#hardest battle in the game so far
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nervocat · 9 months ago
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Dude why was Arvens battle so hard. HE HAD SUCH GOOD TYPE COVERAGE FOR MY TEAM AT LEAST AND I HAD TO RELY ON POTIONS MAN
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its-raining-cats · 4 months ago
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Finally read the TAZ Suffering Game graphic novel last night and I gotta say… I’m a bit disappointed by it. Warning for some salt so if you don’t want to read that, then don’t.
I knew they were gonna have to cut some stuff, but they removed like. Half of the suffering from the arc titled THE SUFFERING GAME. Side characters like Lord Artemis Sterling, Rowan, Antonia, and Cam. The brutality of the Trust or Forsake game. Taako’s beauty (and although unknown to him, his identical-ness to Lup.) Merle’s battle axe proficiency. Magnus’s memories of GOVERNOR KALEN. Suffering Game was one of the arcs I was looking forward to the most since the beginning of the graphic novel, and they flubbed it so hard. Not enough suffering.
Reunion Tour was better, and picking up the pace of events didn’t change a ton. They changed what they told the bureau about Magnus’s “death,” meaning we didn’t get to see any of the mourning that came from that, but they handled it well, changing Carey’s mourning into determination to go and find him.
But the voidfish scene. The “those are the arms that held my wife” scene. Mannequin-Magnus’s final stand alongside the voidfish. The “don’t let them forget me” scene. Johann’s death. The fact that they changed this is just… inexplicable to me.
The graphic novel definitely hit the highs and added some new stuff that was definitely nice, like the Umbra Staff jumping into Barry’s arms. But to have so much cut from these arcs, especially since the adaptation has been so faithful so far, is really disappointing. It makes me nervous for how they’re going to put The Stolen Century and Story and Song into one book and wondering what parts of it they’re going to have to cut.
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bluefuecoco · 5 months ago
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i have progressed in pokeclicker past the point i originally got to! i just have 3 more ultra beasts to catch before moving on to Galar, but i'm just barely not strong enough to progress the quest to get them.
plus, unlocked the magikarp jump subregion, where uh you only have magikarp (makes sense) but my magikarp originally had an attack level of like....100 because i stop breeding them when they're shiny.... so now i've loaded magikarp up with protein and made a specific hatchery category just for it and have my best guy working on getting him up to speed
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kirstielol · 1 year ago
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some screenshots of the hag's lair because i thought it looked really cool 💚
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danielnelsen · 1 year ago
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wooow it's my favourite part of the game
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orcelito · 2 years ago
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Experienced biiiig big plot twist things in tales of arise. I am fucking Reeling. That was so good but also so. So much. Oh my God...
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lenny-link · 5 months ago
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TF2 x SU au fusions!
oof this took too long but i finally made it !
I kept @gracefireheart Andalusite (HeavyMedic) and @cariocay ‘s Turquoise (EngieSpy) (that i just realized their account got deactivated just a few days ago im sad now) fusion designs because i just found them perfect and whenever i wanted to try making my own designs i always ended up with making something similar to theirs since i was very influenced so i just kept them! They’re so awesome plz check the original artists!
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my designs :3 :
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About the fusions:
I tried to choose a theme for every fusion that suits the characters like Spessartite (DemoSolly) is a warrior i put Demo’s sword with Soldier’s shield thing well he doesn’t specifically have a shield but yknow the helmet thing i thought that could work.
He’s very powerful, strong and jump into action without a second thought, while he possesses immense strength and a love for loud and chaotic things, his battle prowess is a double-edged sword since his attacks lack precision. however, this unpredictability often leaves his enemies confused and scrambling to defend. he fights more efficiently when drunk lol
Lepidolite (MedicSpy) is a plague doctor, he is very inspired by Hannibal Lecter (nbc Hannibal lol shout out to that one Anon who recommended it for me to watch it lol) at first i wanted to give him a bistouri as a weapon, since it would suit Medic’s saw with Spy’s small knife, but then i felt the fusion was leaning too much towards Medic than Spy, so i put a cane instead to give that old idk gentleman look :P
He is polished and sophisticated, with a hint of underlying sadism and very precise in his movements, he meticulously analyzes his opponents, exploiting weaknesses with surgical precision before jumping into action and strike right where it hurts the most, the cane appears to be a simple walking stick, but inside is a hollowed core that had a retractable, poison-tipped blade, and his poison isn't fast-acting he enjoys toying with his victims, watching as the venom slowly takes hold, fueling his twisted sense of amusement. they are far from being the strongest fusion but they rely a lot on making their opponent weaker by their ability to attack precise hits as well as poisoning them!
Carnelian (SniperScout) his design was inspired by a equestrian outfit (he was the hardest to design tbh bc i wanted his design to be specifically different from the others since Scout is half human so i wanted this "human" aspect to show in the fusion).
He is a walking paradox, he's got Sniper's calm confidence with Scout's hyperactive energy, he loves a good plan but his execution is often fueled by pure adrenaline, he can zip across the battlefield with incredible speed, dodging attacks and flanking enemies. good at mid range and long range attacks but weak at close range, has internalized monologues with himself a lot, he appears calm on the surface however, his foot constantly taps, he fidgets with his slingshot, he cannot stays in place for too long. enjoys taking challenges.
Rubellite (DemoPyro) is a robot with a 50’s cartoon style but with like a creepy vibe to it, their voice sounds like a broken radio perpetually stuck on a laugh track, is both infectious and unsettling.
They just as powerful as Spessartite but just a bit more agile and lean more on the defense style than offense, their body stretches in a cartoony way and battles become a twisted playground for them, a child's game where they hop and blow things up everywhere. they’re very joyful and loves to have fun while making chaos, they usually make jokes but no one understands their muffled voice so they often laugh all by themselves lol the weapon actually expands where the ball and the shaft of the mace connects there’s a chaine (i didnt draw it cuz there was already too much going on in the drawing lol) which helps them reach target from close to mid range easily, they twist and turn their body in very flexible ways before swatting their weapon at their target.
♠︎ If you want to suggest a pair for the next fusion please just comment here DO NOT send it in my ask box plz !!
And if you want to make your own fusion designs/fanart go ahead ! id love to see other people’s interpretations could be ! just don’t forget to tag me and add the tag ( tf2 x su au) :D
hope you enjoy !
+ early designs :
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phantomrose96 · 1 year ago
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What the hell happens in the pikmin game?? Those little colourful bitches have been around for ages, but i never bothered looking them up, i just figured they were cute little mascots of some game. But your posts are making me question everything. Is it a horror game? (I know i could just google it, but asking you is funnier)
Yeah you're right asking me is much funnier :)
Pikmin is a fun and relaxing game! You play as a little astronaut man who gets to spend his days growing Pikmin, who are sweet and peaceful little plant creatures with leaves, buds, or flowers on their heads. You can corral them around with a little trumpet, like a bouquet of flowers following you through the pretty and whimsical landscapes of planet PNF-404 :)
Wait did I say fun and relaxing?
Sorry, typo.
It's a brutal skill-based survival game (❁´◡`❁)
So then maybe you're wondering, what's up with the Pikmin? What was that about growing a bunch of little flower guys? Well growing the Pikmin is super important!
It's super duper important mainly because you need to replace the Pikmin who die in the carnage of battle for you!
Battle against what?
Everything.
See on PNF-404, Pikmin are the bottom of the food chain. Just about every living breathing creature on this planet is orders of magnitude larger than the Pikmin and munch Pikmin by the hundreds for breakfast. Predators will do this instinctively. They will do this unprompted. They will do this while you're not looking. They will do this endlessly until every last Pikmin is dead.
So... what good are the Pikmin? What chance do they stand?
Really easy. Pikmin are the most violent creatures in the entire game 🥰🥰🥰.
How else do you survive when you're small and fragile other than incredible violence? Pikmin can exist out and about in swarms of up to 100. And the only way to survive predators as small little leaf creatures is to beat those predators to death with incredible mob violence before they can kill all of you.
Pikmin don't die like plants. They die like warriors.
And sometimes, this is the hardest mechanic to handle. Left to their own devices Pikmin will seek to shed blood. It's up to you to call them away from orchestrating their own demise, their own pursuit of the glory of Valhalla. It's in their nature. It's in their plant-blood.
And they go down hard. They shriek when snapped up in the jaws of predators. They glub and wail when drowning in water. They trill out screams when on fire. They choke and cough in poison. They die instantly to electricity. And you'll know a Pikmin is well and truly dead once it lets out a final whimper, and a ghost drifts away from where it once stood. This can happen by the dozens. This can happen to all 100 at once.
So wait, wait I've gotten far ahead of myself. Why the violence? Why the death? Why the fighting? What was that about a little astronaut man?
Well your astronaut man is Olimar, an honest and simple family man who's a freight ship captain from his home planet of Hocotate. He's a truck driver! He's just a guy taking his first vacation in years.
And a meteorite strikes his ship, tearing it to pieces as it crash-lands on a completely uncharted planet. Welcome to PNF-404...
And so you're Olimar. A truck driver. A nice dad. A victim of capitalism with the world's worst boss. Out on vacation.
Your ship is destroyed. No one is coming for you. No one will save you.
The oxygen on PNF-404 is poisonous.
You have 30 days before your life support system runs out.
You have 30 days until you die a brutal and lonely death.
Your only hope is to find every scattered missing piece of your ship--30 of them--strewn across the planet, return them to your ship, and repair it, before your 30 days are up.
But this is simply impossible. You're one tiny little man. You wouldn't be able to lift a single piece of your ship, let alone 30 of them, let alone doing so while fending off the wildlife hellbent on killing you.
But the Pikmin seem to like you...
So all that death? All the carnage and destruction? It's all in the effort to repair Olimar's ship before he suffocates. You pave a path of destruction decorated with the bodies of any creature that stands before you and your missing ship pieces.
The Pikmin do it. The Pikmin trust you. The Pikmin follow your command and die by your command. After all, you're growing their species. Oh did I forget to explain that part? The "how" of how growing Pikmin works?
Simple. Pikmin are grown from the corpses of the creatures they kill :).
If you kill something, the Pikmin take it back to their base and process it for pieces, and grow new Pikmin from it. That's how you get all the nice little flower creatures following you around. :)
Is it good enough? Can you sleep at night knowing that 50 creatures who trusted you implicitly were slaughtered under your misdirection? All to retrieve a hunk of metal which is 1/30 of the hope of getting you home alive? 100 slaughtered? 200? Day 30 is approaching. Things are looking bleak.
You're Olimar. Day 30 has arrived, and you haven't fully reconstructed your ship. You have no option to stay. Your life support has run out. You watch the Pikmin you've left behind, as you attempt to start up your ship which has not been safely repaired.
You try to take off, and try to make it home.
It does not go well.
But at least the Pikmin have another corpse to carry.
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starsjulia · 1 month ago
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angel chapter three // angels army
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a/n : some bits of angel and leah’s team mates!
warnings : cancer, hair loss due to cancer, stilly a fluffy chapter though
Angel’s treatment had fallen into a rhythm that Leah had come to dread: chemo sessions, scans, and days spent fighting fatigue so intense it seemed to weigh on Angel’s tiny body. Through it all, Angel remained brave, finding little sparks of joy where she could, even on the hardest days. Leah never left her side, always ready with a soothing word or a comforting hug. But no one could fight a battle like this alone, and Leah wasn’t about to try.
The Arsenal family had rallied around Leah and Angel from the moment they’d heard the diagnosis. To them, Leah wasn’t just a teammate—she was family. What she and Angel were going through affected all of them. Their bond was built on more than just football; it extended into every part of their lives, from shared victories and defeats to birthdays, celebrations, and now, this struggle.
It started with small gestures: Lia organizing meal deliveries so Leah wouldn’t have to worry about cooking after long hospital stays, Jen setting up a schedule to make sure that one of the team was always there to sit with Angel during her treatments, giving Leah moments to step outside, stretch her legs, or just clear her mind. Each visit brought something special—a new book, a small plush toy, or Angel’s favorite snacks. They wanted her to feel like the world outside the hospital hadn’t forgotten her.
Katie made it a point to visit often, always arriving with a grin and some new story to tell. One afternoon, she brought Angel a handmade bracelet in Arsenal colors, woven with little beads that spelled out “Angel.” She knelt beside the bed and placed it gently around Angel’s wrist.
“Now you have a lucky charm,” Katie said, her voice full of cheer. “Every time you look at it, remember that the whole team is cheering you on, okay?”
Angel nodded, her eyes wide with admiration. She looked down at the bracelet, then back up at Katie. “Thank you, Auntie Katie,” she whispered, her voice small but steady. The smile that followed was like a tiny ray of sunshine breaking through the grey.
Beth showed up with a small portable projector one evening, and together with Leah, they transformed the hospital room into a makeshift movie theater. They played some of Angel’s favorite films, even projecting old Arsenal matches on the wall. Angel lay in bed, eyes sparkling as she watched her mum on the screen, moving effortlessly up and down the pitch. “You’re so fast, Mummy,” she murmured in awe, as Leah sat beside her, wrapping an arm around her daughter’s shoulders.
“Not as fast as you’re going to be when you’re better,” Leah replied, pressing a kiss to the top of Angel’s head.
Other teammates brought touches of home into the sterile hospital environment. Lotte came with fresh flowers every week—sunflowers mostly, because Angel had once told her they were the happiest kind. “They’re like little suns,” Angel had said, and Lotte always made sure to pick out the brightest ones.
Viviparous had come by, carrying an Arsenal scarf that the supporters had signed after a home game. She draped it over Angel’s lap with a soft smile. “The fans wanted you to have this,” Viv said, her voice gentle. “They know you’re fighting, and they’re with you every step of the way.”
The scarf became a comfort item for Angel, something she wrapped around herself on the days when the chemotherapy made her feel like she was floating somewhere far away.
Leah’s parents were also a constant source of support. Her mum took over bedtime stories, coming up with tales of courageous knights who played football with magic powers. Her dad, never one to show much emotion, spent hours at the hospital playing card games with Angel, his gruff exterior melting away as he laughed with his granddaughter.
But the hardest part was when Angel began to lose her hair. At first, it came out in small strands that tangled in Leah’s fingers when she brushed it. Then, clumps began to fall, leaving bald patches that became more prominent with each passing week. One evening, Leah brought a pair of clippers to the hospital. Her heart pounded as she turned them on and heard the low buzz fill the room.
“You know, a lot of footballers shave their heads,” Leah said as she knelt down beside her daughter, who sat on the edge of the hospital bed. “And you’re still our little superstar, no matter what.”
Angel looked up at her, her blue eyes wide with trust. “Like Mummy?”
Leah nodded, fighting to keep her voice from trembling. “Like Mummy,” she agreed. She was halfway through shaving Angel’s hair when Kim and Lia walked in, carrying two small beanie hats they’d brought from the Arsenal shop. They sat down on either side of Angel, showing her how to fold the hats just right so they fit snugly over her bare head.
When Leah was finished, Angel examined herself in the mirror, adjusting the hat over her scalp. “I still look like me, don’t I?” she asked quietly.
Leah’s breath caught in her throat as she met her daughter’s gaze in the mirror. “You look exactly like you,” she said, her voice soft but unwavering. “And you are beautiful.”
To lift Angel’s spirits further, the Arsenal team organized a surprise for her. They set up a live video call during one of their training sessions. Each player took a moment to send Angel a message. They all wore special training shirts with “Angel’s Army” written across the front, and when Angel saw the words, her whole face lit up with excitement.
“Baby, you see that?” Leah said, wrapping an arm around her daughter’s shoulders as they watched the screen together. “They’re playing for you today, love.”
Angel’s eyes shone as she watched Leah’s teammates wave at her through the screen, each sending their love. When Leah looked at her daughter’s face, she saw not a patient in a hospital bed but a warrior with an unbreakable spirit.
The support didn’t stop there. Arsenal fans started raising funds for pediatric cancer charities and dedicated banners to Angel at matches. The Emirates Stadium became a place of solidarity for Angel, with chants of “Angel’s Army” ringing through the stands. Even though she couldn’t be there in person, Angel felt the warmth of every cheer and every sign that spelled out her name.
In those moments, Leah realized just how powerful the Arsenal family truly was. It wasn’t just a club—it was a community that stretched far beyond the pitch, rallying around them in the darkest of times. For Leah, seeing that unyielding support helped strengthen her resolve. This fight wasn’t just hers, nor just Angel’s—it belonged to everyone who had ever cheered for Arsenal, who had believed in them.
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aethes-bookshelf · 1 year ago
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empty eyes, emptier words || astarion/tav/halsin
I've been stuck in BG3 hell since the game first came out. I'm still in there. I don't think I'll be coming out anytime soon, so have this piece of angst. If everything goes well, maybe I'll deliver on some devil fucking (ft. Haarlep & Raphael). But that's a big IF.
For now, take this. I wrote it in class. I was supposed to be paying attention, but I made this instead. Bon appétit.
Warnings: angst, hurt/no comfort, tav straight up fucking dies
Pairing: astarion/tav/halsin
Wordcount: 1.4k
Summary: Orin knew exactly who to take to hit those troublesome True Souls the hardest. Their leader was the obvious choice - a chicken can only run so far if you take its head. Tav would make a beautiful sacrifice for Bhaal.
And if anyone came to try and get them back? All the better. Blood will flow either way. And what a sight it'll be.
[I made some changes to Orin's dagger. Now, whoever gets killed with it can't be resurrected. Or can they?]
ao3 link || part 2
Orin turned around at the first sound of footsteps. She brandished her dagger, her Netherstone embedded in the cold metal of the weapon. She was standing on the sacrificial altar at the center of the temple. Beneath her laid Tav, arms and legs bound. They were unconscious, fresh and old wounds littering their body. The little clothing they wore stuck to their skin, wet with blood. The smell of it hit Astarion like a club to the head. He hated how his mouth instantly watered, hunger rearing its ugly head.
‘I don’t smell Gortash’s rot on you,’ Orin said, crouching by Tav’s body. She dragged her blade across their skin. Fresh blood bubbled to the surface. Tav didn’t even flinch. They were barely breathing.
‘Did it think it could trick me? Did it think it could save?’ Orin taunted, her dagger stopping right over Tav’s heart. Astarion could hear its faint beating.
The heat of Karlach’s anger burned the air around her. ‘I hope you’re not about to do what I think you are. For your sake.’ Her massive ax sliced through the pungent air, tail swishing behind her.
Halsin didn’t speak, but his eyes glowed bright gold. His hands were clenched at his sides, anger barely restrained.
Astarion unsheathed his own daggers, their weight a fleeting comfort. ‘You lay one more finger on them, I’ll rip your throat out,’ he said. A growl ripped itself out of his throat.
‘Your teeth aren’t sharp enough to pierce my throat,’ said Orin. The tip of her dagger sank into Tav’s chest. ‘Not enough to slice my flesh, taste my blood.’ She drew back her hand, dagger rising into the air. A speck of blood followed its tip.
Astarion clenched his jaw so hard his teeth hurt. His upper lip drew back; he bared his fangs on instinct.
‘Even if you kill them, all you’ll achieve is pissing us off,’ said Karlach. Her words were confident, but her voice betrayed her; she was afraid. ‘We’ll just bring them back so they can spit on your fucking corpse after I split you in half, you crazy bitch.’
None of them liked the way Orin laughed at those words. ‘“Bring them back”? Not here. Not with Bhall’s blessing.’ She grinned, showing all of her teeth. ‘They’ll be the first sacrifice of the night. Then I’ll spill your blood and guts on their flayed skin.’ A shiver ran through Orin as she brought her dagger down.
The blade sank into Tav’s chest with a sickening squelch. They gasped, body going rigid for just a second. Then they went limp.
Astarion’s scream rang through the still air as Karlach charged the altar.
* * *
Astarion knelt down by the bodies laying on the stairs and started rifling through their pockets.
‘What the hell are you doing, Fangs?’ asked Karlach. Tears were evaporating off of her face, her infernal engine still hot with her battle rage. The ashes of a used scroll of revivify were cooling at her feet. The spell's energy had already ran out and Tav was still limp, their body slowly going rigid.
‘I’m looting, can’t you tell?’ Astarion’s voice was snappy, but even. ‘Tav’s usually the one to take everything that’s not nailed down but they obviously can’t do it this time, can they?’
He leaned down over a pile of smoking bones and burned blood that used to be a man once. ‘They always find something for us in these piles of trash, I thought it’d be… nice to do the same for them for once.’ He managed to fish out a rusted dagger from underneath the pile.
‘Astarion,’ said Karlach, voice breaking.
‘Besides, their favorite tea ran out a few days ago, so we’re gonna need stuff to sell.’ He leaned over the pile of Orin’s gore next. ‘Tav spent most of our money on some new armor for you and Gale, and that tea’s expensive, you know?’ He took Orin’s dagger. His hands were shaking.
‘Astarion,’ Karlach tried again. The low hiss of evaporating tears got louder.
‘They deserve to drink something good when they come back, no?’ Astarion stood up straight. His grip on Orin’s dagger was so tight his chuckles went paper-white.
‘Astarion,’ Karlach’s voice was low and thick with tears, ‘I don’t think they’re coming ba—’
‘Don’t you dare finish that sentence.’ Astarion was quick to turn around and point the dagger at Karlach’s chest. ‘Don’t you dare finish that sentence.’ For the first time since they arrived at the temple, his voice broke. ‘Of course they’re coming back. Why do we keep that creepy skeleton around if not to bring us back in times like these?’
His eyes watered. ‘They’re coming back. They have to. They must. Even if that means I’ll have to drag them out of the Hells myself.’
Astarion’s eyes wandered to Tav’s broken corpse. They were still laying on the altar, the stone of it slick with their drying blood. He couldn’t see their face; Halsin’s shoulders were obstructing the view. Astarion could swear the druid was shaking too.
‘Halsin, they’re coming back, right? They’re coming back!’ If Astarion’s heart still beat, it’d be fluttering with rising panic.
Halsin’s voice was low and quiet. He kept stroking Tav’s matted hair as he spoke. ‘I’m not sure they will, my friend.’
Those words punched all air out of Astarion’s lungs. Fury replaced it.
‘Shut up!’ he screamed; his voice echoed in the empty temple. ‘We were supposed to have decades together. Decades! They can’t leave yet. They promised!’ His knees buckled. With every word he spoke, he sank lower and lower, until his knees hit the cold stone beneath him. ‘They promised we’d… We were supposed to find a way for me to be in the sun again,’ his voice faded into silence.
Astarion couldn’t speak anymore. His chest clenched and his eyes burned. He wanted to scream. He wanted to rage and kill, and tear. He wanted to bring Orin back just so he could send her to her blasted god all over again. He wanted to hear Tav laugh at one of his stupid jokes.
His throat was clenched so tight not even sobs could escape it. He was vaguely aware Halsin’s shoulders were openly shaking with his grief, but he couldn’t bring himself to comfort the druid. That would mean looking at Tav’s empty eyes. That would make this entire nightmare real. So very, terribly real.
Astarion’s grip on Orin’s dagger loosened; the weapon fell with a loud cling, its Netherstone slipping out of it. The stone shone dimly in the light of the torches.
All of it for these stones. All this death, pain and misery for these three pieces of one whole. Tav died for it.
Meaningless, meaningless, meaningless. All of it. All of it!
Astarion’s mind was reeling; jumping from pain to denial to anger to desperation. He didn’t know what to do. Tav would know, he thought, and a fresh wave of tears fell.
Karlach laid a hand on his shoulder. She’d cooled down enough for her touch to be only slightly painful on his corpse-cold skin. ‘We have to go, Fangs. Halsin.’ Her grip on Astarion tightened when he shook his head. ‘We have to go,’ she repeated, harsher this time. Barely restrained emotion shook her voice. ‘If they even can come back, we need to get them back to camp as soon as possible.’
Halsin took a deep breath and wiped his face with the back of his hand. ‘Karlach’s right,’ he said and stood up. Tav was limp as he cradled them close to his chest. To his heart. ‘If we stay here too long, we’ll certainly lose them for good.’ The druid squared his shoulders and turned to face the other two.
Astarion went rigid at the sight of Tav’s hand, limply hanging off the side of their body. He couldn’t bring himself to look up at their face.
‘Astarion,’ Halsin’s voice was soft, ‘I understand your pain. They are in my heart as they are in yours. But we mustn't waste time lest we lose them forever. If there is a chance to save them, we must act now.’
Astarion swallowed down the bile rising in his throat. The chill of death had never been more present in his bones. He nodded, silent, and picked up Orin’s dagger and Netherstone.
‘Let’s go,’ said Karlach, new-found determination on her face. ‘We still have to buy their favorite tea after this, right? How’d you put it, Fangs? “They deserve to drink something good after this”?’
Astarion nodded. He didn’t trust his voice not to break if he spoke. There was an empty, far-away look in his eyes.
As they left the temple of Bhaal, the sweet stench of blood followed them out.
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rebelfell · 1 month ago
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Thinking tonight about King!Steve using you to mess with his nemesis…
You used to date the captain of the Tigers’ rival basketball team and you know firsthand just how much they hated one another. Anytime they were forced to share space, the air in the gym crackled with tension. The game became extraneous, both of them locked in a battle to see who could out-score the other. Both their coaches gave them shit, but got quiet once they pulled ahead.
Steve loved picking you out of the crowd, making flirty eyes at you from behind stray wisps of hair that fell across his face, shooting you winks after he sank perfect shots and jogged downcourt.
It made you squirm in your seat on the bleachers and you tried not to show on your face how much it turned you on. Tried being the operative word.
Away games were the worst.
All your friends wondered why you bothered driving all the way out to Hawkins just to watch a dumb game. And part of you wondered the same thing. It wasn’t like your presence was required, or even appreciated. Yet there you were, all season.
You would wait in the hallway outside the locker rooms to offer your boyfriend a kiss before he got on the bus. But Steve always managed to find you first. Still damp from the shower, his hair pushed back and dripping onto the cotton of his cutoff tee, his body wash an assault of cedar.
He smiled as soon as he saw you, leaning against the cinderblock walls, crowding into your space far more than necessary, laying it on so thick.
He always flirted the hardest when Hawkins lost. The look on your boyfriend’s face when he came out and saw you talking was all the victory Steve needed. He didn’t even hang around trying to start a fight, he simply fired off a salute and spun around to saunter down the hall.
Glancing back over his shoulder just briefly to let his hazel eyes linger over you one last time.
There were times, of course, where he pushed the envelope a little further than was necessary. Like that time you rode to a game with your friend, only for that friend to head home early.
Which would have been fine, except that your boyfriend was nowhere to be found after he took off to celebrate with some of the guys from the team and didn’t think to inform you. Lovely.
Steve was there, though.
Sitting on the front of a maroon Beemer like the cockiest hood ornament ever manufactured.
How he managed to be allowed to drive himself to your school instead of riding on the team bus, you never got to ask. You were too busy being hauled onto his lap in the backseat after he pulled over on the side of some deserted backroad.
And he never said so, but you knew he was thinking about your boyfriend and how sweet it was to have this little secret to hold over his head. You knew he was using you just as much as you were using him and you elected not to care.
It felt too good to bother.
Sometimes he showed up at parties in your town, all reddened cheeks and vodka-soaked breath. He honed in on you like a missile, asking where your handler was, or if you’d finally cut him loose.
And if it happened to be one of those times you and he were fighting about something stupid he said or did, maybe you’d let Steve follow you into the bathroom or out onto the patio. Maybe you’d fail to stop his wandering hands from settling on your waist or hips or ass. Maybe you’d let those long fingers disappear between your thighs until they were shaking and sticky with your release.
But that was high-school, and this is different.
You’re older, still stuck in this armpit of a town in the same bar serving the same drunks night after night. Telling yourself it’s just a matter of time and money before you get out of here. You’re not still dating the same stupid guy at least, but everyone you know seems to think it’s only a question of how long it will take him to win you back.
Tonight, the bar is actually sort of busy because there’s a metal band on the platform that barely qualifies as a stage. You’d watched them fumble their way through their sound check earlier, but they’re actually sounding pretty decent now.
The guitarist with the cheeky smile and the long, dark hair is a relentless flirt. He’s winked at you so many times already, you’re wondering if it’s possible to pull a muscle in your eyelid.
Not that you’re complaining.
Really, you don’t have the time to worry about it when you’re this slammed. You’re barely scraping by, taking new orders as you’re filling old ones, trading cash and drinks in a dizzying dance.
You’re so flustered, you almost miss the guy who slides into a stool at the far end of the bar, making you trek all the way down there to take his order.
And as you do, the smell of cedar fills your nose taking you back to that high-school hallway. To a too-cocky point guard flashing his teeth at you in a smile. To stray pieces of chestnut falling over his eyes that roved over your heaving chest. To brows that arched suggestively when he told you the winning basket he scored was all for you.
He greets you cooly, his lips and tongue forming your name like he says it every day; not at all like it’s been almost a decade since he’s seen you.
He sips the drink you poured for him and slides a hundred dollar bill across the bar, saying it’s for you. Tells you to come back once things slow down so you can catch up.
He’ll be right here.
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I have no idea where this goes next, so pls don’t ask me…or better yet, tell me where YOU think it goes 👀
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wingedshadowfan · 23 hours ago
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⚠️arcane s2 act iii spoilers⚠️
i've seen the edits but i've not heard a single soul talk abt caitlyn fighting ambessa in the last battle. so i will: first abt how she was able to do what she did, and then the fight itself and what i think it symbolizes for her.
ppl complained abt caitlyn getting too close to ambessa on the noxian ship to zaun, all friendly like this was a mother-daughter sparring lesson, but let's not forget caitlyn is an amazing strategist. she saw an opportunity to not only improve her own hand-to-hand combat skills by learning from ambessa, a formidable warrior (bcuz caitlyn is a long range sharpshooter and even tho she's an excellent shot, she isn't a strong opponent in melee and she knows it), but also because to make herself familiar with ambessa's fighting style would mean to know what to expect.
when ambessa fights dirty as part of her lesson, caitlyn takes her anger out on her immediately and attacks her from the back to show two can play that game. this is a great moment of foreshadowing - caitlyn's patience is wearing thin, she's frustrated with ambessa. she might turn on her, betray her and use her own tricks to do it (of course, her and vi's unconditional trust in each other, something foreign to ambessa, is what sells it). this is just my interpretation and i don't know when but i think at one point caitlyn realized she might eventually have to fight ambessa for real - their disagreements were becoming more frequent, the tension between them more palpable and if she really knew ambessa was manipulating her the entire time like she said...
fast forward and caitlyn's got the element of surprise, sure, but all vi's been doing since the last time they saw each other is fighting (and getting drunk, i guess). vi has always been a much stronger opponent in hand-to-hand combat, she "blocks with her face" and isn't scared to take a punch bcuz she's extremely good at it. she's tough and willing to take a lot of damage as a trade off is she can deal a lot back. caitlyn is a more careful and less robust type. but if you look more closely, she tackles vi to the ground brutally using the same exact combo she learnt from ambessa during their earlier spar. fast learner.
in the last fight, caitlyn gets roughed up, gassed up, brought to her knees with a gun to her head, and as soon as maddie falls dead on her, she's up again and fighting. she gets stabbed in the side and leaves the dagger in there (rightfully so - smart choice for a smart character) but it's not like that doesn't affect her, she becomes slower, shakier, and proceeds to take the most hits she's ever taken on screen, potentially the hardest ones too, even with mel's help and shields. she falls and falls and keeps getting up, showing insane resilience. ambessa can't put her down for good. she's fighting like a woman gone mad, female rage and all that, having forgotten all self-preservation.
like she's got a death wish, she punches ambessa mid-sentence and tells her to shut up and fight. caitlyn kiramman interrupted a warmonger's villain speech bcuz she's bleeding out and has no time for this shit. all she can do before she goes down is try to buy mel time, give her a good opportunity to use the black rose necklace. she's centimeters away from getting stabbed in the eye and she can't overpower ambessa whose dagger is sticking through mel's shield when she realizes the talismans on ambessa's arm are protecting her. so she pushes forward, literally trading her eye off to find herself within range, and she takes the dagger out of her own side to slice the talisman free. she's literally bleeding out at this point but one smart decision, a few tremendous sacrificies and it's over.
in my interpretation, caitlyn regrets going too far in her pursuit of jinx, making vi a cop, gassing up the undercity, shooting with isha on top of jinx, hurting vi, joining ambessa and all the atrocities that came out of their partnership when caitlyn became commander. she wishes she'd never made those mistakes but she knows she can't undo them now. the way caitlyn fights against ambessa here - reckless, desparate, like she's got nothing to lose - shows how much she wishes to fix things because that's all she can do now. that's her purpose, her salvation from her guilt, but also the right thing to do.
it reminds me of her talk with imprisoned jinx and then her talk with vi after that. caitlyn seems to be projecting onto jinx bcuz of her own guilt for what she's done when she tells her she can't turn back time, undo her mistakes or make up for what's already done. no one can. but vi asks her, "who are you to decide who gets a second chance and who doesn't?" and it makes caitlyn realize she still has agency. she can always attempt to fix things, right her wrongs to the best of her abilities. and what does she do immediately after that conversation? she sends all the guards to the hex gates so vi can free jinx.
UPDATE: here's another post talking about what cait sending those guards away meant, how much she sacrificed in her attempts to do right by vi, including a comment about what it means for a sniper to lose her eye that i found brilliant.
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fandoms-x-reader · 6 months ago
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I Like You
Word Count: 888
Leviathan x Reader
You sat in a chair next to Levi as he gazed off into space. He was rambling to himself. Most of it was incoherent, but you managed to pick up on some of it. He was talking once again about being a shut-in otaku. “Who likes me? Pfft nobody,” he stated, mostly talking to himself. You let out a small sigh before replying, “Me.”
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Since you got to the Devildom, you had a hard time relating to the other demon brothers. There were so many things that differed between the human world and the Devildom…it was hard to find common ground with anyone. Well, anyone but Levi. 
Levi was the only one in the Devildom who seemed to know about things in the human world. He had an expansive amount of mangas and video games from both realms. He was like a breath of fresh air. The only hint of familiarity that you had in this world. 
The only problem was - he was also the hardest to get to know. He spent most of his time in his room which made it hard for you to talk to him. And, when he did finally come out, it seemed like he wanted nothing to do with you. As if you were simply a burden that the family of brothers had been cursed with.
At first, he only talked to you so that he could use you to get Mammon to pay him back. Then, your relationship had become somewhat estranged when you beat him in a trivia battle for “The Tale of the Seven Lords”. 
Eventually, though, he warmed up to you, finding himself wanting to spend time with you. He would invite you over to his room to play games or watch animes that you hadn’t seen yet. For the first time in - he couldn’t remember how long - he was truly enjoying the company of another person. 
Your nights spent together were filled with laughter and amusement as you both provided ample knowledge of each other’s worlds. After some time, Levi found that every new game or manga that came out, he wanted to share it with you.
You had suddenly become the most important person in his life. When you weren’t with him, he missed you; and, when you were with him, he never wanted the time to end.
However, your relationship with him didn’t change what he was. He was always self-conscious around his other brothers. They seemed to have such charm and charisma. They could talk their way through any social situation. Levi wasn’t quite as lucky. 
His brothers normally teased him about the way he acted. Usually, he didn’t take it too personally. But, today they had taken it a bit too far, leaving Levi feeling hurt and left out.
He had stormed off to his room and you followed him. He normally wouldn’t let anyone follow him into his room, but he knew it was you and despite his actions saying otherwise, he wanted you there. 
He paced silently for a bit around his room as you stood there. You watched Levi nervously as he walked around his room. You wanted to help him, but you weren’t sure how to.
You sat in a chair next to Levi as he gazed off into space. He was rambling to himself. Most of it was incoherent, but you managed to pick up on some of it. He was talking once again about being a shut-in otaku. “Who likes me? Pfft nobody,” he stated, mostly talking to himself. You let out a small sigh before replying, “Me.”
You hadn’t meant for your confession to come out as suddenly as it did. But, you were tired of Levi talking bad about himself. So what if he was more quiet than the others? So what if he enjoyed nice nights in instead of partying around the Devildom. What was wrong with that?
Levi froze in his chair at your words. He didn’t say anything for a long time and you began to grow fearsome that he hadn’t heard you at all. You held your breath as you waited for him to say something - anything. 
He finally brought his eyes to you and you felt a deep blush rise to your cheeks. “W-What did you say?” he asked, looking scared. Though, you weren’t sure if he was scared because he didn’t hear what you said correctly or because he did.
You took in a deep breath before confidently stating, “I like you.”
Levi turned into a flustered mess before you, unsure how to react to your words. Should he kiss you? Would that be too forward? Should he hug you? Would you like that? Should he hold your hand? Was that too cliche?
He looked panicked to react in the proper way, so you leaned forward and placed a gentle kiss on his cheek, not wanting to push him too far out of his boundaries. “Ah!” Levi reacted, startled by your display of affection, but adoring it nonetheless.
There was a sudden knock at the door and you figured it was one of the brothers coming to apologize to their brother. “I’ll see you later,” you told him, leaving him behind to watch you leave, completely in awe of you. If only you knew the feelings you gave him.
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felassan · 1 day ago
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Some snippets from DA dev Luke Barrett on the unofficial BioWare forum, cut for length:
DA:I -
User: "I am still convinced that Bioware cut the healing spells and went with barriers instead because of the Multiplayer." Luke Barrett: I can't speak to any other games directly but I can give a bit of historic context for DAI. The game was initially a more dungeon/linear delving - see how far you can get - experience and there was no barrier of any kind. As a side note: healing has always been a hot topic in design because as soon as you include it there are many other conceits you now need take into consideration for the gameplay - one of which I will call 'the Anders problem'. Anyway, as DAI got the date moved and shifted more into the pseudo-openworld the concept of attrition (see how far you can get before having to return to camp) became less relevant and we needed to help the Players have more moment-to-moment agency around their survival. Unfortunately for various reasons (one of which is the sad reality of designing a game with a shifting timeline) the healing couldn't be re-added so we ended up with more of a mitigation strategy in the barrier system. It went through a lot of iterations but eventually landed on what it shipped with which I would call... acceptable (but just barely). Now, I will concede that a part of the reason it didn't return after that shift was an aversion to holy trinity gameplay specifically for MP but it wasn't the core reason. As a side story, trying to balance the game (as that was my job on DAI - and yes, it could be much better haha) we had to all but force Players to take barrier. It is intentionally the first skill in the first tree for the Mage and all the autolevel (I also handled that) is designed to get it right away." [source]
User: "Merry Christmas Luke! Sooo what was the hardest class you had to balance? [DA:I]" Luke Barrett: "I feel like anyone who was around for the post-launch content will already know the answer to this as it was the bane of my existence when I got put exclusively on MP after launch but the Knight-Enchanter barrier absorbing was a pain. Stuff like that is very challenging to feel good without being broken as they are relative to damage so scaling is fairly open-ended. Too little and the casual players won't get use out of it, too much and the character builders will be wildly OP. We actually had a 'no nerfing' guideline for the SP side so it was a hard battle to fix that silly thing 🙃." [source]
"As a fun fact, I did all the logic for autolevel on DAI and the guideline I was given was literally "make functional builds, but don't make something optimal that you'd play"." [source]
DA:TV -
User: "If you can, say thanks to the people making the no die option possible." Luke Barrett: "Done! My team handles this stuff so I let them know 😊" [source]
"Comically, I designed the majority of the items and skills and I am still finding it fun making awesome builds (been almost entirely doing playthroughs lately" [source]
"Was really important to the team that everyone could play the way that felt best to them." [source]
"Each specialization has a focus around a few specific mechanics, some of which are the weapons or damage types but you can go off script and make it work for sure (this was intentional in the designs)." [source]
"I designed all the skills and so they're each enjoyable to me to some extent. I have been playing through the game over and over the last couple months for balance purposes so I've played them all fairly extensively." [source]
User: "Necrotic sounds like it could be either Spirit or Nature." User: "For Rogue, it replace "poison". For Mage, it replace spirit (Spirit bomb). For Warrior, it's more spirit (especially Reaper), but some skills could work as poison too. So basically they merged spirit and nature." Luke Barrett: "Thats pretty close to spot on. They were actually heavily iterated on throughout development - I can't (at least currently) go into specifics as to why though." [source]
"the target for the progression vision is that you can make a viable build out of almost** any aspect of the gameplay." [source]
"As for timelines, We started DA4 in October of 2015 roughly. The entire team was moved to MEA for about 3-4 months to help it ship and I also spent all of 3 weeks helping out on Anthem. But otherwise I've been on some incarnation of DA4 for about 9 years now - pretty ready for it to release 😅." [source]
"yes, years of working on the same thing can cause some burnout but I've played through the full game probably about 8 times in the last few months and it's still fun (though some of the specific levels that haven't changed in a long time I've done 50+ times easily and I could do without ever seeing them again 😂)." [source]
User: "I do kind of feel that at this point the DA team has put so much work into creating and improving their tools and learning the ins and outs of Frostbite [...] But who knows what the devs in the trenches really feel" Luke Barrett: "I will say it does some things very well and some things poorly, relative to other engines. Personally I really enjoy Frostbite but I've been using it since 2012. In an ideal world, many engines would be viable and developers would make games suited to the strengths of a specific engine." [source]
User: "Since this game is much more stat heavy than prior titles, specifically when it comes to skills and gear, there's likely a need for some balance changes to be made post-launch. Does the game being playable completely offline hinder the data capture side for your team (in terms of analytics), or is this a non-factor?" Luke Barrett: "Generally speaking, most people leave data analytics on so we get more than enough data coming in. Additionally, I'll personally be watching several channels for things that are underperforming (relatively speaking) and not have to nerf anything. The rpg side is vast though and I'm sure people will find OP combinations/synergies that might need 'adjustments' but as long as it's fun and not an "I win" button that trivializes combat I'm pretty cool with it." [source]
Luke Barrett: "I can safely say there are many builds for each class that will feel very powerful if you're not on the highest difficulty 😉. What I'm really excited for is when the guides comes out that show people the fastest way to get some of the uniques that unlock 'special' gameplay 😊. Let's just say I love the feeling of rushing to Patches in DS1 and kicking him off the bridge for the Crescent Axe (iykyk)." [source] User: "Speaking of guides. Will there be a guidebook like there was for DAI? " Luke Barrett: "Not that I'm aware of but I'm happy to help feed info to somewhere like fextralife or the dragon age wiki after a week or so to help with those pursuits. Have to leave some time for exploration and discovery before the optimizers streamline the experience 😉" [source]
"Effectively, at least until the game launches (and likely a week or so after), you won't get anything interesting out of any of the devs save Mike Gamble or John Epler. Longer term I hope to be very active, at least for build mechanics and all the combat/rpg nuts and bolts conversations." [source]
"I started "da4" in October 2015 and so after 9 years of effort (minus 3 months on Andromeda) I'm quite excited for tomorrow and the launch week. I don't know if I'd say nervous, I feel pretty confident in the product, but definitely that eager kid before Christmas feeling 😊" [source]
"As the person who did all the balance, I will say that if you are comprehending how to make a cohesive build and understand the combat mechanics, you should play on Underdog. One of the downsides to having a lot of power growth vectors is the difference between people who engage vs those that don't becomes a chasm quite quickly. If you start blowing enemies up rapidly, turn up the difficulty (or play on nightmare where that will not be the case) - basically if it ever feels super easy or like enemies are health sponges you're probably on the wrong setting for your skill level. The custom difficulty settings are there to make the gameplay enjoyable (for whatever that means to you)." [source]
"As a tip from me, the balance is subtly tipped in the players favor until the last fight of the 3rd combat mission. Be warned if it's feeling too easy you may want to wait until after that to decide." [source]
[on DA MP] Luke Barrett: "It was actually pretty fun but very much not what most people wanted us to make (including internally). Also we had, let's say, limited staff who had a passion and background in MP so it was definitely the right call to go SP only. Now, it would have been nice had we just started that way but so it goes sometimes." [source] User: "You still play it yourself from time to time (DA MP), or have you left it be?" Luke Barrett: "After playing variations of DA4 for so many years (9!!!) it's hard to go back to anything with DAI controls/gameplay speed. Even the initial Joplin prototypes I was doing were much more snappy/twitchy - for everything good about DAI the combat was definitely in the middle of two different styles." [source]
[on aiming bows] "we actually used to have separate buttons for ADS and ranged attack but it was wildly overloading the controller. These RPG games need controllers with at least 2 more buttons (fingers crossed for the next gen)" [source]
User: "After the last few games, I'm really surprised by the current skill... tree?" Luke Barrett: "I call it a skill graph - aside from the beginning where you have 3 choices the entirety of it is 2 choice splits and it'll essentially make a build for you. Just go a little at a time and aim for whatever specialization seems most fun to you 😄" [source]
"Loot is not random so theoretically guides with drop locations should appear pretty soon." [source]
"Yep, Spellblade is the only spec that directly impacts fire damage but you can get benefits from most of them and still go fire. As for the specs, yes it would have been nice to support all of them but just wasn't in scope unfortunately. Mage has Mourn-Watch, Shadow Dragons, and Antivan Crows specializations - only the Rogue has a Veiljumper one. Deathcaller left side you can go beam based and use a Fire weapon. Evoker you'd likely need to do a hybrid ice/fire build." [source]
User: "Bit of a side question, but for those who intend to make more characters, is BioWare considering upping the amount of playable character slots you can have (currently at 3)? Or is there a hardware restriction here given the game is offline playable?" Luke Barrett: "Don't quote me as I don't handle the technical side of this but my understanding is we have to allocate a specific amount of HD space on the consoles so we basically have to pick a limit, relative to our save file sizes, and then divide that by number of careers. I'll inquire if this is something we can increase with an optional download or something but I suspect consoles are stuck that way, unfortunately." [source]
[on Patch 1] "It's been awhile since I actually did the content for this patch so I'd have to check but I have a pretty anti-nerf policy for SP games. I know I fixed up a couple enemies that weren't as hard as they were supposed to be and definitely boosted a bunch of synergistic things though. I'll take a look tomorrow but for those that don't know, the turnaround time on these things is about a month of it's not an emergency due to certification process with consoles. Longer term my goal is to keep an eye in telemetry of any underused abilities and items (or enemies with too many kills under their belt) and audit them just to double check if they need a boost or if people just haven't figured them out yet 😉." [source]
"The equippable items are all predetermined with a minor exception*. Some items are class specific (all the weapons, a small amount of armors and accessories, 2 runes) so when you play a different class you'll see your classes 'version' of that item. Things that are random (from a table/pool) are valuables. Exception: Near the very end of the game we do a few checks on what equipment you haven't acquired. A bunch of those final drops, and inventory on the final merchant, simply find stuff you don't have and give it to you. That's basically the only major RNG we have with loot. If you notice even 99% of the skills and item mods employ an effect after a condition is met X times rather than a more traditional 'proc chance'." [source]
[on modding] "Once this starts to pick up, feel free to PM me if anyone needs help 'finding' assets or has questions about how one might mod something. We don't officially support mods buuuuut we don't have any kind of anti-modding stance either" [source]
"To give the high level gist of the resource economy: - each class starts off with minimal ability usage, this is intentional to force people to learn the other combat mechanics as they're a necessary skill and it's easy to lean on a crutch like ability spam and kiting - abilities are designed to feel powerful on use, thus they all have a decent cost and can't be spammed* - weapon attacks generate your resource - in the bottom right of the center skills area is a node to make each class's resource easier to manage - halfway down all starting segments (N, SW, SE) there is always a node that boosts generation - there are +max nodes on all sides of the skill graph for each class, this is particularly important for the Mage as they start each fight at max - each class can build into being ability focused but starts intentionally rounded - loastly, the first ability is always a resource spender and 1 or 2 of the next available ones will be cooldown gated. It is recommended to have at least one cooldown based ability slotted" [source]
"So loosely the rogue momentum works like this: - each ability costs 50 momentum - hitting enemies generates ~2 momentum per hit (base), you get extra for bow weakpoints - when you are directly hit, you lose 15% of your current momentum, this means the more you hold the more you will lose (this loss has a small cooldown so you don't lose a whole bar when you get hit rapidly) - momentum carries forward between combats (compared to warrior rage which decays when out of combat) If youre having issues, make sure you get that skill in the middle section that reduces momentum loss when hit. As a helpful tip, the Quicken buff generates small amounts of momentum each second so it's a good way to get more if you're having issues." [source]
"I highly recommend using the belt that grants Quicken early game until you can generate momentum faster yourself. And yes, the time dilation affects everything in the world except the Player so all your buffs and things still tick at normal speed" [source]
User: "If I knock an enemy off an edge, if they were supposed to drop something will it appear on the edge, or is it lost for good?" Luke Barrett: "It should appear on the ledge. I will say the 'real' loot from enemy drops are all hand placed. The actual random stuff is just valuables and materials." [source]
" The way it actually works is very complicated with a lot of necessary exceptions but loosely - each ability has a base damage and ones that hit multiple times have an offset multiplier. - That value is multiplied by the sum of all your stat bonuses, conditional bonuses, resist and layer modifiers. - We then subtract enemy defense and multiply by 1-resist (with penetration being calculated here). - this new damage then gets multiplied by 1+crit+weakpointpoint (so those bonuses always feel meaty) and then multiplied by a random number between .95 and 1.05 just to give a little range to the floaties (basically just a presentation thing) - we then multiply again for buffs and debuffs so they, again, always feel meaningful - lastly, we take all added damage and add it flat on top" [source]
"Specific enhancements make enemies immune to the matching affliction. For example, Fire Enchanted enemies are immune to burning. Juggernaut enemies are immune to being staggered but otherwise it should work in everything." [source]
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mythaura-blog · 11 months ago
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Development Update - December 2023
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Hi folks, a very Happy New Year to you!
In the spirit of new beginnings, Mythaura has entered a new chapter in its development, which we detail in our December development update. We also take time to review what was accomplished in 2023 (our first full calendar year with Mythaura!).
We've also got our color contest winners, the winning Fighter companion, and much, much more. And of course: our demo is now live! We're so excited for you to traverse the Wild Area, a procedurally generated map with monsters for your team of three Beasts to defeat.
Demo Trailer
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Message From The Developers
We're thrilled to share this pivotal update about Mythaura’s development journey, which showcases many of the core features we have planned for this game. Today marks a significant transition: we're shifting from the intricate and challenging phase of game engine development to the exciting realm of feature development.
Since beginning this project, our focus has been on scoping and then crafting robust and core components. Features such as wild areas, battle, and multiplayer systems, not to mention the complex breeding system, passive effect management, player inventory system, and the beast image engine. We've also been diligently integrating these elements with complex user interfaces and ensuring they will work on most devices (an ever ongoing battle). It's been a journey of overcoming unknowns and technical challenges, and we're proud of what we've achieved.
Now, we're entering a new chapter. Our attention turns to fleshing out the game's features, with a special focus on developing an immersive questing and dialogue system, towns & shops, skill trees & progression, and tools for content development among other needed feature development. The hardest challenges have by and large been solved at this stage and our focus can now be how to best deliver an amazing gaming experience by bringing them together. This shift doesn't mean the work is done—far from it. But it's a major milestone that brings us closer to realizing our vision for the game.
We want to express our heartfelt gratitude for your unwavering support and enthusiasm, and look forward to a jam packed 2024.
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Year In Review
This year has been marked by numerous milestones. Below is a recap of our key accomplishments, excluding the latest updates which have been a major focus of our efforts for the past several months.
1. Introduction of 'Supers': Enhanced breeding complexity by introducing 'Supers' as a new mechanic, making well-structured breeding projects more valuable. We started with the debut of our first Super: Tegu.
2. Special Additions: Welcomed the special Panda to our list of Specials.
3. Expressions for Beasts: Implemented expressions for beasts, a significant and ongoing undertaking that gives life to your beasts as they interact with NPCs.
4. Elements System: Introduced the Elements system, assigning each beast a pair of inherent elements. An element page was added that delves into the lore of each element.
5. Beast Sizes: Standardized beast sizes, assigning each beast a unique size within its species' range.
6. Beast Classes: Initial build of beast classes, providing each beast with a class-based playstyle and initial items.
7: Radiant Companions: Unveiled Radiant companions, rare alternate colorations for companions that are bound to be highly sought-after.
8: Deep Dive into Seasons: Explored the planned feature 'Seasons', designed to reward ongoing gameplay.
9: The Weekend Traveler: Designed the Kobold NPC known as the Weekend Traveler, who deals in ultra-rare goods, along with the Kobold non-player species.
10. New Colors on the Wheel: Established a sustainable method to introduce new colors to our color palette, allowing us to add 16 new colors this year (including the 3 contest winners).
11. Ephemeral Inks: Introduced Ephemeral Inks, a way to alter the colors of a beast.
12. Color Wheel Page: Created a dedicated page listing colors and corresponding inks.
13. PvP Battle Demo: Rolled out a demo showcasing our multiplayer technology in PvP battles.
14. Mutations Feature: Added Mutations as a rare breeding-only feature, beginning with our first Mutation: Piebald.
15. Items By You: Crafted 11 sponsored companions (excluding recolors), 5 sponsored apparel pieces, and 2 sponsored items.
16. New Game Engine: Designed a render pipeline that can create the 2.5D effects used in Wild Areas during exploration. Including, but not limited to, dynamic shadows, volumetric fog, real-time lighting, collision detection, special & particle effects, and gravity simulation, all accelerated by your GPU.
17. Granular Settings: Created a UI to manage game settings, graphics settings, audio settings, etc as well as added gamepad support with keybind remapping to Wild Areas.
18. Procedural Map Generation: Developed technology to procedurally generate bespoke Wild Areas.
19. Ongoing Production: Work on ongoing behind-the-scenes features such as worldbuilding, map design, systems design, and the exploration features we showcased on this update!
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UI Update
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You may notice the UI has received an update. This redesign focuses on being accessible for players using controllers, which is something we are working towards supporting on all screens and not just the Wild Area demo. The about page has also been updated. All the links to informational pages you would have found in the left-side menu of the previous design can be found on the about page with the exception of the /species page, whose contents has been moved to the about page.
We have also added an install button to the homepage that will display for users who have browsers which support Progressive Web Apps. This will add Mythaura to your taskbar/home screen for easy full-screen access.
Mobile and tablet users may enable gyroscope to interact with the parallax graphics if they would like.
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Feature Spotlight: Wild Area
Wild Areas are a key pillar of Mythaura’s gameplay, and will be where you can expect to spend a lot of your time.
At A Glance
Procedurally Generated Levels
Traverse through uniquely generated levels with your trio of beasts. Control your adventure with WASD for movement and Space for jumps and shift for sprint. This can be remapped in the settings.
Each Wild Area boasts a series of floors. Your goal? Reach the top (or bottom)!
Your Safe Havens: Checkpoint Floors
Leave the Wild Area without any penalties
Choose to start from any previously reached checkpoint.
Encounter formidable bosses or minibosses at many of these checkpoints.
Prepare for the Journey: The Adventure Bag
Your Adventure Bag is your lifeline. Pack it with essential items for survival and success.
Provision Wisely: Stock up and get ready to face the unknown.
Limited inventory space for both what you bring with you and what you find along the way.
Keep Your Energy Up
Your team's energy is key. Keep it replenished with food from your Adventure Bag or found on your journey.
Running out of energy or facing defeat? You’ll black out, dropping your Adventure Bag's contents. But don't worry, you can retrieve them by returning to your last stand.
Encounter the Unexpected
From unlocking treasure chests with lockpicks to aiding NPCs, each exploration offers unique surprises.
Day and Night Dynamics: Encounter different enemies and events. A full day/night cycle completes every 12 real hours.
Wild Areas have natural water bodies, perfect for a fishing escapade.
Escalating Challenges
Increase difficulty with each New Game+ cycle and encounter new enemies and challenging secret bosses.
Multiplayer Co-Op
Up to 3 players can group up to take on a Wild Area together.
Take on enemies as a group with co-op battles.
See your friends jump and move in realtime, split up to make the most of your exploration while keeping tabs on your team-mates through the text chat and the minimap.
Fledgeling’s Forest Demo
The demo features a single floor of the Fledgeling's Forest Wild Area, with unlimited energy.
Day/Night Slider: Experience any time of day at your convenience. (Note: Creatures that spawn remain the same in the demo)
Currently Disabled: Fishing, lockpicking, loot & foraging, multiplayer, and other events are not available in this demo.
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NG+ Cycle Update
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In last month's update we revealed our plans for Mythaura's New Game+ system. Originally, our plan allowed players from NG+2 and beyond to create any Tier 1-Tier 3 Beast.
We have since changed it so that at the beginning of a player's NG+2 cycle they may make a Tier 1-Tier 3 Beast with up to three Specials, but NG+3 and beyond will not feature any custom Beast creation. The player will instead have access to a pool of NG+3-exclusive items that they will receive items from.
Thank you to our Discord members for all their input, it provided us with a much better direction to move forward with!
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Winter Quarter (2024) Concepts
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It’s the first day of Winter Quarter 2024, which means we’ve got new Quarterly Rewards for Sponsors to vote on on our Ko-fi page!
Which concepts would you like to see made into official site items? Sponsors of Bronze level or higher have a vote in deciding. Please check out the Companion post and the Glamour post on Ko-fi to cast your vote for the winning concepts!
Votes must be posted by January 29, 2024 at 11:59pm PDT in order to be considered.
All Fall 2023 Rewards are now listed in our Ko-fi Shop for individual purchase for all Sponsor levels at $5 USD flat rate per unit. As a reminder, please remember that no more than 3 units of any given item can be purchased. If you purchase more than 3 units of any given item, your entire purchase will be refunded and you will need to place your order again, this time with no more than 3 units of any given item.
Fall 2023 Glamour: Ghastly Grin
Fall 2023 Companion: Saddleback Rattlecat
Fall 2023 Solid Gold Glamour: Ryu
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Custom Color Contest Winners
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Last month we revealed the names of the winning colors of our first ever Custom Color Contest--now they've made their official debut in the Beast Creator!
Congratulations again to:
Xander's "Moonstone"
Rhahatl's "Wintergrass"
Andydrarch's "Trench"
We were so impressed by all the amazing entries you all submitted. We'll definitely be running more contests like this in the future, so please stay tuned for them in future updates. Thank you all for participating!
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Fighter Class Companion Winner
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The brutish Domestic Wolverine will be the starting Companion for the Fighter Class! These brave and hardy creatures are perfectly suited to aiding new Fighters. Next month, we will vote on the next class companion: Rogue.
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Meet the Team
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We've gotten to learn so much about our supporters over the past year and a half, we thought it was time to share a little bit about ourselves as well! On our About page you can find short bios on each of the devs, including their favorite Mythaura species, color from our color wheel, and other fun and (very miscellaneous) facts.
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Safari & iOS Problems
At this time, iOS devices like iPad and iPhone are only partially supported. These are the issues that the dev team is aware of and actively working on:
On iOs, Safari forces a refresh if the memory usage spikes, forcing you back to the demo start page. This happens at different times on different devices dependent on its RAM usage.
Sometimes when starting a battle, battlers start shifted down, then snap to the correct position after interacting with a button.
The zoom in on a beast image is pixelated (Safari bug: https://bugs.webkit.org/show_bug.cgi?id=27684).
On Mac Safari, battle animations showing with a black background. iOS is fine. Solution is to disable battle animations in the settings.
You will need to be running at least iOS 15 and Safari version 15 or greater in order to use Mythaura.
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Mythaura v0.25.1
Improvements to AI Behavior: Improved target selection and behavior profiles for AI enemies.
Class Infrastructure Addition: Added new class infrastructure.
Stat Effects from Classes: Implemented functionality where classes affect stats.
Glamour CMS Process and Fixes: Updated and fixed issues related to the glamour content management system process.
Ability Usage Tracking: Implemented increments in the 'ability times used' counter, enhancing tracking of abilities' usage.
Policy Code Refactor: Conducted a significant refactor of policy-related code, improving efficiency and maintainability.
Item Actions Refactoring and Rename Feature: Refactored item actions and added a new feature to rename items, allowing users to name their companions.
Book Item Type Addition: Introduced a new item type - books, adding to the game's content.
Encounter and Description Fixes: Fixed issues with encounter metadata and corrected miss descriptions.
Shadow Maps Generation: Added tools that allow the system to generate shadow assets.
PHP 8.3 Compatibility Updates: Made updates to ensure compatibility with PHP 8.3.
Queue Configuration and Fixes: Improved the configuration of job queues and fixed related issues.
Fixes and Updates for Battler State: Addressed issues in practical testing and refined the battler state management.
Refactor of Current Effects: Refactored how current effects are stored and managed. Moved current effects to state and resolved turn resolution issues.
Map Generation and Space Management: Improved the map generator to add empty spaces when out of view.
Behavior Selection and Shadow Rendering Fixes: Fixed issues with behavior selection and shadow rendering in battle states.
Party Leader Management Updates: Implemented changes for setting new party leaders upon defeat.
Stat Resolution Enhancements: Updated the resolution of stats, improving the mechanics of stat calculations.
PvP and Demo Battle Fixes: Made fixes specifically for arena PvP and demo battles.
State Management and Pruning: Improved state management, including pruning data when no longer needed by the system.
Species Data Addition: Added species data to the about page.
Rest & Defend Action Health Gain: Resting no longer increases health but does recover more stamina. Defending no longer recovers stamina.
Remade Companion Page: Used the new scene component to improve usability and performance of companion page.
Adjusted Radiant Overlay: This fixes an issue Firefox users had with viewing radiant companions.
Updated Tooltips: Tooltips have been replaced with a more modern library.
Gyroscope Support: The game can use a devices gyroscope to move parallax scenes around.
Websocket Connection Updates: Ensures websockets get cleanly disconnected at the end of every battle.
Improved Hitboxes and Rendering: Objects no longer appear to "float" regardless of their size and their hitboxes have been refined.
Added Global Sound - App can now maintain music across different pages and the settings control master, sound effects, and music seperately.
Enhanced Settings - Greatly improved the number of modular settings a user can use in both graphics and gamepad.
Wild Area Game Pad Support - Wild areas now support game pag usage. Full game pad support is in progress.
Virtual Joystick - Touch screen devices can control movement with a virtual joystick.
General Cleanups and Tweaks: Conducted cleanups and minor tweaks across various parts of the system.
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Thank You!
Our first full calendar year with Mythaura has been one primarily focused on foundation-building. We're so excited to use these systems that we have built to create the content that players will engage with as they travel throughout Mythaura. Again, a heartfelt thanks to those who have supported us through all of this--we really couldn't have done it without you. We hope to deliver an experience that you'll want to revisit again and again.
As always: we'll see you around the Discord!
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archer3-13 · 3 months ago
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oh wow a fire emblem post after a lot of not posting about fire emblem. its been slow and i dont care too much about heroes, sue me.
i've come to the conclusion that people get too hung up on the idea of whether felix was right or wrong about dimitri when it comes to discussions on their character dynamics [it all tends to be very felix focused anyways]. I would say that at the end of the day, the story needs felix to be wrong in order to work as it does and theres no getting around that.
as a result however, dimitris side of that dynamic often gets overlooked i think and its a shame, cause i would say its the most important factor in how that dynamic works. cause well felix hurls all manner of verbal abuse at him, dimitri never disabuses felix of those notions even when he's trying his hardest to pretend everything is fine. he just takes the abuse, and i would argue thats far more important to the dynamic and speaks a lot more to dimitris core characteristics.
what dimitri is, is sad, traumatized, and possessed of an intense self loathing that blends together into a self destructive cocktail. its not just that the dead are haunting him, its that the dead are haunting him by calling him a pussy ass bitch in the most violent way possible, all the while everything falls apart around him. and his response to this is to try and repress that sorrow and trauma as deep as he possibly can, because he has too much to do, not enough time, and everyones counting on him.
what dimitri isn't, is possessed of a hidden darkness that can only be expressed in violent rage and general monsterousness/assholery. certainly he can express those things, but they're always symptoms of whats happening around him and in the story. the inevitable reaction of all that misery hes so deeply repressed exploding in violent reaction to the cruelty of the world around him. And it is importantly cruelty and injustice that he's reacting to, remire village, the holy tomb, the entire god damn war phase etc. its why dimitris story is always importantly intertwined with the idea of having others to support you and your burdens.
anyways, guess what end of the stick felix latches onto during the academy phase!!
its grimly funny in a way, but what felix is essentially playing with dimitri is purity politics. people often overlook that canonically he was a very sweet and gentle child before the tragedy, and that his aloof prickly i studied the blade demenour is just a crude imitation of glenns personality [but yeah, sure, keep telling yourself that hes dealing with glenns death better then rodrigue]. and he practically grew up alongside dimitri, who he only ever knew as a kind and gentle boy as well. then the tragedy happens and uproots everything in his life, so he tries to find that stability again by going with dimitri in their first battle.
and that's where he sees that violent reaction dimitri sorrow can elect. and like a true gamer, felix rejects the idea that his [pure, sweet, gentle] dimitri could ever do or be like that. it must be a monster in a humans skin, a boar prince.
and like the tsundere idiot he is, felix takes it as his own duty [consciously or not] to act as the jailkeeper for that wild animal that's taken his friends place. possibly its executioner even. because felix is too caught up in his own grief to see beyond that rage, a rage he rejects the "true" dimitri of being capable of.
and, wadda ya know. dimitri being caught in a violent spiral of self hatred and anger at the injustices of the world, does nothing to disabuse felix of these notions. because he feels like he deserves to be abused by felix, and also because its easier to brush things off that way and pretend everything is normal.
and i find that a lot more interesting to view the relation between the two in and how it develops over the games story.
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