Build 0.9.4 - Achievements and Cloud saves
This week's build's main attraction is Steam Achievements and Steam Cloud saves! There are 43 achievements in game, including 22 "hidden achievements". Many are going to be retroactive and trigger after loading a game and messing around a little bit, but not all of them. In general, those that aren't retroactive are either very easy to obtain or involve doing something specific during a battle (that's repeatable, so you can't miss it). Also, the cloud saves could require a Steam restart to kick in. Let us know how it all works out! Here are the highlights:
We finally finished our last Ancient Path map work and now all the content for the game is finished! We're still going to keep polishing and updating balance and bug fixing for a while though, of course! Otherwise, we finished our Steam integration: cloud saves and achievements have been added to the game. Collectibles and badges should also already be tied to the game as well.
04/12/2019 - Version 0.9.4
[ 2019-04-12 22:04:51 CET ] [ Original post ]
Achievements!
New Bulid:
This week's build's main attraction is Steam Achievements and Steam Cloud saves! There are 43 achievements in game, including 22 "hidden achievements". Many are going to be retroactive and trigger after loading a game and messing around a little bit, but not all of them. In general, those that aren't retroactive are either very easy to obtain or involve doing something specific during a battle (that's repeatable, so you can't miss it). Also, the cloud saves could require a Steam restart to kick in. Let us know how it all works out! Here are the highlights:
- Achievements: Achievements are now enabled. Those are retroactive for the most part, although some specific combat ones (like killing an enemy by drowning them for example) will have to be done again to be obtained.
- Cloud Saves: Cloud saves should now be enabled. Everything should be working fine, but it's something a little new for us, so let us know if you notice anything weird! (Cloud saves are not enabled on Linux sadly).
- Balance: Various small updates to the balance, including tweaks to specific encounters, small adjustments to some growths from feedback from last week's changes, tweaks to some gear, etc.
- Bug Fixes: Lots of bug fixes from internal testing and from forums feedback. Thanks again to everyone taking the time to let us know about bugs!
Progress Report:
We finally finished our last Ancient Path map work and now all the content for the game is finished! We're still going to keep polishing and updating balance and bug fixing for a while though, of course! Otherwise, we finished our Steam integration: cloud saves and achievements have been added to the game. Collectibles and badges should also already be tied to the game as well.
Change logs:
04/12/2019 - Version 0.9.4
New Content:
- Achievements: Achievements are now enabled. Those are retroactive for the most part, although some specific combat ones (like killing an enemy by drowning them for example) will have to be done again to be obtained.
- Cloud Saves: Cloud saves should now be enabled. Everything should be working fine, but it's something a little new for us, so let us know if you notice anything weird!
- Gogombob City: Adding a new patrol to the area.
UI:
- Mouse: Improving some interactions between the mouse and keyboard on the map screen.
- Battle Map: Made things a little more responsive when navigating between the map and a menu.
Balance:
- Mender: Increasing HP growth a bit.
- Exemplar: Will not copy buffs granted by gear anymore, only those obtained through combat.
- Mastery Bonus: Slightly adjusting bonuses for Reaver, Werewolf, Lich, Mercenary, Knight and Gadgeteer.
- Restful Stones: Vangal will not spawn with boots anymore. Changing 1 Assassin to only spawn on higher difficulties.
- Bosses and Leaders: Now will never use "sacrifice" types of abilities.
- Bandit Kawa: Will now never spawn with boots.
- Maces: Now have a crit chance.
- Enemies: Updated tables for generating counters/passives to reflect all the recent balance updates. Moved the "evasion %" passive to later levels to reduce early game evasion bonuses.
- Rings: Pure Band lost its speed bonus. Shinning Band got +2 speed.
- Daodrenner: Reducing evasion of tier1 to 5 (from 10). Reducing evasion of tier 2 to 7 (from 10). Bzil form evasion reduced to 7 (from 10).
- Enemies: Will know various tiers of their skill trees just a little later than before in terms of levels.
- Strong Abilities: Some abilities are obtained a little later by enemies than they normally would (Sniper Shot, Assassinate, Righteous Blade). Adding Dual Casting to that list and adding individual levels (rather than 1 level for all of those) for better control.
- Chilling Touch, Deep Wounds: Changing the passives to work with all offensive actions. The more targets in the zone, the less chance to succeed per target (the combined probability will always be the same amount regardless of the amount of targets).
- Tournament 2: Some tweaks to some encounters.
- Arena: Changing the AP/GP bonus to 40% (from 33%).
- Bosses: Certain bosses could ignore the level range of encounters, this has been changed so they will be within the level range of the encounter.
- Worms: Changing their counter from "Haste" to "Critical: Haste" (it used to be Critical: Haste but the recent change transforming it to "Haste" affected the worms as well, so we reverted their counter.)
- Worms: Will now never spawn with Poison or Bleed immunities.
Bug Fixes:
- Worms AI: Fixing an interaction that could be off when a target would be immune to roots.
- Typos: Fixing some typos in some ability descriptions and dialogue.
- Protect: Offensive skills "centered on the caster" would bypass Protect on targets. Fixed.
- AI Dual Casting: Fixing some instances where the AI would still cast its 2nd spell even if a counter killed it after the 1st spell.
- Map Placement: The triggers to switch between enemies would sometimes not work correctly during map placement of some story battles. Fixed.
- Enemies: Fixing rare cases of invalid classes or subclasses for certain human enemies.
- Lever 99: Certain actions would still award EXP even after reaching the level cap and gaining a level past the cap would enter an infinite level-up loop. Both issues are fixed.
- Dark Resist: All units in the game would automatically master a special boss class and gain various stats, including Dark restistance 5. Fixed.
- Obelisks: One of the Obelisks wouldn't show its activated sprite after being activated. Fixed.
- Fleet of Foot: Fixing the information panel not showing correctly the updated movement.
- Status Effects: Upon removing a status effect on a target, abilities that interact with the "amount of status effects" on the target would still count it as active until the target got its next turn. Fixed.
- Turn Order: When reviving someone, selecting a unit on the map to view their stats would sometimes fail to show them correctly in the turn order. Fixed.
- Info Placard: Fixing an issue where the "other pages" buttons would become visible when they shouldn't.
- Mouse: When using the mouse scroll to switch between 2 overlapping tiles, changing tiles with the keyboard or gamepad would leave the cursor "shown on top of everything". Fixed.
- Help: Fixing an issue where the help tooltips would be partially outside the screen for certain resolutions.
- Bandit Kawa: Fixing a rare issue where they could spawn on an invalid location in the Restful Stones.
- AI: Fixing some odd AI decisions with Shadowstrike.
- Side Effects: Fixing an issue where Side Effects would cause damage when granting Quick due to the Exhausted debuff.
- Armors on Enemies: On rare occasions, some unique armors that aren't supposed to be on enemies would still spawn on them. Fixed.
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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