Hunt: Showdown 1896 (Test Server) - Cry_Beedyboy




Gunplay

  • Overall, weapons should blend nicer again and feel more responsive, as the transitions after swapping weapons have been smoothed out a bit.
    • However, some weapons might still feel a bit clunkier compared to before, as there was zero delay when swapping, and now there will always be a bit at least to ensure the shooting animation, and recoil are not skipped before the swap action is completed.
    • Weapons with Marksman and Sniper scopes, as well as powerful weapons in general will be affected by this more noticeably than others.
  • Slightly increased the rate of fire for the LeMat Mark II revolver.
    • It shoots a little bit slower than the Caldwell Conversion with regular fire.
    • The fanning speed is comparable to the Caldwell Pax now.
  • Slightly reduced the rate of fire for the Nitro Express Rifle.
    • It is a bit slower now in firing the second barrel right after the first, in order to help with animation blending and the quick swap smoothing mentioned above.



UI

  • Fixed an issue where a wrong Hunter was displayed as the selected Hunter of a teammate in the Lobby.
  • Fixed a bug that caused the Leaderboard tab to be completely empty (Note: LB can still be slow on Test Server).
  • Fixed a bug where the weapons filter had 'noise' tabs, but the 'long ammo' tab was missing, and Consumables were missing their 'noise' filters.


~The Hunt Team

Dragon Extinction - Xefier
Watch the developer play Dragon Extinction Multiplayer.
Get a sneak peek of content only available in Early Access!
https://steamcommunity.com/broadcast/watch/76561197996244196


Worms W.M.D - Jonno
Hey W.M.D Crew,

Today we’re incredibly excited to announce that Worms Rumble will be launching on Steam this December!

Worms Rumble is the next instalment in the Worms franchise! Launching this December you’ll be able to jump into intense, real-time battles with unto 32-players!

You can squad up or fight solo in different game modes from Deathmatch to Last Worm Standing. Worms Rumble will feature a variety of fan-favourite weapons as well as new additions to the franchise!

So to celebrate this awesome news we’ve put together a new trailer for you that reveals a new, never before seen level as well as some new items…



Let's take a look at some of the new trailer reveals shall we!


Introducing Portal Park

Say “Hello!” to the second map revealed for Worms Rumble, Portal Park!

This sprawling map built inside a sports stadium features a mix of wide open spaces and close quarter combat scenarios, challenging players to adapt their fighting styles on the fly, unless they want to eat a Bazooka to the face…

The map itself is split into two distinct areas, with the upper area featuring the stadium, a giant map altering portal (more on that at a later date) and a focus on artillery and aerial style combat.

The second area, found in the lower half of the map, is built around underground train tracks where players will be CQC weapons to be most effective as you fight train to train and launch ambushes from hidden vents, so make sure you’ve got your shotguns and a spare grenade or two when entering this area!

Oh and did we mention that the trains move! Savvy worms will be able to hitch a ride to rapidly cross the width of the map… Just try not to end up on the windscreen though!


New Mobility Gadgets

We’ve seen you asking about what mobility options will be available in Worms Rumble and today we’re pleased to officially reveal two of them! (Yes, for those wondering, there’s more.)

As we all know, the ability to move around the map in a quick and stylish fashion is a key Worms feature and that’s no different in Rumble, so let’s take a look at what you’ll be getting to grips with:


The Grappling Gun

A close cousin of the Ninja Rope, the Grappling Gun rewards skillful worms with unrivaled mobility and speed, allowing you to swiftly navigate through the map, change your momentum and even access hard to reach locations.



Worms that become comfortable with this tool will also find many useful applications for the Grappling Gun during a firefight too…


The Jetpack

The classic Jetpack is back and ready to take your worm to the skies!

This tool is perfect for use in open spaces and larger rooms, giving you the ability to rain down destruction from above or fly above the carnage of an enemy Banana Bomb.



Perfect for ambushing enemies from above or quickly escaping a losing battle, Jetpack users should be aware that whilst highly mobile they are vulnerable to precision weapons whilst hovering, so unless you’re wanting to visit the respawn screen try and avoid that!


Fashion - The True Endgame?

Just like its peers, Worms Rumble will be packed full of cosmetics for you to customise your worm and make them unique.

Some of these will be available from the start, with lots more being unlocked by just playing the game however you like and progressing through the ranks, using your preferred weapons and completing special challenges.

As a special thank you to those that pre-order Worms Rumble here on Steam we’ll also be giving them a unique cosmetic pack known as the ‘New Challenger’ bonus pack!




Crossplay Open Beta - Starting November 6th!

Get stuck into Worms Rumble ahead of launch with our crossplay open beta starting on November 6th!

With no sign-up required you’ll be able to jump straight into the action alone or with friends as you clash with players both here on Steam and on console.

We’ll be revealing more about the beta over the coming weeks, so watch this space!


Pre-order Worms Rumble Now!

If you like what you’ve seen you can pre-order Worms Rumble from right now to secure your exclusive cosmetic pack and support us ahead of launch:

https://store.steampowered.com/app/1186040/Worms_Rumble/

You can also support us with a Wishlist if you’re not ready to pre-order just yet!


We hope you enjoyed today’s news, we look forward to chatting about it with you over on the forums and then hurling a Holy Hand Grenade or two at you in the beta on November 6th.
Borderlands 3 - 2kschug
Today, Bloody Harvest returns to Borderlands 3, and with it comes weapon balance changes and adjustments to Zane the Operative! These changes will be live on all platforms by 12:00 PM PT. To apply hotfixes, wait at the main menu until you see a sign that says, “Hotfixes Applied!” If you are experiencing any issues or want to provide feedback, please submit a ticket to https://support.2k.com/.

With the return of Bloody Harvest comes haunted enemies and Terror, a frightening status effect that will leave Vault Hunters a little shaken up! Haunted enemies can inflict the Terror debuff, which will affect your aim and partially cloud your vision—but could leave you with a boost of power when paired with the Anointments that will only be available during the event! The landscape of Borderlands 3 has changed since last year, and with that, the Terror anointments are also receiving some balance changes today.

Players who don’t want to see haunted enemies are able to turn off the Bloody Harvest event in the Main Menu.
  • Activates Bloody Harvest, which will be active from October 8 to November 5 at 9:00 AM PT
  • Oletta will now consistently lead players to the Traitor Weed testing area in the Bounty of Blood DLC
  • Using the Galaxy Brain Mayhem Modifier will no longer prevent players from talking to Krieg or entering the loot room in the Psycho Krieg and the Fantastic Fustercluck DLC
Bloody Harvest Weapon and Anointment Changes
These changes will impact existing and newly dropped guns with Terror anointments on them during Bloody Harvest.

Fearmonger
  • Increased number of bullets shot per Terror level
  • Increased weapon damage
Stalker
  • Increased weapon damage
Ghast Call
  • Increased weapon damage
Terror Anointments

“While Terrified, gain increased damage and fire rate. The more Terror you have, the higher the bonus.”
  • Increased damage bonus
“While Terrified, deal 50% bonus cryo damage.”
  • Increased damage bonus to 75%
“While Terrified, enemy bullets have a chance to reflect off you. The more Terror you have, the higher the bonus.”
  • Increased damage bonus
“On Action Skill End, apply Terror to yourself every 5 seconds for the next 18 seconds.”
  • Adjusted the text to match what was happening in-game
Siren Anointment “After Phasegrasping an enemy, Amara fires Terror skulls at the grasped target dealing 3718 damage.” (lvl 50)
  • Increased damage bonus
Beastmaster Anointment “After Using Attack Command, consume all Terror and FL4K's pet gains 50% bonus fire damage for a short time.”
  • Increased damage bonus
Gunner Anointment “After Reloading, consume all Terror and create a nova that deals cryo damage.”
  • Increased damage bonus
Weapon Changes
Dahl Burst Weapons
  • Increased the burst fire rate of AR, SMG, and Pistol weapons. Does not affect legendary weapons
Lasersploder
  • Increased damage scaling and magazine size
Conference Call
  • Initial target will now be hit with the weapon’s extra projectiles
Maggie
  • Slightly increased weapon damage
Psycho Stabber
  • Increased melee damage
Masterwork Crossbow
  • Increased weapon damage
Changes to Zane, the Operative
Today we're releasing several changes to Zane's passive skills and class mods. After buffing weapons, we started looking at how class mods were impacting the build diversity of the Vault Hunters. After investigating community feedback, we developed these changes to make more class mods viable for Zane in the end game. Most of the passive skill buffs changed today are used by class mods that had been underperforming. Additional changes to Zane are already planned, with some coming in future hotfixes and patches.
Skill Changes
Cold Bore
  • Increased bonus damage
This skill only provides extra damage on the first bullet of a weapon swap. This bonus happens infrequently by nature, so we have massively buffed the damage. With this change, we are interested to see new builds centered around small magazine sizes, sniper rifles, and more.

Duct Tape Mod
  • Decreased grenade cooldown by half
We found that the value of this passive skill was limited by the cooldown between each grenade, so we've cut that in half. Players will need to be conscious of the cooldown time and type of grenade mod they equipped to get maximum value out of this passive skill.

Like a Ghost
  • Increased chance to ignore a bullet
  • Increased the bonus for each active action skill
The stacking bonus only occurs each time one of Zane’s action skills is activated. This is infrequent in the late game, as players generally extend their action skill duration time. We’ve made this change with that play style in mind.

Trick of the Light
  • Increased damage bonus
The damage from this skill depends on the number of enemies targeting Zane and Zane’s clone and can occasionally be unpredictable. To better account for this inconsistency we've buffed the damage bonus.

Best Served Cold
  • Increased damage from the Cryo novas
Frutility Belt
  • Increased the damage reduction
To help encourage players to consider builds that remove elemental damage, we’ve buffed the damage mitigation to be stronger here.
Class Mod Changes
Anti-Freeze
  • Increased movement speed while taking Cryo damage
Conductor
  • Increased the damage bonus
The damage bonus for this class mod is dependent on the amount of action skill duration time you have left. Like Trick of the Light, this damage can feel inconsistent. We have increased the damage bonus to provide more reliable damage.

Executor
  • Increased stat bonuses
Players suggested that the stat bonuses provided as a kill skill weren't strong enough to feel the value. We've buffed each significantly.

Techspert
  • Increased the chance of recharge to SNTNL cooldown’s and active duration
The intent of this class mod is to provide a way to keep Zane's drone active nearly indefinitely, but at just 5% chance to refill the cooldown and duration, it wasn't consistent enough. We've increased the likelihood of this behavior occurring.
Oct 8, 2020
Mighty Party - Brearus
Heroes! ⚔️

Last night your beloved Lilith was again kidnapped by your mysterious enemy. Who is this person and what does he want from her? There are rumor it has something to do with the creation of Pangea...

Complete Quests! Get sparks! ✨
Open event chests to find the souls of the heroes: Fury, the Great Warrior, Ghosta and Mjolnir, Lightning God!

⏳LOVE HURTS starts on October 9th at 10:00 (UTC).

War Yards - Pixel Framers
This is your opportunity to play live against the developer across all 4 of the game's maps (including the newest addition). To participate simply launch the game and select quick-match mode. While you play, feel free to ask any questions regarding the game's development and future roadmap. Hope to see you there!
EVE Online - EVE Online
The data coming in to EVE Online's Project Discovery is now more complex than before, requiring even more accurate submissions by players. With Capsuleers continuing to provide valuable and usable data for the scientific community in helping to understand how COVID-19 affects immune systems, it's the perfect time to talk to some of the people involved in bringing this amazing citizen science initiative to EVE!

CCPTV is proud to welcome the following guests to the Project Discovery - Level Up Livestream at 19:00 UTC on 8 October:
  • Professor Ryan Brinkman - Distinguished Scientist, BC Cancer Agency and Department of Medical Genetics, University of British Columbia
  • Associate Professor Jerome Waldispuhl - School of Computer Science, McGill University
  • Attila Szantner - CEO of Massively Multiplayer Online Science
  • Nobutadas - EVE Online streamer and Project Discovery enthusiast
  • CCP Shreddy - Lead Producer
  • CCP Edelweiss - Senior Software Engineer
  • CCP HotPepper - Senior UI Artist
  • CCP Convict - Community Developer
See you on the stream!
Oct 8, 2020
Hardspace: Shipbreaker - Raibibi


Greetings Cutters!

We are back this week with a new update introducing our Salvage Runner as well as adding new voice options, cloud saving, and fixing numerous bugs linked to our weekly R.A.C.E!
Thanks to every employee who jumped on our Beta Branch and sent us their feedback and suggestions in the last few weeks.

The Salvage Runner is now ready to be fully added in-game!




Discover our Salvage Runner!
The Salvage Runner is a model of Gecko-class ship designed for remote salvage and recovery. LYNX Salvage operates the vast majority of Salvage Runners in service, and has been aggressively trying to corner the market and push out their closest competitor, Hanzo Freight.

Salvage Runners are industrial vessels outfitted with large Salvage Holds and decent-sized Crew Quarters for longer missions. Typically used for salvage operations that are either too hazardous or too broken up to haul to a yard, you never quite know what you’re going to find in the holds of these decommissioned ships.

One of the key components specific to the Salvage Runner is the mechanical Utility Arms scattered around its outer hull. These manipulators are critical for remote salvage operations, but they can be retro-fitted for a variety of purposes and seen as highly valuable.



The 0.2.2 update brings you:
  • A new ship type added: Salvage Runner
    These rugged vessels are used in the dangerous act of remote salvaging
    Watch out for a variety of salvaged objects appearing in the cargo holds

  • Voice Options Revamped & Expanded

  • Cloud Saving

  • UI text and labels in Scan Mode are now more legible

Patch note

Check out our detailed patch notes for more details:
  • SALVAGE RUNNER - Salvage Runner Gecko-variant added
  • TUTORIAL - Tutorial updated with additional feedback and VO for important information
  • UI - Text and Labels in Scan Mode are now more readable
  • AUDIO - Existing Player Voices revamped, and two additional voices added
  • AUDIO - Grapple audio completely revamped
  • AUDIO - added to roll thrusters
  • R.A.C.E. - Update Work Order Preview to show Quantity
  • R.A.C.E. - Update Post Mission Screen Rank Display
  • R.A.C.E. - Provide visual and audio feedback when passing the 50% Mass Salvaged Threshold
  • R.A.C.E. - New visual “Your Rank” treatment.
  • R.A.C.E. - Display a unique Death Message when the player dies during a Weekly R.A.C.E. session.
  • CUT GUARDS - Cut Guards can now be shattered with the Grapple’s Charged Push
  • CUT GUARDS - Cut Guards spawn less frequently
  • CUT GUARDS - Cut Guards are no longer flammable
  • VFX - New “ECU” Room Type added with custom visuals / ambience
  • HAZARDS - Explosion Shrapnel now has accompanying FX
  • HAZARDS - The size and severity of large Fuel Canister explosions has been reduced
  • SAVING - Cloud Saving has been added
Bug Fixes:
  • Airlocks don't become scrap when cut in pieces, each piece yielding credits as a full airlock
  • Game can crash when putting a Mackerel’s airlock or inner frame into the furnace
  • Mass Remaining Stat on the post Session screen is misaligned
  • Broken character in the work order in Traditional Chinese
  • Broken character on the notification screen when gaining a rank in Traditional Chinese
  • Broken characters in a string when rebinding a key in traditional chinese
  • Broken characters in traditional chinese on the salvage summary when an object has been destroyed
  • Broken characters when achieving a certification quota in Traditional Chinese
  • Cut Guard reacts as if it's metal, shows sparks when impacted (ie. not impacted enough to shatter)
  • Gamepad remapped interaction prompt does not update to new input
  • Grabbing a collectible while it is travelling high speed will incorrectly carry the player along with it
  • Hab certification menu has unlocalized text
  • Hand grab audio is delayed
  • HUD keeps jittering after staying in the processor / furnace gravity field for a few seconds and escaping.
  • In the Free Mode menu, it's not possible to select a Mackerel Cargo and Geckos when using a controller
  • Interaction prompts shows default keyboard icon even when using gamepad or remapping the keyboard control
  • Inventory screen is displaying the wrong values.
  • Leaderboard headers are ordered incorrectly
  • Leaderboard terminology for Open Shift not consistent with established terminology
  • Main menu loses focus after reverting keymap to default and pressing back on the main menu
  • Pipes becomes invisible when too far from them
  • Player name should remain the same green colour when highlighted on the leaderboard.
  • R.A.C.E. - Leaderboard entries show inverse value for Shift Length
  • R.A.C.E. - Leaderboard's Total Value Salvage is 0
  • R.A.C.E. - summary replacing "mass salvaged" with "mass remaining"
  • R.A.C.E. - UI overlaps the "Leaderboard" title on post session screen
  • R.A.C.E. - Work Order Review progress bars are full but not completed
  • R.A.C.E. - The controller loses focus when pressing Y or Dpad Up
  • R.A.C.E. - On the performance screen, the player profile's avatar is upside down
  • R.A.C.E. - Returning top landing page after a shift will show an empty Work Order Preview
  • R.A.C.E. - Shift Performance screen is cut off at the bottom
  • R.A.C.E. - UI Focus is lost when backing out of the Leaderboards
  • R.A.C.E. - User is unable to start a second R.A.C.E. shift after returning from a R.A.C.E. shift
  • R.A.C.E. - User cannot exit the Shift Summary Page of the R.A.C.E. with Keyboard Controls
  • R.A.C.E. - Some key prompts don't update in weekly R.A.C.E. leaderboard
  • R.A.C.E. - Shift performance salvage summary's closed brackets clip into the scrollbar
  • R.A.C.E. - “Final Penalty” shows even when the value is Positive
  • After playing a session of Weekly R.A.C.E. and then switching back to career mode, some statistics for the career mode leaderboards will not be tracked until the user quits the application
  • Sometimes, when things are grappled, they reorient themselves
  • The Debt amount displayed on the Kiosk is not the profile's debt
  • The incorrect interact prompt is displaying, when using the controller
  • The user is blocked in the Key Mapping>Menus when trying to remap keys
  • The user need to press twice A via the controller to rebind a key in the Key Mapping menu, unless the mouse is hovering in the menu
  • Touch Transfer sticks on if Touch Transfer is active when the airlock is destroyed.
  • User can get stuck on the button rebinding page when trying to rebind Start and Back on the controller
  • Yanking the middle shipping crate in a triple stack causes the top and bottom crates to be forever bound together
  • User can penetrate the back of the bay in some spots
  • Incorrect Font for the tool name on the HAB Equipment screens
  • Texture effect not correctly placed on the wall at the entrance of a processor
  • The text on the prompt buttons for Toggling the Oxygen in Open Shift doesn't fit the allotted space in several languages
  • It is possible to repressurize a room that is opened by melting the beams in Geckos
  • In 21:9 resolutions, the "Gamepad" header in the remapping menu isn't lined up with the button prompts column
  • Reactor I goes in meltdown when salvaged on the barge with its panel
  • Door handles of rooms externally exposed cannot be interacted with.
Iratus: Lord of the Dead - Unfrozen_Jaina
Hello, necromancers!
Only a few weeks left until the release of the DLC Wrath of the Necromancer. Let's take another look at what it will include.

ːiratus_medallionː 2 new minions: the Reaper and the Abomination



ːiratus_medallionː New skins for minions: Banshee, Wraith, Mummy, Lich, Head Hunter, Shade, Vampire, Blood Phantasm, Lost Soul, Bone Golem, Fallen Dhampir, Ghoul, Unfrozen, Black Widow, Infested, Reaper, Abomination



ːiratus_medallionː New Alchemy mechanic — Potions, that can be made from parts and used in the battles affecting minions and enemies



ːiratus_medallionː New enemies, including ones who take multiple positions:



ːiratus_medallionː New bosses on all floors (except 5th floor):



ːiratus_medallionː New (sixth) floor and continuation of the game plot with an additional story video



ːiratus_medallionː New items and artifacts:



We are also preparing a small surprise for the Halloween, but for the time being, you must not breathe a word of this to anyone! ːhunky_skullː
Stay tuned for more news, things will get exciting very soon!

https://store.steampowered.com/app/1293280/Iratus_Wrath_of_the_Necromancer/
Dwarf Fortress - manavee
Hey!

This time around, we'll take a look at where we are with representing dwarves graphical on the screen. Keep in mind these are still WIP, but we decided it was at a showable stage.

Back in ASCII land, dwarves were little smiley faces, with fewer pixels than the average emoji. Now, here's a fisherdwarf:



A neatly combed beard, some styled hair back there, and the blue clothing of a fisherdwarf. This is in the basic profession=clothing display mode. You can still see the actual clothing the dwarves are wearing, but it is recolored based on their job, so you can easily spot them. This one has gloves and a dress; each dwarven civilization generated by the game chooses different preferred clothing types as well as hair styles (on top of a ton of other information.) Typically, they'll have a variety of options, and you order them up to be made in the workshops once you have a leather, silk, wool, or plant-based fabric industry going.

This stoneworker for instance, has stuck with the same basic fashion plan clothing-wise, in stoneworker-white, but has shaved her head.



There are of course other ways to display dwarves, and other preferences that can vary even with the same player based on what they are doing. At the bare minimum, you'll also be able to see the items in their actual colors. This makes the fort look more drab, especially before you start up your dye industry or trade, but sometimes you don't want to see the profession colors when looking at your dwarves dance in the tavern. Also generally expect a lot of this to be updated as we see other screenshots in the future. These are the most important graphics in the game, in some ways, and they'll receive a lot of iterations.

There's also the question of the military dwarves. Here are variously dressed dwarves I set up in the arena mode, where you can outfit anybody and then watch them fight (or take control of one of the creatures yourself.)

We have some fully geared-up dwarves, in bronze, with and without helmets at the top.



Their beard-style is similar because dwarves and everybody else in arena mode don't have a civilization and so just kind of let it all grow wild, ha ha. At the bottom, we have a hooded cloak and face veil with iron mail, and on the lower right, a mask and headscarf combo with a tunic, skirt and a steel-tipped spear.

Although we haven't focused on the following mode *at all* yet, we can also check out the new dwarves in adventure mode.



I went ahead and made a dwarven character to play in this (very odd) RPG. Historically in this particular world, a bunch of dwarves have emigrated over to the nearby human villages, so I decided to start there, because I wanted the humans' iron meat cleaver for my look, ha ha. So I'm the one with a meat cleaver in the image, as you might expect. I have a leather vest, and leather trousers and boots.

Ah, and that's my pet black bear Bolli on the left. And another dwarf lives here in this starting dirt-floored cabin, also a head-shaver, but her dress is dyed that color (her purple gloves are another story - still a work in progress!) On the right is a human. I mean, what humans look like now, before they also receive this treatment!

- Tarn
...