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Avalanche Foundation Launches $290 Million ‘Multiverse’ Incentives Program for Subnets

avalanche foundationThe Avalanche Foundation has announced a new incentives program to support the use of subnets. The organization announced that the program, dubbed “Multiverse,” will connect developers with a fund of up to $290 million, approximately 4 million AVAX, to incentivize the growth of subnets, a trait that allows AVAX to spur multiple networks that share […]

Dying Light 2: Stay Human Patch 1.2 Fixes Some Of The Game’s Biggest Bugs

Dying Light 2: Stay Human has just rolled out a brand-new patch, adding a number of player-requested features and fixing many of the game's worst bugs--including lingering issues with "deathloops." The patch is live now for PC, and will be coming to console soon, according to developer Techland.

The patch includes a number of quality-of-life improvements, including better ragdoll physics, performance upgrades for older PCs, and what Techland describes as "more immersive details in melee combat." Digging into the patch notes for update 1.2, these details include tweaks that take into account the weight of blunt melee weapons being used, a buff for the Biter, and changes to sharp weapons that allow more gory slicing, dicing, and general bloodshed.

In terms of fixes, the patch has cleaned up the remaining known instances of what have been referred to as "deathloops," where players find themselves dying over and over in certain circumstances. The patch also adds a number of fixes to story quests where progression could potentially be blocked.

Some work has also gone into stability issues with Dying Light 2, with fixes for known crashes and black screen scenarios. The full patch notes, included below, have a number of big fixes and tweaks designed to give players a better experience in Dying Light 2's open world.

Given Techland's pre-launch advertising for Dying Light 2 often focused on the sheer size and scale of the game, it's not surprising so many bugs have cropped up, and the developer has been hard at work issuing hotfixes and post-release patches. Techland has committed to supporting the game for five years post-release, including not just fixes but new content including new locations, story DLC, characters, and more.

Dying Light 2 Patch 1.2

  • Story Progression Fixes

    • All known cases with “Deathloops” eliminated.
    • Fixed blocks in multiple quests – Into The Dark, Assassination, Sophie in The Raid Quest, Hubert in The Only Way Out, Veronika, Nightrunners, The Lost Light, Double Time.
    • Solved problems with safe zones (in-game clock stops, can’t sleep).
  • Co-op Fixes

    • Stability issues fixed: crashes or black screens in certain situations
    • Numerous story progress blocks fixed
    • Fixed issues with accepting invites
    • Challenges issues fixed: no weapon when inventory full, difficulty balance improved, tools requirements properly handled
    • Fixed co-op parties spawning in distant places
    • Improved/fixed replication of city open world activities: windmills, hanging cages, loot chests, NPC rescue issues
    • Fixed enemies and players falling through the ground in certain situations
    • Several performance drops fixed
  • Nightrunner Tools Fixes

    • Paraglider and Grappling Hook upgrades can be applied correctly for players that obtained them during cooperative sessions.
    • PK Crossbow reward is correctly given to players in cooperative mode. This fix will prevent new cases from appearing.
    • Important Combat Improvements
      • Improved Biter behavior during the day. The enemy latches onto the players more frequently which diversifies enemy encounters.
      • Performance of blunt weapons improved to reflect the sense of weight.
      • Improved enemy reaction depending on the type of weapon – to better reflect the weight of the weapon.
      • Human opponents can now block players’ attacks during light hit reaction time.
      • Light hit reactions for human enemies have been shortened.
  • New Ragdoll Behaviors

    • Opponents enter ragdolls more often.
    • Ragdoll works more naturally.
    • Ragdoll behaves differently depending on the used weapon type.
    • Appropriate forces are applied when falling from a height and when hitting different parts of the body while maintaining the force given from the direction of the blow.
    • When a ragdoll collides with its surroundings – the appropriate sound and FXs are played depending on the surface the body falls on.
    • Improved spikes detection. The enemy is now always stamped on the spikes after a hit. Additionally spikes audio feedback is now improved and new FXs were added (displayed based on the body’s physical momentum).
  • Night Improvements and Balance

    • Howler’s senses range increased.
    • Increased the Howler resistance to range weapons.
    • The chase is triggered when a Howler is hit by a ranged weapon and is still alive.
    • Volatiles come out of hiding spots faster during the chase.
    • Level 4 of the chase is now more difficult.
  • UI/UX Improvements

    • Survivor Sense now works correctly and can be triggered without any cooldowns after getting hit or performing specific parkour actions.
    • Improvements to the Options Menu information architecture incl. a dedicated Accessibility Tab.
    • Added feature to show, hide or dynamically display Player Health Bar, Item Selector, and Time of Day Indicator.
    • The dynamic setting for Player Health Bar is the new default and hides the bar when the player is at 100% health.
    • The dynamic setting for Item Selector is the new default. The Item Selector becomes visible when in combat and when performing combat actions or using D-Pad.
    • The dynamic setting for the Time of Day Indicator is the new default setting. The Time of Day Indicator becomes visible during day-night transitional periods.
    • All of the widgets that are set Hidden or Dynamic become visible in Extended HUD.
    • Visual Improvements to Player HP and Stamina bars. These elements are lighter and their colors are more neutral.
    • Visual Improvements to the enemies’ stance meter to more clearly indicate its connection to blunt weapons.
  • Improvements to the Final Boss Fight

    • Fixed an issue where the opponent does not react correctly to other players and does not change behavior that might lead to several glitches during CO-OP play.
    • Alternate opponent behaviors in Phase 2 during CO-OP play.
    • Opponent performs area attacks more frequently during CO-OP sessions.
    • Shortening the narrative scenes between the phases in a boss fight.
    • Boss fight pacing improvements.
  • Outro Improvements

    • Improvements of the game endings sequences. Additional end-of-game scenes have been added to better align gameplay and outro scenes.
  • Balance Tweaks

    • Higher Rank Bows are now more easily accessible at Merchants and in the world.
    • Banshees and Chargers are now more easily spotted in the Infected hordes during the night.
  • Technical Improvements

    • Introduced high-performance preset that optimizes the displayed graphics which allows you to play Dying Light 2 on older computers and laptops.
    • PC DX12 cache-related improvements. The game now works smoother upon the first launch.
    • AVX technology is no longer used in the game, improving issues related to a game crashing on the launch.
    • Improvements in outdoor lightin g.
    • Improvements to sun shadows.
    • Improvements to spotlight shadows.
    • Improvements to Motion Blur – added intensity and distance blur customization.
  • Brutality Pack

    • Player hits with sharp weapons are now more precise and allow Players to chop off body parts of opponents and cut them in half more easily (vertically and horizontally).
    • Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage the player deals.
    • Blood splats on the ground appear when Player hits the opponent.
    • If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
    • Improved blood effects on enemy bodies after hits.
    • A dead enemy is now interactive and reacts accurately to blows and injuries.
    • A new effect of bloodstains on the enemies’ bodies after hit.
    • New blood FXs have been added

… and numerous additional bug fixes and quality improvements.

Avalanche Announces $290 Million Web3 Incentive Program

Avalanche Announces $290 Million Web3 Incentive ProgramAvalanche announces the launch of their Avalanche Multiverse. The program will allocate up to four million coins of Avalanche’s native ...

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Market Wrap: Equities Seesaw as Ukraine Unpredictability Continues

Military vehicle in Ukraine

Investors are watching the developing conflict in Ukraine and await Biden's executive crypto order and new interest rates

The post Market Wrap: Equities Seesaw as Ukraine Unpredictability Continues appeared first on Blockworks.

Boku No Babes is Set to Launch Soon, Announces NFT Minting and The Sandbox Metaverse Plans

The lore revolves around the Saku Shimai sisters who meet and join forces to create a maid cafe. Their main objective is to generate enough customer base and make friends along the way to open their mansion dream later. The mansion will be a place of joy and simplicity with only one basic rule: possess and be possessed.

LORE; Meet the Saku Shimai Sisters

The oldest one of the sisters in the game is Sunny. She is bold, brave, and determined. Furthermore, she loves relationships where she is the priority for pleasure. She hopes that her sisters will follow in her footsteps. 

Blossom, the middle sister, is creative, sensitive, and caring. She writes about her dreams and fantasies every day. It's impossible to know who she's talking to, but she regularly sends her naughtiest thoughts to a mysterious lover, but does he exist?

The last sister, Marcia, is the youngest and shyest. She communicates only by innuendo with a wry smile that sometimes says a lot about the depth of her thoughts.

As the sisters wait for the mansion to be built and completed, they have one main objective. They will select the first 200 privileged people among the maid cafe customers and introduce them to their many friends.  

Babes Mansion manager

Mansion in the Metaverse The Sandbox

The Sandbox metaverse Babes mansion


The main goal of the project, as mentioned,  is to have a live mansion in The Sandbox where all of the holders will be able to spend good time with friends and their babes. The team already acquired the land of the future mansion, you can take a look on it.

Close to the [sedai1] mint phase they plan to implement a mansion in The Sandbox in the  lands they already own. This way the Babes holders could meet them. The mansion will measure 3230 ft² with 1075ft² per floor. Only one floor will be accessible at the beginning.

As they want to try to bring quality products to the holders and this is why they worked with a direct partner of Philipp Plein for the construction of their mansion. Therein holders will be able to spend good time with their babes and friends by playing some games (ie. Poker, Blackjack) that will be implemented in the building.

Boku No Babes Minting

The project wants to supply Babes all over the metaverse with a stock of 3,000 NFTs. However, they want to keep it relatively low and regular hence only 26% will be whitelisted, i.e., Nijikon.  Users who become part of the 200 Nijikon will receive discounted minting and the ability to have  Babes.

Boku No Babes has several Babes types based on scarcity. For example, the Dandere is very rare and very shy. Others are the Kuudere, who are super cool and have a warm personality, the Moekko, who are vulnerable and dependent; and the Yandere, the Babes Hotel's manager and very possessive. 

Sedai0 and Sedai1 Minting Plans

Meanwhile, the mint will happen in two phases; Sedai0 and Sedai1. Note that each Sedai will have 1500 NFT's. Notably, there are 200 Nijikon for [Sedai0] and 200 Nijikon for [Sedai1]. In either case, after the Nijikon mint, the public mint will launch, and all of you will be able to have your Babes compose the story of your choice.

Furthermore, each Sedai will be separated by ten days. It will allow the team to focus on the financial side by a part and keep on the build of the mansion and all the needed features on a second hand.

A day after each public Sedai mint, the platform will announce its reveal. The scarcity level is not only about chara design: it will directly affect generated income. Notably, the scarcity/gain ratio is TBA, and each Sedai will, of course, have its vault and associated reveals.

The Club (Vault)

At first, the holders will be able to enjoy the vault by staking their Babes in it. The vault will be constantly felt during the project life, indeed, a part of the taxes and purchases made in the mansion in the metaverse The Sandbox, will be directly transferred in the vault. This will allow them to keep the Vault constantly fed. Hence, holders will be able to enjoy passive income, while enjoying all the benefits of the features in the metaverse and their Babes.

The vault will allow the project to present a preview of the final experience which consists of The Sandbox mansion. A portion of the revenue generated will be redistributed to the vault. Notably, 50% of the royalties on the secondary market will be re-injected into the vault, and this for the whole duration of the project. These royalties will be 7%.

About Boku No Babes

The Boku No Babes project promises to provide users with the possibility to see their NFTs being animated in the metaverse. Holders will be able to gain passive incomes via the vault as well as spending good time in the mansion in the metaverse The Sandbox enjoying parties, games with their Babes and with the other Babes holders.

The Saku Shimai sisters meet and team together to open their maid café. Their mentors' goal is clear: to gather enough clients and "friends" to subsequently open the home of their dreams. A paradise where everyone's everyday existence is joyous, easy, and uncomplicated.

Website: https://bokubabes.io/

Discord : https://discord.com/invite/ujvSP7aXyV

Twitter: https://twitter.com/BokuNoBi

Gitbook: https://boku-no-babes.gitbook.io/boku-no-babes/lore/boku-no-babes

Medium: https://medium.com/@Boku_No_Babes

End-to-End Hotel Booking Cancellation Machine Learning Model

This article was published as a part of the Data Science Blogathon. Introduction Machine Learning (ML) is reaching its own and growing recognition that ML can play a crucial role in critical applications, it includes data mining, natural language processing, image recognition. ML provides all possible keys in all these fields and more, and it set […]

The post End-to-End Hotel Booking Cancellation Machine Learning Model appeared first on Analytics Vidhya.

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