Recommended Posts

510018601.png

Developer: ArenaNet
Publisher: NCsoft
Release Date: TBA 2012
Genre: MMORPG

Description:

Guild Wars 2 is a massively multiplayer online role-playing game in development by ArenaNet. Set in the fantasy world of Tyria, the game follows the re-emergence of Destiny's Edge, a disbanded guild dedicated to fighting the Elder Dragons, a Lovecraftian species that has seized control of Tyria in the time since the original Guild Wars. The game takes place in a persistent world with a story that progresses in instanced environments.
Guild Wars 2 claims to be unique in the genre by featuring a storyline that is responsive to player actions, something which is common in single player role-playing games but rarely (if ever) seen in multiplayer ones. A dynamic event system replaces traditional questing, utilising the ripple effect to allow players to approach quests in different ways as part of a persistent world. Also of note is the combat system, which aims to be more dynamic than its predecessor by promoting synergy between professions and using the environment as a weapon, as well as reducing the complexity of the Magic-style skill system of the original game. As a sequel to Guild Wars, Guild Wars 2 will feature the same lack of subscription fees that distinguished its predecessor from other commercially developed online games of the time. [Source]


Story:


Setting
Guild Wars 2 takes place in the high fantasy world of Tyria, 250 years after the players' defeat of the Great Destroyer in the Eye of the North expansion. Five so-called Elder Dragons sleeping beneath the continent have awoken in the time since Guild Wars, causing widespread destruction to Tyria and corrupting its inhabitants. The once dominant humans of Tyria are in decline, supplanted from most of their land by natural disasters and war with the charr, who have finally reclaimed the last vestiges of their ancestral homeland of Ascalon from the humans. To the north, the norn, a proud race of Nordic hunters, have been forced south by the rise of Jormag, and in the west, the technologically advanced asura have been forced to establish permanent homes above-ground after the minions of the first dragon to awaken, Primordus, took control of the Depths of Tyria. Near the forests where the asura make their home are the sylvari, a new race who have appeared in Tyria in the last 25 years, unaffected by the difficulties that plague the other races but with some as-of-yet unexplained connection to the Elder Dragons.

To the south, the continent of Cantha has been cut off by an isolationist and xenophobic political climate, which is reinforced by Zhaitan's undead navy. Elona, too, has been cut off; the only hint of its continued prosperity being the ongoing battle between Palawa Joko's Mordant Crescent and Kralkatorrik in the Crystal Desert, as well as occasional reports from Order of Whispers spies. The Battle Isles have been wiped off the map entirely by the tidal wave caused by the re-emergence of the fallen kingdom of Orr, which came with the awakening of Zhaitan.

The advancement of time from Guild Wars is reflected in the changes in culture, including armor and clothing, as well as in the advancement of in-game technology and a unified common language.

Story
The player is tasked with reuniting the members of the disbanded Destiny's Edge, a multi-racial adventuring guild whose members' struggles and eventual reunion serve as a microcosmic metaphor for the larger-scale unification of the playable races, whose combined strength is needed to effectively combat Zhaitan, the undead Elder Dragon. [Source]


Gameplay:


Guild Wars 2 uses a heavily modified version of the proprietary game engine developed for Guild Wars by ArenaNet. The modifications to the engine include real-time 3D environments, enhanced graphics and animations and the use of the Havok physics system. The developers say the engine now does justice to the game's critically acclaimed concept art, and that concept art will be integrated into the way the story is told to the player.

Guild Wars 2 will allow a player to create a character from a combination of five races and eight professions, the five races being the humans and charr, introduced in Prophecies, the asura and norn, introduced in Eye of the North, and the sylvari, a race exclusive to Guild Wars 2. The professions, three of which do not appear in Guild Wars, are divided into armor classes: "scholars" with light armor, "adventurers" with medium armor, and "soldiers" with heavy armor. There is no dedicated healing class, as Guild Wars 2 is not team based, and even in a team context the developers felt that making it necessary for every party to have a healing character was restrictive.

The eight professions are:

  • Elementalist: A scholar profession, focusing on, not surprisingly, magic based on the classical elements. The elementalist's unique mechanic is "attunements"; whereas the other revealed professions may switch between weapon sets, Elements may switch between four "attunements", one for each of earth, fire, water, and air. These attunements have both passive effects and change the skill bar of the character. Earth skills focus more on defense, fire skills on area of effect damage, water on healing and snares (movement impediment), and air on single target damage.
  • Warrior: A soldier profession. May use both ranged and melee weapons, with ranged weapons being focused more on various types of direct damage, and melee weapons covering a variety of roles. May also use shouts, stances, and "battle standards" to buff allies and themselves. Their unique mechanic is adrenaline, which builds up as the warrior deals damage, increasing the damage of abilities, and providing a special ability when it is high enough.
  • Ranger: An adventurer profession. May use both ranged an melee weapons, with the ranged weapons covering a variety of roles, and melee abilities being focused around quick movement and defense. May also use traps and spirits to defend and influence an area, respectively. Their unique mechanic is animal companions, which can be equipped with a number of different skills, for different roles, depending on the exact type of pet.
  • Necromancer: A scholar profession, based on the manipulation of death. Has a number of life stealing skills, summonable minions, and a range of support abilities, in addition to some direct damage. Their unique mechanic is a "life force" resource that builds up as deaths occur near the necromancer. Life force is used to sustain a "death shroud" state, which changes part of the necromancer's skill bar, and has the necromancer use life force rather than hit points.
  • Guardian: The second soldier profession. Uses Virtue (divided into three categories: Courage, Justice, and Resolve) to aid allies in combat, or use to power the Guardian's own passive abilities. Can also create wards that prevent enemies from getting any closer, and can summon enchanted weapons to help in the fight.
  • Thief: An adventurer profession. May use both ranged and melee weapons and is the first class announced to use pistols. Utilizes shadowstepping, traps and stealth in combat. As a unique mechanic, rather than having cooldowns, thief skills consume some of the character's ten 'initiative' points. The thief can also steal an item from a foe and use it as an impromptu weapon.
  • Engineer: An adventurer profession. Uses guns, both pistols and rifles, as well as a number of technological gadgets for offense, healing, and control. They can place turrets down on the battlefield, equip backpack kits that allow them to use mines, grenades, tools, and medicine, and equip new weapons into their hands using weapon kits, from flamethrowers to "pulling" cannons.
  • Mesmer: A scholar profession wielding magic that emphasizes illusions, trickery, and the mind. Mesmers can manifest a variety of illusory doppelg?ngers that can be used both to deceive and damage and can at any time be sacrified ("shattered") to cause various area effects. Using illusions that attack enemies that perform certain actions, and a debuff ("condition") that causes affected enemies to take damage upon the use of skills, mesmers specialize in manipulating enemies and causing confusion and indecision.

The race and profession of the player will determine the skills that he or she has access to. Guild Wars 2, like Guild Wars, uses a skill-based combat system, whereby players must select only 10 skills from a much larger pool, introducing an element of strategy. However, unlike Guild Wars, skill slots have predefined roles, so the first five will be determined by a combination of the player's weapon and profession, the sixth can only be one of a number of healing skills, the seventh through ninth will be skills with no defined roles, and unlocked as the game progresses, and the tenth slot will be for an "elite" skill, which is also initially locked. In a departure from the high number skills present in Guild Wars, Guild Wars 2 will focus on quality of skills over quantity and will also reduce the overall number of game modes to reduce balancing complexity ? one of the most common issues present in MMORPG's.

The uniquely low level cap of Guild Wars (20) has been replaced with one capping out at 80, which the developers state strikes the correct balance between allowing for character development and avoiding forcing players into the grind-based gameplay that too often accompanies a high level cap, the elimination of which was a core design principle of the original Guild Wars. In PvE, grind is combated with a sidekick system, similar to that used in City of Heroes, allowing two players with a large level disparity to normalize their levels and enjoy content as though they were the same level. In PvP, entry to e-sport will grant access to all skills, items and provide a fixed level, so that all players will be on a level playing field.

In addition to the small-scale, tactical combat described above, Guild Wars 2 will feature "World PvP", large scale combat taking place in a persistent world, with players able to drop in and out "on the fly". Players will be able to join this worldwide PvP battle in a variety of roles, with rewards commensurate with their success.

A more elaborate crafting system and other non-combat interactions are also being added to the game.

As Guild Wars 2 is set 250 years after the original game, players will not be able to carry over their characters from Guild Wars. However, the achievements and honors accumulated by all the characters on players' Guild Wars accounts are commemorated in the Hall of Monuments, which appears in Guild Wars: Eye of the North. The Hall of Monuments will also appear in Guild Wars 2, with the monuments in the Hall reflecting the achievements of characters on a linked Guild Wars account. These monuments are worth points that can be used to provide Guild Wars 2 characters with exclusive titles, items, mini-pets, and animal companions. [Source]


Links:



System Requirements:


Minimum

  • Windows? XP Service Pack 2 or better
  • Intel? Core? 2 Duo 2.0 GHz, Core i3, AMD Athlon? 64 X2 or better
  • NVIDIA? GeForce? 7800, ATI Radeon? X1800, Intel HD 3000 or better (256MB of video RAM and shader model 3.0 or better)
  • 25 GB available HDD space
  • Broadband Internet connection
  • Keyboard and mouse

 


Screenshots:


hunterscall1.jpg
guardian03.jpg
engineer03.jpg
guild-wars-2-20110810062257182.jpg


Videos:


 

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/
Share on other sites

Yeah that manifesto video was amazing. Even my friend who hates MMO's got excited for GW2 now. He's been begging for an MMO that allows players to directly influence the game world, and if the devs aren't doing lip service it looks like GW2 might do that one straight up!

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017286
Share on other sites

I played GW for a long time. PvE only though. The skills rocked and gave each class the ability to be very dynamic. I mostly played as a Warrior then Monk. I dibbed and dabbed in all classes; SS Necro, 55 Monk, Barrage Ranger etc. All great fun to play. The problem in the end was I ran out of things to do other than grind away at achievements. I got quite a few but gave up at the end when I had ones like eating sweets and drinking would mean I would need to sit at the computer double clicking on a flask once every minute (total would require 6 days, 22 hours, and 40 minutes for the drunkard title).

I therefore left and started playing WoW. GW is better than WoW in so many ways but then WoW is better in terms of content. Blizzard do a great job of updating their game and adding new content to keep the player coming back.

I look forward to GW2 and consider it a must buy when it comes out. I haven't been following it much, but my old GW friend who is still playing has been updating me. I try to keep away from reading about it as it just excites me :)

I will miss not having a healing role now. I loved playing a Prot Monk. Still its a new idea and breaks the game away from other MMORPG's.

*Edit*

Just noticed, I still have a Glob of Ectoplasm on this forum as my avatar :p

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017354
Share on other sites

I think they will deliver on everything they've said. The things like the persistent world, that was one of the first things they talked about way back in 2007 when they said GWEN was going to be the last expansion. I don't get my hopes up for very many games to deliver what's promised but I think they can. To this date I've never spent as much time in a game as I did in the original Guild Wars.

It seems like they're making quite nice progress but I'm betting we'll see a holiday 2011 release date. I hope they have a beta much sooner though. I hope I'm wrong about that release date and we'll see it much sooner though! :laugh:

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017402
Share on other sites

Looks awesome, can't wait. Looks like it has skill combinations too.

The only thing I know that they failed to deliver in GW2 is the companion system. They mentioned awhile ago that they were removing it so they could release it sooner. Sounded like a great system to me personally, it basically allowed you to have a companion that would focus on your weaknesses to help you out throughout the game without having to rely on other people. Other then that, it seems to be coming along quite good, and will probably be the next game I buy (that, and Portal 2).

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017566
Share on other sites

SK[' date=11 August 2010 - 13:30' timestamp='1281529800' post='593017846]

Not sure on jumping. I would like to see it though. Level cap is 80.

Source? I've got the original and the cap is 20. Not played in years and I have no expansions so I'm not sure if they raised the cap in those.

Edit - http://wiki.guildwar...ki/Guild_Wars_2 Oh snap is says 80 in here!

I also see this "Guild Wars 2 will be a true 3D environment which will allow characters to jump over obstacles as well as swim and dive underwater"

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017850
Share on other sites

But can you jump yet? and what will the level cap be?

When they first started talking about GW2 back in 07, they were saying it would be a fully interactive world, and that included adding the Y Axis (ability to jump) in the game. "Guild Wars 2 will be a true 3D environment which will allow characters to jump over obstacles as well as swim and dive underwater. New animation coding will allow separate tracks for upper and lower body components, allowing players to activate more skills while running or jumping for smoother combat immersion. " Source

They just released a lvl graph and it states that the lvl cap is 80 Source

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017872
Share on other sites

SK[' date=11 August 2010 - 15:57' timestamp='1281531444' post='593017914]

GW has an AH? o_0

Been years since I played the game, but I do remember a merchant was added at Droknar's Forge that acted as auction house. Remember him well, because I used to always run to him after successful ectoplasm drop in the underworld of fow.

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593017984
Share on other sites

I was thinking about a merchant that sells player's items to other players. What were you thinking about?

The material trader that prices things based on how much is being sold or bought isn't an auction house like what I meant. I think that's what you're thinking of that was put in the original Guild Wars?

Ugh, that reads confusing as hell, sorry. :wacko: :rofl:

Link to comment
https://www.neowin.net/forum/topic/928592-guild-wars-2/#findComment-593018018
Share on other sites

This topic is now closed to further replies.
  • Posts

    • On what though? Not Ray Tracing.
    • Agreed, but now my muscle memory immediately creates a layer for each text portion, so editing is made a little easier.
    • Happy for him, it is one of the first apps I install on a new Windows machine, been using it for years!
    • I still don't think it's as simple as that. Should Amazon drop "Cloud" from their product/service branding? That's a platform too?
    • Microsoft explains why PowerToys 0.100.0 is faster and slimmer, there are new features too by Sayan Sen Microsoft has released PowerToys version 0.100.0 today, bringing a sizeable collection of upgrades across the utility suite. While the release contains fixes and improvements for multiple modules, the biggest highlights revolve around performance, reduced package size, Command Palette enhancements, a redesigned Shortcut Guide experience, and further refinements to the recently introduced Power Display utility. For anyone not familiar or who does not read Neowin regularly, Microsoft PowerToys is a free, open-source set of utilities for Windows 10 and 11 that are designed to help with customization that can also in turn boost your productivity. It offers tools such as FancyZones for window layouts, PowerToys Run for quick app launching, Color Picker, PowerRename, and more. The app is primarily meant for power users on Windows, and hence the name. One of the most notable changes in PowerToys 0.100.0 is its migration to .NET 10. Besides modernizing the codebase, the move greatly reduces the application's overall footprint and also claims to improve startup times and general responsiveness. For users who keep PowerToys running continuously in the background, this could mean a smoother experience and lower resource usage over time. It is no fluke for sure as is evident from the download size. While the previous release 0.99.1 was 376MB, the latest release is substantially smaller at just 272MB. That's a 28% drop. Microsoft is also continuing its development of Command Palette as the launcher receives another round of upgrades including a new utility called Extension Gallery. As the name suggests, it lets users browse through and also install various extensions without leaving the Command Palette. It is available within the Command Palette settings. Speaking of new utilities, a newly revamped Shortcut Guide experience has been added. It basically displays available Windows key shortcuts on demand and has been redesigned to make discovering and learning keyboard shortcuts easier. Given that Shortcut Guide was one of the earlier PowerToys features in its open-source era, the refresh brings it more in line with the modern design language Microsoft has been introducing throughout the project. Power Display, the monitor-management utility introduced recently, also receives meaningful improvements. The tool allows users to control supported monitor settings such as brightness, contrast, volume, and color profiles directly from the system tray without reaching for physical monitor buttons. Several existing modules have received smaller but useful improvements as well. Microsoft has continued refining FancyZones, File Locksmith, Advanced Paste, Image Resizer, Mouse utilities, and other components. As usual, the release includes a long list of bug fixes aimed at improving stability, reducing crashes, and addressing user-reported issues across the suite. The full changelog is given below: Advanced Paste Fixed Advanced Paste clipboard-to-JSON conversion so clipboard read failures return an empty result instead of surfacing an exception in #48124 Command Palette Extension Gallery & Extensions Added the Command Palette Extension Gallery so users can discover, browse, install, update, and uninstall community extensions from within Command Palette, with cached gallery data, extension details/screenshots, and WinGet status/progress integration Added Command Palette parameter pages so extensions can prompt for lightweight command inputs directly in the search experience, including sample pages and SDK support for parameter runs Updated Command Palette bookmarks to collect placeholder values as inline parameters, so bookmarked commands can be filled in directly instead of opening a separate placeholders page Improved Command Palette Extension Gallery link handling so only HTTP/HTTPS homepage, author, install, and metadata links are shown or opened from the gallery UI Fixed Command Palette Extension Gallery UI bindings so WinGet operation indicators continue to update correctly without build warnings Fixed an AOT-only Command Palette Extension Gallery crash when opening an extension page with screenshots Updated the Command Palette extension template to use the 0.11 SDK package Improved Command Palette accessibility so Narrator announces checkbox labels on the Installed Apps page in Extensions settings in Dock Added Command Palette Dock support for customizing dock bands separately per monitor, allowing multi-monitor setups to keep independent dock layouts Added Command Palette Dock edit mode support for dragging dock bands between monitors, so pinned commands can move across per-monitor dock layouts Added Command Palette Dock drag-and-drop bookmarking for files and URLs, immediately creating and pinning bookmarks, improving pinned folder bookmarks so they open the Command Palette browse experience Fixed Command Palette dock context menu commands so Page commands and confirmation dialogs open the palette at the dock item when invoked from a dock item menu Fixed Command Palette Dock band tooltips so they refresh when the item title or subtitle changes Fixed Command Palette dock startup animations so items pinned to the End section animate consistently with Start and Center items Fixed Command Palette dock subtitle visibility in compact mode so subtitles refresh correctly after async updates Fixed Command Palette hotkey navigation when the palette is showing a transient dock page Fixed a Command Palette dock window border that occasionally remained visible after disconnect/reconnect, by ensuring the owner HWND is set before frame removal Improved the Command Palette Pin to Dock dialog by reordering controls so they appear above the preview, making the dialog easier to scan Performance Monitor Added a Battery widget to Command Palette Performance Monitor that shows live charge percentage, charging/AC status, and estimated time remaining, updating the dock-band battery icon to reflect current charge level and charging state in Added Command Palette Performance Monitor dock bands for individual metrics like CPU, memory, network, GPU, and battery when available Fixed Command Palette Performance Monitor's CPU dock reading to use a 0–100% system CPU counter, preventing boosted CPUs from showing values above 100% Improved Command Palette Performance Monitor network widgets by giving Send and Receive distinct up/down arrow icons and simplifying their labels Reordered Command Palette Performance Monitor network dock bands to match Task Manager's send/receive order Fixed a Command Palette Performance Monitor crash when a GPU index falls outside the available range Fixed a Command Palette Performance Monitor settings file path collision that could cause widget settings to overwrite one another Calculator Added rand() and randi() to the Command Palette Calculator and improved error messages by distinguishing invalid expressions, NaN, and out-of-range results Fixed Command Palette Calculator parsing for multi-argument functions in cultures where comma is both thousands separator and argument separator, so expressions like max(1,2) and grouped numbers are handled correctly Fixed the Command Palette and Run Calculator 'log' and 'ln' functions when whitespace separates the function name from its argument, so 'log (n)' computes log base 10 and 'ln (n)' no longer errors out Reliability & UX Added a pinned commands section to the Command Palette Home page with context-menu actions for reordering pinned commands Updated Command Palette Shell provider to behave more like Windows Run, improving command execution and suggestions for network paths, NTFS paths, and other edge-case paths Improved Command Palette Window Walker by showing a loading state while open windows are queried during search Improved Command Palette list items by limiting visible tag pills to three and showing a +N overflow badge, preventing tags from crowding out titles Added a Command Palette All Apps setting to hide app description subtitles in search results for a cleaner list view Fixed Command Palette back navigation so the bottom command bar refreshes immediately when returning with Esc or Backspace Fixed Command Palette Extensions settings text so single command and fallback command counts use singular wording Improved Command Palette extension logging by routing extension messages to info, warning, or error logs according to their reported severity Updated Command Palette versioning to 0.11 Added stable Command Palette automation IDs so UI testing tools can reliably target controls and generated list items across sessions Fixed Command Palette Dock positioning when opening palette items from secondary displays, so the palette appears on the correct monitor Updated developer documentation with steps for debugging Command Palette directly through its Visual Studio solution filter Added 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.
  • Recent Achievements

    • One Year In
      Primer1st earned a badge
      One Year In
    • Experienced
      JayZJay went up a rank
      Experienced
    • Reacting Well
      Sir_Timbit earned a badge
      Reacting Well
    • Week One Done
      rubentuben8 earned a badge
      Week One Done
    • Week One Done
      ARaclen earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      512
    2. 2
      PsYcHoKiLLa
      229
    3. 3
      Edouard
      136
    4. 4
      ATLien_0
      87
    5. 5
      Steven P.
      80
  • Tell a friend

    Love Neowin? Tell a friend!