Battle Sprites Battle Sprites are new combat companions that all players can acquire by completing a new series of Rank 2 missions upon reaching Haven. These missions teach players about Battle Sprites and allow them to try out each of the three starter sprites before ultimately choosing one to keep. The three starter Battle Sprites are the fiery Drakon, the divine Seraphinx, and the shadowy Maskeraith; each with their own unique powers that will become more powerful as the sprite levels up and evolves! Just remember to feed them materials or food crafted from the Lab so your sprite can level up faster, evolve and gain new skills. You can read the original Battle Sprite announcement here. More information on Battle Sprite Skills can be found here and here. Additional Battle Sprite Info: - Battle sprites acquire perks at most levels. Perks are selected randomly. - Battle sprites can continue to acquire perks after reaching level 100. - Battle sprite skill points and ultimate skill choice can be reset with an item called a Reset Star. Reset Stars are sold in the Supply Depot. When using a Reset Star, a sprites level is retained.
The Lab The Biotechs of the Spiral Knights have finally got the Lab up and running! Head on over to the Haven Garrison and learn more about Battle Sprites and what the Spiral Knights have discovered about the world of Cradle. The Lab also includes an ensemble of NPCs related to Battle Sprites: - Biotech Morlin teaches you about sprite skills, perks, harnesses, and leveling - Biscotti explains how to feed and care for Battle Sprites - A special alchemy machine next to Biscotti allows you to craft favored sprite food from materials and minerals - Riley sells harnesses for Battle Sprites that change their damage types
Energy Changes - Elevators no longer require any energy to operate. Explore the Clockworks as much and as often as you wish! - Elevator passes are no longer for sale - Player-owned Elevator Passes have been replaced with 10 Radiant Fire Crystals and energy deposited into the player's account at a conversion rate of 2625 energy for each month of time left on your energy pass, rounded up. - Mist energy and mist tank items have been removed - Player-owned mist tanks have been replaced with 10 Sparks of Life (bound) - Player-owned mini mist tanks have been replaced with 1 Spark of Life (bound) - Crystal Energy is now simply called Energy - Mist Wells have been renamed 'Energy Wells' and no longer provide a 25% bonus on deposit. - Mist within Mist Wells has been converted to energy and may be withdrawn at 100 energy per day
New Revive System - All knights now have an Emergency Revive mechanism built into their armor that will revive them shortly after falling in combat once per floor. An ER only restores all the red health pips you have, but no more. - If a knight is brought to an elevator dead, their ER will be instantly used at the start of the next floor. - After falling in combat without an ER, the primary means of reviving is no longer energy. Players must use a Spark of Life in order to revive in the Clockworks. - Sparks of Life can be earned via missions, found in treasure blocks or purchased in bulk at a discount price in the Supply Depot. Sparks of Life cannot be purchased from the Supply Depot while in the Clockworks. - If dead without a ER or Spark of Life, a Spark of Life can be activated for 50 energy. This price never escalates. - Removed the ability to revive by sharing health as well as any heat sharing from reviving. Players may still revive each other using Sparks of Life. - The old Spark of Life crafting material has been renamed to Storm Chaser
General Changes - Rescue Camp missions have reworked narrative hooks that will allow for exciting new missions in the future - Removed "Securing the Camp" mission - A knight explaining the Forge has been added to the Haven Town Square - A new class of items have been added, known as Rarities. Rarities include sparks of life, fire crystals, orbs of alchemy and evo catalysts. - There is no longer a crown fee for joining Arcade Gates. - New scenario rooms have been added.
Difficulty Modes Players may now choose one of three difficulty levels when taking on missions or expeditions: - Normal mode is intended for new players and is easier than what existing players may be used to. It features lower payouts for crowns and heat as well as lower drop rates for materials and rarities. - Advanced mode is intended for existing players and is roughly equivalent to what they may be used to. It features current payouts for crowns and heat as well as average drop rates for materials and rarities. - Elite mode is intended for players seeking a high level of challenge. It features the highest payouts for crowns and heat as well as the highest drop rates for materials and rarities.
Item Changes - Loot now drops for each member of a party and each party member must pick up their own loot. You now will earn the exact same amount of loot in a party as you do solo, so party up! - 2 star materials and higher now only drop from a specific monster family. - Removed decay timer for crowns and heat - Extended decay timer for hearts - Players can no longer drop vials and capsules they acquire in the Clockworks - Some rare monsters now have a chance to drop new items. - All missions have been updated with new mission rewards. New materials have been added. These include: - Spark Plug - Vile Seal - Sinful Brew - Dead Gold - Wicked Idol - Crest of Ur - Royal Skewer
Equip Limits Equipping items is now limited by your Mission Rank: - Mission Rank of 3 is required to equip 2-star gear - Mission Rank of 5 is required to equip 3-star gear - Mission Rank of 6 is required to equip 4-star gear - Mission Rank of 8 is required to equip 5-star gear Any equipment bound before this patch will become your new current equip limit. For example. A knight who had only completed missions through Rank 3 but had 4 star gear equipped will be able to equip gear 4 star and below until achieving Rank 8.
UI Changes - Added three new quickslots to the HUD for Battle Sprite skills - Added a HUD icon for your Emergency Revive - Added a Get Energy button to the Supply Depot - Added a slider to the party configuration screen for adjusting difficulty - The star level indicator on an item pill will now turn red if an item exceeds your equip limit - Added a blue gem graphic to item pills that displays their bound status - Added The Forge, a new interface for leveling and enhancing items - Added new screen effect when damage is taken - Added a Battle Sprite tab to the character panel that includes skill details, perks, harnesses and the feeding tray - Achievements and Progress have been moved to a new Character Progress window available from the main menu
Alchemy Changes Energy is no longer required to use alchemy. A new type of item, Orbs of Alchemy, have replaced energy associated with alchemy. There are five orbs of alchemy in all: - Flawed Orb of Alchemy - Simple Orb of Alchemy - Advanced Orb of Alchemy - Elite Orb of Alchemy - Eternal Orb of Alchemy Orbs of alchemy may be purchased in unbound stacks from the Supply Depot, acquired via missions or as rare loot in treasure blocks.
The Forge Items that acquire heat will no longer automatically level up when enough heat is required at the end of a level. Instead, a new type of item called Fire Crystals must be used within a new interface called The Forge in order to level up your items. Fire crystals include: - Cracked Fire Crystal - Dim Fire Crystal - Warm Fire Crystal - Glowing Fire Crystal - Shining Fire Crystal - Radiant Fire Crystal The Forge can be accessed in town or at any arsenal station. When an item is ready to level up, open the Forge and select the item. The item will require a certain number of a specific fire crystal to level up. However, in some cases there is a chance the forge will not succeed and the fire crystals will be lost. No heat is ever lost due a failed forging. Additionally, players have the option to add more than the requisite fire crystals in order to improve the odds of a successful forge as well as the chance to gain a special bonus. These bonuses include: - Heat Bonus: +25% (one level) - Double Level Up! - Forge Prize Box containing a random assortment of various rarities and other items (prize box and contents are bound) Fire crystals may be purchased in stacks in the Supply Depot, acquired via missions or found as loot in treasure blocks.
Recipe Changes A number of recipes have had their crafting requirements changed in order to better balance out the usage of both new and old materials. Rarity Distribution to Existing Players All existing players have been sent rarities based on their current Mission Rank. Each player will receive exactly the total number of rarities they would have otherwise received from missions as of this update. All items are bound.
Energy Pack Changes - The Explorer's Pack is no longer available. - Any energy packs containing Mist Tanks have been replaced with 5 Sparks of Life per Mist Tank. - The Guardian's Armor Pack has had its Elevator Pass removed and replaced with energy.
Apogee Software and Interceptor Entertainment proudly present the rebirth of the cult-classic first-person shooter, Rise of the Triad. Bigger, better and more ludicrous than ever before. The H.U.N.T returns with a full single-player campaign, a fully featured multiplayer experience and so much more.
The CastleStorm war continues with From Outcast to Savior, featuring a new 20 battle campaign, new hero, new Royal Guard-class troops, new weapons, and new achievements! Lead your army into battle across stunning new environments including Stonecrest, The Royal Airport, The Skyship Harbor and the Bladgard Icefields in your quest to capture the belligerent and power-hungry Viking warrior, Chief Ramhorn.
DATA Added: BTR-K Kamysh tracked IFV Added: IFV-6c Panther tracked IFV Added: BattlEye anti-cheat engine integration Added: Commander position for Marshall and Kamysh Corrected position for optics and coaxial machinegun moved to correct place (AMV) Added clan sign support for many Beta vehicles Added: Various vehicles have adjusted items in inventory Fixed: Ifrit GMG now has 96 grenades instead of 64 Fixed: Hunter GMG now has 96 grenades instead of 64 Fixed: Strider GMG now has 96 grenades instead of 64 Fixed: Bad glass sorting on Strider Fixed: Tweaked AI driving skills with Speedboat Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades Fixed: APC turrets now have more authentic vision modes Fixed: Tweaked suspension of APCs Fixed: Improved crew and cargo animations of APCs More believable braking performance of Marshall and Marid Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them) Adjusted lift force of xH-9, AH-99 and PO-30 helicopters Adjusted collective of xH-9 family helicopters Adjusted xH-9 family maneuverability around roll-axis Moved Blackfoot gunner optic view to correspond with PiP Fixed: Destroyed parachute doesn't start to burn Supply parachutes now have correct colors per sides Fixed: Changed glass materials for CH-49 Mohawk Daytime version of UH-80 is now listed as made by Bohemia Interactive Copilot of the UH-80 now uses the cyclic Fixed: Blurred tail rotor in cargo-view Transport helicopters have means to detect incoming missiles Helicopters: added bodyFrictionCoef config parameter Doors should be openable by scripts for helicopters Improved cockpit PiP monitors Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F) Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg) Improved animations of Mk.20 rifle Fixed: Iron sights now have 100 m increments (up to 600 m) Even holosight should have basic zeroing of 200 m Fixed: Repaired AS map of MX rifle family Added some delay between throwing 'nades Fixed: Hammer of ACP-C2 is correctly readied to fire Better cursor for laser designator Revamped sound suppressor configuration Correct name sound for Scalpel missiles Fixed: String error after after shooting a smoke round from MX 3GL Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities Fixed: Showcase Infantry - Undefined variable error when engaging the spotters Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels Showcase Helicopters: Ambient animations added to starting location and Camp Rogain Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now Fixed: Showcase Supports - Mission should end a bit sooner now Added: BIS_fnc_log and BIS_fnc_error now display player's profile name Added: Sector module - creates a contested sector, handles its capturing and map visualization Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc. Added: Additional military buildings can now be garrisoned by Sites Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map. Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed. Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn. Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module). Fixed: Disabled vehicles were not respawning Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326) Fixed undefined variable errors when using BIS_fnc_UnitPlay Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue. Fixed: Main menu script error Fixed: After JIP, persistent functions were sometimes executed before mission objects were created. Firing Drills: Targets would not deactivate when leaving Competitive CPs Firing Drills: FM records with introduction, rules and tips added Firing Drills: bonus & penalty logic between Training and Competitive made consistent Firing Drills: first version of PiP feedback added for long-range accuracy targets Firing Drills: There could be a doubled icon next to previous times Firing Drills: Final times were not colored correctly in all cases Firing Drills: The main task is now completed when ending the challenge Fixed: undefined variable in CoF: Blue Fixed: undefined variable in CoF: Green Changed: Titan used instead of RPG-42 in Showcase SCUBA Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument Find more documentation on modules and other design topics here Added: Vertical position of map in loading screen is now randomized, adding some variety to it Fixed: Broken drawing of comboboxes in date modules Fixed: Wrong column widths in the Multiplayer display with some UI size Fixed: MP display error Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.) Radio Protocol: Missing words fixed for several protocols Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons) Added: Noise sounds for APCs Fixed: Sounds of some vehicles have their file paths changed to correct ones Better sound for smoke launchers Lamps have better emissive material Roadcone and Roadbarrier lights are now operational Added loading screen environment trivia Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings) Fixed: Ambient light is now correctly affected by moon and stars intensity Fixed: Sunken fuel station on Stratis Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways) Adjusted poses received boost to fluency Improved responsiveness of stance changing Added: Korean, Japanese and Cyrillic symbols to fonts Fixed: AI ability to track enemy that is not visible Fixed: Adjusted content of ammunition and weapon crates Restructured grouping of editor objects and renamed object editor categories New control presets Hiding in the grass now affects AI better (configuration on Stratis surface types done) Adjusted visibility and audibility of fire for AI Many small objects and furniture are now PhysX-simulated when spawned in editor / via script Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)
ENGINE The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term. Fixed: SMAA Post-Process Fixed: Small performance tweak in rotation blur Post Process Fixed: Flash suppressor changed sound of underbarrel grenade launchers Fixed: Some cases of sliding players Removed sensitivity smoothing for aiming deadzone Helicopters: main rotor collision added Helicopters: startDuration config parameter added Added: mainBladeCenter and mainBladeRadius for all helicopters Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters Helicopters: autorotation tweaks, barrel roll tweaks Added: added allowAgainstInfantry ammo config parameter NVGs are hidden inside vehicles, and this can be configured per position Added: New parameters for particles created by script Fixed: Scripting command tvSetData Added: Error message when trying to pass Array in Array as parameter for tree commands Fixed: Tank shells now have visible tracer Fixed: Freelook not turning the whole player anymore Fixed: Inconsistent land shadow segments while switching landscapes Fixed: Broken parallax mapping on the terrain in some places GPU benchmark should not cause "driver not responding" conditions anymore Instancing now takes craters into account Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard Stance indicator fades in / out when changing stances Fixed: AI ballistic calculation Fixed: AI now can shoot over animals Fixed: AI now consider proper muzzle direction for rocket launchers AI shouldn't take unguided missiles as guided AI shouldn't use rockets against infantry that much AI ballistic calculation improved for unguided rockets AI prefer crouch stance while engaging Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting) Lock is now independent from zoom
Dishing out justice, one grenade at a time! Narco Terror combines the good of the old and the amazing of the new in an action-packed twin-stick shooter about an over-the-top one-man war against a drug cartel. In true arcade-style, it is filled with unlimited ammo, ear-splitting grenades, huge explosions, massive tanks, armed helicopters and fast planes.
These three new Pirate Packs will enable new ships, stickers, and premium subscription levels to get you introduced into the pirate brotherhood!
Star Conflict puts players in the role of elite pilots engaging in a widespread interplanetary skirmish. Three thousand years have passed since the first colonists left Earth. Now the galaxy is divided between the militant star empires and independent mercenary groups. In a remote corner of the galaxy — Sector 1337, the area of the dead — a world has been left behind. Here, the ruins of a great civilization of Precursors have recently been discovered. Huge factories and sprawling cities are falling into decay. Fragments of ships lie on the fields where massive battles were once fought. But there is not a living soul. Everything has been destroyed by a mysterious Cataclysm — a pulsing anomaly that burned out all life within this sector.
- Purchasing additional International Compendiums now properly grants all unlocked rewards. - Improved Cauldron of Xahryx and Mace of the Chosen. - Fixed bug where certain units weren't animating. - Spirit of Atniw selection fixed. - The One Horn is now Rare (was previously Common).
Castlevania: Lords of Shadow Ultimate Edition is the complete edition of Castlevania: Lords of Shadow, a dark and vivid new re-imagining of the Castlevania mythology. It is the end of days and ungodly powers isolate the Earth. The world's alliance with the heavens has been threatened by a dark and malevolent force - the mysterious Lords of Shadow. Across this shattered land, the souls of the dead wander unable to find peace, whilst creatures of evil wreak chaos and death upon the living.