NARAKA: BLADEPOINT - 时崎狂三
Dear players,
The servers of NARAKA: BLADEPOINT will be suspended for maintenance from May 22nd, 2024 at 23:00 (UTC) to May 23rd, 2024 at 03:00 (UTC). We suggest you log out in advance and enter the game again after the maintenance.
The details for this update are as follows:

The abnormal disturbance escalates. A mysterious force from beneath the earth is affecting certain areas of Holoroth's Plumed Castle and Fairyland Penglai.

Hero Adjustments
I. Lyam Liu
1. Improved the animation of binding the enemies by [Auric Sword] for a better visual expectations.
2. Added a progress indicator for the remaining time of enemies controlled by [Auric Core], visible to both combatants.

Souljade Adjustments
I. Spear Souljade
Added the melee auto-aim and directional turning effects to the 3rd-stage strike of [Erudition].

In-game Adjustments
I. Realm of Yang
1. Gates of Yang appear on the battlefield and you can interact with them to get a Yang Pass. Only with a Yang Pass can you enter the Realm of Yang.
2. Players that are defeated or venture too far from a Gate of Yang will drop their Yang Pass.
3. Entering the Realm of Yang will restore some Health, Armor and Rage. Defeat those who oppose you in the Realm of Yang to win equipment and materials superior to those offered by the Spirit Well this round.
4. All the changes above are available in Solo Survival modes.

II. Feature Optimizations
Optimized the late timing of Remains drops after defeating an enemy under certain conditions.

III. Hot Potato Counter
1. Hot Potato Counter·Solo Battle is now a point-scoring mode, with victory going to the first player to reach a set number of defeats. Hot Potato Counter·Fight Together is now a round-based mode, with victory going to the team that first reaches a set number of winning rounds.
2. At the start of the game, the Hot Potato will appear randomly in front of a player. Upon hitting a player, it will not disappear, but will rise and chase the next objective
3. In Hot Potato Counter·Solo Battle, you will go back to the field after a period of time when you are eliminated by the Hot Potato.
4. Introduced [Hot Potato Level] and leveling curve rules for the potato.
* Common Attack - Speeds up the Hot Potato slightly, increasing its level to
* Blue Focus Strike - Speeds up the Hot Potato moderately, increasing its level to [II]
* Counter or Catch - Speeds up the Hot Potato greatly, increasing its level to [III]
* Skill - Speeds up the Hot Potato tremendously, increasing its level to [IV]
* A technique that is greater than or equal to the current Hot Potato's level will boost its speed; otherwise, it decreases its speed.



IV. In-Game Achievements
1. Added the following in-game achievements in the Survival modes:
  • [Team Player]: Get 3 Assists.
  • [Lifesaver]: Revive 1 teammate by Rebirth Charm.
  • [Duty Fulfilled]: Complete 3 in-game team quests.
2. Removed the following in-game achievements:
  • [Mighty Mortal]: Equip 6 Gold Souljades at once.
  • [Lurker]: Spend a total of 150 sec hiding in bushes.
  • [Treasure Hunter]: Take items from 6 different Morus' Blessings.
  • [Fickle Fortune]: Effect caused by someone praying to the Statue in a Cave.

Out-game Adjustments
I. Auto Restyle for Star-Collection
Restyle results restored using a Rollback Orb during the auto restyle process will not be evaluated for restyle objective completion.

II. Collection Leaderboard
Collection Leaderboard will be finalized on 04:00 every Monday (UTC). If you are ranked in the Top 500 on the leaderboard, you will receive a title reward which will expire after 7 days.

Showdown Adjustments
I. New Feature
1. Souljades Deconstruction
  • Use the Souljade Deconstruction feature in the [Preparation] - [Souljade Select] interface. All Epic and Legendary Souljades can be deconstructed into [Souljade Fragments], with Epic ones yielding 1 fragment, and Legendary ones yielding 4.
  • Souljades carrying rare attributes will yield a [Flux Jade Shard] after deconstruction. Consume 2 [Flux Jade Shards] to imbue the Souljade once, converting an attribute of any Souljade to a random rare attribute.
2. Players can now revive their teammates in Showdown. When a player has remaining rebirth, their teammates can revive them using [Rebirth Bead].

II. Recast Adjustments
1. Recast is split into [Recast Attribute] and [Recast Value]. Each recast consumes 2 [Souljade Fragments] and 1 [Carved Crystal].
  • [Recast Attribute]: Choose any attribute of a Souljade to recast. The recast attribute will randomly change, with the stats proportionally inherited (pre-recast stat/max stat = post-recast stat/max stat). Each recast has a chance to produce a rare attribute. After a certain number of recasts, you can specify the next recast to be any non-rare attribute.
  • [Recast Value]: Choose any attribute of a Souljade to recast. The value has a chance to increase after the recast. The higher the value, the lower the probability of gaining an increase.
  • [Carved Crystal]: Obtained by completing any stage with Fatigue consumption or via weekly quests in Showdown.
2. The old recast feature will continue for a while, but Quench Crystals producing is now only available through [Showdown Store] and [Heroes Assemble]. Quench Crystal can be used in the old recast system and as a replacement for Carved Crystal in the new recast system. After the old recast feature is removed, Quench Crystals can no longer be obtained. Pay attention to future announcements for the specific adjustment time of this feature.

The item [Quench Crystal] is replaced by [Carved Crystal] in the Gift Store.

3. Introduced a new imbuing item [Shrouded Jade]. You can use 3 Shrouded Jades to add a random attribute to a Souljade, up to a maximum of 4. [Shrouded Jades] are mainly obtained through completing any stage consuming Fatigue or via weekly quests in Showdown.

III. Combat Adjustments
1. Adjustment to Frostbite: The freezing effect after accumulating maximum Frostbite is now delayed, with a new visual effect indicator added to show when the effect is about to take hold.
2. Adjustment to Divine Thunder: Increased the strike range of Divine Thunder triggered by enemies when their ThunderShock is full.
3. Extended the startup frames for tracking bullet move of the [Fiery Monster].
4. The binding array move of the [Fiery Monster] has been adjusted from releasing five binding arrays to three.
5. Increased the effect area of the Anima Ring [HydroFlare·Pyroblast].
6. The Anima Ring [HydroFlare·Underwater Draco] now triggers a soaked strike upon hitting the area.
7. Increased the burn damage from [Scorching] by 83%.

IV. Hero Adjustments
1. Tianhai's skill [Divine Bell: Showdown] now includes a striking effect on surrounding enemies.
2. Optimized the Showdown Skill and Potentials' patterns for all heroes with unified corner labels.

V. Souljade Adjustments
1. [Yushan Shadows] new effect: "Once carrying full Frostbite, freezing yourself caused by full Frostbite can be blocked by Defuse. "
The damage multiplier of "Matron of Yushan's Shadow" has been adjusted from 12 to 8.4, and when using the Defuse (Counterattack) Martial Skills, the damage multiplier of "Matron of Yushan's Shadow" is correspondingly reduced by 30%.
2. Optimized the issue of repeated sound effects of [Tundra Might] when [Sub-Zero Seal] is equipped.
3. The Matron of Yushan Set has replaced the Awakening Set in the recommendations of Free Training.
4. Added sub-attributes which boost the damage of melee and ranged weapon attacks. The original weapon-specific damage bonus attributes will no longer be gained through new Souljades.

VI. Omens Adjustments
Omens [Ice Flower] and [Thunder Plasma] now include a range indicator before activation, with the duration of [Thunder Plasma] reduced.

VII. Feature Adjustments
If the highest Sense Level of all current heroes is lower than the recommended level when starting the Showdown stage, a reminder window will appear.

Feature Optimizations
I. Client
Optimized UI animation execution efficiency to enhance game smoothness.

II. In-Game
Optimized the performance of climbing, fixed the issue of unable to climb over low barriers.

Store Updates
I. New Packs



1. Added Zai exclusive Pack [Operation Appetizer Pack], which contains the Zai exclusive Legendary Outfit [Operation·Appetizer] and the Legendary Accessory [Operation·Gourmet]. Standard price: 3,000 Gold; Now: 1,950 Gold. Individual cosmetics have their own discounts, but the Pack discount is even bigger!



2. Added Weapon Skin Pack [Cluck Cluck Crow Crow Pack], which contains the Nunchucks Legendary Skin [Crow Crow], Repeating Crossbow Legendary Skin [Cluck Cluck]. Standard price: 3,000 Gold; Now: 360 Gold. Individual cosmetics have their own discounts, but the Pack discount is even bigger!

II. New Discounts



1. Newly added Shayol Wei Legendary Outfit [Operation·Beverage]. Standard price: 1,800 Gold; Now: 1,500 Gold.
2. Kurumi Legendary Accessory [Kitsune Ears]. Standard price: 1,200 Gold; Now: 1,000 Gold.
3. Kurumi Legendary Accessory [Fox Tail]. Standard price: 900 Gold; Now: 750 Gold.
4. Feria Shen Legendary Accessory [The Nine Songs·Aroma]. Standard price: 1,200 Gold; Now: 900 Gold.
5. Valda Cui Epic Pose [Unhurried]. Standard price: 300 Gold; Now: 200 Gold.

Bug Fixes
I. Hero-related Bugs
1. Fixed an issue where Kurumi occasionally had abnormal horizontal movement speed when using skills in certain situations.
2. Fixed an issue where Tarka Ji failed to release [Flame Force: Fireball] and [Flame Force: Showdown] under Ultimates [Fire Frenzy: Reload] and [Fire Frenzy: Showdown] states occasionally.
3. Fixed an issue where Lyam Liu using the [Auric Core] could not envelop Shayol Wei who was not yet under the [Black Tortoise Guard].
4. Fixed the issue of mismatch between the striking range of Tessa's Ultimate [Enchant: Group Prey] and the performance of special effects.

II. Weapon-related Bugs
Fixed an issue where the strike duration of the Greatsword and Polesword Scale Rush moves was too long.

III. Showdown Bugs
1. Fixed an issue in Yama's Abyss where the Water Omnius·Beast could leave the combat area and not reset.
2. Fixed an issue where the "Thunder Plasma" Mechanism's strike location might be slightly off.






Wild Bastards - Maximum Entertainment
Introducing the Most Tempermental Judgemental Wild Bastard: Judge

All the fun of capital punishment without the boring trial!

Howdy y'all

Saddle up pardner! It's time to make like a rodeo and scream yeehaw for no apparent reason. YeeeeeEEEEeeeehaw!! Today, we've got a breakdown of the most mood-swingin' Bastard, Judge. What he lacks in basic human empathy, he makes up for with a cool gun.

Bio:
"The Judge" Justice Unit 939 served as a model Justice of the peace for over 50 years. He was so strict in his adherence to the law that he sentenced his own wife and son to disassembly for breaking robot curfew.

Overcome with grief, he fled to the frontier, where he earns a living killing human authority figures.

Weapon: Sniper Rifle

Damage: High
Range: Long
Rate of Fire: Low
Ammo Capacity: Extremely Low
Special Notes: Upon getting three headshots, your next shot will automatically do crit damage.

Judge's Sniper Rifle is all about clicking heads. You can hipfire with absolute precision or use the zoom to make sure your shots are lined up. Either way, each headshot rewards you with a tic, where if you get 3 headshots, you'll automatically do massive damage on your next shot.

However, due to Judge's poor stock rate of fire and ammo capacity, he suffers greatly from poor crowd control. He can deal with single enemies up close, but missing your shot will keep you toothless for a long time while you reload. The judicial system always had its gaping flaws, and this bot is no different.

Stunt: Judgement Time


Judgement Time gives you Keanu powers for 10 seconds by slowing down the world around you, allowing you to shoot and reload in real time while your enemies struggle to even turn.

Use this whenever you're in a critical situation being surrounded by enemies or at low health. You'll learn how to instantly dodge bullets and know Gun-Fu in an instant.

Xtra Bastard Goodness





In Conclusion
Judge is a nasty powerhouse who will take down almost every type of common enemy before they even realize their being hunted. However, once they close in on you-- you'll need to use stocked up Stunts or switch to a shorter range Bastard (like Smoky) to enforce some crowd control.

Judge's shortcomings can be somewhat mitigated with certain mods, but we'll have more on that later.

Be sure to wishlist our game for more updates soon!
https://store.steampowered.com/app/1660840/Wild_Bastards/

See you next time, when we go through Hopalong-- the snake-like creature with an affinity for roping up his enemies.

Until next time gunslinger!
May 22, 2024
Bugz Bows and Curses - prestosilver
* Fix input related bugs.
* Fix bug with fade in after load.
* Fix curse transition.
* Rework some save data.
* Add intro cutscene.
May 22, 2024
Summonsters - StarJin
・Fixed bug where combined summons did not attack for a while

・Fixed non-translation of artifact reroll text
War Thunder - Blitzkrieg Wulf


Hey everyone. We’re continuing to move along with the War Thunder Roadmap presented at the beginning of this year. In today’s news, we’ll be talking about the separation of Battle Ratings for different modes.

We planned to introduce this one along with the second major update of 2024, but we were able to finish it earlier, and today we’re pleased to present it to you.

We are planning to implement this change soon.

How it works

The separation of Battle Ratings for different modes works as simple as this: the Battle Rating for a vehicle is different in Aircraft Battles and Ground or Naval Battles, something not seen before in the game.

Apart from a few exceptions, Battle Ratings for aircraft are set based on their performance in Aircraft battles, not Ground or Naval Battles. This is why there are more changes to Battle Ratings in Ground Battles than there are in Aircraft Battles with the release of this feature.

We’d like to make an important note that this is the only first change to Battle Ratings for this feature, at the moment we’ve only included changes to top tier aircraft. For aircraft of the earlier ranks, we’re planning to change their Battle Ratings if needed in one of the planned Battle Ratings segments that we do. Overall we’ll be carefully monitoring changes in the performance of various vehicles.

We’ve prepared a handy table for you so that you can see the changes that are going to be made to the Battle Ratings of some vehicles.


Postponement news

As of now, we’re currently working on Roadmap features for the second major update, but we’d like to talk about some features that have been delayed and will not be included this major update. We’ve developed separate Battle Ratings sooner than expected, however some features need some more time to be finalized.

The main one is the Research Bonuses for new nations Roadmap feature which we are delaying until after the second major update. This has been explained thoroughly in this post, but in essence our programmers need more time to create this feature, and it’s at the highest priority of the lead game designers. We anticipate it sometime after the second major update in one smaller update or an It’s Fixed update and we apologize that this has been delayed again.

We’re also postponing public squads and mechanics for searching for a squad based on the interests of players in-game. This one also needs more time from our designers and programmers and will come out in the future.

Our Community Managers have posted an article on the forum with insights regarding postponements, design mockups and other information regarding the Roadmap, second major update, vehicle events, bug reports and other things we’re working on. If you’ve not seen it yet, be sure to check it out in the link below!


Updated Roadmap Infographic
We’re continuing to work on the Roadmap features for the second major update, and more details surrounding what’s to come will be released in the future. In the meantime, check out this updated Roadmap infographic — be sure to share it with your friends!

Trackmania - Taliwea
  • added The Desert car !
Data
Added
  • added Diag Chicanes for RoadTech, RoadBump, RoadDirt, RoadIce
  • added DecoCliffs for Dirt
  • added big DecoCliff blocs
  • added Small PlatformLoop Starts
  • added Items and blocs GateGameplay Desert
  • added a new car paint colorshift shading for Desert, Rally, Snow cars
  • added WaterWall Blocs on Dirt and Ice Cliffs
  • added colorization to the sponsor trim of big DecoCliff blocs
  • added Small LoopStarts Curve3In & Curve2Out
  • added TrackWall DiagChicanes
  • added DecoWall blocs with the 3 different Cliffs
  • added random visual variants for Big Cliff blocs
  • added big DecoCliffs one bloc wide
  • added Theme DesertGateGameplay
  • added Lightspots on SnowGateGameplay
  • added PlatformXXXLoopStart1x2 Straight and CurveOut blocs
  • added LoopStart1x2Curve1In (for all platforms)
  • added WaterRampZoneStraight, CurveIn, CurveOut with Dirt, Ice, Grass Cliffs
  • added StructureSupport are now colorizable
  • completed Platform's LoopStart1x2 Curves
  • added DecoWall LoopStart1x1 (and reorganised icons accordingly)
  • added RallyCastleRoadToOpen
  • added item DesertTrackBarrier
  • grouped all item barriers in one folder
  • added NPB variants for PlatformLoopStart 1X1 and 1X2
  • added DecoWall LoopStart 1x1 and 1x2 Curves
  • added 5 difficulty (White Green Blue Red Black) colored stripes skins for stage blocs.
  • added Big DecoCliff Diags
  • added Big Cliffs DiagOutSmall
  • added LoopStarts and Wall variants with sponsor decals
Fixed
  • fixed broken Lightmap UVs on platforms' Cliff material
  • fixed holes created by small LoopStarts
  • fixed PalmTreePlacement on PlatformDirtSlope2Start
  • fixed inverted Signs on SpecialGates
  • fixed missing geometry on RallyRoadDirtHigh To RoadDirt
  • fixed vegetation placement on DecoCliff CornerOut18m
  • fixed PlatformSpecials have their wood replaced by Cliff
  • fixed RallyRoadDirt have their wood replaced by Cliff
  • fixed lightmap problems on wood walls skinned into Cliff
  • fixed NPB retrocompatibility of StageTechnics Lights
  • fixed platform blocs pillars are now skinned with Cliff
  • fixed platform Specials decals
  • fixed TriggerFX of item GateFinish8m too big
  • fixed Roads Dirt and Ice penalty blocs transforming wood into cliff
  • fixed items and blocs Screen2x3 and 155 are no longer showing as skinnable when in bloc skin mode.
  • fixed UV offset on Item CheckpointGateCenter24m

Game modes and UIs
Added
  • Added Spring 2024 tracks for the offline mode
  • Added Desert Car in the block helper messages in-game and the settings menu
  • Replaced the Rally Car by the Desert Car in the Home Page
  • Added Desert gates for gamepad editor
Changed
  • Updated the Utah's flag
  • Improved the display behaviour of the start race menu in the campaign
Fixed
  • Added missing club tag next to the MVP name in the Ranked mode live rankings UI
  • Fixed master sound volume translation in settings

Gameplay
Fixed
  • Fixed car switch gates can cause massive boost
  • Fixed buggy cam7 switch during race
  • Fixed thumbnail of some blocks in map editor
  • Fixed analog decices not reaching 100% when smooth steering
May 22, 2024
13Z: The Zodiac Trials - 13Z_Game
Hi Zodiac Challengers!

We’d like to take this opportunity to thank all of you for your support since our soft announcement last week. Sharing our early gameplay trailer on Twitter was just a small glimpse into what we’re crafting, and we never expected the traction we received from the community—thank you!


A Peek into 13Z

While the trailer only showcased snippets of our vision, rest assured there's a LOT more to come. For example, we’re currently working on the concepts for one of the first Zodiac Guardians (boss). 🤫 We’re also finalizing the designs of the environment and the Raven. Please stay tuned for more updates soon!


Frequently Asked Questions
We’d also like to answer some of the most commonly asked questions we’ve received so far -

Will there be a demo?
Yes! We're working on a private demo to give you a taste of the action ahead of the full game. We’ll make the announcement once we’re ready to invite playtesters!

Is the gameplay for single-player or multiplayer?
The game will support both single-player and co-op modes, allowing up to four players to challenge the Zodiac Trials together.

How many Challengers will there be all in all?
We are planning to introduce up to 6 Challengers at full launch. Fox, Raven and Panda are confirmed at this point.

If the game is about the 12 Zodiacs, why weren't they in the video?
We are in the process of designing the 12 Zodiac bosses. Each will have a unique role, some aiding the players, while others ensure a formidable challenge.

Will this game be available on VR, too?Nothing concrete yet but it’s something we are seriously considering.


We're still early in the development of 13Z, but what you've seen so far—early gameplay and our initial concepts—marks an exciting phase. This is when we get to open up about our work and really dive into building the game with your input, which has always been at the heart of how we like to do things as a studio.

Which Key Art Attracts You More?

For starters, we’d love to hear your thoughts on our Key Art. While we plan to include more characters in the future, we’re curious to know what catches your attention more as a player—something plain and bright, or a design with a more detailed background? Your vote will help guide our design decisions. :)



Also, join us on Discord to get a more behind-the-scenes look at our progress. We'll be rolling out new polls soon as we continue to reveal more about the game. We're excited to shape 13Z together with you!

Connect with Us

If you have any questions or suggestions, feel free to reach out to us through our social channels below. We love engaging with our community.

Twitter | Discord | Tiktok

https://store.steampowered.com/app/2348250/13Z/

And last but not least, if you haven't already, please consider adding 13Z to your wishlist on Steam and share it with your friends :) It would really mean a lot to us.

Thank you for joining us on our journey!

Crafted with Love,
Mixed Realms

Euro Truck Simulator 2 - Tiktak
Some time ago, part of our team travelled to the north of Scandinavia to gather references for the upcoming Nordic Horizons DLC for Euro Truck Simulator 2. Now, they would like to share with our #BestCommunityEver the experience of this journey to northernmost Europe.


Four members of our team embarked on this trip and travelled hundreds of kilometres throughout northern Scandinavia in a few days. Dominik, Ivo, Mary, and Voytek are already using the gathered information to put this map expansion together.


"Exploring northern Scandinavia was a great experience. We started from the Finnish city of Rovaniemi towards the north and it was interesting to see how the landscape was gradually changing. The forests became smaller and more sparse until they disappeared completely, gradually being replaced by open plains until we finally reached the vast fjords on the coast. We took the road back past Abisko National Park, the huge mines of Kiruna and on through the deep forests to the south. Along the way, we were impressed by the large amount of wildlife. The reindeer were walking along the roads and were not at all interested in the surrounding traffic. We visited many interesting places, such as Abisko National Park, Nordkapp, the northernmost point in Europe, and Santa's Village," says Dominik.







As you might have read in one of our previous blogs, Nordic Horizons will include reindeer appearing on the map, which, as the team confirms here, is not a rare occasion in real life.

"The most extraordinary part was reindeer walking along the main road, not really bothered by cars around them. Every day we were surrounded by changing nature: the landscape mostly consisted of forests in Finland and Sweden, stretching for dozens of kilometres between towns or villages, and fjords or hills on the northern coast of Norway. It was so remote and empty, with barely any traffic, which was a big difference from German autobahns full of travellers, where I was driving just a few days before. Even though I travel a lot, this was my first real road trip, in which we covered so much in just over a week. I think the experience we loved the most, was the Arctic Moose Farm run by a lovely, elderly couple in the middle of nowhere," says Voytek.







Journeys like these can significantly help the researchers in their work as they can absorb much more information from their visit to the countries than they would have if only researching on the internet.

"Our trip to Lapland was a great opportunity to experience the Nordic countries in a way you simply cannot achieve just by looking at images. Even with all the prior knowledge, I was still surprised by just how much water there is - thousands of little lakes and streams. Also, how common are the reindeer? Or how beautiful is the scenery? It is hard to pick the most memorable moments, but my greatest personal achievements would be feeding a moose on a farm and swimming in a river on the Arctic Circle," Ivo told us.








After coming back from this journey, researchers continue to work on collecting information for the map designers from the photos and videos they took there and also using multiple tools on the internet.

"The trip was an amazing experience. It's always a huge advantage to see the country in the pre-production stage because it helps you get the sense and feeling of the country. And when you need certain references or details, you just go out and take the pictures you need. But the best moment of the trip for me has to be a short break on a moose farm because I got the chance to feed and pet the moose," Mary shared with us.







We look forward to sharing how this research trip translates to our virtual recreation of this region in the future. Until then, we hope you enjoyed this little insight on the process of creating a new map expansion, and how our teams gain experience and knowledge of the area. Don't forget to add the Nordic Horizons DLC to your Steam Wishlist and follow us on our social media (X/TwitterInstagramFacebook, YouTube, and TikTok)!

https://store.steampowered.com/app/2780810/Euro_Truck_Simulator_2__Nordic_Horizons/
May 22, 2024
Ouros - SharkWithLasers
Today's the big day! Ouros is now available on Steam!

It will launch with a 20% discount for the next two weeks!

https://store.steampowered.com/app/2452920/Ouros/



Making this game has been a labor of love. I've learned so much over the course of developing this game. Thank you to everyone who has supported me, it means the world.

- Michael
Nobody Nowhere - Tag:hadal
  • The Demo version Supported English for now.
...