24 February 2020

Ragnarok: Gods And Giants

About how it goes every time I face a new monster.
           
Playing Ragnarok is a process of repeatedly convincing yourself that your character is getting stronger and you're getting better and then suddenly getting torn apart--quite literally--by the next level of foe. That's not quite a complaint, but it's inescapable that while the main game is about as difficult as NetHack, its worst foes would have the Wizard of Yendor for lunch.

I spent the bulk of this last session finishing up the dungeon beneath the opening forest. The dungeon consisted of 3 levels and 27 screens, and the key plot reason to be there was to obtain Odin's spear, Gungnir, from Vidur. As I closed my last session, I was having no luck even scratching Vidur let alone killing him. I tried it hastened with Potions of Speed; I tried it invisible; I tried it under the influence of a Potion of Phasing, which doubles your armor class. He still kept killing me in one round.
         
Maybe don't eat random mushrooms.
       
I took time to explore the rest of the dungeon to strengthen my character and hopefully find more valuable items. Some notes from that process:

  • The levels aren't all randomly generated. Even when they are, there are rules set on some of them to avoid exits on certain sides of the map. The Temple of Vidur on Level 3 is only supposed to be accessible from a hole on Level 2, not any of the other Level 3 maps. However, a Wand of Tunneling or a pick-axe can undo such intentions--sometimes.
  • More intrinsics: fire dragons confer fire resistance; "blurs" make you faster (although I think just temporarily); wraiths give you level increases, although at a certain point they stopped working. Through other means that I didn't fully note, I have also acquired resistances to petrification and death rays.
        
This sounds so unappealing.
       
  • There's one mushroom that fills you up when you eat it. The others are not worth experimenting with.
  • Kalvins are horrid, hateful monsters who swipe one of your eyes out with every hit. It turns out that a blessed potion of curing will regrow an eye, but I was so traumatized by my temporary blindness that the next time I found a Scroll of Extinction, I used it on Kalvins.
  • Worse than Kalvins are Zardons. They can send out a piercing wail that hits you for about 50 hit points at a time from anywhere within the dungeon level. Guess what else soon went extinct? 
           
I'm not sure I should have this kind of power.
        
  • One damned hit from a werewolf is enough to give you lycanthropy, which requires a blessed Potion of Curing to cure. Scrolls of Blessing aren't so common that I like wasting them on this.
  • On the matter of Scrolls of Extinction, I can't be the only roguelike player who has secretly thought that if I just find enough of them, I can genocide every monster in the game. 
  • I keep finding Amulets of Quickening, which double my speed and are thus incredibly useful. But they have limited duration, and then they run out, they turn into something called "Eyes of Sertrud." I have no idea if they do anything in their "Sertrud" form.
  • A couple of enemy types are capable of reproducing faster than you can kill them. One is these little tiny things called "secitts." The second are tree creatures called "faleryns." I had to abandon a dungeon level to the latter creature when they wouldn't stop multiplying, but I gained about 15 levels trying to kill them all. If I need to grind, I'm going back there.
        
You guys can have this dungeon level. I'm just trying to get to the stairs.
        
  • The best spell scroll combination I've found is a Scroll of Blessing with a Scroll of Enhancement. Use the former on the latter and then the latter on a piece of armor or a weapon, and you soon have a +13 (or higher) item. I'm carrying a +14 mirror shield and a +13 silver sword because of that combination.
  • Some of the scrolls are "diaries," which give you hints. 
         
Glad I got this hint because I would have thought this was bad.
         
  • Something weird happened with my strength. For a long time, it was stuck at 18.99, and I figured that was the highest, but at some point it rolled over to 19-something and has been continuing to grow towards 20 ever since.
  • At some point, I acquired the "Psi Blast" power. I have no idea when it happened or why. It doesn't seem to do very much damage.
            
When I hit Level 20, I got the "Fletching" skill, which allows me to make arrows out of woods. Since "Terraforming" allows me to turn any square into woods, I basically have all the arrows I want. Anyway, I took the game's offer to change classes and changed to a conjurer. I spent 20 levels as a conjurer, skipping the first offer to change, because I hardly gained any spells. Even after 20 levels, I can only cast "Set Recall" (which only helps if you have a Scroll of Recall), "Reflect," "Draw Life," and "Illusory Self."
        
Casting spells. I thought I'd have cooler spells.
        
At Level 40, I changed to a blacksmith. Somewhere along the way, I read a couple of Scrolls of Knowledge and obtained the "Fennling" skill, an extremely useful skill that lets you combine the charges of two wands of the same type. I also got "Relocation," which lets me teleport on demand, "Ironworking," and "Taming." I haven't really experimented yet with the latter two. 

When I was done exploring, I went back to the Temple of Vidur. He still killed me instantly, but this time I had one new item: a Wand of Death. It only had two charges, but one of them took care of Vidur nicely (unfortunately, not before he killed my new companion, whose release so enraged Vidur in the first place). Gungnir was on his body, and apparently I'm too weak to wield it.
         
The first god falls.
       
I headed back to the surface and found the forest absolutely swarming with monsters. They're low level, and no danger, but they're so thick that I can barely move. Thankfully, my teleportation abilities get me through. They seem to respawn as fast as I kill them. I wondered if Ragnarok had started while I was in the dungeon or whether carrying Gungnir brings them to me.
            
My reputation must have taken a hit while I was underground.
          
While I was in the forest, I happened to note an icon I hadn't seen before. I (L)ooked at it and the game told me it was Thokk, the giantess who refused to cry for Baldur, meaning I'd have to bring her soul to Hela to get Baldur out of hell. I slipped on my Ring of Soul Trapping and killed her with a single blow. I made the mistake of not taking off the ring afterwards, and her soul was immediately replaced by the new slain enemies'. That required me to reload a significantly older game and replay Vidur's temple again. The second time, I found Thokk in the same area and took off the ring after capturing her soul.
        
Part of one quest down!
        
Lacking guidance on exactly where to go, I escaped the monster horde by jumping through a portal. It took me to Slaeter's Sea and some other outdoor maps that kind of wrap around the opening forest, including the River Vid and the River Gioll. I can just stroll across the water because I have Skidbladnir (the magic boat) in my pocket.
           
The River Vid is mostly water.
        
I soon found out that if you go the wrong way out of these areas, you wind up in the open ocean and you immediately get attacked by Jormungand. The first time I found him, he damaged me for -60302 hit points. (I had a maximum of 452 at the time.) I tried the Wand of Death on him but it didn't work. He's also inescapable. I suspect you're just not meant to go into these areas.
          
I suppose if I could kill Jormungand, I wouldn't need to do anything else.
        
But there's an enemy that roams the rivers and lakes of this "outer rim" that's almost as deadly as Jormungand: the lorkesth. He gets like 5 attacks per round and does massive damage. He's the reason I can't just blithely stroll through the areas (the other enemies are relatively easy at my level). I have to watch very carefully for their appearance and use my teleportation ability to get to a safe square of land. There's no outrunning them, since they can move three times for every move I make. If I stand one square away from the water, I can defeat them with throwing weapons and wands, but like any monster they may auto-generate at any time. If I get another Scroll of Extinction, they're going to be strong candidates.
         
I like to think I'm skipping these shurikens along the water.
          
To the west, the world ended at the Bifrost. (Which I have been unable to take seriously since I discovered it's properly pronounced "beef roast," although I think it's cool that the Norse conceived it as a rainbow. So many things in mythology are dark and dreary.) I figured it was too soon to go to Asgard, so I went the other way. Mapping in this game is complicated; I'll explain more thoroughly in my next entry. Suffice to say that the particular section of maps I was in ended to the west at the Bifrost and east at the River Gioll. The Gioll map had some patches covered in fog and a river swarming with lorkesths, but oddly no other enemies or items on the map. For some reason, my Ring of Locus Mastery doesn't work, meaning when I teleport, I just teleport to a random place. Something is also causing me to teleport frequently even if I take off my Ring of Relocation.

In the middle of a patch of fog on the east side, I ran into a character named Harbard. He was rooted in place and didn't pursue me, but if I walked up to him, he killed me in a couple of blows. So I stood a couple squares away from him and hit him with the second and last charge in my Wand of Death. His body disappeared in the fog, but when I walked and stood upon it, the game told me that there was a staircase. Taking it led me to Niflheim.
          
Hell looks a lot like Maine in April.
         
I immediately had one of those moments that I described in the opening. I had been killing fire dragons and frost dragons in single blows, so I wasn't bothered by the "hel dragon" heading in my direction--not, at least, before he killed me in one attack that left me with -1,006 hit points.
             
My brief foray into hell.
         
Upon reloading, I tried again, taking pains to avoid the dragon, and I did come across some luck when I stumbled on a Wand of Wishing with three charges. I immediately wished for another Wand of Death, and while it worked fine against the next hel dragon, it did nothing against the unique enemies of the area, including Konr Rig and Plog. I reluctantly returned to the surface and decided to try again when I was stronger, although given the fact that I've already maxed in most of the game's classes and I have incredibly powerful equipment and near-max strength (I assume, since it's now going up by decimals instead of integers), I don't know what "stronger" is going to look like.

Still, I moved north from the River Gioll to what turned out to be the mountainous realm of Jotenheim. I expected to meet a lot of giants but mostly found the same creatures from previous areas, including a lot of faleryns, who fortunately didn't seem to be as interested as replicating as they were in the dungeon. Teleport control still doesn't work, which makes it hard to explore systematically.
        
The transition to Jotenheim.
       
After I cleared most of the map, there remained an impenetrable rectangle of mountains and trees. Figuring it must hold something interesting, I used my "Terraforming" ability to change a tree into regular ground. Inside the rectangle was a small building populated by a large foe named Gymir. He had the decency not to kill me in a single blow, but his attacks were capable of doing more than 100 damage each. I quaffed a Potion of Speed and a Potion of Curing and proceeded to kill him in legitimate combat. He left behind Mimming, Freyr's sword. I'm too weak to wield it.
          
My character doesn't just chop down trees; he changes the very nature of the landscape.
          
Jotenheim continued for two maps to the north. To the north of that was "Mimer's Realm," a map of mountains, lava pools, and fog. A new monster called "iridorns" were introduced. They can kill in a single hit by ripping off your head, although they die pretty easily if you can strike them first.
          
With Mimer's Realm, I found Mimer's Well, mentioned in the backstory as the residence of the serpent Aspenth, the transformed version of Gjall, Heimdall's horn. But I need the "Swimming" ability to navigate there and I don't have it yet.
           
My character at the end of this session.
          
At some point, while exploring Jotenheim, Heimdall's voice bellowed from the sky:
              
O great heroes of the world! I must have Gjall to rally the forces of good. Time begins to grow short. The sea rages with the anger of Jormungand. The earth quakes mightily. Loki seems ready to burst his bonds. The moon and sun shall soon be swallowed by the mighty wolves Fenrir and Garm. Surtr is honing his sword of destruction. The evil ones are gathering their forces.

To speed you in your quest, I will use my powers over nature. The lesser creatures of the realm shall grow weary and despair. They shall no longer wish to battle against your might.
              
This announcement suggests the game has a time limit (and also that Heimdall just removed my ability to easily grind). I'm going to explore to the north a little further, but if nothing pans out, I'll use my Wand of Wishes for Scrolls of Knowledge and see if I can pick up the swimming ability. At this point, I have three of the six quest items. If I can get one more, it might be worth heading to Asgard.


Time so far: 15 hours

*****

B.A.T. II: The Koshan Conspiracy was going to be next, but I'm not sure how it got on my list in the first place. None of my sources call it an RPG, not even a hybrid. I can't find evidence that any commenter defended it as an RPG. I'm dumping it unless someone can make a persuasive case. The Adventure Gamer already covered it if you really need to read about it.

That means we get to our first random roll for the next game on the list! Pulling up the list, adding a "Random" column, filtering out games I've already played or rejected, we get . . . Xenus II: White Gold (2008). But of course I'm not going to play a game before its predecessor, which in this case is Boiling Point: Road to Hell (2005). That's also the first game on my list from Ukraine. I can't find mention of any other necessary precursors. But I'm just kidding because I'm not going to let myself jump that far ahead in one go. The actual next game needs to be in the next year I have not yet played, and a random selection from that year brings us to Shadowkeep 1: The Search by the same author as the Bandor series. Meanwhile, Planet's Edge gets moved up a notch to Game 358, but I'm having trouble with that one. DOSBox crashes every time I try to leave the intro screen. So the real next game might be Ishar while I try to solve that problem.

23 February 2020

Just Act Casual


2018 was the year of the skirmish game for us. We spent a lot of time playing 7TV, Doctor Who: Exterminate, and Mythic Battles: Pantheon, and even more time painting miniatures and building terrain for them. On the surface, Firefly Adventures: Brigands and Browncoats looks like another boxed skirmish game, but it really isn't -- at least, not entirely.

Like Firefly: the Game and Doctor Who: Time of the Daleks, Firefly Adventures shows that Gale Force 9 are masters at building engaging games around licensed properties, rather than simply slapping a licensed theme on an otherwise generic game design, and that they have a deep understanding and respect for the material the game is based on.

It's a cooperative game where every player plays a character from the Serenity crew, which should immediately appeal to fans of the television show. The game controls the bad guys using a simple but elegant AI that dictates what they do based on criteria such as where the closest player character is, or in some cases a pre-determined patrol route. This is interesting, but it is the game's two core concepts that really set it apart from other games of this type, and also makes playing it feel like an episode of the show.

The first of these is the idea that player characters switch back and forth between acting casual or acting heroic at various points in the game, sometimes by choice and sometimes not. A casual character can move freely about the board without attracting the attention of the bad guys, making it easier to sneak into buildings and even talk to the non-player characters. However, many actions such as attacking or breaking down doors require characters to act heroic, which attracts the attention of the bad guys, causing them to move and attack any heroic characters they can see. Each state is represented by a separate miniature, one in a casual pose and the other in a more action-packed one.


The other game mechanic that makes this game more interesting and thematic is the turn structure. Rather than just moving in turn, characters' movements are dictated by a time-based system, with different actions taking up specific amounts of time (called "moments" in the game). Each character has a counter that is moved along a track based on what actions they take, and the character at the back always takes the next turn. This is where the strategy and decision making gets really interesting, as you have to weigh the actions you want to take against how far along the time track you will move, and what characters will act before you get another turn.

The game also has a card and dice-based system to govern both breaking into buildings and talking to non-player characters. You draw a card on each attempt that gives you two choices of possible actions to take, some of which might be easier but force you to act heroic and attract the attention of the bad guys.

Game play is scenario driven, with different board setups and win conditions, which really makes it feel more like a role playing game with no game master than a tactical skirmish game. Tactics usually involve sneaking around trying to avoid a fight rather than all-out combat, and the goal is usually to escape the board with an objective instead of just defeating all opponents. There's even a campaign mode where you try to collect as much money and equipment as possible over several games.

One other thing I have to mention is the game's ingenious terrain, a series of small pre-built boxes designed to look like the converted shipping crates that make up so much of the background of the television show. The game box bottom itself is printed to look like a larger building. It's a clever way to introduce 3-D terrain, and also important for a game where staying out of the bad guys' line of sight is often the best strategy.

The only real complaint I have is that the rule book is poorly organized, making looking up rules somewhat difficult during play. As skirmish games go it's fairly simple, but there are always going to be times when you need to refer to the rules.

Rating: 4 (out of 5) A fun, innovative game that feels much more cinematic than most "move and shoot" games, only marred by a poorly organized rule book.

20 February 2020

Got Beat Again

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Carcassonne and although I didnt place last I didn't place first. You know what our good friend Ricky Bobby says about that. ;)

It was a close game until the last 3rd of the game I would say. But that doesn't stop it from being any less fun!

I don't know if I'll ever be sick of this game or not but I can assure you that it will not be any time in the foreseeable future,  lol.

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Tenth Anniversary!

Today, the Ides of February, is the 10th anniversary of the CRPG Addict.

I have no long screed for you today. The value that I get from this project, my gratitude toward my readers and commenters, my hopes for the future, have mostly been encapsulated already in my recent 10th-anniversary entries:
             
             
I had originally planned to do a lot more of these, but most of my ideas required going through my blog from the beginning. I thought I was going to have time for that during the winter, but it turned out not to be the case. I might still get to a few more.

Today, I'd like to simply announce three things:

1. If you haven't already noticed, we have a new banner! Sebastian from Switzerland, who previously made my GIMLET logo, put this together. (That's part of my map of Fate: Gates of Dawn in the background.) I just love the shield.

2. I just posted a couple of helpful new pages. Both were created by longtime commenter Abacos, and the first organizes many of the games I've played into their series, both in a macro sense (e.g., "Forgotten Realms") and a micro sense (e.g., "Infinity Engine"). Yes, he has places for those yet-to-come, too.

The second page is a long-awaited index of special topics entries over the years. Both are accessible from the right-hand navigation bar on desktop and from the top navigation menu on mobile.

3. Finally: You're going to be seeing a fairly significant change on "The CRPG Addict": a relaxing of my rules to allow me, slowly and cautiously, to move forward without necessarily finishing every game from the previous year.

I know this move will not be popular with everyone, but I feel it is necessary. After more than two years of work, I still have 23 games remaining in 1992. There are 80 for 1993. I've managed to cover 350 games in 10 years; that many again will barely get us through 1997. I want to play Baldur's Gate and Morrowind again before I die, not to mention some classics that I've never played, like the first two Fallout games, Planescape: Torment, and Yohoho! Puzzle Pirates.

However, I'm going to put some strict rules on the endeavor, one of which is that at least one-third of the games that make up my "upcoming" list will be the earliest games that I have not yet played. I will thus still keep sweeping up the past, still finishing years, still designating "games of the year," and so on.

Beyond that, I don't really want to explain my rules just yet. I floated some ideas with my Patreon subscribers and received some great comments. I'm going to experiment with a few methods of selecting games from my long list. However, there is one rule that is very important for me, to ensure that my blog still remains chronologically relevant: I can play no game before its antecedents. I mean this in several ways:
            
  • Direct antecedents: Icewind Dale must come before Icewind Dale II.
  • Spiritual antecedents: Dark Souls must come before Lords of the Fallen because the latter is clearly designed to evoke the former.
  • Technical antecedents: Neverwinter Nights must come before Star Wars: Knights of the Old Republic because they both use the Aurora Engine.
  • Cultural antecedents: Abandoned Places: A Time for Heroes, the first Hungarian RPG, should come before any other RPGs from Hungary.
  • Source antecedents: Even though they're not part of the same specific series, Realms of Arkania: Blade of Destiny must come before The Dark Eye: Drakensang because they're both based on The Dark Eye tabletop setting.
  • Major thematic antecedents: The first game to do something significant should be played before other games that include the same element. For instance, Ultima Underworld should be played before any other dungeon crawler with continuous movement.
  • Personnel antecedents: As the first BioWare game, Baldur's Gate should come before any others from that developer.
           
You can see how this rule ensures that I won't be jumping to Mass Effect 3 any time in the near future. Indeed, the "central tendency" of my blog will likely remain in the early 1990s for quite some time. Trust me for now, watch what happens over the next year, and we'll do an evaluation on my next anniversary. In the meantime, help me by telling me if I've missed any clear antecedents. Thematic and technical ones are particularly difficult to look up. If you see a game on my "upcoming" list that shouldn't be there, let me know and I'll replace it with its antecedent, if I agree.

Thanks as always for your readership and participation. I have no intention of quitting or slowing down, and I look forward to the next 10 years!

CX 2689, Kangaroo!

Today I'll be covering Atari's Kangaroo, a 1983 arcade port. It has a kangaroo in it, in case you were wondering. Two, actually. I hope you enjoy the episode. Coming up next is Stargunner by Telesys, a pretty rare game. If you have a great many thoughts on this game, please send them to me by end of day 4 November, and I will include it in the show. Please make sure you put your name in the file if you send an audio submission! Also, please consider donating to me or any of my friends that you see here who are doing Extra Life marathons (half marathons in my case), starting on November 3rd. Thank you for your generosity, and as always, for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Kangaroo on KLOV
Kangaroo on Atari Protos
Kevin Osborn's Bald Wisdom blog
Kevin Osborn's YouTube page
May/June 1983 Atari Age ad for Kangaroo and Jungle Hunt
May/June 1983 AA Kangaroo New Cartridge Report
August 1983 Video Game Update newsletter - Kangaroo review (p. 67) and release date (p.80), from Atari Compendium
Mike Halley's Gravitar binder (scroll down to Memos, 1.1 and 1.2)
Arcade USA Ataricade 2600 - Kangaroo
No Swear Gamer 88 - Kangaroo
No Swear Gamer Kangaroo game play
Saturday Supercade - Kangaroo White Squirrel of Dover episode
Saturday Supercade - Kangaroo Tail of the Cowardly Lion episode

19 February 2020

DE: Powerful Builds For Your HQ

You know you're in some shit if someone points.

This one is going to be a short one since we're going to be primarily focused on the use of HQs.  One thing's for damn sure:  I feel that we have some fantastic melee HQ options for the price.

Here are some my favorites so far:
  • Archon, Labyrinthine Cunning, Writ of the Living Muse = 72 base
  • Archon, Hatred Eternal, Djin Blade = 76 base
  • Archon, Famed Savagery, Djin Blade = 76 base
  • Succubus, Blood Dancer, Adrenalight, Triptych Whip = 54 base
  • Succubus, Hyper-swift Reflexes, Adrenalight, Blood Glaive = 54 base
  • Succubus, Precision Blows, Adrenalight, Triptych Whip = 54 base
  • Haeomculus, Diabolical Soothsayer, Vexator Mask = 75 base

Let's start with the Archons.  You've all probably seen me take the Archon with Cunning and Writ of the Living Muse in my lists.  That's because it's one of the most powerful Warlords in the game for the points IMO.  Cunning is absolutely fantastic at regenerating CPs whenever a CP is spent for both you and your opponents.  For DE, I find that some of our Strategems are a little costly, especially that Agents of Vect counterspell that costs 3 just by itself.  With Cunning, you can do some really crazy recycling that can help you sustain the longer gameplan:

For example:
  • You don't want a 2-cost Strategem to go off so you throw out Agents of Vect.
  • Before you even put AoV down, you roll 2 dice for his Strategem for Cunning.
  • Next, you AoV and since you just spent 3 CP, you roll 3 more dice to see if you get any back from Cunning.
  • Agents of Vect then takes effect, hopefuly blocking his Strategem.
  • In this example right here, you're probably going to get back a CP from just playing the game regularly.

When you play Black Heart, you almost have to bring Writ of the Living Muse.  It's one of the best buff batteries in the entire game and enhances the damage potential of every single Black Heart unit within 6".  Everything within this distance gets re-roll 1s to Hit and Wound that that is a huge damage amplifier, especially on things like Dark Lances and Disintegrators when you absolutely need to hit with your more expensive damaging weapons.  Living Muse simply gives you consistent damage and that's exactly what you need to turn your very good shooting up a notch to exceptional.

As for melee Archons, I see two main options here:  Both of which have the Djin Blade of course which is just an upscaled Huskblade.  Hatred Eternal gives you more consistent results via re-roll all wounds in melee but the Famed Savagery Archon from Flayed Skull gives you great burst damage.  With Famed Savagery, you have 8 S5 AP-3 D3 attacks that hits on 2s with re-roll 1s.  Personally, if I was to pick one of the two, I would go for more consistent damage with the Hatred Eternal Warlord trait.  There are bonus points in the fact that Hatred Eternal is a generic WL trait and thus doesn't lock you to any particular Obssession.  As for arming the Archons further, always seek out the Blaster first since you have a fantastic BS2+ and Blasters are amazing with their S8 AP-4 D6 damage from 18" (24" for Obsidian Rose).

I whip my hair back and forth.

The Succubus went from one of the most overcosted units in the entire game to arguably the most cost-efficient melee blender in the game.  I'll start off by listing the Blood Dancer variant that comes with 9 attacks hitting on 2s, re-rolling 1s, and each Hit roll of a 6 turns into 3 Hits instead of 1.  On the regular, she can throw out something like 14 attacks with an Agonizer (Poison 4+ AP-2 1D) and that's just obscene.  Against single wound models, she is almost guaranteed to wipe out entire squads by herself.  She just reminds me of the Blenderlord that I ran for Vampire Counts back in the days of Fantasy.  To make things even more exciting, once you hit Turn 3+, you can activate these multiple hits on a 5+ instead of 6 because of the PFP chart.  The only downside here is that she's a Succubus and she just explodes if anyone swings back at her because she only has a 4++/6+++ with T3 and 5 wounds.  Regardless, LO_OK at her points cost!  For 54 points, she's an absolute steal.  I can't help but hear this garbage ass song whenever she enters combat.

Other variants of the Succubus are also really strong; such as the Blood Glaive Succubus with 5 attacks with Adrenalight dealing S6 AP-3 D3 damage attacks.  I've seen this particular variant built two ways really; with either the Red Grief specific WL trait of 3++ or with Stimm Addict with Grave Lotus and Adrenalight.  This gives her 5 attacks at S7 which is now a serious threat to virtually all targets including light vehicles.  Again, 54 points of awesome.

Another variant I want to introduce you to someone who might be our best duelist.  She has 9 attacks with the Whip just like the Blender because she's from Cult of Strife (for +1 attack), however instead of Blood Dancer, she has the Precision Blows WL trait.  When you're hitting with 8-9 attacks every turn, you're going to be looking for 6s that can just do straight mortal wounds in addition to the regular wounds inflicted with an Agonizer.  That's very good.  For all these Succubus, I highly recommend taking a Blast Pistol on the Blood Glaive Succy to take advantage of her superior BS2+.  Funny enough, the Precision Blows Succubus can still do mortal wounds to Vehicles and Titans.

Never trust someone with 5-6, 7? arms.

Lastly, we have the Haemonculus that you will probably see most frequently if you're planning to take Coven units and Alliance of Agony for 1 CP.  This is because Diabolical Soothsayer essentially pays for itself immediately and you can get 2 more CP if you roll well (D3 in total).  Sure, you also get that once a game re-roll for your Warlord, but no one really cares about that because you also gain access to the Vexator Mask.  This thing is actually pretty hilarious.  You can basically take this Haemonculus and just charge into something to tie it up because they cannot use Overwatch on you.  You can then charge your Wyches into them for free without any fear of OW fire.  To make things even more enjoyable, the mask also gives an enemy unit with 6" of the Haemonculus ASL essentially, making them strike last after all other units have gone int the Fight phase.  That's just funny considering the amount of melee boss HQs we have in the Codex.

What are some of your favorite HQs to bring?  I know I've been extra boring with the Black Heart Archon, but hey, it's been working so why not!

UCLan Games Design Projects With GSM Research Group


Latest News from Paresh Parmar: Head of International Development & Partnerships for School of Art, Design & Fashion at University of Central Lancashire.

















'We are grateful that 2019 gave us (GSM - Global Sound Movement) the opportunity to present our working concepts on cultural preservation at the '2019 British Science Festive Press Conference'. Happy to share that it caught the eye of some top press. The Virtual Reality Hani Drum was sighted as innovation in cultural preservation. Thanks to Josh Taylor, Josh Write & Bev Bush 'BA (Hons) Games Design' at UCLan. You really helped us push the boundaries. Josh Wright and Josh Taylor from UCLan Games Design developed the VR Hani Drum. Now people can actually play this ancient drum, without damaging it, our travelling to the distant mountains of the Yunnan, China. Watch the clip, more coming soon...'










GSM on BBC North West Tonight - 18 Sept 2019.
The pioneering work in virtual reality (VR) from UCLan's Global Sound Movement (GSM), which is allowing rare musical instruments from around the world to be digitally preserved, was showcased at the British Science Festival. GSM's innovative work with VR allows user interactivity with instruments from hard to reach geographical locations. Participants play music whilst receiving haptic feedback and triggering the actual sound of the musical instrument. The technology also allows for remote tutoring from someone in a different location, but within the same VR environment. Paresh Parmar, Co-founder of Global Sound Movement and Senior Lecturer at UCLan, said: "GSM is dedicated to preserving musical instruments of cultural significance and combining innovative new technologies making them globally accessible. This enables musicians and non-musicians to access these wonderful instruments and sounds, whilst providing resources for the original communities GSM worked with." A core belief of GSM is to preserve and share the sounds of the world. To achieve this, GSM is constantly developing new technologies to expand the reach of their work and enable people, regardless of musical talent, to engage, compose or simply enjoy music. The virtual instruments and corresponding
sound libraries can also be integrated with music production software, enabling composers internationally to use these rare sounds. All proceeds from the technology goes back into the local communities from which the instruments are recorded.
Also see:
https://www.britishscienceassociation.org/blog/preserving-rare-instruments-in-the-virtual-world

Bev Bush from UCLan Games Design worked with GSM to develop the Hani Embroidery App.






This research is part of a collaboration with The Global Sound Movement. Audiences can interact in a unique way with GSM sampled sounds from the drums of the Hani Tribe in China to create an embroidery pattern which celebrates their rhythms and traditional costume designs.
"Can gamification be used as an interactive and transformative tool for artistic expression to engage learning, encourage appreciation and to illustrate traditional, historical and cultural related experience?"
Advertising designer Elliot Harris' animated film of 2002, 'Burberry-Rain' identifies the 4 – dimensional properties of Burberry fabric. In 2013 Sophia George developed a game based on 'The Strawberry Thief' which re-vitalized the art of William Morris. The Hani App moves beyond re-vitalization of a design to involve interaction with sound and illustration of traditional crafts, exploring the use of digital tools to create unique artefacts. This acknowledges and records ideas and objects which may otherwise be lost or forgotten.
'The Art of Computer Game Design.'(Crawford, C. 1997)
'Play, Games and Gamification in Contemporary Art Museums.'(Romualdo, S. 2013)
'Gamification in the Arts.' (Bouchard, A. 2014)
An exploratory, prototyping methodology was used in this project, allowing for a flexible development style. Sprite Designs were created in Adobe Photoshop and implemented into the App using Scirra's Construct game engine. The work was inspired by GSM's photos and sampled sounds and is available to the public as an interactive App on the GSM website, also in the GSM South China Exhibitions and as a video on Vimeo with images of artefacts that can be purchased from the shop at this link.




16 February 2020

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13 February 2020

Brave Browser voted the best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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09 February 2020

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08 February 2020

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