With only two weeks to go until early access for Premium Edition owners, we’re counting down the days to Forza Horizon 5! We’re so excited for players to get their hands on the game, however, before that day arrives, we’ve got our final Road to Mexico post before the launch.
In October, we hosted two Let's ¡Go! livestreams, shared our achievements list and celebrated Forza Horizon 5 going gold. With the game now being printed onto discs, it was only fitting that we also revealed the soundtrack that will accompany your driving adventures.
On the first Let's ¡Go! of the month, we were joined by Creative Director Mike Brown, Game Designer Kelly Boyle and Character Artist Pav Plaha to explore the many ways you can express yourself in Forza Horizon 5.
Customization has been a big topic on the past few livestreams. We’ve improved and evolved how players can customize their cars and even their own Horizon Adventure path. Naturally, we also expanded our character customization options with more to choose from than ever before. Customize who you are, or who you want to be, how you look and sound, and have fun selecting clothing, accessories, emotes, and more.
Horizon Stories invites players to interact with characters and locations in the world by completing a variety of racing and driving objectives. They also now offer choices that create unique paths with different Accolades and new rewards. Players can replay any chapter to explore options they didn’t pick during their first time.
We also showcased two Horizon Stories. In V10, movie director Mike Steel is back with Frankie Beaumont, the lookalike actor who can’t drive. It’s on you to secretly pull off all his stunts. Meanwhile, Born Fast is a club of seven rich street racers with custom rides. You’ll need to beat them all, one by one as you climb the ladder and convince them to join the Horizon Street Scene!
Horizon Stories are expressions of family and connection, which are really at the heart of Mexico. In Vocho – a Barn Find story, you’ll restore a great grandfather’s Vocho, the Mexican word for a Beetle.
We also previewed Festival Playlist and some of its rewards. From Nov. 5, we’ll have an introductory week in Spring that encourages you to explore Forza Horizon 5 at your own pace. Then on Nov. 11, Series 1 begins with a host of new content to discover – including the 1982 DeLorean DMC-12.
Additionally, Forza Horizon 5 introduces some notable changes to the Festival Playlist structure. We’ve replaced the percentage-based system of measuring each Playlist’s completion with a new points system to make it even easier to focus on the content you enjoy most. New activities also contribute to the Festival Playlist, including Horizon Arcade, Horizon Tour, Treasure Hunts, The Eliminator and Seasonal Collectibles.
Every month will bring evolving world changes. Series 1 welcomes you to the Horizon Festival, while Series 2 celebrates the holidays – so look out for snowmen and presents in December.
To close the show and while driving the DeLorean DMC-12 in Forza Horizon 5, we asked Mike, Kelly and Pav some of the questions you’ve sent our way.
Click on the any of them below to jump to that timestamp in the livestream:
Route Creator is now augmented with all the prop placement and route building functionality that was originally introduced by the Horizon Super7 in Forza Horizon 4. It falls within the larger umbrella of the EventLab toolset which allows you to customize the rules and gameplay of specific events.
We use a program called Marvelous Designer which lets us make clothes like how we do in real life. So, we cut out 2D patterns of clothing and then this program will stitch them together and simulate the folds. It's like a different way of thinking to just sculpting the folds ourselves.
They are related features. I think it's more the other way, the Autoshow exists as it is but if you're in the Car Collection there is an option to quick buy any car so you can add them to your garage and complete those little corners of your collection.
We've got loads of content to do – all the new features are in there, all your favorites are returning but the biggest change is going to be evolving world like seeing the world change every series, seeing new things appear in races and new collectibles around the world.
As people create awesome things in EventLab, we can surface them on Festival Playlist so that your awesome creations then appear for everybody else. We’ll find those really brilliant things people have created and choose to put them in front of everybody as a little jewel in the Festival Playlist.
We actually have an entirely new VFX system in this game, so the smoke is now high resolution, it's more voluminous and it also interacts with tire temperature more than it ever did before. If you're playing in summer, it’s hot weather – your tires are nice and hot – and you throw it into a big drift, you'll kick up loads of smoke. If you're playing in winter or you're in the snow, the tires are cold and they can't heat up, so you’ll produce much less smoke. There's a real dynamism to it.
The purpose for it is to allow you to interact with other characters in a more realistic way. We saw it in the Tulum Expedition when the player asks some questions of Ramiro: he responds naturally, like he's your friend and not overbearing or just shouting down the microphone at you. It allows everybody else, all the other characters that you meet in the game, to be that much more authentic.
In the October Forza Monthly, we spoke to cultural consultant Lalo Alcaraz. His guidance helped us bring Mexico to life and celebrate its culture through collaborations with local artists, voice actors and locally inspired storylines. Check out the VOD for the interview as well as gameplay of Vocho, the aforementioned Barn Find story rooted deep in Mexican culture and heritage.
Meanwhile, our second Let's ¡Go! Featured the music of Horizon Mexico and we saw some exclusive Xbox Series S consoles adorned in mural art. To lead the discussion, Mike was joined by Lead Audio Designer Fraser Strachan and Game Designer Dave Orton.
The team set out to create the biggest music festival of 2021 and worked to source songs that tie into our gameplay experiences and evoke emotions. For instance, what do you want to hear while smashing through piñatas?
Our audio team researched the history of Mexican music and how it influenced the rest of the world. It has an instantly recognizable sound that we want to make sure is represented in Forza Horizon 5. Also, when you turn on a radio in Mexico, each genre has its own station, with a combination of local Mexican music and global songs. It was clear that an authentic approach was to curate an eclectic selection of both regional tracks and global hits. By featuring Mexican artists across all stations, you can tune into the channels you love listening to most and enjoy a completely authentic experience while you play.
Also, our friends at Hospital Records are debuting their latest drum and bass tracks in the game which will be featured on an upcoming vinyl release. With YouTube and Twitch being such integral aspects of gaming today, we’ve worked with Hospital Records and combined their tracks with our own original compositions to create Streamer Mode. It’s a seamless experience for content creators and it ensures the Forza Horizon DNA remains intact in the gameplay videos you watch online.
We’ve also introduced the ability to turn any of the audio sliders all the way down to zero to remove any specific audio content – ensuring you won’t hear music faintly in the background.
To demonstrate Streamer Mode, we played a dust storm race on the Bahía De Plano Circuit behind the wheel of the 2020 Lotus Evija – using EventLab to customize the weather conditions and season. You can even host a dust storm race in the jungle! It might look strange, but we allow it.
Lastly, we also played the Buggy and the Beast Showcase Event. You’re driving the 2017 Ford #25 'Brocky' Ultra4 Bronco RTR against the Hot Wheels Monster Trucks Bone Shaker. With the Horizon Cargo Plane circling above and another Monster Truck joining the fun, this Showcase is both chaotic and full of surprising twists as you race to the Horizon Stadium! As Mike noted on-stream, once you arrive, there’s nothing of interest that happens after that... we promise.
That wrapped up our final Forza Horizon 5 Let's ¡Go! livestream before launch. Thanks to everyone who joined us on the Road to Mexico! We’re grateful to have had you all with us on this journey and we can’t wait to celebrate launch together. Remember to follow us on Instagram and Twitter for all the latest news from the Horizon Festival. See you soon in Mexico - adios amigos!
First of all, I want to congratulate everyone on the 2 year anniversary of the release of the Hero's Story game on Steam Early Access! Yesterday I uploaded a new update, which includes new enemies, some bugfixes and completely revamped settings section. The full list of changes can be found below.
General
Players will now be prompted to confirm to delete the save
Now the corpse of a Zombie will not disappear immediately after death
Now players will be able to change mouse sensitivity in the game settings
Now all keyboard shortcuts are listed in controls settings
At the request of the players, rain effect has been changed (improved)
'The Temple' location is temporarily disabled for a complete overhaul
Additions
Settings window has been completely revamped
Added a new enemy type: Wild Goblins
Added a new status effect: Bleeding
Added additional hints on the loading screen
Added additional light sources in The Mines
Zombie model was updated
Improved (fixed) the appearance of Goblins
Bugfixes
Fixed a critical bug when character's health could take negative values
Fixed a bug when grass in the Expanse did not sway in the wind properly
Fixed a bug when time flowed too fast in the Expanse
Fixed a bug when the weather in the Expanse changed too quickly
Fixed a small bug when the Outlaws didn't play running animation in time
Fixed some bugs that occured after game load
Minor fixes
Now let's take a closer look at some points.
Updated Settings
I have been planning to put the settings window in order for a long time, and finally I have. Now the sections fit correctly on the screen, nothing 'jumps' or glitches, all of the items are clearly distinguishable. Among other things, the ability to change mouse sensitivity and additional screen resolutions in the Graphics section were added to the settings.
New enemies
Wild goblins were originally planned in the game, but due to problems with animation, were presented with only their friendly species in the game. Wild goblins are the fastest enemies in the game at the moment. Alone they are weak, but you will most likely never meet them alone.
Status effects
In the new update, Zombies gained ability with some chance to cause bleeding on our hero. This status effect, like burning, takes away a certain amount of health points for a short time. Also in the game there are effects of freezing, which reduces movement speed of the character, underwater breathing, which reduces the recovery of stamina, poison, similar to burning and bleeding, but requiring an antidote, and fear, which interferes with character's control.
I strongly encourage you to leave your feedback and bug reports in game discussions.
Trick or treat! What could possibly be scary about a pumpkin? A worm. More so? Half a worm. Most? When the pumpkin eats its own worms. A terrifying Halloween update is coming! Soon you will be able to face scary, hungry pumpkins for which everyone is a worm. Do you dare to enter the world of Pest Control?
Survive or die - the event will only be available from 29.10.2021 to 31.10.2021!
Reworked the automated combat stops to trigger less frequently, but still prevent death. To reduce queue micromanagement at specific situations
Combat now only stops below 25% health if your health/health decay is actually at a risky combination
"Damage on completion" explorations now only cancel when they are within a 0.1 second range to actually causing damage, instead of at any time
Redesigned the visual display of "turbo mode" jobs progression bars. They no longer continue to appear "active" to prevent a common confusion, and now switch at 20 completions per second, down from 50
Negative health decay effects are now also shown in the story completion log. To make it a little more obvious what happened if you didn't read the tooltip earlier
Fixed a rare bug where combat wouldn't be allowed to continue due a false-positive in constructions being able to continue
Fixed a bug that could allow some constructions to be finished when they shouldn't be able to
Fixed a chapter five bug that caused a vendor to appear when it shouldn't
Corrected various textual issues. Thanks a lot to many of you that pointed them out!
This is only a fraction of all the Early Access feedback and suggestions that I've received so far, and I'll be getting to much more of those in following updates!
Thank you for an incredible launch into Early Access! Your responses and feedback have been overwhelming in the best possible way! Weeks like the last, with so many players voicing their enjoyment of this little creation really portrays why I fell in love with game development in the first place! Of course, there's a lot to improve and expand upon, but Early Access has only just begun! I couldn't have hoped for a better start and can't wait for the steps to follow!
Here is a summary of the latest news for "SUPER ROBOT WARS 30" broadcast on Friday, October 15th, 2021.
■DLC 1 trailer! The DLC 1 trailer is now available!
■Details of the DLC 1 For DLC 1, the following 4 titles and 9 units will be joining the fray! Mobile Suit Gundam Char's Counterattack Beltorchika's Children Super Electromagnetic Machine Voltes V Sakura Wars Series Super Robot Wars OG Series (RyuKoOh/KoRyuOh)
Here's a detailed introduction to each unit.
Mobile Suit Gundam Char's Counterattack Beltorchika's Children (Units only) "Hi-Nu Gundam" A Newtype Mobile Suit developed at Anaheim Electronics Co. It packs some heavy firepower, including a high-output Hyper Mega Bazooka Launcher capable of destroying warships in a single shot, and Fin Funnels capable of recharging in the unit's backpack funnel pod.
Super Electromagnetic Machine Voltes V (Units and pilots) "Voltes V" A combining super robot developed by Lah Gohl of the planet Boazan, AKA Dr. Kentaro Goh, along with his wife Dr. Mitsuyo Goh, and Dr. Hamaguchi. It was built to fight against the planet Boazan's pending invasion of Earth, and it operates on super electromagnetic physics. It has five combining component machines: the Volt Cruiser, Volt Bomber, Volt Panzer, Volt Frigate, and Volt Lander. The key phrase to initiate the combination sequence is "Let's volt in." In this sequence, the five Volt Machines gather up in a V formation (called "V together") before combining together. Its main pilot is Kenichi Goh, the eldest of Kentaro and Mitsuyo's sons. It has a wide array of special moves, including the Heaven Sword, which forms a super electromagnetic field and severs a target's intermolecular coupling (Heaven Sword V-Slash). It can also swing the Heaven Sword in other patterns besides a V, including a straight horizontal slash. It gets a number of upgrades to fight the Boazan Empire's forces, including an Ultra Magcon, a Super Electromagnetic Ball generated via electromagnetic compressor, and even a warp device in the last episode.
Sakura Wars Series (Units and pilots) "Type-2 Kobu Sakura Type" A spiricle armor employed by the Imperial Combat Revue. This one is Sakura Shinguji's personal model. It runs on a spiricle drive that amplifies latent human spirit power. This is an upgraded model tailored more to the individual pilot than prior models, based on usage data gathered from the Paris Combat Revue's Kobu F and Kobu F2 models. Sakura's unit is colored pink as per tradition for her, and it comes equipped with a katana and lower-body armor patterned after hakama.
"Type-2 Kobu Ogami Type" A spiricle armor employed by the Imperial Combat Revue. This one is Ichiro Ogami's personal model. It runs on a spiricle drive that amplifies latent human spirit power. This is an upgraded model tailored more to the individual pilot than prior models, based on usage data gathered from the Paris Combat Revue's Kobu F and Kobu F2 models. Ogami's unit is colored white as per tradition for him, and it comes equipped with two long katanas.
"Kobu F2 Erica Type" A spiricle armor employed by the Paris Combat Revue. This one is Erica Fontaine's personal model. It was developed as a joint project between the mechanic crews of both the Paris Combat Revue and Imperial Combat Revue. It boasts greater mobility and firepower than its base model, the Kobu F, and its weaponry is also more heavily tailored to the individual pilot. Erica's unit is colored red, and it comes equipped with the Gatling Arm Zachariel. It also has white wings on its back which enable flight in short bursts. "STAR V (Rodeo STAR)" A spiricle armor employed by the New York Combat Revue. This one is Gemini Sunrise's personal model. Its most distinguishing feature is a transformation mechanism that enables it to transform into a flight mode, making it capable of a versatile urban defense even in a city as full of high places as New York. Its on-board transformation mechanism gives it even greater output than what the Kobu series is capable of. Gemini's unit has an orange color scheme, and it comes equipped with a Gunbarrel Sword.
"STAR V (Fujiyama STAR)" A spiricle armor employed by the New York Combat Revue. This one is Shinjiro Taiga's personal model. Its most distinguishing feature is a transformation mechanism that enables it to transform into a flight mode, making it capable of a versatile urban defense even in a city as full of high places as New York. Its on-board transformation mechanism gives it even greater output than what the Kobu series is capable of. Taiga's unit has a white color scheme, and it utilizes dual Swords, a long katana and a short one.
Super Robot Wars OG Series (Units and pilots) "RyuKoOh" A Chokijin formed by RyuOhKi (the "Dragon King Machine") combined on top of KoOhKi (the "Tiger King Machine"); translated, the name means "Dragon-Tiger King". It is a cybernetic weapon created by an ancient civilization to battle various supernatural entities (often identified as "devils" and "gods of destruction" today). Its autonomous thought circuits are advanced enough that it can be considered, in its way, sapient. While RyuKoOh's personality is ordinarily calm and rational, hitting the "Gekirin" armor plate under its throat will drive it into a rage, vastly amplifying its attack power. It is capable of operating independently, but without specifically chosen telekinetic pilots seated in its components, the Wu Xing Vessel that serves as its engine cannot fully activate, badly limiting the Vessel's output and RyuKoOh's overall performance. In contrast to its alternate form, KoRyuOh, RyuKoOh specializes in aerial and underwater combat using magical attacks with tremendous destructive power. RyuKoOh itself can operate indefinitely, but it must fuel its attacks with fushui (water mixed with the ashes of burnt hufu talismans). Its armor is made of spell-reinforced hufu talismans, but it is by no means made of paper.
"KoRyuOh" A Chokijin formed by KoOhKi combined on top of RyuOhKi; translated, its name means "Tiger-Dragon King". Its personality is much more aggressive than RyuKoOh, and it specializes in close range and melee combat using a variety of weaponry. While it cannot fly, its ground speed is unparalleled, and it can make duplicates of itself using its Double Technique.
That's all the information about DLC 1. Stay tuned for more information!
We have some news for all of you today, all good ones! First of all – the second October update just landed on Steam, and secondly – Patron will soon receive a nice free Halloween DLC!
A few words on today's update: content of this package has been crafted to improve and address some of the troubles you've been encountering.
Pathfinding of your citizens has been improved, as well as their AI in numerous situations. Linked to that, we've been making adjustments to people behavior routines as well, in order to make the simulation more smooth and realistic.
In addition, workers on farms also received new animations and visuals when performing their duties on farms and in orchards.
Further tweaks have been done to some of the social classes and birthrate in the advanced stages of the game, all in line with the reports we've received in the last couple of weeks.
And of course, a mandatory batch of fixes for several game elements that you reported to us!
Here is a full list of changes:
Added gathering animations on farms
Added gathering animation in orchards
Children below the age of 3 don't roam the city alone anymore
Improvements to pathfinding of citizens
Drafting research now works as intended
When a house is selected, visual lines connecting that house to the associated workplace will be displayed
AI upgrades of citizens
Citizens behavior optimizations
Corrected pan and rotation during King pop up event
Rats will no longer eat stone and other non-edible goods in the Storage problem event
The King will no longer go berserk and raise taxes on Coins in the Royal tax event (pretty pointless, don't you think?)
Leftover resources from demolished buildings that weren't constructed won't be left on the ground indefinitely anymore
Fixed a rare crash to desktop related to orchards
Peasants and laborers now die younger, have more children (generally speaking)
Gentry and merchants now live longer, but have fewer children
Changed worker title in Sawmill from Woodcutter to Sawyer, as requested
Fixed flickering of the marker displayed above buildings that are awaiting construction
Fixed a number of word capitalization problems in the text
Fixed a problem with displaying citizen age of 0
Townhall sound emitter in levels aren't duplicated anymore when you save the map (while creating a new map / editing an existing one)
When the Happiness stat drops to 0, it will no longer be white, but red
Corrected error in level editor that made the terrain draw indefinitely
And, once again, for the conclusion of this news-bit, I'll make a special note of the upcoming free piece of DLC, Halloween-themed. This will become available quite soon, downloaded and installed automatically. Naturally, you'll be able to deactivate the DLC if/when you so wish (and reactivate it as well... yeah... makes sense...). More details on that will be revealed as the release draws closer.