Available on this week’s Festival Playlist is the car that put Audi rallying on the map, the 1986 Audi #2 Audi Sport quattro S1. It’s one of the most powerful Group B cars ever made with its turbocharged engine producing over 460 horsepower. It is still widely regarded to this day as one of the most incredible race cars Audi has ever built.
Pay tribute to Ken Block by completing the #43 Seasonal Championship to unlock his 2016 Hoonigan Ford Focus RS RX, as featured in GYMKHANA NINE. With nearly double the horses of the Focus RS hatchback, this rally machine is the perfect combo of speed and style. Once unlocked, take it for a test run across Mexico, your playground for racing, drifting and stunting.
A new series brings two fresh Monthly Rivals events, featuring the 2016 Hoonigan Ford Focus RS RX and the new-to-Forza 2021 SIERRA Cars 700R. Set your fastest lap time on both and earn the overall series rewards before Thursday, March 30:
80 PTS: 1980 Subaru BRAT GL
160 PTS: 2021 SIERRA Cars 700R
This week’s Festival Playlist marks only the beginning of the Horizon Wilds Takeover. Look out for seasonal decorations across Mexico and don’t forget to visit the refreshed Stunt Park! In the meantime, here are all the events happening at the Horizon Festival until Thursday, March 9:
20 PTS: 1986 Audi #2 Audi Sport quattro S1
40 PTS: 2015 BMW X6 M
Stop by the Forzathon Shop to browse the latest stock including the 1985 Porsche #185 959 Prodrive Rally Raid and the 2016 RJ Anderson #37 Polaris RZR-Rockstar Energy Pro 2 Truck, as well as the Beautiful Morning Car Horn and Farid Rueda's Lion Crew Socks.
Category
Event
Restriction
Reward
Seasonal Points
Forzathon Weekly
Ready to Hoon
1991 Hoonigan GYMKHANA 10 Ford Escort Cosworth Group A
160 Forzathon PTS
5 PTS
Horizon Arcade
Mini Games
Any Car
Forzathon PTS
3 PTS
The Trial
That Don't Impreza Me Much
Horizon Special: Evo vs. Impreza – B Class
2018 Honda Civic Type R
10 PTS
EventLab
Utopia Gardens by Don Joewon Song
Rally Monsters – S1 Class
1978 Hoonigan Ford Escort RS1800
3 PTS
EventLab
Castilo Scramble by TypeHardFark
Hoonigan – S1 Class
Super Wheelspin
3 PTS
PR Stunt
Orilla Del Río Speed Zone
Anything Goes – S2 998
Super Wheelspin
2 PTS
PR Stunt
Cascadas Trailblazer
Anything Goes – S2 998
Super Wheelspin
2 PTS
PR Stunt
Valle Danger Sign
Anything Goes – S2 998
Super Wheelspin
2 PTS
Seasonal Championship
Instant Classic
Classic Rally – C Class
1999 Ford Racing Puma
5 PTS
Seasonal Championship
#43
Hoonigan – S1 Class
2016 Hoonigan Gymkhana 9 Ford Focus RS RX
5 PTS
Treasure Hunt
Retro Skills To Pay The Bills
Banking 25k required serious skill back in the 80's, do you rally think you can do it?
100 Forzathon PTS
3 PTS
Photo Challenge
#WildHorizons
Photograph any Modern Rally car at the Horizon Wilds Outpost
Song: Odesza - A Moment Apart
2 PTS
Horizon Open
Go Fast
Complete a Horizon Open Custom Race in any Hoonigan
1955 Hoonigan Chevrolet Bel Air
2 PTS
Monthly Rivals
La Selva Scramble
2016 Hoonigan GYMKHANA 9 Ford Focus RS RX
N/A
4 PTS
Monthly Rivals
River Scramble
2021 Sierra 700R
N/A
4 PTS
Hot Wheels PR Stunt
Hot Wheels: Forest Edge Speed Trap
Anything Goes – S2 998
Super Wheelspin
2 PTS
Hot Wheels Seasonal Championship
Hot Wheels: Shadow Realm
Super GT – S1 Class
2010 Mosler MT900S
5 PTS
In celebration of Black History Month Xbox worked with artist Clif Wilson to design this unique art, which we've brought to FH5 as a vinyl. Show off this unique design on your car using #ForzaBHM, and we'll feature your work in the next Forza Monthly! Share Code: 508 707 847
First and foremost - thank you from the bottom of our hearts to everyone so far who's played Dungeons of Aether! We hope you're having a blast exploring the caverns beneath Julesvale and pushing the leaderboards with Challenge dungeons.
Yesterday we made a few day 1 fixes to take care of some of those launch bugs that inevitably come up when hundreds of people suddenly start playing your game at once. In addition to bug fixes, we've also been reading your feedback here on Steam (as well as our Discord) and agree with the general feedback that Hamir could use a bit of love. With that in mind we have another small patch today with some of those changes.
We've also gathered up the fixes that have already been implemented so you can see the changes all in one place. Please restart Steam to force an update to this latest version if you don't see it automatically fetch the latest build.
Hamir Balance Changes
We've seen feedback that Hamir has been giving some players the toughest sessions so far. These changes should help push his strengths for new players. If anything we'd rather have him be a little too fun and forgiving than too punishing.
+1 Base accuracy stat.
No stamina will be lost on killing blows.
Enemies are easier to bait into attacking Hamir, so that he can more effectively use his passive to block and gain stamina.
Bugfixes
These have already been implemented yesterday on launch day, but we're listing them here for reference.
Fixed a crash on startup with certain computers.
Fixed a bug that prevented players from finding a necessary key in chapter 2 with Hamir.
Fixed a softlock on holding RMB and moving to a map event.
Fixed a crash on game start.
Fixed a crash on using gem of lightning.
Fixed a crash when dying as Slade to Foreman Kohler.
SNACK description updated.
Fixed a crash on using bandage.
Fixed dice having fishnets during chest challenge.
Fixed Fleet drawing below textures at the end of Chapter 3.
We have a small survey for Get Stuffed "Click Here for Survey". The next update should be out in late March/ early April with some great changes. Fill out the survey to have your voice heard, otherwise I'm just buffing the twins again.
Fireworks Mania - An Explosive Simulator - Laumania ApS
### Added - Added a few new loading backgrounds showing of more Workshop map mods
### Changed - Upgraded MasterAudio asset pack to 1.0.4 - Changed how MasterAudio and sounds in general work in the game. This should result in slightly faster loading times of maps and less MasterAudio related errors in the log - Changed how the player is spawned at map start (changes to help support multiplayer later on)
### Fixed - Fixed bug where PlayerSpawnLocationPrefabs rotation wasn't taken into account when the player was spawned
You may notice that the video production speed for this month was reduced compared to the previous month. That’s mainly due to the content being a lot more sophisticated than originally planned, where previously many of the posts were going to be mere screenshots with descriptions, but ended up being full-fledged videos.
Being grouped together in a video format, however, a lot of the topics can now also be covered in fewer videos so we've modified our scope a little. We no longer pursue two videos per day, but still have a lot of video material to be posted regularly all the way until the release.
If you’re wondering about the release timeframe, our Q2 estimate still holds, namely sometime by the end of June.
In the past month we’ve done quite a bit of work. We’ve made VR functional again and started testing it, we’ve brought back the now revamped steam engine simulation (still work in progress), we’ve added the hefty manual to the game, we've added the system for dynamic environment sounds and have made a countless amount of bug fixes.
That said, the highlight is probably that we’ve brought the in-game textual content close to completion and have finalized the inner workings of our translation tools. This means we’re ready to start the application process for translators!
The first translators should get accepted in about two weeks. Those who prove themselves fitting will be given access to Simulator closed beta. To apply and learn more, please take a look at this form: https://forms.gle/3aYW1ogjK1GXxvwg7
Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
Hello Champions!
Here we are, after a couple of weeks of hard work and very interesting meetings! We had spent a few time discussing next steps internally and as you already knew, we were at work on an updated roadmap for you. The good news is that it is ready now! We are going to give you an overview of things actually in progress now, going into details with the next updates here on Steam! Meanwhile, a new build will be released tomorrow with some fix and improvements. These days have been relatively quiet and we had the chance to monitor the game running with the upgraded version of the engine and we are happy to say that no issues have been recorded, just a few minor bugs we've fixed at the speed of light in hours, due to a bit of expected regression [i.e. two companions' timelines not working properly and some UI related glitches. Anyway, the transition has been a success and we are still moving on with a bit of cleaning and optimizations, code wise. As you can see, we have set things for the upcoming spring and in the next months, [b]we are going to discuss [and share] plans about the full release, considering that we already delivered almost all the contents originally scheduled for the Early Access and probably doubled the amount of free stuff already released and on its way[/b]. No rushes for sure, so we'll take all the time needed to improve the game as we've always wanted since the very beginning. We would like to do things properly on the marketing side, to be ready to have a glorious D1 so we are going to start our world tour in March, attending a bunch of B2C events to let people play the game [and to meet you all IRL when possible!]. More about this in the next weeks with info about countries we are visiting! Back on the roadmap now!
GAMEPLAY ENHANCEMENT #1
First of all, we want to say that we are on numbers night & day while working on new contents. Improving the game is a huge work and we are slowly iterating every single system available, testing things and trying some magic. This patch has to be considered the first of many, just built around numbers. So we've put hands in our CSV and slowly modified values that are the fundations of all the things running. This means that we've touched parameters used for conditions, resistances, base actions etc. Something invisible for the players but we think that it is a good first step to create a better experience in the long term. Following the feed we've received, we have started to change the learning curve having a very simple objective in mind: a slightly easier experience at the very beginning and a harder challenge at the end. Nothing more to add, playing is the best thing to do to understand and of course, we are waiting for a new feed to build on it!
DRAGONHOLD
Four dragons, four battles, easy as it is. Dragons made their return to Plamen and you could help the Talons hunting them. United under one banner, with no king or kingdom to rule them, but all to revere them for their sacrifice and bravery as they face the most dangerous foes of all time. The Talons were formed during the Pantheonic War, when Dragons swarmed Plamen and rained down fire and death upon every mortal on the continent. With their lances aimed up high, the Talons will stop at nothing until all Dragons are nothing but bones. Just a few Talons remain now, leaving in Dragonhold, a massive keep built in a rock carved by the breath of Geis
Shadis...
...and Razen!
CRAFTING REWORK
It is completely bound to gameplay enhancement stuff we are working on, that's why we've put Spring. It is a day by day work, because all systems are directly connected and crafting in particular, is very important because it influences fights very much. We are reworking all the materials, cutting out procs [that were available only on crafted weapons and will be available on unique weapons only] and making changes to make crafted weapons and armors way more consistent with the general lore [it was not like this 100%]. This will make quest rewards way more important and in general, the progression will be smoother for many different reasons. Crafting is even bound to stats and traits and that's why it will take a bit to get its final shape. More on this too in the near future
THE PRINCIPALITY OF EHODRAN
A protectorate of Edherest, a small kingdom in the south which is suffering from The Tempest and from an internal conflict, seeing two of the most important houses fighting for the throne. A new ruthless enemy to fight for the champions of Plamen will be available, with a new mini-campaign we are using as a pilot for future DLC. Different flow, no artifacts to find, large scale battles.
Dragonhold already in place, Ehodran on its way but, hey! A huge island is here too!
MISC
As said previously, the focus right now is on the long term. Balancing stays as the prio but we are using free updates to test features we would like to explore in the future, setting the foundations for bigger DLCs and stand alone campaigns, following the full release. Of course even if it's not mentioned, the work on quests continues, aiming to literally fill every single area with stuff to do, slowly tweaking what is already in place [you could notice new assets here and there, we decided to switch or new NPC populating areas with new animations and dialogues]. World Updates will not stop as well and a new [bigger] map will be avaialable soon, aiming to add new kingdoms in the original map and to be ready to put in new FA and mobs, always looking at massive expansions through the outer world, which is already wrote [and had some pre-prod!]