Reykjavik, Iceland – June 11, 2008 – CCP, one of the world’s leading independent game developers, today announced the launch of the eighth free expansion for EVE Online, its popular massively multi-player online game (MMOG). EVE Online: Empyrean Age destroys the peace of New Eden as long suppressed political tensions between the four major Empires of EVE boil over into direct conflict. Stalwart starship pilots join the newly mustered militias and make solitary strikes deep within enemy territory. By choosing sides in this epic war, players have the power to direct the course of the conflict. New players can quickly immerse themselves in the EVE universe by diving into large-scale factional battles.
The events leading to the outbreak of war in the expansion are based on the science-fiction novel, EVE: The Empyrean Age, utilizing a rare and dynamic creative style where an MMO and traditional literature mirror each other’s development. Written by EVE novelist Tony Gonzales, EVE: The Empyrean Age will be released in the UK by ORION Books on June 19, 2008 with worldwide distribution to follow.
“Factional Warfare has been on the wish list for a while and we’re excited to be able to introduce it in this expansion, giving players a new framework to engage in roleplaying and PvP,” said Noah Ward, lead designer for CCP. “The focus is on accessibility and fun. The features in Empyrean Age will appeal to players on many different levels: a tightly integrated storyline, social camaraderie, focused combat and battle statistics.”
The dawn of the Empyrean Age entails the following new features:
– Factional Militias and Ranks – The militias serve to organize each government’s war effort. All militia members will share a chat channel to allow them to quickly coordinate strategy. The ranking system rewards talented pilots by granting titles and recognition within their chosen militia.
– Factional Warfare Agents – More than 260 new militia agents coordinate the activities of militia pilots and assign missions inside enemy territory.
– Statistics – Pilots can track their own warfare victories and kill statistics, as well as those of their corporation and militia. In addition, the galactic map has new options to show system control status and to detect the presence of hostile militia forces.
– System Occupancy – Occupancy is gained by winning conflicts in contested complexes and indicates that the militia is succeeding in capturing and holding valuable territory for their empire.
– Combat Zones – Starship pilots will find a variety of combat zones in low security space. Each of the systems within a combat zone contains a System Control Bunker which coordinates all activity within that system’s Factional Warfare Complexes. Once a militia defeats a certain number of complexes, they are authorized to attack the bunker. A victory against the Control Bunker shifts control of the system to the victorious militia.
– Factional Warfare Complexes – Militia pilots that successfully scan for a hidden deadspace complex and hold it uncontested for a set amount of time will claim it for their faction, and be rewarded with corporate standing as well as more tangible benefits.
– World Shaping – The confines of settled space cannot contain a war of this scale, causing the fighting to spill over into a new region. Named “Black Rise,” this new region contains 49 new star systems, 80 new agents and nearly 40 stations, many of which are already sworn to one faction or another.
A list of features with full details can be found at http://www.eveonline.com/empyreanage/index.html.
EVE Online: Empyrean Age is available for subscribers as a free download at www.eve-online.com/download/. Non-subscribers should visit the EVE website to sign up for a free 14-day trial account. EVE: The Empyrean Age, published by ORION Books, will be available in the UK through online outlets such as Amazon, PLAY, Waterstone’s and The Book Depository as well as select retailers including Borders and The Forbidden Planet.
Babelize, a collection of language localizations for commercial Linux games, has some new features:
- Supports for games with multiple source media.
- Support for patching different versions of the same file.
- Support for patching optional installed files.
- Two new language packs: a German version of “Descent 3″ and a Russian version of “Heroes of Might and Magic 3″.
The full list of supported games and languages can be found here.
Download: [ babelize.org ]
INDIANAPOLIS, Indiana – June 10, 2008 – Basilisk Games, an independent computer game developer specializing in role-playing games, today announced that Eschalon: Book II has entered full production and is expected to be released Q2 2009 for Windows, Macintosh and Linux-based computers.
The sequel to the 2007 acclaimed role-playing game Eschalon: Book I, Book II will continue the storyline from where it ended in the previous game and feature more than 60 gameplay enhancements.
“Basilisk Games is very excited to announce that we will be releasing Book II early next year. Classic, old-school computer role-playing is very much a viable market and we have been happy with the consumer response to Book I.” commented Thomas Riegsecker, Lead Developer of the Eschalon series. “Book II will be an exciting step forward for the series.”
No previous experience with Book I will be needed to enjoy Book II as the in-game narrative will guide unfamiliar players into the realm of Eschalon- a medieval fantasy world on the brink of war. The game will take players across multiple regions as they seek to further uncover the mystery surrounding their character’s past. With an updated graphic engine, interface enhancements and gameplay improvements taken directly from fan suggestions, Book II will be an adventure no RPG enthusiast will want to miss!
About the Eschalon series:
Eschalon: Book II is the second game in a trilogy of RPGs designed to have a play style similar to classic RPGs of the 80’s and 90’s. With a focus on a single-player storyline, statistically driven character development and turn-based combat, Eschalon: Book II features a style of gameplay rarely seen anymore in commercial games.
About Basilisk Games:
Founded in 2005, Basilisk Games is an independent game developer located in Indianapolis, Indiana. The company’s mission is to produce compelling old-school computer role-playing games for gamers who still remember what great computer RPGs used to be about: “Single-player. Turn-based. Stat heavy. Story driven”. For more information, visit Basilisk Games online at http://basiliskgames.com
- Fix a vanilla bug, which caused stacked items to be too heavy.
- Plug vanilla memory and file leaks (mostly in error handling).
- Fix a vanilla string buffer overrun, occuring in the French and Italian translations.
- Fix vanilla bugs, which accessed uninitialised data.
- Fix a vanilla bug, which prevented the army from attacking San Mona.
- Fix a vanilla bug, which made items invisible, end up on the wrong level (floor/roof) or hover above the ground.
- Fix a bug which caused wrong title bars to be displayed for some web pages.
- Fix a bug which broke saving/loading savegames in the Windows version.
- Enable scrolling the sector inventory with the mouse wheel.
- Fix more vanilla crashes, out of bounds accesses, cases of memory corruption and memory leaks.
Alongside – as in simultaneous to, not alternately – the portalling is time-freezing, time-reversal, gravitational inversion, black holes and, well, generally enough concentrated maths in action to make me need a lie a down after each level. It’s sometimes brutal, in an entirely positive sense.
Linux.com has posted their review of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness:
Hobo Alley is where I lost all three characters for the first time. Prior to losing all three characters, which ends the game with you not on the winning side, I had lost one or two characters, but they were healed when the bad guys were disposed of. Those little robots can really piss you off sometimes. Pay attention to all the tips you’re given about how to maximize the effectiveness of your weapons. You’re going to need all your skills with them to survive.
A reader let us know about World Under Siege: European Front by Cateia Games, an upcoming turn-based strategy game in which you can control the forces of the Axis, the Allies or the Soviets during WWII to dominate Europe. It’s developed with Python-OGRE, the Python binding to the C/C++ 3D engine OGRE3D. There’s no release date yet, but we’ll keep an eye out.
Media: [ View ]
A maintenance release of Adonthell, a free software RPG project, is now available. Changes include:
- Fixed bug with line-wrapping of UTF-8 encoded text
- Fixed segfault in conjunction with some combinations of freetype and SDL_ttf
- Fixed compatibility issues with GCC version 4.3
- Fixed compatibility issues with some 64bit OSes
- Use external SDL_mixer and SDL_ttf libraries
Download: [ linuxgames.com ]
Some of the new features include seven new/rebuilt maps, improved lighting and visibility, optimizations for performance increases, map voting system, contrast filter, and improvements to the Galaxy server browser.
A number of bugs have been addressed as well:
- Stack smashing errors in Ubuntu
- Reflective water problems with some ATI drivers
- Normalization cubemap errors with some ATI drivers
- The “no team” bug
- Duel queues now correct themselves if errors occur
- Bot/player slot overlaps on botkick servers
Vulcando Games sent in the following announcement today:
4X stands for explore, expand, exploit, exterminate, and has been well introduced by games like Ascendency and Master of Orion – and Celetania will take it to the MMOG Level! This will allow you to play against thousands of other players in a fully persistant world!
Perstistance means that the game will keep on running and evolving even while you’re not online! You’ll be able to place orders to your units which they’ll follow even if you quit the game before going to bed.
The estimated release date of Celetania is November 2008 – until then we at Vulcando Games will inform you every two weeks about the current state – together with publishing new videos and facts about the game.
So stay tuned – we’ve got a lot up our sleeves we are eagerly awaiting to present you!
At long last, here’s my review of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness’ initial episode, the new adventure RPG based on the popular webcomic Penny Arcade.
It’s been a while since we’ve reviewed anything here at LinuxGames, and in the now 10 years we’ve been operating I’m not certain that I’ve ever reviewed any game personally, so this is going to have something of an ad hoc format.
I played the game on the following system:
- Linux 2.6.24 (Gentoo)
- x86_64 Intel Core2 CPU 6600 @ 2.40GHz
- 2GB RAM
- GeForce 7900 GS 256MB
The 3rd release candidate of Wine 1.0, the free implementation of Windows on Unix, has been released. As with the previous 2 releases, this is a bugfix only release. It is recommended that you join the DogFood Challenge to help find bugs before the critical 1.0 release.
Download: [ Wine 1.0 Release Candidate 3 ]
Linux Game Publishing sent in the following press release:
It’s Beta Test Time! Our newly announced title, Sacred, is going into beta soon, and we would like to invite all Linux RPG gamers to apply for the beta test! Only a few will be chosen, but if you don’t make it, as always, we are accepting proof of pre-order to get into the beta. Apply at our Betas website, and good luck!
Here’s a first shot at VoIP support. It’s still pretty rough, but it’s just meant to be the groundwork. Patches are against svn revision #1345.
This requires patched builds to be useful, but remains network compatible with legacy quake3 clients and servers. Clients and servers both report in their info strings whether they support VoIP, and won’t send VoIP data to those not reporting support. If a stray VoIP packet makes it to a legacy build, it might print an error to the console, but should continue on anyhow.
Data is processed using the Speex narrowband codec, and should be cross-platform. Bigendian and littleendian systems can speak to each other, as can 32 and 64-bit platforms.
As you can see, there’s still a _lot_ to be done to make this robust, and a lot of it depends on small UI mods. I just wanted to put down a framework for others to build on here.
q3osc takes the gaming world of ioquake3, with all the motions and gestures which gamers are used to making – like jumping or shooting a plasma ball – and outputs the information from each of those motions and gestures to a program which controls sound and music. This turns any motion a gamer makes, whether he or she is running across a map, jumping or crouching or shooting – into a way to control an instrument.