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X Caeli: The Iron Hand Of Love Download Computer

Updated: Mar 25, 2020





















































About This Game X Caeli is a unique fusion of bizarre comedy, classic arcade gameplay, nostalgic art style inspired by the 90's anime, extreme nerdyness, match-3 puzzler, intense romancing and hardcore logic experience. It consists of Visual Novel story-telling with dialogue choices and space arcade part where every wave of enemies is a riddle that you must solve by assembling your spaceship into an answer. Our scenes are memorable and our combat is very challenging and highly rewarding. Features: - 12 Hours of reading time. - 72 highly original CGs. - All VN art is done by one man – our talented ShadowWind. - 20+ hours of space arcade time with high replayability. - Innovative gameplay that is like nothing else you've experienced. - Big tutorial and adjustable difficulty: from casual to extremely challenging. - Six girls to romance: an overly heroic captain, an ever-drunk inventor, easygoing cyberninja, greedy rogue psion, stalker-ish and obsessed doctor and cute&naive superweapon. - Our girls have strong and non-cliche personality. 7aa9394dea Title: X Caeli: The Iron Hand of LoveGenre: Action, Adventure, Casual, Indie, RPG, Early AccessDeveloper:Nerd Commando Game StudiosPublisher:Nerd Commando Game StudiosRelease Date: 5 Jul, 2019 X Caeli: The Iron Hand Of Love Download Computer x caeli the iron hand of love. x caeli the iron hand of love I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again. Horse-drawn Carts and New Walls - AT LAST! (1.3.4.5): ***(Hotfix) A small patch has been issued that should fix a bug that caused Guild Monuments to disappear after certain actions with a guild and its members.***FINALLY!After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here[lifeisfeudal.com]!Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:Patch notes (ver. 1.3.4.5):. (Hotfix) More Fixes (1.3.4.13): Just a quick ninja patch to fix some recently added bugs.Patch notes (ver. 1.3.4.13):. “Proper patching” (c) is here! (0.4.1.2): After countless hours of development and QA testing we have finally achieved a stable and fast patching system for LiF:YO. You should notice significant decrease in time when connecting to heavily terraformed worlds. We have extensively tested this system internally, but there will always be rare bugs that slip past the team. We will be glad for any feedback, thank you!Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in.Along with this long awaited functionality we have also implemented explosive naphtha in our game. So you can create special naphtha grenades to throw at your enemies or load bigger naphtha barrels to mop up larger areas ;) Keep in mind, that our explosion tracks all fragment trajectories, so it is quite easy to hide from the explosions behind bigger trees, walls and trenches!Patch notes (ver. 0.4.1.2): Implemented a proper (proper for LiF:YO scale) patching system. Client loading times should decrease significantly, and rely more now on internet connection speed Implemented an accurate naphtha explosion physics model. Multiple fragments can hit multiple body parts, depending on proximity to the epicenter of explosion and cover that might block shrapnel Shields should now properly absorb damage and crack faster under axe-like weapon blows Active blocking and parrying should properly slow the player now Pounce (jump on shield) can now be activated only if you are wielding 2-handed axes or polearms Implemented proper stamina consumption for shield bash, parry and blocking Shield bash can now be performed only with Shield Mastery lvl 60 and higher Shield bash now prevents character from moving, can not be performed while jumping Some minor fixes for the trebuchet interface and operation All crafting activities drop their results on the floor if your character is overburdened, instead of consuming resources and producing nothing Wild hares and domesticated rabbits now drop proper amounts of ingredients upon being slaughtered You can no longer heal already dead characters ;) Fixed a bug that occasionally removed some tree collisions Fixed the scale of some arrows and throwable projectiles Numerous other minor bugfixesP.S. We are aware that animals are acting even more weird now with the new patch. We will fix this behavior in a future patch. You can still hunt some of them with your trebuchet easily: https://youtu.be/I8HHP1015VcP.P.S if you are hosting Your Own world be sure that you have at least 500Mb more free disc space.. Quickfix of some rendering issues (1.0.6.4): This quickfix patch should eliminate ‘soapy’ textures appearing randomly during gameplay and minimize the occurrence of colored sky on ATI video cards.. Some visual improvements (1.1.4.4) and Hotfix (1.1.4.6) released: Ninja Hotfix 1.1.4.6 released. Version 0.5 is UP!!!: In this patch the foes are rebranded into a Tarot-thematic and 12 new foes are introduced, including 6 Elite (Size 2x2) ones:- The Lovers: all Lovers but one are fully immune to incoming damage. Destroy that special one to make another one special. Love dies hard.- The Justice: doesn’t attack naturally but unleashes a strong counter-attack if you dare to hurt it.- The Temperance: is colorless which means it’s not being affected by any color effects.- The Hanged Man: provides a damage doubling aura but slowly burns out to keep it up.- The Hermit: doesn’t appear on the battlefield until all other foes are slain.- The Star: pesters the player relentlessly with its wandering armor-ignoring charges.- The Sun: Elite. Grabs the player with its blazing beam and never lets go, dealing constant damage.- The Empress: Elite. Periodically spawns new foes onto the battlefield.- The Emperor: Elite. Periodically changes other foes to match his color. If all foes are of his color, you automatically lose.- The Judgment: Elite. The more you move, the more attack it gets.- The Devil: Elite. Fully invincible. Destroy another foe to make it vulnerable for five seconds.- The World: Elite. Periodically stops time, fully paralyzing the player in face of action.Also, some of the previously existing foes got changed a bit:- The Strength (ex-Cyclops): now does double match-3 damage to the foes.- The Chariot (ex-Erinys): the more Chariots are on the battlefield, the more damage they do.- The Magician (ex-Magi): prolongs all debuffs duration on the player.- The Knave (ex-Wyrm): has 50% less Structure than normal but, when it dies, it immediately spawns another foe of a random non-elite type.- The Moon (ex-Witch): it’s damage waxes and wanes depending on its screen position.- The Fool (ex-Succubus): its attacks cause the player to unceasingly move for a second.New enemy waves have been added to accommodate for these new foes, bringing the total number of encounters from 37 to 104. That’s about 10-15 hours of new gameplay, at the very least.All foes have been redrawn – we’ve heard lots of complaints that they were too similar to each other so we’ve made them much more distinct this time. Also, in the future they’ll get animated.One thing this patch will be lacking is the Balance. In the next one, we’ll be making profound changes to the game’s economy and mechanics so it’s a bit pointless to spend too much time on adjusting the present system. To accommodate for this, Reset Wave function have been added, allowing you to change your foes once per encounter.What’s left to be done:- The aforementioned major remake of economy etc.- Ship constructor UI redesign as well as overall UI redesign.- Animations.- Visual Novel.. MMO related partnership announcement: Hey everyone,For those of you who are interested in the future of Life is Feudal: MMO, we are happy to share some news with you!We position ourselves as developers and indie publishers, but we obviously lack resources and expertise in other fields of publishing knowledge, like PR, marketing, user acquisition and distribution. Especially on a worldwide MMORPG scale. It became obvious for us that we needed a partner to back up and support us in the aforementioned activities.Thus, after much consideration and lengthy negotiations, we’ve decided that Xsolla[xsolla.com] is the best launching partner for us! Their team members have proven to us that they feel and understand how our game is different from many other MMO titles that are currently on the market. We really feel that we’re truly on the same page with them, especially since some of them are veterans of UO gaming. We are really excited and looking forward to launching our MMORPG along with them!We also want to underline the fact that they WILL NOT be our publishers - but rather, partners that support our MMORPG launch by providing us with all necessary publishing tools, PR and marketing expertise and tech that will be useful. So, don’t fear: the vision of our game and key mechanics will not be desecrated! :)Launch related activities are being planned at present, and we will announce major beta/release milestones to you as soon as they’re ready and set in stone. One thing that we can hint about is that you can expect the next wave to start in late October 2016! ;). Fix … it . .quick …we must... (0.2.6.0): Current patch is mostly a quickfix of recently discovered bugs with a small context menu tweak and some minor optimizations.Patch notes (ver. 0.2.6.0): Several quickfixes (observer mode, loot drop and selection of objects) Reworked the context menu a bit and added ability sorting Some minor client side optimizations

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