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  • Stardew Valley Switch Getting Video Capture, Faster Load Times

    Stardew Valley, the incredibly popular farm and life game, is getting a host of updates and fixes to the Switch version.
    The major update adds video capture to the game. The Switch supports video capture as of an October update, but developers have to add it on a per game basis. As of now, very few game support video capture, with Skyrim being the first third-party game, and Stardew Valley seemingly being the first indie game. 
    Additionally, the patch makes saving faster, fixes the issue with controllers getting disconnected, and more.
    You can find the pull list of patch notes at the source link below. Stardew Valley was released on Switch on October 5.
    [Source: Stardew Valley Blog]
     
  • Rome II: Empire Divided Trailer Calls For One True Emperor

    Tensions mount and factions collide in the newest trailer for Total War: Rome II's latest expansion, Empire Divided.
    Posted on November 27, the trailer paints a picture of the game's world and the powers competing for dominance. A renegade commander to the North, a rival ruler to the East, and the Emperor Aurelius struggle for control of the Roman empire, and it's up to players to determine who shall reign supreme when the dust settles.
    Players can decide the fate of Rome when the expansion launches November 30 on PC.
     
  • Valkyria Chronicles 4 Story Trailer Shows The New Face Of War

    Sega recently announced that Valkyria Chronicles 4, the fourth game in the real-time strategy RPG series, is coming surprisingly soon in 2018. Today, the website updated with some character details and a Japanese story trailer. The trailer shows off the familiar sights and sounds of Valkyria, replete with tanks and marching soldiers, suggesting a strong return to form after the more school-like direction in the intermediary games after the first one.
    In addition, the website has also updated with some character profiles, translated by Gematsu.

    The first character shown, Raz, is Edinburgh Army 101st Division No. 1 Battle Brigade No. 32 Armored Ranger Battalion Squad E division officer and Assault soldier. He's described as "aggressive and quick to get into fights, and talks with a rough tone. He tends to misunderstand due to his clumsy personality, but he is extremely caring of his friends."

    The other character, Kai, is a sniper master sargeant known as the "One-Shot Killer." She is a childhood friend of Raz and is "a prodigy sharpshooter whose eyes conceal a strong purpose."
    Check out the story trailer below. Valkyria Chronicles 4 is scheduled for PlayStation 4 in March in Japan, with a Switch version coming later in the summer. A localization has been announced, though no timeframe has been given yet.
    (Please visit the site to view this media)
     
  • Games We Play : News

  • Citadel: Forged with Fire

  • Halloween Horror Is Coming...

    Brace yourselves, Mages: Halloween horror will soon be descending upon the realm of Ignus! Come this Wednesday, October 18th we’ll be adding a host of spoOoOoOoOoOoOoky new content to Citadel in celebration of everyone’s favorite freaky festivity.
     
    Spookified World! To really embrace the mood of the holiday we’ve cranked Ignus’ general freakiness up to 11. The nights are freakier, foggier and more terrifying than ever. Rumor has it that on some rare nights the moon shines blood red! Keep your wits about you, lest an Abomination tear you to shreds!




     
    Time-Limited Treats! After next Wednesday’s update it’s time to go trick-or-treating! Every camp and cave treasure chest in the world will have a chance to drop some terrifying time-limited goodies. Some will be common, some will be less so, and some will be downright rare! The event ends November 1st, so make sure you grab the goodies before the chance has truly ghosted!



    The most common of these temporary delights is a selection of delicious candies! Chow down on a variety of cloying sweet delights including Chocolate Kaltibur Crisps, Sweet Crowberry Gum, Chocolate Buffalo Duds and Sugar Sprite Sticks and enjoy a variety of Health Regen, Mana Regen and Movement Speed buffs!



    We’re also preparing a huge selection of fun and ghoulish costumes, masks and helmets to really help you get in the spirit of the holiday! Some of these items, ridiculous though they may seem, are actually extremely viable high-end armor items – scoop them up while you can! More details on these costume items to follow in the coming week, so stay tuned!


     
    Devilish Tricks! Need something to stop bad little raiders dead in their tracks? Introducing Trap Doors, Spike Pits and Acid Pools! Starting next week, you’ll be able to keep unwanted intruders on their toes. Place Trap Doors anywhere in your castle, and have them drop down to either a jagged Spike Pit or a bubbling Acid Pool!



    You can even get creative and use the Trap Doors as invisible, vertical entrance points for your castle! Want to hide the real entrance to your base with a secret floor piece that you have to swim underwater to reach? Now you can! We’ll share more visuals and details on these fantastic new construction pieces next week, so stay tuned for those details soon!



    Trap Doors, Spike Pits and Acid Pools are not time-limited, and will permanently be part of Citadel
     
    Much More! We'll have event more to share outside of the Halloween content once this major update drops next week! Stay tuned for more details soon!
     
    Source: https://steamcommunity.com/games/487120/announcements/detail/1450581863748869974

    Patch Preview - New Castle Props, New Reagents & Pacify Changes

    Hello all! Tomorrow we'll be satisfying another community request by adding another set of castle props for players to fill their amazing dwellings with! Before this update, many players gave the feedback that their homes felt a little empty. We're adding a selection of basic furniture props to the game to finally breath some life into your empty dining halls and cavernous lounges!
     
    New Building Props

    Tables
    A table is much more than a flat, elevated surface supported by four legs! Tables are a social hub! They are where people come together, where ideas are shared, and where allies are made. Grab a potion, gather ‘round your housemates, and raise your flask to friends old and new!

    Or you know, maybe they are just flat, elevated surfaces supported by four legs. Either way, we have them now, and they’ll look fantastic in your castles!


    Chairs
    You can’t have tables without chairs, which is why we’ve prepare two lovely seating options for your wizardly posterior! Kick up the ol’ dogs on one of two fantastic choices: On the left we have a simple wooden dining chair, and on the right we have a lovely leather padded lounger.


    Bed
    Slaying the undead and taming massive dragons can be exhausting; why not build yourself a cozy, quiet space to kick back and unwind? With the upcoming addition of beds, you can finally turn your hovel into a home!


    Barrels
    We’ve also thrown in a couple barrels as additional options to give your space a little more flavor. Expect more simple props in the future to improve the aesthetic of your space!

     
    Taming Re-balance

    We'll also be applying a re-balance to taming in this upcoming patch. Historically, Pacify times were calculated in a linear fashion: The higher the creature’s level, the longer it would take to Pacify them. With our next update we’ll be adding a little more variability to the experience.

    Tame times will be calculated based on a number of factors including the level of the player’s weapon, the level of the creature, debuffs that may be applied to the creature, and the creature’s current HP. That Infernal Dragon taking too long to tame? Bring down its health, stun it with Gaslight, and pull out your strongest weapon! We hope that these new variables will make the taming of creatures a much less tedious and much more engaging experience.

     
    New Reagents
    We'll also be adding a few new reagents to the game:
    Blue Gold Ingot: 2 Gold Ore + 2 Iron Ore
    Ornate Marble Slab: 2 Stone + 1 Precious Stone
    White Marble Slab: 2 Stone + 1 Precious Stone
    Flawless Rune Gem: 3 Rune Cystal
    Enchanted Stone: 5 Stone + 5 Rune Crystal + 1 Precious Stone

    These reagents will be added to the recipes for a number of building items, including magic structures, marble structural pieces and ornate structural pieces. As you can see, Precious Stone is about to get a lot more valuable, so the time to start stocking up is now!
     
    Much More!
    We'll have more info to share with you all tomorrow, including bug fixes and gameplay tweaks.Stay tuned for the full patch notes, and we'll see you in Ignus with some brand new content soon!
     
    Source: http://steamcommunity.com/games/487120/announcements/detail/1486609767870600505
  • Ashes of Creation

  • A Reactive World – Nodes

    Hello everyone and welcome to Ashes of Creation’s first developer journal, our way of peeling back the curtain on the design process and giving you some insight into our game’s planned features.   It is our hope that through these developer journals we can convey some of our game’s primary mechanics as well as give our community a true transparent window to watch our development . Ashes of Creation has been a labor of love for us here at Intrepid Studios and though we are still early into the production cycle, we are thrilled to finally start bringing our project into the public’s eye! Thus without further ado let’s dive right in!
     
    What is Ashes of Creation?
     
    Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them. Veteran gamers may find themselves very familiar with the above game terms, but just in case there is any lingering confusion let’s take a moment to define them.  MMORPG (or MMO for short henceforth) is simply an online multiplayer game where thousands of players can experience the world side by side, and with high fantasy as a setting we’re talking about a world where magic and mythic creatures abound, think swords and dragons. For the most part the previous two terms are pretty straightforward and gives players a baseline for what they can expect out of Ashes of Creation. What isn’t immediately clear however is the phrase: “…shape and define the world”? For this, as well as the primary focus of this particular dev journal, I’d like to introduce our “Nodes.”
     
    What are “Nodes”?
       
    When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.
     
    So what exactly are Nodes then? Players in Ashes of Creation will find themselves thrust into the forefront of an inhospitable world filled with bountiful undiscovered treasure and ancient evils lurking just over the horizon. The very first pioneers into Ashes of Creation will find the wilderness a bleak reality, but even the harshest environments can be tamed. This is where Nodes come into play. Encompassing the entirety of our world’s playable areas are carefully placed points of possible development, which we call Nodes. These Nodes in their undeveloped form will not be visible to the players at first. However, as our intrepid players venture out into the wilderness with a variety of quests and tasks from their starting zones, these nodes will begin to absorb the activity in its radius zone of influence. In practice this will look like a band of friends completing quests or fighting monsters for sweet loot, searching for treasures, or delving into a dungeon.. progressing their characters as all MMO players are familiar with, but critically they will also be progressing the world around them.
     
    Every Node in our system operates as a kind of sponge, with each Node given purview over a predefined geographic area. Within this space (which we call a Node’s “zone of influence”) the Node tracks all player activity . This activity is then weighted and counted towards that particular Node’s own advancement track. By undertaking familiar MMO gameplay mainstays (questing, gathering, raiding, etc.) players will have agency in determining which Nodes in the world will develop.

    Furthermore these nodes exist in certain “regions” that will dictate what Marketplace that node is apart of, or what Warehouse cluster the node belongs to, as well as what crafting Tier the node exists in.  Different zones will fall under different influences that will also affect the Node’s development.  Zones can fall under 4 different categories; Military, Divine, Economic or Scientific. The zone type will affect the government type and buildings of the Node, as well as the content generated from that Node’s progression. As I’m sure you can see, the Node system is the backbone of many of the game’s systems.  It is also important to note, that after a node has advanced to the next stage, it is no longer possible to develop its neighboring nodes unless the node is sieged and destroyed.  After every advancement to the next stage of that node’s development, the ring of disabled neighboring nodes grow, stopping the neighboring nodes from progressing to the next stage.  Each node has it’s own unique content, that is only accessible after being developed.  So when one node may advance and unlock content, it comes at the cost of the content that a neighboring node may have offered.
     
    Currently, as a Node develops, it will follow 6 progressive stages of development;
     
    The progression time of these stages are based on the activity of the players.
     
    Stage                               Rough Development Time
    Expedition                       Few Hours
    Encampment                  Many Hours
    Village                              Few Days
    Town                                  Many Days
    City                                    Few Weeks
    Metropolis                      Many Weeks
     
    At every stage, the game radically changes for that region.  Allowing paths to be taken by the players that dictate the world’s development around them.  We will expand more on the specific content for these stages in later journals.
     
    Building the world sounds great, but what can I do if I want to change it?
       
    A world built through player choice is one of our ultimate goals with Ashes of Creation, but there’s always a flip side when a choice is made: not everyone will agree with this choice. As players work through and develop the Nodes that populate their world, they will shape that world in important but also specific ways, actively working towards certain areas in favor of others. Mix in Node exclusives, world firsts, political disagreements, and specific bonuses of one region over another and we immediately find ourselves in a place of very likely disagreement and thus player conflict and competition. All of this begs the questions, “what can I do if I disagree with the choices made by others?” or “will I miss out on the world building aspects of the game if I’m not part of the first players?”
     
    Just as Nodes can be developed by players in Ashes of Creation, they can also be destroyed by players as well. Every Node in the game world can be destroyed as a result of player actions, resetting the progress made on that particular Node back to a lower tier of development or even its original starting point. Are you unhappy with the oppressive actions of a player government in a particular area? Did one Node beat out yours in a race for exclusive developments? Is there content you want to explore, that requires a Node elsewhere to develop? Envious that your hometown is not the center of the world? All of these “problems” will have an ingame solution available in the Node’s ability to be destroyed. Finally, and perhaps most importantly from a gameplay perspective, the destruction of a Node will not be a simple everyday run of the mill activity.

    These sieges will allow players to participate in the defense or assault of a particular node.  Sieges will have a declaration period, allowing for the server to prepare for the upcoming battle.  This mechanic will not be an easy task for the attackers.  Cities will have a considerable defensive advantage.  Nor can this mechanic be used often, as there will be a cooldown on the siege mechanic reflective of the size of the node under siege.
     
    A world built by player choices sounds intriguing, but why does it matter?
       
    So what does all this mean for you, the player, and why should you care? One of the central pillars behind Ashes of Creation’s design philosophy is to stress meaningful player choices whenever possible, real decisions that can be difficult for players to make and which hold actual relevance on their gameplay experiences.
     
    Having the ability to sculpt the world is pretty cool, but simply building something for an arbitrary reason holds no meaning, which is why we are excited to see what happens once we give control of the Nodes to you, the players. Every Node at the village stage and above is governed by some variation of a player run government, and it will be up to those who are charged with the care of their communities to carefully balance a variety of city mechanics. As Nodes continue to advance along their development tiers, more and more options will become available for the citizens of that node.
     
    Nodes are not merely just a quest hub or place you run back to every now and again to drop off the new loot or sell unwanted items, they are tied intricately to the game. Questlines will morph based on what areas of the world have or have not been developed, specific items and wondrous mounts will become available based on which Nodes are developed, dangerous dungeons will open up for exploration and powerful new world raid challenges will begin to appear. The world around a developed Node will reflect the activity and choices of the community.
     
    A continuing discussion
    We hope you have enjoyed reading about our Node system.  This is a good start for our community to understand what a Reactive World entails. There is a great deal of information that revolves around this system, and it is one we intend to continue to elaborate on as we move forward.  Many of the mechanics will be subject to tweaking as well, when we begin play testing.  For now, we invite you to discuss this journal, in the Dev Journal section of our Forums!
     
    https://www.ashesofcreation.com/wp-content/uploads/2017/01/Ashes_of_Creation_-_Node_Demonstration.webm The post A Reactive World – Nodes appeared first on Ashes of Creation.
    Source

    First Q&A Session with Devs

    Hey everyone,
    We have released our first Q&A session with; Creative Director Steven Sharif, Lead Designer Jeffrey Bard, Senior Designer Peter Pilone and Senior Designer Matthew Reynolds.
    This Q&A covers a range of topics and game mechanics.  And we will be releasing more Q&A sessions over the coming months.  Let us know what you think on the forums!
     
    The post First Q&A Session with Devs appeared first on Ashes of Creation.
    Source
  • SMITE

  • Two Factor Authentication FAQ

    Two-Factor Authentication is available for SMITE PC users logging in with a Hi-Rez Launcher Username. Two-Factor will NOT work for players who use Google or Facebook logins.
    Two-Factor Authentication FAQ
     
    Q. How does Two-Factor Authentication work?
    A. Once you login to the game launcher or one of Hi-Rez’ websites, an authentication code will be sent to you, which you will enter at the authentication page in order to login.
     
    Q. Why are only some countries receiving SMS support?
    A. Hi-Rez has acquired different local phone numbers for each of the countries listed in question 5 in order to avoid international texting costs for users. Based on usage and demand, additional countries may be added in the future.
     
    Q. Which Countries have SMS support?
    A. Australia, Belgium, Brazil, Canada, Chile, Finland, France, Germany, Ireland, South Korea, Mexico, Netherlands, Poland, Portugal, Spain, Sweden, United Kingdom, and the United States
     
    Q. How do I disable Two-Factor Authentication?
    A. During Early Access testing, Two- Factor Authentication can be disabled by beta users at the Hi-Rez Account page on hirezstudios.com. When Two-Factor Authentication is released publically, there will be a section in the user’s Account on Hi-Rez websites that will allow the player to enable, modify, or disable Two-Factor Authentication.
     
    Q. What happens if I lose my phone or lose access to my e-mail account?
    A.  During the test, users who lose access to their Two-Factor Authentication method will need to make a Customer Support Ticket. When Two-Factor Authentication is released publicly, there will be an automated process to enable access recovery.
     
    Original Source: https://www.smitegame.com/news/two-factor-authentication
  • Star Wars : Old Republic

  • Cartel Market Specials: Week of October 3, 2017

    UNRELENTING TERROR: DIRECT SALE ARMOR ONE WEEK ONLY: Tuesday, October 3 - Tuesday, October 10 – 2,100 Cartel Coins
    Battle armor inspired by one of the galaxy’s most legendary Dark Lords. A must-own for any aspiring Sith Warrior.  

    BLACK AND WHITE DYES: DIRECT SALE ARMOR CUSTOMIZATIONS ONE WEEK ONLY: Tuesday, October 3 - Tuesday, October 10 Customize your favorite armor set with distinctive white and black color dyes. Black/Black Dye 2,000 Cartel Coins NOW 1,500 CARTEL COINS White/White Dye 1,000 CARTEL COINS White/Black Dye 1,000 CARTEL COINS Black/White Dye 1,000 CARTEL COINS MARSH HUNTER ACKLAY: DIRECT SALE MOUNT ONE WEEK ONLY: Tuesday, October 3 - Tuesday, October 10 – 2,100 Cartel Coins
    Few beasts are as rare and feared as the wild Acklay. For those who can earn its trust however, this beast has proved to be a fiercely protective ally.  
    OVERCHARGED TUNING: DIRECT SALE WEAPON CUSTOMIZATION ONE WEEK ONLY: Tuesday, October 3 - Tuesday, October 10 – 2,000 Cartel Coins
    Signal your entrance on the battlefield! This customization overrides your weapon’s power core, discharging sparks and flames to keep enemies at bay.  

    Cartel Market Specials: Week of September 19, 2017

    Don the Ruthless Scion battle armor, unbox the popular Warbound Crusader Pack at half off, and more! See what this week has to offer on the Cartel Market:
    RUTHLESS SCION: DIRECT SALE ARMOR ONE WEEK ONLY: Tuesday, September 19 - Tuesday, September 26 – 2,100 Cartel Coins
    Worn only by the most elite and battle-tested of Zakuul’s legendary Scions, a sect of powerful Force-users renowned for their ability to see into the future. WARBOUND CRUSADER: RETURNING ITEM PACK ONE WEEK ONLY: Tuesday, September 19 - Tuesday, September 26 If you missed it the first time, now is your chance to unlock the popular Warbound Crusader Pack – at 50% off normal prices for one week only! Equip the mysterious Enigmatic Hero armor, pilot the Imperial Devastator tank, and wield the Lightsaber of the superweapon Tyth! Warbound Crusader Pack 300 Cartel Coins NOW 150 CARTEL COINS Supercrate: 5 Warbound Crusader Packs 1,500 Cartel Coins NOW 712 CARTEL COINS Hypercrate: 26 Warbound Crusader Packs 7,800 Cartel Coins NOW 3,510 CARTEL COINS
    RIOT CONTROL TUNING: DIRECT SALE WEAPON CUSTOMIZATION ONE WEEK ONLY: Tuesday, September 19 - Tuesday, September 26 – 1,800 Cartel Coins
    Favoured by mercenary groups across the galaxy, this weapon customization emits a powerful electro-static field – a not-so-subtle deterrent for any foe foolish enough to get in your way.  

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