🎯 [Performance] Content preloading can now be toggled on/off (default:on). If off, content is dynamically loaded when required. This results in quicker game loading time and lower RAM usage at the cost of occasional lag when new content is being loaded. Machines with low or shared video memory may benefit from disabling this setting. It is available in the general options menu. 🎯 [Balancing] All homing-type weapons now aim alot better if fired by a player. 🎯 [Bug fix] The loot filter now correctly matches against the labels of unidentified items (instead of their identified names).
We're excited to be participating in the Steam Next Fest! Catch our livestream on June 14th at 3pm ET, where they will be showing off some of our current demo.
For more follow us on Twitter and join our Discord! If you're eager to support our team, you can back us on Kickstarter, which was just recently fully funded 👀 and we're in our last 48 hours!!
This stream is pre-recorded and will be looped through the duration of Steam Next Fest.
Age of Empires IV: Anniversary Edition - grantwall
Editors Note - June 15th, 2022 The corrections to Rank Points noted below are now complete.
With the release of our Season One update and the launch of our first ever ranked ladder, it’s been an exciting couple of months for Age of Empires IV! We’ve enjoyed watching you all climb the ladders, and we’ve appreciated all your ideas about how we can continue to evolve the Seasons and ranked ladder experience.
Recently, you’ve told us that something feels off with the number of Rank Points assigned following victories and losses. We realize you haven’t heard back from us specifically on this topic just yet, and that as we enter the final weeks of Ranked Season One, understanding how the Rank Point calculations are working (and whether they’re working as expected) becomes increasingly important. While we’ve been quiet, the team has been looking into the issue and developing a plan forward.
In short, our investigations revealed that there is a bug impacting how Rank Points are assigned following Ranked matches; specifically, we’ve found that both the ranges and average number of Rank Points awarded or deducted for a win or loss don’t match our design intentions. Ultimately, this bug has resulted in a lower number of awarded Rank Points and a lower total Rank for participants. You can find some of the math provided by the team below.
Thankfully, this is something we can fix, and we plan to do so starting tomorrow, June 15th. We’ll not only be issuing a change that ensures the possible number of Rank Points received or deducted for a win or loss mirrors the intended design for ranked Season One, but we’ll be retroactively updating calculations from ranked Season One.
So what does this mean for your Rank? Starting tomorrow, you may notice a higher Tier or Rank than you have today. We’ll note that in some cases, this change could be slight – so individuals may not climb the ladder multiple tiers as a result of this change, or jump from Silver to Conqueror. We expect this will see more ranked players in Silver or higher.
Not only will Ranks be corrected tomorrow, but calculations should no longer fall out of sync through the remainder of Ranked Season One, set to end on June 30th. We’ll also be sure this bug fix carries over to future ranked seasons, and while we can’t share any information just yet on other ways Rank Point calculations may change in the future, we’ll be sure to follow up with any major changes coming in Ranked Season Two.
Hello, this is a small patch meant to address some issues found after the last release. None of these are critical, but they were low hanging fruit. Since the next patch will involve some pretty heavy lifting, I figured it was worth putting out a hotfix rather than having these wait on a big and unrelated patch.
Balance:
- Minimum radius for splash damage calculation now 33% from 25%, increasing the lethality of all splash damage
Improvements:
- Mk82, Mk83, and Mk84 have small, medium, and large explosion visual effects respectively
- Explosion crater size pulled from JSON data files
Bugfixes:
- IR missiles can no longer lock onto buildings
- Chaff/Flares reloaded when rearming/refueling
- Vehicle dust trails no longer disappear the instant the vehicle is destroyed
- Fixed error caused by missile seekers tracking an expired flare
Darkness has fallen in Motornation, and under the cover of night a new breed of racer comes out to play. Think you have what it takes to take the top spot in the Night Shift 2 LIVE Summit? If so, read on to see what is coming to The Crew 2 in the coming week!
LIVE SUMMIT – NIGHT SHIFT 2 (JUNE 15 – JUNE 22)
Underground racing is a world apart from the shiny racing teams. In this secret environment, even the bests have to prove their talent. Will you be able to overcome this new challenge?
PLATINUM - NISSAN 300 ZX (Z32) KAIDŌ-OU
GOLD - BLINKING BLUE UNDERGLOW
SILVER - LEGENDARY DF PERF PARTS (NITRO CHEMIST, PURE & DRIFTY)
BRONZE - 200K FOLLOWERS
LIVE SUMMIT BUNDLE
Working late? Be sure to swing by the Far & Beyond Store for its newest Night Shift bundle!
Nissan Skyline GT-R (R34) (2002) – Street Race
Nissan 370Z (Z34) (2013) – Drift
Lamborghini Diablo GT (1999) – Street Race
NEW STORY – THE ENGINEER
Fixing things can be a job and can also become a real passion, but our character has learned: fixing something can sometimes lead to… a random result!
VEHICLES & VANITY BUNDLES
We all have that favorite pair of jeans, and The Far & Beyond Store has got your new favorite bundle! Swing by to collect the new Denim and Twilight bundles, both are available until June 22!
Join me - and let's play Netherguild together at 3PM UTC, 17/06/2022!
I'll be streaming Netherguild - giving you some dev commentary, tips and plans as I delve into the underworld during Steam's June Next Fest. Hope to see you there (;