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Realm Grinder - Released
Posted: Jun 26, 2017, 08:22 pm by RPGWatch
You can get the Clicker Strategy RPG Realm Grinder for free on Steam now:
About Realm Grinder
Grow your kingdom, build alliances, and explore one of the deepest idle RPG's ever!
Use your money and influence to grow your kingdom from a single farm to a huge realm that earns wealth even while you're not online! In Realm Grinder, the player is given an incredible array of choices in how they build forge their new kingdom.
Choose to align yourself with a dozen different factions, each of which has their own distinct play style. Will you align with the elves, who reward tapping for treasure, or the demons, who give massive bonuses to the most powerful structures?
Further fine tune your strategy by choosing unique upgrades, buildings, and spells to invest in.
Continue to unlock new and exciting systems like new factions, research, reincarnations, excavations, and way more. Months and months of unique content!
Achievement hunters will be delighted with the broad range and depth of the achievement system. And it's not just eye candy! Many strategies rely on collecting trophies in order to boost certain upgrades.
Ash of Gods - Funded
Posted: Jun 26, 2017, 02:03 pm by RPGWatch
The Ash of Gods Kickstarter campaign managed to get funded in the last 3 days of the campaign and in the process managed to achieve two stretch goals as well, which were at $80K and $85K. These stretch goals are 50+ additional side quests and more epic battle music respectively.
SO WHAT WILL BE IN THE RELEASE?
It will be the story of Thorn Brenin and his circle of people, flavored with a good number of secondary quests (events) that can (and will!) happen to them on their way to the final goal. The quests will reveal more about the heroes and the events taking place in the game world.
Hopper Rouley will follow in Thorn's tracks, allowing the user to see the consequences of the decisions he or she took on behalf of Brenin. In all likelihood, we won't have resources to create the ability to manage Hopper's team or let it participate in battles, although we're going to give it our best try; but only time will tell. At the very least, Hopper will play a large role in the story.
Cutting down on Lo Pheng's storyline is a lot harder for us. We wanted to show the other side of the conflict, but our initial stretch goals proved too ambitious. We want to preserve his influence on the story through the decisions of the players, and not turn him into an ordinary NPC. We'll only know for sure how we're going to handle the Lo Pheng storyline around August. We'll definitely write about it in more detail closer to the time.
As far as localization is concerned, the release will have two official versions-Russian and English. We'd love to get help from the fan community to translate the game into German, French, Polish, Spanish and Portuguese. Unfortunately we won't be able to pay the usual localization rates for all the above-mentioned countries, but we are definitely willing to encourage this process with the help of some nice prizes.
We'll also record an additional battle track for the game, which will help to make the battles slightly more diverse from an audio perspective.
Kingmaker - Spells and Effects
Posted: Jun 26, 2017, 07:53 am by RPGWatch
Spells and effects are highlighted in this update for Pathfinder:Kingmaker.
Today we will be talking about spells - lifeblood of more than half of the Pathfinder classes. Since the release of their signature product, Paizo published numerous rulebooks for the Pathfinder RPG, both hardcover giants, like Ultimate Magic and Advanced Player Guide, and innumerable softcover Campaign Settings, Player Companions, Modules, and Adventure Paths. And most of them do contain spells, some of them only one, and some whole packs rivaling the basic assortment provided in the core rulebook. For us, when making a Pathfinder CRPG, this provides a treasury to draw from.
And as we do draw from it, and see the ideas of all these spells come to life on our screens, they blend together to give you a myriad of tactics to solve problems, overcome obstacles and defeat enemies our game will provide you aplenty. For in Pathfinder spells are not just elemental attacks of different shapes and colors, but a diverse set of tools and instruments for enormous amounts of possible situations. And those who love their elemental attacks will also find them in abundance, as some situations require precisely tools like these.
Is one of your companions injured? Poisoned? Dead? There are spells for that. Cannot find a secret door? There is a spell for that too. Found a secret door, but cannot open it? Again, there is a spell for that. Are you feeling the strong urge to set somebody on fire? There are a lot of spells that do exactly that. While setting someone on fire, you mistakenly set your companions on fire too, and now they're dead? We've already discussed, spells can fix that. Cannot see your enemy? There is a spell for that. Still cannot see him, because he's behind the wall? There is a spell for that. Still cannot see him? You've probably been blinded. Do not worry; there is a spell for that. There is a whole school of spells that allow you to see enemies even where there aren't any. Got too cold? There's a spell for that. Are neighbors too loud? There's a spell for that. Mysterious rash..? There's probably a spell for that.
After Reset - Pre-Release Test
Posted: Jun 26, 2017, 07:53 am by RPGWatch
The prologue for After Reset is going into the pre-release phase. In a backer only update the following was shared:
I can't even believe I'm saying that but... it looks like we're ready for your evaluation! Yippie-ki-yay The prologue is on Steam and we've fixed most of the bugs reports from the relevant bug reports discussion.
Now you can play it completely from the beginning, through various plot branches and some sandbox to final rescue from the Gyes bunker. Please, check the build during the next 2 weeks and pin the bugs you might find.
After fixing them I am going to:
enable one decent cool twist/quest (hidden for the beta-test to surprise you later);
add sound effect for the cave blast;
enable gratz-message when player successfully gets out to the Great Desert;
switch on the new background scene for the main menu when player competes the prologue (going to make it dependable on player's progress like it was in KOTOR).
Guys, I need you votes for the following decision after you complete the prologue: are we ready for the official release? That implies we will fix the bugs you report and I'll enable those minor adding and contact journalists, youtubers, etc.
I would strongly prefer to release it asap but I need your feedback and approval before that important move.
Meanwhile, our lead programmer asks to give him a month to upgrade our engine and rework our GUI from scratch on it as well as interaction code. His offer is to make that work free if he doesn't meet the month deadline. Though, I wound not rather take his offer because those upgrades are not evident for players and I am afraid it might lead to endless development and his lost of enthusiasm.
So I would prefer the following path:
2 weeks of beta test by you, guys;
1 week of fixing and tidbits enabling;
2 weeks release;
1 month of updates/fixes/engine upgrade/gui rework/further content adding;
KS for Chapter 1 this fall, where we'll make the prologue a free demo and make $20 tiers for early birds (right now we have about 10k followers on Steam where the price for the game is $50 so that should definitely trigger them).
Guys, please, share your thoughts and vote the next step: are we ready for the release or should we wait?
Kingmaker - Companion Jubilost
Posted: Jun 25, 2017, 07:42 pm by RPGWatch
One of the companions that can join your party in Pathfinder: Kingmaker is Jubilost Nartropple.
The name of Jubilost Nartropple is known to each and every educated person in all of Avistan. Or rather Jubilost himself won't accept the idea that someone, who does not know his name, could possibly be called an educated person. A renowned adventurer, who traveled the Inner Sea region back and forth, prolific writer and tireless explorer, Jubilost likes to brag, that every good household is bound to have at least one of his books - whether it's an expensive illustrated atlas or a cheap collection of cooking recipes. He doesn't care that those envious of his many talents call him haughty and rude - after all he can insult them much worse - and in a dozen different languages at that!
Vigilantes - Version 17
Posted: Jun 25, 2017, 07:42 pm by RPGWatch
Version 17 of Vigilantes is available now. Two new features that are added in this version are rackets and gang strategy AI.
Rackets are bonus providing enemy facilities, which are located in city districts. There are currently eight racket types. Three of these are main bases, of which each gang starts with one, and the remaining five rackets can be purchased and built by the gangs throughout the city. Each racket provides different local (adjacent tile) and global bonuses, and income.
The Gang Strategic AI directs the gang's actions on the strategic, city map level. We wanted to avoid giving each gang a set of rigid orders, (such as acquire upgrade x on day Y) which they would follow regardless of what the player is doing. Instead, we invested some time to build a system which would allow the gang to use their financial resources to react strategically to the player, choosing which upgrades and rackets best suit their current needs.
ToEE - The most D&D Game
Posted: Jun 25, 2017, 07:42 pm by RPGWatch
PC Gamer thinks The Temple of Elemental Evil is a true D&D game:
Why The Temple of Elemental Evil is the most D&D game ever made
It may not be the *best* D&D game, but The Temple of Elemental Evil is the truest representation of the tabletop experience.
There's a drinking competition at the village inn, and I do like to get drunk in video games. My half-orc barbarian has the most hit points and the least intelligence, which probably makes him qualified for entry. Half a dozen locals and guests join in, and every time the innkeeper shouts "Drink!" they knock back an ale and drop a bunch of HP (non-fatally, of course). In the end it comes down to the barbarian and a traveler named Kobort, who eventually topples to join the rest of the competitors sleeping on the floor.
Then I have my rogue go round and loot all their stuff. Even clothes. Nobody seems to mind. It's a fair punishment for getting fall-down drunk. They're lucky I'm not drawing schlongs on their foreheads. For the entire rest of the game I recognize NPCs I beat in this competition because they stand around town in their medieval underpants. That's just how it goes in The Temple of Elemental Evil.
Werewolf: The Apocalypse - Interview @ E3
Posted: Jun 25, 2017, 01:32 pm by RPGWatch
Game Watcher interviewed Julien Desourteaux about the Action RPG Werewolf: The Apocalypse:
Werewolf: The Apocalypse - An Interview With Cyanide Studio's Julien Desourteaux [E3 2017]
The World of Darkness series of games and entertainment has always been a rich tapestry of lore and imagination that has allowed gamers to undertake the roles of many mythical creatures of the night in various unique settings. Most people are probably familiar with the popular role-playing games, Vampire: The Masquerade - Redemption and Vampire: The Masquerade - Bloodlines, but these are just a couple entries in a grand library of great games that have come from White Wolf Publishing. Fortunately, White Wolf has teamed up with Focus Home Interactive and Cyanide Studios to bring another of their grand franchises to PCs and consoles. This time, it's Werewolf: The Apocalypse.
In a world where various factions are ushering the destruction of nature, werewolves stand as the primal bastions against the end of the world. What began as a pen and paper role-playing experience is now becoming an interactive journey that will have players delving deep into the powers of the werewolf to protect the natural and spiritual world. At E3 2017, we caught up to Cyanide Studio game designer Julien Desourteaux to speak about how he and his team are bringing Werewolf new life as a video game. Desourteaux shared the interesting world of Werewolf with us, as well as how players will take on the role of the Garou to defend the forces of nature, or give into their bestial blood and wreak havoc.
GameWatcher: The original context of Werewolf is that there is cataclysmic event known as The Apocalypse that the werewolves, known previously in the series as the Garou, are fighting against, right?
Desourteaux: Correct. In the original pen and paper game, their mission was to kill those who would move the world towards the Apocalypse either wittingly or unwittingly. It's always been sort of a fiction that plays at the edge of reality where these mythical creatures are fighting a problem very much inspired by real-world issues. For the purpose of our game, we're going with an action-RPG to convey that world. It's based upon a lot of the rules of the pen and paper game, but we're reworking the gameplay mechanics to make it a far more moving and visceral thing.
GameWatcher: Could you expand upon that? What kind of mechanics will players be using as they step into the fur and claws of the Garou?
Desourteaux: So the main three mechanics behind Werewolf: The Apocalypse are combat, exploration, and interaction, and at the center of all of that is rage management. Rage is a factor that has to be maintained by the player because if the Garou's rage gets out of control, they will frenzy. There are pros and cons to that. Certainly it's great for combat, but there could be consequences as well. For example, you won't be able to tell friend from foe. You will fight all present and that could lead to attacking an ally. You can't go back until there are no more threats present. Likewise, if you're in dialogue with a character and you're overcome by rage, your character might eviscerate an important character.
Natural dialogue with NPCs is closer than you think
I mean, dialogue trees are fine, I guess. Your character asks a question, the NPC gives a response, you learn what you need to, and for a moment it almost looks like a conversation. But they're hardly perfect. Playing through Mass Effect: Andromeda, I was reminded how interrogative they make me feel: "YES BUT WHY ARE YOU OUT HERE STUDYING THE REMNANT?"
They can also make conversations feel like passive lore-dumps. Real people don't tell you their life story at your first meeting, and thank God, because it can get pretty boring. I wish an NPC would turn around and tell me "the mating rituals of my culture are none of your business. And no, we won't bang, okay?"
These are among the problems that Spirit AI are trying to fix with their Character Engine. It aims to achieve something that will still feel like a distant dream to many players: natural-seeming conversations with AI characters, in which you use text or even voice chat to speak, and they answer as a real person would, creating their dialogue on the fly.
Endless Space 2 - New free Content
Posted: Jun 25, 2017, 07:24 am by RPGWatch
PCGamesN reports that Endless Space 2 got a new questline:
Endless Space 2's new hero is trapped inside a neutron star
As you might infer from its title, the Stellar Prisoner's new questline concerns a mysterious figure who is literally imprisoned in a neutron star. It also appears that neutron stars will be objectives in a battle arena mode, conferring special bonuses to whomever controls them.
Neutron Star: a battle arena that provides bonuses to players who control this special node.
A new quest triggered upon the discovery of the Neutron Star.
A new Endless Virtual hero.
A new Cravers Prime hero, unlocked by the community during an ARG.
Two new, unique planets.
Modding improvements, including the ability to edit visuals (hero, quests, events) and textures (planets, ships).
General performance and AI improvements - there's a full set of patch notes here on Steam.
Mount & Blade II - Preview @ E3
Posted: Jun 25, 2017, 07:24 am by RPGWatch
COG checked out Mount & Blade II: Bannerlord at the E3:
E3 2017: Mount & Blade II: Bannerlord Preview - Mount Up and Take Charge Again Mount & Blade II: Bannerlord Preview
Let's start off with some truth; I was not a fan of the first Mount & Blade game. Admittedly, I never played any of the expansions, sequels or spin-offs, maybe one of them would have been more appealing to me. However I do know there is a huge, rabid following for Mount & Blade - so it wasn't a fault of the game, it just wasn't a game for me. So, I wasn't quite sure what to expect when I was set up for a meeting with TaleWorlds Entertainment to discuss Mount & Blade II: Bannerlord. Needless to say, after that hour long meeting, I was pleasantly surprised and honestly can't wait to get my hands on the full version.
Mount & Blade II: Bannerlord is a vast action game filled with epic battles and hand-to-hand combat. There isn't a story, per se, the story is more about the journey you choose to take. One of my criticisms with the first game was the steep learning curve and lack of direction when you first start playing. The developers realized this and have introduced a set of objectives that you'll work towards completing when you first start the game. Each objective is designed to introduce players to different game mechanics, which should do a better job of easing new players in (and re-introducing returning players).
ELEX - Gameplay Demo
Posted: Jun 24, 2017, 01:02 pm by RPGWatch
Another gameplay video for ELEX:
ELEX Gameplay Demo (New Open World RPG Game) 2017
Advanced in technology, civilized and with a population of billions, Magalan was a planet looking to the future. Then the meteor hit.
Those who survived are now trapped in a battle to survive, a struggle to decide the fate of a planet. At the center of this fight is the element "Elex". A precious, limited resource that arrived with the meteor, Elex can power machines, open the door to magic, or re-sculpt life into new, different forms.
But which of these choices should be the future of Magalan? Can technology or magic save this world? Or will this new power destroy all those left alive amongst the ruins?
Thanks to the open world, players have access to all five regions of the game world right from the very start. Go where you want, choose your battles and your allies. The only thing in the world that will stop you are the mutant creatures that live in Magalan's Elex-polluted landscapes. Walk, run, or punch your jetpack into action. If you can see it, you can reach it. Open world role-playing has never been more open.
Find a companion, choose a faction and influence the world. In Elex there is no traditional class system. Instead you must earn the trust of experienced teachers to develop the skills you select. But, skills alone won't be enough to survive in this harsh and challenging world. Your attitude towards the people you meet will influence those around you. Will you make an ally or an enemy? Is now the time to show emotion or take the course of logic? Every choice will forge the future of your game.
From swords and axes to bows, crossbows and harpoons, Elex offers one of the widest selection of weaponry in the history of role-playing. Pick up a shotgun, power up a plasma rifle or unleash a flame thrower - there's a weapon and combat style for every fighter out there. Be it a hammer, a rocket launcher or the power of magic, Elex balances science, fantasy and brute force to let you choose the combat style that fits your role best!
New stretch goal - Magus
All of us were brought up among countless fantasy novels, shows, games and movies. And when we play Pathfinder at the table we want our character to be close to what inspired us in the heroes and villains from these familiar pages and scenes, to be able to do things like they did, and that's a major part of what RPGs are about. Yet while there is no shortage of traditional fantasy heroes, who fight with both sword and magic with impunity - from Elric of Melnibone to Geralt the Witcher, to even Jedi Knights, it's hard to make such a character in an RPG. Most standard sets of RPG classes either don't give you the possibility to play such a character, or worse, limitations on character development render these builds ineffective. Fret not, for we have great news! Unveiling our latest stretch goal, let us show you the ideal class for you: the Magus.
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The Magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect.
Much like his martially adept colleagues, the Magus makes skillful use of melee weapons in combat. He wears his armor without being hindered in his spellcasting abilities like many other magic-users. The Magus prefers one-handed weapons, because of his signature ability, Spell Combat, that allows him to use his other hand to cast spells while simultaneously attacking an opponent with his weapon of choice.
From the secrets of his magical counterparts, he gets a vast array of arcane spells, which both include classics, like Fireball and Haste, and entirely new spells, like Greater Blade Dash - a spell, that allows the Magus to teleport to a designated point and attack anyone unlucky enough to stand in his path. The Magus also gets an arcane pool - a reservoir of magical energy, that can be spent to imbue his weapon with various enchantments or to restore the spells he has already cast that day.
His battle prowess allows him to dauntlessly cast spells, which other arcane casters fear to use, for these spells would require them to approach dangerous melee combat. The Magus excels particularly at using touch spells, like Shocking Grasp and Force Punch, because his Spell Strike feature allows him to discharge them not by touching an opponent, but by hitting them with his weapon of choice, inflicting upon the target both the effects of the spell and full damage from the attack, all as part of casting his spell.
As he grows in power, the Magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the Magus becomes a blur of steel and magic, a force that few foes would dare to stand against. Available forms of arcana include, for example, new properties to enchant his blade with, getting a familiar (a magical creature that will serve Magus as a pet), acquiring new spells from the Wizard's spell list and the ability to use a wand as a second weapon in pair with his primary one.
Magus is a complex class with different paths of development to choose from. Players who are unsure whether they want to play a spellcaster or a melee combatant will find his access to both quite convenient. If you enjoy having the possibility to just quickly beat up a bunch of weaker enemies with normal attacks, whilst being able to utilize complex spell combinations in difficult fights, you will find the way of the Magus perfect. And for those of you who want the proverbial Jack of all trades, somebody with deadly skills in both melee and magic may find that the Magus fits this description, and in certain situations beats his specialized counterparts.
* All specific names are used only as a reference to original Pathfinder Roleplaying Game (R) entities and could be subject to change in the Pathfinder: Kingmaker CRPG.
The best sidequests in PC gaming Sometimes good things happen when you stray from the beaten path.
Stepping off the beaten path in any given game can open up a whole new world. Main story lines are fine, but side quests often contain better writing, funnier jokes, and more interesting mechanics. Sometimes they're so good that when the credits roll, the distractions and detours burn brighter in your memory than the central journey itself. With that in mind, here's a list of the best side quests on PC. Don't blame me if you suddenly have an urge to reinstall that RPG you sunk 100 hours into five years ago. Oh, and leave your own suggestions in the comments below the story.
Oasis, Fallout 3
"I had you brought in here to ask one simple favour. Would you kill me?" It's one of my favourite lines from Fallout 3 within arguably its best side quest. Tucked away in the corner of the grey wasteland is Oasis, where flourishing plant life obscures a tragic tale.
At the centre is Harold, a mutant with a tree growing out of his head. It's grown so large that Harold is rooted in place, and he wants you to end his miserable life. But killing him will destroy this pocket of calm, stopping any chance of it spreading life to the rest of the world, and end the hopes of his followers. So what do you do? It's a great opportunity to role-play, and the writing is superb whichever option you choose.
The Harper Hold Quests, Baldur's Gate 2
Bioware's 2000 RPG remains one of the best in the genre, and it's largely down to its side quests. The Harper Hold quests are a perfect example: complex, fiddly at times, but ultimately rewarding. It's all about the characters. Two of the best from the first Baldur's Gate-Xsar and Montaron-return fleetingly (one dies, the other is turned into a bird), and most of the tale centres around Jaheira, and ties in with her excellent romance story.
It's really, really long but you don't have to pay too much attention. There's splices of action-mainly fighting the Harpers-followed by days of downtime, and then suddenly a character will pop up on your travels to move the quest forward. It's not something games do much nowadays, sadly.
Update 0.5 : New world map, new quests, new monsters and more! Hi everyone!
Update 0.5 is finally here! It may have taken a few late nights, but the team pulled it off and we are very excited to reveal our new world map and questline!
The new world map is much bigger and denser than the old one, and yet only represent less than a quarter of the final version of map! There's new environments to explore, new monsters to kill, and other surprises!
3 new randomly generated dungeon architecture have been added, which adds more variety to dungeon layouts. The new questline covers most of Act1 of the game, and will give you a preview of the lore and story of Wolcen. We will periodically add more content to Act 1, including side quests, treasure and optional bosses. You can now listen to the Main Theme of the game while in the main menu. This will give you a glimpse of the new original soundtrack being composed for Wolcen.
A fog-of-war now hides parts of the minimap that haven't been explored yet. This will further help with orientation in dungeons. All minimap icons have been redone and new icons have been added too.
We are aware that there might be some performance issues, and optimization will be a big focus for the next updates. You can get the game at a discount during the Steam summer sale. Now is the perfect time to jump in!
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