DUNGEONS OF CHAOS is a tribute to the 2D turn-based pixelart RPGs of the 80s.
A game where you can create your party of 6 characters with a few clicks, or spend more time creating a customised party with feats unlocked in previous plays. Where exploration is encouraged and rewarded, with no level cap, non-linear side quests and a vast array of items, item properties, shops and enemies.
The game already has over 30000 happy players on other platforms, and most often they mention the likeness to 80s RPGs like Ultima or the goldbox games. It is retro. Your hand will not be held. It does not try to have realistic 3D graphics. It is not multiplayer, and never will be. If you long for the days when you traded your sleep for a chance to direct a party of adventurers through pixelated lands of exploration and battle glory, then you may want to give it a try.
And as all existing players already know, all fans and myself help out with tips and tricks, mostly on the facebook page but also on my blog if you prefer that. I do not provide or encourage having a complete-detail wiki somewhere, as the fan interaction on questions and strategy are a very enjoyable part of the game. So come join our community of DoC addicts and play a game where a troll is still a hairy monster you can kill, where there are no level caps, where you are not confined by a slim storyline path, and where it all starts with fighting rats in a cave/cellar. Fans have usually spent anything upwards of 80 hours playing it.
P.S.: apologies in advance for the puns in the game, but to my defence some were added by fans so if it is a bad joke you are reading on some tombstone or note just pretend it's from a fan and not me. ;-)
P.P.S.: I am very open to fixing bugs or typos. But I mostly use British English, so don't flag non-American English spelling/syntax please.
Pillars of Eternity II - Being Published by Versus Evil
Posted: Sep 22, 2017, 12:33 am by RPGWatch
Pillars of Eternity 2: Deadfire is being published by Versus Evil according to this press release.
Sequel to Award Winning RPG to Launch on PC, Mac and Linux in Early 2018!
Independent games publisher Versus Evil today announced its partnership with Obsidian Entertainment to publish Pillars of Eternity II: Deadfire. The sequel to the critically acclaimed, award-winning RPG Pillars of Eternity, will launch on Windows PC, Mac and Linux in early 2018.
"Pillars of Eternity and Obsidian are practically synonymous with quality RPGs and we couldn't be happier to work with their team and their community in supporting Pillars of Eternity II: Deadfire", said Steve Escalante, General Manager of Versus Evil. "The sequel builds on the massive critical success of the first game and will be one of the premier RPGs to launch in 2018. Fans of the franchise will be thrilled with everything that this sequel has to offer, and newcomers to the Pillars universe will get to experience a technically superior RPG adventure with a more meaningful companion system, deep progression mechanics and uniquely rich storyline for the first time."
For its part, Obsidian Entertainment CEO Feargus Urquhart said: "We are thrilled to be working with the team at Versus Evil on Pillars of Eternity II: Deadfire, the first sequel we've ever made into one of our own IPs. Partnering with a team that is as passionate as we are about making Pillars of Eternity outstanding has already been such a gratifying and exciting experience. We know that Steve and his team will treat Deadfire right and help us make it the game that our incredible fans and generous backers expect and deserve."
In Pillars of Eternity II: Deadfire, players embark on a dangerous voyage of discovery as they hunt down a god to save their own souls. Building on the award-winning gameplay of the first Pillars of Eternity, every aspect of Deadfire has been improved and expanded. Vastly more detailed graphics, deeper game mechanics, increased player choice and reactivity, a new companion relationship system, streamlined combat, and an entirely new, hand-crafted adventure make Deadfire the ultimate cRPG experience. Players travel the far-flung region of the titular Deadfire Archipelago by ship, where they will discover new races, visit exotic islands, defend their ships against pirates, and, most importantly, choose their allies carefully, as there are powerful factions to encounter at nearly every port.
It's no surprise that a construction as vast and complex as this would have some balance issues, and even though I found my interest in the story waning toward the end, I'm already planning to restart a game I've just spent sixty hours playing. Maybe next time I'll actually feel like a hero come the final curtain. Whatever the case, the destination doesn't really matter - it's about the journey, and all those little stories that happen along the way. From its origin stories to its brief emergent narratives, few games let you take part in better tales than this one.
And it's that intimidating, ambitious scope, that dedication to player freedom, that makes Divinity: Original Sin 2 so impressive. There isn't another RPG that lets you do so much. Larian promised a lot, and it has absolutely followed through, crafting a singular game that juggles a bounty of complex, immersive systems, and never drops them.
Divinity: Original Sin 2 is a sprawling, inventive adventure and one of the best RPGs ever made.
The Iron Oath - Overworld Simulation
Posted: Sep 22, 2017, 12:33 am by RPGWatch
A new update about The Iron Oath explains how the overworld simulation affects houses, events, encounters and missions.
Overworld Simulation: Houses, Events, Encounters and Missions
Hey folks! Today we're going to dig into the overworld simulation aspect, touching on how ruling houses operate, events, encounters, and missions.
Each region within the game's world is comprised of a Royal House and a few Major Houses. Royal Houses rule over the entire region in which they are situated. They hold ownership of the region's capital city and sometimes other cities as well. The Major Houses are Vassals of the Royal House. If the Royal House ever gets involved in a war or other situation where assistance is required, the vassals are obliged to answer their King or Queen's call. Major Houses can also rule and own multiple cities, and it's even possible for them to have a greater wealth and military strength than that of their liege.
Each ruling House has their own set of goals and principles(or ethos). Their ethos can differ slightly from generation to generation, but extreme changes in a short time period are unlikely(like going from peaceful to warmongering over a span of a few years). Each city also its own ethos, which at the beginning will be quite similar to that of others within the region(since they generally are the same race, have the same practices etc). A city's ethos is less subject to change over time, but it will slowly be influenced by the ethos of its ruler. Each city has some stats that are tracked that help drive the logic of its ruling House:
Wealth: Used to buy resources, hire mercenaries and fund their army Military Strength: Having a strong military means they are less likely to shy away from conflict Resources: Are they able to feed citizens? Do they need to trade for wood or stone? Each region has some predetermined resource nodes, but new ones will also appear during the course of the game. Population Happiness: How happy are the citizens with their ruler
The other stat tracked would be each rulers standing with one another and other factions of the world. Those with a high standing would be allies, those with low would be enemies. Generally, a vassal will be in good standing with their Liege, but it's possible for it to drop low enough that they may choose to rebel against him or her.
The ethos and stats will all determine how a ruler reacts to different situations and world events that occur. Events occur all the time in the game and help make each playthrough unique. A single event can vary in complexity and impact on the world. They can be either triggered upon certain criteria being met, or completely random. Some examples of random events are:
New resource nodes
Void breaches(the release of spirits & demons into the world).
Some conditional events would be:
A bandit raid on a city, with the condition being that the city has a low military presence. A city's military numbers could be lowered for various reasons, such as conflict or simply a lack of funds.
Revolt of a city, if citizen happiness remains low for a long period of time, the citizens may trigger a revolt and regime change.
A vassal may rebel against his King or Queen if their ethos' greatly differ and their relationship weakens. Other factors that are taken into account would be the ruler's ambition and military strength that he or she commands.
Both types of events would have a type of mission or encounter generated alongside each, and you could come across them providing you're in the right region(for an encounter) or hub(for a mission). Depending on the mission or encounter, you'll have the chance to influence the world in varying degrees, either by completing it or by choosing not to.
Let's say come spring time in a region, there's an event that triggers, stating that the wolf population in the region is getting out of hand this year. This would generate a few missions and possible encounters specific to that event. While traveling in the region you may get an encounter that describes a group of travelers fending off a pack of wolves. You can choose to assist them or ignore their plight, either choice would affect your reputation and could have an impact on your game either immediately or down the line(especially if it is eventually revealed that the travelers were noteworthy citizens).
A variety of quests would be generated from this event as well. A city may issue a bounty on wolf heads, a hunter may have tried to tackle the problem himself and has gone missing, or you can undertake a mission to drive the wolves out of their nearby den. Without your assistance, the problem may escalate, and could even require a city to divert some of their military force to resolve the situation.
One of the biggest ways to influence the world would be to assassinate a ruler(these types of missions would obviously be incredibly difficult). An ally of yours may send you a letter, asking for your help in his plot to kill his liege who he has grown to dislike. A few choices present themselves to you right away:
You can refuse his request and he may drop his plot, or attempt it anyway
You can reveal his scheme. Likely earning yourself a reward from the liege, but also sentencing your ally to death and potentially having all of his House's holdings revoked.
You can accept the mission and attempt to complete it.
If you accept and manage to complete the mission, the liege will be replaced by their heir. If they are without an heir, the most well-liked Major House of that region will ascend to the throne. However if there is any amount of dislike between the Houses, a war for the throne is likely to occur.
This type of outcome would also spawn some more missions for you, and you could choose a side and help them win the crown by completing various tasks: capturing a watchtower, disrupting enemy supply lines, or fending off some invaders from within a structure. As of now, you won't be able to fully partake in a large scale battle(though it's something we'd like to do eventually, but probably not until after release), your assistance would instead come through the completion of various small scale skirmishes that assist the war-effort of your ally.
That about covers each aspect, hopefully you like the direction and ideas we have for the game's world. Our next content update will talk a bit more about the world itself: some lore, regions, factions, and some information on the void and its inhabitants. As mentioned last time, we're planning to send out the surveys this Saturday, however we need the Kickstarter funds to come through first so we can make our payment to BackerKit. Hopefully it comes through today or tomorrow, if not the survey will likely be delayed until next week.
Battle Chasers: Nightwar - Hero Trailer 1
Posted: Sep 22, 2017, 12:33 am by RPGWatch
Battle Chasers: Nightwar has a trailer all about Knolan.
Know Knolan: Battle Chasers' Arcane Mastermind in the Spotlight Knolan is a wizened old mage troubled by the rapid decline of mana - the source of all magic power in the world. In Battle Chasers: Nightwar, he is not only a powerful damage dealer, but also a strong healer capable of reviving a fallen team mate. With his huge spell book and a short temper, Knolan is far more dangerous than he may first appear.
Bloom - Demo Released
Posted: Sep 21, 2017, 06:32 pm by RPGWatch
The latest update for Bloom: Memories talks about the demo being available.
Hey there everyone! Sorry it took a bit longer than expected, but we finally got the demo in a stable enough build to send out there as a first glimpse!
It is still pretty rough (placeholder sounds, a small engine bug with some frame playback, the wiggle mites and player being the only thing that eat....)....but hopefully it gives an idea of where stuff is headed.
Also there is some information why they are not in Early Access.
Sorry we couldn't make it onto steam early access though. We had everything all ready on the page, and had submitted the build and waited for a reply....but when Valve got back to us they said our Patreon page was a problem.
From what I understood, they wanted us to create empty DLC as "donations" and / or put in "donation microtransactions" that they would take their fairly large cut from.... not even for the Bloom: Prelude (since it is free, being the stretch goal from this campaign), but just in general for whatever extra bits we could raise to help finish up the core game Bloom: Memories.....
As you all know, I'm barely scraping by as it is....so going ahead with that wasn't something we could really do....
But luckily itch.io has been amazing to get set up on (their customer service even got back to me within hours, after hours, to increase the upload limit!!). Hopefully that will be ok for the early look...and we can figure out what to do about steam down the road.
Morrowind - OpenMW Real Time Shadows Test
Posted: Sep 21, 2017, 12:23 pm by RPGWatch
Open Morrowind is getting real time shadows implemented.
Tried out Emba-5 due to nice statics for shadows and current issues with black terrain. Actually pretty decent performance in the base game (45-150FPS in Balmora). There are a lot of issues but things are looking promising. Great work overall by AnyOldName3!
Divinity: Original Sin II is the sequel to Larian Studio's 2014 RPG hit. Having been funded by an incredibly successful Kickstarter campaign and reaching its initial goal in a matter of hours, the game has now emerged from Steam Early Access for a full release. Much like its predecessor, Original Sin II is a classic-style RPG featuring an isometric viewpoint, turn-based combat, and party quests. Can it deliver on the hype surrounding its development and build on the original game? Let's take a look.
No doubt about it, this is a fantastic game. The established lore of the series has been built on to create a detailed, immersive world with a dynamic combat system and the possibility to approach the game in many different ways. This is all underpinned by fabulous voice acting, appealing characters, and, most importantly of all, a well-written and engaging story with plenty of replay value. Larian Studios have set an example on how to crowdfund a game and how to make the most of Early Access. With Divinity: Original Sin II, they have set a potentially genre-defining example of how to make an RPG.
Score: 9.5/10 - Amazing
Immersive, well-written story
Engaging cast of characters
Impressive range of choice for quests and interactions
Fantastic voice acting
Great replay value
Need to rotate camera takes a little getting used to
Lack of character animation during some dialogue exchanges
DontNod's anticipated RPG Vampyr has been officially delayed.
According to a recent press release, the game will be delayed to Spring of 2018 due to a major technical issue that has set the team back at the end of the game's development, according to DontNod CEO, Oskar Guilbert.
"This delay allows us enough time for all the polishing and balancing phase, much needed for a game of Vampyr's scope," stated Guilbert.
Vampyr will have the player explore early 20th century London during the 1918 Spanish Flu epidemic as Dr. Jonathan Reid, a newly turned Vampire who struggles with his new affliction. The game boasts a semi-open world based on the streets of London, where your moral decisions will determine the fate of the city, district by district.
In the jungles of the Underland, scattered remnants of an ancient culture speak of a great evil that dwells in the shadowy depths of the Kwayerumoshi caves. But even the darkest secrets of this lost age are about to be revealed by the brave actions of three unlikely heroes.
In the final chapter of The Journey Down, Bwana, Kito and Lina explore the vast reaches of the Underland and unravel its long-forgotten history. Their adventure comes to a bombastic conclusion when they learn the true nature of the Great Asili tree and the Armando Power Company.
The Journey Down is a classic point-and-click saga with an Afro-Caribbean vibe. Get ready to embark on an epic journey of brain-teasing adventure!
Pillars of Eternity II - Multiclassing
Posted: Sep 21, 2017, 12:12 am by RPGWatch
The latest update on Pillars of Eternity 2 goes into multiclassing.
Pillars of Eternity II: Deadfire Game Director, Josh Sawyer, is here to go over the changes that have been made to the multi-classing system in Deadfire as well as showing it off in the game! To learn more about Pillars of Eternity II: Deadfire go to: https://eternity.obsidian.net To join the conversation on this update, head over to our forums: Miss the last update? Check it out! https://www.youtube.com/watch?v=tQHKc...
Divinity: Original Sin II pulled off the impressive task of taking the kitchen sink approach to game design by cramming as much into it as possible yet somehow making it all work, making it a fantastic title for solo or multiplayer gaming. Playing the Divinity: Original Sin is not required to enjoy this title or its story, though having played the first game will make the experience more rewarding. Everything about Divinity: Original Sin II is of the highest quality and any negatives that could be said are basically nitpicking, such as the camera angles might obscure characters one percent of the time or the inventory set up isn't as nice as you've seen in some other games. No game is perfect, but this one comes closer than most.
Divinity: Original Sin 2 stands as a remarkable example of three genres: the classic roleplaying game, the online arena battler, and the tabletop-style adventure enabler. If its campaign fails to shake off some of Larian's unfriendlier habits, those flaws are mitigated by the ways in which the studio have shaped a genre moulded by nostalgia into genuinely new forms - changing more than just the keyboard shortcuts for the better.
This is a great game for RPG fans to get their teeth into: over 20 hours in, you'll notice the story only just starts gaining traction, and you may only just start getting familiar with the game's myriad systems. The game is unforgiving, often mercilessly so, but if you have the patience to penetrate the density and crack open the core gameplay, there's such a wealth of well-written RPG content, it's impossible not to recommend.
Fig - Atari in Two Game Deal
Posted: Sep 20, 2017, 11:53 am by RPGWatch
@gamesindustry Fig is teaming up with Atari in a two game deal. Atari own the Temple of Elemental Evil IP.
Atari is teaming up with the crowdfunding platform Fig to bring two new projects to life, though they remain tight lipped on what either might be.
Despite a prestigious legacy of arcade classics, Atari hasn't brought much to the fore in recent years. However, this new deal with Fig has promised a reboot of one of its "most beloved intellectual properties" and an entirely new IP.
"Fig is providing a model where gamers not only help to get the titles they are most passionate about funded, but also have the opportunity to share in the financial returns with developers and publishers," said Fred Chesnais, CEO of Atari. "We're excited that Fig has opened up the vast potential of crowdfunding to IP holder and publisher alike by changing the narrative and allowing us to partner with our fans."
Fair Weather Studios is very happy to announce Ancient Frontier! Ancient Frontier is a turn-based strategy role-playing game set in deep space in the far future. Players will explore, conquer, pillage, or liberate the frontiers of space.
The universe is built off of the story established in our first project, Bladestar, but takes it much deeper with warring factions, double crossing corporations, privateers, and galactic governments. Take control of massive fleets of capital ships and support craft and navigate the rich multi-faceted story of Ancient Frontier- the future of war.
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