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Retired Counter-Strike pro Jarosław “pashaBiceps” Jarząbkowski has been banned from FACEIT for seven days after a heated match reportedly crossed the line into verbal abuse. The incident has quickly spread across the CS2 community, partly because of who was involved and partly because fans are divided over whether the punishment was fair. The ban was issued after PashaBiceps allegedly told a toxic Ukrainian teammate, “You have a lot of energy and testosterone, go to war and fight.” The clip and follow-up posts sparked a wider discussion about trash talk, nationality-based insults, FACEIT moderation, and where competitive banter stops being acceptable. PashaBiceps Says He Was Banned From FACEIT for a Week PashaBiceps addressed the ban himself on X, saying he had been informed he was banned from FACEIT for a week. In a later post, he explained that he plays a lot of FACEIT matches and often brings joy to players who are happy to queue with him, but said it only takes one mistake to get banned. He later added that a week off would do him good and that “rules are rules.” What actually happened? The controversy reportedly started during a FACEIT match where PashaBiceps was playing with a Ukrainian teammate who was being toxic. During the exchange, Pasha allegedly responded by telling the teammate that if he had so much energy and testosterone, he should go to war and fight. Even if it was said in frustration, the comment brings nationality and an active real-world conflict into a video game argument, which is why many people saw it as crossing a line. Competitive Counter-Strike has always had trash talk, especially in ranked and FACEIT lobbies. But there is a difference between getting frustrated over bad utility or poor teamplay and bringing personal or national identity into the insult. That is where this situation became bigger than a normal in-game argument. FACEIT’s Verbal Abuse Rules Are Clear FACEIT has long had systems in place for verbal abuse and spam. Its support page explains that players can receive warnings and cooldowns when abusive language or spam is detected, with further incidents leading to more punishment. In that sense, PashaBiceps being a respected veteran does not automatically protect him from moderation. FACEIT’s whole competitive ecosystem relies on rules applying to everyone, whether the player is a casual grinder, an aspiring semi-pro, or one of the most beloved names in Counter-Strike history. That said, the community reaction shows how complicated enforcement can become when a famous figure is involved. If a regular player said the same thing, the ban might not have become news. Because it was PashaBiceps, the punishment immediately turned into a debate about fairness, context, and reputation. Competitive CS2 Still Has a Toxicity Problem The bigger issue here is not only PashaBiceps. It is the state of high-pressure CS2 matchmaking. FACEIT is where many serious players go when they want better competition than standard matchmaking. But that also means emotions can run high. Players care about elo, performance, reputation, and every small mistake. When a match starts going badly, voice comms can become ugly very quickly. The PashaBiceps situation is a reminder that toxicity does not only come from unknown players or low-level trolls. Even respected veterans can lose their temper when a match becomes heated. The post CS Legend PashaBiceps Banned on FACEIT for 7 Days After Heated Match Exchange appeared first on GameRiv. View the full article
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Ferrari intră în era electrică cu Luce, supercarul care schimbă regulile jocului 0 Cristina Stancu 0 Trimite Publicat: 26.05.2026 07:54 data:image/svg+xml,%3csvg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' viewBox='0 0 48 48'%3e%3cdefs%3e%3cpath id='a' d='M44.5 20H24v8.5h11.8C34.7 33.9 30.1 37 24 37c-7.2 0-13-5.8-13-13s5.8-13 13-13c3.1 0 5.9 1.1 8.1 2.9l6.4-6.4C34.6 4.1 29.6 2 24 2 11.8 2 2 11.8 2 24s9.8 22 22 22c11 0 21-8 21-22 0-1.3-.2-2.7-.5-4z'/%3e%3c/defs%3e%3cclipPath id='b'%3e%3cuse xlink:href='%23a' overflow='visible'/%3e%3c/clipPath%3e%3cpath clip-path='url(%23b)' fill='%23FBBC05' d='M0 37V11l17 13z'/%3e%3cpath clip-path='url(%23b)' fill='%23EA4335' d='M0 11l17 13 7-6.1L48 14V0H0z'/%3e%3cpath clip-path='url(%23b)' fill='%2334A853' d='M0 37l30-23 7.9 1L48 0v48H0z'/%3e%3cpath clip-path='url(%23b)' fill='%234285F4' d='M48 48L17 24l-4-3 35-10z'/%3e%3c/svg%3e Adaugă-ne ca sursă preferată în Google data:image/svg+xml,%3c%3fxml version='1.0' encoding='UTF-8' standalone='no'%3f%3e%3csvg xmlns:dc='http://purl.org/dc/elements/1.1/' xmlns:cc='http://creativecommons.org/ns%23' xmlns:rdf='http://www.w3.org/1999/02/22-rdf-syntax-ns%23' xmlns:svg='http://www.w3.org/2000/svg' xmlns='http://www.w3.org/2000/svg' xmlns:sodipodi='http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd' xmlns:inkscape='http://www.inkscape.org/namespaces/inkscape' version='1.0' width='119.96407pt' height='119.96586pt' viewBox='0 0 119.96405 119.96586' preserveAspectRatio='xMidYMid meet' id='svg10' sodipodi:docname='Google Discover.svg' inkscape:version='0.92.3 (2405546%2c 2018-03-11)' inkscape:export-filename='C:%5cUsers%5cGioSal%5cDesktop%5cGoogle Discover (truT) 326.png' inkscape:export-xdpi='195.8' inkscape:export-ydpi='195.8'%3e %3cdefs id='defs14' /%3e %3csodipodi:namedview pagecolor='white' bordercolor='%23666666' borderopacity='1' objecttolerance='10' gridtolerance='10' guidetolerance='10' inkscape:pageopacity='0' inkscape:pageshadow='2' inkscape:window-width='1920' inkscape:window-height='1057' id='namedview12' showgrid='false' inkscape:zoom='3.280264' inkscape:cx='10.573959' inkscape:cy='124.53611' inkscape:window-x='-8' inkscape:window-y='-8' inkscape:window-maximized='1' inkscape:current-layer='svg10' fit-margin-top='0' fit-margin-left='0' fit-margin-right='0' fit-margin-bottom='0' /%3e %3cmetadata id='metadata2'%3eCreated by potrace 1.15%2c written by Peter Selinger 2001-2017%3crdf:RDF%3e %3ccc:Work rdf:about=''%3e %3cdc:format%3eimage/svg%2bxml%3c/dc:format%3e %3cdc:type rdf:resource='http://purl.org/dc/dcmitype/StillImage' /%3e %3cdc:title%3e%3c/dc:title%3e %3c/cc:Work%3e%3c/rdf:RDF%3e%3c/metadata%3e %3cpath style='fill:%23fbbc01%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.1' inkscape:connector-curvature='0' id='path6' d='m 17.485799%2c17.161672 -7.199999%2c7.3 12.699999%2c12.7 12.8%2c12.8 h -17.8 H 0 v 10 10 h 17.985799 17.8 l 7.2%2c-7.2 7.3%2c-7.2 v -10.1 -10 l -12.8%2c-12.8 -12.7%2c-12.7000001 z' sodipodi:nodetypes='ccccccccccccccccc' /%3e %3cpath style='fill:%23eb4435%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.09999999' inkscape:connector-curvature='0' id='path6-5' d='m 50.05716%2c27.699999 -0.01515%2c27.760627 2.815154%2c-2.760627 c 2.777219%2c-2.723427 2.9%2c-2.7 17.2%2c-2.7 h 14.499999 l 12.7%2c-12.7 L 110.05716%2c24.5 l -7.2%2c-7.2 -7.299997%2c-7.3000001 -12.7%2c12.6999991 -12.799999%2c12.8 v -17.8 V 0 h -10 -10 z' sodipodi:nodetypes='ccsscccccccccccc' /%3e %3cpath style='fill:%234886f4%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10002016' inkscape:connector-curvature='0' id='path6-2' d='m 52.636899%2c52.666772 c -1.087936%2c1.139283 -3.026919%2c2.966444 -3.435046%2c4.11722 -0.379981%2c1.071417 0.733956%2c1.44349 0.733956%2c3.08278 v 4.5 l 22.709161%2c22.699999 22.809202%2c22.799989 7.202908%2c-7.2 7.30294%2c-7.299989 -12.705122%2c-12.7 -12.805166%2c-12.799999 h 17.807188 17.70714 v -10 -10 H 87.651024 55.337988 Z' sodipodi:nodetypes='csscccccccccccccc' /%3e %3cpath style='fill:%2338a752%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10003133' inkscape:connector-curvature='0' id='path6-7' d='m 29.872141%2c75.638078 -19.799999%2c19.812414 7.2%2c7.304568 7.3%2c7.20452 12.699999%2c-12.707959 12.8%2c-12.808026 v 17.811155 17.7111 h 10 10 V 102.15469 84.443595 l -10%2c-10.006268 c -9.2%2c-9.105706 -9.778745%2c-10.287283 -10.078745%2c-14.28979 l 0.04861%2c-4.686911 z' sodipodi:nodetypes='cccccccccccccccc' /%3e%3c/svg%3e Urmărește-ne pe Discover Ferrari a intrat oficial în era electrică, prezentând la Roma primul său model complet electric, Luce un moment definitoriu pentru brandul italian, care pariază pe electrificare într-o perioadă în care mulți producători de mașini sport își temperează ambițiile în acest segment. Te încurajez să confirmi informațiile cu o sursă de încredere. Constructorul italian a dezvăluit modelul Luce, un automobil cu patru uși, capabil să atingă 310 km/h, cu un preț de pornire de peste 500.000 de euro, potrivit Reuters. Numele, care înseamnă „lumină”, marchează una dintre cele mai radicale schimbări strategice din istoria Ferrari. Surse citate de Reuters afirmă că Luce este mai mare decât modelele tradiționale ale mărcii și adoptă un design diferit, dezvoltat inclusiv cu implicarea studioului LoveFrom, condus de fostul designer Apple, Jony Ive. Phil Dunne, directorul Grant Thornton Stax, a descris lansarea drept „un risc și un pariu”, dar și un pas necesar pentru ca Ferrari să „deschidă drumul” în segmentul electric premium. Primele livrări sunt programate în octombrie. Un pariu major în plină încetinire a pieței EV Sub conducerea CEO‑ului Benedetto Vigna, Ferrari a investit masiv în electrificare, inclusiv într-o nouă fabrică „e‑building” la Maranello. Lansarea vine însă într-un moment dificil pentru mașinile sport electrice: Ferrari a amânat al doilea model electric până în 2028, din cauza cererii reduse, iar Lamborghini a renunțat complet la planul de a lansa un model electric în 2030. Între timp, producătorii chinezi, precum BYD, avansează rapid, cu modele spectaculoase precum Yangwang U9. Potrivit analistului Felipe Munoz, Luce nu este gândit ca un model de volum, ci ca un simbol strategic, menit să definească „luxul electric” înainte ca rivalii să o facă. Provocarea supremă: păstrarea emoției Ferrari Una dintre marile provocări pentru Ferrari este păstrarea identității senzoriale a mărcii într-o lume fără motoare termice. Pentru Luce, compania a creat un sistem audio special care amplifică vibrațiile motorului electric pentru a genera un sunet distinctiv Ferrari - fără a imita artificial un motor pe benzină. „Ferrari înseamnă cum arată, cum sună și cum se simte. Acum trebuie să obțină aceleași lucruri într-un mod complet diferit”, spune Phil Dunne. Compania își ajustează strategia de electrificare Ferrari a redus obiectivele privind electrificarea: modelele complet electrice vor reprezenta 20% din gamă până în 2030, față de ținta anterioară de 40%. Ferrari va continua să producă modele hibride și cu motoare termice. Compania speră ca Luce să atragă o nouă generație de clienți foarte bogați, mai deschiși către vehicule electrice, mai ales într-un context global în care prețurile petrolului cresc din cauza conflictelor din Orientul Mijlociu. Vezi articolul complet
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan) View the full article
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[data-focus-scheme="dark"] { color-scheme: none; } Do you aspire to the purity of the blessed machine, Lord Captain? DLC3: The Infinite Museion for Warhammer 40,000: Rogue Trader is on its way, and the time has finally come to talk about its key feature - the augmentation system! Available through the new voidship compartment — the Sector Bionica — the augmentation system is a brand new layer of character progression that allows you to install powerful cybernetic and bionic implants. With over 100 augments scattered across the game, it will offer you a rich selection of new tactical possibilities. So, let’s dive in! The Sector Bionica This place is a brand new medical and augmentation compartment on the von Valancius voidship that is available at any time to all owners of the Infinite Museion DLC. Here, Genetor Ferrenc and Vivisector Martinax treat the sick and the wounded, perform surgeries, and compete for the attention of the Lord Captain. Each of them has their own approach and vision for their job, and each will gladly offer the Rogue Trader their advice, knowledge, and of course, augmentation services. How Do the Augments Work? Augments are a new special class of items that can be obtained across the Koronus Expanse and implanted into your characters. They typically have up to three unique effects: A major positive effect that grants a significant advantage, changes standard gameplay mechanics, or allows the use of new abilities. An impactful negative effect that works as a counterweight for the positive one and forces you to adapt your tactics around its disadvantage. A tradeoff effect that grants a benefit in exchange for a negative effect. Some implants may lack this option. There are six basic slots where the augments can be placed: Head - 2 slots: Perception system - augments that affect sight, sound, and smell or substitute for these, usually at the cost of one's own flesh. Nervous system - cranial implants that affect reflexes, mind, and thought. These can be extremely dangerous for the user, yet many are willing to take the risks for an immediate tactical advantage.Torso - 1 slot: Internal organs - replacement organ augments that provide a variety of global body effects. Hands - 2 slots: Main hand - augmented main limb that may serve as a specialized tool or weapon. Offhand - augmented off-hand, focusing on secondary and utility functions.Legs - 1 slot: Leg replacements - replacement augments for lower limbs that offer a number of mobility options. Adeptus Mechanicus and Forgeworld characters have additional slots unique to their backgrounds and physiology. Becoming Augmented All augments can be installed through a painful surgery process in Sector Bionica after you obtain them as items. Once implanted, an augment cannot be removed completely - only replaced with a different one. Note that not all of your companions will agree to this process - Astartes advanced biology requires a different approach not achievable on a Rogue Trader voidship, the Aeldari and Drukhari despise these modifications, and Cassia will simply never allow herself to be touched. Others, however, will be happy to embrace the Machine God’s blessing. Many implants are Conviction-locked or have effects based on what Conviction the user belongs to. That includes your companions: Argenta, for example, will never agree to wear anything Heretical. All existing companions who, prior to this update, had augmented body parts in their appearance or story, such as Abelard, Jae, Solomorne and Pasqal, will also receive them as unique story augments. Notably, these will remain available and provide effects even if the player does not own the Infinite Museion DLC. Some implants may also be purely cosmetic, such as those selected during character generation. Ferrum Sanctum By inserting augments, you boost the character’s Ferrum Sanctum, representing their steps on the path to the purity of the blessed machine. Each point of Ferrum Sanctum makes the character more susceptible to electricity and EMP damage, but boosts the effectiveness of some augments, talents, and abilities that synergize with this stat or target mechanical units. Galvanization Galvanization is a special overdrive mechanic available to certain augments. When out of combat, you may place one of your augments with this feature in a special galvanization slot. In combat, you may choose to activate it, granting you a major benefit for one round in exchange for penalties in the following round. Are you willing to take the risk, Lord Captain? New Talents Related to Augments As always with the new options, we’re adding a handful of new talents to support the new mechanics. Here are just a few: These provide you additional tactical flexibility and allow you to synergize the rest of your build with the new augmentation system. What else? We know you’re dying to find out more about the specific augments available, so here’s a couple more examples to give you an idea of their capabilities: Are you planning which parts of your crude biomass you will replace yet? Tell us in the comments. Praise the Omnissiah! Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Hotfix 6.11.1 - 25th of MayFeatures & TweaksElven Axe: Increased Push Attack damage to the first target. Increased minimum targets before minimum damage on Push attack by 1. Increased the damage of Warpick Heavy attacks (charged and uncharged) on critical hits against Super Armoured enemies. FixesFixed a crash on Steam authentication failure and implemented a feature to retry upon failure. This should help with some connection issues. Reverted unintended ammo buff to Griffonfoot. Fixed a bug that caused War Pick heavies (both charged and uncharged) to deal lower damage to Armoured enemies on critical hits. Fixed a crash when a Warrior Priest of Sigmar gets punched 10 times by a Chaos Warrior in the same game. No, really. Fixed a bug causing the 1H Axe & Elven Axe not being able to proc "On Charged Attack Hit" talents. Fixed a stuck spot in Skittergate, added failsafes for invincibility during the actual Skittergate section. Dev note: We have seen your concerns regarding the changes to the Longbow. We intend to adress this in a future patch, but we need to do some testing before committing to a solution. Vezi articolul complet
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Typical Gamer is finally joining Fortnite’s Icon Series, and after years of fan requests, memes, and speculation, Epic Games has made it official. The creator’s Fortnite Icon skin was revealed with a full set of cosmetics, multiple styles, a themed loading screen, and even a Fortnite event tied to the collaboration. The skin is set to arrive in the Item Shop on May 28, 2026, making it one of the biggest creator Icon Series releases of the year. Typical Gamer Is Finally Getting a Fortnite Icon Skin Fortnite’s Icon Series has featured some of the biggest creators, musicians, athletes, and personalities connected to the game, and now Typical Gamer is officially part of that lineup. Typical Gamer has been one of the most recognizable Fortnite creators for years, so his arrival in the Icon Series feels like a proper full-circle moment. There is also a Typical Gamer Cup planned for the collaboration. Players will be able to compete for a chance to unlock parts of the collection for free, and players will also be able to earn a free Banner Icon by getting eight points. Typical Gamer finally getting a Fortnite Icon skin feels like a major moment for his community. After years of being one of the most visible Fortnite creators without an Icon Series outfit, he is now getting a full collaboration with multiple styles, themed cosmetics, a free loading screen opportunity, a tournament, and possibly even an in-game point of interest. The post Typical Gamer Fortnite Icon Skin: First Look, Price, Release Date, and Bundle Details appeared first on GameRiv. View the full article
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Cum a ajuns industria auto europeană să lupte pentru supraviețuire. Mașinile electrice chinezești fac legea în Europa, cu modele ieftine și performante 0 Cosmin Pătraşcu Zamfirache 0 Trimite Publicat: 24.05.2026 07:00 data:image/svg+xml,%3csvg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' viewBox='0 0 48 48'%3e%3cdefs%3e%3cpath id='a' d='M44.5 20H24v8.5h11.8C34.7 33.9 30.1 37 24 37c-7.2 0-13-5.8-13-13s5.8-13 13-13c3.1 0 5.9 1.1 8.1 2.9l6.4-6.4C34.6 4.1 29.6 2 24 2 11.8 2 2 11.8 2 24s9.8 22 22 22c11 0 21-8 21-22 0-1.3-.2-2.7-.5-4z'/%3e%3c/defs%3e%3cclipPath id='b'%3e%3cuse xlink:href='%23a' overflow='visible'/%3e%3c/clipPath%3e%3cpath clip-path='url(%23b)' fill='%23FBBC05' d='M0 37V11l17 13z'/%3e%3cpath clip-path='url(%23b)' fill='%23EA4335' d='M0 11l17 13 7-6.1L48 14V0H0z'/%3e%3cpath clip-path='url(%23b)' fill='%2334A853' d='M0 37l30-23 7.9 1L48 0v48H0z'/%3e%3cpath clip-path='url(%23b)' fill='%234285F4' d='M48 48L17 24l-4-3 35-10z'/%3e%3c/svg%3e Adaugă-ne ca sursă preferată în Google data:image/svg+xml,%3c%3fxml version='1.0' encoding='UTF-8' standalone='no'%3f%3e%3csvg xmlns:dc='http://purl.org/dc/elements/1.1/' xmlns:cc='http://creativecommons.org/ns%23' xmlns:rdf='http://www.w3.org/1999/02/22-rdf-syntax-ns%23' xmlns:svg='http://www.w3.org/2000/svg' xmlns='http://www.w3.org/2000/svg' xmlns:sodipodi='http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd' xmlns:inkscape='http://www.inkscape.org/namespaces/inkscape' version='1.0' width='119.96407pt' height='119.96586pt' viewBox='0 0 119.96405 119.96586' preserveAspectRatio='xMidYMid meet' id='svg10' sodipodi:docname='Google Discover.svg' inkscape:version='0.92.3 (2405546%2c 2018-03-11)' inkscape:export-filename='C:%5cUsers%5cGioSal%5cDesktop%5cGoogle Discover (truT) 326.png' inkscape:export-xdpi='195.8' inkscape:export-ydpi='195.8'%3e %3cdefs id='defs14' /%3e %3csodipodi:namedview pagecolor='white' bordercolor='%23666666' borderopacity='1' objecttolerance='10' gridtolerance='10' guidetolerance='10' inkscape:pageopacity='0' inkscape:pageshadow='2' inkscape:window-width='1920' inkscape:window-height='1057' id='namedview12' showgrid='false' inkscape:zoom='3.280264' inkscape:cx='10.573959' inkscape:cy='124.53611' inkscape:window-x='-8' inkscape:window-y='-8' inkscape:window-maximized='1' inkscape:current-layer='svg10' fit-margin-top='0' fit-margin-left='0' fit-margin-right='0' fit-margin-bottom='0' /%3e %3cmetadata id='metadata2'%3eCreated by potrace 1.15%2c written by Peter Selinger 2001-2017%3crdf:RDF%3e %3ccc:Work rdf:about=''%3e %3cdc:format%3eimage/svg%2bxml%3c/dc:format%3e %3cdc:type rdf:resource='http://purl.org/dc/dcmitype/StillImage' /%3e %3cdc:title%3e%3c/dc:title%3e %3c/cc:Work%3e%3c/rdf:RDF%3e%3c/metadata%3e %3cpath style='fill:%23fbbc01%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.1' inkscape:connector-curvature='0' id='path6' d='m 17.485799%2c17.161672 -7.199999%2c7.3 12.699999%2c12.7 12.8%2c12.8 h -17.8 H 0 v 10 10 h 17.985799 17.8 l 7.2%2c-7.2 7.3%2c-7.2 v -10.1 -10 l -12.8%2c-12.8 -12.7%2c-12.7000001 z' sodipodi:nodetypes='ccccccccccccccccc' /%3e %3cpath style='fill:%23eb4435%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.09999999' inkscape:connector-curvature='0' id='path6-5' d='m 50.05716%2c27.699999 -0.01515%2c27.760627 2.815154%2c-2.760627 c 2.777219%2c-2.723427 2.9%2c-2.7 17.2%2c-2.7 h 14.499999 l 12.7%2c-12.7 L 110.05716%2c24.5 l -7.2%2c-7.2 -7.299997%2c-7.3000001 -12.7%2c12.6999991 -12.799999%2c12.8 v -17.8 V 0 h -10 -10 z' sodipodi:nodetypes='ccsscccccccccccc' /%3e %3cpath style='fill:%234886f4%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10002016' inkscape:connector-curvature='0' id='path6-2' d='m 52.636899%2c52.666772 c -1.087936%2c1.139283 -3.026919%2c2.966444 -3.435046%2c4.11722 -0.379981%2c1.071417 0.733956%2c1.44349 0.733956%2c3.08278 v 4.5 l 22.709161%2c22.699999 22.809202%2c22.799989 7.202908%2c-7.2 7.30294%2c-7.299989 -12.705122%2c-12.7 -12.805166%2c-12.799999 h 17.807188 17.70714 v -10 -10 H 87.651024 55.337988 Z' sodipodi:nodetypes='csscccccccccccccc' /%3e %3cpath style='fill:%2338a752%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10003133' inkscape:connector-curvature='0' id='path6-7' d='m 29.872141%2c75.638078 -19.799999%2c19.812414 7.2%2c7.304568 7.3%2c7.20452 12.699999%2c-12.707959 12.8%2c-12.808026 v 17.811155 17.7111 h 10 10 V 102.15469 84.443595 l -10%2c-10.006268 c -9.2%2c-9.105706 -9.778745%2c-10.287283 -10.078745%2c-14.28979 l 0.04861%2c-4.686911 z' sodipodi:nodetypes='cccccccccccccccc' /%3e%3c/svg%3e Urmărește-ne pe Discover Automobilele electrice chinezești încep să domine piața auto europeană. Pe fondul supraproducției, companiile chinezești au invadat Bătrânul Continent cu modele accesibile, foarte tehnologizate și cu un design atractiv. În acest context, industria auto europeană luptă pentru supraviețuire. Mașinile electrice chinezești invadeaza piața europeană FOTO pbs.org În ultimul deceniu, industria auto chineză a cunoscut o dezvoltare spectaculoasă, mai ales în sectorul automobilelor electrice. Numărul companiilor a crescut rapid, tehnologiile au devenit tot mai avansate și competitive, iar producția a ajuns la niveluri uriașe. Practic, producătorii chinezi au invadat piața auto europeană, transformând China în cel mai mare exportator de automobile din lume, scrie Financial Times. Companiile chineze oferă o gamă variată de vehicule electrice și încearcă să răspundă tuturor cerințelor consumatorilor de pe Bătrânul Continent. De altfel, producția masivă de automobile electrice a fost bine calibrată în raport cu tendințele legate de viața sustenabilă și protecția mediului, promovate inclusiv prin legislația multor state europene. Inițial, producătorii chinezi au mers pe imitație, însă ulterior au început să dezvolte modele tot mai tehnologizate și competitive. În plus, oferă automobile electrice la prețuri mai mici decât mărcile consacrate din Europa, Japonia sau Statele Unite. Mai mult decât atât, numeroase companii europene folosesc pe scară largă fabricile din China ca baze de producție și export. Acolo găsesc forță de muncă calificată, experiență și tehnologie, dar la costuri de producție mult mai reduse. Pe scurt, industria chineză a ajuns să joace un rol esențial în piața globală a automobilelor electrice. De la copiere la dominație industrială La începutul anilor ’70, Dongfeng importa camioane americane pentru a învăța cum să construiască vehicule militare. Astăzi, același grup chinez produce alături de Stellantis modele electrice destinate piețelor globale. Transformarea simbolizează noua ordine din industria auto: China nu mai este doar atelierul lumii, ci centrul global al inovației și producției de automobile electrice. Pe fondul tranziției costisitoare către vehicule electrice, marii constructori occidentali — Volkswagen, BMW, Nissan sau Hyundai — folosesc tot mai mult fabricile chinezești drept baze de export pentru Europa, Orientul Mijlociu și Asia. Exporturile explodează China a devenit deja cel mai mare exportator auto din lume. În doar câțiva ani, exporturile au crescut de la sub un milion de autoturisme în 2020 la peste 7 milioane anul trecut. Ritmul continuă să accelereze: în primele patru luni din 2026, livrările externe au urcat cu 61%. Fenomenul este alimentat de supracapacitatea uriașă a industriei chineze. În timp ce piața internă a absorbit anul trecut aproximativ 24 de milioane de mașini, capacitatea totală de producție este estimată la aproape 50 de milioane de vehicule. Mașini electrice din China FOTO shutterstock În plus, războiul prețurilor și marjele tot mai mici împing producătorii chinezi spre piețele externe, unde automobilele pot fi vândute la prețuri mai mari și cu profituri mai consistente. Europa, noul câmp de luptă Statele Unite au închis practic piața pentru automobilele chinezești prin taxe vamale de până la 100%. Europa rămâne însă o țintă strategică, în ciuda propriilor tarife comerciale. Rezultatele sunt deja vizibile. Exporturile chineze către Europa au crescut puternic, iar branduri precum BYD, MG, Omoda sau Jaecoo câștigă rapid teren. Modelul Jaecoo 7 al grupului Chery a devenit, la doar 14 luni de la lansare, cea mai bine vândută mașină nouă din Marea Britanie într-o lună. Mașinuțele electrice mici, probleme sau soluții pentru traficul din orașe: „Ajungi la teama că rămâi fără baterie” În paralel, constructorii occidentali exportă tot mai multe modele produse în China. Nissan vrea să ajungă la 300.000 de vehicule exportate anual până în 2030, inclusiv către Europa. Tesla produce în Shanghai o mare parte dintre modelele Model 3 vândute pe continent. China stabilește standardul tehnologic Specialiștii din industrie admit tot mai des că avantajul Chinei nu mai ține doar de costuri reduse, ci mai ales de tehnologie. Vehiculele electrice chinezești sunt dezvoltate mai rapid, folosesc baterii mai ieftine și software mai avansat. „Trebuie să acceptăm că China stabilește ritmul inovației”, a declarat Robert Cisek, șeful Volkswagen China, relatează Financial Times. Potrivit „Agenției Internaționale pentru Energie”, producția unui SUV electric în China costă cu cel puțin 30% mai puțin decât în economiile dezvoltate. Volkswagen susține chiar că poate produce un vehicul electric în China la jumătate din costul necesar în alte regiuni. Tot mai multe companii occidentale adoptă strategia „în China, pentru China, către lume” — dezvoltând mașini în China și exportându-le ulterior pe piețele globale. Dependența care îngrijorează Europa Ascensiunea Chinei provoacă însă panică în capitalele europene. Liderii UE se tem că industria auto europeană riscă să piardă nu doar producția, ci și know-how-ul tehnologic. Analiștii avertizează că ingineria, cercetarea și lanțurile de aprovizionare auto s-ar putea concentra tot mai mult în China. În multe cazuri, constructorii europeni ajung să folosească tehnologii chinezești chiar pentru modelele produse în Europa. În același timp, fabricile europene funcționează mult sub capacitate. Unele grupuri încearcă să rezolve problema prin parteneriate cu producători chinezi. Stellantis vrea să fabrice modele Dongfeng în Franța, iar Opel va produce un SUV electric în Spania folosind tehnologie Leapmotor. Capcana mașinilor aduse din Germania: 9 din 10 vehicule au probleme ascunse conform ultimelor date din piața auto „Made in Europe” și o luptă pentru supraviețuire Comisia Europeană încearcă să limiteze dependența de China prin noi reguli industriale. Planul „Made in Europe” ar condiționa accesul la subvenții de utilizarea componentelor produse în UE. Bruxelles-ul ia în calcul inclusiv restricții asupra tehnologiei chineze integrate în automobile, pe fondul temerilor legate de securitatea cibernetică și controlul datelor. Totuși, autoritățile europene se află într-o poziție delicată: o ruptură completă de tehnologia chineză ar putea afecta grav chiar industria auto europeană, care depinde tot mai mult de baterii, software și componente dezvoltate în China. În doar câteva decenii, China a trecut de la statutul de elev al industriei occidentale la cel de lider global în mobilitatea electrică. Pentru constructorii europeni și americani, dilema este tot mai clară: fie colaborează cu ecosistemul industrial chinez, fie riscă să piardă cursa tehnologică. Iar pentru Europa, miza nu mai este doar competitivitatea economică, ci supraviețuirea uneia dintre cele mai importante industrii ale continentului. Vezi articolul complet
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(Image credit: InstalerUP) Moscow LAN 2026 signups are open! The fourth Moscow LAN will take place August 15-16th, 2026. Registration for teams is open until July 31, 2026. See you there! Important Links: Discord VK View the full article
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed crash related to KeyValues Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr) Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon) Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre) Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme) Fixed spacing issues for item descriptions (community fix from DiskIntegrity) Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan) Fixed The Fancy Spellbook's large backpack icon not matching the small version Updated VScript to allow set damage for force calc (community fix from doclic) Updated the Snow Merc to count as an assister in the death notice Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs Updated the Die Regime-Panzerung to add a 'No Bullets' style Updated/Added some tournament medals Updated the Mann of the Hour Restored missing rim mask Made shapekeys for a few problematic face flexes Replaced incorrect normal map Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul Updated backpack icon to represent above changes Updated koth_demolition Fixed some lighting issues with the pipes next to the control point Replaced some textures in the radio rooms Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy) Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane) Fixed a leftover prop being inside a wall Fixed a texture in the jumppad using the wrong cubemap Made the catwalk behind the office building a bit bigger Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels Updated plr_hacksaw and plr_hacksaw_event Removed attic balconies overlooking the capture zone Moved a small pickup location into the attic Fixed clipping errors Updated cp_process_final Fixed various collision issues across the map Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry Some of these involved closing off open areas where explosions could vanish Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't Increased skybox height across the map to be consistent with other 5CP maps Changed the small prop pipes at last to be nonsolid, but still block stickies Players should be able to cleanly walk and jump along these pipes without getting stuck Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct. Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads. Removed some rocks near the angled ramp at 2nd and replaced them with crates Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings Made exterior fences more consistent with the bounding of the level Changed some metal textures to better match the mirrored symmetry of the level Added some additional detail behind the starting spawn room Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete Replaced some small pipes at the 2nd spire to make a more consistent platform Made many existing light props nonsolid to prevent movement issues Most were already nonsolid, but this should make most props consistent Updated cp_metalworks Fixed various collision issues across the map Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry Changed the level geometry at last to have more consistent collision While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point. Increased the door size of the first forward spawn The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly. Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them). Fixed a section of displacement where players could get stuck in the ground Slight visual tweaks throughout the level View the full article
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Ultima actualizare la mai 22, 2026 Nu sunt reviewer profesionist. Sunt gamer. Joc zilnic, am mouse-ul meu de ani de zile, am greutăți puse pe el, știu exact cum ar trebui să se simtă fiecare click și fiecare mișcare. Și exact de aceea review-ul ăsta o să fie diferit față de ce găsești pe alte site–uri nu spec sheets și benchmark-uri, ci experiența reală a unui gamer care a luat un mouse radical diferit și l-a testat direct în battle. Mouse-ul testat: Logitech G Pro X2 Superstrike. Jocul: League of Legends. Condiții: nicio pregătire, nicio perioadă de acomodare forțată. Direct pe hartă. Specificații tehnice • Senzor: HERO 2 • DPI max: 44.000 (reglabil de la 100, în pași de 5 DPI) • Viteză tracking: 888 IPS • Accelerație: 88G • Polling rate: până la 8.000 Hz wireless (0.125ms latență) • Baterie: 60–90 ore pe o singură încărcare • Încărcare: USB-C (cablu inclus în cutie) • Tehnologie click: HITS Haptic Inductive Trigger System • Greutate: 61g • RGB: Nu • Butoane: 5 (2 principale, scroll, 2 laterale) Conectivitate: Plug, click, go Primul lucru care m-a cucerit la Pro X2 Superstrike a fost cât de simplu a fost să îl conectez. Bagi stick-ul USB în PC, miști mouse-ul în sus și ești gata de joc. Fără software obligatoriu, fără tutoriale pe YouTube, fără să cauți pe Google cum funcționează. Exact ce îmi place la un nou hardware: îl scoți din cutie și merge, go la treabă. Conexiunea wireless folosește tehnologia LIGHTSPEED a Logitech, cu un polling rate de până la 8.000 Hz, adică mouse-ul raportează poziția de 8.000 de ori pe secundă, cu o latență de doar 0.125ms. În practică zero lag perceptibil, conexiune la fel de solidă ca un mouse cu fir. Design & Greutate: „Oare am primit cutia goală?” Prima dată când l-am luat în mână am avut un moment de panică sinceră. Obișnuită cu un mouse greu, cu greutăți adăugate, l-am prins mai bine să nu îl scap când am dat primul test clasic, stânga-dreapta rapid să văd dacă PC-ul îl recunoaște. Senzația a fost că țineam o pană în mână. Literalmente. Mouse-ul cântărește doar 61 de grame, unul dintre cele mai ușoare mouse-uri wireless de gaming din 2026. Designul este minimalist, simetric, fără RGB, fără detalii agresive. La prima vedere nu ai zice că e un mouse pentru pro gameri. Arată mai degrabă ca un mouse de birou premium. Și atunci a început dialogul interior al oricărui gamer serios care schimbă echipamentul: oare mă obișnuiesc, oare pot juca, muscle memory-ul meu de ani de zile o să fie dat peste cap? Orice gamer știe că și cea mai mică schimbare de greutate sau acuratețe te poate dezaxa complet. Dar am decis să încerc, la urma urmei nu mor dacă pierd una-două partide. O notă practică despre culoare: mouse-ul vine în alb și negru. Dacă ești genul de gamer cu emoții intense, sesiuni lungi și câteva chips-uri lângă tastatură, mâinile transpirate și mouse-ul alb nu sunt cei mai buni prieteni. Negrul e alegerea mai practică pentru gaming serios. Sistemul HITS: „De ce nu face click?!” Am dat dublu click să lansez jocul și nimic. Adică există click, dar nu face sunetul clasic pe care creierul meu îl aștepta ca confirmare. Pentru context: sunt genul de gamer care în League of Legends, la stres, dă 10 clickuri pe secundă și personajul trebuie să simtă că îi iese foc din călcâie. Click-click-click non-stop, megaclick la fiecare ability dată cu pasiune. Și dintr-o dată am în față un mouse aproape silențios. Explicația tehnică: Pro X2 folosește switch-uri HITS, adică Haptic Inductive Trigger System, o premieră mondială în gaming mice. În loc de switch-uri mecanice clasice, mouse-ul folosește un senzor inductiv care detectează cât de adânc apeși butonul (de la 0.1mm până la 0.65mm, în 10 trepte reglabile), iar un motor haptic trimite vibrația de confirmare direct în deget. Beneficii concrete: latență redusă cu până la 30ms față de switch-urile clasice, durată de viață mai mare și zero double-click accidental. Cel mai important lucru pe care l-am realizat după primele minute de utilizare este că mouse-ul nu e mut, e pur și simplu diferit. În cameră cu zgomot ambiental (PC-ul care fredonează, păsările de afară, mașina de spălat în plină acțiune) ai impresia că nu există niciun sunet de click. Dar confirmarea există. Doar că nu prin urechi, ci prin degete. Sentimentul că ai dat abilitatea îl ai pentru că vibrația este acolo, precisă și rapidă, la fiecare apăsare. O dată ce înțelegi asta, totul se schimbă. Butoane & DPI: Ce apăsăm și de ce contează Mouse-ul are 5 butoane: cele două principale stânga-dreapta cu HITS, scroll wheel cu click și două butoane laterale stânga Forward și Backward, cu switch-uri mecanice clasice, programabile din G HUB pentru orice funcție vrei în joc. Un detaliu important de știut: nu există buton DPI pe mouse. Aceasta este o decizie deliberată de design, nu o omisiune. Publicul țintă sunt jucătorii competitivi care își setează DPI-ul o dată și nu îl mai schimbă în joc. Și are logică să stea așa: de câte ori o mână curioasă (sau un copil) a atins butonul de DPI de pe un mouse obișnuit și la primul meci dintr-o nouă partidă cursorul zboară pe toată harta fără explicație? E un fel de găleată cu apă rece direct în cap. Absența acestui buton la îndemână este de fapt o decizie inteligentă. Cum reglezi DPI fără software: Settings Windows, Mouse, Pointer Options, trage slider-ul spre stânga. Rapid și eficient în 30 de secunde. Cu G HUB: DPI reglabil de la 100 la 44.000, în pași de 5 DPI, cu posibilitatea de a seta separat sensibilitatea pe axa X și Y. Performanță în joc: Adaptare sau dezastru? Meciul 1, scor 10/14. Echipa a câștigat, eu am făcut figuri. Era ca și cum te-ai duce la examen nemâncat, nedormit și nebăut: ești prezentă, te bâlbâi și bălăngăni puțin și până la urmă informația îți vine că doar ai învățat. Am jucat fără nicio ajustare de DPI, direct pe default-uri, și m-am simțit amețită tot meciul, prezentă pe toată harta dar nicăieri în același timp. Un fel de ai, n-ai mingea, tragi la poartă: dădeam cu ability poate nimeresc ceva, într-o parte ținteam și în ultimul moment ajungea în direcția opusă. Meciul 2. Am ajustat DPI-ul din Windows cu 3 puncte mai puțin la pointer speed, simplu și rapid, fără software. Am calibrat și intensitatea haptic-ului până am simțit confirmarea click-ului cum trebuie, cu toată pasiunea necesară. Dar greutatea a rămas problema principală. Mouse-ul prea ușor față de ce era mâna obișnuită: îl împingi un pic mai tare și alunecă, pierzi controlul. Ca și cum ai aluneca pe iarbă fără crampoanele potrivite, mingea e la picior dar nu o poți controla. Concluzia clară: nu te obișnuiești cu un device complet diferit după 2-3 meciuri. Asta nu e o critică la adresa mouse-ului ci o realitate a oricărei schimbări de echipament după ani de muscle memory. Senzorul HERO 2 & Baterie HERO 2 este senzorul optic al Logitech aflat în inima mouse-ului. Tracking la 888 IPS, accelerație de 88G, DPI de la 100 la 44.000, fără niciun smoothing, accelerație artificială sau filtrare. Ce faci tu cu mâna raportează exact mouse-ul, fără nicio corecție artificială din umbră. Cu alte cuvinte senzorul nu te ajută și nu te încurcă, raportează exact realitatea mișcărilor tale. Bateria ține între 60 și 90 de ore pe o singură încărcare, în funcție de polling rate și intensitatea haptic-ului setată. LED-ul verde pulsează în timp ce se încarcă și devine roșu când bateria scade sub 15%. În practică înseamnă o săptămână întreagă de gaming intens fără să te gândești la încărcat. Există și compatibilitate cu mousepad-ul POWERPLAY (vândut separat) care încarcă wireless mouse-ul în timp ce joci, eliminând complet grija bateriei. Glisare și oboseala mâinii Mouse-ul alunecă mai lin și mai smooth față de un mouse obișnuit, deși e greu de spus cu certitudine dacă meritul aparține piciorușelor UHMWPE sau pur și simplu greutății reduse care necesită mai puțin efort de mișcare. Ceva mai surprinzător: după sesiunea de test mâna era obosită, contrar așteptărilor logice. Un mouse mai ușor ar trebui să obosească mai puțin, în teorie. În practică însă, probabil am ținut mouse-ul mai strâns decât era necesar, de frica să nu îl scap (prea ușor, prea diferit), și m-am concentrat prea conștient pe fiecare mișcare în loc să mă relaxez și să las automatismul să lucreze. La mouse-ul obișnuit mișcările sunt reflex. Aici fiecare mișcare era deliberată și asta consumă energie. Ce lipsește față de așteptări • Nu are buton DPI pe mouse reglaj doar prin software sau Windows • Nu are sistem de greutăți reglabile Logitech a ales să țintească exclusiv publicul ultra-light • Cablul de încărcare nu e împletit un minus pentru un mouse de $180 • Nu are Bluetooth doar LIGHTSPEED wireless și wired USB-C Verdict final Scor general 7.5 / 10 Conectivitate 10 / 10 Tehnologie click HITS 9.5 / 10 Greutate & adaptare 6 / 10 Raport calitate/preț 6.5 / 10 Design 7 / 10 Logitech G Pro X2 Superstrike nu este un mouse pentru toată lumea. Este un mouse pentru o categorie foarte specifică de jucătoare și jucători, cei care vor cel mai rapid click posibil, cel mai ușor mouse posibil și nu îi deranjează prețul premium. Dacă vii de la un mouse greu cu greutăți adăugate, pregătește-te pentru un șoc cultural real. Greutatea, sunetul click-ului, feedback-ul, totul este diferit și adaptarea ia timp, nu 2-3 meciuri. Dar tehnologia HITS este cu adevărat remarcabilă. Confirmarea haptic a click-ului, nu prin sunet ci prin vibrație direct în deget, este o idee atât de bună încât te întrebi de ce nu a existat dintotdeauna. Este șoc, este schimbare, este evoluție și mereu trebuie să dăm șanse evoluției. Cumpără dacă ești jucătoare competitivă serioasă, esporter, sau cineva care deja preferă mouse-uri ultra-ușoare și vrea cel mai avansat click disponibil în 2026. Evită dacă joci cu mouse greu sau cu greutăți adăugate, nu ești dispusă să investești timp real de adaptare, sau nu simți că $180 se justifică pentru nivelul tău de joc. The post Review: Logitech G Pro X2 Superstrike appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Hi folks! Decorate your screens with the fierce feline, as new Bhashiva wallpapers are out! Go get them now in the Rewards section of CA Community: https://community.totalwar.com/rewards — The Total War Team For the latest news and announcements, don't forget to visit our official social channels. Steam X Facebook Instagram Discord [url=https://bsky.app/profile/totalwar.bsky.social style=button]Bluesky[/url]Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } UPDATE 22/05 @ 14:30 BST: Hey folks, we're happy to confirm that the Bhashiva Character Pack is now available on Mac & Linux! Once again, apologies to anyone who managed to purchase before today and was unable to access the content until now - thanks for your patience while we looked into this. Hey folks, Today’s Hotfix tackles some issues identified in the wake of Bhashiva’s arrival and Update 8.0’s release, including some extra balancing and a fix for the Sky Lantern’s HP, along with a variety of additional fixes and tweaks. We can also confirm that Update 8.0 and Hotfix 8.0.1 will be arriving on Mac & Linux later today, and Bhashiva will be purchasable once more. Apologies to anyone who managed to purchase before today and have been unable to access the content - thanks for your patience while we looked into this. As mentioned yesterday, our next planned release will be Patch 8.1 but our teams will be continuing to keep a close eye on things should any further Hotfixing be required. As always, if you run into any new issues after updating please do report them over in our dedicated bug reporting sub-forum. Hope you're all enjoying your time with Bhashiva and the Tiger Warriors! All the best, — Steve // Senior Community Manager Campaign General FixesOptimized performance on regions that have Slaanesh corruption applied Fixed an issue where most hotkeys would stop functioning after dismissing The White Tiger's Calling event with ESC Fixed an issue with the Armies of Shang-Yang campaign mechanic where upon merging units, losing them in battle or disbanding them meant their upgrades were lost. Now they are refunded and can be re-bought Fixed an issue where a notification from the Armies of Shang-Yang campaign mechanic would wrongly trigger after completing one of the missions in Zhao Ming's Goals Fixed an issue where having hotkeys enabled would cause an error in the Armies of Shang-Yang panel Fixed a recurring issue where having hotkeys enabled would disrupt some of Bhashiva’s narrative dilemmas Fixed an issue where a hardlock would occur when opening the Tiger Court or Armies of Shang-Yang panel and going through the scripted tour after they have been opened once before with another scripted tour ongoing Fixed the "Reveal Relics" camera triggering too early if there is a caravan or other event at the same time Fixed an issue so that when playing as Grand Cathay, buildings from the Conscription chain should now be able to properly upgrade and convert from Yin to Yang and vice versa Fixed incorrect icon and ability shown over the "Cooldown to all spells" effect Additional text translations added Skills & Balancing For the Astromancer hero: Added a range of 35 to Astromantic Warding & Heavenly Bonds abilities Reduced spell intensity by the "Celestial Conduit" skill from 20 to 10 Gate Masters: "Sentry of Mettle" adjustments: Upkeep reduction from 10% to 5% Missile Strength from 15% to 10% Reload Time from 12% to 10% “Optimised Logistics” and “Preparedness Drills” skills stats corrected to: Optimised Logistics - Ammo = 5% / 10% / 15% Fixed an an additional misleading visualization for "Optimized Logistics" that would show incorrect gains when improving the skill Preparedness Drills - Defence = 2 / 4 / 6 Fixed a missing percentage sign for the bonus value of the Alchemist skill "Metallurgic Refining" as well as improved presentation within the character screen Corrected the Melee Defence stat for The Jade Standard skill reduced from 10 to 4 TechnologiesFixed "Cooldown to all spells" effect to work on the Transformation of Kadon for factions not summoning a Manticore UnitsFixed an issue preventing insignias from being assignable to RoR units Fixed an issue so that one of the Gate Master’s buffs showed properly as a percentage in their UI Fixed an issue where Taoyan did not have Harmony despite not being a Tiger Warrior character Fixed an issue where the Alchemist was missing casting animations while mounted in the Sky Lantern Fixed an issue where the Sky Lantern was wrongly categorised as only Yang when it is both Yin and Yang Battle Balance ChangesTiger Warriors (Dual Axes): -100g (Dropped from 900g to 800g) for multiplayer Melee Defence +4 Tiger Warrior Stalkers: -150g (Dropped from 1100g to 950g) for multiplayer +5 AP weapon damage (bringing WS up from 35 to 40) Taoyan: -200g (Dropped from 800g to 600g in multiplayer, this is her base amount without anything equipped) Quest BattlesFixed an issue in the Ogre Folly quest battle where enemy units wouldn’t respond appropriately to incoming missile fire Fixed an issue where Ogre Folly's second phase objective to kill Lord Dechunga wouldn’t complete when he was routed UnitsFixed a missing chain link on chest pieces armour for the Clawspeaker Fixed an issue by increasing the HP of the Alchemist when mounted on a Sky Lantern to be consistent with the standard Sky Lantern unit ⚠ IMPORTANTIf you experience any issues after downloading the update, please take a moment to Verify the integrity of the game files first to ensure there were no issues when downloading. A step-by-step guide can be found in this article. If the issues persist, please visit our support site for additional troubleshooting steps and assistance. MOD WARNINGPlease note that user-generated mods may have compatibility issues with new game updates. If you are encountering performance or stability issues following a release, is recommended that you disable any mods you're running. If you continue to experience issues, please visit our support site for additional troubleshooting steps and assistance. For the latest news and announcements, drop by our official social channels.SteamXFacebookInstagramDiscordBluesky Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } The release date for DLC3: The Infinite Museion has been unveiled at Warhammer Skulls 2026! The journey begins on June 11. Delve into a secret vault curated by Trazyn the Infinite himself, and get a glimpse of his fabled collection. Join forces with Eogunn Februs, an eccentric Genetor Extremis of the Adeptus Mechanicus, on his search for forbidden knowledge. Unlock the Sector Bionica — a new compartment of your voidship devoted to implants, where you can augment yourself and your crew for peak combat effectiveness. And be ready to face the shadows of the dynasty's past. Claim your legacy now, Lord Captain: https://store.steampowered.com/app/3650060/Warhammer_40000_Rogue_Trader__Season_Pass_2/ Be aware: starting today and until May 27, Warhammer 40,000: Rogue Trader and its additional content are available with a discount of up to 65%. The Koronus Expanse awaits! https://store.steampowered.com/app/2186680 https://store.steampowered.com/app/2687230/Warhammer_40000_Rogue_Trader__Season_Pass/ While at it, also make sure to check out other awesome Warhammer 40,000 titles by Auroch Digital: https://store.steampowered.com/app/3115160/Warhammer_40000_Boltgun_2/ https://store.steampowered.com/app/3669620/Warhammer_Survivors/Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Warband! Together with Games Workshop we just revealed the next class coming to Darktide as part of the Warhammer Skulls showcase! If you missed it, no worries, you can watch it here. The Skitarii Alpha Primus is coming to Darktide on June 23rd! We asked Juan and Victor, our Executive Producer and Design Director, to sit down with us and walk us through the new class at a glance. Following this we will have a series of Feature Highlights, deep diving into the different parts of the class, leading up to the release! Take it away guys! Why Skitarii? We have known from the start that we wanted to add some form of playable Adeptus Mechanicus presence to the game. We also know that players really resonate with Adeptus Mechanicus, our Tech-Priest Hadron Omega-7-7 being a good example. Many of you might ask why Skitarii, and not the more recognisable Tech-Priest? For us this really came down to two things. The first being that Tech-Priests don’t really operate on the strike team level of Darktide’s warband. The Skitarii are a better fit. They are the frontline warriors of the Adeptus Mechanicus, and we knew we could weave them into the scope and narrative of the game way better. “You don’t often see Tech-Priests run around in larger groups” -Victor The second reason is that we felt the Skitarii was not very explored in the medium of video games. We saw this as an opportunity to delve deeper into, and we ended up working together with Games Workshop to find the best representation of these concepts for Darktide. The Skitarii that you will play in the game are called “Alpha Primus”, and they are a bit different from the standard Skitarii that you see go to war under the banner of the Adeptus Mechanicus in bigger battles. These specialist warriors can operate with more autonomy, and are more suited to the gameplay experience of Darktide. Skitarii Alpha Primus The Alpha Primus is a favoured soldier of the Machine God, blessed with mental and physical augmentations beyond those of their fellow Skitarii.. If you’ve played Darktide recently you probably have been out in the Deadside to help Hadron Omega-7-7 finding Tech-Remnants. The success of these discoveries has led to several Forge Worlds deploying their forces to aid the battle for Tertium. Hadron has now been given the whereabouts of an old Adeptus Mechanicus facility that can upgrade a Skitarii Veterans into the more elite Alpha Primus variant. The Skitarii Alpha Primus carry out delicate or specialised missions for their Tech-Priest masters, making them well suited to assist the Inquisitorial Warband. Their mechanised brains are force-loaded with advanced tactics, combat data and weapon proficiencies, freeing them to operate more independently from their fellow Skitarii. This also let us, in collaboration with Games Workshop, to really come up with cool abilities and talents for them. As we said in the introduction, we always wanted to do this class. It was top of the list when we looked at what to add to the game years ago, it has just taken some time to really hone in how to make sense of them being part of the Mourningstars ongoing struggles on Atoma. Workings of the class“We have been working on this for a long time, in parallel with other classes, and we wanted to make sure that we got all the intricacies, abilities and weapons right. We hope it will be worth the wait” -Juan We knew going into the making of this class that it would take longer than other classes. We needed the time to explore how the class would fit, both on the level of the larger universe of Warhammer 40,000 and on an implementation level for Darktide itself. The team has now made two classes, and we learnt a lot during this time. All of these learnings have gone into making the Skitarii Alpha Primus the best it can be! There are some really cool unique things we have added to this class. But we won’t go too deep into this today, as we will cover all of this in future Feature Highlights, but let’s look at it from a top down perspective! Looking under the hoodThe Skitarii Alpha Primus comes with a completely new set of weapons. You will be able to wield Arc weapons, Phosphor Blasters, Transonic Blades and high-powered Galvanic Rifles. “The Arc mechanic is really cool. It can hit several enemies if they are affected by the Arc condition, energy will arc between them. Good for handling hordes” - Victor There are so many iconic weapons here, and it has taken us some time to really materialise them into the game. Many of these we had to figure out how to represent from the miniatures and art of Warhammer 40,000. Many ideas and iterations later, we are now really happy with how this entire arsenal came out in the game! You will also be greeted with a new sight when you go into the Skitarii Talent tree. It’s quite different from the other classes , as it is now a wheel (or a cog if you will) that starts in the middle and you will be able to customize your play experience by going in different directions, instead of the normal top down progression that the other classes have. This makes the Skitarii Alpha Primus easier to really “make your own”, and have them fit several roles in the Inquisitorial party. The Skitarii also comes with a Servo-Skull that hovers around and aids them as they fight.We will go deeper into this mechanic in a later Feature Highlight, but a small teaser is that you will be able to have different configurations of this, one of them being a Flamethrower! “The character creator is quite unique from what we have seen before on Darktide” - Juan The nature of the Skitarii, being enhanced warriors with mechanical limbs and covered in armor, wrapped under their signature robe and cowl, also made us really have to think of the character customization. It is a unique experience compared to the normal process, as you will go through the process of being upgraded to an Alpha Primus. Picking the limbs you want and even being able to use a voice modulation on top of the voice acting! This quickly became one of our favorite things with the class, and it also adds a lot to the customization. This class has been a labor of love for us. We are such big fans of the Adeptus Mechanicus lore, look and feel in Warhammer 40,000, and we can’t wait for you all to experience this first hand! That will have to do for today. There is so much we could talk about, but we don’t want to spoil the upcoming Feature Highlights too much. Next week we will be back with the Feature Highlight for the Visual Design of the class, so stay tuned! In the meantime you can wishlist the Skitarii Alpha Primus now and we hope you are as excited as we are uncovering more about them as we journey towards release on June 23rd! https://store.steampowered.com/app/4355570/Warhammer_40000_Darktide__Skitarii_Class/ https://store.steampowered.com/app/4355580/Warhammer_40000_Darktide__Skitarii_Class_Deluxe_Edition/ That’s all for today! We'll see you on the Mourningstar, The Darktide Team Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Space Marine 2 shadowdrops its Purgation Update just in time for the Warhammer Skulls Festival! Patch 13 comes with a new PvE mission, a major update to Siege Mode, and whole new sets of weapon and armour cosmetics, both free and paid. We're excited to announce the release of the Purgation Update for Warhammer 40,000: Space Marine 2 at today’s Warhammer Skulls Festival. Available now free on Steam, this update brings a host of free content and the long-awaited Iron Hands Chapter Pack. Check out the trailer! A new Operation & the most significant Siege Mode update so far As is the case since release, today’s Space Marine 2 update comes with free content for everyone, in the form of a new PvE Operation in the heart of the Kadaku swamps, a major revamp of Siege Mode progression mechanics in addition to the Hive Tyrant and Mutalith Vortex Beast joining the game mode. Space Marine 2 players also receive new Heroic weapons and armour pieces, a new “Practice Arena” in the Battle-Barge and a new secondary weapon, the Bolt Carbine Sidearm! It doesn’t stop there, but all details may be found in the Purgation’s patch notes, available here. [carousel][/carousel] Rise above the concerns of the flesh, for the Iron Hands Chapter Pack is here The Purgation Update also comes with the Iron Hands Chapter Pack, the last of the First Founding loyalist Chapters to receive a DLC. Available for free to all Season Pass 2 owners, it contains a Techmarine Champion skin, an exclusive Omnissian Axe skin, and 4 unique, mechanical armour pieces honouring the warriors of the 10th Legion. [carousel][/carousel]Kill the Heretic, Purge the Xenos, during Space Marine 2’s Free Trial Experience the epic bloodfest that is Warhammer 40,000: Space Marine 2 for free on Steam. Play the first couple of missions from the Campaign, three Operations (Inferno, Decapitation & Vortex), and all of the PvP games modes available before Tuesday morning! The Emperor Protects Vezi articolul complet
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Zvonurile care circulau de luni bune prin culisele industriei s-au adeverit. Warhorse Studios, dezvoltatorul ceh cunoscut pentru abordarea sa istorică și fără compromisuri din seria Kingdom Come: Deliverance, face pasul spre high-fantasy, studioul a confirmat oficial că lucrează la un RPG open-world plasat în universul Lord of the Rings. Anunțul a fost făcut public prin intermediul paginii oficiale de X a celor de la Warhorse. Deși echipa a fost zgârcită cu detaliile tehnice sau cu un titlu oficial, confirmarea existenței acestui „open-world Middle-earth RPG” a fost suficientă pentru a aprinde imaginația fanilor. În mod surprinzător, cehii au lăsat să se înțeleagă că această producție masivă nu le blochează complet celelalte planuri, menționând în trecere că au dat startul dezvoltării și pentru un nou titlu din seria Kingdom Come. Detaliile suplimentare urmează să fie dezvăluite pe parcurs, însă premisa este deja una extrem de solidă. Tranziția de la istorie la mitologie Pentru cei care au urmărit evoluția studioului, această mutare nu este complet neașteptată. Cu primul Kingdom Come și cu excelentul sequel lansat în 2025, Warhorse a demonstrat că deține rețeta perfectă pentru RPG-urile complexe, axate pe o narațiune puternică și pe o construcție organică a lumii. Trecerea de la satele noroioase ale Boemiei secolului al XV-lea la peisajele din Middle Earth pare un pas natural. Până la urmă, structura de bază rămâne similară; tot ce trebuie să facă echipa este să introducă în ecuație orci, elfi și probabil câțiva dragoni, păstrându-și în același timp reputația de buni povestitori. Marea curiozitate a comunității este legată de gameplay și de perspectivă. Va rămâne Warhorse fidel perspectivei first-person care a definit aventurile lui Henry, sau va adopta o formulă third-person mai accesibilă, în stilul The Witcher 3? Având în vedere că jocurile lor anterioare sunt recunoscute pentru realismul lor aproape brutal, este fascinant să ne imaginăm un titlu Lord of the Rings construit pe aceste schele. Să joci din perspectiva unui hobbit neajutorat sau a unui soldat recrut, unde fiecare confruntare poate fi fatală, ar redefini complet modul în care experimentăm gaming-ul. Restructurări la Embracer Această dezvăluire coincide cu o mișcare strategică majoră din partea companiei-mamă, Embracer Group. Gigantul suedez a anunțat planul de a desprinde divizia Fellowship Entertainment într-o entitate listată public de sine stătătoare. Noua companie va gestiona direct drepturile asupra universului Tolkien (achiziționate în 2022) și va încerca să monetizeze francize de top precum Tomb Raider, Dead Island și, evident, Kingdom Come. O nouă eră pentru fanii Middle Earth Proiectul celor de la Warhorse s-ar putea să nu fie singura veste bună pentru pasionații de fantasy. Chiar dacă Amazon a anulat recent mult-discutatul său MMO bazat pe Lord of the Rings, gigantul american păstrează un acord ferm de colaborare cu Embracer Group. Într-o declarație recentă oferită publicației Eurogamer, șeful Amazon Gaming, Jeff Gratis, a subliniat că echipa sa continuă să exploreze activ concepte pentru o nouă experiență interactivă care să onoreze cu adevărat complexitatea și profunzimea operei lui Tolkien. Competiția sau cooperarea dintre aceste studiouri nu poate aduce decât beneficii unei comunități care a dus lipsă de RPG-uri single-player de anvergură în ultimii ani. The post Warhorse Studios lucrează la un nou RPG open world în universul Lord of the Rings appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } SKULLS iz upon us ladz! + New Discord This Thursday, May 21st is the Warhammer SKULLS showcase - n' comin' in hot is a new WAAAGH! Path for Speed Freeks to celebrate the console launchSoon you'll get a batch of new items (plus some ones you might recognize), and a bunch of extra gits to play with because of crossplay across all platforms. It hasn't been easy gettin' da boyz on da consolez but it's finally here - so tell any console players in yer mob about it More Orks fer da mob iz gud We'll get into the details of the WAAAGH! Path when it launches, but for now there's other newz... DISCORD iz backIt'z true, we 'ad some trouble wiv a sneaky, dirty lil grot from da Blood Axes clan who threw some greasy wrenches right in our gubbinz Here's a visual re-enactment of the event: Da Stompa took da hit, but keeps on goin' The new Discord link is: https://discord.gg/gBZUD66mDn Us devs will be jumping into the game on Thursday to smash some gits wiv ya Hope to see you ladz ingame Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Heroes!We have a lovely update for you guys! Today’s patch is live now, and brings a bunch of balance changes, mostly aimed at improving the weapons that have been struggling for a while, which hopefully gives you guys a bigger breadth of viable options to play with! Alongside that, there’s some minor tweaks, quality of life changes, and several bug fixes. Weapon balance updateThe intentions of this balance patch is to bring some love to underused or underperforming weapons, mostly focusing on buffs, but some adjustments can be found in relation to the buffs. Before getting into weapon specifics. We would like to bring to light two major broad focus points of this patch: First, one-handed weapons’ main boon is their mobility compared to heavier weapons, but it's not quite enough. To amplify this niche even more, you will see buffs across the board to their dodging capabilities and in some cases reduction to movement speed penalties during attacks. Secondly, Axe-like weapons have always had a niche of being a weapon type that boasts great single target damage and armor penetration, in exchange for a lack of cleave. However the trade off has been too harsh for how Vermintide truly plays, and in some cases even the single target damage has been lacking compared to other weapons. So across the board you will see changes that allow Axe-like weapons to handle multiple enemies ever so slightly better (without removing it as a weakness) and in some cases having their single target damage bumped up to bridge the gap between them and other great single target weapons of today. With that said, let's get into the fun stuff: Cross-Character Weapons:1H Sword: (Kruber/Sienna) Reduced slowdown on Light attacks. PA chains into either L3 or H1 instead of only L1 Increase Dodge Range Alongside the mobility buffs for 1 Handed weapons, the One-Handed Sword has gotten a change to its attack pattern. Now the push attack follow up can chain into Light 3 or Heavy 1, allowing you to pick if you want to chain into a multi-target attack or a single target attack depending on the situation. 1H Axe: (Bardin/Salzpyre) Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced. L1/L2 slightly increased Cleave L3 slightly bigger increase to Cleave H1/H2 increased Damage to Armored H1/H2 increased Damage to Super Armor Increase Dodge Range The 1H axe is meant to be mobile and have great single target damage for its size, but in-comparison to other weapons its damage has been slightly lacking against Armored Targets. In addition to the damage buffs, the light attacks have been given the same style of movement as dual axes / axe & falchion. It will feel slightly different to use than before but will also (on average) be slightly faster while attacking. 1H Hammer / 1H Mace: (Kruber/Bardin/Salzpyre) Increased Block Radius. Increased number of Effective Dodges (aka Dodge Count) Hammers and Maces have traditionally been more competitive compared to other 1H weapons, but still in today's standard could use something. So to amplify that they are the mobile yet tanky 1 handed option, their dodge count and effective block radius has been slightly buffed. Kruber:Blunderbuss: Increased Damage to Armored Increased Damage to Monsters Shotguns sometimes don't kill when they feel like they should. So a slight buff into Armored damage and Monster damage should allow them to more often deal with Hookrats and Stormvermins appropriately. Longbow: Reduced wait time before Auto Zoom happens The Longbow’s Autozoom used to occur when the arrow reached max damage. This timing can be quite disruptive while trying to aim, as such it's been moved much closer to the start of the aiming processes. Zooming is now finished just as the arrow is about to reach max damage. Bardin:War Pick: Attacks can no longer be interrupted by Damage during wind-up New Attack: Heavy 3. Only accessible from L2 → H3 (uncharged) Horizontal Sweep Same Damage as L1/L2 Can Cleave a few Armored enemies Higher Stagger than L1/L2 Increased Stagger Duration Breaks Shields Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced. L1/L2 increased Damage to Armored L1/L2 increased Damage to Super Armor L1/L2/H3 increased Crit Chance H1/H2 (Uncharged) increased Damage to Armored H1/H2 (Uncharged) increased Damage to Super Armor H1/H2 (Uncharged) increased Base Stagger H1/H2 (Charged) increased Damage to Armored H1/H2 (Charged) increased Sprint Duration H1/H2 (Charged) slightly reduced Sprint Speed H1/H2 (Charged) now ignores Shield PA slightly increased Cleave The War Pick is an interesting weapon with its charged heavy, however the uncharged heavy has been nerfed too harshly to amplify the usefulness of the charged heavy. Making the weapon hard to justify as a main hand weapon and mostly brought as secondary for Slayer. Alongside the overarching axe changes, the single target damage of the uncharged Heavy has been significantly brought up to make it a useful attack in situations where charging the Heavy is not possible. A new Attack has been added. The intention with the new attack is to give the War Pick a bit of nuance to its attack patterns while disrupting muscle memory as little as possible. Keeping the Light and Heavy spam the same as before, while adding in some new chains between lights and heavies. The new attack should allow for more horde control with the Light 2 → Heavy 3 loop, while also with its increased stagger duration, serve as a way to set up for a follow up single target heavy (Heavy 3 → Heavy 2). To not completely remove the option of a Single target hit after Light 2, you can still charge past the new attack and chain into Heavy 1 Charged. As the War Pick is intended to be a powerful but slow and immobile weapon, it really shines when combining it with Attack Speed buffs, which is why it is commonly better in the hands of Slayer than other Bardin careers. To bridge the gap between the careers, Light 1/2 & Heavy 3 now have increased crit chance to allow for more uptime when using Swift Slaying weapon trait. This should narrow the gap between Slayer and other Bardin Careers as Slayer could already have the Swift Slaying buff up most of the time. The War Pick has always been able to break shields, however we could lean into this identity even more. The fully charged Heavies 1/2 now ignores shields while the new Heavy 3 can break multiple wooden shields with its horizontal sweep. Axe & Shield: L1/L2/PA slight Cleave increase L1/L2/L3 reduced Movement Speed slowdown L3/H3 increased Headshot Damage H3 increased Damage to Armored H3 increased Damage to Super Armor Push attack now has 20% increased Crit To allow the Axe part of the weapon to shine through more, the single target attacks (Light 3 / Heavy 3) are now similar to or mirror the 1H axe’s damage. As these attacks are not spammable the weapon won’t have the same damage output as the 1H axe, but should now be capable of handling some tougher enemies on its own. The Light Attack chain had a much steeper movement speed slowdown compared to the Heavy attack chain, as such the slow during the Light attack chain has been reduced to make it more in line with the Heavy attack chain. Grudge Raker: Increased Damage to Armored Increased Damage to Monsters Increased Max Carry Ammo Shotguns sometimes don't kill when they feel like they should. So a slight buff into Armored damage and Monster damage should allow them to more often deal with Hookrats and Stormvermins appropriately. Throwing Axes: Slayer Passive “Trophy Hunter” no longer works on Ranged Weapons Reduced Wait Time before first Reload occurs Reduced Movement Speed Slow while Reloading Increased Damage to Berzerker Increased Damage to Monsters Increased Headshot Damage Increased Base Max Ammo Charged Throw: Now reaches further before Damage drop-off starts Slayers Passive “Trophy Hunter” has been changed to only work with Melee weapons. (This change only excludes throwing axes). The intention here is to streamline Throwing Axe’s damage between careers, making it usable on both Ranger Veteran and Slayer. To make up for the loss in damage from Slayer’s Passive, the weapon has got a substantial increase to headshot damage and some extra Berzerker & Monster damage to improve efficiency on higher difficulties. “Reloading” throwing axes should be a window of vulnerability, but the slowdown has been a bit too punishing for Ranger Veteran. Alongside this weapon also technically being a 1H weapon, the wait time and movement speed slowdown has both been reduced slightly. Base Max Ammo has been increased to an even number as without headshots most enemies take two hits to kill, thus making it line up better with ammo count. To give Charged Throw a place other than slightly increasing Cleave. Now, when charged, the axe reaches further before damage drop-off starts. This allows the increased projectile speed and smoother trajectory of the charge throw to have more of a meaning as it can now kill on longer ranges. This is intended as a fun change, but also a change that will reward mastery of the weapon, allowing players to go for difficult long range shots. Drakefire Pistols: Single Shot: Now applies 2 Ticks of Burn instead of 1 Single Shot: Slight Increase to Base Damage Single Shot: Slight Damage reduction to Monsters Drakefire Pistols has been lacking in its single target DPS against Elites and Specials. So to play into its burning identity, the burn duration on regular shots has been increased allowing the weapon to stack more burns on its target. However to avoid this weapon going too overboard with boss damage, the base damage towards monsters has been slightly reduced. Kerillian:One-handed Sword: H2 changed from a Single target → Multi-target attack Heavy 1/2/3 reduced minimum charge time Increase Dodge Range A requested change has been to revert the Heavy 2 attack back to a multi-target attack from a single target attack. So now you can once again chain Heavy 2 into Light 1 (looping) to deal with hordes. Kerillian’s one-handed sword is meant to be a versatile, nimble weapon that doesn’t pack as much of a punch as dedicated single-target weapons. However, its heavy attacks were a bit too slow for the low damage. To improve them without sacrificing the identity, the heavy attacks were also sped up slightly. Greatsword: Reduced time between H1 → H1 attack chain H1 Movement slowdown on is now gradual instead of instant H2 changed from Heavy Single Target Attack → Heavy Multi-target Attack The Elven 2H sword has always been a unique weapon but kind of awkward to use optimally. To make the experience smoother overall, the Heavy 1 chain has been sped up to make QQ/Block canceling not mandatory anymore and the movement speed slowdown gradual instead of an instant drop to 20%. The 2nd Heavy attack has been reworked, it used to be a horizontal attack boasting high single target headshot damage with little to no cleave. As you can chain Heavy 1 into itself indefinitely, this type of follow up is not what the weapon chain needs. So it has been transformed into a cleaving multi-target attack that can stagger hordes and armored enemies alike. Elven Axe: L1/L2/PA slightly increased cleave. L1/L2 Reduced slowdown during attack L3/L4/PA added slight lunge movement. L3/L4 increased Damage to Armored L3/L4 increased Damage to Super Armor H1/H2 increased Damage to Armored H1/H2 increased Damage to Super Armor H1/H2 increased Damage to Monster PA removed additional crit Increase Dodge Range In addition to amplifying the movement and damage of the elven axe, it has been given some new movement curves for its Light 3, Light 4 and push follow up attack. With the addition of cleave on the push attack, it is no longer a single target damage move and the angle isn't steep enough to lock the attack out from headshotting. As such the crit chance boost has been removed. Elven Spear: L1/L2/L4/H2 adjusted hit window & hitbox These changes should make landing headshots when aiming at the head with stab attacks more consistent. But keep in mind as the attacks are slightly slimmer, it’s also easier to miss completely. Hagbane Shortbow: Charged shot: Poison explosion now applies poison to Armored targets in the AoE. Increased Max Ammo Hagbane’s niche is dealing with hordes, but it could only poison armored targets on direct hit. Now the explosion will also poison armored enemies, making it better in mixed horde situations. As the Hagbane tends to need quite a few arrows to do its job, it got a buff to its Max Ammo to allow careers that lack ammo increasing talents/perks to use the weapon as well. Swiftbow: Hipfire: Increased Cleave Charged Shot: Increased Cleave Charged Shot: Increased Headshot Damage Increased Max Ammo The Swiftbow does accelerate in its speed, but is lacking a bit too much in the damage department, this buff should make it both better at horde clearing and sniping specials. Same as Hagbane, as the Swiftbow tends to need quite a few arrows to do its job, it got a buff to its Max Ammo to allow careers that lack ammo increasing talents/perks to use the weapon. Volley Crossbow: (Shade) Single shot: Now uses same bullet spread as Saltzpyre's Volley Crossbow Burst shot: Now has an even spread between each bolt Burst shot: Total spread between bolts has been reduced Single shot: Increased Base Damage Burst shot: Increased Base Damage Some adjustments have been done to the “bullet” spread on the volley crossbow. The Hipfire “bullet” spread could randomly shoot quite far to the sides, making a perfectly aimed shot by the player miss quite substantially. As such it now shares the more accurate bullet spread of Saltzpyres Volley Crossbow Hipfire. The Multishot “bullet” spread always shot the 1st bolt accurately, then a big jump aim punch happened between first and 2nd bolt, then the 3rd bolt hit basically the same spot as bolt 2. Now all three bolts are evenly spread and in total all inside a smaller spread. Base damage has been slightly increased to improve efficiency on higher difficulties. Saltzpyre:Falchion: Reduced Chain time between PA → L1 Increase Dodge Range Increased number of Effective Dodges (aka Dodge Count) Alongside the universal buff to 1H Mobility, we gave it a small quality of life buff to the unnaturally slow follow up between Push Attack → Light 1. Axe & Falchion: L1 slightly increased Cleave The Axe & Falchion is already a great weapon, this change is only for consistency’s sake regarding universal changes to axe attack cleave. Volley Crossbow: Single Shot: Increased Headshot Damage Multishot: Increased Horizontal Spread between the 3 Bolts Multishot: Increased Stagger to Armored Increased Max Ammo Slightly increased Reload Speed Compared to the damage of the regular Crossbow, the Volley Crossbows sniping capabilities don't match up. Improved Headshot damage should bridge the gap between them for skilled players. Multishot’s niche is hordes/mixed hordes, it already had the damage but could very easily get overrun if there was even one armored unit in the horde. With some extra Stagger towards Armored and a slightly wider hit area it should be able to handle mixed hordes even better. A slight bump to Max Ammo that won’t mean much on its own, but it will allow Bountyhunter to sustain his ammo slightly better when using Scrounger weapon trait. Repeater Pistol: Bullet spread resets faster Reduced Base Bullet Spread for every movement type (Standing, Walking, Crouching, Crouch Walking) Increased Bullet Spread gain per shot Slightly increased Base Damage Increased Headshot Damage Increased Damage to Armored Increased Close Range Damage to Berzerkers Increased Close Range Damage to Monsters The Repeater Pistol essentially has three modes, spray and pray, sniping and the shotgun blast. Changes have been made to the bullet spread and headshot damage to bump the weapons sniping capabilities without altering the other two too much. With reduced bullet spread on the initial bullet, a quicker reset, and bigger bullet spread increase per shot, tap shooting should be more accurate than before while keeping the spray and pray just as inaccurate as before. This along with some damage buffs should help the weapon with taking on specials and elites better on the short to mid ranges, but won’t excel like the crossbows in long range sniping as it quite quickly reaches its damage drop of range. Sienna:Crowbill: L2 / L3 slightly increased Cleave H1 & H2 increased Cleave. H1 & H2 slightly reduced Base Damage H3 increased Headshot Damage PA slightly increased Cleave As Crowbill heavy attacks are slower and feel like they have power behind them than other axes horizontal attacks, It’s been given the biggest cleave buff but in-exchange for a slight damage nerf to those attacks. However as the 3rd Heavy is an upper diagonal attack, it has a good angle to go for headshots, As such its been left without a cleave buff and instead amplified its headshot damage to make it a stronger single target attack. Scythe: Weapon Special Attack now applies Burn a non-stacking Burn Reduced Damage of Weapon Special Attack. Not having the Weapon Special apply burn thematically seems wrong. So now it does in exchange for its upfront damage. The burn lasts for a few seconds and does not stack. The intention with this is to promote weaving the special into your melee combos, instead of an attack you spam. Spamming it will do less damage than before but in exchange keeping the burn up should result in slightly more dps, and allow for burn synergies. Fire Dagger: L1/L2/L4 slightly increased Cleave L3 now has the same Damage & Stagger as PA and applies the same Bleed Increase Dodge Range Sienna’s 1H Daggers’ Light Attack chain consists of three multi-target cleave attacks and one single target stab. To make the 3rd light attack (stab) feel more like what it shows, it's now the same as the Push follow up attack. It loses some cleave but gains bleed, higher headshot damage and stronger stagger. To make up for the loss in cleave for the Light chain, the other three attacks have gotten a slight buff in cleave allowing them to cleave Marauders. Mace: Increased Maximum Stamina Increased Effective Block Angle Increased Push Radius L1/L2 now applies Burn. Slightly reduced Damage on L1/L2 & H1. H1 increased Stagger H1 increased Stagger duration H2/H3 applies unstackable burn H2/H3 has increased Cleave H2/H3 & PA can now Cleave Armored Increased Armored pen on 1st hit for H2/H3 Increased maximum Movement speed slow on H1/H2/H3 Reduced Dodge Range Reduced number of Effective Dodges (aka Dodge Count) This used to be Sienna’s Tanky option, but it’s undergone a lot of changes throughout the years, changing its role to more of a single target weapon. Today is another attempt at making it a tanky option again. The idea is to make it better at crowd control, make it feel a bit heavier and, while we’re at it, amplify its flaming identity by moving some of its upfront power into burning. The buffs to its block radius, stamina, push radius and cleave on Heavy 2 & 3 should make it much stronger at keeping enemies at bay. And with Heavy 2 & 3 now applying burn, this should make the Mace a great tool for helping the team control hordes of enemies, while slowly whittling them down with fire. Alongside this, the buff to Heavy 1 stagger & stagger duration should help with control against tougher enemies. To further amplify the flaming identity, Light 1 & 2 now applies burn. However, to adjust for the addition of burn and buffs to cleave & stagger, Light 1/2 & Heavy 1/2/3 upfront damage has been slightly reduced. While increasing the burn and staggering capabilities of the Mace will make it fill a role similar to the Flaming sword, it should still feel and play quite differently due to its lighter burn damage, tankier stats and better single target capabilities. Hopefully this version of the Mace will become a solid option for players who want to either lean into burn synergies, tank, or both. Without further ado… Patch 6.11.0 patch notesBalance ChangesCross-character weapons1H Sword: (Kruber/Sienna) Reduced slowdown on Light attacks. PA chains into either L3 or H1 instead of only L1 Increase Dodge Range Increased number of Effective Dodges (aka Dodge Count) 1H Axe: (Bardin/Salzpyre) Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced. L1/L2 slightly increased Cleave L3 slightly bigger increase to Cleave H1/H2 increased Damage to Armored H1/H2 increased Damage to Super Armor Increase Dodge Range 1H Hammer / 1H Mace: (Kruber/Bardin/Salzpyre) Increased Block Radius. Increased number of Effective Dodges (aka Dodge Count) Kruber WeaponsBlunderbuss: Increased Damage to Armored Increased Damage to Monsters Longbow: Reduced wait time before Auto Zoom happens Bardin WeaponsWar Pick: Attacks can no longer be interrupted by Damage during wind-up New Attack: Heavy 3. Only accessible from L2 → H3 (uncharged) Horizontal Sweep Same Damage as L1/L2 Can Cleave a few Armored enemies Higher Stagger than L1/L2 Increased Stagger Duration Breaks Shields Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced. L1/L2 increased Damage to Armored L1/L2 increased Damage to Super Armor L1/L2/H3 increased Crit Chance H1/H2 (Uncharged) increased Damage to Armored H1/H2 (Uncharged) increased Damage to Super Armor H1/H2 (Uncharged) increased Base Stagger H1/H2 (Charged) increased Damage to Armored H1/H2 (Charged) increased Sprint Duration H1/H2 (Charged) slightly reduced Sprint Speed H1/H2 (Charged) now ignores Shield PA slightly increased Cleave Axe & Shield: L1/L2/PA slight Cleave increase L1/L2/L3 reduced Movement Speed slowdown L3/H3 increased Headshot Damage H3 increased Damage to Armored H3 increased Damage to Super Armor Push attack now has 20% increased Crit Grudge Raker: Increased Damage to Armored Increased Damage to Monsters Increased Max Carry Ammo Throwing Axes: Slayer Passive “Trophy Hunter” no longer works on Ranged Weapons Reduced Wait Time before first Reload occurs Reduced Movement Speed Slow while Reloading Increased Damage to Berzerker Increased Damage to Monsters Increased Headshot Damage Increased Base Max Ammo Charged Throw: Now reaches further before Damage drop-off starts Drakefire Pistols: Single Shot: Now applies 2 Ticks of Burn instead of 1 Single Shot: Slight Increase to Base Damage Single Shot: Slight Damage reduction to Monsters Kerillian WeaponsOne-handed Sword: H2 changed from a Single target → Multi-target attack Heavy 1/2/3 reduced minimum charge time Increase Dodge Range Greatsword: Reduced time between H1 → H1 attack chain H1 Movement slowdown on is now gradual instead of instant H2 changed from Heavy Single Target Attack → Heavy Multi-target Attack Elven Axe: L1/L2/PA slightly increased cleave. L1/L2 Reduced slowdown during attack L3/L4/PA added slight lunge movement. L3/L4 increased Damage to Armored L3/L4 increased Damage to Super Armor H1/H2 increased Damage to Armored H1/H2 increased Damage to Super Armor H1/H2 increased Damage to Monster PA removed additional crit Increase Dodge Range Elven Spear: L1/L2/L4/H2 adjusted hit window & hitbox Hagbane Shortbow: Charged shot: Poison explosion now applies poison to Armored targets in the AoE. Increased Max Ammo Swiftbow: Hipfire: Increased Cleave Charged Shot: Increased Cleave Charged Shot: Increased Headshot Damage Increased Max Ammo Volley Crossbow: (Shade) Single shot: Now uses same bullet spread as Saltzpyre's Volley Crossbow Burst shot: Now has an even spread between each bolt Burst shot: Total spread between bolts has been reduced Single shot: Increased Base Damage Burst shot: Increased Base Damage Saltzpyre WeaponsFalchion: Reduced Chain time between PA → L1 Increase Dodge Range Increased number of Effective Dodges (aka Dodge Count) Axe & Falchion: L1 slightly increased Cleave Volley Crossbow: Single Shot: Increased Headshot Damage Multishot: Increased Horizontal Spread between the 3 Bolts Multishot: Increased Stagger to Armored Increased Max Ammo Slightly increased Reload Speed Repeater Pistol: Bullet spread resets faster Reduced Base Bullet Spread for every movement type (Standing, Walking, Crouching, Crouch Walking) Increased Bullet Spread gain per shot Slightly increased Base Damage Increased Headshot Damage Increased Damage to Armored Increased Close Range Damage to Berzerkers Increased Close Range Damage to Monsters Sienna WeaponsCrowbill: L2 / L3 slightly increased Cleave H1 & H2 increased Cleave. H1 & H2 slightly reduced Base Damage H3 increased Headshot Damage PA slightly increased Cleave Scythe: Weapon Special Attack now applies Burn a non-stacking Burn Reduced Damage of Weapon Special Attack. Fire Dagger: L1/L2/L4 slightly increased Cleave L3 now has the same Damage & Stagger as PA and applies the same Bleed Increase Dodge Range Mace: Increased Maximum Stamina Increased Effective Block Angle Increased Push Radius L1/L2 now applies Burn. Slightly reduced Damage on L1/L2 & H1. H1 increased Stagger H1 increased Stagger duration H2/H3 applies unstackable burn H2/H3 has increased Cleave H2/H3 & PA can now Cleave Armored Increased Armored pen on 1st hit for H2/H3 Increased maximum Movement speed slow on H1/H2/H3 Reduced Dodge Range Reduced number of Effective Dodges (aka Dodge Count) Features & TweaksAdded various Weapon Poses and Versus skins to Lohner’s Emporium These were previously available as a temporary reward for a Versus launch event, and are now purchasable with in-game currency. Chaos Warriors with Shields can now be staggered by ‘shockwave’ stagger abilities, (like Mercenary’s Career Skill, or Ironbreaker’s ‘Gromril Curse’ talent). Updated some minor sound effects that were outdated. Bug & crash fixesFixed a rare crash during enemy dismemberment. Fixed the Cataclysm version of the ‘Blessed by the Father’ Okri’s challenge using the same icon as the Legend version. Fixed a rare crash that could occur when bots attempted to dodge a Monster/Lord. Fixed an issue where the ‘Realm Divided’ painting was using an incorrect image. Tower of Treachery fixes: Enemies can no longer spawn behind the locked gate that leads to the exit portal. Fixed an issue with the snow material in a building in Kruber’s version of the Pit of Death. Enabled missing geometry in the fiery Pit of Death. Improved enemy & bot pathfinding in certain areas. Fixed a visual effect being visible after the intro cutscene ends. Skittergate fixes: Made sure players are invincible when going into the warp and stay invincible until getting out from the warp. This should finally fix the sudden death syndrome bug that rarely occurred when travelling through the Skittergate. Fixed some issues with pacing not being properly disabled during the generator sabotage sequence. Fixed a bug that could cause more enemies spawning than intended during the end event. Vezi articolul complet
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Let’s face the facts, trying to follow up on The Witcher 3 and its legendary DLCs is easily one of the most terrifying tasks in modern gaming. Throw in the chaotic roller coaster ride that was Cyberpunk 2077, from its disastrous launch to its ultimate redemption and it’s no surprise that everyone is micro-analyzing CD Projekt RED‘s next move. If you’ve been scrolling the web for any legitimate news about The Witcher 4, to figure out if the project is in safe hands, the studio’s latest hiring choice should let you breathe a sigh of relief. Warhorse Studios’ secret weapon The internet caught wind of the news thanks to a post spotted by Pirat_Nation on X. Zdenek Glatz has officially joined the team. For anyone who didn’t spend dozens of hours getting lost in Bohemia, Glatz was a major creative force over at Warhorse Studios, where he served as a writer and lead level designer for Kingdom Come: Deliverance and its sequel, Kingdom Come: Deliverance 2. Anyone who played KCD2 knows exactly why people constantly compare its insane side quests and unpredictable plot twists to The Witcher 3. They just share the same gritty, unapologetic vibe. There’s no clear „good vs. evil” in either game, just a ton of moral gray areas wrapped in that signature, cynical dark humor we all love. Glatz is going to blend right into CDPR’s culture. With his brain on the team, don’t be surprised if the side content in The Witcher 4 ends up completely overshadowing the main campaign. What’s actually confirmed so far? CDPR is keeping a tight lid on the plot, but a few details have already leaked out to give us a rough blueprint: Ciri takes the wheel: She’s officially our main protagonist this time around. Next-gen visuals: Graphical test demos have given us a quick glimpse into the game’s world. New territory: We know we’ll be uncovering secrets stashed away in the snowy mountains of Kovir Outside of that? We know nothing about the plot or who will be hanging out around the ruins of Kaer Morhen. But knowing that the writing team is stacked with elite talent makes the lack of details a lot easier to understand. Fans are losing it Over on Reddit, the community reaction has been pretty much entirely positive. People are noticing that CD Projekt RED is aggressively hoovering up serious industry talent right now. One user pointed out that this aggressive hiring spree bodes well for their other projects too: „They’re snatching up some serious talent. This is getting me even more excited for the next Cyberpunk game too.” Another commenter couldn’t help but hype up Glatz’s storytelling track record: „The final sequence in KCD2 was some of the best gaming experience I’ve had in an rpg in a while. Very excited for this.” Look, nobody can guarantee a game’s story will hit perfectly before it actually drops. And yes, CDPR has earned a reputation for occasionally rushing buggy games out the door way too early. But when it comes to the actual narrative framework, character growth and massive, sweeping storylines? They rarely ever miss. They’ve given us some of the best writing in video game history. Surviving the wait until launch The Witcher 4 will not get released anytime soon so we won’t be exploring Kovir’s snowy valleys until next year at the absolute earliest. In the meantime you can kill some time by diving into the digital release of The Witcher 3: Tales of The Witcher, or if you want something totally different, grab some friends for the The Witcher: Path of Destiny, a tabletop RPG to see what the continent looks like with a feudal Japan twist. A lot of fans are holding onto hope that CDPR might throw us a bone with a surprise official DLC to bridge the timeline gap between the wild hunt and the new game. Whether that happens or not, our next real look at the game isn’t far away. More content and tech showcases are locked in for June at Unreal Engine Fest. Dust off your coin purses, because it’s almost time to toss them to your Witcher all over again. The post The Witcher 4 just added a major Kingdom Come: Deliverance creator to the team appeared first on Need4Games. Citește mai departe !
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Șapte modele Ford noi până în 2029. Noua strategie în Europa: mașini electrice de oraș și SUV-uri compacte pentru relansarea gamei 0 Cornelia Mazilu 0 Trimite Publicat: 18.05.2026 17:58 data:image/svg+xml,%3csvg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' viewBox='0 0 48 48'%3e%3cdefs%3e%3cpath id='a' d='M44.5 20H24v8.5h11.8C34.7 33.9 30.1 37 24 37c-7.2 0-13-5.8-13-13s5.8-13 13-13c3.1 0 5.9 1.1 8.1 2.9l6.4-6.4C34.6 4.1 29.6 2 24 2 11.8 2 2 11.8 2 24s9.8 22 22 22c11 0 21-8 21-22 0-1.3-.2-2.7-.5-4z'/%3e%3c/defs%3e%3cclipPath id='b'%3e%3cuse xlink:href='%23a' overflow='visible'/%3e%3c/clipPath%3e%3cpath clip-path='url(%23b)' fill='%23FBBC05' d='M0 37V11l17 13z'/%3e%3cpath clip-path='url(%23b)' fill='%23EA4335' d='M0 11l17 13 7-6.1L48 14V0H0z'/%3e%3cpath clip-path='url(%23b)' fill='%2334A853' d='M0 37l30-23 7.9 1L48 0v48H0z'/%3e%3cpath clip-path='url(%23b)' fill='%234285F4' d='M48 48L17 24l-4-3 35-10z'/%3e%3c/svg%3e Adaugă-ne ca sursă preferată în Google Constructorul auto american Ford a anunțat luni, 18 mai, o amplă strategie de relansare pe piața europeană, urmând să introducă șapte modele noi, dintre care cinci destinate clienților individuali și două dedicate segmentului corporate. Compania Ford Foto: arhivă, adevărul „Până la sfârşitul anului 2029, Ford va lansa cinci maşini complet noi, fabricate în Europa pentru Europa”, a transmis compania, precizând că printre acestea se vor număra o mașină electrică de oraș și un SUV electric de dimensiuni mici. Pe segmentul destinat companiilor, Ford va introduce două versiuni ale unor modele deja existente. Unul dintre acestea este un pick-up adaptat pentru servicii de urgență, industria forestieră, minerit și armată. „Guvernele europene şi companiile care deservesc industria de apărare caută din ce în ce mai mult vehicule care oferă capacităţile extreme necesare forţelor armate”, a declarat Jim Baumbick, președintele Ford Europa, citat în comunicatul oficial, citat de Agerpres. Al doilea model comercial va fi o versiune electrică a unei utilitare destinate utilizării urbane. „Putem accelera reducerea emisiilor astăzi datorită tehnologiilor hibride care permit clienţilor să conducă în modul electric ori de câte ori este posibil”, a subliniat același oficial. Odată un jucător dominant în Europa, Ford a pierdut semnificativ din cotă de piață în ultimul deceniu. Dacă în 2010 deținea aproape 9% din piață, anul trecut aceasta a coborât sub 3%, potrivit datelor Asociației Producătorilor Europeni de Automobile. În ultimii ani, compania și-a redus operațiunile din Europa, o piață considerată extrem de competitivă, pe fondul avansului producătorilor chinezi în segmentul vehiculelor electrice. În acest context, Ford a încheiat în decembrie un parteneriat cu grupul francez Renault pentru dezvoltarea a două vehicule electrice marca Ford, pe o platformă Renault, în nordul Franței, cu lansare estimată până la începutul anului 2028. Măsura este parte a unei „noi și ambițioase ofensive de produs pentru Ford în Europa”, după restructurările din regiune. Ford Motor Company, cu sediul la Dearborn, Michigan, are aproximativ 190.000 de angajați la nivel global. În Europa, compania operează pe 50 de piețe și are circa 45.000 de angajați în unitățile proprii și în întreprinderile mixte consolidate, numărul total urcând la aproximativ 59.000. Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Hello, Total War Community! To the west of Grand Cathay, in the Mountains of Mourn resides a force long spoken of in legend: the Tiger Warriors, led by their champion, Bhashiva, the Desert Tigress, White Tiger of Shang-Yang. With her arrival comes new ways to wage war, new units forged by ancient tradition, and new campaign mechanics that reflect a mercenary force bound by honour. This blog will aim to give you a general overview of what’s in the pack, including lore introductions, battle & campaign gameplay insights, and an introduction to the free Legendary Hero coming with Patch 8.0. Before we begin, if you haven’t watched it yet, check out the gameplay overview trailer: READ THE FULL BLOG HERE — The Total War Team For the latest news and announcements, don't forget to visit our official social channels. Steam X Facebook Instagram Discord [url=https://bsky.app/profile/totalwar.bsky.social style=button]Bluesky[/url]Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Warband! Hotfix 1.11.7 is now being rolled out on all platforms. This hotfix only contains the following change: Fixed an issue that could cause players to disconnect when another player left a mission right when said mission failed. That’s all for today! We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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Ultima actualizare la mai 18, 2026 Dacă ai băgat deja câteva ore în Subnautica 2, e aproape imposibil să nu fi dat peste Biolab-ul funcțional ascuns în Welcome Center. Clădirea asta devine rapid noul tău hub preferat pentru upgrade-uri, mai ales că acolo descoperi cum funcționează în Subnautica 2, cum deblochezi biomodurile active și pasive care îți modifică direct ADN-ul. Chestia e că, fix când începi să te bucuri de noile mecanici, jocul îți taie rapid elanul, ai la dispoziție doar câte două opțiuni pentru fiecare categorie. Lista asta ultra-restrânsă de mutații poate fi extinsă doar dacă începi să vânezi o unealtă rară, destul de bine ascunsă prin hărțile subacvatice, anume Bioscanner-ul. Dezvoltatorii nu s-au încurcat cu spawn-uri multiple, așa că ai un singur exemplar pe toată harta, iar drumul până la el e o adevărată bătaie de cap dacă nu știi exact unde să te scufunzi. În acest ghid îți explicăm pas cu pas cum să pui mâna pe Bioscanner, cum funcționează și care sunt toate Biomodurile disponibile în acest moment în Subnautica 2. Unde găsești Bioscanner-ul în Subnautica 2 Spre deosebire de uneltele standard, Bioscanner-ul nu se deblochează pur și simplu prin progresia normală în meniul de crafting. Mai întâi, trebuie să localizezi versiunea degradată a acestuia în lumea jocului și să o scanezi cu scannerul tău obișnuit. Locația exactă este epava de la Blackbox Iso Signal. Jocul îți va oferi acest semnal pe măsură ce avansezi cu povestea, dar dacă ești nerăbdător și vrei să îl obții mai devreme, iată coordonatele de navigare directă: Unealta se află în cea de-a doua zonă majoră a jocului, recunoscubilă după structurile extraterestre și apele mai întunecate, cu nuanțe verzi. Se găsește la aproximativ 1.800 de metri Est de capsula de salvare sau la 600 de metri Sud-Est de semnalul Alien Ruins. Odată ajuns la epavă, asigură-te că ai la tine un Repair Tool pentru a-ți croi drum în interior. Va trebui să înoți prin gurile de ventilație și prin breșele din pereți până când începi să cobori într-o cameră distrusă a navei. Chiar la fundul acestei încăperi vei găsi Bioscanner-ul degradat. Scanează-l și ești gata să te întorci la bază pentru crafting Cum se folosește crafting-ul pentru Bioscanner Bioscanner-ul este, în esență, o versiune avansată a Scanner-ului de bază, iar asamblarea lui se face exclusiv la Modification Station. Având în vedere că această stație și ingredientele necesare devin accesibile abia în a doua zonă a jocului, rețeta reprezintă un salt considerabil față de echipamentele de început. Pentru a-l fabrica, ai nevoie de: 1x Scanner (cel pe care îl folosești deja) 2x Enamelled Glass 3x Conduit Crystal Odată fabricat, Bioscanner-ul îți va permite să analizezi tehnologia extraterestră avansată și cel mai important să deblochezi noi Biomoduri. Cum funcționează deblocarea Biomodurilor Mecanica este simplă în teorie, dar migăloasă în practică: trebuie să folosești noul tău Bioscanner pe flora și fauna planetei. Fiecare Biomod blocat din laborator îți va afișa o listă de cerințe (de exemplu, ce creaturi trebuie analizate). Acestea variază de la specii inofensive, cum este Water Slug, până la monștri uriași de tipul Leviathan. Un mic avertisment pentru exploratori: Scanările realizate anterior cu Scanner-ul normal nu se reportează. Va trebui să cauți din nou acele specii și să le scanezi cu noul dispozitiv, ceea ce poate fi puțin frustrant, dar abilitățile primite merită din plin efortul. Toate Biomodurile din Subnautica 2 În versiunea actuală a jocului, poți debloca 5 Biomoduri Active și 10 Biomoduri Pasive. Mai jos găsești lista completă cu efectele lor și creaturile pe care trebuie să le vânezi cu Bioscanner-ul pentru a le activa. Biomoduri Active Acestea necesită activare manuală în timpul jocului și consumă energie sau au timp de reîncărcare. Nume Biomod Cerințe de scanare Descriere Abilitate Dash (Disponibil implicit) Îți permite să țâșnești rapid în orice direcție pentru a scăpa de prădători sau pericole Pathfinder (Disponibil implicit) Lasă în urmă o dâră de feromoni pe care o poți urmări pentru a nu te rătăci în peșteri Sonic Echo Collector Leviathan Emite un impuls care evidențiază resursele din apropiere Electric Discharge Electric Geordie Declanșează un șoc electric de 800 de volți pentru a îndepărta prădătorii medii și mari Chum Cloud Toxic Sponge, Houndgar Lansează un nor de momeală irezistibilă care distrage atenția prădătorilor din zonă Biomoduri Pasive Aceste upgrade-uri funcționează constant în fundal, oferindu-ți bonusuri permanente pentru supraviețuire. Nume Biomod Cerințe de scanare Descriere Abilitate Sea Skimmer (Disponibil implicit) Înoți mai repede atunci când te afli aproape de fundul mării sau de suprafețele submarine. Oxygen Control (Disponibil implicit) Reduce considerabil consumul de oxigen atunci când stai pe loc. Bioluminescence Sandspear, Electric Geordie Corpul tău emite o lumină discretă, ajutându-te să vezi (și să fii văzut) în întuneric. Camouflage Bullethead Te face complet invizibil pentru prădători atâta timp cât nu te miști. Water Retention Coral Crab Rinichii tăi sunt modificați (similari cu cei ai unei orci), oferindu-ți mai multă hidratare din orice sursă de apă. Homing Sense Surge Jelly, Hammerhead Detectează automat bazele din apropiere care sunt alimentate cu energie electrică. Threat Sense Hoverthorn Celule păroase specializate te avertizează când există amenințări și prădători în apropiere. Dermal Garden Needler Mango Permite dezvoltarea unei alge nutritive direct pe pielea ta, oferindu-ți o sursă lentă de hrană. Slow Metabolism Nibbler Mango Îți eficientizează microbiomul, făcând ca indicatorul de foame să scadă mult mai încet. Water Secretion Water Slug Filtrează apa sărată și umple treptat un recipient cu apă potabilă proaspătă direct din ocean. Cu aceste modificări genetice la dispoziție, explorarea adâncurilor din Subnautica 2 devine considerabil mai ușoară. Spor la scanat și atenție la Leviathani! Vrei sa aflii cât durează să termini Subnautica 2 în stadiul actual intră aici. The post Ghid Subnautica 2 – Cum obții Bioscanner-ul si cum deblochezi toate biomodurile appeared first on Need4Games. Citește mai departe !
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Ultima actualizare la mai 17, 2026 Recent, am avut ocazia să experimentez un alt joc Sci-Fi, dar de data aceasta, cu tentă de roguelike/roguelite. Dezvoltat de către „Housemarque” și publicat de „Sony Interactive Entertainment”, jocul care poartă numele de „Saros”, este fără dar și poate.. unul din candidații principali pentru „Cel mai bun joc al anului” , sau mai pe scurt GOTY. La prima vedere, Saros pare să fie un sequel al titlului precedent dezvoltat de către ei, și anume Returnal. Cu toate că nu este un sequel complet, stilul de gameplay și o parte din estetica jocului, cât și gunplay-ul, este leit Returnal.. desigur, pe steroizi. De asemenea, sunt șanse ca ambele jocuri să facă parte din același univers semi-conectat.. un fel de „Remedy Connected Universe”, unde seria Alan Wake are de-a face cu seria Control, și așa mai departe. Mulțumiri Sony Interactive Entertainment EUROPE și Smartpoint Consulting pentru distribuirea codului de recenzie. Returnal la pătrat Pe tot parcursul experienței mele în Saros, am simțit atenția și iubirea acordată de către dezvoltatori. Totul s-a simțit fluid și pus la punct, special pentru a satisface, nu doar fanii genului, dar și persoanele care vor să intre în acest gen chiar acum. Saros m-a făcut să realizez că el.. și Returnal, sunt niște „entry points” perfecte pentru cineva care nu a atins nici măcar o dată un joc de tip Roguelike/Roguelite. Unde mă va duce acest drum? Într-adevăr, Housemarque ne-au livrat un joc excepțional, aș putea zice chiar că este Magnus Opus-ul lor. Dar, întrebarea este.. ce face diferit față de Returnal? Să fiu sincer cu voi și să vă explic într-o singură bucată, Saros face tot ce Returnal nu a reușit să facă, dar la un complet alt nivel. Este un joc mai accesibil, cu mai mult combat și o orientare bazată pe un progres permanent, unde personajul nostru principal devine tot mai puternic pe cât moare. De asemenea, dificultatea a fost redusă drastic, având o tonă de setări de accesibilitate unde iți poți creste damage-ul și armura pe baza bunului plac. La bază, Housemarque s-au asigurat că vor face un titlu “bullet-hell” la fel de spectaculos, cu mecanici noi și bossi mai terifianți. Una dintre mecanicile noi și iubite de către jucători este “Scutul Soltari”, care absoarbe proiectilele inamicilor și le transformă în energie pentru a contraataca. Desigur, nu toate proiectilele se pot absoarbe, cele de culoare galbenă sau roșie sunt strict interzise.. cele roșii iți pot provoca daune, iar cele galbene pur și simplu nu iți cresc bara de atac special. Atracția principala la Saros poate să vină direct de la Skill-Tree. După cum ziceam, acest joc este mai apropiat de un Rogue-lite, față de Rogue-like (Returnal), deci chiar dacă vei muri, poți progresa cu ajutorul skill-tree-ului masiv, format din abilitați pasive. – Resilience (poți băga puncte pentru a îți mări viața) – Command (iți mărește capacitatea scutului) – Drive (primești mai mult “Lucenite”, punctele pe care le primești de la inamici pentru îmbunătățiri) Astea sunt atributele principale de care trebuie să ții cont de-a lungul playtrough-ului tău. Un detaliu interesant pe care este foarte probabil să îl omiți, este că.. cele 3 atribute pot avea un impact negativ în “Late Game”, în special dacă iți administrezi prea multe de același fel. Vizual, excelează pe PS5 PRO Grafica și stilul artistic din Saros, este fară dar și poate motivul pentru care eu am ales să urmăresc acest titlu, încă de la prima dezvăluire în cadrul “State of Play”. Sunt un mare fan Cosmic-Horror, în special operele lui H.P Lovecraft, unde influența principală s-a revăzut chiar și aici. Paleta de culori nu este doar rece, este și caldă, aș putea zice că este la mijloc. Bazându-se pe soare, dar și pe eclipsă, jocul nu a neglijat deloc culorile, fiind un portocaliu mai întunecat. Mult mai bun față de “Piss Filter-ul” pe care l-am întâmpinat acum 10-15 ani. Design-ul inamicilor, cât și al bossilor este destul de similar cu cel din Returnal, doar că aici s-a dus mai mult în partea spectrală, poate chiar și biblică, dacă aș putea să îi zic așa. Ce m-a deranjat foarte mult a fost că dezvoltatorii s-au hotărât să pună un blocaj de 30FPS doar în cutscene-uri, ceea ce mi s-a părut destul de dubios, având în vedere că jocul rulează “buttery smooth” în gameplay. Noua generație a coloanei sonore Sunetul jocului e și el la rândul lui, destul de fuckin’ grozav. Aș putea scrie ore în șir despre cum sunetul și hapticele mi-au oferit o experiență de 10 ori mai bună. În primul rand, fiind un bullet-hell, precizia și curățenia fiecărui glonț este ireal de bine făcută. Sunt perfecte pentru ambientul respectiv, unde îți oferă și un sentiment puternic de izolare. Față de Returnal, care, de asemenea, avea o coloană sonoră excelentă, am simțit că Saros excelează. În special cu absorbția proiectilelor și parry-ul pe care îl deblochezi mai târziu în joc. Carcosa din Arrakis În Saros, îl urmărim pe Arjun Devraj, un individ care investighează o anomalie pe o planetă numită “Carcosa”.. anomalia respectivă se numește “Saros”, de unde.. desigur, vine și numele jocului. În mare parte, toate entitățile cu care noi ne luptăm, provin direct din Saros, iar Carcosa, este un colaps dimensional, unde timpul e ca și cum ar sta în loc, un fel de Doctor Strange cu piatra timpului. Protagonistul și celelalte personaje care se învârt în jurul lui.. nu sunt chiar atât de atractive când vine vorba de personalitate și dezvoltare. Nu am simțit foarte multă emoție, iar premisa a fost una pe care noi am văzut-o deja de nenumărate ori. Și anume, cavalerul încearcă să salveze prințesa din ghearele dragonului fioros, dar de data asta, dragonul fioros este inexistent, iar prințesa nu vrea să fie găsită. Fară a da prea multe spoilere, am simțit la un moment dat că inspirația principală pentru poveste a fost chiar seria “Silent Hill”, dar aici vă las pe voi să dezbateți. Jos pălăria pentru Housemarque! Saros mi-a demonstrat că, chiar dacă fiecare gen este destul de saturat, întotdeauna mai este loc pentru unul de calitate. Cu un gameplay excelent, o coloană sonoră de vis, și un stil artistic Cosmic-Horror cum nu ai mai văzut.. Saros a ajuns unul dintre jocurile mele favorite de anul acesta, cu toate că unele lucruri nu sunt la locul lor, îmi pun toată încrederea în Housemarque că ne vor livra un joc la fel de uimitor ca și acesta.. pe viitor! Nota finală este de – 8.8/10 – The post Saros – Recenzie appeared first on Need4Games. Citește mai departe !