Feb 27, 2018
Property - r.creations
do you have a map idea? it would be cool to make a map from community suggestions, from the beginning i wanted something like that. feel free to post them to suggestions.

coming weekend there will be "event". not anything special, just to get players same time to play. i know everyone dont get the full experience when theres not players always online. event will be every friday 7PM EST and 7PM GMT. those clock times will be added to main menu of the game soon.

have fun!
Feb 27, 2018
Property - r.creations
do you have a map idea? it would be cool to make a map from community suggestions, from the beginning i wanted something like that. feel free to post them to suggestions.

coming weekend there will be "event". not anything special, just to get players same time to play. i know everyone dont get the full experience when theres not players always online. event will be every friday 7PM EST and 7PM GMT. those clock times will be added to main menu of the game soon.

have fun!
Stellaris - candyalien
Hi all, Jamor here.

Thanks again for all your valuable feedback on 2.0/Apocalypse. Any update this size is going to have a lot of moving parts and we've been taking the time since release to target some high-value fixes. In the interest of getting them in to your hands sooner, I'm doing a 2.0.1 hotfix right now.

REST ASSURED, WE ARE NOT DONE WITH POST-LAUNCH SUPPORT FOR 2.0

Every patch balances completeness with speed, there are more fixes coming when we have time to implement and test them.

Here's the contents of this patch:
Fixed processing/grid amalgamation/livestock purge types being broken
Fixed a bug where a fleet split from its parent would forget the previous hyperspace jump and get stuck in systems with FTL inhibitors indefinitely
Fixed several out of sync bugs in multiplayer
Fixed some missing/broken localization in various languages
Fixed upgrading ships wrongly having their XP deleted
Fixed some UI visibility issues on certain screen resolutions
Fixed misleading costs displayed for building mining/research stations
Fixed Admirals being unassigned from a fleet during combat
Fixed FTL inhibition effect not being removed when you downgrade a starbase
Again, let me assure you that this is just a small package of severe/fast to fix things that I want to get in your hands sooner rather than later. Larger, more comprehensive support will continue in the coming weeks. We know how massive the changes wrought in 2.0 are and your feedback will continue to be critical to make it the best possible experience. Thanks.

Stellaris - candyalien
Hi all, Jamor here.

Thanks again for all your valuable feedback on 2.0/Apocalypse. Any update this size is going to have a lot of moving parts and we've been taking the time since release to target some high-value fixes. In the interest of getting them in to your hands sooner, I'm doing a 2.0.1 hotfix right now.

REST ASSURED, WE ARE NOT DONE WITH POST-LAUNCH SUPPORT FOR 2.0

Every patch balances completeness with speed, there are more fixes coming when we have time to implement and test them.

Here's the contents of this patch:
Fixed processing/grid amalgamation/livestock purge types being broken
Fixed a bug where a fleet split from its parent would forget the previous hyperspace jump and get stuck in systems with FTL inhibitors indefinitely
Fixed several out of sync bugs in multiplayer
Fixed some missing/broken localization in various languages
Fixed upgrading ships wrongly having their XP deleted
Fixed some UI visibility issues on certain screen resolutions
Fixed misleading costs displayed for building mining/research stations
Fixed Admirals being unassigned from a fleet during combat
Fixed FTL inhibition effect not being removed when you downgrade a starbase
Again, let me assure you that this is just a small package of severe/fast to fix things that I want to get in your hands sooner rather than later. Larger, more comprehensive support will continue in the coming weeks. We know how massive the changes wrought in 2.0 are and your feedback will continue to be critical to make it the best possible experience. Thanks.

SMITE® - MLC St3alth


NEW GOD - Achilles, Hero of the Trojan War



Passive – Gift of the Gods
Achilles adapts to the tide of Battle. Achilles can choose to wear armor, granting him bonus Health and Protections, or forgo it, granting him bonus Movement Speed and Physical Power Armored Bonus: Achilles gains an addition 35 +10 Health per lvl and 5 +1 Protection per lvl. Unarmored Bonus: Achilles gains an addition Movement Speed 3% +.25% per level and 10 +2 Physical Power per level.

Shield of Achilles
Achilles punches forward with the edge of his Shield, inflicting massive damage and stunning enemy targets hit by the impact. The force of his punch continues to radiate past his initial target area, dealing 80% damage to targets farther away.

Damage : 100/160/220/280/340 + 90% of your Physical Power
Stun Duration : 1.1/1.2/1.3/1.4/1.5s

Cooldown : 15s
Cost : 60/65/70/75/80

Radiant Glory
Achilles is blessed by the gods, giving him bonus Physical Power, Protections, and Crowd Control Reduction for 6 seconds. While this blessing is active, Achilles will heal himself upon successfully damaging enemies with abilities.

Heal : 23/26/29/32/35 + 10% of your Physical Power
Max Heals per Ability : 2/2/3/3/4
Bonus Physical Power : 15%
Bonus Protections : 15%
Bonus Crowd Control Reduction : 20%

Cooldown : 10s
Cost : 40/45/50/55/60

Combat Dodge
Achilles dodges his enemies’ attacks before striking them in swift response. If Achilles successfully hits an enemy god with this strike, Achilles can use this ability once more before it goes on Cooldown.

Damage : 65/105/145/185/225 + 50% of your Physical Power

Cooldown : 10s
Cost : 24/28/32/36/40

Fatal Strike
Achilles winds up a large attack and dashes forward. While dashing, Achilles will pass through minions, stop and hit the first enemy god he encounters, dealing damage to all he hits. If the god is below 30% Health they are Executed. If Achilles successfully Executes a god with this ability, he can use it again, up to 5 times.

As Achilles successfully Executes his enemies, he becomes more reckless in combat and leaves his heel exposed. Achilles will become more susceptible to damage, stacking up to 5 times.

Damage : 180/270/360/450/540 + 100% of your Physical Power
Execute Threshold : 30%
Damage Taken increase : 10%

Cooldown : 90s
Cost : 80/85/90/95/100

New God Skins

Myrmidon Achilles



Kage Ratatoskr



Abyssal Warrior Sun Wukong



Countess Chang'e



Pot O' Gold Fafnir



Playful Bunny Nu Wa



Misc.
  • Adjusted the DJ Skins (Ba5s Drop Janus, DJ Ohm Ganesha, Heaven’s Rave Zeus) so that they all can move with their VXG emotes active.
  • Ranked Draft Time Adjustments (Conquest & Joust)
    - Reduced the Planning Phase from 30s to 15s.
    - Reduced the amount of Banked time from 60s to 40s.
  • Added Rainbow Recall Skin
  • Added Rainbow LevelUp FX

Click HERE to read the full Patch Notes for 5.3 - Hero of the Trojan War.
SMITE® - MLC St3alth


NEW GOD - Achilles, Hero of the Trojan War



Passive – Gift of the Gods
Achilles adapts to the tide of Battle. Achilles can choose to wear armor, granting him bonus Health and Protections, or forgo it, granting him bonus Movement Speed and Physical Power Armored Bonus: Achilles gains an addition 35 +10 Health per lvl and 5 +1 Protection per lvl. Unarmored Bonus: Achilles gains an addition Movement Speed 3% +.25% per level and 10 +2 Physical Power per level.

Shield of Achilles
Achilles punches forward with the edge of his Shield, inflicting massive damage and stunning enemy targets hit by the impact. The force of his punch continues to radiate past his initial target area, dealing 80% damage to targets farther away.

Damage : 100/160/220/280/340 + 90% of your Physical Power
Stun Duration : 1.1/1.2/1.3/1.4/1.5s

Cooldown : 15s
Cost : 60/65/70/75/80

Radiant Glory
Achilles is blessed by the gods, giving him bonus Physical Power, Protections, and Crowd Control Reduction for 6 seconds. While this blessing is active, Achilles will heal himself upon successfully damaging enemies with abilities.

Heal : 23/26/29/32/35 + 10% of your Physical Power
Max Heals per Ability : 2/2/3/3/4
Bonus Physical Power : 15%
Bonus Protections : 15%
Bonus Crowd Control Reduction : 20%

Cooldown : 10s
Cost : 40/45/50/55/60

Combat Dodge
Achilles dodges his enemies’ attacks before striking them in swift response. If Achilles successfully hits an enemy god with this strike, Achilles can use this ability once more before it goes on Cooldown.

Damage : 65/105/145/185/225 + 50% of your Physical Power

Cooldown : 10s
Cost : 24/28/32/36/40

Fatal Strike
Achilles winds up a large attack and dashes forward. While dashing, Achilles will pass through minions, stop and hit the first enemy god he encounters, dealing damage to all he hits. If the god is below 30% Health they are Executed. If Achilles successfully Executes a god with this ability, he can use it again, up to 5 times.

As Achilles successfully Executes his enemies, he becomes more reckless in combat and leaves his heel exposed. Achilles will become more susceptible to damage, stacking up to 5 times.

Damage : 180/270/360/450/540 + 100% of your Physical Power
Execute Threshold : 30%
Damage Taken increase : 10%

Cooldown : 90s
Cost : 80/85/90/95/100

New God Skins

Myrmidon Achilles



Kage Ratatoskr



Abyssal Warrior Sun Wukong



Countess Chang'e



Pot O' Gold Fafnir



Playful Bunny Nu Wa



Misc.
  • Adjusted the DJ Skins (Ba5s Drop Janus, DJ Ohm Ganesha, Heaven’s Rave Zeus) so that they all can move with their VXG emotes active.
  • Ranked Draft Time Adjustments (Conquest & Joust)
    - Reduced the Planning Phase from 30s to 15s.
    - Reduced the amount of Banked time from 60s to 40s.
  • Added Rainbow Recall Skin
  • Added Rainbow LevelUp FX

Click HERE to read the full Patch Notes for 5.3 - Hero of the Trojan War.
Shark Week: Operation Apex - Curiscope
Hi everyone, we just wanted to let you know we've just released version 1.11 of Operation Apex which fixes a bug whereby the investigations tutorial keeps repeating itself. We're confident this fix has solved the issue so please update your game and let us know if it works!
Shark Week: Operation Apex - Curiscope
Hi everyone, we just wanted to let you know we've just released version 1.11 of Operation Apex which fixes a bug whereby the investigations tutorial keeps repeating itself. We're confident this fix has solved the issue so please update your game and let us know if it works!
Feb 27, 2018
Secret World Legends - Community Manager (Andy B)


Hard work pays off!  Upon reaching Faction Rank 3 (Level 15), your faction will entrust you with the tools to become an Agent Handler! Welcome to the Agent Network, a brand-new feature where you manage prospective agents, send them on assignments, gear them up, and get awesome rewards.Once accessible, you open the feature by pressing P by default.  Let’s go over the system in detail: 



Expanding Your Network
By the time you complete the Agent Network tutorial you’ll already be in command of a new Faction Recruit, ready to do your bidding.  You can expand your network through Agent Dossiers - new inventory items you may use to view an Agent’s profile, lore, and abilities.  Not all Dossiers are character-bound, allowing you to sell them in the Auction House, if you so choose.Agent Dossiers may be acquired from completing a variety of tasks:

  • Action Missions
  • Sabotage Missions
  • Scenarios
  • Lairs
  • Elite Dungeons
  • Raiding
  • Achievements
  • Agent Missions

 You also have the option of purchasing Agent Boosters for Aurum.  Boosters can contain an Agent Dossier or a piece of Agent Equipment which can improve an agent’s stats.  If you bought an Agent Booster with Aurum and didn't like the outcome, you can vendor these items in exchange for HexCoins instead of Anima Shards.  HexCoins are a new currency accepted by a shady vendor recently sighted in Agartha.  


Inhuman Resources

 Each agent has a set of stats and traits, making each agent adept at different types of missions.

Agents have three stats: Prowess ( △ ), Adaptability ( ☐ ), and Ingenuity ( ◯ ).  Stats are used to determine how well an agent fares during a mission (we'll go into more on that in the next section).  

Agents can equip one (1) piece of Agent Equipment to augment their capabilities.  Agent Equipment can have all sorts of different effects, so feel free to experiment with your favorite Agents and Items and see what works best for you! The Agent Network interface features 15 free inventory slots exclusively for Agent Equipment.

All Agents also have up to two (2) unique traits of various types, each with its own effects and accompanying description.  Traits can vary greatly between agents, so be sure to check the agent’s details to see what they can do!    

When completing missions, Agents gain XP and can level up. As agents level up, so do their stats, raising Affinity with missions or allowing you to tackle more challenging tasks.


At level 25, agents learn their first Support Ability - powerful passive effects that buff your character! When an agent unlocks a Support Ability, you can assign the agent to your character, granting you that power.  At level 50, the agent learns their second Support Ability.You can assign up to three Agents as Support for your character. Even while “equipped”, you may still send these Agents out on missions without losing their bonuses on your character.



Should You Choose to Accept...


Just like you, the agents you handle may be sent on various missions, with different stat requirements for each mission type.  You can see what the requirements are in the mission interface - as missions increase in difficulty, so do their requirements and rewards.  Some missions can also have bonus objectives.  If you match an agent's trait types with the requirements of the objective, they get additional rewards upon completion of the mission.  



When you select a mission, you’ll notice a large number shown on top of your agents’ portraits.  This is the agent’s “affinity” to the mission; the higher the number, the greater the agent’s chances of receiving greater rewards when completing the mission.  An agent’s affinity to a mission can depend on their stats and traits.    (Please note that while it is possible to have 100% affinity, this does not necessarily guarantee greater rewards.)   

Assigning an agent to their task locks them into the mission.  You have to wait until the timer reaches 0 before you can send that agent on another mission.  High-level missions will take more time to complete, although you have the option to instantly complete the mission by using Aurum.

In addition to having stat requirements, missions also may require one or more Agent Network-specific resources: Intel, Supplies, and Assets. Missions that require one resource usually award a different resource, so you’ll need to cycle through mission types as you work your way up. 



Finally, agents have a chance to become incapacitated when completing missions. Incapacitated agents cannot be sent on missions.  The odds of this happening increase as the agent goes on more missions and decrease while an agent is not on assignment. The results of a mission also impact the chance to be incapacitated, with greater successes having lower chances. An incapacitated agent can be instantly recovered by spending Marks of Favour.

End Transmission
Thanks for reading!  The Agent Network is an easy and fun way to earn awesome rewards and learn a little more about the denizens of the Secret World.  Let us know what you think on the forums, and we’ll see you ingame!
Feb 27, 2018
Secret World Legends - Andy B - Community Manager


Hard work pays off!  Upon reaching Faction Rank 3 (Level 15), your faction will entrust you with the tools to become an Agent Handler! Welcome to the Agent Network, a brand-new feature where you manage prospective agents, send them on assignments, gear them up, and get awesome rewards.Once accessible, you open the feature by pressing P by default.  Let’s go over the system in detail: 



Expanding Your Network
By the time you complete the Agent Network tutorial you’ll already be in command of a new Faction Recruit, ready to do your bidding.  You can expand your network through Agent Dossiers - new inventory items you may use to view an Agent’s profile, lore, and abilities.  Not all Dossiers are character-bound, allowing you to sell them in the Auction House, if you so choose.Agent Dossiers may be acquired from completing a variety of tasks:

  • Action Missions
  • Sabotage Missions
  • Scenarios
  • Lairs
  • Elite Dungeons
  • Raiding
  • Achievements
  • Agent Missions

 You also have the option of purchasing Agent Boosters for Aurum.  Boosters can contain an Agent Dossier or a piece of Agent Equipment which can improve an agent’s stats.  If you bought an Agent Booster with Aurum and didn't like the outcome, you can vendor these items in exchange for HexCoins instead of Anima Shards.  HexCoins are a new currency accepted by a shady vendor recently sighted in Agartha.  


Inhuman Resources

 Each agent has a set of stats and traits, making each agent adept at different types of missions.

Agents have three stats: Prowess ( △ ), Adaptability ( ☐ ), and Ingenuity ( ◯ ).  Stats are used to determine how well an agent fares during a mission (we'll go into more on that in the next section).  

Agents can equip one (1) piece of Agent Equipment to augment their capabilities.  Agent Equipment can have all sorts of different effects, so feel free to experiment with your favorite Agents and Items and see what works best for you! The Agent Network interface features 15 free inventory slots exclusively for Agent Equipment.

All Agents also have up to two (2) unique traits of various types, each with its own effects and accompanying description.  Traits can vary greatly between agents, so be sure to check the agent’s details to see what they can do!    

When completing missions, Agents gain XP and can level up. As agents level up, so do their stats, raising Affinity with missions or allowing you to tackle more challenging tasks.


At level 25, agents learn their first Support Ability - powerful passive effects that buff your character! When an agent unlocks a Support Ability, you can assign the agent to your character, granting you that power.  At level 50, the agent learns their second Support Ability.You can assign up to three Agents as Support for your character. Even while “equipped”, you may still send these Agents out on missions without losing their bonuses on your character.



Should You Choose to Accept...


Just like you, the agents you handle may be sent on various missions, with different stat requirements for each mission type.  You can see what the requirements are in the mission interface - as missions increase in difficulty, so do their requirements and rewards.  Some missions can also have bonus objectives.  If you match an agent's trait types with the requirements of the objective, they get additional rewards upon completion of the mission.  



When you select a mission, you’ll notice a large number shown on top of your agents’ portraits.  This is the agent’s “affinity” to the mission; the higher the number, the greater the agent’s chances of receiving greater rewards when completing the mission.  An agent’s affinity to a mission can depend on their stats and traits.    (Please note that while it is possible to have 100% affinity, this does not necessarily guarantee greater rewards.)   

Assigning an agent to their task locks them into the mission.  You have to wait until the timer reaches 0 before you can send that agent on another mission.  High-level missions will take more time to complete, although you have the option to instantly complete the mission by using Aurum.

In addition to having stat requirements, missions also may require one or more Agent Network-specific resources: Intel, Supplies, and Assets. Missions that require one resource usually award a different resource, so you’ll need to cycle through mission types as you work your way up. 



Finally, agents have a chance to become incapacitated when completing missions. Incapacitated agents cannot be sent on missions.  The odds of this happening increase as the agent goes on more missions and decrease while an agent is not on assignment. The results of a mission also impact the chance to be incapacitated, with greater successes having lower chances. An incapacitated agent can be instantly recovered by spending Marks of Favour.

End Transmission
Thanks for reading!  The Agent Network is an easy and fun way to earn awesome rewards and learn a little more about the denizens of the Secret World.  Let us know what you think on the forums, and we’ll see you ingame!
...