It’s almost time for your Forza Horizon 5 Rally Adventure! Join us on Forza Monthly for a fresh look at the all-new expansion and a deep dive into the next series update, Midnights at Horizon.
We’ll also test drive the upcoming Festival Playlist reward cars and interview a new Community Spotlight guest while checking out your latest creations.
It all begins next Monday, March 27 from 9am PT (4pm UTC) on the official Forza Twitch and YouTube channels.
- Fixed: Felwin's tornado would not chase enemies in some situations. - Fixed: Player unable to capture a creature when standing close to the place where a Particle of Gaterdrik was picked up. - Fixed: Some translation issues. - Fixed: Legendary creatures would reset their name after entering the village. - Fixed: Minimap area image would overlap the dungeon door. - Fixed: Player unable to skip dialogues pressing the "F" key during the tutorial.
During the Closed Beta, we saw lots of request from the community for a competitive multiplayer mode that focused solely on skill and not on how much you had upgraded your racers. We are delighted to reveal Regulated Multiplayer, a new mode that will do just that!
In today’s Dev Diary we will break down how Regulated Multiplayer works and how it is different from Ranked Multiplayer, the main competitive mode in Disney Speedstorm. You can read all about Ranked Multiplayer in a previous Dev Diary.
REGULATED MULTIPLAYER OVERVIEW
Regulated Multiplayer races are quite similar to Ranked Multiplayer races but there are some very important differences that set them apart.
During Early Access, there will only be one Regulated Multiplayer event active at any one time, and you will be able to play with any of your previously unlocked racers. Regulated Multiplayer events will also have some “Guest Racers” available, providing a great way to try out other racers, even if you do not yet have them unlocked yourself.
We plan to develop Regulated Multiplayer even further in the future based on player feedback during the Early Access period. Make sure to give us your feedback over on our official Discord.
LEVEL PLAYING FIELD
The real differentiator between Regulated Multiplayer & Ranked Multiplayer is the fact that all competing racers will be on a level playing field. This encompasses a number of things which are listed below:
1. All racers are set to the exact same Upgrade Level. 2. All racers are set to the exact same Star Level. 3. Crews are not active.
These parameters guarantee that all racers are on a level playing field and pure racing skill will decide the outcome of the race! One important thing to note is that while Crews are disabled for this mode, you are still able to customize your racer and kart appearances!
REGULATED MULTIPLAYER POINTS & REWARDS
There are no Ranks or Leagues in Regulated Multiplayer, and the Score Points from Ranked Multiplayer are replaced by Regulated Multiplayer Points, which you earn by completing Regulated Multiplayer races. Your finishing position and current amount of Regulated Multiplayer Points determines how many you earn each race.
Earning enough Regulated Multiplayer Points will help you progress through milestones which will grant you rewards, including Multiplayer Coins and cosmetics. Regulated Multiplayer events are not tied to a Season like Ranked Multiplayer so when an event ends, your Regulated Multiplayer Points are reset to zero.
MATCHMAKING
Matchmaking works similarly to Ranked Multiplayer but, in this case, is purely based on your current Regulated Multiplayer Points total, meaning the system will always try to match you with players with a similar Regulated Multiplayer Points total.
That’s a wrap on Regulated Multiplayer! The team has worked extremely hard to implement this new game mode in response to the community’s feedback from the Closed Beta and we hope you will have a fantastic time competing with one another when Disney Speedstorm launches in Early Access on April 18 on PC and consoles.
ENTITIES - Crazy doctor status changed (now causes blurred vision to players) - When all relics are placed, entities now lose weapon, become weak, follow the nearest player and can't attack anymore - Fixed an issue with being hit while entity was stunned - Entities are now slower and lost detection faster when there’s only one player - Entities now continue to detect if the player is “very” near - Entities now correctly set doors not collisionable when opened (like players) - Entities can now open two doors in a row (if very close) - Max count traps for Evil Doll:7 instead of 10 - Fixed pathfinding issues in the school kitchen - Deleted all useless “physics” objects in all entities to avoid collision issues - Fixed waypoints choice for spawning enemy (avoid waypoints near players and fix spawn when forced spawn after taking a relic)
UI - Rooms texts become gray when all objects (without equipments) are picked up (with notebooks, if they are not seen yet or not used to unlocked) - Corrected all translations for English, French, German, Spanish, Portuguese, Italian, Russian, Chinese and Japanese - Main menu now have a cursor for gamepad, moveable with the left stick and settings/dropdown are browsable with the D-pad - Fixed some special binding keys display - Binding: left click is now not allowed for the pause action (to avoid back and submit to have the same input) - Deleted examine, lean left and lean right keys from the binding keys settings - Fixed Cruel Doll always visible in main menu - Fixed map (and objectives) button visible in nightmare mode - Current region is now displayed below host or joined text - Now correctly reload game even if you changed region from Europe, to apply correctly the new region - Lobbies are not reachable or visible in the rooms panel if you don’t have the same version - Players can now click on pause menu even if the text of quit zone trigger is displayed - Crosshair is now enabled by default in the settings (you can still change it) - Disabled hints in nightmare difficulty - Fixed notebook name and padlock for “Electroshock Room” in Hospital - Fixed level display of other players in the main menu ("-1") - Added a notification badge on equipment button and skill tree button in main menu which show how many equipment are buyable and how many skill points are unused - Tweaked some UI
IMPROVEMENTS / CHANGES - New cinematic when all players are dead, with informations displayed (like time being alive) - Even if players are dead, they now gain experience from objectives they have completed - Players can now loop knocked out cameras - Disabled sound of draggable objects collisions during the intro - Equipments now stay in hand when entering a hide place - Projectiles don’t collide with players anymore - New input for lean with Alt by default (maintain) which works with horizontal movement inputs - Players can't use their equipments if they are dragging an object anymore - Water in Wood Camp now slows down the players instead of blocking them - Optimize online requests which improve the online experience especially when players have high ping - Added an outline on the vent in Parking tutorial level - Disabled achievements on Parking tutorial level - Auto-refill lightstick skill is now every 120 seconds instead of 60 - Players can't be knocked out anymore when catch in a bear trap but it lures the entity instead - New hideable teacher table
FIXES - Fixed change difficulty for new player on the main menu (to avoid differents difficulties between players) - Fixed some actions to continuously get input like the change cam with controller when dead - Fixed doors closing right after opening when players were running into them - Doors now correctly set not collisionable when unlocked and opened - Fixed skin to not be displayed when not yet changed for new players (server side) - Added outline to keypad - Reworked the security to prevent the host to have the same entity in two games in a row even if the game is reloaded - Fixed some hitboxes - Fixed some spawners - Tweaked some Level Design - Tweaked some 2D maps - Tweaked some waypoints for entities
We are going to attend the W.A.S.D event to take place at London’s Truman Brewery this week! If you're there, be sure to stop by and say hello!
Play as an employee and enter the world of "Quit Today," a 2D side-scrolling action game that plunges you into an epic office battle. Your colleagues are after you because they believe you're resigning - and it's up to you to fight your way through the chaos to understand what is going on.
Protect yourself with your trusty briefcase and fight your way through the company to uncover the truth. Along the way, you'll discover the harsh realities of the company's management and realize that you can't turn a blind eye to their wrongdoings any longer. Will you stand up for yourself and resign, or fight to make things right?
Representatives from the publisher Justdan team will be at the show Thursday 30th of March and Saturday 1st of April.
W.A.S.D is the central playable and interactive feature of the London Games Festival, taking place at The Truman Brewery from 30th March – 1st April. Doors open at 10 am and close at 6 pm. The last entry is at 5 pm.
Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level - and help our faithful Hal 9000 get a clearer image of the mysterious locomotive we've encountered not long ago. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.
Glittering prizes include: 1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 6 all new cards! Complete that second set and enter a final tier of 2 very special and super limited cards! Assemble 26 cards and receive a special prize. Easy! 2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes! Visit our Discord server (#lets-play-together channel) to learn more.
MetalMoro MRX Honda: fixed engine pitch for AI cars
Metalmoro MRX Sharkfin: fixed missing AI car cockpit sound
TRACKS
Bathurst 1983: Added expanded billboard crowds Updated circuit length and number of turns for track selection Ui layer
Cadwell Park: Removed next lap penalty if you runoff onto the grass at the final corner
Imola 2001: Fix minor perimeter barrier gaps
VEHICLES
Increased speed threshold for F-Classic AI cars to produce undertray sparks
Fixed misspelling on dashboard of Nissan R89C & R390
Porsche GT1: Fixed LD bonnet bug
Ginetta GT4 SC: darker display when headlights on
McLaren F1 LM: Fixed speedometer bug
F-Tainer (both): Fixed rear right tire texture rotating in the wrong direction
F-Inter: Fixed windshield raindrops dynamics
User Livery Overrides: Group C helmets and race suits User Livery Overrides - Fixed Sauber C9 headlight and internal paint material Fixed Mercedes GT4 onboard paint material; Fixed F-Classic Gen4 disappearing driver
From Top Model to Top Gun, Captain Raven strikes fear in the hearts of her enemies, as her seeking rockets shoot out like a pair of deadly wings, a symbol of the destruction that's about to follow.
Upgrades
Raven Seeking Rockets (3 Levels)
Raven Knockback Boosters - Knockback Force On Boost (3 Levels)
Raven Shields (3 Levels)
Super Rockets (3 Levels)
Added Space Cube Upgrades, Unlock Missions & Steam Achievements
Seeking Rockets
Manual aim directs the rockets to seek in the direction you're aiming
Rockets trails changed to have a gradient from blue to pink
Explosion changed to blend between blue and pink
New Super Rocket sprite, golden trail & golden explosion
Balanced Upgrades
Rockets Per Shot (6 Levels)
Explosion Range (3 Levels)
Rockets Per Second (3 Levels)
Rocket Damage (3 Levels)
New Enemy: Shooter
Fast moving but keeps distance from player ship
Shoots invincible bullets
Appears on Silver Rank and above (Waves 32, 37, 52, 57, 72, 77, 92, 97, 112 & 117)
Elite Hell Bird Spaceship
Base Hull reduced to 2x the hull of the other Elites (previously 4x)
Base Shields now match the other Elites (previously 2x max with 2x recharge rate)
New attack state where it comes in close to the player for 10 seconds for better close range combat
Elite Turret Ship
Speed multiplier capped at 2x instead of unlimited for better close range combat
New End of Run Summary Screen Stats
Time Cubes Collected
Total Gold Collected
Gold Magnet
Gold Vaults
Super Gold Vaults
SS Gold Bug Vault
Slime Trail
Optimized Slime Trail polygons as potential fix for Slime Trail disappearing
Card Selection
First Card Slot in the in-game Upgrades will never be a Crew Card
Ram Invincibility Knockback
Duration increased to 1 second instead 0.5 seconds.
Battle Royale Circle
Fixed bug that was preventing Battle Royale Circle Enemies from closing in