There is something that connects Games Workshop computer games and tactics games. There are a lot of them on the market at the moment and most of them are forgettable. Unlike Wizards of the Coast, which hands the D&D license out rarely, and then mostly for games like MMORPGs or action games that have little to do with their pen and paper games, it seems anyone can apply for the Warhammer license, and make almost any game they like. Mechanicus isn't a game with a big budget, epic proportions, or revolutionary ideas. But it does make the most of its Warhammer 40k license. For those who like tactics games with some RPG elements and are who willing to play a game without cinematic cut scenes or state of the art animations, Mechanicus has quite a bit to offer.
RockPaperShotgun had some questions for Larian about Baldur's Gate 3.
New Baldur's Gate 3 gameplay? Go on then. And loads of new Baldur's Gate 3 information as we quiz the game's lead system designer about combat, stealth, classes and, er, how vampires work in Baldur's Gate 3. Loads of juicy stuff here, and more to come!
Our first Baldur's Gate 3 gameplay breakdown explained stealth and combat, and now we look at Baldur's Gate 3 spells, death, alcohol, reactions, halflings... all the words that get your video flagged. I hope you enjoy this Baldur's Gate 3 features deep dive with Larian Studios' Nick Pechenin.
@DSOGaming Action RPG Hellpoint will release July 30th.
Cradle Games and publisher tinyBuild have announced that Hellpoint will release on July 30th. Hellpoint is a sci-fi Dark Souls-inspired action RPG, set in the aftermath of a massive quantum cataclysm called the Merge.
IGN has played Mortal Shell and shared their impressions.
Each Shell's Got a Story to Tell
Then there are the Mortal Shells themselves, which essentially introduce class-based gameplay to the Souls-like genre in a way that hasn't really been done before. The closest comparison is the blood code system in Code Vein. As you play, you'll discover new Shells that each have their own unique stats and skills. In my demo, I only came across two: The starting shell, Harros the Vassal, which is a more tanky shell that has increased health, less stamina, and skills that affect his survivability; and Tiel the Acolyte, who has a massive stamina pool, less life, a more effective vanish as opposed to a quick dash as a dodge, and a variety of skills that allow him to occasionally take damage to stamina instead of damage to health, grant him extra damage on a successful riposte, and heal some of the damage taken by poison, which was a massive pain in the ass throughout the demo.
Shells can be swapped out at certain spots in the world, or an item can be used to swap them out on the fly, allowing you to make use of their unique characteristics as they become necessary.
As you'd imagine, when you defeat enemies you collect a currency that is used for both character progression and for buying items from the various shops. But unlike what you might imagine, character progression in Mortal Shell doesn't take the form of traditional level ups. Instead, you use this currency, known as tar, to first learn the name of your equipped Shell, which then opens up their skill tree. Each skill costs both Tar and another currency called "Glimpses" to learn. Glimpses are gained by beating certain enemies or by finding itemized glimpses in the world, but unlike Tar, glimpses are only granted upon the first time you take them out. This I imagine, is how Cold Symmetry discourages players from farming easy enemies repeatedly in order to max out a character's skill tree right away.
Last month Black Book funded on Kickstarter. The game's prologue is free to try on Steam if you want to check it out.
About This Game
Black Book: Prologue is a free standalone version of the game, featuring an essential part of the story - the First Day of Vasilisa becoming a witch. Welcome to the mysterious, yet intriguing world of Black Book - an Adventure game mixed with deck building turn-based combat, inspired by the likes of Slay the Spire. In the game, you'll step forth into the rural countryside as Vasilisa - an apprentice sorcerer, trained in witchcraft. Travel across the lands as you aid common folk by persuading - and sometimes battling - the otherworldly creatures of Slavic myth.
Uncover the seals of Black Book
Unleash hellish spells on your enemies! Collect spell cards and new skills as you progress.
A Historic Adventure
solve riddles and complete side-quests as you learn more about life in the countryside of olden Russia.
Myths and legends
Explore a world based on Northern Russian mythology. Learn from an in-game encyclopedia, created with the help of expert anthropologists - and find all folk tales hidden within the game!
GeneMyLong recommends the unknown (at least in the west) Chinese RPG Gujian 3:
Gujian 3 On Sale Now!
Steam Sale ends July 9th, 2020. If you've been thinking about buying/playing Gujian 3, the game is now on sale. We've enjoyed this game and we're sure anyone can appreciate the creative music, engaging game play, and beautiful artwork.
An update about the monsters of Solasta: Crown of the Magister:
Dev Update #16 - Here Be Monsters!
Hey there folks,
Hope you're all doing well in this fine summer weather! We've been hard at work on implementing quite a few new features... that we'll keep secret for now! Now don't worry, we still have plenty to share regardless. Without further ado, here is our first Dev Update of July - with your weekly dose of friendly feline attached to it.
Here Be Monsters!
Enough talk about adventurers, where are the monsters at? Give those poor goblins a break and show us something new. Well well well, today's your lucky day - for we're about to reveal not one, not two... but four new monsters you can look forward to meet in Solasta!
@GematsuWerewolf: The Apocalypse will release February 4th 2021. In addition a new gameplay trailer has been released.
Werewolf: The Apocalypse - Earthblood will launch for PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, and PC via the Epic Games Store on February 4, 2021, publisher Nacon and developer Cyanide Studio.
Update #33: Emails Sent, Will Fix Bugs ASAP, Will Handle Complaints!
Hello everyone! :-)
Okay I feel I need to make a small update to answer all concerns.
First of all, if you're wondering why I haven't been very present replying to comments on Kickstarter, or on Discord, or on my forums, or on RPG Codex, or approving messages on my forum, or replying elsewhere.
The reason is this: I'm just a human being, and since the end of the campaign, all my time was spent sending out emails and answering emails from people who haven't got their email, or who are late to the campaign but want to join, or who pledged but could not process their payment, or who have already tried the game but it's not working for them on their system.
On top of that I have a long-planned flight tonight and tomorrow which I had to prepare, too. So, with all of this taken into account, I just can't keep up with dozens of new Kickstarter comments / forum messages / Discord comments each day. Apologies for this! It doesn't mean I'm ignoring your concerns, quite the contrary.
I have sent emails with download details to nearly everyone. If you haven't got your email, please email me at email@example.com or through a Kickstarter private message and I will give you your details soon.
Now, on to the bugs. Obviously, by now I have been made very aware that the game has important bugs and stability issues, and a 64-bit Mac version for Mac Catalina OS needs to be made. I hear you guys and I apologise sincerely for the bugs. Yes, I will fix the bugs as soon as possible. And I will work on a 64-bit Mac version as soon as possible. This will be my priority from 8 July. I won't be working on any DLC or any extra content while there are important bugs in the game.
So please rest assured that the bugs will be fixed. I should be able to have a software update on or before 14 July. I've been working on this game for so long; obviously I want it to be bug-free. It's not a problem for me to remove bugs. In fact it is something I like to do. My process with KotC 1 was similar. There were about 36 updates for KotC 1. The game had many bugs in the beginning, now it's bug-free.
Now, on to expectations and accusations. Okay, I hear the complaint that I should have presented the current version of the game as a beta version, not as a finished version or as a full game. All right. I accept that and I apologise for it.
The reason why I have always presented it as a full game is because, for me at least, it was stable when I played through it and I did play through it from start to finish. So if it's stable for me, why should I present it as a beta version? Think about it, how could I even record all these combat videos if the game wasn't working for me or wasn't stable for me? Yes, you can say that I should have gone through a big testing phase prior to the campaign, and in hindsight yes I should have done that. I'm not perfect so I did not see this at the time.
What I mean to say is that it's never been my intention to deceive people. With that in mind, if you feel strongly that you have been lied to or that you were misled, and you don't trust me to fix the issues in a reasonable amount of time, please email me at firstname.lastname@example.org (or through the Kickstarter private messages) before 14 July and we will definitely find a solution.
I don't want anyone to feel bad about KotC 2 or have such strong negative feelings against me. Doing a Kickstarter is difficult enough with happy people but it's a hundred times harder with unhappy ones. So, please just contact me and everyone will be happy.
I hear a complaint that the game is too linear. I did mention here and there, most recently in the Q&A with Shane, that Augury of Chaos lacked the non-linear feeling of an open world and that you're mostly exploring underground levels, and that I wanted to create more of a non-linear feeling in upcoming adventures.
So, while I can totally accept criticism for the game having many bugs, I can't accept accusations of deception based on the game being linear. The adventure is what it is and I never claimed that it was a non-linear open-world adventure. All I said was that you have a number of ways to resolve situations, and that is true in many cases.
So, please be reasonable with your expectations and criticism of the game's content. I already feel enormous pressure to provide download links to the people who haven't got them already and to fix the game's major bugs ASAP, so please don't pile even more pressure on me for things like non-linearity. About the difficulty, we can adjust that later on.
Those are the main things I wanted to say today. The main points are: please be patient and I will fix the bugs ASAP and if you're really unhappy, please just contact me before 14 July. Please don't worry if you don't receive a reply before 8 July, I will definitely reply.
Thank you everyone and I hope that you will keep supporting the development of KotC 2! :-)
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