Home > News

Ark Survival Evolved Turkey Trial 5 Starts Today, Here’s What’s New

Studio Wildcard has another treat in store for Ark players today, as the Ark Survival Evolved Turkey Trial 5 is now live! This new event brings new chibis, a new turkey costume, new emotes and more.

Ark Survival Evolved Turkey Trial 5 Overview:

Schedule: November 23 to December 7, 2021

Hasten over to any of the ARK: Survival Evolved maps to experience all the Turkey Day festivities, as well as witness the DodoRex Tribute and gather Wishbones. The Turkey Trial 5 event features increased rates for XP, harvesting, taming, breeding and more across all official servers, so the feast will be bountiful for all! For a limited time, Survivors can collect all the Thanksgiving candy, Pilgrim Hats and holiday-themed emotes, as well as new ones, including:

  • Brand New Chibis: Deinonychus Chibi, Kaprosuchus Chibi, Onyc Chibi, Tek Raptor Chibi, Gigantopithecus Chieftain Chibi
  • Autumnal Cosmetic Items: A New Turkey Costume and three new Ugly Sweater designs, including Foliage Friends, Turkey Target and a Dodo’s Revenge Sweater!

eventdetails_tt.png

This event can be manually activated with the server arg parameter: -ActiveEvent=TurkeyTrial

Dates

November 23th to December 7th

Rates

*Note that these bonuses are multiplicative of the game’s standard 1x rates.

  • Official Servers
    • 3x XP, Harvesting, Taming, and Breeding (imprint, maturation, hatch/gestation), 0.6x Mating Interval, 1.5x Hexagon Bonus
  • Small Tribe Servers
    • 4.5x XP, 4.5x Harvesting, 4.5x Taming, and 4x Breeding (imprint, maturation, hatch/gestation), 0.6x Mating Interval, 1.5x Hexagon Bonus
  • ARKPocalypse
    • 5x XP, 5x Harvesting, 5x Taming, and 5x Breeding (imprint, maturation, hatch/gestation), 0.6x Mating Interval, 1.5x Hexagon Bonus
  • Conquest
    • 4.5x XP, 4.5x Harvesting, 4.5x Taming, and 4x Breeding (imprint, maturation, hatch/gestation), 0.6x Mating Interval, 1.5x Hexagon Bonus

eventcreatures_tt.png

  • Super Turkeys (Untamable creature)
  • DodoRex (Craftable Temporary Tame)

eventskins_tt.png

  • Turkey Costume *NEW*
  • 3 Ugly Sweater Skins *NEW*
  •  Bonnet Hat Skin
  • Chieftan Hat Skin
  • Dodo Pie Swim Bottom Skin
  • Dodo Pie Swim Top Skin
  • Dodorex Swim Bottom Skin
  • Dodorex Swim Top Skin
  • Dodorex-Print Shirt Skin
  • Meat Swim Bottom Skin
  • Meat Swim Top Skin
  • Murder Turkey Swim Bottom Skin
  • Murder Turkey Swim Top Skin
  • Murder-Turkey-Print Shirt Skin
  • Pilgrim Hat Skin
  • Pitchfork Skin
  • Turkey Hat Skin
  • Turkey Leg Skin
  • Turkey Swim Bottom Skin
  • Turkey Swim Top Skin
  • Ugly Cornucopia Sweater Skin
  • Ugly Trike Sweater Skin

eventchibis_tt.png (acquired via killing Super Turkey’s for Wishbones)

  • Deinonychus Chibi *NEW*
  • Kaprosuchus Chibi *NEW*
  • Onyc Chibi *NEW*
  • Tek Raptor Chibi *NEW*
  • Gigantopithecus Chieftain Chibi *NEW*

eventitems_tt.png

  • Wishbones (acquired from killing Super Turkey’s)
  • Thanksgiving Dino Candy

wilcreaturecolors_tt.png

  • Orange
  • Medium Autumn
  • Light Autumn
  • Burnt Sienna
  • Brown
  • Light Brown
  • Dark Magenta
  • Dark Violet
  • Vermillion
  • Red
  • Dark Red
  • Dino Dark Red
  • Midnight Blue
  • Black Sands
  • Dark Blue
  • Near Black
  • Black
  • Dino Darker Grey
  • Dino Albino

As for the next new stuff incoming to the game, Studio Wildcard will deliver the Lost Island title update this December 14 for free, and will include free maps! There’s also the “Fjodur” expansion planned for June 2022, and will introduce new creatures and more.

Avatar photo

Alex Co

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

Home > News

Genshin Impact Update 2.30 Patch Notes; Shadows Amidst Snowstorms Update 2.3 Out

Developer miHoYo has released the Genshin Impact update 2.30 (PS5 version 2.300) patch just now during server maintenance, and this is for Update 2.3 titled “Shadows Amidst Snowstorms.” There’s a new event, a new five-star character, and loads more. Check out the complete patch notes below.

Genshin Impact Update 2.30 Patch Notes | Genshin Impact Update 2.300 Patch Notes | Genshin Impact Update 2.3 Patch Notes:

Update Scheduled and Server Outage: Update maintenance begins on 2021/11/24 06:00 (UTC+8) and is estimated to take 5 hours.

〓Compensation Details〓

Maintenance Compensation: Primogems ×300 (60 Primogems per hour the servers are down)

Issue Fix Compensation: Primogems ×300 (please refer to the relevant compensation mail for more details)

〓Eligibility〓

Maintenance Compensation: Travelers who reach Adventure Rank 5 or above before 2021/11/24 06:00 (UTC+8).

Please claim before the end of Version 2.3.

Issue Fix Compensation: Travelers who reach Adventure Rank 5 and above before 2021/11/24 06:00 (UTC+8).

Please claim the compensation mail before 2021/11/27 06:00 (UTC+8).

Our developers will distribute compensation to Travelers via in-game mail within 5 hours after the update maintenance is finished. The mail will expire after 30 days, so don’t forget to claim the attached compensation in time.

〓Update Details〓

I. New Characters

5-Star Character “Hanamizaka Heroics” Arataki Itto (Geo)

◇ Vision: Geo

◇ Weapon: Claymore

◇ The first and greatest head of the Arataki Gang, famed throughout Inazuma City’s Hanamizaka… Wait, what? You’ve never heard of them? Are you trying to be funny here?

◆ Arataki Itto has a special Charged Attack mechanic: whenever a second or fourth Normal Attack lands on an opponent, Itto will gain Superlative Superstrength. When holding to perform a Charged Attack, Itto unleashes a series of Arataki Kesagiri slashes without consuming Stamina. Instead, each Arataki Kesagiri slash consumes 1 stack of Superlative Superstrength. When the final stack is consumed, Itto delivers a powerful final slash. If no stacks of Superlative Superstrength are available, Itto will perform a single Saichimonji Slash.

Arataki Itto’s Elemental Skill “Masatsu Zetsugi: Akaushi Burst!” will hurl out an akaushi bull with a taunting effect called Ushi. Ushi is considered a Geo construct that provides Arataki Itto with Superlative Superstrength stacks whenever it hits an opponent when thrown out, takes DMG, or its duration expires.

With his Elemental Burst, Royal Descent: Behold, Itto the Evil!, Itto lets his inner Raging Oni King emerge, using his Oni King’s Kanabou in battle. In this state, Arataki Itto’s Normal Attacks, Charged Attacks, and Plunging Attacks will be converted to Geo Damage that cannot be overridden. Moreover, when each of his Normal Attacks hit opponents, this will grant him a stack of Superlative Superstrength. In addition, in this state, Arataki Itto’s Physical and Elemental RES will be reduced, while his Normal Attack SPD will increase. His ATK will also be increased based on a percentage of his DEF.

4-Star Character “Canine Warrior” Gorou (Geo)

◇ Vision: Geo

◇ Weapon: Bow

◇ The great general of Watatsumi Island’s forces. He is deeply trusted by his subordinates.

◆ Gorou’s Elemental Skill, “Inuzaka All-Round Defense”, deals Geo DMG, and sets up his “General’s War Banner”. When the “General’s War Banner” is placed, it will provide buffs to active characters within the skill’s AoE based on the number of Geo characters in the party.

Unleashing his Elemental Burst “Juuga: Forward Unto Victory” will deal Geo DMG, and creates a field known as General’s Glory. This field has the same effect as the General’s War Banner and will move together with your active character. General’s Glory will periodically deal Geo DMG to an opponent within the field and pull 1 elemental shard created by the Crystallize Reaction within its AoE to your active character’s position.

◆ The event-exclusive 5-star character “Hanamizaka Heroics” Arataki Itto (Geo) and 4-star character “Canine Warrior” Gorou (Geo) will be available in a future event wish.

II. New Domain

New Domain of Blessing: Slumbering Court

◇ This great hall stood when Seirai Island neither had the name it has now, nor had it yet been stained with the color of thunder. The scenery within will probably never change, either.

◇ Unlock Criteria: Reach Adventure Rank 30 or above and complete the quest “Ritou Escape Plan.”

◆ Challenge the Domain to obtain artifacts in the Ocean-Hued Clam and Husk of Opulent Dreams sets.

Located at Seirai Island.

III. New Equipment

1. New Weapons

Cinnabar Spindle (4-Star Sword)

◇ A sword made from materials that do not belong in this world. The power within might even be able to withstand the corruption of a venom that could corrode a mighty dragon.

◆ Elemental Skill DMG is increased by a percentage of DEF. This effect is cleared shortly after the Elemental Skill deals DMG and will then enter a CD.

◆ During the “Shadows Amidst Snowstorms” event, take part in “Born of the Snow” gameplay and complete various challenges in the Dragonspine area to obtain Cinnabar Spindle (Sword). Collect Snowstrider Emblems and Mysterious Emblems to exchange for its Weapon Refinement Material.

Redhorn Stonethresher (5-Star Claymore)

◇ According to its previous owner, this weapon is the “Mighty Redhorn Stoic Stonethreshing Gilded Goldcrushing Lion Lord” that can send any monster packing with its tail between its legs.

◆ Increases Character DEF. Normal and Charged Attack DMG is increased by a percentage of DEF.

◆ The event-exclusive 5-star weapon Redhorn Stonethresher (Claymore) will be available in a future event wish.

2. New Artifact Sets

Husk of Opulent Dreams (4-Star and 5-Star)

◇ 2-Piece Set: Increased DEF.

◇ 4-Piece Set: A character equipped with this Artifact set will obtain the Curiosity effect in the following conditions: When on the field, the character gains 1 stack after hitting an opponent with a Geo attack, triggering a maximum of once every 0.3s. When off the field, the character gains 1 stack every 3s. Curiosity can stack up to 4 times, each providing a certain percentage of DEF and Geo DMG Bonus. When 6 seconds pass without gaining a Curiosity stack, 1 stack is lost.

Ocean-Hued Clam (4-Star and 5-Star)

◇ 2-Piece Set: Healing Bonus.

◇ 4-Piece Set: When the character equipping this artifact set heals a character in the party, a Sea-Dyed Foam will appear for 3 seconds, accumulating the amount of HP recovered from healing (including overflow healing). At the end of the duration, the Sea-Dyed Foam will explode, dealing DMG to nearby opponents based on 90% of the accumulated healing. (This DMG is calculated similarly to Reactions such as Electro-Charged, and Superconduct, but is not affected by Elemental Mastery, Character Levels, or Reaction DMG Bonuses). Only one Sea-Dyed Foam can be produced every 3.5 seconds. Each Sea-Dyed Foam can accumulate up to 30,000 HP (including overflow healing). There can be no more than one Sea-Dyed Foam active at any given time. This effect can still be triggered even when the character who is using this artifact set is not on the field.

◆ Obtain the above artifact sets from Slumbering Court, the new Domain of Blessing on Seirai Island in Inazuma.

IV. New Events

“Shadows Amidst Snowstorms” Event: Take part and obtain the event-exclusive weapon, Cinnabar Spindle (Sword)

During the “Shadows Amidst Snowstorms” event, take part in “Born of the Snow” gameplay and complete various challenges in the Dragonspine area to obtain Cinnabar Spindle (Sword). Collect Snowstrider Emblems and Mysterious Emblems to exchange for rewards such as event-exclusive Weapon Refinement Materials, Crown of Insight, Weapon Ascension Materials, Talent Level-Up Materials, Hero’s Wit, Mora, and Mystic Enhancement Ore from the Event Shop.

〓Event Duration〓

〓Eligibility〓

Reach Adventure Rank 20 or above and complete the Archon Quest “For a Tomorrow Without Tears”

Complete Princeps Cretaceus Chapter: Act I – “Traveler Observation Report” and Joel’s “Lost in the Snow” Quest

*During the event, the Adventure Rank required to accept Albedo’s Story Quest “Traveler Observation Report” will be adjusted to 20. Story Keys will not be required to unlock it.

V. New Main Story

1. New Story Quest

Arataki Itto’s Story Quest – Taurus Iracundus Chapter: Act I “Rise Up, Golden Soul”

◆ Taurus Iracundus Chapter Quest Start Time:

Permanently available after 2021/12/14 18:00

◆ Quest Unlock Criteria:

Reach Adventure Rank 40 or above

Complete the Archon Quest “Chapter II: Act III – Omnipresence Over Mortals”

And complete Dracaena Somnolenta Chapter: Act I – “Warriors’ Dreams Like Spring Grass Renewing”

2. New Hangout Events

Hangout Events: Series IV

Hangout Event: Gorou – Act I “The Canine General’s Special Operations”

Hangout Event: Beidou – Act I “When the Crux Shines Bright”

◆ Hangout Events: Series IV Start Time:

Permanently available after the Version 2.3 update

◆ Hangout Events: Series IV Unlock Criteria:

● Hangout Event: Beidou – Act I:

Reach Adventure Rank 30 or above

Complete the Archon Quest “Chapter II: Act III – Omnipresence Over Mortals”

● Hangout Event: Gorou – Act I:

Reach Adventure Rank 40 or above

Complete the Archon Quest “Chapter II: Act III – Omnipresence Over Mortals”

And complete Dracaena Somnolenta Chapter: Act I – “Warriors’ Dreams Like Spring Grass Renewing”

VI. New Gadget

Omni-Ubiquity Net

Use the Omni-Ubiquity Net to capture and detain the essence of small animals in the open world. Afterward, you may use the Net as a medium to re-create their forms.

Animals so re-created may be placed inside your Serenitea Pot.

Unfortunately, Wakamurasaki’s modifications to the Omni-Ubiquity Net still have some room from improvement, and there are some little critters who cannot be re-created using the Net.

Animals that can be captured using the Net will be marked out with a net symbol in the Archive.

Animals in some quests cannot be caught.

◆ After the “Bantan Sango Case Files: The Warrior Dog” event ends, complete the corresponding World Quests, then go to the NPC Wakamurasaki to exchange for the gadget “Omni-Ubiquity Net.”

◆”Omni-Ubiquity Net” Acquisition Period:

Permanently available after 2021/12/20 04:00

◆ “Omni-Ubiquity Net” Acquisition Criteria:

Unlock the Serenitea Pot System

Complete the Archon Quest “Chapter II: Act I – The Immovable God and the Eternal Euthymia”

Complete the World Quest “Omni-Ubiquity Net”

VII. New Enemy

Golden Wolflord

◇ King of the Riftwolves.

When an attack hits a character, all party members will be affected by the “Corrosion” status and continually lose HP.

Located at Tsurumi Island.

VIII. Other Additions

● Gameplay

1. New Recipes:

○ Inazuma Shimura’s: Unagi Chazuke, Five Pickled Treasures, and Sakura Shrimp Crackers

○ Gorou’s specialty: Victorious Legend

○ Arataki Itto’s specialty: Way of the Strong

2. New Achievements added to the “Wonders of the World” and “Memories of the Heart” categories

3. New Namecards:

○ “Travel Notes: Lyratum”: Reward obtained via the BP system

○ “Gorou: Leisurely Hound”: Reward for reaching Friendship Lv. 10 with Gorou

○ “Itto: Oni Face”: Reward for reaching Friendship Lv. 10 with Arataki Itto

4. New Furnishings: Leisure Device: Rhythmic Sprinter, Lingering Moment, and more

○ Leisure Device: Rhythmic Sprinter

This combination of furnishings was created by Tubby herself, and it is made from the Activation Panel and the Destination Ring. Interact with the Activation Panel to begin the time trial challenge. Step into the Destination Ring to stop the timer. You can view your game records on the Activation Panel.

○ Lingering Moment

A wondrous picture frame created using the best Cuihua Wood available. The canvas has been steeped in paints saturated with Sub-Space Creation energies and has become exceedingly supple. It also has the unique ability to resonate with you and implant precious memories upon its surface.

5. New companion added to the Serenitea Pot Move-In System: Paimon

6. Optimization for set retrieval function: it is now possible to retrieve missing Furnishings in a specific set in your home with one click (Furnishings cannot be in other sets)

7. Adjustments to the default sorting sequence of the Artifacts tab in the Inventory and on the Character Artifacts page. After the adjustment, the default Artifact sorting sequence is now: Quality > Level > Set > Location > Quantity of Affixes

8. New locking function in the Artifacts acquisition screen

9. Click on “Stardust Exchange” in the Source section of Character Level-Up Materials in the Inventory to go directly to the Stardust Exchange page

10. After using Domain Reliquary, you can view Artifact Attributes on the acquisition screen

11. Adds some prompts for loading screens

12. In Co-Op Mode, when a Traveler leaves the party, their vacancy will be filled by a corresponding character from the host’s original party composition before they entered Co-Op Mode

13. Spiral Abyss

Floor 11 Ley Line Disorders changed to:

• Geo DMG dealt by all party members increased by 60%.

• Physical DMG dealt by all party members’ increased by 60%.

Updated the monster lineup on Floors 11 – 12 of the Spiral Abyss.

Starting from the first time that the Lunar Phase refreshes after updating to Version 2.3, the three Lunar Phases will be as follows:

Phase I:

Exacting Moon

You will obtain 1 Extract stack after obtaining a shard created through the Crystallize reaction, which will increase the DMG dealt by your active character by 8% for 10s. Max 3 stacks. When characters possessing 3 stacks obtain more Crystallize reaction-created shards, they will unleash a shockwave that deals True DMG to opponents. Shockwaves created this way can occur every 3s.

Phase II:

Stonesoul Moon

When there is a Geo construct near your active character, your Charged Attacks deal 30% more DMG and the Stamina they consumed is decreased by 50%.

Phase III:

Pureshade Moon

When a character deals Elemental DMG to opponents with a Normal ATK, Charged ATK, Plunging ATK, Elemental Skill, or Elemental Burst, all party members gain 10% Bonus DMG for that element, and will gain 10% more Bonus DMG every 3s until they obtain 100% Bonus Elemental DMG through this Blessing of the Abyssal Moon. When a character deals a different type of Elemental DMG to an opponent this way, the previous Elemental DMG Bonus gained will reset.

● Characters

1. The characters “Wise Innocence” Yanfei (Pyro), “Mujina Ninja” Sayu (Anemo), and “Crowfeather Kaburaya” Kujou Sara (Electro) will each have a new set of idle animations.

● Others

1. Adds a maximum limit to single-instance DMG of character and enemy Skill DMG, Elemental Reaction DMG, DMG dealt by mechanisms, and other DMG. Maximum DMG will not exceed 9,999,999.

2. Added support for the Chroma feature on Razer devices. If Travelers are using a Chroma-ready Razer device, you must update the Razer Synapse Control Panel to Version 3.6.515 or above and activate it to enable the Chroma feature.

〓Optimizations〓

● Characters

1. Optimizes the time of disappearance for the Dango during Thoma’s idle animation.

● Enemies

1. Reduces the homing ability of the Hydro Specter’s water ball attack.

2. Reduces the interruption ability of the Hydro Specter’s water ball attack and the Geo Specter’s rock attack.

3. Optimizes the explosion process of the Specters when they are defeated in their Petrification and Frozen states.

4. Decreases the distance traveled by the Rifthound when knocked back.

5. Optimizes the graphic performance of material effects of the Ruin Sentinel in its Frozen state.

● Audio

1. Adjusts and optimizes the Japanese, Korean, and English voice-over for certain characters and quests.

2. Adjusts and optimizes the sound of the “Floral Zither” gadget when playing.

● Other

1. Addition of Thunder Sakura Bough in a Thunder Barrier of the Autake Plains in Inazuma.

〓Bug Fixes〓

● Quests

1. Fixes an issue whereby there is a small chance that you are unable to interact with the NPC Ipe after he appears in the Tsurumi Island area.

2. Fixes an issue whereby a black screen would be triggered abnormally when logging into the game after receiving the World Quest “Clean House”.

3. Fixes an issue with some quests whereby the wild animals would drop items abnormally during those quests.

● Domains

1. Fixes an issue in some Domains whereby when a character is on top of some enemies, they may get stuck and be unable to fall.

2. Fixes an issue whereby if the connection to the server is lost after defeating some enemies in “Domain of Forgery: Sand Burial III” of the domain Court of Flowing Sand, the remaining enemies would not appear.

● Co-Op

1. Fixes an issue in Co-Op Mode whereby the unlocked Teleport Waypoints in Tsurumi Island would disappear on the map after exiting Co-Op Mode.

2. Fixes an issue in Co-Op Mode whereby when multiple Barbaras use their Elemental Burst at the same time, healing may only take effect once.

● Characters

1. Fixes an issue with Lumine whereby clipping occurs during her fishing animations.

2. Fixes an issue with Sangonomiya Kokomi whereby when she casts her Elemental Burst there is a small chance that the quantity of times off-field characters had their HP restored was less than the quantity of Normal Attacks hitting enemies.

3. Fixes an issue with Aloy whereby when she casts her Elemental Skill into the distance, the Chillwater Bomblets generated would move at an abnormally high frequency.

4. Fixes an issue whereby the effects of the Chillwater Bomblets deployed by Aloy’s Elemental Skill “Frozen Wilds” would abnormally block out special effects such as that of the Mini Seelie.

5. Fixes an issue whereby the voice-over lines of Raiden Shogun were listed out of order.

6. Fixes an issue whereby when the character is close to the wall, there is a probability that clipping occurs when opening the Paimon Menu

7. Fixes an issue whereby when a character falls and the weapon is switched, the weapon might not display after reviving the character.

8. Fixes an issue whereby after a character deploys the wind glider, the scenes underneath the glider would shake abnormally.

9. Fixes an issue whereby in some cases, the character would be teleported to a previous location after changing party members.

● Enemies

1. Fixes an issue whereby the Fatui Agents could still deal damage to the character even after their Sprint Skill was interrupted.

2. Fixes an issue with the character’s homing function whereby there is a chance that it would always target the Ruin Grader and Ruin Guard first, when the character is fighting a Ruin Grader, Ruin Guard, and multiple enemies at the same time.

3. Fixes an issue whereby some attacks of Rifthound Whelps and Rifthounds could not increase the attack count of Beidou’s Elemental Skill, Tidecaller.

● Weapons

1. Fixes an issue whereby when certain Catalysts’ page-turning animation is interrupted, the next page-turning animation would display abnormally.

2. Fixes an issue in Co-Op Mode whereby if there is only one enemy nearby, the weapon, Eye of Perception, has a probability of attacking that enemy four times in a row.

● System

1. Fixes an issue whereby some button icons would not properly refresh after changing to a PS4 DUALSHOCK 4 or a PS5 DualSense wireless controller.

2. Fixes an issue whereby the vibration intensity of the DualSense™ wireless controller was different on PC and PS5.

● Audio

1. Fixes an issue with some characters’ Korean voice-over and issues with some enemies’ English voice-over lines.

2. Fixes an issue whereby when a party member’s HP is low, Sangonomiya Kokomi’s Fallen voice-over line will be abnormally triggered.

3. Fixes an issue with some of Thoma’s Japanese voice-over in Profile > Voice-Over whereby it could not play normally.

4. Fixes an issue with some quests whereby the combat music would stop playing abnormally.

5. Fixes an issue whereby the audio content in some scenes in Tsurumi Island and Dragonspine areas could not be heard if 7.1 audio channels were enabled in the setting.

● Other

1. Fixes an issue whereby the DMG dealt by the Ice Mist after exploding Frostburst Barrels did not change based on the difficulty of the environment.

2. Fixes an issue whereby when the Crystallize reaction is triggered with a high frequency, shards would drop abnormally.

3. Fixes an issue whereby it is not possible to pick up items in some areas of the Grand Narukami Shrine in the Inazuma region.

4. Fixes an issue whereby some of the terrain in the open world was displayed abnormally.

5. Fixes an issue whereby the cost of Mora required to craft the gadget “Electro Treasure Compass” was incorrect. The previous cost was 500 Mora and has now been updated to 50,000 Mora.

6. Fixes an issue under certain circumstances whereby Travelers were unable to obtain the treasure chest within a Thunder Barrier located at Oina Beach in Inazuma.

7. Fixes an issue whereby after approaching trees in the open world, the character’s first attack could not hit trees except for Cuihua Trees.

8. Fixes textual errors in Simplified Chinese, Traditional Chinese, English, Indonesian, German, Thai, French, Spanish, Portuguese, Russian, Korean, Vietnamese, and Japanese and optimizes some text. (Note: Related in-game functions have not changed. Travelers can view the changes in different languages by going to the Paimon Menu > Settings > Language and changing the Game Language.) Text-related fixes and optimizations in English include:

◆ Changed the gender pronoun of the Thunderbird from “he” to “she” in the artifact lore description of the Omen of Thunderstorm piece in the Thundering Fury artifact set.

◆ Optimized the character story descriptions of Albedo, Eula, and Thoma.

◆ Optimized Albedo’s Elemental Skill description in Test Run.

◆ Changed the name of the Furnishing Resonant Melody from “lyre” to “harp”.

◆ Changed and optimized the story descriptions and translations in some Readables.

◆ Optimized some lines in the quests and World Quests.

*This is a work of fiction and is not related to any actual people, events, groups, or organizations.

Source: Genshin Impact
Avatar photo

Alex Co

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

Home > News

Street Fighter 5 Fall Update Livestream Now Live

Get ready to see some new developments in the latest installment of Street Fighter, as the Street Fighter 5 Fall Update livestream is now live! Check out the new fighter (Luke), as well as the other stuff players can expect to hit before 2021 is over.

Check out the livestream video below from Capcom themselves, as they present the fifth and final DLC character in Season 5!

We’ll have more info and details on Luke as it arrives! Once the stream is over, and there’s relevant info to share, we’ll be sure to let our readers know.

Street Fighter 5 is available to play on PS4 and PC!

Tim Villasor

Home > News

Next Battlefield 2042 Update Out This Week, DICE Shares Overview of Changes Worked on for Patch #3

Just last week, DICE announced that we’ll be getting two more Battlefield 2042 patches in the next 30 days, and now we know exactly when! The next Battlefield 2042 update is due this Thursday, November 25.

This was announced by DICE in a new Battlefield Briefing, where a preview of the changes planned for this week’s patch, and the one after that were shared. This is a huge list of issues being tackled for BF2042 patch #3, but it’s still not the complete patch notes.

Next Battlefield 2042 Update Release Date and Overview:

Update (11/25/2021): DICE has released the patch for all platforms! Read up on the details.

Release Date: November 25, 2021

Overview of Changes (not the full patch notes):

Performance and Server Stability:

Servers – We are largely seeing our services perform at our intended target levels, following numerous backend changes since launch. Stability of the game has continued to be strong from launch. However, there are still some critical issues that you may experience when playing on servers that we are keen to resolve quickly.

Hardware – On console, we have tracked and worked with Microsoft to ensure that a critical system update was rolled out to prevent instances of the system performing a power cycle during gameplay. This update went live for Xbox Series X/S players last Thursday, and became a mandatory system update this week. We’re confident that this has resolved this issue, and are continuing to monitor for any further issues on that front.

Gunplay and Balance:

Spread (or as some may call it, ‘bloom’ or ‘deviation’) is a term you may have come across if you’ve engaged with this conversation. It refers to the angle by which your bullet may deviate from where you are currently aiming at. We have observed that on many weapons, predominantly on Assault Rifles like the AK-24, the spread tends to be too high, especially when moving while zoomed which causes problematic engagements in the average combat distances of our maps. Weapons miss more often than they really should which makes for an unsatisfying experience and can feel unfair when you have done all you could to nicely align your shots. We have made a series of adjustments to many of the weapons that aim to greatly reduce the impact of spread on the shooting experience.

In other words, after those changes, a well lined-up shot will be hitting its target within the designed engagement range of the weapon. These changes will roll out over the upcoming updates:

Update #2:

  • Reduced spread globally when zoomed and moving
  • Improved stationary zoomed accuracy for many weapons
  • Spread now decreases faster and earlier when pacing shots. This means more success with single-fire or short bursts.
  • Increased PP-29 vertical recoil to ensure that the weapon does not overperform when engaging outside of its intended combat range

Update #3

  • Fixed an issue where spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons.
  • Reduced effectiveness of the NTW-50 against vehicles.

Solo/Co-Op and Custom Portal Experience Progression:

We designed Battlefield 2042 to enable players to progress uniformly across the experience. Shortly after the release of the game, we observed a significant imbalance in the earn rates for experience (XP), particularly in Battlefield Portal where players created servers designed specifically to farm XP. Unfortunately, the limiters we had put in place were not working as intended. In order to maintain balance across the game, we temporarily disabled progression across Solo, Co-Op, and in Custom Portal Experiences.

This past weekend we were able to reintroduce those caps and developed smarter XP and progression caps that have allowed us to re-enable XP earned via Portal Custom Experiences.

What’s being addressed in our next two updates?:

  • Improved Soldier Revives, addressing ‘unable to revive when a Soldier dies close to an object, or wall’.
  • A respawn protection system that will help to prevent any extraneous issues that can leave a player in a downed state for too long, and force a manual respawn when required.
  • Re-enabling our UAV-1 Interaction in Battlefield Portal, available on our Battlefield Bad Company 2 maps. It was overpowered, and we’ve made adjustments to account for that.
  • Vehicle Balancing for the LCAA Hovercraft and MD540 Nightbird mentioned above.
  • Dispersion has been reduced for all weapons except Shotguns, which results in more consistent bullet spread during gameplay.

The full patch notes for this week’s update will be released tomorrow, November 24. Expect us to share it the moment it’s available. As for the patch after this week, it’ll be out in “early December,” and will be the game’s biggest update since launch. Here’s an overview of what’s coming in BF2042 update #3:

Fixes, Changes and Improvements

User Interface:

  • Improved the collection screens making them easier to use and clear as to what you’re interacting with
  • Improved the ways in which you’re able to manage your attachments via the collection screen to reduce the number of interactions you need to have when building your loadouts
  • Enhancements to our Player Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make your newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Menu
  • Improved Report a Player flows, specifically around toxicity and cheating reports

Matchmaking & Friends:

  • Improved the experience between EOR and the Main Menu
  • Improved Matchmaking reliability and reduced instances of Matchmaking failed
  • Improved Crossplay invite flows
  • Fixed Rich presence update issues, ensuring that your friends are better able to track where you are in Game
  • Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start
  • Fixes to Friend Invitations for players on PC

Progression and Unlocks:

  • Introduction of weekly missions, providing set challenges that reward cosmetic unlocks.
  • Added 1st match bonus of 1000 HZC for HZ
  • Fixed an issue that was not properly awarding XP for Angel resupplies
  • Improved overall XP/Rank tracking and reliability
  • Improved Mastery rank tracking
  • Improved reliability of Player card tracking

Rendering:

  • Addressed a variety of visual flickering and stuttering issues
  • Improvements to water rendering when Aiming Down Sight (ADS)
  • Addressed multiple graphical issues affecting water reflections
  • Fixed reflections in Kaleidoscope for late-joining players
  • Addressed issue with character rendering for late joiners
  • Improvements to artifacts affecting DLSS implementation

Maps:

  • Over 150 individual fixes, small changes, and improvements across all of our Maps
  • Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
  • Resolved multiple spawning issues
  • Visual glitches such as lens flare, visible seams in skydome
  • Resolved a large number of collision and placement issues
  • Addressed issues affecting local audio placement in multiple Maps

Battlefield Portal:

  • Builder additions
    • Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
    • New official Vehicle Team Deathmatch template
    • New official Team & FFA Gun Master templates
    • New official Infection template
    • Rules Editor – Added the ability to detect what players were killed with in order to apply additional logic
  • UX Improvements
    • Added Server Info for the Pause screen
    • Added support for server admins to write periodic server messages
    • Added support for reporting a server from the pause menu
  • A series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets

Battlefield Hazard Zone:

  • Improvements to visual presentation of Hazard Zone currency system in Front End
  • Added an animation and audio cue when the player’s Remaining Balance changes in the Hazard Zone lobby
  • Modified Squad and Player Screen in Hazard Zone to only show your squad
  • Modified Scoreboard to no longer show players connected in Hazard Zone to elevate tension experienced
  • Improved extraction zone smoke visibility
  • Added additional flares to extraction point offering players better visibility of extraction area, as well as providing additional cover
  • Added variation in Hazard Zone to preplaced intel locations. Initial Data Capsules now have a chance to contain several data drives
  • Resolved an issue with persistent scoring in Hazard Zone
  • Improvements to the Intel Scanner’s accuracy and enemy identification
  • Resolved an issue where two teams could extract simultaneously in Hazard Zone
  • Resolved inconsistency in warning to alert players that they’re being scanned in Hazard Zone
  • Resolved capacity issues with intel collection in Hazard Zone
  • Made it easier to interact with intel pick-ups
  • Added distance read-out for next extraction point in Hazard Zone
  • Improved Hazard Zone end-of-round camera placement

Conquest:

  • Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular we reduced messages about flag state changes so that they’re not as distracting

Breakthrough:

  • Tuned capture times for Breakthrough
  • Improved out of bounds defender spawning in Breakthrough to ensure that you’re able to more consistently spawn in safety
  • Improvements to Breakthrough’s UI to enable you to better track round progress in the form of a Game Mode Widget.
  • The Game Mode Widget is also visible inside the Scoreboard (displaying only when playing Breakthrough, and also on Rush) to put emphasis on sectors and attackers reinforcements
  • Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
  • Added a pulsating effect on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Rush and Breakthrough

General:

  • A fix for missing loadouts, sometimes seen when first loading into a server and seeing blank boxes on the deploy screen
  • Modified Recent Players screen to include everyone from previous match to allow for easier user reporting
  • Improved interaction point system. Switched the default “INTERACT” text on multiple interactions to reflect the action you are about to do, i.e. “OPEN CONTAINER”, “CALL ELEVATOR” etc.
  • Kaleidoscope server room lighting issue resolved
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level fly-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming assets in deploy screen presentation

Dynamic World Improvements:

  • Addressed issues for VFX affecting late-joiners
  • Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
  • Made improvements to correctly align the destructive silos state for late joiners in Renewal and Orbital
  • Improved interaction of SG-36 Sentry Gun and elevators
  • Quality of Life fixes and improvements to interact prompts
  • Tornado and smoke visual effect improvements
  • Resolved a large number of collision issues with large scale animation events
  • Improved location-based sandstorm audio experience
  • Improvements to destruction audio
  • Adjusted the timing for automatic doors

Vehicles:

  • Fixed issue where missile countermeasures sometimes didn’t work, causing missiles to not blow up and instead reacquire the same target
  • Made exit position from vehicles more consistent
  • Made improvements to controller vibration for vehicles
  • Fixed an issue where the Nightbird’s rockets hitting the ground can appear frozen
  • Fixed an issue where a player driving the Hovercraft can not be shot through the front window
  • Added an option to have vehicle boost as toggle or hold
  • Fixed an issue where vehicles took double damage when getting hit through glass
  • Improved TOW Missile Projectiles flying behavior
  • Balanced Nightbird minigun spread buildup and convergence
  • Removed blast impulse on Attack Helicopters Anti Vehicle Rocket which caused nudging of vehicles on hit
  • Fixed the F-35E Panther repair system ability missing from customisation
  • Fixed instances where vehicles sometimes would become stuck on world geometry
  • Gadgets no longer pause their cooldown when the player enters a vehicle
  • Fixed an issue when a player dies in a vehicle which allowed for the camera to go underground

Weapons:

  • Reduced spread globally when zoomed and moving
  • Improved stationary zoomed accuracy for many weapons
  • Spread now decreases faster and earlier when pacing shots. This means more success with single-fire or short bursts
  • Increased PP-29 vertical recoil to ensure that the weapon does not overperform when engaging outside of its intended combat range
  • Fixed an issue where spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons
  • Reduced effectiveness of the NTW-50 against vehicles
  • Fixed the 8X Scope having a faster ADS time than the others
  • Fixed M44 revolver chambering an extra bullet
  • Reduced effectiveness of the NTW-50 against vehicles
  • Fixed an issue where soldier is unable to shoot after getting hacked while in a vehicle
  • Reduced switch back to weapon delay after throwing grenade

HUD:

  • Added a UI list that shows nearby players that can revive you within 50m when downed
  • Added a UI list that shows incoming revivers when downed and pinged by a player that intends to revive you
  • When low on ammo or health, nearby friendly players within 50m will now show a resource icon above their head indicating that they can provide you with health or ammo
  • Increased Big Map Resolution for improved navigation
  • Added health bars on enemy vehicles and enemy soldiers when looked at
  • All player world icons now scale over distance, making them smaller when far away in an effort to reduce icons cluttering the screen
  • Time before revive completion is now visible for the downed player when being revived
  • Fixed an issue where friendly player icons would sometimes not be hidden when behind walls causing a lot of icons to be constantly visible on screen.
  • Fixed an issue where friendly soldiers are missing their blue UI icons when a player is in a downed state
  • Fixed an issue where some player names don’t show when looking at multiple Soldiers/Vehicles that are next to each other
  • Changed the visibility behavior of the fire mode icon in the HUD. By default, the fire mode icon is now visible if it is currently possible to change fire-mode. The behavior can be changed to allow the fire mode icon to always be visible (even if it’s not possible to change fire mode) or turned off. The option is called “Fire Mode Indicator” under “HUD” Options
  • Added an option that allows for the disabling of the button prompts visible in the HUD
  • Added message about which player healed you when getting healed by other players
  • Added message about which player shared ammo when getting ammo from other players
  • Fixed an issue where IFF markers on Squad Members do not change with colorblind option
  • Improved visibility of IFF marks over distances
  • Fixed an issue where IFF markers would not be visible when using low video settings

Bots:

  • Fixed issue where Bots sometimes didn’t revive players
  • Improved Bots helicopter handling
  • Improved Bots combat behaviors
  • Improved Bots gamemode behaviors

Audio:

  • Improved reliability of various ability sounds when offscreen, such as reiving, SOB-8 Ballistic Shield, flares, wingsuit, vehicle smoke discharges and system repairs
  • Switched lock-on warning sound with incoming missile warning sound
  • Improved weapon mix for enemies firing at the player
  • Generally tweaked content and mix for distant weapons, improving audibility at range
  • Preventing warning sounds and transmission sounds from continuing when a vehicle has low health

Specialists

Sundance: Grenade Belt

  • Fixed an issue where the Sundance’s Anti-Armor grenade could get stuck circling in air after the targeted vehicle deploys counter-measures or attempt to target another vehicle instead
  • Adjusted the behavior of Sundance’s splitter fragment grenades to bounce once before detonating

Angel: Loadout Crate

  • Players that require armor and can receive it now have a white outline around them to indicate that the magnetism will throw the armor to the outlined player.
  • When using the Loadout Crate, players can now scroll if more than 4 loadouts are available
  • Visual effects and polish on destruction and despawning of Loadout Crate
  • The cooldown for the resupply action on the Loadout Crate is now  shared between Loadout Crates
  • Added a unique sound when picking up armor
  • Player can hold down the specialist ability button to self-apply armour
  • Loadout Crate can now no longer be called-in when underneath tall buildings
  • Added a hand gesture animation when placing the Loadout Crate

Irish: DCS Deployable Cover

  • Fixed an issue where the DCS Deployable Cover Minimap Icon was not displayed correctly
  • Improved reliability of the DCS Deployable Cover’s deployable placement allowing placement on more angled surfaces

Dozer: SOB-8 Ballistic Shield

  • Fixed an issue where the SOB-8 Ballistic Shield didn’t block bullets when inside an elevator.
  • Fixed an issue where Dozer would not be targeted by Boris’s SG-36 Sentry Gun and AI ignoring the user while having a SOB-8 Ballistic Shield equipped.
  • Fixed an issue where players couldn’t enter vehicles while the SOB-8 Ballistic Shield was equipped
  • Fixed an issue where reviving is hard to perform while having the SOB-8 Ballistic Shield equipped
  • Fixed an issue where killing a player with the SOB-8 Ballistic Shield would also take the victim’s dogtag.
  • Fixed an issue where players were flung up in the air after being melee’d by Dozers with his shield equipped

Rao: Cyber Warfare Suite

  • Added a short grace period for Rao’s Cyber Warfare Suite when something occludes the target being hacked. This will help most frequently when trying to hack vehicles that may be driving in front of trees

Paik: EMG-X Scanner

  • Added a sound effect for the victims being scanned by the EMG-X Scanner
  • The EMG-X Scanner should now be able to spot targets above or below Paik.
  • Disabled the usage of EMG-X Scanner while inside vehicles
  • Fixed the EMG-X Scanner’s “target found” audio effect not working for targets beyond 20m

Casper: OV-P Recon Drone

  • Fixed an issue where user is unable to deploy the OV-P Recon Drone while in a prone position
  • Improved the visibility of Enemy Recon Drones; they now have lights making them easier to see
  • Players now switch back to their previous weapon after exiting the OV-P Recon Drone
  • Updated OV-P Recon Drone EMP hint message to clarify that firing requires a lock on
  • Increased the range of the EMP on the OV-P Recon Drone
  • Fixed an issue where Casper’s OV-P Recon Drone is sometimes unable to lock onto enemy targets
  • Increased the OV-P Recon Drone’s movement speed
  • Increased the OV-P Recon Drone’s hitbox size to make it easier to hit.
  • Adjusted the “near drone” spotting distance
  • Adjusted size of the spotting area when controlling the drone’s camera view.

Boris: SG-36 Sentry Gun

  • The SG-36 Sentry Gun will now be destroyed when the owner dies instead of when the owner is downed
  • Fixed an issue where Boris’ SG-36 Sentry Gun would not be able to acquire targets that are near a vehicle

Sundance: Wingsuit

  • Fixed an issue where the repair tool crosshair was visible in the wingsuit when you entered the wingsuit whilst having the repair tool equipped
  • Fixed an issue when undeploying and then deploying the Wingsuit can cause 1p view while flying

Falck: S21 Syrette Pistol

  • Added Lock On and Lock Off sounds for S21 Syrette Pistol for when a target is designated by the magnetism of the S21 Syrette Pistol
  • Players that require health and can receive it now have a white outline around them to indicate that the magnetism will fire at the outlined target.
  • Added healing VFX for when you’re being healed by the S21 Syrette Pistol
  • Added sound feedback for when being healed by the S21 Syrette Pistol

Mackay: Grappling Hook

  • Fixed an issue where the Grappling Hook rope got misaligned in front of the gadget after changing FOV settings
  • Fixed the vault after the Grappling Hook animation where it could cause camera jerks or provide no animation at all

Gadgets

CG Recoilless M5

  • Fixed a bug where the CG Recoilless M5 would not lose its lock on to enemy air vehicles when locked on via SOFLAM Designator and the target deployed countermeasures

C5 Explosive

  • Fixed a bug where the C5 Explosive blast damage was sometimes inconsistent when trying to detonate the C5 Explosive on a moving vehicle
  • Fixed an issue where the C5 Explosive server and client positions were not correctly synced
  • Adjusted the deploy time of the C5 Explosive and reduced the delay before allowing it to be detonated to improve responsiveness.

SOFLAM Designator

  • Fixed an issue where the visual SOFLAM Designator UI elements are still present on the screen when switching to other gadgets while zoomed
  • Fixed the SOFLAM Designator’s tooltip text being misaligned

Anti-Tank Mine

  • Fixed an issue that caused Mines and other deployables to not trigger sound effects when deployed from inside a vehicle

Medical Crate and Supply Crate

  • Fixed issue where the Medical Crate healing cooldown was triggered when at Full HP.
  • Adjusted Medical and Supply crates’ trajectory to align with the animation of the throw and address jitter
  • Improved responsiveness of Medical and Supply crates deployment. It is now possible to throw them a lot quicker after selecting them
  • Fixed an issue where the resupply animation would not play when resupplying gadgets from the Supply Crate

Smoke Grenade

  • Changed the detonation behavior of the Smoke Grenade; it will now bounce once before detonating
  • Fixed an issue where Smoke Grenades could be destroyed by bullets or explosions
  • Fixed an issue where the VO was not triggering when an enemy Specialists’ Smoke Grenade has been thrown

Frag Grenade

  • Ensured that the grenade warning icon does not draw under certain elements of the HUD like the minimap

Repair Tool

  • Fixed an issue where the Repair Tool can repair vehicles while not facing the vehicle.
  • Improved the Repair Tool so that it is quicker to equip and put away

Insertion Beacon

  • Fixed an issue where picking up an Insertion Beacon would not make any sounds.
  • EMP now blocks spawning on Insertion Beacons
  • Reduced the delay before the Insertion Beacon is placed after throwing it

FXM-33 AA Missile

  • The FXM-33 AA Missile reload sound effect will now appropriately fit the animation of reloading
  • Extended the animation of the FXM-33 AA Missile reload

Soldier

  • Fixed an issue where attempting to traversal sprint while swimming resulted in a broken swimming animation.
  • Fixed missing weapon deploy animation when transitioning from water to land.
  • Adjusted soldier animations when swimming.
  • Various visual adjustments and fixes for Specialists
  • Fixed issues where the soldier would sometimes not properly follow the ground when sliding
  • Fixed an issue where jumping would be buffered if holding jump when trying to stand up from crouch or prone pose
  • Reduced occurrences where Specialists can be seen with low quality animations in the distance
  • Adjusted the pose of the legs when falling to avoid legs blocking the view
  • Addressed issues where players prone on thin surfaces could be seen floating in the air. They will now tend to fall if the surface is not large enough.
  • Fixed an issue where it is not possible to look up and down enough while prone on a slope
  • Fixed an issue where character hands were not in contact with ladders when FOV was higher than default
  • Fixed an issue where you could turn and see your own headless 1P body while on ladders
  • Fixed an issue where the user was able to gain velocity by hopping on and off a ladder and hit melee
  • Fixed an issue where setting the “Always Traversal Sprint” Option would sometimes not allow the player to traversal sprint with the intended speed

Melee

  • Adjusted the timing of sound of takedowns on enemies being prone
  • Improved the speed in which the weapon switches when watching another player melee attack
  • Decreased the range in which you can melee a player
  • Fixed visual glitch when blending between ragdoll and settled state in a takedown animation
  • Fixed an issue where players sometimes got thrown up in the air while using melee
  • You can no longer perform a takedown on a soldier climbing a ladder
  • Added a fix that should allow the melee to nudge vehicles to get them to be unstuck.
  • Fix for takedowns on enemies lying prone not working from all angles
  • Fixed issue where the animation was misaligned while taking down an enemy that is prone on stairs
  • Fixed a camera bug for meleeing players while standing on a moving platform

Lastly, in the same post, DICE mentioned that they are evaluating the playerbase’s desire to see “legacy features return” such as the end-of-match scoreboard, server browser and more.

We also want to give you the assurance that we’re carefully evaluating your desire to see legacy features return. End-of-match Scoreboard, Server Browser, and features like Voice Chat are big topics for us to cover all at once, and we have plenty we want to say around them.  We’ll come back to you when we have things that we can show to you, including details about our long-term vision for certain features and functions.

Once the full patch notes for this week’s update is out, we’ll be sure to let our readers know.

Source: EA

Avatar photo

Alex Co

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

Home > Features

Marvel’s Guardians of the Galaxy Game Sequel: Where Do They Go Next?

A month has nearly gone by since the release of the Marvel’s Guardians of the Galaxy game (read our review here), and chances are, if you picked this up then you probably have already beaten the lengthy campaign it had to offer. With so much crammed into the story, developers Eidos-Montréal ensured that most of the opened plotlines were closed by the time you had reached the final act. So the big question is, where do the Guardians now that they’re free to do whatever they want? Well we have some ideas on where the Marvel’s Guardians of the Galaxy game sequel can go on next. 

!!! Spoiler Warning !!! – If you haven’t played or finished the game, I suggest doing so before diving any further.

1. The Story of Star Lord’s Father

If you’re a fan of the Marvel Cinematic Universe then chances are you’re thinking about Kurt Russel’s Ego the Living Planet. However, this was actually a change made for the movies, as in the comics, Peter Quill’s real father is named J’son and is actually the current emperor of the Spartax Empire.

While not directly named. Peter’s mom did give him a set of guns left by his father, and explained to him that his father was a very important person on his planet as he is a king, thus making Peter the prince of Spartax. Drax, along with the other guardians will also make references to Peter’s royal blood.

Unless I missed it, as of now, the status of J’son is currently unknown in the Marvel’s Guardians of the Galaxy game. This to me would be the perfect story to tell next, especially if Eidos wanted to tell something more personal. To give you a short gist of it, it’s essentially the story of Star Wars, the one where Darth Vader tries everything in his power to get his son to rule by his side. This is precisely what J’son wants for Peter, to be his Luke to his Darth Vader. 

However, if there is any truth to what Peter says about the state of Spartax, then there may not be an empire anymore as the planet was apparently “sacked” during the galactic war. It would have needed to build back up in those 12 years since the war ended, which Peter seems confident it hasn’t. 

Of course there are other stories they could use J’son for, as if they didn’t want to make him an all power hungry emperor, they could also go with his equally villainous role, Mister Knife. With no empire to rule anymore (in the comics he gets the boot,) J’Son resorts to a life of crime under the guise “Mister Knife.” and amasses a criminal empire. Assuming Peter isn’t the reason he’s no longer the ruler of Spartax, Eidos will obviously need to change some of the story to make it fit better, but it’s one that can work so perfectly well, especially if they’re wanting something more personal. 

2. Thane, the Son of Thanos

If we are going to talk about a potential story with Peter Quill’s father, then we need to include one for Thane given his history with J’son in the comics. Known as the son of Thanos, Thane is an inhuman who processes an immense amount of powers. However, for the better part of his comic book history he has mostly served the puppet role, never quite living up to the Mad Titan name given to his father.

Perhaps it’s time for that to change? With Thanos killed by Drax the Destroyer, Thane has all the motives he needs to want to go after the Guardians, but only if Eidos Montreal is willing to make drastic character changes for him versus his comic book counterpart. 

Plus he certainly could make for a formidable foe to take on Adam Warlock, who is now part of the Guardians.

3. The Guardians of the Galaxy Vs. The Ravagers

Throughout the entire campaign of Guardians of the Galaxy, one big question that kept popping up was, where in the world was Yondu Udonta? Well, the answer to that came near the end, when Peter revealed that Yondu Udonta was stuck in the Kyln, a galactic prison for the most dangerous criminals. 

A plan suggested by one of the Guardians was to break him out so that he and the Ravagers could aid them in their final fight with the Church. However, the plan was rejected as not only did Peter imply that he betrayed Yondu, thus the reason he’s in prison, but most of the ravagers were scattered across the galaxy after the Galactic War. The forces they would have been able to rally up simply would not have been enough against the Church.

While they may not be some big galactic threat, a story revolving around Yondu and the Ravagers might be one worth telling. In the very least, they could be a good set of supporting cast for the sequel to tell in a bigger picture. 

4. Ego the Living Planet, Galactis, Dormammu

What could be worse than one cosmic threat? Well, what about three? While the likelihood of all three of these characters would share the same screen, it is not out of the question that we could potentially see at least two of them.

More so specifically, Ego the Living Planet and Dormammu. While we’ve already seen both of these characters appear in the MCU, I think fans wouldn’t mind if they showed up in the game, especially if they were more comic accurate. Though perhaps that isn’t enough to differentiate itself? Ok, how about a fused version of Ego and Dormammu then? Yup, this was actually a thing that was introduced in the current ongoing The Last Annihilation series where Ego and Dormammu became one to form the ultimate cosmic threat.

If the sequel needs some sort of big bad galaxy threat, then who better than this insane team up?

Of course, Galactus also fits that bill as he ventures in space, consuming every planet he passes by. Him and Ego have some history, considering that Galactus wants to devour planets and Ego himself is one. He has also fused with Dormammu in the past. 

5. Thanos and the Infinity Stones

Wait a minute, isn’t Thanos dead in this universe? Well, yes…eh, maybe. 

When Eidos announced that Thanos was dead in this universe, it came as a major shock considering that the MCU spent the last +10 years building him up. A bold move perhaps, as it immediately told the fanbase not to expect the same story told in the films.

Slain by Drax the Destroyer, the news of Thanos’ death quickly reached the ends of the Galaxy. Not many believed it at first, but it didn’t take long to notice his absence, thus giving the resistance a fighting chance against the Chitauri forces.  

That was 12 years ago, with the galaxy now finally at peace. However, for Drax the Destroyer not all is well, as despite getting his revenge, he still believes that Thanos is alive. Why is that? Perhaps it’s guilt from all the crimes he committed to get his revenge, but if Drax did in fact kill Thanos with his own hands, then why does he refuse to accept that?

We as the viewer are also just supposed to believe he’s dead as he was killed offscreen, before the events of the game. Thanos is just too big of a character to just kill off like that, and while I do believe that he is definitely dead, I can understand why some may feel that Eidos did a disservice for him. 

They could bring him back, confirming Drax’s suspicions that he was never killed. And with the mind stone safely in the hands of the Guardians, he has all the reasons now to confront them should he still have the goal of wiping out half the universe, all to please Lady Death.

6. Asgardians of the Galaxy and the Olympus Story 

This is a story that would have to be re-tuned to fit the current cast of Guardians, but it could still include some of the original Asgardian casts. For starters, Throg exists, and he’s being held captive in the Collector’s collection. Have the Guardians break him out maybe, and team up with a few other Norse mythology characters and you got yourself the Asgardians of the Galaxy!

And why would you need these Norse gods in the first place? Oh, I don’t know, maybe to face off against Zeus and the rest of the Greek mythology gods? Yes, this actually did happen in the comics! It would be a perfect story to tell, plus a good reason to introduce new powers to Peter’s element gun. 

Honorable Stories

  • Skrull – Where are they now? We don’t see many mentions of them in the story, but their presence is there.
  • Ronan the Accuser – We know he’s out there and alive still from Nova Corps ship log. 
  • Nova – Richard Rider – Speaking of Nova, with the story of the Guardians so focused on them we were wondering if we were ever going to see Richard Rider’s Nova. Well we did! Kind of, as it came in the same way as Ronan the Accuser in that there was a ship log on him. We don’t know much, other than that he went “AWOL” at some point. 
  • Avengers – Unlikely, but perhaps we will see some sort of team up between the group? We know they exist as they are referenced a few times. Some sort of cosmic threat could potentially bring them together though.

Well, what do you guys think? Are these stories you hope the sequel for Marvel’s Guardians of the Galaxy game go with? Or perhaps you have a better suggestion? Leave us those thoughts!

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Check Out Turtle Beach, ROCCAT, and Neat Selection of Peripherals for the Holidays

In the market to refresh your gaming peripherals for the holidays? If you are, then Turtle Beach, ROCCAT, and Neat all have great choices across all gaming platforms, whether you’re on consoles or PC. Head down below to see their selection of gaming mice, keyboards, headsets, controllers, and more.

Turtle Beach

As always, Turtle Beach has a variety of the latest console gaming headsets for every gamer, for every budget, each packed with the brand’s unmatched audio expertise and exclusive features designed to help gamers win more.

  • Recon 70 – The Recon 70 has been a best-selling wired gaming headset since it launched because it delivers great game sound, clear chat, and comfort for a great price. Available now. MSRP $39.95.
  • Recon 200 Gen 2 – Get more for your money with the Recon 200 Gen 2. Powerful amplified audio, bass boost, memory foam cushions, mic monitoring and more. Available now. MSRP of $59.95.
  • Recon 500 – Need even more sound? Turtle Beach’s Recon 500 features massive, first-of-their-kind 60mm Eclipse™ Dual Drivers and AccuTune™ Precision Engineered Earcups that elevates audio to all-new levels. Available now. MSRP $79.95.
  • Stealth 600 Gen 2 and Stealth 700 Gen 2 – Still the multi-award-winning, best-selling wireless console gaming headsets for Xbox or PlayStation. Available now. MSRP $99.95 and $149.95, respectively.
  • Recon Controller for Xbox – The Designed for Xbox Recon Controller combines Turtle Beach’s game-winning audio expertise and exclusive audio technology like Superhuman Hearing® with game-changing controls. Available now. MSRP $59.95.
  • VelocityOne Flight – Turtle Beach’s groundbreaking Designed for Xbox flight simulation controller delivers an immersive, authentic, and modern Xbox and PC flying experience and is the perfect all-in-one flight controller system for experiencing Microsoft Flight Simulator 2020 on Xbox Series X|S. Available now (limited quantities). MSRP $379.95.

ROCCAT

Serious PC gamers looking for a true competitive edge and arguably the most attractive RGB driven-designs need look no further than ROCCAT’s latest PC headsets, mice, keyboards and more, featuring AIMO intelligent lighting.

  • Elo X Stereo | Elo 7.1 USB | Elo 7.1 Air – ROCCAT’s Elo series PC headsets start with the wired 3.5mm multiplatform compatible Elo X Stereo. The wired Elo 7.1 USB adds powerful amplified surround sound, RGB lighting and more, and the Elo 7.1 Air takes things wireless and adds Turtle Beach’s exclusive Superhuman Hearing. Available now. MSRP $49.99, $69.99, $99.99, respectively.
  • Syn Pro Air – ROCCAT’s flagship wireless PC gaming headset, featuring fully immersive 3D audio and all the features and comfort you could ask for, plus rapid USB-C charging, unique RGB lighting and more. Available now. MSRP $149.99.
  • Kone Pro | Kone Pro Air – ROCCAT’s renowned mouse design features the brand’s groundbreaking Titan Optical Switch technology to register mouse clicks up to 100 times faster than the competition. The wired Kone Pro and wireless Kone Pro Air are also among the only mice that are NVIDIA Reflex verified. Available now. MSRP $79.99 and $129.99, respectively.
  • Magma – ROCCAT’s fully lit membrane RGB gaming keyboard delivers visually stunning AIMO RGB lighting across the entire top plate of the keyboard. Plus, the membrane keys are solid, responsive, and silent and Magma is fun to say. Available now. MSRP $59.99.
  • Pyro – The Pyro’s design is inspired by ROCCAT’s best-selling Vulcan series keyboards and it is one of the most feature-packed mechanical keyboards for under $100. Available now. MSRP $99.99. 
  • Vulcan Pro and Vulcan TKL Pro – Experience the ridiculously fast speed of ROCCAT’s groundbreaking Titan Optical Switch technology which registers keystrokes up to 100 times faster than standard mechanical switches and has a lifespan twice as long. Vulcan Pro is the full-size version while the TKL Pro is the smaller tenkeyless model. Available now. MSRP $199.99 and $159.99, respectively.
  • Torch – Take content creation to the next level with ROCCAT’s Torch microphone featuring professional 24-bit audio quality and mixer-style controls, and ROCCAT’s signature RGB lighting. Available now. MSRP $99.99.
  • Sense Mousepads and Bundles – ROCCAT’s Sense mousepads are built with a variety of hard surface, cloth, and hybrid options. Check out the bundle deals that include a Sense mousepad with other ROCCAT PC accessories. Available Now. MSRPs vary by style and size.
  • Dr Disrespect Limited Edition Products – Champion grade performance is here. Play like the 2X champion with gaming gear infused with the essence of the Doc himself. The collection includes a Dr Disrespect Kone Pro Mouse (MSRP $89.99), Vulcan TKL Pro Keyboard (MSRP: $159.99), Sense Immortal Mousepad (MSRP $49.99), and Stealth 700 headset (MSRP: $149.95). Available now (limited quantities).

Neat Microphones

The all-new generation of high-performance recording products from Neat Microphones is here. The Neat Microphones team is the same group of experts that founded Blue Microphones and have spent decades designing transformative, award-winning products that have changed how professionals capture their voices, music, and more.

  • Skyline – A simple, elegant USB mic requiring no set up – just plug it in and it works. Skyline is easy to use and looks great with any setup. Skyline outperforms the built-in mic on your laptop and is the perfect accessory for chatting clearly with family, friends, and coworkers. Available now. MSRP $69.99.
  • King Bee II – All hail the king. Neat’s top of the line analog XLR microphone is coveted by recording enthusiasts for the studio-quality performance it delivers at a truly remarkable price. Vocals, drums, electric guitar, piano, and acoustic instruments shine with the King Bee II, and spoken word applications, from voiceovers to podcasting to streaming content, can be captured with crystal-clear clarity and depth. Available now. MSRP $169.99.
  • Worker Bee II – Heir to Neat’s original analog XLR Worker Bee microphone that was often noted by performers and engineers as an ideal mic for capturing richly detailed vocals, as well as the precision of plucked and percussive instruments. Launches December 6, 2021. MSRP $99.99.
  • Bumblebee II – The Bumblebee II features a 25mm capsule – larger than any other product in its price range – to deliver full, rich sound that will set a new standard for what consumers and professionals get out of a high-performance USB mic under $100. Launches December 13, 2021. MSRP $99.99.

What do you think? Which gaming peripheral piqued your interest for this holidays? Let us know in the comments below!

MP1st Staff

Home > News

New Destiny 2 Weekly Reset November 23, 2021 and Eververse Rotation

It’s Tuesday, and that means another heaping of activities are live for players to complete in Destiny 2 is now live! The new Destiny 2 weekly reset November 23, 2021 refresh of activities is now live, with details listed below, along with the Eververse rotation of items for sale.

New Destiny 2 Weekly Reset November 23, 2021 and Eververse Rotation:

Nightfall – The Ordeal: Lake of Shadows

Modifiers:

  • Nightfall: Adept
    • Epitaph: Taken combatants generate blight geysers when defeated.
  • Nightfall: Hero
    • All previous modifiers
    • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Taken: This mode contains both Overload and Unstoppable Champions, which cannot be stunned without an Overload or Unstoppable mod, respectively.
    • Hero Modifiers: Extra Shields
    • Grask’s Bile: Incoming environmental damage increased. Knockback damage and distance increased.
  • Nightfall: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
  • Nightfall: Master
    • All previous modifiers
    • Famine: All ammunition drops are significantly reduced.
    • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Champions: Mob: This mode contains additional Champions.
  • Nightfall: Grandmaster
    • All previous modifiers
    • Chaff: Radar is disabled.
    • Grandmaster Modifiers: Extinguish & Limited Revives & Contest & Join In Progress Disabled & Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
    • Limited Revives: Limited fireteam revives. Gain additional revives by defeating Champions.

Rewards:

  • Nightfall Exclusive Drop: The Militia’s Birthright (Grenade Launcher)
  • Powerful (Tier 1) reward: Get 3 points by completing runs. Higher difficulties grant more points.
  • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

Weekly Crucible Rotator: Showdown

Achieve victory by defeating opponents and preventing revives. Win the most rounds or face off in an elimination showdown.


Vanguard Burn: Arc Singe

The other modifieres rotate daily, check out the Daily Reset Thread for them!


Europa

  • Eclipsed Zone: Eventide Ruins
  • Empire Hunt: The Technocrat: Defeat Eramis’s technology expert, Praksis, the Technocrat.
  • Exo Challenge: Simulation: Safeguard: Simulated Skill-Set Training: Test your defensive abilities amongst a Vex onslaught.

Legacy Activities

  • Moon:
    • Wandering Nightmare: Nightmare of Xortal, Sworn of Crota (Sorrow’s Harbor)
    • Trove Guardian is in Hellmouth
    • Nightmare Hunt: Insanity: Defeat the Nightmare of the Fanatic.
    • Nightmare Hunt: Anguish: Defeat the Nightmare of Omnigul.
    • Nightmare Hunt: Despair: Defeat the Nightmare of Crota, Son of Oryx.
  • Dreaming City: Strong Curse
    • Petra is at Rheasilvia.
    • Weekly Mission: Dark Monastery – Provide recon for Petra’s forces by investigating strange enemy activity in Rheasilvia.
    • Ascendant Challenge: Ouroborea, Aphelion’s Rest
    • Blind Well: Taken, Plague: Inomina

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Scavenger’s Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
SK-1 Multiband Rover Vehicle 2500 Bright Dust
Western Front Equip this weapon ornament to change the appearance of Monte Carlo. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Shattered Shrieker Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Wayfarer’s Guise Equip this shader to change the color of your gear. Shader 300 Bright Dust
Conga Line Multiplayer Emote 1250 Bright Dust
Junkyard Navigator Ship 2000 Bright Dust
Beastly Visage Equip this ornament to change the appearance of Mask of Bakris. Once you get an ornament, it’s unlocked for all characters on your account. Hunter Ornament 1500 Bright Dust
BrayTech DREAM9 Vehicle 2500 Bright Dust
Aim and Fire Emote 400 Bright Dust
Remembrance Equip this weapon ornament to change the appearance of Dead Man’s Tale. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Cosmonaut Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Dawn and Dusk Equip this shader to change the color of your gear. Shader 300 Bright Dust
Jungle Viper Equip this shader to change the color of your gear. Shader 300 Bright Dust
Polished Sea Stone Equip this shader to change the color of your gear. Shader 300 Bright Dust
Copperbrand Equip this shader to change the color of your gear. Shader 300 Bright Dust
Reef Oracle Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Guiding Light Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Records

Name Description Objectives Rewards

No more records this season!


Notable Armor Rolls

Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Phobos Warden Cowl Vanguard Helmet 7 7 12 2 26 2 56 25 Legendary Shards & 1000 Glimmer
Titan Exodus Down Hood Nessus Helmet 6 11 9 2 26 2 56 25 Legendary Shards & 10 Microphasic Datalattice
Hunter Dead End Cure 2.1 Ada-1 Chest Armor 26 2 2 6 9 12 57 25 Legendary Shards & 1000 Glimmer
Warlock Calamity Rig Helm Gambit Helmet 26 2 2 18 2 6 56 25 Legendary Shards & 1000 Glimmer

Thanks, Reddit !

MP1st Staff

Home > News

Halo Infinite Cheaters Are Already Ruining Games a Week After Launch; Only 0.6% of Steam Players Completed Weekly Challenges

While going free-to-play may be a boon for a growing playerbase, it does have its share of pains, as now proven by 343 Industries’ first dip into the model with the multiplayer component of Halo Infinite. As noted by a lot of users on Reddit, Halo Infinite cheaters are already here within a week of the game’s release, and they’re ruining the game for a lot of players.

As shown on a popular thread gaining traction on Reddit, it appears that there are now instances of cheaters using wallhacks and aimbot in Halo Infinite. Check out the footage below from the supposed cheater:

There are already aimbots after less than a week, this is worrying. What do you guys think ?
byu/KanoxHD inhalo

While the earlier part of the footage can be contested as good reflexes and that insane bullet magnetism on controllers, you can see the player’s reticle stick to enemies behind walls and move with them, heavily suggesting that they are using both wallhacks and aimbots.

As is to be expected, players are not happy, although most of them are also unsurprised. Unless a game is willing to take very heavy steps in fortifying their anti-cheat system (think Vanguard for Valorant), then cheaters will always find a way to ruin experiences for everyone else.

In addition to this news, it was also revealed that only 0.6% of the Steam playerbase have managed to complete the weekly challenges set by 343 Industries for Halo Infinite. This is mostly attributed to some very hard-to-do challenges, which the developer have stated that they are working on in addition to changes to the XP system.

What do you think? Have you encountered cheaters in Halo Infinite? Let us know in the comments below!

Thanks, KanoxHD !

MP1st Staff

Home > News

Sifu Can Be Beaten Without Ever Dying or Aging, Difficulty Options May Come Post-Launch

In case you haven’t seen the trailers yet, Sloclap is set to deliver an action game with an interesting premise in Sifu. In the brawler, players will age as they are beaten in combat. However, if you are good enough, a player can beat the game without aging or dying at all. 

This was confirmed by Sloclap Executive Producer Pierre Tarno speaking exclusively to MP1st.

MP1st – Let’s say I’ve learned all there is to know about Sifu, and become a “master” of Kung Fu and all. Is it possible to beat the campaign without ever dying and/or aging?

Pierre Tarno – Yes!

However, despite being able to beat the game without ever dying, Tarno states that they want Sifu to offer players a challenge, as well as the opportunities to learn as they die.

MP1st: Is this how difficulty is being handled? The less you die the “harder” it is, or the more you age the “easier” fights become? Are there difficulty options?

Pierre Tarno: We want Sifu to challenge players and to encourage them to learn, improve and adapt. The ability to rise up from death will help new players by allowing them to fail and try again multiple times when they face difficulty. But the price of mistakes will rapidly increase, and in order to fully complete the game they will have to master the combat system. 

As for whether or not Sifu would offer difficulty options, Pierre did confirm that there will not be one at launch, though it may be something they implement later on. Of course that’s not a definite yes, as we suppose it may be one of those things where if enough people ask for it post-launch, they may consider rolling it out as part of a title update.

Sifu will be launching on the PS4, PS5, and PC February 8, 2022. Go check out the latest gameplay look for it here, where we see a lot of combat and mechanics shown off.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

DayZ Update 1.33 Patch Notes; Out for Update 1.15 This November 23

Bohemia Interactive has released the last title update of the year for DayZ! The DayZ update 1.33 patch has been released this November 23, and this is also called update 1.15! This includes quality of life improvements, gameplay-related changes, and loads more. Read on for the official patch notes.

DayZ Update 1.33 Patch Notes | DayZ Update 1.15 Patch Notes:

CONSOLE UPDATE 1.15 – Version 1.15.154330 (Released on 23.11.2021)

NOTES

GAME

ADDED

  • AUR A1 assault rifle
  • AUR AX assault rifle
  • 30rd AUR magazine
  • Hunter vest
  • UI indicator when being hit
  • Craftable barbed wire baseball bat
  • Craftable Sawed-off LE-MAS
  • New female survivor
  • Sounds for switching the fire mode of a firearm
  • Day-time setting for night vision optics
  • Metal wire can now be crafted out of barbed wire

FIXED

  • Fixed: “Open store” option for the Livonia DLC was stuck after entering the settings menu
  • Focus was lost in the inventory when navigating through the inventory of an infected
  • Ski masks and balaclavas would clip with several pieces of headgear
  • Fixed a server error caused by specific attachment slots
  • Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
  • The sawed-off version of the BK-43 had wrong fire mode names
  • Added a missing bed in the big yellow medical tent
  • Fixed bad collisions in the yellow medical tents
  • A killed chicken couldn’t be picked up properly in all cases
  • The fishing hook was not visible on the boonie hat on the ground
  • If a player died while in surrender stance, the death animation was played twice
  • Base building parts could become indestructible under specific circumstances
  • The CR-75 could not be damaged by gunfire
  • Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968https://feedback.bistudio.com/T161261)
  • Livonia bunkers were missing textures of fallen leaves
  • Fixed a server error related to particles
  • The LE-MAS and sawed-off LE-MAS were missing their sounds for shooting when not chambered in prone stance
  • The ejection cover of the LE-MAS rifle clipped through the gun when chambering a round
  • Slicing rotten pumpkin produced raw pumpkin slices
  • Charcoal tablets were functioning only for a very short time
  • An empty fireplace (with no attachments) would not destroy itself if there was a cargo (now results in dropping items on the ground)

CHANGED

  • Grenades can’t be pinned anymore, once the fuse has started
  • Adjusted the thresholds for energy and hydration levels
  • Food now takes longer to process in the stomach
  • Slightly reduced the health damage caused by dehydration and starvation
  • Adjusted weapon fire rates and recoil
  • Added new variants of muzzle flash for more variety
  • Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
  • Changed the weight of tents to be more realistic
  • Head torches now count as eye-wear so they can be worn with other types of head gear
  • Removed ghillie wrap attachment slot from the sawed-off BK-43
  • It is now possible to craft rags using the shovel or farming hoe
  • Bushes drop more long sticks instead of short sticks
  • Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
  • Removed grenade armor and cut protection from the high capacity vest
  • Unconsciousness caused by firearms lasts longer
  • Reduced the inventory size of the carp fillet from 2×3 to 1×3
  • Increased the volume of the LE-MAS reload sounds to make it more audible
  • Adjusted attachment conditions for head gear, glasses, head straps and masks to make equipping more consistent
  • Closed containers won’t show their cargo space anymore

CENTRAL ECONOMY

  • Fixed: Infected weren’t spawning at the Balota air field and military area
  • Fixed: Position of some loot spawn points on the western helicopter crash site
  • Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
  • Fixed: Incorrect loot spawn points of Land_House_2W01
  • Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)

SERVER

  • Added: cfgweather.xml for configuring weather (documentation on the BI wiki)
  • Added: cfggameplay.json for configuring several gameplay elements (documentation on the BI wiki)
  • Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (documentation on the BI wiki)
  • Added: Basic XML errors for invalid XMLs
  • Fixed: Crash fixes for the Linux server build
  • Fixed: Some mission files were not distributed in their lowercase form
  • Changed: Weather init removed from default init.c (now done automatically from c++)
  • Changed: FoodDecay parameter is now multiplier (instead of 0 – 1 toggle), meaning decay can be made faster or slower, 0 still switches it off
  • Tweaked: Linux server now also shuts down on SIGTERM/SIGQUIT in addition to SIGINT

KNOWN ISSUES

  • Flash lights cannot be toggled while attached to a helmet – a fix for this is in internal testing and will be deployed soon
  • A fire barrel might despawn when all attachments are removed

PC UPDATE 1.15 – Version 1.15.154337 (Released on 23.11.2021)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • AUR A1 assault rifle
  • AUR AX assault rifle
  • 30rd AUR magazine
  • Hunter vest
  • UI indicator when being hit
  • Craftable barbed wire baseball bat
  • Craftable Sawed-off LE-MAS
  • New female survivor
  • Sounds for switching the fire mode of a firearm
  • Day-time setting for night vision scopes
  • Metal wire can now be crafted out of barbed wire

FIXED

  • Ski masks and balaclavas would clip with several pieces of headgear
  • Fixed a server error caused by specific attachment slots
  • Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
  • The sawed-off version of the BK-43 had wrong fire mode names
  • Added a missing bed in the big yellow medical tent
  • Fixed bad collisions in the yellow medical tents
  • A killed chicken couldn’t be picked up properly in all cases
  • The fishing hook was not visible on the boonie hat on the ground
  • If a player died while in surrender stance, the death animation was played twice
  • Base building parts could become indestructible under specific circumstances
  • The CR-75 could not be damaged by gunfire
  • Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968https://feedback.bistudio.com/T161261)
  • Livonia bunkers were missing textures of fallen leaves
  • Slicing rotten pumpkin produced raw pumpkin slices
  • Charcoal tables were only working for a very brief time window

CHANGED

  • Grenades can’t be pinned anymore, once the fuse has started
  • Adjusted the thresholds for energy and hydration levels
  • Food now takes longer to process in the stomach
  • Slightly reduced the health damage caused by dehydration and starvation
  • Adjusted weapon fire rates and recoil
  • Added new variants of muzzle flash for more variety
  • Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
  • Changed the weight of tents to be more realistic
  • Head torches now count as eye-wear so they can be worn with other types of head gear
  • Removed ghillie wrap attachment slot from the sawed-off BK-43
  • It is now possible to craft rags using the shovel or farming hoe
  • Bushes drop more long sticks instead of short sticks
  • Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
  • Removed grenade armor and cut protection from the high capacity vest
  • Unconsciousness caused by firearms lasts longer
  • Reduced the inventory size of the carp fillet from 2×3 to 1×3
  • Reworked conditions for allowed item combinations
  • Increased the volume of the LE-MAS reload sounds to make it more audible
  • Closed containers won’t show their cargo space anymore

CENTRAL ECONOMY

  • Fixed: Infected weren’t spawning at the Balota air field and military area
  • Fixed: Position of some loot spawn points on the western helicopter crash site
  • Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
  • Fixed: Incorrect loot spawn points of Land_House_2W01
  • Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)

SERVER

  • Added: cfgweather.xml for configuring weather (documentation on the BI wiki)
  • Added: cfggameplay.json for configuring several gameplay elements (documentation on the BI wiki)
  • Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (documentation on the BI wiki)
  • Added: Basic XML errors for invalid XMLs
  • Fixed: Some mission files were not distributed in their lowercase form
  • Changed: Weather init removed from default init.c (now done automatically from c++)
  • Changed: FoodDecay parameter is now multiplier (instead of 0 – 1 toggle), meaning decay can be made faster or slower, 0 still switches it off

MODDING

  • Added: Particle overhaul, with the addition of “ParticleSource” and “ParticleManager”
  • Added: New script method PlayerBase::OnVoiceEventPlayback called per frame during voice sound event
  • Added: ErrorEx, script error message containing what class and function it came from
  • Added: HasActiveParticle for fast checking if the IEntity as any active particles
  • Added: GetParticleEmitorCount to quickly obtain the count of emitters
  • Added: IEntity::IsFlagSet for fast testing if a flag is present on the IEntity
  • Added: IEntity::IsHierarchyPositionOnly to check if it was added to a parent with “positionOnly” enabled
  • Added: Exposed AbstractWave::GetVolume to script API (https://feedback.bistudio.com/T161111)
  • Added: ParticleList.GetParticleIDByName, a faster alternative for ParticleList.GetParticleID
  • Added: CGame.IsDedicatedServer to check if the current instance of the game is a real server or not
  • Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (CanReceiveItemIntoCargo/CanLoadItemIntoCargo)
  • Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the _view rvmats are unused now
  • Fixed: OnExplodeClient should now support usage of modded particles
  • Fixed: Config entry “healthLevels” inside of “DamageSystem” not reading integers
  • Fixed: StartupEvent not being sent to CGame.OnEvent on script side
  • Fixed: ScriptModule.CallFunction always returning 0 even when succeeding
  • Fixed: SetDirection and SetOrientation not working on DayZCreature
  • Changed: IEntity::AddChild now returns a bool instead of int and has an updated description
  • Changed: IEntity::RemoveChild now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
  • Changed: Moved the AUG magazine’s textures and materials to the magazines folder
  • Changed: Reduced sizes of unused AUG textures to 256×256
  • Changed: Engine-level entity events are now protected (instead of private)

KNOWN ISSUES

  • A fire barrel might despawn when all attachments are removed

While this might be the game’s last patch of the year, there’s still one more event players can look forward to before 2021 is over, and that’s the Christmas event! According to Bohemia, “Santa is coming down to the lands of Chernarus and Livonia, literally.” Once we know more details about that, we’ll let our readers know.

Source: DayZ 

Avatar photo

Alex Co

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

Home > News

Red Dead Online Weekly Update November 23 Reset

Rockstar Games has rolled out the Red Dead Online weekly update November 23 reset of activities and discounts! Same as before, for the recap, head on below for the list of new activities, discounts and more.

Red Dead Online Weekly Update November 23 Reset:

This week in Red Dead Online Persistent Posse fees are waived, free drinks at Saloons and Food Provisions are just a toast away for all players, and butchers will be paying five times the RDO$ for Turkeys as the frontier celebrates tradition.

Further bonuses include:

  • A 50% RDO$ boost on Call to Arms – starting with Valentine until November 29, followed by Blackwater until December 6 – as well as a 50% RDO$ boost on all Hardcore Telegram Missions from A Tough Business
  • Boosted Capitale across all Blood Money Contracts, plus an Offer for half off select Outfits (up to Rank 15) for completing any Blood Money Contract
  • An Offer for completing the Covington Emerald Opportunity: 5 Gold Bars off the Bounty Hunting Licenses, Collector’s Bag, Butcher’s Table, Naturalist’s Sample Kit, or the Moonshine Shack, if all are owned a player will receive an Offer for a free Role Outfit, Accessory or Emote instead
  • Double RDO$ and XP on Shootout and Team Shootout Modes
  • Free clothing to Recreate a Doc Holliday Inspired Outfit at local Tailors: Bowler Hat (Black), Worsted Coat (Black or Gray) or the Hartell Autumn Jacket, Antoine Jacket (Black), Frumpy Shirt (White) or the Iniesta Shirtwaist, Paisley Vest (Black), Folded String Tie (Black), and Clerk Pants (Black) or Buckskin Pants
  • Returning Limited-Time Clothing: Now through December 6, players can purchase the Furred Gloves, Fanned Stovepipe Hat, Raccoon Hat, Pelt Half Chaps, and The Tasman Outfit at local Tailors or through the Wheeler, Rawson and Co. Catalogue
  • New Discounts: 40% off all American Paint Horses, Pistols, Pants, Skirts, and Off-Hand Holsters, Plus 30% off all Camp Dogs, the Fast Travel Post, the Deluxe Campfire, and all Camp Themes
  • Prime Gaming Benefits: Red Dead Online players who connect their Rockstar Games Social Club account to Prime Gaming through December 20 will get a Reward for a free Stable Stall and 5 Special Horse Medicines
  • Plus Thanksgiving Bonuses: Butchers are paying 5X RDO$ on Turkeys through November 25, Persistent Posse Setup Fees are Waived, and all drinks at Saloons and Food Provisions will be free from November 26 through 29

Discounts

Visit your local Stables to take 40% off all American Paint Horses for the next two weeks, or spruce up your surroundings by visiting the Wilderness Outfitters: Deluxe Campfires, Camp Themes, and Camp Dogs are all 30% off. Elsewhere, fees at the Fast Travel Post are 30% off. See the complete list of sales and discounts below.

    • 40% off all American Paint Horses
    • 30% off the Fast Travel Post
    • 30% off the Deluxe Campfire
    • 30% off all Camp Themes
    • 30% off all Camp Dogs
    • 40% off all Pistols
    • 40% off all Pants
    • 40% off all Skirts
    • 40% off all Off-Hand Holsters

That’s it for this week. Tune in next week for the next Red Dead Online update.

MP1st Staff

Home > News

Here’s How Much You Have to Spend to Obtain All Halo Infinite Store Items

In almost every free-to-play (F2P) game, there are cosmetic items players can purchase, which is the main revenue driver for these said games. With Halo Infinite’s multiplayer being F2P, this is the case as well. If you’re wondering how much money you need in order to buy everything in the Halo Infinite store, you don’t need to wonder anymore, as a user on Reddit has computed just how much it costs to buy all store items, and it’s quite the price.

The price computation post was made thanks to an earlier datamine which leaked all of the coming store items bundles coming to Halo Infinite. With this data, the Reddit user went down to work computing the likely cost of all 88 store item bundles:

Thanks to this post we now know that Infinite will have 88 different store bundles in the first season. It’s bad enough that a lot of stuff like having Carters or Emiles shoulderarmor as a standalone item or classic reach helmets like Gungnir or CQC aer only unlockable for money.

Remember that cool looking Yoroi armor in the trailer they told us would be free? No, we just get the base armor for free with very few items and coatings in the event pass. Even Red and Blue colors for Yoroi are only available through the shop!

But lets just see how money you would actually have to spend to unlock everything for completionists.

I tried to guess in what price region with items would be based on what we saw in the last week, so some items could be cheaper or more expansive in the end

$105 + $430 + $240 + $260 = $1,035 for Cosmetics. This is as greedy as ingame store could get. Even for a Free2Play this is way above any Halo fan should accept. Especially since there is no chance to unlock any of this by just playing the game and we won’t even unlock a single armor through the $69 campaign.

While it is understandable at the end of the day that there will be some items that cannot be unlocked purely by playing completely free, the Reddit user pointed out that this goes against a the 343 Industries December 2020 update on the game, on which they state that they’re “not trying to build a grind-machine that burns everyone out in an attempt to get more game time from them.”

In similar Halo Infinite news, 343 Industries has made changes to how players earn XP in Battle Passes, though it seems another tweak is in order.

Thanks, samurai1226 !

MP1st Staff

Home > News

Hunt Showdown Update 1.39 Released for Update 1.7 This November 23

Crytek has released the Hunt Showdown update 1.39 patch for consoles this November 23, and this is for title update 1.7! Those on PC, there’s one released on that platform too, and it’s for hotfix 1.7.0.1! Read on for the official patch notes and details.

Hunt Showdown Update 1.39 Patch Notes | Hunt Showdown Update 1.7 | Hunt Showdown Update 1.7.0.1 (PC Only) Patch Notes:

Console Highlights

30 FPS cap removal for Xbox Series S/X and Playstation 5

With Update 1.7 we are removing the cap of 30 FPS for the Xbox Series S/X and PS5. This will allow those of you on the newest generation of consoles to play Hunt at up to 60FPS.

Reconnect Support

Update 1.7 brings with it the introduction of the Reconnect feature – the ability to reconnect to a Bounty Hunt mission in cases where your connection has been lost or the game has crashed. There are two ways in which this will attempt to restore the connection:

  • “On the Fly” 60 second reconnect:
    • In instances where you lose connection to the server, but the game client is still running, we will attempt to restore the connection and get you back into the mission.
  • Game client crash/client restart/kick to main menu reconnect:
    • In instances where either the game client crashes, or if you restart the game while in a mission, a prompt will appear which will give you the option to reconnect to the mission or abandon your hunter.
    • This prompt will show the remaining mission time, the current state of you and your teammates:
      • Alive.
      • Downed – can be revived.
      • Dead – Redskulled/cannot be revived.
      • Burning while downed (better hurry, you might be able to get back and put them out!).

Developer Note:

This reconnect feature has been a huge undertaking, even bigger as it was something done post game-launch, but we are very happy to be able to bring this long-standing community request to you all. We feel this is a great addition and should allow many of you the opportunity to not lose hunters when losing connection to the game.

This feature has been a long time in the works and something we wanted to make as solid as possible before introducing it to the game. As this is a new system, we expect there may be some edge cases that might pop up. If they do, please make sure to forward them to our community managers and customer service team to ensure that we can address them as quickly as possible.

New Weapon: Berthier Mle 92
The Berthier Mle 92 is a new large slot, long ammo carbine rifle with a 3-round capacity ‘en-bloc’ clip loading mechanism. The Berthier adds a unique gameplay element to the current long ammo rifle lineup available in the arsenal. Originally, this was introduced as an alternative to the Lebel rifle with the rear echelon and cavalry troops in the French military (that is your fun history fact for the day folks). The Berthier excels as a lightweight yet powerful weapons that brings a lot of flexibility to the table.

Loading Mechanism Overview
The three round clips cannot be ‘topped off’ one bullet at a time, like some other weapons, and must be removed to reload, either through manual or auto ejection. Once the last round of the clip has been chambered, the clip will automatically be ejected from the bottom of the weapon (like the Bornheim). The clip can also be manually ejected through the breach with the mag release button on the front of the trigger guard.

Manually reloading with this weapon will take slightly more effort as it requires players to choose whether to fire the remaining rounds and go for the fast reload of a full clip or spend the extra time reloading manually by extracting the half finish clip.

Reloading
Performing a partial reload can eject up to 2 unspent rounds if timed poorly and without Bulletgrubber, which gives some extra value to this trait in combination with the Berthier. It is important to note that the complex loading mechanism means partial reloads take longer and the fastest operating speed can be achieved by cycling/shooting the 3 rounds and then reload.

This complex mechanism also has an impact on interrupting shots with a reload. Without the trait, you will not be able to save a round in this manner like with other weapons in Hunt. Players will need to be cautious when it comes to reloading but using this weapon in the manner expected ensures that it is a fast and competitive weapon choice.

Ammo switch
The Berthier will be the first weapon outside of the one-shot rifles that can utilize two different ammo types. Since the design brings a clip that must be empty before performing a reload, this opens the ability to easily switch between two types of ammo.

Ammo types (Custom Ammo)

  • Basic – Ammo – 3/6 per slot
  • Spitzer – Ammo – 3/6 per slot
  • Incendiary – Ammo – 3/6 per slot

Developer Note:

Deciding on the main ammo is even more important than with other weapons that support multiple ammo types. Where other weapons give you an extra round, the Berthier gives you three extra rounds loaded directly into the weapon for the main ammo types. So choose wisely, if you’d prefer to have more Spitzer, Incendiary or basic ammunition.

New traits

New Trait: Vigor

  • “While in Dark Sight, doubles the rate at which Health and Stamina regenerate.”
  • Works in combination with Regeneration Shots
  • Does not affect any delays before regeneration starts
  • Unlocks at Rank 38
  • 4 Upgrade Points

New Trait: Magpie

  • “Receive a short effect similar to that of either the Antidote Shot, Stamina Shot or Regeneration Shot, when picking up a Bounty Token.”
  • 150 Seconds effect duration
  • Unlocks at Rank 1
  • 1 Upgrade points

New Trait: Poison Sense

  • “You can see nearby poisoned Hunters while in Dark Sight.”
  • Also highlights teammates
    Unlocks at Rank 84
  • 1 Upgrade Point
  • 50m range

Loadout Presets

Another long-standing community request is being added with Update 1.7 – Loadout Presets. Now players will have the ability to create specific loadouts to allow you to quickly equip the items you want and get into the action as quickly as possible.

  • Loadout presets can be accessed through the roster screen (a button marked ‘Custom’ can be found above your weapons on the equipment screen).
  • This will open a new window that will show your loadout presets.
  • Each player has been granted 3 loadout preset slots.
  • Players will be able to unlock a maximum of 10 slots in total.
    • Extra slots are purchasable with Bloodbonds.
  • Presets will be available to anyone that has completed the trainee mode (reach Bloodline Rank 11)
  • Each slot can be renamed for better organization.
  • Quick access options available – selecting equipment while the loadout box is open will bring you to the correct section and allow you to quickly change the item.
  • Clicking outside of the box will close it (no longer only from pressing the “close” button)
  • If you do not have the required items in your inventory, the missing equipment will automatically be purchased.
    • Items will only be auto purchased if you meet the requirements (rank, money, trait points etc.)

Developer Note:
When it came to a feature like this, the team really wanted to ensure that something meaningful and useful was brought to the table, and not just a basic concept. The team has put a lot of thought into this feature, specifically trying to cover not only what is needed in a feature like this, but also what extra bits players might like to have. Therefore, we have added the “tickers” to ensure that players have as much control over their loadouts as possible.

These tickers will allow you to not only create full loadouts, but also consumable or tool only loadouts as well as an option to prioritize adding contraband items to your loadout to save some Hunt dollars. This level of detail will make creating your loadouts far more streamlined and will cut back on the downtime between missions. We are very happy with the design of this new feature and hope you will enjoy it as much as we do.

AI

  • A major clean-up pass has been performed on the Butcher to fix several minor glitches and bugs. Below are the most notable fixes:
    • The Butcher should now correctly attack the target that it initially spots.
    • Fixed some erratic movement issues that could occur after a melee attack.
    • Fixed a rare issue that caused the Butcher to attack more aggressively than intended.
    • Fixed an issue where the Butcher could be lured out of the arena but then get stuck in the doorway.
    • Improved the anti-exploit behaviour when players are near the arena entrances.
    • Fixed some smaller issues that resulted in the Butcher not perceiving players correctly.
    • Fixed an issue where the dead Butcher would make a noise in reaction to player actions.
  • We also took this opportunity to make some minor behavioral tweaks:
    • Improved the aim of the Butcher in instances where players are partially obscured from his view.
    • Improvements made to the melee attack of the Butcher to reduce the clipping issues that can occur when he performs an attack near a wall.
    • The Butcher’s hook will not re-ignite when receiving fire damage after it has been extinguished.
    • A piece of the cross and pig head of the Butcher will now break off when entering a frenzied state. This is now in line with the damage representation that is currently visible with Scrapbeak.

Audio

With this update we have performed a melee unification and sanity pass. Here is the dev note to give some more context on what this means:

Developer Note:

As part of the ongoing development of Hunt, we have made some improvements to the sounds tied to melee impacts. In this patch, we have adjusted the pre-existing melee sounds to be more consistent and to better represent the amount of damage that is being dealt by the respective weapons.

We have also assigned some sounds that are better fit for certain melee weapons. We have added unique impact sounds for slashing with a knife, stabbing with the pitchfork and heavy melee attack for the Bomblance.

These changes will ultimately give players a better understanding of what melee weapon is being used based on solely on the sound – and of course to make punching, slicing, and stabbing far more satisfying.

Gunplay

  • Consistency pass made to all short-barrel rifle variants:
    • Slightly reduced the damage and range compared to the basic and long-barreled weapons.
  • Increased the poison damage dealt by the Hand Crossbow to Armored and Concertina Armored.
  • Reduced the duration of the Weak Antidote shot 600 seconds (previously 1800 seconds).
  • Reduced the duration of the Antidote shot to 1200 seconds (previously 3600 seconds).

Hunter

  • Banishing the boss will now remove the poison effect from any hunters in your team.
  • Reworked Trait: Vigilant
    • “Nearby traps are highlighted in Dark Sight.” (Unchanged)
    • Significantly improved the visibility and reliability of all visual effects.
    • It is now possible to distinguish between the different types of traps (clearer at closer ranges).
    • Increased the range to 25m (previously 5m).
  • Reworked Trait: Blade Seer
    • “Bolts, arrows, throwing axes, and throwing knives are highlighted in Dark Sight for better visibility.” (Unchanged)
    • Significantly improved the visibility and reliability of all visual effects.
    • Reduced range to 25m (previously 30m).

Menu

  • Tier 1 Hunters now have unique weapon equip animations in the Lobby and Roster screens.

Meta

Reconnect Support

As mentioned in the Highlights section, we will be introducing a reconnect support feature to Hunt with this update. Previously, disconnecting from the servers usually meant a death sentence for your Hunter (unless you are in trainee mode). Now, you will be able to return to the Bayou and get back into the action right where you left off. Here are some of the finer details you need to be aware of:

  • When disconnected, your hunter will stay where they are and crouch in place to ensure they are as small a target as possible. (Does not apply when down or dead).
  • Teammates will receive a notification to show that you have lost connection. This will allow them to attempt to protect you while you reconnect.
  • If you leave the mission (using the Leave mission button in the pause menu) or if you decline the reconnect prompt in the main menu, you hunter will be lost, and your teammates will be informed of your decision.
  • You will be able to reconnect to the current mission for up to 10 minutes after the initial disconnect. If you fail to reconnect after this time, we will consider that you are gone/won’t be returning to this mission and will kill the hunter.
  • This 10-minute timer will refresh for each disconnect. So, if you have multiple disconnects in a game for any reason, you will have 10 minutes to return after each one.
  • The mission time will not be modified by these disconnects. If you lose your connection, the mission will continue as normal meaning the timer will also continue to count down. As an example, if you disconnect and only have 3 minutes left on the timer to extract, we will not extend the timer to allow extra time to get to the extraction.
    • We have done this in the interest of fairness and to avoid players trying to intentionally cut their connection to gain any kind of an advantage.
  • If your connection drops but the game does not crash or kick you back to the main menu, we will attempt to auto-reconnect you for the next 60 seconds. If after this time the connection has not been restored, you will be sent to the main menu where you can try again through the reconnect prompt.
  • For now, the reconnect feature is only available for Bounty Hunt. Quickplay matches are much faster and don’t carry the same stakes as the Bounty Hunt missions so the chances of reconnecting to a hunter that is still alive (and has a chance to get the wellspring) are a lot slimmer.

Developer Note:

We are very happy to be finally able to bring this feature and offer a way to reconnect to an existing mission. This has been one of the most requested features from the community since we launched in Early Access back in 2018.

We wanted to make sure that a feature like this gave you the ability to complete the mission as if you never even left, but since this is a very large addition to the game, we understand there may be edge cases that we were unable to encounter during out internal playtests. If you encounter any unusual behavior with this feature, please be sure to reach out to the team and provide a detailed description of what so we can reproduce and fix any issues that you do encounter. Remember, details are key to helping us ensure we can find and solve problems quickly so be as detailed as possible.

Traits Unlock Changes

  • Hornskin now unlocks at Rank 1 (previously Rank 2)
  • Salveskin now unlock at Rank 1 (previously 15).
  • Bloodless unlocks at Rank 1 (previously rank 37).
  • Mithridatist unlocks at Rank 15 (previously Rank 53).
  • Whispersmith unlocks at Rank 38 (previously Rank 53).

Recruit Changes

  • Reworked the equipment for Free Hunters to provide more variety.
  • Bloodline Rank 79 to 100, you will now have the chance of two Tier 3 recruits per Hunter reshuffle on the recruitment page.
  • Legendary Hunters can now be recruited for $200 (previously of $333).

Accolade rewards

  • Rebalanced some accolade rewards to put more focus on PvP interactions over the core gameplay loop.

Store

  • Added the Berthier Carbine – Unlocked at Bloodline Rank 62 for $356
  • Added the Berthier Carbine Incendiary Custom Ammo for $35
  • Added the Berthier Spitzer Custom Ammo for $220
  • Adjusted some weapon meta stats to better fit their timing (this is purely to line up the stats with how it is in-game, weapon mechanics have not been changed)
  • Cavalry Saber unlocks at Rank 42 (previously 62)
  • ‘Poison’ unlocks category changes:
    • Moved Weak Antidote Shot to Rank 2 (previously from Rank 48)
    • Changed the order in the Poison category: Antidote Shot (weak) and Poison Bomb switched places 1 and 2 in the unlock order.
  • Antidote Shot (Weak) cost has been reduced to $30 (previously $50)
  • Antidote Shot to $55 (previously $80).
  • Decoy Fuses cost has been reduced to $30 (previously $60).
  • Throwing Axe cost has been reduced to $30 (previously $60).
  • Alert Trip Mines cost has been reduced to $30 (previously $60).
  • Poison Trip Mines cost has been reduced to $30 (previously $60).

New Legendary Weapons

  • Legendary Lebel 1886 “Swan Song” for 700 BB.
    • “An air of finality lingers in the smoke of this Lebel 1886, an urgent call to the afterlife in the ring of its shot. Known as the Swan Song, it heralds an early closing performance of those caught in its sights.  “
  • Legendary Springfield 1866 Compact “Springs End” for 500 BB.
    • “Yellowing grass, empty nests, and rotten blossoms are the litter of spring’s end. Rebirth happens alongside death, and this Springfield 1866 Compact guarantees the cycle keeps turning.”
  • Legendary Mosin-Nagant Obrez Drum “Gaunt” for 600 BB.
    • “This Mosin-Nagant M1891 Obrez Drum is a symbol of the haggard and hungry. Its bleached painting a reflection that the spoils are taken by those who want them most.”
  • Legendary Martini-Henry IC1 “Siren’s Song” for 600 BB
    • “Those drawn towards the peal of this Martini-Henry IC1 realize too late that it rings with the sound of their own death. At the root of the Siren’s Song are only laments for the foolish and vanquished. “

UI

Leaderboard

  • Leaderboard have been tweaked to reduce number of inactive players.
  • This will only take affect once 1.7 reaches the live servers (test leaderboards are not updated in the same manner.

Developer Note:

Due to these tweaks, it may appear that the leaderboard may have less players or even appear empty for a brief period. The leaderboards have not been wiped, but due to the changes they will need some time to populate with the updated information based on the changes we have made.

Menu changes

  • All standard non-legendary) items have been moved out of the store and into a new tab called “Arsenal”.

Developer Note:

In a previous update, we mentioned that changes to the shop were some of the first steps being made towards providing more clarity. This is another one of those steps. Core gameplay items now have a space of their own, while store items (Bloodbond items, legendary and DLC’s) will now have their own separate section. We hope that this change will help to make these pages a lot clearer, especially for new players. We have many more ideas in store for the future, but we will also keep an eye on the feedback provided by the community for other possible changes.

  • The Store now features a “Featured” page to present you the new Hunter available, the latest discounts and more.
  • Improvements made to the in-game news feed.
  • The leaderboards are moved to the progression tab, as a subtab

Visual Updates

  • Visual update for the progress unlocks for bloodline and trails.
  • Visual update for the statistic screen.
  • Visual update for the last match screen.
  • Visual update for quickplay gear selection buttons.
  • Visual update for the hunter selection buttons.
  • Visual update for the item slots. New backgrounds visuals.
  • Visual update for the legendary items in the store. We improved the readability for the locked / unlocked states.
  • Visual update for the items in the arsenal. We improved the readability for the locked / unlocked states.

Miscellaneous

  • Added new Feature: Gamma Settings have been added to the settings menu. This option will also appear when you first launch the game (new players) and can be found in the settings menu after this.
  • Scrolling through lists should feel much smoother with less item snapping.
  • Cleaning a weapon will now play a sound.
  • Reworked the header rank and currency icons.
  • In-game map: the map will now display the correct coloured skull when a teammate is dead (red skull and white skull)
  • Minor changes made to the text that appears when recruiting a Legendary Hunter

Level Changes

Stillwater Bayou
Global:

  • Reworked the islands between Blanchet Graves and Lockbay Docks. Added some loot to multiple of the crossing islands. Adjusted shallow water paths between islands so they will no longer slow down players using the walkways.
  • Added some structures between Chapel of Madonna Noir and Scupper Lake to give more options to approach Scupper Lake from the south.
  • Closed the gaps on the sides of ‘Industrial’ type window shutters.

Blanchet Graves

  • Blocked off some large and small glass windows in the Church at Blanchet.

Lockbay Docks

  • On the upper floor, replaced the two large North facing windows with 1 central shuttered window and 2 smaller windows on each side. Previously these large windows were not very useable, but the change should add a new avenue for defense.
  • Added a 2nd West facing window to the upper floor of the boss lair.
  • Extended the outside roof to allow players to enter the compound on the upper floor from the new north facing shuttered window or west facing glass window.
  • Added a few holes in the wall where players can defend the main floor from eastward attack.
  • Added an elevator platform that connects the basement and the main building.
  • Replaced the wooden floors of the basement with mud/concrete floor to help differentiate between footsteps on the main floor and basement.

Pitching Crematorium:

Interior

  • Added a barricade in the long corridor when approaching from the tunnel to help block line of sight and force defenders closer if they’d like to watch the tunnel entrance.
  • Added a new door entrance to the boss lair near the previous tunnel entrance.
  • Extended the elevator room to allow more space for all types of weapons.
  • Reworked the North water side entrance. Adjusted the previously barricaded window to a full door offering 2 possible points of entry.
  • Removed the short ladder previously used to enter from the North, both water entrances can now be entered by dropping in and exited by simply climbing up towards either doorway.
  • Extended the walls from the elevator room to the boss lair to provide more cover for attackers.
  • Disconnected the long corridor from main entrance and tunnel entrance.
  • Moved the long corridor one room further so both entrances feel different and bring players to different rooms.
  • Removed some items from the basement area to reduce overall clutter and help the flow of basement gunfights.

Exterior:

  • Extended the eastern ruins of the compound closer to the forest between Pitching and Healing-Waters
  • Decluttered the top of Pitching Crematorium by making the surrounding foliage smaller.
  • Added a nice sniper spot on the top of Pitching Crematorium.
  • Extended the jetty´s at the North water entrance allowing for more walkable space.
  • Added more natural cover when leaving or approaching from West of the compound.
  • Replaced the one-person elevator with the platform elevator to allow more players to enter or exit at the same time.

Cypress Huts

  • Reworked the southern ramp approach to Cypress Huts. Shorted distance hunters needed to take through water to reach ramp. Added more cover when approaching ramp, but still quite risky.

Port Reeker

  • Added a staircase entrance on the West side of Port Reeker to have a faster, but risky way into the perimeter.

Healing Water Church

  • Added a new staircase from inside the Healing Water Church into the Crypt below.

Scupper Lake

  • Added more land around the compound to improve traversal.
  • Reduced the amount of overall vegetation and grouped them more.
  • Added a perimeter wall around the compound.
  • Added new wooden walkways to the compound from Port Reeker and Madonna’s Chapel.
  • Removed some of the small windows with shutters on the Boss building.
  • Moved some of the small windows with shutters on the Boss building to a different location for better access.
  • Added new holes and more cover inside the boss building.
  • Added a new accessible barn South of the compound.
  • Updated the Hunting tower between Port Reeker and Scupper Lake.

Catfish Grove

  • Added more land around the compound to improve traversal.
  • Added new paths to approach the compound from the East side.
  • Added a hunting tower and more cover on the East side.
  • Added a new bridge and cabin on the West side.
  • Added more cover around the Boss building.
  • Added a new ladder to access the roof from inside the Boss building.
  • Added a new window and stairs on the North side of the Boss building.
  • Updated the vegetation around the North side of the Boss building.
  • Added a new “remote crank” inside a hut on the eastern side for controlling the metal gate at the Boss building.
  • Added a new “bridge” connection from the log pile to the Boss building on the South side.

Davant Ranch

  • Moved the chicken cage further away from the white house on the East side of the compound and added a small fence around it.

Riding Hall Boss Lair:

  • Elevated the small windows for defenders looking to the East towards Pitching Crematorium and Healing-Waters Church.
  • Added two side small windows looking West towards Cyprus Huts and East towards Slaughterhouse.
  • Added two small windows for defenders looking West towards Cyprus Huts on the bottom floor.

Reynard Mill and Lumber

  • Added a break in the large log wall North-East of the compound to allow players to get into cover quicker while attacking.

Lawson Delta

Global

  • Closed the gaps on the sides of ‘Industrial’ type window shutters.

Lawson Station

  • Replaced all static (non-destroyable) lights with proper lights which can be turned on/off and can be destroyed.
  • Added a few cover spots outside the waiting hall for the defending team.

Bradley & Craven Brickworks

  • Added a Ladder from outside the compound onto the roof of the eastern Brickworks building.
  • Added a Ladder from inside the compound onto the roof of the western Brickworks building.
  • Both these roofs were already accessible, but not in a very useful or readable way.

Fort Carmick

  • Added some ruins in the forest East of Fort Carmick.
  • Changed the layout of the Fort Carmick Northern building and Connection between the two main buildings. This change now makes the second floor of the northern building accessible.

Nicholls Prison

  • Opened the forest North-West of Nicholls Prison to allow more room for Hunters to maneuver between trees.

Windy Run

  • Reworked the East and South side approaches of Windy Run to give more options when attacking the compound. The main building has also received some work, giving it a few more defensive options.
  • Removed the singleton white hut from the east of Windy in favor of 2 sets of abandoned stables in addition to a new eastern border wall.
  • Added a new staircase and falling red gate entrance to the south side of the Compound.

Maw Battery

  • Added a Watchtower to the mud-bunker west of Maw Battery.

Wolfshead Arsenal

  • Reworked the side buildings and added a few more small shutters and windows.
  • Extended the boss lair to give players a few more defensive options (extra windows) when defend the building.
  • Added another balcony to the North-East side building facing Fort Carmick.
  • Replaced the old log walls with new models.
  • Extended the roof around the north-western building of the compound to give players more movement-options around it.
  • Added small windows to the two towers at the entrance of Wolfshead Arsenal.

DeSalle

Global

  • Closed the gaps on the sides of ‘Industrial’ type window shutters.
  • Polished sand and rock transitions on the terrain.

Kingsnake Mine

  • Added some shutters to the upper windows.
  • Various Level Art improvements and polishing.
  • Improved vegetation around the south-east approach for better player leading and cover.
  • Improved and cleaned up some of the geometry at the white house north of the compound.
  • Adjusted the position of some Static Lanterns.
  • Smoothed out player traversal and collision in a few spots.

Darin Shipyard

  • Adjusted leaning boat ramp on the east side to allow players to crouch underneath.
  • Improved player leading, cover and traversal at the west gate to the compound.

Upper DeSalle

  • Improved the area west of Upper DeSalle and the train tracks towards Ash Creek.
  • Various Level Art improvements and polishing.

Lower DeSalle

  • Various Level Art improvements and polishing.

Weeping Stone Mill

  • Extended the balcony at the building near river (southwest)

Forked River Fishery

  • Added a new small window to boss lair looking to west. Before there was only 1 dangerous window. This gives the defenders a new peek hole.
  • Re-designed the fish basin.

AI
  • Made some adjustments in AI perception to make them more correctly assess visibility ranges.
  • General pass on fixing some minor animation glitches on AI.
  • Upwards and downwards sight-range decreased a bit on the Meathead so his escalation will be a bit more lenient when players are on top of buildings.
  • Fixed an issue whereby Meathead was sometimes not responding properly to Leeches getting killed.
  • Assassin will now properly take damage again from explosives when in his swarm state.
  • More fixes to increase stability of AI navigation system to prevent server crash.
  • Fix for Sticky Bomb sometimes not doing desired amount of damage to any of the bosses.
  • Fixed an issue whereby the Immolator would sometimes explode a little bit later after death.
Gunplay
  • Fixed an issue where a player could be seen empty handed or with an incorrect item on other players screens
  • Fixed an issue where no visual effect would be played when retrieving sticking items from enemy players or AI (e.g.: when retrieving a throwing knife from a meatheat).
  • Fixed an issue where weapons animation didn’t play in training or trials until the first weapon switch happened.
  • Minor server improvement in performance for computing explosion fall-out.
  • Fixed an issue where choke bombs could be destroyed by liquid firebombs in deep water
Hunter
  • Fixed an inconsistency in the display text when failing to interact with certain ammo boxes with full ammo
  • Fixed an issue where players could damage themselves if they take a bolt or arrow shot into them
  • Fixed an issue where picking up a clue with Conduit, while burning, would not stop you from burning.
World
Stillwater Bayou:
  • Fixed a bug that could cause the Butcher to be able to leave the boss lair in Reynard Mill & Lumber.
  • Fixed a bug that could cause players to get stuck between rocks in Stillwater Bend.
  • Fixed a bug where players could get stuck between tree roots in Darrow Livestock.
  • Fixed a bug where players could get stuck at a barrel cart in Lockbay Docks.
  • Closed a wall gap in the western building of Reynard Mill & Lumber.
Lawson Delta:
  • Fixed a bug where the Spider could get stuck between weapon crates in Wolfshead Arsenal boss lair.
  • Fixed a floating ladder in Maw Battery.
  • Fixed a bug where players could get stuck in the bunker at Sweetbell Flour.
  • Fixed a bug where players could get stuck inside the big silo of Blanc Brinery.
  • Fixed a floating barrel in Maw Battery.
  • Fixed a bug where players could get stuck inside Windy Run.
  • Fixed a wrongly placed crate in Sweetbell Flour.
  • Fixed a floating explosive barrel south of Hemlock and Hide.
  • Added a small ramp onto the hay bale south of Lawson Station Waiting Hall.
  • Closed a gap in Brickworks north-west side of the boss lair due to it giving an unfair advantage.
DeSalle:
  • Fixed a bug where players could get stuck in a hay bale in Seven Sisters Estate.
  • Fixed a bug where the Butcher was able to leave the boss lair in Forked River Fishery.
  • Fixed a non-interactable cash register in Darin Shipyard.
  • Fixed a bug where players could get stuck at the entrance/exit in Testimonial Church.
  • Removed a floating rope in a cabin between Darin Shipyard and Reeves Quarry.
  • Fixed a floating lantern spawn in Upper DeSalle.
  • Fixed a floating rock piece in Lower DeSalle.
  • Fixed a bug where players could get stuck between two carts and a hay bale in Moses Poultry.
  • Fixed a non-interactable cash register in Pearl Plantation.
  • Fixed a bug where a cart was not climbable in Weeping Stone Mill.
  • Fixed a bug where players could get stuck under a staircase in Weeping Stone Mill.
  • Fixed a bug where players could desync at the platform elevator and get killed by it in Darin Shipyard.
  • Fixed a bug where players could hide inside a boss dressing in Stanley Coal Company.
  • Fixed a specific flock of crows north of Pearl Plantation not behaving correctly.
  • Fixed some floating rocks at a spawn point north of Stanley Coal Company.
  • Fixed a bug where some crows in Lower DeSalle would not be aligned with the railing they sit on.
  • Fixed a floating Extraction Vehicle Southwest of Fort Bolden.
  • Fixed a floating loot anchor on the Upper DeSalle Bank’s Balcony.
  • Fixed a bug where players could get stuck by getting pushed into a table from a door in Stanley Coal Company.
  • Fixed a bug where some crows in Pearl Plantation would not be aligned with the railing they sit on.
  • Fixed a bug where the Spider could get out of bounds of the boss lair in Heritage Pork.
  • Fixed a floating lamp post in Stanley Coal Company.
  • Fixed a few loot anchors in Seven Sisters Estate that were clipping into the ground.
  • Fixed a rock that could be seen through from one side between Darin Shipyard and Pelican Island Prison under a bridge.
  • Fixed a bug where players could get stuck behind 2 barrels in Heritage Pork.
  • Fixed a bug where players could get stuck underneath the stairs of the Watchtower near Pelican Island Prison.
  • Fixed an invisible collision on the roof in Heritage Pork north.
  • Fixed the edge of the water North of Heritage Pork being visible.
  • Fixed a one-way visibility gap under the stairs in Lower DeSalle Saloon.
  • Fixed a bug where players could get stuck at the windmill in Seven Sisters Estate.
  • Fixed a bug where players could get stuck on a small box west of Heritage Pork.
  • Fixed a bug where players could get stuck in Heritage Pork main building attic.
  • Fixed an AI spawn being too close to a starting Hunter spawn West of Seven Sisters Estate.
  • Fixed a floating poster northwest of Heritage Pork.
  • Fixed some broken collision on two of the small roofs in Stanley Coal Company that could cause desync.
  • Fixed a bug where some wooden planks in Fort Bolden did not have proper collision.
  • Fixed a bug where a floating poster could spawn near Pelican Island Prison.
  • Fixed a bug where a floating lantern could spawn in Fort Bolden.
  • Fixed a bug where players could get stuck on a few corners in Kingsnake Mine.
  • Fixed several minor floating and clipping issues in in Kingsnake Mine.
  • Fixed a bug that caused some difficulties with vaulting over horse carts in Kingsnake Mine.
  • Fixed some areas where players could encounter issues while crouching or vaulting in Kingsnake Mine.
  • Fixed a bug where players were able to reach a blocked area in the boss lair of Kingsnake Mine.
  • Fixed a spot in Kingsnake Mine where players were able to hide inside the Assassin boss lair dressing.
  • Fixed some jittering issues that occured with water wheels.
  • Fixed a bug that resulted in some wind chimes being invisible throughout the map.
  • Fixed a bug where certain fire volumes that spawned from shooting chicken cage lanterns would spawn the fire too far from the chicken cage itself.
  • Fixed a bug where bullets got stopped by invisible asset in Weeping Stone Mill
  • Fixed a bug where a barrel or event times might spawn under terrain in Darin Shipyard
Global
Spectator mode
  • Fixed an issue where player could not spectate other players even if some players were still in the match.
  • Fixed an issue where in Quickplay, spectator mode would not default to the player that killed them.
  • Fixed an issue where the spectator mode would not stop spectating even if the player spectated was killed.
UI
  • Fixed an issue whereby health-bar would not update correctly after taking very minor burn damage.
Menu
  • Fixed an issue where the hunter’s pose for quickplay were not updated correctly when changing between the loadout selection choices.

In addition to that, the PC version also got hot 1.7.0.1 today! Here’s what got fixed for it:

  • Fixed a bug that resulted in Hunters being invincible and unkillable.
  • Fixed a bug that caused the news feed to appear on screen after each game session.
  • Fixed an issue that caused navigating with the arrow keys or D-pad might not behave as intended.
  • Fixed a bug that caused enemy hunters to not be highlighted in Dark sight after disconnecting form the mission
  • Fixed a bug that caused some UI elements to appear behind the player profile on the after-match screen.
  • Fixed a bug that resulted in the Vetterli High Velocity ammo to have the wrong image in the book of weapons.
  • Fixed several issues that could occur when banishing a boss while a member of your team has been downed.
  • Fixed an issue that resulted in downed players receiving their full HP back when a banish was initiated.

Source: Reddit, Steam

Avatar photo

Alex Co

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

Home > News

Riders Republic Update 1.04 Fixes Major Issues This November 23

Ubisoft has released the Riders Republic update 1.04 (PS5 version 1.004) patch this November 23, and this is to improve the game in various aspects, and fix issues players have encountered. Read on for the patch notes.

Riders Republic Update 1.04 Patch Notes | Riders Republic Update 1.004 Patch Notes:

Improvement:

  • Collision effect in PvP mode

Major Issues:

  • Republic coins not added unto player’s account after purchase on PC & Stadia
  • Allocate more memory space on PS5
  • Players stuck at the scoreboard
  • Multiple fixes on Shackdaddy’s challenges, side objectives and sponsors.
  • Button functionality loss after network disconnected (Trail Editor)

Minor Issues:

  • Descriptions or titles fixed/added
  • Camera orientation issue with the Rocket Bike

In addition to that, a server-side update was released yesterday that fixed the duplicate gear fix, too!

Good news Riders!

A server side update was pushed out at 10:00AM UTC that implemented the duplicate gear fix.

Thanks for being so patient, and we’ll see you on the Ridge!

That’s about it for this title update. If we spot more changes, we’ll be sure to update the post.

Thanks, Major_Air!

Avatar photo

Alex Co

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

Home > guides

Battlefield 2042 Weapons BTK (Bullets to Kill) Data Listed

For those who want to dig through data in Battlefield 2042, we now have the complete Battlefield 2042 weapons BTK (bullets to kill) data for each weapon type available at launch! This table shows how many bullets and at what range each weapon needs in order to down an enemy.

Battlefield 2042 Weapons BTK List:

You can check out the Google document about it here, or for an easier read, just glance at the screenshot we’ve included below.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mind, given that we’ll be getting weapon tuning passes over time, the data here could be inaccurate in just a few weeks’ or months’ time. That said, for the time being, if you’re looking for the proper BF2042 BTK stats, then you’ve hit the jackpot.

For a look at our gun guides, check out our Battlefield 2042 game hub right here!

Thanks, @cp3250851574!

More Battlefield Reading:

Avatar photo

Alex Co

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

Home > News

Psychonauts 2 Update 1.08 Brings Gameplay Fixes This November 22

Double Fine Productions has released the Psychonauts 2 update 1.08 patch this November 22, and this is for all platforms the game is available on. This title update includes fixes to hitches on PC, various gameplay-related fixes (lighting, dialogue, etc.), which are all listed in the official patch notes below.

Psychonauts 2 Update 1.08 Patch Notes:

  • Fix intermittent hitches on PC.
  • Fix water in Bob’s Bottles displays incorrectly in photo mode.
  • Fix lighting issues in Strike City and Cassie’s Collection
  • Fix dialog tree delay in Fatherland Follies.
  • Fix Panic Attack not using its phantom attack during Psychoseismometer battles.

That’s about it. If you haven’t tried the game yet, here’s the official game description:

ABOUT THIS GAME

Razputin “Raz” Aquato, trained acrobat and powerful young psychic, has realized his lifelong dream of joining the international psychic espionage organization known as the Psychonauts! But these psychic super spies are in trouble. Their leader hasn’t been the same since he was rescued from a kidnapping, and what’s worse, there’s a mole hiding in headquarters.Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers. Psychonauts 2 serves up danger, excitement and laughs in equal measure as players guide Raz on a journey through the minds of friends and foes on a quest to defeat a murderous psychic villain.

  • Experience an imaginative, cinematic story that mixes humor and intrigue, brought to you by legendary game designer Tim Schafer (Grim Fandango, Brütal Legend, Broken Age).
  • Explore unique environments using Raz’s ability to dive into people’s brains to battle their inner demons, unlock hidden memories, and resolve their emotional baggage.
  • Leap acrobatically through the air, traversing tightropes and trapezes in a varied, challenging, and joyful platforming experience.
  • Wield a powerful array of psychic powers to blast, burn and levitate things, or even slow down time itself to solve environmental puzzles and battle strange enemies.

Once a new patch is out, we’ll let our readers know.

Source: Steam

Avatar photo

Alex Co

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

Home > News

Sonic Colors Ultimate Update 1.05 Patch Notes; Dashes Out for 2.6 This Nov. 22

SEGA has released the Sonic Colors Ultimate update 1.05 patch this November 22, which is for the game’s 2.6 patch. This includes audio improvements, stability fixes, and platform-specific fixes too. Read on for the full patch notes below.

Sonic Colors Ultimate Update 1.05 Patch Notes | Sonic Colors Ultimate Update 2.6 Patch Notes:

Here’s the announcement regarding the patch straight from SEGA:

  • Improved stability on all platforms
  • Updates to the save-game system
  • Audio mix improvements
  • Music now loops in credits
  • Update to “Giving Credit Where Credit’s Due” trophy/achievement description

Switch-specific update

  • Eggman fireworks now appear at end of Terminal Velocity

PC-specific update

  • Fix for issue where Yellow Drill Wisp could not damage Captain Jelly

Various bug fixes

That seems to be it. If there are more changes not included above that you notice, feel free to leave a comment below to let the other players know.

Avatar photo

Alex Co

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

Home > Features

Dying Light 2 Interview – Techland Talks About Delays, Sound Design & More

While MP1st got the chance to talk to Techland about Dying Light 2 just a few months ago, when the opportunity presented itself to talk to the devs again, we jumped at the chance given how the zombie action game is one of the biggest games set for release in 2022. In our new Dying Light 2 interview, Techland talks about the game’s delay, sound design and loads more! It’s an interesting read with some very candid answers, so read on.

MP1st managed to talk to Lead Game Designer Tymon Smektala during the hands-on event we attended. Read our impressions of the game after playing it for three hours right here!

MP1st: I’ve been playing the game a little while now, and so far I’m liking what I’m seeing. I think it’s a good follow-up so far. One of the changes I’ve noticed so far is the weapon repair system. What was the thought behind changing that process of repairing weapons versus the first game, wherein the sequel it seems your more interested in players picking up new weapons as the go along.

Smektala: The explanation is actually quite simple. We have around 200 weapons, so we want players to basically see all of those beauties. So that’s one of the reasons why we made that change, and the other is we want players to go out and explore and not stick to one thing they have found; just basically keep looking for new stuff and explore every nook and cranny, and going inside every dark place.

Because this is what supports our general idea of how players could or should play the game. The rule of this world is the day is for humans, and the night is for infected. What that means is that during the night, the infected leave the dark places, they leave the interiors, but the most valuable stuff, the most interesting stuff, the most powerful weapons is hidden inside those dark places. This is our way of motivating players to actually go out during the night, to play during the night, because we have realized that for the first game there were a lot of gamers that were basically skipping the night part. It was too scary for them, and they didn’t really have the incentive to do so. So now the incentive is built into world itself. During the night you can get the best loot, and the most powerful weapons, so basically go out there and have fun and be aware that the infected are everywhere around you.

dying light 2

MP1st: I thought the night was really fun and scary early on in the first game when you were really weak. I liked that it was much more of a stealth, kind of runaway experience and then at night time it was all panic, get out to the safe point. As the game progress you became more powerful, it almost changed genres to where I found going out at night was like an exciting challenge, finally I wasn’t just cutting through hoards, and the super zombies.

Along those lines, I know in this game and in a lot of the press you’ve done so far, you’ve talked about how the world progression matters a lot more, and how your changes affect the future of the city. How did you approach that specific aspect of the first game in this one, where the character progression in the first game had a big effect on the gameplay. How did you apply that same principle to the world, or is it a whole new system you’ve worked out?

Smektala: I think it’s safe to say it’s a completely new system. If you look at the player progression it is actually quite similar to what we had in the first game, maybe a little more streamlined, but basically it’s the same system.

You do parkour stuff, you get parkour XP, you get new parkour skills. You fight a lot, you get combat XP points, you get new combat skills. So basically it’s like a pendulum that keeps powering itself.

But then when it comes to the world progression, or maybe your ability to change the world around you, it is more connected to choices and consequences. There are a couple of places in the game where you make choices centered around some specific facilities as we call them. These are very important buildings in the city that allow one faction or another to culture a zone within the city.

When you complete some kind of a mission at the facility you get to choose which faction get to take over it, and then which faction should take over the zone. And then when that faction goes into a zone, they start installing their gadgets, their installations in that area. So for peacekeeper those installations are focused on combat, for survivors those are parkour and traversal. You can change the city by giving various zones to various factions, and by that you change what the playground around you is.

Maybe it’s more focused on combat, maybe it’s more focused on parkour, or maybe you choose in this area that you have something that will help you fight the infected, while in the other it would be more beneficial for you if you get additional power corruptions. It is different, and it’s very closely tied to the idea of choices and consequences that we have for this game.

MP1st: Given the fact that this is a game that was announced before current-gen (PS5/Xbox Series) consoles and now we are in this weird in-between space because of the pandemic where games are kind of straddling the line between consoles. What’s the plan for any kind of cross-gen play, or cross-family, and how are you planning on supporting the two versions of the game on the PS4, Xbone, versus the Xbox Series X|S, and PS5.

Smektala:A couple of things, first we are not announcing any type of cross-gen or cross-platform play at this time.

When it comes to having the game on those platforms (old gen to newer gen,) it is possible because at the very beginning of the project we have changed our technology. We have our own new in-house engine called “C-Engine” and one of the benefits of it is it’s extremely scalable. It allows us to not only create a game for PS4, and then have the same game on PS5, but in the future if there’s PS6, then the same engine will be able to kind of scale whatever that console brings.

We knew from the start that we would have one game where as you said in a “weird space” where we would have to release a game on last-gen consoles and new-gen consoles, but we came in prepared because of the technology that we had.

But the third thing I want to say is that, I think, and I hope you will also see when you get to play the PS4 build later on today, is that we didn’t sacrifice any part of the experience. Of course maybe the resolution is different, maybe the quality of some texture is different, but the experience itself is the same on both machines, last-gen and next-gen consoles. It is basically the same game, and if you just dim your lights, sit on your couch, put on your console,  I hope you’ll get immersed in the same way, and you will have the same emotion no matter the platform your playing on.

MP1st: Does that apply to things like frame-rate and ray-tracing?

Smektala: Of course PS4 and the Xbox One cannot offer the same frame-rate as next-gen consoles, but next-gen consoles will support 60FPS, and they will support ray-tracing.

But maybe it’s my personal opinion, but to be honest I think that those are very nice graphical flourishes attached to the experience, but this is not what makes the experience. I have a lot of games on my Xbox 360 that I love to play, and when I play them I’m basically all immersed in that world, because those are just games constructed in a way meant to draw you in. I hope that Dying Light 2 will be a game like that, working independently from the platform it’s on.

MP1st: I didn’t get a chance to talk to him since then, but I ended up sitting next to Jonah Scott, who’s playing Aiden the protagonist of this game. That was really cool he was here today. Are we to expect any potential guest voices, like is Idris Elba (jokingly) in this game.

Smektala: Idris is not in this game, but Rosario Dawson is in the game and we are very happy to be able to work with her on one of the characters. We also have David Belle who’s like the inventor of parkour and made it popular so you will see his face as you play the game in character named Hakon. We didn’t want to go too crazy with names and spend a lot of money on someone famous because he’s famous, that’s not our goal. We wanted to choose people that we thought would really add to the characters we have created, to have a mentor, a character that guides you into the city in the form of Hakon, who’s played by David Belle. To have Lawan, the strong female character who’s played by Rosario Dawson, this makes sense, this connect, this is what guided our choices.

Dying Light Is the "Best and Worst" for VR Says Techland; Discusses VR for First Game

MP1st: Let’s talk about the delay. It came as a surprise to a lot of people given how long the game has been in production, but I think everyone was pretty understanding given what the past two years have been. What do you think at this point the chances are of another delay or do you think that there’s any chance that-

Smektala: ZERO.

MP1sT: Zero?!?

Smektala: Yes. The game is going to be released next year in February, and that’s what we’ve focused on, that’s what we’ve worked on. So absolutely zero chance of that happening.

As you said, there was a couple of reasons for the fact that we delayed the game. Of course COVID was one of the factors, but I don’t want to put the blame on COVID because all of us had to go through it, and all of us had to face some struggle and new challenges because of the pandemic.

I think the most important reason for us is that when you work on a non-linear game, and you want to polish that, you’re actually not polishing one game, but few games at the same time. Because the same game can have so many variants, and some of those variants can be so drastically different that you have to verify every playthrough, not just 1000 times, but 1000 times multiplied by the number of variations in the game.

MP1st: Especially for games with multiple endings.

Smektala: Exactly. So this is the reason for the delay, and also this is our baby. This is our IP. The Dying Light IP is owned by our studio. So we just knew that we couldn’t release the game if it’s not ready to release.

Another reason for that, why we were looking and why we decided to postpone the release to find the quality is that Dying Light 1 was such a success. Not because of what the media was saying, but because of how players accepted, and liked, and loved the game. I think we have one of the most active and vocal communities out there, and to be honest the pressure is way higher than it was with the first game because we understand we cannot disappoint those guys. I know that hearing about the delay is disappointing, but I think it’s better than getting a game which wasn’t meant to be released in the first place, that wasn’t ready to be released.

MP1st: Speaking of the first game, what kind of enhancements can we expect for the next-gen enhancement version?

Smektala: There will be a separate announcement regarding this, so we’ll let those guys do their work and make the announcement when they’re ready for it. I think what you can expect is, you can expect to get what you would expect. Now you can’t expect a full remake of something that’ll completely change the game. It will still be the same game, just upgraded and use the advantage of the next-gen consoles. I think this will be the swan song of Dying Light 1 because then we will move to Dying Light 2 Stay Human. We have a lot of plans regarding Dying Light 2 Stay Human after release, but of course the important thing for us right now is just to release the game and make sure it is as good as possible for our team, as good as we envisioned it. Because if the first step isn’t solid, then having any plans for post-launch, DLC, additions, whatever, doesn’t make sense. The base game needs to be good and we are focusing on just that at this point.

MP1st: It might be a weird fit, but you kind of have to wonder with every game coming out these days, have you considered any sort of virtual reality, augmented reality application for the franchise?

Smektala:: Dying Light is best game for virtual reality, but also the worse game for virtual reality. This is a game that’s meant, as I said before, this is a game meant to draw you into this world, a game meant to immerse in it totally. So of course, it kind of makes sense with virtual reality, which adds to the immersion in extreme ways, but also this is a game about moving very fast and doing very crazy acrobatics stunts.

This is what is historically problematic with VR, because when people start playing that game, they start feeling motion sickness and all of that stuff. Even for the first game we had a version of Dying Light running on VR. It was really amazing for the first five to ten minutes, you really felt you are in this city surrounded by infected around you. But after those five and ten minutes of playing it was a really hard time for a lot of people, so we said maybe that’s not it. Maybe at some point we will branch off and do something with the IP that makes sense for the VR, but again, nothing like that is happening at this point because we are focusing on the release of Dying Light 2 Stay Human.

MP1st: So I got to ask some questions about the multiplayer. Are there any plans for any kind of a Battle Pass or Season Pass?

Smektala: Nothing that we are announcing at this point, what we are saying about the online is that it supports four player online co-op. You will be able to play basically the “whole” game from start to finish. When I say “whole” game I do these funny faces because there’s a short section at the very beginning of the game, the prologue and tutorial that introduce you to the story, the characters, and the gameplay mechanics. So that part is played in single-player, but as soon as it ends you move on to a full co-op experience. You can play the game with your friends, or complete strangers.

I think one very interesting thing about co-op is how well it supports the choices and consequences you make in this game. If you have a game about choices, someone has to make that choice, someone has to make that decision. So it’s always the host of the session. Let’s imagine it’s your session and you invite me to play with you and I play with you and we come to a point where there is a decision is to be made. So what I can do is of course, besides screaming at you on the headset, is that we have some solutions that allow me to kind of vote or suggest to you what I would choose. You make the decision, all of us get to see that outcome and that decision stays in your save game and you will complete the game in your own canon version of the experience.

But then the next weekend I will invite you to play in my game and now I get to make the decision, and now you get to see all the version of the story, all the options, all the other decisions we can make. For me the optimal way to play the game is first to play by yourself or with your friends, but as the host and get your version of Dying Light Stay Human, and then hop online and start joining other people and start experiencing all of the other variations the game has to offer.

My personal bet on this is that I will bet $1000 that this will be appreciated by the gamers and give them the meaning to play the game for hundreds, and thousands of hours.

MP1st: How did the adapting the gameplay from the first game into this one, how directly did the multiplayer affect the game design and mechanics moving over from the last one into this one, and what did that process look like.

Smektala: I’m afraid I don’t have like any juicy story for you because this is not our first co-op game. Maybe it is our first choices and consequences game, but this is not our first co-op game because we had Dead Island and we had Dying Light, so we have quite a lot of experience in that general type of gaming.

So we look at all of the data from those previous games and analyze them, trying to see what excite people most and see what they are doing when they play and build mechanics around this. Nothing really fancy, just making sure we don’t mess this thing up. I think we kind of made it quite well in the first game, so the goal here was not to mess it up, and to deliver the same experience to players and to create a platform for them, for us to expand upon after the game is released.

One of the things we are doing which is kind of new is the idea of character classes. For the release it will be quite light, but we hope to expand on it later. As you play the game you will see that you gather different pieces of outfit, gear. Cap, or shoe, or maybe pants or something. Those are meant to support specific types of gameplay, so maybe they give you more damage, or less range, or maybe they make you use stealth a bit better because it takes a little longer for enemies to discover you.

You can specialize in different classes or different style of gameplay, and when you play online you can actually try to create companies, or teams with different specialties that cover each other’s backs and cooperate with each other to achieve goals.

MP1st: Talking about the build I played today, I really enjoyed the sound design, which is something I wasn’t expecting to have much of a focus. That squishy slop sound when I cut into an infected for the first time was really satisfying. What was the philosophy in the sound design and how do you think that applies to something like multiplayer where there’s multiple people going at it at once and that layering of sounds.

Smektala: Of course you could always mix it up so you mostly hear your sounds and this is exactly what we’re doing, like a whole system that tries to understand what would be the most juicy for the player to hear in their headphones.

What I mean is that feeling of hitting something organic with something very deadly, this is absolutely something we wanted to capture in the game when it comes to the sounds of the combat. Our sound designer are actually quite crazy. For example they’ll buy those big pieces of pig meat and just hit on it with different objects trying to capture the most “juicy,” weighty sound. Yeah, they are crazy like that.

I think it’s also worth mentioning we are working with Olivier Deriviere, who is a French video game music composer who’s worked on some quite interesting games like A Plague Tale: Innocence and Vampyr. He’s also worked with Dontnod Studios on their game Remember Me. He has quite a lot of interesting games to his credit, and I said he’s a video game music composer because what’s unique about him is that he understands video games, and he understands video games are interactive.

When he comes into a project he’s not just giving us his music, he asks for systems that allow his music to be interactive and react to different things players are doing. There are some solutions that change the music regarding how you fight, how you run through the city, and also change the music when play in co-op, when you play in multiplayer. By the way, he’s also crazy, like it seems like all our sound designers are crazy. The thing he did is he created a special instrument just for the game, trying to capture the modern dark ages era. He created this medieval, very awkwardly-looking instrument that you play using medieval metals, like tapping the strings like they did in medieval times, but it’s all made from modern materials. It’s like the musical version, or sound version of the modern dark ages.

A lot of work went into all aspects of our sound designs and it seems like a job well done since you appreciated it.

MP1st: Lastly, assuming this game takes off like the first one and I assume it will. What are your plans for the future of the franchise?

Smektala: Sorry, but I don’t want to get too far ahead of myself, because really we could have a conversations about it that would last the whole evening. Of course we have plans, and maybe some work has been started on that, but all of this doesn’t make sense unless the base game is a success. We can talk about it after the game is released, let’s just focus on this one and we need to make sure that you like it, and I hope you like it when it releases.


We’d like to thank Techland for inviting us to check the game out, and for sitting down for an interview. Dying Light 2 will be released this February 4, 2022 on the PS4, PS5, Xbox One, Xbox Series X|S, Switch, and PC.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Battlefield 2042 Hit Registeration, Bloom, and Aim Assist Issues Being Looked at by DICE

If you’re playing Battlefield 2042, and noticed that hit registeration seems to feel off, well, you’re not alone. Not only that, but for console gamers, if you also feel that aim assist feels off, it’s also not just you. DICE has confirmed that the Battlefield 2042 hit registeration, aim assist, and even bloom are all being looked into and will get tweaks.

Over on Twitter, Lead Game Designer for Battlefield 2042 Florian Le Bihan confirmed some of the tweaks being looked into, as he replied to fan concerns.

On aim assist being enabled on consoles:

Le Bihan confirming Battlefield 2042 hit registeration is being worked on:

On gun bloom getting changes. For those not familiar what bloom is, it’s basically aim down sight (ADS) spread, where your bullets don’t exactly hit where you’re aiming them at. Other games like Call of Duty Vanguard also has this, which is frankly, annoying.

These are all good news for BF2042 players, so let’s hope we get a time frame on when we’ll actually get these changes in the game. Speaking of changes, DICE has outlined some of the tweaks and fixes incoming in the next patch, which you can read about here.

Avatar photo

Alex Co

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

Home > News

SMITE Atlas Trailer Shows Off the Guardian Titan Coming This December

Ahead of his inclusion in the demigods’ roster this December, Hi-Rez Studios have revealed the newest SMITE Atlas trailer, a cinematic look at one of the most well-known Titans in Greek mythology. Check out the cinematic trailer below, as well as some information on what to expect from Atlas in SMITE.

Atlas’ role will be that of a Guardian, as most players can infer from his overall design and standing within the Greek pantheon. Besides the SMITE Atlas trailer, here’s some information on the Titan coming in the game:

“I control the heavens above. I wield their strength, and I will use this strength to bring forth a better future!” Atlas, Titan of the Cosmos, is coming to the battleground this December!
The Titan Atlas, SMITE’s upcoming Guardian, was sentenced by Zeus to haul the heaviest burden there is the universe itself, contained in an Astrolabe. In-game, he uses it as a mighty weapon.

What do you think? Are you excited to see Atlas in action in SMITE? Let us know in the comments below!

MP1st Staff