martes, 22 de septiembre de 2020
Suzy Cube Update: March 16, 2018
lunes, 21 de septiembre de 2020
Test Painting The Imperial Guard Armoured Company
Most of the building is finished, I just need to sculpt a few more arms on the Commissar markers. I also got the tanks glued to the bases. I used 30 minute epoxy for this, as I wanted something a little more supstantial that super glue.
I came up with a heavy flamer for the Salamander Command, they're a multi-melta from the plastic Squat Trikes. I reworked the barrels a little bit to look more flamer-ish.
The Baneblades are all done as well. They got twin heavy bolter sponsons, a new heavy bolter in hull turret, and new lascannon barrels that made them match the Leman Russ more.
The Stormhammers all got their heavy bolter turrets as well. They weren't too bad once I drilled out the old barrel.
Finally, here's more first pass on the color scheme. Thoughts? I was shooting for something suitably 90s GW. It's not to the level of the Eldar, more a tabletop level I think.
sábado, 12 de septiembre de 2020
Welcome To My Process (Part 4)
Thanks for coming back. I hope you're enjoying this little adventure writing workshop blog series. If you're not sure where to start, it's here.
If we delved any deeper into the backstory of Slime Green Concubines of the Blood-Spattered Queen, we'd be in danger of authoring fan-fiction rather than an adventure. In case it wasn't obvious, I'm an old school type of fellow who eschews long-winded history and exhaustive backstory. Let's get to the action, already!
On that note, I'm going to start outlining the rooms of our 9-room dungeon...
Room #1 (Entrance & Guardian): The PCs find their way into Tsuma'al. Since this temple is outside their plane of existence, I assume they'll just appear in a certain spot (possibly a random spot)... most likely the lower-right tentacle/foot thing.
Far too early to introduce the concubines and queen directly, though seeds should be sown.
Maybe some kind of twisted flesh spawn that's been tortured by Tresillda? Such a creature could be a warning, but decides not to warn the Queen if the PCs seem formidable enough to slay her. If the PCs seem weak or ineffectual, the creature would probably warn her in order to avoid further bouts of torture.
Room #2 (Puzzle or Roleplaying Challenge): Hmm, maybe several priests rest, awaiting their use by Tresillda and her wizard, Xa'algex. The Queen has been searching for the relic she needs to resurrect Tsuma'al. She needs willing priests to sacrifice their willpower and sanity in order to teleport the relic through time and space.
Room #3 (Empty Room): It doesn't look like there's anything here, but the PCs can see green slime oozing down the scabrous walls of this place. Touching it yields one or more rolls on a custom random table.
Perhaps some other clue to what's going on should be embedded in this area. No idea what at this point, though.
Room #4 (Trick or Setback): By now, the PCs may be thinking that everyone around Queen Tresillda hates her and wishes her dead. However, her put-upon servants went mad long ago and believe she's the chosen one - the only person who can awaken the Great Old Ones (or at least Tsuma'al).
Perhaps the PCs encounter Xa'algex himself in his arcane study. He acts sympathetic, but then turns the tables on the PCs when they're vulnerable.
Room #5 (Trap): I'll come back to that one.
Room #6... for right now, I think I'm just going to convey the ideas I have for each room without labeling them. Too much artifice may constrict the organic creative flow I'm after. I do like to have a framework in place, but I also dislike being forced to follow rules. In my humble opinion, that push/pull is useful to an adventure writer and helps propel me hitherto heights undreamt.
The concubines covered in green slime should be an encounter. They'll both convey information and be a menace to defeat or avoid.
There's the Queen, too, of course. She'll have the relic by the time the PCs find her (unless they really drag their feet) - maybe include some kind of time-table to add pressure on the PCs. Maybe her sorcerer Xa'algex reappears if he was destroyed in a previous encounter... in a ghoulish undead sort of way, to fight by her side?
And I like the idea of there being a buildup of magical force that needs to be put somewhere, a byproduct of the sorcery the Queen and Xa'algex are using to obtain the relic. It would be like extra-dimensional toxic waste. Is this the green slime that's mutating the concubines? Where does the zoth come in?
I do like the idea of a post-climax room that's reward, revelation, or plot twist... the Queen probably has something valuable besides the relic. If the relic can awaken Tsuma'al or another Great Old One, then Tresillda's own personal magic item could be...
I've no idea and my brain is tired. I'll have part 5 ready in a day or two, so check back!
VS
Gears 5 Free Download
Gears 5 Free Download
Gears 5 PC Game 2019 Overview
It's about time. Suit up with a WWE Superstar Batista skin for use in Gears 5 multiplayer. Play Gears 5 while online between Sept 15 (4:00pm PT) and October 27 (11:59pm PT) to get him in game for free.
From one of gaming's most acclaimed sagas, Gears is bigger than ever, with five thrilling modes and the deepest campaign yet.
Campaign: The world is crumbling. The Swarm has corrupted the Coalition's robot army and is descending upon human cities. With danger closing in, Kait Diaz breaks away to uncover her connection to the enemy and discovers the true danger to Sera – herself.
Escape: Outrun the bomb, outsmart the Swarm, and escape the Hive! Escape is a new, aggressive, high-stakes co-op mode featuring a three-player suicide squad that must work together to take out enemy hives from within.
Versus: May the best team win! Rack up points and trade up for superior weapons in Arcade, a frenetic playlist built for jump-in, over-the-top fun. With ten other game types plus new and classic maps, Versus rewards every competitive style, from casual to pro.
Horde: Can you and four friends endure waves of ever-stronger enemies and bosses? Survive using new hero abilities, building defenses, collecting power, leveling up your skills and working as a team.
Map Builder: Create custom Escape hive maps and experiences to share with and challenge your friends.
Features:
* Three-player Campaign Co-op: Battle alongside your friends in three-player online or split-screen co-op.
* Tours of Duty: Rank up from new recruit to four-star general in Gears Tours of Duty. Take on new and exciting challenges, earn awesome rewards, and show off your loot.
* Boot Camp: New to Gears or just a little rusty? Bootcamp is a fun way to learn the ropes, from the basics to advanced combat techniques.
* Play as Jack: Play as Jack, your personal flying support bot that can protect allies and damage enemies – perfect for players new to Gears.
* Visual Showcase: Play every mode in 4K and HDR at a smooth 60 frames per second on compatible machines
Technical Specifications of This Release.
- Game Version :
- Interface Language: English
- Audio Language : English
- Uploader / Re packer Group:
- Game File Name : Gears_5.rar
- Game Download Size : 63 GB
- MD5SUM : d4a175b90286efbbec8ed0c0c9f89209
System Requirements of Gears 5
* OS: Windows 7 SP1 64-bit, Windows 10 64-bit
* Processor: AMD FX-6000 series | Intel i3 Skylake
* Memory: 8 GB RAM
* Graphics: AMD Radeon R9 280 | NVIDIA GeForce GTX 760 (Windows 10) | NVIDIA GeForce GTX 1050 (Windows 7)
* DirectX: Version 12
* Network: Broadband Internet connection
* Storage: 80 GB available space
* Sound Card: DirectX compatible
* OS: Windows 10 64-bit
* Processor: AMD Ryzen 3 | Intel i5 Skylake
* Memory: 8 GB RAM
* Graphics: AMD Radeon RX 570 | NVIDIA GeForce GTX 970 (Windows 10) | NVIDIA GeForce GTX 1660ti (Windows 7)
* DirectX: Version 12
* Network: Broadband Internet connection
* Storage: 80 GB available space
* Sound Card: DirectX compatible
Gears 5 Free Download
viernes, 4 de septiembre de 2020
Game 377: Wizardry: Suffering Of The Queen (1991)
Titles online often include Gaiden after Wizardry or include "Episode 1." Neither is present on the title screen. I believe even the original Japanese title screen was in English. |
ASCII (developer and publisher)
The eight games in the Wizardry series are well known to western CRPG players. It is arguably the most influential series of all time (although it was itself heavily influenced by the early PLATO titles), spawning The Bard's Tale, Might and Magic, and Dungeon Master lines, and even influencing Exodus: Ultima III. I still find the original Wizardry (1981) remarkable for its combat tactics and the exquisite tension that it builds as you explore each level and cope with the specter of permadeath.
Combat in this game is identical to the western Wizardry titles. |
What most western players probably don't realize is that the series has a life in Japan that, at least quantitatively, exceeds its legacy in the United States. In addition to the influential translations of the original games, Japan saw more than ten original titles and remakes for the Game Boy, PlayStation, NES, SNES, PlayStation 2, and PlayStation 3 between 1991 and 2013, plus a 2013 MMORPG called Wizardry Online (2013). These games weren't just unauthorized knockoffs seeking to capitalize on the Wizardry name. As we'll soon see, you're more likely to untangle Jarndyce v. Jarndyce than figure out who actually owns the rights to the series, but the earliest Japanese titles, at least, were developed under license from Sir-Tech, and they take thematic elements from the western games.
The party explores the dungeon. The interface elements go away until you call for them. |
Commenter Alex has written a guest entry on the Japanese Wizardry series, which I'll publish soon, but to put it in context, I wanted to take a look at the first of the series, Suffering of the Queen, after having first familiarized myself with the Game Boy by playing its first RPG offering. Suffering is the first of a pair of Game Boy titles published by ASCII; the second, Curse of the Ancient Emperor, would follow in 1992. Suffering is something of a sequel to Wizardry II and III in that it takes place in Llylgamyn and references the Staff of Gnlida. I'm playing a fan translation from about 2013.
Credits for the translation. |
I was surprised to see that aside from some minor graphical and mechanical differences, Suffering plays almost exactly like an early-1980s Wizardry scenario. You create a party of six characters from the same races and classes; you have a menu town on top of a multi-leveled dungeon. The shop names are the same; combat works the same; spells are not only the same but have the same nonsense names (mercifully "translated" in the English patch). The navigational obstacles that you face, traps, item identification, and character leveling systems all work the same. So much is the same that a veteran Wizardry player would only have to be told about a few minor differences. The authors were clearly trying to bring the Wizardry I-III console experience directly to a handled device.
As Suffering opens, the player is dropped without comment into the menu town of Llylgamyn, presented graphically instead of textually. Icons correspond to the major service locations: Boltac's (shop), Gilgamesh's Tavern, the temple, the inn, the guild, and the dungeon entrance.
Llylgamyn is a graphical menu town. |
One difference from the earlier series is that the castle is a visitable location, and it's here that you get rare updates to the game's plot. When you visit the first time, you learn: "The traitor Taros is pursuing forbidden research in the dungeon. Disaster struck insistently in the past year. The power protecting Llylgamyn weakens. Now the people are murmuring about Princess Sorx. She vanished mysteriously at midnight." External sites clarify that Sorx is the queen's sister, but they give her name as Sokusu and the villain's name as, amusingly, Thailand Rossum. I don't know if the shorter versions are just a way to abbreviate them for the screen or if they're choices made by the English translators.
The titular queen doesn't show up until the endgame. |
Characters are created from humans, elves, dwarves, gnomes, and hobbits and good, neutral, and evil alignments. Then a pool of "bonus" points is distributed among strength, intelligence, piety, vitality, speed, and luck, with the base values having been determined by race. The attribute allocation determines what classes are available: fighter, mage, thief, priest, samurai, lord, bishop, and ninja. As in the original game, the bonus pool is usually 7-10 points but then occasionally rockets up to 18-20. You need such luck to start as any of the prestige classes; even then, some of the classes are out of the reach of a starting character. You cannot mix good and evil characters in the same party.
Creating a new character. |
After character creation, I was thrown when I found that Boltac's shop was "SOLD OUT" of most of the basic starter equipment, but it turns out in this version, characters start with a basic set of weapons and armor in their possession. As you find better stuff in the dungeon, it's not "+1" or "+2," but rather an escalating set of synonyms for the base weapon. For instance, swords progress along the line of sword, rapier, epee, katana, and cutlass. Ultra high-level items are given special names like "Saber of Evil" and "Mjollnir." The same weird "invoke" system is present where you can sacrifice some pieces of equipment for permanent attribute changes.
My maps of the first six levels. Darkened squares are literally dark squares (no light works), not indications that you can't go there. |
- None of the levels wrap east-west or north-south.
The automap works extremely well in this game, but it doesn't annotate teleporters. |
- The bestiary is a mix of enemies from the early Wizardry games and some invented for this game. As far as I can tell, the artwork is original even when a creature's name is re-used from an earlier Wizardry.
"Nocorns" were in Wizardry II or III, but this is a new graphic. |
- You select spell and trap names from a list instead of typing them. In the case of spells, the English patch translators put the spell effects in the list rather than the original names (e.g., MAHALITO, MOLTO), which is a big bonus.
The mage's available spells for each slot appear as a list. |
- The thief character is a lot more successful in disarming traps than in my experiences with the DOS versions of Wizardry I-III.
- Spellcasters have to rest to restore spell slots; they don't replenish automatically upon leaving the dungeon.
- Instead of encountering "friendly" monsters occasionally, you oddly get the option to "hunt" some monsters if you want to be evil or leave them alone if you want to be good.
The only way to show virtue in the game. |
- You can't just walk through walls to find secret doors; you have to "Search" for them. Once found, the door remains visible for the rest of the game.
This difference is explained in a message square. |
- The early game is notably easier than in the originals. Full-party death is rare.
- You can manually save the game while in the middle of a dungeon and restore from that point.
My thief's inventory late in the game. |
Gideon levels up and gains intelligence. |
The party surprises an enemy party. |
My bishop casts a mass-damage spell. |
Hence, the title. |
If it weren't for this sign, we probably wouldn't have even thought of it. |
My cleric damages Taros in the big battle. |
The queen sits on the throne. A tinge of grief is on her face. "Llylgamyn and I applaud you for your courage and wisdom." You are awarded a title. "I will go on fighting for my people alone." The queen smiles faintly. "Thank you. Now go and rest." However, everyone knows it's just the beginning. Peace is finally restored to Llylgamyn. However, secrets still lurk elsewhere . . .
Doesn't this seem like a winning screen? |
I thought I'd won, but the game offers to take me to even more adventures. |
The box made use of the traditional Wizardry font and logo. |