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TBS Age of Wonders: Planetfall - AoW gone to space

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Harry Easter

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This looks so good. I want this.

Is anything known about the factions in detail? I didn't found anything in particular, that described their playstyle (only something about Space Dwarves?).
 

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https://forum.paradoxplaza.com/foru...0-the-npc-factions-and-pve-diplomacy.1115047/

Age of Wonders: Planetfall - Dev Diary #10: The NPC Factions and PvE Diplomacy

Hi there! Welcome to this week’s development update where we’ll be discussing the role of NPC factions and the all new PvE (Player V Environment) Diplomacy system in Age of Wonders: Planetfall.

I’d like to emphasize the game is still in development so everything is subject to change; this diary includes some WIP interface stuff and onscreen text.

As you visit the collapsed worlds of the Star Union, you’ll notice they are filled with survivors. The game recognizes the following NPC Factions. (NPC is short for Non-Primary Combatants)

· The Spacers – Mutated descendants of the urban populations. Their society and religion were shaped by gaming culture, as the empire population was entertained extreme VR experiences. With the networks gone, they seek their thrills in the physical world.

· The Paragons – The former governing and elite classes. They’ve survived the collapse through life extending augmentations and therapies which are now faltering. They haven’t lost their arrogance and entitlement though.

· The Growth – Intelligent plants escaped from biotech company Terra Tech. They strive to live in a symbiosis with other life forms, not for people with tenctaclephobia.

· The Automons – Robots from the emergency services that have developed their own autonomous AIs after the central network of CORE went down.

· The Psi-Fish – Mysterious floating aliens that have become more prevalent after the collapse.

· Marauders - An umbrella term for the monsters and pirates that are beyond reason and cannot be negotiated with, not a true NPC Faction.

The NPC Factions are far from the sitting ducks from previous AoW games, they can’t be ignored. They might have alien savage societies, but are in the majority at the start of the game.

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Approaching a Paragon Dwelling with a Colonizer.

Quests

When expanding you’ll soon run into one of more of the factions. You might decide to approach them in a friendly way, so you perform quests for them and improve relation and influence – which you can then use to ask faction armies to give up important structures for you to use. Each NPC Faction has its own set of quests and narrative flavor.

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A Paragon Quest


War

If you decide to remove an army belonging to an NPC faction by force, it means war with the entire faction and a hit on your global reputation. Be careful not to start too many NPC wars as their bases and dwelling will start to spawn invading armies and your colonies might be overrun.

Sector Claims

Just as AI Players, NPC factions lay claim to unowned Sectors around their habitats. So even if you try to avoid them, conflicts of interest with your NPC neighbors will soon start to appear: if you settle in sectors next to their dwelling your relations with them will suffer.

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The Paragons don’t like us settling near them

Demands

NPC factions will make demands based on their relation with you and based on the stage of the game. Small and early offenses can be made right by payments in one of the key resources. Soon demands will escalate and include demands that you hand over sectors to them. If you decline demands, relations will go further south and you are at risk of attack.


NPC Attack Events

As in AoW3 there are stacks garrisoned at NPC dwellings, and ones patrolling territories. This time NPC factions will also launch invasion attacks. This is associated with an event. An extreme version of NPC attack events are Boss events, extra strong armies that have named Boss characters with high level unit mods and henchmen.

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An NPC Boss Army alert (Highly WIP)


NPC Unit Rosters and Assets

Each NPC Faction has at least 5 unique units, including a Tier IV as well as a set of unique Mods and Operations you can acquire from them. Depending on your relation level you can recruit NPC Units as auxiliary forces. The higher your relation, the higher the level you can recruit. This recruitment costs additional influence.

Dwelling Ownership

The ultimate friendly goal is annexing a faction’s Dwelling to your city. These dwellings have resource yields comparable with the Golden Landmarks (the highest-level economic structures in the game), and the units of the faction are unlocked for production.

This is not all, NPC interaction comes into play with PvP interaction too. You can mess with the NPC relation of other players through Covert Ops and of course they’ll play a role in achieving particular victory conditions.

Thanks for reading this week's journal, looking forward to your comments!
 

Raghar

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>The unit has 45hp and 4 armor, making it highly durable;

>45hp and 1 armor mean this unit is fairly fragile.

Either this is one of those funny dev unit power/use descriptions that become amusingly outdated once people actually start playing the game for a while, or each point of armour has a significant impact.

Also I like the continuity of movement points right through the entire franchise. 40 MV in AoW1 means light cavalry, and it does in Planetfall too.
45/0.9 vs 45/0.656 Yup it's bit more durable.
 

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Part of me wishes that Triumph just continued expanding and patching AoW3 until it reached the level of AoW2:SM in terms of variety, complexity and fun (I think they were getting close, too), but honestly this game looks pretty interesting and the fact that it's not a direct continuation of the series means they can try putting new mechanics and other weird shit in it. Don't know if it's gonna end up being good or not but I'm looking forward to trying it out.
 
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Part of me wishes that Triumph just continued expanding and patching AoW3 until it reached the level of AoW2:SM in terms of variety, complexity and fun (I think they were getting close, too)
I can't stand AoW3 because of the 3D graphics, but I got the impression from my brief playtime that it's gameplay was pretty solid. They toned down some mechanics like map movement on water/mountains, and flying uniits, and permanent enchantments, but it still seemed fine overall. Why'd you talk as if it wasn't up to SM's standard, was it lacking races or what?
 

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Why their NPC factions look more interesting than the playable ones?

· The Spacers – Mutated descendants of the urban populations. Their society and religion were shaped by gaming culture, as the empire population was entertained extreme VR experiences. With the networks gone, they seek their thrills in the physical world.

· The Paragons – The former governing and elite classes. They’ve survived the collapse through life extending augmentations and therapies which are now faltering. They haven’t lost their arrogance and entitlement though.

· The Growth – Intelligent plants escaped from biotech company Terra Tech. They strive to live in a symbiosis with other life forms, not for people with tenctaclephobia.

· The Automons – Robots from the emergency services that have developed their own autonomous AIs after the central network of CORE went down.

· The Psi-Fish – Mysterious floating aliens that have become more prevalent after the collapse.
The art of making playable races unique and interesting has been lost to the ages.
Or devs are afraid that anything that isn't a variant of a known trope won't be played by anyone.
 
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Harry Easter

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The art of making playable races unique and interesting has been lost to the ages.
Or devs are afraid that anything that isn't a variant of a known trope won't be played by anyone.

Or they just try a few things out and if the game becomes a success, then they get crazy?
 

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Part of me wishes that Triumph just continued expanding and patching AoW3 until it reached the level of AoW2:SM in terms of variety, complexity and fun (I think they were getting close, too)
I can't stand AoW3 because of the 3D graphics, but I got the impression from my brief playtime that it's gameplay was pretty solid. They toned down some mechanics like map movement on water/mountains, and flying uniits, and permanent enchantments, but it still seemed fine overall. Why'd you talk as if it wasn't up to SM's standard, was it lacking races or what?

Less races and less racial diversity (AoW3 is all about the classes, picking a class feels like an important decision while picking a race feels like adding a bit of spice to the meat that is your class), smaller magic variety (which results in a research tree you breeze through too quickly), gimped environmental and enhancement spells, removal of shadowlands, which I really liked in SM (yeah, I know plot reasons, but they could have added something to compensate, like a 2nd underground layer and ways to make passages between underground and above ground), removal of some of the mechanics, like flying as you mentioned.

Maybe my post made it sound like I'm being too hard on the game but I'm not. I thought AoW2:SM was an excellent game and AoW3, while kinda bare-bones at release, was getting closer to its level with each update. + there were some things that it did better than any other game in the series, like combat.

I think that if they added a couple more class and races, some new map mechanics, more spells for each school/class and, what I was always hoping for they would add but they never did - unique class + race units (e.g. a goblin dreadnaught could have goblin suicide bombers while a human dreadnaught could get airships like in SM), AoW3 would be as good as SM.
 
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https://forum.paradoxplaza.com/foru...–-dev-diary-11-faction-customization.1116000/

Age of Wonders: Planetfall – Dev Diary #11: Faction Customization

Hi there, welcome to this week’s Planetfall Journal where we’ll be taking a look at Commander Creation. The Commander is your in-game avatar, the embodiment of your empire in the making. Commanders come from variety of backgrounds, but all are sent out to claim a former Star Union world for their respective faction. The type of Commander you are has a great impact on how you achieve victory.

In this journal we’ll be taking a look at the game mechanic part of the customization process. As we go through the Customization Process, you’ll get a good idea of how gameplay mechanics and content is distributed in Planetfall. You can start a game either by choosing a pre-made commander or creating your own.


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Select a pre-made Commander or create your own

Race


There are 6 Races in the Planetfall. Based on the feedback from Age of Wonders 3, we have greatly expanded the unique content, flavor and mechanics for the races, meaning that each race has a unique technology tree and unit lineup. Currently each race has on average:
  • 8 Units per race + 2 Racial ships and a Colonizer
  • 8 Racial Unit Mods
  • Operations, Buildings and Society Doctrines.

Weapon Groups

Next to unique units and mods, races are also associated with weapons technologies which contain additional Weapon Mods (average 7) and a couple of operations. Weapon Groups determine the primary damage channels factions will be using. They are divided as follows:

  • Vanguard – Laser and Kinetic
  • Kirko - Biochemical and Psionic
  • Assemly – Arc and Kinetic
  • Dvar – Explosive and Kinetic
  • Amazon – Biochemical and Laser
  • Syndicate – Arc and Psionic

Secret Technology

At the start of the Game the player selects one of the Secret Technologies of the Star Union. These are fields of experimental or forbidden research that were hidden from the general population. By mastering these technologies, the Commanders hope to achieve victory and / or transcend their people to a new era. Secret Techs contain additional Units, Mods and especially Operations.

Each Secret Technology has its own doomsday weapon, which reflects the ultimate goal of that technology. Doomsday Weapons are powerful, planetary scale weapons which the player can use to gain a huge advantage and eventually win outright. Secret techs therefore make up the Tech Victory of the Game.

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The first screen of the customization process

Perks:


These personal perks allow you to further tailor your leader, telling his or her background story along with bonusses or penalties that affect your style of play. You get three points you can spend in these categories:

· Background: Describes your Commander’s former profession. For example, you could be a Star Union Scholar, who researches Secrets Technologies faster, and get a bonus on rewards from pickups and treasure sites.

· Colony Supplement: You can allocate room in your Voidship to kickstart your colony in a particular area. For example, Extra Cryopods start off your colonies with extra population.

· Personal Loadout: The starting gear and combat skills for your commander. You can choose to be a sniper, who provides ranged support from afar, an assault specialist who gets in close, or a pilot who rides a vehicle into battle.

· Vice: Are 3 Points not enough? You can always choose a vice of varying intensity to get more points, but you’ll have to live with the consequences during the game. For example, the Kleptomaniac steals your empires energy for themselves, damaging your economy (though as a minor consolation he also starts off with a free piece of randomly chosen equipment that he stole from his home planet before departing).

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A cut out section of the WIP tech tree interface showing a number of tech paths for a Vanguard Promethean player.

Composited Tech Tree

Most games have a tech tree or multiple tech tree that are shared between all factions. Planetfall however has a ton of unique content that comes from different sources, such as the player’s race, secret tech and weapon types. We call these Tech Paths and here is a preview cut-out of how these Tech Paths are organized in the game.

In a future diaries we'll be looking closer at both the research tree as well as visual commander customization.
 

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Commander. Also there's a special announcement tomorrow: https://forum.paradoxplaza.com/foru...etfall-–-dev-diary-12-your-commander.1116924/

Age of Wonders: Planetfall – Dev Diary #12: Your Commander

Hi there, welcome to this week’s Planetfall Journal where we’ll looking closer at the Commanders: your avatars in the game world. We’ll be talking about the visual development, the appearance customization interface, but also be previewing the things they can do in the game as heroic army leaders.

Role:
The Commander is the leader of your House on a world. He or she is also your avatar which you can customize as you see fit. As seen in the previous journal you pick an origin faction, a secret technology, and a number of perks. Your commander conducts diplomacy, but is also are able to charge into battle on foot or in a vehicle, befitting the type of heroic sci-fi we are making in Planetfall, so . We needed to develop a system that lets commanders do all these things as well as give while giving players enough choice to express themselves in game.

Inspiration:
from Commander / Hero outfits varies per faction race. For the Vanguard (as with many items) we took inspiration from 70sties Scifi: vintage Star Wars orand the original Battlestar Galactica. There’s military clothing featuring capes, leather, and greeble covered armor and vehicles. Then there are hair styles and accessories to go with it.

Design Process In the character / outfit design process we usually go through a three-step process:

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First there is the exploration phase where the artists make quick thumbnails. Here we capture the basic forms and style. (pictured: Amazon)

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Then we work them out as medium detail sketches and start looking details like accessories andt meaterials, but limit the amount of time spent, so we can pick the best. (Pictured Syndicate + Amazon)

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In the final concept phase we detail the pieces so they are ready to be visualized in 3D by the 3D Artists. Throughout the process we keep in mind that the characters look good in both portrait mode as well as on the map as small figures. (Pictured: Vanguard art by Rich)



Modularity
: We design all outfits to be modular. In AoW3 outfits were based on Class. With Planetfall we made to decision to theme outfits primarily on races (Factions) rather than classes (now Secret Techs). This makes the rich background and culture of the factions more apparent in game. It means there needs to be a good variety of outfits with a faction. Pieces vary from lighter cloth to heavy armor. The Planetfall customizer allows you to mix and match clothing pieces now; outfits are split up between Torso, Legs and Cape; in addition to head accessories.

Here is an example of how two Vanguard ladies can vary (3D art by Robin, Baiba and Allert - Poses by Jill and Michiel):

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The fidelity has increased tremulously compared to AoW3 see Arno's earlier Journal about the engine.

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Character Model Usage.
After you have a created your character you’ll see it in a variety of scenes, including diplomacy, the unit panel, and TCin combat, and then there isthe mission briefing scene before planetfall.
As your Commander and heroes gain battle experience, they can be upgraded with personal combat skills. We use a free-form skill-based approach; where skills originate from a general pool as well as unique ones coming from the hero’s race and secret tech.

Although the system is free-form you are advised to develop a particular Commander or Hero in a particular role. Like you can be more of a support character, a ranged specialist using sniper rifles, a daring melee champion or a vehicle pilot commander that increase the efficiency of other vehicles.

These various roles require Commmander Character Models to be flexible in game. In Planetfall Commanders are able to ride vehicles; you might see your Commander sticking out from a tank turret hatch, sitting on an assault bike or mounting some an alien beast. Here is Daiyu sitting on an Assault Bike and carrying Void Blades.

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Stay tuned for a special Planetfall announcement tomorrow afternoon - we've got something cool in the works!
 

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https://forum.paradoxplaza.com/foru...gameplay-reveal-stream-september-7th.1117052/

Age of Wonders: Planetfall Gameplay Reveal Stream September 7th

moptUh9.jpg



Good afternoon! Today we have some great news to share with you all. It's finally time to show you some new footage and invite you to the first official Planetfall Gameplay Stream!

This event will take place on September 7th, 18.00 CEST/12 NOON ET right over at https://www.twitch.tv/paradoxinteractive.

The livestream will later be published on our Youtube channel, so for those of you who can't make it, fear not!

We hope to see you on stream!

Cheers,
Emma
 
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https://www.youtube.com/watch?v=ZbOdqEtprN8

Jesus Christ the tone of this is so obnoxious. It reminds me of when I watched a League of Legends ad out of morbid curiousity.

It's the last straw, never buying this. The worst part of it is this gameplay will probably be good and the game will be a success.... for its target audience of consoletards.

Civ5 corrupted not just the Civilisation franchise but the Age of Wonders franchise too.
 

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BING XI LAO I have no idea what you are talking about.

It was pretty clear that you couldn't take such a scenario too serious, so I'm glad they don't.
Or they do and all of this is a failed attempt at being serious.

Either way, that extreme cheesiness just makes me want to play it even more. I burst into laughter at "the cute robo dog" :lol:
 

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https://forum.paradoxplaza.com/foru...all-–-dev-diary-13-vanguard-in-depth.1119237/

Age of Wonders: Planetfall – Dev Diary #13: Vanguard In-Depth

Hi there, welcome to this week’s Planetfall Journal! This surely is the Vanguard’s week with the Vanguard Trailer and last Friday’s Gameplay reveal. To close off the Vanguard onslaught, this Dev Journal is packed with in-depth Vanguard info: their development process, background, campaign goals, newly unveiled units, mods, and operations.

To Recap: The Vanguard originate from the expeditionary forces sent out to claim new worlds beyond the Frontier of the Star Union and its Nexus hyperspace network. When an expedition arrived at their destination and built the Nexus Portal, they discovered a galactic cataclysm had taken place during their long journey in cryosleep. Now the Vanguard need all their combat and survival skills to prepare for the showdown with the forces that brought down the Union.

The Vanguard key perks:
  • Kinetic Weapons Group
  • Laser Weapons Group
  • Summon drones and troops directly into combat
  • War Economy allows for rapid construction of units
  • Powerful ranged units, weak melee capability
  • Disciplined: All cities start with an extra +2 happiness

Conceptualization. In the early days of development, the Vanguard faction started off as a Human/Terran faction, as early pre-production Planetfall didn’t have a premise centered on the shattered galactic empire. Back then, factions emerged from various unconnected home worlds. As pre-production continued, they were morphed into the Star Union’s expeditionary forces and had their unit roster and techs developed to reflect this. Here, you see some great concept art by Michal Kus with later additions made by Rich Burgess and Jordy Knoop. Some have WIP explorations not in the final game.

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The Vanguard Campaign: I don’t want to give away campaign material spoilers, it should be safe to say that the campaign missions involve Commanders discovering their faction’s (or their personal) roots.

The Vanguard ranks include many outcasts with little ties to society; so the effects of long interstellar travel in cryosleep and the resulting time dilation didn’t matter to them. Broken relationships and shattered reputations don’t follow you to the frontier – only the brute will to survive remains.

In the case of the Vanguard, their campaign mission starts as they awake from cryosleep making their way to the frontier transit world “Leave 6”, where the Union’s expeditionary forces were restocked and could take their leave in between missions. It is here that they will start figuring out what happened to the Star Union and will be confronted with ghosts from their past.

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Here is the Mission Briefing from the first Vanguard mission. Interesting fact: You can now choose to customize your Campaign Commander’s appearance and perks in Planetfall.

Vanguard Techs

Here are some excerpts from the Vanguard tech tree. You’ll see the Vanguard are big on rapid deployment and drones. The Vanguard are not all shock and awe though, as Vanguard Doctrines have some ways to pacify rivals in non-violent ways. Note: the designers are still balancing the tree so I removed exact stats from the individual techs.

  • Drone Deployment
    • Perimeter Patrols: Strategic Operation. Small drone patrol the colony, dealing thermal damage to invaders
    • Bunker Buster: Strategic Operation. Drone drops an anti-infrastructure bomb, damaging a random colony upgrade + damaging units on the target hex.
    • Emergency Recon: Strategic Op. Deploys an OWL drone
  • Smart Defense Systems
    • Improved Sensors. Unit gains 360-degree awareness and overwatch. Increases scanning range on world map.
    • Interlocking Armor. Increases armor and stagger resistance.
  • Rapid Maneuverability
    • Jet Pack: Module. Make an Infantry unit jump 7 hexes to target location. 1 Action Point Remains after the jump. Adds +1 Armor
    • Inferno Drop Pod: Drops Inferno Marines from orbit. Damages units with 7 hex AoE landing zone. The pod turns into a small defensives position (this was actually broken in the demo!)
  • Predator Conditioning
    • Direct Command. Tactical Op. Wires the target friendly unit directly to HQ, massively increasing Morale and Stagger Resistance.
    • Killing Machine. Module. Restores AP after a successful kill (once per turn). Increases Damage.
  • Force Concentration
    • Miniaturized Missile Array: Infantry only Module. Fires missiles causing massive impact, staggering units and reducing action points. Leaves a super heated gas cloud.
    • Reactive Armor: Whenever a unit is hit, it reflects a percentage of damage back to the attacker.
Vanguard Doctrines: (note: we specifically removed exact modifiers as designers are still working on them.) Doctrines are empire wide bonuses that require limited Doctrine Slots.

  • Frontier Policies
    • Frontier Survival: Extra food in colonies.
    • Colony Militia: Unit production cost reduction dependent on level of Garrison in colony.
  • Subjugation Protocols
    • Spear Head: Allows the Vanguard player to deploy Ops in Turn 1 of Combat; normally there is a minimum of 1 turn before Ops can be used.
    • Hearts and Minds: Increases Influence gain from quests, making it faster to absorb colonies.
  • Hegemony
    • Big Stick Diplomacy: Leverages military might to bring peace, removes reputation system from starting a war.
    • Planetary Conquest: Increases Popular Support for your wars.

Vanguard Units

We’ll close off this journal with some of the unit cards you have not yet seen from the Vanguard.


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The Vanguard Tier IV unit - The Drone Carrier - and its drones we’re saving for a later day! :p
 

Suicidal

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What I like from what I've seen so far is that the factions appear to have a lot of different units. For examples, so far they've been showing pretty much only the humans and they have several different types of infantry, bikes, flying bots, ground bots, mechs, tanks and they haven't even shown the last tier units yet. I don't know if these include units you get from the secret tech. Considering that each unit also has unique weapons and abilities and there are also individual unit upgrades this can make the combat and the military part of strategic gameplay very interesting.
 

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What I like from what I've seen so far is that the factions appear to have a lot of different units. For examples, so far they've been showing pretty much only the humans and they have several different types of infantry, bikes, flying bots, ground bots, mechs, tanks and they haven't even shown the last tier units yet. I don't know if these include units you get from the secret tech. Considering that each unit also has unique weapons and abilities and there are also individual unit upgrades this can make the combat and the military part of strategic gameplay very interesting.
Yeah, it would definitely suck if they showed the other factions now and all those had were repaints of the human faction...
 

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