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Techland New Game Is a AAA Open-World Fantasy RPG With Former CD Projekt RED Devs

Dying Light developer Techland has confirmed that they are currently developing a AAA open-world fantasy RPG alongside former CD Projekt RED developers and staff. The project as of now the untitle d Techland new game has a concept art up, and devs also revealed the staff currently working on it.

In a statement, Techland CEO Pawel Marchewka says of this new open-world fantasy RPG:

“We’re very happy with what we have accomplished with the Dying Light franchise so far. Moreover, our journey with Dying Light 2 Stay Human has only just begun as we plan to support this game for at least five years, with its scope and size matching, if not exceeding, what we have provided our community with during post-launch support for its predecessor.”

“At the same time, our ambition is to introduce a brand new IP that is vastly different from what we have been doing for the past several years. We want to create a fully next-gen experience. A new fantasy epic set in a sprawling open world, fueled by the skills and experience we have gained as a team over the years, infused with new ideas, passion, and creativity. While we cannot share more details about this project now, we’re all truly invested in it and looking forward to showing it to gamers when the time is right.”

Here’s the current list of staff as noted by Techland:

  • Karolina Stachyra – Narrative director who previously worked with CD Projekt RED on The Witcher 2: Assassins of Kings and The Witcher 3: The Wild Hunt, plus its downloadable content.
  • Arkadiusz Borowik – Narrative lead who previously worked with CD Projekt RED on The Witcher 2: Assassins of Kings and The Witcher 3: The Wild Hunt, plus its downloadable content.
  • Bartosz Ochman – Open world director who previously worked on Cyberpunk 2077 and The Witcher 3: The Wild Hunt.
  • Mario Maltezos – Creative director who previously worked with companies like Ubisoft (Prince of Persia: The Sands of Time), Warner Bros. (Mad Max), and Microsoft.
  • David McClure – Lead game designer previously associated with Arkane Studios (DEATHLOOP), Deep Silver, and Playground Games.
  • Kevin Quaid – Lead animator with over eight years of experience at Guerrilla Games, working on titles such as Horizon Zero Dawn and its expansion, “The Frozen Wilds.”
  • Marcin Surosz – Lead user interface / user experience designer with amazing skill in defining players’ needs, formerly with People Can Fly.

Here’s the concept art for it as well:

There you have it. As always, stay tuned here at MP1st for further details on this upcoming project, especially if you’re a big fan of the studio! In other Techland news, the studio delayed Dying Light 2’s first story DLC to September, and you can read more about it here.

MP1st Staff

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505 Games Spring 2022 Showcase Unveil Three New Titles for 2022-2023

The 505 Games first ever Spring 2022 showcase just wrapped up earlier today, and along with it the announcement of three new exciting titles all set to release in 2022 to 2023. Check out the recap of the product showcase below via the 34 minute presentation video.

Here are the games announced on the 505 Games Spring 2022 Showcase:

AMONG THE TROLLS
Among the Trolls is a first-person, survival, action-adventure game where strange mysteries of folklore-laden Finnish forests are unraveled. Embark on a quest to find your grandparents who have disappeared in the wilderness, and learn how to survive in the wild… Among The Trolls.
STRAY BLADE
Stray Blade is an Action RPG where you play a rogue Adventurer exploring the ancient Valley of Acrea with your mischievous companion, the Xhinnon wolf Boji. Unveil the history of the forgotten valley and master the powers of the three Acrean Metals to restore balance to this war-torn land. Stray Blade will be available in 2023 on PC Steam, Epic, PS5 and Xbox Series X|S. Wishlist now!
MIASMA CHRONICLES
From the creators of Mutant Year Zero: Road to Eden, comes a beautifully crafted tactical adventure you won’t forget. Embark on a quest across a post-apocalyptic wasteland, torn apart by a savage force known only as the “Miasma”, and unlock the dark secrets that are ravaging the world. Wishlist Miasma Chronicles on Steam, Epic Games, Xbox and PlayStation now.

At the time of writing, Among the Trollls is now available for wishlisting, so you can head over to its official Steam page to check it out for yourself. Stay tuned here at MP1st for more on 505 Games and all of the newly announced titles in the future!

MP1st Staff

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SMITE Update 12.15 Patch Notes; Out for 9.5 Slipknot Patch This May 17

Hi-Rez has released SMITE update 12.15 patch today, and this one is for the Slipknot 9.5 update across platforms! Check out the full SMITE May 17 update patch notes below.

SMITE Update 12.15 Patch Notes | SMITE Update 9.5 Patch Notes | SMITE May 17 Update Patch Notes:

SMITE Adventures: SMITE Night
  • Adventures are back!
    • The first Adventure of the year is SMITE NIGHT featuring Classic Conquest!
  • SMITE NIGHT
    • This is a new one-day only game mode that opens up once a week.
    • Get your friends together to play SMITE on this special night to earn bonus rewards and play new modes or interesting twists on current modes!
    • SMITE NIGHT will occur on Saturdays and last for 24 hours.
    • SMITE NIGHT will feature a different mode each week.
    • Rewards
      • Each SMITE NIGHT a player will be given 2 quests to complete on that SMITE NIGHT.
      • These weekly SMITE NIGHT Quests do not carry over and must be completed on that SMITE NIGHT.
      • Each monthly update players will also have 2 SMITE NIGHT Milestone Quests that will last the duration of the release/patch.
      • Players must click/press on START within the limited tab in order to earn rewards and earn progress towards the SMITE NIGHT Quests.
      • Quests will not progress unless players click/press START within the Limited tab.
      • To earn all of the rewards players should participate and complete all SMITE NIGHT weekly quests.
    • Leaderboards
      • Each Week of SMITE NIGHT will have a dedicated leaderboard showcasing the top players.
      • Leaderboards are only active when SMITE NIGHT is active.
      • Leaderboards are reset each SMITE NIGHT.
    • Limited Tab
      • Within the PLAY menu there is a new tab called “Limited”
      • This tab will showcase all SMITE NIGHT quests, rewards, leaderboards, and SMITE NIGHT rules and information.
  • Classic Conquest
    • This map is a blast from the past! It was only available to PC players during the earliest closed beta phases of SMITE back in 2012. Many players have never played this map, but those who have know how amazing it was. Now everyone can have that experience of the very first playable SMITE Conquest map.
    • We aimed to preserve as much as possible of the rules and pacing as the original map, the late game gold and experience gain tends to be much slower than modern maps
    • All the original environment art and most of the original character art will be displayed in all of it’s 2012 glory
    • This map will only be available to queue on the 1st and 3rd SMITE NIGHTS. It will be available for custom games, but only after the 1st official SMITE NIGHT and not on 9.5 launch day.
    • Fire giant has a different set of attacks and an enclosed arena
    • Many jungle buff camps are located on the outside of the side lanes – often referred to as “side jungles”
    • Jungle Buffs are NOT symmetrical per lane – your opponents in your lane will have access to different buffs than you do.
    • In each side lane, one team will have Health and Mana buff as their safe buffs, the other team will have Speed and Protections.
    • Damage Buff is contested
    • Both Mid Laners get Cooldown Buff
    • Generally this map was played with 2 different duo lanes instead of a dedicated Jungler
    • Map Details
      • All Jungle Buffs Spawn at 00:10s game time
      • Players can have multiple jungle buffs (yes, even all 6 can be on the same god)
      • Green Buff – Health – Provides  +50 HP5
      • Red Buff – Damage – Provides +5 Physical Power, +10 Magical Power, +20% Magical and Physical Power
      • Yellow Buff – Protections – Provides +35 Magical and Physical Protections
      • Orange Buff – Speed – Provides +20% Movement Speed
      • Blue Buff – Mana – Provides 25 MP5
      • Gray Buff – Cooldown – Provides 10% CDR (looks like an XP camp icon, there are no XP camps on this map, every camp is a buff or a boss)

  • Modes and rewards per week
    • Monthly Update Milestone Rewards
      • Rewards
        • New Comic Splash Level Up Effect Cosmetic
        • SMITE NIGHT Skins Chest
    • Week 1
      • Mode:
        • Classic Conquest
      • Quest Rewards
        • New Welcome to SMITE NIGHT Loading Screen
        • Heavenly Light Chest
    • Week 2
      • Mode:
        • All Out Slash
          • Duplicate Gods Allowed
          • Infinite Mana
          • 20% CDR Starting – 60% CDR Max
      • Quest Rewards
        • SMITE NIGHT Avatar Chest
        • Pick Your Own God Chest
    • Week 3
      • Mode:
        • Classic Conquest
      • Quest Rewards
        • SMITE NIGHT Emote Chest
        • SMITE NIGHT Cosmetic Chest
    • Week 4
      • Mode:
        • 5v5 Season 9 Conquest
          • You must queue with a complete party of 5 in order to play
      • Quest Rewards
        • 3 day Account Booster
        • SMITE NIGHT Voice Pack Chest
Slipknot Event

Slipknot is in SMITE! 

The music and counterculture experience created by the multi-platinum sonic phenomenon and nine-piece force of nature, Slipknot, arrives in SMITE through this one of a kind crossover event. Squad up as the Slipknot band members and battle against the gods of SMITE!

 

  • Format
    • The event takes the form of a single chest with all Slipknot skins and cosmetic bundles contained within.
    • Unlocking chests will earn progress toward a Choice Chest Roll where players can select any item from the chest
      • After 3 rolls, the next (4th) roll will be the Chest Choice
    • All skins in the chest will also be available for direct purchase.
    • All Slipknot items will be discounted for the first two weeks of the release.
    • Unlock any 3 Slipknot items – from any combination of chest rolls or direct purchase – to unlock the Slipknot Music Theme!
  • Skins:
    • Mick Thomson Chaac Skin
    • Jim Root Chaac Skin
    • Alessandro Venturella Chaac Skin
    • Michael Pfaff Raijin Skin
    • clown Raijin Skin
    • Jay Weinberg Raijin Skin
    • Corey Taylor Poseidon Skin
    • Sid Wilson Poseidon Skin
    • Craig Jones Poseidon Skin
  • Cosmetics (Contained inside 2 bundles)
    • Slipknot Jump Stamp
    • Slipknot Level Up
    • Slipknot Loading Screen
    • Slipknot Avatar
    • Slipknot Recall Skin
    • Maggot Player Title
    • Slipknot Music Theme
      • Obtained from unlocking 3 Slipknot event items
Blast from the Past Battle Pass!

 

  • Battle Pass: Blast from the Past  (600 gems)
  • Battle Pass: Blast from the Past Plus  (1200 gems)
  • NEW Pick Your Own Battle Pass Skin and Pick Your Own Battle Pass Cosmetic Chests earnable in both tracks!
  • Paid Track Items:
    • Trickster Loki Skin
    • The Trickster Loading Frame
    • Tricksters Loading Skin
    • The Trickster Avatar
    • Back Stab! Jump Stamp
    • Denton! Global Emote
  • Free Track Items:
    • The Trickster Player Title
  • Battle Pass Features
    • Pick Your Own Battle Pass Skin Chest
      • These chests are received from gaining levels in the Blast from the Past Battle Pass
      • They will show up in the player inventory in the Reward Center
      • When players click the “Claim” button, they will be given the option to choose one item from any of the chest’s contents.
      • These chests contain skins from every Battle Pass before 2022 that was not a crossover
        • Specifically that’s content from:
          • Too Hot for You!
          • Darkness Falls
          • New Olympia
          • Sweet Victory
          • Pirate Queens
          • Enchanted Chronicles
          • Lightbringers
          • Final Boss
          • Necropolis
          • Most Wanted
          • Heroes of the Wild
          • Cleanliness VS. Godliness
        • It does NOT include content from:
          • RWBY
          • Avatar
          • Teenage Mutant Ninja Turtles
          • Monstercat
          • Stranger Things
          • Transformers
      • These chests also contain the option to choose 100 gems which players may pick if there is not a skin they are interested in, or if they already own all the rest of the content.
    • Pick Your Own Battle Pass Cosmetic Chest
      • These chests are received from gaining levels in the Blast from the Past Battle Pass
      • They will show up in the player inventory in the Reward Center
      • When players click the “Claim” button, they will be given the option to choose one item from any of the chest’s contents.
      • These chests contain cosmetics from every Battle Pass before 2022 that was not a crossover
      • These chests also contain a 3-Day Account Booster which players may choose if there is not a cosmetic they are interested in, or if they already own all the rest of the content.
    • There will be more ways to unlock these battle pass skins and cosmetics in the future
Quality of Life
  • Economy
    • Battle Pass XP can now be purchased for Favor as well as Gems!
      • You still have to own the Battle Pass in order to purchase xp (this has always been the case).
    • Earn Free Rewards Update
      • Watching ads will now grant Favor instead of Viewer Points
      • In response to concerns that Viewer Points will no longer be rewards for viewing ads in the Free Rewards section of SMITE, we are excited to announce that Viewer Points will now be purchasable for Favor!
        • Viewer Points will still be purchasable at the rate of 200 gems for 10,000 Viewer Points
        • Viewer Points will now additionally be purchasable at the rate of 10,000 Favor for 10,000 Viewer Points.  This is done in the same location in the Esports & Live Streams > Viewer Store section of the game.
        • Please be aware that this is a one-way process.  Favor converted into Viewer Points will not be able to be returned to Favor.  Particularly given changes to the Battle Pass to allow levels to be purchased using Favor, we want everyone to be aware that Favor has never been more valuable in SMITE!
        • Note that Viewer Points will most likely still have a soft reset performed each year, so excess Viewer Points that are not spent may be lost.
  • General
    • More improvements have been made to server performance and stability
    • Relic and Glyph Purchasing (PC)
      • When we introduced Glyphs and Relic Upgrades we changed the purchase flow to require players to click through their Relic or Tier 3 item and then make their purchase. This requires players to click additional times in order to purchase those items, but makes it easier to browse the upgrades. We are reverting this.
      • In this update players will directly buy their Relic or Tier 3 item from the first menu available.
      • Players will need to select the Relic or Item in their inventory to upgrade it further or purchase a Glyph. Or they can navigate through the store by searching the name or stat type.
      • Updated the tabbed out UI art for “You have an invite!”, “Your match is ready!”, and “Your match has begun!”
    • Audio
      • Have you ever experienced buying a new game, booting it up, and then finding the default audio to be painfully loud? This affects a lot of new games due to how widely different PC users’ audio settings can be. Last update we decreased a lot of the default volumes in SMITE, so even if you had it at 100% it would be quieter than in previous updates. Music got the largest adjustment here and we will be partially reverting that in this update to allow it to be set to a louder volume.
      • Adjusted the min, max, and default volumes of all volume setting sliders (already live)
      • Increased the max volume of the music setting
Bug Fixes

UI

  • Fixed an issue where the Normal match God Selection lobby was displaying player names while picking Gods
  • Fixed an issue where the Guide Commendation was not working properly after being commended by a teammate
  • Fixed an issue with the PC Hud Editor where players couldn’t toggle the score display back on
  • Localization
    • Fixed an issue with the drop-down menu on the Profile: Ranked tab not displaying text for localized clients
  • Console Item Builder
    • Fixed an issue where players couldn’t delete single items one at a time within the builder
  • Custom Games
    • Fixed an issue where the Custom lobby image would always show Arena art for all game modes once a match was created
  • Fixed an issue where the End of Match Lobby Battle Pass level displayed as Undefined if players were level 60
  • Fixed an issue where PC players were unable to click and view videos in the Learn tab
  • Fixed an issue on the PC K Screen where periods would turn into commas when leveling abilities
  • Fixed an issue where the End of Match Lobby was not muting Victory music when viewing the Scoreboard and other tabs

General Gameplay

  • Slash
    • Fixed an issue where the Juggernauts weren’t regaining health once players stepped out of the leash radius
  • Conquest
    • Fixed an issue where the Pyromancer wasn’t awarding the Objective Steal Accolade

Gods

  • Ne Zha
    • Fixed an issue that caused frame rate drops due to his passive
  • Shiva
    • Fixed an issue where Shiva’s Emblazoned Sweep would activate Jormungandr’s passive if on the same team
    • Fixed an interaction between Shiva’s Pillar of Dawn and Skadi’s Permafrost where the effect would apply longer than intended
    • Fixed an issue where Shiva would get stuck in an animation and T-pose if he was interrupted from firing Pillar of Dawn
    • Updated the description of his Pillar of Dawn ability to reflect this ability is immune to all CC except Stuns
    • Fixed an issue where he could be taken out of Pillar of Dawn if crippled, silenced, taunted, and mesmerized
    • Fixed an issue where Bluestone Pendant, Gladiator’s Shield, and The Crusher would apply item effects on each dash from Pillar of Dawn
    • Updated the description of his ultimate ability to more clearly state the duration in seconds
  • Xbalanque
    • Fixed an issue where players couldn’t pause matches while Branching Bola was activated
  • Rama
    • Fixed an issue where the cripple arrow from Rolling Assault would disappear and have no effect once he activated his second ability
  • Tyr
    • Fixed an issue where Honorable Machina Tyr would play two voice lines during his ultimate
  • Skadi
    • Fixed an issue where Kaldr would get stuck around pillars near the Fire Giant in Conquest
    • Fixed an issue where Kaldr could get permanently slowed by Anhur’s Shifting Sands ability
  • Danzaburou
    • Fixed an issue where enemy line AoE targeters could predetermine his location in his Tanuki Trickery ability
  • He Bo
    • Fixed an issue where Atlas of the Yellow River applied two stacks of Soul Gem on the first cast of the ability
  • Hera
    • Fixed an issue where Soul Gem was not stacking correctly on her Divine Shroud ability
  • Chang’e
    • Fixed an issue on the Moonlight Love skin where her Rabbit wasn’t moving properly
  • Ganesha
    • Fixed player collision issues on the Dharmic Pillars for his Cosmic Fortune and Rune Machina skins
  • Khepri
    • Fixed an issue where players could get stuck in the air when being revived with Scarab’s Blessing during Kumbhakarna’s ultimate
  • Bacchus
    • Fixed an issue on the ultimate ability of his Iroh skin sometimes not playing FX
  • Hou Yi
    • Fixed an issue where players could become untargetable after an interaction between Merlin’s Elemental Mastery Arcane stance interrupting Hou Yi’s Divebomb ability

Items

  • Chaotic Beads
    • Fixed an issue where the passive would proc on enemies without activating the Relic during long periods of CC immunity (fix already live)
Balance live with the 9.5 Update – May 17

Game Modes

Conquest

The first Conquest Update of Season 9 is bringing a lot of detailed changes. When updating our maps we want to give players as much specific info as possible, but that can also make it difficult to read through the notes and comprehend the main concepts. In this section we can summarize some of the goals and expected effects you can expect from the 9.5 “Knight’s Keep” Conquest Map!
The Conquest changes fall into 2 major categories: Design and Balance. Check these notes for essentially the TLDR of each Conquest section.
The primary goals are to reduce the early game snowball effect and to decrease the chances of “sweeping victories” in the late game where one fight creates too large of a lead, or even ends the game.

 

  • Obelisks
First, the major design changes. With each Conquest Update players expect mechanical changes as well as new environment art and this update will bring both.
The changes to game mechanics are focused mostly around the Obelisks. We wanted to make the entire flow less snowbally, easier to understand, and have a more clear and impactful reward.
Obelisks will now have medieval themed visuals for the structure and the offerings, and will be filled up for a reward in a similar manner as before. However, offerings now will drop only from Lost Knights who spawn within Mist across the map, and the reward will be a siege weapon instead of Indra’s Scepter.
There is also a significant environmental art change to the duo lane, where the Knight’s Keep now stands.

 

  • Now become active at 6 minutes and are inactive for 6 minutes
    • Increased from 4 minute start and 4 minute inactivity
  • Offerings can now only be picked up by the team that scored the last hit to trigger the drop
  • While obelisks are active:
    • The Jungle becomes shrouded in patches of Mist which stealths players standing within them
    • During each round of activation, each Mist area will contain a Lost Knight, that drops an Offering when slain
  • When one team fills their Obelisk
    • Each team is awarded 10 XP and 10 Gold for each Offering stored in their Obelisk
      • Decreased from 15 XP and 15 Gold for each Offering stored
    • The team that completely filled their Obelisk is given an Empowered Trebuchet that also provides a defensive buff aura to all nearby allies in its radius
      • Has an Aura that provides +15 Magical Protections and +15 Physical Protections to nearby allies within the 30ft radius (does not buff itself)
  • Trebuchet
    • Spawns near a friendly Phoenix in the lane with the healthiest and highest number of enemy Structures alive
      • The first time a friendly God walks within its 30ft radius, it will spawn two escort minions and push the lane
      • The Trebuchet will continue the push as long as an ally minion or god is within its radius
      • If an enemy enters its radius, it will stop attacking until that enemy is killed or leaves
      • Trebuchets launch Flaming Boulders at enemy Structures and Minions from long range, outside of the Tower aggro radius
    • Flaming Boulder
      • 100ft Maximum range
      • 30ft Minimum range
      • Each time the Trebuchet launches a projectile, it consumes 5% of its own HP
    • Base Stats
      • 1700 Base Health
      • 50 Physical Protection
      • 10 Magical Protection
      • 300 Physical Power
    • Base Stat Scaling (Stacks every 3m of game time)
      • +300 Health
  • Jungle
We also made a series of intense balance changes to this Conquest map with the primary goals of reducing snowball effects and creating noticeable changes to gameplay in multiple phases and roles.
Overall total XP and Gold gain rates have not changed significantly, but have been shifted around in many ways.
Lane Minions and Jungle Camps are also going to be noticeably more tanky. This will encourage more fighting in waves and will give Junglers a larger advantage when killing camps due to their Starter Item Selection. This change creates a huge ripple effect across the map.
Contested jungle camps will now spawn less often, as most players will have less down time between waves.
We have also added a lot of specific designs to fine tune individual lanes and roles. All buff camps will be easier to clear on the very first spawn to ensure that there is a lot of role and pathing flexibility from the start of the match. Individual buff camps now have different stats, XP, and Gold values, and Harpy camps across the map have been individually tuned to their XP and Gold values, and recolored to display the differences.

 

  • Initial Spawn
    • Delayed Back Harpies initial spawn from 00:15 to 00:30
    • All Buff Camps now spawn at 00:10
    • All Buff Camps now spawn 3 minis on the initial spawn, with the center monster dropping the buff
      • Center mini
        • +10 base XP (except Mana Camp)
        • +200 base health
      • This is to ensure quick clear speed for all roles at their starting camps, with the camp reward modified to allow all roles to hit level 2 at the end of the first wave
    • After this first rotation, the camp will spawn a stronger Buff Holder for the rest of the match
  • Respawn Timers
    • Mid Lane Center XP Camps (Mid Harpies)
      • Delayed respawn time from 120 to 150 seconds
      • These Harpies are now Blue
    • Duo Lane Center XP Camp (Side Jungle)
      • Delayed respawn time from 120 to 150 seconds
      • These Harpies are now Gold
    • Duo Lane Side XP Camps (Behind Gold Fury)
      • Delayed respawn time from 120 to 180 seconds
      • These are now Nagas
    • Solo Lane Side XP Camps (Behind Fire Giant)
      • Delayed respawn time from 120 to 180 seconds
      • These are now Nagas
  • Back Harpy XP Camp – Gold Fury side
    • This camp has been removed (see: Support Buff Camp)
  • Support Buff Camp
    • This camp has been consolidated into the removed Back Harpy XP Camp on the Gold Fury side of the map
    • Now spawns 1 Support Buff Elder Harpy, 2 Support Buff Harpies
    • These harpies have been recolored a green hue
    • Respawn time 120s
  • Lane Minions
    • Swordsman
      • Increased Base Health from 420 to 650
      • Added 8 Base Physical Protection
      • Added 4 Base Magical Protection
      • Decreased Attack Speed from 1.1 to 1.0
    • Archer
      • Added 4 Base Physical Protection
      • Added 2 Base Magical Protection
      • Decreased Scaling Damage vs Structures from 80% to 60%
    • Brute
      • Added 4 Base Magical Protection
    • Fiery Swordsman
      • Increased Base Health from 630 to 780
      • Decreased Attack Speed from 1.1 to 1.0
  • Buff Camps
    • Damage Camp
      • Red Buff Holder
        • Base
          • Increased Base Health from 450 to 850
          • Increased Physical Protection from 9 to 20
          • Increased Magical Protection from 2 to 16
          • Increased Physical Power from 15 to 24
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Decreased Health per stack from +205 to +195
          • Increased Physical Power per stack from +4 to +6
      • Red Buff Guards
        • Base
          • Decreased Base Health from 105 to 80
          • Decreased Physical Protection from 7 to 5
          • Increased Physical Power from 5 to 10
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Increased  Health per stack  from +95 to +120
          • Increased Physical Power per stack from +4 to +6
    • Mana Camp
      • Blue Buff Holder
        • Base
          • Increased XP Reward from 190 to 194
          • Increased Base Health from 450 to 500
          • Decreased Physical Protection from 9 to 6
          • Increased Magical Protection from 2 to 10
          • Increased Physical Power from 15 to 18
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack  from +35 to +9
          • Decreased Gold Reward per stack from +4.5 to +1.5
          • Decreased Health per stack from +205 to +195
          • Increased Physical Power per stack from +4 to +6
      • Blue Buff Guards
        • Base
          • Decreased Base Health from 105 to 80
          • Decreased Physical Protection from 7 to 5
          • Increased Physical Power from 5 to 10
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Increased  Health per stack  from +95 to +120
          • Increased Physical Power per stack from +4 to +6
    • Speed Camp
      • Yellow Buff Holder
        • Base
          • Increased Base Health from 450 to 675
          • Decreased Physical Protection from 9 to 6
          • Increased Magical Protection from 2 to 4
          • Increased Physical Power from 15 to 18
          • Increased Attack Speed from 1.0 to 1.25
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack  from +12 to +9
          • Decreased Health per stack  from +205 to +195
          • Increased Physical Power per stack from +4 to +6
      • Yellow Buff Guards
        • Base
          • Decreased Base Health from 105 to 80
          • Decreased Physical Protection from 7 to 5
          • Increased Physical Power from 5 to 10
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Increased Health per stack from +95 to +120
          • Increased Physical Power per stack from +4 to +6
    • Void Camp
      • Purple Buff Holder
        • Base
          • Increased Base Health from 450 to 775
          • Increased Physical Protection from 9 to 20
          • Increased Magical Protection from 2 to 10
          • Increased Physical Power from 15 to 18
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Decreased Health per stack from +205 to +195
          • Increased Physical Power per stack from +4 to +6
      • Purple Buff Guards
        • Base
          • Decreased Base Health from 105 to 80
          • Decreased Physical Protection from 7 to 5
          • Increased Physical Power from 5 to 10
        • Scaling (Stacks every 3m of game time)
          • Decreased XP Reward per stack from +12 to +9
          • Increased Health per stack from +95 to +120
          • Increased Physical Power per stack from +4 to +6
    • Support Camp
      • Green Buff Holder
        • Base
          • 45 XP Reward
          • 20 Gold Reward
          • 480 Base Health
          • 9 Physical Protection
          • 2 Magical Protection
          • 12 Physical Power
        • Scaling (Stacks every 3 minutes)
          • +9 XP Reward per stack
          • +1.5 Gold Reward per stack
          • +120 Health per stack
          • +2 Physical Protection per stack
          • +1 Magical Protection per stack
          • +4 Physical Power per stack
      • Green Buff Guards
        • Base
          • 33 XP Reward
          • 18 Gold Reward
          • 110 Base Health
          • 6 Physical Protection
          • 2 Magical Protection
          • 6 Physical Power
        • Scaling (Stacks every 3m of game time)
          • +9 XP Reward per stack
          • +1.5 Gold Reward per stack
          • +90 Health per stack
          • +2 Physical Protection per stack
          • +1 Magical Protection per stack
          • +4 Physical Power per stack
  • Oracles
    • Base
      • Increased Base Health from 500 to 600
      • Increased Physical Power from 23 to 28
    • Scaling (Stacks every 3m of game time)
      • Increased Health from +110 to +150
      • Increased Magical Protection from +1 to +2
      • Increased Physical Power from +2 to +6
  • Naga
    • Base
      • Decreased XP Reward from 49 to 40
      • Decreased Gold Reward from 33 to 26
      • Decreased Base Health from 660 to 500
    • Scaling (Stacks every 3m of game time)
      • Increased Physical Protection from +1.5 to +2
      • Increased Magical Protection from +1 to +2
  • XP Camps
    • “Back Harpies” XP Camps – Fire Giant side
      • Elder Harpy
        • Increased Base Physical Power from 11 to 16
        • Increased Scaling Health from +90 to +120
      • Harpy
        • Decreased Base Health from 130 to 110
        • Increased Scaling  Health from 70 to 90
    • “Mid Harpies” Mid Lane Center XP Camps
      • Delayed respawn time from 120 to 150 seconds
      • Now spawns 1 Elder Mid Harpy, 2 Mid Harpies
      • Total Camp Base Value
        • Increased from 56 to 60 XP
        • Decreased from 40 to 24 Gold
      • Total Camp Scaling (Stacks every 3m of game time)
        • Decreased from +18 XP to +9 XP
        • Decreased from +3 Gold to +1.5 Gold
    • “Castle Camp” Duo Lane Center XP Camp
      • Delayed respawn time from 120 to 150 seconds
      • Now spawns 1 Elder Gold Harpy, 2 Gold Harpies
      • Total Camp Base Value
        • Increased from 32 to 50 XP
        • Increased from 22 to 36 Gold
      • Total Camp Scaling (Stacks every 3m of game time)
        • +9 XP
        • +1.5 Gold
    • Duo Lane Side XP Camps
      • Base XP Reward 40
      • Base Gold Reward 26
        • Previous alpha harpy was
          • 32 xp
          • 22 gold
      • Delayed respawn time from 120 to 180 seconds
      • Now spawns 1 Naga
      • No longer hostile on sight
    • Solo Lane Side XP Camps
      • Base XP Reward 40
      • Base Gold Reward 26
        • Previous Elder harpy was
          • 28 xp
          • 20 gold
      • Delayed respawn time from 120 to 180 seconds
      • Now spawn 1 Naga
      • No longer hostile on sight
  • Towers and Phoenixes
The ability to dive towers has been a common point of discussion in the community recently. We did increase their damage but with the major changes to god Health and Protections we needed to make sure we amped up towers significantly. These changes are designed to make sure towers are more lethal than ever, even with the buffed base stats of 9.5. This makes it noticeably harder to tower dive in the early game, and also makes it harder to siege bases, which will decrease the chances of a single team fight leading to the entire map being cleared. Towers will not only be more lethal, but also have more HP, including a significant buff to Titan HP.
We also made Jungle Bosses considerably more lethal. They will also now deal Magical and Physical damage, making it harder to tank up against them. This will create more risk around taking bosses, encouraging fights and making it harder to snowball.

 

  • Tier 1 Tower
    • Increased Power Scaling vs Gods from 110% to 135%
    • Increased Power Scaling vs Minions from 125% to 140%
    • Added 30% Penetration to attacks
    • Increased Base  Health from 1750 to 2100
  • Tier 2 Tower
    • Increased Power Scaling vs Gods from 110% to 135%
    • Increased Power Scaling vs Minions from 125% to 140%
    • Added 30% Penetration to attacks
    • Increased Base Health from 2800 to 3000
    • Decreased Team Gold Reward from 200 to 150
  • Phoenix
    • Increased Power Scaling vs Gods from 100% to 135%
    • Increased Power Scaling vs Minions from 115% to 140%
    • Added 30% Penetration to attacks
    • Increased Base Health from 3000 to 3600
  • Titan
    • Increased Base Health from 8000 to 12500
    • Increased Health Gained per Tower from 500 to 750
    • Increased Health Gained per Phoenix from 1500 to 2250
  • Gold Fury
    • Gold Fury
      • Increased Scaling Health from +250 to +275
      • Increased Base Magical Power from 0 to 60
      • Increased Scaling Magical Power from 0 to +4 per minute
      • Increased Scaling Physical Power from 4 to +5 per minute
      • Burden of Riches
        • Now deals Magical Damage instead of Physical
          • (basic attacks still deal physical damage)
        • Increased debuff duration from 5 to 8 seconds
    • Primal Fury
      • Increased Scaling Health from +250 to +275
      • Increased Base Magical Power from 0 to 70
      • Increased Scaling Magical Power from 0 to +4
      • Increased Scaling Physical Power from 4 to +5
      • Burden of Dread
        • Now deals Magical Damage instead of Physical
          • (basic attacks still deal physical damage)
        • Increased debuff duration from 5 to 8 seconds
    • Oni Fury
      • Increased Scaling Health from +250 to +275
      • Decreased Base Team Gold Reward from 115 to 90
      • Increased Base Magical Power from 0 to 70
      • Increased Scaling Magical Power from 0 to +4
      • Increased Scaling Physical Power from 4 to +5
      • Burden of War
        • Now deals Magical Damage instead of Physical
          • (basic attacks still deal physical damage)
        • Increased debuff duration from 5 to 8 seconds
  • Pyromancer
    • Increased Base Health from 2500 to 2750
    • Increased Base Magical Power from 0 to 100
    • Infernal Ritual
      • Now deals Magical Damage instead of Physical
      • (basic attacks still deal physical damage)
    • Blazing Haste (Pyromancer Effect)
      • This effect now can be applied or refreshed by walking across your Base gate switches
  • Fire Giant
    • Increased Fire Giant Power Scaling from 4 to 5 Physical and Magical power per minute  (Increased Max Physical Power from 214 to 235 at 20m)

Assault

It was also important to us that we took the base stat changes and conquest goals into account on other game modes. Following this logic we also buffed the structures and most of the objectives across all SMITE maps and modes

 

  • Towers and Phoenixes
    • Tier 1 Tower
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
      • Increased Base Health from 2000 to 2100
    • Tier 2 Tower
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
      • Increased Physical Power from 215 to 270
      • Increased Base Health from 2000 to 3000
    • Phoenix
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
      • Increased Physical Power from 300 to 320
      • Increased Base Health from 2000 to 3600
    • Titan
      • Increased Base Health from 8000 to 10500

Slash

  • Juggernaut
    • Scaling (Stacks every 1m of game time)
      • Increased Health from +250 to +275
      • Increased Physical Protection from +4 to +6
      • Increased Physical Power from +6 to +7
  • Towers and Phoenixes
    • Tier 1 Tower
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
      • Increased Base Health from 2000 to 2200
    • Tier 2 Tower
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
      • Increased Base Health from 2500 to 2800
    • Phoenix
      • Added 30% Penetration to attacks
      • Increased Base Health from 3000 to 3200
    • Titan
      • Increased Base Health from 8000 to 9500

Joust

  • Towers and Phoenixes
    • Tier 1 Tower
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
    • Phoenix
      • Increased Power Scaling vs Gods from 100% to 135%
      • Added 30% Penetration to attacks
Items
9.5 will also bring what is potentially our last round of item nerfs. 9.4 hit top performing T3s, 9.4 bonus hit starter items and T1 or T2s, and now we are doing another pass on hybrid items. Items that add both offensive and defensive stats are often quite powerful in SMITE, and can lead to some frustrating issues. With these nerfs we hope to decrease the amount of damage output coming from Warriors, Guardians, or people building like them. With everyone getting more defensive base stats it also makes it easier to build into these items, so we want to be sure to nerf them along with the TTK changes going live.

Tower Shield (T2)
  • Decreased Physical Power from 20 to 15

Berserker’s Shield
  • Decreased Physical Power from 25 to 20
  • Decreased Physical Protection from 50 to 40

Shifter’s Shield
  • Decreased Physical Power from 30 to 25
  • Decreased Physical Power from 30 to 25 on the passive

Gladiator’s Shield
  • Decreased Physical Power from 25 to 20

Void Shield
  • Decreased Physical Protections from 45 to 35

Runic Shield
  • Decreased Physical Power from 35 to 30

Ancile
  • Decreased Physical Power from 40 to 35

Caduceus Shield
  • Decreased Physical Power from 25 to 20

Frostbound Hammer
  • Decreased Physical Power from 35 to 25

Runeforged Hammer
  • Decreased Physical Power from 35 to 30

The Sledge
  • Decreased Physical Power from 40 to 35

Blackthorn Hammer
  • Decreased Physical Power from 30 to 25

Celestial Legion Helm
  • Decreased Magical Power from 70 to 55

Lotus Crown
  • Decreased Physical Protections from 60 to 50

Jade Emperor’s Crown
  • Decreased Magical Power from 40 to 30
  • Decreased Health from 350 to 300

Tyrannical Plate Helm
  • Decreased Magical Power from 85 to 70

Void Stone
  • Decreased health from 250 to 200
  • Decreased Magical Protection from 60 to 50

Stone of Fal
  • Decreased Health from 200 to 150

Stone of Binding
  • Decreased Magical Power from 30 to 25
  • Decreased Physical Protections from 35 to 30
  • Decreased Magical Protection from 35 to 30

Spell Focus (T2)
  • Added 5% Magical Penetration

Warrior’s Bane (T2)
  • Added 5% Physical Penetration

Time To Kill Changes

In this Update we will be introducing one of the largest sweeping balance changes in SMITE history. Most of the dev notes will be below in a more long-form discussion on the specifics of why we landed on this change and how we went about designing it. We want to thank all of our players for their constant feedback throughout 9.4 and before in helping us gather the proper data to reach this conclusion. This is going to be an especially exciting SMITE update!
  • Every single god in SMITE will receive the following changes:
    • Increased Base HP by 40%
    • Increased Base HP Per Level by 5%
    • Increased Base Physical Protection by 40%
    • Increased Physical Protection Per level by 8%
    • Increased Base Magical Protection by 28%
    • Increased Magical Protection Per level by 28%
  • Effects
    • This section will describe the min and max changes for each of these shifts across the god roster. Squishy gods will receive smaller increases than tanky ones.
    • HP
      • Level 1
        • Min Buff 145 HP
        • Max Buff 209 HP
      • Level 20
        • Min Buff 202 HP
        • Max Buff 304 HP
    • Physical Protections
      • Level 1
        • Min Buff 3.4 Protections
        • Max Buff 9.5 Protections
      • Level 20
        • Min Buff 7.4 Protections
        • Max Buff 14.5 Protections
    • Magical Protections (All gods have the same)
      • Level 1
        • Buff 8.65 Protections
      • Level 20
        • Buff 13.44 Protections
  • Future updates after 9.5 will absolutely focus priorities toward adjusting any unwanted side effects that result from the 9.5 changes. Future updates could even bring another re-adjustment of defensive base stats. Internal testing can only get us so far, but we feel strongly that this will have a positive impact on all types of SMITE gameplay. Now we need to see how this works in the live environment with a larger audience.
  • Why are we making this change?
    • The core goal of this change is to increase the Time to Kill (TTK) in SMITE. We want to decrease the chances that a player will die from most combat scenarios, and we want to address this even more heavily in the early game to counteract the snowball effect an early death can have.
    • 9.4 did a lot of good in shifting god win rates around. We saw a lot of movement in those charts, but we did not see much change in the overall damage in SMITE.
    • We take community feedback seriously, and have data that shows the subtle increase in damage in the game over the years. So we aimed to address that, first with a set of targeted nerfs, then with a follow up heavy shift if necessary.
    • Based on the results of 9.4 we now feel that the heavier shift is indeed necessary.
  • Why Do it in this way?
    • One goal of this change was to make sure it affects all of the game modes of SMITE. Lots of this messaging will be focused around Conquest as that is always our starting point for balance, but these changes should have similar impacts on the rest of SMITE’s maps.
    • We are increasing defensive stats instead of nerfing damage. These two options have similar results and goals, but we think that the base stat buff has a few clear advantages:
    • Base Stat buffs can be applied uniformly and fairly across all roles using percentages. Damaging abilities have far more variables and things to consider such as size, cooldown, ease of hitting, and etc. Buffing base stats is far more consistent as a game wide change than nerfing damage, and has nearly the same effect on pvp. It also has the added bonus of having less effect on the speed of clearing minion waves, camps, bosses, and towers across game modes.
    • HP and Protections are being increased at a similar rate to each other,also for consistency reasons. This prevents any specific % health, % protection, or other outlier effect from being buffed or nerfed more heavily by this change.
    • We are putting a large amount of the stat change for gods at level 1 to make sure the early game feels noticeably different. The current numbers split the gain in stats nearly 50/50 between level 1 and levels 2-20. Putting more of these stats at level 1 also decreases the advantage gained by a level lead.
    • We hope this won’t look or feel like power creep since it is quite literally game wide and uniform. No one is getting buffed or nerfed except perhaps some gods who use Health or Protections in unique ways. This makes everyone 30%+8%Per level tankier.
    • This could potentially buff basic attackers because they are less limited by specific kill thresholds that are driven by cooldowns.
    • This could buff healers because longer fights and slower TTK make each effective health point more valuable, which healers provide the most of.
    • This could cause specifically tanks or squishies to see a bigger boost compared to each other. It could also cause % HP damage items to be better, or % Protections.
    • Squishies don’t buy HP or Prots, and this is just Base stats, so this is generally more of a buff to squishies, even though their buff is smaller (due to tanks higher Base stats) – Tanks buy lots of items for these stats, so this buff will be a smaller drop in the bucket for them. Its also possible that this extra tankiness is just enough to make Warriors and Guardians especially difficult to kill, and allows them to build more damage.
    • This will have unpredictable results. This is targeted to a specific goal that we think it solves, but its going to create many other shifts that will be very hard to predict, and won’t be proven as viable or not until there is a significant amount of gameplay time and data.
  • How did we arrive at these numbers?
    • Apologies for the specific math and gritty details, but we want to be as thorough as possible.
    • We started by looking at level 1 and running a set of tests to find the amount of HP and Protections we would need to buff in order to make those first waves feel noticeably safer. A significant amount of this starting point was based on the subjective opinions of the game designers. The other main calculation was based on how many abilities you could be hit by before dying at this level. We wanted to increase that by a noticeable amount.
    • From these tests we found that about 150-200 Health and 5 to 10 Protections was a great spot that created a noticeable change, and allowed you to tank more direct hits from enemy abilities.
    • We then set out to apply this via a percentage increase in base stats. We did it this way to preserve the unique difference in base stats between classes. Due to this, Guardians and Warriors got more of a Base HP Buff in 9.5 than Mages, Hunters, and Assassins. The same is true for Physical Protection. Preserving class unique stats and minimizing outliers were the top reasons for this method.
    • To see the level 1 buffs we wanted – we ended up at a 40% increase, or multiplying every god’s base stats by 1.4.
    • We wanted to apply more base stats per level as well, but with significantly more weight on the buffs at level 1 due to the consistent feedback that early game volatility is a larger concern than late game. We found that at the 40% and 5% split for HP this created roughly a 50/50 split between the stats players would gain from the 9.5 buffs. Half at level 1, the other half at levels 2-20.
    • From here we applied the same numbers to Physical Protections at 40% base, but then also slightly increased the per level buff to 8% because Protections increase per level in much smaller amounts.
    • Finally we moved on to Magical Protections, which are a very unique case. All gods in SMITE have the exact same magical protections, and Magical Protections are much more heavily front loaded at level 1. With very little being gained per level.
    • We wanted to increase Physical and Magical Protections by roughly the same amount as each other, to keep things consistent and avoid favoring a specific damage type. However, if we applied the same 40%+8% per level to Magical protections we would have added a much larger amount of protections at level 1.
    • The numbers perfectly evened out at 28% Base + 28% Per Level. At this point we saw the exact same Lvl 20 Buff to Magical Protections as it would have had if we went with 40% + 8%.
    • This magic number of 28% + 28% also increased the base and per level equally, which ensured that we kept consistent with how frontloaded Magical Protections currently are.
    • So with this change, we see both the same total magnitude change in both Protection types from 9.4 to 9.5. And we also keep Magical Protections at the exact same ratio of how much are gained at level 1 vs levels 2-20 compared to Magical Protections in 9.4 and before.
    • Magical Protections overall are buffed slightly more than Physical when applying this method. Since we measured the total Magical Protections gained off of comparing it to a hypothetical 40%+8% – and since Magical Protections are so heavily frontloaded, this yielded a flat higher number increase than Physical. Attempting to increase. It would be possible to buff Magical Protections by roughly 14%+14% to yield the same level 20 total increase as Physical Protections, but this would have created a much smaller change than Physical, which felt wrong because the base number is higher, so it should receive a larger buff. It was also potentially too small to be impactful. So instead, we targeted matching it to the Hypothetical 40%+8% total but then heavily shifted to account for the intense base vs per level difference.
  • Application
    • These numbers will be reflected in each gods Base stats UI which can be viewed in the god section of the client
    • HP is rounded to the nearest whole number (0.5 rounds up, 0.49 rounds down)
    • This applies to Base HP and HP per level
    • Protections will not be rounded, and fractions will be applied in game and actually do have an effect on damage taken (12.5 protections can mitigate more damage than 12 protections currently). This is rounded to the first decimal point. So 12.52 protections will function like 12.5 protections.
    • All gods Old, New, and Buff Amounts can be seen in the following link
      • The math was run within the game database, not copied from the spreadsheet. So if any numbers on this sheet appear incorrect, they could still be correct within the game.
      • If anything looks off please feel free to report it as a bug to us
      • LINK

Gods

Loki
Audio cues are especially important on this trickster god. The stealth and misdirection gameplay elements of this god need to be consistent to ensure there are no advantages or disadvantages from his various skins. In this Update we are changing how Loki’s stealth audio cue works to improve this concern.

Vanish
  • Loki’s laugh has been removed as an audio cue on this ability due to its inconsistency in volume and duration between skins.
  • This ability will now have a single audio cue sound effect that shares a volume and distance modifier across all Loki skins, but with some slight adjustments depending on the theme of the skin.
Serqet
The shifts to this god succeeded at taking her down in priority in SPL, but the changes in 9.4 ended up hurting Serqet even more than intended, so we are looking to buff her back in a few ways. These buffs are specifically geared toward helping her in the Jungle role, with better clear from her basic attacks, a key ability getting a cooldown buff, and a slightly faster Ultimate animation, we expect to see a solid improvement from her.

Basic Attacks
  • The 3rd basic attack in Serqet’s basic attack chain now cleaves

Cobra’s Kiss
  • Decreased Cooldown from 16 to 14

Last Breath
  • Decreased Pre-Fire animation time from 0.2s to 0.1s
Thor
Another god that was indirectly nerfed in 9.4 was Thor. The diminishing returns change is often what is cited as creating problems for this god, which we plan to address through this update by increasing his stun duration. However, we want to be very careful and not apply this to gods who don’t need it, and we want to continue to explore other options besides buffing CC durations or making various CC abilities immune to DR. This will be a good test case to help us evaluate future gods in similar positions, although none of the ones we have discussed had lower stats than Thor currently did.

Tectonic Rift
  • Increased Stun Duration from 1/1.15/1.3/1.45/1.6s to 1.2/1.3/1.4/1.5/1.6s

Anvil of Dawn
  • Increased Base Damage 100/150/200/250/300 to 100/165/230/295/360
Xbalanque
Those who played in the old days of SMITE might remember this ability combo being especially potent. It creates a strong risk/reward situation where Xbalanque can provide a solid amount of burst but will sacrifice his safety for it. This god could use some help and this ability creates some interesting combat scenarios, so we are buffing this aspect of Rising Jaguar.

Rising Jaguar
  • Increased Poisoned Bonus Damage from 30% to 40%
Rama
This sharpshooter god is getting a few small buffs to help his lane phase and compound with his key strength: rapid fire basic attacks. Rama sees some rare play in SPL but his ranked and normal stats have been on the lower end, hopefully this push helps him break through some barriers in the duo lane.

Infinite Arrows
  • Decreased mana cost from 60/65/70/75/80 to 40/45/50/55/60
  • Increased Attack Speed from 30/35/40/45/50% to 40/45/50/55/60%

Rolling Assault
  • Decreased mana cost from 70/75/80/85/90 to 50/55/60/65/70
Ne Zha
This god relies heavily on one-shot wombo combos, and often struggles if those combos don’t pan out. Ne Zha has a little known feature that protects him after landing if he successfully ults someone, which we are buffing in this update to help him continue fighting even when the kill isn’t guaranteed.

Righteous Spirit
  • Increased the time before losing passive stacks from 10s to 12s

Wind Fire Wheels
  • Increased Protections gained after landing from 20/25/30/35/40 to 30/35/40/45/50
Hercules
We haven’t seen much from this god in Season 9, so some carefully planned Hercules buffs have been devised. Herc can be an unstoppable force if he snowballs his lane too heavily or reaches near unkillable states, so we aimed at improving his teamfight presence and synergy with other gods. Hercules’ ability to pull enemies into his team is a valuable effect, and he will now be able to do that even more often in the late game.

Earthbreaker
  • Decreased Cooldown from 14s to 14/13.5/13/12.5/12s
Terra
Since we fixed/removed Terra’s ability to double-trigger her abilities, she has dropped off quite heavily. We don’t plan to bring that feature back as it was against the spirit of the kit, so we are looking to apply buffs in different ways. Terra has some very high cooldowns and mana costs that we can bring down to buff this god safely. She is very quick to rise back into pro meta at any time, so a careful touch is required.

Force of Nature
  • Decreased Cooldown from 15s to 13s

Monolith
  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80
Sylvanus
A shiny new passive helped out Sylvanus quite a lot, but he has dropped off since then and the current meta doesn’t seem to be doing him any favors. We are buffing the effect of this new passive to give Sylvanus even more power over reducing his cooldowns if he plays to maximize the effect.

Nature’s Bounty
  • Increased Cooldown Reduction provided by picking up seeds from 0.25s to 0.5s
Baba Yaga
SMITE’s wacky mage has had a lot of rumors of becoming meta but hasn’t ever quite gotten there. She has a unique play style that appeals to a specific audience, so she might not be top of the meta ever, but we do want to keep inching her closer and closer to that power level. Baba’s Brew is her primary poke ability and cooldown buffs often have a big impact on metrics, so expect to see some more Baba in 9.5!

Baba’s Brew
  • Decreased Cooldown from 14s to 12s at all ranks
Pele
This assassin has also been out of the meta for a little while. This formerly top jungler could definitely use a little help, so power scaling on her primary damage ability is a solid way to do that.

Pyroclast
  • Increased Physical Power Scaling from 60% to 70%
Eset
The Slipknot Update is also bringing a few more nerfs that have come from more recent data. Eset has continued to put up big numbers in the SPL, especially from the support role. With Mages getting more defensive stats in this update we anticipate that she might become the actual best support in the game again, with strong mid lane stats in lower skill levels to back it up, so she is getting a small utility nerf in this update.

Dispel Magic
  • Decreased Magical Protection Debuff from 10/15/20/25/30% to 10/12.5/15/17.5/20%
Gilgamesh
The King of Season 8 is still reigning supreme in 2022. In this update he is being nerfed in both his power scaling damage and a key team utility feature. This large power scaling nerf is especially targeted to his Jungle performance, where he continues to be a top pick.

Drop Kick
  • Decreased Physical Power Scaling of Kick Damage from 40% to 30%
  • Decreased Physical Power Scaling of Burst Damage from 40% to 30%

Hero’s Advance
  • Decreased Movement Speed from 25/27.5/30/32.5/35% to 25%
Artio
The Bear cannot be beat. About a year ago we were looking at ways to buff this goddess because she had dropped so far, but since then she’s been a nonstop top pick in the Solo Lane. This update she is getting nerfs to her passive, which stacks protection shred on enemies, as well as to her main damage ability.

Decompose
  • Decreased Max Stacks from 8 to 6

Energy Surge (Maul Prey)
  • Increased Cooldown of both forms from 12s to 15/14.5/14/13.5/13s
  • Decreased Base Damage of Maul Prey from 40/70/100/130/160 to 35/65/95/125/155 per hit (hits 2x)
Cliodhna
The last round of nerfs were not enough for this goddess who is terrorizing the battleground. Currently she is leaning a lot on her Ultimate to gain pressure in lane and in team fights, so we are increasing this cooldown and decreasing the base damage to that ability.

Tearing the Veil
  • Increased Cooldown from 50s to 60s per charge
  • Decreased Base Rift Damage from 80/120/160/200/240 to 60/95/130/165/200 per tick
Zeus
Still sitting high up on Mount Olympus, Zeus is enjoying his golden age of win% points. With his new found utility, we started taking down some primary damage values, but its had only a small effect. We are hitting him with a key damage cooldown as well as walking back the utility a little bit to make sure he still feels good to play, but has more options for counterplay.

Chain Lightning
  • Increased Cooldown from 10s to 12s

Aegis Assault
  • Decreased Movement Speed from 20/22.5/25/27.5/30% to 15/17.5/20/22.5/25%
  • Decreased Attack Speed from 20/25/30/35/40% 15/20/25/30/35%

That’s it for this major SMITE patch. Stay tuned here at MP1st for more!

Source: SMITE

MP1st Staff

Home > News

Othercide Update 1.08 Out for Dressed to Kill & More This May 17

Lightbulb Crew and Focus Entertainment have released the Othercide update 1.08 patch today, and this one adds the Dressed to Kill DLC as well as several patches and updates that were added to PC previously! Check out the full Othercide May 17 update patch notes below.

Othercide Update 1.08 Patch Notes | Othercide May 17 Update Patch Notes:

Greeting Chosen Ones,

We have a special announcement for console players today.

All the last updates, patches and the Dressed To Kill DLC are coming to Playstation 4 and Xbox One

Buy Othercide and its DLC on console here: https://t.co/Diee04giUS

Reminder of the main features the last updates contain:

 

🩸 Sharing is Caring Update (free)

Players are now able to use the Seed system to share their runs with friends. It’s great to compete in the same conditions and see who is the best!

Console players will now be able to participate to Beat The Seed Challenges! Isn’t it great? More competitors 😈

🩸 Beauty Will Remain Updates (free)

Customization is now added for free to the game! In the daughter overview, you can change your daughters’ hairstyles, clothes, weapon skins, shard effects, etc.

🩸 Dressed To Kill DLC (paid)

This DLC offers more customization options. If you’d like to have a look at them, you can go through the Othercide Steam News or in the Community Hub in the Screenshot section.

Not to mention that all these updates come with a huge amount of bug fixes.

That’s about it for this patch. Stay tuned here at MP1st for more!

Source: Steam

MP1st Staff

Home > News

Final Fantasy XV Sales Reach Over 10 Million Worldwide

In a celebratory announcement over on Twitter, Square Enix confirms that Final Fantasy XV sales have now breached over the 10 million mark worldwide, making it the second best-selling Final Fantasy game to date. Check out the annouuncement over on Twitter below.

📢 ” #ファイナルファンタジーXV ” has achieved cumulative worldwide sales of 10 million units!

Thank you for your support! ✨

Thank you for your continued support #FF15 !

According to an online sales projection, Final Fantasy XV is now second only to the original Final Fantasy VII which first released for the PlayStation in 1997. FFVII sold a total of 13 million units; close competitors to FFXV include the Final Fantasy X original game and remasters and the ongoing Final Fantasy XIV MMO, both of which are at the 10 million mark as well.

It will be worth seeing just how the next mainline title in the series, Final Fantasy XVI, will fare in terms of overall sales. The game is said to be in the final stages of development, and you can check out more details here.

Source: Twitter

MP1st Staff

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GTA 5 Update 1.42 Rolled Out This May 17 (Update)

Rockstar Games has released (Grand Theft Auto 5) GTA 5 update 1.42, which is an unannounced title update, so don’t expect much in terms of new content and the like. Read on for what’s new in the GTA 5 May 17 patch notes below.

GTA 5 Update 1.42 Patch Notes | GTA 5 May 17 Patch Notes:

Update: Rockstar Games has released the official patch notes, though don’t expect much.

[May 17, 2022] – Game Stability and Performance

  • Fixed a crash that occurred when equipping the Heavy Sniper Mk II in first person view
  • Fixed several crashes in GTAV and GTA Online

For now, Rockstar Games has not acknowledged the patch just yet. Here’s the latest update from the official Rockstar Support Twitter account:

For GTA Online players who were experiencing issues launching content on PS4, Xbox One, and PC, the cause of these issues has now been addressed and you should no longer have any problems getting into sessions or game modes.

We’ll update the post once the full patch notes are out. In the meantime, here are the latest changes made in the last patch for GTA 5:

Game Stability and Performance

  • Fixed several crashes in GTAV

Content

  • Fixed an issue that caused the Daily Vehicle List to not correctly count successfully delivered vehicles
  • Fixed an issue that caused players’ weapons to disappear in the Shooting Range

Miscellaneous

  • Fixed an issue that resulted in players getting stuck on a black screen when attempting to migrate a character from a previous generation console to a next generation console

Stay tuned here at MP1st for the complete patch notes once Rockstar announces them!

Update: Rockstar has released the official patch notes, and we’ve updated the post.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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My Hero One’s Justice 2 Update 1.15 Adds Support for a DLC character

Bandai Namco has released My Hero One’s Justice 2 update 1.15. Aside from the usual bug fixes and game balancing, the new patch also gives support for some upcoming DLC. While no official patch notes have been released, some details of today’s update have been revealed on the PS4’s update history. You can check out the full details below.

My Hero One’s Justice 2 1.15 Patch Notes | My Hero One’s Justice 2May 17 Patch Notes:

  • Support data added for downloadable character content.
  • Adjusted the game balance.
  • Improved overall stability.

We will try and update this post if more patch notes are announced by Bandai Namco. The DLC character in question is the character of Yuga Aoyama. The announcement of his addition to the game was made last week in Japan’s Weekly Shonen Jump magazine. A release date for the DLC has yet to be announced.

My Hero One’s Justice 2 is out now for the PC, PS4, Xbox One, Nintendo Switch and Google Stadia platforms.

Damien Seeto

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Hell Let Loose Update 1.008 Deployed for Update 1 This May 17

Black Matter has released Hell Let Loose Update 1.008, which is Update 1 for consoles today! This is the first major update for consoles, and is filled with tons of new content! Read on for the Hell Let Loose May 17 patch notes below.

Hell Let Loose Update 1.008 Patch Notes | Hell Let Loose Update 1 Patch Notes | Hell Let Loose May 17 Patch Notes:

Hi everyone,

We are delighted to confirm that Update 1 for PlayStation 5 & Xbox Series X|S is preparing for deployment!

The first content update for Hell Let Loose on console encompasses a bulk of new material, including — Soviet forces, maps, weapons, vehicles, and much more for you to enjoy out there on the field! We’ve even crammed in some extra content — expanding your arsenal with the M97 Trench Gun, FG42 rifle, and a host of extra maps to muddy your boots in!

This update brings us one step closer to full parity with PC content and will be FREE of charge.

Listed below you will see a comprehensive listing of the new content, bug fixes and stability improvements that have been added to enhance your experience. As always, we will be collating and reading your feedback in here, so please do not hesitate to share your thoughts and impressions with us.

We know you are all keen to get stuck into this update, your patience over the past few months has been appreciated — and we cannot wait for you to experience the fun!

Update 1 will be released Tuesday, May 17th at 12pm BST | 7am EST on both platforms.

Tons of new content releases for FREE May 17th

A FEW WORDS FROM MAX ON THE UPDATE:

Hi everyone,

We’ve had many conversations internally about the release of the Soviet content in the context of the current conflict in Ukraine, as we’re keen to make sure that we’re not profiting from a real-life war. Although the differences between conflicts may be obvious to many of you, we’ll break down some of our reasoning below and outline our conclusion.

Firstly, it is important to reiterate that the conflict today is in no way analogous to the conflict that took place in World War Two. In our conversations with Ukrainian and Russian nationals, the depth of pride in the extremely hard won and costly victory over Nazi Germany by the Soviet Union – a collection of states including Ukraine – is something celebrated with enormous pride by all from the region and is treasured as a shared piece of history. We’re always thankful for the historical literacy of our community, as many of you have respectfully pointed this out across our community channels. We also appreciate that to draw such an ahistorical conclusion would have the unintentional effect of venerating Nazi Germany.

In terms of the game itself, there is also the obvious fact that this content has been available on PC since July of 2021, and our console update is designed to bring the console build of the game to parity with the PC version. In line with our messaging since our console release in October 2021, the release of this content is extremely important to our ability to merge both workstreams and continue forward with the development across the title.

Finally, our perspective as developers of a historical war game is that we strive to respect the source material as best we can in all ways – to best pay respect to the lives lost in conflict. Although this is extremely obvious, inclusion of any force is not an endorsement.

As a result of this reasoning – that the Soviet Union’s defeat of the Nazi war machine is in no way analogous to the modern conflict, and that it is technically crucial for us to bring both versions in line, we will be releasing the Soviet content onto console. That said, given the sensitivity of the current conflict, we’re abstaining from marketing the update in the normal way we would.

FULL LIST OF CONTENT AND CHANGES SHIPPING WITH UPDATE 1

Maps:

  • Stalingrad
  • Kursk
  • Sainte Marie du Mont v2 (Replace SMDM v1)
  • Foy US Offensive
  • Hill 400 GER Offensive
  • Purple Heart Lane (Rain) GER Offensive
  • Carentan GER Offensive

Weapons:

  • PPSh-41
  • PPSh-41 w/ Drum
  • SVT-40
  • Mosin Nagant 1891
  • Mosin Nagant M38
  • Mosin Nagant 91/30
  • DP-27
  • Mosin Nagant 91/30 Scoped
  • SVT-40 Scoped
  • Nagant M1895
  • Tokarev TT33
  • PTRS-41
  • ZiS-2
  • MPL-50 Spade
  • M97 Trench Gun
  • FG42
  • FG42 Scoped (4x)

Explosives:

  • RG-42 Grenade
  • RDG-2 Smoke Grenade
  • Pomz AP Mine
  • TM-35 AT Mine
  • Satchel Charge (SOV)

Equipment:

  • RKKA 8×40 Binoculars
  • Watch (SOV)
  • Revive (SOV)
  • Bandage (SOV)
  • Wrench (SOV)
  • Hammer (SOV)
  • Blowtorch (SOV)
  • Supplies (SOV)
  • Medical Supplies (SOV)
  • Small Ammunition Box (SOV)
  • Explosive Ammo Box (SOV)

Roles:

  • Soviet Union versions of all existing roles (In-Game & Barracks)
  • US Assault – Veteran (In-Game & Barracks)
  • GER Automatic Rifleman – Paratrooper (In-Game & Barracks)
  • GER Sniper – Veteran (In-Game & Barracks)
  • Anti Tank Loadouts shuffled around.
    • New loadout order: Standard Issue, Gun Crew, Ambusher.
    • Old order: Standard Issue, Ambusher, Gun Crew.

Vehicles:

  • T34 Medium Tank (SOV)
  • IS-1 Heavy Tank (SOV)
  • ZiS-5 Transport Truck (SOV)
  • ZiS-5 Supply Truck (SOV)
  • BA10 Recon Vehicle (SOV)
  • M3 Half-Track (SOV)
  • Replace Panther with Panzer IV Medium Tank (GER)
  • M3 Half-Track (US)
  • Sd.Kfz.251 Half-Track (GER)

Commander Abilities:

  • Katyusha Strike
  • Spawn Half-Track
  • US – Light & Medium Tanks can now be spawned.
  • German – Light Tank can now be spawned.
  • Resource changes to all the Commander Abilities.
  • Final Stand removed.

UI:

  • Set to Soviet Backdrop – Front End
  • Enable Soviet Music Tracks
  • Update IIS to Soviet Key-art
  • Added New Maps to Field Manual
  • Add Console-specific text updates to Field Manual

Achievements:

  • Defender of the Motherland – Play 5 matches on Stalingrad.
  • To the Village of my Babushka – Play 5 matches on Kursk.

DLC Uniforms (Platform Holder Store & In-Game):

  • Tropic Fever – US Cosmetic DLC
  • Hot Drop – US Cosmetic DLC
  • False Front – German Cosmetic DLC

BUG FIXES

  • Debug text / missing commend button prompt present within the field manual in Russian.
  • The game will softlock on the ‘Leave Server’ prompt after resigning as Commander
  • No vote confirmation when a player votes to punish their team killer
  • FPS drop occurs while tanks are firing at one another
  • Non-functional button prompts are present above the map’s key
  • Game will stop registering some controller inputs during gameplay
  • Radial menu does not close after releasing the button in most vehicles
  • Suspending the title when loading into a map causes crash or game closure
  • “Apply and back” prompt in in-game options are not localised
  • The player can equip items that the player has run out of using RB/R1
  • Turning off adaptive triggers and restarting the game will show the trigger still being adaptive and the setting still Off
  • ‘B’ or ‘O’ button to close the Personal Stats page does not function on post-match scoreboard
  • Two functions mapped to the same button on post-game scoreboard
  • T17 overlay ‘Recently played with’ tab doesn’t update after blocking player
  • Leaving the Commander role will result in the player having a slight loss of focus
  • Invert axis controls don’t function when using an Anti-Tank gun
  • The player will receive a network error message if they initiate matchmaking immediately after they cancel it
  • Noticeable LOD transitions for sandbags
  • Airhead spawn number continuously increases until the Airhead disappears
  • [Carentan] Player can clip through and shoot through a hedge asset
  • Host will crash at the IIS after performing a LAN disconnection in game while in a party.
  • Scoreboard option “Key” and description of units are not correctly translated.
  • VoIP exploit on consoles

Source: Reddit

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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King of Fighters 15 Update 1.32 for Team South Town & More This May 17

SNK has released the King of Fighters 15 update 1.32 (PS5 version 1.003.002) that brings Team South Town into the game, as well as a host of gameplay-related changes, which include a TON of fighter balance changes! Read on for the KOFXV May 17 patch notes below.

King of Fighters 15 Update 1.32 Patch Notes | King of Fighters 15 Update 1.003.002 Patch Notes | KOFXV May 17 Patch Notes:

Team South Town added!

DLC characters Geese Howard, Billy Kane, and Ryuji Yamazaki join KOF XV on May 17th, 2022! They also include an EXTRA costume for your enjoyment!

Check out the fighter balance changes in the gallery below.

KOFXV Fighter Balance Changes for May 17:

Here’s an excerpt from Team South Town’s story:

“In a room at the very top of a high-rise building in South Town, Geese Howard sits with the mighty dignity of a ruler, gazing out at the breathtaking nighttime view stretching toward the horizon. A satisfied smile spreads broadly across his face, as he stares down at his domain. To his side, his loyal subordinate Billy Kane pores over some documents. The documents contain secret intelligence acquired from Heidern’s squad, most of which is investigative data on Verse, the strange creature that appeared at the previous King of Fighters tournament. The data concludes with a prediction that Verse will appear during this year’s tournament as well…”Heidern’s bunch are calling it ‘Verse’… Do you also think it’ll finally complete itself this time, Geese?” Geese answers Billy’s question with a knowing smirk. “I do. But see, Billy, there might be an even better distraction waiting for us.” “Huh? Like…what?” “Verse is just the vanguard. When the time is ripe, something greater will…”

Before he can finish, the quietness of the room is disturbed by laughter. Billy shoots a glare in the direction of the guest couch. The man who had just laughed, however, doesn’t drop his arrogant grin. As if enjoying the provocations, he puts his feet on the coffee table in front of him. “Kee hee hee… When I got handed that lump of cash, I never thought it’d be for another crazy monster appearance. You sure are a funny ol’ geezer.” Ryuji Yamazaki looks at Geese, his gaze dripping with malice. Geese does not flinch, but Billy glares daggers at the man who dared to disrespect his master. “Wanna try sayin’ that again, punk?” Billy taps the ground lightly with his staff. Yamazaki breaks his stare with Geese to look at him instead. “Hey, cool it with the barking. If you want to snap, how about I snap your jaw off, so you can’t bite anymore?”

You can read the entire story here.

Source SNK (pdf file)

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The King of Fighters 15 South Town DLC Storyline Revealed

SNK has revealed a storyline reason why the South Town DLC characters are joining the fighting game roster in The King of Fighters 15. As you might know already, the South Town DLC includes the characters of Billy Kane, Geese Howard, and Ryuji Yamazaki. They are fighters from the famed Fatal Fury game series.

On the official SNK website, the publisher and developer has posted a short Team Story as to why the Fatal Fury fighters are here to fight in The King of Fighters 15. You can read the full Team Story posted down below.

“In a room at the very top of a high-rise building in South Town, Geese Howard sits with the mighty dignity of a ruler, gazing out at the breathtaking nighttime view stretching toward the horizon. A satisfied smile spreads broadly across his face, as he stares down at his domain. To his side, his loyal subordinate Billy Kane pores over some documents. The documents contain secret intelligence acquired from Heidern’s squad, most of which is investigative data on Verse, the strange creature that appeared at the previous King of Fighters tournament. The data concludes with a prediction that Verse will appear during this year’s tournament as well…”Heidern’s bunch are calling it ‘Verse’… Do you also think it’ll finally complete itself this time, Geese?” Geese answers Billy’s question with a knowing smirk. “I do. But see, Billy, there might be an even better distraction waiting for us.” “Huh? Like…what?” “Verse is just the vanguard. When the time is ripe, something greater will…”

Before he can finish, the quietness of the room is disturbed by laughter. Billy shoots a glare in the direction of the guest couch. The man who had just laughed, however, doesn’t drop his arrogant grin. As if enjoying the provocations, he puts his feet on the coffee table in front of him. “Kee hee hee… When I got handed that lump of cash, I never thought it’d be for another crazy monster appearance. You sure are a funny ol’ geezer.” Ryuji Yamazaki looks at Geese, his gaze dripping with malice. Geese does not flinch, but Billy glares daggers at the man who dared to disrespect his master. “Wanna try sayin’ that again, punk?” Billy taps the ground lightly with his staff. Yamazaki breaks his stare with Geese to look at him instead. “Hey, cool it with the barking. If you want to snap, how about I snap your jaw off, so you can’t bite anymore?”

Despite Yamazaki’s sardonic grin, no one doubts that he’d follow through on his threat. His eyes are like a viper’s before its prey. Billy readies his staff, also poised to kill. The air in the room is so tense that even Ripper and Hopper by the door hold their breath. “I must ask the both of you to step back.” A figure smoothly steps between the two men. It is none other than the newest member of the Howard Connection, Hein. The butler raises a hand to stop Billy and directs his gaze at Yamazaki. “Mr. Yamazaki, do remember that you have been employed to accompany and safeguard Mr. Howard in my place. You have been paid in advance for your services, but if you are to cause any further strife, I’m afraid it will be considered a breach of your contract.” Hein’s tone is calm and even, but his stare is frigid enough to render any normal person completely motionless. Ryuji Yamazaki, however, is no ordinary man—a sharp gaze like Hein’s would no doubt make him flare up instead.  ”Tch. I don’t give a shit…”

To everyone’s surprise, however, Yamazaki sinks back into the couch, looking bored. Disappointed, Billy puts his weapon away and turns to Geese. “Geese, I understand why we’d want Yamazaki, but why isn’t the new recruit going with you?” “Don’t worry. I ordered him to stay.” Geese smiles calmly and looks at Hein, who has stepped back toward the windows. Hein responds with a polite bow and begins to explain. “I have been granted permission to sweep the city of any dangerous dissenters while you are all away. Rest easy—by the time you have returned, all the trash will be taken care of.” His explanation is crystal clear; in fact, the only thing strange about it is how a fresh face like Hein has earned so much of Geese’s trust in the first place. Ripper and Hopper both nod, seemingly satisfied—perhaps they are thinking of the considerable loyalty Hein has displayed during his time with Geese. Billy, however, keeps his eyes on the butler, skeptical.

Then, Ripper glances at his watch. “Geese, it’s almost time.” “We’ve lingered here for too long. Hein, show our guest out.” With this order, Geese quietly turns his chair away from Yamazaki and Hein. “Understood, Mr. Howard.” “I’ll work for the cash, but listening to your minions ain’t part of the contract. I’ll have all the fun I like, you hear, Geese Howard?!” Returning Hein’s elegant bow with a nasty smirk, Yamazaki shrugs on his coat and ambles leisurely toward the exit. Hein watches him step outside the doors before following after. After the two men leave, Billy turns back to Geese and bows. “I’ll take my leave, then.” “Very well.” With his master’s assent, Billy walks toward the exit as well. As he passes through, he whispers to the two guards flanking the door.

“Keep an eye on that new recruit.” After sharing a glance, Ripper and Hopper follow after Billy. The door shuts once again, and silence returns to the room. After a beat, Geese stands up and strides over to the window. The expanse of South Town sparkles beyond the glass, the city lights like jewels resting upon black velvet. Many have walked this city’s streets, crafting all sorts of schemes to claim it for themselves. However, none have succeeded……save for this man who now stands high above the landscape. “The time has come for the creature of the secret texts to descend and rule us all…but that is only the opening act of this grand show.” As he gazes down at it all, Geese Howard smiles. “Vixen and viper… I must commend you for trying to bring all the evils of the city under your control. We will see if this little play you’ve prepared will entertain me.”

All of the aforementioned fighter will also come with two different costumes. Some of the characters also have outfits that come from The King of Fighters 14. The King of Fighters 15 is out now for the PC, PS5, PS4, and Xbox Series X/S platforms.

Source: SNK

Damien Seeto

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Cricket 22 Update 1.37 Out for Field Setting Tooltip Fix & More This May 17

Big Ant Studios has released the Cricket 22 update 1.37 (PS5 version 1.000.037) patch today, and this one adds a bunch of new fixes to the game across all platforms! Check out the full Cricket 22 May 17 update patch notes below.

Cricket 22 Update 1.37 Patch Notes | Cricket 22 Update 1.000.037 Patch Notes | Cricket 22 May 17 Patch Notes:

Here are the patch notes as per Ross Symons’ Twitter:

Hot-fix Patches for #Cricket22 rolling out today

Xbox Series X 2528, Xbox One 2531

PlayStation4 EU 2530, US 2535

PlayStation5 2527

Steam 2529

  • Corrected wicketkeeper positioning for spin
  • Corrected field setting tooltips
  • Addressed pitch degradation causing non-progression

The pitch degradation level in a saved match caused a non-responsive state when reloaded. Some people did work out that simulating an over got over it – but it’s now fixed in any case.

That’s about it for this small patch. Stay tuned here at MP1st for further updates to Cricket 22 and more! If you want to check out the rest of the patches released for the game so far, head on over here.

Source: Twitter

MP1st Staff

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Fortnite Update 3.56 Out for v20.40 & Datamined Content This May 17 (Update)

Epic Games has released the Fortnite update 3.56 patch today, and this one is for the massive changes and fixes added to v20.40! Check out the full Fortnite May 17 update patch notes below!

Fortnite Update 3.56 Patch Notes | Fortnite Update v20.40 Patch Notes | Fortnite May 17 Update Patch Notes:

Update: We’ve update the post with the official new stuff from Epic Games!

SIDEWAYS SHOWDOWN WEEK

The Sideways may be nowhere in sight, but Sideways weapons have made a return! In Sideways Showdown Week — running now until May 24, 2022, at 8:59 AM ET — the Sideways Rifle and Sideways Minigun are out of the vault. Not their first time in a battle involving the Island’s fate, you can find these weapons in Chests and on the ground. How to upgrade Sideways weapons without Cube Monster Parts? Just take ’em to an Upgrade Bench!

Fortnite Sideways Showdown Week

Earn extra XP by showing your Sideways weapon skill: Sideways Showdown Week Quests are active for this whole themed week! Look out for a new batch of special Quests when the next themed week begins May 24 at 9 AM ET.

BEGIN SHIELD BUBBLES VS. BALLOONS

Fortnite Shield Bubbles vs. Balloons

Speak with your Bars — the Shield Bubbles/Balloons trial period has ended and now it’s time for a vote! Funding Stations pitting the two items together can be found at all major POIs, so head to a Funding Station and contribute Bars to your preferred choice. The first choice to reach 100% Funded based on everyone’s global contributions will win and enter the loot pool immediately!

CONTINUE UTILE TACTICS IN ZERO BUILD

Fortnite Zero Build

Last week, to coincide with the trickshot unvaults, the drop rate of utility items was increased for a limited time. In Zero Build, the drop rate of Shockwave Grenades, Rift-To-Gos, and Cow Catchers will stay increased indefinitely! Keep the traversal and combative transportation going.

V-BUCKS PURCHASED ON PLAYSTATION JOIN FORTNITE SHARED WALLET

Fortnite Shared Wallet and PlayStation

Starting with v20.40, V-Bucks purchased on PlayStation may be used across platforms that support Fortnite Shared Wallet (PlayStation, Xbox, PC, Android, and cloud gaming services). As always, V-Bucks earned on any platform through the Battle Pass, Quest Packs, or Save the World are shared across all other platforms. See our recent blog post on Fortnite Shared Wallet for more information.

PLAYSTATION 5 AND XBOX SERIES X|S LATENCY REDUCTION

14BR Consoles BlogHeader 1900x600

We’ve made performance improvements to PlayStation 5 and Xbox Series X|S consoles running in 60 FPS that reduce input latency for players who select “Low Input Latency Mode” in the settings (Settings > Game > Extra Game Options). Low Input Latency has been enabled by default.

PLAYSTATION 5 – CHANGE TO HOW TO ENABLE 120 FPS IN FORTNITE

It’s now easier for PS5 players to enable 120 FPS in Fortnite.

To enable 120 FPS in Fortnite on PS5, players no longer need to go to the console settings. Instead, 120 FPS can be enabled by doing the following:

  1. In Fortnite, open the Settings menu from the Sidebar menu.
  2. Click on Video.
  3. Toggle 120 FPS Mode to ON.
  4. Click Apply.

Note: The 120 FPS option will not appear if your TV or AV receiver doesn’t support 120 FPS output.

MIDDLE EAST SERVER REGION CHANGE

Networking options for the Middle East server region have changed. To ensure all players in the region have the best experience — if you had manually selected the server region to Middle East — it has now been reverted to Auto.

This means that some players who are normally connected to Middle East servers will now connect to Europe or Asia. Competitors, be sure to check the Compete tab in-game for Cup starts times.

Players are able to switch back to the Middle East server region if they choose to do so, but remember that this will likely result in high ping.

COMPETITIVE NOTES

  • Arena Fill has been enabled.
  • The Sideways Showdown unvaults are not included in competitive playlists.
  • The winner of the Shield Bubbles vs. Balloons vote will not be unvaulted in competitive playlists.

MAJOR BUG FIXES

  • Fixed an issue involving players not receiving social notifications if they were in a match in a party with another player.
  • Fixed an issue involving the UI of the Anvil Rocket Launcher not appearing.

Currently, the official Fortnite Trello board has not updated to reflect the changes in v20.40. Once the list of fixes is out, we’ll update the post. We’re also expecting Epic to release the official patch notes which the devs have been doing the past few title updates.

Here are the known issues for Fortnite as of the latest patch:

  • Players will not receive social toast notifications when they’re in the match in a party with other players.
  • Players may find it difficult to place Traps when pressing the “place” button or key in rapid succession.
  • Vehicles may get stuck or flip when attempting to drive up or down a steep incline.
  • Water may appear to be floating on the ground south of Logjam Lumberyard and several other locations
  • The Anvil Rocket Launcher does not show that it is locking on to vehicles as expected. It does still lock on when firing but does not display this.
  • Driving a vehicle can sometimes clip under the map when impacting the ground
  • When using split-screen, opening the Map or Quest screen will cause the other players’ view to become all black, blocking their vision.

In the meantime, Epic Games announced that starting with this new update, V-Bucks purchased on PlayStation can be used across Xbox, PC, cloud gaming, and Android. Check out a rundown below.

Starting with the upcoming v20.40 update, V-Bucks purchased on PlayStation may be used across platforms that support Fortnite Shared Wallet (PlayStation, Xbox, PC, Android, and cloud gaming services).

Nintendo Switch PlayStation / Xbox / PC / Android / Cloud Gaming Services
Purchased V-Bucks (as well as

Bonus V-Bucks in Paid Fortnite Packs)

Wallet-Locked Shared
V-Bucks Earned through the Battle Pass, Quest Packs, or Save the World Shared on All Platforms

Fortnite v20.40 Datamined Info:

 

We’ll update this post accordingly once the full patch notes are out and if there are any more datamined content discovered.

Source: Epic Games (1, 2)

MP1st Staff

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The Division 2 Down This May 17 for Planned Maintenance, Schedule & Info Listed

If you’re seeing The Division 2 down reports surface this May 17, or have trouble logging in, it’s not you, but Ubisoft has triggered planned maintenance on the game’s servers. Read on for the schedule and info.

The Division 2 Down Status and Update for May 17:

Here’s the announcement from Ubisoft:

Schedule: 3:30 a.m. EDT/12:30 a.m. PDT/3:30 p.m. HKT/7:30 a.m. UTC

Duration: 3 hours

Given how Rainbow Six Siege and the most recent Ghost Recon games both went down for over a day, I’d say this maintenance is quite needed. Same as before, we’ll be updating this post if there are patch notes/changes released during the maintenance window, as well as if it’s extended (which happens from time to time).

Stay tuned for more The Division 2 news right here on MP1st! Bookmark our game hub for the game to know about the latest news.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Stranger of Paradise Final Fantasy Origin Update 1.04 Slashes Out This May 17

Team Ninja has released the Stranger of Paradise Final Fantasy Origin update 1.04 (PS5 version 1.000.004) that includes a few new quality of life features, gameplay improvements, graphical tuning and more! Read on for the full Stranger of Paradise Final Fantasy Origin May 17 patch notes!

Stranger of Paradise Final Fantasy Origin Update 1.04 Patch Notes | Stranger of Paradise Final Fantasy Origin Update 1.000.004 Patch Notes | Stranger of Paradise Final Fantasy Origin May 17 Patch Notes:

▼ PlayStation®5 version / PlayStation®4 version / Xbox Series X | S version / Epic Games Store version
[Adjustment]
-Adjusted the antialiasing algorithm
 This will alleviate jaggies.
 * Xbox One version will be supported at a later date.

▼ Common to all platforms
[Additional functions]
-A submission “Battle Simulator” has been added to the location “???” located in the south of “Town of Cornelia”
 . You will be able to check abilities, etc.

-Added the “Adjust the amount of effects of allies” function to the option menu.
 By making this setting, you can hide some effects of allies.

-Added the “Confirmation of the strongest equipment” item to the option menu.
 By making this setting, the confirmation screen will be sandwiched when the equipment is changed with the strongest equipment.

-Added “Friends’ Battle Set Only” to the setting item of “Strongest Equipment” in the option menu.

[Adjustment]
-Adjusted the amount of “Anima Crystal” acquired in the CHAOS difficulty mission.

-Adjusted the number of blacksmithing material items, anima fragments, and anima crystals to “9999”.

-Adjusted the pursuit after Soul Shield toward the lock-on target.

・ Adjusted the hair model and fur model of the main characters to reduce the load.

-Cubes have been set up in the following submissions-
 ”Those who hated jet-black memories and tragedy”
 -“Those who dispel jet-black memories and illusions”
 -“Those who wished for jet-black memories and survival”
 -“Jet-black “Those who are impatient with their memories and powers”
 -“The jet-black memories and leaders”

-Adjusted the field in the location “???” located north of the “Temple of Chaos” to improve visibility.

-Adjusted to automatically proceed to the mission after the preparation is completed even if the host cannot proceed to the mission for some reason such as fighting with the boss when entering the room during multiplayer.

[Bug fix]
-Fixed other minor bugs.

Source: Square Enix JP

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Red Dead Redemption 2 Sales Now at Over 44M Units, GTA 5 Sits at 165M Units, WWE 2K22, Tiny Tina’s Wonderlands Both Exceed Expectations

While Rocktar Games parent company Take-Two Interactive hasn’t released new entries in their best-selling Red Dead Redemption and Grand Theft Auto franchises, it seems there’s no rush to do so, as the two latest entries are still selling like hotcakes! In Take-Two’s quarterly earnings report, the company announced that Red Dead Redemption 2 sales are now at over 44 mllion units, which is a one million unit increase since December of 2021.

In the same report, Take-Two mentioned that Grand Theft Auto 5 (GTA 5) has now sold-in (product to retail outlet) 165 million units to date, which is up five million units in the quarter. As for the company’s other IPs, while Take-Two didn’t divulge any exact numbers for both WWE 2K22 and Tiny Tina’s Wonderlands, the company said both titles exceeded expectations for the quarter.

WWE 2K22’s sell-in in its first four weeks on sale was better than WWE 2K19 or WWE 2K20, while Tiny Tina’s Wonderlands was “viewed as the best new franchise launch from 2K in several years.”

Another major seller for Take-Two is the latest entry in its NBA 2K basketball sim, NBA 2K22. To date, NBA 2K22 has sold-in 10 million copies, topping NBA 2K21 though not by a lot.

Nothing about GTA 6 was shared, sadly, other than confirmation that they are working on it. For this year’s release calendar, Take-Two expects to release six “mmersive core games” during the year, which include: The Quarry, Marvel’s Midnight Suns, Kerbal Space Program 2, NBA 2K23, WWE 2K23, and PGA Tour 2K23.

Source: GamesIndustry

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Apex Legends Mobile Launch Schedule Revealed; iOS Pre-Register Still Not Live

With its full release coming tomorrow, Respawn Entertainment has revealed the Apex Legends Mobile launch schedule for different countries and regions. However, players on Apple devices will be disappointed to know that the iOS pre-register is still not live at the time of writing, meaning that there’s a chance that players on the platform will not get to play it by tomorrow.

Here’s the full announcement on the launch schedule via the Apex Legends Mobile Twitter account:

https://twitter.com/PlayApexMobile/status/1526185799762444289

For legends looking to time their drop just right.

Please note: As we prepare for launch, some regions will see the game propagate on servers before that time and in some cases today. The game will be fully launched, in all regions, on May 17th. See you on the drop ship.

There you have it. Going by another tweet from the account, iOS are still only up for pre-register updates and notifications as compared to the ones on the Google Play Store:

https://twitter.com/PlayApexMobile/status/1526216455498240000

One final day to pre-register and unlock rewards for the community before dropping in tomorrow!

For Android: http://bit.ly/3q8RJfX

For iOS updates & notifications:

Stay tuned here at MP1st for further updates on Apex Legends Mobile as it launches globally tomorrow!

Source: Twitter

MP1st Staff

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Hunt Showdown Update 1.8.1 Now Live on PC, Here Are the Patch Notes

Crytek has released the Hunt Showdown update 1.8.1 patch today, and along with it are tons of changes and fixes to the game. Check out the full Hunt Showdown May 16 update patch notes below.

Hunt Showdown Update 1.8.1 Patch Notes:

Hunters,

Update 1.8.1 is now live and with it comes our new Quest system – “Summons” as well as two new grunt AI variants. Full details can be found below.

New Quest System – “Summons”

This update brings a new Quest system to the Bayou! This feature will replace the Daily and Weekly Challenges and can be found in the progress section under the “Summons” tab. Players will have to complete quests to collect a new reward called “stars” – this is separate from the Trials stars and will have a different symbol. These quests will reset every Monday.

Each Quest will reward a number of stars (ranging from 1 to 6) as well as in-game reward (Hunt Dollars/Consumables/Tools/Weapons/etc). Players can progress simultaneously with 2 Quests and can unlocked a 3rd Quest slot with Blood Bonds. Additionally, Hunters can complete each Quest multiple times to collect the stars, but the in-game items will only be unlocked through the first completion. Once you have collected 30 stars, you will earn 25 Bloodbonds. This reward can be claimed once per week.

There are currently 5 categories of Quests, which will target different goals/playstyles.

  • Simple Quests: Can be completed by anyone. Rewards 1-2 stars.
  • Core Gameplay Quests: Involves tasks around the core gameplay loop (clues, bosses, and bounties). Rewards 2-3 stars.
  • PvP Quests: PvP focused quests that reward engagement with enemy Hunters. Rewards 3-4 stars.
  • Hardcore Quests: A more complex set of quests aimed at veteran players. Reward 5 stars.
  • Legendary Quests: Involves the use of specific Legendary skins (Hunters or Weapons). Rewards 6 stars. (Please note these Legendary Quests are optional and do not need to be completed in order to earn the required 30 stars per week)

Developer’s Note:

This new Quest system is designed to be more fun and engaging than the old challenge system. This is not a fully complete feature, meaning we will continue to add more quests, tweak rewards, and otherwise make adjustments where needed. We’re looking forward to your feedback and to see the crazy ways Hunters complete some Quests.
AI

We have added two new Grunt variations to the game. Introducing the Pistol Grunt, an AI that carries a broken pistol which causes a loud gunshot sound when it hits a player with a melee attack, and the Lantern Grunt, an AI that carries a lantern. If you are quick enough, this lantern can used by players if you manage to kill the Grunt before you are hit with it.

Both variations have been added to the default spawn pools for all three maps.

Pistol Grunt
  • New Grunt AI Variation
  • Wields a rusted broken pistol
  • Will attempt to melee attack hunters with the broken pistol, which causes it to explode and play a loud gunshot sound.
  • Will not discharge a bullet and therefore only deals melee damage.
  • The broken pistol cannot be picked up or used by hunters, and will disappear shortly after its effect has been triggered.
Lantern Grunt
  • New Grunt AI Variation
  • Holds a Lantern, which can be lit or unlit
  • Will attempt to melee attack hunters with the Lantern, breaking the Lantern in the process.
    • If the Lantern is lit, this will create a small fire explosion (similar to throwing a Lantern)
    • If the Lantern is unlit, this will create an oil pool on the ground which can be ignited as per usual
  • Killing the Grunt before they break the Lantern will cause them to drop the Lantern, which can be picked up and used by hunters.
Modification to behaviour of Grunts holding weapons
  • When shooting grunts in the arm or on death, they will now drop the weapon they are carrying. For example, Doctor Grunts will drop their poisoned saw and others will drop their torch or cleaver.
  • These weapons are not usable by players.
  • Dropped torches however can ignite oil pools or trigger explosive barrels. However the torches will not harm hunters directly once dropped.
Weapons
Caldwell 92 New Army

The Caldwell New Army is a new, small slot, compact ammo double action revolver that comes with a 6-round capacity. Overall, this weapon is best compared with the Nagant M1895 Officer, but it also shares some similarities with the Scottfield Model 3.

Like the Scottfield, it features a cylinder where all chambers can be accessed without the use of a loading gate, as well as an ejector to get used rounds out quicker. The main difference being that instead of breaking open from the top, the cylinder swings out to the left side of the weapon. This will allow for faster reload times in comparison to other compact revolvers in the arsenal.

In gunplay terms, the New Army is best compared with the Nagant officer as both are double action compact ammo pistols. The actual projectile is slightly larger which means its stopping power and range are increased.

However, the muzzle velocity of the Nagant office is slightly faster due to it having a tighter seal between the chamber and the barrel. They both have a similar rate of fire, with the New Army being a fraction slower, however in practice, this will be quite negligible, especially when reacquiring your target. This weapon can be dual wielded and benefits from the Ambidextrous trait.

Winfield 93 Slate

Introducing the new, large slot, 6-round capacity, pump action shotgun – The Winfield 1893 Slate.
The Slate is an improvement on the earlier pump action Spectre 1882 in many ways: the mechanism is simpler meaning it is much smoother in terms of handling. It has an increased rate of fire and a faster reload when compared to the Spectre. The improved mechanism means there is no need for Bulletgruber with this shotgun as it can be topped up without needing to open the slide.

The barrel is shorter than the Spectre which means it has an increased spread and recoil, like other shotguns in the arsenal. This increase in spread means it will have lower average damage and a shorter One Hit kill range. Like the Spectre, the Slate can benefit from the Iron Devastator trait allowing you to stay in iron sights during the weapon charge.

Developer note:

The addition of the second pump-action shotgun to the arsenal means that we now have an alternative to the Spectre. The main drawback we want to highlight with the Spectre is the “clunkiness” that comes with the early implementation of the pump-action mechanism during this time period. The Slate uses a much more modern mechanism which was something we wanted to showcase in the game and use this to determine exactly how the weapon should feel when being used. A good example is the ability to top load the first round directly into the chamber when empty, which allows for quick tactical reloads when in a tight spot.

Audio
  • Bullet Casings are now audible when they fall on the ground.
  • Hanging Chains and other objects now play a subtle sound when crouch walking through them.
  • Sound Design improvements on the Door impacts and destruction
Bloodbond Content
  • Legendary Hunter – Luna Wolf (900 Bloodbonds)
    A merciless wolf hunter, Felicia Frisk came to Louisiana following her son’s footsteps, where she sought closure – but she only found the moonlight turned crimson with blood, and a mournful howl echoing in the Bayou.
  • Legendary Hunter – Dire Wolf (900 Bloodbonds)
    Remus Frisk never thought twice when killing packs of wolves, and he never paid a price for those massacres – until he came to the Bayou to hunt his last wolf – and this time, it was one from his own pack.
  • Legendary Lebel 1886 Aperture – Wolfsbane (800 Bloodbonds)
    As charming and deadly as its namesake, this Lebel 1886 Aperture earned its name from the wolf carcasses its previous owner left decaying and unskinned. Now each shot from its barrel tears through the night like a hundred wolves howling for revenge.
  • Legendary Springfield Compact Deadeye – Blister (800 Bloodbonds)
    Six gouges mark the number of sun-cracked and blistering days the first owner of this Springfield 1866 Compact Deadeye staggered through the desert – without water, without clothing, but with an indomitable will for revenge.
Gunplay
Brawler Variant adjustments
  • Increased Heavy Melee Damage on all Brawler variants to bring them in line with Dusters.
  • Stamina consumption remains unchanged (Dusters are still more efficient).
Nitro Custom ammo name adjustment
  • Renamed the Nitro ‘Dum Dum’ ammo to ‘Shredder’.
  • This is purely a cosmetic change and does not affect gameplay in anyway.
Developer Note:

The Dum Dum ammo on the Nitro differs from other weapons because it is able to penetrate at least once. We felt it important to better differentiate the two ammo types by adjusting the name. It’s important to mention this does not change the gameplay in any way.

 

Meta

 

Caldwell 92 New Army
  • Unlocks at Bloodline Rank 12
  • Price reduced to $90 (previously $103)
Winfield 1893 Slate
  • Unlocks at Bloodline Rank 48
  • Price reduced to $250 (previously $300)
Machete
  • Unlocks at Bloodline Rank 1 (previously Rank 24)
Specter 1882
  • Unlocks at Bloodline Rank 24 (previously Rank 36)
Nagant M1895 Officer
  • Unlocks at Bloodline Rank 36 (previously Rank 12)
World
  • Decreased spawn rate of Golden Cash Registers.
Developer’s Note:

Due to a bug that caused the spawn rate of the golden cash registers to increase significantly, the spawn rate has been reduced to counteract the negative effects this has had on the Bloodbond economy over the last few months. Golden cash registers will still spawn but they will no longer be as frequent as they have been in recent months.

We know that many of you have expressed concerns regarding some of the changes around how Bloodbonds are earned in-game and we have been taking this feedback on board. We will have a much more detailed blog and video coming up in the next 2 weeks that will focus on discussing the topic of monetization, where we will try to address the concerns that have been brought up. Please keep an eye on our social channels for updates.

World
  • The Ladder Desync Exploit
Developer’s Note:

This issue was a high priority to us, and we are excited that we were able to fix this for 1.8.1. Thank you for reporting players that were abusing this exploit and for helping us fix this on Test Server!

  • Fixed an issue where red skull kills were giving XP and counted towards “kills” for KDA.
  • Fixed an issue where ambient audio was not looped properly on night maps.
AI
  • Banished bosses should no longer drop their bounties in unreachable places.
  • Fixed an issue whereby AI was sometimes able to hear players through some obstacles.
  • Fixed an issue whereby grunts were not always facing their attacker properly.
  • Fixed an issue whereby the Butcher could not be properly interrupted the first time it taunted.
  • Butcher will stop roaming when no players are around.
Weapons
  • Fixed an issue where the Berthier Riposte Iron sights were slightly misaligned.
  • Fixed an issue where the Depth of Field blur would stay too long on the Berthier Deadeye.
  • Fixed an issue where the Iron Sights on the Romero 77 were misaligned.
  • Fixed an issue where clean Legendary weapons looked dirty in a mission.
Hunter
  • Fixed an issue where the crouching animation was inconsistent across some weapons.
    Developer’s Note:

    This issue has been seen with the Berthier 92 and some other weapons, where crouching Hunters were “taller” than others depending on the weapons they held. This issue was largely raised by the community, and we appreciate everyone’s attention to detail to help us solve this as quickly as possible.

  • Fixed an issue where D-pad buttons would switch to wrong items until they were re-assigned when using a controller.
  • Fixed an issue where the Conduit Trait wouldn’t apply its effects when picking up a Bounty.
  • Fixed an issue where players could extend their Dark Sight Boost duration with the Serpent Trait.
  • Fixed an issue that could lock the camera after reconnecting to a mission.
  • Fixed a couple of cases where the extraction timer would reset when dead players in the extraction radius would leave the game to the menu.
  • Fixed an issue where the Wellspring could not be picked up from a player that had permanently disconnected from the game.
  • Fixed an issue where players could have their movement speed reduced after healing with First Aid Kits or deploying traps.
  • Fixed an issue where movement speed reductions from moving through deep water and from healing with First Aid Kits would stack. Only the highest speed reduction is applied now.
  • Fixed an issue where the movement speed reduction from First Aid Kits was already applied while aiming in Hunter control scheme. Players will now only slow down while healing.
UI
  • Fixed an issue where the objectives would not revert to “Collect the Bounty” after losing two bounty tokens (still shows “Extract the Bounty” for both bosses).
  • Fixed a bug which caused the D-pad navigation in contract screen to break when using a controller.
  • Fixed a rare bug which cause filters to be highlighted in roster even when not applied.
  • Fixed a bug which lead to filters for consumables and tools to be unresponsive.
  • Fixed a rare issue which caused buttons to overlap on top of others in specific conditions.
  • Fixed an issue which allowed players to click through the hunter equipment pop up on the Bounty Hunt menu onto other tabs and subtabs.
  • Fixed an issue where the normal bow ammo was always greyed out in the weapon wheel.
  • Fixed a bug which would break the equipment bar when changing the equipment by looting from a hunter under special conditions .
  • Fixed a rare issue which caused a discard pop up to be displayed when the player wants to have two contraband pistols (as dual) equipped.
  • Fixed an issue which would cause buttons to overlap while on the legendary recruits screen while forming an invited team.
  • Player cannot give a Dark Tribute offering while in matchmaking in a team anymore.
  • Fixed an issue where both Partners in a team of three could be displayed as “Partner 2”.
  • Fixed an Option issue when clicking on the right side of an audio settings tab would open the drop-down list.
  • Fixed an issue where Winfield Slate and Caldwell New Army were in the wrong place in the Book of Weapons.
  • Fixed an issue where the “Discard” item pop-up had untranslated texts in German.
  • Fixed an issue where a reward pop-up for Hunt dollars and Bloodbonds are always displayed after a mission.
  • Fixed an issue where ‘Hold F to stop bleeding’ when bleeding was sometimes missing.
  • Fixed an issue where non-legendary event weapons still had an event background.

Developer’s Note:

We understand this list is long and can be quite daunting. We want to increase our transparency with the Community and publishing our Known Issues list is part of that. We want to assure you that we are working on these issues and will continue to do so.

  • In some cases, weapons will come out of ADS randomly.
  • Poison effects from the hive and Spider can persist even after their intended duration.
  • In some cases, when first starting the game, Hunters in the lobby may not load in correctly (only parts of the hunter are visible).
  • In some cases, an incorrect/placeholder death screen will appear when your hunter has been burned out (lost all health chunks to fire).
  • In some cases, when attempting to loot a hunter, a message can appear saying “Ammo full” which will prevent you from looting.
  • Quickplay: Picking up a small weapon while performing a switch from a larger weapon results in swapping the wrong item.
  • In some cases, activating a filter in the weapons screen will still show all weapons rather than the selected option.
  • Concertina wire can damage players through walls.
  • In some cases, you are unable to loot a weapon because the client registers that it fell in a different place than is shown on the screen.
  • In some cases, switching to another weapon (looting) can result in the dropped weapon falling under the floor.
  • In some cases, crows may react to player noise later than intended. If there is a lot of occlusion between you and the crows, they can also be hard to hear.
  • In some cases, single shot weapons can not be reloaded when switching while vaulting or quick-swapping.
  • In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
  • In some cases, the banish state and extraction state can show the incorrect details. This is purely a visual issue. The normal status will continue as intended in the background.
  • In some cases, the UI can “hiccup” and may take some time to update meta-actions (buying/equipping/hiring hunters).
  • In some cases, when an enemy hunter survives a headshot from explosive ammo the “death from a headshot” audio can still be heard.
  • UI shows incorrect unlock conditions in the Arsenal.
  • Butcher and Scrapbeak can get stuck in place during combat with several Hunters.
  • Hunters can interact with trait charms (in the world) at a specific range that triggers the “trait acquired” audio, but the trait is not gained on the Hunter.
  • In some cases, a Hunter will not get a hitmarker in melee while correctly dealing damage.
  • In some cases, it is possible that a Hunter will move slower right after placing a trip mine.
  • The electric lamp is incorrectly shadowed by the Hunter.
  • Fusees emitted light is too bright in night missions.
  • New players / or Hunters that deleted their “user folder” will have the new “+” icon on all traits.
  • Arrows and other retrievable items might become irretrievable when killed AI is despawned.
  • In some cases, headshots won’t count as a headshot.
  • In some cases, Hunters can be stuck in the dual wield animation with other weapons.
  • In some cases, lanterns are out of sync for disconnecting Hunters.
  • In some cases, Hunters melee and gun sensitivities can be misaligned.
  • Hunter is unable to fire when swapping quickly from iron sight to fanning
  • In some cases, weapons will drop on top of each other, and it is hard to loot the desired weapon.
  • In some cases, the crosshair will become small and will not change size dynamically as intended.
  • In some cases, a Hunter will lose a healing item when trying to heal a teammate, but the heal will not go through.
  • In some cases, a Hunter will not receive an item back when looting a dead enemy.
  • After reconnecting, a flare on the ground can loop the throwing audio to the reconnected Hunter.
  • In some cases, placing a bear trap will be cancelled when standing too close to another object.
  • Aperture sights can randomly be flipped up or down.
  • It is possible for for a Hunter to receive the “extraction blocked” warning at an extract where someone else has extracted earlier in the match.
  • In some cases, a Hunter’s health will stop regenerating at 100 health, even if the health chunk should allow for further regeneration.
  • In some cases, the ammo counter will not update correctly when firing the Scottfield too quickly.
  • In some cases, the Hunting Bow will not correctly destroy windows.
  • In some cases, the Assassin will attack the wrong target.
  • In Gunslinger, it is possible for the crosshair to be missing after switching weapons.
  • Melee queueing fails sometimes for some weapons/items.
  • Holding RMB while switching to a melee tool or weapon does not correctly prepare a heavy melee.
  • In some cases, concertina wire is not correctly destroyed, although it was hit properly.
  • Bleeding damage ticks are not properly represented in the damage history upon death.
  • Spectator mode does not always represent the correct aiming state of the spectated Hunter.
  • Dying to the poison cloud of a poison trip mine will display an empty death screen.
  • In some cases, the Assassin’s clone can be stuck and not try to attack a Hunter.
  • In some cases, the Spider can fall through the floor and become stuck when jumping on a Hunter.
  • Unlocking a Legendary weapon often changes the order of the weapon equipment.
  • World health packs can stop a Hunter from interacting with a clue when dropped in certain spots on top of the clue.
  • In some cases, Hunters will incorrectly receive a reconnect pop-up after a server crash.
  • Shooting a hive bomb that is floating in water with a shotgun will incorrectly spawn multiple instances of the hive swarm.
  • In some cases, audio sounds will appear to come from a different source than it actually does.
  • In some cases, the bomb lance explosion will not deal area damage.
  • In some cases, the transition between poison states will result in a slight camera shake.
  • In some cases when sprint and ADS are bound separately, sprinting input can be incorrectly ignored.
  • In some cases, the Spider can become stuck in the death animation and be unable to banish.

Stay tuned here at MP1st for additional updates once the patch goes live on PS4 and Xbox One, which Crytek anticipates to be sometime later this week.

Source: Steam

MP1st Staff

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Battlefield 2042 BF Portal Flashback Conquest Player Count Increased to 128 Players on Next-Gen Platforms

DICE has rolled out a server-side update to Battlefield 2042’s Battlefield Portal mode, and it’s to increase the player count! DICE and Ripple Effect Studios have announced that the BF Portal Conquest player count has been increased to 128 players temporarily on next-gen platforms (PS5, Xbox Series X|S, PC),

Here’s the announcement in full, alongside the explanation to the change:

This week for Flashback Conquest we are increasing the Player Count to 128 Players on Current Gen platforms (Xbox Series X|S, PlayStation 5, and PC

This change will take place from Monday, May 16th to Thursday, May 19th at which point a new Battlefield Portal Featured Experience rotation will take place.

We believe Battlefield Portal is all about experimentation and continuously working on Experiences alongside the Community. With that in mind, we are testing out an increased player count for Flashback Conquest, and we’d like to hear from you if you feel this increase of players within Flashback Conquest is a step in the right direction for Flashback Conquest or not.

Hopefully we’ll see more tangible changes made for the core experience soon. Are you OK with the player count change or should DICE stick to lower players for a less chaotic feel?

Source: EA Answers forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Humble Games Publisher Sale “2nd Birthday” Is Now Live This May 16, Here Are the Discounted Games

As part of its 2nd birthday celebrations, Humble Games has announce a new publisher sale for PC titles up to a whopping 80 percent off! Check out the huge number of deals below to see them for yourself, all discounted until May 20:

Humble Games is celebrating its second birthday with an incredible Publisher Sale, now live on Steam until May 20, 2022. With up to 80% off great games, the sale offers discounts on a variety of award winning titles like Unpacking, UNSIGHTED, Dodgeball Academia, The Wild at Heart and many many more! Be sure to check out this new UNSIGHTED accolades trailer that the team dropped today as well.

Humble Games Steam Link

Award-Winning Titles

  • Unpacking – 20% off

  • UNSIGHTED – 30% off

  • Dodgeball Academia – 30% off

  • The Wild at Heart – 33% off

Legendary Adventure Games

  • Carto – 50% off

  • A Hat In Time – 50% off

  • Forager – 60% off

  • Wildfire – 50% off

  • Flynn: Son of Crimson – 30% off

  • Ikenfell – 50% off

Strategy and Role-Playing Games

  • Fae Tactic – 50% off

  • Ring of Pain – 50% off

  • One Step from Eden – 40% off

  • Aegis Defenders – 75% off

  • Crying Suns – 65% off

  • Popup Dungeon – 40% off

Relentless Action Games

  • Void Bastards – 60% off

  • Project Wingman – 30% off

  • Into the Pitt – 30% off

  • Archvale – 25% off

  • Wizard of Legend – 70% off

Thrilling & Intrigue Games 

  • Monaco – 80% off

  • The Occupation – 70% off

  • Floor 13: Deep State – 40% off

  • Next Space Rebels – 30% off

For more on the best sales, discounts, and other deals across all platforms, head over to our official MP1st Deals hub!

MP1st Staff

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MGS5 Alpha Build on PS3 Discovered, Reportedly Contains Extra Mission in Chapter 1 & More

According to a new report spotted on Reddit, an early MGS5 alpha build has apparently been discovered for the PS3. This build reportedly has an extra mission included in Chapter 1 and so much more cut content from the game. However, the original poster had deleted his account, although some of the thread has been archived via a new thread which you can check out below.

Here’s a rundown from the second Reddit thread archiving the original one:

Original thread:

https://www.reddit.com/r/ps3homebrew/comments/uqmef8/the_ps3_hdd_i_own_has_an_alpha_build_of_a_video/

The OP deleted his account, but before deleting, he posted some screenshots and information that has been reported on by @HikikomoriMedia on Twitter:

https://twitter.com/HikikomoriMedia/status/1526051998289756160

According to the OP’s thread (which was deleted), he had access to a PS3 test kit that had the MGS V alpha, but the PS3 was dying. So, he cloned the HDD and sold the PS3. This was years ago. Now, he’s looking for a way to retrieve the data from the encrypted hard drive.

The data may be irretrievable without access to the original PS3 test kit. However, there may be some incredible discoveries on this early build of the game, such as Chapter 3, Mission 51, Return to Camp Omega etc.

EDIT: According to a user in the original thread, there was an additional screenshot posted of a mission list for the game. One notable difference is that there was an extra mission in Chapter 1, listed before Skull Face and Sahelanthropus. Chapter 2 also did not contain any of the “repeat” missions in the final game, which may imply that these missions were added to the game very late in development.

The original thread was also the source of despair for many, as the original poster has mentioned that he sold off the valuable PS3 test kit without backing it up. What this means is that the HDD containing the alpha build for MGS5 which he tried to save cannot be accessed any more, as (according to the commenters in the thread) the drive is encrypted and requires a root key from the console itself.

It’s a shame, indeed, as MGS5 still holds a ton of mysteries. As it is essentially creator Hideo Kojima’s last Metal Gear game before leaving Konami, the game reportedly had a ton of cut content, and this content remains one of the most sought-after secrets in gaming.

As is the case with everything unconfirmed, take this one with a huge grain of salt. In case you missed it, actor Oscar Isaac is still reportedly looking for a story for the Metal Gear Solid movie, and you can read more about it here.

Source: Reddit

MP1st Staff

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