Conan Exiles’ First Major Expansion, Isle Of Siptah, Is Out Now

Conan Exiles‘ first major expansion, Isle of Siptah, is now available on Xbox One, Xbox Series X|S, PS4, PS5, and PC. Conan Exiles is an open-world survival game set in the world of Conan the Barbarian and the Isle of Siptah adds several new features and a bigger map.

The expansion increases the size of the map adding dozens of new points of interest, three new NPC factions, and a new religion. The expansion has been in Steam Early Access since September 2020, allowing for community feedback to influence the changes in the expansion. The vocal community helped point the developers in the direction of the areas players felt were the most important, Conan Exiles Project Director Scott Junior explained.

“The result is a massive and vibrant island, with loads to explore, and more freedom to pursue the objectives you enjoy the most,” Junior said in a press release. “This kind of optimization is precisely what early access should be all about.”

The Isle of Siptah expansion also features over a dozen new dungeons and two new building sets, allowing players to build pirate towns and majestic castles. The base game of Conan Exiles is also now available on Xbox Game Pass for console and cloud, arriving alongside Xbox Series X|S optimization.

Conan Exiles’ Isle of Siptah Expansion is available now on Xbox One, Xbox Series X|S, PS4, PS5, and PC for $20.

GameSpot may get a commission from retail offers.

The Spider-Man: Miles Morales Bodega Cat is Now A Delightful Action Figure

Sure, Insomniac’s Spider-Man: Miles Morales was one of our favorite games from 2020, and it had great characters backing up a fun, heartfelt story, but we all know who the real star is. The Bodega Cat suit, which pairs Miles up with a Spider mask-wearing feline he saves in a side mission, is now an action figure from Hot Toys.

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Standing almost 12-inches tall, this $275 figure is one-sixth scale to an actual Miles Morales and recreates the look from the game remarkably well. Miles has donned his red Spider-Man hoodie, his giant headphones, some solid shoes, and most importantly, Spider-Cat riding in his backpack.

The figure comes with an array of add-ons, including rollerblades for Miles, a smartphone, a coffee cup, multiple eye variants for different expressions, Miles’ sketchbook, and even Venom blast effects. With 30 points of articulation, Miles is pretty flexible for different poses.

Meanwhile, Spider-Cat has two different poses: Riding in Miles’ backpack or standing on his back/shoulders.

Unfortunately, Spider-Cat won’t be swinging into your display case anytime soon. According to toy seller Sideshow.com, the Miles Morales Bodega Cat suit is expected to ship sometime between July 2022 and September 2022. You can pre-order it from Sideshow here.

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Joseph Knoop is a writer/producer/genuinely considering blowing a paycheck on this…for IGN.

New to Disney+ in June 2021: Marvel’s Loki, Pixar’s Luca, and More

June 2021 will see the long-awaited arrival of Marvel’s Loki on Disney+. The first episode will air on Wednesday, June 9 and a new episode will air for the next five Wednesdays. This new series starring Tom Hiddleston will follow Owen Wilson’s Mobius and the TVA’s plan to force Loki to fix the mess he made during the events of Avengers: Endgame.

You can watch the official Marvel’s Loki trailer in the video below:

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On the movie front, Pixar’s Luca will become available to all Disney+ subscribers on Friday, June 18 and it tells a coming-of-age story about “one young boy experiencing an unforgettable summer filled with gelato, pasta, and endless scooter rides. Luca (voice of Jacob Tremblay) shares these adventures with his newfound best friend, Alberto (voice of Jack Dylan Grazer), but all the fun is threatened by a deeply-held secret: they are sea monsters from another world just below the water’s surface.”

Additionally, those who have yet to see Raya and the Last Dragon will get their chance on June 4 as it will no longer require Premiere Access.

Check out the slideshow gallery below for a spotlight of some of the most notable June 2021 Disney+ releases, followed by the full list:

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Friday, June 4

  • Raya and the Last Dragon
  • Disney Amphibia (S2)
  • Disney Junior Muppet Babies (S3)
  • Gordon Ramsay: Uncharted (S3) – Ep. Texas Throwdown
  • Ice Age: Dawn of the Dinosaurs
  • Us Again
  • X-Men Origins: Wolverine
  • High School Musical: The Musical: The Series – Episode 204 “The Storm”
  • Big Shot – Episode 108 “Everything to Me”
  • Star Wars: The Bad Batch – Episode 106
  • Marvel Studios Legends – Loki and the Tesseract

Wednesday, June 9

  • Loki – Premiere

Friday, June 11

  • Disney Junior Puppy Dog Pals (S4)
  • The Happiest Millionaire
  • Gordon Ramsay: Uncharted (S3) – Ep. Portugal’s Rugged Coast
  • The Incredible Dr. Pol (S18)
  • Zenimation – Season Two Premiere
  • Big Shot – Episode 109 “Beth MacBeth”
  • High School Musical: The Musical: The Series – Episode 205 “The Quinceañero”
  • Star Wars: The Bad Batch – Episode 107

Wednesday, June 16

  • Loki – Episode 102

Friday, June 18

  • Luca
  • Big Shot – Episode 110 “Marvyn’s Playbook” (Finale)
  • High School Musical: The Musical: The Series – Episode 206 “Yes, And…”
  • Star Wars: The Bad Batch – Episode 108

Wednesday, June 23

  • Loki – Episode 103

Friday, June 25

  • Disney Bunk’d (S4)
  • PJ Masks (S4)
  • Gordon Ramsay: Uncharted (S3) – Ep. Croatia’s Coastal Adventure
  • Running Wild With Bear Grylls (S6)
  • When Sharks Attack (S1- S6)
  • The Mysterious Benedict Society – Episode 101 “A Bunch of Smart Orphans” (Premiere)
  • Wolfgang
  • High School Musical: The Musical: The Series – Episode 207 “The Field Trip”
  • Star Wars: The Bad Batch – Episode 109

Wednesday, June 30

  • Loki – Episode 104

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and Twitch

Why Burning Crusade Classic is Embracing Change After WoW Classic’s Rigid Faithfulness

It’s a busy time for Ion Hazzikostas, game director for World of Warcraft. His team is hard at work fussing with a new major patch for the game’s retail version, while at the same time they’re preparing to effectively re-release the game’s first expansion, The Burning Crusade, as a part of World of Warcraft Classic.

Hazzikostas doesn’t seem too stressed out, though. In fact, he says the hardest parts of putting together Burning Crusade Classic’s launch (including making sure players didn’t lose all their in-game mail when the pre-patch dropped) are already done.

“Given the nature of the work that goes into reconstructing Burning Crusade Classic, so much of it is actually engineering,” he says, speaking to IGN. “It’s code work. We’re not as worried about like, do the quests work? Do the creatures have the right stats? All that is in. Taking the entire game and updating it to use the Burning Crusade combat formulas, all of that stuff, that’s behind us now.”

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Now it’s just a matter of making sure the servers don’t fall apart on launch day, and aside from ongoing bug fixes, enjoying the ride. Hazzikostas, a World of Warcraft development veteran since the tail end of the original Burning Crusade launch, has a deep love for watching the community discover the worlds he’s helping to create. It’s understandable, given his history as a guild leader and enjoyment of high-level raiding that he maintains even to this day. And he’s been delighted to see that the rediscovery of an Azeroth he’s intimately familiar with in Classic has been met with enthusiasm from the World of Warcraft community.

“The reaction over the last couple of years has been a mix of affirmation of our initial thoughts, and surprise,” Hazzikostas says. “Plenty of people did have that exact experience. There are plenty of people who went in, checked it out, they were like, ‘Okay. Yep. Super not for me.’ And they went back to, back then, Battle for Azeroth, now Shadowlands. And that was fine.

“And then of course there were plenty of other people who were like, ‘I’ve been waiting for this forever.’ And they dove in headfirst. And they were the people who were the most passionate about Classic. The thing that was a surprise was the number of people who were new to World of Warcraft in its entirety, who came in because they just wanted to see what it was all about. They had heard about the legendary game of 15 years ago. And they have been happily playing there ever since.”

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The ongoing community interest in Classic is what ultimately pushed the team to move forward into The Burning Crusade, but Blizzard has learned some lessons along the way. With Classic, Hazzikostas says, the theme was “#NoChanges.” Their goal was to represent the original release of World of Warcraft as faithfully as possible, warts and all. But with The Burning Crusade, they’ve embraced the philosophy of “some changes.” 

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Much of that is inspired by the simple fact that the Blizzard team, the game community, and video games themselves are no longer what they were when The Burning Crusade first came out, and they are now in a position to recognize and embrace that. For one, Blizzard has the advantage of years of institutional knowledge, both from the original Burning Crusade developers who are still on the team, as well as those who have joined the World of Warcraft team since and worked on subsequent expansions. While they don’t ever want to erase the original intent of the expansion’s creators, Hazzikostas says the team is far better equipped to understand why certain decisions were made, and make changes where current understandings of technology, game design, and community would better honor those wishes.

“[Burning Crusade] is running with an authentic foundation, but trying to faithfully reproduce and deliver the intent of the original development team,” he continues. “I think a lot of this experience has been melding my own memories, as a very engaged player from that era, with early development philosophies. Right when I joined the team was when I was able to firsthand absorb a lot of the thinking about, ‘Hey, what worked and what didn’t in Burning Crusade? What do we want to change going forward into Wrath?’ It’s in part because of a philosophical shift in development, which we wouldn’t necessarily want to reproduce, versus, ‘What do we want to change because it didn’t work out in Burning Crusade, and there are regrets?'”

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For one example, Hazzikostas offers the leatherworking profession in-game. By the end of the original Burning Crusade expansion, the community had realized that leatherworking was far and away the best profession to take. That knowledge wasn’t there for most of the expansion — if it had been, people would have played differently. But the knowledge is there now, and will impact how people play. Had the 2007 team known that from the start, Hazzikostas says, they would have changed things at the time.

“From my perspective, part of the process has been melding memories with conversations, with a lot of the same folks who are still around Blizzard, whether they’re on World of Warcraft or on other teams within the company, to really reconstruct and dig into why decisions were made or not made. Which is a fascinating space that we just closed off entirely when it came to Classic Classic, because we were just like, ‘We don’t really care why they were made or not made. We’re just reproducing them as they were.'”

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Hazzikostas’ point about leatherworking is an especially interesting one, and as we talk about The Burning Crusade it becomes apparent just how much collective community knowledge has influenced the expansion’s re-release. At another point in our discussion, he references a bug in one dungeon that lets players get every enemy in the instance stuck on a single ledge, allowing them to farm them and power level.

“15 years ago, no one knew how to do it, and no one did it,” he says. “Now everyone’s doing it and making videos, showing, ‘Hey, this is the way to level from 60 to 70 as a mage in three hours.’

“That’s the part that we can’t change, or that’s the genie you can’t put back in a bottle. The community is so much more sophisticated at this point. They’re just a giant engine that exists to disassemble and solve World of Warcraft. And whether it’s in Shadowlands or various forms back in the day, as developers, we’re trying to add a sense of mystery. We’re trying to add a space to be explored, whether it’s narrative content or whether it’s figuring out how to optimize the system, and what the best way to play a mage is. Part of the novelty of Burning Crusade Classic is seeing, in some ways, what the modern community with all of their knowledge will make of encounters and content that stumped millions of people around the world 15 years ago.”

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Along those same lines, I ask Hazzikostas about an internal office pool he told me about at the launch of Classic, where employees were guessing how long it would take the first raid team to beat Ragnaros. Hazzikostas admits that players were way, way faster than anyone at Blizzard expected, again in part thanks to that growth in community knowledge. I ask him if they have any pools going for Burning Crusade raid bosses.

“At this point, I think we know better,” he replies, but then adds that he thinks the Sunwell will be considered challenging, “even by modern standards.”

“I think that, by the end of Burning Crusade in 2008, that’s actually when the community at large was starting to reach its modern level of sophistication, particularly around information sharing.”

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He reminisces about the early evolution of the World of Warcraft community, which he says entered the game with an inherited ethos from games like EverQuest, where raiding wasn’t instanced. Instead, on a single server, there’d be one dragon. If a guild killed it, no one else could. As a result, guilds had a tendency to keep their strategies incredibly close to their chests, and carried that belief in secrecy over into early World of Warcraft. 

“Burning Crusade was really the first time we started to see kill videos released by World First guilds, sharing of information, but also things like public logging sites, and leaderboards that were global. So you could look at like, ‘Hey, there’s this mage in Korea that’s doing ridiculous damage. What are they doing? What is the rotation? What abilities are they using?’ So I can learn from it. And that exponentially accelerated the rate of sharing knowledge and community mastery. And Sunwell was the first raid that Blizzard ever made that was tuned for that era. It was tested by Cutting Edge guilds, using every trick in the book that they knew on the public test realm, and tuned to challenge them. Are players today even better and more sophisticated? Yes. But the gap, I believe, is far smaller there than it was at any point prior.”

As an MMORPG, World of Warcraft has always thrived or wilted based on the strength of its community, more so than many other games. Though Hazzikostas and the team were always aware that some people would bounce off of Classic and some people would stick, it was never a given that The Burning Crusade Classic would happen. Had Classic been a flop, or a flash in the pan, we might not be here at all. And that attitude, Hazzikostas says, holds true for Classic’s future post-Burning Crusade.

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When thinking of what comes next, Hazzikostas recalls the original launch of Classic, in which everyone was asking in interviews what would come after. Would it be Burning Crusade? At the time, the response was that Blizzard wanted to “wait and see” what the community did. And he affirms that for now, an eventual Wrath of the Lich King Classic is “kind of in the same place.”

“…Just as we say when people ask us with Shadowlands, ‘How long are you going to keep doing this? You’re coming up on your eighth, ninth expansion. Is there an end?’ And my answer there is: no. We have no plans to stop making this. We’re going to keep telling awesome Warcraft stories and expanding this world as long as players want to experience it. And there are no signs of that stopping.

“Similarly, in the growing Classic communities, we’ll see what Burning Crusade versus original Classic ends up looking like in the long run. We are committed to them long-term. And we want to continue to offer an evolving journey, set of experiences. What form that takes — and I know it can sound like just platitudes. It truly will reflect what we hear from that community, What they’re looking to do, how they see the journey ahead of them unfolding. And we have a few options that we can consider, but first things first, let’s get them into Outland. Let’s make sure that experience is smooth and everything is as it should be for them. And then we’ll figure out where we go from there.”

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But while numbers and interest may ultimately determine the viability of future content, they’re not explicitly what define success for Hazzikostas personally. Aside from pretty understandable hopes that the launch is technically stable, he’s ultimately interested in watching players go through the Outland journey he’s familiar with and loves — not by burning through it without thinking as players can now on the retail version of the game, but as a slow, epic adventure.

“There’s something freeing about a large chunk of the community going in to experience the journey. They know the destination. They’re not rushing to the end. Some people in competitive guilds, who want to get their server first or whatever, are. But for a huge chunk of people, they’re there to savor the experience.

“When everyone is sharing that mindset of wanting to appreciate the journey, it’s just a great community to be a part of. And I can’t wait to experience that all over again.”

World of Warcraft: The Burning Crusade Classic launches on June 1. The pre-patch, which includes the Draenei and Blood Elf races and other updates, is available now.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

John Boyega “Open To Come Back” To Star Wars

Actor John Boyega has said he’s “open to com[ing] back” to work on future Star Wars projects, according to comments made in a video posted online. This represents a potential softening on previous, also semi-recent, comments from the actor critical of the franchise and its handling of his character Finn’s arc due to his race.

“Whichever way, I am open to the conversation as long as it is Kathleen [Kennedy], JJ [Abrams], and maybe someone else and the team, it’s a no-brainer,” he said in a short video clip you can see below.

That Boyega referenced Kathleen Kennedy, president of Lucasfilm, by name is both surprising and telling of how conversations behind the scenes may have progressed around Boyega’s frustrations with Star Wars. In the time between the comments mentioned above, Boyega had also alluded to there being conversations at some point with an unnamed high-level Disney executive specifically about his frustrations. At the time, it sounded like Boyega’s concern was about making conditions better for other actors down the road–but, as it turns out now, Boyega has apparently remained open to another collaboration.

Boyega, who is set to reunite with writer-director Joe Cornish on Attack the Block 2, is far from the only big name involved with Star Wars also critical of the recent trilogy. Earlier this week, Abrams reflected on how he wished the recent Star Wars trilogy had a better plan–a statement unlikely to shock vocal fans.

Every IGN Far Cry Game Review

Now that Ubisoft has finally announced a release date for Far Cry 6, we have another four months to kill before we have a bunch of new bad guys to kill. In the meantime, why not look back over the 17-year history of the series to see what IGN’s reviewers have thought of the often tropical, sometimes prehistoric, and always weird open-world shooter series at every step along the way?

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But those are just contemporaneous reviews – snapshots in time from an era long past. Using the powers of 20-20 hindsight, weigh in on which Far Cry cried loudest in your heart.

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New Microsoft Flight Simulator Cuts 170 GB File Size In Half

The latest update for Microsoft Flight Simulator has drastically reduced the base game’s file size. Update 1.16.2.0 brings a number of updates to the critically acclaimed plane simulator but the biggest change is that file size has been optimized, bringing the size from over 170 GB down to just 83 GB. That optimization reduces the game’s file size by more than 50 percent, freeing up some precious storage space.

This follows a trend of other developers finding a way to reduce the file size of games, with Fortnite and Warframe as recent examples. As games have increased in visual fidelity and complexity, file sizes have continued to grow, taking up more and more of people’s limited storage space, with games like Call of Duty Warzone being criticized for having massive file sizes.

Now Playing: Microsoft Flight Simulator – United Kingdom & Ireland World Update

While this patch focuses more on bug fixes and small changes, Flight Simulator’s latest big patch introduced high-resolution 3D photogrammetry for Paris and Amsterdam. Microsoft is planning to have a joint summer Xbox showcase with Bethesda on June 13 and could announce new updates for Flight Simulator or a release date for the upcoming Xbox One and Xbox Series X|S versions.

Microsoft Flight Simulator Update 1.16.2.0 Patch Notes

RELEASE NOTES 1.16.2.0

  • Some packages in your community folder may not have been updated and, as a result, may have an unexpected impact on the title’s performance and behavior.
  • Please move your community package(s) to another folder before relaunching the title if you suffer from stability issues or long loading times.
  • We performed some optimization for the initial full download of the title so the base game is only 83GB instead of +170GB.

NAVIGATION

  • New AIRAC cycle 2105 has been implemented
  • FAA data has been implemented to our navdata solution
  • Departure gates are now saved in flight plan (.PLN) files
  • Fixed a crash and other issues when selecting a parking space as arrival and no set departure
  • Fixed some Live Air Traffic aircraft using the wrong model
  • Fixed an issue where some Live Air Traffic aircraft had broken callsigns
  • Increased the density of Live Air Traffic
  • Aircraft that are not on the ground but that have an altitude of zero will now appear at a default altitude of 5000m
  • Live traffic stability has been improved
  • ATC phraseology improvements to FAA standards (wording only)

WEATHER

  • Reduced weather data bandwidth
  • Improved precision of live snow coverage
  • “Visual Effect Only” in assistance now does properly deactivate other weather effects
  • “Visual Icing” has been renamed “Icing” in the devmode because it impacts the whole icing system
  • “Icing” in DevMode only changes visual effects if “Visual Effect Only” is activated
  • Ice constant decay is no longer ignored outside of frost conditions
  • Accelerated pitot icing model while making it slower to defrost
  • Fixed pitot icing not scaling with the number of instruments
  • Fixed overspeed controller vibrations not affected by pitot icing
  • Decrease structural icing rate by a factor of 15 for severe icing (6 for moderate)

PLANES

ALL PLANES:

  • Added altitude interception for PITCH HOLD mode
  • Increased native induced drag amount and improved induced drag precision
  • Autopilot no longer flies toward a Waypoint removed from the FlightPlan
  • SimConnect injected traffic (VATSIM, IVAO) should now be displayed in HTML/JS instruments that have traffic displays as well as on the VFR Map
  • Fixed simvar acceleration not taking impacts into account and returning wrong values on ground
  • Writing back corrected acceleration values after impact resolutions so that they are exact when pulled as a simvar
  • Flaps, stall, wing and fuselage updates of flight model
  • More cleanup of the flaps system. Support multi systems with different number of levels and max angles
  • Increased threshold to avoid trim fight against elevator to 50% (corresponds to disconnect threshold)
  • Changed elevator AP with trim to avoid fighting against user input when user input is >50% on elevator
  • Allow setting the empty CG position out of limits
  • Fixed more audio not playing on large aircraft
  • Fixed Autothrottle sometimes disabled by AI

TURBOPROP:

  • Improved tools to tune prop drag on constant speed & turbo propellers
  • Removed fake and completely wrong ITT simulation when prop is feathered or reverse
  • Fixed reverse thrust problem with propeller (no support of negative beta & induced wind)
  • Added prop lever debug on engines debug page
  • Fixed torque increasing with altitude because of N1 / Corrected N1 confusion in FSX turboprop code
  • Fixed crash bug when scrolling Daher TBM 9300 Flight Plan pag
  • Torque fine adjustment per POH for the Daher TBM 930
  • Updated stability and inertia for the Daher TBM 930
  • Adjusted sea level max torque on the Daher TBM 930
  • Turbine fine tuning: ITT, Torque, Performance, and Fuel Flow on the Daher TBM 930
  • Flight model update for handling on the Daher TBM 930
  • Ground level max torque and torque limiter setting updated. 100% max with inertial separator; 112% max, limited to 109% without inertial separator on the Daher TBM 930
  • Reduced effect of inertial separator from 25% TQ to 12% TQ for the Daher TBM 930
  • Tuned stability and inertia on the Beechcraft King Air 350i
  • Tweaked Idle RPM from 1030 to 1060RPM for the Beechcraft King Air 350i
  • Adjusted max sea level torque on the Beechcraft King Air 350i
  • Tuned Beechcraft King Air 350i turboprop engine: ITT, Torque, Fuel Flow and other minor changes
  • Added ITT debug to engine debug and added density on fuel flow table for turboprop engines on the Beechcraft King Air 350i
  • Fine tuned fuel consumption per the POH at IDLE, 12000ft cruise and 18000ft cruise on the Cessna 208 B Grand Caravan EX
  • Fixed ITT, Throttle to Torque Ratio, and Garmin color bands for ITT and TRQ on the Cessna 208 B Grand Caravan EX
  • Pass on stability and inertia on the Cessna 208 B Grand Caravan EX
  • Fine tuned Fuel Flow per altitude and adjusted sea level max torque on the Cessna 208 B Grand Caravan EX
  • Turbine Torque fine tuned per POH on the Cessna 208 B Grand Caravan EX
  • Control surfaces & handling improvements on the Cessna 208 B Grand Caravan EX
  • Prop lever of the Cessna 208 B Grand Caravan EX can now be set in feathering range

OTHERS:

  • Weather radar now displays precipitation instead of cloud coverage
  • Fixed contrail behavior on player’s aircraft during windy conditions
  • Contrails are now displayed for applicable AI traffic planes
  • Reduced rudder authority based on the Cessna 152
  • Stability and inertia pass on Cessna 172 Skyhawk and Cessna 152
  • Flight model handling update for the Cessna 152
  • Fixed Cessna 152’s rear wheels not touching ground
  • Pass on engine power & propeller drag. Fine tuned max speed, cruise speed, climb speeds, glide speeds and other minor tweaks on the Cessna 172 Skyhawk
  • Flight model tuning of Cessna 172 Skyhawk (handling, induced yaw, roll and stall)
  • Fixed water on windows and tail color on LOD5 for the Boeing 787-10 Dreamliner
  • EICAS now displays “CLB” instead of “CL” when the thrust levers are set to CL in the A320
  • Fixed an issue which prevented copilot from autocompleting the Securing Aircraft page on the Diamond DA40 TDI
  • Improved propeller drag and engine drag tuning for the Diamond DA62
  • Flight model handling update on the Diamond DA62. Made engine effect more important by adjusting rudder surfaces
  • Increased rudder stability slightly and fixed engine stall in air at low speeds on the EXTRA 330LT
  • Added a notch more dihedral to increase induced roll a little on the EXTRA 330LT
  • Fuel Pressure gauges now display correct levels of pressure on the EXTRA 330LT
  • Fine tune on the 103Solo Engine and implementation of engine clutch below 2100 RPM
  • Fixed FS Livery on Cessna Citation Longitude disappearing too early on LOD6
  • Corrected Pipistrel Virus SW121 flaps animation which would not properly play for negative flaps values
  • G3000 : Map zoom level is now kept constant between Regular and Weather map
  • G1000 : Airspaces are redrawn uppon change in map orientation
  • G3000 : Fix PFD display error when a DirectTo is requested
  • Fixed aircraft spawning with glasscockpits turned off randomly
  • Fixed FlightPlan displaying passed waypoints when canceling a DirectTo
  • Fixed FlightPlan guidance not re-engaging properly when DirectTo is canceled or reached
  • Fixed G3000 and G3X MFD TopBar displaying True Bearing instead of Magnetic
  • Fixed overspeed strip being too low on airspeed tape
  • Fixed bug where the flightplan was not displayed properly if the flight was started directly on approach
  • Fixed VFRMap not updating approach according to FlightPlan
  • Tactile glasscockpits scrollbars are bigger and can be interacted with more easily
  • Fixed FlightPlan guidance not re-engaging properly when DirectTo is canceled or reached

INPUT

  • Fixed resetting position peripheral input position when user exits the pause menu
  • Fixed the unresponsive specific axis on Honeycomb Bravo Throttle
  • Fixed default mapping for the CH Eclipse Yoke
  • Fixed default mapping for the CH Fighter Stick
  • Fixed default mapping for the CH Flight Sim Yoke
  • Fixed default mapping for the CH Fighter Stick Pro
  • Fixed default mapping for the CH Pro Pedals
  • Fixed default mapping for the CH Pro Throttle
  • Fixed default mapping for the CH Throttle Quadrant

UI

  • Community Folder Addons will now show up as Installed in the Content manager

SDK/DEVMODE

GENERAL:

  • Coherent GT’s debugger is now included in the SDK
  • Speed restrictions and RF center fix information is now available on airport facility procedure data via the JS facility listener
  • JS facility listener LOAD_* calls now return bool to indicate whether or not an ICAO can be loaded
  • Facilities.getMagVar added when JS facility listener is loaded which allows one to get the mag var for a given LatLongAlt
  • Maximum number of JS BingMap views increased from 5 to 9
  • Ability to intercept and mask key events has been added to the JS key event listene
  • Preventing the game from crashing if too many virtual netbing maps were created
  • Fixed the installation of 3DS Max tools
  • Fixed the font displayed in the release notes window

DOCUMENTATION:

  • Creation of an Xbox X|S dedicated page in the documentation, which gathers the latest info & best practices to port content on Xbox.
  • Visual Effects documentation has been added along with a sample. A video tutorial will be added soon.
  • Major updates were made to The Project Editor section:
  • Updated main page with more information
  • New section for Project Asset Types (WIP)
  • New section for the various project editor menus: Project, Edit, View
  • Updated Marketplace Data page
  • Updated Export Window page
  • Content Configuration now has a section dedicated to Flights And Missions:
  • Initial documentation for Flight Plan Definitions
  • Initial documentation for Flight Definitions
  • Initial documentation for Event Trigger Definitions
  • Initial documentation for Weather Definitions
  • A page has been added documenting the new SimObject Stats window.
  • A page with samples to illustrate model optimization has been added specifically for the Xbox, although the samples shown are relevant to everyone creating add-ons.
  • A page has been added for Submodel Merging in the 3D Models section.
  • The Airport Tutorial has been updated to show the Airport Wizard for Creating Or Replacing An Airport
  • Page on Aircraft Texture Mapping now has a section describing how to set up Ice
  • Page on the Package Tool XML Definitions has been updated with more information.
  • Page on the DA62 sample added to the Samples And Tutorials section
  • New engines.cfg and flight_model.cfg setting documented

PROJECT EDITOR:

  • Renamed package inspector “+” button into “Add asset group”
  • In the Marketplace Data Editor, fixed a crash when loading empty thumbnail
  • Fixed simvar index being lost when loading a file
  • Disabled a false positive error message box that appeared randomly when building aircraft packages

SCENERY EDITOR:

  • Fixed a crash when editing runway terraforming profile
  • Fixed ‘`’ char being filtered in taxiway sign content text entry.
  • Fixed the “add custom asset group” window which wouldn’t close when creating a new non-templated asset group
  • Fixed a crash when editing runway terraforming profile
  • Fixed the windsocks with wrong orientation
  • Fixed infinite loading for light presets with no mesh
  • Fixed issues with water polygons

AIRCRAFT EDITOR:

  • Fixed a potential crash when converting old .air file.

VISUAL EFFECTS EDITOR:

  • The Visual Effects Editor is now available! You can now create your own effects. We prepared a video tutorial and complete documentation that can be found at http://docs.flightsimulator.com!

FLIGHT MODEL:

  • Added elevator_lift_coef, rudder_lift_coef and fuselage_lateral_cx to give aircraft creators better control over plane stability

SIMCONNECT:

  • Added new SimVar “GEAR SKIDDING FACTOR”

AUDIO:

  • On Wwise Sample Project: Fixed shared IR convolution medias not loaded in remote
  • On Wwise Sample Project: Added Built-in Emitter & Listener cone game-parameters

KNOWN ISSUE

  • You may crash when exiting VR mode. This issue is being investigated but we suspect OpenXR preview runtime (v106) may be involved. So if you experience this problem, we recommend you revert to the official public runtime (v105).

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Check Out Uk’otoa, the First Board Game From Critical Role’s Darrington Press

Late last year, Critical Role announced its official foray into the world of board and card games with Darrington Press, the company’s new publishing brand. Its first adventure, Uk’otoa, is now available, and IGN has an in-depth look at what players can expect from the new game.

The first of four Darrington Press games planned for 2021, Uk’otoa takes its namesake inspiration, of course, from the leviathan featured in the second D&D campaign from Critical Role, the Mighty Nein. Uk’otoa the game won’t be quite as treacherous as venturing out into the Lucidian Ocean yourself, but does allow for 3-5 players to take part in a semi-cooperative card game as players aim for the honor of being the last surviving sailors aboard a ship being terrorized by the serpent. You can get an in-depth look at the game below.

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Uk’otoa Contents

As seen in the gallery above, players will get a total of 25 sailor meeples (five for each player), 26 ship deck hexes, and five faction tokens to be used for between three and five players.

There’s also a deck of 60 movement cards that will dictate how games go (more on that in a bit) with art by Hannah Friederichs, alongside a 52mm plastic mini of Uk’otoa to loom large and instill fear in all those poor meeples. The mini comes unpainted for those interested in adding their own flair to the imposing foe.

The rule book comes with everything you need to know about how to play, and includes the lyrics to the Great Leviathan: A Sailors Sea Shanty (with lyrics by Talisen Jaffe and Dani Carr).

How Uk’otoa Is Played

Uk’otoa’s players each take charge of their own group of sailor meeples – adorably designed to be frozen at the peak of their terror as they confront and try to escape the serpent.

The deck tiles are arranged, player by player, all spinning out from a central Ship Wheel tile, which is always played first. Players can arrange the following tile from any direction they want, so long as the arrow on each tile is always pointing to the most recent one placed. The example in the photos above shows the tiles in a more circular pattern, but you can arrange your ship deck in a more varied way if you wish. Players start with a hand of two cards from a shuffled deck, and then players choose where to place their meeples on the board. Depending on what color a player chooses, they are also choosing that respective faction token. Tokens are then randomly placed face down between players face down, so that every player has one token on both their left and right. Once flipped, the two represented factions are considered the ones a player controls, meaning players will be aligned, at least initially, with other players and can decide which faction to ultimately focus on as their best chance of winning.

Play then occurs in four phases per turn: the optional choice to move Uk’otoa one space forward and eliminate any tile and sailors there, draw two cards, then play cards with their various options (or discard three cards of any kind to draw one new one), and then discard if you have more than 5 cards in your hand.

A player wins if their color of meeples is the only one still on the ship, or if their are two colors of meeples left and they’re controlled by the same player.

While we haven’t gotten to play Uk’otoa too much just yet, the card and box art offers a beautiful interpretation of the titular serpent and the nautical setting, the deck tiles offer a solid base that conveys a bit of the worn nature the ship is probably in, and the meeples, as mentioned before, offer a bespoke, adorable terror that suits the scene. And the game’s centerpiece, the Uk’otoa mini, is impressively detailed, with its scales, many eyes, and vicious maw articulated to be imposing both at a glance and while taking a closer look. It all comes together for a very well presented first board game, and a solid first impression for what Darrington Press will offer in future games.

Of course, for more details on what’s to come, learn about the other announced Darrington Press games, and stay tuned to IGN for more coverage of Critical Role’s various projects.

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Jonathon Dornbush is IGN’s Senior Features Editor and a proud Critter. Talk to him on twitter @jmdornbush.

The Walking Dead: World Beyond Promotes Robert Palmer Watkins To Series Regular For Season 2

Actor Robert Palmer Watkins (General Hospital) has been bumped up to be a full cast member in Season 2 of The Walking Dead: World Beyond. For those keeping score at home, World Beyond is the second self-contained spinoff in the expansive franchise, and the third series set within the universe overall.

Watkins has previously guest starred in the spinoff back in Season 1, playing Lieutenant Frank Newton. News of his being promoted to a regular was first reported by Deadline, and fans can likely assume this announcement means the upcoming batch of episodes will more heavily focus on the lieutenant’s Civic Republic Military, an advanced authoritarian society of survivors. It also likely means there’s unlikely to be widespread harmony in the post-apocalypse, a time when people infamously have a hard time just getting along.

Now Playing: Norman Reedus Announces Walking Dead Collaboration With State Of Survival

World Beyond’s first season debuted back in October 2020, and all that’s known about Season 2 is it will–like Season 1–feature 10 episodes. World Beyond takes place in Nebraska, 10 years after the zombie apocalypse and is expected to end with Season 2.

Similarly, flagship series The Walking Dead is expected to end with Season 11, which after COVID-19 delays is expected to premiere on August 22. One of its stars, Norman Reedus, is already busy reportedly developing a TV series inspired by the cult-classic film Faster Pussycat, Kill! Kill!

Iron Harvest: Operation Eagle Review

Iron Harvest’s single-player campaign was a surprise hit for me, one that I didn’t expect to be as good as it was. That focus is back for the Operation Eagle expansion, which adds a new America-inspired faction and air combat.  Though it doesn’t add new challenges or game types, it does include a high-quality story-driven campaign with the same level of impressive cutscenes and voice acting you’d expect after playing the base campaign. It doesn’t do the best job of introducing air combat, which ends up disrupting the carefully constructed cover-based warfare in ways that make it less interesting instead of more, but Operation Eagle’s campaign in particular is still a worthy addition to Iron Harvest.

As a fan of the Iron Harvest universe of 1920+, I was thrilled to explore the new faction, Usonia, which is the equivalent of the United States of America. Its forces are focused on air power more than mech power, which showcases this expansion’s big new feature for all sides: airship combat. That’s reflected by Ursonia’s two unique air units – paratroopers, and an airborne hero – while all sides share Skybikes, Airlifts, and Gunships. 

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Disappointingly, the airships just don’t feel like a great fit when you compare them to Iron Harvest’s signature mechs. Where the mechs stomp, smash, and bash their way across the battlefield leaving  a trail of wreckage in their wake, each with its own style of maneuvering, the airships just… float. Slowly. Sometimes they kind of turn in place a bit. They slide smoothly around the sky, really. They don’t bob or shake. The way they move and attack feels out of place. On battlefields that have, up until this point, been so very about terrain, cover, and line of sight, it’s audacious how they cruise on past all that interesting stuff, very literally ignoring it by shooting over terrain that others can’t fire back through, like walls. It makes airships feel like their basic design was copy-pasted from some other, more traditional RTS that didn’t account for cover, like StarCraft 2, rather than Iron Harvest’s more direct inspiration, Company of Heroes.

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It’s the most disappointing thing about Operation Eagle – instead of some fascinating new thing, behaving in a unique way, air units feel like dull hovercraft, stopping instantly, accelerating rapidly, and turning on a pin.

Once I got past that, however, I did get to appreciate the smart design that went into the new faction, and even some nuance to the new air units. Usonia’s mechs and airships are brilliant: Their basic mech, the M-29 Salem, looks like an Airstream tractor body welded to two chunky T-rex legs, while the ZR-3 Revere airship is a beautiful streamlined locomotive with ducted rotors, a big rear propeller, and in-line pods of rockets. The contrast between militarized utilitarian farm equipment and art deco futurism works surprisingly well.

Playing Usonia is a nice change of pace from the main campaign factions. Their early-stage tech lacks potent anti-armor mechs, meaning they rely on hit-and-run tactics from their aerial ranged units or ambushes with cannons and anti-armor guns. As they transition into their middle stage, however, they become increasingly powerful, deploying an anti-armor mech that’s a veritable walking stack of guns. Where some mechs in Iron Harvest feel like they take ages between shots, the Knox seems to never stop firing, transitioning seamlessly from four heavy machine guns to a barrage of five cannon to a flurry of dumbfire rockets in order, over and over, forever.

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That’s not even to mention Usonia’s use of some pretty spectacular fire effects. The bull-horned Stark assault mech that looks more designed for quarrying than fighting has a big, nasty flamethrower on its arm, while the gigantic aerial battleship hero can simply fly forward while unleashing a wall of flame.

Usonia’s design succeeds in making an appropriately over-the-top alternate American culture to compete with the national caricatures that make up the existing Polanian, Rusviet, and Saxony factions. It’s particularly great that various regional accents are represented among the Usonian units – the grumpy mid-Atlantic engineer, the Brooklyn-accented machine gunners, and the well-heeled ‘20s Harlem-accented Medics all spring to mind. They also have the diversity you’d expect from the early 20th-century, immigrant-populated Americas—a potpourri of European accents from the melting pot. It’s that kind of attention to detail that makes the world of Iron Harvest, and now Operation Eagle, so compelling.

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Speaking of playable, the new Usonia campaign spreads a lot of story across about 10 hours worth of missions, and mostly succeeds at it. It’s got the same high quality of cinematics and mission design I enjoyed in the first campaign, with the added aerial twist for a bit of flavor. The story follows Usonian Captain William Mason across three acts in two major locations: The first missions, in Alaska, are against Rusviet soldiers fighting in their country’s revolution. The second and third segments, in Arabia, see Mason become embroiled in that country’s revolutionary civil war against the colonizing Saxonian Empire. The plot is strong, for what it is, with all the same melodrama and angst that drove the main Iron Harvest campaign. Its leading characters are very literal embodiments of interesting American historical trends from that era, which included a struggle of isolationism against imperialism. It also gives more global context to the main campaign, making it clear that 1920+’s big bads, Fenris, are pulling the strings without giving too much away. 

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The story of Mason and the revolutionary leader, Sita al Hadid, is an interesting one. Sita, naturally, doesn’t trust Westerners, and though the story does very much borrow from the obvious Lawrence of Arabia parallel, the Arabians are the key actors in their own fight for independence. It’s a surprisingly nuanced take on a potentially hot-button issue for a story that’s spent a lot of time melodramatically ruminating on the horrors of mechanized warfare and foiling international conspiracies in the first campaign. 

Nearly every mission gives you Arabian recruits fighting for their country, as well as unique Arabian units like Assassins (who I guess never died off in the Iron Harvest timeline) and my personal favorite: War Camels. That might strike you as absurd, but their real-world inspiration carried a mounted gun, the Zamburak, and was a long-lasting military tradition that saw use from the invention of the crossbow through the cannon and ultimately—you can Google this one—the Gatling gun. None of it feels out of character for the world of 1920+.

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The missions and battlefields are thus pretty interesting to fight through. They’re mostly stand-up base fights with a twist or two, such as having to control two disparate groups of soldiers. My favorite has you breaking into a fortress through the rear, which means you must ferry infantry soldiers by air to a separate series of high bluffs so that you can flank the enemy while your mechs engage in a brutal war of armored attrition to protect your own base.

The later missions are a bit samey at parts, asking you to fight through the narrow streets of desert cities to capture points and resource nodes. A lot of this, due to how the Usonia faction is designed, is just creeping forward, blasting fixed anti-aircraft guns with artillery, and then moving up your brutally effective Samson air carriers to bomb the enemy into oblivion. That might be boring if the Samsons weren’t such a delight to watch: they deploy drones which fly over on little helicopter rotors and use mechanized arms to drop the bomb they’re carrying, which is as large as they are, on the enemy.

That said, at about 10 hours, the Operation Eagle expansion didn’t overstay its welcome or devolve into a grind, though on Hard it was just as brutal as ever. If you liked the main campaign of Iron Harvest as much as I did, I heartily recommend it.