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  1. Yesterday
  2. This is the official discussion thread for the Introducing the Discover the Team and Work Behind the Music & Sounds of Summerset blog article. The Isle of Summerset is visually spectacular, but it is just as pleasing to the ear as it is to the eyes. Learn more about the team responsible for the sound and music in The Elder Scrolls Online: Summerset unique and what went into its creation. View the full article
  3. Vande36

    Stopping By

    Wakie wakie eggs and whiskey everybody. How are y'all doing?
  4. Last week
  5. Agents! We are happy to introduce the newest feature to The Division with Update 1.8.2 - Shields! Found in the first tab of the Dossier, Shields are a group of unique commendations that reward both long term and new players for completing very specific challenges across The Division. The following four Shields will be the first available for you to earn with the launch of Update 1.8.2. Going forward, an additional Shield will become available every month for you to unlock. Shepherd - Unlock the Base of Operations Avenger - Eliminate 10 Named bosses in Manhattan, 10 in the Dark Zone, and 10 in West Side Piers Deadeye - Complete all weekly High Value Targets Hazard - Clear 25 landmarks in the Dark Zone With every Shield unlocked, you will receive the following rewards: One Audio Log One Vanity Patch with the relevant Shield Icon One Shield Cache One Exotic Weapon Two Classified Gear Set pieces 2,000 Phoenix Credits 500 D-Tech Three Cypher Keys The Shields and the Vanity Patches are account wide, but the reward caches will be unlocked on the character completing the Shield itself. The rewards do not stop in The Division, as unlocking Shields grants rewards in The Division 2! As Agents collect Shields, you will be placed in a tiered system. The more Shields earned in The Division, the higher the tier you reach, the more rewards you will receive in The Division 2. A higher tier grants players more rewards: Tier 1 - Weapon Skin Tier 2 - Outfit/Vanity Patch Tier 3 - Emote/Backpack Dye Tier 4 - Backpack Trophy/Emote Shields will help you prepare for the next chapter in The Division and challenge yourself in new ways. Collect the Shields, listen to new Audio Logs, and sport new cosmetics in The Division 2! /The Division Dev Team View the full article
  6. NeuronHaze

    [PG]Update 0.7.0.4

    View the full article
  7. Agents! Update 1.8.2 is now live across PC, Xbox One, and PS4! Update your client and join us in two new legendary missions—Madison Field Hospital and General Assembly. Agents now have the opportunity to earn new Commendations, Audio Logs, and Patches through the new Shields system. Do not miss the new Reactivation Caches (hyperlink 1.8.2 Save The Date) available for three weeks that welcome Agents back to The Division! Catch up on a full list of features and bug fixes in Update 1.8.2 in the Patch Notes. Thank you and we will see everyone in Manhattan! /The Division Dev Team View the full article
  8. Earlier
  9. New Feature: Shields Shields are a group of twelve unique collectibles that reward both long term and new players for completing challenges throughout the game. Earning a Shield will reward the player with a Shield Cache that contains a selection of valuable items and currency bundles. In addition, earning multiple Shields unlocks exclusive rewards for use in Tom Clancy's The Division®2. The Shields feature can be found in the first tab of the Dossier. Initially, four Shields will be available for players to earn. Subsequently, an additional Shield will become available every month. The first four shields available on June 14th are: Shepherd – Unlock the Base of Operations. Hazard – Clear 25 landmarks in the Dark Zone. Deadeye – Complete all weekly HVT’s within a week. Avenger – Take out 10 named bosses in Manhattan, 10 in the Dark Zone and 10 in the West Side Piers area. New Patches Twelve new Patches are available - they can be unlocked by completing the corresponding Shield challenges. New Legendary Difficulty Missions Madison Field Hospital. General Assembly. New Audio Logs Twelve new audio logs are available - they can be unlocked by completing the corresponding Shield challenges. Phoenix Credit Limit Phoenix Credit limit has increased from 5,000 to 8,000. Game Changes Classified Gear Predator’s Mark Set Bonus (6 pieces): Hitting 10 shots without switching targets now applies The Predator’s Mark which makes the target bleed for 50% of the damage already done by those bullets. The Damage over time to the target is increased by 15% for every 3000 Stamina and can critically hit the target. When at 9000 Stamina the damage over time bonus is increased by an additional 120%. The Predator's Mark ignores the Status Effect Immunity of NPCs. Path of the Nomad Set Bonus (6 pieces): 50% chance to have no cool-down for Path of the Nomad when playing solo. Take 60% less damage for 10 seconds after Path of the Nomad is triggered. Tactician’s Authority Set Bonus (6 pieces): Improved Tactician’s Authority stacks will no longer reset when using elevators. Stacks will now correctly be lost upon activation of Recovery Link. Reclaimer Set Bonus (4 pieces): Reclaimer support stations will now self-destruct when the set is unequipped. Gameplay Support Stations with the highest health per tick will now take priority when in range of several stations. Fixed an issue that would cause items to temporarily disappear from the inventory after having shared an item. Implemented a cooldown that reduces the auto-snap on aim after first use. Fixed an issue which would cause item mods to be unequipped when changing loadouts under certain conditions. Dark Zone Contamination Events effect should no longer display as active once the event has ended. Opera House Landmark will now spawn NPCs correctly. We took care of a couple of evil cars in DZ09 that kept trapping unsuspecting players. Last Stand Fixed an issue causing forward spawn points to be unavailable on certain maps. Global Events Descriptions have been added to the loading screens for Global Event. Smart bullets can now only be activated in the appropriate missions. Corrected the ‘Never Enough’ commendation UI to not list Stolen Signal as a requirement. Underground Underground bosses will no longer drop Vendor Exotic weapons. Audio Fixed missing audio in Last Stand, Skirmish & Camp Clinton for all non-English languages. Legendary Missions Mission reward panels have been updated to show the correct Gear Score. Players are no longer able to bypass objectives in Legendary Amherst’s Apartment. Vanity Items Overlapping arm patches have been fixed when combining ‘Roadie Jacket’ with ‘Ghost Recon Wildlands shirt’ or ‘Sniper shirt’. Other No, Kotaku, there are no strange doors fixed in this update. View the full article
  10. Kolya

    Fallout 76 Backstory Discussion

    Another thing is that we don't necessarily need to be at a military base when the bombs fall. We could be out suppressing riots, which were taking place regularly leading up the the nukes. I think the government was actively deploying power armor regiments on US soil prior to the bombs falling.
  11. Kolya

    Fallout 76 Backstory Discussion

    http://fallout.wikia.com/wiki/Great_War Looks like the US went to Defcon 2, and then 4 minutes later nukes were launched.
  12. Kolya

    Fallout 76 Backstory Discussion

    Not that I've ever heard. It wasn't until 4 that they answered the question of who fired first. Hint, America.
  13. Cavadus

    Fallout 76 Backstory Discussion

    One of the story beats I'd like to keep, which throws a wrench into the Camp Atterbury angle, are the training units in Knox fleeing with the trainees currently in basic training. Do we know if there was much for early warning of the nuclear attacks? I know in FO4 it seems like probably not but... ?
  14. This is the official discussion thread for the "ESO Community Guides – June 2018" blog article. Summerset has arrived, and The Elder Scrolls Online community has been hard at work coming up with brand-new guides and updated builds. Check them out in our latest Community Guides article! View the full article
  15. Kolya

    Fallout 76 Backstory Discussion

    For our background, I tried to draw a parallel between how the 47th started in real life and transitioned into a Roman based guild and how we would do so in the Fallout universe. The 47th Armored Cavalry Division, stationed at Fort (Wherever) and currently on assignment at (wherever) is under the command of Colonel Maximillian Lawrence. After the war, Lawrence maintains discipline and morale for a short while before the 47th realizes that the world has been destroyed and they are, as far as they initially know, the last survivors of the human race. As a result, morale crumbles and the 47th starts falling apart. Drawing on his near obsession with Ancient Rome, Lawrence adopts the name Labenius and the rank of Legate and reforms the 47th into the 47th Legion, and sets off on a mission to rebuild the wasteland in the image of Rome. At some point after that, Labenius starts to turn more and more despotic, culminating in increasingly questionable orders, ultimately leading most of the Legion to refuse them (like destroying a neutral settlement for their resources) , so Labenius orders a decimation to keep control of his rebelling officers. This is the turning point, and the officers stage a coup and assassinate him However, they realize the charismatic effect that Labenius has on the men, and decide to keep up a ruse where Labenius is still alive and in command, all the while Cavadus is really the one in charge.
  16. Longfellow

    Fallout 76 Backstory Discussion

  17. So Fallout 76 we were discussing the idea of Army personnel from Fort Knox fleeing into West Virginia as that is the closest military installation to the state. Over the ensuing twenty-five years they conducted dozens of missions to the nearest military installations to recover personnel and equipment. As a jumping off point, below are some of the closest military installations to West Virginia. Military Posts Delaware Air Force - Dover Airbase Indiana Army - Camp Atterbury - National Guard/Reserve Training Post. No major supply or materiel. Low Risk Target. Navy - NSWC Crane- Naval Special Warfare Center - Weapons and Ammo Development and Bunkered Ammo Storage. High Risk Target. Air Force - Grissom AFB- Base with Special Operations, Mission Support Group, Interceptor Fighter Wings. High Risk Target. Kentucky Army - Fort Campbell Army - Fort Knox Maryland Army - Fort Meade Navy - United States Naval Academy Ohio Air Force - Wright-Patterson Airbase North Carolina Army - Fort Bragg Air Force - Pope Airbase Air Force - Seymour Johnson Airbase Marines - Camp Lejeune South Carolina Army - Fort Jackson Air Force - Shaw Airbase Marines - Recruit Depot Paris Island Virginia Army - Fort A.P. Hill Army - Fort Belvoir Army - Warrenton Training Center Marines - Quantico Navy - Navy Special Warfare Center Dahlgren Washington, D.C. Army - Fort McNair
  18. This is the official discussion thread for the blog article Announcing Wolfhunter & Murkmire DLC Game Packs. Learn the first details about what's coming to ESO later this year in this announcement article! View the full article
  19. Agents, incoming State of the Game transmission: During the last State of the Game, Community Developers Petter Mårtensson and Yannick Banchereau revealed the Global Event Onslaught release date and showcased a few community creations. Petter and Yannick are back this week to talk about Update 1.8.2: New legendary missions, balancing and bug fixes. Missed today's Stream? You can check out the VoD on twitch. Welcome to Episode 100 of State of the Game! Firstly, we want to thank our community for being a part of the segment since launch. All of your love and support has made State of the Game the show it is today. We are now only a few days away from E3! Ready to find out more about The Division 2? Tune in to watch the Ubisoft Conference on Monday, June 11th – 1 PM PST / 4 PM EST – 10 PM CEST. Today we announced that Update 1.8.2 is launching on June 14th. The update will include various bug fixes, balancing changes and new content, including: New Legendary Missions: General Assembly Madison Field Hospital Shields Reactivation Caches Balancing changes to Classified Predator’s Mark & Nomad’s Resolve Reduction to the auto-snap on aim via a cooldown after the first use Phoenix Credit cap increase to 8,000 Reactivation caches will be given out to all players, containing a wide array of 256 GS items including a currency pack, high-end gear, three 4-piece gear sets as well as a variety of weapons and mods. Enabling returning players to jump straight back into World Tier 5 with their friends without having to catch up. A new Encrypted Cache Mark IV is releasing with 1.8.2, containing four new Collections and a final fifth Chase Collection set. We are removing the current stock of store items to replace them with non-collection items from Mark I, II, and III including Emotes. The Encrypted Caches will still be available for Cypher Keys as before. More in-depth information on the changes are available in the VoD. We have a couple community highlights to share with everyone today! @ElitessGaming shared a heartwarming postcard with us in preparation for E3. A big shout-out and thank you to them for being a part of our community! @Agent_Mab cosplayed an Agent bringing us champagne to celebrate our 100th Episode of State of the Game! Thank you very much, Mab! We are extremely excited to tell you more about The Division 2 at E3. We can’t wait to show you what we have in store! The 100th episode of State of the Game has been a real milestone for us and we wanted to thank everyone again making it possible. Onwards to many more! As always, be sure to join us over on the Official Forums or on the community Reddit if you’re looking for a place to discuss all things related to The Division. Until next time! The Division Dev Team View the full article
  20. Agents! We are happy to announce that Update 1.8.2 is launching across PC, Xbox One, and PlayStation 4 next week, June 14th! Players can expect two new Legendary mission modes for Madison Field Hospital and General Assembly alongside the newest system to The Division—Shields. More information on the Shields system will be revealed soon! We are also introducing Reactivation Caches that will be granted to all players with the launch of 1.8.2. Designed with new players in mind, these caches welcome Agents back to The Division by preparing players for end-game activities. Available at the Rewards Claim Vendor for three weeks starting with the launch of 1.8.2, players will earn the following rewards: Full non-Classified (4-piece) sets of Striker, D3-FNC and FireCrest at 256 gear score Six pieces of High End Gear Five weapon attachments and mods Five weapons (one pistol, one SMG, one AR, one shotgun, and one MMR) Three Cypher Keys, 2000 Phoenix Credits and 500 D-Tech Lastly, Classified Gear balancing and bug fixes are going live with 1.8.2. Here is a short recap of the upcoming changes. The 1.8.2 Patch Notes will be available for a full list of changes. Classified Gear Predator’s Mark—Set Bonus (6 pieces) Hitting 10 shots without switching targets now applies The Predator’s Mark which makes the target bleed for 50% of the damage already done by those bullets. The Damage over time to the target is increased by 15% for every 3000 Stamina and can critically hit the target. When at 9000 Stamina the damage over time bonus is increased by an additional 120%. The Predator's Mark ignores the Status Effect Immunity of NPCs. Path of the Nomad—Set Bonus (6 pieces) 50% chance to have no cool-down for Path of the Nomad when playing solo. Take 60% less damage for 10 seconds after Path of the Nomad is triggered. Tactician’s Authority—Set Bonus (6 pieces) Improved Tactician’s Authority stacks will no longer reset when using elevators. Stacks will now correctly be lost upon activation of Recovery Link. Reclaimer—Set Bonus (6 pieces) Reclaimer support stations will now self-destruct when the set is unequipped. Gameplay Opera House Landmark will now spawn NPCs correctly. Support Stations with the highest health per tick will now take priority when in range of several stations. Fixed an issue that would cause items to temporarily disappear from the inventory after having shared an item. Dark Zone Contamination Event effect should no longer remain active once the event has ended. Reduction to the auto-snap on aim via a cooldown after the first use. Fixed an issue which would cause item mods to be unequipped when changing loadouts under certain conditions. Head over to the Official Forums to engage in the conversations and leave us some feedback. We will see everyone on the streets of New York! /The Division Dev Team View the full article
  21. Greetings Agents, E3 is less than two weeks away, and what a time it is to be part of this lovely community! You guys kicked off 2018 Agent Highlights with incredible creations, and that kept going as we progressed into this year. We had a busy period with the latest Global Events, Blackout and Onslaught, but that didn’t stop you from taking the time to share your talents with us and with the community. And of course, we hope you managed to get the weapons and gear sets you were looking for. As always we have received so many fantastic creations, from both veteran and newly activated Agents. There so much variety and creativity here, you guys keep raising the bar month after month. So why don’t we get right into this month’s Agent highlights! You probably know how it works by now: all featured Agents will receive an in-game gift of 1000 Phoenix Credits. Cosplays for The Division have been there from the very beginning and they have evolved to a whole new level of perfection! We would like to welcome one of our newest members, Agent CMDR_Patrin, who announced his activation with this incredible cosplay. “A new Agent has joined your team”. Welcome aboard Agent. Next we have got the talented Agent Mab, who plans her every mission carefully before heading out to the field. We admire your dedication Agent. We got a close up shot to Mab’s notes, if you want to know in details how she’s planning out her mission to gather Intel for her fellow Agents. Good luck Agent, we’ll keep an eye out for you from our side. It wouldn’t be right not to have Area_The_Fox featured in our cosplay section. We all know how talented these Agents are. We have tried to find the one that we like the most, but it wasn’t an easy task for us. However, we leave you with the one below. We can confirm that a few people in The Division team have saved this as the wallpaper on their computers. Brilliant photo, the colours bring so much life to it. We love it! You can always check more of their awesome work on their Twitter account here. We received some nice shots from our Agents at Kiev Comic Con. Agent Eugen Goutnick provided us with some coverage of their mission. Good job Agents, we thank you, our guys thank you, and the people of New York thank you! We talked a lot about how you have raised the bar when it comes to your creativity and love for The Division. Accordingly, we have something special to share with you. We spotted these unbelievable shots by KSK_Johan. Is that actually Warren Gate? Last but not least, we got the rising super star Agents Goose and Kenga. At this point we actually think you two just came straight out of the game itself! Lock and Load Agents! Moving on to your artistic creations from the month of May, we start with this high quality interpretation of a confrontation between The Division Agents and the LMB. This piece of art is the work of Xiaojun He. We really love your personal take and choices here, and the attention to detail is mind blowing. Nice work Agent! We couldn’t get enough of the work of Xiaojun He, and thus, we leave you with two more great pieces. We hope you like them as much as we do. The next piece highlights the two sides of being an Agent. Our regular contributor to Agent Highlights, Cheshire Cat, shared this one with us. “Two sides, one origin” That is very true Cheshire Cat, two sides, one origin, but that choice is what defines us as The Division Agents. Up next is a cross community piece. Created by Klexomat, this art work features Agent Mab in The Division. It seems that you are loving the Hunters more and more these days Agents. We have another Hunter fan art for you this month. It might not be as cute as our baby Hunter from last month’s Agent Highlights, but it is definitely worth being featured here. We would like to see more Agent Helary Mael! We have got many submissions from our multitalented Agents. We will do our best to try and feature most of them. We start with this unique tweet by Goose! Well said Agent, but you should know that we love you unconditionally! The Dark Zone is a chaotic and dangerous place. We all can agree to that. Spotting another Agent instantly triggers your survival instincts and you put your defences up. Monitoring every move they make, trying to stay out of their line of sight. But what if they are friendly? Yes, that is also a possibility, as we can see below. Mr.Carrana took the time to share this moving moment straight from the Dark Zone. We talked a lot about cosplays, but the next one is a very cool collage by 2ndlawphoto. Showing a wrap up of London MCM 2017, in preparation for the upcoming one this year. This is just something we wanted to add, as moments like these bring back memories to all of us. We all can related to similar experiences in The Division. We thought we already made the tough decisions, but it seems we are at it again. However, we have decided to pick two team favourites for this month, as we clearly couldn’t agree on one! This first one is by Area_The_Fox. You Agents managed to capture many aspects of the game in this incredible piece of work, we just keep watching it over and over again. And thank you for dedicating this clip for the Jubilee State of the Game! Secondly we have Agent Max. Agent Max has been a steady contributor to the community, and we very much like his methods of bringing new creations into the world of The Division. His latest being the sequel to his Scenes of the Collapse video. Agents, we leave you with this one. And there we have it: May’s Agent Highlights. Don’t forget to tweet your creations with the hashtag #AgentHighlights for a chance to be featured in next month’s article. ATTENTION: Agents, please follow @TheDivisionGame on Twitter so we can get in touch with you for the rewards. Thank you from all of us! Until next time, The Division Community Team View the full article
  22. This is the official discussion thread for the Introducing the Psijic Vault Crown Crate Season & Giveaway! blog article. Within the long-hidden vaults of the Psijic Order lies a host of mysterious relics and artifacts. You can discover these wondrous items for yourself within Psijic Vault Crown Crates, coming to the Crown Store on June 21. Learn more about the new Crate season and find out how you can earn up to three free crates here! Radiant Apex Rewards Green-Graht Ghost Cat Phantom Ice Wolf Psijic Spectral Steed Apex Rewards Psijic Bear Exemplar Psijic Camel Exemplar Psijic Guar Exemplar Psijic Horse Exemplar Psijic Senche Exemplar Psijic Wolf Exemplar Resplendent Sweetroll Legendary Rewards Banner, Nocturnal Black Senche-Lion Dwarven Spider Falkreath Thane Grand Gold Coast Experience Scroll Instant All Research, Major Nocturnal, Mistress of Shadows Psijic Flame Gauntlets Psijic Frost Gauntlets Psijic Shock Gauntlets Sapiarchic Discorporation Lens Skein Scorpion Skein Shalk Skein Spider Skein Wasp Skyfire Guar Tapestry, Nocturnal Epic Rewards "Buoyant Gentility" Ensemble "Upriver" Striped Sash-Kilt Arvel's Ashland Attire Eagle Plume Face Tattoo Eagle Plume Flurry Body Tattoo Instant All Research Longhair Welwa Major Gold Coast Experience Scroll Muttonchop Skullcap Psijic Tautology Glass Ruby Shroom Shalk Scrying Eye Psijic Body Tattoo Scrying Eye Psijic Face Tattoo Seyda Neen Jodhpur Ensemble Sideburn Skullcap Superior Rewards Crown Crafting Motif 64: Pyandonean Axes Crown Crafting Motif 64: Pyandonean Belts Crown Crafting Motif 64: Pyandonean Boots Crown Crafting Motif 64: Pyandonean Bows Crown Crafting Motif 64: Pyandonean Chests Crown Crafting Motif 64: Pyandonean Daggers Crown Crafting Motif 64: Pyandonean Gloves Crown Crafting Motif 64: Pyandonean Helmets Crown Crafting Motif 64: Pyandonean Legs Crown Crafting Motif 64: Pyandonean Maces Crown Crafting Motif 64: Pyandonean Shields Crown Crafting Motif 64: Pyandonean Shoulders Crown Crafting Motif 64: Pyandonean Staves Crown Crafting Motif 64: Pyandonean Swords Gray Morthal Mastiff Inferno Facade Magicka Brow Medallion Magicka Ear Clasps Magicka Nasal Rods Magicka Zephyr Lashes Mystic Magicka Flow Body Tattoos Mystic Magicka Flow Face Tattoos Plumed Wide-Brim Acorn-Warder Psijic Celestial Orb Regal Eagle Wing Body Tattoos Regal Eagle Wing Face Tattoo Showtime Sylvan Nixad Vvardvark Fine Rewards Crown Combat Mystic’s Stew Crown Lesson: Riding Capacity Crown Lesson: Riding Speed Crown Lesson: Riding Stamina Crown Repair Kit Crown Soul Gem Crown Stout Magic Liqueur Crown Vigorous Ragout Crown Vigorous Tincture Gold Coast Experience Scrolls Common Rewards Crown Lethal Poison Crown Mimic Stone Crown Tri-Restoration Potion Gold Coast Debilitating Poison Gold Coast Draining Poision Gold Coast Enfeebling Poision Gold Coast Spellcaster Elixir Gold Coast Survivor Elixir Gold Coast Swift Survivor Elixir Gold Coast Trapping Poison Gold Coast Warrior Elixir Are you ready to uncover the secret relics of the Psijic Order? Tell us which items you're hoping to get in the comments below, or on Twitter at TESOnline! View the full article
  23. This is the official discussion thread for the blog article Read a Letter from ESO’s Creative Director. Check out our letter to the ESO community from ZeniMax Online Studio's Creative Director, Rich Lambert. View the full article
  24. This is the official discussion thread for the blog article ESO: Summerset & Update 18 Now Live on Xbox One & PlayStation®4. We are thrilled to announce that The Elder Scrolls Online: Summerset and Update 18 are now both live on consoles! Find out everything you need to know about this new adventure and Update 18 in this launch article. View the full article
  25. This is the official discussion thread for the "Crown Store Showcase – June 2018" blog article. Show your devotion to the Daedra with a large collection of new styles, furnishing, and cosmetic items coming to the in-game Crown Store in June. Preview everything that is arriving this month right here, and don't forget to keep an eye out for more Crown Store Showcase articles in the future! View the full article
  26. To find the best design for each purpose is what makes every challenge unique in the game. It is a need to understand the context, understand the mechanics, and allow for efficiency at every opportunity. When it comes to ship design in Dual Universe, this couldn’t be a more true statement! We don’t want a one-size-fits-all ship design that encompasses all atmosphere conditions, high or low altitudes, space, etc. That would be incredibly boring on the short term! We want ships that require specializations in order to bring a different perspective and fresh experience depending of the environment you travel in. With the feedback we received from the current Pre-Alpha, we believe it was time to work on the next generation of engines. We aimed to improve the current designs, but also add cool new concepts that we’ve had in mind since the very beginning. Check it Out! There are three different needs in terms of vertical thrust in the atmosphere: A. Slightly lifting the ship to to emulate gears. This will prevent players from scratching the ground when thrusting forward. There are actually two subcases: Lifting for long periods; the emulation of wheeled vehicles which leads to the design of hovercrafts. Lifting for short periods; enough to enable take off, but then the ship would quickly engage other means to sustain itself in the air. (See point B below.) B. Compensating for gravity while in flight. C. Escaping the planet’s gravity well and jumping into space. Right now, Vertical Boosters cover all of the cases. These are too powerful and does not allow for ship specialization. What we needed to do was separate those use cases into different types of engines and here is the solution we come up with: Vertical Booster Mechanics Revamp (Coming in r0.10) Currently, use case A1 is partly covered by Hovercraft Engines. They are designed to consume low amounts of fuel and sustain a medium-sized ship above the ground for long periods. As they cannot lift upward for more than a few meters, they are limited in thrust power. We have redesigned the current Vertical Boosters to replace hover engines on very large ships for short periods of time. They are more appropriate for ships that need transitory lifting capability versus the permanent lifting given by hover engines. They are meant as a helper for taking off, which is use case A2. They will work only on a very limited altitude and cannot be used in B or C. They should also work without atmosphere, making it possible to use them on a moon or any planet without one. Additionally, they will now require space fuel and they will need to be rewired. Unlike hover engines, they will consume immense amounts of fuel, but give more punch, due to them being part of a transitory phase. Please note that this means players will likely need to reconsider the design of their current ship should they be actively playing the Pre-Alpha. New Interactive Element: Wings! (Coming in r0.10) For use case B, we introduce wings! Simply put, these work as regular wings, transforming speed into lift. To be more precise, wings generate an upward thrust in proportion to their size and the projected squared speed of the ship onto their forward direction. They will also generate a drag force in proportion to their size and the squared front speed, so there is a tradeoff with which size of wings you should consider in proportion to the overall size of your ship. The good news is that they don’t require fuel; only a dense enough atmosphere (beware that atmosphere density decreases with altitude, as does the lift power of wings, the thrust power of atmospheric engines, etc). Wings will be a relatively cheap option to fly around planets like Alioth at the beginning of the game with the possibility to build gliders with very low fuel consumption. New Interactive Element: Stabilizers (Coming in r0.10) We also have introduced a convenient “passive” wing that can be mounted in any way you want. They create a force perpendicular to their surface and proportional to the square of the speed projected along this perpendicular axis. This is not technically an engine as its effect cannot be modulated and the force it generates is constant. The benefit of these stabilizers is that they will realign your ship in the direction of the movement and attenuate any drift that you might have, especially with hovercrafts or fast airplanes. New Interactive Element: Rocket Boosters! (Beyond r0.10) To cover use case C, we’re introducing a brand new type of engine and fuel: Rocket Booster Engines and Rocket Fuel! These engines can be manually turned on or off as needed. When activated, they will produce an incredibly powerful thrust that is capable of lifting a Dynamic Construct either into space or the local atmosphere. You’ve seen them in action already in our “Dual X” video! Keep in mind that these engines consume insane amounts of fuel, so they can’t remain active for very long. They are really meant to get you out in space, nothing more. It may be possible to use them as a booster to escape a dangerous encounter, but keep in mind that their autonomy in fuel will limit the amount of times you can use them before going back to a refueling station. New Dynamics for Atmospheric Engines (Coming in r0.10) Don’t forget about the Atmospheric Engines that will be tuned to fit the new engine spectrum. They are meant to initiate forward thrust to an airplane-like type of ship. They could potentially be used to lift you up, such as in scenario A2, or even to implement helicopter-like dynamics, but it would be extremely costly in terms of fuel to accomplish this. The new property of Atmospheric Engines is that their fuel consumption is high at low speed when the engine first sets the ship into motion, but is reduced at high speed for a more realistic behavior. In addition,their max thrust is slightly higher. They are intended to be used in flight mode at high speed. If you use them for the purpose of lift, they will be considerably less efficient than Hovercraft Engines or Vertical Boosters. New Interactive Elements: Antigrav Generators (Beyond r0.10) There is one final use case that has yet been covered and one that we would like to discuss. Suppose that you would like to build a sizable space ship that would have to hover in the atmosphere; floating around for logistic or strategic support. It’s too large to reach high speed or be sustained by wings . It’s too heavy to be lifted by Atmospheric Engines and it would be too costly to use Rocket Boosters. What can we do? Welcome the new Antigrav Generators! The principle is that these Antigrav Generators will create a distortion in the gravity field to allow a very large ship to stabilize around a zero-g altitude. This altitude can be set by the player, but cannot go below 1000m. So, you can still land with a large ship, but you need some rocket boosters to lift it up at least over 1000m to be able to then activate the Antigrav Generator. Because of the way the anti-gravity field works, the construct is attracted and ultimately stabilized to the stabilization altitude. Note that if your speed downward is too high, you might break past the stabilization point and keep falling, so the Antigrav Generator has to be operated gently. Antigrav Generators come in three flavors: small, medium, and large. Each flavor is usable only with a dedicated construct size. Small generators work with 64m core units, medium with 128m cores, and large on the future 256m core. You cannot deploy an anti-g on a 32m or below ship; this is strictly for large structures. The Antigrav Generator by itself does nothing. It produces anti-graviton particles that need to be channeled into what we call “Pulsors” in order to be effective. You will need to link the Antigrav Generator with Antigrav Pulsors to increase its power. Small Antigrav Generators need at least 4 Pulsors to function and can connect upward of 6 Pulsors. Medium Antigrav Generators can use 12 Pulsors, and large ones, 24 Pulsors. Losing pulsors will lower the intensity of the anti-gravity field distortion. Should the number of active pulsors drop below the max number divided by two (so, 3 for small, 6 for medium and 12 for large), then your ship is going to slowly descend. Once the combat gameplay is implemented, we suspect that anti-g pulsors will become serious targets of choice! Note that Antigravity Generators are not engines and can be used to keep any payload airborne. The Antigrav Generator is automatically plugged into your control unit by the autoconf system. You will see it as a new widget and can activate/deactivate it using Ctrl-G or link it to a switch to activate it manually in-game. The widget will show you the anti-g power you currently have (up to 120% if you have all the pulsors linked), the local gravity, and the stabilization altitude. When you press Ctrl-G, the stab altitude is automatically reset to the current altitude. You will notice however that it does not change instantly, but with a maximum rate of 4m/s. So if you need a faster climb, just activate your boosters! For the time being in Pre-Alpha, Antigrav Generators will not consume anything, so they are free to use. In the final game they will consume electricity. It should be reasonably affordable so that you can stay in anti-gravity fields for a few hours at a time, but not so inexpensive that having a permanently flying fortress is something you’ll see on a daily basis. Currently in Pre-Alpha, when you quit the game while piloting a ship, it freezes that ship in the air. When you log back in, the ship is immobile because it has not been loaded properly). This will change in the final game and there won’t be an easy way to maintain a construct in the air. Antigrav Generators will be absolutely necessary. Additional Improvements: Bumpers and New Damage Model Up until now, damage was proportional to the kinetic energy of a construct just before impact. It is spread directly around the point of impact, being absorbed by elements one by one. When an amount of damage energy reached an element, this element absorbed it entirely. We are now introducing a buffer that will absorb part of this energy and inflict damage only on parts beyond the buffer. One application of this new model is the possibility to create bumpers: simple elements that have a small amount of hit points, but a significant damage buffer. Bumpers will be useful to create landing points of contact in a heavy constructs. Landing gears will also act like bumpers, being able to absorb reasonable amounts of shock. Clarification About Auto-Tagging: What is it used for? Let me make a small digression regarding an important mechanism which was recently introduced, but not properly explained until now: engine tagging. This part is totally optional and geared more toward programming-oriented players who like to create variations of standard behaviors. If you were one of the brave ones who took a gander at the Lua script that is auto generated for your ship, you noticed that there is a setEngineCommand function used in the flush event. This command is a powerful way to indirectly assign thrust power values to a set of engines via parameters so that the resulting effect will be equal to a given total thrust and torque. This function also takes a series of tags as parameters to define the set of engines it will operate on. This is the reason why your engines are tagged with things like “vertical”, “horizontal”, “brake”, etc. Each tag corresponds to a group of engines that are treated as a whole by the script. “vertical” corresponds to engines that will be involved in generating vertical thrust, “horizontal” is used to handle the forward thrust command, “brake” is for braking, “torque” is for rotating, etc. You can change the auto-tagging of the engines to re-assign them to other functions, otherwise this is default based on their type and/or orientation on the ship. It’s important to note that some engines are capable of generating force, while others are capable of generating torque, but not necessarily both at the same time. This is done to make your life simpler, as it’s much more difficult to control a ship that has thrusters generating force and torque at the same time (in most of our early testing, this was considered as too problematic by most people). We might introduce a way for players to reactivate the force+torque capability of all engines for added complexity, if you so choose. Let us know what you think about this! The bottom line is that if you have engines that are capable of generating only force (like atmo or space engines) and you tag them with a “torque” tag, this will do nothing. Realistic Accelerations and Speed Control In a future update we are considering several important changes that we think will help balance the ship building game and bring about interesting challenges: Currently, there is no limit to the acceleration you can withstand in a ship. Make a super light ship, add a huge rocket, and you can be catapulted at an insane speed with no consequences. Our goal will be to limit how much g you can sustain in proportion to the amount of voxels you have in your ship. Below a certain amount, your ship might simply dislocate itself. If you want to sustain high accelerations, you need structure, which in turn will add mass and limit the acceleration. If you manage somehow to accelerate at 100g, the likely result will be, well… that you explode and die! Don’t worry though! You’ll have plenty of warnings so you have time to react. The atmosphere re-entry is currently handled by only a nice visual effect. We are considering to induce damage to your ship if the amount of dissipated energy reaches a certain level, such as vaporizing your ship should you hit the atmosphere at 20.000 km/h with no special gear to handle the shock. We currently have artificial speed limits set in the atmosphere (up to 500 km/h at the surface) or near the surface of moons. This is due to the absence of the above mechanisms. We plan to remove this in the future, so hitting a planet or a moon at full speed from space will almost always end badly! Conclusion The table below aims at summarizing the discussion above. As usual, your feedback is most welcome and we are excited to hear what you think about these coming changes! Best Regards, The Novaquark Team View the full article
  27. This is the official discussion thread for the "5 Ways to Prepare for ESO: Summerset" blog article. The Elder Scrolls Online: Summerset arrives for all platforms on June 5 and is already available in Early Access on PC/Mac, but are you ready to explore the home of the High Elves? Here's five ways you can prepare your journey to Summerset. View the full article
  28. NeuronHaze

    [PG]Update 0.7.0.3

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