Jul 25
Frogun Encore - molegato
Hi everyone! 🐸💚


Once again I've come with a new patch to fix various bugs! With this most of the irks are gone and you should be able to experience the game at its smoothest!

Here's the patch notes:

v0.9.13
  • Made latching on autoaim targets always possible even with autoaim turned off.
  • Fixed load scene bug when resetting at the same time as death.
  • Speedrun UI now shows on level select too.
  • Made collider for Elena shield platforms thicker.
  • Fixed Neon Beebz hat's outline in level select.
  • Made Jake show the correct version of the Android Replica helmet in level select.
  • Fixed regular time trial time in The Lab.
  • Fixed Cybeelzebub death particle texture.

As always, thank you very much for your love and support, and I hope you have lots of fun! 🐸💚
奇雞快打 - 初心
0.8.4 Minor Update

1. Enhanced game lighting and visual effects
2. Fixed a bug with coin saving
No Rest for the Wicked - kylefromkentucky
Our team has been super hard at work for the last 2 months and we are super stoked for you all to play this first Update for No Rest for the Wicked!

We have revamped the Cerim Crucible from the ground up which is now twice the size, has new art and music, features extensive randomization systems, 200+ Echoes and a full fledged Rogue Lite mode! We also added a new enemy faction known as The Gloam, the Seneschal vendor, ability to Exalt items, and so much more.

Please note the Spoken and Unspoken quest has been changed and progress reset. You will need to redo the start of the quest to gain access to the Crucible!

For the feature deep dive, check out our blog on The Crucible.

⚔️ Performance:
  • Reduced CPU spikes occurring when loading new areas and content.
  • Reduced CPU spikes occurring when instantiating numerous visual effects and objects.
  • Reduced memory usage in various systems.
  • Improved our broad-phase culling pass, reducing CPU utilization.
  • Improved content loading sequencing to reduce cases of on-screen pop-in.
  • Improved particle simulation and rendering performance for various debris effects.
  • Improved mesh trail performance.
  • Improved cloth simulation performance.
  • Improved character animation system’s performance.
  • Improved CPU performance during cinematic sequences.
  • Reduced CPU overhead for physics simulation of clutter, debris and destructible objects.
  • Reduced CPU overhead for pre-placed corpses.
  • Reduced CPU overhead for animating objects’ visual properties.
  • Reduced CPU overhead for characters outside of the camera viewport.

⚔️ Quality of Life Improvements:
  • All hairstyles are available on both body types

⚔️ Content Additions:
  • Major Crucible Rework!

    • Added multiple new base Crucible Chambers
    • Each trial run now randomizes more than triple as many arenas, and includes more diverse art styles, new enemies, and more environmental challenges
    • New system - Echoes - to allow infinite customization for every Crucible run
    • Added new Spike Traps, Fire Projectiles and Levers
  • New enemy faction - The Gloam
  • The Seneschal vendor NPC hidden deep within the Crucible
  • Exalted gear which permanently increases stats and improves enchantments
  • New interactions and dialogue for the Watcher in “Spilled Blood”
  • Lots of new dialogue for Roan, who now provides tips and pointers to guide players toward quests
  • “Spoken and Unspoken” quest re-structured, allowing the Crucible to be opened much sooner, and including new scenes and dialogue for Elsa and Roan.
  • Added new hairstyles for both body types
  • Players can now pet stray cats and dogs around Sacrament!

⚔️ Balance:
  • Rebalanced Health and Damage curve for Enemies

⚔️ Weapons:
  • Updated names and descriptions for some Armor/Quest items
  • Updated descriptions for Runes
  • Added more enchantments for Bows

⚔️ Enemies and Bosses:
  • Polished animations and timings for several enemies
  • Added new Armor variation to the Risen Ironhand
  • Updated enemies behavior - now some of them can use jumps for navigation
  • Updated Attack, Dodge and Taunt animations for Light Plagued Enemies
  • Improved randomization on enemy armor sets
  • Improved hit reactions on Siren Enemies
  • Updated High level behavior
    • Enemies can now use special moves more often
  • Rebalanced stats of both phases of the Echo Knight boss
  • Nerfed Health of both phases of the Falstead Darak boss fight in The Black Trench

⚔️ Areas:
  • Improved collision, faders and set dressing in Sacrament, The Black Trench, Nameless Pass and Cerim Crucible
  • Added new trapdoor interactable
  • Updated foliage in various locations
  • Lighting improvements across many locations as well as housing interiors and vendor shops
  • Added interactive inscriptions for Dasha statues in Sacrament and Orban Glades
  • Added Mini Arena underneath Prison in Nameless Pass
  • War room rooftop door can now be entered before Servant of God quest is finished
  • Replaced more static barrels with destructible ones in Sacrament

⚔️ Quality of Life:
  • Improved interaction priorities between ladders and pick ups so they can both be used in the same location

⚔️ Settings:
  • Added Mute Audio on Focus Loss setting

⚔️ Input:
  • Improved input responsiveness / performance (removed rewired)
  • Improved logic for actions that can share buttons with others:

    • Interact / run / rune toggles can share a button with more other actions that don't conflict
    • Prevented overlapping several cases of actions that behave poorly together (eg: interact / eat food)
  • Added support for Numpad input
  • Added movement axis mappings on Mouse buttons
  • Added optional "toggle walk/run" input to all schemes to allow running without holding a button
  • Stopped processing input while the steam overlay is active
  • Added input priority when performing rune attacks and when near interactables
  • Fixed cases of the UI referencing default mappings and/or keyboard mappings when on gamepad (or vice versa)
    • Prevented quicksteps/rolls from occurring between consecutive bow rune attacks
    • Fixed "reset to default" resetting your keyboard/gamepad mappings while editing the other device

⚔️ Cinematics:
  • Animation and Lighting updates to Opening Scene, Risen Attack, Ship Ending, Ellsworth Speech, Seline at Mountain Gate, Winnick and Rattigan Sewers Ending, and Inquisition Arrival cinematics
  • Added spinning animations to the ship’s steering wheel during Risen Attack cinematic

⚔️ Audio:
  • Added New VO lines for several flavor and quest NPCs
  • Added Foley Mix overhaul for a number of Player and Humanoid Enemy movements, such as ledge Clambers
  • Added consistent enemy voice and weapon/shield hit reactions
  • Updated Bow SFX
  • Unique vocalizations, movement and Combat SFX for Fungal Humanoids
  • Updated audio for a number of potions, like Stamina and Experience
  • Updated weapon SFX for unarmed, blunt and slashing fist combat
  • Reworked combat and UI sounds for charge attacks, specials, enemy-death, blood splashes,
  • Updated cinematic mixes for the Ship Prologue, Cerim Chamber Statue and Inquisition Arrival Cinematics
  • Added custom vocalizations for enemies or the player falling to their death
  • Updated spatial audio zones for a number of areas
  • Added bespoke wolf-den ambience audio
  • Audio Tech:
    • Integrated additional sounds for UI that was missing audio, like the community chest, readables, and contributions for bounties/challenges
    • Optimized walk/jog/run animation tagging to use resources more reliably
    • Other miscellaneous optimizations to reduce resource usages

⚔️ VFX:
  • Improvements to the Mist in the Crucible Atrium and Arenas
  • Improvement for the timing on the Crucible Blood Offering vignette VFX
  • Added Spark VFX whenever enemy gets interrupted to give better player feedback
  • VFX Improvements for Statue Reveal in the Crucible Atrium
  • Improved the Fog VFX in the Ship Tutorial

⚔️ Localization:
  • Improved UI to better support translations for realm and settings pop-ups
  • Added localization to Rune and Enchantment descriptions

⚔️ Bug Fixes:
  • Fixed Twitch Authentication not working correctly for drops
  • Fixed area discovery notifications showing outside of the area they are expected
  • Fixed Lord of the Muck weapon description saying to craft at the Anvil instead of the Workbench
  • Fixed spot where you can climb up on a wall and skip part of the level on Nameless Pass
  • Fixed a chest trying to hide in a wall in Nameless Pass
  • Fixed certain vendor map markers not showing on the map until after the Inquisition Arrival cinematic
  • Fixed enemy positions and patrol paths in Mariner’s Keep
  • Fixed climbable pillar that allowed players to go out of bounds in Sacrament
  • Fixed Finley's sign not being interactable
  • Fixed being able to climb on pipes nearby the junctions bits in The Black Trench
  • Extended an invisible collider so players wouldn't clip behind a lever in The Black Trench
  • Fixed falling out of world between the 2 buildings when Gordon's kitchen was upgraded to level 2
  • Fixed a large hole halfway up the mountain in Nameless Pass that was hidden under a bush and dropped players to their death
  • Fixed Western Quarry wall allowing players to reach an unfinished area within Nameless Pass
  • Fixed being able to skip a section in Nameless Pass by jumping across the bridge north of Nameless Pass entrance
  • Fixed enemies being unable to get behind the fire pit in Orban Glades cave
  • Fixed missing collision on hay stacks in Sacrament
  • Reduced whisper strand follow distance so it doesn’t distract from NPC encounters
  • Fixed localization for Realms Loading Flash Screen
  • Fixed localization for Russian Translations on recipes and rebinding screens
  • Fixed rebinding ‘Interact’ being able to be set to an already occupied key
  • Fixed Map Marker pointing to the wrong direction for Riven Twins Bounty
  • Fixed clipping with Odessa and Ships Railing during Ship Tutorials Cinematic
  • Fixed dead NPC placement during Ship Tutorials Cinematic
  • Fixed clothing clipping through NPC in Inquisition Arrival Cinematic
  • Fixed using RShift for Rebinding not being saved properly
  • Fixes for Fader on a Staircase that was in the way of players view in the Crucible
  • Fixed a bugged Sidling Ledge in the Nameless Pass
  • Fixed Gordon NPC Eavesdrops not working correctly
  • Fixed T-Posing Enemies when killed outside of player view
  • Fixed for buildup chances on Frozen Enemies
  • Removed chest spawn that was located in front of a ladder, interfering with its interaction
  • Fixed similar bounties rolling at the same time
  • Fixed unlocalized NPC Names
  • Fixed incorrect Activities, Interaction Hints and Readable Lore Localizations
  • Fix for character facing the wrong direction when speaking to NPC in Nameless Pass
  • Fixed 2D UI displaying in the 3D world space
  • Fixed Collision on Malec’s cage so player can no longer get stuck
  • Updated Gamepad HUD Icons for remapped Food, Quick Items, Mainhand and Offhand
  • Fixed Walk to Cursor and Rune Attack Button Icons displaying default Button Icons
  • Fixed missing Health Bar for The Wallow boss from the Abomination Bounty
  • Fixed enemy not tracking the player, while running behind it in specific Crucible location
  • Nith Leviathan has learned how to drown (animation fixed)
  • Fixed chance of Risen Kindler throwing Bomb in opposite direction of player
  • Improved ability to climb certain walls in the Crucible
  • Fixed confirmation module in remapping screen not reselecting module on controls list when closed
  • Fixed F key binding causing character to fall off of ladders no matter what action it was bound to
  • Fixed Siren getting stuck on environment in the Crucible
  • Fixed unreachable and floating chests in the Crucible
  • Fixed an unintended climbable edge in Nameless Pass
  • Fixed interaction with Finley's sign in sacrament
  • Fixed Player clipping through Vines at Crucible location
  • Fixed Player jittering when jumping onto climbable wall in the Crucible
  • Fixed low damage on Spike Traps in the Crucible
  • Fixed male hairstyles that could clip with the player’s forehead
  • Fixed for hard to interact with chest in the Orban Glades
  • Fixed for Side Button key remaps not displaying on all scheme descriptions and tutorial prompts
  • Fixed Loot Orb appearing in the air in Crucible
  • Fixed Camera Zone in the Crucible so the player can better see climbable area and lever
  • Fixed stretching mesh on the male body type neck
  • Fixed darkening on bonfires in Sacrament during certain times of the day
  • Decreased the Run Attack Damage on the Torn Grubhost enemy
  • Fixed a hole in wall in Crucible where players could see out of world
  • Fixed a gap in geometry in Crucible allowing players to fall out of the level
  • Fixed misaligned collision in a pond in the Crucible
  • Fixed collision on Pillars in Crucible allowing players to clip into them
  • Fixed double fade out effect at the end of the Church Cinematic
  • Fixed Base Attack Speed Increase percentage not working correctly
  • Fixed unintended enemies spawning in the Crucible
  • Fixed Shift + Num making Character Walk/Dodge instead of Run
  • Fixed the respawn position for the Crucible Chamber
  • Fixed Camera which would often zoom out to show non-aggroed enemy in the Crucible
  • Fixed an instance where the player could have enough XP but would not level up
  • Allowing Map/Gestures and Runes to Rebound to the same buttons (Gamepad)
  • Fixed the possibility of remapping Interact to an occupied key
  • Fixed Elemental Damage Descriptions
  • Fixed Thorsten NPC’s VO cutting off too early
  • Fixed Mouse and WASD descriptions displaying LMB instead of WASD
  • Fixed a crash related to upscaling when setting was “DLSS” but was not available (AMD GPU)
  • Fixed Flame Become Us Blueprint not working on Anvils
  • Gnarled Saw weapon can now break destructible objects
  • Fixed NPC rotating back to their original position after interaction with the player
  • Fixed Russian text width on realms select screen
  • Improved lighting around statues in Atrium where it was too dark
  • Fixed Sword Special not dealing damage at the right moment during second impact when enemy is staggered
  • Removed colliders from spikes in Nameless pass so enemies will properly die and not just get stuck when being pushed into them
  • Fixed collision to unintended area in Nameless Pass
  • Fixed enemies being pushed onto uneven collision above Whisper at beginning of Nameless Pass
  • Fixed gap in geometry between Gordon’s pantry and the one next to it, allowing players to get stuck
  • Fixed crash related to Leap Attacks
  • Fixed for Death Screen translations
  • Fixed Player being able to climb wall and jump out of world in house
  • Fixed collision on Nameless Pass Bridge allowing players to skip Camp Area
  • Fixed Player being able to climb wall to reach Lever early in Drainage Cellars Room, in the Black Trench
  • Fixed a bug blocking the player after lowering water levels, blocking access to lever, in the Black Trench
  • Fixed collision in the Black Trench allow players to go out of world
  • Fixed dark area in water in the Black Trench
  • Fixed Player clipping through wall avoiding the Piston Elevator in the Black Trench
  • Removed non interactable Barrel from Ship’s Interior
  • Fixed a bug where the player could fall into unintended area in the Potion Seller Cave
  • Fixing collision on Rocks in Water near the Shallows allowing players to clip into geometry
  • Fixed chest that was sunken into ground terrain in Nameless Pass
  • Improved collision on sides of cliffs in Orban Glades
  • Fixed player clipping inside crate when climbing a ladder in Nameless Pass
  • Fixed Torn Rat clipping through floor of Crucible preventing player from clearing the level
  • Moved around some rocks in Nameless pass to avoid enemies falling onto them
  • Fixed chest spawning partially into wall in the Nameless Pass
  • Fixed collision on Crane in Nameless Pass allowing player an easier time to jump back onto it
  • Improved colliders on the Orban Glades elevator
  • Fixed an invisible collider in the Shallows
  • Fixed dialogue prompts after rebinding the skip button
  • Fixed misaligned helmet for the Captain’s Helm on the model of the characters head
  • Fixed a Kill Volume placement in Lower Glades
  • Adjusted surface of rocks, preventing player from falling to their death easily in Orban Glades
  • Fixed invisible collision in Western Bonfire Tower in Orband Glades
  • Fixed enemy spawn so they are not immediately facing wall at the top of the Orban Glades
  • Moved rocks in Orban Glades where the player was able to hide from enemies
  • Fixed location where legs would clip through a wall when the player is sildling in Sacrament
  • Player can no longer clip into bale of hay in Sacrament
  • Fixed an invisible climbable area in Sacrament
  • Fixed enemy getting stuck on a tree when pushed off a ledge in Crucible
  • Adjusted NPC placement on the main decks of the ship so they are no longer floating in the air
  • Fixed NPC Giles leaning against air in Sacrament
  • Fixed NPC Fiora levitating a little above the bench in Sacrament
  • Fixed a bug where the player was unable to sort their inventory in Eleanors Vendor Infuse menu
  • Fixed the player being able to push rats
  • Fixed “Reset to Default” affecting all schemes rather than the currently selected one
  • Fixed water splashes appearing overly gray in color
  • Fixed weapon VFX staying present after player is killed during attack animation
  • Fixed collision in the Black Trench where the player could appear floating in the air
  • Fixed location where the player was able to Dash into geometry in Mariners Keep
  • Fixed collision at Gordons unbuilt kitchen to prevent players from clipping through floor
  • Fixed collision on rocks next to Rookery Elevator in Sacrament
  • Added player access to unintentionally locked room near War Room in Sacrament
  • Fixed interaction radius on Finley's Shop Sign so player can interact easier
  • Changed Sacrament bounds to prevent part of Orban Glades counting as Sacrament in UI
  • Fixed collision on Shelf of Barrels and Crates near the Training Dummies in Sacrament
  • Preventing the player from clipping into tower in Sacrament near Karina NPC
  • Fixed collider where the player was able to get stuck in the air and see out of world in Sacrament
  • Improved Camera shake during Echo Knight Fight
  • Fixed missing Quest Marker during the “of Rats and Raiders” Questline
  • Fixed collision behind Mira and Meri’s town shop, where the player could get stuck in wooden planks
  • Added collision to a rock in Sacrament that previously did not have any
  • Fixed collision on fountain basin in Sacrament allowing the player to climb it
  • Preventing the player from stumbling when running up the stairs at the Rookery in Sacrament
  • Fixed for when changes could not be saved to rebinding configurations in certain scenarios
  • Updated resolution on Steam Deck button Icons
  • Fixed texture on Gnarled Staff
  • Fixed allowing missing attributes tutorial prompt to remain visible after closing inventory
  • Improved camera shake during tree cutting to match collision time better
  • Fixed response time for double tapping when consume food/items is remapped to “B”
  • Fixed Prince of Lies Armor set on female and male characters
  • Improved food sorting to show foods with highest heal values on the left
  • Fixed spot where the player could get stuck inside barrels outside of Darak’s Boss Arena
  • Fixed where the player could fall out of world through a gap in wall in Caroline’s Inn
  • Fixed Fire Spitter VFX in Crucible, preventing unwanted artifacts
  • Fixed an issue where armor body collars and glove trims were hidden
  • Fixed Druid’s Roots armor piece clipping into female body
  • Fixed for multiple armor sets on Female and Male Characters
  • Fixed Keyboard controls on the resources contribution panels
  • Fixed a bug with randomized challenges where abandoning them and re-accepting with reroll random elements of the challenge
  • Fixed doubling footstep audio
  • Fixed faders in water area at lower Sacrament, where the player was being hidden behind walls
  • Fixed floating wave attack VFX for Bonded Witch enemy
  • Fixed bug where enemy would stop attacking the player when they stand on railing in Orban Glades
  • Fixed Tree clipping through the Tailor Sisters roof in Sacrament
  • Fixed typos in Bounties and Armor items (line breaks)
  • Fixed Fire Pit Inventory Tab to display Food rather than Resources right away
  • Fixed unreachable chests in Nameless Pass under bridge
  • Fixed Danos Vendor UI in different translations
  • Fixed Ore Vein blocking ladder in Nameless Pass
  • Fixed localization for Gestures screen
  • Fixed unlocalized ‘Loading Realm’ in different languages
  • Fixed ‘Learned Recipe’ not having correct Russian translation in the Inventory Menu
  • Fixed ‘Gestures’ and ‘Map’ not having correct Russian translation in Rebinding Menu
  • Fixed collider on a sidling ledge in Nameless Pass
  • Fixed Gordon’s voice line being cut off too early
  • Fixed pressing Y on modules screen in rebinding menu refocusing selector on controls list
  • Fixed for rebinding off ‘Offhand Use’ to Keybutton 1,C,X or LT breaking switching tabs and discarding items
  • Fixed collison on Vines in Nameless Pass where player was able to clip through
  • Fixed for Sailor armor sets
  • Fixed Laura and Reed affecting performance
  • Fixed player being able to rebind Rune controls to already binded key buttons
  • Fixed quest completion UI displaying incorrect remapped key icons
  • Fixed Risen Leader and Cerim Tatters armor sets rigging
  • Fixed uncaged Monstrosity bounty not accepting kills correctly
  • Fixed player dodging when trying to use Bow’s Rune assigned to the same button
  • Fixed unintended rolling when tapping Rune A too fast
  • Fixed collision on Ship so the player is no longer able to jump on Steering Wheel
  • Fixed special key buttons bound to ‘Run’ being ignored, with characters instead running to mouse cursor
  • Fixed Plague Doctor Helmet where the players neck was becoming invisible when wearing it
  • Fixed colliders/wind on various armor sets on female model
  • Improved the piece count on Destructible Barrels to improve performance
  • Fixed some UI Objects being enabled and disabled in the same frame causing performance issues
  • Updated masks on Plague Doctor and Captain Randolph armor sets
  • Fixed statuses not being removed after duration expires and multiple of the same status being applied to the player
  • Fixed the Localization on “Not enough space in your gear inventory”
  • Fixed a bug related to stat comparison where stat is highlighted as a 0 change when it should not be highlighted if stats are equal
  • Fixed collision on Lodgings staircase where player could spam dodge until they were out of bounds
  • Sped up the windup animation for the Boar’s charge attack
  • Fixed navigation for Enemy pathing on a ramp in Nameless Pass, allowing enemies to successfully follow the player to the bottom
  • Fixed a bug where a Challenge wasn’t updating when looting some Medium and Small dynamically spawned chests
  • Fixed Wolf’s landing animation so they will always land on floor and not the air
  • Fixed the Charge fire bow attack where arrow was misaligned before firing
  • Fixed Wolves dragging the player with long attacks
  • Fixed Stove interaction UI displaying through different floor levels in housing
  • Fixed NumPad keys being displayed as symbols in schemes descriptions
  • Fixed the attack range on the Risen Bulwark so it better matches the weapons model
  • Fixed Localization on Turning Wheel interaction prompts
  • Fixed an issue where enemies would T-Pose after drowning when player is far away and returns
  • Fixed death reaction when frozen for different enemy types
  • Fixed “Eat” action in HD still showing default button when “Food” is remapped
  • Fixed floating debris taking a long time to disappear after breaking wooden doors
  • Improved the Refineries display number to avoid confusion of remaining space available
  • Fixed attributes on stats screen being cut off in Russian Language
  • Fixed localization of consumable items in Russian Language
  • Fixed localization of Bounties
  • Fixed missing Localization for settings
  • Fixed % symbol display for systems set to French language
  • Fixed issue for German and Japanese where NPC names overlapped wit UI


⚔️ Known Issues:
We are aware of some larger issues in this build that we are already working on and will have a hotfix out as soon as possible.

  • Being stuck in transitions at the start or end of cinematics for short duration (Fixed in hotfix build 14684)
  • Losing resources you take out of refineries if you have a full inventory (Fixed in hotfix build 14684)
  • Seneschal missing graphics for builder projects (Fixed in hotfix build 14684)
  • Sacrament intro cinematic characters loading in before the cinematics starts then resetting
Halo Infinite - misplacedyank
Operation: Fleetcom arrives on July 30, and it is bringing in new modes such as VIP, highly requested features in Forge such as music and Steitzer’s VO, and numerous other quality of life updates. To go along with those features and content additions, we’ll also be updating the gameplay experience with balance updates based on player data and community feedback.



This week, we sat down with the development team to talk about the weapons, legendary weapon variants, grenades, and vehicles that are getting improvements in Halo Infinite’s multiplayer when Operation: Fleetcom lands.

Let’s hear what they have to say about the update!



Weapons



Disruptor

Return of the king! The Disruptor’s damage-over-time effect (DoT) is back. When it previously had the damage over time effect, it would only require 3 shots to trigger and it would linger for a long period of time. Now, the shock pistol will require 4 shots to land on their target in order to trigger a supercombine and its resulting damage over time. If a player is able to string together two of these supercombines, they will have put enough damage on their opponent to secure a kill. A few other updates also have come in alongside this to help improve the feel of the gun when using it and when getting hit by it, and we’re excited to see it back in action.
  • Damage over time returns
  • 8 shots to kill (2 supercombines)
  • Removed particle effect from (Event) 1p_loop
  • Adjusted particle screen effect to be less intrusive
  • Damage upper bound (high) decreased 70 >> 35
  • DOT damage will not continuously cause descope



M392 Bandit & Bandit Evo

We wanted to address some feedback about the Bandit’s damage per second and effect on the overall pace of play. The main change is we slowed down the rounds per second to give players more time to react amidst combat instead of being quickly eliminated before they could react.

We feel this is a healthy change that will improve the meta in both social and Ranked play.
  • Slower rate of fire to address community feedback around time-to-kill
    • Rounds per second (low & high) 2.9 >> 2.715
  • Improvement to red reticle headshot accuracy



Sentinel Beam

To improve the Sentinel Beam’s consistently, we wanted to revise some of the complexity regarding the damage output. The Sentinel Beam will do the same amount of damage no matter the range you are between you and your opponent. Coupled with that, we have disabled headshot capabilities with this weapon as it was adding too many variables to the damage scaling.

Now, the Sentinel Beam should feel more consistent while dealing a clear, readable amount of damage for the player using it.

  • Improve the feel of the Sentinel Beam by tuning its damage output to be more consistent
  • Increased base damage
  • Removed damage fall off
    • Increased damage lower bound 0 >> 3.5
    • Decreased damage upper bound (low & high) 4 >> 3.5
  • Removed headshot multiplier
    • Disabled feature flag “can cause headshot”
    • Decreased headshot damage multiplier 2 >> 0



Ravager

To help bring the Ravager some more attention, we’ve given its primary fire an increase in damage.

Previously, the Ravager needed to hit 6 shots from its burst-fire barrage to secure a kill, which could kill in 2 bursts but often required at least 3 bursts on a moving target. Now, the Ravager will only require 5 direct shots to kill, which should result in more consistent 2 burst kills. You won’t want to sleep on this weapon anymore.
  • Slight buff (5 shots instead of 6)
    • Increased damage lower bound 20 >> 30
    • Increased damage upper bound (low & high) 20 >> 30



MA40 AR

We wanted to help improve the reliability and feel of the MA40 AR. Previously, when using the MA40 AR at full-auto, the reticle would get bigger and the bullet spread would expand—resulting in the normal “bloom” behavior. However, when the AR reached its maximum bloom state, the bullets were trending only to the edges of that bloomed reticle. This meant that there could be times the weapon would be shooting around the opponent, as the bullets would not land closer to the center of the reticle.

Now, to help improve the feel of the AR, bullets will land anywhere inside the reticle—increasing the chance that a player with accurate aim will secure their kill. This change has resulted in a more consistent handling experience of the AR.
  • Adjusted Assault Rifle error angles to give a more consistent feel
    • Minimum error angle (high) 0 >> 0.25
    • Maximum error angle (low) 0 >> 0.25
    • Maximum error angle (high) 2.1 >> 1.3
Skewer

The Skewer packs a heavy punch, but we commonly see a “one and done” scenario. To address this, we’ve increased reload speed to give players more opportunity to fire off multiple shots amidst combat.
  • Faster reload speed
    • Reload playback speed scale 1 >> 1.2
    • Reload while empty playback speed scale 1 >> 1.2



M41 SPNKr

To address some inconsistencies with close range SPNKr explosions leaving players with a sliver of health, we’ve adjusted the weapon’s damage fall off curve. This is to better reward players for more accurate SPNKr explosions around enemies. To compensate for this change, we’ve brought in the outer damage radius. We also wanted to increase the ammo reserve to match legacy titles, and help reward players who are able to earn or scavenge for more ammo on the battlefield.
  • Damage fall-off feels more consistent
    • Adjusted fall off function so players are not left with a sliver of health
  • Outer damage radius adjusted
    • Lowered radius high 3 >> 2.5
  • Increased max reserve ammo
    • Rounds total maximum 6 >> 8


S7 Sniper

Similar to the SPNKr above, we also wanted to increase the S7’s ammo reserve to match previous Halo titles. We believe this rewards players who are able to earn that ammo on the battlefield by increasing their ability to go on a sniper spree.
  • Increased max reserve ammo
  • Rounds total maximum 20 >> 24
CQS48 Bulldog

We noticed that only being able to backpack 14 shots in reserve was a bit limiting at times, especially in Infection modes. To help improve the scavenging story of the Bulldog, we’ve increased its ammo reserves to reward players who are able locate more shells while fighting for survival.
  • Increased max reserve ammo
    • Rounds total maximum 21 >> 28





Legendary Weapon Variants

Ravager Rebound

Brute Ravager?! The changes to its primary fire were inspired by the beloved Brute Shot from previous Halo games. We wanted to improve the Ravager Rebound’s effectiveness while creating a new, and somewhat relatable, experience for our players.

Additionally, the charged-up shot has also gotten a significant utility increase. Its pool of damage will now deal more damage. And, if it hits an opponent directly, it will result in an instakill.

Expect the Ravager Rebound to be more reliable and efficient compared to its previous iteration. Consider yourself warned!
  • Primary fire will now explode on direct player impact or bounce off geo and explode
    • Round per second 2.1 >> 3
    • Fire recovery time 0.4761905 >> 0.25
    • Empty recovery time- 0.4761905 >> 0.25
    • Damage lower bound 130 >>100
    • Damage upper bound 130 >>100
  • Primary fire will now fire 1 projectile
    • Added firing param to change shots per fire
    • Shots per fire 3>>1
  • Charged up shot will instakill on a direct hit
    • Damage lower bound 20 >> 300
    • Damage upper bound 45,45 >> 300,300
  • Increased the damage of charged shot’s AoE
    • Radius 0,0 >> 0.3, 0.95
    • AoE core radius 0 >> 0.3
  • Added impulse to primary fire damage effect
    • Instantaneous acceleration 2.9 >> 1.25



Impact Commando

We wanted to improve player accuracy with this weapon as we have seen the Impact Commando not be as consistent when bloom is in full effect. The bloom has been reduced to give you more consistent aiming and damage output capabilities.
  • Reduced bloom
    • Lower bound deceleration time 28 >> 0.2146
    • Upper bound deceleration time 28 >> 0.2152
  • Adjusted Impact Commando Rifle’s aim down sight transition time
    • Ads state enabled fraction 0 >> 0.3
    • Tc transition in fraction 0.8,1 >> 0.5,1
    • Ads scope swap transition fraction 0 >> 1
    • Magnification 1.4 >> 2
  • Magnification profile setting 1.4 >> 2.5
Riven Mangler

The goal for this change was to freshen up the shooting style for the Riven Mangler, as it was starting to feel a bit sluggish. With a now faster rate of fire, expect to output more damage per second leaving your enemies in the respawn screen.
  • Increased rate of fire
    • Rounds per second 30 >> 2.0875
    • Fire recovery time 0.75 >> 0.3
    • Empty recovery time 0.75 >> 0.3
    • Soft recovery fraction 0.35 >> 0.4
  • Reduced gun kick
    • View kick deceleration timer 0>>.45
  • Faster clean up on projectile effect
    • Det timer 3 >> 1
Volatile Skewer

Better accuracy was the main goal for this change, which now the Volatile Skewer has the same projectile path as the default Skewer. Also, we wanted to reduce any clunkiness with reload speed, so you spend more time firing the weapon than anxiously awaiting that reload to finish.
  • Trajectory now matches the default Skewer
    • Air Gravity Scale 3.25 >> 2.125
    • Initial Velocity 90 >> 120
  • Increased reload speed
    • Reload playback speed modifier 0.1 >> 0.3
    • Reload while empty playback speed modifier 0.1 >> 0.3
  • Increased damage
    • Damage upper bound – [190,190] >>> [280,280]
Stalker Rifle Ultra

More damage equals more fun! The Ultra Stalker Rifle now will deliver that fulfilling Perfect Kill medal in 3 shots, in order to match its base version. We also wanted to address the feedback around the weapon sometimes jamming, which should happen less frequently with the new boost in rate of fire.
  • 3 shots to kill instead of 4 shots to kill
    • Headshot damage multiplier 3.25 >> 3.5
    • Damage lower bound 53 >> 80
    • Damage upper bound 53,53 >> 80,80
  • Increased rate of fire (address jamming concerns)
    • Fire recovery time 0.265 >> 0.25
    • Empty recovery time 0.265 >> 0.25
  • Adjusted aim down site transition time
    • Tc transition in fraction 0.2,.2 >> 0.6,1
    • Magnification 1.5 >> 3
    • Magnification profile setting 1_4 >> 3_0
    • Zoom transition time 0 >> 0.2
Unbound Plasma Pistol



This is not your ordinary Plasma Pistol, it’s Unbound! The Unbound Plasma Pistol now fires 3 projectiles per primary trigger pull. To better align weapon behavior, we’ve also increased heat resistance to increase the duration to overheat. And, we’re happy to hear how much you love the EMP behavior on the default Plasma Pistol, so we made sure to add that here as well.
  • Primary fire now shoots 3 projectiles
    • Shots per fire [1,1] >>> [3,3]
    • Fire recovery time 0.1 >>> 0.03333334
    • Empty recovering time 0.1 >>> 0.03333334
    • Soft recovery fraction 0.6 >>> 0
  • Primary fire is now more accurate
    • Guided angular velocity random range [5, 15] >>> [150, 150]
    • Guided angular velocity at rest 15 >>> 40
  • Increased heat resistance
    • Heat loss per second modifier 0 >>> 3.75
  • Charged shot now EMPs
    • Side effect changed from none >> emp
    • Enabled feature flag “use EMP behavior”
  • Charged shot slightly slower but is more accurate
    • Initial velocity 40 >>> 30
    • Final velocity 40 >>> 30
    • Guided angular velocity random range [0, 0] >>> [250, 250]
    • Guided angular velocity at rest 0 >>> 80
  • Charged shot now shoots 8 projectiles
    • Projectiles per shot 6 >>> 8
Flexfire Sniper

The Flexfire Sniper’s ready up time was feeling a tad too lengthy. To address this, we’ve sped up the initial playback speed. So, whether you pick it up off a pad or from the ground, you will be able to line up and fire faster than before.
  • Added animation modifier block element to barrel configuration
  • Increased ready initial playback modifier 0.3%


Grenades

“I believe I can fly!”

The impulse for Fragmentation, Plasma, and Spike grenade physics has been increased and tuned to give you increased jump height and provide more opportunity to hit those coveted grenade jumps. Also, a feature has been added that if your spartan is grounded, you will not be impacted by the impulse.

We can’t wait to see you all reach new heights.



Frag Grenades
  • Added impulse to frag grenade damage effect
    • Instantaneous acceleration increased 1.75 >> 3.5
    • Grounded player acceleration scalar decreased 1 >> 0.1
Plasma Grenades
  • Added impulse to plasma grenade damage effect
    • Instantaneous acceleration 2.15 >> 3.75
    • Grounded player acceleration scalar 1 >> 0.1
Spike Grenades
  • Added impulse to spike grenade aoe damage effect
    • Instantaneous acceleration 1.25 >> 3.25
    • Alt instantaneous acceleration 2.75 >> 3.75
    • Grounded player acceleration scalar 1 >> 0.1


Vehicles



Ghost

The Ghost has been seen performing quite well and sometimes to degree of feeling a bit too powerful. To address this feedback, we’ve slightly lowered the health of each of the wings so players can more easily destroy and thus hinder the Ghost’s movement. Also, we’ve done some work to the Ghost’s reversal speed and lateral movement in hopes to keep Ghost play more in check.
  • Lowered health for left and right wing of Ghost
    • Right_wing and Left_wing: Maximum vitality percentage base value decreased 0.085 >> 0.075
  • Decrease to Ghost’s reverse speed
    • Maximum reverse speed decreased 5.5 >> 3.5
  • Slowing down the Ghost’s lateral movement
    • Maximum left slide decreased 5.5 >> 4.5
    • Maximum right slide decreased 5.5 >> 4.5
    • Slide accel against direction decreased 10 >> 5
Banshee

We want to bring the Banshee back into the spotlight with this update. One of the ways we wanted to do this was by reducing how much damage the Banshees take when scraping and colliding with surfaces. We’ve adjusted both weapons from the Banshee in hopes to see more kills from the sky. Then, to help add to its dogfighting potential, we fine-tuned its left and right roll capabilities.
  • Moving forward
    • Minimum velocity for game damage 2.88 >> 11.52
    • Minimum velocity for absolute damage 2.88 >> 11.52
  • Using boost
    • Minimum velocity for game damage 2.88 >> 14.4
    • Minimum velocity for absolute damage 2.88 >> 14.4
  • Increasing damage for Banshee’s dual cannon gun
    • Damage lower bound 29 >>40
    • Damage upper bound (low & high) 29 >>40
  • Faster fire recovery time for the Banshee bomb launcher
    • Fire recovery time 3.25 >> 2 seconds
  • Increased projectile velocity of Banshee bomb launcher
    • Initial velocity 15 >> 20
    • Final velocity 12 >> 17
  • Adjustments made to Banshee tricks, roll_left & roll_right
    • Velocity preservation changed trick relative > world relative
    • Camera interpolation time 0 >> 0.4 seconds
    • Trick exit displacement reference 0.5wu >> 0wu





That’s a wrap for this preview of the sandbox updates coming to Halo Infinite next week, July 30!

We’re excited to see you all go hands-on with these changes when they roll out alongside Operation: Fleetcom. And, as always, please continue to share your thoughts around the sandbox with us online. We’re always keeping a close eye on community feedback and player data to see how we can improve the experience for everyone.




To learn more about Operation: Fleetcom, check out our other blogs:
  • New Mode – VIP: Learn more about Halo Infinite’s new take on VIP mode from Halo 3.
  • Forge Updates: Music, Multiplayer Announcer, Nav Marker improvements, and more!
Toy Tactics - Kraken Empire
Hello, Commanders! Today, we will be showing you some cool behind-the-scenes content: the first finished conceptual piece for Kyoukai’s Boss, Kitsune. This is the first post introducing the character design in a series planned before the release, so stick around.

First step: Do some research

Like Sun Tzu probably said: know thy enemy. In this case, know thy samurais. Our amazing conceptual artist, Ana Andrés, did a ton of research into Japan’s Samurai era. Turns out, there were a lot of different kinds of samurai through the ages. They were very diverse in their aesthetic and even moral values, depending on the time and place. We decided to combine features which evoked the martial and clothing aesthetics of ancient Japan, along with some spiritual and folklore-related attributes.





Second step: Decide what you want from the concept

After doing the research, Ana decided which part to implement in the design. “We wanted the humble aesthetics of walk-in-the-night point of the samurai, so she has a straw cape. Japan is a very rainy country, so they used this kind of clothing to protect from the rain.”



“We also wanted the regal part of the Samurai,” Ana continued.

This was a little harder to do, since the Kyoukai faction already has a lot of the very obvious thing to add: the amazing samurai armor. So we went with a different aesthetic, more feudal but also very rich: The Kimono.






Third step: Connect the dots

A very important part of any character design is a sense of belonging. We wanted to connect our amazing Kitsune Boss as much as possible to the rest of the Kyoukai faction, without losing her unique characteristics. She is a boss, so she obviously needs to stand out, and yet she needs to still feel like part of the rest of her army.

To accomplish this, we added some important details: the kimono is a very warm pink, a color that goes well with Kyoukai’s purple. We also added sakura as a further reference to Japan. She wears a Kitsune mask as well, which is not only the Kyoukai’s representative icon, but also an important fox deity in the Land Where the Sun Rises.



She is one of our favorite bosses, and we are very proud of her. This is how she looks in her final form. ⚔️

You can play against her right now in Toy Tactics on Steam Early Access! 😁

Follow us on Steam for more in-depth content about our strategy puzzle RTS Toy Tactics. Thanks for reading, commanders!
Firepower Forge - MagnusMakesGames
Hello everyone! This update comes with a new map called Mansion, which replaces the Meteor map. An Endless gamemode has also been added, a gamemode with no win condition where players can change their class at any time.

The absorption ability has been given a decent buff, and some small changes have been done to the UI for the class creation screen and the match settings.
Jul 25
Black Desert - [GM] Maslan

Introducing
[color=#a40504]PVP 100[/color]

The ultimate challenge for Solare's Top 100!

Rise as the [color=#a40504]best[/color] or fall among the rest.

Be Top 100 in Arena of Solare by season end (August 14th) to qualify for an exclusive PvP event.

Glory and special rewards await!

Event Details Announcement Date:
[color=#ec4a4a]August 16th, 2024 05:00 PM PDT (Friday)[/color]
[color=#ec4a4a]August 17th, 2024 02:00 CEST (Saturday)[/color]


Last Whisper - Mazxz
Hello Survivors,

We have some important updates and fixes on the experimental branch that we'd like to share with you.

New Feature Testing:

Resource Recovery: We are testing a new feature that allows you to get resources back when destroying building parts. This should make base management more efficient and less wasteful.

Bug Fixes:

Car Explosion Crash: We've fixed the car explosion issue that caused the game to crash, a bug reported by Survival and Starfields on Discord. Thank you for helping us improve the game!

Personal Note:


I want to let you know that I will continue working on the game tomorrow. Today has been particularly challenging for me as my girlfriend's beloved old cat passed away after 18 years. We loved the cat very much, and it has been an emotional day.

Thank you for your understanding and continued support.

Warm regards,

Maxime
Master of Pieces Š Jigsaw Puzzle - tau
Canvas of Time is the perfect puzzle for providing a nostalgic trip!

https://store.steampowered.com/app/3108870/Master_of_Pieces__Jigsaw_Puzzle_DLC__Canvas_of_Time/

We are happy to present 39 pictures that offer a relaxing escape from everyday life.
This captivating puzzle game brings vintage elegance to life. Immerse yourself in beautifully crafted scenes featuring historic ships, antique kitchenware, ladies in elegant hats, nostalgic children's photos, and classic cars. Each puzzle in this enchanting collection is a beautifully crafted picture, reflecting the timeless elegance and charm of vintage heritage.















Killer Klowns from Outer Space: The Game - ProngsOfSteel


Infernal Tank - Gutso
Never satiated, Gutso has been hunting and consuming humans for many many ages. Driven by this hunger, genetic evolutions have taken this Klown to new levels of Konsumption. Gutso is a special character skin for the Tank Klown Type and is only cosmetic.


https://store.steampowered.com/app/2921270/Killer_Klowns_From_Outer_Space_Infernal_Tank__Gutso/
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