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Overwatch 2 Executive Producer Chacko Sonny Is Leaving Blizzard

One of the fathers of the Overwatch franchise is calling it quits with the company behind the franchise. Overwatch 2 Executive Producer Chacko Sonny is leaving Blizzard, and is the latest high-profile employee to depart following a series of allegations that have hit the company since July.

In a report by Bloomberg, Sonny tendered in his resignation Friday by sending an email to the company. No reason was given, but it’s definitely a blow to Overwatch 2 and its production as Sonny served as executive producer for the sequel and many saw him as a respectable figure inside Blizzard.

Several Blizzard employees, speaking anonymously because they were not authorized to talk with the press, said Sonny was well-respected and that they weren’t aware of any allegations against him. Sonny was perceived as a stabilizing force on the Overwatch team following the departure of director Jeff Kaplan earlier this year, the people said.

Chacko Sonny’s departure follows a list of big time Blizzard names — including former president J. Allen Brack, Blizzard Entertainment lawyer Claire Hartm and developers who worked on Diablo 4. Despite this development, work on Overwatch 2 continues and we’ve been following its progress — and a Blizzard spokesperson has stated that game is in the final stages of production.

Source: Bloomberg

Tim Villasor

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World War 3 Veteran Alpha Test Incoming Next Week, Check Out This Explosive New Trailer

The Farm 51 has announced the World War 3 Veteran Alpha Test is set for next week, and this announcement comes with an action-packed new trailer! Don’t believe me? Check out the trailer for 30 seconds of non-stop action.

Details regarding the World War 3 Veteran Alpha Test:

The Veteran Alpha Test is ready to deploy. Players who joined the vanguard during the Early Access period can enjoy the new and improved World War 3 from September 30 until October 4 at 05:00 PT/12:00 GMT. Experience tactical battles and gritty deathmatches across two war-torn maps based on the real-world cities Moscow, Berlin, Warsaw and Polyarny, plus improved gunplay, revamped animations, and more in this exclusive test.

*Veteran Alpha Test is open to anyone who currently owns World War 3 in their Steam Library.

Looks exciting, right? World War 3 is set for release on PC soon.

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Alex Co

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

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Fortnite Blacklisted From Apple Ecosystem Until Exhaustion of Court Appeals, Could Take 5 Years

Apple users who are Fornite fans will probably have to get their fix of the game elsewhere for now. Fortnite has been blacklisted from the Apple ecosystem until the exhaustion of court appeals — meaning it could take five years before you see the Epic Games title on iPhones or iPads again.

With the Apple vs Epic Games lawsuit recently concluding, Fortnite has been blacklisted by Apple and won’t be making a return any time soon until the ruling changes with the court.

In a series of tweets released by Tim Sweeney, the Epic Games CEO has denounced the move to blacklist their game and said that “Apple lied” in promising to “welcome Epic’s return to the App Store if they agree to play by the same rules as everyone else.

Following those tweets made by Sweeney, Apple responded in a statement released by their legal team that the company has exercised its discretion not to reinstate Epic until the case is resolved.

Following that decision, Mr. Sweeney has publicly said that Epic “[w]ouldn’t trade [an alternative payment system] away to get Fortnite back on iOS.” In light of this and other statements since the court’s decision, coupled with Epic’s duplicitous conduct in the past, Apple has exercised its discretion not to reinstate Epic’s developer program account at this time. Furthermore, Apple will not consider any further requests for reinstatement until the district court’s judgment becomes final and nonappealable.

In related news, a court document was released that revealed how much Epic paid developers for free games and you can read about that here.

Tim Villasor

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Apex Legends Update 1.81 Rolled Out for Bug Fixes & More This Sept. 22 (Update)

Respawn Entertainment has released the Apex Legends update 1.81 Spetember 22 patch, and this seems to be bug fixes for not only gameplay-related changes, but one for that affects latency and network too, which has affected the game the past few days.

Apex Legends Update 1.81 Patch Notes:

Update: Respawn has issued a new tweet which includes the patch notes!

Here’s what Respawn Entertainment has shared recently:

We’ve shipped a patch for @playapex that should meaningfully address teleporting, packet loss, and lag.

Also, we’ve discovered an issue with animated banner poses that can cause crashes. We advise unequipping these poses for now. A fix for this & more is scheduled for Wednesday.

We’re still continuing to work through issues causing higher-than-normal crashes, and we have hope that our patch scheduled for Wednesday will help.

But with today’s patch we’re making progress. From all of us on the dev team: We deeply appreciate your patience with us.

If there are other gameplay-related changes shared, we’ll be sure to update the post.

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Alex Co

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

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Battlefield 2042 PS4 Early Access Beta Mention Removed From Pre-Order Bonuses List on PSN (Update)

In what could be something, or a whole lot of nothing, it looks like EA has removed the Battlefield 2042 early access beta as one of the PS4 version’s perks for pre-ordering the game, which could mean that Battlefield 2042 PS4 early access beta isn’t happening, or any kind of beta (not just early access) isn’t happening, or this is an error on Sony or EA’s part.

Interestingly enough, the PS5 version still includes the early access perk for pre-ordering. Here are the screenshots we took of both versions.

You can check it out for yourself by going to the PlayStation Store link for Battlefield 2042.

Could this mean that the PS4 version won’t be getting the beta? We honestly can’t say for certain now. It is worth pointing out though that reliable PlayStation data scraper PlayStation Sizes has pointed out that there has been no Battlefield 2042 beta client uploaded on PSN (but the PS5 version has been uploaded for quite some time now).

Again, this is not evidence that the PS4 version won’t be getting a beta. We have reached out to EA, and will upload the post if we get a response back.

In other BF2042 beta news, the PC game client for the beta has recently been uploaded to EA’s Origin API on PC! There is no official news on when we’ll be getting the beta, though EA has said that we should hear something about it later this month.

Battlefield 2042 will be released this November 19 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Update: DICE Community Manager Adam Freeman has confirmed that this a website error, and there has been no changes in the pre-order bonuses for the game,

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Alex Co

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

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NBA 2K22 Update 1.006 Released for Fixes This September 22 (Update)

Visual Concepts has released the NBA 2K22 update 1.006 September 22 patch, and this is for next-gen platforms (PS5, Xbox Series X|S)! This patch brings stability fixes, reduced hitching, improved loading and more.

NBA 2K22 Update 1.006 Patch Notes:

Update: Here’s what got shared by Visual Concepts regarding today’s patch:

  • Additional stability improvements in an ongoing effort to improve your user experience.
  • Fixed an issue that was causing City/Rec/Pro-Am/W Online games to disconnect either before the game started or at the conclusion of the game.
  • Addressed an error code issue that was preventing specific MyCAREER saves from being able to load into the City.
  • Significantly improved loading speed when re-entering the City from a building interior (Apartment, Rec, Pro-Am, Event Center, etc.).
  • Improved framerate when navigating the City on the Xbox Series X console.
  • Traditional broadcast cameras are now available for use in MyNBA once again.
  • Fixed an issue that resulted in some MyNBA Online saves to overwrite other pre-existing saves.
  • Gym Rat and On-Court Coach badges are now correctly being applied to all badge loadouts.
  • Increased the velocity required before a player jumps/falls into or over the first row of the crowd via momentum.
  • DJ Booths will no longer allow for tipping when in the proximity of a quest NPC.

While Visual Concepts has not released the official patch notes for today’s title update, the studio did relay some of the changes incoming today with the update that was released back on September 17.

Our next PS5/XBX patch, scheduled for next week, will bring continued stability improvements, improved loading speeds when re-entering the City, removed/reduced hitching when on vehicles on Series X consoles, removing tipping from DJ Booths when propped near Quest NPCs, and more.

That’s the official statement released by Visual Concepts for the upcoming next-gen patch, We expect the full patch notes to be released in a few hours, and once it’s out, we’ll be sure to update the post.

Hopefully, those who are getting error codes will see that disappear with this patch.

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Alex Co

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

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Elite Dangerous Update 1.56 Flies out for Horizons & Odyssey Update 7 This Sept. 22

Frontier Developments has released the Elite Dangerous update 1.56 patch this September 22, or what the studio calls the Horizons, and the Odyssey Update 7 patches! There’s a lot to take in, so head on for the complete patch notes below.

Elite Dangerous Update 1.56 Patch Notes | Elite Dangerous Odyssey Update 7 Patch Notes:

Elite Dangerous: Horizons Update for PC and Consoles Notes

Updates of note:

  • Increased module and bookmark storage.
    • Commanders can now enjoy an increase in module and bookmark storage
    • Limit of 200 each.
    • The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
  • An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
    • Fancy a bit more info on this? Damage was being applied to the local space of the Thargoid, but each client was rotating the Thargoid locally (like, each player’s personal session of the game), so it would have hearts in different places. Amazing really!
    • Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn’t hit the heart and thus apply no damage.

Additional Updates:

  • A fix has been implemented for an incorrectly rotated tunnel section within an installation.
  • A fix has been implemented for a tower clipping into buildings at Horizons bases.
  • Module UI now updates to accurately show when a heatsink has been re-armed, along with cockpit UI.
  • A fix has been implemented for the data link reticule, which sometimes appeared to be the incorrect colour when players targeted a scannable asset in analysis mode.
  • Data link and composition scanner reticules are now distinguishable from each other in analysis mode – the composition scanner reticule has been flipped to display vertically.
  • A fix has been implemented for the SRV not being able to fire after ammo synthesis.
  • When hiding the UI in the livery preview, the name of the equipped paintjob will no longer be hidden as well.
  • A fix has been implemented for a floating pipe that popped up at some planet ports.
  • Spanish character Ñ will now appear in nameplate/ID for ships.
  • A fix has been implemented for Powerplay modules not having the ‘buy back option’.
  • A fix has been implemented for Scavengers that would occasionally clip through the ground at Thargoid sites.
  • A fix has been implemented for a missing text string in the HIP 15609 system.
  • A fix has been implemented for Super Power promotions, where they were not always being reported in the UI at the same time as the inbox message arriving.
  • A fix has been implemented for Thargoid site doors opening at incorrect times for players.
  • A fix has been implemented for Ship Launched Fighter kills counting towards CZ progress.
  • A fix has been implemented for hyperspace break sometimes not working for Supercruise Assist module.
  • The analysis mode reticule for the data link will no longer persist onscreen after the SRV stows it’s turret, or in the ship UI when the player re-boards.
  • Fixes for multiple typos throughout the game in general have been addressed.
  • A fix has been implemented for some materials that were displaying incorrect rarity or grades.
  • Overlapping text in the Commander Stats UI has been fixed.
  • A fix has been implemented for repair limpets not repairing the correct consistent amount on ships with damage regions (e.g. Anaconda).
  • A fix has been implemented for defending captains in space conflict zones awarding combat bonds from the opposing faction.
  • Fixed intermittent hang on exiting the game
  • Squadrons UI – Fixed filters navigation not being reset
  • Fix for misaligned assets at Research Base
  • Fix CQC ranks above Elite being displayed incorrectly.

Powerplay:

  • The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
  • Income values have been updated for many control systems so they’re the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).

Known Issues:
There are naturally more issues out there to cover and work furthre on, but we’re calling these out specifically as they seem to be newly introduces as part of this update.

  1. No notification of Fleet Carrier jump for players until 10 seconds before the jump itself.
  2. Session log is greyed out and inaccessible (console only).

Elite Dangerous: Odyssey Update 7 Notes

Updates Of Note

  • Anti-Air Turrets have now been added to conflict zones.
    • Remember…Turret cut, turret down.
  • Added Apex Taxi redirection.
    • You can now redirect your Apex Shuttle mid-flight!
    • Redirection options are now available from the Navigation list, Galaxy and System Maps.
  • New variations of Social Hubs!
    • Changes include elements such as swapping out railings with alternatives, replacing crates and planters with other props to better suit the theme, using different partitions and wall pieces, swapping beams and roof sections, and adding pipes or more industrial looking geometry.
    • In addition, wealthy services and high tech stations now show less rubbish and junk on the floors, while the agricultural, industrial and asteroid stations are progressively more untidy.
  • AMD CAS has been re-added, and is mutually exclusive to FSR.
  • Enforcer Units are now present in Conflict Zones.
    • Show ’em who’s boss.
  • Increased module and bookmark storage.
    • Commanders can now enjoy an increase in module and bookmark storage
    • There’s a new limit of 200 each.
    • The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
  • An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
    • Fancy a bit more info on this? Damage was being applied to the local space of the Thargoid, but each client was rotating the Thargoid locally (like, each player’s personal session of the game), so it would have hearts in different places. Amazing really!
    • Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn’t hit the heart and thus apply no damage.
    • Literally EVERYONE has a heart now, it seems. Sometimes more than one if you’re a Time Lord.
  • An issue has been fixed which prevented viewing and signing up to community goals as expected.
    • That one where you all had to go to Horizons sometimes to accept them, then relog into Odyssey.
  • An issue has been fixed which caused community goals to be removed from a commander while abandoning a mission.


AI

  • AI in a settlement will now register a crime if they see a player transferring data.
  • Identity theft crimes spotted by AI should only be reported and result in a fine once.
    • Subsequent occasions just provoke hostility.
  • Criminal AI will no longer spawn after the power regulator at a settlement has been removed.
  • Criminals will now wear bespoke outfits.
    • Sorry, they’re not going to be the black and white striped jumpers. Nor will they carry bags with ‘swag’ written on them, but still…(I know, I’m as disappointed as you are).
  • Reckless endangerment is now only triggered after a weapon has been drawn for over a second.
  • AI are now drawn more effectively to areas where alarms are active and do a better job of exploring the area.
  • Settlement AI will now attempt to re-enable a building’s atmosphere if it has been disabled.
  • Guests at tourism settlements can no longer radio for backup.
  • After notifying the player, AI will always complete scans, providing that the player remains accessible and does not flee.
    • A bit more on this, why not: In very rare cases the AI would call out that they were going to scan you, but then just stand there all day like there’s nothing to do and never actually walk up and scan you. The cheeky part of this then was as soon as you walk away, they would attack you for fleeing the scan.
  • Groups of AI shouldn’t all announce at once when they are moving to weapons range.
    • Keep it down guys, we get the idea.
  • AI in different rooms should no longer engage in conversations.
  • Having a player ship visible but out of combat range no longer prevents AI from de-escalating from combat.
  • Grenade throwing is now replicated more accurately between players in multiplayer situations.
  • Enforcers now engage at distances suitable for their rocket launcher when they are outside and at pistol range when inside.
  • Enforcers will be more decisive about which weapon type they intend to use (This made me giggle a bit. Imagine them literally panicking on the battlefield over this decision).
  • New AI “barks” added. Going to keep the term “barks” because it’s fun and elaborate more (it’s basically like…AI audible responses and reactions to triggers…not dog related).
    • AI will be more responsive to the player when in combat, specifically they will now respond to players who are running away with a new piece of dialogue.
    • Civilians now have lots of new dialogue, including combat taunts, as well as new lines for when they’re taking fire.
    • AI that are investigating an area should be a lot more talkative, especially if you hide after combat (Wanna know what they REALLY think of you?).
      • Nah it’s more like, “They’ve gotta be here somewhere…”, etc.
    • They will also now call out player sabotage attempts specifically, with dialogue for when players are disabling the power regulator, building atmosphere and interacting with the industrial dropboxes.
    • And corpses (special, even in death): AI should be more vocal when they discover lifeless bodies (I didn’t want to write “corpse” again, in all honesty).
    • Previously, AI would sometimes talk over themselves when moving to combat, it was very noticeable when you failed a crime scan, they’d start one line then cut themselves off and say something else. This will no longer happen (they might still cut off what they’re saying, but only in extreme cases such as when a grenade lands at their feet, etc)
  • NPCs in concourse areas will no longer get into states where they can’t call out to the player.
  • NPC characters should now be positioned correctly at starports after player lands with flight assist off.
  • Settlement turrets will take damage from explosions and are more effective at determining who to become hostile to.
  • Ship launched fighters no longer spam ‘Area Clear’ messages.
  • Ship launched fighters can now always be recallable and shouldn’t block players in other fighters from docking.
  • AI ships can now attack ship launched fighters.
  • It should no longer be possible for assassination mission target ships to drop out of supercruise so close to a star that they are unreachable.
  • Incoming dropships should deploy their troops if they are in final approach when a conflict zone ends, otherwise they should just leave (just go…).
  • AI arriving via dropship will transition out of their deployment animation when they land.
  • Shuttles that land at settlements without using the landing pad should now take off as expected when players board.
  • Recalled ships now retract their weapons and have working SRV bays when they land.
  • Attacking any offline settlement turret won’t issue a fine to the player or trigger hostility.

Audio

  • Options to enable or disable suit voice lines have been added.
    • You can now either enable or disable the voice of your suit prompts (the dialogue your suit says to you when you’re on foot).
  • Non-combat music cue timings at settlements and when in remote locations have been improved.
  • Apex Shuttle docking announcement UI and Audio timing have been adjusted to match the touchdown of the shuttle.
  • Mission complete animation audio fimprovements have been implemented.
  • On foot player impact hitmark “blips” have been improved.
  • Station service ambience ‘start and stop’ sounds have been adjusted and improved.
  • “Muffled” door sound has now been fixed and sounds appropriate.
  • Cockpit role panel volume has been improved.
  • On foot capture points are now audible through walls and other obstructions. Improvements also made to the distance roll off.
  • Instances of missing ambient music in the Codex menus have been resolved.
  • Grenade explosions audio mix has been improved:
    • Various changes have been made, including improved ducking of other sounds when very close to a grenade explosion, and distance attenuation tweaks.
    • Grenade explosions audio obstruction improved.
      • Grenade sounds no longer drop in volume as much when behind objects or when line of sight is broken.
  • External building ambience mix has been improved.

Character

  • Fixed lip sync issues with Apex and Frontline pilots.
  • Fixed jump assist fuel usage so that holding the button and repeatedly tapping it will reach the same height.
  • Fixed an issue that was producing jittering while moving down slopes.
  • Fixed an issue where NPCs might get stuck during death flow.
    • Little bit more insight on this for fun: The NPCs would stay in a weird “in-between state” where they were appearing on the floor but not quite dead (I know the feeling).


Codex

  • Fixed ‘distance walked on foot statistic’ not always incrementing correctly. This data will now be represented accurately.
  • Statistics for ‘number of vehicles and ships destroyed’ will now display whilst on foot.
    • PvP kills aren’t fully retroactively displayed but everything else is.

Conflict Zones

  • A fix has been implemented for defending helm in space conflict zones awarding combat bonds from the opposing faction.
  • In the “conflict zone retreat gameplay flow” (the scenario where you retreat from a conflict zone), backpack contents will now be automatically added to locker (as much as possible) and otherwise dropped.
    • By “dropped”, be aware that this means that dropped contents will disappear upon you being teleported to the dropship.
  • Ship launched fighters no longer grant combat bonds in conflict zones.
  • An issue has been fixed whereby deploying in an SRV at a conflict zone could prevent you from joining a side in the conflict.
  • An issue has been fixed whereby suit mods would fail to be applied while respawning in a conflict zone.


Controls

  • An issue has been fixed whereby some control layering issues were preventing players from setting controls back to ‘default scheme’, due to key binding conflicts.

Commodity Trading

  • Odyssey settlements no longer advertise their commodity market prices via the galaxy map for Horizons players.

Crashes/Stability

  • A crash that could occur when joining a team with a player who is currently at a mission POI in another system no longer occurs.
  • A crash that could occur when quitting while shared mission invites are outstanding has been addressed.
  • A crash that could occur while exiting to menu while using terminals no longer happens.

Crime

  • An issue has been fixed whereby bounties of physical multicrew members were not being detected by crime scans and added to their ship.
  • The Kill Warrant Scanner will now indicate crimes of physical crew members, not only the helm of the ship.
  • Receiving messages for claiming a bounty when destroying a player’s fighter even though you don’t actually gain a bounty claim until you destroy the mothership, no longer happens.

Engineers

  • An issue has been fixed whereby an invisible wall could block players from reaching Bill Turner on some hangars (Poor Bill. Maybe he liked it that way).
  • An issue has been fixed whereby engineers sometimes took materials but didn’t apply the mod (cheeky…).

Fleet Carriers/Mega ships

  • Fleet Carrier asset value has been added to the Commander total net worth statistic.
  • Added automatic Purchase Order Cancellation on Fleet Carriers that could no longer afford them, along with an Inbox message to inform the owner.
  • You can now donate stolen Tritium to a Fleet Carrier.
  • An issue has been fixed whereby Fleet Carriers were sometimes being erroneously marked as mission destinations on the system map.


Interactions

  • Consumables can now be used directly from the ground using the secondary interaction key binding.
  • Tools can now be holstered by pressing the same button that equipped them.
  • Buying back items will now ignore entitlements so that Powerplay items that you are no longer eligible for can be bought back.
  • The Bartender no longer accepts trades for an item using the same item (They really like to cause trouble, don’t they? Bartenders…).
  • Thargoid Swarm size now shows when targetted.
  • When attempting to trade with the Bartender whilst having a full inventory, some errors would occur. These no longer happen.
  • Third person aiming has been improved for when using the arc cutter, so that it looks more correct to observing players.
  • Confirming a transfer from the boarding panel will now return you to on foot unless this is an emergency transfer.
  • Powerlink siphoning used to continue while meleeing or using greandes. It doesn’t anymore.
  • The disembark button is no longer greyed out when the player is in an area within a station where they can’t disembark, such as the port surface or station inner dock.
  • Repair limpets will now repair the correct, consistent amount on ships with damage regions (e.g. Anaconda)
  • The Arc Cutter will now work through obstructions (e.g. other players – Yikes. Sounds painful)
  • Tweaks added for data port download/upload AI responses.
    • AI now consider any downloading and uploading to be a crime.
  • The item wheel button is now a toggle rather than hold interaction.
  • An issue has been fixed whereby the comms panels would not update availability of interaction options with other players while open (e.g. when a player logs in or off).
  • A privacy screen has been applied to terminals while other players are using them (that’s so other Commander’s can’t steal your style before you even have the chance to try it on…).
  • Seeker and Pack Hound Missiles no longer cause double damage on shields.
    • Bit more on this if you like! Weapons that launch missiles, torpedos, or mines, no longer erroneously apply their damage twice to shields.
    • To clarify, this is for Odyssey only.

Lighting & VFX

  • Improvements to light that was leaking into some dock hangars have been made.
    • This was causing them to appear over-bright.
  • Additional improvements to space station exterior lighting and emissives have been made.
  • Improvements to Fleet Carrier lighting have been made.
    • Specifically that issue you were having with the very attention seeking pad lighting that was going on.
  • Improvements to Capital Ship lighting have been made.
  • Improvements to all ship emissives have been made.
  • A fix has been implemented for ship drives not appearing dark when your ship is docked.
  • Improvements to VFX of destroyed turrets have been made.
  • A fix has been implemented for “ghosting” (kids these days know this as only one thing. I myself am guilty of it too though, I won’t lie) effects seen in cockpits when ship would overheat.
    • Seriously though, this kind of “distortion effect” would have looked like…multi-layering of visuals, a bit like having a halo around it, like a ghost (if you’ve seen one).
  • Improvements and fixes to the emissives on Thargoids have been made.
  • A fix has been implemented for mining lasers appearing faint in some situations.
  • A fix has been implemented for a missing light source on SRV ramp.
  • A fix has been implemented for a blinking green light going on in abandoned SRVs.
  • Improvements to lighting on assets at multiple legacy sites have been made.
  • A fix has been implemented for unstable shadows in some Settlement room locations.


Livery

  • Sorting behaviour in the livery store has been improved.
    • Bit more on this!: When browsing through any filtered Suit skins list, the sorting options were not correctly represented in game. For instance, if “Price Ascending” was set, the first item on the list will be the most expensive instead of the cheapest. Same when sorting by Name, instead of “Name Ascending” reflecting an A-Z list, the items displayed will be sorted from Z-A.
    • Bottom line is…Livery Store is much less confused about itself now.

Missions

  • Mission availability has been rebalanced, so that missions that should be less available based on a faction’s current states don’t unintentionally suppress the availability of other missions that are.
    • This results in improved Support mission availability amongst others.
  • Improvements to wording and layout for the objectives shown on the HUD during Odyssey missions have been made.
  • Scavengers scouring offline settlements will no longer appear to “pop-in” under certain circumstances and instead arrive via dropship.
  • An issue has been fixed whereby incorrect quantities of cargo were removed when completing a support mission.
  • Various mission stability updates have been made.
    • Digital Espionage missions would sometimes fail to display HUD objectives, this should now be alleviated.
    • Salvage missions to shipwrecks will now display HUD objectives as they were not previously.
    • In some instances, Scavengers that should be present for missions would not be present. This is now fixed.
    • In missions where we consider the mission completed after an objective has been completed and is considered irreversible, e.g. Assassination, more time will be added to the end of the mission to give commanders more time to hand in the mission (want me to type ‘mission’ one more time?).
  • Some missions had inconsistencies with missing text. These have now been fixed.
  • Illegal missions icons will now be highlighted in purple.
  • Faction icons have been added to mission listings.
  • UI has been improved for mission titles to allow longer mission titles to be displayed (no title truncation. Hooray!).
  • Passengers of abandoned or failed missions will now disembark as oppose to confining themself to a life of…staying put.
  • Incorrectly reported influence on completed mission summaries and journal entries now no longer happens.
  • An issue has been fixed for a cosmetic issue on completed mission summaries, that was incorrectly showing reputation and influence rewards as credits rewards.
  • The “Failed Missions” section has been removed from the rebuy screen.
  • Odyssey missions no longer erroneously appear beyond the Commander’s current reputation level with a faction.
  • An issue has been fixed for being unable to locate a mission location on a planet surface, when you are a passenger in another Commander’s ship.
  • An issue has been fixed whereby mission items relevant to the current location were not being automatically transferred into backbacks on disembark.
  • Team members will now be able to see markers for planetary locations relevant to missions that are shared with them.

Multicrew

  • When in multicrew on another players ship, if they are docked and lose connection with the host (e.g. the host logged off), crew members will be given a chance to choose to disembark rather than being forcibly relocated to their last on-foot location.
  • An issue has been fixed whereby the request docking button became unresponsive when in multicrew fighters and a crew fighter has already docked.
  • The ability to cancel docking from the mothership role panel has been re-added.
  • A fix has been implemented whereby the SRV could get stuck in a bay when a team member disconnects while in the SRV and boarding.

Organics & Geologicals

  • Improvements and fixes to the lava spout materials have been made, including the addition of emissives and improved blending.
  • Improvements to the mineable materials from Organics and Geologicals have been made.
  • Visual Improvements to several Tussock organics, including a smoother transition between LODs have been made.
  • A fix has been added for a floating gas vent seen at some locations.

Optimisation (tweaks made to hopefully positively contribute toward current player performance issues).

  • Large optimisation madeto vehicle collision:
    • A particular win for collision in the SRV and navigating over obstacles.
  • Various optimisation improvements have been made to AI pathfinding and navigation.
  • the loading time has been significantly decreased for when opening the system map in a system with settlements present.
  • Minor terrain optimisations have been made.
  • Optimisation to cuttable regions on assets have been made.
  • Optimisations to the lighting system have been made.
    • Including to the tiled lists, shading, light probes, and light culling.
  • Minor optimisation to avatar hair lighting have been made (Maybe they’re born with it. Maybe it’s optimised🎶).
  • Optimisations to the glass shader used in ships and guardian fighters have been made.
  • Optimisations to the glass shader used on social space and settlement props have been made.
  • Fixes and optimisations to the scatter rock LODs have been made.
  • Hitcheck optimisations on the landing gear of all ships have been made.
  • Optimisations to AI line of sight have been made.
  • Minor optimisation to AI movement has been made.
  • Optimisation tweaks implemented for the player HUD.

Outfitting

  • An issue has been fixed whereby only one of each outfitting module could be purchased direct-to-storage.
  • An issue has been fixed whereby invalid suit data would cause a client crash when accessing the customisation UI.
  • The Planetary Approach Suite will now always be automatically upgraded when logging in via Odyssey and downgraded when logging in via Horizons.


Planets

  • Improvements to the aliasing seen on planet surfaces have been made.
    • Please note that this continues to be investigated. We’re not done yet!
  • Issues have been addressed for artefacting that could appear on a planet surface when moving closer to it.
    • Similary fixes included for artefacts that could appear in the landable planet textures.
  • Improvements have been made to the Ambient Occlusion on planet terrain.
    • You’ll basically notice some mproved shadows and lighting on planet surfaces.
  • Improvements to landable planet texture blending have been made.
  • A fix has been implemeneted whereby scatter rocks occasionally blended with planet terrain incorrectly.
  • A fix has been implemeneted whereby scatter rocks occasionally had the wrong planet texture applied.
  • A fix has been implemeneted for some rocks appearing to float on slopes.
  • Further improvements to the roughness values of rocky and ice materials have been made.
    • Snow is shinier and rock is rougher, kinda vibe.
  • Improvements have been made to planetary detail on slopes around Horizons engineers that have their own unique bases.
  • New impact decals have been added for the rocket launcher.
    • Thought you might like the technical term on this one, but for those who don’t know what these ‘decals’ are, they’re like the little “splat” or…damage visual/image that appears when ammunition hits something like a wall when you’ve fired it.
  • Improvements to footprints made on ice lake materials have been made.

POIs/USSs

  • A fix has been implemented around mineral distribution from fumerole objects:
    • Bit more on this, so there’s now improved consistency/rate for when finding particular grades of materials on planetary surfaces.
  • When relogging in a Thargoid site on foot, any of the player’s SRVs will be relocated so they aren’t stranded inside.
  • Container loot now ‘snaps’ to the ground to stop assets spawning under the surface or appear floating at POIs.
  • Fix implemented for NHSS not spawning their Interceptors
    • Non human signal sources 6,7,8,9 all have Thargoids present as expected.
  • The blue location marker in the nav panel will now not show on settlements or other surface locations unless you are actually close to them.

Powerplay (Just a couple for now but we’re thinking about it!)

  • The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
  • Income values have been updated for many control systems so they’re the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).

Rendering

  • Improvements to the blending of spherical particles have been made!
    • Anything round and floaty. Usually quite pretty.
  • Settlement reactor glass no longer renders in front of steam.
  • A fix has been implemented for incorrect colours occasionally being present in the environment maps.
  • A fix has been implemented for artefacts most often seen in fog when using FSR.
  • A fix has been implemented for occasions when avatars at some stations would all have blonde (they do have more fun though, apparantly…) or white hair.

Server

  • A fix has been implemented whereby some tourist beacons were positioned near rings, making them hard to approach.
  • A fix has been implemented whereby many mission tip off locations failed to spawn in Odyssey.

Settlements (new for Odyssey)

  • A fix has been implemented for a small gap that could appear beneath the entry archway at some Settlements.
  • A fix has been implemented for some instances of z-fighting on roof assets at some settlements.
  • A fix has been implemented for hitcheck at the bottom section of the reactor asset to now prevent players from being able to be pushed through it.

Settlements (Horizons)

  • Further lighting and VFX improvements have been made to Thargoid sites.
  • A fix has been implemented for a missing schematic for the cargo rack model.
    • This primarily affected minor wreckage sites.
  • The positioning of a known settlement has been re-adjusted to prevent players clipping through its ramp section.


Ships/SRV

  • Improvements to the ‘metallic’ visuals of the SRV have been made.
  • A fix has been implemented for bullet decals/effects not being present when firing the SRV dual repeater on planet terrain.
  • A fix has been implemented for the Python shield percentage appearing unreadable against cockpit materials.
  • A fix has been implemented for the orientation of the rear utility mounts on the Asp and the Asp Scout.
    • Chaff launchers now point rearwards.
  • A fix has been implemented for missing textures on the drives of some wrecked ships.
  • Fixes and improvements have been made to the materials of some exterior and cockpit wrecked ship assets.
  • Improvements and fixes to the materials for wrecked Anaconda, Sidewinder, Cobra MKII, Federation Fighter, Diamondback, Eagle and wrecked Type 9 ships have been made.
  • Improvements and fixes to the materials for wrecked Thargoid Scouts have been made.
  • A fix has been implemented for the landing gear bounding volume of Krait.
    • Some players could potentially walk through it. Now they shouldn’t be able to.
  • Visual effects incorrectly displaying from impact made to the SRV windscreen have now been fixed.
  • A fix has been implemented for the Beluga rear view of the Camera Suite to prevent it clipping into the hangar by default.
  • The Beluga external fixed camera of the Camera Suite now shows more of the side of the ship.
  • Reinforcement Dropships now have police paintjobs applied to the ship – including for Federation, Alliance and Empire.
  • Continued improvements and adjustments to ship paintjobs have been made, so that they match much closer to Horizons:
    • Vivid Paintjob for the SRV, Federation and Empire Fighters
    • Azure
    • Apollo
    • Crypsis
    • Pharoah
    • Mechanist
    • Osiris
    • Precision
    • Predator
    • Salvage
    • Squadron
    • Turbulence
    • Icarus
    • RazorMetallic
    • Synth
    • Tactical
  • Fixed infinite reload time when synthesising ammo for SRVs with an empty magazine.
  • Altered ship vs human collisions such that ship velocity is taken into consideration. Stops humanoids being launched into the air, being damaged at low velocity, and makes surface slippy so they are more likely to fall off.

Shipyard

  • An issue has been fixed which caused the shipyard to display only your current ship, even if multiple owned ships were stored there.
  • Whilst on foot, you will now be able to rebuy destroyed ships that had fine and bounties.

Social Spaces & Hangars

  • Station social spaces will now have theme variants! (See more info in ‘Updates of Note’ section at the very top of this post).
  • A fix has been implemented for the area close to turbo-lifts, where Camera Suitse could clip through geometry.
  • A wall position has been adjusted which could cause a small gap in hangars.
  • The Vista Genomics logo is now darker and more legible.
  • A fix has been implemented for texture artefacting on some hangar pad doorways.

Home stretch! Let’s churn through this last, lovely lot!
3,2,1

UI

  • UI will now indicate if the player has been issued with a reckless endangerment or trespass warning.
  • UI will now display the correct Scavenger count in the objective for Eliminate Scavenger missions.
  • External Panel – Added a new UI for redirecting Apex Shuttles in-flight, by selecting a valid destination from the Navigation panel or via a new Apex panel which leads to the galaxy/system map
    • Dropships and scripted taxis cannot be redirected.
  • External Panel – A new button type has been added to the Nav Panel’s location popup, for Apex Shuttle redirection.
  • External Panel – A fix has been implemented to stop location information text overlapping with the selected option text, when focused on a location in the navigation panel.
  • Map UI – Text has been centered for tooltips when they have multiple lines.
  • Map UI – Tooltip item renderers have been polished.
  • Map UI – Updated the Friends panel in the Galaxy Map with a new icon.
  • Map UI – Added a new Friends sticky panel to the Galaxy Map, which displays a list of friends in the selected system.
  • Map UI – Searched Squadron bookmarks will now have their text green in the drop down list.
  • Map UI – The speed of map panning when in VR mode has been increased.
  • Map UI – Added bookmarks to the Galaxy Map Search system. Added Squadron bookmark support too.
  • Option Panel – An issue has been fixed whereby combo buttons with only 2 options would occasionally highlight another similar button when selected.
  • Missions – Audio events have been added for the Mission Reward animation.
  • Mission Board – An issue has been fixed with the passenger lounge cabin picker input using the mouse.
  • Mission Board – An issue has been fixed with the passenger mission details panel not adding certain item renderers.
  • Mission Board – Planetary missions now display a “planetary” icon instead of Horizon’s logo.
  • Mission Giver – An issue has been fixed whereby a truncation issue from a mission giver, where commodities/material rewards with long names, would get cut off they go over 2 lines.
  • Contacts Panel – An issue has been fixed whereby text was getting cut off when there were no contacts in your contacts panel.
  • Transfer Panel – Updates have been made to the images used for Regulator Housing schematics for use in the Transfer Panel.
  • Transfer Panel – An issue has been fixed which could cause a long list of items to intersect with the header while on foot.
  • Transfer Panel – Fixed a corrupted Russian string in the transfer panel.
  • Transfer Panel – Fixed an issue that was present with mouse input when selecting a button in the toggle transfer popup.
  • Transfer Panel – Support has been added for mode transfer (discard/transfer), and closes the popup when switching between discard mode and transfer mode.
  • Transfer Panel – The transfer panel has been updated in the SRV/Cockpit to have the correct enabled state on the confirm button after a transaction has been completed, instead of this defaulting to always enabled.
  • Transaction Panels – Re-enabled the threat level and coloured background in transaction panels when relevant.
  • Transaction Panel – The contribution string in the community goal transaction panels can now go on to multiple lines without issue.
  • Transaction Panel – Fixed some padding issues (areas around the UI) for the community transaction details.
  • Role panel – Removed the toggle off sound from the Tabbed Content Panel.
  • Role panel – Fixed blurry avatar for NPC crew members.
  • Cockpit UI – An error has been fixed whereby the shield text string would persist after targetting an object that shouldn’t show any shields.
  • Cockpit UI – Added “HostDisconnect” icon where relevant to improve feedback for host disconnection.
  • Cockpit UI – An issue has been fixed whereby a targets health would be mismatched between the targets panel on the left, and the gauge target panel.
  • Comms – Fixed Team options popup not opening in ship comms panel.
  • Comms – Fixed Comms UI sometimes showing wrong data when initialised with social tab.
  • Comms – Fixed tab switching on the comms panel when looking at it in freelook.
  • Comms – Fixed Friends tab refreshing Friend entries with correct status, upon joining Private Group or Open Play.
  • Comms – All tabs in the Comms panel have recieved some visual improvements.
  • Crew Lounge – Fixed an issue in the crew lounge where going over the crew limit (via rehiring fired crew) would allow the UI to enter a broken state where you can continually hire crew.
  • Starport UI / Terminals – Fixed softlock when opening Local News in Starport Services or Terminal Screens
  • Starport UI / Terminals – Fixed padding & legibility issues within the UI for these areas.
  • Terminals – Updated the terminals notifications icons for staff and facilities so that they can now be marked by wing members.
  • Squadrons UI – Fixed filters navigation not being reset.
  • Main Menu – Fixing an ultra-wide screen texture which obscures the edges of the screen for UI purposes.
  • Tech Broker – Fixed Tech broker hardpoints icons so they display correct weapon type from gimballed / turreted / fixed.
  • Outfitting – Replaced the pip progress bar on the store multiple modules popup with a regular pop up bar to avoid it extending off the popup when numbers reach a certain amount.
  • Humanoid HUD – Added team members icon markers in compass to indicate what’s been marked by them on a terminal.
  • Weapon/Suit Vendor – Update made to the player loadouts so when you are upgrading your suit or weapon, the grade indicator will now be blue in line when the rest of the information pertaining to the upgrade.
  • Weapon/Suit Vendor – Added subtitles to the suit/weapon vendor states for UI so that they will appear when purchasing suits/weapons.
  • Shipyard – Updated the shipyard so that we make sure all text is translated before we truncate it, this avoids issue where text was incorrectly appearing as “…” despite actually fitting in the area provided.
  • Shipyard – Added a warning message for transferring you current ship to your location when it has cargo in it.
    • This message should inform the player that there cargo will be discarded.
  • Vista Genomics – Fixed an issue in the Vista Genomics contact UI where navigating the buttons at the bottom of the home panel with WASD would cause the focus to reset back to the grid at the top.
  • A discard mode for the onfoot inventory transfer panel has been added.
  • The “View Gamer Card” button on crew role panel for PC has been removed, as this is only meant for Xbox.
  • The Crew role tab has been removted when irrelevant (Ships with no multicrew seats and no npc crew).
  • An issue has been fixed whereby heatsink and shield cell ammo levels could become out of sync between modules tab and HUD.
  • An issue has been fixed whereby extremely large value combat bonds would be displayed incorrectly preventing hand-in.
  • Fixed a missing title in unsafe temperatures notification.
  • Added headbob intensity slider to graphics options.

Can No Longer Be Reproduced:
The following issues are no longer reproduceable in Update 7. We believe this is due to other work carried out on associated code and that these issues are now fixed.
If you encounter these issues again following Update 7, you can let us know via Issue Tracker.

  • When undiscovered Anemones are registered in the Codex they disappear after relogging. This no longer occurs.
  • Mission reward materials are no longer missing.
  • Mining deposit fragments are no longer in instances where they are stuck inside rocks.
  • Scatter now appear in both eyes for the player, when viewed in VR.

Source: Frontier forums

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Alex Co

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

Home > News

The Elder Scrolls Online Update 2.22 Rolled Out This September 22 (Update)

Bethesda has released The Elder Scrolls Online update 2.22 this September 22, and this is out for consoles as well as PC! Head on below for the list of fixes, and what’s new.

The Elder Scrolls Online Update 2.22 Patch Notes | The Elder Scrolls Online Update 1.001.001 Patch Notes:

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

 

Update: The console patch notes are listed below.

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Quests

  • Deepening Shadows: Fixed an issue where you were unable to interact with the Animo Core associated with this quest after completing the steam puzzle.

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General

  • Fixed a crash that could occur when fighting Dragons in Elsweyr. Note there is another similar crash that can still occur and will be fixed in a future update.

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Fishing

  • Fixed an issue that prevented you from being able to fish in Wrothgar.

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Dungeons

  • Dread Cellar
    • Magma Incarnate
      • Reduced the duration and frequency of Blitz Burn.
      • Daedric Outburst is now only present when the Challenge Banner has been placed.
  • Red Petal Bastion
    • General
      • Players who die to Rockslide Rush will no longer receive credit for the Stampede Shuffle achievement, as intended.
      • The Bastion Breaker achievement now correctly states it needs to be completed within 25 mins.
    • Eliam Merrick
      • The Shockwave ability no longer has a chance to hit targets twice in rapid succession.
      • Eliam no longer has a chance to get stuck on a ledge when jumping into the fight space.

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General

  • Fixed an issue where some pull abilities such as Fiery Grip or Silver Leash could cause taunting target context to break, creating situations where monsters would not respect whoever taunted them most recently.

Sorcerer

  • Storm Calling
    • Bolt Escape: Fixed an erroneous VO shout that would occur when using this ability and its morphs.

Weapons

  • Destruction Staff
    • Elemental Susceptibility (morph): Reworked this morph to no longer last until the target leaves combat, and instead increases the duration to 1 minute. While this ability is active, the target is afflicted with Burning, Chilled, or Concussion every 6 seconds.

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Fitness

  • Bracing Anchor: Fixed an issue where this star’s bonus was additive instead of multiplicative.

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Arena Weapons

  • Caustic Arrow: Fixed an issue where this set was not retaining its effects after bar swapping. As a result, this item set is no longer able to be handled by the server entirely, and as such will no longer work in no-proc environments.

PvP Sourced

  • Hrothgar’s Chill:
    • This item set now deals 13% of the added Physical and Spell Resistance on the initial target, down from 26%.
    • This set now ignores mitigation on all targets to ensure it remains a potent tank punishing set.
    • Fixed an issue where the explosion damage of this set was not being affected by Battle Spirit.

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Battlegrounds

  • All Battleground queues are set to offer Deathmatch game modes only.

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General

  • Fixed an issue where visuals for the Battlefield Nightmare Senche mount would have a low graphic quality on the character select screen.

Animation

  • Fixed an issue where the Wargame Trebuchet emote would not animate if you were in combat.

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General

  • Fixed an issue where the Leaderboard Notification sound would still play when the setting for receiving those notifications is disabled.

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General

  • Fixed an issue where purchasing the Vampire skill maximizer from the Crown Store would not increase the skill lines properly.

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Dungeons

  • City of Ash II
    • Fixed an issue where the game would crash in City of Ash II, specifically on PlayStation 5.

Trials

  • Sanctum Ophidia
    • Stonebreaker
      • Reduced the damage and radius of the Poison Blast ability which is triggered when players die while affected with Spreading Poison.

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General

  • Fixed an issue where Rewards for the Worthy mails sent to characters who had not yet reached Level 50 or higher would not contain items from the new PvP sets introduced with Update 31 (Hrothgar’s Chill, Plaguebreak, and Dark Convergence).

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General

  • Furniture items will now block interactions, allowing for doors to be blocked off again.

Furnishings

  • Corrected an issue that prevented the water streaming off the sides of the “Leyawiin Fountain, Round” from being visible.

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General

  • Fixed a rare crash that could happen when leaving an area while a quest is updating waypoint locations.
  • Fixed a rare crash that could happen when observing another player log out while sheathing their weapons.
  • Fixed a game freeze that could occur when observing two players shooting arrows at each other at the exact same time.
  • Fixed a crash that could occur on PlayStation 5, most commonly when loading into Istirus Outpost or moving around Iron Wheel Headquarters.

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The Rift

  • Breaking the Coven: Fixed an issue where you were unable to go through the door in Northwind Mine.

We’ll update the post later in the day once the console patch notes are available.

Source: Elder Scrolls forums

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Alex Co

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

Home > News

New PlayStation Store Sale “Big in Japan” for Sept. 22 Now Live, Over 250 Games Discounted

Sony has launched the new PlayStation Store for September 22 called the “Big in Japan” sale. but oddly enough, it doesn’t say what its official title is just yet. the on-going sale has over 250 games discounted. There’s a heavy focus on Japanese-made titles, though there are some Westerern-developed games like Mass Effect Legendary Edition that’s included, too.

New PlayStation Store Sale “Big in Japan: for Sept. 22 List of Discounted Titles:

PlayStation Store Link for the Sale

Game Name Plu$ $ale Off
.hack//G.U. Last Recode
$7.99 84%
13 Sentinels: Aegis Rim $23.99 $29.99 50%
428: Shibuya Scramble
$7.49 85%
Accel World Vs Sword Art Online
$8.99 85%
Ace Combat 7: Skies Unknown – Deluxe Edition
$16.99 80%
Ai: The Somnium Files
$15.99 60%
Akiba’S Trip: Hellbound and Debriefed
$23.99 40%
Akiba’S Trip: Hellbound and Debriefed – Digital Deluxe Edition
$29.99 40%
Arc of Alchemist
$9.99 75%
Arcade Spirits $9.99 $11.99 40%
Atelier Arland Series Deluxe Pack
$67.49 25%
Atelier Ayesha: The Alchemist of Dusk DX
$29.99 25%
Atelier Dusk Trilogy Deluxe Pack
$67.49 25%
Atelier Escha & Logy: Alchemists of the Dusk Sky DX
$29.99 25%
Atelier Firis: The Alchemist and the Mysterious Journey DX
$29.99 25%
Atelier Lulua ~The Scion of Arland~
$29.99 50%
Atelier Lulua ~The Scion of Arland~ Digital – Deluxe Edition
$37.49 50%
Atelier Lydie and Suelle: The Alchemists and the Mysterious Paintings DX
$29.99 25%
Atelier Meruru ~The Apprentice of Arland~ DX
$29.99 25%
Atelier Mysterious Trilogy Deluxe Pack
$67.49 25%
Atelier Rorona ~The Alchemist of Arland~ DX
$29.99 25%
Atelier Ryza 2: Lost Legends & the Secret Fairy
$41.99 30%
Atelier Ryza 2: Lost Legends and the Secret Fairy Digital Deluxe Edition
$50.39 30%
Atelier Ryza 2: Lost Legends and the Secret Fairy Ultimate Edition
$76.99 30%
Atelier Ryza: Digital – Deluxe Edition
$39.59 45%
Atelier Ryza: Ever Darkness & the Secret Hideout
$32.99 45%
Atelier Shallie: Alchemists of the Dusk Sea DX
$29.99 25%
Atelier Sophie: The Alchemist of the Mysterious Book DX
$29.99 25%
Atelier Totori ~The Adventurer of Arland~ DX
$29.99 25%
Azur Lane: Crosswave
$19.99 60%
Azur Lane: Crosswave Deluxe Bundle
$19.79 67%
Azure Reflections
$12.49 50%
Balan Wonderworld
$19.99 50%
Bayonetta & Vanquish 10th Anniversary Bundle
$19.99 50%
Ben 10: Power Trip
$17.99 55%
Ben 10: Power Trip
$39.59 1%
Birthdays the Beginning
$13.99 65%
Black Clover: Quartet Knights
$8.99 85%
Blue Reflection
$29.99 50%
Caladrius Blaze
$2.99 85%
ChaosChild $8.74 75%
Chocobo’s Mystery Dungeon Every Buddy!
$15.99 60%
Code Shifter $4.49 70%
Code Vein – Deluxe Edition
$19.99 75%
Code: Realize – Bouquet of Rainbows
$14.99 70%
Code: Realize – Wintertide Miracles
$19.99 60%
Conception Plus: Maidens of the Twelve Stars
$17.99 70%
Crash’n the Boys Street Challenge
$3.49 30%
Crystar $17.99 70%
Danganronpa 1•2 Reload
$15.99 60%
Danganronpa V3: Killing Harmony
$15.99 60%
Date A Live: Rio Reincarnation
$17.99 55%
Dead Or School
$11.19 60%
Death end re;Quest 2
$19.99 60%
Demon Gaze II
$9.99 75%
Destiny Connect: Tick-Tock Travelers
$11.99 70%
Digimon Story: Cyber Sleuth – Hacker’s Memory $11.99 $17.99 70%
Digimon World: Next Order $11.99 $17.99 70%
Disaster Report 4: Summer Memories
$29.99 50%
Disgaea 4 Complete+ $24.99 $29.99 40%
Doraemon Story Of Seasons
$12.49 75%
Double Dragon
$3.49 30%
Double Dragon & Kunio-kun: Retro Brawler Bundle
$19.99 50%
Double Dragon II: The Revenge
$3.49 30%
Double Dragon IV
$3.49 50%
Double Dragon Ⅲ: The Sacred Stones
$3.49 30%
Dragon Ball Fighterz
$8.99 85%
Dragon Ball Fighterz – Ultimate Edition $10.99 $16.49 85%
Dragon Ball Z: Kakarot
$17.99 70%
Dragon Ball Z: Kakarot – Ultimate Edition
$47.49 50%
Dragon Lapis $8.24 $8.99 40%
Dragon Quest Builders
$29.99 50%
Dragon Quest Builders 2
$25.99 35%
Dragon Quest Builders 2 Digital – Deluxe Edition
$32.49 35%
Dragon Quest Heroes II Explorer’s Edition
$29.99 50%
Dragon Quest Heroes: Digital Slime Edition
$21.49 50%
Dragon Quest Heroes: The World Tree’s Woe and the Blight Below
$19.99 50%
Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition
$25.99 35%
Dusk Diver $13.99 $17.49 50%
Earth Defense Force 5 $29.99 $35.99 40%
Earth Defense FORCE4.1 Wingdiver The Shooter $2.99 $6.99 65%
Earth Defense Force:Iron Rain $20.99 $29.99 50%
Earth Defense Force:World Brothers $35.99 $41.99 30%
Everybody’s Golf
$9.99 50%
Fairy Tail $39.59 34%
Fairy Tail Digital Deluxe
$49.49 34%
Final Fantasy Crystal Chronicles Remastered Edition
$11.99 60%
Final Fantasy IX
$10.49 50%
Final Fantasy VII Remake
$29.99 50%
Final Fantasy VII Remake – Digital Deluxe Edition
$39.99 50%
Final Fantasy VII Remake Intergrade
$49.69 29%
Final Fantasy VII Remake Intergrade Digital Deluxe Edition
$59.39 34%
Final Fantasy X / X-2 HD Remaster
$12.49 50%
Final Fantasy XII: The Zodiac Age
$24.99 50%
Final Fantasy XIV Online – Complete Edition
$23.99 60%
Fire Pro Wrestling World
$9.99 80%
Fire Pro Wrestling World – Deluxe Edition
$17.99 80%
Frane: Dragons’ Odyssey $8.24 $8.99 40%
Gabbuchi $3.99 50%
Gal*Gun 2 $10.49 65%
Gal*Gun 2 – Complete Edition
$29.99 50%
Gal*Gun: Double Peace – Complete Edition
$19.99 50%
Gensou Skydrift
$14.39 40%
Ghost Parade $19.99 50%
Gleamlight $7.99 $9.99 50%
God Wars Future Past
$7.49 75%
Granblue Fantasy: Versus
$41.99 30%
Granblue Fantasy: Versus — Character Pass Set
$55.99 30%
Granblue Fantasy: Versus — Digital – Deluxe Edition
$69.99 30%
Gundam Versus
$8.99 85%
I Am Setsuna $19.99 50%
Illusion of L’Phalcia
$7.49 50%
Iro Hero $3.59 40%
Is It Wrong to Try to Pick Up Girls in a Dungeon? Familia Myth Infinite Combate
$21.99 45%
JoJo’s Bizarre Adventure: Eyes of Heaven Bundle
$11.99 80%
Kandagawa Jet Girls
$19.99 60%
Kandagawa Jet Girls — Digital – Deluxe Edition
$23.99 60%
Katamari Damacy Reroll
$8.99 70%
Katana Kami: A Way of the Samurai Story
$11.99 60%
Kotodama: The 7 Mysteries of Fujisawa
$5.99 80%
Labyrinth Life $24.99 50%
Langrisser I & II $19.99 $24.99 50%
Legend of Mana
$22.49 25%
Little Dragons Café
$17.99 70%
Lost Sphear $19.99 60%
Marvel vs. Capcom: Infinite – Deluxe Edition
$17.99 70%
Mass Effect Legendary Edition
$39.59 34%
Mega Man Legacy Collection
$5.99 60%
Mega Man Legacy Collection 2
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Mega Man X Legacy Collection 2
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Metal Gear Survive $5.99 $8.99 70%
Miden Tower $8.99 $10.49 30%
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Neptunia Virtual Stars
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Ni no Kuni II: Revenant Kingdom
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Ninja Gaiden: Master Collection
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Nobunaga’S Ambition: Taishi
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Persona 5 Strikers $35.99 $38.99 35%
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Raging Loop $14.99 50%
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River City Ransom
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Robotics;Notes Double Pack
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Robotics;Notes Elite
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Romance OF THE Three Kingdoms XIV: Diplomacy and Strategy Expansion Pack Bundle
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Romance OF THE Three Kingdoms XIV: Diplomacy and Strategy Expansion Pack Bundle Digital Deluxe Edition
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Romancing SaGa 2
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Root Film $25.99 35%
Root Letter $4.99 75%
Root Letter: Last Answer $10.49 $13.49 55%
SaGa Scarlet Grace: Ambitions
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Sakura Wars Digital – Deluxe Edition $23.99 $31.99 60%
Samurai Shodown Neogeo Collection
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Samurai Warriors 4 Empires
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Samurai Warriors: Spirit of Sanada
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Scarlet Nexus $35.99 40%
School Girl/Zombie Hunter
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Secret of Mana
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Senran Kagura Burst Re:Newal — Tailor-Made Edition
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Senran Kagura Peach Beach Splash
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Senran Kagura Peach Beach Splash — Sexy Soaker Limited Edition
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Sephirothic Stories
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Shin Megami Tensei III Nocturne HD Remaster Digital Deluxe Edition
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Snk Heroines Tag Team Frenzy
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Song Of Memories
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Spirit Hunter: Death Mark
$19.99 60%
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Star Ocean First Departure R
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Star Ocean: The Last Hope – 4K and Full HD Remaster
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Stay Cool, Kobayashi-San!: A River City Ransom Story
$5.59 60%
Steins;Gate 0 $8.74 75%
Steins;Gate Elite
$23.99 60%
Steins;Gate: My Darling’s Embrace
$11.99 60%
Street Fighter V: Champion Edition
$19.49 35%
Street Fighter V: Champion Edition + Season 5 Premium Pass Bundle
$41.99 30%
Super Dodge Ball
$3.49 30%
Super Neptunia Rpg
$15.99 60%
Sword Art Online Alicization Lycoris – Deluxe Edition $52.49 $62.99 40%
Sword Art Online: Fatal Bullet
$7.99 80%
Tekken 7 – Ultimate Edition
$14.99 85%
THE Casino Collection
$7.69 30%
THE King OF Fighters 2002 Unlimited Match
$9.74 35%
The Last Guardian $7.99 $9.99 50%
The Legend of Heroes: Trails of Cold Steel
$19.99 50%
The Legend of Heroes: Trails of Cold Steel II
$19.99 50%
The Legend of Heroes: Trails of Cold Steel III
$29.99 50%
The Legend of Heroes: Trails of Cold Steel IV
$38.99 35%
The Legend of Heroes: Trails of Cold Steel IV Digital – Deluxe Edition
$47.99 40%
The Lost Child $9.99 $14.99 70%
The Wonderful 101: Remastered
$17.99 55%
Through the Darkest of Times $5.99 $7.49 50%
Tokyo Twilight Ghost Hunters Daybreak: Special Gigs
$14.99 70%
Tokyo Xanadu eX+
$11.99 80%
Touhou Hyouibana ~ Antinomy of Common Flowers.
$26.24 25%
Townsmen – A Kingdom Rebuilt $11.99 $14.99 50%
Trails of Cold Steel III – Digital Deluxe Edition
$35.99 55%
Trials of Mana $24.99 50%
Trigger Witch $10.49 30%
Under Night In-Birth Exe:Late[cl-r]
$27.99 30%
Under Night In-Birth Exe:Late[st]
$14.99 70%
Valthirian Arc: Hero School Story
$4.49 70%
Warborn $12.49 50%
White Day – Ultimate Horror Edition
$19.99 50%
White Day: A Labyrinth Named School
$7.49 75%
Wizards of Brandel $8.99 $9.74 35%
Yakuza: Like a Dragon Legendary Hero Edition PS4 and PS5
$53.99 40%
Yakuza: Like a Dragon PS4 and PS5
$35.99 40%
Ys: Memories of Celceta
$14.99 50%
Ys: Memories of Celceta — Digital – Deluxe Edition
$19.99 50%
Yu-No: A girl who chants love at the bound of this world.
$14.99 70%
Zanki Zero: Last Beginning
$11.99 80%
Zero Escape: The Nonary Games
$14.99 70%
Zero Escape: Zero Time Dilemma
$11.99 70%
Zero Strain $4.99 50%
Zone Of The Enders: The 2nd Runner – M∀Rs
$7.49 75%
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Catherine: Full Body Bonus Content Bundle
$9.99 60%
Hunting Simulator 2 Beretta Model 486
$1.49 50%
Resident Evil 2 All In-game Rewards Unlock
$1.99 60%
Train Sim World: Hauptstrecke Rhein-Ruhr: Duisburg – Bochum $13.79 $21.89 27%

Note that for the PlayStation Store in Asia, Sony has already launched the TGS sale, which has over 700 games discounted. We’ll update the post once the sale’s name is known, as well as if there is another Games Under or publisher sale too.

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Alex Co

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

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Insurgency: Sandstorm Cinematic Trailer for Consoles Showcases the Atmosphere

Focus Entertainment and developer New World Interactive have released the Insurgency: Sandstorm cinematic trailer that hypes the game up for its console release this September 29! Titled “Boots on the Ground,” we can see exactly that, as the player’s point-of-view is featured in different levels and scenarios engaging with enemies.

About Insurgency: Sandstorm:

In Insurgency: Sandstorm, players are immersed in close-quarters battlegrounds where the smallest of details can give an edge. With highly realistic audio design, enemy locations can be discovered just by their sounds. Without the crutch of crosshairs, accurate shooting comes by developing your instinct, aim, and proper recoil control.

Choose your faction, then customize your character’s specialization, weapon loadout, and more. Tactical cooperation between classes is essential, and individual choices can have deadly consequences as you and your team adapt to each evolving situation. Battle through intense environments in seven different game modes, from adversarial PvP action to large-scale co-op operations versus enemy AI.

Insurgency: Sandstorm will be released this September 29 on the PS4, and Xbox One, with enhanced capabilities for the PS5 and Xbox Series X|S versions. Expect the next-gen versions to run at 4K resolution at 60 frames-per-second, and will be out sometime in 2022.

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Alex Co

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

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Minecraft Update 2.29 Axes Out – New Features and Lots of Bug Fixes

Mojang has released the Minecraft update 2.29 September 21 patch, bringing with it a ton of bug fixes and new features. Here are the full patch notes!

Minecraft Update 2.29 Patch Notes

General highlights (PS4)

  • Added the “Respawn Blocks Explode” game rule
  • Added “Corner Mode” to Structure Blocks
  • New Experimental Features to try with updated world generation
  • Fixes to over 150 bugs and parity changes

Full Changelog

Minecraft Update 2.29 New Features:

Respawn Blocks Explode Game Rule

  • Added the “Respawn Blocks Explode” game rule, which can be used to prevent Respawn Anchors and Beds from exploding (MCPE-76687)

Structure Block: Corner Mode

  • Corner Mode is used with the Detect button in Save Mode to define the area to save. It will only detect Corner Blocks with the same name as the structure being saved

Minecraft Update 2.29 Experimental Features:

More experimental features from Caves & Cliffs: Part II are available in this update and can be enabled on the world creation screen!

Please keep in mind that these features are work in progress, still under in development, and subject to change. If you activate them, your world might crash, break, or not work with future updates. Experimental features cannot be turned off after world creation.

For more information, please see the article about enabling experimental features at aka.ms/MCExperimentalFeatures.

Monster Spawning

  • Monsters now only spawn in complete darkness
  • This change is being made to balance the player’s ability to light up the new larger caves and make them safe from monster spawning
  • Note that this change only affects block-light and not sky light
  • Please send us your feedback on this change at aka.ms/CavesCliffsFeedback!

Multi Noise World Generation

  • New and improved terrain and biome generation algorithm that creates more natural terrain and biome transitions
  • Improved surface decoration that detects the difference between when blocks are generated underwater and underground
  • Introduces large ore veins to world generation adding more strategy to mining
  • Introduces noodle caves to world generation, creating small pathways between bigger caves
  • Introduces the possibility of dry cave entrances that make it easier to access the new noise caves
  • Introduces a new algorithm that finds suitable spawn positions closer to origin
  • Added logic to save and load SubChunks by absolute Y index to support data-driven dimension height ranges

Changes:

  • Updated the Achievements button and moved from the Profile screen to the Main Menu and Pause screens

Minecraft Update 2.29 Fixes:

Performance / Stability

  • Optimised pasting Unicode text into Book & Quill (MCPE-119651)
  • Fixed a crash that could occur when crafting a Crafting Table with Gameplay Tips enabled
  • Fixed a crash that could occur after disconnecting from the internet while playing in an online session as the client on iOS
  • Fixed a crash that could sometimes occur when downloading large Marketplace worlds

Gameplay

  • Worlds with the Caves & Cliffs experimental toggle enabled are now more likely to have the same default world spawn position as worlds without the experiment using the same seed (MCPE-127708)
  • Matched respawn from Bed behavior with Java Edition by attempting to avoid placing players on damage dealing blocks when waking up and attempting to place players on the side of the bed they entered from (MCPE-118654)
  • Nether Portals placed between chunks no longer break when leaving the Nether (MCPE-74333)
  • Damaging buff effects no longer bypass absorption hearts (MCPE-62360)
  • Enchanting Table’s enchantment probability is now weighted (MCPE-101588)
  • Fixed incorrect position when dismounting at a negative world height (MCPE-136622)
  • Abandoned villages are now far rarer, more closely matching the Java Edition (MCPE-71769)
  • Fixed emissive light propagation in ray tracing mode by increasing irradiance cache sample size (MCPE-135157)
  • Fall damage is no longer applied when falling into Scaffolding (MCPE-108459)

Mobs

  • Cartographers will now only give maps to undiscovered monuments (MCPE-29375)
  • Tweaked Iron Golem spawning logic to better match Java Edition
  • Axolotls now spawn only when there is stone up to 10 blocks under them, and not inside bubble columns
  • Collecting Fish or Axolotl with a Bucket no longer immediately releases them (MCPE-44320)
  • Armor Stands now drop equipped items when destroyed by fire or lava (MCPE-94603)
  • Limited the maximum number of Phantom mobs that can spawn (MCPE-106557)
  • Goats now play their “impact 3” sound (MCPE-127757)
  • Grown up Goats no longer lose their Horns when reloading a world
  • Baby Goats no longer have horns (MCPE-123253)
  • Fixed an animation parity issue with Skeletons not using both arms to hold their Bows (MCPE-670)
  • Undead mobs standing near Powder Snow now burn normally (MCPE-131005)
  • Powder Snow above undead mobs now prevents burning effect
  • Multiple Shulkers are no longer able to spawn in the same position from spawn eggs or End City generation (MCPE-43972)
  • Mobs can now pathfind correctly when standing on Amethyst Buds (MCPE-130010)
  • Lightning no longer randomly strikes mobs that are under blocks (MCPE-121688)
  • Fixed mobs sometimes rendering with incorrect geometry when viewed from the Structure Block preview window (MCPE-95183)
  • Experimental Features: Wither can now be spawned at negative heights (MCPE-125270)
  • Ghasts no longer spawn in less than 5x4x5 areas (MCPE-133687)
  • Magma Cubes no longer spawn in less than 3x3x2 areas (MCPE-46540)
  • Medium Magma Cubes now have a larger hitbox (MCPE-132159)
  • The Thorns enchantment now does Knockback to mobs (MCPE-56212)

Blocks

  • Cave Vines can now be pollinated by Bees (MCPE-127821)
  • Enchantment Tables now emit light level 7 (MCPE-130868)
  • The falling position of Pointed Dripstone is no longer slightly offset (MCPE-119548)
  • Disabled biome tinting for Spruce and Birch Leaves (MCPE-128996)
  • Bubble Columns are now placed properly when loaded with a Structure Block (MCPE-97027)
  • Vanilla Parity: Using Bone Meal on Moss Blocks now also replaces Tuff blocks (MCPE-125922)
  • Grass and water block tint colors are no longer slightly randomized with noise
  • Fixed Light Block not being displayed correctly when being held (MCPE-123249)
  • Weeping and Twisting Vines now grow correctly after the player breaks them (MCPE-90932)
  • Minecart with Chest will now copy over its chest contents when advanced pick blocked
  • Crimson Roots now have a small chance of growing on Warped Nylium blocks when using Bone Meal (MCPE-83616)
  • Candle now drops when Candle Cake is pushed by a Piston (MCPE-130594)
  • Renamed Structure Blocks will no longer have the incorrect data mode on creation (MCPE-41625)
  • Unicode font now correctly highlights on Signs with glowing text (MCPE-130072)
  • Pumpkins placed facing South, East, or West now can now be used to trade with Villagers if they were mined with Silk Touch tools (MCPE-105540)
  • More Candles can no longer be added to Candles placed without any support block (MCPE-130810)
  • Shulker Boxes now remain in Dispensers when dispensed at world height limit (MCPE-130085)
  • Monster Spawners no longer emit light
  • Powder Snow can now be collected with a Dispenser (MCPE-127564)
  • Target Blocks now conduct Redstone signals (MCPE-75034)
  • Fixed text from signs drawing on maps on ray tracing enabled hardware
  • Amethyst Cluster and Amethyst Bud can no longer be placed on Grass Path blocks
  • Corrected “Deepslate Lapis Lazuli Ore” name from “Deepslate Lapis Ore” (MCPE-123605)
  • Fixed Bed display if the foot of the Bed is in a brighter area than the head (MCPE-123592)
  • Fixed Large Chest display so the brightest end of the Chest is chosen to light the whole Chest
  • Dispensers now remove bubble columns when removing water (MCPE-56462)
  • Sea Pickles now change light depending on being in underwater or not (MCPE-131642)
  • Snow layers are now melted by light from torches, etc. (MCPE-131272)
  • Vanilla Parity: Falling gravity blocks will no longer break when landing on certain blocks  (MCPE-20109)
  • Half of the Enchantment Table book doesn’t render dark anymore (MCPE-106627)
  • Blocks moved by a Piston no longer appear white while moving (MCPE-66250)
  • Spore Blossoms no longer have a randomly offset hitbox (MCPE-121658)
  • Measurements of hitbox of Spore Blossoms now match Java Edition
  • Moss Block and Moss Carpet now break when moved by Pistons and Sticky Pistons can no longer pull them (MCPE-121751MCPE-122004)
  • Water dripping from Pointed Dripstone can no longer fill Cauldrons with Potions. Sorry, we knew it was fun but too overpowered! (MCPE-131180)
  • Fixed an issue causing Slime and Honey Block movement slowdown to not be fully applied to players
  • Light Blocks are once again visible while holding one and properly show their brightness value (MCPE-123249)
  • Fixed Light Blocks not being removed when destroying them while holding a Light Block (MCPE-123258)
  • Fixed Light Block brightness not being adjustable when interacting with it (MCPE-123387)
  • Fixed Barrier Blocks being destructible while not holding a Barrier Block

Items

  • Shulker Boxes now drop their contents when destroyed as an item (MCPE-129470MCPE-87877)
  • Bows and Tridents are now held more similarly to Java Edition (MCPE-126717MCPE-44418)
  • Eating Chorus Fruit while gliding no longer deals fall damage to the player (MCPE-112621)
  • Swords now break Bamboo in a single swing (MCPE-64013)
  • Fixed a bug that could cause the Trident, Shield, and Crossbow to render incorrectly when an additional player is connected over the internet using a Marketplace skin (MCPE-118358)
  • Fixed a bug which could cause the Spyglass to appear as if it’s being thrown when using a custom skin (MCPE-127498)
  • Using a Powder Snow Bucket on a Cauldron filled with Powder Snow no longer creates a new Powder Snow block (MCPE-131177)
  • Clock and Compass items no longer function in the Recipe Book (MCPE-36354)
  • Lava Buckets can now be emptied into a Cauldron filled with Lava
  • Fixed offhand Shields clipping into players’ arms while in third-person perspective (MCPE-122672)
  • Holding a Shield in Marketplace maps no longer shows a content error
  • Made projectile items move more smoothly when far from players (MCPE-101102)
  • Strong/Long/Splash/Lingering Potions can now be placed in the Brewing Stand manually (MCPE-86636)
  • Soul Speed Boots can now be unequipped properly after losing durability (MCPE-106367)
  • Diamond Pickaxes found in Hoglin Stable chests are now enchanted (MCPE-129750)
  • Fixed held items not disappearing visually to other players after a player dies when the Keep Inventory game rule is enabled (MCPE-64235)
  • Shears now correctly cut Vines and Glow Lichen faster (MCPE-123139)
  • Campfires and Soul Campfires now stack in the inventory (MCPE-67890)

Audio

  • Amethyst walking sounds are now affected by the “Player” volume slider
  • Deepslate walking sounds are now affected by the “Player” volume slider
  • Moss Block walking sounds are now affected by the “Player” volume slider
  • Sounds of moving in/on Powder Snow are now affected by the “Player” volume slider
  • Jumping and landing on blocks have now their sounds affected by the “Player” volume slider (MCPE-116135)
  • Dripstone drip sounds are now affected by the “Block” volume slider
  • Block interaction “click” sounds are now affected by the “Blocks” volume slider (MCPE-104983)
  • Turtle Eggs no longer produce the Bone Meal sound when placed on Sand (MCPE-127189)
  • Swapped the toggle sounds for Levers so they are now parity with Java Edition (MCPE-30379)
  • Using a Water Bucket on a fully filled Cauldron now produces the correct sound (MCPE-131177)

Accessibility

  • Text to Speech chat setting once again correctly narrates chat messages (MCPE-129901)
  • Text to Speech now correctly reads item names in the inventory
  • Inventory grid slots are no longer double counted for Text to Speech focus controls

User Interface

  • Fixed the hotbar being misaligned with XP bar by 1 pixel (MCPE-46975)
  • The hotbar is no longer too dark when anti-aliasing is increased (MCPE-54213)
  • The crosshair no longer flickers during multiplayer sessions (MCPE-123918)
  • Using the touch interface, holding the output slot on the Stonecutter or Loom will now rapidly craft items (MCPE-128423)
  • Fixed an incorrect popup when attempting to activate a pack with a missing dependency (MCPE-130978)
  • Fixed translation issues for some keys containing upper case letters
  • Replaced loading bars with new loading spinner in the Marketplace
  • Recipe Book crafting estimates no longer differ from the actual results
  • Cursor items no longer count towards recipe ingredient in Recipe Book
  • The selected recipe in the Recipe Book is now deselected when the player runs out of ingredients
  • Non-craftable recipes no longer displayed in Recipe Book when search mechanism is used
  • Nether blocks now appear in the crafting grid if any other ingredient is unavailable
  • Fixed a wireless network connection error message that appeared when players were connected via a wired network
  • Fixed various spelling errors in Character Creator
  • Hover of widget buttons were showing corrupted appearance before full load was complete
  • Fixed a legibility issue with some Japanese font characters
  • Riding an animal now displays the correct tooltip term when played on a non-touch screen
  • Experimental warning message is no longer displayed inconsistently when loading beta worlds
  • A debug string is no longer shown for how to open chat (MCPE-128955)
  • Fixed an issue where the item category text color did not match the item text color if it was changed in Resource Packs
  • Fixed an issue where patterns in the Loom would not display correctly with some texture packs
  • The emote wheel no longer appears when pressing Ctrl+B in-game (MCPE-125246)
  • Fixed Input Method Editor (IME) not working after suspending the game on Windows 10 (MCPE-59722)
  • Added a new sidebar to some Marketplace and Dressing Room related screens to help better improve the experience of navigating these areas
  • There is now an item transferring animation when deselecting a recipe
  • Sidebar text is now localized properly when a new language is loaded or the current language changes
  • Fixed a bug that could cause the Sign In button to appear behind the Marketplace button
  • Fixed the Noto Sans Smooth font on Windows and Xbox platforms with the Japanese locale to address legibility and usage of correct characters
  • Fixed “CR” characters incorrectly appearing at the end of lines for some display languages
  • Enabled new achievements screens for VR (not including PS VR)
  • Placing a Sign on Rooted Dirt now correctly opens the text editor (MCPE-129280)
  • The Sign In dialog is no longer shown on a split-screen game to anyone other than the primary player on PlayStation 4
  • Fixed tamed Wolves being transparent on the Structure Block screen

Realms

  • Improved responsiveness of Realms menus, particularly on Nintendo Switch
  • The “Download World” button is now visible for worlds on expired Realms
  • 2 player Realms no longer count against the 10 player realm limit
  • Realms reset button will now navigate to the loading screen while reset is happening
  • The Realms Slots screen will now open faster and have a loading dialog if it takes a long time
  • The Realms Backup page now only shows the most recent 1100 Realms backups to prevent text overlap issues (REALMS-8425)
  • Switching the active world slot in Realms no longer spams the “Fetching World Info” prompt
  • Renaming a Realm now takes effect immediately while playing
  • Fixed some issues with being unable to kick players via the user interface or the ‘/kick’ command
  • The text on the Realms Plus trial button on the play screen no longer changes when hovered
  • Pressing the View Privacy Policy button now opens properly on Nintendo Switch

Commands

  • Fixed a crash that could occur if a structure was placed with a command in an unloaded area, and that structure was deleted
  • Teleporting a mob between dimensions no longer causes the mob to despawn (MCPE-127414)
  • Loading a structure with the ‘/structure’ command now displays the correct output messages (MCPE-132813)

Minecraft Update 2.29 Technical Updates:

Updated Add-On Template Packs

Gameplay

  • Data-driven blocks can now be added to the Creative menu
  • New chemistry material reductions for Education Edition can now be defined in the JSON files
  • “potion.prefix” and “potion..postfix” potion string resources have been renamed to “potion..name”
  • Potion name string resources have been changed so there are separate “Splash” and “Lingering” string resources
  • The old style of using “potion.prefix” and “potion.*.postfix” is still supported
  • UI bind objects can now utilize the ‘ignore’ field
  • Attachables that are visible in first person view will no longer render backwards

Fixes

  • Fixed a bug where an entity might fail to initialize its tag component
  • Sky no longer renders through walls of a large enclosed area when using fog
  • Updated documentation formatting for item components and how they work within Resource Packs and Behavior Packs
  • Using Water Buckets to collect fish has been version locked to prevent breaking old world templates
  • Fixed controller support when editing NPC dialog (MCPE-135175)
  • ‘behavior.knockback_roar’ now has a vertical and horizontal strength value
  • Adjusted padding for HD Textures in mipmaps level 1 in texture atlas to fix texture bleeding
  • Killing a custom mob with an unknown loot table entry type will no longer cause a crash, and will now throw a content error (MCPE-129006)
  • Rabbit with initialEvent specified now scales properly to adult rabbit size (MCPE-76643)
  • Similar to the spawns_on_block_filter, the spawns_above_block_filter specifies a list of blocks and a distance. The mob can then spawn only if the nearest block within the specified distance below the desired spawnpoint is in that list (water and air not included). “minecraft:spawns_above_block_filter”: { “blocks”: “minecraft:stone”, “distance”: 10 }
  • Improved documentation for ‘DamageableItemComponent’
  • Fixed the ability to add launch point positional offset for projectiles spawned with the ‘spawn_entity’ component
  • Fixed the ability to add angular offset to launch vector for projectiles spawned with the ‘spawn_entity’ component
  • Fixed offset not working for projectiles summoned through an interaction
  • Fixed projectile ‘angleoffset’ value only reflected if shooter is riding another entity
  • Fixed rotation of projectile launch point around a mob when projectile offset specified
  • Parsing of UI json field “ignored” now throws a content error if it is invalid
  • Fixed movement prediction interpolating with invalid data in even more scenarios (MCPE-108568)
  • Removed the “replace” element from ‘sound_definitions.json’ for being ambiguous in its usage (and was never used) (MCPE-99304)

Commands

  • Commands ran through animations now will run in the order defined in animation files on all platforms, including Realms
  • Animations and events defined in Behavior Packs can now run commands that require cheats without the player enabling cheats (such as setting certain rules with the ‘/gamerule’ command)
  • Target selectors ry and rym now support wrapping around north
  • The ‘/particle’ command position argument is now optional (MCPE-128379)
  • The ‘/particle’ command will now output on success (MCPE-80348)
  • The ‘/particle’ command no longer shows an error when run successfully through ‘/execute’ (MCPE-129001)
  • The ‘/clone’ command now copies signal strength for Levers and Redstone Dust
  • The ‘/structure’ command can now specify a <to: x y z> position argument with y below 0 as long as it is equal or above the minimum height for that dimension
  • Added functionality for Intellisense options: “d” and “default” in the gamemode command selector (MCPE-92198)
  • Minecart with Command Block can now use the self selector (@s) in its commands to target itself (MCPE-60126)
  • The “/time set” command now sets the correct time and day when specifying a time above 24000 or below the current time (e.g. “/time set 0” sets the day to 0, “/time set 28000” sets the day to 1), and “/time” can now set or add to a negative world time (MCPE-43394)
  • The ‘/spawnpoint’ command can now be used while the player is sleeping and outputs success when setting to the player’s existing spawnpoint (MCPE-106720)
  • The camera shake command no longer shakes every player’s screen when “@s” is used as the selector (MCPE-120383)

GameTest Framework (Experimental)

  • Renamed module “Minecraft” to “mojang-minecraft”
  • Renamed module “GameTest” to “mojang-gametest”
  • GameTest (now mojang-gametest)
    • Added helper method spawnAtLocation(location : Location) : Entity – Spawns an entity at the given Location
    • Added helper method walkToLocation(mob : Entity, location : Location, speedModifier : number) – Commands an entity to move to the given Location
    • Added method assertCanReachLocation(mob : Entity, location : BlockLocation, bool canReach) – Asserts that the given mob can reach the target block location
    • Renamed helper method worldLocation(location : BlockLocation) to worldBlockLocation(location : BlockLocation)
    • Renamed helper method relativeLocation(location : BlockLocation) to relativeBlockLocation(location : BlockLocation)
    • Added helper method worldLocation(relativeLocation : Location) : Location – From a Location with coordinates relative to the GameTest structure block, returns a new Location with coordinates relative to the world
    • Added helper method relativeLocation(worldLocation : Location) : Location – From a Location, returns a new Location with coordinates relative to the current GameTest structure block
    • Added helper method spawnWithoutBehaviorsAtLocation(entityIdentifier : string, location : Location) : Entity – Spawns an entity at a location without any AI behaviors
    • Added helper method rotateDirection(direction : Direction) : Direction – Rotates the given direction relative to the GameTest structure rotation
    • Added helper method getTestDirection() : Direction – Returns the direction the GameTest is facing based on its structure rotation
    • Renamed function assertBlockTypePresent to assertBlockPresent
    • Renamed function assertEntityData to assertEntityState
    • Removed function assertBlockTypeNotPresent (added boolean isPresent to assertBlockPresent instead)
    • Removed function assertEntityNotPresent (added boolean to assertEntityPresent instead)
    • Removed function assertEntityNotPresentInArea (added boolean to assertEntityPresentInArea instead)
    • Removed function assertEntityNotTouching (added boolean to assertEntityTouching)
    • Removed function succeedWhenEntityNotPresent (added boolean to succeedWhenEntityPresent)
    • Modified signature of function assertBlockState(blockLocation: BlockLocation, callback: (Block) => boolean)
    • Modified signature of function assertBlockPresent(blockType: BlockType, blockLocation: BlockLocation, isPresent: boolean)
    • Modified signature of function assertEntityPresent(entityTypeIdentifier: string, blockLocation: BlockLocation, isPresent: boolean)
    • Modified signature of function assertEntityPresentInArea(entityTypeIdentifier: string, isPresent: boolean)
    • Modified signature of function assertEntityTouching(entityTypeIdentifier: string, location: Location, isTouching: boolean)
    • Modified signature of function succeedWhenEntityPresent(entityTypeIdentifier: string, location: Location, isPresent: boolean)
  • Minecraft (now mojang-minecraft)
    • Renamed BlockTypes class to MinecraftBlockTypes
    • Renamed Effects class to MinecraftEffectTypes
    • Renamed Items class to MinecraftItemTypes
  • Events
    • Added event World.events.beforeExplosion – Fires before an explosion occurs
    • Added event World.events.explosion – Fires when an explosion occurs
    • Added event World.events.explodeBlock – Fires when a block breaks due to an explosion
    • Added event World.event.beforeActivatePiston – Fires before a piston is activated
    • Added event World.event.activatePiston – Fires when a piston is activated
    • Added read-only property currentTick to tick event – Returns the current server tick
    • Renamed event createEntity to entityCreate
    • Renamed event addEffect to effectAdd
    • Renamed event activatePiston to pistonActivate
    • Renamed event beforeActivatePiston to beforePistonActivate
    • Renamed event explodeBlock to blockExplode
    • Renamed event changeWeather to weatherChange
  • Block
    • Added method getDimension() : Dimension
  • Added BlockPistonComponent

Molang

  • Added experimental queries for item cooldowns: ‘query.is_cooldown_type’, ‘query.cooldown_time’, and ‘query.cooldown_time_remaining’
  • Updated many Molang content errors to specify which operator or query was involved
  • ‘min_engine_version’ from Resource Pack and Behavior Pack manifests is now passed into Molang expression parsing. This allows for future breaking changes tied to a specific engine version
  • Added ‘BlockPartVisibilityComponent’
    • Allows creators to specify Molang conditions for each “bone” listed in the geometry JSON that turn on/off bones based on the block state
    • Must have the Experimental toggle enabled to use
  • Fixed experimental ‘query.bone_orientation_trs’ to have correct translation Y and scale results
  • Added experimental ‘block_neighbor_has_any_tags’ and ‘block_neighbor_has_all_tags’ Molang queries
    • Takes a block relative position and a set of tags
    • Returns 0/1
    • Must have the Experimental toggle enabled to use
  • Fixed a crash that could occur when entering a world with a custom Resource Pack that contained ‘query.armor_color_slot’ (MCPE-106437)
  • Fixed ‘query.item_remaining_use_duration’ having improperly scaled or inverted results (This is to fix a Versioned Change as of engine version 1.17.30)
  • Added ‘query.facing_target_to_range_attack’, which returns whether or not the queried actor’s ‘minecraft:behavior.ranged_attack’ goal is currently running
  • Moved experimental Molang queries (other than those related to Actor Properties) to a new ‘Experimental Molang Features’ toggle
  • Improved Molang documentation related to experiments
    • Experimental queries and language expressions now list which experiment(s) they require to be available
  • Versioned Changes are now detailed in the documentation, starting with the ‘query.item_remaining_use_duration’ fix

Source: Minecraft

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James Lara

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

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Marvel’s Avengers War for Wakanda Stats: Over 833K Hours Played as Black Panther, 171M Enemies Defeated and More

It seems Marvel’s Avengers’ latest free expansion, War for Wakanda, has been a massive hit for developer Crystal Dynamics! The studio released some Marvel’s Avenger’s War for Wakanda stats today, and they are definitely heroic!

Marvel’s Avengers War for Wakanda Stats:

  •  Hours played as Black Panther – 833,748
  • Total enemies defeated by Blac Panther (across all missions) – 171, 586, 107

More Black Panther stats:

  • Ranged attacks landed – 441 million
  • Light attacks landed – 1.0 billion
  • Heavy attacks landed – 417 million
  • Number of Scout Crawlers destroyed – 50,455,343
  • Number of Klau company enemies defeated – 64,452,008

Those are definitely some impressive stats! It’s not ending there, however, as Crystal Dynamics has released an updated roadmap for 2021, and players will be able to play the game’s first-ever Raid soon! You can read more about that here.

Surprised by the War for Wakanda stats? Are you back playing Marvel’s Avengers because of the expansion? Stay tuned for more Marvel’s Avengers news here on MP1st!

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Alex Co

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

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Report: Marvel Vs Capcom 2 Remaster Discussions Have Begun Thanks to Free MvC2 Movement

The fighting game community has spoken and looks like the big brands are listening. A report has gone online that Marvel Vs Capcom 2 remaster discussions have begun between Capcom and Disney — thanks to the Free MvC2 movement and hashtag that has spread through Twitter and social media!

In a recent interview with GamerHubTV, Digital Eclipse head Mike Mika talked about the potential MvC2 rerelease, and how much has changed in the past few years to allow for this comeback to become a reality.

Beginning with a petition started by fighting game enthusiast, and YouTuber Maximillian, who used the hashtag #FreeMvC2, even and getting the support of Digital Eclipse, word has now spread online and fans have cried out for a new rerelease of the game — the last of which was a remaster of MvC2 for the PlayStation 3 and Xbox 360 that was released in 2009 and delisted in 2015.

Marvel, Disney, and Capcom would come together again to produce and release a new game called Marvel vs. Capcom: Infinite in 2017 — but the glaring problems and development of that sequel eventually led to the game’s poor sales and fan reception. One of the most noticeable changes was the lack of X-Men and Fantastic Four characters in that game — which were owned by 20th Century Fox at the time and a few years before that studio and its assets were officially bought by Disney.

Tim Villasor

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Battlefield 2042 Gadgets for All Specialists Unearthed; Here’s a Look at the UI for Ribbons & More

While we’ve already seen quite a handful of Specialists in Battlefield 2042 in action showcasing their abilities and gadgets, it seems some of the gadgets can be equipped by any Specialist, and we have new info about that thanks to datamining!

Thanks to ace Battlefield dataminer temporyal, we get a look at some of the gadgets that will be in the final game, and won’t be dependent on the Specialist to be equipped! Now, this is in no way the complete (or confirmed) list, but it does give us a good idea on how we can personalize our character.

As you can see, players will be able to equip a supply crate, and even anti-vehicle weapons regardless of class, which means there is no reason to not resupply your team, or not help taking out a vehicle even if your entire squad is a comprised of Ricky Recon snipers.

Note that the info was obtained from the tech test a few months ago, so some items there could have been taken out, changed or not even in the game’s final version.

In other Battlefield 2042 news, Reddit user isko990 posted what seems to be the UI (user interfacec) for the game’s Ribbons, kills, and other info:

Press TAB key and BF2042 – Ribbons: Combat, Objective, Wingman, Logistics and Intel (EMP, Hack…) and kill/capture information
byu/isko990 inbattlefield2042

Same with the gadgets mentioned above, this menu/UI shot was taken from the playtest, so it could change by the time we play the beta, or the final verson of the game.

Battlefield 2042 is set to deploy this November 19 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

More Battlefield 2042 Reading:

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Alex Co

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

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Rumor: Quantic Dream Is Reportedly Working on New Game Under Star Wars IP

When you think of Quantic Dream as a studio, the first thing that will leap to your mind is their use of interactive narratives and quick-time events (QTEs). With that said, it’s very surprising to hear that the studio is the center of a now ongoing rumor, with Quantic Dream reportedly working on a new game under the Star Wars IP that will be more ‘action-oriented’ and ‘exploration-focused.’

The rumor comes from different sources, with each one adding to the overall viability. The first one comes from VGC via a French YouTuber, which claimed that Quantic Dream made a deal with Disney after their three-game exclusive deal with Sony ended. The second one comes from Tom Henderson of DualShockers, who published a separate report and got the subsequent tweet liked by Quantic Dream. The most recent one comes from Kotaku, and they sourced it from a supposed insider with knowledge of the project.

According to the source, this Star Wars game won’t be in the same vein of QTEs that everyone has come to expect from Quantic Dream, but rather it’s going to have “traditional action gameplay,” and will possibly include “open world and multiplayer elements.”

Sources: VGC, DualShockers, Kotaku

MP1st Staff

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Rumor: Halo Infinite’s Infamous Craig Gets a New Look, Brute Images Also Leak Out

The internet’s infamous monke meme has apparently been upgraded, as Halo Infinite‘s Craig has been leaked with upgraded visual alongside new images for the Brute enemies. You can check out the images below, sourced from the Halo Leaks Discord.

Halo Infinite Craig | Brute images:

 

This infamous brute who has been lovingly dubbed ‘Craig’ by the Halo Infinite community was first shown over a year ago, during the game’s initial eight-minute demo. While he has been treated as a joke due to his flat and uncanny graphics, these new images show him – and the game’s Brutes for that matter – to be a much more serious affair, complete with the wiry goatees and the red war paint. The apparent image of Master Chief standing on the body of a Brute is also included. However, as these are leaked images, take this with a huge grain of salt until officially confirmed.

It remains to be seen how this new look for Craig and the Brutes will be accepted by the playerbase, but for the memers who have grown fond of the monke, they will always have this image:

halo infinite craig

Source: Halo Leaks Discord (via Reddit)

MP1st Staff

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Street Fighter 2 and Streets of Rage 2 Cover Artist and Painter Mike McGinty Has Passed Away

The video game world lost a true legend and talent this past weekend, as Street Fighter 2 and Streets of Rage 2 cover artist and painter Mike McGinty has passed away — leaving many gamers who have grown up seeing his work mourning and remembering the contributions he made to the industry.

Breaking the news in a post at Caring Bridge, Mike’s son Jobey wrote a lengthy and heartfelt tribute to his dad — expressing how much of a dedicated artist he was in both finishing his work and setting an example to his son and to other aspiring talents as well.

My Dad was an incredible artist, as everyone knows.  And in true artist fashion, he was also never satisfied with his final work.  Just a couple weeks ago, he said he needed “just one more hour on a few pieces” in order to “really finish them.”  We all knew that just wasn’t true, though.  Dad would always come visit our house, see some of the paintings he did for us over the years, and would put his nose about an inch from it and say, “y’know, Jobe, I wish I would have made those blues a little deeper,” or “you know I’d love to just splash a little more shadows on that tree,” or “that really needs a fresh coat of varnish on it.”

While he was an accomplished artist in many fields especially in making beautiful paintings, video game fans who grew up in the early 90’s will no doubt recognize his works. From posters and artwork for Street Fighter 2 to cover art for games like Streets of Rage 2 and Leisure Suit Larry — he contributed a lot of great art and it has become visual highlights of video game history. Here’s some of his works below.

It’s unquestionable how much contributions Mike’s artwork has had in games such as Street Fighter 2, and the Capcom fighting game franchise is still going strong to this day with Street Fighter 5.

Rest in Peace, Mike, and thank you for these beautiful works of art.

Tim Villasor

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Beat Saber Version 1.47 Released This September 21

Developer Beat Games has released Beat Saber version 1.47 (PlayStation VR) this September 21, and this one is notable for adding Billie Eilish and her most popular tracks to the game. Below is the full patch notes for Beat Saber version 1.47.

Beat Saber Version 1.47 | Beat Saber Version 1.18.0 patch notes:

Hey players,

The update v1.18.0 with the Billie Eilish Music Pack just launched in Beat Saber! Tracks span both Happier than Ever and Billie’s award-winning 2019 debut WHEN WE ALL FALL ASLEEP, WHERE DO WE GO? The pack serves up ten of Billie Eilish’s biggest hits in all, including “Therefore I Am,” “NDA,” and “bad guy.”

Check the Track List:
  • all the good girls go to hell
  • bad guy
  • bellyache
  • bury a friend
  • Happier Than Ever
  • I Didn’t Change My Number
  • NDA
  • Oxytocin
  • Therefore I Am
  • you should see me in a crown

With this music pack, we are also adding a brand new custom environment with advanced new lighting system. The music pack is now available for purchase as additional content to the game.

Read our full release notes for this update:

  • Billie Eilish Music Pack paid DLC added
  • Updated music pack selection UI
  • Added new light event system (used in Billie environment)
  • Added variable BPM support (used for songs in the music pack)
  • Visual tweaks

That’s about it for the patch.

Source: Beat Saber on Steam

MP1st Staff

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New Destiny 2 Weekly Reset September 21, 2021 and Eververse Rotation

It’s Tuesday, and that means another heaping of activities are live for players to complete in Destiny 2 is now live! The new Destiny 2 weekly reset September 21, 2021 refresh of activities is now live, with details listed below, along with the Eververse rotation of items for sale.

New Destiny 2 Weekly Reset September 21, 2021 and Eververse Rotation:

New Destiny 2 Weekly Reset September 21

We’ll update this post with the text version once it’s available.

Thanks, niris.tv!

MP1st Staff

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The Sims 4 Update 1.48 Walks Out This September 21

Maxis has released The Sims 4 update 1.48 patch this September 21, and this is an unannounced title update. Head on below for more info regarding today’s patch.

The Sims 4 Update 1.48 Patch Notes:

For now. Maxis has not released any official patch notes. However, there are new stuff announced that’s incoming which include the Fashion Street Kit, and more. This also includes the Jazzy Cho for the Incheon arrivals as well.

The sky is the limit with the new The Sims 4 Incheon Arrivals Kit! The airport runway has become the new catwalk with the emerging world of airport fashion. Follow Content Creator and TV Host Jazzy Cho, as she brings us to where the boundaries between casual & chic meet

Per Maxis:

When visiting Seoul, your first experience with the South Korean metropolis is likely through the Incheon International Airport. Rated as one of the busiest, cleanest, and technologically-advanced airports in the world, Incheon is an incredible introduction to the nation’s rich and vibrant culture. There’s a museum, miniature gardens, art shows, and live performances, in addition to countless shops, a variety of restaurants, a movie theater, an ice rink, putting greens, and more.

You can read more about the Jazzy Cho content here.

Welcome to Fashion Street ! Meet Shruti Sitara Singh 👋, a Mumbai native & art meets fashion curator here to take us to the destination that inspired The Sims 4 #FashionStreetKit! 🌏✨🤩

From Maxis:

Welcome to Fashion Street! Located in the city-center of Mumbai, India, Fashion Street has long been the premier shopping destination in this coastal metropolis, with over 150 vendors selling various wares, from vintage garb, to homemade garments, to designer threads. And it’s not just a hub for all things clothing, it’s also a cultural epicenter where one can enjoy food, music, architecture, the occasional Bollywood celebrity sighting, and the company of friends, family and significant others — we hear it’s quite the place to take a date.

You can read more about Shruti Sitara Singh content here.

Once Maxis releases the patch notes, we’ll update the post.

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Alex Co

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