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Animalbiome

US United States
Sustained growth High volatility Early Seasonal (Apr) Forecasted flat Pets Company
Animalbiome
What is Animalbiome?

AnimalBiome is a company that focuses on understanding and improving the health of pets through microbiome analysis. They provide pet owners with insights into their pets' gut health by analyzing fecal samples, allowing for personalized dietary and health recommendations.

Treendly Index Treendly Forecast Google
How much search volume does it get?
Google searches
5.4K/mo

Is Animalbiome trending?

Yes. Animalbiome growing with a month-over-month change of 0.85% over the past 5 years, with approximately 5,400 monthly searches.

This is a seasonal trend that peaks every April. The seasonal demand is forecasted to decline over the next year.


Why is Animalbiome trending?

1
Personalized Health Insights
AnimalBiome offers tailored health insights based on the unique microbiome of each pet, helping owners make informed decisions about their pet's diet and health.
2
Growing Awareness of Gut Health
There is an increasing awareness among pet owners about the importance of gut health in overall well-being, leading to a demand for microbiome analysis and related products.
3
Data-Driven Solutions
AnimalBiome utilizes scientific research and data analysis to provide evidence-based recommendations, appealing to pet owners who value scientifically backed health solutions.
4
Improved Pet Health
By addressing gut health issues, AnimalBiome helps improve various health conditions in pets, such as allergies, digestive problems, and obesity, making it an attractive option for concerned pet owners.
5
Convenience and Accessibility
The ability to collect a fecal sample at home and send it for analysis makes the process convenient for pet owners, increasing the likelihood of participation in gut health assessments.

What are people saying?

22 threads
AI Insights Mixed sentiment
Discussions primarily revolve around the aesthetics and gameplay of biomes in video games, particularly in Terraria and other related mods, with a mix of appreciation and criticism regarding graphics and controls.
Game Aesthetics
Players admire the graphics and design of various biomes, highlighting their beauty and diversity.
Gameplay Mechanics
Users discuss the fun and interactive nature of combat and resource gathering, though some express frustration with controls.
Character Customization
There is positive feedback on the character customization options available, despite limitations in the number of characters.
Sound and Animation
While the soundtrack is generally well-received, there are criticisms regarding character animations and their mismatch with voice acting.
Mod Recommendations
Some users seek suggestions for animal or nature mods that enhance gameplay without adding new biomes.
Common questions
  • What are the best mods for animal or nature themes?
  • How can I improve the graphics settings on my PS5?
  • What are the most beautiful biomes in Terraria?
  • Are there any gameplay tips for better controls?
  • How does character customization work in this game?
Pain points
  • Controls are difficult to manage and unintuitive.
  • Graphics require manual adjustments in settings to look good.
  • Character animations do not align with voice acting, causing immersion issues.
  • Limited character slots can be frustrating for customization.
  • Some players feel overwhelmed by the number of features and interactions.
r/CrimsonDesert
My opinion after 6 hours on standard ps5
Positive Combat - it’s super fun / diverse lots of different moves, weapons and such which genuinely feels so fun to do when you get things right. Makes you feel like a god. Graphics - despite being on a standard ps5, the graphics looks amazing to me, I had a bit of trouble at first as I went straight to performance mode when I started, as soon as I turned off 120 hz, turned motion blur down to the minimum and put it in “balanced” it looks great! World - very interactable, absolutely lots to do, in the first town I walked into a house, while holding a cat, walked all around the town with the cat, I like how getting resources works with axes, pickaxes, just the whole interactive side of the game feels completely new and refreshing. Character customisation - to say we are limited to 3 characters (I’ve only unlocked 2) the customisation seems to be pretty decent, lots of nice clothes and armour to combine. Beauty - world is absolutely gorgeous, lots of different biomes, all awesome in their own right and keeps the game from feeling stale. The world design is really pretty and they did a great job making the world feel truly lived in. Skill tree - love the skill tree, pretty simple yet works nicely, I like it. World map ui - very detailed and easy to understand. I like it! Soundtrack - surprisingly good! Not award winning, but definitely enjoyable Negative Controls - absolutely horrendous controls, whoever designed them needs to be forced to play this games tutorials for each skill/move, have their memory wiped and forced to do it again. To be honest, I still don’t think it’s as bad as some people are saying. The process of picking up loot from the floor and jump being the same as interact is what makes it pretty horrid, besides that I wouldn’t really mind the other things. Graphics - while the graphics are good for me, I don’t always think it’s a good sign when you have to go into the PlayStation settings to make the game look good, I don’t mind it with the in-game settings but anything more is kinda annoying. Character animations - probably the thing I hate the most with this game, the character animations in themselves are good, but don’t match up with their tone of voice or whatever they’re talking about. Example : person says their animal died and they sound sad, tired and almost quiet, while they’re jumping around like crazy, looking like they are having a mental breakdown. Also essentially had the exact opposite of my example too, where they are relaxed but sound angry as fuck. It just looks so strange and takes me out of it, reminding me this is a video game. Also if you’re talking with multiple people sometimes one of them might start doing a talking animation even if they aren’t actually talking, they look schizo. Camera angle - I love third person, but the camera is too high over our Protagonists, and too far to the right, and honestly too far away. It looks bad and I’d rather it just be in the same place it is for most third person games, this makes it feel hard to focus on some things and feels like I’m being forced to look at the pretty views all the time, which while they are nice, I don’t always want to look at them, I want to see my character as a priority. (Edit - I knew before I wrote this, that I can change it with the touch pad, it still looks bad.) Mini-map - (not the menu map, but the circular minimap in the bottom of the corner) looks boring. Hard to tell where roads are. I would recommend improvement. Protagonists - honestly, they really should have just let us make our own character, Kliff doesn’t talk nearly enough to justify being forced to play as him, he barely talks, barely questions anything, I just honestly don’t think I’ve ever cared less about the character I’m playing as. I’d have rather had no protagonist dialogue and be able to create my own character. I genuinely know nothing about the dude. Main story - obviously I’m nowhere near finishing the game, but so far it’s not very interesting but I won’t comment on it too much as I’ve not really bothered with it that much. I never bought this game expecting something amazing on a story standpoint, but it still managed to disappoint me a little. Blocking : blocking with the shield feels way too slow, that’s not a problem in 1v1s but when you have multiple enemies teleporting all around you, you can’t exactly dash/roll away as you’re still getting spammed with attacks and it feels like there’s no way to escape, my only real complaint with combat. Takeaway : While my complaints are more detailed, I genuinely really enjoy this game. I think it’s groundbreaking for a lot of reasons, but that it will be extremely divisive. I don’t think it’s a game like Witcher or red dead where you can kick ass for a few hours and jump off in the first few hours of gameplay, you need to actually take your time to learn things to be able to fully appreciate the game. Kind of like how soulslikes work, but instead of just learning how to fight enemies, you’re learning how to do soooo many different things. I also think, that this game weirdly excels in the stuff 90% of games normally don’t, and suffers where normal games normally do well (when compared to good games) like, it kind of feels like the stuff you’d normally considered to be “filler content” in a regular good game, is absolutely phenomenal in this game, while the stuff most games normally get right by default because it’s expected, this game suffers. 8/10, 9/10 if they can fix the stuff that can be fixed. The character animations not lining up with dialogue, lack of personality and character from protagonists and boring story would have always prevented this from being a 10/10 or “one of the greats” submitted by /u/Ok_Book_5551 to r/CrimsonDesert [link] [comments]
Ok_Book_5551 · Mar 20, 2026
r/Helldivers
"What does Arrowhead do?" a complilation of what's outsourced and what's not
A lot of discussion recently has been had on how much of the actual game is being developed by arrowhead, I've done research into the topic and hope to present the information gathered in an objective and unbiased manner, the comments can pick up the slack on that. Before I start i must say that IT'S COMPLETLY NORMAL IN THE INDUSTRY TO OUTSOURCE INTO OTHER SUB-STUDIOS. Especially if your game has a plan of continous development over a period of several years. I am not a game developer and I will not judge Arrowhead's amount of outsourced content only provide what's outsourced and for what I think was made in house. I will go studio by studio. 1) DiscoGarage games By far the biggest contributor in terms of "big things" the studio credits itself on having worked on 3 major updates and contributing the following enemies: Voteless, Fleshmobs, Stingrays, Hive lords. I am under the impression that they did the enemies in full, meaning animations, behaviours attacks and such, this is becouse they talk about things like "new flying mechanics", "mocap animation sets from scratch" and "satisfying damage states". Otherwhise they are also responsible for the FRV stratagem and SEAF troopers and civilians that appear in Mega City biomes. And Cyborg and Adjudicator enemy desings, note how this DOESN'T include the vox engine as even in the picture one appears in there is no credit for it's creation. It is a reasonable ASSUMPTION given the precious record that both of these enemies were also fully completed by discogarage as opposed to just providing the desing and the studio website is simply out of date with the latest development update. 2) Wushu studios While most often credited for making the Dust Devils warbord in it's entirety there is actually no source of that claim that I could find on Wushu's behalf. Best you can do it only promotional tweets that credit nothing specific beyond "co-development". Ali Glen is a character artist working for the studio and he is credited for a few armor sets: Mountain Scaled, Null Cipher, Sanctioner, Federation's Blade and Grand Juror. 3) Atomhawk It is important to mention that Atomhawk is purely an arts studio, their work involves making concepts and 3d models, as such unlike our previous two studios they have almost certainly nothing to do with the actual implementation of the concepts into gameplay, that was most likely done by Arrowhead. On their website you can see an absolute ton of artworks that revolve around the early months of HLD2, mostly armor sets and weapons from Steeled Veterans, Polar Patriots, Cutting Edge, Democratic Detonation and Viper Commandos, the og warbonds. I couldn't find anything to confirm that they've been involved with the continuos development since these early days. (Sidenote: the concept for the arctic ranger armor set being white instead of blue looks absolutly amazing I wish they kept that) 4) Nixxes Software The absolute GOATs that decreased the game file size by 131GB in their own words by working together with Arrowhead. The wording of this blog post however, very clearly implies that Nixxes were instrumental in getting this optimization to work with lines like "thanks to our partners (...) we've reached the goals much sooner than expected" and "our worst case projections have not come to pass" so I feel confident given their long history of excellent console to PC ports that they that it is Nixxes who deserves the majority of credit for this specific advancement. 5) Goodbye Kansas Studios Just a quick note that the iconic opening cinematic for the game was also outsourced but very few studios do their own cinematics these days it's very expensive to have this kinda expertease and tools at hand, the only ones that come to my mind are like Blizzard and Riot (sometimes). Safe to assume that the Illumite trailer's cinematic portion in the exact same style as the opening cinematic was also done by Goodbye Kansas. 6) Valkyrie Entertainment This thread on twitter is what originally made me interested in the presented topic, screenshots from it have also been circling around which includes the claim of "allegedly valkyrie entertainment has been doing chunks of code too" as far as I know this is just hearsay or in otherwords complete misinformation, there is nothing that I could find that connects Valkyrie to HLD2 in any way other than being part of Playstation Studios and thus having the same owner in Sony. As far as I can tell they have nothing to do with HLD2. (Sidenote: Their website is... something) WHAT DOES ARROWHEAD DO? Well, we can take an educated guess by simply evaluating what was added into the game while substracting things we know for a fact were outsorced this leaves us with still a lot of stuff. 1) Every single new Biome ever added None of the sources have anything to do with buildings or architecture, mega-cities, colonies in all three variants, hive worlds, mega factories and all the miscelanious enviorement objectives like cognitive disruptors, bulk fabricators, cyborg assembly plant ect. 2) Some of the new enemies that I haven't sourced This most notibly includes the Rupture Strain, Dragonroaches, Vox Engines, Jet Brigade and Incineration Corp as well as all Overseers and the Harvester. 3) New mission designs This means Commando Operations as well as ones unique to the envirement I would imagine that doing this goes hand in hand with building the enviroment 4) Weapons and stratagems Becouse Wushu's exact involevement in the warbord content is unclear, DiscoGarage only claimed to have worked on the FRV as far as stratagems go and Atomhawk mearly providing concepts, I think the actual implementations of weapons and stratagems goes to AH, although this one I'm least certain of. Well folks that's that, I hope I brought some light to this discussion and if you have anything that you can source as an addition to the post or a correction I will gladly edit it in this post as for my PERSONAL OPINION on the matter it's that the whole matter is a bit overblown, I am far from an uncritical AH defender but this whole narrative of "they don't work on the game" is just very silly when you actually dig into it and see what kinda things have been outsourced and compare it to the amount of this that are added to the game as a whole which don't point in any direction and thus I assume they came from within AH. submitted by /u/Soviet_Dank_duck to r/Helldivers [link] [comments]
Soviet_Dank_duck · Mar 14, 2026
r/Starfield
Star Wars Genesis 8.6 is here!!!
The starfeild mod that fixes the game! https://genesismodlist.com submitted by /u/g1uey to r/Starfield [link] [comments]
g1uey · Jan 24, 2026
r/helldivers2
Sweet Liberty. Penta is Gone. And it's beautiful.
Proof of Liberty's Cause submitted by /u/NeverExedBefore to r/helldivers2 [link] [comments]
NeverExedBefore · Jan 18, 2026
r/CuratedTumblr
Leather
submitted by /u/Eireika to r/CuratedTumblr [link] [comments]
Eireika · Jan 8, 2026
r/Minecraft
Why is the "Normal Zombie" still a Steve-only clone in the 1.21.5 era?
For 15 years, the Normal Zombie has had one single look: the classic blue shirt and teal pants. It’s a direct "zombified" version of Steve. Back then, it made sense because Steve was the only character. But today, with 9 default skins, seeing a "clone army" of Steves every night feels outdated and breaks the immersion. ​The Reality of 1.21.5: Under the hood, Minecraft 1.21.5 (Spring to Life) has completely changed how mobs work. Mojang introduced: ​Cold/Warm/Temperate variants for Pigs, Cows, and Chickens. ​Data-driven systems that make adding mob variations easier than ever. ​The Comparison (The Zombie Villager): We already have a system for this! The Zombie Villager is incredibly diverse, having different textures based on their Biome x Profession. If a Zombified Villager can have dozens of unique looks, why is the "Normal" Zombie—which represents the player's own kind—stuck as a single clone? ​The Proposal (The 9 Variants): We now have 9 official default characters (Steve, Alex, Sunny, Efe, Mekena, Noor, Kai, Ari, and Zuri). The "Normal Zombie" should reflect this entire cast! ​Equal Spawning: Unlike animals, these shouldn't be biome-dependent. They should spawn randomly anywhere with an equal chance for each variant (11.11\% each). ​The Model: To keep it simple and consistent with the classic Zombie look, all 9 variants should use the standard 4-pixel arm model (Classic/Steve model). Even the characters that usually have slim arms (like Alex or Efe) would look more menacing and "buff" as zombies using the classic model. ​Why this is the perfect time: In 1.21.5, Mojang updated the models for Cows and Sheep to add "snouts" and improved visuals. They are "polishing the classics." The Normal Zombie is the most iconic mob that desperately needs this polish to match the modern diversity of Minecraft's player characters. ​Conclusion: The technical foundation is already there, and the "variant" logic is already applied to animals and Villagers. Let's finally bring the 9 Default Skins to the Zombie mob. It makes the world feel like it was once populated by a diverse group of adventurers who didn't make it. submitted by /u/Voidly17 to r/Minecraft [link] [comments]
Voidly17 · Jan 2, 2026
All threads (22)
Thread Source Author Date
My opinion after 6 hours on standard ps5
Positive Combat - it’s super fun / diverse lots of different moves, weapons and such which genuinely feels so fun to do when you get things right. Makes you feel like a god. Graphics - despite being on a standard ps5, the graphics looks amazing to me, I had a bit of trouble at first as I went straight to performance mode when I started, as soon as I turned off 120 hz, turned motion blur down to the minimum and put it in “balanced” it looks great! World - very interactable, absolutely lots to do, in the first town I walked into a house, while holding a cat, walked all around the town with the cat, I like how getting resources works with axes, pickaxes, just the whole interactive side of the game feels completely new and refreshing. Character customisation - to say we are limited to 3 characters (I’ve only unlocked 2) the customisation seems to be pretty decent, lots of nice clothes and armour to combine. Beauty - world is absolutely gorgeous, lots of different biomes, all awesome in their own right and keeps the game from feeling stale. The world design is really pretty and they did a great job making the world feel truly lived in. Skill tree - love the skill tree, pretty simple yet works nicely, I like it. World map ui - very detailed and easy to understand. I like it! Soundtrack - surprisingly good! Not award winning, but definitely enjoyable Negative Controls - absolutely horrendous controls, whoever designed them needs to be forced to play this games tutorials for each skill/move, have their memory wiped and forced to do it again. To be honest, I still don’t think it’s as bad as some people are saying. The process of picking up loot from the floor and jump being the same as interact is what makes it pretty horrid, besides that I wouldn’t really mind the other things. Graphics - while the graphics are good for me, I don’t always think it’s a good sign when you have to go into the PlayStation settings to make the game look good, I don’t mind it with the in-game settings but anything more is kinda annoying. Character animations - probably the thing I hate the most with this game, the character animations in themselves are good, but don’t match up with their tone of voice or whatever they’re talking about. Example : person says their animal died and they sound sad, tired and almost quiet, while they’re jumping around like crazy, looking like they are having a mental breakdown. Also essentially had the exact opposite of my example too, where they are relaxed but sound angry as fuck. It just looks so strange and takes me out of it, reminding me this is a video game. Also if you’re talking with multiple people sometimes one of them might start doing a talking animation even if they aren’t actually talking, they look schizo. Camera angle - I love third person, but the camera is too high over our Protagonists, and too far to the right, and honestly too far away. It looks bad and I’d rather it just be in the same place it is for most third person games, this makes it feel hard to focus on some things and feels like I’m being forced to look at the pretty views all the time, which while they are nice, I don’t always want to look at them, I want to see my character as a priority. (Edit - I knew before I wrote this, that I can change it with the touch pad, it still looks bad.) Mini-map - (not the menu map, but the circular minimap in the bottom of the corner) looks boring. Hard to tell where roads are. I would recommend improvement. Protagonists - honestly, they really should have just let us make our own character, Kliff doesn’t talk nearly enough to justify being forced to play as him, he barely talks, barely questions anything, I just honestly don’t think I’ve ever cared less about the character I’m playing as. I’d have rather had no protagonist dialogue and be able to create my own character. I genuinely know nothing about the dude. Main story - obviously I’m nowhere near finishing the game, but so far it’s not very interesting but I won’t comment on it too much as I’ve not really bothered with it that much. I never bought this game expecting something amazing on a story standpoint, but it still managed to disappoint me a little. Blocking : blocking with the shield feels way too slow, that’s not a problem in 1v1s but when you have multiple enemies teleporting all around you, you can’t exactly dash/roll away as you’re still getting spammed with attacks and it feels like there’s no way to escape, my only real complaint with combat. Takeaway : While my complaints are more detailed, I genuinely really enjoy this game. I think it’s groundbreaking for a lot of reasons, but that it will be extremely divisive. I don’t think it’s a game like Witcher or red dead where you can kick ass for a few hours and jump off in the first few hours of gameplay, you need to actually take your time to learn things to be able to fully appreciate the game. Kind of like how soulslikes work, but instead of just learning how to fight enemies, you’re learning how to do soooo many different things. I also think, that this game weirdly excels in the stuff 90% of games normally don’t, and suffers where normal games normally do well (when compared to good games) like, it kind of feels like the stuff you’d normally considered to be “filler content” in a regular good game, is absolutely phenomenal in this game, while the stuff most games normally get right by default because it’s expected, this game suffers. 8/10, 9/10 if they can fix the stuff that can be fixed. The character animations not lining up with dialogue, lack of personality and character from protagonists and boring story would have always prevented this from being a 10/10 or “one of the greats” submitted by /u/Ok_Book_5551 to r/CrimsonDesert [link] [comments]
reddit.com Ok_Book_5551 Mar 20, 2026
"What does Arrowhead do?" a complilation of what's outsourced and what's not
A lot of discussion recently has been had on how much of the actual game is being developed by arrowhead, I've done research into the topic and hope to present the information gathered in an objective and unbiased manner, the comments can pick up the slack on that. Before I start i must say that IT'S COMPLETLY NORMAL IN THE INDUSTRY TO OUTSOURCE INTO OTHER SUB-STUDIOS. Especially if your game has a plan of continous development over a period of several years. I am not a game developer and I will not judge Arrowhead's amount of outsourced content only provide what's outsourced and for what I think was made in house. I will go studio by studio. 1) DiscoGarage games By far the biggest contributor in terms of "big things" the studio credits itself on having worked on 3 major updates and contributing the following enemies: Voteless, Fleshmobs, Stingrays, Hive lords. I am under the impression that they did the enemies in full, meaning animations, behaviours attacks and such, this is becouse they talk about things like "new flying mechanics", "mocap animation sets from scratch" and "satisfying damage states". Otherwhise they are also responsible for the FRV stratagem and SEAF troopers and civilians that appear in Mega City biomes. And Cyborg and Adjudicator enemy desings, note how this DOESN'T include the vox engine as even in the picture one appears in there is no credit for it's creation. It is a reasonable ASSUMPTION given the precious record that both of these enemies were also fully completed by discogarage as opposed to just providing the desing and the studio website is simply out of date with the latest development update. 2) Wushu studios While most often credited for making the Dust Devils warbord in it's entirety there is actually no source of that claim that I could find on Wushu's behalf. Best you can do it only promotional tweets that credit nothing specific beyond "co-development". Ali Glen is a character artist working for the studio and he is credited for a few armor sets: Mountain Scaled, Null Cipher, Sanctioner, Federation's Blade and Grand Juror. 3) Atomhawk It is important to mention that Atomhawk is purely an arts studio, their work involves making concepts and 3d models, as such unlike our previous two studios they have almost certainly nothing to do with the actual implementation of the concepts into gameplay, that was most likely done by Arrowhead. On their website you can see an absolute ton of artworks that revolve around the early months of HLD2, mostly armor sets and weapons from Steeled Veterans, Polar Patriots, Cutting Edge, Democratic Detonation and Viper Commandos, the og warbonds. I couldn't find anything to confirm that they've been involved with the continuos development since these early days. (Sidenote: the concept for the arctic ranger armor set being white instead of blue looks absolutly amazing I wish they kept that) 4) Nixxes Software The absolute GOATs that decreased the game file size by 131GB in their own words by working together with Arrowhead. The wording of this blog post however, very clearly implies that Nixxes were instrumental in getting this optimization to work with lines like "thanks to our partners (...) we've reached the goals much sooner than expected" and "our worst case projections have not come to pass" so I feel confident given their long history of excellent console to PC ports that they that it is Nixxes who deserves the majority of credit for this specific advancement. 5) Goodbye Kansas Studios Just a quick note that the iconic opening cinematic for the game was also outsourced but very few studios do their own cinematics these days it's very expensive to have this kinda expertease and tools at hand, the only ones that come to my mind are like Blizzard and Riot (sometimes). Safe to assume that the Illumite trailer's cinematic portion in the exact same style as the opening cinematic was also done by Goodbye Kansas. 6) Valkyrie Entertainment This thread on twitter is what originally made me interested in the presented topic, screenshots from it have also been circling around which includes the claim of "allegedly valkyrie entertainment has been doing chunks of code too" as far as I know this is just hearsay or in otherwords complete misinformation, there is nothing that I could find that connects Valkyrie to HLD2 in any way other than being part of Playstation Studios and thus having the same owner in Sony. As far as I can tell they have nothing to do with HLD2. (Sidenote: Their website is... something) WHAT DOES ARROWHEAD DO? Well, we can take an educated guess by simply evaluating what was added into the game while substracting things we know for a fact were outsorced this leaves us with still a lot of stuff. 1) Every single new Biome ever added None of the sources have anything to do with buildings or architecture, mega-cities, colonies in all three variants, hive worlds, mega factories and all the miscelanious enviorement objectives like cognitive disruptors, bulk fabricators, cyborg assembly plant ect. 2) Some of the new enemies that I haven't sourced This most notibly includes the Rupture Strain, Dragonroaches, Vox Engines, Jet Brigade and Incineration Corp as well as all Overseers and the Harvester. 3) New mission designs This means Commando Operations as well as ones unique to the envirement I would imagine that doing this goes hand in hand with building the enviroment 4) Weapons and stratagems Becouse Wushu's exact involevement in the warbord content is unclear, DiscoGarage only claimed to have worked on the FRV as far as stratagems go and Atomhawk mearly providing concepts, I think the actual implementations of weapons and stratagems goes to AH, although this one I'm least certain of. Well folks that's that, I hope I brought some light to this discussion and if you have anything that you can source as an addition to the post or a correction I will gladly edit it in this post as for my PERSONAL OPINION on the matter it's that the whole matter is a bit overblown, I am far from an uncritical AH defender but this whole narrative of "they don't work on the game" is just very silly when you actually dig into it and see what kinda things have been outsourced and compare it to the amount of this that are added to the game as a whole which don't point in any direction and thus I assume they came from within AH. submitted by /u/Soviet_Dank_duck to r/Helldivers [link] [comments]
reddit.com Soviet_Dank_duck Mar 14, 2026
Star Wars Genesis 8.6 is here!!!
The starfeild mod that fixes the game! https://genesismodlist.com submitted by /u/g1uey to r/Starfield [link] [comments]
reddit.com g1uey Jan 24, 2026
Sweet Liberty. Penta is Gone. And it's beautiful.
Proof of Liberty's Cause submitted by /u/NeverExedBefore to r/helldivers2 [link] [comments]
reddit.com NeverExedBefore Jan 18, 2026
Leather
submitted by /u/Eireika to r/CuratedTumblr [link] [comments]
reddit.com Eireika Jan 8, 2026
Why is the "Normal Zombie" still a Steve-only clone in the 1.21.5 era?
For 15 years, the Normal Zombie has had one single look: the classic blue shirt and teal pants. It’s a direct "zombified" version of Steve. Back then, it made sense because Steve was the only character. But today, with 9 default skins, seeing a "clone army" of Steves every night feels outdated and breaks the immersion. ​The Reality of 1.21.5: Under the hood, Minecraft 1.21.5 (Spring to Life) has completely changed how mobs work. Mojang introduced: ​Cold/Warm/Temperate variants for Pigs, Cows, and Chickens. ​Data-driven systems that make adding mob variations easier than ever. ​The Comparison (The Zombie Villager): We already have a system for this! The Zombie Villager is incredibly diverse, having different textures based on their Biome x Profession. If a Zombified Villager can have dozens of unique looks, why is the "Normal" Zombie—which represents the player's own kind—stuck as a single clone? ​The Proposal (The 9 Variants): We now have 9 official default characters (Steve, Alex, Sunny, Efe, Mekena, Noor, Kai, Ari, and Zuri). The "Normal Zombie" should reflect this entire cast! ​Equal Spawning: Unlike animals, these shouldn't be biome-dependent. They should spawn randomly anywhere with an equal chance for each variant (11.11\% each). ​The Model: To keep it simple and consistent with the classic Zombie look, all 9 variants should use the standard 4-pixel arm model (Classic/Steve model). Even the characters that usually have slim arms (like Alex or Efe) would look more menacing and "buff" as zombies using the classic model. ​Why this is the perfect time: In 1.21.5, Mojang updated the models for Cows and Sheep to add "snouts" and improved visuals. They are "polishing the classics." The Normal Zombie is the most iconic mob that desperately needs this polish to match the modern diversity of Minecraft's player characters. ​Conclusion: The technical foundation is already there, and the "variant" logic is already applied to animals and Villagers. Let's finally bring the 9 Default Skins to the Zombie mob. It makes the world feel like it was once populated by a diverse group of adventurers who didn't make it. submitted by /u/Voidly17 to r/Minecraft [link] [comments]
reddit.com Voidly17 Jan 2, 2026
Any good animal or nature mods that don't add any biomes?
submitted by /u/BigGaybowser69 to r/feedthebeast [link] [comments]
reddit.com BigGaybowser69 Dec 14, 2025
My Final Good Bye - Sharing my World
Hello internet, I’m a 32 year old gamer based in the United States. Unfortunately, I have a terminal condition that is taking a sudden turn for the worse, and I'm entering hospice tomorrow. I won’t be logging back on Reddit after posting this. I created my forever world, Aminova, a few years back and built it up pretty massively. I’ve had a blast in the game and it was one of the few things that brought me peace and escape in my final months when things were the worst. To that end, I don’t want Aminova to disappear after I’m gone. I’m including here a download link to my world file. It has a pretty massive main base a ways off spawn (there’s a Nether blue ice highway at spawn to it), and it has a wood farm, iron farm, trading halls, all breedable animals, all collectibles, full netherite gear, floating replica biome islands and a lot of other stuff. I don’t have any expectations about anyone seeing this, but, just the thought of even one more person having some silly misadventures in this place that is so special to me brings a smile to my face. If you decide to check it out, I hope you enjoy it and my lousy architecture. submitted by /u/classic__guy to r/Minecraft [link] [comments]
reddit.com classic__guy Oct 18, 2025
Is this really how Mojang feels about hostile Mobs?
A while back when the Aquatic update was coming out, Mojang had made a statement about sharks being in the game; They said they would never add them to the game for a variety of reasons, one being this "they want their hostile mobs monsters. Not animals." I honestly didn't think much of this line back then, I thought "oh man that sucks" but I played Java so really didn't care. That's until their most recent YT video 'THE BIOME THAT BROKE MINECRAFT' they really make it clear that if the Creeper weren't in the game already that they wouldn't add it in now. I can see why they'd say that, it's a pretty common spawn at night and can be very sneaky until it may be too late. My reason for posting is this question, do you think Minecraft has gone overly soft? I feel like with very minor tweaks they could easily add the Creeper in today if it weren't there before. This is my opinion: I also really dislike their stance on monsters only, they're a huge community driven game and a lot of that community content has hostile animals (Minecraft Marketplace) I've always personally felt that their stance on this was really weird, just didn't make much sense to me. submitted by /u/Full_Volume4864 to r/Minecraft [link] [comments]
reddit.com Full_Volume4864 Oct 14, 2025
I have leveled the AR-2 Coyote to max level and tested it on all fronts. Questions are welcomed.
Before I get into anything about the weapon, I need to clarify how I grinded this out. If you get a team of 4 people running mechs and jump-packs then run Purge Hatcheries on any terminid planet city biome you can get roughly anywhere from 1,000 to 2,000 xp per mission. Ideally, you need at least 5 people because an odd man out needs to be running another mission at the same time. If are not host you can then leave the mission as soon as a particular animation plays. Then you join the odd man out and complete that mission. By the time extraction arrives you can get back in with the first host then repeat the process for literally the fastest XP farming method I know of. All that out of the way, let's get into my personal review of the AR-2 Coyote. The stats are as follows. Damage: 75 Capacity: 45 Recoil: 11 Fire Rate: 600 Ammo: 8 Mags (Without Siege Ready Passive.) Fire Modes: Full Auto & Semi Auto As far as attachments go, the Coyote only really has one stand out feature. You can put a 10x scope on it, which to my knowledge the only other Assault Rifles you can do that with is the Adjudicator & Amendment. It also has no magazine customization at this time. As for how the gun feels against the various factions of Helldivers, let me give you an idea. Against the Terminids and Illuminate this gun is a beast in every sense of the word. It melts most things rather quickly, even Rupture Strain enemies. If you are among the people finding the new Rupture Strain difficult, I suggest trying this gun out. Even stock, it's very good. Against the Automatons the Coyote is less effective. It's not a terrible pick, but it's not the best. Overall it feels like a worse Adjudicator damage wise, but with better ammo capacity. In medium to close range I would argue it may even be better than the Adjudicator due its more controllable recoil and increased mag size. If anyone has any questions, post them in the comments and I will reply to them when I get time. Me and my friends stayed up all night preparing for this Warbond and grinding it out. I haven't done too much testing with the Warbond gear so I can't comment on how it performs against anything other than terminids. submitted by /u/TheThrowAway7331 to r/Helldivers [link] [comments]
reddit.com TheThrowAway7331 Sep 4, 2025
I LOVE Mario… but DK Bananza is THE BEST platformer I’ve ever played
I am a huge Mario fan, but after playing DK Bananza even I have to say that Nintendo has just released the best 3D platformer I’ve ever played. This is a game where you will start with the idea of going to your next quest, notice something hidden below you, start smashing everything that you see in order to get there (which in itself is already incredibly satisfying) and, somehow, 3 hours will have passed. During this frenzy you would have destroyed 90% of the level, found dozens of fossils, collected thousands of small gold nuggets, gotten enough bananas to cause a potassium overdose and beaten a few of the puzzle sections that are available on each section. All while you wonder why this game is so much freaking fun. The positives: I like how I am always progressing and finding something interesting on every corner. Not everything will be useful or relevant to me, but I am proud of every single banana or special skeleton fossil that I’ve gotten. Gold. Man, getting gold feels good. It’s impossible to find a place in the map where you won’t get any gold if you smash through it, and very frequently you’ll get these spots which will inundate you with big chunks. Is the gold very useful? Not really. You can make beds in certain parts that will replenish your lost health. You also have to use gold to pay for other small things, but none of it will require the absolute abundance of this resource that you’ll have at any given moment. But, the same way that I love collecting coins in a Mario game, watching the number go up here is oddly satisfying. It makes my brain happy. I feel overpowered playing as DK. He is a big gorilla and I definitely feel his power, just like in real life (note: I am not a zoologist and I know nothing about gorillas or any other animal, to be fair). DK can destroy many things in one hit, including the whole environment, and the enemies generally don’t oppose a real threat. I have nothing against games where you have to grind and suffer to be able to reach the top, but I’m happy that Nintendo hasn’t forgotten that pressing two buttons and transforming into a bigger Kong that will hit everything even harder is also a valid way to make something fun. Pacing. Everything that I’ve said so far is awesome, but it would have been too repetitive after a few hours without any meaningful spin to it. DK Bananza keeps things fresh: as you get deeper into the world you will encounter different biomes and platforming challenges that will require a bit more “finesse” to navigate. There are bananas locked away in areas or special zones that are difficult to reach. You’ll also unlock new power modes that you’ll have to use in certain situations. Nothing too fancy or difficult, but different enough to avoid getting tired of it. The negatives: The performance has some small issues. I thought it was going to be much worse after Nintendo talked about how they prioritized fun over performance, but I only noticed frame drops when I opened the map and when I caused some chain explosions. The camera can get as lost as me in a gardening center. It makes sense that it can’t keep up while I am 200 meters deep and smashing left and right. I also don’t know what the solution to this problem would be, but it can get annoying from time to time. The upgrade system feels… pointless? I haven’t mentioned this yet, but for every 5 bananas you get, you’ll get 1 upgrade point. Some of the upgrades are nice: more health, more ease to destroy certain environments, your radar showing what is hidden further away… but others are not that useful. I am okay with Bananzas taking half a second longer. I don’t need to increase the duration of Bananzas since I can basically activate it all the time. DK is already powerful enough and while some of these improvements are nice and make things easier, others just feel very minor. Halfway through the game I had upgraded everything I really wanted and I wasn’t getting as excited as I was when getting a new perk. Still, none of these issues were bad enough to make a negative dent on what I think is one of the best, most-innovative games Nintendo has ever made. submitted by /u/Alghaesia to r/NintendoSwitch [link] [comments]
reddit.com Alghaesia Jul 18, 2025
RimWorld - Odyssey expansion is out now!
Begin your journey in Odyssey! Get it now: rimworldgame.com (DRM-free) Steam EGS GOG Humble Fanatical Gamesporium Inven We’re also running sales! Get 20% off RimWorld, 15% off Ideology and Royalty, and 10% off Biotech and Anomaly. Odyssey comes with a new OST which is available on Steam. By buying it, you’re supporting our composer Alistair. We also released a brand new Odyssey merch collection! It’s available for a limited time and includes a RimWorld bomber jacket, a Centipede plush, an Odyssey t-shirt, and a hive queen plush. If you encounter any bugs, please report them on the official RimWorld development Discord. We talked a lot about all the content in Odyssey. If you want to check out those blogs, they’re below: Announcing Odyssey and update 1.6! Odyssey preview #1: Map features, landmarks, and biomes Odyssey preview #2: Gravships and space Odyssey preview #3: Animals, training, and fishing Odyssey preview #4: Quests, the mechhive endgame, drones, and more Good luck on your gravship adventures! I cannot WAIT to see your gravships and the insane things you guys do with the expansion. submitted by /u/TiaPixel to r/RimWorld [link] [comments]
reddit.com TiaPixel Jul 11, 2025
I'm an old school MH head and truly this game is pretty on par
Monster hunter games have had historically piss poor pacing. I am surprised I fought a large monster before 4 hours. I remember the days of delivering 8 special shrooms, killing 6 Jaggi, and spending hours on my knees collecting honey, herbs, and blue mushrooms to have BASIC items. Low rank is always hand-holding and chill vibes so people feel like their getting their monies worth. Nothing's changed it's just the same Santa with a different hat. We just swapped out item grind with mid anime. See y'all at HR!!! Edit: yk what I take it back. This games pacing is better than any of the other MHs. 3 hours in I've already had epic fights, doing what people want, which is fight monsters. And you know what? When I'm not in a main quest I get to LOOK AROUND AND EXPLORE. The main quests are just long and scripted but it's a main quest of course you're on rails. Outside of them I'm literally allowed to look around the biomes. submitted by /u/judoflipper69 to r/MonsterHunter [link] [comments]
reddit.com judoflipper69 Mar 1, 2025
🛠️ PATCH 01.001.100 ⚙️
You can watch the full patch analysis by Chief Creative Director Johan Pilestedt and Design Director Niklas Malmborg here! 🌍 Overview Major Overhaul of Anti-Tank, Armor Penetration, Health and Armor Values Weapon & Stratagem Balancing Enemy Reworks Helldiver Health and Damage Mechanics Tweaks Gas Gameplay Mechanic Rework New Galactic War feature Emote Wheel feature Crash & Bug Fixes 📍 Major Updates Helldivers, Thank you for your valuable feedback. Many players have expressed feeling constrained in how they approach challenges, often relying on a limited set of tools while other options seem less effective. This has impacted your ability to play the game in a way that suits your preferences. So, what’s changing? For all the bugdivers out there, many situations were previously either resolved with your primary weapon or anti-tank weapons, which haven’t always performed as expected. With the overwhelming presence of Bile Titans and Chargers, many weapon choices therefore became invalid. To address this, we've reworked armor penetration, anti-tank weapons, enemy armor and health values. Our goal is to improve the effectiveness of weapons such as the Autocannon, Heavy Machine Gun, Flamethrower, and Anti-Materiel Rifle against heavily armored enemies. Although they may not be as effective as specialized anti-tank weapons, they are now more viable choices making your loadouts more versatile, fostering better team collaboration and planning. On the Bot front, Hulks have also had their armor reduced, making them more vulnerable to a wider range of weapons. Additionally, to improve the gameplay experience, the Devastator and Gunship will now have a limited supply of rockets, and those rockets won’t hit as frequently as before. This comes alongside the previously updated smaller impact radius for rockets, reducing excessive ragdolling. We’ve also made improvements to many primary weapons, bringing them closer in effectiveness to the most popular choices. This should offer more variety and flavor during your play sessions. We are adjusting damage mechanics to make the damage Helldivers receive more consistent over time by reducing 100% extra headshot damage to 50%. To maintain the overall challenge of the game, we've slightly increased the damage taken to other parts of the body. Our intent is to preserve the intensity of the gameplay while minimizing frustrating situations where sudden headshots cause large damage spikes. With these changes, along with an upgraded Helldiver arsenal, enemy adjustments, and more consistent damage, the overall difficulty may slightly decrease. We'll be monitoring this closely and will listen to the community on how you think it feels. We want to assure you that your feedback remains essential to us. Please share your thoughts on these updates, as we are actively listening. We plan to conduct another balance pass by Day 60 of our commitment to ensure we’re aligning with what you need for the best possible experience and to address any concerns or adjustments required. Your insights will be invaluable in refining these changes and making sure the game remains engaging and enjoyable for everyone. ⚖️ Balancing General Previously, partial damage dealt 50% of full damage, which we found to be overly punishing and reduced effectiveness too much, leading to an excessive reliance on high armor penetration weapons. We’ve now increased partial damage to 65% of full damage to address this issue. The Helldiver now takes less damage from headshots, which previously dealt 100% extra damage but now inflict only 50% extra damage. Damage from hits to other body parts has been slightly increased depending on the area hit. This adjustment aims to normalize overall damage while maintaining detailed damage zones, reducing spike damage. Primary Weapons Liberator & Liberator Carbine Damage is increased from 60 to 70 Durable damage increased from 14 to 17 Stagger force increased from 10 to 15 Max spare magazines increased from 7 to 8 Starting spare magazines increased from 5 to 6 Knight Damage is increased from 50 to 65 Durable damage increased from 5 to 7 Magazines now fully refill when picking up resupply Reduced recoil Liberator Concussive Now comes with a drum magazine which holds 60 rounds Number of mags reduced from 10 to 6 The number of mags have been reduced due to larger magazine capacity Tenderizer Number of rounds in its magazine increased from 30 to 35 Starting magazines increased from 4 to 5 Breaker Now comes with an extended magazine which holds 16 shells Stagger force increased from 10 to 15 Spray and Pray Now has a duckbill muzzle making its spread very horizontal but less vertical Total Damage increased from 192 to 240 Scythe Cooldown is faster Adjustments to the heat VFX Scope changed to a low powered scope Removed recoil Sets enemies on fire faster Crossbow Explosion radius increased by 50% Explosion damage increased from 150 to 350 Eruptor Shrapnel projectiles amount are set to 30 Shrapnel damage is set to 110 Explosion damage decreased from 340 to 225 Shrapnel is back! We heard your feedback and re-introduced the shrapnel. We have replaced the original shrapnel with the Frag Grenade shrapnel to no longer instantly one-shot Helldivers with the exception of the occasional unlucky headshot. We also increased the amount of shrapnel Explosion radius increased by 33% (17% for inner radius and 50% for outer radius) Defender Damage increased from 70 to 75 Durable damage increased from 7 to 8 Liberator Penetrator Damage increased from 45 to 60 Diligence Damage increased from 125 to 165 Durable damage increased from 32 to 42 Counter Sniper Damage increased from 140 to 200 Durable damage increased from 14 to 50 Stagger force increased from 15 to 20 Blitzer Now has a weak stun effect that builds up per shot on its targets Torcher Damage increased by 50% Flamer mechanics reverted to before the Escalation of Freedom update Increased AP from 3 to 4 Sidearms Peacemaker Increased max spare magazines from 5 to 6 Dagger Gains heat more slowly Removed recoil Damage increased from 200 to 250 Sets enemies on fire faster Adjustments to the heat VFX Crisper Damage increased by 50% Flamer mechanics reverted to before the Escalation of Freedom update Increased AP from 3 to 4 Support Weapons Dedicated anti-tank weapons like the Recoilless Rifle, Quasar, Commando, Expendable Anti-Tank, SPEAR, and Patriot Exosuit rockets have all received significant damage boosts to enhance their effectiveness. These weapons generally fall into three categories: Strong and Reliable: The Recoilless Rifle and SPEAR can afford to be less accurate when firing at armored targets since most hits will eliminate enemies the size of a Charger Strong: The Expendable Anti-Tank and Quasar are highly effective, often killing targets with a single hit to a weak spot; otherwise, two solid shots will handle a Charger, or one shot for a Hulk Less Strong: The Commando and Patriot Exosuit Rockets typically require 1-3 shots to take down a Charger or Hulk, depending on your aim Grenade Launcher Starting spare magazines increased from 1 to 2 Max spare magazines increased from 2 to 3 Explosion radius slightly increased Laser Cannon Cooldown is slightly faster Removed recoil Sets enemies on fire faster Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Adjustments to the heat VFX Arc Thrower Range increased from 35 to 55 Now has a moderate stun effect that builds up on its targets Jumps additional times Durable damage increased from 50 to 100 Railgun Durable damage increased from 60 to 225 Fully overcharging damage increased from 150% to 250% Stalwart Damage is increased from 60 to 70 Durable damage increased from 14 to 17 Stagger force increased from 10 to 15 Machine Gun Stagger force increased from 15 to 20 Anti-Materiel Rifle Durable damage increased from 135 to 180 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Stagger force increased from 20 to 25 Heavy Machine Gun Stagger force increased from 20 to 25 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Commando Demolition strength against structures has been reduced; it can no longer destroy Automaton Fabricators in a single shot. However, since the fabricators now have health, it can still take them out with two shots Flamethrower Damage increased by 33% Flamer mechanics reverted to before the Escalation of Freedom update Increased armor penetration from 3 to 4 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Autocannon Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Grenades Frag Grenade Shrapnel damage increased by roughly 50% Max amount increased from 4 to 5 Refill increased from 2 to 3 Explosion radius increased Thermite Grenade Explosion damage increased from 100 to 2000 [Not a typo] Shorter time until it ignites the thermite Time until it explodes slightly reduced Max number decreased from 4 to 3 🎮 Gameplay General New Galactic War feature The Galactic War map can now display the location of strategically important assets. This will make it much easier for the Helldivers to take them into consideration when deciding on their next move. Emote Wheel feature Players can now equip up to four emotes in the armory and access them using the new Emote Wheel feature by holding the Emote button. Additional separate key binding options are available for the Emote Wheel in the settings. Added Dolby Atmos support on PS5 Enemies Automaton Fabricators Automaton Fabricators now have health and armor in addition to their existing destruction system. This means that while many high armor penetration weapons can still destroy them, it may take multiple hits to do so, depending on the weapon used Added effects to clearer showcase their health state Hulks (All versions) Armor reduced from 5 to 4 Back weak spot slightly more durable Back weak spot health decreased from 1000 to 800 Hulk Bruiser Replaced the rocket launcher for an energy based cannon Increased how frequently the Hulk Bruiser shoots Tank Front armor increased from 5 to 6 Berserker Head health reduced from 150 to 125 Main health reduced from 1000 to 750 Abdomen is now a weak spot Chainsaw damage increased Devastators (All versions) Main health reduced from 800 to 750 Devastators now flinch when hit, causing their aim to worsen, similar to the Conscripts. The intent is to make them easier to manage if you keep applying damage Rocket Devastators Now has a limited number of rockets, and you can see them disappear when they are spent Added a reload mechanic from their backpack to replenish their rockets once Rocket physics collision is smaller, making them easier to avoid Gunships Gunships now have a limited amount of rockets Rocket physics collision is smaller, making them easier to avoid Charger (All versions) Armor reduced from 5 to 4 The butt weak spot health is decreased from 1100 to 950 The butt weak spot is slightly less durable The belly armor reduced from 4 to 2 A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage Now turn slightly slower, when charging and moving normally Now charge less often Charge damage increased by 50% Sideattack damage increased by 50% Charger Behemoth The butt weak spot health is decreased from 1200 to 950 Hunter Health is reduced from 175 to 160 Scavengers Health is reduced from 80 to 60 Bile Titan Armor reduced from 5 to 4 We have reworked the Bile Titan’s belly gameplay Belly armor reduced from 4 to 2 Introduced a separate belly health pool once the outer belly layer has been destroyed Destroying the exposed belly health pool kills the Bile Titan Impaler Armor reduced from 5 to 4 Previously the Impaler could only retract its tentacles once during its entire lifetime when threatened, now it can do it several times Its tentacles pursue you over a shorter distance from the impaler and prioritize players nearer to the impaler If the impaler can’t see an enemy it will retract its tentacles after a brief period Impaler Tentacles Tentacle damage is increased Reduced camera shake of the tentacle attack The tentacles require less damage inflicted on them to retract Stratagems Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies. The goal with this change is to have the Stratagems on a similar or higher power level than before. In addition to that, we have made the following changes as well: Eagle 500kg bomb Explosion radius increased to match visuals better Eagle Rockets Damage slightly increased Gatling Sentry Stagger force increased from 15 to 20 Machine Gun Sentry Stagger force increased from 15 to 20 Tesla Tower Increased stagger force to match other Arc weapons Now has a moderate stun effect that builds up per hit on its targets Heavy Machine Gun Emplacement Stagger force increased from 20 to 25 Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks Patriot Exosuit Gatling stagger force increased from 15 to 20 Emancipator Exosuit Autocannon durable damage increased from 60 to 150 Rate of fire on its weapons increased from 125 to 175 Ammo increased from 75 to 100 per arm Orbital Laser Damage slightly increased Orbital Railcannon Damage slightly increased Orbital Gas Strike We are reworking the gas gameplay mechanics to become more crowd control focused in preparation for the Chemical Agents Warbond The gas effect has been reworked to cause blindness and confuse enemies and Helldivers alike at the expense of reduced damage over time Planets and Modifiers The Intense Heat and Extreme Cold modifiers are no longer static throughout the entire mission, and may now change based on time of day or different weather conditions Some desert planets will now only have the Intense Heat modifier active during the day. This means that during night the planet will either have no modifier, or in some cases have the Extreme Cold modifier Arid planets (similar to the Hellmire planet) will now only have the Intense Heat modifier active during fire tornado storms 🔧 Fixes Fixed per weapon aim mode not saving correctly - NOTE: This patch will clear all the saved aim modes but everything should work correctly afterwards Crash Fixes and Soft-locks: Fixed a crash that could occur if shutting down the game during boot Fixed a crash caused by players with unique skins timing out Fixed a crash when vehicle skins are not properly synced Fixed a crash caused by players leaving the game shortly after being reinforced while using unique hellpod skins Fixed a rare crash produced by Bile Spewers attacks Fixed a crash when interacting with the galactic war hologram Fixed a crash when joining another super destroyer Fixed a crash that could happen when you were participating in a secondary objective Fixes crash when booting the game on PS5 with an unsupported systems language (such as French-Canadian) Fixed a potential crash when new players hotjoin Fixed a potential crash when other players were leaving the game Fixed a rare crash when using the Hologram map and looking at the operations You should no longer crash when interacting with the Galactic War Map when an update is required Fixed a rare crash which could occur when joining a game session which has cycled through at least 32 unique players Fixed an issue where objective stratagems cannot be completed if host migration happens Fixed an issue where already joined players would be getting kicked when other players join the game Fixed a bug where closing Steam overlay in the middle of the super credits purchase would stay in a broken state for any purchase after that (it previously needed a game restart to work again) Fixed inaccessible shuttles after hosts leaving the game right before its landing Fixed soft-lock during mission summary if the host left the game Fixed an issue where emotes would not exit properly if you canceled them using sprint Social Menu fixes: Fixes to PS5 friends list Miscellaneous fixes: Evacuate High-Value Assets Objective Fixed issue where enemies would spawn on top of the extraction Enemies can no longer shoot generators from spawn points or from far away Fixed enemy pathing where they would sometimes try to enter the base from the mountain on the side Added more protection for the generators to prevent enemies shooting them from far away Heavy and flying enemies now prioritize attacking the player before the generators and the gates Fixed an issue where enemies would stop spawning for a period of time when the host leaves the mission Conduct Geological Survey Objective Fixed issue in “Conduct Geological Survey” mission in which the Seismic Probe could become inoperable if a player called it in and left the game or disconnected Tweaked enemy spawns Impaler Fixed a bug where Impalers didn't receive explosive damage in their exposed weak areas Fixed Impaler's tentacles not being pingable The three following instances have been largely resolved, and the issues are now mostly fixed. Although rare occurrences may still happen with the Impaler in exceptional cases, they should be significantly less common. Fixed a bug where standing near the Impaler's head during the tentacle retraction could cause Helldivers to be launched high into the air Fixed a bug where tentacles spawning beneath players could occasionally launch Helldivers into the air Fixed a bug where the Impaler’s tentacles could sometimes launch the Exosuits into the air when the player was inside Fixed enemies not receiving damage properly when more than 10m away from the player Fixed issue where Bile Titans may sometimes not take damage to the head Fixed issue causing most weapons to shoot below the crosshair when using aim down sight Fixed cases where the Hive Breaker drill might become inaccessible after being called in Fixed issue where first-person view was misaligned with weapon sights when using the Ballistics Shield Stratagem HMG scope is no longer misaligned Fixed lens cutting issues in scopes Fixed bug where multiple confidential data pickups could spawn in the same stronghold when only one is intended Fixed two-person emotes getting players stuck in an animation lock Fixed intro cinematic missing audio in German Fixed an instance of Automatons shooting through walls Fixed a bug where sometimes prerequisite objectives would be shown above the primary objective in the HUD Fixed broken menus when opening the main menu right before entering the Hellpod (when the Loadout menu opens) Fixed weapon preview in loadout not being visible right after inspecting armors/helmets/capes Fixed Eagle payloads sometimes not blowing up in swamp biome Fixed stronghold outposts giving (only visually) 0 rewards on the mission summary objectives screen Fixed time-outed players still visible on the UI with the white player color Fixed long player title names text now scrolling instead of overlapping with other texts Fixed Reinforced Scout Strider showing the wrong name Removed the deprecated Orbital Flare Stratagem from Stratagem hero Fixed a bug where some of the stratagems did not have data being shown in the Loadout Fixed reinforcements called and stratagems used numbers on mission end Fixed issue of drill objective floating in air when hot joining an ongoing 'Nuke Nursery' mission Disabled invite/join functionality when players are playing in a different game version Fixed player names not showing on ship after a mission Fixed a desync issue in how many civilians have been extracted in "Emergency Evacuation" mission Fixed unexploded Hellbombs on the terrain not being pingable Fixed not seeing teammates equipment when hot-joining a mission Fixed 'Failed to Extract' text incorrectly shown when extracting with the shuttle scene Solved the issue where the player will not unlock the new difficulties after fulfilling the requirements for it Binding Stratagem inputs to other buttons should not block terminal inputs Fixed other players helldivers showing over the weapons/armors when they are joining and the player is selecting equipment selection in Loadout Fixed a bug when starting the mission even if exiting loadout. Going back to the briefing screen will now unready the player Fixed the issue where the players can click on entries through the tabs on the bindings menu Pinged enemies and objects now display correctly after changing language Fixed stratagem canceling purchase experience where moving mouse up and releasing the mouse button would not stop filling the button and the purchase process Fixed an issue in our ragdoll optimizations where the wrong collision filters were used for some physics actors, leading to queries hitting unintended shapes Fixed a bug in our ragdoll optimization code which caused some explosion types to deal incorrect damage An incorrect message about removing a friend will no longer be displayed in the player information popup Fixed multiline text sometimes being misaligned Fixed issue where it scrolled down/up 2 Warbonds in the Acquisitions menu when scrolling with the left controller stick Fixed motion controls while aiming when the "Motion Sensor Enable Mode" option is set to "Aiming" regardless of Aim input type Fixed a bug where the player can change tabs while changing the ship's name Fixed no final ready up sound played when rejoining a mission Map markers on objectives will follow the objective if it changes position, as in the case of SSSD drives Fixed issue where the player can throw an unlimited amount of grenades/throwing knives after diving into shallow water while holding and then throwing the last throwable Fixed another issue where players could be stuck holding the stratagem ball if they open the stratagem menu directly after the previous action Now the game client displays a proper error message with useful information when the PlayFab login fails Fixed ADS projectile misalignments Fixed aim block raycast issues in ADS Fixed aim position misalignments that happen from repeatedly entering and exiting ADS Fixed displayed incendiary mines icon and anti-tank mine label when the mine racks for these stratagems were marked/pinged Fixed issue when changing tab in Armory while scrolling clears the scroll view Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations Fixed an issue where the 500kg bomb impact explosion was not being triggered Fixed an issue where you could find several Confidential Data assets in Fortress locations Increased the red zone size during drop select for Fortress locations Improved error reporting on the splash screen to provide better support Enemies now spawn during "Spread Democracy" objectives Added another visual effect to the orbital cannon Fixed Automaton projectiles clipping through assets Fixed an issue where the Combat Walker bumping into a big building would destroy it Fixed some assets bouncing flamethrower flames back Fixed an issue where incorrect SFX audio for weapons with custom fire modes were being played Fixed extraction timer not showing in landing beacon when mission time is over Fixed health not synced correctly after the duration of stim heal (especially in friendly fire situations) Fixed audio SFX cutouts when switching between weapons General Brasch's Democratic values increased by 1000% 🧠Known Issues These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list. Top Priority: Players may not receive Friend Requests sent from another platform Large units have no audio cues, allowing them to sneak up on players Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission Enemies are sometimes capable of shooting through walls Social menu is stuck on ‘Please Wait Democratically’ for some players Dead bodies of Chargers can launch the Helldiver into the air Stratagem balls bounce unpredictably off cliffs and some spots Players may sometimes be unable to join specific friends, or are returned to ship when joined Medium Priority: Reinforcement may not be available for players who join a game in progress Mines may become invisible or may disappear in Multiplayer lobbies Pelican-1 may sometimes be launched away if hit with an impaler tentacle Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined High damage weapons will not detonate hellbombs Some enemies that bleed out do not progress Personal Orders and Eradicate missions EDIT: New confirmed issues in the most recent patch Player will not take any damage from melee attacks while using the shield generator backpack [HIGH PRIORITY] Expert Exterminator title can be accessed without owning the Chemical Agents warbond Medal prices will not be displayed on the last unlocked Warbond Page and random locked pages after returning from the mission. It is not possible to change the scope's zoom of 'LAS-5 Scythe' https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700-HELLDIVERS-2-Known-Issues Helldivers 2 Patch Notes submitted by /u/Waelder to r/Helldivers [link] [comments]
reddit.com Waelder Sep 17, 2024
What animals would you want in a new biome?
Listen guys… bears. Ugh they’d be so cute. I don’t even care what the biome would be. submitted by /u/Samsgrl to r/DreamlightValley [link] [comments]
reddit.com Samsgrl Oct 9, 2023
Drew a Terraria 'Ocean Biome' Pixel Art Animation
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
reddit.com Cheezemaniac Jul 6, 2023
We already have a seed vault. Now we should make a fauna vault (preserving DNA and whatever is needed to bring bang those animals) and biome vaults (to preserve the ecosystems, and their microscopic life).
submitted by /u/pSilver68932 to r/CrazyIdeas [link] [comments]
reddit.com pSilver68932 Aug 18, 2021
Thanks to "Biomes" we now know Tauntauns are herd animals.
submitted by /u/Theesm to r/StarWarsLeaks [link] [comments]
reddit.com Theesm May 4, 2021
here's anime steampunker in her favorite biome
submitted by /u/Shadouette to r/Terraria [link] [comments]
reddit.com Shadouette Feb 18, 2021
anime stylist in her favorite biome
submitted by /u/Shadouette to r/Terraria [link] [comments]
reddit.com Shadouette Feb 5, 2021
Drew the Terraria Crimson biome as a Pixel Art Animation in my style!
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
reddit.com Cheezemaniac Dec 22, 2020
Drew the Terraria Corruption biome as a pixel art animation!
submitted by /u/Cheezemaniac to r/Terraria [link] [comments]
reddit.com Cheezemaniac Dec 16, 2020