we’ve finally got it. A thrilling story, immersive and dynamic environments, characters you truly can’t help but to admire and care for – Origins is it. It’s the game that Assassin’s Creed fans deserve as well as a truly charming experience for those gamers just coming in.
Final Verdict: 4.5/5
Saturday - October 28, 2017
Witcher 3 - New Lead: Ciri?
PCGamesN thinks Ciri should be the new lead for The Witcher 4:
Out of the way Geralt, Ciri should lead The Witcher 4
We're celebrating ten years since the first The Witcher game was released in Europe. This is the second of four articles looking at the ever-popular series - tune in throughout the week for more. This article contains spoilers for the entirety of The Witcher 3.
Witcher 3SP/MP: Single-player
Elder Scrolls Online - Clockwork City
MMO Games checked out the new Elder Scrolls Online addon Clockwork City:
The Elder Scrolls Online: A Look at the Clockwork City
The Elder Scrolls Online has been kind in offering us lore that we never thought we’d get to see, and this brand new foray into the Clockwork City is no different. For those of you who don’t know, the Clockwork City is a miniature metropolis located deep beneath Ebonheart, unknown to most of those living in Tamriel. The city was created by Sotha Sil as his ideal image of Tamriel, though after losing Sunder and Keening at Red Mountain, he retreated into his creation and lost touch with the outside world. Your journey through the Clockwork City will be highly eventful, whether you want to explore the rich environment and take in the extensive lore or you wish to take on some of the world bosses. Either way, this is one DLC that’s going to blow your mind as you explore a miniaturized version of Tamriel.
Elder Scrolls OnlineSP/MP: Single + MP
Underworld Ascendant - Interview
TGG interviewed with OtherSide Entertainment’s Joe Fielder:
Underworld Ascendant interview with OtherSide Entertainment and 505 games
As you might remember, back in August it became publicly known that 505 Games is to publish the long-awaited fantasy rpg “Underworld Ascendant” for PC. Well, since I just happen to have grown up playing “Ultima Underworld” 1 and 2. I simply couldn’t resist the urge to do an interview with OtherSide Entertainment and 505 games about “Underworld Ascendant“. So, that’s exactly what I did =) And that resulted in us talking about everything from the old “Ultima Underworld” games, old memories and the plans for “Underworld Ascendant”.
So without further ado, please enjoy our interview with OtherSide Entertainment’s Joe Fielder.
We always start off our interviews with having people introducing themselves to our readers. So please go ahead and do so =)
I’m Joe Fielder. Former game journalist, turned level designer, producer, and writer. I’ve worked on games like BioShock Infinite, The Flame in the Flood, BOOM BLOX, and [redacted]. I’m the game director and writer of Underworld Ascendant.
Would you be so kind and explain what “Underworld Ascendant” is all about? (the story, etc.) And how, when, where and why did the project came to be?
Underworld Ascendant is a first-person, emergent RPG, where the player is plucked from modern-day earth and dropped into a deeply-immersive, fantasy world, full of conflict and intrigue.
The game takes place in The Stygian Abyss, an incredibly dangerous, underground environment on the borders of The Underworld. It’s a place where life shouldn’t exist. And without your help, it won’t much longer.
You may have visited before, in fact.
Underworld Ascendant’s the modern follow-up to Looking Glass’ Ultima Underworld series, which has been credited with inventing the “immersive sim” genre and influenced developers of such games as System Shock, Deus Ex, BioShock, Thief, Fallout 4, Skyrim… Even Minecraft.
It’s our goal to follow-up on Looking Glass’ legacy of innovation, to make a game takes the immersive sim forward in some intriguing, new ways.
The game promotes experimentation and rewards creativity using The Improvisation Engine, a series of interwoven systems that oversee and direct the player experience to keep the game challenging and fun.
As far as how it originally came together? Paul Neurath, who co-founded Looking Glass, helped create the Immersive Sim, and designed the opening levels of Ultima Underworld, started OtherSide a few years back with the intent to bring back classic series like Ultima Underworld, System Shock, and more. Not long after, Underworld Ascendant had a successful Kickstarter and recently attracted the attention of 505 Games.
Underworld AscendantSP/MP: Single-player
Release: In development
Ash of Gods - Kickstarter Update
The Lo Pheng storyline will be added to Ash of Gods:
ASH OF GODS RELEASE AND LO PHENG STORYLINE
Hey guys! We were pretty busy but we got some really important and great news for you to share. Some of you who follow us in socials already famous with some of our news, I believe. But if you don't then get yourself comfortable! And don’t forget to follow us on Facebook, Twitter and Youtube channel to keep yourself updated.
RELEASE AND ADDITIONAL STORYLINE
Let’s start with Lo Pheng storyline. As you may remember, it was a big part of our Kickstarter campaign, the highest stretch goal but we didn’t make it. Since we didn’t earn enough money for this, we actually decided to drop it. It was hard but we were ought to weigh our possibilities soberly.
But we’ve decided to reconsider this decision at the moment. The thing is, Ash of Gods development is almost in its final stage, and we were thinking about how Lo Pheng story affects the whole world of Ash of Gods. We were thinking about it a lot during the past two months and decided to return it to the game. We so want to make Lo Pheng storyline and believe it is possible even with our limited resources. I reckon we will be able to make approximately 3-4 hours of gameplay if everything will be okay.
But to create the game in the way it was originally designed we will definitely need more time. At the moment we discussing a possibility to postpone the release to March, 2018. This is also will give us some extra time to polish the game which is always a good thing, I believe.
Ash of GodsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Assassin's Creed Origins - Reviews
Assassin's Creed Origins has been released. Farflame found some reviews:
Easy Allies: 3.5/5
Hardcore Gamer: 4/5
Gaming Bolt: 8/10
ELEX - Version 1.0.2846.0
Alistair spotted that ELEX version 1.0.2846.0 is now live:
ELEX Version 1.0.2846.0 live now
- Crash fix for systems with more than 16 logical CPU cores.
- If savegame limit is reached, “Create new savegame” is hidden. (limit is 99)
- Fixed saving for all Windows user.
- Fixed some freezes in tutorials. The tutorial won't be shown if the corresponding key bindings are not valid.
- Fixed saving after the Big Bang fight was not possible.
- Fixed pink water on some older AMD/ATI graphic devices.
- Fixed game freeze when you try to interact during an evade roll.
- Fixed permanently angry NPCs.
- Kral has now a quest marker for the Mana shrine quest.
- Jax gets the correct award from Reinhold when joining the Clerics.
- Bullet and Lucy don't die immediately when they encounter an enemy.
- Fixed quest targets when fighting in the arena.
- Trevor now gives Jax the correct reward, depending on his actions.
- Mad Bob’s dialogue is now in the correct order, taking the Jax’s actions into account.
- Jack will change his daily routine if Jax killed Hopkins and his bandits. Furthermore, the dialogue regarding Volkmar’s weapon now works properly.
- The quest involving Riley, Darrel and Paige is closed correctly now. (Might be necessary to sleep in a bed to trigger this fix.)
- Fixed a plot killer for a certain ending of the game. Talk to Logan twice, in case of having this issue in your save game.
- Bill will now return to his hut after the player killed Vance and talked to him about the situation.
- Martha will now not quit the dialogue, after Jax buys food from/trades with her - therefore she will now update the Legate situation if the player choses the ENDE/END dialogue option.
- If the player has joined the Clerics and talks with Darrell, he will now offer a quest for the player. If the player already spoke to Darrell and had only his standard sentence to say, he only must talk to Darrell again and then Darrell will offer the quest for the player.
- Nasty will no longer interfere in the battle between Player and Kid.
- Map Target Ethan/Volkmar will now be removed correctly during the mission: Scrap Delivery.
- Jack has now Volkmar’s Weapon in his inventory.
- If you ask Jora if it's lawful to take the laser rifle, while he has a Smalltalk with Stormson, both should continue their Smalltalk. If this situation already happened, Jax must talk to Stormson again until he has nothing to say anymore and Jora will return on his Smalltalk routine.
- Now Angrim at waterfall is teleported back to his current daily routine point.
- Sometimes Stormson, Eli, Wolf and Oswald were at wrong positions. Now they are teleported back to their daily routine points.
- Fixed a bug that prevented Jax from joining the Berserkers.
- Fixed Crony U5 mission. Now he won't get lost in certain locations.
- Kallax gives additional main plot background information at showdown with him.
- Fixed some time related quests.
- Removed wrong weather zone in the Hort.
- Corrected some items that were stuck in the ground.
- Fixed some minor graphical issues with some of the Berserker armor.
- Now party members will be more helpful during combat.
- Enemies now have better targeting. They shouldn't shoot at walls or objects anymore.
- Now there is an option to deactivate the double-click evade roll. To enable this option, you must assign a key to the evade option in the key bindings.
- Human enemies can attack with low stamina now. This should prevent some issues with enemies doing nothing while they have low stamina.
- Now you can transfer chunks of tens in the trade menu.
- Fix for haggler perk. You can buy every item now.
- Fixed helmets being in front of the camera while looting a chest.
- Exploit fix with crafting energy reserve.
- Fixed equipped weapons. They weren't destroyed when you salvage them.
- Fix where you get an 2h Hammer instead of an 2h Sword at the crafting table.
- Fixed duplicated key binding page.
- Fixed the needed skill to upgrade the chain saber.
- Fixed evade tutorial. It has caused a slow-motion effect for 10 seconds.
- Elex and Elex Potions now show a message that your Cold has increased.
- Fixed Perk Bookworm. Now you get XPs for reading letters and books. Reading Letters without the Perk will also give Jax some XP now.
- Party members don't move around when the player is in a dialog.
- Fix for some wrong loading hints.
- "Honorary Citizen" is now given after 80h of playtime, not after 1h
Platform: PC, PS4, Xbox One
Friday - October 27, 2017
MMORPG News - Possible DMCA Exceptions
Massivelyop report that the US government is considering a DMCA exception for archived online games.
Back in 2015, an exception was made to the Digital Millennium Copyright Act to allow for archival of aging video games that were otherwise inaccessible. This sort of exception needs to be periodically reviewed, it got a review, and no changes were made yet. That’s all very normal. But here’s the part that’s very relevant for fans of MMOs: the government is also considering whether or not that exception applies to online games that have been shut down.
MMORPG NewsSP/MP: Massive
Release: In development
Copper Dreams - Now with Stealth Dive
On their twitter account Whalenought Studios show off a stealth dive for Copper Dreams.
Copper Dreams is now featuring the stealth dive. pic.twitter.com/ynj0tnuaq8— Whalenought Studios (@whalenought) October 27, 2017
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Kingdom Come - Combat System Explained
Warhorse Studios have released a video that goes into the combat system for Kingdom Come: Deliverance.
Published on Oct 26, 2017
Creative Director Daniel Vavra and Lead Designer Viktor Bocan delve into the combat system of Kingdom Come: Deliverance. The system offers a variety of weapons, attacks, counters and moves during the intense fights within the game. When designing the combat, the goal was to create an immersive, sophisticated melee system that is intuitive and accessible at the same time - the result is an outstanding and realistic fighting experience!
Choose your weapon & Pre-Order now!
Kingdom ComeSP/MP: Single-player
Release: In development
Darkest Dungeon - Shield Breaker DLC Released
Darkest Dungeon has some new DLC called Shield Breaker and includes a new combat mechanic of stealth.
Darkest Dungeon - Shieldbreaker Releease BUILD #21049
27 October - redhookjohn
The DLC is currently only available in English but we are working on the translations! The rest of our supported languages (Simplified Chinese, German, Russian, French, Italian, Spanish, Czech, Polish, and Brazilian PR) will be available in a few days. We currently estimate Tuesday Oct 31 but will keep you updated! We apologize for the inconvenience and are working as fast as we can on this!
The Shieldbreaker DLC - Now Available!
Hailing from the distant windswept dunes of the east, the Shieldbreaker arrives in the Hamlet! Deadly as a viper, her iron will has been forged in the heat of the blazing desert sun. Though outwardly demure, her emancipation from the barren wastes came at a price so terrible, it haunts her dreams even now...
The Shieldbreaker is a powerful ally in the fight to reclaim the Estate and banish the evil that squats in the Darkest Dungeon. A highly-tactical hero with solid damage dealing capability, she truly excels when countering monsters with high protection and those who guard their allies. Her movement, speed, and targeted abilities make her a valuable ally for dismantling intractable monster groups. Though relatively low health, the Shieldbreaker is yet highly survivable in short bursts thanks to her Aegis shield.
New Feature: Curio Tracker
- As you interact with curios in the game, you will see icons on the items in your inventory that will help you remember which ones yielded positive or negative results! This feature will allow you to build up your own knowledge base of curio hints through experience!
- You can turn this function off in the Gameplay Options. (Default is set to ON)
New Combat Mechanic: Stealth. Stealthed monsters cannot be targeted by direct attacks unless that attack has the Bypass Stealth quality. Stealth generally lasts for the first 2 rounds of combat. Stealthed monsters can be hit with indirect attacks such as AOE.
- These Monsters have been given Stealth beginning at Veteran level:
- Brigand Fusilier
- Brigand Hunter
- Pelagic Shaman
- Bone Soldier
- Swine Slasher
- These Skills have been given Bypass Stealth and De-Stealth. In other words, the attacks can hit stealthed monsters AND pull those monsters out of stealth.
- SHIELDBREAKER (see DLC)
- Highwayman: Tracking Shot
- Arbalest/Musketeer: Rallying Flare
- This skill now targets one enemy to remove stealth, while still granting its original party buffs.
- Antiquarian: Flash Powder
- Occultist: Vulnerability Hex
- Leper: Intimidate
Darkest DungeonSP/MP: Single-player
Kingdom Come - Skill Trees
RockPaperShotgun take a look at Kingdom Come: Deliverance's skill trees.
Put all of that to one side for now though because I want to talk about the character-building rather than the world. There's an entire branch of skills dedicated to drinking. You can see a sample of it below.
Then there are literacy skills, which go beyond letting you read and can extend to knowledge of certain types of literature. Learn about sacred art and visiting a church or monastery allows you to contemplate paintings and architectural qualities, giving you a sense of wellbeing that (I think) allows you to recuperate faster when resting. I say I think because clicking through the skill menus was like vanishing down a rabbit hole - there were so many paths in the warren that I can't remember precisely what I saw while I was losing myself in it all.
Kingdom ComeSP/MP: Single-player
Release: In development
Thursday - October 26, 2017
Steam - Curator Update
The Steam Curator features will be updated this Fall:
Steam Curator Update - Coming This Fall
For the past few months we've been busy working on significant improvements and additions to the Steam Curator system. There's still some work to be done before we can roll these out, but we wanted to share a bit about why we see Steam Curators as a crucial component to exploring Steam, and what changes we're making.
Why Steam Curators?
We've heard from many of you that you want to have a more curated experience when shopping Steam; where the titles that are surfaced and recommended and highlighted are picked by humans that you know and trust. But, we also know that players have different tastes in games, so it's unlikely that any single person or group could cater to the specific interests of every player in the world. This is why we believe that Valve can't be the only form of curation in Steam - we would be under serving the tastes and viewpoints of many players.
So, we're focusing on how to support the streamers, journalists, critics, content creators, writers, enthusiasts, and friends that you already know and trust to be able to help you find your next favorite game. By following a few Curators on Steam, you'll not only start to see their recommendations appear prominently when browsing the Steam Store, but you can also explore each of their customized spaces within Steam and see all the titles they have reviewed.
Using the Steam Curator features on Steam is an opt-in thing. If you’re not interested in the opinions of human beings helping you find games that are worth your attention, then we also have some powerful features coming just for you. We’re hard at work on significant improvements to the core recommendation engine which algorithmically suggests games for all Steam users. We’re anxious to talk in depth about that technology too, and will do so in a future blog post.
What changes are coming?
Over the three years since introduction of Steam Curators, we've gathered a lot of feedback from all kinds of perspectives. We've heard from players, from curators, from streamers, from game developers, and from all kinds of other tastemakers and content creators. The feedback is clear that the system needs to do a bunch of things better in order to work well for the three primary sets of people it's trying to serve: players, curators, and game developers.
This system really only works if players find value from following some Curators. So we're adding to the kinds of content that Curators are able to create, and increasing the places within Steam where that content can be seen.
Recommendations provided by Steam Curators can already appear in the main featured spot on your Steam Home page as well as in a dedicated space on your home page. We're building on this so that recommendations by Curators you follow will also show up at the top of tag and genre pages. This means as you explore, say the Free To Play page, you'll see recommendations from your Curators for Free to Play games. If you are browsing RPG games, you'll see RPG games featured from Curators you follow. And so forth.
Many Curators create videos to accompany their reviews, so we'll now start embedding those videos in a few places alongside the curation. This means that when you click through a recommendation, or when you browse a Curator's page on Steam, you'll be able to watch their videos in-line.
We also know that some Curators will review games within certain themes, genres, or franchises. So, we're adding a new feature for Curators to create lists of games they've reviewed that go together. These can be used to create lists such as "best couch co-op games", "games with amazing Workshop support", "games by my favorite designer", "10 games to play while waiting for Witcher 4", or any other set of interesting ways to organize groups of games.
And if you are looking to find new new Curators that share your tastes, or offer unique information about particular kinds of games, you can explore the 'Recommended Curators' or 'Top Curators' lists. We're fine-tuning the 'Recommended Curators' section to more accurately suggest Curators who recommend games like those you've been playing.
One of the pieces of feedback we received from Curators was that they felt it needed to be more rewarding and meaningful for a Curator to spend the time it takes to build and maintain their curation. So there are a few new things we're building to tackle this.
As we mentioned above, Curators that produce videos as part of their reviews will be see those videos embedded right next to their review in Steam. If you're a Curator who's already doing work to create content elsewhere, we want you to be able to use that work in your Steam curation. This means a few of the most popular video formats such as YouTube, nicovideo.jp, youku.com, and bilibili.com will appear right in Steam where players can easily watch them.
Curators will be able to customize and brand their home on Steam by selecting games, lists, and tags to feature and by uploading a personalized background.
We all know that graphs solve everything, so yes, we're adding more of them. In particular, Curators will be able to see how their reviews impacted their follower's behavior in the Steam store.
We are helping connect developers with Curators that are most likely to have relevant audience of followers for the developers' game. More on this below.
Assassin's Creed Origins - Review of Reviews
The Telegraph gives an overview over the current Assassin's Creed Origins reviews:
Assassin's Creed Origins, review of reviews
One of the three games coming out on October 27, the most chaotic day of the year for all sorts of media releases, is Assassin's Creed Origins. The latest entry to the decade-old Assassin's Creed franchise, it's coming after a year break, for the development team to get to grips with changing the formula up and creating a somewhat different Assassin's Creed experience.
Divinity: Original Sin II - Patch v126.96.36.199
Larian fixed a lot of bugs and made some enhancements for Divinity: Original Sin II:
Patch Notes v188.8.131.52 - The demon's in the details...
Our latest update is filled to the brim with updates and fixes reported to us by the community. We want to stress how much we appreciate your feedback. We are doing our best to get as many fixes out you as we possibly can.
We’ve updated the story to include Tarquin’s questline update for existing savegames, and we’ve added many journal updates for the more creative solutions some of you have found. It never ceases to amaze us what some of you can accomplish with system mechanics and a dash of creativity.
Next to a long list of bug fixes, several issues that you reported via our support channels and feedback tool have been fixed.
We’ve also included updates to gameplay, balancing, modding, GM mode, and the Editor (your handy dandy modding tool).
Keep reading for a full list of changes to the game, and follow this link[larian.com] to see what’s new in the Editor.
Some of the highlights for this patch include:
- A “Pick up and send to wares” and “Steal and add to wares” option in the context menu of world items.
- Several journal entries have been made clearer to the player when the quest is automatically ended for whatever reason.
- Added several items and related journal updates to improve links between certain NPCs and story lines.
- A bunch of new effects to ensure certain important dialog options stand out more.
- You can now examine an enemy, even when it’s not your turn!
- Multi-region levels now supported in the GM mode.
The Larian Team
Divinity: Original Sin IISP/MP: Single + MP