le weekly des ces derniers jours où les ennemis se divisent en 2 plus faibles quand tu les tues : génialissime ! Avec en plus les kamikazes à tonneaux, quel bordel :D
Mode versus pour Vermintide
https://www.vermintide.com/versus
Pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeein de changements
https://forums.fatsharkgames.com/t/w...-notes-1/32219
Trop trop de choses pour traduire l'entierité du truc, mais voici quelques morceaux :
- Un nouveau types de dégats lorsque vous frappez des mecs déséquilibrés par un push.
- Un dodge qui va vous faire disparaitre aux yeux des ennemis de moins en moins longtemps selon la difficulté.
- Des terrors events revus selon la difficulté (donc pas toujours le même enchaînement d'ennemis sur les évènements scriptés du jeu)
- Des TAS de changements concernant les talents (notamment, les talents d'hp temporaires sont mis au début de l'arbre, et ensuite bardée de nouveaux builds possibles, genre une battle wizard qui peut réduire ses dégats normaux pour augmenter ses dots)
C'est public pour tous les gens qui ont un accès beta =D
- - - Mise à jour - - -
Mais comme y'a pas de NDA pour les 7 premiers jours, voici le post version j'ai la flemme de remettre tous les ptit traits.
Features
New Game Mode: Weaves
New Difficulty: Cataclysm
New Weapons:
Spear and shield
Available for Kerillian Handmaiden.
Heavy spear
Available for Kruber Mercenary and Huntsman.
Billhook
Available for all of Saltzpyres careers.
Hits from special attack and push-followup will interrupt and drag targets towards the player.
Flaming flail
Available for all of Siennas careers.
Overhead heavy attacks will trigger an explosion.
Throwing axes
Available for Bardin Ranger Veteran and Slayer.
Limited amount of axes that can’t use ammo pickups. ““Reloading”” will recall the axes Bardins hand. Axes stuck in the environment or enemies can also be picked up when nearby.
New Enemies
Ungor
Low-tier enemy wielding long-ranged spears. Will try to stay away from players by dodging and keeping behind other enemies.
Ungor archers
Low-tier enemy wielding bows who will occasionally group together and fire a salvo of arrows towards players. Blocking with a shield, or dodging, will prevent being hit. Will fall back to attacking with spears if players get too close.
Gor
Medium-tier enemy wielding one handed weapons with standard reach. This is the baseline Beastman.
Bestigor
High-tier armoured enemy wielding halberds. Will use a charge attack to get to and knock players down.
Standard Bearer
Special enemy who spawns with a group of Gors and Ungors. Carries a standard which when planted in the ground will increase max health and heal all Beastmen in a large radius. Destroying the standard will remove the effects.
Added support for Razer Chroma to PC and XB1:
Keyboard and Mouse can be lit/unlit in different colors.
Any Razer device can play a “chroma-animation”, changing the colors of a device in a controlled sequence.
Add a few “chroma-animations” while playing the game with Razer Chroma enabled:
The keyboard will lit up when the player takes a hit.
The keyboard will pulsate while the player is knocked down.
A gradient animation will be played when the player drinks any potion in a matching color (health potion and bandages included).
When no animation is played, the players basic keybindings will be lit (movement, reload, interact, etc).
New Gameplay Considerations / Adjustments
Introducing stagger damage bonus, damage vs staggered enemies will increase with stacking staggers.
This scales from 0-2 (single stagger is 1, two chained staggers gives a value of 2, tank and push attacks provide 2 staggers immediately) times the difficulty specific damage bonus:
Recruit: 0.2
Veteran: 0.2
Champion: 0.4
Legend: 0.6
Cataclysm: 0.8
Meaning: on legend, you’ll do between 1 and 2.6 times your damage depending on number of staggers stacked on an enemy. Effectively, it will take more hits to kill unstaggered enemies while less hits for staggered once, compared to current Live balance.
All hitpoints of effected enemies have been scaled up accordingly for each difficulty.
Specials are exempt from stagger damage
All ranged attacks are exempt from stagger damage
Elites use a half scale of the same system, you’ll still get a bonus from staggering them but both the bonus and their Hitpoint increase is half that of roamers/horde enemies, since they are hard to stagger to begin with.
Certain weapon attacks (single target smiters and stabs) count everything as staggered regardless of actual stagger.
Shorter dodge windows scaled with difficulty.
Dodge windows scales from veteran to cataclysm from 0 start delay and 1.5s duration to 0.25 delay and 0.25 duration (time after dodge is complete for enemies to start tracking players again).
Trimmed enemy turnaround and timings across the board.
Stagger, blocked and attack turnaround scale with difficulty and have been tuned to allow more aggressive enemies according to difficulty choice.
Attack intensity overhaul and scale.
Number of attacks targeting any single player at any given time have been overhauled with tuned scaling over difficulties and interactions between different types of attacks.
Horde waiting slots position and behaviour changes.
Overhauled behviour of waiting positions and slot fill for different types of hordes to better control hyper density situations and horde density scaled across difficulties.
- - - Mise à jour - - -
Fixes: Levels
Horn of Magnus: Fixed various AI pathing issues.
Horn of Magnus: Fixed various instances of players spawning under the terrain when hotjoining to a match.
Horn of Magnus: Fixed various stuck locations.
Horn of Magnus: Savages should no longer spawn and gank the team during the intro flyby.
Into The Nest: Fixed various AI pathing issues.
Into The Nest: Fixed crash that could manifest when Spinemanglr tries to switch weapons.
Into The Nest: Fixed various stuck locations.
Engines of War: Fixed various AI pathing issues.
Engines of War: Fixed various stuck locations.
Skittergate: Fixed issue where players would spawn after the end event if dying early in the map.
Skittergate: Fixed some unusual ledges where players would be forced to a hanging state somewhat unfairly.
Skittergate: Fixed some situations where enemies would target a player from outside the playzone.
Skittergate: Fixed some circumstances where a player could end up in a location where they could no longer proceed through the map.
Against the Grain: Fixed an issue where bots could get stuck at the base of the ladder in the barn.
Against the Grain: Fixed an issue where enemies would not spawn nearby if a player was awaiting rescue beside the supply cache near the windmill.
Against the Grain: Fixed a stretched texture on particular column assets.
Festering Ground: Bots should now be able to reach a player who was downed by the second Grimoire (having previously been unable to path there).
Festering Ground: Fixed various stuck locations.
Festering Ground: Fixed various art issues.
The Pit: Fixed various stuck locations.
Hunger in the Dark: Fixed various art and geometry issues.
Hunger in the Dark: Fixed a stretched texture on particular rock assets.
Fort Brachsenbrücke: Fixed various stuck locations.
Fort Brachsenbrücke: Fixed location where player would not enter a hanging state and instead just fall to their death.
Righteous Stand: Fixed location where player would not enter a hanging state and instead just fall to their death.
Righteous Stand: Fixed a case during the finale where specials could spawn in line of sight.
Fixes: General
Fixed a crash that occurred when playing with console HUD.
Fixed cases where weapons did do the same (or less) damage on a crit than a non-crit.
Fix objective marker not showing for pickups if player is already holding any objective critical item. Marker will now only disappear if the player is holding a item of the same type as the objective item(s).
Blood spatter should no longer be present when the setting is at it’s lowest.
Corrected some animations on the pistol sidearm of Saltzpyre’s Rapier.
Fixed an issue where push attacks could get stuck.
Fixed an issue where triggering the “Conservative Shooter” trait or “Waste Not Want Not” perk while having 0 ammo forced you to switch weapons before being able to shoot again.
Animosity now properly grants Witch Hunter Captain 25% increased critical strike chance.
Fixed an issue where if you were throwing a level pickup, such as an explosive barrel, at the same time as being catapulted or stunned, would leave you with the pickup held as a sword.
Fixed an issue where AI teleporters that were meant to be two-way didnt work as expected.
General Tweaks
Terror Events now scale with difficulty.
The Leap for Bardin Slayer and Fire Walk for Sienna Battle Wizard have been reworked to prevent as many out of bounds issues as possible, and to make them more impactful and less disorienting.
The Slayer Leap has been changed to move faster in the beginning, and have an acceleration downwards to the target area at the end instead of being a smooth curve.
The Battle Wizard Fire Walk is no longer an instantaneous move, and will now start off as the Slayer Leap and continue as an instant teleport at the height of the movement curve.
Handmaid’s “bleed” during her active ability is now available as a talent and no longer an innate quality of the activated ability.
Made adjustments to stop the problem with hotjoining players spawning way back due to slow loading.
There’s now a hidden timer which starts as soon as one player enters the bubble. When the “hidden timer” is done, another “visible” timer will begin. During this timer a system message will be displayed every X seconds telling the player “Mission will end in X seconds.”. When both timers are done, the mission will end and all players outside the bubble will be counted as dead, and if they’re carrying any tomes and/or grimoires they will not be included in the run. If all players step out of the bubble the timers will reset and start once any player step inside the bubble again.
Updated rarites of hats so that we have a more even distribution of rarities across all careers.
Additional VO lines should be triggered for players who are repeatedly incapacitated, when killing bosses, and killing specials in a row.
VoIP now ducks game sounds when talking for improved VoIP clarity.
Enemies no longer get staggered when blocking projectiles.
The Kill Feed now shows when enemies kill other important enemies, and when they kill or incapacitate players.
The sound source of enemy projectiles passing by close to player have been improved to more accurately represent where the projectile actually is.
Weapon Tweaks
Smiter cleave reduced (0.09 to 0.05)
In order to set heavy hitting one target attacks apart we’ve reduced their cleave capacity to make hordes and multiple enemies trickier to handle.
Fixed Dual axe crit vs armored
No longer deals less damage than a non-crit.
Fixed Glaive heavy followup crit vs armored
No longer deals less damage than a non-crit.
Fixed Sword and Shield heavy stab crit vs armored
No longer deals less damage than a non-crit.
Change last sword shield light attack from staggering to damage cleaving.
To match other light attacks. More damage across extra targets, less control and cleave.
Increase armor damage on executioner heavy attacks.
Damage coefficient from 0.5 to 0.85.
- - - Mise à jour - - -
Pour les talents une groooooosse image :
Super merci !
EDIT : ok je suis hypé ! Les talents promettent de bonnes combos
Et enfin le retour de la mage sur le devant de la scène !
Dernière modification par Da-Soth ; 11/06/2019 à 18h30.
Bon, je me fais maintenant sévèrement tataner la gueule en légende (même si on finit, on subit un peu). Et on se fait lyncher en cata . Donc ils ont ptêt abusé quelque peu. On va s'habituer tranquilles aux nouvelles mécaniques de stagger pour voir ce que ça donne.
Dernière modification par Froh ; 12/06/2019 à 13h26. Motif: (legende -> cata)
J'ai réinstallé le jeu hier, ça faisait longtemps que j'y avais plus touché !
Les réflexes reviennent doucement
Ca dépends clairement des armes et des classes. Mais y'a une grosse différence, et c'est pas forcément souhaitable (on est un peu censé pouvoir utiliser toutes les armes). Légende on arrive à finir (mais on prends beaucoup plus cher qu'habituellement), c'est cata qui pour le moment est très problématique.
Pour ceux qui n'ont pas d'accès à la beta :
https://na.alienwarearena.com/ucf/sh...a-key-giveaway
C'est très simple d'avoir le level 2, y'a des ptites quetes a faire mais jpense ca prends 1 ou 2 jours d'y arriver.
J'ai pu tester hier soir Winds of Magic.
C'est pas mal du tout, la difficulté est là, un véritable mode/jeu à part entière. Les effets visuels sont de toute beauté, je regrette quand même que ça soit toujours les même maps, bien qu'aménagées pour l'occasion et qu'on les fait en mode sens inverse.
Je trouve tout le système d'upgrade du matos assez cool, mais un peu trop complexe et surtout très très long à faire évoluer, faut certainement farmer comme un fou pour arriver à avoir les effets voulus, et j'imagine pas si on a envie de changer d'armes et de héro, faut tout refaire à chaque fois.
Pour le jeu de base, en plus des changements majeurs du gameplay, et des talents des héros, ceux qui commençaient à s'ennuyer en légendaire, vont avoir un nouveau challenge avec la difficulté cataclysme.
Cela dit le légendaire semble plus compliqué maintenant.
Ça sera un bon dlc je pense, peut être le meilleur sorti, avant le versus (vivement).
Winds & magic et par la suite le Versus risquent de bien diviser le nombre de joueurs car chaque mode aura son système de lobby.
Bon ca y'est le beta patch 3 est sorti, et avec lui les hordes vont enfin devenir vivables à nouveau, ca devanait un peu chiant de tapper 15 fois pour finir un rat =p
Le stagger bonus est toujours là et c'est une bonne chose.
Le cleave va un peu remarcher.
On part vers un juste milieu qui devrait rendre le jeu un peu intéressant.
Concernant les weaves, c'est pas les "exactes même maps", y'a beaucoup d'ouvertures, et de coins que tu ne vois d'habitude pas (Genre le camp d'Empire In Flames) qui sont ouverts pour l'occasion.
Le farm est encore effectivement un brin long.
Ce soir, je cataclysme.
Pour lutter contre l'ennui, rien de tel que les deeds, ou mieux, le twitch. Tu peux te retrouver avec 3 monstres parce qu'ils défilent les uns après les autres si tu te grouilles pas de les buter :D Et les buter fissa, c'est pas simple quand t'as en plus les spéciaux (minimum 3 en même temps qui apparaissent en t'encerclant) ET la horde VOIRE AUSSI la patrouille. TOUT en MEME TEMPS NOM D'UN CHIEN :D Mais qu'est-ce qu'on se marre :D
il y a encore des nouveaux joueur sur ce jeu ? car je l'ai acheter pour tester et je doit dire que je trouve personne en mode recrut , j'ai l'impression que je vais devoir jouer un bout temps avec les boots.
j'ai oublier de dire que j'ai le jeux depuis deux jours seulement donc pas l'équipement pour faire du légende j'ai pas trop jouer encore donc la puissance de mon perso doit être de 75 ceux permet même pas de quitter le mode recrut.
Yo,
Idem je viens d'acheter le jeu, donc si jamais y du monde pour jouer avec un noob