It’s a dream come true for fans of Audi this week as the 2021 RS 6 Avant is the featured reward car in the latest Festival Playlist season for 20 PTS, yours to unlock and drive across Mexico in Forza Horizon 5.
The 2021 Audi RS 6 Avant combines a 4-liter twin-turbocharged V8 engine with the chassis of a station wagon. Add in 591 horses and Audi's signature Quattro all-wheel drive system and you get a top speed of 189mph and 0-60mph in 3.5 seconds. Its RS-styled wide body design and flared wheel arches are complimented by a classy modern interior and a large trunk to secure all your road-trip essentials.
The RS 6 Avant has it all and is undoubtedly a road champion in true practicality. Get yours alongside this week’s other Festival Playlist rewards by Thursday, May 18:
SERIES REWARDS
80 PTS: 2010 Ferrari 599XX
160 PTS: 1993 McLaren F1
WINTER REWARDS
20 PTS: 2021 Audi RS 6 Avant
40 PTS: 2010 Noble M600
The Forzathon Shop is restocked with iconic cars like the 2017 Koenigsegg Agera RS and 2017 Aston Martin DB11, and fresh gear including the Mexican Traffic Light Car Horn and Black Speed Trap Tee.
Category
Event
Restriction
Reward
Seasonal Points
Forzathon Weekly
Situated Beyond
2015 Ultima Evolution Coupe 1020
160 Forzathon PTS
5 PTS
The Trial
What Goes Around…
Track Toys – A 800
2015 Chevrolet Camaro Z/28
10 PTS
EventLab
Blue Lagoon Raceway
Anything Goes – S2 998
Peach Raul Urias Sundress
3 PTS
EventLab
Underground Highway
Country: Japan
Super Wheelspin
3 PTS
Playground Games
Fleeting Flag Rush
Super Saloons – A 800
2009 Audi RS 6
3 PTS
PR Stunt
Tulum Speed Trap
Anything Goes – S2 998
Super Wheelspin
2 PTS
PR Stunt
Basejump Danger Sign
Anything Goes – S2 998
Super Wheelspin
2 PTS
PR Stunt
Camino de Montana Drift Zone
Anything Goes – S2 998
Super Wheelspin
2 PTS
Seasonal Championship
Racing in Style
Vintage Racers – B 700
1988 Lamborghini Countach LP5000 QV
5 PTS
Seasonal Championship
Fresh off the Grill
Super Hot Hatches – B 700
1994 Ferrari F355 Berlinetta
5 PTS
Horizon Tour
Co-op Championship
Random
N/A
3 PTS
Treasure Hunt
Road Ready
Toys never deal well with asphalt, but perhaps a toy meant for the track does better?
100 Forzathon PTS
3 PTS
Photo Challenge
#FastFromThePast
Photograph any Retro Supercar at the Temple of Quechula
This isn't even my final form” Forza LINK chat phrase
Today we’re sitting down with our Engagement Team for another preview of Quality of Life changes coming during Season 5.
As one of the most frequent requests by the Community, we wanted to let you know ahead of time that Squad Management will release as part of the upcoming Season 5 update. We understand that you’ve been looking forward to this feature for quite a while, and we want to start with acknowledging your patience while we’ve worked to make it available for you. The team is keen to get it into your hands, so let’s take a closer look at how the improvements will work.
Improving Squad Management With Squad Management we understand the importance of having a smooth experience for your squad experience during a match. That means we set several design goals when adopting this feature for Battlefield™ 2042:
Provide an easy overview to see and manage squads in your team
Being able to create, or join a squad of your choice
See in which squads your friends are playing
Easily navigate through squads
Squads and Players The Squad Menu is now separated to give you a full overview of all squads on your team. In this menu you can make someone else the leader, and see how many players or friends are in a squad. It also shows class icons so you know how to best complement a squad before joining it. And to add some personal flavor, leaders can also show off their Player Card Tag as the squad icon.
We also worked with the narrative team to come up with code names for each squad for that additional personal touch. One of our personal favorites is Gravedigger -- surely the Gravediggers know how to PTFO. We definitely don’t mess with that squad!
Create and Join At any time you’ll be able to create or join a new squad directly via the Squad Menu. Previously you could only switch to a random squad, and only from the deploy screen. If you create a new squad then we’ve also added a short waiting period before other players can matchmake into your squad to ensure you can play together with your friends.
Easy navigation The Squad Menu was created to make it easier and faster to manage and navigate through squads on your team. While before it was unclear when and how to change squads, you’ll now be able to do that at any time and with only a few clicks.
We hope that with this new improved Squad Management experience you feel that you have the control over who you’d like to play with during a match. Once this is in your hands, please stay in touch and give us your feedback about how you feel about it!
Later during Season 5 we’ll also add Squad Orders functionality. Let’s take a look at how that works.
Squad Orders Sticking together with your squad is not only the most effective way to play Battlefield. We also think it’s the most fun. However, we've heard your feedback that with the present approach to squads and their management there is no clear role for being the leader of a squad.
The current ping system does allow a squad leader to give orders, but offers no incentive for other players to follow those orders. With Squad Orders we’re giving leaders a common goal with their squad members to encourage collaboration and teamwork, alongside keeping the squad together.
What you can expect from Squad Orders is that you’ll be able to ping an objective as a squad leader (be it attack, or defend). Your squadmates are then able to confirm that order to work together as a squad to complete it. If successful, then the whole squad receives additional XP for completing that order. You’ll also receive personal bonus XP for your contributions to either attack or defend the objective while the Squad Order is active. The more you contribute, the more XP you earn.
In short, PTFO - and get rewarded!
Thank you for reading along with us today as we gave you an early preview of what to expect for Squad Management, and Squad Orders. We’ve got further improvements on the way, but for now we’re looking forward to getting this in your hands during Season 5.
Welcome to the latest update for The Pyramid Of Bones the thrilling game about killing mummies and saving the world from ancient evil! We're excited to announce that we've just released a brand new controller update that will enhance your gaming experience like never before.
With this update, we've introduced a range of new controller options that will allow you to customize your controls to suit your playstyle. Whether you prefer a classic joystick or a more modern touchpad, we've got you covered. We've also added support for a variety of popular controllers, including Xbox, PlayStation, and Nintendo Switch controllers.
So what are you waiting for? Grab your favorite controller and jump back into "Mummy Massacre" today to experience all the exciting new features of our latest update. Happy hunting!
- Mac OS Specific Demo Save Importing issue fix. - Fix abandoning ship in Classic Mode on imported saves - More dog emotes added - Additional misc fixes
Greetings, commanders! Today we will explain the mechanics of the battalions and reserves system in Men of War II - how you can create and customize your own personal army, ready for any battle.
As we wrote in the previous dev diary, the main goal we set for ourselves with Men of War II is to bring a fresh installment to the series by implementing new gameplay features — the battalions and reserves systems are precisely that, a way for us to give players the opportunity to try out all the different types of vehicles and troops and have them perform the same task on the playing field as they do in reality (we call this approach “role-playing realism”).
First of all, let's discuss the battalions and echelons, what they are, and why we chose this particular scheme for managing your personal army. In all the “custom” multiplayer and singleplayer game modes (meaning all modes besides the scripted missions that form the narrative singleplayer campaigns), there are three “echelons” in a battle. These divide the battle into three stages, each beginning simultaneously for both teams, after a set amount of time runs out. With each subsequent echelon, the level of available units and the amount of resources for their call-in increases, and the intensity and dynamic of the battle can change drastically with the opening of each echelon.
The pool of units you can call in in each echelon is further divided into slots (the number of slots in each echelon can vary slightly between different battalions). Each slot contains a specific unit, and the combination of all the units in the three Echelons form the whole Battalion. The units are displayed in the combat interface during the battle and in the Battalion editor in the game menu.
Each battalion has its unique specialization - a list of available vehicles and modifiers, balanced to make each battalion unique and to allow and encourage players to try out different playing styles and roles on the battlefield, and find their favorite way to enjoy the game.
Some modifiers significantly affect the way a battalion plays. For example, infantry in a tank or artillery battalion costs more than the same infantry unit in a specialized infantry battalion. This is because the battalion modifier increases the “battle rank” of the infantry. There can be many such modifiers, and all of them are different for each battalion, which makes each of them unique; even though two different battalions might be both classified as “artillery” the one specializing in howitzers will fulfill a very different role from the one specializing in anti-tank guns, for example.
Furthermore, a battalion is not a static, predetermined thing. While each has a default composition, every player can edit the selection of units to form their battalion and make it truly unique. There are several ways to access the battalions editor, the easiest one is to select a matchmaking game mode (player vs. player, for example), after which a list of available nations and their battalions will appear on your screen. Сhoose the battalion you are interested in, and on the right, under its name, there will be a button saying “Edit regiment”. At first, the selection of battalions will be very limited (a new player starts with access to only the 1st Infantry, 1st Artillery and 1st Tank battalions of each nation), but will unlock the others by playing the game.
In the battalion build section, you can see that each slot is only suitable for certain types of units with a limit on the unit level. For example, you can put infantry or a fire support unit in one slot. Besides the modifiers we mentioned before, the set of different slots in each echelon is what creates the biggest difference between battalions.
Click on any slot and on the right side of the screen (the “barrack”), you will see pictures representing the different units that can be put in the selected slot.
Each echelon has its own “capacity” in the form of what we call the total “Battle Rank” (or BR) of the echelon, and each slot has a maximum number of “copies” of the unit in it (the number of times the unit can be called into battle). This means that it is impossible to fill each echelon with the maximum numbers of the heaviest units - as each unit has its own BR cost, choices have to be made and players have to think about which units and playing style they favor.
For example, a single copy of the 10.5 cm leFH 18M, available for the first echelon, costs 41 BR.
The BR limit in the first echelon is 200 units, and as using 3 copies of this gun costs a total of 123 BR, it is clear that you would have to make sacrifices in selecting the rest of the units for the echelon. You can even choose to leave some of the slots completely empty if you wish.
This combination of modifiers, different slots and limitations of Echelon BR and max copies per slot presents players with a plethora of strategic options. Consider the 21st Howitzer Regiment for example: this battalion has a unique advantage in the first echelon in that it can include the LeFH howitzer 18M, which is missing from the 1st Artillery Battalion. Having such a heavy gun early in the battle is a powerful bonus, but since it is balanced out by its high BR cost, it does not guarantee victory, since in total, we can take only a maximum of 3 howitzers to the first echelon, and even then only if we sacrifice the rest of the units, as was explained in the example above. And this is a Men of War game - if an opposing player is skilled enough and/or you don’t play well with your teammates to protect your howitzers (or use the new Fog of War mechanics to keep them hidden), you can lose the advantage faster than you can say “artillery barrage”.
Moving the mouse over a slot with a unit will show how many of these units we can take into the slot.
Most of the units in the game are immediately available to include in your battalions, but some units with a yellow background in their icon can only be used in exchange for "supplies", signified by a crate icon.
The player receives “supplies” as a reward for completing in-game multiplayer tasks, achievements, completing singleplayer missions, etc. SUPPLIES CAN ONLY BE OBTAINED BY INGAME ACTIONS, AND WILL NEVER BE MONETIZED WITH MICROTRANSACTIONS.
We have implemented this system to give players long-term goals, reward them for playing the game and incentivize the thorough exploration of all Men of War II has to offer. These “collectible” units do not give any unfair advantage either, they are limited by BR costs and slot capacity, same as any other unit.
All the above makes sure that each player can assemble their preferred battalion to meet their playstyle, and reform the default battalions beyond recognition.
Here is an example of the 21st Howitzer regiment assembling based on a very long game time, accumulated experience, and the individual style of the author of this diary. The total number of units, mobility of tanks and ability of infantry to push the Front Line has been sacrificed in order to use heavy howitzers and provide fire support to teammates.
And now let's talk about the reserve system in Men of War II. Many players of the previous games in the series have faced a situation when a summoned unit becomes unnecessary in battle, too damaged to be of use anymore, or even is called in by accident. Such a unit takes up the resources necessary for victory, but it is impossible to recall it to free up those resources; unless you devise some use for the unnecessary unit or intentionally send it to be destroyed by the enemy. We wanted to change this and came up with the “reserve” system.
The reserve can be thought of as an army’s “rear”, located beyond the map boundaries. The player can freely order any unit to go to the reserve or return from the rear to the heat of battle. Just select the unit and click the "retreat to reserve" icon to recall it from the battlefield.
After that, the unit will independently turn around and leave for the edge of the map and enter the reserve. Some time after issuing the order, the player loses control over the unit. A diamond with an exclamation mark will be displayed above the unit, informing the player and their teammates that it is retreating.
After the unit leaves the map, an additional button with gears will appear in the combat interface in the middle right, under the echelons, showing which units are currently in reserve. At the same time, the command points taken up by the unit are freed up and you can use them to call in a different unit from your battalion, or another unit already in the reserve.
Thus, a unit that has lost its utility or has been called in by mistake can be simply removed from the battlefield in exchange for its resource cost. But that is not the whole purpose of the system, as a unit in the reserve will also (after some time, indicated on its icon in the reserve pool) be repaired and fully restocked with ammunition, and can be called back, good as new. Furthermore, the reserve system allows you to change the composition of units on the battlefield based on the current situation and state of a battle.
For example, in the beginning, we can summon a BT-7 light tank. Before opening the second echelon with more powerful tanks, our BT-7 faithfully crushes our enemies and survives, but receives heavy damage. As soon as the second echelon opens and the enemy gets new, heavier units on the battlefield, in all likelihood, the BT-7 will get destroyed quickly and will be unable to cause any more damage in return. Therefore, we send it to the reserve and continue the battle with new equipment; fortunately, we now have more resources no longer occupied by an inefficient unit. However, by the end of the fight, all players have lost almost all units and worn out their resources. This situation is a lucky moment for the BT-7, which has replenished all its fuel and ammunition and has been fully repaired while in the reserve. The formerly obsolete unit now becomes an ace up your sleeve, capable of sweeping up the battered, depleted units of the enemy and bringing you victory.
We want to make Men of War II more than just a fast-paced reaction game. Not all players are good at micromanaging many units at the same time - with the battalion system, everyone will find their preferred role, as each battalion gives a player unique gameplay options and different dynamics of combat operations. Specialization and customization of battalions make it possible to emphasize the individual style and abilities of the player.
At the same time, we are aware that other players prefer a different style of gameplay. More units to control, combining different roles on the battlefield into one larger army; and we want these players to have fun in Men of War II as well! Therefore, with the Open Beta, we are presenting another mode, which we call ‘Combined Arms’. The underlying Battalions system remains in place, but instead of having to choose from different, specialized battalions, each nation presents a regiment with twelve slots per echelon, much higher BR limits and increased CP pool in battle. Slots for all units from a nation’s arsenal are present in Combined Arms, and it is solely up to each player whether they want to play a more generalized role, or customize the roster in a more specialized way.
The gameplay in this mode is closer to what players might be familiar with from the previous installments in the series, while keeping the unique feel and identity of Men of War II. A classic, but with a new, unique twist!
So, today we have learned a little more about battalions and reserves in Men of War II. We hope you understand the design decisions we have made better, and we can’t wait for you to try out all the content and different game modes we have prepared!
Stay tuned for more news, and soon we will tell you even more about important and exciting innovations in the game, but before that, you can check the new mechanics in the upcoming Open Beta — May 11-15. The process is simple:
You need to head over to the Men of War II Steam store page where you will have the option to ‘Request Access’ for a ‘Men of War II Playtest’ - you can do so right now and get an e-mail notification once the beta goes live. Otherwise, clicking the button at anytime during the beta will grant you instant access.
If you have already taken part in the Multiplayer Tech Test, you do not need to sign up again, the ‘Men of War II Playtest’ will simply become available to install/play in your Steam Library once the beta starts.
Wait and jump into the action on Thursday, May 11.
The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish and tweaks will be implemented before release.
The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test. But please understand, it is still not a finished game, and even more polish, tweaks and much more content will be implemented before release.
Men of War II will be available in 2023. Remember to add the game to your wishlists!
Autumn leaves scatter the roadsides in Forza Horizon 4 this week as the intense speeds of the fastest McLaren car ever built, the Speedtail, races through the British countryside. It’s beautiful, ridiculously fast and meticulously designed to be all slipstream.
Aerodynamics playing into every feature of this limited-production hypercar, from the custom wheel covers to the single-piece rear chassis. With a 1000+ horsepower hybrid engine and a near 250mph reported top speed, there’s no better car to take on the iconic M68 Speed Trap.
The 2019 McLaren Speedtail is yours for 80% completion on the latest Festival Playlist, available until Thursday, May 18. Luckily for you, we’ve got all the events listed below that will help you on your journey to unlock this truly futuristic motor.
SERIES REWARDS:
50% Completion – Horizon Backstage Pass
80% Completion – 1990 Chevrolet Camaro IROC-Z
AUTUMN REWARDS:
50% Completion – Horizon Backstage Pass
80% Completion – 2019 McLaren Speedtail
Category
Event
Restriction
Reward
Photo Challenge
#LightUpMyLambo
Take a photo of any Lamborghini with the Lighthouse north of Bamburgh
We're excited to announce our upcoming Twitter Spaces about our Creator Support Program. Join us and our special guests @RaynRaps and @SantaDecides on Thursday, May 11th at 6PM GMT/2PM EST for a discussion and brainstorm session on how we can better support content creators 🤝
And that's not all! We'll be giving away 10 Alpha Keys to lucky listeners during the event. Don't miss out on this opportunity to learn and win. See you there! https://twitter.com/i/spaces/1MYGNgderZoJw