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[ 2017-10-26 17:10:00 CET ] [ Original post ]
Hi everyone,
Today we have some great news for the Torment community, as well as those of you who have been looking to pick it up!
First up, we are pleased to announce the release of the Servant of the Tides update! This brings Oom - a brand-new companion with its own unique questline - plus some additional features including the Voluminous Codex, game balance updates, and more! This isn’t a paid DLC - all Torment owners get the new content and improvements for free!
First up, we are pleased to announce the release of the Servant of the Tides update! This brings Oom - a brand-new companion with its own unique questline - plus some additional features including the Voluminous Codex, game balance updates, and more! This isn’t a paid DLC - all Torment owners get the new content and improvements for free!
To celebrate, we are also doing our first-ever Steam sale! If you want to jump into Torment for the first time, you can grab the game from May 16th to 18th for 25% off!
Highlights
- New Companion: Oom. Oom is a new stretch goal character who you will discover on your journey through the Ninth World. Oom features its own companion quest, "Servant of the Tides", its own unique abilities for use in combat and exploration, and interactions with various characters throughout the game.
- Added the Voluminous Codex. This new stretch goal feature unlocks lore and character entries as you explore the game world.
- Added a new user interface element to the Inventory Screen which makes it easier to view companion attitudes toward the Last Castoff. Added a new user interface element to the Common Panel which better messages the Last Castoff's current Legacy.
- Players can now advance to Tier 5 and Tier 6, allowing players to spend their Experience Points more in the later game. This also allows the Last Castoff to gain abilities from other character types.
- Various balance improvements to Crisis gameplay throughout the game. Various balance improvements to exploration gameplay, especially in the later stages of the game.
- Added zoom in/out key binding to the Options Menu. This allows players without mouse wheels to remap the zoom functions.
- Cypher Sickness initialization is now delayed until after Equipment initialization. This should prevent issues where loading a save file where equipment was preventing a cypher explosion would cause input to freeze up (fix may not be retroactive).
- Remove all non-gameplay Fettles from companions when they're removed from the party. This should prevent certain freezes from occurring.
- Numerous small UI fixes.
- Numerous small quest fixes.
[ 2017-05-16 17:01:30 CET ] [ Original post ]
Hello everyone,
Today we have our first post-release patch for Torment: Tides of Numenera. This update focuses primarily on bug fixes and other tweaks and improvements. Those of you experiencing a number of issues, particularly with combat freezes, should find many of those problems reduced or eliminated entirely.
In a future update, we will be releasing additional game content free for all Torment players: a new companion, Oom, and the Voluminous Codex, an expanded encyclopedia covering game world information, lore, and characters. Design and writing is in progress on those, and we'll have more information to share in the coming weeks.
And now, here's the release notes...
Highlights
- Fixed a large number of freezes that would happen in various states.
- Numerous performance optimizations.
- Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
- Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
- Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly in encounters that were sluggish.
- Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
- Several quest and conversation fixes.
- Inspiring Presence and other looping sound effects have been removed.
Full Release Notes (Spoiler Warning)
Conversations & Quests
- Fixed issue where conversation with Sorrow does not trigger if Matkina does not participate in Memovira Crisis and castoffs are merged into her.
- No longer start the Familiar Skies quest if you access the helmet after already having been kicked out of Anchorage.
- Move to correct objective Covetous Hearts objective if you try to get the Cortex before talking to Dracogen about it
- Fixed issue where Indigo Tide can be raised repeatedly after telling Theboros to sacrifice himself.
- Fixed issue where two Shadow Rings can be created.
- Fixed a bug where Infestation quest could get in an unfinishable if the player left the scene during the crisis and returned later.
- Fixed bug where finding out about what Maw eats through Magmatic Annulet does not allow attempt to persuade Siowan to offer himself.
- Inkpot now always tells you about killing Ioxu, regardless of the order you see him or Ioxu after bonding with the Bloom.
- Show reflection message when Artaglio invades your mind in the Gullet.
- Fixed bug where Inifere's Reflection used male pronoun when speaking to female Last Castoff.
- Fixed bug where asking Canadu again about his hammer produced an incorrect response.
- Fixed a bug in Aligern’s ending slides.
- Numerous misc. typo fixes.
- Fixed bug where enemies damaged by Frost Brooch at the beginning of their turn would sometimes lock up game after performing their move.
- Fixed a bug which could cause dead enemies from trying to patrol.
- Beads of Neverending Time now limit uses of Haste per crisis.
- Waits-For-Prey AI better handles being stunned and/or knocked down.
- Fixed an issue where retries on tasks were erroneously checking companions during crisis.
- Added Initiative as a possible option for Flex Skill.
- Numerous fixes to Anechoic Lazaret crisis.
- Reduced number of Peerless drones during Anechoic Lazaret crisis.
- Updated Sorrow Fragment AI in several fights to ensure they use their burst attack as designed.
- Reduced total number of combatants in the Bloom Heart, reduced knockdown effects, and streamlined introduction of spawned enemies.
- Reduced total number of enemies in Miel Avest, and made Sorrow's aura do noticeable damage but not insta-kill.
- Reduced total number of enemies in the Memovira’s Fortress crisis, and added non-insta-kill aura to Sorrow.
- Allowed spawned enemies to have modified initiative values.
- Added instigation points to several examinables.
- Fixed camera centering on Last Castoff every time a companion is granted or loses a fettle from an aura.
- Weapon attack abilities use weapon stats instead of fixed cost stat. Cost tooltip info includes weapon name when this happens.
- Abilities that have the potential to push/pull no longer can affect user (could cause issues with AI progressing correctly under some conditions).
- Fixed an issue where auras could affect player characters not currently in the party.
- Removed redundant modifiers with Cypher Sickness fettle.
- Added item drops to Peliai when killed.
- Rhin now gains additional abilities late in the game.
- Fixed issues with Erritis "wants to talk" trigger in the Valley of Dead Heroes.
- Addendums should now be appearing on items. Many dozens of items now have more details depending on your lore skills and other factors!
- Fixed an issue where players could sometimes use on-ground targeted abilities on top of other characters.
- Changed the Continue button text in the conversation window to be more in line with other buttons.
- Make sure triggers that start conversations fire off if no owner is set, but not if owner is set and owner is inactive.
- Movement lines should start disabled so they don't do stuff during exploration mode.
- The item gained panel in the conversation window should be disabled unless actually needed.
- Added some error checking to prevent a null reference when advancing past the Type selection panel in Character Creation.
- Controller version of the crisis HUD now hides the cursor during player movements, in order to stop tooltips from appearing during this time.
- Fixed an issue on controllers where pressing the trigger buttons would not always register on older controllers where the triggers weren’t being fully pressed down. This was causing some players to get stuck in specific menus.
- Controller fixes for certain radial and skill selection menus.
- Fixed a text overflow issue in the Max Effort display.
- Added color markup code for Resistance.
- The in-game UI should be correctly switched back to keyboard/mouse when canceling out of the “Press A” window.
- The game should no longer be unpaused incorrectly when switching from keyboard to controller mode.
- Added details of bonuses from Descriptor to character overview panel.
- Added new version of ConsumeAction script that doesn't trigger tags in conversation text (used to handle special cases where actions are consumed NOT on selecting an option but delayed).
- Fixed an issue where it was sometimes possible to select Edge pips on the Effort window.
- Added a null reference check to avoid exploding the Item Details window under certain circumstances.
- Fixed an issue with reversed controller bumpers on macOS.
- Fixed an issue with D-Pad navigation in Meres on macOS and Linux.
- Reduced the frequency with which companion banter timer is reset. Adjusted banter frequency values. Party members should now talk much more often!
- Removed looping sound effects from Inspiring Presence.
- Removed looping sound effects from Galvanic Hammer.
- Reduced looping sound effects from Innervate.
- Increased music volume in Fifth Eye.
- Fixed incorrect or missing music in Old Slave Block, Memovira’s Courtyard, and some late game fathoms.
- Fixed sound cues for Journal and Character Sheet windows.
- Improvements to footstep sounds.
- The current resolution should now be added to the resolution dropdown if it is not found in the list of supported resolutions returned by Unity.
- Fixed Sticha stuttering when stopping after a forced walk.
- Updated visual effects for Callistege reflection during endgame.
- Adjusted visual effects of Psychic Battlefield.
- Improved texture for Piton Driver.
- Scene-specific performance optimizations for a majority of game scenes, particularly throughout Sagus Cliffs.
- Numerous cleanups and optimizations to movement grid, pathfinding, and AI calculations.
- Improved performance on several visual effects.
- Reduction of garbage generation to reduce associated frame drops from garbage collection.
- Significant reduction of garbage generation during controller movement.
- Various game cameras are now disabled when fullscreen UI is present. This should improve framerate in Inventory, Character Creation, and other screens.
- Performance improvements and optimizations to NPC animators.
- Polish localization updates.
- Updated backer credits with some missing backers who wrote in!
- Updated Techland credits.
[ 2017-03-28 16:12:12 CET ] [ Original post ]
Hello Exiles,
We are now a little over one week after the release of Torment! It's been amazing to see the reception that the game received. The game has been an extremely strong success critically, with praise, awards and even several perfect scores along the way. If you want to read some of the reviews, we’ve posted a Steam forum thread compiling them, and we also have a new accolades trailer. More importantly, we've been seeing your feedback throughout the forums, comments and social media.
We've heard from hundreds of you who have reached out to say that that Torment: Tides of Numenera is a worthy successor to Planescape: Torment they had been waiting for, and that is something we are extremely pleased and humbled to hear. We'd love for you to get out there and keep spreading the word, leaving reviews, posting comments, sharing your experiences, and more. There’s a lot to discover in this game, and we’re looking forward to seeing you guys discuss the story and events of the game for years to come!
The RPG community gave us an incredible opportunity to make a game that would never have happened otherwise. It's through your support that these kinds of games will continue to get made. You have our everlasting thanks for providing us the ability to bring true CRPGs back.
What Comes Next?
Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan at least one or two patches for the near future. These will be primarily focused on fixing some pesky bugs that a some of our players have encountered, as well as performance and stability optimizations. You can expect to see our first patch coming in the next couple of weeks. But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.
Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a production trade-off where we reduced the number slightly. Not only does a single companion take many months of work from writers, scripters, designers, and artists, but because we wanted companions to interact and react to the game world and conversations in a deep way. Their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game. But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve. To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:
- Oom ("The Toy" companion).
- Voluminous Codex.
- Crisis system improvements.
[ 2017-03-09 20:05:27 CET ] [ Original post ]
Hello everyone,
When we first came to you asking for your help in making a new Torment game, we were genuinely overwhelmed and moved by the sheer outpouring of support. Torment is a game that would never have happened without you, and you blew us away beyond our wildest expectations.
Now the wait is over, and Torment: Tides of Numenera is ready for you to play, enjoy and experience. This is a true RPG with over 1.2 million words of text, multiple huge locations to explore, with the most involved quests and characters we have ever made – we tend to be overly ambitious on these things, and it is a much deeper game than we initially set out to create.
The entire team at inXile has worked countless hours to bring you the new Torment, we are immensely proud of what we made. Of course, we made the game first and foremost for you, our backers, and we truly hope you enjoy it.
Thank you,
Brian Fargo
Your Leader in Exile
Launch Trailer
https://www.youtube.com/watch?v=nhlUVi8V_xw
Thank You From Colin McComb
https://www.youtube.com/watch?v=rfdATSBYaRs
Post-Release and Beyond!
Thanks to everyone once again who has backed or purchased Torment. Your support is incredible and means we get to keep making these kinds of RPGs that we all love. In the first few post-release days, things will be be extremely busy for our team. We will be reading the forums and your comments, helping you out in solving any bugs you run into, and gathering information on the community's most pressing questions and concerns. We may not be able to respond to each and every one of you directly or as quickly as we'd like, but we'll try our best! In the meantime, we hope you'll share your thoughts and feedback on the game on the Steam forums, and please also be sure to check there if you run into any issues or bugs with the game - we'll be keeping an eye out and posting solutions to any problems you may encounter. Thank you, inXile Entertainment
[ 2017-02-28 19:47:25 CET ] [ Original post ]
Torment: Tides of Numenera is Now Available on Steam!
Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed role-playing games of all time. Immerse yourself in a single-player, isometric, story-driven RPG set in Monte Cooks Numenera universe. What does one life matter? Find your answer.
[ 2017-02-28 19:04:00 CET ] [ Original post ]
Hi everyone, Torment: Tides of Numenera will be releasing on Feb. 28th, 2017! We've seen some common questions lately about the game so we thought we'd share some of those answers with all of you! But first, here is an intro to the game's story to set the tone for your upcoming adventure... https://www.youtube.com/watch?v=V7QKH891Huc
Pre-Release FAQ
When’s Torment coming out? February 28th, 2017. It’ll be on Windows, Mac, Linux (and PS4 and Xbox One too)! Do Steam Early Access versions turn into the full game? Absolutely! Your game will auto-update to the release build on the 28th. Will Mac and Linux be available? Yup, those versions will now be there for you to play too, not just Windows. Will my Steam Early Access saves keep working in the final release? Any saves made after the Tidal Surge update in December should work with the final release! However, any save files from earlier versions (before the Tidal Surge update) are not likely to work, or will experience significant bugs. If you want the most stable possible experience, we advise you to start a new game. If you choose to continue playing from an Early Access save, it is safest to do so from either near the start of the game, or towards the end of Sagus Cliffs. Will save files work across operating systems? Save files made on PC platforms (Windows, Mac, Linux) should work regardless of the operating system. Console save files (Xbox One or PS4) will only work on that particular console platform. What languages can I play in? Torment will support English, French, German, Spanish, Polish and Russian. Of those, English and Polish will also have voice-over support (other languages are text-only). Will the game have controller support on PC? Yep! You will be able to play with an Xbox One, PS4, or Steam Controller if you wish. Will there be Steam Achievements? Yes, yes there will be! Thanks everyone, and we'll see you all on the 28th for release!
[ 2017-02-25 21:01:19 CET ] [ Original post ]
Hello all, Today we're excited to share some very important news with you!
Release Date
First off, Torment: Tides of Numenera now has a final release date! The game is coming February 28th, 2017. When that date comes, your Steam copy will automatically update to the release build and you will be able to enjoy the entire game's contents. We are incredibly excited about this milestone. It has been a long road and now we are finally almost ready to share the next chapter in the Torment legacy with you.
Tidal Surge Update
Second, we have a brand new update to Torment's early access version. We know many of you have been waiting for this update, and now we're very happy to be able to deliver a much-improved version of Torment for you to enjoy. Like previous builds, this one will allow you to play the game's first major chunk, taking you through Sagus Cliffs and some parts of the Castoff's Labyrinth – the remaining content will come with the final game, as we don't want to spoil everything, after all! The Tidal Surge Update includes literally thousands of changes from the last beta version. There's simply far too many to show you as we'd probably start to approach the word count of the entire game just in version notes, but we'll certainly give you the highlights... Update Highlights:
- Voice-acting has been added to key characters and conversations.
- Huge balance improvements across combat, loot and economy.
- Tweaks and adjustments to character stats, such as armor and resistances.
- Many interface art and functionality improvements, fixes and other refinements.
- Improvements to visual and sound effects, especially combat abilities.
- Reworked early-game crisis flow.
- Game settings such as key rebinding and text size are now available.
- Added tutorials and other helpers (optional).
- Hundreds of bug fixes and performance optimizations.
[ 2016-12-20 20:58:24 CET ] [ Original post ]
Hi everyone, Today we are thrilled to debut a brand new trailer for Torment, going into depth and introducing the Ninth World's most bizarre reaches: https://www.youtube.com/watch?v=dyLFgmsVhSQ Enjoy!
[ 2016-10-05 14:33:10 CET ] [ Original post ]
Creative Lead Colin and Senior Writer Gavin are back for the final part of this fan Q&A video series! In this one they answer questions from social media and speculate on the chances of success the various Torment team members would have while trying to survive a billion years in the future. https://www.youtube.com/watch?v=bcroTKRt56M You can also view part 1 below if you missed it: https://www.youtube.com/watch?v=Fhkg_DipzzU
[ 2016-09-27 01:29:06 CET ] [ Original post ]
We recently polled on social media for questions from our fans, and we got a fantastic response - enough to make not one, but two videos! Here, we have Creative Lead Colin McComb and Senior Writer Gavin Jurgens-Fyhrie in part 1 delve into the answers. https://www.youtube.com/watch?v=Fhkg_DipzzU We'll have part 2 ready to show soon, so keep an eye out!
[ 2016-09-22 16:23:57 CET ] [ Original post ]
Hello everyone, Today we are pleased to release a new (and huge) update for Torment: Tides of Numenera on Early Access. This update represents months of work and tens of thousands of changes to the game. There are simply too many for us to list each and every one, but here is a list of the most important:
- Totally redone user interface art
- Design improvements and changes to many UIs, including Inventory, Character Sheet, Journal, Effort and Conversation
- Added Merchants to buy/sell items
- Reworked early game introduction (updated dialog and new Crisis)
- Added new companions and characters
- Added new areas
- New character portraits (more to come)
- Reworked character creation and progression
- Improved environment art, visual effects and sound effects
- New items and equipment, and tweaks and updates to existing ones
- Updated placement of items, containers and loot drops
- Performance and optimization improvements
- Incalculable number of quest tweaks, conversation updates, typo corrections, bug fixes and more
- You may see cloth physics warp or stretch for a split second when first viewing an NPC or entering a scene.
- Right now, longer conversation nodes may not fit in the Conversation UI text frame. We have new scrolling behavior planned to eliminate this issue, but for now you can expand the Conversation UI frame by left-clicking and dragging the top edge.
- Crisis (combat) feedback for UI, certain abilities, and so on may be a little lacking. You may also notice occasional animation and VFX issues.
- When entering a Crisis, we have found occasionally that the first turn will get stuck. We are investigating this issue. If you run into it, restart the game and combat should proceed normally.
- Edge is not yet displaying in the Effort UI. We have plans to add this as well as more feedback to Effort in general, but these didn't quite make it in time for this build.
- The main menu sometimes takes a little while to load on some computers. If you see a black screen when you start the game, just wait a moment or two and the main menu should appear.
- There are a handful of known minor bugs with quests, animation, conversations, items, abilities, etc. These generally shouldn't hurt gameplay too significantly and may in fact be entertaining.
- Several game settings in the Options menu are disabled for the time being. This is intentional.
- Some UI elements, including Character Creation, Mob Tooltips and Meres are still awaiting art passes and updates.
[ 2016-06-09 19:55:38 CET ] [ Original post ]
Hello everyone, We'd like to start today's update with an important announcement. As of February 29th, our writing team on Torment: Tides of Numenera has completed its first pass on all of the game's writing. Our latest estimates put this at around one million words. We will know the final count in the coming months, but this is a big milestone for a Torment game, as you can no doubt imagine. Torment's story is a carefully crafted one, and "first pass" means we have a lot of revisions and edits still to do as we perfect the game's word-smithing. But it does mean our story and quests are more or less set, and our design, scripting and engineering teams can focus their efforts on tightly implementing our remaining game systems and environment/level scripting. So what is next for Torment? We are hoping to have the game content complete by the beginning of April. At that point, we will be taking the game into iteration. We are dedicated to getting Torment right, so just like the writing needs to go through polish passes, we have allotted significant time for ourselves to improve upon the game's content. This includes things like additional passes on environment art and visual effects, quests and dialog, user interface art and functionality, and gameplay balance, not to mention fixing bugs and optimizing performance. We know that this will make some of you wonder – when is the final game coming? As we've mentioned before, we are still targeting a 2016 release. The benefit of our continued funding and the success of our back catalog (such as Wasteland 2: Director's Cut) means that we can continue put resources into Torment to make it something special for everyone who backed the game. We'll be able to narrow in on a more specific date once we are a bit deeper into iteration and know how much work we have left.
Torment Early Access - Processing Feedback
Our Early Access release for Torment, which came out in mid-January, has given us a huge amount of feedback from our community, and it has been invaluable for allowing us to prioritize things we want to change and improve upon. Having people able to submit their thoughts on the game directly while playing, as well as on our Steam forums and store page, is no small benefit to us and has led to incredibly detailed and nuanced impressions. Many of you might be wondering exactly what our iteration stage for Torment will entail and what ways we respond to feedback. The truth is that this is often as much art as it is science, but we have a number of ways that we try to collect and process opinion and work to respond to it effectively. The most direct way we get your impressions is from our feedback tool, which is incorporated into the Torment game client. We originally developed this for the Alpha Systems Test for our Kickstarter backers, but it was such a success that we expanded its use and functionality for Early Access. At all times while Torment is open, there's a "Feedback" button tucked away in a corner of the screen. Click it, and up pops a special UI where you can submit both bug reports as well as impressions and thoughts on gameplay, including the category and priority level. (Note: If you are a Steam Early Access user, remember you can sign up for a Torment account on our web site to submit feedback directly using the in-game tool: https://torment.inxile-entertainment.com/ ) Once player feedback is beamed back, we are able to read over and massage that information and import it directly into our JIRA bug tracking system. Not all feedback collection is quite this ordered. Our commitment to ensuring Torment's quality (and perhaps just a little vanity) means that our team members continually scour the Internet for impressions on the game. This can be anything from posts on the Steam forums and our official forums, to other RPG communities, to Facebook and Twitter comments, and of course, professional previews and articles from the press. Even the darkest reaches of reddit and Something Awful don't go unchecked. Of course, there are larger points of feedback we receive which can't always be handled with a simple bug report or which require more significant design decisions, writing or engineering. For those points where we see significant amounts of feedback or critique, we often end up taking meetings dedicated to those topics, and the team will discuss how to act on it. One example might be specific combat or interface issues, and another might be a particular quest or story element we feel we want to change. From there, we work on a plan to address that in a way that fits into our development timeline, figure out exactly what needs doing, and then task that work out. Just one example of how we've acted on feedback can be found in our first Early Access patch for Torment. This was put out shortly after the initial release, and addressed many of the comments and issues that players ran into – everything from combat lock-ups, to save/load issues, to performance and optimization, to gameplay balance, and interface bugs. Getting these reports directly from our players allowed us to prioritize and address them much more effectively. Going forward, you can expect more similar updates. Right now we are head-down getting the game content complete, but once that polish starts coming in and we enter our iteration stage, you can expect to see more significant and visible additions and improvements. At the end of the day, we are making Torment for the fans, so this kind of process is extremely helpful to us. In traditional development, we'd be making a game in a vacuum, guessing at what people might think of it or relying on limited playtests. With Early Access, we have a pool of our most dedicated players to draw on, all of whom want Torment to be an awesome game as much as we do. Thanks for joining us, and we'll see you in our next Steam community update! Eric Schwarz Line Producer
[ 2016-03-07 21:55:16 CET ] [ Original post ]
Hello everyone, Today we are pleased to announce patch 1 for Torment: Tides of Numenera's beta/Steam Early Access release. This patch corrects a number of critical bugs our community reported and also has some feature and gameplay improvements across the board. Enjoy! Note: This patch may be incompatible with your previous save files due to changes in our save/load system. If you experience bugs as a result of loading up old saves, we recommend starting a new game. Highlights
- Heavy optimization pass to Fathom 13 scene.
- Camera improvements.
- Large balance passes.
- Added hotkey support to the interface. Press I for Inventory, C for Character, M for Map, B for Quick Abilities, V for Quick Items, and J for Journal. Escape should close out of these menus, as should pressing their respective keys while the UI is open. Customizable hotkeys are not yet available.
- Added Autosave functionality with three rotating slots.
- Added Quicksave/Quickload functionality. Press F5 to quicksave, F6 to quickload.
- Added a Shins (currency) display to the Inventory screen.
- The camera should no longer pan while a menu is open.
- Manifold miscellaneous optimizations to performance.
- Updates to portrait artwork.
- Fixed Broken Dome bug that could cause the intro cutscene/conversation to not play correctly. Should also fix misc. bugs that could be caused by user interface inputs falling through the UI.
- Fixed Cypher Sickness not saving properly.
- Fixed combat freeze-ups that could occur with repeat save/loads.
- Cyphers can now be dragged to other characters. Cypher Sickness should no longer multiply in effect after save/load.
- Issue with movement getting stuck on scene transition should no longer occur.
[ 2016-02-04 18:21:14 CET ] [ Original post ]
🕹️ Partial Controller Support
- Torment: Tides of Numenera - LINUX [8.71 G]
- Torment: Tides of Numenera - Legacy Edition Upgrade
- Torment: Tides of Numenera - Immortal Edition Upgrade
With a host of strange companions – whose motives and goals may help or harm you – you must escape an ancient, unstoppable creature called the Sorrow and answer the question that defines your existence: What does one life matter?
Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed and beloved role-playing games of all time. Torment: Tides of Numenera is a single-player, isometric, narrative-driven role-playing game set in Monte Cook’s Numenera universe, and brought to you by the creative team behind Planescape: Torment and the award-winning Wasteland 2.
Features:
- A Deep, Thematically Satisfying Story. The philosophical underpinnings of Torment drive the game, both mechanically and narratively. Your words, choices, and actions are your primary weapons.
- A World Unlike Any Other. Journey across the Ninth World, a fantastic, original setting, with awe-inspiring visuals, offbeat and unpredictable items to use in and out of battle, and stunning feats of magic. Powered by technology used in the award-winning Pillars of Eternity by Obsidian Entertainment, the Numenera setting by Monte Cook provides endless wonders and impossibly imaginative locations for you to explore.
- A Rich, Personal Narrative. Thoughtful and character-driven, the story is epic in feel but deeply personal in substance, with nontraditional characters and companions whose motivations and desires shape their actions throughout the game.
- Reactivity, Replayability, and the Tides. Your choices matter, and morality in the Ninth World is not a simple matter of “right” and “wrong”. You will decide the fates of those around you, and characters will react to your decisions and reputation. The result is a deeply replayable experience that arises naturally from your actions throughout the game.
- A New Take on Combat. With the Crisis system, combat is more than just bashing your enemies. Plan your way through hand-crafted set-pieces which combine battles with environmental puzzles, social interaction, stealth, and more.
- OS: Ubuntu 16.04 or later (64-bit). SDL 2.0 or later
- Processor: Intel Core i3 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 460 or equivalent
- Storage: 15 GB available space
- OS: Ubuntu 16.10 or later (64-bit). SDL 2.0.5 or later
- Processor: Intel i5 series or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 680 or equivalent (proprietary driver 375.26 or later)
- Storage: 15 GB available space
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