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- Jan 28, 2011
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- 99,464
While the AI was weak (at least in that particular scenario, although this could be the sign of broader problem with AI not being up to the task of playing the game versus a human player)
The original one was made because Vic thought Armageddon Empires wouldn't be suitable for MP, so he built Solium Infernum specifically for this purpose iirc. As it is meant to be a game of alliances and betrayals, it is even worse to make AI work well without being too obnoxious (let's pile on the first player, which should happen to be the human).While the AI was weak (at least in that particular scenario, although this could be the sign of broader problem with AI not being up to the task of playing the game versus a human player)
The AI does seem to be weak. There doesn't appear to be any kind of AI settings, so the game is clearly made for multiplayer.
I only played one short match on a small map and easily bullied all the other archfiends as the dragonknight, taking the lion's share of Places of Power, destroying their legions, spawning abyss walkers. It was a lot of good fun but wasn't especially challenging.
There are a lot of mechanics seemingly to stop you from steam-rolling a win if you're far ahead, but they don't hamper you too much. Some of the crown relics are also extremely powerful (an extra action per turn when you only start with two and won't get another for some time? Very strong).
fallout 1what other games have music clashing with the video content in trailers?
suspiria 1977
my best cs1.6 fragmovie
bocu no picu amv
gears of war
dragon age
im confident its because it will be more balancedI'm betting everyone here will eventually find this better than the original. You heard from me first.
It's a good game, thoughtfully designed and I haven't run into any bugs that I noticed.I'm betting everyone here will eventually find this better than the original. You heard from me first.
I need to play some more games to get a better feel at how the Archfiends play, but it should be a brilliant game for the Codex and I would be up for playing. If that fails, I guess I will try to line up a game or two via Solium Infernum's Discord.So you guys getting it? We could do a Codex game like the one for the old.
I am on the fence because AI is apparently brain dead so its a MP game.
The community manager said the developers want to improve on the AI. We shall see if it does something for the singleplayer (or mixed multiplayer).But I wish there were more single-player options such as AI settings. A few dev notes (such as the WIP one on the UI scaling) gives me hope that content patches are on the way.
It was supposed to be a remake of a classic multiplayer game, not "a Civ" game.I never thought I will say it but this game is actually should be more like a Civ.
There are ways around "op legion-praetor combos".Players instantly know op legion-praetor combos etc.
Basically Armello level with more depth. It would be a terrific boardgame.Is the async via PBEM? How boardgamey is this compared to say, Armello or Goblins which I think are nice PC adaptations.
Does it mean I get a notification on Steam when my turn is up?Basically Armello level with more depth. It would be a terrific boardgame.Is the async via PBEM? How boardgamey is this compared to say, Armello or Goblins which I think are nice PC adaptations.
The async is basically handled by the game client and it sends your game data to the server, which churns the turn and sends you back the results automatically. It has seamless steam integration, so no need for shared folders or emails.
Yes. The game actually asks you to provide data for the purposes of asynchronic sessions.Does it mean I get a notification on Steam when my turn is up?Basically Armello level with more depth. It would be a terrific boardgame.Is the async via PBEM? How boardgamey is this compared to say, Armello or Goblins which I think are nice PC adaptations.
The async is basically handled by the game client and it sends your game data to the server, which churns the turn and sends you back the results automatically. It has seamless steam integration, so no need for shared folders or emails.
Gone Fishin'!
Hi there friends!
With over 13 years under our belt as an entirely independent studio, and the economic situation in games being what it is right now, we have made the decision to put LoG into hibernation for the foreseeable future and take some extended time off.
The vast majority of our team have moved on to exciting new endeavours and those who remain are going to take a well deserved break over the next few months.
We’re not sure when (or if) we will resurrect this great beast, but we’re incredibly proud of all we’ve achieved, both in the experiences we’ve crafted together, the great developers who made LoG a world-class development environment, the peers we inspired along the way, and of course, those community members who believed in what we made, how we made it, and supported us fiercely in those convictions.
Now it's time for rest, some play, and other opportunities.
As for our games… They will remain online and will be supported during this period.
Solium Infernum remains in Open Critic’s Top 10 games of 2024 (#20 on Metacritic!), and we are incredibly proud of where the game is now. Unfortunately, its sales revenue cannot fund further active development or DLC.
However, we do love our Hellish strategy game and have a couple of treats up our sleeve still, some bug fixes and minor content. So I’m sure we’ll find an opportunity to get a lil update or two out.
Jumplight Odyssey has, as of this point, not found workable and timely investment that would reinstate development on the title. We would love nothing more than to see this project finished, but unfortunately, development will remain on hiatus. We are aiming to bring it out of Early Access at some point in the next 12 months. This is unlikely to be the fully realised v1.0 release we had originally planned, though we will try to find some way to tuck the game in with our limited, remaining resources.
In brighter news, we will be releasing the Jumplight Odyssey OST for FREE, complete with expanded and remastered tracks, on Steam (and other platforms) in the next week or so!
Armello will continue to cruise along as it has for the past few years, rotating seasonal content and providing a hit of heroism for our furry adventurers.
The Armello Board Game won't be affected in any way by this. That's in the caring hands (paws?) of King of the Castle Games and we're around for anything they need. Though admittedly, they're all over it!
You can find posts with more information relevant to each game in their respective Steam communities.
Makin’ videogames is hard, excruciatingly hard these past few years, but the smart, lovely people we got to do it with, both inside LoG and out, made this crazy business worth it every single day.
For our industry friends, we’re around. Let’s chat. <3
See y’all on the other side!
<3 Trent, Blake & Ty
Co-Founders & Directors
I am curious why making video games is so hard now. In the past you needed physical discs to be manufactured, manuals, boxes, you needed distribution into physical stores with all the publishers and middlemen and retailers. Now it seems you can just sell a game on Steam and there are game engines you can leverage, unlike in the past where you had to code everything from scratch. What is making things so hard now? Genuinely curious.