Age of Wushu Dynasty Mobile MMO Announced

Jul 13, 2015 by

Snail announced the next chapter in its popularly acclaimed Age of Wushu title with the reveal of a new upcoming mobile version known as Age of Wushu Dynasty. Set to be available for iOS and Android, Age of Wushu Dynasty aims to capture the unique martial arts world of the PC MMO original on the mobile platform.

Age of Wushu Dynasty follows in the footsteps of PC title Age of Wushu, throwing players into a cut-throat martial arts underworld known as “Jianghu”. The game combines elements of the original title with those of Snail’s more recent mobile gaming titles, such as action dungeon crawler Taichi Panda launched earlier this year. “We want to create the same feel as Age of Wushu, which was very popular for PC, in a mobile platform,” said Snail Games VP Jim Tsai. “That has meant adjusting some of the gameplay mechanics to optimize for mobile devices, while keeping the inspiration and the design principles the same to create a unique martial arts adventure.”

Age of Wushu Dynasty builds on the innovative features of its predecessor as well as adding new mechanics designed with mobile in mind:

l 8 martial arts schools to choose from
l Vivid 3D world and traditional Chinese styles
l Acquiring and mastering various combat skill sets
l Tactical “Attack, Block, Break” combat system
l Two-handed virtual button control scheme
l Gravity defying acrobatic maneuvers
l Arenas, open PvP, and Guild Wars

For more information on Age of Wushu Dynasty, you can check out the website.


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World Of Warcraft Patch v6.2 Release Schedule Detailed

Jul 13, 2015 by


Blizzard today took the opportunity to lay out the upcoming release schedule for the highly anticipated v6.2 patch for World of Warcraft, bringing with it the eagerly awaited raids in the infamous Hellfire Citadel. The official launch date for the v6.2 patch has been confirmed as next Tuesday, June 23rd, and will feature the Hellfire Citadel Normal and Heroic difficulty options for players. The developers also confirmed today that the Mythic difficulty setting and Raid Finder Wings will be opened at a later date, following the official deployment of the update.

The team laid out the current plan surrounding the official release are highlighted below:
June 23 (with the release of Patch 6.2) – Hellfire Citadel Normal and Heroic difficulties open.
June 30 – Mythic difficulty becomes available and Raid Finder Wing 1 (Hellfire Assault, Iron Reaver, Kormrok) unlocks.
July 14 – Raid Finder Wing 2 (Hellfire High Council, Kilrogg, Gorefiend) unlocks.
July 28 – Raid Finder Wing 3 (Shadow-Lord Iskar, Socrethar the Eternal, Tyrant Velhari) unlocks.
August 11 – Raid Finder Wing 4 (Fel Lord Zakuun, Xhul’horac, Mannoroth) unlocks.
August 25 – Raid Finder Wing 5 (Archimonde) unlocks.
To keep your exploration urges for World of Warcraft at bay Blizzard also released a brand new trailer highlighting the patches more exciting elements, check it out below before discussing it in the comments section below.


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A Castle to Call my Own

Jul 7, 2015 by


I’ve never built an enormous castle in minecraft before, but yesterday I decided why not. The one pictured above took most of the day off and on to build, but I adore it. It’s enormous, 33×33 tiles, and probably more than 33 tiles high. It looks out over my property, and right now it’s completely empty but I hope to work on that slowly over time. Right now there’s no way to get to any of the higher floors, something else I’ll need to work on. I have absolutely no idea what to do with the space, but I’ll no doubt think of something.

A new machine has also made its way onto the property. It creates cobblestone, which is fantastic. Basically automating the action of lava and water combining (which creates cobblestone) the machine then harvests and stores it. Apparently this will be used to create some portal that requires a lot of cobblestone, and then a quarry can be set up in the realm that the portal opens to. I don’t remember all of the details, but the friend who is playing on server with me explained it yesterday. I’m personally looking forward to doing much less mining and much more exploring. Especially because this map is really annoying to navigate under ground. It seems like every step or two I’m faced with pools of lava and water, making mining precarious and not much fun. I’m constantly mining away from these enormous caverns filled with danger, but it makes for crooked hallways and I get lost easily.

What’s the most interesting thing you’ve ever built in Minecraft before? How long did it take you to complete? Let me know in comments below!

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Batman: Arkham Knight team “working like crazy” to fix it

Jul 1, 2015 by


Now that Batman: Arkham Knight’s sales have been suspended on Steam and other retailers such as GreenManGaming, Rocksteady’s Setton Hill says it’s a top priority to get the game fixed. In a Tweet he commented:

“Totally supported decision to suspend PC version. We have our best engineers at Rocksteady working like crazy to help fix the issues ASAP.”

It sounds like much of the fixing work has been brought in-house and perhaps the PC port developer IronGalaxy are less hands-on when it comes to sorting out this mess. Hopefully we’ll hear more next week and find out exactly when the game will go back on sale along with a status update on the fixes.

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Star Citizen FPS Module development stalled – Time to ask questions?

Jul 1, 2015 by


The latest development update from Chris Roberts for Star Citizen brings news that the Star Citizen FPS module which is now known as Star Marine has been delayed.

Chris Roberts has been busy working on motion capture for the upcoming Squadron 42 single player campaign portion of Star Citizen here in the UK and it sounds like it’s going well, but it’s not good news for backers who were looking forward to the FPS module. In this latest update Roberts writes:

“The tl;dr is that we feel the current build doesn’t feel like it lives up to the standards we’ve want to achieve with Star Citizen. There are several issues that will need additional time in order to deliver the first iteration of the gameplay we want you to experience. The challenges facing the FPS launch are a mix of technical blockers and gameplay issues. The most significant technical hurdle faced today is the networking backend. After attempting to work with the legacy code, we decided that we needed to drop some of the legacy technology. That meant developing what we’re calling a Generic Instance Manager (GIM) and rewriting both the Matchmaker and (for the larger project) the game Launcher from scratch. Those efforts are all going well, but they’ve all taken additional time for our engineers.”

Reading through the longer explanation on why there have been so many issues with the FPS module is extremely frustrating. It sounds like there’s been a lot of rewriting of code and rebuilding what has already been implemented for other aspects of the game. Game development isn’t easy but they’re not exactly short of cash.

So far $84 million has been pumped in by backers and 15% of the team has been working on the FPS module which equates to over 12 million on the FPS module alone if you take a rough estimate just based on the numbers.

Although the development on the FPS module has “stalled”, Roberts has stressed that other elements of the game such as Squadron 42 and the persistent universe have not been too affected by the technical problems and that resources have been ploughed into the FPS module because “it was the next public release”.

Now that the FPS module is off the table for the time being, they’re looking at releasing a new 1.2 build of the game with the FPS module disabled to show off some of the changes and additions that have been made to the game over the past few months.

Roberts closes his update with the following:

“Because of you, we have the freedom to make sure things work the way we want, even if it takes more time and more effort. We won’t let you down!”

He’s right, there’s a big pile of cash that’s been pumped in by fans but the delays and “technical issues” are only now starting to test the patience of some of the community. There’s no doubt Star Citizen is an ambitious project but the good will is slowly disappearing, especially when they continue to sell overpriced ships to keep the money rolling in. This is one aspect of the game’s development that needs to stop until they start delivering on their goals.

I am a backer of the game but haven’t spent an extra penny on any new items/ships since the initial round of funding. Why? Because there’s no real game yet apart from some dogfighting action and a bit of racing which gets dull pretty quickly.

If there is one thing I’ve learned since crowdfunding became a popular means of funding a game’s development, it’s that the developer needs to deliver a finished game or they are not going to see another dime.

While I’m confident Star Citizen will be a great game in a few years, backers need to start closing their wallets and start applying more pressure on Cloud Imperium to start delivering. I’m not sure how many more times Chris Roberts needs to say “we won’t let you down” before backers wake up and realise Star Citizen is about making money and that Cloud Imperium are a business currently trading on a lot of good will.

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Slayer Belt – RuneLabs Update From Runescape

Jun 28, 2015 by

Be prepared for every encounter with the slayer belt – one of the first ideas chosen from RuneLabs. If you want to get better equipment, you can choose to buy RS Gold, and more quickly adapt the version update.
Proposed by Dragonsseed, the slayer belt expands the tool belt you know and love with new slots. These hold specialist slayer equipment – such as a rock hammer, fungicide or the Ouroboros pouch – so you’ll always have the right tool to strike a killing blow.

Previously consumable or charge-limited items added to the belt will become unlimited, too – never worry about running out again!

You can also spend slayer points to add the bonecrusher, charming imp, seedicide and herbicide to the belt, saving you time and keeping your inventory clear.

What’s on the Belt?

These items can now be added straight to the tool belt:

Rock hammer
Slayer bell
Crystal chime (either version)
Ouroboros pouch (unlimited once added)

Note that slayer items that need to be wielded or equipped cannot be added to the tool belt.

There are several new items to obtain, which act as replacements for your consumable slayer items. You can add these to the tool belt and use them indefinitely, with no need to recharge or refill:

Salt bag: buy a salt shaker from any slayer master.
Icy water: buy an ice shaker from any slayer master.
Fungicide: buy a fungicide shaker from any slayer master.
Fishing explosive: buy an explosive shaker from any slayer master.
Super fishing explosive: buy a super explosive flask from any slayer master, then fill it with 100 rubium ore.

Monsters that must be killed with slayer items now all have on-click options to do so. These work whether the necessary item is on your tool belt or in your inventory.

For 500 slayer points each, you can unlock the ability to add the following to the slayer belt:

Charming imp

Check in at RuneLabs!

If you haven’t visited RuneLabs for a while, now’s a great time to do so.

This month, we’re looking for high-level mobs, which is a chance to let your imaginations run riot. Whatever ruthless foes, exotic beasts or terrifying monstrosities your minds can conjure, we want to hear about them!

Start enjoying your streamlined slayer assignments now, and look out for another RuneLabs update next week – adamant and rune dragons!

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Runescape: Artisans’ Workshop Update

Jun 28, 2015 by

The Ninjas have infiltrated the Artisans’ Workshop, making a big batch of updates to the venerable Smithing activity. They’ve made it a whole lot more user-friendly, and introduced some cool new rewards – including auto-reloading for your dwarf cannon! If you want get the new rewards, can buy the Runescape Gold.
The team are planning to do more focused updates like this, bringing older parts of the game up to today’s standards. If you’ve got an idea for a particular part of RuneScape that you’d like to see given the Ninja treatment, let us know on the Ninja Spotlight forum thread.

Read on to find out what the Ninjas have been up to – along with details of Solomon’s new Vitality Accessory Pack and this week’s live streams.

What’s Changed?

Smithing burial armour has a new side interface, making the activity more responsive and user-friendly:

1. By default, the first ingot type in your inventory will be selected.

2. The interface will respond as you swap ingots in and out of your inventory.

3. Selecting new armour pieces can be done while smithing, and will be applied on the next loop.

4. Selecting new ore will immediately stop and restart the smithing process with the new ore.

New Rewards

1. Restocking cannon (100% respect, requires royale cannon unlock): Grants your cannon the ability to reload automatically. You must have cannonballs in your inventory and be within 15 squares for this to work.

2. Ceremonial sword orders (50% respect): Increases the orders received by the workshop, occasionally allowing you to choose which ceremonial sword you wish to make.

3. Sword polishing kit (10% respect): Gives 10 sword polishing kits, which – when held in your inventory – prevent a ceremonial sword from breaking.

4. Bonus package (100% respect): Gives 8 mithril ingot IV, 4 adamant ingot IV, 2 rune ingot IV, 50,000 Bonus Smithing XP and 10 sword polishing kits. Note that the ingots in this bundle cannot be exchanged for ore, and do not count towards daily challenges.


Try your hand at some streamlined artisan smithing this week, and let us know what you think over on the forums.

Solomon’s Store – Vitality Accessories
Solomon’s expanded his Vitality Suit line this week – with the Vitality Accessories Pack.

The pack comprises a two-handed weapon override for each combat style, plus a spectacular cape – awesome additions to the base suit, or a selection of eye-catching accents for any outfit.

As with the other Vitality items, the accessories change colour as your life points drop, and can be recoloured for a full-health colour of green or blue – both shifting towards red at lower life points.

Note that it is possible to recolour the Vitality Suit and Accessories in other colours, but the colour-shift effect only works with a base colour of blue or green.

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