開發人員: Caravel Games (8)
價錢: $14.99
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描述

DROD: The Second Sky
The Second Sky is the fifth major title in the DROD series and the climactic chapter in Beethro's adventures in the Great Beneath. This game is the culmination of years of development and evolution of the DROD formula. It is designed as a tremendously rewarding experience for the hardcore gamer. We are making this game especially for those who love puzzles and dungeon delving. It features a plethora of novel game and puzzle elements that you have not seen anywhere else, placed onto a backdrop of a unique and epic story full of peculiar characters and engaging locales.

Guide Beethro Budkin, professional dungeon pest exterminator, as he goes up against the Rooted Empire in a race against time under the looming Grand Event. Beethro is always fond of saying "there is no problem that can't be solved with a really big sword," but he will need to use a variety of fresh new weapons and tactics to win the day this time against a dire threat. You won't believe what's in store!
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#1. DROD: The Second Sky (GOG) 由: Caravel Games
#2. DROD: The Second Sky (GOG) 由: Caravel Games
#3. DROD: The Second Sky (GOG) 由: Caravel Games
#4. DROD: The Second Sky (GOG) 由: Caravel Games
#5. DROD: The Second Sky (GOG) 由: Caravel Games
#6. DROD: The Second Sky (GOG) 由: Caravel Games
#7. DROD: The Second Sky (GOG) 由: Caravel Games
#8. DROD: The Second Sky (GOG) 由: Caravel Games
#9. DROD: The Second Sky (GOG) 由: Caravel Games
#10. DROD: The Second Sky (GOG) 由: Caravel Games

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  • 版本: Windows, Linux, MacOS
  • 發佈日期:
  • "Twisty Little Passages" Kickstarter announcement (18 May 2019)

    Caravel Games is excited to announce an all-new creative project we're taking in a different direction called Twisty Little Passages, now live on Kickstarter:

    https://www.kickstarter.com/projects/caravelgames/twisty-little-passages

    It's a game book of solo dungeon crawl puzzle adventures that plays somewhat like a tabletop game. The puzzles are similar in spirit to DROD RPG areas, so if you're a fan of that game, you should especially check out this project.

    As of this moment, the project is 72% funded! One bonus goal has already been unlocked and there are some great stretch goals on the horizon.

    TLP is a unique blend of puzzle and dungeon crawler in a classic tabletop fantasy adventure setting. It features a multi-chapter campaign story that progresses through a series of 25 dungeon maps, where each area is a hand-crafted puzzle. Fight monsters, acquire keys to open doors, get life-boosting elixirs, powerful equipment and enchanted items, and defeat the boss at the end of each level. Use your wits to find the right path through each area and survive. Solve each puzzle to move forward with the story.

    TLP is a game of full-color, fully-illustrated thematic puzzles drawn by experienced fantasy artists. Engage your imagination in a series of dungeon crawls and enjoy the experience of interacting with a real book at the same time.

    To play, you draw right on the laminated dungeon maps with a fine-tipped dry-erase pen to track your progress as you explore, find treasure, keep stats and inventory, defeat enemies and uncover the secrets of solving each area. It may require multiple attempts to find the solution to a puzzle, and it's easy to restart your progress by wiping the page to start again.

    If you like puzzles, mazes and dungeon crawl adventures, you'll find this a uniquely engaging experience!

    This game book is different from the play in

    DROD RPG: Tendry's Tale

    in that each puzzle is standalone and the goal is to solve the puzzle rather than optimize stats. We wanted each puzzle to be a sterling example of a unique dungeon crawl puzzle focusing on a specific game mechanic, element or play style.

    Watch a teaser trailer, take a look at the game rules and get a sneak peek at a quick tutorial/introductory puzzle on the Kickstarter campaign page:

    https://www.kickstarter.com/projects/caravelgames/twisty-little-passages

    There are also rundown and playthrough videos and early reviews of the game, which all provide glowing praise for the puzzles and play experience.

    You can read a developer journal that I'm publishing on Board Game Geek that shares insights into how our team approached the puzzle design and what considerations we put into developing this unique experience:

    https://www.boardgamegeek.com/blog/9092

    Thanks for your interest in this new creative puzzle experience from Caravel Games!

    Questions, comments and feedback are welcome!
    Crash fix (1 December 2016)

    We've released a fix to a showstopper crash that players experience on entering the "SutO" level.

    Thanks for your patience!
    Patch 5.1.0.6512 (14 April 2016)

    This update fixes a critical regression introduced in the previous version of the game.
    Patch 5.1.0.6501 (23 March 2016)TSS hold fixes:

    ED: fixed script bug while using speed potion

    EotS:1S1E: fixed scripted challenge bug

    OHV: scripted cut scene can be re-played

    Scroll text typo fixes
    5.0.1.1001

    Teleport player command now makes the player and their weapon correctly interact with the target tile and the tile teleported from (includes updating pathmaps)

    Mirrors can no longer be placed on top of each other in the editor

    It is no longer possible to walk on top of the fluff when using a platform

    Tarstuff and fluff will now correctly grow over disabled force arrows

    All missing items were added to "Wait for item" command

    Imperative (Open move) now works even if the character is not set to "deadly" which is consistent with all other pathfindings in the game

    Temporal seep, fluff and wraithwings now obey their expected movement restrictions and permissions

    When undoing in the puzzle-view spiders now don't disappear or get stuck inside each other, and they are also correctly counted in the hint-box

    Hitting a rock giant's corner which stands on shallow water with a dagger now correctly produces a stepping stone

    When using Custom speaker the game now correctly remembers which entity spoke and displays said entity in the speech history

    When using the quick go-to command (CTRL+) on the change location screen the initial articles (a, an, the) are ignored

    Temporal clones moving through a blocked tunnel will just waste the move instead of waiting for the move to be open OR teleporting into the player

    Puffs will no longer target invisible clones which are outside their smell range

    GatEB title screen is now always fully redrawn on each frame to avoid problems with region-redraw marking

    When previewing rooms on the minimap objects in the top-left corner will no longer act as if the player was standing on (0,0)

    Temporal clones will now shine their own light as long as the environmental effects are in the top 1/4th of the scale

    Checkpoints are now activated even if the player is pushed onto or through them

    Construct player role gets killed on oremites, is resistant to body slams and drops trapdoors

    Temporal clones can now bump into characters and make them react to Wait for Player to Touch Me command

    Invalid _MyWeapon values are now silently ignored

    Seep death and aumtlich gaze is now recalculated after tar stabs to avoid situations where seep are not killed/aumtlich gaze doesn't freeze when involving black doors being dropped

    Fuses lit by explosions triggered by floor spikes no longer have a one-turn delay

    Weapons can no longer be permanently changed by using a clone

    Mirroring a room with floor vents no longer produces an assertion error

    Removed "Wait for event: switch clone" command which never worked

    Mimic's (or guard's) caber now kills the player on the turn it should instead of a turn later

    Pushing the player now correctly updates the brain movement pathmaps

    Dagger wielding player now changes their direction when crossing room boundaries in the same way an unarmed player does

    Scripted characters now correctly rearm themselves when pushed off the oremites

    Guards and soldiers wielding daggers now correctly turn when they move; wielding other weapons, with their weapon on the target, will try to move towards the target

    Seep no longer press pressure plates

    Pushable imperatives have been reworked to work as intended

    Rattlesnake's head can now be burned even if their tail had been burned on the same turn

    Flying character roles no longer drop thin ice or get killed by spike traps

    Monsters pushed into a wall now correctly stab with their weapon

    Armed monsters making a move into a puff will now stab before dying

    It is now possible to build Tarstuff with Built Item At and Build Marker commands

    Replacing a force arrow with another one in the editor will no longer break associations with orbs/plates

    Puff's target highlight no longer disappears when the puff moves

    Building regular, cracked and broken orbs over existing ones no longer breaks associations

    Else if and Face towards like guard commands were added

    List of commands has been sorted alphabetically

    Ctrl+ shortcut now works in most lists in Character script edit

    Hitting enter when focus is in New Variable Name or New Character Name it adds the new variable/character instead of closing the window

    Added checking if two variables are not equal

    Enter in command selection screen closes the window and saves the command

    Ctrl+ now ignores the leading articles if a list is sorted alphabetically with articles ignored
    5.0.2.1002

    Updated the docs for a number of imperatives, Face towards like guard and Else if commands

    Drinking a blocking potion (mimic/decoy/clone) by teleport will make it impossible to drink any other blocking potion in the same turn

    Tokens are now activated by teleport on turn 0

    If the player is teleported onto a tile which kills them they won't be able to be teleported away from that square

    Saving settings no longer causes hold list to be redownloaded if CNet Login wasn't changed [No thread for this but no need to check this one either]
    5.0.2.1003 (Mostly fixes)

    It is now possible to build regular orbs on top of cracked and broken ones

    Fixed some edge cases for Face towards like guard and made it work on turn 0 inside an if statement

    All entity lists in add command window can be searched via Ctrl+
    5.0.2.1004

    Dagger-hitting a rock giant will now, in all cases, result in a stepping stone being created on the stabbed tile if there was shallow water underneath

    Building unstable fluff no longer throws assertion errors

    It is no longer possible to build tarstuff over monsters

    All possible player roles (except fegundo) are now vulnerable to fire traps

    Removed brain and skipper nest roles from the player role selection menu

    Player role construct pushed onto oremites is now correctly killed

    Player role construct is once again vulnerable to body attacks

    Player will no longer be killed by hot tile in a situation where: the player is standing on one, rotates CW or CCW which pushes another entity which, by being pushed, pushes the player off the hot tile

    When player is speed up monsters pushed around on hot tiles will only be killed if they stay in place for a total of two half-turns
    5.0.2.1005

    Fixed a visual bug where part of the menu was left displayed when seeting the JtRH title screen with alpha blending and environmental effects disabled

    Build, build marker and wait for item lists are not the same list any more and the mismatched elements have been removed (like "None" in Build and Wait for item)

    Building Arrows, Disabled Arrows and Ortho squares now works

    Remove floor layer item option has been added to Build and Build marker commands
    5.1.0.1006

    Stalwarts are now correctly killed by enemies

    Wait for item: Pressure plates (all three types), Light, Wall Light, Ceiling Light (dark and light) and tokens added

    Fixed a bug where stalwarts wouldn't step on enemies when wielding a dagger

    Fluffs will target visible clones even if player is invisible

    Build marker for all tarstuff now is displayed using the tarstuff's inner graphic

    Fixed a typo in "script.html" help file which caused the in-game renderer to fail

    Added correct graphic for "Remove floor tile" build marker

    "Remove floor tile" in Build and Build marker is now future-proofed

    "Remove floor tile" now works correctly and doesn't throw assertion error

    Temporal tokens now correctly inherit stealth from the player character

    Projections which kill fluffs (eg. in rock golem role) no longer lose stealth

    Temporal projections can, once again, wade in shallow water if the player is also capable of it

    Temporal projections are not frozen by Aumtlich beam when they are stealthed

    Puffs can no longer be pushed against arrows and ortho squares and will be instakilled on-tile if the entity is wielding a caber

    Firetraps processing will no longer crash the game if the currently processed firetrap is turned off
    5.1.0 release:

    Room editor: Now can place briar on pressure plates (and v.v.)

    Fixed crash on room paste from deleted hold

    Fixed some low contrast speaker subtitle background colors

    Fixed built items not falling into pits or water

    Fixed: building an item that replaces fluff should cause the fluff to break up properly

    Fixed: IsTileAt script command wasn't handling swapped arrow rotator tokens correctly

    Fixed: seep sometimes don't display while viewing another room from the minimap

    Clicking on evil eye in the room now doesn't skip highlighting other tile-specific object relations

    Help file typo fixes

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  • 最小值: $7.49
  • 最大值: $14.99
  
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