About This GameBased on the classic tabletop game, Warhammer Quest is an addictive mix of role-playing and strategy.Lead your group of brave adventurers through the perilous dungeons of the Warhammer World in the search for wealth and glory! Level up your party of heroes. Loot weapons, armour and mysterious artefacts from fallen enemies. Crush Orcs, Goblins, Trolls and more ferocious enemies! What perils lurk in the darkness? Only the mightiest warriors will survive. The standard edition includes 4 heroes, 3 game areas and a special Vampires and Zombies tileset & enemies pack. There are additional in game options to buy up to 7 more heroes, 5 extra weapons and a Skeletons & Necromancers enemy pack. The Warhammer Quest Deluxe pack includes all of these extras. 6d5b4406ea
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Save Game System. Nov 26 Weekly Update:
Hey everyone! A weekly update a little later in the day than usual... So the team has returned from Thanksgiving travels and we spent the majority of today alone just having meetings and brainstorming how and where to go from here. We already have a list of priorities we'd like to work on as quickly (and safely) as possible, and try to maximize our time. We have another hotfix queued up for this week, particularly tackling crashes near the beginning of the game (before even Marcaul!) and common movement bugs, like the player being sluggish in water. We're aiming to have a lot of other fixes in too related to bug reports we've received about AI and combat issues. Additionally, the fullscreen exclusive option and turning subtitles off will be available. Other issues we're working on are upping the consistency of arrows (sometimes they fire, sometimes they disappear, etc), more combat and AI issues (especially to show when they're afraid / low on health and want to flee, etc), performance in areas past the Underswamp, and of course making the save system more accessible while we also work on bugs. (Like putting "swim-crouching" back in!) In the meanwhile, it will be really busy in the office for us as we continue to coordinate with you and our KS backers on your digital and physical rewards. After this week's hotfix, we're also working on an improved save system and improving more performance issues by mid-December. As always, we're open to hearing your feedback and suggestions - and bug reports. Keep them coming!. Hotfix for Update 2: A small update today to address the following items:
If your current version of the game is up to date, the download will be 380mb. Thank you for playing Underworld Ascendant!. Nov 12 Weekly Update!: Wow, it's actually launch week! I see there's been a lot of confusion about Backer Beta patch bugs, as well as what's going on with the release timing with Steam vs GoG, etc. I should have addressed most of these on the individual threads, but here's a general Launch Week Masterpost while I'm at it. Kickstarter Backers: Here is a list of all the digital and physical goods that will be available on launch day, which are upon request, and which are post-launch.[otherside-e.com] (Some behind the scenes screenshots and images of goods included, spoilers!) Some rewards, such as the talking skulls, lyrical lute, chalice of cabirus, etc are slated to be updated into the game shortly after launch. Other rewards, such as the Custom Theme Art and Custom Music are still being coordinated with backers, and thus we will continue to send those backers updates on how their rewards are progressing. Note that the redemption instructions are also included in the above link. Launch Issues with the Backer Beta Patch: While the Backer Beta patch allowed players, such as our Mac and Linux backers, to play the backer build, it has also introduced some bugs that we are doing our best to track internally as we prepare for launch. Many submitted bugs are similar or have been fixed already for launch. We apologize if you are unable to play the Backer Beta as a result of a launch bug, but we're trying the best we can to make sure it's at least eliminated from launch. Steam vs DRM-Free Key? As I've mentioned in another thread, we were caught by surprise that GoG could not host Underworld Ascendant at launch. We still need to fulfill our DRM-free promise, but as of right now, we are unclear if UWA will be hosted on GoG after launch as well. To play it safe, we're asking all backers to choose their key assuming that there may not be a GoG launch. Please also note that the Steam key is actually DRM-free. You can play UWA offline and without launching Steam after you download the game. ...So How's Work? Dang it's been busy here. It's been a huge push to the finish line here, and we're about to lock down the final build for our Steam launch this Thursday. I can't believe how far we've come in some areas. Optimization, cleaning up levels, patching holes, fixing some combat interactions, etc, have all really come together. We have major keybinding options, a cleaner UI pass on a lot of icons and inventory slots, and the feel has continued to improve. That being said, remember that no game is perfect. Especially for a game with no scripted events. We'll be on the lookout for huge game-crashing bugs on launch, and we're excited to see how your adventures into the Abyss progress. We'll see you all in a few days!. Hotfix 1.02: Today’s hotfix addresses a number of quick fixes for reported bugs and localization issues. It also adds logging to help us track down crashes. Your 21:9 support is here too! We will continue to work on the top community issues that will take a bit more time to address (save games, AI, saving option settings, art glitches, crashes, player movement and performance, etc.). FYI - If you are experiencing crashes, please make sure your drivers are all up to date AND verify your files via steam. Go to the game in your Library > RIGHT CLICK > Properties > local Files Tab > Verify Integrity of Game Files You can see the entire list of today’s changes below. Hotfix 1.02
Hey guys! It's the weekend after we pushed Hotfix 1.03, and I spent the majority of today combing through community-submitted reports and queueing them up for our QA team, as well as coordinating Kickstarter goods. (We got a new pass at Resherak in the office, but he's a little too big... sneak peek at the 4" figurines anyways, unpainted, for those curious![imgur.com]) Our priority for this week and the next is tackling bugs and larger issues that have been brought up since launch. This includes working on a save system (more details on this next week, since we're still testing a couple of potential systems right now), the inventory stacking bug, gameplay blockers, crashes, and potential redesigns in combat and the quest system. Today was a heavy meeting day as we hashed out how we'd like to tackle some of the riskier updates (save system, quests, and combat) while fending off bugs. As liveops continues, I'd also like to introduce Rich Gallup, our Executive Producer who's been steering our ship since launch day! He's been an incredible force to work with, and has been a lifesaver for keeping us organized and on track for the last few hotfixes. You may also recognize him from some of the dev videos we've been putting out with each hotfix update! Hoping to have more Kickstarter updates as well, particularly on some of the digital goods that just need a final review. I'll continue to monitor community-submitted bugs throughout the week and keep those KS goods rolling... thank you to everyone who's been tirelessly submitting, particularly with output logs/screenshots/locations! Makes our jobs a lot easier for reproducing bugs and getting to the bottom of certain issues. (Such as some reports of arrows not working on aggro'd skeletons in Underswamp... we thought we fixed the overall arrow issue, but it seems arrows can still be inconsistent under particular circumstances. Looking forward to knocking this bug out, as a Stealth main myself!) That's all for now, and we'll share more as we continue to work on the game.
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