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@LeX

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Everything posted by @LeX

  1. Vești proaste pentru iubitorii mașinilor electrice. Bateriile cu care funcționează acestea poluează cu substanțe chimice periculoase Tehnologia are adesea un impact dublu, iar bateriile litiu-ion folosite în majoritatea vehiculelor electrice nu fac excepție. Un studiu recent a descoperit că acestea pot fi o sursă de poluare cu substanțe chimice periculoase cunoscute sub numele de PFAS - „substanțe chimice eterne”. Stație de încarcare mașini electrice. FOTO Arhivă PFAS sunt denumite "substanțe chimice eterne" deoarece persistă în mediul înconjurător timp de mii de ani fără a se descompune. Expunerea la PFAS a fost asociată cu probleme de sănătate precum afecțiuni hepatice, colesterol ridicat, greutate mică la naștere și boli renale cronice, potrivit sciencealert.com. Știrea îngrijorătoare este că anumite tipuri de baterii litiu-ion utilizează o clasă de substanțe chimice PFAS pentru a le face mai puțin inflamabile și a conduce mai eficient electricitatea. Iar cercetătorii au detectat niveluri ridicate ale acestor PFAS în aer, apă, sol și sedimente din zonele învecinate fabricilor care produc astfel de substanțe chimice din SUA, Belgia și Franța, potrivit unui studiu revizuit de colegi în revista Nature Communications. Descoperirea subliniază o problemă crucială - tranziția către tehnologii verzi precum mașinile electrice este esențială pentru combaterea crizei climatice, dar are și efecte secundare care necesită studii aprofundate. În timp ce impactul asupra mediului și sănătății al mineritului de litiu și a altor minerale folosite în baterii, panouri solare, turbine eoliene este cunoscut, abia acum cercetătorii identifică bateriile litiu-ion drept sursă de poluare cu PFAS. Studiul subliniază necesitatea dezvoltării unor tehnologii și soluții de reciclare a bateriilor care să nu agraveze această problemă. „Reducerea emisiilor de dioxid de carbon cu inovații precum mașinile electrice este esențială, dar nu ar trebui să vină cu efectul secundar al creșterii poluării cu PFAS”, a precizat Jennifer Guelfo, profesor asociat de inginerie de mediu la Texas Tech University și coautor al studiului. Studiul arată că doar aproximativ 5% din bateriile litiu-ion sunt reciclate, iar până în 2040 ar putea exista aproximativ 8 milioane de tone de deșeuri de baterii litiu-ion. Guelfo a spus că oamenii de știință, inginerii, producătorii și factorii de decizie politică trebuie să dezvolte tehnologia bateriilor și soluții de reciclare care să nu exacerbeze poluarea cu PFAS. Vezi articolul complet
  2. Șoferii Tesla vor putea să controleze limita de viteză și să introducă interdicții pe timp de noapte dacă adolescenții împrumută mașina Elon Musk testează noi caracteristici de siguranță pe mașinile sale Telsa, inclusiv cea privind controlul parental. Elon Musc și autoturismele Tesla FOTO: Arhivă Omul de afaceri decide dacă mamele și tații care dețin o Tesla ar trebui să poată controla viteza la care copiii lor conduc și când, scrie dailymail.co.uk. O actualizare de probă a inclus restricții privind accelerația și viteza și se va asigura că funcțiile nu pot fi dezactivate. O altă caracteristică în curs de testare este o notificare care îi va anunța pe părinți dacă Tesla lor este condusă de copiii lor după lăsarea întunericului. Măsurile sunt luate în considerare deoarece Tesla poate accelera mult mai repede decât alte mărci de vehicule. În 2018, un adolescent în vârstă de 18 ani a fost ucis când conducea o Tesla cu 116 km/h într-o zonă de 30 km/h în Fort Lauderdale, Florida. Barrett Riley a condus la un garaj Tesla dedicat și a cerut mecanicilor să scoată un dispozitiv de limitare a vitezei pe care tatăl său îl instalase. De atunci, Tesla a fabricat propriul dispozitiv de limitare a vitezei, pe care l-a numit în memoria dlui Riley - după ce tatăl său l-a dat în judecată pentru despăgubiri. Noile caracteristici de siguranță vor împiedica șoferii adolescenți să modifice restricțiile impuse mașinilor de către părinți. În ceea ce se numește "modul chill", accelerația maximă a mașinii va fi redusă, iar o funcție de cod pin va asigura că avertismentele privind viteza, frânarea de urgență și coliziunile nu pot fi dezactivate. În timp ce "modul curfew" va oferi părinților opțiunea de a împiedica conducerea mașinii în timpul anumitor ore. Începând din 2021, șoferii Tesla au solicitat caracteristici similare cu cele sugerate acum. Un șofer, care face parte dintr-un forum online pentru proprietarii de Tesla, a sugerat un "mod adolescent". El a scris pe forumul Tesla Motors Club: "Sunt proprietar pentru prima dată. Când voi primi această mașină, băieții mei de 18 și 16 ani mă vor implora să o conducă. La un moment dat, probabil că îi voi lăsa". Tesla dispune în prezent de un "mod valet" care limitează viteza și dezactivează conducerea autonomă. Presiunea pentru noi caracteristici de siguranță vine ca urmare a faptului că statisticile arată că 21% din toate rănile fatale sau grave cauzate în accidente de mașină în 2022 au implicat tineri cu vârste cuprinse între 17 și 24 de ani. Steve Cole, de la Royal Society for the Prevention of Accidents (RSPA), a declarat pentru The Times: "Suntem în favoarea protejării tinerilor șoferi și credem că tehnologia deține un potențial uriaș pentru a ne ajuta să facem acest lucru. Cu toate acestea, siguranța nu ar trebui să se limiteze la utilizatorii unui anumit tip de vehicul. Pentru șoferii tineri în special, RSPA ar dori să vadă introducerea permisului de conducere gradat - un sistem progresiv de acordare a permiselor pentru a sprijini șoferii tineri prin limitarea situațiilor de conducere cu risc ridicat, o măsură dovedită a reduce decesele cu până la 40 %”. În caz de succes, măsurile care fac parte din actualizarea de software "2024.26" vor fi introduse mai general. Vezi articolul complet
  3. [data-focus-scheme="dark"] { color-scheme: none; } Greeting folks, Today we're rolling out Hotfix 5.1.1, addressing a number of issues that have come to light since the launch of Patch 5.1, as well as some additional balancing. Here's what we've got for you today: General: Fixed an issue where vassals did not provide income after reloading a save. Vassals will now correctly provide income as intended. Fixed an issue where some unit faction colours were too dark, resulting in their base materials not rendering correctly. Notably affecting empire units. Fixed rendering issues with Empire Outriders' guns which would result in either not rendering the gun or textures appearing weirdly. Fixed an issue where Eldred's Guard weren't using the correct colours. Fixed UI issue where Tower of Zharr district completions effects were missing. Fixed lag in matchmade lobbies, and inability to change spell lores after locking in factions. Increased the Stegadon armour piercing missile damage from 150 to 350, as originally intended. Fixed Legendary Heroes not spawning if your faction capital is besieged, causing you to lose them in a given campaign. Fixed required resource bar in Chaos Gifts panel showing incorrect state. Fixed various character skills that were hidden from certain characters due to being overlapped by other skills. Updated Arkhan the Black's lord select movie to include eye VFX. Fixed an issue where Boris Todbringer was missing some skills in his skill tree. Fixed a number of effects meant to apply to all Nurgle marked units not applying to Bile Trolls units. Fixed an issue with the unique Dwarf Lord Mikael Leadstrong where his unit card would not display correctly. Fixed Cursed Yhetee Jawbone item not modifying armour piercing missile damage. Fixed the timer tooltip in Conquest battle mode showing the wrong winner/loser when the timer runs out. In Realm of Chaos campaign, fixed an issue where armies would teleport if they marched over a Teleport Locus while retreating from a battle in the Tzeentch realm. Removed the Mentor skill from the Legendary Heroes that had it. This was misleading in most cases where other Heroes gained experienced (e.g. Saytang the Watcher would give experience to Gate Master Heroes) and in some cases, there would be no characters to give experience to. This now makes it consistent across all Legendary Heroes, as some did not have this skill. Fixed the counter on Book of Nagash showing the wrong values in multiplayer. Fixed slight hang when opening multiplayer campaigns or battles if the player had a lot of multiplayer saves. Fixed settlement label showing temporarily in between pre- and post-battle when autoresolving. Moved the button to swap between lores to the left hand side of the spell UI to give more space to the overcast toggle button. The Empire technology "Protection of the Patriarch" now also applies the ward save bonus to Battle Wizards that are part of garrisons. The Wood Elf technology "Hukon, the Sunderer" now also affects the Enigmas of Ghyran (Zoats) Regiment of Renown unit. The Altdorf College of Forbidden Magic and Altdorf Conclave of Forbidden Magic buildings for Vampire Counts now provide recruitment of the Mortis Engine and Terrorgheist units. Fixed the growth element on horde armies disappearing when selecting a hero inside that army. Improved the visuals of the Chaos Warhounds 2D porthole image. Fixed path of glory contact effects showing placeholder text instead of the correct contact tooltip. Fixed plague immunity icon on settlements not updating its tooltip on turn start. Fixed issue where selecting Gotrek after Felix would make the empty rune slots disappear on Gotrek. Fixed events showing in Mortuary Cult and Forge panels after crafting an item, causing the panel to disappear until the event was dismissed. Events will now only pop after the panel is closed by the player. Fixed an issue in multiplayer campaigns where upon completing the mission to gain Karanak, the dilemma would appear for players rather than just the player completing the mission. Character type restrictions on ancillaries and magic items tooltip now always show, instead of only showing when trying to equip on an invalid type. (When valid, the text will show yellow instead of red.) Unit upgrades, such as the Wood Elf Aspect Upgrades, are now displayed in a consistent order. The enemy Skaven undercities UI panel no longer goes offscreen when there are multiple entries. Shadowy Dealings will now no longer discover your own Skaven undercities. Cost requirements will now no longer show on horde buildings you have already constructed. The "Warpstone Detonation" ability for Doom Flayer characters in Ikits Workshop no longer erroneously blasts targets with the "kill_self" phase from the Warpstone Detonation army ability, causing the user to instantly die. Fixed a material error for Malekith on Seraphon that caused invisible wings. Fixed a material error on the Knights of the Blazing Sun's shields.Additional balancing: Karanak: Prey Of The Blood God Damage per tick: 67 -> 33 Max number of uses: infinite -> 3 Karanak was intended to get roughly the effect of a spirit leech alongside his net. Currently his damage per tick is identical spirit leech but it lasts twice as long, we've normalized this. Deepwood Scouts (Swiftshiver Shards): Range 180 -> 155 Calibration distance 120 -> 100 At identical range to the regular deepwood scout arrows, swiftshiver shards outcompeted the regular arrows in every way, we're pushing this back a little to the midway point between the old and new value. Warshrine of Tzeentch: Giver of Arcane Glory: Reserve winds generated per second at maximum intensity: 0.2 -> 0.15 Winds regeneration and reserve bonus only applies to the shrine itself. (No longer multiplies the bonuses to winds based on the number of nearby units.) Mastery bonus still applies to all nearby allies. While the dark gods are fickle, the gameplan we saw of players obliterating their own units with vortexes to kickstart an ultra rapid infinite mana engine wasn't quite intended. The intention is that your shrine itself is a generator that gets powered up by nearby deaths, not that nearby units become generators themselves, multiplying the payoff many times over. Keep your wizards close, and your forces close but not that close.Modding: Generated new up to date scripting documentation for modders including model hierarchy documentation. This can be found by heading to the Steam folder on your PC and navigating to 'steamapps\common\Total War WARHAMMER III\assembly_kit\documentation\script\script'. Alongside the above points, we are temporarily removing the ‘Bordeleaux Landing’ map in order to make some improvements. In Patch 5.1.0 we added a number of new maps originating from some of those made by our top community map creators, and after discussion with the original creator of this map, we agreed that it was badly implemented on our part. Our aim is to bring Bordeleaux Landing back in line with the creator’s original vision, and look forward to re-introducing it in a future update. If you’d like to check out the original, you can do so here. As always, thanks for your feedback and bug reports. Should you experience any issues after updating to 5.1.1 please remember to let us know over in our dedicated bug reporting sub-forum so we can get them logged and investigated. See you on the battlefield! —The Total War Team ⚠ IMPORTANT If 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 WARNING Please 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. Steam Discussions X Facebook Instagram DiscordVezi articolul complet
  4. [data-focus-scheme="dark"] { color-scheme: none; } Greetings Heroes and Pactsworn, My name is Joakim, Design Director on Vermintide 2, here with a game update recap just in time for the summer. As you all know, we started this year with a Closed and an Open Alpha Test for Versus, we celebrated the 6th Anniversary with a Quiet Drink and then wrapped up the Karak Azgaraz storyline with A Parting of the Waves - where Kruber’s team building excursion led to an encounter with a new type of Chaos Warrior. A bit over a month ago, for Warhammer Skulls 2024, we released a big Chaos Wastes and Things™ update where we introduced Weekly Expeditions with new boons and rewards. Per popular demand, we added a loadout system to the game as well as the (even more requested) option to equip weapon illusions outside of Weaves. Both game modes saw some quality of life- and bug fixes, which increased their popularity and hopefully set you up for some fun games over the summer. As for the Skulls event itself we once more had you collecting daemonic skulls and killing enemies - this year we set the aim for 1 billion kills, which you reached on the last day of the event. We did notice an issue with kills not counting correctly for losses in Versus or Chaos Wastes and we mitigated that halfway through the event in honor of some of the more devout pilgrims of you (Shoutout to Lancerkils and his 113 Cataclysm attempts in the first Weekly Expedition! Cousin Okri would be very proud indeed!) Also, being able to purchase last year’s frame and weapon illusions with shillings during the event seems to have gone down well, so we’ll take that into consideration going forward. Halfway through Skulls, we booted up the Returning Alpha Test, or RAT, where just over 25000 Steam players kill-slayed together in over 16000 games of Versus. Compared to the last test, the GOAT, the test ran for a bit longer and introduced the playable Bile Troll boss, pre-made Hero loadouts, and the PvP version of Against the Grain. Based on previous feedback we addressed the hotjoin hero picker, tweaked and tinkered with balancing for some of the Pactsworn, as well as adjusted some Hero temp HP gain and decay. The survey made an appearance again, and the responses show that you’re still happy with the way Versus is progressing, giving it an 8.38/10 rating, with the score increasing for every test we do. Pactsworn are still perceived as more fun (no surprises there) but the Hero side is lagging behind. Part of this is due to class- and talent-specific balancing and tweaking, but other big requests relate to preventing speed running, onboarding & practicing, as well as clearing up objectives and scoring; some being specific to Against the Grain while others apply to the mode as a whole. Speaking of Against the Grain - it does play quite differently compared to the previous missions and we were really keen on seeing what you’d do with the open fields and long sightlines. So far the feedback is a bit mixed, but now we can compare your opinions on the Screaming Bell, Righteous Stand, and Against the Grain missions. Aside from being popular Adventure missions, they represent a cross-section of Vermintide’s environments, map lengths, and topologies that will guide future PvP mission work. The Bile Troll was generally perceived as a good (although squishy) addition to the game mode that made boss-killing Hero careers more relevant; the Bounty Hunter, Outcast Engineer, and Zealot made it into the top 10 list for the first time, with weapon preference staying mostly the same apart from the addition of the Blunderbuss. On the Pactsworn side, the Globadier is still strong and the buffed Warpfire Thrower got a better rating in RAT. As always - a huge thank you to everyone who participated in the test, to all of you who filled out the survey (we got nearly 750 responses to read through), as well as everyone posting videos, streams, and thoughts on social media, discord, and forums. We can’t do it without your invaluable feedback! We’ll be looking over all the feedback and bug reports to see what’s feasible for the next iteration - but as a lot of you wanted more mechanics for the Pactsworn side we’re looking into if we can expand their gameplay with some form of ability. We’re also making progress on matchmaking to pair up similarly skilled players for the next test, but we’re saving up on a Versus progression and reward system for release. We are of course working on other things as well outside of Versus. As a fun teaser, here’s an animation reference prop for a potential upcoming weapon. Care to guess what it is and who it is for? You might win a pumpkin, you lucky bleeders. Vermintide will take a bit of a break in July, but keep an eye out for updates and be hyped for an exciting autumn. By Sigmar, the Hammer, and the Empire - have a very pleasant summer! Joakim, and the Vermintide teamVezi articolul complet
  5. [data-focus-scheme="dark"] { color-scheme: none; } Hey there Devoted Rejects, It’s that time of year again. During the month of July, a lot of people in Sweden take time off to enjoy the peak summer weather before it disappears. A lot of employees at Fatshark take this time, too. While not everyone is going to be away, there will be less hotfixes during this time. The next hotfix is expected in the first full week of August. We know communication from us has been a sore point for the community and we’re working on it. This isn’t going to be a period of silence. We are working through pages and pages of feedback from the Introduction to Itemization Rework dev blog. After talking more with the team, we hope to begin dropping at least a couple updates and responses to those questions in the form of additional news posts throughout July, with longer posts coming in August. We are also working on a couple of dev blogs about creating Darktide and what it looks like from a game development perspective (think cinematics, voice overs and audio, etc.). These will be coming in July, as well. Thank you again for the feedback recently and the opportunity to change the momentum. We’ll be talking soon. P.S. In the meantime, have you listened to the newest Darktide OST? Vezi articolul complet
  6. [data-focus-scheme="dark"] { color-scheme: none; } https://store.steampowered.com/app/2078450 The Deffkilla Wartrike is as heavily armed as it is brazen. Built for close-quarters combat, this vehicle’s Speedboss will pull himself in quickly to rip hunks of hull off any vehicle unfortunate enough to be targeted. Weave in and out of fights as you cut your opponent's vehicles to pieces with close range prowess. Hook onto petrified enemies and blast your boomstikks while reeling yourself in for the kill. Nobody gets away from a Wartrik​e​ unscathed. This vehicle currently has the second fastest base speed in the game, right behind the Shokkjump Dragsta. The Snagga klaw will allow you to latch on to enemies and pull yourself along at extreme speeds, making the Deffkilla Wartrike one of the best racing vehicles. In Speedfreeks the Deffkilla Wartrike is best used strategically for finding opponents that are unsuspecting, damaged, or both. Take down enemies who find themselves out of position, and punish high value targets to push your team towards victory. Abilities Twin Boomstikks Fire the stubby Ork shotguns mounted on the front of the bike. Snagga-Klaw Krump ‘em with the Snagga-Klaw for big damage! Hook Shoot the barbed hook attached to the Snagga-Klaw at the targeted enemy and pull yourself towards them to deliver the killing blow. Dash The vehicle lunges violently forward and smashes enemies. The direction you are aiming determines where the vehicle will go. Pro tip: The Deffkilla Wartrike is very front-loaded with its forward facing Boomstikks and Snagga Klaw melee attack – which deals a lot of burst damage. One of the best plays is to find a damaged enough enemy to secure a one-shot kill, and escape battle before the others realize what hit their mob. Be mindful of your own hit points and be sure to have an escape plan if things get hairy. Team-Ups Looted Wagon – This long-range tank will spend most of its time shooting from afar as fire support. Keep an eye on who they’re shooting at, and race in to help finish enemies off before they can repair. Shokkjump Dragsta – Similar to the Looted Wagon, the dragsta likes to poke at enemies from afar, but also uses its speed to get shots in on harder to reach targets. A combination of the Wartrike’s grapple and high damage klaw along with the Dragsta’s Shokk Rifle make this combo a scary one to be pursued by. Good AgainstRukkatrukk Squigbuggy – A perfect candidate for a quick drive by slashing by the Wartrike’s klaw to help pick apart the opposing team’s support. Shokkjump Dragsta – As the Shokkjump Dragsta cannot shoot backwards, you can use your hook to keep up with their speed, and chase them down. A single mistake can mean you stop them in their tracks. Weak AgainstGrot Mega Tank – Don’t underestimate this vehicle as it has a lot of health and is rarely alone. It can also use its repair ability to get an edge on hit points and pivot quickly to smash you down with its plow. On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! Join our community-focused game development discussions on your favorite platform: Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support https://store.steampowered.com/app/2078450Vezi articolul complet
  7. [data-focus-scheme="dark"] { color-scheme: none; } Incoming Transmission Attention, Lord Captains! Gather your crew and prepare for an extensive debriefing. Your exploits in the Koronus Expanse have been nothing short of legendary, and it's time to revisit your victories and prepare for what lies ahead. Previously, we've been your loyal guides through the nebula of space combat, the artistry of character creation, and the tactical depths of ground combat. Now, we're uniting our arsenal of tutorials for a recap. Whether you're a battle-hardened veteran or just preparing to start your own adventure, our video series has something for every Lord Captain. Space Combat Character Creation Ground Combat Vezi articolul complet
  8. [data-focus-scheme="dark"] { color-scheme: none; } Hey there Devoted Rejects, Hotfix #43 (aka 1.4.3) is now live on Steam and it will shortly be live on our other platforms. (Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) Reverted an issue that caused some players to experience crashes when entering the game. Vezi articolul complet
  9. [data-focus-scheme="dark"] { color-scheme: none; } Hey there Devoted Rejects,Hotfix #42 (1.4.2) is out now on Steam and it will shortly be out on our other platforms. (Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) :pray: CombatShootersReverting the following Shooter Changes from the 1.4.0 Patch: Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range. Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.Dev Note: We are pulling back a few of the Enemy changes from the Previous Patch, as they were a bit too oppressive. General Increased the range of what would be considered Close Range: 8m to 12.5m.Dev Note: In Patch #13 (Class Rework), we changed Close Range from 15m to 8m, and in return increased the power of Blessings triggered only in Close Range e.g. Fire Frenzy and Deathspitter. We did this because we wanted to differentiate the Close Range Gunplay a bit more from the Far Range one. This was considered by many as a bug, though it was an intended change. However, we have re-evaluated that change, and while we after some extensive testing still believe 15m is a little too far, we think 12.5m is a justified increase. This will also increase the power of specific Talents tied to Close Damage such as Veteran’s ‘Close Quarters Killzone’ and Zealot’s ‘Anoint in Blood’ which we will monitor closely. WeaponsTigrus Mk XV Heavy Eviscerator Bumped the speed for windup timings of Heavy 1 and Heavy 2 attacks: Heavy 1 chained from base start or Light 4: 0.4 (unchanged) Heavy 1 chained from Light 2 / Heavy 2 from 0.76 to 0.65 Heavy 2 chained from Light 1 / Heavy 1 from 0.85 to 0.65 Heavy 2 chained from Light 3 / push follow-up from 0.6 to 0.4.Dev Note: The windup timing for Heavy attacks varied significantly depending on which attack they were chained from. The windup timings should now be more aligned with each other, and in general shorter to reward players accessing attacks further down the chain instead of resetting the combo. Artemia Mk III Purgation Flamer Bumped power distribution for primary and secondary direct fire: Primary burst attack from (10,20) to (15,30) Secondary continuous attack from (30,50) to (60,100)Dev Note: Damage scales with distance and time inside the cloud. Burn damage and max stacks are unaffected by the change. Ogryn Pickaxes Normalised the attack ranges for all marks. Slightly tuned the damage window timing for specific attacks to be more accurate with the attack animation.Detailed Changes* *Dev Note: You can view the exact number value changes at the bottom of these patch notes. Branx Pickaxe Slightly reduced reach for the Light 1 attack. Improved reach for the Light 2, Light 3, Heavy 1 attacks. Greatly improved reach for the Push follow-up attack.Borovian Pickaxe Improved reach of the Light 1, Light 2, Light 3 attacks. Greatly improved reach for the Heavy 1, Heavy 2 attacks.Karsolas Pickaxe Improved reach of the Light 1, Light 2, Light 3, Light 4, Light special follow-up, Heavy special follow-up attacks. Greatly improved reach for the Heavy 1, Heavy 2 attacksDev Note: The reach of the attacks for Ogryn Pickaxes differed significantly between marks or even different attacks in the same mark, and in several cases it was shorter than the attack range of other Ogryn weapons. We performed a pass on all attacks, normalising the ranges and in general bumping up the values to make sure that these two-handed weapons always have the reach appropriate to their size. We also fine-tuned the time windows where some specific attacks are active, to be more aligned to their attack animations. MissionsClandestium Gloriana Fixed an issue with the valkyrie in the outro cutscene. Did some various optimisations to assets. Fixed an issue where players were unable to interact with pickups under a pile of snow. Fixed some visual bugs during the horizontal shuttle ride. Fixed an issue where deploying a med kit or ammo box would have it go through the floor of the horizontal shuttle.Dev Note: However, there is still a known issue where it lands a bit further back than where you deployed it, so for now be careful to not deploy it too far back in the transport. Fixed an issue with a small corner before the middle event where players would get instantly killed when standing there. Side missions like grimoires and tomes should now count correctly. Fixed a location where bots would often fall off the side of the map. Fixed so enemies can now reach you inside the elevator.Excise Vault Spireside-13 Fixed wall unit lacking collision allowing players to leave gameplay space.Dev Note: We are aware that in bulk-lifter-32 some pick-ups cannot be collected, and one is floating. We will be addressing these in the next hotfix. Enclavum Baross Fixed an issue where some VO lines at the end of Enclavum Baross did not trigger at all.Additional Fixes Fixed an issue related to memory that caused stalls and crashes or disconnects for players (especially those playing with mods). Fixed issue which caused penances tracking mission types not to progress.Dev Note: Any missions that were completed during this time will not be added after this fix. We apologise for not catching this sooner. Fixed an issue where the Torment blessing did not work on the Branx Pickaxe special poke attack. Fixed an issue where “Crosshair Type” user settings didn’t revert when using the “Reset to Default Settings” button. Fixed an issue where Force Staves incorrectly had their crosshairs overridden when using anything but the “Weapon Specific” option of “Crosshair Type”. Fixed issue with candle flame blocking line of sight with the Magistratum Bolt Pistol (Blessed) skin. Candle flame effect disabled until we move the candle slightly, it will be reenabled in a later patch. Fixed crash when trying to equip a trinket with the Magistratum Bolt Pistol (Blessed) skin equipped. Fixed an issue which caused some players to need to reassign keybinds, or being unable to assign some keybinds at all. Fixed an issue where heavy melee attacks would be cancelled to light attacks if an Ability was used during the windup of the attack.Dev Note: This fix does reintroduce an issue where players cannot activate the Zealots ‘Chorus of Spiritual Fortitude’ or the Psykers Telekine Field/Dome’ Abilities while charging a heavy attack. We decided this was better than leaving this issue unaddressed. We will investigate potential solutions that address these issues without affecting other abilities. Fixed the text for Psyker’s “Malefic Momentum” where it wasn’t localised. Fixed missing pipes on Zealot’s headgear, Magistratum Scrivener’s helmet. Fixed an issue where part of the mannequin was missing when viewing Magistratum Mk II Patrol Uniform. Fixed an issue where the pipes on Scrutiniser’s Parade Dress were deformed for female characters. Fixed additional clipping issues on the pipes for the Scrutiniser’s Parade Dress. Fixed some visual issues with the Magistratum Mk II Patrol Uniform knee pad stretching when emoting. Removed the glass material in the slit of the Magistratum Riot Shield skin.Dev note: This is to fix an issue where several visual effects were not correctly rendered through the shield slit due to conflicting transparency with the glass material. Fixed clipping issues with the glove on Scrutiniser’s Parade Dress. Fixed clipping issues for the Baross Patrol Armour (XXXXL). Fixed clipping issues for the Enforcer Patrol Helmet (XXXXL). Fixed an issue where the Tome Xenos accessory did not properly align with the Magistratum Mk V Patrol Armour cosmetic.Detailed Changes for Pickaxes (Numbers)Branx Pickaxe Light 1 range mod from 1.25 to 1.2 Light 1 damage window start from 12/30 to 10/30 Light 2 range mod from 1.25 to 1.55 Light 3 range mod from 1.25 to 1.35 Light 3 damage window end from 22/30 to 24/30 Heavy 1 range mod from 1.5 to 1.6 Push follow-up range mod from 2 to 2.5.Borovian Pickaxe Light 1 range mod from 1.25 to 1.45 Light 1 damage window start from 9/30 to 12/30 Light 1 damage window end from 15/30 to 16/30 Light 2 range mod from 1.25 to 1.45 Light 3 range mod from 1.25 to 1.5 Heavy 1 range mod from 1.25 to 1.6 Heavy 2 range mod from 1.25 to 1.4.Karsolas Pickaxe Light 1 range mod from 1.25 to 1.45 Light 1 damage window end from 15/30 to 16/30 Light 2 range mod from 1.25 to 1.4 Light 3 range mod from 1.25 to 1.38 Light 4 range mod from 1.25 to 1.45 Heavy 1 range mod from 1.25 to 1.6 Heavy 2 range mod from 1.25 to 1.67 Light special follow-up range mod from 1.25 to 1.35 Heavy special follow-up range mod from 1.3 to 1.5.Vezi articolul complet
  10. [data-focus-scheme="dark"] { color-scheme: none; } Hey there Devoted Rejects,Hotfix #42 (1.4.2) is out now on Steam and it will shortly be out on our other platforms. (Note: It takes a little bit of time after the release of the hotfix before the old servers are disconnected and players are migrated over to the new one.) :pray: CombatShootersReverting the following Shooter Changes from the 1.4.0 Patch: Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range. Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.Dev Note: We are pulling back a few of the Enemy changes from the Previous Patch, as they were a bit too oppressive. General Increased the range of what would be considered Close Range: 8m to 12.5m.Dev Note: In Patch #13 (Class Rework), we changed Close Range from 15m to 8m, and in return increased the power of Blessings triggered only in Close Range e.g. Fire Frenzy and Deathspitter. We did this because we wanted to differentiate the Close Range Gunplay a bit more from the Far Range one. This was considered by many as a bug, though it was an intended change. However, we have re-evaluated that change, and while we after some extensive testing still believe 15m is a little too far, we think 12.5m is a justified increase. This will also increase the power of specific Talents tied to Close Damage such as Veteran’s ‘Close Quarters Killzone’ and Zealot’s ‘Anoint in Blood’ which we will monitor closely. WeaponsTigrus Mk XV Heavy Eviscerator Bumped the speed for windup timings of Heavy 1 and Heavy 2 attacks: Heavy 1 chained from base start or Light 4: 0.4 (unchanged) Heavy 1 chained from Light 2 / Heavy 2 from 0.76 to 0.65 Heavy 2 chained from Light 1 / Heavy 1 from 0.85 to 0.65 Heavy 2 chained from Light 3 / push follow-up from 0.6 to 0.4.Dev Note: The windup timing for Heavy attacks varied significantly depending on which attack they were chained from. The windup timings should now be more aligned with each other, and in general shorter to reward players accessing attacks further down the chain instead of resetting the combo. Artemia Mk III Purgation Flamer Bumped power distribution for primary and secondary direct fire: Primary burst attack from (10,20) to (15,30) Secondary continuous attack from (30,50) to (60,100)Dev Note: Damage scales with distance and time inside the cloud. Burn damage and max stacks are unaffected by the change. Ogryn Pickaxes Normalised the attack ranges for all marks. Slightly tuned the damage window timing for specific attacks to be more accurate with the attack animation.Detailed Changes* *Dev Note: You can view the exact number value changes at the bottom of these patch notes. Branx Pickaxe Slightly reduced reach for the Light 1 attack. Improved reach for the Light 2, Light 3, Heavy 1 attacks. Greatly improved reach for the Push follow-up attack.Borovian Pickaxe Improved reach of the Light 1, Light 2, Light 3 attacks. Greatly improved reach for the Heavy 1, Heavy 2 attacks.Karsolas Pickaxe Improved reach of the Light 1, Light 2, Light 3, Light 4, Light special follow-up, Heavy special follow-up attacks. Greatly improved reach for the Heavy 1, Heavy 2 attacksDev Note: The reach of the attacks for Ogryn Pickaxes differed significantly between marks or even different attacks in the same mark, and in several cases it was shorter than the attack range of other Ogryn weapons. We performed a pass on all attacks, normalising the ranges and in general bumping up the values to make sure that these two-handed weapons always have the reach appropriate to their size. We also fine-tuned the time windows where some specific attacks are active, to be more aligned to their attack animations. MissionsClandestium Gloriana Fixed an issue with the valkyrie in the outro cutscene. Did some various optimisations to assets. Fixed an issue where players were unable to interact with pickups under a pile of snow. Fixed some visual bugs during the horizontal shuttle ride. Fixed an issue where deploying a med kit or ammo box would have it go through the floor of the horizontal shuttle.Dev Note: However, there is still a known issue where it lands a bit further back than where you deployed it, so for now be careful to not deploy it too far back in the transport. Fixed an issue with a small corner before the middle even where players would get instantly killed when standing there. Side missions like grimoires and tomes should now count correctly. Fixed a location where bots would often fall off the side of the map. Fixed so enemies can now reach you inside the elevator.Excise Vault Spireside-13 Fixed wall unit lacking collision allowing players to leave gameplay space.Dev Note: We are aware that in bulk-lifter-32 some pick-ups cannot be collected, and one is floating. We will be addressing these in the next hotfix. Enclavum Baross Fixed an issue where some VO lines at the end of Enclavum Baross did not trigger at all.Additional Fixes Fixed an issue related to memory that caused stalls and crashes or disconnects for players (especially those playing with mods). Fixed issue which caused penances tracking mission types not to progress.Dev Note: Any missions that were completed during this time will not be added after this fix. We apologise for not catching this sooner. Fixed an issue where the Torment blessing did not work on the Branx Pickaxe special poke attack. Fixed an issue where “Crosshair Type” user settings didn’t revert when using the “Reset to Default Settings” button. Fixed an issue where Force Staves incorrectly had their crosshairs overridden when using anything but the “Weapon Specific” option of “Crosshair Type”. Fixed issue with candle flame blocking line of sight with the Magistratum Bolt Pistol (Blessed) skin. Candle flame effect disabled until we move the candle slightly, it will be reenabled in a later patch. Fixed crash when trying to equip a trinket with the Magistratum Bolt Pistol (Blessed) skin equipped. Fixed an issue which caused some players to need to reassign keybinds, or being unable to assign some keybinds at all. Fixed an issue where heavy melee attacks would be cancelled to light attacks if an Ability was used during the windup of the attack.Dev Note: This fix does reintroduce an issue where players cannot activate the Zealots ‘Chorus of Spiritual Fortitude’ or the Psykers Telekine Field/Dome’ Abilities while charging a heavy attack. We decided this was better than leaving this issue unaddressed. We will investigate potential solutions that address these issues without affecting other abilities. Fixed the text for Psyker’s “Malefic Momentum” where it wasn’t localised. Fixed missing pipes on Zealot’s headgear, Magistratum Scrivener’s helmet. Fixed an issue where part of the mannequin was missing when viewing Magistratum Mk II Patrol Uniform. Fixed an issue where the pipes on Scrutiniser’s Parade Dress were deformed for female characters. Fixed additional clipping issues on the pipes for the Scrutiniser’s Parade Dress. Fixed some visual issues with the Magistratum Mk II Patrol Uniform knee pad stretching when emoting. Removed the glass material in the slit of the Magistratum Riot Shield skin.Dev note: This is to fix an issue where several visual effects were not correctly rendered through the shield slit due to conflicting transparency with the glass material. Fixed clipping issues with the glove on Scrutiniser’s Parade Dress. Fixed clipping issues for the Baross Patrol Armour (XXXXL). Fixed clipping issues for the Enforcer Patrol Helmet (XXXXL). Fixed an issue where the Tome Xenos accessory did not properly align with the Magistratum Mk V Patrol Armour cosmetic.Detailed Changes for Pickaxes (Numbers)Branx Pickaxe Light 1 range mod from 1.25 to 1.2 Light 1 damage window start from 12/30 to 10/30 Light 2 range mod from 1.25 to 1.55 Light 3 range mod from 1.25 to 1.35 Light 3 damage window end from 22/30 to 24/30 Heavy 1 range mod from 1.5 to 1.6 Push follow-up range mod from 2 to 2.5.Borovian Pickaxe Light 1 range mod from 1.25 to 1.45 Light 1 damage window start from 9/30 to 12/30 Light 1 damage window end from 15/30 to 16/30 Light 2 range mod from 1.25 to 1.45 Light 3 range mod from 1.25 to 1.5 Heavy 1 range mod from 1.25 to 1.6 Heavy 2 range mod from 1.25 to 1.4.Karsolas Pickaxe Light 1 range mod from 1.25 to 1.45 Light 1 damage window end from 15/30 to 16/30 Light 2 range mod from 1.25 to 1.4 Light 3 range mod from 1.25 to 1.38 Light 4 range mod from 1.25 to 1.45 Heavy 1 range mod from 1.25 to 1.6 Heavy 2 range mod from 1.25 to 1.67 Light special follow-up range mod from 1.25 to 1.35 Heavy special follow-up range mod from 1.3 to 1.5.Vezi articolul complet
  11. Bateriile mașinilor electrice vor putea fi încărcate în mai puțin de 5 minute. Soluția găsită de o firmă Un start-up britanic a găsit răspunsul la una dintre problemele din domeniul auto, de a reduce substanțial timpul la încărcarea bateriilor mașinilor electrice. Mașinile electrice ar putea fi încărcate mult mai repede FOTO: Arhivă Nybolt, cu sediul în Cambridge, a dezvoltat o nouă baterie litiu-ion de 35 kWh care a fost încărcată de la 10% la 80% în puțin peste patru minute și jumătate în prima sa demonstrație live de săptămâna trecută, scrie edition.cnn.com. Acest lucru este mult mai rapid decât cele aproximativ 20 de minute de care au nevoie în prezent unele mașini electrice care utilizează un încărcător rapid, cum ar fi un Supercharger Tesla (TSLA). De asemenea, este mult mai aproape de cele două minute necesare pentru a alimenta o mașină medie pe benzină. "Cercetările noastre extinse aici, în Marea Britanie și în SUA, au deblocat o nouă tehnologie de baterii care este pregătită și scalabilă chiar acum", a declarat vineri cofondatorul și CEO-ul Nyobolt, Sai Shivareddy, într-o declarație. "Facem posibilă electrificarea unor noi produse și servicii considerate în prezent inviable sau imposibile". Tehnologia Nyobolt se bazează pe un deceniu de cercetări conduse de Clare Grey, cercetător în domeniul bateriilor de la Universitatea Cambridge, și de Shivareddy, care a studiat la Cambridge, a declarat compania. Cheia capacității bateriilor sale de a fi încărcate foarte rapid fără un impact mare asupra longevității lor este un design care înseamnă că acestea generează mai puțină căldură. Acest lucru le face, de asemenea, mai sigure, deoarece supraîncălzirea poate face ca o baterie litiu-ion să ia foc și să explodeze. În plus, materialele utilizate pentru realizarea anozilor bateriilor permit un transfer mai rapid al electronilor. Nyobolt se află în prezent în discuții pentru a-și vinde bateriile către opt producători de automobile electrice. Cu o capacitate de 35 kWh, bateria este mult mai mică decât cea de 85 kWh dintr-un vehicul electric (VE) american obișnuit. Cu toate acestea, tehnologia poate fi utilizată în viitor pentru baterii mai mari. Timpii de încărcare comparativ lungi sunt un dezavantaj major al vehiculelor electrice aflate în prezent pe piață. Acestea încetinesc călătoriile și sunt un inconvenient pentru proprietarii care nu își pot încărca mașinile acasă. Inovația Nyobolt, testată pe prototipul mașinii sport a firmei, este deosebit de încurajatoare pentru flotele comerciale de vehicule electrice și pentru șoferii care se bazează pe mașinile electrice la locul de muncă, potrivit lui Paul Marchment, consultant la Arval, un specialist în leasing auto deținut de BNP Paribas. Cu toate acestea, o altă barieră în calea adoptării mai rapide a vehiculelor electrice în Statele Unite și Europa este lipsa infrastructurii publice de încărcare. Jack Evans, specialist în motoare la Blackball Media, a salutat vestea despre bateria Nyobolt, care a fost testată pe o pistă folosind un încărcător ultra-rapid DC de 350 kW, de tipul celor care sunt greu de găsit pe drumurile din Marea Britanie. "Unitățile utilizate pentru a încărca bateria Nyobolt sunt puține și foarte îndepărtate în Marea Britanie, astfel încât, pentru ca acest lucru să aibă un impact real, trebuie să existe o creștere a furnizării de încărcătoare ultra-rapide", a spus el. Shivareddy a declarat pentru CNN că numărul încărcătoarelor rapide este în creștere atât în SUA, cât și în Uniunea Europeană și că se așteaptă ca, până la sfârșitul deceniului, acestea să fie "cam peste tot". În America de Nord, trei din patru încărcătoare rapide sunt Superchargers de la Tesla și practic toți marii producători auto din SUA s-au angajat să facă vehiculele electrice compatibile cu tehnologia de încărcare de la Tesla, cunoscută sub denumirea de North American Charging Standard. Bateria Nyobolt este compatibilă cu un Supercharger, a declarat startup-ul pentru CNN. "Ne-ar plăcea să lucrăm cu Tesla și cu alți (producători) importanți pentru a da viață viziunii noastre - cu scopul de a face ca timpii de reîncărcare să fie la fel ca timpii de realimentare", a declarat Shivareddy. "Acest lucru ar necesita ca industria să colaboreze pentru lansarea unui număr mare de astfel de încărcătoare de mare putere, împreună cu alimentarea cu energie electrică din rețea/în afara rețelei." Nu sunt încă pregătite pentru perioada de vârf Testarea independentă a bateriilor Nyobolt de către ceea ce Nyobolt a numit un producător global de top a constatat că acestea pot realiza peste 4.000 de cicluri de încărcare rapidă, echivalentul a 965.600 kilometri, păstrând în același timp mai mult de 80% din capacitate, a declarat Nyobolt în declarația sa de vineri. "Acest lucru este de mai multe ori mai mare decât garanțiile bateriilor EV mult mai mari de pe șosele în prezent", a menționat acesta. William Kephart, specialist în e-mobilitate în cadrul firmei de consultanță P3 Group și fost inginer, a declarat că bateriile EV de tipul celor dezvoltate de Nyobolt ar putea fi încărcate "teoretic" la fel de repede precum promite firma, însă provocarea constă în fabricarea acestor baterii la scară industrială. Un element chimic esențial în bateriile Nyobolt este niobiul, însă, după cum a subliniat Kephart, anul trecut, la nivel mondial, au fost extrase doar aproximativ 83 000 de tone (94 500 de tone). Comparați acest lucru cu grafitul, utilizat în mod obișnuit ca material anodic în bateriile litiu-ion: o cantitate estimată la 1,6 milioane de tone (1,8 milioane de tone) a fost produsă în 2023. În plus, există în prezent "o mulțime de necunoscute" cu tehnologia bateriilor cu niobiu, a declarat el pentru CNN. "Industria o va rezolva... (dar) nu este văzută de industrie ca o tehnologie scalabilă încă", a adăugat el. Pe lângă încărcarea lentă, printre obstacolele în calea deținerii unui vehicul electric în SUA și Europa se numără așa-numita anxietate legată de autonomie - îngrijorarea că mașina nu va avea suficientă baterie încărcată pentru a ajunge la destinație, mai ales în timpul călătoriilor lungi - și prețul mediu mai ridicat al vehiculelor electrice în comparație cu mașinile convenționale noi. Vezi articolul complet
  12. [data-focus-scheme="dark"] { color-scheme: none; } Lord Captains! A minor hotfix has arrived. Blessed be the Tech-Priests who tirelessly eliminate the vile scrap code! Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches. Please be aware of the plot spoilers below! If you play with mods, use them at your own risk. Mods can change your save unpredictably and we won't be able to restore it. The list of changes: NarrativeSometimes the entire party would visit the date night of Heinrix and Lord Capitan. Due to this violation of privacy, the date wouldn't happen - fixed; ItemsSaving and loading the game after trading restored the vendor's assortment - fixed; LocationsAebys and Marazhai did not approach the edge of the platform in the Anatomical Opera which made it impossible to start a dialogue with them - fixed; AnimationsUlfar had troubles with his animations - fixed; Enemies preferred to roll into the cover after attack instead of stepping there - fixed; User InterfaceThe Hide Non-Wearable option worked alternatively - fixed; Scrolling failed to work in the trading interface - fixed; AudioSound stuttered on Kiava Gamma - fixed; LocalizationRussian texts have been updated in accordance with the balance changes. Also, the talents descriptions were updated; Vezi articolul complet
  13. [data-focus-scheme="dark"] { color-scheme: none; } The Rejects didn’t have a motto, but if they did, thought Naibert, it would be “nothing is ever as simple as it looks.” That, or “trust nothing.” Naibert wasn’t in the business of trust. The Universe had bitten his arse too many times for him to let his guard down. He was ex-Militarum, infantry, marksman speciality. He’d always had a sharp temper, which is why he’d smacked that officer, and landed in the stockade, and thus wound up in the Rejects. When Naibert had pulled the mission that morning, Rannick had taken him to one side. Iven Rannick himself, the toxic old interrogator. Naibert didn’t trust Rannick, but he knew the man had real clout. That Inquisitorial rosette, for start. But more than that, Naibert felt that Rannick was the real power on the Mourningstar. Everyone, high and low, deferred to the great Inquisitor Grendyl; Atoma Prime was Grendyl’s operation. But no one had ever seen Grendyl, not seen seen, not in the flesh. At best, he was a servitor chassis projecting an inconsistent hololith. Naibert didn’t trust Grendyl, or the idea of Grendyl. Maybe there was no Grendyl at all, or maybe the lack of presence was part of the act. The Inquisition never told anybody everything, especially not the dog-soldier Rejects, and if they did tell you something, it was always a small fragment of the truth. They liked to keep people in the dark, uninformed, data-rationed, information starved. “Need to know”, that’s what they said. But Rannick… Naibert understood Rannick. He was a flesh and blood man. He was present. He was the man in charge. He was also a bastard, but you couldn’t have everything, Naibert had known worse. He had smacked worse. Rannick had seldom spoken to Naibert directly. When he’d finished explaining to Naibert what he required, he’d smiled, that creepy smile, and said, “It’s a matter of trust, you see?” “You can trust me,” Naibert had told him. The drop was a hard one. A new area - Inter-Zone Void Sector Omega-12 or something. Unknown territory, that’s what mattered, barely mapped. They were going in blind. Plus, it was one of Hadron’s ops. Hadron Omega-Seven. She was in charge, and coming with them. Naibert didn’t like the Mechanicus tech-priest at all. Snide, mean, nit-picking, and arrogantly intelligent. It seemed she always had an agenda of her own, and she wouldn’t share it, because obviously no one in the warband was smart enough to comprehend, but then she’d still get pissy when you didn’t understand what was needed. Borovitch was behind the stick of their Valk. That made Naibert uneasy too. Borovitch was all right, but Masozi was the best. Every Reject knew that. However, it seemed Masozi had another drop to attend to. That either meant Masozi knew there was something nasty about the Inter-Zone drop, and had chosen to avoid it, or Rannick knew, and had assigned a more expendable pilot. Dropping, the something nasty became obvious. The Inter-Zone was a voidspace between hive levels, a sub-zero voidspace, biting cold and long abandoned. It was a cluster of ancient complexes - maybe research or maintenance - pretty much suspended in a deep, dark circulation gulf between occupied hive zones. A long drop, if you lost your footing, and there was more than enough ice-cake to make that happen. A long drop, and way too much time to review the series of bad choices you called your life before you hit the bottom. If there was a bottom at all. They exited the Valk’s ramp, the engines screaming above in ‘settle’ mode. Hadron led the way, eager. Naibert took up the rear, lugging his longlas and pulling off the weatherproof sleeve. His job was hazard watch. Spot for trouble, and pick it off with his rifle before it got too close. It was treacherous finding a way in. The metal decks gleamed with ice, and there was a gale blowing up the void from below. You could feel the cold in your bones, despite the heated undersuits they’d been issued. Someone, maybe Veedra, speculated that the whole space was a coolant sink designed to bleed excess heat off… whatever the complex was, but Hadron told her to shut up, so that was the end of that. The old need to know. Most of the power was off. They had to hand-crank hatches open, or reconnect voltaic trunking, or simply cut with torches. Where there was power, Hadron punched in archaic codes and opened hatchways as easily as if she was back home on the Mourningstar. “How come she knows the codes?” Veedra asked him, a whisper. “She knows what she needs to know, I guess,” he replied. He didn’t like it either. Hadron had never been here before. He could tell that from the eagerness and fascination with which the tech-priest greeted each new chamber. But it also felt like she knew her way around. Naibert saw some old Adeptus Mechanicus icons las-etched into the bulkhead plating. Maybe that explained it. Hadron’s people had made the place, or at least the template it had been built from. The tech-priest had been here before, just not this here. They lost Dronica crossing a walkway bridge. A pane of ice just went out from under him and away he went, limbs flailing as he dropped into the blue gloom below. Naibert could see the tiny light of the lamp clamped to Dronica’s bodyrig still spinning long after his body became invisible. His scream, fading, lingered longer than the speck of light. They reached what Hadron evidently had decided was the goal, a central part of the complex clinging to the void’s artificial cliff face. She entered first, and powered the place up. It was warm in there. Warmer, anyway. Warm and lit. Naibert benefitted from neither. He’d taken up a position outside, on one of the icy service gantries. It afforded him a good, long look back over the walkways and platforms they’d used on their approach. He huddled up, tweaked up the heating of his suit liner, settled his longlas, and adjusted the scope. If anything was following them, anything down here in the dark they didn’t want to meet, he’d see it coming from a distance and put a hotshot through it. Two, if it was persistent. He fiddled with the little clamp-on unit he’d fitted to the side of his scope before the drop, and made sure it was running. A little pict unit, to record everything he saw through his high-gain scope. The unit had been a gift. Naibert played his aim across the frost-caked facility below, studying the silence, the cold, the abandoned, dead chambers and silos. The chasm wind stirred flakes of ice, and blew little flurries of powder into the air, making Naibert flinch, mistaking them for movement. Nothing. Not a sign of those murdering traitors, nor any sign of the other things, the uglier things, the things that were harder to put a name to. He watched his breath smoke. He listened to the upwind howl, which still seemed to have Dronica’s scream in it. Once he was confident it was quiet, he wriggled around and looked back at the complex where Hadron was working. He could see the lit window ports looking out over the gulf. He dragged his longlas round, and took up a fresh position, as though he was lining up a shot on his own team. He could see them, once he got the scope settled in. The pict unit was whirring away. He could make out the other Rejects who’d dropped with him, waiting in the outer chambers of the facility, nervous, weapons ready. Veedra was pacing. He panned around, adjusting focus. There was Hadron. He could see her through the windows of the inner chamber. The tech-priest was working alone. She’d left the rest of the team waiting outside so they couldn’t watch her. But he could. He could see her quite clearly and close up through his sniper scope. He could see her working at ancient consoles that hadn’t been used in decades, waking up systems that hadn’t been awake in centuries, accessing cold, dormant data and loading it onto her dataslates. Naibert had no idea what she was doing, or why. He didn’t understand or recognise the machines the tech-priest was working on. He was a marksman. He didn’t have that kind of technical knowledge. But he knew one thing. No, two things. The first was that, whatever she was doing, it was secret. It was either too sensitive and classified for others to be allowed to observe, or so forbidden that even she shouldn’t be doing it. It was a secret she didn’t want anyone to know about. The second thing was he was recording it all. Naibert watched her work through the scope. The tech-priest had no idea he could see her. She was such a strange individual, cranky and obsessive, not really human at all in his opinion, her organic life subsumed into the way of the machine. What did that do to a person’s mind? What kind of obsessions and agendas did it breed? He— Naibert recoiled. Hadron was looking right at him. She had turned from her work and stared straight out of the window, straight down his scope as though they were eye to eye. She knew. She’d somehow seen him or sensed him or— No. Not him. Something else. Naibert turned fast, in time to see the figures on the lower walkways behind him. Six of them, heavy set, armed and armoured, hurrying towards him. Moebian Sixth. Traitor Guard. They hadn’t seen him yet. He cued his vox. “Incoming,” he whispered. Then he lined up his first shot. Lead target, centre mass. He wondered how many of them he could pick off before they returned fire. Breathing rate slow, centre mass lined up, nice and easy, on the exhale… His first shot cracked. “Come in,” said Rannick. “Close the door. An eventful day, I hear?” Naibert nodded. “We lost three,” he said. “But we took five of them down, plus another four from the squad that moved in when we were going for extraction. Close call, but Borovitch got us out.” Rannick listened, and took a seat behind his desk. His private office was a strange, gloomy sanctum. Naibert had never been in there before. He felt more vulnerable than he’d been on that iced gantry under fire. Rannick held out his hand. Naibert reached into his coat pocket and took out the pict unit. He’d detached it from his scope during the flight home. He handed it back to its owner. “Everything’s there, just like you asked,” he said. “Everything I saw. She was doing something, and she didn’t want anybody seeing it.” “That’s good, Naibert,” said Rannick, turning the pict unit over in his hands. “That’s good work. Hadron had no idea she was being recorded?” “No,” said Naibert. “That’s for the best. I picked the right man for the job then. Someone trained to observe, and trained to be discrete about it.” “Do you know what she was up to, Interrogator?” Naibert asked. Rannick looked at him, one quizzical eyebrow raised. “I might, Naibert,” he replied, “especially after I review this. Do you?” “No,” said Naibert. “Good,” said Rannick. “You don’t need to.” Vezi articolul complet
  14. [data-focus-scheme="dark"] { color-scheme: none; } Greetings Marines! We're happy to bring you a Developer Diary with you today, giving you an inside look at all the hard work that went into creating the hotly-anticipated Warhammer 40,000: Space Marine 2. And this BTS Dev Diary has some fresh gameplay shots! Check out our Developer Diary now! A true passion project for everyone at Saber and Focus From Clive Standen playing Lieutenant Titus to the art team, devs, and QA teams, today’s video tells the story of the team’s commitment to delivering a game that lives up to its predecessor, of the fans’ expectations, and true to the immeasurable scale of war in the 41st Millenium. Be it the brutal efficiency of the Space Marines, the massive game environments, and the unique tech behind the Tyranid swarms… every part of making Warhammer 40,000: Space Marine 2 represents the culmination of what we, at Saber and Focus, have strived for many years. Don't miss the June community update!As the release of the game approaches, we will gradually share more info with you all through community updates, at the end of each month. Click here to read the June community update! In case you missed it, click here to also read the May community update. Pre-order the game today and become one of the lucky ones to play up to 4 days earlyyyy! Pre-orders are open on Steam and at participating retail stores. Besides the Collector’s Edition (exclusive to the Focus Store), three Editions are also available for pre-order: Standard, Gold, and Ultra Edition. Pre-ordering the Gold or Ultra Edition will let you get exclusive access to the full game on September 5, four days before release! Heed the call of battle when Warhammer 40,000: Space Marine 2 launches September 9, 2024. Sign up as a Focus member to get exclusive news and upcoming special offers for Space Marine 2 and the whole Focus catalog! Vezi articolul complet
  15. Cu cât vinde un neamț o Dacia 1300 din 1973 cu peste 85.000 de kilometri la bord: „Mașina e clasificată vehicul istoric“ De câteva zile, pe unul dintre cele mai căutate site-uri de vânzări automobile second-hand din Germania - mobile.de – a fost scoasă la vânzare o mașină Dacia 1300 de culoare roșie, fabricată în iulie 1973 la uzina de la Mioveni. Mașina a fost întreținută foarte bine FOTO mobile.de Mașina veche de peste 50 de ani este deținută de un pasionat colecționar de automobile istorice din orașul Bielefeld, unul dintre cele mai vechi din Germania, fondat în 1214 și cu o populație de aproape 350.000 de locuitori. „Mașina fabricată în România este deja clasificată vehicul istoric și este într-o stare excelentă. În plus, ofer numeroase piese de schimb pentru aceasta. Mașina nu a avut vreodată un accident de când o dețin”, precizează proprietarul mașinii. Dacia 1300 oferită la vânzare de către neamțul pasionat de mașini istorice are motor de 1,3 litri pe pe benzină, 54 cai-putere și 85.300 de kilometri la bord. Iată și cu cât vinde neamțul Dacia 1300 din 1973 cu peste 85.000 de kilometri la bord: 6.999 de euro. Una dintre cele mai populare mașini fabricate în România din 1966 și până în prezent, Dacia 1300 a intrat în fabricație la uzina de la Mioveni-Argeș în anul 1969, în aceeași perioadă în care se producea și Dacia 1100. Evenimentul major al anului 1969 în industria auto din România a fost lansarea comercială a primelor modele R12 produse în România sub numele Dacia 1300. Iar comenzile nu au întârziat să apară, numeroși români trebuind să aștepte chiar și peste șase luni înainte de a li se livra populara mașină. Modelul Dacia 1300 s-a dovedit un extrem de mare succes comercial atât în țara noastră, cât și în alte țări din Europa de Est, unde a fost exportat începând cu anul 1971. Primele destinații la export pentru gama Dacia 1300 fabricată la uzina din Mioveni au fost țările socialiste vecine. La numai câteva luni de la lansarea oficială pe piață, Dacia 1300, ce era deja considerată o mașină fiabilă și ieftină, avea să fie exportată și în țări din America de Sud și Africa. Iar Daciile 1300 break și 1302 s-au vândut în mii de exemplare în țări precum Algeria, Cehoslovacia, Columbia, Egipt, Republica Democrată Germană și Polonia. În 1977, în RDG au fost exportate nu mai puțin de 5.000 de autoturisme produse la fabrica de la Mioveni. În perioada 1975-1985, în Columbia au ajuns 2.500 de autoutilitare Dacia 1302. În ceea ce privește statisticile de ansamblu, Dacia 1300 și toate derivatele sale, inclusiv clasica Dacia 1310, au fost produse în peste 1,9 milioane de unități la uzina de la Mioveni în perioada 1969-2004, timp de aproape 35 de ani. Dacia 1300 a ieșit definitiv din producție în luna iulie 2004. Vezi articolul complet
  16. [data-focus-scheme="dark"] { color-scheme: none; } Greetings Space Marines, Your growing enthusiasm regarding Space Marine 2 has us incredibly motivated. Last week, you discovered our detailed Gameplay Overview Trailer: a 6-minute in-depth look into the game modes. It features creative director Oliver Hollis-Leick, who dissects the 3 different game modes: Campaign, Operations and Eternal War! In Campaign mode, lasting approximately 12 hours, you embody Lieutenant Titus, right after the events of the first opus. Titus fights alongside his Battle-Brothers Chairon and Gadriel against swarms of Tyranids and Chaos. In Operations mode, you can either play with 2 mates or solo in endlessly replayable PvE action. Face swarms of Tyranids on 6 different maps to defend the Imperium. Last but not least, in Eternal War, fight in heated 6v6 matches in 3 different classic game modes: Annihilation, Seize Ground and Capture & Control). → Annihilation is Team Deathmatch mode: two teams compete against each other. Each take down earns your team 1 point. First team to reach 50 points wins the match. → Seize Ground is a domination mode: Two teams compete to keep control of one zone that’s moving throughout the match. Keeping control of the zone grants your team points. The winner is the team that reaches the total amount of points given. → Capture & Control is a King of the Hill mode: There are 3 specific zones in the arena and each team fights to control them. Gaining and keeping control of a zone grants your team points. Be the first to obtain a certain amount of points to win the match. Watch it here: To go further This month we delivered a featurette focused on Planet Kadaku, showcasing more detailed elements of the game. These videos aim at giving players a more extensive look into small features of the game. You can expect more content like this coming in the following months so stay tuned and follow our socials to make sure you don’t miss them. https://www.youtube.com/watch?v=OFh06AnY6Qk Dedicated servers We’re happy to confirm that Space Marine 2 will feature dedicated servers, enhancing your experience in multiplayer. We have prepared a bunch of servers in North America, Europe, Latin America, Asia, and Oceania. About a Beta Over the past few weeks, we have seen incredible excitement around the game, both online and at the shows during the North American tour. Our teams at Focus and Saber have been truly blown away by your passion, and we’ve loved seeing the fan art, reactions and memes that you have shared so far. Space Marine 2 is almost ready. We are now entirely focused on optimization, polish and fixing remaining issues ahead of launch on September 9. This means we will not run a public online beta, as it would take the development teams away from preparing for the full launch, and our priority is to ensure the best possible experience at release. We know this is disappointing news for some of you. As a thank you to those interested in participating, players who registered via the online signup before June 28, 2024, midnight Paris Time, will receive the limited Bolt Pistol skin below. We appreciate your understanding and continued support as we work towards delivering the exceptional game you deserve. We had a blast at GameCon Canada last weekend! Before you can get your hands on the game on September 9 or on September 5 for the Early Unlock, we’re touring in North America to let future players play the demo! Last weekend, we had an awesome time at Game Con Canada and our next stop will be Denver, Colorado from July 4 to 7! Join us on the official Space Marine 2 Discord server! This month, we also added brand-new Space Marine 2 emotes to our Discord server, bringing you more ways to express yourself all while honoring the Emperor! Many thanks to the talented SpyderOwO for creating those. You can become part of the Space Marine 2 community and join us, devs, and your fellow Marines, on the official Space Marine 2 Discord server. We will share news there and spend time discussing the game with you each week. Please keep the feedback and requests coming as they’re the grassroot of our community updates here. See you next month for more info. The Emperor protects.Vezi articolul complet
  17. Taxi drift la cea de-a doua ediție DROPDOWN, pe 29 și 30 iunie, la Romexpo În weekendul următor, pe 29 și 30 iunie, va avea loc cea de-a doua ediție a evenimentului auto DROPDOWN. Expoziția se va desfășura în cel mai mare centru expozițional din România, pavilionul B2, de la Romexpo, iar iubitorii de mașini vor avea ocazia să admire cele peste 350 de mașini expuse, precum și să beneficieze inclusiv de taxi drift alături de piloți profesioniști. Evenimentul va avea loc atât în interior, cât și la exterior. În cei 16.000 de mp din interiorul zonei expoziționale vor fi expuse o parte dintre mașini, astfel încât vizitatorii să-și bucure privirile fără griji, indiferent de ora din zi la care ajung la expoziție. Iar în zona din exterior, cu o suprafață de 20.000 de mp, pasionații de mașini vor putea asista la demonstrații de show-uri de drift. Cei peste 350 de expozanți vor încânta publicul cu mașini modificate, retro, de colecție, supercar-uri, mașini americane, precum și cu mașini de off-road, iar valoarea acestora de piață depășește suna de 8.000.000 de Euro. Pe lângă iubitorii de mașini, la eveniment vor fi prezenți și specialiști în domeniu: vendori auto, service-uri (mecanică, vopsitorie) și ateliere de detailing. ”Suntem bucuroși că putem veni către publicul pasionat de mașini cu un astfel de eveniment, la o asemenea amploare, unde lucrurile se petrec atât indoor, cât și outdoor și unde pasionații de cai putere vor găsi la un loc cele mai iubite mărci auto”, a declarat Marian Nedelcu, organizator DROPDOWN. DROPDOWN 2, este un eveniment susținut și de către marile comunități de pasionați auto, printre acestea numărându-se: Mercedes Club România, BMW M Owners, Ford Club România, Mustang România, Table Japoneze, alături de comunitățile de tuning din România. De asemenea, vor fi prezenți și reprezentanții Campionatului de Drag-Race, precum și piloți din Campionatul Național de Viteză în Coastă (CNVC). Partenerii media ai acestei ediții sunt Gsp.ro, Adevarul.ro, Click.ro, Okmagazine.ro, AutoMotorsiSport.ro, AutoExpert.ro, Smartauto.ro, MotorExpert.ro, Auto-bild.ro și Playnews.ro. Biletele la expoziția DROPDOWN 2 au fost puse în vânzare pe bilet.ro, iar prețul biletului de intrare este de 40 Ron de persoană și poate fi cumpărat atât online, cât și în zilele de eveniment direct de la Romexpo. Pentru mai multe informații despre DROPDOWN 2 vă invităm să accesați pagina web a evenimentului https://dropdown.ro/ sau paginile de social media DROPDOWN. Vezi articolul complet
  18. [data-focus-scheme="dark"] { color-scheme: none; } STEAM SUMMER SALE NOW ON! The Steam Summer Sale is now on until 11th July! Grab big savings on a selection of Total War: WARHAMMER games and DLCs! Check out all the deals here Whether you're a Total War: WARHAMMER veteran or want to complete your collection of Total War historical titles, this is the perfect opportunity to grab the ones you're missing! Sale ends Thursday 11th July @ 11AM PT/6PM BSTFor the latest news and announcements, don't forget to visit our official social channels. Steam Discussions Twitter Facebook Instagram DiscordVezi articolul complet
  19. [data-focus-scheme="dark"] { color-scheme: none; } Friends! Summer holds many pleasant surprises, and Summer Sales are one of them. Let’s dive into the hot offers together! Warhammer 40,000: Rogue Trader The adventure in the Koronus Expanse awaits. Time to venture towards the hidden mysteries of the Warhammer Universe. Get the Warhammer 40,000: Rogue Trader at a 35% discount! Brighten your playthrough with unique in-game items available in Warhammer 40,000: Rogue Trader - Voidfarer Pack at a 35% discount! https://store.steampowered.com/app/2682670/Warhammer_40000_Rogue_Trader__Voidfarer_Pack/ Powerful in-game items, a new ship model, and digital additions - an art book and soundtrack are already waiting for you in Warhammer 40,000: Rogue Trader - Deluxe Pack with 35% off! https://store.steampowered.com/app/2682660/Warhammer_40000_Rogue_Trader__Deluxe_Pack/ Pathfinder: Wrath of the Righteous If you haven't got Pathfinder: Wrath of the Righteous yet, now is a good time to act! And a 70% discount will be a pleasant start to your adventure in the lands of the World Wound! https://store.steampowered.com/app/1184370/Pathfinder_Wrath_of_the_Righteous__Enhanced_Edition/ Don't let the end of the game stop your adventure! Complete your journey with three DLC included in the Season Pass, which is available right now with 70% off. https://store.steampowered.com/app/1694801/Pathfinder_Wrath_of_the_Righteous__Season_Pass/ Amazing narrative, new companions, and a huge number of new archetypes. All this can be found in 3 DLCs which are a part of the Season Pass 2. Get it right now with a 40% discount! https://store.steampowered.com/app/2145870/Pathfinder_Wrath_of_the_Righteous__Season_Pass_2/ Note that the discount will be lower if you buy the DLCs separately! Vezi articolul complet
  20. Care sunt piesele auto cel mai des furate și cum le puteți proteja Chiar dacă o mașină este parcată într-o zonă bine luminată, tot poate deveni cu ușurință o țintă pentru hoți. Hoții fură inclusiv piese auto, nu doar mașini Cel mai des hoții fură piese auto care sunt ușor de demontat, pe care le pot vinde ulterior pe piața neagră, le pot transporta în străinătate sau pe care le pot folosi pentru repararea altor vehicule. Potrivit lui Matas Buzelis, expert auto din cadrul companiei de date carVertical, hoții vizează de obicei piese de la mașini noi sau aproape noi, pe care le pot vinde pentru mai mulți bani. De obicei sunt interesați de piese precum catalizatoare, roți și chiar plăcuțe de înmatriculare. Cum se pot proteja proprietarii de vehicule împotriva hoților? Oglinzile laterale Oglinzile auto de ultimă generație pot costa câteva sute de euro, așa că nu este deloc de mirare că sunt căutate de hoți. Oglinzile sunt adesea deteriorate în incidente minore de trafic, ceea ce înseamnă că există mulți cumpărători pentru ele chiar și pe piața neagră. Sunt și șoferi care, după ce și-au spart propria oglindă, decid să economisească bani și să „împrumute” una de la o altă mașină similară cu a lor. Acest obicei nefericit nu este surprinzător având în vedere că geamul oglinzii se scoate destul de ușor în numai câteva momente. Poate ajuta să gravați numărul VIN al mașinii pe oglinzi pentru a preveni să fie furate. Astfel de oglinzi vor deveni problematic de instalat pe altă mașină și prin urmare este mai probabil ca hoții să nu se încumete să le mai fure. Farurile față și stopurile spate În funcție de modelul mașinii costul farurilor poate ajunge chiar și la câteva mii de euro. Deoarece cererea de faruri auto este mare pe piața pieselor second hand, hoții sunt deseori tentați de această prada ușoară și valoroasă. Farurile, stopurile și alte piese furate s-ar putea să nu ajungă neapărat pe portalurile online de publicitate - sunt adesea transportate în străinătate. "Pentru a scoate luminile, hoții pot folosi foarfece metalice speciale și pot deteriora grav aripile și capota mașinii. În astfel de cazuri, pierderile pe care le suferă proprietarul sunt și mai mari", spune Buzelis. Luminile auto se numără și ele printre piesele auto pe suprafața cărora experții recomandă gravarea numărului VIN. Deși acest lucru nu va descuraja complet hoții, probabilitatea de a vă găsi mașina fără lumini va scădea semnificativ. Numerele de înmatriculare Plăcuțele de înmatriculare ale mașinilor sunt de obicei furate pentru a fi montate pe un alt vehicul și utilizate pentru activități ilegale. Răufăcătorii folosesc această tactică pentru a evita camerele de supraveghere și pentru a induce în eroare forțele de ordine. Demontarea plăcuțelor nu necesită efort, așa că singura modalitate de a vă proteja mașina în acest caz este să o păstrați într-o parcare închisă sau măcar într-un loc bine luminat. Volanul Volanul unei mașini din clasa economică poate costa doar câteva zeci de euro, dar un volan de pe un Porsche, BMW sau Mercedes-Benz de lux poate ajunge la mii de euro. Un număr semnificativ de mașini grav avariate sunt importate în Europa din SUA, ceea ce duce la creșterea cererii pentru volane în stare perfectă de funcționare. Deși dispozitivele de blocare a volanului erau populare în trecut, în zilele noastre acestea sunt mai degrabă o raritate. Singura modalitate de a evita furtul volanului este să lăsați mașina într-un loc sigur. Finisaje interioare Piesele din componența panoului interior sunt furate mai rar decât luminile sau oglinzile mașinilor dar sunt și ele sunt destul de populare printre hoți. Aceștia vizează de obicei panourile mașinilor mai luxoase, care sunt ulterior vândute persoanelor care repară vehicule avariate sau sunt transportate în străinătate. Roțile O mașină care stă pe cricuri sau este ridicată pe cărămizi este ceva la ordinea zilei printre hoți. Scoaterea roților poate dura mult timp, așa că hoții aleg de obicei mașinile parcate mai departe de luminile stradale. "Roțile de mașină sunt un articol destul de căutat, nefiind dificil să găsești cumpărători pentru ele. Cea mai bună modalitate de a evita să ai o surpriză neplăcută când te duci dimineață la mașină este să folosești șuruburi speciale de siguranță care împiedică scoaterea roții folosind unelte obișnuite", explică Buzelis. Catalizatoare Catalizatoarele folosesc metale prețioase precum platina, paladiul și rodiul, care sunt foarte apreciate de comercianții de fier vechi. Prin vânzarea unui catalizator hoții se pot aștepta să câștige cel puțin câteva sute de euro. Proprietarii de Toyota și Lexus ar trebui să fie deosebit de vigilenți deoarece aceste mărci sunt cele mai căutate de răufăcători având în vedere că piesele lor au metale prețioase în cantitate mai mare, ceea ce duce la un câștig mai ridicat. Mai mult, deoarece Toyota și Lexus produc hibrizi, catalizatoarele lot sunt de obicei într-o stare mai bună decât cele ale mașinilor pe benzină. Mulți șoferi, căutând să se protejeze de hoți, își scot catalizatoarele originale și instalează versiuni mai ieftine. Buzelis observă că hoții vizează adesea modele populare de ultimă generație, așa că este recomandabil să vă gândiți la ce variante de parcare aveți la dispoziție atunci când cumpărați un astfel de vehicul. În caz contrar, dacă vă vizitează hoții, pierderile pot ajunge la zeci de mii de euro. Vezi articolul complet
  21. [data-focus-scheme="dark"] { color-scheme: none; } https://store.steampowered.com/app/2078450 The Boomdakka Snazzwagon makes up for its lack of armor with unbridled quantities of searing bullets thrown at its enemies. For enemies, first come the bullets, then comes the smoke - then the embrace of fiery death. Race around in a haze of heat as you unleash an onslaught of bullets from your Mek Speshul, ignite enemies with your burna bottles and drown them in exhaust smoke to shroud your escape. As far as speed goes, the Boomdakka Snazzwagon falls in the middle of the pack, faster than the Rukkatrukk Squigbuggy and the same speed as the Kustom Boosta Blasta. However, with no special movement ability, mastering the Dash ability that all buggies have is key to keeping up with your mob. The Dash is a powerful acceleration tool that is essential for the Snazzwagon to close the gap and make use of its deadly but inaccurate main gun. It can also be used to change direction quickly: combine it with the handbrake to whip the vehicle around and point your weapons in the right direction. In Speedfreeks the Snazzwagon is best used up close and personal, quickly injecting yourself in and out of battle in a flurry of bullets, or supporting your Mob into ferocious battle, dealing sneaky damage while they absorb some hits. Abilities Souped-up Speshul Unleash a roaring wave of dakka. Extremely high fire rate but with extremely poor accuracy. Burna Bottle Toss a Burna Bottle that sets enemies on fire and sends them running in fear. Billowing Fumes Flood the engine to spew a trail of blinding smoke. Dash The vehicle lunges violently forward and smashes enemies. The direction you are aiming for determines where the vehicle will go. Pro tip: You can only shoot enemies within 180 degrees in front of you, so try to stay near teammates and maneuver in and out of battle. Use your Burna Bottle as frequently as possible, but save your Billowing Fumes ability for a murky escape when someone decides to heavily target you. Team-Ups:Grot Mega Tank – Since the Snazzwagon’s armor isn’t the best, using a Grot Mega Tank as mobile cover can be a good strategy, with it also helping you drown nearby enemies in dakka. Rukkatrukk Squigbuggy – Use your Billowing Fumes ability to shroud any Squigbuggies in need of hiding or an escape, and be sure to spray dakka and smash some Burna Bottles in the vicinity for extra damage to enemies in the smoke. Kustom Boosta Blasta – The Snazzwagon and Boosta-Blasta are a potent combo, with both vehicles having escape and/or disorientation abilities in Billowing Smoke and the Stikkbomb. This duo can be frustrating for the opposition – and fun for those driving them. Good AgainstLooted Wagon – If caught alone, a Looted Wagon can be circled in smoke then blasted with bullets and fire in a short time. Weak AgainstRukkatrukk Squigbuggy – With a Squigbuggy generally hiding behind the front-line repairing enemies, it’s hard to penetrate and get close to them compared to other vehicles with a movement ability. Shokkjump Dragsta – With the speed of the Shokkjump Dragsta they will weave in and out of combat with you, and try to get around you to shoot you from the back. Stay near allies to help deal with them. On behalf of Caged Element and PLAION, we’z shoutin’ a big WAAAGH! Thanks for joinin’ da Kult of Speed in Warhammer 40,000: Speed Freeks! Join our community-focused game development discussions on your favorite platform: Steam Discussions Discord r/SpeedFreeks Suggest Features & Report Bugs Technical Support https://store.steampowered.com/app/2078450Vezi articolul complet
  22. [data-focus-scheme="dark"] { color-scheme: none; } Lord Captain! We sometimes receive requests from players interested in creating a fan localization of Warhammer 40,000: Rogue Trader into languages ​​that are not represented in the game. We are very happy with such enthusiasm and would like to help our fans in such a glorious deed! We want to share with you a localization tool that you can use to create your own translation: https://github.com/OwlcatGames/LocalizationTool This is an open repository that contains the Localization Tool. You can use it for both Rogue Trader and Wrath of the Righteous fan translation/mod-making (you can even utilize it for your own projects). To start the fan translation process, you should feed the tool with the game strings. As for Rogue Trader, you can find them inside a mod template archive that is stored on your computer (the game should be installed on your device). The example path for Steam - Steam\steamapps\common\Warhammer 40,000 Rogue Trader\Modding\WhRtModificationTemplate.tar The text lines in the tool are divided into columns for ease of searching and translation. You can quickly find the needed line or term in it. In addition, this tool allows you to conveniently edit any in-game text, for example, correct existing dialogue lines or descriptions. This may be of particular interest to mod creators. We will be thrilled if this helps you in your endeavors! Vezi articolul complet
  23. [data-focus-scheme="dark"] { color-scheme: none; } Clandestium Gloriana's awakening brings greater resources to the war effort. New weapons have been added to the armoury. Take up these arms and smite the enemies of the Imperium and gather ordo dockets, plasteel and diamantine! Use the Bolt Pistol, Double-Barrelled Shotgun, Shock Maul or Pickaxe to kill Elite and Specialist enemies. Qualifying kills from all party members count. Vezi articolul complet
  24. Mașinile electrice nu prezintă interes. Cei care cumpără un astfel de vehicul nu vor să mai achiziționeze altul SONDAJ Deși se încearcă cu ardoare adoptarea pe scară largă a mașinilor electrice, oamenii nu vor să le cumpere, iar cei care au deja un astfel de autoturism nu se înghesuie să mai achiziționeze încă una, conform OutKick. Bateriile mașinilor electrice se deteriorează rapid. FOTO Shutterstock (Arhivă) Neîncrederea în modelele electrice a făcut ca producătorii să-și schimbe planurile de producție viitoare sau să renunțe complet la acestea. Chiar și dealerii auto au ajuns să roage cu disperare entitățile politice să renunțe la planurile privind vehiculele electrice din pricina lipsei de interes. Totuși, nu doar lipsa cererii și a interesului reprezintă o problemă pentru producători și politicienii liberali. Conform unui nou studiu efectuat de McKinsey, în jur de jumătate dintre posesorii de vehicule electrice nu au de gând să mai achiziționeze vreodată o astfel de mașină. 46% dintre deținătorii de mașini electrice din Statele Unite au spus că este „foarte" probabil să revină la un vehicul cu motor cu ardere internă. Sondajul, realizat în rândul a peste 37.000 de utilizatori din întreaga lume, a arătat că aproape 30 % dintre cumpărătorii din Europa și 49 % dintre cei din Australia au avut regrete în urma achiziției. Datele obținute în urma acestui sondaj scot la iveală problemele legate de încercarea de a impune consumatorilor un anumit produs; nu întotdeauna le este pe plac. Autoturismele electrice își au rostul lor, iar Tesla a reușit să rezolve unele dintre problemele legate de încărcare prin amplasarea de stații pretutindeni. Însă pentru celelalte vehicule electrice, experiența de încărcare în spațiul public poate fi, în cel mai bun caz, neplăcută și, în cel mai rău caz, imposibil de realizat. Totodată, nu doar încărcarea este problema; bateriile mașinilor electrice se deteriorează rapid, în funcție de utilizare, ceea ce înseamnă că autonomia promisă se micșorează deseori în câțiva ani. Aceste baterii nu funcționează la fel de bine în condiții meteo extreme, în special la temperaturi scăzute. Firește, autonomia promisă este condiționată și de existența unor stații de încărcare accesibile, care funcționează la capacitate maximă în mare parte din timp. Dar, ținând cont de problemele legate de disponibilitatea infrastructurii și de pericolul de a rămâne fără baterie, șoferii sunt obligați să efectueze încărcarea cu mulți kilometri înainte de a rămâne fără baterie. Vezi articolul complet
  25. [data-focus-scheme="dark"] { color-scheme: none; } Lord Captains! A hotfix 1.2.0.28 is live! In this hotfix we're getting rid of multiple mysterious 'hidden' lines and character names across the game and adding missing localization strings to multiple languages. We really appreciate the bugreports you send us, and already busy investigating the problems you reported. Thank you, and keep it coming! We also kindly remind you to update your mods, as they are often the reason of the issues you may encounter.Vezi articolul complet
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