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Messages - Mech#4

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136
Here's something I had no idea was in the works or was expecting at all. An expansion has been released for Titan Quest...

Scratch that. Apparently there's been 2 expansions released for Titan Quest in the past 2 years.

Titan Quest: Ragnarök
Spoiler: Details: (click to show/hide)

Titan Quest: Atlantis
Spoiler: Details: (click to show/hide)


It's not a game I've been looking at particuarly closely, since Grim Dawn has replaced it for my currently played ARPG. Still, it's nice to see a game still getting content so many years after its initial release.

137
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: May 09, 2019, 02:18:38 am »
Another little video and information has been released, this time about Clan Tremere.

Clan Introduction: Tremere
Image



Thaumaturgy doesn't seem too different from how it was in the first game, with Purge and Blood Boil. Though this time it seems like Blood Boil is caused by casting Purge twice on the same target at max 5 point level. There's no Blood Strike (a dart struck the target and returned giving a small amount of blood back), instead there's Skewer which is much the same damage wise but all the Thaumaturgy abilities seem to return some blood upon usage.
I was going to say there's no Blood Shield though, while it's not listed, considering how short the list of Disciplines is for Brujah (4 compared to the Thinblood 6 and Tremere 5) these may not be complete lists of disciplines.


Psychic Projection sounds interesting. Being able to scout out areas and mess with NPCs, distracting them so you can get the jump on them or sneak past sound neat. Though that'll be determined more by map layout and the rest of the game.

138
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: May 04, 2019, 11:50:55 pm »
I believe a change to Thinbloods in the later editions was that they're not so much weak, barely vampires anymore that they were in VtMB1. Rather they now have their own form of blood magic, disciplines and strengths. I guess this was done to make them more appealing to play as since before they weren't really good for anything other than playing as a human with perhaps slightly higher strength and faster healing.

I suppose you could think of Thinbloods more now as being like Dhampirs or half-vampires like Bloodrayne.

139
Other Games / Re: SALES Thread
« on: May 04, 2019, 11:39:45 pm »
I liked KotOR1 because the plot is enjoyable for the romp through Star Wars. It doesn't do anything really outstanding plot wise but it's enough for the purpose of the game.

KotOR2 I found much more interesting because the plot and characters break down a lot of the elements taken for granted in the Star Wars movies. Kreia is a very interesting character to analyze in regards to her motives and philosophy towards the force. The second game does fall apart a bit towards the end with unresolved loose ends due to unfinished and cut content. I haven't played through with the fanmade patches that restore content.

140
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: May 04, 2019, 08:25:19 am »
Paradox has been having some short videos to introduce aspects of the Vampire: The Masquerade setting. They don't give any detail on gameplay elements but they're fun enough for a watch.
Their website also gives a list of associated disciplines and other details. I'll list them beneath the relevent clan.

Clan Introduction: Thinbloods.
Image

Clan Introduction: Brujah.
Image

141
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 22, 2019, 01:36:31 am »
I did watch bits of it, but I can't remember much of the show, mostly just the launch sequences. The die-cast toys of the ships were very cool with folding legs and wings.

142
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 18, 2019, 08:44:19 pm »
Yeah, I kind of agree with that. Though since the Undercity doesn't disappear if you sack the above settlement having +300% sacking and all the other bonuses might be useful to make a bunch of money at once.

143
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 18, 2019, 08:51:52 am »
It's for all Skaven factions. Indeed, Queek Headtaker actually starts the Mortal Empires campaign with an undercity beneath Karak Eight Peaks.

144
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 18, 2019, 04:34:42 am »
I've been thoroughly enjoying the update and DLC. The Undercity mechanic for the Skaven is so much fun. I established an initial Undercity underneath Talabheim and, using the "Subterrainian Pit" building line it's been spreading outwards to neighbouring regions including Altdorf, Nuln, Wurtbad and Marienburg, generating income based off the cities own income per turn.

The discoverability mechanic is different from how I thought it was. I though it was a percentage each turn to be discovered, however, it's actually a score out of 100.
Say, you make a building that raises discoverability by 80 points. The enemy then builds a counter building in their city on the surface that increases their discoverability by +30. The 100 discoverability max is then reduced to 70, exposing your Undercity. As a counter, you can build your own counter buildings that lower your discoverability by -20 to -40 reducing your 80 to 60 or 40 and keeping it under the new threshold.
There's also a building that reduces your discoverability by -40 in one step but you lose vision over the region.

A nice detail is, as long as the settlement isn't razed, your undercity remains if the settlement above exchanges hands.

It's so much fun seeing the Skaven symbols floating over enemy cities and having them generate income for you all sneakily-like.

145
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 16, 2019, 12:11:46 pm »
The patch notes for the Doomsayer Update are up on the Creative Assembly blog for viewing.


Edit:
- Feral Cold Ones are now recruitable by the Lizardmen.
- Vampire Count factions will focus on specific bloodlines (Mousillon on Blood Dragons, Necrach Brotherhood on Necrach etc).
- Lowered most hero availability to tier 3 or below for all factions.
- Removed autoresolve bonuses for playable and horde factions controlled by the AI
- Lowered Azhag’s Skullmuncha mount unlock rank from 22 to 14
- Blessed Spawnings: when you begin a new Lizardmen campaign after the Doomsayer update, There are now 4 different mission types for Blessed Spawning missions: Battle captives, Kill Entities, Raze/Sack, and Defeat X Armies.
- Rebalanced all vortex, breath, wind and explosion abilities, as a bug that was making them use a reduced radius for area of effect was fixed
- Summoned units are no longer unbreakable. Undead summons now also crumble in addition to unbinding
- Redesigned unbinding to apply for a set duration, with a first phase of light damage and a short second phase of lethal damage. Now summons will expire after a set and predictable duration

146
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 15, 2019, 09:51:50 am »
Here's a video covering some of the new mechanics, units and characters for the upcoming Prophet and the Warlock DLC.



It focuses mostly on the Skaven side of things, showing off the undercity mechanics and some of the buildings available. It also shows the Forbidden Workshop, the unit upgrades it can give as well as pieces of equipment for characters and unique units. It also shows the Doomrocket which also comes with some upgrades and costs for building them.


The undercity buildings seem quite interesting. There's buildings which increase sacking bonuses, give vanguard deployment and lightning strike for local armies as well as ones that produce resources and income at a large increase to discoverability.
"Discoverability" is how likely your undercity is to be discovered by the enemy out of 100. Some buildings increase it, like the stripmine which gives 80, while some buildings and characters can reduce it, apparently into negative numbers. Maybe it's a percentage chance per turn to be discovered? I'm not sure on that.



Edit: A bit more information from a video by Loremaster of Sotek: Apparently a number of new settlements have been added to the Mortal Empires campaign. This includes Kappelburg and Krugenheim for Talabecland and Nagenhof and the ruins of Mordheim for Ostermark.
The Orc fort of Massif Orcal has also been added in the mountains north of Castle Carcassonne in Bretonnia.
The settlements in the south of the Araby deserts have also been moved about, making room for a two settlement province for Tiktaq'to with Tlaqua and Cuexotl in the area where El-Kalabad was.
El-Kalabad has been moved further north about level with the Eye of the Panther and the Black Tower of Arkhan.

147
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 05, 2019, 05:18:30 am »
Looking over the rest of the things coming:

I like the sound of the Skaven Underempire mechanic. It seems like Creative Assembly have a way to make them feasable while not being too easy to remove using heroes. Something I was thinking would be an issue was either making them permanent, thus no way to deal with corruption, or be removable by a hero but that would risk having them removed the turn after you colonise one.
Having it so the undercity is hidden but risks being noticed more as it grows is a nice way to implement it, with the option of using heroes to investigate.


I wasn't expecting Lord Kroak to make an appearance. He's a legendary hero which seems a bit odd to me but I suppose he's not really in a position to lead armies, what with being dead and all.


The overhaul for Bretonnia seems quite good. I must admit I haven't played Bretonnia since Warhammer 1. The change to the vow system seems good though we'll have to see how the A.I. handles it (one of the issues I've seen often is the A.I. building armies of peasants without focusing as strongly on cavalry as it should for Bretonnia).
I suspect some of the new technologies are going to be crusades being called against the newer factions.
Peasant mobs having free upkeep unless you have over the cap is nice, and I like the change to the Green Knight mechanic. I would always hold off on summoning him because there was limited charges.

The Forbidden Workshop mechanic for Ikit Claw sounds interesting as well. It seems like it's going to give a mixture of unit stat buffs, followers/ancillaries and different regiments of renown.
The Doomrockets sound neat, though I already get quite a headache from the Skavens warpbomb ability. Another way to lose groups of units sounds like it would make Skaven more annoying to fight against.

The Doomsphere reminds me of back during the Storm of Chaos Warhammer Fantasy campaign when a member of the Underempire Skaven forum wrote up a story for the campaign about the "Doom Hemisphere", a giant bomb built by the Skaven under Middenheim to blow the city up. In the end the Doom Hemisphere only half exploded, warping the tunnels under the city and laying dorment, waiting to be discovered again.


Something from the trailer I really like is how it seems the Doomflayers sound like lawnmowers.

148
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: April 04, 2019, 11:52:05 pm »
I did like that moment, as frustrating as I remember it being. I think you had to run around the observatory dodging the werewolf charging through walls while waiting for the train to arrive. Like LaCroix dominating you early on, I agree it's important to have these moments to remind the player they're not the biggest fish around.

149
Other Games / Re: Total War: Warhammer! Now with 2!
« on: April 04, 2019, 11:33:56 am »
I loved the trailer, so like Predator. I'm glad the Rattling Guns and Jezzails are both two manned weapons. ::Looks at Steam images:: and the Jezzail shields have the horned rat heads on them! So great.

The Doomflayer is a nice suprise, I was expecting the Poisonwind Mortar more than that. The Salamanders look cool also and I like the Ripperdactyls. It also looks like there's skinks with great weapons in one of the images on Steam.

Image 1
Image 2
Image 3
Image 4

150
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: April 03, 2019, 10:01:36 pm »
Seeing some other examples of smaller clans would be neat. There was Pisha, that vampire who ate flesh in the abandoned hospital, the gargoyle in the theater and the werewolf. I'd also like to see other things from the WoD like changlings and mages.


I don't think there was that many examples of Gangrels in the game. I remember Beckett and the Southland Slasher. Apparently Skelter is also a Gangrel.

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