The Superlatives: Aetherfall Download For Pc [addons]

The Superlatives: Aetherfall Download For Pc [addons]


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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.

The Superlatives: Aetherfall is a 260,000-word interactive novel by Alice Ripley. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

The prestigious Society for the Advancement of Individuals of Superlative Talent and the Protection of the Queen has invited you to become their newest member! But on the very day the Society plans to initiate you, unknown Villains destroy the Society headquarters and kidnap your colleagues! As the sole remaining full member of the Superlative Society, you must initiate new recruits to investigate the abduction.

Meet your team: Nimble—faster than lightning; Wailer—a "banshee" with sharp blades and sonic shriek attacks; Arturek—the gruff Martian warrior; Tua—a Venusian who commands the power of plants; and Black Orchid—a strangely familiar new recruit. Your efforts are bolstered by your faithful Clockwork assistant, Gatsby, and your always-butting-in rival, Hallow.

Will your gain your team’s trust and convince them to work together, or will they fall apart under the pressure? Will you cut a deal with London’s Villains, or even turn the Society into Villains yourself? Will you trust the mysterious Dusk and Mr. Ink, who offer you help, or will you uncover their many secrets?

  • Play as male, female, or nonbinary; gay, straight, bisexual, asexual, or aromantic
  • Draw power from your preternatural nature, alien heritage, or genius gadgets
  • Protect the Earth from torrential aetherfalls
  • Keep your identity secret from your nosy landlady, Mrs. Rathbone
  • Negotiate with minute Mercurian monarchs (Mercurians stand only four inches tall)
  • Push your teammates to transcend their origins or pursue their destiny
  • Foil the Nefarious Clockwork Contraptions of Dr. Eisengeist and discover his origins

Don your mask, take to the skies, and God save the Queen! a09c17d780



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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Pretty great.. 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.. 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. A+. 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.. Superlatives is pretty great. Both the story and characters are interesting, and if superheroes or steampunk is your thing I think you'll enjot it. There is definatly a whole lot of potential here. I'll certainly pick up the sequel.

One thing I thought was kind of strange was with how early and how they were introduced I thought Hollow was going to be a more major character, and maybe even a RO.. I enjoyed this overall. The Superlatives is an equal mix of superheroes and the Victorian London of Sherlock Holmes. Unique. My only real quibble is that its too easy to make a choice that has consequences you do not intend. So you end up restarting a lot or playing through and seeing where your choices ends up. Fairly good replay value. Recommended if you like superheroes or steampunk genres.. 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.. This game is absolutely worth $5.99 and I will likely buy more games from this company as a result of this one. In fantasy/superhero stories you have certain basic components and if an author strays too far from those then they lose the heart of the genre but at the same time each piece has to be articulately crafted and carefully weaved together. Alice Ripley did a great job in this endeavor. The tone of the story instantly takes you on a fantastic superhero adventure through Victorian London. There's murder, mystery, action, a couple shots of humor, and even a dash of romance.

I left this game open on my screen a couple of nights so ignore the play time. For an average reader you probably have about 8-10 hours on a single play through. There are so many options and branching storylines and achievements that I plan on playing it at least once more. My personal preference would have been for more elements to enhance the presentation such as graphics, music, and imagery but the screenshots show you what you're getting into so I'm not complaining.


Version 0.4.5:
Change log

Animations
-Changed which animations are played by different units and at different speeds

UI
-Fixed a bug which prevented icons from being destroyed on game over

Game
-Fixed some minor bugs

Version 0.4.4

UI
-Added hero portraits to the minimap
-Updated text elements of the options menu for better readability

Known Issues: Some dropdown menus may act weird. 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
. Update to v.0.1.8:
Change log

Misc
-Fixed various bugs which were introduced in the last update. 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 objective’s 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.0.1.2:
Change log

Gameplay
-Added diplomacy in preparation for the upcoming single player mode
-Added personality traits to NPCs, which are used for diplomatic decisionmaking
-Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version
-Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance
-Fixed a bug which prevented new matches from starting correctly
-Fixed a bug which gave players a head start on consecutive matches
-Removed cost of soldiers
-Reduced rate of income
-Removed wave movement from arrows
-Increased arc and velocity of arrows to make them more distinguishable from regular bullets

Visuals
-Changed the look of various arrows

Audio
-Muted death sounds on game over

Pathfinding
-Disabled local avoidance, it caused desyncs in multiplayer

Performance
-Reduced memory allocation during gameplay a little, hiccups are still there, tho

UI
-Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character
-Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update
-Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user
-Removed buttons from the technology panel which are currently not in use
-Added support for diplomacy overview, diplomatic events and diplomatic actions
-Fixed a bug which made certain ui components unresponsive on consecutive matches

Capture The Flag
-Fixed a bug which moved the flag outside the map
-Fixed a bug which made it impossible to return your own flag
-Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalemates

Escort
-Added decorations to each destination
-Fixed a bug which prevented scoring

Input
-Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.. September Update 1:
Change log (v.0.3.0)

Multiplatform release: Added executables for Mac and Linux
Added 2 new coop gamemodes: Open Battle and Corridor Battle
Added a melee unit

Open Battle (Coop)
-Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes
-Control the flow of battle and outplay your opponent to win
-Production is disabled

Corridor Battle (Coop)
-Stretched area with two teams placed at opposite ends
-Classic tug of war
-Production is disabled

Maps
-Added secondary maps to all game modes which support unit production
-Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap
-Added links between main map and secondary maps at specific points, usually at team starting positions

Units
-Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage

AI
-Added cannons back to the default production rotation

Weapons
-Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing

UI
-Unified tooltips for all game modes to make them more consistent
-Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location
-General cleanup and improvements

FOW
-Improved visual quality of the Fog of War

Performance
-Threaded a lot of tasks improving performance

Multiplayer
-Added various sanity checks to prevent irregular actions. 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. Update to v1.30:
Game
-Added three mounted units for each faction
-Added a building to produce mounted units for each faction
-Added base expansions to bases. Now every team’s base starts at level 1, after a while they level up and add more foundations and palisades to enhance gameplay. Each base levels up two times per match
-General polish and updated game engine to latest version

Aesthetics
-Moved further into cartoon look

Animations
-Added missing animations

Performance
-Improved performance and reduced memory load a bit

Bugfixes
-Fixed a nasty bug which prevented the game from properly loading at startup
-Minor fixes
. Version 0.5.0:
Change log

Game
-Hero units now inherit stats from other unit types
-Set window mode to full screen by default
-Convention: Unit names are now single word only
-Changed a couple of unit names to conform to this convention
-Added some checks to prevent incorrect building placement
-Added attack boni vs other types to all units
-Now preventing key clicks from opening windows which don‘t make sense for the current game mode

Animations
-Added some missing animations

UI
-Fixed a couple of bugs for tooltips
-Now hiding buttons which are invalid for the current game mode
-Re-added selection circles for the currently selected unit
-Now showing unit stats and info for the currently selected unit

Graphics
-Changed some materials to prevent silhouettes from showing on some units when behind the weapon

Known Issues
-Sometimes units are not playing animations


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