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Build 1.1.0, with New Game Plus!
We released Build 1.1.0 today. The main addition is a versatile New Game Plus mode. In keeping true to our style of granting the player as many options as possible, you get to choice what carries over or not to the next game.
The options will be available from the title screen once you have completed the game and seen any of the endings. We're also adding support for the SteelSeries keyboards, where the keys will light up in different color depending on the current state of the game (menus, combats, enemy turn, etc) and also show all possible hotkeys for a quick visual cue of what they are. There's also a fair amount of balance tweaks and bug fixes. Finally, there are a few changes to some data files and engines to be ready to support the upcoming DLC, although that's fully in the background for now. The full patch notes are at the end of this post!
We're still ironing out various DLC systems and we're not quite ready to reveal everything yet, but here's a very small subset of what the monster mini-classes are going to feel like in practice:
There are a lot more options than this though, as we currently have over 15-20 different mini-classes in the works for monsters. Those classes aren't quite as big as human classes in terms of number of abilities, but each monster can currently equip two at once, which will provide a lot of options. We're still hammering out the details to make sure it's both fun and balanced though!
A new system was added a little while ago to follow developers on Steams and be notified when they have new releases and such. If you want to make sure not to miss our upcoming DLC release, give it a try! You can follow us on Steam from our developer page, right here: 6 Eyes Studio Steam Page.
10/11/2019 - Version 1.1.0
[ 2019-10-11 21:35:11 CET ] [ Original post ]
Hello everyone!
New Build:
We released Build 1.1.0 today. The main addition is a versatile New Game Plus mode. In keeping true to our style of granting the player as many options as possible, you get to choice what carries over or not to the next game.
The options will be available from the title screen once you have completed the game and seen any of the endings. We're also adding support for the SteelSeries keyboards, where the keys will light up in different color depending on the current state of the game (menus, combats, enemy turn, etc) and also show all possible hotkeys for a quick visual cue of what they are. There's also a fair amount of balance tweaks and bug fixes. Finally, there are a few changes to some data files and engines to be ready to support the upcoming DLC, although that's fully in the background for now. The full patch notes are at the end of this post!
DLC News:
We're still ironing out various DLC systems and we're not quite ready to reveal everything yet, but here's a very small subset of what the monster mini-classes are going to feel like in practice:
There are a lot more options than this though, as we currently have over 15-20 different mini-classes in the works for monsters. Those classes aren't quite as big as human classes in terms of number of abilities, but each monster can currently equip two at once, which will provide a lot of options. We're still hammering out the details to make sure it's both fun and balanced though!
Follow us on Steam:
A new system was added a little while ago to follow developers on Steams and be notified when they have new releases and such. If you want to make sure not to miss our upcoming DLC release, give it a try! You can follow us on Steam from our developer page, right here: 6 Eyes Studio Steam Page.
Change log:
10/11/2019 - Version 1.1.0
New Content:
- New Game plus: Adding a New Game Plus option in the title screen. Upon clearing the game, the option will become available and the player can use the clear file to start a new game retaining various things from their previous game. The player can select what they retain and what is reset from a list of options.
- SteelSeries: Adding SteelSeries integration. When using a SteelSeries keyboard with per-key lighting capabilities, the keyboard will take different colors based on the current game state, and show all available hotkeys in white.
- New Male Portrait: Adding a forgotten male portrait.
- Optimizations: The game should load slightly faster than before.
Balance:
- Healers: Updating the weights associated with healer classes to limit their count in maps where enemies are randomly generated. The net result should be less classes with healing spells in general.
- Bite: Increasing the base chance for the Poison effect to 62% (from 50%).
- Meatshield: Meatshield used to wear off when the target of it got its turn. Now it will wear off when the caster of it gets its turn (or it gets replaced by another Meatshield/cover effect). This will make it last longer and thus be more reliable/useful.
- New Recruits: When a class is unlocked, the player will always be able to switch to it, even if the requirements are not met. The main effect from this is when recruiting a unit in an advanced class (like Gambler for example), the unit will be able to switch back and forth to that class even if they don't meet the requirements.
- Missable Character: A certain character can't be recruited anymore after a certain point of the story has passed. There will now be a warning on the world map about the specific event vanishing soon if the player ignores it for too long.
- Double Cast: AI will be a little smarter with their second cast when using Double Cast. This is mostly a result of fixing a bug that make the second cast fizzle at times (it had other ramifications).
- Blood Suck: Increasing ratio bonus when the target is bleeding from 0.35x to 0.45x.
- Soul Suck: Increasing ratio bonus when the target is bleeding from 0.25x to 0.30x.
- Drain Health: Increasing damage ratio from 1x to 1.1x.
- Drain Soul: Increasing damage ratio from 0.35x to 0.45x.
- Gold Thread: Will now be granted as a victory reward in one of the late game story battles (this is not retroactive).
- Ancient Path: Small adjustments to a few random drop rates for ingredients.
UI:
- Map Position: The map position will now update in the top left corner after an enemy has done moving.
Bugfixes:
- Gelligh Treasures: If the player opened the treasures there "late into the story", it's possible it could have caused a problem with the "open all treasures" achievement. Fixed.
- Dialogues: Various small typos got fixed.
- Dash Strike/etc: Charge abilities would act weirdly when targeting large units. This is fixed.
- Class Change: The "Cancel sound" would play 2x in quick succession when leaving the screen. Fixed.
- Gogomboba City: Some extra units had their levels incorrectly set too high. Fixed.
- Maps: Fixing minor visuals issues with the grid on some maps.
- Vampire: Couldn't equip "cloth helmets" as they should. Fixed.
- Lists: Fixing a very rare case where a list would cause issues when empty and hitting confirm.
- Cleave: Fixing issues with Cleave not triggering at times: killing a target sporting Rebirth with a Collect ability, or with drowning wouldn't work correctly before.
- Screwworm Swamp: The map could be won by killing all allies. Fixed.
- Custom Portraits: Custom portraits had issues on Linux/Mac and would have issues if the user synced files across computers where the absolute customdata path was different. This is resolved. Save files will not save the absolute path of custom portraits anymore (that wasn't intended to begin with). Previous custom portraits shouldn't be affected, but if they are, setting them again at the guild should fix any issue.
- Enemy Passives: Fixing two instances of specific enemies having the same passive equipped twice.
- Pektites: Tier 3 red pektites had the wrong counter. Fixed.
- Meatshield: Fixing a rare crash with Meatshield.
- Sorting: Sorting units from the troops menu while in combat would have all sorts of weird issues. Disabling Sorting from the battle screen for now.
- Master of All: If a unit had mastered a class for which they didn't meet the requirements (so, a unit was recruited as an advanced class directly), that mastery wouldn't count towards the "Master of All" achievement. This should be fixed.
- Options: Selecting a line on the Options screen could feel unresponsive with the mouse as the far right side of the line wouldn't trigger the line selection without a click. Fixed.
- Arena: The enemies speed value wouldn't be used correctly on their first turn during arena matches (due to not being calculated until the match starts). Fixed. The turn-order might not be accurate until the match starts because of this.
- Pounce: It was possible for an enemy to use pounce to land on the same tile as another enemy that died with rebirth. Fixed.
- Dreadmaw: Ability was supposed to steal Buffs from the target, but that wasn't working correctly. Fixed.
- Dash Strike/etc: When an enemy would charge over a trap without having moved before, they would still be able to move after the trap interrupted the charge attack. Fixed.
- Dash Strike/etc: Under specific and rare circumstances, some the red tiles representing the charge area of effect could remain visible during targeting, even though they should have been erased.
- Descriptions: Fixing various descriptions typos.
- Loco Rush: Fixing a rare issue where a character might disappear oddly if there is no obvious valid destination when getting pushed around by Loco Rush.
- Spread Pain: Can now be used with Infused Edge and Focus Fire, as intended.
- Shoving Abilities: Fixing a wrong interaction between pushing abilities and targets with Mirage, where the Mirage would absorb the base damage but still displace the target or apply the bonus damage from the collision. Mirage now absorbs the whole effect.
- Music: Music could have a jump in volume when backing out on the Load menu from the Title screen. Fixed.
- Options: The Apply command in options list couldn't be clicked with the mouse before. Fixed.
- Double Cast: On rare occasions, when enemies would use Double Cast, their second spell could fizzle. Hopefully this is fixed now.
- Worms: Worms wouldn't use their breath attack as often as they should have due to a bug. Fixed.
- Kawa Bandits: Small adjustment to one of the early-game tables that had a typo, resulting in worse loot than it should have.
- Name Input: Using the "cancel key" in the name box would cancel the name input before. Fixed. Some minor mouse interactions were cleaned up as well.
- Obelisks: An extra check was added upon loading a save file to make sure the flag about having "all obelisks" is correctly set. There probably wasn't an issue on that side, but "just in case".
- Enemies: Once the player reached level 99, some enemies could be generated with story classes they shouldn't have access to. Fixed.
Modding:
- Fonts: Adding a Vietnamese font to the list of available fonts for modders to use.
- Fonts: Adding a Japanese font to the list of available fonts for modders to use (it currently doesn't support Kanjis though).
- Errors: Adding more error checking for invalid data.
- Ingredients: Ingredients file will not require all sections to exist anymore (recipes, badges, gadgets, ingredients) and non-existent section will be treated as empty.
- Ingredients: Fixing some potential errors when modding this file where added data would behave oddly.
- Save Files: Slight update to the format to make it a little bit more efficient.
[ 2019-10-11 21:35:11 CET ] [ Original post ]
Fell Seal: Arbiter's Mark
6 Eyes Studio
Developer
6 Eyes Studio
Publisher
2018
Release
Game News Posts:
162
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(4559 reviews)
The Game includes VR Support
Public Linux Depots:
- Fell Seal: Arbiter's Mark Linux [2.27 G]
- Fell Seal: Arbiter's Mark - DLC Linux [85.2 M]
Available DLCs:
- 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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