Capital Wasteland Mod - Fallout 3 in Fallout 4
Posted: Jan 16, 2018, 01:22 am by RPGWatch
The Capital Wasteland mod seeks to recreate Fallout 3 in Fallout 4.
Welcome back to the Capital Wasteland, a large scale mod that recreates the world, quests, and experience of Fallout 3 in the updated Creation Engine brought to you by the Road To Liberty modding team.
Wccftech's Best Roleplaying Games of 2017 - It Just Never Gets Old
It just never gets old to play roleplaying games. Adventuring in an often fictional, foreign land while making companions and foes along the way. Embarking on an epic (more or less) quest to save and protect people and places. Growing in power, skill set and understanding of oneself and the surrounding world.
It's no coincidence that all genres have adopted bits and pieces from roleplaying games, chiefly character progression. RPGs have never been more popular than they are today and 2017 was another great year for roleplaying games, as outlined below in our best of list. 2018 is looking good too, in case you were wondering!
When the original Hand of Fate dropped onto the Xbox One almost three years ago, it came out of nowhere. The intriguing concept of being an action-RPG/card game hybrid was enough to draw me in, and seemingly many others were drawn in too as its success has lead to a sequel. Even though Hand of Fate is a good game, there's plenty of room for improvement and Hand of Fate 2 hopes to build upon that. Have Defiant Development dealt us a better hand in Hand of Fate 2, or will we be hoping for a redraw?
So overall, the surprise success has spawned a fitting sequel in Hand of Fate 2, with deeper RPG elements, interesting lore and some really great challenges which all feel different. The tabletop side and the new action elements blend together well to keep the excitement levels high, as do the new mini-games to test your nerve, skill and luck. The only things holding it back are the lame character customisation options, the annoying Dealer, and the amount of luck needed to succeed. It could also do with some additional enemy types thrown into the mix.
That still hasn't stopped me going back for one more hand though, because I'll show this mystical bloke that I am the master of my own fate. You should take the plunge and purchase Hand of Fate 2; it's your destiny.
The relentless march down our dev roadmap carries on with tonight's major update. Over the last few updates, we've been putting cracks in the wall that is the starport rebuild, but this update knocks a serious hole through it. We're not done by far, but we've made the first major strides toward completing this dev roadmap item on the v2.1.x family.
As we round the corner to Update #23, we're excited to continue to tune balance, connect more systems, and improve the layering of politics, conflicts, reputation and all the rest.
The improved starport upgrade experience follows the same flow as before but allows you to compare components during replace, see the active list of filters on your list of components, get an exact price for the component you are trading in, as well as seeing the individual sources of discounts (Talents / Contacts) listed out.
In addition, we've rebuilt the display for ship components in generally, which you'll see in the starport and main status. Every modifier, bonus and stats for ship components is visible and listed and we've swapped a lot of the displays over to icon pairs to make them easier to scan quickly.
There is a lot more coming in this area before we can knock this officially off the dev roadmap, but we're on our way.
Encounter and Conflict Improvements
This release includes the first update to ship encounters -- changing the XP amounts granted for all types of ship encounters to clearly mark the incentives down the chain of options -- from victory as the best down to surrendering as the lowest.
We've also upped the Reputation granted by Solar and Trade Wars in ship victory to further reward chasing these conflicts and throwing your strength behind one Faction or the other.
Railguns were the only weapon sporting both Void and Radiation Damage, and we've simplified the weapon type down to just Void.
This release continues the work from last release including buttons to navigate and set waypoints for missions and the next mission steps quickly and easily as you move through them. You can now complete missions potentially without ever opening the Mission List which helps move things along and reduce overall clicks.
Whenever you recruit an officer from a Contact, they now recruit with Rank 1 in their primary Job, which gives you all the freedom to assign the rest of their ranks as you please.
v2.0.61 - 1/13/2018
- Improved Starport Upgrade experience -- compare components, see active filters, see trade-in price, discount sources
- Improved ship component display on all screens -- engines, weapons, skill bonuses, component damage
- More Starport and component upgrades coming!
- Officer recruits from Contacts only starts with 1 Rank in primary Job -- increased freedom to assign Jobs
- Rebalanced Experience rewards for all results in ship encounters -- Victory, Draw, Defeat, Surrender
- Balanced Reputation gained by defeating enemy ship in Solar or Trade Wars
- Mission Summary now offers an immediate Navigate Now button under valid step
- Mission completion now offers a Waypoint option for the next mission step
- Slight increase in Intel Record counts from Spying to help Trait / Talent / Component % bonuses make impact
- Fixed issues with Officer skill bonuses (Tactics / Command) in ship combat
- Increased cooldown for Makeshift Repairs to match Port Maintenance, clarified log message
- Fixed issue where ship combat was not correctly ending after striking down enemy Captain while boarding
- Fixed issue where some orbital missions were ghosting after completion
- Fixed issues where victory in ship combat from damage over time effects was delayed by 1 turn
- Removed redundant Radiation Damage from Railguns
- Prevented running Exploration with less than 6 crew
- Prevented running Orbital operations with less than 6 crew
Opinion - Games with the Nemesis System
Posted: Jan 15, 2018, 01:13 pm by RPGWatch
The PCGamer staff share their opinion on how the nemesis system could be used to expand the gameplay possibilities for different series.
James Davenport: Assassin's Creed 4: Black Flag
Because I'm an idiot and chief of all Moby Dick fan-fiction, I'm thinking a whaling sim set in the Dick Universe that uses something like Black Flag's sailing tech would be a fin-tastic use case for the nemesis system. First, you spec out your mad captain, pinning down their particular fears and origins, from which Nemesis Whales™ will be generated to harass them during the workday. I have no idea what you'll do between whaling ventures, but in combat scenarios, I imagine something like Shadow of the Colossus encounters, but with a Mass Effect party system in which you can stop time and switch characters to queue up specific attacks. Queequeg might be in a smaller boat circling the big bugger with handheld harpoons, while the Ahab archetype stands behind the wheel and issues dodging or ramming commands for the Pequod.
Whales will resemble the colossi in that they'll come in all species and sizes-everything from porpoise to those big blue ones I've come to fear-and they'll require unique tactics to take down. Also, the name generation system will combine short adjectives indicating size with simple nouns. Tremble in fear, for Great Forearm swimmeth.
Jarred Walton: Fallout
The Nemesis System is such a great tool, and it generates some awesome stories, so it's difficult to imagine a game where it wouldn't improve it in some fashion. Imagine dropping it into just about any true RPG world and the results would be glorious. Fallout with Nemesis could end up with battles against raiders that actually mean more than yet another generic shootout. You go into a city where the raiders have been happily picking off passersby for years, wipe them out, and discover one of them lived and now holds a grudge against you and your settlements. Or what if one of the thousands of ants, radscorpions, or bloatflies was to come back with his friends? Even better, a deathclaw nemesis that comes back stronger and uglier each time you defeat it would be terrifying! Please, Bethesda, make it happen.
The Mercury Man - Due Q1 2018
Posted: Jan 15, 2018, 01:13 pm by RPGWatch
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements due to release Q1 2018.
About This Game
The Mercury Man is a sci-fi game in the TRPG genre with adventure elements.
In this game you will be in the mercury hunter's shoes. "Mercuries" are people who have subjected themselves to an illegal medical procedure for the sake of curing all diseases.
The Mercury Man organically combines a staid point-and-click adventure and tactical fights, a thoughtful gameplay and a fascinating atmospheric plot.
As the events unfold, you will be able to gather a complete picture of gloomy world of the future.
- A unique world from the Mehsoft team
- Classic turn-based combat system
- Stylish hand-drawn graphics
- Original music
- Breathtaking plot
- Black humor, which skillfully fits into the dark and depressive mood of the game
Unlike small villages that are sparsely populated and slow growing, adventurers can do much more in prosperous big cities: more formal adventure gear stores, more exciting wondrous item shops, and temples that selling various potions and scrolls.
Low Magic? High Magic?
As the name implies, the main story of Low Magic Age occurs in a low-magic world, at least in the early and middle stages of the adventure. But this does not mean that we must forbid the use of potions, scrolls and other relatively high-magic items. Especially the Potion of Heal and Scroll of Resurrect, they are essential for a smooth adventure. So, in normal and easy game difficulty, we'll allow players to obtain and use these items relatively easily.
This is a typical example of balancing reality and gameplay. Of course, in the meanwhile we will provide more challenging difficulty options that limit the use of these items to bring different adventure experience.
Carrying Capacity and Trading Goods
In the Arena mode, players only need to think about the load condition of the character himself. In the Adventure mode, we added two additional concepts about the load:
1. Carrying capacity of party backpack: All the unused equipment and other adventure gears are stored in the public party backpack. The carrying capacity of party backpack is the sum of party members' carrying capacity.
2. Carrying capacity of trading goods storage: The trading goods storage is an independent space for storing and delivering trading goods. Different from common retail items, trading goods are for wholesaling only. The total weight of goods is often unexpected. So the carrying capacity of trading goods storage must be considered carefully.
Every adventure party is initially equipped with the default trading goods delivery method that provides the carrying capacity usually ten times the base carrying capacity of party. With the adventure goes on, the party can obtain or upgrade to bigger storage and supporting delivery methods.
Choosing the right binary options broker can be very time-consuming. 7binaryoptions.com makes it much faster and easier.
Divinity: Original Sin II - Some Mods
Posted: Jan 14, 2018, 06:43 pm by RPGWatch
PC Gamer made a list of Divinity: Original Sin II mods:
The best Divinity: Original Sin 2 mods
The modding community has just gotten started, but there are already some useful tweaks and add-ons.
Divinity: Original Sin 2 is an exceptional RPG, but that doesn't mean mods can't make it even better. With its robust editing tools and intuitive Game Master mode, expect to see lots of tweaks, new features and entire campaigns in the future. We'll be updating this list over time, but we've already found plenty of helpful mods. Here are the best Divinity: Original Sin 2 mods so far.
Will you restore glory to your homeland or overthrow the monarchy and claim the throne in your name? Fallen Legion+ doubles the intensity on Steam with Fallen Legion: Sins of an Empire and Fallen Legion: Flames of Rebellion bundled together!
Embark on a personal journey with Princess Cecille and an enigmatic talking grimoire to restore glory to your crumbling home in Sins of an Empire. Or travel through a ravaged continent with Legatus Laendur in Flames of Rebellion and rally support to take back what the empire took from you.
Explore gorgeous, hand drawn lands inhabited by rival soldiers and ferocious dragons. Fight enemy hordes with a team of living weapons and master devastating combo attacks to defeat challenging bosses with Fallen Legion's deep combat system. Rule your empire between fierce battles, make difficult decisions, and witness the consequences of your choices. Will you blackmail a prince to gain a strength buff or tax a starving village to revive one of your characters?
A War Told From Opposing Sides Fallen Legion+ includes Fallen Legion: Sins of an Empire and Fallen Legion: Flames of Rebellion. See the scars of war from two complementary perspectives that build the rich universe of Fenumia.
A Legion At Your command
Control up to four characters simultaneously, master devastating combos, and counter enemy attacks with a well-timed block in Fallen Legion's unique battle system.
Every Choice Changes Your Empire
Players must make split-second decisions to rule their empire. These choices impact the game's story.
Magnificent 2D Artwork
From the fangs on our menacing manticore to each sun-kissed brick in Fenumia's castle, all of the artwork has been hand-drawn to create a stunning world.
Death Trash - Preview @ PC Gamer
Posted: Jan 14, 2018, 06:43 pm by RPGWatch
PC Gamer checked out the post-apocalyptic pixel art RPG Death Trash:
Death Trash is a post-apocalyptic RPG filled with profanity, gore, and puke
The pixel art is seriously impressive.
Death Trash promises to be a lot of things, most of them unpleasant. It's a post-apocalyptic, cyberpunk RPG filled with, in its own words, "large flesh beasts, grotesque, sexual references and trash-talking unlike anything seen before". Your character can even puke on demand, if you give them the right ability. But despite all that, it's the art that's really caught my eye.
Mount and Blade II - The Aserei
Posted: Jan 14, 2018, 06:43 pm by RPGWatch
Learn more about the Aserei in the newest Mount & Blade II: Bannerlorddev blog:
Dev Blog 11/01/18
Greetings warriors of Calradia!
To the south of the imperial heartland lies the Nahasa, the Bronze Desert, ringed by mountains, hammered by the sun. A traveller coming over the passes from greener lands would first see fields of dunes broken by gravel plains and volcanic outcrops, shimmering under the heat haze. But there is water to be found underground, trapped in depressions or beneath the wadis where the occasional flash flood rumbles by. And in these oases people have settled. They are divided into dozens of clans and sub-clans, each with its elaborate genealogy, but are collectively known as the Banu Asera or the Aserai after the legendary patriarch Asera, whom they all claim as an ancestor.
The Empire even at its heights preferred not to send its legions into the army-devouring wastes. Instead, it projected its power into the Nahasa by cultivating clients and allies among the clans, who competed in an endless dance of power. Those clans that could secure a hold on the oases won an imperial subsidy to protect passing caravans and grew rich. Those who could not were pushed into the desert, left to raise goats and camels and raid caravans until they could plot a comeback. Today, with the waning of the empire offering new opportunities and new risks, the Aserai have agreed to form a confederacy under a sultan chosen from richest of the clans, the Banu Hulyan. But everyone knows that the dance has only temporarily been stopped, and at the right moment it will begin again.
The Aserai are based on the Arab tribes just before the great Islamic conquests of the seventh century, which created a diverse tri-continental caliphate whose scale and institutions don't really fit Bannerlord's political system. In the centuries before, the Arabs formed a series of confederations and kingdoms inside and on the margins of the Arabian and Syrian deserts. Many think of the entire Middle East as arid wastes, even though most of the more famous battles, especially during the Crusades, were fought in coastal Mediterranean regions or the highland steppe of Anatolia. The Arab heartland however really is mostly desert. Our landscapes reflect the harsh beauty of dunes, craggy mountains, and oases, along with the less glamorous stretches of wasteland in between, like scrubland and dry wadis.
Historians have left vivid portraits of the chieftains, kings, and occasional ruling queens of Palmyra, Kinda, Hirah, and other principalities of the deserts. Some were morally complex characters, managing their domains with a mixture of cajoling, threats, bribes, skulduggery, bravery, and shameless nepotism. The Aserai sultan, Unqid, is cut from this mould. Their task was not made easier by warrior-poets like Imru al-Qais, Antara, and Tarafa. These untameable mavericks wrote lyric verse about the transitory nature of human experience, their memories of liaisons with their beloved in a now-deserted campsite slowly erased by wind and flood, then used it to segue into a string of boasts about the battles they won and the steeds they've ridden. We're using Bannerlord's new events system to create a backstory of grudges and feuds that will test an aspiring sultan's ability to placate and lead.
Mideastern armies are popularly associated with horse archers, but in fact those only became prevalent about two centuries after the founding of Islam with the influx of Turks. The Arabs fought with short sword, long spear, and foot bow. Warriors prided themselves on their flexibility, fighting as light mounted lancers or heavy foot, in formed ranks or as individual champions. Javelins, a favourite weapon of the Berbers, made their appearance in Islamic armies fairly early, and we have the Aserai use them as well. All in all it's a mix of good troops, pretty well balanced across cavalry and infantry. The Arabs were famously proud of their horses, and the Aserai breeds - produced by pastures in Aserai lands - will have unique characteristics. Middle Eastern warriors wore a mix of armours, often under richly embroidered textiles. Bannerlord's physics model gives us new options in bringing the pageantry of these armies to life, with banners, horsetails and robes fluttering in the desert breeze.
The Aserai, like all Bannerlord cultures, will have minor factions. The Jawwal are Bedouin nomads, like those who plagued caliphs, sultans and kings throughout Islamic history. And though our reference point is late antiquity and the very early medieval era, we've also introduced some institutions that thrived under the caliphs. The Ghilman, a brotherhood of slave-warriors, represent the forerunners to the Mamluks who fought for and later came to dominate the caliphate. Aserai towns meanwhile will be dominated by the back-alley mafias who feature in tales of urban Middle Eastern life, from The Thousand and One Nights to the novels of Naguib Mahfouz. The desert of the south will be hard to rule and dangerous to traverse, but the other realms ignore it at their peril, lest it suddenly throw forth a host capable of bringing empires to their knees.
In next week's blog we will be speaking with Writer and Designer, Steve Negus. If you have any questions you would like to ask him, please leave a reply in the comments section and we will pick one out for him to answer!
Set in an alternate history 1980s Cold War, Phantom Doctrine has players using turn-based combat and stealth to uncover a global conspiracy.
"It's a global conspiracy thriller set in the 1980s Cold War, with turn-based tactical combat and stealth," head of business and marketing Blazej Krakowiak explains.
"Our protagonist begins the game as either a CIA or KGB operative (those campaign backgrounds offer a number of completely unique story missions and allies). Ultimately, albeit for different reasons, they always end up going rogue and fighting a powerful conspiracy which uses both sides of the Iron Curtain to escalate tensions and manipulate states to further its own goals.
"In between tactical missions where players lead a team of one-to-six operatives on daring missions, there's the entire strategic layer to consider. There's base and team management as well as recruitment, counterintelligence, sabotage. Finally, there's a completely unique gameplay mechanic of our Investigation Board: a collection of documents, transcripts, codenames and maps which need to be analysed and connected to reveal their secrets: targets of opportunity, valuable information and insight into the conspiracy. All those elements come together to form a massive game, which is definitely the studio's most ambitious project to date. A 30-to-40 hour campaign, high replayability and full support for stealth and combat are good indicators of Phantom Doctrine's scope."
Witcher 3 - Still dominant @ PC Gamer
Posted: Jan 13, 2018, 06:13 pm by RPGWatch
The Witcher 3outsells many games in 2017 without loot boxes etc.:
The Witcher 3 outgrossed some of 2017's biggest games because it's just that good
Without the trappings of loot boxes or 'games as a service,' the single player RPG still managed to outsell almost everything on Steam.
2017 was a hard year for some high-profile singleplayer games, and there was more than a little hand-wringing that the genre as we know it might be dying, replaced by 'games as a service.' We argued that in fact they're not dying, just changing, but it's easy to look at Steam's highest earning games of 2017 and spot the commonalities. Free to play mechanics, skins and loot boxes and crates and keys, all play a major part in 'living' games like Rainbow Six: Siege,Warframe,PUBG and Dota 2. And then there's The Witcher 3, which doesn't have any of that shit. And it's still raking in the dough.
So I'm thinking about the name for the next game. I really don't like naming things; it's a pain and I don't think I'm that good at it. I'm actually more and more tempted to name it Din's Curse 2 and be done with it since there are plenty of similarities with Din's Curse. There are also some differences though.
A quick rundown of the next game: you play as one of the Mutated, characters are hardcore (permadeath) and mutate over time, the next generation of character is evolved from his/her parents and most of your total power carries over, you do have a lot of control of guiding your character's development (picking parents, picking skills, getting rid of unwanted mutations, etc), each world has a random setup and win conditions, and your goal in each area is to prove to the world that the Mutated is a "good" and powerful race.
Similarities to Din's Curse:
Overall goal is to move to an area, more often than not to help the local people, and move on to the next area
Both have same kind of resurrection mechanism thanks to the gods (Din in this case)
Tighter focus than most of our other games (not controlling a clan)
They are both cursed (DC your character is directly cursed by Din, in the new game basically the entire race is cursed because they are split off from Orcs)
Random, dynamic world (this is also true of all of our games except Kivi)
Differences with Din's Curse:
You're not playing a human, but a mutated (race introduced in Zombasite: Orc Schism)
You're not forced into redemption, but simply trying to prove your new race is good and powerful
It's not a true resurrection, but mutated and carry on from "parents"
There are no direct hybrids, but guided mutations/evolution
Not just a town and a dungeon (although many scenarios do this)
I didn't start this game as a sequel, but it fits pretty well; mostly just a change from Humans to Mutated as the focus. So what do you all think? Do you think I should go the Din's Curse 2 route or make this a separate game? Is it too different to be a Din's Curse game? Or do you not care what I call it as long as I hurry up?
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