The Lich has thrown the world into a timeless loop and plunged its inhabitants into never ending chaos. Wield an expanding deck of mystical cards to place enemies, buildings, and terrain along each unique expedition loop for the brave hero. Recover and equip powerful loot for each class of hero for their battles and expand the survivors' camp to reinforce each adventure through the loop. Unlock new classes, new cards, and devious guardians on your quest to shatter the endless cycle of despair.
Infinite Adventure: Select from unlockable character classes and deck cards before setting out on each expedition along a randomly generated loop path. No expedition is ever the same as the ones before it.
Plan Your Struggle: Strategically place building, terrain, and enemy cards along each loop to create your own dangerous path. Find balance between the cards to increase your chances of survival while recovering valuable loot and resources for your camp.
Loot and Upgrade: Strike down menacing creatures, recover stronger loot to equip on the fly and unlock new perks along the way.
Expand Your Camp: Turn hard-earned resources into campsite upgrades and gain valuable reinforcements with each completed loop along the expedition path.
Save the Lost World: Overcome a series of unholy guardian bosses over a grand saga to save the world and break the time loop of the Lich!
That Video Game Blog team reviewed the tactical RPG Dreadlands:
TEAM REVIEW / Dreadlands (PC)
I love a good tactics game. These titles when they're done well are like chess on steroids. The other nice thing about this particular sub-genre of strategy gaming is that the majority of these titles are turn-based which gives you time to think and plan. Now I know some of you will prefer the RTS genre and I totally understand why. I loved Starcraft 2 and Command & Conquer as much as the rest of you, but I like the thinking room that a turn-based title gives you better. The game we're looking at today is of the turn based variety and it's called Dreadlands. For me, this is a game of two halves and I'll explain why in a little bit.
For this particular escapade, I've brought the other strategy specialist on the TVGB team along for the ride with me. My good friend Albert E. will be throwing his ten cents into the mix and we'll be seeing what we agree on and of course what we don't.
In the latest articles about the Gamedec universe, The Slums are featured. Although that is not what they really are.
Ok, we have to admit something. "Slums" is a buzzword created by our designers. There are no "slums" in Warsaw City. How do we call this location in our game? A mushroom. A mushroom of workers building Warsaw City.
The real "slums" of Warsaw is the Undercity. Ground Cleaners clean the ruins of the old Warsaw. This is where the outcasts live, some of them using technological advances, but most are often cut off from the grid. They have their own language, their tribes, use night vision equipment to see better, and are generally hostile to possible "guests" from above.
Check out this piece of art by Marcin Jakubowski. It is an illustration created for the second book of the Gamedec saga - Locomotive Salesmen.
Let's check our in-game codex for more details about this particular area:
„The authorities realized that new cities, capable of housing tens of millions of people, needed to be built. Vertical cities. Fields. Projects of giant towers already existed at that time (like New Tokyo), so there was something to build on.
The towers' construction problem was that for their foundations, large quarters of Warsaw had to be demolished, which met with apparent protest from the indigenous inhabitants.
Workers originating from the capital refused to work in most cases. However, some immigrant professionals undertook the effort. And they were hated for this. There were acts of hostility. Assaults, casualties. The companies erecting the towers were forced to create workers' habitats on "mushroom" - structures challenging to access by ordinary residents.
Try to imagine structures resembling tall toadstools erected in demolished neighborhoods, surrounded by a surging, angry mob. Now imagine the foundations of massive towers rising beside them.
Now the mushrooms stand abandoned in great towers of gigantic cities. Their finials (hats) are below the lowest walkways of the city. They are often uninhabited because undercity savages don't know how to climb them, and no one else wants to fly there. However, suppose someone flies up to such a mushroom. In that case, he will see a strange, old structure (130 years old), which is decorated with various "additives" - pieces of stained-glass windows of churches and different other architectural elements from the old Warsaw.
Gamepressurereports that Hidden Path Entertainment is working on a new Dungeons & Dragons RPG, maybe with a Ravenloft setting:
AAA Open-world Dungeons & Dragons RPG Revealed
We've learned that the developers at Defense Grid are working on a AAA open-world fantasy RPG that will be set in one of the Dungeons & Dragons settings.
Hidden Path Entertainment, the studio behind the Defense Gridseries, is working on a high-budget open-world RPG based on the Dungeons & Dragons license. The team is currently looking for employees for the project. From the job offers published on the company's website, we know that the game is being created on Unreal Engine 4 and that we will lead a party of heroes in it.
We don't know yet in which D&D universe the game will be set. Currently, the world of Forgotten Realms is the most popular, but in the case of this project it may be different. The team responsible for the story is led by Whitney Beltrán, who co-created the upcoming Van Richten's Guide to Ravenloft expansion for the tabletop Dungeons & Dragons. The gothic horror world of Ravenloft has rarely appeared in video games, so setting the action of Hidden Path Entertainment's upcoming RPG there would be more interesting than another visit to the Forgotten Realms.
Here is the February Kickstarter update for Gamedec
It's time to share with you what was happening in the development of Gamedec for the past month. We have some pretty exciting news to share, so bear with us and dive deep into our changelog.
Let's start with a completely new Loading Screen system. We decided it needs tweaking and now it's more immersive. What's new? There is information regarding the place where you're heading with a clear distinction if it's a sensory world or just plain Realium. We also added more graphics and some cool animations to make it more pleasant.
Profession and Deduction trees are very important in terms of gameplay but also pure visual style. We sat down with Designers and UI Artists, answered some fundamental questions which resulted in some major changes to these two mechanics. The core is the same, but the visuals and the UI will be easier to comprehend and use.
One of the major issues feedbacked after releasing the Backer's Build was about the dialogues and the overall writing quality. We're making everything we can to make sure the final release build will be as polished as possible and you will see the improvement in the updated version of our demo which is coming soon to all of our Kickstarter Backers.
Ah yes, the sounds. The lack of music and SFX in the first demo was widely discussed and we know this is the field we really need to show you what we have in mind. We expanded our talented team of sound designers. They work very hard to deliver a memorable experience. Modified SFX, mood music, and some ambient sounds will create a perfect gaming harmony. Trust us, you REALLY want to hear what we're preparing for the final release.
The most noticeable update will be the improved lighting system for the upcoming Backer's Build update. We might spoil a little bit for you right now. Check out the screenshots below from Yeti's Coming and Low City streets.
We're really hitting the point in which every team member has a lot to do and there is no time to waste. This is why we're all hands on deck to deliver even better character animations and visual effects. This is the news we were very excited to share. Thanks to unlocking more character skins in our Kickstarter campaign, you will have the opportunity to pick your favourite avatar at the start of the game. Check our previous video about character creation to see what we have in mind. Right now, we can spoil a little bit about a female model, that will be available in the upcoming Backer's Build update.
And last, but not least - we are preparing a new case in an unrevealed location, which requires a lot of modeling and SFX creation. This is it, no more details yet, but we cannot wait to show you a glimpse of what our team has prepared. As always, it would be something completely different from what you've seen yet. Happily, Gamedecverse is flexible in terms of available games and settings.
This concludes today's report. Let us know what would like to find out next time. We'll be back in a month with more concepts and WIP assets
Wccftech interviewed the developers of Rustler dubbing it 'Grand Theft Horse'. Also The Sixth Axis have a preview of Rustler of which they say it evokes early GTA roots.
Despite the retro sensibilities and approach, Rustler doesn't go for the expected pixellated aesthetic; instead opting for an almost cel-shaded look that is pretty easy on the eyes. Everything is clear and easy to distinguish, even when you end up surrounded by enemies. The exception to this, though, is the lack of any transparency when you go behind buildings. This led to a number of frustrating moments when I found myself stuck behind obstacles or caught by guards without being able to see what was happening.
In terms of structure and gameplay, this is pure old-school GTA. Whilst working your way through the main quest narrative, you'll have the opportunity to carry out side missions for different characters, with occasional roadblocks requiring you to have earned enough money to continue. The beta build contains a complete narrative arc but more sidequests and missions are promised before the full release. On the whole these missions offered a nice mix of fetch quests, escort missions and combat but inevitably the dated mechanics began to feel a little repetitive during the 6 hours or so I played. There was also a lack of clarity in several missions where it took me a few tries to work out what the game wanted me to do.
How big is the open world in Rustler? Are there multiple towns and hamlets? How long would it take to cross the world?
Rustler has the biggest open world compared to all our previous games. We have two islands which include two cities, a few smaller villages, and a few different camps. It will take around two minutes to ride from the East side of the map to the West side.
In Grand Theft Auto, causing mayhem inevitably leads to big police chases. Will Rustler also feature something of the sort, with increasingly tougher guards pursuing the main character?
Players will be chased by police for breaking local laws, such as: stealing horses, fighting with people, or even killing. With each "wanted level" police will become stronger and more intelligent, also guards on horses may appear at higher "wanted level" as well as guards with crossbows and other melee weapons or knights with tougher armor and better fighting skills, etc.
Did you consider any cooperative (or competitive) multiplayer options? Are those still on the table as post-launch additions?
At the early stages of the creation of Rustler, we were prototyping such features. We were constantly asking our fans about what they expect from the game. Most of them were focused on the single player mode. For sure, we will reconsider co-op or multiplayer when there will be enough voices or interest.
An enhanced edition / DLC for the classic strategy title Master of Magic called Caster of Magic will be released soon on Steam:
Caster of Magic for Windows is coming soon.
It is an upgraded edition of a classic which allows you to run it natively on Windows for the first time.
A new edition of Caster of Magic is coming soon.
Caster of Magic for Windows is an upgraded edition of Caster of Magic which allows you to run it natively on Windows for the first time, as well as supporting higher screen resolutions.
It also contains countless improvements for Caster of Magic, including new spells, game options, UI and AI improvements. It is the ultimate edition of Master of Magic, brought by the fans to the modern era.
NEW FEATURES IN CASTER OF MAGIC FOR WINDOWS
Runs natively in Windows
Freely resizeable game window, not locked to any specific aspect ratio
Up to 13 enemy wizards
Variable map size
Additional game modes/options
21 new spells
Improved UI and production queue system
Seamless, procedurally generated terrain
Improved item creation, new item powers
More diplomacy messages which now all depend on the AI's personality
We're currently looking for beta testers to help us test Caster of Magic for Windows, so if you're willing to help us out you can sign up here.
About the developer:
Caster of Magic started out as a mod, championed by Seravy and building on top of the already popular community patch. Caster of Magic has been a fan favorite of the Master of Magic community and we are pleased to be able to work with Seravy to officially integrate Caster of Magic, giving him the recognition he deserves.
Urtuk: The Desolation (Urtuk) by David Kaleta (also known as Mad Sheep Studios) is a turn-based tactical strategy game where you play a character named Urtuk, who has just escaped from a lab after being subjected to horrific experiments that will eventually kill him. Now he is searching for a cure, and will steadily recruit allies from the world at large to use in tactical turn-based battles in pursuit of his survival.
Urtuk begins with character selection, letting you pick three characters from one of the available factions. In the beginning, only the human faction is unlocked, but every faction in the game is available in one form or another once the conditions required to unlock them are met. Additionally, you pick three mutations to start with. The bulk of them are available from the start but winning with a faction unlocks three more, and some can be obtained through faction unlocks are found nowhere else in the game.
Characters are defined by their class, stats, equipment, mutations, and their bonus capabilities vs. a randomized, specific unit class. Class determines a lot about a character, including what they can equip, starting and developed abilities, and what actions they can take. The mix of these is always unique, and no two character classes start from the same point, though some of them can end up at similar endpoints. For example, there are multiple classes that feature the billhook weapon and many of them have the ability to close a greater distance than is indicated by their movement rating, then locking down an opponent with the Engaging Strikes ability. Armor and weapons also determine what kind of damage the character will do, how effective they will be vs. armor, and finally how many bonus mutations their gear provides.
Urtuk: The Desolation is very good. While it is not perfect, and that is perhaps philosophically impossible to achieve anyway, it does a lot of things right and is a very enjoyable experience. I have enjoyed my time with the game and fully expect to get dozens, if not hundreds, of more hours of the game in years to come. It is something I can easily suggest to most any turn-based tactical RPG aficionado, and will (hopefully) make many of them very, very happy.
You'll need power and skills to survive in the world of Alaloth. To possess them however, you will first have to choose a Way of Power and a Profession. Today we'll take a deeper look into the Way of Gods, one of the three Ways of Power you'll be able to choose from.
In the world of Plamen, you are never alone. A god or two is always watching over you, guiding you, giving you strength, or cursing your enemies. Following the Way of Gods, a champion will have the power to gain boons and abilities from a plethora of deities; some good, some evil-depending on a champion's wishes. The gods channel their power through champions that they feel are worthy of possessing it, channeling spells that heal or kill as needed.
Patch 1.3.3 for Wasteland 3 brings new features, including respeccing and perma-death mode.
Do you remember that time we offered a new difficulty mode that was easier than easy, and it caused everyone in the community to think we'd lost our minds? We remember. We remember it so hard that we've been tossing and turning in our beds thinking of a way to show you we hadn't lost our minds. Because we haven't lost our minds. We haven't, so stop saying we have, Mother! Early March we're targeting the release of Patch 1.3.3, lovingly titled "Death & Taxes." You can tell that we're not messing around here. This is exactly the sort of update that those among you who chided the idea of a story mode are going to love. And we get it, because pain is fun. In this update we're adding a few new features, including Permanent Death (aka "Permadeath"), an optional Difficult Skill Checks Mode, and Respeccing. Read on for the gory details.
No matter how many bullets fly past you or how many enemies you're assaulting at one time, you're never really going to feel the threat of despair until you're able to lose a character. And by lose, we don't mean misplace, we mean lose to death. With permadeath, you're going to get exactly that because it works exactly how you think it should. When activated at a game's start, it turns your nearly immortal-ish digital characters into something more or less mortal (for a video game), and means they'll croak when their health reaches zero.
One other important note here is that we've made the decision to keep Permadeath as a single player-only feature which cannot be enabled in multiplayer. As much fun as is to watch your friends subjected to painful and horrific video game deaths, co-op splits the team down the middle, and one player losing everyone and then watching for (potentially) his until the other can make it back to Ranger HQ just isn't a good time.
The Permanent Death feature also cannot be disabled once you have opted in at the start of your game. So choose, and choose wisely.
When life runs out a Ranger will go into a Downed state, and you'll have X rounds to bring them back into the battle. If you fail to do so you'd normally be able to bring them back with a Nitro Spike or visit to a Doc, but with Permadeath turned on party members permanently DIE. This is really going to bum someone out who didn't read the fine print.
Once a party member shuffles off their mortal coil, their Party Portrait is removed from the HUD and other game interfaces, and they can no longer be selected or used. This is because they are dead.
Lest you thought that you would be able to commune with the dead via the Party Screen back at HQ, you cannot. Much as necromancers would have you believe otherwise, you cannot add the dead back into your party.
God forbid, if all Rangers in your party are killed permanently at any one time, you will earn a non-negotiable, do-not-pass-go, Game Over death screen. This is because the light of life has been extinguished from the party and the forces of evil have triumphed. Unless you were the forces of evil, in which case perhaps the forces of light and good prevailed when they killed you.
As an additional note, permanent death enabled games will be noted as such in the save game directory menu - that way you'll have a good idea at a glance at which of your sessions are more prone to give you indigestion and make your heart palpitate wildly from time to time.
Difficult Skill Checks
Perhaps the idea of permanently dead Rangers isn't your speed? Or maybe you're looking for the ultimate challenge with Supreme Jerk, Permadeath, AND something that'll put your point-spending prowess to the test. Introducing Difficult Skill Checks Mode.
This option is toggleable when starting a new game on the Select Difficulty Window, within the Customize Difficulty sub-menu. When turned on, this will increase all skill checks in the game by +2, up to a maximum of 10.
World interactions (Ex: locked doors)
Conversation interactions (Ex: kiss-ass checks in conversations)
Hacking and Taming checks on animals and robots
Item skill requirements on gear (ex: weapons have skill requirements)
Attribute requirements on gear (ex: heavy armor requires strength)
(Look. We know. We know it's not just skills. But we wanted to go the extra mile for you. Yes, you, reading this, right now. You're worth it.)
This optional mode was designed to force your Ranger team to hyper-specialize to be successful, making your jack-of-all-trades 'master-of-all' party no longer possible. This is great for a 2nd run-through if you want to be forced into some hard character build decisions.
Also coming in 1.3.3, you're going to be able to re-specialize your characters, with a caveat or two. Firstly, this can only happen back at Ranger HQ, within the Manage Squad screen. HQ is a relatively warm and comfortable place, so naturally it makes sense that we'd offer such a posh option there. Secondly, there will be a cost for respeccing or recruiting Rangers beyond the first two at HQ. No one teaches for free (except maybe those folks on YouTube) so expect to eventually shell out some in-game coin to be able to do so.
If you are loading a pre-1.3.3 save beyond the initial recruitment point at Ranger HQ, we're still going to offer you two more free recruit customizations. Beyond that, the cost for respeccing increases by 1.75x (rounded to the nearest $50), up to a maximum of $3000, each time you use it. Additionally, Hiring and Retraining fees increase across the entire squad, not per-character.
Character Customization Additions
When you're digging into that new Permadeath run you're going to be able to do so in style. It's not like a cool helmet design is necessarily going to save the day, but it might just make you feel badass enough to do the thing that makes the thing happen that blows up the thing. In Patch 1.3.3 we're baking in 23 new character customization options (tattoos, scars, and helmets) that were born of another partnership with renown post-apoc costume designers. We'll share more specific details about those in an upcoming article. Stay tuned.
Colorado's just getting warmed up.
Well heck! We're not even into the meat of the year and Colorado is already looking 100% finer than it did at the close of 2020. Did we mention 1.3.3 is getting a heck-ton* of improvements and fixes as well? Well it is! Full patch notes will be delivered when the patch goes live next month.
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