sexta-feira, 29 de março de 2019

MinishoterRS



MinishoterRS is a horizontal shooter by Peposoft which features multiple ships to choose from, each with it's own strengths and weaknesses in combat. Hold or tap the Z key rapidly to alternate between your ship's primary and secondary weapons. Use the X key to activate a temporary speed boost, handy for dodging bullets or reaching a certain spot on screen quickly. Press the F2 function key to cancel a selection or exit a game in progress at any time.

This release boasts more than ten stages, with different routes to undertake and end level bosses to defeat. Press the Alt and enter key to switch between full screen and windowed mode, or use the Q, W and E keys for the same effect. Additional omake bonuses are unlocked when you have beaten the game and fulfilled certain conditions.

Name: MinishoterRS
Developer: Peposoft
Category: Shooter
Type: Freeware
Size: 10MB
Direct download link: Click here

God Eater 3 Save Game

God Eater 3 PC/Steam Save Game


God Eater 3
 is the third main entry in God Eater franchise, developed by Marvelous First Studio and published by Bandai Namco Entertainment.


God Eater 3 Save Game Info:

Unlock All Movies, Music, and Voices (Deluxe/Ultimate Edition)
Defeat All Ash Aragami (Deluxe/Ultimate Edition)
Complete All Missions (Ultimate Edition)


God Eater 3 Save Game Installation:

1. Back up your original save data, in case something wrong happen you can revert to your old data

2. Extract "God Eater 3 Save Game.rar" using WinRar

3. Copy save folders to: "<Steam-folder>\userdata\<user-id>\899440\remote\"
or
"C:\Users\Public\Documents\Steam\CODEX\899440\remote\"


God Eater 3 Save Game Deluxe Edition:

save data contributed by louis_vuitton

Six Wands That Kinda Suck

So sometimes I like to try to rip off MERP (Middle Earth Role Play) for D&D ideas.  Today's idea started by asking the question, "Why do MERP wands suck so bad?"  Per the rules, wands can only hold 1 to 10 charges and they can contain no more than second level spells.

First and second level spells in MERP are pretty dang lame.  This is because MERP is the kid brother of RoleMaster, where spells run up to level 100.  It's a little like the passage in Holmes Basic D&D that points you to AD&D for the grown-up version of the game.  MERP explicitly makes that same sort of connection to RoleMaster.  This relationship is why I tend to think of MERP as the game for running the adventures of Men and Hobbits in the Third and Fourth Age, while RoleMaster is the system for Epic Elvish Nonsense of the Good Ol' Days.

So here's my answer to the question as to why MERP wands are so limited in power: they are pre-apocalyptic elvish disposable technology.  You go to the corner store, buy a wand for a specific household annoyance, use it once, then stick it in the junk drawer in your kitchen, and forget about it until you need it again.  In a world of hundredth level magicks, these prosaic devices are of no real consequence.  They're churned out by the dozen, enchanted en masse by schmucks who flunked out of the Alchemist Academy.  Here are six examples of the kind of drek these losers have unleashed on the world.  They are only considered treasure nowadays because the world has gone to crap.

Wand of Boil Liquid
Class Allowed: Magic-User/Elf/any arcane caster
Range: 10'
Charges: 1d10, can't be recharged

This device was developed for those rare times when the arcane fire in your elvish hearth goes out.  It's also useful when camping.  Use of a single charge brings to boil a volume of water, soup, coffee, etc. equal to 1 cubic foot (approximate 7 and half gallons or 28 liters) per round, up to a maximum volume of one cubic foot per level of the user or 10 cubic feet, whichever is lower.  When directed at creatures made entirely of water or ice, the wand will do 1 point of damage on the first round, 2 on the second, 3 on the third, etc.  No other lifeforms are affected by this wand.  The user must concentrate the entirety of the usage of the wand, or the effects are cancelled early.  To move at more than quarter speed or take any other action save utter a word or two will end the wand's effect.

Wand of Item Assessment
Class Allowed: Bards only
Range: touch
Charges: 1d10, can't be recharged

A tool used by junior lore-bards of old to help ensure equitable transactions in the marketplace, touching this wand to any non-enchanted item less than building size and expending a charge allows the user to determine its fair market value, with a margin of error of + or - 10%.  If used on an enchanted item, the wand returns a value of zero.  Artifacts and relics return a false value of d100 x 100gp.

Wand of Frost & Burn Relief
Class Allowed: Anyone who doesn't cast Arcane spells
Range: touch
Charges: 1d10, can't be recharged

Use of this household first aid device allows for the healing of 2d4 points of fire or cold related damage.  If fire and cold damage has not been tracked separately (after all, who does that?) assume that no more than 50% of current lost hit points have been due to heat or cold, unless the character has been exclusively fighting monsters that only do heat or cold damage.

Wand of Limbwalking
Class Allowed: Ranger only
Range: self only
Charges: 1d10, can't be recharged

This wand was issued to new recruits to the Rangers of the Great Forest, the area now known as the
Robyn Greenarse laughs at
your pathetic civilization.
Sea of Cinders.  Use of this device allows the wielder to walk (not run) on tree limbs as easily as they would on the ground.  Duration is one round per level of the user, up to a maximum of 10 rounds.  The wand must be held the entire durations of the Limbwalking, but no additional concentration is required.  The limb is not magically strengthened by this magic; it must support the users weight of its own accord.

Wand of Nasal Repair
Class Allowed: Cleric or Druid only
Range: touch
Charges: 1d10, can't be recharged

This item was once a minor component in the standard medical kit for elvish healers and parents of rowdy elf-children.  A single charge will repair any specific damage to the target's nose.  It will not regrow a lost nose completely, but a severed nose can be reattached if the nose is available and the wand used within 24 hours.  If a wound did hit point damage to the nose, it is healed d6 points.  Wounds to the face in general can be healed d4-1 points, while wounds to the head in general can be healed 0-1 points (50/50 chance).  Non-nasal areas are unaffected by this wand.

Wand of Vibrations
Class Allowed: Anyone who doesn't cast Divine spells
Range: 100'
Charges: 1d10, can't be recharged

The original use of this wand has been lost.  Or maybe the elves are too embarrassed to explain.  What is known is that it can cause any object up to 5 pounds in weight to vibrate rapidly for one round per level of the user, up to a maximum of 10 rounds.  Fragile or poorly constructed objects are likely to shake to pieces.  If used in combat, the wand can be pointed at an enemy weapon.  The wielder must save versus wands each round or fumble the weapon.  If no fumble rules are being used, the weapon is dropped instead.

quinta-feira, 28 de março de 2019

Neuroevolution In Games

Neuroevolution - the evolution of weights and/or topology for neural networks - is a common and powerful method in evolutionary robotics and machine learning. In the last decade or so, we have seen a large number of applications of neuroevolution in games. Evolved neural networks have been used to play games, model players, generate content and even enable completely new game genres. To some extent, games seem to be replacing the small mobile robots ubiquitous in evolutionary robotics and simple benchmarks used in reinforcement learning research.

Sebastian Risi and I have written a survey on neuroevolution in games, including a discussion of future research challenges. The main reason is that there was no survey of neuroevolution in games in existence; the other reason was that we wanted a tutorial overview to hand out to the students in our Modern AI for Games course.

A while back we asked the community to send us comments and suggestions for important work we might have overlooked. We received a lot of useful input and incorporated most of the suggested work. Thank you for very much for the help!

Now we are happy to announce that the paper will finally be published in the IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG). We hope you like it!

TCIAIG early access:
http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7307180

A preprint of the manuscript is available here:
http://arxiv.org/pdf/1410.7326v3.pdf

First Impressions For February

The last month has been very busy for me.  So most of my gaming happened after hours with some amazing solitaire designs.  I discovered John H Butterfield, and his amazing games D-Day at Omaha Beach and RAF: The Battle of Britain 1940.  I also finally tried my first Leader series game with Hornet Leader.  Plus along with all that, I managed to grab a copy of The Hunters pretty much the day before it was announced that it was out of stock.  Aside from those, the only other game which was new to me was Guts of Glory, which I already reviewed.

Read more »

The Hunt Begins...For A Better Set Of Rules


Alien vs Predator: the Hunt Begins by Prodos Games began life as a very troubled Kickstarter campaign, followed by a high-priced retail boxed set, and despite being a massive fan of the Alien and Predator franchises, this kept me from showing much interest in the game. However, the release of a much more reasonably priced second edition, combined with my interest in the emerging category of skirmish/board game hybrids such as Conan and Mythic Battles, prompted me to take another look.

The components are, for the most part, very high quality. The miniatures look great, and the game's three factions are cast in different colors so you can start playing right away without struggling to tell who is who. The interlocking tiles that make up the board are quite nice too, with artwork that evokes the industrial look of the first two Alien films. The cards and counters leave a bit to be desired, but more on that later.

I wish I could say that the game lives up to the quality of its components, but unfortunately it is marred by convoluted rules, as well as some ill-considered graphic design that makes the rules, cards and tokens very difficult to read.

The basic structure of the game isn't bad at all. The board is constructed from the tiles based on the scenario being played, and as I already mentioned, it all looks great on the table. Players take control of either a large group of Aliens, a small group of human Marines, or 1-2 Predators, and from there it's a pretty straightforward move-and-shoot tactical game. However, the rules governing the moving and shooting are very obtuse and difficult to follow, with tons of modifiers and exceptions to keep track of.

One feature of the rules that seems like an interesting idea in theory is the use of what the game calls "ping" tokens. The idea is that at the start of the game, players don't know anything about their opponent's forces, so figures are represented by face-down tokens until the move into view of another player's team, at which time the token is revealed and replaced with a miniature. This semi-hidden movement seems quite thematic, evoking the tension-filled motion tracker scenes in the Alien films, but in practice it means that you're playing a fair amount of the game with flat cardboard disks instead of awesome-looking miniatures.

The stat cards for the figures are another problem, with very small white-on-black text that is impossible to read, and a system of symbols that is too involved to memorize, prompting constant referral to the rule book just to translate what's on your card.

A game element  that I do quite like is the addition of a deck of strategy cards for each player, themed for each faction. Cards such as Cloaking Field for the Predators, Covering Fire for the marines, and Acid Blood Splash for the Aliens allow players to introduce unpredictable elements into the game. There is also a deck of environmental cards that are drawn at the end of each round, creating effects that all players must work around. 7TV does something similar with its Gadget and Countdown decks.

Ultimately, I am a narrative gamer: what I want out of a miniatures game is a conduit into whatever world the game takes place in. The rules are there to provide a structure for that, and then get out of the way. The complicated rules system for AVP: The Hunt Begins seems aimed at tournament-level play, where being able to manipulate the rules to your advantage is more important than enjoying the theme and setting.

The miniatures and tiles are so good, though, that I'm really interested in finding another rules system I can use them for. There's a fan-created set of cards for 7TV detailing the Aliens, Predators and Marines, and a thread on BoardGameGeek dedicated to expanding the rules for the excellent Aliens board game published by Leading Edge Games in 1989. I've even thought of adapting the Aliens Predator CCG to include miniatures and more tactical movement.

Rating: 2 (out of 5) I'm reluctant to give this game a rating at all since the tactile components are so out of line with the game itself, but ultimately it fails to deliver a satisfying game experience.

quarta-feira, 27 de março de 2019

ASOIAF: A Song Of Ice And Fire Intro

This is my new jam.

A Song of Ice and Fire Miniatures game is one of the best table-top games that I've played in a long time.  No, seriously, and I don't say this often and without good reason.  At first, this game completely flew under my radar because I was wrapped up in other games.  Recently, I have been gearing up by re-watching all the seasons of Game of Thrones to prep myself for the final season.  One night, I remembered something:  Game of Thrones actually has a miniatures game!  After a quick jog down memory lane, I remembered that CMON created A Song of Ice and Fire Miniatures Game.

After a few weeks of hard research, reading over the free rules and looking at all the minis available to me, I started getting really interested.  Now, I would say that I'm fairly frugal and really like to do my research before getting into a game and I took my damn sweet time with this one.  As a competitive tournament player, I wanted a game that had enough depth to keep me engaged but at the same time, had super clean rules with longevity in both creative design space and strong game balance.  The last thing I wanted to do is throw money at a game that won't play well.  I was never the player who got in the game for the hobby side of things, it's all about the game and the rules.  Besides, the game was designed by a familiar name being Eric M. Lang and while I didn't really know Michael Shinall, any designer who has his own tactics podcast gets a thumbs-up from me.  I am a big fan of designers who play their own game competitively and actively teach the community to be better players.

Honestly, when I first took a look at the game, I was afraid that the game will not have enough options.  I mean, the game came out with Starks vs. Lannisers in the middle of the War of Five Kings but when getting the core set, you pretty much only have these as your first two full-fledged armies.  Now, that's not saying that there's not more available now, but having played games like Warhammer Fantasy and 40K growing up, I'm sure as hell spoiled for choices.  So many factions and armies to choose from I felt like I had near unlimited options when it comes to choosing units out of a codex or army book.  Now, this is completely different when it comes to competitive list building, but the general gist is that players that grew up with GW as an option are definitely spoiled for choices.  Even with Privateer Press games, you knew you had a lot of factions to play if you liked variety because it suited a lot of different playstyles.  This was my biggest worry jumping in the game but the more I studied, the more I realized that what they currently have in the game is more than enough to get started.  In fact, seeing how there are only 2 factions in the game right now, an epic crap ton of design space and a billion other things not released yet, the game can only grow larger with more factions and greater complexity.  That makes a competitive player like me very excited.  They just came out with Night's Watch and Free Folk, and they will definitely shake up the meta and take gameplay to the next level.

I might have gone pretty hard with my first purchase.

To get you guys pumped, let me throw out some highlights that really got me into the game.  I've been playing it pretty religiously, having played around 20 or so games since I got the game like 2 weeks ago.  Yes, I've been going that hard.  In fact, I would say one of the biggest draws in the games is that games take about 1 hour or 1.5 depending on the points size and experience of the players.  Each of these talking points below will probably get their own article in due time, but these are the highlights that stand out for me.

Here's what I fucking love about the game:
  • I love the fact that the rules are some of the cleanest rules I have ever seen.  It's almost like the game was designed with tournament play in mind in that there are very little questions I had out of the initial rules package.  The game seems like a perfect blend of complexity and speed with tight-wording and streamlined mechanics seen from other minis games.  The rules package itself is very lightweight and comes with all the nitty-gritty you need to get in and start playing.
  • Speaking of speed, I just love that the game puts movement trays back on the table and the units are ready to play.  I can get a package from Amazon to actively playing with that unit on the table in 5 minutes.  The minis are hard plastic, has great detail on them, and come with a movement tray for all the units to fit snuggly into.
  • The game uses alternate player activations with plenty of play and counterplay (via rules, tactics card, tactics board..etc) that allows for active engagement with the other player in all phases of the game.  I absolutely love games that go back and forth because it not only keeps players focused, but it generally leads to more even games where choices feel more meaningful because you have a chance to respond next activation.  It's not like you're just sitting there watching all your units get shot off the table.
  • The rules are light, but the game is very deep:  Activation order matters, the amount of drops you have matter (deployment and activation), the commander you choose matters, the control of the tactics board matters, your tactics cards and the order you play them matters, your list composition matters, the game mode and mission objectives matters, everything matters.  Part of what makes a good game great is how much the player influences the outcome of the game.  Looking back at all the games played so far, I can zero in on particular situations where if I did something different, I would have won.  This is important for me as a competitive player because less ambiguity means a more direct route to improving.
  • The tactics board by itself is a complete mini-game inside the existing game.  This really deserves its own section, but let's just say that NCUs count as activations and how you interact with the tactics board influences the units on the board, the tactics cards in your hand, and how you play the game as a whole.  It's absolutely awesome how it's so tightly integrated into the game mechanics while still making a ton of sense from a flavor and fluff perspective.  When Cersei Lannister is playing her games at court, your units really feel that on the battlefield.
  • There is so growth potential in the game that I can't fully wrap my head around it right now.  Right now, we have Lannisters, Starks, Neutral (with House Bolton units!), Free Folk, and Night's Watch.  There's a good amount of unit variety already but that's without most of the other major Houses in there as well.  Where is Baratheon, Tyrell or Greyjoys?  What about Daenerys and her dragons?  Can we even fit Dragons in a 40 point game?  Is there going to be an epic game format or the possibility to ally different houses with another outside of faction + neutral units?  The possibilities are near endless.
  • You can take 2 lists into a tournament event as long as they're from the same faction.  This has got me super excited because you essentially have a backup list to play to a specific matchup or game mode to maximize your chances on winning.
More armies to come!

Before getting into the game too much, let me just say that I'm planning a series of articles that go much more in-depth with list building, faction overviews, and competitive play.  There is a lot to talk about for this game and I want to take the time to write my out my journey with you.  I'll probably cover the Stark and Lannister overview next before going more into list construction.  Stay tuned!