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  Microsoft - Announcing Imagine Cup Junior – AI for Good Challenge
Posted by: xSicKxBot - 12-13-2019, 10:08 AM - Forum: Windows - No Replies

Announcing Imagine Cup Junior – AI for Good Challenge

As technology continues to evolve, we are faced with an incredible opportunity to leverage the power of new solutions and human expertise to unlock some of the biggest challenges we face in society. It’s why Microsoft invests in AI for Good initiatives, which support and empower those working to address humanitarian, environmental and cultural challenges by creating a more sustainable and accessible world.

What’s more, we believe the future is in the hands of students around the world who are increasingly driven by a sense of purpose and who want to have a positive impact on the world and their communities. That’s why I am incredibly excited to share that we are bringing Imagine Cup Junior to secondary students worldwide, providing an opportunity for students to take part in a global challenge while learning about the power of Artificial Intelligence and its responsible use to change the world.

Introduction to Imagine Cup Junior 2020 from Anthony Salcito, Vice President, Microsoft Education

Video for Announcing Imagine Cup Junior – AI for Good Challenge

Imagine Cup Junior is an extension of the hugely popular Imagine Cup – a global competition that empowers the next generation of computer science students to team up and use their creativity, passion and knowledge of technology to create applications that shape how we live, work and play. The introduction of the Imagine Cup Junior challenge will now enable younger students, starting at age 13 up to 18, to learn about technology and come up with ideas for improving the world around them, while building 21st century skills like communication, collaboration, critical thinking and creativity.

This year’s challenge is focused on Artificial Intelligence and introducing students to Microsoft’s AI for Good initiatives so they can think of solutions to issues that matter to them. This includes AI for Humanitarian Action, AI for Earth, AI for Cultural Heritage and AI for Accessibility.

The challenge is designed to be approachable for all students and educators, and it does not require any existing knowledge of technology or cloud concepts. We’ve created a host of materials, including templates and AI resource guides, that will help make it easy for educators and students to participate. The beauty of Imagine Cup Junior is that students can be entirely new to the concept of AI and build the competence to continue learning about technology and its impact throughout their school years. And for those students eager to learn more, we’ve created an extra opportunity to get hands on with Azure and the Wick Editor to bring their concepts to life.

To get started, educators need to register at www.imaginecup.com/junior which will provide access to the Imagine Cup Junior resource kit including educator guides, student guides, templates and slides for the following modules:

  • Module 1         Fundamentals of AI
  • Module 2         Machine Learning
  • Module 3         AI Applications in Real Life
  • Module 4         Deep Learning and Neural Networks
  • Module 5         AI for Good

Included in the resource kit is a “Build your project in a day” kit, with videos from members of Microsoft’s Education, Artificial Intelligence and Cloud teams. This can be used in class to inspire students and coach them on how to get started, and perhaps even spark excitement to one day work in the field of AI. Students can participate in teams of between three to six people.

Registration opens today to allow educators time over the holidays to get creative with incorporating the challenge into class curriculum. Submissions for team projects will be open from February 3, 2020 and close April 17, 2020. To ensure the privacy of students, all submissions must be made by educators/instructors on behalf of their students. While we can’t wait to see ALL the amazing ideas of students around the world, Microsoft will be proud to recognize the top three ideas from each region – America’s, Asia, and EMEA (Europe, Middle East and Africa). They will win a Windows 10 device and receive an Imagine Cup Junior trophy.

Challenge rules and regulations can be found here.

It is never too early to get started, and we hope by cultivating student creativity and passion for technology it will spark interest in and support the development of careers at the cutting edge of technology.

Register today at www.imaginecup.com/junior and empower students to truly change the world.

Open only to schools/instructor led clubs for students 13+. Game ends 4/17/20. For Official Rules, see here.

Explore tools for Future Ready SkillsExplore tools for Future Ready Skills



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  News - Destiny 2 Update 2.7.0
Posted by: xSicKxBot - 12-13-2019, 10:08 AM - Forum: Lounge - No Replies

Destiny 2 Update 2.7.0

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PlayStation Xbox Live Steam Stadia Battle.net

Combat Systems


Finishers

  • Improved the finisher camera experience when using mouse and keyboard.

Finisher Multi-Equip

  • In your inventory press R3(if using controller) or the Shift Key(if using mouse and keyboard) to mark a finisher as a “favorite”
  • When triggered, a random finisher you’ve marked as a “favorite” plays
  • If no finishers are marked as a “favorite”, which would be pretty crazy because we all know you have favorites, your default class finisher plays

Abilities


Titan

  • Sunbreaker Code of the Fire-Forged (Top Path)
      • Vulcan’s Rage
          • Made Vulcan’s Rage much more angry
          • Increased detonation time minimum from 0 seconds to 0.5 seconds
          • Increased cluster spread
  • Hammer of Sol
      • Impact damage decreased from 70 to 5
      • Detonation damage increased from 205 to 270
      • NOTE: These changes also affect bottom-tree Sunbreaker
  • Sunbreaker Code of the Devastator (Middle Path)
      • Throwing Hammer
          • Increased impact damage from 100 to 120
          • Increased hammer pickup radius from 2 meters to 3.5 meters
  • Roaring Flames
      • Increased damage bonus
          • From 20% per stack to 30% per stack in PvE
          • From 10% per stack to 25% per stack in PvP
      • Increased duration from 15 seconds to 20 seconds
  • Burning Maul
      • Increased idle super duration from 21.2 seconds to 28.5 seconds
      • Light Attack
          • Reduced super-energy cost from 5% to 3%
          • Tuned movement and player feedback
      • Heavy Attack
          • Slightly reduced speed of heavy slam projectile
          • Slightly reduced tracking radius of heavy slam projectile
          • Increased height of projectile hitbox to more easily hit airborne opponents
          • Increased super energy cost from 6% to 8%
          • Slightly increased terminal explosion size
  • Sunbreaker Code of the Siegebreaker (Bottom Path)
      • Mortar Blast
          • Increased explosion radius from 5 meters to 6 meters
      • Sol Invictus
          • Burning targets you kill also make Sunspots
          • Burning targets killed now trigger the heal
          • Kills with the Sun Warrior buff active can now make Sunspots
              • This is based on weighted enemy killed and a sunspot is created when the threshold of “1” is reached
              • Players/Bosses add 1
              • Majors add 0.5
              • Minors add 0.25
          • 1 second cooldown on creating Sunspots
      • Sun Warrior
          • Increased ability recharge scalar by 35%
          • Touched up the FX and audio for allied Sunspots
  • Striker Code of the Missile (Middle Path)
      • Thundercrash
          • Increased base damage from 2700 to 3200
          • Increased in flight damage from 100 to 200
          • Slightly increased the amount of time you have in the air after activation

Hunter

  • Gunslinger Way of the Outlaw (Top Path)
      • Explosive Knife
          • Changed to Proximity Explosive Knife
          • Sticks to surfaces
          • Fuse time of 14 seconds
          • Adjusted impact damage to 14
          • Adjusted Detonation damage to 105
      • Six Shooter
          • Adjusted damage falloff of this Golden Gun Super variant
          • Damage falloff starts at 30 meters when firing from hip and at 40 meters while in ADS
  • Gunslinger Way of the Sharpshooter (Bottom Path)
      • Knife Juggler
          • Changed to Weighted Knife
          • Damage changed from 120 to 140
          • Precision modifier changed from 1.3 to 1.5
              • Headshot is a one-hit kill in PvP
          • Updated throw animation to be longer to compensate for the one-shot capability
          • Knife projectile moves faster and with less drop than previously
          • Knife bounces once after impacting the environment
      • Practice Makes Perfect
          • Super energy granted reduced by 16%
          • Increased the buff duration by 50%
          • Precision kills now grant 2 stacks
      • Crowd Pleaser
          • Original perks (precision damage, precision hits with Golden Gun generate Orbs of Light) have been moved to “Line ‘Em Up”
          • New Perk: Knock ‘Em Down
              • Precision kills increase weapon stability and ADS speed
              • Buff duration starts at 10 seconds and each kill or assist adds time, with a cap of 25 second
              • Time added is variable weighted on the enemy killed and whether it was a precision kill
              • While the buff timer is above 20 seconds your Golden Gun does 30% more damage (determined upon moment of cast and lasts the whole super)
              • This burns the buff
              • Does not stack with Celestial Nighthawk
      • Line ‘Em Up
          • Now has a passive bonus to aim assist and range while aiming
          • Now has the precision damage and precision hits with Golden Gun generate Orbs of Light perks originally included with “Crowd Pleaser”
  • Nightstalker Way of the Pathfinder (Bottom Path)
      • Vanish in Smoke
          • Added a short period (0.8 seconds) after the invisibility is applied where firing weapons or performing other actions will not break the invisibility
          • This should help prevent allies from accidentally breaking the invisibility the moment it is granted to them if unexpected.

Warlock

  • Dawnblade Daybreak (All Paths)
      • Reduced the speed of Burst Glide activations while in super
  • Dawnblade Attunement of Sky (Top Path)
      • Swift Strike
          • Changed to Celestial Fire
          • Shoots three spiraling, homing projectiles
          • Approximately 35 damage per projectile
      • Winged Sun
          • Also allows Celestial Fire activations
          • No longer gives grenade energy for aerial kills
          • Gives more melee energy for aerial kills
      • Heat Rises
          • Perk redesigned with new gameplay
          • Consume grenade to gain Heat Rises buff
          • Dramatically reduces in air accuracy penalty
          • Changes movement mode
          • Reduce Glide upkeep cost by 99%,
          • Reduce Glide activation cost by 99%
          • Set Glide velocity and agility to a combination of Strafe and Burst glide
      • Icarus Dash
          • Now has two dodges per 5 seconds
          • Dodge now has a slight upward velocity
          • Dodge in super is now one long dodge per second
  • Dawnblade Attunement of Grace (Middle)
      • Guiding Flame
          • Doubled the range that the empower effect is applied from 12 meters to 24 meters
      • Divine Protection
          • Increased radius that the healing grenade is applied to friendly targets from 1 meter to 3.5 meters
      • Benevolent Dawn
          • Buff can now be refreshed if additional friendly targets are healed/empowered while you still have the buff
          • Removed cooldown (can continuously proc)
          • Reduced energy regeneration by 15%
          • This was needed as it is much more consistent, procs more often, and for longer
      • Well of Radiance
      • Standing in the well now grants 20% damage reduction against damage from other players
      • Sword object no longer takes precision damage
  • Dawnblde Attunement of Flame (Bottom Path)
      • Phoenix Dive
          • Now heals a fixed amount over time
          • Healing is interruptible from incoming damage
          • While in super, returns super energy depending on how much you healed
          • Has diminishing returns the longer the super is active.
  • Voidwalker Attunement of Fission (Middle Path)
      • Handheld Supernova
      • Adjusted grenade charge time so that it lines up with the animations and effects. This is to make it feel more consistent to activate.

Stat Values

  • Class ability cooldown is now governed by player stats.
    • Hunter Dodge cooldown is modified by their Mobility stat
    • Titan Barricade cooldown is modified by their Resilience stat
    • Warlock Rift cooldown is modified by their Recovery stats.
  • Paragon Mods have been deprecated as a result.

Weapon Changes


Exotics

  • Divinity
      • Divinity’s weaken effect no longer stacks with other weaken effects. The “cage” will still appear in these cases and act as a precision weak spot, but the weaken multipliers themselves will no longer stack.
  • Xenophage
      • Increased PvE damage by +50%
      • Increased PvP ammo from heavy ammo crates to 4/6 (previously 3/4) on shared/non shared crates, respectively
      • Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
  • Leviathan’s Breath
      • Fixed an issue where this weapon would gain overall ammo when swapping from another power weapon to this weapon
  • Cerberus+1
      • Fixed an issue where repeatedly pulling the trigger would give you a faster fire rate while the “Focused Fire” Catalyst was enabled
  • Eriana’s Vow
      • Increasing the reserves for this weapon via armor perks no longer increases starting/respawn ammo in The Crucible
  • Monte Carlo
      • The “Monte Carlo Method” no longer has a 100% chance to trigger on Guardian kills and now matches the combatant chance

Archetype changes

  • Linear Fusion Rifles
      • Precision damage increased by +20%
      • This change does not affect Sleeper Simulant
      • Significantly increased target acquisition at close to medium ranges
  • Sidearms
      • Increased target acquisition across the board

Perk changes

  • Master of Arms
      • Removed the precision damage function
      • This weapon still provides a damage bonus, but non-precision damage is no longer disproportionately increased
  • Magnificent Howl
      • Fixed a bug that was causing the perk to apply to two bullets over the network instead of just one
  • Sticky Grenades (Grenade Launchers)
      • Fixed a bug that allowed players to stand on grenade launcher projectiles


Misc changes

  • Fixed “Shield Piercing”/”Anti-Barrier” rounds not penetrating Scorn Lurker bucklers
  • Chip damage behavior removed from “Shield Piercing”/”Anti-Barrier” rounds
  • A selection of year 1 legendary weapons have had a face lift and have joined the engram reward pool to keep Edge Transit company
  • Reduced Arc Logic’s muzzle blast size when aiming

Armor Changes


Exotics

  • Wings of Sacred Dawn
      • Now grants 15% damage resistance while in the hover state
  • One-Eyed Mask
      • No longer grants an overshield on killing your marked target
  • Peregrine Greaves
      • No longer disproportionately increases the damage of Hammer Strike
      • Damage is equalized to ~300% the damage of a normal shoulder charge against a single target
  • Claws of Ahamkara
      • Fixed an issue where both melee charges could be consumed on one melee hit

Armor Mods

  • Removed stacking restrictions on many armor mods
      • Similar mods can now be stacked for improved effect. However, stacking mods with similar effects provides diminishing returns, granting less relative benefit than two different mods would.
      • Reduced the efficacy of Ammo Scavenger mods to their pre-Shadowkeep levels to accommodate mod stacking
  • Generalized Ammo Finder and Ammo Scavenger mods are unlocked for all players in the Head Armor Mod and Leg Armor Mod sockets, respectively
  • Added Season of Dawn Armor Mod Sockets
      • Vanguard, Crucible, Gambit, and Iron Banner armor sets will drop with this season’s armor mod socket, allowing them to use the new Dawn Armor Mods.
      • The Mercury destination armor set has also received the Dawn Armor Mod socket
  • Fixed various stacking exploits with mods related to the Garden of Salvation

General

  • Fixed an issue where orange bar enemies would display a sliver of health when they died.
  • Fixed an issue where players would go into first person if they placed a raid banner while in their super. Going forward, if a player places a banner while in their super, their super will be canceled.
  • Fixed an issue where Stormtrance Lightning attack would fail to fire if attack trigger was held while casting super, or after Blinking.
  • Players can no longer push Vex Cyclops

Reward Systems


Power and Progression

  • Powerful and pinnacle reward caps have been increased
      • Powerful Cap: 960, up from 950
      • Pinnacle Cap: 970, up from 960
  • Rebalanced some sources of XP on Mercury to align with newer destinations
  • Fixed an issue where some chests weren’t granting any XP
  • Fixed an issue where Iron Banner bounties were rewarding more XP than other weekly bounties
  • The XP required to level up the seasonal artifact has been slightly adjusted
      • Some levels had a much higher increase in XP required from the previous level, and this increase has been distributed throughout all levels to smooth out this curve

Quests and Bounties

  • Merged Strike/Crucible/Gambit objectives on the Gunsmith weekly bounty “Field Calibration” into a single objective that shares progress from all sources
  • Removed Valor/Infamy and Vanguard Tokens from “Field Calibration” as there is no longer a requirement for any of these linked activities
  • Added repeatable bounties to the Gunsmith
  • Added new mode-specific daily Crucible bounties (one per day, selected from full-time playlists and active rotators)
  • Reduced the completion requirements of several daily and repeatable Crucible bounties
  • Removed grenade and melee bounties from the Crucible bounty repeatable pool
  • Fixed a rare issue where the “??????” quest item from mission “A Mysterious Disturbance” could get stuck in inventory; it has been removed from affected players
  • Lowered the daily bounty target for defeating Nightmares in K1 Lost Sectors to 3 (previously required 7)
  • After the Vex Invasion ended on the Moon, the number of Vex kills required to cleanse the “Essence of Servitude” has been reduced from 100 to 30
  • Removed weapon requirement and changed objective display to a float instead of a percentage on Eriana’s Vow Catalyst Pursuit
  • Benedict and Werner will no longer display the Lumina Exotic quest chain steps (bounty/perk steps) if the player is already on, or has completed, the steps.

Lore

  • Fixed an issue where pages from the “Letters from Eris” lore book couldn’t be unlocked
  • Each of the eight Nightmare Hunts now unlocks one page upon completion

Season Pass

  • The Season Pass now displays its active bonuses in a new Season Pass Bonuses section, visible on the main Season Pass window in the Director
  • The Season 8 Nostalgic Engram has been retired, and in its place players can now obtain the new Season 9 Fond Memories Engram
  • Fixed an issue that prevented Season Pass armor from displaying the correct stats and energy type when previewed
  • (Korea Region Only) Fixed a bug that caused the Season Pass purchase item to be referenced as “Get Season Pass” on the purchase confirmation and completion screens

Exotic Engram

  • The Exotic Engram and the Fated Engram have been collapsed into a single new Exotic Engram item
      • When opened it will award a new Exotic if any remain to be collected; otherwise, it contains a random piece of Exotic armor
      • Note: contents are still class-specific

Eververse

  • A new consumable is available in Eververse for 200 Bright Dust, the Concentrated Mattergem
      • When used, this item causes bosses to have a chance to drop an Upgrade Module when defeated
      • The effect will last until an Upgrade Module is found
      • Note: Only one Concentrated Mattergem can be active at a time
  • The Eververse store no longer permits purchasing an item that is already in your Collection
  • Fixed a bug that prevented year one Vanguard shaders from being a potential drop in the Vanguard rank up reward
  • Fixed an issue where the Riskrunner “Electric Violet” Ornament lost its pink glow
  • Fixed an issue that caused The Last Word ornament Laconic to be purchasable when Forsaken was not owned

Ghosts

  • Fixed a bug that prevented the Banshee’s Favorite ghost perk from dropping a higher volume of Weapon Telemetry
  • Fixed an issue that caused Ghost particle effects to be hidden when a Ghost Projection was active
  • The following Exotic Ghost Shells now have Ghost Projection sockets: Arc Shell, Solar Shell, and Void Shell
  • Fixed an issue that prevented Black Armory forge activities from granting Glimmer upon completion

Collections and Triumphs

  • Fixed a bug that permitted multiple copies of the same combat finisher from being acquired through the collection
  • Fixed a bug that caused Universal Ornament items to display in an improper order from what is intended (head, arms, chest, legs, then class)
  • Removed four erroneous collection entries for the below items that were not obtainable:
      • Shade at the Gates (Season 3 Legendary Ship)
      • The Ruinous Flame (Season 3 Legendary Ship)
      • Shrinking Iris Shell (Season 3 Legendary Ghost)
      • Shining Shield Shell (Season 3 Legendary Ghost)
  • Fixed an issue that prevented the Season of Opulence versions of the Optimacy armor from unlocking their corresponding collection entries
  • The Black Armory Platinum Starling Ship in Collections > Equipment > Ships > Season 5 now correctly states that a player must complete the “Master Smith” Triumph.
  • Fixed an issue with the Perfect Gambit triumph. Previously, the triumph was checking for player deaths instead of dropped motes. The triumph now correctly checks for dropped motes and will ignore players that die without motes.
  • Fixed a bug where the Ennead emblem (for presenting gifts to all Cats in the Dreaming City) was no longer being awarded when claiming the Remember your Manners triumph.
      • Players impacted by this issue will find that they can reacquire the Emblem from their Collections > Flair > Emblems > Open World
  • Fixed an issue with the triumph ‘WANTED: The Rifleman’.  It will now be completed on either Rifleman kill or associated mission completion. Players that are missing this triumph will need to play the mission again to earn the triumph.

Glimmer

  • The cost of slotting a Weapon Mod has been reduced from 5000 to 500 Glimmer
  • Fixed an issue that caused EDZ patrols to drop a slightly higher amount of Glimmer than intended
  • Fixed a bug that caused Mercury patrols to drop a slightly lower amount of Glimmer than intended
  • Fixed a bug that prevented Mars free roam treasure chests from awarding Glimmer when opened
  • Fixed a bug that prevented Mercury free roam treasure chests from awarding Glimmer when opened
  • Fixed an issue that prevented raid encounters from rewarding Glimmer upon completion

Vendors

  • Added additional Weekly and Repeatable bounties to Zavala, Drifter, Shaxx, and Banshee-44 to allow for Seasonal rotation
  • Updated completion requirements for some daily Crucible bounties
  • Repeatable bounties have been added to the Gunsmith
  • Fixed an issue that caused Benedict 99-40’s Imperial Engram to display Armor 1.0 versions of its contents
  • Fixed an issue where Ada-1 could grant duplicate weapon mods
  • Fixed an issue where Eris Morn and the Drifter had vendor dialogue lines that would never fire

World Rewards

  • Fixed an issue that frequently prevented the Duke MK.44 Hand Cannon from being a possible world drop
  • Fixed an issue that frequently prevented No Turning Back, Terran Wind, and Death by Scorn from being possible world drops
  • This prevented Vestian Dynasty from being erroneously displayed in Legendary Engram previews

Rewards UI/UX

  • Fixed an issue where Gambit Prime and Revelry armor set icons weren’t collapsing properly on the Character screen

New Light

  • Fixed an issue where New Light players were required to finish the Red War campaign to purchase Last Wish raid bounties
  • Fixed an issue where several Triumphs/Ghosts previously earned through the Red War campaign could no longer be acquired
  • Fixed an issue where ‘Adventurous’ triumph could not be completed on EDZ
  • Fixed an issue where weapons in Homecoming mission would cause other gear to drop at lower power levels than expected
  • Fixed an issue where some players could not complete the New Light ‘Introduction: Crucible’ quest

Player Identity Systems

  • Fixed an issue where Hawthorne’s icon kept flashing for players who were doing the Refer-a-Friend quest after it ended
  • The Armor 2.0 version of the Solstice 2019 armor will now correctly use the 2019 Drained and Renewed Ornaments and Eververse Glows.

Escalation Protocol

  • Changes and updates to acquiring Escalation Protocol activity rewards
  • Escalation Protocol Wave 7 chest no longer requires a key to open
  • Chest can be opened upon every successful completion of Wave 7
  • Each opening of the chest will award one piece of EP armor for your character class until you have the full set
  • After full set is acquired, subsequent opening of the chest will award a random piece of armor
  • Charged Decryption Keys and Key Fragments are being removed from the game.  These items will be removed from Player inventories
  • Armory Keys to spawn Valkyrie Javelins are unchanged and will remain
  • EP Weapons drops were not touched and are still cumulative stream Boss drops

Iron Banner Ornaments

  • Removed the Season 3 Iron Banner ornament Rank requirements. They can now be freely applied to Season 7 Iron Banner armor

Activities


Nightfall: The Ordeal

  • Cabal invade The Ordeal –  three new strikes added to The Ordeal lineup, and removed three of the Season 8 strikes
  • Added two new Cabal modifiers, and three new strike-specific modifiers
  • Added Cabal modifiers to rotation
  • Vehicles now give Nightfall score for both Nightfall and The Ordeal
  • Fixed up the tooltip name for The Scarlet Keep on Legend difficulty

Strikes

  • Fixed an issue where Savathun’s Song did not count toward Vanguard Weekly Hive Boss kill bounty
  • The Vanguard Strikes weekly challenge description now correctly tells players to complete Vanguard Strikes while matching the weekly singe element
      • The objective line will continue to still say “0/3 Bounties” until Destiny 2 Update 2.7.1

Raids and Dungeons

  • Altars of Sorrow
      • Fixed an issue where if the boss phase timed out while the boss was immune, 2 Nightmares would spawn at another Altar location before the Tier 5 waves started again
  • Pit of Heresy
      • Fixed an issue where the dungeon incorrectly showed a pinnacle reward challenge for players who have already completed the challenge on a different character of the same class
  • Garden of Salvation
      • Fixed an issue where players could survive Voltaic Overflow while guarding as a Sentinel Titan or Arcstrider Hunter
  • Crown of Sorrow
      • Fixed multiple issues where Gahlran’s Deception could continue to deceive Guardians even after being defeated. Make sense? No? We need to go deeper…
          • Fixed an issue where Gahlran’s Deception could defeat a team of Guardians even after the encounter had been completed, which prevented flawless runs
          • Fixed issue where Gahlran’s Deception could respawn with full health after dying, specifically if killed at the last moment before teleportation
  • Scourge of the Past
      • Fixed the Best of the Best of the Best triumph so that it is hidden unless completed
      • Increased the drop rate of the Scourge of the Past raid exotic weapon ‘Anarchy’ from 5% to 10%.

Crucible

  • Playlists
      • Made Elimination a permanent Crucible playlist
  • Momentum Control
      • 150 Scout Rifles will only 1 shot targets under 5 resilience
  • Map Rotation
      • Added Rusted Lands to appropriate playlists
      • Added The Dead Cliffs, Legion’s Gulch, Retribution, and Solitude to appropriate playlists.
      • Removed Emperor’s Respite, Equinox, Firebase Echo, and Vostok from all Crucible playlists.
          • These maps are still available for play in Private Matches
  • Midtown
      • Added invisible physics volumes to keep players from perching on walls
  • Legion’s Gulch
      • Added invisible physics volumes to keep players inside the intended playable space
  • Dead Cliffs
      • Adjusted spawn points and weighting, especially around the edges of the map
  • Retribution
      • Adjusted spawning to improve map flow
  • Endless Vale
      • Added invisible slip volume to keep players inside intended playable area
  • Twilight Gap
      • Added invisible physics volumes to keep players inside the intended playable area
  • Widow’s Court
      • Added invisible physics volumes to keep players inside the intended playable area

PC


Steam

  • Added controller support through Steam input for:
  • Steam Controller
  • Switch Controller
  • Steam Link and Remote Play will now work with supported controllers
  • Text Chat lobbies will now try to recover when Steam Servers come back up

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https://www.sickgaming.net/blog/2019/12/...ate-2-7-0/

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  Xbox Wire - Xbox Insider Release Notes – Beta Ring (1911.191127-1130)
Posted by: xSicKxBot - 12-13-2019, 10:08 AM - Forum: Xbox Discussion - No Replies

Xbox Insider Release Notes – Beta Ring (1911.191127-1130)

Hey Beta ring users! Today’s Xbox Insider Release Notes highlight the latest fixes, known issues, and features coming to your console. Starting at 6:00 p.m. PT today, users will receive the latest 1911 Xbox One system update (build: 19H1_RELEASE_XBOX_DEV_1911.191127-1130). Keep reading for more details.

System Update Details:


  • OS version released: 19H1_RELEASE_XBOX_DEV_1911\18363.8119.191119-1135
  • Available: 6:00 p.m. PT – December 2, 2019
  • Mandatory: 3:00 a.m. PT – December 3, 2019

System Update

System Update

Fixes for Beta


We’ve heard your feedback, and we’re happy to announce the following fixes have been implemented for this 1911 build:

Audio


  • Fixed an issue where audio would change from Dolby Atmos to 7.1.

Disney+ App


  • Fixed an issue where audio/video could get out of sync with Dolby Atmos.

Home


  • We’ve fixed an issue where some users dashboard would not load.
  • Fixed an issue where users were unable to select items in content blocks.

My Games & Apps


  • Fixed an issue where users would not see the Disney+ app in their Ready to Install section.

Party Chat


  • Fixed an issue with random disconnects in party chat.

Store


  • We’ve fixed an issue where the Store would not launch for some users.

Xbox Insider Release Notes

Xbox Insider Release Notes

Known Issues for Beta


We understand some issues have been listed in previous Xbox Insider Release Notes. These issues aren’t being ignored, but it will take Xbox engineers more time to find a solution. We appreciate your patience at this time!

Audio


  • Users who have Dolby Atmos enabled and console display settings set to 120hz with 36 bits per pixel (12-bit) are experiencing loss of Dolby Atmos audio in some situations.
    • Workaround: Disable 120hz or set Video Fidelity to 30 bits per pixel (10-bit) or lower.

Dolby Access


  • Users are unable to complete the setup for Dolby Atmos in the app and the app is not recognizing Dolby Atmos headphones.
    • Note: This is an issue with the Dolby Access app and the app developers are aware and investigating.

Profile Color


  • Sometimes users may encounter the incorrect Profile color when powering on the console.

Are you not seeing your issue listed above? Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

Learn more about feedback and how each ring is differentiated in the following links:

For more information regarding the Xbox Insider Program follow us on Twitter and join the community subreddit for support and updates. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox One Update Preview ring!



https://www.sickgaming.net/blog/2019/12/...1127-1130/

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  News - Godot Game Tools–Mixamo To Blender Made Easy
Posted by: xSicKxBot - 12-13-2019, 10:08 AM - Forum: Lounge - No Replies

Godot Game Tools–Mixamo To Blender Made Easy

Although it has a misleading name, Godot Game Tools is a very cool Blender addon that makes working with Mixamo animations in Blender 2.8x extremely easy.  This includes the ability to easily import and merge multiple animations from Mixamo, an otherwise frustrating task.  Features of Godot Game Tools include:

– Batch Animations Bake In A Single File

– Character Armature Clean and Fixes for Better Export

– Animations Testing

– Add Automatic Root Motion For Model Export

– Automated NLA Tracks Insertion

– Animation Rename

Godot Game Tools is available as a free download on itch.io.  See GGT in action, including how to install, in the video below.

Art


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https://www.sickgaming.net/blog/2019/12/...made-easy/

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  News - Bethesda updating Doom 1, 2 to include select mods like John Romero’s Sigil
Posted by: xSicKxBot - 12-13-2019, 10:08 AM - Forum: Lounge - No Replies

Bethesda updating Doom 1, 2 to include select mods like John Romero’s Sigil

Doom co-creator John Romero’s unofficial fifth episode for the original Doom, released on PC as a free megawad add-on called Sigil earlier this year, is headed to console versions of the game via an official patch announced during a Bethesda stream today.

Sigil itself was announced late last year as an unofficial, spiritual successor to id Software’s original Doom, though neither id Software nor Bethesda and id parent company ZeniMax were in any way affiliated with the mod’s creation, making this official nod of support that much more interesting.

Much like other megawad mods, the PC version of Sigil requires a registered copy of the original Doom, a 1993 release, to play and was given away as a free add-on earlier this year, though Romero did sell collectors kits of art, the soundtrack, and a flashdrive containing the mod around the time it was first announced.

Sigil’s console debut comes alongside two other mods—TnT Evilution and The Plutonia Experiment—that will all be featured in an add-on menu set to be added to the PlayStation 4, Xbox One, and Switch versions of Doom 1 and 2 at some point in the near future.



https://www.sickgaming.net/blog/2019/12/...ros-sigil/

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  News - PS5's First Confirmed Game Revealed As Gearbox's Godfall
Posted by: xSicKxBot - 12-13-2019, 10:07 AM - Forum: Lounge - No Replies

PS5's First Confirmed Game Revealed As Gearbox's Godfall

During The Game Awards, Gearbox Software revealed that it will publish the upcoming Godfall, a "looter-slasher" coming from developer Counterplay Studios. Set for release Holiday 2020, the third-person action-RPG will release on PC, and more notably PlayStation 5. This is the first specific confirmation of game coming to Sony's next-gen console, and the news comes roughly a year before the new consoles planned to release next year.

In the trailer shown off during The Game Awards--watch it above--we see three heroes wield magical weapons as they face off against a massive foe approaching from the sky. According to the press release for the game, Godfall is a melee-focused action-RPG focusing on fighting foes, collecting loot, and amassing player. Though you play solo, you can also join groups of up to three players to take on the more dangerous challenges.

It's interesting to note that Godfall has been a known game for some time. On the developer's official website, the game has been in development for a few years now, and it's been funded by Kowloon Nights, an independent video game investment firm that also has some stake in the upcoming game from Ico and Shadow of the Colossus creator Fumito Ueda. Gearbox Publishing will be handling publishing for the game.

For more on many reveals and award winners from The Game Awards, be sure to check back with GameSpot for more info.


https://www.gamespot.com/articles/ps5s-f...0-6472165/

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  News - Nintendo’s Taking Ring Fit Adventure On A Tour Of The US
Posted by: xSicKxBot - 12-12-2019, 10:42 PM - Forum: Nintendo Discussion - No Replies

Nintendo’s Taking Ring Fit Adventure On A Tour Of The US

Ring Fit Adventure

If you still haven’t had the chance to check out Ring Fit Adventure, Nintendo’s latest fitness game that blends exercise with RPG gameplay, you might want to consider getting yourself to one of these upcoming events.

Nintendo is taking a ‘Ring Fit Adventure Play Experience’ on a tour of the US, running from 13th to 29th December at select malls. Those who attend will get the chance to play the game alongside their friends or family to see what it’s all about before committing to buying the game at retail. Here’s where you’ll be able to get involved:

  • Arrowhead Towne Center – Glendale, Arizona
  • Memorial City Mall – Houston, Texas
  • Mall of America – Bloomington, Minnesota
  • Los Cerritos Center – Cerritos, California
  • Tysons Corner Center – Tysons, Virginia
  • Aventura Mall – Miami, Florida

A similar tour is currently taking place across the UK & Ireland, although only a few dates remain.

For more information on Ring Fit Adventure, make sure to read our full review. Here’s a quick snippet for you:

If you’re a gym addict you probably shouldn’t throw out your membership card just yet, but for everyone else looking to get fitter, this is a fantastic way to do it that won’t bore you senseless. Play it properly and you’ll definitely feel it the next morning – a sure sign that it’s at least doing you some good – while the compelling adventure mode with its RPG elements will ensure that you’ll keep coming back for more.



https://www.sickgaming.net/blog/2019/12/...of-the-us/

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  News - Nintendo Reminds Us To Watch The Game Awards
Posted by: xSicKxBot - 12-12-2019, 10:42 PM - Forum: Nintendo Discussion - No Replies

Nintendo Reminds Us To Watch The Game Awards

The Game Awards

We’re now roughly 24 hours out from the start of this year’s Game Awards hosted by the one and only Geoff Keighley. It’s a time where the industry comes together and reflects on the year that was, along with all the amazing games released.

Nintendo will, of course, be in attendance, and like everyone else en route to this annual event – it is excited. Could it have something planned, though? While there are no guarantees, this tweet from the Nintendo of America Twitter account has certainly got fans hopes up:


At last year’s event, Nintendo revealed the first downloadable fighter for Super Smash Bros. Ultimate. In case you forgot, it was Joker from the Persona series.

Last week, Geoff said this year’s Game Awards would feature “around 10 new game” reveals in a ‘Ask Me Anything’ discussion on Reddit.

We have a bunch of brand new games being announced at the show — I think there are around 10 new games/projects being revealed if you want to count the things that no one has heard about yet.

Nintendo also leads in terms of the amount of nominations at this year’s event – the highlight is Smash Bros. Ultimate, which is in the running for Game of the Year.

Do you expect one of these reveals to be a Nintendo or Smash related announcement? Will Smash take home the GOTY award? Share your thoughts below.



https://www.sickgaming.net/blog/2019/12/...me-awards/

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  News - Wasteland 2 Is Currently Free In The GOG Winter Sale
Posted by: xSicKxBot - 12-12-2019, 10:42 PM - Forum: Lounge - No Replies

Wasteland 2 Is Currently Free In The GOG Winter Sale

Wasteland 2, InXile Entertainment's post-apocalyptic RPG, is currently free in the GOG.com winter sale. You better be quick to grab it, though, because the offer is only around for another 24 hours. Here it is.

This free version of Wasteland 2 is the Director's Cut Digital Classic Edition, which also includes the original Wasteland--first released in 1988. The post-apocalyptic tactical-RPG sequel follows a ragtag group of wasteland protectors known as the Desert Raiders. After one of its members is brutally murdered while investigating a strange radio signal, you pick up the investigation where they left off, taking you on an adventure across the wastes of a post-nuclear fallout Arizona.

Reviewer Daniel Starkey gave Wasteland 2 a score of 8/10 in GameSpot's review, saying, "In many ways, Wasteland 2 represents everything about classic computer role-playing games that the modern iterations of Fallout aren't. Where Fallout 3 gives you an extreme amount of general latitude, Wasteland 2 focuses on the narrative minutiae and tangible consequences of your individual actions. Where Fallout 3 tries to craft a broad world that feels whole, Wasteland 2 loosely strings together several locations with hidden connections, with secrets waiting to be discovered and picked over. And where Fallout masterfully uses comedy to lambast the ludicrous tone of paranoia surrounding Cold War America, Wasteland 2 attacks the natural arrogance of the individual. It forces us to confront the painful truth of our own blind self-righteousness, and shows us how childish our own grand plans truly are."

This is an ideal opportunity to get into the Wasteland series if you haven't already, with Wasteland 3 launching early next year. We were able to get our hands on it a few months ago, and were left thoroughly impressed by the upcoming RPG.

GOG.com's winter sale is running until January 2, 2020, and features plenty of mouth-watering deals on games such as A Plague Tale: Innocence, Hellblade: Senua's Sacrifice, Ashen, and dozens more. You can also pick up two GameSpot 10/10s, with deals on The Witcher 3: Wild Hunt - Game of the Year Edition and Divinity: Original Sin 2 - Definitive Edition.


https://www.gamespot.com/articles/wastel...0-6472147/

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  News - Review: Five Nights at Freddy’s 4 – A Surprisingly Scary Return To Form
Posted by: xSicKxBot - 12-12-2019, 02:40 PM - Forum: Nintendo Discussion - No Replies

Review: Five Nights at Freddy’s 4 – A Surprisingly Scary Return To Form


Everyone can relate to that feeling of being a young child and hiding under the covers out of fear of the imaginary monsters under your bed or somewhere in the house. It’s that paradoxical feeling of both power and vulnerability that made such experiences so memorable; you were ‘safe’ as long as you were under the covers, but the slightest gap in the fabric surely left you at the mercy of the monsters. That baseless paranoia has led to countless sleepless nights for many a child, and – in a notable pivot away from series tradition – Scott Cawthon decided to build Five Nights at Freddy’s 4 entirely around the concept.

Here, the dingy security rooms and brief phone calls have been replaced by a dark and slightly messy bedroom, occupied by one very scared kid with a flashlight. For the first time, there are no security cameras to check with rising exasperation, nor is there any depletable resource that could certainly spell your doom once it’s empty. The best you can do is peek your head out to check the dark hallways on either side of your room and hope that something nasty isn’t waiting for you on the other side. And if it is? Well, you’ll just have to hold the door shut and hope that it moves on.

As you’d now expect, the core gameplay of Five Nights at Freddy’s 4 simply revolves around making it through 8(-ish) minute nights without getting your face eaten by horrifying animatronic abominations. The main change here, however, is that your defence focuses far more on sound, rather than sight. Instead of flipping between camera feeds looking for activity, you must now have the volume dialled up just about as far as it can go so you can hear tiny sounds that signal movement from your assailants. The soft shuffling of feet. The low, laboured breathing of something in the hallway. A light chuckle. Each night becomes a routine of you checking the doors and your bed for these telltale sounds, hopefully catching them soon enough that you can ward off whatever’s lurking with a flashlight or a quick door close.

The good news about this set up is that it delivers a wonderfully tense experience that easily makes this the most frightening game in the series so far. That dead silence – punctuated by the odd, definitely unnatural sound – does a lot of legwork in building up the anticipation for a jumpscare that you know will come one way or another. There’s something to be said, too, about the almost dreamlike quality that each night exhibits. You know that there are not, in fact, real murderous animatronics wandering the halls of some kid’s house, but the fact that the kid thinks there are creates some terrifying illusions that feel no less real than the actual things.

The flipside to this, however, is that this feels like perhaps the most hamfisted and blunt application of the jumpscare concept thus far. Yes, the silence and telltale sounds are great at building up the dread, especially because you need to be really listening for things, but that just makes each jumpscare that much more jarring. In many ways, it feels like the terror is unearned. When you’re straining to listen for the barest noise, and are suddenly assaulted with a deafening shriek and a screen full of metal teeth, of course you jump out of your chair.

Then again, perhaps that’s the point. Five Nights at Freddy’s never presumed to be an in-depth and all-encompassing horror experience, and as limited as it may be, Five Nights at Freddy’s 4 does a good job of building a tense atmosphere and keeping you at the edge of your seat. The short length and simple concept keep it from having much staying power, but it’s a thrilling experience if you’ve got a night to yourself and feel like giving yourself a good scare.



https://www.sickgaming.net/blog/2019/12/...n-to-form/

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