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  HOW TO: Get all steam games. (Green Luma) [Tutorial]
Posted by: xSicKx - 04-29-2018, 01:49 PM - Forum: PC Mods - Replies (4)

First of all: You will NOT be able to play all games online. They might have cracked servers, in which you can play. And the second thing is: this tutorial is for a 64 bit system.

Hello there, I am going to show you how to have all the games on steam free. (2055 games.) Its pretty easy, and you won't get banned. If you don't trust me, you could all ways use a second account.

Okay,

Part 1

First of all you need to close Steam. Then go to the page where you can download the last version of the program Green Luma. On that page, scroll down till you see the attachment. You download it. It will come in a .rar file, so you will need a program, like winrar, that can extract that files that are in the .rar thing. You extract them to: C/Program Files x86/Steam
When you have done that, you can make a shortcut from the GreenLuma.exe file that you put in there, and put that shortcut where you want, because you want to run the greenluma.exe in the place of the normal steam launcher, if you want all the games. We are now done with Part 1

Part 2

We now can't install the games yet, we need a file from every game that we want that confirmes that we did buy the game(s) that we want to install, that file is made when a game has being buyed by us. To get that files, we will need to go to this page:and we will search for a game that we want, for example Garry's Mod. We will go to that page, and search Garry's Mod, we click apply and then on the game. There you will see "Info" "Updates" and "Requests", we click on updates, and click on the first "garrysmod content.gcf". then you will see liks of pages where you can download it, copy and paste one of them in you browser, download it, and then open the zip file, that if it is locked with a password, the password is "cs.rin.ru". When you have unlocked the zip file, extract the .gfc file to C/Program Files x86/Steam/Steamapps
and if there is a map "common" in the zip file, you need to open that map, there will be another map in it with the name of the game, you put that map with the name of the game (Garry's Mod) in C/Program Files x86/Steam/Steamapps/common.

Well now you're pretty much done, just open green luma, it will open steam, but with all the games, and search up garry's mod. Then you can run it and you can play. So this is not only for garry's mod, this is for every game you want. I'm not advertising any site.



Download:

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Mediafire and mega.nz links!

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  News - Now Available on Steam – MLB Home Run Derby VR
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Lounge - No Replies

Now Available on Steam – MLB Home Run Derby VR

7.14:
==

* Enabled Techies in Captains Mode

* First creep wave no longer draws aggro on the side lanes until they meet the other wave

* Skull Basher: Now uses Mithril Hammer instead of Javelin. Gives +25 Damage and +10 Strength.
* Skull Basher: Bash no longer pierces evasion
* Abyssal Blade: Now grants +25 Damage
* Abyssal Blade: Bash no longer pierces evasion
* Monkey King Bar: Now uses Demon Edge, Quarterstaff and Javelin. Gives +52 Damage and 10 Attack Speed.
* Monkey King Bar: Procs changed from 60 Pure damage to 100 Magical damage
* Maelstrom: Now uses Javelin instead of Gloves and Recipe.
* Maelstrom: No longer gives +25 Attack Speed
* Maelstrom: Chain Lightning damage increased from 120 to 170
* Maelstrom: Procs can no longer be evaded
* Mjollnir: Procs can no longer be evaded
* Mjollnir: Chain Lightning damage increased from 150 to 170
* Mjollnir: Attack speed reduced from 80 to 75

* Battle Fury: Now requires a 300 gold recipe

* Blink Dagger: Cooldown increased from 14 to 15

* Boots of Travel: Building prioritization range increased from 700 to 900

* Dagon: Manacost rescaled from 180 to 120/140/160/180/200

* Force Staff: Now requires a Ring of Regeneration instead of a Ring of Health (total price is still the same)
* Force Staff: Manacost increased from 25 to 100
* Force Staff: Health regen reduced from 5 to 2
* Hurricane Pike: Health regen reduced from 5.5 to 2
* Hurricane Pike: Manacost increased from 25 to 100

* Helm of the Dominator: Health regen decreased from 8 to 7
* Helm of the Dominator: No longer grants +5 attack speed to the item holder
* Helm of the Dominator: Bounty increased from 125 to 200

* Linken’s Sphere: All Stats reduced from 15 to 13

* Magic Wand: Now requires a 150 gold recipe instead of a Mango
* Magic Wand: Now provides +3 All Stats instead of +2 All Stats and 1.5 HP Regen
* Magic Wand: Max Charges increased from 17 to 20

* Enchanted Mango: On sale now from 100 to 70
* Enchanted Mango: Health regen decreased from 1 to 0.7
* Enchanted Mango: Consumed Mana restore reduced from 175 to 125
* Enchanted Mango: Daily Bonus Hero now gives 2 Mangoes

* Necronomicon: Duration increased from 50 to 60

* Phase Boots: During Phase your base turn rate is improved to 1.0 (the highest value, can still be lowered by other effects)
* Phase Boots: Active duration increased from 2.5 to 3 seconds
* Phase Boots: Active speed reduced from 24/20% to 20/16%

* Observer Ward: Gold/XP Bounty rescaled from a constant 100 Gold and 100 XP to growing over time with 100 + 2/min Gold and 50 + 4/min XP

* Sange: Recipe cost increased from 500 to 700
* Sange: Now grants Greater Maim
* Heaven’s Halberd: Now grants Greater Maim
* Yasha: Recipe cost increased from 500 to 700
* Manta Style: Recipe cost lowered from 900 to 500

* Alchemist: Chemical Rage Health regen increased from 40/48/56 to 40/55/70
* Alchemist: Bounty Runes bonus gold increased from 2.5 to 3x

* Ancient Apparition: Chilling Touch damage rescaled from 30/45/60/75 to 20/40/60/80
* Ancient Apparition: Chilling Touch no longer pierces Spell Immunity

* Arc Warden: Magnetic Field cooldown reduced from 35/30/25/20 to 20
* Arc Warden: Level 15 Talent changed from +3s Flux Duration to +400 Flux Cast Range

* Axe: Battle Hunger manacost rescaled from 75 to 50/60/70/80
* Axe: Base movement speed increased by 5

* Batrider: Base strength increased by 3

* Bloodseeker: Blood Rite ground vision now increased to match the AoE of the spell (from 400 to 600)
* Bloodseeker: Bloodrage cooldown reduced from 12/10/8/6 to 9/8/7/6

* Brewmaster: Primal Split Fire Permanent Immolation damage increased from 15/30/45 to 20/40/60

* Broodmother: Spiderite bounty reduced from 16-21 gold and 20 exp to 3 gold and 3 xp
* Broodmother: Spiderling bounty reduced from 11-13 gold and 31 exp to 9 gold and 9 xp
* Broodmother: Spiderite armor reduced from 8 to 0
* Broodmother: Spiderling armor reduced from 8 to 0
* Broodmother: Spiderling damage reduced from 18-19 to 14-16 (~19% less)
* Broodmother: Spawn Spiderling manacost reduced from 120 to 100
* Broodmother: Spawn Spiderling cooldown reduced from 10 to 11/10/9/8

* Chen: Hand of God heal improved from 250/375/500 to 250/400/550

* Crystal Maiden: Base armor increased by 1
* Crystal Maiden: Freezing Field attack speed slow increased from 30 to 60

* Dark Seer: Wall of Replica illusions incoming damage reduced from 300% to 200%
* Dark Seer: Wall of Replica illusions outgoing damage increased from 60/75/90% to 70/85/100%
* Dark Seer: Wall of Replica now auto attacks the hero it made the illusion of (can still be controlled)

* Dark Willow: Bedlam damage reduced from 60/140/220 to 60/120/180
* Dark Willow: Bedlam rotation duration increased from 1.5 to 1.8 seconds
* Dark Willow: Cursed Crown no longer grants vision after it stuns
* Dark Willow: Level 25 Talent increased from +1 Terrorize Duration to +1.5

* Dazzle: Fixed Poison Touch effective area covered not scaling properly with cast range bonuses

* Death Prophet: Base Health regen reduced from 2 to 1.5

* Earthshaker: Base damage increased by 3

* Ember Spirit: Flame Guard magical damage absorbed rescaled from 50/200/350/500 to 80/220/360/500
* Ember Spirit: Searing Chains duration rescaled from 1/2/2/3 to 1.5/2/2.5/3
* Ember Spirit: Searing Chains now does damage in 0.5 second intervals
* Ember Spirit: Searing Chains total damage rescaled from 80/120/240/300 to 90/160/230/300

* Enigma: Malefice stun duration rescaled from 0.25/0.5/0.75/1 to 0.4/0.6/0.8/1.0
* Enigma: Malefice cooldown rescaled from 15 to 18/17/16/15
* Enigma: Malefice manacost reduced from 110/130/150/160 to 100/120/140/160

* Faceless Void: Chronosphere cooldown increased from 140/125/110 to 140/130/120

* Invoker: Invoke manacost reduced from 60 to 40

* Io: Tether can now target Spell Immune allies
* Io: Tether cast point changed from 0.001 to 0
* Io: Tether no longer applies slow on impact
* Io: Spirits now apply a 20/40/60/80% movement speed slow on impact for 0.3 seconds
* Io: Spirits now have two fixed positions they go to, 700 and 100 (No longer granular with toggles, but just a single press action)
* Io: Spirits In/Out is just one ability now, alternates the direction (has a 1.5 second cooldown, same hotkey as spirits ability. Base cooldown/duration is still the same)
* Io: Spirits creep damage increased from 8/14/20/26 to 10/18/26/34
* Io: Spirits manacost from 150 to 120/130/140/150
* Io: Spirits collision AoE increased from 70 to 110
* Io: Spirits explosion damage AoE increased from 300 to 360
* Io: Level 10 Talent changed from +400 Spirits Max Range to +25% XP
* Io: Level 25 Talent changed from Tether Stuns to -60s Relocate Cooldown

* Leshrac: Lightning Storm manacost increased from 75/90/105/120 to 80/100/120/140

* Lich: Level 20 Talent increased from +120 Gold/Min to +180

* Lycan: Summon Wolves health increased from 200/240/280/320 to 230/260/290/320
* Lycan: Summon Wolves damage increased from 17/28/37/46 to 26/34/42/50

* Mirana: Leap speed buff duration increased from 2 to 2.5
* Mirana: Leap attack speed rescaled from 25/50/75/100 to 40/60/80/100
* Mirana: Moonlight Shadow now grants 15% movement speed bonus while invisible
* Monkey King: Primal Spring manacost reduced from 130/120/110/100 to 100

* Morphling: Adaptive Strike Talent now has a 300 cast range buffer for the secondary targets
* Morphling: Level 10 Talent from +300 Waveform Range to +350
* Morphling: Level 25 Talent from +2 Multishot Adaptive Strike to +3

* Necrophos: Reaper’s Scythe respawn time penalty increased from 10/20/30 to 15/30/45

* Omniknight: Purification cooldown increased from 11 to 14/13/12/11
* Omniknight: Base armor reduced by 1

* Outworld Devourer: Fixed Arcane Orb not using mana if it misses on the target
* Outworld Devourer: Arcane Orb manacost increased from 100/120/140/160 to 110/140/170/200

* Ogre Magi: Bloodlust on self now grants you 30/50/70/90 Attack Speed (default is 30/40/50/60)

* Pangolier: Rolling Thunder no longer gets canceled when rooted or disabled (rolls in place instead)
* Pangolier: Rolling Thunder cooldown increased from 70/65/60 to 70
* Pangolier: Swashbuckle manacost increased from 70/80/90/100 to 80/90/100/110
* Pangolier: Shield Crash cooldown increased from 13 to 19/17/15/13
* Pangolier: Fixed Shield Crash counting Spell Immune heroes
* Pangolier: Level 10 Talent reduced from +2 Mana Regen to +1.5

* Pudge: Base damage increased by 7
* Pudge: Rot slow reduced from 17/22/27/32 to 11/18/25/32

* Pugna: Base armor increased by 1
* Pugna: Level 15 Talent increased from +2 Nether Ward Health to +3

* Puck: Level 20 Talent from -5s Waning Rift Cooldown to -8s

* Queen of Pain: Sonic Wave damage increased from 290/380/470 to 320/410/500
* Queen of Pain: Sonic Wave Scepter damage increased from 325/440/555 to 370/480/590

* Riki: Tricks of the Trade now attacks at a slower pace, nerfed from 0.5/0.45/0.4 to 0.6/0.55/0.5

* Rubick: Telekinesis lift duration rescaled from 1.5/1.75/2/2.25 to 1.1/1.5/1.9/2.3

* Sand King: Caustic Finale no longer triggers when a unit is denied

* Shadow Demon: Strength growth increased from 2.2 to 2.4

* Shadow Fiend: Level 10 Talent reduced from 10% Spell Amplification to 8%
* Shadow Fiend: Level 15 Talent reduced from +40 Movement Speed to +35

* Shadow Shaman: Fixed Ether Shock effective area covered not scaling properly with cast range bonuses

* Silencer: Glaives of Wisdom from 15/30/45/60% to 25/40/55/70%
* Silencer: Global Silence duration increased from 4/5/6 to 4.5/5.25/6
* Silencer: Level 15 Talent increased from +90 Gold/Min to +120

* Slark: Base HP regen increased from 2.75 to 3.25
* Slark: Shadow Dance move speed bonus increased from 30/35/40% to 30/40/50%

* Spectre: Spectral Dagger manacost rescaled from 130/140/150/160 to 100/120/140/160
* Spectre: Haunt illusion damage increased from 40 to 40/50/60%

* Spirit Breaker: Greater Bash movespeed bonus increased from 15% to 17%
* Spirit Breaker: Netherstrike’s knockback now pushes the enemy twice the distance

* Storm Spirit: Level 15 Talent increased from +300 Health to +400

* Sven: Cleave distance increased from 570 to 625 (same as Battle Fury)
* Sven: Cleave end radius increased from 300 to 330 (same as Battle Fury)

* Terrorblade: Base HP regen reduced from 3 to 1.5
* Terrorblade: Reflection illusion now disappears when the reflection slow debuff is removed
* Terrorblade: Sunder minimum HP rescaled from 25% to 35/30/25%
* Terrorblade: Sunder cast range reduced from 550 to 475

* Timbersaw: Whirling Death attribute reduction now considers bonus attributes (instead of only base)
* Timbersaw: Whirling Death attribute reduction lowered from 15% to 13%

* Tiny: Tree Grab area damage reduced from 100% to 30/40/50/60%

* Treant Protector: Leech Seed duration increased from 4.5 to 5.25 (1 extra pulse)

* Tusk: Ice Shards duration reduced from 7 to 4/5/6/7
* Tusk: Snowball Speed reduced from 675 to 600/625/650/675
* Tusk: Frozen Sigil no longer provides flying vision (ground only now)

* Underlord: Firestorm overtime percentage based damage no longer affects Roshan/Ancients
* Underlord: Dark Rift manacost from 75/150/225 to 100/200/300

* Undying: Tombstone spawn interval improved from 4.5/4/3.5/3 to 4/3.5/3/2.5
* Undying: Level 15 Talent increased from +30 Decay Duration to +50
* Undying: Level 20 Talent increased from +4 Tombstone Attacks to +6

* Ursa: Base armor increased by 2

* Venomancer: Poison Nova duration increased from 16 to 18 seconds

* V isage: Grave Chill duration reduced from 3.25/4 .5/5.75/7 to 3/4/5/6

* Warlock: Chaotic Offering Golem health increased from 1000/1500/2000 to 1000/2000/3000
* Warlock: Chaotic Offering Golem Permnaent Immolation DPS increased from 30/40/50 to 30/50/70

* Weaver: Health regen increased from 1.5 to 2.5
* Weaver: The Swarm attack damage from 14/16/18/20 to 18/20/22/24

* Wi ndranger: Powershot damage increased from 180/260/340/420 to 180/270/360/450
* Windranger: Focus Fire attack speed increased from 350 to 400
* Windranger: Focus Fire now always fires on the target unless you are attacking another target, or pressed stop and are not moving.

* Winter Wyvern: Winter’s Curse duration increased from 3.25/4/4.75 to 4/4.75/5.5 seconds
* Winter Wyvern: Winter’s Curse attack speed bonus reduced from 85 to 55

* Wraith King: Wraithfire Blast manacost rescaled from 140 to 95/110/125/140
* Wraith King: Wraithfire Blast cooldown rescaled from 8 to 11/10/9/8
* Wraith King: Level 10 Talent changed from +40 Wraithfire DPS to +1.5s Wraithfire Blast Slow Duration

* Witch Doctor: Maledict cooldown increased from 20 to 50/40/30/20

* Zeus: Level 15 Talent increased from +1% Static Field to +1.5%

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  News - Now Available on Steam – Call to Arms, 10% off!
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Lounge - No Replies

Now Available on Steam – Call to Arms, 10% off!

Call to Arms is Now Available on Steam and is 10% off!*

Call to Arms offers an innovative mix of real-time strategy and 3rd, as well as 1st person controls. Set in the time of modern warfare, the game offers realistically modeled vehicles and heavy weaponry, as well as dozens of firearms and customizations. Command your troops to victory or fight by yourself in the 3rd or 1st person action mode.

*Offer ends May 4 at 10AM Pacific Time

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  Xbox Wire - Creators Corner: Fighties
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Xbox Discussion - No Replies

Creators Corner: Fighties

Xbox Live Creators Program empowers passionate developers everywhere to share their games with the world. In the Creator’s Corner series, Xbox Live Creators Program developers will share what inspires and motivates them to design and create their games, what challenges and creative solutions they pursue to bring their games to fruition, and how they leverage Xbox Live capabilities to enhance their games for Xbox. Today, we’ll be chatting with Ben and Max Snyder about their experience creating and bringing Fighties to the Xbox audience.

Tell us about your developer journey — what inspired you to start developing games and what continues to motivate you?
We went to school to get software engineering degrees. We like to play games so whenever we could choose our school projects we would make a game. The thing that continues to motivate us is the game ideas in our heads that we want to make.

Fighties Screenshot

What was the first game you created, and how did that experience contribute to Fighties?
Fighties was the first game we created as Pillow Pig Games. Before that we individually made small games for school projects. While making the small games we learned the basics of game development which helped us create Fighties.

Tell us about your team and how you came together (briefly)
We are a team of two. Max does the programming and music. Ben does the art and animation. We are twin brothers.

Fighties Screenshot

What’s been the most rewarding part of developing and shipping your game in the Creators Program?
The most rewarding part was winning the Dream.Build.Play challenge. (Editor’s Note: Dream.Build.Play is a global community of gamemakers. It’s a place where individuals can engage with independent developers around the world, and the companies, technologies, and leading creators that support them. The Dream.Build.Play Challenge is an annual skills-based contest looking for the latest and greatest UWP games form the indie developer community).

What’s been the most frustrating roadblock/challenge you’ve faced in developing a game, and how did you solve for it?
The most frustrating challenge We faced in developing a game was making the backgrounds for Fighties. Ben doesn’t like drawing backgrounds and when he does he doesn’t think it looks good. To solve this, we simplified the backgrounds as much as possible.

Fighties Screenshot

Now that the game is available in the Creators Program, what would your team like to work on next?
We are working on our next game. We haven’t come up with the name for it yet. It has trains, sword fighting, and animal riding.

What’s your favorite game, ever, and why?
Max’s favorite game is StarCraft 2 because it’s a really fun and challenging game. Ben’s favorite game is The Legend of Zelda: The Wind Waker because of the art style.

Fighties Screenshot

If you could be any character in any game, who would you be and what would be the first thing you do?
If we could be any characters in any game, we would be Mario and Luigi. The first thing we would do is race in karts.

Thanks so much to Ben and Max for this interview and bringing Fighties to the Xbox community. Tune in to an exclusive interview and live-stream with Ben and Max on Mixer.com/Xbox on Monday, April 23 at 11 a.m. PST.

Check out all the other incredible games in the Microsoft Store or in-console within the Creators Collection and stay tuned to Xbox Wire for monthly posts featuring Creators Program developers from all around the world!

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  News - Review: Jotun: Valhalla Edition (Switch eShop)
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Nintendo Discussion - No Replies

Review: Jotun: Valhalla Edition (Switch eShop)


Despite being a little over a year old, Nintendo Switch already has more than its fair share of top-down action adventure games. The presence of Cat Quest, Kamiko, Ittle Dew 2+ and numerous others like it means genre fans are already spoiled for choice when it comes to the old hack-and-slash routine.

Jotun: Valhalla Edition is the latest to join the ranks and it’s a game that more die-hard Nintendo types may already be familiar with, since it previously launched on the Wii U eShop a year and a half ago. Since the Wii U was on the way out by then it’s probably fair to say most failed to notice it, so let’s treat this Switch port like we’re seeing it for the first time.


The game puts you in the hefty shoes of Thora, a Viking woman who’s not been having the best time of things lately. She’s recently died, you see, and naturally she’s a tad peeved at the inconvenience. What’s worse, because it was considered an inglorious death – a storm sunk her boat and she drowned – she doesn’t yet get the chance to enter Valhalla, the heaven for heroes who die in combat. 

There’s hope for Thora yet, though. Waking up in a Norse version of purgatory called Ginnungagap (the Void), she discovers that if she can make her way through each of its realms and defeat the Jotun – enormous giants – located in each of them, she’ll impress the gods enough to gain access to Valhalla anyway. It’s basically the video game equivalent of when the One Direction boys failed their solo X-Factor auditions before Simon Cowell gave them another chance by putting them in a band.

The aim, then, is to travel from Ginnungagap (which acts as a hub world) to five different regions, each containing a couple of stages. After finding and activating the rune located in each of these stages, you’ll then get to fight off against that region’s huge Jotun in a boss fight. Beat them all and it’s a trip to Valhalla for you.


This structure results in a slightly disjointed experience, though not necessarily a bad one. Each region’s two stages tend to be fairly sparse, and with a couple of exceptions enemy encounters are by and large a rarity. Much of these stages are instead spend exploring the environment in a hunt for the rune you need to unlock the boss fight. This is made easier with a map on the pause screen, though it isn’t entirely spelled out for you: your location isn’t shown so you’ll need to use the environment to figure out where you actually are on the map.

After wandering through these relatively empty environments, the Jotun battles offer a huge change of pace as a result, offering lengthy boss fights with screen-filling opponents. This stark contrast in action also brings with it a hefty difficulty spike, meaning playing the game can feel like a bit of a rollercoaster at times with easy exploration levels followed by difficult boss fights. The second boss is a particularly good example of this: by the time you reach Fe you’ve just finishing strolling your way through a couple of straightforward cave levels, and now all of a sudden you’re fighting a stone goddess 50 times your size, who can summon literally hundreds of dwarven servants to attack you. You will get your ass kicked numerous times here, and given that you’ve just spent an hour in relatively peaceful surroundings it can be a little frustrating (especially with the slightly-too-long load times between deaths).


This way of offering two distinct playing styles also leads to another contrast, in terms of how the game looks. It’s always a visually stunning game whether you’re playing the stages or the boss fights, but in different ways. When you’re exploring the vast, generally empty stages the game has a tendency to occasionally zoom out, continuing to do so until your character is a tiny speck on the screen. This gives a true sense of scale, further puts across the feeling of being in limbo, and is a great way of showing off the beautiful hand-drawn environments.

On the other hand, when you’re fighting a boss the camera pulls in tighter to make sure you’re fully immersed in the action: when it’s closer in like this you can better appreciate the phenomenal character designs and animation. The bosses in particular are gorgeously animated, each frame hand-drawn as if you were watching a Don Bluth creation (such as Dragon’s Lair or The Land Before Time). When you first encounter them you’re treated to a fantastic animation of them discovering your presence and ‘awakening’ to start the battle, and when you finally manage to beat them – which is no mean feat, as previously explained – they die in a brilliantly satisfying, drawn-out way (literally).


Jotun is a fascinating take on the action-adventure genre. Written down it doesn’t sound like it should work: its controls are basic, most of the main levels are practically free of enemies and the boss fights range from tricky to knuckle-gnawingly infuriating. And yet, when it combines all its parts and brings them together, the result is a journey that takes in stunning landscapes, puts you in intense battles and blesses you with some of the most beautifully and professionally-designed characters and animations you’ll see in an indie game.

As long as you’re prepared for its erratic pacing and are happy to accept that there’ll be moments where you’re doing very little and moments where you’re cursing the game upside-down, you’re going to have a great time playing this visually stunning game.

Conclusion


Graphically, it’s a masterpiece, but Jotun’s action is too imbalanced to allow the same to be said about the game as a whole. Exploring its environments will be a treat for some players and getting stuck into its difficult boss battles will be a treat for others: if your tastes are wide-ranging enough to appreciate both scenarios, this is a winner.

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  Steam - Now Available on Steam – Inked, 10% off!
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: PC Discussion - No Replies

Now Available on Steam – Inked, 10% off!

Inked is Now Available on Steam and is 10% off!*

Inked is a tale of love and vengeance told in ink on paper. You play as the Nameless Hero who sets out on a journey in a vast landscape filled with puzzles for you to solve. Each puzzle takes you closer to your lost love, unraveling a story that will forever change you.

*Offer ends May 3 at 10AM Pacific Time

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  News - Minecraft 1.13 Snapshot 18W14A
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Minecraft - No Replies

Minecraft 1.13 Snapshot 18W14A

Happy snapshot day everybody! We’ve mostly recovered from GDC and are now back to work, full steam ahead!

full changelog for the Snapshot can be found on Minecraft.net.

  • New item: Phantom Membrane
  • New potion: Potion of Slow Falling
  • Added 4 new advancements
  • New Kelp textures
  • Changed generation rules for kelp and seagrass
  • New Riptide behaviours for tridents
  • Optimized cloud rendering some more

PHANTOM MEMBRANE


Very spooky.

  • Elytra now requires Phantom Membrane to be repaired
  • Phantoms now drop Phantom Membrane instead of leather
  • Can be crafted into a super spooky Slow Falling potion

ADVANCEMENTS


We’re making progress!

  • Fishy Business: Catch a fish
  • Tactical fishing: Catch a fish… without a fishing rod!
  • A Throwaway Joke: Throw a trident at something. Note: throwing away your only weapon is not a good idea.
  • Very Very Frightening: Strike a Villager with lightning
  • More to come!

RIPTIDE


Whooosh!

  • No longer compatible with Loyalty or Channeling
  • If riptide won’t work (such as being on land, nice and dry) you can’t attack with the trident at all
  • Riptide will not throw the trident, but instead launch you forwards with the trident
  • Looks neat!

To get snapshots, open your launcher and go to the “launch options” tab. Check the box saying “Enable snapshots” and save. To switch between the snapshot and normal version, you can find a new dropdown menu next to the “Play” button. Back up your world first or run the game on in a different folder (In the “launch options” page).

Please report any and all bugs you find in Minecraft to bugs.mojang.com.

Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds. 1.13 will have a lot of experimental snapshots that may break everything and smell funny. This may be one of those snapshots. This is what happens when Mojang are changing all the things! 

Share your thoughts on how 1.13 is shaping up in the comments below!

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  News - This Week at Bungie – 4/12/2018
Posted by: xSicKxBot - 04-28-2018, 09:28 PM - Forum: Lounge - No Replies

This Week at Bungie – 4/12/2018

This week at Bungie, we mapped more of the road ahead.

We have a new version of the Destiny 2 Development Roadmap. Take a look at what’s coming in Season 3 through the summer, all way up to the beginning of Season 4. You can read more developer commentary in the full Roadmap post.

We hope this gives you a good idea of what we have on our plate for the months ahead. These delivery times are goals. Some of these features could move around as we get closer to releases.

Our next expansion, Warmind, arrives on May 8. We know you have a lot of questions about it. Your answers will arrive in our next reveal stream on April 24. Developers from Bungie will be on the hot seats along with some representatives from our new partners at Vicarious Visions to talk about this new adventure that we created together. 

In the meantime, if you want to decorate your desktop.

Ultimate Power


One thing we’re changing up at the beginning of Season 3 is how your Power level will affect the enemies you face. As you tackle a new campaign and start taking on activities above your current Power level, you may find that the villains you face put up more of a fight. Here is Combatants Design Lead Tomonori Kinoshita to give you some details on the changes we’re making. 

Tomo: Hey, folks!

I’d like to let you know of an upcoming PvE difficulty tuning pass that should be hitting your consoles and PCs along with the beginning of Season 3.

The main goals from this tuning pass are to provide a more challenging experience for players when they take on higher-leveled activities. This should make Power progression and acquisition more meaningful, reinforce and reward the energy type matching gameplay, and provide opportunities for our master PvE-ers to demonstrate their prowess at the highest levels. 

So, how are we going to tackle this?

  • Change our outgoing player damage scaling vs. higher-leveled combatants to be steeper (make them more difficult), similar to Destiny. As a result, higher-leveled combatants will take longer to kill than they currently do—but if you’re at or above their level, you can still melt them (like you’ve come to love) with Update 1.1.4.
  • Extend our outgoing and incoming damage scaling from capping at a 40 power level delta to a 50 power level delta. Currently, in Destiny 2, our scaling only affects the difficulty of combatants up to 40 Power levels  above the player before plateauing. Increasing this to 50 Power levels adds a little more room for players to show off how badass they really are.
  • When combatants are 50 Power levels or higher above the player, they will be immune and display a “??” icon on their nameplate. OG Guardians probably remember the first time they stumbled across the Hive in the depths of Cosmodrome. We wanted to bring back that feeling of mystery and provide challenges for the player to come back to later in their journey.
  • Change combatant energy shields to fulfill the following: Matching energy element damage to shields is most effective (roughly 3x damage plus the current shield detonation), followed by non-matching energy (roughly 2x damage), and Kinetic damage won’t have any bonus damage multiplier. To further incentivize the matching game, the 3x multiplier for matching damage types is not affected by the damage scaling of higher-leveled combatants until the combatants display the “??” nameplates.
  • The previous change also allows us to bring back Match Game as an additional Prestige Nightfall modifier for extra points and bragging rights. When this modifier is enabled, all non-matching damage to energy shields is reduced to 10%, so make sure your fireteam is coordinating appropriately. The current plan is for Match Game to launch along with the rest of these difficulty changes.
  • We look forward to watching the community show off their PvE skills after these new settings go live. Show us what you’re made of, Guardians.

Back in Plaid


We’ve seen the Destiny community do some pretty amazing things to have a positive impact on the real world. Guardians never shy away from lending a helping hand. We’re rallying the banners again for a couple of great causes. Over the next month, Bungie will go head-to-head against other local businesses to raise money for two great organizations.

To prove that men don’t have exclusive rights to kilts, Bungie Foundation Manager Christine Edwards has your call to action.

Christine: Bungie is celebrating its 7th anniversary of supporting families at the Seattle Ronald McDonald House through their annual Men in Kilts fundraiser! As you all know, 7 is a big deal for us, so we’re planning on going all out this year with a giant goal of raising $77,000. Help us achieve our goal and cast your vote for Team Bungie by donating $10 or more. Every $30 donated will pay for a family to stay at the House for one night. Head to the RMHC Donation Page to cast your votes by Friday, April 27!

Need a sweeter incentive? Check out these backer rewards for donating to Men in Kilts!

  • $50—Exclusive high-resolution digital Destiny 2 teaser concept art.
    • Art will be prepped at a 3:2 aspect ratio at a high resolution for easy printing and framing.
    • Art will be delivered via email attachment to donors in early–mid June.
  • $100—The prize above, plus a postcard shipped to you signed by our MiK team.
  • $250—All prizes above, plus a digital print of exclusive art made by Mark Flieg.
  • $500—All prizes above, plus a physical print shipped to you of Mark’s exclusive art.
  • $1000—All prizes above, plus participation in a Bungie studio visit with you and a guest, dates scheduled quarterly in 2018/2019 and announced separately to donors after the event concludes.
  • Note: All travel and hotel accommodations are the sole responsibility of the donor.
  • $2000—All prizes above, plus your own piece of custom concept art, featuring you, created by Mark Flieg 
This year marks our 5th anniversary of the Gauntlet Tabletop Fundraiser. On Sunday, May 20, Team Bungie will compete in a tournament against 20 other local gaming studios and tabletop aficionados to raise funds for Wellspring Family Services. They’re a local organization that has been working to build emotionally healthy, self-sufficient families and a nonviolent community for over 120 years. Your donations help them reach that goal and embolden our team with Power-Ups that will help us win the tournament. Head to our team’s Donation Page to commit your support on or before May 20! 

Debating between donating to Men in Kilts or the Gauntlet? Once you see these backer rewards, you’ll want to donate to both!

  • $10—Vote on a local charity where the Gauntlet Tabletop team can volunteer. 
  • $50—Receive an unannounced new exclusive emblem at the beginning of Season 4.
    • Exact distribution date to be announced to all donors via email in the future.
  • $100—The prize above, plus a “programmer art” caricature of you—we can’t guarantee it’ll be good, but it will be funny!
  • An email containing a deadline for photo submissions will be sent to donors at the end of the event. No photos will be accepted after the deadline has passed.
  • $500—All prizes above, plus a 1 ½-hour Destiny gameplay session with one of our developers. 
  • $1000—All prizes above, plus participation in an exclusive virtual Pentathlon Puzzle Hunt.
    • Every year during the Bungie Pentathlon, teams at Bungie compete to solve a series of puzzles the fastest to win honor and glory. This year we are putting together an exclusive virtual puzzle-hunt for donors.
    • You and up to 12 of your friends will be invited to participate against other donors who’ve contributed over $1000. Date and time subject to Bungie and donor availability.
  • Whatever clan donates the most will be featured on Bungie.net.
    • A survey will be sent to all donors at the end of the event requesting clan names. The winning clan will be contacted regarding their feature upon final determination.
  • If we reach $77k as a team, we will create a video of employees performing an emote of your choice.
    • An email will be sent to all donors at the end of the event with a survey of emotes.

This is your chance to be a hero in real life—and maybe even score some sweet loot.

Rain Delay


Last week, we discovered a late-breaking bug that was going to cause issues with the upcoming 6v6 Iron Banner. We decided to postpone the event and replace it with Rumble. We have resolved the issue with 6v6 Iron Banner, and it will be going live at 10 AM  PDT on April 17. The details posted in last week’s TWAB are still true for the upcoming Iron Banner. Sorry for the last-minute schedule changes. We look forward to watching players participate in 6v6 action for the first time in Destiny 2. We will be on hand to gather your feedback. Make Lord Saladin proud. 

Scan and Repair


Whatever the issue, the Destiny Player Support team is always there to make sure you have the information you need. 

This is their report.

Tower Vendor Issues

This week, Destiny 2 Hotfix 1.1.4.1 addressed issues where players were unable to spawn into the Tower. Since release, we have been closely monitoring the #Help forum for reports of issues and have found that vendors sometimes take up to 30 seconds to spawn. We have forwarded these reports to the appropriate party for investigation.

If you load into a Tower that does not have vendors present, please post a report to the #Help forum noting how long it took for the vendors to appear.

Destiny 2 PC Crash Troubleshooting

In Destiny 2 on PC, players who encounter issues with installed game files should try running the Scan and Repair tool in the Battle.net app. In some cases, players may repeatedly receive an error directing them to use the Scan and Repair tool, but the tool reports “no problems found.” For more information, players should see: Scan and Repair in the Battle.net App.

Additionally, we recommend that players delete their existing CVARS.xml file if they are experiencing issues. This file can be found in: \Users\USER_NAME\Appdata\Roaming\Bungie\DestinyPC\prefs\

PLEASE NOTE: When relaunched, Destiny 2 will generate a fresh CVARS.xml file. This will revert all custom player settings in Destiny 2 to their defaults. For more information, please see our CVARS knowledge base article.

We’ll Always Have Paris


It’s time for the movies. Grab your popcorn and candy of choice, and please take a seat. Before we get to the main attraction, I’m going to give a quick explanation of how this works. Players send in their submissions via the creations page. We pick our favorites. Anyone showcased here gets an emblem. Just please make sure you include your player name in the description of the video so we know who to give them to.

All right, on to the winners.

Movie of the Week: Destiny 2 Sound Swap

[embedded content]

Honorable Mention: Darkness

[embedded content]

Here are last week’s top scores for the Nightfall. This one was close, with only a 281 point difference between first and second place.

Our next update is only a month away. We’ll have more info to share with you before then. Keep an eye on this blog as well as our upcoming stream on April 24. 

See you in Iron Banner next week.

<3 Cozmo

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  WINDOWS 10 ON XBOX ONE
Posted by: xSicKx - 04-28-2018, 01:33 PM - Forum: Xbox Discussion - No Replies

Windows 10 means big changes for the future of Xbox
Microsoft made a lot of sweeping statements yesterday about what it wants for the future of Xbox and Windows. We don't like broad statements here at Engadget; we like specifics. Good news! We've broken down the aforementioned statements into the stuff that really matters: how you will be affected by the upcoming launch of Windows 10, specifically as it pertains to the game console you own and the PC you use for games. We've got answers on everything from in-home game streaming to Xbox's biggest games heading to the PC, so head below for a beat-by-beat breakdown of what yesterday's big announcements mean for the future of the Xbox platform as we know it.

PC GAME STREAMING ON XBOX ONE, AND VICE VERSA

HALO, GEARS OF WAR, FORZA AND MORE, ALL ON YOUR PC





WINDOWS 10 ON XBOX ONE




GO HERE TO READ IT ALL

http://www.engadget.com/2015/01/22/windo..._truncated

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  Microsoft announces Xbox One game streaming to Windows PC and tablets
Posted by: xSicKx - 04-28-2018, 01:32 PM - Forum: Xbox Discussion - No Replies

Quote: Microsoft announces Xbox One game streaming to Windows PC and tablets
At its Windows 10 event today, Microsoft announced that its Windows 10 Xbox app will support game streaming from the Xbox One console. That means that Windows 10 PCs and tablets will be able to stream games from an Xbox One console.

READ MORE
http://www.pcgamer.com/microsoft-announc...d-tablets/

 

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