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Diablo 2 Resurrected Update 1.11 Out for Bug Fixes This December 6 (Update)

Blizzard Entertainment has released the Diablo 2 Resurrected update 1.11 (PS5 version 1.011) patch this December 6, and this is for another round of fixes for the action-RPG.Read on for what got changed today, below.

Diablo 2 Resurrected Update 1.11 Patch Notes | Diablo 2 Resurrected Update 1.011 Patch Notes:

Size: 5GB (PS5)

Update: Blizzard has released the official patch notes!

BUG FIXES

Consoles

  • Fixed an issue that required players to have a premium account to access offline player difficulty scaling.
  • Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast.

Windows PC

  • Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast.
  • Fixed an issue where players were unable to bind mouse wheel inputs to skills.

Blizzard Entertainment has not released the official changelog for today’s patch, HOWEVER, we do have an idea what it’s for!

Adam Fletcher, Global Community Lead for Diablo has confirmed that a fix for the visual indicator for difficulty slider was bugged, and that a patch is scheduled for Monday (which is today).

For those unaware, the slider was added via last week’s patch which mentioned the following:

GAMEPLAY

  • Players now have a “Game Difficulty Scale” available in the options menu for offline games, which provide the same function as the /players debug command

Note that this slider was also not rolled out on the Switch and Xbox platforms even if it was mentioned as live in the patch notes (via Blizzard forums). We’re keeping an eye on things, and if the official patch notes are released, or if Blizzard comments on just what exactly was released alongside today’s update, we’ll be sure to update the post.

Update: Post has been updated with today’s official patch notes.

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Alex Co

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

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Marvel’s Spider-Man Remastered Getting Spider-Man No Way Home Suits for Free

Hyped for the new Spider-Man movie coming out later this month? Insomniac Games has something special for those who own Marvel’s Spider-Man Remastered on the PlayStation 5, as two suits inspired by Spider-Man No Way Home, the third Spider-Man film starring Tom Holland, are arriving on the game this December 10.

The announcement for the new suits was made over on the official Insomniac Twitter page, where the developers shared a brand-new trailer showing off the new skins. Check it out below:

Two new suits inspired by #SpiderManNoWayHome—exclusively in movie theaters Dec. 17th—are coming Dec. 10th to Marvel’s Spider-Man Remastered, only available on PlayStation 5 as part of Marvel’s Spider-Man: Miles Morales Ultimate Edition!

If you’re wondering what these suits are, someone in the thread captured them individually for those interested:

https://twitter.com/wsepulved32/status/1467890803875930113

As mentioned by Insomniac, these Spider-Man No Way Home suits will only be available for Marvel’s Spider-Man Remastered, which as of now is only available on the PlayStation 5 as part of Marvel’s Spider-Man: Miles Morales Ultimate Edition. Those playing the original Marvel’s Spider-Man on the PlayStation 4 are out of luck for now.

In case you missed it, check out our review of the original Marvel’s Spider-Man on PS4 where we rate it 9.5/10 and state, “It’s surprising that Insomniac’s first foray into the superhero video game scene is this ambitious, and what’s even more surprising is, the studio managed to shatter all expectations. Make no mistake, this Spider-Man game is one mean action game even without the license, though it uses it to great effect, which puts the game from “good” to “excellent” all in one go. Simply put, Marvel’s Spider-Man is one neighborhood you’ll want to swing by, and be a part of.”

Spider-Man No Way Home is showing in theaters this December 17. If you have plans to watch it, or already have tickets for your screening, let us know in the comments below!

MP1st Staff

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Marvel’s Avengers Update 1.000.030 Flies Out This Dec. 6 (Update)

The Marvel’s Avengers update 1.000.030 patch has been released by Crystal Dynamics this December 6, and this is out for both last-gen and next-gen platforms! As one might expect from an unannounced patch, this doesn’t bring in any new content but was released for fixes. You can check out the latest update released last week, which was called patch 2.2c right here.

Marvel’s Avengers Update 1.000.030 Patch Notes:

Update: Crystal Dynamics has released the patch notes (via Discord):

We rolled out Patch 2.2d today that fixes the following:
– Resolves a crash related to Spider-Man’s web swinging
– Resolves an issue with save data loss when joining a multiplayer lobby

Crystal Dynamics has not posted the official patch notes just yet, but here are the confirmed list of known issues that were spotted in title update 2.2 (via official Marvel’s Avengers Discord):

Some other known issues from Patch 2.2:
– The Window PC patch is still delayed
– There are certain cases where players cannot purchase more than a few Shipments
– In the final Klaw fight in the Raid, Klaw triggers his beam attack before any indicators are shown
– In rare cases, save progression is deleted. While loading backup saves does restore it, we are still looking into this
– Those who previously had Intel Outfits have them locked now

We can confirm that the missing Units have not been restored with this patch, so spread the word.

Once the devs have released the official list of changes, we’ll be sure to let our readers know.

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Alex Co

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

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Marvel’s Avengers Update 1.55 Rolled Out for Fixes This December 6 (Update)

Crystal Dynamics has released the Marvel’s Avengers update 1.55 patch this December 6, which is an unannounced title update for the game. For those keeping score, this is the third title update for the game in less than seven days, and as one might expect, it’s for fixes once again.

Marvel’s Avengers Update 1.55 Patch Notes:

Update: Crystal Dynamics has released the patch notes (via Discord):

We rolled out Patch 2.2d today that fixes the following:
– Resolves a crash related to Spider-Man’s web swinging
– Resolves an issue with save data loss when joining a multiplayer lobby

Crystal Dynamics has not posted the official patch notes just yet, but here are the confirmed list of known issues that were spotted in title update 2.2 (via official Marvel’s Avengers Discord):

Some other known issues from Patch 2.2:
– The Window PC patch is still delayed
– There are certain cases where players cannot purchase more than a few Shipments
– In the final Klaw fight in the Raid, Klaw triggers his beam attack before any indicators are shown
– In rare cases, save progression is deleted. While loading backup saves does restore it, we are still looking into this
– Those who previously had Intel Outfits have them locked now

Those wondering if this fixes or restores the missing Units, sadly, it’s been confirmed by players on the subreddit that it doesn’t!  You can check out the fixes rolled out last week’s 2.2c patch right here to see what got fixed then. Once the full patch notes are out, we’ll be sure to updat the post.

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Alex Co

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

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The Matrix Awakens Preload for PS5 and Xbox Series X Now Available

Ahead of its official reveal, The Matrix Awakens is now up for preload on both the Xbox Series X and PS5, informing interested players of just how much space they’ll need for this The Matrix title on the platforms. Head down below for the complete details.

The Matrix Awakens Preload Details

The information comes over from Twitter, where renowned dataminer PlayStation Game Size shared a few details:

The Matrix Awakens: An Unreal Engine 5 Experience (PS5)

Download Size : 25.261 GB

Pre-Load : Available Now !

More information : Game Awards

It’s interesting to note that more information on the game will be available during The Game Awards later this week.

Will The Matrix Awakens be available on other platforms?

The ‘experience’ is also available on Xbox Series X, where it is now available for preloading as well. Its file size is a bit bigger, sitting at 29.07 GB.

the matrix ps5 file size

You can also check out its official store page here, where there’s a short description on the game:

Get ready for a glimpse into the future of interactive storytelling and entertainment with UE5 in this free, boundary-pushing cinematic and real-time tech demo.

Created by members of the original movie team including Lana Wachowski along with Epic Games and partners, ‘The Matrix Awakens: An Unreal Engine 5 Experience’ is a wild ride into the reality-bending universe of ‘The Matrix’ that features performances by Keanu Reeves and Carrie-Anne Moss.

Want to see what’s possible when you combine the power of Unreal Engine 5 with the Xbox Series X/S? Step into the world of one of the most iconic action franchises ever made. Pre-download ‘The Matrix Awakens: An Unreal Engine 5 Experience’ now.

Stay tuned for The Game Awards on December 9, when the experience will be revealed

All of that said, be sure to stay tuned at MP1st to know more about The Matrix Awakens once more information drops.

Source: PlayStation Game Size

MP1st Staff

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F1 2021 Update 1.14 Patch Notes; Out for F2 2021 Season This Dec. 6

Codemasters has released the F1 2021 update 1.14 (PS5 version 1.014) patch this December 6, and this one adds the F1 2021 season for players to enjoy, in addition to the usual stability improvements and bug fixes. Head on for the complete patch notes below.

F1 2021 Update 1.14 Patch Notes | F1 2021 Update 1.014 Patch Notes:

New Content

  • F2™ 2021 season has been added
  • Addressed an issue with a lack of force feedback on Logitech G923 wheels for PC players
  • Fixed an issue where team badge and sponsors would not appear on the player’s helmet
  • Reduced time between stops when a team is double stacking cars in the pits
  • Adjusted track limits at turns 1 and 14 on Portimao
  • F2™ 2020 Sprint race will now correctly use the results from the feature race if a custom grid is used
  • Addressed an issue where Imola was using the incorrect garages for the player car
  • General stability improvements
  • Various minor fixes

You can read more on the F2 2021 Season additions in the official EA post here.

Today’s update features both F2™ 2020 and F2™ 2021 weekend structures, depending on which season you play. Unlike F2™ 2020’s structure, which you can choose to play through in Career mode, of one practice session, a qualifying, followed by an hour-long Feature race on Saturday, time depending on your race settings, and a Sprint race on the following Sunday, the 2021 season is slightly different. Available in Grand Prix, Time Trial, Social Play, Split-Screen, and LAN, F2™ 2021 has two Sprint races on Saturday, with the Feature race taking place on Sunday. Qualifying sets the grid for the feature race and the first sprint race, with those in the top ten reversing positions for the first sprint grid.

That’s about it for the F1 2021 update 1.14 patch notes.

Source: EA

MP1st Staff

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Halo Subreddit Temporarily Locked Down Due to Toxicity Which Included Death Threats

Hoo-boy! Here’s some rather bad news for the weekend; the Halo subreddit, which has over 970.000 members, is currently (temporarily) locked down due to toxicity in the community, which includes doxxing, and even death threats.

Mod Guily-Spark- posted made the announcement, which we’ve included the keypoints excerpt below:

On all sides this has absolutely gone on long enough and spiraled out of control. The amount of toxicity on the sub from both sides has made it impossible for people to have civil discussions, which is what the mod team strives for regardless of opinion. Some users on the sub have even been responsible for doxxing and death threats. We’re temporarily putting the sub on lockdown so people can hopefully settle down a bit and we can hit the reset button before launch. At the end of the day this is a video game and this level of vitriol is unwarranted.

Take the weekend off, we’re reopening on Monday.

A few points of order:

Insults

The primary thing the mod team cares about is limiting insults and toxicity, because it makes it impossible to have actual conversation. This cuts both ways whether you are happy or unhappy with the game as-is. Someone criticizing the game doesn’t mean you get to say they’re an “entitled crybaby manchild”. Someone saying they’re fine with the game or to give it some time doesn’t mean you can call them a “bootlicking dicksucker”. All of these are things the mod team has dealt with and will continue to deal with.

If you see people breaking our rules, don’t make things worse by breaking the rules yourself. Report them, then either respond without breaking the rules yourself or just move on. If you have been fed up with the current state of the sub, post-lockdown please let us try to do the job we volunteered for and don’t immediately push it back to the state it was in.

Criticism

Despite what some people want (and despite what others think we already do), we are never going to remove all criticism or relegate all of it to megathreads. Megathreads and Focused Feedback threads are useful for reducing spam and getting rid of low-effort critiques that don’t warrant their own threads, but pushing everything into megathreads would vastly reduce what gets traction. The changes to XP/progression and confirmation of new playlists wouldn’t have happened without the community publicly making their opinions known.

At the same time, we are going to get rid of lower-effort and duplicate critique threads. The entire front page doesn’t need to be spammed by 20 of the same threads when a few thoughtful, highly-upvoted, active threads get the point across just as well (if not better). A thread with a high-effort mockup is better than a thread that’s a few sentences of ranting.

You can read more about the issues right here. For those who want to comment or share their thoughts, the subreddit is opening its doors again this Monday.

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Alex Co

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

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Black Ops Cold War Update 1.026 Pre-Load Now Available

Treyarch has released the Black Ops Cold War update 1.026 pre-load file this December 5 for both PS4 and PS5, which is the Season 6 title update available to 1/3 of the Black Ops Cold War players on PlayStation. For those unaware, Season 1 of Vanguard and Warzone is starting on December 8, and this title update coincides with that! Check out the official patch notes below.

Black Ops Cold War Update 1.026 Patch Notes:

PATCH NOTES

Here’s what to expect in Black Ops Cold War when Season One of Vanguard and Warzone begins on December 8th:

GLOBAL

Progression

  • Synchronized Military Ranks and Prestige Levels
    • Military Rank and Prestige Level progression will be synchronized with Vanguard at the launch of Season One.
    • All players will begin the season at the Military Rank or Prestige Level they have currently reached in Vanguard, or Military Rank 1 if they have not played Vanguard yet.
    • Players can progress Vanguard Military Ranks in Black Ops Cold War, Warzone, and Modern Warfare to unlock weapons, Equipment, Killstreaks, and other content for use in Vanguard and Warzone.
  • Prestige Rewards
    • Complete Military Ranks 1-55 to start a new Prestige journey, with new Prestige Levels to unlock across Black Ops Cold War, Vanguard, Warzone, and Modern Warfare.
    • In Season One, players can earn up to Prestige 7 as they progress their Season Level. Four additional Prestige Levels will be added per season.
    • Each Prestige Level awards a Prestige Key, Tier Skip, Emblem, and Sticker in Black Ops Cold War.
    • Reach Season Level 50 in Season One to unlock the exclusive “Duck Hunt” Weapon Blueprint for use in Vanguard and Warzone.
  • Lifetime Prestige
    • Lifetime Prestige display added to Black Ops Cold War and Warzone at the start of Vanguard Season One that display the total number of Prestige Levels earned across previous seasons and in Vanguard.
  • Prestige Master Ribbons
    • Players can now continue their Black Ops Cold War Prestige Master Ribbon progression. Each season, a new Prestige Master Ribbon will be added to the current six Black Ops Cold War Prestige Master Ribbons.
    • Players can progress their Prestige Master Ribbons in Black Ops Cold War, Vanguard, Warzone, and Modern Warfare by reaching Prestige Master at Season Level 200.
    • Players can now catch up on missed Prestige Master Ribbons each time they earn 200 Season Levels in a season. For example, reaching Season Level 400 will award two Prestige Master Ribbons, if available.

Prestige Shop

  • Black Ops Cold War Prestige Icons will be unlocked and available in the Prestige Shop for anyone who earned them in previous seasons.
  • Players can now equip any acquired Prestige Icon (1-27) as long as they’ve reached Prestige Master at least once in a current or previous season.
  • Players do not need to currently be Prestige Master to access Custom Prestige Icons in the Prestige Shop.
  • Equipped Prestige Icons will no longer be reset at the start of each season.

Season Challenges

  • All previous Black Ops Cold War Season Challenges will be revealed and can be progressed by players who hadn’t revealed them over the course of previous seasons. Legacy Season Challenges can continue to be progressed in Black Ops Cold War.
  • Starting with Season One, players can access and progress new Multiplayer Season Challenges in Vanguard and Warzone, as well as Zombies Season Challenges in Vanguard.

Weapon Unlock Challenges

  • .410 Ironhide
    • Weapon unlock challenge added to Multiplayer and Zombies for the .410 Ironhide Shotgun.
  • Grav
    • Weapon unlock challenge added to Multiplayer and Zombies for the Grav Assault Rifle.

Weapon Tuning (Dec. 6)

  • Marshal
    • Damage
      • Reduced Damage Range from 3.81m to 3.68m.
      • Increased Damage drop-off when fired beyond 3.68m.
    • Dragon’s Breath Attachment
      • Now has a -5% effect on Fire Rate.
      • Increased Damage Range penalty from -25% to -35%.
      • Reduced Damage bonus from +17% to +16%.
    • 12.1″ Extended Barrel
      • Reduced Damage Range bonus from +20% to +15%.

Lobby

  • Updated Lobby theming in Multiplayer and Zombies.

ZOMBIES (DEC. 6)

Forsaken

  • Closed an exploit during the Main Quest boss fight.
  • Added “Not Enough Essence” prompt to the Arcade Token dispenser when the player does not have enough Essence to purchase a token.

Mauer der Toten

  • Addressed an issue where a texture was not appearing correctly after melting the door during the Main Quest.

Outbreak

  • Enemies killed by Brain Rot zombies will now contribute toward the Dragon Relic World Event.

Onslaught

  • Added Onslaught Containment and Onslaught Deprogram to offline Local play.

Stability

  • Fixed stability issues related to the Arsenal.

Once the patch notes for Season 1 of Vanguard and Warzone are available, we’ll be sure to let our readers know.

Source: Treyarch

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Alex Co

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

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Black Ops Cold War Update 1.27 Out for Pre-Load This December 5, Here Are the Notes

Treyarch has released the Black Ops Cold War update 1.27 this December 5, which is the pre-load for the file available to 1/3 of Black Ops Cold War players. For those unaware, Season 1 of Vanguard and Warzone is starting on December 8. Check out the complete patch notes for this update below.

Black Ops Cold War Update 1.27 Patch Notes:

PATCH NOTES

Here’s what to expect in Black Ops Cold War when Season One of Vanguard and Warzone begins on December 8th:

GLOBAL

Progression

  • Synchronized Military Ranks and Prestige Levels
    • Military Rank and Prestige Level progression will be synchronized with Vanguard at the launch of Season One.
    • All players will begin the season at the Military Rank or Prestige Level they have currently reached in Vanguard, or Military Rank 1 if they have not played Vanguard yet.
    • Players can progress Vanguard Military Ranks in Black Ops Cold War, Warzone, and Modern Warfare to unlock weapons, Equipment, Killstreaks, and other content for use in Vanguard and Warzone.
  • Prestige Rewards
    • Complete Military Ranks 1-55 to start a new Prestige journey, with new Prestige Levels to unlock across Black Ops Cold War, Vanguard, Warzone, and Modern Warfare.
    • In Season One, players can earn up to Prestige 7 as they progress their Season Level. Four additional Prestige Levels will be added per season.
    • Each Prestige Level awards a Prestige Key, Tier Skip, Emblem, and Sticker in Black Ops Cold War.
    • Reach Season Level 50 in Season One to unlock the exclusive “Duck Hunt” Weapon Blueprint for use in Vanguard and Warzone.
  • Lifetime Prestige
    • Lifetime Prestige display added to Black Ops Cold War and Warzone at the start of Vanguard Season One that display the total number of Prestige Levels earned across previous seasons and in Vanguard.
  • Prestige Master Ribbons
    • Players can now continue their Black Ops Cold War Prestige Master Ribbon progression. Each season, a new Prestige Master Ribbon will be added to the current six Black Ops Cold War Prestige Master Ribbons.
    • Players can progress their Prestige Master Ribbons in Black Ops Cold War, Vanguard, Warzone, and Modern Warfare by reaching Prestige Master at Season Level 200.
    • Players can now catch up on missed Prestige Master Ribbons each time they earn 200 Season Levels in a season. For example, reaching Season Level 400 will award two Prestige Master Ribbons, if available.

Prestige Shop

  • Black Ops Cold War Prestige Icons will be unlocked and available in the Prestige Shop for anyone who earned them in previous seasons.
  • Players can now equip any acquired Prestige Icon (1-27) as long as they’ve reached Prestige Master at least once in a current or previous season.
  • Players do not need to currently be Prestige Master to access Custom Prestige Icons in the Prestige Shop.
  • Equipped Prestige Icons will no longer be reset at the start of each season.

Season Challenges

  • All previous Black Ops Cold War Season Challenges will be revealed and can be progressed by players who hadn’t revealed them over the course of previous seasons. Legacy Season Challenges can continue to be progressed in Black Ops Cold War.
  • Starting with Season One, players can access and progress new Multiplayer Season Challenges in Vanguard and Warzone, as well as Zombies Season Challenges in Vanguard.

Weapon Unlock Challenges

  • .410 Ironhide
    • Weapon unlock challenge added to Multiplayer and Zombies for the .410 Ironhide Shotgun.
  • Grav
    • Weapon unlock challenge added to Multiplayer and Zombies for the Grav Assault Rifle.

Weapon Tuning (Dec. 6)

  • Marshal
    • Damage
      • Reduced Damage Range from 3.81m to 3.68m.
      • Increased Damage drop-off when fired beyond 3.68m.
    • Dragon’s Breath Attachment
      • Now has a -5% effect on Fire Rate.
      • Increased Damage Range penalty from -25% to -35%.
      • Reduced Damage bonus from +17% to +16%.
    • 12.1″ Extended Barrel
      • Reduced Damage Range bonus from +20% to +15%.

Lobby

  • Updated Lobby theming in Multiplayer and Zombies.

ZOMBIES (DEC. 6)

Forsaken

  • Closed an exploit during the Main Quest boss fight.
  • Added “Not Enough Essence” prompt to the Arcade Token dispenser when the player does not have enough Essence to purchase a token.

Mauer der Toten

  • Addressed an issue where a texture was not appearing correctly after melting the door during the Main Quest.

Outbreak

  • Enemies killed by Brain Rot zombies will now contribute toward the Dragon Relic World Event.

Onslaught

  • Added Onslaught Containment and Onslaught Deprogram to offline Local play.

Stability

  • Fixed stability issues related to the Arsenal.

Once the patch notes for Season 1 of Vanguard and Warzone are available, we’ll be sure to let our readers know.

Source: Treyarch

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Alex Co

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

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Report: PSVR 2 Input Device Patent Filed by Sony

A recent patent filed by Sony Interactive Entertainment Japan has got some heads turning, as this patent is supposedly for a PSVR (PlayStation VR) 2 input device. The patent describes a new form of handheld ‘controllers’ very different from the PSVR’s first iteration, and it points to what we could possibly see from the device in the future.

You can check out the design for yourself over on the WIPO IP Portal, where it would appear that the patent was filed internationally earlier this year, last February 26. You can check out some images of the patent for the PSVR 2 input device below:

The possible PSVR 2 input device abstract was also described:

The present invention improves the stability of detecting a light-emitting unit by using a camera. This input device has a region to be tracked in which a plurality of light-emitting units H are disposed. The region to be tracked is composed of: a to-be-tracked rear part that is positioned behind operation members in a side view; and a to-be-tracked front part that is positioned in front of the to-be–tracked rear part and extends in a different direction from the to-be-tracked rear part.

While we now have a general idea of how its input devices will look like, it still remains to be seen how Sony will innovate on the actual VR headset. In any case, just like with everything unconfirmed, take this one with a grain of salt until officially confirmed.

Source: WIPO IP Portal

MP1st Staff

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Fortnite Update 1.000.049 Fires Out to Bring Chapter 3 Season 1

Epic Games has released the Fortnite update 1.000.049 patch this December 4 (for last-gen and next-gen platforms), and this is to bring the Chapter 3 Season 1 content into the game! We’ve aleready seen the trailer leak Spider-Man and Gears of War characters that are set to come into the fold, but outside of that there are also new stuff incoming such as a new island and more.

Fortnite Update 1.000.049 Patch Notes:

Chapter 3 Start Date: December 5, at 10AM ET/3PM UTC/11PM HKT

As one might expect, the official Trello board of fixes has not been updated just yet, though expect that to change soon.

The official Fortnite Status account had this to say:

‘The End’ Chapter 2 Finale event starts soon! As we prepare for the final battle against the Cube Queen please note other playlists will be disabled before ‘The End’ is available.

– Creative games, Save The World, custom matches, and Party Royale will be disabled at 2:00 PM ET

– Competitive playlists will be disabled at 3:00 PM ET

– Doors open for The End playlist at 3:30 PM ET

Currently, there are over 19,000 people eagerly anticipating what will happen next here.

Fortnite Season 3 Chapter 1 Datamine:

There are also new datamined stuff that has been sorted out too!

Here’s what’s being shown regarding the new island:

https://twitter.com/HYPEX/status/1467321388730044422

We’ll be updating this post as more info becomes available, and more data has been mined, so stay tuned.

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Alex Co

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

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Fortnite Update 3.39 Released to Usher in Chapter 3 Season 1 (Update)

Epic Games has released the Fortnite update 3.39 patch this December 4, and this is for the big The End Chapter 2 title update that should usher in Chapter 3 content once the dust has settled. Outside of Spider-Man and Gears of War characters having been leaked for the upcoming chapter, check out what’s new down below.

Fortnite Update 3.39 Patch Notes | Fortnite Chapter 3 Season 1 Patch Notes:

Chapter 3 Start Date: December 5, at 10AM ET/3PM UTC/11PM HKT

As one might expect, the official Trello board of fixes has not been updated just yet, though expect that to change soon.

The official Fortnite Status account had this to say:

‘The End’ Chapter 2 Finale event starts soon! As we prepare for the final battle against the Cube Queen please note other playlists will be disabled before ‘The End’ is available.

– Creative games, Save The World, custom matches, and Party Royale will be disabled at 2:00 PM ET

– Competitive playlists will be disabled at 3:00 PM ET

– Doors open for The End playlist at 3:30 PM ET

Currently, there are over 19,000 people eagerly anticipating what will happen next here.

Fortnite Update v19.00 Fixes:

Va Fortnite Trello:

Battle Royale:

Weapons may sometimes disappear from Chests and Supply Drops.

Description
Weapons can sometimes disappear from chests and supply drops after opening them in competitive playlists. The weapon will appear floating at first and then disappear.

Mobile:

Unable to login on some Android devices

Update

This issue is resolved, affected Android players are again able to log in as normal. Please restart the app if you’re experiencing trouble.

Description
We’re investigating an issue that is causing some Android devices to experience a crash on login.

Save the World:

Players are unable to add Chaos Agent to the collection book.

Description

Players will receive an error message when attempting to add Chaos Agent to the collection book

Fortnite Season 3 Chapter 1 Datamine:

There are also new datamined stuff that has been sorted out too!

Here’s what’s being shown regarding the new island:

https://twitter.com/HYPEX/status/1467321388730044422

We’ll be updating this post as more info becomes available, so stay tuned!

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Alex Co

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

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New Gran Turismo 7 PS5 Gameplay Features Deep Forest Raceway Gameplay

Polyphony Digital has released a new Gran Turismo 7 PS5 gameplay video, and this one features the Deep Forest Raceway track! Check out the two-minute gameplay trailer below, which is running on PS5.

Impressive,  no? We should be getting more info soon, as the racing game’s release is but a few months away.

Gran Turismo 7 is set to race out this March 4, 2022 on the PS4 and PS5.

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Alex Co

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

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Dragon Age Day 2021 – New Dragon Age Game Dev Update, Short Stories Revealed

In case you didn’t know, today, December 11, is Dragon Age Day. As part of Dragon Age Day 2021, BioWare has shared some new Dragon Age game dev update.

Here’s what BioWare had to say about the upcoming Dragon Age game, as well as new short stories for the franchise.

Dragon Age Day 2021:

Speaking of building new worlds and stories for you to explore, we want to let you all know that we’re still hard at work on building the next single-player focused experience for Dragon Age. We’re excited for next year when we can talk more about what we’re working on.

Here are the two new short stories released:

The Eternal Flame:

Thirty years ago, in 9:22 Dragon…

“Well? You tore me away from an experiment for this, Volkarin.” The shorter necromancer caught a hissing monster of bone and dried gristle in a skein of light. A twist of her hand, and it was ripped apart. “What does the wretched thing want?”

Emmrich Volkarin adjusted his collar pin. “Just a moment, Johanna.”

“Fine.” Johanna Hezenkoss scowled at the skull cradled in Emmrich’s hand. “Anything to stop that howling.”

The skull had started screaming, ceaselessly screaming, inside its niche in the Cobalt Ossuary of the Grand Necropolis. An attendant had noted it, informed the Mourn Watch, and a pair of necromancers had been dispatched.

They came to a junction. Emmrich placed the shrilling skull on a plinth. “What insights on the dead it could—”

“You already told me about your paper.”

“Come now!” Emmrich turned. “What sort of passion drives one spirit above the rest? What tangle of thoughts and heart returned this soul?”

“Mawkish drivel.”

“You must admit it’s an interesting variation on possession!”

The skull’s shrieks bounced through the corridor.

“It’s only some petty spirit too weak to become a demon.” Johanna ducked under a collapsed lintel. Statues of corpses lined the passage. A flick of her hand, and a green bolt of light smashed into a lanky shape lurking at the end. The demon twisted up, wreathed in smoke, as another volley hit. It gnashed its teeth and collapsed into itself.

“There. It should be safe for your corpse whispering.”

Emmrich closed his eyes. Whispers came, and when he spoke, the air vibrated. “By breath and shadow. By endless night. Tell us what haunts you.”

The skull’s sockets flared green. “Divided. Cold. Two graves where there should be one!”

“Twaddle.”

“Johanna!” Emmrich cleared his throat and turned back to the skull. “Tell me: what will grant you rest?”

“Take this one… to sunken black walls… by silver flames…” The skull’s glow flickered, faded. It resumed its earsplitting shrieks.

“You possess a grand talent, Volkarin.” Johanna gave the smallest inclination of her head. “And you’ve honed your command of sub-astral manifestation.”

Emmrich beamed. “Why thank you.”

“But what does this wailing nuisance want down in the Crescent Fane?”

***

Emmrich leaned over a coffin ringed by bowls of silver fire. He placed the skull next to the body of an old woman, humbly dressed but crowned with white roses. The screaming stopped.

“Mathilde…”

“Your wife left gently, in her sleep, last midnight.” Emmrich smiled. “The records confirm she also wished to be interred together. You’ll not be parted again.”

There was a sigh. Did the old woman’s mouth quirk, or was that the dancing flames?

Johanna snorted. “All that fury, ending in another grave.”

“Oh, I don’t know.” Emmrich ran a hand along the coffin’s snowy marble. “It would be rather fine to possess such an enduring affection. Besides, you did see this through.”

“Someone had to ensure you weren’t beheaded while chattering with the dead.”

“I am grateful for enduring friendships, as well.”

“Bah!”

They made their way back up the Grand Necropolis in companionable silence.

Won’t Know When:

Warden Evka Ivo groaned and lay back against the rough stone. The ogre was dead. A half dozen arrows protruded from its throat and the left side of its skull was crumpled inward from the final blow of her dwarven hammer. She could rest for a moment.

“They made it out,” Warden Antoine said from above her.

“Good,” Evka said. The point of putting themselves between hapless miners and ogre-shaped death was to get the hapless ones out. Even if that meant a few bruises. And maybe a cracked rib. Antoine lowered himself to the ground next to her, wincing at his own aches. The two lay on their backs, staring up at the shadowed cave ceiling.

“We made it too,” Antoine offered. He picked up a stone and fidgeted it between his fingers. The elf never could stay still.

“This time.”

Antoine laughed. “You said that last time we fought an ogre.”

“It was ogres last time. More than one. The third nearly took your head.”

“Ah, but I tested a new formula!”

Evka smirked, recalling the corrosive tang of Antoine’s experimental concoction. “That’s right. You nearly blew us both up.”

“I never said it was a good plan.” Antoine tossed the stone into the air and caught it. “But the halla went back to those fields. There were fawns last time we were through.”

“You remember the darkspawn outside Kassel?” Evka asked. The darkspawns’ blighted presence had poisoned the water. The brackish swamplands filled with grey sludge. Birds died. Villagers begged for rescue between gurgling coughs. Evka had walked from the village alone and into a monstrous horde.

“You were sick,” Antoine said. “But you bought me time.”

“And you stopped the spread.”

“You said I owed you soup.” Antoine gave the stone another toss.

“There was that demon in the Merdaine.”

“I hate demons,” Antoine muttered.

“I don’t think it liked you either.”

“At least our book was only singed. That mystery story. We were on the last chapter.” Antoine grinned. “I fared better than you against those hurlocks in the High Reaches.”

“There’s barely a scar. I wasn’t bit by a… what was that thing outside Arlathan?

Antoine’s hand went briefly to his shoulder. “I still don’t know. But we made it. Close as it was.”

“Point is, there’s a lot of ways for Wardens to die,” Evka said.

“And a lot of days you keep living,” Antoine countered softly.

“Dernel went on his Calling,” Evka said.

Antoine didn’t respond. He set the stone down. He hadn’t known.

Dernel hadn’t been that old, but the blight in his blood—in all Warden blood—told him it was the end. Evka had walked him to the Deep Roads one last time. He’d die fighting the monsters below.

“Being a Warden kills you one way or the other,” Evka said. “And we won’t know when for either of us.”

“I’m not afraid if you aren’t.”

From deeper in the cave, Evka could sense darkspawn moving. They didn’t have much time before more monsters arrived. But they had some.

“Ask me again,” she said.

He picked up the stone, put it down again, then turned all his focus on her. “Evka Ivo, will you marry me?”

“Yes.” And she kissed him.

For more on Dragon Age Day 2021’s celebrations, check it out here.
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Alex Co

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

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Fortnite Season 3 Chapter 1 Trailer Leaked, Spider-Man & Gears of War Crossovers Confirmed

Some big news for both Spider-Man fans and avid Fortnite players today, as a leaked trailer officially confirms that the Web Slinger is headed to the battle royale in Fortnite Season 3 Chapter 1. The leaked trailer shows off players a peek at what they can expect from the game’s newest season, including several new features and gameplay mechanics.

One of the first things you’ll notice is that it is set in entirely new island location. A number of crossover characters were also announced, including the big one which is Spider-Man.

There’s also Marcus Fenix and Kait Diaz from the Gears of War series:

There’s also a shot of the Daily Bugle, which seems to be part of this new location:

Another surprising new feature is the inclusion of hazards like tornadoes, much like those popularized by Battlefield 2042:

fortnite season 3

The trailer ends on an overhead view of the brand-new map, which you can check out below:

fortnite season 3

You can check out the leaked teaser here. We’ve saved the most important screenshots for the Fortnite Season 3 Chapter 1 leaked trailer in case it gets taken down, so don’t be surprised if the video link stops working.

Thanks, sky !

MP1st Staff

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Uncharted Legacy of Thieves Collection Steam Page Now Live

Just a few months ago, Sony announced the Uncharted: Legacy of Thieves Collection for PS5 and PC. While there’s no release date available just yet, the game is now on Steam officially! The Uncharted Legacy of Thieves Collection Steam page is live, and this is the first entry in the franchise that’ll be available outside of PlayStation gaming platforms.

Uncharted Legacy of Thieves Collection Steam Page:

Steam Link

For those not familiar what’s in the Collection, here’s the official description from Steam:

Are You Ready To Seek Your Fortune?

Seek your fortune and leave your mark on the map in the UNCHARTED: Legacy of Thieves Collection. Uncover the thrilling cinematic storytelling and the largest blockbuster action set pieces in the UNCHARTED franchise, packed with all the wit, cunning, and over the top moments of the beloved thieves – Nathan Drake and Chloe Frazer.

In an experience delivered by award winning developer Naughty Dog can, the UNCHARTED: Legacy of Thieves Collection includes the two critically-acclaimed, globe-trotting single player adventures from UNCHARTED™ 4: A Thief’s End and UNCHARTED™: The Lost Legacy. Each story is filled with laughs, drama, high octane combat, and a sense of wonder – remastered to be even more immersive.

UNCHARTED 4: A Thief’s End

Winner of over 150 Game of the Year awards.

Several years after his last adventure, retired fortune hunter Nathan Drake, is forced back into the world of thieves. Fate comes calling when Sam, Drake’s presumed dead brother, resurfaces seeking his help to save his own life and offering an adventure Drake can’t resist. Drake’s greatest adventure will test his physical limits, his resolve, and ultimately what he’s willing to sacrifice to save the ones he loves.

On the hunt for Captain Henry Avery’s long-lost treasure, Sam and Drake set off to find Libertalia, the pirate utopia deep in the forests of Madagascar – leading to a journey around the globe through jungle isles, far-flung cities, and snow capped peaks on the search for Avery’s fortune.

● A globe-trotting adventure with the largest and most detailed environments in the UNCHARTED franchise

● A more personal story for Nathan Drake, raising the stakes for the award-winning storytelling of Naughty Dog.

● Fluid combat and traversal with the use of the grapple hook creates even more dynamic and thrilling action set pieces.

UNCHARTED: The Lost Legacy

In order to recover an ancient artifact and keep it out of the hands of a ruthless warmonger, Chloe Frazer must enlist the aid of renowned mercenary Nadine Ross and venture to India’s Western Ghats to locate the Golden Tusk of Ganesh. In Chloe’s greatest journey yet, she must confront her past and decide what she’s willing to sacrifice to forge her own legacy.

● An all-new setting for adventure in the south western coast of the Indian peninsula, featuring an exotic mix of urban, jungle, and ancient ruins environments.

● The action-packed set pieces and captivating narrative that fans have come to expect from Naughty Dog and the UNCHARTED series.

● Builds on the acclaimed UNCHARTED franchise gameplay with updated systems and refinements, including cinematic combat, exploration, and traversal of jaw-dropping environments, complex puzzles and more.

Hopefully, we’ll get a release date soon, and with The Game Awards right around the corner, that could be coming sooner rather than later.
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Alex Co

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

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Apex Legends Game Director Departs Respawn, Pens Letter to Community

We’re here with some sad news, legends! Chad Grenier, the Game Director of Apex Legends, has announced that he is leaving Respawn Entertainment after 11 years! Grenier has penned a letter that thanks the studio and the community.

Here’s Grenier’s letter in full:

Few words can elegantly describe my 11 years at Respawn. After helping to co-found the studio, bring the Titanfall universe to life, and launch the incredible experiment that is Apex Legends – it’s been an unforgettable ride to say the least. But today, this crazy chapter comes to an end.

Apex Legends is in great hands and I feel like I can walk away knowing this game and community will continue to be taken care of. We’ve got years worth of content in flight, and I can’t think of anyone better than Steven Ferreira to take over as the game director and make sure it’s done right. Steven joined as a lead on the Apex Legends team shortly after launch in June 2019, where he’s been running half of the team and serving as my right hand for the other half. At Respawn, we’ve always believed that new leadership and new team members mean new ideas, new energy, and new innovations. This couldn’t be a more accurate statement to describe Steven’s many contributions over the years.

As I step away from Respawn, it’s important to let you know how much everyone at the studio and I appreciate the fans and this passionate community. Without you, this whole making games thing just doesn’t work. And we’ve accomplished some truly extraordinary things together, from integrating fan art into the game to seeing the community bring Apex Legends stories to life on Twitter. It’s been an absolute joy to watch the game and community grow.

To Vince and the entire team at Respawn, making great games isn’t easy and it’s been an honor to create these worlds and experiences with you. I’m so proud of all that we’ve built together and excited about the possibilities these franchises hold for years to come.

Even after all this time, I feel like a kid leaving the nest, and, as corny as it sounds, leaving a family behind. I’ll be bringing the experience and lessons learned from this incredible group to everything I do down the road. It will probably be tough to see the game continue to thrive and succeed in my absence, but that’s a good thing. So, I’m looking forward to the great things this team will achieve as they take Apex to the next level and further than we thought was possible when this journey first started. You can bet I’ll be cheering from the sidelines along the way.

-Chad Grenier

We here at MP1st wish Grenier nothing but the best in his future endeavors. Apex Legends has left a lasting impact on the gaming industry, and it wouldn’t be where it is today without his contributions.

In other Apex Legends news, the Raiders Collection Event is headed to the game next week! Read up on the new stuff in it, as well as the patch notes.

Source: Respawn

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Alex Co

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

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Godfall Update 1.08 Out for Challenger Update 4.1.9 This Dec. 3

Counterplay Games has released the Godfall update 1.08 patch this December 3, and this is for the Challenger Update 4.1.9 patch that’s out for last-gen and next-gen consoles! This patch brings in a host of gameplay-related tweaks, which is listed in the patch notes.

Godfall Update 1.08 Patch Notes:

Godfall Update – 4.1.9 (Challenger)

Update Notes:

General – All Platforms

Combat, Weapon and Attribute related items:

  • Solved an issue where Archon Fury Spirit Warriors would gain collision volumes when performing a dodge.
  • Solved an issue where Input Buffering for Blocking was inconsistent with some weapons while holding down the Weapon Technique button. :crossed_swords:
  • Solved an issue where Light Timing Attacks would not deal Soulshatter damage.
  • Solved an issue where Overhealth gained stops decreasing when an item is unequipped or a skill point was invested. :crossed_swords:
  • Solved an issue where players could experience a hitch when performing their first takedown on a variety of enemies.
  • Solved a multiplayer issue where all players that were hit by the hard knockdown when Moirax transitions into their final form would be knocked down multiple times.
  • Solved a multiplayer issue where Archon Fury Spirit Warriors could spawn with collision volumes for the players.
  • Solved a multiplayer issue where Dark Sentinels summoned by Lunara would remain invulnerable after being parried.
  • Solved a multiplayer issue where Excelsious’ perilous attacks does damage and knockdown to players when successfully parried.
  • Solved a multiplayer issue where Fire Howler’s flame breath is invisible to the party.
  • Solved a multiplayer issue where Flameblood Lashers could grab players jumping across gaps, which would cause them to be thrown outside of the level’s boundaries after the animation concludes. :crossed_swords:
  • Solved a multiplayer issue where using the Arcing Shield Throw would sometimes not knock down enemies.
  • Solved an issue where a Primed Shield would reflect 100% of the damage parried instead of 50% damage as stated in the Shield Prime skill. :crossed_swords:
  • Solved an issue where the Ascension Level 300 Banner power (Grants 10% Overhealth to Allies when a Banner is dropped) was not applying correctly.
  • Solved an issue where the Warhammer’s Southern Weapon Technique may become interrupted and lose charge due to uneven collision.
  • Solved an issue where using the Souther Weapon Technique with Dual Blades on a knockdowned enemy would make the enemy invisible and/or immobile at certain distances. :crossed_swords:
  • Solved an issue where upgrading the All Resistance secondary trait in the Forge would not change the value.

Game Mode related items:

  • Solved an issue where Epic Earth Items from Dreamstones were not being awarded to the player.
  • Solved an issue where players could experience a hitch when closing their first Dark Tear.
  • Solved an issue where players could pick the same Curse on different Dark Tears. :crossed_swords:
  • Solved an issue where yellow beacons activated during the first Exploration Phase in Lightbringer would not show the direction of Light Caches during their second phase.
  • Solved a multiplayer issue where Communal Chests in AToT would not receive the bonus granted by Additional Loot boons.
  • Solved a multiplayer issue where selecting a Curse could fail to apply the Bane properly to the player picking the Curse. :crossed_swords:

UI, HUD, Inventory and Personal Menu related items:

  • Solved an issue where opening and closing the SHiFT UI when the accounts are not linked would cause the game to suffer from hitches until restarted. :crossed_swords:
  • Solved an issue where players could spend more Ascension Points than available if they disconnected their internet, causing negative values (and other complications). :crossed_swords:
  • Solved an issue where the “Trial Complete” announcement would display twice.
  • Solved an issue where Weapon Technique Damage boons would display +0% in the spring, despite functioning properly.
  • Solved various text string and localization issues.
  • Solved an issue where Archon Fury Sentries would deal their damage quick enough that it would cause enemy health bar flashes too rapidly to accurately gauge missing health.
    The HUD of enemy health bar refresh rate has been updated to remedy this.
  • Solved an issue where loading a character with items equipped through the Copy Loadout function (while using a controller) would revert to the state they were in before the items were copied over. :crossed_swords:
  • Solved an issue where the “Already Equipped” pop-up was missing when trying to equip another Augment of the same name.
  • Solved an issue where the Prime Shield VFX would not appear on the shield when primed through parries.
  • Solved an issue where the Weapon Timing Attack VFX showed after a successful parry even if the Weapon Timing Level 4 skill has not been unlocked.
  • Solved an issue where Boons in Boon Springs lose their rarity color (showing up as gray) if using a language other than English.
  • Solved an issue where the Explore the Realm’s Sunflare Orb event would include an erroneous “0/3” tracking objective in front of the countdown timer. :crossed_swords:
  • Solved an issue where the player’s Life Tracker would not display in single player.
  • Solved an issue where unequipping a Banner could cause the bottom left HUD (Health, Life Tracker, Lifestones, etc) to disappear. :crossed_swords:
  • Solved an issue where items could become permanently locked from a variety of actions, preventing players from salvaging them. :crossed_swords:
  • Solved an issue where the locked icon for equipped Augments would overlap their Core Attribute value. :crossed_swords:
  • Solved a multiplayer issue where a player could get kicked back to the Sanctum during AToT after navigating to personal menus after collecting numerous loot items.
  • Solved a multiplayer issue where the health bars for Kragani’s bracers would disappear after the player died and respawned.
  • Solved a multiplayer issue where the player’s Life Tracker would not display in ToT, AToT or Lightbringer game modes.

Miscellaneous items:

  • Solved various animation, VFX and rendering issues.
  • Solved various environment collision issues across the realms.
  • Solved various issues with low poly environment pieces that would not update based on distance.

PS4-specific items:

  • Solved an issue where an error connection could occur when collecting numerous loot items and then returning to the Sanctum.
  • Solved an issue where looking at Archon Fury Spirit Warriors would cause a noticeable FPS loss.
  • Solved an issue where rapidly defeating enemies and/or collecting loot could cause a queue delay when interacting with chests or boon/bane springs

You can read more about the Challenger Edition right here.

Source: Gearbox forums

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Alex Co

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Godfall Update 4.001.009 Patch Notes; Out for Challenger Update 4.1.9 This Dec. 3

Counterplay Games has released the Godfall update 4.001.009 patch this December 3, and this is for the Challenger Update 4.1.9 patch that brings in a host of gameplay-related tweaks! Read on for the full patch notes.

Godfall Update 4.001.009 Patch Notes | Godfall Update 4.1.9 Patch Notes:

Godfall Update – 4.1.9 (Challenger)

Update Notes:

General – All Platforms

Combat, Weapon and Attribute related items:

  • Solved an issue where Archon Fury Spirit Warriors would gain collision volumes when performing a dodge.
  • Solved an issue where Input Buffering for Blocking was inconsistent with some weapons while holding down the Weapon Technique button. :crossed_swords:
  • Solved an issue where Light Timing Attacks would not deal Soulshatter damage.
  • Solved an issue where Overhealth gained stops decreasing when an item is unequipped or a skill point was invested. :crossed_swords:
  • Solved an issue where players could experience a hitch when performing their first takedown on a variety of enemies.
  • Solved a multiplayer issue where all players that were hit by the hard knockdown when Moirax transitions into their final form would be knocked down multiple times.
  • Solved a multiplayer issue where Archon Fury Spirit Warriors could spawn with collision volumes for the players.
  • Solved a multiplayer issue where Dark Sentinels summoned by Lunara would remain invulnerable after being parried.
  • Solved a multiplayer issue where Excelsious’ perilous attacks does damage and knockdown to players when successfully parried.
  • Solved a multiplayer issue where Fire Howler’s flame breath is invisible to the party.
  • Solved a multiplayer issue where Flameblood Lashers could grab players jumping across gaps, which would cause them to be thrown outside of the level’s boundaries after the animation concludes. :crossed_swords:
  • Solved a multiplayer issue where using the Arcing Shield Throw would sometimes not knock down enemies.
  • Solved an issue where a Primed Shield would reflect 100% of the damage parried instead of 50% damage as stated in the Shield Prime skill. :crossed_swords:
  • Solved an issue where the Ascension Level 300 Banner power (Grants 10% Overhealth to Allies when a Banner is dropped) was not applying correctly.
  • Solved an issue where the Warhammer’s Southern Weapon Technique may become interrupted and lose charge due to uneven collision.
  • Solved an issue where using the Souther Weapon Technique with Dual Blades on a knockdowned enemy would make the enemy invisible and/or immobile at certain distances. :crossed_swords:
  • Solved an issue where upgrading the All Resistance secondary trait in the Forge would not change the value.

Game Mode related items:

  • Solved an issue where Epic Earth Items from Dreamstones were not being awarded to the player.
  • Solved an issue where players could experience a hitch when closing their first Dark Tear.
  • Solved an issue where players could pick the same Curse on different Dark Tears. :crossed_swords:
  • Solved an issue where yellow beacons activated during the first Exploration Phase in Lightbringer would not show the direction of Light Caches during their second phase.
  • Solved a multiplayer issue where Communal Chests in AToT would not receive the bonus granted by Additional Loot boons.
  • Solved a multiplayer issue where selecting a Curse could fail to apply the Bane properly to the player picking the Curse. :crossed_swords:

UI, HUD, Inventory and Personal Menu related items:

  • Solved an issue where opening and closing the SHiFT UI when the accounts are not linked would cause the game to suffer from hitches until restarted. :crossed_swords:
  • Solved an issue where players could spend more Ascension Points than available if they disconnected their internet, causing negative values (and other complications). :crossed_swords:
  • Solved an issue where the “Trial Complete” announcement would display twice.
  • Solved an issue where Weapon Technique Damage boons would display +0% in the spring, despite functioning properly.
  • Solved various text string and localization issues.
  • Solved an issue where Archon Fury Sentries would deal their damage quick enough that it would cause enemy health bar flashes too rapidly to accurately gauge missing health.
    The HUD of enemy health bar refresh rate has been updated to remedy this.
  • Solved an issue where loading a character with items equipped through the Copy Loadout function (while using a controller) would revert to the state they were in before the items were copied over. :crossed_swords:
  • Solved an issue where the “Already Equipped” pop-up was missing when trying to equip another Augment of the same name.
  • Solved an issue where the Prime Shield VFX would not appear on the shield when primed through parries.
  • Solved an issue where the Weapon Timing Attack VFX showed after a successful parry even if the Weapon Timing Level 4 skill has not been unlocked.
  • Solved an issue where Boons in Boon Springs lose their rarity color (showing up as gray) if using a language other than English.
  • Solved an issue where the Explore the Realm’s Sunflare Orb event would include an erroneous “0/3” tracking objective in front of the countdown timer. :crossed_swords:
  • Solved an issue where the player’s Life Tracker would not display in single player.
  • Solved an issue where unequipping a Banner could cause the bottom left HUD (Health, Life Tracker, Lifestones, etc) to disappear. :crossed_swords:
  • Solved an issue where items could become permanently locked from a variety of actions, preventing players from salvaging them. :crossed_swords:
  • Solved an issue where the locked icon for equipped Augments would overlap their Core Attribute value. :crossed_swords:
  • Solved a multiplayer issue where a player could get kicked back to the Sanctum during AToT after navigating to personal menus after collecting numerous loot items.
  • Solved a multiplayer issue where the health bars for Kragani’s bracers would disappear after the player died and respawned.
  • Solved a multiplayer issue where the player’s Life Tracker would not display in ToT, AToT or Lightbringer game modes.

Miscellaneous items:

  • Solved various animation, VFX and rendering issues.
  • Solved various environment collision issues across the realms.
  • Solved various issues with low poly environment pieces that would not update based on distance.

PS4-specific items:

  • Solved an issue where an error connection could occur when collecting numerous loot items and then returning to the Sanctum.
  • Solved an issue where looking at Archon Fury Spirit Warriors would cause a noticeable FPS loss.
  • Solved an issue where rapidly defeating enemies and/or collecting loot could cause a queue delay when interacting with chests or boon/bane springs

For the upcoming content and Challenger Edition details, head on over here.

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Alex Co

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

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EA Building a “Connected Battlefield Universe,” Halo Creator Working on World-Building & Narrative

While fan reception on Battlefield 2042 has been mixed, that doesn’t seem to have deterred EA from pushing forward with the brand, as the publisher is looking to created a “connected Battlefield universe” with the help of some prominent and experienced video game developers.

In case you didn’t see the news, Respawn Entertainment boss Vince Zampella is now the head honcho when it comes to the Battlefield franchise. In an interview, Zampella mentioned that their intent isn’t to replace BF2042, but to create a connected universe with it.

This is an ‘And’ strategy in many ways. We will continue to evolve and grow Battlefield 2042, and we’ll explore new kinds of experiences and business models along the way that we can add to that foundation to provide an awesome array of experiences for our players. In this universe, the world is interconnected with shared characters and narrative. This universe is also built with our community as we harness the power of Portal and user generated content that puts creativity in the hands of our players. – Vince Zampella, Respawn co-founder & Battlefield franchise big boss

Mind, this “universe” seems to have already started not only with Battlefield 2042, but with Battlefield Mobile as well. Working alongside the franchise with DICE is Ripple Effect Studios (formerly DICE LA) who worked on Battlefield Portal, and the studio’s co-founder, Marcus Lehto (best known as creator of the Halo franchise) is now also working on “world-building” forming a narrative within the Battlefield franchise. Also of note, the Battlefield “experiences” these devs are making doesn’t necessarily mean games, as they can be in the form of other entertainment mediums as well.

While there’s nothing to announce today, EA has already said that it would “make sense” for the Battlefield franchise to have a free-to-play component in the future. Given the world-building involved, don’t be surprised if this is part of the Battlefield universe EA is creating.

Is a wider Battlefield universe something you’d be interested in? Or do you think EA should focus on making their games perform better first?

Source: GameSpot

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Alex Co

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

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