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1.03 beta now available on Steam

Welcome Bosses, Chicagoans and all! Today we bring you great news, crew. See here, we have decided to let the public in on the operation: we are now doing public betas of new patches!
This means that if you play Empire of Sin on Steam, you can now choose to opt into playing the latest stable beta build of the game. Here is how to do it:
  1. Open Steam.
  2. Go to the Library and right-click on Empire of Sin > Manage > Betas.
  3. Choose the beta branch available in the drop down menu.
  4. You should then be able to download the beta build. No password needed!
And that’s it, you’re good to go, boss! Of course, we would love to hear your feedback on the beta patch. Feel free to let us know in the comments below, in the Empire of Sin Discord or in the Empire of Sin Beta sub-forum.
Discord: https://discord.gg/qX2PTYK
Forum: http://pdxint.at/3tflvQ6
See below for a full list of Patch Notes for Beta Branch 1.03.

Update Notes - Beta Branch 1.03​

Please Remember:​

Known Issues:​

Changelog​

The Highlights​

General Changes​

Combat Fixes/Changes​

Mission Fixes/Changes​

Thug Variants​

Racket Guard Changes​

Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard configs.

Faction Changes​

Safehouse Changes​

Gameplay change to safehouses hiding has been pushed.
Public Beta of Patch 1.03 - get in on the action! | Paradox Interactive Forums (paradoxplaza.com)
submitted by pktgumby to EmpireofSin [link] [comments]

Feb. 19 Update: Operation Grand Heist Begins on PS4!

Feb. 19 Update: Operation Grand Heist Begins on PS4!
Operation Grand Heist has begun today on PS4, and with it, we’re kicking off an entire season of content and events throughout February, March, and April. We’ve got something new to celebrate the event every day this week, and this is only the beginning. Check out our Operation roadmap detailing what’s on the horizon over the next couple of months:

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Yesterday, we covered everything we’re bringing to Black Ops 4 this season in our Operation Grand Heist overview blog, which you can read here. And in case you haven’t seen the new Gameplay Trailer... buckle up.

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Watch the Operation Grand Heist Gameplay Trailer
Operation Grand Heist delivers new ways to play in every mode. In Multiplayer, Outrider joins the party as our newest Specialist, plus three new weapons for players to unlock, two new Black Ops Pass maps to run wild in, the return of Party Games with One in the Chamber, a massive gameplay tuning update across every weapon class. We’ve also made tuning updates to several Scorestreaks, Specialists, Perks, Gear, and Equipment to ensure a fresh new Multiplayer meta to enjoy all season long... and of course, League Play begins this Thursday with the launch of the World League Hub!

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Zombies fans can take on the new “Death-Con Five” Gauntlet on “Classified” with the help of the new Ethereal Razor Perk and Signature Weapons, now supported in the Zombies Armory. Players can also now earn a second Tier Skip each day for completing Daily Callings, and we’ve greatly improved the overall Zombies experience with a huge round of stability fixes and gameplay improvements. Our next new Zombies experience for Black Ops Pass holders, “Ancient Evil”, arrives in March during this Operation, with more new features and content planned for Zombies throughout the season.
And in Blackout, drop into two new locations based on “Buried” and “Outlaw” in the southeast desert’s new Ghost Town destination, and rise through the ranks of Blackout’s new Prestige system with 10 Prestige levels and 1,000 Echelons. We’ve retooled Armor, made tuning passes on nearly every weapon class to shake up the meta, reworked the scoring system to create more opportunities to earn Merits, and added new quality-of-life improvements like the ability to instantly swap weapon attachments onto a gun on pickup. And on Friday, put the pedal to the metal in Hot Pursuit, our all-new respawn mode featuring a new fleet of police vehicles and Muscle Cars.

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Read on below for the patch notes on everything new with today’s update, and remember... this week is only the start of the full season to come.
Here’s what’s new in Black Ops 4 with our latest update:

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  • Multiplayer
    • New Specialist: Outrider (PS4)
    • 3 new weapons earnable in the Black Market (PS4)
    • 2 new Multiplayer maps for Black Ops Pass holders: Lockup and Casino (PS4)
    • New Featured Playlist: One in the Chamber (PS4)
    • Map Pack Moshpit added to Featured category (PS4)
    • Arms Race Team Deathmatch added as Featured Playlist (Xbox One/PC)
    • Hardcore Endurance Moshpit, Pro Series Moshpit, and Mercenary Deathmatch Moshpit added to Featured category
    • Major gameplay tuning update (PS4/Xbox One)
  • Blackout
    • New destination: Ghost Town (PS4)
      • Two new locations inspired by fan-favorite maps, “Buried” and “Outlaw” (PS4)
    • Prestige System with 10 Prestige levels and 1,000 Echelons (PS4)
    • Dozens of additional supporting structures throughout the map (PS4)
    • New Specialist: Outrider (PS4)
    • Cosmic Silverback character for Black Ops Pass holders (PS4)
    • Gameplay and Armor tuning (PS4/Xbox One)
  • Zombies
    • New “Death-Con Five” Gauntlet on “Classified” (PS4)
    • New Ethereal Razor Perk (PS4)
    • “Classified” available for standalone purchase
    • Additional Tier Skip for completing Daily Callings
    • Signature Weapon support
    • Stability improvements and bug fixes
  • Black Market
    • New 100-Tier Contraband stream (PS4)
    • Revamped Black Market featuring the return of Blackjack (PS4)


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The following updates are live today on PS4, with other platforms to follow:

Multiplayer

  • New Specialist
    • Outrider playable in Multiplayer after unlocking Tier 1 in the Black Market.
    • Special Issue Weapon: Sparrow
      • Fire explosive-tipped arrows with deadly accuracy.
    • Special Issue Equipment: Hawk
      • Pilotable drone that can be parked at strategic overwatch positions. Automatically tags enemies in its view.
  • New Weapons
    • Three new weapons now earnable in the Black Market to use in Multiplayer:
      • Switchblade X9 folding SMG
      • Rampage full-auto shotgun
      • Cha-Ching! money bag melee weapon
  • New Multiplayer Maps
    • Lockup and Casino maps now available for Black Ops Pass holders.
    • Available in standard map rotation (Core and Hardcore) and in the new Map Pack Moshpit playlist.
  • Featured Playlists
    • One in the Chamber added as Featured Playlist.
      • Players are given three lives and a pistol with one bullet.
      • Land a shot or melee enemies to gain another bullet and 100 points.
      • Keep an eye on the UAV sweep and earn the most points to win.
    • Map Pack Moshpit added to Featured category.
      • Moshpit playlist featuring Lockup and Casino.
    • Hardcore Endurance Moshpit, Pro Series Moshpit, and Mercenary Deathmatch Moshpit added to Featured category.

Blackout

  • New Destination: Ghost Town
    • Drop into a new Western-themed destination in the southeast desert featuring two new locations inspired by fan-favorite maps: “Outlaw” above ground and “Buried” below.
  • Prestige System
    • Prestige up to 10 times and conquer 1,000 Echelons on your way to Prestige Master.
    • Unlock unique Prestige icons, Calling Cards, Victory Coins, and Echelon Characters as you rise through the ranks.
  • New Structures
    • Dozens of new and supporting structures added throughout the map, including additional buildings and entirely new locations for more looting options.
  • New Characters
    • Outrider playable in Blackout after unlocking Tier 1 in the Black Market.
    • Cosmic Silverback now available for Black Ops Pass holders.

Zombies

  • New Gauntlet: “Death-Con Five”
    • 30 rounds of challenges on “Classified” with unique rules for each round.
    • Players earn medals and tiered rewards for completing rounds 10, 20, and 30, as well as a cosmetic reward for completing round 30 without failing a round.
    • Players are issued a Strike by failing a round, with the game ending after three Strikes.
    • All matches are timed for competitive speed-run support.
  • New Perk: Ethereal Razor
    • Provides health gain and greatly increased damage to melee attacks.

General

  • Black Market
    • New 100-Tier Contraband stream including:
      • 3 new earnable weapons
      • New Blackout character
      • New Mastercraft Weapon
      • New Reactive Camos
      • New Epic Outfits
      • New cosmetic Jump Pack item type + more
    • Newly revamped Black Market featuring the return of Blackjack


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The following updates are live today on consoles, with PC to follow with additional platform-exclusive updates:

Multiplayer

Weapon Tuning
  • Assault Rifles
    • Rampart 17
      • Increased max damage range from 37.6 yards to 41.6 yards.
    • KN-57
      • Increased max damage range from 15.2 yards to 17.3.
    • VAPR-XKG
      • Increased 5-hit kill range from 34.7 yards to 50 yards.
      • Improved ADS idle to sway less.
    • Maddox RFB
      • Reduced recoil stability in first 5 shots in bullet pattern.
      • Echo Fire Operator Mod: Improved recoil stability.
      • Quickdraw: Reduced ADS-in speed.
      • Quickdraw II: Reduced ADS-in speed.
      • Stock: Reduced ADS move speed.
      • ELO: Reduced recoil stability.
      • [Console only] Reduced max damage range from 23.6 yards to 20.8 yards.
  • Submachine Guns
    • MX9
      • Increased 5-hit kill range from 5.5 yards to 7.6 yards.
      • Improved ADS-in speed.
    • GKS
      • Increased 5-hit kill range from 2.7 yards to 5.5 yards.
    • Spitfire
      • Reduced max damage range from 9.7 yards to 7.6 yards.
      • Stock: Reduced ADS move speed.
      • Extended Mags: Reduced magazine size.
      • Fast Mags: Reduced reload speed enhancement.
    • Cordite
      • Belt-Fed: Reduced overheat cooldown speed.
      • Grip: Reduced recoil stability.
    • Saug 9mm
      • Reduced sprint-out speed (now the same as most other SMGs).
      • Reduced base move speed (now the same as other SMGs).
      • Stock: Reduced ADS move speed.
      • Stock II: Reduced ADS move speed.
      • Grip: Reduced recoil stability.
      • [Console only] Dual Wield: Reduced hip-fire accuracy.
      • [Console only] Dual Wield: Reduced max damage range from 11.1 yards to 8.3 yards.
    • Daemon 3XB
      • Increased max damage range from 6.9 yards to 9 yards.
  • Tactical Rifles
    • Auger DMR
      • Increased ADS move speed.
      • Increased firing speed.
      • Double Tap Operator Mod: Improved firing time between shots.
    • ABR 223
      • Increased ADS move speed.
      • Improved sprint-out speed.
    • Swordfish
      • Increased ADS move speed.
      • Quickdraw II: Improved ADS-in speed.
  • Light Machine Guns
    • Titan
      • Reduced max damage from 46 to 38.
      • Reduced flinch resistance when being hit.
      • Stock: Reduced ADS move speed.
  • Sniper Rifles
    • Outlaw
      • [Console only] Increased firing speed.
    • Koshka
      • Reduced ADS sway.
      • [Console only] Quickdraw 2: Improved ADS-in speed.
  • Pistols
    • RK 7 Garrison
      • Increased all damage ranges.
  • Shotguns
    • MOG 12
      • Dragon's Breath Operator Mod: Now does 1 quick blast of fire damage instead of damage-over time. This increases its one-hit-kill potential at certain close ranges, and is especially effective when paired with Choke Barrel.
      • Increased max damage Range from 3.75 yards to 4.1 yards.
      • Quickdraw: Improved ADS-in speed.
      • [Console only] Barrel Choke: Improved accuracy, pellet damage, and max damage range.
    • SG12
      • Strobe Light Operator Mod: Reduced luminosity on visual light effect.
Specialists
  • Prophet
    • Seeker
      • Greatly reduced Seeker’s hitpoints so it can be destroyed with 1 bullet.
      • Reduced detection range against enemies with Cold Blooded.
  • Ajax
    • 9-Bang
      • Reduced visual opacity of screen flash when hit by 9-Bang.
      • Players will no longer raise their hand when flashed if they have Tactical Mask.
      • Players can now change stances while flashed.
  • General
    • Active Specialist Weapons now lose all cooldown on round change (as opposed to partial loss previously).
Equipment
  • Frag Grenade
    • Increased damage.
  • Concussion Grenade
    • Players can now stun themselves with their own Concussion Grenade.
    • Players will no longer raise their hands when affected by a Concussion grenade if they have Tactical Mask.
Gear
  • Acoustic Sensor
    • Reduced the ranges at which Acoustic Sensor can detect enemies.
    • Reduced the ranges at which enemies with Dead Silence are detected.
Perks
  • Tactical Mask
    • Players equipped with Tactical Mask now recover faster after being hit by the Tempest.
    • Players will no longer raise their hand when flashed or concussed with Tactical Mask equipped.
    • No longer provides fire or radiation resistance.
  • Flak Jacket
    • Fire and radiation resistance moved from Tactical Mask to Flak Jacket.
    • Improved Flak Jacket resistance to radiation and burn.
  • Cold Blooded
    • Reduced the range at which an enemy Seeker can detect the player with this Perk.
Scorestreaks
  • Lightning Strike
    • Reduced the delay between targeting locations and the jets arriving.
  • Sentry
    • Increased damage.
    • Increased the time that the Sentry will remember a target after losing line of sight.
    • Increased the range at which the Sentry will detect an enemy within a 360-degree radius.
  • Drone Squad
    • Increased damage.
  • Sniper’s Nest
    • Increased number of rockets required to destroy the Sniper’s Nest by 1.
  • Mantis
    • Increased explosive damage radius.
  • Thresher
    • Increased chain gun explosive radius and damage.
    • Increased health of vehicle to balance damage dealt from an enemy with FMJ II.
  • Strike Team
    • Increased awareness radius.
    • Increased health regeneration rate of Strike Team members.
  • General
    • Scorestreak teamkills will no longer count towards the teamkill kick limit in modes with friendly fire enabled.
Miscellaneous
  • General
    • Players can now change stances when flashed or concussed.
    • Fixed an issue that would restart a rechamber on some weapons when using a piece of Equipment.
    • Fixed an issue where first-person screen effects would not stop after the player died.
    • Fixed an issue that would let player names show through the Ice Pick when active.
    • Fixed an issue where hacked Equipment would sometimes not show the hacked effect.
    • Fixed an issue where Create-a-Class slots unlocked through Prestiging would have non-functional Equipment slots.
    • Fixed an exploit allowing players to throw multiple Seekers when interacting with a Care Package.
  • Weapon Customization
    • Fixed an issue where Reactive Camos could unwrap to a stage other than the starting stage.
    • Fixed an issue where the Clan Tag and Kill Counter could reset when restarting the game.
    • Fixed an issue with displaying Reactive Camo and Mastercrafts on secondary weapons during the Specialist Draft.
  • Game Modes
    • Heist
      • Fixed an issue where buying max ammo for the Hellion Salvo launcher would not fill the player’s ammo.
  • Custom Games
    • Fixed an issue where players were able to enter a match with another player’s Specialist Weapon and Equipment if Specialist Draft was disabled.

Blackout

Merit System Update
  • Merit scoring has increased x10 from the previous model (for example, kills now award 100 Merits instead of 10), with progression also scaling x10 to match.
  • Merits are now awarded for a wider range of situations and final match placements, particularly in Solo and Duo matches.
  • This means that while players won’t necessarily rank up faster than before, there are now more opportunities to earn Merits without placing in the top 15 in Solos or top 10 in Duos.
Armor Tuning
  • Increased Level 1 Armor damage mitigation to 25%.
  • Increased Level 2 Armor damage mitigation to 35%.
  • Increased Level 3 Armor melee damage mitigation to 50%.
  • Reduced number of Armor Plates to fully repair Level 3 Armor from 10 to 5.
Weapon Tuning
  • Assault Rifles
    • Maddox RFB
      • Reduced idle sway.
    • VAPR-XKG
      • Reduced 1st and 2nd shot recoil.
      • Reduced idle sway.
    • SWAT RFT
      • Increased idle sway.
      • Reduced damage.
      • Increased 1st and 2nd shot recoil.
  • Submachine Guns
    • Spitfire
      • Reduced 6-hit kill range.
    • Saug 9mm
      • Reduced re-center speed.
      • Increased sprint-out time.
      • Reduced move speed (now the same as other SMGs).
    • Daemon 3XB
      • Increased idle sway.
      • Reduced 2-burst kill range.
    • Cordite
      • Reduced hip spread.
    • GKS
      • Reduced idle sway.
    • MX9
      • Reduced ADS in time.
  • Tactical Rifles
    • Auger DMR
      • Increased re-center speed.
      • Reduced 1st shot recoil.
      • Slightly increased ADS move speed.
    • ABR 223
      • Increased time between bursts.
      • Reduced re-center speed.
      • Slightly Increased ADS move speed.
    • Swordfish
      • Reduced recoil of 2nd, 3rd, and 4th shots.
      • Slightly Increased ADS move speed.
    • Essex
      • Increased rate of fire.
      • Increased re-center speed.
  • Sniper Rifles
    • Koshka
      • Reduced idle sway.
    • SDM
      • Increased re-center speed.
      • Reduced re-center radius.
    • Outlaw
      • Increased idle sway.
      • Reduced ADS in and out times.
  • Light Machine Guns
    • General
      • All LMGs now deal increased damage against vehicles and Equipment.
    • Titan
      • Increased re-center speed.
      • Reduced re-center radius.
      • Increased flinch when being hit.
    • Hades
      • Reduced idle sway.
      • Reduced hip spread.
      • Increased re-center speed.
      • Reduced re-center radius.
    • VKM 750
      • Reduced re-center radius.
    • Zweihander
      • Reduced hip spread.
      • Reduced re-center radius.
Equipment
  • Frag Grenade
    • Increased damage.
Gameplay
  • Players can now swap weapons and attach all compatible weapon attachments on pickup with the “Swap and Attach” option.
  • Added the ability to immediately equip health/Equipment upon pickup.
  • Added the ability to swap health items and Equipment from the ground if the player’s inventory is full.
  • Duplicate items no longer show up in the Quick Equip menu. Instead, the total number of identical items is now displayed. Updated HUD to show total number of items equipped in that slot.
  • Added empty Armor Plate and Paint Can item representations to the player’s inventory to function more similarly to ammo.
  • Ammo will show up as grayed out in Stashes if the player has max ammo.
  • Reworked killed/downed UI elements.
Miscellaneous
  • Fixed an issue where a player’s health and Equipment would not be updated when splitting items within inventory slots.
  • Fixed an issue where quickly equipping attachments could place attachments in the player’s inventory.
  • Fixed an issue where the bleed-out countdown would not stop when a player was being revived.
  • Fixed an issue that would prevent a player from being able to pick up an item from a Stash that they selected.
  • Armory’s Blackout tab now correctly shows when a player has the maximum number of Paint Cans.
  • Fixed an issue where the final stage of a Reactive Camo would be shown on the weapon on the ground, regardless of the stage it was actually on.
  • Fixed an issue where weapons with unwrapped Reactive Camos would show as wrapped on the ground.
  • Fixed an issue where Mastercrafts would always display the first visual stage, regardless of what stage it was on.
  • Fixed an issue where picking up a weapon with an unwrapped Reactive Camo out of a Death Stash would wrap the weapon again.
General
  • 9mm ammo item amount increased to 50 on pickup.
  • 45 cal ammo item amount increased to 50 on pickup.

Zombies

  • Additional Tier Skip
    • Additional Tier Skip added as new reward for completing Daily Callings.
    • Players can now earn up to two Skips per day in Zombies.
  • Signature Weapon Support
    • Signature Weapons now available for customization in the Zombies Armory.
  • "Classified" Standalone
    • “Classified” now available for standalone purchase in the store.
  • Stability
    • Global
      • Addressed several high-round stability issues that could occur when playing with bots.
      • Fixed a crash that could occur when fast-forwarding a clip in Theater mode.
      • Fixed a crash that could occur when a player picked up a Nuke while having an active Special Weapon.
      • Addressed several stability issues that could occur when a player was spectating.
      • Fixed a UI error that could occur when sending an invitation from the social menu while in a match.
    • Gauntlets
      • Addressed an issue in “Veni, Vidi, Zombie!” that would cause framerate hitching during Round 10.
      • Addressed an error that could occur when a player viewed a Gauntlet in Theater mode.
      • Addressed an error that could occur when a player accepted an invite out of a Gauntlet match.
  • Miscellaneous
    • Global – Addressed issues where:
      • Players were not able to see Elixir animations after using a level 3 Special Weapon.
      • The XP amount would be missing from the pause menu when a player reached max rank.
      • A Catalyst Zombie’s FX would trail to their new spawn location upon de-spawning.
      • The Blightfather’s weak points did not properly show their destroyed state when hit with a melee attack.
      • The Dying Wish cooldown meter would not be visible if the player acquired the Perk again with Perk Up or Secret Sauce.
      • The MX9 and VAPR-XKG would still play normal firing SFX after Pack-a-Punching the weapon.
      • The default weapon reticle would show instead of the one the player had selected.
      • Reactive Camos in Custom Mutations would still appear in their unwrapped state even after the unwrapping challenge was completed.
      • Attaching the Compact Scope on the Daemon 3XB would change the player’s ammo count.
      • Certain Special Weapon kills could award more points than intended.
      • The screen would flash and stay white for the entirety of the match for all players after collecting a Nuke in 4-player splitscreen Rush.
    • Gauntlets (General)
      • Addressed an issue in Gauntlets where the player would be unable to reload or swap weapons during rounds that restricted usage of bullet weapons.
      • Addressed an issue in Gauntlets where the player could lose all weapons and points if they acquired Mule Kick from the Perk Up Elixir.
    • Gauntlets: “Veni, Vidi, Zombie!”
      • Addressed an issue where players that were respawned by the Join the Party Elixir during the “...In The Room” round were not transported back to the Boss Arena.
      • Addressed an issue that could occur where the player would lose weapon functionality when using the Brazen Bull Firestorm as Round 7 transitioned.
      • Addressed an issue where players were able to hold Equipment between Rounds 2 and 3.
      • Addressed an issue where very few Tigers would spawn during “Easy, Tiger”, which was inconsistent with similar special enemy rounds.
      • Addressed an issue where the player was able to use Electric Burst on Round 8 without crouching.
      • Addressed a rare issue where players spawned on top of each other at the beginning of the match.
      • Closed an exploit where players could complete the “Perk-O-Late” round without all four base Perks active if the player was using Perk Up.
    • IX
      • Addressed an issue where the Stiletto & Bayonet attachments did not count toward knife kills for the banner challenges.
    • Blood of the Dead
      • Addressed a performance issue where the framerate would drop when players took the fast travel connecting the Warden’s House with the Showers.
    • Classified
      • Addressed an issue where the player could see their hand or gun while traveling through the teleporter.
      • Closed an exploit where players could use the Ragnarok DG-5 to jump up onto the table in the Panic Room.
    • Dead of the Night
      • Addressed an issue where subtitles were shown multiple times during the ending cinematic.
      • Addressed some streaming issues when creating the Prima Materia in the Greenhouse Laboratory.
      • Addressed an issue in Theater mode where a black screen could appear when attempting to spectate other players as they gazed into the crystal.

https://preview.redd.it/f66w0noiblh21.png?width=800&format=png&auto=webp&s=30aa136efa42bba904b4ec4c5ac85c25d700e25f

The following updates are live today on Xbox One and PC, with PC to follow with additional platform-exclusive updates:

Multiplayer

  • Featured Playlists
    • Arms Race Team Deathmatch added as Featured Playlist.
      • Score per EKIA increased from 100 to 150.
    • Hardcore Endurance Moshpit, Pro Series Moshpit, Mercenary Deathmatch Moshpit, and Chaos Domination added to Featured category.

-Treyarch
submitted by treyarch_official to Blackops4 [link] [comments]

Big FAQ for The Legend of Bum-Bo

This is all pulled from the weekly news updates that Edmund provides in the news section of the Steam game hub meaning that none of the questions or answers are generated by me.

Gameplay

Q: how long is an average play session?
A: currently about an hour to beat the normal game, but id like to cut it down to 45 min or less. there is a great deal more thinking in bum-bo compared to an action game like isaac so i assume smarties out there will probably have much quicker play sessions.
Q: will it have lots of unlocks like isaac?
A: the unlocks in bum-bo mirror those in isaac, but isaac has a remake and 7 years of dlcs.. so dont go in expecting an obscene amount of unlocks like isaac currently has.
Q: will there be difficulty modes in bum-bo?
A: yes and no. Much like isaac bum-bo's difficulty scales with how much you play/unlock. it starts out on easy with characters that are more simple to play as, but the more you play and unlock, the harder the game becomes and the more challenging the characters you unlock become.
Q: how long is an average session now?
A: it takes about 10-15 min to beat a chapter now that we have tuned everything up a ton.
Q: Do different characters have different item/spell pools like in dicey dungeons and slay the spire?
A: No, all the items we have in work well with each character. the characters are designed to play differently at their core so forcing pools felt a lot less fun than a more full random isaac like experience. we currently have well over 100 spells and 100 trinkets (passive effects) and possibly more once we release.. making each play session very different even if you use the same character.
Q: How is replayability? are there multiple unlocks and or endings? or is it a one shot?
A: There are currently 4+ characters you unlock by finishing the game with each of them, you can also unlock their starting items as well as 10 more locked items and other things the more you play and the better you do. think of this as on the scale of the original flash version of isaac in terms of replay unlocks. there are multiple endings for sure.
Q: how many floors are there and will you be doing alt floors?
A: there are only a few floors in bum-bo but i cant detail out how many or it will spoil stuff. there wont be any alt paths, but if you guys dig it i dont see why we couldnt add stuff like that in a dlc if it makes sense to the design.
Q: Does the game have a tutorial?
A: yes, the game starts with a playable tutorial that goes over all you need to get playing, i may post a video of that Friday.
Q: How is it going to be for a dirty casual, like myself?
A: if we are talking difficulty, that's something we are currently balancing. i want the game to feel hard but fair, currently its harder than id like so we are nerfing and then scaling up the difficulty much like we did with isaac, the more you unlock, the harder it will become.
Q: will Bum-bo's puzzle board feature a lot of chaining combos at random like other match 3 puzzle games?
A: no, since bumbo is a match 4 there is less of a chance of chaining combos at random, but each time you do a double combo (two 4+ tile combos with one move ) you will gain a wild tile and with wild tiles there comes a higher % of random chaining. we are trying to push more strategy and reward for smart plays than just random chance.
Q: are the characters starting items locked to the player or can you unlock them?
A: each of the characters starting items are locked to the character.. but can be unlocked and added into the items pools by completing specific milestones with each character.

Story / Lore

Q: How is Bumbo related to Isaac? Like lore-wise?
A: that should become apparent as you play, the further you go the more pieces will fall into place. i think people will dig the connection once it all comes into focus, it's an aspect of isaac's story im very proud of.
Q: how is this a prequel to the Binding of Isaac?
A: i cant explain this due to it being a spoiler, but lets just say it's set in the same world as isaac and happens about a month or so before the events that took place in the binding of isaac.
Q: will Bum-bo feature the religious themes that isaac had?
A: No, the themes explored in Isaac arent explored here, but there are thematic reasons for that. there are still nods to religious items, but the themes dont go beyond that.
Q: are there multiple endings, i thought there was one route?
*A: yes there are more than a few endings, you'll understand how/why when you play through the game.
Q: will bum-bo tie into Repentance?
A: Kinda, Repentance and Bum-bo both add to the story of isaac in interesting ways and give a better picture of why isaac is who he is. there are also items from bum-bo in repentance.
Q: does bumbo connect itself to repentance in anyway?
A: yes, some of the story that unfolds in repentance takes place shortly after the events in bum-bo.. but before the events in OG isaac... it will make sense once you finish both games. also there are quite a few enemies/items from bumbo that are finding their way into repentance.
Q: are there more references to you other games in it?
A: yes, if you know my older work youll catch quiet a few references.
Q: is this game actually really related to isaac? or just little references?
A: yes, this game is a prequel to the binding of isaac, it takes place months before TBOI and will make perfect sense if you beat the games final boss.

Design / Sound

Q: what is the scale of this game compared to isaac?
A: i would put the size of bum-bo at roughly the same as the OG isaac release when it comes to in game content. but if you guys love the game there is no reason why we cant expand it as we go.
Q: does bum-bo have exploration like isaac?
A: it used to but we cut it, it actually made the game drag out too long and didnt add much or compliment the games puzzle themes well.
Q: did you actually make this game out of cardboard!!?
A: not really, the stuff in the trailer that is live action is real, but the in game stuff was all modeled in 3d by James with scans of actual paper and cardboard.
Q: i saw your lets play last week, why arent there many SFX in the game?
A: the game is still in dev and will be till we release ( and lets be honest, probably for quite a few weeks after to make sure everything is perfect ). we currently have in very few SFX so far, we will be adding around 100+ of them over the next few weeks along side lots of balance fixes, cut scenes, visual tweaks and the like.
Q: why did you change the game from a dungeon crawl where you explore into linear puzzle battles?
A: it wasnt at all fun. the exploration aspect felt dull and uninspired, we had a lot in too, we had traps and hidden coins and even toyed with npcs that had dialog.. its not at all what a puzzle game like this wanted, it made games last for hours and felt counter intuitive so we stripped it down to its core and it sped up game play a ton and kept it feeling fresh and exciting.
Q: are there other tile types?
A: outside of the 5 major types and wilds, there are also heart tiles ( rare tiles that heal the player ) and curse tiles that damage the player when matched.
Q: how are characters unlocked?
A: you unlock the first 4 characters by completing chapter 3 with each one in order starting with The Brave ( the only unlocked character at the start)
Q: will spells have synergy like in isaac?
A: very much so, most spells were designed to play into specific draft archetypes and tend to synergies in interesting ways.
Q: how many bosses are there per chapter?
A: currently each chapter has 3 bosses.
Q: will there be a final boss or multiple final bosses?
A: there is one final boss.
Q: will there be items unlocks and the like, like in isaac?
A: yes, there are over 20 locked items and a bunch of endings and other unlocks staggered out that are tied to beating X with Y or doing specific things much like in isaac.
Q: are item names going to be added?
A: currently no, we pushed focus on the icon and description of said item, i kinda interested in just seeing what people will call each item.

Misc

Q: how much?
A: $14.99 with a small release week discount!
Q: is the game still coming to iOS and Switch?
A: yes, eventually.
Q: will Bum-bo find a new home with a different publisher in the wake of recent events with nicalis?
A: yes, we are currently very focused on finishing the game on pc first and once its done we will start trying to figure out how to get this thing on Switch. Bum-bo is not a nicalis game, its self published on Steam, we just need a publisher to get it on console.
Q: Will isaac appear in the game?
A: i think so.
Q: what does James smell like?
A: ive never smelled him in person, but i imagine he smells like these ketchup flavored chips he sent me once.
Q: can you play it with a game pad?**A: no, not currently anyway.
Q: will there be more lets plays by Peach and Danielle?
A: well i guess so, people seemed to really enjoy that so, why not!?

// YouTube Q&A Stuff //

This was taken from the YouTube livestream which Edmund did. You can see the uploaded livestream here
Q: How do you feel about the result you got out of working on Bum-Bo?
A: I think Bum-Bo is incredibly good. I actually think it's better than I expected. Like if you were to have asked me like 3 months ago, "What's your feelings on Bum-Bo, what would you score it whatever...", I'd probably give it a 7 three months ago. It seemed like it was going to be an okay game. Over the past two months I would give it an 8.5-9. It's really good. I'm super super happy with it and I'm really proud of it. It was one of those situations where on paper it seemed like it made like a lot of sense, but it took so long to get it where it needed to be and there was a lot of guessing.
Quite recently my confidence has been boosted as I gave my nephew a copy. Yesterday I walked in on his dad playing on his version and then his mum watching his dad play, and then her playing. I found out this morning, my nephew, was late for school because his parents stayed up all night taking turns. So yeah people seem to dig it. It might be a bit of a hard sell because it looks so complicated and also looks like Bejewelled. But you know what, people said the same thing about The Bidning of Isaac "looks like Legend of Zelda", "why would I want to play a randomnly generated version of Zelda?".
Q: Will there be translation into Russian for the game?
A: I don't think so.
Q: Are you going to start developing MewGenics after some bigger projects like Super Meat Boy?
A: I wanna start developing MewGenics after Bum-Bo. It was kind of in development behind the scenes. Mostly Tyler working on the engine, because it had to be completely rebuilt from the TeamMeat version, since I have left TeamMeat 4 years ago. Basically we will throw ourselves into that once we get some breathing room. It is a big project. My instinct tells me to do something small. There is still a secret project in the midst, in the next 3-6 months you may see it.
Q: Am I done with the Isaac theme after Bum-Bo and Repentance?
A: I would say yes. I really wanted to explore a prequel type, I don't know what Isaacy thing with Bum-Bo. I always wanted to make a turn based version of Isaac, like a rogue-like/turn based version of Isaac, more traditional rogue-like. This is kind of a bastardised version of that one and I don't see myself...I mean if I dive back into Isaac it will be Isaac 2 and it won't be for at least 5 or 6 years.
Q: Will Bum-Bo live up to the legendary difficulty that made me famous in the first place?
A: I wouldn't think that legendary difficulty made me famous, but Isaac is not that hard. Meat Boy is actually not that hard. It's just the way I framed difficulty. The End of Nigh is very hard but my past games weren't that crazy hard. Bum-Bo is hard, it is. That's currently what I am working on right now. On my end of the table is balancing difficulty. Currently it's a little too hard, I want it to be a little easier and sometimes it's really diffcult to tweak things without things getting too easy because Bum-Bo is a game where if it feels too easy it feels boring and you never want that, that's the worst thing in the f\**ing world so it always needs to be challenging. It's about how to do that without totally f***king somebody over especially if they are new to puzzle games or turn based games or anything along those lines.*
Q: Are we planning this launch on Switch, if so it must have gamepad support or does it only use touchscreen?
A: I'm still not sure what publisher I'm going to go with as I'm talking to a few different ones for Bum-Bo Switch launch. So I have no idea and we'll definitely cross the bridge when we come to it. I'm really just focusing on making sure this game comes out on Steam and seeing how people respond to it and how much they love it. Then we can always push development in different directions. All that good stuff.
Q: What's Bum-Bo's replayability?
A: Bum-Bo is very replayable. I don't know if you guys have been following with the videos that I've been posting but I've only been playing the first level and every single run is completely different. It really...it feels like Isaac in that respect, you can play it alot. I'd say it's as replayable as the flash version of The Binding of Isaac. I'd say that it scales to there to in terms of items, maybe, it has more items than the original Isaac. As far as bosses and enemies and scale of the game overall I'd say it's on par with the flash version of Isaac when it comes to replayability and hours you'll spend playing it. Each chapter takes 10-15 minutes usually if you're not streaming like an idiot and talking about nothing. Which maybe you're into that, and that's fine. It's about the same as Isaac and we're trimming the fat still. Back two months ago it took about 20 minutes to get through a chapter which was a huge pain, and we sped things up alot. I think we can speed things up a little bit more. We're just trimming things here and there to make it a more optimal experience.
Q: Was the game made entirely out of cardboard?
A: This is all just digitally cardboard. I believe that some of the images are actually scans of actual cardboard that James had. The live action stuff that you guys saw in the trailer, that's all real. I know it's confusing because it looks so similar but this is all just 3D models with my drawings on them.
Q: Why do I keep working on Isaac and it's world?
A: Probably for the same reason you guys keep playing it. Isaac is the most honest and personal and I feel like I really poured myself into it. Meat Boy was like that too, I mean Meat Boy was essentially a game about me and my wife, and that was personal in itself but Isaac was more a risky project so I felt more emotionally attached. It felt more true to who I am so I'm very attached to it and I don't want it to stop. I guess you can say there's some personal things that happened recently when it comes to my family and my upbringing. That kind of brought things back up and I wanted to talk about some stuff that happened before The Binding of Isaac happened. You'll get to kind of see that in Bum-Bo...eventually if you actually finish the game.
Q: Are we going to be this genius on the game or is it special just for you?
A: I think you guys are going to play better than me. I watch other people play. People who have experience with any kind of match puzzle games tend to really love this game as it's a strategic version of you know, those kind of games. Bejewelled with the match 3 setup, really it's all about random chains and moving things around and not having many options. With Bum-Bo you're able to move the board around more and you've got a moveset and it's really deep strategy, there's alot going on. I've noticed that people that enjoy the simplicity of something like Bejewelled excel at this game as they have experience in these type of games.
Q: If you have max trinkets can you discard one or are you just stuck?
A: You can discard one or you can just cancel the pickup. You can either replace a trinket, so if I had 4 trinkets and I had another one it would say "Do you want to replace a trinket?" and you can click on the trinket to replace it or you can click cancel and then it will just pass the trinket.
Q: What's the story of the game?
A: The story of the game is what you guys will see and what you guys should know already is that Bum-Bo had a coing stolen from him, and he went down into the sewers to find said coin. In the process he started getting more coins from killing stuff so he continues his quest, not only for his coin, but also more coins so he can gamble them away at the casino. That's the story. Of course there's more to it but I'm not going to say sh\t.*
Q: What happened to Florian?
A: Florian is very much alive. Florian's testing this game he's one of the more obsessive players, he's given some really good feedback, and some good bug fixing and testing and helping us. He's pointed out some big holes in some of the design of items which I've fixed. Or I should say that James fixed it.
Q: How many achievents in Bum-Bo?
A: Let's see, so let's count. So we've got the ten main, then we've got six and then five, and then two more. So add that up and then you've got about the number. We're probably going to add a few more as we go.
Q: Any funny or broken combos or things you've had to fix?
A: Yeah. Bum-Bo the Nimble used to gain mana anytime he dealt damage, period. Which was super busted with a few different attacks. Like there are multi-attacks in the game and stuff like that which deal really piddly amounts of damage like one damage here and one damage there, but it will deal multiple damage. There's a spell that essentially refills itself, except by one everytime you did it, then you just have to do one again and then go infinite. So there are sh\tloads or were sh*tloads of infinite combos. There still are infinite combos but you really have to work for it. You have to save up your cash, you have to reduce spell cost, you have to reduce charge cost and you have to combo your items. I havent' really showed much of that on stream, you don't really see that until mid to late game when items really start speaking to one another and you start comboing.*
Q: How is Isaac related to Bum-Bo?
A: I can't talk about that. You've got to play the game. It will make sense when you play through it.

// Second YouTube livestream by Edmund Q&A stuff //

This is taken from the second YouTube livestream in which Danielle and their many cats appear. You can see it here
Q: Legend of Bum-Bo board game?
A: No, not going to happen.
Q: Are they any games that inspired Bum-Bo that we should be playing?
A: So the number one game that inspired Bum-Bo is a game called Puzzle Quest. I love the f\*k out of that game. It was an early 2000s game. It was pretty damn simplistic. It was a Bejewelled based RPG where you gain mana off of tiles. It's still a match 3 system, it was pretty simplistic and I really love that formula alot and I want to just combine that with a more indepth combat turn based experience. This is kind of what it became. But luckily as I was developing this..so this has been in development for almost over 4 years...so Slay the Spire came out shortly after working on it. So I had to play that and kind of get an idea of how things work. It's because I'm trying to include a kind of draft (card drafting) in there. That's kind of how the game progresses. So I was able to take examples from Slay the Spire and stuff that they did right and stuff to avoid, of course. Then recently Dicey Dungeons came out which is another game in this genre I guess you could say, ;ike puzzle-based rogue-ish type games. So that was super helpful too. Dicey Dungeons helped me realise how I needed to simplify things in order to make it more bitesize and enjoyable. So Dicey Defeinitely helped a shi*t tonne. Outside of that I would just say Bindong of Isaac. Just trying to make it a turn based Binding of Isaac game with puzzle board stuff.*
Q: What's the plan post-launch for Bum-Bo? Do you plan on releasing any DLCs or updates on the game post-launch?
A: We're at the point right now that we're cramming so much in we're trying to get what we can done. No doubt there will be little bits and pieces that will flow into...I wouldn't be surprised to see extras pop into the game as we do bug fixes post-launch. If the game is received really well, much like Isaac, I probably will be working on it more and will add mini little not DLCs but updates here and there, maybe an extra character or something like that for free. If it goes really well definitely I'll do a DLC, for sure, later on.
Q: What would I say the age range of my games are?
A: So I never think of an age rating going in but it's always M, let's face it. Even though this is pretty goofy and whatever else I tend to do like random drug references and stuff in my games, like needles and pills. Needles and pills automatically get you an M rating. Is that bad? I mean it does mean less people possibly play my game and that's kind of a bas business decision on my part but like I care at this point. I just want to make whatever at this point and if it seems true to the design them I'm going to add it. Even with like MewGenics , it's a cute cat game with all this crazy stuff and from afar I think most people would see it and be like "this is like animal crossing cutesey type game" but it's totally going to get an M. It is dark and there's sh\t going on in there.*
Q: How many characters will Bum-Bo have? Only the ones I show?
A: No. There's going to be at least two more that are hidden.
Q: What is youre favourite items in The Binding of Isaac and Bum-Bo?
A: I can't...how do I f\*king choose at this point? My go to for Isaac is Bob's Brain. For Bum-Bo...I'm in love with all the puzzle spells but I had alot of fun with that chaos card, the chaos spell last time so I'm going to say chaos because that one was fun.*
Q: Do I plan on doing something similar to Isaac in terms of infinite endless replayability?
A: I'd say that Bum-Bo is pretty close. I think Bum-Bo is almost infinitely replayable. As replayable as the original Isaac. I think MewGenics will be more replayable than Isaac, that's it's design anyway.

// Third YouTube livestream done by Edmund //

These questions were taken from the third livestream that Edmund did in which you can see it here
Q: Android release?
A: There is not an Android release planned. We are contractually obligated to release on iOS through our publisher whose name may or may not have changed, not sure how it's going to work yet. We're not obligated to release on Android, but you know we'll see.
Q: Is the Switch release this year?
A: Uh...no. We don't even know who our publisher is yet. Once the game comes out, so basically this is how the schedule is going to go with this. We have 12 more days of development. We're developing all the way to the end. We have a bunch of things we need to get in and a few days to tst, as we have a bunch of testers currently, playing the game and we're trying to get everything nice and perfect for release, and then release. We'll then obviously do post release updates to make sure all the bug fixes are there and probably figure out what we need to polish and tying up loose ends. Then if the game is received well I'd like to do a mini update later this year, if possible. Obviously we're going to talk about porting the game sooner than later but I don't think it's going to go full force until next year., and then we'll see when it comes out. You're going to want to buy it on Steam as that's where it's going to be for quite a while. That's where it's going to be supported the most, currently.
Q: Isn't modelling clay an item in this game?
A: Modelling clay from Four Souls came from Bum-Bos modelling clay. It is an item in Bum-Bo.
Q: Are there devil deals in Bum-Bo?
A: Funny story...so much has been cut frokm this game. This is the longest dev cycle I've ever worked on, it's approaching 4 years of development. This game has gone through alot of iterations and alot of stuff got cut. One of the things that was cut was the devil deals. The devil deals in Isaac are kind of funky, they are win more, the way it's designed and everyone was completely happy with that. I couldn't come up with a great way to do devil deals for this but they were in and we had a bunch of items that were based on devil deals. We actually had a whole devil for that but it didn't work, it didn't make sense so we cut it. We had so many things that were cut, we had traps and things you had to defuse like time sensitive...we had to keep stripping things out of the game in order to keep it streamlined and fun.
Q: Are there cat related items in this game?
A: Yes.
Q: When will I spoil Chapter 2?
A: Probably on launch.
Q: What are your favourite enemies from the game?
A: I like enemies that cast spells. There's alot of enemies that do unique things to your board or your items or summon other enemies or cause some status effects and stuff like that, those are usually the most fun. Although I mean the bosses are where it's at as they change gameplay.
Q: Any Peach easter eggs in Bum-Bo?
A: The only easter egg currently is the delay of the game. (laughs) That's a Peach easter egg. I don't know probably something subconciously I put in here that links to her but I wouldn't be surprised.
Q: Are Guppy items in the game?
A: Um...yes.
Q: Add Dark Bum-Bo or Key Bum-Bo.
A: Uh...no.
Q: How would Bum-Bo control on console?
A: I'm not sure. It's another one of those little things I need to figure out. I'll need to look into how other puzzle games do controls with gamepad, and then figure that out.
Q: Can you pre-order this wednesday?
A: I think that's the plan. I think Bum-Bo pre-orders will be start going up on wednesday with discount. You will know as soon as I know for sure.
Q: Will it be PC only or will there be Mac compatibility?
A: So Apple is doing dumb sh\t (I've said this in the last stream) making it very difficult for you to publish anything anywhere on Mac. So I'm not sure if that's going to happen, if ever. I know the Gish revamp isn't going to be on Mac, for sure. I highly recommend you boot to PC on your Mac and just stop using Macs, come on.*
Q: What's your favourite trinket and enemy?
A: So the big difference between The Binding of Isaacs items and The Legend of Bum-Bos items is that in TBOI there are some items that are kind of not as good, and there are items that people avoid etc etc. This game has pretty well rounded balanced items. So every item that you get is good. So it's hard to say what my faovurite is, uh especially with like a trinket there are 100 trinkets and they all do really unique things. There's a cycle of trinkets that gain you 1 mana of a specific colour everytime, it's a kind of weak effect but but actually you can plan ahead and it's another bit of math you get to add to your strategy, I do like those. There are of course powerful ones that are really good too. Chaos cards really good.
Q: Is the soundtrack going to be in a bundle?
A: I think so, yeah.
Q: Will Bum-Bo have optimisation for weaker PCs?
A: I think there's a few options on launch and you can choose lower end and smaller resolution, but I'm not too sure how it performs on bad PCs.
Q: How many secret characters are there?
A: There's a few. Not a tonne but a few. I have an idea for another one, if you guys are good and the game does really well maybe we'll just add another character in there.

// Fourth YouTube livestream by Edmund //

This is taken from the fourth livestream Edmund has done via YouTube in which you can watch here
Q: Bum-Bo hard mode?
A: Bum-Bo hard mode is a bit of a spoiler, but as you probably would assume as I've done this for a few games the more you play the game the harder it gets. So I'm playing at max difficulty, it's scaled up all the way. Which behinds the scenes means that more enemies are allowed to prime, there's a limit to that depending on what chapter you're on, hearts in the store cost more and you yield a bit less coins unless you play really well.
Q: Will we get something like the basement seed in Isaac?
A: Uh...no. This isn't a game I don't think you'd get alot of joy out of busting the game apart. There's more strategy involved and I think there's more being rewarded with strategic play than just being busted.
Q: Is Loaf a beefier brownie?
A: Yeah I'd say so. I mean he's a beefier brownie, he's all grown up.
Q: What character design do you find the most interesting?
A: There are these characters called the Shygals, you guys haven't seen and I had fun designing the way they look.
Q: Is Bum-Bo Isaac's dad?
A: He doesn't look like Isaac's dad, I don't think so.
Q: Can RNG screw you over like in Isaac?
A: I think it can screw you over less than ijn Isaac. The way it divvies these out is very specific so the chances of it screwing you over are very low, you're going to get the same ratio of tiles for the most part every single time. So if you screw up it's on you. You can get screwed over by like not really planning ahead and then getting a really difficult room really early that deals a bunch of damage to you, and then you just don't have enough to take a beating later.
Q: How confident are you that the game will be balanced day 1?
A: I think it will be 98% balanced on day 1. That's the goal anyway. I have a feeling that after the next build that goes up there's a bunch of things that are currently up right now that James is working on for balance, it's mostly to balance bosses. I think that once those are in we're looking at something that's pretty balanced...complete but there's also a big difference between 20 testers and 1000s of people playing the game at once so, you know, as we go the more people that play the more people report things that are OP or are too difficult or bugs and whatever else and we'll definitely be fixing them and tuning things a little bit.
Q: What's the max health?
A: The max health is 6.
Q: Am I excited to release the game?
A: Yes, I'm excited. I'ver very very excited. This game is very cool and turned out better than I expected and I think it's a great sequel to a game that you all love.
Q: Did I do the voice for the live action Bum-Bo?
A: I originally did the voice for the live action Bum-Bo but then I wanted Mathias to be Bum-Bo, so he took over and did that. His Bum-Bo is better than mine.
Q: Branching paths?
A: Currently there are no branching paths, it just goes all the way through. Obviously if we do a DLC in the future I would like to make more areas which wouldn't really branch as much as they would kind of do, but maybe...currently there are no branches paths.
Q: Will the final boss have a gun?
A: That sounds f\*king cool, I think maybe he could have one of those swords that is all jagged and twisted, and neon pink to blue scale like shiny, and then like one of those t-shirts that have the blue flame on it. It'll be f**king rad.*
Q: Will this come out on Xbox?
A: We need to figure out how to control the game with a controller, like how to do this match system and then have access to all these things (moves cursor to show right side of HUD stuff) on a controller so it can actually work on console and stuff. Because on Switch I was just thinking people can use the touchscreen and that's it, I said that one time and people were like "oh is it going to be touchscreen only, I don't want touchscreen only!" so we've got to figure it out.
Q: Do you plan on doing character specific areas?
A: I'm not sure if you mean character specific runs kind of like what they did with Dicey Dungeons, I'm not sure what you mean. They're all going to be completely random and infinitely replayable due to the random items and the item combinations and the states in rooms. I don't like making custom specific areas for characters.
Q: Will there be multiple endings?
A: Yes, there will be multiple endings.
Q: Are there going to be challenges like in Isaac?
A: Uh...no. There are no challenges currently in the game.
Q: Favourite boss?
A: My favourite boss right now is Pyre (not too sure on spelling), you guys haven't seen him. But I also like the visual design of the Shygals.
Q: Bum-Bo comic?
A: He's not the most deep character, I don't think a comic would work.
Q: Is it possible to get a combo larger than 7?
A: I've not seen it done but it does seem theoretical if you could somehow kill two tiles at once and drop down wilds. Yeah you could possibly do it, I don't know but it would probably break the game right now. The highest reward is 7. Trying to set up a combo like that would be near impossible and you'd just have to be really f\*cking lucky in order to do it. You could probably break the game and do something like that, so we probably should make sure that doesn't break the game if it happens. Not sure if it does as I've never seen it.*
submitted by DeOntwerper to thelegendofbumbo [link] [comments]

Sonic Forces OVERCLOCKED - Official Q/A Responses

Context: We did a QnA on the Sonic Forces Overclocked mod. This is a list of all of the responses. I apologize if formatting gets fucked.
So, how long do you estimate will take for this mod to be finished?
Answer: For the full thing, around another year to a year and a half. For chapter 1, it will probably be out by late august to late october.
How did Infinite got to reunite with Neo again? If it's not too uh spoiler-y
Answer: Metal Sonic found data on the Phantom Ruby, tracked a frequency from the Ruby (believed to have been destroyed, it was actually just powered down), Metal finds Infinite, retrieves him, and the opening starts.
Do you plan on switching the bee out for a Black Bull or something? That could be awesome.
Answer: we were experimenting with that, we're probably gonna do Black Bull but we'll need a custom rig
Will Big be in there? Will he get the easter egg he deserves?
Answer: We’re going to have a Gismo made of him running in the background
Will Eggman join the resistance, since he seems pretty injured in the demo... i mean... Infinite doesn't seem to like eggman anymore
Answer: Eggman’s fate will be answered in the next cutscene, which will be released by the end of the month.
Since when did the development started?
Answer: Development began in July 2018 with Infinite Force’s Green Hill Encore mod.
When is Overclocked Chapter 1 going to be released/done?
Answer: Sometime within August to October.
What would happen to the forest/casino area? (Mystic Jungle)
Answer: The whole Jungle is gonna freeze over thanks to the Phantom Ruby.
Will Shadow do anything big for the plot? He's been so underused (and just edge without the depth he used to have) in the modern games.
Answer: Shadow does have a bigger role than he did in Forces. He may not do anything explicitly major but he will do more.
So, will you manage to add in new cutscenes?
Answer: depends on how the mod is treated, might need some revisions to the mod if we do add the cutscenes into the game. If we can’t, they’ll stay on youtube.
if denuvo gets removed what could you do
Answer: We could use more objects that are hardcoded for certain stages in stages they don’t belong in, among some other things.
Will Overclocked get new voice sfx? It would make the custom voicelines sound better.
Answer: Yes, the only reason they’re not implemented now is because Sonic’s gameplay grunts and stuff have like, 100 files and that’s a lot to have to edit and replace.
Will Mephiles return in Overclocked?
Answer: Mephiles will not return in Overclocked due to the fact that he no longer exists in the timeline. (As he was erased along with Iblis at the ending of 06.)
Speaking of Lava, would we see Lava as well?
Answer: Uh...Yes?
Are you able to change any wispons?
Answer: To an extent. I buffed asteroid’s and cube’s specials. (Asteroid’s float time lasts longer, Cube is able to be stacked faster.)
Will gravity change in the Death Egg stages for Sonic and Rookie in Overclocked like what happened for Classic's?
Answer: Possibly, that depends on if I find anywhere I can fit it in. Possibly in Dead Atmosphere.
Will we get a horrifying movie sonic t-shirt or bodysuit?
Answer: No, lol.
Is there an explanation for Classic Sonic being brought into Overclocked?
Answer: Yes. That ties into Neo Metal Sonic and the Phantom Ruby.
is Overclocked set in it's own AU?
Answer: Yes, but it follows the canon of the games up until that point.
Will you be adding any new boss fights or just modding over the ones that exist?
Answer: We will try to mix them up as best as we can, but we can’t add any real NEW bosses.
Will the Mega Death Egg Robot be changed in some way?
Answer: All bosses will be changed.
What are your thoughts on the og forces?
Answer: It’s disappointing to me, needs some fixing up and polishing at the very least.
Will Infinite get more screen time in Overclocked and will it expand upon his character?
Answer: Yes, it will reference Episode Shadow as well with the death of his squad and his hatred towards Eggman will be developed. His motivations will also be touched upon as well.
Will anything be done to Episode Shadow for Overclocked?
Answer: I’m not sure on the topic of the base stages from the DLC. If Infinite Force wants to, yes.
Will you add any new characters to the plot or will it be the same cast as Forces?
Answer: Most of the characters people wanted in the original game will be in Overclocked (with the exception of Blaze, as she has no real reason to be in Overclocked.)
Would Sonic get new equipment?
Answer: He’ll get a new outfit and his appearance will change slightly over time but no new gear.
Will Blaze be in Overclocked?
Answer: No, as she has no reason to be in Overclocked.
Anyway, what about Shadow? Would he be seen in the Overclocked comic on his bike?
Answer: Yes, he will have his bike at one point.
Is Sonic gonna get beaten up like last time?
Answer: Yes, and so are the rest of the cast.
will there be any Changes to the Avatar?
Answer: Aside from the Wispon adjustments I mentioned earlier, no.
Will the Avatar speak?
Answer: No.
Would Wispons' stats be edited. I did see a bunch of custom ones you had in one of your vids, Duck
Answer: Those are just retextures. We can’t actually add new Wispons.
Would Sonic and Rookie pair ups have the Double Boost removed?
Answer: The Double Boost sections are going to be more challenging, the player will have to work to keep their boost gauge up, they’ll have to avoid obstacles as well among other things.
Would the charge up for Double Boost be harder to do?
Answer: Possibly, that’s not something we’ve considered yet.
Will there be new badniks in Overclocked?
Answer: Not any actual new badniks, but we can possibly make Gismos of new Badniks that can damage the player upon contact.
Can you change the effects of a failed double Boost?
Answer: No, we can’t change anything major if you fail the Double Boost, the only thing we can change is how long they stumble for.
So on the topic of adding to the Character roster, which characters will you add?
Answer: I can’t reveal everything, but the cast additions I’ve confirmed are: Big (cameo) Cream, Cheese, and Chaocola (minor roles) and Black Doom (boss fight)
Will any of the Wispons be nerfed?
Answer: No.
Will Silver have a larger role?
Answer: He doesn’t do anything major, but he does actually do a lot more than he did in Forces and actually supports the Resistance.
Will the Chaotix have a bigger role?
answer: Similarly to the question on Silver, not exactly, but they will do more in the story and have a larger presence.
Would Classic be more....angry?
Answer: To an extent, but his personality will match the one he has in Mania.
Will Eggman have a role?
Answer: Yes.
Will a Gaia Statue appear as a cameo as well to Unleashed?
Answer: No, as the planet Forces and Overclocked takes place on is separate from Earth (Which is where Dark Gaia is from).
Alright. Stages. Will more of the stages be used?
Answer: The stages will be extended, and there will be one brand new stage, but no aside from that.
Will Zavok, Chaos, Metal Sonic, and Shadow be in the game?
Answer: Some of them and not as clones. (Like, Neo Metal is in the game, and so is Shadow)
Are the robots from Infinite illusions?
Answer: They are created by the Phantom Ruby but they are real. They’re not fakes or illusions.
Now for the Comics. How long will those take?
Answer: Almost done with issue 3’s sketches.
Who are the Developers on Overclocked?
Answer: Infinite Force, The Duck Dealer, Brandon Jones, CodeSonictheHedgehog, Ichigo, Showin (to an extent), the voice cast obviously, Robowill, and KR1SHN9.
Will there be music replacements?
Answer: Yes.
What Music will get replaced?
Answer: All of it.
Does Overclocked take place before or after Speed Battle? Answer: Separate continuity.
Will SOS be disabled?
Answer: No. There have also been minor adjustments made to that as well.
Will the unused floating capsules be reimplemented?
Answer: No, as nothing is left over from them aside from their name and template.
So if Classic Sonic dies, does Modern Sonic die since Classic Sonic is from the past? Or is he from another dimension like in Forces?
Answer: Classic Sonic is from another dimension.
You mentioned before that the characters will look different over time, so will you change any of the outfits for the Avatar?
Answer: There are plans to.
Will be Episode Shadow changed?
Answer: There will be a completely separate “DLC” for Episode Shadow that follows Overclocked’s events from Shadow’s point of view.
Will be Metal Sonic be a illusion or the real metal?
Answer: He is the real Metal Sonic.
Any chance that Boom Sonic will appear as an illusion?
Answer: No.
Will special stages be a thing?
Answer: That’s impossible to implement.
Will the Chaos Emeralds be involved in the plot?
Answer: We planned to have Super Sonic playable in boss fights (albeit damageable) but due to the differences between Generations and Forces modding capabilities, that was cut.
Will Metropolis be changed?
Answer: In-Story it is a different location, but it will look identical apart from retextures.
How do you think you'll make the Null Space Stage?
Answer: It will probably be the longest stage in the mod.
Less automation on levels?
Answer: Yes.
Infinite Force, what made you want to make Overclocked?
Answer: Basically, I looked at Sonic Mania’s Encore Mode, and thought the same could be done to Forces. The rest is history.
Do any of the characters get corrupted from the Phantom Ruby’s power?
Answer: No.
Will Angel Island return?
Answer: Yes, but it won’t be a playable location.
Did the the Death Egg just respawn from nothing?
Answer: The Death Egg wasn’t completely blown up, it was left partially intact and it was repaired with the Phantom Ruby’s power.
Will any of the characters die?
Answer: No comment at this time.
What mods will be compatible with Overclocked?
Answer: Probably none of them as Overclocked is such a massive overhaul.
Will there be more water sections in Overclocked?
Answer: Not really due to how primitive the water stuff in Forces is.
Are you any further on the Low End version of Overclocked’s demo?
Answer: I’m still missing some stuff that Brandon hasn’t been able to get to me.
Are the physics for Modern and Avatar gonna be edited too?
Answer: They’ve already been changed in the Demo. We’re using Cornflakerush’s physics tweaks mod.
Will there be more 3D sections?
Answer: Absolutely.
Will the normal wisps boost removed? And Ring will give you boost?
Answer: Boost wisps will be removed in all areas aside from the start of long sections that require boost.
How’s the development going so far?
Answer: Steady!
How substantially will the Infinite fights be changed, and on a scale of 1-10, how painful will they be?
Answer: I don’t know about the first two yet, but I can tell you that the final fight against infinite is going to be hell.
Are you going to be changing those cutscenes of just radio chatter? (World Map dialogue)
Answer: We won’t be using the World Map sequences.
Will the jokes actually be funny?
Answer: That depends on the player's perspective but I'll try to make them funny. There won't be joke spam though, since the mod focuses on a more serious tone.
So how changed will the level design be, because a lot of critique has been directed to the fact that a lot of level design is really similar.
Answer: A lot of it will be changed, much more so than what you’ve seen so far, and there will be lots of new pathways and such.
Any other bosses that are going to be changed (like Black Doom over Zavok)?
Answer: Yes, but nothing I can comment on. You’ll have to wait and see ;)
Are Orbot and Cubot going to show up at all?
Answer: Yes, but they have minor roles.
Did Overclocked have an internal name before it was decided on Overclocked?
Answer: It was just referred to as Encore. We did go over some various other title ideas, like “Null Force” and “Reinforcements”, but we quickly settled on Overclocked.
How many chapters are there?
Answer: Four.
Any particular reason why the story is split in such a way?
Answer: basically, don't want a really big download for the players, and it also gives us more creative freedom as we can change things between chapters (like character models and such)
So what exactly will be done for the Death Egg since Black Doom is there? Will the area be changed to look more like the Black Comet at all?
Answer: The Death Egg will still be the Death Egg but with some retextures as with every other stage.
Who's the director of Overclocked?
Answer: Infinite Force and The Duck Dealer.
Are the locations for the bosses gonna be changed?
Answer: No, all of them are the same locations as the original game, however if you mean terrain-wise, all of them will be changed.
Is Eggman going to be absent in this?
Answer: You’ll see, soon.
Will Neo Metal have a voice like in Heroes?
Answer: Yes.
Will there be any stages that use the ARK, or will it at least be referenced? It's basically been forgotten since Shadow the Hedgehog (except for Generations, but that was only a boss fight so it doesn't totally count).
Answer: No, the ARK won’t be referenced.
Since ItsHelias94 got PS4 terrain in the Switch version, will a console port of Overclocked be feasible?
Answer: A console port of the mod is very, very unlikely.
In regards to the music, will it all be all remixes or is there going to be original music?
Answer: There will be some original music but for the stage themes there will be mostly remixes.
Dp you think the negative reception of Forces will impact this mod?
Answer: It already has, both positively and negatively. The positives are that people are seeing the mod and saying “Hey, you know, this looks a bit better! I might try this out” but of course there’s the other side where people just don’t want to touch forces or think it’s unfixable, and well, I guess all I have to say is that the mod isn’t for that second group of people.
Are there any characters from the original game that have been removed?
Answer: Nope, they are all present and accounted for in Overclocked, and with some other returning characters that didn’t show up in the original game.
In that case Did Silver ever leave?
Answer: No, he stayed behind to help with cleanup.
Will each chapter get progressively more difficult?
Answer: Yes.
By more battle damaged as the chapters progress, do you mean like the characters will get hurt, or maybe they’re outfits will get scratched up?
Answer: Yeah.
Another question How did Black Doom get back?
Answer: Phantom Ruby-created copy.
Does Overclocked remove anything from the base game?
Answer: No. Overclocked is focused primarily on expansion.
How will Classic Metropolis be implemented? As you mentioned you and Showin were making a Classic Metropolis stage for the improvement mod.
Answer: We’ll see.
Is the avatar going to be more customizable (new colors, outfits, etc)?
Answer: The Avatar will have new outfits but it will replace existing ones.
I noticed that the QTE from the second level was taken out, will other QTEs be removed as well?
Answer: Yes. The main reason for this (aside from most people disliking them) are that every stage with a QTE aside from Spaceport has a different character playable, and since the QTEs are hardcoded for Sonic, we have to remove them.
So since Classic Sonic will be in Overclocked, will he be with the Resistance from the start? Or will he show up either a few levels later, or even a chapter later?
Answer: he will show up in Stage 3 like in the original.
IIRC, Duck said Overclocked was attached to Encore Mode, does that mean Mighty and Ray are going to appear as well
Answer: No, they’re not connected entirely, only certain elements. This will be elaborated on in Chapter 2.
I know it's set in it's on AU based off the games, but does Overclocked make any mention of things in the IDW Sonic comics?
Answer: Similar concepts and borrowed ideas but they take place in separate continuities.
Would there be other factions in the story besides the Eggman Empire and the Resistance?
Answer: Aside from Neo Metal/Infinite, no.
Will the "guardian angel" (Whisper) be referenced in Overclocked?
Answer: Only as a reference. She has no major role or presence.
Was Neo Metal rebuilt during the OG Forces events or what?
Answer: No, Metal Sonic had been put into stasis upon Eggman and Infinite discovering the Ruby’s ability to create copies of physical objects.
So is the story before Overclocked the same, or are some previous events altered?
Answer: Nothing major has been changed, only expanded upon.
If the Chaos Emeralds were to be used, I'd assume they'd first be banished into Null Space.
Answer: No comment.
To my understanding, Overclocked’s base for the plot starts the same as IDW, but changes how things play out so my question is up to what comic should someone read to to get a good idea of the base of the story before diving in to Overclocked?
Answer: The plot doesn't follow the same opening of IDW, it borrows similar ideas and elements but for the most part it's not the same like canon if that makes sense. None of the comics directly tie into Overclocked in any way.
Is there anything you’re worried about in regards to Overclocked's development?
Answer: This is basically unavoidable, but Forces will probably fall into obscurity by the time we’re done. However, I fully intend to finish the mod regardless because people clearly care for this project, and even if Forces isn’t going to be very popular there will still be people who will see the mod and be interested.
Are there going to be some shameless references to Archie?
Answer: No.
Is this gonna take a while to make like BrianuuuSonic is with the Sonic '06 Project for Generations even after the game died out?
Answer: No, as development is going a lot faster and we have more time to work on it.
Who's writing the story?
Answer: The Duck Dealer
What’s the hardest part of writing the story?
Answer: Filling plotholes that Forces left unanswered.
Will those green shooter orbs be used more in a select stages?
Answer: Unfortunately no, as Forces really doesn’t like it when you use extra/secret stage objects outside of the stages they were made for. I attempted using the objects in a test stage but the game softlocked upon loading.
If a new game is introduced that conflicts with overclocked, will you change the story of Overclocked?
Answer: No, as Overclocked follows its own universe.
Is Overclocked related to Mania Adventures or Encore in terms of Classics story?
Answer: Yes in terms of Encore mode, Encore Mode's lead-in to Overclocked has kind of a meshed ending of both the good and bad endings of the DLC.
Are the stages being playtested and such to make sure no bugs and such happen?
Answer: Yes, we have several playtesters.
Will there be low end versions of each chapter for those who don’t have the best PCs?
Answer: Yeah.
What are the common critiques of Overclocked and how would you address them?
Answer: For the comics, we have criticism on the art style which has already been addressed and improved upon. As for the mod itself, there’s clearly a lot of criticism about the Virtron pillars, I’m actually making more models so we can have more variation instead of there just being giant cube towers stacked everywhere.
Are other mods planned?
Answer: There are 2 "DLC"s planned for Overclocked. (Episode Shadow and Episode Metal)
Is there something your working on that you aren’t sure if you can pull it off?
answer:Not really to be honest, I think we know our limits at this point.
How would episode Metal be set up? Would it go through a few levels or most of the levels of the story?
Answer: 3 levels that basically go over how Metal ended up becoming Neo Metal, and acquiring the Phantom Ruby and Infinite.
After Overclocked is all done and over, what does the crew plan to do next?
Answer: I know Infinite Force wants to try and get a position in Sonic Team, but as for me I'll probably do some more art and other stuff, I am working on a forces remake project but that's kind of to the side right now with Overclocked taking precedence. CodeSonic says he’ll focus on his education, and as for the rest of us I can’t say.
Will each chapter feel more apocalyptic as the story progresses? Like, since this is an end of the world scenario, will each chapter push that feeling?
Answer: Yes. That's one of the main focuses on conveying the emotion of the story.
Will you be modding other games after Overclocked?
Answer: I can't really say right now. Maybe.
Will Silver say “crap” like in the comics?
Answer: Yeah, lmao.
Well, you've answered a lot of questions already. Last thing to ask for the crew here is will you be going to a convention and maybe showing off development of Overclocked?
Answer: No plans to do that as we all have conflicting everyday lives and different responsibilities. It would be probably impossible to set up anything for that, anyways.
Will Classic have a personality?
Answer: Classic will share his personality from the Mania series.
Will Froggy be in Overclocked?
Answer: Of course!
Will there be any new levels or level aesthetics?
Answer: One new level: False Metropolis (a Classic Sonic stage which is what I mentioned earlier with Showin’s mod)
In Overclocked, will games other then Forces be referenced?
Answer: Not explicitly, there are references to some but not a lot.
Will the story have a sense of hopelessness near the end, something like Halo Reach where the player feels like they’re winning but then they’re hopes get crushed?
Answer: Yeah, we’re planning a similar bittersweet feel to the finale.
How hard is it trying to base the story around the levels that already exist in the game?
Answer: Not that hard, when we started development I basically made a skeleton of the stages.
So far, what has been the most difficult part of development?
Answer: Since we’re not a professional team working closely together in an office with everything in one place, getting things to eachother is kind of complicated.
Will Omega appear much? Since he was absent in most of Forces only to come back and miss Infinite, who was just floating in one place.
Answer: He has a larger presence.
Do you feel that “the fans can make better games than Sonic team" quote is overblown or do you find it flattering when in reference to overclocked?
Answer: Both, since I feel like there were some members of Sonic Team that weren’t responsible for the laziness in Forces, and I find that kind of insulting to those devs, but I do find it flattering that people enjoy this better than an official game.
Will you expand upon the 6 months of torture that Sonic experienced?
Answer: No, as it isn’t relevant to the plot.
submitted by Hurricaden to SonicTheHedgehog [link] [comments]

🔥✨Reddit Dragula S2 - MTQ Part One✨🔥

Las Vegas, Nevada DAY 1 | 11:00PM
The camera pans through a luxurious, vast casino. High class socialites were walking around, holding an expensive martini in their hands, talking to each other with such a posh tone, poised as if they were ready for a photo-shoot. One woman in particular stood out from the others, the back of her being seen, a long, crimson dress tail resting on the floor with a sheer, transparent overlay that had been rhinestoned. She was leaning on a table, where a large oak wheel was sat with the names Angelique, Bianca, Marianna and Euthanasia placed around the outline. A close up of her elegant nails, that were that long they were almost claw like, was shown, as she spun the wheel. The pointer lands on Bianca.
”Really? Her! She’s not winning, no thanks.” She slams down onto the table, about to grab the wheel once again but within frustration, disrupted mid-way by her phone that rings without a caller ID. She answers the phone, frowning as a faint mutter emits from the speakers. The scene cuts to her outside, following the echoing clatter of her heels in the street as she steps into her car, storming down the roads and through the desert. The air was intoxicated with masses of sand, the speed of her car whipping up opaque whirlwinds of it across the road. She turns on the radio, ‘Your Sex Is On Fire’ by Kings Of Leon playing, as she turns down a dodgy side road with a worn out town sign that was unreadable. One would question where she was going, but this was Anastasia. Where hasn't she been?
”I thought I covered my tracks with these damn girls from season one. That pit crew when they see me are getting more than what they really want.” She slams the car door, turning around and walking into the village. No one was there, it was completely vacant. The sense of eeriness was depleted the second she step foot within the land, Anastasia witnessing the rubble from the neglected buildings that stare at her, awaiting for something to happen. She opens the door of the biggest building, entering and pulling out a pistol that was equipped with a torch. The narrow light exposed bodies of past queens, her counting to see who was missing.
”Christina isn't here, nor is Rain or even Annie. Why did someone finally decide to take out the trash?”
A quiet cry, or what someone could consider a yelp, emits from the corner. Anastasia gasps, pointing the torch towards what was an empty area.
”Come out wherever you are, don’t be afraid, I promise it’s not Chrystal.”
She turns around to the door that had swung open, her running outside and seeing the three girls on the floor, crawling their malnourished selfs towards the car. She stomps her heel down into Christina's gown, making her wait.
”Well, casting for season two was happening earlier, I guess we need some queens to go home first.”
Annie turns around and frowns at her.
“We’re not filler, you absolut-”
“Exactly, I mean they are, I’m not. I’ll gladly return, I mean, just look at me.” Rain blushes at herself. “I’m still hot, even though I’ve been starving for almost a year!” She giggles, expecting people to follow lead and realising none of them found it funny.
An abrupt sounds of an exhaust can be heard, a sheek-matte black sports car pulling up besides the girls and almost hitting Anastasia. The car door opens, a click of a heel can be heard. The scent of new blood… had never been so sweet.
The unknown queen, that stepped out of the car, all-white look is inspired by 1920s fashion; she is wearing a short beaded dress with a drop waist and a fringed skirt and has a fluffy faux-fur stole draped around her shoulders, and her shoes are white leather d’orsay heels with ankle straps. She also has on quite a few accessories, including several pearl necklaces, a headband with an ostrich plume tucked into it, a silver signet ring engraved with the Symbol of Nyarlathotep, and opera gloves. Bloodstains cover her gloves nearly up to the elbows as well as the front of her dress, and splatters of blood can be seen on her face and body as well. Her hair is a platinum-blond bob, her nails are painted bright red, and she is wearing golden-yellow contact lenses and has a set of sharp prosthetic teeth in her mouth.
The scene fades out, showing another in the confessional room.
”My name is Starry Wisdom, also known as Lauren_Crabtree, I’m 23 years old, and I’m the eldritch whore of the Twin Cities. In three words, I would describe my drag as conceptual, kinky, and geeky—I usually try to tell a story when I perform, I sometimes incorporate my interest in BDSM into my drag, and I draw a fair amount of inspiration from horror fiction, especially the works of Bryan Fuller, Sara Bardi, Guillermo Del Toro, and H.P. Lovecraft. I joined Dragula Season 2 because I have a passion for all things dark and weird, and drag is one of the ways I share that enthusiasm with the world. I wouldn’t say I represent one pillar of Dragula more than others; rather, I tend to combine them. Quite often, you’ll see me wearing grotesque SFX makeup that makes me look like something straight out of an H.P. Lovecraft story and then pairing it with an outfit that would more commonly be seen on someone more conventionally attractive. I try to avoid drama when I can, but if I feel like one of my fellow contestants is doing something morally wrong, I will let her know even if it might lead to a disagreement. Aside from that, though, I’m here to compete, have fun, showcase my creativity, and maybe sacrifice someone to the Outer Gods while I’m at it.”
The queen beside her also steps forward.
She walks up from the darkness wearing a long dark black cloak with massive shoulders and dark cowl with a fake raven perched on my shoulder. There are two red wax horns coming out of the sides of my head as if she were the devil. She is wearing tight black leather pants and black army boots. As she steps closer you can see there is a blood red wax dripped pentagram dripped onto my chest. Her eye makeup is reminiscent of Alaska’s runway for All Stars 2 Episode 2 with a dark band of black across my face and blood dripping from my eyes with a dark lip and harsh black cheek contour. Her teeth are prosthetic pointed fangs that look sharp enough to cut diamonds. Her hair is short and black straying out upwards like if Brendon Urie didn’t comb his hair. From the leather pant pocket she pulls out a skull shaped lighter and light the cloak on fire. She lets the cloak burn as she stands there letting the wax drip down her chest cackling as the raven on my shoulder burns to pieces and the horns drip to the floor. She is here to bring true horror to the competition.
”Hey! I’m Hettie Ro Phobic, also known as Panicatthemetro, and my age is none of your business. My drag in three words is… Genderfuck, Goth and Geek. I joined Reddit Dragula Season 2 because I like winning. I represent all subtopics of Dragula, mostly horror though. I want to compete to be iconic. Win or lose, you’re gonna remember me.”
The confessionals fade out
”Two new girls? I didn’t order any though.” Anastasia exclaims, looking at the two. They both look her up and down in awe, speechless, but turning back to their car and opening the door, gesturing them inwards. Christina awkwardly steps in, sitting down on the warm leather seat, her eyes searching the stars that appeared in front of her as the roof started to fold away.
“Enjoy it, this is the only time you’ll be able to relax before I send you home in the competition.’ Hettie turns to look at Christina, Starry hitting her jokingly to warn her to stop.
“Just ignore her girls, she’ll be first out. Literally, like out of the car if she doesn’t stop.” Starry jokes.
“Where are we going girls? Me and Christina don’t have any debates to get to.” Rain asks, waiting for an answer. Annie cackles, looking her up and down.
“I can't wait for you to be eliminated.”
“And I can’t wait for me to finally get the Dragula crown.” Rain replies.
Anastasia turns up the radio louder over their voices as they drive off into the distance. The whipped up sand forming ‘Dragula Season 2’ on the screen.
CHRISTINA ANNIE RAIN HETTIE RO PHOBIC STARRY WISDOM
Welcome to 5 members of our Dragula cast, the next part coming soon!
submitted by bbukrpdr to RDRInteractiveSeason [link] [comments]

🔥✨Reddit Dragula S2 - MTQ Part One✨🔥

Las Vegas, Nevada DAY 1 | 11:00PM
The camera pans through a luxurious, vast casino. High class socialites were walking around, holding an expensive martini in their hands, talking to each other with such a posh tone, poised as if they were ready for a photo-shoot. One woman in particular stood out from the others, the back of her being seen, a long, crimson dress tail resting on the floor with a sheer, transparent overlay that had been rhinestoned. She was leaning on a table, where a large oak wheel was sat with the names Angelique, Bianca, Marianna and Euthanasia placed around the outline. A close up of her elegant nails, that were that long they were almost claw like, was shown, as she spun the wheel. The pointer lands on Bianca.
”Really? Her! She’s not winning, no thanks.” She slams down onto the table, about to grab the wheel once again but within frustration, disrupted mid-way by her phone that rings without a caller ID. She answers the phone, frowning as a faint mutter emits from the speakers. The scene cuts to her outside, following the echoing clatter of her heels in the street as she steps into her car, storming down the roads and through the desert. The air was intoxicated with masses of sand, the speed of her car whipping up opaque whirlwinds of it across the road. She turns on the radio, ‘Your Sex Is On Fire’ by Kings Of Leon playing, as she turns down a dodgy side road with a worn out town sign that was unreadable. One would question where she was going, but this was Anastasia. Where hasn't she been?
”I thought I covered my tracks with these damn girls from season one. That pit crew when they see me are getting more than what they really want.” She slams the car door, turning around and walking into the village. No one was there, it was completely vacant. The sense of eeriness was depleted the second she step foot within the land, Anastasia witnessing the rubble from the neglected buildings that stare at her, awaiting for something to happen. She opens the door of the biggest building, entering and pulling out a pistol that was equipped with a torch. The narrow light exposed bodies of past queens, her counting to see who was missing.
”Christina isn't here, nor is Rain or even Annie. Why did someone finally decide to take out the trash?”
A quiet cry, or what someone could consider a yelp, emits from the corner. Anastasia gasps, pointing the torch towards what was an empty area.
”Come out wherever you are, don’t be afraid, I promise it’s not Chrystal.”
She turns around to the door that had swung open, her running outside and seeing the three girls on the floor, crawling their malnourished selfs towards the car. She stomps her heel down into Christina's gown, making her wait.
”Well, casting for season two was happening earlier, I guess we need some queens to go home first.”
Annie turns around and frowns at her.
“We’re not filler, you absolut-”
“Exactly, I mean they are, I’m not. I’ll gladly return, I mean, just look at me.” Rain blushes at herself. “I’m still hot, even though I’ve been starving for almost a year!” She giggles, expecting people to follow lead and realising none of them found it funny.
An abrupt sounds of an exhaust can be heard, a sheek-matte black sports car pulling up besides the girls and almost hitting Anastasia. The car door opens, a click of a heel can be heard. The scent of new blood… had never been so sweet.
The unknown queen, that stepped out of the car, all-white look is inspired by 1920s fashion; she is wearing a short beaded dress with a drop waist and a fringed skirt and has a fluffy faux-fur stole draped around her shoulders, and her shoes are white leather d’orsay heels with ankle straps. She also has on quite a few accessories, including several pearl necklaces, a headband with an ostrich plume tucked into it, a silver signet ring engraved with the Symbol of Nyarlathotep, and opera gloves. Bloodstains cover her gloves nearly up to the elbows as well as the front of her dress, and splatters of blood can be seen on her face and body as well. Her hair is a platinum-blond bob, her nails are painted bright red, and she is wearing golden-yellow contact lenses and has a set of sharp prosthetic teeth in her mouth.
The scene fades out, showing another in the confessional room.
”My name is Starry Wisdom, also known as Lauren_Crabtree, I’m 23 years old, and I’m the eldritch whore of the Twin Cities. In three words, I would describe my drag as conceptual, kinky, and geeky—I usually try to tell a story when I perform, I sometimes incorporate my interest in BDSM into my drag, and I draw a fair amount of inspiration from horror fiction, especially the works of Bryan Fuller, Sara Bardi, Guillermo Del Toro, and H.P. Lovecraft. I joined Dragula Season 2 because I have a passion for all things dark and weird, and drag is one of the ways I share that enthusiasm with the world. I wouldn’t say I represent one pillar of Dragula more than others; rather, I tend to combine them. Quite often, you’ll see me wearing grotesque SFX makeup that makes me look like something straight out of an H.P. Lovecraft story and then pairing it with an outfit that would more commonly be seen on someone more conventionally attractive. I try to avoid drama when I can, but if I feel like one of my fellow contestants is doing something morally wrong, I will let her know even if it might lead to a disagreement. Aside from that, though, I’m here to compete, have fun, showcase my creativity, and maybe sacrifice someone to the Outer Gods while I’m at it.”
The queen beside her also steps forward.
She walks up from the darkness wearing a long dark black cloak with massive shoulders and dark cowl with a fake raven perched on my shoulder. There are two red wax horns coming out of the sides of my head as if she were the devil. She is wearing tight black leather pants and black army boots. As she steps closer you can see there is a blood red wax dripped pentagram dripped onto my chest. Her eye makeup is reminiscent of Alaska’s runway for All Stars 2 Episode 2 with a dark band of black across my face and blood dripping from my eyes with a dark lip and harsh black cheek contour. Her teeth are prosthetic pointed fangs that look sharp enough to cut diamonds. Her hair is short and black straying out upwards like if Brendon Urie didn’t comb his hair. From the leather pant pocket she pulls out a skull shaped lighter and light the cloak on fire. She lets the cloak burn as she stands there letting the wax drip down her chest cackling as the raven on my shoulder burns to pieces and the horns drip to the floor. She is here to bring true horror to the competition.
”Hey! I’m Hettie Ro Phobic, also known as Panicatthemetro, and my age is none of your business. My drag in three words is… Genderfuck, Goth and Geek. I joined Reddit Dragula Season 2 because I like winning. I represent all subtopics of Dragula, mostly horror though. I want to compete to be iconic. Win or lose, you’re gonna remember me.”
The confessionals fade out
”Two new girls? I didn’t order any though.” Anastasia exclaims, looking at the two. They both look her up and down in awe, speechless, but turning back to their car and opening the door, gesturing them inwards. Christina awkwardly steps in, sitting down on the warm leather seat, her eyes searching the stars that appeared in front of her as the roof started to fold away.
“Enjoy it, this is the only time you’ll be able to relax before I send you home in the competition.’ Hettie turns to look at Christina, Starry hitting her jokingly to warn her to stop.
“Just ignore her girls, she’ll be first out. Literally, like out of the car if she doesn’t stop.” Starry jokes.
“Where are we going girls? Me and Christina don’t have any debates to get to.” Rain asks, waiting for an answer. Annie cackles, looking her up and down.
“I can't wait for you to be eliminated.”
“And I can’t wait for me to finally get the Dragula crown.” Rain replies.
Anastasia turns up the radio louder over their voices as they drive off into the distance. The whipped up sand forming ‘Dragula Season 2’ on the screen.
CHRISTINA ANNIE RAIN HETTIE RO PHOBIC STARRY WISDOM
Welcome to 5 members of our Dragula cast, the next part coming soon!
submitted by bbukrpdr to RPDRfantasyseason [link] [comments]

Feb. 19 Update: Operation Grand Heist Begins on PS4!

Feb. 19 Update: Operation Grand Heist Begins on PS4!
Operation Grand Heist has begun today on PS4, and with it, we’re kicking off an entire season of content and events throughout February, March, and April. We’ve got something new to celebrate the event every day this week, and this is only the beginning. Check out our Operation roadmap detailing what’s on the horizon over the next couple of months:


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Yesterday, we covered everything we’re bringing to Black Ops 4 this season in our Operation Grand Heist overview blog, which you can read here. And in case you haven’t seen the new Gameplay Trailer... buckle up.


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Watch the Operation Grand Heist Gameplay Trailer
Operation Grand Heist delivers new ways to play in every mode. In Multiplayer, Outrider joins the party as our newest Specialist, plus three new weapons for players to unlock, two new Black Ops Pass maps to run wild in, the return of Party Games with One in the Chamber, a massive gameplay tuning update across every weapon class. We’ve also made tuning updates to several Scorestreaks, Specialists, Perks, Gear, and Equipment to ensure a fresh new Multiplayer meta to enjoy all season long... and of course, League Play begins this Thursday with the launch of the World League Hub!


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Zombies fans can take on the new “Death-Con Five” Gauntlet on “Classified” with the help of the new Ethereal Razor Perk and Signature Weapons, now supported in the Zombies Armory. Players can also now earn a second Tier Skip each day for completing Daily Callings, and we’ve greatly improved the overall Zombies experience with a huge round of stability fixes and gameplay improvements. Our next new Zombies experience for Black Ops Pass holders, “Ancient Evil”, arrives in March during this Operation, with more new features and content planned for Zombies throughout the season.
And in Blackout, drop into two new locations based on “Buried” and “Outlaw” in the southeast desert’s new Ghost Town destination, and rise through the ranks of Blackout’s new Prestige system with 10 Prestige levels and 1,000 Echelons. We’ve retooled Armor, made tuning passes on nearly every weapon class to shake up the meta, reworked the scoring system to create more opportunities to earn Merits, and added new quality-of-life improvements like the ability to instantly swap weapon attachments onto a gun on pickup. And on Friday, put the pedal to the metal in Hot Pursuit, our all-new respawn mode featuring a new fleet of police vehicles and Muscle Cars.


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Read on below for the patch notes on everything new with today’s update, and remember... this week is only the start of the full season to come.
Here’s what’s new in Black Ops 4 with our latest update:


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  • Multiplayer
    • New Specialist: Outrider (PS4)
    • 3 new weapons earnable in the Black Market (PS4)
    • 2 new Multiplayer maps for Black Ops Pass holders: Lockup and Casino (PS4)
    • New Featured Playlist: One in the Chamber (PS4)
    • Map Pack Moshpit added to Featured category (PS4)
    • Arms Race Team Deathmatch added as Featured Playlist (Xbox One/PC)
    • Hardcore Endurance Moshpit, Pro Series Moshpit, and Mercenary Deathmatch Moshpit added to Featured category
    • Major gameplay tuning update (PS4/Xbox One)
  • Blackout
    • New destination: Ghost Town (PS4)
      • Two new locations inspired by fan-favorite maps, “Buried” and “Outlaw” (PS4)
    • Prestige System with 10 Prestige levels and 1,000 Echelons (PS4)
    • Dozens of additional supporting structures throughout the map (PS4)
    • New Specialist: Outrider (PS4)
    • Cosmic Silverback character for Black Ops Pass holders (PS4)
    • Gameplay and Armor tuning (PS4/Xbox One)
  • Zombies
    • New “Death-Con Five” Gauntlet on “Classified” (PS4)
    • New Ethereal Razor Perk (PS4)
    • “Classified” available for standalone purchase (PS4)
    • Additional Tier Skip for completing Daily Callings
    • Signature Weapon support
    • Stability improvements and bug fixes
  • Black Market
    • New 100-Tier Contraband stream (PS4)
    • Revamped Black Market featuring the return of Blackjack (PS4)



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The following updates are live today on PS4, with other platforms to follow:

Multiplayer

  • New Specialist
    • Outrider playable in Multiplayer after unlocking Tier 1 in the Black Market.
    • Special Issue Weapon: Sparrow
      • Fire explosive-tipped arrows with deadly accuracy.
    • Special Issue Equipment: Hawk
      • Pilotable drone that can be parked at strategic overwatch positions. Automatically tags enemies in its view.
  • New Weapons
    • Three new weapons now earnable in the Black Market to use in Multiplayer:
      • Switchblade X9 folding SMG
      • Rampage full-auto shotgun
      • Cha-Ching! money bag melee weapon
  • New Multiplayer Maps
    • Lockup and Casino maps now available for Black Ops Pass holders.
    • Available in standard map rotation (Core and Hardcore) and in the new Map Pack Moshpit playlist.
  • Featured Playlists
    • One in the Chamber added as Featured Playlist.
      • Players are given three lives and a pistol with one bullet.
      • Land a shot or melee enemies to gain another bullet and 100 points.
      • Keep an eye on the UAV sweep and earn the most points to win.
    • Map Pack Moshpit added to Featured category.
      • Moshpit playlist featuring Lockup and Casino.
    • Hardcore Endurance Moshpit, Pro Series Moshpit, and Mercenary Deathmatch Moshpit added to Featured category.

Blackout

  • New Destination: Ghost Town
    • Drop into a new Western-themed destination in the southeast desert featuring two new locations inspired by fan-favorite maps: “Outlaw” above ground and “Buried” below.
  • Prestige System
    • Prestige up to 10 times and conquer 1,000 Echelons on your way to Prestige Master.
    • Unlock unique Prestige icons, Calling Cards, Victory Coins, and Echelon Characters as you rise through the ranks.
  • New Structures
    • Dozens of new and supporting structures added throughout the map, including additional buildings and entirely new locations for more looting options.
  • New Characters
    • Outrider playable in Blackout after unlocking Tier 1 in the Black Market.
    • Cosmic Silverback now available for Black Ops Pass holders.

Zombies

  • New Gauntlet: “Death-Con Five”
    • 30 rounds of challenges on “Classified” with unique rules for each round.
    • Players earn medals and tiered rewards for completing rounds 10, 20, and 30, as well as a cosmetic reward for completing round 30 without failing a round.
    • Players are issued a Strike by failing a round, with the game ending after three Strikes.
    • All matches are timed for competitive speed-run support.
  • New Perk: Ethereal Razor
    • Provides health gain and greatly increased damage to melee attacks.

General

  • Black Market
    • New 100-Tier Contraband stream including:
      • 3 new earnable weapons
      • New Blackout character
      • New Mastercraft Weapon
      • New Reactive Camos
      • New Epic Outfits
      • New cosmetic Jump Pack item type + more
    • Newly revamped Black Market featuring the return of Blackjack



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The following updates are live today on consoles, with PC to follow with additional platform-exclusive updates:

Multiplayer

Weapon Tuning
  • Assault Rifles
    • Rampart 17
      • Increased max damage range from 37.6 yards to 41.6 yards.
    • KN-57
      • Increased max damage range from 15.2 yards to 17.3.
    • VAPR-XKG
      • Increased 5-hit kill range from 34.7 yards to 50 yards.
      • Improved ADS idle to sway less.
    • Maddox RFB
      • Reduced recoil stability in first 5 shots in bullet pattern.
      • Echo Fire Operator Mod: Improved recoil stability.
      • Quickdraw: Reduced ADS-in speed.
      • Quickdraw II: Reduced ADS-in speed.
      • Stock: Reduced ADS move speed.
      • ELO: Reduced recoil stability.
      • [Console only] Reduced max damage range from 23.6 yards to 20.8 yards.
  • Submachine Guns
    • MX9
      • Increased 5-hit kill range from 5.5 yards to 7.6 yards.
      • Improved ADS-in speed.
    • GKS
      • Increased 5-hit kill range from 2.7 yards to 5.5 yards.
    • Spitfire
      • Reduced max damage range from 9.7 yards to 7.6 yards.
      • Stock: Reduced ADS move speed.
      • Extended Mags: Reduced magazine size.
      • Fast Mags: Reduced reload speed enhancement.
    • Cordite
      • Belt-Fed: Reduced overheat cooldown speed.
      • Grip: Reduced recoil stability.
    • Saug 9mm
      • Reduced sprint-out speed (now the same as most other SMGs).
      • Reduced base move speed (now the same as other SMGs).
      • Stock: Reduced ADS move speed.
      • Stock II: Reduced ADS move speed.
      • Grip: Reduced recoil stability.
      • [Console only] Dual Wield: Reduced hip-fire accuracy.
      • [Console only] Dual Wield: Reduced max damage range from 11.1 yards to 8.3 yards.
    • Daemon 3XB
      • Increased max damage range from 6.9 yards to 9 yards.
  • Tactical Rifles
    • Auger DMR
      • Increased ADS move speed.
      • Increased firing speed.
      • Double Tap Operator Mod: Improved firing time between shots.
    • ABR 223
      • Increased ADS move speed.
      • Improved sprint-out speed.
    • Swordfish
      • Increased ADS move speed.
      • Quickdraw II: Improved ADS-in speed.
  • Light Machine Guns
    • Titan
      • Reduced max damage from 46 to 38.
      • Reduced flinch resistance when being hit.
      • Stock: Reduced ADS move speed.
  • Sniper Rifles
    • Outlaw
      • [Console only] Increased firing speed.
    • Koshka
      • Reduced ADS sway.
      • [Console only] Quickdraw 2: Improved ADS-in speed.
  • Pistols
    • RK 7 Garrison
      • Increased all damage ranges.
  • Shotguns
    • MOG 12
      • Dragon's Breath Operator Mod: Now does 1 quick blast of fire damage instead of damage-over time. This increases its one-hit-kill potential at certain close ranges, and is especially effective when paired with Choke Barrel.
      • Increased max damage Range from 3.75 yards to 4.1 yards.
      • Quickdraw: Improved ADS-in speed.
      • [Console only] Barrel Choke: Improved accuracy, pellet damage, and max damage range.
    • SG12
      • Strobe Light Operator Mod: Reduced luminosity on visual light effect.
Specialists
  • Prophet
    • Seeker
      • Greatly reduced Seeker’s hitpoints so it can be destroyed with 1 bullet.
      • Reduced detection range against enemies with Cold Blooded.
  • Ajax
    • 9-Bang
      • Reduced visual opacity of screen flash when hit by 9-Bang.
      • Players will no longer raise their hand when flashed if they have Tactical Mask.
      • Players can now change stances while flashed.
  • General
    • Active Specialist Weapons now lose all cooldown on round change (as opposed to partial loss previously).
Equipment
  • Frag Grenade
    • Increased damage.
  • Concussion Grenade
    • Players can now stun themselves with their own Concussion Grenade.
    • Players will no longer raise their hands when affected by a Concussion grenade if they have Tactical Mask.
Gear
  • Acoustic Sensor
    • Reduced the ranges at which Acoustic Sensor can detect enemies.
    • Reduced the ranges at which enemies with Dead Silence are detected.
Perks
  • Tactical Mask
    • Players equipped with Tactical Mask now recover faster after being hit by the Tempest.
    • Players will no longer raise their hand when flashed or concussed with Tactical Mask equipped.
    • No longer provides fire or radiation resistance.
  • Flak Jacket
    • Fire and radiation resistance moved from Tactical Mask to Flak Jacket.
    • Improved Flak Jacket resistance to radiation and burn.
  • Cold Blooded
    • Reduced the range at which an enemy Seeker can detect the player with this Perk.
Scorestreaks
  • Lightning Strike
    • Reduced the delay between targeting locations and the jets arriving.
  • Sentry
    • Increased damage.
    • Increased the time that the Sentry will remember a target after losing line of sight.
    • Increased the range at which the Sentry will detect an enemy within a 360-degree radius.
  • Drone Squad
    • Increased damage.
  • Sniper’s Nest
    • Increased number of rockets required to destroy the Sniper’s Nest by 1.
  • Mantis
    • Increased explosive damage radius.
  • Thresher
    • Increased chain gun explosive radius and damage.
    • Increased health of vehicle to balance damage dealt from an enemy with FMJ II.
  • Strike Team
    • Increased awareness radius.
    • Increased health regeneration rate of Strike Team members.
  • General
    • Scorestreak teamkills will no longer count towards the teamkill kick limit in modes with friendly fire enabled.
Miscellaneous
  • General
    • Players can now change stances when flashed or concussed.
    • Fixed an issue that would restart a rechamber on some weapons when using a piece of Equipment.
    • Fixed an issue where first-person screen effects would not stop after the player died.
    • Fixed an issue that would let player names show through the Ice Pick when active.
    • Fixed an issue where hacked Equipment would sometimes not show the hacked effect.
    • Fixed an issue where Create-a-Class slots unlocked through Prestiging would have non-functional Equipment slots.
    • Fixed an exploit allowing players to throw multiple Seekers when interacting with a Care Package.
  • Weapon Customization
    • Fixed an issue where Reactive Camos could unwrap to a stage other than the starting stage.
    • Fixed an issue where the Clan Tag and Kill Counter could reset when restarting the game.
    • Fixed an issue with displaying Reactive Camo and Mastercrafts on secondary weapons during the Specialist Draft.
  • Game Modes
    • Heist
      • Fixed an issue where buying max ammo for the Hellion Salvo launcher would not fill the player’s ammo.
  • Custom Games
    • Fixed an issue where players were able to enter a match with another player’s Specialist Weapon and Equipment if Specialist Draft was disabled.

Blackout

Merit System Update
  • Merit scoring has increased x10 from the previous model (for example, kills now award 100 Merits instead of 10), with progression also scaling x10 to match.
  • Merits are now awarded for a wider range of situations and final match placements, particularly in Solo and Duo matches.
  • This means that while players won’t necessarily rank up faster than before, there are now more opportunities to earn Merits without placing in the top 15 in Solos or top 10 in Duos.
Armor Tuning
  • Increased Level 1 Armor damage mitigation to 25%.
  • Increased Level 2 Armor damage mitigation to 35%.
  • Increased Level 3 Armor melee damage mitigation to 50%.
  • Reduced number of Armor Plates to fully repair Level 3 Armor from 10 to 5.
Weapon Tuning
  • Assault Rifles
    • Maddox RFB
      • Reduced idle sway.
    • VAPR-XKG
      • Reduced 1st and 2nd shot recoil.
      • Reduced idle sway.
    • SWAT RFT
      • Increased idle sway.
      • Reduced damage.
      • Increased 1st and 2nd shot recoil.
  • Submachine Guns
    • Spitfire
      • Reduced 6-hit kill range.
    • Saug 9mm
      • Reduced re-center speed.
      • Increased sprint-out time.
      • Reduced move speed (now the same as other SMGs).
    • Daemon 3XB
      • Increased idle sway.
      • Reduced 2-burst kill range.
    • Cordite
      • Reduced hip spread.
    • GKS
      • Reduced idle sway.
    • MX9
      • Reduced ADS in time.
  • Tactical Rifles
    • Auger DMR
      • Increased re-center speed.
      • Reduced 1st shot recoil.
      • Slightly increased ADS move speed.
    • ABR 223
      • Increased time between bursts.
      • Reduced re-center speed.
      • Slightly Increased ADS move speed.
    • Swordfish
      • Reduced recoil of 2nd, 3rd, and 4th shots.
      • Slightly Increased ADS move speed.
    • Essex
      • Increased rate of fire.
      • Increased re-center speed.
  • Sniper Rifles
    • Koshka
      • Reduced idle sway.
    • SDM
      • Increased re-center speed.
      • Reduced re-center radius.
    • Outlaw
      • Increased idle sway.
      • Reduced ADS in and out times.
  • Light Machine Guns
    • General
      • All LMGs now deal increased damage against vehicles and Equipment.
    • Titan
      • Increased re-center speed.
      • Reduced re-center radius.
      • Increased flinch when being hit.
    • Hades
      • Reduced idle sway.
      • Reduced hip spread.
      • Increased re-center speed.
      • Reduced re-center radius.
    • VKM 750
      • Reduced re-center radius.
    • Zweihander
      • Reduced hip spread.
      • Reduced re-center radius.
Equipment
  • Frag Grenade
    • Increased damage.
Gameplay
  • Players can now swap weapons and attach all compatible weapon attachments on pickup with the “Swap and Attach” option.
  • Added the ability to immediately equip health/Equipment upon pickup.
  • Added the ability to swap health items and Equipment from the ground if the player’s inventory is full.
  • Duplicate items no longer show up in the Quick Equip menu. Instead, the total number of identical items is now displayed. Updated HUD to show total number of items equipped in that slot.
  • Added empty Armor Plate and Paint Can item representations to the player’s inventory to function more similarly to ammo.
  • Ammo will show up as grayed out in Stashes if the player has max ammo.
  • Reworked killed/downed UI elements.
Miscellaneous
  • Fixed an issue where a player’s health and Equipment would not be updated when splitting items within inventory slots.
  • Fixed an issue where quickly equipping attachments could place attachments in the player’s inventory.
  • Fixed an issue where the bleed-out countdown would not stop when a player was being revived.
  • Fixed an issue that would prevent a player from being able to pick up an item from a Stash that they selected.
  • Armory’s Blackout tab now correctly shows when a player has the maximum number of Paint Cans.
  • Fixed an issue where the final stage of a Reactive Camo would be shown on the weapon on the ground, regardless of the stage it was actually on.
  • Fixed an issue where weapons with unwrapped Reactive Camos would show as wrapped on the ground.
  • Fixed an issue where Mastercrafts would always display the first visual stage, regardless of what stage it was on.
  • Fixed an issue where picking up a weapon with an unwrapped Reactive Camo out of a Death Stash would wrap the weapon again.
General
  • 9mm ammo item amount increased to 50 on pickup.
  • 45 cal ammo item amount increased to 50 on pickup.

Zombies

  • Additional Tier Skip
    • Additional Tier Skip added as new reward for completing Daily Callings.
    • Players can now earn up to two Skips per day in Zombies.
  • Signature Weapon Support
    • Signature Weapons now available for customization in the Zombies Armory.
  • Stability
    • Global
      • Addressed several high-round stability issues that could occur when playing with bots.
      • Fixed a crash that could occur when fast-forwarding a clip in Theater mode.
      • Fixed a crash that could occur when a player picked up a Nuke while having an active Special Weapon.
      • Addressed several stability issues that could occur when a player was spectating.
      • Fixed a UI error that could occur when sending an invitation from the social menu while in a match.
    • Gauntlets
      • Addressed an issue in “Veni, Vidi, Zombie!” that would cause framerate hitching during Round 10.
      • Addressed an error that could occur when a player viewed a Gauntlet in Theater mode.
      • Addressed an error that could occur when a player accepted an invite out of a Gauntlet match.
  • Miscellaneous
    • Global – Addressed issues where:
      • Players were not able to see Elixir animations after using a level 3 Special Weapon.
      • The XP amount would be missing from the pause menu when a player reached max rank.
      • A Catalyst Zombie’s FX would trail to their new spawn location upon de-spawning.
      • The Blightfather’s weak points did not properly show their destroyed state when hit with a melee attack.
      • The Dying Wish cooldown meter would not be visible if the player acquired the Perk again with Perk Up or Secret Sauce.
      • The MX9 and VAPR-XKG would still play normal firing SFX after Pack-a-Punching the weapon.
      • The default weapon reticle would show instead of the one the player had selected.
      • Reactive Camos in Custom Mutations would still appear in their unwrapped state even after the unwrapping challenge was completed.
      • Attaching the Compact Scope on the Daemon 3XB would change the player’s ammo count.
      • Certain Special Weapon kills could award more points than intended.
      • The screen would flash and stay white for the entirety of the match for all players after collecting a Nuke in 4-player splitscreen Rush.
    • Gauntlets (General)
      • Addressed an issue in Gauntlets where the player would be unable to reload or swap weapons during rounds that restricted usage of bullet weapons.
      • Addressed an issue in Gauntlets where the player could lose all weapons and points if they acquired Mule Kick from the Perk Up Elixir.
    • Gauntlets: “Veni, Vidi, Zombie!”
      • Addressed an issue where players that were respawned by the Join the Party Elixir during the “...In The Room” round were not transported back to the Boss Arena.
      • Addressed an issue that could occur where the player would lose weapon functionality when using the Brazen Bull Firestorm as Round 7 transitioned.
      • Addressed an issue where players were able to hold Equipment between Rounds 2 and 3.
      • Addressed an issue where very few Tigers would spawn during “Easy, Tiger”, which was inconsistent with similar special enemy rounds.
      • Addressed an issue where the player was able to use Electric Burst on Round 8 without crouching.
      • Addressed a rare issue where players spawned on top of each other at the beginning of the match.
      • Closed an exploit where players could complete the “Perk-O-Late” round without all four base Perks active if the player was using Perk Up.
    • IX
      • Addressed an issue where the Stiletto & Bayonet attachments did not count toward knife kills for the banner challenges.
    • Blood of the Dead
      • Addressed a performance issue where the framerate would drop when players took the fast travel connecting the Warden’s House with the Showers.
    • Classified
      • Addressed an issue where the player could see their hand or gun while traveling through the teleporter.
      • Closed an exploit where players could use the Ragnarok DG-5 to jump up onto the table in the Panic Room.
    • Dead of the Night
      • Addressed an issue where subtitles were shown multiple times during the ending cinematic.
      • Addressed some streaming issues when creating the Prima Materia in the Greenhouse Laboratory.
      • Addressed an issue in Theater mode where a black screen could appear when attempting to spectate other players as they gazed into the crystal.


https://preview.redd.it/nkdwiv2rplh21.png?width=800&format=png&auto=webp&s=f292f52346223d5be8ec36cdedc7c5a2f4630b74

The following updates are live today on Xbox One and PC, with PC to follow with additional platform-exclusive updates:

Multiplayer

  • Featured Playlists
    • Arms Race Team Deathmatch added as Featured Playlist.
      • Score per EKIA increased from 100 to 150.
    • Hardcore Endurance Moshpit, Pro Series Moshpit, Mercenary Deathmatch Moshpit, and Chaos Domination added to Featured category.

-Treyarch
submitted by TreyarchPC_ to CallOfDutyBlackOps4 [link] [comments]

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