![]() ![]() We’ve added Custom Campaign and Custom Versus modes to give players more freedom and control over their game experience.Flexible (Default): A flexible role with no specific goal in mind.Piglin Hunter: Focused on gathering Prismarine from Piglin bases.Fighter: Primarily focused on attacking the enemy team.Explorer: Scouting piglins or the enemy team for information and gathering resources for your team.Builder: Focused on building and defending your home base.Selecting a role doesn’t impact gameplay, but it’s a good way to tell your team what you intend to do in the upcoming match. Roles include: Lobby Roles - Players who wish to play in a certain style can now select from several presets to convey that intent to their fellow team members.Request that a teammate build the selected structure. ![]() Say that they intend to build the selected structure.Updated Structure Placement - A new UI feature has been added beside the hot bar when placing a structure which allows players to communicate several important phrases.New map marker messages will be displayed in the chat log to help attract your teammates' attention.Default (eg: “PLAYER NAME has pinged the swamp biome.”).Gather (eg: “Let’s gather at the swamp biome!”).Defend (eg: “Let’s defend at the Blue Base!”).Attack (eg: “Let’s attack at the Orange Base!”).On the Map screen you may cycle through the four types of markers:.Updated World Map Markers - The types of available world map markers have been expanded to allow for more descriptive communication.So everything must be done in a certain order, otherwise its more hiking!!įORTUNATELY, you can now download an excellent non-bugged version, complete with manual and cheats from the gooldolddays. For example, the poinsonous green room that 'wec' mentioned thet killed him every time can be overcome with a scroll, but you must return it to its rightful temple first, to be granted the power from the scroll. It would take 10-15 minutes of 'hiking' just to get back where you were! The trick was to remember where the temples were, so you could go back once you found the right scroll. For example if you went down a waterfall you would end up miles away, but in an area you may have already 'conquered', not necessarily the next level below. ![]() And there were other things in the game itself that were very difficult and confusing -you needed to write a map because the sequencing of areas wasn't logical. You see, my pirated version had major bugs (the repeating enemy). And after almost 20 years, I have finally completed it. As Tarnyko said this game is 'especially beautiful'. The music, the strange enemies appearing, the slow undulating surreal rhythm to it. I became totally immersed in the strange, weird, and very painstaking world that was fist 2. But I would love International Karate-type fights with Fist II-type idea with Maniac Mansion type of big environment with Kung Fu Master type different enemies! That would be really great fun. Imagine a Tekken/Soul Calibur type of fights with a really big, interesting landscape and lots of different enemies as you travel and explore. Fist II is a good prototype of a new genre, but no one ever continued and improved it, which is a shame, as the idea is great. I wish instead of IK+, Archer McLean would've tried to make a FIST II-clone instead, with a bit more interesting overall landscape (a bit shorter perhaps), and the International Karate fighting style. Oh man! What a thick, lustrous mystical feeling! The idea of this game hasn't been cloned, which is a mystery to me - it's an excellent idea, that I have always wished for. No one has ever created this kind of atmosphere in SID-music (or probably any other music either). Neil Brennan is my favorite SID-composer and this game shows why. ![]()
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