ATOM RPG: Post-apocalyptic indie game
ATOM RPG Review
Forgottenlor checked out if ATOM RPG was worth his time and found out it was.
» Continue reading the article...
Stygian: Reign of the Old Ones
Stygian: Reign of the Old Ones Review
Check out what we think about this story focused Lovecraftian RPG
» Read the article
Real-time with Pause
UgoIgo (copyright Chien)
I don't care, I like them all
I don't like combat
Forum WatchGates of Skeldal (Brany Skeldalu) by netrate
Wild Terra 2: New Lands. Open World multiplayer life simulator in medieval world by rootstereo
SpaceWreck: postapoc space RPG inspired by Fallout by Kamaz
Magic & Mercenaries: Curse of Eternal Darkness by switches
Wasteland 3 - First Impressions @PCInvasion
PCInvasion played through the Wasteland 3 beta and shared their impressions. They also had a chat with Brian Fargo about it.
In terms of combat, the most noticeable change in Wasteland 3 is that all characters can now be used within the same turn; no more alternating between one character and then an enemy depending on your initiative stat. As such, you’ve got all the time in the world to plan your tactical engagement be it running in with guns blazing, opening up with grenades and explosives, repositioning your characters first, or using certain options that can help you in a pinch. The environments and effects look decent as well, and this truly feels like Wasteland for the modern generation.
One key factor in your Wasteland 3 journey would be the Kodiak. This is the vehicle that you’ll use to traverse the snowy landscapes on the world map. According to Brian Fargo, you won’t need to worry about collecting resources in Colorado (unlike in Wasteland 2 where you had to find water). For a while there, I was concerned that players would need to find stockpiles of oil just to keep the Kodiak running.
In any case, the Kodiak does become usable in some fights. The first level against the ambushers lets you use one of its lethal explosive attacks, clearing out an enemy squad and destroying a walker bot.
Heroines of Swords & Spells - Released
The RPG Heroines of Swords & Spells has been released:
Heroines of Swords & Spells
Once upon a time, in a faraway border town, lost deep in the dense forests of the Old Rodonia, the paths of four young maidens converged. Each of them failed in the profession they’d chosen, shunned by those closest to them. Wishing to prove their worth others, especially to their own selves, the girls set forward on a dangerous adventure. Thus begins the story of their journey. You will not find neither chosen ones fated to win nor the ever-present isekai heroes from the other worlds. This is a story about those striving to make themselves through struggles companionship and witty banter!
Heroines of Swords & Spells is more than just a game. It’s a whole book that will appeal to the old school RPG lovers: more than 150 thousand lines of dialogues and no less than 20 hours of gameplay. Heroines of Swords & Spells is an epic fantasy JRPG journey! If you enjoy reading and exploring the detailed world, you’ll surely love this game. Especially if you fancy humorous fantasy.loading...
Heroines of Swords & Spells is mostly about interacting with NPCs and having fun, but the players will have their share of troublesome battles. Countless enemies will make you think of the best tactics, the dungeons are full of ambushes and traps. You will lead a party of four:
- a naive thief, always ready to give away the shirt off her back;
- a hyperactive mage with an empty spellbook;
- a cowardly warrior from a noble family;
- a beautiful priest whose prayer is just a teeny-tiny bit weak… ish.
Those ready to lead the dream team should expect:
- Suspenseful humorous plot with tons of dialogues, books and world lore.
- A battle system with no equipment farming, no auto-leveling enemies and no random encounters (yes, we also hate those).
- Intricated locations with non-linear quest system.
- Tons of equipment including four legendary combination artifacts.
- A multitude of Easter eggs and takeoffs on the good games of old.
Good luck to everyone who decides to play this game. May merciful Svetodar help you!
Heroines of Swords & SpellsSP/MP: Single-player
Wasteland 3 - Interview @PSU
PSU interviewed Tim Campbell of inXile about Wasteland 3 and discussed the Colorado setting, combat, non-linear choice and more.
PSU: One of the most eye-opening aspects of Wasteland 3 is its newly frosted Colorado setting – other than offering up a change in environment, does the shift to a colder climate meaningfully impact on the gameplay in any way?
Tim Campbell: Colorado’s nuclear winter serves as a fresh backdrop that enables us to tell new stories and explore gameplay ideas that we otherwise wouldn’t be able to. For example, some of the game’s conflicts center around the control of fuel sources, which Colorado’s inhabitants need in order to generate heat and survive in their frozen surroundings.
Similarly, Colorado’s harsh environment forces players to acquire a heavy-duty Kodiak rig early on in the game to serve as their mobile-home and shelter. Almost every aspect of this lumbering vehicle is customizable, from its armor and weaponry to the chassis and engine, and players are even able to bring it into many combats as a powerful weapon that can turn the tide of battle.
PSU: Tell me how the new Ranger Base works – is it just a hub within the game world of Wasteland 3, or does it offer more?
Tim Campbell: The Ranger HQ is your safe space in Wasteland 3. You take command of it early on, and from there you can expand and explore it throughout the game experience. It’s a place you come back to over and over in order to customize your squad, fix up the Kodiak, and interact with the people there and progress some key stories and moments.
Often, people you meet and rescue along the way can be recruited to join you back in Ranger HQ, offering additional help and special resources. In this way, your choice of who to help and who to fight throughout the game has a direct impact on how your headquarters develops and what capabilities it provides.
Soul of War - Released
The adventure RPG Soul of War has been released:
Soul of War
Soul of War is an adventure role playing module inspired by the fantasy role-playing game Dungeons & Dragons. A classic RPG inspired by the famous Greyhawk adventure and using the D&D 3.5 ruleset
- Parties of up to 6 adventurers
- Tons of different monsters, feats, spells and magical items
- Buy land and build your very own village
- A multitude of quests to partake in
- Character and Npc voice sets
- Massive world to explore, with dozens of hamlets, villages and dungeons
- this game offers multiclassing (Yes Fighter\Wizard)
Soul of WarSP/MP: Single-player
Wasteland 3 - Backer Beta March 17th
Wasteland 3 will have its Backer Beta March 17th.
Wasteland 3 Backer Beta Coming March 17
Rangers, as we enter this final stretch of development before Wasteland 3’s release, we need your help to make sure that it has been thoroughly battle-tested. Your feedback from the forthcoming Beta will be instrumental in helping us to make sure that Wasteland 3 is as polished, exciting, and fun as you've come to expect.
What do I need to know?
The Wasteland 3 Beta will be going live at 9am PDT, March 17. Those who have backed the game at the Early Bird ($25) or higher tiers will be receiving an email from Crowd Ox that includes a Wasteland 3 Beta key. Once you’ve received your Beta code, it will need to be redeemed through Steam. The game client will then be able to be downloaded after the listed launch time.
Note to our Alpha testers: you will not be sent a Beta key, as you’ll automatically gain access to the Beta as soon as it has gone live. If you run into any issues with updating to the Beta, it may be a good idea to try uninstalling and reinstalling the game.
Please be aware that this is a pre-release look at the first few hours of Wasteland 3. Content and systems will probably change before release (you can help with that, see below!), and you may encounter issues and bugs. Furthermore, the game has not been fully optimized, and you can expect its performance to improve when the game finally launches.
As you encounter issues with the Beta, please don’t hesitate to share your reports directly with our Developers via the feedback site that is linked to from the Beta’s main menu.
In addition to the ‘Report Issues’ option, you are also welcome and encouraged to share general feedback and discuss your experiences in our Beta Discussion forum.
What Are My Orders, General?
We encourage you to check your backer portal through Crowd Ox to ensure your contact information is correct. When the Beta goes live on March 17, we'll be posting on our various social channels reminding everyone that the Beta is live.
Feedback and bug reports can both be submitted via in the in-game Report Issues button you’ll find on the main menu. If you’d like to discuss the Beta with others, head on over to the inXile forums.
Rangers, we want to thank you for your continued support and participation. We cannot stress how important sharing your experiences in-game with us will be. Your feedback from the Alpha has already been instrumental in helping us implement much needed refinements. We know that your suggestions and feedback from this point onward will only help to make Wasteland 3 even more awesome than it’s already shaping up to be.
The Wasteland 3 Team
Q: When does the Wasteland 3 Beta go live?
A: The Beta will be available to download and play as of 9am PDT, March 17.
Q: What content does the Beta include?
A: The Beta provides the first few hours of the game, from character creation into the first few areas of the game. Of note, it does not include the world map (you’ll be automatically warped to each area), and certain areas are kept off-limits that you’d be able to access in the full game. Please also be aware that the intro cinematic is currently in-progress and is not final.
Q: When do we receive our keys?
A: Beta keys redeemable through Steam will be emailed shortly before the Beta goes live. Keep eyes on your email inbox as well as your junk/spam folders.
Q: It’s March 17 and I did not receive a key, what can I do?
A: If you did not have access to the Alpha (which automatically grants access to the Beta), check your backer portal on Crowd Ox; if you backed at a level which provided access to the Beta, we recommend reaching out directly to Crowd Ox support.
Q: I had the Alpha, why didn’t I receive a Beta code?
A: Alpha-level backers will auto-update to the Beta as of 9am PDT, March 17 on Steam.
Q: Woohoo! I received a Beta key! What now?
A: Beta keys will only be able to be redeemed through Steam. Once you have the code in hand, log into your Steam account and redeem the code as you normally would any other key. The Beta for Wasteland 3 will be available for download once it has gone live on March 17.
Q: I'd like to report bugs and provide feedback about the Beta, what's the best way to do that?
A: We're glad you asked! For bug reports and general feedback please use the in-game Report Issues option on the main menu. If you’d like to talk about the Beta with others, head on over to the Wasteland 3 forums.
Q: I didn't back at a tier where I'd get Early Access (Beta). Am I able to somehow still get access?
A: Unfortunately, we are unable to amend the backer tiers at this point. Be sure to stay updated with development as it continues via our social channels.
Q: I'm having difficulty redeeming my Steam key, what should I do?
A: inXile support will not be able to provide you with a key. If you’ve confirmed the key you're entering through Steam is the key you received, we recommend reaching out to Steam support.
Q: I'm encountering a technical issue getting the Beta to run, where should I go for support?
A: Our Support Team's assistance with Beta issues will be very limited, so we encourage you to post in the Wasteland 3 Technical Help forum. If you’re encountering a Technical issue which is not specific to the Beta, you are welcome to reach out to our Support Team via our Support Page.
Q: Does our Beta key become the retail key?
A: Nope! Stay tuned for your retail key which will be mailed to backers separately in the future.
Q: Am I able to stream the Beta?
A: Yes! Feel free to stream, capture video, talk about it with friends, etc. There are no limits or restrictions on the Beta.
Koi Unleashed - Announced for April 29
The action RPG Koi Unleashed will be released on April 29:
Koi Unleashed is an action RPG, with party based combat, played with an isometric view.
Join a group of adventurers after their ship stranded in an unknown world where coloured carp fishes (Koi) are revered, mysterious creatures rule and the legend of an unsettled Dragon causes constant dismay.loading...
- Character Customization: Play as up to six different heroes, each with their own unique set of abilities and specific roles (Tank, Healer, Damage dealer).
- Cultured lore: Experience an epic story inspired by folklore of feudal Japan age.
- Party-based combat: Fight along with a party of up to 4 characters and command them to victory! Combat plays in real time but you set your own pace with the pause system.
- Boss fights: "Boss Rush" type of game where you fight powerful enemies, with different phases, where each phase feels unique and complex fights require tactics.
- Character development: Character progression allows you to upgrade your stats and abilities such as those of your guild, enhancing your weapons and spells.
- Guild management: Experience the dynamics of a party. Guild interactions play a big part on the gameplay experience and will have a direct impact on combat.
- Dynamic controls: Whether you like to play on your PC, on the couch or laptop the game will allow you to choose the controls you feel more comfortable with.
Koi UnleashedSP/MP: Single-player
Release: In development
Vespiary - Turn-Based tactical RPG
Vespiary is a tactical turn-based RPG using the 5th edition SRD rules as a basis. There is little known of the game and the website provides only a bit of information, such as:
- No annoying micromanagement - you don't have to count every arrow or bolt in the inventory.
- Control party of adventurers and lead them through the battles and tangles of intrigue to the glory.
- Choose classes, traits, spells and weapons for your characters to make them stronger.
- Try different tactics against insidious villains in handcrafted deadly encounters.
- Survive betrayals, save the princess (princess is NOT included) and feel the taste of victory!
The website also shows some screens.
The 'Mail Us' button sends a mail to Pyromancers, who might be known for their product Dungeon Painter Studios.
Release: In development
Underrail: Infusion - Visually and Mechanically Upgraded
An update on standalone game Underrail: Infusion.
Wednesday, 11 March 2020 17:24
Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion.
I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that they include both the visuals, as well as mechanics and world design. I'm going to try to post more frequent dev logs, as I did back in Underrail's alpha days, as to keep you guys in the loop. All that you see in these early days you should consider to be work-in-progress. I don't expect we're going to enter full production any time soon - not this year, for sure, as for now we're just focusing on improving the engine, the toolset and optimizing the content pipelines.
First thing I want to show you are the new environment graphics. Keep in mind that Infusion will be taking place in a completely different part of Underrail, so this is not a rework of any existing tile set, but a new one.
I've done a lot of work on the rendering engine and the way the assets are organized and rendered which allows Mac to more easily produce and organize a bunch of different variations of the same object, and also to easily animate them or give them other visual properties and behaviors without having to go into the gameplay code. Inversely, gameplay stuff can now be easily implemented before the assets themselves are made as they are only loosely coupled. This is going to greatly improve our efficiency when churning out new content. Technically, we're sticking with the same tile size (96x48) but we're going to make the tile relatively smaller in regards to objects, that is, everything is going to get bigger, which will increase the graphical fidelity. This is going to affect various combat mechanics as well, but we're discuss this at a later date.
That's it for now. We have more exciting stuff that we've been working on in the meantime as well, but it's not quite ready to be shown still. Let us know how you guys like the new visuals.
Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.
Iron Danger - Pax East Preview
Handsome Phantom has a short preview on Iron Danger based on what was shown at Pax East.
Everyone wishes they could rewind time and fix any mistake that they’ve made in life, especially when those mistakes are fatal. In Iron Danger, that’s exactly what you can do. The tutorial in our demo showed you all the basics with a single character. As you move through the world, you’ll need to come an eye on just about everything. You might be walking along and suddenly an arrow will come out of nowhere and strike you down. Thanks to the handy dandy rewind feature, all is not lost. All you must do is rewind right before you die and chose a different option. In this case, strafing to one side or the other should be enough to avoid the arrow.
Thanks Lucky Day.
Iron DangerSP/MP: Single-player
Genre: Tactical RPG
Together in Battle - Alpha Teaser Trailer
An alpha teaser trailer has emerged for Together in Battle.
loading...A tactical RPG/social sim of love, friendship, and gladiatorial combat, Together in Battle is coming to PC in 2021! http://togetherinbattle.com/
Together in BattleSP/MP: Single-player
Release: In development
Stellar Tactics - Progress Update - Combat Patch
A video about the upcoming combat patch for Stellar Tactics:
Progress update - Combat patchloading...
A fairly long video covering some of the changes coming in the next patch. These mostly revolve around navigation, blocking, melee and ranged weapon balance and pace. I'm hoping to have part one of the combat changes released next week.
Stellar TacticsSP/MP: Single + MP
Release: In development
Soul SagaSP/MP: Single + MP
Release: In development
Vagrus: The Riven Realms - Character Creation
Devblog number 31 for Vagrus: The Riven Realms is about character creation.
One of the last big additions to Vagrus' Open World Campaign that is now coming very close to being released is the character creation sequence at the start of the game. That is the feature that allows you to customize and set up your own vagrus by selecting a variety of options in subsequent steps. To give a quick idea of the many amazing options, here's a little rundown:
The first such choice is Race. The Riven Realms is home to a lot of unusual creatures - some may be found in other fantasy games though probably quite different from their counterparts on Xeryn - while others are quite unique. Initially, you will be able to choose from six Races and we'll be adding new ones later on.
Another way to spice things up a bit is character background. These are former professions or occupations (for example, aristocrat, veteran, criminal, scholar, or priest) and they provide additional Perks and resources to your character. Of course, not all combinations are possible - you won't see an Orc Slaver, nor an Imperial Savage.
Trader, Mercenary, or Explorer. Though there are only three options here, this choice has a much greater impact on your starting crew, Leadership Perks, and some other stats. You are by no means locked in such a game-style later on, however, as character progression for your vagrus is very open-ended.
This choice sets your victory condition for the game. Initially, you will only be able to start freeplay (no victory condition) but later on you'll be able to choose from Wealth (you win by becoming rich), Knowledge (you win by learning everything possible from the Riven Realms), Renown (become well-known), and finally - towards the end of the dev cycle - a story-based Ambition.
With all starting Perks calculated (deriving from Race and Background), you will now be able to spend your starting Insight on rounding out your character further.
At the end of character creation, you will be able to customize your character by giving it a name and selecting a portrait (later on also a banner to represent your comitatus).
The article comes with screenshots for each of the character creation parts, but you can also watch this video:
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Battle Brothers - The Retinue, Part 2
Dev Blog #128: The Retinue, Part IILast week we introduced a new gameplay mechanic with a retinue of non-combat followers coming with the ‘Blazing Deserts’ DLC. This week we’re taking a closer look at a selection of three more of these non-combat followers in order to give you a better idea on how all this is going to work.
There’s a total of five slots available for you to fill, but several times as many followers available to choose from. Choosing the right set of followers for your company is another way to customize it to your playstyle and to make each company and playthrough feel more unique. Do keep in mind that everything you’re about to learn is still under development and therefore subject to change depending on how testing goes. This is doubly true for numbers, which is why we’re not showing any of them this week. Onwards, then!
A studied man from the south, the Surgeon is a walking tome of anatomical knowledge. A mercenary company seems the perfect place both to apply that knowledge in healing, but also to learn more about how the insides of men are made up.
With the Surgeon in your retinue, characters that fall in battle have a significantly improved chance to survive with a permanent injury instead of dying outright. A permanent injury can still end a career, of course, but it can just as well end up being but a reminder of a particularly hard-fought battle. The important point is that now it’s up to you and no one else to decide whether to let go of a character or keep them on the roster - which can be particularly helpful in the late game and with experienced and key characters. In addition, the Surgeon also looks after injuries of the non-permanent kind, and helps your men to recover from them faster, which reduces downtime.
Whether the son of one of your men or an urchin you took pity on, the Scavenger pulls his weight by collecting bits and pieces from every battlefield.
With the Scavenger around, each armor destroyed will grant you a certain amount of tools and supplies after battle, the exact amount depending on what kind of armor it was. This makes the Scavenger a useful choice for heavily armored compositions that need a lot of tools and supplies for upkeep, but also for companies that destroy most enemy armors with hammers and so can’t loot those, but in this way still receive some loot anyway, and when fighting lots of Greenskins. The Scavenger also returns a part of all ammunition you spend during a battle, making ranged-heavy companies more self-sufficient, and the use of throwing weapons less expensive.
The Cartographer is a man of culture and knowledge, but he also realizes that traveling in the company of well-armed mercenaries is one of the best ways to safely see the world and explore places that few visited before.
Available once you’ve found at least one legendary location, the Cartographer will pay you for each location that you discover out in the world on your own. The further away from civilization a location is, the more he’ll arrange for you to be paid. And legendary locations pay extra. The Cartographer is one example of several followers that further support specialized playstyles - if you’re more interested in heading out on your own terms, explore the world and raid locations rather than doing contracts, he’ll make this a more profitable venture. In a similar vein, there are other followers available that support playstyles like banditry, trade and hunting enemy champions for bounties and loot!
Unsung Story - March Update
While the release of the first chapter of Unsung Story is getting nearer (I think), we get a new update about the development of the game.
With the goal of shipping Chapter 1, there was a lot of progress all over the game in February.
- 4 Missions and 1 Cutscene location are now at the "final polish" stage. We also finished the first pass on the Player Hub area and another central Cutscene location.
- We have finished a first complete pass of all the narrative elements and dialog for a couple missions in Chapter 1. Late last month we started implementing those elements in Mission 1. I got to play through some initial work on Friday before I left.
- All of the leads took the time to make our 4th story pass through the rest of the game to adjust bits that needed to move around. We also need to identify all the potential spots for backer NPCs to fit in. These are always very dense 3+ hour meetings for each chapter. In this latest pass we were able to streamline a number of bulky storylines that were bogging down the narrative and not serving the gameplay. We got through Chapters 2-5. Chapter 6 will be on Tuesday this week.
- Wireframing continues to come along nicely. All the User Interface screens that are unlocked during Chapter 1 are laid out. Our art team will be working with the developers to start implementing them on Monday.
- The Human Male and 3 different job outfits are complete, so we can finally start rigging and initial animations. This is the one area that I feel we're the most behind on, but this effort has now been moved to the forefront, and I'm looking forward to having the real units in the game instead of our placeholders.
- Our Art Director started working on more of the key visual effects for the game, so we can get the complete sense of how final combat will look.
- The development team implemented the save system, game flow for starting a new game and getting into each mission, while laying all the ground work for upcoming user interface functionality.
Unsung StorySP/MP: Single + MP
Release: In development
Wolcen: Lords of Mayhem - Video Review
OverbyteGaming checked out the action RPG Wolcen: Lords of Mayhem:
Better than Diablo? [Wolcen REVIEW]loading...
Snare and Lee discuss the recent release of Wolcen from Wolcen Studios. Enjoy!
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Battle Brothers - Video Review
TheSummerofMark checked out Battle Brothers:
Battle Brothers Review - A Brutal Management RPG With A Twistloading...
A late-to-the-party Battle Brothers review where I take a look at one of the most brutal and satisfying RPGs of the last years.
Bloom - Demo Info
A demo for Bloom: Memories is coming in about a month.
Hey everyone, since the last post there have been some big developments... and that's the coming prologue chapter in about a month!
I'll be releasing it on steam - so wishlist here to get a notification when it comes out! (Though I'll also make a post about it).
Apparently in the last couple years doing a demo chapter has been a growing trend on steam. And since the game is a fair amount further along now, I figured it would be a good opportunity to put one out myself.
I'd actually tried a demo a while ago on itch, but it was a much much earlier version of the game.
Anyhow, if no luck with a publisher this coming month, I'll also be taking another shot at the entire KS thing to try and get dev moneys to finish up. You can follow that page here if you're interested.
Just gotta keep moving forward, will get there eventually!
Release: In development
Battle Brothers - The Retinue
A new gameplay mechanic has been introduced to Battle Brothers with the DLC Blazing Deserts called The Retinue.
Dev Blog #127: The Retinue, Part I
A big reason why suffering heavy losses late in a campaign is devastating, and also why coming back from those losses is difficult, is because most progress that you attain throughout a campaign is in the growing strength of your men - which is the very thing that you stand to lose in every battle. While you can and should save some crowns for hard times, all too often you’ll have to start near the bottom again and hire fresh recruits all over. But what if you’d have a drill sergeant that whips these recruits into shape more quickly? And what if having that drill sergeant would be an advantage that you couldn’t lose again? In other words, permanent progress not erased by battles lost.
Some of you will recall the concept of having ‘non-combat followers’ - non-fighting specialists like blacksmiths, surgeons or that drill sergeant mentioned above. A retinue of people that would support your company of fighting men outside of battle. It’s an idea that we’ve been toying with since before Battle Brothers even went into Early Access, and it’s what we’re now introducing to the game.
Your retinue of non-combat followers can be found in a new screen accessible from the world map. Here, you’ll find the men, women and children that travel along with your company sitting around a homely campfire. There’s five slots in total for you to fill, and several times that many followers available to choose from. Each follower pulls their weight by granting you one or more beneficial effects on the world map. Let’s take a closer look at the drill sergeant.
The drill sergeant makes your men gain more experience from combat and never lose mood when being stuck in reserve, by keeping discipline and enforcing a hard training regime. In order to hire a follower like him, you’ll first have to unlock them. At the most basic level, followers require you to have a certain level of renown, but many also require other conditions to be met. For example, in order to unlock the drill sergeant you’ll first have to retire a brother with a permanent injury. That’s not hard to achieve, but other requirements can be more involved, giving new goals to pursue. Each follower costs a certain amount of money to hire, and you can replace a follower at any time with a different one for a cost.
There’ll be followers available that have an impact on various aspects of strategic gameplay that any mercenary company has to deal with, like the drill sergeant, but also a couple that further support more specialized playstyles. For example, if you’re particularly interested in banditry, exploration, trade or named item hunting, we’ve got you covered. Choosing the right set of followers for your company is another way to customize it to your playstyle and to make each company and playthrough feel more unique.
In addition to your entourage of followers, you’ll also find a donkey around the campfire which you can upgrade first to a cart, then to a wagon, and then to an even bigger wagon, each time to increase the capacity of your inventory. Indeed, you no longer have to wait until the right ambition comes along in order to unlock more slots for your stash, but you can at any time just buy more inventory slots for money here. Easy!
Join us again next week when we take a closer look at some of the followers available for your retinue in part two of this dev blog.
Urtuk: The Desolation - Gameplay @ DasTactic
DasTactic checked out the tactic RPG Urtuk: The Desolation:
Urtuk ~ 01 How to Playloading...
Urtuk The Desolation is an awesome indie title with great yet simple tactical battles and a beautiful art-style. Thoroughly enjoying my time with this game. The campaign map and tactical maps are all procedurally generated.
Urtuk: The DesolationSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Geneforge 1 - Mutagen - Funded
The first five days of the Geneforge 1 - Mutagen Kickstarter have been very eventful! We funded in less than 24 hours. Even better, we have already made the first stretch goal! We will be adding a new creation to Geneforge, and we will be letting all backers help to design it.
We have added two more stretch goals: Professional sound design and an Android tablet port. We didn't get there for the Queen's Wish: The Conqueror Kickstarter, and we wanted to try again.
Thank you all so much for your support. We already have a good start on this game, and we're going to spend the next year making a really interesting remaster worthy of the series.
- Jeff Vogel, Spiderweb Software
Castle TorgeathSP/MP: Single-player
Genre: Dungeon Crawler
Vagrus: The Riven Realms - Crew Combat
In a new devblog for Vagrus: The Riven Realms crew combat is discussed.
Each Crew Combat encounter identifies the two sides as either the Attacker or the Defender. The player's comitatus can typically be the attacker when they raid small settlements or prey upon other travelers, while they are often found as the defender when getting accosted by monsters, outlaws, or worse.Ambushes
When you are the defender, a hidden test is made based on your comitatus' vigilance against the attackers ability to ambush (various stats govern this test). If you are ambushed, there are serious penalties on your Combat Strength, representing your inability to set up your fighters properly. Other than that, you will be restricted in the use of Combat Actions when they are added later to the game.
Whether you are ambushed or not, a fight is about to go down.
Appeasing the Attacker
In the current builds, the only option is to fight. At a later stage, we intend to add a Flee option, though it will not be a reliably successful option. You can increase the chance of success with offering what the attackers demand, like offering 'bribes' to bandits, or leaving supplies for monsters. Appeasing the enemy will not always be an option: mindless Undead or motivated bounty hunters can not be bargained with.
Nevertheless, fleeing results in losses, but - in most cases - less so than trying to defend yourself in an unwinnable fight.
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Mount & Blade II - Early Access March 31st
Mount & Blade II: Bannerlord will release on Steam Early Access March 31st.
Mount & Blade II: Bannerlord Early Access Announcement
Mount & Blade II: Bannerlord will be released in Early Access on 31st March 2020. The game will be available for purchase through Steam and TaleWorlds website, for $49.99/€49.99/£39.99.
More information about what to expect from Mount & Blade II: Bannerlord’s Early Access will be shared shortly before the release.
Mount & Blade IISP/MP: Single + MP
Release: In development
Outward - The Soroboreans DLC This Spring
@Gematsu New DLC for Outward called The Soroboreans will launch this spring.
Outward downloadable content pack “The Soroboreans” will launch this spring, publisher Deep Silver and developer Nine Dots Studio announced.
Here is an overview of the downloadable content, via Deep Silver:
OutwardSP/MP: Single + MP
The Lays of Althas: Sundered Order - Landscape Texture Improvements
The Lays of Althas: Sundered Order has a new update about landscape texture improvements.
Talking to our “Environment Artist” Kevin Eriksen about the new created shaders for the game.
Posted by gsyoung on
Hello there, “Kept you waiting huh?” like a certain stealth game, we were missing for a while. Although we never stopped working, as in this year we gear up get even more done. We apologize for being gone so long, there was just a lot of shuffling and reorganizing behind the scene that needed to be done. One of the projects was an overhaul to the shaders used in the game.
This is just a test map but I got to talk our “Environment Artist” Kevin Eriksen created the shaders he stated “I created the old shader 3 or so years ago, and it just doesn't live up to modern standards of performance and graphical fidelity. This time around I've focused a lot more on the looks and the underlying mechanics, resulting in a far more robust material with more than double the performance gain.
When also asked a simplified explanation he said If we compare the looks of the landscape to a car, the shader would be the parts under the hood making the car run , So old material = ugly old car that runs bad.” Well I guess from the photos our “car” is running like new!
The Lays of Althas: Sundered OrderSP/MP: Single-player
Release: In development
Release: In development