jeez you sound like fun
panachemidi
Tagline: "Vision. Airy."
Either Robin des Bois on Fridays, or Anticafé at Place des Arts would be good
very pleased to see Sharn at #1. Eberron is by far my favorite D&D setting and imo still criminally underlooked
it’s actually my favorite engine for game jams too. you get a great input system out of the box, a really fast build and compile time when you stick to blueprints only (which is more than fine for a jam), and great lighting for practically free when turning on lumen, if you care for that.
Sentinel does have Steel Skin at level 4, no? I don’t see where it says that you can’t pick a skill feat if it also has the archetype trait on it
Ah got it. Though I’m surprised about those archetypes you mention with no lvl4 feats. What are those?
I’m guessing those archetypes are simply not compatible with the rule?
I immediately turned off the minimap when first starting playing HL, to kind of force myself to learn the layout of the school, and it really paid off. I wanted to take my time with that game so it was a great feeling to find all the different ways to get somewhere. They really did justice to it
how have i been using ios for 6 years and never knew this
~~You can still take a feat from your regular class at level 4, you don’t need to exclusively pick feats from your archetype once you have its dedication.~~ I was wrong on that, I forgot that you get more free feats as you progress with your free archetype
There’s also nothing stopping you from picking any level 2 feat you’re eligible for at level 4, same goes for dedications. The feat level is really just a minimum level requirement.
God I hope that’s true. Though if it is, it’s gonna be a massive blow to Stormgate, which I’m also hyped about
False. This 200k number assumes you would stay on Unity Personal, which breaks EULA anyway since you’re required to buy Unity Pro once you have more than 200k in revenue and funding.
The real cost for 1M installs, under Unity Pro, would be 62k$, to which you’re adding 2k annually for every seat of Pro you need, that’s it. Again, this assumes you’re making upwards of 2M$ annually. As soon as your game falls back under that, there’s no runtime fees anymore.
Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.