As DC Fandome inches closer, Gotham Knights is stepping up on the Twitter front as the official account released a series of mysterious shorts showcasing the equally mysterious Court of Owls. If you’re excited for this game and learning more about it in DC’s big event, check out the tweets below.
The tweets give off almost an air of horror, which is very interesting to say the least. All of them also take place in a mansion of sorts, where creepy paintings of people in owl masks are prevalent. In any case, all will be revealed this Saturday during the DC Fandome event, and we are sure to learn more about the Court of Owls and their role in Gotham Knights.
In case you missed it, one of the latest Gotham Knights tweets also had some insights and teasers for possible characters, including familiar ones like the Penguin and Poison Ivy. You can read all about it here.
What do you think? Is the Court of Owls a good antagonist for the Gotham Knights? Let us know in the comments below!
Just last week, Ubisoft celebrated the 20th anniversary of the Ghost Recon franchise by announcing Ghost Recon Frontline — a free-to-play battle royale game set in the Ghost Recon universe.
Alongside the game’s announcement is the mention of a closed test happening sometime this year. Well, it seems that’s been put on hold, as Ubisoft has announced that the Ghost Recon Frontline closed test has been postponed!
As you can see from the announcement, no details were shared as to why it’s being delayed, other than Ubisoft is “dedicated to creating the best experience possible.” Mind, given the reveal trailer is still just at 60,000 views after a week of its reveal — and more importantly — has a like to dislike ratio of at least 1:4, that could have contributed to that too.
Here’s a brief description from Ubisoft on what Frontline is about:
In Ghost Recon Frontline, players will discover Drakemoor island, an open world full of diverse landmarks and biomes. The game features a large set of tactical support tools, offering players complete freedom in strategic gameplay throughout various game modes. Expedition, the game’s flagship mode, offers a new take on the battle royale genre. Featuring more than 100 players in teams of three, these squads will have to work together to complete dynamic objectives across the massive open map with no converging circle.
Once we know more about the closed test, we’ll be sure to let our readers know.
It’s time to break out the spells as Larian Studios have published an all new latest Baldur’s Gate 3 update. Yup, Baldur’s Gates 3 Patch #6 update is now live and introduces the Sorcerer class to the game!
Baldur’s Gate 3 Patch #6 Notes
As the newest class added to the game, Sorcerers come along with five spells and here’s what each of them do.
Horrific Visage
is a Tadpole Action that makes your enemy bleed and allows you to leech a Sorcery Point from them for your benefit.
Chromatic Orb
is a powerful single-target nuke that lets you hurl a sphere of energy at whoever deserves it most.
Cloud of Daggers
can be cast by Sorcerers for defense, surrounding them in a protective blanket of flying daggers.
Crown of Madness
, as the name suggests, sends an enemy mad and can cause them to attack their nearby allies. And finally,
Enlarge/Reduce
Alters the size of a character while also affecting their physical stats, which is likewise what my body has been doing throughout the entirety of lockdown.
Also, here’s the entire list of updates and changes coming with Patch #6!
NEW:
Added new Grymforge region, an ancient Sharran fortress featuring new content, quests, combat, and mysterious NPCs to face. Added setup for several Grymforge quests in the Underdark.
Added new Sorcerer class, featuring two unique subclasses: Wild Magic and Draconic Bloodline. – Wild Magic: Embrace chaos and manipulate the forces of chance to gain advantage on attack rolls, ability checks, or saving throws – and potentially trigger a random effect in doing so. Examples include putting everyone around you on fire, gaining teleport as a bonus action or summoning a hostile mephit!
– Draconic Bloodline: Channel the powers of your dragon ancestors and wield deadly fire, lightning, acid, poison, or cold damage to destroy your enemies.
Sorcerers of Draconic Bloodline will also gain a spell that matches the ancestor, for example Red Dragon provides access to Burning Hands
You also gain access to a unique visual customization option in the form of the draconic scales.
New Sorcerer spells were added:
Horrific Visage: A new Tadpole Action that makes your enemy bleed and allows the Sorcerer to leech a Sorcery Point off of them.
Enlarge/Reduce: This new spell alters a character’s size, affecting their physical stats in the process.
Chromatic Orb: A powerful new single-target nuke that allows Sorcerers to hurl a sphere of energy at their foes.
Cloud of Daggers: This spell protects the caster, surrounding them in a cloud of flying daggers.
Crown of Madness: As the name suggests, this spell sends an enemy mad, and can cause them to attack their nearby allies.
Metamagic: Metamagic is the Sorcerer’s signature feature which allows you to adapt your spells in the heat of combat. With it, you can increase a spell’s range, duration, or hit two enemies simultaneously, among other powerful variations on your spells – making you a powerful and unpredictable presence in battle.
Added new weapon actions, giving ranged and melee weapons up to three lethal signature moves – now non-magic wielders have more options at their disposal in combat as long as they are proficient with the weapon.
Heartstopper: Smash an enemy’s chest to damage and possibly reduce their actions by one.
Weakening Strike: Target an enemy’s hands with a non-lethal attack to give disadvantage on its Attack Rolls.
Crippling Strike: Swing at an enemy’s legs to prevent them from moving.
Pommel Strike: Make a non-lethal attack against an enemy to possibly Daze them.
Piercing Strike: Stab an enemy to damage them that possibly left a Gaping Wounds.
Backbreaker: Put extra force behind your strike to possibly knock your enemy Prone.
Flourish: Feint an attack to possibly throw your enemy Off Balance.
Concussive Smash: Hit an enemy with all your might to deal damage and possibly Daze them.
Brace: Spend your movement speed to reroll your damage dice.
Prepare: Spend your movement speed to get an extra damage.
Piercing Shot: Shoot an enemy to damage them that possibly left a Gaping Wounds.
Mobile Shot: Make a Ranged Attack after you dash or disengage.
Massive graphical overhaul.
Completely revamped lighting system with volumetric fog/lighting.
Added translucency.
Added atmospheric scattering.
Added dynamic clouds.
Local directional lights.
Added completely new colour grading and much improved tonemapper and HDR rendering.
All particles are lit by environment and Global illumination.
Added support for DLSS 2.3.
Added support for AMD FSR.
New orchestral music pack.
New songs in menu and camp.
Characters will become dirty, sweaty, bloodied and bruised during their adventures.
BG3 is now available in Turkish
USABILITY:
Added options to increase font size in dialogues and added a semi-transparent background. These can be set and customized in the settings menu.
Traders now default to the trade rather than the barter interface.
You can now drag items in the trade menu.
You can add bonuses after re-roll.
Implemented Cut, Copy, and Paste actions for textboxes like Direct Connect and Twitch Extension Secret Key.
Updated the point-and-click frequency setting to a slider.
Added race tooltip in the examine panel.
When a weapon is disarmed, overhead text is now displayed above the affected character.
Concentration saving throws are now displayed via overhead roll UI.
Enemy portraits now display concentration.
Fixed displaced scrollbar when having race-specific skills added during level-up.
Chance UI now correctly displays bonuses from enchanted equipment.
Spell container now has a close button.
You can now split big stacks within the camp chest.
IMPROVEMENTS and ADDITIONS:
Cinematic polish and improvements for lookats, animation blending, scene snapping, question cameras & updates to rigs and animations.
We improved the camera system to make camera control feel more fluid.
Refined some of the background goals in Early Access levels and added new ones in the Grymforge area.
We’ve introduced a new Goblin prison and updated most Goblins to give them the ability to arrest you. Misbehaving players can also be jailed (and break out) of prison in the Druid’s Grove too.
Added a new prison grate & door where Gut locks the player up.
The spiders in the Goblin Camp can now jump and escape their lair.
Spell targeting previews will now jump around less when suggesting alternate casting positions.
Tweaked start of player dialogue when accessing one of the rooms in the Dank Crypt for the first time.
Player characters now always comment when they have successfully detected an ambush.
Improved fire VFX and environment VFX
Updated Spore Servant Target VFX.
Updated Silence status VFX.
Updated VFX texture compression settings for better results on low-end platforms.
Improvements to glowing eyes & mouth in some Speak with Dead cinematics.
Improved Auto-Detect graphics settings.
5.1 upmix of pre-rendered intro.
Audio upgrade: New dynamic mixing system improves balance between combat sounds, music, and ambience.
Added inventory and questlog sections to the BG3 Twitch Extension. Viewers can now highlight certain items in the streamers’ inventory at certain times and can also follow where streamer is situated in his current playthrough.
Updated Automaton animations.
Improved animation for Human Female characters.
The Githyanki race now have completely updated gameplay animations.
Updated Hook Horror animations.
Improved wing and tail physics for Cambions.
Improved multiplayer networking in congested scenarios.
Improved UI feedback for targeting rush spells.
Added trade goods to Mol within the Druid camp.
Made Soul Coin into a story item so Nadira won’t be able to sell it.
Added rubble and blocked off the area under the elevator in the Druid Grove so players can’t get stuck there anymore.
Better handling of summoning Lump and his Ogres when there is not enough room for all three.
Improved the camera direction when entering camp.
Improvements made to called guards’ behaviours.
Improvements made to Hook Horror’s alarm behaviour.
Added new dialogue options to Wyll’s camp dialogue relating to Raphael, and added option for players to agree with Wyll in another quest path.
Improved Lae’zel’s idle animation and scripted behaviour at camp – She now unsheathes her weapon as if ready for combat and will sharpen it if it’s a sword type.
The Captured Thralls in the Nautiloid have been given a new animation for laying down.
Omeluum of the Society of Brilliance got a new spot for himself after being summoned, and flashy new arcane incantation animations and VFX.
Consuming Hag Hair has become a lot more visual with added VFX.
Volo’s 4th book was added into the world.
Reworked visuals of Zhentarim wolves.
Went over all Novices & True Souls to give them proper prefix & title, and gave them proper Absolute outfits.
Made sure that NPCs who visually wear a helmet actually do have a helmet equipped (and can drop it).
Updated colours and light values for Light and Dancing Lights.
Equippable salami, for meatier combat.
Slash is now called Lacerate. Rush is now called Rush Attack. Pinning Shot is now called Hamstring Shot
BALANCING CHANGES:
Updated the high ground rule. Now you’ll receive a bonus on attack instead of advantage/disadvantage.
Lowered Lae’zel’s approval requirements slightly for, er, “bedtime romance”.
Silencing aggressive NPCs will now result in combat, while wimpy NPCs will flee.
Additional Knockout support added to situations.
Made Vine Door locked by default.
Adjusted AC calculations to better distinguish between base AC, ability modifiers, and bonus AC. This affects the way Draconic Resilience and Mage Armour are calculated.
Changed a background goal related to Volo for the Entertainer background.
Made Idol of Silvanus valuable, because it is valuable.
Disabled ability to ignite destroyed bowls via use action.
Falling entities no longer apply force on impact if they don’t have enough weight.
Effect of Tasha’s Hideous Laughter is now closer to the effect of Prone condition.
Radiance of the Dawn now targets enemies instead of non-allied characters.
Player characters walking into the Blighted Village ambush while dialogue is ongoing will cause the character to be automatically added to the conversation.
Climbing onto the rooftops near the Blighted Village ambush now automatically reveals the ambushers. Once revealed, the ambushers will react to player characters that are not hidden and start a dialogue.
Reworked the way Gnoll Multiattack works – they now have a Seething Fury status that lasts for 2 turns; when it’s over, the Gnoll unlocks Multiattack.
Re-assigned Multiattack/Seething Fury across Gnolls to make the encounters fairer.
Made it so that Gnolls aren’t interested in picking up weapons anymore.
Assigned Halsin’s Wildshape action the proper cost, so he does not abuse it.
Halsin can only use his Bear Multiattack once per fight.
Made it so that Harpies can now follow you anywhere you go.
Disabled trading with Gekh Coal until the player peacefully resolves their initial dialogue with Gekh.
Removed Hunter’s Mark from Olodan.
Nettie’s bird will no longer spot you sneaking around.
Fixed the imps’ crossbow so that it’s now a light crossbow.
Made Bernard & his Animated Armors immune to magical sleep.
Slightly decreased Duergar HP throughout the game.
Tweaked The Spectator’s Petrified Drow stats, equipment, visuals, spells.
Improved behaviour & visuals of throwable boulders around Ogres.
Increased the chance that an NPC doesn’t break their invisibility immediately after having applied it.
Animals will now not understand when their allies are magically controlled, and will not try to help them anymore.
Creatures made of metal are now affected completely by Heat Metal spell.
Adjusted the trigger area for the ambush at the Decrepit Village.
Gekh’s henchmen now use their innate invisibility to hide themselves for the ambush at the Decrepit Village.
Fishers at the crash site will react to player crimes.
Characters who follow another character into the Underdark via the secret entrance will die if they do not fulfill requirements to survive.
Made improvements to the Sleep status of the Bugbear in the abandoned village. Initiating combat will make him wake up, because no one is that sleepy.
Shadowheart will now react to the box being used by another character based on how far away she is from them. Using the box from the inventory will close it if needed.
Removed the ability to speak with Shadowheart after she runs away in the Nautiloid.
Rurik has been given behaviour adjustments and fixes.
Adjusted movement pattern for Cyrel so she does not step in her friend’s blood.
Priestess Gut’s combat AI now has a greater bias to buff herself and her allies.
Minotaur combat archetype added.
Hook Horrors and Minotaurs now prefer attacking the Bulette.
Minotaur’s Gore action now requires a strength saving throw to push targets.
Increased the amount that the Bulette heals when it burrows.
The Bulette now prefers to attack monstrosities.
Changed Torgga’s armor to leather and updated her visuals to reflect the armour she wears.
Slightly reduced combat AI’s bias to use Sleep and several other Incapacitating conditions.
Combat AI can now reason about shoving allies with the intent to remove Sleep status.
Combat AI now have a greater bias against damaging allies than before.
Fixed Inwe not having correct speed for her race as Wood Elf.
Halsin’s Bear form now has the Dismiss Wildshape spell.
Added Jump spell to Cambions in the tutorial to prevent rare instances where they could get stuck.
Changed Rugan’s equipment and changed the visuals to match.
Animated Armor combat AI is less smart.
Animated Armors and Bugbears should no longer be able to use weapon actions.
Weight threshold for Large creatures changed from 250kg to 200kg.
Adjusted Deep Rothé calf and flaming sphere to 199kg.
Reduced the number of consumable scrolls available to many enemy NPCs.
Bugbears now drop their morning stars when killed.
Bugbear morning star now does 1d8 damage instead of 2d8.
Bugbear now has the brute passive to deal extra 1d8 damage.
Changed void bulb to require a Dex saving throw (DC 14).
Void bulb now does 1d4 damage on failed save – previously it did 1 damage.
Oak Father’s Embrace effect will now only be triggered when the attack hits.
Tweaked Shadowheart’s Ability score. Reduced her CHA and increased her STR.
Gekh Coal’s Animate Dead can only be used on humanoid, small or medium, non-monstrosity targets.
Revamped myconid combat and gave them archetypes: Restless, Mossy and Noxious.
Made it so that Gnolls approaching the collapsed bridge will jump across the gap, should they need to.
Decreased the amount of resources gained by Druid & other spellcasting bosses upon level up.
Added a 2 turns immunity to Harpies’ Lured if you manage to resist it. If you do get Lured, then Lured replaces Luring Song for better clarity.
Made sure that Luring Song is considered a Charm spell, and can be dispelled by spells addressing those.
Gave melee Harpies the Stone Throw action as fallback, should they be unable to reach the player.
Made sure Wood Elf NPCs inherit all the traits & features they should.
STABILITY:
Fixed a crash when loading a cross-save while the save was still syncing.
Fixed a potential crash triggered when the unfortunate Gnome is freed.
Fixed a possible crash in EffectHandler.
Fixed combat in multiplayer possibly causing a crash for other players in a different fight.
FIXES:
Fixed a common issue where NPCs sometimes react to Druid Wildshapes that are no longer active.
Fixed attack roll with off-hand weapon not applying a bonus from the ability modifier.
Made several places and items reachable that weren’t before.
Fixed bugs on ladder climbing animations for Druid that was Wildshaped into Wolf and Deep Rothe.
There is more consistent access to lockpicking and key use when freeing Liam from the torture rack.
After Gekh tells the player about Thrinn’s boots the player can hand them over without restarting the dialogue, if they have already found the boots.
Fixed some doors that allowed you to jump through the gaps, because doors shouldn’t do that.
Fixed damage bonuses that weren’t showing up in the Character Sheet and action tooltips.
Fixed issue where options were not saving properly after resetting and relaunching the game.
Resting will no longer break Fighting Style: Protection
Fixed bug where Mol wouldn’t return stolen belongings..
Fixed twin versions of characters in certain cinematic scenes.
Summoned creatures are now unsummoned when the caster is incapacitated.
Equipping a lit torch now correctly applies gameplay light to the carrier.
Fixed some destroyed objects not playing their destruct animations.
Fixed ragdolls not updating when corpses are moved.
Fixed Mystra projection.
Moonbeam can no longer be moved with alt+left click drag.
Fixed microphone from unmuting when joining a lobby on Stadia.
Fixed duergar spore servant dialogues in the Myconid Colony.
Reference model of the Spiderling is no longer present in the spell.
Fixed the dummy appearing for the door backdraft effect.
Fixed some issues with Direct Connect.
Fixed being able to walk though standing light sources.
Fixed fade to black sometimes persisting for too long in some cinematics.
Owlbear Cub and Scratch acknowledgment dialogue will now correctly trigger if the other dies 🙁
Fixed issue where the narrator speaks over cinematics in multiplayer.
Fixed the missing character sounds after critical hits.
Fixed Goblin War Cry not being usable by the combat AI.
Fixed some non-damage spells removing Mask of Regret status.
Fixed Gekh Coals passives not being in line with a regular Duergar.
Fixed one of the Minotaur’s passives not having display text.
Added a ranged spell for Boooal to use if he is stuck and can’t reach targets in melee.
Fixed a potential blocker in multiplayer when one player is requesting to go to camp, while the other player is entering combat.
Fixed issue where characters would move through a door and try to open it from the other side.
Combat AI: fixed AI skipping a turn after using a supporting action and then getting interrupted in the following action.
Fixed keyboard input rotating the camera when entering character name in the character creator.
Fixed launcher scaling on low resolution or screens with DPI scaling enabled.
Fixed not being able to drag an item from the world into a container.
Fixed characters floating upwards when picking up a container or other items they collide with.
Fixed several item interactions not working while in turn based mode.
Fixed items sometimes falling through the platforms they’re placed on.
Fixed multiple Mindmeld cinematics.
Shadowheart will now talk to players again after being resurrected at the chapel entrance.
Shadowheart will now talk to players again even if they used Lae’zel to free her.
Added a couple more metal ladders around Dror Ragzlin.
Fixed issue where Rush spell could be applied to targets at a different elevation, allowing the caster to reach positions they shouldn’t be able to reach.
Fixed downed players/companions getting knocked out when hit with a non-lethal attack.
Gave Yerle & Erna a metal ladder instead of a wooden one. Also tweaked their spells, items, and visuals.
Changed colour of Outpost Spiders.
Fixed issue where the attack button in Ellyka’s dialogue did not initiate combat.
Added missing content to ‘Origins of Zhentarim’ book.
Fixed inventory overlapping hotbar when there is a lot of items
Fixed issue where the well in Blighted Village couldn’t be used a second time.
Fixed localization having issues with symbols `«` and `»`.
Fixed overlapping text on the map UI, triggered when player can’t travel because of danger.
Thulla now waits for players to be close enough before talking.
Killing Sovereign Spaw now completes Glut’s quest.
Chill Touch tooltip now properly shows duration of 1 turn.
Made sure Hobgoblins & Bugbears cannot use tunnels reserved for Goblins.
Fixed a bug that prevented players from talking to a rat in the Torturer’s room of Goblin Camp.
The correct voiceline is now spoken when you succeed the arcana check on the Illithid device in the transformation room of the Nautiloid.
The player character now correctly addresses the state of the Forest area after teleporting there from the Underdark via a Fairy Ring.
Fixed several issues with the Mobile feat.
Fixed Halsin’s Bear Wildshape’s weapon attack.
If the player dismisses Glut from the party after accepting his quest – Avenge Glut’s Circle – Glut will wait at the Ebonlake Grotto instead of the Decrepit Village.
Fixed a bug where attacking Spaw manually (instead of through dialog) during the Avenge Glut’s Circle quest prevented the Myconids from becoming neutral after Spaw is killed.
Fixed a bug where Glut’s quest – Avenge Glut’s Circle – would not proceed correctly if Spaw was attacked by a player character other than the character that Glut was following.
Fixed an issue where high approval with Shadowheart causes her default dialogue to stop playing.
If Shadowheart is not in your party and is unconscious during the voice of the Absolute event on the Goblin bridge, she will now die.
Fixed an issue with one of Lae’zel’s lines lacking audio in the Nautiloid helm.
Sneaking and invisible characters are no longer excluded from the initial Nautiloid helm dialog.
The dragon scene on the Nautiloid upper deck now also plays for characters in combat.
Shadowheart will no longer take offense when players attack the captured thralls on the Nautiloid.
The Mindflayer on the Nautiloid will now only betray the player once all present devils have been taken out.
Fixed an issue where companions recruited on the Nautiloid did not trigger the devil reinforcements at the Nautiloid helm.
Fixed an issue where the dialogue with the transponder did not start.
Liam now correctly escapes the torture room if torture rack is destroyed while he is awake.
Fixed journal bugs in “Find the Missing Boots” quest.
Players now can take Gekh Coal’s quest if they resolved his situation peacefully but refused the initial quest offer.
Fixed a bug with Thulla’s dialogue ending abruptly if you steal her boots then heal her with noblestalk.
Thulla now has Boots of Speed actually equipped.
Fixed issue related to ambushes when a player jumped to their death into an ambush/dialogue trigger.
Added and revised passive skill descriptions, tooltips, spells, and statuses throughout.
Added missing effect for Warlock’s Armour of Shadows.
Added crime reactions to being charmed, polymorphed, dominated.
Added revised origin tag description to Gale.
Fixed a bug where kids would attack you if you failed to Detect their Thoughts. They flee now.
Replaced the conversation to rescue Benryn by a roll if he’s already on fire.
Fixed issue where an illusory wall would join the combat order.
Fixed issue where Fezzerk’s goblins would attack Wyll on sight rather than start his dialogue.
Fixed issue where Gale’s illusory double would remain around if the conversation with him is skipped.
Made the hag’s illusory double vanish when attacked.
Fixed the hag’s quest not closing if you knock out her guest.
Arron’s items are now owned by him.
Performance fix for when killing NPCs out of combat.
Feedback when non-guard NPCs notice you Wildshape/disguise after a prison break. Now they’ll report this to guards.
Fixed persuasion DCs in theft and pickpocket interrogation dialogues that were too easy.
A repaired gate will be in Sylvanus’ Grove during the siege, if it had previously been destroyed beforehand.
Goblin leaders can now be defeated non-lethally.
The all-out attack of the Druids now considers characters that have been disabled non-lethally.
Fixed bug where the game considered Volo to still be in the Grove after he left.
Fixed issue where Wyll and/or Shadowheart fail to properly react when in combat with Druids, after dying during the Goblin attack at the gate and being resurrected.
Added a line to Halsin’s dialogue that makes it sound like he made it to the Druid Camp all by himself if that wasn’t the case.
Fixed when a combination of events would keep Nettie from reacting properly once she reached her workshop.
Tieflings will now vacate Druid’s Grove if too many are killed or have left.
Fixed a bug where a goblin would randomly show up in the Grove if all druids were killed.
Druid’s Grove ritual now requires at least one druid to remain alive in order to trigger.
Fixed bugs with the gatekeeper of the grove.
If player triggers Druids attacking Tieflings and then leaves the Grove, the ritual does not immediately complete.
Fixed Goblin Camp not becoming hostile after certain outcomes of Minthara’s betrayal.
Tweaked certain texts that did not match voice recordings.
The Silvanus’ Grove waypoint will now be unlocked after combat when Zevlor invites everyone inside.
Scratch can now accept all the pets again, as he is a very good boy.
Ormn is no longer picky about his fish and will eat them again.
Sazza will now correctly become hostile if betrayed during her escape.
The Owlbear Cub will no longer spawn then disappear from camp when all the Goblin leaders are killed.
Druids will turn hostile if the Rite of Thorns is interrupted by the death of any of the 5 druids performing the ritual.
Fixed and improved interaction between Abdirak and the goblins Spike and Lookout Grush.
Replaced several books in the Druid Grove by the stone tablets. Tweaked the position of several books.
Lae’zel can’t be revived after being killed in camp during the night where everyone feels sick. Other companions won’t turn hostile when Lae’zel is killed during this scene.
Minor fixes to the combat AI of the tutorial Imps.
Nadira will now stay at range and throw rocks instead of trying to attack the Bugbear in melee.
Fixed Torgga’s passives to be consistent with that of a Duergar.
Fixed Halsin’s Dash spell not appearing on hotbar when in Bear form.
Fixed Minotaur, Owlbear, and Hook Horror jump spells not playing intended AoEs.
Fixed Bugbear now having proficiency with its morning star.
Fixed missing items in trade UI.
Fixed wrong skill values in tooltips in character creation.
Selune Fort in the Underdark will become a much cosier place when the gem powering the protection statues is destroyed.
Made sure poor Bernard can climb ladders.
Fixed Goblins that had the wrong AI archetype.
Updated item descriptions for a variety of items to make their gameplay links more clear.
Characters affected by a Loss of Control status like Surprised or Stunned now have overhead text display above them on their turn.
Fixed gameplay issues on Hag’s Second Marriage wand.
Fixed VFX for Hallucination Spores.
Improved navigation around Gnoll Flind fight by making certain rocks walkable.
Made sure Pack Tactics can solely be used by Wolves & Hyenas.
Made sure that the camera stops on a singing Harpy.
Fixed certain wall sconces throughout the game that could not be lit.
Gave Ebonlake ships better names.
Made sure Drow NPCs had Fey Ancestry.
Improved Gehk Coal combat experience by making it possible to shoot through and walk through certain decor items.
Improved UX of Gut’s shield’s Bless/Bane spell (“Word of the Absolute”).
Plea at the Gates: improved navigation by making the flat rock in front of Zevlor accessible to walk on.
Gave Minthara proper Drow armour – changed from ringmail to leather.
Fixed crash site’s Intellect Devourer that could get stuck trying to jump down its platform.
Fixed opening multiple instances of the Pickpocket UI when attempting to repeatedly pickpocket.
Fixed character models disappearing sometimes when changing into too many disguises.
Gave Lone Duergar a chill pill so he no longer becomes hostile even if you persuade him to calm down.
Fixed wrong footstep sounds in various location.
Fixed missing Imp Sound Vocalization Feedback.
Fixed Twitch extension secret key field visibility when it is not filled in.
Passives now correctly display additional description.
Fixed ability to pin tooltips infinitely.
Fixed world map not matching minimap alignment.
Spell tooltips now correctly show recharge times.
Fixed jump icon keep blinking after it was used.
Fixed reward UI not showing after loading when quick saving while the UI was open.
Fixed “downed” UI disappearing after loading savegame with downed characters.
You can’t attack containers inside your inventory anymore.
Fixed wrongly aligned elements of lobby.
Fixed Double Iron Doors animation.
Fixed issue that appeared when lockpicking a chest within your inventory.
Fixed the super loud Pig squeal on the Tutorial transponder. No pigs were harmed in this patch.
Fixed Dwarves having delayed activation of beards; hair now remains luscious.
Fixed issue where Wildshapes would keep custom visuals.
Downed players and companions no longer get knocked out when hit with a non-lethal attack.
“Critical Hit!” text no longer appears on screen when a downed character is hit with a non-lethal attack.
Fixed crashes after ending the tutorial.
Auntie Ethel’s Hair reward now gives the character a stat boost as intended.
Stacked items will no longer disappear from the hotbar if one of them is thrown.
Broken ladders can be climbed again.
Fixed Moon Gate puzzle issue triggered when leaving the area, saving, or reloading.
Fixed issue blocking players from speaking with Fezzerk after he is knocked out using a Non-Lethal Attack.
Stopped certain items from being duplicated after being dropped by an enemy.
If you missed the list of updates on Patch #5 for the game, check them out here.
Baldur’s Gate 3 is available to play om PC, macOS, and Google Stadia. The full release of the game is expected some time on 2022.
Blizzard Entertainment has released the Diablo 2 Resurrected update 1.005 patch for October 14. This update is only for the PS5 version, and includes previous fixes with a play button fix.
For those unaware, Diablo 2 Resurrected received an update last week which included a number of bug fixes. However, on the PS5 side of things, for some players this update ended up breaking the game entire as the play button became inaccessible. Well, according to Blizzard this should be fixed now. While this update is targeting players in the EU and ANZ region, is it also live for North American players on PS5.
Diablo 2 Resurrected Update 1.005 Patch Notes
Play Button should no longer be causing issues.
Also included:
GENERAL
Improvements to character deletion to help users from accidentally deleting their characters.
STABILITY AND PERFORMANCE
Fixed a crash that could occur when using the legacy toggle after extended play sessions
Fixed a crash that could occur when the Korean IGR playtime warning UI would appear (PC Only)
Fixed a crash that could occur after launching the game with no existing settings file (PC Only)
Fixed a crash that could occur when binding passive abilities to the interact button
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.
Sledgehammer Games and Treyarch Studios’ new Call of Duty game mode will be released on November 5, and this was showcased earlier today with the release of the COD Vanguard Zombies info overview. COD Vanguard will feature a new Zombie mode in which players will meet new characters and horrors. The four-person co-op mode is set in a new storyline of the Dark Aether Saga, entitled “Der Anfang,” taking players to the darkest corners of the occult. “Der Anfang” introduces new upgrades to the Zombies experience as well, such as the powerful Altar of Covenants.
Treyarch has also posted behind-the-scenes content, which you can check out below:
In the video, the developers talked about the upcoming mode, including the new features which will offer better experience to the players in the upcoming COD Vanguard Zombies. Cross-play may be the biggest advantage, in addition to the ones listed below:
Cross-Play and Cross-Gen
Just as in Multiplayer, Zombies players can gather across platforms and generations so that you can team up with your best allies, no matter what platform they play on.
Unified Battle Pass and Player Progression
Advance through Vanguard’s Battle Pass system via unified progression between Multiplayer, Call of Duty®: Warzone™, and Zombies. Your player level is shared between the modes, too, so you’re always progressing in tandem for a fully unified experience.
Players who will try the new COD Vanguard Zombies game soon should see how the new features will change the game in general. Zombies is releasing alongside Call of Duty Vanguard on consoles and PC this November 5.
Electronic Arts and DICE released their first first look at Battlefield 2042 Hazard Zone today via an official trailer, but there’s always more where that came from as they say. Next up is the official deep dive for Hazard Zone, detailing everything you need to know about it.
EA introduces Hazard Zone via a short backstory, which you can read below:
In the year 2040, a worldwide event known as The Blackout has caused over 70% of satellites in orbit to malfunction and fall into the atmosphere. Communication, navigation, and surveillance were crippled, bringing an already tenuous relationship between the US and Russia to the edge of war.
In response, both countries have begun to use satellites equipped with capsules containing radiation-hardened Data Drives to collect important intelligence throughout the world. These capsules are dropped down into US/RUS controlled territories for the Occupying Forces to secure.
Such Data Drives are essential to No-Pats around the globe, providing them with valuable information to keep all No-Pats (including non-combatants) safe. And when necessary, the information can be sold to the Dark Market in return for supplies needed for survival.
This is where you come in.
In Battlefield Hazard Zone, you play as an Elite Task Force assigned to retrieve these critical Data Drives. You and your squad must locate, gather, and extract these drives before a storm overtakes the area in a high-stakes, one-life experience.
Every bullet, every skirmish, and every decision counts.
In essence, Battlefield 2042 Hazard Zone works a lot like the hardcore shooter Escape From Tarkov, except here you have squads and different kinds of classes. A game of Hazard Zone is divided into four distinct phases:
Strategize and equip – find the best tools for the job, and choose the Specialist that best suits your playstyle. There are also Tactical Upgrades available that are sure to give you the edge, so pick carefully.
There are 15 Tactical Upgrades available at launch, and here’s a quick glimpse at some of them:
Extra Throwable – Carry +1 of your selected throwable Gadget.
Insider Information – Show the landing position of crashing capsules 30 seconds before they arrive.
Loadout Insurance – Reimburse 25% of upgrades and Loadout cost if you die.
Negotiated Bounty – +50% Dark Market Credits bounty when killing Opposing Forces
Quickdraw Holster – Swap between weapons 15% faster
As for the others, you’ll have to discover them for yourself when you play Hazard Zone.
Insert – the next step is to deploy within the Hazard Zone, where you and your squad must collect Data Drives and downed capsules. Hindering your path are AI-controlled and human enemies, with the latter aiming to collect Data Drives for themselves.
Luckily, you’ll find several assets on the ground that can help you when enemies are closing in and picking off your squad one by one. Ammo stations are littered across the map and marked on your HUD, so you’ll always know where to go if you’re running low. Uplinks, randomly spawned collectible laptops, can also give you powerful abilities to help you turn the tide or even bring back the fallen squad members. Each Uplink is encoded with a particular Call-in – so keep an eye out for 3 different types available:
Support Uplink: Give your squad a Ranger Call-in
Vehicle Uplink: Give your squad a LATV4 Recon Call-in
Redeploy Uplink: Give your squad a squad redeploy Call-in.
Retrieve – as time goes on, more capsules land with even more Data Drives on them. However, the dangers also rise as time goes on, as the eponymous storm of Hazard comes your way.
Extract – this phase requires you and your team to head to a special extraction zone against the dangers of both the Occupying Forces and opposing Task Forces, with the latter trying to make an extraction of their own. If you miss your first window, then fret not, as there will be additional extractions. However, the full power of the storm kicks in after the first extraction, making the map more dangerous than ever before.
Electronic Arts also shared the progression system for this game mode, which you can read more on below:
Squads that successfully capture Data Drives and extract will be rewarded with DMC as well as a bonus dealt out to members based on their actions taken during the match, such as kills. The more Data Drives you extract, the higher the reward for your squad will be.
The more Data Drives you gather in a match of Hazard Zone, the more XP you gain for your overall level and Battlepass and the more DMC you collect to spend on equipment and upgrades during a future match.
If you’re on a hot streak and your Specialist extracts consecutively enough, you’ll earn an Extraction Streak marker tied to the chosen Specialist that will reduce the cost of weapons, equipment, and tactical items for that Specialist while you continue playing with them. However, if you fail to extract, that marker and all its benefits disappear until you earn another streak, so don’t get cocky, No-Pat. It’s a long fall.
Finally, the devs also put out an FAQ for those interested in learning more about Hazard Zone. Check it out below:
How long does a match of Hazard Zone take to play?
Get in, get the goods, get out. Easier said than done.
A Hazard Zone match can take anywhere from around 5 to 20 minutes based on how you play, when you choose to extract, and if you’re successful.
What’s the difference between last-gen and next-gen versions of Hazard Zone?
Xbox Series X|S, PlayStation® 5 and PC users will be able to play with up to 32 players in a massive playspace, while Xbox One and PlayStation® 4 players will be able to play a version scaled for up to 24 players.
How many maps does Hazard Zone have?
You’ll be able to experience Hazard Zone on all 7 of Battlefield 2042’s maps.
Can I play Hazard Zone to progress my character within Battlefield 2042?
Yes! Your Hazard Zone progression is tied into the rest of Battlefield 2042. Any progress you make in Hazard Zone will also grant you XP for your overall player level, weapon unlocks, and so on.
Can there be multiple of the same Specialists in the same squad?
Squads in Hazard Zone are composed of four unique Specialists, so you and your teammates will need to pick Specialists and Loadouts that complement one another if you’re to extract safely.
How is XP shared between you and your Squad?
Everyone present in your squad at end the of round will receive XP for the total amount of Data Drives your squad has extracted. There will also be a bonus for your personal performance during the match.
Are Occupying Forces always present in Hazard Zone?
Occupying Forces are an ever present and essential part of the Hazard Zone experience, and will pose a dangerous challenge in safely extracting with your recovered Data Drives.
How many Occupying Forces can we encounter in a match?
The Occupying Forces you’ll find in Hazard Zone are unpredictable. They may be roaming around the map, pursuing you, or protecting valuable resources. How many soldiers you come across varies and will depend on your actions and luck, so explore with caution.
What happens when I die?
You’ll be able to spectate your squad from the sidelines, hoping they can bring you back by finding a Redeploy Uplink in case no Squad Redeploy Call-in was bought before insertion.
Is it possible to redeploy multiple times in a Hazard Zone match?
If your entire squad bites the dust, the mission’s a failure and you lose the match. But should one member still be alive and manage to trigger a Redeploy Call-in (found in the world or purchased with DMC before a match starts), they can bring the entire team back to life.
Does Hazard Zone have any pay-to-win elements?
In Hazard Zone you will use Dark Market Credits which can only be obtained through gameplay, and not via real world currency. You can use them to purchase Tactical Upgrades, weapons and gadgets to give you the advantage over your enemies.
What do you think? Are you interested in checking out this brand-new game mode for Battlefield 2042? Let us know in the comments below!
SNK is not pulling any stops in showing off their roster for the next KOF game, as a newKing of Fighters 15 trailer has been released for Heidern — the commanding officer of the Ikari Warriors and a longtime presence in the KOF storyline!
Here’s the character trailer showing off the military man using a variety of assassination techniques as his fighting style.
First debuting in The King of Fighters ’94 as the leader of the Brazil Team along with Ralf Jones and Clark Still, Heidern is the commanding officer of the Ikari Warriors — and has a tragic history hidden under his cool and calm demeanor. Losing an eye and his family to Rugal Bernstein, Heidern trained and developed his own self-made assassination techniques to aid him in his missions and his quest to take Rugal down. As he worked up the ranks, he also took in an orphan girl named Leona and trained her to fight — eventually adding her to the Ikari Warriors team and picking her as his replacement while he commanded missions from behind the scenes. Now he returns to the battlefield and joins his fellow soldiers in participating in the newest King of Fighters tournament.
The King of Fighters 15 is set for release this coming February, and you can read all the details about the in-game Hud and main visuals here.
Phoenix Labs has released the Dauntless update 1.69 patch this October 14, and this is for the Dark Harvest event patch 1.8.0! Expect a new Battle Pass, balance changes, and more! Check out the complete patch notes below.
Avellainia has opened the Orrery’s archives, unlocking long lost technologies and equipment. As their presence grows throughout the Shattered Isles, this unique fashion will soon find its way to Ramsgate. Don the opulent stylings of Avellainia’s past in the Power Balance Hunt Pass.
REWARD CACHE REFRESH
We’ve added a slew of items to the Reward Cache. Collect Orrery Coins to unlock the Secret Keeper armour set, Keeper weapons, and a collection of Dark Harvest goodies, new and old.
DARK HARVEST
Dark Harvest is nigh! Collect weekly gifts hidden across Ramsgate that contain various rumours. Each week will see two more gifts added until October 21, when the actual event begins — Night will descend on Ramsgate, and with it you will see various new quests, cosmetics, and events …
CELL RECATEGORIZATION
We’ve decided to revisit cell categories, and recategorize some of our existing cells to encourage build diversity. All five categories have been renamed, and each has been revised to align with a vision statement to guide the design. As part of this recategorization, eleven cells were reorganized to better reflect their conceptual fit in the new system. Read more on our official website. (Read more)
BANKED XP
Not ready to reforge your max level weapon? Well, we have good news! We’re adding banked XP to Dauntless. This system allows you to store weapon XP at level 20 to use towards reforging in the future. Banked XP is earned at 75% the rate of normal XP. For instance, 100 regular XP translates to 75 banked XP, which then caps out once you reach the limit. Each weapon will have its own XP bank.
SEASONAL CHALLENGES AND QUESTS
We’re updating our existing challenge system. Each week will unlock a new set of challenges, and every player will receive the same ones. Any uncompleted challenges will roll over to the following week, creating a backlog for you to tackle at any time within the season. Alongside this, a new quest will be available every week, and only removed at the end of the season. Don’t miss out!
NEW RUMOURS
Unlock the Protector hammer, sword, strikers, and chain blades through new rumours. These rumours will drop from battles with Scorchstone Hellion, Heroic Koshai, Sprorestruck Charrogg, and Flameborn Gnasher on The Blazeworks.
STORE
Added the Overseer Armour Bundle.
Added Secretkeeper’s Wings Glider.
BALANCE
GAMEPLAY
The Parasitic perk now more accurately determines delayed damage. Early ranks were dealing too much delayed damage over time.
Elder Behemoths now spawn with two shields instead of three.
PHAELANX
During its 360° swipe attack, the active damage frames in the lower body have been reduced.
Players can now destroy Phaelanx’s projectiles by damaging them. Catch!
CHARROGG
Tightened up and improved Charrogg’s hitboxes.
THE HUNTING GROUNDS
Phaelanx has replaced Heroic Gnasher on The Paradox Breaks.
Phaelanx and Thunderdeep Drask have replaced Flameborn Rezakiri and Heroic Embermane on Twilight Sanctuary.
QUALITY OF LIFE
MISCELLANEOUS
Interacting with the loot cube at the end of a public event now restores HP and replenishes supply crates.
Behemoths now make more accurate contact with the ground.
Players can now matchmake for their current island in The Hunting Grounds.
PERFORMANCE
Fixed an issue where some consoles would incorrectly output at too high a resolution, resulting in poor performance.
UI
Player names and their inspect icons were moved a bit higher.
The “Inventory” menu has been renamed “My Slayer”.
Tracked quests, rumours, and craftable items now save across different devices.
Removed all star metrics on all Hunting Ground related UI as they were confusing when paired with levels. We found they weren’t properly communicating Behemoth complexity.
BUG FIXES
GAMEPLAY
Fixed a bug where the Cascade perk’s red buff was inheriting its damage type from the player’s equipped weapon.
The Sprinter perk effect is now properly removed when unequipped.
Kharaback weapons’ cooldown icons will now disappear when the player switches weapons at a supply crate as intended.
The Pulse cell’s buff will now disappear when the perk is removed as intended.
Gruk-gruks will no longer attack a player if the player is close to a Behemoth. For real this time.
Fixed an issue where Hellion and Pangar’s scales didn’t have collision on them.
WAR PIKE
Fate of the Firebird now correctly has +3 Aetheric Attunement when power surged.
REPEATERS
Fixed a bug where players could use infinite mag bombs with the Twin Suns.
Inferno’s Roar repeaters now correctly grant +3 Overpower when power surged.
Fixed a bug where a player with repeaters would not get the damage bonus when attacking a part marked by another player’s empowered marksman chamber ability.
Precision Sights’ damage bonus is now only removed by weapon attacks against non-marked parts.
Throwing Sparks repeaters now correctly have the Aetheric Evasion perk.
Power surged Raging Repeaters now have 12 ammo as intended.
The Storm Shooter repeaters now have the correct unique effect bonus in their description. It was previously showing 1.
The Empowered Salvo Chamber will now check the Salvo Chamber move while in the Training Grounds.
PHAELANX
Fixed a bug where Phaelanx was giving lower than expected Mastery XP.
STORMCLAW
Fixed a bug where Stormclaw’s projectiles would disappear when spawned.
THE CHRONOVORE
Reduced the amount of unintended hits during attacks by improving hit boxes.
Fixed a bug where tail-based attacks were damaging the player when they weren’t supposed to.
ENVIRONMENT
Fixed various cases of floating geometry across the game.
COSMETICS
Fixed a bug where lantern VFXs were appearing in odd locations.
PERFORMANCE
Improved performance when fighting Deadeye Quillshot.
Fixed a rare crash that occurred when getting close to Behemoths.
AUDIO
Fixed a bug where audio was not playing as intended when switching islands or returning to Ramsgate.
UI
Fixed cases of bounty, challenge, and rumour objectives not displaying or completing.
Fixed cases of incorrect objective descriptions for bounty, challenges, and rumours.
The hold indicator when turning cells into aetherdust at The Middleman now displays correctly.
Fixed a bug where players couldn’t navigate to the journal.
Fixed a bug where Adversary’s Visage would display in the consumables selection in the equipment menu.
The Heroic Escalation descriptions now show the correct Behemoth names and icons in the Slayer’s Path.
After purchasing an item in the store, the menu no longer returns to the featured tab.
The background no longer overlaps on top of the Slayer’s Club purchase menu.
The Phaelanx Forge event is now mentioned in The Blazework’s description.
Event VFX should no longer appear on top of menus.
The “You have no (item) available” message now shows on corresponding screens that don’t have any items.
Element tooltips now display correctly at lower resolutions.
Fixed a bug where the reward UI was not showing after defeating a Behemoth due to active public events.
Weapon mastery objective checkboxes are no longer misaligned.
When redeeming core rewards, the reward counter will no longer display until the correct amount of rewards is tabulated.
The resistance summary number now aligns vertically when the player’s armour has no elemental resistances.
Fixed cases of text breaking their UI bounds across various languages.
Call of Duty: Vanguard developer Sledgehammer Games is expanding! The developer has announced that a new studio is setting up shop in Guildford, United Kingdom — expanding their reach and offering new jobs and opportunities to those who love to work on video games.
Expanding their global reach which includes studios in Melbourne, Australia and Toronto, Canada, the new Sledgehammer Games studio in Guildford will partner with these locations to help with support work on Call of Duty: Vanguard’s Live Sessions and other future projects.
Sledgehammer Games COO Andy Wilson shared his excitement on the new opportunities opening for UK based talent and the industry as a whole.
“I’m just really excited to bring our studio brand to the UK, along with the incredible franchise we get to work on. It’s another opportunity to do our own small part to grow the industry, in a place where there’s a huge number of talented developers. As we have done in our other locations, we will be looking to build partnerships with schools and universities to help nurture and grow the next generation of talent. It’s not just about finding people who already work in the industry, it’s about providing pathways for those who are looking to get in. I remember that daunting feeling very well and it makes me happy to be providing opportunity, especially as we emerge from a historic pandemic.”
As Call of Duty: Vanguard prepares for its launch this November 5, check out the zombies trailer that’s going to be in the game as an alternative to multiplayer.
Assemble Entertainment and Hexagon Games have released their new survival city-builder game, Sphere – Flying Cities on Steam Early Access.
City-building games have been popular since they first came out. Throuhout all these years, many companies published DLCs and add-ons to support their games. However, Sphere – Flying Cities’ mechanics and story is unique. Other games mainly offer usual stories. These key features are the main deciders of this game’s future and success.
Key Features of Sphere – Flying Cities:
A City in the Clouds: Construct your city with numerous retro-futuristic buildings, utilize the resources available from the unique sky-vironment, and send out drones to harvest (sometimes rare!) resources and repair buildings to keep everyone’s head in the clouds
The Sky’s the Limit: The anti-gravity device and its deflector-shield are the only thing protecting the city from (un)natural disasters; maintaining it means the difference between life and certain doom
For the Greater Good: Assuring the safety of your city’s denizens is of paramount importance — tend to their needs by supplying food, healthcare, and shelter, as well as undergoing rescue missions. However, keep in mind that you won’t be able to save every building – nor every colonist.
Write Your Own Story: Each decision you make, turn you take, and building you create chronicles your own narrative in this compelling near-apocalypse scenario. Define your experience by the paths you follow and determine how your city’s story ends.
As announced, players will be able to run their own city which is mainly based up in the clouds. Players will decide their city’s future with their decisions. This feature will make the game more realistic. Sphere – Flying Cities can be purchased as an early access on Steam.
As expected, DICE has finally given us our first real look at Battlefield 2042 Hazard Zone mode, which is the third pillar for the game. The trailer shown below is a short one, but it does give us an idea of just how different the gameplay will be compared to your regular Conquest, and traditional Battlefield modes. In addition to that, EA has also divulged that the mode will be a four-man squad, and will focus on extraction.
First details straight from the press release!
Battlefield 2042 Hazard Zone Info:
Playable on all seven Battlefield 2042 All-Out Warfare maps, Hazard Zone is an extraction-based four-player game mode, in which players will choose a squad based on playstyle. Each Specialist brings a new asset and characteristic to the squad. Players looking to create an offensive squad may consider Webster Mackay and Maria Falck, who bring mobility and healing on the move to the party. Those looking for a more defensive approach should focus on Kimble “Irish” Graves or Pyotr “Boris” Guskovsky, whose Fortification System and SG-36 Sentry Gun will help your squad lock down an area of the map. When the remaining Specialists for launch are revealed, players will see more ways to adapt their squad for their playstyle in the Hazard Zone.
Players will want to create squads that are the best at achieving their objective of retrieving Data Drives scattered throughout the battlefield. This task must be completed while fighting off opposing squads with the same goal, as well as environmental challenges such as an unyielding Tornado striking at unforeseen times, and deadly Occupying Forces that will drain resources and alert nearby enemies.
A Hazard Zone match consists of five main phases – Strategize & Equip, where players confirm their insertion point, choose their Specialist and select their loadout and Tactical Upgrades; Insert, deploying to the predetermined insertion points; Retrieve, where squads will deploy their Intel Scanner and face off against enemy squads, Occupying Forces and the world itself; First Extraction, the first of two options for ensuring survival; Last Extraction, where the remaining squads must fight over who will escape and who will die trying. The choices players make will greatly impact team success; choosing the right mix of Specialists, weapons, gadgets and Tactical Upgrades is the key to survival. Players will experience quick 15-20 minute, 32-player games with Xbox Series X|S, PlayStation 5 and PC or 24-player matches on smaller maps with Xbox One and PlayStation 4.
Teams who successfully extract from Hazard Zone will receive a base reward, plus additional rewards based on the amount of Data Drives they escaped with. Players in Hazard Zone are rewarded in two ways: XP granted to their overall level progression/Battle Pass progress, as well as Dark Market Credits (DMC) — the currency players will use to select weapons, equipment and Tactical Upgrades at the beginning of every Hazard Zone match, giving them an edge in battle. These upgrades range from ammo increases, faster reload times and additional storage all the way to resurrections for fallen squadmates. The more Intel players gather, the more XP they gain and the more DMC they receive.
Arkane Studios has released the Deathloop update 1.100 patch this October 14 for both PS5 and PC, which is Game Update 1! This includes a host of gameplay-related fixes, tweaks to NPC behaviors, and loads more. On PS5, a calibration screen for HDR has been added as well.
Deathloop Update 1.100 Patch Notes:
Size: 5GB (PS5, 11GB (PC)
PLAYSTATION 5
Added HDR calibration screen to UI options
Improved performance and stability when ray tracing is turned on
Improved NPC pathing and reactions to the player
Added an indicator of poor connection quality in the upper right of the screen (resembles a speedometer with an exclamation point)
Improved the content of PS5 Activities & Game Help systems
Improved vibrations on DualSense controller
Improved audio mix quality
Fixed laser mines, turrets and fireworks behavior for both Colt and Julianna players
Fixed unlock issue with “Oops” and “Deathday Suit” trophies
Fixed issue that could cause Colt’s progression to be reset even if player chose ‘no’ on confirmation
Fixed crash issue when a player unlocks a feat using Havoc while playing as Julianna
Fixed Aleksis Dorsey reactions, making him easier to identify among his party guests
Fixed issue that was causing assassinations to glitch sometimes while playing as Julianna
Julianna’s actions no longer directly unlock trophies for Colt
Julianna players will no longer hear radio conversations meant for only Colt
Fixed issue with leaning inconsistency (inputs will no longer be ignored sporadically)
PC
Fixed issues that were causing dropped frames and hitches in camera movement
Added support for Nvidia DLSS
Added support for Sony DualSense controller audio
Added an indicator of poor connection quality in the upper right of the screen (resembles a speedometer with an exclamation point)
Improved performance and stability, especially with ray tracing
Improved NPC pathing and reactions to the player
Improved audio mix quality
Fixed laser mines, turrets and fireworks for both Colt and Julianna players
Fixed issue with mouse wheel. Using the mouse wheel to switch between weapons will now work properly and will not cause weapons to be dropped.
Fixed unlock issue with “Oops” and “Deathday Suit” achievements
Fixed issue that could cause Colt’s progression to be reset even if player chose ‘no’ on confirmation
Fixed crash issue when a player unlocks a feat using Havoc while playing as Julianna
Fixed Aleksis Dorsey reactions, making him easier to identify among his party guests
Fixed issue that was causing assassinations to glitch sometimes while playing as Julianna
Julianna’s actions will no longer directly unlock achievements for Colt
Julianna players will no longer hear radio conversations meant for only Colt
Fixed issue with leaning inconsistency (inputs will no longer be ignored sporadically)
In case you haven’t picked the game up yet, go read our review, where we rate it a perfect 10/10!
Bohemia Interactive has released the DayZ update 1.32 patch this October 14, which is for patch 1.14. This includes a short list of fixes, which can be seen in full in the patch notes below.
Rockstar Games has rolled out the GTA Online weekly update October 14 reset of actvities and discounts! Check out the complete highlights and recap in one handy list below.
GTA Online Weekly Update October 14 Reset:
In honor of next week’s 20th anniversary of Grand Theft Auto III, all GTA Online players who log in this week will receive a free Rockstar Games Typeface Tee, with more special commemorative clothing and liveries to come.
Plus, Triple Rewards are now available in Sumo, while Special Vehicle Work, and Gerald’s Last Play and Gerald Contact Missions, are now doling out double the bonuses.
Key highlights from this week include:
A free GTAIII-themed Rockstar Games Typeface Tee for anyone who plays between now and October 20
Triple GTA$ and RP in Sumo
Double GTA$ and RP in Gerald’s Last Play Missions,Gerald Contact Missions, and Special Vehicle Work Missions
Bonus GTA$ on Daily Objectives: Completing all three Daily Objectives will net 50% extra GTA$
Car Meet Prize Ride: The Vapid Dominator ASP will be scored by those who place in the Top 3 in 6 different LS Car MeetSeries races over the next week
Latest Test Track Vehicles: The Karin Sultan RS Classic, Übermacht Cypher, and Annis ZR350
The latest Lucky Wheel Podium Vehicle is the Dewbauchee Specter
50% off all Hydraulics, and 40% off all Garages
Vehicle Discounts: 40% off theVapid Clique and The Lampadati Casco, 30% off the Vapid Slamtruck, the JoBuilt Hauler Custom, the Yosemite Rancher, and the Declasse Moonbeam and Albany Primo plus their Benny’s custom vehicle upgrades
Ongoing Prime Gaming Discounts: 35% off the Dinka RT3000 and 65% off the Lampadati Casco
Ongoing Prime Gaming Bonus: Players who connect their Social Club account with Prime Gaming will get a GTA$100K bonus for playing any time this week
Discounts
Cars can do so much more than just drive — with a little extra tender love and care you can make them jump. Visit Benny’s anytime this week to give your beloved chariot a makeover with 50% off all Hydraulics. You can also take 30% off the retail price of the Declasse Moonbeam and Albany Primo, as well as their Benny’s custom vehicle upgrades.
All Garages are 40% off for the next seven days, while the following vehicles can be acquired with substantial savings:
Vapid Slamtruck – 30% off
JoBuilt Hauler Custom – 30% off
Lampadati Casco – 40% off
Yosemite Rancher – 30% off
Vapid Clique – 40% off
Tune in next week for the next GTA Online weekly update.
With hours left before its official reveal later today, the Call of Duty (COD) Vanguard Zombies trailer leaks online, with several sources managing to grab it before it was immediately pulled down. Head on down below for the video showcasing the COD Vanguard Zombies trailer.
The leaked Zombies trailer has a runtime of just over two minutes, and it showcases what players can expect from the game mode. There are a couple of new things inbound to be excited for, such as the fact that the zombies here seem more entrenched in demonology as shown by the many runes and symbols, and there are a couple of new gameplay mechanics as well, such as plantable pylons and various weird artifacts which can help the players to survive the incoming horde.
EA has released the FIFA 22 update 1.12 (PS5 version 1.000.002) this October 14, and this is called Title Update #1 (TU1). This was originally released on PC, but is now out for current and next-gen, and includes changes to FIFA Ultimate Team, gameplay fixes and more.
FIFA 22 Update 1.12 Patch Notes | FIFA 22 Update 1.000.002 Patch Notes | FIFA 22 Title Update #1 Patch Notes:
FIFA Ultimate Team
Made the following changes:
Updated Division Rivals Progress tile UI to improve readability and clarity.
Players will begin their walkout animation slightly later when opening or previewing a Pack with a walkout Player Item.
Tifos can now be seen in the Stadium while a match is paused.
Tifos can now be seen during additional pre match scenes in Squad Battles and Friendlies.
When obtaining Stadium Items or Bundles from the FUT Store, a pop up message will now inform players if one or more of the Items is for a Stadium customization slot that needs to be unlocked via Objectives.
When previewing a kit Stadium Item or a Stadium Item Bundle containing a kit, a goalkeeper wearing the aforementioned kit is now present beside the outfield player.
Addressed the following issues:
The FUT Champions Play-Offs post match screen did not always correctly display the total points and Rank.
This is a visual issue only, and the correct Play-Offs progression was and continues to be available on the Play-Offs progression screen.
Addressed an issue with FUT Hero Joe Cole’s Player Item, and the inability to enter a match while the Item was present in the Squad.
After qualifying for the FUT Champions Finals, the Play-Offs rewards screen displayed an incorrect number of Finals qualifications. This was a visual issue only.
Finals qualification provides one entry into the competition, and the correct information continues to be displayed when rewards are previewed on the Play-Offs Progression screen.
When listing an item on the FUT transfer market, if the Starting Price was one increment lower than the Buy Now Price, players may have received an error blocking the item from being listed on the transfer market.
The Division Rivals main menu window did not display the player’s current placement when stating that the player’s rewards were ready to be claimed. This was a visual issue only.
The augmented reality presentation overlay did not show the correct scoreline when appearing after a successful penalty kick in extra time.
When displaying the opposition squad during offline Friendly match loading, the Squad Rating and Chemistry UI elements did not display correctly.
Quick Sold Kit Items were sometimes not being removed from the Club and could have been Quick Sold again, but for 0 FUT Coins.
After completing a Division Rivals match, the button callout for the in game friends list could disappear until re-entering Rivals.
Some sound effects did not play correctly during post match scenes in Division Rivals and FUT Champions.
Swapped players were flickering during a FUT Friendlies Swaps match.
Improved visibility of the wins counter that displays in the Division Rivals post match flow.
Improved visibility of the New Division text that displays in the post match flow when being promoted to a new Division in Division Rivals.
The Division Rivals post match screen could sometimes run slower than intended.
Following a match loss in Division Rivals, the progress bar could disappear during the post match flow.
Some Division Rivals reward status descriptions on the Rivals Progression screen were vaguer than intended. This was a visual issue and did not impact progression.
When the Competitive Master Switch was turned on, Through Ball Assistance could not be set to Manual if desired.
Some Badge and Kit Items did not display correctly.
A stability issue could occur when viewing Crowd Card Items in the Stadium menu.
Gameplay
Made the following changes:
Reduced the effectiveness of goalkeepers when diving for top corner shots taken from inside of the penalty box.
This change specifically applies to shots taken within 37 feet/11.27 meters of the goalkeeper.
Improved the frequency of player controlled sliding blocks making contact with a traveling ball.
Updated the defensive logic for players near the halfway line when defending a counter attack that originated from a corner situation.
Defenders near the halfway line will now attempt to more closely mark the counter attacking players.
Added goalkeeper animations that could occur when a keeper is attempting to save a high finesse shot.
This change is intended to provide more authentic looking goalkeeper reactions and very slightly increases the effectiveness of goalkeepers saving this type of shot.
Updated the defensive logic for players near the halfway line when defending a counter attack that originated from a corner situation.
Defenders near the halfway line will now attempt to more closely mark the counter attacking.
Improved the frequency of player controlled sliding blocks making contact with a traveling ball.
Widened the area where the reticle can be placed during free kicks in order to allow for more control over spin and general placement.
In Co-Op matches, Player Lock will now be canceled after the Player Locked player performs a pass, or after their teammate performs a pass to a different player.
[PS5 Only] Added a new Controller Setting to set desired Adaptive Trigger Resistance.
Improved referee logic to call more fouls caused by high velocity tackles.
Improved referee logic to call for fewer penalty kicks caused by reasonably timed slide tackles.
Improved referee logic to call more fouls in situations where a player purposefully collides with a goalkeeper that is holding the ball.
Improved referee logic to call for fewer fouls due to soft physical contact.
Improved throw in accuracy and target selection.
Addressed the following issues:
Sometimes, a late Fake Shot request resulted in a pass.
In rare cases, players could take an unintentionally poor touch.
In some situations, the ball carrier would not perform the Feint and Exit Skill Move when requested.
When manually rushing the goalkeeper outside of the penalty box, the keeper could incorrectly attempt to make a save with their hands.
When attempting to intercept the ball, the intercepting player could sometimes take an unintentionally heavy touch resulting in possession loss.
Players with a Skill Move rating between one and three will now perform the Bridge Skill Move when requesting a Skilled Bridge Skill Move, instead of performing no Skill Move.
In some situations, the defending team’s player would momentarily stop moving after the attacking side performed a Lobbed Through Pass.
When receiving the ball from the air, players could be rarely seen running in place before taking control of the ball.
When receiving the ball from the air from behind, in some cases, the receiving player would not attempt to take control of the ball while running.
In rare cases, players could take an unintentionally poor touch.
After catching the ball near the goal line and falling to the ground with it, the Goalkeeper could sometimes slide on the pitch.
When a goalkeeper was attempting to punch the ball after a deflected shot, the keeper could attempt to head the ball instead.
The goalkeeper would sometimes not make an attempt to save the ball following a shot, if the shot occured close to the keeper.
In some rare scenarios, the goalkeeper would get up too slowly after engaging in a physical contest.
When attempting a diving save, the goalkeeper could sometimes dive diagonally instead of laterally.
This was a visual issue only and addressing it does not change goalkeeper performance in these situations.
In rare situations, when attempting to move while shielding the ball, the shielding player could leave the ball behind.
In rare situations, the goalkeeper does not attempt to catch a cross near the goal area.
In some rare scenarios when a ball was kicked out of play, the incorrect team was given the ball to resume play.
When playing as a locked player and the match ends in a penalty shootout, the locked player’s Match Rating could unintentionally decrease during the shootout.
When skipping a non gameplay scene that plays before a goal kick, the input combination could sometimes result in the Come Short or Push Up function being requested.
Sometimes, fouls were not being called when committed on a player performing a nutmeg or a Bridge Skill Move.
A penalty kick could have been incorrectly awarded after a well timed sliding tackle in the penalty box.
On rare occasions, an incorrect animation could occur after a Skill Move was requested.
Sometimes, the ball carrier could dribble in a different direction than requested.
Occasionally, a player could get stuck in a Strafe Dribble animation for longer than intended.
Sprint Knock Ons could not be requested if the Sprint button configuration was changed.
The goalkeeper could sometimes perform an incorrect saving animation when attempting to save a header.
Gameplay could sometimes appear blurry when using the Pro camera.
PC Only – Attempting to cancel an advantage call had no effect.
Hair could sometimes appear blurry during gameplay and replays.
Players could sometimes have a faint dark glow appear around them during gameplay and replays.
Career Mode
Made the following changes:
Added a Player Growth button callout to the level up screen in Player Career.
On the team select screen in Player Career, the Board Expectations section has been replaced with the team’s formation.
Addressed the following issues:
Sometimes, Board Objectives were unintentionally conflicting with one another.
When simulating matches in Player Career, an unintentionally high amount of performance warnings could occur.
When jumping to the end result after coming on as a sub in Player Career, player fitness did not display correctly on the post match screens.
Adjusted the number of teams that can participate in the Polish Cup.
Corrected the start date for the A-League.
Corrected the start date of the Turkish Super Lig.
The post match interview button callout was sometimes taking the player to the main hub following a completed match.
Sometimes, Inbox messages used an incorrect title when addressing the manager.
Create Your Club generated players and Youth Players were not being given randomized boots.
Some Training Drills displayed incorrect descriptions.
When simulating matches in Player Career, the level up screen would not display after gaining a new level.
When skipping dialogue in post match interviews, the microphone could unintentionally shake.
In Player Career, an incorrect button callout was shown when selecting objectives prior to entering a match.
Sometimes, players could ask to play in the match despite being injured.
Youth player kits were always displaying first names.
The import Avatar pop up was incorrectly appearing when trying to edit the manager after starting the first season.
Incorrect UI colors displayed when editing a real player in Player Career.
Some UI elements overlapped on the Player Growth widget in Player Career.
The selected team’s kit did not display behind the Player Career main menu.
Placeholder kits incorrectly displayed during some pre match scenes.
PC Only – The button callout for skipping a pre-match scene could display a mouse icon, even when a controller was connected and being used.
When disconnecting and reconnecting the controller during a Player Career match, Objectives could stop tracking progress.
When coming on as a sub in Player Career, the Objectives UI overlay could not be skipped.
In Player Career, an incorrect email could be repeatedly received when being a member of a national team’s squad.
International Player Career matches were incorrectly being referred to as league matches.
In a rare scenario, away matches could incur an unintentionally high cost.
The News tile sometimes displayed with harsh lighting.
VOLTA FOOTBALL
Made the following changes:
VOLTA ARCADE tournaments can now start with a minimum of 2 human players.
Increased the maximum amount of time that a matchmaking search can last for in VOLTA ARCADE.
Removed the Driven Lob from Foot Tennis.
Requesting a Driven Lob will result in the request for a standard Lob.
Removed the Welcome To VOLTA ARCADE screen that appeared before every VOLTA ARCADE tournament.
Updated some lines of text across the UI.
Addressed the following issues:
In the Disco Lava VOLTA ARCADE party game, Avatars could sometimes get stuck near the edges of the playing field.
Requesting a High Lob during a round of Foot Tennis could give the other team a point.
In some situations, the serving Avatar’s teammate would incorrectly move away from the playing area in Foot Tennis.
The Season progression UI displayed an incorrect progress bar even if no progress was made. This was a visual issue only.
Some text was cut off on the progression screens following the completion of a VOLTA ARCADE tournament.
The VOLTA ARCADE Party Game start counter did not always start from three.
After accepting a game invite from a friend, the lobby took longer to load than intended.
Goal celebrations were skippable.
The VOLTA BATTLES match results screen had some misaligned text.
Some clothing items clashed with long hairstyles.
Removed the kiosk from the main menu background.
The Skill Meter could have unintentionally filled up after the ball went out of play.
The XP progression bar did not display correctly on the post match screen.
The post match screen could sometimes incorrectly refer to the completed match as a tournament win.
The corners of the Team Keepaway party game were not always in the camera’s field of view.
Pro Clubs
Addressed the following issues:
After completing a Club Friendly match, the visual overlay detailing the amount of XP earned was not appearing. This is a visual only issue, players were still earning XP.
Players could not back out of a match search after rapidly readying up multiple times.
The Match Performance UI element was overlapping with the Mystery Ball UI element during matches.
A stability issue could occur on the Club Customization screen.
Kick Off
Addressed the following issues:
Improved the transition effect when viewing different tabs in Match Facts during Kick Off matches.
In Kick Off matches, a player’s second yellow card did not display the correct red card UI indicator on the Events screen.
The Advantage Settings UI indicator was difficult to read.
The Connect Online option did not function correctly and returned the player to the Side Select screen.
General, Audio, and Video
Made the following changes:
Added new songs in EA SPORTS Trax and VOLTA Trax.
Added 31 starheads.
This will only be available following a server update. Please follow @EAFIFADIRECT for updates on when this will be live in-game.
Added the ability to perform Jul’s celebration to some players.
Updated the order of players on the Player Performance screen so that Strikers are at the top instead of goalkeepers.
Updated some broadcast packages, stadia, crowd chants, commentary lines, tifos, UI elements, corner flags, crowds, pre and post match scenes, goal songs, anthems, badges, ad boards, tutorial overlays, celebrations, non playable characters, and balls.
Updated several instances of the UI displaying typos, misaligned text, incorrect visuals, and unintended spacing.
Addressed the following issues:
When turned off, the Player Based Difficulty Indicator could still display during matches.
The Player Based Difficulty Indicator could stay on during non gameplay scenes and could be visible at all times throughout a match.
The Player Based Difficulty Indicator remained active after being turned off during a match.
Default Game Plans found in Team Sheets through the Customise menu only had minor Defensive Depth changes between them.
In Team Sheets, the default Game Plan was having its Defensive Depth overwritten when other Game Plans’ Defensive Depth was adjusted and saved.
Hair styles could appear as a different color than intended depending on lighting conditions.
Closing and re-opening the title during the Welcome Experience could cause some corrupt audio and lighting to occur.
FIFA Online Seasons Cup match losses were not being tracked on the stats screen.
The Fast Build Up and Balanced Offensive tactics displayed incorrect reference animations in Game Plans.
Updated some visuals and text in the Welcome Experience.
After entering Career Mode and backing out to the main menu, the main menu did not display the intended visuals.
Corrected the font used on the FIFA Trainer UI.
Improved transition between the Welcome Experience and the full game when playing the title while installing.
The in game friends list did not always correctly state the status of an online friend.
A stat tracking error message could sometimes display upon completing a Co-Op Seasons match, causing Match Facts to not display.
Parts of the main menu could have stopped displaying correctly after opening the in game friends list.
Some character models could appear smaller than their actual size when displaying in menus.
The Man Of The Match visual indicator did not display on the post match Player Performance screen.
EATV videos were not correctly looping in the main menu.
In some situations, EA SPORTS Trax did not play automatically.
In game FIFA Trainer button callouts did not reflect customized button configurations.
Increased clarity of Quick Subs UI.
Updated the spacing on the Tournaments Main Menu tile.
A text description was missing for Player Rotation Right Stick Switching in Controller Settings.
Some Skill Games displayed an incorrect preview image in the menus.
Addressed several instances of clashing kit colors.
Made general stability improvements.
Addressed a stability issue that could occur when using Dutch commentators.
Ember Lab has released the Kena Bridge of Spirits update 1.10 (1.010 on PS5) for October 14 and it’s a small one addressing crash fixes.
Kena Bridge of Spirits Update 1.10 Patch Note for October 6 | Kena Bridge of Spirits Update 1.010 Patch Note:
Crash Fixes
This is all what is currently known about this update per the PS4 log, though if Ember Lab releases a more detailed list of fixes, we will be sure to update this post.
If you haven’t bought the game yet, check out our review here, where we state, “If I sound like I am being overly harsh, I’m not. Kena: Bridge of Spirits is a good game that could have been better had Ember Labs tightened up the combat controls and offered better reasons to explore the gorgeous world they created. I hope Kena is a big hit so Ember Labs can have another go at it, and hopefully get more ambitious and really nail down their combat.”
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.
PUBG Corp. has released the PUBG update 1.81 patch this October 14, and this is for update 14.1! Head on down below for the complete patch notes in this huge update.
Hello, Survivors. First up in this update is the ability to pick up and carry a downed survivor. You can now throw them over your shoulders and bring them with you to victory.
Next up, Taego has received a lot of changes. Additional covers are added in some areas, and the terrain has also received improvements. Furthermore, Breakable Pots have items inside so break and loot! Error Space are special new zones marked on the map that can spawn items featured in other Battlegrounds, so make sure to check the map for locations.
In addition, Taego and Paramo have been added to the Ranked. The rulesets have also been changed accordingly, so check out the details below. Many changes have been made to Erangel’s hot place Pochinki, along with the Pony Coupe and Porter, Halloween decor and weather on Erangel, the new Trick-or-Treat Progressive M416, and more, so be sure to check them out below for full details.
Since the introduction of Taego, we have been continuously analyzing the play history to collect information about the overly advantageous areas on the map. As a result, we discovered that some regions of Taego have a relatively high win rate compared to others. After checking the win rate of the most popular combat zones, objects and terrain improvements were made for the areas with a win rate of 75% or more.
Improvements
Added cover to the mountain area north of the Palace and the river area east of the Terminal.
Fixed field of view, bends, and cover for areas where terrain composition is difficult to overcome.
Improved the cliff topography in the north of Buk San Sa area.
Corrected the height of the cliffside terrain, which was considered to be OP.
Reorganization of the topography around the School area.
After removing the surrounding trees, added fields.
Covers and hills have been reorganized.
Terrain improvements in some coastal areas.
Some mountain/river areas:
Green area: Added trees to the hillside.
Magenta Zone: Added flat terrain curves.
Sky Blue Zones: Added cover for areas that lack cover.
ERROR SPACE
Introducing the Error Space, this map exclusive feature to Taego allows players to gather other map-exclusive weapons and supplies to be spawned randomly within these zones.
Error Space zones are displayed randomly on the minimap and will be active until the end of the match, so make sure you head to the Error Space early so you don’t miss out!
Custom match
Players can set the number of Error Spaces.
Players can set the spawning probability of Error Spaces.
BREAKABLE POT
Various items are placed in Breakable Pots that are placed all over the map. Break the pot to loot multiple items inside and lead the match to victory. However, be aware that the sound of breaking the pot may expose your location to enemies. You may break the pot by punching it, but a few shots with your gun can come in handy.
Game Modes
Normal Match
Ranked
Custom Match
Spawned Items
Medical Items
First Aid Kit
Bandage
Boost Items
Adrenaline Syringe
Painkillers
Energy Drink
Throwables
Frag Grenade
Smoke Grenade
Stun Grenade
Molotov Cocktail
Head
Traditional Hanbok Hat
COMEBACK BR AND UI IMPROVEMENTS
We received much feedback on the inconvenient situations that players experienced while waiting for Comeback BR. Therefore, to provide a better overall experience, we have made the following improvements.
UI Improvements
A warning message will be displayed when trying to leave while spectating Comeback BR.
If you die while being able to participate in Comeback BR, “Exit to lobby” button will be disabled for three seconds.
A timer that indicates the time left until the start of Comeback BR will be displayed.
Comeback BR team UI improvements
Nicknames are now displayed brighter for squadmates who are waiting for Comeback BR to begin.
VEHICLE BALANCE UPDATES
We gave high low-end torque and excellent stability in consideration of the rugged and mountainous terrains of Taego for its exclusive vehicles. Also, Taego is very difficult to travel without a vehicle. So we have high top max speeds to prevent them from being destroyed easily from attacks. However, we have listened to the voices of our community saying the top speeds were too fast, so we have reduced the top speeds of the vehicles.
Pony Coupe
Normal: Reduced from 140km/h to under 130km/h.
Boost: Reduced from 150km/h to under 140km/h.
Porter
Normal: No changes are applied.
Boost: Reduced from 130km/h to under 120km/h.
ERANGEL UPDATES
POCHINKI
An update has been made to Pochinki, one of the most popular drop points for dropping on Erangel. Until now, it was challenging to escape from Pochinki after early match combat without a vehicle. Also, the surrounding area was made up of fields, which made it easy for the enemies to find you. The following updates have been made to address these difficulties. Last but not least, the quality of the terrain around the map has been improved.
Pochinki Church Renewal
In order to balance with the surrounding two or three-story buildings, we have blocked the church rooftop play.
Added a secret room in the basement of the church where items are spawned. This room can be accessed without a key.
Updated Terrain Around Pochinki
Added waterway.
Added cover.
Added fences.
Fixed terrain height.
Improved Pochinki Terrain Quality.
HALLOWEEN UPDATES
Trick or treat! It’s that season of the year again. To maximize the Halloween vibes, we have finished decorating some parts of Erangel. Knock on the door and shout out trick or treat!
School, Hospital, and the Starting island area have been decorated with the Halloween concept.
Halloween-themed weather, with unique moon color and fog in certain areas, is added.
Game Modes
Normal match
Custom match
Weather Probability
Halloween: 30
Clear: 50
Cloudy: 20
Care Package Smoke Color
Changed to Halloween colors.
Flaregun supply crates are not included.
Placed Mummy Coffins at School, Hospital, and the Starting Island.
NEW FEATURE: CARRY
Making its way to the Battlegrounds this update is the new Carry feature. Be the hero your team deserves by risking it all to carry an ally to safety or take a downed enemy on the adventure of a lifetime – before they bleed out, that is.
There are pros and cons to picking up a downed player. For one, they’ll serve as a sort of human shield, guarding you against some incoming fire (pro for you, con for them…), but in return, you will not be able to sprint, jump, crouch, prone or hurdle, so make sure you choose your rescue route carefully. You can still fire while carrying a player, but your options are reduced to hip fire only. As for the carried player themselves, their bleed-out time will be lowered, and they’ll also be able to spot for you, though their visibility will be limited to whichever way you turn them.
Available on all maps.
You may pick up any downed player (friend or foe) that is not currently self-reviving or being revived.
While carrying a player, the following is true:
The following cannot be used.
Panzerfaust
Melee weapons
Throwables (includes Gas/Jerry Can)
Emergency Pickup
Emergency Parachute
You and the carried player still take damage separately.
Your movement speed remains the same. However, you cannot crouch, go prone, sprint, jump, or hurdle.
You may still fire your weapon, but from the hip only.
You may not use healing items.
You may not use throwables.
While being carried a player, the following is true:
Your field of vision is limited to the direction your carrier is facing you.
Carried players cannot join you in a vehicle.
When the Carrier starts to swim Carry is canceled and the carried person drops/sinks to the bottom.
You cannot attach to an Emergency Pickup while carrying a player.
You may not use an Emergency Parachute while carrying a player.
MAP ROTATION
*Image shows Ranked map rotation
The following are the map rotation plans for this update.
As the Taego and Paramo are added to the Ranked, a separate ruleset is set for Ranked Mode.
Taego
Maximum Players: 64
Blue Zone: Same as Normal Matches.
Care Package: Same as Normal Matches.
Red Zone: Not available.
Vehicle Spawn: Added fixed spawning locations.Only Pony Coupes are spawned in Garages.
Item Spawn: Same as Normal Matches.
Flare Gun: Only available to call in a custom airdrop. BRDM-2 won’t be dropped.
Leaver Penalty
The leaver penalty should be applied for players who have died and are qualified for the Comeback BR but choose to leave the match without waiting for the Comeback BR to begin.
Leaver penalty is applied when leaving match during Comeback BR
Paramo
Maximum Players: 32
Blue Zone: Seven Phases.
Item Spawn Increase.
Vehicle Spawn:Normal Matches: Buggy
Ranked: Rony Rony is spawned from fixed spawning locations.
Red Zone: Not available.
Weather: Clear.
RANKED SEASON 14
SEASON 13 RANKED MODE REWARDS
Season 13 has now wrapped up and it’s time to enjoy your rewards, after a hard-fought season of Ranked. Rewards will be automatically distributed to your inventory upon login at the beginning of Season 14.
Season 13 rewards are granted based on your final end-of-season rank.
Tier
Reward List
Bronze
Bronze PUBG ID Emblem
Silver
Silver PUBG ID Emblem
Gold
Gold PUBG ID EmblemRanked Parachute Skin
Platinum
Animated Platinum PUBG ID EmblemRanked Parachute Skin
Diamond
Animated Diamond PUBG ID EmblemRanked Parachute Skin
Master
Animated Master PUBG ID EmblemAnimated Master NameplateRanked Parachute Skin
Top 500
Bonus rewards for Top 500 players:– Animated Top 500 PUBG ID Emblem– Animated Top 500 Nameplate
UNLOCKED REWARDS
The earnable rewards above will be ‘UNLOCKED’ FOR A SINGLE RANKED SEASON ONLY (except for the permanent Parachute Skin reward) for the purpose of featuring a player’s seasonal accomplishments.
Players will only receive the reward for the highest rank they get just before a Ranked season ends.
Players can find their Unlocked Rewards in the inventory at the start of a new Season.
Once the server undergoes maintenance after a Ranked Season ends, we will be collecting players’ Unlocked Rewards from their inventories.
COMEBACK BR IN RANKED
Kills
Player kills that happen during the Comeback BR will count as valid kills.
Team Placements
Team Placements are calculated the same way as long as the spectate system works the same way meaning players who are alive and participating in the comeback BR can be spectated by their dead teammates.
RAISED ENTRY LEVEL IN RANKED
We have raised the Survival Mastery level of the Ranked entry limit from level 40 to level 80.
NA SERVER
TPP Solo Ranked will be closed with Update 14.1.
WSUS UPDATES
NEW PROGRESSIVE WEAPON SKIN – TRICK-OR-TREAT M416
You can view upgraded features for each level of your Progressive Weapon Skin. Consume materials to upgrade your Progressive Weapon Skins.
Progressive Weapon Skin Rundown
Schematics and Polymer are required.
Upgrading your Progressive Weapon Skin will unlock the features for each level one by one. More schematics and polymers will be needed to get to the next level.
Upgrades cannot be reverted to the previous level.
The Trick-or-treat M416 Progressive Skin levels unlock the following:
Level
Spec
1
Basic Skin Cosmetic (Level 1 appearance)
2
Magazine / Muzzle Skin x6
3
Uncommon Skin Cosmetic (Level 2 appearance)
4
Total Kills Battlestat
5
Inspect Animation
6
Killfeed Skin
7
Grip / Stock Skin x7
8
Rare Skin Cosmetic (Level 3 appearance)
9
Loot Crate Skin
10
Scope Skin x7
CONTRABAND CRATE
Sales Period:
October 13 2021, 9 PM PDT – January 30 2022, 8 PM PST
October 14 2021, 6 AM CEST – January 31 2022, 5 AM CET
KST: October 14 2021, 1 PM – January 31 2022, 1 PM
New Items
Tier
Probability
[PROGRESSIVE] Trick-or-treat – M416
Legendary
0.90%
Gourd Smasher – Pan
Epic
1.20%
Glory – UMP45
Epic
1.00%
Gold Plate – AKM
Epic
1.00%
Schematics
–
0.90%
Bewitched – AWM
Elite
2.00%
Bewitched – Beryl M762
Elite
2.00%
Bewitched – Vector
Elite
2.00%
Gold Plate – Groza
Elite
1.70%
Lucky Knight – SKS
Elite
1.70%
Lucky Knight – M24
Elite
1.70%
Gold Plate – AWM
Elite
1.70%
Silver Plate – SCAR-L
Elite
1.70%
Silver Plate – S12K
Elite
1.70%
Waffle Cone – M16A4
Rare
2.70%
Waffle Cone – S686
Rare
2.70%
Waffle Cone – R1895
Rare
2.70%
Toxic – S1897
Rare
2.50%
Turquoise Delight – P1911
Rare
2.50%
Gold Plate – UMP45
Rare
2.50%
Gold Plate – Sawed-Off
Rare
2.50%
Silver Plate – UMP45
Rare
2.50%
Silver Plate – Tommy Gun
Rare
2.50%
Gold Plate – Vector
Rare
2.50%
Cobalt Callsign – K2
Special
2.90%
Cobalt Callsign – Micro UZI
Special
2.90%
Cobalt Callsign – SLR
Special
2.90%
Cobalt Callsign – UMP45
Special
2.90%
Cobalt Callsign – G36C
Special
2.90%
Cobalt Callsign – S1897
Special
2.90%
Cobalt Callsign – P18C
Special
2.90%
Gold Plate – Win94
Special
2.80%
Silver Plate – VSS
Special
2.80%
Silver Plate – AUG
Special
2.80%
Silver Plate – S1897
Special
2.80%
Silver Plate – DP-28
Special
2.80%
Rugged (Orange) – M4
Special
2.80%
Rugged (Orange) – AKM
Special
2.80%
Polymers x200
1.50%
Polymers x100
3.50%
Polymers x50
8.30%
HIDEOUT
Sale Period:
October 13 2021, 9 PM PDT – January 30 2022, 8 PM PST
October 14 2021, 6 AM CEST – January 31 2022, 5 AM CET
KST: October 14 2021, 1 PM – January 31 2022, 1 PM
New Items
Price
TRICK-OR-TREAT – CONTRABAND CRATE (OPEN 1)
200 G-Coin
TRICK-OR-TREAT – CONTRABAND CRATE (OPEN 10)
1800 G-Coin
TRICK-OR-TREAT – CONTRABAND CRATE (OPEN 1)
Contraband Coupon x10
SCRAP BROKER
Sales Period:
October 13 2021, 9 PM PDT – January 30 2022, 8 PM PST
October 14 2021, 6 AM CEST – January 31 2022, 5 AM CET
KST: October 14 2021, 1 PM – January 31 2022, 1 PM
Items
Price
[PROGRESSIVE] Trick-or-treat – M416
3000 Scrap
[PROGRESSIVE] Buzzkill – SLR
3000 Scrap
[BATTLESTAT] Fractured Element – AKM
1000 Scrap
[BATTLESTAT] Fractured Element – Mini14
1000 Scrap
[BATTLESTAT] Cataclysmic Magma – M416
1000 Scrap
[BATTLESTAT] Cataclysmic Magma – SKS
1000 Scrap
Schematics
600 Scrap
Contraband Coupon
10 Scrap
LOBBY UPDATES
The Halloween theme has been applied to the lobby and its background music.
UI/UX IMPROVEMENTS
NAMEPLATE
We wanted the Nameplate animations to be shown better so we delayed the appearance of emblem, nickname, level, and medal.
The font size was reduced as well.
QOL IMPROVEMENTS
KEY GUIDES
We have improved the key guides for vehicle types and actions (ex. Motorcycle – Lean Back) to provide a more accurate and detailed experience.
XBOX SAFE AREA
Safe Area had to be reset every time the monitor was turned on. However, with this update, you can maintain the display status of the Safe Area once it is set up.
Area ratio setting value
Default: Displays 100% of the output display.
Minimum Value(50): Only 50% of the output display’s horizontal area is displayed.
Maximum Value(100): Displays 100% of the output display’s horizontal area.
PERFORMANCE
Key Hint Widget Optimization
Frame drops and hitching are reduced.
STORE
Item descriptions will now pop-up when players focus over Set previews.
The release date for the Progressive Weapon Crate will now be displayed on the Store featured page.
Selecting the new banner will take you to the Progressive Weapon Crate menu.
ITEMS & SKINS
Sales period is subject to change.
Halloween items will be introduced separately through an upcoming announcement.
Fresh Hood
Sale Begins: PDT:
October 26 2021, 9 PM.
CEST: October 27 2021, 6 AM.
KST: October 27 2021, 1 PM
Emotes
Sale Begins:PDT:
October 19 2021, 9 PM.
CEST: October 20 2021, 6 AM.
KST: October 20 2021, 1 PM.
BUG FIXES
GAMEPLAY
Fixed the issue of the BZ Grenade pin flying to the back of the character when cooking grenade.
Fixed the sound being inaudible when player is hit by melee weapons.
Fixed the issue of the small multi-drop care package’s collision range seeming bigger than it looks.
Fixed the issue of the killfeed message making it hard for players to move items that are on the bottom of inventory.
Fixed the sound being inaudible when player is descending with a parachute after jumping off of plane.
Fixed the issue of the incorrect visual effects (VFX) being rendered when vehicle collides with wall in a sunny weather setting.
Fixed the issue of Pony Coupe’s and Porter’s speed not lining up with the speed dashboard.
Fixed the issue of being unable to kill a different player intermittently appearing and disappearing.
Fixed the issue of grenade moving to and exploding in a spot different from the thrown position.
Fixed the incorrect camera position issue when player shoots from vehicle in Death Cam.
Fixed the issue of the observer getting reported when observer reports a different player through Observer Mode’s player list.
Fixed the issue of players falling through stairs when playing with unstable network.
Fixed the issue of players being able to shoot while driving a vehicle after changing their primary weapon.
Fixed the issue of player’s game mode being automatically set as Taego’s or Casual Mode’s settings regardless of the player’s most recently played map.
Fixed the custom mode issue of players receiving damage from shotguns even though the bullet damage for each body part setting was set to 0.
WORLD
Fixed general bugs in Erangel and Taego.
UI
Fixed the issue of Korean being shown in the Refund Policy message when purchasing G-Coins in a language setting that is not Korean.
Fixed the issue of the Random Crate UI overlapping with the Back button.
Fixed the issue of global regions’ game client showing game rating text.
ITEMS & SKINS
Fixed the clipping issue with character’s skin when equipping Taego Survivor Tee.
Fixed the goggle texture issue of Crimson Cadet – Helmet (Level 1) when dropped on floor.
Fixed the transparent ankle issue when female character equips both Cheerleader Sneakers and PGI.S Tactical Pants.
Fixed the clipping issue with armpits when male character equips Sleeveless Turtleneck and does the Victory Dance 61 emote.
Fixed the clipping issue with forehead when most female characters equip only the Blood Hound Muzzle.
Fixed the issue of incorrect transparency of the glass part when equipping Moon Seeker Helmet.
Techland has released the Dying Light update 1.39 patch this October 14, which should show up as the Dying Light The Following Enhanced Edition update 1.30, as the game has different version numbers depending on the region.
* Support for Hellraid DLC including:
– New items and blueprints
– New explorable map areas in Raid Mode
– New Armory section in HUB area
– New Potions on Raid Mode map
– Updated Tutorial Screens and new Hints
* Support for Live Events
– New weapons and blueprints
– New outfit with new perk/skill
– New thematic additions to Slums and Old Town maps
* Support for Be the Zombie mode
– Balancing update
* Support for additional dockets
* Fix for open inventory crash after back form hellraid
* Minor bug fixes
That is one hefty update for these new stuff. Hopefully, Techland releases more details regarding the update soon, and once they do, we’ll be sure to update the post.
As for Dying Light 2, Techland has mentioned that they have delayed the game to double check everything, and possibly to add more Easter eggs.
Those who want some little fuzzines and cuteness in their battle royale games, MP1st is here to help with Super Animal Royale!! We have collaborated with Pixile Studios in order to bring you a Super Animal Royale map breakdown guide of some of the best spots to land on the island, and help you claw your way to victory!
S.A.W. Welcome Center
If this is your first time playing Super Animal Royal, you can think of the Welcome Center as the lobby room before a match starts. Sort of like Call of Duty Warzone’s pre-match lobbies where you are free to explore and get some practice with the controls, minus the killing. Additionally, there are some side activities that you can do while you wait for a match to start. Here’s what developers Pixile has outlined.
The Welcome Center is where you start every match, and where guests would originally arrive on the island when visiting Super Animal World…before “The Incident”
While you wait for the match to start you can:
Join a dance party by the no dancing sign
Practice your aim in the Super Shooting Gallery
Visit SMOMA (Super Museum of Modern Art) to see the amazing community artwork that won past Super Fanart Contests (all 3 contests so far and their associated SAR Tonight episodes can be found on this website: https://artcontest.animalroyale.com/)
Super Animal Royale Map Overview And Breakdown of Key Points
Thomas’s Tundra
First up on our list is Thomas’s Thundra, which is located on the northern part of the island. It occupies roughly 13 blocks of the 64 block map, making it the largest point of interest. The environment consists of snow covered land with slippery ice. Tons of rare loot to be found here, along with unique equipment such as the hamster ball to steam roll over your opponents or the Claw Boots for better traction on the ice.
Visit Penguin Palace
Le Waddle features some of the island’s finest dining and if you step onto its stage you can hear the smooth jazz tunes of Ella Fishgerald
Thomas Sledison’s Workshop
Visit the workship of the inventor and engineer behind many of S.A.W.’s prized IP including giant hamster balls and weapons like the Thomas Gun and Sparrow Launcher.
Ice skate on Lake Slippity
Or equip Claw Boots if you’d like to gain your traction back while on ice (in addition to automatically chopping grass that you walk over, or letting you move quickly through shallow water in other biomes)
Watch out for where the first Circle of Life appears so you don’t get caught with a long run from the Skunk Gas
Superite Mountain
Next up is Superite Mountain, just located Northwest below Thomas’s Tundra. There is much to be found here, including a story milestone tucked away in the prisons cave. While a secluded area, players will want to be especially careful here due to environment being suited for close quarter combat.
A status of the Prophet Banan can also be found in these caves, although for those achievement hunters you may want to visit the Shrine of Banan located elsewhere on the map (more on that later.)
The caves of Superite Mountain were originally mined for Superite, a key ingredient in the Super Serum used to create Super Animals. During the rebellion, they became the primary hideout for Super Animal Super Resistance fighters.
Visit the Super Rat prisoner, Cheese Goudara, who was very unfortunately accused of ratting out the rebels to S.A.W. Security Forces, but to this day still claims to not be a rat. Performing the same action to him as seen in SAR Tonight Season 1, Episode 4, unlocks a story milestone.
Narrow, windy corridors make for exhilarating close quarters combat
Statue of the Prophet of Banan
The makeshift SAR Tonight set built by the rebels in Super Animal Royale Tonight Season 1, Episode 4
Super Saharaland
Just south of Superite Mountain you’ll find the vast desert of Super Saharaland. A gorgeous oasis awaits players along with a treasure filled pyramid, and even an Emu ranch not to far.
Find the secret passageways in the Super Pyramid leading to Dr. Dogna’s secret Lab Lab
Visit the First Skullcat and unlock its Story milestone
Visit Giant Emu Ranch and hop on the back of one of the Giant Emus with a friend to get around the island more quickly
Banan Shrine
Not marked on the island map is the Banan Shrine. Here players will find a shrine dedicated to the Prophet Banan, and also have the opportunity to unlock the Praise Banan trophy/achievement. A secret cave is located one the left side of the mountain side (as seen on the map section above, the elevated portion with all the trees.) Be sure you have a banana with you, which you can find by just cutting up some of the grass around the cave entrance. Take it to the Shrine inside the cave for a surprise!
S.A.W. Research Labs
Located just south of Thomas’s Tundra you’ll find the S.A.W. Research Labs, one of the hottest drop spots in the game. Where there is loot, there is danger and for new players I don’t recommend drop as quick death is certain. For veterans, you’ll find the Research Labs offers some high risks that is rewarded with some well earned gear.
One of the most popular hot drops, filled with good loot
Holds many environmental clues to the world’s backstory
Three separate buildings to loot, that each play a role in the creation of new Super Animals
Super Animal Farm
Considered to be another hotspot is the Super Animal Farm, which is located in the lower southern region of the island. Tons of barns to search through along with yet another story milestone that’ll offer a chance to learn more about Super Animal Royale’s lore.
Find the hidden Rebel HQ in Super Animal Barn where the rebellion was planned
Make sure to leave a banana tip at Storytime with Donk to complete a story milestone.
Donk Patrick (host of Super Animal Royale Tonight) is the only Super Animal who can speak English, so before the rebellion his original job at Super Animal World was to regale guests with stories and take photos with them at the Storytime With Donk attraction.
Visit Mini Animal Petting Zoo, and pet the mini animals (animals petting animals?!?)
Shorelines
While all the action of Super Animal Royale is mostly around the center of the islands, players shouldn’t ignore the outer edges where the shoreline is located. There is plenty to loot around here, but be carful as it can be a bit of a tough spot as shallow water will slow your movement down, making you easy pickings for whoever else might be in the area. It is recommended you explore here once you find a pair of Claw Boots.
Filled with beach bungalows to loot
Kickable beach balls
Crabs who like to dance
Open Giant Giant Clams that hold ammo, tape, and throwables
Wading into the shallow water slows you down, but wearing Claw Boots provides you traction to keep moving at regular speed
Areas That Feature Interesting Points of Interest as Highlighted by the Developers
Contrary to belief, Super Animal Royale isn’t all about looting and killing the next player. No, the large island that is home to this crazy competition holds many untold secrets. Give exploring a chance when you can and you may find something of interest.
Bamboo Resort
Features the famous Pandup Comedy stage (which activates when you step on it)
Also features portraits of all the Chinese New Year animals that have been featured in-game so far (Pig, Rat, and Ox). Each year the statue in the middle of the plaza is replaced with that year’s lunar new year animal.
Another popular hot drop filled with good loot
Giant Eagle Landing (east of the Super Animal Super Stage)
Home to popular avian-themed attractions like Giant Eagle Rides, Eggsotic Cuisine and Beakeasy, where visitors can listen to songs by Blue Jay Z, Lady Caw Caw, and Kelly Larkson by stepping onto the stage
Pete’s Swamp
Narrow, criss-crossing bridges to traverse that create exciting and deadly long range battles full of chokepoints
Loot an ominous cemetery that was added during the first Super Animal Howloween event
Super Animal Super Stage (north of the Welcome Center)
Ground zero of “The Incident” where the Super Animal Rebellion began (as seen in the music video below)
A secret room backstage can be opened using a pressure plate switch for additional loot.
And that’s just the tip of it all as the island of Super Animal Royale contains many other secrets that are still left to be discovered. More on Super Animal Royale, check out our interview with the studio here.
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.