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Two (And a Half) New DLCs for Talisman & Talisman: Origins to Spice Up Your Next Adventure

By Matt Skidmore 19 Sep 2019

Nomad Games decreed that Thursday 29th August 2019 was to henceforth be known as Talisman Day. To celebrate they released a trio of new expansions for their Talisman series of games. The developers certainly squeeze the Talisman license until the pips squeak; even setting aside all of the extra downloadable content, there are still currently four versions of the game available. Talisman: Digital Edition is based on the original multiplayer classic board game. Whilst both Talisman: Prologue and Talisman: Origins take a more story-based approach and shift the focus to solo play. The prologue version has pretty much been superseded so my advice is to stick with the digital edition or origins. Finally, for those not keen on the fantasy setting, Talisman: Horus Heresy merges the Talisman gameplay with the Warhammer 40k universe.

The original board game was released way back in 1983 and at first glance, the design sensibilities appear helplessly outdated. Just one glance at Talisman’s roll-and-move mechanic and the Fighting Fantasy style combat is enough to send a shiver down the spine of many modern gamers. However, there is something still nostalgically endearing about the world of Talisman that draws in players both young and old.

The Clockwork Kingdom for Talisman: Digital Edition (iOS | Android)

Talisman embraces the mechanical age, with the introduction of clockwork towers, flying carriages and automata. This hi-tech setting is no longer a place for kings and queens, who have been usurped by inventors and merchant lords.

Talisman Clockwork Adventurers

In this brave new world, a mobile shop traverses the outer kingdom, from which new material cards can be purchased. These are at the heart of the new expansion as they allow players to craft new weapons and gear. Material cards are also awarded when encountering some of the 41 new adventure cards. You may chance upon one of the many new enemies such as the impassable clockwork sentinel. Or, maybe you will meet the scrap salvager, who allows you to rummage through any discarded material cards and take one of your choice. If you are feeling a little mean then you may wish to trigger a clockwork mouse, who forces any fellow adventurers that it meets to ditch one random object. Whether all of the adventurers suffer from chronic musophobia or the mouse itself is an artful pickpocket isn’t made clear.

At the end of each turn, a character has the opportunity to spend three material cards to create a new object. The nature of the invention will depend upon the effects of the materials used. Some materials when combined with an additional material that they are in harmony with will create a separate more powerful effect. For instance, an item made of Ent wood adds one to a player’s craft, but combine the Ent wood with standard wood and the new item will enhance a players craft rating by three.

To exploit these new-found crafting opportunities there are three new adventurers at your beck and call. The artificer can deconstruct magical items and absorb their power to learn a new spell or improve their craft. The swindler has a bit of a silver tongue and knows how to strike a good deal. He can convince other characters to sell him any item for a single gold piece, talk himself out of tricky situations and make a quick buck from the unfortunate inhabitants of settlements and taverns. Finally, the engineer is brilliant at making the best of her resources. She can craft an invention using fewer materials and is great at spotting any weaknesses in mechanical enemies.

Talisman Clockwork Materials

The expansion also includes two new scenarios, the first has you playing the part of a runic Luddite, battling against progress by defeating as many mechanical enemies as possible. The other scenario is a fight to the death in which characters use their inventions to challenge each other in a psychic battle to the death.

Overall, this is a really interesting expansion, it is great fun experimenting with combinations of different materials, with the additional compound and harmony effects adding an extra layer of depth. The crafting mechanic certainly adds some much-needed variety and the new cards introduce a host of new enemies, items and followers, each with their own unique special abilities.

The Legend of Pandora’s Box for Talisman: Origins (Review) (iOS | Android)

A new book containing five chapters, which should take between five to ten hours to complete. This expansion is based on the board game’s Nether Realms expansion, which is notorious for its tough monsters. It really puts the focus on combat with the likes of the Atlas Ogre and the Nether Blight (instant death, anyone?) queuing up to tear you a new one.

Talisman Origins Pandoras Box

Adventurers have the opportunity to replace a card drawn from the adventurer’s deck with one from the hard-as-nails nether deck. You will probably want to start slowly, drawing from the adventure deck until feeling strong enough to tackle the new monsters. This ability to swap between the adventure and the nether decks adds an interesting extra layer of tension to the gameplay. The new encounters may be tricky and sometimes frustrating, but if you are up for the challenge then Pandora’s Box is worth opening.

An Assassin’s Tale for Talisman: Origins

As a murderer for hire, you are always keen to make a killing. So, when the assassins guild puts out a juicy contract on a humble monk you head off to make some easy money. An Assassin’s Tale is a three-chapter character-based story that is free to download and play.

Talisman Origins Assassins

The story starts pretty low-key as you navigate the board, hoping that your dice rolls will eventually allow you to corner the monk. Happily, things do get more interesting and the assassin’s special ability is appropriately sneaky. When he initiates an attack the unfortunate victim may not roll dice to add to their strength.

Not the most innovative of add-ons, but it is free and when the story gets going it is entertaining enough.

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Activision’s flagship FPS Call of Duty deploys on Mobile next month

By Joe Robinson 19 Sep 2019

We’ve been expecting Call of Duty’s latest (and biggest) mobile adaptation since March, and now it seems the wait is finally over. Those of you looking to scratch that run-and-gun itch on your phones and tablets can do so when the game launches world-wide on October 1st, 2019.

I’ll be honest, there hasn’t quite been the ‘revolution’ of mainstream games coming to mobile that I thought there’d be back when Fortnite and Ark were leading the charge, but Activision bringing Call of Duty in a more comparable form to the primary console versions is still not to be ignored. Perhaps today’s Apple Arcade launch will also incentivize more companies to give it a go… although the way things are now I’m surprised COD didn’t decide to just go to the Switch instead.

[youtube https://www.youtube.com/watch?v=dnhok5r3mwM?controls=0]

Call of Duty Mobile is promising a “feature rich” experience that draws from both the Modern Warfare and Black Ops games, a kind of ‘greatest hits’ experience. This is shown through the wide range of game modes (Frontline, Team Deathmatch, Domination, Gun Game, and Search & Destroy), Maps (Nuketown, Hijacked, Crash) and even unlockable Operators (Modern Warfare’s John “Soap” MacTavish vs. Alex Mason from Black Ops) available.

The game will also feature a new 100-player Battle Royale mode, which can be played solo, in pairs or in a four-man team. It features a separate roster of six classes you can choose from, and will include vehicles and weapons. It can be played first or third person, like all good Battle Royale games.

That’s about all we know so far, other than that the ‘Global’ launch doesn’t include mainland China (they’ll have their own version it seems), Vietnam or mainland Belgium. Pocket Gamer’s Cameron Bald proposed an interesting theory that this means we should probably expect Loot Boxes in the game. Belgium has recently investigated such transactions and outright banned them, which means anyone living in that country has been spare- I mean, is out of luck.

Anyone in Australia, Canada and Peru who’ve been a part of the soft-launch will also be pleased to note that you get to keep your progress.

Pre-registration has been open since March, but if you’re just getting around to it now you can go here, or pre-register directly on iOS or Android.

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Unity Release Render Streaming Over WebRTC

Unity Technologies have just released an amazing new package for the Unity game engine that enable you to stream a Unity game to multiple browsers, all synchronized, powered by the WebRTC standard.

Details from the Unity blog:

The power of WebRTC technologies lets you run Unity projects with high-quality rendering through your browser. The framework can be used in runtime or in the Editor, so it is useful for a variety of purposes, like running a car configurator made with HDRP or viewing an architectural model – projects that use high-end graphics.

WebRTC bridges the gap between browsers and real-time rendering

Developed by Google in 2011, WebRTC is open-source software that enables real-time peer-to-peer communication between browsers and mobile platforms. Any device can use Unity’s open-source framework for render streaming, so long as it’s equipped with the latest version of a browser that supports WebRTC. This includes all major browsers for iPad, iPhone, and Android.

WebRTC can be paired with Unity thanks to our app based on the Apache 2.0 license, which is publicly available through Github. This library is also available as a Preview release through Package Manager, to make it even easier to add it to your project.

The installation instructions are unfortunately lacking, missing a few key steps, such as the fact WebRTC isn’t actually available in the package manager nor what to do with the remote rendering archive.  Don’t worry they, we walk you through the process.

There are a few requirements though:

  • Windows Only for now
  • Current (very current!) NVIDIA drivers and a modern 1050+ GPU for the encoding to work
  • Unity 2019.1 or newer

Assuming you have all of those things, let’s begin.  First head here and download com.unity.renderstreaming-1.1.1-preview.tgz and com.unity.template.renderstreaming-1.1.1-preview.tgz.  Next head here and download com.unity.webrtc-1.0.1-preview.tgz(this is supposed to be in the package manager but currently isn’t).

Now we need to copy these folders into our Unity install.  In the Unity Hub, click Installs, locate the installed version and click the triple dot at the top right and select Show In Explorer.

image

In Explorer, navigate to \Data\Resources\PackageManager.

Copy the RTC and renderstreaming tgz files into the Editor folder, while copying com.unity.template.renderstreaming-1.1.1-preview.tgz into the ProjectTemplates folder.

You may have to restart Unity Hub at this point.  Now in projects, with the version you just copied the files to selected, create a new project and the template should appear:

image

Select Unity Render Streaming Template and create a project.  Once in Unity you will have to go to the Package Manager and upgrade to HDRP requested as well as enable InputManager (make sure you have show preview packages enabled to locate it).

You can see Render Streaming in action in the video below, with additional instructions on how to get started!

[youtube https://www.youtube.com/watch?v=WuCnytHZkTM&w=853&h=480]

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Mario Kart Tour is Coming Next Week – Here’s Everything You Need to Know

By Andrew Smith 18 Sep 2019

There have been a handful of big mobile games that have released in 2019, but perhaps one of the biggest games is yet to come. With Mario Kart Tour set to release next week, there is a lot of buzz about everyone’s favorite plumber. The Mario Kart series is one of the most beloved Nintendo franchises, and after almost 30 years, it’s finally making its way to mobile devices. Here is everything you need to know about Mario Kart Tour, including its release date, cost, characters, and a whole lot more.

When does Mario Kart Tour release?

After initial plans were announced for an early 2019 Mario Kart Tour release date, Nintendo decided to push back its kart racer until late 2019. Thankfully, the long wait is almost over, as the game will be racing to iOS and Android devices on September 25th, 2019.

[youtube https://www.youtube.com/watch?v=1V6XecP27wE?controls=0]

If you’re especially excited about the game, you can head to your App Store of choice and pre-order (iOS | Google Play). Despite using the word pre-order, this is nothing more than a pre-download of sorts. All that this really means is that once the Mario Kart Tour release date rolls around, the game will be automatically downloaded to your device. This should allow most players to avoid having to wait on the Mario Kart Tour download, as it will download itself as soon as it is released.

How much does Mario Kart Tour cost?

The mobile racing game will be free to download and free to play…up until a certain level. Similar to Super Mario Run, the Mario Kart Tour cost will be free initially, but then will force players to pay in order to continue once they’ve reached a certain point.

Nintendo hasn’t disclosed the exact business model of Mario Kart Tour quite yet, but the listing on the App Store does reveal that there will be in-app purchases. There are a variety of business models that Nintendo could use. For example, with Super Mario Run, once players reached the paywall they had to pay $10 to get access to the rest of the game.

Mario Kart Tour Courses

However, with other Nintendo mobile games, the model required players to pay for each piece of content that they wanted. With this model, players would have to pay a specified amount to purchase a new track, kart, or character. This would be a bit pricier if you wanted to unlock everything but could benefit those who only want to play a few specific things. However, these are all just speculations for now, and once Mario Kart Tour releases we will know more.

What are the Mario Kart Tour courses?

There will be tons of Mario Kart Tour courses available when the game launches later this month. Nintendo has promised fans a variety of old and new courses that can be raced through with friends. Currently, there are sixteen courses that have been seen in other games and a handful of new courses to come.

Below is a list of all of the courses that have been announced for Mario Kart Tour so far:

  • Choco Island 2 (SNES)
  • Mario Circuit 1 (SNES)
  • Rainbow Road (SNES)
  • Kalimari Desert (N64)
  • Koopa Troopa Beach (N64)
  • Bowser Castle 1 (GBA)
  • Dino Dino Jungle (GCN)
  • Yoshi Circuit (GCN)
  • DK Pass (DS)
  • Luigi’s Mansion (DS)
  • Waluigi PInball (DS)
  • Cheep Cheep Lagoon (3DS)
  • Daisy Hill (3DS)
  • Mario Circuit (3DS)
  • Rock Rock Mountain (3DS)
  • Shy Guy Bazaar (3DS)
  • Toad Circuit (3DS)

As we stated above, there are also a handful of new courses that are set to come once the game is out. Nintendo is promising that some of these new courses will be based on real world locations, like New York, Paris, and Tokyo, while others will be based on made up locations. You can see a few of these courses in the first, second, and third Mario Kart Tour trailers.

[youtube https://www.youtube.com/watch?v=eMkwwTQlEaY?controls=0]

What characters are coming to Mario Kart Tour?

Nintendo has revealed that Mario and tons of his friends are going to be playable as Mario Kart Tour characters. Virtually every character that has appeared in previous Mario Kart games will be appearing as playable characters in Mario Kart Tour.

Mario Kart Tour Racers

Of course, Mario, Luigi, Peach, and Bowser will be in the game, and they will also be bringing along a big group of their friends. Below is a list of all of the 35 playable Mario Kart Tour characters.

  • Baby Daisy
  • Baby Luigi
  • Baby Mario
  • Baby Peach
  • Baby Rosalina
  • Bowser
  • Bowser Jr.
  • Daisy
  • Diddy Kong
  • Donkey Kong
  • Dry Bones
  • Dry Bowser
  • Gold Mario
  • Iggy Koopa
  • King Boo
  • Koopa Troopa
  • Lakitu
  • Larry Koopa
  • Lemmy Koopa
  • Ludwig von Koopa
  • Luigi
  • Mario
  • Metal Mario
  • Morton Koopa, Jr.
  • Peach
  • Peachette
  • Rosalina
  • Roy Koopa
  • Shy Guy
  • Toad
  • Toadette
  • Waluigi
  • Wario
  • Wendy O. Koopa

As you can see, there will be no shortage of characters to play as when Mario Kart Tour releases. However, most of these characters will likely be locked behind a paywall, so we will have to wait and see just how much they will cost.

Mario Kart Tour will be released on iOS and Android devices on September 25, 2019. Let us know whether you’re looking forward to this or not!

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SHADERed 1.2 Released

SHADERed is an awesome tool for authoring shaders interactively.  With the just released 1.2 version, SHADERed just got more capable, gaining the ability to create Compute shaders.

Details of the release:

  • add compute shaders
  • add empty image object
  • fix loading files from different drives on Windows
  • fix saving info about item opened in PropertyUI
  • fix “Show error list window when build finishes with an error” option
  • temporary fix for crash on float3(), float4(), etc

SHADERed is completely free and available for download for Linux and Windows here.  The project is open source under the MIT license.  We recently did a feature on SHADERed, so if you want to learn more about this excellent free tool, check out the video below.

[youtube https://www.youtube.com/watch?v=eBIjnGeIGPI&w=853&h=480]

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Mini Motorways is coming to Apple Arcade this week

Mini Metro (review) is the lovely game of subway maps, and its simple style and soothing music has consumed quite a few hours of my time. Developer Dinosaur Polo Club has announced their follow up, Mini Motorways, will be available on Apple Arcade starting this week.

Mini Motorways will launch Thursday, September 19, and it’ll start out being exclusive to Apple Arcade. As far as mobile goes, that’s going to be it – while a Steam launch is scheduled for 2020, there’s currently no plan to bring Mini Motorways to other mobile storefronts, which means Android users are out of luck on this one.

Which is a shame, because Mini Motorways looks delightful. It retains the stylized maps of Mini Metro, but adds a few subtle gradients and new color schemes to the mix, while adding to Metro’s complexity with highways, multiple building types, and new vehicle behaviour.

Here’s the trailer:

[youtube https://www.youtube.com/watch?v=zb6bf14lAYw?feature=oembed&w=459&h=344]

You can actually choose your color mode in Mini Motorways, and options include colorblind and night modes, which is a very nice touch.

The music, which is dynamic and changes as your cities grow, was created by Disasterpeace – that’s the artist behind the soundtracks for Reigns, Hyper Light Drifter, and the 2014 indie horror hit It Follows.

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Microsoft Open Source Standard Template Library

Today at CppCon, Microsoft announced they are open sourcing the Visual C++ implementation of the Standard Template Library.  Available now on GitHub and licensed under the Apache License v2.0 with LLVM Exceptions.

Details of why Microsoft have open sourced their STL implementation from the C++ team blog:

Q: Why are you doing this?

A: There are several reasons. Working on the STL in GitHub will allow our customers to follow our development as it happens, try out our latest changes, and help improve our pull requests by reviewing them. As C++ Standardization accelerates, with more large features being voted in every year, we believe that accepting major features as open source contributions will be important. (For example, C++20’s chrono and format libraries are potential candidates.) We also want to contribute back to the C++ community by making it possible to take our implementations of major features. (For example, C++17’s charconv.)

If you’re getting your hopes up that this is the first step in open sourcing more of Visual Studio, don’t get your hopes up too high!

Q: Are you going to open source anything else in the MSVC toolset?

A: We have no such plans. We chose the STL because it’s different from other MSVC libraries and the compiler. Specifically, the STL is fast-evolving and designed by the C++ Standardization Committee, unlike other MSVC libraries. (Being designed by Committee is an advantage for open sourcing! It means that we don’t need to spend any time and energy on feature design review. Implementation strategy and tactics are far more constrained, and therefore easier to review.) The STL is also relatively easy to contribute to, and somewhat loosely coupled, unlike the compiler (where, as a general rule, everything interacts with everything else).

(One exception: there are support libraries for the STL that we may open source in the future, but we have nothing to announce at this time.)

You can learn more about this open source release in the video below.

[youtube https://www.youtube.com/watch?v=QFkYSR8Utu0&w=853&h=480]

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Lumberyard 1.21 Released

Amazon have released a new version of the Lumberyard game engine.  This release includes 70+ features, changes and improvements.

Highlights of the release from the Lumberyard blog:

  • We continue to add new features and make workflow improvements to Script Canvas visual scripting to save you time. In this release, Script Canvas gets greater flexibility working with dynamic types, new comment and group presets so you can define color code comments and groups, and the ability to disable nodes so you can test different graph structures more quickly. We’ve also added three new nodes for increased functionality: Repeater, Switch, and Ordered Sequencer. (A few months ago we released the Project N.E.M.O sample to help you get started with Script Canvas. Check it out here.)
  • The EMotion FX Animation Editor can now dynamically simulate physically-based secondary animation for your actors. This lightweight solver provides realistic looking motion for items like backpacks, holsters, and even long hair, as your actor moves. Using the Simulated Objects node, you can adjust an objects stiffness, gravity factor, colliders, and more.
  • Lumberyard Beta 1.21 now uses NVIDIA’s PhysX 4.1. This latest version of PhysX boasts increased performance, stability, and accuracy.
  • We’ve also refactored Lumberyard’s cross-platform architecture. We removed heavy reliance on cascading platform #ifdefs by reorganizing platform-specific code into a parallel directory hierarchy. This makes cross-platform feature development and maintenance easier and also significantly reduces the effort required to add new platforms to Lumberyard. (Note that public APIs were not changed as part of this refactor.)

You can read full details of this release in the release notes available here or by watching the video below.  The example N.E.M.O demonstrated in the video below is available here.

[youtube https://www.youtube.com/watch?v=WHZ63D-au0A&w=853&h=480]

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