One of the starting points of Knights of Honor II: Sovereign is 800 years prior to this year, in the 20s of the 13th century. You are eager to find our more about the other starting dates or the world as you will encounter it in KoH2:S? Than check out the second developer diary:
You don't want to read? On Thursday, January 9th at 3 PM GMT / 10 AM EST there will be a livestream on Twitch about the same topic. You'll find it on the official THQ Nordic Channel: THQ Nordic Twitch Channel
Those who survived the immediate effects of the Cataclysm found themselves plunged into a struggle for survival. Many different fighters and fighting styles emerged from the chaos that engulfed Solasta: nobles maintained armed bands to secure their lands, and every merchant house, temple, and town needed armed guards for defense. Each of the new nations had its favored troops, tactics, and equipment. In addition, there were some who made their living as adventurers or mercenaries, whose experiences shaped their fighting style in various ways.
As centuries passed, some styles proved more effective than others. Schools were founded to preserve and refine their traditions, each the product of different needs and circumstances. Here are three of Solasta’s best-known martial traditions.
Mountaineer
Most of Solasta’s martial traditions have their roots in the elite army corps of the Manacalon Empire or the Tirmarian Inquisition. Mountaineers, though, are born out of the ashes of the Cataclysm. For generations, the Marches and the mountains that stand between the Badlands and the more civilized nations have been infested by orcs and other monsters. Many of these creatures make their lairs in dark tunnels, narrow canyons, and cramped ruins. This is the world of the mountaineer.
Mountaineers are specially trained to fight and survive in rocky and vertical environments. They are masters of the shield, which is as much a weapon as a protection in their skilled hands. A mountaineer’s shield can wound or knock down an opponent, and given a wall on one side and a shield in the opposite hand, a skilled mountaineer can be almost invulnerable. Their extreme mobility lets them maneuver in ways that can surprise opponents and give them a considerable tactical advantage. The greatest mountaineers can combine offensive actions into devastating chain attacks.
While mountaineers do not fit the ideal of the elegant, noble warrior, they are impressively efficient killers of Badlands monsters.
Spellblade
Spellblades' detractors often argue about who makes a better Spellblade: a failed wizard whose physical strength can be put to good use, or a reluctant fighter who's a bit too smart to be a good soldier. Those who choose this path, though, do not see it as one of compromise. They study magic as well as physical combat, and are expected to excel in both areas. Many training schools exist, with the most famous one being the Circle of Danantar in the Principality of Masgarth.
Spellblades in training learn to cast cantrips alongside their basic weapons training. Unlike many wizards, spellblades are taught to regard spells as just another weapon, and they restrict their magical studies to whatever can be useful in battle.
This dual focus gives them some unique advantages. For instance, they can imbue ordinary weapons with magic when necessary; and they can also strike enemies with magical force, pushing them back or even knocking them down. The most powerful spellblades are able to teleport in the middle of a fight, confounding their foes and becoming virtually uncatchable.
Champion
Champions are pure fighters who dedicate their lives to perfecting their martial prowess. Their physical training pushes them to the extreme limits of exhaustion, repeating moves and strikes over and over until they are both instinctive and flawless. Such dedication earns them superior fighting abilities. Champions are deadlier than most, able to deliver lethal strikes, and their understanding of battle lets them master two fighting styles when most fighters only use one.
Through their arduous training, champions develop remarkable physical prowess. An experienced champion is an almost unstoppable killing machine, and a formidable example for lesser warriors.
Rogues are unpredictable people. They are versatile, diverse, and full of surprises, all of which makes them hard to describe in a few words. Those who survive long enough can choose from a range of specialist paths that lead to very different careers.
Darkweaver
Trained by a secret society that extends throughout the kingdoms of Solasta, Darkweavers have developed techniques to exploit darkness and strike fear into their enemies, and have mastered the arts of crafting and using poison.
They are mostly known for their uncanny climbing ability and their skilled use of the advantage of height. Firing arrows from above, they can strike down their targets with a brutal efficiency that most archers cannot match. They can also drop onto unsuspecting targets with lethal effect.
Moving unseen in the darkness or waiting in a shadowed corner of the ceiling, the venomous Darkweaver is evasive and deadly.
Shadowcaster
Trained in the arcane arts as well as in roguish skills, the shadowcasters are stealthy magic users, whose abilities make it almost impossible to guard against their attacks.
Able to cast cantrips and spells from a limited number of schools, shadowcasters can move in the midst of battle even more nimbly than other rogues, and this ability grows until they can actually teleport for short distances. Their defense against spells is also far superior to that of most rogues, especially at high level.
Masters of the shadowcasters’ discipline can cast spells in a similar fashion as their sneak attack, increasing damage when casting while remaining undetected.
Thief
As might be expected, thieves are mostly motivated by money, but that does not stop some of them from becoming audacious and wide-ranging adventurers, albeit with a very individual approach to the concept of teamwork.
They are skilled pickpockets and burglars, with a talent for climbing, stealth and improvisation. As they grow in skill, they become able to use items that they are not trained to use, intuiting their function by pure cleverness.
As we enter 3306, we would like to tell you about the next update coming to Elite Dangerous!
Thanks to all the commanders who joined in the beta back in November, we're happy to announce that the January Update will be launching on the 14 January! As we mentioned back in October, the first half of this year's updates will be focused almost exclusively on Fleet Carriers and fixing as many high priority bugs and issues as possible, ensuring that the game runs as smooth as a freshly-purchased Cobra MkIII. To be clear, this means that Interstellar Initiatives/Community Goals will be on hold while we focus on the subsequent series of updates and betas that will be coming over the following months.
Much like the January Update, these updates will be accompanied by an open beta, allowing commanders to jump in and see the content before it's released, as well as help us identify any major issues or bugs. We'll be providing more details about all of these updates in the near future, so keep an eye on all of our usual channels.
The team are hard at work on the next major milestone coming to Elite Dangerous at the latter end of this year and, as also mentioned in the previous post, we'll be ready to start revealing more about this after the Fleet Carriers update. We know you're keen to hear more, and we're excited to be able to show you what's to come!
High end rides, luxury and sportsmanship are the pillars of the BMW brand. Get behind the wheel of Germany’s most iconic rides and experience what innovation and performance truly stand for.
Here’s what’s up for grabs in the LIVE Summit:
PLATINUM: INCANDESCENT SCORPIO UNDERGLOW GOLD: BMW Z4 IDRIVE35IS (DF) SILVER: RX PERFORMANCE PARTS NITRO + NITRO REFILL BRONZE: 300K FOLLOWERS
Every week there will be a LIVE Summit Bundle to provide you with all the vehicles needed to complete the events that await you.
BMW M2 F87 (SR)
BMW M4 F82 (TC)
BMW R1200GS (RR)
VEHICLE PROMOTION
The German Style Bundle will be running between January 8th - 14th and contains the following vehicles discounted at 30%. Mercedes SLR McLaren 722 (SR), Mercedes-AMG GT3 (TC), BMW M5 2011 (SR) and Porsche 918 Spyder (HC)
A total of six vehicles will be 25% off during this week’s LIVE Summit. Grab them while they’re hot!
The All In Black bundle starts on Jan 8 –11 and will have the Pagani Zonda R (TC), Ford Mustang GT 2011 (DR), and the Dodge Charger R/T HEMI 1969 (SR). Starting on Jan 12 – 14 the Road Trip 2 bundle will have the Kawasaki Ninja H2 (SR), BMW R1200GS Adventure (SR), and the MV Agusta F4 RR (SR).
CM LET'S PLAY
Join Ubi-MrDrPink and Ubi-MoshiMoshi for the first stream of 2020! Watch now
Please be aware that from 11:00 CET (2am PDT) on Wednesday 8th January, the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 3 hours.
Adding Auxiliary Units
Reenabling Doctrine salvaging
Please stay tuned to our Discord channel in case of any immediate server updates.
Feature - Added a Compendium page in the Archives. This page allows users to go back to previous Tomes and complete challenges. Completing challenges from a previous Tome will not give the user Rift Fragments.
Feature - Added a new Rift and Challenges for Tome II in the Archives. A new popup will display once a new Tome & Rift are active. Note: Only Level I of Tome II will be accessible during the PTB.
Feature - Showing/Hiding the tally screen chat is persistent after every match. This feature has been added to each type of chat (party, online and tally) and is independent for each chat.
Feature - Removed the invert camera in-game keybinding and from the Controls menu. This option is still available in the Settings menu.
Feature - Movement Extrapolation: Testing a system to make player positions more consistent between clients under normal latency conditions. This should reduce cases of Survivors getting hit by Killers who appear too far away. Note: This is only a test for PTB. This feature will not be enabled for release.
Content - Updated the Treatment Theatre map (see details below in the BALANCE section).
Content - Removed Dutch & Swedish language support.
Content - Disabled the Cursed Legacy Japanese thematic lobby.
BALANCE
Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.
Hex: Ruin: All generators are affected by Hex: Ruin; if a generator is not being worked on, it regresses at 100/150/200% the normal regression rate. The Hex effect persists as long as the related Hex totem is standing.
Rainbow maps will track chests if revealed by a perk that shows chests (ie: Detective's Hunch).
The Oni: Removed turn speed limitation on Demon Strike. Implemented a hard cap on the turn angle during Demon Strike.
The Doctor changes
Removed Treatment Mode and the Static Field VFX. The Doctor will no longer need to switch stances to use Shock Therapy, or to use a regular attack.
Added Doctor-specific chase music.
Added a new special ability, Static Blast, as the secondary power (see below for more information).
Added a 3 second cooldown to Shock Therapy. This means it will take 3 seconds before The Doctor can hit with his primary weapon, use Shock Therapy or use Static Blast.
Increased the base range of Shock Therapy by 10%.
Range increasing add-ons no longer increase the width of the Shock Therapy, only the length. See the add-on changes below for more information.
Reduce charging move speed to 67% normal from 70% normal to keep the speed the same at 3.08 m/s.
Madness regresses while outside the Terror Radius, and does not regress while inside it.
"Order" - Class I add-on: Slightly increases the Madness inflicted by Static Blast.
"Order" - Class II add-on: Moderately increases the Madness inflicted by Static Blast.
"Order" - Carter's Notes add-on: Considerably increases the Madness inflicted by Static Blast.
"Calm" - Class I add-on: Slightly increases terror radius while Static Blast is ready. Slightly decreases terror radius while Static Blast is on cooldown.
"Calm" - Class II add-on: Moderately increases terror radius while Static Blast is ready. Moderately decreases terror radius while Static Blast is on cooldown.
"Calm" - Carter's Notes add-on: Considerably increases terror radius while Static Blast is ready. Considerably decreases terror radius while Static Blast is on cooldown.
Moldy Electrode add-on: Slightly increases charge time and attack range of Shock Therapy.
Polished Electrode add-on: Moderately increases charge time and attack range of Shock Therapy.
High-Stimulus add-on: Considerably increases charge time and attack range of Shock Therapy.
Interview Tape add-on: Rarity changed from Uncommon to Rare.
"Obedience" - Carter's Notes add-on: Rarity changed from Very Rare to Rare. Skill checks have a considerable chance to turn counter-clockwise for Survivors with Madness 2/3.
Scrapped Tape: Name changed to Iridescent Queen. Rarity changed from Uncommon to Ultra Rare. Survivors hit with Shock Therapy or Static Blast acquire a lingering Static Charge. If a Survivor with Static Charge is within 4 meters of another Survivor, the Survivor receives a shock with identical effects as the Shock Therapy and Static Blast.
Iridescent King add-on: Shock Therapy and Static Blast cause the Survivor to gain a random Madness affliction.
Renamed the Shock Therapy score event to Pacified.
Added a score event for hitting Survivors with Static Blast (Tranquilized - 300 Bloodpoints).
Static Blast
Static Blast is a new mechanic for The Doctor. We removed the Treatment Mode and the ability to switch between modes. The Doctor will always be able to hit with his primary weapon, use Shock Therapy (which now has a 3 second cooldown), and can use Static Blast. Static Blast takes 2 seconds to activate, and has a 60 second cooldown. Effects:
The Doctors Static Blast causes all Survivors within his terror radius to gain 50 Madness points.
The Doctor will laugh if the Static Blast affects any Survivor.
Affected Survivors will scream; they give away their location if their Madness level increases.
Survivors outside the Terror Radius hear a direction-neutral audio cue when the ability is being charged and when it fires.
Survivors inside the Terror Radius hear direction-revealing audio cues for the charge and fire of the ability.
Scoring event for hitting Survivors.
Snap Out Of It adjustments
Missing a skill check will regress the progression bar by 1/4th instead of all the way.
Skill checks will trigger at every quadrant of the progress bar.
Releasing the Snap Out Of It action will keep the progress made instead of resetting.
Snapping Out Of It sends Survivors to Madness Tier 1 instead of Tier 2.
Treatment Theatre map update
Completely reworked the visual look and feel of the map.
Made the map darker.
Changed the layout to be more rectangular than square.
Added flickering signs in the hallways near rooms that spawn generators.
Hid totems better.
Balanced the distribution and safety of pallets.
Balanced the distribution of hooks.
Balanced the distribution and safety of vaults.
UI Improvements
Progress bars for Killer powers will now show the Killer's power icon.
Added platform prompts when accepting / claiming a Challenge node in the Archives.
Changed the level icon shapes in the Tome from squares to diamonds.
The level navigation menu becomes golden when a Tome is mastered.
BUG FIXES
Killer related
Fixed an issue that caused not all Survivors to see blood orbs when The Oni had the Renjiro's Bloody Glove add-on equipped.
Fixed an issue that caused The Wraith and The Spirit not to have their re-appearance lunge speed burst.
Fixed an issue that could cause The Nightmare to be unable to place Dream Snares if stunned while placing one.
Fixed an issue that caused The Trapper not to properly trigger his own bear traps when set by the Iridescent Stone add-on.
Fixed an issue that caused The Doctor's Iridescent King add-on not to always apply its 5 afflictions within 5 shocks. In addition to this bug fix, we also added scoring events for feedback on which afflictions were applied.
Fixed an issue that caused Survivors to block a part of The Hags screen when performing a basic attack while carrying a Survivor.
Fixed an issue that allowed The Hag, The Hillbilly and The Demogorgon to interact with cleansed totem debris.
Fixed an issue that caused The Ghost Face to see inside assets when attacking while having a Survivor on their shoulder.
Map specific
Fixed an issue that made it impossible to interact with a specific chest or Jigsaw box when in front of a tree in the Temple of Purgation map.
Fixed an issue that caused the camera to clip through walls when being sacrificed on specific hooks in the Hawkins National Laboratory map.
Fixed an issue that caused some of the flags inside the manor building to have missing textures on one side in the Family Residence map.
Fixed an issue that made it impossible to interact with a specific chest of Jigsaw box when it spawned facing a Buddha statue in the Sanctum of Wrath map.
Fixed an issue that made it difficult for The Nurse to blink in or around the gazebo tile in the Yamaoka Estate maps.
Fixed an issue that cause the small boats in the Backwater Swamp maps to have incorrect textures.
Fixed an issue that caused the tops of the corn to appear black in the Coldwind Farm maps.
Fixed an issue that caused the railing just in front of the basement in the farm house to partially lack collision in the Thompson House map.
Fixed an issue that caused a visible ground seam in the lodge of the Blood Lodge map.
Fixed an issue that could cause a placeholder tile to spawn in the Wrecker's Yard map.
Fixed an issue that caused the chandelier in the chapel to be floating unattached to anything in the Father Campbell's Chapel map.
Fixed an issue that allowed players to climb on top of a rock in the Father Campbell's Chapel map.
Fixed an issue that caused an impassable gap for Killers when a tree spawned too close to the asylum building in the Disturbed Ward map.
Fixed an issue that caused the windows and walls to be misaligned in the 2 story house in the Badham Preschool maps.
Fixed an issue that caused players to be floating above the ground on most tiles in the Mount Ormond Resort map.
Fixed an issue that caused a log pile to be lacking hitbox collision, allowing projectiles and The Cannibals chainsaw not to detect collision in the Lampkin Lane map.
Moved the generator on the top floor of a 2 story house that caused players to undesirably vault the window instead of repair.
Darkened the grass texture in the Lampkin Lane map.
Misc LOD fixes and improvements.
Perks
Fixed an issue that caused the Kindred perk to stay active when the perk owner disconnected while it was active.
Fixed an issue that caused Sprint Burst to trigger when the button was pressed during specific interactions where the player moves but cannot sprint (vaulting, entering/exiting locker).
Miscellaneous
Fixed an issue that could cause the 4th Survivor slot in the public lobby not to fill.
Potentially fixed an issue that could cause Survivors to have a permanent Haste effect from perks or when getting hit.
Fixed an issue that caused a loud noise notification to trigger on the exit gates when they were powered.
Fixed an issue that could cause players to become stuck between a hooked Survivor and a wall when canceling an unhook action.
Fixed an issue that caused Survivors to snap backwards when picking up and dropping an item without moving.
Fixed an issue that could cause the Killer to crash when loading into the match as The Nurse with the Mother Mercy outfit.
Fixed an issue that caused male Survivors hands to be floating above the Pool of Devotion when cleansing their sickness.
Fixed an issue that caused the bear trap in the beginning of the Killer Tutorial to appear closed.
Misc cosmetic and VFX fixes, improvements and optimizations.
Audio & Localization
Misc localization and translation improvements.
UI & HUD
Fixed an issue that caused tooltips for items in the free track to overlap on the Tier progress.
Fixed an issue that caused Survivors killed by the End Game Collapse not to count towards the Reverent Challenge in Tome 1.
Fixed an issue that caused the Broken status effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
Fixed an issue that caused the Doctor's Madness effect to stay displayed on the portrait in the HUD of a Survivor that is sacrificed, killed or disconnected.
Fixed an issue that caused the Archives widget to disappear from the tally screen when returning to it after spectating the match.
Fixed an issue that caused players rank to display inconsistently in the tally screen across all players if pips were lost or gained.
Fixed an issue that caused the spectate button to appear briefly despite not being able to spectate when leaving the tally screen.
Fixed an issue that caused The Clown's Reload progress bar to behave incorrectly when the Kill prompt was present in the HUD.
Fixed an issue that caused certain tooltips not to update when switching pages or characters.
Fixed an issue that caused the Character Info to disappear when searching for a match as a Survivor.
Fixed an issue that allowed non-host players in a Play As Survivor lobby to open the Archives while searching for a match.
Fixed an issue that caused the item tooltip to stay displayed when interacting with a node as a new Bloodweb level generates.
Fixed an issue that caused the banner to refresh each time when attempting to cycle through the new content when only 1 banner was available.
Fixed an issue that caused the switch role tooltip in Custom Game lobbies to display when the button was disabled.
Misc UI improvements.
KNOWN ISSUES
Users are unable to lose pips at any rank.
The Distortion perk does not lose tokens.
The Doctor's Power tooltip is slightly cut off.
Some times the Doctor's Static Blast animation does not play.
Survivors have no screaming animation when getting hit by The Doctor's Static Blast.
Loud whispers are heard after performing the Snap Out Of It action.
Public matches persist if a user gets disconnected while loading into the match.
Some walls and assets have no projectile collision in the Treatment Theatre map.
Some generators cannot be damaged from one side in the Treatment Theatre map.
A pallet cannot be Frenzy vaulted by The Legion in the Treatment Theatre map.
The cooldown of shock therapy is not currently working as intended.
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