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Activision Blizzard Employees Stage Walkout & Demand Bobby Kotick’s Resignation; Board Defends Kotick

While it’s already known that Activision-Blizzard is undergoing some internal turmoil due to sexual harrasment allegations and whatnot, it seems this goes up higher than mere studio heads, as even Activision-Blizzard CEO Bobby Kotick’s name is being dragged into it, with people in the know claiming Kotick protected people with known allegations handed to them.

In a report by the WallStreet Journal (paywall/login required), it mentions how Kotick has been aware of the sexual misconduct of some of the employees for years. Here’s a few key excerpts from it:

Dan Bunting, co-head of Activision’s Treyarch studio, was accused by a female employee of sexually harassing her in 2017 after a night of drinking, according to people familiar with the incident. Activision’s human-resources department and other supervisors launched an internal investigation in 2019 and recommended that he be fired, but Mr. Kotick intervened to keep him, these people said. Mr. Bunting, who led Treyarch through the production of several successful Call of Duty games, was given counseling and allowed to remain at the company, these people said.

Although Mr. Kotick didn’t inform the board about the email accusing the Sledgehammer Games supervisor of rape, Activision did take action. The accuser’s lawyer, Harmeet Dhillon, identified the supervisor as Javier Panameno, and said he also had sexually harassed a second woman at the studio.

The employee who accused him of the assaults reported the second incident, in 2017, to the police. No charges were brought.

The Activision spokeswoman said the company immediately investigated the two assault reports after executives received the 2018 email, and fired Mr. Panameno two months later. She said that following the two incidents, the employee said she was too intoxicated to remember what happened, and that Mr. Panameno’s recollection of the second encounter conflicted with the employee’s report to police.

Over on Twitter, it was revealed that Activision-Blizzard employees have staged a walk out today as a sign of protest, and were calling for the resignation of Bobbt Kotick.

Unfortunately for Activision-Blizzard employees, the company’s board seems to have sided with Kotick, and have issued a statement defending the CEO.

The Activision Blizzard Board remains committed to the goal of making Activision Blizzard the most welcoming and inclusive company in the industry. Under Bobby Kotick’s leadership the Company is already implementing industry leading changes including a zero tolerance harassment policy, a dedication to achieving significant increases to the percentages of women and non-binary people in our workforce and significant internal and external investments to accelerate opportunities for diverse talent. The Board remains confident that Bobby Kotick appropriately addressed workplace issues brought to his attention.

The goals we have set for ourselves are both critical and ambitious. The Board remains confident in Bobby Kotick’s leadership, commitment and ability to achieve these goals.”

Given the amount of smoke blowing out of Activision when it comes to sexual harrasment and whatnot, we’re hoping this is resolved ASAP. If there are tangible developments, we’ll keep our readers updated.

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Alex Co

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

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Predator Hunting Grounds Update 2.30 Patch Notes; Released for Fixes This November 16

Illfonic has released the Predator Hunting Grounds update 2.30 patch this November 16, and this is for a slew of fixes. Read on for the official patch notes for this hotfix that’s available to download and install right now.

Predator Hunting Grounds Update 2.30 Patch Notes:

General

  • Fixed several issues causing crashes
  • Made optimizations related to players loading into match lobbies
  • Fixed an issue where the Backwater infil selection was not working properly
  • Fixed an issue where sometimes the Helicopter would not disappear after the infil sequence
  • Fixed an issue where Playstation Player avatars were not consistently being displayed

Predator

  • General
    • Fixed an issue where the Predator’s cloak was not always working properly
  • Classes
    • Valkyrie
      • Fixed an issue where the Valkyrie Predator stats were being displayed incorrectly
      • Fixed an issue where the Valkyrie Predator had too many perk points

That seems to be it for this title update. Once a new patch is out, we’ll be sure to let our readers know about it ASAP.

Source: Illfonic forums

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Alex Co

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

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Battlefield 2042 Rubberbanding Issue Occuring on “Our” Side DICE Acknowledges, Devs Investigating

For those playing Battlefield 2042, are you experiencing some hard rubberbanding issues? Well, if you are, it’s not your internet, as DICE has acknowledged the Battlefield 2042 rubberbanding issues, and admits that it is on them hence why this is happening.

  • Related Reading Battlefield 2042 & Portal XP Farming Lobbies Run Wild, DICE Issues Changes to Combat It

Over on Twitter, the newly started official Battlefield Direct Communication account has confirmed this with a couple of tweets with one acknowledging the issue, while the other has an announcement that the Proximity Sensor is temporarily being disabled today for two hours.

We have spent our day investigating the reported instances of Rubber Banding that most commonly appear on All-Out Warfare

⚠ This is an issue occurring on our side, and we’re all over it

Thanks for helping report this to us. We’ll keep you updated on our Known Issues page Page

For the next two hours, we are temporarily disabling the Prox Sensor to aid us with our investigations on the Rubber Banding issue

This is a Throwable slot gadget that is unlocked at Soldier Rank 22

Please adjust your loadouts. We’ll be back in two hours with an update

Hopefully, this gets sorted as soon as possible, as it can really get annoying having to deal with it. This isn’t the only issue DICE has encountered at launch however, as the studio has laid out an entire list of issues that are being worked on currently by the studio.

Are you experiencing this rubberbanding issue? How do you work around it? Let us know your thoughts down in the comments.

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Alex Co

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

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Techland: Dying Light 2 Has “Zero” Chance to Be Delayed Again

While fans were highly skeptical that Dying Light 2 would have made its December release originally, with the date now set two months later for February 2022, many are wondering now if Techland has been given enough time to do what they need to do. Well, as it turns out they have as the lead game designer tells us with great confidence that Dying Light 2 is definitely making its February 4, 2022 launch.

As part of an interview conducted last week at a press event, we sat down with Lead Game designer at Techland, Tymon Smektala, to see how confident the team is in making the next release window. It seems the team is very confident, as Smektala has said that there is “zero” chance the game is delayed yet again.

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-

Tymon Smektala: ZERO.

MP1st: Zero?!?

Tymon 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, your 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. 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 post-pone 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 community 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 release.

Well, we certainly love that mindset, and hopefully come the February the game is exactly where the team wants it to be. Stay tuned for more juicy Dying Light 2 news from our interview this week! In the meantime, go check out over 15 minutes of gameplay we captured during the event, as well as our hands-on impressions.

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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.

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Outriders Update 1.017 Patch Notes; Released for New Horizon This November 16

People Can Fly has released the Outriders update 1.017 patch notes and this is for the “New Horizon” title update that brings new Expeditions, bug fixes, and even class-based changes. This title update is out for last-gen and next-gen platforms, and we’ve also included all the major reworks (via links) as well.

Outriders Update 1.017 Patch Notes

Headline Changes:

  • Expedition Timers have been removed
  • Four New Expeditions Added
  • Transmog System Added
  • Tiago’s Store has been Reworked
  • Legendary Loot Drops and Farming Information and Changes
  • Changes to Legendary Sets
  • Changes to Mods + Bug Fixes
  • Changes to Class Trees + Bug Fixes
  • Changes to Skills + Bug Fixes
  • The Stadia version can now also crossplay with all other platforms.

General Changes:

  • The video that plays when launching Outriders can now be skipped on all platforms apart from PlayStation 4 and Xbox One.
  • The Eye of the Storm now includes a pick-and-choose Legendary item reward.
  • Added a Quick Mark functionality to Vendors.
  • Improved the readability of Mod descriptions, especially when viewed on a large TV or Monitor. This change means that certain information is now viewed on the Details window rather than in the Quick View window.
  • Reduced the volume of background audio of certain menu and loading screens.
  • Added a minimum damage limit for the Brood Mother’s “Perforate” ability. This will ensure the ability does not have too large of a disparity in its min/max damage output.
  • Changed the Heir to the Desert configuration so that it now plays like an Assault Rifle (as intended and described) rather than a Submachine Gun.

Bug Fixes General:

  • Fixed a progress blocker in the “Mentor” main quest which would prevent a cutscene from triggering.
  • Fixed a bug that would cause Alpha Perforo’s to break out of CC (such as the Frozen or Ash status effects) if they were staggered.
  • Fixed a bug that prevented the “Heart of the Wild” Expedition from progressing if a Venomous Perforo was the last enemy to die during one of the battles.
  • Fixed a bug in the “Chem Plant” Expedition that could cause the the player’s primary weapon to use the mods of their secondary weapon if they changed weapons while activating the lever.
  • Fixed a bug that caused the end of Expeditions summary screen to not display true values for the “Damage Blocked” stat.
  • Fixed a bug that could cause the FOV to reset itself under certain conditions on PC.
  • Resolved issues related to ingame invites not being received under certain conditions.
  • Various other bug and crash fixes.

Bug Fixes to Mods:

  • Fixed a bug that caused the “Moaning Winds” mod to deal different damage between Host and Client. It was previously triggering twice for Client players. The damage on Client will now match the damage on Host.
  • Fixed a bug that would prevent mods inserted in armor from properly scaling with the armors level if the armor was upgraded through Zahedi. This bug would previously fix itself after an area transition.
  • Fixed a bug that caused the “Even Odds” mod to stack 5 times, instead of the stated 3 times.
  • Changed the “Armor Boost” mod so that it now scales to the armor item it is inserted into, rather than scaling with the player level and stopping at level 30.
  • Fixed a bug that caused the “Emergency Stance” mod to not trigger if the damage instance that proc’d the mod also inflicted “Knockback” on the player.
  • Fixed a bug that caused the “Anomaly Mutation” mod to not inflict the Burn or Slow status as intended.
  • Fixed a bug that caused the “Bullet Absorption” mod to replenish 80% instead of it’s intended 40% of ammo.
  • Fixed an issue that could cause frame (FPS) drops if the “Damage Link” mod was using in combination with the “Pain Transfer” mod.
  • Fixed a bug that could cause the Pyromancer’s armor mod “Phoenix Force” to not increase Anomaly Power after consuming a status condition.
  • Fixed a bug that allowed Borrowed Time to stack it’s bonus infinitely if the “Armor of Eons” and “Short Term Loan” mods were combined and spammed.

Bug Fixes to Skills:

  • Fixed a bug that could cause the Tricksters “Hunt the Prey” ability to lock up under certain circumstances.
  • The Devastator’s “Impale” skill now no longer blocks Obelisks from continuing to charge while an impaled enemy is present.
  • The description for “Endless Mass” now also mentions the Slow status effect that it inflicts.
  • Fixed a bug that would prevent the Technomancer “Cold Snap” skill from freezing enemies if it was triggered while the player rolled off an edge.
  • Fixed a bug that could cause Technomancer Turrets to fall through the ground if they were thrown too low or too high.
  • Added the icon for the “Cryo Turret” skill to the Technomancer’s “Engineer” and “Senior Engineer” class nodes. These nodes were already affecting the “Cryo Turret” skill anyway.

Bug Fixes to Class Nodes:

  • Fixed a bug that resulted in the Pyromancer “Gifted” class node not granting it’s bonuses properly.

Check out the releveant changes in the game’s systems and classes in a more in-depth look at the links below.

Source: Reddit

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Alex Co

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

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New Destiny 2 Weekly Reset November 16, 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 16, 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 16, 2021 and Eververse Rotation:

Nightfall – The Ordeal: The Hollowed Lair

Modifiers:

  • Nightfall: Adept
    • Festering Rupture: When defeated, Scorn Stalkers spawn mini Screebs.
  • 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: Scorn: This mode contains both Overload and Unstoppable Champions, which cannot be stunned without an Overload or Unstoppable mod, respectively.
    • Hero Modifiers: Extra Shields
    • The Fanatic’s Zeal: Incoming Stasis and splash damage 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
    • Chaff: Radar is disabled.
    • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Champions: Mob: This mode contains additional Champions.
  • Nightfall: Grandmaster
    • All previous modifiers
    • 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: Mindbender’s Ambition (Shotgun)
  • 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: Team Scorched

Everyone on both teams has a Scorch Cannon. Be brave.


Vanguard Burn: Solar Singe

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


Europa

  • Eclipsed Zone: Cadmus Ridge
  • Empire Hunt: The Warrior: Defeat Eramis’s military commander, Phylaks, the Warrior.
  • Exo Challenge: Simulation: Agility: Simulated Skill-Set Training: Test your dexterity as you move against the Vex.

Legacy Activities

  • Moon:
    • Wandering Nightmare: Fallen Council (Archer’s Line)
    • Trove Guardian is in Anchor of Light
    • Nightmare Hunt: Isolation: Defeat the Nightmare of Taniks, the Scarred.
    • Nightmare Hunt: Pride: Defeat the Nightmare of Skolas, Kell of Kells.
    • Nightmare Hunt: Servitude: Defeat the Nightmare of Zydron, Gate Lord.
  • Dreaming City: Growing Curse
    • Petra is at Divalian Mists.
    • Weekly Mission: The Oracle Engine – The Taken threaten to take control of an irreplaceable Awoken communications device.
    • Ascendant Challenge: Cimmerian Garrison, Chamber of Starlight
    • Blind Well: Hive, Plague: Cragur

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
Lion Tamer Emote 3250 Bright Dust
Pragmat Harrier Ship 2000 Bright Dust
Pyramid Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Chrome Stock Equip this shader to change the color of your gear. Shader 300 Bright Dust
Straw Dog Standoff Multiplayer Emote 1250 Bright Dust
Junkyard Shell Ghost Shell 2850 Bright Dust
One Fell Swoop Vehicle 2500 Bright Dust
Nemean Casque Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Hunter Universal Ornament 1200 Bright Dust
Looking Out Emote 700 Bright Dust
Symbol of Rule Equip this ornament to change the appearance of Ager’s Scepter. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Crow Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Celestial Dome Apply this shader to change the color of your gear. Shader 300 Bright Dust
Deep-Sea Jaunt Equip this shader to change the color of your gear. Shader 300 Bright Dust
Verdigris Equip this shader to change the color of your gear. Shader 300 Bright Dust
Nectar Dynamo Equip this shader to change the color of your gear. Shader 300 Bright Dust
AI-COM/RSPN: REBOOT Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Ossified Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Harpy Entrance 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 Gloves Vanguard Gauntlets 16 13 2 16 7 6 60 25 Legendary Shards & 1000 Glimmer
Titan Calamity Rig Robes Gambit Chest Armor 7 2 20 15 9 6 59 25 Legendary Shards & 1000 Glimmer
Titan Exodus Down Boots Nessus Leg Armor 26 2 2 16 12 2 60 25 Legendary Shards & 10 Microphasic Datalattice

Thanks, Reddit !

MP1st Staff

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Outriders Update 1.17 Drops for New Horizon; Patch Notes & Everything New Listed for Nov. 16

As expected given yesterday’s announcement, People Can Fly has delivered a plethora of new tweaks and content to Outriders today! The Outriders update 1.17 patch notes are listed below, and this is for the “New Horizon” title update that brings new Expeditions, bug fixes, and even class-based changes. Head on down to see everything new in this Outriders November 16 update.

Outriders Update 1.17 Patch Notes | Outriders New Horizon Patch Notes:

Headline Changes:

  • Expedition Timers have been removed
  • Four New Expeditions Added
  • Transmog System Added
  • Tiago’s Store has been Reworked
  • Legendary Loot Drops and Farming Information and Changes
  • Changes to Legendary Sets
  • Changes to Mods + Bug Fixes
  • Changes to Class Trees + Bug Fixes
  • Changes to Skills + Bug Fixes
  • The Stadia version can now also crossplay with all other platforms.

General Changes:

  • The video that plays when launching Outriders can now be skipped on all platforms apart from PlayStation 4 and Xbox One.
  • The Eye of the Storm now includes a pick-and-choose Legendary item reward.
  • Added a Quick Mark functionality to Vendors.
  • Improved the readability of Mod descriptions, especially when viewed on a large TV or Monitor. This change means that certain information is now viewed on the Details window rather than in the Quick View window.
  • Reduced the volume of background audio of certain menu and loading screens.
  • Added a minimum damage limit for the Brood Mother’s “Perforate” ability. This will ensure the ability does not have too large of a disparity in its min/max damage output.
  • Changed the Heir to the Desert configuration so that it now plays like an Assault Rifle (as intended and described) rather than a Submachine Gun.

Bug Fixes General:

  • Fixed a progress blocker in the “Mentor” main quest which would prevent a cutscene from triggering.
  • Fixed a bug that would cause Alpha Perforo’s to break out of CC (such as the Frozen or Ash status effects) if they were staggered.
  • Fixed a bug that prevented the “Heart of the Wild” Expedition from progressing if a Venomous Perforo was the last enemy to die during one of the battles.
  • Fixed a bug in the “Chem Plant” Expedition that could cause the the player’s primary weapon to use the mods of their secondary weapon if they changed weapons while activating the lever.
  • Fixed a bug that caused the end of Expeditions summary screen to not display true values for the “Damage Blocked” stat.
  • Fixed a bug that could cause the FOV to reset itself under certain conditions on PC.
  • Resolved issues related to ingame invites not being received under certain conditions.
  • Various other bug and crash fixes.

Bug Fixes to Mods:

  • Fixed a bug that caused the “Moaning Winds” mod to deal different damage between Host and Client. It was previously triggering twice for Client players. The damage on Client will now match the damage on Host.
  • Fixed a bug that would prevent mods inserted in armor from properly scaling with the armors level if the armor was upgraded through Zahedi. This bug would previously fix itself after an area transition.
  • Fixed a bug that caused the “Even Odds” mod to stack 5 times, instead of the stated 3 times.
  • Changed the “Armor Boost” mod so that it now scales to the armor item it is inserted into, rather than scaling with the player level and stopping at level 30.
  • Fixed a bug that caused the “Emergency Stance” mod to not trigger if the damage instance that proc’d the mod also inflicted “Knockback” on the player.
  • Fixed a bug that caused the “Anomaly Mutation” mod to not inflict the Burn or Slow status as intended.
  • Fixed a bug that caused the “Bullet Absorption” mod to replenish 80% instead of it’s intended 40% of ammo.
  • Fixed an issue that could cause frame (FPS) drops if the “Damage Link” mod was using in combination with the “Pain Transfer” mod.
  • Fixed a bug that could cause the Pyromancer’s armor mod “Phoenix Force” to not increase Anomaly Power after consuming a status condition.
  • Fixed a bug that allowed Borrowed Time to stack it’s bonus infinitely if the “Armor of Eons” and “Short Term Loan” mods were combined and spammed.

Bug Fixes to Skills:

  • Fixed a bug that could cause the Tricksters “Hunt the Prey” ability to lock up under certain circumstances.
  • The Devastator’s “Impale” skill now no longer blocks Obelisks from continuing to charge while an impaled enemy is present.
  • The description for “Endless Mass” now also mentions the Slow status effect that it inflicts.
  • Fixed a bug that would prevent the Technomancer “Cold Snap” skill from freezing enemies if it was triggered while the player rolled off an edge.
  • Fixed a bug that could cause Technomancer Turrets to fall through the ground if they were thrown too low or too high.
  • Added the icon for the “Cryo Turret” skill to the Technomancer’s “Engineer” and “Senior Engineer” class nodes. These nodes were already affecting the “Cryo Turret” skill anyway.

Bug Fixes to Class Nodes:

  • Fixed a bug that resulted in the Pyromancer “Gifted” class node not granting it’s bonuses properly.

For the meat and potatoes of each change brought in by this patch, head on to the relevant links here:

Source: Reddit

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Alex Co

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

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Outriders Quality of Life Improvements, New Horizon Celebration Package Detailed

A huge Outriders patch just came out today, and it came with tons of new changes to the game, including quality of life improvements and a new celebration package for  New Horizon. Head down below for a complete rundown of  the new stuff that came out Outriders update 1.16.

Outriders New Horizon Quality of Life Improvement and New Horizon Celebration Package:

Quality of Life Improvements and other Upgrades and Changes

This section includes information about changes made Outriders in general since early April. Changes that have been newly implemented with the New Horizon Update are pre-faced with an [NH]. This is not an exhaustive list and we have resolved many more bugs, issues and crashes since launch.

  • [NH] The video that plays when launching Outriders can now be skipped on all platforms apart from PlayStation 4 and Xbox One.
  • [NH] Added a Quick Mark functionality to Vendors.
  • [NH] Improved the readability of Mod descriptions, especially when viewed on a large TV or Monitor. This change means that certain information is now viewed on the Details window rather than in the Quick View window.
  • [NH] Reduced the volume of background audio of certain menu and loading screens.
  • Greatly Improved Sign In speeds.
  • Fixed the Inventory Wipe bug and restored lost Gear to affected characters (May Patch).
  • Increased the survivability of players through various changes, including armor and health increases and changes made to enemies including Brood Mothers, Alpha Perforos and enemy Snipers.
  • Implemented a block that prevents players from kicking other players towards the end of an Expeditions session (June Patch).
  • [CONSOLES] Added extra options and settings for controller customization including Deadzones, Look Sensitivity, Acceleration and Legacy layouts (June Patch).
  • [PC] Added support for rebinding the Fn; Delete; End; PageDown; Insert Home; PageUp; Print Screen; Scroll Lock; CapsLock; keys. (April Patch).
  • [PC] The available FOV for configuration has been increased from 90 to 130 (April Patch).
  • [PC] Fixed an issue whereby old crash dumps were not being properly cleared from the player’s system. (April Patch).
  • Overall improvements to improved Matchmaking and reduce the chance of matching with an AFK player (July Patch).
  • The default background matchmaking setting has been changed to Closed [Previously: Open]. This change can still be reverted manually in your settings. (April Patch).
  • Earthborn Gear / Hell’s Ranger DLC equipment can now be scrapped (June Patch).
  • Cost of improving Rare to Epic and levelling up Epic gear from levels 1 to 30 have been lowered which made improving items cheaper in the early game (April Patch).
  • Fixes to AI, including berserker pathing optimisation, skill usage, as well as reacting to and properly attacking players. (April Patch).

New Horizon Celebration Package Details

To celebrate the release of this update we have prepared a special New Horizon Celebration Package for all players, including new Demo players! Simply launch or download Outriders and start playing on any platform between November 16th, 3pm UTC / 8am PST and November 30th, 3pm UTC / 8am PST.
You will then receive a free Legendary Armour item on your most experienced character’s inventory, or your stash, within 24 to 48 hours.
Thank you for playing the Outriders New Horizon update and we look forward to seeing you on Enoch!

For a condensed rundown of this lates patch for Outriders, check out our patch notes post that will go live later today.

Source: Reddit

MP1st Staff

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Neverwinter Update 9.67 Patch Notes for November 16

Cryptic Studios has released the Neverwinter update 9.67 patch this November 16, and this includes a host of changes to content, items, economy, and more. Check out the complete patch notes below.

Neverwinter Update 9.67 Patch Notes:

Content and Environment

Echoes of Prophecy

  • The portal that takes you between Scar Keep and the Jagged Approach now properly supports the Echoes of Prophecy campaign.
  • Plaguetouched Maws now respawn approximately twice as quickly to ease Echoes of Prophecy quest completion.

Events

  • Siege of Neverwinter: Strongholds: Fixed a bug that prevented Stronghold Guards used in Send Aid to Neverwinter from reporting for duty.
  • Siege of Neverwinter: Fixed an issue that prevented the bosses for Cult Assault and Cult Invasion from spawning correctly in instances where the Heroic Encounters occurred back to back.

 

Items and Economy

Companions

  • Magnificent Resurgence Choice Packs now properly provide the golden companion’s account unlock pack, rather than just applying the golden companion itself directly to the player. We’re looking into ways to address this retroactively.
  • When claiming the Greenscale Bowman – Account, the reclaimability is now properly granted. We’re looking into ways to retroactively apply the reclaimability to accounts that were affected, but that is not ready yet.

Reward Claims Agent

  • Players who claimed Hunting Hawk – Account can now properly reclaim a Hunting Hawk from the Reward Claims Agent.

 

Performance and Stability

General

  • A recently-introduced crash in the inventory system has been addressed. (For real this time)

That’s about it for the patch.

Source: ArcGames

MP1st Staff

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Watch 16 Minutes of Dying Light 2 Gameplay Played by MP1st (Raw Footage)

This November, Techland invited MP1st (along with other games media people/content creators) to check out and have some hands-on time with Dying Light 2. Thankfully, we were allowed to capture our own footage, which is featured below! Watch 16 minutes of new Dying Light 2 gameplay, which mixes some of our captured footage with some fresh new B-roll.

New Dying Light 2 Gameplay for November 2021:

Stay tuned for a ton of new Dying Light 2 news and info, as we’ve managed to talk to Techland about the game during the event as well.

Dying Light 2 is set for release this Feb. 4, 2022 for the PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch and PC.

More Dying Light 2 Reading:

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Alex Co

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

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Dying Light 2 Hands-On Preview – A 3-Hour Long Venture Into the City of the Dead

With the upcoming release of the sequel to Techland’s  much-beloved genre-bending open world game, Dying Light (a game that some, including me, would call one of the best games of the last generation), Techland is poised to turn one great game, and its solid run of DLC into a fully fledged multi-entry franchise. With the recent delay of Dying Light 2 Stay Human into next year still on fans’ minds, a very confident Techland recently invited us to their press event to make proper introductions with the upcoming sequel. With roughly three hours under our belt, here are my thoughts and observations on the current state of Dying Light 2.

Story and World Design

Dying Light 2 Stay Human takes place about 15 years or so after the events of the first game. The world has started to adjust to this new reality and human society has done what it does best: section off into opposing tribes and start fighting for resources. This conflict is where the narrative of DL2 finds its setting.

In the pre-demo presentation we were given, this setting and environment was described as the Modern Dark Ages. The idea, we were told, is that humanity has been uprooted by the apocalyptic plague with such intensity that the world has found itself once again steeped in the brutality, superstition, and tribalism of the European Dark Ages in a dilapidated modern city. Once I got my hands on the game this was the first major difference from the first DL that I noticed. Whereas the city of Harran felt inspired by a combination of Turkey/The Middle East with some allusions to South America and Brazil in particular: this city feels much more like modern Eastern Europe with its ancient cathedrals and cobble streets now existing as suburbs to an urban sprawl replete with skyscrapers, concrete, and steel.

The Modern Dark Ages setting and aesthetic extends to the character designs and apparel, in particular, the first area we tried which was aptly titled Old Villador. This area is generally safer than the rest of the city and less vertical overall. Here you’re introduced to a group of Survivors (which serves as both their literal description and their faction name) living on the grounds of an ancient cathedral that is called the Central Bazaar. A number of these NPCs are sporting what could best be described as a Mad Max version of Catholic Friars’ garb. They live a monastic lifestyle. They tend to their garden. They share resources and labor. They send out runners during the day to look for supplies and have an outstanding feud with a more militarized group called the Peace Keepers. 

You are Aiden, a Pilgrim (as you are called by the locals) from outside the walls who finds yourself caught between these two groups looking for your sister who’s gone missing. Central to this resource-driven conflict is both electricity and highly-sought-after-and-difficult-to-harvest crystals left over from when the city was blasted. These are believed to help prevent the spread of the infection when carried on your person. It’s up for debate as to whether or not that’s true with come characters clearly not buying the idea while others will, and as I saw do, kill for them. This conflict over superstitious crystals fits right in with the overall feel that Techland is going for and it fits right alongside the edged weapon focused combat they are known for (more on that later).

I loved the feel and design of the first game’s world and felt that it was unique and interesting. Not many games that aren’t about current military conflicts take place in the Middle East, and it was an especially different setting for a sci-fi horror/apocalypse game. At first blush, I didn’t feel that same intrigue with the more European feel this game’s environment had. That being said, it did feel like a natural progression in a lot of ways and I appreciate that they aren’t just doing the same exact setting twice. This was especially true when we got to the second area of the demo, a downtown urban area called the Central Loop. This was more modern Europe instead of the old world Eastern Europe that Old Villador represents. It was emphasized to us that verticality was a very intentional design choice for DL2, and the Central Loop showed this pretty clearly. I was told that it is also more dangerous overall and requires more active awareness to navigate. The safe areas guarded with ultraviolet lights make a comeback in both areas as well. They have more variety this time in the way that you secure them from Infected. I found one that had a tower climbing puzzle like you would see in a Far Cry game to get to the generator switch for the lights. I was told that these are just one of several new ways to secure safe houses and they do not unlock map items like in Far Cry. It is a small touch but one that I appreciated. So while I did miss Harran, I don’t think I saw enough of the game to give final judgement on the setting and game world just yet, and I think I could end up falling in love again. Just maybe not as quickly.

Music and Sound

Something that I did immediately fall in love with was the music and sound. I found myself wishing that I could just have the audio blasting in a quiet room. The music in particular seems to have pretty wide variance depending on the situation. Walking through a dark building with violin strings stalking you down the hall or running away from the infected with a fast and frantic orchestra running right along side you was really cool and I’m excited to experience more of it. Likewise the sound effects in combat were enough to make me laugh a number of times. The smashes, squishes, splats, tinks, pops, and thuds made the combat that much more fun. In our interview (which will go up at a later date) Game Director Tymon Smektala talked about how excited he was for the sound design and how composer Olivier Deriviere went so far as to create his own instrument to capture the feel they were looking for in some sections. From what I heard it looks like that ingenuity paid off. There was the occasional odd sound placement or volume spike but seeing as how this was a non-final build with some polishing still happening I reserve holding that against it. 

World Progression and Characters

Narratively speaking in the time I had with DL2, it leans into conversational RPG elements more than the first game did. When you’re talking to NPCs there is a dialogue wheel like one would expect in a modern Western-developed RPG, and it seemed like my responses to them had an immediate effect on how the character felt about me. There are various missions that involve you helping gain access to a valuable resource, like turning a power plant back online. When these missions are completed you get to decide whether you open the resource up for the Survivors or the Peace Keepers to control. Either one you choose ends up unlocking a new feature on the map, like jump pads (a Survivor perk as theirs focus on navigation) or car alarm traps (a Peace Keepers perk as theirs focus on combat opportunities). While I didn’t get to see a big enough chunk to get a sense of every way that your choices affect the game world and story it was apparent how your choices can immediately affect options in navigation as well as combat abilities and your NPC relationships going forward.

It’s good to see that in what I saw the voice acting is very solid. I got real emotion from the character models’ performances and I had real opinions on them as characters. Rosario Dawson in particular gives a good performance in the demo without severe interference from being motion captured and her voice acting is solid. On occasion her character model entered uncanny valley territory in a way that other NPCs didn’t for me but I think I can attribute that to the fact that we know what she looks like and have seen her act in other media so I had more of a reference for what her face should look like when talking and emoting. Overall I left excited to see how the narrative plays out.

Combat

From a more gameplay-focused perspective, the three features most oft talked about from Dying Light were the melee-focused combat, the parkour, and the day/night cycle. All of these are returning with various tweaks and adjustments. Firstly, combat was very similar to the first game. It’s melee-focused and visceral. We were told that this time they wanted it to feel even more brutal than it did in the last one. To this effect the reaction animations are more violent and the sound effects are more detailed and really stood out. I really got a kick out of bashing and cutting at infected and humans alike. As always we at MP1st save our judgments for the final release but, I can say that the combat encounters I played were very satisfying and it does appear that the people at Techland have not lost their Dead Island pedigree for making this hack and slash combat fun.

The other major difference to combat is a mechanical one. In the same interview Smektala explained that there are 200 or so weapons in the game and the desire is for you to try them all. To this effect while weapon degradation is back, weapon repair is not. Once it breaks, it’s gone. In the demo I played, the weapons reappeared in my inventory when they broke but they did seem to break perhaps a smidge faster than I would have liked. And knowing that in the final game I was going to have to scrounge to find a replacement didn’t seem exciting. That being said, you do have a bunch of weapon slots in your inventory even if you can only have four available on your weapon wheel at one time so I don’t think it will be an issue of not having any weapons as much as it may be an issue of having to just not have a favorite weapon. I did find that all the weapons I had access to felt a little different, and I did enjoy using all of them. I’m curious to see how the flow of moment to moment gameplay gets affected by this change.

Two things I’d be remiss to not mention are that bow and arrows make an appearance and in this demo they didn’t let us see any of the weapon augments like flames or electricity but they are definitely there and I was told that they are really excited about them. The bows were able to kill most of the enemies I encountered in one or two headshots but aiming took enough skill and using them was slow enough that they didn’t feel overpowered. I liked them and I appreciated the variety but in my time playing I tended to prefer just going for it with a police night stick or an ax. Those sound design and blood splattering effects were really compelling I gotta say.

Parkour

Personally, I think the feature that stuck out to me the most in the first game was the Parkour. It made the action, whether you were chasing or running, that much more exciting. It was probably the set of mechanics that most directly affected the moment to moment experience in the first game and I was excited to see how it was being implemented here. 

Thankfully there doesn’t seem to have been a massive redesign on the essentials of the movement. I was able to naturally start pulling off basic moves and navigating roof tops and streets crowded with dilapidated cars right when the demo started. That being said, beyond the simple vaults and climbing, they have made changes. As I mentioned before: there is a much bigger emphasis on verticality in DL2. I was able to see that in the Central Loop portion of the map from the demo. The biggest new movement mechanic I saw opened up options to navigate these skyscraper: the Hang Glider. Which was one of a handful examples I saw (dialogue trees being another) of how they are willing to look to other big games in the space for inspiration while also put their unique twist on it like we talked about in our interview with them earlier this year. It functions in much the same way that hang gliders usually do in games. You jump, pop it open, and then use the left stick to steer it. I thought that the rate of descent felt a little fast but there are large fans on top of the buildings that you can glide over to get a burst of height letting you sail from one building to the next. At first I didn’t find the glider as intuitive as I would have liked, and I struggled getting used to it. I did mostly figure it out by the end and I think that with a little more practice I can see the possibilities it could offer.

In the previous game I absolutely loved the grappling hook and I think it would fit right in alongside the hang glider. Unfortunately I didn’t get to see the grappling hook in action but I was assured that it is in the game so we’ll have to wait until the final release to see how that affects the movement. (The drop kick which I specifically asked about before the demo is in the game too and it’s also still dope as all get out.) I did find myself having a little difficulty with some of the timing and distancing on the navigation in general. So while it definitely felt different I was able to do basic parkour right off the bat as I mentioned above so I’m assuming that with more practice I’d have an easier time adjusting to the new systems. Time will tell.

Day/Night Cycle

Now for the game’s namesake, the day/night cycle. In the first game, night time was dangerous and it felt dangerous. I can only think of one other game that made in-game night time feel genuinely scary compared to the day (Capcom’s fantastic action RPG Dragon’s Dogma being the other). With the limited visibility and the nearly unkillable Volatile infected running around, your best option for a large part of that game was running to a safe zone and sleeping until morning. And even in the late game you still needed to be careful. With Dying Light 2 Stay Human, Techland is very obviously going for a slightly different approach. 

As the game’ director Smektala told me, a lot of players were too scared of the night so they just avoided it all together and never saw that portion of the game. So in this outing they are trying to make it less scary and more necessary to the overall experience. I saw several of these mechanics at work. During the day, indoor areas are densely populated with hibernating infected whereas at night they become active and the streets become packed as they wander out. This then is a major influence on the missions and objectives: forcing you to take on indoor missions at night unless you’re willing to burn through your resources to kill the hordes and stay alive. I tried running in to do an indoor mission in the daytime and while I made it work I did end up losing two weapons and all but one of my health bandages. 

I was also told that the loot and weapons you find at night are higher tier and thereby there is also an incentive to go looting then. While I did loot for parts to build expendable items like bandages, syringes, and molotovs  the weapons in the demo were preselected in our inventory and they regenerated when we lost them which is not how the final game will work so I was not able to see this tier grouping in action for myself. I did see the value in having different weapons to switch between however. So I’m not too worried about it.

There was one last night time mechanic that I saw that I thought had real potential. As I was running around at night a rectangle would appear at the top of my screen that said “Chase” with a few bars underneath it. I heard what sounded like a much more aggressive Infected behind me and I started taking damage. The first time it happened I didn’t even bother to turn around. I just booked it and started weaving through the streets and over the roofs using as complex of a path as I could to try and lose whatever was attacking me. As time went by I saw one of the bars start to flash and then fully change to yellow. I then heard more voices chasing me. Eventually I made it away. The next time that happened I wasn’t so lucky, I got caught in a corner and was killed. 

It turns out that this Chase mechanic is a new feature that appears to build on the Night Walkers from the first game. When one sees you they start chasing you and the longer the chase lasts the more of them there are. It ends if you get to a safe haven or you die or I assume if you turn around and kill them but no one I spoke to tried that. It felt a little like a zombie version of the star system from Grand Theft Auto. The longer you run, the more “popular” you get. I wasn’t able to tell if your bars go up just based on time lapsed or based on other chasers seeing you run by and joining in. It’s a mechanic that feels like it will make the game very popular for streamers and “let’s play” channels but could also make for both fun and frustration for the average person. I will say that I got a real kick out of both times it happened to me. I think I could see it being something where I both learn strategies for ending it quickly when I need too but also could really let go for a while for the fun of having a reason to push the parkour to the limits. I think it’s one of the features I’m most excited to see more of when the game comes out.

A Word on Multiplayer

I know us being MP1st you would expect us to have something to say about Multiplayer. Well at this event they didn’t show us any multiplayer however Tymon Smektala and I did have a chance to talk about it and is touched upon in our interview with Techland going up the site soon.

Final Thoughts from the Game Preview

At this site we try to withhold judgment until the game is finalized and it’s review time. But I will say that I am personally still very excited for Dying Light 2 Stay Human. I have mentioned a couple of things that I was not totally sold on or that I would have liked to be slightly different. I’ve also pointed out things that I think are really interesting and that I’m wanting to see more of. But even at three hours this was a limited view. It was iterated to me a couple of times that they were still polishing which is why the delay happened to begin with. Ultimately, I’m excited to get back into this world for a full length experience and you can count on us to be here to tell you all about it come February.

We have an in-depth interview  with Tymon Smektala and the extended gameplay look. Until February, Good Night and Good Luck.


MP1st would like to thank Techland for inviting us to play and record Dying Light 2, as well as talking to us about the game.

Tim Lawrence

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DRAGON BALL: The Breakers Trailer Released, Closed Beta Test Coming Soon on PC

This week has been the week for stealth announcements, as Bandai Namco has their own surprise with the DRAGON BALL: The Breakers announcement trailer. The game is an asymmetrical action title, one of the last genres anyone could’ve expected for the Dragon Ball franchise. Check out the trailer below.

In addition to the DRAGON BALL: The Breakers announcement trailer, a press release detailing more of  the game has been sent out which you can check out below:

DRAGON BALL: THE BREAKERS consists of 7v1 matches where seven normal “Survivors” have been sucked into a mysterious phenomenon called the “Temporal Seam” and must contend with the overwhelming power of the eighth player, the franchise iconic rival “Raider,” whose task is to obliterate the Survivor team. The Survivors don’t have any superpowers and must rely on various power-up items, weapons, and pilotable vehicles to battle and evade the Raider while searching for the Super Time Machine to escape oblivion. Concurrently, the Raider will be able to play as Cell, Buu, or Frieza and amass overwhelming power to destroy the Survivor team throughout the match, ensuring complete dominance.

Bandai Namco also shared that a closed beta test will be happening soon on PC, allowing lucky players to check out the game early. DRAGON BALL: The Breakers will be releasing sometime next year for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC via Steam.

MP1st Staff

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Souldiers Gameplay Trailer Showcases a Metroidvania and Soulslike Action Platformer

If you’re itching for an adventure game with RPG style elements then publisher Dear Villagers has something for you, as a new Souldiers gameplay trailer just dropped, showcasing a Metroidvania and Soulslike action platformer that gamers will want to check out and take on.

Here’s the exclusive new gameplay MIX trailer with commentary on what this upcoming adventure has to offer!

If you’re wondering what the plot of Souldiers is, here’s the overview from the game’s Steam page.

While out fighting for the glory of your kingdom, you and your fellow soldiers are whisked away to Terragaya, a mystical land on the fringes of the afterlife. Your task is to locate the Guardian and move on to the next world. The hitch? You and your compatriots never actually died.

Battle your way to the heart of the mystery: Outwit cunning enemies, solve nefarious puzzles, upgrade your character and explore every corner of a dazzling, intricate 16-bit world. Souldiers is a handcrafted retro epic for the ages.

We’ll be tackling more about Souldiers as it builds its way to its release date early next year. In the meantime, be sure to check out more game news and features over at MP1st.

Souldiers will slash its way to Nintendo Switch and Steam via PC on Spring 2022.

Tim Villasor

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Outriders Legendary Drops and Set Changes in New Horizon – Here’s What Changed

A huge Outriders patch just came out today, and it came with tons of new changes to the game, including Legendary drops as well as gear sets. Head down below for a complete rundown of  the new stuff that came out Outriders update 1.16.

Outriders Update 1.16 – Legendary Drops and Set Changes in New Horizon:

Outriders Legendary Loot Drops and Farming Information and Changes

  • What has been done?
    • New Horizon addition: The Eye of the Storm now includes a pick-and-choose Legendary item reward. You’ll be able to choose one of three gear pieces, 2 armor pieces and 1 weapon, upon completion, with your options being randomly pulled directly from the full loot pool.
    • New Horizon addition: Tiago’s store has been overhauled. It still sells Legendary gear, but now offers two additional options (more details):
      • Re-roll the available Legendary gear on offer.
      • Purchase a mystery Legendary gear piece.
    • New Horizon change: With the removal of timers, the rewards received for completing Expeditions have been rebalanced in order to make all Expeditions feel viable and rewarding.
    • Legendary Drop Rates, across the board, were increased by 100% (June Patch).
    • Legendary Anti-Duplication System implemented (June Patch) and improved (August Patch). This system is designed to improve, but not guarantee, the chances of you obtaining gear that you did not previously receive.
    • Other Improvements to the Outriders Legendary Drops system (June Patch).

Changes to Gear and Legendary Sets

  • We’ve partnered with the unofficial Outriders Outpost app (Outriders.app) to ensure that these changes are already live in the app as soon as possible! Visit Outriders.app to create and share your new builds!
  • The Health available on Armor pieces has been increased greatly and rebalanced. It is now possible to effectively double character health by using certain gear pieces. (June Patch).

Trickster

  • [NH] Trespasser Set
    • A new set bonus has been added to the existing bonus.
    • The existing bonus is:
      • “Player characters inside Slow Trap cannot die”.
    • The additional new set bonus is:
      • Increase damage by 6% per enemy affected by a Deception skill. Additionally, Players can’t die inside Slow Trap.
      • Note: Deception Skills are: Slow Trap, Venator’s Knife, Time Rift

Technomancer

  • [NH] Torrential Downpour Set
    • The extra cluster bombs spawned by the set bonus of the Torrential Downpour Set have had their deployment time reduced.
    • A bug that was preventing an extra mine’s deployment after a direct hit was also fixed
  • [NH] Grim Inventor’s Set
    • The set bonus of Grim Inventor set has been changed so that Tools of Destruction can be refilled multiple times during its duration:
    • The old set bonus was:
      • While Tool of Destruction is active, a confirmed hit with Pain Launcher refills 20% ammunition for both minigun and the RPG. This only happens once for each Tool of Destruction usage.
    • The new set bonus is:
      • “While Tool of Destruction is active, a confirmed hit with Pain Launcher refills 20% of the ammunition for both Minigun and the RPG.”

Pyromancer

  • [NH] Lava Lich Set
    • The set bonus of the Lava Lich set has had the cooldown reduction it provides increased to 30% (Previously: 10%)
  • [NH] Reforged Set
    • Reforged was originally intended to be a Long Range Firepower set. However, players have mostly used it with Anomaly Power builds. We have therefore changed the attributes of this set to better support Anomaly Damage builds. The Long Range attributes on all set pieces have been changed for either a Cooldown Reduction or a Skill Leech attribute.
    • The Reforged Head Armour set piece, Cowl of the Reforged, has had its attributes swapped:
      • The Health attribute has been replaced with an Anomaly Power attribute.
      • The Long Range attribute has been replaced with either a Cooldown Reduction or a Skill Leech attribute
      • This change makes the helmet more suitable to the sets new functionality of an Anomaly Power oriented build.
    • The Reforged Chest Armour set piece, Armor of the Reforged, has had its mod swapped:
      • The “Bullet Absorption” mod has been replaced with the “Ash Grasp” mod, which inflicts Ash on all enemies in Thermal Bombs AOE range prior to its explosion.
      • This should make Thermal Bomb much easier to use as part of this set.
    • The Reforged Lower Armour set piece, Waistcloth of the Reforged, has had its mod swapped:
      • The “Wildfire” mod has been replaced with the “Fire Frenzy” mod, which provides an additional use of Thermal bomb.
    • The Reforged Feet Armour set piece, Boots of the Reforged, has had its mod swapped:
      • The “Nova Master” mod has been replaced with the “Anomaly Hunger” mod.
      • By making this change, we expect the Feed the Flames skill to deal more damage, making it a better tool to detonate Thermal Bombs.
    • The set bonus of the Reforged set has had its damage bonus increased.
      • Using Thermal Bomb increases the next damage of Feed The Flames by 75% (Previously: 50%)
      • Using Feed The Flames increases damage of next Thermal Bomb by 75% (Previously: 50%)

Devastator

  • [NH] Deathproof
    • A new set bonus has been added to the existing bonus.
    • The existing bonus is:
      • “Reduce the Cooldown of Boulderdash by 90%.”
    • The additional new set bonus is:
      • Reduce the Cooldown of Boulderdash by 90% and increase Firepower by 15% of Armor.
    • The Deathproof Gloves Armour set piece, Deathproof Gauntlets, has had its mod swapped:
      • The “King Slayer” mod has been replaced with the “Death’s Door” mod.
  • [NH] Marshal
    • The set bonus of the Marshal set has had its shared bonus derived from Anomaly Damage increased to 40% (Previously 10%)
    • The Marshal Gloves Armour set piece, Marshal’s Gauntlets, has had its mod swapped:
      • The “Shattered Armour” mod has been replaced with the “Mosh Pit” mod.
      • The Shattered Armor mod removed Armor from enemies, while the Mosh Pit mod applies the status effect Vulnerability. As the Marshal gear is more of a Anomaly Power set, we decided it was a better fit to increase damage from all sources instead of reducing enemy Armor.
  • [NH] Statue
    • The Statue set has had its attributes swapped:
      • The Skill Leech attribute has been replaced with a Close Range Damage attribute.

For a condensed rundown of this lates patch for Outriders, check out our patch notes post that will go live later today.

Source: Reddit

MP1st Staff

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Outriders Transmog System, Thiago Store Rework – Here’s What’s New

As part of the Outriders New Horizon title update, People Can Fly has rolled out a new Outriders Transmog system. and even Thiago’s end-game store has been reworked! Curious what’s new? Read on.

Outriders Transmog System:

  • What has been done?
    • We’ve added a brand new Transmogrification system to Outriders. This allows you to change the visual aspect of an item to that of another item, while maintaining the mods and stats of the original gear piece. For weapons, this will also include all sounds.
    • Transmogging is entirely free and can be done practically at any time. No convoluted systems, MTX or ingame resources required.
  • Why has this been done?
    • A Transmog system was one of the most requested features we saw about in the community after launch.
    • As we do not have the requirements of a live service game, we do not need to rely on a system like Transmog to nickle and dime players. This is why we’ve made it as simple, straightforward and player-friendly as possible.
  • Give me the details!
    • Transmog is accessed through a new tab in the Customization Menu as well as through a shortcut in a given items Detail View screen.
    • Opening the Transmog menu will give you access to all collected and available looks for the given item.
    • In this menu, you are able to preview and either apply a Transmog look to the given item, or even apply the same Transmog set in one go.
    • From now on, any gear item you find in Outriders will be automatically added to your Transmog Library.
    • All items that are currently in your stash and inventory have been added to your Transmog library.
    • Your Transmog Library spans across your entire account and is not character specific. Any designs found on a new character will be added to the global account Transmog library.
    • You will only need to collect items once and will then be able to apply their Transmog effects an unlimited amount of times.
    • Any item can be Transmogged an unlimited number of times.
    • Transmog is only possible within the same gear categories, e.g. Automatic shotguns into Automatic shotguns.
    • Transmogged Items have an extra Icon on their item view to identify them as transmogged.
    • Transmogged Items retain the colour shading of the original gear piece. If you make a Legendary Gear piece look like a Common gear piece for example, the background colour shading will remain Legendary Gold.
    • How many more times can we write the word Transmog in this section?
    • We’ve also added 11 new skins to the game, one per weapon class, for you to hunt down. You won’t be able to obtain these from standard drops though… a little exploration will be in order.
  • Show me!

Outriders Thiago Store Rework Info:

  • What has been done?
    • Tiago’s store has been overhauled. It still sells Legendary gear, but now offers two additional options:
      • Re-roll the available Legendary gear on offer.
      • Purchase a mystery Legendary gear piece.
    • Both of these options will cost Drop Pod Resources.
  • Why has this been done?
    • While we’ve greatly improved the overall Legendary drop changes and system since Outriders launch, we’re aware that players still would have liked a system that could improve their chances of acquiring very specific items. Tiago’s Store rework, alongside the Eye of the Storm reward changes, are both part of our steps towards making the hunt for Legendaries more fun while also making better use of Drop Pod Resources.
  • Give me the details!
    • Re-rolling Tiago’s offer of Legendary Gear as well as the Mystery Legendary Purchase will be based on RNG.
    • Re-rolling Tiago’s offer will always generate 3 Weapons and 4 Armour pieces.
    • Both options do not have a limit to how often they can be done.
    • Re-rolling Tiago’s offer of Legendary Gear will require drop pod resources.
    • This was chosen so that players have a reason to collect Drop Pod Resources and also play the game. By simply playing Expeditions you will collect enough Drop Pod Resources to maintain a good cadence with checking in Tiago and refreshing his offering if need be.
    • We didn’t want to put Tiago’s store on a Timer based refresh system as this felt too passive and could require players to have to keep checking back over many weeks or months, rather than being able to complete the game at their own pace.
    • The cost of Drop Pod Resources required for Refreshing and the Mystery Purchase will rise alongside the level of item that you will be able to purchase. This continues to be based on your CT progress.
    • The minimum level of Legendary items found in Tiago’s store has also been reduced from 45 to 35, so that players can access it sooner after completing the campaign and getting into Expeditions.
    • Mystery purchases do not have a minimum level, so you will always be able to equip it, regardless of your level.
    • The cost of regular items sold by Tiago has also been lowered.
  • Show me!

Outside of the Transmog and store rework, skills and more have been changed too! Read all about the changes for that here.

Source: Reddit (1, 2)

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Alex Co

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

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Halo Infinite Season 1 Doesn’t Earn XP for Completing Matches, Only Daily/Weekly Challenges

The stealth launch of Halo Infinite‘s free-to-play multiplayer component was a very welcome surprise for fans, as the beta has been downloaded so much that it capped Steam’s servers. However, with players now getting their hands on the game, there have been mixed reception on some free-to-play aspects of the game, most notably, the battle pass. As reported by many players, Season 1 of Halo Infinite is not giving experience (XP) for match completions, but rather only through daily and weekly challenges.

This aspect of the game broke out on Reddit, where a thread describing Halo Infinite’s grindy nature earned tons of upvotes:

Leveling up the Battle Pass is a nightmare
byu/keithmadden inhaloinfinite

Several users flocked to the thread to describe their early experience with the game. User Randy191919 stated:

And another issue is that even if you COULD select: You can ONLY level up through challenges, no other way, you don’t earn any XP for matches, only for challenges. And challenges can be game type specific, like “Score a point in Capture the Flag” or “Conquer a Point in Hardpoint” so even if you could select to just play SWAT, if you don’t have a challenge for it it’s basically “wasted”, because then you’ll have to chose between progression or having fun in a mode you enjoy and that shouldn’t be a thing.

User AWACS_LIQUID also compared the game to 2019’s COD Modern Warfare:

I spent 6 hours playing halo today. I love the gameplay and I want to love playing it just as much, but this XP system is the god damn worst. Just barely scraped my way into level 3 when I finally got fed up.

Multiple matches I spent getting shit stomped and couldn’t even get some pity XP. Then a couple matches later I went 30 and 5 in pvp slayer. I was on cloud 9. Until the match ended and I got no XP cause I had completed no challenges. It’s actually making me not want to play the game.

Don’t lunch me, but they need to take a lesson from CoD MW2019. I kept playing MW matches even when getting shit stomped, cause I was still getting XP for it. I was able to rank up, unlock new weapon parts, or do the battle pass. Cause even if I did bad, I get credit for it.

Call it a participation medal, but it at least lets me progress.

But not in halo infinite. You’ll make no progress for multiple matches and you’ll deal with it.

It’s interesting to see how 343 Industries will address this grindy aspect, if they even address it. Halo Infinite Season 1 multiplayer may be free to play, but crippling experience gains may hinder it in the long run.

What do you think? Are you okay with only gaining experience in Halo Infinite through daily and weekly challenges? Let us know in the comments below!

Thanks, keithmadden !

MP1st Staff

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SMITE Update 11.99 Patch Notes; Out for TRANSFORMERS Collab 8.11 This Nov. 16

Hi-Rez Studios has released the SMITE update 11.99 patch this November 16, and this one is for the TRANSFORMERS collaboration update 8.11! Head down below for the complete patch notes.

SMITE Update 11.99 Patch Notes | SMITE TRANSFORMERS Collaboration Update 8.11 Patch Notes:

November 16 – 8.11 TRANSFORMERS Update

  • TRANSFORMERS Battle Pass
  • Digital Loot Pack
  • Odyssey: Perilous Seas Continues
  • Winter wonderland Chest
Battle Pass

TRANSFORMERS Battle Pass (750 Gems)

TRANSFORMERS Battle Pass Plus (1450 Gems)

Paid Track Items:

  • Geb Optimus Prime
  • Jing Wei Starscream
  • Ra Megatron
  • Bumblebee Avatar
  • Megatron Announcer Pack
  • Autobots vs. Decepticons Loading Frame
  • Cybertron Pedestal
  • Cybertron Ward Skin
  • Teleport Grid Recall Skin
  • Cybertronian Level Up Skin
  • Starscream Announcer Pack
  • Grimlock Dino Avatar
  • Universal Greetings Global Emote
  • Kremzeek Ward
  • Transformers Jump Stamp
  • Insecticon Avatar
  • …and more!

Prestige Track Items:

  • Geb G1 Optimus Prime
  • Jing Wei G1 Starscream
  • Ra G1 Megatron
  • Matrix of Leadership Avatar
  • Megatron Avatar
  • Transformers Loading Screen
  • Optimus Prime Avatar
  • Autobots vs. Decepticons Loading Screen
  • Planet Unicron Avatar
  • Sharkticon Avatar
  • Starscream Avatar
  • G1 Transformers Loading Screen
  • …and more!

Free Track Items:

  • Cybertron Avatar
  • More than meets the Eye Global Emote
  • Optimus Prime Announcer Pack
  • Cybertronian Player Title
  • …and more!
Quality of Life

General

  • NEW Ranked Conquest Draft System: All Ban
    • This new Draft System will apply only to Ranked Conquest mode for Keyboard + Mouse and Controller queues
    • It will not be applied to any competitive play
    • It will also be a custom draft type option: All Ban
    • All “Bank Time” has been removed
    • Planning Phase – 30 Seconds
      • The first phase before bans, returns to SMITE
      • Each player will be able to mark up to one god they intend to pick, to show to their team mates
      • They can also show up to one god they suggest their team should ban
      • Players can also use this time to attempt to trade roles
    • Ban Phase – 30 Seconds
      • All 5 players on each team will get to ban 1 god at the start of the draft
      • Opponents bans will not be revealed until after every ban is locked or the time expires
      • Duplicate bans can occur (Order and Chaos team each ban the same god)
    • Picks – 20 Seconds each with NO bank time
      • This will follow the same pick order as previous
        • Order – 1st Pick
        • Chaos – 1st and 2nd Picks
        • Order – 2nd and 3rd Picks
        • Chaos – 3rd and 4th Picks
        • Order – 4th and 5th Picks
        • Chaos – 5th Pick
    • Trade Phase – 30s
    • Launch Phase – 10s

UI

  • Players can now see their allies’ Relic cooldowns on the scoreboard
  • Updated God Leaderboards Formula (OLYMPIAN)
    • Wins at higher MMR ranked matches will now count for more MMR on the god leaderboards (high rank players should be able to reach higher tiers of the god leaderboards more easily)
Bug Fixes

UI

  • Fixed an issue where the UI would prevent relics from being Purchased, Sold, or Undone (Shipped in an earlier hotfix)
  • Updated the ranked queue text to describe the Ranked Requirements that were recently added. As a reminder the new requirements are :
    • Conquest
      • 20 Owned Gods at level 2 mastery or greater
      • 30 PvP Normal Conquest Matches played
    • Joust
      • 14 Owned Gods at level 2 mastery or greater.
      • 30 PvP Normal Joust Matches played
    • Duel
      • No requirement changes to be updated.

General Gameplay

  • Joust
    • Fixed an issue where there was some invisible collision that would block attacks.

Gods

  • Cliodhna
    • Fixed an issue where she could get stuck in walls (shipped in an earlier hotfix)
    • Decreased the volume of the sound effects on her first ability for Cliodhna and her Allies
  • Ratatoskr
    • Fixed an issue where his acorn glow could be seen from long distances and through walls
  • Zeus
    • Fixed an issue on the Omniscient Oracle skin where the additional chained hits of Chain Lightning played no audio
  • Jing Wei
    • Fixed an issue where the camera would make an unintended jump during her ultimate
    • Fixed an issue where a muzzle flash FX would play after landing
  • Ra
    • Ra’s Ultimate will now always be visible to all players, at any distance (not through walls)
    • Fixed an issue where Ra’s Divine Light would deal damage but not slow and blind if it detonated when he was banished or knocked up
  • Geb
    • Fixed an issue where shockwave could sometimes miss targets who were standing in the area and jump spamming
  • Susano
    • Fixed an issue where Susano’s other abilities would not trigger item effects if used while Susano’s Storm Kata 2nd or 3rd strike were still active
  • Baba Yaga
    • Baba can no longer stack Gem of Focus quickly through changing potions
  • Odin
    • Fixed an issue where Gungnir’s Might had the wrong text for its Mana cost
  • Loki
    • Fixed an issue where Assassinate had the wrong text for its Mana cost
  • Set (OLYMPIAN)
    • Fixed an issue where if Set gets interrupted during the startup of a teleport to his clone, he wouldnt be able to use sandstorm until he does teleport.
  • Jormungandr
    • Fixed an issue where he was glowing CC immune at unintended times during his ultimate.
  • Ao Kuang
    • Fixed an issue where he was glowing CC immune at unintended times during his ultimate.

Items

  • Manikin Hidden Blade (OLYMPIAN)
    • Fixed text to read current health damage to bosses, not max
    • Fixed an issue where this did not always deal the right amount damage to bosses
  • Bumbas Dagger (OLYMPIAN)
    • No longer provides a flat heal for destroying enemy towers/phoenixes
  • Hide of the Nemean Lion
    • Fixed description to be more clear and consistent that the bonus comes from your Protections from items and abilities
  • Pridwen
    • Fixed description to be more clear and consistent that the bonus comes from your Protections from items and abilities
Balance Live With The TRANSFORMERS Update

Game Modes:

Corrupted Arena Returns!

  • It will be its own Queue
  • Or can be chosen as a game mode for custom games

Slash Game Mode Update

  • SLASH will now be launching in 9.1 with the arrival of the new season of SMITE
  • Thanks so much for your patience. We know the community has been anticipating this mode and we want to make sure we take the time to do it right!

Conquest

  • Increased the amount of time at the start of the match (from when players spawn in until minion spawn) by 5 seconds
  • Added a Goldfinch character and nest to the environment near the Gold Fury objective as a memorial to John Finch

Items

Smite World Championship
The Smite World Championship is close approaching! We are getting ready to see the highest level of competition as our Pro Players battle it out for a World Championship title. As we prepare for this time of the year we want to ensure we are making changes that address core competitive level concerns while also giving our Pro Players time to play with these changes. Since 8.11 is the last patch with significant time ahead of Worlds this will be the last major opportunity to do meta adjusting changes. Many top level picks have been nerfed in Bonus Balance, many items that are underwhelming or need an update are present in this patch, and many gods who have been underperforming will be getting their chance at a spot in the meta. Getting these changes out now will provide ample play time with these changes and set up 8.12 to be a final small adjustment patch for any issues that may arise before the competition begins.
We look forward to going into the end of the year with everyone and cannot wait to see what the competition brings in a few months!

Death’s Toll
Death’s Toll provides additional safety in lane making it a popular option in general; but not a particularly competitive choice compared to Leather Cowl. With 5 additional Power early boxing will get a nice bonus and it should help it to bolster the Attack Speed and Penetration that hunters are naturally building.
  • Increased Physical Power from 15 to 20
  • Increased Magical Power from 30 to 35

Gilded Arrow
Similar to Death’s Toll, this item lacked in its strength compared to the all around Leather Cowl. More Basic Attack Damage helps it stand out in the early game while helping it synergize as the hunter builds other items.
  • Increased Basic Attack Damage from 20 to 25

Benevolence
Benevolence, Sentinel’s Gift, and the occasional War Flag are seeing a much healthier spread in selection from our Supports. Benevolence in particular was seen as underwhelming at launch but players have been able to leverage the healing to great effect. One thing that did not feel great about the item however was overcapping and losing out on stacks if there was no ally harmed to heal. Now when you would gain stacks from assists that will overcap you; they are simply consumed as long as an ally is near you. This should help this item feel better when helping clear near a full health ally without introducing abuse cases for generating gold in other roles. To offset this increased efficiency we are reducing the Health provided by this item.
  • If you are at 50 stacks and gain another stack for any reason and you are near and ally that stack will be automatically consumed for gold and you will remain at 50 stacks
  • Decreased Health from 100 to 75

Vampiric Shroud
Vampiric Shroud’s goal is to provide mages and guardians with a strong hybrid option out the gate. Finding the right balance between defensive and offensive potential is a fine line as we have seen with Guardians being able to take over the solo lane. Since then a significant portion of its defensive stats have been reduced making it much more niche than our stated goal would want. A small increase in Power should go a long way in helping this feel more applicable to more gods.
  • Increased Power from 25 to 30

Sigil of the Old Guard
Warding Sigil got major changes last patch and since then we have seen it become much more competitive with Warrior’s Axe and Bluestone Pendant. One portion where it falls short however is its upgrades. The feedback we have received is they lack the same impact making it hard to fully justify going to Warding Sigil. We agree and are bringing up the strength of both of its upgrades.

Sigil of the Old Guard should be the defensive go to for Warriors. A bonus of 5% always on Damage Mitigation with an easy to manage stacking passive will let players more effectively tank from skirmish to skirmish.
  • Now has 5% damage mitigation as a stat (applied always)
  • Increased the duration of the Passive Rebuke Buff (which provides stacking damage mitigation) from 5s to 8s

Infused Sigil
Infused Sigil is the offensive option, rewarding diving into quick brawls and punishing ability users for remaining too close. Its previous trigger condition happened too infrequently to be reliable and lacked the impact to really swing an engagement. Both aspects are being improved to help this item stand out against the other slew of Starter upgrades.
  • Decreased the stacks required to trigger the explosion from 4 to 3
  • Increased Passive’s base explosion damage from 500 to 600

Warrior’s Axe
In recent patches we have focused heavily on making sure Solo lane feels fun and engaging, with more emphasis on fighting rather than being tanky and passively clearing the wave. Warrior’s Axe in particular fell into an odd spot, allowing for strong fighting potential but lacking any power without the Mask to clear the wave while fighting. We are shifting its stats around to help it stand independent of the Mask and align with the other changes to our other solo lane starters. To gain its new found Power we are removing its Health, a small amount of Physical Protections, and increasing its cost to match Warding Sigil.

For all items here since their shifts are significant enough, we are presenting them as ‘new’ items to show them in full context. Below each item will be an itemized change log so you can see the specific differences between old and new Warrior’s Axe.
  • Increased Cost from 600 to 650
  • Removed 75 Health
  • Decreased Physical Protections from 15 to 10
  • Added 15 Physical Power
  • Added 20 Magical Power

Sundering Axe
With the removal of Health on the base Warrior’s Axe this item is receiving a similar update. A loss of 250 Health is being replaced with strong amounts of Power to keep it aligned with its more offensive goals.
  • Added Physical Power from 0 to 40
  • Added Magical Power from 0 to 65
  • Removed Health from 250 to 0

Hero’s Axe
Hero’s Axe is the upgrade path that is much more focused on defense so its stats are not changing too much. While reviewing the tree as a whole, Hero’s Axe has struggled to compete as a choice with Sundering Axe and we feel that it lacks the tankiness needed to really succeed in its goal. A boost to protections will help it, especially when compared to the updated Sigil of the Old Guard.
  • Increased Physical Protection from 35 to 45
  • Increased Magical Protection from 35 to 45

Lotus Crown
Lotus Crown provides healers with a strong mixture of Power, Protections, and MP5 that can be shared with their team. Given how cheap this item can be rushing it can become quickly overwhelming for an enemy team to fight into. We are adjusting the cost to better match its overall efficiency and strength as an early item.
  • Increased Cost from 2050 to 2150

Mystical Mail
Mystical Mail’s adjustments earlier this season have helped this item find a strong identity in the Solo lane, making it a common sight. Its mixture of survivability, wave clearing, and toe-to-toe damage output is perfect for the role. We are increasing the cost and lowering its protections to help other items have more opportunity to be built against this item’s combination of strengths.
  • Increase Cost from 2350 to 2450
  • Decrease Physical Protection from 40 to 35

Book of the Dead
It’s been a while since this book has been picked off the shelf! That’s why it’s time to lean into its more defensive stats so high mana builds feel rewarding. More power, a bigger shield, and a splash of CCR will make mages that utilize the book build a good deal more impactful, especially in the late game when the passive really comes into play.
  • Increased Power from 100 to 120
  • Added 20% CCR
  • Increased the Mana Shield on the passive from 20% of your max mana to 30%

Staff of Myrddin
Since its Midseason change, Staff of Myrddin hasn’t seen much use other than on a few cooldown-oriented gods. Making this luxurious item more affordable will help it compete with all the other late game mage items, especially alongside a slight power buff. Let’s see this rapid fire passive back in action!
  • Decreased Cost from 2800 to 2650
  • Increased Magical Power from 85 to 95

Fail-Not
Fail-Not has fallen off thanks to a shift in the hunter meta away from heavy crit builds. This item has huge potential to turn team fights with its devastating passive, but its base stats were simply not up to standard. Giving this item increased crit chance will make it easier to build, as it’s now not as reliant on supplementary crit items to be potent.
  • Increased Critical Strike Chance from 10% to 20%

The Executioner
This hunter item has not been executing many foes lately, so it’s time to give it a slight push to help them shred through your tanky adversaries. We feel as though hunter builds already inherently bring a lot of attack speed, so bolstering The Executioner’s power will more consistently increase hunter DPS, especially for players able to stack up and play around its tank shredding capabilities.
  • Increased Physical Power from 35 to 40

Gods

Bastet Rework
The Bastet rework is here! Bastet herself offers a unique style of gameplay. Her purely ability based focus combined with her in and out leap allow her to burst down her opponents while being flexible in how she approaches a fight. With her previous rework we sought to double down on this aspect, providing her a stim that made her exceptional at this specific gameplay loop. This functionally worked but lacked extra depth and did not provide Bastet with new ways to approach a fight. If she cannot leap in, the reworked ultimate didn’t really help her.

With this new rework we want to give her a powerful tool for an assassin to contribute to a teamfight; one that synergizes with her ability based tools and has flexibility in its use cases for when she cannot leap in. Introducing; Huntress of Bast! Bastet will send forward a line skillshot that upon a successful hit will summon a Huntress of Bast that will pick up and bring her opponents to her and drop them into a swirling pit of sand! She can now contribute to engaging a teamfight with her team or she could isolate targets to use her base kit to finish them off.

With this new Ultimate comes some other kit adjustments. Tracking Scent has been replaced with Night Stalker, a passive that rewards damaging enemies with Physical Ability Lifesteal and revealing her prey. The previous version of Tracking Scent encouraged players to track her foes but was difficult to leverage well. Now enemies you begin fighting will struggle to escape from your sights.

Additionally, Razor Whip is getting a solid improvement in its responsiveness and clear speed. It will now tick significantly faster, but deal the same damage over its duration. Combined with a cooldown reduction, clearing jungle monsters should feel smoother and more consistent; keeping her speed more consistent with the current roster of Assassins.

Overall Bastet should feel similar but smoother to play moment to moment while gaining a new powerful option in her ultimate that will bolster her ability to contribute to the team or really let her isolate her opponents. We are excited to see where she fits into existing team compositions and are eagerly awaiting for you to get your chance to play her on the PTS!

General
  • Removed references to her old Ultimate from her abilities 1 and 3
  • Bastet will be auto-banned from Ranked and Competitive per usual new god rules

Night Stalker
  • Bastet gains Physical Lifesteal and Physical Ability Lifesteal when hitting enemies. Additionally, enemy gods hit by her are revealed to Bastet for 6s.
    • Against Minions: 5% + 0.5% level (15% at level 20)
    • Against Gods: 5% + 1% level (25% at level 20)

Razor Whip
  • Decreased Cooldown from 13s to 11s
  • Adjusted the duration and tick pacing of this ability
    • Previous damage ticks were 0, 1s, 2s, 3s (4 ticks)
      • The ability previously listed a 4s duration even though all damage ticks were dealt by 3s – the last 1s had no effect
    • Damage ticks will now occur at 0s, 0.66s, 1.33s, 2s  (4 ticks)
    • Same damage being dealt per tick and total

Huntress of Bast
  • Bastet becomes CC Immune and conjures a radiant projectile that travels forward in a line damaging and stunning the first enemy god hit. A Guardian of Bast is summoned at that location that picks up and grabs the enemy hit, bringing them to the initial firing location.
  • On successful capture, a pool of quicksand is created under the enemy creating a Vortex which drags targets toward the center and deals damage.
    • Initial Hit: 180/240/300/360/420 (+100% of your physical power)
    • Quick sand Damage: 20/25/30/35/40 (+15% of your physical power) every 0.5s for 3s
    • Cooldown: 80
    • Cost: 80/85/90/95/100
Cliodhna
The Banshee Queen has really jump-scared her way onto the battleground. We are excited that players are enjoying the horror inspired gameplay she can bring and have been watching her initial stats very closely. She launched at near 50/50 win rate but since then has steadily climbed as players have learned all the tricks to maximize her damage and utility. A nerf seems warranted but we want to be careful with our approach. Cliodhna is a heavy damage assassin who lacks true lockdown. Nerf her damage too much and she will lack a role in her team. Tearing the Veil will receive a damage adjustment given its high usage and long range potential but it will be the only damage nerf this round. To supplement this nerf we are increasing the damage tick rate of Phantasmal.
With this increased tick rate Cliodhna players who use the wall for quick getaways or to immediately attack their opponents will notice little difference. Cliodhna players who want to wait in a wall for extended periods of time will notice a sharp increase in the damage they are taking. Enemy players will be able to punish a Cliodhna who chose a wall poorly and force her to either leave lest she take too much damage, or commit to a potentially less than ideal position. This change will reward strong decision making for Cliodhna and give enemies a more meaningful choice to counter her unique gameplay elements.

Phantasmal
  • Increased tick rate from 0.5s to 0.4s

Tearing the Veil
  • Decreased initial hit scaling from 90% to 80%
  • Decreased rift damage scaling from 35% to 30% per tick
Ne Zha
Even with the huge shift to junglers over the past few patches, Ne Zha has been surprisingly absent from the fun. His kit is largely focused on singling someone out and eliminating them as fast as possible, but one thing he’s missing is a solid tool to poke. We’ve made it so the first enemy hit by Ring Toss takes more damage, so with good aim, Ne Zha players can now be more effective at dropping foes into the threshold where he can sash in and strike.

Universe Ring Toss
  • This ability now deals increased damage to only the first enemy hit by the initial Ring Toss projectile
    • Increased Initial Hit Damage from 75/100/125/150/175 (+20% of your Physical Power) to 80/110/140/170/200 (+40% of your Physical Power)
    • The other damage in the ability is unchanged:
      • Additional targets hit due to the ring bouncing will still take damage equal to the current amount
      • Targets hit multiple times by the same ring due to bounces will still take the same reduced damage
Thor
Thor is typically one of the icons of a mace meta, yet this all-in dunkmaster is sadly underperforming during his time to shine. To help, we’re reverting a previous nerf to Berserker Barrage to boost his clear and late game damage. Now that the God of Thunder has much stiffer competition, we feel it’s high time to give him a gentle push back into the fray.

Berserk Barrage
  • Increased Physical Power Scaling on the first two hits from 35% per hit to 40% per hit
Zeus
This lightning-slinging mage is a threat to behold in many modes outside of Conquest. As such, flat-out buffing Zeus’ damage was not an option we were excited about. Instead, we’ve taken him in a new direction by giving him a buff that is specifically tailored to his weaknesses in Conquest. Attack Speed helps him greatly with early clear while Movement Speed gives him a pinch of survivability in the thick of a teamfight.

Aegis Assault
  • While Zeus is not weighed down by his shield – he gains 20/22.5/25/27.5/30% Movement Speed and 20/25/30/35/40% Attack Speed
Poseidon
Poseidon has been in rough waters since his last change all the way back at the beginning of Season 8. It’s high time to bring the master of the tides back, and what better way than to make it easier for him to utilize his passive. Poseidon will now be able to fire off enhanced abilities more often and hang on to more movement speed after casting. Additionally, we’re decreasing the cooldown on his main Tide generating ability, Trident, and giving it a small scaling buff.

Tidal Surge
  • Decreased Tide Cost from 20 to 15

Trident
  • Decreased Cooldown 20/18/16/14/12 seconds from 16/15/14/13/12
  • Increased Magical Power Scaling per hit from 20% to 25%

Whirlpool
  • Decreased Tide Cost from 20 to 15

Release The Kraken!
  • Decreased Tide Cost from 30 to 20
Ah Muzen Cab
This bee has been busy trying out the mace changes, but unfortunately he’s still getting squashed by the competition. To buff him up, we’re giving his Stinger some new utility to help him deal with the tankier targets that run him over. Should Ah Muzen Cab players hit his skillshot ultimate, they’ll have more options than ever when it comes to chasing down enemies or fleeing from the fight.

Stinger
  • This ability now slows the impaled target 20/22.5/25/27.5/30%
  • This ability now decreased Physical Protections by 30% on the impaled target
Xbalanque
Xbalanque is spending a lot of time in the dark over the past few patches, especially since he was overshadowed by hunters who benefited more from the Jungle item changes. We’re leaning into his unique Basic Attacks by making them more powerful, giving him more attack speed, and increasing his Bolas’ damage. Overall, these changes will bolster his clear and make him a more fearsome foe in the late game.

General
  • Increased Base Physical Power from 37 to 40
  • Increased Base Attack Speed per level 1 to 1.5

Branching Bola
  • Increased Damage from 35% to 37.5%
Xing Tian
Xing Tian has been relatively quiet in both the Support and Solo metas, despite Guardians being mainstays of both lanes. To get him ready and roaring again, we’re giving him easier access to his utility so he can be impactful more frequently. We’re also adding a pinch of damage to the last level of Furious Roar since that specific rank did not scale. This pattern didn’t match anything else in the game, and we believe he is in a state where we can clean that up without pushing him too far.

Furious Roar
  • Increased Damage over time from 1.5/2/2.5/3/3% to 1.5/2/2.5/3/3.5%

Hook Slam
  • Decreased Cooldown from 18s to 16s
  • Decreased Mana cost from 70/75/80/85/90 to 50/55/60/65/70

Sky-Cutting Axe
  • Decreased Mana cost from 65/75/85/95/105 to 60/65/70/75/80
Guan Yu
Guan Yu’s low early game presence and high skill cap has been deterring him from play. It’s time for the Saint of War to charge back into the fray by decreasing the cooldown of Taolu Assault, his main clear ability. By doing this, we’re expecting him to gain more pressure to be able to fight blade to blade with many of the other gods vying for Solo lane supremacy.

Taolu Assault
  • Decreased Cooldown from 15s to 13s
Freya (OLYMPIAN)

Valkyrie’s Discretion
  • Freya will now be untargetable while rising into the air
Camazotz (OLYMPIAN)

Bat out of Hell
  • Camazotz will now be untargetable while rising into the air
New Skin Voice Actors
  • Optimus Prime Geb: Jake Foushee
  • Starscream Jing Wei: Frank Todaro
  • Megatron Ra: Jason Marnocha
  • Pittsburgh Knights Scylla: Lisa Reimold
  • Divine Wind Gilgamesh: A Smith Harrison
  • Elken Cernunnos: Theo Devaney
  • Gingerdread Baba Yaga: Lani Minella
  • Plushie Tiamat: Sheshe Azizi
  • Oni Ronin Anhur: John Doyle
Post-PTS Balance
Bastet
Players are quite excited for Bastet’s new Ultimate, we just need to make one correction of the previous text. This ability will select the pull location at the time it successfully hits. This makes the ability feel much more responsive for the Bastet player, as the target will likely be pulled closer to her current location. This ruleset will allow her to leap or blink to potentially get some more distance out of the pull. This pull is already long-distance and goes through walls, so this seems like a reasonable play to make for the price of two big cooldowns.

Huntress of Bast
  • Updated the description text to make it more clear that the intended pull destination is chosen at the time the projectile hits an enemy god. (Not when the projectile is fired)

Stone of Fal
This item was left off the patch notes initially but we are adding a nerf for it after seeing a large amount of use on Mage ADCs in pro play this weekend. This item has potential to warp the meta in a way that pushes classes out of certain roles, so we are moving quickly on a nerf before the upcoming playoffs.
  • Decreased Magical Power from 35 to 20
  • Decreased % Mitigations from the Passive from 3% to 2% per stack (decreased from 18% to 12% max)

Infused Sigil
As soon as the announcement of these buffs dropped we quickly saw feedback from players and pros. This item is already the more popular Sigil upgrade, and it saw some purchase in the group stage SPL games. We still want to buff it to make sure it can compete with other Solo Lane Starter Upgrades, but with both buffs it might overtake the game by too much, so we are reverting one of the changes and it will not ship live. This item will ship with only the increased damage buff.
  • Increased Number of Stacks to trigger from 3 to 4

You can check out the new skins here.

That’s about it for the patch.

Source: SMITE

MP1st Staff

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Outriders Mods, Class Trees and Skills Changes in New Horizon – Here’s Everything New

A huge Outriders patch just came out today, and it came with tons of new changes to the game, including mods, class trees as as well as skill changes. Head down below for a complete rundown of  the new stuff that came out Outriders update 1.16.

Outriders Update 1.16 – Mods, Class Trees, and Skill Changes in New Horizon:

Changes to Mods

  • [NH] The mechanics of Fortress have been reworked. The new description and effect is now:
    • Shots increase your current Armor and Resistance by 5%, stacking up to 3 times. At maximum stacks, the buff is doubled and additionally grants 30% damage increase for 10 seconds.
    • The cooldown between stacks is 0.2 seconds.
    • For more information as to why this was done, please see our discussion thread about it here.
    • Please note that following community feedback, the amount of stacks (from 5 to 3) and the cooldown between stacks (from 1s to 0.2 seconds) have both been reduced since we previously announced the changes coming to Fortress. These changes mean that players will be able to proc. Fortress faster and that that all weapon types will be able to proc it as well.
    • We have also buffed each class’s skill tree nodes that increase Anomaly Power. Should you invest fully into these, AP builds running Fortress will have a similar damage output to Fortress pre-change.
  • [NH] The Cooldown Mechanics of all mods are now “universal cooldowns”. Cooldowns for mods are now set to “per character” rather than per “mod instance”.
    • The main effect of this change is that it is no longer possible to cycle through and trigger the same mod effect within a very short space of time. In order to compensate for potential damage reductions as a result of this change, the below mods have all been buffed.
    • For more information as to why this was done, please see our discussion thread about it here.
  • [NH] Moaning Winds has had its damage increased by 60% (From base 120 to 191)
  • [NH] Concentration Blast has had its explosion damage increased by 27% (From base 35 to 48.3)
  • [NH] Concentration Blast has had its max targets reduced to 4 (Previously: 6)
  • [NH] Ultimate Bone Shrapnel has had its damage increased by 14% (From base 63 to 71.82)
  • [NH] Bombs Ahead has had its damage increased by 14% (From base 62 to 71)
  • [NH] Legendary Minefield has had its damage increased by 11% (From base 20 to 22.3)
  • [NH] Kinetic Stomp has had its damage increased by 34% (From base 72 to 96.48)
  • [NH] Weakness Trap has had its damage increased by 237% (From base 18 to 60.6)
  • [NH] Sandstorm has had its damage increased by 42% (From base 7.2 to 10.25)
  • [NH] Wrath of Moloch has had its damage increased by 37% (From base 50 to 68.5)
  • [NH] Scrap Grenade has had its damage increased by 17% (From base 70 to 81.8)
  • [NH] Deadly Disturbance has had its damage increased by 27% (From base 69 to 87.3)
  • [NH] Ravenous Locust has had its damage increased by 50% (From base DOT tick, per second, 4 to 6.66)
  • [NH] Ravenous Locust has had its duration reduced by 4 seconds, down to 6 seconds (Previously 10 seconds)
  • [NH] Radiation Splash has had its damage increased by 208% (From base 38 to 114)
  • [NH] The effect of the “Gunshield” mod has been changed.
    • It will now provide a 30% increase to Firepower, rather than a flat numerical increase
  • Winter Blast has had its AOE range increased to 5m (Previously: 4m) (Early September
  • Ultimate Anomaly Surge has had its damage increased by 37% (From base 25 to 34.25) (Early September)
  • Claymore Torrent has had its explosion damage increased by 110% (From base 30.6 to 64.26) (Early September)
  • Ultimate Storm Whip has had its damage increased by 40% (From base 23 to 32.2) (Early September)
  • Storm Whip has had its damage increased by 40% (From base 23 to 32.2) (Early September)
  • Strings of Gauss has had its damage increased by 162% (From base 24.5 to 64) (Early September)
  • Anomaly Enhancement has had its co-efficiency increased from 30% Anomaly Power to 40% (August Patch)
  • Bone Shrapnel has had its damage increased by 5% (from base 56.7 to 59.85) (August Patch)

Armor Mod buffs

  • Personal Space has had its damage bonus increased from 15% to 25% (August Patch)
  • Critstack has had it’s Anomaly Power boost increased by 21% (from base 5.79 to 7) (August Patch)
  • Stand Tall has had its base Firepower bonus increased by 20% and its base Anomaly Power by 16% (From base level 10 Firepower and 15 Anomaly Power to 12 Firepower and 17.5 Anomaly Power) (August Patch)
  • Perseverance Shield has had it’s base shield value increased by 40% (From base 25 to 35) (August Patch)
  • Blazing Aegis has had the armor increase it grants increased by 21% (from base 46.35 to 56) (August Patch)
  • Plate Dodger has had its armor value grant increased by 12% (from base 58 to 65) and its duration increased from 5 seconds to 7 seconds. (August Patch)

[NH] Bug Fixes to Mods

  • [NH] Fixed a bug that caused the “Moaning Winds” mod to deal different damage between Host and Client. It was previously triggering twice for Client players. The damage on Client will now match the damage on Host.
  • [NH] Fixed a bug that would prevent mods inserted in armor from properly scaling with the armors level if the armor was upgraded through Zahedi. This bug would previously fix itself after an area transition.
  • [NH] Fixed a bug that caused the “Even Odds” mod to stack 5 times, instead of the stated 3 times.
  • [NH] Changed the “Armor Boost” mod so that it now scales to the armor item it is inserted into, rather than scaling with the player level and stopping at level 30.
  • [NH] Fixed a bug that caused the “Emergency Stance” mod to not trigger if the damage instance that proc’d the mod also inflicted “Knockback” on the player.
  • [NH] Fixed a bug that caused the “Anomaly Mutation” mod to not inflict the Burn or Slow status as intended.
  • [NH] Fixed a bug that caused the “Bullet Absorption” mod to replenish 80% instead of it’s intended 40% of ammo.
  • [NH] Fixed an issue that could cause frame (FPS) drops if the “Damage Link” mod was using in combination with the “Pain Transfer” mod.
  • [NH] Fixed a bug that could cause the Pyromancer’s armor mod “Phoenix Force” to not increase Anomaly Power after consuming a status condition.
  • [NH] Fixed a bug that allowed Borrowed Time to stack it’s bonus infinitely if the “Armor of Eons” and “Short Term Loan” mods were combined and spammed.

Changes to Class Trees

All Classes

  • Class Skill nodes that grant an AP bonus have been increased to granting 10% AP (Previously 6%).

Trickster

  • [NH] Disruption Shield
    • The Shield provided by using DECEPTION skills has been increased from 20% to 50%.
  • [NH] Profit Squared
    • The Healing provided by this node has been increase from 5% to 10% per ammo pack picked up.

Technomancer

  • [NH] Sidearm Adept
    • The Weapon Damage Bonus provided by this node has been increased from 12% to 20%.

Pyromancer

  • [NH] Steady Fire
    • The Weapon Recoil Reduction provided by this node has increased from 30% to 40%.
  • [NH] Sidearm Adept
    • The Weapon Damage Bonus provided by this node has been increased from 12% to 20%.

Devastator

  • [NH] Profit Squared
    • The Healing provided by this node has been increase from 5% to 10% per ammo pack picked up.
  • [NH] Steady Hands
    • The Weapon Reduction provided by this node has been increased from 30% to 40%.

[NH] Bug Fixes to Class Nodes

  • [NH] Fixed a bug that resulted in the Pyromancer “Gifted” class node not granting it’s bonuses properly.

Changes to Skills

[NH] Bug Fixes to Skills

  • [NH] Fixed a bug that could cause the Tricksters “Hunt the Prey” ability to lock up under certain circumstances.
  • [NH] The Devastator’s “Impale” skill now no longer blocks Obelisks from continuing to charge while an impaled enemy is present.
  • [NH] The description for “Endless Mass” now also mentions the Slow status effect that it inflicts.
  • [NH] Fixed a bug that would prevent the Technomancer “Cold Snap” skill from freezing enemies if it was triggered while the player rolled off an edge.
  • [NH] Fixed a bug that could cause Technomancer Turrets to fall through the ground if they were thrown too low or too high.
  • [NH] Added the icon for the “Cryo Turret” skill to the Technomancer’s “Engineer” and “Senior Engineer” class nodes. These nodes were already affecting the “Cryo Turret” skill anyway.

Technomancer

  • Pain Launcher
    • Reduced the base cooldown of Pain Launcher by 10 seconds, from 40 seconds to 30 seconds (August Patch)
  • Scrapnel
    • Reduced the base cooldown of Scrapnel by 5 seconds, from 22 seconds to 17 seconds (August Patch)
    • Increased the base damage of Scrapnel by 19% (from base 0.756 AP to 0.9AP) (August Patch)
  • Tool of Destruction
    • The RPG summoned by Tool of Destruction has had its base damage increased by 66% (From 0.75 to 1.25 base damage at level 1) (June Patch)
    • The RPG summoned by Tools of Destruction has had its Falloff reduced / Minimum Range increased by 50% (From 200 to 300) (June Patch)
    • Minimum Range determines to which distance from the epicenter of an explosion/AOE an attack will still deal 100% damage. After reaching the edge of Minimum Range, damage falloff commences.
    • The base damage dealt by the “Demolition Man” mod has been increased to 65 (Previously: 35) (June Patch)
    • The Minigun mod “Massacre”, which was changed in the early April patch has had its duration reverted to its original value, but will now only stack up to 6 times. (Late April Patch)
  • Fixing Wave
    • The healing provided by Fixing Wave has been increased to 65% (Previously: 33%) (June Patch)
  • Cold Snap
    • The armor reduction dealt by the “Frostbite” mod has been increased to 100% (Previously 35%) (June Patch)
    • The base damage dealt by the “Ice Ice Baby” mod has been increased by 300% (From 0.3 to 1.2 base damage at level 1) (June Patch)
  • Cryo Turret
    • The Hail Shot mod has had its SPF set to 1.5 (Previously: 1) (August Patch)
    • SPF controls how much this mod benefits from the Status Power attribute. This change effectively means that the damage increase provided by Hail Shot will increase by 50%, though the effectiveness of this improvement still depends on the character’s Status Power attribute.
    • The duration of Freeze Turret has be increased to 30 units (Previously: 20) (June Patch)

Trickster

  • Slow Trap
    • [NH] A new effect for the “Speed Boost” mod has been added to the existing effect.
    • The existing effect is:
      • Allies within the sphere receive 0.2% movement speed bonus.
    • The additional new effect is:
      • Speed Boost will now reduce the duration of revives within the Slow Trap sphere by 50%.
    • The cooldown of Slow Trap has been reduced by 9.7 seconds, from 30.7 seconds to 21 seconds (August Patch)
  • Borrowed Time
    • Reduced the cooldown of Borrowed Time by 5.5 seconds, from 13.5 seconds to 8 seconds (August Patch)
    • The base damage dealt by the “Aggressive Teleportation” mod has been increased by 111% (From 45 to 95 base damage at level 1) (June Patch)
  • Hunt The Prey
    • The base damage dealt by the “Backstabber” mod has been increased by 100% (From 20 to 40AP base damage at level 1) (June Patch)
  • Temporal Slice
    • The base damage dealt by the “Strong Slice” mod has been increased by 71% (From 17.5 to 30 base damage at level 1) (June Patch)
  • Time Rift
    • The cooldown of Time Rift has been reduced by 3.4 seconds, from 15.4 seconds to 12 seconds (August Patch)
    • Increased the DOT damage of the “A Little Bit of Pain” mod by 71% (from base 0.35 AP to 0.6 AP) (August Patch)
    • Condensed the DOT duration of the “A Little Bit Of Pain” mod to 6 seconds (Previously: 10) (August Patch)
    • Increased the Armor and Resistance debuff provided by the “Time Crack” mod to 35% (Previously: 25%) (August Patch)
    • Increased the Weapon Cleave damage provided by the “Pain Transfer” mod to 20% Weapon Damage (Previously: 10% Weapon Damage) (August Patch)

Pyromancer

  • F.A.S.E.R Beam
    • F.A.S.E.R Beam base damage has been increased by 100% (From 0.3 to 0.6 base damage at level 1)
    • F.A.S.E.R Beam’s SPF has been set to 2.1 (Previously: 1.5) (June Patch)
      • SPF controls how much the F.A.S.E.R Beam skill benefits from Status Power attribute. This change effectively means that the damage from F.A.S.E.R beam was doubled (and then some), though the effectiveness of this improvement still depends on the character’s Status Power attribute.
    • Volcanic Armor mod’s damage reduction has been increased to 65% for both Anomaly and Physical damage. (Previously 50%) (June Patch)
    • Changed the Pyromancers Healthy Lifesyle Mod in order to improve survivabilty while channeling this skill (July Patch)
    • The New Description is:
      • F.A.S.E.R Beam: Boosts your Health Regeneration by X for the skill duration.
    • The Old Description was
      • F.A.S.E.R Beam: Boosts your Health Regeneration by X for Y seconds after the skill ends.
  • Feed the Flames
    • The Ammo replenished by the Bullet Absorption mod has been increased to 40% (Previously: 33%) (August Patch)
  • Volcanic Rounds
    • The Resistance debuff provided by the Susceptibility mod has been increased to 50% (Previously: 34%) (August Patch)
    • The “Reload Boost” and “Lava Shots” Mods have had their perks swapped. (August Patch)
    • Reload Boost will now increase Anomaly Power (Previously: Firepower)
    • Lava Shots will now increase Firepower (Previously: Anomaly Power)
  • Ash Blast
    • Ash blast has had it’s base skill cooldown reduced by 4 seconds, from 27.5 to 23.5 seconds (August Patch)
    • The buff duration of the Death Sentence mod has been increased by 3 seconds, from 5 to 8 seconds (August Patch)

Devastator

  • Impale
    • Changed the behaviour of the Devastator’s Impale, so that the game will detect impaled enemies as dead even before they disappear. (Early September Patch)
    • The HP Regen granted by the Impale skill has been increased by 50% (From 0.02 to 0.03 base regen at level 1) (June Patch)
    • The range of the “Vlad’s Grasp” mod has been increased to 100% (Previously: 25%) (June Patch)
  • Boulderdash
    • Using the Skill will now provide significant (65%) damage reduction during it’s animation (August Patch)
    • Players can now press trigger again to use an AOE attack during the run animation (August Patch)
  • Endless Mass
    • Enemies affected by Endless Mass can now be damaged and killed during the animation (August Patch)
    • Changed the “Wide Horizons” mod so that, on top of the range increase, the mod will allow Endless Mass to ignore the enemy skill “Absorbing Skin” used by Alpha Perforos and Brood Mothers (August Patch)
  • Reflect Bullets
    • Ending the Skill early will now refund a part of the cooldown (up to 90%) (August Patch)
    • Reflect Bullets base damage has been increased by 250% (From 0.1 to 0.25 base damage at level 1) (June Patch)
    • The base damage dealt by the “Bullet Acceleration” mod has been increased by 330% (From 10 to 33 base damage at level 1) (June Patch)
    • The Devastator’s “Reflect Bullets” skill now protect from Sciathan projectile attacks (Early September Patch)

For a condensed rundown of this lates patch for Outriders, check out our patch notes post that will go live later today.

Source: Reddit

MP1st Staff

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Fortnite Update 3.38 Naruto Collab Released; Datamined Content for v18.40 Listed This Nov. 16

Epic Games has released the Fortnite update 3.38 patch this November 16, and this is called patch version 18.40 by the studio. Head on for the list of datamined content and confirmed fixes below.

Fortnite Update 3.38 Patch Notes | Fortnite v18.40 Patch Notes:

We’ll update this section once the official notes from the Fortnite Trello board have been released. Stay tuned.

In the meantime, check out our patch v18.30 patch notes, which detailed some very important updates for Fortnite.

Here are the fixes from the official Fortnite Trello board:

General

Impostors: Eliminated players cannot hear non-eliminated players during Discussion phase.

Description
We’re aware eliminated players cannot hear the Voice Chat of non-eliminated players during the Discussion phase in Impostors.

Battle Royale

Collection Book entries disappearing when using Performance mode.

Description

Collection Book entries may appear to be missing when using Performance mode. The progress is still there but not visually appearing.


Workaround

Turn off Performance mode to see accurate Collection Book progress.

Vehicles may desync when a player exits the vehicle.

Description
Some players may get teleported to another location upon entering an abandoned vehicle.

Creative

Inflate-A-Bull

Description

We’re investigating an issue with the Inflate-A-Bull in Creative.


Workaround
While we look into the issue we suggest the following workarounds:

1) Remove the Inflate-A-Bull from your games while we resolve the issue.

2) Change your elimination setting to “Eliminated Players Items to NOT Keep”


Platform
All

Fortnite v18.40 Datamined Content:

https://twitter.com/VenomLeaks/status/1460541780131127300

https://twitter.com/HYPEX/status/1460544649991438337

We’ll update the post if more datamined content and known fixes are found.

MP1st Staff

Home > News

The Elder Scrolls Online Update 2.24 Released This November 16

Bethesda has released The Elder Scrolls Online update 2.24 this November 16, and this is out for consoles as well as PC! Head on below for the list of fixes, and what’s new.

The Elder Scrolls Online Update 2.24 Patch Notes | The Elder Scrolls Online Update 1.002.000 Patch Notes:

Update: Full console patch notes are listed below.

Same as before, the console patch notes have not been released just yet, though we’ve included the PC patch notes for now, which usually crossover when it comes to gameplay-related changes.

DEADLANDS DLC GAME PACK

New Zone: The Deadlands
The Deadlands is suitable for characters of all levels. Begin your adventure by traveling to the city of Fargrave by using a Wayshrine to travel directly to the outskirts of Fargrave or accepting the quest “The Celestial Palanquin” from the Stories section in the Collections UI.

  • The Deadlands includes an exciting zone story, 2 new Delves, 2 powerful World Bosses, and new wandering Executioner bosses to show the ferocity of Mehrunes Dagon’s domain.
    • Irncifel the Despoiler, Vorsholazh the Anvil, and Kothan the Razorsworn are the chosen executioners of Mehrunes Dagon, patrolling the Deadlands in search of challenges to prove themselves to the Prince of Destruction. These dangerous enemies, designed to be fought with a group of players, are relentless in their pursuit across Mehrunes Dagon’s domain.
  • In addition to the Deadlands, mingle with the many denizens of Oblivion in the city of Fargrave!
  • Complete the zone stories in both the Blackwood Chapter and The Deadlands DLC to unlock a bonus questline—the final confrontation with Mehrunes Dagon, Prince of Destruction!
  • Obtain new Item Sets found only in the Deadlands, as described below, and new Outfit and Housing rewards for completing select achievements and quest content throughout the zone.

New Item Sets

  • Crafted
    • Wretched Vitality
      • 2 – Adds 129 Magicka Recovery
      • 3 – Adds 129 Stamina Recovery
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – While in combat, applying a Major Buff or Debuff to a target grants you 260 Magicka and Stamina Recovery for 15 seconds. While in combat, applying a Minor Buff or Debuff to a target grants you 130 Magicka and Stamina Recovery for 15 seconds.
    • Deadlands Demolisher
      • 2 – Adds 1096 Maximum Stamina
      • 3 – Adds 129 Weapon and Spell Damage
      • 4 – Adds 1096 Maximum Stamina
      • 5 – Your Bash attacks deal 935 more damage. When you Bash, you also deal Physical Damage in a cone in front of you, interrupting any enemies hit. This effect can occur once every 2 seconds and counts as Bash damage.
    • Iron Flask
      • 2 – Adds 1206 Maximum Health
      • 3 – Adds 1206 Maximum Health
      • 4 – Adds 1487 Armor
      • 5 – When you drink a potion while in combat, increase your Armor by 7779 for 20 seconds.
  • Overland
    • Eye of the Grasp (Light)
      • 2 – Adds 1096 Maximum Magicka
      • 3 – Adds 129 Weapon and Spell Damage
      • 4 – Adds 657 Critical Chance
      • 5 – When you deal Critical Damage, generate 7 Ultimate. This effect can occur once every 5 seconds.
    • Hexos’ Ward (Medium)
      • 2 – Adds 657 Critical Chance
      • 3 – Adds 129 Weapon and Spell Damage
      • 4 – Adds 657 Critical Chance
      • 5 – Dealing Critical Damage with a direct damage ability grants you a damage shield that absorbs 14,309 damage for 6 seconds. This effect can occur once every 7 seconds.
    • Kynmarcher’s Cruelty (Heavy)
      • 2 – Adds 1206 Maximum Health
      • 3 – Adds 129 Stamina Recovery
      • 4 – Adds 1487 Armor
      • 5 – When you deal direct damage, you apply one of 5 random Major Debuffs to enemies within 8 meters of you for 18 seconds. This effect can occur once every 8 seconds and only if an enemy is in range. Eligible debuffs are Major Breach, Major Cowardice, Major Defile, Major Maim, and Major Vulnerability.

New Collectibles, Outfit Styles & Dyes

  • The Spaulder of Ruin outfit style can be found as an Antiquity in the Deadlands.
  • The Oblivion Explorer’s Headwrap is earned by obtaining the “Welcome to the Deadlands” achievement.
  • The Ironclad Sarcoshroud hat can be found as an Antiquity in the Deadlands.
  • The Incarnate Illusion Gem memento is obtained by earning the “Hopeful Rescuer” achievement.
  • The Oblivion Explorer’s Outfit is acquired as a reward for completing “The Durance Vile” quest.
  • Godgrave Soullatice Face and Body Markings are acquired as a reward for completing the quest “Against All Hope”.
  • The Dremnaken Runt pet is awarded for completing the “Hope Springs Eternal” quest.
  • The “Sunforge Patina” Dye is obtained by completing the “Hero of Fargrave” Achievement.

New Achievements & Titles

  • The “Hero of Fargrave” title is awarded for completing the “Hero of Fargrave” achievement.
  • The “Havocrel Hunter” title is awarded for completing the “Bane of the Havocrel” achievement.
  • The “Catalyst Rivener” title is award for completing the “Hopeful Rescuer” achievement.
  • The “Champion of the Deadlands” title is awarded for completing the “Eternal Optimist” achievement.
  • The “Ardent Hope” title is awarded for completing the “Friend to the Kalmur” achievement.
  • “The Wretched” title is awarded for completing the “Spire Sleuth” achievement.

New Motifs

  • Ancient Daedric motif chapters and the associated style item, Pristine Daedric Heart, can be excavated as Antiquities from the Deadlands.
  • House Hexos motif chapters and the associated style item, Etched Nickel, can be earned as rewards for completing daily quests in the Deadlands.

New Furnishings
A variety of new furnishings await in the Deadlands, including:

  • A selection of new Fargrave and Deadlands-styled furnishing plans, which can be obtained from monsters and containers across the Deadlands and Fargrave.
  • A modest selection of new Home Goods furnishings can be purchased from Nif of Felicitous Furnishings in Fargrave, including Deadlands flora, as well as a limited selection of Fargrave themed furnishings.
  • Various Deadlands-themed achievement furnishings can be purchased from Ulz of Felicitous Furnishings in Fargrave, provided you’ve proven yourself worthy by completing their associated achievements.
  • New Deadlands-themed Antiquity furnishings, including a visually striking enchanting table!
  • Seventeen new Deadlands structural furnishing plans, which can occasionally be found when completing Daedric Portals in the Deadlands.

BASE GAME

The Armory System
Introducing The Armory – a new system that helps relieve the friction between switching or experimenting with your character’s builds! The Armory allows you to save any of your custom character builds, remembering your gear, Attributes, Abilities, Champion Points, and even if you are a Werewolf or Vampire. You can then effortlessly load any of those saved builds in an instant.

  • The Armory is free to all players. To get started, simply obtain the free Armory Station from the Crown Store and place it in any of your homes.
  • The Armory Assistant, Ghrasharog, is also available for a separate purchase to access all the functions of The Armory outside of your home.
  • Note that you cannot save or load builds without interacting with an Armory Station or talking to the Armory Assistant.

Curated Item Set Drops
Bosses and reward chests from arenas and incursions will now preferentially drop set items that have not yet been unlocked in your Item Set Collections!

  • Most bosses in the game, along with reward chests from arenas and incursions, will now preferentially drop set items that have not yet been unlocked in your Item Set Collections. These sources will only drop the set items that they can normally drop; the ways to acquire a particular item are unchanged, but it should be much easier to find items that you have not yet unlocked.
  • Set items looted from treasure chests, containers, or from non-boss monsters are generally not curated in this manner.

Item Set Collection Summary
To compliment the new Curated Item Set Drops, we’ve added a Summary Page to the Item Set Collections UI. This is a high-level summary of your progress towards collecting every dropped set item in the game. Every major category has a progress bar to help guide you into finding the set items you are still missing.

New Mythic Items
Update 32 adds three new Mythic Items to obtain through the Antiquities system (note that the Greymoor Chapter is required in order to unearth Antiquities).

  • Markyn Ring of Majesty
    • 1 – Gain 100 Weapon and Spell Damage and 1157 Armor for each 3-set bonus active on the wearer.
  • Belharza’s Band
    • 1 – Increase the damage of your Light Attacks by 900. When you deal damage with consecutive melee Light Attacks, gain a stack of Belharza’s Temper for 10 seconds, up to 5 stacks max. When you reach 5 stacks, consume Belharza’s Temper and deal Physical Damage per stack to enemies in a line after a 1 second delay, stunning them for 3 seconds if 5 stacks are consumed. This effect can occur once every 10 seconds and scales off the higher of your Weapon or Spell Damage.
  • Spaulder of Ruin
    • 1 – Activating Crouch toggles on and off a 12 meter Aura of Pride. Up to 6 allies in the aura gain 260 Weapon and Spell Damage. Reduce your Health, Magicka and Stamina Recovery by 70 for every group member benefiting from your Aura of Pride.

Map Updates
In Update 32, active Dark Anchors and Skyshards will now appear on your in-game map!

  • Active Dark Anchors will now display as active on the zone map when engaged, similar to Harrowstorms and Abyssal Geysers.
  • Skyshards will now appear on the map and compass when you approach them, similar to other Points of Interest like Wayshrines and Set Stations.
    • Additionally, the Zone Guide will now direct you to the closest unacquired Skyshard when you have completed the other objectives in the zone.

Combat Music Options
We’ve added a new Combat Music dropdown in the Settings menu under Audio. You will now be able to decide if you want to hear all combat music, only boss combat music, or no combat music at all.

New PvP Emote
The Siegestomper emote is acquired by combining Arena Gladiator Proofs with an Arena Gladiator’s Revenge, available from War Researcher merchants in Cyrodiil.

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Companions

  • Fixed an issue that sometimes prevented a Companion’s costume from being dyed while in player housing.

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Rockgrove Trial

  • General
    • Removed the animations for player hit reactions from several Damage Over Time effects throughout the trial.
    • Fixed an issue that could prevent getting a set item from Xalvakka in Veteran Rockgrove in some rare situations.
  • Flame-Herald Bahsei
    • Death’s Touch now deals less damage per tick.
    • Decreased the negative effects on healing and shielding from Death’s Touch.
    • Grave Thorn now deals less damage.
    • Wraiths now reappear less frequently.
    • Your channel will no longer be interrupted after activating a sigil if another player activates a sigil while blocking.

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General

  • Moved the butterfly next to the Blackwood Crossroads Wayshrine, much to Mirri’s delight as you rip its wings off because you were trying to get to the auctioneer, you monster.
  • Blackwood merchants will now tell you when you’re missing the Blackwood Pathfinder Achievement, which is necessary to purchase the Antiquity Lead for the Blackwood map.

Antiquities

  • After protracted negotiation, we have convinced Lamzikha at the Kaladas Inn to sell the lead for the Antique Map of Blackwood antiquity to adventurers who have completed the Blackwood Pathfinder achievement.

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Furnishings

  • A new furnishing plan for an unadorned “Leyawiin Wall, Castle” can now be found in Leyawiin Reward Coffers. This is similar to the “Leyawiin Wall, Windowed” furnishing from the same source, but without the window!

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Quests

  • Things Lost, Things Found: Reward potions from this quest will now scale properly with your level.

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Asylum Sanctorum Trial

  • Saint Olms the Just
    • Gusts of Steam will now have a visual combat cue indicating the affected area.
    • Saint Llothis will no longer continue to cast Oppressive Bolts and Defiled Blast should he be reduced to 0 health.

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Quests

  • Lost in the Gloam: Fixed an issue where you could speak with the Duke of Crows prematurely during this quest, causing animation weirdness.

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Dungeons

  • Scalecaller Peak
    • Matriarch Aldis
      • Glacial Geysers will no longer have a chance to activate after defeating Matriarch Aldis.

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Quests

  • A Childhood in Flames:
    • Entering the warehouse with a Companion out will no longer cause a second Daini to stick around, following you forever.
    • Turo will no longer be able to follow you out of the courtyard in certain instances during the fight in Southguard.
  • Uneasy Alliances
    • Fixed an issue where two Tadalis appeared.
    • Fixed an issue where Tadali did not speak the proper lines during a step of this quest.

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Kyne’s Aegis Trial

  • General
    • Fixed an issue which could cause some Kyne’s Aegis set pieces to have the wrong rarity.
  • Yandir the Butcher
    • Yandir will now always cast totems, regardless of range.
    • Yandir will no longer slide across the ground when casting Butcher’s Blade while moving.
    • Increased the range of Butcher’s Blade and Quick Strike.

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Achievements

  • Giant Cheese Connoisseur: Weapon swapping no longer removes effects that increase the scale of your character, such as when you eat mammoth cheese like the sneaky cheese thief you are.

Antiquities

  • Updated the description of the Ancestral Reach Hat outfit style to be consistent with other outfit styles obtained via Antiquities.
  • Increased the drop rate of the Order-Etched Gallery Rail Antiquity Lead.

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General

  • Aicessar now only spawns outside of the Fighters Guild in Solitude, so you don’t see him and his evil twin from future-past Tamriel at the same time within 20 meters of each other.
  • Fighters and Mages Guild recruiters in Solitude will no longer be confused about where they are and talk about how cool the Dominion is while not in Dominion territory.

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Quests

  • Dwemer Disassembly: Fixed an issue where using the Dissonance Apparatus wouldn’t share credit with your group.

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Dungeons

  • Bloodroot Forge
    • Shalk’s Lava Ball ability no longer leaves a consumable corpse.

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General

  • Fixed an issue where Imperial City Key Fragments could not be laundered if they come from a stolen source.
  • Fixed an issue where Gati the Storm Sister didn’t have a proper marker on the Zone map for Imperial City Sewers. This also corrects the Zone Guide omitting her from the Map Completion legend.
  • Fixed an issue where the Zone Guide wouldn’t show progress in the Imperial City questline if you changed your alliance partway through.
  • The Sigil of Imperial Retreat is now correctly labeled as a Recall Consumable as opposed to a Trophy on the item tooltip.
  • Heavy Sacks in the Imperial City Prison and White-Gold Tower dungeons (Normal and Veteran) now have a chance to drop Prismatic Runestones. Prismatic Runestones will not appear in Heavy Sacks that are not in Imperial City or its two Dungeons.
  • Slightly increased the chance for Prismatic Runestones to drop from Heavy Sacks in Imperial City.

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General

  • Thieves rejoice, a safebox on a desk can now be looted without being seen… if you’re careful.

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General

  • Corrected a number of issues with NPC postures and animations in this zone.

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General

  • You may now use the cart to The Reach if you’ve completed the quest “Heart of Evil” in Bangkorai.

Quests

  • By Love Betrayed: Fixed an issue where Adusa-daro might not appear on a quest step if you had a Companion out.

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General

  • Fixed an issue where steam traps in Vvardenfell’s Nchuleftingth would not trigger sound effects of your character getting harmed.

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Halls of Fabrication Trial

  • Added the “Joining Encounter in Progress” functionality to all the boss encounters in this Trial.

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General

  • Loot for the world boss Mehz the Cozener now comes from a chest appearing upon event completion, in place of a boss drop.

Achievements

  • Renamed the Morrowind Skyshard Hunter achievement to Vvardenfell Skyshard Hunter for consistency with other similar achievements.

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General

  • Fixed issue where Nchulaeon the Eternal would not enter his towers correctly in the public dungeon Nchuleftingth.

Quests

  • A Melodic Mistake: Fixed an issue where you could encounter invisible collision in Gnisis Mine.
  • Bound by Love: Fixed an issue where Nixxie appeared at incorrect times.
  • Divine Restoration: Fixed an issue where you would see redundant quest pins on the couplings.
  • Great Zexxin Hunt: The Large Nix-Ox Tracks are now easier to interact with.
  • Nothing to Sneeze At: Fixed an issue where you could not speak with Tilenra during a certain step.
  • The Scarlet Judge: Fixed an issue where you could enter the Scarlet Judge’s lair too early during his quest.

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Blackrose Prison Arena

  • Hackwing’s Rake ability will now display its combat cue during the cast rather than after a short delay.

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General

  • Added treasure chests to public dungeons Rkindalelft and Old Orsinium.
  • Heavy Sacks in Wrothgar will no longer have a chance to drop Prismatic Runestones.

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Quests

  • Potent Poison: Fixed an issue where bestowers for this quest were not interactable.
  • The Ashes of Our Fathers: Fixed an issue where you could make Lozruth disappear by walking next to/behind the nearby sarcophagus.

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Dungeons

  • Lair of Maarselok
    • Selene
      • Selene can no longer be targeted by pets.
    • Maarselok Perched
      • While perched, Maarselok’s Unrelenting Force ability will no longer knock back players who are affected by a damage shield and have the necessary amount of stamina to block the ability.
      • Azureblight Hoarvors and Skeletal Bears no longer leave a consumable corpse.

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Dungeons

  • Ruins of Mazzatun
    • Tree-Minder Na-Kesh
      • Lashing Vines will now always play their attack animations.

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General

  • The quest item Hulkynd’s Sullied Sabatons is now part of the Grace of Gloom set to match its armor type.

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General

  • Fixed numerous regular monsters in Eton Nir Grotto that were playing boss music.

World Bosses

  • Fixed an issue where Caanerin’s Stampede ability would knockback but not stun your character.

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General

  • Never Forgotten: The area pin for this quest is now larger to account for a spawner that was previously outside of its radius.
  • Pilgrimage’s End: Fixed the quest pins for this daily so that it will properly direct you through interiors to find all of the remains.
  • The Queen’s Decree: Fixed an issue where your character’s disguise would not reapply while in the Kinlady’s garden party.
  • The Tower Remains: The Mundus Tear at the Brothers of Strife is now able to be used regardless of whether you’ve completed all of the quests there or not.

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Maw of Lorkhaj Trial

  • You will now “Join Encounter in Progress” when group members engage boss encounters within the Trial.

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Dungeons

  • Red Petal Bastion
    • General
      • Updated the description of the “Terror Billy” achievement to more accurately reflect the criteria for completing it.
    • Rogerain the Sly
      • The Sugar Rush and Buck Wild effects will now always be correctly removed when Rogerain is defeated.
    • Eliam Merick
      • The Plunge ability will no longer knock back player characters that are blocking.
      • Eliam will now immediately begin the fight if his initial leap from the ledge hits a player character.
      • There is now one pair of boots under prior Thierric when he steals them after Eliam Merick is defeated.
  • The Dread Cellar
    • Magma Incarnate
      • Added more appropriate icons to several abilities.
      • Anyone not inside the Antecedent Cataclyst will now be teleported there when the Magma Incarnate is defeated.
      • Scorion Collectors will now be removed from the fight once the Incarnate is defeated.
      • You’ve been granted a bit more time to escape the lava and poison cloud after resurrecting.
      • Renamed Eternal Flames and Dancing Flames to Fire Storm.
      • Fire Storm can no longer be blocked but can be dodged.

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Dungeons

  • Moon Hunter Keep
    • Hedge Maze Guardian
      • Hedge Maze Guardian will now animate correctly after casting Wake the Trees.
      • The Crushing Limbs ability will no longer erroneously play its full animation should it be blocked.
      • Increased the block telegraph effects for Crushing Limbs.
      • The Hedge Maze Guardian now has less severe animation reactions to being damaged.

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Dungeons

  • Depths of Malatar
    • Symphony of Blades
      • The Symphony of Blades will now briefly indicate that it was empowered by an Auroran if it crosses Meridia’s light.
      • Falling into the abyss of the Colored Room will no longer display as being killed by “Color Kill,” whoever that was.
      • Agonizing Bolts will now correctly display a combat cue for each lightning strike.
  • Frostvault
    • Icestalker
      • Icestalker is now easier to target and interrupt.
    • Warlord Tzogvin
      • Raging Winds will no longer leave a consumable corpse.
      • Coldsnap Banners can no longer be affected by player abilities.

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General

  • Critical Damage and Healing now has a hard cap of 125%. Note that this value can go beyond 125% but your Critical Strikes will not deal more than 125% damage or healing in total.
  • Made the following adjustments to Bash:
    • This core combat skill now has a cooldown of 333ms, down from 350ms, to ensure it can be cast up to 3 times per second at most.
    • Reduced the cost to 765, down from 1889, to ensure it is 1/3rd of a melee spammable.
    • The damage now scales with a mixture of your Physical and Spell Resistance + 1 extra damage (to ensure if you’re at 0 for these stats, it still hits the target!)
    • Reduced the cooldown phase after activating Bash that prevented you from casting other active abilities to 333ms, down from 700ms, for smoother gameplay when utilizing.
    • Fixed an issue where some proc based conditions could unintentionally succeed when removing negative ground effects.
    • The damage from this can now trigger enchantments and poisons.
  • Fixed an issue where the caster of an ability using the new Area of Effect technology would be dismounted upon entering the area of their ability. Let this be a reminder that technology often affects us in ways we can never expect.
  • Adjusted the following abilities to use the new Area of Effect system introduced in Update 30.
    • Ash Cloud and its morphs
    • Meteor and its morphs
      • Note: this change also fixes numerous issues with the Ultimate failing against dead targets.
    • Stampede
    • Volley and its morphs
  • Abilities and item sets that heal, deal damage, or restore resources on a set frequency while in an Area of Effect will no longer display visual effects on each impact for targets in their areas.
  • Fixed an issue where many enchantments, poisons, and item sets were not properly labeled as procs.
  • Fixed an issue where some abilities experienced erratic visual behavior when cast by female characters with a bow equipped.
  • Fixed an issue where abilities that bounced between targets would fail to generate visual effects when reflected.
  • Trying to mount up while teleporting to a Wayshrine will no longer prevent you from mounting up after the teleport finishes.
  • Fixed an issue where sources of Crowd Control Immunity could remove one another in some cases, mainly seen with Mist Form and its morphs.

Dragonknight

  • Ardent Flame
    • Combustion:
      • Increased the resources granted from this passive to 500/1000 Stamina or Magicka, up from 250/500.
      • Added a cooldown of 500ms to each effect (which are separately tracked from one another) to make up for the above increase and the massive buff the Charged trait is getting.
    • Inferno: This ability and the Cauterize morph now grant both Major Prophecy and Savagery, rather than only Prophecy.
      • Flames of Oblivion (morph): This morph now launces 3 fire balls, up from 2, since it “lost” part of its unique morph function.
    • Lava Whip: This ability and its morphs now scale off your highest offensive stats, rather than exclusively Magicka based stats.
      • Flame Lash (morph):
        • Fixed an issue where this morph did not apply Off Balance to targets who were Immobilized but not already Off Balance.
        • The override ability, Power Lash, now heals immediately rather than over 2 seconds, but its total healing per cast has been reduced by approximately 43%. However, Power Lash no longer has a 3 second cooldown. Ballerinas are back.
      • Molten Whip (morph): Seething Fury now lasts 10 seconds per stack, up from 5 seconds, to help it feel way less stressful to use in a rotation and allow for activation of burst at the perfect moment.

       

  • World in Ruin: This passive now increases your damage done with Flame and Poison attacks by 2/5%, rather than increasing your damage done with Area of Effect Flame attacks by 3/6% and reducing the cost of your Poison abilities by 12/25%.
  • Earthen Heart
    • Ash Cloud:
      • This ability and its morphs now cost 378 Magicka every second while active, rather than having a MASSIVE upfront cost of 5670 – keeping their cost per second relatively the same, while removing the penalty of having to recast the ability aside from losing a global cooldown.
      • These abilities now tick 15 times over their duration, down from 16, while their total damage or healing per cast remains relatively the same.
      • These abilities now last 15 seconds at base, rather than 12.
      • These abilities now rank up in 1.1% healing or damage done per rank, rather than 1 second.
        • Eruption (morph): This morph’s initial hit damage now has a 10 second cooldown to prevent it from turning into an incredibly low costing AoE spammable.
    • Battle Roar: This passive now restores 25/50 Health, Magicka, and Stamina per Ultimate consumed, rather than 23/46 Health, Magicka, and Stamina per the Ultimate’s cost.

Necromancer

  • Grave Lord
    • Boneyard: Increased the damage of this ability and its morphs by approximately 10% per tick since they tick 10 times instead of 11 after the change in Update 30.
    • Frozen Colossus: Fixed an issue where this ability and its morphs could hit targets outside of its line of sight.

Nightblade

  • Assassination
    • Grim Focus: This ability and its morphs now grant 60 Weapon and Spell Damage per stack , rather than 2% Critical Damage and Healing per stack.
  • Shadow
    • Path of Darkness
      • Twisting Path (morph): This ability’s damage now scales dynamically with the highest of your offensive stats.
    • Shadow Cloak
      • Dark Cloak (morph):
        • Increased the healing from this ability by approximately 61% per tick, but reduced the base duration to 3 seconds down from 6.
        • Increased the duration of the Minor Protection to 10 seconds, up from 6 and fixed an issue where it was not being affected by the Dark Veil passive.

         

  • Summon Shade
    • Shadow Image (morph): This ability’s initial cast that summons the Shade can no longer be cast while in the air. The special activate to teleport to your Shade can still be cast while in the air and can now be cast while falling from a great height.
  • Siphoning
    • Malevolent Offering:
      • This ability and its morphs now have an upfront Magicka cost of 3510 and a residual Health cost of 1080 over 3 seconds, rather than a Health cost based on a mixture of your Spell Damage and Max Magicka over 8 seconds.
      • These abilities can now target yourself and allies, rather than only allies.
      • Reworded the tooltip for these skills, now with 100% more edge factor, to help you get the blood dripping when using the skill.
        • Shrewd Offering (morph): This ability now ranks up in cost reduction rather than 1.1% healing done, and its base cost has been reduced to 3240. The residual Health cost also lasts 1 second less causing it to drain less Health, to ensure its total cost is reduced to the expected level.

       

Sorcerer

  • Storm Calling
    • Lightning Splash: Fixed an issue where the base ability was ending too soon and missing an extra tick of damage.

Templar

  • Aedric Spear
    • Spear Shards: Fixed an issue where this ability and its morphs were ending slightly too soon, causing them to miss an extra tick of damage.
  • Dawn’s Wrath
    • Backlash: This ability and its morphs’ visual effects are now visible to the caster and enemies, rather than anyone.
    • Solar Barrage: Fixed an issue where this ability could not Critically Strike.
  • Restoring Light
    • Cleansing Ritual: Increased the scaling coefficients on this ability and its morphs by approximately 17% since they tick 6 times instead of 7 after the change from Update 30.

Warden

  • Green Balance
    • Emerald Moss: Fixed an issue where the morphs of Healing Seeds were not properly contributing to this passive

Weapon

  • Two Handed
    • Cleave
      • Carve (morph): Increased the duration of the damage over time effect to 12 seconds, up from 10, to help ease the difficulty of keeping the stacks up in a rotation.

Armor

  • Medium Armor
    • Evasion: Fixed an issue where casting this ability or its morphs could sometimes make your character appear invisible under very specific circumstances.

World

  • Vampire
    • Mistform: This ability and morphs’ damage reduction now only works against player attacks, rather than any attack, to prevent it from invalidating many threats in PvE encounters.

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Fitness

  • Pain’s Refuge: This star now reduces your damage taken by 2% for every 2 negative effects on you, rather than 1% per negative effect, while the cap remains at 20%.
  • Shield Master: Fixed an issue where this node did not apply to Sun Shield and its morphs, or Crystallized Shield and its morphs.

Warfare

  • Cutting Defense:
    • The damage from this node can now proc weapon enchantments or poisons in efforts to help make it more enticing for tanks who want to trigger these effects more reliably without dropping block.
    • Fixed an issue where the damage from this proc had a higher chance to proc status effects.

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General

  • Fixed an issue where some tooltips would display improper values when wearing a combination of Perfected and non-Perfected versions of a set.
  • Item sets that proc off Damage Shields will now work with Hardening enchantments for consistency, as many of these sets were inconsistent with this behavior.
  • Fixed an issue where many sets that required you to drink a potion only worked when you were actively looking at another target. Your enemies will no longer be the judge of you being in combat.
  • Fixed an issue where many sets that required Critical Strikes could proc off other procs.
  • The Eagle Eye and Wrath of the Imperium sets now drop in all ranged weapons to match their hybrid adjustments.
  • The following rules will now be followed with item sets when applicable, and has been applied to all existing sets:
    • Sets that grant Weapon or Spell Damage now grant both.
    • Sets that grant Physical or Spell Penetration now grant both.
    • Sets that grant Weapon or Spell Critical rating now grant both.

     

  • Item sets that scale off Weapon Damage, Spell Damage, Max Magicka, and Max Stamina can now again Critically Strike. Item sets that scale in order of magnitude, or based on additional modifiers such as Relequen or Zaan, will not critically strike. Many of these sets have received adjustments to their power as well. Below are the sets that can Critically Strike and have had their scaling values reduced by approximately 5%. If another number is listed next to a set name, that is the true value change:
    • Arena Weapon
  • Crafted
  • Dungeon & Arena
  • Monster Masks
  • Overland
  • PvP Sourced
  • Trials
  • Item sets that deal a “burst” of damage in 4 seconds or less now have a 1 second window after proccing that prevent similar item sets from activating.
    • Item sets that have innate counterplay such as delays, minimum travel times, warning telegraphs, have 1 second or no cooldowns are exempt from this adjustment.
    • If wearing multiples of these sets at once, any action that would activate multiple sets will instead trigger the first set you equipped and suppress others for 1 second. After that second passes you will be able to attempt to trigger them again.

Consumables

  • Fixed an issue where some poisons would not be consumed or respect their cooldown on use in some cases.

Item Traits

  • Charged: Increased the potency of this trait to 480%, up from 220%, to ensure it is more competitive with other traits in terms of effectiveness.

Ability Altering Weapons

  • Chaotic Whirlwind: Reworked this set’s special activate:
    • It now grants a stack of Chaotic Whirlwind for 5 seconds after casting Whirlwind while in combat, granting 5% movement speed per stack and increases your Weapon and Spell Damage by 6 for every 1% bonus movement speed you have, up to a cap of 450.
    • This effect stacks up to 5 times, and upon reaching 5 stacks the duration doubles but cannot be refreshed.

     

  • Concentrated Force: This set now requires successive casting of Force Shock within 5 seconds of each other, up from 2, to allow for more breathing room in a real combat rotation.

Crafted

  • Assassin’s Guile: Fixed an issue where Minor Heroism granted by poisons was not properly buffed by this set.
  • Mechanical Acuity: This item now grants a stack of Mechanical Acuity for 4 seconds whenever you deal non-Critical Damage, granting you 20% Critical Chance per stack, up to once every half second. After this effect ends or reaches 5 stacks, it cannot occur again for 25 seconds.
  • Way of the Arena: The 5 piece bonus from this set now also grants up to 165 Weapon and Spell Damage.

Dungeon & Arena

  • Elemental Succession: This set now grants its bonuses randomly per element when you deal any source of Flame, Frost, or Shock Damage, rather than firing each bonus independently per element.
  • Mighty Glacier: Fixed an issue where this set was not proccing from Potions or Poisons.
  • Moon Hunter: Fixed an issue where this set could stack itself in some situations.
  • Para Bellum:
    • This set now grants you a damage shield for 6 seconds when you deal damage with a 6 second cooldown, rather than a damage shield passively every 15 seconds.
    • Increased the shield size to 8412, up from 7010, to fix numerous bugs and edge cases with the set.
  • The Worm’s Raiment: This set’s 2-piece bonus is now Magicka Recovery rather than Spell Damage to match Hircine’s Vineer.
  • Thunder Caller: Fixed an issue where this set’s damage was considered melee rather than ranged.

Monster Masks

  • Updated some Monster Mask set masks to use the correct terminology for their weights. They now use “Guise” for light, “Mask” for medium, and “Visage” for heavy. This change affects:
    • Domihaus
    • Earthgore
    • Maw of the Infernal
    • Nerien’eth
    • Valkyn Skoria
  • Domihaus: This set now fires both its Flame and Physical Damage rings at the same time at half the original damage, and grants Weapon and Spell Damage while standing inside.
  • Glorgoloch the Destroyer: Fixed an issue where the visual effects and sounds of the player losing stacks of Flesh Fortress would play, even if the player had no stacks.
  • Markyn Ring of Majesty: This set now has a Current Bonus listing to show its effect on your character.

Mythic Items

  • Gaze of Sithis: Fixed an issue where this item’s no block mitigation could fail to apply.

Overland

  • Hatchling’s Shell: This set now grants you a damage shield for 6 seconds when you take damage with a 6 second cooldown, rather than a damage shield passively every 15 seconds, to fix numerous bugs and edge cases with the set.

PvP Sourced

  • Dark Convergence:
    • Reduced this set’s damage by approximately 59% but increased the scaling per target to 50%, up from 10%.
    • Reduced the radius of the effect to 10 meters, down from 12.
    • This set now pulls once after its delay, rather than twice over its duration.
    • The pull now pulls all nearby targets rather than 6 per pull so that it remains effective against large groups.
    • This set now has new visual effects to help better define its radius attack sources and timing of the detonation.
    • Fixed an issue where this set could hit targets outside of its line of sight or pull them from areas they should not have been.
    • Fixed an issue where the ramping damage bonus from this set could fail against some targets in certain situations.

     

  • Deadly Strikes: Reduced this sets damage done bonus to over time and channeled abilities to 15%, down from 18%.
  • Hrothgar:
    • Fixed an issue where this set could proc off other sets that applied Stuns or Immobilizes.
    • Fixed an issue where this set was not following its listed proc requirements and applying in situations it should not have been.
  • Morag Tong: Fixed an issue where this set did not proc off some attacks, such as Acid Spray.
  • Plaguebreak:
    • This set now has a 2 second delay before it starts dealing damage and ticks every 2 seconds rather than every second.
    • Increased the damage per tick by approximately 82%, resulting in an approximate 18% loss in damage over its total duration.
    • Reduced the damage of the explosion by approximately 52%, but increased the scaling per target to 50%, up from 10%.
    • This set now properly fires its explosion when the target dies while under the effect of the Damage over Time.

     

  • Thews of the Harbinger: Fixed an issue where this set could proc off other procs.
  • Wrath of the Imperium: This set now grants 129 Weapon and Spell Damage for its 2-piece and 325 Weapon and Spell Damage to ranged Direct Damage attacks for its 3-pieces, rather than 657 Spell Critical and 1829 Spell Critical for those attacks.

Trial

  • Chaotic Whirlwind: Updated the audio associated with this set.
  • Mantle of Siroria: This set now only procs off of Light and Heavy Attacks, rather than any source of single target Direct Damage.

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General

  • Assistants can no longer be summoned inside Sheogorath’s testing ground for Volendrung.
  • Battleground kills will now count towards relevant achievement progress.

Battlegrounds

  • Added new queue options for Battlegrounds depending on if you are playing solo or with a group. These include:
    • Solo Deathmatch
    • Solo Random Battleground
    • Group Deathmatch
    • Group Random Battleground

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General

  • Fixed an issue where facial hair adornments would be improperly removed when entering a crafting station.
  • Character models will no longer drop while rotating during character creation.

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General

  • Updated the game audio to ambiance spatialization for a fuller stereo image and smoother biome transitions.
  • Fixed an issue with some waterfall sound effects that were cutting off on lower graphics settings.
  • Fixed an issue where backing out of certain Collections menus made no sound while on Gamepad Mode.
  • Added missing audio when interacting with various buttons on the Character Select screen
  • Jumping while crouched or in stealth will once again cause your footsteps to make sounds.
  • Fixed an issue where the Master Volume slider was not accurate and could sometimes mute the opening cinematic
  • Lightning strikes and cyclones in the wilderness now make the appropriate sound effects.

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General

  • The Enchanting Certification quest now has hints telling you which runes do what to get you the Trifling Glyph of Health, if you don’t already have those glyphs discovered.

Guild Tabards

  • Fixed an issue where Guild Tabards were not equipping onto your characters.
  • Guild Tabards are now displayed in the character preview for the Heraldry tab whether they have a costume equipped or not.

Outfits

  • Fixed an issue where an equipped outfit slot would not save properly.
  • Fixed an issue where the arrowhead and fletching would not change to the correct color when changing outfits.

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General

  • You can now purchase multiples of repeat purchasable items at a time.
  • Moved Outfit Slots from the Crafting category into the Upgrades category.
  • Moved Outfit Tokens from the Crafting category into Upgrades -> Service Tokens category.
  • Moved Outfit Styles from the Crafting category into the Wardrobe category.
  • Split the Account subcategory, under Upgrades, into Character Slots and Collector’s Packs.
  • Added the Armory Slots under Upgrades -> Armory Slots.
  • Pacrooti no longer hitches into position if you open the Crown Crate window while moving.

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General

  • You will now utilize “Joining Encounter in Progress” to travel to a dungeon boss when it is engaged by the group in the following dungeons:
    • Bloodroot Forge
    • City of Ash II
    • Cradle of Shadows
    • Crypt of Hearts II
    • Darkshade Caverns II
    • Elden Hollow II
    • Falkreath Hold
    • Fang Lair
    • Imperial City Prison
    • March of Sacrifices
    • Moon Hunter Keep
    • Ruins of Mazzatun
    • Scalecaller Peak
    • Spindleclutch II
    • Wayrest Sewers II
    • White-Gold Tower

Arenas

  • Fixed an issue which could infrequently cause the wrong set items to drop in Dragonstar Arena.
  • Fixed an issue where Dragonstar Arena leaderboard rewards would sometimes contain both a one-handed and a two-handed weapon instead of two one-handed weapons.

Dungeons

  • Crypt of Hearts II
    • Mezeluth
      • Fulminating Void no longer affects player pets.

Trials

  • Sanctum Ophidia
    • Reduced the damage and radius of the Poison Blast ability, which is triggered when your character dies while affected by Spreading Poison.
    • Possessed Mantikora
      • Player characters dying to lava in The Serpent’s Image pocket realm will now be immediately teleported back to the fight space.

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General

  • Help files related to events have been cleaned up, collated, and re-alphabetized. Old events that might be confused with new events that include those features have been pruned.

Anniversary Jubilee

  • Fixed an issue where using the Jubilee Cake Mementos would not hide personality props in your hands.

Jester’s Festival

  • Corrected erroneous references to “Jesters Festival” instead of the correct “Jester’s Festival”.

Whitestrake’s Mayhem

  • Changed the error message to something more human-readable when you attempt to use the Scroll of Pelinal’s Ferocity off-holiday.

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General

  • Fixed a large number of clipping, floating, sunken, or oddly placed harvest nodes, corpses, treasure chests, books, and critters throughout Tamriel.
  • Some types of interactable objects are now easier to interact with when near a Wayshrine.
  • Updated several descriptions from Outfit Styles to fit our newer description standards. Affected styles include:
    • Anequina
    • Arthzand Armory
    • Black Fin Legion
    • Blackreach Vanguard
    • Outlaw
    • Trinimac
  • If your character dies while using the Relic of the Sentinel, your character will no longer maintain increased size.
  • Heavy Sacks now drop Potency Runes at all levels/passive ranks. The tier of Runes that drop is based upon either your current character level or crafting rank.
  • The Gloambound Bow weapon outfit will no longer incorrectly hide your quiver after jumping to a new zone.

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Furnishings

  • Fixed an issue that caused certain continuously lit furnishings to lose their lighting when you exited and re-entered the area.
  • Fixed an issue with previewing certain furnishings where they would appear to float above or sink into the floor.
  • Fixed a minor issue where some feathers on the crow in the “Crow Totem, Gruesome” luxury furnishing were totally black instead of being properly textured.
  • Fixed an issue that caused certain furnishings to be difficult to interact with when placed near other things you can interact with, even when looking straight at them.
  • Adjusted the selection point of the “Hourglass Banner, Akatosh” furnishing to be consistent with other similar furnishings.
  • Fixed an issue where the Achievement Furnishing “Redguard Brazier, Stone Marker” was not displaying its lights properly depending on the time of day.

Homes

  • Sealed up a few teensy tiny gaps between bricks in the interior stairs up to the chapel portion of Pantherfang Chapel.
  • Fixed an issue where a segment of the perimeter wall in Pantherfang Chapel could fade from view earlier than expected on certain settings.
  • Updated the prompt when exiting the basement of Sweetwater Cascades towards the courtyard from “Climb” to “Open”.
  • Fixed an issue where you could briefly see flooring beneath the trapdoor when exiting the Sweetwater Cascades Upper Tower.

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General

  • Guild vendor related system mails are now nearly instant.
  • Fixed a rare crash related to asset unloading that would most commonly occur when running through cities.
  • Fixed a crash that could occur when traveling to houses or between other zones.
  • Fixed a rare crash that could occur most frequently in heavy combat, when a lot of on-screen effects used every frame.
  • Optimized the mail deletion settings to keep pacing with deletion demands.
  • Fixed a rare crash that could occur after swapping zones hundreds of times in a single play session.
  • Fixed a crash that could occur when interacting with groups, such as when joining, handling invitations, and leader promotion.
  • Fixed a crash that could occur when using groups on PlayStation 5.
  • You will no longer stay in a PS5 session with other players after backing out to character selection.

Activity Finder

  • You will no longer be able to “Find a Replacement” for an LFG group until the kicked/leaving player has zoned out of the dungeon to lessen the likelihood that the new player is unable to zone in.
    • Known Issue: There are some edge cases where disconnected players that are removed from the group can take longer to be removed from instances than intended. These are still being investigated and worked on.

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General

  • Made adjustments so some monsters will now move much less sporadically when starting new paths.
  • Fixed a large number of NPCs whose postures made them either float oddly, stand in empty space, clip into objects, or path over fixtures.
  • Fixed a bunch of issues where certain vendors and service NPCs were dealing with stage 4 vampires and transformed werewolves when they shouldn’t.
  • Fixed a large number of NPCs that didn’t have appropriate reactions or behavior when witnessing crimes.
  • Certain dead NPCs will no longer stand up after being interacted with.
  • Fixed a bunch of camera placement issues in conversations so you aren’t staring at so many knees, foreheads, or other awkward body parts.
  • Fixed a bunch of VO timing people stop talking over one another as much.

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General

  • Fixed a bunch of typos, voice/text inconsistencies, and various other text issues.
  • Outlaws Refuge doors in Rimmen, Lilmoth, Senchal, Solitude, Markarth, and Leyawiin can now be properly quick to use while chased by the fuzz.

Alik’r Desert

  • The shortcut door in Aldunz is once again properly sealed from the exit-side.
  • Bernetta no longer sits on top of her tent in the Saltwalker Militia Camp.
  • The Oldest Orc: Fixed an issue where a wraith that would appear to deliver lines upon picking the wrong tile wasn’t properly sticking around visually for the duration.

Bangkorai

  • Freedom’s Chains: Fixed a number of presentation, placement, and animation issues associated with this quest.

Bleakrock Isle

  • Moved the Skyshard in Hozzin’s Folly outside so you don’t have to do the quest going into the mine to acquire the Skyshard.
  • Fixed several issues with the Earth-Turner and Snow-Bourne house doors where you could enter while they were on fire, and the fires themselves were difficult to interact with.

Coldharbour

  • Pets and Companions no longer despawn after running out of the Lightless Hollow.
  • The Harvest Heart: Fixed an issue where the Binding Totems were difficult to interact with.

Craglorn

  • Fixed an issue where some events would not reset properly when priests or enemies became stuck.
  • Fixed an issue where your Companion and pets would despawn by leaving the vicinity of the Bangkorai Gate.
  • Fixed an issue where some scenes in Belkarth were not playing half of their conversations.
  • The Shattered and the Lost/The Missing Guardian: Fixed an issue that resulted in two Haras being present while on both of these quests.

Deshaan

  • The Grocer in Mournhold now shows up in the listing of vendors at the Royal Bazaar.
  • Fixed an issue where mobs would respawn too quickly in the Tribunal Temple.

Glenumbra

  • Angof the Gravesinger: Fixed an issue where Rottenroot could respawn too quickly during this quest.
  • Crosswych Reclaimed: Fixed an issue where you could use the Resistance Fighters’ Signal outside of Crosswych. Not that they’d come if you used it; they were miles away.
  • The Fall of Faolchu:
    • Fixed an issue where your Camlorn volunteer wouldn’t spawn if you had a Companion active.
    • If you abandon this quest at the above step, it will no longer despawn your Companion.

Grahtwood

  • Fixed some issues with the city gates in Haven that were recently exacerbated by interact priorities.
  • Fixed an issue where your character could be detected committing crimes in Grahtwood when no NPCs were nearby.
  • The Unquiet Dead: Fixed an issue where you could get stuck in combat after using the Bone Scepter on the Possessed Soldier.

Greenshade

  • Audience with the Wilderking: This quest now properly displays zone story quest pins and will correctly appear in the Zone Guide.
  • The Witch of Silatar: The eavesdropping steps for this quest are now all radius pins, for consistency.

Malabal Tor

  • A Novel Idea: Fixed an issue where the shimmering barrier could not be found or used easily.

Reaper’s March

  • Fixed an issue where Aniel in Thormar could cause your Companion to join them in sweeping.

Rivenspire

  • The Price of Longevity: Fixed an issue where the Elemental Dust and Merethrin’s Research Notes would disappear from your quest item inventory prematurely.

Stonefalls

  • There are no longer two copies of Duryn Beleran within sight range of each other as bestowers for Kragenmoor’s quests.
  • A Gathering of Guar: Fixed an issue where you could keep zapping the poor guars after you already prodded them back to the pen. You monster.
  • Evening the Odds: Fixed an issue where the bar over the gates in Fort Virak were difficult to interact with.
  • Opening the Portal: Asking Levisii Gilvayn or Mavos Siloreth to take you back and forth from the caldera once again works properly.

Stormhaven

  • Fixed an issue where Companions and pets could despawn when running down the stairs in Alcaire Castle.
  • Fixed an issue where distant terrain in Stormhaven could load as a black texture.
  • A Family Affair: Fixed an issue where you could get into the Nurin Farmhouse before you found the key.

Stros M’Kai

  • Like Moths to a Candle: Fixed an issue where you could jump back and forth to make Lerisa and Howler pop in and out of visibility at the end of this quest.

The Rift

  • Fixed an issue where some quest pins would sometimes try to bring you through a non-accessible portal within Riften.
  • Concealed Weapons:
    • Fixed an issue where Aera could spawn inside a door and/or wouldn’t be interactable because the door took interaction priority.
    • Fixed an issue where, as you approach Betar-Nes’s house, all of the compass pins showed up below the ground rather than on the door.

Werewolf

  • Hircine’s Gift: Fixed an issue where you could remain in Hircine’s hunting grounds after abandoning the quest.

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General

  • Made several improvements to navigation of the Gamepad UI with a mouse and keyboard. The keybinds will now also update to appropriate mouse/keyboard iconography.
  • Updated the icons for Champion Point Achievements to match the new Champion Point trees.
  • Renamed the item type “Keep Recall Stone” to “Recall Consumable”.
  • Clarified the error message that displays when attempting to activate the default mount on a Companion when it’s already active.
  • Made several improvements to messaging when using a service token at character select that allows you to preview your character with collectibles active:
    • Added tooltip to appearance types to notify when the appearance type may be obstructed by a collectible.
    • Updated the collectible blocking tooltip visibility when the preview changes.
    • Added keyboard support for a warning icon with a tooltip when the view of slider type in a preview is potentially obstructed.
  • Added an error message for when a friend note doesn’t save due to too many save attempts.
  • Updated the alert message that displays when attempting to travel to a player and the instance is full.
  • Fixed an issue where keybinds could appear disabled/enabled incorrectly in some situations.
  • Fixed an issue where Crown Store purchase confirmation text would use the incorrect color for ESO Plus discounted items with Crown Gem currency icons.
  • Fixed an issue where invalid names chosen during character creation would remain red when they were no longer in violation.
  • Fixed an issue where splitting a stack while a search term was present in the Inventory wouldn’t display the newly split stack.
  • Reduced the likelihood of randomly encountering UI errors messages involving voice chat.
  • Fixed an issue where promoting a player to group leader would show the incorrect player promoted in the game UI.

Chat

  • Fixed an issue where the lowest value for Minimum Transparency on the chat window was sometimes displaying as -0.

Crafting

  • Fixed an issue where the “Repair All” prompt would show the same text twice.
  • Added the repair cost to the Accept keybind.

Gameplay

  • Fixed an issue where returning to the Skill Advisor after purchasing a skill wouldn’t scroll to the new skill.
  • Fixed an issue where Skill Advisor build names could display grammar markup.
  • Fixed an issue where hovering over one of the +/- keybinds in the Champion UI could cause the tooltip to flicker in and out.
  • Fixed an issue where durations on ability tooltips wouldn’t account for duration altering buffs/debuffs.
  • The triggers can now be used to navigate Companion menus.

Help & Tutorials

  • Fixed various typos and grammatical errors in help entries and collectible acquire hints.
  • Updated several help sections with additional line spaces to aid in reading.
  • Updated Tutorial and Help text to be more accurate when using a keyboard with Gamepad UI.

Housing

  • Added tooltips to the Path Settings in the Housing Editor.

Mail

  • The unread mail indicator in the mail screen will now report the actual number of unread mails, not just the number that are visible. This is only relevant when you have too much mail for the mail screen to display.
  • Fixed an issue where reloading your UI while in the mail screen could cause your mail to not properly reload.

Quests

  • Fixed an issue where quest tracker text could get stuck in a greyed-out state after bringing up text chat.

That’s about it for the patch.

Source: The Elder Scrolls forums

MP1st Staff