Yes, i've been trying to improve the UI and have been adding new things recentlyChecked it out. Seems p. interesting. Are the graphics yours?
Unfortunately, there are rather a lot of wizards. If you want to join the Majestic Few, be prepared to enter the Majestic Trials.
Majestic Trials is a turn-based fantasy tactical game where you must compete in increasingly challenging trials to earn your place within the Majestic Citadel.
To succeed you will need help. A variety of creatures, mundane, magical and monstrous will be available, summoned with your magic or found and 'befriended'. Use their abilities to scout the area and combat your opponents and their servants, avoiding confrontations that could otherwise bring a swift end to your efforts to join the Majestic Few.
Discover forgotten spells to improve your character, find valuable and powerful treasures and try to prevent your opponents from doing the same. Each trial provides opportunities to improve yourself before the next trial, assuming of course that you survive that trial! You will need to explore every nook and every cranny of an area thoroughly.
- Choose a wizard to play from a large selection and customise their starting spells.
- Enter varied trials within unique fantasy locations with different challenges and opponents. Face zombie pirates on creaky docks, scuttling giant spiders in dank caves, skeletal warriors in abandoned fortresses and much more.
- There are dozens of different types of creatures to be found and befriended or summoned with your magic.
- Use the terrain features in a trial to your advantage. Hide behind trees or set them on fire!
- Discover new spells and find useful treasure to help improve your character between trials.
- Improve your wizard the way you want to after a successful trial.
- Do favours for the Majestic Few. They don't all like each other and none of them want to be the one who loses their place to which-ever wizard comes out on top in the trials.
You can feel yourself like a wise emperor with a turn-based strategy in a fantasy setting.
Select your Race:
- You can become a brave knight of the gloomy people's kingdom, or mighty ruler of the elves.
- You can also become the king of dwarf dungeons, genie, assassin of the dark elves and even orc!
- Choose the right race for you and start the campaign.
Manage the economy:
- To keep your lands it is required to direct the population to prey: food, gold, and obtained resources will allow you to build an army and improve the fort.
- If subjects don't have enough food, there will be riot and sabotage!
Capture the lands of enemies:
- Explore the terrain, look for enemies, and seize their land.
- If you have a lot of population but few earth, the plague may begin.
- In passing, you can find artifacts that will help capture the world, or carry out a quest that you can take in a tavern.
- You can also try to conclude an alliance or buy off enemies, if you were suddenly taken by surprise.
After a devastating war between the mightiest of ancient mages, Driftland has become a shattered planet, held together by a powerful spell. In the face of the destruction of an entire civilization and life on the planet, warring parties decided to call a truce and tried to repair the damage. For that, however, was already too late. Using all the remaining magic resources to cast a powerful spell, they managed to keep their world in a relative balance.
Many dark ages have passed, but when all seemed lost, a spark of hope shined once again: new sources of magic appeared and the whole planet began to give birth to new mages. Now, the rediscovered power can either restore Driftland to its former glory or devastate what's left of the planet, when the old conflict inevitably returns.
You take the role of a Mage Overlord with your own castle, tower, and a small realm on one of the islands. With your unique powers, you can explore a procedurally generated world and connect floating islands, expand your increasing kingdom.
Gameplay focuses on setting general goals for all the units, without the need for micromanaging each one of them. Under your command, warriors, archers and mages are able to tame and ride different types of flying beasts, creating various aerial units.
- procedurally generated world
- resources and magic based economy
- move and terraform scattered islands by magic
- tame and ride dragons and other creatures
- explore and fight on the same map
- set goals instead of directly control units
- single player campaign and multiplayer
After a devastating war between the mightiest of ancient mages, Driftland has become a shattered planet, held together by a powerful spell. In the face of the destruction of an entire civilization and life on the planet, warring parties decided to call a truce and tried to repair the damage. For that, however, was already too late. Using all the remaining magic resources to cast a powerful spell, they managed to keep their world in a relative balance.
Many dark ages have passed, but when all seemed lost, a spark of hope shined once again: new sources of magic appeared and the whole planet began to give birth to new mages. Now, the rediscovered power can either restore Driftland to its former glory or devastate what's left of the planet, when the old conflict inevitably returns.
You take the role of a Mage Overlord with your own castle, tower, and a small realm on one of the islands. With your unique powers, you can explore a procedurally generated world and connect floating islands, expand your increasing kingdom.
Gameplay focuses on setting general goals for all the units, without the need for micromanaging each one of them. Under your command, warriors, archers and mages are able to tame and ride different types of flying beasts, creating various aerial units.
- procedurally generated world
- resources and magic based economy
- move and terraform scattered islands by magic
- tame and ride dragons and other creatures
- explore and fight on the same map
- set goals instead of directly control units
- single player campaign and multiplayer
Combat Actions: VIETNAM is a unique abstracted combat game that puts the player in command of a US Infantry Squad / Platoon during the Vietnam War. It covers some of the prevalent ground combat conditions and 'Fire Fights' that occurred between the United States and North Vietnamese / VietCong forces.
Features:
- Quick, interactive, engaging Turn Based Play
- Scenario Based Mission Types: Search and Destroy, Blocking Force, Evade and Escape, US and NVA Static Defenses, DarkHorse Bravo Down, and MAC-V-SOG Recondo
- Variable Troop Levels and Quality, Terrain, Fire Support, and Morale
- Weapon Systems: M-16s, AK-47s, M-60s, RPGs, RPDs, Claymores and more...
Story
Christopher Columbus discovered the Americas in 1492.
In 10 weeks.
With 100 men.
With 3 ships.
SERIOUSLY?!
Don’t be naive, stranger.
Open your mind, for God’s sake.
Firstly, someone had to defeat kraken and tritons. Someone had to vanquish the Leviathan. Someone had to banish all the ghost ships. The information about these deeds is missing from the archives, and you can’t find it in any great statesmen’s memoir. The knowledge of the “Avant Armada” was completely erased by some bloody officials.
The people who took part in the expeditions were not sane people. Maniacs, psychos and common crackpots were forced by royal orders to eradicate Evil in the uncharted seas. “Here Be Dragons” describes these events.
Tactics
- Use Dice Activation System to attack enemies, heal your crew, and upgrade the fleet.
- Observe and react to specific monster abilities. Don’t lose the initiative… your foes just wait for it.
Hazards
- Collect and use Command Points to turn the tide of the encounter. Unused dice explode and can damage both the monsters and you!
- Cross the seas with an ancient, living map, full of terrible creatures that want to devour you!
- Confront the most fierce beasts that ever lived: leviathans and krakens, predatory whales and lustful mermaids. Decimate tritons, awake Dagon, and then erase them from human memory.
Satire
- Watch out for environment conditions that change the rules of combat. Volcano, Neptun’s Wrath, Fog, Maelstorm, or Acid Sea affect your decisions.
- Meet an extraordinary company of weirdos, madmen and oddballs. Their vices and virtues fuel the journey.
- Experience clashes with bureaucratic machine. Don’t lose your mind when confronted by absurdities spewed by authorities and royal advisors.
- Sniff at pirates. Ignore the settlers. You are above them. You are a monster hunter traversing through the aqua incognita. Who cares if you are insane?
Songs of the Eons (SotE) is a living, sandbox-style fantasy world simulator wherein the player influences the fate and evolution of a society through the eons.
The world of SotE will be teeming with life. The civilized races (humans, elves, dwarves and the like) carve their way through--- or adapt--- to the wilderness, transforming it to their own needs and vision. But beyond the pale light of civilization, monsters and barbarians alike feed, breed, and seek habitat in all the many multitudes of dark places on the map. Like the hungry beasts that they are, they nibble at the borders of civilization, forever threatening to overtake it and return the achievements of advanced societies to ruins and dust.
SotE is a post 4X game. It attempts to overcome the stereotypical 4X genre by introducing realistic systems of ecology and economics as a basis for evolving societies and an evolving world. While there are the familiar vestiges of eXplore, eXpand, eXploit, and eXterminate, SotE breaks free of the frantic race against evenly matched opponents that most 4X games force their players to participate in. Most 4X games are about achieving irreversible improvements both technologically and economically, but in SotE, a remote mountain valley civilization may just as well outlast that highly advanced continental empire over yonder. In a game where decay mechanics are just as robust as growth mechanics, a society guided toward resiliency might easily outlast the society that is geared toward rapid expansion, its technologies lost, its deeds and monuments forgotten after collapsing violently beneath its own weight.
In an eternal game world where the decline or catastrophic collapse of civilizations are as common as their rise to prominence, the player is rewarded for taking their own time and inventing their own objectives in a system with an infinite combination of civilization types. There is no victory conditions, only the songs - each unique - sung by your society as it rises and falls through the eons.
All the mechanics of SotE will be true to life. Not only will SotE take inspiration from real ecology, economics, warfare and governance, it will seek to replicate them. Civilized societies colonize and transform the land around them, making it more suitable for themselves while the wilderness persistently weathers at it, as though threatening to wash it back to the sea. Along with an authentic economic growth system, societies participate in true and dynamic trade, taking into consideration supply, demand, and costs of transaction related to distance, terrain, and banditry. Warfare will take into account the real world limitations of supply, morale, and the oft overlooked subject of what kind of men and materials are available in a society. When you govern, you will not be some all-knowing God King micromanaging the day to day work schedule of every citizen, but instead be the ruling agency of your society with limited power, capable of influencing and directing the activities of your people but not dominating them.
These are just a few of the simulated systems slated for SotE, and when combined together, they will create emergent game-play where decisions cascade through society with predictable but sometimes unexpected results. The joy in SotE will be in the player's freedom to experiment, and how that experimentation will contribute to the rise - or decline - of your civilization.
Will you be the wealthy, enlightened city state that grows rich from trade at the crossroads of the world? Will you be the ancient elvish society that has existed sleepily for thousands of years at the center of an ancient forest - and will continue to for thousands of more? Will you be the roaming band of barbarians who slowly reave around the world like a never ending swarm of locusts? Or will you be the empire that sweeps across the world, creates great riches during its golden age, then collapses, leaving behind great ruins and treasure to be colonized by monsters and looted by future civilizations? There is no right or wrong choice in SotE.
SotE is planned as a very long term project. While we intend to release smaller iterations of the game as development progresses, we expect to make it our life's work in order to build the ultimate strategy experience.
that would be newIn a game where decay mechanics are just as robust as growth mechanics, a society guided toward resiliency might easily outlast the society that is geared toward rapid expansion, its technologies lost, its deeds and monuments forgotten after collapsing violently beneath its own weight.
These are the people that are working to make SotE a reality.
Demian
Demian is the ring leader of Songs of the Eons and was the Chief Systems Architect of the Europa Universalis 4 mod, Meiou and Taxes.
- Real name: Dana Smith
- Lives in: The United States, Florida
- Works on: Programming/Design
- Background: Biology and Literature
- Weird fact: Demian has a sleep condition whereby his body isn't disabled while he dreams. The result is that he wakes up at night and acts out his dreams.
Redbeard
When reading Demians first design for SotE, went "hey, that's the game I want to make", and started thinking about how to implement all that. Now mostly busy with setting up the simulation code, and organising design discussions.
- Real name: David Buunk
- Lives in: The Netherlands
- Works on: Programming/Design
- Background: (Astro-)Physics
- Weird fact: As a child, David once read a thousand-page encyclopedia, cover-to-cover.
Calandiel
CyberMonkey
- Lives in: Poland
- Works on: User Interface/Wiki
- Background: Mathematics
- Weird fact: Their grandmother was an occultist and taught them "magic".
Jonnicon
- Lives in: Austria
- Works on: Graphic Design and Animations
- Background: Graphic Design
- Weird fact: CyberMonkey had a set of Greek armor at home for the purpose of Live Action Role Playing.
- Lives in: Canada
- Works on: Tile Art
- Background: Property Management Assistant
- Weird fact: Started doing tile art after a beaver meme.
this is the first "credits" that i read in my lifeweird fact