Tuesday, 22 September 2020

Know These Traffic Rules And Challan Rules In India

 Indian Traffic Rules And Challan Rules



Hi friends kindly know These Traffic Rules And Challan Rules In India and you can reduce the risk for fine.

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Credits - Shivanshu Sharma And Sudhanshu Sharma

Monday, 21 September 2020

Heroes Of Hammerwatch - Ultimate Edition Review (NSW)

Written by Patrick Orquia


Title: Heroes of Hammerwatch - Ultimate Edition
Developer: Crackshell
Publisher: Blitworks
Genre: Action Adventure, RPG, Roguelite
Number of Players: 1
Platform: Nintendo Switch
Release Date: July 29, 2020
Price: $19.99



I like roguelike/roguelite games, even though they incite violent rage in me when I play them. Ok, no, not violent. I just cuss a lot and maybe scream loud enough for the people next door to call the cops on me. As frustrating as these games could be, there is one thing that is for sure: they are very fun to play, because they make me continuously get better at the game by learning from my past mistakes bit by bit and force me to try new strategies to keep me from dying over and over again.




Heroes of Hammerwatch is a roguelite RPG game, wherein you play as a warrior who has to explore dungeons to accumulate money and ores to rebuild the town of Outlook. As expected with roguelite games, you will die a lot of times in the process. This game is very punishing early on and the gameplay gets very repetitive very fast, but if you have the tendency to get addicted to the risk-reward cycle of games such as this, you could end up spending hours upon hours trying to level up and earn money and other rewards.

At the start of the game, you get to choose which warrior class you want your character to be and customize its looks to your liking. The game has 16-bit aesthetics, and your character and the rest of the visuals will look pixelated, but still, you get to create it and see how the game will show it in all of its pixel-y goodness. You can create multiple characters in a single save file, and they all share resources. This is a good game mechanic because it offers you multiple ways to tackle the challengers of the game, since different classes have different attack styles and skills. Plus you don't want to get stuck with just a paladin character. Maybe you would want a ranger or a wizard, too, depending on your mood.

The game is presented as a dungeon crawler, where your character has to battle hordes of enemies that will try to kill you in large numbers at first sight in large, procedurally-generated dungeons sectioned into rooms and corridors. There are two types of attacks, one is a normal attack, either melee or ranged, and the other is skill, which uses mana points (MP). Additional skills get unlocked as you progress. You get experience points upon defeating these enemies. If you defeat enough enemies in quick succession without getting hit, you will enter a combo state that makes your character move faster and hit harder, and you could also generate HP and MP. Some of the rooms contain loot such as gold, food, and the elusive ores. These ores are used to unlock new establishments that would provide permanent skill upgrades, temporary buffs, and other goodies.




At the beginning of the game, you start with the first dungeon, the mines. It is divided into four floors, with the last one containing a boss that you need to defeat to proceed to the next one. The bosses can be quite hard to beat, as they have a large HP plus waves of enemies also join fray, so you have to keep on moving and keep on killing, or risk getting killed yourself. The other dungeons are presented the same way. If or when you die, you end up back to the town, with all of your temporary abilities and unsaved gold/ores gone. This kind of stings, but typical for a roguelite game. But wait, you ask, unsaved gold/ores? Well, in this game, you are required to send to town the money you collect from the dungeons. Some floors will have an elevator that goes back to town where you can put the gold and ores you have collected so far. This will be your savings, minus some taxes. The game does not specifically explain this, and I personally wasted a few runs earning nothing because I didn't know that I had to do this. Not all floors have this, so the further you go without saving your money, the greater the risk that you have, plus the louder you scream when you die.

By the way, this game implements a cool way of skipping floors to advance to dungeons that you have already visited: at the starting floor of the preceding dungeon, you can find a portal that leads to a challenge room. Where you have to survive many waves of enemies in order to advance to the succeeding dungeon. The goal is to break a cube at the center of the room and as long as it is intact, the waves of enemies don't stop. Surviving this room will reward you with 8 FREE temporary buffs that you can use for the rest of your run (they disappear when you die). Typically, buffs can be bought at a shop in the town or found in treasure chests and NPCs inside the dungeons. These buffs add up and work alongside one another, so the more buffs you have equipped, the more fighting chance your character gets in surviving the dungeons.




The more you progress into the game, and hopefully you get more and more skilled in killing enemies and saving those precious coins and ores, the more you can build up the town. Town upgrades require a certain amount of ores, so yes, you will really spend hours upon hours grinding in the dungeons to upgrade them. But if you do manage to upgrade the establishments, you will reap the benefits, because you can then have more options to upgrade your character… for it to be more capable of killing more enemies and collecting loot and goodies. Rinse and repeat.

To somehow break the monotony of repetitive gameplay, you can try playing with other people, either local or online. The local multiplayer is fun and makes traversing dungeons easier, since you get to share the load of killing the multitude of enemies, plus you get to share a high five with your friends every so often, or maybe yell at them if they die more than you do. The online multiplayer is a bit of a mixed bag, as trying to find parties to join or people to join your own party can be a bit hard. Maybe the game is not being played as much by other people on the Switch, which is quite a shame. This version of the game also comes with all the DLCs that have been available for the game so far (it has been out and available to other platforms for a couple of years now). The new areas still play basically the same, but with tougher challenges, which will really test your skills. Oh, and the game also has a New Game+, so really, your grinding and killing spree will not stop if you so choose.




Overall, Heroes of Hammerwatch – Ultimate Edition is a good game that has a lot to offer. It has cool visuals and aesthetics, with an equally cool soundtrack to wrap everything together. It has a steep learning curve, but once you get the hang of the gameplay, you'll soon find yourself being a very capable warrior that can go toe to toe against the toughest of enemies. So if you are aching for a good roguelite game, give this game a go and put your dungeon exploration skills to the test.




REPLAY VALUE: Very high




PROS

  • Cool visuals with 16-bit aesthetics
  • Catchy soundtrack to keep you moving as you explore the dungeons
  • Wide range of customization options to suit your play style
  • High degree of enemy types
  • Repetitive yet very addicting and enjoyable gameplay
  • Very challenging, with a steep learning curve at the beginning, but very rewarding as you progress further into the game
  • Has a surprisingly good amount of content
  • Has local and online multiplayer options


CONS

  • Characters look very tiny, especially in handheld mode
  • Looks very dark in handheld mode, which make it even harder to differentiate enemies and traps
  • Very grind-heavy
  • Some dungeon floors don't have the elevator for saving gold and ores, and thus result to high frustration when you die because you lose everything unsaved
  • Frame rate drops are encountered when there is too much action happening on screen
  • Can be hard to find online parties to join or players to join your own party



RATING: 4/5 Hammerwatch heroes and villains

Saturday, 12 September 2020

And I'm Still Losing...

What's going on everyone!?


Today for the #2019gameaday challenge my lovely wife, beautiful daughter and I played a game of Hero Realms with the Wizard, Thief and Ranger expansions. 


Unfortunately, I still cant post pictures unless they're screenshots because there is an error with the blogger app but rest assured I really did lose, lol!


Trinity ended up killing me and doing a great job as usual but this time Sam ended up finishing her off before she could regain any health and take her mother out as well.


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

28Mm Crusades Command Bases



A quick show off post today of some new command bases for my 28mm Crusades Project. These figures are from 1st Corps / Curtneys Miniatures and I picked them up from the York show a couple of years back.


I am always really slack when it comes to Command Stands and end up with armies hundreds of figures strong with no commanders, so to get four (The other one will be in the Kingdom of Jerusalem force review later in the week) done at this stage of the Army build is pretty remarkable.



Base number one is based on my Red Knights unit (a later Hospitaller unit) and consists of a musician and standard bearer, flags are from Flags of War.



Second base is for my St Lazarus Knights, those of you who are familiar with the blog may notice that my choice of command stands is based around left over decals from previous units, not that I'm tight or anything 😁

The commander figures are basically the same but with different head and weapon options, this one has a bishop type head and a made.



So there we have three command bases ready for our next Crusades game whenever that will be, Kingdom of Jerusalem and of Project shots coming next.


Thursday, 3 September 2020

Inspiration Strikes - Handling Poison

Ch-click! The stone surface depressed slightly underneath the halfling's foot. Just as that fact made itself known to the footpad's mind, a row of small needles sprang from the floor, piercing the boot and puncturing Lightfinger's foot! 

"OWWWW!" he cried as he backed up. "Something got me!"

Then... he felt a wave of nausea sweep over him. Bile rose in his throat as his limbs felt weak.

"Guys... I don't feel so good..."


Poison is one of those topics that every DM has thought about. Sean over at TheCampaign20xx blog has a great summary of D&D's published poison rules across the editions.

I'm a fan of things giving players pause. I remember the look on my player's face when he had to save vs. Death because of poison from a Chaos creature - this was a 4th level paladin! There had been plenty of foreshadowing about these creatures, but the frisson of the moment was palpable to all eight of us at the table! (He used the d30 rule [1] and survived.)

We play to live, knowing that we can die... but dying from the poison of a 10 year old trap or a Giant Centepede? There are times when I want something different.

Thus, when Lightfingers hit a trap during a recent delve into the infamous Quasqueton dungeon, and failed his save, I thought about what the result should be. Death, and lots of laughter and a quick six 3d6 generation? Or do something more fun, giving this character a different fate?

I opted for the latter. RAW OD&D (as per the original 3 books) has an interesting bit regarding Constitution (pg 11) - "Constitution 13 or 14: Will withstand adversity. Constitution 9 - 12: 60% to 90% chance of surviving. Constitution 8 or 7: 40% to 50% chance of survival"

Oho! This poison trap gave me a chance to use that bit. I rolled to see when the poison's effect would require him to test his "chance of survival" (. i.e., a system shock!) and it was 6 turns. During that time, his move dropped to 3", he was at -4 for melee/missiles/saves.

At 6 turns, he failed his "chance of survival" check and he took a d6 of damage from the poison.. Another d6 said he had to check again in 4 turns. He was still at his "poisoned" penalties. After those 4 turns, he rolled his check. He was no longer sick, but the hp loss remained, subject to any healing that might be found in the dungeon.

For my game, this was more fun and generated quite a bit more caution out of the PCs. They had the chance of somehow finding something to help Lightfingers, or hope that he recovered, or wondered if he would die. I wanted that kind of game better more than "BLAM, you're dead, reroll". (those games are absolutely appropriate and great fun!)

From that bit of in-game inspiration, I came up with this sort of approach for future use:

Alternative Poison Rule

For poisons of creatures of less than 2HD, for many contact poisons and some (weak) ingested poisons, make a save vs. poison. If they fail:

  1. Victim is penalized -4 on melee/missile to-hits and other saving throws.
  2. A d6 determines how many turns elapse before the PC must make a "Constitution survival (system shock) check". (OD&D: CON of 6 or less, AD&D: Con of 5 or less: 0% chance).  If the PC has a 13+ con (OD&D), or 15+ con (AD&D), the effects wear off after this initial period of illness with no hp loss or further penalty.
  3. A failed survival check means the poison does d6(OD&D) or one half of  2 to 4d10(AD&D, DMG pg 20 lays out the different classes of poison) hp damage. Another d6 is thrown to see how many turns elapse before the next check.
  4. A successful check means that the victim is able to withstand the effects of the poison and no longer suffers from the penalties or damaging effects. Any lingering effects is up to the DM!
  5. Poison hp loss may be cured at anytime, even while the victim is sick, but said curing does not remove the effects of poison! Only antitoxin/antivenom, or some magical means that removes poison, will heal the victim of the poison's effects.

For creatures of 2+HD or virulent/strong poisons, the "save or die" rule applies, unless other effects are noted for the poison.

For me, this is a nice little subsystem that uses Constitution and hp in ways that make sense to me. It is possible that one may indeed die from poison, but at least there is a 1 to 6 turn time period which they desperately search for a means of survival. It might not necessarily be "simple", but it's something I could play now and again, for a bit of variety to how poisons work.

Game on!

[1] The d30 Rule:  If, in the perilous moment of fate and before the hand of the GM hath cast the selected dice, thou wishest to chance thy fate on the great black and red d30, thou mayest do so. Thee must declare thine wishes prior to the cast of fates. Once the d30 hast been cast, thou must live with thine fate as decreed. Only once per game may thou chooseth the d30. Thou are prevented from using the d30 to determine thy starting or additional hit points.