Category: Gamespot

  • Skyrim And Fallout 4 Still Have "Millions" Of Daily Players, Director Says

    Skyrim And Fallout 4 Still Have "Millions" Of Daily Players, Director Says

    Bethesda Game Studios’ latest titles, The Elder Scrolls V: Skyrim (2011) and Fallout 4 (2015) each still have “millions” of daily players, game director Todd Howard told GameSpot in a new interview.

    Skyrim’s playerbase received a jolt of new interest thanks to last year’s remaster, the Special Edition, while Fallout 4’s new updates have kept players coming back, it seems.

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    Also in our interview, Howard talked about returning to the Skyrim series with the Special Edition after so many years of working on Fallout 4. “It was like seeing an old friend from high school and realizing how much you missed spending time together,” he said.

    “When you’re making a game like Skyrim, it’s your whole life, and you start losing perspective on, is this fun? Is this not fun? What’s good? What’s bad? Being able to come back to it, you really see it–it’s kind of one of those rare times when you sit down and you see something you made as a gamer. You kind of forget all the versions of a certain feature or what it took to get it there and you’re just playing it for what it is.”

    Howard also talked about the unique qualities of both Skyrim and Fallout 4, saying Skyrim was more about letting the player forge their own story.

    “I think Skyrim is a little bit more of ‘find your own way.’ it’s more inviting for the type of character you want to play,” he said. “Whereas Fallout 4 probably tells a stronger but specific story.”

    Asked what Skyrim does better than Fallout 4 and vice versa, Howard said, “How content is presented; they both have their strengths and weaknesses. We’re very critical of our own stuff.”

    Additionally, Howard talked about how telling stronger stories in open-world games is among the things that Bethesda Game Studios is thinking about for its future projects.

    “How do we tell a better story in an open world? With each of our games we’ve had successes and failures and if you ask us internally, we have new ideas that we want to explore in the future because we feel like we haven’t really cracked it yet the way we think it could be,” he said.

    “So we really break it down and say, ‘Going forward, what do we think the best way to proceed is?’ where we there times where we spent a lot of time on something innovating but you can’t really tell; it doesn’t show up on the screen for the amount of time that we put into it. And there are other things that we didn’t put a lot of time into that are really shining through and oh we should have made that one stand out even more because that was a better design feature or better bang for our development buck.”

    Bethesda has confirmed The Elder Scrolls VI is on the way, though you should not expect it soon. The studio is working on another mobile game, following Fallout Shelter, but it has not been announced.

    In other Bethesda news, the developer is holding its E3 2017 briefing this year on Sunday, June 11.

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  • Xbox Exec On Scorpio, Black Ops 2 Backwards Compatibility, Japanese Games, And More

    Xbox Exec On Scorpio, Black Ops 2 Backwards Compatibility, Japanese Games, And More

    As he does from time to time, Xbox boss Phil Spencer has again engaged with fans on Twitter to talk about a number of things about the Xbox ecosystem.

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    Across a series of tweets last night, Spencer talked about Project Scorpio, baseball games, the possibility of Call of Duty: Black Ops II being added to the backwards compatibility program (already a very much-discussed prospect), Japanese games, and more.

    Here is a roundup of some of what he said:

    Project Scorpio Update

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    On The Possibility Of More JPRGs for Xbox

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    A New Crimson Skies?

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    Next Week’s Xbox One BC Lineup “Looks Good,” But Won’t Include Black Ops II

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    Backwards Compatibility Continued…

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    …And More On Black Ops II:

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    Spencer Wants Another Third-Party Baseball Game On Xbox One

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    In other Xbox news, Microsoft recently announced that its E3 2017 briefing is moving to Sunday this year. The show takes place on Sunday, June 11, and there will be Project Scorpio news.

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  • Square Enix Comments On Final Fantasy 14 Nintendo Switch Version, Announces PS4 Pro Patch

    Square Enix Comments On Final Fantasy 14 Nintendo Switch Version, Announces PS4 Pro Patch

    This week at the Final Fantasy Fan Festival in Germany, Square Enix made a number of announcements about Final Fantasy XIV and its Stormblood expansion. In addition, it’s now been confirmed that Square Enix discussed the possibility of a Nintendo Switch edition of the game and confirmed a PS4 Pro patch.

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    According to The Sixth Axis, producer Naoki Yoshida said Square Enix wants to bring the MMORPG to as many systems as possible. But this doesn’t necessarily mean it will come to the Switch.

    “The main limitation [is] that they absolutely don’t want to create a boxed off version of the game that can’t interact with the others. If that could be overcome then they’d be very interested in discussing a Switch port,” The Sixth Axis reported.

    The Switch launches on March 3. You can see all the launch titles here and every confirmed game here.

    As for the PS4 Pro patch, Yoshida said Final Fantasy XIV will make use of the console’s extra horsepower to boost performance.

    “Rather than using the PS4 Pro’s power to adapt to say 4k display, we’re thinking of using it for game performance,” he explained. “We’ve begun work on a Pro patch and hope to have details soon.”

    The PS4 Pro came out in November and a lot of games have been patched to support it.

    Final Fantasy XIV’s Stormblood expansion launches on June 20 for PS4 and PCPS3 support is soon coming to an end. In addition to the Samurais and new areas to explore, Stormblood also adds another new class (the Red Mage), raids, dungeons, a residential area, and more.

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  • Early Nintendo Switch Systems Stolen And Illegally Resold, Nintendo Says

    Early Nintendo Switch Systems Stolen And Illegally Resold, Nintendo Says

    Earlier this week, the first unboxing video for the Nintendo Switch appeared online, weeks before the hybrid console is due to launch. Now, Nintendo has confirmed that some of the Nintendo Switch systems that have appeared in the wild were stolen from a US distributor partner.

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    In a statement to IGN, Nintendo said the people responsible have been fired and are currently being looked into by law enforcement groups.

    Here is the full statement:

    “Earlier this week, individuals claimed to prematurely purchase a small number of Nintendo Switch systems from an unspecified retailer. Nintendo has determined these units were stolen in an isolated incident by employees of a U.S. distributor, with one system being illegally resold. The individuals involved have been identified, terminated from their place of employment, and are under investigation by local law enforcement authorities on criminal charges.”

    “Nintendo Switch will launch worldwide on March 3, 2017, and we look forward to everyone being able to discover the wonders of the new system for themselves at that time.”

    In other news, it was recently discovered that the Nintendo Switch will tie digital purchases to an account, not a specific piece of hardware, which sounds like very good news.

    The Nintendo Switch launches on March 3, priced at $300. For more on the system, check out all of GameSpot’s previous written coverage and videos here.

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  • Watch Tom Holland Burn His Avengers: Infinity War Script

    Spider-Man actor Tom Holland really does not want to be responsible for any Avengers: Infinity War leaks. The young actor recently shared a video of himself torching the superhero action movie’s script to help protect the secrets on the pages.

    “Rule number one… hand in your script,” Holland wrote in the Instagram video’s caption (via EW). In the video, he said, “Marvel [would] like to keep everything a secret. So, to all the producers who are probably freaking out because I forgot to hand in my script, here is evidence that I am destroying it.”

    Holland first played Spider-Man in 2016’s Captain America: Civil War in a cameo role. He’ll get a lot more screentime as the web-slinger in this summer’s Spider-Man: Homecoming. Holland is currently filming Infinity War, which started shooting in January.

    Earlier this month, Marvel released some behind-the-scenes footage of Infinity War, which features Thanos as the main antagonist.

    Avengers: Infinity War is the culmination of the entire Marvel Cinematic Universe that started in May 2008 with Iron Man,” Marvel boss Kevin Feige said. “Thanos shows us why he is the biggest, the best, the baddest villain that we’ve ever had. And the most frightening villain that the Avengers have ever faced.”

    Infinity War hits theaters on May 4, 2018, while the untitled fourth Avengers movie follows on May 3, 2019.

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  • Titanfall 2 Patch Notes Detail All The Changes In Forthcoming Update

    A big update is on the way soon for Titanfall 2, and Respawn has now released the full patch notes. These detail some welcome changes to abilities, Titan and weapon balancing, and more.

    The main addition is Live Fire mode, which we’ve already heard about and seen in action (like in the video above). Beyond that, there’s a new Pilot execution and Coliseum map. Faction leaders now have new animations to perform at the start of the dropship sequence and will randomly perform one of these each game. Similarly, there is new audio for DLC commander intros.

    Holographic decoys now work a bit differently to make them a more viable choice. They can be deployed on ziplines, don’t run along the top of dome shields, and are visible with the threat scope and sonar grenade pings. Titans that are invulnerable during an execution gain a flashing gold health bar so that other players are aware of their state. While editing your loadout, you should no longer lose your mod choices when switching guns.

    On the Titan balance side, Tone’s Salvo Core does less damage, but its rockets no longer suffer damage falloff. Ronin and Northstar’s dash regeneration rate has increased, while Northstar also sees the removal of damage falloff on Flight Core rockets. Aiming down the sights with Scorch’s weapon will give you an indication of where the projectile will land.

    As far as weapons go, the Archer’s homing speed has been fixed. The MGL’s projectile speed has been lowered and the fuse time has been increased, while the Devotion has been nerfed with lower long-range damage and more recoil.

    There are also new control options, including the ability to toggle one that requires you to hold the Use key/button in order to rodeo a Titan.

    You can see everything changing in the full patch notes below.

    Despite releasing the patch notes already, Respawn doesn’t yet have an exact release date for the update. We know it’s intended for release this month, but it said it doesn’t want to provide a date until the update passes the certification process. Beyond that, more free updates and content are on the way.

    Titanfall 2 Live Fire Update Patch Notes

    New Content

    • Live Fire: A new Pilot vs Pilot elimination game mode! It’s a 6v6 round-based with no respawns, you will have one minute to eliminate the opposing team in order to win the round. You can also win the round if your team is holding the neutral flag when the round timer ends. The team to win 5 rounds first wins the match.
    • New Live Fire Map – Meadow, a lush location with grassy lanes and rocky outcroppings that provide site lines for long engagements and sneaky routes for flanking. Also zip lines are back!
    • New Live Fire Map – Stacks, an industrial location of open areas that sandwich a dense center point framed by towering structures. The verticality encourages attacks from above and rushes from the outside lanes.
    • New Faction Leader animations! Faction Leaders now play a randomly selected animation during the beginning dropship animation.
    • New Audio for the DLC Commander Intros.
    • Added a new execution, “Late Hit”. Deliver a flurry of Stim fueled punches that pummel your enemy to the ground .

    New Features

    • Mixtape Matchmaking: A complete overhaul of our multiplayer matchmaking. This new feature will allow you to create your own “mixtape” of modes to your heart’s desire.
    • Gamepad: Custom Button Mapping (Pilot & Titan)
    • Gamepad: Crouch Button – “Hold to Crouch” Option (“Toggle” is still default)
    • Gamepad: ADS Button – “Toggle” Option (“Hold to ADS” is still default)
    • Controls: “Hold <use> to Rodeo” Option (“off” is still default)
    • Advanced Hud: Disable Party-Member Coloring on HUD (some colorblind players may prefer this)
    • Community FAQ: New section of the FAQ to highlight upcoming patches, DLC drops, trailers, and creations from the community
    • New Sounds for the Stim Pilot Execution, “Late Hit”.
    • Added Film Grain Slider
    • New ambient environmental sound effects to bring the livefire maps to life. Meadow is a fusion of virtual reality and natural forest ambiences while Stacks is a fusion of virtual and industrial sounds.

    Game Improvements

    • Holo pilot decoy can now deploy on ziplines.
    • Holo pilot decoy is more resilient when stepping over things and colliding with walls at certain angles.
    • Holo pilot decoy is now visible in the threat scope and sonar grenade pings.
    • Holo pilot decoy no longer runs on top of dome shields.
    • Holo pilot decoy no longer crashes into the ceiling and dies when running through doorways.
    • Holo pilot decoy should be more resilient when started during wallruns.
    • Kraber can no longer be shot as a semi-automatic if the player presses the reload button at the same time as the fire button.
    • Titans that are invulnerable while performing executions will have their lifebars colored gold and flashing to communicate their invulnerability.
    • Added some out of bounds triggers and props to block off areas for Crashsite and Complex.
    • FOV is now saved per-user.
    • When switching weapons while editing a loadout, the game will now preserve your mod choices if possible.
    • Ronin now shows his sword in the loadout menus.
    • Credit purchasable items now show a credit symbol instead of a lock symbol.
    • Friends’ names will now show up green in chatroom and in-game.
    • Prime Titans can now use Nose Arts.
    • Network Admins can send messages to the network in-game, rather than only through titanfall.com
    • Added extra text to make clear that Warpaints are not supported on Prime Titans.
    • Capped max range of Reapers’ weapons in Attrition.
    • Toned down the excessively loud dropship sounds in Attrition.
    • Adjusted Volume Falloff of Cluster Rocket Explosions so you don’t hear them from across the map anymore.
    • Added some lobby text notifications to inform players that they are waiting on the party leader before restarting matchmaking.
    • Nuclear Eject damage no longer fills your Titan Meter.
    • Reduced the area affected by the Nuclear Eject screen shake.
    • Increasing crit damage Pilots deal to Reapers in Multiplayer.

    Titan Balance

    Tone

    • Reduced Salvo Core’s damage.
    • Removed the damage falloff from Salvo Core rockets.
    • Increased the cooldown of Sonar Pulse.
    • Reduced the projectile size of the 40mm.
    • Tone Burst Loader Improvements:
    • Slight presentation tweaks.
    • Updated audio cues.
    • Leaving ADS now clears the charges

    Northstar

    • Removed the damage falloff from Flight Core rockets. This should make her more consistent in dealing high damage.
    • Increased dash regen rate.

    Ronin

    • Increased dash regen rate.

    Scorch

    • ADS’ing with his primary weapon will display the projectile’s path.

    Ion

    • Fixed a bug with Vortex Shield where reflected bullets would deal a high amount of splash damage.

    Weapon Balance

    Devotion

    • Added very far damage settings, reducing its damage at distance.
    • Added more kick to the first shot to make using single shots more difficult.
    • Increased view kick during sustained fire to create a slightly larger spread.

    Archer

    • Fixed the homing speed so it will once again track targets as expected.

    MGL

    • Reduced the projectile speed.
    • Increased the fuse time.

    Bug Fixes

    • Fixed being able to be shot by snipers behind the cover of the amped wall if the shooter is really close.
    • Fixed sentries so they now properly track targets through the amped wall.
    • Fixed tracers not showing up when shooting through friendlies with bullet weapons.
    • Fixed the MP R201 not dismembering stalkers and ultimately being less effective as other similar weapons against stalkers.
    • Fixed bug with using A-Wall/Hard Cover while phase shifted.
    • Fixed some cases where players could plant turrets in mid-air.
    • Fixed HUD display incorrectly showing number of Electric Smoke charges.
    • Fixed case of scoreboard counting a Titan termination on a piloted Titan counting as 2 pilot kills.
    • Fixed MOTD not displaying over a certain character limit.
    • Fixed Charge Rifle with Quick Charge mod skipping cooldown after firing and switching weapons.
    • An elusive Nessie has still not been found…last seen in the mission Blood and Rust…
    • Fixed bug with getting doomed with Stealth Auto Eject while in the midst of melee. Also fixed rare case of being stuck permanently in a “Ejecting Titan” cockpit animation.
    • Fixed some cases of being stuck inside of level geometry with Rodeo.
    • Fixed Grenade indicators not showing up sometimes.
    • Fixed incorrect bullet hit detection immediately after being damaged.
    • Fixed some cases of being stuck inside of level geometry with Phase Rewind.
    • Fix asian languages not always word wrapping correctly.
    • Fix input duplication between chat messages and the game.
    • Fix pick up ammo sound incorrectly playing in MP.
    • Fixed issue with browse not highlighting a network when clicked from lobby.
    • Fixed hover FX not playing in NPC kill replay.
    • Fixed Ion’s Laser Core FX appearing offset from crosshair.
    • Fixed showing the turret placement hint when player spawns, but doesn’t have a turret, due to watching a kill replay with the turret placement hints.
    • Fix camera becoming disoriented when navigating the store.
    • Fix formatting issues in stats page.
    • UI bugfixes when browsing networks and in the chatroom.
    • Fixed a bug with the nose art menu that left the player on a blank page sometimes.
    • Fixed a bug with SP achievements not correctly counting all Pilot Helmets collected. (Will trigger when opening main menu)
    • Fixed some stats related issues with player melee.

    Platform-Specific Fixes

    PS4

    • Accepting a game invite while the game is not running will now properly connect you to the invited lobby.
    • General stability improvements.

    PS4 Pro

    • Increased sun shadow resolution.

    Xbox One

    • Stability improvements when browsing the store.
    • Fix not being allowed to start multiplayer after resuming the game from suspend when the player’s profile is not linked to an Origin account.
    • Fixed being able to accept invites to a game that the player is already participating in.
    • General stability improvements.
    • Correctly grab the system voice permissions from Xbox and honor it in game.

    PC

    • Added Adaptive Supersampling. When enabled and running faster than the FPS target, the game will dynamically increase rendering resolution up to 2x the target resolution to improve AA quality. If the maximum supersampled resolution exceeds 16K in either dimension (e.g. when running at Eyefinity/Surround resolutions), this option will be unavailable.
    • Added Very High to the Model Quality tiers.
    • General stability improvements.
    • Added Model Draw Distance to allow pushing draw distances further out.
    • Added description for Triple Buffered in the VSync description text.
    • In an effort to reduce hitches from texture streaming, the “Texture Quality” setting has been renamed to “Texture Streaming Budget” to more accurately reflect the setting’s function, and the tiers have been renamed to indicate the VRAM amount needed. A warning has also been added when the game detects that the chosen tier uses more memory than currently detected. The goal is to only use about ~75-80% of the VRAM when the game is running to avoid GPU memory management hitches.
    • Spun D3D texture creates off onto a dedicated thread to avoid driver stalls and added throttling to the number of textures that are made live by the streaming system every frame. The throttling mechanism is simplistic and can be improved, but we want to get this out earlier to see if we’re on the right track in reducing texture streaming stutter before investing more engineering effort. If you were previously experiencing stutter, please provide feedback on whether stuttering has noticeably improved after this patch.
    • Adaptive Resolution FPS Target is no longer capped by max monitor refresh rate and instead caps to maximum supported FPS (144).
    • Improve VRAM detection accuracy.
    • Improved SLI/Crossfire compatibility. Players are recommended to not use TSAA when running in multi-GPU mode because TSAA can negatively affect performance scaling.
    • Improved frame rate stutter detection tools.
    • Enabling adaptive resolution while VSync is set to Double Buffered should now reliably force VSync to Triple Buffered.
    • The game now prevents the screensaver/lock screen from coming up due to idling while the game is running.
    • Added additional info to rare startup error “Failed to CreateGameWindow. Resolution Unsupported?” and a speculative fix for it.
    • Fixed adaptive res FPS target incorrectly resetting to 60.
    • Fixed texture streaming being disabled on GPUs with < 2GB of detected VRAM.
    • Fixed the game crashing on startup if a user has AMD GPU drivers installed, but is no longer using an AMD GPU as the primary adapter.
    • Fixed memory leak experienced on Crossfire setups.
    • Fixed various UI scaling issues when running in Eyefinity/Surround ultrawide resolution.
    • Added text clarifying “Invite friends” functionality doesn’t work while the Origin overlay is disabled.

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  • New Borderlands Pop Toys Coming, See The Mock-Ups Here

    New Borderlands Pop Toys Coming, See The Mock-Ups Here

    In conjunction with the New York Toy Fair this weekend, toy company Funko has announced the next series of Borderlands Pop figures and more.

    Posted to the Funko blog, the images show a number of mock-ups for the toys, including Emperor Claptrap, Tiny Tina, Lilith the Siren, and Zero, as well as a Rock Candy figure for Mad Moxxi.

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    All of these figures are “coming soon,” though Funko did not announce any specific dates. You can see them all in the gallery above.

    As for the Borderlands series, Gearbox president Randy Pitchford confirmed Borderlands 3 in April 2016 during PAX East. “Obviously, there is going to be another Borderlands,” he said at the time, explaining that it may not be called that.

    Borderlands 3 was originally announced in January 2015, at which time Pitchford referred to it as “the big one.” Take-Two later clarified that this game is being developed “specifically for next-gen,” indicating it will launch for PlayStation 4 and Xbox One, as well as presumably PC.

    The Borderlands franchise debuted in 2009 with the original Borderlands and its sequel Borderlands 2 arrived in 2012. A third game, Borderlands: The Pre-Sequel, was released in 2014 for Xbox 360 and PlayStation 3 before being ported to Xbox One and PlayStation 4 through the Handsome Collection in 2015. Pitchford said in the Glixel interview that the Borderlands series has now reached 30 million copies sold, across all entries.

    For more on Funko toys, check out the stories below.

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  • New Final Fantasy 7 Remake And Kingdom Hearts 3 Images Revealed

    New images from Square Enix’s Final Fantasy VII Remake and Kingdom Hearts III have arrived. Director Tetsuya Nomura shared the pictures during the Magic Monaco 2017 event.

    The Share Players (via DualShockers) was in attendance at the event and posted the images on Twitter; they show off things like a boss and some action sequences. Take a look:

    First boss revealed ! #ffviiremake #FFVII remake #finalfantasyvii remake #worldpremiere #magic2017 pic.twitter.com/uNVKUILqOY

    — The Share Players (@TheSharePlayers) February 18, 2017

    Ingame image for #FFVII remake #FFVIIRemake #FinalFantasy viii remake #finalfantasyvii remake #world premiere pic.twitter.com/xvdqDcrift

    — The Share Players (@TheSharePlayers) February 18, 2017

    Capture ingame inédite de #kingdomhearts3, dans le monde d’Hercules #nomura #magicmonaco pic.twitter.com/5Tj6zx1m89

    — The Share Players (@TheSharePlayers) February 18, 2017

    The Final Fantasy VII Remake is in development for PlayStation 4, while Kingdom Hearts III is in the works for PlayStation 4 and Xbox One. Square Enix hasn’t announced release dates for either.

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  • Castle Rock: Watch The First Teaser For The New JJ Abrams/Stephen King Series

    The first teaser for the new Hulu series Castle Rock has arrived. The show, which is based on the works of writer Stephen King and produced by JJ Abrams and his Bad Robot studio, gets its name from the town Castle Rock that is referenced in a number of King’s novels. The first teaser contains references to Shawshank Redemptioni, It, and Misery, among others.

    “The anthology will weave together characters and themes from those novels that use the Castle Rock location,” according to The Hollywood Reporter. “Each season will follow a different set of characters and storylines while interjecting themes and specific characters from previous seasons.”

    There is no word yet on how many episodes will be in the first season, when it will arrive, or who will star in it. This being a story from Stephen King, you can bet it’s going to be scary.

    JJAbrams and I want to invite you to take a trip to Castle Rock. Soon. Be afraid.https://t.co/n1MJWSpv8Z

    — Stephen King (@StephenKing) February 18, 2017

    In its own tweet, Bad Robot said about the upcoming Castle Rock show, “What is the hoax in the forest?”

    This isn’t the first time Abrams and King have teamed up for a Hulu series, as they worked together for 2016’s JFK time-travelling drama 11.22.63.

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  • Star Citizen Alpha 2.6.1 Is Out Now, See The Patch Notes Here

    Star Citizen Alpha 2.6.1 Is Out Now, See The Patch Notes Here

    Big news for Star Citizen, as developer Cloud Imperium Games has released the next major update for the ambitious PC space game. Alpha 2.6.1 is out now, the developer announced on its website.

    The patch is mostly focused on bug fixes for Star Marine, Arena Commander, and Crusader. But that’s not all it does.

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    “It also includes a number of ‘quality of life’ improvements for the game, updates to Spectator Mode, new implementations of our continuing network code updates, a brand new version of the Super Hornet, and the first implementation of our Multi-Region Server Support,” Cloud Imperium said.

    As announced previously, Star Citizen’s Multi-Region Server system lets players choose between servers in the US, Europe, and Australia; this should hopefully lead to better network connections.

    With the update applied, players should see “2.6.1-506099” in their launcher. The studio added that people are advised to delete their USER folder for the Star Citizen Live client.

    “The USER folder can be found (in default installations) at C:Program FilesCloud Imperium GamesStarCitizenPublic,” the developer explained.

    Star Citizen is the most successful crowdfunded project of any kind in history, with more than $143 million contributed to the campaign so far.

    Here are the full patch notes for Alpha 2.6.1, as posted on the Star Citizen website:

    Game Systems:

    Arena Commander Balance Changes

    • To unify scoring with Star Marine, player kills are now scored separately to Vehicle Damage.
    • Revenge kills and Resurgence awards have been removed from Arena Commander for the moment.
    • Lowered the spawn rate of pirates in Pirate Swarm slightly to provide a less drastic difficulty curve.
    • Improved the weapons issued to the Aces in Pirate Swarm mode.
    • The number of missiles and countermeasures awarded from pickups in Arena Commander game modes have been lowered.
    • Only currently dead players will be resurrected after a boss wave in Multiplayer Pirate or Vanduul Swarm, no additional lives will be provided.
      • This is to better balance the modes now that repair and restock pickups are available in the game mode.
    • Suicide in Arena Commander now carries a score of -200 points.
    • Updated the shields and fuel for the Constellation variant in Pirate Swarm.

    Star Marine Balance Changes

    • Revenge kills and Resurgence awards have been removed from Star Marine for the moment.
    • In-match loadout customization is now implemented!
      • During a Star Marine match, while your character is dead, you will have the option to change out your loadout before respawning.
    • Additional dialog lines during matches have been added.
    • FPS weapons have received a balance pass to improve viability.
    • Added a +25 Hemorrhage scoring bonus for causing another player to bleed.
      • This bonus is not awarded if you cause yourself to bleed.
    • Multiple changes have been made to both OP Station Demien and Echo Eleven maps.
      • These changes are to help prevent spawn camping and balance times between control points, as well as plugging up exploits.

    Leaderboards

    • In-game leaderboards are now implemented for both Arena Commander and Star Marine, so you can now review your standings in any given game mode within the game client!

    Spectator Mode and Camera Changes

    • With 2.6.1, we have made vast improvements to camera behavior and now allow players to enter our Pure Spectator Mode.
    • Pure Spectator Mode can now be entered through Private lobbies by starting a match by checking the “Join as Spectator” box next at the bottom of the screen.
    • There are new cinematic submodes available to Spectator Mode, including First Person View and Focused Action Cam.
    • Cinematic cameras, in and out of Pure Spectator Mode, should now better align with the player you are watching.
      • This includes ensuring your target is facing upright, and behaving appropriately when encountering walls or barriers.
    • Cameras should now properly Save and Load views regardless of map or mode type excluding Crusader.
    • Advanced Camera Controls have been improved to be more precise and smoother in transition.
    • Fixed an issue where players could not move or adjust their camera if they died while exiting their ship.
    • Made saving and loading of cameras persist between game sessions.

    Ships:

    • The Super Hornet has received a full visual update, encompassing art, animation, damage states, and VFX.
    • Ship weapons, mounts, and turrets have received a health buff so they won’t be as easily destroyed by splash damage.
    • The jerk levels of ships should now better scale with boost.
    • Ship SCM speeds have been re-adjusted to provide a greater range of speed between ships.
    • Projectile speeds have been tweaked, so that targeting pips of different weapon types will be closer together for easier targeting.
    • The Retaliator, Starfarer, and the 85x have had a pass to improve interior culling and graphic performance.
    • The Mustang series has had an optimization pass to improve graphical performance.
    • Pilot facial idle animations have been added for all ship variants!

    Technical:

    Groundwork aspects of our ongoing network refactor have come online – the first iteration of Network Message Ordering.

    • Strictly Ordered Network Messaging moves the game away from CryNetwork client-server handling of networked objects, over to our new token system with a strict priority system for managing messaging between client and server nodes.

    Mega Map

    • The new Mega Map system allows for much quicker loading time when switching between maps.
    • In this initial release it will only be enabled for single player maps (Hangars and single-player Arena Commander), but we will be expanding this to include multiplayer maps in a future release.

    Multi-Region Servers

    • We now have servers available in the US, Europe, and Australia!
    • You can choose what region you would like to connect to via an optional drop-down, when connecting to any multiplayer instance.
    • Selecting “All” will currently default to the best available region, but that will change as we build and improve on the functionality of our region support.

    Updates and Fixes

    Star Systems:

    Crusader

    • Fixed a number of lighting culling issues in Port Olisar EZ Hab.
    • Fixed an issue where the Crusader ASOP terminal would sometimes incorrectly provide a “All Pads are Full” message.
      • This does not fix issues where the landing pads are blocked by debris from destroyed ships, or full from disused ships not despawning.
    • Fixed the missing audio for the weapons shop door in GrimHEX.
    • Improved the atmospheric audio around GrimHEX and the Crusader shops.
    • Fixed an issue with the GrimHEX lift audio would play in a continuous loop.
    • Removed the scavenging sites from the asteroids around the ICC Probe Mission 2.
    • Fixed a number of issues with missing audio for the Yela wreckage sites.

    Area 18, ArcCorp

    • NPCs in customs now have a selection of random animations instead of being very creepily synchronized.

    Hangars

    • Fixed some audio clipping problems in Revel & York Hangar.
    • Fixed an issue where part of the Khartu-Al flair model was sticking out of the display case.
    • Fixed a number of lighting issues on the three Race maps.
    • Fixed a number of lighting issues in the VFG Industrial and Aeroview Hangar.
    • Removed the elevator UI from the Hangar elevator.
      • Users will need to proceed through the game menus to transition from Hangar to ArcCorp or Crusader.

    Game Systems:

    Arena Commander

    • General Bug Fixes
      • The size of Pickups (repair/refuel/reload) in Arena Commander should now scale based on distance from player, rather then distance of the camera.
      • Fixed an issue where the characters head would disappear after their ship was destroyed.
      • Stage cameras for Spectate mode in Arena Commander maps should now be correctly accessible.
      • Fixed an issue where players in Arena Commander games could not go into the negatives on their score.
      • Fixed an issue where ships damaged or killed via missiles were granting excessive score.
      • Audio cues have been added for collecting pickups in Squadron Battle.
    • Race Mode
      • Fixed a number of shader issues in Old Vanderval that would trigger screen tearing before the first checkpoint.
      • Removed the invincible antenna that protruded from buildings into the primary race routes on all tracks.
    • Pirate and Vanduul Swarm
      • Fixed an issue where a second Warlord would sometimes spawn in Vanduul Swarm after Wave 3.
      • Fixed some issues with the Vanduul Swarm AI flying into the map boundary too often.
      • Pirate Gladiator’s in Pirate Swarm now have the correct paint job.
    • UI
      • Fixed an issue where the kill feed in Pirate Swarm would sometimes show the same kill twice.
      • Fixed the naming and numbering conventions for the AI pilots in Pirate Swarm.
      • Fixed an issue where completing Pirate Swarm, Wave 18 would give the “defeat” message.
      • The UI for the Arena Commander Loadout customization has received a polish pass to clean up minor visual style problems and ensure consistent behavior.

    Star Marine

    • Audio
      • Fixed an issue in OP Station Demien where external audio could be heard in the Mess Hall.
      • The audio from grenade impact collision has been made much more audible.
      • The audio for grenade hold (the cooking beep) has a shorter range.
      • Made a number of tweaks to footstep audio in both Echo Eleven and OP Station Demien.
      • Fixed an issue where player death audio would play twice while in third-person camera view.
      • Fixed an issue where the “Respawning” audio would play too soon.
      • Star Marine simulation voices should now be correctly adjusted by the announcer audio option in game menus.
      • Fixed an issue where the audio in multiplayer matches would become corrupted in very large firefights.
      • Made many small audio tweaks throughout OP Station Demien.
      • Idle audio for the MediPen dispensers in Echo Eleven have been added to match those on OP Station Demien.
    • Fixed a number of dialog cues for the announcer when a match ends in a draw.
    • General Bug Fixes
      • Fixed an issue where dead players could sometimes continue capturing a point in Last Stand.
      • Fixed an issue where the explosive canisters in OP Station Demien and Echo Eleven would fall through the map after exploding.
      • Fixed an issue where a match would go into a fourth round if one round in Last Stand had ended in a draw, even if the other two rounds had been won by the same team.
      • Made some changes to the death camera in Star Marine to prevent instances of the camera going through collision or the player body.
      • Fixed a number of small collision issues with props around OP Station Demien.
      • Fixed an issue where the light sources on Echo Eleven would sometimes follow players around in EVA.
      • Fixed some issues with projectile bounce and ricochet in Echo Eleven.
      • Many cosmetic art updates and tweaks have been made to OP Station Demien and Echo Eleven.
      • Fixed an issue where the radar and weapon sights would not reappear after respawn in Star Marine.
    • Loadout Customization
      • Fixed an issue where the loadout customization would sometimes lock players out from entering a Private match.
      • Fixed an issue where all the weapon images were missing scopes in loadout customization.
      • Fixed an issue where players could quickly toggle between teams and end up in the loadout of the opposite team.
      • Fixed an issue where players could acquire 2 or more primary weapons on a Light loadout if the drop action was interrupted prematurely.
      • The Star Marine models in the loadout editor now move and scale more appropriately for the screen resolution.
    • Scoreboard/Leaderboard
      • Fixed an issue where the scoreboard would remember the number of kills between rounds, allowing players to get a revenge kill at the start of a round.
      • Players will now be correctly penalized for suicide, even if they have recently been damaged by an enemy.
    • UI
      • UI notifications for control points having been taken or lost in Last Stand are much more prominent.
      • Score notifications now appear when a character suicides.
      • Made the friendly/hostile player indicator (known colloquially as “The Dorito”) less immediately visible, and fixed a number of issues where the indicator for Hostile players was visible despite no line of sight.
      • Grenade indicator now appears as soon as a nearby grenade is armed, not just when it is thrown.
      • Players who are dead at the end of a round will now be able to correctly see the results and scoreboard.
      • Fixed an issue where grenades were missing from Visor HUDs.

    Social Module

    • Parties formed for private Star Marine and Arena Commander matches should now persist match-to-match rather then break up after a single match.
    • Chat will now work correctly inside of Arena Commander and Star Marine lobbies.
    • Fixed an issue where all contacts would appear as “Online” inside of a Star Marine lobby, regardless of their actual status.
    • Fixed an issue where players could talk or type in the chat window even when it appeared disabled and hidden.
      • This caused a number of issues with players loosing control of their characters during the match.
    • Fixed an issue where the /addignore would not correctly ignore tells from the ignored player.
    • Fixed an issue where accepting a party invite to a Star Marine or Arena Commander match would not correctly pull the player from PU or Hangar.
    • Fixed an issue where players could not accept or decline a game invite while on the Arena Commander loadout editor screen.

    Ships:

    • Some ships had unlimited and near-instant acceleration in decoupled mode. This has been fixed.
    • Fixed an issue where the Rattler missile would fail to deploy rockets.
    • Fixed an issue where players would hear the ship start up audio on respawn, if they died while piloting the Sabre Comet, Gladius Valiant, Hornet Wildfire, or Avenger Titan Renegade.
    • Fixed an issue where the self-destruct audio siren would sometimes not trigger.
    • Fixed an issue where the look reticle would incorrectly reappear after cycling cameras, even if gimbal lock was active.
    • Made some tweaks to the audio for shield activation and deactivation.

    Individual Ships

    • 300 Series
      • Size 1-3 missile racks can now be equipped on the 300i, 315p, and 325a variants, as appropriate for their respective available hardpoints.
    • 85x
      • Fixed an issue where the pilot arms would look highly stretched or out of position from the flight yoke.
    • Argo MPUV
      • Fixed an issue where the interior cockpit glass would reflect the exterior environment.
    • Aurora (All)
      • Fixed an issue where the landing gear would disappear instead of going through the correct retraction animations.
      • All Aurora variants can now equip Size 1-4 missiles, as appropriate for their respective available hardpoints.
    • Caterpillar
      • Certain ship animations could be interrupted prematurely, causing some issues with doorways and elevators. This has been fixed.
      • Fixed a number of animation issues with the rear turret of the Caterpillar.
      • Made some changes to the VFX flashes of Caterpillar shields being hit for better pilot visibility.
      • Fixed an issue where the interior of the ship would seem to disappear when looking back into the ship from cargo module 01.
    • Constellation Phoenix
      • The toilet can now be accessed.
    • Cutlass Black
      • Improved the audio mix for the Cutlass thrusters.
      • Fixed a number of issues with missing collision audio for the Cutlass.
      • Fixed an issue where the Cutlass Black thrusters were missing VFX.
    • Freelancer
      • Fixed an issue where the UI prompt to open the side door on the ship and the prompt to climb the ladder were both missing.
    • Gladius
      • Fixed a number of collision issues with the pilots left arm.
    • Herald
      • Fixed an issue where the interior of the ship would disappear if you stood in a specific location.
      • Made some visual tweaks to the Herald thrusters VFX.
      • Fixed an issue where a Herald pilot would lose control of the ship if another player sat in the copilot seat.
    • Hornet (All)
      • Fixed an issue where the bottom maneuvering thrusters were invisible.
      • Fixed an issue where the exhaust over the top rear right maneuvering thruster was misaligned.
    • P-52 Merlin
      • Added missing thruster deactivation audio.
    • Reliant
      • Fixed an issue with the Reliant thruster audio was not playing correctly.
    • Vanduul Scythe
      • Fixed an issue where the cockpit audio was out of sync with the entry and start up animations.
    • Vanguard (All)
      • Fixed an issue where visareas in a map would be visible when viewed through the cockpit window.
      • Fixed an issue where the interior lighting of the Vanguard Warden and Hoplite were part of the exterior prefab.
    • Vanguard Hoplite
      • Fixed an issue where the right-hand weapon on the Vanguard turret wasn’t pitching or animating correctly.

    First Person:

    • Bullets should now appropriately penetrate limbs to hit other targets in applicable situations.
    • Projectile mass has been lowered to prevent the moving of corpses via gunfire.
    • Fixed an issue where one player could shoot the gun of another player if they both picked up the gun at the same time
    • Fixed an issue where the gun magazine could become offset if the character was looking around excessively while reloading.
    • Fixed an issue where sprint would not continue if shift was held while transitioning in and our of EVA.
    • Fixed an issue where the character animations could break while trying on clothing.

    Weapons and Combat

    • Fixed an issue where combat signals would animate in contorted ways when holding an energy rifle.
    • Fixed an issue with the low cover pistol animations for characters.
    • Fixed an issue where character models would stretch and warp when unholstering and entering ragdoll.
    • Fixed an issue where hit reactions would play for damage taken by bleedout.
    • Fixed an issue where a character would be locked into aim-down-sights if they transitioned out of EVA while aiming down sights.
    • Made some tweaks to the blood splatter visual effects when shot.
    • Improved charging sound while in depressurized environments for the Arrowhead Sniper Rifle.

    General Animations

    • Fixed an issue where players could pass through a wall by vaulting over a nearby object.
      • Players will now be blocked from vaulting if they would land inside of geometry.
    • Fixed an issue with the animations when a character would heal while on a ladder.
    • Fixed an issue where character faces would continue animating after death.
    • Cleaned up the leg animation transitions when a character jumps while moving.
    • Fixed an issue where rolling while prone and in the third person camera would cause excessive camera rotation.

    User Interface:

    • Fixed an issue where the mouse cursor was offset from the actual visual location whenever client screen resolution was not at 16:9.
    • Fixed an issue where the Ship Computer Verbosity in the audio options would reset after a client restart.
    • Players can now disable the cinematic missile chase camera in the game options menu.
      • Game Settings → Cinematic Cameras
    • Added a warning message when a lobby or party invite is sent to a player who is already in a lobby.
    • Fixed an issue where the “Switch Teams” button was present in private matches, even when the game mode was not set for a “team” game.
    • The updated pause/ESC menu has been implemented.

    Player HUD

    • Trying on a flightsuit or armor in the shops will no longer cause the first person HUD to start floating.
    • Fixed an issue where the helmet radar would disappear after exiting a vehicle.
    • Fixed an issue where several armor suits had two radar displays hooked up.
    • Fixed an issue where pressing “F10” while a dead would result in the character and helmet disappearing.
    • Fixed the mobiGlas visor so it would no longer clip out of frame at different resolutions.
    • Fixed an issue where viewing the mobiGlas in 3rd person would make the players head and helmet disappear.
    • Fixed an issue where the HUD warning for a incoming missile would not disappear.
    • Fixed an issue where players could not move or adjust their camera if they died while exiting their ship.
    • Added a MediPen count to the player HUD.

    Keybindings

    • Coupled and Decoupled space brake can now be bound to separate or the same keybinding based on user preference, they are not automatically bound to the same key.
    • Prone and Crouch can now work correctly as either a toggle or hold, and the keybinding for both can be edited in the Keybindings again.
    • Fixed an issue where players could not crouch on the default XBOX 360 control mapping.

    Technical:

    • Fixed an issue where players would sometimes load into Star Marine Elimination with a persistent black screen.
    • Fixed a number of client crashes in Arena Commander, Star Marine, Crusader and Hangar.
    • Fixed a number of server crashes.
    • Fixed a number of performance issues related to the Drake Caterpillar.
    • Made a cleanup pass on graphic detail levels for the Broken Moon map to improve performance.

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