愛門羅是一款嚴肅且風格奇幻,栩栩如生的棋盤遊戲。充滿著虛張聲勢並結合了深度策略的冒險,戰術性紙牌行動,豐富的棋盤策略與RPG要素。進行史詩般單人模式或多人對戰模式,施放咒術,雇用特務,並且準備好毒藥與計謀來追求寶座任務吧!
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發行日期:
2015 年 9 月 1 日
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6 月 12 日

An Armello Update, from Woody.

Hey y’all,

For those that don't know me, I'm Woody, executive producer on Armello.

First off, we recognise that v2.0 and its immediate support has been a little rough, and made worse by our lack of communication, especially towards future plans for Armello. I’m here today to fill you in on some of the whys for that, and to update you all on where Armello is heading for the year, and beyond. This’ll be a lengthy post, because I want to address as much as I can.

Growing Pains

Working in production at LoG, I’ve seen our ability to operate as a games-as-a-service studio grow and evolve all the way from early access to v2.0. I’m truly proud of what we’ve achieved and stand behind our GaaS development cycles and methodology. That said, recently we haven’t met the high standards we hold ourselves to.

As you may know, we've had a second project in the building for quite some time now and we are hiring and expanding. Going from a single project to a multi-project studio is one of the toughest challenges you can undertake in videogame development. Your production methodology, your company structure, even your project accounting, needs to change. However, for all our successes in scaling the studio, actually finding and hiring the right people for this exciting next phase of LoG’s history has proven the single most difficult challenge.

(In case you're interested, https://careers.leagueofgeeks.com/ )

This has left us in a situation where for the last 6-9 months we have been under-resourced across both projects. For the new project, that’s not as critical as it’s still years away from release. However for Armello, that’s a live game requiring ongoing support, so when we feel the strain of a lack of resources, unfortunately you feel it too.

Compounding that for Armello, we’ve also had a couple of critical Armello team members leave to pursue personal projects - they're gonna do great things!

So if you’re wondering why we’ve been slower than our usual selves to fix particular issues or provide more context as to what’s happening here in the studio; that’s why.


The upside to all this is that we do have a very dedicated team here at the studio making Armello the best it can be, and we have a bunch of rad stuff in the pipeline. Our goal is and has always been for us to deliver the best content we can, in a healthy and sustainable way for our developers. GaaS production is a marathon, not a sprint, so when the options are crunch our team and work longer hours or delay releases and support - we’ll always choose the latter. It’s always proven better in the long term, for our studio, our team, our games, and of course, for you, our players.

Hiring the right talent for our studio is always our highest priority, because it’s the team at LoG that makes amazing things for you. We really do appreciate you bearing with us whilst we weather the growing pains.

So what do we have in the pipeline…?

Armello in 2019

After the immediate release support for v2.0, due to resourcing issues mentioned the team moved onto our next (and really exciting if I may say so) major DLC. However, we hear you loud and clear; currently Armello is not at the standard you expect from us or the high standards we set ourselves, so we’ve pivoted from the new DLC (now due for release later this year) and instead will be dedicating the next few months towards addressing the bug fixes and significant Quality of Life (QoL) improvements you’re all asking for. We’ve also got a balance patch that primarily attends to the Trickery Deck. The first of these patches is coming within the next 2 weeks.

Here are just some of the things we plan on hitting over the next weeks and months:

  • Ensure AI takeover is working as intended, and make it feel less invasive for remaining players.
  • Ensure Quest outcomes function correctly and speed up the process a little bit.
  • Clarify the implications of “Offline Mode”, better communicating that Hero XP and chest drops become unavailable in this mode.
  • Party Widget improvements designed to make the flow of entering a multiplayer game and grouping with friends more seamless and intuitive.
  • Fix up an issue preventing players from progressing from a private lobby to a game.


Mobile

As many of you know, we launched Armello on iOS in early 2018 and Android a little later. The decision to come to mobile was one made very early on in the Kickstarter phase, before it had even been released on Steam. As we moved through development we became skeptical that a game like Armello was the right fit for the platform (without severely compromising the game’s direction and integrity). Regardless, we honoured our Kickstarter promise and released the iOS and Android versions.

We’re proud of the iOS and Android version of Armello, but unfortunately it wasn’t as commercially successful as we had hoped. Due to this, and also the unavoidable fact that Mobile versions require a large amount of custom UI and content adaptation, a bittersweet announcement we’re making today is that mobile versions of Armello will not receive any major updates. This means v2.0 and any future content we develop will not be coming to mobile. That said, Armello and its mobile multiplayer services are here to stay. It’s free and always there if you ever find yourself looking to play some Armello while you’re out and about (or even introduce a friend to the game). Also content that exists already, such as dice collections, will continue to cycle as planned.

Growing as a studio means leaning into our strengths and focusing on where we want to leave our mark on this medium, and as such, larger scale experiences (likely on computers and consoles) is where our efforts will be placed for the foreseeable future.

Nintendo Switch

The Switch build has been… troublesome for us. Armello is such a great fit for the platform but there are severe low-level crash issues that are impacting our players in a serious way that we haven’t been able to crack. This issue seems to evade Nintendo’s crash reporting system and certification process, many of our internal QA processes and procedures, including automation.

In no way does this mean we’re not doing everything we can to fix this. We’re in discussions with several different Switch experts as well as Nintendo, and are using all relevant resources to get this solved ASAP.

Armello in 2020

We’re going to bring the DLC pack and wrap up all of Armello’s improvements including v2.0 into a hefty console update for PS4, Xbox One and Nintendo Switch. These take a lot of time, and it’s entirely possible that these might be our final console updates.

Beyond the slated improvements to Armello and planned DLC, we're looking to really engage and continue our conversation with you, the community.


Thank you!

The videogame industry is a rapidly changing beast, the way we play, make and exist around games has changed so much even in the four years since our little indie studio launched a game called Armello. "Games as a service" barely existed as a concept back then for indie games, and now it's almost an expected part of a game’s life cycle.

We'll continue to be a studio that cares about our team and our community alike.

We will continue to be a studio that listens to you, and learns from our mistakes - we know we've made them - as we realise acknowledging and growing from them is what matters most.

We will also continue to develop games in a healthy and sustainable way. This will mean we can't deliver on your every wish and things will take longer than expected from time to time. However, what we can do is communicate more with you when these times arise - and we will.

We love Armello just as much as you do, and we want to see it remain as glorious, as beautiful and as magical as it can be. We wouldn’t have been able to get Armello to where it is now without your support, so on behalf of everyone here at LoG, I want to thank you, our community, for all your ongoing support.


Cheers,

- Woody
23 則留言 繼續閱讀

4 月 29 日

Wyld's Dawn Dice Event is LIVE ft. Double Drops!



Howdy!

You may or may not have noticed that the Wyld's Dawn Dice Event is LIVE! With it comes Double Drops after games too. So get in there, hook up the colourful Wyld's Dawn dice and a bunch of others in the process.

It's worth noting that these are rare dice, so you’re not guaranteed a drop. You can find multiple sets though, so be sure to hand them out to your pals or put 'em on the marketplace if you find them.

ALSO, Armello is on sale. The base game is 50% off and all of the DLC is 30% off, so if that's up your alley get on into it.

Start: It's active NOW!

End: May 6th, 10:00 am Pacific Time

Game mode: Steam; Public and Private Multiplayer


Any questions, please hit me up!


<3 Darcy @ LoG
2 則留言 繼續閱讀

評論

“這是一款數位棋盤遊戲,發生於卡坦島與吉卜力工作室之間。”
Polygon

“愛門羅是我們今年最期待的遊戲之一。”
Eurogamer

“與《權力的遊戲》相同,僅存在動物。”
Kotaku

最近的主要更新



armello.com/updates


2.0之路業已開始,這條道路上的第四次更新已經上線了。五月的更新全面實裝!

以下是近期更新的主要功能的概要,您也可以點擊此處查看完整的公告文章。



這次愛門羅中新增了兩張新的詭術卡牌。「貝蒂的廉價釀造」與「西米恩之臂」是對最近實裝的商人系統的一大貢獻,但對那些精打細算的冒險者來說較易取得。對村落使用它們,就能在次日召喚一位商人前往該村落,冒險者便能在該處買下一件他們選擇的道具。



清單中新增了兩項遊戲規則,英雄AP以及鏡像世界

英雄AP只有兩個選擇,不能再簡單了:+1或+2。選擇這個選項後,愛門羅中的所有英雄在每一回合中都能獲得所選擇的AP。鏡像世界這條遊戲規則則會修改地圖的生成方法,所以有四分之一的地圖會被鏡像投射到其他三個角落。地圖上的四大塊區域都會被配置得完全一樣,所以每位英雄的起始座標都完全相同。



這是愛門羅的第五部中篇小說,焦點落在薩娜和熊族身上。當渡鴉的叫聲打破寂靜,森林的命運將由她決定。

只要您來斯基夫的商店就能將它帶走。別擔心,斯基夫很高興能將它免費送給您。獲得之後,您就可以前往遊戲內的物品欄,打開其中一本,進行細細品味了。

遠遠不止這一些

除了上述提到的主要功能,每次更新我們都會進行大量的錯誤修正,改善玩家的體驗。我們也會一如既往,在下一次主要更新到來前,以各種小補丁來提升遊戲的穩定性和整體品質。

一場永不停歇的冒險



愛門羅是在2015年正式發佈的,從那時候起,League of Geeks的主要目標就是不斷開發出好玩又新穎的特色功能,不斷拓展和完善愛門羅世界及其龐大的遊戲機制。現在購買愛門羅,您就等於購買了我們幾年來的心血與熱愛,今後我們也必將全力以赴,不斷提升這款遊戲。

RNG免責說明

這款偉大的桌面冒險遊戲同時也是奇妙的故事製造者,和好友們以及心愛的人一同創造史詩般的冒險回憶吧。為了保持這份初衷,同時提供任何偉大冒險都會有的懸念,愛門羅提供了大量的隨機因素; 包含了公共牌組的抽牌、基於物理的骰子、任務中的技能考驗、程式生成的地圖、自動探索的地牢以及隨機的事件等。

愛門羅擁有極高的策略和深度,您需要盡可能熟練掌握其系統,將勝利的天平拉向您這一邊,隨時準備好每一回合都可能會帶給您的策略考驗。

我們覺得愛門羅有著所有類型玩家想要體驗的一切,不過,考慮到上述情況……

  • 如果您對上述的“RNG”(亂數產生器)反感……那麼愛門羅可能不是你的菜。
  • 如果您喜歡基於RNG的故事冒險,或是想用自己的熟練的技藝征服它的混亂,愛門羅絕對是您最好的選擇!

特色列表

  • 容易上手但卻非常深奧。 - 愛門羅玩起來相當直觀,很容易上手與熟練,但其實有著艱深與意外的戰略性。完整版將包含一個教學模式。
  • 快速且合理 - 愛門羅有著快節奏的冒險樂趣,但需要深思熟慮和細心規劃策略與戰術,並且有著複雜的政治決策。  
  • 多人對戰英雄 - 完整版將提供8位可遊玩的英雄。每位英雄都相當獨特,有著不同的特殊能力,屬性界線與AI個性。您也能夠依照自身遊玩類型或是針對敵人類型來搭配護身符與戒指來維持平衡。
  • 動態沙盒 - 愛門羅有著美麗的動態世界,每場對戰都會產生出一個新的地圖。完整的動態任務,使得愛門羅沒有任何相同的對戰。  
  • 晝夜交替的回合制 - 愛門羅有著模糊的回合制系統,以晝夜交替作為循環。這模糊的系統讓您就算不在您的回合也能出牌或做出某些特定的行動,而當您在六角棋盤上移動時將需要消耗行動點。 
  • 世界級音樂與音效 - 由麥克·艾倫,國際知名音樂家莉薩·傑勒德與潔西卡·圖薩斯基協力。 
  • 動畫效果紙牌 - 愛門羅有著來自於世界各地插畫師所繪製,超過120張精美的動畫效果紙牌。 
  • 現實桌上遊戲的質感。 - 我們花費了好幾個月時間確保,精挑細選出棋盤遊戲體驗最精華的部份,例如這特製的物理運算骰子!

關於此遊戲



愛門羅是一款有著盛大虛張聲勢的冒險故事,並結合了三種遊玩風格;紙牌遊戲與棋盤遊戲的豐富戰略,還融入了角色扮演系統。

扮演愛門羅部落之一的一位英雄,您需要接任務,構思策劃,雇用特務,探索,打倒怪物,施放咒術對付其他與您作對的玩家。一心只為達成最終目標,襲擊王宮,成為愛門羅之王或女王。愛門羅王國相當美麗,而同時也相當危險,危機,貝恩們與強盜無處不在。而汙穢正腐害著這片土地上的所有生命。

系統需求

Windows
Mac OS X
SteamOS + Linux
    最低配備:
    • 作業系統: Windows 7 (64-Bit)
    • 處理器: Dual-core 2.0 GHz (SSE2)
    • 記憶體: 2 GB 記憶體
    • 顯示卡: DirectX 10 SM4.0 capable GPU with 1GB VRAM
    • DirectX: 版本:10
    • 儲存空間: 4 GB 可用空間
    建議配備:
    • 作業系統: Windows 7 or later (64-bit)
    • 處理器: Quad-core 2.5GHz (SSE2)
    • 記憶體: 4 GB 記憶體
    • 顯示卡: DirectX 11 SM4.0 capable GPU with 2GB VRAM
    • DirectX: 版本:11
    • 儲存空間: 4 GB 可用空間
    最低配備:
    • 作業系統: OSX 10.9 (64-Bit)
    • 處理器: Dual-core 2.0 GHz (SSE2)
    • 記憶體: 2 GB 記憶體
    • 顯示卡: OpenGL SM4.0 capable GPU with 1GB VRAM
    • 儲存空間: 4 GB 可用空間
    建議配備:
    • 作業系統: OSX 10.9 (64-Bit) or later
    • 處理器: Quad-core 2.5GHz (SSE2)
    • 記憶體: 4 GB 記憶體
    • 顯示卡: OpenGL SM4.0 capable GPU with 2GB VRAM
    • 儲存空間: 4 GB 可用空間
    最低配備:
    • 作業系統: Ubuntu 12.04 LTS (64-Bit)
    • 處理器: Dual-core 2.0 GHz (SSE2)
    • 記憶體: 2 GB 記憶體
    • 顯示卡: OpenGL SM3.0 capable GPU with 1GB VRAM. Graphics card that has vendor-made drivers installed.
    • 儲存空間: 4 GB 可用空間
    建議配備:
    • 作業系統: Ubuntu 12.04 LTS (64-Bit) or later
    • 處理器: Quad-core 2.5GHz (SSE2)
    • 記憶體: 4 GB 記憶體
    • 顯示卡: OpenGL SM3.0 capable GPU with 2GB VRAM. Graphics card that has vendor-made drivers installed.
    • 儲存空間: 4 GB 可用空間

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