Fortnite: Where Knife Points On Treasure Map (Week 6 Challenge Location)
Season 8 of Fortnite rolls on with a new set of challenges to complete across PS4, Xbox One, PC, Switch, and mobile. Week 6's challenges run the gamut from visiting animal-shaped structures to finding the highest elevations on the island, but another one that may throw you for a loop is to search where the knife points on the Treasure Map loading screen. Fortunately, we've got you covered.
Much like the similar challenge from Week 4, all you need to do is look where the knife rests on the Treasure Map loading screen (pictured below), then head to that location to find a free Battle Star. What makes this a bit tricky is that the map isn't labeled, so if you aren't familiar with the layout of the island, it may not be entirely clear where you need to go, but the Battle Star can be found near Lonely Lodge.
Specifically, the star will appear in the middle of a forest located in-between Lonely Lodge and the racetrack north of Paradise Palms, near the top of quadrant J6. Pick it up like you would any other item, then finish the match and you'll complete the challenge. If you need more help finding it, you can watch us collect the Battle Star in the video at the top of this guide.
There are still a few weeks remaining in Fortnite Season 8, so you still have time to complete any outstanding challenges from earlier weeks and unlock all the new Battle Pass rewards. If you need help finishing them, you can find tips and guides for all of the trickier tasks in our complete Fortnite Season 8 challenges roundup.
Week 6's challenges follow shortly after the release of Fortnite's 8.20 content update, which added another new weapon to the game: the Boom Bow. Unlike typical bows, this one has shotgun shells on its arrow tips which will explode upon impact. On top of that, the update brought back the Sniper Showdown LTM and gave a buff to peppers, one of the new scavenged items recently added to the game.
GRIP: Combat Racing Receives Huge Post-Launch Content Drop
Supersonic racer GRIP: Combat Racing has just received a huge dollop of content as part of the development team’s aim to provide continuous support for the title going forward.
You can check out some of the new content in the trailer above; the update adds four free new tracks and the introduction of Team Racing and Deathmatch. We’ve got all the details you need in this super lengthy list below.
NEW CONTENT KEY FEATURES:
Team Modes (Available on Steam April 5th and later this month on console)
– Team Racing – Players can now join either Red or Blue teams to battle it out in any racing mode. These include: Classic Race, Ultimate, Elimination and Speed Demon. The team with the highest points wins! – Team Deathmatch – The way deathmatch is meant to be played. Jump on Red or Blue and blast each other away. The team with the highest points wins
Four New Tracks (Available on Steam April 5th and later this month on console)
– Mindbender (Haze reverse) (Orbital Prime) (City) A highly-modified version of Haze reverse. Key sections include a massive jump, tricky S-turn and twisting sewer section – Naptha Valley (Jahtra) (Desert) Quite possibly the most rollercoaster-y track of all. Set in a resource mining centre, key sections include a mineral deposit cave, large stepped curves of terrain and an indoor facility – Hive Horizon (Orbital Prime) (City) A beautiful, sunset soaked, gravity-defying city district. Key sections include an affluent block of corporate structures, a big ceiling ride to floor jump and an ascending spiral road – Spin Cycle (Liddo5) (Forest) Key sections include an open area with nice autumn visuals, tunnel turns perfect for barrel rolls, glass tunnels and an obstacle ridden turn to the finish!
Level Cap As of April 5th, the level cap has also been increased to 40, with unlocks of paint jobs and new tires for cars. In addition to this Pariah now have coloured paint that can be customized!
Garage Packs 2 ($1.99 / £1.69 / €1.99 individual packs. Also available as a money saving bundle) Available on Steam April 5th and later this month on console) Glow hot with new skins, decals and rims for each manufacture!
If you already own the game, make sure to jump back in to try out all of these new features; if you don’t already own it, perhaps this would be a good time to give it a go?
Feel free to read our review if you’d like to learn more, and let us know if you’ll be checking it out with a comment below.
Review: Super Kickers League – A Second Division Arcade Football Game
Over the decades it’s been possible to track a small but beloved lineage of arcade football games that don’t take the sport too seriously. From SNK’s Soccer Brawl through Sega Soccer Slam and on to Mario Strikers Charged, the best of these games embellish the footy basics with fantastical settings and improbable special moves.
Super Kickers League would dearly love to be picked for this elite team of outlandish showboaters. Sadly, however, it lacks the vision, tight ball control, and sheer swagger to make the cut. This is a 3v3 variant of the beautiful game played on a small, enclosed pitch. The ball is always in play, and there’s no referee to adjudicate on those crunching challenges. Heck, one of the two tackle moves here bears closer resemblance to football of the American variety.
When in control of the ball, you only have a few things to consider. There are three kicks at your disposal: pass, long pass, and shoot. The right shoulder buttons give you a burst of pace, while the left ones initiate a little jink of some kind that can slide you past a careless challenge. The X button activates a chargable special move, which is unique to each team. These generally don’t prove overpowered or annoying, instead giving you things like an extra burst of speed or an exaggerated forward hop. One particular special move, however, stops your whole team in its tracks for a couple of seconds, which is all kinds of awful.
All in all, though, this is a very simple take on football. Simplicity is fine, but if you’re going to make an arcade-y take on a sport it needs to be even more fluid and exciting than the real thing. You need to exaggerate the good bits and gloss over the boring bits. Super Kickers League’s gameplay, by contrast, is stilted and rigid.
Shooting is a case of getting within approximate range of the goal and holding the shoot button. The resulting effort either loops into the corner of the net or it doesn’t, and little you do seems to affect that. Sometimes the ball will appear to blast right through the goalie, while at other times they’ll stop what looks like a guaranteed goal with an acrobatic parry. Meanwhile it’s frustratingly impossible to pull off a quick snapshot on the run, unless the ball is played in the air – a move that in itself lacks any sense of weight or fine judgement.
Defending isn’t so much an art as it is a case of getting in line with the opponent and tapping one of the defensive buttons to take them out. Players don’t seem to have a sense of solidity to them once a shot is taken, so there’s no benefit in tracking a run or throwing yourself in front of a goal bound effort. With no penalties for roughhousing, turnovers are exasperatingly frequent. All of which might lead you to think that passing is the best approach, but this is simultaneously heavily automated and precariously unpredictable. It’s very hard indeed to know where your team mates are when off-screen, despite the presence of indicator arrows.
Everything looks okay from a technical perspective, with big chunky sprites and a fluid frame rate. But it all has the slightly soulless look and the generic character design of a mobile endless runner. There’s an attempt at variation with the various teams, but they share the same basic characteristics and proportions.
If you’re not playing a lot of local multiplayer, the bulk of your time with Super Kickers League will be spent playing through its single player cup competitions. There’s little fanfare to them, just a series of games against AI that veers between being impossibly dim and frustratingly adept – sometimes within the same game.
One of the dimmest parts comes at the contested kickoffs, where we established a sure fire way to come away with the ball every time: just wait a beat for the opponent to run in and claim the ball, then slide in to take it off them. It works without fail. Elsewhere, we’re not sure why the goalies feel they can handle the ball outside the area. Maybe it’s because of the lack of refereeing.
The game is full of odd little touches and design decisions like this. Then there are the incongruous meteor showers, or the fact that there’s always an overtime period regardless of whether the teams are drawing or not (and with no stoppages, it sure ain’t injury time).
This sounds like nitpicking, and these aren’t major points of detraction in isolation. But combined with Super Kickers League’s stilted, one-dimensional gameplay, they suggest that the developer has somewhat missed the essential ingredients of football. What should have been a pacey, lively and unpredictable arcade-sports experience is more like an under-12s kick-around in your local park.
Conclusion
Super Kickers League is an inoffensive attempt at the arcade football sub-genre, but it lacks the excitement, fluidity and personality of the games it emulates. Now Nintendo, about that Mario Strikers Charged follow-up…
Posted by: xSicKxBot - 04-06-2019, 11:11 AM - Forum: Lounge
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Borderlands: The Handsome Collection Free To Play On Xbox One, PC This Weekend
It's been a week full of Borderlands announcements, so it's no huge surprise that Borderlands: The Handsome Collection is free to play on Xbox One (Gold members only) and Steam this weekend. The bundle is also discounted in the PlayStation and Microsoft stores, Steam, and Best Buy, where you can currently buy it for $15.
The free-to-play weekend deal has already begun and will end Sunday, April 7 at 10 AM PT / 1 PM ET for Steam and Monday, April 8 at 12 AM PT / 3 AM ET for Xbox.
Borderlands: The Handsome Collection is Free to Play now through Sunday on Xbox One and Steam! Gather your fellow Vault Hunters and kick some Ultra-HD badonkadonk! XBOX ONE: Apr 4 at 12am PT - Apr 7 at 11:59pm PT STEAM: Apr 4 at 10am PT - Apr 7 at 10am PT pic.twitter.com/aPyX7o7mV5
Borderlands: The Handsome Collection includes Borderlands 2, Borderlands: The Pre-Sequel, and all DLC. It also allows for online co-op gameplay for up to four players.
Xbox's free-to-play weekend deals, which are exclusive to Xbox Live Gold members, also include WWE 2K19 and Dead By Daylight: Special Edition in addition to Borderlands: Handsome Collection. You can install those here. To download and play for free on console, navigate to the Gold member area of your Xbox One dashboard, where you'll find the games.
In addition, free Ultra HD texture packs were just released for both games in the Handsome Collection on PC, Xbox One X, and PS4 Pro, so it's a great time to dive into these games and check out the new enhancements. These graphical improvements include 4K and HDR support for console players and remastered environments, characters, and vehicles. The enhanced PC version doesn't provide HDR support but comes with many other improvements.
Posted by: xSicKxBot - 04-06-2019, 11:11 AM - Forum: Lounge
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How Fallout almost didn’t ship with its key SPECIAL system
“We were all working together to go in the same direction. There was very little clash of egos or desire to pull the game in a different direction. That is rare in development.”
– Interplay’s Brian Fargo disussing the development of Fallout.
There’s no mistaking the brutality of 1997’s Fallout. The game was unforgiving, painting a bleak picture of life post-nuclear war. There was a lingering sense of uneasiness, knowing that one wrong move could result in death– and there were plenty of ways to die.
Devs interested in learning more about its origins should check out an interview PC Gamer published last year (only now making its online debut) in which a few developers across the various Fallout games discussed the early days of development, and how the game evolved into what it is today.
Fallout was developed by Interplay back in 1997. Brian Fargo, executive producer on the game and founder of the company, described how Wasteland (a science fiction role-playing-game developed by interplay in 1988) served as initial inspiration.
“I had been a post-apocalyptic fiction fan since I was a kid,” Fargo explained. “Wasteland was my first attempt at bringing something to the genre. Shortly after finishing the game, Interplay became a publisher and we no longer created games for other people.”
“I tried to get EA to license me the rights back, but I was unable to succeed despite trying for many years. I finally decided we’d do our own post-apocalyptic game and call it Fallout.”
And so Fargo got some developers together to sit and analyze what made Wasteland tick. “It was a matter of getting a small team to start bringing the project to life,” he continued.
“We created a sensibilities document that spoke to points such as moral ambiguity, tactical combat, a skills based system and the attributes system. After we nailed down what was important, development went off and began working on ideas that hit the touch points.”
Tim Cain, who is credited as being the creator of Fallout, created the engine used to build the game and went through several design ideas– one of which was a GURPS (Steve Jackson Games’ “Generic Universal Role-Playing System”) ruleset that was implemented but later abandoned.
“Fallout was originally a GURPS game,” said Chris Taylor, lead designer on Fallout.
GURPS was a tabletop system made to be used across all forms of role-playing, but Interplay’s attempt to license it didn’t work out, and Fargo needed a replacement ruleset.
“I wrote my own RPG system on the back of three-by-five cards, in notebooks and on scraps of grid paper. My game was called MediEvil. It was not good. So [my friend and I] played D&D instead,” Taylor said.
“But I kept those notes and would work on the game every now and then for a decade—when it came time to replace GURPS, I had something to work with.”
“The team took the system and made it work. We took it and adapted it; it had the statistics and skills we needed, but Perks were created specifically for Fallout to replace the GURPS advantage/disadvantage traits.”
For more dev insight and historical perspective on the Fallout franchise, be sure to read the entire piece over at PC Gamer.
Octopath Traveler’s Switch Exclusivity Might Be Coming To An End
Ever since it launched last summer, Octopath Traveler has been exclusive to the Nintendo Switch. It would appear that this is about to change, however, as a new Korean game rating has been spotted which suggests a PC release is on the way (thanks, Gematsu).
The rating refers to a PC version of the game which is to be published by Bandai Namco, which does regularly publish Square Enix games in the region. Assuming the release finds its way to the public soon, this will be the first time the game has appeared on any other system.
Of course, the Octopath Traveler brand has already been confirmed to be branching out to other platforms, with a prequel to the Switch release – called Octopath Traveler: Champions of the Continent – heading to smartphone devices in Japan this year.
Do you think it’s a good idea to port the game to PC, and maybe other consoles in the future? Or are you sad to hear that it might not be exclusive to Switch going forward? Share your thoughts with us below.
A Tinder-Like Game Of Thrones Game Is Launching On Switch Next Week
Devolver Digital has revealed that Reigns: Game of Thrones is heading to Nintendo Switch next week. You’ll be able to get your hands on it from 11th April.
Developed in partnership with the TV show’s network HBO, the game is a spin-off in the Reigns strategy game series. You’ll be doing everything in your power to claim the Iron Throne as Cersei Lannister, Jon Snow, Daenerys Targaryen, and more favourites from the show, carefully navigating the complex relationships of the Seven Kingdoms.
The first two games in the Reign series have actually already been released on Switch in a double pack called Reigns: Kings & Queens. We thought that the games were already like a weird blend of Game of Thrones and Tinder when we reviewed them last year, so perhaps this is a perfect fit?
If you want to learn a little more about it, we’ll leave you with this lengthy description from the Nintendo store. The game will be available from 11th April for $3.99 / £3.59.
A Formidable Cast: Rule from the Iron Throne as Cersei Lannister, Jon Snow, Daenerys Targaryen, Tyrion Lannister, Sansa Stark, and more. Change between each king and queen you unlock to face challenges and mysteries unique to their story.
Impose Your Will: Swipe left or right to change the fate of the Seven Kingdoms forever as you hear the impassioned pleas and unpredictable demands from the people of Westeros. If a particular character becomes bothersome, tear their card in half to unburden Your Majesty with their concerns – but at what cost?
Reenvision Westeros: Melisandre’s visions are your playing field and extend beyond the TV series to imagine the many fates of those that would sit upon the Iron Throne. Rebuild the Great Sept of Baelor as Cersei or discover the path of the Seven Kingdoms if Sansa Stark had married Jaime Lannister.
Regal Mini Games: Even the most powerful rulers need to set aside their worries and partake in more trivial matters now and then. From jousting to tavern brawls, these distractions aren’t without consequence!
A Grander Reigns: Fans of the Reigns series will be delighted with the biggest, deepest entry in the series that does not simply retell the stories you know but rather lets you create new adventures at your whim.
Iconic Soundtrack: Decide the fate of Westeros and those that reside in your land to the soaring score of the HBO series by Ramin Djawadi.
Today’s Deal: Save big on bunch of games with the RE-PLAY 2019 Sale, in support of War Child UK! Partners participating in this sale have pledged a portion of their proceeds from the sale to War Child UK. *
War Child UK returns with RE-PLAY, the unique fundraising campaign that shines a light on the giants of old and reconnects gamers with favourite titles from their formative years, supporting the right to play for some of the world’s most vulnerable children.
The RE-PLAY sale celebrates all things retro; from classics to modern pixel-art titles running from April 4th at 5pm Pacific to April 11th at 5pm Pacific.
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Posted by: xSicKxBot - 04-06-2019, 11:11 AM - Forum: Lounge
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This Week At Bungie – 4/4/2019
This week at Bungie, we’re getting ready for some high voltage.
A storm is brewing. Next week, we’ll kick off what we’ve been calling Arc Week. Our goal for this happening has been to take the element that makes our sandbox crackle and put it under the microscope. The most noticeable update is that we improved many Arc subclass paths from the time before Forsaken. The week will also feature Arc Singe and Arc Bounties to synergize with your updated abilities. To provide a proving grounds for all this new energy, Mayhem will be available in the Crucible to let you experiment with your enhanced Arc abilities using shockingly short cooldowns.
Arc Week will also feature one of the most powerful Arc weapons ever created, the Thunderlord Exotic Machine Gun. If you weren’t able to complete the quest to obtain Thunderlord last year, you will have from April 9 to April 23 to revisit the Cosmodrome and add it your collection.
A Spark Can Give Life… or Take It
Arc Week buffs up several Arc subclasses. Designer Dan Gniady has all the details on what changes you can expect.
Dan: After the release of Forsaken, the sandbox team wanted to revisit some older subclass paths and freshen them up a bit. This entailed tuning for balance as well as quality-of-life fixes. We’ve also added new functionality to a couple of subclasses. In update 2.2.1, we’re focusing on Arc subclasses for Titans, Hunters, and Warlocks to kick off Arc Week. That said, we also made a couple needed changes to non-Arc abilities. Let’s get into it.
Striker Code of the Juggernaut (Bottom Path)
Notes: This path is all about punching enemies to get better at shooting them and shooting enemies to get better at punching them. We want to further incentivize engaging in this loop and make doing so move visible and flashy. Shooting an enemy should make you feel like you are primed to strike with melee. Punching an enemy and releasing your rage will make you feel like a more focused shot.
Frontal Assault:
Now increases all weapon damage for the duration of the buff
25% against combatants
20% against players
Duration increased from 10 to 16 seconds
Buff timer is now displayed on the HUD
Knockout:
Melee damage bonus increased from 25% to 60%
Now also triggers once you have dealt 60% damage to a target
Any damage done after 60% will refresh the timer
Still also triggers off shield pop
No longer consumed after 1 melee attack
Duration increased from 3 to 5 seconds
Arcstrider Way of the Warrior (Top Path)
Notes: This path thrives on striking with precision and timing and is heavily melee focused. To enhance this loop, we are giving it a bit more nuance with a higher potential payout. We want to allow for more room to execute and engage with both the path to success and the benefits once you do succeed.
Combination Blow
Bonus melee damage can now be stacked 3 times (requires a melee ability kill for each stack)
Buff increases melee damage by 60% per stack in PvE
Buff increases melee damage by 22.7% per stack in PvP
For comparison, this ability used to be 1 stack and increased melee damage by 50%
Kills with this ability now heal 40 health in addition to starting health regen
Deadly Reach:
Increased buff duration from 6 to 8 seconds
Buff is no longer consumed by a melee hit
Arcstrider Way of the Wind (Bottom Path)
Notes: This path is about quick movement and thriving under pressure. We want to increase your ability to survive while at low health and enhance your elusiveness so you can be more confident when in danger. This way, you don’t just get a bonus when you’re injured, you have more control over what state you are in, and you can make more risk/reward choices.
Disorienting Blow:
Increased the disorient distance by 50%
Increased duration of disorient on players from 1.5 to 2 seconds
Focused Breathing:
Increased dodge recharge bonus while sprinting by 100%
Combat Meditation:
Increased bonus grenade and melee regeneration while bloodied by 25%
Lightning Reflexes:
Increased damage resistance while dodging from 25% to 40% in PvP
Increased damage resistance while dodging from 63% to 70% In PvE
Stormcaller Stormtrance Super (Top and Bottom Path)
Damage scales up to 150% over 5 seconds of continuous use of the attack
Updated FX and audio to support this functionality
Stormcaller Attunement of Conduction (Top Path)
Notes: This path focuses prominently on chain lightning, but we also want to better sell the fantasy of being a god of erratic and dangerous energy. We want you to be delighted and surprised by the chaos you cause. On top of that, we should make the choice of using your abilities something to better strategize around, and reward you for doing so.
Chain Lightning Melee
Can now chain up to 5 times, up from 1, and each individual target can be hit twice
Chain damage decreased from 50 to 31 damage per chain hit
Arc Web
Can now chain to many (many) more targets, and back and forth between targets
The amount of chaining varies based on use, and I will leave it to you all to discover!
Increase chain range from 10 meters to 12 meters
Chaining Arc damage now reduces the cooldown of your grenade
Works with Arc Web chains and chains from Chain Lightning Melee
Earn 3% energy per instance of chain damage in PvE
Earn 10% energy per instance of chain damage in PvP
Stormcaller Attunement of the Elements (Bottom Path)
Notes: Currently this path focuses on creating drone buddies for allies and staying close to them to dish out more Rifts and the buddies therein. Generally, Arc drone is short-lived, and you need to stay close to your Rift to keep it around. Now you will be able to take your pal further and, if you stick with friends, will be able to have it around much more often, making this path more potent as support.
Electrostatic Surge:
Increased bonus regeneration rate of Rift by 600% per nearby friendly Guardian
This sounds insane, and it’s a big boost you will definitely feel, but it was previously very low.
Extends Rift duration from 15 to 20 seconds
Added a UI notification for when the buff is active
Arc Soul:
Extended duration by 50%.
Now let’s talk about some non-Arc Changes, as well…
Voidwalker Nova Warp Super
Notes: Clearly we swung a bit hard when we hit this previously. This should serve as a nice middle ground to settle into.
Reduced initial charged detonation energy cost by 20%
Reduced energy cost of holding the charged detonation by 7%
Reduced time required to fully charge the charged detonation from 0.9 seconds to 0.7 seconds
Reduced Dark Blink cost by 20%
Increased base Super duration from 18 seconds to 22 seconds
Dawnblade Everlasting Fire Perk
Notes: Similar to the Striker, we wanted to make sure this perk didn’t allow for infinite Supers in certain activities. We’ve increased the amount you get back upfront but put diminishing returns on it so you can’t go forever. This will still be a Super you can extend much longer with skill.
Tuned the amount of Super gained from Everlasting Fire
Initial return increased from 10% to 13% Super energy
Return then decays linearly over the course of 30 kills from 13% to 0.75% returned per kill
You may be asking “What about Spectral blades???”
We know it’s out of bounds and are working right now on a few tweaks to bring it back in line. We’ll let you know the details once we’ve finished play testing and tuning to lock in on what the changes will be.
That’s all for me this time. As always, we look forward to you getting your hands on these changes and letting us know what you think. Happy electrocuting everyone!
Patch Note Preview
Next week, Update 2.2.1 will be deploying on April 9. Here is a preview of some changes you can look forward to along with the Arc Week rollout.
Catalysts
Four new Exotic weapon catalysts will be available to drop in Nightfall, strikes, and the Crucible
Prospector (Nightfall, strikes)
Rat King (Nightfall, strikes)
Hard Light (Nightfall, strikes)
SUROS Regime (Crucible)
Warlock Bloom Ability
Fixing an issue where the Bloom ability would not deal damage
Xûr
Xûr’s inventory will now offer random-rolled perks for armor
Infusion
Fixing an issue where the Vow could not be infused above 650
Fixing an issue where the BrayTech RWP Mk. II could not be infused above 600
Gambit Prime Weapons
Most Gambit Prime weapons will now have a chance to drop as match completion rewards from Gambit Prime
Increasing drop rates for Gambit Prime weapons from the Reckoning
Both Gambit Prime and the Reckoning will have increased drop rates for weapons after each completion without a drop until players are guaranteed a reward
Gambit Prime
An invasion kill will heal 8% of the Primeval’s health, down from 12%
The invasion portal cooldown time during the Primeval phase will be increased to 40 seconds, up from 30 seconds
This cooldown triggers after a player has been killed or successfully returns from an invasion
Gambit Prime will now count to unlock the Weekly Gambit Clan Engram
Quests and Bounties
Power Surge Bounties that have been deleted or expired will now be available on the Drifter
Each bounty can still be completed only once per character
Yes Sir, I’m a Closer Weekly Gambit Prime bounty will now award 4 points for a win and 2 points for a loss, with a completion value of 20 points
All 4 weekly role bounties for Gambit Prime now grant powerful helmet rewards
Strong Resolves
Our Player Support team is keeping track of all known issues in the game. If you see something they aren’t tracking, make a post on the Help forum letting them know.
This is their report.
Destiny 2 Update 2.2.1
Next Tuesday, on April 9, Destiny 2 will undergo maintenance and Update 2.2.1 is scheduled to go live. No downtime is expected during this maintenance; however, players who have not yet updated to version 2.2.1 by 1 PM PDT will be returned to the title screen.
Please see below for the timeline of this deployment window:
9 AM PDT (1600 UTC):
Destiny 2 service maintenance is scheduled to begin with no expected downtime.
Update 2.2.1 will begin rolling out across all platforms and regions.
Destiny Companion features will be unavailable on web, mobile, and third-party apps.
1 PM PDT (2000 UTC):
Destiny 2 service maintenance is scheduled to conclude.
Players who have not yet installed Update 2.2.1 will be removed from activities and returned to the title screen.
1:15 PM PDT (2015 UTC):
Destiny Companion features will be re-enabled on web, mobile, and third-party apps.
Console players who encounter issues updating to 2.2.1 should reset their console and try downloading the update.
Destiny 2 Update 2.2.1 Resolved Issues Preview
With the upcoming launch of Destiny 2 Update 2.2.1, we’d like to take the opportunity to follow up on a sampling of player-impacting issues that have emerged in Destiny2 over the past several months. The following known issues are expected to be resolved after the launch of Destiny 2 Update 2.2.1 on Tuesday, April 9.
Like a Diamond Triumph: Players who became eligible for the “Like a Diamond” Triumph during the window when it was not available will have this Triumph unlocked retroactively following the 2.2.1 update. Impacted players will receive a notice in game when this fix begins rolling out to their accounts.
Acting Bad, Looking Good Pursuit: The “Acting Bad, Looking Good” pursuit is not completing for players using a full set of Ancient Apocalypse armor.
Obsidian Crystal: The Obsidian Crystal doesn’t always drop for players on the Unidentified Frame quest step for Izanagi’s Burden.
Wish-Ender: Players cannot see behind walls with Wish-Ender while invisible.
The Vow Infusion: The Vow cannot be infused above 650 Power.
BrayTech RWP Mk. II Infusion: BrayTech RWP Mk. II cannot be infused above 600 Power.
Stronghold Power Ammo: Stronghold consumes Power ammo when blocking with Black Talon.
The Weight of Guilt: The Weight of Guilt emblem does not display its purchase price after it has been unlocked for purchase from Lord Saladin.
For the complete list of resolved issues and patch notes, please keep an eye on our Updates page once 2.2.1 is live.
Movies
Here are some movies. You like movies, don’t you? Well, of course you do. Everyone likes movies. That’s why people make them. We like movies so much, we watch a lot of them. These were our favorites from this past week. In fact, we liked them so much, we’re adding emblems to the collections of the filmmakers. People will see those emblems and say, “Where did you get that?” They say, “I made a bad-ass movie. Who are you?”
Movie of the Week: Intro
Honorable Mention: Let me Die
If you’re excited for ShArc Week and you want everyone to know, there is one more way you can express your electric personality. Three emotes will be available in bundles for direct purchase, one for each class. Now you can show off your mastery of the Arc arts even when your Super is on cooldown.
Hunter Emote
Titan Emote
Warlock Emote
One more thing before we close This Week out. There have been a lot of questions about the future of the Crucible in Destiny, and what plans we have to support PvP going forward. Yesterday, we let you know during a stream that we have no plans to remove PVP from the Destiny franchise.
A lot of feedback on Crucible and how it could improve comes in the form of suggested sandbox changes that would impact the flow of combat in PvP. As you can see from the section above, we are still committed to updating the sandbox as frequently as we can, and we have an update going out next week.
We have bigger Crucible changes being planned for later this year, but we aren’t ready to talk about those plans just yet. We hope to share more with you sometime this summer. In the meantime, we will continue to provide updates to matchmaking, QOL fixes, Sandbox balance, and Glory changes.
Command line quick tips: Cutting content out of files
The Fedora distribution is a full featured operating system with an excellent graphical desktop environment. A user can point and click their way through just about any typical task easily. All of this wonderful ease of use masks the details of a powerful command line under the hood. This article is part of a series that shows you some common command line utilities. So let’s drop into the shell, and have a look at cut.
Often when you work in the command line, you are working with text files. Sometimes these files may be quite long. Reading them in their entirety, while feasible, can be time consuming and prone to errors. In this installment you’ll learn how to extract content from text files, and get the information you want from them.
It’s important to recognize that there are many ways to accomplish similar command line tasks in Fedora. The Fedora repositories include entire language systems for parsing and working with text, as an example. Also, there are multiple command line utilities available for just about any purpose conceivable in the shell. This article will only focus on using a few of those utility choices, to extract some information from a file and present it in a readable format.
Making the cut
To illustrate this example use a standard sizable file on the system like /etc/passwd. As seen in a prior article in this series, you can execute the cat command to view an entire file:
Imagine that you want to simply have a list of all the account names on the system. If you could only cut out the name value from each line. This is where the cut command comes in handy! This command treats any input one line at a time, and extracts a specific part of the line.
The cut command provides options for selecting parts of a line differently, and in this example two of them are needed, -d which is an option to specify a delimiter type to use, and -f which is an option to specify which field of the line to cut. The -d option lets you declare the delimiter that separates values in a line. In this case a colon (:) is used to separate values. The -f option lets you choose which field value or values to extract. So for this example the command entered would be:
$ cut -d: -f1 /etc/passwd root bin daemon adm ...
That’s great, it worked! But you get the printout to the standard output, which in a terminal session at least means the screen. What if you needed the information for another task to be done later? It would be really nice if there was a way to put the output of the cut command into a text file to save it. There is an easy builtin shell function for such a task, the redirect function (>).
$ cut -d: -f1 /etc/passwd > names.txt
This will place the output of cut into a file called names.txt and you can check the contents with cat:
$ cat names.txt root bin daemon adm ...
With two commands and one shell function, it was easy to identify using cat, extract using cut, and redirect the extracted information from one file, saving it to another file for later use.