Ready to earn more rewards that carry over to The Division 2? Now's your chance! The fifth Shield, Sacred, is now live across all platforms.
Found in the first tab of the Dossier, Division Shields are a group of unique commendations that reward both long term and new players for completing very specific challenges across The Division. Remember to check back in, since an additional Shield will become available every month for you to unlock.
CURRENT SHIELDS
New! Sacred - Complete 10 phases, get to level 10 and kill 10 Hunters in the Underground
Shepherd - Unlock the Base of Operations
Avenger - Eliminate 10 Named bosses in Manhattan, 10 in the Dark Zone, and 10 in West Side Piers
Deadeye - Complete all weekly High Value Targets
Hazard - Clear 25 landmarks in the Dark Zone
THE DIVISION REWARDS
With every Shield unlocked, you will receive the following rewards:
One Audio Log
One Patch with the relevant Shield Icon
One Shield Cache
One Exotic Weapon
Two Classified Gear Set pieces
2,000 Phoenix Credits
500 D-Tech
Three Cypher Keys
THE DIVISION 2 REWARDS
As Agents collect Shields, you will be placed in a tiered system. The more Shields earned in The Division, the higher the tier you reach, the more rewards you will receive in The Division 2. A higher tier grants players more rewards:
Tier 1 - Weapon Skin
Tier 2 - Outfit and Patch
Tier 3 - Emote and Gear Dye
Tier 4 - Taunting Emote and Backpack Trophy
We hope to see everyone in the sewers of New York!
We have a few weapons left to complete before we can start focusing on designing the power-ups and specials.
Next week we will talk about how the power-ups and specials will work in the game and how they can affect the gameplay.
Experimental Branch
You can download the ‘experimental’ branch on Steam at any time by right-clicking on the ‘Akuto: Mad World’ game name on the Steam library page and selecting 'Properties' from the window that opens. From this window select the 'BETAS' tab and then the 'experimental' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:’.
To revert back to the latest build of Akuto: Mad World, change the branch to 'NONE- Opt out of all beta programs' from the same menu.
If you like the game, consider leaving us a review or recommending the game to your friends.
It has been another week of integrating and fixing this week, RMD - Tool modules with the build systems being the main focus. We want to be sure you can still work your way up to be the badass with the kinetic cyborg arm, even if you now start off with little more than an axe pulled out of somebody’s dead face…
Regarding the pending release…
Our initial anticipated release date was pointed out as the ‘end of July’, which is fast approaching, however as we said, it has always been a target estimate. We are super busy at the moment working on multiple projects and so we still feel we need more time to benchmark an enjoyable experience with the core mechanics, making them fun, functional, logical and the major game/fun-breaking bugs, fixed. This is unfortunately not looking likely for the end of July but John is assessing progress this weekend and will update you up with progress on outstanding tasks as soon as possible!
Some of the core links for progress are still flakey at this stage, we need more “wiring” in the world currently as a salvageable resource (for example!) in order for you to then easily craft the Repaired Emergency Build Module. In addition to this we need the new Kinetic Manipulation Module in the game to perform the functionality of the previous Kinetic Blast and Energy Harness modules (mining tool + Fuel as ammo), once you gather the materials and workstations to build it. Smash will now be the final upgrade to this rather than being available from the start allowing us to overpower it a little, balanced against fuel use.
The changes we have made to the progression, crafting and build modules are extensive as we shift the starting configuration to be more ‘left defenceless’ and less ‘left slightly damaged but still a supersoldier’. We hope this will lead to a more intense experience as you battle creatures in hand to hand combat with makeshift melee weapons being the staple for the start of the game; from survival to domination.
On the art and level design side of things, it has been all hands on deck to populate the world with clusters of material nodes and points of interest ‘jackpots’ for Pioneers to explore, discover and loot.
Multiple AI fixes have also been achieved, but in the process of fixing one of the core bugs, some of them have been temporarily broken, we’re working on it! They are really starting to come together now otherwise. The player customisation screen has also been in development this week, with new options for selecting options for the visuals of your character available at the start of the game.
Some of the major things left to fix:
Crashes in multiplayer Broken AI Hit reactions bugs Not attacking - Some of the planners are currently broken + Balancing needed Build tool Picking up items being unforgiving Player movement needing balancing Player animation bugs Player weapon and AI balancing Cleaning up Build Tool so that it works as it does in the current Steam release
Major Features remaining:
Radiation zoning Fuel in Utilities and Defences Fuel in Tool Modules
There's a new gameplay video coming soon.... for now here’s what we’ve been up to this week in more detail:
John - Lead Designer
I’ve been running around in reviews all week, attempting to grab a spare minute to organise the remaining tasks and external team members. This weekend I’m going to be reviewing the latest build to check on player-facing progress and to prioritise our last remaining sprints.
Matt - Art Director
So we’ve done a huge optimisation pass on the whole Areas we’re looking at releasing, which included distance LODs and lighting tweaks. We’re now at a constant high frame rate across the game, which we’re still squeezing for more performance up till that last stages. We’ve been working through all the blockout assets left in the game as well as focusing on the quality of the mineral placement throughout the relevant levels.
Lee - Technical Director
So this week I found a rather elusive bug with our AI planners, which I fixed. Unfortunately this fix also exposed some underlying issues with the AI planners in blueprint, which I have been desperately trying to find time to fix. As it stands, I’m partially through fixing them, but not quite finished, which means Matt was a rather disappointed along with other members of the art team because they wanted to put a showreel together today with the AI, but alas its not to be :)
Katrine - 3D Artist
This week I finished up the axe materials and textures and added it in the game. Thanks for the feedback from the community! It means a lot to hear what the players think about the art we put in the game.
Tristan - Lead Developer
This week I have been going through code reviews and bug fixes galore. I have also been looking into getting the good old trusty tool back up and running as we don’t want to be taking the fun out of the game.
Joe - Lead Artist
More optimisation this week, specifically with lighting. I’ve also been reviewing and nosing around the awesome new art the guys have been working on. The world is really starting to come together!
I have also been populating one of the levels in the world, trying to make the landscape a beautiful journey with lots of minable goodies and open spaces to build bases.
Tom H - Designer
This week I have been going through one of the levels on the mpa to ensure the balancing of the minerals and mineable foliage is good, creating new rocky formations and soaring hills for you to explore!
Tidying up a lot of the landscape in these areas also means dealing with new ways to guide you through the world and find different locations within the level. Always looking to help you orient yourself in the world and fine new points of interest to interact with!
Charlotte - Concept Artist
At the start of the week I worked on refining some of the previous reticle designs which will need to be implemented, along with some additional discussion to how they would be animated when pointed at certain things.
Asides from this, I have also been creating more strange rock formations that could be mined, in addition to a new destructible build set which will include things like walls, windows, foundations, doors and stairs. We're going for a more simplistic, slightly retro inspired look with this one!
John S - Developer
Submitted the rest of the work on the character customisation system for review with the rest of the team!
Ryan - Developer
Hey everyone, this week I have been developing craftable item notifications to help out new players. The notification will only display once and inform the player that they can now craft a makeshift item. I have also continued to fix bugs around the spears, weapons and inventory.
James - Environment Artist
Worked on populating an area of the map with wrecked ship debris set, placed rocks in such a way to break the skyline with an interesting silhouette, blended some rock debris texture with sand texture for a nice fade off from the rock assets. Added minerals for the player to go find, some in interesting spots, others perhaps in risky places.
Mike - Developer
This week I’ve been on bug fixes again. At the start of the week fixed the aiming system for the 3rd person control system and repaired a weapon which crashed the game. From wednesday onwards I was fixing a bug in multiplayer which withheld player identities and health bars. It’s not completely resolved yet but effect of the final edge case is relatively insignificant and to fix it may require some restructuring of the code. Next week I’ll be looking at new features.
Tom S - Developer
This week i’ve been tackling the issue of having to be pixel perfect when looking at items to interact with them - instead, i'm making it more forgiving. If the item in front of you is near enough around your reticule, you can pick it up.
John T - Environment Artist
This week I have mainly focused on replacing and enhancing certain areas of the map in terms of lighting, efficiency and narrative. Alongside this have been replacing old structural assets with the newly created ones. Overall this gives a better aesthetic to the designs we have created.
Will H - 3D Artist
Some of this week has been spent creating low resolution distance meshes for the landscape geometry. This is done to make sure that performance doesn't suffer from keeping the high res meshes loaded. Currently, I am working on creating an elevator asset based on concept art, replacing the simple placeholder mesh that's been there for a while.
Lauren - Lead Animator
This week I have been focusing on the AI and player animated interactions. This included many tweaks to the death, the the ragdoll and the reaction animations. We now have a different set of reactions for when hitting the AI from the front to when you hit them from the side. Along with AI fixes so they play the correct reactions, this will help make them seem more believable.
We've still to finetune the balancing for them and fix the remaining bugs. As it goes with game development sometimes it can be two steps forward, one step back but we are slowly making progress.
In addition to this I have been fixing up the 1st and 3rd person movement animations to try and get them looking nicer.
Andy - Lead QA
This week I have been liaising with the new members of staff and reviewing their progress. A lot of these tasks were bugs or art test 3D models. I have also been working closely with Rich our IT guys to get members of the team up and running with the correct hardware
Jamie - QA
This week I’ve been gathering the most game breaking bugs and assigning the dev team to them to make sure they get squashed. I’ve also been having a look at trying to make sure all the issues to do with the build system are being dealt with. Then lastly I’ve been catching more bugs and crashes to do with multiplayer.
Howdy Martians! As a lot of you steely eyed clones would have noticed, yesterday we reverted our patch. Today we will **not** patch, but for all the right reasons.
In theory we have a patch ready to go right now, in practice we would rather wait 2-3 more days. We have some extra content and fixes that are very nearly complete. These wouldn’t make an immediate patch today, but these fixes have nice benefits for Season 1. We would rather end Season 1 with a really nice end, containing some meatier fixes, etc. early next week. To that end, that is what we’ll do.
For those clones not playing as actively during the last couple of weeks of the season, but are keeping up to date with changes, this might be a good time to jump back in. With the release of the Individualizer Machine, Mother has uploaded a unique Season 1 pattern that will be available next week. This pattern will be exclusive to Season 1, will be bound to your account, will carry across seasons and will show that you were there in the beginning!
https://steamcommunity.com/sharedfiles/filedetails/?id=1446088069 Next week we will patch only once. This is to allow the team better focus towards our Season 2 patch with a lot of new features, content and balancing. Some of which you would have seen teased, if you follow the official Twitter. ;)
We will also be providing more information for the start of Season 2, like the timing of the patch, what is new and what we’re working on for future patches and the season it will be shared.
We wish you all a fun weekend on Mars and look forward to seeing you in-game.
Glory awaits those who fight for themselves or their Alliance during the Midyear Mayhem PvP event. Celebrate the legendary warrior Pelinal Whitestrake and earn double XP, Alliance Points, and bonus rewards by taking part in ESO's PvP game modes!
Capture Bonus XP and AP
The Midyear Mayhem event begins on Thursday, July 26 at 10:00AM EDT and will end on Monday, August 6 at 10:00AM EDT. During this time, you can win honor and bonus rewards by following the steps below:
Visit the in-game Crown Store and acquire and activate the “Details on the Midyear Mayhem" ticket
Travel to your Alliance War faction's main gate in Cyrodiil using the Alliance War menu
Find the NPC called “Predicant Maera" and pick up the quest “Midyear Mayhem"
Note if you already completed the quest last year, you won't need to do it again
Complete the quest to receive your Scroll of Pelinal's Ferocity and a Pelinal's Midyear Boon Box
Use the scroll to enjoy a two-hour, 100% buff in the Alliance War, Imperial City, and Battlegrounds to:
Alliance Points gained
XP gains for PvP player kills
You are able to keep the Scroll of Pelinal's Ferocity and re-use it for the duration of the event. If you already completed the quest in last year's event, the scroll you received then will work, too. If you previously earned the scroll and misplaced it, don't worry, you can pick up another from Predicant Maera for 100 gold or 100 Alliance Points.
To ensure you're able to take the field, we are opening up two additional 7-day CP Alliance War campaigns during the event, and have additional ones ready to go if needed. There's never been a better time to fight for control of the Imperial province.
Become the Star-Made Knight
Those who claim victory on the field of battle can earn themselves a special collectible that is only available during the Midyear Mayhem event: the Midyear Victor's Laurel Wreath.
To earn this glorious headdress, you must unlock the “Star-Made Knight" achievement by completing each of the seven Midyear Mayhem event Achievements:
Mayhem Connoisseur: Receive the blessing of the Whitestrake at one of the Alliance Gates during the Midyear Mayhem.
Echo of Pelinal's Fury: Read a Scroll of Pelinal's Ferocity during the Midyear Mayhem.
Hand of the Whitestrake: Acquire your 25th "Pelinal's Midyear Boon Box".
Wrath of the Whitestrake: Defeat 50 opponents during the Midyear Mayhem.
Pelinavant the Scourge: Win a Battleground match during the Midyear Mayhem.
Pelinaline the Bloody: Capture a Keep in Cyrodiil during the Midyear Mayhem.
Pelinerrif Insurgent: Capture an Imperial District during the Midyear Mayhem.
These Achievements require you to participate in both the Alliance War, Battlegrounds, and Imperial City matches. This means you must own the Imperial City DLC game pack in order to earn all the required Achievements.
To the Victor go the Spoils
As you earn glory in PvP, you'll receive Pelina's Midyear Boon Boxes in addition to your regular Rewards for the Worthy containers. This year, you can also earn the Boon Boxes from the repeatable Town, Battle, Bounty, Conquest, Scouting, and Warfront quests in Cyrodiil as well as the Battlegrounds repeatable quests, too.
These unique event boxes contain Tel Var Stones and a chance to receive one of these items:
Transmute Crystals
Alchemy reagents
PvP consumables such as repair kits, forward camps, and siege weapons
Motif pages for the Alliance and Akaviri styles
Style items for your Alliance
Akaviri style items
Coldharbour siege weapons
Prismatic Runestones
Books of Pelinal housing items
During the event, all nodes in Cyrodiil and the Imperial City will drop double their regular resources, and the Cyrodiil PvP merchant Adhazabi Aba-daro (known as “The Golden") will stock Alliance War Legendary-quality jewelry. In the first week of the event, you are able to purchase necklaces, and in the second week, you can acquire rings. You can find Adhazabi in the Western Elsweyr Gate, Northern High Rock Gate, or Southern Morrowind Gate once you enter Cyrodiil.
Finally, you can get into the spirit of the Midyear Mayhem event and truly honor Pelinal Whitestrake by picking up the Star-Made Wolfshead costume from the in-game Crown Store from July 26 until July 30.
Take On Your Fellow Players
Glory awaits those who fight in the Alliance War, Battlegrounds, and Imperial City. Are you readying yourself for war? Whether you're fighting for your Alliance, your team, or yourself, now is the time to strike out and dive into ESO's exciting PvP. Let us know whether you're planning to take on your fellow players during the Midyear Mayhem event on Twitter @TESOnline and Facebook.
The Midyear Mayhem event begins on Thursday, July 26 at 10:00AM EDT and will end on Monday, August 6 at 10:00AM EDT.
Space Pirate Captain McCallery's crew has mutinied and left him stranded on a remote planet. Now he must battle alien lifeforms, find food, and ultimately search for a way to get back to space!
Space Pirate Captain McCallery's crew has mutinied and left him stranded on a remote planet. Now he must battle alien lifeforms, find food, and ultimately search for a way to get back to space!