Couchpotato's Random RPG News

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Pagan Online Gameplay Trailer - Diablo-Style Hack-And-Slash


Assassin's Creed Odyssey director surprised at Alexios/Kassandra split
At this point we're just waiting for more DLC to arrive, but in the meantime in their latest issue, Game Informer managed to sit down with director Scott Phillips to get more insight into Odyssey's development. One of the more interesting tidbits involves the player usage stats for Alexios or Kassandra: the sibling duo that the player must choose between before starting their quest.

Phillips notes that although the split ended up being "two third Alexios" and "one third Kassandra," that number actually "surprised" him. He clarifies that during play tests the split was roughly 50/50, and that in the end he even though that there would be "a little bit more Kassandra." Phillips shares that beyond that initial dichotomy, all of the rest of the player choices surprised the team.
Das Geisterschiff RPG Codex Review
As a first attempt at game development, made in a garage by mostly one guy, Das Geisterschiff is a promising start. It shows understanding of what makes good level design and a willingness to experiment with your own ideas, instead of retreating to established conventions just to stay on the safe side. It can’t be denied that at times it’s rough around the edges, has some infuriating bits and leaves a lot of room for expansion and improvement in most aspects, but what doesn’t?

The potential is definitely there, and I’m willing to cut the developer some slack on the shortcomings, especially since when viewed from the perspective of the whole package, they don’t stand much in the way of the fun coming from the gameplay. However, what I think is Das Geisterschiff’s biggest bane is its length and lack of replay value. With its four levels, I finished the game in roughly five hours, while you could probably do it even faster, and that’s even without mentioning that the final level is basically just one puzzle room with teleporters that ends up being a huge and mind-boggling waste of time. Plus, once you’ve finished the game once, there is very little reason to revisit it.

Twenty years ago, Das Geisterschiff would have been a shareware version of a bigger game. Today you can buy it for ten bucks on itch.io or Steam and keep your fingers crossed that the bigger game will come at some point in the future. But it might be that it’s all just a dream. Wake up.
 
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Hand of Fate 2: A Cold Hearth DLC Released
Hand of Fate 2: A Cold Hearth DLC forges a powerful new playing piece for use in the Game of Life and Death - the legendary bounty hunter, Cruel Keturah.


With a deranged killer at large in the city of Ironpeak, only a veteran hunter with a heart of ice has the mettle required to bring him to justice. But what drives Keturah to pursue her target so doggedly, and to what lengths will she go to get her man?

Ironpeak is famed for its industry, and this adventure will bolster your arsenal with some awesome new firepower. Wield pistols, blunderbusses and enchanted gauntlets into battle, or cut your foes down to size with deadly new bleed weapons.

This DLC includes a new companion, a new companion quest chain, new utility encounters and new pieces of equipment to unlock.

This content requires the base game Hand of Fate 2 in order to play.
Monster Hunter: World - Iceborne Expansion Interview on the PlayStation blog
Greetings, fellow Hunters! Hot on the heels of yesterday’s announcement of Monster Hunter World: Iceborne, we sat down with producer Ryozo Tsujimoto from Capcom to learn what’s new in Iceborne, including new threats, new locations, and more. Watch the video above to get first details, or read on if you’re more of the written-word type.
 
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Mutant Year Zero: Road to Eden - A Look at the Characters on Eurogamer
Personality goes a long way with games. Just an ounce of it can elevate a game from the crowd. And Mutant Year Zero: Road to Eden has heaps of it.

This post-apocalyptic adventure is X-Com with a dash of stealth and exploration. It's based on a decades old tabletop game simply called Mutant which was itself rebooted into Mutant Year Zero a few years ago. It's very popular in Sweden, where the game's creators Bearded Ladies, hail from. While it provided the world Road to Eden would live in, this adaptation leans on one particularly potent characteristic of the tabletop game. One thing that just stands out immediately. The X-Com trappings are as solid a foundation as you can get but it's the world and the characters that held my attention. Because there's no getting round it, the first thing you're going to notice, the first thing everybody is gonna want to talk about with this game is the badass duck man.
 
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Underrail: Expedition Update - Trailer & Experimental Version


The upcoming Expedition expansion for Stygian Software's Fallout-inspired RPG Underrail will be launching in 2019 according to the latest development update.
As a lot of you know, the expansion has been in closed alpha for a while now. This helped us weed out a lot of bugs from the available content (which doesn't include the last dungeon) and we would like to thank our dedicated alpha testers for their time. Without them it would take much much longer to get the DLC to run properly and smoothly and we surely would not have found as many bugs. This is not the end of alpha, though, as it will remain in place (likely) to the very release.
 
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Pillars of Eternity II: Deadfire - The Forgotten Sanctum Video Review

The final piece of DLC for Pillars of Eternity II: Deadfire is here and we got an early look at it. Is this the conclusion we were hoping for?
Fallout 76 Proves Loyal Support Doesn't Always Help
Gaming would be nothing without its fans. Fans are what keep the business running. It’s fans who support a series or studio in its infancy, and it’s fans that keep them alive through dedicated financial support and enthusiastic endorsements. This unwavering support is usually a boon to game makers, but not always. Sometimes support can have the opposite effect, damaging a studio instead of bolstering it. The release of a half-baked game is one of these times. Supporting such a game is the same as telling the studio that it’s okay to keep delivering their products in that state. So rather than blindly support a poorly-made game, fans should consider simply letting it fail.
Platforms and Pitfalls Episode 6 - Final Fantasy VIII's Game Design
Breaking our usual form, this month instead of talking about a topic using 5 games, we are talking about 5 topics focusing on one game, Final Fantasy VIII.
5 Games That Will Definitely Be Overhyped in 2019
Anthem’s being developed by BioWare, the team behind Mass Effect and Dragon Age, two franchises beloved for their compelling stories and deep lore. There’s a big expectation that BioWare is going to be able to weave in a strong narrative to the multiplayer experience in a way that Destiny has never really got spot on.

In fact, there’s big expectation all around. EA is in desperate need of a win after the saga of Star Wars Battlefront II and the lukewarm reception to Battlefield V, and BioWare also needs to get back to winning ways after Mass Effect Andromeda failed to live up to its own share of hype.

If you ask me, that makes for a perfect storm of overhype that’s almost certainly going to boil over at launch. Anthem might prove itself a very good video game, but any project as ambitious as this one is going to have its detractors.
 
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Hades: Developing Hell, Episode #1 - Video Documentary Series


 
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Fallout 76 - A SCARY Window Into The Future Of Bethesda Game Studios

We tried to love it, but it just isn't a product of the BGS we know.
Wasteland 3 Fig Update #27: End of Year Update
Hi everyone, Paul here with an end of year check-in on Wasteland. With 2019 right around the corner, we're ever closer to Colorado and the Desert Rangers' answer to the Patriarch's call. We hope this finds everyone having a fantastic holiday season! We’re very excited to have Wasteland 3 at the stage now where we can focus most of our efforts on bringing the game world to life and maximizing its reactivity to player choices. Our team is currently hard at work doing an end-to-end pass through the game to instill each quest, character, and moment with as much interactivity and personality as we can possibly cram into it! We absolutely cannot wait to start sharing more on this front in early 2019 and are looking forward to giving you, our backers, the opportunity to help shape some of the most interesting (and weird!) moments of reactivity in the game! Further in this update, we've got some news on the stretch goal front, but right now we wanted to kick things off with some big news for the company.
Encased Update #29 - Blood and Concrete
Imagine our fictional world working according to the laws of reality: the world under the Dome is currently a complete mess. Concrete slabs are stacked in rows somewhere in a forbidding desert. Level designers clear away wild terrain piled with stones, preparing for construction. Artists make sketches for modular buildings, while modellers turn sketches into the building blocks from which dwellings, offices, military bases, and shopping centers will be erected. All the while, I am writing this update to tell you how great it will look in the game, when this gigantic construction project is finally complete.
 
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Playstation Blog Interview said:
In addition to all of that, you’ve probably noticed our other teaser trailer for our collaboration with The Witcher 3: Wild Hunt, which features Geralt arriving in the New World. The quest for this collaboration is really unique because it mixes Monster Hunter: World gameplay along with the RPG elements of The Witcher 3: Wild Hunt to create a really fresh experience we think is going to appeal to fans of both series. You’ll see that coming early in 2019. We couldn’t have done it, of course, without the close collaboration of CD Projekt Red. We’re still working with them right now on the content and I think you’re really going to enjoy it.

Really fresh? RPG elements? I want to hear more about this Witcher crossover content!
 
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Mage's Initiation: Reign of the Elements Previews

VGU
After reaching the conclusion of the time I spent with Mage’s Initiation: Reign of the Elements, it is clear that Himalaya Studios have put a lot of time and energy into creating a classic adventure game in every sense of the word. The dramatic narrative, alongside the replay value of choosing different elemental specialities and the beautiful retro styled graphics will not disappoint the hundreds of people that invested their money into the game’s creation. Himalaya Studios will be releasing Mage’s Initiation: Reign of the Elements next month on Steam. Be sure to stay tuned to VGU for our in-depth review, as well as a selection of hints and tips on how to use D’arc’s magical abilities successfully.
Later Levels
The puzzles I’ve encountered so far have been quite straightforward; for example, at one point it’s necessary to locate four different tile pieces from within a labyrinth to complete a mural and open a locked door. I remember there being different ways to overcome a challenge when playing King’s Quest VI and the same is true here. When trying to find out a door combination, another character told me he’d trade the answer for a health potion – but in his words were a clue to the code, which I then managed to figure out for myself.

This feature, along with the ability to choose your element and customise your character somewhat as described above, give the potential for a lot of replay value. The branching storyline and optional sidequests also make for a story which doesn’t feel completely linear. It’s obvious the Himalaya Studios team have really focused on giving their fans what they asked for – and adventure / RPG hybrid – and with other titles like Unavowed being positively received this year, I can see this mash-up genre becoming popular.
Adventure Gamers
It is probably a bit of misfortune for Himalaya that Mage’s Initiation comes so soon after Lori and Corey Cole’s Hero-U, but this is a very different game, leaning heavily into the sincere fairy tale wonder and pure adventure aspects of the King’s Quest series. It also relies less on humor and RPG elements, to the extent of offering a path to play as a pure adventure while still building in replayability with four different main paths, as well as promises of optional side quests and branching paths. I am intrigued to see what other spells my character will learn and how much deeper and more difficult the combat elements will get, but I especially just can’t wait to admire even more of the beautiful backgrounds of this technically superb game. Mage’s Initiation: Reign of the Elements is scheduled for a January 30, 2019 release and even six years since its introduction, certainly looks like an adventure worth the wait.
 
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Bethesda Now Selling Nuka Dark Rum

You've waited patiently and now the time has come. Nuka Dark Rum is bottled and on 12/12/18 will begin shipping for you to enjoy. Cheers!
The Elder Scrolls Online - Creative Director's Letter
2018 has been another great year for ESO. We saw the release of two new DLC dungeon packs with Dragon Bones and Wolfhunter, a new story DLC with Murkmire and, of course, the year’s big Chapter release with Summerset.
Underworld Ascendant - Update #1 Live
Update 1 is here! It includes the new save system and more.
Save Game System
We've completely overhauled Underworld Ascendant’s save game system based on player feedback.

This new system saves the following:

World State

  • Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
  • All spawned items (e.g., weapons, food, etc.) including location and position
  • Silver Sapling location and status
  • Enemy Health
  • Enemy status effect with durations
  • Door damage
  • Combustibles will remain lit
  • Gate / Portcullis state (up / down / in transit)

Quest State
The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved.

Player State

  • Position, rotation, crouching
  • Current health/damage
  • Current Mana
  • Status effects
  • Inventory
  • Hotbar
  • Stash
  • Known spells
  • Faction Favor
  • Influence
  • Completed quests
  • Skills
  • Held items
  • Player session stats associated with level progress (e.g., enemies killed)
  • Existing player stats associated with prior level progress

A few things are not saved:

  • Arrows that are not at rest
  • Spells in the middle of being cast
Important Note: Saving is disabled when the player is off the ground or within 15 meters of enemies

Combat
We made many updates to Combat in Underworld Ascendant as further outlined below. We have also made a few improvements to AI and have plans for more AI enhancements in the next update.


  • Directional attacks are available at level zero without their status effects and they do the same amount of damage as a heavy attack. We’ve revised the previous skills granting directional attacks as follows (Swords / Axes and Maces / Unarmed):
  • Blade Master / Mighty Blows / Fists of Iron - heavy left and right attacks now stagger enemies (LMB + Left and LMB + Right)
  • Fighter’s Fury / Bloody Barrage / Fists of Fury - heavy forward attacks now stun, and heavy back attacks knock enemies down (LMB + W and LMB + S)
  • Deft Maneuvers / Savage Maneuvers / Shielded Strike - holding heavy attacks longer charges up the attack and does a bleeding over time extra damage (hold LMB longer)
  • Light attacks do a bit more damage (20% more)
  • Light attacks if spammed have a reminder tooltip every 10 swings explaining the difference between light swings (tapping LMB) and heavy swings (holding and releasing LMB)
  • Unskilled Heavy attacks no longer stagger opponents
  • Pluto’s Gate received a combat tuning update: Spectral Knights (skeletons in chainmail) have been replaced by Spectral Warriors (skeletons with sickles and bows, who are now slightly weaker and do less damage) and some Spectral Warriors have been replaced by Spectral Thugs (headless skeletons, who are now weaker and unable to block).
  • Combat VFX are now more visible: VFX Blood is brighter and VFX Collision FX are bigger – this goes for Stone, Wood and Bone impacts.
  • Short swords have a bit larger attack colliders so they will connect hits more reliably
  • We made tweaks to enemy stagger behavior during combat so they don’t get stuck on the defensive all the time
  • Physics damage has been increased, making throwing objects at enemies a good strategy.
  • Enemies now react better when they are hit with a thrown object
  • Arrows should now working correctly in The Underswamp
  • Outcasts teleport less often in and out in combat and have better flee point checking.
  • Spectral Warriors no longer attack inanimate objects (like torches and doors) when damaged by them.

Quests and Levels
We made updates and improvements to the levels and quests in the game as follows:


  • Removed many immersion-breaking holes and seams in the world
  • AI population pass on all levels to better balance encounters and provide more and more varied creatures to fight.
  • Later levels are now accessible earlier in the game due to changes we made to the doom counter.
  • More to do and see on the first two main quests
  • LODs adjusted to reduce graphical popping on higher end machines
  • Gather quest items now have a map region highlighted
  • Many enhancements to Upper Eberus
  • Moved hub lever to a more interesting spot
  • Made an easier connection to the top floor in the Ruins of Gwern
  • Fix spike room trap
  • More interesting way into transitional 2 façade
  • Fix traps on path toward Necrotic Graveyard
  • Call out first pungie trap
  • See into first cell from entry
  • More prison theming in murgo’s prison
  • Bring cohesion and purpose to set dressing in murgos
  • No way out of first drop down room
  • Trap left path to gibbet cages
  • Guard station up the guard station-stealth
  • Clear death at the bottom of the incessant pit
  • Puzzle to enter the tomb
  • Traps in the tomb
  • Wooden verticality in necrotic graveyard
  • Clearer lead to tomb side entry
  • Fix hole above typhon chest in tomb

Items

Weapon wear overhaul:

  • Weapon wear is visible on the weapon model, and weapons at their lowest condition appear broken
  • Added sound for weapon breakage
  • Weapons degrade more slowly
Loot drop update:
Better selection of weapons available in the shop
Weapons are now easier to find in the world
Updated some weapon models
Brighter handheld light gem
New health potion added to the game as a clear, available option for healing

Player Movement
Player movement is now more responsive and fluid
For Hotfix 1.03 (released 11/29) included improvements to player movement in and out of water, added swimming, and reduced keyboard and mouse input lag.

Player Growth
We’ve made some changes to player growth and to improve communication of skill availability

  • When a spell fails for lack of an eligible target, it no longer costs mana. This should help you experiment more freely with new rune formulas.
  • Resherak can now be found in Pluto’s Gate; visit him to train new skills earlier than ever before.
  • New Feats are available in Pluto’s Gate to give players more Memora for their first encounter with Resherak.
  • The Skills panel now grays out skills that are not yet unlocked, so you can tell the difference between them and skills whose precursors in the tree you just haven’t got yet. (Remember: you’ll be notified when returning to Marcaul if new Skills have been unlocked.)

Other

  • The game now remembers your key binding preferences (one of the top requested fixes from the community)
  • Hint text now stays longer on the screen
  • Players can now brighten the overall game more using the slider found during new game creation and in the options menu
  • Players can now read and listen to the Memora that they find as quest goals
  • New option to disable mouse smoothing
  • Disabled WASD movement key while in the character naming box. It’s now easier to have a name with an “s” in it, for example.
  • Edits to English VO for length
  • Full German VO now in game
  • General audio balance tweaks
  • Somewhat better performance

Understanding Weapon Wear
To help you understand how weapon wear works in the game, and how the different states of wear compare to each other, please see the below chart. Note: Magical items do not wear down.

Weapon durability is as follows:

  • Pristine 80% and above
  • Excellent 60-80%
  • Serviceable 40-60%
  • Worn 20-40%
  • Broken 0-20%

Damage degrades from weapon. At 50%, “Serviceable,” a weapon will do 75% of its damage. For example a sword that had a base damage of 33, would now do 24.75 points of damage per heavy swing. At the absolute lowest, a “Broken” weapon with 0 points of durability will do half of its damage.

Weapon and Armor Types
To help you make decisions about what weapons and armor to chose, here is some more information about how those items work in game.

There is a baseline ‘par’ damage number per weapon type as follows:

  • One handed sword – 33 points.
  • One handed Axes and maces and bones – 35 points
  • One handed dagger – 15 points
  • Unarmed – 10 points

Armor from worst to best is as follows:

  • Cloth/Robes
  • Leather
  • Chain
  • Heavy (Plate/Splint)

Known Issues

  • There are still some holes in levels -- we will continue to fix them.
  • A small handful of memora logs have no proper title text or text for the audio. These will be found in some Intrigue faction quests. The quests are still completable and will count towards your memora log count.
  • "You have learned a spell!" text appears with no context when you head toward The Moat of Khnum in Upper Erebus.
  • Some DLC items do not appear in the Midnight Forum stash unless the player starts a new game.
  • After reloading a save, some items, like water bottles, may not return to exactly where they were when you last saved.
  • Sometimes jumping into physics objects like tables, crates, or chests, can sometimes hurt you and sometimes gravely hurt you!
  • The Dash skill isn’t as reliable over rough terrain as we’d like it to be.
  • Climbing a chain while swimming can result in getting stuck on the chain.
  • Steam cloud saves are not yet working correctly.
  • You cannot scroll through the backpack with scrollbar when in trade UI
  • You can occasionally lose a stack of items when you move it in a container (backpack or stash)
  • Aelita can run out of moneyUpdate 1 is here! It includes the new save system and more.

    Save Game System
    We've completely overhauled Underworld Ascendant’s save game system based on player feedback.

    This new system saves the following:

    World State
  • Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
  • All spawned items (e.g., weapons, food, etc.) including location and position
  • Silver Sapling location and status
  • Enemy Health
  • Enemy status effect with durations
  • Door damage
  • Combustibles will remain lit
  • Gate / Portcullis state (up / down / in transit)

Quest State
The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved.

Player State

  • Position, rotation, crouching
  • Current health/damage
  • Current Mana
  • Status effects
  • Inventory
  • Hotbar
  • Stash
  • Known spells
  • Faction Favor
  • Influence
  • Completed quests
  • Skills
  • Held items
  • Player session stats associated with level progress (e.g., enemies killed)
  • Existing player stats associated with prior level progress

A few things are not saved:

  • Arrows that are not at rest
  • Spells in the middle of being cast
Important Note: Saving is disabled when the player is off the ground or within 15 meters of enemies

Combat
We made many updates to Combat in Underworld Ascendant as further outlined below. We have also made a few improvements to AI and have plans for more AI enhancements in the next update.


  • Directional attacks are available at level zero without their status effects and they do the same amount of damage as a heavy attack. We’ve revised the previous skills granting directional attacks as follows (Swords / Axes and Maces / Unarmed):
  • Blade Master / Mighty Blows / Fists of Iron - heavy left and right attacks now stagger enemies (LMB + Left and LMB + Right)
  • Fighter’s Fury / Bloody Barrage / Fists of Fury - heavy forward attacks now stun, and heavy back attacks knock enemies down (LMB + W and LMB + S)
  • Deft Maneuvers / Savage Maneuvers / Shielded Strike - holding heavy attacks longer charges up the attack and does a bleeding over time extra damage (hold LMB longer)
  • Light attacks do a bit more damage (20% more)
  • Light attacks if spammed have a reminder tooltip every 10 swings explaining the difference between light swings (tapping LMB) and heavy swings (holding and releasing LMB)
  • Unskilled Heavy attacks no longer stagger opponents
  • Pluto’s Gate received a combat tuning update: Spectral Knights (skeletons in chainmail) have been replaced by Spectral Warriors (skeletons with sickles and bows, who are now slightly weaker and do less damage) and some Spectral Warriors have been replaced by Spectral Thugs (headless skeletons, who are now weaker and unable to block).
  • Combat VFX are now more visible: VFX Blood is brighter and VFX Collision FX are bigger – this goes for Stone, Wood and Bone impacts.
  • Short swords have a bit larger attack colliders so they will connect hits more reliably
  • We made tweaks to enemy stagger behavior during combat so they don’t get stuck on the defensive all the time
  • Physics damage has been increased, making throwing objects at enemies a good strategy.
  • Enemies now react better when they are hit with a thrown object
  • Arrows should now working correctly in The Underswamp
  • Outcasts teleport less often in and out in combat and have better flee point checking.
  • Spectral Warriors no longer attack inanimate objects (like torches and doors) when damaged by them.

Quests and Levels
We made updates and improvements to the levels and quests in the game as follows:


  • Removed many immersion-breaking holes and seams in the world
  • AI population pass on all levels to better balance encounters and provide more and more varied creatures to fight.
  • Later levels are now accessible earlier in the game due to changes we made to the doom counter.
  • More to do and see on the first two main quests
  • LODs adjusted to reduce graphical popping on higher end machines
  • Gather quest items now have a map region highlighted
  • Many enhancements to Upper Eberus
  • Moved hub lever to a more interesting spot
  • Made an easier connection to the top floor in the Ruins of Gwern
  • Fix spike room trap
  • More interesting way into transitional 2 façade
  • Fix traps on path toward Necrotic Graveyard
  • Call out first pungie trap
  • See into first cell from entry
  • More prison theming in murgo’s prison
  • Bring cohesion and purpose to set dressing in murgos
  • No way out of first drop down room
  • Trap left path to gibbet cages
  • Guard station up the guard station-stealth
  • Clear death at the bottom of the incessant pit
  • Puzzle to enter the tomb
  • Traps in the tomb
  • Wooden verticality in necrotic graveyard
  • Clearer lead to tomb side entry
  • Fix hole above typhon chest in tomb

Items

Weapon wear overhaul:

  • Weapon wear is visible on the weapon model, and weapons at their lowest condition appear broken
  • Added sound for weapon breakage
  • Weapons degrade more slowly
Loot drop update:
Better selection of weapons available in the shop
Weapons are now easier to find in the world
Updated some weapon models
Brighter handheld light gem
New health potion added to the game as a clear, available option for healing

Player Movement
Player movement is now more responsive and fluid
For Hotfix 1.03 (released 11/29) included improvements to player movement in and out of water, added swimming, and reduced keyboard and mouse input lag.

Player Growth
We’ve made some changes to player growth and to improve communication of skill availability

  • When a spell fails for lack of an eligible target, it no longer costs mana. This should help you experiment more freely with new rune formulas.
  • Resherak can now be found in Pluto’s Gate; visit him to train new skills earlier than ever before.
  • New Feats are available in Pluto’s Gate to give players more Memora for their first encounter with Resherak.
  • The Skills panel now grays out skills that are not yet unlocked, so you can tell the difference between them and skills whose precursors in the tree you just haven’t got yet. (Remember: you’ll be notified when returning to Marcaul if new Skills have been unlocked.)

Other

  • The game now remembers your key binding preferences (one of the top requested fixes from the community)
  • Hint text now stays longer on the screen
  • Players can now brighten the overall game more using the slider found during new game creation and in the options menu
  • Players can now read and listen to the Memora that they find as quest goals
  • New option to disable mouse smoothing
  • Disabled WASD movement key while in the character naming box. It’s now easier to have a name with an “s” in it, for example.
  • Edits to English VO for length
  • Full German VO now in game
  • General audio balance tweaks
  • Somewhat better performance

Understanding Weapon Wear
To help you understand how weapon wear works in the game, and how the different states of wear compare to each other, please see the below chart. Note: Magical items do not wear down.

Weapon durability is as follows:

  • Pristine 80% and above
  • Excellent 60-80%
  • Serviceable 40-60%
  • Worn 20-40%
  • Broken 0-20%

Damage degrades from weapon. At 50%, “Serviceable,” a weapon will do 75% of its damage. For example a sword that had a base damage of 33, would now do 24.75 points of damage per heavy swing. At the absolute lowest, a “Broken” weapon with 0 points of durability will do half of its damage.

Weapon and Armor Types
To help you make decisions about what weapons and armor to chose, here is some more information about how those items work in game.

There is a baseline ‘par’ damage number per weapon type as follows:

  • One handed sword – 33 points.
  • One handed Axes and maces and bones – 35 points
  • One handed dagger – 15 points
  • Unarmed – 10 points

Armor from worst to best is as follows:

  • Cloth/Robes
  • Leather
  • Chain
  • Heavy (Plate/Splint)

Known Issues

  • There are still some holes in levels -- we will continue to fix them.
  • A small handful of memora logs have no proper title text or text for the audio. These will be found in some Intrigue faction quests. The quests are still completable and will count towards your memora log count.
  • "You have learned a spell!" text appears with no context when you head toward The Moat of Khnum in Upper Erebus.
  • Some DLC items do not appear in the Midnight Forum stash unless the player starts a new game.
  • After reloading a save, some items, like water bottles, may not return to exactly where they were when you last saved.
  • Sometimes jumping into physics objects like tables, crates, or chests, can sometimes hurt you and sometimes gravely hurt you!
  • The Dash skill isn’t as reliable over rough terrain as we’d like it to be.
  • Climbing a chain while swimming can result in getting stuck on the chain.
  • Steam cloud saves are not yet working correctly.
  • You cannot scroll through the backpack with scrollbar when in trade UI
  • You can occasionally lose a stack of items when you move it in a container (backpack or stash)
  • Aelita can run out of money
 
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Larian Studios wishes every gamer a Merry X-Mas

The fire's crackling light and low and the team from Larian Studios have put on a bizarre Hawaiian style pageant for Swen. So gather tonight by our side for a warm winter night.
Anthem Developer Livestream - Strongholds and Interceptor Javelin Gameplay

Game Director Jonathan Warner joins Lead Producers Mike Gamble and Ben Irving to delve into Anthem's Strongholds and see more of the Interceptor javelin in action.
CD PROJEKT RED wishes everyone Happy Holidays!

https://twitter.com/i/status/1077138653313404928

Fallout 76 - A Look Ahead to 2019
2018 is coming to a close, but we’re excited to share a little more with you about what you can expect in 2019. Today’s hotfix was the last planned update of the year, but we are still actively investigating and addressing issues and listening to your feedback. In January we’ll be back with more updates and news on what new content we’re excited to share with you.
 
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Bethesda Now Selling Nuka Dark Rum

Jesus Christ on Xmas.
https://www.nukadarkrum.com/
Nuka Dark Rum shares the same look as the other bottles of Nuka-Cola but a black color and a simplistic label.

pic.jpg


Clearly misleading of advertising obviously cheap plastic as if it's a real glass bottle. And the sticker on that actual (and cheap generic) inside bottle is more horrible than backward flying dragons.
Won't go into gaming bs thread as it's a beverage product, but is there anything Beth didn't screw in 2018?
 
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Jagged Alliance: Rage! Reviews

Rock Paper Shotgun - No Score
This isn’t the first time we’ve seen a developer try to recapture the magic of Jagged Alliance and I hope it’s not the last, but I found Rage pretty hard work to enjoy. Much like the mercs themselves, for every positive trait it may offer, there tends to be some frustrating problem to deal with too. The combat is rarely all that enjoyable and a game that requires so much inventory management should do so much more to make that process appeal to the player. It’s hard to recommend Rage over something like Mutant Year Zero: Road to Eden this month, even if you’re desperate to see this series make a proper comeback. Sorry Ivan, maybe you should have stayed in retirement.
Hooked Gamers - 6.8/10
Jagged Alliance: Rage is a fun game when judged on its own merits. It’s certainly not a proper sequel, and perhaps that would be a bit too much to expect from a game that’s selling for a mere 20 bucks. It does have a few whiffs of what made Jagged Alliance great though, and if this would have been sold as a way to whet our appetites for a full sequel coming out next year, I think it would have landed much better with the fans than it did. As it stands, Jagged Alliance: Rage is a cute distraction, a fun-for-a-while-not-quite-Jagged-Alliance that will polarize fans more than it had intended, but should not be dismissed right out of hand.
GameSpew - 5/10
You can have fun with Jagged Alliance: Rage!, but just don’t expect it to last that long unless the experience really clicks with you. It almost feels as though it was made for the mobile market in a way, with its small but plentiful maps and cut down features. Perhaps enjoyed like a mobile game – played little but often – you’ll get more out of it. If you’re looking for your next meaty turn-based strategy to sink your teeth into, though, this isn’t it.
Turn Based Lovers - 5/10
Shame, really. And I don’t mean developers. They did their best to make a solid experience, that I, frankly, kinda liked. Heck, if not for the bugs, I would recommend Rage! as an entry point for turn-based tactics genre. Shame on marketologists, who think that a brand name is something akin a magical whistle. It’s not. People go for an established brand, well-known franchise because they know its tenets, its principles, and they know what to expect. When game developers use a franchise name, they need to live up to franchise fans expectations. Otherwise, they are going to feel fans RAGE!
GameGrin - 3.5/10
Aside from the campaign, online cooperative multiplayer is also included. However, despite an infuriatingly tedious series of lengthy sessions during which I stared at the word “matchmaking” for tens of minutes at a time, I was unable to either join a match in progress or coax another player into mine. Is nobody playing Jagged Alliance: Rage? Is the matchmaking just not up to snuff? I honestly couldn’t tell you, but I can honestly tell you to not bother enduring the pain of finding out for yourself. There are enough alternatives in the turn-based strategy genre that are infinitely more playable than Jagged Alliance: Rage for me to wholeheartedly recommend that you give this game a wide, wide berth.
 
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From the reviews posted above, it seems that JA: Rage is one more failed attempt at revival our beloved franchise. And that's really sad, a pity indeed :(

My hope lies now with End State.
 
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Mass Effect: Andromeda… 1 Year Later


Deliverance: The Making of Kingdom Come Trailer

This documentary charts the more than six-year long, tortuous journey from the foundation of Warhorse Studios to the final release of Kingdom Come: Deliverance. Watch the movie on Steam: https://bit.ly/2SdAmI2
Pathfinder:Kingmaker Hot-fix Patch 1.1.6

Link - https://steamcommunity.com/games/Pathfinder_Kingmaker/announcements/detail/1720837068978609131


New content

  • Two new portraits based on player poll results have been added - an Aasimar Paladin and a Human Sorcerer.
  • A new pack of custom hairstyles and beards for different races have been added.

Quests

  • Players could keep more companions than expected in the final quest of the Wildcards DLC (the "Sorrowflow" area). Resolution: fixed.
  • Ekundayo was too close to enemies during the ritual (the "Bury the Past" quest), resulting in issues with quest completion. Resolution: fixed.
  • The "Against All Odds" quest didn't count as completed even when it was. Resolution: fixed.

Areas

  • Lantern King's curse was incorrectly assuming all characters had only 4 spell levels available, severely penalizing full spellcasters. Resolution: fixed, now the curse limits spellcasting as intended.
  • Some pages could be missing in the Epilogue. Resolution: fixed.

Kingdom

  • How to Build a Kingdom quest could get stuck on the "Found a new village" objective in some cases. Resolution: fixed.
  • The conversation in the Throne Room that raises the Arcane stat to rank X wouldn't trigger if you had the Storyteller as your magister. Resolution: fixed.
  • Sometimes kingdom visitors would get stuck because the game wrongfully assumed the baron is having a romantic encounter (often because a shortcut mod had been used). Resolution: exiting the kingdom interface now returns you to the personal chambers in this case, so the romantic encounter can be finally resolved.

User Interfaces

  • In some cases, both Kalikke and Kanerah were available to add to the party roster even when only one of them should have been available. Resolution: fixed.
  • Conversely, sometimes both Kalikke and Kanerah could disappear from the party roster. Resolution: fixed as well.
  • There were issues controlling the Kinetic Knight archetype during combat. Resolution: fixed.

Classes & Mechanics

  • Barbarian spirits summoned by the Warpainted Skull of Duthica had the wrong faction, which might have lead to them attacking some NPCs. Resolution: fixed.

Misc

  • Fixed a misplaced parenthesis that turned all left-handed characters back into right-handed ones. Also, fixed sword scabbards having wrong offsets for left-handed characters.
  • When loading a game with a polymorphed character and polymorphing back, the character's model wouldn't actually change until an area transition. Resolution: fixed.

System

  • Fixed a crash-to-menu that could sometimes happen when entering an area from the Global Map while having an active animal companion.
  • Some item enchantment parameters (i.e., the DC of saving throws against the item's abilities) would not get saved when saving the game, leading to incorrect values after loading (it still could be fixed by re-equipping the item). Resolution: fixed, all item parameters are now saved
2018 is about to end - and what better way to say goodbye than by adding new stuff into the game! A while back, we've asked you which new portraits you would like to see in the game. The winners of the poll - an Aasimar Paladin and a Human Sorcerer - will now be available on character creation to all players. Apart from portraits, we're also adding more hairstyles and beards. Hooray for character customization!

We're also delighted to inform that we're entering the final stages of work on Patch 1.2. We're planning to begin the open beta test for this large update this week. All who want to join us in testing are most welcome to - as always, your feedback is invaluable to us!

Exact details on the open testing will become available later this week. Patch 1.2 will go live somewhere mid-January.

This has been a very eventful year for us. We have built and released our first game, and even though it was months ago, it feels like it was yesterday. We would like to thank all of you once again for being with us and supporting the project - without you, none of this would ever happen!

Happy holidays to you all, and best wishes to you and your loved ones! May the new year find you in good health and bring you much joy!
 
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Gaming History: Parasite Eve “The Christmas horror game”

Merry Christmas everyone, let’s celebrate with a look back at a game about a creature that sets people on fire, blows up things and generally ruins everyone’s week. But enough about Bethesda, here’s Parasite Eve.
BioWare's Ray Muzyka and Greg Zeschuk CBC News Interview
Two Edmonton men are receiving one of Canada's top honours and any fans of video games will likely know their names.

Ray Muzyka and Greg Zeschuk, co-founders of the internationally successful video-game software company BioWare, are among the 103 Canadians appointed this year to the Order of Canada.

The recipients were announced Thursday by the office of Gov.-Gen. Julie Payette.
Zeschuk didn't believe it at first when he got the call.

"It was shocking," he told CBC News. "We just try to do great stuff and try and help people and try and work with great people and build things, and to be recognized for that is really an amazing honour."

These days, Zeschuk owns the Blind Enthusiasm Brewing Company and the Biera gastropub in Edmonton's Ritchie neighbourhood. Muzyka mentors entrepreneurs in information technology, health-tech and medical innovation industries through his company ThresholdImpact.
 
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INSOMNIA: The Ark Review - A Old-School Fallout Successor

Don't like the direction Fallout 76 went? Here is the debut episode of a series where I explore the games that emulate that old-school Fallout feeling.Apocalypse Archives is going to be a set of reviews of post-apocalyptic RPGs, action and survival games that are compelling, fun and immersive, with great alternatives to Bethesda's more divisive Fallout 4 and Fallout 76 titles.

The first game covered in this series is Insomnia: The Ark, a game by Studio Mono, set on a decrepit space station where factions, clandestine operatives and supernatural forces collide in an unusual but compelling setting. Borrowing elements from old-school Fallout, and new-school RPGs like Mass Effect, this game is one to keep an eye out for.
From Software has two unannounced titles in development
From Software currently has two unannounced titles in development, company president Hidetaka Miyazaki told 4Gamer.net in an interview.
Japanese Interview on 4Gamer.net
 
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Fallout: Cascadia - Interviewing the Creators


Fallout Cascadia - Flen does some cleanup and fixes!

 
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Bethesda Has NO EXCUSES, Worst Gaming Company of 2018


How Fallout lost its soul according to Polygon
I knew the Fallout series had lost its way the moment Bethesda announced that players in Fallout 76 would be able to launch nukes at each other.

The heart and soul of this storied franchise began leaking out years ago, of course. But Fallout 4 was an empty, if addicting, experience save for a few notable moments, including a certain suicide letter. Fallout 3, Bethesda’s first entry in the series, was the beginning of the end of the franchise’s personality.

Yet each game retained precious bits of the dark satire of mid-century American ambition that animated the game’s earlier installments. What could be more Fallout than a gigantic robot that spouts patriotic Cold War-themed slogans like “Democracy is the essence of good. Communism, the very definition of evil,” or “Mission: the destruction of any and all Chinese communists”?

Fallout took the jingoism of that era and painted it in the garish proportions of caricature, with the very setting of a post-apocalyptic nuclear wasteland acting as meta-commentary all its own. Background radiation, if you like.

Fallout 76 lost touch with these themes, however. Amid its dismal launch and the many justified complaints of players who struggled with bugs, the game’s empty world and abusive behavior from other players is the dismal irony of its vaunted nuke system failing.
VentureBeat posted their list of 2018's top RPGs.
When I think about 2018’s role-playing games, I don’t see lots of bombast and flash. Blockbuster studios often stayed away. Square Enix’s main offerings this year weren’t triple-A releases. You didn’t see anything from BioWare, and Bethesda’s Fallout 76 sure doesn’t feel like an RPG to me.

Instead, we got smaller (in graphical flash, motion capture, and other blockbuster bullet list items), tighter games. I’d argue that these were more intimate tales. We got a new Dragon Quest, a new Pillars of Eternity, and a new Bard’s Tale. Pathfinder got its first proper turn-based PC RPG, and Monster Hunter: World gave us that triple-A flash. Pokémon made its Switch debut in a smaller, even cuter package.
 
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