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Introducing Ultimate Slap Fights - Ragdoll! Featuring: Hilarious ragdoll when slapped! NPCs that actually slap! 9 unique game modes! Awesome hand cosmetics % trails! Scenegraph/Verse by me with Tom Jank (UI/VFX/Fiddly Bits) & Sloth (Levels)

13,239 просмотров • 6 месяцев назад •via X (Twitter)

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After 38 hours, I finished Marvel's Wolverine on the hardest difficulty, 100% my save, and platinumed it. I truly took my time with this game, so here's my review.... I think this game is REALLY good, it takes everything that I love about Wolverine and creates a fun overall experience. The combat is insanely brutal and really fluid. There are MANY different ways to take down enemies, especially once you max out your skill tree. Though I’d be lying if I said it didn’t get a bit repetitive. Insomniac once again killed it when it came to not only the character designs, but the overall story. I didn't expect there to be so much heart in this but I was happily surprised. The relationship between Wolverine and Jean was done perfectly. The story we got was very refreshing in my opinion. Starting with Team X, since the X-Men don't even exist yet. They took inspirations from different comic plot points and formed their own original and great storyline. The amount of different characters, some I recognized and some I didn't was great to see and made the world they created feel a whole lot bigger. Liam McIntyre IS Wolverine. The character design looked great, the voice acting was superb, and you could feel behind his voice that he actually cares for this character and gave it his all. The story was around 30 missions long and like I said when you actually take your time and explore around the different maps and try to find all the collectibles, it is a pretty long experience and I didn't feel the shortness that others have been saying. The graphics are gorgeous and the map designs were well done. I think the different outfits we can wear in this is better than the selection we got from the Spider-Man games as there wasn't a whole lot in those games that I would actually wear, but in this game I wore every single one of them. Plus having the ability to change claws and put the cowl on or off was a nice touch. Don't get me wrong, I LOVE the amount of damage that you can see on Wolverine during combat, but I feel like how fast it takes for your entire suit to be destroyed is a bit much as I actually want to see the outfit look good for more than 5 seconds, but that's just me nitpicking. Those who claim that this game is constantly holding your hand, I didn't find that to be true at all. Sure there are the smoke trails here and there, but for the majority of the game it is non existent. Though I will say that this didn't happen with every QTE, but there were a few moments where it would finish it without me even doing anything. Mind you that I had the "QTE Autocomplete" setting OFF. Some of the boss fights were very challenging which I really enjoyed, but after learning the fight patterns from the bosses, it's not too hard to take them down. I was very disappointed learning that you do NOT have to play on the hardest difficulty to get platinum as there is no trophy or any reward for doing so. The Spider-Man games had that so I assumed this game would include that as well. Is this game worth $70? I would say no but in my opinion no game should cost that much. Is this Insomniac firing on all cylinders? Also no, but without a doubt you can tell that A LOT of effort was put into this. Would I recommend buying this? 100% if you love Wolverine and want to have a bloody good time. Is the game replayable? I would say sort of, especially if you want to do a New Game+ save where you can be incredibly overpowered. But after doing that, me personally, I would probably take a break until I have the urge to relive the story again. I just want to say congratulations to Insomniac Games and everyone who put their blood, sweat, and tears into creating another awesome Marvel experience! Marvel's Wolverine is a 7.5/10 #WolverinePS5 #MarvelsWolverine

Quantum Misfit

14,433 просмотров • 22 дней назад

Review: Ace Combat 8 is a breathtaking, high action fighter pilot game with a surprisingly poignant story and the most complete package in the series. Piloting the jets feels incredible and the campaign delivers a thrilling 20+ hour story, visually stunning graphics, and gameplay that delivers on pure hype, bolstered by an excellent soundtrack. Visuals: Ace Combat 8 looks, feels, and sounds incredible. It has some of the most lifelike graphics I've ever seen. A massive amount of detail has gone into the jets of course, but the character models and realtime global illumination are equally impressive. The star of the show though is the new volumetric cloud system that makes flying through dynamic weather patterns more realistic than ever. The overall presentation is absolutely stunning from start to finish - I can't overstate this enough. I enjoyed watching Mission Replays just to appreciate the visuals and sound design with the cinematic camera angles. Gameplay: The core gameplay loop is extremely satisfying: complete missions, earn credits, and upgrade your aircraft. There's a new Skill Tree system for progression, allowing you to unlock new planes, special weapons, and upgrade parts. The final unlocks (the F-22 and F-35) are both absolute beasts that handle like a dream. Aircraft are split into different categories that require you to change and adapt your playstyle based on the mission. Fighters are the fastest and most nimble, best for pure dogfighting. Attack Jets are the heavy bombers, trading maneuverability for devastating ground target damage. Multi-Role jets are the balanced hybrid that still offer good handling. Finally, the new Electronic Warfare (EW) aircraft are a great support jet equipped with tools like EMPs and radar jammers. The game can be surprisingly challenging, particularly early on. Escort missions can be fairly punishing, with the mission failing if your allies take too much damage. I do think the campaign relies a bit too heavily on them in the opening hours. Once you start unlocking better aircraft and upgrade parts though, the difficulty curve starts to balance out. Customization: Equipping different upgrade parts also makes a HUGE difference in how your plane handles. Before each mission, you can fully customize your aircraft and weaponry, as well as those of your squadmates. Your plane can now be equipped with two special weapons in addition to standard missles (a first for the mainline games), in addition to Upgrade Parts that drastically ater alter your handling and capabilities. This allows for an incredible degree of customization based on the mission. Fighting a giant landship with tanks and naval vehicles? Throw on Air-to-Ground missiles and Unguided Bombs to take out massive groups in one go. Taking on an elite squad of enemy fighters? Hop into a nimble fighter jet with as much Anti-Air weaponry as possible. Joker Squad consists of four members, so bringing a balanced team is important. Alternatively, you can just hit Auto-Select to instantly set up your squadmates and jump straight into the mission. Story: The campaign spans 30 highly replayable missions with varied objectives across air, ground, and sea. It even features massive boss fights with some truly hype moments. The team put noticeably more effort into the campaign this time around. Set in 2030, the narrative drops you and Joker Squad into an escalating global conflict against the Republic of Sotoa. You play as a pilot that has been brought onboard the Endurance ship after your mentor Cope is killed in action. Cope was the legendary Ace Pilot known as "Wings." But the FCU decides to cover up his death in order to keep up morale, forcing you to take on his identity. Cope acts as a narrator for the rest of the game, as you try to keep his legend alive. The story has its ups and downs, but the near-future military drama is grounded by a strong cast of characters (led by your squad members) and an overarching narrative spanning multiple chapters and continents. Some of the best story moments were actually in between missions, where you get to interact with your squadmates and learn more about their backstory. Cinematics are also excellent and it's a very solid campaign overall! Summary: I genuinely enjoyed my time with Ace Combat 8 and was legitimately sad when it was over. Between the lengthy 20-25 hour campaign and Ace Combat Online, you're getting a ton of value with this game. Ace Combat Online is the series most extensive multiplayer offering yet, featuring PVP, PVE, and online co-op modes. And with the Aircraft Tree and cosmetics to unlock, there's plenty to grind for long after the credits roll. + Breathtaking, lifelike visuals with beautiful lighting and incredibly detailed aircraft and weather system + Deep customization with a rewarding progression tree + 20+ hour campaign featuring 30 missions and massive boss fights + Extensive multiplayer featuring PvP, PvE, and online co-op + Incredible soundtrack that elevates the high-action gameplay + Deeper storytelling with a strong cast of characters, cinematic cutscenes, and military/political drama - Narrative has some ups and downs, although it does come together in the end with some strong character moments - Heavy on performance at 4K - Early escort missions can be frustrating, but it makes the progression feel more rewarding in the end Final Score: 9/10 Playtime: 25 hours Platform: Steam Thanks to Bandai Namco for providing a review copy. Ace Combat #AceCombat8 #AceCombat

KAMI

44,591 просмотров • 19 дней назад

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,743 просмотров • 1 год назад

🚨 Now to address this kangaroo 50 year order for protection — 1ST, this is what the left does. They use the courts to create the misinformation needed to manufacture a false consensus. Shown below is a picture of the lying, lunatic, libtard judge, recently appointed by FAILED communist Governor Tim Walz. You can see she's a libtard at 1st glance. Also below is a text message presented in court that clearly shows my ex-wife threatening me. The Lindsays will say it's justified. 0 proof that I ever put my hands on her or I would've been charged. Lemmings treat judge rulings and google searches as gospel. It's gay, dumb and dishonest! Like with President Trump, as soon as you see somebody call him "a rapist", you know you're talking to a Lindsay. It's no more true that I beat my ex-wife than it is that DJT raped E. Jean Carroll. Both are obvious lies. The real reason my ex-wife filed for an OFP is because for a year, I stopped coming home at night to avoid the confrontations. When you don't fight back, they tend to go over the hill. This is why the petition for the OFP cites a made up physical altercation 6 MONTHS prior to the filing. Why was it not reported before? Because it wasn't true. Eye witness testimony confirmed that in the court room. Which the judge left out of her order intentionally. The appeal process is going to be interesting. ACTIVIST JUDGES! National security threat. Only in lunatic liberal Minnesota can a woman show up to court with no evidence, no witnesses, no police reports, several eye witnesses who counter her allegations, plus text message evidence that shows her anger turn into threats (shown below) and still be granted an OFP. Correction, this doesn't only happen in Minneosta but very likely to. This is the country we're living in though, let's call it the Lindsay Clancy era! I was pepper sprayed, threatened and had my children used as pawns to try and make me acquiesce to my ex-wife's demands. When I wouldn't, my son was enlisted as the number 1 accomplice to her manipulative game. As far as my son goes... He played AAU basketball for me as the coach of his team. His teammates all stayed at my home, went on the road with me and after his mother's false allegations were made public, NOT 1 OF THEM DIDN'T RETURN TO THE TEAM. Why? Their parents trust me and knew she was lying. We were #9 in the country, #2 in the state this summer. Toughness breeds success! My son obviously didn't play, but he always received the EXACT SAME discipline as all of my other players because I treat them all like my own children. Difference being I won't slap a player upside the back of the head because they're not actually my child. That being said, slapping your child in the back of the head IS NOT ABUSE! Grabbing your child by the collar IS NOT ABUSE. Strangling 3 kids to death is abuse and MURDER! Progressive parenting and education has led to teen takeovers, low proficiency ratings and epidemic teenage homicides. Most importantly it has led us to The Lindsay Clancy Paradox... Where fathers are demonized, but mothers can strangle children and raise $2million or get off. Every one of these leftist influencers running that narrative are Clancys. Call them "Clancys", they are retarded and dangerous. When we finally stop granting these Clancys any credibility whatsoever, we can restore this country to any of its former glory. If not, look out... We are in a tailspin. P.S. Why would a judge not include this threat in the record? Because it wouldn't serve the narrative. Had I not appealed the ridiculous decision, the case would've remained sealed. I let the public know because the truth is the truth and the Lindsay Clancy era didn't begin with her, it's been creeping up for generations. You weak men allowed this to get out of control. Royce White for President Men and Children Are Not Safe!

Royce White 🇺🇸

16,760 просмотров • 1 месяц назад

Review: The Blood of Dawnwalker is a fantastic action RPG with a dense, reactive open world that rewards your choices like few other games do. The Witcher 3 DNA is clear. But it also learns some key lessons and distinguishes itself in many ways as you progress through the game. Story & World: The first 20 minutes immediately establish the stakes. Coen has exactly 30 days and 30 nights to rescue his family from Brencis. Following the prologue, it drops you straight into a dark fantasy world, and from then on, every decision is yours to make. The world of Vale Sangora is filled with religious themes that have been corrupted by Brencis and his loyalists. Villagers are required to give blood sacrifices at the weekly Mass and the priests speak of Brencis like a gift from the gods. The massive (and stunning) cathedral in Svartrau is filled with portraits and stained glass windows that depict hellish scenes instead of holy ones. All of this perfectly sets the tone, and adds a ton of aura and mystique to the world. Time System: The time system is brilliant. Each day and night is broken into 8 time segments. Minor quests and activities cost 1 time segment, while major side quests can cost 3 or more. This actively forces you to decide which activities are worth prioritizing. That also goes for the skill tree. Not only does learning a new skill require skill points, but many of them require you to find a manual first. These can be earned in various ways from quests, to combat and treasure, and buying them from shops. But learning new skills often requires you to invest time as well. Once again, this forces you to decide which skills are actually worth focusing on. Upgrading 3 or 4 skills can wipe out half your night. It may sound punishing, but I actually think it's balanced well. I took down Brencis's three captains (Ambrus, Xanthe, and Bakir), cleared several major faction quests, and unlocked plenty of new skills, and still had 14 days leftover for open world exploration and clearing even more side quests. Gameplay: Gameplay completely changes based on the time of day. At night, Vampire form unlocks entirely new traversal options like the Shadowstep and Clawride to navigate rooftops. During the day, Coen can visit shops and interact with NPCs roaming the streets. This adds a lot of depth and variety to the world, and requires different approaches based on the time of day. Combat: Combat was actually better than I expected. The directional combat forces you to not only learn enemy attack patterns, but also react to the direction. It feels MUCH better in practice than it does from watching gameplay. There's also an ability wheel, that you can assign to shortcuts on the D-Pad (more on that later). All of this results in a combat system that was surprisingly engaging, and I would argue is actually better than W3's combat. Human form can be a lot more punishing due to your limited healing. In human form, food is significantly nerfed when you're in combat. Outside of a combat, a single apple will fully heal you over the course of 50 seconds. But this effect is severely limited during combat. The best way to heal mid-combat is by crafting healing potions from the Crafting menu. These potions require several resources though, which can be a lot harder to come by compared to random food items. This is a BIG lesson I think they learned from The Witcher 3. In Witcher 3, you could pretty much spam food items and heal infinitely by pressing a single button. In Dawnwalker, healing items are harder to come by, so you really have to make that one health bar count. Vampire form is a lot more forgiving though, and is overall stronger (as Coen himself admits). You can drain enemy health mid-combat, and there are simply more healing options overall. The trade-off for this is that drinking blood increases your Corruption meter. Your claws also deal more damage, and are snappier overall. Skill Tree: The skill tree is split into three major categories - Witchcraft, Swordmastery, and Vampirism. I focused mainly on Swordmastery and Vampirism. Witchcraft is only available in human form, and requires a lot more investment early on. Witchcraft abilities also come with the trade-off of sacrificing your health every time you use an ability. This can be mitigated with enough skill point and time investment, but I found the other two to be better for the early to mid game, especially since health comes at a premium in human form. Swordmastery abilities can be used either day or night and have a good variety of skills. Vampire skills can only be used at night, and focus on draining enemy health, and dealing bleed damage over time. Story: The story is actually quite good. Technically there's only one main quest - kill Brencis. Everything else is completely optional. But going straight to Brencis will result in you facing him severely underleveled and ill-equipped for the challenge. IMO there's a priority list of what quests you should focus on. Your first priority should be taking out the three captains Ambrus, Xanthe, and Bakir. Then, complete the major side quests chains related to various factions in the game. There's a faction quest featuring a rebel army called the Manumits, who are attempting to form a people's uprising against Brencis. There's another featuring Lacra, a fellow vrakhiri that's out to kill Brencis for her own reasons. Then there's one for Anca, the herbalist from your village, and a clear love interest that unlocks more knowledge on religion and Witchcraft in the game. These faction quests are easily some of the best in the game. Lacra's storyline unlocked a lot more backstory on Brencis and on the vampires themselves. The Manumit storyline explains how the citizens are organizing to fight back against Brencis. Completing these storylines not only gives you great backstory, but could also potentially unlock them as allies when you ultimately face Brencis. The catch is that you may not have enough time to do all of them in one playthrough - so I would suggest focusing on the ones that you find the most interesting first. Branching Paths: Narratively, the amount of branching paths and outcomes is truly staggering. The game remembers EVERY choice you make, which can often have side effects several hours later. Saving a random villager can unlock a favorable outcome much later in the game. A peaceful choice with an Uriashi woman in the city of Svartrau resulted in her village's leader on the other side of the map treating me as an ally, instead of attacking on sight. I would LOVE to know how many different endings and outcomes there are in this game, because every small decision you make has a lasting effect on the game world. Voice Acting: The voice acting is also top-tier across the board. I was floored by some of the voice performances from even the most random characters. Facial animations can be a little inconsistent, but the strong voice acting definitely makes up for it. Performance: As for performance, the game can be pretty heavy at 4K, but is surprisingly polished on day one. I encountered very few bugs, if any. The lighting, art direction, and thick foliage look stunning but I did struggle to maintain a consistent 4K 60 even at above the recommended specs. It was fine after lowering some settings though and 1440p is a lot more forgiving. Summary: ✅ Excellent story and voice acting ✅ Meaningful choices and branching paths ✅ Time management system ✅ Day/night mechanics ✅ Directional combat system ✅ Worldbuilding ✅ Visuals ❌ Some performance hiccups at 4K ❌ 30 FPS cutscenes ❌ Some targeting issues ❌ Can't flee or escape combat ❌ Inconsistent facial animations ❌ Map screen bug (known issue) Blood of Dawnwalker isn't just about clearing map markers. It makes you weigh the cost of every decision you make - your time, your health, and even your morals. The limited time to save your family is always in the back of your mind, resulting in an incredibly engaging RPG that requires you to fight for every minute. Most of my cons are minor technical issues that can easily be fixed with a day one patch. Rebel Wolves have done a fantastic job, and to me, this is a very strong candidate for RPG of the year. Final Score: 9/10 Playtime: 40 hours Platform: Steam Thanks to Bandai Namco for providing a review copy. #TheBloodofDawnwalker #Dawnwalker Dawnwalker

KAMI

202,646 просмотров • 1 месяц назад

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

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