If you ever attach to a WiFi system outside your home or office, you often see a portal page. This page may ask you to accept terms of service or some other agreement to get access. But what happens when you can’t connect through this kind of portal? This article shows you how to use NetworkManager on Fedora to deal with some failure cases so you can still access the internet.
How captive portals work
Captive portals are web pages offered when a new device is connected to a network. When the user first accesses the Internet, the portal captures all web page requests and redirects them to a single portal page.
The page then asks the user to take some action, typically agreeing to a usage policy. Once the user agrees, they may authenticate to a RADIUS or other type of authentication system. In simple terms, the captive portal registers and authorizes a device based on the device’s MAC address and end user acceptance of terms. (The MAC address is a hardware-based value attached to any network interface, like a WiFi chip or card.)
Sometimes a device doesn’t load the captive portal to authenticate and authorize the device to use the location’s WiFi access. Examples of this situation include mobile devices and gaming consoles (Switch, Playstation, etc.). They usually won’t launch a captive portal page when connecting to the Internet. You may see this situation when connecting to hotel or public WiFi access points.
You can use NetworkManager on Fedora to resolve these issues, though. Fedora will let you temporarily clone the connecting device’s MAC address and authenticate to the captive portal on the device’s behalf. You’ll need the MAC address of the device you want to connect. Typically this is printed somewhere on the device and labeled. It’s a six-byte hexadecimal value, so it might look like 4A:1A:4C:B0:38:1F. You can also usually find it through the device’s built-in menus.
Cloning with NetworkManager
First, open nm-connection-editor, or open the WiFI settings via the Settings applet. You can then use NetworkManager to clone as follows:
For Ethernet – Select the connected Ethernet connection. Then select the Ethernet tab. Note or copy the current MAC address. Enter the MAC address of the console or other device in the Cloned MAC address field.
For WiFi – Select the WiFi profile name. Then select the WiFi tab. Note or copy the current MAC address. Enter the MAC address of the console or other device in the Cloned MAC address field.
Bringing up the desired device
Once the Fedora system connects with the Ethernet or WiFi profile, the cloned MAC address is used to request an IP address, and the captive portal loads. Enter the credentials needed and/or select the user agreement. The MAC address will then get authorized.
Now, disconnect the WiFi or Ethernet profile, and change the Fedora system’s MAC address back to its original value. Then boot up the console or other device. The device should now be able to access the Internet, because its network interface has been authorized via your Fedora system.
The Overwatch 2 Leak Was Extremely Demoralising For The Development Team
Like many other Blizzcon announcements this weekend, the Overwatch 2 one was leaked ahead of the opening ceremony.
In a follow-up interview with Kotaku Australia, Overwatch lead designer Jeff Kaplan expressed how leaks can be “extremely demoralising” for developers and explained how lack of context can often result in worst-case scenario concerns:
When you’re trying so hard to deliver something for somebody and to have it be spoiled in a way that’s not coherent. That’s the part that bothers us the most, where people are not given all the information and all of the context that they need to understand what we’re doing.
When the Overwatch 2 leaks started to happen, immediate worries raised by the community were in regards to progression and cosmetics carrying across – along with how a sequel could potentially divide the game’s playerbase.
Kaplan also noted how the artists working on the PvE focused entry were “heartbroken” when leakers began uploading low-quality screenshots:
Our artists are heartbroken: They take such care to make the art look beautiful, and then we get some crappy version of what the art looks like … and then people are like, ‘I don’t know it doesn’t look that good’ and we’re like, no it does, it looks amazing! It’s just a crappy screenshot that someone took, so it can be a bit demoralising.
Be sure to check out yesterday’s announcement post, officially confirming Overwatch 2 for the Nintendo Switch.
What are your thoughts about leaks? Tell us in the comments.
Feature: Nintendo Life eShop Selects – October 2019
With Halloween now safely out of the way, we’ve somehow stumbled right into November – seriously, where does the time go? The good news is, however, that the end of the month means it’s time to dig out the ol’ Nintendo Life eShop Select Awards!
These awards aim to celebrate the best of Nintendo’s digital store, giving some love and attention to the games that could so easily be missed in the Switch’s ever-growing library.
So, let’s get started! Here are the best Switch eShop games of October 2019!
Honourable Mentions:
While these titles didn’t quite make our top three this month, they’re still certainly worth checking out.
Publisher: 3909 / Developer: 3909
Release Date: 18th Oct 2019 (USA) / 18th Oct 2019 (UK/EU)
Taking third place this month is Return of the Obra Dinn, which actually walked away with an incredibly strong 9/10 from us just over a week ago. This is a beautifully crafted detective mystery which we described as being “unlike anything you’ve played before”. It’s captivating, and while discovering its secrets can take time and patience, the overall experience is absolutely worth it. Definitely one to consider if you like what you see in our review.
Publisher: Game Freak / Developer: Game Freak
Release Date: 16th Oct 2019 (USA) / 16th Oct 2019 (UK/EU)
In second place is Game Freak’s latest – not counting those upcoming games from that other series you might have heard of – RPG, Little Town Hero. While not scoring as highly in our review, the game still managed to charm enough of our team to earn this place thanks to its refreshing, small-scale take on the RPG formula and its imagination, even if it does have several flaws, too. Not an essential purchase, then, but one to think about if you love RPGs and are as strapped for time as we apparently are!
Release Date: 3rd Oct 2019 (USA) / 3rd Oct 2019 (UK/EU)
Maybe it’s because we can all relate to awkward taxi rides, or maybe it’s because cyberpunk is all the rage right now, but taking our top spot this month is Neo Cab. We gave it an 8/10 in our review, praising it for its genuinely meaningful conversations and gripping visual novel-style gameplay. It’s one of those games that we wouldn’t necessarily have imagined being glued to, but after our first few pick-ups as a new cab driver, we were instantly hooked. Try it for yourself – we’re sure you won’t be disappointed.
How we decide our eShop Selects top three: As we reach the end of every month, the Nintendo Life staff vote on their favourite titles from a list of games selected by the editorial team. To qualify for this list, these games must have been released primarily as a digital Nintendo Switch eShop title in that particular month, and must have been reviewed on Nintendo Life; we select the qualifying games based on their review scores.
Staff are then asked to vote for three games that they think deserve to sit right at the very top of that list; first choice gets 3 points, second choice gets 2 points, and third choice gets 1 point. These votes are then tallied to create a top three list, with the overall winner taking that month’s top prize.
Terminator: Dark Fate Flops At Box Office, Could Lose $100 Million
The new Terminator movie, Dark Fate, opened in theatres this weekend--and it came up short. The action movie starring Arnold Schwarzenegger, Linda Hamilton, and Mackenzie Davis, made only $29 million at the US box office. That makes it a flop, given the film reportedly cost close to $200 million to produce, according to Deadline. Variety reports that the movie cost $185 million to make, with up to $100 million more in marketing costs.
The site said a $29 million opening for the movie--which was directed by Deadpool's Tim Miller--is a "terrible result" and just the latest struggle for the Terminator franchise. 2015's Terminator: Genisys, which ultimately grossed just $90 million domestically, made only $27 million for its opening weekend in the US.
The Terminator movies are made by film companies Paramount and Skydance, and Dark Fate is just their latest poorly performing movie. Their previous release, the Will Smith-starring Gemini Man, also bombed at the box office and is predicted to lose money.
Dark Fate was No. 1 at the US box office this weekend, but its $29 million opening was the lowest No. 1 first-weekend result for any movie since 2013's Ender's Game ($27 million).
Dark Fate was financed mainly by three companies--Paramount, Skydance, and Disney (via Fox). Each company put in 30 percent, with China's Tencent adding the rest. Variety reported that Dark Fate could end up losing $100 million at the box office, though those losses could be mitigated through deals for TV and streaming, along with rentals and other sources.
Dark Fate picked up decent review scores from critics, while the movie received a very solid B+ rating on CinemaScore (which measures audience reaction). If Paramount was trying to reinvigorate the series with a younger audience, that didn't really work. The movie's domestic box office was made up of only 25 percent of people in the 18-24 age bracket.
Behind the scenes, Dark Fate ran into problems as well. James Cameron, who wrote and directed the first Terminator movie and remains attached to the series as a producer, told CinemaBlend that there were "many" disagreements during the editing process.
"The blood is still being scrubbed off the walls from those creative battles. This is a film that was forged in fire," he recalled.
According to Cameron, Miller--the director--wanted more control over the direction of the film. "Tim wanted to make it his movie. And I'm like, 'Yeah, but I kind of know a little about this world.' So I had the matter and the anti-matter version of that producorial experience," he said.
Posted by: xSicKxBot - 11-04-2019, 09:27 AM - Forum: Lounge
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Microsoft Shares Sneak Peek At Its Black Friday 2019 Deals
Black Friday isn't until the end of the month, but that hasn't stopped multiple stores from giving sneak peeks at their upcoming discounts. Microsoft is next out of the gate for Black Friday, revealing the kind of deals we can expect on that fated day of sales.
Microsoft's Black Friday sneak peek details plenty of deals on its Surface devices--Pro, Laptop, Book, and Go--in addition to gaming laptops, monitors, and headphones. The sneak peek is light on Xbox One deals, but there are still a few. Discounts on Xbox One controllers, headsets, and hard drives are advertisted, in addition to 50% off Sea of Thieves: Anniversary Edition. All Xbox One deals will kick off on November 24, and thankfully, there is still more to be revealed.
More Xbox One Black Friday deals will be announced at the company's X019 event in London. For those at home, the Inside Xbox livestream kicks off at 12 PM PT / 3 PM ET on November 14. You can watch on Mixer, Twitch, or YouTube, but if you can't watch at that time, then don't worry: we'll report back on all the deals that get revealed.
We've collected some of the best upcoming deals and laid them out below, but be sure to head over to Microsoft.com to see the full list of offerings. Note that some of the exact sale prices haven't been revealed yet, but we've listed the discounts as shown on Microsoft's deals page and will update with exact pricing when available.
TexGraph is a free procedural texture generation tool that runs on the Windows platform. TexGraph is described as follows:
TexGraph is a procedural texture creation tool that let you create textures by connecting nodes in a graph. It is designed to be similar to other tools in the market but at the same time be very simple and easy to use and extent by users.
If you are a shader programmer you can create your own nodes or edit the existing ones. Check the github page https://github.com/galloscript/TexGraph-Public and the Programming Custom Nodes section of the user manual for more information.
TexGraph is available for download on Itch.io here. While not open source, TexGraph is very easy to customize. New nodes are simply GLSL scripts, while new models and HDR maps can easily be added to the project.
You can learn more about TexGraph and see it in action in the video below. Another similar tool to TexGraph is the Godot based Material Maker project that you can learn more about here.
Bad North has a comically understated name and ‘tastefully’ understated gameplay to match. It manages to be as interesting as possible while remaining extremely simple, or rather, clear-cut. Moving ever eastward, the player sends groups of nordic soldiers to islands to escape an encroaching hoard. As they move along, rewards will bulk up the makeshift army with reinforcements, equipment and veterancy upgrades.
This is a short campaign with roguelike elements and it strikes a nice balance between duration and progression. The real-time-with-pause control scheme is brisk yet effortless, and the replayability is fair. While not entirely novel, the game is extremely refined and well-balanced. It’s a real keeper with staying power.
Buyer buyer:this review’s stout recommendation only goes into effect once they squash some truly vile bugs in the current version.
As a style philosophy, minimalism means maximum engagement; nothing comes between the individual and the pure experience. Bad North is minimal because it presents itself as directly to the player as possible, with little extra narration or theme, simple readable graphics and design. More than anything, the combat is easy to navigate and understand. Waves of invaders land on the shores and move to raze the buildings and their inhabitants.
Your forces play defense, scuttling from space to space to slay the invaders before this happens. Each island is procedurally generated, with a unique mixture of terrain, enemy composition and potential rewards. Your rag-tag band of soldiers will be built up provisionally; roguelikes are about assembly and flexibility as much as hardcore strategy.
To spice things up, there are archers, pikemen and swordsmen as unit classes, and a smattering of active abilities. Each has its place, both in the heat of battle and also as part of a larger campaign strategy. Archers excel at range, pikemen from a stationary position, and swordsmen as jack-of-all-trades. The enemies come in analogous forms, as well as some beefy mini-boss types and meatshields. What you see is what you get: no real numbers or stats obscure combat, so watching the action become the primary source of intel and feedback. It’s liberating.
The game also scales incredibly smoothly. It has three difficulty settings initially, along with an unlockable Very Hard setting for the masochists. Additionally, the challenge of the islands ramps up at such a goldilocks pace, throwing out perks and curveballs with equal measure. A given island will only take a few minutes to clear, but these pebbles build up to a mountain of a campaign. It makes me nostalgic for the bygone era of well-made Flash games you could play on the web.
Bad North has that same sense of flow as FTL or Binding of Isaac, with the nagging urge to just push things a little further. Stretching forces thin when island-hopping gets more loot, because commanders must recharge after a fight. Once a fifth commander joins, or one gets a jug letting it fight every turn without pause, the player can try to snap up smaller islands on off-turns by deliberately using a smaller fighting force. The encroaching fleet only advances when the player pauses to let their troops, recharge, see, so you can effectively move twice with a little luck. Suffice to say there are edge cases where the player can take on extra risks for a little boost.
90% of this game’s fun factor come from the attention paid to its balance and pacing. The gameplay is good but, let’s be honest, hardly groundbreaking. All these disparate elements combine to offer a game that is decently challenging but feels breezy. Casual, even. The hard modes just means turning up the heat; changing the difficulty through degree and not by introducing new mechanics. It makes the acceptable margins of performance narrower, demanding the same skill set turned up to eleven. ‘Harder’ just means utilizing better technique, not really finding creative solutions.
The game is direct to a fault. The movement and terrain are easy to assess at a glance, and if anything they are too forgiving. Still, theirs is a subtle influence. The travel time and pathing sometimes create chokepoints which archers can exploit. If the troops are too close to a landing party they get stunned by the boat’s impact. The Archer’s range is contingent on elevation, so a high perch means unilateral firing power. Larger houses heal troops to full health faster. These small flourishes of mechanics are all the game has to offer. All this is just to say that micromanaging the units second-by-second is pretty much mandatory beyond a certain point.
Now for the caveat emptor. This is a very buggy release, at least by my reckoning. There are fairly common reports of unfixable crashes and fail states which ruin runs part of the way through. It appears to be something where the system gets stuck on a particular island generation and just cannot load it. Oh, and I witnessed some broken textures. Because the most common bug often makes the game unplayable past a certain point, everyone needs to wait until they patch this sucker out. I finished a campaign in around three hours but also had to abandon some.
Bad North is a gorgeous and chill game. Strangely enough for a game about the bleak, inhospitable north, it would make a perfect game paired with a leisurely vacation somewhere indolent and sunny. The matches are short and the campaign is only medium-length. It taxes the fingers more than the gray matter, honestly. It wears its influences smartly, and polishes more than it innovates, but is still an engaging and thoughtful experience. Unfortunately the buggy release state and slight repetitiveness of additional runs mean that Bad North has gone south. Visit it again before the Solstice and I do believe it will be excellent once more.
Editor’s Note: In Michael’s notes, he mentioned that this game would score a 3/5 with bugs, 4/5 without bugs. Since all indications point to Raw Fury hard at work on fixing these issues and it not being totally wide spread (I didn’t encounter them on Android, for example), I’ve gone with the higher score on the assumption that these issues won’t be for much longer.
Posted by: xSicKxBot - 11-04-2019, 01:04 AM - Forum: Lounge
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Destiny 2 Update 2.6.1
Festival of the Lost
2018 Masks
Owners of 2018 Festival of the Lost masks automatically receive the associated ornaments to be used on the 2019 Festival of the Lost helmet
Combat Systems
Abilities
Striker—Code of the Juggernaut (Bottom Path)
Trample:
Reduced amount returned possible per kill from 15% to 13% (before diminishing returns)
Reduced the low end of the diminishing returns from 5% to 3.25%
Changed the kills for the diminishing returns by splitting them out between players and combatants
Was previously 15 kills; is now 14 combatant kills or 7 opposing Guardian kills (opposing Guardians count 2x toward diminishing returns)
Tuned the amount of Super energy returned per kill
Cost of Light attack in Super increased by 50% from 2% to 3%
Regeneration on kill no longer procs on Super kills
Dawnblade—Attunement of Flame (Bottom Path)
Everlasting Flames:
Increased the low end of the diminishing returns from 0.75% to 0.95%
Changed the kills for the diminishing returns by splitting them out between players and combatants
Previously it was 30 kills. Now it is 21 combatant kills or 7 opposing Guardian kills (opposing Guardians count 3x toward diminishing returns)
Tuned the amount of Super energy returned per kill (handled differently than Striker as this attack is an AoE)
Sentinel—Code of the Protector (Top Path)
Ward of Dawn:
Armor of Light timer now correlates with the life of the Ward of Dawn
Particle FX move more rapidly toward the end of the Ward of Dawn’s life
Nightstalker—Way of the Wraith (Middle Path)
Shattering Strike:
Shattering Strike lasts the proper 9 seconds once again
Fixed a bug in which Shattering Strike activation window was reduced to 3 seconds along with Truesight
Shoulder Charge
We’ve removed a bug that allowed players to shoot immediately before activating shoulder charge, which allowed players to apply the 1–2 Punch damage buff to shoulder charge.
Weapons
Exotics
Jötunn
Fixed an issue that caused this weapon to impact multiple times at close ranges
Divinity
Increased the Weaken effect from 25% to 30%
NOTE: The Weaken effect from Judgment is not intended to stack with other Weaken effects. This issue will be fixed at a later date. The “cage” will still appear and act as a precision weak point in these cases, but the multipliers themselves will not stack.
Fixed an issue where Destiny 2 would crash if this weapon was combined with target-marking effects such as Vengeance (One-Eyed Mask)
Deathbringer
Fixed the reload timing on this weapon
NOTE: This also affects other Rocket Launchers that share the same reload animation
Legendary
Adhortative
Fixed an issue that would cause the leaves on this weapon to distort visually
Prophet of Doom
Fixed an issue with the placement of shells during the reload animation
Hush
Fixed a bug that prevented Archer’s Gambit from activating if the player manually un-draws their Bow and starts sprinting at the same time
Armor
Sealed Ahamkara’s Grasps now have a short cooldown period between perk activations
Stats and Perks
Armor 2.0 mods that trigger on orb collection or using your class ability now no longer stack with their pre-Armor 2.0 versions
Pre-Armor 2.0 Exotics now have correct stat packages
Armor 1.0 Traction perk applies +5 Mobility, in line with Armor 2.0 Traction mod
PC
Steam
Blocking communication with players in Steam will now block/mute players in Destiny 2
Added functionality for /addfriend and /removefriend commands
/addfriend [ PlayerName ]
/removefriend [ PlayerName ]
Note: Players must be in one of your rosters (fireteam, friends, or clan) in order to add/remove them as a friend.
Added functionality for /invite command
/invite [ PlayerName ]
Note: Players must be in one of your rosters (fireteam, friends, or clan) in order to invite them by player name.
/invite [ SteamID ]
Note: You can invite players by SteamID, regardless of whether they’re in your roster or not.
Players can now /invite and /join another player regardless of their Steam online status (online, invisible, or offline)
/help description updated to reflect new changes to commands
Investment
Ornaments
When an ornament has been applied to a weapon or armor item, its icon will now update to reflect the currently equipped ornament
Universal ornament packages that have been purchased but not opened now properly indicate they are owned in the Eververse store
Season Pass
The Vow’s catalyst quest step now properly references “strike playlists” rather than the erroneous “strike activities”
The Season Pass bonus Catalyst quest boost omega now properly describes is progression acceleration as “quadruples” rather than the erroneous “triples”
The Exotic ship Never Live It Down now properly displays its name in the lore tab title section
Power and Progression
Exotic quest “Symphony of Death” awards more XP than intended; set this to be the same as other Exotic quests
Exotic quest “Make Bows, Not War” awards more XP than intended; set this to be the same as other Exotic quests
Increased the Power of gear awarded by “Invitations of the Nine” bounties “Into the Unknown” to be powerful
Nightmare Hunts
Increased the damage multiplier granted by Unstable Essence at difficulty levels Hero, Legend, and Master
Adjusted Unstable Essence to be significantly more effective against Nightmares than Nightmare Bosses
The Swordbearer Nightmare’s Sword in Nightmare Hunt: Despair now drains half as fast once a player equips it
Navigation waypoint added to Nightmare Hunt: Servitude to help guide players more effectively toward the final encounter
Hunts now have idle protection; idle players will not receive rewards
Raids
Garden of Salvation
Encounter rewards are now delivered as engrams instead of directly granted in the loot feed
Fixed an exploit where Cyclopes could be knocked off of their towers in the final encounter
Increased the radius for Relay Defender and Enhanced Relay Defender mods
Fixed an issue where music would not start properly when players enter the final boss arena
Fixed an issue where Consecrated Mind could slam into walls during DPS
Fixed an issue where geometry in the final encounter space could appear completely black when being removed or recreated
Fixed an issue where weekly challenge rewards could be re-earned repeatedly by deleting and creating new characters
Last Wish
Apprentice Guide and Journeyman Guide emblem variants will appear in collections after players discover them.
Destinations
Moon
Fixed an issue where the first Shadowkeep campaign quest step “In Search of Answers” could go to Postmaster if player’s quests inventory was full
Affected players can now recover the Shadowkeep campaign quest from Eris in the “Abandoned Quests” section
“Essence of Vanity” pursuit now displays number of Sniper Rifle kills required for completion; it will now display progress out of 25 instead of just progress
Lost Ghost Traces will no longer drop after all Dead Ghosts have been found; extra Traces will be removed from inventory when the last Dead Ghost is found
Fixed an issue in which using the Firewall Data Fragment in the K1 Revelation Lost Sector didn’t have a chance of providing a Cleansed Essence after three weeks of completions
Fixed an issue where Cross Save-enabled players could turn in a cleansed Essence to the Lectern of Enchantment and receive no rewards
If playing on a platform on which you don’t own Shadowkeep, the Lectern will no longer show the Essence reward screen
To receive the reward, log on to the platform on which you own Shadowkeep and visit the Lectern
Fixed an issue where daily bounties for both Eris and the Lectern of Enchantment were rotating weekly instead of daily
Fixed an issue where the Moon bounty “Tidal Lock” would progress only in Nightmare Hunts; it will now progress anywhere on the Moon
Phantasmal Core stack cap raised from 3 to 999
Triumph “Lore of Luna” now progresses when scan patrols are completed in Sorrow’s Harbor.
Removed blank, unobtainable page from lore book “Unveiling”
Fixed an issue where players who finished their bunny collection faster than expected weren’t awarded with the “Lunar Gloom” shader
On login, affected players will have a stack of five of this shader in their inventory and unlocked in Collections
Black Armory (Misc)
Quests for Gofannon and Izanami forges still existed on veteran characters who were on steps that could not be progressed; those steps have been removed from the players inventories
Fixed an issue where players could not acquire nor complete the Key Mold quest for Izanagi’s Burden
The Lock and Key (Mysterious Box) quest can be abandoned; players can reacquire the abandoned quest at Ada-1
The “Harvest Time” bounty will now progress when collecting Helium Filaments
Dreaming City
Balanced Awoken Talisman has been removed from veteran players’ inventories; it is no longer needed to access Dreaming City/Shattered Throne/Wish Ender quest
Fixed a bug that allowed players to loot the Orrery chest an unlimited number of times
Shattered Throne
Fixed an issue where, upon defeating Dul Incaru at the end of Shattered Throne, players could return to orbit and have a checkpoint for the activity; defeating the boss will now immediately complete the activity and award credit
Nessus
Exodus Black world quest turn-in step can be recovered from Failsafe if players abandon it
Mars and Mercury
Heroic adventures will now be available on their respective destinations when Mars or Mercury are featured as a Flashpoint
EDZ
Fixed an issue where the “Enhance” quest was no longer available
Reckoning
Fixed an issue where Warlocks who wagered Weak Motes in Reckoning were incorrectly being rewarded Titan gear
Increased stack size of Gambit Prime Synths to 999
Crucible
Fixed an exploit in Countdown that allowed the defending team to get free wins by continuously swapping gear between rounds
Fixed an issue that prevented some players from earning the Silimar’s Design Iron Banner Triumph; the Triumph will be awarded retroactively to any players who encountered this issue
Vendors
Benedict 99-40
Removed initial Vendor Challenge from Benedict 99-40
Ada-1
Removed challenge from Black Armory Forge unlock quest
Weekly Black Armory bounties now award Black Armory armor pieces
Yuna (IGR Only)
Yuna’s inventory is now updated to vend Armor 2.0 versions of Exotic armor
Eris and Rune Table
Daily bounties will now rotate daily, as opposed to weekly
General
Fixed an issue where Gyro Ghost Shell’s rings would animate improperly when summoned
Increased idle protections across numerous PvE playlists
Play the game, get rewards
Seriously, just play the game
Don’t leave your team hanging
It’s not very nice
The Traitor’s Fate sword is no longer marked as “Requires Exclusive Item” and can be successfully equipped
Lore Tabs
Added Lore Tabs for the following Shadowkeep rewards:
Legendary Garden of Salvation rewards
15 unique lore tabs
Divinity
Monte Carlo
Deathbringer
Leviathan’s Breath
Eriana’s Vow
Assassin’s Cowl
Phoenix Cradle
Stormdancer’s Brace
Never Live It Down
Activities
Crucible
Control
Heavy Ammo initial spawn changed to 60 seconds (was 45 seconds)
Iron Banner Control
Heavy Ammo initial spawn changed to 60 seconds (was 45 seconds)
Heavy Ammo additional spawning changed to every 120 seconds (was every 60 seconds)
Survival
Heavy Ammo initial spawn changed to 60 seconds (was 30 seconds)
Reduced the amount of Heavy Ammo granted to match Elimination and 6v6 modes
UI Systems
Accessibility
Added accessibility options for subtitles, which are available during account creation and the Settings screen
The options add the ability for players to change the font size, font color, subtitle background style, and subtitle background opacity
Added the continuous tabbing when tabbing past each end of the Director
Reorganized some of the Settings on PC to better organize where certain options are sorted
Changed the text opacity for the menu navigation bar to improve visibility with certain emblem themes
General
Forsaken subclasses will display the correct Super icon in the PvP HUD; all Sentinal and Arcstrider subclasses still use the same Super icon for each of their three subclasses; these Supers will have new icons
Thundercrash
Burning Maul
Blade Barrage
Spectral Blades
Nova Warp
Well of Radiance
Chaos Reach
Fixed an issue that increased loading times for gear preview while in space flight
Added protections against intense strobe effects that can be encountered if the player’s health is near the shield break threshold and the player has a damage-over-time effect and a healing effect active at the same time
Fixed an issue where the page pips in the Quest tab would become highlighted when selecting on the screen
Fixed an issue where the Strike node on the Moon map would not show a breadcrumb icon during the Shadowkeep campaign
Fixed an issue where icons on the Season Pass would load at different times
Fixed an issue where Cross Saved accounts would show incorrect names
Removed the inaccurate “Season Rank” display while inspecting another player
Fixed an issue where equipping an already-acquired emblem would cause the loot stream notification to appear
Fixed an issue where Destiny Guardians was not being displayed for the Korea region
Fixed an issue where gearset icons (such as Gambit Prime or Revelry armor) on the character screen would have empty spaces between them
Changed the objective text on the Cache Out bounty to “Chests looted”
Fixed an issue where the Spell of Abolition emote wasn’t showing in the emote feed
It Looks Like AlphaDream’s Last Project Was Mario & Sonic At The Olympic Games
Last month, it was discovered the Japanese developer AlphaDream filed for bankruptcy after the development costs of its projects got the better of it. The company was best known for its Mario & Luigi RPG series and had most recently released Mario & Luigi: Bowser’s Inside Story + Bowser Jr.’s Journey on the Nintendo 3DS at the beginning of 2019.
What wasn’t known, though, was the developer had actually helped out on an upcoming Nintendo Switch exclusive before shutting its doors. As stated in the headline, that game was Mario & Sonic at the Olympic Games Tokyo 2020. This information was revealed in the game’s credits, courtesy of Zephiel810 over on YouTube. Here’s a look:
AlphaDream was reportedly one of four developers Sega had contracted out to help provide support on its latest Mario and Sonic themed Olympics title. The other three teams working on the project were Racjin, Yuke’s and Success Corp – all of these companies had previously worked on the series in the past.
The October report from Yahoo! Japan revealed AlphaDream was 465 million yen in debt (roughly £3.5 million / $4.3 million USD) as of March 2018. At this point in time, its unclear what will happen to the Mario & Luigi series going forward. Sales for the latest Mario & Luigi re-release on 3DS were so poor, Nintendo allegedly decided to cancel its future plans for the system.
Posted by: xSicKxBot - 11-04-2019, 01:03 AM - Forum: Lounge
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Report: Amazon cracking down on third-party sales of Nintendo products
Some merchants who sell Nintendo products have reportedly received notices that they will need to get Nintendo’s approval if they wish to continue selling old and new Nintendo games and hardware on Amazon.
While neither Nintendo nor Amazon have yet publicly confirmed this, an email one vendor purportedly received from Amazon and passed on to The Verge spells out the new requirement and stipulates that “if you do not obtain approval to sell these products prior to 2019-10-31, your listings for these products will be removed.”
The vendor claimed they received the warning on the 31st, making it effectively impossible for them to contact Nintendo and get approval before the new requirement went into effect.
Gamasutra has contacted representatives of Amazon and Nintendo for confirmation and further clarification of this new requirement. If it remains in place, this will presumably put a stop to the lion’s share of used Nintendo games and hardware sales conducted via Amazon.
The Verge helpfully points out that this new arrangement is much akin to the deal Amazon hammered out with Apple this time last year, which saw Apple selling its products directly on Amazon while Amazon limited sales of Apple products to the company itself and its authorized resellers.