Play Steam game on different Windows user (Without logging ...

can i play steam games without logging in

can i play steam games without logging in - win

Steam decided that I need to upgrade my macbook in order to continue running the app which had been working fine for 4 months. I want to play one game I have on it, is there a way I can play it without logging into Steam?

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This Week At Bungie 11/19/2020

Source: https://www.bungie.net/en/News/Article/49853
This week at Bungie, the Crow has found a new nest.
Hello, and welcome to the second TWAB of Beyond Light. We’ve got a bit to cover today, so we won’t spend too much time on introductions. Season of the Hunt kicked off proper on Tuesday. If you haven’t jumped in just yet, we have some wonderful web lore to get you prepared. I wasn’t mentally prepared for part 2...

IMMOLANT PT. 1 // IMMOLANT. PT 2

TWO DRINK MINIMUM

Wrathborn Hunts have begun. We still have the Deep Stone Crypt Raid, The Dawning, Trials of Osiris, Iron Banner, and more to look forward to over the course of the Season.
First stop: The raid.

On Your Marks. Get Set. Raid.

Season of the Hunt isn’t the only thing making its grand entrance this week. At 10 AM PST on Saturday, November 21, the Deep Stone Crypt will become available.
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We’ve talked through Contest Mode, shown off some fancy rewards, but we wanted to get in a final reminder before the show begins.
World First Verification Timeline
Once the raid has been conquered, we will announce that the activity has been completed from @Bungie on Twitter. After this, our teams will start diving into the data to verify that the first completion was clean. Our hope is to be able to announce the winners shortly after World first, but we want to ensure our validation efforts are sound. Ultimately, our goal is to have a post congratulating the winning team on Monday, November 23.
Contest Mode Reminder and a Quick Stasis Update
Full details on Contest Mode can be found in the This Week at Bungie – 10/15/2020 article.
Quick bullets that all should be aware of:
  • Contest Mode will cap all players at 20 Power below each encounter for 24 hours.
  • Artifact Power will be disabled during Contest Mode.
  • Your team’s Power Cap goal is 1230 for all the encounters.
  • Being above 1230 will not provide any additional advantage in the final fight.
Earlier this week, an issue was discovered where Stasis was doing large (and we mean insanely huge) amounts of damage to bosses. The team worked at lightning pace to develop a fix for Destiny 2 Hotfix 3.0.0.3, thus preventing impact to the upcoming raid! We have a few more notes on general Stasis balancing later in the TWAB, so keep reading if you want to know more! This may not be a piece of Contest Mode, but we wanted to make sure to call this out for those who may have seen an interesting video or two over the last few days.
There Will Be Loot
Now, it wouldn’t be a race if there wasn’t something on the line. While many of you may have seen these rewards on our Instagram or even a preview on the Bungie Store website, we wanted to make sure to show these off in a TWAB before the raid released!
World First Raid Title (don’t call it a belt)
The first Fireteam of 6 to complete the Deep Stone Crypt raid will be declared World First by Bungie from @Bungie on Twitter after verification from our analytics team. Official rules can be found here.
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Day 1 Raid Emblem
Complete the Raid within 24 hours with Contest Mode active (by 10 AM PST on Nov 22) to unlock this unique emblem.
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Jacket Quest: Parka Edition
Complete the raid by 9AM PST on December 1 to unlock the Bungie Rewards Deep Stone Crypt Raid Jacket for purchase.
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Additionally, there are two deadlines that players should be aware of:
  • Deadline to Claim Reward Code: December 31, 2020 9 AM PST
  • Deadline to Purchase: December 31, 2020 11:59 PM PST
For additional details, please refer to your Bungie Rewards page, or the Bungie Store pre-order page.
Now, only a few questions remain...
  • Have you gotten your Power high enough?
  • Do you have your raid team assembled?
  • Are you prepared for battle?
  • …and for those of you who may not be racing, who will you be watching?
See you Saturday. It’s going to be a blast.

Securing the Entrance

Our Security team has been working on a variety of projects to sharpen our tools for cheat detection. In the coming weeks we’ll begin rolling out a new security measure for newly created accounts on PC. Our hope is that this deters some players from breaking the Code of Conduct.
For a quick explanation of what’s coming, our friends from the Security team will be taking the stage to walk you through the process of SMS verification.
What is SMS verification?
Bungie is implementing a quick account validation step for free-to-play players who want to access our high-stakes PvP modes in Destiny 2 on PC. Free-to-play accounts (PC only) will need to link and verify a cell phone number to their accounts via Bungie.net before being able to access those activities.
What activities are high-stakes?
Trials of Osiris, Iron Banner, and Competitive PvP playlists are examples. As this feature rolls out, we will be looking to how it can grow, and potentially expanding it to alternate activities in the future.
Why are we doing this?
Unscrupulous players can negatively impact everyone’s gameplay experience and undermine the hard-earned achievements of others. Bungie takes the threat of cheating seriously. We will continue implementing systems to help verify that accounts engaging in Destiny 2 activities are honoring our Code of Conduct and Terms of Service.
What do you need to do?
If you are a free-to-play Destiny 2 PC player you will receive a notice in-game the first time you try to access a protected activity. This will provide you with a “Verify Now” link to follow to Bungie.net and process your SMS linking. When you enter your cell phone number and request a verification code you will receive a quick text message with “Bungie Code: ######”. Once you enter that code on the Bungie.net page to complete your verification process you can sign back into the game to get immediate access to the activity you want to play.
Once this feature is live, free-to-play PC players will see an image in-game which will walk them through the signup process.
For announcements regarding this security rollout, please follow @BungieHelp on Twitter. We will also release some help articles over the next week to give full details on the upcoming feature!
As a reminder, if you encounter any players that you suspect of cheating or breaking our terms of service, please use the in-game report tool and submit a report using our contact form on Bungie.net.

Game2Give 2020 Fundraising Campaign – Light Keepers

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Over the years, this community has proven time and time again that gaming does good. You've acted as Guardians of the world, providing aid to people in need, no matter the challenge. We’re excited to announce our next initiative, partnering with Game2Give, starting on December 1! Without further ado, we’ll pass the mic over to the Bungie Foundation to run us through this wonderful event.
Bungie Foundation: Gear up for our second annual Game2Give charity event in support of the Bungie Foundation and Children’s Miracle Network Hospitals, benefitting sick kids across the country. We invite the Bungie Community to join us in celebration of what we can accomplish together through games and giving.
Starting today, we invite all of our Bungie Community members to sign up to host your own Destiny 2 fundraising stream between December 1 and December 13. We have some incredible prizes for you all at various fundraising milestones.
On Giving Tuesday, December 1 at 10 AM PST, we’ll be kicking off a 24-hour streaming marathon with some of your favorite influencers from a variety of channels including Twitch and Facebook Gaming. We’ll have featured live streams taking place throughout the entire 2-week campaign, so be sure to follow us @BungieLove to receive the latest information!
We are excited to share the sweet prizes we have to thank our donors for their amazing contributions to help kids. Check them out:
Donation Incentives
  • A $25 donation will earn you the 2019 Mist Blossoms Emblem and Gilded Shell Exotic Ghost.
    • If you missed them last year, this is your chance to get your hands on them!
  • A $50 donation will earn you the above items, plus the new Light Keepers Emblem.
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  • A $100 donation will earn you the three items above and will enter you to win an item from the Bungie Prize Pool. Prizes include GameStop/EB Games gift cards (U.S. and Canada only), Destiny 2: Beyond Light Digital Deluxe Editions, and Destiny 2: Beyond Light Physical Deluxe Editions.
Best of all, 100% of donations go directly to the charities. All in-game digital incentives will be automatically redeemed via donors’ Bungie.net ID and will appear in the Destiny 2 Collections tab on or after Tuesday, December 1.
This year, we have also partnered with the online fundraising platform Omaze. Gamers from around the world can enter for their chance to win $20,000 to create the ultimate gaming rig and support this fundraising initiative! More details will come leading up to our campaign’s launch.
As we head into the holiday season, we want to extend our heartfelt gratitude for each and every one of you, who continue to bring smiles, joy, and hope for Little Lights everywhere. We hope you see yourself reflected in this mantra and hold it dear.
We are Light Keepers
Those who dare to ignite hope in the face of uncertainty
By our united, global passion we protect those in need
Making a lasting difference for the Little Lights around the world
We are Light Keepers
Love,
The Bungie Foundation
We’re also planning a few other goodies for you to unlock throughout the event when reaching certain donation milestones. Stay tuned for the full Game2Give 2020 article planned for December 1!

Tuning the Darkness

It’s not often that an entirely new subclass makes its entrance into the ecosystem of Destiny 2. The team has been hard at work over the last year building abilities and Supers powered by the Darkness. Enemies around the solar system are shaking in fear of your Stasis powers, including your fellow Guardians in the Crucible.
Depending on when this article goes live, a hotfix may or may not be in the wild. We have some notes from the development team on what’s changing in Destiny 2 Hotfix 3.0.0.3.
Development Team: We have seen a lot of feedback on Stasis since Beyond Light launched last week. We’ve heard it’s a ton of fun to use, but certain aspects of this new subclass can be frustrating to go up against (looking at you, Shadebinder Warlocks). We have a few minor tweaks planned to go out in Hotfix 3.0.0.3 this week. Our goal here is to do some early tuning to rein Shadebinders back in while still maintaining their overall efficacy and power fantasy.
Stasis Changes:
  • Stasis Breakout Damage reduced (110->90hp).
    • Adjusted the curve that reduces breakout damage using resilience.
    • Increased the damage reduction effect resilience has so that higher tiers of Resilience are more valuable.
    • Caps out at 90 Resilience.
  • Penumbral Blast (Stasis Warlock Melee) projectile speed reduced by 20%.
  • Penumbral Blast (Stasis Warlock Melee) range reduced (was 28m now 16m).
  • Winter Wrath (Stasis Warlock Super) duration reduced (30s -> 24s).
  • Winters Wrath Light Attack (Stasis Warlock Super) cost reduced (5% per burst -> 4.5% per burst).
  • Cold Snap seeker speed reduced by 23%.
Against Guardians:
  • Cold Snap freeze duration lowered (4.75s -> 1.35s).
  • Ice Flare Bolts freeze duration lowered (4.75s -> 1.35s).
  • Penumbral Blast (Stasis Warlock Melee) freeze duration lowered (4.75s -> 1.35s).
  • Winters Wrath Heavy attack (Stasis Warlock Super) no longer affects players who are not encased.
With all that said, we believe strongly in the “cosmic ice” wizard fantasy in PvE so we’re trying to target changes where we can towards the PvP experience specifically. With Stasis we’ve tried to push the sandbox in new directions and that increases the likelihood we introduce something spicier than normal.
When it comes to crafting new abilities, we believe the risk of shipping something a little hot is better than playing it safe and shipping something that doesn’t get you excited. As always, we’re going to be using data, playtesting, and feedback to help refine our direction and we’re going to keep responding. This will not be the last change to Stasis this Season. As we get closer to future changes, we’ll make another appearance in the TWAB for a patch note preview.
Thanks for playing, and we’ll see you out there in the wild.

Let’s Talk Loot

Since Beyond Light launched, we’ve been working through a whirlwind of feedback. What feels good, what needs work, and most importantly, how are you feeling? Today, we’ll be talking through a bit of player feedback concerning loot, and some short term plans the development team is working on.
Development Team: As Beyond Light has launched we've been tracking your feedback around loot, particularly weapons, and wanted to take a moment to let you know how we are processing it. Today we're going to talk mostly about the short-term, with more information to follow in the future around the long-term as we work through those problems.
Infusion caps are intended to help keep Destiny 2 evolving and ensure that every release the new rewards are exciting and relevant to the meta. However, we agree with your feedback that there’s currently not enough variety in the world loot weapons available to players this season.
To that end we are adding back in a selection of weapons that will help alleviate this issue. We will also be watching to see how the landscape changes with the addition of weapons from Season 12 and this week’s Raid launch. We also agree that getting near-cap weapons from random world drops is frustrating. Thus, we are removing those from the pool, and are weighting drops more heavily towards newer weapons.
Here’s a list of adjustments to the world loot legendary weapons pool you’ll see with our November 24 hotfix:
  • Remove all legendary weapons that hit their infusion cap at the end of this season
  • Add all of the Seventh Seraph weapons from Season 10
  • Add all of the Season 11 seasonal and planetary reprisal weapons
  • Weight drop chances so the newer an item is, the more likely it is to drop.
While we are not yet ready to dive into the long-term strategy yet, we are listening to feedback and watching how the player build landscape evolves over these first few weeks of Beyond Light, and incorporating that feedback as we plan out future Seasons.
Feedback never stops, and we’re always excited to hear how you’re feeling about Destiny 2. Keep it coming.

Bashing Some Bugs

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This last week has been a whirlwind. New content, new bugs, and new investigations. Destiny Player Support has a full report of what’s we’ve found, and what we’re still on the hunt for.
This is their report.
HOTFIX 3.0.0.3
Today, November 19, maintenance for Hotfix 3.0.0.3 will begin. Below is a timeline of events:
  • November 19, 8 AM PST (1600 UTC): Destiny 2 maintenance for Hotfix 3.0.0.3 begins.
  • November 19, 8:45 AM PST (1645 UTC): Players will be removed from activities and won't be able to log back into Destiny 2 until 9 AM PST when Hotfix 3.0.0.3 will be available.
  • November 19, 9 AM PST (1700 UTC): Destiny 2 Hotfix 3.0.0.3 has begun rolling out across all platforms and regions. Players will now be able to log back into Destiny 2. Ongoing maintenance is expected to conclude at 10 AM PST.
  • November 19 10 AM PST (1800 UTC): Destiny 2 Maintenance is expected to conclude.
HUNT OR BE HUNTED
This week, Season of the Hunt activities and story content unlocked for Season Pass owners. In order to access the Season intro mission, players should make sure to have completed the initial Forsaken and Shadowkeep story missions, which are free to all players.
Players should also make sure to have space in their quest inventory prior to interacting with Spider or the Crow in order to acquire Seasonal quests.
For more information on Season of the Hunt, please follow this link to our Season of the Hunt Guide.
ARTIFACT PICKUP
We are currently investigating an issue causing players who acquired the Seasonal Artifact before completing the full New Light Tower introduction to be blocked from progressing in the Season of the Hunt story and missions.
New Light players should be sure to complete the full Tower introduction prior to picking up the Seasonal Artifact from Zavala’s office.
We are continuing to monitor for reports of veteran players encountering this issue. If you believe you've been impacted by this issue and are not a New Light player, please report to the #Help forum.
DESTINY ADD-ONS
Players who encounter issues with their Season Pass, expansions, or Beyond Light Character Boost are encouraged to view our Purchased Destiny Add-Ons Help article for information and troubleshooting steps they can take. Click here for more information.
PC MIGRATION AND BATTLE.NET LOGIN ENDING SOON
Beginning on December 1, 2020, at 9 AM PST, logging in using Blizzard Battle.net accounts will no longer be possible on Bungie.net or the Destiny Companion app, nor will users be able to migrate their Battle.net account to Steam.
Users who only have a Battle.net account linked to their Bungie profile are strongly encouraged to either link another platform to their profile, or to perform PC migration to Steam (unless you already have a Destiny 2 Steam account). Click here for more information.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • We’ve identified an issue where the Vanguard strike Playlist difficulty was unintentionally set to 1100 Power.
    • We are developing a fix to reduce the Recommended Power of Vanguard strikes Playlist to 1050.
  • The Exo Stranger’s weekly challenge is mistranslated in languages other than English – players need to defeat combatants with or affected by Stasis off of Europa.
  • Sparrows on Europa are not properly despawning.
  • Meleeing as a Titan while using the Stasis subclass can result in a visual of multiple rapid punches.
  • The lift tubes in the Warden of Nothing strike can close before all fireteam members are successfully through.
  • The lift tubes in the Warden of Nothing strike fully drain Super energy.
  • The Warsat Heroic Public Event in the Mothyards of the Cosmodrome doesn’t count completions for objectives.
  • Yellow subtitles will appear as white even when the yellow option is selected.
  • The Braytech RWP Mk. II no longer appears as owned in Collections for some players.
  • High value target reward chests do not grant the proper amount of Glimmer.
  • The holograms on the Stella Incognita bond and Bond of Last Departure ornament bounce aggressively.
  • The eyes on the Phenotype Plasticity Mask no longer glow red.
  • Adored cannot be reacquired from Collections.
  • In-game PlayStation friends lists are missing large amounts of online friends.
  • Player heads may not render when inspecting players in the Tower.
  • Later Crucible rounds may display an inaccurate round timer.
  • Vest of the Great Hunt clips through the Moonfang-X7 Cloak.
  • The Titan Shiver Strike and Glacial Quake melee have inconsistent hit registration.
  • Reaching Power Level 1200 may result in a “New Adventure” popup even though Adventures are no longer available.
  • An incorrect amount of Orbs of Power may drop than what is displayed to have dropped when defeating enemies with a Masterworked weapon.
  • In Survival, players may not enter into overtime when both teams have an equal amount of lives remaining.
  • PlayStation Remote Play controls may no longer function for some players.
  • Mida Mini-Tool and Drang cannot accept ornaments for their Baroque versions.
  • Fallen Empire and Stasis Fragment quests can be purchased even with a full quest inventory.
  • Participant kill audio plays in the Crucible even when not involved in a player kill.
  • An increase in ARUGULA errors for players completing the Beyond Light campaign.
  • In the Insight Terminus strike, Kargen will continuously perform ground slams and not allow players to progress past the conflux space.
  • Combat Drill bounties say they require Clash kills, but actually requires kills in Elimination.
  • Players may be directed to reacquire the Seasonal Artifact from Zavala’s office when they already have it in their inventories.
  • The Garden of Salvation and Crown of Sorrow Warlock armor sets are not visible in Collections.
  • The Unsecured/Outcry ship has the rocket engine effects floating behind the ship model.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Always Watching

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We’ve been spending a lot of time over the last week and a half watching players reacting to live events, expansion launches, and more. There have been a few moments where we were watching players taking advantage of some interesting bugs, too. Don’t worry, we aren’t keeping a naughty or nice list. You’re all still winners in our hearts.
Well, sort of. The actual winners for MOTW put out some fun videos that creep me the hell out. Festival of the Lost may be over, but there are still echoes of darkness reverberating through our Creations page.
Movie of the Week: Truth
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Movie of the Week: The Curse of Bad JuJu
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Movie of the Week: Risen (Warning – Strobing Lights/Imagery)
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If you’d like a chance at our new MOTW emblem, make sure to submit your content to the Creations page on Bungie.net. Tag it with #MOTW, and please credit everyone who contributed to the video in its description.

An Artistic Touch

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I will always have great appreciation for those with a green thumb, but even moreso for those with a green thumb for art. These skills are earned through hours, days, weeks, months, and years of practice… but I will always be amazed at the pieces we see shared throughout our community. This week, we have an amazing take on Beyond Light, and more.
Featured Art: Go Beyond the Light
GO BEYOND THE LIGHT! Hope you like my Beyond Light poster! ❄️👾🖌#Destiny2 #BeyondLight #destinythegame #DestinyArt #xbox #XboxSeriesX #SeriesX #PlayStation #ps5 #Halo #Commission pic.twitter.com/vz7powNNPp
— jack 🎨 (@jackdrawss) November 14, 2020
Featured Art: Immolant Pt. 2
🔥☀️ IMMOLANT PT.2 ☀️ 🔥
//In that last moment she seemed
as wholly luminescent as the Sun,
and I wished to be so brave.//#Destiny2 #destinythegame #DestinyArt pic.twitter.com/cvnrsPUXKL
— StellarStateLogic ❄️🧊🥶 { Comm.: Full 3/3 } (@PedanticAuspice) November 17, 2020
Featured Art: Europan Fireteam
ローンチおめ!(再掲) pic.twitter.com/I31Q2e3ARk
— 𝙏𝘼𝙈𝘼𝙈𝙄❄️ (@tmaaaaa3) November 11, 2020
If you have any Destiny inspired art, make sure to tag it with #DestinyArt on Twitter, Instagram, or whatever image hosting site you use! Each week, we pick a few and grant unique emblems to their creators.
I’ll admit, this TWAB has been somewhat difficult to write. Don’t get me wrong, what’s said above is incredibly important! Charity initiatives to help those in need, the upcoming raid race, new security measures, and Stasis tuning are great things to see. It’s always a fun time collaborating with the various teams of Bungie to get you a weekly dose of information.
That said, I’m just itching to get back into the game. It’s about time for me to go hunting. See you next week.
...wait, I'll more than likely see you on Saturday for a raid race. Either way, I hope you are in good health, and wish you a good weekend.
Cheers,
-dmg04
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TEST Alliance 'Dunkirk' Update - Full Text

progodlegend :
First, let’s get the tough part out of the way. This past Saturday’s welp was a big setback. Coalition leadership made some critical mistakes and misjudged the situation. When the first battle started over the armor timer, there was no plan for what to do for a possible extraction if the battle went on too long, as it was difficult to anticipate what would happen for the duration of the armor timer. As such, a plan had to be thrown together hastily as downtime approached, all while continuing to call targets and maintain the battle. While we were pretty pleased with how the battle was going before downtime, fighting after downtime seemed risky, as we’d eventually have to extract and would lose a good chunk of titans pulling out of the battle. That loss would have made it easier for Goons to skip the structure timer and just declare a big victory, and likely would have resulted in the same level of smug you’re seeing now, and so the decision was made to try to leverage our larger titan cache and overall numbers to try to secure a full victory. By staying logged off we could pause the battle, move our larger titan forces down, and restart the engagement on our terms. While this did allow goons to refuel and rearm, we thought we’d have plenty enough of our own fully fueled and armed capitals from outside system that it would be a wash.
What we did not anticipate is how long it would take to get everything in range. We expected to be able to fight on Saturday at a time of our choosing, but instead as Saturday approached we still had significant forces approaching the battle. Furthermore, a large portion of our forces were from non-EU timezones, and knowing that the battle would likely last many hours, some move ops ended up being rescheduled around the various alarm clock schedules. The timezone restrictions ended up being very limiting, as even when we knew that we probably should get into the system before Goons, we couldn’t form our full forces before they could as some FCs and groups were still asleep. At this point the only choice should have been to stand down, but unfortunately no one stepped up to be the bad guy and really put their foot down, so a plan with way too much risk was put together and ultimately attempted.
If we had enough forces in range to start the battle before the State of the Goonion, we would have been fine, as both sides would have been loading the system at the same time under equal conditions, but unfortunately that was not the case. Perhaps we should have risked it before the State of the Goonion anyway, but one thing is for sure, we will not make a mistake like this again. We spent six months prioritizing server conditions over just about everything else, and we will not make the mistake of forgetting that priority ever again. This entire situation beginning with the armor timer was risky from the beginning, and ultimately we felt as if we were in a position where we could take that big crescendo battle that usually comes after four to six months into a war and potentially put Goons in a position where they could no longer credibly threaten us. This was essentially an attempt to end the war, but instead it looks like the war will go on.
As far as situations go, this is definitely a rough spot to be in, but it’s not without precedent. There have been worse situations than this in past wars, all with a variety of outcomes. My first alliance Nulli Secunda was in a much worse spot than this after BR-5, as with that battle any credible titan threat our side had was gone, as a majority of our coalition’s available titans were destroyed. As we evacuated our assets to a fallback station, the attacking forces capitalized on that advantage and hellcamped us into our station (old mechanics), trapping everything we owned in that station except for what we could fit in the SMAs of our carriers.
While that situation was dire, we didn’t panic, we stayed calm, waited a few weeks and then jumped out as much as we could, and then continued the war under a new dynamic. A few months later we ended up winning the war after playing our final trump card (disbanding DoD), and at that point the hellcamp seemed like a distant memory. This situation is far better for us. While we lost a large number of titans, the size of our overall titan fleet is still larger than Goons, leaving us with the ability to threaten capital superiority when we are finally out of the camp and back at full strength. Unlike previous wars, we live out of keepstars now, and if Goons want to do something about us living in their region, they’ll have to take the same risk we just took, and suffer the same consequences (though probably without the same mistakes).
One last thing I’d like to say is that my biggest disappointment is that we asked so many of you to take off work and make plans to play EVE, with many of you who had been inactive up until this point finding a way to make it to the structure timer that was on Saturday, and were unable to provide an amazing battle like the M2-X armor timer. For those of you who missed the armor timer, I can’t stress this enough, it was an absolutely amazing battle, and was the best large battle I’ve ever been in throughout my entire 13 year EVE career. Everything worked, everybody was able to contribute to the battle right down to the smallest subcap (though we welped a few legacy subcap fleets early), and for 8+ hours 1000s of capitals shot at each other with heavy but manageable lag. Despite what you saw on Saturday with our failure to load on a big jump in, when managed properly (woops), this game has actually gotten to a pretty great spot when it comes to lag in large fights. In short, if you haven’t played in a while and were expecting another fight like the M2-X armor timer, you will likely get that chance again at some point, and I can tell you from experience that it is truly an amazing experience.
With all that said, our main priority becomes obvious: regroup our supercapital fleet back to its full strength. We will do this by breaking out our surviving forces out of the camp and also replacing everyone’s lost titan. The break outs will be a tedious process over the next few weeks, and Goons will make some gains during that time, but ultimately it will be nothing we can’t afford to lose, just some ihubs and smaller structures. If you will recall, we had Panfam supers and titans in a similar situation after the UALX battle, and while we made some small gains, ultimately all we really accomplished during that hell camp of their supers was burning ourselves out. We are now on the same side as Panfam, and already they are helping us use all the annoying tricks that frustrated us so much during that time.
So, here’s the plan going forward and everything else you need to know:
What to do if your cap/supetitan is logged off in M2-X
We’ve finally finished making preparations for our breakout attempts, and we will now start the process of getting everyone out. One thing we should have mentioned more clearly from the beginning is that if you have a logged off capital in M2-X then you will need to find at least one or two times that you can log in right before downtime to check your situation. Luckily most of you still have cap boosters on, so you can actually cap yourself up to jump cap by logging in right before downtime and chewing on a few cap boosters before you come out of warp. We will be giving specific instructions on how to do everything related to downtime for this, but basically you want to make sure you don’t come out of warp and become targetable (15-20 seconds before downtime is safest for starting out).
Beyond seeing that you have jump cap and checking where you are, we are going to start pulling everyone who has a logged off super or cap into a private group so that we can more clearly communicate with you all, and will start the process of getting yall out a little at a time. Like I said, this will take a little while, and we may lose a few more supers doing it, but we will eventually get everyone out, and we will try to do this as quickly as possible.
What to do if you lost a super or titan in M2-X
First off the obvious, everyone is getting reimbursed. Furthermore, we are going to try to make sure that everyone gets an actual replacement titan. Now obviously we’ve gone through most of our titan cache, so we will have to secure some hulls from other places, but as I said above, the goal is to get our titan fleet back to full strength as soon as possible. To accomplish this we will likely be buying titan hulls off of inactive players as well as other sources. There are actually quite a few titan pilots who came back to the game just for the M2-X hull timer and now have their titans in Delve but may still be mostly inactive. We will be working with the pilots who may not have much time to play to make sure that we can get as many of our active pilots as possible back into titans.
To afford all this, we will likely be issuing some bonds at some point. Unlike Goons our home regions are still moderately stable and all of our income sources are still going strong. But with such a large lump sum being needed all at once, we will probably have to borrow against that income a little bit to finish off the titan hull purchases, depending on what the final numbers end up being. More on this to come as we still have isk reserves to work through first.
Ultimately, the goal is to get everyone back into Titans as quickly as possible, and we will do what we need to do to achieve it.
What’s the plan going forward?
Goons are riding quite a morale high right now, and we’re going to take some losses in the short term. As I said above, these losses are ultimately manageable for the time being, and by the time we have all our titans out of M2-X, we should still be in a pretty good spot. Obviously we will need to change the dynamic of the war, as even before the M2-X keepstar fights this war had already been incredibly long and exhausting. Our biggest problem before the war is that we were trying to fight uphill against some pretty brutal game mechanics that favor the defender immensely. We were ok doing this for a while because it was making progress and we thought we could end the war before we ran out of steam, but obviously we came up a little short.
Going forward we are going to shift to a much simpler and much more fun game plan that allows us to work with the game mechanics rather than trying to fight against them. This should relieve the tension and ultimately make things more fun and engaging as this war continues, and as a result will frustrate Goons to no end. In addition it should allow everyone in both TEST and Legacy more room to generate isk and just generally be easier to manage than our previous strategy was before the keepstar battle. In order to shift to this game plan we will need to get all of our capitals back into the T5ZI keepstar so that we can once again have a credible capital hammer. We will start getting our new strategy ready during that time, which will include everyone joining a new discord among other things, but for the time being our sole focus is on saving as much of our capital fleet as possible.
The worst part of all this is behind us, now it’s just about getting our feet back under us and then changing the dynamic of the war to something more manageable and fun so that it’s all still worth it.
submitted by notaspainowaynohow to Eve [link] [comments]

This Week at Bungie - 11/5/2020

Source: https://www.bungie.net/en/News/Article/49751
This week at Bungie, we’re beginning our descent to Europa.
Every release, we have a long conversation about what we should show players leading up to launch, and what we should leave for players to discover. We want to build up the sense of wonder as a new Season or expansion makes its approach without spoiling everything that’s coming. With just a week to go before launch, we’ve almost reached our destination.
Video Link
Our Beyond Light Launch Trailer went live last week. A ViDoc, exploring Beyond Light and Season of the Hunt, is available for your viewing pleasure. We’ve released our Season of the Hunt calendar to help you plan out your days for the next few months.
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All that’s left is a quick preview of patch notes and a maintenance timeline. After that, we leave the rest to you.

It’s All in the Patch

Over the last few weeks, our goals have been to set expectations. We’ve covered the Destiny Content Vault, upcoming Sandbox changes, Gambit tuning, and more. These updates aren’t mind-blowing or overly game changing, they’re just nice little morsels to chew on in the final days leading up to launch. In any case, we hope you like the following quality of life appetizers before your meal is delivered on November 10.
Archives
Beginning November 10, two new kiosks will be available in the Tower. First up, the Quest Archive will be found next to the Postmaster. Our hope is that this removes some of the confusion when trying to track down the odd quest that you previously discarded. Additionally, this will be the place for any veteran players to pick up the New Light Quest on November 10, if they have a strong desire to experience new player tutorials and the (re-)introduction to the Cosmodrome.
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Next up, the Monument to Lost Lights Exotic Archive will be found by the Vault. Here, players may acquire various Exotics and Legendary Pinnacle/Pursuit weapons that were once available through now-retired quests. As many of these Exotics were tied to lengthy quests or difficult objectives, we wanted to make sure their prices reflected those previous efforts. Players will need an amount of Glimmer, destination materials, masterworking materials, and an Exotic Cipher or Ascendant Shard in order to purchase the Exotic or Legendary which they desire. We’re also introducing a currency, Spoils of Conquest, which can only be acquired when completing raids. This currency will be required for Exotics previously tied to Vaulted raids.
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In the past, Exotic Ciphers were very limited in nature. While you can expect one to be available as part of the Season Pass, Xur will also offer a quest to earn one Exotic Cipher on a weekly cadence.
Now, let's move on to some traditional patch notes...
Crucible
  • Trials of Osiris
    • Trials of Osiris Power level requirement increased to 1210.
    • Added ADEPT weapons and weapon mods to Flawless chest rewards.
    • Additional information here (link TWAB).
  • Maps
    • Added physics blockers to some out-of-bounds areas on Altar of Flame.
    • Added physics blockers to some out-of-bounds areas on Exodus Blue.
    • Added physics blockers to some out-of-bounds areas on Cauldron.
Player Identity
  • Login screens now have a dark background.
  • Updated the full-screen menus to have a dark background style.
  • Player waypoints now display Season Rank, HUD waypoints.
  • Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses.
    • Character screen visuals updated depending on player choice between Light and Dark.
Character Creation
  • Changed selection from "Male" & "Female" to "Masculine" & "Feminine."
  • Guardian head and hair models have been replaced with improved versions.
    • Several color swatches have been changed to better represent the applied color.
    • Player’s previous head selections are still used.
Misc
  • Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with more than 100 friends.
  • Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress.
  • This most notably impacted Iron Banner bounties and could cause players to have their Artifact Power bonus enabled during Iron Banner matches.
A few Sandbox changes that we missed in our Sandbox preview
  • Traveler's Chosen
    • Reduced muzzle flash intensity.
  • Point of the Stag
    • Increased Point of the Stag's Max Power Level to 1310.
  • Divinity
    • Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana's Vow).
  • Hunter Dodge
    • Increased Hunter's Dodge cooldown by a few seconds.
    • (E.g. Tier 4, old cooldown: 22 sec. New cooldown: 26 sec.)
  • Anti-Champion Mods
    • Anti-barrier rounds will now penetrate Taken Phalanx shields.
    • All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot.
  • Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses.
Before we end our patch note preview, we do want to call out the collectors among you who have been talking about the impending removal of Expired Ramen Coupons from your inventories. We know this one stings a bit. It’s a byproduct of us cleaning up inventory systems and doing general maintenance.
We want to a provide a parting gift before these coupons are tossed into the bin. These coupons can’t be redeemed for spicy ramen, but they can decorate your desktop for as long as you desire.
[4k – SPICY RAMEN COUPONS]
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…and there we have it. Full patch notes will be released on Tuesday around launch time. Stay tuned!

Novembrrrrrrrrrrrrrrrrrrr

With a new expansion coming next week, we also have a fresh update coming to Bungie Store! We’re entering the holiday season, so it’s a pretty good time to start gift shopping for your favorite Guardians out there in the world.
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Starting November 9, upgrade your arsenal of collectibles and gifts at Bungie Store with new exclusive products and free in-game emblems with purchase, including the Destiny 2: Beyond Light Original Soundtrack!
Cosmic Alignment (Available November 9 through December 4, 2020)
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Between Stars (Available November 9 through February 9, 2021)
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Shattered Harmony (Available November 9 with purchase of Destiny 2: Beyond Light Original Soundtrack)
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Follow @BungieStore on Twitter for more deals and discounts to be announced every Friday in Novembrrrr from The Drifter, The Exo Stranger and Variks.

Let’s Talk Maintenance and Pre-Loads

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Next Monday, November 9, Destiny 2 will go offline for an extended maintenance period. We want to give everyone ample time to download Destiny 2 Update 3.0.0. Our teams are prepping for the launch day assault on our servers. Destiny Player Support has the full timeline for maintenance, downloads, and more. Read up, spread the word, and get ready for Beyond Light.
This is their report.
UPDATE 3.0.0.1
Next Monday, maintenance for Update 3.0.0.1 will begin. Below is a timeline of events:
  • November 9, 3:30 PM PST (2330 UTC): Background maintenance for Update 3.0.0.1 will begin.
  • November 9, 4:00 PM PST (0000 UTC): In preparation for downtime, players will be removed from activities and will be required to download a small update before logging in again.
  • November 9, 6:50 PM PST (0250 UTC): Sign-on for Destiny 2 will be disabled.
  • November 9, 7:00 PM PST (0300 UTC): Destiny 2 will be brought offline for expected maintenance. Players will be removed from activities and won't be able to log back into Destiny 2 until 9 AM PST on November 10.
  • November 10, 9:00 AM PST (1700 UTC): Destiny 2 Update 3.0.0.1 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
  • November 10 12:00 PM PDT (2000 UTC): Destiny 2 maintenance is expected to conclude.
For more information, please visit our Destiny Server and Update Status help article.
BEYOND LIGHT PRE-LOAD
Pre-load for Update 3.0.0.1 will be available prior to the game’s release. Below are pre-load timelines and instructions based on platform:
PlayStation
Beginning on November 8 after 8 PM PST (0400 UTC), users can start pre-downloading Update 3.0.0.1 by:
  • Navigating to Destiny 2
  • Pressing the “Options” button
  • And selecting “Check for Updates”
In an effort to decrease server load, some PlayStation Plus users may be able to pre-download Update 3.0.0.1 starting on November 7 after 8 PM PST (0400 UTC) if they have auto update/download enabled on their PlayStation 4. For instructions on how to setup auto update/download, please click here.
PLEASE NOTE: BUNGIE RECOMMENDS THAT PLAYERS SHOULD NOT DELETE THEIR CURRENT VERSION OF DESTINY 2 ON THEIR PLAYSTATION CONSOLE TO SPEED UP THE PRE-DOWNLOAD PROCESS.
Xbox
Pre-load for Xbox will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. For instructions on how to setup auto update, please click here.
PC
Pre-load for PC will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. Update 3.0.0.1 should automatically be put in the Steam download queue once it is available to pre-load. For more information on managing Steam downloads and updates, please click here.
STORAGE REQUIREMENTS
Below are the updated storage requirements for Beyond Light:
Platform |Destiny 2 Install Size |Storage Space Needed for Installation | |--|--|--|--|--|--|--|--|--| Xbox Series X|S|65.7 GB|65.7GB| PlayStation 5|70.78 GB|70.78 GB| PlayStation 4|70.78 GB|171.68 GB| Xbox One|65.7 GB|65.7 GB| PC|69.7 GB |186.2 GB** |
** PlayStation 4: Includes current installed version of Destiny 2 (100.9 GB) + Update 3.0.0.1 pre-load (70.78 GB) = 171.68 GB*
*** PC: Destiny 2 Install Size may vary based on languages installed, size shown is maximum size possible *
** PC: Includes current installed version of Destiny 2 (up to 116.5 GB) + Update 3.0.0.1 pre-load (up to 69.7 GB) = 186.2 GB*
DESTINY CONTENT VAULT AND THE END OF SEASON OF ARRIVALS
With the start of Year 4 and the introduction of the Destiny Content Vault on November 10, certain items will be deprecated from player inventories that correspond with Vaulted destinations, activities, and campaigns.
Players should review our help articles on items being deprecated at the start of Year 4 and items being removed at the end of Season of Arrivals for more information on items, quests, and currencies that will be removed from player inventories at the start of Year 4. Some items listed can be used or turned in for rewards, such as Glimmer, weapons, and armor, so be sure to do that before November 10.
Additionally, certain Titles will become Legacy Seals and unavailable to earn at the start of Year 4. Players should be sure to equip the following Titles before November 9 at 7 PM PST (0300 UTC), after which they will be unavailable to earn. For more information, please visit our Year 4 Triumphs Update help article.
Seal |Title | |--|--|--|--|--|--|--|--|--| A Shadow Rises|Shadow| Reckoner|Reckoner| Black Armory|Blacksmith| Destinations|Wayfarer| Lore|Chronicler| Undying|Undying| Dawn|Savior| Almighty|Almighty| Arrivals|Forerunner| Moments of Triumph 2020|MMXX|
BUNGIE REWARDS
With the release of Beyond Light on November 10, certain Bungie Rewards will no longer be available to earn. These include the ‘Eclipse Sunset’ and ‘Sunset’ emblems, the Year of Shadowkeep Artifact Coins, the Moments of Triumph t-shirt, the Raid Ring, the Prophecy Dungeon Hoodie, the MMXX Seal, and the Forerunner Seal.
Players should be sure to earn these rewards by November 9 at 7 PM PST (0300 UTC) and claim these rewards from the Bungie Rewards page before November 13 at 8 AM PST (1600 UTC).

Encore

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Before we kick off a new year of Destiny content, we have a final round for Movie of the Week. 2020 isn’t over yet, but we’ve had a blast watching community-created content throughout Shadowkeep and its associated Seasons. Many thanks to those who’ve submitted their footage (and art!), as it’s kept us sane week over week.
Here are your final Movie of the Week selections before Beyond Light brings some Darkness to the table.
Movie of the Week: Thanks, Taken!
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Movie of the Week: Festival of the Lost, Parting Shot
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Movie of the Week: Give ‘em a hand
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Movie of the Week: SEVENTH COLUMN!!! ...AND ANOTHER ONE!
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Movie of the Week: It isn’t over until it’s over
OMG can someone explain this please?!?! Like wtf just happened🤷‍♂️🤷‍♂️ @A_dmg04 @Gladd @BungieHelp @Xbox pic.twitter.com/aYNfaeG7WM
— TG DuAc (@TGDuAc1) November 2, 2020
Next week, we’ll have a new companion section for Movie of the Week. We felt it important to give the same spotlight to the artists of our community as we’ve been giving to those who create fun videos.
To throw your hat in the ring, submit your content to the Community Creations portal on Bungie.net. If you also post your content to social media, tag it with #DestinyMOTW or #DestinyArt. We’ll snag a few winners each week and grant them some fancy new emblems.
We’ve been here a few times. What was once months became weeks. Weeks have become mere days. Five more sleeps stand between you and Beyond Light. Well, that’s if you can even sleep the night before launch. I know I probably won’t. Many of you have been on this journey with us from the start. In the last year, numerous Guardians have begun their journey through New Light. No matter how long you’ve been a Guardian, we can’t thank you enough for playing.
Stay hydrated. Be healthy. Treat yourself well.
We’re almost there.
See you starside.
-dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]

[Guide] How to claim the Epic Game Store (EGS) weapon skins without having to re-download the entire game

Heya, this guide will show you how to claim the new Unreal Tournament Weapon Bundle, (hype video shown here).
This guide is for PC only, although Rebecca has said that Console players might be able to acquire the skins at some point in the future.
This assumes you are on the Steam version, but it should still be doable with the standalone version.
Per condratiy, the only main difference with the standalone version (besides for folder location), is that you copy materials from \Warframe\Downloaded\Public, instead of from \Warframe
Sorry it's a bit... verbose, I figured I should be as detailed as possible.
Disclaimer, while this is unlikely to happen, if following this guide leads to files getting deleted or you having to fully re-download the game, that's not my fault.
Fix for Epic Games Launcher "flickering" (seeming to close and reopen rapidly) can be found here. Also might require latest Win10 update, unsure.
Alternative simple method that uses symbolic links instead of copying over files, courtesy of fwyr, can be found here. I'm rusty on symlinks, so any issues/troubleshooting should be directed to them if possible.
1) Make sure you have a (free) Epic Games account, and have the Epic Games Launcher installed.
2) On Epic Games (either in browser, or the store app), "get" Warframe here; and then "get" the Weapon Bundle here
3) Close Steam, launch the Epic Games Launcher
4) Within the Epic Games Launcher, go to your Library, click Warframe, and click Install. It will ask you to choose a location, the default one should be fine. It will "install" Warframe super quickly, because it's just getting the launcher.
5) Launch Warframe. It will pop up the normal Warframe Launcher, give you some EULAS and TOS's to accept without reading after totally having read the whole documents. It will then start to download a godawful amount, showing like 50gb left to go. Close the Warframe launcher.
6) Navigate to your existing Warframe install. If on Steam, it can be found by opening Steam, right-clicking on Warframe in your library -> Manage -> Browse local files.
7) Select all the files in this steamapps\common\Warframe folder (or if on standalone, from \Warframe\Downloaded\Public) and if you have hard drive space, copy them. If not, you can cut + paste, but if something goes wrong, you'll have more trouble getting your existing install back easily.
8) Go to the folder that Epic Games started to download Warframe to. By default, it will be C:\Program Files\Epic Games\Warframe, and paste the existing install files into the \Downloaded folder. Again, the destination folder should be \Epic Games\Warframe\Downloaded, not \Epic Games\Warframe.
9) Go back to the Epic Games Launcher, and launch Warframe, it will think for a second, and you may have to accept the legal documents again, but at that point it should just let you launch the game.
10) Log into your Warframe account like normal, and you should be greeted with a message similar to this. If this doesn't occur, try closing the game, deleting Warframe.x64.exe from the Epic Games\Warframe\Downloaded folder, and re-launching.
11) At this point, either continue to play via the Epic Games Launcher, or move your install back to the Steam folder, or delete the new install, depending on if you copied or moved your existing install.
12) That's it! Kudos to jag292 for providing some useful info in figuring out the process and condratiy for info on standalone client.
Edit: Syandana will be delivered when logging in after the just-released Hotfix 29.5.8!
Edit 2: Wow this has blown up (terrible pun totally intended). Not like I'm expecting anything from this, but if anyone was thinking of chipping in something in game to me... Don't. Instead find some new player and answer a couple questions, or maybe get them a booster or something. I still remember the first time I played Warframe, right after I got to my orbiter a random player answered a bunch of questions I had in the ended up bringing me to a mission to get some credits. It was a simple gesture but it meant the world to me, and I've done my best to try to pass that along to other players.
But if you are deadset on giving something to me, my IGN is .Raf, and I have a wishlist /EndRamble
submitted by rafaelloaa to Warframe [link] [comments]

/r/RedDeadOnline Simple Questions & FAQ Thread.

/RedDeadOnline Simple Questions & FAQ Thread.

If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
We'll reward members who help most often with a special flair / badge to use on the sub!
We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.

PC / Next-Gen / Stand-alone Questions

Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.

Red Dead Online: General Questions

Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.2 Gold per completed challenge plus a bonus if you complete all 7.
After completing at least 1 challenge per day for 7 days, you then earn 0.3 gold per challenge. After 14 days it's 0.4 and after 21 days it's 0.5. So it's always worth logging on to complete at least 1 challenge to keep your streak going.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 challenges for roles out of the 15 available. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.

Red Dead Online: Other Questions

Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp, not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.

Red Dead Online: Roles

Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.

Bounty Hunter Role

Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
All legendary bounties are currently available to complete at any time. However more will be added with the Bounty Hunter expansion on December 1st. (will update with details post release)

Trader Role

Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).

Collector Role

Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.

Moonshiner Role:

Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".

Useful Red Dead Online Resources

Will be updating this across this week, then from next Monday at 9am, it'll be auto posted each week.
Last updated: Dec 1st
submitted by RedDeadMods to RedDeadOnline [link] [comments]

Alright, BetaDwarf, can we please do something about the adventures?

So this is to kind of rant above some problems I have with adventures, but mostly to draw attention to them as poorly made cash grabs that they vaguely designed as a roguelike, without ever actually figuring out how to balance them, or implement them in this game in a way that makes sense. Balance, bugs, and places where they just didn't think to even do the most basic playtesting, and it all piles together to make the lump of awful under the Adventure tab.

The adventures have been a problem basically since the beginning.

On release, many different perks you can get didn't interact correctly. I at one point had Blood Imps cost 12 or 14 mana, I forget what. Literally impossible to play, and why the hell are Blood Imps going up in cost? Every time you play a master, you're supposed to get progression to unlocking their next card, except on release it tracked it 3 separate times I think. I'd log in and I'd have 8/15, lose a game, and have 4/15. Lose a game, have 2/15, then it'd shoot back up to 10 the next time or something.
But that was on release, and it was a new idea, I wasn't too upset.
Except then they released the second adventure, and the first was still a broken, buggy, piece of garbage frankly. So it was a little upsetting, but give them time, and maybe something would happen, but it just didn't. For quite a while.
I created multiple bug reports, posted on Steam forums, the Discord, and used the in-game bug report function. And heard absolutely nothing, they didn't even acknowledge that the first truly pay-to-play portion of the game was busted as hell.
Months I submitted bug reports and created topics, even just looking for a "Hey we know!" but it never, ever, did anything.
Fast forward to Uprising!, and we've progressed a bit. Card unlock progress tracks correctly, and I haven't noticed anything especially gamebreaking about any perk combination. I can see where some are broken in the player's favor, but frankly, I'm not reporting those on the off chance this is the one time they'll ever listen. Nyvir's Slumber would crash my UI whenever I right clicked it in an adventure, but other than that, it's been ok.
But, Uprising! brings the worst offender of the problem I haven't brought up yet.

The Balance.

The adventures are balanced horrifically, and if this were a stand-alone Roguelike/lite, I would had returned it already and given it a negative review.
Let me deal with something really quick though. And that is, as in-game chat is so fond of pointing out, "It's just because you're bad!" Except, I'm kind of not.
This is all to say for the love of all that is holy, don't just dismiss this post with "Well you have to get better" because that ain't it chief. I've played hundreds of hours of widely varied roguelikes/lites, from shooters, deckbuilders, turn based, side scroller, beat 'em up, shooter, I know my way around one. So if you'd like to argue a point of balance here, I'm willing to listen and discuss, but "You're just bad" isn't an argument, and is just wrong.
Now there are specific enemies you face that are overpowered, and I'll come back to why the balance is so terrible, but I want to talk about an integral game mechanic first.

The Rewards

Every roguelike offers you a reward for beating a level, or beating a boss, finding a secret room, whatever. It's integral to the entire game ecosystem. You start weak, reward make you strong, you get more reward, get more strong! Yes!
Then why are the rewards in here so often total ass?
I mean, yeah, I've had adventures with great rewards every time, and I get to win and hooray yay yippee. But so many rewards are "Heal, remove two cards, or upgrade one and reduce mana cost by 1". Which is fine every now and then, you can't have an S-tier reward every time, but... this game's reward system is incredibly obnoxious.
I feel like I get 1 part good rewards, rewards that actually advance my deck and strengthen my run, 1 part bad rewards, that I simply will not take because it would hurt my build, and 2 parts mediocre rewards. I mean, they don't destroy my deck, but they certainly aren't helping, so really it's just a negative impact. It's slight, but that's all it really is.
So, I'm getting 3 rewards I don't want, for every 1 reward that I do want. That's awful. You can skip an item or two in Binding of Isaac, but you can't take 1 out of every 4 items, you'd lose so fast.
Oh, speaking of skipping items, let's take a look at Slay the Spire real quick.
If you open your card reward in Slay the Spire, you'll notice a very nice feature at the bottom. "Skip". Below your reward cards, there's an option to take no cards. Why? Because deck integrity is the entire point of Slay the Spire. A game where you're building an entire deck and relic set that works so beautifully with each other that you'll be able to face the bosses as they come, or take extra chances on Elites for unknown relics to buff you further.
And for some reason, when I look at my "Pick 2 Cards" screen of Minion Masters, there's no option to "Skip".
It won't let you.
Minion Masters is another game where deck integrity is critically important, nay, the entire concept that the game was built around. So why, in the sweet love of Morellia's busted duo's release, are we forcing players to take cards? Because very often, I'll get nothing but garbage cards that don't even help. It's an 8 Troubbador and the 10 Guardian of Rocks and Shit, or a couple monkey cards that don't mesh well with anything else I'm building, or else the "Sinister Sixes" or whatever they're called, but basically, high cost cards I really don't want in my deck because they also don't work with anything I have.
And I can't skip. I can't say "No, I don't want your ass in a can, no thank you".
Slay the Spire lets you skip because you need to be able to. You have to be able to say "I would literally rather add nothing to my deck, than any of these options". Because quite often, nothing is literally better than any of those options.
Now, to be fair, letting players skip would possibly be OP. You can run like 6 cards that are all super awesome and mesh well so you can just run anything down.
Great, that's legitimately better than "We're FORCING you to take two cards that will ruin your deck". I mean, there's a "Hard" mode for people that want an extra challenge, so, why would we raise the skill floor so high? Especially when it isn't even raising the skill floor, you're forcing the player to take a loss. I literally have no agency over the reward, including refusing it. That's horrible design. RNG isn't meant to be "Alright, do you lose or not?", but that's what it is in its current state.
"But it makes it more difficult! You're just upset about RNG in a roguelike, which is ridiculous!"
No, it just makes the game worse. Because it really was never.....

Balanced (again)

Slay the Spire has a great way to scale difficulty, called ascension. Beat the game with a certain character? Great, you can ascend with them now, it's harder, and introduces a different debuff for you, or buff for the enemy, with each level.
Binding of Isaac has a Hard Mode, Dead Cells has Boss Cells, Risk of Rain 1 and 2 just infinitely scale, every other game has figured out a way to increase difficulty in a manner that makes sense, is fun, and adds difficulty without just "Lol every enemy can slaughter you off one misstep, what do you mean it isn't fun?"
But we here at Minion Masters found a better way of balancing. It's called never playtesting and just slapping it together and seeing if it works!
"Seriously? You think they never playtested adventures before sending them live?"
Yes, or else they forgot literally how the rest of the game worked when they did.
In Uprising, Caeleth Dawnhammer is available as a master. And great news everyone, they just 1:1 ported him in, adding in hitting aerial minions. As Ravager, when a Defenso Chopper gets to face, and your master melees it, what happens?
Nothing, it takes damage, and Ravager beats on it. You aren't stunned or anything, because that'd be ridiculously broken!.......
Yeah guess what happens when Caeleth hits a Defenso Chopper? He's stunned, as if he's only a minion hitting the Defenso Chopper, not as the master they've made him into.
In fact, there are a bunch of reasons I honestly question if they even run the playtest branch anymore.
But, since that's strictly conjecture on my part, we'll get on to the bosses you fight that are just.... horrifically balanced.
This one really pisses me off because it's just RNG. That's it. That's literally all you can do. Slay the Spire has the Confusion Snake problem, but that game raises a card value from 1 to 2, and just as often, a 3 to a 1 or 0. I've died to a few, and had literally nothing to do because all my cards got turned into 3s, but I've killed far more than I've died to.
But Wizard Puff, it seems weighted to begin with in the enemy favor. I'll end up with every card being increased in cost, except for my Colossus is now 4 mana or something. Meanwhile Wizard Puff plays Colossus, Golem, Golem, and Harbinger, all in about a 5 second window.
Literally the entire balance of this fight is "We'll see if you're allowed to win vs a tailored deck that literally cannot cost any more".
"Then you need to build a better deck!"
Aha, but let's remember a couple things.
First, they don't give us agency over our deck, remember? They force cards into our deck. It could've given me nothing over 5 mana until I hit Wizard Puff, and literally I just lose for that. I lose for RNG compounding on RNG, I literally couldn't have played different, played better, nothing. The game decided I should lose this time, that's all there is to it. There's no semblance of balance here, not even a whisper of "Maybe it should be fair to the player".
And remember folks, this is on Easy mode. RNG can destroy your run more often than not on Easy mode.
Great, so you built a deck based around "Well I need a bunch of high cost cards vs Wizard Puff so I can hopefully win". Oh well don't worry, we found a way to punish you for that!
Also, this section isn't even just Sniper Scrat, this is any other master that literally just contradicts the deck you had to build for a different master. All while they give you the variety of a failing gas station's hot dog grill.
Sniper Scrat gets to deal insane damage, so that the only real way to beat him is a swarm/rush deck. So all those singularly beefy boy cards you've built because of literal RNG check, are now actually useless against Sniper Scrat.
Ok, so you need SOME swarm to kill him.
Except, with the horrible card "rewards" they've set up, it's entirely too common to have no swarm because you literally haven't got any. Or worse, you had to pass on swarm to pick up one of those beefy boy cards that you needed to even attempt Wizard Puff. Like, that's it, good game, you tried, oh well. You lose! You don't have swarm because we didn't give it to you? Damn, what a shame, try again! And buy our next adventure!
And finally we'll talk about Apep as a final boss.
I actually just don't know how anyone programmed this fight, and thought "Yeah it's ready, ship it out". Morellia and Mordar are very difficult, Mordar more than Morellia. But it really makes sure you built a deck that works together, rather than just a bunch of random good cards. Your spells and the perks all turn together, and you're keeping bridges, it really makes sure you know what you're doing.
Which wouldn't be a problem if you weren't absolutely forced to take "just a bunch of random good cards", because that's all the card rewards gave you. Seriously. Slay the Spire and Isaac and stuff give you time to scale and figured out what you're building. What are you running this time?
But you literally couldn't have less agency in this game unless they started auto-picking perks and cards for you.
But, that's all beside the point of Apep.
I would honestly just recommend looking up YouTube videos of this nightmare of a boss. The mana he gets to dump on the board off any single card is ridiculous. I've linked a video that doesn't do a bad job of showing it off a bit, but watching someone play it vs playing it yourself really does hit different.
https://youtu.be/UYk80xJeuGM?t=463
The few times I've made it to Apep, it was a slaughter. None of my cards mattered against both the hoards of poison fodder he threw at me, let alone when these were all summoned under bigger cards that just kill anything dumb enough to be left standing after the poison.
In the video, the player even has the max 5 mana perk, so he's just getting mana advantage left and right from those golems and Guardian Rock Man whatever they have awful names anyway.
But it doesn't matter, it's never enough, and he loses. This same player actually beats it later and I skimmed the other video, it's a weird deck that he was lucky to make it past Wizard Puff with, or else he didn't fight Wizard puff because it was a relatively low-cost rotation deck from what I skimmed.

Almost done

Yeah, this is long winded, I wrote it over the course of a couple days between breaks and shit, so, I'm aware it's lengthy.
But I'm really mostly just tired of BetaDwarf's arrogance on balance. Cards like Brutish Betrayer should have never made live build, let alone adventures that can't even track your unlock progress correctly, or bosses that literally just RNG check your deck.
Actually, last point to touch on, "Deck Check"s* are also miserable and should be scarcely used. And yet half the fights in Adventures feel exactly like deck checks. "What? We didn't provide you any cards to deal with this? Damn, too bad, try again I guess lol"
*A Deck Check is a point where the game stops you and says "Do you have XYZ in your deck?" These typically aren't a direct card check, but rather a fight so wildly unbalanced that you pass if you have the card they want you to have, and you lose if you don't.
I'd love for BetaDwarf to test practically any of their changes before they go live, but I'd settle at this point for even just acknowledgement on what a busted piece of crap the adventures are. The fact that they charge Rubies for this, and removed the free way to scrape together Rubies over time, just reeks of microtransaction greed, and once again, arrogance. "Oh these dumb little peons won't mind, just make another adventure, and make them pay for this too! Balance? Nonsense, just, make everything lose health all the time or something"
It's a shame, I've had hundreds of hours in this game, but things like logging in and all my decks are gone? After every single game I have to reselect a master? The adventures having been such garbage for so long? I'm pretty much done with the game, and recognize that, but after all my bug reports and everything else I've very much tried to do to improve the adventures, they clearly aren't interested, so, I'll leave this as my final attempt to get them to do ANYTHING about them.
submitted by Dark_Novak to MinionMasters [link] [comments]

SEASON 7 PATCH NOTES

SEASON 7 PATCH NOTES
Season 7 launches November 4th 8 PM PT and it's our biggest season yet for Apex Legends! Join the designers as they discuss all the new stuff coming in Season 7 and breakdown some of the bigger changes coming to Legends and weapons.

NEW LEGEND: HORIZON

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Meet Horizon! She’s the newest Legend, a brilliant scientist, and a master of gravity manipulation. She has a deep connection to the new arena, and a motivation that will tug at your heartstrings.
Horizon’s custom space suit allows her to fall from great heights and control her movements in the air. Using her custom technology, she can use gravity lifts to give her team a vertical boost, and she can even deploy NEWT (her small robot named after her son, Newton) to drop a micro black hole that pulls opponents into the center for some serious crowd control.

Passive: Spacewalk
Increase air control and reduce fall impacts with Horizon’s custom spacesuit.

Tactical: Gravity Lift
Reverse the flow of gravity, lifting players upward and boosting them outward when they exit.

Ultimate: Black hole
Deploy NEWT to create a micro black hole that sucks in nearby Legends.

NEW MAP: OLYMPUS

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The Legends have entered a new arena: the sky city of Olympus.
A utopia floating in clouds above Psamathe, it was once a place where the brightest minds in the Outlands could gather and exchange ideas. However, an accident in an experimental research facility led to the creation of the Phase Rift (a massive bubble of Phase energy), and the city was abandoned.
Now players can use Olympus’ luxurious amenities to their advantage. Rotating agricultural towers, beautiful gardens and classy restaurants serve as new stages for intense skirmishes. New vehicles called Tridents give your squad a way to boost into battle and take your enemies by surprise. The Phase Runner – a tunnel of Phase energy running through the center of Olympus – lets you cross the map in seconds. And the Rift stands tall over everything, mysterious and beckoning . . .

NEW VEHICLE: THE TRIDENT

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Exclusive to Olympus, the Trident is a hover car designed for your whole squad.
Cruise the highways to avoid chokepoints or use the boost to soar over jumps, this thing is made to speed up those early game rotations. Drive in third person, or ride as a passenger in first person with full shooting capabilities. The Trident is durable, so it will never explode, but damage applied from enemy fire will be dispersed amongst the players in the car. Don’t worry, you can still do full damage to players by hitting them directly so we expect to see some amazing Kraber shots. Disembark to park it anywhere and use it as makeshift cover in the late game.
The Trident interacts with Legend abilities in many different ways, experiment and have fun!

LTM: OLYMPUS PREVIEW

To help you understand and explore the map without fear of getting shot, we are introducing a new playlist called Olympus Preview. This mode teams you up with 30 Legends on Olympus and allows you to roam the map to learn map drops, loot areas, and practice your routes to the end game. Circles are still on and once circle 4 finishes, players are brought back up to the plane to start the second skydive run. There are a total of 3 runs before the match ends. This mode is only available for one week.

CLUBS

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With this season, we are introducing clubs. Join a club with like minded legends and make it easier to find your champion squad. Don’t see a particular club you like, then create one and let your friends know to join! Read more on clubs here.

STEAM

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Boot up Steam and start downloading and play Apex Legends! If you’re coming from Origin, all your progress and unlocks will carry over. And for a limited time, log into Steam and receive these Half-Life and Portal inspired weapon charms.

BATTLE PASS

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The Season 7 Battle Pass is all about that high fashion. Level up your Pass to unlock the skins like the Wraith “High Class” and Octane’s “Fast Fashion”.

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Challenges are no longer points-based and are now granted between 1 to 5 stars, depending on their difficulty. Collecting 10 stars will take you to the next Battle Pass level. We have also added tabs to the challenges menu in the lobby that allow you to toggle between daily, top weekly, and event challenges. Within a match, players can open the map and see this same widget in game.

For more on the changes to Challenges, check out this dev blog.

QUALITY OF LIFE UPDATES

Attachment Swap Improvements
When replacing an attachment with one from the ground, if the old attachment is an improvement for your other weapon, the old attachment will get automatically transferred.

Replicator Updates
  • For Season 7, we have removed weapons from the crafting pool and have replaced them with Shield batteries. The high level attachments will still be tailored towards a weapon category.
  • We now prevent other players from picking up items that you crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.

Air Drop Clarity
  • The colors of the beams have been changed to differentiate between normal airdrops, Lifeline's airdrops, and Replicator airdrops. Normal drops are a light tan, Lifeline's drops are blue, and Replicator drops and teal.
  • All of the airdrops' landing area FX while it's coming down matches their colors.
  • Airdrop beams still stay visible when close to the airdrop, instead of fading when you get close. The beam still disappears when the pod is opened.
Misc
  • The Arc Star now shows an Arc Star model when one is thrown near you, instead of a grenade.
  • Added a new VO line when you are using a Phoenix Kit
  • Added a new VO line when you drop a Holo Spray
  • You can now ping ammo in your inventory to request more from your squad
  • Made modifications to The Ring to reduce the amount of unplayable space in the circles.

MAP ROTATIONS

Regular Map Rotation
For 2 weeks, Olympus will be the only map you can play on. After that week we go into a normal rotation between Olympus and World’s Edge. We will be vaulting Kings Canyon for the time being.

Season 7 Ranked Rotation
The first half of Ranked Split will be played on Olympus. The second half of ranked will be played on World’s Edge. For more information on this season’s ranked updates, check out the ranked blog here.

LEGEND META

Bangalore
  • Rolling Thunder: Reduced the time it takes for explosion from 8 seconds to 6 seconds.
Dev Note:
Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a somewhat shorter fuse, it will encourage enemies to leave the zone slightly faster.

Caustic
  • Nox Gas Trap/Nox Gas Grenade: Legends no longer get a blurred vision effect while in the gas. Damage updated from 4-10 ticks of damage to 6-12 ticks of damage.
Dev Note:
Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the gas to represent a meaningful threat or else enemies will just ignore it. With this change we’re attacking what we think is the greatest contributor to this frustration: the fact that your vision is blurred while you’re in gas. This made it extremely hard to fight back. To make up for lost power, we’re upping the damage from the gas a bit.

Mirage
  • Psyche Out/Life of the Party: Decoys now have 45 health
Dev Note:
Our bamboozler-in-chief is a hard Legend to keep relevant. Every time we make a change to decoys, there is a clear uptick in usage and power as Mirage mains learn to use their new tools, and then as the rest of the world catches on and starts being able to tell the real Mirage from his equally handsome holographs, that uptick disappears. This time around we want to try and make it a little bit harder to clear out decoys. We’re giving them health, but to make this very clear up front: they will not work as a shield. While they take damage from bullets, the bullet also passes through them and hits whatever’s behind them. This is what we call the hallway test: you should not be able to win an engagement against an enemy in a straight coverless hallway by snapcasting a decoy and having said decoy eat an entire Wingman shot. Decoys will also play unique hit effects and briefly flicker out of existence when taking damage to help you differentiate between them and the real Mirage.

Octane
  • Swift Mend: Doubled healing rate (from 0.5 hp/s to 1.0 hp/s)
Dev note:
Octane is a Legend for players who like to go fast, run face first into the enemy, and get knocked down a lot. We think that’s absolutely fine; the fact that his Trios winrate isn’t great doesn’t really bother us because both his encounter win rate (think of this as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little extra out of combat help. His passive’s heal rate was very slow, requiring up to 200s to fully heal your health bar.

Wattson
  • Perimeter Security: Increased damage per touch from 10 to 15.
Dev Note:
Wattson is the anti-Octane: not super powerful individually, not picked very often at all below Plat, but an absolute must have for competitive squads. We’re also happy with that niche, but figured it would be safe to give her a little extra power in her best case: people running into her fences. We’re aiming for this to bring up her power and attractiveness at lower levels of play especially, since we don’t see a lot of players run into Wattson fences in high skill matches.

Loba
  • Black Market: Ammo taken no longer counts towards Black Market’s maximum. You can scoop up all the ammo in range.
Dev Note:
We’re taking another swing at making Loba the ultimate Legend to bring to solve all of your team’s loot needs. We have heard your feedback that you want improvements to her tactical as well, and while that’s certainly not off the table, our data suggest that her encounter win rate (how many knockdowns she gets compared to how many times she’s knocked down, across all matches) is quite healthy. It’s her Trios winrate that’s worryingly low. Make no mistake: this is a major swing at making Black Market powerful.

Rampart
  • Sheila: Now takes 1.25 seconds to fully spin up, down from 2 seconds.
  • Amped Wall: Now takes 3 seconds to fully build, down from 4 seconds.
Dev Note:
In patch 6.1, we made a small change to how long it takes Sheila to tighten her bullet spread. This didn’t meaningfully increase her winrate. The other half of that change is in this patch. We do not want to change Rampart away from being a Legend that requires setup, but we do want to make it faster to set up. Amped Wall should remain a mostly out of combat setup ability rather than a reactive ability and Sheila should remain an area denial tool rather than a murder machine, but like all things, these balance points exist on a spectrum, and with this patch we’re moving them slightly closer to reactive/murder machine territory.

Pathfinder
Dev Note:
Pathfinder continues to be an overachiever in terms of win rate. The good news is that his grapple change in 6.1 didn’t move his win rate by much (it went up 1% in total). We’re doing two things this patch: we’re adjusting his hitboxes and we’re putting in tuning for Grappling Hook that will firmly move it into buff territory. More context below!
Hitbox: Pathfinder has a tall but extremely skinny hitbox. A lot of his model isn’t actually shootable and particularly his arms and legs do not represent a lot of shootable area either. Here is a before and after comparison of Pathfinder’s hitboxes:
https://preview.redd.it/izcuse62gvw51.png?width=1094&format=png&auto=webp&s=a05da59a412f562fc568bb7d18a63e02d1a3b145
As you can see, there is still a lot of negative space around his arms and legs. We’re hoping that by making it a little easier to hit Pathfinder, we can bring his win rate under control to the point where we can put meaningful power into his kit.
Because the question is sure to come up: we are not yet removing Low Profile from Pathfinder with this change. Even with these increased hitboxes, Pathfinder will still be considerably harder to hit than most other characters in the game. If this change does make a meaningful difference in terms of his win rate we will drop Low Profile; but we really didn’t want to take it off him this patch only to have to put it back next patch when it turns out his winrate spiked.

Grappling Hook: We’re making a number of changes to Grappling Hook. In 6.1 we shipped a very conservative version of this change; now that we know this didn’t meaningfully affect his winrate or, anecdotally, how frustrating it is to fight him, we’re shipping the much more aggressive version of the changelist. We also want to make it clear that players should not be punished for chaining grappling hook perfectly into other movement mechanics.
  • Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
  • The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
  • The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
  • The amount of distance you can travel before you hit maximum cooldown was roughly doubled.

WEAPON META

Supply Drop
R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.
  • Damage: 12 -> 11 (from Care Package version to normal pre-season 6)
  • Ammo 20/22/24/27

Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop. Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.
  • Magazine size: 35; reserve ammo: 175
Fully Kitted Weapons
  • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
  • New: Wingman, Sentinel, Havoc, G7, Alternator

Hemlok
  • Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode)
  • Increasing recoil magnitude in the later stages of the pattern
  • Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode
  • Reducing headshot multiplier 2.0 -> 1.75 (44 -> 39 damage headshot against no helmet base character)
Dev Notes:
While we are happy to see the Hemlok get more attention with the recent buffs, we think it is a little too strong in season 6. The effective range of the burst mode felt a bit too far, and the spike damage capabilities of a full headshot burst were too strong in high level play.

Havoc
  • Updated recoil pattern. Kicks up, then right, then left, then up again.
Dev Notes:
With 6.0, the Havoc got a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes in direction. We have adjusted the recoil pattern to have the same general movement while simplifying the motions required to control the pattern.

L-Star
  • LSTAR has a new recoil pattern that kicks horizontally at first and then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep the LSTAR in the good portion of the recoil pattern.
  • LSTAR venting time after letting go of the trigger has been reduced 0.4s -> 0.15s.
  • LSTAR will now reduce heat faster when not overheated -- 1.15s from 99.9% to 0% charge if not overheated, still 2.45s if overheated.
Dev Notes:
The LSTAR had some limitations that caused it to feel worse than we’d like. The recoil pattern snaked back and forth, which was difficult to control reliably. Additionally, firing for short bursts and then releasing the trigger repeatedly, or “feathering the trigger”, felt somewhat clunky due to the long venting time after firing and the slow heat reduction. So, we are reducing those pain points to improve the viability and feel of feathering the trigger, and adjusting the recoil pattern to reward players who can effectively control the LSTAR’s heat.

Sentinel
  • Energized Sentinel now has a pure damage increase, instead of bonus damage only vs shields
  • Energized Sentinel base damage 70 -> 88
Dev Notes:
The Sentinel was still a bit weak. We think a good place to improve it is the energize ability. It seems a bit too situational, only being a benefit if the opponent has >70 shields. So, we are changing the energize from a “disruptor” anti-shield effect to an “amp” damage boost effect.

Triple Take
  • Fire rate 1.3 -> 1.2
Dev Note:
The Triple Take is still performing a bit too well after the most recent nerf, so we are reducing the fire rate back to what it was before the 6.0 patch. We will be watching in the future to see how just the integrated choke, sniper ammo increase, and new popularity affect the weapon’s performance.

Hop-Ups
  • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman. When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving). This should open up new opportunities to use the two weapons, especially in close-quarters combat.
  • The Selectfire Receiver hop-up will be removed from the loot pool to make room.

GAME META CHANGES

Evo Armor requirements increased
We increased the requirements to evolve Evo Armor in order to reduce the amount of players with Red Evo Armor during the end game.
  • Level 0 -> 1 : 100 damage (from 50)
  • Level 1 -> 2 : 150 damage (from 125)
  • Level 2 -> 3 : 300 damage (from 250)
  • Level 3 -> 4 : 750 damage (from 500)
Ring damage reduced
  • Ring 1: 2% per tick (same)
  • Ring 2: 3% per tick (from 5%)
  • Particularly this change should allow players enough time to pop a syringe if they are picked up in Ring 2.
  • Ring 3: 5% per tick (from 10%)
  • Ring 4: 10% per tick (from 20%)
  • Ring 5: 10% per tick (from 20%)
  • Ring 6: 15% per tick (from 25%)
  • Ring 7: 15% per tick (from 25%)

BUG FIXES

Audio
  • We’ve made some advancements in footstep audio playing more reliably. We have more work being done that we’ll continue to roll out as it gets completed.
Pathfinder
  • Fixed an issue with ziplines going through platforms when deployed from underneath.
Wraith
  • Fixed an issue with priming a grenade cancelling Wraith's ultimate.
Octane
  • Fixed an issue with getting stuck in double jump after using a jump pad.
  • Fixed an issue with Octane being able to use healing items while on a zipline.
Crypto
  • Fixed an issue with his drone being able to drop items from Crypto’s inventory.
  • Fixed an issue with his drone not being able to fit through certain windows.
  • Fixed an issue with his drone marking friendly Mirage decoys as enemies.
Revenant
  • Fixed an issue with Revenant getting pushed into geo when his totem was deployed in tight spaces.
Rampart
  • Fixed an issue with Rampart not being able to place an amp wall while jumping.
  • Fixed an issue with Sheila teleporting when placed on a hatch in World’s Edge Staging.

Source: https://www.ea.com/games/apex-legends/news/ascension-patch-notes
Devstream: https://www.youtube.com/watch?v=4iJP8QnNgg8
submitted by paradoxally to apexlegends [link] [comments]

So...I was just banned? I dont understand...

I just tried logging into the game and it said I was banned for cheating? Anyone have any idea why? I never used hacks or cheats. I dont believe I have ever done any exploits (unless the white steel mushroom tactic counts). I never altered anything in the game. I do not understand why this is the case. Does anyone know if its possible to get banned without doing anything wrong? Heres a lost of possibilities that have crossed my mind. I am not sure if any of them would even have an effect on this but:
-I was streaming through discord to some friends
-I had tried using a screensharing app to let my friend accross the country try the game before getting it (I told him it was free but he was hesitant about it and insisted he try it 1st. No clue why especially since those things have delay and lag.)
-I have a trainer I use for other games such as Shadow of War, Dishonored, Moonlighter, etc. just to mess around in the games that I sometimes leave on. However the trainer does not generally have cheats of online games
-I was going and farming bosses a lot (72 red war ensemble and 32 red candle wolf in 4 days) so I was going through floors rather quickly and using the elevator fairly often
-I have invaded a lot of people some of which I had captured their fighters. Possible they got angry and sent false reports?
-One person specifically has been sending a hunter after me fully decked out with +14 gear when I have just recently gotten +8 today and has consistantly done so for the past few days. Possibly someone I somehow pissed off and falsely accused me to try and get rid of me? Seems like a grudge since theyll even do it on low floors when I have no gear at all just farming ABP and KC. I believe one day I was even on a g6 fighter who had yet to reach max lv and they still invaded me with the same character.
-A few days ago I realized I was logged out of Steam but everything else was still fine. No power outages and no signs of an internet outage. There have been rare cases in which I do get hacked and they succeed in doing so and have been banned for this same reason in Dark Souls 3 as I assume they had logged into my account, gotten into DS3, and done something as I was banned from that the next day. It was essentially the same situation aswell with being logged out and such.
These are some of the things that had crossed my mind in what may have caused this but I really dont know. I know some of you are probobly saying "Oh excuses you cheated and you got what you deserved" but think about it. If I did want to cheat I would have done so way earlier as I have over 400 hours in the game and after looking up stuff on google it looks like people who were cheating cannot do so and claim that cheats on even cheat engine are no longer able to be used which were posts from a year ago so I dont even know how I could cheat in the game if theres nothing to even use. Plus I just hit f70 today. If I wanted to cheat dont you think I would be much higher than that? On top of that I have over $100 put into the game perhaps close to $200 and had plans on getting the $100 5th anniversary pack in the near future. There is absolutely no reason I would risk all of this by chating especially since I dont have a job due to horrible health issues and have an extremely small income and would be throwing away what little money I have.
Really Im just posting this to see if anyone has any ideas or can give me some clarity on why this might be the case. Perhaps Im overlooking another possibility? Dark Souls also has cheats that when picking up a hacked weapon will trigger something with the games anti-cheat. I dont usually pick up weapons but I did come across a yo-yo and timber which I have not unlocked the blueprints yet so I did snag those off corpses just to get the mastery maxed. Nothing seemed off about them but if their characters were hacked to an extent its possible something transferred to my game.
If anyone has any ideas please let me know. I would love to get to the bottom of this. I sent Gungho a ticket but since I dont have access to the game currently I have some down time and figured I would come here to see if anyone had anything to say about this whole situation.
Sorry the post is so long. Hope to hear from some of you guys soon.
Edit: I have just recieved a response from Gungho stating that they will not be overturning the ban, it is permanent, and it was due to "suspicious activity". I have no idea what this activity would be but it would seem someone truly did hack my account then unless it is a bot response. Either way it seems I will not be coming back to this game. Because I cannot play this game anymore so I will probobly no longer be in this reddit either so I wish everyone luck in life and in their travels to the top of the tower.
submitted by Pr0ffy to LetItDie [link] [comments]

Stadia vs Luna vs GeForce Now vs xCloud

Hey all...I've been pretty exhaustively trying all the current streaming services. I know this is a Stadia group but I thought if anyone out there is curious about what the experience is like on other services, perhaps you could benefit from a layman's experience using each service and trying to make it my "main" service. Like I said, I'm a layman, not a professional reviewer, so there's a lot of things I'm still learning, but having tried all three of the major services, here's my thoughts.
Edit: Please bear in mind this is not an exhaustive list, just some thoughts based on a couple of months of on and off testing. I'm certainly not trying to sway or influence anyone's purchasing decisions, just giving some general thoughts that might help when trying to decide which service to look into. I know not everyone can get ahold of / rush out and buy all of the devices I have listed here - I happen to work for a tech company so I have a lot more devices floating around than most other people. Your mileage, of course, may vary!
I know there's also Steam Link, but since that requires you to have a PC capable of playing the game in the house somewhere, I'm not considering that a streaming service.
Testing Devices:

Amazon Luna

Notable Games: Control, lots of highly rated indie titles (Blasphemous, Bloodstained, Iconoclasts)
To be fair, I only have about 6 hours on Amazon Luna, but they've been pretty excruciating. My wifi averages about 75-90 MBps, and about half of the games I tried suffered from lag and graphical smear, mostly the Ubisoft+ games. The indie games played fabulously well. Luna is probably the service I have the least to say about. It's $6 a month for Luna on it's own, so it's kindof like the "also-ran" effort - it's cheap, but might be the most forgettable of the bunch. The user interface is better than GeForce Now, worse than Stadia, and unlike Stadia it doesn't seem like Luna can be enhanced with browser extensions.
I have Ubisoft+, so I tried to play Immortal: Fenyx Rising on Luna and it was absolutely horrible. Smeared graphics, dropped frames, input lag, the works. It was the only experience across all of the big three services that was literally unplayable. This seemed to be a problem only with the Ubisoft games, however, I have to stress.
Pros
Cons

GeForce Now

Notable Games: Cyberpunk 2077, Control, Immortals: Fenix Rising, Metro series, Destiny 2 (all paid)
I picked up an nVidia Shield specifically for GeForce now, but my wife and I have ended up using it primarily for Kodi and to watch Netflix more than playing any games on it. I'll just say it straight out - GeForce Now sucks ass. It's a broken, shoddy, inconsistent mess. It's actually WORSE on the Shield than it is on PC, because there are so many times when I needed a keyboard to do anything. I tried playing Immortals: Fenyx Rising on GFN on my Shield which required me to log into Ubisoft+. I'm fine with that, since you only have to do it once...but using the Shield remote that came with my Shield, the on-screen keyboard never popped up, forcing me to track down a second keyboard from in my garage and plug in. After I plugged in the physical keyboard....THEN the onscreen keyboard popped up and just mirrored what I pressed on the physical keyboard. What? Why?
Games are all over the place as well. Witcher 3 was a nightmare - every time you try to play the game, it wants to install the DLC packs onto whatever virtual machine you've been assigned. Then when you can play, it dips so far under 30 fps it's literally better to just play it on a budget PC with Hairworks off.
Plus the Shield ain't cheap - it was like $200 at Best Buy, and didn't include a controller. $100 more gets you a Series S, and $100 LESS gets you a Stadia-enabled Chromecast WITH a solid as hell controller, just for comparison's sake.
Pros
Cons

Google Stadia

Notable Games: Cyberpunk 2077 (paid), Hitman: World of Assassination (Pro), Destiny 2 (Pro), Red Dead Redemption II (Paid)
Stadia is easily the best overall, but it still has its cons. I came to Stadia thanks to Cyberpunk 2077 so I have the most hours played on Stadia of the big three services. Stadia on the Chromecast Ultra seems to me to be the hands down best way to play streamed games currently.
Of all the services, Stadia was the one that felt the least like a "me-too" service and more like a dedicated platform. Almost all of the other services felt like a way for corporations to dip their toe in the water and figure out if there's money to be made, while Stadia feels like someone who really grasps and cares about gaming is at the helm.
Pros
Cons

Xbox Game Pass / Game Pass Unlimited / Gold / Live / Play Anywhere / xCloud / Whatever it's being called these days

Notable Games: Nier: Automata BAG Edition, Dragon Quest XI S, Dragon Age: Inquisition, Mass Effect Andromeda
Xbox Game Pass gets added to this list on a pure technicality.
So, technically Xbox Game Pass isn't a streaming service, but I include it because on Android, there actually is a "cloud" option for playing your console Game Pass library. The Cloud streaming works surprisingly well, but you're limited to either an Android tablet or phone because it doesn't seem to work properly on Android TV. I've heard you can sideload onto the nVidia Shield, but that was beyond the scope of what I was trying to accomplish with these reviews...I just want something I can pick up and play. So, yeah if you don't mind playing on your phone, Game Pass Cloud is actually probably the best of the bunch in terms of ease of use and game selection. There are so many things I want to play on Game Pass it's actually a little overwhelming. However, I don't want to stare at a 5" screen for hours to do so.
Pros
Cons
Whew! I actually had way more to say on this topic than I thought, I guess. I've probably spent more time and energy on this than I should have, but working from home has given me a lot of time on my hands, so hopefully my experiences can help save someone else some time and effort. Would love some counterpoints as well!
submitted by eldamien to Stadia [link] [comments]

FAQ (Read before posting)

FAQ (Read before posting)
2 months back Duck Game hit v1.5: Full Changelog, and it got its own 30min video showcase by Mr Potatooh.
It spawned many questions, most often:
  1. Custom hats are now stored in C:\\Users\\Documents\DuckGame\Hats
  2. Switch/PS4 Update dates are currently unknown, and before you get angry, remember you had your console-exclusive update for 1+ year. Sit tight.
  3. Old Workshop Mods mostly support new update, and those that aren't:
  4. Many ClientMods got merged into the main release:YupDaniel QOL's SkipShut exists as Vincent Vodoo Doll, placeable in the Lobby Room;YupDaniel's GlobalMatchmaking;EIM64's Invite Links & Window Resolutions (I miss Little Talking Man mod);
  5. 8 Player Mode works for online, and for offline it's tricky and lacks documentation. If anyone has a full guide for local 8P (1 or 2 PC setup) please keep me posted.
  6. If your AntiVirus detects Duck Game as a virus, that means you're using AV prone to false-positives. Report the issue to AV's developers.
If you stumble on Workshop uploading problems {Custom map; old hat template} it's recommended that you hop onto Maps'n'Hats Modpack Template, that is easier to operate than old templates, and allows uploading everything to Workshop {Maps; Hats; Mojis; Custom Background Art} as 1, easy to organize with subfolders submission (instead of laggy Steam Playlists).
Around 2016, Simon381 made a DuckSheet that would collect links to all the useful content for Duck Game. Since 2017 I'd take care of the sheet, expanding it and re-designing. It used to be open for edit without logging into Google as requirement, but today I sat down to redesign it once again, so I wouldn't have to worry about making monthly backups of it (now new additions are performed through GForms, linked on top of each Sheet Page).
I also expanded it by additional sheet page: DuckBoard, it can host Players List, if you are looking for someone to play with {Switch; PlayStation 4; Steam}, and a Guest Book, for community celebrities, so that people that contributed the most to the game won't be forgotten.
preview.png
submitted by Zloty_Diament to duckgame [link] [comments]

Bannerlord Early Access - Mainline 1.5.5 & Beta Branch 1.5.6 Patch Notes

Greetings, Peasants.

CURRENT MAINLINE PATCH: e1.5.5

CURRENT BETA BRANCH: 1.5.6

Welcome to the patch thread, we make these threads to save us another pin space for other things.

Taleworlds forum bug reporting thread

Mount and Blade Discord

Link to wiki - Previous patches and threads inside

Main e1.5.5

Latest Changes:

Xauna, Nord Town and Castle of fen Altai multiplayer scenes have been changed to their winter versions.
Fixed a bug that caused the “Art of the Trade” quest dialogue to override other quests’ dialogue.
Fixed a bug that caused eliminated clans to retain settlement ownership.
Fixed a bug that made the player’s family members stuck in the player’s settlements as prisoners.
Fixed a bug that caused friendly NPCs to refuse to give a quest and treat the player like an enemy.
Ensured only kingdoms are shown in the kingdom diplomacy screen.

Previous Beta Hotfixes:

15/12/20

Improved the Athletics skill of Battanian Oathsworn unit.
Fixed a crash that occurred during the Training Troops quest when upgrading troops during conversations.
Fixed an issue that allowed players to gain experience points from friendly fire.
Fixed an issue with companions' beards not showing in the army menu.
Fixed a bug that caused the quest settlement in the Escort Merchant Caravan quest to not be counted if it was the quest giver's settlement.
Fixed an issue with NPCs taking prisoners to their party, making them go over their party limit.
Fixed an issue that allowed parties within an army to recruit from nearby raided villages.
Fixed some issues related to Medicine, Leadership, Crossbow and Two-Handed skills' campaign effects.
Fixed an issue with the wrong disbanding party conversations coming up in encounters because of the wrong priorities.
Fixed an issue that made Horse Archers use bows while in melee range.
Couch lance damage is increased. It is now more reliant on weight, rather than horse speed.

04/12/20

Added an option to change the order visual system between Radial and Bar.
Fixed a crash that occurred when clicking on a garrison or a caravan's portrait on the settlement overlay menu.
Fixed a crash that occurred due to town security calculations.
Fixed an issue that caused the Menu to disappear, locking the player between siege and campaign modes after clicking the 'continue siege preparations' option.
Fixed an issue that prevented castle governors from gaining Steward XP.
Fixed an issue that caused the Escort Merchant Caravan quest to fail when the player traded with the caravan they are escorting.
Added missing Khuzait cavalry bonus information to relevant tooltips.
Marauders no longer spawn with longbows.
New Perks: Medicine skill Veterinarian and Fortitude Tonic perks primary effects are implemented.
New Captain Mode Map: Ebereth Hillfort

27/11/20

Changed the Veterans' Respect perk secondary effect to be able to upgrade bandit type troops.
UI:
Fixed an issue with the order radial direction circle position.
Decreased space between order categories.
Removed the centre radial text and made the background of the centre less opaque.
Fixed an issue that caused the player to change equipment while changing selected formations with a gamepad.
Fixed an issue that caused the controller selection frame to be visible when the controller was not active.
Fixed an issue with the given order text not showing up in combat log for toggle orders.

25/11/20

Fixed an issue that caused companions to not have any skills and weapons.
Fixed an issue regarding the toggle order active text and icons.
Fixed an issue that prevented weapon changing, dismounting, etc. while giving orders.
Fixed an issue with the selection circle not showing up for gamepads.
Decreased opacity of order menu UI in general.
Fixed an issue where northern lords would spawn without leg armour.

Combat Changes

Fixed Bows staying at max accuracy longer than intended.
Aiming durations are now slightly more affected by character skill.
Adjusted Ranged AI to be more accurate.

Weapon and Equipment Changes

Light Oval Shield (Oathsworn)
Hitpoints decreased from 160 to 140.
Weight decreased from 3.2 to 3.
Lighter Oaken Kite Shield (Legionary)
Hitpoints decreased from 140 to 130.
Weight decreased from 3.5 to 3.
Light Round Shield (Varyag)
Hitpoints decreased from 165 to 155.
Light Tall Heater Shield (Sergeant)
Hitpoints decreased from 145 to 135.
Highland Scout's Shield (Wildling)
Weight decreased from 4.7 to 2.5.
Northern Kite Shield (Recruit - Raider - Brigand)
Weight decreased from 4.7 to 2.5.
Northern Round Shield (Warrior - Brigand - Hunter)
Weight decreased from 4.5 to 3.2.
Desert Oval Shield (Skirmisher - Tribal Warrior)
Weight decreased from 4.7 to 3.2.
Arbalest (Sharpshooter)
Damage decreased from 100 to 95.

Troop Changes

Fixed Battania Mounted Warrior Javelin perk overriding equipped shield.

Aserai

Skirmisher
Speed increased from 81 to 82.
Tribal Warrior
Swapped Mace and Large Shield perks.
Beduin
Swapped Camel and Cavalry Sword perks.

Battania

Wildling
Speed increased from 81 to 82.
Oathsworn
Swapped Heavy Mace and Axe perks.
Ranger
Changed the Throwing Axes perk to Mace perk.

Empire

Recruit
Speed increased from 80 to 82.
Legionary
Swapped Mace and Heavy Axe perks.
Courser
Price decreased from 140 to 130.

Khuzait

Spear Infantry
Swapped Pike and Long Sword perks.
Swapped Mace and Stronger Shield perks.

Sturgia

Brigand
Speed increased from 79 to 82.
Varyag
Swapped Mace and Long Sword perks.

Vlandia

Sergeant
Swapped Mace and Axe perks.

20/11/2020

Changed the dead teammate indicator opacity and on-screen stay time.
Order radial UI is now 30% smaller.
Crush Through is only possible with Battanian Two-Handed Mace and Sturgian Two-Handed Hammer. Both weapons' swing speed and damage have been adjusted.
Fixed an issue that caused the player's brother to not show up in the inventory screen.
Fixed an issue that caused radial UI to not close properly with the ESC key and the right mouse button.
Fixed an issue that caused the player's brother to not be able to lead a party and not to be assigned as governor through governor selection in town management.

Initial Beta Changelog

Beta

Beta e1.5.6

Singleplayer

Crashes

Fixed a crash that occurred when clicking on a militia or caravan's portrait in the settlement overlay menu.
Fixed a crash that occurred while unlocking perks.
Fixed a crash that occurred when the main hero spoke with a disbanding party.
Fixed a crash that occurred while executing prisoners.
Fixed a crash that occurred in conversation with Radagos while “Rescue Your Family” quest was active.
Fixed a crash that occurred when dead notables still had caravans.
Fixed a crash that occurred when changing the culture of a character during character creation.
Fixed a crash that occurred by crafting pieces that were missing from game files.
Fixed a crash that occurred due to the “Beast Whisperer” perk when the game tried to give a mount to a party.
Fixed a rendering crash that occurred when you entered a hideout.
Fixed two crashes that occurred after the player cleared an alley.
Fixed a crash that occurred when a companion was solving the "Help With Outlaws" issue.
Fixed a bug that caused a crash after a player got a fief by bartering.

Performance

Did a refactor to make the ItemRoster system faster and more stable.
Reduced spikes during tableau generation for characters in UI.
Performance improvements for crafting dagger pieces.
Performance improvements for Vlandia village houses.
Performance improvements for Khuzait houses.

Localisation

Minor text updates.
Turkish localization updates.

Art

14 new villages were added.
26 new battle terrains were added.
Added new Sturgia Light Armour.
Added new Highland Scale Over Mail Armour.
Added some variety to existing shoulder armour pieces.
Added new flax plantation and vineyard models for the campaign map.
Various weapon improvements and fixed some bugs on weapons.
Fixed direction issues on some seax knives.
Fixed Bearded Axe’s handle issue.
Training Ground (Tutorial Scene): Fixed a tree coming out of a house.
Missing texture issue fixed for the dungeon in Revyl.
Northern Light Harness skinning problems fixed.
Various village improvements, fixed some bugs in villages.
Visual improvements for Battania arena models.
Fixed incorrect snow rendering on the outer mesh of the world map.

Animations

Fixed a bug that caused the player's companions to play villager animations.

Campaign Map

Changed village lore to match new locations and changed the production of some villages.
Fixed a bug that spawned the main hero in an unplayable area after heir selection.
Fixed a minor campaign camera issue in which the camera got stuck on high terrain when moving to a location automatically.

UI

Changes

Settlement Nameplate Events
Whenever a player gets in the viewing range of a settlement, they can see if there is a tournament or an issue available in that settlement without visiting it.
Menu Shortcuts
Now players can use shortcuts to take actions in the panel they're currently in. For example, Change tabs with Q-E(LB-RB), Take/Dismiss all with Z-C(LT-RT), Recruit all with Z(LT) etc.
The game menu on the campaign map is now hideable. It will auto-open if there are any changes in the game menu.
Removed "need to be in the same party" requirement for the character developer. You’ll now be able to grant perks to clan members without moving them to your party.
Added a new option in “Gameplay Options” to control which order type to use (Radial or Bar).
Saved game categories will now be sorted by their most recent save time. The most recently saved category will be on top.
Personal kill feed skull will now show up white (instead of red) if the hit agent is unconscious.
Added "Time of Day" selection to Custom Battle screen.
Added equipment icons to custom battle heroes so players can examine them before the battle.
Scoreboard after the battle (rewards section) now also lists lords that have fallen in the battle.
Added variation to troops' types and faces in map conversation. No more same-face looters.
Center time image (on map bar) has been turned into a button that resets the camera to a default position on click.
Added colour to equipment in character portraits in the settlement overlay and used the correct equipment. These overlays will now vary more and be more colourful.
Hovering over a hero's health on the party screen now gives detailed info about their health.
Players can now “Copy and Paste” their weapon designs in Crafting with CTRL+C and CTRL+V.
Added detail to the load game caution popup to convey which modules are new, which modules are missing and which modules' versions are different.
Added error popup to the “Save/Load” screen that displays if the load action is unsuccessful.
Changed "Talk" and "Quick Talk" to "Visit" and "Talk" in the character popup.
Quick talk button is now disabled during the tutorial stage.
Fixes
Fixed a bug that caused lords in map conversations to smirk easily and in illogical situations (wounded).
Fixed a bug in tournaments that caused killfeed to show wrong colours for player's and their team's kills.
Fixed a bug that caused duplicate heroes to show up in the clan encyclopedia page.
Fixed a bug that caused a crash on barter Auto-Offer.
Fixed a bug that displayed wrong values for the "Casualties Inflicted" column in Kingdom Diplomacy tab.
Fixed a bug that caused the close popup button to not be clickable in Inventory item preview.
Fixed a bug that caused banners of enemies in the clan encyclopedia page to show up incorrectly.
Fixed a bug that caused texts in the escape menu not to be localized after language changes.
Fixed a bug that caused modifiers for items to be removed on party screen resets.
Fixed a bug that caused prisoner heroes to not be transferable.
Fixed a bug that caused wrong wounded troop values to be shown in settlement tooltips.
Fixed a bug that caused "gold change" text to disappear after a dialogue in the party screen.
Fixed a bug that caused the settlement overlay banner to not change on settlement owner change while the player is in town.
Fixed a bug that caused conversation partners to show up in the wrong equipment in quick talk.
Fixed a bug that caused localization of the tutorial panels and training field objectives to not change after a language change.
Fixed a bug that caused localization of the settlement nameplate names to not change after a language change.
Fixed a bug that caused beards of some 21-year-old heroes to disappear from their portraits.
Fixed a bug that caused incorrect weapon tier values to be shown for multiple piece weapons.
Fixed a bug that caused bandit cultures to be shown on the hero list page filters.
Fixed a bug that caused wrong disabled reason text to be shown in the crafting screen.
Made further changes on the head armours that some troops are using for readability and coherence purposes.
The Highland Plaid Dress is now The Highland Peasant Dress. The Highland Peasant Dress is now The Highland Plaid Dress.
Fixed a bug that caused the display of the deserting troops count to be wrong.
Fixed a bug that caused encyclopedia text to be wrong for dead female empire characters.
Fixed showing wrong companion names for clan roles in dialogues with our companions.

Battles and Sieges

Photo Mode Implementation

Photo mode functionality and interface was added to the singleplayer.
Improved accuracy with ranged weapons while mounted.
Target locking is implemented. Players can now lock their camera to an enemy with the middle mouse key by default.
Base bow values have been changed to tune both the AI behaviour and the player experience.
Fixed weapon skill-related damage being reported as perk related damage in combat.
Mounted units can now get a morale penalty due to casualties within their own formation.
Fixed a bug which prevented reloading of crossbows while mounted. This could have happened when the player was holding the movement buttons (while attempting a reload) or when the horse was standing still.
A two-way dependency caused the position calculation to constantly change, causing formation AI defending a position to endlessly fidget about. This has been fixed.

Character Development System

Added weapon knockdown mechanics. "Show of Strength" perk from the two-handed tree and "Hard Knock" perk from the polearm tree should now work properly.
Added two-handed arrow deflection mechanics. "Arrow Deflection" perk from the two-handed tree should now let heroes deflect arrows and bolts while blocking with a two-handed sword.
Added 9 combat-related roguery perks.
Added 1 combat-related stewardship perks.
Added 5 combat-related medicine perks.
Added 6 different perk effects related to prisoner recruitment update which are now available to all NPC lords alongside the player.
Added missing Veterinarian primary effect
30% chance per day to recover a lame horse.
Changed Fortitude Tonic primary effect
Increase the hitpoints of other heroes in your party by 10.
Updated Veterans' Respect perk secondary effect
You are able to convert bandits into regular troops.
Hostile actions against caravans and villagers (Force them to give supplies, taking them prisoner, attacking them) now give Roguery experience.
Recruiting bandits now gives Roguery experience.
Fixed a bug that caused the player to lose most of his/her weight after the first day of the game.
Fixed various community reported perk problems.

Clan and Party

A new feature named "Emissary System" has been added to the game. With this feature, when a companion or family member is left in a town or a castle, the main hero will gain relation with the nobles and notables in that town or castle with a success chance. This chance increases with the "Charm" skill. Additionally, when the companion or the family member gains relation, he/she will also gain some experience according to the importance of the hero whose relation was improved with (importance level: kingdom leader > clan leader > notable).
The prisoner recruitment process has been changed completely.
Each troop has required "conformity" value to be generated by the party, to be recruited. This value is based on troop tier, so that higher tier troops will be harder to recruit. Owner party will generate conformity per hour for a random troop. Higher Leadership level will generate more conformity.
Recruiting bandits carries a culture penalty.
NPC lords can now recruit prisoners.
From now on, family members can be used for issues' alternative solutions.
Fixed a bug that caused companions to teleport when they were left in a settlement.
Changed the “Price of Loyalty” perk effect to be seen when the perk belongs to the Quartermaster of the party as well.
Fixed a bug that caused heroes to heal immediately.
Fixed a bug that prevented children of Calradia from spawning when they became 18 years old.
Fixed a bug that didn't allow the player to pick his/her child as their heir and also didn't allow children to have a party after becoming 18 years old.
Fixed a bug that made the player’s family members stuck in the player’s settlements as prisoners.
Fixed the “party speed not getting updated” bug after leaving an army.

Kingdoms and Diplomacy

Rebellion feature added.
Loyalty and security is affected by many things. A town being recently captured, starvation, mismatch of ruling clans culture and settlements culture, raided villages, governor skill perks, a strong garrison, kingdom policies etc.
If Loyalty of a town drops below 25, Town starts to generate more militia. This militia represents armed and angry people of the settlement, thus as loyalty drops further less of them will join the defence in case of a siege.
Once the growing militia feels stronger than the garrison, and if loyalty is below 15, rebellion occurs.
The new rebellion clan will try to defend themselves while trying to establish their legitimacy. In 30 days time, they will form a legitimate clan and can start initiating diplomacy to join existing kingdoms.
Rebellion clans are always on bad terms with their oppressor's.
If the settlement owner's culture and settlement's culture are the same, the rebellion clan will have a bad relation with all the factions that share that culture.
If the settlement owner’s culture and settlement’s culture are different, the rebellion clan will have a bad relation with all the factions that share the owner’s culture but will have a good relation with all the factions that share the settlement’s culture.
Done a major work on keeping all kingdoms on the campaign map for a longer time. Now kingdoms make more comebacks even though they lost several towns. The map is now also more balanced during the late game and usually, all kingdoms have several towns.
There was money inflation in the game, the money of all kingdoms was always increasing. This has been fixed.
Players were making a profit when they declared war and made peace afterwards. This has been fixed. Kingdoms now usually want money for making peace with a weak playeplayer kingdom. Additionally, if the player breaks truce now his clan's aggressiveness increases and it will be a bit harder / more expensive to make new peace. The player now also loses relation with the rival king if he breaks the truce.
Ensured all clans have at least one fief and that medium-tier clans have enough income.
Ensured that each clan has two more adults than the number of parties for their tier (nP + 2).
Players will get relation and renown bonuses after donating enemy prisoners to settlements.
Ensured minor faction nobles have weapon skills.
Ensured only kingdoms are shown in the kingdom diplomacy screen.
Fixed a bug that led to AI clans to propose decisions even if they didn’t have enough influence.
Fixed a bug that prevented minor faction heroes and notables from having traits and skills.
Fixed a bug that caused some prisoners to not be released after peace declarations.
Familial relations of the clan Fen Caernacht have been fixed.
Fixed a bug that caused eliminated clans to retain settlement ownership.

Economy and Trade

Reduced the weight of Long padded robe, Layered Robe and Highland Cloth.
Fixed the bug caused by the perk effect on barter.

Crafting

Added console commands to unlock all crafting pieces and add crafting materials.
Fixed the issue of crafted items appearing as a tournament prize.

Settlement Actions (Town, Village, Castle and Hideout)

The number of notables was constantly decreasing. This has been fixed. The number of notables in towns and villages is now also related to the prosperity value of town and hearth value of village.
Fixed the wrong display of gold earned in arena practise fights.
Fixed the cinematic camera being spawned inside the player character during hideout cinematic transition.
Fixed a bug that let towns have tournaments during a siege.
Fixed the penalty miscalculation of the mounted training course.
Barbers are now visible while pressing the "ALT" key in towns.
Fixed a few issues related to getting renown and relation after helping villages in raid map events.
Fixed a bug that caused NPC's to walk fast in civilian scenes.

Quests & Issues

Main storyline quest "Destroy Raiders" has been implemented.
Two new conspiracy quests named "Disrupt Supply Lines" and "Conspiracy Base of Operations" added to the game.
Added a new quest - Village needs tools.
Fixed a bug that failed the "Escort Caravan Quest" when the main hero helped the caravan.
Headman Needs Grain
Quest reward removed.
Amount of requested goods increased.
Increased relation bonus/reward given upon completion.
"Borrowed Troops" are removed from the player's party if "Train Troops for X" quest fails with a timeout. When "Train Troops for X" is resolved, all "Borrowed Troops" turn into regular troops.
"Needs to Deliver Herd" issue duration is increased to 30 days.
Fixed a bug that caused the player to get 20 success relation reward in the quest "Needs grain seeds".
“Escort merchant caravan” quest did not fail when their gold or goods were taken. This has been fixed.
"Merchant Needs Help with Bandits" quest is changed to work with all kinds of bandits.
Fixed a bug that caused the “Escort Caravan” quest to spawn a party with 0 troops.
Fixed a bug that caused a temporary menu background to appear while waiting for the “Rival gang” quest.
Players can no longer sell “Company of trouble” quest troops to family members.
Fixed a bug that caused the “Draught animal” quest to be incompletable.
Fixed a bug related to the “Captured by Bounty Hunters” quest companion solution skill requirements.
Fixed a bug that caused trained troops in the quest to stay in our party even if we send them to the quest giver.
Fixed failing of “Escort Merchant Caravan” quest when the player traded with the caravan he was escorting..
Did a refactor related to issue effects (will not affect gameplay).
Fixed a bug that caused some quests to give relation with the quest giver twice.
Fixed the bug that caused lame horses to block the “Lord Needs Horses” quest from completion.
Fixed a bug that caused the “Art of the Trade” quest dialogue to override other quests’ dialogue.

Conversations & Encounters

Marrying off clan members is now possible.
Board games: you can now forfeit on enemies’ turn.
Fixed a bug that set the main hero's relation to 100 with Tevea village's headman.
Fixed a bug that caused Ransom broker's initial dialogue to disappear.
Fixed a bug that caused some dialogues to be overridden by “Art of the Trade” quest dialogue.
Fixed a bug that caused friendly NPCs to refuse to give a quest and treat the player like an enemy.

Other

Mercenary Guards are now classified as ranged units.
“Custom Battle Heroes” is further refined for different weaponry and play styles.
Harami units now require regular horses instead of war horses to upgrade.
Our brother and sister no longer have purebloods. They now use regular horses.
Fixed a template error causing some Sturgian lords to fight barefooted.
The Imperial Crown no longer hides hair parts when worn.
Changed Vlandian Footman's stats to improve his athleticism.
Fixed a template error that caused steppe bandits to spawn with longbows.
Improved the camera angle of the encyclopedia troop icons.

Multiplayer

Art

Baravenos Encirclement
Readjusted spawns for the last flags.
Added some better cover for the attacker trebuchet.
Echerion
Many physics improvements (some ramps and planks would stop cavalry dead in their tracks).
Improved terrain for low graphic settings.
Adjusted the physics of some of the screens so that you can shoot through some parts.
Moved some of the wall paintings to enable better callouts for alleyways.
Xauna
Physics improvements to ramps.
Tsagaan Castle
Positions, where players got stuck, are eliminated. Some of the high grounds are now also unreachable in order to have a balance between ranged and non-ranged troops.

Server & Network

Fixed a crash that occurred when a player was reported in the lobby.
Fixed a crash that occurred on the badge screen.
Fixed a crash that happened between round transitions.
Fixed a crash that happened when the battle was over.
An unhandled exception in a column arrangement due to a case that happened when taking control of a friendly agent after dying was fixed.

UI

Changes

Online status of clan members can now be seen in the lobby roster.
Added explanatory hints to recent game icons.

Fixes

Various minor tweaks and fixes.
Visual bug in the multiplayer armour screen has been fixed.
“Suggest to party” UI did not change when the player became the party leader. This has now been fixed.

Both

Crashes

Fixed a crash which occurred when the game was closing.
Fixed a crash which occurred after clicking the “Apply options” button.
Fixed a crash which occurred during replay, equipment was calling an AI update code which led to a crash.
Fixed a crash that occurred when quickly clearing the mounts of dead riders.

Art

Fixing a bug in the texture streaming system that should reduce texture popping.
Improved flora fade in-out at far distances.

UI

Improved compression quality of the UI assets.
Moved "ui_debug_mode" to user_config so that players can now use the hot reload function of the Gauntlet XMLs.
Toggle UI command can also be given with CTRL + ALT + F10 shortcut (cheats need to be enabled).
Added "DependentVersion" value to DependedModules in SubModules. If the DependentVersion is not the same as the currently installed version, a warning will be shown in the launcher before starting the game.
Merlon text will not be shown anymore when looking at it.
Added a warning message for out-of-date graphics drivers.
The initial loading screen is now black instead of white.
Fixed a bug that caused the game to be stuck in loading.

Performance

The loading time of scenes and battles has been improved.
Both GPU and CPU memory usage has been reduced.
Improved terrain rendering performance.
Fixed various CPU memory leaks.
Optimizations have been made for scripted objects in missions.

Combat

Shield mechanic changes
Increased the block cone for opposite direction blocks (weapon blocks to the opposite direction of an attack, will make more sense in regards to the weapon position and be ever so slightly easier).
Made it slightly easier to hit around shields when they are in the wrong direction AND the user is rotated away. (Before you would be stopped by thin air too often, trying to hit around shields).
For more details check this forum post.
Agents with ranged weapons normally approach the enemy until they see them when they are given the charging order. When they weren't shooting due to a friend blocking their way, they didn't approach and stood in place despite being told to charge, now they do and also do minor sideway movements to increase the chance of seeing past their friends.
Agent speed limits were decreased drastically while moving in formation, this proved a bit too much and was increased in some arrangement types closer to their previous value.
The AI targeting system ignored a value while evaluating the player's point. This has been fixed.
Combat animations are now disallowed while dismounting in order to prevent various animation problems.
Players are now allowed to press the Crouch/Dismount key at high speeds to automatically dismount from their mounts by slowing down first.
Decreased the time for cavalry AI to increase its distance between the enemy in order to charge back again, to a certain value.
Fixed a bug in passive attacks such as couched lance and braced spear in which the opposite direction or the weapon was able to give damage to the enemy.

Other

Console command line execution output will no longer be limited by an internal limit.

Modding

Mount & Blade II: Bannerlord Modding Kit now has a "Beta" version which can be enabled in the same way you enable "Beta" for our base game. IMPORTANT: The base game version must match with the modding kit version in order to work properly. For example, if you have your base game on the latest Beta, then you must also switch the modding kit to the latest beta. You can enable beta by right-clicking on Mount & Blade II: Bannerlord Modding Kit in your Steam library -> Properties -> BETAS -> Select the beta from the dropdown menu.
Added 3 skeletons (human, horse, camel) which you can find in the "ROOT/modding_resources/skeletons" folder.
Textures are now correctly shown when a new module is used with the base game.
Debug modes like “show albedo/normals” etc. have been enabled.
"Terrain layers faulty render when entered as mission" has been fixed.
GI probe editing UX has been improved.
Fixed a visual bug which caused path barriers to be non-transparent.
Fixed auto-reload of module related XML files.

Known Issues

submitted by Arthanias to mountandblade [link] [comments]

can i play steam games without logging in video

You can play in offline mode. Make sure you are disconnected to the internet(disable adapter, wifi) then start steam. After it fails to log in, click start in offline mode. From there you can play the game. It is downloaded to your hard drive but in steam folder instead of usual FM folder. You can connect back to net after the game has started. Users on the GOG forum have a thread in which they post games that work without the Steam client, if you can be bothered to click through all 952 posts! Maybe you are confusing Steam running offline and running a game without Steam at all. All games made for Steam require that the Steam client is running before the game will start. So, yes, when you start a game, the Steam cilent will run and will ask you to 'log in'. So click on log in just like always. You have to launch the game for the first time while connected to steam after that you can play it in offline mode. You can use family sharing to allow a different steam account to play it. If you have multiple computers you can also log in with the same account on the same network and stream the game between pc's. #6. Offline Mode allows you to play games through Steam without reconnecting to the Steam Network every time you wish to play - this is particularly useful if you do not plan on playing over the internet and would prefer not to download new updates for your single-player games. If no accounts have been saved by Steam’s cookies, it will need to connect to the Internet to verify your login information. However, there are some games which can’t be run offline since they require an active online connection to play. Some of these games offer a single player mode but it can’t be played without the Internet. You can't play Steam games without starting Steam, that's kinda the point of the client. You should be able to start in offline mode, without starting online, or if you just don't want to talk to people, set your chat to offline. If you want games that can run without a client, check out GOG. Open up your file browser, and go into these files. C:\Program Files (x86)\Steam\steamapps\common Once you get to the common file, you will see files with the names of your Steam games. Click on those files, and delete them. And voila, you have un... Your brother must be online to play your games. Not all games can be played via Family Sharing. You can only share your entire library, not individual games. Keep that in mind if you intend to buy games you want to keep secret (for whatever reason). Your brother can access the same DLCs you own. I recently am not able to log in to my steam account. Its saying that I have an incorrect password or username but I don't. Im really tired of trying to log in so i just want to play my games. is there a way to play my steam games without logging in? I mean, they were downloaded on to my computer but i can't find them in the program files.

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