Build 0.8.1 - Adding Credits, SFX and new VFX.
We have a new build this week. We finally got around to adding our Credits section and we're adding a lot of new VFX and SFX to the game, as well as the usual bug fixes and small balance tweaks. We've been busy wrapping up our optional content and end-game content lately, although we'll be saving the ending of the game as well as our large secret dungeon for the official release of the game. The rest of the optional content (other than our large secret dungeon) will be in the March big-content-update, so there'll be a lot of new material to check out, including Reiner's special class, a secret character and many optional/secret battles. For today though, here are the highlights:
We've just finished the final localization QA phase and we're done adding all our VFX right now. At this point, all assets (including maps, VFX, sprites, text) are complete, save for a dozen or so SFX. We're still missing some cutscenes and some encounters though, and that will be our focus for the next week or two. Afterwards, the rest of our time will be spent tuning/bug fixing and polishing the game, mostly from the feedback we'll be getting on the Forums, so don't be shy and drop us a line on there! :)
02/22/2019 - Version 0.8.1
[ 2019-03-01 22:47:28 CET ] [ Original post ]
An older version of Sagittarian Cavalry, which was added to this build.
New Build:
We have a new build this week. We finally got around to adding our Credits section and we're adding a lot of new VFX and SFX to the game, as well as the usual bug fixes and small balance tweaks. We've been busy wrapping up our optional content and end-game content lately, although we'll be saving the ending of the game as well as our large secret dungeon for the official release of the game. The rest of the optional content (other than our large secret dungeon) will be in the March big-content-update, so there'll be a lot of new material to check out, including Reiner's special class, a secret character and many optional/secret battles. For today though, here are the highlights:
- Credits: Credits section has been added to the title screen.
- Music: All music cues have been updated to their final version (following work by our musician on the game's OST).
- VFX: Adding many new VFX, most of them for optional content battles we're currently working on, but also for Immortal Souls, Autotomize, Meat shield, Rekindle, Swarm Strike, Wild Slam, Vicious Push, Quetzalcoatl, and a few others.
- SFX: Adding another 2 dozens SFX or so.
- Localization: All missing localized text has been added. With this, the localization process should be fully complete!
- AI: Many updates to the AI system to fix some issues and make it better.
Progress Report:
We've just finished the final localization QA phase and we're done adding all our VFX right now. At this point, all assets (including maps, VFX, sprites, text) are complete, save for a dozen or so SFX. We're still missing some cutscenes and some encounters though, and that will be our focus for the next week or two. Afterwards, the rest of our time will be spent tuning/bug fixing and polishing the game, mostly from the feedback we'll be getting on the Forums, so don't be shy and drop us a line on there! :)
Change log:
02/22/2019 - Version 0.8.1
New Content:
- Credits: Credits section has been added to the title screen.
- Music: All music cues have been updated to their final version (following work by our musician on the game's OST).
- VFX: Adding many new VFX, most of them for optional content battles we're currently working on, but also for Immortal Souls, Autotomize, Meat shield, Rekindle, Swarm Strike, Wild Slam, Vicious Push, Quetzalcoatl, and a few others.
- SFX: Adding another 2 dozens SFX or so.
- Localization: All missing localized text has been added. With this, the localization process should be fully complete!
- Key Items: Adding some key items to the game. Some of those would already have been gathered by the time the player reaches the end of the current build and will be retroactively granted. Key items can be seen from the Troops Menu "View Inventory" section. Most of the key items are tied to optional content that's still being added.
Balance:
- AI: Various small improvements to the AI. Many improvements to Cadavers AI specifically.
- AI: AI wasn't properly taking into account when its attack would kill the target and wasn't being "more enthusiastic" about such cases.
- AI: AI will be better when using Infused Edge. It wasn't tallying all that it should before when comparing options.
- Alphine Woods Patrol: Switching Duelist for Templar (Duelist are a fairly late game class and it seems a bit early to introduce them to the player).
- Gyaum Tor Patrol: 2 of the 3 Reavers were changed no another class. This is still early into the game and the player is unlikely to know much about Reavers at that point.
- Resting Giants Patrol: 1 of the Reavers got chanced to a different class.
- Cabin Fight: Slightly adjusting the base stats of a certain female guest character to she has more defense a little less attack/speed. The goal is to make sure more survivable mainly.
- Princess/Lord: Reducing the AP cost to learn Equip-All.
- Guests: Guests will never use "sacrifice" types of actions unless they have Rebirth on.
- Vessel: Lowing MP cost of Immortal Souls and Fafnir by 2 MP each.
- Cadavers: Changing the height values of some of their abilities a tad.
- Vampire/Marked: Increase the damage ratio for Soul Suck and Soul Drain.
- Holy Burst: Increasing MP cost from 16 to 18.
- Weapons:
- Lowered attack of True Flight a bit and lowered price.
- Increased attack of Mach Bow a bit.
- Giving "dark dmg bonus" to the Ebony Rod.
UI:
- Status effects: When a crit happens, the status effect text will no longer be enlarged. Only the critical damage will be enlarged.
- Volumes: Updated the way the volumes are handled by the game. The default volume is now 80% across the board. This will reset the user's currently saved volume values.
- Movie Volume The intro movie will now use the "music volume" value when playing rather than the default Unity value.
Bug Fixes:
- Items Usage: Maps that have a flag to prevent item usage would still have the AI use items after our AI rework. Fixed.
- Blazing Trap: Trap wasn't ending the unit's turn upon stepping on it. Fixed.
- Desperate Blow: Fixing issue where Desperate blow would show "remove:" instead of 0 damage when user is at full health. Fixing an issue where the damage would show "MISS" rather than 0 even if it didn't miss with 0 damage dealt.
- AI: Fixed something in the AI behavior that didn't value mp damage correctly. This lead to using "mp-drain" abilities on allies a lot more than would otherwise make sense.
- AI: The new AI was ignoring a flag that forces enemy to "never use skills". That flag is mostly used in some early maps. That functionality is now restored and enemies should use less skills in the early maps.
- AI: Fixed an issue where AI wouldn't use Reanimate.
- Infused Edge: Fixing an issue where using Infused Edge with Warmage "burst" spells would leave the target in "getting hit" stance at the end of the spell.
- Abilities Descriptions: Fixing some missing icons and such on some abilities.
- Mirage: Fixing issue with the mirage icon staying on the target after Mirage is removed by attacking (even though it would behave correctly). This issue could have affected other buffs too.
- Blood Axe: This craftable axe was never properly added to the crafting list before.
- Adaptive Aegis: The effect wouldn't wear off on the target after the buff timed out, until the target was attacked (or other conditions). Fixed.
- Localization: Fixing a few strings that had some small mistakes.
- Siege Ram: If Siege Ram was interrupted by a trap, strange things would happen. Fixed.
- Steal %: After displaying a 0% chance number, the % chance of stealing abilities would be shown in red in the prediction box. Fixed.
- Traps: When a unit would trigger a trap, it would use up the Boon status on the trap's original caster. Fixed.
Modding:
- Names: All character names are now in terms2.txt, so modders can translate them if desired.
- Errors: Adding more error checking for character outfits information.
- Names: Story character names are now read from terms2.txt everytime a game is loaded. Before, the name would be saved in the savefile. This will enable "using the localized name" when switching languages.
- AI: Adding "magic" and "skill" for weights name that can be used for the AI.
- Weights: Fixing an issue where weights name had to be capitalized in the encounters.txt file to work before.
- Summoning: Abilities that use the SummonAny flag can now be created for the player to use (they could only be used by the AI before).
- Hiding the UI: Adding a new Debug option called "hideui". If set to true in the Gameconfig.txt Debug section, pressing 1 or the Left-Stick-Button will hide/show the UI.
Fell Seal: Arbiter's Mark
6 Eyes Studio
6 Eyes Studio
2018
Strategy RPG Singleplayer
Game News Posts 160
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(4524 reviews)
https://www.fellseal.com
https://store.steampowered.com/app/699170 
The Game includes VR Support
Fell Seal: Arbiter's Mark Linux [2.27 G]Fell Seal: Arbiter's Mark - DLC Linux [85.2 M]
Fell Seal: Arbiter's Mark - Missions and Monsters
Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Features:
- Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
- Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
- A deep and complex class system with over 20 classes and 200 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
- Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
- Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Story:
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
About the game:
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: 1.2 Ghz. Pentium 4+Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: 512 MB
- Storage: 2 GB available space
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