Image Credit: Strexm
XSplit is expanding its platform today by purchasing two tools for livestreamers.
SplitmediaLabs, which owns and operates the XSplit service that enables you to simply broadcast video to Twitch and YouTube, revealed today that it has acquired the custom-overlay and video-graphics company Strexm for an undisclosed sum. More than 150,000 people use Strexm to bring interactive animations and other onscreen popups to their Twitch and YouTube gaming livestreams. SplitmediaLabs also acquired Steam Overlay Pro, which is a similar service that is still in development. Now, XSplit can provide a popular feature for livestreamers directly to its 8 million registered users.
As part of this deal, XSplit will also get Strexm v2.0, which is an upgraded take on the service. This update will improve the user interface and simply the creation tools. Strexm is also bringing in 150 new overlay templates based on popular games like Overwatch, Doom, and League of Legends.
These moves come as part of SplitmediaLabs $10 million strategy to invest in a variety of services for gamers. While the company has established itself with XSplit, it wants to provide a more complete platform. That led to SplitmediaLabs acquiring tournament-management site Challonge and social-network Player.me earlier this year.
I’m pleased to be able to inform you that there is a fourth beta update which will be going out this morning.
This update includes a Hutton Truck-load of updates, please see the change log below. It will also require up to 2 hours of downtime on the beta servers.
As always, thank you for your continued testing and feedback, please continue to give your thoughts on the 2.2 beta forums!
2.2 Beta 4 Change Log
INTRODUCING WORLD TIERS
One of the major aspects of The Division we want to take a closer look at in Update 1.4 is the difficulty scaling of the various activities in the game. It has been one of the most talked about topics in our community and one of the most pressing balancing issues we need to face. In order to get it right, we’ve had to take a step back and do a major overhaul of the current system, instead of just tweaking it here and there. It’s been a huge undertaking, but one we believe to be the correct one and the best for the game, improving several other parts of The Division in the process. After a lot of work on our side, and after long discussions with the Elite Taskforce, we’re ready to share more details about how the new system will work.
THE CURRENT PROBLEMS
1. Time To Kill
As it stands right now, with player power in The Division, the difference between an average character and a well optimized one can increase off the charts. In our internal testing, we found that at level 30 damage fluctuation in certain situations can be as high as +/- 264% between players and damage mitigation can reach +/- 250%, a difference of five times in power. This is only talking about level 30 and 163 Gear Score items, without skill power, talents or stat optimization taken into account – this difference gets much, much bigger in the live game. The gap between the “best” and the “worst” is simply too big, and with the current exponential nature of progression, that gap becomes bigger and bigger with every increase in power level.
IMPROVING CHARACTER BALANCE
As mentioned in the last developement blog and the State of the Game livestream where we introduced World Tiers, one issue facing The Division today is that the power difference between optimized and non-optimized builds is too great. We still want people to optimize their gear and min-max to their heart’s content, but in order to balance the game, we need to reduce the gap between the two extremes. As part of Update 1.4 we also want to bring back the shooter feeling, add more decision making and hard choices when building your character and add more variety to the viable builds. In this development update, we’ll take a look at the main changes we’re making to ensure those things.
Keep in mind that Update 1.4 is still in development and details included in this article are not final and are subject to change. The Public Test Server will be available next week and if you’re playing The Division on PC you will be able to try out the changes and give us feedback before they go live.
These are not all the changes made to the game in Update 1.4. A more exhaustive list will be released with the patch notes before the update is released in October.
Elite Dangerous – 2.2 Beta is live
I’m pleased to confirm that the 2.2 beta is now live on PC. Please note that the ship transfers in the beta are correct as per the community poll and include delivery times. Module transfers and storage are still being worked on, so aren’t available yet.
The change log is detailed below. Please do take the time to play and test the update as best you can and ensure you give your feedback on the Beta forums here,
If you do not have Horizons Beta access, you can purchase it from our store from here.
NEW CONTENT 2.2
- – Added F-63 Condor as a playable ship
- – Added Imperial Fighter as a playable ship
- – Added Taipan as a playable ship
- – Added fighter specific weapon modules
- – Added fighter loadouts
- – Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
- – Added Crew Lounge
- – NPC fighter pilots can be hired
- – Hired pilots receive a revenue percentage
- – Fighters can be given orders
- – Mothership can be given simple orders when player is in a fighter
- – NPC ships can use ship launched fighters
- – Role panel updated to support fighter operations
- – Display NPC Fighter Pilot name when targeting the ship they are controlling
- – Added a warning/reminder to set active NPC crew
- – New geological features added (fumeroles and geysers)
- – Biological entities added
- – POIs can now be persistant (applies to new geological and organic features)
- – Mysterious things added
- – Added Beluga Liner as a playable ship
- – Limpet blueprints added
- – Scanners (KWS, Cargo, Wake) blueprints added
- – Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
- – Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
- – Added new Engineers