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Showing content with the highest reputation since 10/31/26 in all areas

  1. Because it sucks ass to just click through dialog and also it's annoying. You get used to doing it and before you know it, you're completely lost since all you read is answer options. Additionally, I find the text in Numenera to not just be a slog to read, but also hard to visually read. The narrow height of the dialog window, as well as the really long text blocks do not help it at all. Honestly if I would feel more motivated, I'd probably investigate if I can overhaul the whole dialog interface. /Edit: Decided to expand the mod and added a vertical dialog interface now. Makes reading much more comfortable, imo.
  2. Heh, my kid just texted me a photo of the "thank you for voting" card they got this morning. Im super proud. 😁
  3. ^Then whos going to monitor our troops testosterone levels?
  4. I finished the Lord of Nothing DLC for Pathfinder WotR. It was surprisingly fun, even if the ending was a bit meh. But... since I could import the resulting save into my main campaign, it teased me with the chance to revisit the result of my DLC playthrough once I get to chapter v in the main campaign. One section in particular stood out to me, the shadow realm. It gave me the same feeling as I had when I played the Underdark part in BG2 for the very first time. Not because they are aesthetically similar, but because they gave me the feeling of being in a very different place from everything I know. This one felt outright creepy most of the time. In the end, I sad screw this, and let the guy who had helped me do his own searching for his missing brother (just too much to backtrack to keep my promise to try to save said brother). Also... a nice little twist on choice and consequence, I picked the option to sacrifice myself, so the last boss fight was without my main character, just the rest of the party 😁 If Through the Ashes felt a bit on the short side, this one definitely kept me occupied for a week. Now back to the main campaign again and my inevitable rise to Lichdom ☠️ edit: I had just picked up my main game, imported the DLC save to add the results, when representatives of two different undead factions almost came to blows in the command room, over who was going to be my ally (because those two factions really don't get along)
  5. I completed Torment: Tides of Numenera after about 40 hours It was a great game, I assume most of the criticism towards it was because people were comparing it to Planescape. It has similarities like the fascinating cities of Sagus Cliffs vs Sigil and then the mystery behind who is the Last Castoff and the Nameless One but the entire IP of Numenera is unique and created by Monte Cook. So this game should be judged on its own The overall narrative was excellent, I was left guessing right to the end but you uncover more and more parts of it as the game unfolds. I had a very hard decision at the end with the various options but I finally decided on the spoiler below but it was very thought provoking Choices The developers also did an excellent job at creating different ways to complete most quests so I always had options I was constantly motivated to explore and I found the lore engaging. The TB combat was very entertaining and you have many skills you can develop to make things interesting and strategic. But the game is not combat heavy and you can use dialogue to avoid lots of battles which for me undermines using your combat mechanics. So this was a " negative " but its also part of design so I cant say its a design flaw. I also found the various companions to be interesting and unique around there side quests, my favorite being Matkina the White Death Then some of the regions you come across were amazing, the whole Bloom concept was one of the best places I have ever explored. This is not part of the Monte Cook IP and it was created by George Ziets for this game Its recommended for anyone who wants a Planescape similar experience which is all about the mystery of the main protagonist set in a bizarre, enthralling and strange world with lots to do and see outside the main narrative It gets a 75/100 on the highly respected "BruceVC game rating system"
  6. Underkeep's indeed out! Underkeep - Official Trailer! Underkeep is my favorite old-school dungeon crawler since Legend of Grimrock, and yes that includes Queen's Domain | PC Gamer Played the demo a good while back . Looks pretty lovely. Also, whilst it is an oldschool dungeon crawl, it plays pretty snappy. Like only a single right-click required to place items into corresponding slots, ranged weapons require no ammo cache too. Projects like this make me feel warm and fuzzy inside. It's like the glorious early days of home computing are back, where a handful of people could make something fun. Like the perfect antidote to the corporate boardroom and shareholder engagement metric bloat. And the only numbers pushed to go up here are for your xp, mana/health bars and enjoyment.
  7. I picked up Underkeep on GoG. Looks like a very good Lands of Lore/M&M style game.
  8. Pillars of Eternity – Pillars of Eternity and Deadfire: C...Greetings Watchers, The PC Controller Support Public Test for Pillars of Eternity and Pillars of Eternity II: Deadfire is now live! You can now play the whole of either game with a controller, from ch"Deadfire’s Turn-Based Mode has also been reworked with the improvements we made for Pillars of Eternity’s Turn-Based Mode: turns now follow each character’s speed, combat is more lethal, and swapping weapons or drinking potions no longer costs your action. You can now switch Turn-Based Mode on or off during a playthrough, and the update brings a long list of fixes across combat, quests, audio, and the interface." Just as I was doing my dialog interface mod. :D Guess it's time to replay the game.
  9. Wipeout for Republicans. Blue Texas finally happened. They're going to win every statewide race.
  10. Top notch thumbnailing, now it looks like the game title is TESVI: Official Name Reveal. Which would at least be more distinctive than Sentinel.
  11. Greetings Watchers, The Controller Support Public Test for Pillars of Eternity and Pillars of Eternity II: Deadfire is now live on XBOX on PC, Steam, and GOG. You can now play the whole of either game with a controller, from character creation to the end credits (and, in Deadfire, all the way out to naval combat), in both Real-Time with Pause and Turn-Based Mode. Deadfire’s support builds on the controller scheme from the console editions. Prefer to switch things up? Pick up your mouse and keyboard at any time, and the game follows right along. Deadfire’s Turn-Based Mode has also been reworked with the improvements we made for Pillars of Eternity’s Turn-Based Mode: turns now follow each character’s speed, combat is more lethal, and swapping weapons or drinking potions no longer costs your action. You can now switch Turn-Based Mode on or off during a playthrough, and the update brings a long list of fixes across combat, quests, audio, and the interface. As a reminder: This is a public test, so please expect bugs. The public test will run for some time as we continue to update it in preparation for a full release. We’ll be collecting your reports, issues, and suggestions throughout the test and doing our best to integrate that feedback into the final version. How to access the Public Test: SteamIn your Steam Library, right-click Pillars of Eternity or Pillars of Eternity II: Deadfire and select “Properties.” Select the “Betas” tab, click the drop-down labeled “None,” and select “public_beta.” Close the window, and you should have a download ready. Launching the game should automatically trigger the download. If you don’t see the update, please restart your Steam client. GOGIn your game Library, Right click on Pillars of Eternity and go to "Manage Installation" -> Configure In "Beta Channels" select Public Beta Select "OK" and you should have a download ready. XBOX on PCSign-in on your Windows PC and launch the Xbox Insider Hub app (or install the Xbox Insider Hub from the Store first if necessary) Navigate to Previews > Pillars of Eternity – Hero Edition Select Join Wait for the registration to complete and be directed to the Store and install Pillars of Eternity – Hero Edition If you have an issue or want to share feedback, please contact us at support.obsidian.net or join our official Discord Server and help us shape the update together. As always, thank you for your continued support and for being part of these adventures in Eora with us. We’re thrilled to bring controller support to both games and can’t wait to see what you think. Pillars of Eternity II: Deadfire – Patch 5.1.0.0Major FeaturesController support has been added to Pillars of Eternity II: Deadfire! The whole game can be played with a controller, including character creation, exploration, combat in Real-Time with Pause and Turn-Based Mode, conversations, the inventory, the world map, and naval exploration and ship combat. Radial menus and action bars give quick access to abilities, spells, items, and party commands, and button prompts are shown throughout the interface. Switch between a controller and mouse and keyboard at any time; the interface and button prompts follow the input you’re using. Xbox and PlayStation controllers are supported on Windows, macOS, and Linux, as are Steam Deck and Steam Big Picture mode, including the on-screen keyboard for naming characters and writing notes. Turn-Based Mode (TBM) has been reworked with the improvements made for Pillars of Eternity’s Turn-Based Mode! Turns are now influenced by character speed, combat pacing has been adjusted for increased lethality, and certain actions (such as swapping weapons, drinking potions, or enabling modals) are now classified as free actions with per-turn limits. Turn-Based Mode can now be turned on or off during a playthrough while outside of combat, from the game options, a new HUD button, or the T key. Steam DeckPlayers on Steam Deck will need to enable the controller configuration by following the steps below. Open your Steam Library on your Steam Deck. Navigate to the Pillars of Eternity II: Deadfire Select the Controller icon (gamepad icon) on the game's library page. Select your Current Layout to open the layout selection screen. Navigate to Templates. Select Gamepad with Joystick Trackpad or Gamepad if the first option isn't available. Select Apply Layout to save the configuration. Launch game and verify that the controller inputs are working correctly. Combat and Mechanics – Turn-Based Mode ReworkTBM turns have been reworked from Deadfire’s original Turn-Based Mode: Characters no longer take one turn per round. Instead, characters take turns as frequently as their Initiative (based on RTwP Recovery) allows. Faster characters (high Dexterity, lighter armor, and/or speed-improving effects) may take multiple turns each round, while slower characters may act less or even skip an entire round if encumbered by enough speed penalties. As Dexterity now determines how often characters take turns, it no longer also grants a Stride bonus in TBM. TBM lethality has been significantly increased: In addition to Deadfire’s existing lethality changes (increased Graze Range, reduced Miss Range, Basic attacks performing Full Attacks, etc.), TBM now increases damage dealt by any source by 35% globally. This change helps keep combat moving forward and highlights careful tactical decision-making. TBM Intellect has been reworked vs. RTwP: The effect of Intellect on duration in TBM has been increased from +/- 5% → 10% per point. TBM Initiative has been reworked: First-turn initiative uses a default recovery of 4s. A character’s initiative can never be below 1. TBM Free Actions have been reworked: Swapping weapon sets, drinking potions, and toggling modals (or switching within a modal group) are now all considered free actions. Each Free Action type is now limited to one activation per turn. E.g. you may drink a potion and change your active modal, but you may not drink two or more potions in the same turn, or change modal → attack → and then change it back. Additionally, no individual Free Action may be activated more than once in a turn. Free actions and consumables already used this turn now show “Already activated,” and abilities show “Action used” once the turn’s action is spent. TBM Phrase progression has been reworked: As turns are no longer bound to one per round, phrases no longer progress one phrase per turn. Phrases now progress based on the amount of initiative (recovery) that has elapsed since the Chanter’s last turn (or the start of combat). TBM Interrupt mechanics have been reworked: Successful interrupts add their interrupt value to the Initiative of the victim’s next turn, effectively pushing their turn back. Interrupt values in TBM have been increased over their RTwP equivalents. A successful interrupt can still cancel a victim’s pending spell casts. Prone status in TBM now adds an additional 3 initiative delay to the victim. GeneralCompleted-game saves from Pillars of Eternity can now be transferred to Pillars of Eternity II: Deadfire. Continue and Load Game on the title screen no longer fail to load a save. The game no longer crashes after searching the Old Battleground near Tikawara. The game no longer becomes unresponsive after Aloth uses Llengrath’s Warding Staff during a ship battle. The game no longer crashes when a hostile Form of the Helpless Beast ends on a character wearing a Strand of Favor. The game no longer crashes when an object or character is destroyed by Mohorā Tanga. Using Charge against Porokoa no longer crashes the game. A loading error no longer blocks entering a map after dead party members were left inside it. The water level in the Drowned Kingdom is now kept after saving and loading. The Free DLC icon on the main menu now shows the full list of DLC. Portraits from the Critical Role Pack now correctly require the DLC. QuestsThe Goods and Services quest can now be continued after ignoring it to follow the Principi questline. The scripted interaction with the statue in the Chamber of Waves during The Cornett’s Call can now be started. Using Abjuration on the Tyrant of Decay in the Crucible no longer breaks quest progression. Hunting Season no longer auto-completes an objective and fails after the Royal Deadfire Company questline is locked out. Leaving the Workshop in Sayuka no longer leaves the map in a broken state after the Royal Deadfire Company questline is locked out. The scripted interaction in Bent Bough Forest can no longer be repeated by attacking the cultists right after they devour Audr. Neketaka guards no longer turn hostile during the fights with Katrenn and Lord Admiral Imp in Turn-Based Mode. Figures in the Engwithan Digsite now highlight when hovered over. Combat and Mechanics – Turn-Based ModeShining Beacon now affects every enemy in its area. Maura’s Writhing Tentacles, Whispers of the Wind, Twinned Shot, Scyorielaphas’s Ocean’s Lash, and the enemy Sound Alarm ability no longer cause a long wait before the next turn. Enemies using Escape no longer get stuck in an animation loop. Combat and Mechanics – GeneralLower Their Guard, Deadly Surprise, Takedown Combo, Retribution, and Wizard’s Double now end after one attack as intended, instead of two. The Drawing Cut enchantment of Duskfall and the Veteran’s Maneuver enchantment of Saint’s War Armor now expire after the intended number of hits. The untargetable effect of Shadowed Hunters now ends after the first attack, for both the ranger and the animal companion. The Dug-in enchantment of Wahai Pōraga and the monk’s Blade Turning now end on the first movement command. Weakness afflictions no longer retrigger repeatedly and cause severe frame rate drops. Switching weapon sets quickly no longer leaves several weapon proficiencies active at once. Casting spells while in Spiritshift: Stag no longer leaves the druid frozen and unresponsive. Damage-over-time effects now count toward the soulbound upgrades of Marux Amanth. Visual and AudioCapes now display correctly on the paper doll and on characters with the female body type. Berath’s and Rinco’s interaction circles now line up with their models. Parts of the Scyorielaphas and Vithrack Brute models no longer flicker. Soul Collector animations now play at full frame rate. The Lagufaeth Broodmother now returns to the water during the cutscene in Hōhina Ravine, and Savia now walks up to the cell during The Drunk Sailor. The wind effect pulling the Messenger during its revival in Harbingers’ Watch is no longer oversaturated and blurred. The icon background of some soulbound items no longer changes color when the item is equipped. The Oculus security beam now plays its sound effect. The howling wind while climbing with the icepicks in Harbingers’ Watch no longer loops until the game is restarted. The first line of dialogue with the whirling vortex in the Temple of Revelation now has its audio. User Interface and InteractionThe End Turn and Delay Turn buttons now show their keybindings in their tooltips. The Turn-Based Mode initiative window can no longer be moved off screen at lower resolutions. Retraining a character through a port vendor now opens the Level Up screen. Status notifications no longer disappear and stop updating after visiting the City or World Map. Minimizing the game during a conversation with a single dialogue option no longer replaces it with an error message. NPC bark text no longer stays on screen in the main menu after quitting. A “[Missing string -1]” tooltip no longer appears on some buttons in confirmation windows. A “Missing String” entry no longer appears in the companion relationship log after desecrating the shrine at Teo Ramunga.
  12. Nah, keep it within the USA, so Greenland
  13. usa could still perform many act of sabotage mass pardon for all the collaborator escalation at middle east blow up more ship at caribbean fire more employee at all the regulatory agency
  14. I have some exciting news, I decided to replay Gothic 3 I know this Gothic game gets criticized but I have a real nostalgic connection to this game because I stopped gaming from 1995-2007 because of work and Varsity pressure and when I bought my first gaming rig in 2007 the first 2 games I played were Gothic 3 and Morrowind. And you always have fond memories of first time fun things you do, you tend to be bias and never forget the experience Anyway I installed patch 1.75 which is the main community patch and I enabled Alternative Balance which makes the game much harder and more fun IMO The game obviously has some of the same silly quests, some hilarious AI issues and the repetitive NPC comments but its still great fun. The best part of it is the open-world design. You can explore where you want at anytime and you constantly find hidden caves or resources. There is no map hand holding around quests objectives like other Gothic games and you have to follow general directions from NPC which I love You can align with either faction as usual and do the myriad of side quests whenever you want. Im joining the humans. But the exploration is the best part of it and Im loving it Here are the main changes the Alternative Balance adds Key Changes in Alternative Balance Stat & Skill Costs: Learning skills and spells no longer have a flat cost (which was typically 5 Learning Points [LP] in vanilla). Instead, learning costs scale dramatically depending on the skill tier and attribute requirements. Once core attributes (like Strength or Ancient Knowledge) cross certain thresholds (e.g., above 250), they require significantly more LP and gold to raise, forcing specialization rather than allowing a "master-of-all" build. [1, 2, 3] Blocking & Combat Mechanics: Permanent/infinite blocking is removed for both the player and enemies. Enemies block more frequently, fight more strategically, and use improved AI behaviors. Shields are required to block certain animal and monster attacks, and some heavy beast attacks (like minecrawlers, ogres, or demons) have strict parry/shield skill prerequisites. The hero no longer auto-blocks attacks while in sneak mode. [1, 2, 3, 4] Weapons, Armor, and Gear Requirements: Equipment requirements for high-tier weapons and armor are heavily rebalanced and raised, delaying access to endgame gear. Dual-wielding mechanics are adjusted so that the Master of Two Blades skill acts as a proper higher tier for one-handed swordfighters. [1] Economy and World Items: Trader inventories and rare items (such as stone tablets or ancient knowledge sources) are adjusted or made dynamic/rarer, making early stat-maxing harder
  15. GOG Galaxy will be coming to Linux soon 🥹
  16. AND a controller support. Awesome, thank you Obs.
  17. Bavaria. All that research surely won't be wasted now?
  18. Fair winds and following seas. 🫡
  19. Ukraine is still controlling very small part of Kursk Oblast, and according to Russian Z-bloggers, the “liberation” is under the command of one of the most incompetent commanders that Russian army has to offer. The results of his command are as expected 🤷‍♂️
  20. One of the first victims could be Hegseth. Republicans don't seem too happy with him, so an impeachment may even succeed. That means he'll probably be encouraged to resign before that happens. Pete Hegseth may take fall for Republicans’ midterm losses, despite Trump support I won't lose any sleep if that occurs.
  21. Hope everything is well with you and we will still probably be here if you ever need to chat.
  22. Goodbye, LC. Love and our best, maybe see you again someday.
  23. Sad to see you go and hope things go well for you. Good luck!
  24. I saw that Elder Scrolls title reveal vid yesterday or whenever it was, since YT algo. popped it up in my feed like an hour after they uploaded it - utter hilarity. It's not even a very good video (visually). Bethesda thinking a title reveal was going to induce some kind of massive enthusiasm/momentum at this point. Even more hilarity. I'd wager they're hoping for 2028 but it'll end up being 2030. Either that or the next vid will be "Title Change Reveal!"
  25. I'm surprised Ubisoft is in the running. Not like they're in the best financial position themselves. Also, the last time we had Arkane/ Ubisoft we got Dark Messiah out of it.
  26. I'm really interested in seeing how large of a blue wave we actually get, and how the GOP and Trump will position themselves against each other.
  27. Backrooms Man, theres 2h6m I wish I had back. I couldnt tell you a single thing about that movie. Also, shakeycam can go diaf.
  28. Yeah, I thought the new RE film was pretty good as well. By not trying to adapt a specific game but adapt how the games feel, it turned out pretty good.
  29. Googling "Zelda" today offers a glimpse of how search worked in 1998 - Ars Technica
  30. Why not just not read those walls of text? I have found, in both that game specifically as well as other similar games, that not reading all the text doesn't cost you anything in-game. In fact, for me, there was a lot of text in BG3 that I found boring/unecessary, and I just stopped reading. And nothing bad happened.
  31. Alright, done. https://github.com/Lexx2k/Torment_TidesOfNumenera_TextOverhaul Text has been trimmed by roughly 14% - spoken text is untouched. Mostly very wordy descriptions have been trimmed down. Main focus has been to not remove context, etc... so it's not a blind reduction, only where it makes sense. I've already replayed the beginning of the game and find it a lot more enjoyable instantly, lol.
  32. I just replayed the intro and the amount of text you get thrown at is already too much for me again. It's just not fun to read those huge walls of text, especially not if they are full with flowery language and unnecessary descriptions.
  33. Its interesting you raise the dialogue as superfluous or unnecessary as a legitimate criticism with your experience. I have played games like that and I have found myself getting bored or a little impatient But I didnt find that with Numenera in almost all dialogues. You can come across 5-9 questions but the responses are only a few lines and its quick to read them. When you use merecasters that becomes more about longer paragraphs but there aren't many of those I found games like Planescape and PoE much more heavy on the reading but I enjoyed those because I liked the lore
  34. No other area in the game is as densely overwritten as Sagus Cliffs. Just get out of there.
  35. I once used Aloth as SC Wizard as a tank with a large shield (Cadhu Scalth with maxed Athletics and Metaphysics), dropping lots of illusion self buffs and use the Essential Phantom with Concelhaut's Draining Touch as an additional tanky body). That worked pretty well - but later game enemies who throw around Arcane Dampener every chance they get can be annoying. Still, he can be a good frontliner. He even works well enough for me in the froint line with just a quarterstaff (+modal). The recovery malus only applies to attacks he's doing with the staff, so for casting without accuracy malus yet good (melee) deflection that's a nice setup. However, the Phantom cannot use the modal so it's a lot tankier if you use a shield. You could switch to a shueld, summon the phantom and switch back to a staff - but I find that to be a tedium after some fights. I also use Xoti as SC Priest in the front line frequently with her lantern and sickle. She can hold the line as well - as long as she's not the only one. I'm sure Konstanten could hold off some enemies in the front line, too. This might be the best place for him anyway because of his low INT and therefore short invocation ranges. As a Skald he could use a dagger setup with modal (bonus deflection) and become super fast. His melee damage would suffer a bit from the modal, but he would be study in melee and generate a lot of attack rolls and therefore a lot of crits for his already cheap offensive invocations. Something like Ben Fidel's stuff should work nicely for the Bloody Parry: no hard CC that prevents attacks completely, but frightened enemies cannot use offensive abilities and spells then which limites them to auto-attacks mostly - great for the Bloody Parry to only receive standard attacks. I think if you combine two of them with the Bloody Parry build (who can be in the middle and be the "main" tank without having to tank every melee enemy) it can work very well. What I mostly meant when I was saying that it doesn't work too well as a main tank was that it will struggle to be the main and only tank(ish) character out there. If you have some two decent offtank support characters it should be good. Those also prevent enemies from just running past the central tanky guy left and right. Anything that lowers enemies' accuracy is great for the Bloody Parry build: PER-afflictions (Wizard, Rogue - e.G. Blinding Strikes with AoE weapons such as mortars or rods with Blast, Smoke Bomb), Accuracy malus (Priest's Desponent Blows is great here) and such. And in additon to that_ anything that raises deflection and stacks with the Bloody Parry's own deflection buffs (RES Inspirations and Circle of Protection for example). So Wizard (or Wizard/Rogue), Rogue and Priest are great, Chanter is good, too. Cipher would also be great.
  36. I am trying this build at the moment. What do you recommend as a party composition? On re-reading I see you say this cannot be the primary tank which makes sense since he cannot engage enemies until later levels. I am already level 7, but can mod things myself. Currently running Xoti as a SC Priest I modded Konstanten to be a Devoted/Skald, not sure if he could tank (Also not sure if he should go for for flail devoted for Sun and Moon instead of Sabre for Sasha's Singing Scimitar) I want to take Aloth with me, thinking of either SC Mage or Rogue/Wizard My last party member is Maia as Rogue/Ranger. I feel like Chanter and Priest is very good for this build. Thinking a Cipher might also help. Not sure you my Aloth and Maia Advice appreciated!
  37. Enshrouded 1.0 - finished the new (main) quest bits. The last --- third, maybe? --- was on the floating "sky islands." If games can give you vertigo, you will not like this section. It's a whole lot of leaping/gliding or using these air-jet bounce pads that propel you far into the air (to get better gliding height) and praying you land in the right spot, or manage to hit E to grab the grapple hook spot in time type of stuff. If you mess up, odds are good you'll go splat somewhere. Some floating islands are larger/more land/POI to explore, some tiny ones had "secrets/collectables" if one cares about such. At least the last boss island has a teleport platform, so one doesn't have to use up a player-altar-base or run the entire path there again, to boss-farm (special crafting ingredients). I'm sure some people really like this sort of thing - again, not saying it's bad, there was fun to be had and the aesthetic and views were marvelous etc - but that boss farm is the only reason I'd go back to the sky-islands. There's simply nothing else up there that's unique/must go there. There was one early bounce-pad bit where I missed a few times and got mad (mostly a me-skill and game-vertigo issue, mind, which is why I don't like any 3d-platforming type design, heh). Thus I spent a few hours cheesing air flame-altar placement across half the biome, starting with a base I already had on a snow-mt. Similar to No Man's Sky, there is no structure stability in Enshrouded, so place altar, build foundations to build-radius max, place another altar there, delete 1st altar, teleport to most recent altar, repeat 100x. eg, my altar might be 5 miles off the ground at this point, no clue. I didn't altar all the way to the sky islands, just far enough where I could easily glide down to what looked like first main POI area (vs. little jumpy platform mini-islands). So here's the main reason, despite some personal irritations, that I do like this game overall. The game lets you do something like that. Quest location up or down and world-pathing takes you in circles? Just dig down/up, dig around the door. It's not always more efficient, but point is, game lets you. I respect that.
  38. "Speak softly and carry a big stick; you will go far." – Theodore Roosevelt "Next to the right of liberty, the right of property is the most valuable right secured by the Constitution." – William Taft "The world must be made safe for democracy." – Woodrow Wilson "America's present need is not heroics, but healing; not nostrums, but normalcy." – Warren G. Harding "The chief business of the American people is business." - Calvin Coolidge "We in America today are nearer to the final triumph over poverty than ever before in the history of any land." – Herbert Hoover "The only thing we have to fear is fear itself." – Franklin D. Roosevelt "The buck stops here." – Harry S. Truman "In the councils of government, we must guard against the acquisition of unwarranted influence, whether sought or unsought, by the military-industrial complex." – Dwight D. Eisenhower "Ask not what your country can do for you—ask what you can do for your country." – John F. Kennedy "Until justice is blind to color, until education is unaware of race, until opportunity is unconcerned with the color of men's skins, emancipation will be a proclamation but not a fact." – Lyndon B. Johnson "People have got to know whether or not their President is a crook. Well, I'm not a crook." - Richard Nixon "My fellow Americans, our long national nightmare is over." – Gerald Ford "The erosion of our confidence in the future is threatening to destroy the social and the political fabric of America." – Jimmy Carter "Mr. Gorbachev, tear down this wall!" – Ronald Reagan "Read my lips: no new taxes." – George H.W. Bush "I did not have sexual relations with that woman, Miss Lewinsky." – Bill Clinton "There's an old saying in Tennessee — I know it's in Texas, probably in Tennessee — that says, fool me once, shame on — shame on you. Fool me — you can't get fooled again.” – George Bush “When they go low, we go high.” – Barack Hussein Obama “We finally beat Medicare.” – Joseph Biden “I looked at one hell of a beautiful a** before, Nicki Minaj. That's hard to miss.” – Donald J. Drump
  39. I am avoiding shovelling and waiting for warm weather to melt the snow! 😵‍💫
  40. Sadly I never finished it. Loved the beta or early access or what it was, but then it took so long for the final game to release that I was kinda over it and never wanted to try again. This game also made me realize that lots of text doesn't make a good RPG. There's so much dialog that could be trimmed down... I really don't want to slog through that again. Sometimes less is more. I've read some of the first short stories as well. The ones I've read were pretty cool. Then I started the next one and... it felt bad and again I lost motivation to continue. Never read the remaining stories.
  41. Tides of Numenera gave me the most perplexing dreams of my life.
  42. 1 point
    If FSR 3 could be upgraded to FSR 3.1, which would allow FSR 4.1 on Xbox devices, this game could potentially run so much better. I have no idea how much dev time it takes for something like that, but for a very decent potential performance uplift, especially on something like an ally x which is so close to be decently playable on low this could be amazing.
  43. @Gfted1 This is the same special price as before, it ends on the 2 November Save 53% on Solasta - Lightbringers Edition on Steam
  44. I just finished Omen Exitio: Hunger after about 15 hours Its a gamebook about a journalist investigating a child's disappearance and murder. It has several adult themes that include the dark occult, child murders, cannibalism and other similar things. It is another game that is based on a Cthulhu theme It has some very scary moments and events and its definitely worth using a headset for maximum horror. Its a worthwhile game and gets a 65\100 on the globally respected " BruceVC game rating system " Now Im playing Torment: Tides of Numenera. I heard that this game was suppose to be the spiritual successor of Planescape Torment but it disappointed some people I am really enjoying it. I know nothing about the Numenera TT game so the lore and mechanics was confusing in the beginning but after 8 hours and some occasional research its all making sense. The main city, Sagus Cliffs, does remind me of Sigil with all the strange creatures and idiosyncratic events that you encounter. The developers have done a really good job at creating interest in the world for you to explore I like my party members and there different bizarre personalities and the combat system grows on you. The quests are varied and interesting. Its very similar to Planescape where combat can and should be avoided unless necessary and dialogue options are very important Im very interested in the main narrative around the Changing God and his Castoffs so its been an excellent experience so far 💫
  45. Why not set it in a post invasion Canada? It would be such a playground for contemporary political commentary and satire.

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