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No Man’s Sky Update 3.65 Launches Out for Small Bug Fix

Hello Games has released the No Man’s Sky update 3.65 September 9 today, which addresses a bug related to settlement building.

No Man’s Sky Update 3.65 Patch Notes

Bug fixes

  • Fixed a rare issue that could cause settlements to vanish, if they were constructed very close to sea level. These settlements have been restored.

That’s all for this No Man’s Sky update, like we said it’s a small one but should there be anything hidden in this update we will be sure to report on it. Till then, keep on exploring that universe!

Source: No Man’s Sky

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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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Alan Wake Remastered Gameplay Shines Out, Oct. 5 Release Date Confirmed

At Sony’s PlayStation Showcase event, Remedy Entertainment has released our first look at Alan Wake Remastered gameplay! While we’ve already seen comparison shots of it, there’s quite nothing like gameplay.

Asis from the gameplay, it’s now confirmed that the game will be out this October 5!

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Alex Co

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

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Star Wars Knights of the Old Republic Remake Announced for PS5

The PlayStation Showcase started off with a bang, as a new teaser for the Star Wars Knights of the Old Republic remake has just been shown off at the event. Check out the trailer below.

The game is being developed by Aspyr, who’s best known for their ports on previous Star Wars games like Star Wars Republic Commando and Star Wars Jedi Knight: Jedi Academy. The teaser, although under a minute long, shows off a short cinematic concerning a powerful sith who’s expected to be one of the main characters for the game.

It’s unknown if this remake will be arrriving on other platforms, so stay tuned here with us for more updates.

Stay tuned with MP1st for more coverage of the ongoing PlayStation Showcase event.

MP1st Staff

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Project Eve Announced With Action-Packed Trailer

At Sony’s PlayStation Showcase, a brand new game titled Project Eve was announced, and we even got a rather lenghty reveal trailer, which featured gameplay!

Check out the game which is being developed by Shift Up on the Unreal Engine dev platform.

No release window has been given yet, but once we know more, we’ll update the post.

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Alex Co

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

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PlayStation Showcase Stream for September 9 – Watch It Live

It’s rare nowadays to see in-depth coverage from Sony and their gaming ventures, so fans should take what they can get. Today is one of those rare days as the PlayStation Showcase stream for September 9 is locked in, and we have the details on how you can watch this big event.

How to watch the PlayStation Showcase stream for September 9:

You can watch the event on the official PlayStation YouTube and Twitch channels. The event will start streaming at 1:00 PM PDT | 4:00 PM EDT | 4:00 AM HKT | 9:00 PM BST. If you want to learn more on what to expect from this PlayStation Showcase stream, read on below.

The Showcase will weigh in at around 40 minutes and include updates from PlayStation Studios and some of the industry’s most imaginative developers, for games releasing this holiday and beyond. And stick around after the presentation to get more updates from some of the studio teams featured in the Showcase.

Stay tuned here at MP1st for more coverage of the games featured in today’s stream.

MP1st Staff

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Superman Becomes a Tyrant in First Injustice Animated Movie Trailer

One of the most critically acclaimed fighting games released in the past few years finally gets its DC Universe Movie treatment. See how Superman becomes a tyrant in the first Injustice animated trailer.

Here’s the trailer — which is based on the Warner Bros. Games and NetherRealm Studios Injustice fighting game series but charts its own unique path in telling the story.

Featuring numerous voice talents that include Justin Hartley as Superman, Anson Mount as Batman, Laura Bailey as Lois Lane, and Kevin Pollak as The Joker, the animated Injustice movie is not a straightforward adaptation of the 2013 video game — but it takes the same premise of a Superman going mad and taking over the planet and Batman leading an insurgency to fight back against the Man of Steel. Here’s the official synopsis of the film below from IMDB.

On an alternate Earth, the Joker tricks Superman into killing Lois Lane, which causes a rampage in the hero. Superman decides to take control of Earth, Batman and his allies will have to attempt to stop him.

We reported about the Injustice movie getting the greenlight from Warner Bros. a few months back. Expect the animated film to be out this coming October 19!

Tim Villasor

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Life Is Strange True Colors Review – Strumming the Right Strings (PS5)

Developer Deck Nine is back with the latest entry in the Life is Strange series, titled “Life Is Strange: True Colors.” Does it deliver when it comes to the narrative? And if so, how does it play? Read on for our Life is Strange: True Colors review.

Life is Strange: True Colors embodies the very chemistry that the franchise has been known for, all while catering to both old and newcomers of the series. On a story perspective, there is much to be found in this gripping tale of emotions, from light-hearted humor, to emotional tear jerker moments, True Color brings the series full strength to tell one exceptional story.

In this iteration, you play as Alex Chen, a person who posses the unique ability to feel people’s emotions ranging from happiness, sadness to even raging anger. As you can imagine, this ability allows her to understand those around her, and to help them get out of some emotional ruts that they may be in. Unfortunately this has a downside, as the closer she gets to an emotion, the more she begins to take on it, forcing her to have to act through it.

However, once she is able to overcome all these obstacles, she is able to form bonds, connecting people in ways they never knew were possible. This being a Life is Strange title, players should expect decisions to play a heavy role, as the game records every single one you make. Decisions made throughout the campaign all felt like they mattered, and by the time I had finished my first playthrough I had my desired closure, something I feel many games have trouble delivering on.

With five chapters available, and depending on your playstyle you may be looking at somewhere between 7-12 hours for completion. It’s time well spent though, as the story never felt rushed, or dragged on with its easy-to-follow pacing. I don’t want to spoil anything here,as I always feel someone should go in blind into a game, but just be prepared for some scenes that will — without question — pull on those heart strings. You may even shed a tear or two.

Of course, when you aren’t hammering your way through the main campaign, Haven Springs, the central location picked to tell the story of Strange Color, flourishes in an abundance of side activities, and exploration. As I said in my preview, Haven Springs feels like the perfect place to tell a Life is Strange story, as it loaded with beautiful sceneries. Forests with lush greens, beautiful and coloring filled with incredible lighting are amongst the highlights — along with the free-range exploration that’ll see players venture off into rocky terrains and other areas. Of course the town of Haven Springs is littered with side activities should you want to take a break from the main campaign.

I will say that the only complaint I did have, which is related to performance, is that the experience of Life is Strange Strange Color on the PS5 isn’t a solid 60 frames-per-second. Heavy scenes where Alex is showcasing her full powers would often be filled with large amounts of particles. This, along with other areas in the game had some pretty rough dips. I can’t comment on any other platforms, though I do hope that Deck Nine is working on some stability updates to bring the PS5 closer to a lock 60fps.

As for gameplay, Life is Strange True Colors is very fluid. Controls are well explained, and it takes no time to getting use to how easy they are. The only issue I really ran into was certain parts where you had to go looking for a specific character and was mostly running around until finding said person by fluke. This is a minor nitpick but True Colors does want you to go exploring looking for memories or helping out various characters in the game. Just remember throughout all the exploration that Life is Strange True Colors provides a great story that is always rewarding, even if you make some bad decision choices in the game, if you want to go down that route. Those decisions will always have consequences in True Colors.

And if you did happen to make a very bad decision that you didn’t like, or missed out on some hidden memories, you could always go back via chapter select. It’s a returning feature sure, but I love this as it enabled me to tailor my playthrough the way I wanted it to be.

Overall Life is Strange True Colors is a hit. Emotional moments that tie into the story, beautiful scenery with great music. Definitly give Life is Strange True Colors a playthrough even if you are a newcomer to the series.

Score: 9/10

Pros:

  • Great story
  • Tons of exploration
  • Music choice is perfect
  • Scenery is eyegasm

Cons:

  • Licensed Music needs fixing
  • Framerate is left to be desired on PS5
  • Can easily get lost while looking for main characters

A review code Life is Strange: True Colors was provided by the publisher and played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

Louis Thompson

Louis Thompson is a Senior Video Editor at Multiplayer First, in charge of handling all media related content on YouTube and other social platforms.

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Don’t Starve Together Update 2.24 Brings Wanda Into the Fold This September 9

Klei has released the Don’t Starve Together update 2.24 September 9 patch, and this brings Wanda, along with bug fixes. Check out the patch notes, trailer, and how to unlock Wanda below.

Don’t Starve Together Update 2.24 Patch Notes:

Wanda has been trying to outrun her future for longer than she can remember – but after a split-second decision left her tangled up in the Constant’s timestream, it might be her past that’s finally catching up to her…

Here are her details:

  • Wanda has joined the survivors in the Constant.
    • Wanda is a skilled clockmaker who will stop at nothing to outrun her future.
    • Wanda’s timeline is broken, causing her to age faster than the other survivors.
    • Wanda’s health meter has been replaced by an age meter.
    • In Wanda’s old age, she learns how to utilize shadow magic more effectively, and relies on it to make up for her declining strength.
    • Wanda can craft pocket watches to:
      • restore her youth
      • manipulate her space in time
      • return fallen survivors to their point in time before death
      • rip holes through space and time
      • harness shadow magic to defend herself

Bug Fix

  • Fixed a save/load issue where items sent through a wormhole could get removed from the world.

Wanda can be unlocked in the following ways:

  • Wanda is available for purchase in the Wanda Chest. Wanda’s Guest of Honor skin set is included in this chest for free.
  • Wanda Deluxe Chest with Wanda and her complete set of Guest of Honor, Triumphant, and Tinkersmith skin items
  • Starter Pack 2021 including Wanda, Wilson’s Snowfallen skin set, Willow’s Victorian skin set, Walter’s Guest of Honor skin set, Winona’s Roseate skin set, the Rustic Torch, the Splumonkey Sack, and the Yawny Jammies Ensemble.
  • You can weave Wanda for 2700 spool.

wandasets.png

 

New Streaming Drops!

We are adding the “Skittersquid Helm” skin to the Nautical Collection. For more information on streaming drops and how to get them, check out the post here.
squidhelm_trio.png

That’s it for this patch.

Source: Klei

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Alex Co

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

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Dauntless Update 1.67 Claws Out for Patch 1.7.4

Phoenix Labs has released the Dauntless update 1.67 patch this September 9, and this is for patch 1.7.4! This brings a new behemoth in the Phaelanx, a new perk, quest line and more!

Dauntless Update 1.67 Patch Notes | Dauntless Update 1.7.4 Patch Notes:

NEW BEHEMOTH

Ostia has unleashed the Phaelanx on The Blazeworks in the Hunting Grounds. Defeat Behemoths on this island to become Energized. While Energized, activate six valves to summon this affront against nature to the forge arena. Destroy it enough times to craft unique weapons and armour from its parts.

NEW PERK

For those who want to use more abilities, we introduce Omnisurge! This new perk reduces the cooldown of your omnicell abilities (5/8/11/14/17/20%), and on omnicell activation, it reduces the cooldown of your lantern ability (20/30/40% at rank 4/5/6).

NEW QUEST LINE

Show Ostia that Slayers are the ultimate weapon. Talk to Admiral Janek Zai in Ramsgate to begin the First Blood quest line. Completing this quest line will reward you with the new Scorchwing Reborn chest and Scorchwing Visionary helmet rumours.

NEW WEAPON SKIN RUMOURS

We’ve added the EN-MS1 Long Shot war pike skin rumour at the launch of 1.7.4. The EN-GA1 Execution Decree axe skin rumour releases on September 16. Players must complete the EN-MS1 Long Shot rumour for this second rumour to drop.

NEW DYE RUMOUR

Unlock the Sagacity dye rumour by meeting certain secret requirements while battling against a Winterhorn Skraev. To start the rumour quests, speak to Gregario after obtaining the rumour drop.

BALANCE

Gameplay

GAMEPLAY

  • The Nimble perk’s stamina refund increased for ranks 4, 5, and 6. All ranks now generate a stamina shield (max 50) with excess granted stamina.
  • The Swift perk now applies sheathed movement speed bonus to nearby allies across all ranks of the perk.
  • The Swift perk movement speed bonus now persists after unsheathing for a short time.

The Hunting Grounds

THE HUNTING GROUNDS

  • Reduced part health scaling for Behemoths on The Blazeworks so parts are easier to break in a reasonable amount of time.
  • Heroic Razorwing Kharabak now spawns on The Blazeworks.

Repeaters

REPEATERS

  • The damage bonuses from the Marksman Chamber’s abilities are now calculated as an additive, rather than multiplicative modifier. This means slightly less damage output.
QUALITY OF LIFE

Nayzaga

NAYZAGA

  • Improved colliders and hitboxes.
  • Improved the interrupt window and interruptible areas — now players must hit the head or shoulders to interrupt Nayzaga. Knees and toes remain protected from interrupt.
  • Updated and polished the model. Lookin’ good Naynay!

UI

UI

  • Updated the name of the “Screams of the Shrike” repeaters so they aren’t too close to the name of the “Scream of the Shrike” war pike. They are now “Eyes of the Shrike”.
  • Thunderdeep Drask weapons now have corresponding mastery cards.
BUG FIXES

Gameplay

GAMEPLAY

  • The Skarn lantern now does its full damage as advertised. It was short by one tick of damage.
  • Fixed a bug where Urska’s legendary ability wasn’t accounting for perks in its damage calculation against Behemoths — it was only working properly against fauna.
  • Aetheric Evasion now triggers only once per successful dodge as intended.
  • The Discipline omnicell now generates just a single stack per successful parry.
  • Fixed an issue with the Disciplined state where it persisted too long.
  • The Tempest omnicell now generates just a single stack per successful dodge.
  • The Tempest omnicell now properly includes the consumed stack of Velocity in its damage calculation.

Hellion

HELLION

  • Removed an incorrect fire visual effect at the base of Hellion’s feet.

Koshai

KOSHAI

  • Shadowtouched Koshai’s antlers now disappear when broken off.

Nayzaga

NAYZAGA

  • Fixed Nayzaga’s jaw during a backhand attack animation.

Shrike

SHRIKE

  • Fixed a bug where Shrikes tails were not always taking part damage.
  • Fixed a bug where the tail’s wound effect was showing on Shrike’s leg.

Skraev

SKRAEV

  • Fixed a bug where Skraevs tails were not always taking part damage.

UI

UI

  • The Escalation Boost’s UI no longer overlaps the cosmetic crowns.
  • The Escalation Boost’s time remaining text won’t appear when you’ve already purchased the Escalation Boost.
  • Malkarion, Torgadoro, Thrax, Agarus, and Urska mastery pages are unlocked when the corresponding Hard Escalation is unlocked.
  • The omnicell craft tracking now shows the correct icon and type.
  • The player will now see the correct platinum skip options on their active objectives.
  • The Sovereign Dye Rumour quest now properly references Koshai instead of Heroic Koshai.
  • The Full Bore Chamber has a brand spanking new icon.
  • Leveling UI now correctly displays “MAX” when you are at max level.

The Hunting Grounds

THE HUNTING GROUNDS

  • Replaced the idle animation on the Ostian Enforcers on The Blazeworks to a smoother one.

For the latest Dauntless title updates, check back regularly here on MP1st!

Source: Play Dauntless

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Alex Co

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

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Report: Spider-Man 4 Gameplay From Unreleased Movie Tie-In Game Swings Out

An unreleased tie-in for a Spider-Man movie that was never made has reportedly found its way to the internet. Spider-Man 4 gameplay from the unreleased movie tie-in game swings out — and you can check it out here.

Here’s the footage from this unreleased game — which was supposed to be based on the unmade fourth movie with Tobey Maguire returning as the fan favorite wall crawler.

Developed by Eurocom and Radical Entertainment, Spider-Man 4 was being prepped up to be released on the PS3, Xbox 360, Nintendo Wii, and PC. Unfortunately it never saw the light of day along with that film, and here’s a brief synopsis of the cancelled project from Obscure Gamers.

Spider-Man 4 was a cancelled tie-in game for the cancelled film of the same title, Spider-Man 4. The movie / game tie-in was set to release on May 6, 2011, however issues with Sony / Columbia caused the film to be cancelled and retooled as The Amazing Spiderman, which released on July 3, 2012. Some developers of the project have stated that the release date they were informed of was as early as April 2011 and as late as January 2012, so it’s likely that it was largely undecided early on.

While this Spidey game never got made, Insomniac Games has created some pretty amazing Spider-Man games like Miles Morales, and you can read our review of that pectacular game here.

Tim Villasor

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Crash Bandicoot 25th Anniversary Celebrated by Infographic and New Video

Crash Bandicoot fans and developer Toys for Bob are paying tribute to the mutant bandicoot big time this year, as the Crash Bandicoot 25th anniversary celebrates two and a half decades of N. Sanity!

Here’s what’s Toys for Bob have cooked up with their video presentation honoring 25 years of Crash!

Accompanying the video of course is a little message via press release about the impact the Crash Bandicoot franchise has had for gamers as well as what the character means to fans.

It’s been 25 years today since Crash Bandicoot made his debut, and he’s been jumping, slamming, spinning, and dancing into fans’ hearts ever since. Fur-ever in pursuit of defeating the nefarious Dr. Neo Cortex and his dastardly minions, Crash has made friends and fans the world over.

To celebrate the franchise’s legacy, here’s an inforgraphic showing the timeline of Crash since 1996.

Released for the original Sony PlayStation on September 9, 1996 in North America, the original Crash Bandicoot was originally developed by Naughty Dog and published by Sony Computer Entertainment. The game became a best selling title — selling over 6 million units and leading to several sequels and spin-off games being made. Passing through several developers, Crash is now being handled by Toys for Bob, and the franchise definitely has come a long way especially with the release of Crash 4.

Speaking of Crash Bandicoot’s 25th anniversary, check out the bundle that was released as well as the story recap trailer here.

Will we see a new Crash game announced during Sony’s PlayStation Showcase later? We wouldn’t be surprised if we did.

Tim Villasor

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Insurgency: Sandstorm Console Gameplay Overview Trailer Shows Us What to Expect

If you love first-person shooters then you’re in luck this month! Check out the Insurgency: Sandstorm console gameplay overview trailer that features what kind of carnage we can expect when it releases.

Checl out the trailer from the folks at Focus Entertainment below.

For those unfamiliar with this FPS title, here’s an overview from the press release.

Insurgency: Sandstorm is a gritty tactical FPS where two factions battle it out in immersive gameplay that rewards careful action and strategy over sheer run-and-gunning. Every mission is objective-based, with multiple tactical options to choose from, and can be played in either full-scale PvP matches or co-op for up to eight players.

Play as several different classes from either faction, each sporting its own set of specialized gear and equipment made with great attention to detail. You can customize your weapons and items for every playstyle, but each modification comes at a tactical cost, so prepare appropriately. As you level up, you’ll also unlock various outfit items like camouflages, BDUs, track-suits, helmets, and different armor types. Customize your soldier’s appearance and voice to make your mark on the battlefield.

Along with the release date reveal, check out the different editions of Insurgency: Sandstorm for consoles here.

Insurgency: Sandstorm lands September 29 on PS4 & Xbox One, with enhanced capabilities for PS5 and Xbox Series X at 4K resolution and 60 frames-per-second.

Tim Villasor

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Apex Legends Evolution Collection Event Patch Notes Revealed. Incoming Next Week

Respawn Entertainment has announced the Apex Legends Evolution Collection Event, which kicks off on September 14, and will run until September 28! This features Rampart doing a Town Takeover, as well as new heirlooms, and more! Not only that, but the Apex Legends Evolution Collection Event patch notes have been revealed as well, which includes balance changes.

Apex Legends Evolution Collection Event Patch Notes:

Recap of new activities:

  • Rampart Arenas Extravaganza: Rampart has slipped into the Arenas, offering modded weapons at special discounts. These marked-down modded weapons replace their base version for the match, making lower tiers of that weapon unavailable.

 

  • Rampart’s Town Takeover: Rampart is opening the mod shop of her dreams, Big Maude,  located near Lava City in World’s Edge. This custom shop includes a paintball course out front; inside, players can use collected materials to purchase Rampart’s Custom Modded Paintball Weapons from the new Vend-it Machines that come fully kitted at different tiers.

  • Rampart’s Heirloom and Updates: Rampart’s getting her own “Problem Solver” in the form of a brand-new Heirloom pipe wrench, complete with a gumball dispenser. Also, Sheila has gone mobile with the new update.

  • Event-Limited Cosmetics: Unlock Legendary and Rare skins for Wraith, Octane, Pathfinder, Fuse, Bangalore, Rampart and Lifeline — giving us a glimpse into what our Legends could be with time and technology on their side.

BALANCE CHANGES

Rampart

  • Sheila has gone mobile!
    • Rampart will now be able to run around with Sheila out, and shoot while walking. The spin up is longer, and she only gets 1 magazine in this mode.
    • Once Sheila is out, you can put it away and pull it back out until you run out of ammo (or hit the cooldown time).
    • At any point, you can still place Sheila down for your teammates to use. Once placed, it has infinite reloads and acts just like the previous version. You cannot pick it back up.

Dev Note: A legend based solely on a defensive position is hard to get right in Apex Legends. We think Rampart has a place as the ultimate defensive Legend, but we wanted to give her a little more ability to be reactive and push with her team. As usual, we’ll be watching to see how this plays out and will adjust accordingly!

Revenant

  • VFX (similar to the pulse on Loba ult placement) added to increase visibility for when a totem is placed nearby.

Octane

  • Reduced jump pad horizontal distance by 10% – 15%.
  • Reduced the rate of Octane’s Stim regen from 1.5 to 1.0 hp/sec.

Bloodhound

  • When Bloodhound pings a clue from their passive, it will now show their teammates in quickchat how long ago the event took place

Bocek Compound Bow

  • Draw speed slightly reduced from 0.56 to 0.54
  • Arrows per brick increased from 14 to 16
  • Arrows per inventory stack increased from 28 to 32

Hemlok

  • Reduced hipfire spread
  • Hipfire resets slightly faster

Dev Notes: The Hemlok’s hipfire effectiveness was reduced a few seasons ago and since then the weapon has seen a steady decline in use. Bringing back some of that hipfire strength (but not all) should help the weapon feel more consistent in close quarters without being dominant or affecting its medium-range excellence.

Shatter Caps – Bocek Compound Bow

  • Damage per pellet increased across all draw strengths
    • Short draw damage: 4 to 6
    • Medium draw: 7 to 9
    • Full draw: 11 to 12

Shatter Caps – 30-30 Repeater

  • ADS Strafe speed increased to shotgun strafe speed while Shatter Caps are enabled
  • Charged pellet damage multiplier increased from 35% to 50%

Dev Notes: When Shatter Caps work they feel amazing, but currently it can still feel a little punishing to swap into the mode. Increasing the damage potential and improving the CQC flow of the 30-30 should help Shatters feel a little more accessible and rewarding.

L-STAR

  • Cool-off time slightly increased
  • Overheat lens replacement time slightly increased
  • Rounds before overheat reduced at base and all Energy Magazine tiers
    • Base: 22 to 20
    • White: 24 to 22
    • Blue: 26 to 24
    • Purple/Gold: 28 to 26
  • Arenas price adjustments:
    • Base: 500 to 600
    • Blue: 300 to 250
    • Purple: 400 to 350

Dev Notes: We’re nudging down the L-STAR’s core stats a bit to smooth out the power progression in what we think is a slightly more healthy top-end. We’ll keep a close eye on the L-STAR and it’s recoil as we enter the second half of Emergence. In Arenas, we’re well aware of it’s prevalence in high-level lobbies and are pricing it out of the first round. These changes essentially increase the blue cost by 50 and keep the purple price the same. If its pick rate remains unchanged, we will hotfix further adjustments.

Shotguns

  • EVA-8 and Mozambique headshot damage multiplier reduced from 1.5 to 1.25 bringing it in line with the Peacekeeper and Mastiff.

Dev Notes: The EVA-8 holds a lot of power in its speed and leniency compared to its counterparts, the PK and Mastiff. It’s got the edge with fire rate and consistency so we’re shaving off some of its spike damage to even the playing field. We’re normalizing the Mozambique as well for consistency within the shotgun class and to give the P2020 some space as the more precise early game weapon.

Triple Take

  • ADS charge time decreased from 1.0 to 0.8

QUALITY OF LIFE UPDATES

  • Shortened the out-of-bounds timer from 30 seconds to 15.
    • Your timer should be reset after being respawned.
  • Swapping from Red to a Gold Shield with more health no longer requires a long press.
  • Evo Shields in deathboxes now show their health.
  • Early Leaver Warning has been improved to help people from accidentally leaving before their party is dead.
    • You now need to hold the confirm button down for a small amount of time
    • The highlighting is different colored than other prompts to catch your attention
    • Red text warning showing your leaving penalty added
  • Added character portraits to “detected” widget for recon characters.

BUG FIXES

UI

  • Fixed a bug where Streamer mode wouldn’t anonymize the names on the scoreboard in Arenas mode
  • Fixed issue for when players would randomly get un-readied while matchmaking in Ranked.
  • Fix for Ranked Arenas: longest win streak number was incorrect for some players when viewed in the Stats screen.
  • Fixed cases where players would still see Ranked icons when switching over to Arenas while inspecting personal stats.
  • Fix for cases where the player would still see the Abandon Penalty countdown when getting other messages like RECEIVED PREMIUM CURRENCY.
  • Removed the red speaker icon that would show up on the upper right corner of the screen that served no purpose.
  • Fix for when the Playlist Selector would sometimes flicker.
  • Players should no longer encounter a string issue in the Timeline when they have a “;” in their username.
  • Fixed cases where the name of killed players was not always showing up when a player died.
  • Fixed a rare bug that can cause the Observer to get stuck on the Intro Screen at the start of a match.

Fuse

  • Motherload ultimate will no longer highlight enemies far below the ring.

Seer

  • Increased the hitbox for Exhibit Ultimate to better match the model.

Loba

  • Loba can no longer glitch into Skyhook when using her tactical.
  • Fix cases for when Loba’s ultimate visualfx do not appear while aiming down sites.

Rampart

  • Fixed bug that could get players stuck under the map after dismounting from Ramparts Turret on a Trident.

Bangalore

  • Fix for the times when pinging a Prowler would trigger a voice line that mentions a removed hop-up.

Lifeline

  • Switch Only – Fix for cases where players couldn’t complete training due to her Ultimate malfunctioning,

Gibraltar

  • Fix for cases where it appeared that Gibraltar’s Ultimate caused dropped audio.

Wattson

  • Fixed a bug where Wattson would start matches with 30 fences.

Valkyrie

  • Fixed an exploit where players could get continuous missiles after exploiting Valkyrie’s passive/tactical as well as use the Vtol jets infinitely.

Sentinel

  • Fix for when players would still see “Amped” or “Revved up” from Sentinel or Rampage after swapping weapons.

Wingman

  • Fix for reactive skins, “Precision Calibur” and “Attention to Detail” where part of the skins appeared stuck in place when shooting.

World’s Edge

  • Various fixes on World’s Edge cleaning up some bad collisions, exploitable hiding spots, and areas where players could get stuck.

Firing Range

  • Fix for the mysterious fire show that could appear in Firing Range and cause a crash.

MISC

  • Fix for cases where players were able to reach farther than intended when punching an enemy player.
  • Private Match Fix – Observers should no longer get stuck on the intro screen for the duration of the match.
  • Fix for Audio fluttering that could happen when killing someone during self-revive.
  • Various fixes to improve overall game stability.
  • (PC only) You’ll no longer be able to bind forward movement to the Mouse wheel on PC. This previously enabled an exaggerated movement tech known as “Tap Strafing. See the dev note below for more context.

DEV NOTE: TAP-STRAFING AND MOBILITY TECH

Written by John “JayBiebs” Larson 

Earlier this week, we announced our intention to “remove tap-strafing,” a decision that was met with surprise by many movement enthusiasts. Tap-strafing is a term associated with different sorts of movement, depending on who you ask. Internally, we generally use it to describe what many associate with scroll-wheel strafing.

To be more explicit, this change targets multiple rapid directional commands after jumping. Movement should feel unchanged for controllers and for M&K (mouse-and-keyboard) players who hadn’t heard of the term “tap-strafe” until this week. Thanks to the work of a couple of our engineers, this is now easily tunable on the fly, and we have the ability to iterate on or even revert it completely without a client update.

Our goal is to remove some of the sharpness in momentum conservation around 90°+ angles. That’s what I’m thinking of when I use the term “tap-strafe” throughout this post. Things like wall-bounce redirects back onto that same wall should feel unchanged, but movement afforded by scroll-wheel strafing will be removed.

Since tap-strafing is a unique M&K mechanic, many platforms have asked about our approach to controller-specific systems like aim assist. As Apex and its players evolve, it’s only prudent for us to continue to evaluate whether or not aim assist needs adjustment.  When top-level controller players say they would be alright with nerfing aim assist, we definitely take note. Players should not feel forced to use a specific input type to stay competitive

When people say, “Gee dang it, Respawn’s balancing decisions cater to controller players,” the best answer I have is: “When it comes to accessibility, we often must consider controller players given the constraints compared to M&K. But, accessibility isn’t the same as balance design, and it’s a strawman argument to treat it as such.”

This is why we believe tap-strafing exists solely as a design problem. Even in a M&K-only Apex world, or a scenario where controller and M&K could tap-strafe just the same, we don’t believe it would be a healthy change with the freedom it currently allows, for three main reasons:

The first issue: it’s highly inaccessible. By “inaccessible,” we mean that it’s an opaque technique that’s practically impossible to learn organically (and the most egregious examples require a strange keybind).

Secondly, tap-strafes have terrible readability and limited counter play. Path grapples and Octane pads aside, I’ve seen clips of players breaking ankles with victims (including high-skill players) who are at a loss for what to do. While it’s not terribly prevalent, I’m concerned about how this could continue to evolve as more players adapt and further develop their tap-strafe mechanics.

The third point, and the most problematic, is how tap-strafing is exacerbated by movement abilities. I can buy that a tap-strafe at normal velocity in a gunfight occurs infrequently and is relatively mild enough to not immediately kill with fire. But Path grappling past and tap-strafing back into your face with a Mastiff, or Octane cranking 90s while maintaining ridiculous speed both bring up greater gameplay concerns.

Mobility creep is something to be very mindful of in this game. While many love the freedom that Apex’s movement system affords, constraints are just as important. It’s not surprising that mobility legends are highly popular. Why don’t we just do more of that? Well, over time (and I’d say we are already seeing it) mobility creep can open up a Pandora’s box of new problems to solve. How is third partying affected by mobility? Within a fight, how are frontlines defined? How quickly can I close the gap on an enemy? As a game, Apex is designed to work well with a finite number of movement possibilities.

I feel it’s important to note that limitations don’t always equate to lowering skill-gaps; there are skill-gaps in working within constraints. One could argue that bunny-hop healing lowered the skill-ceiling—players could make up for misplays with less constraints on their ability to safely heal. Different types of skill expression are changed when we touch something like perfect air control, for better or for worse.

Once the patch is out, we’ll be sure to let our readers know.

Source: EA

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Alex Co

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

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GTA Online Weekly Update September 9 Reset

Rockstar Games has rolled out the GTA Online weekly update September 9 reset of actvities and discounts! Check out the complete highlights and recap in one handy list below.

GTA Online Weekly Update September 9 Reset:

This week in GTA Online, the new Karin Previon hits Southern San Andreas Super Autos, while those looking to make a name for themselves at the LS Car Meet can earn double Car Meet Rep for all LS Car Meet activities such as modifying vehicles in the Meet’s Mod Shop, Sprints, Scrambles, as well as Street and Pursuit Series races.

More highlights from today’s update include:

  • 2X GTA$ and RP on Vehicle Vendetta
  • Double Speed Nightclub Warehouse Stock Production
  • Pfister Growler is the LS Car Meet Prize Ride
  • Lucky Wheel Podium Vehicle: Truffade Adder
  • Test Track Vehicles: Karin Previon, Pfister Commit S2, and Dinka RT3000
  • 40% off Nightclubs and Nightclub Modifications & Upgrades
  • Vehicle Discounts: 40% off the Declasse Hotring SabreBlimpLampadati Michelli GT, Överflöd Imorgon, and Buckingham Alpha-Z1, 30% off the Progen PR4 and Annis ZR350
  • Prime Gaming Bonus: Players who connect their Social Club account with Prime Gaming will get a GTA$100,000 bonus for playing any time this week
  • Prime Gaming Discounts: 80% off the Vapid Flash GT and 35% off the Obey Tailgater S
  • New Vehicle: Karin Previon now available from Southern San Andreas Super Autos
  • 2X LS Car Meet Rep on all LS Car Meet activities

DISCOUNTS:

Those looking to get involved in Los Santos’ booming nightlife industry can purchase any Nightclub property, as well as its Upgrades and Renovations, for 40% off this week. Additionally, there is a range of vehicles discounted this week. The complete list follows below.

  • Declasse Hotring Sabre – 40% off
  • Blimp – 40% off
  • Lampadati Michelli GT – 40% off
  • Överflöd Imorgon – 40% off
  • Buckingham Alpha-Z1 – 40% off
  • Progen PR4 – 30% off
  • Annis ZR350 – 30% off

Tune in next week for the next GTA Online weekly update.

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Alex Co

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

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Alan Wake Remastered Comparison From Original to Remaster Features Improved Lighting & More

Earlier this week, Remedy Entertainment officially announced that Alan Wake Remastered will be out later this year. While there’s no gameplay trailer available just yet, we have the next best thing, and that’s new Alan Wake Remastered screenshots! Given the new screens, we decided to run a comparison check from the original to the remaster! There’s improved lighting, and other differences that fans will most likely approve of.

Alan Wake Remastered Comparison 

The image on the left is an original capture from the PC version using the highest settings and no visual mods. The image on the right is from the newly announced remaster.

As you can see, there are number of improvements such as improved lighting, better textures, draw distance, coloring and more in the remaster. Of course this isn’t as drastic as some may be expecting, but it is a remaster after all. 

Courtesy of Amazon, check out the Alan Wake Remastered screenshots in the gallery below.

Alan Wake Remastered Screenshots

Game Description via Amazon:

  • Intense combat, where it takes more than bullets to banish the darkness
  • Weaken ‘The Taken’ with light before finishing them for good
  • Use lights in the environment as islands of safety in a world where darkness is deadly
  • Find manuscript pages from a novel Wake does not remember writing
  • Travel through a visually stunning and terrifying version of the Pacific Northwest, with newly remastered visual fidelity bringing a classic game to new platforms and players

As you can see, the textures seem to have been given a tweak, as well as the lighting though you’ll be playing the game mostly in darkness, it’s still a step up.

Alan Wake Remastered is set for release sometime this fall for the PS4, PS5, Xbox One, Xbox Series X|S, and PC. Once we know of the exact release date, we’ll let our readers know.

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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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For Honor Update 2.30 Unleashed for Y5S3 Tempest Patch 2.30.0

As expected, Ubisoft has released the For Honor update 2.30 patch notes, as the Tempest update 2.30.0 (internal version) is now out! This brings a load of gameplay improvements and adjustments to the action game.

For Honor Update 2.30 Patch Notes | For Honor 2.30.0 Patch Notes | For Honor Y5S3 Patch Notes:

File Size:

PS4: 1.3Gb, Xbox One: 1.72Gb, PC: 1.8Gb

IMPROVEMENTS

FIGHTERS

General

  • Sticky Dodges: Dodging should now always match the input direction instead of being relative to camera orientation

Developer’s comment: Before this change, players could sometimes experience moment where they would input a dodge using a direction and end up dodging in a different direction due to how they were facing relative to the camera. This was more visible when target-swapping between multiple opponents. With this change, players should now always dodge in their desired input direction, regardless of their orientation relative to the camera.

Raider

  • Storming Tap
    • Soft Feinted version is now 400ms, down from 500ms
    • Dodge versions are now 533ms, down from 500ms
    • No longer interrupted on non-Superior Block
    • No longer has variable timing as a soft feint from Heavy Attacks
    • Now deals different damage when using Soft Feint version and Dodge version
    • Now initiates chains instead of chaining to Finishers

Developer’s Comment: These changes should help Storming Tap become a more consistent attack, with a stronger Soft Feint that lets Raider continue pressure in 1v1 situations.

  • Uninterruptible Stance timings
    • Uninterruptible Stance now starts at 100ms during Heavy Finishers (was 0ms)
    • Reverted Testing Grounds Uninterruptible Stance timing for chained Heavy attacks

Developer’s Comment: We decided to revert the changes we tried in the Testing Grounds; the feedback we received and our data both indicate that Raider was underperforming in group fights with the Uninterruptible Stance starting later. We did, however, fix the issue of Raider’s Heavy Finishers’ Uninterruptible Stance that was starting at 0ms — it is now in-line with other attacks.

  • Zone Attacks
    • Raider’s Storm now costs 20 Stamina, down from 50
    • Raider’s Fury now costs 12 Stamina, down from 30
    • Raider’s Storm now initiates chains
    • Raider’s Storm can now chain to Raider’s Fury
    • Raider’s Fury is now 966ms, down from 1000ms
    • Raider’s Storm now forces a Heavy reaction on the opponent

Developer’s Comment: Raider’s Zone Attacks are a large part of the hero’s identity — with these changes, they should now have adequate pressure in combat and let Raider flow better.

  • Attack Speeds and Damage
    • Top Light in chains are now 500ms, down from 600ms for chained Top Light and 700ms for Top Light Finisher
    • Top Heavy Finisher is now 900ms, down from 1000ms
    • Top Heavy Opener is now 900ms, down from 1000ms
    • Top Heavy Opener now deals 27 damage, down from 29
    • Side Heavy Openers are now 800ms, down from 900ms
    • Side Heavy Openers now deal 24 damage, down from 27

Developer’s Comment: Raider suffered from problematic attack speeds; while we want the hero to feel slow and powerful with large, slow swings, we also must account for viability with the hero’s attack speeds. With these changes, Raider should now have Guard break punishes that are more in-line with the rest of the cast as well as not be restricted to using side Light attacks in chains.

  • New Chains
    • Added two new attack chains:
      • § Light -> Heavy -> Light
      • § Heavy -> Heavy -> Light

Developer’s Comment: Raider was forced to perform a Heavy Finisher or a Raider’s Fury after a chained Heavy Attack – this flow made Raider too predictable. With these changes, Raider’s flow should be improved in these situations and let the hero be less predictable.

  • Attack Recoveries
    • All Attack recoveries on Hit/Block/Miss are now set to a maximum of 800ms.
      • § Attack Recoveries that were faster than 800ms are not affected

Developer’s Comment: Raider’s attack recoveries were often slow, to account for the realism of the weapon swings, but this left Raider too open in multiple scenarios and made the attacks feel sluggish. To address this, we’ve sped up the recoveries of a majority of the hero’s attacks; with these changes, multiple moves should no longer be vulnerable on hit and on block and leave Raider with a large frame disadvantage.

Orochi

  • Cancel Attack recoveries into Dodge
    • Can now cancel all attack recoveries on Hit/Non-Superior Block/Miss into Dodge at 200ms (later for Storm Rush)
    • In addition, Orochi’s Finishers and Zone Attack now grant Medium hit reactions (down from Heavy)

Developer’s Comment: These changes should bring two major new options for Orochi — they should make the hero more agile in outnumbered situations and open up new offensive routes in 1v1. We received a lot of feedback on the timing of the Dodge Cancels, and as such have set it to 200ms instead of the previous 333ms used during the Testing Grounds; this should help Orochi flow better as well.

  • Light Attacks
    • Removed Light Finisher
    • Every non-Bash Opener now guarantees a combo Light attack that counts as the 2^nd^ attack in chain

Developer’s Comment: Orochi’s Light Finisher was problematic; it was both lackluster at high levels and too frustrating at low levels. As such, we’ve removed the option, but instead gave Orochi the same combo attack the hero previously only had on Top Light; Orochi can now use a quick combo Light attack after every non-Bash Opener, including Dodge Attacks, to guaranteed a bit of extra damage and flow better. We hope that these changes will address the frustration from light attacks at the same time as give the hero stronger offense at higher levels of play.

  • Storm Rush
    • Now accessible from Front Dodge as well as Back Dodge
    • All 3 sides are now 600ms total with 400ms of visible indicators (from 500/600/700ms)
    • All 3 sides are now Undodgeable
    • Now costs 12 stamina to enter and 10 to feint. No other stamina costs.
      • § Was 10 stamina to enter, 12 stamina to attack, 20 stamina to feint

Developer’s Comment: Storm Rush’s previous incarnation did not perform as intended; players were able to block on the quick side, then react to the slower sides as needed. This made the move lackluster and barely used — we’ve updated it to be more in-line with our expectations of a 1v1 mixup tool, especially with Orochi’s new options, and being accessible from Front Dodge should help in mixups as well as catching opponents who try to run away from the hero.

  • Front Dodge Kick
    • NEW OPTION: Front Dodge Kick
    • Performed by hitting Guard Break during Front Dodge
    • 500ms Bash
    • Can be performed at 300ms after a Front Dodge and can be delayed until 500ms
    • Guarantees a 2^nd^ Chained Light attack on hit

Developer’s Comment: Orochi was lacking in viable openers; while the hero was relatively strong as a counter-attacker, it was difficult to force a reaction on opponents and open them up. With this new move, Orochi gains a move opponents cannot ignore, and must deal with; with the new Dodge Cancels, Orochi also gains access to additional mixups and should flow better than before.

  • Riptide Strike
    • Now 500ms, down from 600ms
    • Now has iframes for 300ms on attack startup
    • No longer interrupted on Non-Superior Block
    • Reverted Testing Grounds change where it granted a Heavy parry reaction

Developer’s Comment: Riptide Strike was initially intended to be Orochi’s 1v1 dodge attack tool, but the lack of iframes on the attack, as well as its speed, made it lackluster. With these changes, the attack should perform its role much better and grant Orochi an excellent 1v1 counterattacking tool.

  • Side and Front Dodge Light
    • No longer interrupted in Non-Superior Block
    • Reverted Testing Grounds change where they granted a Heavy parry reaction

Developer’s Comment: Zephyr Strikes were underperforming in group fights, as well as against heroes with low recovery attacks, because they were interrupted on block, lowering Orochi’s potential as the hero’s offense was easily stopped. With these changes, Orochi should now have a viable dodge attack in group fights and be able to flow better.

  • Side Heavy Finishers
    • Now have larger weapon trajectories
    • Now has additional forward movement

Developer’s Comment: Orochi’s Side Heavy Finishers had little function; you were always better off using the Unblockable Top Heavy version and the side versions were not useful in outnumbered situations. With these changes, the attack should be a better tool to keep Orochi’s opponents off and let the hero defend better in these scenarios.

  • Deflect Attacks
    • Removed Hurricane Blast (Heavy Deflect)
    • Wind Gust now pins opponents and beats Uninterruptible Stance
    • Wind Gust now guarantees a Combo Light attack

Developer’s Comment: Hurricane Blast was too situational; the attack was very rarely used and had a very low success rate. As such we’ve combined the best of both worlds; we’ve removed Hurricane Blast, but improved Wind Gust so that it performs both its old functions, as a guaranteed Deflect attack, but as well let it beat Uninterruptible Stance attacks like Hurricane Blast. With these changes, we’re hoping that Orochi does not have the illusion of choice anymore, and can effectively perform a strong Deflect attack every time the hero Deflects.

  • Zone Attack
    • Now initiates Chains
    • Now costs 40 Stamina

Developer’s Comment: Orochi’s Zone Attack felt lackluster, even with the changes from the Testing Grounds. One of the most requested options for the attack was for it to initiate chains, which is what we added to the hero. Orochi should now be able to perform a Zone Attack to initiate offense and pressure opponents.

  • Damage Changes
    • Most Opener attacks now deal 2 less damage to account for Combo Light attacks

Developer’s Comment: Orochi’s damage output became too high with the addition of Combo Light attacks out of every opener; we’ve reduced most of their damage output by 2 to ensure Orochi’s damage numbers aren’t too much above the curve.

Warlord (FH-2413)

  • Crashing Charge
    • Now hits at 600ms and can no longer stay active for 1100ms if held.
    • Removed unwanted 20 Stamina Cost when missing
    • No longer Unbalances Out of Stamina opponents
    • Removed all Uninterruptible Stance from the move (also on throw variant)
    • Removed Stamina regeneration pause when connecting with an obstacle and dealing stamina damage (also on throw variant)
    • Disabled unlocking during hit recoveries in order to prevent performing another guaranteed Crashing Charge after a Wall Stagger (also on throw variant)

Developer’s comment: The Warlord’s Crashing Charge has been an overly powerful move for some time, with its Uninterruptible Stance properties and unhealthy ability to chain into itself when Unbalancing or Wall Staggering. We hope these changes bring the move back in line with the intended power level while keeping its uses as a ledging tool and guaranteed damage off Wall Staggers.

FEATS

Rally Call

  • The feat has been updated to give +15% damage increase to any allied hero around you, when below 50HP (Before there was two effects: +10% damage increase when below 50HP and +20% damage increase when below 25HP)
  • [Bug Fix] Fixed an issue that would prevent the feat from working (FH-47)

Developer’s comment: The reason it didn’t work properly before is that having the effects at the different thresholds, combined with the effect they performed, combined to be unable to query the correct HP threshold that the Tiandi was at. For this reason, Rally Call, Sacrifice and Vital leach are now using only the 50HP Threshold, and Indomitable will only use the 25 HP Threshold.

Vital Leech

  • The feat has been updated to give 35 % life leech when under 50HP (Before there was two effects: 30% life leech when below 50HP and 50% life leech when below 25HP)

Long Bow

  • Standardised all Long Bow animation to be consistent across all Heroes, it is now 700ms (from various timings) (FH-1276)

CUSTOMIZATION

  • Added Kyoshin Universal Emotes, Executions and Signatures, for example: “Raising Glasses” Paired Emote, “Suspended Gong” Emote, “Farewell, Horkos Bagpipe” Execution and “Horkos Throne” Signature

BUG FIXES

FIGHTERS

Peacekeeper

  • [Bug Fix] Fixed an issue that caused the Peacekeeper to have the wrong Forward Dodge animation when having the Guard on the Left Side (FH-1807)
  • [Bug Fix] Fixed an issue that caused the Peacekeeper Left Side Heavy on Hit and Block to branch 100ms slower than expected (FH-1771)

Conqueror

  • [Bug Fix] Fixed an issue that caused the Conqueror to play the Left Side Heavy animation when using Full Guard from Top or Right (FH-1732)

Valkyrie

  • [Bug Fix] Fixed an issue that caused the Valkyrie’s Chain Heavies to have incorrect animations when Out of Lock against Pikemen (FH-1989)

Nobushi

  • [Bug Fix] Fixed an issue that caused the Nobushi Side Light Attacks to be missing animation frames when Out of Stamina (FH-1816)

Shugoki

  • [Bug Fix] Fixed an issue that caused the Shugoki Dodge Forward Heavy to guarantee Headbutt on block or hit (FH-1976)
  • [Bug Fix] Fixed an issue that caused the Shugoki Side Finisher into same Side Opener to not return to neutral animation (FH-1890)

Tiandi

  • [Bug Fix] Fixed an issue that caused the Tiandi’s right “Side Tiger Dodge” animation to be offset after a confirmed Light Opener (FH-658)

CUSTOMIZATION

  • [Bug Fix] Fixed an issue that caused the Nobushi weapon to clip with opponents during “Oikase” execution
  • [Bug Fix] Fixed an issue that caused the Raider “Ljot’s Fortitude” Helm to not apply colors to the plume (FH-2103)
  • [Bug Fix] Fixed an issue that caused the Orochi “Honnari” Armor to not apply color on sash cloth (FH-2106)
  • [Bug Fix] Fixed an issue that caused the Nuxia’s “Liang Zhu” Emote animation to not match with her movement path (FH-2074)
  • [Bug Fix] Fixed an issue that caused the Gryphon to be missing the “Draconite Lord” and “Scholar of Chimera” Illustrious Outfits (FH-1948)
  • [Bug Fix] Fixed an issue that caused the Hitokiri “Okuribito” and “Kijin” chests to not apply materials (FH-1959)
  • [Bug Fix] Fixed an issue that caused the Conqueror arm pieces to clip through certain flat shields (FH-1762)
  • [Bug Fix] Fixed an issue that caused the Hitokiri to be missing the Top and Left guard animations for the Combat Emote “Boujakubujin” (FH-1739)
  • [Bug Fix] Fixed an issue that caused the Hitokiri asymmetrical weapons heads textures to flip when climbing ladders (FH-1701)
  • [Bug Fix] Fixed an issue that caused the Nobushi to lack facial expressions during the “Give Us a Smile” Execution (FH-1428)
  • [Bug Fix] Fixed an issue that caused the Zhanhu’s “Yushi Dafu” and “Shici Hou ” Chest to have physic effect on shin parts (FH-1366)

PC

  • [Bug Fix] Fixed an issue that could cause severe stuttering when using an Xbox controller on PC (FH-1285)

Source: Ubisoft

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Alex Co

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

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GT Sport Update 1.67 Drives Out

Polyphony Digital has released the (Gran Turismo) GT Sport update 1.67 patch this September 9, and this is for an in-game logos update. There’s no new car or content, which is expected given these are usually announced beforehand.

GT Sport Update 1.67 Patch Notes:

An update for Gran Turismo Sport has been released. The following is a list of the main features introduced.

Main Features Implemented

1. UI
– Several in-game logos have been updated.

That’s about it. Hopefully, we’ll get new content before Gran Turismo 7 is released. Speaking of which, Sony has confirmed that Gran Turismo 7 will have a $10 upgrade fee from the PS4 to PS5 version.

For more Gran Turismo Sport articles, check ’em out here.

Source: Gran Turismo

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Alex Co

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

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Modern Warfare & Warzone Update 1.42 – Season 5 Reloaded

Season 5 reloaded update for Call of Duty Modern Warfare & Warzone is now live! Read on for the full Modern Warfare & Warzone Update 1.42 patch notes.

Modern Warfare & Warzone Update 1.42 Patch Notes September 8:

Week of September 9th

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Clash
       
  • Rebirth Island
    • Resurgence
      • Trios
      • Quads

Week of September 16th

  • Verdansk
    • BR
      • Solos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos
    • Blood Money
      • Quads
    • Clash

  • Rebirth Island
    • Resurgence
      • Quads

Week of September 23rd

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos

  • Rebirth Island
    • Resurgence
      • Quads
         
  • What else? We’ll let you choose from a few options! Keep an eye on our Twitter for updates.

Week of September 30th

  • Verdansk
    • BR
      • Duos
      • Trios
      • Quads
    • Buy Backs
      • Solos
    • Plunder
      • Trios
         
  • Rebirth Island
    • Resurgence Extreme
      • TBD

  • And the return of a mode not seen in quite some time

Events

The Numbers, A Limited-Time Event (Begins Sept. 21)

“16… 11… 1… 9… 21…”

Those brave enough to investigate the Mobile Broadcast Stations scattered across Verdansk will receive the following incentives:

  • An instant $5,000 Cash bonus in the current match
  • For each unique Mobile Broadcast Station activated during the event, you will receive an exclusive reward such as a Sticker, Calling Card, or Charm, in addition to some XP
  • Complete all of the Challenges in the Numbers Event in either Warzone or Cold War to unlock the Sai melee weapon.

This event will also include a set of nine challenges within Warzone, which are based around the active Mobile Broadcast Stations in Season Five Reloaded. Through these challenges, you can unlock even more cosmetic rewards, as well as more rewards and another arcade cabinet game for your collection by completing event challenges in Black Ops Cold War. Unlock the first-ever event reward weapon, the Sai, by completing a full set of nine challenges in either game starting Sept. 21.

Modes

Clash (Launch)

This is Team Deathmatch on an epic scale: 50 v 50, all your loadouts accessible, Ping and Armor System, Cash, Buy Stations, and Vehicles from both the regular Battle Royale and Plunder modes.

Get ready for the biggest team fights in Warzone and consider updating those Loadouts – you’ll have access to them right off the drop, allowing you to use those go-to armaments or level up and complete camo challenges for weapons from Black Ops Cold War and Modern Warfare®.

Iron Trials ‘84 (In-Season)

The rules have changed.

Last week, we gave you a first look at some of the fundamental changes coming to Verdansk via this new Mode:

  • Altered Health and Regeneration
  • Removal of Loadout Drops
  • New Gulag Rules
  • Adjusted Environmental Hazards
  • Classified Weapons

Here are three additional changes to expect:

  • Field Upgrades
    • Dead Silence and Stopping Power have been removed. Leave the pocket sand on the playground.
       
  • Sniper Rifles
    • Can only one-shot to the head within 30 meters. You’re gonna have to get up close and personal with the competition.
       
  • Vehicles
    • ATVs and Dirt Bikes only. You’ll need to dispatch your foes the old fashioned way. Plan your drops carefully and rotate early.

And as mentioned, those who place first will receive the exclusive Calling Card!

We’ll be unveiling the full extent of the changes as we draw closer to the Playlist update that will include Iron Trials ‘84 on September 16th.

Maps

Mobile Broadcast Stations

The previously dormant Mobile Broadcast Stations seem to be stirring. It is suspected that they will soon begin amplifying the “Dragovich Program” tapes – A.K.A. the Numbers broadcasts – across the region.
 

Red Doors

We’ve received reports of new, unusual activity in the Red Door rooms. Operators have been asked to investigate.

General

Gameplay

  • Loot that spawns across Verdansk has been adjusted as follows…
    • New Gulag loadouts
    • New pre-match loadouts
    • New ground and Supply Box loot

Modern Warfare & Warzone Update 1.42 Bug Fixes

  • Fixed a visual issue causing Player models to appear to have two left hands after free falling with any akimbo Weapon equipped.
  • Fixed additional collision issues with various elements across Verdansk allowing Players to exploit/peek/shoot through them.
  • Fixed collision issues with various elements across both Verdansk and Rebirth Island that allowed Loadout Drops to fall through them.
  • Fixed an issue causing Players to not receive the squad wipe notification when finishing the last member of an enemy squad.
  • Fixed an issue causing Players to remain stuck in the blank tablet screen while using the RC-XD Killstreak.
  • Fixed an issue causing the audio for certain Finishing Moves to not play properly.
  • Fixed an issue causing Thermite damage to persist upon redeployment after exiting the Gulag.
  • Fixed an issue where a Bounty Contract would display placeholder text.
  • Fixed an issue where a Squad Wipe wouldn’t count if the last enemy was holding a Self-Revive.
  • Fixed an issue where Players could regenerate Armor Plates while using the Tempered perk.
  • Fixed an issue where Revive and Self-Revive times were incorrect in Private Matches.
  • Fixed an issue where some Calling Cards were displaying placeholder text.
  • Fixed an issue where trying to customize Reticles would send Players back to the Main Menu.
  • Fixed incorrect Blueprint labeling of various Attachments in the Gunsmith Customs.
  • Fixed the Reticle alignment for the Swiss K31 (BOCW) “Roman Standard” Blueprint.
  • Fixed the visual scaling of the Swiss K31 (BOCW) Diamond Camo.
  • Fixed various issues causing the inspect animation on some Blueprints to not work properly.

Weapons

New Weapon

  • Sai: Melee (BOCW)
    • During The Numbers Limited-Time Event starting Sept. 21, those who complete all nine challenges within Warzone or Black Ops Cold War will receive this new functional melee Weapon.

Modern Warfare & Warzone Update 1.42 Weapon Changes

While assessing the power level of BOCW Weapons, we have observed some disparities between ease of use and efficacy. The Krig 6 (BOCW) has shown an impressive performance at just about every engagement range. While we believe it is important to have a wide array of Weapons which can be utilized by players of all skill levels — it is critical to the health of the game that their effectiveness scales appropriately with the skill required to wield them. If players can be as effective with a Weapon that is pinpoint accurate that has a marginally slower Time to Kill potential than the hardest to wield Weapons, why would they choose another? As we continue to address these Weapons, we will also be making adjustments to BOCW attachments that offer Recoil Control. We feel these changes will provide a fairer, more diverse long-range landscape.
 

Assault Rifles

  • C58 (BOCW)
    • Recoil adjusted

High damage Weapons like the C58 (BOCW) tend to adhere to a lower Rate of Fire and higher Recoil, which generally balances out their hasty Time to Kill potential. Much like the Krig 6 (BOCW), the C58 (BOCW) was a tad easier to control than we feel is appropriate for a Weapon with its damage profile. While “Recoil adjusted” can be rather nebulous, the exact details of these changes can often be difficult to quantify with numbers alone. While the C58’s (BOCW) Recoil has been increased slightly, the majority of this change will be felt in the Recoil Pattern deviation. When this deviation is increased, it can create subtle shifts which become increasingly difficult to compensate for given distance from the target.

  • EM2 (BOCW)
    • Base Optic eye position retracted

The EM2 (BOCW) is not receiving a direct reduction to its efficacy with this change. However, it will result in the Base Optic being a less suitable substitute for higher magnification optics. This, however, in conjunction with the changes to Recoil Control barrels will make the EM2 a slightly less viable option to lesser skilled marksmen.

  • Assault Rifle Bravo (MW)
    • Upper Torso Multiplier decreased from 1.1 to 1

To the dismay or surprise of some, our data suggests that the Assault Rifle Bravo (MW) is an absolute monster. The Assault Rifle Bravo (MW) will still be capable of achieving an extremely low Time to Kill, though that speed will now be locked behind an additional Headshot. Changes like these align more closely with our goal to shift consistently acquirable TTKs out of the 300ms range.

  • Groza (BOCW)
    • Sprint to Fire Speed increased by 15%

The Groza (BOCW) has not yet fulfilled the role we had intended for it. As a more ‘bruiser’ oriented, AR-SMG hybrid, its slow base Sprint to Fire Speed has continued to hold it back considerably. With this change, it will be able to more reliably contest SMGs in short-range engagements.

  • Krig 6 (BOCW)
    • Maximum Damage decreased from 30 to 29
    • Mid Damage now 25
    • Minimum Damage decreased from 25 to 23
    • Weapon Kick adjusted

The vast majority of kills with the Krig 6 (BOCW) take place within its Max Damage Range, which unsurprisingly, is the longest of all BOCW Assault Rifles. This change will affect most Time to Kill breakpoints within its Maximum Damage Range by one bullet. Additionally, we have added a third Damage Range. Which is a change we do not suspect to be immensely impactful, as builds that extend Damage Range could push the Mid Damage Range out to nearly 100 meters — which is well beyond the average kill distance for the Krig 6 (BOCW). Though, it is not all bad for the Krig 6 (BOCW); we have reduced some of the Weapon’s ‘bounciness’ while firing which we feel makes it more enjoyable to use.


Light Machine Guns

  • Light Machine Gun Alpha (BOCW)
    • Recoil increased slightly

The Light Machine Gun Alpha (BOCW) had already been an incredibly accurate LMG prior to the changes which added Recoil Control to the Task Force and Match Grade barrels. With a baseline increase to Recoil and a reduction in the total amount of Recoil Control the aforementioned barrels offer, it will be harder to stay on target with Light Machine Gun Alpha (BOCW) at longer ranges.


Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Recoil decreased

The Tactical Rifle Charlie (BOCW), and many other Tactical Rifles have remained out of the spotlight for nearly three seasons. Given that, we feel now is a good time to reassess their effectiveness, cognizant of the razor’s edge of balance on which Burst Weapons exist. While this change will make the Tactical Rifle Charlie (BOCW) far easier to stay on target with, the reduction in effectiveness to Titanium barrels remains intact, which heavily contributed to the dominance of the Tactical Rifle Charlie (BOCW) and M16 (BOCW) several seasons ago.

  • DMR 14 (BOCW)
    • Recoil adjusted

Rather than an outright ‘decrease’ to Recoil, this change is more of a rework. The DMR 14 (BOCW) has languished since its changes in season one, but it has not been forgotten. Expect the DMR 14 (BOCW) to feel like a new Weapon. Semi-auto Weapon enthusiasts rejoice, as the DMR 14 (BOCW) may see a real resurgence following this change.

  • M16 (BOCW)
    • Weapon Kick decreased

Of the Tactical Rifles adjusted in this patch, the M16 received the smallest change. This is partly because we feel the M16 (BOCW) is already in an acceptable spot for Burst Weapons.

  • Type 63 (BOCW)
    • Headshot Multiplier decreased from 2.1 to 1.58
    • Neck Multiplier increased from 1.2 to 1.58
    • Upper Torso Multiplier decreased from 1.2 to 1
    • Lower Torso Multiplier decreased from 1.1 to 1
    • Weapon Kick decreased

The Type 63 (BOCW) has become quite infamous recently — and for good reason. With a single Headshot, Time to Kill could be reduced to 332ms and with two, a mind boggling 166ms. A speed which only Sniper Rifles could compete with a TTK of 0 (only the travel time of the bullet). This should put into perspective how out of line the Type 63 (BOCW) was. While these changes seem extreme, a TTK of 332ms is still possible, it will just require three headshots instead of one.


Submachine Guns

  • Submachine Gun Charlie (MW) with 10mm Auto 30-Round Mags
    • Maximum Damage decreased from 34 to 31

This Maximum Damage change mirrors the adjustment to the base Submachine Gun Charlie (MW) made earlier this season.

  • OTs 9 (BOCW)
    • Maximum Damage Range decreased by 6.2%

The OTs 9 (BOCW) might be a bit stronger than we would like, but we would first like to see how this change broadly impacts the Weapon’s viability. The OTs 9 (BOCW) was always intended to be the quintessence of barrel stuffing Submachine Guns. A Submachine Gun that was intended to challenge Shotguns within their Effective Damage Range. We believe it is achieving that, but its Maximum Damage range, while shorter than each other BOCW SMG, might still be too long. We will continue to closely monitor the performance of the OTs 9 (BOCW) following this change.

  • PPSh-41 (BOCW)
    • Weapon Kick adjusted
    • ADS Sway adjusted

While firing the PPSh-41 (BOCW), the Weapon could kick in a manner that would make it difficult to gauge bullet directionality. This is a subtle change that will have a significant impact on the ability to reliably line up shots.


Sniper Rifles

  • Swiss K31 (BOCW)
    • Recoil adjusted

We have improved the firing Recoil behavior for the Swiss K31 (BOCW). We expect this change to go largely unnoticed as it does not have a measurable impact on the Weapon’s effectiveness but should improve its overall feel.

  • ZRG 20mm (BOCW)
    • Recoil adjusted

Much like the Swiss K31 (BOCW), the ZRG 20mm (BOCW) has received some changes to its firing Recoil behavior to ensure that it looks, sounds, and most importantly feels like one of the baddest Sniper Rifles in Verdansk.

Attachments

Barrels

  • Assault Rifles

    • Ranger/Liberator/GRU Composite
      • Vertical Recoil Control decreased from 10% to 8%

    • Reinforced Heavy/VDV Reinforced/Contour
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Takedown/Contour M2
      • Horizontal Recoil Control decreased from 10% to 8%

    • Task Force/Spetsnaz RPK/CMV Mil-Spec
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%
         
  • Light Machine Guns

    • Match Grade
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Task Force
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%

As we settle on the proper magnitude of Recoil Control for these barrels, we expect this to impact individual Weapons differently. Weapons that more heavily rely on the Recoil Control they received from these barrels may need to be addressed independently to ensure they align with our Weapon mastery goals.

  • Tactical Rifles

    • DMR 14 (BOCW)

      • 16.3” Titanium
        • Damage Range decrease reduced from 25% to 20%
        • Rate of Fire increase reduced from 16.7% to 15%

With the aforementioned changes to the DMR 14 (BOCW), we felt it was necessary to make an adjustment to one of the most powerful attachment stats.

 

Rear Grips

  • Assault Rifles

    • Groza (BOCW)

      • Serpent Grip
        • ADS Speed increase reduced from 9% to 7%

To ensure the Groza (BOCW) does not cross too far into Submachine Gun territory following the increase to its Sprint to Fire Speed and given its already SMG-like ADS Speeds, we are reducing the effectiveness of its Serpent Grip.

Operators

New Operator

  • Hudson: NATO (In-Season)

    • Get Hudson as part of an upcoming Store Bundle, to be released following the launch of Season Five Reloaded.

  • Judge Dredd (In-Season)

    • A limited-time Tracer Pack: Judge Dredd Store Bundle will include:

      • Two Legendary Beck Skins:
        • “Judge Dredd”
        • “Comic Strip”

      • Three Weapon Blueprints:
        • “Quick Judgement” Submachine Gun
        • “Arbitrator Rifle” Assault Rifle
        • “Lawgiver” Handgun

      • One Finishing Move:
        • “Incendiary”

      • One Weapon Charm:
        • “Book of Law”

      • One Wrist Accessory:
        • “Judge’s Watch”

      • One Animated Calling Card

      • One Animed Emblem

Store

Chemical Reaction Pro Pack (In-Season)

Available later this season for $19.99 USD (or your regional equivalent), this is a seven-item Bundle built for those looking for a better bond with victory. Its most notable item is a new “Diabolical” Ultra Operator Skin for Stone and also includes two Weapon Blueprints – the “Primary Injection” Assault Rifle and “Tactical Syringe” Sniper Rifle – which can both make a loadout go nuclear.

Plus, purchasing this Pro Pack gives you 2,400 in COD Points, allowing you to pick up another Store Bundle, get the Season Five Battle Pass before the end of the Season, or gift those Bundles or the Battle Pass to a friend or squadmate.

 

Tracer Pack: Ghost Ship Mastercraft Store Bundle (Season Launch)

This Bundle includes the Ultra-rarity, spectral inspired “Flying Dutchman” Tactical Rifle Weapon Blueprint. Haunt the seven seas with this new armament or use the “Keelhaul” SMG to make your enemies walk the plank.

 

Plenty of other Bundles will be available before the end of Season Five.

Download Size

The Season Five Reloaded update will have a download size of approximately 6 GB for those who own the free-to-play, console version of Warzone and are current on the latest updates.
 

Modern Warfare & Warzone Update 1.42 Warzone Update Sizes

  • PlayStation 5:
    • 5 GB
       
  • PlayStation 4:
    • 5 GB
       
  • Xbox One Series X / S:
    • 5.9 GB
       
  • Xbox One:
    • 5.9 GB
       
  • PC:
    • 6.4 GB (Warzone Only)
    • 7.6 GB (Warzone and Modern Warfare®)

Source: Raven Software

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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.

Home > News

Report: Titanfall 2 Infected With Malware, Respawn Investigating

It just seems like Titanfall fans can’t catch a break, as the latest issue to arise for them now appears to be in the form a nasty malicious software attack as reports are coming in that Titanfall 2 has been infected with malware.

The reports of the Titanfall 2 malware infection first began coming from users, and admins of some of the active Titanfall communities, warning that anyone who has Titanfall 2 currently installed to NOT launch the game under no circumstances as their PC will be infected with some type of malware.

While the exact specifics as to what this Malware actually does to a user PC are currently unknown, Respawn Entertainment, the studio behind the Titanfall IP has come out and confirmed that there has indeed been a security breach and that they are currently investigating it.

Should we spot anymore details, we will be sure to update this post. For now, we highly recommend Titanfall 2 (and even Titanfall 1) players to not to launch the title as previously warned. We would even go so far as even uninstalling it until Respawn Entertainment has stated that is safe to play.

Is this connected to the Apex Legends hacking fiasco from last month? We wouldn’t be surprised if it was. Once we know more, we’ll let our readers know.

Update: Respawn has announced that it’s a “simple exploit” that can be used to crash games, and they do not believe it can cause damage to players’ machines.

We’ll update the post as more news develops.

Avatar photo

James Lara

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

Home > News

MechWarrior 5: Mercenaries Rushes Its Way to PS4 and PS5 This September 24

PlayStation owners finally join the battle and can play in their favorite BattleMechs — MechWarrior 5: Mercenaries rushes its way to PS4 and PS5, with an announcement trailer confirming its release this September 24!

Check out the short but sweet looking action to come between war machines and mercenaries that’s finally returning to PlayStation.

For those who are new to the MechWarrior franchise, here’s the overview of the sequel from the game’s official website.

The year is 3015. Humanity has colonized thousands of systems across a vast region of space splintered by centuries of conflict. The battlefields of the future are dominated by MechWarriors, elite pilots of hulking machines of war known as BattleMechs. It is a lucrative time to be a mercenary.

A World of Destruction – Level entire cities and decimate armies of enemy forces while piloting hundreds of unique BattleMech variants.

Seek The Truth – Follow a path of interstellar intrigue in a quest for glory and revenge as the leader of a mercenary company reborn in the flames of near destruction.

The Merc Life – Manage the intricacies of running an expanding mercenary company, from the maintenance and acquisition of BattleMechs to the hiring of fellow MechWarriors.

Fight Together – Fight alongside your friends with four-player PvE co-op support.

We followed MechWarrior 5: Mercenaries release before when it was an PC exclusive. It recently made its way to Xbox One and Xbox Series X|S last May, and now it finally launches on PlayStation later this month.

Tim Villasor