Ayer en su Twitter Bethesda nos mostraba una imagen y un texto "Tomorrow...", y ya se sabe a que juego pertenece:
Muy buena pinta tiene este trailer, pero hasta que no enseñen un gameplay, no pienso ponerme a saltar de emoción.
New Features:
- New cinematic kill cameras for projectile weapons and spells
- New kill moves and animations for melee weapons
- Shadows on grass available (PC)
- Smithing skill increases now factor in the created item value
- Improved visual transition when going underwater
- Improved distance LOD transition for snowy landscapes
Bug Fixes:
- General crash fixes and memory optimizations
- Fixed issue with Deflect Arrows perk not calculating properly
- In "A Cornered Rat," the death of certain NPCs no longer blocks progression
- Fixed issue where Farkas would not give Companion's quests properly
- Fixed crash when loading saves that rely on data that is no longer being loaded
- Followers sneak properly when player is sneaking
- Fixed issue with weapon racks not working properly in Proudspire Manor
- Arrows and other projectiles that were stuck in objects in the world now clean up properly
- Fixed issue where "Rescue Mission" was preventing "Taking Care of Business" from starting properly
- Fixed issue where certain NPCs would fail to become Thieves Guild fences
- Fixed issue in "Diplomatic Immunity" where killing all the guards in the Thalmor Embassy before starting the quest would break progress
- In "Hard Answers," picking up the dwarven museum key after completing the quest, no longer restarts the quest
- Killing Viola before or after "Blood on the Ice" no longer blocks progression
- Fixed issue where Calixto would fail to die properly in "Blood on the Ice"
- In "Waking Nightmare" fixed occasional issue where Erandur would stop pathing properly
- Fixed issue where letters and notes with random encounters would appear blank
- Fixed rare issue where dialogue and shouts would improperly play
- Lydia will now offer marriage option after player purchases Breezehome in Whiterun
- Fixed issue where if player manually mined ore in Cidhna Mine, jail time would not be served
- Fixed rare issue with skills not increasing properly
- Fixed issue where the Headsman's Axe did not gain proper buff from Barbarian perk
- In "A Night to Remember" it is no longer possible to kill Ysolda, Ennis or Senna before starting the quest
- Fixed issue with the ebony dagger having a weapon speed that was too slow
- Fixed issue with "The Wolf Queen Awakened" where backing out of a conversation with Styrr too soon would block progress
- The third level of the Limbsplitter perk now properly improves all battle axes
- Fixed a rare issue where Sanguine Rose would not work properly
- In "Tending the Flames" King Olaf's Verse will no longer disappear from explosions
New stuffFuente: Dwarf Fortress
- cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
- protect your community from secret vampire dwarves or hunt them as an adventurer
- defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
- face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
- evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
- tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
- revamped justice/witness/death notification system in dwarf mode
- immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
- dropped items/bodies tracked between plays in the wilderness anywhere in the world
- more battlefield information tracked/war dead raisable in world gen
- all sponsorship animals and their giant/man versions are in the game now
- various new abilities for creatures (see file_changes.txt for list and syntax)
- adventurers can use creature abilities/learned powers and they can be tested from the arena
- new site travel map to make navigating towns easier
- reading/swimming/observer (for traps) relevant in adv mode now
- established historical figures can lead bandits
- rivers block movement in adv mode travel
- eating/drinking required in adv mode
- ingested syndromes are now possible
- ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
- traps work in adv mode, once spotted they can be ignored
- gems now have different cuts
- necromancers can write books about various topics (all books are in their towers as it stands)
- moon phase indicator in fort
- alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
- the legends xml has a lot of new info for historical figures
Major bug fixes
- buffer overload from aborted world gen fixed
- fixed cave-in-on-embark issue with hidden underground structure, and a few others
Other bug fixes/tweaks
- designations over z levels all at once now possible
- unit screen divided into four sections
- rivers/pools have ramps now
- able to trade portions of stacks in both modes
- messed with adv mode currency trading and made items teleport to you
- tweaked how fire damage works
- made vision work through floor grates and bars properly
- fixed some road/bridge problems
- crystal glass items possible again
- tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
- skeletons/zombies replaced by animation effect
- demons masquerading as gods will try a little harder
- restricted mandates so they'll be more reasonable
- stopped blank map from being exported when you back out of detailed map export