Series 61 is here with another opportunity for you to unlock the “Encore?” Achievement in Forza Horizon 4. This week’s featured reward car is the 2017 VUHL 05RR, the ultimate track toy to explore Britain, which left a remarkable impression when it first debuted at the Goodwood Festival of Speed almost 10 years ago.
The 05RR delivers extreme performance with an additional 100 horsepower over that original model while further reducing its weight. The purpose of this unique car is clear: to be a track legend while (barely) remaining street legal. Optimally engineered for raw performance and simplicity, this is a car made to match the best supercars in the world, and you can put it to the test in Forza Horizon 4 by emerging on top in the “VUHL in the City” Seasonal Championship.
Also available on the Festival Playlist until Thursday, May 11, don’t miss the 1970 Honda S800. This classic rear-wheel drive roadster is probably the most fun you can have with 70 horsepower. It also has a screaming-high redline that was a direct descendent of its motorcycle roots. If you have ever reveled in the high-revving noise of the modern day S2000, you’ve got the S800 to thank for it.
Here are the events and their associated rewards featured on this week’s Festival Playlist:
SERIES REWARDS:
50% Completion – Horizon Backstage Pass
80% Completion – 1990 Chevrolet Camaro IROC-Z
SUMMER REWARDS:
50% Completion – 1970 Honda S800
80% Completion – 1963 Ferrari 250LM
Category
Event
Restriction
Reward
Photo Challenge
#RomanRoadster
Take a photo of any Modern Sports Car in Mortimer Gardens
Hello players, this is SEOHAN, Director of The Pair Annihilation.
First of all, I'd like to thank everyone who has played even a little bit. I'm writing to tell you about the direction of our development.
The current game is about defending a minimum of 7 and as many as 10 planets or star. Each planet has a primary environment and we had planned that this would be the planet's characteristic. However, it's hard to see much difference between planets, as the environments changes only values not significant impact on the game.
Because of this, the current state of play seems that we've given you a few environments that only change the values, and increased the number of maps by 7 or more. Multiple uncharacteristic maps are cluttered and boring.
Also, in the defence element of stopping enemies moving from the left end to the right end, making it turn-based rather than real-time make you even less to think about.
Therefore, the direction of development going forward is as follows
1. Changes to the way that planet takes damage to deepen the turn-based strategy. - Each planet's battlefield now has space stations instead of satellites. Some can be developed and moved, while others cannot. - If all stations on the battlefield are destroyed, the planet is destroyed (or occupied). - As a result, enemies will not simply move to the right, rather they will move in 4 directions and try to destroy the station.
2. The planet's environment becomes more characteristic. - Rather than a simple gimmick of reducing the travel distance by 1 numerically, it might increase the travel distance only in certain cells, or something else entirely.
This update will take more time than the last update, and I can promise you that it will be available in May at the latest.
So that work into stabilizing the Auction House server can be carried out, temporary restrictions on the use of the Auction House will be put into place.
We sincerely apologize for the inconvenience caused by these restrictions. Please see below for more details.
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Temporary Restrictions on Auction House
✅ Restriction Period - Immediately after the upload of this May. 4 (Thu) notice – Until further notice 20:15(UTC+9)
✅ Restriction Details - Temporary restrictions on the use of the Auction House to stabilize the server
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We apologize again for the inconvenience caused by these restrictions and will work as quickly as possible to get the use of the Auction House back to normal.
Thank you all for following me on Steam! Your support means everything to me and keeps me motivated to create and share my work. Looking forward to sharing more with you in the future!
It has been a long journey so far, but I have enjoyed every moment of it. From the user tests to the discussions on Discord, to the ideas I could implement and share with you in the next build - this is exactly what I believe an indie dev's work should look like.
A few days ago, we reached an incredible milestone of 500 followers on Steam. This was achieved with zero budget but through sheer hard work and dedication.
This message is for the 500 followers who have not just wishlisted the game, but have also shown interest in its progress and exchange. Thank you for your support, and I am thrilled to have you all along for the ride. <3
I'm not exactly sure who built this lighthouse in the demo, but it was one of the first once constructed. I can promise you that there will be more exciting additions coming to The Settlings soon!
There will be big update comming next week, so stay tuned if you don't want to miss it!
Meanwhile, here are three ways you can additionally support my work:
Wishlist the game on Steam to not miss most important news and dates.
Follow me on Twitter for more regular development updates.
Join the Discord comunity to have some fun with the members and shape the future of the game!
Crimson Tactics: The Rise of The White Banner - Dragon
Duelists are comprehensive warriors that are adept with short and long-range attacks. They are 1-verus-1 specialists and are most effective against isolated enemies.
Special Abilities
Duelists have effective Passives and Counters that aid them in being 1-v-1 specialists. However, they have a few effective Special Abilities as well.
Precision Strike
A true strike with unbending accuracy - an attack that is guaranteed to hit its target.
Ambush
A powerful attack that is deadlier when attacking a unit that has no allies around it.
Dual Strike
A double strike that deals damage using both Main Hand or Off Hand weapons on either one or two targets.
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have. This survey will only be available for a limited time, so submit your report as soon as possible.
Major Features
Friend Online Status Improvements
Friend displays have been greatly improved so that players can now see a detailed status for what activity their friends are doing when online. This includes showing when they are in-queue, in a private lobby, or in-game, with additional information that identifies what game it is. Collapsible groups now also separate between Online and Offline friends.
In-Game Battlefield Visual Pass
The visuals of most battlefields have been reworked to appear closer to their IW1 counterparts, featuring enhanced lighting and materials making the battlefields now look better than ever. To celebrate, a number of battlefields will be available in the store this week.
Initiative based Day / Night Cycles
It's about time, Infinity Wars now features a dynamic, initiative based time of day system. Players will now be able to tell if they have initiative by looking for the sun, those without will bathe in moonlight. This provides players more immediate feedback for if they currently have initiative. Timestopper actually stops time now!
Minor Features
Pack Drop Rates & Improved Descriptions
Drop rates for cosmetic types and card rarity now show on all pack items that use randomization. Only the cosmetics that apply to the pack will show its chance rates. If its chance is 100%, it will be “Guaranteed”. This is now integrated when viewing the description of any pack, whether that be from the Store, Inventory or Pack Opening.
Inventory Filtering Polish
When filtering card items in the inventory screen, the circular amount text shown on each card now represents the total amount according to the active filters. When filtering, the cards shown will now only include the ones that exactly match the selected filters. Another filter menu has also been added for filtering cards by Rarity.
Deck Cover Art
It is now possible to select what art is used for each deck, making it easier to remember what deck is what! The art can be assigned from within the deckbuilder by first bringing up the full screen card display then pressing the ‘Set as deck cover’ button below the card.
Changeable In-Game Card Movement Speed
There’s now an option for changing the in-game card movement speed, this option will affect how fast cards move around the board and individual interactions. This includes three options of Slow, Normal and Fast. This can be changed in the settings menu, under the Gameplay section.
Balance Changes
Agent Kael: Text Changed to "At the end of turn, if a Character you control with attack 15 or more is on the Battlefield, draw a card. Pay 5: Fully heal all other Characters you control."
Goal: Agent Kael's card draw ability being very close but not quite the same as previous 15+ attack synergies both lead to some confusion and awkwardness into slotting him into decks that play around with that theme. In addition we have buffed his healing ability as it was extremely overcosted.
Devil of Despair: Increased stats from 6/6 -> 6/8 and its activated ability can now be activated from the Command Zone.
Goal: Devil of Despair's redesign, especially the removal of its haste made playing it main deck often very unappealing, while at the same time losing the utility as a commander for discard based decks. These buff should help mitigate both of these factors, while the low consume value makes it less swingy than its earliest designs.
Champions Companion Text changed to "Flying While CARDNAME is deployed, Unique Characters in your hand with base cost 5 or less have Haste." Reverted back to 3 cost 5/5 stats.
Goal: As part of the Champion rework of Overseers in the last major non-Revelations balance patch, Champion's Companion didn't end up in a place we were happy with. This new design will allow Overseers to support low cost Unique Characters, while fulfilling a role different to Aunissial or Champion's Herald. Especially as a 1 Purity Card.
Xi, Who Wanders Far: Text changed to "While Xi, Who Wanders Far is deployed, missions you control cost 1 less. At the start of combat, if Xi, Who Wanders Far is attacking, the first enemy Character in the Assault Zone cannot attack this turn."
Goal: While we found the gameplay of having a DoD Character that attacks to defend worked quite well, the permanent attack reduction was often too punishing for how early Xi could be deployed, shutting down aggressive options extremely effectively even if she was quickly removed. So we are modifying her effect to now prevent attacks to still allow her to shut down parts of the Assault Zone or discount your missions if left unchecked, but not leave such a long lasting impact in early turns of the game that can be difficult to recover from.
Covert Battlesuit: Reverted changes of the previous patch. Changed text to "When Covert Battlesuit enters the deployed area, it gains untouchable and indestructible until it leaves combat with a Character."
Goal: While Covert Battlesuit's gameplay in intrigue was essentially a test run of the Barrier mechanic, it had enough differences and a focused role to fight decks without Characters that it was unfairly diminished when it was converted to use that Barrier mechanic. So we are reverting the change in the interest of deckbuilding diversity.
Canopy Defender: 5/10->5/12
Goal: With the background development of Rift Runs being currently worked on, a number of cards are having minor changes are being pushed forward that will likely have very little impact on construction but will help fill out lower rarity cards for the Rift Run gamemode. Canopy Defender is one of these changes, making it slightly more durable and increasing the density of playable reach Characters overall.
Bad Bot: Reduced cost from 4 -> 3
Goal: One important element of Rift Runs is having support cards for various "build around" archetypes, this means that there is a tension between choosing a pile of the best cards vs supporting synergistic decks that aim towards a particular strategy. This cost reduction aims at providing a 15 attack character to be either used in Secluded Constructor style decks, or with cards like Defiant Engineer in Rift Runs.
Cloaked Operative: Gains Barrier 1 (Regardless of its overcharge effect, which remains the same)
Goal: While Haste is often only rarely appearing in Genesis, Cloaked Operative's statline was laughably below average, and so we wanted to use the new-ish Barrier keyword to buff the card in a way that was somewhat unique to the faction compared to how haste is used elsewhere.
Orion, Master Architect: The token in the graveyard is now granted haste during the next turn.
Goal: Orion's redesign significantly reduced the tempo of an already often weak card, so we are adding temporary haste to allow you to deploy the tokens he creates at a similar speed to his IW1 design.
Shrapnel Launcher: Gains Reach, and can sacrifice artifacts.
Goal: Part of the upcoming Rift Run gamemode is supporting "build around'' cards that encourage a player to focus on specific combos or cardtypes during the drafting phase. Shrapnel Launcher has long fallen into this category but has been a little too weak and narrow. While we don't expect this to push the card into constructed play, making it able to sacrifice a larger array of things will allow it to act as a kind of glue between Artifacts and Artificials themes in Genesis during Rift Runs.
Pyr Quartermaster: Stats increased from 6/4 -> 7/5. The first deploy option now creates a Pyr token in hand rather than drawing it from your deck.
Goal: Pyr Quartermaster's low stats and requirement to play 1 or more copies of Pyr often made it feel like a trap in even dedicated aspirant decks. In addition to this, the card is extremely awkward in Rift Runs, due to having to find a Pyr. This change makes it so it plays better in Rift Run without getting too huge of a power boost.
Mega Unit 03: Change activated ability to "Sacrifice an Artificial Character: CARDNAME gains Barrier 1 and Unstoppable. Activate this only once per turn."
Goal: When Barrier was added, this card's redesign wasn't confirmed in time to be added. This is also a minor buff to one of our favourite niche strategies as you can stack multiple instances of Barrier.
Hell's Gambler: Cost Increased from 6->8. The Card that has its cost reduced is discarded at the end of the next turn.
Goal: Hell's Gambler has both been too efficient compared to other high cost ramp tools, even with it being more difficult to sculpt your hand size or composition to reliably hit the right target. Another issue has been negative gameplay created by hitting a high impact card that isn't useful right now, such as Calamity and then being able to leave it in hand for later in the game. This change will not only mean that you have to use the card right away, and increases its risk of being used, but can tie into exile or discard matter cards as a backup option to be considered during deck creation.
Nero, Crypt Delver: Nero's effect now works with Sacrifice effects. Activated Ability now sacrifices rather than kills.
Goal: While Nero's original design was intended to work primarily with kill effects such as Mass Death, getting you to kill your own stuff to get future zombies. This ended up not playing out very well with the rest of the cardbase, and so will now work with cards from both factions such as Carrion Creeper or Blood Arrow. In addition, many players already though this was how it worked or was supposed to work, creating a lot of confusion and bug reports. This is a significant boost in power level, especially as a commander, so we'll be keeping an eye on how this plays out.
Believer of Paragons: Indestructible effect only works while in the battlefield, not just while deployed.
Goal: While we are happy with the overall redesign, we want to tone down the power level slightly, especially making it foreshadow its effect better when played from hand and making it unable to sit safely in Support for a long time.
Taiga, Combat Reconstructor: Removed "other" clause so she can buff herself.
Goal: As a low cost "Lord" style card, Tiaga plays in dangerous space developmentally, able to very quickly become overpowered with only small changes to her design. So while we do believe her underpowered currently, we want to only make a minor change at this stage that allows her to become large at the end of a large combat phase without necessarily spreading those buffs over multiple zones.
Bugfixes & Improvements
General Fixes
Fixed inventory items not sorting by default items first, then by the item name
Minor tutorial fixes related to UI and soft locks
Removed hold to resolve functionality on the end turn button
Fixed Trading Post 3 cost option (shuffle then draw) allowing you to draw a card with an empty hand.
Discord activity improvements
Added tooltips to let players know when they cannot play unique cards.
Added post processing to in-game scene
Fixed removing card from deck via vanity button sometimes removing incorrect vanity
Fixed game hangs occurring in offline game modes
Fixed issue where the "resolve mode" option in the gameplay failed to save the selection option
Inventory now only includes items that match all toggle settings
Inventory item displays count text now represents current vanity filtering
Added rarity filtering to inventory card filters
Card Fixes
Fixed Concordant Collective preventing damage from opponent damage effects.
Fixed Made Mighty By Metal being unkillable outside of the battlefield, and fixed it’s death replacement effect not disabling after it’s first use in the turn.
Fixed Agent Mereor not affecting Agent Coyle, Singularity
Fixed Divine Demonic's discard effect only working when you had at least 1 character in your hand.
Fixed Great Fortress Of Xia Han desync caused when adding second location then undoing
Fixed Agent Synergy not ignoring unique tags of agent cards other than itself
Fixed card effects using the wrong owner upon triggering when dying (this fixed on death triggers from cards killed from Fetid Intrusion not working for the correct player. E.g. Lil'Timmy bot’s draw card effect).
Fixed Evelee, not recruiting to the correct position in the zone
Fixed gain control effects not working correctly when moving the controlled card to the deck, hand or graveyard
Fixed Avatar Of Daode not working from the command zone
Fixed Peaceful Garden not affecting the graveyard
Fixed Candit, The Demonic only removing 2 / 3 of the ability cards
Fixed Hellmouth Labourer buffing enemy demons
Fixed Super Infectious Zombie animation
Fixed Repel being able to target character of any cost
Fixed Micro Rift Research not being able to cancel targeting
Volcano Class Carrier can now activate more than once per turn.
Fixed Denouncer Of Heaven duplicate tooltip
Fixed Empath Battery triggering while removed
Fixed Defiance not being able to target the command zone
Fixed Carries New Life sometimes not sacrificing itself
Fixed Agent Mereor having inconsistent wording with its wish options
Fixed Ceaseless Hunger not being able to target the command zone
Fixed Defiant Monk, Pyr, and Augmented Ninja triggering from incorrect zones
Fixed a softlock occurring when a Trait that is activated when a Temtem faints is triggered.
Fixed getting softlocked when using certain techniques with Striking Transmog Mimit during a Randomlocke run.
Fixed a softlock after scrolling down in the Showdown's Tempedia if the Temtem shown filled exactly one entire row.
Fixed Scent effects being transferred from the main file to the Challenge Mode save.
Fixed swapping a Temtem for another in a Showdown team would show the Techs of the previous Temtem on the new one.
Fixed Zaobian/Arachnyte being banned on the TemSafari if they'd changed their secondary Type through their traits, and it ended up matching one of the banned Types.
Fixed Status Condition order not being the same in battle and in the Squad Menu.
Fixed having the mount animation be displayed if a Player entered a cableway while on a mount without an aquatic version.
Fixed the Megazizare Steed animation when entering the teleport tubes at Atoll Row.
Fixed Player's running animation being played while being on a mount if a Ranked match started when the Player was on a mount.