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  1. #151
    gearbox publishing ?
    Les astrologues proclament la semaine du canard, la population augmente dans tous les topics.

  2. #152

  3. #153
    Early Access Patch (Build ID #3830295)

    Spoiler Alert!


    hey

    Welcome to all the new players who have picked up RoR 2 in the last couple weeks, we are glad to have you join the community!

    In this patch we are adding full localization support! We now have official translations for Portuguese, Korean, Russian, French, German, Simplified Chinese, Italian, Spanish, Turkish, and Japanese.

    These can be enabled by Right-clicking on "Risk of Rain 2" in your Steam Library and going to the language tab at the top. Select from the dropdown what language you want to start the game in and hit close.

    There are also bug fixes associated with this patch below:

    ==== Bug Fixes ====

    Director no longer stops spawning monsters late in the game
    Director logic in selecting/skipping monsters to spawn has been cleaned up
    Reorganize fall damage code to try to fix issues with the server reporting false fall damage hits
    Fix an issue where every item pickup saved immediately to disk, causing a stutter
    Picking up new equipment with Gesture of the Drowned no longer fires every frame
    Fix bosses and monsters sometimes spawning behind closed gates on Wetland Aspect
    Game now launches with 60 fps cap on by default to help with certain GPUs. This can be turned off in the settings.
    Fix pings occasionally having weird scaling issues
    Pinging monsters is now more precise
    Fix Imp Overlord's void spikes not having their proc coefficient properly assigned. This means that you will bleed and burn for a longer duration from that attack.
    Losing max shields now properly removes extra shield
    Fix networking of objective panel display for clients on the Gilded Coast
    Dramatically improve performance for specific canvases (Character Select, Main Menu, etc)
    Revise UI texts to support localization efforts
    ○ Fix alignment issue in Game End Panel's class
    ○ Fix wrapping issue in Objective panel for long objectives
    ○ Add lots of missing token strings into files to aid translations
    ○ Fix wrapping issue in title screen buttons
    ○ Fix wrong style for Prismatic Trial buttons
    ○ Fix wrapping issues in settings buttons
    ○ Fix truncation issue in logbook names
    ○ Fix various other wrapping and styling issues prevalent in different languages


    As a reminder, we have also been hard at work internally on our Content Update this June - we hope to share news with you soon!

    Thank you!


    https://steamcommunity.com/games/632...61105582794818

  4. #154
    Cool, je l'ai pas relancé depuis quelques temps, mais faut dire qu'on avait un peu abusé a la sortie avec le frangin

  5. #155
    Early Access Scorched Acres Content Update

    Spoiler Alert!

    This is the first content update for Risk of Rain 2. With this update there is a bunch of new content as well as other general changes and quality of life improvements.

    Changes with the ‘☂’ icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the Official Risk of Rain 2 Discord[discord.gg].


    ==== Major Content and Changes ====

    Added New Survivor: REX
    Added New Stage: Scorched Acres
    Added New Boss: Grovetender
    Added New Elite: Malachite
    Malachites are new high-tier elites that only spawns late. Possesses a number of unique abilities - including disabling your healing…
    New unique visuals and SFX that signifies a Malachite elite has entered the stage
    Added New Monster: Clay Templar
    Added New Drone: Equipment Drone
    Added New Drone: Incinerator Drone
    Added New Chests: Category Chests
    Category: Damage
    Category: Healing
    Category: Utility
    Added 9 new items/equipment to the game
    New Item: Topaz Brooch
    New Item: Old Guillotine
    New Item: Warhorn
    New Item: Aegis
    New Equipment: Eccentric Vase
    New Equipment: Fuel Array
    New Lunar Equipment: Spinel Tonic
    New Boss Item: Little Disciple
    New Boss Item: Halcyon Seed
    Added 5 new challenges to the game
    New Challenge: Cut Down
    New Challenge: Warmonger
    New Challenge: Cosmic Explorer
    New Challenge: Blackout
    New Challenge: Power Plant
    Added 2 new environment logs to the game
    New Environment Log: Scorched Acres
    New Environment Log: Gilded Coast
    Added 6 new lore entries to the game
    New Lore Entry: Brittle Crown
    New Lore Entry: Soldier’s Syringe
    New Lore Entry: Firework
    New Lore Entry: Rejuvenation Rack
    New Lore Entry: War Horn
    New Lore Entry: Abyssal Depths


    ==== Gameplay Changes ====

    Survivors

    Artificer
    New Passive: ENV-Suit
    ☂ The Artificer now hovers while holding Jump.
    Add new crosshair
    Add new bloom effects for Firebolt
    Mercenary
    ☂ Add true invincibility during Eviscerate and Blinding Assault.
    ☂ Add lingering invincibility for 0.6s after Eviscerate ends.
    ☂ Blinding Assault deducts 1 from stock when timed out rather than resetting it all to 0.
    ☂ Add “Safe Movement” during Eviscerate and Assaulter to reduce the chance of clipping through geometry
    Engineer
    Turret Base Damage: 19 ⇒ 16
    MUL-T
    ☂ Now comes down in a unique pod!
    Huntress
    ☂ Raise vertical height of Arrow Rain to be more cylindrical
    Fix Huntress Arrow Rain jump not scaling its animation speed with attack speed
    ☂ Add “Safe Movement” during Blink to reduce the chance of clipping through geometry
    Clean up logic in Strafe to possibly prevent double firing

    Items

    ☂ Critical Strikes no longer double/triple/quadruple/etc “dip” through the proc chain
    On-hit items have accidentally been benefiting multiple times from critical strikes, resulting in each proc doubling in damage for huge multipliers. While neat, this was ultimately unintentional and not sustainable for the game going forward - so we’re ripping the bandaid now and fixing it. On-hit items have been compensated for the removal of power from this fix.

    Frost Relic
    Has been reworked in functionality
    Now grows in size for every kill, up to a limit that increases with stacking
    Damage: 25% (+25% per stack) per kill ⇒ 150% (+150% per stack)
    Proc Coefficient: 0.05 ⇒ 0.2
    Update graphics to be ~cooler~
    Ceremonial Dagger
    ☂ Update AI to be more accurate and performant
    Dagger Damage: 150% ⇒ 150% (+150% per stack)
    Dagger Number: 3 daggers (+3 per stack) ⇒ 3 daggers
    Monster Tooth
    Healing Orb: 4 (+4 per stack) ⇒ 6 (+6 per stack)
    AP Rounds
    Bonus Damage: 20% (+10% per stack) ⇒ 20% (+20% per stack)
    Chronobauble
    Slow Duration: 1 (+1 per stack) ⇒ 2 (+2 per stack)
    Update tier color outline to match other items
    AtG Missile
    Damage: 300% (+300% per stack) additive damage ⇒ 300% (+300% per stack) total damage
    To compensate for the Crit fix, we’ve moved over on-hit effects to deal a percentage of TOTAL damage. That is, if you have a proc that deals 300% damage from an attack that hits for 100, it will hit for 300. Previously it was a complicated additive formula - this change is either neutral or a buff for every character, and GREATLY benefits slow, high-damage attacks like the Artificer’s.
    Ukulele
    Damage: 80% additive damage ⇒ 80% total damage
    Meat Hook
    Damage: 100% additive damage ⇒ 100% total damage
    Sticky Bomb
    Damage: 250% (+125% per stack) additive damage ⇒ 180% total damage
    Runald’s Band
    Damage: 250% (+125% per stack) additive damage ⇒ 250% (+125% per stack) total damage
    Kjaro’s Band
    Damage: 500% (+250% per stack) additive damage ⇒ 500% (+250% per stack) total damage
    Brilliant Behemoth
    Damage: 60% additive damage ⇒ 60% total damage
    Gesture Of the Drowned
    Cooldown Reduction: 50%(+50% per stack) ⇒ 50% (+15% per stack)
    GoTD, unlike most other Lunar items, doesn’t have stacking drawbacks, and should therefore stack more like a Tier 2 in power.
    Brittle Crown
    Update Brittle Crown’s item log description to now show stacking behavior
    N’Kuhana’s Opinion
    Fix item pickup not having both horns highlighted

    Stage

    All Stages
    ☂ Can now spawn Legendary Chests post-loop
    Can now spawn Category Chests
    Enable more batched meshes to help performance
    Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps

    Distant Roost
    Update grass texture
    Add environmental particles
    Titans on Distant Roost now properly have their ferns displayed
    Abandoned Aqueduct
    Fix a map hole that allowed the player to get out of bounds.
    Can now spawn new monsters post-loop
    Wetland Aspect
    ☂ Now contains a few alternate routes for low-mobility characters.
    Add new boss track
    Abyssal Depths
    Add new ambient sounds
    Improve performance
    Update Navigation Nodegraph to make it easier for flying monsters and drones to navigate
    Fix basic Chests being heavily weighted to spawn
    Chains now disable/enable as random map permutations
    Cave section now properly spawns monsters and interactables
    Brighten internals of cave section
    Add boost to map interactable spawns if the cave is open
    Can now spawn new Drones
    Added collision to the Crystal Braziers
    Add another out of bounds zone above the cave to prevent falling into the cave while the gates are closed
    Gilded Coast
    Update environment graphics and layout
    Increase Halcyon Beacon size
    Prevent Beacons from spawning in the giant gold rocks
    Add unique boss drop to the guardian of Gilded Coast
    Add an Environment Log drop
    Reduce cost of Halcyon Beacons from 50 to 25
    Chests now properly scale in cost with difficulty
    Rallypoint Delta
    Expanded the size between scaffolding pillars to prevent certain characters getting stuck inside

    Monsters

    Jellyfish
    Nova Proc Coefficient: 1 ⇒ 2
    Wandering Vagrant
    Nova Proc Coefficient: 1 ⇒ 3
    Lemurian
    Now slows down when close range to prevent them from missing and circle strafing while biting
    Clay Dunestrider
    Add standable platform on Clay Dunestrider’s pot body
    Increase inner “mulch” radius from 5 to 10 to compensate for new collision

    Misc

    ☂ HUD now displays current stage count
    Add support for new health-type: Barrier
    Barrier is a health value that can exceed your maximum health, but degrades over time.
    Add new stat: Curse
    Curse is the old Shaped Glass functionality, which locks away a portion of your healthbar - it has been moved over to a generic stat so we can use it for other items in the future.
    Disable Base Health Regeneration if on fire

    ==== Music & SFX ====

    ☂ Fixed a major issue with sounds “warbling”
    ☂ Remix HDR sounds for clarity
    In-stage music no longer runs through the music system and just plays front-to-back
    Add new boss track
    Update some existing stage tracks
    Assign Wandering Vagrant’s proper M2 sound
    Assign Engineer Turret’s proper attack sound
    ☂ Add new SFX for Commando’s M1
    ☂ Add new SFX for MUL-T’s Rebar Puncher
    Add fall damage sounds to all characters
    Add Engineer sounds to Bubble Shield
    A ton of other tweaks to SFX!

    ==== QOL ====

    ☂ Update User Profile save procedure to perform the actual write-to-disk on the main thread instead of a worker thread to prevent profile corruption. This should reduce the chance of corrupted save-files - please let us know if we screwed this up somehow!
    ☂ Add option in Settings to remove sprint sensitivity reduction
    Remove unnecessary character logic from running on clients - this should lead to a large performance boost for clients in an online game!
    ☂ Updated the Imp Overlords Hurtboxes to properly match the size of the model
    ☂ Change post process of Overloading Worm to brighten instead of darken
    ☂ Increased the Monster logs despawn timer from 1 minute to 5 minutes
    ☂ Updated the packs from Bandolier and Monster Tooth to flash before despawning
    ☂ Update the Cost Labels on Interactables to stand out more from the rest of the stage
    ☂ Add 0.5s cooldown to repeatedly using The Backup equipment
    ☂ Add Spectator Label to the HUD saying who you’re spectating online
    ☂ Player healthbars now flash when at low health
    Update shrine symbols to be non-additive to help clarity in certain maps
    Add some damping to Wisp and Jellyfish bodies so they aren’t flung as far
    Revisit Director AI to prevent stall cases when spawning monsters and bosses
    ☂ Update cost strings to use language entries so they can be localized
    Reduce shake amplitude of Beetle Guard sunder by 66%
    Set soft player team character limit to 20 to prevent severe performance issues late in the game
    Grant kill credit to last attacker for enemies that fall out the map
    Increase size of Item Bar on the HUD to properly envelope 2 rows
    Change pinging to use a raycast instead of old targetfinder to make it easier to ping enemies
    Set up Wandering Vagrant, Clay Dunestrider, and Stone Titan corpses to properly disappear over time
    Update graphics of Celestial Portal to be more noticeable
    Add names to Portals
    Change damage with no team assigned to be Grey
    Increase matchmaking wait duration from 20s to 30s

    ==== Bug Fixes====

    ☂ Refactor all projectiles with seeking behavior so they don’t target dead enemies
    ☂ Update the rotation of Soulbound Catalyst on MUL-T to no longer be upside down
    Fix Chest emissions using the wrong texture
    ☂ Fix Monster Logs not dropping on Drizzle difficulty
    ☂ Fix misnamed language token in profile creation screen
    ☂ Fix holes in the ceiling of the Bazaar
    Fix the Ice Crown on Brass Contraptions hanging in the air after death
    Improved interpolation of characters online
    ☂ Fix Engineer sprint sounds not playing first time sprinting on a stage
    ☂ Fix an issue with the Gnarled Woodsprite healing the player every time it was picked up
    ☂ Fix ‘Enable Damage Numbers’ not saving between playthroughs
    Fix equipment targets not being updated at the moment of firing (i.e Woodsprite not being able to select targets with Gesture)
    Fix Bison charge effect being on the wrong layer and showing through walls
    Clear idle animation for Hermit Crabs after they die
    Advancing through intermissions no longer counts as an addition to stages passed or maximum stages cleared
    Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement
    Prevent attacks with proc coefficient 0 applying Crowd Control effects like the Behemoth + Snapfreeze
    Set interrupt priority of frozen state to be higher than stun state to fix issues with the Artificer Snapfreeze being interrupted by Stun Grenades
    Fix a variety of typos

    Thanks for your patience while we worked on this new content and we hope you all enjoy the new build!

  6. #156
    Enfin ! Merci de l'info.
    "J'aime la nuit, j'ai les idées plus claires dans le noir"

  7. #157
    Pas simple à débloquer le Rex. Certains ont réussi ? Je me suis pris un gros tir au niveau 3 qui m'a fait perdre la clé.
    Citation Envoyé par nova Voir le message
    C'est crédible mamie chiffon qui dirige la moitié du monde alors qu'elle doit meme pas savoir ce qu'est twitter.

  8. #158
    Finalement c'est tout bête, suffit d'échanger avec un autre actif le temps de terminer le niveau.
    Le nouveau perso est sympathique.
    Citation Envoyé par nova Voir le message
    C'est crédible mamie chiffon qui dirige la moitié du monde alors qu'elle doit meme pas savoir ce qu'est twitter.

  9. #159
    La sortie sur consoles est bientôt là ! Et la maj de Septembre également

    Development Thoughts #7
    31 AOÛT À 0H21 - HUNTRESS
    === Risk of Rain 2 Console Launch ===


    We’re very excited to work with both Gearbox Publishing and PlayEveryWare to bring Risk of Rain 2 to the Xbox One, PS4, and Switch, launching today! Thanks to their fantastic efforts, we’ve been able to turn around a console release very quickly.

    A unique challenge that we’re facing is that Early Access games don’t really exist on all the consoles. To help smooth over that confusion, we are launching a console-specific roadmap, outlining the timeline of when the consoles will be updated to match the PC version of the game. Note- the PC roadmap remains the same and we will maintain two roadmaps (see below).


    Outlined below is our intended development plan for Content Updates (CU) going forward:

    -Hopoo Games begins and develops the CU
    -Submit to Gearbox QA once the CU is content locked
    -Launch the CU on PC
    -Address any Week 1 feedback + bugs with a small patch

    After the first week is over and we’ve gathered all the information and feedback we can, we then share everything with PlayEveryWare for the consoles.

    -Submit our Content Update + Week 1 Patch to PlayEveryWare
    -PlayEveryWare takes over to begin porting the CU for Switch, Xbox One, and PS4
    -Submit console version to QA
    -Pass certification on Switch, Xbox One, and PS4
    -Release on all consoles simultaneously

    Our intent is to turn around Content Updates as soon as we can for consoles. Not only that, but consoles will get some features specific to its hardware that will also be included in the roadmap as it grows - ad hoc multiplayer for the Switch as an example. We’re also keeping our ears to the ground to make sure that the console version of the game is of the same quality as the PC version - please let us know if you run into any issues!
    === September Content Update ===

    For our PC Risk of Rain 2 community, don’t worry! PlayEveryWare and Gearbox have done a fantastic job sandboxing the development of the consoles, meaning that internally we’ve spent all of our time working on our next Content Update, slated to come out in September. We’re very proud of the next update - including Skills 2.0 - that we will show off as soon as all the madness from console launch settles down. Our September update ended up a lot larger than we previously anticipated, and we hope you will enjoy playing it as much as we enjoyed making it.
    "J'aime la nuit, j'ai les idées plus claires dans le noir"

  10. #160
    Skills 2.0 sortie ! Et comme d'hab ils se foutent pas de notre gueule. J'essaye ça d'ici demain !

    ==== Major Content and Changes ====
    Added Survivor: Loader
    The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
    Added Stage: Siren’s Call
    Added System: Loadouts
    “Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
    Added System: Alternate Skins
    Added 15 skill variants
    New Skill Variant: Commando Secondary
    New Skill Variant: Commando Special
    New Skill Variant: Huntress Utility
    New Skill Variant: Huntress Special
    New Skill Variant: MUL-T Primary
    New Skill Variant: MUL-T Primary
    New Skill Variant: Engineer Secondary
    New Skill Variant: Engineer Special
    New Skill Variant: Artificer Primary
    New Skill Variant: Artificer Secondary
    New Skill Variant: Artificer Special
    New Skill Variant: Mercenary Secondary
    New Skill Variant: Mercenary Special
    New Skill Variant: REX Secondary
    New Skill Variant: Loader Secondary
    Added 7 skins
    New Skin: Commando
    New Skin: Huntress
    New Skin: MUL-T
    New Skin: Artificer
    New Skin: Mercenary
    New Skin: REX
    New Skin: Loader
    Added Elite: Celestine
    Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
    New unique visuals and SFX that signifies a Celestine elite has entered the stage
    Added 2 bosses to the game:
    New Boss: Solus Control Unit
    New Boss: Alloy Worship Unit
    Added 2 monsters to the game:
    New Monsters: Alloy Vulture
    New Monsters: Solus Probe
    Added 6 Items and Equipment to the game
    New Item: Focus Crystal
    New Item: Lepton Daisy
    New Item: Shattering Justice
    New Equipment: Blast Shower
    New Equipment: Volcanic Egg
    New Lunar Item: Strides of Heresy
    Added Interactable: Lunar Seer
    Added 3 Challenges to the game
    New Challenge: Warm For Life
    New Challenge: Blockade Breaker
    New Challenge: Guidance Offline
    Added 22 unique Class Challenges to the game
    New Class Challenge: Commando: Rolling Thunder
    New Class Challenge: Commando: Incorruptible
    New Class Challenge: Commando: Mastery
    New Class Challenge: MUL-T: Pest Control
    New Class Challenge: MUL-T: Gotcha!
    New Class Challenge: MUL-T: Mastery
    New Class Challenge: Mercenary: Demon of the Skies
    New Class Challenge: Mercenary: Ethereal
    New Class Challenge: Mercenary: Mastery
    New Class Challenge: Huntress: Piercing Wind
    New Class Challenge: Huntress: One Shot, One Kill
    New Class Challenge: Huntress: Mastery
    New Class Challenge: Engineer: Better With Friends
    New Class Challenge: Engineer: 100% Calculated
    New Class Challenge: REX: Bushwhacked
    New Class Challenge: REX: Mastery
    New Class Challenge: Artificer: Chunked!
    New Class Challenge: Artificer: Orbital Bombardment
    New Class Challenge: Artificer: Massacre
    New Class Challenge: Artificer: Mastery
    New Class Challenge: Loader: Swing By
    New Class Challenge: Loader: Mastery
    Added Environment Log: Siren’s Call
    Added 7 Lore Entries to the game
    New Monster Lore Entry: Jellyfish
    New Monster Lore Entry: Beetle
    New Monster Lore Entry: Beetle Guard
    New Boss Lore Entry: Solus Control Unit
    New Boss Lore Entry: Alloy Worship Unit
    New Survivor Lore Entry: REX
    New Item Lore Entry: Little Disciple


    ==== Gameplay Changes ====
    General
    Reduce the spawn frequency of the “aggressive” director
    This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder - there should just be slightly fewer small monsters, and more big monsters.
    ︎Fix health regeneration boost being applied outside of Drizzle
    Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.
    Survivors
    Commando
    ︎Update Suppressive Fire (R) to fire more bullets with more attack speed
    Add 2 new skill variants
    Add 1 new skin
    Engineer
    ︎ Bubble Shield now flashes before it expires
    ︎ Update Pressure Mines:
    ︎ Now “arms” over time to 900% damage and an increased radius
    Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
    ︎ Now scales max available mines with max secondary stock
    Max Stock 10 ⇒ 4
    Add 2 new skill variants
    MUL-T
    ︎ Show both primary and alternate fire descriptions in Character Select
    Move “Multifunctional” passive into “Retool”
    This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
    Add 2 new skill variants
    Add 1 new skin
    Huntress
    Add 2 new skill variants
    Add 1 new skin
    Mercenary
    Add 2 new skill variants
    Add 1 new skin
    REX
    Add 2 new skill variants
    Add 1 new skin
    Artificer
    Add 2 new skill variants
    Add 1 new skin
    Items
    Guillotine
    ︎Tier: 1 ⇒ 2
    Update Logbook entry to properly reflect its stacking behavior
    In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
    Cautious Slug
    Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
    Sticky Bomb
    ︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
    Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
    Crowbar
    Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
    Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases
    Topaz Brooch
    ︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
    Aegis
    ︎Has been reworked in functionality
    Barrier gain from overheal is no longer capped
    Now grants barrier for 50% (+50% per stack) of the amount you overheal
    Halcyon Seed
    ︎ Friendly Aurelionite now has special AI to be more aggressive
    Crowfunder
    Proc Coefficient: 0.2 ⇒ 1
    Stage
    Bazaar Between Time
    ︎ Add Lunar Seers
    Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
    Abyssal Depths
    ︎ Brighten ambient lighting
    ︎ Ambient lighting is no longer extra dark inside the cave portions
    Elites
    Malachite
    ︎ Health Bonus Percentage: 2820% ⇒ 2350%
    Drones
    ︎Drones can now be repurchased after they die, excluding TC-280
    TC-280
    Base Cost: $500 ⇒ $350

    ==== Music & SFX ====
    Add new stage track
    A bunch of other tweaks and updates to SFX
    ==== QOL ====
    ︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
    ︎ Money values in the HUD now have commas
    ︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
    ︎ Game now remembers your preferred difficulty until you close the game
    ︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
    ︎ Add cost of purchasables to their chat message when pinged
    ︎ Add unique shrine icon for Altar of Gold
    ︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
    ︎ Add equipment cooldown to logbook
    ︎ Add stats for regen and armor to logbook entries for survivors and monsters
    ︎ Minion kills can now spawn Lunar Coins on your behalf
    ︎ Damage dealt by your minions is now reported in the post-game screen
    ︎ Minion healthbars are now nested below their leader’s
    Dead players now remain in the allied healthbar area
    Update level up effects
    ==== Bug Fixes====
    ︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
    ︎Fix Flamethrower Drone creating two flamethrower effects
    ︎Fix floating trees in Gilded Shores
    ︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
    ︎Fix stuck spawn location in Scorched Acres
    ︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
    Update Wandering Vagrant’s Nova attack to properly apply on-hits
    Fix Aurelonite firing more projectiles for every connected player in the game
    Fix water splashes being oriented 90 degrees in the wrong way
    Update ambient sound in the Celestial Portal to not include insects
    Canceling Artificer’s Nova Bomb early now properly stops the sound
    Fix some spots in maps that could cause you to be stuck
    ︎Fix Asian characters being clipped in ally healthbar
    ︎MUL-T’s Transport Mode now properly applies crits
    ︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
    ︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
    ︎Fix friendly Aurelionites dropping Logbooks when they expire
    ︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
    ︎Fix Follower-type items still remaining before and after entering a stage
    Update Dio’s Best Friend on Huntress to no longer clip into her scarf
    Remove word wrapping in a few instances
    Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
    Fix cropping issues on Warbanner and Tri-Tip Dagger icons
    ☭ Hunt Showdown. Ready or Not. Dominions 6. Solium Infernum. Backpack Battles. Forza Motorsport. Simrail. Session ☭
    ✈ DCS (M2000C - F16C - Mirage F1 - A10C II) ✈ Flight Simulator ✈ Gary Grigsby - Steam - Pico-8 - Mastodon

  11. #161

  12. #162
    Vous conseillez de le prendre maintenant ou c'est encore trop peu avancé dans le développement ?

  13. #163
    Franchement, je l'ai pris a sa sortie en EA (et je viens de le prendre sur switch ) et y'a largement de quoi faire je trouve !

  14. #164
    Citation Envoyé par Bellenos Voir le message
    Vous conseillez de le prendre maintenant ou c'est encore trop peu avancé dans le développement ?
    Je l'ai pris dès l'EA et il était déjà limite mieux fini que certains jeux 1.0
    Citation Envoyé par nova Voir le message
    C'est crédible mamie chiffon qui dirige la moitié du monde alors qu'elle doit meme pas savoir ce qu'est twitter.

  15. #165
    Early Access Hidden Realms Content Update - December 17, 2019

    ==== Major Content====


    • Added Tool: Dedicated Server Tool
    ○ We’ve been working hard to support the growing community we have for Risk of Rain 2. We’ve seen many players play together with rulesets they enjoy the most - this tool allows community servers to be hosted and connected to, similar to other games. Please note that this Tool is still in Alpha!A tutorial on how to use the tool is available below: https://steamcommunity.com/sharedfil...?id=1938378081


    • Added Survivor: Acrid
    ○ Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.

    • Added 2 Stage Variants
    ○ ‘Stage Variants’ is a new system for CU3 that allows stages to have multiple layouts. We chose the first stages as a test ground for Stage Variants since they are the maps you see most often - our hope is that this system can help keep the game fresh, even when entering the same maps!
    ○ Titanic Plains Variant
    ○ Distant Roost Variant

    • Added 2 Hidden Realms
    ○ New Hidden Realm: Void Fields
    ○ New Hidden Realm: Secret Hidden Realm

    • Added 3 Skill Variants
    ○ New Skill Variant: REX Utility
    ○ New Skill Variant: Loader Utility
    ○ New Skill Variant: Acrid Utility

    • Added New Skin: Acrid Skin

    • Added New Monster: Void Reaver

    • Added New Boss: Scavenger

    • Added New Boss: Secret Boss

    • Added 9 Items and 1 Equipment to the game
    ○ New Item: Razorwire
    ○ New Item: Fresh Meat
    ○ New Item: Ghor’s Tome
    ○ New Item: Resonance Disc
    ○ New Equipment: Jade Elephant
    ○ New Lunar Item: Visions of Heresy
    ○ New Lunar Item: Beads of Fealty
    ○ New Boss Item: Genesis Loop
    ○ New Boss Item: Pearl
    ○ New Boss Item: Irradiant Pearl

    • Added Chest: Adaptive Chest

    • Added Chest: Overgrown 3D Printer

    • Added Shrine: Cleansing Pool

    • Added Drone: Emergency Drone

    • Added 3 Challenges to the game
    ○ New Challenge: ...To Be Left Alone
    ○ New Class Challenge: REX: Dunked
    ○ New Class Challenge: Loader: Earthshatter

    • Added 2 Environment Logs to the game
    ○ New Environment Log: Void Fields
    ○ New Environment Log: Secret Stage

    • Added 6 Lore Entries to the game
    ○ New Item Lore Entry: Sticky Bomb
    ○ New Item Lore Entry: Visions of Heresy
    ○ New Item Lore Entry: Strides of Heresy
    ○ New Item Lore Entry: Gasoline
    ○ New Item Lore Entry: Personal Shield Generator
    ○ New Item Lore Entry: Brainstalks


    ==== Gameplay Changes ====

    • General
    ○ Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
    ○ The result of this is that all characters regardless of their baseline regeneration all benefit the same from regen items. This will only affect melee characters WITH regen items - nobody else is affected.
    ○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) health scaling by ~20%
    ○ Reduce Boss Encounter (Aurelionite, Alloy Worship Unit, etc) damage scaling by ~75%
    ○ Change ‘One Shot Protection’ calculation to include barrier
    ○ Our intent in changing OSP in this manner is to make sure that it is a hidden mechanic, not a reliable one to build a strategy around. We know there’s still edge cases that are abusable - but as long as it’s not ALWAYS the best strategy, we don’t mind having some end-game builds that are extremely powerful.
    ○ If you have 100% Health and 100% Barrier and take a billion damage, previously you would remain at 100% Health and 10% Barrier. You will now be at 10% Health, as intended before the inclusion of barrier in Scorched Acres.

    • Survivors:
    • MUL-T
    • Scrap Launcher
    ○ Cooldown: 3s ⇒ 1.5s.
    ○ Animation Duration: 0.4s ⇒ 0.3s.
    ○ Grenade Speed: 50m/s ⇒ 70m/s.

    • REX
    ○ Update “Smoothie” skin to have fall colors and unique textures

    • DIRECTIVE: Inject
    ○ Burst Duration: 0.3s ⇒ 0.2s
    ○ Animation Duration: 1s ⇒ 0.6s
    ○ Heal Percentage: 30% ⇒ 60%

    • Seed Volley
    ○ Renamed DIRECTIVE: Drill
    ○ HP Cost: 30% ⇒ 0%
    ○ Tweak visuals and icons so its more mechanical and less flowery

    • Loader

    • Knuckleboom
    ○ Add small forward lunge
    ○ Extend size of hurtbox and effect

    • Grapple/Spiked Fist
    ○ Minimum Length: 5m ⇒ 1m
    ○ This just means that the tether won’t break as easily from being really close to the grapple point

    • Items

    • Predatory Instincts
    ○ Remove proc effect growing in size for each stack.
    ○ Buff Duration: 2s ⇒ 3s

    • Happiest Mask
    ○ Ghost Damage Boost: 300% ⇒ 1500%
    ○ Ghost Proc Chance: 10% ⇒ 7%

    • Eccentric Vase
    ○ ?Thicken zipline visuals
    ○ ?Zipline Acceleration: 20 ⇒ 30
    ○ Cooldown: 100s ⇒ 45s

    • Personal Shield Generator
    ○ Shield Health: 25(+25 per stack) ⇒ 8% (+8% per stack) maximum health

    • Shaped Glass
    ○ ?Add special death message for dying while carrying Shaped Glass

    • Brainstalks
    ○ Buff Duration: 3s (+2s per stack) ⇒ 4s (+4s per stack)
    ○ ?Add slick camera effect when buff is active

    • Queen’s Gland
    ○ Spawns all possible guards at once when stacked, rather than one at a time

    • The Backup
    ○ Increase size of Backup Drones

    • Frost Relic
    ○ ?Add area sphere to to clarify that it does damage in a sphere, not a disk

    • Red Whip
    ○ ?Getting hurt no longer disables the buff
    ○ ?Update whip model, texture, and icon
    ○ Move whip movespeed over to a buff so it shows up in the bar

    • Brittle Crown
    ○ Remove flat gold reduction on Brittle Crown

    • Warbanner
    ○ ?Remove ‘Damage’ tag so it no longer spawns in Damage Chests

    • Rusted Key
    ○ Increase lockbox size by 50% and make slightly shinier

    • Stages

    • Abandoned Aqueduct
    ○ Reduce spawn cost of Clay Templars to match other maps with Clay Templars
    ○ Fix some collisions

    • Scorched Acres
    ○ Add Alloy Vultures to the spawn list post-loop
    ○ ?Reduce spawn distance of Imp Overlord

    • Bazaar Between Time
    ○ Update shop visuals

    • Rallypoint Delta
    ○ Double frequency of Drones spawning in the map
    ○ ?Reduce spawn distance of Imp Overlord and Magma Worms

    • Monsters
    • ? Add Grovetender to Wisp Family Event

    • Wisp
    ○ Spawn Cost: 9 ⇒ 10
    ○ Base Damage: 4 ⇒3.5

    • Elites

    • Malachite
    • ?Add visual effect and overlay when affected by Malachite Debuff

    • Drones
    •? Make all Drones resistant to AOE attacks, reducing their incoming damage by ~70%
    •? Purchased Gunner Turrets now persist between stages

    ==== QOL ====

    • Update a ton of old particle effects to match new visual quality since release
    • ?Prevent Golems from ever being chosen as a Teleporter boss
    • ?Force Teleporter Boss to initially target the player who activated it
    • ?Add ‘Are you sure you want to quit?’ confirmation dialogs
    • ?Add selected difficulty to the stat sheet at the end of a run
    • ?Prevent multishop terminals all having question marks
    • ?Bypass ping cooldown for single player games
    • ?Add option to enable/disable exp and money effects in the settings
    • ?Add "Total Minion Kills’ on end of game report
    • ?Add execution damage to Total Damage stat
    • ?Update the visuals for items taken during 3D printing to be a bit clearer
    • ?Add collider on Loader’s pylon to trigger pressure plates
    • ?Raise wwise max memory pools from 32 to 64 to accommodate additional sound banks
    • ?Force loadout button to always be visible even if you have no skills unlocked
    • ?Update right edge of execution threshold bar not lining up with the actual value
    • ?Shift Radar Tower/Scanner effect closer to green to make it not confusing with Vagrant Nova
    • Fix inconsistent prices across maps for Missile Drones, Clay Templars, Beetle Guards, and Elder Lemurians
    • Update Golem to match new visual quality since release
    • Update a bunch of item displays that were too big or too small
    • Add pickup droplet for Boss items
    • Increase highlight threshold to increase outline clarity of items near walls
    • Fix some items having incorrect outlines

    ==== Bug Fixes====
    • Fix Teleporters not using the correct decal layer
    • Reduce chance of camera clipping into walls
    • Reduce particle count on Beetle Queen spit FX
    • Fix vulture attacks creating particle systems that wouldn't clean up themselves
    • Fix Crowbar sound not playing over the network
    • Fix Medkit sound not playing over the network
    • Fix Guillotine sound not playing over the network
    • Fix Shattering Justice buildup sound not playing over the network
    • Fix Predatory Instincts effects not playing over the network
    • Fix Merc Blinding Assault sound not playing over the network
    • Fix Greater Wisp Death transmitting explosion effect for each client in multiplayer
    • Fix a bunch of items not fading when close to the camera
    • Update Engineer Turret not destroying itself for clients
    • Add check to make sure a monster spawn is valid before adding to weighted selection (could affect early game spawn frequencies to be higher)
    • Ensure Nano-Bomb state stops charging animation if interrupted
    • Add missing Korean characters that previously defaulted to ‘?’
    • Add missing French characters that previously defaulted to ‘?’
    • Add "IMMUNE" hitmarker for translation
    • Add extra life "REVIVED!" text for translation
    • Add scoreboard headers for translation
    • Add "Lv:" HUD text for translation
    • Add "BLOCKED!" damage hitmarker message for translation
    "J'aime la nuit, j'ai les idées plus claires dans le noir"

  16. #166
    Multi à 3 ou 4 bientôt? Who's in?
    No brain, no headache.

  17. #167
    Perso j'attends la 1.0 pour m'y remettre...
    Après le côté "Tu sais quand tu commences, tu sais pas quand tu finis." du jeu me retiens beaucoup de le lancer !
    Les astrologues proclament la semaine du canard, la population augmente dans tous les topics.

  18. #168
    Citation Envoyé par Rom1 Voir le message
    Multi à 3 ou 4 bientôt? Who's in?
    J'en suis moussaillon !

  19. #169
    Early Access Artifacts Content Update - New Survivor Vote - March 31, 2020

    Added System: Artifacts
    The hunt is on! Be the first to explore the planet and find the secret to unlock 16 powerful and mysterious Artifacts that will dramatically change the way you play. We expect Artifacts to be the biggest feature to date in terms of replayability to all players.

    Added 16 Artifacts

    New Artifact: Artifact of Honor
    New Artifact: Artifact of Enigma
    New Artifact: Artifact of Spite
    New Artifact: Artifact of Soul
    New Artifact: Artifact of Death
    New Artifact: Artifact of Vengeance
    New Artifact: Artifact of Metamorphosis
    New Artifact: Artifact of Dissonance
    New Artifact: Artifact of Chaos
    New Artifact: Artifact of Frailty
    New Artifact: Artifact of Kin
    New Artifact: Artifact of Sacrifice
    New Artifact: Artifact of Evolution
    New Artifact: Artifact of Glass
    New Artifact: Artifact of Command
    New Artifact: Artifact of Swarms

    Added System: UI Overhaul
    This is something we have been looking forward to doing since the launch of Early Access. We primarily wanted to improve the visuals of the UI and finally get rid of the on-screen cursor for gamepad users. There are about a million changes with this change. Did anyone ask for this? No. Did it take a bunch of time? Yes. Was it worth it? No. Am I writing the patch notes? Yes. Is it at the top so you have to read it? Yes.
    Updated System: Unity 2018.4.16f1
    Update project to Unity 2018.4.16f1. This will help with a bunch of things, but the major reason for upgrading was to fix late game crashes. It may also be our imagination, but we’ve also noticed general performance improvements.
    Added New Stage
    New Stage: Sky Meadow
    Added 2 New Music Tracks
    New Stage Track: The Rain Previously Known as Purple
    New Boss Track: Antarctic Oscillation
    Added New Hidden Realm
    New Hidden Realm: ???
    Added 5 Skill Variants
    New Skill Variant: Commando Utility
    New Skill Variant: Huntress Primary
    New Skill Variant: Acrid Utility
    New Skill Variant: Acrid Passive
    New Skill Variant: Engineer Utility
    Added New Skin
    New Skin: Engineer Skin
    Added 2 New Monsters
    New Monster: Mini Mushrum
    New Monster: Parent
    Added New Boss
    New Boss: ???
    Added 6 Items and 2 Equipment to the game
    New Item: Repulsion Armor Plate
    New Item: Squid Polyp
    New Item: Death Mark
    New Item: Interstellar Desk Plant
    New Equipment: Sawmerang
    New Equipment: Recycler
    New Lunar Item: Focused Convergence
    New Boss Item: ???
    Added New Chest
    New Chest: Equipment Triple Shop
    Added 5 Character Challenges to the game
    New Commando Challenge: Godspeed
    New Huntress Challenge: Finishing Touch
    New Engineer Challenge: Zero Sum
    New Engineer Challenge: Engineer Mastery
    New Acrid Challenge: Easy Prey
    New Acrid Challenge: Bad Medicine
    Added 3 Challenges to the game
    New Challenge: Automation Activation
    New Challenge: Cleanup Duty
    New Challenge: Never Back Down
    Added 3 New Environment Logs
    New Environment Log: Sky Meadow
    New Environment Log: A Moment, Fractured
    New Environment Log: ???
    Added 8 Lore Entries to the game
    New Item Lore Entry: Repulsion Armor Plate
    New Item Lore Entry: Squid Polyp
    New Item Lore Entry: Death Mark
    New Item Lore Entry: Interstellar Desk Plant
    New Item Lore Entry: Sawmerang
    New Item Lore Entry: Recycler
    New Item Lore Entry: Focused Convergence
    New Item Lore Entry: Ghor’s Tome



    General
    Initial Monster Spawns
    ? Allow initial monster spawns on the first stage
    Update spawn logic so initial monsters spawns aren’t nearby players
    Update spawn logic to allow elite monsters
    ? Update how AOE falloff is calculated to be more accurate
    Developer Notes: This affects AOE attacks that did less damage at the edges, like Commando’s Grenade and MUL-T’s Scrap Launcher. They should now do full damage with a direct impact - however, this also affects enemies as well!
    Characters with damage interrupt thresholds like Lesser Wisp and Lemurian now use total damage received instead of incoming damage with a crit modifier when determining whether or not they should be interrupted when hit. This makes these interrupts more likely when using items that modify damage like Crowbar and Focus Crystal.

    Survivors
    Huntress
    Add 1 New Skill Variant
    Improve Huntress tracker visuals to be a bit more clear
    Arrow Rain / Ballista
    ? Cooldown: 17s ⇒ 12s
    Strafe
    Fire Rate: 0.6s ⇒ 0.5s
    Travel Speed: 60m/s ⇒ 120m/s
    Improve VFX

    Commando
    Add 1 New Skill Variant
    Phase Round
    ? Damage: 200% ⇒ 300%

    REX
    Bramble Volley
    Cooldown: 2.0s ⇒ 5.0s
    Proc Coefficient: 0 ⇒ 0.5
    Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance Skill Variants

    Mercenary
    Slicing Winds
    Cooldown: 7.0s ⇒ 6.0s
    Developer Notes: Cooldowns aren’t displayed anywhere in character select, and are generally a lame way to balance similar Skill Variants

    Acrid
    Add 2 New Skill Variants
    Improve Acrid’s poison VFX
    Caustic Leap
    The damage from the acid pool is no longer non-lethal

    Engineer
    Add 1 new Skill Variant
    Add 1 new Skin
    ? Update animations on falling, landing, sprinting, walking and jumping
    Bubble Shield
    Increase shield warning flash by 0.5 second and tweak visuals to be softer
    Now displays selected mine and turret variants in the Character Select screen

    Items
    Infusion
    Max Health per kill: 1 hp ⇒ 1 hp (+1 per stack)
    Developer Notes: The cap remains unchanged, but it will fill up faster.

    Medkit
    Heal: 15 hp (+15 per stack) ⇒ 25 hp (+25 per stack)
    Heal delay: 2.0s ⇒ 3.0s

    Royal Capacitor
    Lightning now strikes where the target was 0.3s before the strike lands, instead of where they currently are.
    Add new visuals warning before lightning strikes
    Add glow and improve visuals so it’s more noticeable (hmm…)

    Spectral Circlet
    ? Is no longer invisible and missing an icon

    Stun Grenade
    Chance to trigger now scales by proc coefficient

    Gasoline
    Now checks against hurtboxes in a sphere instead of against root-level character positions, resulting in it hitting more often
    Stages
    Scorched Acres
    ?’Radar Towers’ will now properly appear
    Can now spawn ‘Equipment Triple Shop’

    Siren’s Call
    ?’Radar Towers’ will now properly appear
    Improve overall stage performance
    Update rock formations in certain caves

    Stage Variant: Distant Roost
    Improve overall stage performance and monster pathfinding

    Stage Variant: Titanic Plains
    Improve overall stage performance and monster pathfinding

    Hidden Realm: Void Fields
    ? Time is now stopped in ‘Void Fields’
    ? Update ‘Cell Vents’ to only charge while the player remains inside the bubble
    ? Fix health degeneration not running on the final round of Cells
    Enemy item indicator on the HUD now displays the number of item stacks

    Abandoned Aqueduct
    ? Disable Ice & Fire Elder Lemurians from spawning if the gate isn’t legitimately opened. We see you, Mr Streamer.

    Monsters & Bosses
    Lesser Wisp
    Improve performance
    Increase size of fire effect so they look fuller

    Lemurian
    Update mesh and textures

    Imp Overlord
    Improve performance

    Greater Wisp
    ?Base Armor: 1 ⇒ 0

    Bighorn Bison
    Max Health: 600 (+180 per level) ⇒ 480 (+144 per level)
    Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers

    Beetle Guard
    Max Health: 600 (+180 per level) ⇒ 480 (+144 per level
    Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.

    Imp
    Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
    Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.

    Alloy Vulture
    Max Health: 200 (+60 per level) ⇒ 140 (+42 per level)
    Developer Notes: We aim for monsters to have, depending on their role, an approximate “health per director point” ratio. Some outliers had significantly higher health for what they cost to spawn, so we’re aiming to normalize these outliers.

    Beetle
    ?Change bullseye hurtbox from the chest to the head so Huntress can attack earlier during the spawn animation

    Void Reaver
    Nullifier Bomb
    ?Proc Coefficient: 0 ⇒ 1
    Delay Time: 2s ⇒ 1s
    Add missing animations and elite displays
    Change AI movement behavior

    Grovetender
    ? Improve accuracy of hurtboxes
    ? Fix corpse continuing to play idle sound loop after death

    Clay Dunestrider
    ?Improve accuracy of hurtboxes

    Scavenger
    ? Can no longer spawn with Ceremonial Daggers
    Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.

    Twisted Scavenger
    Max Health: 3800 (+1140 per level) ⇒ 3230 (+969 per level)
    Now properly spawns with unique boss health and damage scaling (Aurelionite, Alloy Worship Unit)
    Developer Notes: This is an enormous change, but was always intended. Expect the Twisted Scavengers to be SIGNIFICANTLY more challenging - Beads of Fealty should now be a significant risk vs reward. They should be treated as a powerful optional boss.

    Twiptwip the Devotee
    Remove 3 ‘Tougher Times’
    Remove 3 ‘Personal Shield Generators’
    Add 2 ‘Gasoline’
    Add 3 ‘Chronobauble’
    Add 3 ‘Lens-maker’s Glasses’

    Prismatic Trials
    ? Now spawns with a random selection of Artifacts!
    ? Fix stage object rotation randomization not being seeded

    Achievements
    Huntress: Piercing Wind can now also be achieved on Scorched Acres

    FIX


    Fix Foreign Fruit not playing its activation SFX correctly over the network
    Fix The Back-up equipment not playing activation SFX correctly over the network
    Fix Engineer Bouncing Grenades firing SFX and effects not playing for anyone but the client playing as the Engineer
    Fix Mercenary Whirlwind not playing SFX for anyone but the client playing as Mercenary and not applying forward self-force when playing as a non-host client
    Clean up explosion sound setups for several projectiles allowing them to play their explosion SFX correctly over the network
    Update SFX setup for several effects that could fail to play if the VFX budget is exceeded



    ? Update AI so they don’t strafe off cliffs as much
    Update AI pathfinding so they are less likely to backtrack to positions along their path that they overshot
    ? Move ‘Unlimited’ option to far right of FPS limit in settings
    Add optional MSAA (Default to 2x) in Options menu for UI ‘jaggies’
    Add a new death visual effect for players so it’s clearer when they die
    Update Quickplay icon
    Update Ally Indicator to make it more useful when trying to find allies
    Update Boss position indicators to show a fading marker when reentering the center of the screen to help locate bosses behind objects
    ? Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
    ? Update ‘Cell Vent’ safe icon to a shield so it's not the same as the Void Reaver’s debuff
    ? Add new glyphs for DualShock controller from PEW's PS4 Port (woo!)
    ? Update Game End Report to use special strings and icon if no killer is found
    ? Update Fusion Cells and Explosive Pots so they can detonate each other
    Add portrait icon for Newt
    ? Change mouse sensitivity from 1-10 instead of 0.01-1
    Change 'Steam Build ID' string to 'ver' string so its smaller
    Change "Killed by" text to be right-aligned so it can fit longer names
    Change 'Exit' in Title Menu to 'Quit to Desktop'
    Update ping functionality to use the same method of raycast modification used for object interaction to make it more likely to hit what you’re looking at



    ? Fix for "black screen" issue by preventing a host player from trying to connect to itself when lobby ownership is somehow lost
    ? Fix ‘Alloy Worship Unit’ boss event not beginning if multiple eggs are destroyed in 1 frame
    ? Fix 1-frame flash when changing loadout panels from different survivors
    ? Fix inverted checkmark/no checkmark on Fullscreen setting in SettingsPanel
    ? Fix issue which caused blast attacks to calculate hit distance based on the center of the hit hurtbox instead of the closest point. The overall effect of this is that blast attacks with falloff will do more damage since objects will now be considered closer than they were, especially against monsters with large hurtboxes like the Stone Titan.
    ? Fix ‘Cosmic Explorer’ not counting the portal to the Void Fields
    ? Fix ‘Old Guillotine’ item not checking if the victim body is immune to executes (no more instantly killing yourself with Old Guillotine, Wake of Vultures, and Glowing Meteorite/Helfire Tincture)
    ? Remove stray backslash from Lunar Dagger description English string
    Fix issue where running up against walls would cause the camerato get extremely close
    Fix some sprites being on the wrong z-plane in the Game End Report causing weird distortions
    Fix ‘Disable HUD’ setting not saving when closing the game
    ? Fix Scavenger gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating Volcanic Egg
    Unhook window flashing on dedicated servers, which causes a weird window to be created
    ? Fix spectators earning achievements
    ? Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
    Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects
    ? Fix Scavenger Backpack not dropping items if it’s activated too quickly
    Fix Loadouts being lost when reconnecting to an online game
    Fix missing borders on some Commando skill icons
    ? Fix REX: Mastery achievement icon using old Smoothie skin colors
    ? Clarify description of Suppressive Fire to be a bit more accurate
    ? Clarify REX’s passive description to be a bit more accurate
    Fix dithering on a variety of materials so it fades if the camera gets very close
    Fix wrong death sound on Acrid
    ? Fix a variety of effects still showing when using Volcanic Egg and Strides of Heresy
    ? Fix Chunked! challenge granting on non-teleporter boss kills
    Fix Teleporters not using the correct decal layer
    ? Fix Magma Worms and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye Overloading Overloading Worm.
    ? Fix a variety of typos in logbook descriptions
    Fix Genesis Loop area indicator being half the actual size of the blast
    Ghosts with curse no longer have shortened lifespans
    Fix monsters always spawning facing the same direction
    Interactables that spawn outside the Teleporter radius after it begins charging (like destroyed drones) now become locked until the end of the Teleporter event
    Fix Stun Grenade being able to stun certain characters with stun immunity (mainly survivors)
    Fix non-Teleporter boss encounters counting toward the Keyed Up achievement
    Fix characters hidden by Spectral Circlet still being visible to AI
    Fix being able to ping the sky
    Fix description of Spinel Tonic incorrectly providing the effect duration as 15 seconds instead of the 20 seconds it is in-game
    Fix a variety of other bugs we probably forgot…



    Votes on difficulty and artifacts are reset for non-host players when returning from a run to the character select screen
    'MUL-T: Pest Control' doesn’t grant the achievement despite completing the requirements
    The first monster chosen for Void Fields will not be shown on the HUD until starting the second cell
    Artifact of Vengeance may not work if too many monsters are on the map


    If you made it this far into the patch notes... congratulations! This update was our most challenging yet, for so many reasons. We truly hope you all enjoy the update - and good luck!
    Et un vote pour un nouveau perso ici, en bas de page : https://steamcommunity.com/games/632...55393562282872
    "J'aime la nuit, j'ai les idées plus claires dans le noir"

  20. #170

  21. #171
    Illisible les copier-coller de notes de m.a.j. aussi long.

    Sinon je venais pour poster: "Weekend gratuit!"

  22. #172
    Très bon roquelike coop à 4 (très bien en solo également), assez intense, des build/persos qui varient bien les runs.

    Je recommande à tous les canards confinés ce samedi
    Dernière modification par Anark ; 04/04/2020 à 13h19.
    Steam : Anark23 | Battlenet : Anark#2389 | Les jeux que j'attends ! | Les jeux de l'année !
    Citation Envoyé par Illynir Voir le message
    Ah, toi aussi t'a failli gerber avec l'Oculus sur Skyrim ? L'avenir arrive, mais préparez un seau à coté au cas où

  23. #173
    J'y avais joué en coop avec le frangin une 30 ene d'heures a la sortie et j'avais bien aimé !
    Mais jamais relancé depuis, sauf que je l'ai acheté également sur switch car dans le train ca passe bien

    Faudrait que je retest sur pc, pas relancer depuis des mois !

  24. #174
    J'ai passé un peu plus de quatre heures dessus, excellent moment, je ne suis pas sûr d'y revenir car je pense qu'une grosse partie du fun réside dans le multijoueur et je n'ai pas d'amis, mais j'ai quand-même lâché les 14€, ça les mérite bien

  25. #175
    Citation Envoyé par Sodium Voir le message
    J'ai passé un peu plus de quatre heures dessus, excellent moment, je ne suis pas sûr d'y revenir car je pense qu'une grosse partie du fun réside dans le multijoueur et je n'ai pas d'amis, mais j'ai quand-même lâché les 14€, ça les mérite bien
    Si tu cherches des amis pour le relancer, ajoute-moi sur Steam, j’y passe une partie de mes soirées en ce moment avec un ou deux autres canards. Et oui, en multi c’est le top !
    Steam ID : Morvax

  26. #176

  27. #177
    J'ai fait une demande pour y accéder, ça fait longtemps que j'ai pas fait de session sur le jeu
    No brain, no headache.

  28. #178
    Je pensais recevoir une notification pour chaque demande mais peau de zob.



  29. #179
    J’y suis. S’il y a des motivés pour une session avec des pas doués (enfin surtout moi) vers 21h, vous pouvez toquer à ma porte.

  30. #180
    Citation Envoyé par Stelarc Voir le message
    J'ai fait une demande sur le groupe, pas encore de réponse

    Je suis chaud pour du multi aussi.

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