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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

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The new remake of

~~Star Fox~~

~~Star Fox 64~~

Star Fox Zero is looking pretty good!

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@CARCOSA@hexbear.net @lil_tank@hexbear.net @Enjoyer_of_Games@hexbear.net @GladimirLenin@hexbear.net @Dort_Owl@hexbear.net @moh@hexbear.net @darkmode@hexbear.net @Thordros@hexbear.net @Aquilae@hexbear.net

Players identified a couple of dialog errors and a potential CTD, so I've updated the game to a new v1.1 version, available at the post link. Previous version save files will be compatible with the 1.1 update.

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It's the 8BitDo Ultimate Mobile Gaming Controller and it's very nice. I previously had some no name cheap rickety telescopic controller which did the job but this is a legitimately great feeling pad.

The buttons and dpad all feel excellent, the sticks are Hall Effect which means no drift and the triggers are analog. The shoulders and triggers feel really satisfying to press, especially after the ones on my old phone controller that were so flimsy they were downright nasty. It's got two programmable back buttons too in case you need those.

It seriously feels like a first party level controller with no compromises. Well, almost. First, there's no rumble which is the only thing keeping me from using this on my desktop more (which you can do just with a USB cable, no Bluetooth pairing required) Second, and this is a really minor thing, but due to the compact layout compared to a regular controller, I can sometimes feel my thumb brushing against the right analog stick when reaching down to press A.

It's also really inexpensive. It usually goes for a little over 40€ on AliExpress but I managed to get it for closer to 26 euros which isn't that much more than I paid for my old piece of junk. Thanks to this thing I've been emulating stuff on my phone way more again these past few weeks. It almost makes me want to pick up a full-size 8BitDo for my computer, which I hear easily rival or even surpass Xbox controllers in terms of quality these days

P.S oh yeah, no gyro either

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I talk about my experience of this crash as both a young consumer and a new game developer.

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A genocidal Empire in terminal decline led by someone who has a fetish for gaudy, shiny gold things

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Thousand Arms is one of the strangest RPGs to come out of the late ‘90s, and one that’s largely been forgotten. Mixing dating sim elements with traditional turn-based combat, it’s a game full of bold ideas and surprising charm. In this retrospective, I discuss how sometimes a flawed experiment is more interesting than a safe success.

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hey yall need some game balance input that's beyond the scope of my usual megathread ramblings but also i don't want to wade into reddit. i'm running a campaign that probably would have been better in another system, but it appears i'm locked into d&d 5.5 and i want to mod the things i find most frustrating/unfun about the system out. i mostly stole/adapted ideas from Nimble and Draw Steel, just want to make sure they won't break anything & also have some other clarification questions for those who are familiar.

Nimble 5e Dying RulesWant to use the Dying Rules from the original Nimble 5e hack instead of the default "unconscious + death saves" system. Pasted below:

The one difference is I want to try to keep Exhaustion as a debuff as well, since it's a lot more reasonable in 5.5e than it was in 5e. Here's how it works in 5.5:

Would that be too punishing? I'm open to straight up changing the Exhaustion system to a Wound system as the original hack intended, but feel like an interesting layer of challenge could come from having to manage the Exhaustion debuff. My games won't be too conservative about clearing Exhaustion levels. I use a modified rest system where a Long Rest is two days focused rest in a safe place (clears all exhaustion levels, mostly intended to be done between adventures/missions/story arcs), a Short Rest is a night of sleep (clears one exhaustion level), and the original version of short rests exist as a sort of mini-rest where you can use hit dice to heal and maybe roll a D20 to see if you can clear an Exhaustion level.

Also, if there's anything I should more generally be aware of about how this rule alters game balance do please sound off!

Ping-Pong InitiativeI basically made a tweaked version of Draw Steel's alternating side initiative since I find ranked init clunky & uninteractive. it goes like:

-Players roll initiative. The player with the highest roll goes first.

-DM rolls against the highest player-side roll, adding the highest enemy combatant initiative bonus to the roll. Higher of the two goes first (tie favors players).

-Combat then proceeds with both sides alternating taking turns until all combatants on one side have gone. Then, any remaining combatants take their turn in an order of their choosing, then the round resets.

-At the end of a player's turn, they choose the next player to take a player-side turn from players who have not yet taken their turn this round. The last player to take their turn chooses any player other than themselves to be the first player-side turn next round. DM chooses order of enemy combatants.

This one I'm most confident won't break anything, and am also fairly confident will be more fun than default initiative. I also had to change how surprise/ambushes work to accommodate it. Still, open to feedback.

Nimble 5e Mana rules - iffiest on these, but like a lot of aspects

Pasting below:

I enjoy the increased flexibility, but am I wrong that the mana-math just straight up gives casters more casts per adventure-rest-recharge cycle? I'm a bit wary of this since I think magic already kinda does too much, and the attrition game can be difficult enough to balance/prep for properly. Also, doesn't this break the intended design of Warlocks? It feels like they should use the half or quarter caster rules for the amount of mana they get (considering they get it back on a short rest).

I'm open to running this alternate rule but tweaking the math down a bit, but also want to make sure that won't break the intended design.

Anyway thanks for any help yall can provide nerds! keep on g@min g@merz big-cool

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For anyone who does not know, Mindcrack is one of (if not the?) oldest minecraft youtuber SMPs.

He also has a child who is with her mother currently. Mindcrack is shutting down permanently.

agesCSAM of multiple children 6 months - 12 years old.

https://mindcracksmp.com/

The rest of the Mindcrack team's statement ^

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Looks pretty cool. The trailer on IGN channel already have some fascists self reporting in the comments lmao

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Stellaris: Nomads includes:

Nomadic Empires: Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.

The Arkship: Your capital, your cradle, and your fortress. This massive, fully upgradable wonder replaces traditional Worlds for your empire. Choose between three different options to fully reflect the vision of your government:

Military Class: A mobile flagship designed to project power.

Scientific Class: A roaming laboratory dedicated to the discovery of the Galaxy’s secrets.

Civilian Class: An industrial hub capable of unparalleled resource extraction.

The Wayline Network: Your trail through the void. By constructing Waystations, you create Waylines - lasting interstellar trade routes that harvest resources you can claim with a simple pass through. These routes benefit both you and settled empires, making you the pivot point of mercantile possibilities in the Galaxy.

The Contract System: As a nomadic empire, perform task-driven interactions with other empires to earn favor, resources, and influence. As a settled empire, issue these Contracts and get things done!

Origins

Voidfarers: The standard origin for Nomadic Empires. A flexible, streamlined start for you to define your own nomadic journey.

Heirs of the Khan: Play as the successor of a murdered Khan, as you evade marauder hit-squads through trickery and bribery until you are strong enough to return to reclaim your throne.

The Sacred Path: Guide a fleet of pilgrims towards ancestral holy sites in a galactic pilgrimage. Your journey is a spiritual odyssey fueled by faith.

Forever Cruise: Manage a society split between a pampered elite demanding new entertainment and sightseeing opportunities from their vista lounges, and an overworked crew keeping the dream afloat.

Nomadic empires support many existing Origins as well.

New Ambition: Defender of the Galaxy

New Megastructure: The Stellar Cannon

Nomadic Enclave: Champion’s Forge Live!

Wanderlust Ascension Perk

New Renowned Nomadic Paragons

New Civics and Tradition Swaps

New Music Tracks by Andreas Waldetoft

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submitted 2 days ago* (last edited 2 days ago) by doublepepperoni@hexbear.net to c/games@hexbear.net
 
 

I'm playing some more Valkyria Chronicles 2, and man is this game just a tour de force of every bad anime trope you could ever think of. This time it's that old chestnut, romantic brother-sister incest!

Two of your class/squadmates are brother and sister, with a timid shy younger brother and a strict, unhealthily protective older sister. As you progress in the younger brother's personal storyline, you discover that he wants to become a strong man to protect and impress "the woman he loves," prompting an immediate groan from me. Then I thought I should wait. Maybe I just had my mind in the gutter and that wasn't what they were going for-

Nah. Upon finishing his personal mission it turns out that was precisely what they were going for. Don't worry though, they're not related by blood so it's okay!!!!

desolate That just makes it even more creepy, but it gets worse

Only the brother knows they're adopted siblings and he still intends to pursue her romantically anyway stalin-stressed Also get the fuck out of here with that real/not real siblings shit, these two were clearly brought up as siblings from childhood. The cherry on top is that finishing the sister's personal mission confirms she just sees him as a little brother.

Somehow the worst part is the himbo protagonist just giving the guy a thumbs up after hearing this extremely weird and fucked up confession and going gee, that's not something you hear everyday but I hope you it works out for you bro! bean instead of calling him a weirdo

Why why why whywhywhywhywhy do Japanese writers keep returning to this same incest trope over and over again. You're telling me you can't have a single gay relationship in this game but you had to have a sister fucker with just enough convoluted asterisks to make it technically okay (still not okay)

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So, I have 2 train routes for exports, highlighted for visibility:

  • A cement train that runs between the red line (at the end of which is a loading station for cement) and the customs house at the far end of the green line
  • A gravel train that runs from the aggregate loading station at the end of the blue line to the same customs house

Here's the behavior I want:

  • When returning from the green route, a train has right-of-way to return to its loading station
  • If a train arrives at the intersection from the red or blue route, it should proceed only if there is no train on the green line; otherwise, it should wait until the green line is clear

I'm not entirely sure how semaphores work and no combination of them seems to do the trick. I get trains unable to return from the customs house, trains colliding, or trains forever deadlocked at the junction. I've watched/read like 3 different tutorials and I'm still not sure what I'm supposed to do.

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