Shacknews - John Keefer

When a remaster of the 2004 action strategy game Phantom Dust was announced at E3 last year, it was a bit surprising given that the game only sold about 80,000 copies in North America for the Xbox since launch. But it was released last month, and has surpassed all expectations. 

In a announcement about the game's second update, Microsoft Creative Director Adam Isgreen revealed that the game has been a huge success. "We’re all ready to go on the 2nd update for Phantom Dust, and on behalf of Microsoft and Code Mystics, we’d just like to say thank you to the over one million players out there that have checked the game out," he said via fan site Phantom Dusted. "This blows away the original numbers of players the game had when first released, and we couldn’t be happier with the level of exposure that it has received."

The free-to-play game's second update launches today, adding in-game voice chat and an NPC mission guide. Other changes:

  • Optimized performance options
  • Updated Quick Match behavior to handle full lobbies more gracefully
  • Resolved screen orientation issue that was present on some devices
  • Fixed a bug on PC where title performance would dip on some systems when the VSync toggle option is set to off
  • Fixed a bug where the active user can be changed without returning to the Phantom Dust title screen after a prompted sign in following a sign out from the main menu
  • Fixed a bug where the cursor navigation inputs remain permanently active when a gamepad is disconnected while a cursor navigation input is held

Since launch in May, the game has added more than 70 new skills.

Shacknews - -Shack Staff

Playdead's pair of creepy puzzle-platformers are getting a retail bundle this fall. The indie studio has teamed up with 505 Games to publish the Inside/Limbo Double Pack.

The bundle will include both games, along with a limited run poster and art card, for $29.99. It will be available on September 12 for PlayStation 4 and Xbox One. 

Both games are moody and atmospheric, and their knack for creating an unsettling tone made them both critical hits. We enjoyed Inside here at Shacknews, and it stands as one of the top-rated games of 2016 on Metacritic. Playdead avoided the sophomore slump with its second effort, and together the two portray an indie dev with a strong voice. 

Shacknews - David Craddock

This September, the Super NES Classic will assume the pint-sized throne abdicated by the discontinued NES Classic. Not only does it fit in the palm of your hand, it contains the never-before-released Star Fox 2, plus 20 first-rate titles from the system’s heyday. That’s saying something, considering the SNES’s vast library of classics.

Innumerable contemporary games stand on the 16-bit shoulders of the giants baked into the SNES Classic. In that light, the mini console could be thought of as a time capsule. Crack open its hermetic seal, and decades of history come streaming out: glitches, innovations, development anecdotes, pseudonyms, and oodles more trivia.

Ahead of the Super NES Classic’s release this fall, I’ve rounded up one historical footnote per game. Some of these might be familiar to you. Others might come as a surprise. All played a part in one of the industry’s most impactful generations of hardware.

Contra 3: The Alien Wars

Source: Contrapedia

Most Contra fans associate Konami’s run-and-gun series with the NES, where the franchise started. Except it didn’t start there. The original Contra was a coin-op game that found a much wider audience when Konami brought it to Nintendo’s 8-bit system. Contra 3: The Alien Wars also started as an arcade title… of sorts.

The threequel premiered on the Nintendo Super System, a coin-op machine that boasted hardware parity with the Super NES, as well as a menu interface for selecting games. Players had to insert quarters at timed intervals to continue playing. That fact, on top of Contra 3’s steep difficulty curve, made it virtually possible to complete until players were able to purchase the cartridge and play it at home.

Donkey Kong Country

Source: DK Vine

Peeling away the bright and chipper veneer of Nintendo’s family friendly image reveals a dark history of elitist and draconian behavior. At least one instance of such shocking behavior appears to be apocryphal, or at least the result of butchered translation. In 1995, Miyamoto, while sitting next to Rare co-founder Tim Stamper, allegedly said that “Donkey Kong Country proves gamers will put up with mediocre gameplay if the art is good.”

The quote made the rounds without a solid source for years, until Internet sleuths from Hardcore Gaming 101 discovered that Steven Kent, author of The Ultimate History of Video Games, was the interviewer in the awkward position of speaking with Miyamoto and Stamper following the Mario creator’s alleged jibe. Before he wrote his book, Kent wrote for Electronic Games, and was believed to have published his infamous interview in the magazine’s May 1995 issue. (As luck would have it, that issue is not archived online.)

Kent touched on the interview in a lengthy footnote on page 518 of The Ultimate History of Games. According to Kent, Miyamoto’s initial pitch for Super Mario World 2: Yoshi’s Island was rejected by Nintendo’s marketing department for exhibiting cartoonish Mario-style graphics instead of the slick pre-rendered models used in Rare’s Donkey Kong platformer. Stung by the rejection, Miyamoto came down hard on Stamper during their joint interview with Kent.

Miyamoto denied ever stating any sentiment to that effect in a 2010 interview with IGN. Indeed, Nintendo’s foremost designer worked closely with rare on DKC, suggesting the ground-pound move that the big ape used to unearth caches of bananas. Although Miyamoto hasn’t referenced his interview with Tim Stamper explicitly, he has confessed that Yoshi’s Island and its initial rejection had been a “touchy subject” for him at the time it was given.

EarthBound

Source: Starmen

After inputting your name in Mother 2/EarthBound, a voice says OK desu ka—Japanese for, “OK?” The voice belongs to Shigesato Itoi, lead designer of all three Mother titles. Legend has it that EarthBound’s developers slipped the quote in at the proverbial 11th hour, without Itoi’s knowledge. Hopefully he was OK desu ka with the Easter egg when he found out about it.

Final Fantasy 3

Source: Siliconera

It took a village, as the saying goes, to raise Final Fantasy 6, released as Final Fantasy 3 in the west. Series creator and director Hironobu Sakaguchi had been promoted to executive vice president of Squaresoft in 1991, leaving him unable to commit all his time and energy to a single project. Assuming the mantle of producer, he appointed two directors for FF6: Yoshinori Kitase, who took charge of the game’s scenarios, and Hiroyuki Ito, overseer of all things combat. Sakaguchi supervised cutscenes.

Design duties branched out even further. Although Kitase was in charge of scenarios, every member of the development team pitched in with ideas for characters, their back stories, and the events they would undergo as players completed the adventure. Rather than existing as disparate plot threads, Final Fantasy 6’s stories coalesced under the theme of each character being a protagonist. Somewhat surprisingly given the game’s widespread development, production wrapped in just one year.

F-ZERO

Source: IGN

Released as a demo game on Nintendo Super System arcade hardware, like Contra 3, F-Zero launched alongside the Super Famicom in 1990 and the Super NES in August 1991. Produced by Shigeru Miyamoto, the game’s futuristic cars and settings were painted by Takaya Imamura, who expressed amazement at the latitude Nintendo gave him to envision F-Zero’s world.

“It was my first title,” Imamura said in a 2002 interview with IGN. “When I joined Miyamoto-san's team I was surprised to be allowed to design characters and courses as freely as I wanted. It is really impressive title for me.”

Kirby Super Star

Source: VG Facts

Call Kirby any name you like, just don’t call him late to dinner. You can call him late to Nintendo’s platforms, however. Kirby’s adventure was released in May 1993 for the NES, two years after most players had moved on to 16-bit consoles. Despite the SNES’s growing user base, Kirby Super Star entered production for NES. Developer HAL Laboratory went so far as to generate a prototype conceived as a proof of concept before the team migrated over to the Super NES.

Not all assets were remade from scratch for the SNES. Sprites for Kirby’s Cutter and Yo-Yo abilities were integrated wholesale from the 8-bit prototype. Nintendo and HAL admitted as much when the sprites were published in an issue of Famitsu magazine decades later. Masahiro Sakurai, the game’s director, explained that developing prototypes on older hardware is part of his routine. Whipping up assets for older hardware allows him to focus more on getting his ideas up and running and less on stressing over painting fancy graphics and learning new techniques and processes. Once he’s confident in his proof of concept, he and his team begin development.

Kirby’s Dream Course

Source: Moby Games

Kirby’s Dream Course was always intended to be a golf game, but it was not going to be a Kirby-themed title. Halfway through development, designers from HAL Laboratory and Nintendo retooled Special Tee Shot, a mini-golf game, to include characters and elements from Kirby. Later on, Special Tee Shot was published on the Satellaview, a satellite modem and download service exclusive to Japan’s Super Famicom.

The Legend of Zelda: A Link to the Past

Source: Glitter Berri

The Legend of Zelda didn’t just break ground when it ventured onto NES in 1986, it shattered it. An open world, the ability to save progress, purchasing items—those and other tropes were considered state-of-the-art in the halcyon days of 8-bit hardware and built-in battery packs. In designing Zelda: A Link to the Past for SNES, Shigeru Miyamoto studied the market and found it saturated with imitators and innovators. Rather than try to one-up the competition, he desired to iterate on the original Zelda’s design by pulling off feats that weren’t possible on NES hardware.

One chokepoint was the NES controller. Players had to work around Zelda’s two-button control scheme by assigning items such as bombs and candles to B, while Link’s sword was mapped to A. The SNES controller tripled the number of buttons, granting players more freedom but complicating Link’s abilities for the development team.

“There are switches that require you to pull them, right?” Miyamoto said in a 1991 interview, months before A Link to the Past was released. “You’ve got to pull them no matter what, so you should be able to do it just by pressing A. But just pressing a button doesn’t make you feel like you’re pulling anything.” Miyamoto’s solution was to ask players to first approach a switch, then hold A to cause Link to grip it, and then press a direction on the d-pad to pull the switch out from a wall.

Mega Man X

Source: Arcade Sushi

Early on in the development of Mega Man X, Capcom found itself between a Rock (Man) and a Hard (Man) place, leading to several design changes. Zero, the red-armored robot introduced in the game’s tutorial level, was pegged as the game’s playable character. Capcom got cold feet, believing legions of Mega Man fans would reject any protagonist other than the Blue Bomber, who by that time had taken center stage in over a dozen games across NES, Game Boy, and SNES.

Capcom, perhaps hesitant to deviate too far from the franchise’s lucrative formula, dubbed Mega Man X as Super Mega Man, following the nomenclature of dozens of other properties that made the jump from eight to 16 bits. One holdover of the classic series was the password system, implemented in favor of a save-game feature.

Secret of Mana

Source: Flying Omelette

Duke Nukem popularized the concept of viewing digital porn mags during gameplay, but he did not pioneer it. Secret of Mana’s Mystic Book enemies attack by drifting through the air and flipping to an arbitrary page, then casting the spell written there. Every so often, they’ll flip to a nude centerfold lying on her belly. The book displays an embarrassed animation before leafing over to another page.

Star Fox

Source: Iwata Asks

The cast of Star Fox features some of Nintendo’s most colorful characters, a squadron of animals capable of swooping and barrel rolling through danger. Miyamoto, who lent his guidance as a producer, explained that he was uninterested in creating a game starring humans, robots, and other sci-fi archetypes. He did not choose a fox as the game’s lead arbitrarily. “Star Fox has a lot of scenes in which the fighter goes through arches, which reminds one of the gates at Shinto shrines called torii,” Miyamoto explained in an interview with the late Satoru Iwata. “And torii made me think of the thousands of such gates at Fushimi Inari Taisha.”

Fushimi Inari Taisha is the foremost of Japan’s shrines dedicated to Inari, a divine being that resembles a fox. “In a prototype, there were lots of scenes like going through there. And when you think of Fushimi Inari, you think of foxes. Fushimi Inari Taisha is about a 15-minute walk from our former head office12, and there used to be a boys' baseball team in the area called the Inari Foxes. I thought, ‘Foxes! Now that's cool!’”

Star Fox 2

Source: Nintendo Life

Fox’s inaugural outing was a test bed for Nintendo’s Super FX graphics chip, an add-on component capable of displaying polygonal graphics. Star Fox 2 was due to expand on every facet of its predecessor before it was mothballed midway through development. (The game’s inclusion on the Super NES Classic marks its first official release.) Director Katsuya Eguchi, who partnered with Miyamoto to develop the original game’s character and story—and who went on to direct the Animal Crossing series—sought a change from on-rails shooting to a more open-ended structure.

“Eguchi-san wanted to investigate a more 'Rogue-like' structure to the game,” said former Argonaut Software developer Dylan Cuthbert in an interview with Nintendo Life. “I think you can tell from Animal Crossing that he likes that kind of iterative, exploratory style game, based on algorithms.” Miyamoto welcomed the shift in gameplay style, and viewed Star Fox as the perfect franchise to experiment with.

“The series was never intended to be limited to linear 3D scrolling stages,” Cuthbert went on, “and he [Miyamoto] will often say that the only reason they did that was to get the best speed and performance out of the Super FX Chip.”

Street Fighter II Turbo: Hyper Fighting

Source: Mental Floss

Imitation is the sincerest form of flattery. After years of attempting to stamp out the outbreak of Super Mario game hacks, Nintendo came up with an ingenious and profitable workaround in Super Mario Maker, a $60 toolset with which players can build custom Mario levels. Capcom followed a similar path with its Street Fighter II series of games. The developer dropped legal hammers on hacks, but fans pumped them out faster than lawyers could crack down on them.

Concerned that illegal spoofs might cut into his employer’s bottom line—and eventually his paycheck—Capcom USA’s James Goddard ventured into an arcade to try Street Fighter 2 Rainbow Edition. The cracked game featured absurd imbalances that would never fly in official competition, such as swapping characters mid-match and executing special moves in rapid succession, but one facet of its gameplay stuck with him. Back at work, he booted up Street Fighter 2 Champion Edition and was dismayed to realize how sluggish it felt after spending time with Rainbow Edition’s hyper-fast fighters. Inspiration struck, and Capcom turned around Street Fighter 2: Hyper Fighting, an iterative update that rebalanced characters, introduced new attacks, and ratcheted up the speed of matches, resulting in a faster and more fluid pacing.

Super Castlevania 4

Source: Castlevania Wikia

Don’t let the “4” in the title fool you. Castlevania series creator Koji Igarashi views the franchise’s Super Nintendo debut as a remake of the original game rather than a sequel. Japanese players were clear on that point, but western players were given a different chronology. During localization, Konami called an audible and modified the manual and in-game text to indicate that Super Castlevania 4 falls after Castlevania 2: Simon’s Quest on the official timeline.

Super Ghouls ‘N Ghosts

Source: VG Facts

Nintendo maintained a strict agnostic stance on religious iconography in its games, both those created in-house as well as those it published in North America. In the original version of Super Ghouls ‘n Ghosts, the final boss is named Samael, Hebrew for “Venom of God.” Capcom changed the boss’s name to Sardius for the North American release.

Super Mario Kart

Source: Daily Dot

Shigeru Miyamoto sees his Mario characters as actors. Mario isn’t really a hero, Bowser isn’t really a villain; they just play those roles in certain video games. In others, Mario referees boxing matches, takes the form of a statue in Animal Crossing, and flings banana peels at his erstwhile nemesis in Super Mario Kart. Miyamoto has gone on to say that when he and other designers at Nintendo come up with a new idea, they examine existing franchises and characters to see if the concept could be mapped to a known quantity such as Mario or Zelda.

However, Super Mario Kart did not start out as a Mario-themed title. A prototype starred a generic man wearing overalls, without Mario’s bushy ‘stache. Rules for racing hadn’t been implemented yet; all developers could do was drive around courses. As he tooled around with the demonstration, Miyamoto had an idea. “We noticed that it looked neat if you stopped one car and looked at the other car flying by. We decided to see what it would look like with Mario in one of the karts, and everyone thought that looked even better.”

Super Mario RPG: Legend of the Seven Stars

Source: ZSNES Docs

The Super FX chip is the most well-known of the SNES’s enhancement parts, but it’s not the only one of its kind. Super Mario RPG runs on the SA-1 chip, an extra microprocessor that enables all sorts of technical tricks including quicker access to memory, more data storage, data compression, and anti-piracy measures.

Super Mario World

Source: Various news broadcasts

Super Mario World is known as Super Mario Bros. 4 in Japan. That naming scheme nearly carried over to the United States, where the game’s appearance on a local news station showed a glimpse of the title Super Mario Bros. 4: Super Mario World. The context of news report in which the game first appeared, however, is more interesting.

Back in 1991, lots of parents were upset to discover that all the NES Game Paks that Santa had purchased for little Billy and Susie would be incompatible with Nintendo’s new console. “At $200,” a baritone newscaster explained, “a Super Nintendo setup costs twice as much as the old system, and you can’t mix and match [cartridges]. Some parents are refusing to be taken in.”

Nintendo encountered a similar problem in 2012, when casual shoppers assumed the Wii U GamePad was a peripheral they could use with their Wii.

Super Metroid

Source: Now Gamer

Metroid is the darkest, most adult of Nintendo’s franchises. Whereas Mario and Zelda appeal to a wide audience, the visual and aural direction of Super Metroid cemented it as a title for older players. Look no further than the opening scene for proof. The camera pans around a darkened lab before pulling back to show corpses littering the floor around a smashed cylinder.

Although famous and infamous for working inside a bubble, Nintendo allowed outside influences to touch Super Metroid. “I think the film Alien had a huge influence on the production of the first Metroid game,” admitted Super Metroid producer Yoshio Sakamoto. “All of the team members were affected by HR Giger’s design work, and I think they were aware that such designs would be a good match for the Metroid world we had already put in place. To be honest, I’ve never really been clear on what is or isn’t the ‘Nintendo look’, but as far as we were concerned, we were just projecting another image from within Nintendo – another face of Nintendo, if you like.”

Super Punch-Out!!

Source: Punch-Out Wikia

Nintendo’s super sequel rolled out new attacks for Little Mac, such as a power meter that unlocks uppercuts, jabs, and hooks once players fill it up during bouts. Those changes molded Super Punch-Out!! into a much faster game, albeit one still concentrated as much on treating opponents as puzzles to be solved as on action. Little Mac’s augmented arsenal also testified to the influence of Nintendo Integrated Research & Development (IRD), and the integration of the company’s software and hardware engineers.

The oldest division at Nintendo, IRD designed every console and peripheral until it went defunct in 2015. It was founded by Genyo Takeda, who produced the arcade version of Super Punch-Out!! Part of Takeda’s plan was to design the coin-op game in such a way that it could be easily and flawlessly ported to the Super NES console. The “Super” in the game’s title spoke to his line of thinking.

Yoshi’s Island

Source: DK Vine

Miyamoto didn’t become the most revered designer in gaming by turning the other cheek. After Nintendo’s marketing team bounced back his concept for Yoshi’s Island and declared its visual direction too whimsical in the face of Donkey Kong Country’s pre-rendered models, Miyamoto responded by doubling down on his preferred art direction.

“Everybody else was saying that they wanted better hardware and more beautiful graphics instead of this art,” Miyamoto told author Steve Kent. “Even while I was working on the Super Mario World, I was thinking that the next hero should be Yoshi. Other people have created games based upon Yoshi. Yoshi's World Hunters, Yoshi's Egg, Yoshi's Cookie, and so forth—games that I don't really like. So I decided that I should make an authentic Yoshi game.”

Shacknews - John Keefer

In a variation of "What Would You Do For a Klondike Bar," the question here is "What would you pay for original 3.5-inch floppies of Doom 2?" If your answer is $900, then you are in the ball park of an auction currently on eBay. Why so high? They are being sold by id co-founder John Romero, one of the masterminds behind the game and the franchise.

The auction is indeed legit, as Romero has even promoted it on his official Twitter account. He may not have been expecting much interest, as he started bidding at $10. But 60 bids later, it has hit the $900 mark, with the auction scheduled to end at 6:13 a.m. PT / 9:13 a.m. ET tomorrow.

Romero lists the disks in "very good" condition. These disks look great - no defects other than they are 23 years old so the glue from the label is slowly coming through (as they all do over time)." the listing reads. There is no box, just the five disks, and they are the original v1.7 version of the game.  

Now, 3.5-inch floppy drives have gone the way of the dodo, but you can own a piece of history even if you don't intend to boot it up. And Romero will even sign them if you like, so make a bid sometime before tomorrow morning. 

Shacknews - Asif Khan

Twitch has announced that Affiliates will have subscription buttons added to their channel this week. Subscriptions are becoming the lifeblood of internet streams and services and this will definitely help smaller streamers get their channels off the ground. They made the announcement on their official Twitch blog as well as across social media.

Affiliates will have access to all subscription options: $4.99, $9.99 and $24.99/month, as well as the Twitch Prime free subscription. They’ll have one sub emote for all subscribers, and two additional slots for $9.99 and $24.99 subs. And just like Partners, Affiliates will be able to offer sub-only chat.

Please take a look at the frequently asked questions.

Q. I’m an Affiliate. How do I upload my sub emote(s)?

A. As soon as your Sub button appears this week, you can upload your emote(s). Go to the Settings tab in your Dashboard, click Emoticons, then Edit, and upload your emoticon in the sizes specified, and then click Save Changes. You can find more details about sub emotes here.

Q. How long will it take for my sub emote(s) to be approved?

A. Review of Affiliate emotes can take up to a week or more, and there may be delays as we work through all the new emotes from tens of thousands of Affiliates. This process cannot be expedited (attempting to do so may, in reality, slow the process down). As well, events and holidays may extend the approval process, so please be patient while waiting for review.

Q. What is my Sub Emote Prefix?

A. It will be autoselected for you based on your Twitch username. You will find it on the emoticon upload page from the Settings tab in your Dashboard.

Q. Can I change my Sub Emote prefix?

A. We are not allowing changes to Affiliate sub emote prefixes at this time.

Q. When is Subscription gifting launching?

A. We’re working hard to deliver this feature as soon as we can!

This is a big moment for a lot of Twitch streamers and we can't wait to see how many awesome emotes are created. Do you stream? Shout out your channel in the comments section below.

Shacknews - John Keefer

Arkane Studios President and Co-Creative Director Raphael Colantonio is leaving the company after 18 years. He said he wants to spend more time with his family.

Colantonio revealed the move in a post on the Bethesda blog. "It is time for me to step out to spend some time with my son and reflect on what is important to me and my future," he said. Colantonio had headed the Austin division of Arkane, which recently released Prey. Harvey Smith, who heads Arkane's studio in Lyon, France, will now oversee the team until a new manager can be found or promoted.

Arkane was founded by Colantonio and three friends in 1999, with the critically acclaimed Arx Fatalis being its first title. The studio worked on a variety of games under his leadership before bringing Smith on board in 2008. They came up with the idea for Dishonored, which Bethesda agreed to publish. Bethesda then acquired the developer in 2010.

He offered no mention of what his future plans are other than family time, so it will be interesting to see if he surfaces again in a new venture in the next six months or so.

Shacknews - John Keefer

Diablo 2's Necromancer has risen from the dead as new DLC for Diablo 3. The Rise of the Necromancer pack is now available for download after today's server update.

In addition to the dark spellbinder, Blizzard has also pushed out the 2.6.0 patch, which is available for all, even if you didn't get the $15 DLC. Among the new features are Challenge Rifts where players can try out a select user-created static dungeon; The Moors and Temple of the Firstborn zones; and four new Waypoints in Adventure Mode to the Realms of Fate.

The patch notes are below, including all of the new abilities, legendaries and gear for the Necromancer.

CLASSES

  • Necromancer Skills
    • Primary
      • Bone Spikes
        • Base Skill (Physical)
          • Generate: 24 Essence.
          • Summon bone spikes from the ground dealing 150% weapon damage per second.
        • Sudden Impact (Physical)
          • Bone spikes stun enemies for 1 second.
        • Path of Bones (Physical)
          • Now unleashes a line of spikes that deals 100% weapon damage. Damage is increased by up to 100% for those further away.
        • Bone Pillars (Poison)
          • Instead strikes the target and up to two nearby enemies with large bone pillars for 150% weapon damage.
        • Frost Spikes (Cold)
          • Leaves a frost patch that reduces the movement speed by 60% for 2 seconds.
        • Blood Spikes (Physical)
          • Enemies bleed for 50% weapon damage over 2 seconds and heal you for 0.5% of your total life over the duration.
      • Siphon Blood
        • Base Skill (Physical)
          • Generate: 15 Essence each time damage is dealt.
          • Siphon the blood from the targeted enemy dealing 300% weapon damage.
          • Siphon Blood heals you for 2% of your total health every second while channeled.
        • Suppress (Cold)
          • Enemies are also slowed by 75%.
        • Purity of Essence (Physical)
          • Essence gained is increased to 20 while you are at full health.
        • Drain Life (Physical)
          • Increases the amount of health restored to 6% but no longer restores Essence.
        • Power Shift (Poison)
          • Damage is increased by 10% each time damage is dealt. Max 10 stacks.
        • Blood Sucker (Physical)
          • You pull in all health globes within 40 yards while siphoning.
      • Grim Scythe
        • Base Skill (Physical)
          • Generate: 12 Essence per enemy hit
          • Slash with a summoned Scythe in front of you dealing 150% weapon damage as Physical.
        • Blood Scythe (Physical)
          • Heal for 1% of your health per enemy hit.
        • Execution (Physical)
          • Enemies below 20% health have a 5% chance to be decapitated and instantly killed.
        • Frost Scythe (Cold)
          • Each enemy hit increases your attack speed by 1% for 5 seconds. Max 15 stacks.
        • Dual Scythes (Physical)
          • Slash with two summoned Scythes in front of you dealing 150% weapon damage as Physical and push enemies together.
        • Cursed Scythe (Poison)
          • Enemies hit by the scythe have a 15% chance to be inflicted with a random curse.
    • Secondary
      • Death Nova
        • Base Skill (Poison)
          • Cost: 20 Essence
          • Unleash a Nova that deals 350% weapon damage to all enemies within 25 yards.
        • Tendril Nova (Physical)
          • Now heals you for 1% of your health per target hit and reduces damage dealt to 225%.
        • Bone Nova (Physical)
          • Spines radiate outward and deal 475% weapon damage within 12 yards.
        • Blood Nova (Physical)
          • Spend 10% health to unleash a Blood Nova that deals 450% weapon damage to all nearby enemies within 25 yards.
        • Blight (Poison)
          • Leave a lingering patch of blight on the ground slowing enemies by 60% and causing them to deal 15% less damage for 1 second.
        • Unstable Compound (Poison)
          • Each cast increases the radius of your next Nova by 5 yards up to 2 times.
      • Bone Spear
        • Base Skill (Physical)
          • Cost: 20 Essence
          • Summon a piercing bone projectile that causes 500% weapon damage to all enemies it passes through.
        • Crystallization (Cold)
          • Each enemy hit has their attack speed reduced by 20% and your attack speed is increased by 3% for 3 seconds stacking up to 10 times.
        • Shatter (Physical)
          • Instead of piercing now detonates on the first enemy hit dealing 450% to all enemies within 15 yards.
        • Blighted Marrow (Poison)
          • Damage is increased by 15% for each enemy Bone Spear passes through.
        • Blood Spear (Physical)
          • Bone Spear turns into Blood Spear. Damage is increased to 650% weapon damage at the cost of 10% health.
        • Teeth (Physical)
          • Launches 5 razor sharp teeth that deal 300% weapon damage.
      • Skeletal Mage
        • Base Skill (Physical)
          • Cost: 40 Essence
          • Raise a skeleton from the ground to attack your foes dealing 400% weapon damage per attack. Lasts 6 seconds.
        • Gift of Death (Physical)
          • Risen Skeletons leave a corpse behind when they die or expire.
        • Singularity (Physical)
          • Consumes all Essence to summon a powerful minion. The minion’s damage is increased by 3% for every point of Essence consumed.
        • Life Support (Physical)
          • Risen Mages cost 10% health to cast but lasts an additional 2 seconds.
        • Contamination (Poison)
          • Raise a contaminated mage that channels an aura of decay for 100% weapon damage for its duration.
        • Skeleton Archer (Cold)
          • Raise a Skeleton Archer that deals 400% weapon damage.
          • Skeleton Archers increase your attack speed by 3% for 5 seconds each time they deal damage. Max 10 stacks.
    • Blood & Bone
      • Bone Armor
        • Base Skill (Physical)
          • Cost: 10 Essence
          • Cooldown: 10 seconds
          • Rip bones from nearby enemies, dealing 150% weapon damage, and create armor that reduces damage taken by 3% per enemy hit up to a maximum of 10 enemies. Bone Armor lasts 60 seconds.
        • Harvest of Anguish (Cold)
          • Damage dealt to enemies is increased by 200%.
        • Limited Immunity (Physical)
          • Your armor absorbs all incoming damage for 5 seconds and grants immunity to all control impairing effects.
        • Dislocation (Poison)
          • Enemies hit are also stunned for 2 seconds.
        • Thy Flesh Sustained (Physical)
          • Cost: 20% Health
          • Increases your Life per Second by 10% per target hit.
        • Reap of Anguish (Physical)
          • Bone Armor also increases your movement speed by 1% for each enemy hit.
      • Bone Spirit
        • Base Skill (Physical)
          • Launch a Bone Spirit that will seek enemies. Deals 4000% damage on impact.
          • You gain a charge every 15 seconds and can store up to 3 charges.  Recharge time is reduced by 1 second for each corpse you consume.
        • Possession (Physical)
          • Bone Spirit will now charm the target for 10 seconds at the cost of 5% health.
        • Panic Attack (Poison)
          • Enemies within 10 yards are feared for 2 seconds when Bone Spirit detonates.
        • Poltergeist (Cold)
          • Increases the maximum number of charges to 4.
        • Unfinished Business (Cold)
          • Bone Spirit explodes dealing 1250% weapon damage to all enemies within 10 yards on detonation.
        • Astral Projection (Cold)
          • Damage is increased by 15% for each enemy that Bone Spirit passes through while seeking its target.
      • Blood Rush
        • Base Skill (Physical)
          • Cooldown: 5 seconds
          • Cost: 5% Health
          • Shed your mortal flesh and reappear up to 50 yards away.
        • Transfusion (Physical)
          • Heals for 2% of your maximum health for every enemy passed through.
        • Hemostasis (Physical)
          • Removes the health cost.
        • Metabolism (Physical)
          • Blood Rush now has 2 charges, but its health cost is doubled.
        • Potency (Physical)
          • Increases your armor by 100% for 2 seconds after casting.
        • Molting (Physical)
          • Leaves a corpse at your original location when used.
      • Simulacrum
        • Base Skill (Physical)
          • Cost: 25% Health
          • Cooldown: 120 seconds
          • Create a Simulacrum made of blood that will duplicate your Essence Spenders for 15 seconds.
        • Reservoir (Physical)
          • Your maximum Essence is increased by 100% while your Simulacrum is active.
        • Cursed Form (Physical)
          • While active, your curse skills now apply all three curses.
        • Blood Debt (Physical)
          • Life costs for skills are reduced by 75% while Simulacrum is active.
        • Blood and Bone (Physical)
          • Now also creates a Simulacrum of Bone, but the duration is reduced to 10 seconds.
        • Self Sacrifice (Physical)
          • If you would die with a Simulacrum active, instead the Simulacrum is destroyed and you are fully healed.
    • Reanimation
      • Land of the Dead
        • Base Skill (Physical)
          • Cooldown: 120 seconds
          • All corpse skills can be used at will for 10 seconds.
        • Invigoration (Physical)
          • Your skills do not cost Essence while Land of the Dead is active.
        • Frozen Lands (Cold)
          • Enemies in the Land of the Dead are periodically frozen.
        • Plaguelands (Poison)
          • Land of the Dead deals up to 5,000% weapon damage to enemies over its duration.
        • Land of Plenty (Physical)
          • You are healed for 2% of your maximum life whenever you kill an enemy while Land of the Dead is active.
        • Shallow Graves (Physical)
          • Every 10 enemies killed extends the duration by 1 second up to a maximum of 2 seconds.
      • Command Skeletons
        • Base Skill (Physical)
          • Cost: 50 Essence
          • Active: Command your skeletal minions to attack the target and increase their damage by 50% for 5 seconds.
          • Passive: Raise skeletons from the ground every 2 seconds to a max of 7 skeletons. Skeletal minions deal 50% weapon damage per attack.
        • Enforcer (Physical)
          • Reduces the active Essence cost to 25.
        • Dark Mending (Physical)
          • Skeletal minions will heal you for 0.5% of your total health per hit while being commanded.
        • Freezing Grasp (Cold)
          • The target of your command is frozen for 3 seconds.
        • Kill Command (Poison)
          • Now commands your skeletons to explode, dealing 215% weapon damage to enemies within 15 yards.
        • Frenzy (Physical)
          • Commanded skeletons go into a frenzy, gaining 25% increased attack speed for the duration.
      • Command Golem
        • Base Skill (Poison)
          • Cooldown: 45 seconds
          • Active: Command the Golem to the targeted location where it collapses into a pile of 5 corpses.
          • Passive: Raise a Flesh Golem to fight for you. Flesh Golem deals 450% weapon damage per attack.
        • Bone Golem (Physical)
          • Active: The Golem becomes a tornado of bone carrying all nearby enemies to the targeted location and rooting them in place for 2 seconds.
        • Blood Golem (Physical)
          • Active: The Golem sacrifices itself healing you for 25% of your health and reconstructs at the targeted location. As the Golem reconstructs, veiny tendrils damage nearby enemies for 450% weapon damage.
        • Flesh Consuming Golem (Poison)
          • Active: The Golem consumes corpses at the targeted location increasing its damage by 30% per corpse.
        • Decay Golem (Poison)
          • Active: Command the Golem to the targeted location where it collapses into a pile of 8 corpses.
        • Ice Golem (Cold)
          • Active: Command the Golem to launch an icy blast at the target location, freezing enemies for 3 seconds and increasing their chance to be critically struck by 10% for 10 seconds
      • Army of the Dead
        • Base Skill (Physical)
          • Cooldown: 120 seconds
          • Raise a massive skeletal army to pummel the targeted location dealing 12000% weapon damage in a 15 yard radius.
        • Blighted Grasp (Poison)
          • Skeletal hands raise from the ground damaging enemies within 15 yards for 14000% total weapon damage as Poison over 5 seconds.
        • Frozen Army (Cold)
          • Weapon damage increased to 12000% and they attack all enemies in a line.
        • Unconventional Warfare (Physical)
          • Skeletons will rise from the ground and attack random targets for 50000% total weapon damage over 4 seconds.
        • Dead Storm (Physical)
          • Raise a storm of the dead that surround you damaging enemies for 15500% weapon damage over 5 seconds.
        • Blighted Grasp (Poison)
          • Skeletal hands rise from the ground damaging enemies within 15 yards for 14000% total weapon damage over 5 seconds
    • Curses
      • Decrepify
        • Base Skill (Physical)
          • Cost: 10 Essence
          • A crippling curse that reduces the enemy units’ movement speed by 75% and reduces damage done by 30% for 30 seconds.
        • Opportunist (Physical)
          • Gain a 3% movement speed increase for every enemy cursed.
        • Borrowed Time (Physical)
          • Gain 1% cooldown reduction for every enemy cursed.
        • Wither (Physical)
          • Damage reduction increased to 40%, but no longer reduces movement speed.
        • Dizzying Curse (Physical)
          • Cursed enemies have a 10% chance to be stunned for 2 seconds when hit.
        • Enfeeblement (Physical)
          • Increase the potency of the movement speed reduction for the first 5 seconds.
      • Frailty
        • Base Skill (Physical)
          • Cost: 10 Essence
          • A crippling curse that kills enemies with less than 15% health.  Lasts 30 seconds.
        • [Placeholder] Essence Return (Physical)
          • Gain 2 essence when a cursed enemy dies.
        • Volatile Death (Physical)
          • Cursed enemies explode for 100% weapon damage on death.
        • Scent of Blood (Physical)
          • Cursed enemies take 15% increased damage from your minions.
        • Aura of Frailty (Physical)
          • Becomes an aura that curses all enemies within 15 yards.
          • The range of this effect is increased by 50% of your gold pickup radius.
        • Early Grave (Physical)
          • Triggers at 18% life but costs 10% of your life.
      • Leech
        • Base Skill (Physical)
          • Cost: 10 Essence
          • Curse the target area. Cursed enemies have a chance to heal the attacker when they are struck for 2% of their total health. Lasts 30 seconds.
        • Transmittable (Physical)
          • Enemies that die while cursed will spread the curse to a nearby unaffected target.
        • Sanguine End (Physical)
          • Whenever a cursed enemy dies, you are healed for 200% of your Life per Kill.
        • Cursed Ground (Physical)
          • Now curses the ground, healing you for 1% of your maximum life every second for each enemy in the cursed area.
        • Blood Flask (Physical)
          • Whenever a cursed enemy dies your potion cooldown is reduced by 1 second.
        • Osmosis (Physical)
          • Each cursed enemy increases your life regeneration by 751 per second.
    • Corpses
      • Corpse Explosion
        • Base Skill (Physical)
          • Target an area exploding all corpses within 11 yards dealing 350% weapon damage to enemies within 20 yards.
        • Final Embrace (Physical)
          • Corpses pull themselves towards the nearest enemy before exploding, but Corpse Explosion now costs 2% life per corpse.
        • Close Quarters (Poison)
          • Now explodes corpses close to you, dealing 325% weapon damage to enemies within 20 yards.
        • Bloody Mess (Physical)
          • Explosion radius is increased to 25 yards.
        • Dead Cold (Cold)
          • Freeze all enemies caught in the explosion for 2 seconds.
        • Shrapnel (Poison)
          • Corpses now explode away from you, hitting all targets in a cone.
      • Corpse Lance
        • Base Skill (Physical)
          • Target an enemy to summon projectiles from nearby corpses that cause 1750% weapon damage to the target.
        • Brittle Touch (Cold)
          • Enemies become brittle increasing their chance to be crit by 5% for 5 seconds each time they are hit with Corpse Lance.
        • Blood Lance (Physical)
          • Spend 2% of your total health to launch an additional lance from yourself towards the target that deals 250% weapon damage.
        • Visceral Impact (Physical)
          • Stuns the target for 3 seconds.
        • Shredding Splinters (Poison)
          • Each lance slows the target by 10% and reduces its damage by 6% for 10 seconds. Stacks up to 5 times.
        • Ricochet (Physical)
          • Corpse Lance has a 20% chance to ricochet to one additional target.
      • Devour
        • Base Skill (Physical)
          • Consume corpses within 60 yards to restore 10 Essence per corpse.
        • Ruthless (Physical)
          • Additionally consumes your minions for 10 Essence per minion killed.
        • Voracious (Physical)
          • Reduces all Essence costs by 2% for each corpse consumed for 5 seconds.
        • Devouring Aura (Physical)
          • Becomes an aura that consumes all corpses within 15 yards to restore 11 Essence per corpse.
          • The range of this effect is increased by 50% of your gold pickup radius.
        • Satiated (Physical)
          • Increases maximum life by 2% for 2 seconds for each corpse devoured.
        • Cannibalize (Physical)
          • Each corpse consumed also restores 3% health.
      • Revive
        • Base Skill (Physical)
          • Target an area reviving up to 10 corpses within 20 yards for 15 seconds.
        • Oblation (Physical)
          • Increases the damage of revived creatures by 20% but each Revive now costs 3% health.
        • Personal Army (Physical)
          • Damage taken is reduced by 1% for each revived minion active.
        • Recklessness (Cold)
          • Revived minions deal an additional 150% damage but last 6 seconds. Damage dealt is turned into Cold.
        • [Placeholder] Horrific Return (Poison)
          • When you revive a corpse, enemies within 20 yards run in fear for 3 seconds.
        • Purgatory (Physical)
          • Revived minions degenerate back into a usable corpse at the end of their duration.
  • Necromancer Passives
    • Fueled by Death
      • Consuming a corpse increases your run speed by 3% for 5 seconds.
    • Life from Death
      • Consuming a corpse has a 20% chance to spawn a Health Globe.
    • Stand Alone
      • Increase Armor by 100%, reduced by 10% for each active minion.
    • Bone Prison
      • Bone Spear, Bone Spikes and Bone Spirit have a 30% chance to trap enemies in a Bone Prison for 3 seconds.
    • Commander of the Dead
      • The Essence cost of Command Skeletons and the cooldown of Command Golem are reduced by 30%.
    • Swift Harvesting
      • Increase the attack speed of Bone Spikes, Siphon Blood and Grim Scythe by 15%.
    • Aberrant Animator
      • Your minions gain 200% of your Thorns.
    • Eternal Torment
      • Your curses cost 50% less Essence and last forever.
    • Blood for Blood
      • Picking up a health globe removes the health cost of the next Blood spell. This effect can stack up to 10 times.
    • Blood is Power
      • After cumulatively losing 100% of your maximum Life, all ability cooldowns are reduced by 20%. This effect cannot reduce an ability’s cooldown more than once for each time that ability is used.
    • Draw Life
      • Increases your Health Regen by 10% for each enemy within 20 yards.
    • Extended Servitude
      • Increase the duration of your Skeletal Mage and Revive minions by 25%.
    • Final Service
      • When you take lethal damage, you are sustained preventing all incoming damage for 4 seconds. In addition, you consume minions to heal for 10% of your life per minion. This effect cannot occur more than once every 60 seconds.
    • Grisly Tribute
      • You are healed for 10% of your Life on Hit when one of your minions hits an enemy.
    • Overwhelming Essence
      • Increase your maximum Essence by 40.
    • Rathma’s Shield
      • You cannot lose life for 4 seconds after using Land of the Dead, Army of the Dead and Simulacrum.
    • Dark Reaping
      • While using a scythe gain 2% Essence and Life per kill.
    • Rigor Mortis
      • Blight abilities also slow enemies by 30% and reduce their attack speed by 30% for 5 seconds.
    • Serration
      • Bone Spikes, Bone Spear and Bone Spirit deal 1% increased damage for every 2 yards between you, up to a maximum of 20%.
  • Wizard Skills
    • Mirror Image
      • Simulacrum
        • This rune has been renamed to “Hard Light”

ITEMS

  • Legendary Items
    • Funerary Pick
      • Siphon Blood drains blood from 2 additional targets
    • Trag’oul’s Corroded Fang
      • The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse and you deal 175-200% increased damage to cursed enemies
    • Scythe of the Cycle
      • Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds
    • Maltorius’ Petrified Spike
      • Bone Spear now costs 40 Essence and deals 375-450% increased damage
    • Bloodtide Blade
      • Death Nova deals 20-30% increased damage for every enemy within 15 yards
    • Reilena’s Shadowhook
      • Every point of Maximum Essence increases your damage by 0.5% and Bone Spikes generates 2-5 additional Essence for every enemy hit
    • Nayr’s Black Death
      • Each different Poison skill you use increases the damage of your Poison skills by 50-65% for 15 seconds
    • Spear of Jairo
      • Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses
    • Lost Time
      • Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks.
    • Bone Ringer
      • The damage bonus of Command Skeletons increases by 25-30% per second they spend attacking the same target
    • Leger’s Disdain
      • Grim Scythe deals an additional 7-10% damage for each point of Essence it restores
    • Iron Rose
      • Attacking with Siphon Blood has a 40-50% chance to cast a free Blood Nova
    • The Johnstone
      • Each corpse consumed in the Land of the Dead grants a stack of Macabre Knowledge. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150-200% while outside Land of the Dead.
    • Haunted Visions
      • Simulacrum now drains 5% of your maximum life every second and lasts twice as long
    • Wisdom of Kalan
      • Increases the maximum stacks of Bone Armor by 5
    • Bloodsong Mail
      • While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage
    • Requiem Cereplate
      • Devour restores an additional 75-100% Essence and Life. In addition, when Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds.
    • Mask of Scarlet Death
      • Revive now consumes all corpses to raise a minion that deals 125 – 150% more damage per corpse
    • Fate’s Vow
      • Army of the Dead gains the effect of the Unconventional Warfare rune
    • Moribund Gauntlets
      • Your Golem sheds a corpse every second
    • Grasps of Essence
      • When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times
    • Golemskin Breeches
      • Your Golem’s damage is increased by 100-125% and you take 30% less damage while it is alive
    • Defiler Cuisses
      • Your Bone Spirit’s damage is increased by 75-100% for every second it is active
    • Steuart’s Greaves
      • You gain 40-50% increased movement speed for 2 seconds after using Blood Rush
    • Bryner’s Journey
      • Attacking with Bone Spikes has a 20-30% chance to cast a Bone Nova at the target location
    • Dayntee’s Binding
      • You gain an additional 40-50% damage reduction when there is an enemy afflicted by your Decrepify
    • Razeth’s Volition
      • Skeletal Mage gains the effect of the Gift of Death rune
    • Circle of Nailuj’s Evol
      • You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds
    • Prayer of Briggs
      • Uncursed enemies are pulled to the target location when a curse is applied to them
    • Krysbin’s Sentence
      • You deal 75-100% increased damage against slowed enemies or triple this bonus against enemies afflicted by any other type of control-impairing effect
    • Lornelle’s Sunstone
      • Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing
    • Corpsewhisper Pauldrons
      • Corpse Lance damage is increased by 25-30% for 3 seconds when you consume a corpse. Max 20 stacks.
    • Hellfire Amulet
      • Necromancer passives have been added for this item
    • Halcyon’s Ascent
      • This item now includes a skill for the Necromancer
  • Class Sets
    • Bones of Rathma
      • (2) Set Bonus
        • Your minions have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage
      • (4) Set Bonus
        • You gain 1% damage reduction for 15 seconds each time one of your minions deals damage. Max 50 stacks.
      • (6) Set Bonus
        • Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 250%
    • Trag’Oul’s Avatar
      • (2) Set Bonus
        • Blood Rush gains the effect of every rune
      • (4) Set Bonus
        • While at full life, your healing from skills is added to your maximum life for 45 seconds, up to 100% more.
      • (6) Set Bonus
        • Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%.
    • Grace of Inarius
      • (2) Set Bonus
        • Bone Armor damage is increased by 1000%
      • (4) Set Bonus
        • Bone Armor grants an additional 2% damage reduction per enemy hit.
      • (6) Set Bonus
        • Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% weapon damage and increasing the damage they take from the Necromancer by 2750%.
    • Pestilence Master’s Shroud
      • (2) Set Bonus
        • Each corpse you consume fires a Corpse Lance at a nearby enemy
      • (4) Set Bonus
        • Each enemy you hit with Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds.
      • (6) Set Bonus
        • Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000%
    • Jesseth Arms
      • (2) Set Bonus
        • When the target of your Command Skeletons dies, your skeletons are automatically commanded to attack a nearby target
        • While your skeletons are commanded to attack a target, all of your minions deal 400% increased damage
  • Legendary Gems
    • Zei’s Stone of Vengeance
      • When a pet deals damage with this gem equipped, bonuses are now always granted from the player to the enemy hit instead of from the pet to the enemy.

ADVENTURE MODE

  • Set Dungeons
    • The user interface has been updated to better explain tier completion requirements
      • With this, the basic completion tier must be finished within the given time limit
    • The time limit to complete a Set Dungeon has been increased to 5 minutes
    • Set dungeon monsters are now tracked on the mini-map when the dungeon begins
    • All Basic Tier monster kill requirements have been lowered
  • Greater Rifts
    • Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount.
  • Bug Fixes
    • Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty

ACHIEVEMENTS

  • Terror In The Blood
    • Now requires the player’s health to be at 10% or below instead of 9% or below
  • Bug Fixes
    • Fixed a bug preventing the Terror in the Blood achievement from triggering once the criteria were met and Diablo was defeated

MONSTERS

  • Skeleton Mage
    • Has had its fire damage reduced slightly

QUALITY OF LIFE

  • Witch Doctor Gargantuans will now destroy breakables they step on
Shacknews - Asif Khan

id Software has announced the patch that many Quake Champions players have been waiting for, rocket launcher latency has been fixed! In a post to the Quake Champions Bethesda forum, the developers detailed the testing that went into fixing projectile latency. "One note in particular that we'd like to address is a fix we're implementing to greatly reduce latency in firing rocket/nail projectiles. To help illustrate the changes, we've included an image to show latency between Quake Live, CBT 11 (pre-6/27 patch), and CBT 12 (the 6/27 patch)."

Please take a look at the comparative image.

Here are the full patch notes.

Quake Champions Patch Notes CBT 12

Tech:

  • Fixed the projectile delay, greatly reducing the latency between firing the weapon and the rocket/nail projectile appearing (image above)
  • Reduced frequency of pings in Datacenter Selection UI. This should help players who were seeing no available datacenters, or pings that were too high
  • We've made improvements to prevent player disconnects

Maps:                 

  • Burial Chamber: Fixed an issue where a section of the lava pool wouldn’t cause damage
  • Burial Chamber: Fixed an issue where you could get stuck performing a Rocket Jump into a wall in the Side Alcove
  • Corrupted Keep and Blood Run now available in Deathmatch and Team Deathmatch modes!
  • Corrupted Keep: Fixed various collision issues
  • Lockbox: Improved performance
  • Lockbox: Fixed an issue where users were able to get stuck in the mega health room

Champions:

  • Anarki:  Injection ability now gives an additional +1 hp to max health instead of 2%.
  •  BJ Blazkowicz: Fixed an issue where the healing pool could be abused
  • BJ Blazkowicz: Fixed an issue where rockets were fired from only one launcher while using his active ability
  • Clutch has a new passive! Clutch can dodge when the player presses the strafe button twice. Works both on ground and in the air
  • Clutch: Press the ability key a second time while the Barrier is enabled to lower the shield and activate the Mining Drill, a 3-second laser
  • Clutch: Fixed an issue where projectiles could freeze in the air after hitting Clutch’s Barrier
  • Slash: Fixed her invisible trail DOT
  • Sorlag: Acid Spit reduced from 30 to 25 dmg

Weapons:

  • Shotgun: Changed pellet damage from 3 to 4, such that point blank shots increased from 60 to 80 dmg
  • Nailgun: Changed rate of fire from 100 to 70 ms, resulting in an increase of 100 to 133 dps
  • Heavy Machinegun: Changed damage from 9 to 10, but decreased the rate of fire from 75 to 100, resulting in a decrease of 120 to 100 dps
  • Heavy Machinegun (zoomed): Changed damage from 10 to 15, but with a greatly decreased rate of fire from 80 to 200 ms, resulting in a decrease of 150 to 75 dps, but with a much smaller more accurate spread. In summary: Zoomed HMG now does less dps, but is very accurate, making it less than ideal in the beginning of a fight, but great for finishing off weak opponents.
  • Super Nailgun: Changed damage from 12 to 20, and decreased the rate of fire 80 to 100 ms, resulting in an increase from 150 to 200 dps
  • Super Nailgun: Tweaked impulse values to make nailclimbing easier
  • Tri-bolt: Fixed an issue where the weapon didn’t show animated firing effects in 1st person when you’re being shot at after quickly swapping to the weapon
  • Tri-bolt: Explosion delay added for when projectiles hit an enemy
  • Tri-bolt: Direct Damage is now 10 dmg before exploding…
  • Tri-bolt: …and Explosive Damage is 40 dmg, for each bolt.

Duel:

  • Duels matches are now Best of 5 Rounds, instead of Bo3. (In the future this will be a customizable option in Custom Game.)
  • Lobby: There are now only two columns on screen before the start of the draft. After the draft starts, 4 more columns will appear
  • Fixed an issue when in the Duel lobby, the amount of players may overlap other UI elements
  • Nicknames and the map name will now persist throughout the draft and voting stages

Sacrifice:

  • Updated Sacrifice HUD integrated
  • New POI for soul integrated
  • Cooldown timer for the soul spawn point is integrated
  • Soul will now be placed in Obelisk when the soul carrier enters the capture zone. Players can no longer throw the soul in to capture an Obelisk!
  • Fixes for various issues where the soul could clip through the floor
  • Fixes for various issues where the soul could get stuck in a level’s geometry
  • On-Screen effect for soul carrier integrated
  • Blue soul effect removed from carrier’s hands (1st person)

Custom Game:

  • 1-Champion limit (per team) in Sacrifice. Sacrifice lobby will now have a system where players can only choose unique Champions before the game starts. Champions picked by one player become unavailable to another. (In the future this will be a customizable option in Custom Game.)
  • Fixes for synchronization in custom game lobby: The game will react faster in a custom game lobby when a time-unlocked Champion expires, or when a player ups the amount of Champions to 3 while in Duel lobby
  • Champions that haven’t been purchased will not appear in a custom game roster
  • Fixed an issue where information was missing for the map and game mode on Sacrifice Draft screen

Menu:

  • Main Menu music will become quieter when tutorial screen is opened
  • Dropdowns are no longer overlapping pop ups and notifications
  • Lootboxes: Fixed an issue where shadows of floor pieces persisted on the screen
  • Lootboxes: Fixed an issue where there was no zoom option for lootbox dropped items
  •  “Play Now” button now has “Launching Server” and “Connecting to server” messaging for better communication
  • Removed % from post-match scoreboard and battle report

In-Game:

  • Fixed an issue where the announcer countdown wasn’t in sync with the visual countdown
  • Fixed an issue where the player couldn’t pick up armor shards/soul before the bounce animation ended
  • The round time now counts up instead of down
  • Overtime counter is now red to distinguish it from the normal up time
  • Fixed issues with jump pad active zones misplacement
  • Fixed an issue where players could spawn facing the wall
  • Fixed an issue when players could move while TAB is pressed on the death screen
  • Fixed issue when firing lightning gun and moving through the teleport obscures player's vision momentarily
  • Fixed an issue where Rocket Launcher projectiles didn’t have end effect when hitting an ally

Sound:

  • Soul pickup/placement sound integrated
  • Obelisk explosion sound integrated
  • Railgun now has a charge sound while in zoom
  • Railgun zoom in/out sound integrated
  • Integrated teleport in/out sound
  • Sound radius for pickups decreased from 50 to 40 meters

Spectating:

  • Added toggle for “Follow Killer” cam
  • Added toggle for “Follow Player with Power-up” cam
  • Added toggle for “Follow Soul Carrier” cam
  • Hot Key hint for toggles panel integrated
  • Health/Armor bars integrated in Duel Spectator HUD
  • Fixed an issue where the spectator saw the ability icon instead of the soul icon when spectating on the soul carrier
  • Fixed an issue where the spectator saw Galena’s totems as red
  • Fixed an issue where the spectator saw a death screen while players were on the Champion selection screen
  • Fixed an issue where the spectator had no post-match sequence or final scoreboard
  • Fixed an issue when spectator could be left in a lobby for the second match

The patch is live now! Let us know what you think of the Quake Champions CBT 12 Patch and if you think the rocket launcher feels right. This was a major complaint from the community and it is great to see the developers at id Software take the time to fix this. This patch should also affect the nail gun, so be on the lookout there as well.

Shacknews - John Keefer

Xbox Games With Gold usually offers some stellar titles from its back catalog to Xbox Gold members each month. However, July seems to be a bit wanting, much like the new release calendar each summer. The good news is they are free games, and you may just find a hidden gem you hadn't known about before.

The offers for July include Grow Up and Runbow on Xbox One, and Kane & Lynch 2 and LEGO Pirates of the Caribbean on Xbox 360, but backward compatible. Grow Up from Ubisoft is free for the whole month. Kane & Lynch 2 goes from July 1-15, while LEGO Pirates picks up the next day and is free from July 16-31. Runbow spans the gap, running from July 16 to August 15. The package of games will save you about $60.

If you haven't taken advantage of the June games yet, you can still grab Dragon Age: Origins (Xbox 360), Phantom Dust DLC and SpeedRunners (Xbox One) until June 30. Watch Dogs for Xbox One is free until July 15.

As always, you must be an Xbox Live Gold member to get the freebies. 

Shacknews - John Keefer

No matter how you felt about Mass Effect 3 or Andromeda, BioWare has always been a storytelling studio in its RPGs. But those story tried to be based on hard science, with silly but believable-sounding explanations and jargon for all the gadgets, physics and abilities that make up the universe. Anthem will be taking a different tack, going more fantastical with its story and lore.

The term BioWare is using now is "science fantasy," akin to Star Wars and Spielberg. In an interview with CBC Radio in Edmonton, BioWare General Manager Aaryn Flynn says that in Anthem, "we don’t worry about why they’re happening, or how they’re happening — the science of it. Mass Effect is more our real hardcore science fiction IP. This one is much more just having fun in a game world that’s lush and exotic and really sucks you in."

Flynn also explained, however, that the game will continue to explore personal experiences and relationships. "We’ve had folks who have moved into Canada, who are immigrants, and so often those stories find their way in," he said. "We have those folks who are from smaller communities, and those stories make their way in. We have LGBTQ members, and those stories make their way into the games. And so it all comes from your personal experience -- the writers, the designers, the artists. They all want to put into the game things they’ve admired or experienced in their lives."

BioWare made a splash at this year's E3 with the long-awaited reveal of its new IP. Publisher EA is pushing the game as a "live service" social experience, and specifically delayed the game to late 2018 or early 2019 so that BioWare could have more time to get the feature set right. If you are interested in the new offering from BioWare, be sure to check out everything we know about Anthem.

...

Search news
Archive
2017
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003  
2002