Last posts on release2024-03-29T08:43:26+01:00All Rights Reserved blogSpirithttps://www.hautetfort.com/https://www.hautetfort.com/explore/posts/tag/release/atom.xmlE. S.http://www.upgradepc.review/about.html7 days to die alpha 18 enfin disponibletag:www.upgradepc.review,2019-10-07:61810932019-10-07T10:35:00+02:002019-10-07T10:35:00+02:00 Il y a 3 ans déjà, dans l'alpha 14, la petite maison dans la prairie...
<p style="text-align: center;"><a href="http://www.upgradepc.review/media/00/02/4134362910.jpg" target="_blank" rel="noopener"><img id="media-6041269" style="margin: 0.7em 0;" title="" src="http://www.upgradepc.review/media/00/02/1735961176.jpg" alt="7daystodie, A18, alpha, survie, survival,release" /></a></p><p><em>Il y a 3 ans déjà, dans l'alpha 14, la petite maison dans la prairie était tourmentée</em></p><p style="text-align: justify;"><a href="https://7daystodie.com/?home"><strong><em>7D to die</em> </strong></a>est le grand jeu indépendant de survie sur PC et consoles de ces dernières années avec plus de 4 millions d'exemplaires vendus. Le jeu est pourtant toujours en alpha et sa jouabilité, la liberté qu'il propose en PVE ou PVP malgré à chaque fois des trimestres d'attente entre deux évolutions ou des bugs en font un incontournable.</p><p style="text-align: justify;">Construction, exploration, combats, jardinage, conduite, tactique sont au rendez-vous et chaque alpha apporte de profondes modifications. Certaines font râler (disparition des abeilles, des <em>gore blocks</em>, de la vie souterraine) d'autres relancent l'intérêt (électricité, véhicules, maisons de quête et missions...).</p><p style="text-align: justify;">Voici donc ce que propose la mise à jour mais les vrais fans s'abstiendront de lire, pour la surprise dans l'action.</p><p style="text-align: justify;"> </p><header class="entry-header"><h3 class="entry-title" style="text-align: justify;">A18 Official Release Notes</h3></header><div class="entry-content"><p style="text-align: justify;">Hey Survivors,</p><p style="text-align: justify;">Alpha 18 Experimental Streamer Weekend is finally here, and Team TFP is extremely excited for this release. It’s bigger than Alpha 17 and is packed full of new content, bug fixes, optimizations, and balance.</p><p style="text-align: justify;">We will be running the Streamer Weekend event from Friday, October 4th starting at 12 pm CST through Sunday, October 6th. Expect a public experimental to follow sometime Monday afternoon October 7th.</p><p style="text-align: justify;">We have partnered with over 130 streamers from 27 countries. <a href="https://7daystodie.com/a18-streamer-weekend/">Streamer Links here!</a></p><p style="text-align: justify;"><iframe width="480" height="270" src="https://www.youtube.com/embed/P-rneb_yxUs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="allowfullscreen"></iframe></p><p style="text-align: justify;"><em>Petit rappel du thème en images qui bougent.</em></p><h3 style="text-align: justify;"><strong>Alpha 18 Official Release Notes</strong></h3><p style="text-align: justify;">Alpha 18 is finally here! To make Alpha 18 a great build we combed through hundreds of community reviews and forum posts to compile a large list of the most common Alpha 17 feedback. You spoke, we listened, and committed a ton of effort and resources to address what the Team and Community felt needed improving.</p><p style="text-align: justify;">We think folks will notice this effort and believe Alpha 18 to be by far the most impressive version of the game to date. And, we suspect you’ll come back.</p><h3 style="text-align: justify;"><strong>XP Earning & Balance </strong></h3><p style="text-align: justify;">We had a lot of feedback from Alpha 17 on how XP was was mostly earned by Zombie Kills, making play styles other than ‘Killers’ invalid as you could only level up by killing zombies. In Alpha 18 we streamlined and balanced the ways players earn XP to support multiple play styles and supporting rolls. These include XP for Killing Zombies, Completing Quests, Harvesting Resources, Mining, Upgrading Blocks, and more.</p><p style="text-align: justify;">There are many ways to play the game, but we believe players primarily play as one or more play-style archetypes that we have identified as The Killer/Looter, The Quest/Builder, The Builder/Gatherer, and/or The Miner.</p><p style="text-align: justify;">The testing team painstakingly played build after build purposely playing as these archetypes and collecting XP earning data, recording and analyzing the results, and working with the game designers to re-balance. We believe the game now supports all the current play-styles. We plan to collect telemetry data in the future to help us further improve this aspect of the game.</p><h3 style="text-align: justify;"><strong>Stamina Balance</strong></h3><p style="text-align: justify;">TFP also heard a lot of A17 feedback about how starting player stamina was too low, and player stamina drain made actions like harvesting, mining, and running a grind and a chore.</p><p style="text-align: justify;">We’ve reduced stone axe stamina costs, so a new player can get started harvesting resources and not be interrupted with low stamina alerts. Many other primary attack stamina costs have been reduced. Power attacks still have a hefty cost, but also a reward. Armor perks and mods now reduce stamina and movement penalties as well. There are perk books in loot that reward stamina for kills.</p><p style="text-align: justify;">We changed encumbrance so players start with a larger backpack in new games so the penalty is less when your inventory fills up. We also added deep pocket mods to allow you to carry more without being encumbered, which doesn’t require you to perk into pack mule.</p><h3 style="text-align: justify;"><strong>Optimizations</strong></h3><p style="text-align: justify;">We had a lot of feedback from Alpha 17 on how performance was lower than Alpha 16. We have made many changes to improve performance including:</p><ul style="text-align: justify;"><li><strong>Occlusion System – </strong>We engineered a proprietary new occlusion system that stops the rendering of chunks, block entities or trees that are onscreen, but not visible to the player. This will often greatly increase your FPS, especially in indoor areas. The new system does add some minor popping artifacts, where occluded objects may take a moment to appear. Occlusion can be disabled in the video options if desired.</li><li><strong>Incremental Garbage Collection – </strong>We updated to Unity 2019.1, taking advantage of their new incremental garbage collection mode, which means the old hitching we all noticed has been greatly if not fully reduced for most users.</li><li><strong>Collision Mesh Optimizations – </strong>We went through a lot of the models that had complex collision meshes and simplified them which reduces physics calculations and improves performance.</li><li><strong>POI detail reduction – </strong>We engineered a proprietary tool in the level editor that shows vertices and triangle counts. With this we we’re able to optimize POIs in the game reducing unneeded and sometimes abusive details by as much as 40% in some locations.</li><li><strong>Entity Ticking – </strong>Players, animals and zombies now update over multiple frames, which reduces the CPU load during any single frame, which reduces frame rate spikes.</li><li><strong>AI – </strong>Has a new character controller that uses a bit less CPU.</li></ul><p style="text-align: justify;">With our changes the game runs a lot better for most users. However we do recommend learning how to use the game’s video options to lower detail, resolution, reflections and other options to get the best performance for your hardware. Keep in mind 7 Days is a fully dynamic game where you can add to, change or destroy everything in a huge open world, so it cannot be compared to games using smaller static level worlds with pre-baked lighting and visibility. This means that just because your hardware can run the latest Call of Duty at 4k, doesn’t mean you can run 7 Days at 4k with the same hardware.</p><h3 style="text-align: justify;"><strong>Zombie Balance</strong></h3><p style="text-align: justify;">We heard many comments about zombie amounts in POIs and biomes in Alpha 17, and we also heard about the lack of smaller POIs that were simple to explore with few or no zombies.</p><p style="text-align: justify;">To resolve this we grouped POIs into questing Tiers and set their spawns to reasonable max counts/numbers for those Tiers and balanced enemy counts in every POI quest-able or not.</p><p style="text-align: justify;">We also lowered biome spawning some so players could have a little more breathing room when just exploring the world.</p><p style="text-align: justify;">On top of this, we created nearly 30 new, smaller POIs we call remnants much like the abandoned house in a variety of themes. These remnants are smaller, less populated and have a chance for 0-2 zombies giving players many less threatening explore-able spaces especially when they are starting a new game or when limited on how much daylight is left.</p><p style="text-align: justify;">In future builds we plan to add more of these for every zone type.</p><h3 style="text-align: justify;"><strong>Attribute Balance</strong></h3><p style="text-align: justify;">We heard many comments in A17 about how we forced players to choose Strength and Intellect attributes as they had many must have perks under them. Making the playing of different player skill builds nearly impossible. To resolve this we made a number of changes.</p><p style="text-align: justify;">First and foremost each attribute has been balanced and given melee and ranged weapons they govern so every build has a new unique feeling to it with specialized weapons they use. Secondly we removed level requirements , so a player can specialize very early game now and unlock any perk in the game once they meet the attribute requirements.</p><p style="text-align: justify;">We have slowed leveling because a level 40 character is now very powerful if you specialize mostly under one attribute. This doesn’t mean you can’t grab a few perks from every attribute and we encourage people to experiment and make the right build that matches their play style and is the most fun. We have also lowered a lot of requirements for some perks, so you can get three ranks of quite a few perks with a fairly low attribute, making players adequate at say mining with just three ranks. The top rank attributes cost less, too, meaning less points needed to reach rank 10. We’ve also added schematics that unlock nearly every craftable item in the game, so players no longer need intellect to craft most items.</p><p style="text-align: justify;">You gain 1 HP/Stamina per player level instead of increasing this value with attributes.</p><h3 style="text-align: justify;"><strong>Gameplay Changes</strong></h3><ul style="text-align: justify;"><li><strong>Item changes – </strong>All item crafting is now governed by the perk tree its affected by. So rather than intellect controlling the quality of a shotgun you crafted, its governed by the Boomstick perk. Players can craft up to blue quality. Faulty and poor quality items have one mod slot, fair and good quality items have two mod slots, great quality items have three mod slots, and fine quality items have four mod slots. Items scrap to parts like shotgun parts, light armor parts, etc and are crafted from them. Higher quality items require more parts and materials to craft. For example a crude shotgun only requires 3 shotgun parts but a great shotgun requires 15 parts. Primitive items like stone and wood items do not require special parts and are crafted from common ingredients. Items’ quality now influences damage and armor ratings. All weapons and armor have random stats and a brown club can be better than an orange club, so check the stats. Mods still increase damage when installed but not as much since item quality influences damage.</li><li><strong>Schematics –</strong> We’ve added classic item schematics back to the game that permanently teach the player how to craft specific items and sometimes an entire group of items. There are hundreds of schematics to find so if you don’t want to spend perks on intellect you can find schematics to unlock nearly everything in the game. There are even recipe cards for nearly every food item in the game as well. We have removed the perk books and ingredient based schematics from the game.</li><li><strong>Armor Changes –</strong> Armor rating does not change based on perks. Armors offer great protection early game, even cloth and scrap armor is worth using. Cloth armor does not slow the player or cost any stamina to wear. Armor significantly reduces chance for bleeding and stun. Heavy armor is the best but has the heaviest penalties. Perks and mods can remove nearly all penalties from light armor and most from heavy armor.</li><li><strong>Encumbrance –</strong> We’ve removed a whole row of encumbrance so early game is more forgiving. There are also pocket mods you craft for clothing to reduce encumbrance very early game. It is possible to have zero encumbrance with no pack mule perks now, you just have to get the right gear.</li></ul><h3 style="text-align: justify;"><strong>Death Loop Improvements</strong></h3><p style="text-align: justify;">Many players complained about getting into death loops or cheap deaths in the game at times when they were not taking risks. Here are some of the things we have done to improve this.</p><ul style="text-align: justify;"><li>The death debuff has been changed from lowering attributes health and stamina to losing XP resulting in less cheap back to back deaths.</li><li>After a player dies during a blood moon, zombies will no longer know where you are and normal stealth rules apply. If you re-engage an enemy, blood moon behaviors recommence.</li><li>We lowered the default difficulty from Nomad to Adventurer since A18 is a little harder with the new zombie rage speed boosting behavior.</li><li>We changed AI noise detection to play sense sounds and lowered hostile animals’ noise and sight detection ranges. Some animals now have a chance to flee when damaged in combat.</li><li>Bleeding does less damage per second and armor reduces the chance to bleed dramatically.</li></ul><h3 style="text-align: justify;"><strong>Melee hit Detection and Glancing Blows</strong></h3><p style="text-align: justify;">Some folks gave us feedback about how you would swing and miss zombies too often. Melee was too binary, hit or miss. To remedy this, as well as make melee feel more impactful, we added a swing arc to detect hits along the path of the weapon. If you miss with the crosshairs, you will still hit enemies along the arc of the weapon swing, just for less damage. This allows melee users to do splash damage to crowds while primarily attacking one target. We will be improving on this new system as time goes on.</p><h3 style="text-align: justify;"><strong>Melee Impact Audio Polish</strong></h3><p style="text-align: justify;">To improve upon the existing melee sounds, we have gone through our melee weapons and added new crunchier impacts. We also added sounds for glancing blows and player power attacks sounds which makes melee feel much more immersive.</p><h3 style="text-align: justify;"><strong>Animation Polish</strong></h3><p style="text-align: justify;">We expanded our animation team and they have been kick-ass on polishing and making all first person animations more fluid, snappy and satisfying.</p><p style="text-align: justify;">With this also came new item hide/show code which allows thrown or placed items to be hidden and shown on the right frames to make things like grenades, c4 and rocks look great.</p><h3 style="text-align: justify;"><strong>Dynamic Music System</strong></h3><p style="text-align: justify;">TFP has teamed up with Native Darkness Productions to bring a fully dynamic music system to Alpha 18. The system procedurally generates a complete musical arrangement from a set of interchangeable loops. As of now there, are over 750 unique combinations.</p><p style="text-align: justify;">Our hope is that this feature will make Alpha 18 that much more immersive. We have set a default cap on the music, which will allow it to play for 30% of a given day, but you are in control of how much music you can hear through the ‘Daily Time Allotted’ property in the audio options menu. (Note that setting this property to 100% will not give you constant music, as that percentage is a daily cap and not a guarantee.)</p><p style="text-align: justify;">At the moment, our system is designed to provide music while the player is exploring the world. We do however intend to broaden the system in the next Alpha with not only more content but to include suspense, combat, and trader music. That being said, for the time being, we hope you enjoy this new addition to the 7 Days soundscape.</p><h3 style="text-align: justify;"><strong>New Infection, Dysentery, and Stun Changes</strong></h3><p style="text-align: justify;"><strong>New infection system –</strong> Infection is easier to contract when you have low health than high health. 1% is barely infected, at 100% infection you die. Stage 1 lasts one (real time) hour and up to 14% and has no side effects. Stage 2 lasts 3 hours (up to 57%) and has -25% stamina recovery. Stage 3 lasts 3 hours and is -35% stamina recovery and -1 to all attributes. Getting hit by zombies can increase infection level. Take antibiotics to slowly cure infection, such as honey, herbal antibiotics or pharmacy grade antibiotics. Antibiotics lessen stamina recovery penalty by half while curing. Make sure to have a larger cure amount than your infection amount or you will get sick again when the cure buff runs out.</p><p style="text-align: justify;"><strong>Dysentery and food poisoning – </strong>Dysentery and food poisoning are non-lethal but easier to contract. All foods except canned now have a chance to contract food poisoning. Food poisoning causes you to throw up and you lose most of the food you have consumed. Recover by eating. Dysentery causes diarrhea which will drain your water causing dehydration. Drink goldenrod tea to recover faster from dysentery. Boiled water still has a chance to contract dysentery so drink teas, coffee or the new mineral water to be exempt from dysentery. The perk slow metabolism has been renamed to Iron Gut which reduces chance for dysentery and food poisoning with each rank.</p><p style="text-align: justify;"><strong>Stun System –</strong> Armor greatly reduces chances for being stunned.</p><h3 style="text-align: justify;"><strong>HD Icons</strong></h3><p style="text-align: justify;">We overhauled the icon Atlas to support power of 2 images and created new HD icons for all blocks and items. They are now much sharper and higher resolution.</p><h3 style="text-align: justify;"><strong>New Books and Schematics</strong></h3><p style="text-align: justify;">We have added 16 book sets to the game the game with 112 total unique books. Reading these books unlocks unique perks and skills and completing a set unlocks a book series perk. Book sets are:</p><ul style="text-align: justify;"><li><strong>The Fireman’s Almanac – </strong>gain perks based around fire fighting, heat resistance, harvest more coal from burnt embers and more.</li><li><strong>The Great Heist – </strong>Gain perks that help you become a master thief. Gain new stealth abilities, craft timed charges to open safes quickly and more, damage land claimed areas 20% faster and more.</li><li><strong>Lucky Looter – </strong>Each volume helps you find more specific items in loot.</li><li><strong>Needle & Thread – </strong>Become a tailor and learn to craft clothing, coats, hats and even pocket mods for your clothing to reduce encumbrance without strength perks.</li><li><strong>The Night Stalker – </strong>Be
Kurganhttp://dieunaussprechlichenkulteneditions.hautetfort.com/about.htmlGORGON / O.T.A.Ltag:dieunaussprechlichenkulteneditions.hautetfort.com,2011-10-24:38385722011-10-24T15:57:00+02:002011-10-24T15:57:00+02:00 GORGON / O.T.A.L ( CD / 2011 / France ) ...
<p style="text-align: center;"><img id="media-3299169" style="margin: 0.7em 0;" title="" src="http://dieunaussprechlichenkulteneditions.hautetfort.com/media/01/02/2368748958.jpg" alt="gorgon,o.t.a.l,cd,d.u.k.e,release,2011" /></p><p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-size: large;"><span style="font-family: Times New Roman;"><strong><span style="color: black;">GORGON / O.T.A.L </span></strong> <span style="font-size: medium;">( CD / 2011 / France )</span></span></span></p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"> </p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"><span style="font-size: small;"><span style="font-family: Times New Roman;">« Première partie » de ce split : <strong><span style="color: black;">GORGON</span></strong> ou l’une des « légendes fondatrices » du Black Metal hexagonal… un titre de la démo de 1992, des versions inédites de titres de 1994 et 97, une reprise de BURZUM ( « Ea, Lord of Deeps » ) et deux inédits, pour 6 offrandes de ce Black bien old-school et tout aussi catchy qu’haineux qui fit la renommée du gang !!! Vocaux d’écorché vif, propension à créer ces riffs à la fois entêtants et bien rentre-dedans comme savent si bien le faire des gangs façon BARATHRUM ou ABSURD, influences Heavy Metal toutes entières mises au service d’un Art Noir à la fois râpeux et tranchant, GORGON est une véritable « machine de guerre »... la rencontre du sombre <strong><span style="color: black;">SAMAEL</span></strong> des débuts ( façon « Worship Him » ) et du <strong><span style="color: black;">MORBID</span></strong> ( Sweden ) de « December Moon » !!!</span></span></p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"><span style="font-size: small;"><span style="font-family: Times New Roman;">« Seconde partie » : <strong><span style="color: black;">Ordo Templi Aeternae Lucis</span></strong> ( alias O.T.A.L ) et 6 titres ( itou ) d’un « Elitist & Esoteric B.M », aristocratique et racé, qui ne peut que faire penser à une sorte de rencontre au sommet entre <strong><span style="color: black;">BLESSED IN SIN</span></strong> et <strong><span style="color: black;">SEIGNEUR VOLAND</span></strong>, avec quelques touches de CELESTIA et de SACRIFICIA MORTUORUM en guise de « cerises sur le gâteau » !!! And then… yes, da, oui… ceux et celles qui ont les mots <strong><span style="color: black;">ENFEUS LODGE</span></strong> à la bouche ont tout compris : ces 6 titres d’O.T.A.L en sont la « première mouture » !!!…</span></span></p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"><span style="font-size: small;"><span style="font-family: Times New Roman;">Un plaisir et un honneur pour nous que d’avoir pu co-produire ce split !!!!!!…</span></span></p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"> </p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"><span style="font-size: small;"><span style="font-family: Times New Roman;">Une co-production D.U.K.E – DERNIER BASTION et EXH.GOETIE</span></span></p><p class="MsoNormal" style="text-align: justify; margin: 0cm 0cm 0pt;"><span style="font-family: 'Times New Roman'; font-size: small; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: FR; mso-fareast-language: FR; mso-bidi-language: AR-SA;">Livret 12 pages couleurs / 12 titres – 51 minutes : <strong><span style="color: black;">10 €uros.</span></strong></span></p><p style="text-align: center;"><span style="font-family: 'times new roman', times; color: #ff0000; font-size: small;"><strong>Toujours disponible ! </strong></span></p><p style="text-align: center;"><span style="font-family: 'times new roman', times; font-size: small; color: #0000ff;"><a title="http://www.myspace.com/gorgonfrance" href="http://www.myspace.com/gorgonfrance" target="_blank"><span style="text-decoration: none; color: #0000ff; border-width: 0cm; border-color: windowtext; border-style: none; padding: 0cm;">http://www.myspace.com/gorgonfrance</span></a></span></p><p class="MsoNormal" style="text-align: center; font-family: 'times new roman', times; font-size: 10pt;"><span style="font-size: small; color: #0000ff;"><span style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: white; background-position: initial initial; background-repeat: initial initial;"><span style="font-family: 'times new roman', times;"><a title="http://www.myspace.com/ordotempliaeternaelucis" href="http://www.myspace.com/ordotempliaeternaelucis" target="_blank"><span style="text-decoration: none; color: #0000ff; border-width: 0cm; border-color: windowtext; border-style: none; padding: 0cm;">http://www.myspace.com/ordotempliaeternaelucis</span></a></span></span></span></p><p style="text-align: center;"><span><span style="font-family: 'times new roman', times; color: #000000; font-size: large;"><strong><iframe width="425" height="271" src="http://www.youtube.com/embed/vocsucW049I?rel=0" frameborder="0" allowfullscreen=""></iframe></strong></span></span></p><p style="text-align: center;"><span><span style="font-family: 'times new roman', times; color: #000000; font-size: large;"><strong><iframe width="382" height="280" src="http://www.youtube.com/embed/ms2XjbO4PFg?rel=0" frameborder="0" allowfullscreen=""></iframe></strong></span></span></p><p style="text-align: center;"><span><span style="font-family: 'times new roman', times; color: #000000; font-size: large;"><strong>D.U.K.E 047</strong></span></span></p>