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Minecraft Dungeons Version 1.3.2.0 patch notes

A major update

As we mentioned earlier today, Minecraft Dungeons has been updated to Version 1.3.2.0, which includes the Jungle Awakens DLC. This update also brings a tons of tweaks with it, which you can read in the full patch notes below.

New Features:

Jungle Awakens

The first DLC pack, Jungle Awakens, is available for purchase digitally on Windows, Xbox One, Nintendo Switch, and PlayStation™ 4

A source of unbelievable power has crash-landed among the twisting vines of a distant, dangerous jungle. This mysterious power has spread its influence through vile vines, and now new terrors bloom – such as the Leapleaf and Whisperer

Trek through three new missions that will take you to the heart of the jungle where you’ll find new weapons, armor, and artifacts. This journey is meant for the bravest of heroes, for all twisted vines and paths lead to the source of corruption: The Jungle Abomination. This beast must be dealt with to restore balance to the jungle, so strike true and move swiftly

This pack is also available for players who have already purchased Minecraft Dungeons Hero Edition or the Hero Pass Upgrade. More details on Jungle Awakens can be found at aka.ms/JungleAwakensFAQ

Lower Temple

All players will be able to unlock this new secret mission and discover new loot!

News

The latest news for Minecraft Dungeons is now shown in the main menu

Changes:

Obsidian Pinnacle

Reduced minimum threat level from V to IV to make the boss less difficult to beat (letting more players unlock Adventure mode)

Soul Siphon

Made each soul collected respect your soul gather bonus
Reduced amount of souls per pop a little
Reduced chance a little

Exploding

Increased explosion radius by 50%

Fire Aspect

+100% damage

Poison Cloud

+50% damage

Thundering

+25% damage

Pets

Half HP
50% damage reduction
Increased attack damage 10%

Llama

Increased attack speed 15%

Iron Golem

25% more health

Wolf

Increased movement speed 15%

Life Steal Aura

Increased life steal 3% -> 6%
Capped the damage on which life-steal is based to the actual health of the target

Radiance

Reduced radiance melee range to 750 (same as ranged)
Fixed issue causing radiance heal amount to scale twice as much as it should (effective reduction at Apocalypse -50%)
Increased radiance ranged trigger chance to 20% -> 50%

Leeching

Increased healing 4/6/8% -> 5/7/9%

Shockwave

Increased damage 20 -> 35
Increased projectile base speed by 13%
Fixed missing notify

Snowing

Reduced stun duration of snowball 3s -> 2s

Health/Speed Synergy

Synergy now triggers on Lightning Rod and Corrupted Beacon when it is activated

Soul Speed

Max stack reduced from 100 to 5
Increased speed bonus from 1% to 5%
Increased duration from 2,3,4, to 3,5,7 seconds
Removed soul-amount multiplier for the speed bonus on collected soul (each visual soul == one stack)

Anima Conduit

Removed soul amount multiplier on soul collection
Increased effect from 1/2/3% to 2/4/6% per visual soul collected
Now triggers on any kill source

Soul Gathering

Reduced Soul Gathering on all gear 2->1
Soul Gathering is now collected from all gear no matter what kind of kill it is
All soul themed enchantments now give +1 Soul Gathering (added bullet point to UI)
All soul themed permanent enchantments now increase the item's natural soul gathering
Increased soul bar max souls 50 -> 300
Added error feedback to soul bar when you have too little souls

Soul Knife

Increased damage 40%

Soul Scythe

Increased range by about 20%
Increased damage by 35%
Increased splash multiplier 0.4 -> 0.75

Soul Bow

Increased ammo stack from 40 -> 50

Harvester

Increased cost 25 -> 40
increased cooldown 1s -> 4s
Max damage also effectively increased by 60% due to damage being DAMAGE PER SOUL
Removed variable soul cost

Corrupted Beacon

Increased Cost 1 -> 2
Added cooldown 2.5s
Increased beam radius 150 -> 200 unreal units
Increased damage by 100%
Fixed bug causing the armor property bonus damage to be applied twice. (E.g. reduced damage bonus from Soul Robe compared to before)
Fixed bug in soul cost which was making it not drain correctly

Lightning Rod

Increased cost 10 -> 15
Added cooldown 2s
Increased radius 300 -> 350
Increased damage 30 damage per soul -> 60 damage per soul
Max damage also effectively increased by 50% due to damage being DAMAGE PER SOUL
Removed variable soul cost

Soul Healer

Increased cost 20 -> 50
Increased cooldown 1s -> 5s
Increased healing allies spark start speed 100% and acceleration 150%
Healing per soul 10 -> 4
Removed variable soul cost

Torment Quiver

Increased cooldown 1s -> 6s
Increased soul cost 10 -> 30

General Soul Gathering Changes

Your non-soul item kills still give souls
All your pet kills give souls
All ally player kills where either the player or the kill is within 1200 range, you get souls too
Number now shown in the HUD next to soul bar for changes to souls
Soul Gathering bonus from armors reduced 100% -> 50%

Fixes:

Crashes / Performance

Fixed several crashes that could occur during gameplay and improved stability across all platforms
Fixed a crash that could occur when joining an online game
Controls are no longer unresponsive while interacting with a merchant or Camp chest and getting kicked or disconnected from an online session
Fixed a crash that occurred while host was fighting the Heart of Ender and other players were below the arena, waiting by the jump pads
Potential fix for crash that occurs when there's no proper audio device connected
Fixed a crash that occurred when docking and undocking during a loading screen on Nintendo Switch
Fixed a crash that could occur on PC when pressing Enter on the Add Friend screen
Fixed an infinite loading screen that could occur after joining another player's session after reconnecting to Xbox Live while in a suspended state during single player gameplay
Fixed an infinite loading screen that could occur when attempting to proceed past the title screen after being forcibly signed out during a loading screen

General

Fixed some issues with Windows Store players receiving the "Unable to verify game ownership" error (MCD-1230)
Added a notification when a player leaves the game during online multiplayer
Fixed the game getting stuck in offline game when removing a second player from the main menu
Starting an offline game after the host of an online game forcibly disconnects no longer launches into a mission-camp hybrid (MCD-165)
Kicked players can no longer rejoin the session without an invitation if they were kicked during the reward screen
Players are no longer able to send invitations or join themselves through the Xbox app

Gameplay

Fixed camera issues that could occur when players simultaneously jumped off a cliff
Fixed Evokers spawning too many Vex
Fixed dying on some ledges in Obsidian Pinnacle without falling off
Fixed some sections of Camp that caused players to get out of bounds (MCD-457)
Fixed players getting stuck in a pit on Squid Coast
Players can no longer fall off the edge at the start of the secret Rune Room
Players can no longer roll onto platforms in Cacti Canyon before they’re raised
Arrows no longer auto-target dead mobs until their bodies disintegrate
Fixed Redstone Golems not attacking players if attacked from a far distance
Fixed an item duplication glitch
Fixed the Cores not animating during the Redstone Monstrosity fight during online multiplayer
Shooting a Key Golem with Trickbow or Heavy Crossbow no longer causes arrows to loop back and forth around them

Audio

Fixed Witch potion bottle breaking sounds
Fixed Redstone Monstrosity and Arch-Illager sound effects not affected by master volume setting
Fixed sound effects for some artifacts not playing when encountering large groups of mobs

User Interface

The "Start Game" button on the main menu now defaults to the last selected mode
Fixed missing characters in Korean localization the enchantment and brightness screens (MCD-1394)
'Lobby Chest' is now just called 'Chest'
Burning enchantment now has the proper description, stating that it "damages nearby enemies"
Artifacts can no longer hover over weapon and armor slots on the Inventory screen
Flaming Quiver/Torment Quiver/Fireworks no longer overlap with arrows on the HUD
Fixed overlapping buttons on the main menu in non-widescreen resolutions
Fixed corrupted Fireworks Arrow animation
Power and level of consumable items no longer on the HUD in online multiplayer
Fixed mob health bars get wider as the game progresses
The friend list now updates properly after kicking a player
Fixed the friend list automatically scrolling when clicking buttons or hovering the "Join" button
The host of an online multiplayer game now always appears at the top of the player list

Check out a new trailer for Undying

In this emotional survival game take control of Anling whose goal is to make sure her son Cody is safe and can live on after she turns. Limited resources must be managed in order to slow down Anling’s infection while also making sure both Anling and Cody do not starve from hunger or thirst.

Free content update available for Jump Rope Challenge

Jump on it!

Jump Rope Challenge, a free download on the Switch eShop, has just gotten a content update! Nintendo has released new costumes, backgrounds, and a double-under jump feature. Best of all, this new content is free as well! Hop in the game and grab the update now! You can check out some footage for the update below.

Thanks to Kolma for the heads up!

GoNintendo Review - SpongeBob SquarePants: Battle For Bikini Bottom - Rehydrated (written by NintendoJam)

"If you are (or ever have been) a Goofy Goober, don’t skip out on this nautical nonsense."

While it doesn't make for the best day ever, SpongeBob SquarePants: Battle For Bikini Bottom - Rehydrated serves up plenty of smiles with hours of F.U.N. and imagination.

Growing up playing many video games based on Nickelodeon's most iconic franchise SpongeBob SquarePants, I was excited to hear that THQ Nordic was publishing a remaster from developer Purple Lamp Studios. Not only is Battle for Bikini Bottom widely considered to be the best in the SpongeBob series of games, but also the best licensed title in general. Games based on previously established IPs from film or television tend to be nothing more than shameless cash-grabs, but this one in particular is truly something special.

Surprisingly, the original Battle for Bikini Bottom was one of the few SpongeBob releases I didn't play during the 6th console generation. Most of my time was spent on prior point-and-click adventure titles on PC like "Operation Krabby Patty" (2001) and "Employee of the Month" (2002), but I also dived into some other BFBB-like 3D platformers on GameCube like "Revenge of the Flying Dutchman" (2002) and "The SpongeBob SquarePants Movie" (2004). While the 2003 release of Battle for Bikini Bottom completely flew past my radar (taking away any nostalgia that I could have had for the remaster), I'm glad that almost 20 years later I finally got to experience a rehydrated version of what everyone has been so bubbly about.

Battle for Bikini Bottom Rehydrated is a very faithful remaster built from the seabed up in Unreal Engine 4. Most of the original’s gameplay mechanics and level design remain untouched, with the biggest difference being a gorgeous new coat of paint. While this is mostly a good thing, certain issues from the original (such as Clancy Brown not voicing Mr. Krabs) are still disappointingly present.

The art-style is now much more reminiscent of modern SpongeBob, and while some may see that as a negative due to growing up with the original, it definitely adds much more color, expressiveness, and overall life to the undersea world. Many references from the first two seasons of the cartoon can be found in both the original game and the remaster, with nods to the later seasons added exclusively for Rehydrated. Recent internet memes like “Surprised Patrick” and “Mocking SpongeBob” can be viewed through idle animations, and you can even catch an NPF (non-player fish) dabbing if you pay attention to him long enough.

The Switch version of the game has plenty of undeniable issues, most of which are based on the console’s limited hardware and/or poor optimization. Throughout my playthrough, I experienced no less than 3 random soft-locks, blacking out my screen, leaving only the UI and pause menu functional. You’ll likely come across plenty of other slightly annoying issues, including but not limited to; slow and frequent load times, occasionally blurry and illegible graphics due to dynamic effect resolution, over-pixelated shadows, and very unstable framerate. Portability is definitely the main selling-point for purchasing the title on Switch, as it can’t really compete with other platforms graphically or technically. In handheld-mode, the game looks beautiful on the Switch’s 6.2-inch LCD screen, but If you plan to play mostly in TV-mode, I’d recommend considering another system for your spongy adventure.

Taking about 10-20 hours to 100% complete, Battle for Bikini Bottom is pure joy for fans of the 3D platformer collectathon genre. 100 Golden Spatulas (the main objectives) and 80 of Patrick’s lost socks are scattered across 10 main worlds and 3 boss battles, all based on iconic and memorable locations/characters from the show. Plankton's army of rogue robots have run amok, and your goal is to stop their antics with good ol' cartoon violence! Most of the game could easily be played by younger fans of the long-running cartoon, but some challenges certainly aren’t for bubble-blowing babies. Many of Patrick’s socks are actually really well-hidden, and platforming in the latter half of the game sometimes requires quite a bit of precision.

SpongeBob, Patrick, and Sandy all control as smooth as Jellyfish Jelly (Jellyfish Jelly is smooth, right?), each with a unique moveset designed to tackle different tasks. Sandy uses her lasso for long distance hovering, swinging, and attacks, Patrick can carry and throw objects such as watermelon (which is useful for solving most of the puzzles), and SpongeBob can gradually unlock special moves like; the Cruise Bubble (a controllable missile), Bubble Bowl ("Bowl-o-rama!"), Sponge Bowl (turning yourself into a bowling ball) ,and Wedgie Dive (allowing for bungee jumping from various hooks). The characters can be swapped between upon finding a bus stop, but only the heroes needed for the specific area are available for use.

Dialogue for the character interactions, main story, and cutscenes is very reminiscent of the writing in episodes from the show. The jokes are witty, silly, and plentiful, with even some adult humor thrown in too. Most of the voice acting is spot-on due to the cartoon's returning cast, but hearing Mr. Krabs' and Mermaid Man's poor impersonators does take away from some of the immersion. You can expect SpongeBob, Patrick, and Sandy to give a comedic quip with every robot defeated and puzzle solved. While this can get pretty repetitive once cycled through, it isn't much worse than hearing "Wa! Wahoo! Weehee!" from the Super Mario games.

Battle for Bikini Bottom Rehydrated introduces the addition of co-op multiplayer, which is sadly nothing special and honestly quite disappointing. Taking only about 30 minutes to complete the single map that’s available, the Horde Mode-like experience feels like extra content thrown into the game at the last minute. Traveling from island to island defeating the waves of enemy robots is way too easy, and has practically zero value when compared to the main single-player campaign. Dying in this mode results in a respawn just a few seconds later, failing to provide any real challenge. I suppose the most entertaining aspect is competing with your friends (locally or online) to see who can defeat more robots and collect the most Shiny Objects, but even then, it gets old pretty quickly.

Playing online actually works quite well though, which was a nice surprise. Joining a random room was almost instantaneous, but the community of online players is expectedly filled with a younger audience with short attention spans. I carried every match I participated in, and half the time my teammate left the game before we even got to the end. It’s fun to play as Squidward, Mr. Krabs, Gary, and Plankton for the first time, but it’s a shame they’re exclusive to this admittedly mediocre mode. Hey though, It’s better than nothing.

Purple Lamp Studios really delivered on developing a fun and faithful remaster of the cult classic 3D platforming collectathon. Despite performance and optimization issues with the Switch version, as well as some carried over flaws from the original, SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated is absolutely worth the $30 price of admission. If you are (or ever have been) a Goofy Goober, don’t skip out on this nautical nonsense.

The Otterman Empire - more gameplay

You must gear up, strap on your jetpack and travel across the galaxy in havoc causing, party game mayhem! With rapidly changing game modes, 8 customisable characters and game changing hazards, no round of The Otterman Empire will ever be the same!

IGN Video - Fuser Gameplay Overview & Demo

Presented by Fuser. We sat down with Harmonix Community Manager Zoe Schneider to get an overview of Fuser; a new dj rhythm game from the creators of Rock Band and Dance Central.

Adventure/puzzle game 'Carto' heading to Switch

A chill puzzle adventure

Carto is a chill adventure game wrapped around a unique, world-shifting puzzle mechanic. Use this power to explore mysterious lands, help a quirky cast of new friends, and guide Carto on her journey home.

Key Features

Unique puzzle / exploration mechanic: rearrange pieces of your map, and watch the world change around you!
Chill out and explore peaceful-yet-mysterious lands, uncovering secrets and solving environmental puzzles.
Bask in lush, hand-drawn visuals and relaxed tunes.
Meet new friends and help them solve their problems!
Journey through different biomes, each with their own characters, culture, and a unique evolution of the central map mechanic.

Publisher Humble Games and developer Sunhead Games have confirmed that Carto will come to Switch sometime in Fall 2020. If you'd like to learn more about the game, Humble Games has shared a special feature over on Playstation's official blog, complete with soundtrack samples. You can check that out here.

The Outer Worlds' 346 characters were voiced by just 40 actors

40 super-talented people

The Outer Worlds provides tons of content for the player to enjoy, including a massive cast of characters to interact with. Throughout the journey, there are 346 characters you'll come in contact with, and each one is voiced. In an interview with GamesIndustry, Justin Bell, the in-house audio director at Obsidian Entertainment, said those voices came from just 40 actors.

"There are 346 distinct characters in The Outer Worlds. This was a fulltime undertaking, to say the least. ...We gathered character traits for all characters, like age, gender, ethnicity, archetype, world location, quest location, and we did some analysis to determine how we could cluster them together into groups that would be assigned to a single actor. After that, it became a balancing act of ensuring we had enough actor variety per group so that we didn't hear the same actor over and over again, which would be immersion-breaking for the player."

This is just one small snippet of a feature on the massive undertaking of bringing The Outer Worlds together. You can check out the full article here.

Stardew Valley fan recreates the game's characters in Animal Crossing: New Horizons

Animal Valley: Stardew Horizons

There's no doubt some crossover between Stardew Valley and Animal Crossing: New Horizons players. I know quite a few in real life! Plenty of people are bouncing between both games every week, and one fan of the two titles decided to bring the worls together.

Redditor Zandrewbert8 got to work recreating every major villager from Stardew Valley in Animal Crossing: New Horizons, leading to 36 different tributes. The whole project took around 90 hours to complete, and turned out to be pretty spectacular. You can see the entire character collage below.

I brought the villagers of Stardew Valley to Animal Crossing

Switch sales more than double in the UK for the first half of 2020

Switch is on a roll

There's no doubt you know just how well the Switch is doing, especially in recent months. The platform has been a success since day one, and it continues to find new fans the world over. That includes in the UK, which is typically known as Playstation territory.

According to data from VGC, Switch hardware sales have more than doubled in the first half of 2020 as compared to the first six months of 2019. There was quite a surge in early March, which hit its peak in May. This is all the more impressive when you consider how hard the Switch was to find in the UK. If Nintendo could have had stock at a good level from March to May, sales would have no doubt been even higher.

While the peak was in May, sales continue to remain strong for Switch. Early UK reports show that June 2020 was a significantly better sales month for Switch when compared to the same month in 2019.

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