lol by icycalm on 22 Jan 2025 03:20

https://icv2.com/articles/news/view/586 ... h-new-year

Brigid Alverson wrote:
NBC Palm Springs reports on the brand-new game store Big Deck Energy, located in Cathedral City, CA.



PC Age of Darkness: Final Stand by icycalm on 17 Jan 2025 00:41

Official Launch Trailer
https://www.youtube.com/watch?v=GWFiF-r ... XVyolQO3wj

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There's now a full campaign and co-op. They Are Billions didn't have co-op, so that's one improvement at least. 70,000 units on-screen they say, but that's with dumb projectiles not simulated ones as in the TA/SupCom/PA games.

I soured on these games (meaning AoE-style, not TA-style) once I realized the scale is completely off and the characters wouldn't even fit inside the houses. I now see them as handheld minigames, meaning I'd play if I was bored and had nothing better to do.



Master of Heroes Rules by icycalm on 16 Jan 2025 23:53

Earning capital with the downtime rules; Am I understanding this correctly?
https://paizo.com/threads/rzs2r8j6?Earn ... rules-Am-I

This two-page thread is required reading to understand wth is going on with the Earning Capital rules. There are no spoilers in the thread, though most people will probably be bored reading it, and that's understandable. Don't worry, I am handling it, but I am posting it here just in case anyone wants to read it because the more brains working on this stuff, the easier it will be to run the math and avoid mistakes.

It will be easier to understand, and to become interested in the issue, if you've played a few turns. If you haven't played yet, come back here and read it after you've played, or while in the middle of playing. It's hard to take an interest in this level of complexity if you aren't actively engaged with it.



Master of Heroes Rules by icycalm on 16 Jan 2025 15:34

Here is clarification on the full Roleplayer subscription tier benefits now that ysignal has asked for it. Note that the main benefits are in the roleplaying layer. The adventure-strategy benefits are just bonuses. Substantial bonuses to be sure, but they’re not the main dish, which is why the tier is called Roleplayer and not Adventure-strategist. So:



I need to post the above on the Battlegrounds site, but for the time being here will do. Any questions, ask below. I truly believe that this subscription system is the coolest in the entire history of gaming, and that if you only have one gaming-related sub, it should be mine.



Master of Heroes Rules by icycalm on 16 Jan 2025 08:18

I have to make a decision on that asap. It’s definitely retroactive to the start of the sub, I just haven’t decided how many heroes per month/year. At least 4/year. Plus workers/troops like cutpurses/archers etc. Which means I have to set limits of unit recruitment per settlement as I did with hero recruitment because you shouldn’t be able to go into a village of 100 and recruit 1000 as you currently can with Paizo’s rules.

I just don’t yet have a good feel for the game’s balance to be able to make these decisions, but I have to make them otherwise we’ll never start, so I’ll make some conservative choices and see where they take us.

Players who don’t use their heroes/units will have them accruing in their player profile and will be able to gift them to other players. Or let them pile up and then one day unleash an entire army on the world.



Master of Heroes Rules by ysignal on 16 Jan 2025 06:15

When did the rule about Cult Roleplayers accruing heroes become active (assuming it already has)? I'm assuming it's not retroactive to the start of subs that preexist the rule.



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 16 Jan 2025 00:31

FILMMAKER REACTS: STAR CITIZEN | [ALL SHIP ADS - PART 2!!] | EVEN MORE ADS?!
https://www.youtube.com/watch?v=7o1JB39SwNg

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That's all the way to the last release, the Guardian. That said, I saw one guy in the comments saying he missed one or two ships because CIG has forgotten to add them to their Ship Commercials playlist which you can see here: https://www.youtube.com/playlist?list=P ... mGsml8tcK9



<Username>: Headshot (Golarion) by icycalm on 15 Jan 2025 19:07

I've returned Headshot to the pool as per the explanation here: https://culture.vg/forum/topic?t=9643



<Username>: Isilynor Dirke (Golarion) by icycalm on 15 Jan 2025 19:06

I've returned Isilynor to the pool as per the explanation here: https://culture.vg/forum/topic?t=9643



<Username>: Xander the Xenophile (Golarion) by icycalm on 15 Jan 2025 19:05

I've returned Xander to the pool as per the explanation here: https://culture.vg/forum/topic?t=9643



<Username>: Tannith Vor (Golarion) by icycalm on 15 Jan 2025 19:04

I've returned Tannith to the pool as per the explanation here: https://culture.vg/forum/topic?t=9643



<Username>: Warner the Allegiant (Golarion) by icycalm on 15 Jan 2025 19:03

I've returned Warner to the pool as per the explanation here: https://culture.vg/forum/topic?t=9643



Gifted Heroes by icycalm on 15 Jan 2025 18:45

The Gifted Heroes section had been accumulating errors for the past few months while Cult Engine 1.5 was evolving under it. All those errors are now fixed, and the section looks smashing once more.

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In addition, the names of all heroes that have been purchased are in strikethrough font now to make it easy to see at a glance who's still available. The first three are gone for example.

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Several classes are also entirely gone. Can't get an antipaladin, ninja or vampire hunter anymore for example.

And finally, I have returned to the pool the five heroes I grabbed for myself when I launched the system: Warner the Allegiant, Tannith Vor, Xander the Xenophile, Isilynor Dirke, and Headshot. At the time, no one was signing up for the game, and it seemed I'd have to play it on my own, but now we have some players and I'll have my hands full running the game for them, so I am regrettably returning my ideal party to the pool. Maybe I'll play in another setting with another GM when Game Master Meshing™ technology is finally implemented. So feel free to purchase any of these heroes if they strike your fancy. The threads I made for them will remain in the forum, but if you buy any of these heroes go ahead and bump their threads (e.g. "I bought Warner the Allegiant" is all you need to say) and I will turn them over to you by editing in your username in the thread titles.

All instructions for purchasing heroes are in the sidebar of the Gifted Heroes page. Any questions on that process or the system in general can be posted in this thread. Also suggestions or anything else you want to say.

My next project in this section will be voicing all their lines. I wanted to do that for launch, but it was too much work on top of everything else and I was exhausted at the time. Cult Voice Studios is working on it as I write this.

More cool surprises are in the works for Gifted Heroes, and they'll all be announced in this thread once they're ready.



Ultimate Lore by icycalm on 13 Jan 2025 19:20

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What is Ultimate Lore? Since we're talking about games, Ultimate Lore is clearly interactive lore, i.e. lore that the players have made, not the designers; i.e. what I like to call Dynamic Lore, i.e. not lore, since the entire definition of lore is narrative, which is by definition non-interactive.

It is clear that Dynamic Lore is the ultimate because it makes the world feel real and alive, instead of fake and plasticky as with regular gaming. There are however two huge problems with it:

1. Most groups—players and GMs—suck at weaving cool stories, so whatever lore they create will suck. For them, good old-fashioned Static Lore that they bought from a store will always work best.

2. Even great groups however can't produce enough lore to adequately fill out the sprawling settings that the best modern roleplaying games utilize. So they must still rely overwhelmingly on store-bought Static Lore.

The solution seems to be to employ good groups and MANY of them in a single world, so that they may provide each other's lore. This in fact we tried in Battlegrounds for the first few years, with four teams of 4 players each operating in fairly close proximity (same planet, same continent pretty much).

The results? Better than any other group's ever but still underwhelming.

The reason? Roleplaying campaigns move extremely slowly, especially the massive, hyper-complex ones that Cult Games Redmond (aka Paizo) produces. This is because almost every hour of every day has to be simulated, and sometimes even every minute or second. Add to this that the teams are hundreds to thousands of miles apart and you must wait for the consequences of their actions to propagate across these vast distances, and the end result is that you could be playing for many months if not years before some cool cross-campaign effects appear, let alone actual cross-campaign interaction. Don't get me wrong, it's awesome when this happens and unlike anything you've ever experienced in gaming, but it happens so rarely that the naysayers are almost justified in asking "What's the point?" For them, setting this up is too much trouble for the payout, and though that's not true for me, I have to admit I almost see their point.

The solution?

Multilayer Genre Fusion™ technology that I designed, developed and coded in machine language in Notepad.

You know how some advanced graphics rendering techniques only render at full resolution and detail wherever the player's eyes focus, while at the edges of his vision everything is rendered much more cheaply to save on processing power?

That.

I wrote the code and the engine that does precisely that—not solely for graphics—but for entire game engines, game designs, game rules and game genres. And the names I gave to these groundbreaking programs are Master of Combat and Master of Heroes.

Master of Heroes operates at the level of days, so it's extremely processing-efficient and therefore can simulate with ease hundreds of heroes and villains and parties tearing up and down the world and causing all the events that lore is made of. Moreover, the kingdom-running mode operates even more efficiently at the level of months so as to finally render dynamic entire planets' societies.

Adding to that, my Master of Combat engine facilitates extreme zoom-in to key hotspots across the world where key events can be played out in full roleplaying detail when the players' "eyes" focus on them, so to speak, with thousands of one-shot scenarios popping off all across the multiverse and affecting ongoing roleplaying adventures and campaigns, all the while being affected by them.

And to cap it all off? Game Master Meshing™ technology that I again coded in machine language in Notepad adds infinite scalability to the above for infinite heroes and parties interacting in a single world via the processing power of infinite GMs. (Programmers' Server Meshing technology, that you may have heard of touted in recent years, is merely a subset of my tech since what programmers call a "server" is merely a dumbed-down Game Master, so Server Meshing was plagiarized from my work, as is the habit of programmers. I was in Monaco playing roulette and wrote down the inspiration for the tech on a napkin, and Chris Roberts who was sitting next to me copied it off while I went to the bathroom. And that's how my tech made it into his game.)

But I go even further and add bespoke mechanics wherever possible and appropriate throughout the world. For example the upcoming boardgame, Builders of Baldur's Gate is "A city-building game from acclaimed designer Matthew Dunstan" where "you are the head of a powerful family in the iconic city." This Ultimate Editions adapts to work with every fantasy city across the entire Battlegrounds when a player manages to become the head of a powerful family.

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Or take the 2023 boardgame Pathfinder Revolution! which is itself an adaptation of the Steve Jackson original Revolution! for Pathfinder's city-state of Korvosa during the Curse of the Crimson Throne Adventure Path.

It begins as a spark—whispered words in a tavern, a slogan scrawled in a sordid alley, a quiet conversation in one of the great halls of power. It can sweep through neighborhoods like a fire, taking over entire cities with a rapidity that can scarcely be believed. Rulers may fear it, and the populace may hope to control it, but kings and paupers alike can be consumed by it. This powerful force has many names, but it's most commonly known as . . . Revolution!

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So let's say a couple of players from the adventure-strategy layer move some of their heroes and assets/gold into Korvosa during the revolution, or outright buy rival Korvosan factions in the Battlegrounds Store. Then suddenly the situation in the city goes from a 4-player roleplaying campaign to 6-player mix between roleplaying and adventure-strategy, where each layer affects the other and characters and heroes can even outright switch between layers depending on circumstances. If for example there is a casualty in the campaign, a hero might step in to replace him, not out of a spawn closet as usual, but out of the 4X layer he had been operating in for many turns, seamlessly filling the vacancy and even changing completely the player dynamic with the replacement not merely of a character but even of the player controlling him, so that instead of character death—or incapacitation—being a bother that must be fixed ASAP to continue the campaign as usual, it becomes a riveting development that increases immersion instead of lowering it. This way we can also accommodate characters going off on compelling tangents/side-quests or even breaking up the party entirely, and for good. All these developments are rightly feared and forcefully avoided in traditional GMRPG campaigns because they can easily derail and even destroy them, but with the Multilayer Genre Fusion™ technology that I designed and coded they become mere opportunities for new twists and turns in the ever-complexifying drama that only Ultimate Edition can generate.

And of course the above revolution mechanics will be adapted to work in any fantasy government across the multiverse that has been sufficiently destabilized by the actions of PCs or NPCs, whether via roleplaying or adventure-strategy developments. Remember also that in Civ, a period of anarchy is always the result of any change in government. And now we have the mechanics for it, and deeper than in any Civ.

But even beyond fantasy settings, bespoke mechanics adapted from boardgames, wargames and the like will be injected everywhere. Just earlier today for example I learned of a new Risk adaptation called Risk: Dune that came out last year and that would be a terrific addition to the Dune RPG Adventures in the Imperium.

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Alien has half a dozen boardgames at least, and even Blade Runner has a couple. All these will be purchased, studied, dissected and analyzed, then seamlessly incorporated into the ultimate game engine that is Alex Kierkegaard's Ultimate Edition in order to power and fully flesh out both the mechanics and the lore—the now-interactive Dynamic Lore—of the ultimate game and artwork, Alex Kierkegaard's Battlegrounds.



Paints by shubn on 12 Jan 2025 20:13

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I had been wanting it for a while, but had pretty much given up on finding one at a price I was willing to pay. I randomly checked The Impound yesterday, and they had it for $250, so I jumped on it. As I'm writing this, there's a single one left for $300: https://theimpound.com/products/cutlass ... 8802382077

Unlike the BIS 2949 ships, this one is a standard Cutlass Black. The paint is separate.

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Cult Fleet by shubn on 12 Jan 2025 20:03

Bought a Cutlass Black Best in Show 2950 Edition.

Also got a Pulse referral bonus I'd forgotten to report.



lol by icycalm on 12 Jan 2025 18:11

You could hire someone to play your games for you like Musk does. Maybe Grok can do it.



lol by earthboundtrev on 12 Jan 2025 15:43

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I feel attacked lol.



Mid gamer Elon Musk by icycalm on 12 Jan 2025 12:50

https://m.youtube.com/watch?v=mfWcQQND5Xs

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What’s more pathetic than thinking diablolikes are cool? Paying people to play them for you so you can pretend you’re good at them.

1.7M views, 7.9K comments.



Ultimate Level Caps by icycalm on 10 Jan 2025 20:14

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With all this talk of "dozens" or even "hundreds" of "heroes" swarming around the "4X layer" or whatever, how do we keep the roleplaying characters who SHOULD be at the center of the game from being overshadowed?

Two words: Level caps.

Now listen, I hate level caps as much as any other person. Hell I hate all types of caps period. But in D&D there is perfectly reasonable and extremely immersive justification for them, believe it or not, and the only reason you've never heard about it is that you've been playing CRPGs made by dingbats who don't know the first thing about D&D, and possibly can't read at all.

It boils down to the fact that programmers have grossly abused the concept of XP in CRPGs. A character isn't supposed to be able to ascend to godhood by exterminating every rat on the planet. The AD&D 2nd Edition "Dungeon Master's Guide" that taught me how to run the game back in the early-'90s says it plain as day that if the encounter isn't challenging, THE CHARACTERS GAIN NO XP from it.

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...no experience is earned for situations in which the PCs have an overwhelming advantage over their foes. A 7th-level player character who needs one more experience point to advance in level can't just gather his friends together and hunt down a single orc. That orc wouldn't stand a chance, so the player character was never at any particular risk. If the same character had gone off on his own, thus risking ambush at the hands of a band of orcs, the DM could rule that the character had earned the experience.

The DM must decide what constitutes a significant risk to the player characters. Often it is sufficient if the characters think they are in danger, even when they are not. Their own paranoia increases the risk (and enhances the learning experience). Thus, if the party runs into a band of five kobolds and becomes convinced that there are 50 more around the next corner, the imagined risk becomes real for them. In such a case, an experience point reward might be appropriate.


Very postmodern for 1989, no? Perception shapes reality. Baudrillard would have approved if he wasn't too lame for gaming. My 13-year-old self was mightily impressed with these mechanics when I discovered them a couple years later, and I fell in love with the game on contact with the material. Meanwhile, 35 fucking years on and programmers are still giving demigod-level parties XP for every rat they hunt down and kill. Can programmers even read? It doesn't appear so. But what's the point in complaining about such "details" when the characters in CRPGs are immortal anyway thanks to the genius programmer mechanics of load/saving?

Meanwhile, Pathfinder's 2013 "Mythic Adventures" takes it further. I couldn't hope to adequately paraphrase the sheer awesomeness of this text, so I'll just copy-paste it:

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What Makes Mythic Adventures Different?
In a world of might and sorcery, with dragons and elves, what does it mean to be “mythic?” Being mythic means possessing a degree of might unusual even in a fantasy world. Scenes turn more dramatic, the enemies are more lethal, and the consequences of the heroes’ actions make a far-ranging impact. Being mythic means invoking a sense of wonder and awe even in those already accustomed to the strange and unusual.

The way this book portrays the mythic narrative isn’t solely about stories at 20th level and monsters with high Challenge Ratings—it’s about the surprising and unfamiliar regardless of power and scale. Even 1st-level characters could be imbued with mythic power and become forces to be reckoned with. Similarly, lesser monsters such as ogres and skeletons that become mythic transform into terrifying foes with unknown powers, changing the nature of the story you’re playing—and startling those accustomed to their non-mythic ilk.

Not only the characters take on unexpected forms in mythic adventures; the setting does as well. The vistas are more dramatic, featuring flying islands and keeps that float in raging volcanoes. The colors are brighter, the sounds are more mysterious, and all of the other stimuli are sharper and more vibrant. Where the non-mythic hero would encounter a crumbling keep filled with familiar monsters, a mythic hero faces a towering citadel that builds itself from the bones of would-be invaders and is inhabited by cruel and malign creatures of nearly god-like power.

Besides the setting, the challenges that face mythic characters are far more harrowing than usual. Enhanced abilities allow mythic characters to take on threats beyond the reach of those without such power. They can face with ease foes both powerful and numerous. The real challenge is when they take on mythic creatures that possess the same resilient nature and abilities similar in potency to those they themselves rely on. When a mythic hero comes face to face with a mythic monster, the battle is truly legendary.

Finally, mythic adventures feature difficult choices and far-reaching consequences. As the characters progress through the story, they’re tasked with taking on challenges that seem impossible even to them, and might be tempted to wander from their path. As mythic heroes, they’re the first to respond to cataclysmic events, just as they’re the last bastion to stem the tide of evil and darkness that threatens to wash over the world. Their successes and failures leave marks on the world for centuries to come.


For the record, some Paizo Adventure Paths feature mythic mechanics, and some don't. For example, the penultimate AP in PF1, Return of the Runelords, is a mythic AP. To give you an example of how wildly inventive these adventures are, here's just one line taken from the short mythic adventure included with the rulebook, Fire Over Blackcrag:

The PCs fight on terrain firmly controlled by their enemy, and they should feel like the mountain is itself one of their adversaries.

So there's no question of becoming a mythic character by hunting down rats lol, the book makes it clear that only mythic challenges can forge mythic heroes—or villains.

Which brings us back to Ultimate Edition and its multiple layers. It is clear that different threat levels exist on different layers, with the greatest threats naturally arising solely from the roleplaying layer, simply because that's where Paizo and co.'s campaigns are ran. Therefore, if a character or hero or call him what you want isn't operating at that level... he can't rise to the highest levels of power in the game. And that, dear readers, is an implicit level cap. It's already in the bones of the game, in its structure, and all I am doing in this chapter is making it explicit. I didn't add these caps. They were already there, stretching all the way back to the 1989 "Dungeon Master's Guide", if not earlier (I still haven't read the 1E DMG).

In short, the level caps of Ultimate Edition are as follows:



Not only are these caps extremely natural, but I would go as far as to say that any GM who doesn't implement them is going against what's written in the rules—not my rules, but D&D's/PF's. If you allow a character to gain mythic tiers from regular adventures and campaigns, that's against the text I just quoted; if you allow a character to reach 15+ level of power—i.e. epic levels of power—from short scenarios such as those of Pathfinder Society, you're going against the very definition of the epic; if you allow characters to go past 7th-level from random encounters you're making a mockery of the game itself, which employs random encounters merely as a tool of enhancing an adventure's dramatic structure rather than an end in itself.

So ultimately, just as there are caps for going from one level to the other—Yes you need XP but WHAT KIND of XP? Challenging XP, says the rulebook—so there should be caps for going from one RANGE of levels to the other. The only subjective value here is the exact levels where this line should be drawn, and I have given my justifications. In short:

1-7: Random encounters
7-15: Scripted scenarios
15-20/10: Epic/mythic adventures and campaigns

And that's how you manage to keep the handful of roleplaying characters at the very center of the world despite the dozens or hundreds of lesser heroes swarming all around them.

The goal ultimately, for a player who engages with all three layers, is that the leader of his faction will be his victorious campaign hero—if and when he manages to successfully complete a campaign—; his one or two top lieutenants will be his highest-ranking Pathfinder Society heroes; and their various captains will be the maxed-out adventure-strategy heroes. And below all these will be the hundreds and thousands of recruited units, plus building managers and so on. Then there will be his web of NPC contacts in the world, along with the organizations they belong to (Cult Engine 1.5 has a wonderful tool for depicting organization relationships that we'll be using), and then of course via the seduction and procreation mechanics there'll be wives and consorts and an entire bloodline (again sketched out beautifully via CE1.5's family tree feature).

And what about players who don't engage with all three layers?

That's fine, and expected, since the Venn diagram cross section of roleplayers, SRPG players and 4X players is small. Obviously I am smack in the middle of it, and we have a few more people like that already in the game. Everyone else can choose and pick the layer(s) of their choice, and the game will be all the better for everyone's contributions.

That said, engaging with all three layers is required to get the most out of the game. This is called synergy, and if the game didn't have it, it would be bad design. Therefore I had no choice in the matter: the moment I decided to synthesize all turn-based genres into one game/metaverse, I HAD to make those genres synergistic, otherwise it would have been an inferior experience for players who engaged with all the genres. After all, if they want to play the genres as separate entities, they can go on Steam. They come to my game precisely because they want to see what happens when all the genres are fused.

For maximum power and effectiveness in the game therefore, you MUST play all the layers, and combine them well. If you only play the 4X and SRPG layers, your faction will lack an epic/mythic leader, and if you do the reverse your leader won't have anyone to lead. And that's fine, not everyone plays to lead, and roleplaying a single character with dedication and gusto contributes just as much to the richness of the world as the most diehard strategist's most complex machinations. Meanwhile, the players who aren't interested in roleplaying and are in it only for the strategy are also contributing, even to the dedicated roleplayer's experience. What are they contributing? They are contributing what I like to call Dynamic Lore, aka Ultimate Lore, which will be the next chapter's subject.



MOST WANTED: Industrial Annihilation (PC) by icycalm on 10 Jan 2025 16:58

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Took it from the Discord. They aren't bothering to make a peep outside of Discord.

No skirmish AI yet, you can only play 1v1 so far. There are a handful of "scenarios" that I suppose task you with achieving some production goals, and a sandbox mode where you just endlessly build. But players are reporting that within half an hour the game starts chugging even on fast machines. The team is optimizing. It's all very early yet, even for Early Access. More like an alpha than a beta.



Cult Hierarchy & Specs by icycalm on 10 Jan 2025 05:51

Found a new unique armour set - Morozov Pyrotechnic
https://www.reddit.com/r/starcitizen/co ... yrotechnic

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ThunderTRP wrote:
I can confirm this, found it 3 times, always at Checkmate final loot room. He spawns very rarely.

Best looking armor in the game right now in my opinion hehe.


518Peacemaker wrote:
That armor is imposing as fuck. Imagine that coming at you on a dim lit night.


It really is cool, and I just checked Cornerstone and it is heavy: https://finder.cstone.space/FPSArmors1/ ... 8cc1b2b4c7

The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century.


There's even a heavy backpack for it: https://finder.cstone.space/FPSArmors1/ ... adc6e2192e

I am not fond of the base Morozov, aside from its helmet, but this one I like. Would be cool for recoil's bodyguards. But first let's see if we can stockpile some. Hopefully there'll be easier ways to acquire it eventually.



Master of Heroes Rules by icycalm on 10 Jan 2025 01:37

We're now on Day 3 in the Master of Heroes Tutorial. Day 7 will be the last tutorial day, culminating in a full 4-hero playthrough of Black Fang's Dungeon, and Day 8 will open up the game to all players. Currently that is Rory, recoil and ysignal on top of SriK, if he chooses to continue. They already have several dozen heroes between them, so it should be hella fun dropping all of them on the overworld and watching them form parties and spreading out and exploring and getting themselves into trouble and crazyass schemes.

They will be the first players in history to be given total freedom to explore the Pathfinder setting: the biggest fictional world ever. No other players have ever had this pleasure, because no previous game has offered it.

What will players need to know to play the game? What will be the starting ruleset?



And that's it for the two books. But this is only the beginning, and there will be more books. How many more? I have half a dozen I am looking at lol. But don't worry, they'll be very gradually introduced.

None of this material is required reading to play the game. None. You can play without having read anything, not even the tutorial. If you know nothing, I will give you a few basic options on your first turn, and you can choose between them. As you play more and learn more, I'll be giving you more options, and moreover you'll also be observing the other players and learning from them, so the game will be opening up more and more for you the more you play.

I do not expect anyone to read EVERYTHING before their first turn, and make optimal play choices (Confession: I haven't read everything either). Even I can't do this at this point. The rules are just too much, because they were never intended to power a strategy game: they were intended to be selectively injected into roleplaying campaign downtimes to add some color to them: that is all. I am sure it never even occurred to the designers that someone would try to use these rules for a multiplayer PVP persistent 4X game, so the whole "system"—if we could call it that, because it's not really a system—is surely hugely imbalanced. And it will be our goal to balance it. It's also full of holes with multiple systems missing to create the full 4X experience, and it will be our jobs to devise and add these systems. I am already well advanced in this work, as you will see by reading my tutorial commentary and also my Alpha 2.0 posts.

Ultimately, what you need in order to start playing is a couple of simple commands. The simplest you can use is menial, unskilled work that pays 5 SP per turn per hero, with no check involved. So if you have no idea what to do on your first turn, just put your heroes to work in the starting settlement generating a bit of gold for you, and take it from there. A few turns down the line you will have observed other players playing more complex commands, and you can just copy what they're doing. Little by little we'll grow our knowledge this way, and a few months down the line we will have mastered the starting rules. And that's when I'll add more lol.

As always, whoever reads the ENTIRE books linked above, cover to cover, should bump their player thread and let me know so I can put a tick next to them in their Battlegrounds Profile. Why would you want to read every last page, even the boring unit/org/room/building descriptions? Because that's how you learn what is possible in the game, that's how you get inspired to try stuff out. To give you a recent example, I was inspired to devise the Claim Buildings mechanic by reading the Crypt description in "Ultimate Campaign" and remembering that the title of the first Master of Combat Scenario we played was Skeleton King's Crypt. So I believe that in order to enjoy the game to the fullest you will, at some point, have to read the entire rulebooks concerned. But you certainly don't have to do it from the start, or for a long time, or even ever, if you just can't be bothered to. You can learn on the job, so to speak, and I'll be there on Discord playing along with you and giving you all the help you need.

See these rules as more of a restaurant menu than a strict game ruleset. Yes, you can't play chess unless you know ALL the rules pretty much, but this isn't chess. This is life, pretty much. It is conceptually as complex as life. Not in the details, but in the breadth of what is possible. And we don't learn about life all in one go: we learn our whole lives long. So try out a couple of simple moves first, then later some more complex ones, and so on, as if trying out different dishes in a restaurant. And eventually you'll find your niches in the game, the ones that fascinate you the most, and you can spend your time exploring them.

It will be unreal. Wait until you have some holdings and see them rendered in Dungeondraft, or later on in full 3D VR, and fully zoomable from the overworld, from cosmic level all the way down to the secret exit from your basement. There's nothing else like it.

Dungeondraft Trailer
https://www.youtube.com/watch?v=LYTHVRpihKg

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Alex Kierkegaard's Battlegrounds Alpha 2.0 is now LIVE! by icycalm on 09 Jan 2025 23:05

One aspect of Pathfinder that has bugged me for a while is... the Pathfinder Society. Why is it the only organization you can back in Paizo's Organized Play program? The Society often comes into conflict with other Golarion organizations such as the Red Mantis, the Aspis Consortium, the Hellknights et al., and players have been asking to get involved with these organizations for years. This can actually happen in some of the adventures and campaigns, but not in the Organized Play program, which is 100% Pathfinder Society. Ideally, in my view, the Organized Play program should provide missions for at least the most prominent of the Golarion organizations, with at least one representative org from Good, Evil and Neutral alignments, and let the players battle it out on the table. Then tally up the wins and losses, and let the orgs rise and fall in influence in the world according to the results.

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Of course that would make the world much more fluid than now, and Paizo would have a hell of a time adapting future products to these developments, so that's why they aren't doing it. Moreover, PVP is far more contentious to run than PVE, so there would be real arguments at the tables, with the GMs in the middle of them. Hell, players are fighting NOW with co-players and GMs, even though they're all supposed to be pulling for the same goal, let alone what would happen if they were fighting each other. That's also why one of the rules of PFS is... no evil at the table. Check this out: https://rpg.stackexchange.com/questions ... nized-play

The in-game solution is Infamy. When characters perform evil acts, or other inappropriate things (such as inappropriately deviant or criminal acts) the GM can award them Infamy points. A character with 3 Infamy points becomes evil, and thus inadmissible for Society play.


You can read more on the subject at the link above, there are no spoilers.

So I do understand where Paizo is coming from. What I am asking for would require a lot more work from them, and they simply choose to use their resources elsewhere. However, that doesn't mean I have to follow their example in my own world. I am 100% convinced that opening up more organizations would increase the fun of the game immensely, and so for a while now I have been thinking about how to implement this.

The most straightforward solution would be for me to write scenarios for the other orgs, equivalent in complexity to the ones Paizo publishes for the Pathfinder Society. Naturally, this is a lot of work, and I already have a ton of work on my hands, so the question is whether this work could be avoided.

So what occurred to me first was to repurpose existing PFS Scenarios. Say the Pathfinders go against the Aspis Consortium in one of the scenarios. How hard would it be for me to repurpose that scenario so that the Aspis Consortium is the playable org? Given that there are hundreds of PFS scenarios, it wouldn't hurt the game at all if say 10% of them were repurposed in this way. Depending on player choices, it may even be viable to repurpose more than that. Remember, it's the players making the choices here, and if very few of them choose to side with non-Pathfinder orgs, then I only have to repurpose very few scenarios.

But then an even better solution hit me. Better both because it entails less work for me, and increases the complexity and challenge for the players.

Under this scheme, I repurpose nothing, but when the scenario calls for the Pathfinders to clash with another org, I label the scenario on the overworld as PVP, and then it can only be triggered if a player chooses to take the side of the adversaries. This adversarial player wouldn't be bringing his own party to the scenario, since the scenario already has appropriate enemies listed. The player would simply be controlling these forces instead of the GM. Then he battles it out with the player taking the side of the Pathfinder Society, and now two players are involved in the scenario instead of one, so more people are playing and having fun, on top of the fact that the proceedings will be way more fun for the rest of us to watch.

Now if the Pathfinders win, the game proceeds as normal: they get their XP and loot, and the game continues. If the adversarial player wins, on the other hand, what happens is that he ranks up in the adversarial org, unlocks more lore on the org, maybe even earns some of the org's assets on the overworld to use in the adventure-strategy layer.

I am extremely excited for this mechanic. It requires very little extra work from me, but delivers heaps of additional complexity, excitement and spectacle. Regarding the spectacle angle, remember that during Master of Combat Scenarios the audience is allowed and in fact even encouraged to post suggestions to the player(s) in the chat as if they're watching a sports event and shouting at the contestants, so imagine the fun with some of them backing the Pathfinders and others their adversaries.

Now there are many objections and pitfalls to this idea. First off, unlike Paizo's program, players are risking real money in this game: a party of 1st-level heroes costs $100, so if the chance of losing them in any given scenario is 50/50 in order to balance it for PVP, that's too much money on the line, and I don't think anyone would play the game.

But the scenarios aren't 50/50 balanced. Most of them are very doable if the team meets the requirements and doesn't commit any egregious errors, and the few scenarios that are badly balanced have been called out as such by GMs in the Paizo forums, and I'll be fixing them in advance according to their suggestions. In addition, players can bring to bear additional resources via Ultimate Edition's adventure-strategy layer, not to mention that the inclusion of even one gifted hero—again unique to Ultimate Edition—would significantly skew the odds in the Pathfinder player's favor. And that's fine because that's the player that's risking his heroes. The adversarial player is merely controlling PVE assets, not his own, and he doesn't stand to lose anything.

Now you can say that the adversarial player will be playing his forces with much more aggressiveness than the GM would, and that's true. GMs rarely utilize their forces to the full, because at the end of the day we're on the players' side, but when the game becomes PVP, there are players on both sides, so our loyalties become divided, and the whole thing is much more fun for us to watch. So yes, PVP scenarios will be tougher, but as aforesaid, players will have much more resources at their disposal than in Paizo's program, so the new balance should just about even out, while still delivering much more complexity, excitement, and depth. A solution may even be found so that the adversarial player will also be risking something. Maybe I will require him to bring some of his heroes along, and have them replace existing forces in the scenario, so that his heroes can be risked too. But this has to be done carefully to not unbalance the scenario. We'll see.

It does seem that this mechanic will result in many more dead heroes than otherwise, and at $25 a pop, that's gonna cost the players money. If so, I have already a solution in mind to implement. In fact I have been thinking about this since the beginning of the Master of Heroes idea, that if the game turns out too deadly there should be a way to generate heroes in-game as well as cashbuying them at the Battlegrounds Store. It's all a matter of balance in the end, and as the designer I completely control the balance. So the question is how much hero death should there be for maximum fun? And once you bring PVP to the table, death necessarily increases simply because now both sides are risking heroes, so no matter which side wins, someone will end up dying.

Not to worry then, I have already a complete plan of how heroes can be generated in-game if the mechanics above prove too deadly, and therefore too costly to the players to maintain. We'll just have to play a couple of scenarios first to see how they work out, and depending on the results, I will decide on further design modifications. Does that mean that someone will have to be the guinea pig and spend a few bucks while I work things out? Yeah, but remember that this is still an alpha, and it's still meant to be a very expensive game overall. And if no one takes up the challenge, I'll just go ahead and introduce a handful of free heroes the way I awarded SriK with Galden for being the first to start a Master of Combat thread (for Black Fang's Dungeon). So I've already given out a free hero in the game, and in fact it's the very first hero to be introduced. It's therefore not a new mechanic, and I'll continue to use it as necessary. So, one way or another, the PVP Golarion org clashing that Pathfinder fans have been asking for for years will be implemented in Battlegrounds, and then it'll be perfectly balanced to achieve the desired result. And the desired result will be awesome, just wait and see. It's all coming very soon in Alpha 2.0.


P.S. And what about players getting sore over losing at PVP and fighting over contentious GM rulings, as would happen if Paizo were running this? We're all adults here. It will be fine.



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 09 Jan 2025 03:01

FILMMAKER REACTS: STAR CITIZEN | [ALL SHIP ADS - PART 1!!] | ARE YOU SERIOUS?!
https://www.youtube.com/watch?v=-qR1TAjc8FQ

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If you had always wanted to watch all the ship commercials but never got around to it, this might be your chance to do it and learn something about cinematography as well. The filmmaker dude who reviewed the Squadron 42 demo last year [ > ] has now done the same for about half of the commercials, and what's more he's done them in chronological order, so you'll be able to see how CIG's skill improves over time. He's planning a Part 2 as well. Excellent work.



MOST WANTED: Alex Kierkegaard's Battlegrounds (PC) by icycalm on 08 Jan 2025 17:11

What people don’t yet grasp, but will soon enough, is that I am also competing with Star Citizen. Wait until Blade Runner and Alien are running, for example, and then tell me which metaverse’s metaplot you’re most excited to see develop—you’re most excited to SHAPE yourself.

Or what about Cyberpunk? You mean to tell me you’ll be more excited about the one story CDPR will be giving you per decade (and dumbed-down with almost all the roleplaying removed and immortal protagonists) over the dozens of them my world will feature? The Cyberpunk CRPGs will be merely bonus unlockables in my world. Optional ones even. Little better than cutscenes—which is what they are.

My game is really The Game To End All Games™. This is the official tagline that will be added to the site soon.



Ultimate Fast Travel by icycalm on 08 Jan 2025 01:30

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I've always hated fast travel in CRPGs, and Ultimate Edition will have none of it. This chapter's "Ultimate Fast Travel" title is then facetious, as the point I am trying to make is that Ultimate Fast Travel isn't fast at all, it should in fact be the slowest means of travel in the game. But let's take it from the beginning.

One of the many problems I am facing with Ultimate Edition is that the source material of the worlds I use is made for a very definite player power level. In the Pathfinder setting at the center of my metaverse, this power level consists of 4 characters. So how is a lone character supposed to make his way in this world that's built for 4, WITHOUT employing gay difficulty-adjustment techniques that make the world feel bullshit?

First let's understand why it's IMPERATIVE that the world be able to accommodate solo characters making their way across it. Why can't the world only work for groups of characters?

Because 90% of fiction is about lone characters. The group is an exception in fiction as a whole, but in GMRPGs it is the rule for reasons I have explained in depth in my essay Roleplaying Culture (briefly: because it's more fun to interact with other people instead of just with the GM all the time).

Group play is in fact RESTRICTIVE in the type of narrative that can be spun out of it. Almost none of noir works with a group for example, and barely anything of horror, to name just two big genres. That's why the groundbreaking Blade Runner RPG (which is supposed to be noir science-fiction) is made for "1 to 4 players", and may well be best played with a solo player. But we'll discuss that game at length soon in a Battlegrounds Alpha 2.0 update. What's important to grasp here is that none of these considerations apply to Ultimate Edition, because even if all roleplaying teams in the Pathfinder section of the game are made of 4 characters, there may still be lone heroes traversing the world in the adventure-strategy layer aka Master of Heroes, and it would kill much of the realism of that layer if an arbitrary rule was added that forbade heroes from traveling alone.

So again, how are lone roleplaying characters or adventure-strategy heroes supposed to traverse a world that's made with a group of at least 4 of them in mind?

That's the number 1 issue my Ultimate Fast Travel mechanics were designed to solve, but there is also a number 2 issue, and this is that the SRPG layer of the game, aka Master of Combat, needs a way to "teleport" the teams from mission to mission without interacting with the adventure-strategy layer, for the sake of players who only want to play the greatest SRPG of all time, and not the greatest adventure-strategy/4X game of all time, or the greatest roleplaying game of all time. How are we to accommodate those diehard SRPG fans and bring them along for the ride so we can employ their contributions to enrich the depth and interactivity of our metaverse?

Keep in mind that Paizo's Organized Play department hasn't found a solution to this issue, and to my knowledge never even tried, so they actually do TELEPORT their tens of thousands of player characters across the Pathfinder and Starfinder worlds, oftentimes even BREAKING THE SPACETIME CONTINUUM to do so. Think about it for a moment. You take your official Pathfinder Society character to a game store and participate in a scenario. But across the table from you is sitting another player with a character who played last week the scenario your character will play next month. How the fuck does that make any sense? And just as bad is that all these characters didn't have to walk or ride or fly between scenarios, and Paizo just teleported them across the map according to your life schedule.

Ultimate Edition solves all this faggotry by CONNECTING THE SCENARIOS VIA A 4X ADVENTURE-STRATEGY LAYER that must be traversed in order for a team of Pathfinders or Starfinders to progress from one scenario to the next. Moreover, once a scenario is played IT IS OVER and can't be replayed by the same team or any other team. So everything makes spatial AND temporal sense, and moreover there is now a kind of competition between players on who can reach and play the coolest scenarios first, since when they're played they're gone, and gone forever, together with their substantial rewards (completing Master of Combat Scenarios is the fastest way to get ahead and generate capital also in the adventure-strategy layer, at least until a player has acquired entire settlements or a kingdom).

The simplicity of the rule that solves all these issues is stunning, so here it goes. When a roleplaying character or adventure-strategy hero (or groups of them for that matter) travels along civilized roads or established shipping lanes—designated as "Safe Routes" on the overworld—he simply doesn't roll for random encounters. Problem solved.

Think about it for a moment. HOW ARE THE NPCS TRAVELING BETWEEN TOWNS FOR FUCK'S SAKES? Do THEY roll for random encounters too? Most of these are PEASANTS for fuck's sakes, so even if there were 4 of them, it would mean jack shit. In the Sandpoint Hinterlands—to mention a low-level area that's already been unlocked in Battlegrounds—if you roll 82–91 you get half a dozen fucking ghouls, and the chance of an encounter is 20% per day. You mean to tell me every time a farmer goes to town, he rolls on that table? How are there any farmers left?

Of course, Paizo's random encounter tables are made with the intention of being adjusted by the GM to fit the party's power level, and I suppose the GM also adjusts it for the NPCs, but this adjustment makes no sense, since at least all the intelligent predators would focus the brunt of their attacks on the WEAKEST travelers and NOT on the strongest, as Paizo's mechanics would have GMs do, thus utterly annihilating the civilian population of practically every region of the world!

But there is an explanation that solves everything! In my view, the peasants and civilian travelers in a dangerous fantasy world like Golarion would develop a life rhythm and protocols that allow them to group together and rely on safety in numbers. So for example, they wouldn't go far from their homes at night, or would join caravans when traveling between towns, or ride on the coattails of regular guard patrols, etc. And that's how lowly peasants and NPCs in general survive!

And that is also what lone player characters and heroes can do. Moreover, even groups of heroes can employ this method of travel when going for example from one Master of Combat Scenario to another, so that they won't have to interact with the 4X adventure-strategy layer if the players are only in it for the SRPG missions.

Of course, there is a drawback to this travel method, that it is slow, and takes TWICE as long as it otherwise would. Your character or characters must wait for the next caravan or the next guard patrol, after all, or for the weather to turn so that it might be bright and sunny so that monsters can be spotted from afar, or not even leave their lairs at all, and so on.

This method of travel doesn't mean that such caravans and groups of travelers are NEVER attacked. Attacks may well happen, but the group is large enough to fend them off without substantial casualties, and certainly without any player characters or heroes getting killed, though they might be injured. And recovery from such incidents and injuries is also part of the reason these travel times are doubled, as is the extra work that a character or characters might have to do to pay for these caravans or guards and so on. It's all included in "the price" so to speak of having all travel times doubled.

Now you might think this slow travel method would prevent the players using it from effectively competing for the coolest and most sought-after scenarios, and that is undoubtedly at least partly true, but take also into account that the groups traveling normally will be eating random encounters, some of which may hurt them badly enough to require expensive healing and/or rest, and on occasion a party may even be wiped out; all the while the slow party is sure to reach its destination, and at full strength. On the other hand the safe-traveling groups will forfeit the XP and loot the random encounters can provide, so it's a complex maze of advantages and disadvantages to each travel method that each player and group will have to navigate for themselves, and according to their particular circumstances (for example, if no rival team seems to be sprinting towards your preferred scenario, maybe there's no sense rushing, but if several of them are headed there, you might want to step on the gas until you're clearly the frontrunner). It sure will make for many interesting decisions, which is what good game design is all about.

But above all, Ultimate Fast Travel = slowass Safe Travel finally unlocks the possibility of lone-wolfing it across the biggest and deepest fictional world of all time, in a manner FULLY CONSISTENT with both fundamental GMRPG mechanics AND the requirements of cool fiction, so you can finally play the lone hero on a lengthy journey of exploration ALL THE WHILE epic group and multigroup campaigns are going on all around you. This means that right from the beginning of Master of Heroes you can send a hero out to the furthest reaches of Golarion (or at least to the parts of it that have been unlocked, which for the moment is the Inner Sea Region) without having to worry about grouping up or painstakingly investigating each region before setting off to cross it. As long as there is a ROAD (or established shipping lane) with the designation "Safe Route" on the overworld, your roleplaying character or adventure-strategy hero can head there safely as long as you're willing to double the traveling times quoted in the source- and rulebooks.



Ciaróg's thread by Ciaróg on 08 Jan 2025 01:05

I read Dark Waters Rising.



Ultimate Difficulty Adjustment by icycalm on 08 Jan 2025 00:01

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I've always hated automatic difficulty adjustment in videogames, and also GMs adjusting adventure difficulty in GMRPGs to fit their groups, and Ultimate Edition will have none of this abhorrent mechanic because it makes the world feel bullshit. This chapter's "Ultimate Difficulty Adjustment" title is then facetious, as the point I am trying to make is that the ultimate way to adjust difficulty is not to adjust it at all. But let's take it from the beginning.

There is a problem with the random encounter tables in GMRPGs, and this problem is that these tables are made with a party of at least 4 characters in mind, and often in the older versions of the game, even for as many as 6 or more. So how is a lone character to get around the world when most encounters on the road would end up being fatal to him?

Well GMRPGs don't give a shit about this scenario, because they aren't designed to accommodate solo characters without heavy GM adjustment of the source material. But this adjustment is what I am trying like hell to avoid, because it makes no sense in the context of a believable metaverse. Or what? When 4 characters go out, they get 1d4 wild dogs to attack them, but when a lone traveler goes out, he only gets 1 dog? Where did the rest go? They magically disappear because they sensed it's only 1 character instead of the "normal" 4?

This on-the-fly difficulty adjustment may make sense in the context of a single-group game, since... it's only a single group that will be passing by any given area, so the GM can adjust the stats involved and rule that THIS is the reality in HIS version of the world. But in the massively-multiplayer and therefore necessarily multigroup worlds that Ultimate Edition is designed to power, multiple groups of varying power including possible solo characters might pass by the same area in quick succession, and then the illusion collapses if the GM keeps having to alter the danger and stats to perfectly fit the power level of each group or individual.

Therefore, in Ultimate Edition THERE IS NO DIFFICULTY ADJUSTMENT ALLOWED BY THE GMS! Rather, the world should be built with different regions and sections of regions offering different difficulty levels, and the players and groups of players must decide on their own where to head (as opposed to being pulled by the nose by their bad GM as usual), after careful investigation to figure out the threat level beforehand. And there are regions that not even full parties can handle, and require multiparty alliances or even entire player-controlled armies.

As a player, therefore, you've been warned. Investigate and team-up as necessary, or face the consequences.

As a GM, you've also been warned. Adjust tables and encounters from official material, and get kicked out of the game. (The exception being blatantly unbalanced TPK sections about which many GMs are whining in a game's official forum; so you must keep informed of what each game's community thinks about all the material you are running or are about to run, and adjust it accordingly.)



UE Adventure-strategy Activities: Claim Buildings (PF1) by icycalm on 07 Jan 2025 19:24

Found the quote I mentioned above in page 80 of Ultimate Campaign:

Cult Games Redmond wrote:
Keep in mind that a settlement's government usually has jurisdiction over what happens to an abandoned property. For example, just because you kill all the cultists using a building as their secret lair doesn't mean you can claim that building as your own.



State of Battlegrounds by icycalm on 07 Jan 2025 16:04

Tomorrow is my birthday. January 8, 1978 is when I was born, and tomorrow I become 47. And I’ve been playing games since Pong.

Would you believe it if I told you I have never been as excited about gaming as I am now? I am about to dump the biggest upgrade gaming has ever received in its entire history. Forget about Chris Roberts. In the grand scheme of things he’s only delivering an engine—which I will appropriate and incorporate the moment it becomes viable. The real design advances are happening right here, and I get so giddy at the thought of them that I am paralyzed for whole days just daydreaming about them and not doing the work that’s needed to bring them online lol. But don’t worry, I am doing the work, and we’re basically there. It’s now just a matter of days before people start seeing what I am talking about. In a matter of weeks we will be in possession of screenshots that will blow away everyone in the gaming world who merely looks at them—with no explanations needed.

Spring 2025 is also Insomnia’s 20th anniversary. Around May if I am not mistaken; I’ll see if I can find the exact date. At that date, everyone who has ever registered an account on this site should expect an email with a link to the greatest art trailer ever.

Gaming’s future has never been brighter. And it is right now.



Some guy's thread by Some guy on 07 Jan 2025 00:00

I read Dark Waters Rising.



Exclusive Gear by icycalm on 04 Jan 2025 13:46

[Live Feedback] Star Citizen Gameplay Survey
https://robertsspaceindustries.com/spec ... lay-survey

You can fill out this survey in a couple minutes (about 10-15 mins if you want to answer everything, but you don't have to, you can just skip to the end and hit Submit as well). I did it for all 3 of my accounts. It gives you the same IAE 2954 shirts and caps I mentioned in the previous post. "Survey will be open until January 15th with reward distributing shortly after."

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I think whoever made this image screwed up with the female versions because instead of front and back it shows the front twice. Might also just be a tits appreciator.



To Sub Or Not To Sub? by icycalm on 04 Jan 2025 13:17

I melted all my Fortuna and Invictus paints for credit with which to renew my Imperator sub for a year. Due to the current Luminalia 10% discount, this is the cheapest time to get a sub. I'll rebuy the paints on St. Patrick's Day and at Invictus respectively. Interestingly, the melt value of the paints was $198, which is EXACTLY what an annual Imperator sub costs for the Canary Islands (we only have a tiny 5% sales tax here).

I think you only have about a day before Luminalia ends: https://robertsspaceindustries.com/comm ... nalia-2954

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Cult Engine 4 (internal codename: Menyr) by icycalm on 03 Jan 2025 23:42

0.6 Live Demo Montage (12/20/2024)
https://www.youtube.com/watch?v=nGTAmTYwgk0

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Greatness is coming as Cult Games Paris readies the release of Cult Engine 4 under my personal supervision (remember I architected the foundations of the engine in machine language in Notepad: 111001010110100 etc.)



Luminalia 2954 by icycalm on 03 Jan 2025 23:12

Just logged in with all 3 of my accounts and got all 11 gifts for them. It only takes a minute and you get red, blue, green and purple paints and guns to use with all Stanton Commanders/the Emperor, or as their bodyguards. It only takes a minute, and the event ends in a day or two. Do it asap if you want the stuff and haven't done it yet!



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 03 Jan 2025 14:02

Not record breaking, but still impressive.
https://www.reddit.com/r/starcitizen/co ... impressive

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They brought in 1% less than last year, so this is now their second-best funding year. Considering how bad the economy is doing, and how delayed all their major releases were, they're doing great.

This guy always knows a lot and provides interesting commentary:

S1rmunchalot wrote:
Of course the flip side is that those who keep insisting that the total revenue means nothing without factoring in expenses is that they can, and do, have the ability reduce their expenditures without significantly affecting their revenue. There is always natural wastage and where that isn't sufficient they have the option of 'restructuring' and lay offs.

Like any building project there are stages, this is perfectly normal in the game development industry. They will structure the company and development teams accordingly.

CIG have a 12-year history of being a going concern where for the previous 7 years they saw annual growth and steady progress toward a AAA marketable product, they would have no trouble at all raising business loans or private investment if they needed to. Since they haven't needed to (since the Caldwells' buy in) it speaks volumes.

The Caldwells are billionaires, they paid CIG $50 million or so for a 10% non-voting rights share of CIG in 2016, Chris Roberts was a multi-millionaire before the project began and Ortwin Freyermuth is also a multi-millionaire, he was the one who bought out Turbulent. There are possible revenue streams they haven't even touched yet, Arena Commander modules are still part of the Star Citizen game package deal, it's unlikely that will remain so.

It's worth pointing out that CIG stopped selling Squadron 42 packages over 2 years ago, and it hasn't affected their annual revenue. When it goes on sale again, at a higher price, it will boost annual revenues.

Why do they spend every penny on development instead of hoarding it in a bank account? To avoid paying tax.


Check out CCU Game's Funding Dashboard for the full 2012-now chart, it's fascinating: https://ccugame.app/statistics/funding-dashboard



Scorched Gear by icycalm on 03 Jan 2025 13:46

https://www.reddit.com/r/starcitizen/co ... ched_armor

Other_Extreme_8173 wrote:
Scorched armor

Is there a specific spot you guys are finding this stuff?? I see people decked out head to toe in full sets. Are they just grinding?


RoscoWaffleking wrote:
Asteroid Bases also have one to two on boxes where it can spawn.


wanszai wrote:
I've found a ton of it in Checkmate before the loot stopped spawning in the Contested Zones. I think I have two full sets stored now.

It doesn't give any extra stats like the attachments do though.

You're looking for the large orange lootboxes.


So they're purely aesthetic. I want to see what they look like. Still haven't seen a pic. Once I see them, we can decide which rank to give them to, if any. I'll probably end up giving them to Pirate SupComs (recoil for Pyro) because they'll probably be weird colors and it'll be hard to get a full set. Mismatched shit is perfect for Pirate SupComs. So basically if you find any, give them to recoil.



Procuring High-end Vehicle Components In Pyro by icycalm on 03 Jan 2025 13:36

https://www.reddit.com/r/starcitizen/co ... nt/m53dpls

daryen83 wrote:
Military components aren't necessarily better. They are hardier, but Industrial components have better performance at any given "letter" and are almost as hardy. To me the big loss are the Stealth A systems.


He means big loss from not being able to buy them in Stanton stores anymore.



The Trove and other resources by icycalm on 03 Jan 2025 01:06

From 3 days ago: https://www.reddit.com/r/TheTrove/comme ... nt/m4lfyec

Global-Front-3149 wrote:
This round is about 4.5GB of "new" TTRPG stuff/magazines/comics and about 94GB of 3D miniature stuff.

I have a bunch more TTRPG type stuff for the next update - it just takes a lot longer to dupe check (especially since I got a couple of huge Pathfinder 1/2 collections) the TTRPG stuff compared to the 3D files.

Next update I think I'll split into 3D and non-3D stuff - as I know some folks could care less about the 3D stuff (not everyone wants to print their own minis!)


https://www.reddit.com/r/TheTrove/comme ... nt/m4j2sjq

Wanderlustfull wrote:
Any chance you can include some kind of index or contents file so it's clear what's included in each of the various downloads please?


Global-Front-3149 wrote:
I'm not going to put in the time for that I'm afraid. Just managing the vast amount of data is pain enough.

I'd be happy to include any index list/spreadsheet with future updates if someone else wanted to go through everything to generate them as things are released. I'd just post them into a folder in the MEGA share for anyone to grab.


We really need the "huge Pathfinder 1/2 collections" and also the 3D stuff. I am building a whole metaverse of 3D stuff, I can use every last file I can get.

It might seem like a headache to redownload everything 4-5 times a year, but considering what we're getting, I think it's a bargain. We could also stagger our downloads so that one person grabs this update, then another the next one, etc. If I wasn't homeless, I would 100% be downloading every update the moment this guy posted it. He says he has 16 seeders now, so it shouldn't be as slow as before.

From 5 hours ago: https://www.reddit.com/r/DHExchange/com ... nt/m51vhc4

Global-Front-3149 wrote:
I'm seeding every file... and all files have 16+ seeders currently.


At any rate, everyone do what they can, and even if you can only update your collection say once a year, that's still helpful. I follow this guy on Reddit and will be bumping this thread every time he updates.

We need above all PF, SF, D&D, Dungeon & Dragon magazines, and 3D files, but also Call of Cthulhu, Cyberpunk, Shadowrun, the new Marvel RPG and all the old ones, and basically... everything. I fully plan to run all the stuff I listed, and more.



The Trove and other resources by Discord BOT on 03 Jan 2025 00:50

CULT|icycalm
@CULT|shubn can you take care of the above?

CULT|shubn
Hmm I don't have 3 TB of free space right now, but I'm taking a look at what I can delete to make space.

CULT|icycalm
I suppose you're counting deleting previous Trove versions, right?

CULT|shubn
That's one of the potential options.

CULT|icycalm
Don't think about that, just do it. No sense in keeping that stuff.

CULT|shubn
Alright.

CULT|ExiledOne
I think I can help too. I had a drive specifically for this stuff. I just have to backup some of the website archives and the 5E stuff, then format it. I kinda fucked up on the drive format anyways so it works out well actually (it's in EXFAT instead of NTFS which is supposed to be terrible for long-term storage and it's slow as fuck).
It's a 5TB drive.

CULT|icycalm
Cool, we could use an extra copy. Also, heads-up for @CULT|danjiro if you want a copy of the Trove too... look up the last link above.
I am especially looking forward to getting all the latest 2E PF stuff that wasn't out yet for the earlier Trove versions.

CULT|shubn
Ok I made a bunch of space. I'll start downloading tonight.

CULT|icycalm
Keep us posted.
Not too long from now I'll also be able to download this. But the seeds might disappear any moment, so we got to do this now.

CULT|shubn
I guess I should start with PF and D&D?

CULT|icycalm
Exactly.
Then Dragon and Dungeon magazines.

CULT|shubn
I deleted a bunch of stuff from my NAS to free up 1 TB and started downloading, starting with Pathfinder. I only managed to download 20 GB out of the 100 GB of Pathfinder books so far, because there is only one seeder and few peers. I haven't deleted my old Trove archives yet, just in case this one doesn't end up working out, but I will once I get further along the process and start needing space.

CULT|danjiro
Nice, thanks for the heads up! I should be able to start downloading them all today.

CULT|ExiledOne
Had a lot of trouble formatting that drive I mentioned before. I basically couldn't do it in Windows at all initially so I had to delete the partition in Linux (which took several hours) then make a new one in Windows. I'll be able to start downloading now too.

CULT|icycalm
So we got 3 people downloading. Sounds good.

CULT|danjiro
I've got all the book and magazine categories downloaded. I might get the rest this weekend.

CULT|icycalm
Good to hear, we finally got there after that catastrophe years back.

CULT|shubn
I've got the Pathfinder folder and a good chunk of D&D done. Continuing tonight.

CULT|ExiledOne
Seems my hard drive for this died on me while I was in the process of backing up these files. It's weird because it's only been 3 years and it was specifically for cold storage.

CULT|icycalm
Next Starfinder.



Pyro Strategy by recoil on 02 Jan 2025 14:00

HQ is at Ruin Station.



Pyro Strategy by icycalm on 02 Jan 2025 10:57

recoil you haven’t told us where your HQ is.



D&D: Deals & Discounts (Games) by earthboundtrev on 01 Jan 2025 18:20

Kingdom Come: Deliverance is free on Epic until January 2: https://store.epicgames.com/en-US/p/kin ... eliverance



D&D: Deals & Discounts (Games) by earthboundtrev on 31 Dec 2024 17:35

Sifu is free on Epic until January 1: https://store.epicgames.com/en-US/p/sifu