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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #30 on: December 02, 2020, 03:51:15 AM »
Alien Fauna is coming to life in Shadow Empire
Tue, 1 December 2020




Alien Fauna is coming to life with the newest version of Shadow Empire and you’ll be able to enjoy it now as is already available for Matrix owners.


This militia is moving in to push these squid-like "Mungos" out of the way.

There were only around 6 different graphics used to display all the possible xeno-biological evolutionary results in Shadow Empire. Now, thanks to artist Mike Tenebrae, there are over 120 different graphics in different sizes and colours. This ensures that every new alien critter you’ll meet feels new and unique.


5 meters is tall and with a lot of bulk, combined with chitinous armour these "Mungo" critters will be tough cookies for your militia to handle.

Originally, you could observe some of the offensive/defensive/competition statistics that any potential Alien Fauna had in the evolutionary phase of planet generation. This is still possible, but now these factors are used to assign over 40 different Alien Fauna Feats.  Examples of these Feats are things like: Acrobat, Entangler, Metallic, Swimmer, Killer and Grazer. Most Unit Feats have 5 different levels to allow for even more variety and also for some extremely dangerous lifeforms.


The attack begins on a big group of omnivorous Salamanders

In addition to the new Alien Fauna types, you’ll often but not always find more diverse Alien Fauna species on your Planet. This is due to the introduction of new subspecies generation. There are different variations based on abstract family species. This ensures more surprises.


In the north the pinkish and omnivorous Supernod-Allactaga. In the south the more purplish and solitary herbivore Supernod-Periotes. 2 somewhat different subspecies of the same family.

Critters will also have different strengths and weaknesses and more importantly different on-map behaviour. Each Alien Fauna will now have its own area to which they might migrate and from which they might guard from human incursions. Some species might try to avoid you, others might try to ambush you or even start a “crusade” against you. The behaviour depends mostly on Fauna Feats. This means you will be required to think a lot more about how to tackle wildlife challenges.


A scary Planet with 20 meter tall monsters called “Biters”. Roaming the prairies in their thousands... some caution is advised...

New features:
* Over 40 new Alien Fauna Feats
* Over a 120 new Alien Fauna graphics
* Subspecies introduced


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #31 on: December 03, 2020, 03:58:32 PM »
Shadow Empire - Out on Steam
03 Dec 2020


Shadow Empire is now available on Steam



Shadow Empire is out on Steam and it comes with a 20% week-long launch discount. Together with the Steam release, Shadow Empire receives a massive free new update introducing flying units and improved Alien Fauna.

Shadow Empire is considered by critics and players to be one of the best and most flexible 4Xs ever produced.




Buy it from the devs direct and get standalone + steam key
https://www.matrixgames.com/game/shadow-empire

Steam: https://store.steampowered.com/app/1154840

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #32 on: January 12, 2021, 01:52:49 AM »
Shadow Empire - v1.07.01 Update
11 Jan 2021



A new patch for Shadow Empire is now available and it brings several bug fixes and improvements to the game. A huge thank you to all the players who provided us with feedback and helped us by joining the open beta.

Check out the full changelog for version 1.07.01.

Asterix (*) at end of item means it requires a new game start to go into effect.


v1.07.01 – 07th January 2021
• No longer access to RPG Infantry Brigade in Tech 4 start (you’ll have to develop a Model + Formation first)
• Road construction at very long distance from SHQ now also possible (was a glitch)
• Reduced XP spending on Resist Influence, Endurance and some other Skills
• Added chance for learning a random skill, not often, but possible. Much more chance if no other skill qualifies for spending XP on.
• Added in some securities for AI to not go overboard with Airbase construction and not produce any aircraft models with to low range either.
• Upgrading and Replacing in same hex and SHQ should now always work, even if logistical points is at 0.
• Fixed a glitch where some Major Stratagems where presented as not accessible due to not the right Faction in Power (unless accessed by Regime Tab in the bottom). This is fixed now.
• Have been making fixes to the AI garrison algorithms, especially for Minors, which were still leaving empty their City in some cases.
• A number of spelling and missing “00” corrections. *
• Fixed a calculation error in Dogfight Modifier during Air Combat.
• Fixed a crash with Management Tab if you had an Asset/Hex Perk at 0,0 hex.
• Fixed glitch with Mot/Mech Storm Grenadier Bat *
• Closed an exploit with Attract Free Folk Stratagem *
• Easier Logistics game variant now also doubles range of Supply Bases (the variant is more consistent like that)
• Fixed quite a major bug that caused “Maximum Storage” not to be transferred to SHQ in some circumstances, which led to some big Item losses in SHQ inventory.
• Made some nudges to Minor AI tactics (both for non-slow and slow AI mode)
• Fixed crash in combat window when doing combat with insane amount of enemy troops
• Fixed some Colonist/Recruits mouseover qty’s missing double zero behind 00
• Also fixed some wrong ratio in Replace Popup and Scrap and Upgrade Results
• Diminished Hi-Tech costs for Beam and Plasma Guns *
• Fixed some typo’s and spelling errors *
• Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
• AI now disbands old equipment piling up in its SHQs.
• A major AI now has 40% chance to always try to keep Airforce in the Air (instead of switching fully to Flak Gun production) *
• Fixed a sort of “hanging” request for Scientific Cooperation by a regime you already refused or at this time are even at war with *
• I speeded up a noticeable interface delay when clicking units a lot in some Militia cases / Units direct under SHQ cases.
• Added protective code for the crash issue with the permissions/virus checker for Steam version MyDocuments access. If system does not support internal savedgames/ directory will now be used.
• Added the relation change logbook entries to the mouse-over in the Leader Popup Window
• Added relation changes caused by Leader Feats to the relation change logbook of Leaders
• Fixed a nasty code bug which caused population happiness to malfunction.
• Fixed a glitch that caused Regime Overview Reports to disappear in rare cases
• Rule change: early Fate Stratagems will no longer disappear once you cross to respectively Tech Level 5+ or Culture Level 5+
• Added Max Size an Aircraft can transport through Air Bridge to its detailed popup.
• Added some mouse-over improvements for using Strategic Transfer through Air Bridges
• Added some map-arrow improvements for using Strategic Transfer through Air Bridges
• Fixed an Air Bridge calculation error were sometimes land connection got preferred. Should be fixed now. But keep an eye on it.
• Scrapping outside Zone was working well, but I have fixed the textual feedback to be a bit clearer.
• Prevented some map clicking when also clicking on a tab in the top
• Made a speed improvement to the slow AI that will hardly or not at all affect its quality of moves
• Beam Gun on Heavy Tank now rendered correctly *
• Veteran Sgt / Lt. will now longer trigger for Air Units *
• Added some protective code to avoid showing wrong Difficulty for Provocation Stratagem.
• Fixed an eternal loop "freeze" with Preview Points calcs
• Fixed crash with battlegroup transfers (finally!)
• Repaired the Roaming thieves decision, now targets private Food *
• Decreased Machinery cost for SAM Launchers *
• Fixed effect of Research Bonus on binary Tech advances
• Improved history flow with the battles now showing the original situation + combat results and only in the next step the after-battle state.
• Air Bridge SFX during turn startup are now really gone
• Fixed Leader Suitability Rating for Airforce Council
• Explosion before Combat with Air Recon gone for good
• Fixed a crash/corruption with Air Bridge calculations when enemy intercept became possible
• Combat sounds with Air Bridge intercept now also muted as you are not seeing their results and they are calculated behind the scenes, so to speak.
• Fixed a glitch for Tactical Nuke weapon, description of tech fixed and can now be used with Automated Turret as well *
• Machinery treasures have less quantity now (was a bit over the top) *
• Moved 5 Linear Weapon Improvement Techs from Military Research Council to Applied Science Council *
• Treasure Hoard Stratagem, AI giving you discovery and other similar events/instances will now NOT give certain techs that will be of no use because you do not have the earlier techs or because planetary conditions are not met. Did a manual pass tech by tech and it should be done right this time. *
• Fixed older game starts played with 1.06.02 or higher that were getting weird skill growth due to
the newly added personality modifiers on skill choice in 1.06.02.
• When establishing Air Bridges with the Air Bridge order they now limit you to the initial Air Bridge mission maximum range (which might be below optimal due to lack of AP or Rdn)
• A little bit more consequences from playing the Ask for Help Stratagem (to often). Also tuned down the amount of Credits you can ask for. (could be excessive in later game)*
• Fixed AI air unit relocation mechanism that was not using full range of its aircraft causing some to get stuck in airbasisolated areas.


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #33 on: February 26, 2021, 02:38:37 AM »
Shadow Empire - Major Update (v1.08.01)
25 Feb 2021



In an effort to keep improving the game and offer more hours of fun to new and experienced players, we have released a major update for Shadow Empire.

The update brings you two new planet classes and stratagem crafting. Also, now Sentient Alien Life can evolve on Planets, so watch your back as they'll try to make contact. Following your feedback, we've also been working on improving the AI turn speed.

WELCOME HYDRA AND MORGANA



Here we see the new Hydra Class Planet which can have up to 40% water surface, serving as a perfect habitat for alien lifeforms.

The Morgana Class Planets are arid and dry instead, but you'll find oases and lots of water spots.

SENTIEN ALIEN LIFE

Sentient alien life can now evolve on Planets. If this happens on the Planet you are playing on you'll very probably face some Alien natives during your game.



Alien natives will be present as Minor Regimes. You can send Xeno Diplomats to them, but they can also directly contact you.



Alien natives will usually have some Tech and thus weaponry, but they'll also field domesticated Critters against you.



Sentient life tends to develop on Planets where evolutionary competition between different species is high.

STRATAGEM CRAFTING



You can now discard the stratagems you don't need and gain scrap points. Scrap points can be used to craft new stratagems: the crafted Stratagems are random and procedurally generated and thus always a surprise.

HIGHEST DISCOUNT EVER

As part of the Slitherine Publisher Weekend, Shadow Empire is now 35% off for the very first time. Get it now and don't miss one of the best 4X games ever released on PC.

Check out the full changelog below. Asterix (*) at end of item means it requires a new game start to go into effect.

v1.08.01
• Fixed glitch in Alien Minor Report
• Reduced number of Asset Types eligible for usage in procedural Scrap Stratagems.
• Finetuned downwards the Charismatic Union Chief demands *
• Fixed that Open Contact could be played on Alien natives Minors. *
• Increased difficulty for making Alien natives join you a bit.*
• Fixed some glitches in the Militia growth algorithm.
• Fixed a turn processing crash (related to AI aircraft movement).
• Fixed an issue with Private Economy not seeing it was already producing enough Food. An optimization for speed didn’t work out. Removing it for v1.08, will try again with subsequent open beta’s.
• Added Hydra Class Planets, humid with plenty of swamps, rivers and seas. Almost always home to alien lifeforms.
• Added Morgana Class Planets, arid and dry, but with plenty of oasis areas dotted all over these planets.
• Added Minor Alien Regimes functionality for more variety. Native Aliens can now evolve during the Planet Biosphere phase, they’ll impact colonization and the aftermath of the Dissolution war as well. 5 Different types are present (like Cephaloids, Reptiloids) and they can use local wildlife as ‘cavalry’ as well. They’ll form their own Minor Regimes and a special kind of diplomacy will be allowed with the Xeno Diplomat Stratagem. They’ll also can contact you themselves, like other Minors.
• Fixed new organisation PP cost glitch if continuing from loading a saved game.
• Fixed some glitches with the Corporate story module (fixed some crime impact on corporation as well as better corporate spreading to other zones)
• Fixed bug with credits disappearing due to having only one zone and it being a unincorporated one.
• University production now increases with education tech
• Barracks production now increases with security tech
• Fixed construction cost for High Speed Rail
• Fixed an issue with renamed Unit name not being properly displayed for the Commanders job.
• Went back to speeded-up build mode, .06 should be faster turn processing than .05/.04 and equal to .03.
• Fixed a small glitch in the QOL score calculations which could cause small temporary decreases in them.
• Fixed model issue with Techs Launcher Optimization and Payload for SAM Launcher
• Fixed model issue with Conventional Guns Optimization and Flak Gun
• Plugged an exploit with scroll bar movement not updating button
• AI should construct tanks with HV guns as well now
• AI now tries to keep movement of Reserve Fronts to their targets more on roads (in order to benefit from potential Strategic Transfer)
• AI now makes use of Strategic Transfers Mode (limited number of units allowed to do this)
• AI now actually plays any Artifact Stratagems it has obtained during game *
• AI now also more interested in constructing Recycling Assets on top of Archeological Finds *
• AI now creates new Zones when they reach a size where if it was subject to administrative strain it would suffer penalties. *
• AI now also re-arranges its Zones.
• AI now has more difficulties in general to build roads and especially difficulties to build roads over mountains.
• Cards 31,32,104 now use 31.png, 32.png, 104.png instead of 1.png *
• Cards 546,547,548,549 now use newly added 546.png, 547,png, 548.png, 549.png *
• Added 8 new portrait part graphics (named groupXextrahair) for modders to have no double use between portrait groups. *
• Shared some help documentation for make graphics mod over on: https://docs.google.com/spreadsheets/d/1oDruMJbB6JBPvYaYlxeyCQMj5MWN46tjh6P4WOkN-4s/edit?usp=sharing
• Fixed big crash bug caused with 1.07.04
• The glitch corrupted some data and could take a few turns to surface to turn into a bug. Corrupted savefiles due to 1.07.04 play are cleaned up as well.
• Added Very Slow AI speed and made regular Slow mode less slow. See Prefs Tab.
• Fixed bug with Zones losing their SHQs ! Apologies. It was caused in a previous open beta.
• Fixed the missing Stratagem generation info
• Scrap Strats no longer give “Market” Asset (which is an asset still in development and not meant to be given yet)
• Scrap Strats no also can give some Private Mining and Private Farming Assets
• Alien Fauna now makes sound in combat
• Switched back the compilation mode to the one used in 1.07.02 to see if it fixes some weird calculation errors or not.
• Double Artifact Stratagem fixed and also the amount of Artifacts you’ll find should be lower due to this fix.
• Several Private Assets including Private Hospital have had their way too high Population need reduced by factor of ten *
• Made some relatively good speed improvements to turn speed. However this also made me change some compilation settings and might give some unwanted bugs, didn’t find any, but lets see. Stay aware this is an open BETA. capitals for emphasis.
• Minors with whom you have “unclear” relation can no longer take your locations.
• Fixed a crash when player gets more than 300 stratagems in stock (caused with 1.07.02)
• Nomads when losing a conquered city now are NOT removed from game anymore
• Added possibility to scrap Stratagems and craft new Stratagems (spending Scrap Points) to the game. You can find all new functionality in the Stratagem Tab when you flag “Scrap Mode” in the top-right corner. *
• Fixed propper average of attack and hitbonus skill % in Leader blocks in combat results window
• When tolerated equipment is switched for better equipment during replacement troops phase it keeps the soldiers (the xp, rdn, mor) where they are and only switches the equipment.
• MissileLauncher and RocketLauncher and other mechanized Launchers now use the Gun Tactics Skill (instead of Tank Tactics)
• Rail Stations now also profit from LogBonus *
• No longer very occasional n/a skill learning with Leader XP where Leader did not use any skill that turn
• Made fixes to the max logistical % settings for SHQ which were being overly optimistic (euphemism for not sticking to the limits)
• Fixed issue with Deception Skill being wrongly used in the combat mechanics.
• Fixed crash with older version savefiles and trying Strategic Transfer
• Automatic scrapping of most doubled Stratagems after you have more than 300 of them. To prevent too huge piles of Stratagems. *
• Fixed a nasty loss of Credits due to a bug to structural damage caused during battle code.

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #34 on: May 04, 2021, 12:01:28 AM »
Shadow Empire - Update 1.09
Mon, 3 May 2021



Including custom formation types
Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

CUSTOMIZED FORMATION TYPES



You can now call your Staff Council Director to discuss customized Formation Types.


Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.



Any regular Formation Type you have discovered and operationalized can be customized.


Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.

g

Here an example of a customized Infantry Brigade with added motorcycles.


Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.

Many Rule and Balance Fine-tunings


This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums, where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details.

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #35 on: May 07, 2021, 12:56:22 AM »
Shadow Empire adds Custom Formation Types in v1.09
3 May 2021


Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

Customized Formation Types



You can now call your Staff Council Director to discuss customized Formation Types.


Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.




Any regular Formation Type you have discovered and operationalized can be customized.


Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.




Here an example of a customized Infantry Brigade with added motorcycles.


Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.


Many Rule and Balance Fine-tunings
This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums, where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details. You can find that .

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #36 on: April 08, 2022, 11:20:14 PM »
Shadow Empire v1.11.00 - Patch is available now!
Fri, 8 April 2022



Hi Everyone,

The latest patch of Shadow Empire is avaialble now!

Steam will/should auto update to the latest version. You may need to restart either client if it doesn't!

Changelist for 1.11.00
-If AI has been collecting lower quality models after making replacements. This has been addressed and now its SHQ is going to directly deploy the unneeded ones (for repl.troops) in new units.
-AI is now only replacing troops now with newer models if XP is at least 40 as the whole idea in the first place was to retain the XP at the front (and sending the new troops to the older version equipment)
-Some minor AI algorithms concerning replacing troops revised.
-In some cases there will will now be less requests to hire a faction candidate.
-Fixed a crash during “flak front processing” message (starfry)
-Fixed occasions of faulty nato counters in history screen
-Reduced Flak production for AI some further.
-Fixed eternal loop in human-human PBEM game (mroll)
-Fixed small glitch with Battlegroup formation from SHQ
-Fixed issue with Strategic Movement caused in earlier v1.10.X open beta
-GPU accelerated in-game DPI scaling added which should speed up a lot playing the game with DPI scaling enabled.
-The DPI scaling done by the GPU is sharper than the previous DPI scaling done by the CPU.
-Sped up the scrolling speed by using shifting direct memory copies within the same map bitmap
-Sped up the scrolling and map clicking speed by not recalculating or redrawing the windows that are overlaid over the map and separating the underlying map drawing and the overdraw (making cache-ing possible).
-Fixed bug with Advice window after end turn (Voker57 / thomas)
-Fixed bug with receiving a new leader with a regime profile above 100
-Finetuning Militia equipment improvement in games that last hundreds of rounds (hyveltush)
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
-Fixed an issue with Free Folk increasing way too much in some circumstances
-Fixed an issue with a savefile getting to large due to extremely large high node logistical network (game will prune some data now if its logs get too big)
-Fixed issue with Zone assignment upon rebel unit placement during turn (decision result)
-Fixed crash at start of turn calculations with trade (volker)
-Fixed an anomaly with the sliders on some systems
-Fixed an anomaly in the trade reports
-Fixed category of forced sales from private to public in the reporting
-Fixed an anomaly with scientific cooperation (not getting tech points from partner)
-Fixed rare crash during elections with a class-based voting system in place.
-You can now set import & export tariffs on the non-aligned regimes. Can be handy if you want certain items not to leave your Zones or to make a little extra buck!
-Fixed a rare issue with private asset doubling public asset that was delegated
-Fixed a bug with disappearing air units after artillery attack on them
-Fixed an interface glitchy state after asking research decision to a director in the case where no research fields were actually available.
-Fixed crash due to an misconfigured AI Regime SHQ inventory (Alex)
-Fixed glitch where you were not paying PP for Zone Merge
-Fixed ZOC ghosts in multi-player game where one human player has resigned
-Truck/Rail/HS Rail Station higher levels now have reduced upkeep workers*
-Rail/HS Rail Station higher levels now have reduced construction round for higher levels*
-Truck/Rail/HS Rail Station higher levels now have increased truck/rail point production*
-Some cards like Eager Industrialist will no longer cause double Asset Type to appear when playing on a Zone where the lower level Asset Type in question is in construction.

We hope you enjoy!

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #37 on: November 15, 2022, 11:30:25 PM »
Join Shadow Empire: Oceania DLC Beta
Tue Nov 15, 2022



Oceania DLC - Beta

Starting today, anyone can apply for the Beta for the first DLC of Shadow Empire: Oceania. The Oceania DLC will bring lots of great new features. As well as adding large vast oceans to explore and oceanic trading to the game.

If you’re interested in taking part in the beta and give us some feedback, you can apply here.

Once accepted into the beta, you will receive all the information you need to start testing and exploring Shadow Empire's new DLC.

Oceania DLC - Description

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.





Features:
    With Oceania the Procedural Planet Generation can now generate much more diverse Planets:
    Gaia Planet Class now available
    Thalassa Planet Class now available
    Proteus Planet Class now available
    Fontus Planet Class now available
  • Maritime Trade House (MTH) mechanics
  • MTH Stock-trading, Policy Meetings, Dividends & Auctions
  • MTH Transport, Explore and Makeshift Port Contracts
  • MTH Naval warfare for sea supremacy
  • Naval logistical points allow amphibious invasions and transfers
The Oceania DLC were announced during Home of Wargamers. If you miss Vic's interview, you can watch it again here:

[YouTube]https://www.youtube.com/embed/c99e8fiGnys[/YouTube]


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #38 on: March 21, 2023, 02:56:47 AM »
Shadow Empire: Oceania out on March 30th
Mon Mar 20, 2023



Hi everyone,

We have some exciting news for you: today, March 20th, on our channel there will be a special streaming event with Vic Reijkersz, VR Design founder and developer of Shadow Empire. Get a reminder here.

During the stream, Vic will be previewing the upcoming Oceania DLC, releasing on the March 30th, which brings new features and improvements to the game.

This is an amazing opportunity to get an exclusive preview of the new DLC of Shadow Empire, straight from the source. You won't want to miss it!

The streaming event will be taking place on March 20th, so be sure to tune in and join us for what promises to be an incredible showcase of Shadow Empire.

In case you missed the announcement during Home of Wargamers, you can watch again the interview here:




Description:

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

Features:
  • With Oceania the Procedural Planet Generation can now generate much more diverse Planets
  • Gaia Planet Class now available
  • Thalassa Planet Class now available
  • Proteus Planet Class now available
  • Fontus Planet Class now available
  • Maritime Trade House (MTH) mechanics
  • MTH Stock-trading, Policy Meetings, Dividends & Auctions
  • MTH Transport, Explore and Makeshift Port Contracts
  • MTH Naval warfare for sea supremacy
  • Naval logistical points allow amphibious invasions and transfers
See you there!

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #39 on: March 31, 2023, 12:12:24 AM »
Shadow Empire: Oceania out now
Thu, 30 March 2023



Hi everyone,

We are excited to announce the release of Oceania, the new DLC for the award-winning 4X wargame Shadow Empire. Along with this new expansion, players will also receive a massive free Core 1.2 update that brings hundreds of fixes and improvements to the game.

Download the free Core 1.2 update here.

To celebrate the release of the new DLC and the Core 1.2 update, Shadow Empire will be part of a special sale.




DLC Description:

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

DLC Features:
  • With Oceania the Procedural Planet Generation can now generate much more diverse Planets
  • Gaia Planet Class now available
  • Thalassa Planet Class now available
  • Proteus Planet Class now available
  • Fontus Planet Class now available
  • Maritime Trade House (MTH) mechanics
  • MTH Stock-trading, Policy Meetings, Dividends & Auctions
  • MTH Transport, Explore and Makeshift Port Contracts
  • MTH Naval warfare for sea supremacy
  • Naval logistical points allow amphibious invasions and transfers
  • Note that the player does not control any naval units and all maritime action is simulated through the MTHs
Core 1.2 update:
Shadow Empire 1.2 brings many balancing improvements, bug fixes and rules improvements and finetunings:
  • AI quality has improved as well as the AI speed
  • The manual has been updated
  • Planet generation has been improved
  • Trader algorithms have been revised and the new simulation is much more solid and realistic
  • Micromanagement of Zone Inventories is now possible
  • Autocracy has been strengthened
  • The UI has been updated:
  • Faster Strategic Map & Stratagem Map on big Planets
  • Re-roll button for the Apocalypse Phase has been added
  • Skill roll preview mouse overs have been added
For those of you who want to know every detail of the Core 1.2 update, a detailed changelog is available .

Shadow Empire's manual has been updated, you can find the revised version .

In case you have missed Vic’s stream on Oceania, the new DLC for Shadow Empire, don’t worry. You can rewatch the stream here:




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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #40 on: June 17, 2023, 12:01:00 AM »
Shadow Empire - Major Update v1.21d
Fri, June 16, 2023



Welcome back everyone,

The v1.21d update, the new major update for Shadow Empire, is out now and ready for you.


This update brings fixes and improves many long-standing issues with gameplay. AI has been much improved, Blue Print has been added to the Management Screen and the Statistics Tab has been improved and you can now disable or enable specific dimensions. With these new additions, players will be able to experience Shadow Empire like never before.



Download the major update here.

But that's not all. For those of you who want to know every detail of this major update, a detailed changelog is available at this  . This document outlines all the changes made in the update, from major new features to minor bug fixes. Additionally, a list of highlighted changes since release is also available for those who want a quick overview.

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #41 on: November 15, 2023, 12:02:32 AM »
Shadow Empire - Hazards & Hardships Update - v1.25 out on November 21st
Tue, 14 November 2023



Welcome back everyone,

The Hazards & Hardships - v1.25 update, the new major update for Shadow Empire, will be out on November 21st.



The version 1.25 overhaul brings many new features as well as new rules that make the game more diverse and more challenging. Hazard Exposure Level (like on a Moon without an atmosphere) increases construction costs and makes combat super lethal due to the fact that even a small puncture in an envirosuit can cause instant death. Planet Generation now also simulates Salinity and Acidity of lakes and oceans. Battle reports have been added, which will allow you to inspect the battles fought during the other player's turn in much more detail, the Private Economy has been reworked and enriched with the Private Farmsteads and the Tech Tree has received an additional 20 Tech Fields. These are just a few of the new features of the Hazards & Hardships update and a complete and detailed change list will be published next week.

With these new additions, players will be able to experience Shadow Empire like never before.


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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #42 on: November 22, 2023, 12:01:22 AM »
Shadow Empire - Hazards & Hardships major update - v1.25 out now
Tue, November 21, 2023




Welcome back  everyone,

The new major update for Shadow Empire: The Hazards & Hardships , is out now and ready for you to explore.


You can download the new major update here.

The Hazards & Harships major update introduces many new features and rules that make the game a new experience for everyone. Some of the main highlights are:
  • Hazard Exposure Level (like on a Moon without an atmosphere) increases construction costs and makes combat super lethal due to the fact that even a small puncture in an envirosuit can cause instant death.

  • With the new modeling of Water Salinity, dissolved Heavy Metals, PH levels (acidity-alkalinity), notably Food and Water production will often not be as obvious anymore.


  • The newly added Battle Report, that is accessible through the History Window and it allows you to inspect the battles fought during the other player’s turns in much more detail than previously.

  • The Private Economy has been reworked with the addition of Private Farmsteads and the ability for your Population to go into debt. This will allow very small groups of Population to eventually scratch out a viable living in a new Zone.
  • The Tech Tree has received an additional 20 Tech Fields, including: Furnaces, Ammo Factories, Landmines, Ablat Coating and Techs to obtain Hide Points for your Models.

  • The Artificial Intelligence (AI) has received a lot of love and should prove more of a challenge than in v1.20d. Notably it has a better handle on its economy and is more likely to use Tanks now.

  • New portraits, double the resolution and more moddable


  • Ammo-usage has been completely revamped and especially offensive warfare supported with artillery and/or mechanized equipment can now become quite expensive, as well as a serious logistical challenge.
  • On the contrary: Infantry has now become relatively more economical to use.
  • Energy weapons, once developed, will still be powerful, but Ammo-based weaponry should not be ditched that lightly anymore, especially on Planets with low air pressure and/or gravity.
  • Ensuring adequate Energy production, especially in the early game, will also be more challenging. However Organic- and Scavenge Furnace Assets have been added to the game.

But that's not all.
For those of you who want to know every detail of this major update, a detailed changelog is available at this link. As always a big update like this one also brings dozens upon dozens of other smaller and bigger improvements, fixes and fine tunings.

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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #43 on: April 09, 2024, 12:11:04 AM »
Shadow Empire - Fate and Fervour update v1.26c out now
Mon, 8 April 2024



A new update for Shadow Empire (v1.26c) is out now. This update adds 25 new Fate Stratagems to provide more replayability and surprises. Also a special new History Class “Low Resources” has been added especially for lovers of very challenging Tech Level 3 starts. Furthermore the Colossus Planet Class can now be chosen by players that are looking for some really long games on huge Planets. Last but not least, there has been a lot of finetuning, some important AI improvements,  bug fixing and a few rule changes.



Here is the full changelog:

Features + Rule changes:
  • AI receives GR Tech Fate Strats nerfed. On beginner every 60 rounds and max 1 per game, on regular every 50 rounds and max 2 per game, on hard every 40 rounds and max 3 per game, on extreme every 30 rounds and max 4 per game.
  • Made improvements to AI tech research selection, among others making it easier for the AI to find a path to atomic weapons, this however is not guaranteed to happen. But I feel more confident with the new algorithm.
  • Planetary Spin a bit (or a lot) lower on Colossus Planets, further reducing Wind Speeds a bit on them *
  • AI will get random access to the new Fate GR Techs (Beginner: once every 40 rounds, Regular: every 30 rounds, hard every 20 rounds, extreme every 10 rounds). This should act as a general difficulty boost at higher difficulty levels.
  • Removed the Metrics question when first playing game, as no matter if its yes or no, i am not collecting at the moment.
  • Made a low level unit moving algorithm change to how the AI perceives its chances of getting encircled. Made it a bit less scared in most cases.
  • Made AI bit more consistent in diplomatics once it doesn’t want to waltz with you anymore. After it starts canceling treaties it will be harder to make them accept a new one again (cooldown timer running in background) *
  • Added some code to prevent MTH ship losses against 0 ship enemy fleet.
  • Added “Low Resources” History Class which blocks you starting with initial Water Mines and assured deposits around you. Best played on lower Tech level with minimal or no starting armies.
  • Wind Traps can now also produce at water scarcity level 4. *
  • Wind Traps can now also be constructed in non-mountain areas, but they get a -50% penalty when used in “lowland” areas. *
  • Nudged Guardians downwards (more tradition stat, less often trigger of tech sale, fast higher price after first sale) *
  • Reduced max recruitment base level from 5% of Population/Worker to 2.5%.
  • Gr Mass Driver Fate Stratagem only appears at higher tech level above 5 now. *
  • Lowest Tech MG now also benefits from the Chaingun Tech *
  • Increase some GR Tech Fate Stratagem costs and decreased GR Equipment Fate Stratagem costs.*
  • Air Models now also have their Air attack values divided for having multiple attacks *
  • Fate Packs for level increases nerfed upwards. Now Beginner: Fate Pack on Admin,Culture,Tech level rise. Regular: Admin + Tech level rise, Hard+higher: only on Tech level rise *
  • Made some changes to better support super long linguistics lists (mod support)
  • Ringmail Fate Stratagem cost increased*
  • GR Optics Fate Strat cost increased*
  • GR Combat Drugs Fate Strat cost decreased*
  • *=needs new game start
  • **=adding in running games will be stopped, but the bloated stringlists causing slowness will remain, however I also improved the speed of the linguistics algorithms in case of huge stringlists.
  • 25 New Fate Stratagems added, including rare and very rare ones. Leading to: 10 New Fate-Strat-only Techs, 5 New Leader Feats, 4 New GR Models and 6 “red” Fate Stratagems.*
  • Peripheral Mining Stratagem has been finetuned. It will cause some more Ease of Mining Degradation when played on Mines with really high ease of mining levels (chance for extra level loss: 90% at level 9, 75% at lvl 8, 50% at lvl7, 25% at lvl 6). Also overall extra resources found is lowered a bit with -33%.
  • Assault Gun/Tank Destroyer now show their reduced IP production cost properly in the UI (requires making new model to go into effect)
  • No longer required to have a Trade Pact Level with other Major to change Tariffs.* That rule made no sense in retrospect as it is you that controls your side of the border and your custom officials can do as they please no matter your absence of an officially agreed upon trade level.
  • History replay now shows orange/red icon on air recon target hexes.
  • Added Colossus Planet Class. Which is basically just a way to roll huge (and very slow to play) Planets with very probably quite high gravity.
  • If you switch to “Discovery Focus” you now loose 66% of your already accumulated Discovery Points. Was a bit of an exploit before.
  • Stratagem pics inside Vidcom messages could be swapped around if you looked at them again after playing some earlier received Stratagems in your current turn. This is no longer the case. Requires a new turn to go in effect.
  • Blocked the ability of clicking on enemy leader in Decision messages
  • Made AI a bit more cautious with constructing Biofuel Assets and made it better understand the Food income required for it to not cause any problems (especially on higher Biofuel Asset Levels)
  • Added mouse edge scrolling enable/disable in first subtab of the Prefs Tab
  • 160K Bombhatch ammo cost divided by 20.. Was a data entry glitch on my side :/ *
Bugs & Glitch Fixes:
  • Fixed Gladiator Unit Feat bonus to also be applied to hitpoints *
  • Fixed issues with AI Model Design choices. Should avoid loops with impossible air designs now.
  • Fixed a gitch with Wind Speed calculations (planetary spin did not have the correct effect, it should have now) *
  • Fixed glitch with lowlands penalty being applied to agriculture as well.
  • Fixed Propose Peace Stratagems (major + minor) effect with critical failure. *
  • Fixed Mass Driver is now compatible with AT-Gun Models. * (crashes in earlier betas)
  • Fixed Breakthrough Stratagem to not be playable if nothing discoverable left *
  • Fixed Guardians Decision to not trigger if not enough discoverable left to exclude finishing last discovery same turn *
  • Fixed color of Rdn + Supply in Unit Tab to white if the variable is actually unknown due to lack of recon.
  • Fixed crash with Air Recon on certain sea Hexes.
  • Fixed Wind Speed and Temperature Delta on Mountains for some Colossus Planets *
  • Fixed issue with Private Economy building Surveillance Asset
  • Fixed an issue with some mods + PBEM games, where in some cases the mod data kept being added **
  • Fixed issue with some Regime Feat Zone benefits not being used for the first capital zone in the game.
  • Fixed combat preview odds calculations with the use of certain Stratagems like All Out of Offensive.
  • Fixed a combat detail report logging glitch that could hide a modifier from being logged (combat calculations themselves were okay)
  • Fixed CTD when clicking on transfer button of a Zone without SHQ assigned.
  • Fixed issue with not being able to select Gauss MG for aircraft Models *
  • Fixed capping of relations after playing MTH Shipyarding Stratagem.*
  • Fixed different planetary stats concerning heavy metals PPB / PH between generation and final Planet. *
  • Fixed edge case with impossible Faction Demands where Admin,Tech,Cult Level all >8 and happiness and morale are all super high.
  • Fixed price reduction for longer MTH Contracts
  • Fixed game blocking glitch with enemy unit appearing out of nowhere in a friendly hex (Autumn)
  • *=requires new game start
  • Fixed some glitches with the AI assigning Posture Stratagems to its OHQs. Performance should be much better now. (thanks to Thibault)


[/list]
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Re: Shadow Empire : A military-oriented and sci-fi wargame
« Reply #44 on: Yesterday at 12:19:39 AM »
Shadow Empire - Arachnids & Allocations update v1.26e out now
Tue, 11 June 2024



A new update for Shadow Empire is out now. This update focuses on the Arachnids and their presence on almost all planets, allocations, balancing, game improvements and bug fixes.

Here are the patch notes:

During the Galactic Republic era domesticated Arachnids were present on many Planets as they were able to produce the raw materials needed to produce Starlace fabric, an ideal material to produce advanced heat shields for the re-entry into the atmosphere of spacecraft.
After the Dissolution War many domesticated Arachnids starved in their pens, but as they are quite clever, on most worlds, at least some of them managed to escape and they went Feral. In their Feral stage there can be some reproduction, but it is only when the Arachnids reach their Hive stage (or higher) that they’ll get a Queen and get some serious reproduction going.

The Arachnids Minors have multiple levels now: regular, Hive, Swarm and Nexus. On the higher difficulty levels they’ll be able to spawn special castes as: Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.



Allocations give reference to 3 minor rule changes:
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map.  (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*

Balancing, Changes and Improvements
  • It is now possible to create “Makeshift” Zones on Hexes without a Zone (“No Zone”). However this is more expensive than regular Zone creation (35PP, 500 Credits, 500 freeFolk/soldiers), but it can start a new Zone closer to an existing city (needs to be only 3 hexes away instead of 5, or even without condition if it concerns a small island of 16 Hex or smaller). This seemingly minor addition will give you more flexibility in special cases and open up a large number of possible new strategies concerning expansion by airlift. Note this new feature uses the same “new Zone” button when a “No Zone” Hex is selected.
  • Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
  • Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
  • Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities.*
  • The Arachnids Minors have multiple levels now. The higher difficulty level you play the more dangerous they’ll be able to get, spawning special castes as Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions.*
  • Added some protective code to avoid Majors starting on island that is inside a lake (not ocean zone).

Fixes
  • Various big fixes to Slavers, Arachnids and Mutants actually “decimating” population & free folk and getting growth of them, as well as them changing zone culture once population levels reach zero. (partially*-ed)
  • Fixed exploit where reconquering a Zone (after losing it) gives you a Fate Pack again. (partially*-ed)
  • Fixed buggy behavior with MTH wants more staff Decision.*
  • Fixed some serious production penalties for various stuff including lowlands penalty for Wind Traps, Agri Rain PH modifier, Agri Soil Heavy Metal modifier, Solar Panel rain modifier, Agril Rad modifier. This only kicks in with games started with this latest version, otherwise the rule shock might be to violent to many ongoing games.*
  • Fixed layout bug in Planet Stats Report caused by some rare planet gens.
  • Fixed Energy Rebate rule to be actually applied
  • Fixed some Tech mouseovers*
  • Fixed rare issue with disappearing Free Folk through some Decisions like “Demagogue”
  • Slight nudge to CAS increase indep of tradition level, very slight though…
  • Fixed showing of movement arrow with strategic movement when using roads with more than 9999 logistical points on them
  • Fixed miss-focussing map in some map centering cases on hexes that are close to the “map seam” where the map loops (Asset clicking, probably also history replay)
  • Fixed a crash causing bug because units were transferred between regimes (like with the new option introduced in subversion D for Arachnids to split off from their core regime) (big thx to Carl)
  • Fix Fate Stratagem category in Stratagem Encyclopedia crash
  • Fixed Geyser turbine mouseover text.*
  • Fixed rare issue with Minor Militia popping up between friendly units (after you conquered their “masked” zone center).
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