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» RPGWatch Feature: - Warlock of Firetop Mountain Review - Sep 29, 2016, 03:12 am
» King's Quest - Episode 4 released - Sep 29, 2016, 03:12 am
» Divinity: Original Sin II - Evolves in Early Access - Sep 29, 2016, 03:12 am
» Wasteland 3 - Officially Announced - Sep 28, 2016, 09:03 pm
» Legrand Legacy - On Steam Greenlight - Sep 28, 2016, 09:03 pm
» Wolcen: Lords of Mayhem - Female Character - Sep 28, 2016, 09:03 pm
» Hero-U - September Update - Sep 28, 2016, 09:03 pm
» CRPG Addict - The Economy Sucks: SSI GoldBox - Sep 28, 2016, 02:53 pm
» Diablo 4 - Wishlist @Gameranx - Sep 28, 2016, 02:33 am
» Cyberpunk 2077 - Living City & Seamless Multiplayer - Sep 28, 2016, 02:33 am
» Spellforce 3 - Preview @GamePressure - Sep 28, 2016, 02:33 am
» Tale of Wuxia - Review @ CRPG Book - Sep 27, 2016, 08:12 pm
» Weekly Wizards of the Coast News Round-up - Sep 27, 2016, 06:22 pm
» Rogue Wizards - Release Day - Sep 27, 2016, 08:03 am
» Earthlock - Release Day - Sep 27, 2016, 08:03 am

Latest Active Threads on Boards o' Magick:
» Eth -25% to target defense? (Diablo 1 & 2 post by Eyebreaker7)
» RPGWatch Feature: - Warlock of Firetop... (Game/SP News & Comments post by RPGWatch)
» King's Quest - Episode 4 released (Game/SP News & Comments post by RPGWatch)
» Divinity: Original Sin II - Evolves in Early... (Game/SP News & Comments post by RPGWatch)
» Strange loss of focus/input on resolution... (Techno-Magic post by SlickRCBD)
» Wasteland 3 - Officially Announced (Game/SP News & Comments post by RPGWatch)
» Legrand Legacy - On Steam Greenlight (Game/SP News & Comments post by RPGWatch)
» Wolcen: Lords of Mayhem - Female Character (Game/SP News & Comments post by RPGWatch)
» Hero-U - September Update (Game/SP News & Comments post by RPGWatch)
» Is there a way to increase the defense of a... (Diablo 1 & 2 post by xosmi)

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RPGWatch Feature: - Warlock of Firetop Mountain Review
Posted: Sep 29, 2016, 03:12 am by RPGWatch

[​IMG]RPGWatch's Pessimeister has a review of the recently released The Warlock of Firetop Mountain.

Fighting Fantasy came into existence in 1982 when Steve Jackson and Ian Livingstone released the hugely influential original game-book "The Warlock of Firetop Mountain". The series distinguished itself from Choose Your Own Adventure by making "YOU" the hero and incorporating a simple role-playing system that used two dice replete with character defining statistics and rules for combat. Even as early as 1984, attempts were made at bringing these books into the world of video games, with several famous titles being made for systems at the time such as the C64 and ZX Spectrum.

Fighting Fantasy declined in popularity in the mid-90s but rose again via the Wizard Books relaunch of the brand starting in 2002. The books remain formative role-playing experiences for many fans around the world.

Teleport directly into the modern day - the series has had a reimagining or rebirth of sorts via companies such as Inkle and TinMan games releasing game versions of classic titles such as the Sorcery! series, House of Hell and Forest of Doom, effectively reinterpreting game-book experiences for new and old audiences alike.​

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King's Quest - Episode 4 released
Posted: Sep 29, 2016, 03:12 am by RPGWatch

[​IMG]Episode 4 of King's Quest is out now:

In his latest adventure, King Graham recounts the time he had to rescue Prince Alexander from Queen Icebella's Frozen Castle. Available now!​

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Divinity: Original Sin II - Evolves in Early Access
Posted: Sep 29, 2016, 03:12 am by RPGWatch

[​IMG]PC Gamer asked Swen Vincke how Divinity: Original Sin II will be improved with the help of Early Access players:

How Divinity: Original Sin 2 will evolve in Early Access Combat balance and system tweaks galore, Game Master mode, and more are on the way.
Something always goes wrong when you launch a game, says Larian Studios founder Swen Vincke. You wouldn't know it by looking at Divinity: Original Sin 2's Steam page a week after it launched in Early Access, where it's sitting at 96 percent positive reviews. But something did go wrong when Larian released Original Sin 2 on September 15: they all forgot to press the launch button.

"For some reason we forgot to push the button, literally," Vincke said, laughing over Skype. "That's no joke. In the past you had to ask Steam to release it and they'd release it for you at the appointed time. Now they have a system where you put in the date and time, and so we thought it would just release automatically. But apparently you have to still type in that you want to release. So we were waiting there, together with everybody, waiting for it to release, and nothing was happening. We felt really stupid. [laughs] Goes to show, you should always read the fucking manual!"


How Larian collects feedback
PC Gamer: Let's start with things that you already had in mind that might need to change, and the feedback that's influencing you in one direction or another.

Swen Vincke: There's two parts to the question: What feedback are we looking at, and what do we do with it?

We obviously have the channels like forums and Twitter that we're reading. Everybody's reading a lot of it. We're filtering things that we think are useful out of that. On one side that's bug reports. Things are going wrong, there's so much you can do in the game. On the other side there's opinions and suggestions. Lots of good suggestions. Those go in a database and we go through it and say, 'that makes sense, that's actually better than we were planning.'

At the same time we're also doing qualitative analysis. We have a little tool that's shipping with the game, so people that want to can send data back to us. The data contains, 'Where did you go in the game, what skills did you pick, what tags did you select, which dialogue options did you do?' So it gives us more analytical data about what people are doing in the game away from the subjectivity of an opinion. That is dominantly being used for balancing, so we can see that if nobody's managing a certain fight, then we probably overdid it on that fight. But also, if nobody is using a certain skill, it means we probably should do something about that skill.


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Wasteland 3 - Officially Announced
Posted: Sep 28, 2016, 09:03 pm by RPGWatch

[​IMG]@BluesNews At the Wasteland website they countdown to next week for further news on Wasteland 3 which has been officially announced. Expect a crowdfunding campaign on Fig and a snowy Wasteland.

What is Wasteland 3?
  • A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
  • By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
  • Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content.
  • Your Ranger Base is a core part of the experience. As you help the local people and improve your Ranger Base, quests and narrative will force you to make decisions on how to lead.
  • The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy ending is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
  • Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera
  • Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One
  • Explore a New Frozen Wasteland
  • You start the game as the sole survivor of Team November, a Ranger squad dispatched to the icy Colorado wastes. This is a land of buried secrets, lost technology, fearsome lunatics, and deadly factions. No one here has ever heard of the Desert Rangers. Your reputation is yours to build from scratch, and your choices may save this land or doom it. With a renewed focus on macro-reactivity, you'll be picking between warring factions, deciding whether locations are destroyed or saved, and other far reaching decisions that have a marked impact on the shape of your world.
Bring a Friend
For the first time in the history of the Wasteland franchise, you will be able to take a friend with you on your journey into the post-apocalyptic wastes! Wasteland 3 opens up the possibility to play through the campaign with a friend; both of you controlling your own squad of Rangers.

The core of Wasteland 3 will still be a rich single-player experience. If you play with a friend while both online together, you'll be able to share many missions, and join up to hit key story beats, but you can also split up and cover more ground. Once a game is started, you can play Wasteland 3 while your friend is offline, and do a lot of missions without them. Be aware, however, that the actions you take while your friend is off-line are not without consequence!

By making the decision to include multiplayer early on in the process, we will be able to design a game that is true to the core principles of the Wasteland franchise and our studio. Wasteland 3 can be played as an offline, single-player game, and is built from the ground up with a focus on story and reactivity that makes no sacrifices to the multiplayer experience. At the same time, co-op players will enjoy working together to change Wasteland 3's highly reactive world... or finding ways to destroy what their friend has worked to accomplish.​

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Legrand Legacy - On Steam Greenlight
Posted: Sep 28, 2016, 09:03 pm by RPGWatch

[​IMG]You can vote for the Action J-RPG Legrand Legacy on Steam Greenlight now:


LEGRAND LEGACY is an exciting new game that blends classic JRPG components with modern mechanics, hand-drawn visuals, and a twisted storyline.​

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Wolcen: Lords of Mayhem - Female Character
Posted: Sep 28, 2016, 09:03 pm by RPGWatch

[​IMG]Last week an update for Wolcen: Lords of Mayhem became available featuring the update for 0.2.8, including the female gender that you can select now as well.

Hi everyone!
Today we are happy to present you the female character!
It was a stretch goal during our Kickstarter, and one of the most demanded feature, so here is a small video presenting her, and her customization options:​

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Hero-U - September Update
Posted: Sep 28, 2016, 09:03 pm by RPGWatch

[​IMG]A new development update for Hero-U: Rogue to Redemption, is about the story of the game and the status of the development.

How do you tell a story in an interactive medium? How do you give players agency while giving them a good story and keeping the game size manageable?

How can a game writer tell a strong story while also making it the player's story for each and every player?

There isn't any single answer. Action games minimize the story, and instead provide an experience to players. Most role-playing games focus on combat while telling a bit of story between (and sometimes during) fights.

Lori and I set a higher bar in our Quest for Glory games. We told stories in which the player was the hero, but players also had the freedom to explore. And yes, fight some monsters to prepare them for tougher challenges.


We're making great progress. Adam immediately started to bring new tools to our development process, such as ways of showing the interaction points for all of the objects in a scene. This is a great way to make sure that every object has a waypoint and that they're in the right places.

Currently we're working on mini-games such as trap disarming and puzzles. Joshua is getting back to the combat system after adding many new features to the game and Composer systems.

Our target is Beta at the end of the year, and release once the game is absolutely solid. Due to the complexity of character interactions and the scripts, we expect to have an extended beta of around 3 months.​

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CRPG Addict - The Economy Sucks: SSI GoldBox
Posted: Sep 28, 2016, 02:53 pm by RPGWatch

[​IMG]In a guest post at the CRPG Addict there is an in-depth look at why the economy of the SSI Gold Box games was useless.

Unfortunately, as many fans know, there is one glaring flaw in these games: they essentially lack any sort of useful economy. Money, in almost every game in the series, is essentially useless, because of the fact that the party is given copious amounts of it, at every turn, as a reward. Unlike most other games of the era, there is simply nothing worthwhile to spend money on. In an average play-through your party will throw away literal mountains of copper, silver, gold and platinum.

My goal, in this article, is to examine the how's and why's of this situation, and to essentially assign responsibility for this state of affairs as I see it. During the course of this post we will discuss several points about these games. SSI's company line that they were forced to use the rules as written, the changes made by SSI to the written rules, how money sinks were avoided, and how they clearly followed treasure tables, while ignoring written rules in the DMG that were supposed to be used in conjunction with said tables.

Let's begin.


1.0 Rule changes

SSI has always stated that their license with TSR required them to follow the AD&D 1st edition rules. Their stance is that any issues with the economy were endemic to the rule set. From the CRPG Addict's discussion with SSI Producer Victor Penman (contained in a posting on Champions of Krynn):​

I asked Mr. Penman about [the problems with the in-game economy], and he attributed this problem mostly to the AD&D rules, which gave experience rewards based on both enemy hit dice and the amount of treasure collected.... TSR required SSI to use official rules for both experience and treasure... Penman somewhat brusquely told me that, "Following the rules and providing XP were our concerns, not what people spent money on."

Unfortunately, this statement is heavily inaccurate as SSI modified the AD&D core rules substantially in order to fit them into the paradigm of the game they wanted to make. Changes were made at several levels in order to adapt a table top, human moderated experience, into a computer based, pre-programmed experience. In some cases, rules were changed as their written implementation would not work in actual play. The rest of this article examines the many changes that SSI was not afraid to make to AD&D 1st edition rules.​

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Diablo 4 - Wishlist @Gameranx
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]Gameranx list the things they want from a hypothetical Diablo 4.

Intelligent Stash Management

The stash in Diablo III is an unpleasant holdover from the first game in the series. It's has limited space, a hassle to manage, and discourages players from hoarding too many items. It's been derided as "inventory Tetris" for a reason.

Tabs and multiple containers partially solve the problem, but it's still impossible to automatically sort the inventory or find specific items. The addition of filters and a search function would be a godsend.

Weapons Worth Keeping

Weapons and armor in Diablo III are disposable. Players replace their gear at a constant pace-finding new loot and equipping it is what defines the game's itemization treadmill. But what if there was an incentive to keep your weapons and have them level up with you? This would only come into play in the end-game when you have the most powerful weapons.

The system could be similar to the Urshi-type Greater Rift system recently introduced in an update to Reaper of Souls. Instead of gems, you could also upgrade weapons. Items have always been a core component to the Diablo experience and Diablo 4 should bring that back.

Whatever the case, the system would have to complement existing leveling and progression systems and not introduce any degree of complexity to the casual experience, and it's doubtful that Blizzard has any intentions of turning Diablo into Path of Exile.

The Gift of Giving

For many, trading was an unpleasant aspect of Diablo II that forced the most hard-core players to spend time bartering for the best equipment instead of playing the game. The marketplace became the endgame, and players would have to spend countless hours farming-not for the "best in slot" items they wanted, but for the currency they needed to acquire these items from players who already had them. Diablo III took trading in a different direction, encouraging players to spend real money on upgrades. Just as before, the marketplace felt more important than the game itself.​

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Cyberpunk 2077 - Living City & Seamless Multiplayer
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]@GamePressure they speculate on the potential features of Cyberpunk 2077. They base this on the list of projects which submitted for grants from the Polish GameINN program. Being speculation, nothing is confirmed yet.

CD PROJEKT S.A. - head of the capital group that includes CD PROJEKT RED, developer of Cyberpunk 2077- applied for a grant for something called City Creation, which, according to the official description (as translated from Polish by GamePressure), is "a complex technology for creating a huge living city, playable in real time, which (the technology) is based on rules, AI, and automation, as well as supports innovative processes and tools for making top-notch open-world games."

Another noteworthy feature CD PROJEKT needs extra funds for is Seamless Multiplayer „a complex technology for making unique multiplayer gameplay mechanics, including the ability to search out for opponents, manage game session, replicate objects, as well as support for different game modes along with a unique set of dedicated tools". This type of seamless multiplayer seems similar to what Ubisoft is going to offer in Watch Dogs 2, in which people will be able to join another player's session at any time.​

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Spellforce 3 - Preview @GamePressure
Posted: Sep 28, 2016, 02:33 am by RPGWatch

[​IMG]GamePressure previews Spellforce 3 and asks if the mix of RTS and RPG will work in this incarnation of the series.

In the upcoming installment of the SpellForce series, the players will revisit the land of Eo, this time uncovering its past. If you had played the previous parts, you will remember that after the tragic ritual of convocation, Eo was divided into small islands, which came out untouched only thanks to the power of the main god of the land. He created great columns, in his honor called the stones of Aonir, thanks to which the chunks of land surrounding these shrines made it through the catastrophe. In SpellForce 3, we will visit Eo before this cataclysm and learn more about the events that led to it.

We know where the action takes place, and we also know who the antagonist is going to be. In the third SpellForce, the players' nemesis will be the mysterious faction of Arcane. But these are about the only things we know about the story. That, plus the fact that finishing the whole thing will take around 30 hours. However, the developers emphasized that this is only counting the time required for finishing the main storyline - additionally, the game will offer, among others, combat against AI or other players online. It's hard to tell what the end result will be - the developers spoke of co-op dungeon raids and complex social mechanics modeled on, but their words seem to suggest that they exaggerated a bit announcing this mode with such a flair.​

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Tale of Wuxia - Review @ CRPG Book
Posted: Sep 27, 2016, 08:12 pm by RPGWatch

[​IMG]Felipe Pepe released another sneak preview on his CRPG book. This time with a review for the relative unknown RPG gem Tale of Wuxia.

Felipe on Twitter:

There's a BR article on how modern games are dull circulating online. Not all, you just need to look beyond the hype. Like Tale of Wuxia.​

From Steam:

About The Game

Tale of Wuxia is a role-playing and single-player PC game, made by Phoenix Games and Heluo Studio. Added lots of new stories, gameplays and systems, it is a new version of Legends of the Wulin. The game engine used by Tale of Wuxia is U3D.

Tale of Wuxia has been dedicated to providing gameplayers with a player-defined platform, where they can customize their own Wuxia. Instead of being restricted to characters' basic properties and martial arts, in this new version, gameplayers can also choose the personalities and talents of their own. The new talent system makes characters more distinctive. For example, the hard workers are good at monotonous missions, the slyboots prefer changeable missions, while the jade trees are more popular among girls. Different talents come with different gameplays, greatly increasing the fun in playing.
  1. Stories on game maps are equipped with many new systems, picturing a more free and real Wuxia world. Furthermore, the ultimate fun lies in character progression.
  2. There are more interaction between characters, even NPCs have their own emotions.
  3. Multiple endings.
  4. Lots of hidden stories needed unlock by special conditions.
  5. Added lots of new stories.
  6. The number of girls a character can have relationship with has been increased to more than 10.
The current version contains a free DLC - The Return of Devaraja​

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Weekly Wizards of the Coast News Round-up
Posted: Sep 27, 2016, 06:22 pm by Taluntain

[​IMG]» Roll Reversal (Venture Beat Interview - 09/26/2016)
» Dungeon Mastering Birthday Parties (09/22/2016)
» Rules Answers: September 2016 (Sage Advice - 09/19/2016)
» Liam O'Brien and Laura Bailey on Critical Role (09/15/2016)
» The 24-hour Extra Life Livestream is Upon Us (Extra Life Update - 09/15/2016)
» The Ranger, Revised (Unearthed Arcana - 09/12/2016)
» Funhaus on Twits and Crits (09/08/2016)
» Acquisitions Inc. Live in Theaters (A Follow-up Message - 09/07/2016)
» Dungeons & Dragons at PAX West 2016 (09/04/2016)

Note: You can purchase most of the books, manuals, accessories etc. mentioned in the news here via Amazon's online stores (US, CA, UK or DE).

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Rogue Wizards - Release Day
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]The RPG Rogue Wizards will be released today:

The Council oversees the elam families, aristocrats who are descended from the first humans in Rilfanor, and the banlits, who were originally people born without magical abilities. The Guild has never admitted banlits because of their lack of magical capacity; and they've never admitted women because they believed women were too weak-minded to control such power.

Now, many generations later, the elam magic is weakening, and latent magic talent has reappeared among the banlit population. Many of the elam are in denial, but some of them want to take the radical step of allowing banlits, including women, into the Guild.

In your quest you'll explore randomly generated dungeons, collect treasures, master magic, avoid traps, solve puzzles, and of course cleanse the dungeons of all the evil minions within. Every dungeon is unique, no two locations will ever be the same.

It's not all dungeon-crawl. Feel at home in your very own Wizard Tower where you can enhance and customize the way you play by building a thriving town, brewing your own reagents, crafting or buying your own gear, powering up your magic, and recruiting help.​

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Earthlock - Release Day
Posted: Sep 27, 2016, 08:03 am by RPGWatch

[​IMG]The Adventure RPG Earthlock: Festival of Magic will be released today:

Snowcastle Games' four year long passion project and first major title, Earthlock: Festival of Magic arrives on Steam. A tribute to true turn-based RPG fans, Earthlock: Festival of Magic will test even the most strategic of players.

Key Features of Earthlock: Festival of Magic
  • Explore the vast and magical world of Umbra
  • Highly strategic turn‐based battles
  • Harvest magical materials and craft items on your home island
  • Talent Table: combining a classic 'skilltree' and equipment to customise your character's progression
  • 30+ Hours of gameplay
Desert scavenger Amon soon finds himself in his life's adventure when he crosses paths with a most peculiar creature back home in Zaber. Join Amon and other remarkable heroes in this turn-based fantasy RPG, on an unforgettable journey across the world of Umbra; a mysterious, beautiful but harsh planet that stopped spinning thousands of cycles ago.​

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