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Sun 21 April 2024

Development Info - posted by Saint_Proverbius on Sun 21 April 2024, 00:35:59

Tags: Joonas; Zorbus

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Zorbus, which is a classless D&D-ish rogue-like, has updated to 60.2 per this post in this thread. Here's just part of the changes you can expect assuming you've been playing this title:
  • You can now trigger detected suspicious furniture to reveal themselves by firing at them from afar with a reach / ranged attack. The attack itself does not do damage. Worst quality of ammunition is automatically used. (Detected suspicious furniture is mostly mimics, living statues, and such, and is marked with a red "!" on the furniture)
  • You can spring detected traps by firing at them from afar with a reach / ranged attack.
    • Worst quality of ammunition is automatically used.
    • Traps that affect a single creature do nothing when sprung from afar, but Animate, Confusion, Dismiss, and Summon traps are very usable.
    • Expert Trapper gives a +4 bonus to hit the trap. The Seeker Shots talent can not be used to shoot at traps.
  • Weapon changes:
    • New property: shafted. Shafted weapons deal 50% more damage on hit when Charge talent is used. Polearms, spears, hoopaks, and urgroshs are shafted weapons, but staves are not.
    • Urgrosh: removed great-property. Added reach- and shafted- properties.
    • Hoopak: Added shafted-property.
  • Charge talent description updated:
    • "You take one step towards a target creature, and make a melee attack with +3 modifier. You will cause 50% more damage on hit if you are wielding a weapon with the shafted-property. The talent's action cost is used instead of the weapon's action cost. Polearms (bardiche, glaive, halberd, ranseur), spears (spear, shortspear, trident), hoopaks, and urgroshs are shafted weapons, but staves are not."
  • You now get experience points from killing creatures while possessing someone.
And a spoiler, he also fixed some typos.

There are 1 comments on Zorbus Crawls to 60.2

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Thu 18 April 2024

Game News - posted by Infinitron on Thu 18 April 2024, 20:24:53

Tags: Kingdom Come: Deliverance II; Plaion; Warhorse Studios

Kingdom Come: Deliverance II is a thrilling Action RPG, set amid the chaos of a civil war in 15th Century Bohemia.

You are Henry of Skalitz – an ordinary man doing extraordinary things – caught in a gripping tale of revenge, betrayal and discovery as he embarks on an epic journey, 'from a humble blacksmith's forge to the court of Kings', as he searches for purpose in this beautiful but brutal medieval world.

From bustling city streets to lush forests, discover this open-world Medieval Europe through an unforgettable adventure filled with action, thrill and wonder.

Live life through the eyes and actions of Henry, a young man on a quest to avenge his murdered parents. His story – illustrated with over five hours of stunning cinematics – takes him from aspiring warrior to rebel, crossing paths with a charismatic cast of characters and an unforgettable set of adventures, as he goes up against the King of Hungary, Sigismund the Red Fox and his fearsome allies.

Your actions shape Henry’s destiny and how the world will react to him. Customize freely his appearance, skills and equipment while taking a moral stance on the events around you. Travel round the land engaging in unique activities, such as blacksmithing and archery, to truly immerse yourself in this vibrant region of Europe that will remember your actions, forever.

This stunningly authentic rendition of 15th Century Bohemia allows you to experience this fascinating setting like never before. Get lost in a sprawling city, engage with peasants and talk with nobles while exploring a vast and rich countryside with taverns, bath houses, castles and more.

Feel the clash of steel and visceral combat as you engage in thrilling real-time battles. There’s a range of authentic weapons and combat styles to suit every player. On foot, horse or by stealth, you can specialise in elegant sword mastery, brutal blunt weapons or deadly ranged attacks.​


There are 108 comments on Kingdom Come: Deliverance II announced, coming this year

Game News - posted by Infinitron on Thu 18 April 2024, 19:49:30

Tags: Shiro Games; Wartales; Wartales: The Tavern Opens


Manage and expand your own tavern in this management and simulation expansion for Wartales. During your adventures, secure wealth and prestige for your troop. Purchase your initial establishment, select the finest decor for your tavern, hire employees, and craft the optimal menu to satisfy your daily customers.

Recruit skilled employees based on their specialties, level, and salaries. Choose from civilian recruits, or transfer companions from your troop to your tavern. Hire, manage and assign your employees to various roles and optimize the production to improve efficiency! Or simply send spies to your competitors to learn their specialties?

Remember, the customer is king. Each customer belongs to a faction with specific preferences (food and drinks in the menu, furniture, songs, security level…). Redecorate your establishment, change prices and offers to meet the needs of your target clientele, as their visits impact your profits, prestige, and may lead to special events!

Improve your tavern by investing in equipment and decoration, expanding your workforce, and refining your menu to suit your clientele. Earn rewards to become the most notable establishment, whether you’re popular among bandits and the guard, or traders and noblemen. The choice is yours!

But watch out for rivalries and potential infiltrations as others grow jealous of your success. Could your establishment be destined for the greatest cities, such as… Gosenberg?​


There are 4 comments on Wartales: The Tavern Opens DLC Released

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Game News - posted by Infinitron on Thu 18 April 2024, 19:30:00

Tags: Baldur's Gate 3; Larian Studios


It’s been a whirlwind few months here at the Larian castle, attending some of the biggest awards ceremonies in our industry, and we are absolutely humbled by the recognition we’ve received from our players and our peers.

As you might have seen, last week we attended the BAFTA Games Awards 2024, donning our nicest pair of pants to accept awards recognising Baldur’s Gate 3 for Narrative, Music, Performer in a Supporting Role (Andrew Wincott as Raphael), the publicly-voted Players’ Choice award, and Best Game.

This is the fifth major Game of the Year trophy Baldur’s Gate 3 has been awarded since launch, alongside awards from Golden Joysticks, Game Developers Choice, DICE, and The Game Awards. As far as we can tell, that makes Baldur’s Gate 3 the first game in history to win GOTY at every major awards show. Needless to say, our heads are still spinning, our hearts two sizes too big, and our mums are thrilled. What a remarkable journey this has been, and we couldn’t have done it without you!

You folks were the first to have faith in us, and for that, we are eternally grateful. Every comment, livestream, meme, and piece of art you created throughout Baldur’s Gate 3’s development let us know we were on to something special long before any of this. Awards are of course appreciated, but it’s this community that has been the true source of our resilience while we were making this game. Whether you’ve been active since the halcyon days of the Astarion body pillow or are a long-time veteran of Early Access; whether you’ve participated in our Panel From Hell livestreams or discovered the game after launch, thank you for supporting Baldur’s Gate 3 and helping to nurture this community of wonderful weirdos. It’s meant the world to us.

So, what's next for Baldur's Gate 3?
We still have a few tricks up our sleeve.

We’re working on our next game update, Patch 7, which will add improved evil endings to the game for even darker conclusions to your most sinister playthroughs, and yes, that includes you non-Durge players.

Patch 7 also aims to fix several bugs that you have reported, including Jaheira’s unwillingness to follow the group and jump into combat, Wyll’s less-than-romantic greetings, as well as the mysteriously disappearing Narrator lines from the Gortash and Dark Urge confrontation, to name a few.

This next patch will also begin introducing our official modding tools, letting you change up visuals, animations, sounds, stats, and more to overhaul Baldur’s Gate 3 into the weird nightmare realm of your dreams.

Beyond Patch 7, we will continue focusing on bug fixes, performance enhancements, and stability improvements to ensure you have the best possible gaming experience.

And yes, we are also actively working on bringing Crossplay and a Photo Mode to Baldur’s Gate 3, but the work required to bring these to you means that these additions will likely be further down the road.

Learning from our journey with you
It’s no secret that game dev is one gigantic learning curve, but it’s these learnings and your feedback that help us improve, so we are introducing additional internal playtesting ahead of releases to support our regular QA process.

With Patch 7 being packed full of bug fixes and new features we’ve yet to go into detail on, there will also be a closed beta on PC where a select number of players worldwide will be given an opportunity to test the latest update - which we’ll talk about more in the coming weeks!

Looking to the future
Being given the chance to develop a game set in the Dungeons & Dragons universe has been a dream come true for all of us. But as Swen recently confirmed, we won't be introducing any major new narrative content to the story of Baldur's Gate 3 or its origin characters and companions, nor will we be making expansions or Baldur’s Gate 4.

As an independent studio since 1996, we value the freedom to follow our creativity wherever it leads. In this case, after six years in the Forgotten Realms and much discussion and rumination, we’ve decided to seize this opportunity to develop our own IPs. We’re currently working on two new projects and we couldn’t be more excited about what the future has in store.

It’s still early days - we’ll tell you more about those later down the line. But know that even as our focus turns to these new games, the sensibilities that brought you Baldur’s Gate 3 are alive and well here at the Larian castle. We’re fueled by the very same fire in our bellies, one that drives us to create immersive experiences shaped by your choices, and we can’t wait for you to join us on this next adventure.​

There are 1 comments on Baldur's Gate 3 Community Update #26: Evil Endings, New Beginnings

Wed 17 April 2024

Development Info - posted by Infinitron on Wed 17 April 2024, 19:58:38

Tags: Paradox Interactive; The Chinese Room; Vampire: The Masquerade - Bloodlines 2


Let's now leap into Banu Haqim, another captivating Vampire clan that the players will encounter in Bloodlines 2. The essence of the Banu Haqim is defined by their mastery of stealth, precision, and a moral code that guides their hidden hand of justice. Our team had a lot of fun in reflecting these properties in their subsequent departments.

Designing modern Banu Haqim for Tabletop
The Banu Haqim (“Assamites” at the time) were one of the first clans to be added to the original assembly in 1991. As such, they were less connected to a vampire archetype out of fiction and instead modelled on the Hashshashin — the Order of Assassins — out of Alamut. In time, they were expanded upon in the setting and incorporated new elements of mysticism and religion, but the core stereotype — the “arab assassin-cultist as vampire” — regrettably remained. Needless to say, they needed some work to align with the design principles of Vampire: The Masquerade’s latest edition.

The concept of a hunter of hunters driven by strong principles or a deep-seated sense of justice does resonate with powerful elements of vampire and vampire-adjacent media. Blade, Angel, and (for those that remember it) Forever Knight all feature vampires seeking redemption by taking the fight to their own, while the very vampire-esque Dexter is a poster child for the concept, as is the Caped Crusader. It is no fluke that the internal shorthand for the Banu Haqim was “clan Batman”.

Thus, while their origins are still the same, the shift in focus has provided the Banu Haqim with a role more easily applied to characters of any background or conviction. Cursed with a hereditary thirst for vampire Blood, the so-called Warriors shackle their impulses to strict codes of conduct, derived from mortal religions, vampiric tenets, or personal creeds. These traits, along with their feared reputation, makes them sought after as soldiers, lawbringers, and — occasionally — assassins in the societies of the night. Yet, the siren song of Kindred vitae perpetually tempts them, and more than one Judge has been tasked with the destruction of one of their own. To be Embraced into the Banu Haqim clan means walking an eternal tightrope, with no end and with nothing to catch you when you fall.

Karim Muammar, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness

Combat Discipline Design
“Banu Haqim, alongside Tremere, is our second clan that leans more into stalk within combat. While we’ve tailored Tremere for a slower, more tactical style of play, the Banu Haqim clan’s use of Obfuscation and Celerity make them much better suited to a faster, more confident approach.

The Banu Haqim abilities primarily focus on these two disciplines – the player can silence themselves and others, move impossibly fast, and vanish from sight completely. These can be used at any pace, but they truly shine when used swiftly together, dancing in and out of sight and dispatching opponents quicker than they can react. This makes them ideal for a player who likes to stay hidden, toy with their victim’s senses, and when needed, kill everyone in the room faster than a Tremere could decide their first move.

While we use quite a bit of slo-mo effects across combat, Banu’s version of celerity is its biggest use case - we needed a small subsystem specifically to manage time dilation across gameplay, to allow for its use in combination with other abilities. This has really paid off, I genuinely never get tired of using Banu Haqim’s lethal beheading strike in (almost) stopped time!

– Max Bottomley, Senior Game Designer

There are 8 comments on Vampire: The Masquerade - Bloodlines 2 Dev Diary #11: Developing Banu Haqim

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Mon 15 April 2024

Game News - posted by Infinitron on Mon 15 April 2024, 20:42:17

Tags: Juggernaut Games; StarCrawlers Chimera


Hello backers! LAUNCH DATE DETECTED: StarCrawlers Chimera is launching May 13th 2024.

Head to the Steam and GOG pages to wishlist & favorite the game and receive an alert when the game launches on May 13th. Wishlisting & favoriting will also help spread awareness and visibility! As an indie title, our biggest strength is our awesome community.

A huge thank you to all backers - we couldn't have done it without you! If you've been playing and participating in the development process, a special bonus thank you to you too! The game has grown so much with the involvement and feedback of the community.

And we're just getting started! While the game has evolved during development, there's even more we'd love to add to expand the StarCrawlers universe and the Chimera experience. We'll need a short nap after launch, and then you can expect to see regular updates, improvements, and new content.

If you backed at a content creation tier (Influencer, Armorcrafter, Weaponsmith) and did not yet complete your survey to create your content - it's never too late! We'd love to see your creations in a future update, so please complete your survey or contact us if you have questions.

Do you like Discord? We'd love to chat with you leading up to the launch! Our Community Manager Kris has a variety of Bonus Contracts planned over the next month. What fabulous prizes might you win?! Come to Discord!

Thank you all again for your support, patience, and feedback. We'll send out one final (final) update on May 13th for the launch!​

There are 6 comments on Starcrawlers Chimera releasing on May 13th

Sat 13 April 2024

Codex Review - posted by Infinitron on Sat 13 April 2024, 00:38:08

Tags: Beamdog; BioWare; Neverwinter Nights; Neverwinter Nights: Darkness over Daggerford; Ossian Studios

Last month, we published a review of Ossian Studios' Tyrants of the Moonsea module for Neverwinter Nights: Enhanced Edition by our resident Neverwinter Nights expert Gargaune. I'm happy to report that Gargaune decided to follow that up with a review of Ossian's other Enhanced Edition DLC module, the Baldur's Gate-ish adventure Neverwinter Nights: Darkness Over Daggerford. Unlike Tyrants of the Moonsea, the original free version of Darkness Over Daggerford was basically complete when it was released following the cancellation of the NWN premium module program back in 2006. Its 2018 Enhanced Edition rerelease offered mainly audio/visual improvements and bugfixes, which normally wouldn't be significant enough to merit a review. However, since we never actually published a review of the original module, it's a fine opportunity to finally give it the attention it deserves. Without further ado:

Per Ossian themselves, their ambition for Darkness over Daggerford was to recreate a Baldur’s Gate-like experience, referring to the BioWare title’s open-world structure in particular. And to that end, Miranda’s little studio delivered a feature that was sorely lacking in the original release and one that remains among NWN’s standout post-launch additions – a true and proper world map! Indeed, DoD is the most “open world” NWN module I’ve played to date and Ossian genuinely succeeded in recapturing that original BG feeling of roaming the countryside looking for trouble. After being set loose from Daggerford itself, situated in the northern part of the map, you’re free to explore a large, semi-contiguous region stretching out to the south, along the Trade Way heading to Baldur’s Gate. The world map in DoD isn’t just a nice visual flourish on your destination list like in the later TotM, but consistently involves discovery – e.g. to reach the Wild Hills for the first time, you’ll have to travel in its direction from the Western Farmlands, Gillian’s Hill, or the Wild Pastures, but you can’t just hop over from the Eastern Farmlands unless you’ve already visited the Wild Hills before. Quest destinations will reveal some major locations on the map, while others you’ll discover as proximate to your current location.

Daggerford isn’t the only civilized settlement in this area either, as you’ll also visit the hamlets of Gillian’s Hill and Liam’s Hold, while veering off from the Trade Way to either the East or the West will reveal farmlands, wilderness and the odd surprise. As a nice touch, the developers also took a moment to make Daggerford and Liam’s Hold seem more alive with ambient NPCs who shut nearby open doors and clear the streets after dark, replaced by torch-bearing watchmen, though it’s a purely cosmetic affair and won’t afford any special gameplay opportunities. Each map location has its own quests and encounters, and the designers crisscrossed objectives over the world map efficiently, such that you can expect to be doing some regular back-and-forth and getting to know Daggerford’s environs quite well. Areas don’t respawn, but travelling from one to the other has a chance of triggering one of a number of repeatable random encounters which also net a little bonus XP. Additionally, DoD is the originator of the fatigue system I mentioned in my TotM review: going for more than 36 in-game hours without resting will afflict you and your henchmen with a -1 to all Ability scores, unless you’re immune to Ability Drain, and have characters play a tired animation (which will bug you when you’re trying to swap gear while exhausted). DoD’s map scope and travel times are (unsurprisingly) well suited to seeing this mechanic in action with some regularity, particularly when you’re first unlocking locations on the map, though leaving from a random encounter area results in an auto-rest. As became the standard post-HotU, resting advances the clock by 8 hours and doing it in dangerous locations has a chance of spawning a hostile encounter right on top of you, so you have a theoretical incentive to make use of your room at the Happy Cow or other local accommodations.

But if everything I’ve said so far sounds pretty good, it’s time to change gears for a moment because DoD doesn’t put its best foot forward. Whereas the open world has plenty to get excited about, you’ll have to clear Daggerford before you get to it… While none of its content is bad, it’s nonetheless a rather drab affair and DoD’s weakest stage by far. Along the main plot, you’ll be chasing up some leads for Amara and you’re also given ample opportunity to load up on side quests that you’ll be tackling later on, once you’re actually free to leave town, but it just drags on for a bit too long. The town of Daggerford consists of roughly two rows of buildings in a rectangular courtyard, opposite the ducal palace, and a small, separate docks area, and it’s just not a very inspiring locale. There’s enough quest content to keep you going and even the odd unmarked opportunity, but you’ll quickly find yourself pining for more even on your first time, let alone replays.

Mercifully, once the plot progresses and you’re free to come and go, you’ll be introduced to the world map and find that DoD’s various areas have a solid amount of thematic and quest variety. The thrill of exploration should soon follow and it’s hard to overstate just how different an experience it is from NWN’s mainstream linear modules like HotU, let alone the drudgery of its original campaign. From peaceful farmlands to a besieged castle perched atop the Blade Cliffs, from a swampy Lizardfolk village to a wizard’s tower looming over an impassable chasm, “I wonder what’s going on over there” is a recurring thought for the rambling player. Sometimes it’s the regular adventuring fare, others it’s surprisingly creative, such as the aforementioned Lizardfolk village, which you’ll be infiltrating disguised as a scaly critter yourself, courtesy of a hag with a chip on her shoulder. Another quest will have you undertake a quaint little investigation at a wake with your choice of amusing resolutions. As for the looming wizard’s tower I brought up, I suppose it shouldn’t surprise you to learn it’s puzzles all the way to the top, and not the lean variety, get ready to break out some pen and paper! There are puzzles and secrets in a few other quests and locations, but this is clearly where that one guy on the dev team went “okay, my turn to mess with the player!” And all of these examples are optional side content, the sort you pick up through organic exploration or get brought to your attention under no obligation to complete.

[...] When Beamdog first announced they were publishing the EE version of Darkness over Daggerford, I was fresh off the PM edition a couple of weeks prior. It was early days for NWN’s Enhanced Edition and the big player-side improvements were still to come, but I was chuffed enough with Ossian's work and their sporting decision to release their cancelled project all those years ago that it yanked me right off that fence.

Darkness over Daggerford’s EE treatment added a coat of QA and audio/visual polish to complete the project and it does that very well, bringing it up to a full and proper commercial standard. That said, we have to be fair and recognise some missed opportunities as well. I grant that developing whole new quests and levels might’ve been costly propositions for what was already a complete module, but restoring that cut dragon attack to the stronghold questline or fleshing out the henchmen situation could’ve been some great and affordable ways to add value. I was also surprised that more comprehensive alignment reactivity wasn’t added, though clearly that was a design oversight rather than a budget constraint, since Ossian did undertake an extensive review of conversations and associated scripting. Darkness over Daggerford was already bigger and better rounded than most PMs, indeed it’d have likely been the best of the bunch had Atari given it its commercial release, but there was still room to grow. The final package is good value notwithstanding, but the EE revision comes across as a more modest commitment than Beamdog’s and Ossian’s later collaboration on Tyrants of the Moonsea and the focus seems to have been to fill in the PM’s blanks in quality control and production value rather than revisit and expand its development.

Bottom line, DoD caters to some RPG fans more than to others. If you're looking for a dungeon crawl, this isn't the module for you. If you're in it for a grand, sombre plot, it ain't that either. But if you want something to recapture that Baldur's Gate-like sense of exploration, of roaming the countryside in search of adventure and curiosities, it doesn’t get much better than Darkness over Daggerford for NWN or many other contenders. It’s a charming and lively open-world adventure, which is equally true for the new EE revision with its polished production values (for sale on GOG, Steam, or directly from Beamdog) as it is for the old PM release (available at the Neverwinter Vault). Either package is well worth checking out if that speaks to you, but the EE version will certainly yield the best experience if it’s within your budget, and if one good turn deserves another, Ossian absolutely did NWN fans a solid back in the day.​

Read the full article: RPG Codex Review: Neverwinter Nights – Darkness Over Daggerford

There are 32 comments on RPG Codex Review: Neverwinter Nights – Darkness Over Daggerford

Thu 11 April 2024

Community - posted by Saint_Proverbius on Thu 11 April 2024, 15:22:02

Butters needs more votes in his Best CRPG List since he wants a larger sample size. There's still a week left on the voting, so now's the time! Here's those rules for the casting:

- Only PC games. Multi-platform titles like KotOR or Dark Souls are ok, but no 20-years-later ports like Chrono Trigger.
- Votes for expansion packs (MotB) are going to be counted as votes for the base game. If you vote for both, only the base game vote is going to count. If you vote for M&M 4 and 5 separately instead of saying World of Xeen, I'm going to slap you.
- The exception to the above rule is total conversions like Enderal or Archolos. These are functionally entirely new games, and will be treated as such.
- You can submit fewer than 10 games for each list if you don't like that many RPGs (but why are you even here?).
- You can include a game on both lists, but any game that makes the cut for the Top RPGs list will be ignored on the Hidden Gems list.
- Your post will be ignored if you have more than 10 games in either list.
- No votes from alts or accounts created after this vote began.
- Voting will close on April 20th at 16:00 GMT. You can freely edit your vote until then.

So, go let your voice heard while you still can. Do it for Democracy. And statistics. Which is the worst field of math.

Thanks, Konjad for the reminder on this.

There are 30 comments on You're the BEST... Around!

Preview - posted by Saint_Proverbius on Thu 11 April 2024, 01:42:32

Tags: Streets of Rogue 2; tinyBuild Games

tinyBuild has posted the Official Gameplay Trailer of their upcoming sequel to Streets of Rogue, which was pretty damned fun and ported to nearly everything. It highlights things such as how the sequel will be Open World, some of the many classes, vehicles, farming, Co-op couping, and lots and lots of destruction.

The first one was pretty damned underrated considering the crazy amount of freedom of choice you had in how you wanted to handle things. Pretty much every mechanic you could think of was tossed in to it. I'd say most people dismissed this title because it was somewhat zany and the pixel graphics, but they missed out. The original game is on sale right now for $4.99 on Steam, or you get it on GoG for $3.99. Well worth it.

Thanks, Taka-Haradin puolipeikko!

There are 6 comments on Streets of Rogue 2 Shows Off the Goods

Wed 10 April 2024

Game News - posted by Infinitron on Wed 10 April 2024, 21:39:07

Tags: Broken Roads; Drop Bear Bytes; tinyBuild

There are 57 comments on Broken Roads Released

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Tue 9 April 2024

Game News - posted by Infinitron on Tue 9 April 2024, 23:41:00

Tags: Monomyth; Rat Tower Software


Hi, dungeon-crawling fans!

It’s time for a new update on the project! In this one, we’re looking at some very interesting stuff because Monomyth is about to start its Open Backer Beta phase. So let’s take a look at it!

I spent the last few weeks fixing more of the problems that were pointed out during Steam Next Fest. Monomyth received plenty of updates and hotfixes. Among other things its UI was improved, the inventory system was adjusted so items could be rotated, existing quests were tested and fixed, framerate options were added, a new enemy type was introduced, and so on. Some of these things were also added in the demo version. Meanwhile, for the closed beta, I have developed a mapping system that will probably please the Ultima Underworld fans among you. Now the project is finally approaching a state where it can be pushed into the next, and final, testing phase before early access.

I have talked about the Open Backer Beta many times in the past. It’s the phase in which all Kickstarter backers from the 15-dollar tier upwards are invited to test the game. This, of course, also includes encore backers.
They can leave their feedback in the respective Rat Tower Discord channel or use the prepared feedback form, which is linked in the game’s system menu.

If you are a backer, you will soon receive a Steam key per mail. Don’t forget to check your spam folder. It’s important to know that this is not your final game key! This is only a testing key and it will be locked shortly before the early access release. You will then receive your final key, either for GoG or Steam. As far as the choice between those keys goes, I will soon send out a form with which you can request a GoG key - otherwise, you will be sent a Steam key.

Let’s quickly go over some comments on the OBB:
Concerning content, the first phase of the Open Backer Beta will contain the new beginning, the heartlands, and a mini-dungeon. The second phase will then introduce plenty of content including several areas, big and small, as well as the game’s main hub.

It is in this constellation that the game will probably launch into early access. But before that happens I want to work over a few features - first and foremost combat and AI, but, of course, also the feedback given during the OBB.

During early access, there will probably be two major content updates. The first will introduce the last beta area, which still requires some polishing. Other than that it is pretty much ready, so I hope that it won’t take too long. After that I will start working on the last chapter of the game and, of course, also the backer content.

And that is already it for this month. As I mentioned, if you are a backer and you want to join the beta test, keep an eye out for that testing key. Look into your spam folder as well. You will receive an email from me shortly. I will keep you updated, and see you soon!​

There are 1 comments on Monomyth Open Backer Beta Released

Thu 4 April 2024

Game News - posted by Infinitron on Thu 4 April 2024, 20:37:45

Tags: High North Studios; Raw Fury; SKALD: Against the Black Priory


The time is upon us, the Dragon has awoken and the LAUNCH DATE IS REVEALED: “Skald: Against the Black Priory” is launching May 30th 2024!

Check out our AMAZING Launch Data Reveal Trailer now!

Did you see all the awesome hidden references?

Once you’re done rewatching, head on over to Steam where Skald is participating in both a Lovecraftian Steam event and the #TurnbasedThursday Fest.

We’ve even UPDATED THE DEMO so you can play the latest iteration of the game TODAY!

It feels amazing to be this close to sharing Skald with you all! Keep your eyes peeled as we go forwards: We’ll be posting frequent updates over the next weeks!

To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!​

There are 55 comments on SKALD: Against the Black Priory releasing on May 30th

Game News - posted by Infinitron on Thu 4 April 2024, 20:22:36

Tags: King Arthur: Legion IX; NeocoreGames


We're happy to announce the release date of our upcoming tactical RPG, King Arthur: Legion IX: it will be available on Steam first in about a month, more precisely on May 9, 2024! The game is set on the very same Avalon you might know from King Arthur: Knight's Tale, but instead of Mordred, it follows Gaius Julius Mento, the tribune of the infamous Legion IX.

You can enjoy this game as a standalone experience, however, if you missed out on Knight's Tale, now is a great time to learn more about it as it's on sale (60% off) on the Steam Turn-based Festival.

So that you can really get into the mood properly, we have also prepared an announcement date trailer!

A new threat looms over Avalon as the long-lost, infamous Ninth Legion of Rome has set foot on the mythical island. Their commander, the fallen hero, Gaius Julius Mento was granted a demonic legion by their dead emperor, Septimus Sulla to find a way out of Tartarus. But when they accidentally arrive to the magical realm of the Lady of the Lake, Gaius Julius Mento decides to subjugate the island and establish Eternal Rome there. First, however, he must gather his lost legion…

Main Features:

A Role-playing Tactical Adventure
  • Experience a unique hybrid between turn-based tactical games and traditional, character-centric RPGs. Manage and control a party of 5-6 heroes to explore and conquer the land of Avalon. Engage in deep tactical combat, tough moral choices, hero management, and the rebuilding of Nova Roma.
Prove Your Worth as a Tactician
  • Every little move and every decision matters. Use covers, traps, flanking and an in-depth overwatch and opportunity system and turn the entire battlefield to your advantage like a master tactician. Sometimes meticulous planning, sometimes charging simply to combat will be the key to victory. The only difference between a successful or a failed quest may depend on the composition of your party only!
Heroes Straight from the Abyss
  • Legion IX introduces six unique heroes who have risen from the Abyss to conquer the mythical land of Avalon. Level up, gain skill points and unlock unique skill trees. Loot, equip and craft hundreds of artefacts and create the deadliest fighting force that has ever set foot on Avalon.
Wide Variety of Abilities
  • Use unique skills, Ultimate Skills and World Abilities to overcome the toughest challenges during your quests in Avalon. Take risks and explore various tactical options as heroes don't face permanent death at the end of the missions. Test your skills in different difficulty modes, from laid-back storytelling to brutal, unforgiving battles.
Not Built in a Day
  • Build up and expand the city of Nova Roma. Make sure that your stronghold has the right facilities for your heroes that prepare them for different quests. But beware! Resources are scarce and you have to manage Nova Roma thoughtfully to keep it afloat.
Regain Your Humanity
  • Your decisions have far-reaching consequences, influencing both gameplay and narrative. Through your actions, Gaius will either restore his humanity, or forever be transformed into a demon.
Make sure to put King Arthur: Legion IX on your wishlist before launch. As for the base game, Knight's Tale has recently received the 2.0 overhaul and numerous improvements, so make sure to check it out if you haven't. Thank you for your support!​

There are 3 comments on King Arthur: Legion IX standalone expansion releasing on May 9th

Game News - posted by Infinitron on Thu 4 April 2024, 20:15:12

Tags: Flint: Treasure of Oblivion; Microids; Savage Level


Paris, April 4th, 2024 – Publisher Microids and studio Savage Level proudly unveil Flint: Treasure of Oblivion, set to be released in Q4 2024 on PC, PlayStation 5, and Xbox Series X|S, and unveil a first trailer giving a glimpse of the adventure that awaits players. Flint: Treasure of Oblivion is the first game from Savage Level, a team of industry veterans founded in 2021, promising a gaming experience that combines a rich story with deep, accessible gameplay.

Flint: Treasure of Oblivion is an occasion for us to develop a game in a universe we have always been passionate about. This game gives us the possibility of informing the general public about what piracy really was, often portrayed in a caricatured and wrong way. Flint: Treasure of Oblivion is the culmination of a rethinking process aimed at advancing the clichés of narration in video games. With this title, we are proposing an original way of telling stories through the medium of comic book and take the opportunity to highlight the Franco-Belgian comics that have been making us dream since our childhood.” Declares Aurélien and Maxime Josse, Savage Level founders.

Prepare to embark alongside Captain Flint, his second-in-command Billy Bones and his crew of old salts in search of a legendary treasure promising freedom and fortune. With its original narrative using traditional comic strips as a narrative medium, Flint: Treasure of Oblivion invites players to immerse themselves in a historically accurate pirate adventure spiced up with fantasy.

Flint: Treasure of Oblivion delivers adventure, but also strategic depth thanks to its turn-based combat mechanics, refreshing the genre’s foundations by drawing on mechanics from role-playing and board games, notably through dice rolls. When players build their crew, each member brings unique skills to use, allowing them to adapt their strategy to their style of gameplay. During the tactical phases, players can use skill and attribute cards to improve their crew members and gain an advantage over their opponents. Hoist the mainsail and set off to discover the secrets buried in the distant lands of Flint: Treasure of Oblivion.

Flint : Treasure Of Oblivion features

  • TURN-BASED TACTICAL COMBAT: A good preparation is key! Choose your crew members with unique abilities, obtain new skills, improve your dices. During the tactical phases, use cards to trigger skills and attributes and influence the fight with dice throws.
  • COMIC-BOOK NARRATIVE: Enjoy a narrative which, beyond the usual codes of comics (onomatopoeia, speech bubbles), offers players original and dynamic comic strips.
  • EXPLORATION: Discover a magnificent world, from the French city of Saint-Malo to the exotic landscapes of central America. Visit diverse environments (cities, camps, jungle, caves…) powered by Unreal Engine 5.
  • HISTORICALLY-INSPIRED PIRACY WORLD: The game faithfully recreates a world of piracy, incorporating historical elements (language, costumes, weapons) making the experience even more immersive.
Flint: Treasure of Oblivion will be available on PC, PlayStation 5 and Xbox Series X|S in Q4 2024.

Wishlist the game now on Steam, Epic Game Store, GOG and PlayStation Store.

There are 9 comments on Flint: Treasure of Oblivion is an isometric pirate tactical RPG coming this year

Wed 3 April 2024

Game News - posted by Infinitron on Wed 3 April 2024, 22:00:00

Tags: Paradox Interactive; The Chinese Room; Vampire: The Masquerade - Bloodlines 2


Warlocks, Usurpers, Haemetics, Thaumaturges

Clan Tremere embraces scholars, academics, researchers, and other relentless pursuers of knowledge. These Kindred have an obsession with blood and vitae — vampire Blood — beyond even that of other Kindred, an obsession which extends to its control. Whether the blood coursing through their enemies veins, or a Tremere’s own vitae, a drop of red can turn into a deadly weapon in the hands of an experienced Warlock.

Playing as a Tremere in Bloodlines 2
As a Tremere in Vampire: The Masquerade - Bloodlines 2, you use your arcane powers to control your own Blood and that of your foes. The playstyle is rewarding when keeping your distance in combat, making enemies scream in agony as you boil their blood, shaping your own vitae into projectiles, or even ripping the blood from their veins.
In vampire society, Tremere are often mistrusted. Some characters in Bloodlines 2 may respond differently in dialogues depending on whether you reinforce or challenge their expectations of your clan.

As you select your clan, you unlock the clan’s unique passive ability. By spending Ability Points, you can then unlock abilities from the Ability Tree, starting with your chosen clan. Ability Points are earned when completing missions, combat and exploration. When you’ve unlocked all abilities for a clan, you can unlock the clan Perk, a permanent passive upgrade for those dedicated enough to unlock all abilities for a clan.

Corrosive Touch - Clan Passive: Bodies will dissolve away after being fed on.

Cauldron of Blood - Torture your victim by boiling their blood slowly from the inside, making them drop to their knees screaming. Nearby enemies/civilians are drawn to their screams.

Recall - First Use: Mark your current location with a ward. Second Use: Deconstruct yourself, and explosively reconstruct yourself at the marked location obliterating any enemies standing in that spot.

Blood Curse - Curse a victim. The next time they take damage, their body swells horrifically and they explode, doing damage to all around them.

Blood Salvo - Conjure a set of blood daggers that can be thrown at enemies.

Greed - Clan Perk: A chance when feeding, that the last used ability receives twice as much blood, increasing the rate you can perform abilities.

Customizing Your Playstyle
In Vampire: The Masquerade - Bloodlines 2, you can play your character in different ways. Tremere are a ranged, glass-cannon type, and the clan abilities are focused around supporting that playstyle. We want it to be straightforward playing a clan, and this is therefore not an ability optimization game where you have to go through a multitude of abilities and weigh them against each other.

For those who prefer a more advanced playstyle, you can customize your playstyle by visiting important Seattle vampires that are sworn to assist the Sheriff (you) , including offering their Blood to help unlock abilities from their clan. Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Tremere Disciplines are Auspex (the supernatural ability to become aware of more than meets the eye), Dominate (the power to mesmerize and control the actions of others) and Blood Sorcery (the ability to control blood with your arcane knowledge). If another clan has a Dominate ability not part of the innate Tremere kit, it would cost less AP to unlock than an ability for a Discipline Tremere don’t have, such as becoming faster which is a part of the Celerity Discipline. Clan Perks stack, and unlocking several elevates your power much closer to elder level.

In contrast to the activated abilities and Clan Perk which can be learned from the other clans, your clan passive can not. This means that you can combine features from other clans in hundreds of different ways, but your Tremere playthrough will remain unique from playing as another clan who branches into Tremere abilities.​

There are 1 comments on Vampire: The Masquerade – Bloodlines 2 Clan Highlight: Tremere

Sat 30 March 2024

Preview - posted by Saint_Proverbius on Sat 30 March 2024, 13:00:21

Tags: ATOM Team; Swordhaven: Iron Conspiracy

With the recently announced Swordhaven Kickstarter, Mortismal has released a preview video on his channel for those looking for some more information about the upcoming title from ATOM Team.

I really like the idea that this is going to be "low fantasy". To be honest, one of the main things I've criticized Baldur's Gate was that it was a huge Monty Haul. It always felt to me like playing a tabletop game with a DM that's a freshman in high school, trying too hard to be liked.

There are 23 comments on Swordhaven Pregander Video

Fri 29 March 2024

Game News - posted by Saint_Proverbius on Fri 29 March 2024, 23:56:27

Tags: Outer Worlds: Spacer's Choice

On April 4th, 2024, you'll be able to get Outer Worlds: Spacer's Edition of rthe low, low, low price of absolutely nothing on Epic Games Store. It will appear on their free games page on that date.

Not much else to say. If you've never picked up the game, but are curious about it, there's no excuse now. Because it's free. Free, because you're the product.

There are 57 comments on Outer Worlds Free in a Week

Wed 27 March 2024

Game News - posted by Infinitron on Wed 27 March 2024, 19:53:16

Tags: Geneforge 2 - Infestation; Jeff Vogel; Spiderweb Software


When We Remaster, We Really Remaster

We spend 18 months on each remaster, and we redo everything. Every location, encounter, and line of dialogue gets revised and polished. This takes a while.

There is also a ton of new material. Several new zones. Lots of new characters and quest lines. We added a whole new ability tree, Weapon Shaping abilities that augment your blade and missile attacks, that is entirely new to the series. Thus, if you were a Geneforge 2 fan, there's a whole new way to play through it.

We put in a lot of new content based on the feedback of Kickstarter backers. You will find that a lot of the emptier cracks in the game have been filled with lore and tangential stuff to do. This makes the world seem a lot more fleshed out. A lot more real. Again, I’m really happy with the result.

We put a ton of work into this game, atoning for the flaws of 20 years ago.

The Old Economics Of Our Business

We've been in business for 30 years now. We predated the indie game boom by a long time. Heck, we even predate the consumer internet and world wide web.

In the old days, to make the economics of the business work, we had to write games fast. Each all-new, full-length title got 18 months. This meant that sometimes corners were cut. Geneforge 2 was a beloved game, but it was full of threadbare dialogue and cut corners. The structure is there, but the bones were too bare.

(Other games suffered more. Before long, we will remaster Avernum 4, and that one will need and get a LOT of work.)

We have now spent 3 years total on Geneforge 2. We've come to find that this is about the right amount of time for us to put in one of our RPGs to get them about as good as we can get them (tiny company that we are).

This is the final Geneforge 2. I won’t live long enough to get around to remastering it again. And, as always, I have regrets. As I went to sleep last night, I thought about things I could have done. Motivations and dialogue I could have refined. This or that little tweak. But there comes a point where you have to say, “Enough.” I must force myself to be content.

Looking To the Future

I am probably about 12 years from looking at retirement. In that time, we have six old games that are really cool but need a full remaster treatment to bring them into the present. We also have several other games that need a quick polish treatment (like art and rebalancing) to send them into posterity.

And we have ambitions to make new stuff too.

That said, I’m sort of transitioning into the Billy Joel phase of the career. My best, most creative period is behind me, but there is still a lot that should be done. I've written 18 all-new games. Eighteen! This has already been a hugely prolific career. Now I need to wrap everything up, tie up the loose ends, and take a bow with as many people satisfied as possible.

In a few months, I'll let our fans know what the next two years of Spiderweb will look like. We have some exciting plans!

There are 22 comments on Geneforge 2 - Infestation Released

Tue 26 March 2024

Game News - posted by Infinitron on Tue 26 March 2024, 19:33:27

Tags: ATOM Team; Swordhaven: Iron Conspiracy


Gameplay Overview

Explore the world of Nova Drakonia through five distinctive backgrounds. Delve into ancient dungeons and forgotten ruins, negotiate peace or wage war with barbarian tribes, defeat terrifying monsters, and forge new alliances as you journey through the land.

Master any weapon, or even a combination of weapons, each with its own set of unique combat abilities.

The game allows for a party of up to 5 members, where you can control each companion manually or leave the tough decisions to the computer. Engage in real-time combat with the option to pause (RTwP), or switch to turn-based mode to devise an elaborate strategy.

Gather, buy, find, or steal dozens of ingredients that allow for the creation of numerous potions, special weapons, armour, shields, and helmets.

Download Demo

Please note that this demo does not fully represent the quality of the finished game. Some art assets, both 3D and 2D, are temporary; and the balance and features may change according to feedback.

The demo is available for Windows 64bit, Mac and Linux.
Minimum system requirements: Intel Core 2 Duo / AMD Phenom II, 4GB RAM, NVIDIA GeForce GTX 660 / Radeon HD 6670 2GB, 16GB of free space.

Download Steam Demo

There are 24 comments on Swordhaven: Iron Conspiracy now on Kickstarter, demo available

Development Info - posted by Saint_Proverbius on Tue 26 March 2024, 12:10:53

Tags: Scribe

Feyd Rautha pointed me to the Scribe Kickstarter since I posted about the one yesterday. It looked fairly interesting, so I figured why not? The minimum amount to give in order to get the full game is $25, which seems reasonable. It's also an "All of Nothing" campaign, meaning that if they don't hit their goal, you get your money back. That goal is fairly lofty, though, at $54,183. Here's some of the information:

We chose a side scrolling platformer type of gameplay because we wanted to create an RPG where moving around the world is a gameplay by itself. We wanted to avoid a "walking simulator" as it is often the case in other RPGs where you just move from point A to point B. And if there is no combat in between the places, there is in essence no gameplay. With platforming, jumping puzzles and more, in Scribe, you always find yourself facing challenging environments.

Indeed, given that the art of this game is painstakingly crafted pixel art, our aim was to ensure that each location serves as a visual reward for players, while also enhancing the experience of traveling between them.

Oddly enough, these side scroller CRPGs used to be fairly common back in the late 1980s, especially on the MSX Computer. They all but vanished in the mid to late 1990s, it seems.

There are 13 comments on Just Another Kickstarter - Scribe

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