SKALD: Against the Black Priory - Karen RawFury
Hi there traveler!

It’s time for another feature highlight! This time, talking about combat rules! This is a big subject but I have to start somewhere, so today we’ll have a look at a few core concepts. Forgive me if this reads a bit like a chapter out of the D&D Player’s Handbook (though I suspect quite a few of you like that).


Some dungeoneering motifs by John Henderson!


In case you’re reading this and don’t know what game we’re talking about, you can start by checking out the SKALD demo on Steam (and don’t forget to wishlist):

https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/


Combat in Skald

Combat in Skald is turn-based and takes place on a tile grid. I’m a huge tabletop RPG nerd and there is a strong influence from 3rd edition D&D and beyond (including games like Pathfinder and, of course, 5th edition D&D).

At its core, this means that combat in Skald cares a lot about proper positioning and synergies between party members and their different skill-sets.


Battle is Joined!

Once a combat is triggered, you get to deploy your party. Use this phase to make a plan: Set up charges and flanking. Make sure your spellcasters have good angles of attack and take advantage of the terrain when possible (there’s nothing wrong with a good choke-point).



Characters act in descending order of initiative. Agile, lightly armored characters tend to act earlier in the initiative order. You can view the initiative order using the initiative widget on the left side of the screen at any time.



Note how you can also toggle the “tactical overlay” to superimpose a grid over the battlefield. This makes the characters’ exact position more easy to spot.

Also, you should always try to pay attention to the statistics of your opponents and party members (things like damage resistance are great to know about). Thankfully this is really easy with the popup tooltip system!




Action Economy

A character can move a number of tiles each turn equal to their Combat Moves. These are indicated by the yellow pips on the side of the combat map:



The purple pip(s) indicate the number of attacks a character has. A character can forgo attacking and instead spend their attack action to move one extra tile.

Once a character has attacked, it is no longer possible for them to move (in other words, their turn typically ends after attacking).

Some characters have multiple attacks. You cannot move and attack more than once each turn. So to take advantage of your multiple attacks you must dedicate your entire round to attacking.

Moving out of melee (Disengaging) or swapping places with an ally, consumes all your remaining movement and attacks.


To-Hit Mechanics


At a very basic level, hitting an opponent comes down to the following:

Attacker rolls 2d6 + relevant skill (Melee Attack or ranged Attack) vs 2d6 + defender’s Dodge skill.

If the attacker rolls equal to or above the defender’s roll, a hit is scored and damage is rolled equal to the weapon’s damage score + relevant modifiers (such as a Strength bonus for Melee Attacks) .

If the defender is wearing armor, part of the incoming damage is absorbed by the armor (a random amount from 0 to the armor’s Soak value).


Basic Tactics

There are hundreds of spells and abilities that can be used in combat depending on your class and build. Today however, I’ll give a very short overview of some of the basic general tactics that help setting up the game’s positional gameplay.

CHARGING

A charge is executed by moving at least 2 tiles in a straight line before executing a melee attack.



A charge attack gets a bonus on the to-hit roll and the damage roll. This bonus increases the longer you move in a straight line before attacking (Momentum builds up).



Classes of the Warrior archetype tend to have feats that improve their charge attacks.

FLANKING

A flanking attack is performed whenever two attackers stand on opposite sides of the same defender.



Flanked opponents are much easier to hit. They also lose the Dodge bonus derived from using a shield. You can spot a flanked target by looking out for the Flanking icon:



Flanking also ties in to one of the Rogue’s special abilities: Backstabbing. I’ll talk more about backstabbing in a later post, but in short, whenever a Rogue attacks a character that is either defenseless (Paralyzed etc.) or flanked, they automatically perform a Backstabbing attack that deals a lot of extra damage.

So for any party with a Rogue in it, setting up and taking advantage of flanking can result in very rewarding tactical play.


HOLD ACTION

Another easily overlooked but vital feature is the “Hold Action” command. This basically moves the current character to the end of the initiative queue (meaning they act last in the turn order).



This is a lot more powerful than it seems as it allows your characters to act with more synergy. Perhaps your rogue would rather wait to attack until after the magos has blinded their target for them, setting up a sweet Backstab attack?


PASS AND DEFEND

No very exciting but also worth a mention. A character may choose to pass their turn without acting. Typically this is done if a character has no relevant action to take. However, this also gives them a substantial bonus to their Dodge score until their next round.

Consider using this tactically to increase the staying-power of your front line fighters whilst your ranged strikers wear down your foes from the back ranks.


Injury, Death and Moral

Characters in Skald have two “hit point” reserves: Vitality and Wounds.

Vitality is represented by the green bar under the character portrait. Vitality points are numerous, easily lost and easily regained.



They can be restored using healing potions and spells and losing Vitality has no immediate negative consequences. The problems begin once you lose all your vitality points!

Once all your Vitality is gone, damage is dealt to your Wound points. This represents actual, severe physical damage being done to your character. You have few Wound points and they are much harder to recover. Wounds are represented by the purple bar under your character portrait.



When you take wound damage two things happen:

First you sustain an injury. Injuries (represented by red circles in the character portrait) give severe penalties to your character. They can only be removed by resting fully in a camp.

Secondly, the wounded character must make a Will save or begin to Panic and flee.

Unlike Vitality, lost Wounds can only be recovered by resting. In other words, once you start to get party members with lost Wound points and lots of injuries, it’s time to start looking for a camp site (see last month’s devlog).




GETTING KNOCKED OUT

So what happens when you’re out of both Vitality and Wounds? Well, if you’re a player character you’re lucky: You’re Knocked Out until end of combat. Once combat ends, if at least one character is left standing in the party, all Knocked Out characters wake up with 1 Wound point restored.

The only real downside of getting knocked out in combat is that knocked out characters don’t get their XP share after the fight. This may seem harsh and it might change down the line but I do like a bit of stakes in my combat and I think it works well all in all.


MORAL

Finally, I also alluded to the Panic condition above. This is worth a mention as well as it plays a large part in combat. Whenever something traumatic happens, a character must make a moral check (2d6 + Willpower vs a difficulty number). This can be triggered by:

  • Seeing an ally get killed / knocked out
  • Taking Wound damage
  • Certain spells and abilities

A character who fails their moral check will no longer act during their turn and instead try to flee. There is a chance each subsequent turn that they may regain their composure but needless to say, having your party members rout is VERY dangerous.

Thankfully, Priests and Officers excel at boosting your party’s moral. Also actively trying to erode your opponents will to fight through clever use of spells and maneuvers is an excellent tactic.




I think I’ll leave it here for today. This is such an extensive subject and I’ve only just scratched the surface in this post. Hopefully it gives you a bit of an initial impression though. For a lot of you TTRPG fans out there, you can probably start seeing some of the lineage of the system.

I’ll go more in depth on spellcasting and special abilities etc. at a later point (there’s A LOT to talk about) so stay posted!

Be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already done so!

Much love,


AL
Mar 26, 2024
Idle Fairy Fantasy - 所以呢
1. Increase the explosive rate of orange materials
Mar 26, 2024
Shakes and Fidget - DarkwingDang Playa Games
We're excited to announce that Expeditions, initially introduced as a temporary event on selected game worlds, are here to stay as a permanent feature! This decision comes after thoughtful consideration of your gameplay experience and feedback. Here's why we've chosen to make this change:
Dynamic Gameplay
Expeditions introduce deeper decision-making and strategies, enriching your gameplay.
For Our Veterans
We've streamlined the experience to reduce repetitive tasks, making your adventure more about strategy and less about monotonous clicks.
Welcoming Newcomers
Expeditions are designed for immediate immersion, offering an accessible and straightforward path for newcomers to dive into the fun without delays.
A Gateway to Innovation
This transition expands our design capabilities, promising a future filled with exciting new features and updates.
Benefits of Expeditions Over Quests
Time-Saving
Expeditions are designed to be more efficient, allowing you to achieve more with fewer clicks.
Increased Enjoyment
We've focused on making Expeditions not just a feature but an enjoyable experience, enhancing the fun in your daily adventures.
Direct Rewards
Expeditions give you more control over your rewards, ensuring that your efforts are directly reflected in the outcomes.
Driven by Community Feedback
Your input has been invaluable, and the overwhelming support for Expeditions has led us to this moment. This update allows us to continuously evaluate both systems and adapt to your preferences.

You can switch between Expeditions and the traditional quest system at will in the settings. We’re excited for you to experience this new dimension of gameplay and look forward to your feedback.

What else is coming up with release 20.000? Watch on YouTube:

Valheim - IronMontilyet
Hello vikings!

March is nearing its end and we’re quite busy here at Iron Gate. Some of us were at GDC in San Francisco last week, and were even able to meet some of you! Unity had a booth where you could try out a bunch of games made with their engine and that included a Valheim setup – if you were there we hope you had a great time!

Otherwise we’re currently spending most of our time ironing out a lot of wrinkles. Just like any biome, the Ashlands will feature several new mechanics, new materials, building pieces and enemies, and it’s important to get all of that working smoothly. Right now we’re solving as many bugs and issues as we can in order to give you the best experience possible!

That being said, the Ashlands update really isn’t far away now, and in order to make sure you’re sufficiently prepared, we have put together this article for you, so that you know what to expect in terms of world generation, difficulty, and so on.

But as always, onto the teasers! You might have noticed that we’ve promised that the Ashlands update will feature over 50 new build pieces (there were just over 35 for the Mistlands update, for comparison), and today we’d like to show you a decorative window in the new wooden material which will be accessible in the biome. Here it’s built together with regular wooden walls and black marble pieces:



We also want to show you a new floor piece that will be featured in the Ashlands. Can we interest you in some diagonal boards?



Build pieces won’t be the only way to customise your home though – the Ashlands update will also feature vines that you can plant yourself and have grow onto your house! They will grow wherever they are able to, however, so make sure they don’t cover the door…

Something people were wondering was whether the vines would only be vines, or whether there would be something to harvest from them. To that, we’d like to reply with this little picture:



Finally, in case you missed it, we have plushies in our merch store! There’s a lox and a neck, and a small troll head keychain. Aren’t they just the cutest? These are available for purchase right now, in case you need something to squeeze tight when the Ashlands update arrives…



Build of the Month

This month we’re highlighting this island base by DetailNew37. Look at all those details! If you want your creation to be featured in this section, use the hashtag #ValheimBotM on social media. If you post anywhere other than Twitter, please also send us a DM with a link to your post, to make sure that we see it. You can view previous builds in this thread on Steam.



Sharpen your axes!

/The Iron Gate team

If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!
Forever Skies - FFH_Greg
Another day, another improvement hotfix:
  • Sprinklers - Directly connected sprinklers (no pipes in between) should restore the proper state after loading the save
  • Plant pots can now only be placed on the floor and tables, not walls and ceilings
  • A new quest was added for saves that have already completed the first Underdust section. This “backwards compatibility” quest will bring players Immunity Status in line with players playing from a new save.
  • Performance tweaks
Thank you, playtesters!
V Rising - SLS_Jeremy


Legacy of Castlevania is coming to V Rising on May 8th!


In collaboration with Konami Digital Entertainment (KONAMI), Stunlock Studios proudly presents Legacy of Castlevania! The mighty hero of the Belmont Clan, Simon Belmont, is here to challenge all of Vampire kind. Wielding his legendary Vampire Killer and an infamous arsenal of holy weaponry, no night stalker will be safe from his righteous crusade through Vardoran. Defeat him and unlock the secrets of a brand new weapon, the whip, adapting new combat abilities that embody the grace and precision of the deadly Vampire hunter!




All vampires will be able to face the Belmont heir to test their skills in battle, but you will also have additional opportunities to fully immerse yourself in the spirit of Castlevania. The Legacy of Castlevania Premium Pack cosmetic DLC will be available to purchase, allowing players to construct their own castles inspired by our adoration for the classic Castlevania aesthetic. Craft spellbinding castle decor, enjoy character customization options inspired by legendary Castlevania characters, and ride the new spooky skeletal mount. Set the tone with a symphony of Castlevania music in your castle, with two classic themes reimagined by V Rising composer Aleksandria Migova. It’s time to embark on a journey into darkness as V Rising arrives in its full glory on May 8th, with the free content of “Legacy Of Castlevania” and the purchasable cosmetic DLC. More details to be revealed soon!





"We're all big fans of Castlevania, so being able to actually create original Castlevania content in our game is a dream come true. I want to express a heartfelt thank you to our friends at KONAMI for the chance to bring Castlevania to the V Rising universe. This has been an opportunity for us to channel our love and effort for their games into this collaboration, and we look forward to you being able to experience it for yourself on May 8th!"

- Rickard Frisegård, CEO of Stunlock Studios


With the full launch of V Rising fast approaching, there’s a lot to be excited about. Thankfully, we make it easy to be up to date on the latest and greatest of your favorite Vampire survival game with all our socials found below. Keep your eyes peeled, Vampires!


Subscribe to our newsletter!
Join The V Rising Discord Server!



V Rising Tiktok!
V Rising Facebook!
V Rising X!
V Rising Instagram!



Eternally yours,


/Stunlock Studios
Mar 26, 2024
Sinners Landing - droidproductions
This one's a very small fix; some rooms (the Inn, Hotspring and Outcrop) got invalidated by recent changes, as did the Zinnia and Daffodil flowers. Fixed.
Mar 26, 2024
LustyVerse: Passion on Display - Inceton games
Update notes:
- Achievements randomly unlocking fixed
- Fixed animations
- Fixed missing images
- Spellcheck fixes
Zoria: Age of Shattering - Feanen_AP
Greetings, Commanders!

We've been reading your suggestions, comments and reviews. Huge thanks to everyone who shared their thoughts with us. This update is huge, really. With that, we hope it covers the most frequent issues and significantly improve your experience with Zoria. Please enjoy!

Patch 1.0.4
📌 Scene changes
Rithvale Area
⚔️ fixed a few environmental issues with floating objects;
⚔️ Ruvan Village Elder NPC renamed to reflect her name;
⚔️ fixed Commoner pathing;
⚔️ disabled warning in the Effigy creature’s area when leaving for Thonargond;
⚔️ graverobbers are now appearing as intended during the quest and not before;
⚔️ Removed the Elder of Ruvan from the day-night timetable, to make her accessible at all times;
⚔️ Update Dragon to level 10 and updated some of its stats to make the fight more relevant.
Rithvale Outpost
⚔️ fixed double Old-Bean Truff NPC.
Rithvale Keep
⚔️ fixed Level 2 upgrade wall that was missing collision;
⚔️ added missing outline to NPC.
Daeg Marastir
⚔️ fixed an issue that was preventing the Combat Tutorial to trigger;
⚔️ streamlined the flow, removed some fights, adjusted damage and hit points for enemies to make the area easier to navigate for new players.
Yarnigan Mine
⚔️ fixed an edge case where, if you did not deliver “Lost Miners” quest but delivered “Ther Mine” quest you would be locked out of delivering “Lost Miners” as the NPC will disappear.
Forest of Nurdundas
⚔️ added a new merchant.
The Shrieking Pass
⚔️ Gerwin is now properly recruited.
Bilnaram Hills
⚔️ Added info on the map regarding Wizard being necessary for Bilnaram Cellar
Thonargond
⚔️ fixed an issue with the dome being accessible in a certain area.
Grimwood Crypt
⚔️ Improved rooftop hide event near certain buildings.
Thonargond Citadel, Thonargond Seat of Ancestors
⚔️ Fixed level of pickup gear recipes from auto Level to Level 14

📌 Game-wide changes
⚔️ Increase Physical/Magical Damage Weapon stats for 2 handed items (from 1.5x to 2.5x versus one handed items)
⚔️ Merchant System – Fixed option to Buy/Sell recipes (gear, cooking, alchemy)
⚔️ Quest Marks – fixed issue with color of quest mark (yellow instead of blue) when a merchant had also a rumor entry.
⚔️ Changed default level of audio settings to match the reset values.
⚔️ World Shrines that buff Stamina will now give the corresponding HP as well.
⚔️ Added missing Voice Over for Amaldir.
⚔️ Added Priestess of Amaldir world shrines in multiple areas that clear Curses and Diseases.
⚔️ Multiple typos are fixed in quest entries, UI and game story/lore.

📌 Class Changes
⚔️ Sentinel Class - increase damage for Backbreaker, Vigilant Strike, Igniting Blade. Banner of Might will give a buff on 20% Intellect as well beside Agility and Strength
⚔️ Kingsman Class - increased damage for some abilities and increased range for King's Fire ability
⚔️ Necromancer Class - increased damage and reduced cost for certain abilities. Infernal Edict damage and hit points adjusted
⚔️ Priest - Healing Well is now placed next in the Combat Queue thus providing the healing effect right after the end of turn of the current Priest character.

📌 Combat System
⚔️ During exploration Combat Focus will only deplete to a certain level based on the game difficulty (Easy – 35, Normal - 20, Hard – 15, Unfair - 10)
⚔️ Enemy abilities max range was lowered to values that match the max range of follower abilities
⚔️ Removed the 4th Action Point bonus for Boss characters when below 30% health (Easy Difficulty). For all other difficulty options elite and boss character will receive the 3rd Action Point respectively the 4th Action Point for at slightly lower health levels.
⚔️ Attack of Opportunity – increase change of triggering to 30% as well as range of trigger to 5 meters
⚔️ Greatly improved flow of combat system through the added 7 meters of free movement at the start of the character’s turn. This change offers greater flexibility in avoiding Line-of-Sight issues and generally improves combat experience flow by allowing the use of AP abilities while also moving in the same turn.
⚔️ Free movement range can be partially expended during the player’s turn over multiple movement actions so long the character still has Action Points left. Each Action Point consumed for movement will increase the free movement range by an additional 7 meters, governed by the same consumption mechanic.

The changes in this patch make for a comprehensive update to the combat system. This update is intended not only to improve on certain aspects that have been reported but also make the combat flow richer and offer a better experience overall.

If you happen to come across any bugs, please let us know about it by using this form [[url=https://forms.gle/nB5t2MnB7yHFp1S4A]link[/url]]. By filling out the form, we will learn firsthand about any potential issues and it will be much easier for us to track and solve them. Thank you!

See you in the next update,
Tiny Trinket Games

Follow us on Twitter and join our Discord, where we are almost always available, reading through your feedback and answering your questions.
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https://store.steampowered.com/app/1159090/Zoria_Age_of_Shattering/
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Previous Update ⚔️
https://store.steampowered.com/news/app/1159090/view/7409056619643069700
Mar 26, 2024
SCP: Blackout - Mahelyk
Hey all!

Here's some good and bad news.

So bad news first. A ways back my pc crashed and I had to get new hard drives and copy data over. Some things were messed up, but most things were okay. I've recently tried to open SCP: Blackout and... well it's corrupted. I had a fear this was the case, so I've been too nervous to try for almost a year now.

SCP: Blackout was my first game, so this was back before I had source control or backups. I don't think I could have gotten the game back to where I could update it any time soon, but I finally gave it a fearful try and I found I couldn't anyways. It's gone, sadly. SCP: Blackout is no more, only what's on Steam.

The hard drive with SCP: Blackout was corrupted, and the project files are gone.

So for the "good" news, I'm going to take it out of Early Access and just make the game free for you all. It's not easy or fun to know the game is done, I had always held out hope I could get back to it. But if it'd done, then I might as well let people enjoy what's there.

I'm in talks with Steam about the process for doing all this, so it might take a week, I'm not sure. But hey, if you've always wanted to play it and never could, you'll be able to soon!

SCP: Blackout will soon be permanently free, once talks withe Steam are done and they can switch it to free on their end.

SCP: Blackout was my first game and first passion project. I hit all of my goals with it 5 times over, remaking it all from scratch 5 times. It was a wild and fun ride. It might not have been the most profitable, but it taught me so many things and kickstarted my development career. Thanks guys, and sorry for the bad news.

As things move forward TheClassifiedX will be rebranding to our new styles and new games, so our discord has had some overhauls. I'm opening sections to help teach people some game dev, and making art for games. I hope if you liked my games in the past you'll stick around and will enjoy my games in the future.
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