Your chance to get the Morrowind Chapter free with your pre-purchase of the upcoming The Elder Scrolls Online: Summerset Chapter is ending soon. Already own Morrowind? You're in for a treat! To thank all of our current Morrowind players, we're giving out a free Vvardvark pet and temporarily bringing back Dwarven Crown Crates. Check out this article to learn more about our Morrowind Last Chance event.
Free (Adorable) Vvardvark Pet
During the event period, by simply logging into the game while owning a copy of ESO: Morrowind, you'll receive a free Dozen-Banded Vvardvark. Vvardvarks might be the ill-advised result of Telvanni experiments, but they sure do make adorable pets!
To ensure you receive your free pet, you must log into the game while owning ESO: Morrowind at any point from now until Monday, May 21 at 2:59AM EDT (Sunday May 20 at 11:59PM PDT). If you logged in during the event period, you'll receive this spiny-tonged little monster by May 29!
Don't forget, if you don't already own ESO: Morrowind, you can acquire it for free when you pre-purchase a digital copy of ESO: Summerset. Even better, upon pre-purchase, you can begin playing ESO and ESO: Morrowind right away. No need to wait until ESO: Summerset launches on June 5!
Dwarven Crown Crates Return
If you missed your chance to get some of the wonders found within the Dwarven Crown Crates, you'll have another opportunity to pick them up from the Crown Store between Monday, May 14 at 10:00 AM EDT and Monday, May 21 at 10:00 AM EDT.
These crates include some truly unique items, including these marvelous mechanical mounts:
Dwarven Senche & Dwarven Wolf mounts
You can read more about the Dwarven Crown Crates in our preview article. During this time, Dwarven Crown Crate items will also be available for individual purchase with Crown Gems, allowing you to pick up any of the items you may have missed last year (Radiant Apex rewards not included). You'll be able to find these items under their respective categories within the Crown Crates section of the Crown Store.
Last Chance Crown Store Items
Finally, this is also your last chance to grab some Vvardenfell-themed Crown Store items. The following items will be no longer be available in the in-game Crown Store as of Monday, May 21 at 10:00 AM EDT.
Telvanni Wizard-Lord Robe costume, Bitter Coast Cliff Strider pet & Amber Ash Hopper pet
Vardenfell Awaits
Changes are coming to The Elder Scrolls Online: Morrowind, but you can still grab it free right now with a digital ESO: Summerset pre-purchase. Will you take your first steps in Vvardenfell during this last-chance event? Or have you already explored the home of the Dark Elves and want an adorable new pet? Either way, we expect the Vvardvark population to explode! Show us screenshots of your characters with this adorable new pet on Twitter @TESOnline and Facebook using the #Morrowind hashtag!
Today we are proud to announce yet another Sudoku Zenkai update \o/. This time we bring one of the most requested features, "Continue on Another device" allowing you to change from a device to another without losing any hints ;)
1.0.12 Changelog
[New] Switch Device [Improvement] Minor UI tweaks [Fixed] Last valid board issue on iOS and Android [Fixed] Crash bug on Android that prevented users without play services do purchase Super Zenkai [Fixed] iOS boot time issue introduced on the last update
上帝之城 I:监狱帝国 [City of God I - Prison Empire] - kyanite0320
Today's repaired BUG: 1. fixed the problem that the DLC task hint does not show in the Apocalypse plan. 2. repair the problem that the drawing package can open indefinitely. 3. repair the problem that the carton road is easy to flicker and retreat. 4. fix the problem of gangster relationship even if it is low. 5. fixed the problem of abnormal NPC attack in Empire mode. 6. fixed the problem that the warden brought the secretary home without gain effect. 7.fixed the problem of settlement of the stronghold is only 50%. 8. fix the problem that the R & D room can still be developed after the pause. 9. fixed the Empire Mode with no dragon and tiger drop. 10. repaired the police station will brush the occupation of the Apocalypse warrior. 11. repair the problem of ineffective rooms in the hotel. 12. fixed the problem of animation abnormal when training the Apocalypse warrior. 13., it has repaired the problem that the strongholds will disappear after they have been withdrawn. 14. repairing the problem of real Tian Xing Village at level 10 of R & D room. 15. repairing the problem that little secretary often fails to play musical instruments. 16. repair the problem of the ineffective consignment of the small secretary. 17. repair the problem of abnormality in the settlement of the gangs. 18. restores the problem of changing the Empire Mode raw material to merchants. 19. restored the warden's inability to enter the recovery room when he recruited the apocalyptic warriors to join the gang. 20. when the three times speedup was restored, the Apocalypse soldiers often stuck in the problem of resuming the room. 21. the problem of using gangster activities can not increase the influence of its own side when the influence of the strongholds is full. 22. fixed the problem of gang leader in the configuration interface. 23. repair the attack site configuration interface can not see the Red Square special police and Apocalypse laboratory weapons. 24. fixed the problem that the occupation classification of the prisoner interface was not shown. 25. fixed the problem that the scenario mode might be applied to the calling skills. 26., it restored the problem that the wartime chieftains could not automatically change the weapons in the backpack.
Optimization: 1. greatly reduced the frequency of the last battle's enemy refurbishing. 2. now the mysterious people in Pacific Street will always appear. 3. greatly reduced the percentage of blood lost from the Apocalypse soldiers. 4. the durability of weapons and equipment in DLC of all weapons institutes has been increased by 100%. 5. corrected the numerical problem of excessive NPC in Empire mode. 6. speed up the speed of research and development of each weapon research room 50%.
About BUG and feedback in the game, welcome to COG fans. We will collect and process your feedback in time. 1 groups: 498732765 2 groups: 428991263 City of God God city official forum address: http://www.pgcog.com COG prison Encyclopedia WIKI:http://cogcn.h.baike.com
Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. more
Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. more
You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.
Hi all, I am pleased to inform you that, game version 0.20 has been released. Please kindly find below the patch notes:
1. New Hero: "Rogue"
Attack 1: Throw "Disorientation Potion" -Monster comes in contact with the AoE gas will slow down drastically (near to a halt) -Traps (Wall mounted / ground) will be disarmed permanently when hit by the gas
Attack 2: Throw "Toxic Potion" -Monster comes in contact with the AoE poisonous cloud will quickly gain stacks of poison (up to 4 stacks) -Each stack of poison will increase the poison damage dealt every 0.25 sec -Stack of poison will decay over time -Poison damage is affected by "True Damage" stat -Poison damage deals "True Damage" and is not affected by enemy's armor
Super Attack: "Poison Ivy" -Multiple poisonous daggers will fly out and circulate around the hero -Each dagger hit will cause both melee and true damage -Each dagger hit will apply maximum poison stacks -Dagger will disappear after a medium period of time / after hitting an enemy
2. Echo bug has been fixed for the "Mysterious Ancestral Voice"
3. Destroyed gems no longer show previous stats
4. Audio has been added for points allocation
5. Audio has been added for equip/un-equip gems
A hero showcase video for the rogue will be uploaded shortly. "Hero" section of the survival guide has also been updated accordingly.
Please continue to provide your feedback and suggestions! Thank you for your attention!
Hunt Creative Director Magnus Larbrant discusses the game’s latest content update.
Welcome to Point Blank, the game dev blog of Magnus Larbrant, Hunt's Creative Director. Today he’s here to discuss some elements of Content Update 1.
Why scopes?
So let’s talk about scopes, and why we made them. From the community feedback it was clear we needed to focus more on reducing camping and promoting objectives. The question being asked is: “so why did you do scopes?” The thing is, scopes are just meant to offer you more choice, not to be a dominating strategy. They should not feel like the scopes in traditional shooters where you use them and can see half the map and can snipe dudes right and left. We wanted them to be an additional option to iron sights, if that’s your thing, but not give you a huge advantage. Sniping at range should be a challenge and next to impossible in close-combat situations.
But we want to keep evaluating scopes and the community’s reaction to them. My rule is that if nobody likes something or its not working we will just cut it. But the surveys showed people liked them and valued them as an option for a different strategy, so we kept them in. The game needs to support different play styles while avoiding a single dominant way of way of playing.
Changing the compounds
Most of the time when something isn’t working in the level, it’s just too much noise. We might have put too many things into the level or taken the beautification too far, and it’s made the level design unclear or frustrating. When we’re reviewing this stuff we always start with an overview. We take screenshots to get a sense of the geography of it all—where the paths are, where the openings and the doors and exits are, and how much cover players have.
After that, we tend to delete a lot of things, rough it out, and draw some “art notes” on top of the screen shots to get a quick idea of changes that would benefit the level. We do these little sketches, like ok, I’m at Point A I want to get to Point B, and there’s a sniper in my way. How do I go from A to B without getting sniped? We ask a lot of questions and try things out. Like, could you have tunnels? Could you make deeper ditches? Do I need some more shacks and stuff in the way? Do I have to block the view in any other aspect?
When you add these view blockers and stuff, you have to do a lot of testing because there is a lot of potential to ruin things with the level of noise, or make things good from one side and ruin them from the other direction. We want to make sure the game is readable. We want people to be hiding and ambushing, but there is a point when there is too much cover, and you can’t see anybody.
If you, for example, put all these really detailed trees in the combat space and every leaf is moving, the whole screen is basically moving, and you can’t see anything. We need to find the balance between art detail and gameplay noise. The gameplay must always be the winner in that equation. So for this patch, the level designers and I took a look at Scupper Lake, and we tried to analyze what was working and what wasn’t. We started to identify a bunch of rules, and then we broke down those rules into building blocks. If I have a bunch of building blocks, I can put them together into more varying shapes.
The philosophy is: declutter it, remove everything that doesn’t matter. Ask yourself, what is the point? I want to see this or I want to see that, do I have a path to get there? I don’t have a path there. How do we put a path there? Or I have a very strange path there, so how do we make it easier to read? Or that path there is so obvious that nobody is going to risk taking it—that sort of thing.
This takes a lot of time, and we still have more to do there. We hope it makes a positive difference to the game, and you guys share your thoughts with us on the changes.
The future
We want to be getting you new content faster. Everything takes a lot of time, and we are investing heavily in getting much shorter time between patches. We’ve created a most-wanted list for stability, performance, game, and meta, and each category has its top issues based on community and internal feedback, so we’re looking through those things and seeing, hey what can we make in a small package that we could get out fast. We want to be more focused and iterate on the game more quickly.
Right now, we’re working on some really cool stuff to make people want to be the one who kills the boss. There is a bonus at the end of the game now for that, but we also want something really cool to happen if you’re the one who kills the boss and grabs the token. So that’s coming, more on that later. The important thing for us is do you like the game? Do you like what we’re adding? Do you like what we’re changing? Oh and we want to try and address loading times and getting into game faster in the future. It’s on our immediate radar.