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The Superlatives: Aetherfall Xforce

The Superlatives: Aetherfall Xforce


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About This Game

Lead a superpowered team of "Superlatives" to defend 19th-century Victorian London! Battle a Martian warship, clockwork monsters, and nefarious inventors.

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Title: The Superlatives: Aetherfall
Genre: Adventure, Indie, RPG
Developer:
Choice of Games
Publisher:
Choice of Games
Release Date: 19 Oct, 2017



English



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A very unique superhero experience. You can build your own team, get close to them, and actually do some good. I don't know if I could have turned my team into villains, but I didn't try. This is one of the longest Choice of Games I've played, which is good. If you're looking for a good story and character development, this is for you.. Great game! Fun story, interesting characters. I'm definitely looking forward to re-playing so I can make different choices and see how things play out differently.. Pro: You get to befriend a nice plant lady from Venus. Con: You don't get to flirt with the nice plant lady from Venus. Despite being part of a series, The Superlatives: Aetherfall provides a complete story with a proper ending unlike some other choicescript games. I'm looking forward to reading the sequel and hopefully this time they'll let me flirt with the nice plant lady from Venus.. Pro: You get to befriend a nice plant lady from Venus. Con: You don't get to flirt with the nice plant lady from Venus. Despite being part of a series, The Superlatives: Aetherfall provides a complete story with a proper ending unlike some other choicescript games. I'm looking forward to reading the sequel and hopefully this time they'll let me flirt with the nice plant lady from Venus.. Pro: You get to befriend a nice plant lady from Venus. Con: You don't get to flirt with the nice plant lady from Venus. Despite being part of a series, The Superlatives: Aetherfall provides a complete story with a proper ending unlike some other choicescript games. I'm looking forward to reading the sequel and hopefully this time they'll let me flirt with the nice plant lady from Venus.. Pretty great.. Highly recommended if you love the Heroes Rise Trilogy. Characters are fleshed out, and your choices feel like they matter. There are also tons of ways to play the game, even changing your fighting style gets you something different. The pacing is also good; I never got bored or skipped a paragraph like I do when CYOA authors get carried away with descriptions. Only two things I dislike about the game: One, weird glitch where Dusk gets abducted because you ran off to check on Gatsby even after choosing to protect her. Two, didn't like the ending so much. The shift in POV is jarring, I didn't like that I was abruptly yanked away from this character I had spent a good deal of time with. Would be less annoying if it was actually a setup for the sequel, though.


Update to v.0.1.1 : Change log Audio -Capped the number of concurrently playing SFX audio clips -Reduced the volume of SFX clips (mostly affects weapon sounds) -Reduced the range from which you can hear audio clips -Regular soldiers no longer play death speech sounds on incapacitation Visual -Your player character now spawns and respawns on a circle placed behind your start position(visualized as a tent) -Your player character is now always marked with a light above their head UI -Moved buttons used to manage troops and their targets into a new panel -Screen resolutions can now be selected properly without going full screen. Version 0.4.0 : Change log Campaigns -Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold) Stronghold -Players now start in a corner of the map -Objectives are created closeby which need to be captured and held for some time -After that time, your team scores -New objectives are created further away -Score until no more objectives are created -Added 140 new maps to support the new release Morale -Added a morale system -A player kill increases your morale by a small amount -Death decreases your morale by a big amount -Gain kill participation by staying in the general vicinity of the victim Terrain -Increased heightmap resolution to support the new maps -Fixed a bug when generating terrains Gunship -Added 4 autonomous weapons to the gunship -Players may change the loadout of the gunship at anytime UI -Added kill messages -Made improvements to readability of texts -Improved tooltips for some elements (mainly appearance and weapon dropdown menus) -Restructured main menu navigation to improve flow -Restructured match lobby to show match, campaign and other settings in different windows -Players need to be ready before starting a new match -Added a chatbox to the match lobby -Changed the appearance of loading and game over screens -Capture bar screen position now adjusts to the objectives position in the world -Connected some loose ends Multiplayer -Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between players Game -Improved general stability of the game and error handling -Changed perspective to ortographic/isometric -Fixed a rare bug which prevented players from shooting Known Issues -In rare cases some sprites are not rendered correctly -In some cases the terrain appears too dark after map load, moving into differen areas solves this issue. Update to v.0.1.6 : Change log Artstyle -Changed the art direction of the game to be more cartoony improving aesthetics and image acuity Gameplay -Added the ability to zoom in and out a lot using the mousewheel Visuals -Improved support for team colors on characters -Disabled the outline effect on units inside the crosshair for now Terrain -Removed grass for now -Changed texture size to accommodate for the new artstyle UI -Fixed a bug which prevented users from going through the tutorial a second time in the same session -Changed the loading screen to show a random character portrait along with tips for the currently loading match Misc -Various smaller bugfixes -Made some changes to how FOW is processed; needs more testing and a performance pass. Update to v.0.1.4 : Change log Multiplayer -Fixed a bug which prevented matches from being properly hosted and advertised on Steamworks in Private and Public lobbies Long Campaign -Reworked the Long Campaign mode -The Long Campaign mode is now a selection of matches using different game modes which are played in consecutive order and with increasing difficulty -Winning a match unlocks the next match -Progress is saved between sessions -Currently only solo/couch coop play is supported -Uses a recurring cast of named bots -The match selection can be regenerated in the campaign screen Skirmish Campaign -Now only selects competitive modes Gameplay -Replaced the weapon of the Prim cannon with one that shoots straight projectiles -Introduced workers which can be killed in game modes with enabled production -Disabled regular income in game modes with enabled production -When killed, Workers respawn after some time automatically -Workers add income on their return to the main tent -Reworked how difficulty is realized in coop game modes: Now all difficulty settings except hard reduce the max hitpoints of CPU controlled opposition -Increased the damage, range and weapon cooldown of arrows giving them more punch and reducing visual clutter at the same time -Increased the rate at which units can dodge to evade projectiles Visuals -Removed trails which previously visualized resource exchange -Added a new character model used for workers by all factions -Reduced the amount of flickering caused by Fog of War -Removed melee weapon trails for now due to bad performance and crashing the game and SDK -Replaced the player marker with a more appealing special effect -Replaced the marker for the player respawn with a more appealing special effect -Again, replaced some of the arrow sfx with some which look more like arrows -Added support to an outline effect which is played when targeting enemy units, needs more work tho Collision Detection -Improved collision detection of projectiles Performance -Improved performance a bit and fixed some of the bugs which caused hiccups during gameplay UI -Increased font size of the description segment in tooltips -Implemented a mission select screen used for the Long Campaign Mode Tutorial -Added a short input tutorial which is played for the first couple of matches Misc -Added several map layouts which will be used in a later update for Capture The Flag and a new game mode -Added a system which makes the creation of procedural shapes easier, future use. Version 0.4.2 : Change log Open Battle -Added 20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e.. Update to v.0.1.7 : Change log Artstyle -Improved the look of the game Gameplay -Turned all arcing projectiles which targets foes on a different plane into straight projectiles, this is a workaround to their otherwise awkward trajectory -Reduced the speed of arcing projectile moving that way Balance -Increased the damage of all bows Visuals -Improved support for team colors on all models -Added various special effects to all environment -Changed how the fog of war is drawn Game Modes -Disabled CTF for now while we work on a fix which affects flag carriers Misc -Various improvements to integrity and stability of the game client


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