All players who have completed Forsaken may acquire an Imperial Summons from Benedict 99-40 in the Tower. This quest grants Power Surge gear.
Crown of Sorrow raid begins at 4 PM PDT.
Sandbox
Weapons
Ace of Spades
No longer two-taps when paired with One-Eyed Mask’s Vengeance perk if the victim has at least 4 resilience.
Memento Mori restored to 6 bullets, but bullets are now lost on stow.
Lord of Wolves
Release the Wolves perk can now be activated on special reload instead of on kill.
Normal burst damage decreased by 20%.
Release the Wolves non-precision damage decreased by 23%; precision damage decreased by 34%.
Sleeper Simulant
Reduced bounce damage against bosses, minibosses, and vehicles by 95%.
Reduced precision multiplier, but increased base damage by 66%.
This change results in precision shots dealing approximately the same damage as before, but you are punished less for landing non-precision shots.
Sturm and Drang
Storm and Stress max overcharge rounds increased to 99.
“Sturm Overcharge” buff text now displays the number of overcharge rounds.
Overcharge damage increased by 100% in PvE.
Fixed an issue where a 10% precision damage bonus remained on Sturm when it had used all its overcharge rounds.
Whisper of the Worm
White Nail perk now loads the magazine from reserves.
Increased ammo reserves to max 18 without armor perks.
Fixed an issue where White Nail would fail to activate under certain network conditions.
Luna’s Howl/Not Forgotten
RPM changed to 150; damage was adjusted to match other 150 RPM (lightweight) Hand Cannons.
These weapons still retain the Precision sub-archetype benefits and firing animation.
Magnificent Howl has been reworked.
Rapidly landing two precision hits now increases damage and range on your next shot.
The damage increase affects only non-precision damage, but the bonus range is applied regardless.
Fixed an issue where Magnificent Howl would be slow to activate under certain network conditions.
Fusion Rifles (Non-Exotic)
Damage increased against PvE combatants:
High-impact increased by 30%.
Precision increased by 44%.
Adaptive increased by 44%.
Rapid-fire increased by 47%.
Exotic Fusion Rifles
Note: Changes to Exotic Fusion Rifles are due to archetype tweaks and not direct changes; most of these are minor.
Jötunn
Changes affect PvE damage only.
Impact damage increased by 10%.
Detonation damage reduced by 15%.
DOT damage increased by 10%.
This results in an overall 5% increase in total damage.
Merciless
Damage of first bullet at slowest charge time increased by 30%, which decreases as the weapon reaches its fastest charge time. Damage at the fastest charge time is unchanged.
Telesto
Impact damage increased by 49%.
Detonation increased by 3%.
This is an overall damage increase of 4%.
Submachine Guns
Minor adjustment to idle pose for SMG archetype to help set it apart from the rifle archetypes.
Updated firing animations to better reflect the shooting experience of an SMG.
Dev Commentary: These changes apply to hipfire only, and do not impact accuracy. The goal of this change was to enhance the feeling of shooting an SMG. We’ve added a random fire pose that will add variation and make the gun feel a little more unstable and lively in your hands. We’ve also added a progressive fire animation that will give your Guardian a feeling of gripping and controlling the more active weapon during sustained fire.
Swords
General
Ammo capacity increased to a max of 70.
Starting ammo increased by 10.
Black Talon
Ground and aerial projectile ammo cost increased from 3 to 4.
Adaptive Frame
Ground uppercut ammo cost increased from 3 to 4.
Aggressive Frame
Now lunge at target with their aerial light attack.
Light attack consolidated into a single damage event.
Slam attack consolidated into a single damage event.
Slam attack ammo cost increased from 3 to 4.
Lightweight Frame
Tuned damage output.
Ground light attack increased by 17%.
Aerial light attack decreased by 21%.
Ground dash attack increased by 87%.
Aerial dash attack increased by 78%.
No ammo aerial light attack decreased by 49%.
All other no-ammo attacks decreased by 15%.
Ground dash attack ammo cost increased from 2 to 3.
General
Fixed an issue where magazine-size indicators didn’t display the proper arrows when changing magazine perks on the Breath of the Dragon and Trackless Waste SMGs.
Truesight’s “weakened” enemy highlight or glowing will no longer appear to flicker erratically.
Armor
Super-Generating Exotic Armor
Skull of Dire Ahamkara, Orpheus Rigs, and Phoenix Protocol now grant Super energy back on diminishing returns, making it rarer to get a full Super back.
Shards of Galanor and Ursa Furiosa had their Super gain caps reduced to be in parity with other Super Exotic changes.
Adjusted amount of Spectral Blade Super restoration when defeating enemies with Gwisin Vest.
1 PvP kill = 11.1% → 8.3%
2 PvP kills = 19.1% → 12.5%
3 PvP kills = 20.8% → 14.2%
4 PvP kills = 21% → 15.8%
5 PvP kills = 21% → 16.7%
1 Dreg kill = 7% → 11.1%
2 Dreg kills = 17.7% → 14.3%
3 Dreg kills = 20% → 16.5%
4 Dreg kills = 20.9% → 16.9%
5 Dreg kills = 21% → 17.1%
Minor adjustments to the Heavy Ammo Finder perk.
Gemini Jester
Increased duration of disorient and no-radar effects by 0.5 seconds.
Aeon Gauntlets
Potency of energy given by Aeon Arms increased for all classes.
Titans now trigger Aeon Arms off of melee kills instead of barricade, and they receive melee energy.
Visual effects on Aeon Gauntlets altered for all classes to distinguish between a player whose energy is full or not.
Abilities
Fixed an issue where “Six-Shooter” refunds a bullet when destroying Titan barricades.
Fixed an issue where “Entropic Pull” melee and “Devour” melee were applying a physics impulse that pushed enemies away.
Fixed an issue where using Chaos Reach with Geomag Stabilizers could sometimes lead to weapons disappearing.
Fixed an issue where players could gain full grenade energy when canceling out of a Nova Warp Super.
Fixed an issue where Combination Blow’s melee damage buff was buffing the Arc Staff Super in PvP environments.
Note: This was addressed for PvE in a previous update.
Moving between overlapping Wells of Radiance no longer lead to removing the buff earlier than expected.
Investment
Clans
Clan XP has been reset for Season 7 start.
A new weekly bonus bounty has been added for Season 7. This bounty is available at the max clan rank.
Emotes
The Luxurious Toast emote now allows players to sit for as long as they desire.
Eververse
The Eververse storefront has been updated.
Cayde’s Exotic Stash items have been added to Eververse’s Bright Dust inventory for weeks 1–4.
Rewards UI/UX
The Pursuits inventory has been moved to the Director menu.
Players may now hold up to 63 pursuits at a given time.
Catalysts are now tracked on the Triumphs page.
Updated Taken and Fallen armor mods to follow the same naming convention.
All shader items have had their icons updated.
Fixed an issue where the action for applying shaders, ornaments, holograms, or using consumables was getting cancelled and not applying on the first attempt.
Note: There are still actions that will cancel the apply function, such as hitting the “Preview” button, exiting Inventory early, letting up on the “Apply” button too early, or completely moving the cursor off of the item being applied.
Vendors
Benedict 99-40
Relocated to the Annex in the Tower.
The Gunsmith
Now offers three daily and two weekly weapon-focused bounties, rewarding Enhancement Cores, mod components, and mods.
Scrapper bounties will no longer drop when dismantling gear.
Existing scrapper bounties will remain in your inventory until expiration or completion.
Xûr
Now properly offers random rolls on Exotic armor after refusing to do so in Destiny 2 Update 2.2.1.
We’ve had a chat with him; if something like this happens again, he’ll be in trouble.
Drifter/Vanguard
Weekly reward packages from the Allegiance quest have been retired with the conclusion of Season of the Drifter.
Fixed an issue where some players wouldn’t see updated vendors and bounty lists after the weekly reset occurred.
General
The Sony-exclusive Hunter armor set “Red Moon Phantom Suit” should no longer appear in Collections for Xbox and PC players.
Fixed an issue where weapon engrams were incorrectly appearing as Masterworked in the loot stream if a player’s inventory was full when walking over them.
Fixed an issue where Arbalest could not be acquired by players who do not own the Annual Pass.
Activities
Raids
Further addressed GUITAR errors that could occur in the Last Wish raid.
Crucible
Players can no longer win Crucible matches by getting kills after the timer has expired.
Fixes an issue where a player could hear the audio for a 20-kill streak but not receive the medal if the 20th kill happened after the match ended.
The Triumph “We Ran Out of Medals” (20-kill streak) will be rewarded if the final kills happen before the match timer ends.
Patrol
After activating the totem, killing the weekly wanted targets will now correctly complete the activity and bounty.
Heroic Adventures
Fixed an issue where players would sometimes load into a different Heroic Adventure on Mars than what was being displayed on the Totem.
Strikes
The “Glass” modifier has been removed from Strikes
The Weekly Challenge has been updated
Players must match their subclass element to the weekly elemental singe to earn progress
Tower
Fixed issues with two Ghost scannables in the Tower
“The one about the Speaker’s quarters…” was moved to outside his door along the walkway.
“The one about Banshee-44 and his old location…” was moved and placed on the ground in the corner.
Niobe Labs/Bergusia Forge
Fixed an issue where players on PC were experiencing crashes traversing Niobe Labs and Bergusia Forge spaces.
Commando/Zero Hour
Fixed bug where players could freeze the activity timer in Zero Hour mission.
Fixed bug where the Heroic version of Zero Hour would be available only on the first character to complete the activity on each account.
Misc.
Fallen mines are no longer impervious to being destroyed while on the ground.
A new Jumanji video game is coming from Bandai Namco, based on the movie franchise with a new sequel coming this fall. Jumanji: The Video Game will hit PC, PlayStation 4, Xbox One, and Nintendo Switch on November 15.
The game follows the four heroes introduced in 2017's Jumanji movie: Dr. Smolder Bravestone, Ruby Roundhouse, Franklin "Mouse" Finbar, and Professor Shelly Oberon. Each one has their own special set of skills to contribute to the team. You'll be seeking the Jewels of Jumanji and fighting through creatures, traps, and marauders to find your way back home.
In Jumanji: Welcome to the Jungle, four teenagers entered the world of a retro video game--as opposed to the board game concept of the original film. And each in-game avatar had their own special abilities, like martial arts expertise or zoology. A sequel is coming in December. A teaser released alongside the announcement doesn't show much, but does reveal characters in the likenesses of the actors who played them in the movie: Jack Black, Dwayne "The Rock" Johnson, Karen Gillan, and Kevin Hart.
"Jumanji is a property we have been eager to work with for a long time," said Outright CEO Terry Malham, in the announcement. "Our specialty as a video game publisher is in producing high-quality interactive-entertainment for the whole family to enjoy and there is no brand more exciting for families right now than Jumanji."
Physics-Based Puzzle Platformer Deleveled Launches On Switch eShop This Autumn
If you prefer your puzzle experiences to be mixed with some platforming action, the momentum and physics-based puzzle platformer Deleveled might be worth keeping an eye on. The game launches on the Switch eShop this Autumn for $9.99 and is from The Quantum Astrophysicists Guild – previously responsible for The Bridge, Tumblestone and Almost There: The Platformer.
In Deleveled, you control two characters simultaneously who fall in opposite directions. One falls down, while the other falls upwards. Neither can actually jump, but both can exchange momentum through solid objects. The requirement is to use your characters to flip switches in order to exit each level. All up, you’ll work your through ten worlds and experience more than 100 levels. Each area is filled with secrets and there are even bonus levels to explore. This is supported by a chiptune soundtrack, with each world uniquely scored.
Tell us below if you would be interested in trying out this puzzle platformer when it is eventually released.
Posted by: xSicKxBot - 06-05-2019, 04:33 PM - Forum: Windows
- No Replies
How AI is helping elephants, orcas and other species
Elephants used to wanderfreely acrossAsia. Today, they roam through a fraction of the landthey used to.As the human population grows, Asian elephant habitatcontinues to shrink. In Africa, the story isn’t much brighter: In addition to dwindling habitat, the African elephant contends with an illegal ivory trade that kills more than 20,000 elephants a year. Conservationists and researchers are doing all they can.Butwith fewer than 500,000 elephants left worldwide, time is running out. That’s where programs like AI for Earth come in. AI for Earth grants are awarded to projects that change the way people and organizations monitor, model and, ultimately, manage Earth’s natural systems. More than 300 grants have been given to projects in 60 countries. That’s good news for elephants—and other animals, too.See howresearchers, conservationists and scientists are using Microsoft’scloud and AI tools to understand diverse species and safeguard vulnerable animals.
Elephants
Larry Li from Unsplash.com
Organizations likeConservation Metrics (with the Elephant Listening Project)use AI-enabled toolsto help ensure a better future for the elephants. To monitor and predict poaching threats, Conservation Metrics and the Elephant Listening Projectuse acoustic surveys,and Save the Elephants relies on GPS tracking collars.
Posted by: xSicKxBot - 06-05-2019, 09:47 AM - Forum: Lounge
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Netflix Show Dead To Me Renewed For Season 2
The Netflix drama Dead to Me starring Christina Applegate and Linda Cardellini is coming back for a second season. The dark comedy/drama's second season is on the way but the network did not announce a premiere date or any other details about Season 2 apart from that it will continue the storylines of Jen (Applegate) and Judy (Cardellini).
The show was created by Liz Feldman, and she's returning as well to continue to be its showrunner and executive producer.
Dead to Me Season 1 premiered on May 3, so the renewal order came after just one month.
Dead to Me is produced by GameSpot parent company CBS Corp.'s CBS Television division. Gary Sanchez Productions and Gloria Sanchez Productions are executive producing with Jessica Elbaum, Will Ferrell, Adam McKay, and Christie Smith.
THQ Nordic Will Reveal Three New Games Over The Next Three Days
THQ Nordic has revealed that it will be revealing three new games over the next three days.
We’d love to give you more info on what these could possibly be, but the press release sharing this announcement is purposely vague and teasing. It simply reads, “Three games, three days. Because the best things come in threes”.
Luckily, THQ has been kind enough to let us know when these games will be revealed. You’ll want to keep an eye out on its social media accounts at the following times (naturally, if any of the games are destined for Switch, we’ll let you know right here, too):
Game 1: June 5th | 3pm BST / 4pm CET / 10am EST Game 2: June 6th | 6pm BST / 7pm CET / 2pm EST Game 3: June 7th | 6pm BST / 7pm CET / 2pm EST
Review: Timespinner – Another Superb Metroidvania For Your Nintendo Switch
In Timespinner, the player steps into the shoes of Lunais, a young woman in a nomadic society that trains talented magical youth like her as Time Messengers – people prepared to be flung back in time to warn of dangers to the clan. The spacefaring Lachiemi empire has become one such danger, and is obsessed with possessing the titular Timespinner. The game opens at Lunais’ birthday party, which is inevitably crashed by Emperor Nuvius himself – sans invite, avec death squad – and Lunais barely makes it to the Timespinner before it is destroyed, her mother killed as a parting shot.
Only, the Timespinner doesn’t send you into the past – it sends you to Lachiem itself. With Lunais vowing revenge against Nuvius and gradually learning more about Lachiem in the present and at an important moment in its ancient history, Timespinner goes in some interesting directions with how Lunais’ revenge may take form.
In Timespinner, the storytelling possibilities of the Metroidvania format are used intelligently by the small team at developer Lunar Ray Games. Time travel is, after all, the ultimate form of backtracking, and the large interconnected world map gains an extra sense of place when it can be visited at different points in history. The game’s dense and well-realised backstory is wisely mostly kept to collectable documents, downloads and memories, but completionists will enjoy tracking down, reading and immersing themselves in the materials on offer.
Optional sidequests, meanwhile, focus on the evolving relationships of a small group of soldiers you slowly assemble through exploration, putting a human face on a planet that you don’t actually visit during the course of the game, adding to a sense of a fictional creation larger than its levels.
Perhaps most commendably, you get the feeling that a lesser Metroidvania would have taken Timespinner’s ‘two time period’ gimmick and served Castlevania and Metroid settings with little to no alteration. While it’s true that Lachiem’s past has the castles and its present has labs filled with scientific abominations, the originality of the story keeps the games from veering too far down either well-trodden path. The fantastic pixel artwork seals the deal, with the cities of Lachiem’s present given a more ‘decopunk’ feel, and locations and enemies from both eras reoccurring in visually distinct but connected ways.
Given the time travel premise, there are a few different endings on offer here, but you’ll need to explore the world relatively thoroughly to go down all available paths. Meanwhile, if you’re just here for the action and platforming, the essentials of the story are unobtrusively told through short cutscenes and the world filled with enough interesting gameplay spaces and power-ups to keep you equally entertained. Players who like to explore story-driven games with a less-skilled player two in tow may also be interested to hear that a second player can help out in combat by taking control of one of Lunais’ cute familiars.
Lunais fights with a pair of levitating orbs, and there is significant interest to be found in mixing, matching, and levelling-up the different orb types you discover through your adventure. Each has a different associated magic attack tapped out with ‘Y’, but the real fun comes with the charge attacks on ‘A’ (unlocked by crafting a corresponding ring, and costing ‘aura’ to execute). Getting real use out of them all is likely to take players multiple playthroughs, but there are some real treats on offer – giant magical blades, moon shard shotguns and ‘horizontal lasers of electric destruction’, every one of them landing with a satisfying punch.
The platforming elements are perhaps where Timespinner doesn’t quite push boldly enough into new territory. Lunais has a Symphony of the Night-style back dash on ‘L’, and quickly acquires a graceful pirouetting double jump reminiscent of countless other games. Later additions allow you to frictionlessly glide across the floor to make longer jumps, or to fly skywards like a rocket – all moves that were fun in other action platformers and fun here, but potentially a limiting factor in how the game is shaped.
Most tellingly, the ability to freeze time (with ‘X’), the one thing that should surely be Timespinner’s centrepiece mechanic, feels greatly underutilised. There are a handful of areas where progress requires you to freeze time to hop on an enemy or object, and there are fewer instances where freezing time will get you past dangerous, fast-moving obstacles.
While the time-freezing mechanic also gives you some headspace in a hectic boss fight and allows you to jump over larger enemies, the promise of this feature evolving in new and interesting ways in either platforming or combat terms isn’t realised. Indeed, with the player’s power level trending a little too high by the end of the game, flailing-thumbed users of the Joy-Con’s tiny buttons may find themselves freezing time accidentally more often than intentionally.
Though a particularly thorough 100 percent run may take around 10 hours and exploring is never uninteresting, this is a take on Metroidvania that lacks any high skill-ceiling collectables (think the shinespark gauntlets of everything Super Metroid onwards). Other than some occasionally obtuse destructible wall puzzles, genre veterans are unlikely to find tracking down every last collectable particularly difficult. This said, there’s greater scope for challenge in the combat – there’s an optional challenge dungeon, and an unlockable nightmare difficulty mode that makes use of the time freeze more of a necessity for survival.
Timespinner’s only real weakness is that it’s merely great; this is a genre that is particularly well represented on Switch, after all, and there are plenty of other options that play a little stronger in certain respects, or work in different visual styles that may appeal to you more. However, Timespinner’s well-executed story, frenetic combat system and authentic-feeling early 32-bit pixel art mean that the job of those writing ‘Best Switch Metroidvania’ lists isn’t getting any easier.
Conclusion
Gorgeous to behold and equally delightful to play, Timespinner is yet another top-notch Metroidvania on Switch. A lack of tough exploration challenges and an under-utilised time-freeze gimmick aside, it succeeds in using the popular genre as a vehicle for a genuinely intriguing science-fantasy tale that will motivate players to explore every inch of its fantastic pixel-art world.
Watch upcoming AR experience Minecraft Earth in action for the first time
By Joe Robinson04 Jun 2019
You know, I’ve always enjoyed Minecraft. I don’t play often, but every now and then the mood strikes me to fire up the game (albeit, on PC these days) and just jump into a world and build Forts. I like Forts – they’re very versatile and useful defensive fortifications.
In Minecraft you don’t need a cohort of Roman Legionnaires to throw up something decent in half-an-hour or so, and with the recently announced Minecraft Earth, I can spread my defensive network across the planet via the power of augmented reality. You’re welcome.
Apple’s Worldwide Developer Conference was last night and Mojang/Microsoft used that as a vessel for the first live gameplay demonstration of the new AR game in action. It makes sense, considering Apple were all about their new ARKit 3 toolbox, which we imagine Minecraft Earth will be relying heavily on for iOS. Apples new AR support will come with a feature called People Occlusion, which allows AR content to handle the presence of a real-person within the virtual world – this will be something unique to the Apple’s version of the game.
Here’s a video of the main presentation:
If you already play and enjoy Minecraft, even the mobile versions, this should be an engaging new way to experience the game. I suspect the minutia of building and destruction may be a bit clunkier with the Pokémon GO style design, but resource collection works by walking around your local environment and visiting key locations. Once you have what you need, the building engine should be as free-form as it is in the main game. What we don’t know at the moment is the specifics of how you summon your designs to the world, and where they can be placed.
Minecraft Earth is so far set to be a free-to-play experience, with a closed beta scheduled for later this summer on both iOS and Android.
The Xenko open source game engine ( previously covered here, here and in tutorial form when it was still called Paradox here ) just released a complete game demo called Starbreach. The demo was demonstrated at GDC 2017 and was recently updated to the current version of Xenko and has been released with full source and assets.
Details of the Starbreach demo from the Xenko blog:
Hi everyone, Silicon Studio agreed to release the Starbreach demo from GDC 2017, along with all associated assets as open source (see license), for the Xenko community to use. Code in the project is released under an MIT license, the assets are released under a attribution-NonCommercial 4.0 International (CC BY-NC 4.0) license.
Starbreach was originally developed as the Xenko GDC demo for 2016 by Silicon Studio with art support from N-iX production studios. Virgile Bello (xen), Xenko’s lead developer has spent a chunk of time updating the demo and assets to work with the latest release of the Xenko.
Once thought lost to the mists of time, fearsome Dragons now soar the skies of Elsweyr, leaving scorched ruin in their wake. In The Elder Scrolls Online: Elsweyr, you must discover the dark purpose behind their rampage in a new epic story and prevent the destruction of the Khajiiti homeland. Take heart, for these scaled monstrosities are not invincible, and with the right planning, tactics, and tools they can be brought to the ground and even killed. Coordination and skill are key to overcoming the Dragons, but if you succeed, you'll reap rewards not found anywhere else in Nirn. Beware the skies, walker.