Nintendo-Power

Daily Gaming news, videos, reviews, tips & guides. Let's share our love of BigN games!

Customization of the first map, game mode and writing dated in Season 7

Customization of the first map, game mode and writing dated in Season 7

Developers working hard at Respon Entertainment release the first small content update of their Battle Royal Shooter on the evening of January 5th Apex Legends In 2021. Time limited game mode “Acquisition of Airtrop Escalation” The normal battle in the coming weeks will change the experience of the Royal Game. This means that significantly more distribution packages are available on the map, which players need to better equip. You will find fully equipped weapons in it, and then in the game you will get the best shields and powerful legendary guns.

Olympus will permanently get a small boxing ring in which players loot all their skills to determine the winner with a fair boxing match. You too cannot interfere with the match from the outside unless you enter the ring. The new Season 7 map also features maintenance robots loaded with random equipment. If you shoot them, you can get a robotic arm, which is an object in your inventory. If you use another MRVN robot (missing a hand), a little surprise awaits you.

In addition to the usual expansion of the sports store by integrating fee-based, cosmetic customization items, it asks players to complete additional challenges during a sporting event event. In this way, players will collect points that can open more game items. With the upcoming update, Gibraltar will inherit a burning ax (which will optically transform its writing animations). In one Developer Diary Respon Patch describes the notes in more detail, at the same time Developer Blog Get an overview.

}) .done(function (code) { $('#re_loginbox').replaceWith(code); // console.log(code); $('.loginWrapper').show(); }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); }); } return false; }

function FastRegisterResponse(){ $.ajax({ type: "POST", url: "/ajaxstuff/fastRegister.php",

}) .done(function (code) { $('#re_loginbox').replaceWith(code); // console.log(code); $('.loginWrapper').show(); }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); }); return false; }

function LoginWithFacebook(selectorForLoginMessage, fbUpdateUser) {

FB.login(function(response) { if (response.authResponse) { FB.api('/me', {fields: 'email,last_name,name,first_name'}, function(user) { var main = false; if (user && !user.error) { // console.log(user); if(selectorForLoginMessage == '#fbLoginMessageMain') main = true; $.ajax({ type: "POST", url: "/ajaxstuff/fblogin.php", data: {userobj: user, fbUpdateUser: fbUpdateUser, main: main} }) .done(function(code) { if(main){ console.log("Is logged"+code); if(code==0) { if(!$('.signin').hasClass('active-signin')) { $('.signin').addClass('active-signin'); if($('.login').hasClass('active-login')) { $('.login').removeClass('active-login'); var request = new GRAsync(); var path="/ajaxstuff/join.php?ajaxRequest"; request.setUrl(path) .setSelectors($('#joinContainer') ) .setData({register:true,facebookUser:user}) .setDataType('html') .setType('POST') .sendRequest();

} } } else { window.location="/";

} } else{ $('#re_loginbox').replaceWith(code); $('.loginWrapper').show(); //location.reload(true); } }) .fail(function(jqXHR, msg) { console.log("request fail"); $(selectorForLoginMessage).text(msg).show(); });

} }); } else { // console.log('User cancelled login or did not fully authorize.'); } }, {scope: 'email,publish_actions'}); // TODO: don't ask for publish_actions by default. It might scare away some users. Ask later, when they actually want it. return false; }

function AddSearchParamsAndReload(newParamStr) { var newParamArr = newParamStr.split("&"); if (window.location.search.length > 1) { // don't count the initial '?' var oldParams = window.location.search.substr(1).split("&"); var paramsToAdd = []; for (var j = 0; j < newParamArr.length; j++) { var found = false; for (var i = 0; i < oldParams.length; i++) if (newParamArr[j] == oldParams[i]) found = true; if (!found) paramsToAdd.push(newParamArr[j]); } if (!paramsToAdd.length) window.location.reload(); else window.location.search += '&'+paramsToAdd.join("&"); } else window.location.search="?"+newParamStr; } function datahrefclick_loader() { //var clickloader = document.getElementsByClassName("linkable"); //for (var i = 0; i < clickloader.length; i++) { //clickloader.item(i).addEventListener("click", datahref_redirect, false); //} var matchingElements = []; var clickloader = document.getElementsByTagName("*"); for (var i = 0; i < clickloader.length; i++) { if (clickloader[i].getAttribute('data-ohref') !== null) { clickloader.item(i).addEventListener("click", datahref_redirect, false); clickloader.item(i).style.cursor="pointer"; } } } function datahref_redirect() { // window.location.replace(this.getAttribute('data-href')); // Self window window.open(this.getAttribute('data-ohref'), this.getAttribute('data-scope')); // New window } document.addEventListener("DOMContentLoaded", datahrefclick_loader, false);

See also  Clarity, fps & Ray tracing - Nerd4.life