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Title:Sorcerer's Place - Siege of Dragonspear, Baldur's Gate 2 Icewind Dale Enhanced Edition, Pillars of Eternity, Torment: Tides of Numenera, RPG News, Walkthrough, Guide, Mods, Cheats
Description:The best consolidated resource for news and information on D&D computer games; walkthroughs, screenshots, downloads, fantasy books, movies and more.
Keywords:neverwinter nights 2, mask of the betrayer, storm of zehir, mysteries of westgate, dungeons & dragons online stormreach, dragon age, dragon age origins, dragonshard, demon stone, d&d real-time strategy, d&d rts, the temple of elemental evil, baldurs gate 3, baldurs gate iii, baldurs gate 2, baldurs gate ii, baldur's gate 3, baldur's gate iii, baldur's gate 2, baldur's gate ii, throne of bhaal, icewind dale 2, icewind dale ii, icewind dale, heart of winter, neverwinter nights, shadows of undrentide, hordes of the underdark, planescape torment, pool of radiance, ruins of myth drannor, walkthrough, walkthroughs, faq, faqs, guide, guides, strategy, strategies, hack, hacks, cheats, hints, tips, tricks, maps, screenshots, news, review, reviews, dungeons, dragons, mods, drow, drizzt, r. a. salvatore, elminster, ed greenwood, magic, eberron, forgotten realms, faerun, dragonlance, fantasy books, fantasy movies, tolkien, rpg, CRPG, game, BG, BG2, BG3, IWD, IWD2, NWN, NWN2, SoU, HotU, MotB, SoZ, MoW, ToEE, D&D, DA, DA:O, forum
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Sorcerer's Place - Siege of Dragonspear, Baldur's Gate 2 Icewind Dale Enhanced Edition, Pillars of Eternity, Torment: Tides of Numenera, RPG News, Walkthrough, Guide, Mods, Cheats
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Latest Game/SP News Headlines:
#187; Tyranny - Story: Trial by Iron - Aug 06, 2016, 11:33 pm #187; Tanzia - Development Update - Aug 06, 2016, 11:33 pm #187; Warlock of Firetop Mountain - Tin Man Games - Aug 06, 2016, 11:33 pm #187; Planar Conquest - Patch 1.3.1a released - Aug 06, 2016, 11:33 pm #187; XCOM 2 - Alien Pack Mod - Aug 06, 2016, 05:32 pm #187; BattleTech - First Look - Aug 06, 2016, 05:32 pm #187; Stellar Overload - Sticky Block Feature - Aug 06, 2016, 05:32 pm #187; Star Traders 2 - Updates - Aug 06, 2016, 11:24 am #187; The Great Whale Road - Interview@IndieGames - Aug 06, 2016, 11:24 am #187; Soul Saga - Development Update - Aug 06, 2016, 11:24 am #187; Sacred Fire - The Story behind the Game - Aug 06, 2016, 11:24 am #187; Frozen State - Released - Aug 06, 2016, 11:24 am #187; River City Ransom - Content Complete - Aug 06, 2016, 05:22 am #187; Regalia - Development Upadate #13 - Aug 06, 2016, 05:22 am #187; Zombasite - New Demo - Aug 06, 2016, 05:22 am
Latest Active Threads on Boards o' Magick:
#187; Game in Early acces on Steam
(Torment: Tides of Numenera post by Keneth)
#187; Random Babbling Thread 120
(Whatnots post by xosmi)
#187; Is there a way to use stoneskin or ironskin...
(Baldur's Gate 2: Enhanced Edition post by Keneth)
#187; Inquisition Thoughts
(Dragon Age: Inquisition post by Merlanni)
#187; The Big Impressive/Cool/Funny/Weird Videos Thread
(Whatnots post by Merlanni)
#187; Killing all the Druids in Cloak Wood
(Baldur's Gate: Enhanced Edition post by henkie)
#187; Priest or Druid?
(Pillars of Eternity post by xosmi)
#187; Cursed Items
(Baldur's Gate: Enhanced Edition post by xosmi)
#187; Your greatest find
(Baldur's Gate (Classic) post by Sorvo)
#187; Tyranny - Story: Trial by Iron
(Game/SP News Comments post by RPGWatch)
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Tyranny - Story: Trial by Iron
Posted: Aug 06, 2016, 11:33 pm by RPGWatch
Enjoy the story #039;Trial by Iron #039; from the Tyranny blog:
Greetings from the Narrative Design team! I #039;m here to bring you another story from the world of Tyranny. quot;Trial by Iron quot; showcases Barik, one of the Fatebinder #039;s companion characters first introduced in a prior Dev Diary. As the entry describes, Barik is trapped in a rusted-together suit of iron scrap. He #039;s a mess. The literal and metaphorical chip on his shoulder weighs a ton.
I wanted to spend some time with Barik outside of his armor (which sounds naughty when I write it like that). This is Barik before the events of the game - proud, ambitious, self-defeating and eager to prove his worth. Soon you #039;ll see how well this troubled boy fares after a few years of war. In the meantime, enjoy quot;Trial by Iron! quot; #8203;
~Paul Kirsch, Narrative Designer #8203;
[Comments: 0] - [Discuss] - [Top]
Tanzia - Development Update
Posted: Aug 06, 2016, 11:33 pm by RPGWatch
Here are the recent changes for the upcoming Action RPG Tanzia:
June Update
Hey everybody! I #039;m here again to let you know about the changes we #039;ve made to Tanzia during May and June.
There #039;s a ton of new content, so Here #039;s a quick Summary:
The Lagoon: Yes, you can finally go and explore the Lagoon! Most people already visited the area because we opened it right after the last update. But we wanted to write it here for posterity.
Watch out for the bees though, they #039;re poisonous!
Bear Island: What? Another island? YES! And it #039;s filled with brand new enemies that #039;ll make the Emuri Village look like a florist convention (?). Complete the main quest there to get an awesome new ability (can #039;t tell you what it is, but it rhymes with quot;Pear Scone quot;... sort of).
The boat at the Docks will take you there now after you finish the Lagoon quest.
Forgotten Jungle: Welcome to the jungle, we #039;ve got fun #039;n #039; games! Yeah! (Please don #039;t sue us, Axel...).
The most mysterious place in the island, and you know what? You #039;ve passed it a hundred times already and never saw it!
Big secrets will be revealed there, so keep your eyes open. And also, good luck if you #039;re arachnophobic! : P
Full Changelog:
Since no one reads the full changelog, I added an item that doesn #039;t belong, be the first to find it, post it on Twitter or Facebook and we #039;ll give you a Tanzia beta key! (only one key!).
Good luck!
add quot;return Kurame #039;s boots to Kurame quot; task to the Kurame quest chain.
fix issue where Abenaki disappears from The Village and there #039;s nobody to un-pigify you.
expand hotbar to 10 slots.
use items directly from inventory.
add a control bindings menu for control customization.
add a global sound volume slider.
add volume sliders for fx and ambient sounds.
fix a bunch of ambient audio issues where ambient sounds don #039;t respond to ambient volume level.
add images for slides 0-1 and 2-1.
prototype for first vision cutscene.
mako #039;s rage now resets all spell cooldowns when you use it so you can enjoy a more pleasant and uninterrupted rage experience.
remove collision fence preventing drop down from crossroads.
allow walking in turtle beach quot;lagoon quot;.
adjust collision fence at The Docks so you can go in the water by the waterfall.
don #039;t allow using invis potion during combat
allow deleting of saved games.
made Akura a little harder to melee.
fix bug preventing completion of Erudi #039;s bags quest.
fix the Erudi #039;s bag on the cliff bug where you can see it but can #039;t get it before zoning out.
fix bug where pig hotbar grays out permanently.
fix bug where verdant blossom icon doesn #039;t show up on journal map during haste quest.
fix missing collision panel on the EmuriVillage- gt;Lagoon bridge.
fixed car handling issues when driving over sand.
fix a lighting/visual artifact bug causing you to see a big bright blue square projected over water near torches.
fix bug where if you use see invis, save, reload, you don #039; t have the effect or the potion anymore.
fix missing loincloth bug on starting armor.
fix bug where ice comet is hitting NPCs.
many other fixes and changes that either wouldn #039;t make sense to read or nobody cares about!
#8203;
[Comments: 0] - [Discuss] - [Top]
Warlock of Firetop Mountain - Tin Man Games
Posted: Aug 06, 2016, 11:33 pm by RPGWatch
Here #039;s an article on Gamasutra about Tin Man Games and their upcoming RPG The Warlock of Firetop Mountain:
How Tin Man Games resurrected and reimagined adventure gamebooks
The Warlock of Firetop Mountain was an adventure gamebook published in 1982 by Steve Jackson and Ian Livingstone, the first entry in what would be the Fighting Fantasy series. The cover proclaimed, quot;This is a book with a difference--one in which YOU become the hero! quot;
Adventure gamebooks were like a cross between a Choose Your Own Adventure novel and a tabletop RPG, with player choices and dice rolls determining your progress through the story. The series proved immensely successful, with 59 titles selling around 15 million copies between 1982 and 1995.
This month, Australian indie studio Tin Man Games will release a videogame adaptation of that pioneering adventure gamebook. It #039;s just the latest example of how the developer has carved out a niche for itself by resurrecting this moribund form of interactive novel.
#8203;
[Comments: 0] - [Discuss] - [Top]
Planar Conquest - Patch 1.3.1a released
Posted: Aug 06, 2016, 11:33 pm by RPGWatch
The changelog for the Planar Conquest patch 1.3.1a:
1.3.1a patch released - world map tooltips added
Hi,
the new patch has been released already.
Among fixes and small updates regarding the visuals, we have added a new feature that you have requested for.
Tooltips displayed at the World Map.
Full changelog:
Fixed invisible Galley
Fixed issues when autoresolving combat after casting certain spells
Added World tooltips
Fixed issues when opening the wall #039;s unit panel
Fixed load issues
Fixed issues with damage-boosting effects being removed twice
Added fail-safe mechanism for negative damage and mana issues
Sneak attacks can #039;t be countered
Fixed issues with combat enchantments cast by heroes blocking sorcerer lord #039;s spellbook
Fixed combat icon for defensive structures
Income bar now correctly shows incomes modified by city penalty
AI should not target their own with negative spells anymore
Fixed/improved particles for many combat spells
Quicksand now correctly costs 3 movement points to pass through.
Previous hotfix notes can be found here. #8203;
[Comments: 0] - [Discuss] - [Top]
XCOM 2 - Alien Pack Mod
Posted: Aug 06, 2016, 05:32 pm by RPGWatch
The XCOM official site reports that Long War Studios have released another mod for XCOM 2 titled #039;Alien Pack #039;. It adds a lot of new enemy types and variations. It #039;s available now on Steam workshop and replaces the #039;Muton Centurion #039; mod.
Long War Studios, the developers behind the Long War mod for XCOM: Enemy Unknown and multiple XCOM 2 mods, has released the quot;Alien Pack quot; mod for XCOM 2 today.
The quot;Alien Pack quot; mod adds a host of new enemies to the alien roster - some completely unique and new, while others are variations on existing enemy units. Here #039;s a rundown of what #039;s in the mod: #8203;
Drone (two variations) - an ADVENT scout and crowd control unit
Naja (three variations) - a subspecies of the Viper that serves as an alien sniper unit
Muton Elite - a version of the Muton much more powerful than its predecessors
Sectoid Commander - an enhanced Sectoid with even greater psionic capabilities
Sidewinder (three variations) - a subspecies of the Viper that serves as a fast and agile flanker
Chryssalid Soldier - a larger and more intimidating variation of the Chryssalid
Hive Queen - an even larger Chryssalid all other Chryssalids bow down to
MEC Archer (two variations) - an ADVENT MEC equipped with long-range weaponry
ADVENT Sentry (three variations) - an ADVENT soldier that has great Overwatch abilities
ADVENT Rocketeer (three variations) - an ADVENT soldier with explosive ordinance
ADVENT Grenadier (three variations) - an ADVENT soldier equipped with flashbangs, fire grenades or acid grenades
ADVENT Gunner (three variations) - an ADVENT soldier with a cannon and the ability to suppress multiple XCOM soldiers at once
Muton Centurion - a variation on the Muton, previously made available in the quot;Muton Centurion quot; mod
Additionally, the quot;Alien Pack quot; mod adds two upgrades to the Viper unit, as well as an upgrade to the Archon and the standard ADVENT MEC. A configurable system will also be included for changing colors and size on many units, as well as mixing and matching ADVENT soldier components to create your own ADVENT soldier types.
[Comments: 0] - [Discuss] - [Top]
BattleTech - First Look
Posted: Aug 06, 2016, 05:32 pm by RPGWatch
Take a look at the BATTLETECH #039;Super-Pre-Alpha #039; version:
#8203;
A short sneak-peek of combat in an early pre-alpha build of BATTLETECH! We look forward to showing you more of the game later this year. And if you happen to be in Indianapolis this weekend for GenCon, stop by Booth 2329 to say hi and try the demo out for yourself! #8203;
[Comments: 0] - [Discuss] - [Top]
Stellar Overload - Sticky Block Feature
Posted: Aug 06, 2016, 05:32 pm by RPGWatch
The #039;Sticky Block #039; feature has been added to Stellar Overload:
Dear Clones,
Effective this day, the use of the quot;Sticky Block quot; feature (also know as quot;secondary fire quot;) of the primitive weapon you call quot;Blocks-Thrower quot; to degrade any Imperium #039;s Complex will lead to corporal pursuits.
- gt; Video
Any information on the whereabouts of a wrongdoer will be rewarded.
This was an official message of the Imperium Machina for the protection of Order and Peace. #8203;
[Comments: 0] - [Discuss] - [Top]
Star Traders 2 - Updates
Posted: Aug 06, 2016, 11:24 am by RPGWatch
The Scifi RPG Star Traders 2 is not so far from release:
Progress Update
Hail Backer-Captains,
After another month of development on Star Traders 2 it is just a few days short of the official start of summer. We #039;re writing today with a recap of development progress and reward fulfillment. Let #039;s get started!
For rewards, we #039;d like to send our sincere thanks to everyone who participated in the Join the Lore reward by submitting their unique Captain #039;s stories and character. We will be using these to inspire Contacts, villains, rumors, flavor text and storylines within the game. If you did not receive the Join the Lore invitation through KickStarter, but believe you should have ($100 or higher reward), please email me at andrew@tresebrothers.com and we can get that mistake straightened out.
In general, from time to time, check the reward status chart we now include in every update. Make sure you #039;ve received or been invited to participate in all the rewards marked as quot;done quot;. At any time, just shoot us a message or an email if you think you #039;ve missed out on some of the fun! We #039;re starting to work over designs for the t-shirts now, so that will likely be the next reward out of the gate. #8203;
[Comments: 0] - [Discuss] - [Top]
The Great Whale Road - Interview@IndieGames
Posted: Aug 06, 2016, 11:24 am by RPGWatch
The Great Whale Road has been in Early Access for about a week. IndieGames brings us an interview with Joachim Sammer from Sunburned Games.
How much research went into The Great Whale Road? From what I can tell, you strive for historical accuracy. Are there any actual scholars on your team?
A lot. I have been researching on and off for a year, and I am continuously looking into new areas when I am working on events and stories, for example early medieval epizootics. We also offered a history internship in cooperation with the University of Valencia last summer, during which our intern amassed a large amount of material and data. We have a decent library at the studio as well. I studied history at the University of Vienna in the early nineties, and was just short of my final thesis when I threw the towel and switched direction to go into IT. I always found the medieval period fascinating and my focus areas were medieval social history, the early medieval economy, and the Hundred Years #039; War. #8203;
[Comments: 0] - [Discuss] - [Top]
Soul Saga - Development Update
Posted: Aug 06, 2016, 11:24 am by RPGWatch
Here #039;s the development update #31 for the JRPG Soul Saga:
Soul Saga - Update 31 - Controller support and more! Hello, friend!
How are you? I hope this past month has been treating you well. If it hasn #039;t, let me know and I #039;ll give it a stern talking to! It worked well for me because this has been a great month for Soul Saga!
Development Status
The current state of development is in an excellent spot. I keep spending time adding more bulk and polish to Soul Saga #039;s main and side content, and I really want to squeeze as much in there for you as feasibly possible. As such, this last 10% is really feeling impossible to estimate exactly. It could take a few more months to get it all in the way I intend it to be. My goal for Soul Saga has always been to give you the best game I possibly can, so I #039;m going to keep pushing forward and keep you posted on where it #039;s all at next month! In the meantime, let #039;s go over some things I accomplished this past month.
Music
Here #039;s some lovely and catchy music by Ryan Camus while you read! This one is called quot;I Love My Job quot;.
#8203;
- gt; Steam
[Comments: 0] - [Discuss] - [Top]
Sacred Fire - The Story behind the Game
Posted: Aug 06, 2016, 11:24 am by RPGWatch
The one man project Sacred Fire is still alive:
The story behind Sacred Fire
All my friends and fans keep bugging me: What is going on? Did you get run over by a bus? Is Sacred Fire still alive? When can I play this thing?
The short answer is: yes, Sacred Fire is alive, I am working on it full time, all the time. It #039;s not ready yet. A playable version is coming in 2016 and the game will be released in 2017. Also, it leveled up quite nicely since you last saw it in 2014.
I am the first to agree, it #039;s a shame, no one freaking knew about the progress. But doing character art, learning new tools, laying out UI screens, coding, writing the story and reiterating the game design pushed me to the edge of my capacity.
Frankly, I would have never made it this far without the support of my wife. I am truly lucky she trusts me and never questions my ability to finish this thing. And at the same time is always ready to question my sanity, in situations like when I can #039;t find the switch to turn the light off at 3:00 AM and tap at an empty wall repeatedly. It really helps me to pace myself for this super long development run.
The good news is regular updates about Sacred Fire development progress are coming. My friend Martin has joined me as the Community Manager, so he will keep everyone in the loop. #8203;
You can join the Firekeeper Guild here:
Firekeepers Guild
Unlock extra in-game content when the game launches. Be the first to play a preview and receive important news.
A playable preview is coming in winter 2016. Sacred Fire launches on Steam in 2017. #8203;
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Frozen State - Released
Posted: Aug 06, 2016, 11:24 am by RPGWatch
The Action Survival RPG Frozen State has been released:
The entire world is embraced by the man-made ice age meant to protect the human race from alien hybrids. The last survivors have formed the Resistance.
On the way to the Resistance, the main character gets stranded in the closed experimental city Duga-40, where he has to survive and repair his transport to continue the journey.
The game #039;s world is vast (65 different locations) and populated with the human survivors, military groups and pestilent alien hybrids. The world and loot are randomly generated every playthrough.
There is a deep crafting system that allows you not only to cook food and make different weapons, but also to build traps, barricades and shelters.
Accomplishing the main goal, which is to repair the transport and not die by the hybrid #039;s claws, you will discover the story of the city, meet the survivors and understand what really happened.
Key Features:
Rogue-like and normal modes
Three main characters
Diverse enemies
Large open world
Dynamic weather conditions
Procedurally generated building interiors, loot and enemies
Stealth
Crafting and building
Transport
Basic needs (hunger, thirst, sleep, etc.)
NPCs and Quests
#8203;
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River City Ransom - Content Complete
Posted: Aug 06, 2016, 05:22 am by RPGWatch
The RPG beat #039;em up River City Ransom: Underground is now content complete:
Next steps for a release
Hello backers,
As you know, Q2 has ended, and we have not pressed the launch button yet. We worked very hard to finish up as planned, but fell a bit short.
The good news is that RCRU is now content complete!
Our remaining tasks to get to launch are about fixing bugs, adding polish and balance, and making sure the game plays well with Steam.
For a team as small as ours, working as we have, getting to content complete feels great and lets us focus on quality from here on out.
We want to get the game out to you as soon as possible, but we also don #039;t want to rush it out the door just before it #039;s ready. So we #039;ll continue to work on getting the game ready to launch, and providing a release date as soon as possible.
When the game is feature complete (works with Steam), we will release a final preview to backers as planned, which will closely match the final product. We #039;ll use that preview to iron out any remaining issues, and then we #039;ll join you all at the finish line. #8203;
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Regalia - Development Upadate #13
Posted: Aug 06, 2016, 05:22 am by RPGWatch
A development update from the Regalia-Kickstarter page:
Development Update 13
Welcome to the thirteenth Development Update for Regalia! Today we will discuss loot, tons of new content, some exciting news about the future of the project, aaand more. Enjoy!
New game mechanics: Loot Points
Like in any good RPG, there are two distinct ways of getting cool new items for your characters in Regalia - crafting and doing stuff in the world. The first part is pretty self-explanatory, though we will explore it in greater detail in the future updates. Today we will focus on the #039;doing stuff #039; way of acquiring loot, which is directly tied to one of our shiny new game mechanisms: Loot Points.
Loot Points (LP) are basically a separate quot;experience quot; bar that fills whenever you complete different activities in the game. Winning battles, completing battle challenges, completing dungeons and finishing text adventures all reward you with LP.
Every time you fill the bar, the game will randomize you a pool of items appropriate for that Loot Level. You will then be able to select one of those items and keep it. The quality of items gained through Loot Points will increase each time you gain a LP level.
This mechanism ensures that you, as a player, are rewarded with cool stuff no matter what you choose to do out in the world. In addition, Social Links will also affect the LP system and will be able to both decrease the amount of LP needed to level up and increase the amount of selectable items in the pool.
New monsters
We have added two new monster types to the game, one of which could be glimpsed last month. We #039;re almost finished with our bestiary; right now, we move on to the backer monsters. #8203;
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Zombasite - New Demo
Posted: Aug 06, 2016, 05:22 am by RPGWatch
A new demo for the Action RPG Zombasite has been released:
The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!
They hadn #039;t known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves #039; pride and lust, their magic twisted into Ciglio #039;s binding, fusing into a new, uncontrollable creation, the Zombasite.
Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn #039;t just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable---infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!
So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can #039;t be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world #039;s surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left. Even within your own clan it isn #039;t safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn #039;t easy. #8203;
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