I kinda love the trend in the last few years of games of just wildly smashing genres together and seeing what happens , it's brought some amazing stuff.
"What kinda game is this, a rogue like, a platformer, a puzzle game, a shooter, a top down tower defense, a visual point and click novel ,?"
"Yes"
I love this kind of thing too, you just reminded me I tried playing Rollers of the Realm recently and was really frustrated. It's a pinball/rpg mashup, and though it has some really cool ideas and is really fun to start, it also has enemies gradually wear down your flippers, which is a really awful mechanic once you get into the more difficult levels, because once they are worn down enough there's just nothing that you can DO. You just wiggle your nubs helplessly as your balls just fall down into death.
I really hope another company will make a similar type of combination just without that mechanic though.
I loved Rollers of the Realm, I am only missing one damn key for 100% but my god it is the most impossible shot ever.
Another Genre combo one I got sucked into for a while was Rock of Ages ( I need to check out the sequel soon)
It's Tower Defense meets Marble Madness , and it's great!
I like genre mashups with tower defense a lot (especially action elements), and got sucked pretty hard into Dungeon Defenders 1 & recently 2. I also own Sanctum 1 & 2 but I never did properly sit down with those.
Sanctum 1 is so much fun. 2 is good as well but while it cleans a lot of stuff up it felt less focused than the first one. All the characters they added kind of sucked and it felt a lot smaller due to how they changed the towers and maps.
I kinda love the trend in the last few years of games of just wildly smashing genres together and seeing what happens , it's brought some amazing stuff.
"What kinda game is this, a rogue like, a platformer, a puzzle game, a shooter, a top down tower defense, a visual point and click novel ,?"
"Yes"
I love this kind of thing too, you just reminded me I tried playing Rollers of the Realm recently and was really frustrated. It's a pinball/rpg mashup, and though it has some really cool ideas and is really fun to start, it also has enemies gradually wear down your flippers, which is a really awful mechanic once you get into the more difficult levels, because once they are worn down enough there's just nothing that you can DO. You just wiggle your nubs helplessly as your balls just fall down into death.
I really hope another company will make a similar type of combination just without that mechanic though.
I loved Rollers of the Realm, I am only missing one damn key for 100% but my god it is the most impossible shot ever.
Another Genre combo one I got sucked into for a while was Rock of Ages ( I need to check out the sequel soon)
It's Tower Defense meets Marble Madness , and it's great!
I like genre mashups with tower defense a lot (especially action elements), and got sucked pretty hard into Dungeon Defenders 1 & recently 2. I also own Sanctum 1 & 2 but I never did properly sit down with those.
Have you tried Dungeon of the Endless?
I haven't, but I might own it? I'll have to check, but it was definitely on my radar, as are all of the Endless games due to their beautiful artwork. I'll probably never play any of them though, I keep going back to the same few games (Warframe, Path of Exile, Guild Wars 2, Morrowind, Minecraft, etc.)
https://www.youtube.com/watch?v=ZVqWyxQKZmM
Session is a spiritual successor to the Skate series (without a pedigree, it's all fan-made) that is on Kickstarter now, with a playable demo available
It really seems like the real deal
Oh hey look Activision, a skating game made by a small indie studio that has better graphics (Shaders! Holy shit, technology from the early 2000s!) than THPS5...
+1
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
Star Citizen
I think the only skating game I've enjoyed playing is olliolli
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JedocIn the scupperswith the staggers and jagsRegistered Userregular
Wait, the prequel to Oxenfree was a skating game? That series kind of took a turn, I guess.
This is the artifact release, featuring the ability to send your dwarves off to cause trouble in the world, improved kobold sites, cover identities, artifact questers, and a bit of artifact diplomacy.
In fort mode, the 'c' screen which used to list civilizations still does that as a suboption, but its main purpose now is to show the world map and allow you to interact with it. You can either raid a neighbor generally, or send off squads to recover specific artifacts or rescue particular people (in which case, the squads will still bring back other artifacts and prisoners, but focus on the goal.) A squad questing after an artifact will seek out information if the first site doesn't work out, and this might take several months, so be prepared. Squads can also be captured during raids, though typically someone will return to tell the tale. When squads return, a report will become available; a yellow 'R' will appear over on the left margin, and pressing 'r' will let you see it. Sometimes reports are quite lengthy as squads stumble from tavern to tavern; you can press enter to skip to the end of the path animation.
There are some rough edges here! Be sure not to send off your commander if you are planning to reorganize your military, as they are the only one with the power to assign new squads and cannot do so while off the map. There was a last-minute hiccup with artifacts known to be held by people (rather than stored on sites); these fort-mode missions will be fruitless for the moment; the most common instance here is books authored by people that then hang on to them, so don't try to steal their books! It says on the map screen when an artifact is held by somebody, so it should be easy to avoid. Raids do not bring back non-artifacts or build skills; these issues may or may not be addressed in the short-term depending on difficulties that arise.
The interactions with heroes and invading armies are more straightforward. There will either be 'P'etitions or a diplomacy popup to handle.
In adventure mode, you can assume a cover identity. You do this from the 'k' conversation menu (if you are already talking to somebody, it'll be hidden in "start new conversation".) If you choose to link your identity to a civilization, you'll be carrying that baggage with you, especially when you are being interrogated by goblin guards, so one should be prudent. To turn off the identity, go back to the "assume an identity" menu and choose the 'x' "no identity" option. You can also reuse existing identities from this menu.
People in adventure mode that are seeking an artifact will list "missing treasure" among their troubles, and you can then inquire further.
In order to name an object, use 'I' to interact with it, and it'll be one of the options for appropriate objects. For example, you can give a name to your spear or waterskin, but not to the water or food you start with.
There are also various adventure rough edges. For instance, if you pick up and then immediately replace a museum piece in adventure mode, and then tell somebody about it, you'll get credit as a Treasure Hunter. It'll be difficult to fix that without additional property information, etc. It's also generally hard right now to find artifact quests, as most things are in their proper place and/or not subject to an outside claim. We'll be working with this a bit as we generally work on stabilizing the release.
Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent.
As usual, your old saves should work, but please back them up before diving into the new release! It is quite likely that forts will fall into technical ruin as bugs come up and are handled at this early stage. Old forts won't have object additions like the pedestals and display cases, but they should be able to send out raids from the 'c' screen.
We will be focusing on the worst bugs (crashes etc.) at first, and then we'll broaden out into other bugs, old and new, and minor suggestions/usability improvements, as well as a general smoothing out of the new features. We're still working on the design side of the first magic release, so we anticipate we'll be doing smaller releases for a while.
ADDENDUM: My Linux computer died during the release process, so the Linux version will have to be delayed until we figure that out.
New stuff
Ability to send out squads to raid sites, rescuing prisoners and recovering artifacts
Display cases and pedestals, museum zones, both in forts and other sites
Can view the world map w/ rumors from fort mode
Artifacts created during worldgen: dwarf moods, named heroic objects, holy relics, heirlooms
New artifact events in play and worldgen: questers seek artifacts and ask for or steal them, invaders demand artifacts
New historical events associated to the creation of artifacts (used in fort and worldgen)
Agents used by civilizations to gather information, can assume cover identities
Improved kobold site maps
Goblin site denizens demand an identity instead of immediately attacking every stranger
More modding control over pets and other animals
Adventurer can assume a cover identity at will
Adventurer can name their possessions
New adventurer reputations related to artifacts
New religious activity: monks, pilgrims and prophets
Museums and other room types can be added to fort locations like taverns and libraries
Various additional data in the XML export
Major bug fixes
Fixed weapon trap crash vs. item breakage
Fixed bug preventing monster slayers from visiting those forts with monsters to slay
Made animated skulls, hair and other bits easier to pulp
Made idle and vermin-hunting dwarves come down from trees more successfully
Made thirst/hunger and being pushed out of the way less likely to terminate dances
Other bug fixes/tweaks
Alphabetized broad stock screen categories
Fixed problem with historical bodies not respecting wounds/processing
Fixed bug causing religions to worship too many gods, with duplicates
Made simple burrow beasts start in caves as possible
Fixed broken historical collection linkage with beast attacks during festivals
Fixed one instance of broken animal person greetings
Stopped natural animals from w.g. rampaging through sites owned by entities at peace with wildlife
Took age into account for w.g. fights vs. body size (e.g. proper dragon size)
Stopped people from being enough to satisfy a need to see great beasts
Made visitors less nervous about going to neutral locations
+7
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Donovan PuppyfuckerA dagger in the dark isworth a thousand swords in the morningRegistered Userregular
The numbers are arbitrary, and dwarf fortress is not intended to be "finished"
They're not completely arbitrary, the first one is roughly the percentage of development goals that have been completed and the later one is the current (bugfix) version number. 0.44.02 is expected to come tomorrow since there's some pressing worldgen bugs (scouts are giving themselves improper identities and crashing the game, I think).
For reference, the previous version was 0.43.05 and was released July '16. Yes, it's been 1% progress in a year and a half. Expect 1.00.01 in 60 years or so, I guess. (Probably less - the artifacts & magic release will probably tick it up some notches.)
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Metzger MeisterIt Gets Worsebefore it gets any better.Registered Userregular
I recently started playing dwarf fortress again.
It has consumed me. This is also the first time I've used any plugins or anything aside from graphics packs and maaaaaan I cannot believe I only ever played this without that stuff until now.
see, i love the huge huge map and the different areas. Just like with the original dark souls, I got to the point where I very rarely needed to even look at the map.
Posts
yeah I like them even less
but man I could not handle those controls
Hmm... that's not really what I want though?
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
BASS
HOW LOW CAN YOU GO
Not if I don't buy it!
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Actually they're gonna Songs of Innocence you with it
Have you tried Dungeon of the Endless?
I haven't, but I might own it? I'll have to check, but it was definitely on my radar, as are all of the Endless games due to their beautiful artwork. I'll probably never play any of them though, I keep going back to the same few games (Warframe, Path of Exile, Guild Wars 2, Morrowind, Minecraft, etc.)
http://www.audioentropy.com/
he's focusing all of his strength on knotting his knees through his skin
Meanwhile all I got was a knife to the gut in the form of Tony Hawk 5
if they published that game as is I would buy it
https://www.goombastomp.com/review-slay-spire/
it's really fun you should get it
Oh hey look Activision, a skating game made by a small indie studio that has better graphics (Shaders! Holy shit, technology from the early 2000s!) than THPS5...
Still in early access, poll still live
When was the first time Spy Party got mentioned? I feel like it's been 7 years.
In 2010 he said there were two years left in development
He said that again in 2013, and then again in 2017
I will never get tired of variations of this joke.
Isn't that game a decade old?
The numbers are arbitrary, and dwarf fortress is not intended to be "finished"
Steam // Secret Satan
They're not completely arbitrary, the first one is roughly the percentage of development goals that have been completed and the later one is the current (bugfix) version number. 0.44.02 is expected to come tomorrow since there's some pressing worldgen bugs (scouts are giving themselves improper identities and crashing the game, I think).
For reference, the previous version was 0.43.05 and was released July '16. Yes, it's been 1% progress in a year and a half. Expect 1.00.01 in 60 years or so, I guess. (Probably less - the artifacts & magic release will probably tick it up some notches.)
It has consumed me. This is also the first time I've used any plugins or anything aside from graphics packs and maaaaaan I cannot believe I only ever played this without that stuff until now.
This is a better 2D Dark Souls than Salt & Sanctuary, and I might like it more than a few actual Souls games
I had a really good time with it until I got hopelessly lost and couldn't figure out where to go after that.
but boy is it a fun game