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@LeX

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  1. [data-focus-scheme="dark"] { color-scheme: none; } Hello again Devoted Rejects, It’s time to talk more about itemization (a.k.a. crafting) and what players can expect. We’ve been reading your comments, your posts, your threads and your topics. One of the challenges for tackling Itemization was to propose a new experience to the players which felt authentic and natural within the actual live system. We did not want to rush this, as it was important to consider all the progress and time put in by current players of the game, too. Our goal is to improve player agency. We are putting the focus on giving players a clear path to get the weapons and gameplay they want. Part of this agency will be achieved by removing the locks on Blessings and Perks. The rest of the player agency will be achieved through the introduction of two new major systems for itemization: Mastery and Expertise (final names pending). These systems will make the players journey in the game more rewarding and customizable. Mastery This is the core progression system that is tied to the weapon type / weapon family itself. As players use a specific weapon, they’ll gain more experience. This unlocks new blessings, perks, marks and a special weapon cosmetic along the way via the reward tracks. As players progress, the potential quality and stats of the weapon also increases. This system will merge all weapon types/families, meaning players will be able to freely switch between different marks of the same weapon type. For example, once you own an Infantry Lasgun, you have the potential to unlock all the possible marks for this weapon and switch from one mark to another. When viewing any weapon, it will show the weapon’s maximum potential stats. These stats will be randomly determined. It’s up to the players to decide if the weapon profile is interesting enough for them to commit and increase the stats until reaching this potential (which are then applied to the weapon through the Expertise system). Expertise While the Mastery system is where a player unlocks the potential for a weapon, the Expertise system is where the players apply those changes via crafting. This is when the players create an actual relationship with the weapon. Players will be able to configure the weapon, change the Blessings or Perks, and increase the stats. Players will no longer be locked after making two changes on Perks or Blessings. This is also when the player uses resources to make these changes happen. What About Resources?While we were planning this itemization rework, there were a lot of discussions around this topic. Creating an entirely new resource is a bit easier for balancing, but we don’t want to start a new grind for players. We wanted to have a system which respects players’ time. As such, we decided to keep plasteel and diamantine steel as the resources for changing weapons, but we worked on balancing. We wanted to give a new life to diamantine. As diamantine is a resource introduced at a higher level of game play, it is also the required resource for achieving higher levels of Expertise on a weapon. What Happens to My Existing Inventory?When designing itemization, we wanted to commit to ensuring fairness for all players, new and old. As such, we’re implementing a migration system to convert players' current weapons and blessings into the new system. Here’s how it works: The blessing library of the weapon family will be converted into mastery progression. This means players will start the new systems with a head start in mastery, giving them the chance to unlock previously owned blessings (as well as the chance to unlock some blessings players never had before the update). Our aim is to preserve players hard-earned progress and make this shift as smooth as possible. What about Curios? Curios will have their locks removed but they will remain unaffected beyond this change. We are continuing to optimize this system in the coming weeks and we look forward to reading your feedback on the process outlined. We’ll collect any questions below so that we can release further communications on the topic as we make progress. Thank you! Vezi articolul complet
  2. [data-focus-scheme="dark"] { color-scheme: none; } Lord Captain! In “Void Shadows” you will not only meet new enemies, but also new allies. One of them is a secretive Death Cult that worships the Emperor in his most merciless form, the god of death. Sounds intriguing? Then take a look! Vezi articolul complet
  3. [data-focus-scheme="dark"] { color-scheme: none; } ​Hey Folks, As revealed only a few short weeks ago, our next DLC for Total War: WARHAMMER III brings Khorne, Ogre Kingdoms, and Orcs & Goblins to the centre stage. Today we’re thrilled to be sharing more insight into what you can expect when this content releases at the end of 2024, the Legendary Lords that are set to lead each faction (alongside some sneak peeks at a couple of key units), and how we’re using this time between now and the launch of this DLC to cast our eyes back onto the core game experience and to ask ourselves, and you, what changes and experiences we can bring to that. Watch the full conversation with Senior Community Manager Steve Coleman, Senior Game Director Rich Aldridge, alongside DLC Lead designer Sean Macdonald, and Associate Game Director Victor Dosev right here As talked about by Rich in this Development Update, our next DLC takes place entirely within Immortal Empires, and won’t feature a new campaign for The Realm of Chaos. We’ll continue to support campaigns in The Realm of Chaos regardless in our updates and hotfixes, ensuring that the experience is always fun, balanced, and available to old and new players alike, but we wanted to make sure everyone understood our direction for the game moving forward. It’s also been a while since we talked to you so directly in this style of content, so please do share your thoughts and feedback on the format of videos like this too as we’d love to hear from you, and love to keep showing up on your screens just like this in the future. We’ll return in the late summer with another development update from the teams, letting you know how we’re getting on with our work and to lift the curtain some more on the work we have in progress. Meanwhile, we’ve just launched Update 5.1 for all players, bringing best boi Karanak to the roster alongside a tonne of fixes, balance passes, and improvements to the game. In the coming weeks, we’re looking to release a Hotfix to help tidy up a few latent issues we’ve spotted since the Update went live, and we’ll keep you updated on future our releases as we roll out each one. We’re otherwise especially keen to hear how you’re feeling about today’s news, so please do join us over on the Official Total War Discord, and the Total War Forums to share your feedback, and pose all-new questions for us to look at answering in the future. See you on the battlefields, Freeman // Head of Community 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; } Devoted Rejects, Hotfix #41 (1.4.1) is now live on Steam and it will shortly be live on our other platforms. Fixed a server crash which could happen when updating player stats if any stat reached a very high value. Fixed a server crash which could happen if an Ogryn with the “Feel No Pain” talent equipped was hit by a projectile which was about to be destroyed. Fixed an issue where the Branx Pickaxe attack startup animations would be incorrect if starting an attack immediately after interrupting a Special attack by sprinting. Fixed an issue where the Antax Mk V Combat Axe was playable but showed incorrect stats. Fixed the following in the new mission Clandestium Gloriana: Fixed an issue where the backdrop would be incorrect when setting the volumetric quality settings to Low in the new mission. Fixed an issue where players could get stuck in the doors of the horizontal elevator as they were closing. Fixed an issue where players could walk behind the horizontal elevator gantry and fall through the map. Fixed an issue related to triggering VO which caused banter to happen less frequently than intended. Fixed an issue where subtitles in the Mourningstar could overlap during the Path of Trust cinematics. Fixed inconsistencies for spelling for Ogryns Pickaxes. Fixed an issue where the description of the “Torment” Pickaxe blessing would appear in undefined text in languages other than English. Fixed an issue where the wrong inspect animations played for Ogryn Pickaxe in third person. Fixed an issue where the second line of Zola’s intro for The Orthus Offensive special assignment was not playing. Fixed an issue where Zola’s VO lines are over the radio in The Orthus Offensive special assignment menu. Added a smoother transition screen when loading into a video or cutscene, instead of just showing the operative.Vezi articolul complet
  5. [data-focus-scheme="dark"] { color-scheme: none; } Abelard, introduce the second gargantuan update 1.2 to the players! It is the biggest update of the game so far, containing over 2500 changes, about 30% larger than 1.1. We’ve left out some internal and minor changes and combined some others together to keep the size of these patch notes reasonable. Here’s a glimpse of what to expect: Major balance updates - deep rebalance of out-of-sequence turns, buffs to Sanctioned Psykers and Pyromancy, tuning of scaling in the late game, and much more; QoL changes to the UI - improved inventory sorting, quests being marked on star systems, massive improvements to level up screen, better tooltips, improvements to the combat log, and more; Various improvements for locations across the game - pathing, visual effects, cover placement, backgrounds, improved NPC appearance and variety; New dialogues for secret companions, fixes and updates for existing dialogues, fixes for epilogue slides; Improved rumour system with rumour zones now highlighted on the map; Updates for some cutscenes - better animations, timing, cameras; Improvements to co-op: desync fixes, custom portrait transfer, save file size reduction, up to two additional custom mercenary characters available in Prologue - play together from the start! Many new animations; New visual effects (for abilities, auras, creature animations, and more); New sound effects and corrections to VO; New item icons; A few new talents; Localization improvements and countless typo fixes for all languages; Massive amount of bug fixes for all aspects of the game; Due to the massive changes to the mechanics, all members of the current party in existing saves will receive a special ability, allowing them to perform a one-time free respecialization. The ability will be removed as soon as the party gains access to the usual means of respecialization; Please be aware of the plot spoilers below! 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. Read the full patch notes at: https://roguetrader.owlcat.games/news/en/38Vezi articolul complet
  6. Ferrari va produce prima mașină electrică „zgomotoasă”. Când ar putea fi lansată Planul Ferrari de a construi un model electric marchează un pariu îndrăzneț și costisitor pentru un producător auto de lux renumit pentru motoarele sale puternice și puternice cu ardere. Ferrari va construi un model electric Se cunosc puține lucruri despre mașina electrică pe care o va produce Ferrari, care nu este programată pentru lansare până în al patrulea trimestru al anului 2025. Cu toate acestea, noțiunea de motor electric a declanșat deja o dezbatere aprinsă în comunitatea auto și printre colecționarii bogați de mașini. O mare parte a dezbaterii se concentrează pe sunetul motorului. Trenurile motopropulsoare Ferrari sunt apreciate pentru simfonia lor de hohote, zgomote, pop și zgomote înalte. Motoarele electrice sunt în mare parte silențioase. Vigna a spus că acustica de putere a Ferrari va fi întotdeauna „autentică”, ceea ce înseamnă că firma nu va încerca să recreeze sunetul unui motor cu ardere prin programe audio false. El a sugerat, totuși, că ar putea amplifica sau arăta mai bine sunetul natural al unui motor electric. „Motorul electric nu este tăcut”, a spus el. „Există o modalitate de a-l lăsa să se joace într-un mod unic.” Vigna a adăugat că sunetul motorului este doar o parte din experiența emoțională a conducerii supermașinii. „Tu interacționezi cu ochii, cu urechile, cu întregul tău corp”, a spus el. „Când vorbești despre experiența Ferrari, despre trăsăturile de conducere într-o mașină, vorbești despre a avea o emoție unică atunci când ești în mașină. Pentru că este vorba despre accelerație liniară, accelerație laterală, experiență de frânare, schimbare cutie de viteze. Deci sunt multe dimensiuni, nu doar sunetul.” Vigna a refuzat să ofere proiecții pentru prețul sau vânzările generale ale Ferrari-ului complet electric. El a spus că producătorul auto va continua să ofere clienților posibilitatea de a alege motoare cu ardere internă și hibrizi alături de modelul electric. Ferrari, a spus el, va rămâne „neutru din punct de vedere tehnologic”, ceea ce înseamnă că va lăsa clienților posibilitatea de a-și alege sistemul de propulsie, scrie CNBC. Vezi articolul complet
  7. [data-focus-scheme="dark"] { color-scheme: none; } Devoted Rejects, You are now reading pt. 2 of the patch notes for Secrets of the Machine Gods. Additional Weapon ChangesAtrox Mk VII Tactical AxeIncreased the range of the Light 2 and Light 3 attacks to be more in line with the Light 1 range, to avoid missing on the following attacks when chaining light attacks at the very edge of the weapon range.Tweaked the hitbox of the Light 2 attack to be more aligned with the crosshair position.Duelling Sword Mk IIAligned chain timing for the Heavy 2 attack to be equal when chained from every attack.Devil's Claw Mk IV Fixed the icon in the Inspect screen for the Light 3 attack to display the correct attack type (changed from Strikedown to Vanguard).Cadia Mk XIIIg Assault ChainswordChanged the Heavy 3 attack to chain into Light 3 instead of Light 1 to allow for a Vanguard attack loop.Deimos Mk IV Blaze Force SwordFixed an issue where an incorrect push direction was used if an enemy survived the Heavy 2 attack. It will now correctly push enemies away from you, instead of sending them to the right.AutogunsLowered the amount of hits that do increased damage on a critical hit string:Columbus Mk V Autoguns from 4 to 3Braced Autoguns from 3 to 2.Locke Mk IIb Spearhead BoltgunIncreased ammo reserve from 80 to 100.Obscurus Mk II Blaze Force SwordAdded a new Heavy Strikedown damage profile for the Heavy 1 attack that suits the actual attack better, including slightly better Weakspot / Critical Hit values.First Target:Damage increased from 100-200 to 150-350Stagger increased from 4-8 to 7-15.Second Target:Damage reduced from 80-160 to 60-130.Maccabian Mk II Duelling SwordFixed a bug where the Heavy 1 attack dealt less damage than it was supposed to do.Fixed an issue causing melee weapons to get blood spatters when hitting inanimate damageable objects such as explosive barrels.Talent and Blessing Tweaks'Brutal Momentum' weapon blessing: Removed Ogryns as possible enemies whose Hit Mass can be ignored. Dev Note: The 'Brutal Momentum' blessing paired with powerful Strikedown attacks (like the special activated attack on Ogryn folding shovels) led to possible one-hit kills on multiple stacked Ogryn-type enemies, like Crushers. This expanded too much out of the single target nature of those Strikedown attacks, and also made Strikedown weapons which did not have access to the blessing to feel comparatively less useful in situations where they should have excelled. Dev Note: This is part of ongoing prep work we are carrying out for itemization. We are curious to collect player thoughts and feedback as we continue optimizing. ‘Run 'n' Gun’ Close Damage while sprinting: 10% -> 12%.'Perfect Strike'Now also grants 7.5% Crit Chance.'Surge'Now also grants 5% Crit Chance.‘Focused Channelling’Now also removes 30% of Charging Movement Speed Penalties.'Blazing Spirit'Tier 3: Stacks Per Crit: 2 -> 3Max Stacks: 10 -> 9.‘Sunder’Now also grants 20% Heavy Melee Damage.‘Man-Stopper’Now also grants 15% Bonus Impact.‘Adhesive Charge’Now also grants 15% Damage vs Ogryns and Monstrosities.‘Infernus’Tier 3:Stacks per crit: 4 -> 3Max Stacks: 10 -> 9.‘Ceaseless Barrage’Suppression Bonus: 20% -> 10%Damage vs Suppressed: 6% -> 4%.‘Blaze Away’Power Level: 8% -> 7%.'Point Blank' weapon blessing: Fixed an issue where the blessing failed to trigger from kills with the primary weapon.'Take a Swing' weapon blessing: Fixed an issue where the bonus weakspot damage failed to be added upon triggering the blessing.PsykerChanged 'Perfect Timing' to trigger once per hit, instead of once per attack.OgrynFixed an issue where the talent 'Bullet Bravado' failed to replenish toughness when shooting projectile-type weapons (e.g. Rumbler, Grenadier Gauntlet).Fixed an issue where the Close Range Damage bonus from the Ogryn 'Thick of the Fray' talent was applied also to damage from the primary melee weapon.Fixed an issue where stacks of the keystone talent 'Feel No Pain' would be removed incorrectly also when successfully blocking an attack, or when hit by friendly fire.Fixed an issue where the talent 'Pacemaker' could fail to be triggered.Fixed an issue where the talent 'Crunch' failed to be triggered if the talent 'No Pushover' was also selected.Fixed an issue where the Blitzes 'Big Box of Hurt'/'Bombs Away' and 'Big Friendly Rock' would fail to instakill Poxbursters and special Mutants spawned from the related Maelstrom mutator.Increased the interval in between explosions of 'Big Box of Hurt' from (0.3 - 0.5) To (0.4 - 0.8). Dev Note: This will reduce the overlap of the staggers, to allow for a slightly longer total Stagger Duration for those hit by the explosions. Zealot‘Punishment’ Impact per Stack: 30% -> 5%. The ‘Uninterruptible’ bonus still remains the same.Dev Note: A total of 150% Stagger left very little room for other bonuses such as ‘Hammer of Faith’ and various Weapon Blessings. ‘Chastise the Wicked’ and ‘Fury of the Faithful’100% Rending -> 100% Melee RendingDev Note: This talent was always intended to emphasize the melee prowess of Zealots allowing them to charge up to enemies and devastating them with their melee attacks. This change is made to bring this talent back to its intended purpose. CombatBolt-type ExplosionsBolt-type explosions are now always the same size, no matter if they hit or kill.Added additional damage to the explosion when killing an enemy.Removed the VFX explosion effect on close range hits where the bolt does not have time to prime the explosive package.Fixed an issue where the visual targeting effect of the secondary attack of Trauma Force Staves was mismatched to the actual explosion radius.Fixed an issue where it was not possible to cancel into a block while starting an heavy attack with Force Swords.Updated reflector pattern and colour of weapon flashlights. There are now specific styles of flashlights used for Infantry Lasguns, Recon Lasguns, Infantry Autoguns, and the Shredder Autopistol, instead of all sharing the same.Fixed issue that could cause some players to be left behind when hogtied players were moved further ahead.Made improvements to placement of rescued hang ledged players to avoid them being placed on the wrong floor.Fixed an issue where players grabbed by a disabler enemy could fall through elevator floors once released.Fixed a multitude of hang ledges issues.Changed so that all player shots ignore body mass from other players.Dev note: Before, only attacks from specific weapons were able to go through players, but now shots from every weapon should be able to. EnemiesFixed a crash that could occur when dodging into enemies while performing a chain-weapon sawing attack.Fixed a case where enemies could appear burned also from non-burning effects.Fixed a case where the Pox Hound leap could fail if staggered during approach.Fixed Martyr's skull doors being already opened by enemies.MissionsSmelter Complex HL17-36: In the mid event enemies can now path to the platform above the elevator and can shoot from there.The end event now has a new stage where players turn valves to restart the smelter.Minor tweaks and adjustments to the end event area, added guardrails and covers for enemies.Tweaked the difficulty of the event spawning to provide a better challenge.Reduced camping scenarios by the extract door at the end event.Fixed enemies that could spawn inside the Martyr's skull room.Re-worked the area after the airlock in The 'Fab to have a more organic game flow and in-world purpose.Dev Note: With this change we wanted to show a bit more of the ongoing battle for Tertium and how it's affecting pre-existing areas and structures. All corruptors in The Foundry will now be active from the start, allowing players to choose their approach. Additionally, we've made some performance improvements and art updates to the area.Dev Note: We wanted to try adding some more agency to events, please let us know what you think of this more open approach. Enclavum Baross: The mid event now has more spawn locations for enemies.The mid event now has power core spawners more spread out.The end event now has the lower part of the landing pad as an enterable area.The location for the batteries in the "Lower the Skylink" event section have been moved around, and additional variety to the enemy spawn locations has been added to the side spaces next to the control room.Mercantile HL-70-04:Tweaks and adjustments to the end event layout.Added a drop leading into the end event area.Dev note: The corridor leading to the end event funnelled enemies into a too easily defended chokepoint, and therefore was the de facto best area for players to fight in, ultimately turning most of the huge play space to be unused. This change will force players to enter the arena proper and engage straight on with enemies. Fixed an issue where enemies could spawn inside an unintended area of the penance puzzle.Fixed indestructible heretical icon.Fixed issues with the pickup spawning.Consignment Yard HL17-36: Added more spawn locations and teleporters for enemies.Removed a hacking point on the balcony in the mid event and expanded the open space to add another hacking point there. Increased the amount of enemies spawned on the balcony and intensified the event. Increased the number of AA-guns that are needed to be destroyed in the end event and decreased the fortification time afterwards to compensate. Increased the overall intensity of the event. Magistrati Oubliette TM8-707: Added more covers to allow more ranged combat to happen over the chasm before the mid event. Added more spawners and teleporters for enemies.Made it possible for enemies to shoot from above in mid event and increased the amount of places where they could drop down to make it harder for players to camp the spawns. Increased overall intensity of the event. Increased the amount of spawners and intensity of the end event.Added a lever in the Martyr's skull puzzle area to prevent players to get softlocked.Silo Cluster 18-66/a: Added more enemy spawners.Changed spawners and enemy pathing in the end event.Tweaks and adjustments to the geometry in the end event.Minor general tweaks to covers and hang ledges.Ascension Riser 31: Minor tweaks to event enemy spawning and smoother level collisions to provide better player navigation.Fixed location where enemies could spawn and clip through a wall.Fixed an issue where players could land on top of an elevator and get stuck.Excise Vault Spireside-13: Minor art and layout changes.Added an additional decode location in the mid event.Chasm Logistratum: Moved the end event respawn beacon location.Tweaked geometry and covers, especially in the broken tunnel section for smoother player navigation.Removed a ladder at the end event and replaced it with crates.Chasm Station HL-16-11: The end event traitor captain now spawns inside one of the two trains.Power Matrix HL-17-36: Minor layout changes.Added a side walkway above the steel conveyors in The 'Fab to broaden the traversal options.Dev Note: This area would often become a very tight and unforgiving corridor, the new side path connects it up in a way that should alleviate it and give a new one-way backtracking drop. Fixed a spot where players could end up floating mid air.Refinery Delta-17: Fixed players not respawning at the mid event respawn beacon before its activation and completion.Hab Dreyko: Minor tweaks and adjustments to level for smoother collisions and layout.Fixed an issue where Ogryn characters could pick up the Martyr skull without solving the puzzle.Comms-Plex 154/2f: Tweaked the difficulty of the event spawning to provide a better challenge.Vigil Station Oblivium: Added line of sight blockers to prevent snipers from shooting through walls in a specific location.Added more spawners and variety of enemy compositions in mid event.Reworked parts of the end event to make the gameplay space less filled with chokepoints. Increased the overall intensity.Warren 6-19:Fixed an issue where enemies could potentially open the gate to the penance puzzle.Relay Station TRS-150: Fixed places where players could find a way to get out of gameplay space.Archivum Sycorax: Fixed walls that would not break when monstrosities broke through it.VO and Audio Fixed an issue that caused "out of ammo" sounds to play every frame when trying to shoot automatic fire weapons without any ammo in reserve nor magazine.Added custom VO lines for Zealot Chorus of Spiritual Fortitude.Added more banter responses for female Veteran Cutthroat.Hestia may now be a mission handler for Enclavum Baross.Implemented male Zealot Fanatic killstreak responses.Added some new Mourningstar announcement VO.HUD/UIUsing the Tactical Overlay now blocks interactions in the Mourningstar.Dev note: This was done to avoid triggering other actions in the Mourningstar while browsing the tactical overlay. The Change Tactical Overlay Tab key can now be rebound.Fixed issues where the auspex would not aim directly towards some scan targets.Fixed an issue where the "Title Colour in The Mourningstar" and "Title Colour in Missions" options didn't reset when selecting "Reset to default settings".The locked emotes now show on all emote slots when looking at equipping them in the inventory.Fixed an issue where a player could sell the wrong weapon because a new weapon got selected after the confirmation timer started.CosmeticsVoice modulation effects granted from a large amount of cosmetic headgears are now more noticeable than before.Added opacity dithering to hair, which will improve the overall quality of hair rendering. Fixed an issue where boots could clip with pants on multiple Zealot lower body cosmetics rewarded from Penances.Fixed an issue where the Veteran “Veteran’s Sentry Uniform” cosmetic upper body right hand was clipping through the glove.Fixed an issue where the arms would clip with the vest on the sides of the Ogryn “Hired Muscle Leathers (Sub-level 101)” upper body cosmetic.Fixed the Psyker “Scryer's Mantle With Psykhana Collar” headgear cosmetic removing hair completely.Fixed an issue where ponytails would clip on the Psyker “Witchshroud” headgear cosmetic reward.Fixed the Veteran “Arges Pattern Augmetic” headgear cosmetic incorrectly removing eyebrows.Fixed instances of the “Mortis Rag Mask” headgear cosmetic clipping with the ears.Fixed clipping issues on the Zealot “Cowl of the Avenger” headgear cosmetic reward.Fixed some minor visual issues on the Veteran "Atoman Pattern Combat Helm with Rebreather" headgear cosmetic.Fixed an issue where the Zealot “Krieg Greatcoat (Marked by Faith)” upper body cosmetic’s shoulder candle light did not show up as intended. Fix for an issue related to clipping on the Zealot “Ecclesiarchy-Approved Diadem (Words Of Faith Pattern)” headgear cosmetic while viewing it in your loadout. Fixed an issue where the Zealot “Phaeton Pattern Rebreather” cosmetic headgear failed to modify the operative’s voice.Miscellaneous Fixed an issue where button mapping could be reset or incorrect on controllers when booting up the game if a non-default layout was selected.Fixed a text issue in the descriptions of the Veteran Executioner’s Stance talent and other talents referencing it."Completed" in the penance menu is now translated into other languages.Addressed a uniform infringement on an NPC Guard stationed by the Psykhanium on the Mourningstar.Vezi articolul complet
  8. [data-focus-scheme="dark"] { color-scheme: none; } Devoted Rejects, Here are the patch notes for our latest update, Secrets of the Machine God, which just went live on Steam and it will shortly be available on our other platforms. NOTE: Because the patch notes are so long, we are posting in two parts. New Mission: Clandestium Gloriana The new mission, Clandestium Gloriana (previously mentioned as Atelium Foundryplex Omega V), sees our brave strike teams venture deep into the forgotten heart of Tertium for a rendezvous with a mysterious new character. The players are tasked with reawakening a long-dormant Adeptus Mechanicus Foundryplex, one of the fabled, lost Machinaria Gloriana. This level presents a new, frozen environment, sees a mission-giver accompany the strike team within the gameplay space and supports greater replayability with a new, variable end event. We're delighted with how it's turned out and we hope you'll enjoy playing it as much as we did making it! New In-Game Event: Test Your Metal 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. Use the Bolt Pistol, Double-Barrelled Shotgun, Shock Maul or Pickaxe to kill Elite and Specialist enemies. Qualifying kills from all party members count. This event will start on Thursday, 27 June. The rewards will be Ordo Dockets, Plasteel and Diamantine. New WeaponsMessage from Hadron: Listen up, Varlets. The awakening of the Clandestium Gloriana has opened new supply lines, increasing the arsenal available to the Rejects. All praise the Omnissiah. With these sacred tools, available to requisition from Brunt’s Armoury, the Heretics will find no respite from our blessed fury. Take up these arms and deliver unto our foe a fate deserving of such base treachery. Availability The Pickaxes will be available for Ogryns, while the Shock Mauls, the Double Barreled Shotgun and the Bolt Pistol will be available for the Veteran, Zealot and Psyker classes. Pickaxes Ogryns’ first two-handed weapon! Taking brutality and force to a new level. Branx Pickaxe - HeavyBorovian Pickaxe - MediumKarsolas Pickaxe - LightFor these weapons, we really wanted to lean into the differences in the Heavy, Medium and Light between marks in terms of speed, handling and purpose. Heavy is Strikedown focus, using the pickaxe as it was meant to be used on heretics skulls and with a powerful bash attack as weapon special.Medium is somewhere in between both in terms of handling and damage, with a mix of Strikedown and vanguard attacks and a hook pull as a weapon special that sets up enemies for big damage. Light is horde control focus with wide sweeps and more cleave, and a pull weapon special like the medium pickaxe. These weapons have big damage and impact. Shock Mauls The perfect Warhammer 40,000 riot gear, an electric weapon that stuns and adds a shocked status to enemies. Agni Mk Ia Shock MaulIndignatus Mk III Shock MaulTwo words: stun and impact. They are versatile weapons with rich movesets; the mark difference relates to the moveset variance, with the Agni MK la having more immediate access to Strikedown attacks and the Indignatus Mk III having delayed access to a looping heavy Strikedown chain. The weapon special is a “cattle prod poke” that adds damage over time and keeps enemies stunned. Double Barreled Shotgun A very close range and nervous shotgun that inflicts brutal damage and impact. Ironhelm "Hacker" Mk IV Assault ShotgunWith fast handling and movement speed, this shotgun supports Assault-style game play. Access the bracing stance with the secondary action to shoot both barrels at the same time (for maximum carnage). The weapon special is a weapon bash combo. Bolt Pistol An iconic Warhammer 40,000 weapon, mobile and perfect to lead an assault. Godwyn-Branx Pattern Bolt PistolBetter handling and faster reload, but more difficult to control than the Boltgun version. The weapon special is a bash, which can be combo’ed into a hipfire shot. Features and QoLMission Updates from Community FeedbackWe’ve made a number of changes to existing missions in this update based on player feedback. The detailed changes are listed further down. Updated CrosshairsCrosshairs have had a two-fold issue: They were in general larger than what the spread system (which handles how much a shot will deviate from where the barrel is pointing) was using.They were affected by the Field of View and HUD Scale user settings.The combined effect of this was that at default settings shots would hit approximately within the centre 50-75% areas of the extents of any given crosshair, meaning that the crosshair itself was not a reliable way to gauge the extent of the weapon spread. Additionally, increasing the Field of View would make the crosshair appear larger, while decreasing the FoV, especially when combined with lowering the HUD Scale, would make the crosshair appear smaller. Fixing the first issue meant that several crosshairs now started to overlap with hit markers, which led to redesigning most of the crosshairs, as well as the hit markers themselves. Hit markers are now slightly smaller and have an outline to be easier to see against light backgrounds. The major changes are that we now use a different hit marker for weakspot hits, to differentiate them from critical strike hits. Weakspot hit markers are now doubled up, and like non-weakspot hits colour coded according to the type of hit (white = standard, blue = no or reduced damage, orange = critical strike, red = kill). Dev Note: Previously both weakspot hits and critical strike hits were coloured orange. Standard Kill Weakspot Kill Standard No Damage Weakspot No Damage The major reason for this change is primarily due to several Blessings and Talents being triggered by either weakspot hits or critical strikes, and this change should hopefully make it easier to understand which hits should (or shouldn't) trigger a specific bonus. Plus it's satisfying knowing that the heretic killed died from a masterful blow to the head. Crosshairs have been categorised in several categories, each with their own style of crosshair that always leaves an empty space for hit markers no matter how high or low the weapon’s spread is. All weapons have been categorised into one of these categories and by extension hit markers: "Rapid Fire" for accurate single-shot or burst weapons, such as Infantry Lasguns or Headhunter Autoguns."Assault" for mid-range high rate of fire weapons, such as Infantry Autoguns or Shredder Autopistols."Heavy" for slow-firing high-damage weapons, such as Quickdraw Stubrevolvers or Plasma Guns."Spreadshot" for pellet weapons, such as Combat Shotguns or Ripper Guns."Torrent" for inaccurate high-volume fire weapons, such as Twin-Linked Heavy Stubbers or alternate fire for Braced Autoguns."Flamer" for, well, Flamers."Dot" for melee weapons and Force Staves.Old Assault CrosshairNew Assault Crosshair Old Heavy Crosshair New Heavy Crosshair In addition, there are a few new user settings to tweak and change the look and behaviour of crosshairs and hit markers: Turn on/off crosshairs, aim trajectories, and/or hit markers.Increase the time for which hit markers are shown.Override all crosshairs with a specific style.The “Flamer” type is not available for the override. Known Issues for Crosshairs "Crosshair Type" user settings don't revert when using the "Reset to default settings" button.Force Staves incorrectly have their crosshairs overridden when using anything but the "Weapon Specific" option of "Crosshair Type". Cosmetic Headgear Voice Preview OptionPlayers can now preview the voice of any headgear which their operative can equip, including ones that modulate their voice. This preview is currently available by going into the Inspect to Show on Operative menu. Sound Changes to Footsteps for Prosthetic Leg CosmeticsThe footsteps of your character while wearing a lower body cosmetic item that has a prosthetic will now sound different, to better match the visual and be closer paired with your actual gait. These items have a small icon on the item preview tiles, as well as a clarifying text in the item details. Dev note: This is more noticeable in active gameplay/first person view, while footsteps in general are more subdued in the Mourningstar/third person view. Bug Fixes and ChangesWeapon ChangesRecon Lasguns The Recon Lasguns, while having a really iconic and fun playstyle, failed to perform adequately due to a mix of low punching power and struggling ammo economy, especially when rising up in difficulties. We performed a balance pass on every mark, strengthening their identity as assault, almost recoilless full-auto rifles while also inserting some peculiarities on each mark, while keeping some of their weaknesses (such as difficulty to pierce Carapace armoured enemies). The MkII version received a significant base power bump, remaining a good all-rounder for the category. The MkVId mostly maintained its previous base power profile, but received hefty buffs in fire speed and magazine size to lay down suppressing fire and reward keeping the aim on the targets. Finally, the MkVIIa place as the heavy variant was confirmed by a further increase in its base attack and impact power values. To help with its increased ammo consumption per shot compared to the other two marks, we significantly increased the total ammo in reserve. We will monitor the performance of the weapons and your feedback after the changes to evaluate possible additional adjustments! Detailed changes: All MarksSlightly increased the hipfire spread.Upgraded the Dodge, Sprint and Aimed Movement templates to the Assault and bespoke Recon Lasgun profiles.Dev Note: This will make the weapons more suited for agile engagements compared to other rifles like the Infantry Lasguns. Accatran Mk II Recon LasgunAttack power distribution {40,70} to {78,108}Armor Damage Modifier against Maniac 0.75 to 0.8 (near), 0.65 to 0.7 (far)Armor Damage Modifier against Infested and Unarmoured 1.25 to 1.0 (near)Armor Damage Modifier against Flak down to 0.75 (near), 0.5 (far)Armor Damage Modifier against Unyielding down to 0.75 (near)Impact modifier against Unyielding upped to 1.0 (near), down to 0.5 (far).Accatran Mk VId Recon LasgunSet bespoke power distribution values:Attack = {40,70} (unchanged)Impact = {1.0,2.0} (unchanged).Armor Damage Modifier against Unarmoured 0.9 to 1.0 (near).Armor Damage Modifier against Maniac 0.6 to 0.8 (near).Fire rate from 16.77 to 20.00.Magazine size from 60-120 to 100-200.Removed one magazine in reserve (60x5-120x6 to 100x4-200x5).Reload and Wield speed time slowed by 20%.Accatran Mk VIIa Recon LasgunSet bespoke power distribution values:Attack = {95,165} (around 33% buff)Impact = {1.5,3.0} (around 10% buff).Armor Damage Modifier against Flak 1 to 0.75 (near).Armor Damage Modifier against Unyielding from 1 to 0.75 (near).Added two magazines in reserve (60x5-120x6 to 60x7-120x8). Achlys Mk I Power Maul The power budget of the Ogryn Power Maul (aka “Paul”) was very unbalanced towards its Special activated attacks, while the rest of the moveset remained anaemic. This made spamming Light activated attacks often the optimal attack rotation for the weapon, leading to a very monotonous (and still underwhelming) experience. We rebalanced the whole moveset, significantly increasing the usability of both standard Light and Heavy attacks while leaving the stagger and power of activated attacks mostly unchanged. We also added a new Vanguard Light attack performed during a Slide, and new attack chains which will reward mastering the weapon by performing the correct attack strings in different situations. For example, players could lead with an activated Heavy 1 into a flurry of Light Strikedowns (Special activate > H1 > LFollow-up > L1 > L2 > repeat) to quickly pile on damage on priority targets while keeping players safe due to the initial staggering explosion; or clear crowds by reaching the Light 3 > Light 4 attack loop through Heavy attacks or the brand new Light slide attack (H1 > H2 > L3 > L4 > L3 > L4 > ... / LSlide > L4 > L3 > L4 > ...). We will monitor the performance of the weapon and player feedback after the changes to evaluate possible additional adjustments! Detailed changes: Light follow-up attack from Heavy 1 changed from Vanguard to Strikedown damage profileHeavy 2 now chains into Light 3 / Heavy 1 (instead of Light 1 / Heavy 1)Added an attack start from Slide, chaining into Heavy 1 and a new Light slide attack with Vanguard profile (same as Light 3 / Light 4):The new Light slide attack chains into Light 4 / Heavy 2.Lowered the total action time of the Special activate action from 2.6 to 1.2 seconds.Dev Note: Activation time will remain unaffected at 0.8 seconds, but it will be easier to chain into the new Light slide attack. Aligned windup time for all Heavy attacks to 0.6 secondsDev note: "Windup time" is the minimum amount of time an Heavy attack needs to be charged before being released Light 1 / Light 2 Strikedown profile:Changed stagger duration from {0.1, 0.5} to {0.1, 2.5}Changed inherent finesse boost multiplier from 0.25 to 1Armor Damage Modifier against Maniac from 0.5 to 0.75Armor Damage Modifier against Carapace armour from 0.25 to 0.5Armor Damage Modifier against Flak armour from 1 to 0.9Equalised finesse boost to 0.5 against all armour types.Light 3 / Light 4 Vanguard profile:Armor Damage Modifier against Flak from 0.75 to 0.9Armor Damage Modifier against Unyielding from 0.75 to 0.8Armor Damage Modifier against Maniac from 0.5 to 0.7Armor Damage Modifier against Carapace from 0.25 to 0.65Cleave from medium to bigAdded a 4th target damage profilePower distribution from 1st (target) {60,120} / 2nd {35,70} / 3rd {25,50} / 4th n/a / Default {10,20} to 1st {80,150} / 2nd {60,110} / 3rd {40,80} / 4th {25,60} / Default {10,30}.Dev Note: These changes will be also applied to the Ogryn Slab Shield L3 and L4 attacks. Light 3 / Light 4 Vanguard Special activated profile:Power distribution override from {90,165} to {120,200}.Heavy 1 / Heavy 2 Relentless profile:Armor Damage Modifier against Flak from 0.75 to 0.9Armor Damage Modifier against Unyielding from 1 to 0.8Armor Damage Modifier against Maniac from 0.5 to 0.8Armor Damage Modifier against Carapace from 0.25 to 0.75Power distribution from 1st (target) {120,220} / 2nd {80,110} / 3rd {20,30} / 4th {10,25} / Default {5,10} to 1st {175,350} / 2nd {80,160} / 3rd {60,120} / 4th {50,100} / Default {40,80}.Heavy 1 / Heavy 2 Relentless Special activated profile:Power distribution override from {220,440} to {250,475}. Please continue reading via pt. 2.Vezi articolul complet
  9. [data-focus-scheme="dark"] { color-scheme: none; } Devoted Rejects, Here are the patch notes for our latest update, Secrets of the Machine God, which just went live on Steam and it will shortly be available on our other platforms. NOTE: Because the patch notes are so long, we are posting in two parts. New Mission: Clandestium Gloriana The new mission, Clandestium Gloriana (previously mentioned as Atelium Foundryplex Omega V), sees our brave strike teams venture deep into the forgotten heart of Tertium for a rendezvous with a mysterious new character. The players are tasked with reawakening a long-dormant Adeptus Mechanicus Foundryplex, one of the fabled, lost Machinaria Gloriana. This level presents a new, frozen environment, sees a mission-giver accompany the strike team within the gameplay space and supports greater replayability with a new, variable end event. We're delighted with how it's turned out and we hope you'll enjoy playing it as much as we did making it! New In-Game Event: Test Your Metal 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. Use the Bolt Pistol, Double-Barrelled Shotgun, Shock Maul or Pickaxe to kill Elite and Specialist enemies. Qualifying kills from all party members count. This event will start on Thursday, 27 June. The rewards will be Ordo Dockets, Plasteel and Diamantine. New WeaponsMessage from Hadron: Listen up, Varlets. The awakening of the Clandestium Gloriana has opened new supply lines, increasing the arsenal available to the Rejects. All praise the Omnissiah. With these sacred tools, available to requisition from Brunt’s Armoury, the Heretics will find no respite from our blessed fury. Take up these arms and deliver unto our foe a fate deserving of such base treachery. Availability The Pickaxes will be available for Ogryns, while the Shock Mauls, the Double Barreled Shotgun and the Bolt Pistol will be available for the Veteran, Zealot and Psyker classes. PickaxesOgryns’ first two-handed weapon! Taking brutality and force to a new level. Branx Pickaxe - HeavyBorovian Pickaxe - MediumKarsolas Pickaxe - LightFor these weapons, we really wanted to lean into the differences in the Heavy, Medium and Light between marks in terms of speed, handling and purpose. Heavy is Strikedown focus, using the pickaxe as it was meant to be used on heretics skulls and with a powerful bash attack as weapon special.Medium is somewhere in between both in terms of handling and damage, with a mix of Strikedown and vanguard attacks and a hook pull as a weapon special that sets up enemies for big damage. Light is horde control focus with wide sweeps and more cleave, and a pull weapon special like the medium pickaxe. These weapons have big damage and impact. Shock MaulsThe perfect Warhammer 40,000 riot gear, an electric weapon that stuns and adds a shocked status to enemies. Agni Mk Ia Shock MaulIndignatus Mk III Shock MaulTwo words: stun and impact. They are versatile weapons with rich movesets; the mark difference relates to the moveset variance, with the Agni MK la having more immediate access to Strikedown attacks and the Indignatus Mk III having delayed access to a looping heavy Strikedown chain. The weapon special is a “cattle prod poke” that adds damage over time and keeps enemies stunned. Double Barreled ShotgunA very close range and nervous shotgun that inflicts brutal damage and impact. Ironhelm "Hacker" Mk IV Assault ShotgunWith fast handling and movement speed, this shotgun supports Assault-style game play. Access the bracing stance with the secondary action to shoot both barrels at the same time (for maximum carnage). The weapon special is a weapon bash combo. Bolt PistolAn iconic Warhammer 40,000 weapon, mobile and perfect to lead an assault. Godwyn-Branx Pattern Bolt PistolBetter handling and faster reload, but more difficult to control than the Boltgun version. The weapon special is a bash, which can be combo’ed into a hipfire shot. Features and QoLMission Updates from Community FeedbackWe’ve made a number of changes to existing missions in this update based on player feedback. The detailed changes are listed further down. Updated CrosshairsCrosshairs have had a two-fold issue: They were in general larger than what the spread system (which handles how much a shot will deviate from where the barrel is pointing) was using.They were affected by the Field of View and HUD Scale user settings.The combined effect of this was that at default settings shots would hit approximately within the centre 50-75% areas of the extents of any given crosshair, meaning that the crosshair itself was not a reliable way to gauge the extent of the weapon spread. Additionally, increasing the Field of View would make the crosshair appear larger, while decreasing the FoV, especially when combined with lowering the HUD Scale, would make the crosshair appear smaller. Fixing the first issue meant that several crosshairs now started to overlap with hit markers, which led to redesigning most of the crosshairs, as well as the hit markers themselves. Hit markers are now slightly smaller and have an outline to be easier to see against light backgrounds. The major changes are that we now use a different hit marker for weakspot hits, to differentiate them from critical strike hits. Weakspot hit markers are now doubled up, and like non-weakspot hits colour coded according to the type of hit (white = standard, blue = no or reduced damage, orange = critical strike, red = kill). Dev Note: Previously both weakspot hits and critical strike hits were coloured orange. Standard Kill Weakspot Kill Standard No Damage Weakspot No Damage The major reason for this change is primarily due to several Blessings and Talents being triggered by either weakspot hits or critical strikes, and this change should hopefully make it easier to understand which hits should (or shouldn't) trigger a specific bonus. Plus it's satisfying knowing that the heretic killed died from a masterful blow to the head. Crosshairs have been categorised in several categories, each with their own style of crosshair that always leaves an empty space for hit markers no matter how high or low the weapon’s spread is. All weapons have been categorised into one of these categories and by extension hit markers: "Rapid Fire" for accurate single-shot or burst weapons, such as Infantry Lasguns or Headhunter Autoguns."Assault" for mid-range high rate of fire weapons, such as Infantry Autoguns or Shredder Autopistols."Heavy" for slow-firing high-damage weapons, such as Quickdraw Stubrevolvers or Plasma Guns."Spreadshot" for pellet weapons, such as Combat Shotguns or Ripper Guns."Torrent" for inaccurate high-volume fire weapons, such as Twin-Linked Heavy Stubbers or alternate fire for Braced Autoguns."Flamer" for, well, Flamers."Dot" for melee weapons and Force Staves.Old Assault CrosshairNew Assault Crosshair Old Heavy Crosshair New Heavy Crosshair In addition, there are a few new user settings to tweak and change the look and behaviour of crosshairs and hit markers: Turn on/off crosshairs, aim trajectories, and/or hit markers.Increase the time for which hit markers are shown.Override all crosshairs with a specific style.The “Flamer” type is not available for the override. Known Issues for Crosshairs "Crosshair Type" user settings don't revert when using the "Reset to default settings" button.Force Staves incorrectly have their crosshairs overridden when using anything but the "Weapon Specific" option of "Crosshair Type". Cosmetic Headgear Voice Preview OptionPlayers can now preview the voice of any headgear which their operative can equip, including ones that modulate their voice. This preview is currently available by going into the Inspect to Show on Operative menu. Sound Changes to Footsteps for Prosthetic Leg CosmeticsThe footsteps of your character while wearing a lower body cosmetic item that has a prosthetic will now sound different, to better match the visual and be closer paired with your actual gait. These items have a small icon on the item preview tiles, as well as a clarifying text in the item details. Dev note: This is more noticeable in active gameplay/first person view, while footsteps in general are more subdued in the Mourningstar/third person view. Bug Fixes and ChangesWeapon ChangesRecon Lasguns The Recon Lasguns, while having a really iconic and fun playstyle, failed to perform adequately due to a mix of low punching power and struggling ammo economy, especially when rising up in difficulties. We performed a balance pass on every mark, strengthening their identity as assault, almost recoilless full-auto rifles while also inserting some peculiarities on each mark, while keeping some of their weaknesses (such as difficulty to pierce Carapace armoured enemies). The MkII version received a significant base power bump, remaining a good all-rounder for the category. The MkVId mostly maintained its previous base power profile, but received hefty buffs in fire speed and magazine size to lay down suppressing fire and reward keeping the aim on the targets. Finally, the MkVIIa place as the heavy variant was confirmed by a further increase in its base attack and impact power values. To help with its increased ammo consumption per shot compared to the other two marks, we significantly increased the total ammo in reserve. We will monitor the performance of the weapons and your feedback after the changes to evaluate possible additional adjustments! Detailed changes: All MarksSlightly increased the hipfire spread.Upgraded the Dodge, Sprint and Aimed Movement templates to the Assault and bespoke Recon Lasgun profiles.Dev Note: This will make the weapons more suited for agile engagements compared to other rifles like the Infantry Lasguns. Accatran Mk II Recon LasgunAttack power distribution {40,70} to {78,108}Armor Damage Modifier against Maniac 0.75 to 0.8 (near), 0.65 to 0.7 (far)Armor Damage Modifier against Infested and Unarmoured 1.25 to 1.0 (near)Armor Damage Modifier against Flak down to 0.75 (near), 0.5 (far)Armor Damage Modifier against Unyielding down to 0.75 (near)Impact modifier against Unyielding upped to 1.0 (near), down to 0.5 (far).Accatran Mk VId Recon LasgunSet bespoke power distribution values:Attack = {40,70} (unchanged)Impact = {1.0,2.0} (unchanged).Armor Damage Modifier against Unarmoured 0.9 to 1.0 (near).Armor Damage Modifier against Maniac 0.6 to 0.8 (near).Fire rate from 16.77 to 20.00.Magazine size from 60-120 to 100-200.Removed one magazine in reserve (60x5-120x6 to 100x4-200x5).Reload and Wield speed time slowed by 20%.Accatran Mk VIIa Recon LasgunSet bespoke power distribution values:Attack = {95,165} (around 33% buff)Impact = {1.5,3.0} (around 10% buff).Armor Damage Modifier against Flak 1 to 0.75 (near).Armor Damage Modifier against Unyielding from 1 to 0.75 (near).Added two magazines in reserve (60x5-120x6 to 60x7-120x8). Achlys Mk I Power Maul The power budget of the Ogryn Power Maul (aka “Paul”) was very unbalanced towards its Special activated attacks, while the rest of the moveset remained anaemic. This made spamming Light activated attacks often the optimal attack rotation for the weapon, leading to a very monotonous (and still underwhelming) experience. We rebalanced the whole moveset, significantly increasing the usability of both standard Light and Heavy attacks while leaving the stagger and power of activated attacks mostly unchanged. We also added a new Vanguard Light attack performed during a Slide, and new attack chains which will reward mastering the weapon by performing the correct attack strings in different situations. For example, players could lead with an activated Heavy 1 into a flurry of Light Strikedowns (Special activate > H1 > LFollow-up > L1 > L2 > repeat) to quickly pile on damage on priority targets while keeping players safe due to the initial staggering explosion; or clear crowds by reaching the Light 3 > Light 4 attack loop through Heavy attacks or the brand new Light slide attack (H1 > H2 > L3 > L4 > L3 > L4 > ... / LSlide > L4 > L3 > L4 > ...). We will monitor the performance of the weapon and player feedback after the changes to evaluate possible additional adjustments! Detailed changes: Light follow-up attack from Heavy 1 changed from Vanguard to Strikedown damage profileHeavy 2 now chains into Light 3 / Heavy 1 (instead of Light 1 / Heavy 1)Added an attack start from Slide, chaining into Heavy 1 and a new Light slide attack with Vanguard profile (same as Light 3 / Light 4):The new Light slide attack chains into Light 4 / Heavy 2.Lowered the total action time of the Special activate action from 2.6 to 1.2 seconds.Dev Note: Activation time will remain unaffected at 0.8 seconds, but it will be easier to chain into the new Light slide attack. Aligned windup time for all Heavy attacks to 0.6 secondsDev note: "Windup time" is the minimum amount of time an Heavy attack needs to be charged before being released Light 1 / Light 2 Strikedown profile:Changed stagger duration from {0.1, 0.5} to {0.1, 2.5}Changed inherent finesse boost multiplier from 0.25 to 1Armor Damage Modifier against Maniac from 0.5 to 0.75Armor Damage Modifier against Carapace armour from 0.25 to 0.5Armor Damage Modifier against Flak armour from 1 to 0.9Equalised finesse boost to 0.5 against all armour types.Light 3 / Light 4 Vanguard profile:Armor Damage Modifier against Flak from 0.75 to 0.9Armor Damage Modifier against Unyielding from 0.75 to 0.8Armor Damage Modifier against Maniac from 0.5 to 0.7Armor Damage Modifier against Carapace from 0.25 to 0.65Cleave from medium to bigAdded a 4th target damage profilePower distribution from 1st (target) {60,120} / 2nd {35,70} / 3rd {25,50} / 4th n/a / Default {10,20} to 1st {80,150} / 2nd {60,110} / 3rd {40,80} / 4th {25,60} / Default {10,30}.Dev Note: These changes will be also applied to the Ogryn Slab Shield L3 and L4 attacks. Light 3 / Light 4 Vanguard Special activated profile:Power distribution override from {90,165} to {120,200}.Heavy 1 / Heavy 2 Relentless profile:Armor Damage Modifier against Flak from 0.75 to 0.9Armor Damage Modifier against Unyielding from 1 to 0.8Armor Damage Modifier against Maniac from 0.5 to 0.8Armor Damage Modifier against Carapace from 0.25 to 0.75Power distribution from 1st (target) {120,220} / 2nd {80,110} / 3rd {20,30} / 4th {10,25} / Default {5,10} to 1st {175,350} / 2nd {80,160} / 3rd {60,120} / 4th {50,100} / Default {40,80}.Heavy 1 / Heavy 2 Relentless Special activated profile:Power distribution override from {220,440} to {250,475}. Please continue reading via pt. 2.Vezi articolul complet
  10. [data-focus-scheme="dark"] { color-scheme: none; } Greetings everyone! Patch 5.1 is live and Karanak is ready to join you on the battlefield! (Just don't forget the pats and treats) Find out how to claim Karanak here: How to claim Karanak FAQ We've also made some amendments to yesterday's patch notes, with a couple of extra items and some tweaks to the abilities sections to make the changes clearer - for those who missed them yesterday, you can read the full list in our Patch Notes 5.1.0 blog post. We'll be back soon with more news, so until then, we'll 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
  11. Cât costă primul Bugatti hibrid, cel mai puternic de până acum, și ce caracteristici impresionante are Bugatti a dezvăluit primul său automobil hibrid, cu 1.800 de cai putere și un preț de 4,1 milioane de dolari. Tourbillon are un motor V16 și va fi construit în serie limitată de doar 250 de unități. Este vorba despre primul automobil hibrid plug-in, marca Bugatti, care este, totodată, și primul model din ultimii 20 de ani ce nu este propulsat de un motor W16 turbo. În schimb, Coupe-ul Tourbillon are un motor pe benzină V16 de 8,3 litri, care produce 1.000 de cai putere, fiind asistat de trei motoare electrice. Un motor este amplasat în partea din spate, iar celelalte două în față și pot oferi împreună cel puțin 800 de cai putere. Deși viteza maximă vizată a lui Bugatti Tourbillion este de 445 km/h, indicatoarele pot arăta o viteză de până la 550 km/h. Tourbillon primul hibrid de la Bugatti Foto bugatti com Specificații tehnice ale celui mai puternic și mai dinamic Bugatti Este considerat nu doar cel mai puternic Bugatti de până acum, ci și cel mai dinamic, fiind catalogat drept o „capodoperă de aerodinamică și putere” inspirată de la maiestuosul șoim călător. Specificațiile tehnice impresionante (VEZI VIDEO) nu se opresc aici, pentru că Bugatti Tourbillon accelerează de la 0 la 100 km/h în 2,0 secunde. Are o greutate sub 1.995 kg, iar dimensiunile sale includ o lungime de 4.671 mm, o lățime de 2.051 mm (2.165 mm cu oglinzi) și o înălțime de 1.189 mm, cu un ampatament (distanța dintre axele osiilor extreme) de 2.740 mm. Tourbillon primul hibrid de la Bugatti Foto bugatti com Cu bateria complet încărcată, Tourbillon poate parcurge 60 km în mod electric înainte ca motorul pe benzină să intre în funcțiune, dar există și opțiunea de a rula doar motorul pe benzină continuu. Denumirea, inspirată de celebrul mecanism din lumea orologiilor elvețiene Interiorul hibridului reprezintă un omagiu adus mecanismelor vechi, fiind creat pentru a fi „atemporal”. Pune accent atât pe frumusețe, performanță și lux, cât și pe elementele clasice Bugatti precum grila în formă de potcoavă și vopseaua în două tonuri. Spre deosebire însă de alte Bugatti, Tourbillon are disponibil un ecran mare cu Apple CarPlay care iese din bord pentru a fi vizibil la comanda șoferului. Tourbillon primul hibrid de la Bugatti Foto bugatti com Denumirea sa a fost provine de la un mecanism de roți celebru dezvoltat în urmă cu două secole pentru ceasuri mecanice. Pentru a compensa efectele negative ale gravitației asupra preciziei funcționării ceasurilor de buzunar, ceasornicarul Abraham-Louis Breguet a dezvoltat un regulator, cunoscut și astăzi sub numele de „Tourbillon” (în traducere „vârtej”) care a îmbunătățit considerabil precizia de mers a ceasurilor mecanice pentru a nu se mai supune abaterilor de timp. „Tourbillonul” de la orologii se remarcă printr-un design special sub formă de colivie, în continuă mișcare, care se rotește la 360 de grade. Hyper-mașina care succede lui Veyron și Chiron Și noua „super-mașină” sportivă pare să funcționeze după un mecanism bine reglat. De altfel, display-ul instrumentelor Bugatti este, de asemenea, modelat după cadranul unui ceas mecanic și a fost creat cu ajutorul meșteșugarilor ceasornicari elvețieni. Tourbillon primul hibrid de la Bugatti Foto bugatti com Primul hibrid Bugatti îi succede lui Veyron și Chiron, compania încercând în acest mod să își extindă dominația în zona de hiper mașină. Promite să devină o icoană auto „pour l’éternité” - „pentru eternitate”, integrând caracteristici inovatoare precum o suspensie imprimată 3D dezvoltată cu ajutorul inteligenței artificiale și o aerodinamică avansată. Bugatti Tourbillon demonstrează pe lângă măiestria inginerească remarcabilă, că rămâne fidel moștenirii lui Ettore Bugatti de a crea vehicule incomparabile. Producția acestei mașini în serie limitată este programată să înceapă în 2026. Vezi articolul complet
  12. [data-focus-scheme="dark"] { color-scheme: none; } Greetings, Lord Captains! Rogue Trader has already been out for some time, and our team has not been sitting idle. While working on fixes and improvements for the game (a massive 2,500+ changes are coming very soon in patch 1.2), we’ve also accumulated a lot of important data concerning character progression and player’s reception of the game’s various systems thanks to both your feedback and extensive internal analysis. Having already dealt with most of the critical bugs, we felt that the upcoming patch would be a great time to revisit game balance. With these balance changes, we are aiming to provide a better challenge, offer more interesting gameplay, and expand the variety of viable builds, especially on higher difficulties. To do this, we identified the list of key problems that we felt had the biggest negative impact on player experience. These were split into four major categories: Excess of additional turns Overscaling in the late game Sanctioned psykers and pyromancy Arch-militant overtuningLet’s talk about each of them in detail. Excess of Additional TurnsWhile the original design felt engaging, it appears that, in the end, we went too far with the abundance of out-of-sequence turns and attacks. Stacking additional turns gives such a dominating advantage that players who utilize it can entirely trivialize combat, sometimes to the point where the enemy doesn’t even get to take a single turn! Tuning things like this has to be done carefully and in batches in order to prevent overnerfing, so we began with tweaks to the Officer in patch 1.1. In 1.2, we’re going a step further and implementing major changes to a whole set of abilities that provide additional turns and AP. We want them to stay true to their spirit but do something entirely different than before. For example, Seize the Initiative no longer provides an additional turn to the Officer, instead allowing the Officer and allies under the effect of the Officer's Voice of Command to deal additional damage to enemies that have not yet acted in combat. In the Hero’s Footsteps now provides a stacking +5 Fellowship bonus when an ally uses a Heroic act and a +5 Toughness bonus when using Desperate measures instead of providing an additional turn. Overscaling in the Late Game Our players are very quick at finding the most effective combinations, but let’s be honest, those single shots for 1.5 million damage that we’ve seen on some player videos were somewhat… beyond our expectations. Some of these crazy numbers were indeed caused by bugs, but putting those aside, there were still a handful of items and abilities in the game with multiplicative scaling that did silly things when stacked. While seeing 8-digit damage values is fun to an extent, the sheer amount and availability of such options removed the element of challenge, which we believe is not healthy for the overall game experience. To address this, we’ve updated a lot of abilities, items, and talents across the game that provided multiplicative bonuses (such as 3 x Intelligence bonus) to give flat bonuses instead (for example, 10 + Intelligence bonus), tweaked some percentage based bonuses to be stronger in the early game but less devastating in late game (such as the Operative’s Offensive Pattern Prediction, the Navigator’s Reveal the Light or the Exemplar’s Deadeye Shot), and fixed a handful of bugs with incorrect scaling such as Confident Approach. Killing Edge was also tuned down, being one of the main offenders that caused skyrocketing numbers. Sanctioned Psykers and Pyromancy Looking at sanctioned psykers prior to this update, we felt that they were always at a significant disadvantage compared to Idira and her higher psy rating. We have now made it so that sanctioned psykers can take psy rating-increasing talents earlier (at levels 4/14/24/34 instead of 10/20/30/40). This will not only reduce the eventual difference in psy rating when compared to unsanctioned psykers, but it will also allow sanctioned psykers to take advanced psychic powers earlier. Unsanctioned psykers can now also take those talents a bit earlier (at levels 9/19/29/39), mostly so that different archetypes have similar access to advanced psychic powers. With these changes, we hope to achieve a certain parity, where the sanctioned psykers will still have a somewhat lower psy rating but will be able to take higher-level psychic powers earlier in order to compensate. This wasn't our only change to psykers. For a while, we were concerned that the pyromancer, who was always supposed to be a dedicated damage dealer among psykers, had a weaker damage potential than a telepath (and we received a lot of player feedback about it, as well). In this patch we’re significantly boosting damage numbers for most of the pyromancy psychic powers, starting with Ignite — it now deals vastly increased damage, and pyromancers no longer need to rely on conventional weapons for the first half of the game. Arch-Militant Overtuning According to our observations and community surveys, the Arch-Militant remains the most effective archetype, with a damage potential so high that skilled players could stack bonuses from versatility extremely quickly, gaining a significant advantage. We’ve slightly reduced versatility generation and scaling from it to put the Arch-Militant more in line with the rest of the archetypes. In particular, we’ve made changes to Confident Approach, Reckless Rush, and Wildfire. Note that we don’t intend to nerf the Arch-Militant into the ground — it will still be very effective, but the numbers will be a bit more reasonable. Plans for the Future Our work on combat balance is far from over. However, after this batch of changes and considering the massive wave of bug fixes that are coming with 1.2, we would like to spend some time assessing the performance of the updated archetypes and analysing the feedback from our players. Although we understand that some of you may end up frustrated with losing your archetype power fantasy, many of these changes are necessary for the game to deliver the experience we envision. Let us know what you think — we need to be sure that we’re going in the right direction! Later, we intend to go over all encounters that are either known to be difficulty spikes or feel too easy for their level and tune them accordingly. Lastly, although a bit unrelated, you may have seen in our roadmap and known issues thread on Steam that we recognized the limited availability of conviction points. We’ve received a lot of feedback that their distribution is uneven and scarce, forcing players to make certain decisions in fear of being locked out of conviction levels. We’re working to address this, but unfortunately, we are not yet ready to ship it with 1.2. We expect it to come a bit later, in one of the following updates. Thank you for taking the time to read this. See you very soon in 1.2, where you will be able to see all the changes yourself, and looking forward to hearing your feedback!Vezi articolul complet
  13. [data-focus-scheme="dark"] { color-scheme: none; } Greetings folks! Patch 5.1 is finally upon us, arriving Tuesday 25th June, and with it comes the baddest good boy there ever was - Karanak, the three-headed Hound of Vengeance - as a FREE Legendendary Hero! In anticipation of tomorrow's release, you can now check out the full list of changes coming in Patch 5.1.0 in our comprehensive Patch Notes. Read Patch Notes 5.1.0 Following the release of Update 5.1 tomorrow (we're expecting to release this at 11AM BST, Tuesday 25th June), look forward to us returning to you this Wednesday with a look at What's Next in Total War: WARHAMMER III. We're excited to share with you all more news about our next Update, and to give some more detail around the additions we're making to Khorne, Ogres, and Greenskins. Until then, we'll see you on the battlefield! (Karanak says woof woof woof) —The Total War Team For the latest news and announcements, drop by our official social channels. Steam Discussions X Facebook Instagram DiscordVezi articolul complet
  14. Dragi cititori, În această postare, doresc să dezvolt un subiect fascinant și provocator: de ce Adam și Eva nu s-au întâlnit și nu s-au împerecheat niciodată. Vreau să vă readuc aminte de postarea lui @ Iuliana despre același subiect, pe care o puteți găsi aici: Pornind de la discuția inițiată de ea, voi explora motivele teologice, mitologice și literare care ar putea susține această ipoteză, precum și semnificația fructului interzis și speculațiile legate de interacțiunea dintre Eva și Lucifer. Adam și Eva: De ce nu s-au întâlnit și nu s-au împerecheat niciodată De-a lungul secolelor, povestea lui Adam și Eva a fost un punct central al teologiei și culturii, simbolizând începuturile umanității. Această poveste biblică din Cartea Genezei a fost interpretată și reinterpretată în numeroase feluri, dar ipoteza că Adam și Eva nu s-au întâlnit și nu s-au împerecheat niciodată aduce o perspectivă inedită și provocatoare. Să explorăm motivele teologice, mitologice și literare care ar putea susține această ipoteză, precum și semnificația fructului interzis și speculațiile legate de interacțiunea dintre Eva și Lucifer. Interpretări teologice 1. Crearea în momente diferite Un punct de vedere interesant derivat din analiza textelor biblice sugerează că Adam și Eva ar fi putut fi creați în momente diferite și, prin urmare, nu ar fi avut ocazia să se întâlnească. Geneza 1:27 afirmă: "Dumnezeu i-a creat pe om și femeie în același timp," în timp ce Geneza 2:22 detaliază creația Evei din coasta lui Adam. Dacă aceste versete sunt privite ca relatări separate, ele pot implica existența a două acte distincte de creație. 2. Simbolismul păcatului originar Un alt aspect teologic semnificativ este interpretarea păcatului originar. În povestea tradițională, Adam și Eva sunt expulzați din Eden după ce mănâncă din Pomul Cunoașterii. Cu toate acestea, dacă ei nu s-ar fi întâlnit niciodată, acest act simbolic de împărtășire a păcatului nu ar fi avut loc, schimbând radical interpretarea teologică a naturii umane și a păcatului original. Ar putea fi văzută ca o reprezentare a umanității care se naște deja în afara stării de grație, fiecare individ purtând povara păcatului în mod independent. Perspective mitologice 1. Paralele cu alte mituri Multe culturi au mituri ale creației care nu implică o uniune romantică sau sexuală între primele ființe. De exemplu, în mitologia greacă, Prometeu și Pandora nu sunt parteneri, ci individualități care joacă roluri distincte în originile umanității. Astfel, povestea lui Adam și Eva poate fi reinterpretată prin această prismă, în care relația lor este simbolică și nu literală. 2. Mituri despre separare și unificare Mitologia mondială este plină de povești despre separarea inițială și eventualele încercări de unificare. Ideea că Adam și Eva nu s-au întâlnit niciodată poate fi interpretată ca un simbol al dualității inerente umanității – masculin și feminin, spirit și materie, cunoaștere și inocență. În această perspectivă, lipsa întâlnirii lor reprezintă un echilibru etern al acestor forțe opuse, un dans cosmic nesfârșit al complementarităților. Analize literare 1. Structura narativă Din punct de vedere literar, povestea lui Adam și Eva poate fi văzută ca o alegorie complexă, unde relația lor nu trebuie interpretată literal. Dacă nu s-ar fi întâlnit niciodată, narativul ar sublinia individualitatea și solitudinea fiecărui personaj, punând accent pe luptele lor interioare și pe căutarea sensului propriu. Aceasta poate oferi o analiză profundă a condiției umane și a experienței existențiale. 2. Tematica creației și distrugerii În literatură, temele creației și distrugerii sunt adesea interconectate. Dacă Adam și Eva nu s-ar fi întâlnit, aceasta ar putea sugera o interpretare în care creația nu este completă și nu necesită o distrugere prin păcat. În schimb, umanitatea este într-o stare perpetuă de devenire, explorând constant noi teritorii ale existenței și cunoașterii, fără să fie limitată de un act inițial de păcat sau de grație. Fructul interzis: Simbolism și interpretări 1. Fructul cunoașterii Fructul interzis din Grădina Edenului este adesea interpretat ca simbolizând cunoașterea binelui și răului. Consumul acestui fruct de către Eva și ulterior de către Adam marchează trecerea de la inocență la conștiință morală și responsabilitate. Fructul reprezintă tentația cunoașterii și dorința de a depăși limitele impuse de Dumnezeu. 2. Interacțiunea cu Lucifer Există interpretări apocrife și speculații mitologice care sugerează că Lucifer, sub forma șarpelui, ar fi avut o relație intimă cu Eva. Aceste interpretări sunt găsite în texte precum "Apocalipsa lui Adam" și alte scrieri gnostice. Conform acestor texte, relația ar fi fost una de inițiere, unde Lucifer ar fi introdus-o pe Eva în cunoaștere și conștiință printr-un act intim. Aceasta ar putea fi văzută ca o alegorie a tentației și a dorinței de a cunoaște, depășind limitele impuse de divinitate. 3. Consecințele consumului Conform tradiției biblice, consumul fructului interzis a dus la expulzarea din Eden și la introducerea suferinței și a mortalității în lume. Din perspectiva teologică, acest act este văzut ca începutul căderii omului și al păcatului originar. În interpretările alternative, consumul fructului poate fi văzut ca o trezire spirituală, o eliberare de sub ignoranță și o deschidere către o existență mai complexă și conștientă. Concluzie Ipoteza că Adam și Eva nu s-au întâlnit și nu s-au împerecheat niciodată deschide o gamă largă de interpretări și speculații, atât din punct de vedere teologic, cât și mitologic și literar. Fructul interzis, în acest context, capătă noi valențe de simbolism și semnificație, fie ca act de inițiere, fie ca simbol al cunoașterii și al trecerii de la inocență la conștiință. Fie că este privită ca o alegorie a dualității, o reflecție asupra individualității sau o reexaminare a păcatului originar, această perspectivă oferă o abordare captivantă și inovatoare a uneia dintre cele mai vechi și influente povești ale umanității.
  15. Pentru a îmbunătăți experiența de invitație pe Steam, am creat un userscript pentru Tampermonkey. Puteți descărca Tampermonkey de aici: https://www.tampermonkey.net/ Pentru a crea scriptul, urmați pașii de mai jos: 1. Selectați extensia Tampermonkey și accesați dashboard-ul. 2. În dashboard, faceți click pe simbolul '+' care semnifică 'Create new script'. 3. După ce ați creat noul script, copiați și lipiți următorul cod și salvați folosind combinația de taste CTRL + S sau din meniul File > Save. Script: Acum totul este terminat. Nimic mai simplu! Rezultat: Butonul va apărea după aproximativ 1 secundă sau mai puțin și putem selecta grupul dorit. Apăsăm confirm și invitația va fi trimisă automat către toți prietenii din listă. Acest script este mai util și mult mai automatizat. Ps. Voi reveni cu un edit dacă voi mai lucra la acest script. Momentan are o problemă: odată apăsat butonul de invitație, selectorul grupurilor nu dispare și trebuie să reîncărcați pagina. Poate voi adăuga un event log astfel încât dacă selectorul este existent și apăsăm în afara acestuia, să dispară, dar nu promit nimic încă.
  16. [data-focus-scheme="dark"] { color-scheme: none; } Hello, everyone! We’re excited to talk about the newest mission coming to Darktide: Clandestium Gloriana (AKA Atelium Foundryplex Omega V). For this, we interviewed Lead Level Designer, Fredric Grapensparr and Narrative Lead, Michael Knight, both of whom were part of the team responsible for crafting this new zone for players. When reviewing feedback from the players around the last mission we designed (The Carnival), we saw the strong response from players regarding the lore and narrative woven into the level. This is something we enjoy doing more of, and that was a key starting point for the design of Clandestium Gloriana. Setting the Scene From a narrative perspective, our goal was to create a temple-like facility in the Void between zones. We landed on the idea of lost facilities peppered deep within the bowels of the Hive. These fabled facilities, Machinaria Gloriana, are long-forgotten wonders constructed to support Saint Messalina's crusade through the Moebian Domain. Each is rumoured to house some technological marvel that significantly aided the war effort. Unfortunately these have fallen out of service and become lost through the centuries. (It didn’t help that record keeping was never a strong point for the Adeptus Administratum.) The machine in this particular Foundryplex was centuries old, and it generated a lot of heat when it was running. This required massive cooling systems. And while the forges have been quiet for 1000s of years…no one seemed to remember to turn off the coolant system. This is the setting of our newest mission: the grandeur and prosperity of the past, contrasted with the decay and neglect of the present. This contrast is then further highlighted by the snow and ice which covers the level as a result of the forgotten coolant system. It’s visually different from anything we’ve delivered before. This setting also allowed us to introduce new gameplay mechanics and objectives. Introducing Swagger As a vehicle to further deliver narrative to this mission, the team landed on the new NPC, Swagger. Swagger is an enigmatic character whose origins remain unknown. He is more capable than players might credit him based on his manner and appearance alone. For example, how did he have the codes to the Mourningstar Vox Network? How does no one seem to know where he is from? Swagger is the mission giver and unlike our regular NPCs, Swagger will actually be present in the level directing the strike team from the ground. This added an additional technical aspect in terms of audio that we’re pretty excited to share with players. We can also confirm this is not the last interaction players will be having with Swagger. He will be sticking around. Navigating the Mission In this mission, players are tasked with meeting Swagger, who has provided the location of this Foundryplex rumored to hold the secrets of true Moebian steel. The objective is to get the facility running, obtain samples and fulfill Hadron’s motivations (whatever they may be). The mission objectives and the end event itself will depend on the players’ capabilities more than past events. If players are a coordinated team, they’ll be able to clear the objectives more quickly and efficiently. The mission starts with a sense of claustrophobia in order to foster a sense of danger and tension for players. As they progress, the environment opens up to allow for more freedom of movement and good ole’ hack and slash. This is an intentional design choice to make the initial stages more challenging, before providing players with a sense of relief and progression as they move further into the mission. We don’t want to say too much more without letting players be able to experience it for themselves. But we can say we’re particularly excited for players to reach the end event. (Jesper Kyd is a genius.) Please stay tuned for more updates and dev blogs for Secrets of the Machine God! We look forward to seeing the reactions to this new level. Vezi articolul complet
  17. [data-focus-scheme="dark"] { color-scheme: none; } The release of Secrets of the Machine God is just around the corner, and while we are excited to have you get your hands on it, we also suspect many of you might be expecting itemization to be part of this update. Unfortunately, this will not be the case. After internal and external testing, we’ve decided the itemization rework isn’t where we want it to be for release this month. We’ve been reading your threads and taking the feedback on. The consensus being this rework should not be rushed. And we agree. Now, itemization is slated to release after summer. We are making progress. During this time, we’re also looking at expanding the feedback loop on this rework, and will be including more players outside our core-testers. To get more details, we are working on a dev blog on itemization to give you more insights into the work we’ve carried out so far. We look forward to sharing more information about itemization and will keep working with the community to shape the upcoming itemization rework. Vezi articolul complet
  18. [data-focus-scheme="dark"] { color-scheme: none; } Greetings Space Marines! We're incredibly excited to unveil a new detailed Gameplay Trailer! Narrated by the game’s Creative Director, Oliver Hollis-Leick, this 6-minute Gameplay Overview Trailer dives deeper into Space Marine 2’s main story campaign, its multiplayer modes, and its progression mechanics. Warhammer 40,000: Space Marine 2 releases on September 9. Pre-order the Gold and Ultra Editions today and play up to 4 days before release. Watch our Gameplay Overview Trailer now! More Missions, Enemies, and Weapons to Release Through Free Updates. Following the release on September 9, Space Marine 2 players will receive new “Operations” missions and PvP maps, new enemies, and new weapons to fight them with, through regular free updates for all players. Additional cosmetics and Chapter heraldry will release as part of the Season Pass with no microtransactions or in-game cash shop involving premium currency. Heed the call of battle when Warhammer 40,000: Space Marine 2 launches September 9, 2024, on PC. Pre-order the Standard, Gold, Ultra, and Collector’s Edition now! Sign up as a Focus member to get exclusive news and upcoming special offers for Warhammer 40,000: Space Marine 2 and the whole Focus catalog. Vezi articolul complet
  19. [data-focus-scheme="dark"] { color-scheme: none; } In order to capture the authenticity but also the casual chaotic nature of Warhammer 40,000: Speed Freeks, we felt capturing the stunning style of the 'Eavy Metal painted miniatures could be a great way to drive the aesthetic of the game. To do this effectively across the vast quantity of assets for the game, we leveraged the power of Adobe Substance Painter and created a smart material that would do a lot of the 'eavy lifting whilst still allowing us to add hand painted touches to the models. ResearchWe researched the look of the 'Eavy Metal miniatures. Looked at the painting techniques used by both the 'Eavy Metal painters and hobbyists so we could replicate this process and create a smart material which gives us an authentic painting style. Base ModelWe take the base model. Bake out mesh maps, Normals, AO, Curvature are our key drivers for the material. Smart MaterialThrow on our smart material. This material runs through a multitude of layers which mimic some of the base, shade/washes and highlighting techniques used to paint physical miniatures. We can paint in details in a normal layer which will be computed and given edge highlights/shading. So we can paint in scratches, dents and holes. When exported as packed textures and imported into our custom Paint Shader in Unreal Engine the Red channel drives our colour ramp, whilst the Green and Blue channels drive dirt and rust respectively. The colour ramp is put through a colour table which has colour gradients set up which reflect the paint colours used on the models. Where Red is closet to black, the model paint will appear darker, where red is brighter, the paint colours will appear lighter. This gives us the painted shades and edge highlights that are synonymous with 'Eavy Metal's painting style. The Dirt (green) and Rust (blue) are added on top of the paint colours. Colour Map IDIn order to separate the different painted areas and provide customisation in the game, we utilize an 8 Colour ID map. Here we paint out the areas which will share colours in the game. We use Red as the primary Asset colour, with Green being secondary and blue being tertiary colours. These will usually be depicted as Gunmetal and Brass/Copper in-game by default. We can also use Cyan, Magenta, Yellow, White and Black to cover any other details that may need to be separated out. When you change paint colours in the game, it the ID map which dictates which colours go where. Snazzy GraphicsAn Ork vehicle wouldn't be complete without some snazzy paint job graphics. We apply these using a graphics texture. The smart material has a graphics layer stack where We paint any checks, dags, glyphs either by hand or with stencils in substance. These are then applied over the top of the Paint colours in the shader to apply painted graphics on the vehicle. We are able to change the ID maps and Graphic Maps to provide different patterns and customisation options in the game. The smart material also provides us additional features for painting in Smoke (for exhausts and gun barrels), Emissive areas for flashy tek gubbinz, as well as other things. Once we are happy we use an export preset to export packed textures and we hook these up in-game. With a few parameter changes to select the paint colours we want, we frequently will reference the official miniatures for this bit, we end up with something like this: As much as this has been about trying to authentically represent the 'Eavy Metal style of the official minis, a core aspect has also been allowing people to paint their vehicles. It's been great to finally allow players the ability to customise their paint jobs in the Beta and seeing people being able to be creative with it and even replicate their painted mini's in-game has been really rewarding. Celebrating the creative heart of the hobby as well as the talents of the 'Eavy Metal folks has been something we wanted capture. We hope you think we've done it justice. Looking forward to seeing you on the battlefield, until then happy gaming! JoeLead Artist - Caged Element 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
  20. Noile reguli pentru mașini de la 1 iulie: sisteme de siguranță revoluționare și cutia neagră, obligatorii Începând cu 1 iulie 2024, Uniunea Europeană va introduce noi sisteme de siguranță obligatorii pentru toate mașinile noi, alături de cutia neagră și sistemul de limitare a vitezei (ISA). Mașinile produse după 1 iulie 2024 vor avea cutie neagră - Foto Shutterstock În încercarea de a limita numărul accidentelor de circulație, UE introduce noi reguli pentru mașinile produse în statele membre, valabile de la 1 iulie 2024. Acestea au fost discutate în podcastul G4Media, „4Auto”. Unele dintre sistemele de avertizare sau limitare a vitezei care vor deveni obligatorii, sunt deja prezente în mai multe mașini aflate în circulație. Iată care sunt aceste sisteme esențiale pentru sporirea siguranței pasagerilor și pietonilor, pe lângă cutia neagră și sistemul ISA: Interfață pentru dispozitive antidemaraj cu etilotest: Permite instalarea ulterioară a unui echipament care detectează dacă șoferul a consumat alcool, împiedicând pornirea mașinii, în caz de consum.Sistem de avertizare a neatenției și a stării de oboseală a șoferului : Utilizează senzori și camere pentru a analiza comportamentul șoferului, avertizându-l asupra lipsei de atenție sau oboselii.Sistem de avertizare pentru oprirea de urgență: Activează automat luminile de avarie în caz de frânare bruscă, alertând ceilalți participanți la trafic. Sistem de avertizare la mersul înapoi: Mașinile trebuie să fie echipate obligatoriu cu senzori și camere pentru mersul înapoi.Sistem avansat de frânare de urgență (Autonomous Emergency Braking - AEB): Acționează automat frânele pentru a evita coliziunile iminente. Sistem de menținere a benzii: Avertizează șoferul și corectează automat traiectoria vehiculului pentru a preveni părăsirea accidentală a benzii de mers. Sistem de monitorizare a presiunii în pneuri: Asigură menținerea unei presiuni corecte în pneuri pentru a evita accidentele. Aceste măsuri fac parte din eforturile UE de a reduce la jumătate numărul de decese pe șosele până în 2030 și de a atinge obiectivul de zero decese până în 2050. Scopul este să se îmbunătățească siguranța pe drumurile europene. Potrivit datelor UE, până la 95% din toate accidentele rutiere sunt cauzate de greșeli umane. Comisia UE estimează că impunerea obligatorie a sistemelor de asistență pentru șoferi în Europa ar putea salva aproximativ 25.000 de vieți și ar putea preveni cel puțin 140.000 de răni grave până în 2038, conform Echo24.de. Cutia neagră și sistemul ISA Cutia neagră din mașină, similară cu cele prezente în avioane, va deveni obligatorie pentru toate vehiculele noi înmatriculate în UE începând cu 7 iulie 2024 conform Regulamentului 2019/2144. Aceasta înregistrează date în timpul conducerii și poate furniza informații cruciale în caz de accident. Iar Sistemul de Asistență Inteligentă pentru Viteză (ISA) afișează și monitorizează limita de viteză detectată, oferind avertismente vizuale și sonore atunci când aceasta este depășită, în unele cazuri poate chiar reduce automat viteza vehiculului la limita maximă prescrisă. Scopul acestui asistent de viteză este să încurajeze șoferii să respecte limitele legale de viteză, conform informațiilor de la Springer Professional, citate de publicația germană. Rămâne de văzut cât de eficient va fi acest sistem, având în vedere că mulți șoferi preferă să conducă cu viteze mai mari decât cele permise și să se bazeze pe limitele de toleranță ale radarelor, sau chiar să dezactiveze astfel de sisteme de siguranță, pe care le consideră deranjante. România, campioană în UE la mortalitatea în accidente rutiere În 2022, rata deceselor în accidente rutiere în Uniunea Europeană a crescut cu 4% față de anul precedent. România a înregistrat cea mai ridicată rată de decese în accidente de mașină în UE, cu 86 de decese la un milion de locuitori, comparativ cu media europeană de 46, potrivit Eurostat. Aproape dublul mediei UE. În contrast, Suedia a avut cea mai mică rată, cu doar 22 de decese la un milion de locuitori în 2022. În total, în UE au fost înregistrate 20.653 de decese în accidente rutiere în 2022. În România, în 2023 au avut loc 4.525 de accidente rutiere grave, soldate cu 1.545 de decese și 3.535 de răniți grav. Comparativ cu anul anterior, numărul accidentelor a scăzut cu 190, decesele cu 88, iar răniții grav cu 160. Țara nostră rămâne în fruntea clasamentului țărilor cu cele mai multe accidente rutiere, înregistrând aproximativ 76 de accidente zilnic. Vezi articolul complet
  21. [data-focus-scheme="dark"] { color-scheme: none; } Karanak picked up the scent! There's no more hiding... Our latest free WARHAMMER III Legendary Hero slips his leash (leashes?) on June 25th! Are you adding Karanak to your roster? —The Total War Team For the latest news and announcements, drop by our official social channels. Steam Discussions X Facebook Instagram DiscordVezi articolul complet
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