2024年发售的一次性付费即时战略游戏盘点,有你想玩的吗?(第38周)

2024-09-20 16:42:23 神评论

在2024年中有多款一次性付费,即时战略游戏公测或发售,有倍受玩家期待的大作,也有名不见经传的潜力新作。本期盘点就为大家罗列了一下明确要上线的新游信息,游戏荒的你快来一起看看吧!

《Magic Technology》

游戏简介

We launch a widespread Tower Defense tournament that will be held in Single player mode on a popular MOBA-game map. All the owners of the game can take part in the competition after they qualify.Prize fund: 1000 $ + 10% of the game sales, 64 places paid, the qualification stage will last for 4 months, after which we will have the grand finale and the winner shall be famous all over the world!A slight step into cybersport should make more players involved. We invite all the Tower defense fans to participate and, of course, new players are also welcomed to join us!Playing this game, you will find yourself in a world where there is magic and technology. Helping an insane scientist in search of the unknown, you can visit the most amazing places: from forests, to wild and dangerous lands, inhabited by various amazing creatures, from relatively harmless, ending with ancient, incredibly dangerous creatures.Coping with them will help you inventions and findings of this most mad scientist, whom you have to defend, while he ... invent something, well, or dig it out, it does not matter, the main thing somehow works, right?At your disposal will be a wide variety of towers: from machine guns to mass accelerators. You will even have the opportunity to roast someone with lightning, arrange an ice field or cause meteor shower.• More than 400 waves of creatures in 18 missions.• 10 types of modified weapons.• 3 kinds of different skills.• Different levels of complexity.• Unique species of creatures with their own characteristics.• A variety of maps.• Everything in the 3D world.

《Pursuit of Power® 2 : The Chaos Dimension》

游戏简介

Features Real-time strategy game with pixel art Play a Shadow Knight, Stalker, or Mage as your leader class Choose from a variety of upgrades as your leader gains levels Command elite troops with strategic roles and a rage mechanic Manage connections between fortresses in a unique way Gain prestige by capturing rifts and performing heroic acts Dynamic world events such as invaders that attack fortresses Win by capturing all enemy fortresses or surviving the Apocalypse Single-player campaign with a story and objectives Single and multi-player skirmish (local or network)Pursuit of Power® 2 : The Chaos Dimension is a real-time strategy game with a different focus than traditional RTS games. Players connect fortresses together in order to build, research technology, generate bonus resources, defend allies, and lay siege to enemies. Each player has a leader unit that summons structures and casts powerful abilities. Rifts dynamically spawn invaders and epic creatures that reward players with prestige when defeated. There is a priority system for enemy targets and a rage mechanic that affects combat in multiple ways.Fight through a single-player campaign game with unique content and objectives for your leader. Play local and network skirmish games with up to 10 players. Join a team with allies that can come to your aid. Create new skirmish games using a map editor with a rich set of features.What is in the Demo?The demo for Pursuit of Power® 2 places you in a skirmish game as a Shadow Knight versus another SK computer player at normal difficulty. The features are limited in order to simplify things, which is important since the campaign tutorial has not been implemented yet. You will definitely want to read the "help tips" image and it would be good to read the extended help window too.Pursuit of Power® 2 will not be finished until around August 2018, so this is really just an early preview of it. There are some important gameplay features missing that will add a lot of depth to the game. Over the next few months, I will add an upgrade path for your leader, multiple fortress upgrades, epic bosses that spawn from special rifts, powerful zealot abilities, flying guardians, and more. The current version of the game should give a good idea of how it will play, but the final version will contain much more depth and have a lot more polish too.I launched the Steam store and Demo early, so I can begin building a community around the game. I will update the store page during development, especially when I add new content and features to the game.GameplayThe game begins with your chosen leader spawning next to a crystal formation. Clicking on the crystal will summon your first fortress over it. Now you must race across the map to summon more fortresses over unprotected crystal formations using your leader and zealots.Portals are summoned over crystal formationsWhat are zealots? They are devout followers that march from your own fortresses to any other fortress, whether friendly or an enemy. Zealots form a continuous line when there are no gaps between zealots due to deaths. Those complete connections transfer magical power that can generate resources, bolster defenses, or help lay siege to enemy fortresses.The front zealot at the head of the line holds a banner. If any zealot dies before it, then the banner shifts to the next head of the continuous line. Power emanates from the banner during each pulse event. When connected to a friendly fortress, that power flows through it and travels back to the source, providing additional power for the player. The destination fortress also receives increased build progress for every friendly connection.On the other hand, every enemy zealot connection to a fortress slows its build progress. If more enemy banner zealots reach the fortress than friendly zealots, it essentially halts progress so enemy troops can lay siege. In addition, the enemy banner zealots generate prestige when they successfully reach the portal.What are the resources? Every 2 seconds a pulse event occurs in the game. During that event, power is generated for players with fortresses over active crystal formations. Power is the main resource in the game. It is required for most game actions, such as summoning troops or using an ability.Crystal formations generate power for playersPrestige is awarded for heroic actions against enemies. It can be gained when players connect their zealots to enemy fortresses, destroy enemy zealots, kill enemy leaders, or capture rifts. Prestige is required for some of the most powerful game actions, including the leveling system.These units generate prestige when they kill zealotsHow does the leveling system work? Leaders will gain levels as they accumulate prestige. There will be ways to choose upgrades, possibly tied to the captured rifts. I hope to change the appearance of leaders and visual effects for their abilities as they gain levels.Fortresses will also have an upgrade path. Many of those choices will be focused around powerful abilities for zealots. Portals will become larger and look more powerful as they are upgraded. Currently, the upgrade path requires a certain amount of "zealot pulses" for build progress, as well as a power and prestige cost.Those concepts are still in the design phase, but I do want to emphasize that there will be player choices that have a big impact on the game. They will add a lot of strategic depth. Some of the current choices are just placeholders until the designs are completed.Mage leader casting a spellWhat is a typical battle scenario? During battles, units will select targets based on a few criteria. Towers will normally target zealots before any other unit. However, siege troops will draw fire when in range. That will allow your zealots to pass by without being harmed. The siege units are also very effective at absorbing damage from structures.Towers will attack siege units as a priorityFighter units will taunt all troops when in range. That can allow your high-damage units to harm enemies without risking death. Immobilization troops can fear, stun, and mesmerize most other troops. That can render a group of enemies helpless as they get picked off. When the immobilized unit is first hit, a bonus buff is triggered for the attacker.Shadow Knight leader swinging his axeScout units can stealth and do extra damage when attacking while hidden. They can detect other stealth units and also have a debuff. That debuff amplifies the damage of certain abilities. All 3 major debuffs are displayed as icons near the troop health and rage bars due to their importance.Stalker leader attacking with her bowRage is generated when the troop takes damage or while it is immobilized. As the rage increases, the troop gains rage levels. Each rage level multiplies the damage done by that troop. Killing troops with high levels of rage is important. Some abilities can even harness the rage to create bonus effects. Troops at max rage level are immune to immobilization effects. All troops decrease rage over time.How do you capture an enemy fortress? Players must first destroy all 4 fortification towers to make the portal vulnerable. Then they can damage the portal while fortifications are down, which isn't easy since fortifications can repair themselves with help from friendly zealots. The player's zealots will then capture the unprotected portal after several pulse events and a new fortress will be summoned for the conquering player.Destroy all 4 fortification towers to make portals vulnerableWhat are the rifts and chaos levels? Rifts don't become active until 5 minutes into the game. That gives players time to capture magic sources, build some defensive structures, and summon troops. Rifts with floating purple particles will become active during the next phase, so take note of where they are located.When the rifts become active, invaders will start to spawn at a relatively slow rate. Capturing rifts will accumulate prestige over time and help push invaders further away from your fortresses. As mentioned above, they might also be tied to leader upgrades in the future.For the most part, invaders will harass your fortresses, cause attrition to your troops, and disrupt your zealot paths by causing breaks in the line. It takes a while for them to destroy a fortress on their own. However, they could assist enemy players by destroying most of the defenses, allowing their zealots to capture the fortress.Epic rifts aren't in game yet, but they will spawn boss creatures when they are implemented. Those rifts and creatures will be similar to mercenary camps in MOBAs. Most likely, each will have unique, but relatively simple raid mechanics that players must learn. I plan to let players control the defeated boss for a limited amount of time. There can be up to a dozen types of epic rifts and bosses with the current design.Chaos surges happen at the start of the next chaos levels. They evict players from all captured rifts, returning them to the invader pool of inactive rifts. That ensures invaders can always be a part of the game. Furthermore, the spawn rate of invaders doubles during the 1 minute chaos surge. That means that invaders will often attack fortresses during the chaos surge, since the minimum threshold for attacks is more likely to be met.How does the game end? There are two main ways to win the game. The more traditional way is to capture all of the enemy fortresses. Leveling-up your leader more quickly than your opponents can help, especially once you gain your powerful ability upgrades.You can also win the game if you are the last player to survive the Apocalypse. The game world becomes increasingly chaotic as players conquer fortresses and destroy the rifts. Powerful creatures from an alternate dimension take notice and start to descend through the rifts, making the encounters more difficult. The attacks increase in strength until only one player survi

《Retaliation Path of Rome》

游戏简介

Retaliation Path of Rome is a very complex game, with several unique featuresMISSIONSAbout 100 different missions, with either single or multiple objectives, like: - reach a population target (a minimum number of patricians and/or plebs) - reach a target happyness - earn a certain amount of money - complete the mission in a given time - win a certain number of battles5 difficulty levels, from very easy to very hard: with different world resources, starting money, initial reputation...Every mission is created parametrically to offer an ever changing challenge, each time a mission is re-played.STRUCTURESThe player has the possibility to build more than 50 structures to complete the missions. Some example structures:- Slaves' quarters- Plebs' houses- Patrician villas- Wheat field- Olive grove- Vineyard- Farm- Fishing house- Market- Stables- Workshop- Dirt road- Paved street- Archers' barracks- Ballistaari' barracks- Equites' barracks- Legionary barracks- Velites' barracks- Defence tower- Signaling tower- Watch tower- Wooden wall- Wooden gate- Stone wall- Stone gate- Forum- Theatre- Amphitheatre (arena)- Gladiator ludus- Stadium (chariot races)- Gardens- Groves- Fountain- Well- Butcher- Olive maker- Wine maker- Lumber mill- Clay pit- Iron mine- Stone quarry- Marble quarry- Gold mine- Potter workshop- Blacksmith- Academy- Library..Each structure needs specific resources in order to be built.And of course each structure has different function and features, and some structures have to be properly positioned in order to yield the desired result: for wine production it is necessary to create both vineyard (to get the grapes) and a winemaker (to get the wine).CITY AIIn each city there will be some AI controlled competitors: other patricians whose goal is to increase their riches and extend their influence. They will be vying with the player, acquiring resources and building structures, trying to get to the best spots before the player.The competitors appear in advanced levels, and each has a different strategy: some concentrate in the real estate market, others in trade or in resource production.DESIRABILITYWhen new structures get built, these can differ in desirability. Usually this depends on what is present (or built) around them. For example a patrician villa has higher desirability (and hence higher market value) if nearby there are gardens, fountains, other villas, theatres.. It instead loses value if nearby there are stables, farms, wheat fields... Residents will at first go to dwell or work in the structures with higher desirability, avoiding those of little value.For production structures, for example a wheat field, the value depends on the amount of the produced resource is available in the nearby city and in the global market. If the market needs grains, the value of the field will rise. Conversely, the field would become less desirable and its value decrease.DAMAGEIn time, structures deteriorate. Every week mainteance works are done to keep them operative and pleasant. If there are not enough money for the basic upkeep or if extraordinary work is needed, the player will need to acquire the necessary funds and repair it as soon as possible (or see its profitability vanish and possibly even arrive to the point when the whole structure eventually collapses).CITY BUILDINGThe city management part of the game depends chiefly on money, people's satisfaction and resources available.Dealing with these three amounts, the player needs to complete the missions.Careful and efficient exploitation of the resources allows to save money and gain with the trade. A wheat field created in a fertile area will yield much more and hence cover its operation costs and bring profit.It is best to plan the city growth in order to efficiently exploit the resources and reduce the expenses. It is important that cities be self-sufficient: for example a global event like a drought could push prices of imported goods to very high levels.It is also fundamental to avoid discontent in the populace. If discontent is too high there could be revolts that would seriously compromise the possibility to successfully complete a given mission.HAPPYNESSTo be happy, people needs to have their basic needs satisfied: food, dwelling, work, water, protection from enemies.Increasing the people's life conditions will also generate new needs. In particular the patricians will start to require luxury goods (good wine, gold, silk, refined pottery, statues...).Entertainment is another fundamental need: populous cities will require stadiums and arenas (and famous people competing inside those structures..)When happyness is low, the city structures become less productive and hence less profitable.WORKERSAll structures need a certain amount of workers or worktime, even for the simple upkeep/maintenance.All productive structures are tightly bound to the number of workers available in the city: with not enough available workers the production would decrease or even become null. Structures with the highest desirability will be the first ones to attract the workers, leaving the others without.Different structures will require different amounts and different type of workers. For some jobs only slaves will be requested. Plebs are needed for crafts and trade.Unemployment will cause collapse of happyness and increased risk of revolts.PATRICIANS / PLEBS / SLAVES Patricians are the wealthiest citizens, they have expensive needs and cannot accept to see their needs not satisfied. Their weight over city happyness is very relevant.They also expect to be given high prestige jobs: army generals, high clerics, administrators, politicians, proprietors.Plebs are mostly involved in crafts and trade. They are fundamental for the management of the city but they don't have much political weight.Their class gives the major turnout in tax income.Slaves are the major work force. Satisfying their primary needs (food, lodging, water) is important as they deal with the production and resource gathering of the city. Correct management of the slaves is fundamental to make the city desirable to the other classes.RESOURCES:- Gold- Wood- Stone- Marble- Iron- Clay- Wheat- Meat- Fish- Grape- Olive- Wine- Oil- Pottery- Jewelry- Leather- ClothThese are the resources that can be traded, produced or transformed.TRADETo evolve the city it is mandatory to correctly manage the trade of all goods: selling the city production to obtain the resources needed for the evolution and improvement of the city.Prices of resources are managed at two distinct levels: local and global.Locally: they depend on the city demand and the amount of that type of good that has been bought or sold (selling a lot of wheat will make its price decrease).Globally: the entire nation's demand is evaluated and several other factors also influence the price (e.g. events like plagues, droughts, wars..). For example the global price of wheat could be much higher than the local one because of scarcity due to droughts in several areas of the nation.So if there is a global crisis, even if your city sells a lot of wheat, its price could still be increasing instead of decreasing. But when the trend changes (for example the drought ends) its price could suddenly crash.AUTOMATIC TRADETo simplify the game and avoid micromanagement, it is possible to automate trade setting some "limit orders".E.g. "buy if there is less than .. %"The automatic system won't consider the price, but the quantity set as requirement.STRUCTURES' MARKETIn Path of Rome it is possible to buy or sell the structures (with the exclusion of those like walls, streets, barracks) according to its market value.Once the building of a structure is complete, the player has the possibility of selling it, to the value defined by its desirability and the kind of resources it produces.Selling a structure gives an immediate income, but could be disadvantageous in the long term:- no money will be collected for rent of properties or sale of production- resources produced by sold structures will not be managed by the player- and hence those resources won't be available to build other structuresNevertheless a good sale would still benefit because of immediate cash flow...DANGER AND ENTRENCHEvery structure you build makes your city more appealing to enemies who could invade or pillage it, according to the kind of structure: a patrician villa, a thriving market or a golden mine would increase the risk of enemy incursion much more than a new wheat field or a stone quarry.To compensate, it is better to spend some money and time on defending the city, creating walls, towers and military units.Defensive structure will also contribute to raise the desirability and hence the values of the other structures of the cities, whose occupants will feel safer.All choices in the game are two pronged, bringing both advantages and problems.For example, continuing on the topic of city defense: if there are few or no defensive structures, there will be many enemy incursions, but very light (small bands of brigands mostly).Conversely, excellent defensive structures won't guarantee that the city becomes untouchable, will deter and block small offensives but will attract the organized war sieges of big enemy armies: a city so well defended MUST be rich and full of bounty!BATTLESRetaliation Path of Rome is a hybrid RTS/TBS, a combination which makes the game very tactical. You'll need to plan how to move the troops, how to arrange them and expecially what kind of army units to train. Different movement ability (velites, with barely no armour, are much faster than full armoured princeps) and different attack types and attack speeds make unit types (and how you'll use them in battle) very different.Each battle is managed by a parametric AI system with almost endless combinations and possible states and developments.COHORTSUnits are arranged in groups, which are commanded by officers, controlling the mov

《Beasts Battle 2》

游戏简介

Beasts Battle 2 是回合制战略游戏,在其中,你可以组建军队,对抗一波又一波的恶棍。随着妄图奴役众生的暗黑生物 — 死灵法师的归来,幻想王国的世界陷入了一片混沌。集合王国全境最精锐的武士,在史诗冲突中取得胜利。在 Beasts Battle 的世界,你将和王国的公主一起旅行,探索新的领地,对战一众对手,其中有些对手可能会决定加入你的军队。每个生物都拥有特别技能,能为众多战术打开机会。• 精彩的活动情节,让你可以领略众多地区• 回合制战斗系统• 20 多种不同的角色,在游戏中可以升级• 英雄升级和技能书• 众多具有独特属性的神器和魔法书• 精心绘制的角色模型和游戏地点• 奖励任务,地宫和无尽竞技场

《恶魔的崛起:混沌领主》

游戏简介

Turn-based, tactical RPG where players command a powerful band of warriors.

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