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Elden Ring: Nightreign Update Buffs Up Nightfarers

Elden Ring: Nightreign Update Buffs Up Nightfarers https://ift.tt/Kn6CcJE If you've been hoping for some sweeping balance changes among the Nightfarers in Elden Ring: Nightreign , then the day has arrived. From Software has released a new Nightreign Version 1.03.2 update that re-balances some of the weaker Nightfarers into more formidable heroes across all consoles and PC versions of the game. As laid out on the official page for Elden Ring , Guardians received a damage negation buff as well as an increase to the Guard Boost ability. Raiders now have faster attacks with the exception of jump attacks of dual-wield attacks. Additionally, Raiders' attack range is extended when using the Ultimate Art "Totem Stela." Revenants are getting more attack power when using the Ultimate Art "Immortal March" or the "Summon Spirit" skill. Executors got the most love from this update, with increased attack power, guard boost, stagger damage, and reduced stamina ...

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think

Building Tears Of The Kingdom From The Bones Of BotW Was Harder Than You Would Think https://ift.tt/msQrjzL

Even though The Legend of Zelda: Tears of the Kingdom built off the extensive world map created for its predecessor Breath of the Wild, it wasn't as much of a development shortcut as you might think. In a GDC talk on ToTK's physics and sound systems, Zelda devs have revealed just how much had to be changed for ToTK thanks to the introduction of the game-changing Ultrahand.

As covered by Eurogamer, the talk explained that the Zelda developers went into ToTK wanting to expand on BoTW's two core concepts: the "vast and seamless Hyrule," and "multiplicative gameplay"--where physics systems create novel solutions in-game even where those solutions weren't explicitly designed for.

The expansion on multiplicative gameplay came from the introduction of the Ultrahand, which fundamentally changed the game by allowing players to combine objects with almost endless possibilities. Early in the development chain, this unsurprisingly resulted in a lot of chaos, with lead physics engineer Takahiro Takayama relating that he would often hear his team exclaiming "it broke!" or "it went flying!" to which he would say "I know--we'll deal with it later. Just focus on getting the gameplay together and trying it out."

Continue Reading at GameSpot

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