Warhammer 40,000: Inquisitor - Martyr - PC Preview
If anyone has been following me for the past few years here at Chalgyr's Game Room you know how big of a fan I am of NeocoreGames. While I may have named Haemimont Games' Victor Vran as King, The Incredible Adventures of Van Helsing are not far behind. The work that has gone into those titles both for launch and thereafter gave me high hopes for their delve into the Warhammer 40k universe. Warhammer 40,000: Inquisitor - Martyr is currently in Alpha staged Early Access and while still fairly rough around the edges there's a lot that can come out of it.
Martyr puts you into the role of an Inquisitor who starts off their hunt on a derelict ship before eventually giving you access to a much wider space to explore. This ship, and the five stages within, act as a tutorial to most of the game's functions. I'm glad that I plowed through these five stages because they are currently empty and devoid of much other than the occasional enemy with little to no AI that walks towards you in order to be put down. They are seriously boring and even if you're on your fourth character they have to be plowed through in order to move onto a lot more combat intensive stages which are loads more fun.
Unlike their previous entries, Martyr is mission based and constructed in stages instead of a world that can be run and teleported through. Furthermore, until the tutorial is completed the hub remains locked off in order to buy and sell equipment as well as try to find people to play online with if you tire of playing alone.
Conan Exiles - Launch Day Features
Posted: Feb 21, 2018, 09:33 pm by RPGWatch
MMO Games listed the launch day (May 8th) features of Conan Exiles:
Conan Exiles Looks at Features Arriving at Launch
As far as features heading to the game for launch, players can look forward to a couple of cozy new biomes in the form of a swamp near the southern desert and a volcanic area towards the Frozen North. The new biomes will double the size of the game's map, and will naturally introduce new monsters, crafting materials, weapons, armor and more.
The devs also are working on what is promised to be a complete overhaul of combat - a feature that was stated to be the single most important focus according to community survey results. A livestream from earlier in the month offered a deeper look at what's different, but Combat 2.0 is said to be more visceral, more tactical, and more fun.
Launch will also see the addition of farming; a new religion; a fast travel system; a Perk system to let you adjust your character to your playstyle; and the addition of a purge mechanic which will send NPCs or creatures to attack player bases in either PvE or PvP servers, though private server admins can choose to have this mechanic disengaged.
Abandon Ship - Early Access available
Posted: Feb 21, 2018, 09:33 pm by RPGWatch
The naval strategy adventure Abandon Ship is released as Early Access version:
Be the Captain. Survive on the Edge in a World with Consequences.
In Abandon Ship you take command of a ship and her crew, exploring a diverse, procedurally generated world, taking on quests and dealing with random events. Frequently, you will end up engaging other ships in combat, the player having to employ their best tactics in order to out-manoeuvre and out-gun the enemy.
The game focuses on "Age of Sail" ships in a Fantasy setting, framed in an Art Style inspired by classic Naval Oil Paintings.
Ship Destruction is not the End.
Life in the world of Abandon Ship can be brutal. Death is permanent. But the game doesn't end if your vessel is destroyed. You are the Captain, and as long as the Captain is alive, there is always hope. By escaping to a Lifeboat, or even being stranded, alone in the water, there is still a chance to survive and fight your way back to the top.
Snatch Victory from the Jaws of Defeat.
Combat is tactical and savage. Each battle is hard-fought, always on the edge of defeat. Your only chance of overcoming the odds is to employ every advantage you can and utilise all the tools at your disposal.
Reap What You Sow.
Explore a fantasy world that reacts to your actions. Quests may drastically change the environment. Make decisions that create friends or enemies that may later come back to help or hinder you.
Immortal Unchained - Gameplay Trailer and Alpha Test
Posted: Feb 21, 2018, 09:32 am by RPGWatch
@DSOGamingImmortal Unchained is a science fiction, hardcore action RPG which will have a closed Alpha test March 8th.
Beginning Thursday, March 8 and running until Monday, March 12, the closed alpha test will offer PC players the first look at two locations from Immortal: Unchained's dark and unforgiving world, while experiencing the game's brutal combat and tactical gunplay for the very first time.
Players will also be invited to share their feedback with the development team to help refine the game and are encouraged to share their thoughts and experiences via the Immortal: Unchained Steam page and other social media channels. In other words, there won't be any NDA for this closed alpha test.
The most direct effect of the day and night alternation to the adventurers is the scope changing of the field of vision. Beware of wandering monsters out of sight when traveling at night.
In the case of sufficient supply, your adventure party can take a rest at any time of the day to restore damage caused by combat and exploration. If there is no rest for a day, your party will automatically consume a supply and take a rest at the end of the day.
Jurisdiction and Subordination
Various settlements will form the relationship of jurisdiction and subordination according to their size. Villages generally belong to nearby cities, and cities may govern a number of villages. The population, prosperity, and various supplies of settlements under the relationship will interact with each other.
Fortresses are an exception. As a military stronghold, a fortress generally belongs to a nearby city, thus obtaining the supplies needed. But fortresses do not have the civilian population, do not accept block trade, and generally do not accept adventurers' visit, unless visitors have considerable prestige and have a good relation with the city which the fortress belongs to.
The Final Preview?
Up to now, 12 previews of the adventure mode have been issued, basically including all the planned contents of the first version of the adventure mode. Of course, there are plenty of details that are difficult to show. We'll leave them to our adventurers to explore and experience personally
The first version is expected to be released in March or April this year. ( Wish all the best in follow-up development. No bug storms, no energy exchanges between planes, and no alien kidnappings, etc. haha
A new threat emerges in the Gemini system. Numibian tribes, once great and ruthless, fell from power having suffered a crushing defeat in the Orion system. Now, they have returned to Gemini. With a new queen crowned, they are plotting to conquer the war-torn Gemini system.
Either play as the Numibians and conquer the Gemini system in a new scenario, or defend yourself against a Numibian invasion.
Gemini map increased by 30% = more space to conquer
1 new playable faction (Numibia) with new Headquarters
3 new additional factions (Highland, Eastland, Tswana)
New scenarios - Conquest with Numibia, or Defense against the Numibian incursion
New ambassadors for the new factions
7 brand new spaceship designs that include all ship classes (Bonas, Nhoma, Walvis, Okahara, Tantas, Koenos, Aranos)
4 new planets (Kalahari, New Korkyra, Gladstone, Doma), plus a New Korkyra moon
New asteroid fields with stunning visual and gameplay additions
Star Traders: Frontiers - Landing Protocols
Posted: Feb 20, 2018, 03:02 pm by RPGWatch
A new update for Star Traders: Frontiers talks about landing protocols and other additions.
Update #37: Landing Protocols
19 February - Trese Brothers
The proper landing protocols are needed now as we are coming into the final approach for the v2.1.x family of development. We're about to set this spaceship down in a big cloud of dust. Then our combat team is going to come piling out and lay siege to v2.2.x with gusto. We've gathered a combat team with Traits like Brute, Merciless and Savage to make sure that we get off to a great start.
This release includes a big blast of lore in the 30+ page lore book as well as a new set of Talents that finish every Job in the game except Pilot's last 2 Talents. It's an exciting milestone and opens the door to future jobs!
Wiki and Lore Book
With this release we've wired up the links from the in-game menu to the Star Traders: Frontiers Lore Book and the game's WIKI. For ease, the links are included below.
All the Rank 8 and 11 Talents for Engineers have arrived with Update #37, filling out a really interesting arc in this character's arc. A highly trained Engineer becomes a science and research officers in their later levels, gaining additional Experience for the crew as they encounter space anomalies (Radiation and Ion Storms), xeno and wilderness exploration.
Exchange and Black Market
For some time, there hare been issues in the Black Market and Exchange where Talents weren't firing properly when on cooldown. We've rebuilt the Talent processor in these screens and now your Talents will always fire, albiet only one per trade. Big $50,000 trade talents get a shot to fire first, and if they don't then the rest of your Talents get a shot. If a Talent like Market Confidant does not run (because it fails its 10% + Charisma check) then another Talent will still get a chance to fill in.
As a big buff for Smugglers, we've knocked Illicit Notoriety down to a Rank 1 Talent as well as adding a Slippery Trader Talent which helps Smugglers handle Trade Bans and Wars better than other, more above-the-board traders.
If you ignore a mission for its entire duration twice over (31 weeks x 2 = 62 weeks ignored) then mission will now naturally expire. This kind of behavior is not a good way to make friends, and you will suffer Reputation loss with both your Contact and their Faction for failing to deliver.
Notably, this Reputation damage is worse than just fessing up to your mistake and Dismissing the mission yourself. You'll still take Rep damage, but its less.
v2.1.15 - 2/18/2018- Link to Wiki and newly published Lore Book added to the in-game menu
- Added new Engineering Talent at Rank 8 - "Stormhunter" is superior Radiation Storm protection with XP bonus
- Added new Engineering Talent at Rank 11 - "Perilous Study" grants XP bonus when encountering xeno ships
- Added new Engineering Talent at Rank 11 - "Unforeseen Discovery" replaces Explore card with XP bonus card
- Added new Smuggler Talent at Rank 5 - "Slippery Trader" reduces Rep Penalty for trading into Ban or War Conflict
- Reduced Rank of Smuggler Talent "Illicit Notoriety" from Rank 5 to Rank 1 - Black Market boosted!
- Added note to Exchange screen including negative Rep threshold (-28) from Trade Ban / Conflict
- Fixed all issues with Exchange and Black Market Talents not firing when they should
- Added new wild environment artwork for ocean worlds
- Missions now fail after 200% of their deadline has expired causing Rep Loss -- Dismiss is better
- Improved ordering of Talents in combat encounter/victory screens, card games -- highest Job Rank Talents first
- Fixed minor UI bugs in crew detail when using next / previous
- Improved scaling for 1280x1024 resolution
In this update I show what I was able to accomplish this week despite being out of town for 3 days. The broader context of this piece is in having many realistic ways to interact with NPCs, and many ways to build or harm relationships. All this is within the pursuit of making lasting friendships that mean something over time.
Put in fish images, one for each species of fish, and a special image for empty hook. Fish image size can now reflect the weight. It feels really good now.
Spent a day refining the conversations code from last week. There were about 20 edge case scenarios that I had to sort through, write for, deal with. It's all feeling really good now.
I've always intended to have "tell a joke" as a conversation option (its in the Sims). So I created a joke engine that will create a joke based on several premise algorithms.
Jokes are generated at time of world generation and originate with certain people.
The player can learn any joke by hearing it. If an NPC knows a joke they have a small chance of telling it to the player through a special prompt. NPCs won't tell jokes the player has already heard.
The player can tell any joke they know to someone. Each NPC remembers which jokes they have heard before. Telling a joke utilizes the performance skill, which improves with each successful joke told.
NPCs react to jokes based on success/failure to tell, and just their own sense of what is funny (this will be connected with personality in the future). So a successful joke can still not be funny to the hearer. Oh how i've experienced this too many times...
In a future build: Players can use the Composition skill to craft new jokes. For now you just have to collect the ones in the game.
Added the ability to insult an NPC. This will be utilized in the near future.
Something I've always intended was to allow the player to perform in an inn: music, poetry, singing, storytelling. I decided to see if I could use the gambling/conversation system to make a Stand Up comedy act. It didn't take me too long to do so. I'm not going to spend time putting in the other kinds, but now they are possible. All this is to fulfill the original design goal of being like Raistlin and friends supporting themselves by putting on shows at various inns along the shore of the sea of Istar.
Historical Setting definition - " Historical setting is an aspect of setting that pertains to when events occur and when characters live or interact. A historical setting is a point in time. Literary characters cannot see nor touch their historical setting because historical setting pertains to time which is intangible, but all human actions must occur in time. Historical settings might be past, present, or future. Historical settings might be described as specific spans or moments in time:
Assassin's Creed Origins - Discovery Tour Mode Added
Posted: Feb 20, 2018, 03:02 pm by RPGWatch
PC Gamer reports that Discovery Tour mode has been added to Assassin's Creed Origins.
As a free update for existing players, premium standalone for everyone else.
All games with impressive worlds should have non-combat tourist modes. Slaughtering beasts and baddies is great fun, but I love clearing an area of enemies and then returning to their natural habitats with the luxury of peace and quiet.
Assassin's Creed Origins adds its educational The Discovery Tour today with this in mind.
Werewolf: Earth Blood - Previews
Posted: Feb 19, 2018, 08:52 pm by RPGWatch
Gamebanshee found some previews of Werewolf: Earth Blood which was previously called Werewolf: The Apocalypse.
Not only have Focus Home and Cyanide Studio been busy showcasing more of their upcoming Werewolf-based role-playing game at their What's Next event, but they've also revealed that the game is now sporting a new "Earth Blood" subtitle. We begin with the subtitle news in this article on Gamereactor:
Disclosure: I am an employee of Snapshot Games - developer of Phoenix Point.
I play through the tactical combat pre-alpha development demo of Phoenix Point, first revealed at the PC Gamer Weekender in London in 2018. This gameplay is intended to give an idea of the mechanical workings of Phoenix Point. With a year of development time remaining, please remember that this is a work-in-progress build, and as such should be considered incomplete an liable to change.
** Some minor sound desync issues are the result of frame drops during recording.
The desync was not present during play.
** Phoenix Point is the new Turn-Based tactical game by X-Com creator, Julian Gollop. Set for release late 2018, with pre-alpha access coming around April.
Druidstone - In Production
Posted: Feb 19, 2018, 02:43 pm by RPGWatch
The latest blog post from Druidstone announces the start of production.
Druidstone moves from preproduction to production
Petri HakkinenFebruary 19, 2018Uncategorized
This is big! As you may have been able to read between the lines, the development process of Druidstone hasn't been all roses and butterflies. What I mean is that there has been some uncertainty with the project which has made it hard to communicate clearly what the game is truly about. That's because up until now we have been in pre-production mode where we still try ideas and see what works and what doesn't. But now that has changed. We know exactly what we are doing now.
That means that many things in the game which we have mentioned in the initial blog posts have changed. Actually, so much that the game as it is now and how it will develop in the coming months does not resemble the one displayed in old blog posts that much. Sure, we still have the same basic premise, the same environments, the top-down view and tactical combat, but the spirit of the game has changed. Has evolved, if you will. What started as a procedurally generated RPG has transformed and will transform into a much more tightly focused game.
So what exactly has changed? Here are the main points:
Procedural generation is gone. Long live the editor! Every map and every encounter will be handcrafted.
Focus on deep and tactical combat system. We want to make the combat really challenging so that every action you make every turn is a careful choice. Like playing chess with fantasy characters.
Focus on fun gameplay mechanics. We are not writing a book, not filming a movie, we are making a game, and gameplay is king.
No fluff. We want to make a tightly focused game, the same design principle we had with Grimrock. No filler content. Less is more. Or as Antoine de Saint-Exupery puts it famously "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."
During the last year, iteration by iteration, the amount of procedurally generated content has been diminishing. At some point we had to ask ourselves what point does the procedural generation have anymore. That was when we started working on the editor, and after that pieces have started to click into place very fast. Last week was the real kicker and we could produce a near shippable quality 30 minute segment of the game in just a couple of days. That's huge! It's very rare that we can make such a big leap in just a couple of days.
But the main difference is really inside our heads. We now understand exactly what kind of game we really, really want to make. Sometimes when analysing the markets and looking at what kind of games are the topsellers, and worrying about the doom and gloom of indie developers, it's easy to forget what your heart really desires. But if you listen carefully to yourself, you can perhaps hear a faint whisper. And if you keep listening to that inner voice, the voice gets louder, until it becomes a great booming voice that makes your bones shiver and skin tingle with determination: "YOU GOTTA MAKE THIS GAME!"
Listening to yourself is the greatest and most important skill a game developer can have. This is hugely important, but difficult to explain why. It's the thing that guides us through the development process and tells us what the game needs and what it doesn't. It's the vision what the game is really about.
This is such an important milestone for us because now we have confidence in that this game will be great. It makes us want to pour all the love, sweat and energy we have to make the best game we absolutely can.
Speaking from personal experience, I've only had a similar feeling once before. That was when I was working on Grimrock 1. Believe it or not, Grimrock 1 was made in less than a year, from scratch to release. Looking back at it, I still don't quite get how we managed to do it in such a short time. But the answer is, of course, simple: we had a clear vision from the start and we worked our asses off to make it happen. Now that same feeling is back and we are really relieved, happy, motivated and excited at the same time. Making a game hasn't been this fun in many years!
In hindsight maybe setting up this dev blog in such an early stage of the project wasn't the wisest idea, but we have always striven to maintain an open, honest and transparent view into the dev process. Mainly because we think it's the right thing to do but also because (hopefully!) it's interesting to follow us as we tread on the uncharted paths.
That said, as we now move into production mode (making the game in our heads come true!), we are going to take a break from updating this blog. That's because we want to focus 200% on the game we're creating. But when we do come back (and we will!) we will present to you Druidstone, the real deal. That's a promise!
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