UFFICIALE PC Lichdom: Battlemage | Esclusiva PC | CryEngine 3 |

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ma è in fase di beta oppure completo? :morris82:

 
Yep, early access ad un prezzo onesto secondo me. Con le key ve lo beccate sui dieci euro circa.

Non vi ho detto una cosa btw, l'energia è gestita attraverso tre scudi. Ogni scudo ha la propria barra, se lo scudo viene semplicemente danneggiato dopo un po' di tempo comincia a ricaricarsi. Se lo scudo viene "distrutto", è bellissimo l'effetto grafico perchè esplode una sorta di nova in base all'elemento che state utilizzando in quel momento, non si ricaricherà piu' nel tempo. In giro si trovano delle Chest con cui è possibile ricaricare gli scudi distrutti. Se avete giocato Halo la meccanica vi risulterà familiare.

Il sistema di salvataggio è basato sui soli checkpoint, con annessi pro e contro che bene o male conoscete.

Giocando il secondo livella della demo proposta inoltre mi sono imbattuto in alcuni nemici che causano danni elementali. Uno mi ha congelato ad esempio, immobile con lo schermo letteralmente congelato, molto figo, mentre i suoi compagni menavano palate. Una sorta di Witch invece mi ha immobilizzato terrorizzandomi, ha lanciato un urlo mentre una bolla verde si dipanava da lei verso l'esterno. Restando dentro la bolla verde si incappava nel nightmarish.

Infine ho trovato delle "parti" di scenario, non saprei come definirle, che, se distrutte, rilasciano della magia. Ora sono in un ambiente nevoso, distruggendo ste cose ho visto che si è propagata una sorta di nova congelante. Passando di li' io ed i nemici siam rimasti congelati.

Insomma, la carne al fuoco è tantissima. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
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Trailerozzo:


 
Build dell'E3, lunedi' patchano l'early access con questo materiale! //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

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Sino a che non esce, yep. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Entrato in beta, patch da 5.4 GB.

Lichdom: Battlemage Enters BETA, New Build Available!
We're happy to announce that Lichdom: Battlemage has entered the BETA phase of Early Access! Below you will find the Build Notes for this version of the game.

For more details & discussion, please visit the official forum thread.

NOTE: This update will invalidate save data from all previous builds. You must start a new game. Sorry!

What's New in the Beta Build:

New Feature: New Game Plus

The game doesn’t stop when you defeat the last boss. Unlock New Game Plus mode and play on as long as you like. Tackle challenging new objectives and earn new tiers of loot to craft the most powerful spells ever.

New Feature: Sigil Powers

Each Sigil has an inherent power that harnesses the energy of rare Apocalypticals. Learn to execute them and experience Flame Walls, Arc Lightning, and more exciting new spells.

Major Performance Optimizations

We have put a tremendous amount of effort into improving performance on low- and high-end hardware. We are modifying our minimum and recommended system specifications to reflect this.

Crafting System Improvements

The Crafting UI has had a significant overhaul focused on legibility and ease of use. We’re not done yet, but Crafting new spells has never been easier or more rewarding.

Synthesis System Overhaul

Synthesis has been reconfigured and rebalanced to allow you to make meaningful choices when you run across items you don’t want to use for crafting. A new Reforge feature lets you drop unwanted items into a magical slot machine that give you a chance at Legendary loot with minimal fuss.

UI Improvements

Most of the menus and Heads-Up Display elements have had a major overhaul. This work is still in progress, but just about everything looks better, runs faster, and is easier to use.

Balance Improvements

A big round of balance has been applied to spells, AI, loot stats, and drop rates. We’re getting closer to our launch targets, but more work is coming.

Official support for Crossfire and SLI

Users with multiple graphics cards should now see significantly improved performance compared to a single card without graphical anomalies.

Official support for Eyefinity multi-display setups

Although there are some known issues that we are working on, users with 3X1 Eyefinity display setups should be seeing good results.

Known issues in the BETA Build

Gameplay:

-The damage dealt by a Synergy spell cast can contribute to the charging of the Synergy, which in some conditions can enable a crafty Battlemage to fire off Synergy spells very frequently. Enjoy the extra power while it lasts!

-An active block will cap incoming damage at the current shield bar. At present, this includes fall damage. This gravity- and lava-defying extra protection will be reined in prior to final release.

-The difficulty of the New Game Plus (NGP) areas is still being tuned. At present you may find yourself one-shotting enemies in one area and being one-shotted in another. The desired difficulty range (between “brutal” and “downright mean”) should be arriving by final release.

-Loot Machines will, on rare occasion, hold onto a piece of loot when the encounter is completed.

-Delirium Sigil: Several issues are under investigation

Mastery does always cause your Pet to prioritize targets with Mastery correctly.

The reflect effect may trigger on ranged opponents even when they miss.

Delirium’s Invisibility Sigil Power may dispel if one of your spells impacts a wall or other terrain. (It should only dispel when striking an enemy.)

Graphics:

-You may encounter a black screen (with audio playing) on game startup. Disabling tessellation has mitigated this for some users, and most users will eventually get video after an extended wait. We’re continuing to identify and address the issues underlying this behavior as we find them.

-While greatly reduced in frequency, we have still seen the “whiteout” effect in snowy and icy areas in some circumstances. If you can reliably reproduce this issue please start a conversation in the Technical forum to help us identify and resolve the remaining problem scenarios.

-A Blur effect that can happen during Boss fights can get ‘stuck’ in rare circumstances. Reloading the level will resolve this.

-Crossfire and SLI: We recommend you disable anti-aliasing if you enable SLI (for now). You may see occasional framerate hitches with Crossfire as we continue to tune and optimize.

-Eyefinity: You may see some UI overlap and positioning issues, and under rare circumstances may see graphical artifacts with the player hands/arms (e.g. appearing detached). Rest assured, the Dragon’s arms have not been amputated. Fight on.

-TressFx: Note: Enabling/disabling TressFX requires a game restart to take effect. Hair color may still be inaccurate, and hair components may be duplicated or otherwise appear floating in the world. Issues with hair everywhere will be addressed for final release.

Animation & Art:

-A few characters may have weighting/morphing issues, these will be polished up prior to final release.

-Some environmental foliage will ‘regrow’ after being subjected to fire damage.

-We’re continuing to polish the animation and physics treatment of enemies subjected to spells, particularly Kinesis.

-Some of the “Ghost Echo” scenes still have placeholder or first-pass animations with distortion artifacts. These will be completed and polished for final release.

-Lip-sync for most spoken dialog is still being polished and will be present in the final release.

UI:

-There are a few areas where the UI is clipped or overlapping.

-The descriptions of the Sigils in the Journal are inaccurate and will be updated for final release.

-The Reliquary description of the Lightning Sigil is out of date.

-Some of the loading screen tips still need a final spelling & grammar pass.

Other:

-Avast Anti-Virus can prevent Lichdom from starting on certain machines with AMD hardware. This investigation is on-going; in the meantime uninstalling Avast and restarting will allow the game to start. There are several alternative AV products (including free ones such as Defender/Security Essentials from Microsoft) that will not interfere with Lichdom.

-When the camera position is locked for cinematic purposes, gamepad/joystick controller input will only move on the X-axis.

-Roth appears in the New Game Plus area, but his spoken dialog is not yet present.
http://steamcommunity.com/games/261760/announcements/detail/272783302590704499

 
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Da sbavo sto gioco, appena scende sotto i 10 lo prendo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
E' gente che ci sa fare, l'avevo detto. :mah:

 
Release Date: 26 Agosto

A special thanks to Early Access

Hello everyone.

We are on final countdown and the game is wrapped and ready for release on Tuesday, August 26th as planned.

Like any project worth its salt, this one has been glorious and epic. For me, it is a dream come true. I still remember being a kid when my Dad brought home "Pong" and hooked it up to our TV. I was 11 years old - the same age as my son today. Here I am 40 years later releasing a game that is my vision. The team behind this effort is as glorious and epic as the journey. There were times where many of us thought we might not ever cross that finish line, but here we are. Some might be a little out of breath but we all have our arms held high.

And then there are all of you. Our Early Access crew has done something literally astonishing for us. You made the game better. I don't mean a little better. You made it a LOT better. Some times you humbled us, sometimes you made us beam with pride, sometimes you kind of ♥♥♥♥ed us off - but even that helped.

We put this in some of your hands for the first time back in April and that was a very different game way back then. Here is a quick list off the top of my head (in no particular order) that you guys are responsible for achieving:

  • A complete revamp of our magic system - twice
  • Ray, Lob, Trap, Pool
  • Trading cards
  • Lightning (literally designed by Extinox, Levitos, ArsArcanum and Aldershot)
  • Redesigned Necromancy - You don't know what it is yet, but it is what you asked for
  • Redesigned Phase - Again, it is what you asked for - you just didn't know you were asking for this
  • FoV Slider - Yeah we were dumb for not having it, but it is our first game so we get a pass //content.invisioncic.com/a283374/emoticons/smile.png
  • A complete revamp of how the story starts in our introduction
  • A retooling of how the story is told in Old Drivasser
  • A redesign of our shield system
  • Revamping Synthesis
  • The ability to deconstruct spells to regain a component
  • Tons of bug fixes


Damn, I could probably keep going and likely left stuff out but you get the idea. You guys did this. Without you this game would not be what it is. It seems so little, but I just want to say "Thank You".

Sincerely,

Apothecary - aka Michael McMain

and the rest of the Xaviant team

 
Ultima modifica da un moderatore:
Alle 20:00 han scritto questo:

We expect the full game to go live at 10am Pacific time tomorrow, just under 24 hours from now.
Quindi alle sei di pomeriggio di domani dovrebbero rilasciare la versione definitiva. //content.invisioncic.com/a283374/emoticons/Gab3.gif

 
Niente italiano? comunque questo gioco è un esempio di quello che deve essere un gioco in early access //content.invisioncic.com/a283374/emoticons/sisi.gif gli sviluppatori sono seri...gioco veramente interessante, bellissimo il sistema di crafting delle magie, quest'ultime sono molto belle e varie...non vedo l'ora di averlo tra le mani... //content.invisioncic.com/a283374/emoticons/Predicatore.gif

 
Chi ha preso l'EA puo' scaricarlo come una sorta di predownload, questo il commento di un dev a riguardo:

The full release version will roll out as an update, so the beta build will be patched to the full version. Expect it to be a big download.
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Vi propongo una lettura interessante, questa è la risposta del fondatore alla seguente domanda:

What is this game aspiring to be?

It is interesting because these types of questions are the most uncomfortable for a developer to answer and therefore go largely unanswered when posted on forums. As a player, I ask questions like this of many games I have played and I am always disappointed they don't get addressed. So here is me sticking my neck out there. //content.invisioncic.com/a283374/emoticons/smile.png

I can tell you what we set-out to do and when it releases you will have to decide how close we came to that mark. The goal when we started building this two years ago was to be "Borderlands with Magic". Unlike Gearbox and Borderlands, this is our very first game as a studio. Also unlike Gearbox and Borderlands this game has myself as Creative Director that has never created a game before. I am also the Founder and CEO so I bear full responsibility for hiring said Creative Director.

Now, you could view those things as working against us but I don't feel that way. Despite our initial goal, we created something that is very different than anything I have ever played. This is because we have not been bound by outside constraints. Instead it has been guided by a single vision with veterans that have shipped games supporting and reinforcing that vision. Now does this game have every single thing I want in it? Of course not. If it did it wouldn't ship for 3 more years. But despite making concessions to release it, I believe it is a hell of a game.

You are correct that unlike Diablo 3, we don't have breastplates, gloves, swords and shields. If we were actually a copy of Borderlands we would drop pre-made spells, not components. There would be a talent tree and Sigil Powers would be an item that drops that you equip on a paper doll. However we wanted to explore a more alchemical approach to loot. Rather than make a game about equipping we wanted to make it about experimentation. Some get it and enjoy that, others don't.

You mention that we made a game where the character feels squishy, but I don't think that is true. I actually feel very powerful when I play. Maybe we play differently or perhaps we look at it differently. Others have echoed your comments but there are many posting on these forums that feel the way I do.

I think our biggest failing is we have not provided a way to help the player understand what he can actually accomplish in this game. They have to do a lot of the "figuring it out" on their own. There are games like the Risen series that pride themselves on a lack of hand-holding. In our game, more hand-holding would likely make the experience a lot better.

We definitely have some weak areas in the game. That is obvious. But we have some really compelling strong ones too. The mandate I made to the team two years ago when we started on this project was "This doesn't have to be our best game, it has to be our first game". So the only thing I ask is, don't compare us to Diablo 3 yet. That is a game built by a studio and team that has like 8 games under their belt. We plan to do a lot more than this and each one will get better and better. This is our Warcraft Orcs and Humans (aka Warcraft I).

 
OUT!

8,6GB //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
OUT!8,6GB //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Azz 8,6Gb la Patch o il gioco completo? troppo hype *****!!!

 
*** benedetto, tecnicamente sta su altissimi livelli.

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Han cambiato tante cose dall'ultima che lo provai, il core del BS è sempre quello ovviamente ma il blink non crea piu' una supernova all'impatto, ad esempio.

Domani mi ci metto con piu' calma. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
E...in cosa consiste? Mi pesa troppo il braccio per cercare su Steam.

 
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