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Wednesday, March 4, 2020

So Far Behind...

   I haven't talked about so many gaming things happening in my life the last few weeks.

  First, I went to DesotoCon, in Kansas, back at the end of July. I started a blog post about it and will finish it, I promise. It's even going to be back dated so it will appear before this one. Not many (any?) photos from it though. Well, a few, I think.

  The next week I went to Indianapolis for GenCon. Met a lot of great people, hung out with some friends from Thread Raiders, Saving Throw Show, and Dragons and Things (best Pathfinder liveplay stream, Fridays at 6:00 Pacific on Twitch). Bought a bunch of stuff. Again, it deserves it's own post and I will work on that. A few more photos there.

   I've also released the first product from Goblyn Head Press on DriveThruRPG. It's a supplement designed for D&D 5e called Sacred Sites. It was written by Eli Arndt, who you ugys have seen me mention before around here. Nine different places you can encounter the sacred or profane. It has sold a few copies already and it's only been up about a week. Very excited about that. Probably deserves it's own post, too.


  And we've gotten a few more sessions of Starfinder in. Kicked one guy out of our group, got another new player. Still sitting at three players so if anyone wants to join us in Santa Fe, TX (in Galveston County, on the mainland)...

   And I painted a few minis. Not much. I really need to get to work on the Pledge or I am screwed.

   Oh, two new display cases came in and I got one put together. Detolf from IKEA.


   And I have been drawing more maps on my Wacom tablet. So that's getting me closer to done with another Goblyn Head project.

   All in all, I guess I have been busy. Just not very good at reporting. I'll try to get caught up on all of that the next few days.

Out In The Shadows: Dark Mod 2.07 Released


The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.

Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.

On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.

The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.

For further information you can access the full changelog here.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

Monday, February 24, 2020

Episode 37: The Power Of Positive Larding Is LIVE!

Ep 37: The Power of Positive Larding

https://soundcloud.com/user-989538417/episode-37-the-power-of-positive-larding

Nick Skinner, Richard Clarke and I talk about What a Tanker and all things Lard.
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Follow Nick @dozibugger and Richard @TooFatLardies on Twitter! The Too Fat Lardies Website Blog and Forum https://toofatlardies.co.uk/

What a Tanker Pre-Order
https://toofatlardies.co.uk/product/what-a-tanker-complete-advanced-order-bundle/

Sailor Malan's 10 Rules of Air Combat
http://ww2today.com/27th-august-1940-raf-ace-sailor-malans-ten-rules

YouTube Crack That Tank
https://www.youtube.com/watch?v=3PL2HFLRMI0

US Army professional wargaming https://www.army.mil/article/202457/cgsc_tests_board_based_strategy_game

S.L.A. Marshall Men Against Fire
https://www.amazon.com/Men-Against-Fire-Problem-Command/dp/0806132809

M40 105mm Recoilless Rifle
https://en.wikipedia.org/wiki/M40_recoilless_rifle

TFL Kriegsspiel
https://toofatlardies.co.uk/product-category/kriegsspiel/

US Army professional wargaming https://www.army.mil/article/202457/cgsc_tests_board_based_strategy_game

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Sunday, February 23, 2020

One Piece: Burning Blood - Gold Edition Free Download

One Piece: Burning Blood - is a fighting video game based on One Piece developed by Spike Chunsoft and published by Bandai Namco Entertainment for PlayStation 4, PlayStation Vita, Xbox One and Microsoft Windows.


Featuring: Set sail with the Straw Hat Crew and collect your bounty in the most epic anime fi ghter this side of the Grand Line! Use Devil Fruit abilities, Haki techniques, and punishing combos to turn the tide in the ultimate One Piece battle royale! Step into the New World with over the top head to head combat featuring all the action, drama and comedy of the world's favorite pirate saga! The Perfect Blend of Manga x Anime x Game - Taking full advantage of the rich history of One Piece, character expressions, and elemental effects.
1. FEATURES OF THE GAME

• Featuring Devil Fruits plus Haki can be used to do Massive special Moves and take down the fiercest opponents.
Burning Blood Game is all about style that will reheat fan's nostalgia and peak the interest of curious new pirates.
New true-to-series pirate free-for-all Activated at will these unique abilities can increase the player's attack power.
• Perfect Blend Manga x Anime x Game taking advantage of the rich History of One Piece & character expressions.
Plus strategize how and when to use these New Epic Special Abilities to unleash their Maximum Fighting potential.

Game is updated to portable version
2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.

ONE PIECE: BURNING BLOOD DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.









5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows Vista, Windows 7, Windows 8, Windows 10 | 64-bit
• Processor: Intel Core i3-4170 @ 3.70GHz or faster for better experience

• Memory: at least 4GB System RAM
• Hard Disk Space: 15GB free HDD Space
• Video Card: NVIDIA@ GeForce@ GTX 460 or faster for better gaming experience
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Arabic, Portuguese-Br, Korean.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Friday, February 21, 2020

Shining Spears And Other Euphemisms

The Falcon turrets are nearly ready for paint, in the meantime I've been working on the Shining Spears. The white and blue is finished on these guys, just the metal, gems and decals left to go.

Epic Eldar Shining Spears Epic Eldar Shining Spears Epic Eldar Shining Spears Epic Eldar Shining Spears

Thursday, February 20, 2020

More Reaper Bones 4 Minis

   More Reaper Bones 4 minis...

Thunderfoot Defender

Rear of same

Pack of Velociraptors.

Missed Classic: The Price Of Magik - Won! (With Final Rating)

By Ilmari


Underground

Last time, I had just explored a house from top to bottom and defeated a giant slug with some salt. Beyond the slug opened up a completely new playing field. It seemed the game was funneling me towards some direction, since there were so many one-way connections between rooms (in truth, there was always a route I could backtrack to the house).


I love the decoration
The first interesting encounter was a golem wearing a silver mail with the word FIN written on it. It took me a while to find out what the creature wanted, but finally I traded my robes with the mail.


There's a union for every trade

The FIN spell turned the target into a fish, and it came soon handy, when I arrived at a river. A ferryman took me to the center of the river, I turned into a fish and dived. My reward was another spell (SAN).


Rest of the underground

Beyond the river I found a tunnel, the end of which was guarded by a bloodworm. Fortunately, my trusty bat friend scared the monster away.

Next, I came to an altar, on which rested a talisman, above which floated a 10 000 kg weight. If I tried to take the talisman, the weight crushed me. The simple solution was to cast FLY spell, which was enough to keep the weight floating, even if I took the talisman.


I didn't know cherubs looked like this

A few rooms further I found a statue of cherub. The statue was holding a trumpet, which I knew to be a focus for BOM spell. I couldn't just take the trumpet, but I had an idea I could test what BOM would do (you don't need to be holding the focus for casting a spell, it just needs to be in the same room). To my delight, the spell turned the statue alive. The cherub was scared and left the trumpet behind.


Somewhere else

I came to a glowing portal, where I had to offer a gift to Myglar, the evil wizard, before I could proceed. Myglar accepted any item as a gift, and then I could move through the portal to a grassy plain. The weirdest thing was that a brass monkey dropped on my back and refused to move. Taking into account that Brass Monkey is a cocktail and having a monkey on a back refers to being addicted, I think this is meant to be a joke. Ha-ha.

Getting the monkey off was equally ridiculous, and I had to check the clues to get it. I had to backtrack to house - fortunately I could use the ZEN spell for quick movement - and go to its kitchen area, specifically to a cold room. After a few turns, the monkey got too cold, escaped and left me with a crystal and a black ball. The black ball wasn't that interesting - it was a sort of one-time protection to any spell - but the crystal ball was a focus for ESP spell, which let me send an astral projection to an adjacent room for one turn.

My mapping session ended, when I came to a portico, filled with giant ants. With no idea how to defeat them, I turned to test some of my new spells and items. I tried various things with the talisman I found and rubbing it sent me to a new valley, completely separate from the rest of the game. This place was almost empty, but I did find a riddle:
My father is dark 
My mother's unknown
I dwell in high places
And where the ghosts moan
Returning from the valley, I continued checking the spells. BOM was especially useful, since the house was full of things I could animate. Most of them revealed new spells, some unleashed monsters, and one gave me a spell focus (claw, focus for SAN). But the most interesting result came from a picture of Stonehenge.


It really took me there!


Map of Stonehenge

At the middle of Stonehenge I found a blue box with the spell IBM written on it. This scene broke the mimesis for me. Had I been transported from a nameless fantasy realm to Earth? Why is there, presumably, a computer in Stonehenge? Did IBM have blue computers? And what does it all have to do with the spell itself, which frightens its target? In any case, I could use IBM to scare off the giant ants.




The final rooms

Beyond the ants I found new rooms. They were otherwise empty, but one of them contained a locked room. I could now try the ESP spell, which allowed me to project an astral projection of myself to some direction and returned me back to my body after one turn. Thus, I saw that beyond door there was a dead idol. I could not do anything physical in my astral form, but I could cast spells. Thus, it was only a matter of casting BOM to make the idol alive and of casting HYP to make it obey my command to open the door.

Next problem was an ice room that was too cold for walking through. The solution was simple - I just flew through it.


Is this supposed to be gargoyle or moonbeast?

After few rooms I came across a gargoyle and a moonbeast. Moonbeast was more aggressive, so I decided to deal with it first. I had trouble figuring out what I was supposed to do to the beast, so I checked the official clue sheet. The solution was waving a mirror, so that the moonbeast would be scared of its reflection.

Gargoyle was more peaceful, but it also prevented my move forward. The gargoyle wanted me to solve a riddle - it didn't tell me what riddle, but since I had come across only one riddle in the game ( see above), I guessed that would be it. I had no idea of the solution, so I again turned to the clue sheet. Turns out, the correct answer was FEAR.

Only one more room to go! I entered the lair of evil Myglar - who instantly killed me with a lightning. I restored and sent instead my astral projection to the room. I tried casting SAN - a spell that makes a person completely sane - and it did make it impossible for Myglar to cast any spell, but he still had a dagger he could use. I then tested DED - a spell to "kill" all magic. After casting it, Myglar's magical enchantment of eternal youth collapsed, and the evil wizard died.

Somewhat surprisingly, the game gave me an opportunity to decide whether I wanted a good or a bad ending. In the good ending, I received all the powers Myglar used to have and led the world into a new era of magic and prosperity. In the bad ending, my supposed magical powers were actually just figments of my disturbed mind and I was sent into an institution where I spent the rest of my days imagining myself as a magical ruler over my fellow inmates. Now, that came out of left field.

Spells (if I've "officially" found them) - foci (if I own them) - what they do: ESP - crystal ball - send an astral projection to a room next to you, ? - candle - ?, ZAP - ashes - throw a lighting, DET - elder cross - detect danger, XAM - prism - checks if target is focus for some spell, ZEN - mirror - rapid movement, MAD - grimoire - make target mad, HYP - staff - hypnotises targets, FIX - valerian - heal the target, DED - wheel - cancels spells, FLY- broom - makes target fly, DOW - pendulum - check if target is magical, BOM - trumpet - turns statues and pictures alive, SEE - feldspar lense - finding secret doors, KIL - axe - makes target go berserk, FIN - silver mail - turns target into fish, SAN - claw - makes target sane, IBM - blue box - frighten the target

Inventory otherwise: mandrake, skull, knucklebone, ring, eyebright flowers, cage, robes, knife, wolfsbane, shovel, plate armour, crowbar, talisman, black ball

Final Rating

Puzzles and Solvability

If we ignore the rather silly puzzle of monkey on the back and some of the more obtuse puzzles at the end of the game, all the puzzles were easy and solvable, once you knew what all the different spells did. Indeed, one might say that the biggest puzzle in the whole game was to learn how to use different spells and what effects they had. If I could have asked for something more, it would have been a more creative use of combinations of spells, since the rare times I had to do this (for instance, when creating an astral projection to cast spells in a room I couldn't access) felt very satisfying.

The problem is that the game allows the player to skip a lot of these puzzles e.g. with a liberal use of XAM and ZEN spells. It's one thing to provide alternative solutions and a completely other thing to let the player beat the game without solving puzzles, especially as solving these puzzles doesn't lead to a different outcome from not solving them.

I haven't spoken that much about the combat system, which the Price of Magik shares with its predecessor, Red Moon. Suffice to say that it serves even less function than in the previous game, since here no monsters need to be fought with. This means also that most of the spells, which often are meant to be used in combat, serve no purpose at all. Seems like a waste.

Score: 4.

Interface and Inventory

The interface is probably the best I've yet seen in Level 9 games. Just to name a few innovation, the game introduces (I think) the OOPS command you can use to correct your previous move, completely discards the need for stacking items by removing the inventory limit (finally!), allows for more complex commands in the style of Infocom and even lets me command other creatures. These additions are sufficient enough to increase the score from Red Moon.

Score: 5.

Story and Setting

The story is, to put it nicely, mostly irrelevant. You are told of an evil wizard in the manual and you finally face him at the very last room of the game, and in between you just keep exploring and augmenting your arsenal of spells. Well, to be fair, there are a couple more references to Myglar, but surprisingly few considering I am supposed to be walking in his home.

The house of Myglar is a good setting and has at least some thematic cohesion. The latter part of the game loses this cohesion, when you leave the house and the player has to trudge through yet another featureless cave system.

Score: 3.

Sound and Graphics

Graphics are what they have mostly been in Level 9 games: waste of disk space. At best they have some link to the room descriptions, often enough they don't, and constantly they are bland and boring to look at.

Score: 2.

Environment and Atmosphere

The premise and the mechanics of the game seem at first quite promising, since the mapping of Myglar's house makes for a relatively atmospheric experience. Then the player is sucked through a picture to Stonehenge, finds an IBM and uses it for magic. In the end, if you choose the "bad ending", it's all revealed to be a hallucination.

Score: 2.

Dialogue and Acting

Some reviews suggest that the text would have been better in a version with no pictures (or, I guess, in Amiga version). I can rate only what I see, and I see terse sentences with barely enough meat to make an OK room description. Not very engaging.

Score: 2.

4 + 5 + 3 + 2 + 2 + 2 = 30.



This lands the game somewhere close to Red Moon and Emerald Isle, which seems quite appropriate.