Yahoo Sports' Chris Haynes and Amanda Borges look ahead to the final month of the regular season, including why the West playoff field may be set and which team could be ripe for a first-round upset.

Published 8 March 2019

| Star Wars: Legion

Charging into Battle

Announcing the Tauntaun Riders Unit Expansion for Star Wars: Legion

“Hey, steady, girl. What’s the matter?”
   –Luke Skywalker, Star Wars: The Empire Strikes Back

Pre-order your own copy of the Tauntaun Riders Unit Expansion at your local retailer or online through our website with free shipping in the continental US today!

Forced to the fringes of the galaxy by the relentless pursuit of the Galactic Empire, the Rebel Alliance must establish bases on remote planets far from the gaze of Darth Vader and his feared Death Squadron. Though this might take them to barren worlds like the frigid wastes of Hoth, the Rebels often use their ingenuity to turn these less-than-ideal conditions into an advantage. Using the local fauna to bolster their forces, they can easily traverse a planet’s surface and—in some instances—even use these beasts to fight the Empire. Soon, you can bring one of the most iconic creatures from the Star Wars saga to your epic struggles of the Galactic Civil War.

Fantasy Flight Games is excited to announce the Tauntaun Riders Unit Expansion for Star Wars™: Legion!

Trained to expertly handle their surefooted mounts across the windswept plains of Hoth, Tauntaun Riders help the Rebellion navigate nearly any environment, scouting Imperial positions and often slowing the enemy’s advance until the rest of the Rebel army can arrive. Within this expansion, you’ll find two unique unpainted Tauntaun Rider miniatures, enough for one support unit, along with a new unit card for you to field in battle. Your tauntaun’s natural speed and defense make them useful in a number of situations, of course, and this pack also contains three upgrade cards that give you the freedom to find a role for them that fits your particular battle plan.

Snowy Swiftness

Wherever they go, members of the Rebel Alliance must remain vigilant if they wish to avoid the Empire. On a frozen planet like Hoth, a tauntaun’s ability to quickly navigate the rough, snow-choked terrain can be an invaluable asset in the Rebels’ tireless search for any signs of Imperial detection. But their effectiveness stretches far beyond their homeworld. Whether they’re charging through the snow on Hoth or navigating the rocky badlands of Tatooine, these resilient snow lizards—and those who ride them—have something to contribute to any battle. 

Though they lack the top speed of the T-47 Airspeeders that joined them on Hoth in The Empire Strikes Back, a unit of Tauntaun Riders still moves swiftly using the speed-three movement tool. Even better, because tauntauns aren’t propelled by repulsor engines, their riders have a greater amount of control in the thick of battle. These agile beasts can make pinpoint turns even while crossing more difficult terrain, making it exceptionally hard for enemies to pin them down with blaster fire.

Such great speed makes tauntauns ideal for cutting through parts of the battlefield that would bog down other units to gain a superior position. Once there, the troopers riding on the tauntauns can start raining fire on opposing units with their powerful DL-44 Blaster Pistols. These blasters pack a heavy punch, but a tauntaun’s horns and hind claws can be just as effective weapons. In fact, a full-speed charge from a tauntaun can be enough to send even the most hardened Snowtroopers flying. 

Seeing as they’ll likely be one of your first units to engage with enemy forces, your Tauntaun Riders can be useful far beyond simply attacking. Already trained to be in tune with their rider, with a little extra training your tauntauns can serve a variety of functions within your Rebel army. Whether they’re jamming enemy communications or relaying your orders to units in the middle of a firefight, a tauntaun’s great speed can make it a useful lynchpin in any army’s communication strategy.  

We’ll explore everything included in the Tauntaun Riders Unit Expansion—including a full look at their upgrade cards—in a future preview! 

On Patrol

Tauntauns may be native to the ice planet of Hoth, but they can serve the forces of the Rebellion on any planet where they're needed. 

Look for the Tauntaun Riders Unit Expansion (SWL40) and the Rebel Veterans Unit Expansion (SWL39) at your local retailer in the second quarter of 2019. Pre-order your copies at your local retailer or online through our website with free shipping in the continental US here!

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Published 7 March 2019

| Star Wars: Armada

Carry Your Momentum

2018 World Champion Nathan Coda on Finding Success in the Details

"Bold, but I'd expect no less from the best commander to ever come out of the Mykapo system."
   
–Grand Admiral Thrawn

As we head toward the 2019 Star Wars™: Armada World Championships at AdeptiCon, we find the game's competitive environment in an interesting place.

The construction of the Empire's forthcoming Super Star Destroyer remains ongoing, and the ship won't arrive in time for the 2019 World Championship. Even so, it's hard to say which fleets will conquer the coming World Championship. Wave VII was so new at the 2018 World Championship that players may not have fully had time last year to explore its impact, while the game's dual focus on objectives and ship-to-ship combat promotes the rise and fall of prominent lists as players learn to counter them… and then to counter the counters.

We presented these thoughts—and more—to 2018 World Champion Nathan Coda as we looked ahead to the 2019 World Championship tournament coming this March 28–29 in Schaumburg, Illinois. And we found Nathan just as excited as ever to prepare for the tournament—and the chance to reunite with the game's most enthusiastic players.


2018 Star Wars: Armada World Champion Nathan Coda

Interview with 2018 World Champion Nathan Coda

Fantasy Flight Games (FFG): Hi, Nathan, thanks for taking the time to talk with me today.

Nathan Coda (NC): Sure thing! Always happy to make time for Armada talk.

FFG: You'll soon be headed to AdeptiCon as last year's Star Wars: Armada World Champion. Are you excited about what you'll face?

NC: For sure! I love playing. Armada has a great community, and it's always a pleasure to get games in with other people.

Worlds is especially exciting because I generally get to play against a lot of new faces.

FFG: I've noticed that the players at the Star Wars: Armada World Championship have typically looked like a really close-knit group, getting dinners together and spending a lot of time together outside of the game.

Do you think this has anything to do with how committed you have to be to the game to sit down (or stand up) and play for ten or twelve hours at a time during a tournament?

NC: I think that's fair to say. You have to be pretty passionate to something to make that kind of investment of time and energy. And when you run into a bunch of people just as passionate as you are… Well, we all just want to spend time together.

FFG: Are there any rivalries among the players? I know the Canadians attend in pretty large numbers and took the 2017 World Championship before you reclaimed it for the U.S. last year.

NC: I don't feel like I have any kind of rivalry, friendly or otherwise, with anyone in particular, though whenever I lose a game, I always feel like I've learned something and want to try again…

FFG: Let’s back up for a moment. How did you first get into Star Wars: Armada?

NC: I started with X-Wing, like I feel many Armada players did. I've always loved the big space battles in Star Wars, so when I saw FFG coming out with a plastic miniatures version, I was thrilled.

I played a few games with the Core Set, and just couldn't put it down after that.

FFG: What is it that draws you to Armada? What does Armada offer you that sets it apart from other games?

NC: I think my favorite parts of Armada are the complexity and interactions that are available. The things that really drew me in from X-Wing were how the mechanics for defense switched from dice to tokens and the way that ships maneuver with real momentum.

Ships in Armada just have more of a feeling of movement and impact.

FFG: Given how much your ships carry their momentum forward from round to round, do you approach a game with an idea of how you'll move through all six rounds? Or how much of your plan is fluid?

NC: I'll generally start with a pretty loose plan. I try to leave the maximum number of options open as the fleets move toward engagement, and I try to limit my opponent’s options.

The best position you can be in is when your opponent is only able to choose between a few bad choices.

But you have to come into a game with some sort of plan.

FFG: Since you're making those plans several turns or more in advance, do you ever find yourself realizing that you’ve already won or lost a game two, three, or more rounds before you get to the end?

NC: For sure! Games of Armada generally build toward one or two critical activations. After that activation, you can generally tell if the game is going to go your way or not.

For example, is that Imperial-class Star Destroyer still limping toward your carrier, or did your B-wings manage to finish it off before it could activate?

Not every game goes this way. Some games do go down to the wire. But they often turn on a single critical activation. After that moment, one player is trying to salvage points and the other is trying to maximize theirs.


Two fleets move to engage during the 2018 World Championship Finals.

FFG: Ah, that was my next question: what do you do after that turning point? Just focus on playing for tournament points?

NC: Yes, what often defines an actual winner of a tournament is how much they can maximize their wins and minimize their losses—in regards to tournament points.

FFG: How do you go about minimizing your losses?

NC: Often you want to disengage or limit opportunities for your opponent to fire on your ships.

It might be only turn three, and you need to decide if you are going to turn your flagship in to engage or turn out to disengage.

FFG: So… retreat?

NC: Tactical withdrawal.

FFG: And try to snag some victory points from the objective?

NC: If you can. Or pick off some squadrons, or whatever enemy ship may be limping along in range.

FFG: I was going to ask if you’ve recognized certain traits that separate the elite players from more casual players. Are these the defining decisions? How to react when the game tilts toward victory in one way or the other?

NC: I think that does come into play. I think there are generally more subtle differences as well, especially in positioning. More experienced players know how all the ships fly, know where your ships can go, and react not to where you currently are, but to where you are going to be.

FFG: How can you tell, then, if a player is less familiar with his or her ships? Are there any tells from the initial placement or maneuvers?

NC: Sure, a few—but I don't want anyone to feel judged if they are doing these.

In initial deployment, if you're limiting your activation order by placing ships in a way that they must activate in a certain order without collisions, that's generally a bad option. Your opponent is already trying to limit your options, so you don't want to limit your own.

If you are activating ships in a non-optimal order, that's generally a bad idea. For instance, activating a ship to fly into range of my ships before they activate when you don't have to.

FFG: Right—because you want them to fly into your firing range before you fly into theirs... An extra round of free shots.

NC: Exactly. More experienced players are much more aware of threat ranges and engagement ranges as they approach.


A pair of modified Assault Frigates seen in action during the 2018 World Championships.

FFG: Going a step further, when you're playing against other top players, how do you determine what your opponent’s strategy is? And what are you able to do to counter it?

How much of that strategy is revealed in the list? How much in the placement? And how much in the opening maneuvers?

NC: That's going to depend on a variety of factors.

When you look at a list, you can generally guess what their goal is, and objective selection and initial deployments reveal a lot.

It's a bunch of different levels of strategic decisions at that point—point and counter-point about how the game is going to be approached.

FFG: So let’s talk about how this type of strategy has been manifesting in the metagame since last year's World Championship.

When you won last year, Wave VII was relatively new, and while we've announced the upcoming release of the Super Star Destroyer, it won't be available until after the World Championship. That means we'll have had about a year to see the metagame evolve with the same components.

Given how prominent

Rieekan

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was last year, how much have we seen lists developed to counter him? And then to counter the counters?

NC: It's been really interesting to see what has been happening in the meta over the last year, even without any new releases. Things keep changing.

Honestly, I'm still confused about where Rieekan Aces went. I think it's still a very strong contender in the current meta. It really hasn't been showing up much lately. There are hardly any results for it in this year’s Regional Championships.

FFG: What have you seen taking its place?

NC: I think one of the more prominent lists to take its place is Imperial two-ship, which takes advantage of how the activation game is played in a really interesting way.

And, of course,

Admiral Raddus

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has still been smashing things up in interesting and unique ways.


Nathan Coda shakes hands with 2018 Star Wars: Armada Finalist Shiu-Yik Au.

FFG: Care to explain how the Imperial two-ship plays the activation game in an interesting way?

NC: In Armada, activations are king. It's especially powerful to play the game as first player and have more activations.

Governor Pryce

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was released in Wave VII and turns this dynamic on its head by allowing a player with fewer activations to still go last and then first.

FFG: So she can force your opponent to come into range of your biggest guns, allow you to shoot once at the end of the round, and then shoot again at the beginning of the next round?

NC: Exactly.

FFG: And this allows you to be first player with the same one-two punch—but with bigger ships?

NC: Exactly. Pryce goes on a high-impact ship, so even if you are getting swarmed, you can still punch in hard, twice in a row.

At that point, your opponent is often too crippled to continue the fight.

FFG: Has this resulted in fiercer bidding wars for first player? Are people actively looking to see how much they can strip out of their lists in order to get that first player activation? Or what sort of changes have you seen, even while the available ships, squadrons, and cards have remained the same?

NC: This can play out as a bit of a bidding war, for sure. But even without Wave VII, bidding wars were still a major thing.

FFG: Have you seen anyone go as low as 350?

NC: Never personally. I generally see around 375 as a minimum. Though I've heard of bids as low as 360.

FFG: Your personal experience reminds me: I wanted to ask about your local play group. Who are these players who helped you refine your game well enough to win the World Championship? Is yours a pretty competitive play group? Or are you the most competitive of them by a stretch?

NC: I've been fortunate enough to live in two different places in the last few years—Minneapolis and Chicago—that both had awesome groups of people. There's definitely players in both those groups that are as or more competitive than me, and it's been a pleasure to be a part of both of those communities.

FFG: With that competition, do you play Rieekan in your local games? Or do you have another fleet you prefer to play for more casual games?

NC: Rieekan is my favorite Admiral (surprising no one), though I generally only pull out my Worlds list for major tournaments. And I haven't even played it since last spring.

Casually, I like to experiment with and try new things. There are so many different interactions in the game and ships that fly and feel so different, it's exciting seeing how they work out. And since everyone flies differently, experiences with ships vary.


Watch the full 2018 Star Wars: Armada World Championship Finals match.

FFG: If you knew that you could fly any list back to the World Championship finals—like if you were guaranteed to get there and could fly your favorite, most “fun” list—what would it feature?

NC: Now that's a hard question. I don't feel like I ever sit down at a table with a list that's not fun.

I really like MC30s and the MC80

Home One

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, so probably something with those.

Maybe it could be "fun" to take that kind of list to the finals because absolutely no one would expect it.

FFG: The Mon Calamari fleet?

NC: Something like that. It might also be fun to see

Commander Sato

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at the top table. He's been my go-to admiral recently. His ability is a little underwhelming and annoying to get to work right, but it has some very interesting synergies.

FFG: Do you think you could fly a whole fleet from the time of Star Wars: Rebels?

NC: That would be fun! I've played around with ideas like that before. Unfortunately, nothing terribly competitive, but they can be fun to get on the table sometimes.

FFG: Sounds like you're pretty firmly a Rebel player, though?

NC: For sure. I keep wanting to play with all the Empire’s cool stuff, but I just can't seem to leave the Rebellion.

FFG: All right, before we go: I know you can’t say much at this time about your champion card, but can you—in broad strokes—tell us what sort of game interaction you targeted?

NC: For sure! One thing that seems to be a constant in successful fleets is they are either bringing maximum squadron points or almost no squadron points. I'd love to see it be more feasible to build fleets with 60 to 90 points of squadrons that can hold their own.

Though, at the end of the day, I really just want to work on something fun and interesting to play. So we'll see how it turns out.

FFG: All right... something with a meaningful contingent of squadrons, but below maximum squadron points. We'll have to wait for that one!

Finally, I know that you and your wife just had a new baby boy. Congratulations!

What’s his name? And when he gets old enough that the Armada squadrons might be interesting game concepts rather than choking hazards, how do you plan to convince him to try a game with his dear old dad?

NC: Thank you! Our son is named Calvin, and I'm hoping he'll be excited to play board games with me one day.

We've got more than a few years to go until Armada is age appropriate, but at that point, he'll hopefully be a big fan of Star Wars, and will be just as excited about the models and big fleet battles as I am.

I fully expect he'll be the one bugging me to play the game.

FFG: Anything else you'd like to share before we go?

NC: Nothing specific. Just to keep flying and having fun!

FFG: Thank you, and best of health to you and your family.

NC: You as well. Have a good night!

Join the Fleet

Whether or not you're able to attend the 2019 Star Wars: Armada World Championship at AdeptiCon, the event is bound to prove an exciting time for every Armada fan—present and future. Not only will we see the game's top players unveiling their most creative and refined strategies to compete for the game's biggest prizes, but we'll see the next announcement of a future Star Wars: Armada expansion.

What will be announced? And how will the new materials impact the game's activations, squadron battles, and punishing ship-to-ship combat? We won't have to wait too long. AdeptiCon takes place March 27–31, the Armada World Championship tournament takes place March 28–29, and we'll cover the event on our FFG Organized Play Twitter feed @FFGOP with a recap of the event's highlights to follow!

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Team-branded tins will be available soon in select arenas.

She Remembered Caterpillars is a seriously frustrating game. Just a few levels in and you'll be scratching your head, puzzling over the smallest of choices you make.

You try one thing and fail. You try another - fail. You fail again and again, and eventually you might finally figure it out. And the endorphins come rushing in. And you think, sure, I could do that again. ... [MORE]

Crimson Curse – GWENT’s first expansion, is now available for PC, PS4 and Xbox One! With this update, we’ve added over 100 new cards and 5 new leaders to the game, as well as introduced some balance tweaks to the Base Set cards!

Full list of changes:

- The card shader has been reworked and has different lighting behavior during gameplay. Card art should now be more vivid.
- The "shimmer" effect for disabled premium cards has been replaced with a glittering border effect.

New Features

- New Monsters Leader: Dettlaff van der Eretein
- New Nilfgaard Leader: Anna Henrietta
- New Northern Realms Leader: Queen Calanthe
- New Scoia'tael Leader: Dana Méadbh
- New Skellige Leader: Svalblod
- New page in the Reward Book for new Leader Trees
- 101 new cards from the Crimson Curse expansion
- Card abilities that trigger from damage and boost effects will not be triggered by abilities that "set" a unit's power.
- Visual changes to card status icons.
- Visual changes to icons for Order and Charge abilities.
- Letting your turn timer expire 4 times during a single game will cause you to auto-forfeit.
- 57 new Contracts - subdivided as follows:
- 44 General (for new CC keywords)
- 11 Mastery (for CC Leaders)
- 2 Arena (for CC cards)
- Added audio feedback for applying and removing card statuses.
- Cardbacks can now be rotated in the cardback selection screen.
- Ambient sounds for game boards can now be heard in the game board selection screen.
- In the Shop, press and hold the shoulder buttons on gamepads in order to add and subtract from the total keg amount you would like to purchase with Ore.
- The Lock status no longer removes other card statuses and no longer remains on cards after entering the graveyard.
- Cards with the Doomed status are now Banished when they leave the board rather than after entering the graveyard.
- A new card type called "Strategem" has been added. Cards of this type cannot be targeted by any other cards. This card type currently applies only to Tactical Advantage.

Neutral
- Alzur's Double-Cross provision cost changed from 10 to 9.
- Avallac'h: Sage's power changed from 2 to 1 and his provision cost changed from 12 to 11.
- Caretaker's power changed from 3 to 2 and his provision cost changed from 12 to 14.
- Chironex's Deploy damage amount changed from 4 to 3.
- Unicorn's Deploy boost amount changed from 4 to 3.
- Commander's Horn boost amount changed from 3 to 2 and its provision cost changed from 14 to 11.
- Duda: Agitator and Duda: Companion (special cards Spawned by Zoltan: Scoundrel) now have the Doomed status.
- Eskel's power changed from 3 to 2 and his provision cost changed from 7 to 8.
- Lambert's power changed from 3 to 2 and his provision cost changed from 7 to 8.
- Vesemir's power changed from 3 to 2 and his provision cost changed from 7 to 8.
- Hanmarvyn's Blue Dream provision cost changed from 11 to 13.
- Nivellen's power changed from 5 to 4 and his ability changed to: "Deploy: Move 3 adjacent units to their other row".
- Roach's provision cost changed from 9 to 10.
- Royal Decree's provision cost changed from 12 to 11.

Monsters
- Eredin Bréacc Glas's provision bonus changed from 15 to 16 and his Leader ability changed to: "Order: Boost a unit by 4 and give it a Shield."
-Gernichora's provision bonus changed from 13 to 11.
-Whispess: Tribute's provision cost changed from 10 to 9.

Skellige
- Crach an Craite's provision bonus changed from 17 to 16 and his Leader ability can now only target enemy units.
-Birna Bran's provision cost changed from 8 to 10.
- Ermion's provision cost changed from 10 to 9.
- Heymaey Skald's power changed from 4 to 3.

Northern Realms
- Queen Meve's provision bonus changed from 17 to 16.
-Keira Metz's provision cost changed from 10 to 9.

Scoia'tael
- Brouver Hoog's provision bonus changed from 15 to 14.
- Isengrim's Council provision cost changed from 10 to 9.
- Paulie Dahlberg's power changed from 5 to 6 and his ability changed to: "Order: Boost the unit to the left by 2, or give the unit to the right a Shield."

Nilfgaard
- Morvran Voorhis's provision bonus changed from 18 to 17.
- Ceallach Dyffryn's power changed from 5 to 3 and his ability changed to: "Deploy: Purify all allied units on this row."
- Ability of Cow Carcass (unit Spawned by Rot Tosser) changed to: "Doomed. Spying. On enemy turn end, give adjacent units Poison and destroy self."
- Rot Tosser's power changed from 2 to 3 and its provision cost changed from 7 to 5.
- Vattier de Rideaux's provision cost changed from 12 to 11.

Game Fixes
- Bran Tuirseach's and Coral's passive abilities no longer trigger when the opposing player uses Kambi to Discard a card from hand.
-Fixed an issue whereby timers/counters for certain units' abilities would sometimes not display correctly.
-Fixed an issue whereby, when using a gamepad, canceling a match search in Seasonal or Classic mode would result in Training mode being selected.
- When using a gamepad, upon accessing the Play menu, Classic mode will now be the mode selected by default rather than Seasonal.
- Fixed an issue on the PlayStation 4 version of GWENT whereby, after resuming GWENT from Rest Mode, a pop-up for a disconnected controller would appear but could not be dismissed.
- Fixed an issue on the PlayStation 4 version of GWENT whereby pressing the Square button on the Play Menu in order to edit a deck would load a different deck than the one selected.
- Fixed an issue whereby the "turn button" would flash during the opponent's turn.
- Fixed an issue whereby the ability of Botchling (and Lubberkin) would cease working after being moved to another row.
- Fixed an issue whereby the "'Tis not Right!" contract was not listed under "The Witcher Tales" filter in the contracts menu.
- Added a prompt in Leaders' card preview screens within the Deck Builder stating that the Leader used in the given deck cannot be milled.
- Tooltip of Mastercrafted Spear in Korean now correctly states "Damage an enemy by 1" rather than "Damage an adjacent enemy by 1."
- Tooltip of Slave Driver in French now correctly states that all units are taken into account for his ability rather than only Locked enemy units.
- Tooltip of Coral in Polish now correctly states "Whenever you Discard a special card" rather than "Discard a special card."
- Fixed an issue in the Polish version of GWENT whereby Egan was incorrectly referred to as Auckes in Letho of Gulet's tooltip.
- In the Player Profile screen under the Ranked Score tab, the description of Match Progress in the Legend now displays the correct value of matches needed for match progress maximum potential.

The World Next Door is now available DRM-free.

Through all her teenage life, Jun identified more with the "monster" people of Emrys than the human world. Finally, she gets to cross over to hang out with her beastie bestie Liza and her enchanting gang of misfits. Naturally, as the group is fooling around with magic, Jun gets trapped and now they all must figure out a way of getting her back to our world before it's too late. Mastering the art of matching runes and interacting with the locals seems to be the ticket.



Published 29 March 2019

| X-Wing Second Edition

X-Wing™ Seasonal Play

Introducing a New Design for X-Wing™ 2019 Season One Open Play

"We are making a difference, Sabine. And I promise: we won't always be fighting this battle alone."
   
–Hera Syndulla, Star Wars: Rebels

Now that the System Open Series and Hyperspace Trials are both in full swing, there's more than enough X-Wing tournament action to satisfy even the most competitive squadron leaders… So what about all of us who are just looking for a place to enjoy some fun, casual games?

Maybe you want to fly through a scenario you created in the squad builder's custom game mode, or maybe you just want to test a new squadron. Maybe you and your friends want to enjoy a "furball" match, each bringing a single ship outfitted to a set number of points. Or maybe you want to teach a newer player with some Quick Build cards. None of these options are tournament-based, so what does X-Wing Organized Play offer you?

The answer—now—is quite a lot.

Starting with the 2019 Season One Kit, X-Wing Seasonal Kits are designed for Open Play. What does that mean? It means you just need to do two things:

  1. Show up at your favorite local game store.
  2. Play X-Wing.

In return, you can earn some cool, extended-art cards that you can use to decorate your favorite squadrons.

Play More to Earn More

The new X-Wing Seasonal Kit design marks one of many steps Fantasy Flight Games is taking to restructure its Organized Play programs throughout 2019 (as noted in the article, "The Future of Organized Play"), and it aims to make our games more welcoming to newer and casual players even as it continues to offer veterans the chance to play for custom prizes.

Starting with 2019 Season One, each Seasonal Kit introduces materials to support three months of Open Play. There are two cards that you can earn per month, and you can earn two copies of each.

Month Card 1 Card 2
1

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2

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3

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How can you earn these cards? All you have to do to is head to your favorite local game store, play some games, and have the store's representative record your participation on a tracking sheet.

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Each time you play enough games to fill out one section of the group's check boxes, you earn the associated card, and it's important to note that you can do this at any rate—and by playing whatever type of game most appeals to you. Even your tournament games can count. The key points are simply that you must play those games in the store and have them recorded on the tracking sheet.

Fly Casual

X-Wing lends itself perfectly to competitive play—but there's plenty of room to enjoy the game in more casual environments as well.

X-Wing Organized Play has historically focused on tournament play with little regard to the more casual players. And while we're giving just as much attention—more, in fact—to X-Wing tournament play as we ever have, we're excited to recognize everyone else as well.

You don't have to fly the galaxy's fiercest squadrons to enjoy a game of X-Wing. You don't have to compete in tournaments to make new friends and join the X-Wing community. And you don't have to shoot down your opponent's ships to claim some of the galaxy's coolest prizes. You just have to show up, and play.

Come join us for some games of X-Wing. Talk to your local retailer to find out when and how you can get started with Organized Play!

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Bob reads the comments.

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Hey fellow Humans,

Michael speaking here on behalf of Curve Digital – I am the Senior Producer of Human: Fall Flat.

Last December, we announced that more content is coming in 2019. I’m pleased to announce to you that our first big free 2019 update is coming on April 16! It will offer you a brand-new level called “Dark” and 13 customization elements!

Human Fall Flat

Human Fall FlatHuman Fall Flat

The new “Dark” level is the very first level set at night-time, with a flavor of a nightmare rather than a dream – but not scary, just atmospheric and mysterious. We wanted to try something a bit different, a level that would stand out yet was still undeniably Human: Fall Flat. A night-time level hadn’t been done yet, so why not?

Moreover, we had electricity already used in the Power Plant level and this made us start to think about swinging lanterns and Tesla coils, and how cool electricity arcs would look in the dark. As far as the level theme is concerned, the main inspirations were horror movies like the Universal Classic Monsters and movies such as Beetlejuice and A Nightmare Before Christmas.

Human Fall Flat (gif)

Moving forward, we tried a few different horror movie tropes: abandoned buildings, the big creepy clocktower, a mansion on a hilltop, whilst trying to keep the puzzles based in reality and science, and to the Human: Fall Flat formula.

When we started building the level, we used the two previous levels, Power Plant and Aztec, as benchmarks to make the new level as big as the Aztec level in size. However, it ended up being much larger. The puzzles themselves required a lot of iteration and tweaking due to Human: Fall Flat’s unique physics.

I hope you like what we did with the level and the team is really looking forward to seeing you discover all the puzzles and surprises it has.

Published 29 March 2019

| A Game of Thrones: The Card Game

Something New in Westeros

A New Design for A Game of Thrones LCG® 2019 Season One Open Play

“Old powers waken. Shadows stir. An age of wonder and terror will soon be upon us.”
   –George R.R. Martin, A Feast for Crows

When Daenerys Targaryen brought dragons back into the world, everything changed. The fading spark of magic was rekindled. Prophecies suddenly felt real enough to walk the streets. And the Great Houses of Westeros—at once—became keenly invested in the events of Essos, far across the Narrow Sea.

Now, with the 2019 Season One Kit for A Game of Thrones: The Card Game, you can find that same sense of possibility—and wonder—returning to A Game of Thrones Organized Play with the introduction of Open Play.

In Open Play, you can earn official Organized Play promo cards without ever competing in a tournament. You can play jousts or melees. You can even play with variants like the Kingsmoot or Rookery. You can still earn your extended-art promos by fighting for the Iron Throne in your local tournaments, but you can also earn them by running demos or helping new players develop their skills in games using a pair of House Intro Decks.

You can play with your friends, at your own speed, as casually or competitively as you desire. In the end, there are only two things you need to do to earn your prizes in Open Play:

  1. Travel to your favorite local game store.
  2. Play A Game of Thrones: The Card Game.

That's it. That's all you need to do. You don't need a network of little birds keeping you informed about the latest trends in the metagame. You don't need a blade of Valyrian steel to cut through your opponents. You don't even need to worry that if you play, you have to win or die. You just play—and get prizes.

Play More to Earn More

Each month you participate in A Game of Thrones: The Card Game Open Play, you can earn two different extended-art promo cards. Throughout 2019 Season One, one of these cards will be a plot, and the other will be a character. Play enough games, and you'll be able to earn as many as three copies (a complete playset) of the character.

Month Card A Card B
1

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2

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As stated earlier, all you have to do to earn these cards is head to your favorite local game store, play, and record your games with the store's representative, who will check off a box on the store's tracking sheet for each game you complete.

Whenever you play enough games to check all the boxes in a given section, you earn the associated card. For example, when you record your first game in the first month of Open Play supported by the 2019 Season One Kit, you'll earn one copy of the kit's extended-art Missandei. After you record three more games, you'll earn a second copy. You'll earn your third copy after playing and recording two more games, and if you record two more games after that, you'll earn a copy of the extended art Forced March.

The beautiful thing about this system is that you can play your games at whatever pace you'd like. If you only have time to play one or two games a week, you can still earn cards. If you and your friends want to spend a full day at war on the fields of Westeros, you can play eight games and earn all four of the month's promos. Of course, tournament games count too, so long as they're at your store and you have them recorded.

More Than One Path to King's Landing

There's more than one path to King's Landing. You can go by road or by sea. You can fight through the armies at the gates, or smuggle yourself into port. You can broker deals and enter the city as an honored guest, or you might be captured and arrive at King's Landing as a hostage. Play your cards right, though, and even a hostage can contend for the Iron Throne!

With Open Play, there are more ways than ever to enjoy the Seven Kingdoms of Westeros and all their battles, intrigues, and political gambits. Play more. Explore more. Enjoy more.

Talk to your local retailer today about how you can get involved with A Game of Thrones: The Card Game Open Play!

Discuss this article
in our forums!

Gary Grigsby's War in the East and Gary Grigsby's War in the West are now available DRM-free. Get both games with the expansions 50% off until April 12, 1PM UTC.

Gary Grigsby’s War in the East is the spiritual heir to the great Eastern Front board and computer wargames of the past; a turn-based World War II strategy game down to the division and brigade level, stretching across the entire Eastern Front at a 10 mile per hex scale.

Gary Grigsby’s War in the West is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.






Bob reads the comments.

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DeMar DeRozan's 21 points led seven San Antonio players in double figures as the Spurs made all the big plays in the fourth quarter to beat the visiting Portland Trail Blazers 108-103 on Saturday for their eighth straight victory. The sixth-place Spurs are a season-best 12 games over .500 and within

We’ve awaited this far too long… hunted by those who live in comfort and opulence.

No more.

You can now purchase a Crimson Curse Pre-order Pack! It includes the legendary Blood Armor leader skin for Unseen Elder, Crimson Curse-themed animated cardback, as well as 40 Crimson Curse Kegs at a special price (each keg contains 5 cards exclusively from the expansion).

This offer is available until March 28th.

Contents of the Pre-order Pack will be immediately added to your inventory, but you will be able to open the Kegs and use the vanity items only after the expansion releases on March 28th.

The Blood Armor Unseen Elder skin and Crimson Curse cardback are currently only available as part of the Crimson Curse Pre-order Pack, however, slightly different versions of these items may eventually be available for purchase in the in-game shop.

How do you approach a big publisher with a pitch for a game about recreating your childhood games playing war in rural 80s Sweden? The answer is: you don’t. There would be too many risks involved with such a niche setting for a mainstream audience. When you plan to put a small team in a Swedish studio on developing an entirely self-published project however, it makes all the sense in the world. When me and Tobias (Executive Producer) pitched the game internally, we realized we would be able to build a really passionate team around the idea of creating something so close to home.

Generation ZeroGeneration Zero

While the fantasy originated some time in the late 80s — hiding underneath the covering branches of a spruce tree and taking aim at imaginary enemies with a homemade wooden rifle (made more realistic-looking by use of too many rolls of our dad’s black electrical tape) — Generation Zero was truly born during the development of theHunter: Call of the Wild. After many years of mainly creating big budget AAA titles such as Just Cause and Mad Max, Call of the Wild was an exciting new step for Avalanche. As a completely self-published title, we used the same technology and experience from our AAA history to empower a relatively small team to create the most immersive hunter simulator ever made.

The Origins of Avalanche’s Generation Zero, Out Tuesday on PS4

While working on the hunting game, we realized that we had created environments and mechanics that could easily compete with similar ones in more mainstream experiences. We had essentially created really advanced stealth action mechanics and when we toyed with the idea of twisting the players’ role from that of a hunter to being hunted, it was as if everything just came together in an instant.

The forests and fields of Call of the Wild were the spitting image of the countryside where I grew up, giving me nostalgic throwbacks to my childhood games. The stealth action mechanics were perfect for a guerilla warfare setting and the animal simulation systems of Call of the Wild took on new meaning with the huge, menacing machines of Generation Zero. The machines in turn helped us tell a rarely heard story about Sweden during the cold war, the very same period where we as kids were out in the woods fighting pretend wars.

Generation ZeroGeneration Zero

The risks were all still there of course. Would an international audience accept a game set in Sweden? Would our existing fans be okay with a less fast-paced guerilla action game after having darted from explosion to explosion with grappling hook and parachute in the Just Cause games? Could a small team (peaking at around 30 people) create a mid-price range game in a relatively short time frame, which would be able to stand out in a competitive landscape of zombie survival games and battle royales?

What we’ve always come back to during development was that feeling of working on a project fueled by passion. As Mark Twain allegedly stated: “Write what you know.” Featuring something so close to our hearts, and feeding on memories and nostalgia, I have always felt that we can deliver something that will feel authentic, even to people who didn’t grow up in Sweden in the 1980s. Now we are finally ready to release it to players all around the world. Though to be fair, launch is only the beginning. This is a game we will continue to pour our hearts into for a long time, and we can’t wait to keep on building it together with our players.

Daily Flash Deals are back! More than 600 deals up to 90% off!

Green-spirited Spring Man thaws prices as he warms up GOG.COM's servers with his sunny disposition. DRM-free digital store starts its Spring Sale with exciting daily Flash Deals and over 600 deals up to 90% off.

Flash Deals are back with 24h discounts that bring you the best offers on selected titles. The first batch of games include Hellblade: Senua's Sacrifice (-60%), Dragon's Dogma: Dark Arisen (-75%), Mages of Mystralia (-70%), Wizard of Legend (-40%), and Caesar 3 (-35%) with the next deals coming on Friday, 2 PM UTC.

Feel the spirit of Spring while playing the brightest role-playing gems like The Bard's Tale IV: Barrows Deep (-20%), Pillars of Eternity II: Deadfire (-34%), Kingdom Come: Deliverance (-50%) or The Witcher 3: Wild Hunt GOTY (-70%). Test your wits in outstanding strategy games including BATTLETECH (-40%), Surviving Mars (-40%), Stellaris and its DLC's (up to -75%), Railway Empire (-50%), XCOM: Enemy Unknown Complete Pack (-80%), and more.

Embark on thrilling adventures in blockbuster titles like Darksiders III (-30%), Dead Space (-75%), Brothers in Arms series (-75%), Mafia III (-75%), and many more. Or discover unique indie games for the likes of This is the Police 2 (-25%), FoxTail (-45%), Dead Cells (-20%), Hollow Knight (-34%) or Megaquarium (-30%).

Spring Sale will last until March 28th, 11PM UTC.

Ketchapp's Scream Go Hero – the soul-crushingly hard, sound-controlled platformer – is liable to make you scream your house down. Yes, you heard me right, this one is controlled by whooping, screeching, and maybe eventually crying your way through a series of spike-filled levels.

There are 12 levels in total to take on, as well as an exceptionally tricky endless mode. As you might expect, each level is harder than the last, eventually to the point where it stops feeling like they were even designed for us stupid humans. ... [MORE]

The Internet is arguing about the right way to criticize movies - and the problem is more complicated than you think.

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Currently Anshar Studios – the team behind Detached – is working on a new multiplayer title called Telefrag VR. Based around PvP battles, the studio has now begun an open beta for HTC Vive and Oculus Rift players which runs for the next couple of weeks.

Telefrag VR aims to offer a unique first-person shooter (FPS) experience to zero-g titles like Echo Combat or Space Junkies. While your feet still stay rooted to the floor, the environment offers a far more gravity-defying challenge. Its special feature is in its teleport mechanic, allowing players to jump from platform to platform, no matter how or where they’re placed. But teleporting isn’t just about switching locations, it also happens to be your most dangerous weapon. When timed right you can teleport into an opponent, usually instantly killing them.

There are also several weapons at your disposal, being able to choose from three loadouts prior to each match starting. These include Rocket Launchers, Flak Cannons, and futuristic Plasma Rifles, each offering their own unique strategic advantages.

Telefrag VR design is based around a futuristic Roman Empire which never collapsed: “Instead, it consolidated its power around the globe and continued to expand into outer space. The conquering of new civilizations and races and the development of new technologies ushered in a new era of gladiator battles,” states the synopsis.

VRFocus first came across the title last year, saying: “If you’ve played Detached then you’ll know the quality level that Anshar Studios is capable of producing and even at this early stage Telefrag looks to be coming along nicely.” The beta will now be the first time the public get to test the project.

The global beta tournament has already begun and runs through until 10th April 2019. To take part simple head to Steam and download the free beta. For doing so players will also receive an exclusive skin for their character. All the studio asks is for feedback via its game forum or Discord channel.

Telefrag VR is a cross-platform multiplayer that will support HTC Vive, Oculus Rift, and PlayStation VR when it officially launches later this year. For any further updates, keep reading VRFocus.

Strap into the boots of Power Rangers from across the series’ 25-year history in Battle for the Grid, a new tag-team fighter launching on PS4 Tuesday. The nWay-developed brawler pits Rangers and villains from various generations against one another in a no-holds-barred melee with controls simple enough for a novice to pick up, but mechanics nuanced enough for skilled players to excel in the game’s online battle mode. It’s morphin’ time!

For a full list of new games coming to PlayStation next week, read on. And enjoy The Drop!

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AngerForce: Reloaded
PS4 — Digital
AngerForce: Reloaded
AngerForce: Reloaded is an action-packed vertically scrolling shoot’em up that pays homage to 90s arcade classics. This high-octane experience is set in a 19th-century human world witnessing the outbreak of a robot rebellion.
Beat Blaster
PS VR — Digital (Out 4/5)
Beat Blaster
Beat Blaster is a high-speed VR game about shooting and running where everything happens to the beat of the music. An original mix of styles with each level offers new challenges.
Far: Lone Sails
PS4 — Digital
Far: Lone Sails
Traverse a dried-out seabed littered with the remains of a decaying civilization. Keep your vessel going, overcome obstacles, and withstand hazardous weather conditions. Where will this journey take you? Are you the last of your kind?
Modern Tales: Age of Invention
PS4 — Digital
Modern Tales: Age of Invention
Paris, 1900. During the World Expo, an unknown force kidnaps the brightest minds of the century. Step into the shoes of the daughter of one of the captured scientists, follow the captor’s trail, and thwart his evil plans.
Monster Dynamite
PS4 — Digital
Monster Dynamite
Boom! Bang! Crash! Cheeky monsters everywhere! Place your explosives strategically on stacks of crates, scaffolding and logs where the little critters are sitting. Light the fuse and bring them all down!
Power Rangers: Battle for the Grid
PS4 — Digital
Power Rangers: Battle for the Grid
A modern take on the 25-year franchise, showcasing stunning graphics and an original story. Pit current and classic Rangers and villains against one another like never before in 3 vs. 3 tag battles. Test your skills online against friends and players from around the world for endless replayability.
Sephirothic Stories
PS4 — Digital
Sephirothic Stories
Shendoah — a world protected by Sephiroth. However, with the power of the world tree beginning to wane, countless people have been transformed into monsters. With the world on the verge of destruction, an unlikely band sets out on an adventure…
Skorecery
PS4 — Digital (Out 4/4)
Skorecery
Skorecery is a fast-paced local multiplayer sports-like game set in a tournament of mystics. Gain control of the ball, shoot it at opponent Runes, and defend your own with smart maneuvering, tight controls, and powerful Spells.
Sword & Fairy 6
PS4 — Digital
Sword & Fairy 6
Sword & Fairy 6 is an RPG set in a stunning world of Chinese heroism and fantasy come to life. Embark on a journey to uncover ancient secrets and slumbering beasts in a world torn by warring factions and deception, while customizing your party and weapons to your heart’s desire!

The information above is subject to change without notice.

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PlayStation Vue has your favorite sports, news and 
must-watch shows.

The information above is subject to change without notice.

Today's red post collection includes Meddler's quick gameplay thoughts for March 27th and 19th, this week's Ask Riot, details on the April Fools Event missions, and more!

Continue reading for more information!


Table of Contents


Quick Gameplay Thoughts: March 27 & 29th

Check out Meddler's quick gameplay thoughts for March 27th, including a look at context on 9.7 balance:
"Hi folks, 
Usual Disclaimers 
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 
Some context on 9.7 balance changes 
Thinking on where we're up to on various things:
  • Kayle - Looking to both bring down her overall power (she's just plain too strong in general) and increase her need to get items to be successful (she's too resilient to early/mid game failure right now)
  • Lissandra - We're hitting her Q CD, early game in particular, though a bit even when maxed. That's aimed at both her ability to shove lanes and to some degree her sustained damage later on.
  • Morgana - We held off on nerfs in 9.6 since it wasn't clear enough they were needed at the time. Pretty convinced they are necessary at this point though. Looking to bring her strength down more in mid than support, though both will be affected.
  • Sylas - Is just looking strong, with recent nerf not doing enough to bring him in line, particularly as player experience playing him continues to increase. 
Things we looked at but aren't changing in 9.7 
  • Aftershock - We'd like to make some changes to Aftershock and did explore some for 9.7. We've pulled those but plan to come back to it soon. Conclusion was we need a bit more testing time to nail down what approach is best. Something that became clear pretty quickly when assessing different options was that we didn't have a clearly enough defined and agreed on audience target (who uses it really well, who uses it moderately well, who shouldn't consider it as an option). That'll be one of our next steps as a result.
  • Vayne - At time of writing we're still debating whether or not we should hit Vayne in 9.7 though probably won't. Power wise our take is she's on the border of needing a nerf, but not clearly over it. Direction we'd look at first if nerfing would be bringing down her ult power somewhat. 
A few tips for applying for game dev jobs 
We recently advertised some design roles on LoL which were mentioned both here and on Twitter. Thanks to everyone who applied, we got a lot of people we're really excited to talk to from that process. One piece of follow up I wanted to touch on was a few suggestions for anyone looking apply for such jobs, whether at Riot or elsewhere in the industry.
  1. Have a cover letter. A good resume's helpful but won't necessarily help someone clearly identify what makes you stand out from other applicants. That's particularly important for entry level design roles that tend to get a lot of people applying (we got hundreds this time for example).
  2. Make sure your resume is concise and easy to read. Think in particular about whether everything on it really justifies the space it takes up or whether you'd rather trim out some secondary points so the reader focuses on the key things.
  3. Tailor your cover letter and resume to both the job you're applying for and the industry. If you're looking to get into games for example giving context on games hobby projects or clubs you've been involved in makes sense. A resume with a stated goal of 'become a successful biochemist' by contrast gives the impression you weren't interested enough in this particular role to adjust your documents for it. Biochemistry's a role we'd be open to but we're much less likely to talk to a candidate when it looks like they just recycled an old application for a different job.
  4. Show people game stuff you've worked on. Links to places people can examples of small games you've made, mods you've contributed to, your college's LoL club etc can make a real difference. Talking about those things in a cover letter helps, demonstrations of them are stronger again though."

Meddler also left a note in his March 29th post:
"No posts from me for a bit 
I won't be posting much during April since I'll be off work for a while on paternity leave. You should see posts on a range of topics from others instead though. Talk to you folks again in a bit!"

Meddler commented on Sylas and Lissandra:
"We're confident both Sylas and Lissandra, need some power taken out regardless, based off their performance with other keystones. Extremely confident that's the case with Sylas. Fairly confident that's true for Liss too, though will assess post Aftershock changes and see how she's doing given it's been her primary and most effective choice for quite a while now."

Meddler continued on Lissandra:
"Possible, though when we've looked into cases previously there's been either little difference between mains and non mains or mains have been even more likely to take the most common option. Worth being aware of as risk point though certainly."

On OriannaMeddler commented:
"Concluded they weren't needed, especially with changes to other mid laners."

On LeonaMeddler noted:
"It's possible, though has been ok in what testing we've done so far. Do think some shifting of Leona's power from a single all in to more sustained disruption has benefit, whether or not the numbers currently in are exactly right for that or not."

When asked for his thoughts on support subclasses, Meddler commented:
"I think the biggest issue there is pro play places a very high value on getting a tank onto a team but has difficulty fitting one in in other positions a lot of the time. That means support skews tank heavy if you aren't willing to put a tank top or jungle for example. Also tends to mean tanks that pro teams are happy running in other positions end up extremely contested (seen that with Galio and Sion in other positions in the moderate past for example). 
Our inclination at the moment is to make tanks better picks in other spots then look at different support class balance again. The upcoming Cinderhulk buff's an example of that."

On AmumuMeddler replied:
"He's got a kit that's going to struggle in high MMR unless it's quite strong elsewhere. Believe we'd need to make significant changes to him to change that if we wanted him to be a strong high MMR pick. We don't have changes like that planned right now beyond more systemic things like the Cinderhulk buff aimed at helping out jungle tanks in general."

Ask Riot: Lissandra's Helmet? 

Check out this week's Ask Riot - "Champion damage, Spotify, Ahri, and Lissandra’s eyewear.":
"Hello gamers. Today we’re talking about music, stories, damage, and Lissandra. 
Will Riot add the login screen music to Spotify or other music platforms?

We’d like to! There’s a huge collection of music we’ve made for League over the years, and we’re looking into ways to provide easier (and better) access to it. This could possibly include hosting it on platforms like Spotify. No concrete plans yet, but stay tuned for another update later this year. 
Head of Riot Music Group 
Why does Lissandra wear a helmet over her eyes? What is it for?

Lissandra was blinded by the claws of a primal demi-god, when she and her sisters sought to conquer all the lands of the ancient Freljord. In spite of the many wondrous and terrifying things she has achieved in the millennia since, her magic has never been able to restore her sight. 
From her mighty citadel, she has become the spiritual leader of the Frostguard, many of whom are missionaries and healers among the tribes. Her helm and garb are somewhat ceremonial in that role, but also make one truth very clear to any who are unfortunate enough to meet her in person—she does not need eyes to see through the mysteries and intrigues of the world around her. 
Lead Narrative Editor 
How do you decide if a champion should deal magical or physical damage?

There are two main considerations. 
We tend to first default to what “feels” right for the champion. Generally people who cast spells (like mages) deal magic damage, and people who attack a lot (like fighters) deal physical damage. Using this as a rule makes it easier for newer players to understand what’s going on and make the right itemization choices. “Is Annie killing me? She looks magical! I should buy magic resistance.” 
A second consideration for damage types of specific spells that will sometimes override what “feels” right is based on how a champion is intended to scale. Dealing entirely one type of damage means your kit scales better with penetration purchases (like Last Whisper and Void staff), but also gets countered harder by early defensive buys (like Merc treads and Ninja Tabi). We will often give primarily physical damage champions a spell that deals magic damage to smooth out their power curves. The magic damage spikes earlier during the laning phase, but then starts to fall off later in the game as the champ specs into AD and physical pen. Yasuo’s E is a good example of this paradigm. E’ing champions in lane is an effective trading tool, but the spell scales poorly as the game progresses and his Q and basic attacks take over. 
Champion Designer 
I am delighted by the lore of many of my favorite champions, among which is Ahri. Her history is deep and sad, but will we ever get to hear more about Ahri’s deceased boyfriend? And in the future, will there be more stories involving Wukong? 
It’s great that you are enjoying the stories we’re telling. I hope you will continue to follow these champions as we really start to ramp it up for the rest of 2019, and beyond!
I don’t like to make too many specific promises (or give too many hints about our plans, in case I spoil anything) but suffice to say, just because something is not mentioned in a given story, doesn’t mean it’s not a huge and formative part of who a champion is, or that we won’t cover it in some way later. 
Will we tell more stories involving Wukong? Certainly. 
More stories about Ahri, involving Wukong? Why, what have you heard…? 😉 
Lead Narrative Editor 
Have a question? Click on the button below, sign into your League account, and ask away. 
We’ll do our best to read every question, but we can’t guarantee they’ll all get answers. Some questions may already be answered elsewhere, and some won’t be right for Ask Riot. This isn’t the best place to announce new features, for example, and we might skip conversations on issues we’ve talked about in depth before (though we can clarify individual points). 
We are listening, though, so keep asking. We’ll make sure your questions are heard by the Rioters working on the stuff you’re curious about."

April Fools Vs. Event Mission List

In case you missed it, here's Riot Mort with spoilers on full list of April Fools VS. Event missions - these will be up through
"Hello everyone! 
Here is the full Mission & Reward list for the April Fools Event (Ends April 1st 23:59 PST) 
Cats vs Dogsline 
Mission 1:
  • The Most Serious VS. Yet: Win a game 
  • Rewards: Royal Kitty and Royal Doggo Icons

Mission 2 - Animal Instincts:
  • Win a game: Play a game wearing your Dog Icon -OR- Play a game wearing your Cat Icon. 
  • Rewards: 500 XP

At this point the paths split based on if you did Dog Icon or Cat Icon.  
Mission 3( Dog ) - Good Boyes:
  • Play a game with or against Pug'maw, Corgi Corki, or Fuzz Fizz -OR- Gather the bones of 20 enemies (get 20 kills/assists) 
  • Rewards: Hextech Mystery Emote Permanent 

Mission 3( Cat ) - Fancy Felines:
  • Play a game with or against Meowrick, Pretty Kitty Rengar, or Meowkai -OR- Turn 20 enemies into litter (get 20 kills/assists) 
  • Rewards: Hextech Mystery Emote Permanent  

Mission 4( Dog ) - Treats? Treats? Treats!:
  • Feed 3 Poros on ARAM -OR- Don't Share (As a team take down 2 dragons) 
  • Rewards: 1000 Blue Essence 

Mission 4 (Cat ) - Food for the Strays:
  • Feed 3 Poros on ARAM -OR- Don't Share (As a team take down 2 dragons 
  • Rewards: 1000 Blue Essence 

Mission 5( Dog ) - Ruin the Yard:
  • Dig for bones (Destroy 4 towers as a team) -OR- Chase squirrels instead (Kill 1,200 minions as a team) 
  • Rewards: 200 Orange Essence & Hextech Key

Mission 5 (Cat ) - Scratching Posts:
  • Sit on boxes (Destroy 4 towers as a team) -OR- Chase mice instead (Kill 1,200 minions as a team) 
  • Rewards: 200 Orange Essence & Hextech Key

Mission 6( Dog ) - Pack Life:
  • Play a game as a 5 man premade group -OR- Win 2 games 
  • Rewards: Golden Dog Icon & Masterwork Chest

Mission 6 (Cat )- Herding Cats:
  • Play a game as a 5 man premade group -OR- Win 2 games 
  • Rewards: Golden Cat Icon & Masterwork Chest

Impossible Mission Line 

Mission 1 - The Impossible Mission: 
  • As Nunu & Willump, reach over 1000 movement speed with their biggest snowball ever! -OR- Fine, don't reach light speed (place 3 control wards) 
  • Rewards: Golden Cats vs Dogs Icon 

Mission 2a - You took the easy path: 
  • Do whatever. I don't care. (Play a game) 
  • Rewards: 2 Blue Essence 

Mission 2b - Wait...Do what now?: 
  • As a 5 player pre-made, lose a game of Co-Op vs AI 
  • Rewards: 2 Blue Essence  

After completing the 5 man lose a game of Co-Op  
Mission 3 - Time to Play your Displacements:
  • As a 5 player pre-made group, play a game with Singed, Alistar, Volibear, Poppy, and Blitzcrank on your team 
  • Rewards: Platinum Cats vs Dogs Icon"

More event information and skin previews available in [this post]!

Miscellaneous

"Your weekly dose of server problem-os, NA League news, and other! 
Twitch Rivals had a bunch of League games going on, you can help decide if cats or dogs are better (CATS), and a bunch of wonderful artwork was all over Boards and Reddit the last few days. If you like art, you might want to check some of them out! 
Follow-Ups:
  • Mac voice still not working properly The main League Bug associated with this has been re-prioritized and is being worked on, alongside several other Mac bugs.
  • Transfers are currently down A possible solution is being QA’d and will be tested on an internal realm shortly. 
Server Stuff: 
  • A change to loot causes a spike in errors (3/21, ~55 minutes) A backend series of changes create a spike in loot errors noticed by monitoring. Triage teams dig into the issue to find the root problem. A fix is patched in, dropping loot errors back to normal rates.
  • Misconfiguration causes store issues and matchmaking problems (3/21, ~49 minutes) A change to vintage skin borders code causes player inventory and actual player inventory to not properly match up. This caused players to be kicked from champion select if various skins had been selected (as the servers didn’t think they owned it). Updating the misconfiguration to fix the vintage skin borders fixed all issues.
  • Missions rewards slowly delayed (3/21, ~3.6 days) Automatic monitoring notices that updating mission rewards is slower than expected, but the rewards are still getting to players. An investigation is started, and the root cause is bad account data. Repairs are completed during a future maintenance, bringing the mission reward timing back to expected timing. 
Game Stuff: 
  • Faulty Router Card causes connection issues (3/27, ~46 minutes) Player Support reports a spike of connection issues and inability to get into the game. As compensation mode is enabled, triage teams look into possible hardware issues. A chassis alarm points to a faulty router card, and when that computer is disabled, game reconnects return to normal levels. 
Player Support Issues: 
We’re seeing a large spike of client issues after 9.6 rolled out. If you’re running into weird issues with your client (besides the inability to transfer regions), take a gander at our client guide
Morgageddon & Couch Commando"
"Hi everyone, 
Starting in April 2019 (patch 9.7), we’re updating the League Mac client from 32-bit to 64-bit. 
Why is Riot doing this?
Last year Apple announced that the upcoming 2019 version of macOS won't run 32-bit applications. Though League still works on the current version (Mojave), we want to stay ahead of the curve and plan accordingly. 
What do I have to do?
Nothing! The client will hit live when patch 9.7 is released, all you have to do is log in and patch like normal. You'll automatically switch over to 64-bit, no giant download or reinstall needed. If you want to double check once 9.7 is live, the bottom left hand corner of the loading screen will say "Mac Beta Version (64-bit)". 
Will this affect my games?
You probably won't notice any significant differences when we make this update, other than the end of game Victory/Defeat animations turning into static images. If anything else seems weird, please send in a report to player support! 
Help! I haven’t upgraded recently, can I still play League?
League will continue to work on OS X versions 10.10 or later. The change to 64-bit doesn’t change our min-specs. 
Any plans for Metal API?
We're looking into what efforts are needed to support Mac on Metal and will keep everyone updated."
"If you’re heading to PAX East this week, be sure to visit the #AlienwareOutpost (Room 207) for a variety of League of Legends events."

Reminders

To round out this red post collection, here are a few reminders on current promotions or limited time events!

Hateful little accidents.

View Article

Published 2 April 2019

| The Lord of the Rings LCG

A Shadow in the East

Announcing a New Deluxe Expansion for The Lord of the Rings: The Card Game

“Gollum looked at them. A strange expression passed over his lean hungry face. The gleam faded from his eyes, and they went dim and grey, old and tired. A spasm of pain seemed to twist him, and he turned away, peering back up towards the pass, shaking his head, as if engaged in some interior debate.”
   –J.R.R. Tolkien, The Two Towers

Pre-order your own copy of A Shadow in the East at your local retailer or online through our website—with free shipping in the continental US—today!

The power of Mordor stretches across Middle-earth, darkening the hearts of all who fall under its shadow and threatening the peaceful lands beyond its borders. Only the bravest warriors can stand against the spread of evil when a band of desperate Dorwinions come to ask for aid. Your team of heroes will embark on a dangerous journey into darkness that takes you down the River Running to the capital city of Dorwinion, and further into the Hills of Rhûn. There is no telling what horrors await you just beyond the borders of Mordor.

Fantasy Flight Games is proud to announce A Shadow in the East, the eighth deluxe expansion for The Lord of the Rings: The Card Game—now available for pre-order at your local retailer or online through our website with free shipping for the continental United States!

Journey to the East

As the start of the Vengeance of the Mordor cycle, A Shadow in the East takes you to the lands of Rhûn that rest in the shadow of Sauron’s domain. Here, you must embark on a new quest through three original scenarios built from 156 cards, including two heroes, ten quest cards, 29 player cards, and 115 encounter cards that pit you against the forces of Mordor and the corrupted souls who long for the dark days of Sauron’s rule to return.

To begin your adventures in this deluxe expansion, The River Running quest has you traveling along the titular river on your way to Dorwinion, where a great darkness has befallen this fair country. You have been tasked with investigating a string of disappearances, but before you can even begin your mission, you are attacked by raiders in the night. They set fire to your boat, trapping you on the east side of the river. Now, you must outrun the likes of the

Easterling Outrider

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(A Shadow in the East, 13) and other deadly pursuers as you flee on foot. 

If you survive long enough to reach the capital, Danger in Dorwinion takes you to a troubled city where a hidden evil lurks in the shadows. Fear grips the heart of the city as the disappearances weigh heavily on the hearts of its citizens, but few will speak of it. Those who do often go missing themselves. Some say that a cult has taken root in the city and they are behind the abductions. You must proceed with caution, lest your investigation attract unwanted attention and deny you any chance to rescue the missing.

Finally, in The Temple of Doom quest, the clues uncovered in your search lead you into the Hills of Rhûn, where the remains of an ancient temple built to honor Sauron taints the landscape. Within its walls rest terrible reminders of the horror that awaits the realm if you should ever fail in your vigilance. And somewhere in the twisting tunnels, the missing captives are held by an evil force you would rather leave forgotten… but innocent lives are at stake.

The Ring-bearer

While some have suspected that shadows have been gathering in Mordor for some time, the question remains: why would their forces choose to stir now? A Shadow in the East includes a single copy of

The One Ring

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(A Shadow in the East, 1). No longer an objective, you may bestow this attachment on any hero able to hold it. The dark power of the Ring reduces your threat elimination level by five, which may encourage you to give it to virtuous warriors like

Aragorn

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(The Watcher in the Water, 53) or

Éowyn

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(The Flame of the West, 2), who offer some abilities that can help to counter this effect.

While The One Ring was once nothing more than a terrible burden, A Shadow in the East gives you the chance to tempt fate and draw upon its powers by using new Master cards. The moment that The One Ring comes into play, you may search your deck and add one of these cards to your hand, ensuring that you can bend the ring to your will, even if only for a short time. For example,

The Master Ring

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(A Shadow in the East, 9) allows the Ring-bearer to exhaust The One Ring and raise your threat in order to cancel and discard an encounter card that you cannot bear to face at this time. Such powers can only be used by those who control The One Ring, and they come with a heavy price—if The One Ring leaves play for any reason, you lose the game. You must protect your Ring-bearer at all costs!

Of all the heroes you may add to your Fellowship, there is only one who has borne The One Ring before and truly understands its power. But do you dare to trust them? A Shadow in the East introduces a new, wholly unique, double-sided hero and enemy in the form of

Sméagol

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(A Shadow in the East, 72). While you may have encountered Gollum as an enemy in the past, this is Sméagol’s first appearance in The Lord of the Rings: The Card Game, and his first chance at redemption. In order to remain free of the pull of The One Ring, Sméagol cannot have attachments, but he can still prove an invaluable guide for your party, letting you draw a card when you travel to a location if you're willing to raise your threat. 

But the corruption of The One Ring is hard to deny. Should you select Sméagol as your hero, you must shuffle two copies of

Stinker

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(A Shadow in the East, 71) into the encounter deck. If either copy of this card is revealed, the hero Sméagol flips and becomes

Gollum

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(A Shadow in the East, 73), turning on the first player and engaging them in combat. He will continue to fight your heroes until he is defeated, at which point he flips back to Sméagol and returns to his master’s control, exhausted. As the pitiable creature struggles with his internal conflict, can you hold the crimes of one corrupted aspect against the other?

The Fateful Step

It has all led to this. The shadow of Mordor approaches in the East and Middle-earth’s bravest heroes must rise to meet it. If you should fail, Rhûn will fall and soon, all of Middle-earth will follow. Are you ready for the challenge? Gather your Fellowship and stand united against the darkness!

Pre-order your copy of A Shadow in the East (MEC77) at your local retailer today or online through our website with free shipping in the continental US here! Otherwise, be sure to look for this deluxe expansion when it hits retailers in the third quarter of 2019!

Discuss this article
in our forums!

In December 2018 VRFocus reported on Feelreal Inc. planning another stab at Kickstarter success for its virtual reality (VR) headset addon which aims to stimulate the senses through aroma, wind, and water vapour. Today, the company has officially announced that the crowd-funding campaign for the Feelreal Multisensory VR Mask will be taking place this month.

The whole point of the Feelreal Mask is to make VR experiences even more immersive, capable of generating various scents, water mist, cool/warm wind, vibration and punches. The Kickstarter crowdfunding campaign will begin next Tuesday 9th April 2019, at 11 am EST, with early backers able to make use of a limited time offer. The normal retail price of the Feelreal Mask will be $299 USD, but on the first day of the campaign, Feelreal Inc. will be offering a 33% discount, reducing the cost to $199 whilst including 10 basic scents. You can receive a launch invite by registering your details here.

There are five versions of the Feelreal Mask, designed to fit Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR and Oculus Go, all costing the same price. As for the scents, the company teamed up with acclaimed perfumer, Olfactologist, and perfume critic Bogdan Zubchenko to create 255 individual aromas for the mask. This can be purchased individually when the store goes live for $4.99 each, or in various packs like the Skyrim VR Aroma Set, Beat Saber Aroma Set, Death Horizon Aroma Set or Aromatherapy Aroma Set for $49.99.

“We have worked extremely hard for several years to prepare this product for Kickstarter and full-scale manufacturing. To make Feelreal a reality we went through many tests and iterations. Now we feel extremely proud that we finally have the opportunity to break the boundaries of what was thought possible and introduce new dimensions to our favourite medium. We are focused and determined to get every little detail right,” says Gary Mostovoy, President and CEO of Feelreal, Inc. in a statement. 

The Feelreal Mask connects to the headset via Bluetooth and already supports a number of videogames, with developers able to use the Feelreal SDK to add support to their projects. Plus there is a Feelreal Dreams app for additional experience created in-house or by independent creators. The mask can even be used without a VR headset as an aromatheraphy device.

Feelreal Inc. has yet to confirm when the mask will start shipping. Once the Kickstarter does go live, VRFocus will bring you further details.

The way an emerging technology articulates itself often plays a much larger role in its uptake than the quality and utility of the technology itself. This is the power of language, and of marketing. It’s also often the case that the terminology used to describe a technology when it first erupts onto the scene sticks with it for good. Once branded, it’s branded for life.

We’ve been using the same language to describe the virtual reality (VR) experience since it became available to the consumer. We talk about VR as immersive, interactive, transformational, groundbreaking, innovative. We also talk about the universe virtual reality (VR) unlocks, our presence within it, and the state of flow it induces in us.

These terms share a very distinct set of qualities. They are all grandiose, romantic and superlative, and they all lack specificity. What these words fail to provide is space to accommodate for any of VR’s imperfections, and this might prove an issue in years to come.

Words like immersive and innovative have started to sound like hollow – even desperate – jargon, and may well start to have the opposite of their desired effect. It’s as if we’re using them time and again in the hope that their repeated utterance will somehow magically bring them to fruition. Instead, this process has driven out any meaning the terms once had.

The VR lexicon is due a considerable overhaul. It’s high time the industry found more expressive and particular ways to discuss the phenomenon of virtual reality because the current vocabulary is doing it a disservice.

Reinvention

Reinvention is much more difficult than the title of this article makes it sound. The terminology that attaches itself to any new technology at the outset has a distinct stickiness.

We’ve seen this phenomenon play out in the blockchain industry over the past year or so. Some companies entering the scene have attempted to distance themselves from the word blockchain, due to its association with cryptocurrency and the orbiting controversies. Some are choosing to use Distributed Ledger Technology (DLT) as a kind of sanitized synonym.

The unique responsibility – you might even say burden – of a brand-new technology is that it must describe itself accurately and convincingly to an audience without a frame of reference. For this reason, the temptation is to describe an infant technology, before anyone quite knows what it’s capable of or what it will become, in flowery and unspecific ways.

Enter immersive, the go-to term for describing a VR experience that’s in any way pleasing or remarkable.

As Emily Brown and Paul Cairns of UCL’s Interaction Centre point out in their paper, A Grounded Investigation of Game Immersion, “it is very difficult to find out what exactly is meant by immersion and indeed even whether the different research on immersion is talking about the same concept.”

This slippery quality is precisely what made the term perfect for the early VR marketeers, but it’s also what’s now limiting discussion of the VR experience. The vocabulary of virtual reality is built upon the word immersion, a foundation that no one can pin down, qualify or interpret convincingly.

Brown and Cairns conclude their paper by stating: “Immersion is an intense experience that we have begun to clearly describe…this study has only scratched the surface”. It’s not quite an acknowledgement of defeat, but it’s not far off one either.

Moving beyond immersion

Perhaps instead of attempting to retrospectively apply meaning to a word as elusive as immersion, as Brown and Cairns attempt to do, we should look to unshackle virtual reality from the term entirely.

The onus is on the industry to somehow find a way to communicate the nuanced qualities of the VR experience in a way that both emphasizes its considerable merits, but also leaves room for its deficiencies.

If marketeers and industry professionals hold aloft the ill-defined concept of immersion as the immovable goalposts for VR, it’s going to continue to disappoint and to underperform.

The current popular vocabulary implies that VR is capable of inducing both the place illusion, the feeling of actually existing in a non-existent place, and the plausibility illusion, the genuine belief that a simulation is reality.

In truth, VR is currently only able to provoke glimmers of these sensations. For a flickering moment, the player might mistake the unreal for the real, or briefly forget their geographical location, but only ever for a moment. This in itself is remarkable enough.

Perhaps the state of immersion isn’t even what developers should be aspiring towards. Surely fun is a much more appropriate and rewarding goal. There’s plenty of time for the illusions of place and plausibility to be realised, but for now they are still ultimately a thing of (perhaps dystopian) fiction.

Immersion doesn’t necessarily equate to fun. It’s actually quite a serious term, when you consider the implications of becoming convinced that you’re somewhere you’re not, in a reality that’s not your own.

For now, I’d like to see virtual reality understood for what it is: a striking sensory experience, and a brand new artistic medium – but, most importantly, an imperfect one.

The Closed Beta period for Bublar’s stunning location-based title ‘Otherworld Heroes’ has now begun, and you’ll be able to delve headfirst into this incredible fantasy adventure, either on iOS or Android.

Once again, Bublar has made expert use of the hottest AR technology in order to bring its most vivid world yet to life, and ‘Otherworld Heroes’ stands to become all the more impressive as time goes on. ... [MORE]

Instead of watching this video, you should check out the game here: https://store.steampowered.com/app/844590/Hypnospace_Outlaw/ (More)

ESPN NBA Insider Adrian Wojnarowski recently discussed how much he believes in the Bulls rebuild. He stated that they have "come out of the other side of the trade deadline with a core of young players and a coach that they're ready to go forward with." Woj focused on how the Bulls have

Speed in virtual reality (VR) can be both a blessing and a curse. One the one hand whizzing around a virtual world at breakneck speeds can be super exhilarating and only experienced with a VR headset. On the flip side, it can be a direct one-way journey to sick central, with way too much going on it can get a little nauseating. So it’s always interesting to see how a developer tackles this conundrum when speed is at the core of their experience. And that’s certainly the case with JetX, the latest title being developed by Singularity Lab.

JetX is going to be a competitive multiplayer experience with oodles of gameplay options and modes to play with. In this early demo publisher FIBRUM sent VRFocus it was all about the single-player side, showcasing what are likely to be the two main modes, Race and Arena. While these are your standard affair, the presentation and quality of the gameplay make JetX instantly stand out.

If you’ve ever played Survios’ Sprint Vector and much smaller indie title Jet Island, then you’ll be at home on JetX. The videogame seems to have combined the intensely colourful visuals and environment style of the first, with the latter’s hand-mounted jet propulsion technology.

Mounted on either hand is a gun, with this unique weapon you can shoot opponents, and fly all at the same time. The main firing ability can be changed depending on whether you prefer a more rapid-fire style approach, charging up for a powerful blast, or the more up close and personal shotgun method. And of course, no multiplayer focused experience would be complete without a few powerups to collect, such as rockets, shields, slow down, overpower and even a black hole.

But none of this matters if you’re going to instantly feel ill after five minutes. Which is why the Arena was the first port of call. Looking as though Picasso had created a Tron themed enclosure, with a dizzying array of nooks and crannies to fly through or hide in, on offer was a deathmatch with bots. While the bots tended to perform as simple automatons, flying head on all guns blazing for easy kills, the actual flying was nice and smooth even when performing tight turns or other usual jarring effects – the things VRFocus does to test out a videogame!

Even though the Arena was reasonably entertaining with bots it soon becomes a bit boring. The Racing mode, on the other hand, wasn’t, in fact, this is the centrepiece of JetX. Again only one level to test, the track was a beautiful mixture of high-speed sections, sweeping corners and viciously tight segments. With plenty of routes to choose from it would take a while to find a preferred path, as the course gives you complete freedom to fly anywhere. The only problem, there’s a central translucent tunnel which keeps your speed up, leave it and it’s like flying through custard. So while there’s the encouragement to stay in this slip steam so you can win the race, just on the outside are where all the powerups generally lay. So JetX has this great twist in strategy between going fast or getting tooled up.

At the moment from what VRFocus has seen so far, JetX is coming along very nicely. It looks like Battlezone with wings – which is no bad thing – big monoliths of colour that create vivid landscapes to fly around in. Most important is the movement which by first impressions Singularity Lab has nailed already. Now it’s just the matter of delivering sufficient content, to provide players as much variety as possible so that JetX can stand out from the growing list of multiplayer VR titles.

Published 19 March 2019

| Star Wars: Legion

Architect of Terror

Preview the Director Orson Krennic Commander Expansion for Star Wars: Legion

“We were on the verge of greatness. We were this close to providing peace and security for the galaxy.”
   –Director Orson Krennic, Rogue One: A Star Wars Story

There are few the Emperor would entrust with a project as important—or demanding as much secrecy—as the construction of the Death Star. Such an undertaking requires someone with the ruthless dedication to see it through to the end and cunning enough to ensure that it remains a secret through the long years it takes to complete. In other words, a project of this magnitude requires Director Orson Krennic.  

Order your own copy of the Director Orson Krennic Commander Expansion at your local retailer or online through our website today!

Ushering the Death Star project from its infancy to fruition with an iron will, Krennic is determined to win the Emperor’s favor no matter the cost. Although he rarely participates directly in the battles in which his developed weapons are deployed, Krennic’s cold and calculating nature make him more than a match for any Rebel commanders he comes up against. You’ll soon have the chance to use Krennic’s limitless ambition to your advantage with the Director Orson Krennic Commander Expansion for Star Wars™: Legion.

This expansion features a highly detailed, unpainted Director Orson Krennic miniature for you to add to your collection, his cape billowing in the wind as he marches forward with his DT-29 blaster pistol drawn. Far from being a mere symbolic presence on the battlefield, Krennic has many abilities to contribute to your Imperial armies, all of which are outlined on the unit card that you’ll find alongside his miniature.

These skills are useful, but Krennic is also a skilled commander who can do much more for your army than fire a blaster. The three signature command cards that you’ll find in this expansion give you access to even more devious strategies to employ in battle and three upgrade cards invite you to customize Director Krennic and your other units to suit your personal battle plan.

Read on for a closer look at everything included in the Director Orson Krennic Commander Expansion!

A Crowning Achievement

Creating new weapons is no easy task. Any new project demands someone who can both oversee the development of cutting-edge technologies and maintain the tightest security around these projects lest they fall into the wrong hands. With these tasks in his hands, Director Krennic is empowered to use the most elite Imperial troops to protect the weapons programs that fall under his supervision. Constantly flanked by a unit of Imperial Death Troopers, Krennic can easily direct them to eliminate any target that could compromise one of his projects.

These Death Troopers are so synonymous with Krennic, in fact, that you can ignore the rank of one of these units when building your army, seamlessly incorporating it into your troops. An extra unit of Death Troopers is especially useful in protecting any classified information that Krennic wants to keep out of Rebel hands, but he is also no fool. Krennic recognizes that he has little chance against a full squad of Rebel soldiers, even with the three dice and piercing shot of his DT-29 blaster pistol. In these situations, he’s not afraid to pull rank, compelling a unit to move forward and shield him from enemy troops, even if it brings his own unit to the brink of panic.

Imperial Death Troopers may be disciplined enough to shrug off the extra suppression from such a move, but other Imperial units don’t have this same resolve. Fortunately, Krennic is known to issue such

Strict Orders

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that any friendly trooper unit will follow them without hesitation.   

While Krennic can certainly make a difference in the moment-to-moment changes of an ever-evolving battle, perhaps his bigger contribution is to your overall battle plan. With him commanding your army, you can subtly manipulate the flow of battle, giving your Imperial forces opportunities they wouldn’t otherwise have and goading your opponent into making mistakes that could doom their efforts.

The commands you issue are crucial in dictating your strategy for a battle and with Krennic as part of your command, you can ensure your orders are carried out without interruption. Once his schemes have been put into motion, Krennic excels at catching opposing commanders off guard. For example, no matter how great it is, Krennic refuses to let his 

Voracious Ambition

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show, leaving his rivals to wonder what he has planned. Like the secrets he fights to protect, this command card conceals the identity of the units Krennic can issue orders to, freeing him to enact his battle plan without tipping off the opposition.

But this subtlety doesn’t mean Krennic is afraid to make bold statements. At the right moment, he’s more than willing to

Deploy the Garrison

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to lock down crucial areas of the battlefield. When he does, friendly troopers become ready to react to enemy movements before other units even have a chance to get going. Essentially daring the Rebels to move within range or find another way around, these units become a valuable screen for the rest of your army to operate behind.

It should be clear that Krennic views all the units under his command as pawns to be used to accomplish his own goals. Wherever he goes, the Death Star is sure to follow, and Krennic will use this tool to wipe out any Rebels he encounters, even if it means some Imperial troops go with them. As 

Annihilation Looms,

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 fear spreads through every trooper unit—on both sides of the battle. But with the legendary discipline and rigorous training of the Galactic Empire at your side, you can shake off this fear and do what must be done to claim victory.

Peace and Terror

As the director of the Empire’s Advanced Weapons Research division, Orson Krennic has overseen the development of countless weapons to spread the Empire's fear and tyranny across the galaxy. Unleashed on the battlefields of Star Wars: Legion, Krennic can carry out his own reign of terror.  

Look for the Director Orson Krennic Commander Expansion (SWL33) and the Imperial Death Troopers Unit Expansion (SWL34) at your local retailer in the first quarter of 2019. Pre-order your copy at your local retailer or online through our website here!

Discuss this article
in our forums!

If you've been looking for a new turn-based team RPG to dig into on mobile, RAID: Shadow Legends has you covered.

There's a huge variety of champions here, but summoning them and fast can be a challenge. How can we get more champions, and faster? Well that's exactly why we're here. ... [MORE]

Xeno Crisis is coming soon DRM-free.

Xeno Crisis is an arena shooter in which one or two players take control of battle-hardened marines embarking on a deadly mission to confront an alien menace and get home alive! Run and gun your way through thousands of adversaries as you explore the devastated research outpost, searching for survivors, and ultimately facing the origin of the outpost's demise.



Today's red post collection includes Meddler's quick gameplay thoughts for March 27th and 19th, this week's Ask Riot, details on the April Fools Event missions, and more!

Continue reading for more information!


Table of Contents


Quick Gameplay Thoughts: March 27 & 29th

Check out Meddler's quick gameplay thoughts for March 27th, including a look at context on 9.7 balance:
"Hi folks, 
Usual Disclaimers 
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 
Some context on 9.7 balance changes 
Thinking on where we're up to on various things:
  • Kayle - Looking to both bring down her overall power (she's just plain too strong in general) and increase her need to get items to be successful (she's too resilient to early/mid game failure right now)
  • Lissandra - We're hitting her Q CD, early game in particular, though a bit even when maxed. That's aimed at both her ability to shove lanes and to some degree her sustained damage later on.
  • Morgana - We held off on nerfs in 9.6 since it wasn't clear enough they were needed at the time. Pretty convinced they are necessary at this point though. Looking to bring her strength down more in mid than support, though both will be affected.
  • Sylas - Is just looking strong, with recent nerf not doing enough to bring him in line, particularly as player experience playing him continues to increase. 
Things we looked at but aren't changing in 9.7 
  • Aftershock - We'd like to make some changes to Aftershock and did explore some for 9.7. We've pulled those but plan to come back to it soon. Conclusion was we need a bit more testing time to nail down what approach is best. Something that became clear pretty quickly when assessing different options was that we didn't have a clearly enough defined and agreed on audience target (who uses it really well, who uses it moderately well, who shouldn't consider it as an option). That'll be one of our next steps as a result.
  • Vayne - At time of writing we're still debating whether or not we should hit Vayne in 9.7 though probably won't. Power wise our take is she's on the border of needing a nerf, but not clearly over it. Direction we'd look at first if nerfing would be bringing down her ult power somewhat. 
A few tips for applying for game dev jobs 
We recently advertised some design roles on LoL which were mentioned both here and on Twitter. Thanks to everyone who applied, we got a lot of people we're really excited to talk to from that process. One piece of follow up I wanted to touch on was a few suggestions for anyone looking apply for such jobs, whether at Riot or elsewhere in the industry.
  1. Have a cover letter. A good resume's helpful but won't necessarily help someone clearly identify what makes you stand out from other applicants. That's particularly important for entry level design roles that tend to get a lot of people applying (we got hundreds this time for example).
  2. Make sure your resume is concise and easy to read. Think in particular about whether everything on it really justifies the space it takes up or whether you'd rather trim out some secondary points so the reader focuses on the key things.
  3. Tailor your cover letter and resume to both the job you're applying for and the industry. If you're looking to get into games for example giving context on games hobby projects or clubs you've been involved in makes sense. A resume with a stated goal of 'become a successful biochemist' by contrast gives the impression you weren't interested enough in this particular role to adjust your documents for it. Biochemistry's a role we'd be open to but we're much less likely to talk to a candidate when it looks like they just recycled an old application for a different job.
  4. Show people game stuff you've worked on. Links to places people can examples of small games you've made, mods you've contributed to, your college's LoL club etc can make a real difference. Talking about those things in a cover letter helps, demonstrations of them are stronger again though."

Meddler also left a note in his March 29th post:
"No posts from me for a bit 
I won't be posting much during April since I'll be off work for a while on paternity leave. You should see posts on a range of topics from others instead though. Talk to you folks again in a bit!"

Meddler commented on Sylas and Lissandra:
"We're confident both Sylas and Lissandra, need some power taken out regardless, based off their performance with other keystones. Extremely confident that's the case with Sylas. Fairly confident that's true for Liss too, though will assess post Aftershock changes and see how she's doing given it's been her primary and most effective choice for quite a while now."

Meddler continued on Lissandra:
"Possible, though when we've looked into cases previously there's been either little difference between mains and non mains or mains have been even more likely to take the most common option. Worth being aware of as risk point though certainly."

On OriannaMeddler commented:
"Concluded they weren't needed, especially with changes to other mid laners."

On LeonaMeddler noted:
"It's possible, though has been ok in what testing we've done so far. Do think some shifting of Leona's power from a single all in to more sustained disruption has benefit, whether or not the numbers currently in are exactly right for that or not."

When asked for his thoughts on support subclasses, Meddler commented:
"I think the biggest issue there is pro play places a very high value on getting a tank onto a team but has difficulty fitting one in in other positions a lot of the time. That means support skews tank heavy if you aren't willing to put a tank top or jungle for example. Also tends to mean tanks that pro teams are happy running in other positions end up extremely contested (seen that with Galio and Sion in other positions in the moderate past for example). 
Our inclination at the moment is to make tanks better picks in other spots then look at different support class balance again. The upcoming Cinderhulk buff's an example of that."

On AmumuMeddler replied:
"He's got a kit that's going to struggle in high MMR unless it's quite strong elsewhere. Believe we'd need to make significant changes to him to change that if we wanted him to be a strong high MMR pick. We don't have changes like that planned right now beyond more systemic things like the Cinderhulk buff aimed at helping out jungle tanks in general."

Ask Riot: Lissandra's Helmet? 

Check out this week's Ask Riot - "Champion damage, Spotify, Ahri, and Lissandra’s eyewear.":
"Hello gamers. Today we’re talking about music, stories, damage, and Lissandra. 
Will Riot add the login screen music to Spotify or other music platforms?

We’d like to! There’s a huge collection of music we’ve made for League over the years, and we’re looking into ways to provide easier (and better) access to it. This could possibly include hosting it on platforms like Spotify. No concrete plans yet, but stay tuned for another update later this year. 
Head of Riot Music Group 
Why does Lissandra wear a helmet over her eyes? What is it for?

Lissandra was blinded by the claws of a primal demi-god, when she and her sisters sought to conquer all the lands of the ancient Freljord. In spite of the many wondrous and terrifying things she has achieved in the millennia since, her magic has never been able to restore her sight. 
From her mighty citadel, she has become the spiritual leader of the Frostguard, many of whom are missionaries and healers among the tribes. Her helm and garb are somewhat ceremonial in that role, but also make one truth very clear to any who are unfortunate enough to meet her in person—she does not need eyes to see through the mysteries and intrigues of the world around her. 
Lead Narrative Editor 
How do you decide if a champion should deal magical or physical damage?

There are two main considerations. 
We tend to first default to what “feels” right for the champion. Generally people who cast spells (like mages) deal magic damage, and people who attack a lot (like fighters) deal physical damage. Using this as a rule makes it easier for newer players to understand what’s going on and make the right itemization choices. “Is Annie killing me? She looks magical! I should buy magic resistance.” 
A second consideration for damage types of specific spells that will sometimes override what “feels” right is based on how a champion is intended to scale. Dealing entirely one type of damage means your kit scales better with penetration purchases (like Last Whisper and Void staff), but also gets countered harder by early defensive buys (like Merc treads and Ninja Tabi). We will often give primarily physical damage champions a spell that deals magic damage to smooth out their power curves. The magic damage spikes earlier during the laning phase, but then starts to fall off later in the game as the champ specs into AD and physical pen. Yasuo’s E is a good example of this paradigm. E’ing champions in lane is an effective trading tool, but the spell scales poorly as the game progresses and his Q and basic attacks take over. 
Champion Designer 
I am delighted by the lore of many of my favorite champions, among which is Ahri. Her history is deep and sad, but will we ever get to hear more about Ahri’s deceased boyfriend? And in the future, will there be more stories involving Wukong? 
It’s great that you are enjoying the stories we’re telling. I hope you will continue to follow these champions as we really start to ramp it up for the rest of 2019, and beyond!
I don’t like to make too many specific promises (or give too many hints about our plans, in case I spoil anything) but suffice to say, just because something is not mentioned in a given story, doesn’t mean it’s not a huge and formative part of who a champion is, or that we won’t cover it in some way later. 
Will we tell more stories involving Wukong? Certainly. 
More stories about Ahri, involving Wukong? Why, what have you heard…? 😉 
Lead Narrative Editor 
Have a question? Click on the button below, sign into your League account, and ask away. 
We’ll do our best to read every question, but we can’t guarantee they’ll all get answers. Some questions may already be answered elsewhere, and some won’t be right for Ask Riot. This isn’t the best place to announce new features, for example, and we might skip conversations on issues we’ve talked about in depth before (though we can clarify individual points). 
We are listening, though, so keep asking. We’ll make sure your questions are heard by the Rioters working on the stuff you’re curious about."

April Fools Vs. Event Mission List

In case you missed it, here's Riot Mort with spoilers on full list of April Fools VS. Event missions - these will be up through
"Hello everyone! 
Here is the full Mission & Reward list for the April Fools Event (Ends April 1st 23:59 PST) 
Cats vs Dogsline 
Mission 1:
  • The Most Serious VS. Yet: Win a game 
  • Rewards: Royal Kitty and Royal Doggo Icons

Mission 2 - Animal Instincts:
  • Win a game: Play a game wearing your Dog Icon -OR- Play a game wearing your Cat Icon. 
  • Rewards: 500 XP

At this point the paths split based on if you did Dog Icon or Cat Icon.  
Mission 3( Dog ) - Good Boyes:
  • Play a game with or against Pug'maw, Corgi Corki, or Fuzz Fizz -OR- Gather the bones of 20 enemies (get 20 kills/assists) 
  • Rewards: Hextech Mystery Emote Permanent 

Mission 3( Cat ) - Fancy Felines:
  • Play a game with or against Meowrick, Pretty Kitty Rengar, or Meowkai -OR- Turn 20 enemies into litter (get 20 kills/assists) 
  • Rewards: Hextech Mystery Emote Permanent  

Mission 4( Dog ) - Treats? Treats? Treats!:
  • Feed 3 Poros on ARAM -OR- Don't Share (As a team take down 2 dragons) 
  • Rewards: 1000 Blue Essence 

Mission 4 (Cat ) - Food for the Strays:
  • Feed 3 Poros on ARAM -OR- Don't Share (As a team take down 2 dragons 
  • Rewards: 1000 Blue Essence 

Mission 5( Dog ) - Ruin the Yard:
  • Dig for bones (Destroy 4 towers as a team) -OR- Chase squirrels instead (Kill 1,200 minions as a team) 
  • Rewards: 200 Orange Essence & Hextech Key

Mission 5 (Cat ) - Scratching Posts:
  • Sit on boxes (Destroy 4 towers as a team) -OR- Chase mice instead (Kill 1,200 minions as a team) 
  • Rewards: 200 Orange Essence & Hextech Key

Mission 6( Dog ) - Pack Life:
  • Play a game as a 5 man premade group -OR- Win 2 games 
  • Rewards: Golden Dog Icon & Masterwork Chest

Mission 6 (Cat )- Herding Cats:
  • Play a game as a 5 man premade group -OR- Win 2 games 
  • Rewards: Golden Cat Icon & Masterwork Chest

Impossible Mission Line 

Mission 1 - The Impossible Mission: 
  • As Nunu & Willump, reach over 1000 movement speed with their biggest snowball ever! -OR- Fine, don't reach light speed (place 3 control wards) 
  • Rewards: Golden Cats vs Dogs Icon 

Mission 2a - You took the easy path: 
  • Do whatever. I don't care. (Play a game) 
  • Rewards: 2 Blue Essence 

Mission 2b - Wait...Do what now?: 
  • As a 5 player pre-made, lose a game of Co-Op vs AI 
  • Rewards: 2 Blue Essence  

After completing the 5 man lose a game of Co-Op  
Mission 3 - Time to Play your Displacements:
  • As a 5 player pre-made group, play a game with Singed, Alistar, Volibear, Poppy, and Blitzcrank on your team 
  • Rewards: Platinum Cats vs Dogs Icon"

More event information and skin previews available in [this post]!

Miscellaneous

"Your weekly dose of server problem-os, NA League news, and other! 
Twitch Rivals had a bunch of League games going on, you can help decide if cats or dogs are better (CATS), and a bunch of wonderful artwork was all over Boards and Reddit the last few days. If you like art, you might want to check some of them out! 
Follow-Ups:
  • Mac voice still not working properly The main League Bug associated with this has been re-prioritized and is being worked on, alongside several other Mac bugs.
  • Transfers are currently down A possible solution is being QA’d and will be tested on an internal realm shortly. 
Server Stuff: 
  • A change to loot causes a spike in errors (3/21, ~55 minutes) A backend series of changes create a spike in loot errors noticed by monitoring. Triage teams dig into the issue to find the root problem. A fix is patched in, dropping loot errors back to normal rates.
  • Misconfiguration causes store issues and matchmaking problems (3/21, ~49 minutes) A change to vintage skin borders code causes player inventory and actual player inventory to not properly match up. This caused players to be kicked from champion select if various skins had been selected (as the servers didn’t think they owned it). Updating the misconfiguration to fix the vintage skin borders fixed all issues.
  • Missions rewards slowly delayed (3/21, ~3.6 days) Automatic monitoring notices that updating mission rewards is slower than expected, but the rewards are still getting to players. An investigation is started, and the root cause is bad account data. Repairs are completed during a future maintenance, bringing the mission reward timing back to expected timing. 
Game Stuff: 
  • Faulty Router Card causes connection issues (3/27, ~46 minutes) Player Support reports a spike of connection issues and inability to get into the game. As compensation mode is enabled, triage teams look into possible hardware issues. A chassis alarm points to a faulty router card, and when that computer is disabled, game reconnects return to normal levels. 
Player Support Issues: 
We’re seeing a large spike of client issues after 9.6 rolled out. If you’re running into weird issues with your client (besides the inability to transfer regions), take a gander at our client guide
Morgageddon & Couch Commando"
"Hi everyone, 
Starting in April 2019 (patch 9.7), we’re updating the League Mac client from 32-bit to 64-bit. 
Why is Riot doing this?
Last year Apple announced that the upcoming 2019 version of macOS won't run 32-bit applications. Though League still works on the current version (Mojave), we want to stay ahead of the curve and plan accordingly. 
What do I have to do?
Nothing! The client will hit live when patch 9.7 is released, all you have to do is log in and patch like normal. You'll automatically switch over to 64-bit, no giant download or reinstall needed. If you want to double check once 9.7 is live, the bottom left hand corner of the loading screen will say "Mac Beta Version (64-bit)". 
Will this affect my games?
You probably won't notice any significant differences when we make this update, other than the end of game Victory/Defeat animations turning into static images. If anything else seems weird, please send in a report to player support! 
Help! I haven’t upgraded recently, can I still play League?
League will continue to work on OS X versions 10.10 or later. The change to 64-bit doesn’t change our min-specs. 
Any plans for Metal API?
We're looking into what efforts are needed to support Mac on Metal and will keep everyone updated."
"If you’re heading to PAX East this week, be sure to visit the #AlienwareOutpost (Room 207) for a variety of League of Legends events."

Reminders

To round out this red post collection, here are a few reminders on current promotions or limited time events!

Welcome back! Got a tough one for you this month: March saw the launch of multiple blockbuster new releases, including Devil May Cry 5, Sekiro: Shadows Die Twice, The Division 2, and San Diego Studio’s very own MLB The Show 19. Looking at this list, I’m not even sure which one I would vote for… so it’s a good thing I can’t!

We’ll leave the polls open until 11:59pm Pacific on Wednesday, so cast your vote before then for your favorite new game of March 2019. Then we’ll tally up the votes and reveal the winner on Friday. Good luck to each of this month’s nominees!

How does it work? At the end of every month, PlayStation.Blog will open a poll where you can vote for the best new game released that month. Soon thereafter, we’ll close the polls, tally your votes, and announce the winner at PlayStation.Blog. PlayStation Store will also showcase some top Players’ Choice winners throughout the year.

What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? In keeping with our long tradition in the Game of the Year Awards, remastered or re-released games won’t qualify. Ambitious, larger-scale rebuilds and remakes like Shadow of the Colossus and Crash Bandicoot N. Sane Trilogy will.

How are nominees decided? The PlayStation.Blog and PlayStation Store editorial teams will gather a list of that month’s most noteworthy releases and use it to seed the poll. Write-in votes will be accepted.