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PaterAlf: ...
I see. Thank you for the information.
I could not find a clear price / date made available pattern. Maybe the publishers control that value.
Will the game support a windowed mode? Does it have any controller functionality?
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cw8: http://www.lordsofxulima.com/2015/01/10/lords-of-xulima-coming-to-gog-com/

"Following the successful launch on Steam, we are proud to announce that Lords of Xulima is less than one week away from releasing on GOG. On January 15th 2015, gamers will be able to play the DRM-free version of Lords of Xulima.

A DRM-free version of this nostalgic RPG title has been a common request by fellow gamers. We are excited to be able to launch Lords of Xulima as a DRM-free title, for Windows PC and Mac, for the first time ever.

Lords of Xulima is an original turn-based RPG with over 100 hours of gameplay, 9 classes to choose from, custom portraits, and a fantasy world that will provoke you to explore every dark corner.

If you have a GOG.com account, you can now add Lords of Xulima to your wishlist as you wait for the official launch. The regular and deluxe edition will both be available on GOG."

Hope to be able to exchange the steam backer key for a GOG one.
You may want to put it here
http://www.gog.com/forum/general/crowdfunding_projects_kickstarter_indiegogo_etc_worth_taking_note_of
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PaterAlf: ...
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Gede: I see. Thank you for the information.
I could not find a clear price / date made available pattern. Maybe the publishers control that value.
Publishers always control the price and when the game goes on sale (ie look at Arx Fatalis :/. ) Interplay games were the only ones i can remember going up in price (have certain regional priced games gone up on average..anyone?) . Some games have gone down in price over time
Does the GOG Galaxy version of Lords of Xulima contain achievements system?
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loon: Does the GOG Galaxy version of Lords of Xulima contain achievements system?
It doesn't.
Since this topic was bumped, let me point out the one thing that made me abandon my playthrough:

The skill point system.

Having to make irreversible choices at level up made gaining a level (what is supposed to be a happy occasion) rather stressful. This is especially true given the existence of skills like the one that increases XP gains (the game would be better off without that skill), and the lack of infinitely respawning enemies, so you can't power level to compensate for bad choices.

Other issues include non-respawning treasures with random loot and the inverted difficulty curve (the beginning is much harder than the late game) and you get a game that, as nice as it looks at first, is severely flawed. Also, the stats aren't balanced with each other; Speed is way too important. (I am of the opinion that any mechanic that affects the number of turns you get should be handled carefully, and having a stat do so is not a good idea.)

Also, the food system discourages exploration. I think it would be better if food were only consumed when you rest and not when you are walking around.

If the developers decide to make a sequel, I hope that they address some of these issues.
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dtgreene: ...
Is this a joke or are you serious?
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dtgreene: ...
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drealmer7: Is this a joke or are you serious?
I am actually serious: The skill point system made leveling up rather stressful in this game, especially when combined with the lack of infinitely respawning enemies.
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drealmer7: Is this a joke or are you serious?
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dtgreene: I am actually serious: The skill point system made leveling up rather stressful in this game, especially when combined with the lack of infinitely respawning enemies.
Sounds like you want it to be a game it's not and that you simply don't like the type of game that it is.
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dtgreene: I am actually serious: The skill point system made leveling up rather stressful in this game, especially when combined with the lack of infinitely respawning enemies.
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drealmer7: Sounds like you want it to be a game it's not and that you simply don't like the type of game that it is.
Actually, it is a game of the type I like. It's just that there are design issues and balancing problems that make the game more stressful than it needs to be.

Getting rid of Learning and Knowledge of Herbs would actually improve the game.

In terms of the food issue, I see it having one legitimate role (putting a limit on how often you can rest, which felt balanced to me) and one negative effect (discouraging exploration). Getting rid of food consumption except while resting would remove the negative effect while still keeping the intended role.

The inverted difficulty curve is a serious problem and indicates a severe balancing issue; enemies should start weaker and scale further. The start of the game, when the player is still learning how the game works, should not be harder than the end of the game, at which point one can safely assume the player is famaliar with, and may have even mastered, the game's systems.

Also, if you are going to reply again, please make sure you have some substantial thing to say (which, ideally, should actually respond to the points I make) rather than acting like I'm not serious or I should be playing something elst.