The devs behind Visual Novel Werewolf: The Apocalypse - Heart of the Forest were interviewed by Gamingbolt about the game's setting, themes and choices.
Can you talk to us about the choice and consequence mechanics in Heart of the Forest and how significantly they will affect how the game's story plays out? Tying the choice and consequence mechanics with character attributes is an interesting concept- how deeply are the two intertwined, and how does the game ensure that choices don't become transparent as a result?
First of all, we have the main branching paths, some of which get closed with your choices and lead you through the story. But there's also another layer to this. At any point, your Rage determines how you see the world. The higher your Rage, the stronger your will to act. You are proactive and able to make more confident decisions. But this prevents you from seeing nuances of the world around you. The options you have become more binary. There's also your personality, which determines the description of places or objects, and which characters follow you or not. Your relations also can change. Your version of Maia can find herself in different places, with different companions at her side, or see everything in a different way.
The game has multiple endings and it will be really hard to achieve the best one.
@thexboxhub Visual Novel Vampire: The Masquerade - Shadows of New York has been released on PC, Switch, Xbox One and PS4.
Whether you're well-versed in the rich universe of Vampire: The Masquerade or a newcomer, it matters not in regards to the latest instalment. Prepare for a political themed horror in the form of Vampire: The Masquerade - Shadows of New York, which has just arrived on Xbox One, PlayStation 4, Nintendo Switch and PC. Will it be able to satisfy your bloodlust?
Shadows of New York is a visual novel that works as both a standalone expansion of the Vampire: The Masquerade lore and as a complementary piece to the previous title, Coteries of New York. This follow-up proves to be a more personal and unique tale set in the world of the tabletop role-playing game. While the metropolis is familiar to some, Shadows of New York will still offer a fresh perspective as you get to meet new characters and visit new locations.
Wccftech reports on a new expansion for Conan Exiles called Isle of Siptah which has been released in Early Access.
What is best in life? Some might say it's to receive a new expansion to one of your favorite games. If Conan Exiles happens to be that game for you, you're in luck as Funcom has released the Isle of Siptah, a new expansion that's exclusively available on Steam Early Access for the time being. This major expansion for Conan Exiles adds in more than a dozen new dungeons, a Maelstrom map, and even a special Wartorn Rhino mount skin for picking up Isle of Siptah while it's in Early Access.
Star Renegades Review - Rogue-Lite Experience that Keeps On Giving
I'll come right out and say it. Star Renegades is a rogue-lite, run-based game in the style of some gritty Saturday morning cartoon. With that out of the way, you should be good to decide on whether or not this game is for you. However, I'd be remiss to not point out a lot more. In fact, there's a lot going on with Star Renegades, so if your interest is piqued, let's dive in.
Star Renegades is a love letter to tactical RPG fans who have been craving a rogue-lite experience that keeps on giving. While not quite at the mastery of Into the Breach in terms of depth, Star Renegades has enough to be excited about.
MMORPG reports that Ultima Online celebrates the 23rd anniversary by announcing Ultima Online New Legacy:
Ultima Celebrates 23rd Anniversary By Announcing Ultima Online New Legacy
Announced during a livestream today, Ultima Online: New Legacy, as well as released a shiny new trailer to celebrate the announcement. The MMO is meant to be a brand new shard, forgoing the current trend of bringing classic MMOs as they existing at launch to life again in a modern world.
"We asked a simple question: 'What is your Britannian Legacy?,"' UO designer Greg Havlusch explained during a celebration livestream today. "And the response was overwhelming. And what it showed us was, just like us, people who have had a chance to experience Ultima Online have an incredible connection to it: the nostalgia, the friendships [...] You just can't find that anymore. And started thinking and talking about how we can recreate that. And that's where this idea of Ultima Online: New Legacy came from, that is our ultimate goal: to recreate that nostalgia you once felt when you played UO, without having to be bogged down and face the barriers of entry that you would otherwise face trying to get into a gameworld that is 23 years old."
Ultima Online: New Legacy is leaning into creating a place for new players to jump into the MMO, as well as capture the nostalgia returning veterans can feel about jumping back into the world. New Legacy is the first new shard the team has released in 15 years, and will have an all new ruleset aimed at making the experience more intuitive, including changes to skill and gear progression, resource gathering, crafting and more. The New Legacy shard will be available to free-to-play accounts, though no official date for its release has been given just yet.
The High Seas Strategy Adventure Sea Legends will be re-released on Steam:
The year is 1667 and the sea is a dangerous place to be. As you set sail for a commission in Barbados, powers are at work that threaten everything you hold dear. A wayward uncle, betrayal, murder and the gift of a single gold earring - all have their part to play within events bounded by pirate attacks and international disputes.
In this exhilarating blend of role-playing adventure and swashbuckling combat, you must make good use of strategy skills and swordsmanship to solve complex puzzles. Build a fleet strong enough to take on the Spanish armada and wrest control of the seas from the misshapen misfit governing Panama - a man who, with the help of a mystical stone earring, aims to steer the destiny of the New World.
Fight full-scale ship-to-ship animated 3D battles
Engage in life-or-death sword fighting duels
A myriad of strategic puzzles and plot twists to unravel
Navigate the seas of the Caribbean, trading wares and managing your ship and its crew
Unique blend of multiple genre, all with the freedom to deviate from the main story for your own adventure
This is a fantastical tale of an exotic land. The Old Empire which once ruled the desert has fallen, leaving various tribes to fight for control of their world. Little do they know of the seeds of darkness which grow in the shadows with each passing day...
Epic War & Strategy:
Recruit and train your soldiers for both large-scale battles and skirmishes. Customize your hero's skills to become a martial arts master, powerful archmage, and more. Manage your resources, ally with different factions, and command your troops in real-time to win.
Explore a Dynamic Open World:
Roam across a giant map to encounter various characters, take on quests, explore dungeons for loot, and uncover tons of secrets behind this sprawling desert...
A New Adventure Every Time You Play:
With each playthrough, you become stronger and discover different questlines, using Legacy points to unlock bonus characters, abilities, and rare items.
Full Modding Support:
Shape your own desert adventure with a full set of mod development tools. Discover hundreds of Steam mods already available featuring large-scale campaigns, multiplayer maps, characters, perks, and more!
The classic MMORPG RuneScape will be released on Steam on October 14:
RuneScape is a high fantasy open world MMORPG. Explore an ever changing and evolving living world where new challenges, skills, and quests await. Featuring unprecedented player freedom, you choose how to play, adventure, and grow.
This week we're posting a recap of the Q&A that happened during PAX Online last week. Saddle up, because there's a LOT of text coming your way.
== Character Building ==
Q: You will add some new class post-launch ?
A: Solasta launches in Early Access with the 6 classes available in the Demo, however we have already promised to add the Sorcerer as a free post-launch DLC during our Kickstarter Campaign.
Ideally, we'd love to have all official SRD classes in Solasta - however we don't want to make any promises. We'll likely be looking at DLCs post-launch to add new classes (depending on how the game performs!). As for the order of release, we'll likely involve the community like we did during the Kickstarter!
Q: Will there be anything like Bladesinger or Eldritch knight? A: So just to make sure people don't misunderstand - we won't have the Bladesinger or the Eldritch Knight as they are not SRD.
That being said, we do have the Spellblade that is our version of the magic-wielding fighter archetype, and the Greenmage which is a sort of Wizard / Ranger hybrid (vs the Wizard / Fighter that is Bladesinger)
Q: Are you only including content from the core 5e books in terms of class and races, or will you be expanding out to Xanathar's, Tasha's, etc. ? A: As stated before, we're using D&D SRD 5.1 - we do not have a full D&D license. As such, we can't use any content from Xanathar's or other official D&D sourcebooks. Even taking the Player Handbook, we don't have access to all the archetypes for instance.
Q: Are Half-orcs going to be included? A: Half-orcs have unfortunately not been confirmed for Solasta! So... maybe post-launch, but maybe never - I don't like to make empty promises, so we'll have to see!
Q: Is multiclassing something you are looking into for the future? A: This is unlikely, as multiclassing brings in a LOT of bugs and balancing issues (who doesn't know of the Warlock dip when playing a CHA character). That being said, Solasta is a single player game so it's mostly for technical reasons than balancing reasons (it's not like we have a scoreboard or something).
Ideally we want to make more Archetypes / bring more Classes if variety is what is lacking, rather than do multiclassing. But again, we have the philosophy of "never say never" - if the community is behind it, and we find the time and decide to prioritize it, it may be a thing post-launch (but most likely not).
Tweaktown reports that ex-Blizzard CEO Mike Morhaime has started a new label called Dreamhaven with some ex-Blizzard developers.
Today Blizzard co-founder and ex-CEO Mike Morhaime announced Dreamhaven, an ambitious new publishing label that houses two studios: Moonshot Games and Secret Door. Morhaime and his wife Amy are funding the label themselves, and a number of StarCraft, Warcraft, Hearthstone and Heroes of the Storm vets have joined their ranks.
Morhaime says the main goal with Dreamhaven is to create a positive workplace that fosters creativity and frees developers from crushing crunch and financial pressures. You know, the exact opposite of what mainstream AAA game dev studios like Blizzard face under billion-dollar publisher rule. Dreamhaven is a haven and a beacon of hope in one, a place where devs can come and make their passions come to life without worry of over-monetization and constant obsession on metrics, service updates, and the other rigors of current Blizzard development.
The Turn Based Lovers have interviewed the Broken Roads devs:
10 Turns Interview with Broken Roads Developers
An old man and a child go together towards the evening. In the distance, the red dust raises above an ill sun.
All around there is nothing, except the gloomy outline of towers of smoke.
While the two are walking, the old man softly speaks and his voice is like a whisper. In his wet eyes slides the images of past myths. He looks afar and tries to follow the faint scent of his memories:
"Imagine this, covered by wheat, imagine the fruits and imagine the flowers, and think of the voices and think of the colors. And on this plain, up to where it gets lost, trees grew and everything was green; the rain fell, the suns marked the rhythm of man and of seasons."
1st Turn) I'm only an old man and he is just a child, but we definitively have to go on this journey! What kind of dangers lies ahead?
That depends on who you ask, wanderer. Monsters of beast and man lurk out beyond Merredin, some scouts say, but even our most experienced surveyors don't range that far. We hear tell of unseen dangers in the salt lakes, of raiding parties far more savage than even the Bitch Queen's Mongrels, and Western Australia's already deadly fauna and savage weather seeing many a barter crew never made it home from the Waystations. You're brave to take that boy with you. He'll see things no child ever should.
2nd Turn) What do you think, there will be the possibility to resolve some encounters without fighting? I mean, I cannot be a good fighter, not anymore at least, I'm too old, but I'm a wise man and I know a lot of things. Do you think that even these skills could come in handy?
The crew came in here not three days ago, on two camel cars trailing a beat-up old wagon. Nine there were in total, and only two hired guns in tow. Said they'd manage to reason with some would-be attackers, something about owing future favours. I got talking to the youngest of their crew - bit of a jackaroo from the sounds of things, with a penchant for engineering. Reckons leader of their crew had won over the head of a settlement with his silver tongue... quite the charismatic fella, apparently, so if you may be able to talk your way out of a few things. And old man... you tell that boy to put that fruit back where he found it, or I'll see to it he's not quite so deft with those little hands any longer. We have little patience for thieves here.
Lately, we have been working on Crew Combat to further enhance its mechanics and the latest improvement is the 'Flee' feature. Let's check it out!
Fleeing will now be added to a selection of Crew Combat encounters with the following considerations:
You do not always have the option to flee. It depends on the encounter.
While trying to flee, your combat strength is significantly reduced.
Your Flee value comes from your crew composition, equipment, and crew combat attributes among other things, resulting in a percentile chance.
The enemy's Chase modifier further alters the chance of fleeing.
Flee chances represent how successfully you can flee from combat. You will suffer damages even in case of a successful flee, albeit much less than you would by staying in a fight where you are outmatched.
Appease is an option that further changes fleeing when you can use it.
Sometimes you have the option to try to appease your enemies. Again, this is dictated by the combat encounter.
When you choose to appease, you offer to leave behind a variety of things for the enemy but depending on your foe's type and motivation (crew combat attributes), they may or may not appreciate them equally or at all. Some Perks increase the effectiveness of appeasing your opponents.
If you offer enough things to satisfy their craving, the appeased opponents will not chase you at all. In case of a partial offering, some of them might still do but the damage caused by them will be comparatively less.
You can see a demonstration of these mechanics in the video below.
No need to die against a horde of Jhakrae or a throng of Undead (or to load your game...). Run away and live to fight another day!
We hope that these changes will significantly improve the WIP Crew Combat experience, making it less of a Load Game fest. Let us know what you think once you have tried it.
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