Time-bending multiplayer FPS Lemnis Gate won’t reach its second birthday. An update from Ratloop Games and Frontier Foundry (opens in new tab), posted yesterday, has informed the game’s players that the game will be removed from sale on April 11 pending the final shutdown of its multiplayer servers on July 11, a few months short of September 28, the would-be second anniversary of its release.
For PC players, July 11 will be the last possible opportunity to play Lemnis Gate at all, according to the update from the devs. While console players will be able to “access local multiplayer and training modes” on their machines seemingly in perpetuity, PC players will “be unable to play beyond that point”. Some players in the comments on the announcement (opens in new tab) are begging the devs to enable local play on PC after the game dies, but there’s been no sign of a response yet. Hard luck if you only recently bought the game, I guess.
To be fair, the likelihood that anyone has forked over the cash for Lemnis Gate in the last couple of months is actually pretty slim. The game last went on sale—for 60% off—in October last year, and since then its simultaneous player count has barely ever managed to hit a double digit figure. At time of writing, SteamDB (opens in new tab) lists five players in-game. It’s not hard to see why the studio is pulling the plug.
But while it’s not a surprise, it is a shame. Lemnis Gate was an interesting and innovative FPS whose core mechanic—using time shenanigans to disrupt your opponent’s plays in previous rounds—felt very fresh and very weird when it released in 2021. Robert Zak scored the game 84% in his Lemnis Gate review (opens in new tab) for PCG at the time, with particular praise for its “smart strategizing” and “dextrous gunplay,” but noting even back then that it suffered from low player counts that made finding a game hard.
It’s been a bit of a bloodbath when it comes to game shutdowns in recent years. Lemnis Gate joins the dubious ranks of games like Hyperscape, Babylon’s Fall, Fuser, and a whole host of other games (opens in new tab) that have moved to a nice farm upstate in the last year or so. Let’s hope this is the one that finally ends the streak?
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678511655_Theres-only-a-few-months-left-before-time-loop-FPS.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 16:25:592023-03-10 16:25:59There’s only a few months left before time loop FPS Lemnis Gate becomes unplayable on PC forever
World of Warcraft: Dragonflight has been out for less than half a year, but Blizzard has already dropped details on WoW 10.1, the next major patch to arrive in the long-running MMO. Officially named Embers of Neltharion, the update will usher in the start of Season 2 and cycle in new (old?) Mythic+ dungeons and a new raid, as well as a new zone to explore.
That’s not all, though: 10.1: Embers of Neltharion will introduce cross-faction guilds (opens in new tab) and new dragonriding talents and mounts. There’s a lot to get through, so if you’re ready to learn more, here’s what we know about the WoW Dragonflight 10.1 update, including its expected release date.
When is the WoW 10.1 release date?
No release date has been announced for the World of Warcraft 10.1: Embers of Neltharion patch quite yet, though it has been available on the PTR (Public Test Realm) since March 9.
As most patches historically have spent a couple of months on the PTR before arriving on live servers, it seems safe to assume the release window will be sometime in May 2023.
New zone
New zone: Zaralek Cavern
This new zone is located somewhere beneath the Obsidian Citadel, but you’ll be able to access it from Azure Span, Ohn’ahran Plains, and Thaldraszus too. Even though it’s completely underground, the area is large enough to allow dragonriding – in fact, that’s the most fun way to get there.
There will be new enemies to defeat and treasures to acquire, as well as the inhabitants, the Niffen and the Drogbar, to meet. The Zaralek Cavern is also the home of the new raid that arrives with the WoW 10.1 update.
Cross-faction guilds
(Image credit: Blizzard Entertainment)
Cross-faction guilds will welcome all
World of Warcraft might have been built on the conflict between Horde and Alliance, but many of the expansions’ storylines have seen both sides come together and put aside their differences for the greater good.
Blizzard had already started to blur the lines of the faction divide last year, allowing players from both factions to team up for certain types of group content. Now it’s being taken a step further with guilds becoming cross-faction.
Dragonriding changes
(Image credit: Blizzard)
Additions to dragonriding in 10.1
Dragonriding (opens in new tab) was one of the big new systems to arrive with Dragonflight, and it allows you to unlock abilities via a talent tree whenever you collect Dragon Glyphs (opens in new tab). In the 10.1 update, a new dragonriding talent is being added: Ground Skimming lets you fly near the ground and regain vigor at the same time. Vigor is vital for keeping your mount in the air while dragonriding, so any new means to acquire the resource is a welcome addition.
You’ll also be able to pick up a new dragonriding mount, the Winding Slitherdrake, though it’s not currently clear how this will be unlocked.
New raid
(Image credit: Blizzard)
New raid: Aberrus, the Shadowed Crucible
The new raid arriving with the second season of Dragonflight is Aberrus, the Shadowed Crucible, and it’s located in the Zaralek Cavern, the new underground zone. All raid difficulties will unlock on the same weekly reset, instead of being staggered as they have been in past expansions.
While there aren’t many details yet, here are the names of the nine raid bosses found in Aberrus, the Shadowed Crucible:
Kazzara
Molgoth
Experimentation of the Dracthyr
Zaqali Invasion
Rashok
Zskarn
Magmorax
Neltharion
Scalecommander Sarkareth
The most notable of these bosses is, of course, Neltharion, who went on to become Deathwing. The Crucible is meant to be the place where the former leader of the black dragonflight gave in to the voices of the Old Gods and went mad, so it’s not so surprising to see him appear as a boss here.
Mythic+ pool
(Image credit: Blizzard)
Dragonflight Season 2 Mythic+ dungeons
New dungeons will be added to the Mythic+ pool for Season 2. As with Season 1, there will be eight dungeons in total: four current Dragonflight dungeons and four dungeons from previous expansions.
Here are the Dragonflight Season 2 Mythic+ dungeons:
Brackenhide Hollow
Halls of Infusion
Uldaman: Legacy of Tyr
Neltharus
Freehold (Battle for Azeroth)
The Underrot (Battle for Azeroth)
Neltharion’s Lair (Legion)
Vortex Pinnacle (Cataclysm)
New seasonal affixes are also expected to arrive with the new season, though there are no details on these yet.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678515349_Everything-we-know-about-the-World-of-Warcraft-101-update.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 16:20:122023-03-10 16:20:12Everything we know about the World of Warcraft 10.1 update
There are two constants in a Tekken game, and that’s the inclusion of Paul Phoenix in the game roster and his incredibly vertical hairstyle. There are three traditions, technically, if you’re counting Phoenix being beaten by a bear. For Tekken 8, that tradition is being kept mostly intact, although this time, Phoenix is entering the King of the Iron Fist tournament with a new look that is drastically different from previous incarnations.
Beyond a new hairstyle that looks like it was stolen from a K-pop boy band, not much has changed when it comes to the punishment that Phoenix dishes out. Using a hybrid mix of karate and judo, Paul delivers powerful and precise blows to finish off opponents. As seen in the trailer, he still has his signature Death Fist attack, which has a long build-up time but delivers devastating damage if it connects.
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Now Playing: TEKKEN 8 Paul Phoenix Official Gameplay Trailer
Since its reveal at the September 2022 PlayStation State of Play, Tekken 8’s roster has slowly grown. Kazuya and Jin Mishima, Jun Kazuma, Marshall Law, and Nina Williams are all confirmed to appear in the game, which introduces a number of new graphical and technical improvements to the series. The biggest of these new gameplay mechanics is the Heat Gauge, which can be used to activate a Heat Burst which gives players more options to be aggressive in battle.
Later in March, a closed alpha will be held at specially designated offline locations around the world, the first one being a location test at Evo Japan 2023 for Tekken 7 players. Tekken 8 doesn’t have a release date yet, but it will launch on Xbox Series X|S, PlayStation 5, and PC.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678640445_New-Tekken-8-Trailer-Shows-Paul-Phoenix-And-His-Terrible.jpg7201280Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 16:18:002023-03-10 16:18:00New Tekken 8 Trailer Shows Paul Phoenix And His Terrible Hairstyle In Action
Generally, I’m smart enough to stay away from games I don’t like. I’m not a huge RTS girlie (sorry PC gamers), Soulslikes make me want to lob my keyboard out my window, and sports games send me to sleep. But there is one goddamn genre that, despite everything, I can’t seem to stop forcing myself to play. Why can I not keep away from horror games, despite my deathly fear of them?
Maybe it’s my desire to get over my intense fear of all things horror. Perhaps I just want to be like all the cool kids who proclaim they’ve never been frightened in their life, despite the fact I manage to spook myself when I look in the mirror after forgetting to remove last night’s makeup. I mean, I never used to be like this! I almost exclusively read Goosebumps when I was a kid, and that was real scary stuff. I am determined to once again be that bitch, and yet.
My latest attempt that left me a deflated, withered scaredy-cat was Fatal Frame: Mask of the Lunar Eclipse. The Fatal Frame series has always appealed to me—shooting down ghosts and ghouls not with a weapon, but an exorcising camera? Sign me up. It’s a series I never ended up playing though, and Mask of the Lunar Eclipse never even saw a release outside of Japan until now.
The thing is, like all horror games from the 2000s, Mask of the Lunar Eclipse is super tanky and janky. Controls feel like you’re doing everything in quicksand, further hampered by trying to translate Wiimote controls over to a keyboard or standard pad. Characters ‘running’ looks more like they’re desperate for a wee. It’s that slightly immersion-breaking spooks of its era that should make me able to breeze through its ageing horror. But after an hour I had to put the game down because I was so bloody terrified.
(Image credit: Koei Tecmo)
I’m not even sure if it’s that scary a game, or if it’s my own fear eclipsing whatever is being thrown into my camera lens. Not knowing what happens if a ghost manages to get their hands on me, if I get cornered and die. I think a regular sentiment is that horror games get less scary the more you fail in them, but I can’t bring myself to fail in the first place. Exposure therapy is great, sure. But I don’t want a ghost strangling me to death, or a man chainsawing me to pieces. I want to live!
Even still, I can’t stop trying to power through and finally complete a horror game. I’m not the only one on my team either. Sharing my horror woes with online editor Fraser Brown and UK editor-in-chief Phil Savage revealed to me that they were both still trying to finish Alien: Isolation, one of the damn scariest games I’ve ever gotten my hands on. That game came out nine years ago, and yet people are still persevering in small chunks to get it finished.
Horror games are fantastic—engaging directly with the danger instead of watching it in a movie or reading about it in a book is totally unparalleled. Games like Resident Evil 7, Dead Space, Silent Hill, Doki Doki Literature Club and Phasmophobia are meticulously crafted experiences you could never get anywhere else in any other medium. They’re all games I’ve done my damn best to complete and have never been able to because my own fear gets in the way. Despite the anxiety they make me feel and the dread they fill me with, there’s still no satisfaction quite like getting through a chase scene or finally finding that one safe room. I’m hoping that in 2023 I can finally complete a horror game and with it, get over my fear little by little.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678519002_Im-too-big-of-a-wuss-for-horror-games-but.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 16:05:572023-03-10 16:05:57I’m too big of a wuss for horror games, but they’re so goddamn incredible I can’t stay away
GTA RP (roleplay) is a popular way to enjoy a modded version of Grand Theft Auto Online. On Twitch, GTA Online is regularly one of the most-viewed channels, and most of the top GTA streamers are playing RP. The biggest GTA RP mod, FiveM, reported breaking its record for concurrent players with 269,097 in February of 2023. That’s almost twice the amount of people playing unmodded GTA 5.
In GTA RP, players and streamers create a character, personality, and a backstory, and then take jobs in the world of GTA 5, pretending to be everything from cab drivers to paramedics to fishermen to real estate agents. And yes, even cops and crooks. As players interact with each other in the world, on servers that support anywhere from 32 to players to hundreds, they create a communal storytelling experience.
Despite taking place in the familiar world of GTA 5, playing on a GTA RP server is a wholly different experience. GTA RP isn’t the place for shooting first and asking questions later. You typically won’t be blowing up cars or mowing down cops or stealing jets. Don’t expect to kill other players regularly, or to be killed often yourself. If you commit a crime you’re more likely to be arrested and taken to court than you are to get into a fierce gun battle. If you’re injured, you may need to visit a hospital and see a doctor.
GTA 5 RP is intended to be a more “realistic” experience, almost like a sim in a lot of ways. You can get a job, rent an apartment, interact with other players, form relationships, and try out your acting and improvisation skills. GTA RP servers still have AI-controlled NPCs just like in GTA 5, and you’re basically playing the part of one of those citizens.
(Image credit: Rockstar Games)
How to play GTA RP
How to get into GTA RP
1. Own a copy of GTA 5. It sounds obvious, but before you can play GTA RP, the FiveM mod will need to validate your copy of GTA 5.
2. Make sure you have a working microphone. There are some exceptions, but nearly all GTA RP servers rely on voice chat. In some cases, you may even be kicked from an RP server if it doesn’t detect that you have your voice settings on when you begin playing. There are a few text-based GTA servers, but in general if you play GTA RP you should expect to do a lot of talking.
3. Have a Discord account. Most servers will require you to link your Discord account to play, and many use it for sharing server news and information, interviewing players, and communicating with each other outside of the game.
4. Download and install FiveM. It’s the most popular mod for GTA RP, and allows you to play multiplayer GTA 5 on custom dedicated servers. The mod won’t actually alter your copy of GTA 5, so you’ll still be able to play GTA Online unmodded without any issues.
5. Find a server.FiveM’s server list will let you filter by language and show how many players are on each server, along with a description of what sort of roleplay that server has. Each server will have its own rules and requirements, and sometimes different types of roleplay scenarios.
Many servers require you to complete an application process and even an interview before you can join. They’ll also almost always have a Discord or a link to documentation so you can find the rules for applying and playing on a server. Further down this page we’ve listed some other popular GTA RP servers.
6. Learn the rules. Remember you’re not joining a server to play GTA Online: this is a roleplay experience and there are typically lots of different rules for each server. For an example of some pretty common server rules, have a look at TwitchRP’s list of GTA RP rules.
7. Create a character for yourself: not just their looks and clothing but their personality, backstory, and goals. What sort of job do you want? What sort of person is your character? Remember that while you’re playing you should always remain in-character: no asking other players how the controls work (that would be immersion-breaking) or passing along information you’ve learned outside of the game (such as the plans for a bank heist you saw on someone else’s stream).
You’ll want to find a job, which can vary between all sorts of occupations. Cab or Uber driver, bartender, delivery driver, EMT, and yes, there are criminal jobs like drug dealers or bank robbers, and gangs you may be able to join as well. Most servers also have a police force, and they tend to take their roleplaying very seriously, often interviewing prospects in-character and performing in-game training.
(Image credit: Rockstar Games)
GTA RP Servers
Popular GTA RP servers
NoPixel: Probably the best known thanks to high-profile streamers like Lirik and Summit, but also one of the hardest to get onto due to limited applications and a long wait time. Eclipse RP: A 200-player server, allowing for a bigger shared world than NoPixel’s 32-player servers, though doesn’t have quite as many features. Waitlists to be whitelisted may be long. GTA World: One of the few text-based RP servers, making it a good alternative for those who don’t feel comfortable using a microphone. Mafia City (opens in new tab): A good place for beginners to try RP, though it uses the Rage (opens in new tab) mod instead of FiveM and there are no AI-controlled NPCs in the world. New Day RP: A pretty serious roleplayer server—they even have political events like elections for governor—which was recently overhauled with new features.
There’s no “best” GTA RP server
There’s no universally beloved GTA RP server, or a “right” answer for the GTA RP server everyone should play on. It really depends on what you want out of roleplaying and how seriously you want to take it. Some sever rules may seem to strict, and some servers may not enforce them strongly enough for your liking—it all depends on what you’re looking for.
The servers listed above are a good place to start, but the best way to find out if a server is right for you is to connect with its community and spend time watching players from those servers on Twitch to make sure it’s a good fit for your roleplaying style.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678464067_GTA-RP-How-to-play-on-GTA-5-roleplaying-servers.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 15:51:282023-03-10 18:22:25GTA RP: How to play on GTA 5 roleplaying servers
All-day battery life is just about a thing for general purpose laptops, though gaming longevity is typically measured in a mere few hours. So, this homebrew “laptop” with a claimed two years of battery life is seriously startling.
The work of computing enthusiast Andreas Eriksen, the device is known as the PotatoP. Eriksen says (opens in new tab) the word “potato” is often used to describe underpowered devices. The PotatoP is intentionally “underspecced” to ensure long battery life, while the “toP” suffix implies the devices laptop form factor. It all makes sense.
The current working prototype is based on the Sparkfun Artemis (opens in new tab) compute module outputting to a 4.4-inch Sharp Memory Display (opens in new tab) with a 320 by 240 monochrome resolution.
For the record, the compute module has a single ARM Cortex M4 core running at up to 96MHz and comes complete with a floating point unit, 384KB of RAM and 1MB of flash storage.
If the PotatoP could run Cyberpunk, we suspect the frame rate would be measured in frames per hour rather than seconds, even rendering at 320 by 240 in monochrome. But then Eriksen has slightly more modest computing demands:
“It needs to have a good keyboard and a decent programming environment – compatibility with existing software is not a priority, nor is powerful hardware – just the minimum required for a LISP environment. Writing a minimal editor, word processor, spreadsheet app or whatever else I want will be part of the fun!”
You could say the early concept for the PotatoP was a little rough around the edges. (Image credit: Andreas Eriksen)
Powering it all is a 12,000 mAh PiJuice LiPo battery and a relatively small solar panel. Eriksen says the PiJuice pack is “way more battery than anyone would ever need for this.” To put that into context, smartphone batteries tend to pack around 3,000 to 4,000mAh.
Anyway, the net result is a claimed target of around two years of battery life. We’ll take Eriksen at his word as the prospect of testing that claim in the real world is, well, unappealing.
Eriksen says the 4.4-inch monochrome display is surprisingly readable, even if he does wish they made a bigger one. For the future, he plans to fit more solar panels, with the eventual intention that the device can be powered by ambient light and offer essentially infinite battery life.
All in all, it’s an intriguing insight into what can. be achieved using off-the-shelf components and a well-honed remit, as opposed to zillions of development dollars and countless technical breakthroughs.
https://gamingarmyunited.com/wp-content/uploads/2023/03/This-laptop-has-two-years-of-battery-life-but-were.jpeg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 15:43:232023-03-10 15:43:23This ‘laptop’ has two years of battery life but we’re not sure how well it runs Cyberpunk
Sons of the Forest got its first big patch yesterday, bringing a bunch of bug fixes and new features to the incredibly popular survival sim (opens in new tab). And, look, there’s a lot of new stuff that we’ll get into further on, but let’s not bury the lede here: Kelvin—sweet, precious Kelvin (opens in new tab)—will no longer go absolutely hogwild cutting down trees with your treehouse in them. This is somehow both excellent news and the worst thing I’ve ever heard.
But suppressing Kelvin’s free spirit isn’t all Sons of the Forest’s Patch 01 (opens in new tab) does. You’ll also be able to find a few new tools to help you in your anti-cannibal quest the next time you fire the game up. Specifically, you’ll now be able to make use of a hang glider and a set of binoculars to scout and traverse your surroundings, and build a defensive wall gate to protect your valuables from marauders.
There’s plenty of other additions, and I’ll include the full patch notes below, but what seems notable to me is the way the patch makes the game a little more dangerous. There’s a new mid-game boss fight, some of the cannibal villages now have lookout towers, shotgun damage has been halved and, as if that wasn’t enough, “Angry regular cannibals can attack now by jumping out of trees,” possibly the most threatening single sentence ever committed to writing.
The patch has also upends the Sons of the Forest speedrunning meta (opens in new tab) by fixing the glitch that let you use sticks to get through locked doors, updates the game’s DLSS version to 3.1.1 and, crucially, fixes an issue that meant certain varieties of small birds showed no fear whatsoever of the player character, which was really bruising my ego. If that’s not enough for you, here are the full patch notes:
Features
Added Binoculars
Added Hang Glider
Added Defensive Wall gate
Added mid game boss fight into food bunker
Added Settings Reset in the Options screen
Added missing Virginia leather suit pickup to world
You can now lock doors with a stick placed on the interior of the door
Built small structures (furniture) can now be grabbed, while grabbed it can either be placed again somewhere or thrown to collapse it and get back its resources
Some additional story elements added
New headshot death animation variations added for cannibals
Angry regular cannibals can attack now by jumping out of trees
Small birds will now land and eat/gain fullness
Added option to hide player name tags
Added option to hide projectile reticle and trajectory
Fish trap should now work and catch fish (every 5-10 minutes) as long as it’s placed in water and the current season is not winter
Added lookout towers to some cannibal villages
Story Paper pickups will now show UI to “Zoom” in
Added new structure type: One Sided Apex. Fills the space between a leaning beam and its supporting beam. Aligns automatically based on the leaning beam orientation. Fits quarter log variations to the right length automatically.
Balance
Added sleep cooldown
Set rest drain from hunger and dehydration to 0
Muddy Cannibals will now get less angry (from player proximity and in late game)
Added possibility of Player Sleep Interruption events from nearby enemies that can reach player
Tweaked fire drain rate to make using firewood more important
Tweaked berries to give slightly more fullness
Tweaked energy drink to give half as much hydration and less energy buff
Tweaked amount of fullness and hydration all herbs and mushrooms give
Hard enemy health setting reduced to 1.25x health
Increased cannibal armor health by 1.5x on hard
Kelvin catch fish order will end after a time
Fixed opening a cave in late game having too many enemies
Adjusted some player melee events and ranges for better A.I. responsiveness
Halved shotgun damage
Boosted seat rest amount from 0.3 to 0.7
Added regular Puffies to dining hall
Increased health on creepies depending on amount of multiplayer players active
Improvements
Fixed sleeping animation for female cannibal
Set up player effigy struggle/idle for multiplayer
Fixed ‘bouncy’ logs when deep in water
Performance speed up for world locators
Added Logic to allow hatches and doors to be forced open when player is spawned inside
Fix for some LOD’s sometimes not switching correctly
Fixed error caused when quitting while in death wakeup
Unique/Story items are now force equipped when they are collected
Door orientation is now determined by the position of the player when placing it, the face in front of player is the interior face
Adjusted Deer and Moose locomotion for better pathing
Prevented placing bench so close to objects that player could be stuck when standing up after sitting on it
Added more small prop setup for melee impacts and collision
Added LODs/optimization for the wall torch
Destroying screw storage now spawns stored items as dynamic pickups
Beach greebles regenerated with coral rock sizes reduced
Bunker food fixed some small lighting issues
Added radio to bunker food
Turned the table cards for Mr. and Mrs. Puffton into story pickups
Updated DLSS dll to version 3.1.1
Fixes
Should no longer be able to get through locked doors with a stick (Sorry speed runners!)
Fixed Kelvin cutting down trees with player structures attached
Fixed keycard guest not opening the two doors in bunker entertainment and not being needed to get into bunker residential
Fixed ghost blueprints not rendering underwater (for example fish trap)
Fixed some stream underwater rendering glitches
Fixed some potential issues on multiplayer disconnect
Fixed multiple issues with input bindings
Fixed player stuck after dying while climbing rope
Fixed being able to place paper target on tarp collision
Fixed place defensive wall option available on non grounded pillars, often resulting in invalid placement that gets rejected
Fixed placing a defensive wall log against a pillar made of log quarter variation causing an invalid placement that gets rejected
Fixed destroying the small animal deadfall trap getting its resources yielded back twice
Fixed some issues occurring when a fire is destroyed while interacting with it
Fixed lifting tarp with stick sometimes not detecting stick being equipped properly when auto equipped resulting in a unnecessary delay before performing the action
Fixed adding log planks to ghost blueprint structures by splitting logs automatically not consuming the log properly
Fixed case where some elements from some unbuilt outlines could be removed
Volume fix for cave visuals disabling when navigating into some corners of caves
Fixes for various open rock / cliff edges in terrain
Fixed case where Virginia grab bag interaction could trigger at same time as pickup, leading to bad player state
Fixed case of player stuck attacking with spear after revive
Fixed enemy armor setting not working
Fixed animal count setting not working correctly
Fixed player able to trigger actions while doing ground attacks, fixes some possible temporary stuck states.
Fixed some cases of small birds not being scared of player
Fixed some incorrect keyboard icons for keypad inputs
Fixed music not playing in title screen after leaving a multiplayer game
Autumn ground leaves shouldn’t pop on visually as much now
Player will no longer get into a broken state when trying to equip an item that they are already holding and have maxed out in inventory
Fixed a transition to move with Tactical Axe which was preventing attack/block/parry from activating during it
Fixed case where removing a beam supporting a pillar wouldn’t re-link the pillar properly with its new support, resulting in wrong pillar position calculated after the cascading repositioning process
Fixed wood stack loading from saves as an apex (non retro-active)
Added player saving system for cutscenes
Fixed the cave shark eating severed limbs looking broken
Fixed some cave entrance bat scare spawn locations
Fixed some eagle perch landing / takeoff issues. Add a perch spot to tall dead stump
Fixed issue where walking over entertainment bunker could cause trees and other world objects to disappear.
Cannibals should no longer snap long distances to climb into windows
Fix for clients no longer loading into the correct season when rejoining a saved game
Players held items at time of knockout are now remembered upon being revived
Tutorials will no longer be force closed when opening the pause menu and are instead just visually toggled. This should fix some tutorials such as the pick up construction element tutorial from completing before the player has actually done it
Player will no longer slide down slopes when either utility book is held or when the player is in their inventory
Can no longer attach both the laser sight and flashlight weapon mods to the crossbow at the same time
Fixed some cases of multiplayer client able to duplicate logs
Fixed repairing wood stacks not putting its elements back in correct position
Fixed floating log when chopping down a tree with tree shelter attached to it
Fixed Screw Structures being broken apart have no audio
Tagged auto jumps off on portable light
Fixed Kelvin dropping radios destroying the radio
Fixed weapons given to Virginia not being returned with correct amount of ammo and weapon upgrades
Modified fade distance on icons slightly to make them more visible
Fixed for player able to be pushed through terrain if another players stand on their head
Fixed opening hatches removing weapon upgrades from currently held weapon
Made sure player correctly aligns to death marker when dying at high height
Removed floating life vest
Fixed displacement digging visuals breaking on some quality settings
Audio
Improved audio CPU overhead
Improved some cannibal audio/vocals
Reduced audio stuttering issues
Reduced intensity of high wind audio to reduce performance impact
Reduced max instances of footstep audio to reduce CPU cost and improve performance
Changed the audio ringing effect on explosions and grenades to lessen as you are further from the explosion to avoid it cutting out with distance
Spittle audio added to first spittle nest in entertainment bunker
Added fadeouts to physics sounds
Tuned player rock footstep when running, waterfall and surf levels
Added gun fight audio before door opening to “Get down son” cutscene
Updated triggered and reset audio events on flyswatter, bone maker and small animal traps
Prevented repair tool from spamming SFX causing performance and audio issues
Fixed audio loop not ending when climbing down ropes
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678460416_Sons-of-the-Forests-first-big-update-makes-enemies-more.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 14:49:242023-03-10 18:23:38Sons of the Forest’s first big update makes enemies more threatening, adds a hang glider, and quells Kelvin’s tree-chopping bloodlust
I wouldn’t ever want to live in The City—the dystopian megalopolis at the heart of Korean indie studio Project Moon’s games, comics and theme cafe—but it’s a fascinating place to take a road-trip through. That’s exactly what I’ve been getting out of Limbus Company, the studio’s third game and their first to not be Steam-exclusive. This ambitious RPG is also on mobile. And free-to-play. And supported by gacha mechanics. And yes, I was as worried about that as you are.
After sinking around thirty hours into Limbus Company (and not feeling the need to spend any money on it either), I am very relieved to report that this is a perfectly valid successor to Lobotomy Corporation and Library Of Ruina. It’s dark, gory and heavy on the dialogue and drama. It’s also tough, complex and rewarding for players willing to sit down and untangle its often-confusing web of combat mechanics. It’s about as hardcore as mobile RPGs get, and far closer to its PC-only predecessors than its new peers.
(Image credit: ProjectMoon)
For complete newcomers to the world of Project Moon, Limbus Company is equal parts visual novel and turn-based RPG combat, a sequel to two other games, but mechanically and narratively all its own. In Limbus Company, a clock-headed amnesiac named Dante (you) leads a pack of twelve immortal ‘Sinners’ (a mismatched medley of eccentrics, each loosely based on a piece of classical literature or its author) on a quest to recover a series of techno-magical macguffins from abandoned corporate ‘dungeons’ beneath a dystopian cyberpunk mega-city. You also operate out of a carnivorous bus named Mephistopheles that must regularly be fed live human flesh. So, a normal corporate gig, then.
If that sounds like a lot to take in, then expect your head to spin once you get to the combat. For those familiar with Library Of Ruina’s intensely complex deckbuilding battles, many of its concepts here are familiar if slightly streamlined. Newcomers are going to have to juggle a messy web of damage types, initiative and damage rolls, a multitude of status effects, buffs and debuffs plus seven consumable resources used to fuel limit break-esque ‘EGO’ attacks. A single round of combat can sometimes have a dozen combatants clashing against each other, with only the higher rolling attacker getting to deal direct damage.
It’s tense and unpredictable fighting, but there’s real strategy and tactics involved. Having twelve characters from the get-go—each with their own attacks and damage resistances—means team composition makes more of a difference than raw levels and stats, and you can only field a maximum of five characters at present. It’s not unusual to switch your party members regularly, even moreso in the dungeons that make up the back half of each of the (currently three) story chapters, where damage and casualties persist between battles. It’s entirely possible to win a pyrrhic victory where rolling back to the last save point is advisable. Potentially frustrating, but I’ve enjoyed the challenge it presents.
(Image credit: ProjectMoon)
While many mobile RPGs feel like little more than a skinner box asking you to collect attractive anime characters and dance them through a threadbare story, almost everything here feels in service of Limbus Company’s narrative. This is a densely written (and expertly translated) story with deep literary allusions and a tone oscillating from screwball comedy (chapter two had several laugh-out-loud moments for me) to unsettling horror. Anime fan-service this ain’t either, with its cast not sexualised in the slightest, and its gacha systems relegated purely to combat to ensure minimal dissonance between your Ludos and your Narratives.
Multiverse of misadventure
Real effort seems to have been made to avoid the usual exploitative trappings.
The elephant in the room is how a sequel to a pair of self-contained retail games can go the free-to-play mobile route. The answer is pretty familiar at a glance—cash-shop currencies, random rolls for unlocks and a quarterly battle pass—but real effort seems to have been made to avoid the usual exploitative trappings. Rather than have you randomly roll for new characters, you draw alternative timeline versions of your twelve Sinners from the gacha pool with their own perks and disadvantages. These alternate versions tend to be more specialized and quirky, allowing for more creative party builds, but the default versions you start the game with can still carry you through the campaign as it currently stands.
Being a self-published game from a small studio, don’t go expecting a technological tour-de-force from Limbus Company. I’ve been a fan of Project Moon since their first game, but the next miHoYo they are not. That said, I adore this game’s aesthetics, leaning into slightly rough-edged webcomic stylings, with broad brushstrokes on everything from the backdrops to dialogue art panels and even the animatic-style combat sprites. Battles also leave the arenas littered with craters, gashes and shattered corpses, lending its fights a bit more energy. The whole game has a consistent and evocative look, building on the style they established for Library Of Ruina, without being overly complicated.
(Image credit: ProjectMoon)
Where the game does go above and beyond is the audio. The entire story is well voiced (albeit only in Korean), with plenty of emotive performances. The music is where it really shines though; there are a few generic tracks used for dialogue, dungeon crawling and the main menus, but each of the current three chapters has six or more unique battle themes, and they’re all bangers. Each chapter also wraps up with an ending theme sung by the primary character, and the current final boss has a multi-phase vocal theme by Mili, mirroring Ruina’s bigger confrontations.
After a little over thirty hours of play and with no real money spent, I’ve currently exhausted all that Limbus Company has to offer (outside of its daily roguelike XP-booster dungeons) and had a great time doing so. Now begins the long wait for Project Moon to make good on their roadmap (which seems to be aiming for another three or four chapters by the end of the year) along with improvements to the Mirror Dungeons. They’ve also announced some major tweaks to the combat engine to make defensive skills more viable and the early-game less tricky. This one is a very active work-in-progress, and I can only see it improving over time.
Seeing how much I’ve enjoyed these first three chapters, and knowing Project Moon’s penchant for wild escalation in their previous games, I’m bucked up and ready to ride. Newcomers to The City might want to start their tour with Library Of Ruina for a slightly slower introduction to this world and its complex combat.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678456795_This-free-to-play-RPG-is-a-gory-road-trip-through-one-of.jpg6741200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 13:47:282023-03-10 18:23:13This free-to-play RPG is a gory road-trip through one of indie gaming’s darkest worlds
Ever seen a man eat his own head? Probably not, but you’re very likely going to see something almost as strange, an Nvidia GPU made by none other than arch rival Intel.
At this point Nvidia isn’t detailing what chips exactly. So, it could be something other than GPUs. But Nvidia is primarily a GPU company, so Nvidia GPUs made by Intel just became a very realistic possibility.
Of course, we’ve seen oddities like this before, as arch rivals come together in some pragmatic shared cause. It wasn’t that long ago that Intel teamed up with AMD to insert Radeon Vega M graphics into an Intel mobile CPU package (opens in new tab).
That never really seemed to catch on and Intel has since embarked on its own graphics chips with the Arc series of GPUs (opens in new tab). But it’s an example of how a competitive relationship can also be symbiotic.
Making chips for customers is central to Intel’s plan to reinvent itself as not only a full integrated chip design and manufacturing powerhouse, but also as a foundry to compete with the mighty TSMC.
Intel 20A supposedly follows in early 2024 with Intel 18A in late 2024, at which point Intel claims it will have the most advanced chip production technology around.
For Nvidia, a cutting edge alternative to TSMC would be very handy indeed. Partly, that will help to keep TSMC honest when it comes to pricing. But in strategic terms, being a fabless company relying on just one option for manufacturing must be a bit terrifying, especially when that option is located on an island in the South China Sea that is currently the subject of extreme tense geopolitics.
Admittedly, Nvidia did go to Samsung for its Ampere generation of GPUs including the RTX 3090 (opens in new tab). So TSMC isn’t literally the only option. But Ampere, though fairly effective in performance terms, was a pretty inefficient architecture, in no small part thanks to the characteristics of Samsung’s 8nm node, which most industry observers consider far inferior to TSCM’s 7nm technology of the time.
Anyway, it’s not a nailed on certainty that Nvidia GPUs will be made by Intel. Heck, it’s far from guaranteed that Intel will get its manufacturing technology sufficiently up to speed that Nvidia will even want to use it. But Nvidia graphics made by Intel very much seems to be the plan. And that will take some getting used to.
https://gamingarmyunited.com/wp-content/uploads/2023/03/1678453139_Nvidia-GPUs-made-by-Intel-look-like-theyre-actually-going.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 12:45:512023-03-10 18:24:26Nvidia GPUs made by Intel look like they’re actually going to be a thing
Finding the Sons of the Forest binoculars help you see further, so you can spot potential food or hungry enemies, without having to get quite so close. Of course, if you’ve picked up some weapons, you might not be too concerned about coming across one or two of the locals, but if you want to keep a safe distance and scope things out, the binoculars are invaluable.
Unlike the shovel (opens in new tab), there are no dark caves to navigate if you want the binoculars: you’ll find them on a beach to the north of the island. Their location is near the cave where you find the rebreather (opens in new tab), so depending on where you’ve made your base, you should stock up on food and water before you make the trip. Here’s where to find the Sons of the Forest binoculars.
Sons of the Forest binoculars location
Image 1 of 3
(Image credit: Endnight Games)
(Image credit: Endnight Games)
(Image credit: Endnight Games)
The binoculars are found on a beach on the north coast of the island, to the left of the entrance to the rebreather cave. In fact, if you’re coming from the cave, you can follow the beach north and around to the west to reach the area. Check the screenshot above for the exact location, but it’s where the shoreline dips in a “V” shape.
When you arrive, look for a red kayak—there are actually two in the area, and the one you want is the one closer to the water’s edge—and you’ll find the binoculars sitting on the edge of the kayak.
Once equipped, the binoculars let you see for quite a distance, so they can give you an edge when it comes to survival: your mouse’s left-click will let you look through them. You can also find other goodies in the area, such as food and a tarp or two, so if you need to rest up and save your game (opens in new tab), you should be able to set up a temporary shelter without hassle.
https://gamingarmyunited.com/wp-content/uploads/2023/03/Where-to-find-the-binoculars-in-Sons-of-the-Forest.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-03-10 12:15:552023-03-10 12:15:55Where to find the binoculars in Sons of the Forest
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