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DLC Devlog #2 - Guild Upgrades
As mentioned in the previous devlog, the world is divided into 5 different regions. Upgrades can be built into any of these 5 regions and will confer a variety of bonuses, primarily to that region. After selecting the Upgrades section in the Guild, the player can decide in which region they want to build upgrades for. Selecting a region will show it on the world map, show which battle maps are tied to it and which upgrades are currently built on there.
Afterwards, the player can build upgrades for the region, or reset current upgrades for the region.
Resetting the upgrades will refund a portion of their cost and clear all upgrades from the area, so the player can change their layout if they feel like it. On that screen, the player can see the layout for the selected region and the currently built upgrades if there are any. Each region has its own layout for adding buildings. This example has a 3x4 area to add buildings. Other regions will have different areas, such as a 3x3 or perhaps a 2x3 and a 1x3, etc. Selecting to build a new upgrade will show the list of all possible upgrades the player could create as well as their cost in CP (Company Points). There will be a core of buildings that will be the same for all regions, but some regions will have unique buildings that confer special bonuses or bonuses that pertain to the specific zone better (things tied to poisonous maps for example).
You can see the bonus for the selected upgrade in its description. These bonuses are divided into 3 general categories:
Finally, when selecting a specific upgrade, you will be able to place it where you want in the building grid, assuming you have the CP and the grid position isn't already occupied by another building. As you select a position, the "border bonuses" that will be active will light up to show which would be active from placing the building there and greyed out if they wouldn't currently confer a bonus.
The current building icons were taken from some of our maps and aren't final, but they showcase the visual style we're going for with the buildings.
Currently, there are 24 different building upgrades and each will have its own unique building sprite. Each has their own bonus and many will have synergy bonuses as well. Here are some examples of the bonuses the upgrades will grant: Missions:
[ 2019-12-06 21:04:12 CET ] [ Original post ]
Hello everyone! In this week's devlog, we'll detail another system tied to the missions: the Guild Upgrades system.
Upgrades
As mentioned in the previous devlog, the world is divided into 5 different regions. Upgrades can be built into any of these 5 regions and will confer a variety of bonuses, primarily to that region. After selecting the Upgrades section in the Guild, the player can decide in which region they want to build upgrades for. Selecting a region will show it on the world map, show which battle maps are tied to it and which upgrades are currently built on there.
Afterwards, the player can build upgrades for the region, or reset current upgrades for the region.
Resetting the upgrades will refund a portion of their cost and clear all upgrades from the area, so the player can change their layout if they feel like it. On that screen, the player can see the layout for the selected region and the currently built upgrades if there are any. Each region has its own layout for adding buildings. This example has a 3x4 area to add buildings. Other regions will have different areas, such as a 3x3 or perhaps a 2x3 and a 1x3, etc. Selecting to build a new upgrade will show the list of all possible upgrades the player could create as well as their cost in CP (Company Points). There will be a core of buildings that will be the same for all regions, but some regions will have unique buildings that confer special bonuses or bonuses that pertain to the specific zone better (things tied to poisonous maps for example).
You can see the bonus for the selected upgrade in its description. These bonuses are divided into 3 general categories:
- Mission Bonuses: these bonuses apply to Mission that are in the same zone as the Upgrade.
- Patrol Bonuses: these bonuses apply to Patrols that are in maps that are part of the same zone as the Upgrade.
- Global Bonuses: these bonuses apply all the time to all zones. Those are considerably rarer.
Finally, when selecting a specific upgrade, you will be able to place it where you want in the building grid, assuming you have the CP and the grid position isn't already occupied by another building. As you select a position, the "border bonuses" that will be active will light up to show which would be active from placing the building there and greyed out if they wouldn't currently confer a bonus.
The current building icons were taken from some of our maps and aren't final, but they showcase the visual style we're going for with the buildings.
Upgrades Bonuses
Currently, there are 24 different building upgrades and each will have its own unique building sprite. Each has their own bonus and many will have synergy bonuses as well. Here are some examples of the bonuses the upgrades will grant: Missions:
- Missions take 20% less time to complete.
- Missions award 20% more CP.
- Missions award 2x as many components as normal.
- One extra unit can be sent on each mission.
- Missions award 20% more AP
- While patrolling the region, increase the chance of meeting stray Kawa Bandits 5%
- While patrolling the region, increase the chance of meeting stray Zotzits 5%
- While patrolling the region, increase damage dealt by player units by 5%.
- While patrolling the region, all deployed units will start with Renew.
- ...
- Store prices in any store are 5% cheaper when buying.
- Guild prices in any guild are 5% cheaper for all services costing GP.
- Can run 1 more mission at the same time.
- ...
[ 2019-12-06 21:04:12 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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