| 08-25-2011, 03:52 AM | #1 |
![]() To the Bitter End By Soul Reaver Download Links Hiveworkshop Official Site Video Trailer A youtube version of the cinematic-only Prologue chapter, 'Shadows Rising': http://www.youtube.com/watch?v=NUHePZCExwY Introduction For centuries, the people of the Plane of Ithia have suffered under the iron-fisted rule of the immortal sorcerer Morganem and his Council of Six. Now finally their pleas for help are answered: five legendary heroes arrive from beyond the crimsom storms of the warp, seeking to topple Morganem's corrupt Empire. But Morganem will not step silently into the darkness of history, and he prepares to fight these interlopers to the bitter end. A story-driven, single-player action RPG, "To the Bitter End" has been over six years in the making and features an original setting and with completely original characters, abilities, items and spells. Control a small group of legendary heroes as they travel throughout the Plane of Ithia, battling the forces of the tyrant sorcerer Morganem over eight Chapters and two cinematic-only maps. Be prepared to react quickly to changing battlefield conditions and use your abilities strategically to counter whatever the enemy throws at you. Face a variety of challenges, from sneaking out of a prison to taking on a whole army head-on to duelling enemy immortals one on one. During your battles, gain experience and grow in power to truly superhuman levels. Wield abilities that can break the backs of armies. But beware, for your foes are powerful and relentless enough to be a match even for your mighty heroes. Be prepared for a challenge as you snatch victory from the jaws of defeat and conquer enemies that seemed insurmountable. Features
And given the prestigious "Director's Cut" (6 out of 5) rating by Hiveworkshop! Team Soul Reaver Design, writing and creation Stephen Cousins Title screen art For additional credits see the Readme file Progress COMPLETE! |
| 08-27-2011, 08:34 PM | #2 |
That picture is pretty awesome! Also, its nice to see someone posting something that's actually finished, rather than when they hit the 20% mark or something like that. |
| 10-01-2011, 12:06 AM | #3 |
Note to self: check this out, looks fun. |
| 10-02-2011, 10:38 PM | #4 | |
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Thank you! I hope you'll enjoy it. Let me know what you think when you've given it a go. |
| 10-03-2011, 04:50 AM | #5 |
you could be waiting for months, just a word of warning. |
| 10-03-2011, 10:37 AM | #6 | |
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Haha, that's ok. I'm in no hurry. I just hope he'll get around to it eventually. :) Besides, gives me time to work on the the version 1.0.01 release... |
| 10-10-2011, 12:13 AM | #7 | |
Looks good so far (which is high praise from me), but few things so far:
Anyway, I need sleep. |
| 10-10-2011, 06:16 AM | #8 | ||
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Thanks for the feedback. The sword glow is because Soul Reaver doesn't use a custom model - it's just a skin edit with his weapon alpha-ed out... unfortunately, hero glows aren't so easily removed. Still, I might look into importing a custom model in the next revision. The guard's lack of intelligence is intentional though, since avoiding them isn't really supposed to be hard. They're almost blind, and don't make much effort to give chase. The only way they'll catch you is if you run right into them. |
| 10-11-2011, 11:39 AM | #9 | |
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I'd just make his team colour black until he gets his sword (making the gow nearly invisible), which would also emphasise the magic-ness of the sword. |
| 10-13-2011, 09:36 PM | #10 | |
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I've managed to make a version of the model without the hero glow on the hand. It won't affect the model where he HAS the sword, because those are actually two separate models. I'll implement it once I release version 1.0.01. |
| 11-11-2011, 08:44 AM | #11 |
Version 1.0.01 released... and yes, the unarmed model no longer has a glow where the sword isn't. :) Also fixed two or three spelling/grammar errors, fixed two bugs, and added a command to turn off the music. |
| 11-18-2011, 09:02 PM | #12 |
I downloaded it and will play it when I find the time required to do so. I'll edit this post later on with some sort of review. |
| 12-03-2011, 06:15 PM | #13 |
I've played the first two missions so far; it's been really entertaining and refreshingly difficult. The one minor thing that I noted was that the last door in the first chapter didn't unlock when it was supposed to. I just stood around for about a minute before the final cutscene triggered. I'll probably finish it at some point next week, when I have more time. |
| 12-03-2011, 08:21 PM | #14 | |
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Glad to hear you're enjoying it so far! I personally think the game gets better (though harder) the further in you get, so hopefully you'll enjoy the remaining Chapters. And good luck, beacause the difficulty goes up sharply when you hit Chapter IV. Keep in mind that there are some text commands to slighly reduce the difficulty should that become necessary. Despite having known about it for years (it's listed as a known bug in the 'Problems' section of the official website too), the reason why the exit door in Chapter I sometimes doesn't open straight away still eludes me. The bug doesn't happen every time, and the door does always eventually open, but it really should open shortly after the last foe falls. I do have one suspicion on what it could be, related to the cooldown of one of the enemies' items. Logically it shouldn't make a difference, but I've exhaused all logical options at this point. Still, I'll look into that for version 1.0.02. |
| 03-24-2014, 03:16 AM | #15 |
This campaign just got updated to version 1.0.04. Heaps of bugfixes, rebalances, and and dialogue tweaks. Now also includes a Damage Detection system to two major abilities. It now also has an awesome manual which also covers the setting and character backgrounds, which you can find here: http://www.familykrieg.com/tothebitt...TTBEManual.pdf |
