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I just started playing it this past weekend and didn't see a topic for it here so figured I'd start one.

 

I don't think I'm very far in... I just got to my first Cauldren (currently saved at the boss fight at the end?)  I don't want to say much more yet for fear of spoilers but if you're playing it and past me that should mean something to you and if you're not I'm hoping it's just jibberish.

 

Anyway overall I'm enjoying the game.  The graphics are beautiful and it's only the second game I got (the other being Deus Ex) that supports HDR on my TV (using a launch PS4, I don't have a Pro).  The story is good so far but again I don't feel like I'm far in and it's still mostly a mystery so it could either blow my mind or disappoint as it fills in at this point.

 

I'm an "open world" type gamer and it feels a little less open and a little more Story based then I'd prefer but it's still very good and I fully understand most people don't like games as open as I do.  I'd say it's more like Witcher then Elder Scrolls in it's level of openness.  Also like Witcher you are a specific person instead of getting to make your own.  That was one (VERY MINOR) thing I didn't like about Witcher but I at least understood it there because it's based off of books about the character.  Here it's a new IP so I don't know why the couldn't have given you some basic hair/eye/skin tone/build customizations and perhaps a sex selection option but oh well.  Again it's VERY minor I feel like if the protagonist was male there would have been an outcry from SJWs about not having a female option... but it's fine to have only a female.

 

On a side note the main character does remind me a lot of Merida from Disney's Brave (which is a good thing as I loved Brave).  Anyone else get that?

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It's on the to purchase list if I hear enough good things off people, Trying to get through Yakuza 0 at the moment which is one of the largest games I've played this gen which is starting to burn me out a bit so another big story game can wait for awhile. Interested to hear how the story holds up the further you get into it but, the graphics look great. Guerilla games has never ever delivered in my book so that's made me a bit wary, but with the reported development time of this I'm hoping they've turned that around. 

Shocking there was no topic for this! The game is so fantastic. I do wish the world was even bigger, si big you would get lost and remember places. Or the robots could dig and create underground areas or new zones you wouldn't recognise.

 

Crazy the amount of Sawtooth's everywhere! Some running in on you while you're battling with others.

 

 

That truly was hectic.

 

Reviews:

 

Destructoid – 7.5

Harcore Gamer – 4.5/ 5

Giant Bomb – 5/ 5

Polygon – 9.5

GameSpot – 9

PlayStation LifeStyle – 10

RPG Site – 9

God is a Geek – 9.5

Telegraph – 5/5

IGN – 9.3

Forbes – 9

Game Informer – 8.75

The Verge – Recommended

Stevivor – 7

PlayStation Universe – 9.5

Videogamer – 8

USgamer – 2.5/ 5

Twinfinite – 5/ 5

Eurogamer Italy – 9

We Got This Covered – 4.5/ 5

TheSixthAxis – 8

Attack of the Fanboy – 4.5/ 5

Telegraph – 5/ 5

Metro – 8

Leadergamer – 10

InsideGames [German] – 9.2

GamesRadar+ – 4.5/ 5

 

It's all anyone was talking about last week in my social feeds with ridiculously high praise. Looking forward to picking it up, but I'll probably wait for a bit. There's so much releasing at once :pinch:

3 hours ago, Andrew said:

There's so much releasing at once :pinch:

That's what killed Nier for me.  It looks interesting but there are so many good games coming out so fast that one just fell through the cracks for now.  I picked up Horizon last week, today I'm getting in Ghost Recon Wildlands (that I'll mostly play multiplayer with my friends so it won't really cut into single player game time) and then I've got Mass Effect Andromeda coming in two weeks...  I hope to have Horizon beat by then but can't imagine squeezing in yet another game this month.

I'm still not too far in (did finish the mission I talked about before and ran some random side quests last night) but here's some non-spoiler tips that I've learned (these may be all over the internet already but I haven't read anything about the game for fear of spoilers).

 

1) Kill the random animals... you need their parts to craft things, especially upgrades to your packs for carrying more things... (I ignored animals for WAY too long)

2) craft those carrying capacity upgrades as fast as you can... you WILL run into their limits quickly.

3) The sticks for arrows are EVERYWHERE if you grab them all you'll fill up multiple precious inventory slots with them which is a waste.  Try to limit yourself to one stack (250 I believe)  (on a side note the resource I seem to run out of the most is wire, lots of things use it and I don't seem to get it anywhere near as fast as I use it... that may just be a result of my personal play style though)

4) Apparenlty beyond the armor you are given at the beginning you never seem to find or be given weapons or armor in the game.  You also don't appear to be able to craft them.  So you actually DO need to buy weapons and armor from the merchants.  This was a bit of a disappointment to me as I typically like to find/craft my gear in RPGs.  I went probably WAY too long with the starter gear figuring I'd eventually find something better but no such luck.  Crafting for armor/weapons is limited to socketing them.

5) The weapon type tutorials are added only when you buy the first weapon of that type.  So you could go the whole game without ever using certain weapon types as you'll never find or be given them (see 4. above).  Once you do get the tutorials though they don't count the actions for them unless it's the currently active mission.  (I don't know how many things I used the traps on that didn't count before I realized none of them were counting since the mission wasn't selected)

 

 

On 07/03/2017 at 4:22 PM, Asmodai said:

I'm still not too far in (did finish the mission I talked about before and ran some random side quests last night) but here's some non-spoiler tips that I've learned (these may be all over the internet already but I haven't read anything about the game for fear of spoilers).

 

1) Kill the random animals... you need their parts to craft things, especially upgrades to your packs for carrying more things... (I ignored animals for WAY too long)

2) craft those carrying capacity upgrades as fast as you can... you WILL run into their limits quickly.

3) The sticks for arrows are EVERYWHERE if you grab them all you'll fill up multiple precious inventory slots with them which is a waste.  Try to limit yourself to one stack (250 I believe)  (on a side note the resource I seem to run out of the most is wire, lots of things use it and I don't seem to get it anywhere near as fast as I use it... that may just be a result of my personal play style though)

4) Apparenlty beyond the armor you are given at the beginning you never seem to find or be given weapons or armor in the game.  You also don't appear to be able to craft them.  So you actually DO need to buy weapons and armor from the merchants.  This was a bit of a disappointment to me as I typically like to find/craft my gear in RPGs.  I went probably WAY too long with the starter gear figuring I'd eventually find something better but no such luck.  Crafting for armor/weapons is limited to socketing them.

5) The weapon type tutorials are added only when you buy the first weapon of that type.  So you could go the whole game without ever using certain weapon types as you'll never find or be given them (see 4. above).  Once you do get the tutorials though they don't count the actions for them unless it's the currently active mission.  (I don't know how many things I used the traps on that didn't count before I realized none of them were counting since the mission wasn't selected)

 

 

3, If you're short of wire hunt Scrappers. I used to run out of a lot for the fire arrows. Hunt those deer looking beasts. I barely run out of either now.

 

I was also amazed to find the amount of racoons and foxes that everyone spoke of how rare they were on the hardest difficulty. I really need to up the weapon wheel though. I need something from a rabbit though.

23 minutes ago, vf- said:

3, If you're short of wire hunt Scrappers. I used to run out of a lot for the fire arrows. Hunt those deer looking beasts. I barely run out of either now.

 

I was also amazed to find the amount of racoons and foxes that everyone spoke of how rare they were on the hardest difficulty. I really need to up the weapon wheel though. I need something from a rabbit though.

I haven't had much problem with racoons or foxes.  Like I said I haven't read anything about the game for fear of spoilers so I didn't even know people were speaking of how rare they are.  I'd say the on that stumped me was the fish.  To increase my pack sizes you need fish parts but fish seem very rare at first.  I looked in the rivers but very few, if any fish, seem to be in flowing water.  Eventually I found some lakes with large bodies of standing water and fish seem to be more common there so I have you can farm them there but it's a pain.  I'm also not sure if there's a better way to do it but you don't seem to be able to swing your spear while you're in the water so I end up "fishing" by shooting my bow at fish from the shore... which seems wierd.  Then I have to go swim out and collect all the recources.  Fortunately there aren't a lot of things that need these fish part... most notably your pack size increases which once you have them they're done.

 

The wire isn't so much that I have trouble finding it... it's that I USE it way faster than I find it.  A LOT of the things I use require wire so I need to have a HUGE inflow to keep ahead of it or I run out.  Again it's probably just because of how I play... LOTS of traps... and eventually I'll unlock the ability to pick up untriggered traps but until then I always seem to have less wire than I'd prefer.

 

I debated posting that comic above because it's SOOO true and I didn't actually stumble upon that tactic until I read it.  It really does lessen the game though because now I know it I use it ALL THE TIME which makes combat kind of boring.  You just sit in a bush, whistle to pull a single bad guy, INSTADEATH spear attack from cover, repeat.  It's REALLY hard for me NOT to do that now that I know it... it's SOOO tempting compared to actually struggling with a fight.

Ok I think I'm about half way through the game now. (not really sure since you'd have to finish it or read spoilers to know how long it really is... but I FEEL about half way through...)

 

I'm level 25 but I'm way higher level than the missions I'm doing.  I just try to do them lowest level first and I think the ones I'm currently running are around level 16 or so.  As far as I can tell I've got pretty much the best gear in the game.  I've cleared 2 of the Cauldron's so far (I'm not sure the game even pushes you to do any beyond the first as I had to make a point to do the second one myself as nothing seemed to direct me that way.)

 

I've totally skipped everything related to the Hunting Grounds... these seem like skills trails thingys that I have 0 interest in.  They don't seem to be required for the story so I've literally done not a single one of them.  Likewise I did only the very first "Tutorial" mission which are added for each weapon you pick up.  I've probably done that actions that complete most of them but since they have to be selected to count none of them are actually done.  Again, there seems to be no consequence of skipping those.

 

In the Story I don't want to be too specific because of spoilers but I got to where you find out what the game is named after.  Hopefully that's enough to clue anyone else who gotten that far as to where I am. (if you've finished it then maybe you can confirm if that's about the half way point or not).

 

I REALLY hate the flying enemies.  I have a very hard time with them while everything else I do ok.  I don't know if there is a trick with them or what but clearly I'm missing it.

 

I did get to one more mission where you someone leaves you an optional gear stash and it actually included a weapon.  Something I noted in my eariler post seems to never happen.  Of course it was the worst version of that weapon and I had already bought a better one but that was the first time since the beginning of the game someone actually gave me a weapon or armor.

 

Now that I have one of each weapon type I have to say I'm not a big fan of how they did weapons.  There are 3 major bow types and 2 sling types plus the default spear, Rattler, Tripcaster, and Ropecaster... that gives you 8 (not counting the default spear) weapon types (with three quality levels for each type) and you can have 4 equiped to the quick change wheel.  I absolutely love the diversity of ammo for both the bow(s) and sling(s) but I see no reason they needed to make 3 different bow types and 2 sling types in order to use all the ammo types.  As it is I typically have the 3 bow types and the tripcaster equipped and so I rarely use the slings, rattler, or ropecaster.  It would have been nice if I could just equip one bow with all the ammo types, one sling with all the ammo types, and then choose between the rattler, tripcaster, and ropecaster for the other two slots.

 

Also it seems odd that I feel like I have pretty much the best gear (besides getting better items to socket into them) at what feels like the halfway point of the game.  I have the best? version of each type of weapon and armor for most types and second best for a few.  Unless there's a 4 level to them that unlocks at some point I seem to be mostly tricked out.

 

Anyway I'll end my rambling here as this is getting quite long and I could go on and on... if you made it this far congrats!

I think this game is going to go down as the apex of the PS4.  With the Switch hitting the sales charts next month and Project Scorpio coming later this year I feel like this is the pinnacle of this console generation (at least for PlayStation)

9 hours ago, Asmodai said:

I think this game is going to go down as the apex of the PS4.  With the Switch hitting the sales charts next month and Project Scorpio coming later this year I feel like this is the pinnacle of this console generation (at least for PlayStation)

You're not taking RDR2 into account, (though it will be multiplatform)

I love Horizon, (basically loved everything Guerilla Games did until ShadowFall)

My one and only quibble about the game is that one of the datapoints didn't save, so I now have to go through another playthrough for the Platinum, otherwise, it's a fun and challenging title.

On a side note, I did notice a couple of missions I played first time out, did not repeat, and found some new missions, whether this was by design or my lack of observation, I do not know.

 

Horizon Zero Dawn Global Sales Exceed 2.6 Million

 

Quote

“We’re thrilled that Horizon Zero Dawn has been embraced by critics and players alike. Developing the game was a labor of love, so it’s extremely satisfying to see that it elicits the same passion and enthusiasm from the gaming public that we felt during its development,” said Guerrilla Managing Director Hermen Hulst. “This is only the beginning of Aloy’s story and our exploration of the world of Horizon Zero Dawn, with the team already hard at work on an expansion to the story.”

 

12 hours ago, The Evil Overlord said:

You're not taking RDR2 into account, (though it will be multiplatform)

I'm not taking into account ANY multiplatform games because they aren't really an apex of PlayStation when you can get them anywhere.  Of course multiplatform games are going to sell better (combined sales) than any platform exclusives except in very rare cases.   I'm sure RDR2 will sell great and be an amazing game, I'm sure it's combined sales will exceed Horizon, but I just don't see it as a PlayStation defining game.

12 hours ago, The Evil Overlord said:

On a side note, I did notice a couple of missions I played first time out, did not repeat, and found some new missions, whether this was by design or my lack of observation, I do not know.

Well that gives me some hope.  To me the game seems very scripted... like everything is hand placed which is well done on the first run through but typically "open world" games have a very high degree of replayablity but my biggest concern is that this one might not.  I mean obviously the big mysteries will be gone after the first play through and if the missions are all the same then it's going to be really tough to stick it out again.  Maybe the missions are just so well done that they all just FEEL hand placed though and that you get a different pool of them each time... that would be very nice.

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1 hour ago, Asmodai said:

I'm not taking into account ANY multiplatform games because they aren't really an apex of PlayStation when you can get them anywhere.  Of course multiplatform games are going to sell better (combined sales) than any platform exclusives except in very rare cases.   I'm sure RDR2 will sell great and be an amazing game, I'm sure it's combined sales will exceed Horizon, but I just don't see it as a PlayStation defining game.

Well that gives me some hope.  To me the game seems very scripted... like everything is hand placed which is well done on the first run through but typically "open world" games have a very high degree of replayablity but my biggest concern is that this one might not.  I mean obviously the big mysteries will be gone after the first play through and if the missions are all the same then it's going to be really tough to stick it out again.  Maybe the missions are just so well done that they all just FEEL hand placed though and that you get a different pool of them each time... that would be very nice.

Well, it's Guerilla's first time at an open world, their last success came with Killzones 2 and 3, both, fps games, and Horizon is uncharted territory for them. A little unpolished in some areas granted.

On 16/03/2017 at 8:15 PM, Asmodai said:

I think this game is going to go down as the apex of the PS4.  With the Switch hitting the sales charts next month and Project Scorpio coming later this year I feel like this is the pinnacle of this console generation (at least for PlayStation)

Nah, I think Last of Us 2 will push harder. If there's a dev who gets the most out of hardware, it's Naughty Dog. Detroit: Become Human / Quantic Dream may be another contender.

On 3/17/2017 at 5:46 PM, Andrew said:

Nah, I think Last of Us 2 will push harder. If there's a dev who gets the most out of hardware, it's Naughty Dog. Detroit: Become Human / Quantic Dream may be another contender.

I have no doubt Naughty Dog will get the most out of the hardware.  Naughty Dog is the home to the Sony ICE team who does the interal graphics tools and 3rd party developer techenical support so they know the hardware better than anyone in the world.    I'm also certain Last of Us 2 will sell great but I'm not sure a sequel will outsell a brand new IP that's clearly captured the public's attention.  Just my personal opinion of course.

6 minutes ago, vf- said:

How far are you now, Asmodai? The Stormbird and the Deathbringer I've felt has been the worst so far in Very Hard difficulty and by the looks of what I saw being setup from the Deathbringer battle, I think there is worse to come. :o

Last night I finished the last Cauldren so now I have all the Cauldrens and all the Tallnecks overriden.  I've finished two of the smaller storylines that are in the "main missions" section but the next (only) one I currently show left to do (though I'm sure there are more after it) is a level 20 one...  I'm not sure how to be more specific without spoilers.  I'm doing the content in order of level (I'm over 30 myself but I do all the level 19s before the 20s etc. with few exceptions).  I'm horrible with names but if the Deathbringer is the one I think it is I've fought two so far... one stationary and one that could actually move.  Does that give you enough to know where I am?  If not I can go into more detail in a spoiler tag.

Yeah, the one that moves was in the huge open bowl with the snow on the floor with the stationary devil. I'm currently level 27. Only done one cauldron.

 

I haven't looked for any spoilers but when the Deathbringer fell from that huge thing and the way Aloy spoke, this thing is going to come alive. Which is frightening how small the Deathbringer really is.

32 minutes ago, vf- said:

Yeah, the one that moves was in the huge open bowl with the snow on the floor with the stationary devil. I'm currently level 27. Only done one cauldron.

 

I haven't looked for any spoilers but when the Deathbringer fell from that huge thing and the way Aloy spoke, this thing is going to come alive. Which is frightening how small the Deathbringer really is.

I'm not sure if what follows would be considered spoilers so if you're reading this and you're afraid of reading them then maybe just skip it.  It's not obviously spoilers like giant plot twists and it may not even be true as it's my understanding which I could very well be mistaken.

 

I could be wrong (I'm not much farther in the story) but I think the stationary devil the deathbringer fell from is the only one of those.  I think that's the devil that Aloy's tribe believes the mother struck down.  I think she was freightened they would wake the big guy up but the Deathbringer just fell out of it (if you can call that "Just").  I may be getting this mixed up but I thought that was in like the 3rd of four cauldrens though... so you just did that one and not the first two?

Only Cauldren I did was the Sigma and it was hard as hell on very hard with limited skills and weapons I had at the time.

 

The Deathbringer wasn't in one of the Cauldrens. It was the Maker's End/Ruins.

 

 

A tad brutal on the hardest difficulty. Yet fun.

 

 

^ you guys found that hard???

 

Burn it, then use your hardpoint arrows, bombs and blast wires, didn't take me long, the trick was to keep rolling from one place to another (for some reason Aloy's harder to hit when she's rolling)

 

 

10 hours ago, vf- said:

How far are you now, Asmodai? The Stormbird and the Deathbringer I've felt has been the worst so far in Very Hard difficulty and by the looks of what I saw being setup from the Deathbringer battle, I think there is worse to come. :o

Stormbird easy mode any difficulty, tie it down :p (ropecasters)

 

 

8 hours ago, Asmodai said:

 I think that's the devil that Aloy's tribe believes the mother struck down.

Horus Class Titans (I think)

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Command Palette Remote Desktop support for connecting to arbitrary hostnames typed into the list page, in addition to discovered connections Improved Command Palette result scoring by synchronising fallback title and subtitle formatting so similar items rank consistently Added a Command Palette "Show details" / "Hide details" toggle (with an icon) to the context menu, replacing the previous separate entries FancyZones Added translator-comment guidance to the FancyZones Editor strings 'Space around zones' and 'Highlight distance' so localizers translate them as margin/padding and adjacent-zone detection distance, fixing misleading Japanese renderings File Explorer Fixed a Markdown preview crash on UTF-8 files (notably CJK content) that exceeded WebView2's NavigateToString byte limit by switching the size check to count UTF-8 bytes and falling back to the temp-file rendering path when the threshold is exceeded File Locksmith Fixed File Locksmith handling of Unicode file paths when passing paths between normal and elevated runs, preventing certain non-ASCII paths from being corrupted Grab And Move Fixed the LNK2038 C++/WinRT version mismatch breaking GrabAndMove on CI by adding the Microsoft.Windows.CppWinRT NuGet to GrabAndMove.vcxproj so it uses the repo-pinned CppWinRT instead of whatever the Windows SDK ships Removed the "NEW" tag from the Grab And Move entry in Settings now that the module has shipped through a full release Image Resizer Added live settings reload to Image Resizer so external changes to settings.json take effect immediately without relaunching the flow Improved Image Resizer accessibility so Narrator announces the Resize button by name and the window title now reads 'Image Resizer' instead of the generic 'WinUI Desktop' Keyboard Manager Enabled the redesigned Keyboard Manager editor by default, so new installations open the WinUI 3 editor without changing settings Mouse Without Borders Added Mouse Without Borders Refresh Connections to Quick Access and the Settings Dashboard so users can reconnect devices faster Refactored Mouse Without Borders logging cleanup with no intended user-facing behavior change Peek Added a 'Show file preview tooltip' toggle to Peek's Behavior settings so users can disable the on-hover metadata tooltip (filename, type, date modified, size), and fixed the binding so toggling off no longer leaves an empty popup attached PowerDisplay Improved Power Display by automatically disabling the feature after a detected DDC/CI capability crash and showing a Settings warning before users re-enable it Fixed Power Display flyout keyboard handling so pressing Escape closes the window Improved Power Display monitor detection by rescanning displays when the screen wakes and temporarily locking controls until the refresh completes Updated PowerToys documentation to include telemetry events for Grab And Move and Power Display Updated Power Display localization comments so the product name remains untranslated in UI strings, including the system tray tooltip Improved Power Display monitor discovery by distinguishing internal panels from external monitors before applying brightness controls, reducing unnecessary DDC/CI probing on built-in displays Fixed Power Display upgrades so existing per-monitor preferences are carried forward from older monitor IDs to the current stable IDs Added a Power Display Max compatibility mode setting that can find monitors skipped by standard DDC discovery, with an immediate rescan and warning in Settings when enabled Improved Power Display brightness, contrast, and volume sliders by committing changes after a short debounce and allowing mouse-wheel adjustments Fixed Power Display brightness, contrast, and volume controls on monitors whose native DDC/CI ranges are not 0-100 by scaling slider percentages correctly Added a Power Display Settings confirmation prompt before enabling the module and improved monitor diagnostics for troubleshooting Fixed Power Display per-monitor settings so toggles persist across restarts, monitor reordering, and transient discovery failures Added a built-in Power Display monitor blacklist so known problematic displays are skipped during DDC/CI discovery and reported in logs instead of being probed Fixed a Power Display false-positive crash detection when the host process exits cooperatively, so the safety lockout no longer triggers on clean shutdowns Removed the "NEW" tag from the Power Display entry in Settings now that the module has shipped through a full release Reworked the Power Display warning dialog with clearer messaging, distinct warning kinds, and a dedicated dialog view-model so users get more actionable guidance after a DDC/CI issue PowerToys Run Improved PowerToys Run Calculator to return a friendly error for expressions whose result is a complex number (e.g. sqrt(-1)) instead of throwing during decimal conversion Documented the third-party PowerToys Run plugin Community.PowerToys.Run.Plugin.DiskAnalyzer for scanning folders/drives to find the largest files and folders Quick Accent Updated Quick Accent’s popup UI to standard PowerToys styling while keeping the accent selector experience unchanged Improved Quick Accent language selection consistency by sharing the same language list between the accent popup and Settings UI Added Greek Polytonic as a Quick Accent language, making polytonic Greek characters available from matching letter keys and Settings in Fixed Quick Accent popup sizing, positioning, and selection glitches on high-DPI or multi-monitor setups, and improved Shift-key detection for navigation Settings Added Image Resizer size preset validation so empty or whitespace names are ignored, keeping presets named and easier to understand Fixed the Settings UI resource list by removing a duplicate Quick Accent Greek Polytonic language entry, allowing Settings builds to complete cleanly Improved Settings UI with refreshed PowerToys imagery, constrained OOBE/SCOOBE layouts, and cleaner General settings controls and icons Fixed the Settings “No shortcuts to show” empty-state message so it displays with a single period Updated Grab And Move settings localization guidance so the Korean translation for “Activation modifier key” uses the feature activation meaning instead of product activation wording Fixed the Quick Access flyout shortcut editor so clicking Reset no longer crashes PowerToys Settings and leaves the shortcut empty cleanly Fixed PowerToys auto-update so it now actually relaunches after install with a 'successfully updated' toast, backs up all JSON configs before updating with restore on detected corruption, and defaults AutoDownloadUpdates to true for fresh installs Renamed the OOBE overview "Learn" link label to "Documentation" so the call-to-action is clearer to first-time users Shortcut Guide Fixed Shortcut Guide key visuals to show readable key names instead of raw numeric key codes, while preserving arrow key glyph behavior Improved Shortcut Guide V2 reliability and accuracy by showing the configured shortcut, including additional PowerToys module shortcuts, matching app manifests correctly, and exiting cleanly from Esc or the close button in Added Shortcut Guide V2, a redesigned shortcut reference with built-in manifests for Windows, PowerToys, and common apps, plus taskbar/context-aware navigation and updated Settings, OOBE, docs, and installer support Renamed the Settings UI module label from "Shortcut Guide V2" to "Shortcut Guide" now that V2 is the only shipping version Fixed a Shortcut Guide V2 crash that occurred when the per-app Manifests directory was missing or unreadable, by treating the directory as empty in that case Reworded the Shortcut Guide module and OOBE descriptions so they better explain what V2 does and how to invoke it Workspaces Reworked the Workspaces editor with WPF Fluent theming (dropping ControlzEx and ModernWpf), refined fonts, spacing, and Mica background, and moved action buttons to the top with full-width scrolling ZoomIt Removed a stale Microsoft.Windows.ImplementationLibrary NuGet import from ZoomItBreak.vcxproj that was unused but broke the official build after the .NET 10 upgrade bumped the sibling project's WIL version Added webcam capture overlay and multi-clip append-with-transitions support to the ZoomIt recording/trim editor, exposed the new options in the ZoomIt Settings page, and fixed microphone/webcam selection-dialog bugs along the way Fixed ZoomIt's record-hotkey registration so when Alt is the only modifier the window-record hotkey (base XOR Alt) is no longer registered as a modifier-less key that had been hijacking every bare keypress Exposed ZoomIt's 16:9 aspect-ratio toggle for the screen-region recording hotkey (default Ctrl+Shift+5) in the PowerToys Settings UI Development Build / dependency improvements: Updated PowerToys build and developer tooling to .NET 10, with Visual Studio 2026 now required for building from source Fixed Shortcut Guide v2 release signing by adding the YamlDotNet dependency to the signed binaries list Updated shared PowerToys .NET runtime and library packages from 10.0.7 to 10.0.8 for the latest servicing fixes Improved PowerToys build tooling so build scripts discover Visual Studio 2026 Insiders/Preview installations with C++ tools and skip unusable installs Updated PowerToys WinUI platform dependencies, including Windows App SDK 2.0.1 and WebView2, for apps and the Command Palette extension template Updated shared PowerToys .NET runtime and library packages from 10.0.6 to 10.0.7 for the latest servicing fixes Fixed Quick Accent release signing by adding PowerAccent.Common.dll to the signed binaries list Fixed Advanced Paste release signing by adding the Google Gemini-related dependency DLLs to the signed binaries list Updated Advanced Paste AI dependencies, including Semantic Kernel and provider connectors, to newer package versions CI & automation: Added a Telemetry PR Check workflow that detects telemetry event changes in pull requests and posts contributor guidance Updated GitHub issue triage automation by renaming the area-labeling workflow and removing the legacy product auto-label workflow Added GitHub issue triage automation that applies Product/Area labels to new or reopened issues and supports manual backfill Fixed GitHub issue auto-labeling by correcting Product label names so the workflow applies existing repository labels Added a GitHub Action and tester for issue triage that applies Product labels from issue template areas, with AI fallback and manual modes Fixed GitHub issue auto-labeling so the workflow can authenticate with GitHub Models and apply area labels again Updated spell-check CI expectations by removing obsolete tokens, reducing noisy advisory comments on pull requests Updated CI to skip automatic builds for draft pull requests until they are ready for review Fixed the README roadmap reference for v0.100 so it renders as a clickable milestone link Updated README download guidance to point users to release assets and changes the release notes link to the releases page Updated the GitHub issue tracker duplicate-resolution reply to more clearly point users to the original tracking issue To download the new release, head over to PowerToys official GitHub repo here.
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