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Watch Dogs Legion Update 1.22 Now Live for Assasssin’s Creed Crossover Update 5.5

Ubisoft has rolled out the Watch Dogs Legion update 1.22 August 24 patch for the game, which brings the Assasssin’s Creed crossover content! This is called Update 5.5 by the devs, and includes new content for both single-player, and multiplayer.

Watch Dogs Legion Update 1.22 | Watch Dogs Legion Update 5.5 Patch Notes:

New game modeResistance Mode
Step into a challenging new way to experience Legion’s campaign, where:

  • Almost all enemies are Elite and use their special gadget more often
  • Max ammunition is significantly reduced
  • Enemies detect you much faster
  • Albion will detect and recognize DedSec in the open world if you get too close
  • Albion Checkpoints will detect DedSec and trigger an Albion pursuit
  • Albion has trapped some Tech Points around London. Collecting “TRAPPED” Tech Points will trigger an Albion pursuit
  • Tech Tree economy is rebalanced, with the strongest upgrades costing more Tech Points
  • Albion Pursuits are more difficult, escalate faster, and trigger more often
  • Enemies are far quicker to call reinforcements and escalate to lethal force
  • Most abilities, hacks, and gadgets have significantly longer cooldowns
  • Tube station fast travel is disabled
  • Health regeneration takes longer to kick in
  • Explosives cannot be armed with the ‘Trap’ hack. Trigger the “Explode” hack or shoot it when an enemy walks by
  • Injury and Arrest times are significantly longer
  • The Infiltrator Spiderbot cannot execute takedowns
  • Most civilians start out disliking DedSec
  • Permadeath is always ON
  • Added an achievement for completing the campaign on Resistance Mode

You can find more details about Resistance Mode in our dedicated Tea Time with Bagley article.

New game mode: Invasion
The fan-favorite Invasion PvP mode is back in Watch Dogs: Legion, and with Play as Anyone it’s been upgraded to the next level.
As you know from Watch Dogs games, Invaders will attempt to complete the download on Search team members. In Watch Dogs: Legion, Invaders have access to more tools of deception, including the ability to swap to other Operatives in the world to avoid being detected. The Search team will need to use their whole arsenal of weapons, abilities, and tools in the environment, to prevent the download from finishing.

New game mode: Extraction
Another addition to TU5.5 is our third PvP mode, Extraction, Watch Dogs: Legion’s take on Capture-The Flag. A 4 player Free-For-All where you obtain crypto drives and race across the city to upload the data, while other players will try to stop you at all costs.

New crossover event: Assassin’s Creed

  • Two new single-player missions
  • Two new world missions.
  • Season Pass content: New High Value Character – Darcy

Abilities, Gadget and Weapons:

  • Hidden Blade

The iconic Assassin weapon. Improves melee and perform takedowns from any angle

  • Eagle Drone

Scout drone that can self-destruct and can emit a short-range EMP

  • Assassin Training (Passive)

Avoid detection for longer while in stealth, and take less weapon damage while sprinting

  • AR Disguise (Gadget)

Assume the look of a soldier with access to restricted locations. Also applies to nearby allies in multiplayer

  • Assassin’s Gun 

A discreet Brotherhood pistol that fires a single high damage shot. Automatically reloads while holstered

  • Assassin’s Dart Gun

A concealed dart gun that causes human targets to go berserk. Automatically reloads while holstered
Learn more about Darcy in our Tea Time article.

Watch Dogs: Legion of the Dead updates: 
With Title Update 5.5 the game mode Watch Dogs: Legion of the Dead will be available on all platforms directly through the main game, with no separate download necessary.
Game mode updates:

Enemies Archetype 

  • Clan Kelley Grenadier: Wears a dynamite vest and explodes on death
  • Dev comment: This zombie can be strategically used to clear groups of zombies as they will drop a bomb on death. It’s dangerous to let them get close to you though, so keep a distance!
  • Screamer: Let’s out a very distinctive scream alerting other zombies to run toward players.
  • Dev comment: This zombie should be a high priority target for any survivor out there. Take them out with quickly before things go really bad.

Increased density variety 

  • More variety in clusters composition
  • Drones spawning in the street improvements: their number and type can now vary.

Updates to the extraction paths

  • There’s now a chance of heavy fog on half of the paths, dramatically affecting gameplay by reducing visibility for players and enemies
  • Added randomized weather pre-sets in every path, allowing visual distinction between each path
  • Rain, Haze, Heavy Fog, Day and Night
  • 4 new paths added
  • Playlist order is now randomized

Abilities and weapons

  • 6 New Guns added to the list
  • Goblin – Assault Rifle
  • Negev – LMG
  • P308 – Assault Rifle
  • LPO-97 – Grenade Launcher
  • StriborgSR9 Silenced – SMG
  • Vector – SMG
  • 2 new vehicles
  • MK3Marlott
  • CavaleLSE800
  • Car honk and car explosions will now attract zombies

Gameplay

  • Operatives:

Operatives are now kept between runs if the operative explicitly didn’t die. That means that if the previous session fails for any other reasons (time out or another player dying), the player will keep his operative for the next round.

  • You can now reroll Operatives before a session for 1 Credits
  • Extraction streaks will now be shown in the game lobby
  • Co-Op waypoints
  • The game will display the way points of other players, making it easier to cooperate with teammates.

General updates:

The start menu has been updated to include Watch Dogs: Legion of the Dead

High Value Characters:

  • Mina has received a unique loading screen when switching to her.

Fallen Operatives in the Team Menu

  • Fallen Operatives will now continue to be displayed in the Team Menu until you retire them.

Additional Save Slots

  • Added two new save slots to consoles

Operatives on Map

  • All recruited Operatives now appear on the main map with their profile picture.
  • Updated Operative Hover card
  • Portrait, Name, Occupation, and current schedule or primary bio info will be displayed when hovering over an Operative on the map.
  • Operatives go about their daily schedules, but also may place themselves near missions
  • Operative Swap cutscenes play more often when swapping to an operative from the map
  • Operatives appear on the map in both Classic and Resistance single player campaigns

Online Mode:

Spiderbot Arena

  • Increased maximum player limit to 8

New Season

  • Season 3 starts with TU5.5
  • New reward track has been added to the Online Mode.

Co-Op Missions

  • Reduced end of Mission timer to 23 seconds.
  • Mission “Dysfunction” was tweaked in several areas to make it slightly easier to complete.

Bug Fixes

General

  • Fixed an issue that could cause player names to overlap in the Watch Dogs: Legion of the Dead game lobby.
  • Fixed an issue causing a black shadow on Aiden Pearce’s collar.
  • Fixed an issue causing duplicated lighting layers in Watch Dogs: Legion of the Dead.
  • Fixed some closed doors in Watch Dogs: Legion of the Dead.
  • Fixed several clipping issues on Operative outfits.
  • Removed incorrect placeholder text in the in-game store when hovering over items on sale.
  • Fixed an issue causing some emotes to be missing from Wrench’s mask.
  • Fixed an issue that caused the news section of Ubisoft Connect to sometimes not correctly display.
  • Fixed an issue that could cause the game to crash when leaving a mission area while the mission was in progress in the Online mode.
  • Fixed an issue that could cause all hacking interactions to become unresponsive after performing a save/load during the Red King Bloodline Mission.
  • Fixed an issue that could remove already visited shops from the DedSec shop under certain circumstances when creating or joining a new Online mode session.
  • Fixed missing speaker names in the subtitles during the “Inside Albion” mission.
  • Fixed an issue that allowed players to hijack Drones in Watch Dogs: Legion of the Dead without the necessary ability.
  • Fixed an issue causing the subtitles to overlap during the “Vigilance” Bloodline mission.
  • Fixed several missing sound effects when hovering over UI elements with a mouse.

PlayStation

  • Fixed an issue that could cause the menu to freeze and a disconnection error to continuously repeat when disconnecting while accessing the Bloodline main menu on PlayStation 4 and PlayStation 5.
  • Fixed an issue that caused the game to not check internet connectivity when using the “Load cloud save” or “Upload save to cloud” options on PlayStation 4 and PlayStation 5.

PlayStation 4

  • Fixed an issue that could cause the game to crash under certain circumstances.

PlayStation 5

  • Fixed an issue that caused a cinematic during the Bloodline expansion to flash too brightly.

PC

  • Fixed an issue that could cause the game to crash when creating a private lobby after leaving a party in Online mode.
  • Fixed an issue that could cause a mission objective to not correctly update when the player wasn’t looking at the objective while interacting with it during the Habeas Corpses Bloodline mission.
  • Fixed some flickering textures in the Lambeth Towers region.

Xbox

  • Fixed an issue that could cause the game to crash when switching between profiles on Xbox One and Xbox Series X/S.
  • Fixed an issue that could prevent players from joining a co-op Online session after starting the game from standby.
  • Fixed an issue where the game didn’t try to automatically re-connect to the game servers when resuming the game from standby.
  • Added an error message when the console is unable to save progress, to allow players to restart at their earliest convenience. “An error has just occurred that is stopping your game from being saved. Please restart your game to be able to save your progress again.”

Speaking of Assassin’s Creed, both Odyssey and Valhalla got title updates this week, too.

Source: Ubisoft forums

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Alex Co

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

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Fortnite Update 3.27 Sneaks Out This August 24

Epic Games has released the Fortnite update 3.27 patch (PS5 version 1.000.038) this August 24, and given this is an unannounced patch, it’s purely for fixes, and doesn’t offer anything new in terms of content.

Fortnite Update 3.27 Patch Notes for Aug. 24 | Fortnite Update 1.000.038 Patch Notes:

Here’s the announcement from Epic Games regarding today’s Fornite patch:

We are deploying a maintenance patch on all platforms to address stability issues.

You will be prompted to download the patch before launching your game. There will not be server downtime.

That seems to be it for today’s patch. If there are more changes included, we’ll update the post. Same as before, if you spot any gameplay-related or technical fixes not included in the patch notes above, let us know what you find down in the comments below.

More MP1st Reading:

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Alex Co

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

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Report: Destiny 2 The Witch Queen Release Date, Price & Details Leak via PSN Store

Ahead of the Destiny 2 event set for later today, the Destiny 2 The Witch Queen release date has surfaced as pre-order details are now up on the PlayStation Store. The information comes in the form of screenshots on the mobile version of the Store, where the Deluxe Edition is priced at $119.95 AUD, which puts it at around $85-$90 in US currency. The screenshots also reveal the Destiny 2 The Witch Queen release date, which seems to be on February 23, 2022.

UPDATE: Bungie has announced the release date, and it’s February 22, 2022 in the US (which means Australia and Asia will get it Feb. 23 as mentioned above). Watch the reveal trailer here.

Pre-ordering will net players some exclusive goodies, including the Throne World Exotic Ghost Shell, the Enigma Exotic emote and a brand-new emblem. The Deluxe Edition of Destiny 2 The Witch Queen includes Seasons 16 to 19 of the game, two Year-5 Dungeons, an Exotic SMG, catalyst, ornament and an Exotic Sparrow.

You can check out the screenshots for yourself below:

Pre-Order Details 1:

Destiny 2 The Witch Queen release date

Pre-Order Details 2:

Destiny 2 The Witch Queen release date

Again, the showcase for the upcoming The Witch Queen is scheduled for later today, where Bungie will be revealing more about this new expansion for Destiny 2, as well as Season of the Lost details. While Bungie has kept mum on what’s coming in Season of the Lost, the studio did talk about some fo the weapon changes players can expect in the new season.

Stay tuned here on MP1st for the recap of today’s Destiny 2 event later today.

Source: Reddit

MP1st Staff

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Hunt Showdown Update 1.33 Drops for Patch 1.6.1.1

Crytek has released the Hunt Showdown update 1.33, which is tagged as update version 1.6.1.1 by the studio. This features new stuff such as being able to force reload on controllers, Gunslinger control changes and more.

In addition to the notes, Crytek has also penned a letter to console gamers to apologize for the issues players have been encountering since patch 1.6.

Hunt Showdown Update 1.33 Patch Notes | Hunt Showdown Update 1.6.1.1 Patch Notes:

New Accessibility Options

This update brings with it a refactor to the weapon handling system in Hunt. This new system is more solid and should give us much more flexibility when it comes to adding new accessibility features for all platforms.

General

Leave ADS during shotsWe have made it possible to leave the ADS (Aim down sights) state while your weapon is in the recoil phase of the shot animation. Previously, you were locked to ADS until the weapon was finished firing. This change will make you more agile as soon as you stop aiming. This only works with ADS and does not impact switching equipment which will remain as it is.

Force Reload for ControllersIt is now possible to force a reload when using a controller, even if there are interactable items nearby. While the weapon wheel is open, other interactions in front of you will be ignored. By tapping [LB] before you tap [X] (L1 and Square on PS) to reload you can ensure that the reload gets priority over any other interactions.

This will be especially helpful in enclosed spaces such as the hunting towers, which have a lot of interactions close together, making it difficult to find a way to reload without opening every window or climbing a ladder unintentionally.

Gunslinger control changes

Lower weapon

  • Added the ability to lower weapons/items while using Gunslinger (like Hunter mode).
  • Holding [Q] will lower the weapon (tapping [Q] will still perform the quick weapon switch).
  • Shooting is still possible, however there is a slight delay due to having to raise the weapon first (you will not need multiple inputs to raise the weapon).

Keep lowered State (Menu setting)

  • Option added to the settings menu.
  • Select what should happen when weapons are aimed or fired while Lowered State is toggled on
  • Options:
    • Enabled – Weapons automatically transition back to Lowered State after being aimed or fired
    • Disabled– Weapons need to be manually lowered again after being aimed or fired

Hunter control Changes

Dedicated Melee button

  • Dedicated melee button [V], (R3 on console) is now available in Hunter mode (no longer a Gunslinger only option).
  • Works in parallel to standard melee attacks.
  • Allows you to perform melee attacks when in Shoulder Aim or ADS where attack inputs could only fire the weapon

Sprint to Aim transition

  • An option that allows you to determine what happens when an aim input is issued while sprinting:
    • Specifically, if you have ADS/Sprint assigned to the same button (current default setting [L-Shift])
  • Drop down menu Options:
    • Shoulder Aim – Interrupting sprint will go to shoulder aim as normal.
    • Aim Down Sights – Interrupting sprint will go directly to ADS as long as the sprint input is still pressed.

Shoulder Aim toggle

  • Added a drop-down menu option that allows you to set “Shoulder Aim” to ‘Toggle’ instead of ‘Hold’.

The follow applies to Hunter control Scheme only:

  • It is now possible to start sprinting while shoulder Aim is toggled ‘on’ in the following circumstances:
    • If the weapon cannot ADS (Throwables, Bomb Lance, throwing knives and other items that do not have an ADS option)
    • If sprint and Aim Down Sights are assigned to different buttons.

Auto-Interact

  • New menu option that when enabled allows you to continuously hold the interaction button.
  • When holding this, it will automatically trigger interactions when you come close to an item.
  • Great for holding the interaction when running at doors or past windows (easier to open/close).
  • Effect will be enabled after pressing the button for 0.25 seconds, so it is still possible to single tap certain interactions without accidentally triggering everything around you.
  • Option is disabled by default.

FOV optionsThis update brings some FOV changes that we feel have been restricting for some players. Console has been limited to a wide base FOV and does not zoom in when shoulder aiming.Gunslinger on PC has a similar problem, where the FOV is narrow which means that even with the slider set to max, it is still not equal to that of the Hunter Scheme FOV.With this in mind, we are adding two new customization options which are available to all platforms and all control schemes.

  • Lowered State FOV with two options – ‘Default’ or ‘Zoom’.
  • Shoulder Aim FOV with two options – Default’ or ‘Zoom’.

With these settings you can now recreate all the current control scheme zoom defaults on all platforms. (Please note: For technical reasons, console still does not have the standard FOV slider, but these should allow you to adjust everything else around the current FOV.)Default sensitivity sliders are also now available in the Gunslinger scheme and will be used whenever the current weapon is not aiming, similar to how it currently works in the Hunter scheme.

New Menu Animations

With this update we are bringing some life to the Hunter poses to the Lobby and Death screen and Legendary Hunter store pages with a plethora of newly hand-crafted animations. We love to showcase the work our artists have created and now we have a new way to achieve this with these unique animations.

  • Weapon equip animation – All Hunters will now have an “equip” animation that will show in the lobby screen instead of the static poses, allowing the Hunters to show off your chosen gear in style.
  • Legendary intros – Legendary Hunters now feature a signature intro animation that fits their character which gives them an impressive way to show-off. These signature animations will be visible in the Lobby (or when you join a group) as well as on the Death screen. All animations can be previewed in the Legendary Hunter store page. When in a lobby, Legendary hunters will play their signature move followed by the equip animation for the currently selected weapon.

Developer Note:

Currently all Hunters will perform the weapon animations generally tied to Tier 3 Hunters. We plan to introduce new animations for the Tier 1 and Tier 2 Hunters in the future.

New ‘Bounty Revive’ mechanic

Bounty carriers will now have the option to revive a “redskulled” teammate that has lost all their health chunks.

  • The action for reviving a “redskulled” teammate will drain 25 HP per revive, like the necromancer trait.
  • A revived player will return with a maximum of 50HP (always with one large health chunk).
  • It is not possible to perform this action over distance with the Necromancer trait. You must physically interact with the “redskulled” teammate to take advantage of this ability.
  • Bounty revives don’t reward “Revive XP”
  • Team extraction is now also blocked if a dead hunter is in the extraction range:
    • If a living teammate has any bounty token – reviving the dead hunter is possible in this case.
    • If this dead hunter has any bounty token. Reviving would be possible after their teammates picked up their bounty token.
    • Killing a hunter who was previously “redskulled” and revived will not grant any further XP and will not count as a kill towards your KDA.
    • The kills will still be tracked separately in the mission summary screen.
    • Deaths/downs will count towards the KDA of the player being killed, even after being revived from being “redskulled”.
    • Loot: Money is not lootable from “redskulled” players. You can loot tools and consumables as normal.

Developer Note:

With this feature we want to address some issues that we see in the core loop of Bounty Hunt missions and give players new considerations when making tactical decisions at the same time.Currently, picking up bounty tokens yields huge advantages initially but can become the opposite very quickly after the boost is depleted which is why bounty tokens are often left unattended in the early game.

We want to incentivize carrying bounty more by tipping the chances of surviving battles of attrition slightly towards the team which focuses on the main objective. Keep in mind that reviving dead players with bounty will be even riskier than it already is. Healing resources will run out at some point and bounty carriers are still marked on the map.

Another benefit we see is that there should now be more reasons for dead players to stay in the game and root for their teammates because as long as there is bounty in the match, there is also the possibility to extract together.

We have seen many suggestions for similar mechanics that mentioned other costs for reviving dead players like depleting bounty boost or trading health chunks. However, we feel that this would only lead to friction in teams as players would make other players responsible for having to pay a price for their mistakes.

Gunplay

Item Deployment Validation

  • It is now possible to place Trip Wire Traps on stairs and steep slopes (Up to 45°).
  • Improvement made to the collision detection for Beartraps and Ammo Boxes.

Item Deployment Preview

  • Improved the visual fidelity of deployment preview models
    • Preview models are now correctly shaded and react to level lighting as intended.
    • Preview colors changed from green/red to white/red to better fit in to Hunt’s color palette
    • Bear trap is now previewed in primed state

Round start Changes

  • Hunters will now play the weapon equip animation at the start of the round.
  • All weapon actions (except shooting and melee attacks) are now available to use during the “Waiting for Players” state.

This means you can reload weapons that are not fully loaded or switch ammo types before the start of the round.

Hunter

Health Chunks

  • Reduced the cost of 50HP health chunks to 2 trait points (previously 3 trait points).

UI

  • Now it is possible to choose between “toggle” or “hold” to see the Map.

Traits General trait changes

  • Updated the random traits tied to Legendary Hunter recruits (more options/combinations available).
  • Updated the possible traits that can be acquired from closing Rifts in Quickplay.

Bolt-seer

  • We have enhanced the visibility (and fixed some broken outlines) of items that show in Dark Sight when this trait Is equipped. Now, it will be much easier to find your lost bolts, throwing knives and… “other” items. (\cough** #LightTheShadow \cough**)
  • Range increased to 30m (previously 15m)

MetaAdditional weapon stat

  • Sighted Range
    • “The range at which the projectile drop will impact your accuracy in relation to the sights of the weapon”.

***Developer note:***We have introduced this stat to allow players to have a better understanding of how they can use the weapon sights in relation to bullet drop (for example Crossbows, Bomblance) and thus allowing for better opportunities to hit their intended targets.We also want to make you aware that the “Effective Range” stat for Shotbolt ammo for Crossbows and the Bomblance has been removed as their projectile damage is not modified by distance like other projectiles in the game.

World

DeSalle:

  • Reworked the Generator Hut in Fort Bolden and extended the Tunnel Entrance below it to go into the Boss pit building.
  • Attached the Spotlight in the ceiling area of Darin Shipyard to the generator to be activated when the generator is turned on.
  • Updated the Spider Navigation in Fort Bolden
  • Barricaded the bottom floor see-through windows in Pearl Plantation as they were giving an unfair advantage.
  • Closed off one of the buildings in the village next to the Pearl Plantation.

Performance & Stability

  • Reduced game’s memory consumption by roughly 80Mb which is especially relevant for Consoles.

Audio

  • Ambient audio should now play on all parts of DeSalle as expected
  • Improvements made to the fading of different ambient sounds on DeSalle and Lawson Delta

AI

  • General Improvements made to the AI systems.
  • Fixed a potential stall that could occur when Miner Grunts first spawned in the map.
  • Miner grunts will now correctly burst into flames when dying to any sort of full body mutilation such as: Concertina Wire, Bomb Lance, etc.
  • Fixed an issue that caused Scrapbeak to deal more damage than intended with melee attacks such as from the axe and pitchfork.

Gunplay

  • Fixed an issue where some explosive ammo was unable to destroy concertina wires.
  • Fixed an issue where explosive ammo did not deal enough damage to doors and windows
  • Fixed a bug that resulted in custom ammo not being able to break windows.

World

Stillwater Bayou:

  • Fixed a Spot in Cyprus Huts where the player could hide inside the boss lair without being attacked by it.
  • Fixed an issue that caused the crank-operated gate to clip through the ceiling in Port Reeker.

DeSalle:

  • Fixed an issue that would cause the wooden crates that appear at an extraction point to appear at South of Reeves Quarry, even when the extract is not there.
  • Fixed an issue that resulted in not being able to vault through a window in Darin Shipyard.
  • Fixed an area in Reeves Quarry that allowed players to crouch and end up in an unintended spot.
  • Fixed an Issue where some Floors in Seven Sister’s Estate would not render correctly.
  • Fixed a bug where some oilpatches north of Pearl Plantation were not connected to each other.
  • Fixed a bug that prevented players from interacting with a world tool spawn in Heritage Pork.
  • Fixed a bug in Fort Bolden that registered players as finding the boss arena when outside of the actual arena.
  • Fixed a bug where the player could get on top of a chandelier in Pearl Plantation.
  • Fixed a bug in Darin Shipyard where the player could get stuck behind a cash register.
  • Fixed an issue where some assets would disappear when crossing the region-border from King Snake Mine to Stanley Coal Company.
  • Fixed a broken vaultable area in one of the side buildings around Forked River Fishery.
  • Fixed an issue that could result in players getting stuck in a spot next to lamp north of Weeping Stone Mill.
  • Fixed an issue where the player could get stuck between a door and a table in Weeping Stone Mill.
  • Fixed an invisible chain in Stanley Coal Company.
  • Fixed a few floating loot items that would appear around the map.
  • Fixed a bug that prevented players from placing traps on wooden floors in Forked River Fishery.
  • Fixed the audio that would play when walking on the pipes in Forked River Fishery (it now sounds like pipes and not wooden planks).
  • Fixed floating branch spawns across the map
  • Fixed issue where the saloon doors could get stuck if you walk slowly in front of it and stop.
  • Fixed an issue that caused lantern effects being created incorrectly.

UI

  • Fixed a bug that resulted in the active buffs persisting on the screen once down and spectating.
  • Fixed an issue where pressing esc in any tab/subtab while queueing for a match triggered the cancel matchmaking pop up.
  • Fixed a spelling mistake in Russian translation of the Blackcoat hunter.
  • Status effect intensity will now also be displayed in spectator mode.
  • Fixed rare bug where “You are being revived!” message was stuck on screen.
  • Fixed an issue that caused progression for some unlocks to not track correctly which resulted in not being able to unlock the next item in the progression line.
  • Fixed a bug that prevented players from recruiting the Legendary hunters from previous events (Plague Doctor, Skinflint, Billy).
  • Fixed a bug that caused legendary items that could not be bought to appear in the equipment screen.
  • Fixed some Turkish localization issues.
  • Fixed an issue where the Legendary Hunter animation’s audio could be heard when you return from a game.

Console Only known issues:

  • Being prefer to gamma setttings work around in the first paragraph of the notes. Please refer to the gamma settings work around and the start of the notes.
  • some clues may appear to be missing when using Darksight – refer to the gamma settings work around and the start of the notes.
  • Freezes when looking at light sources – same as the previous two, refer to gamma setttings work around in the first paragraph of the notes.

Combined Known Issues

  • Dying to a poison cloud or poison trip mine will result in seeing an empty death screen.
  • Concertina wire can damage players through walls.
  • Death from bleeding damage caused by AI can show as killing yourself in the damage history on the death screen.
  • In some cases, the banish state and extraction state can show the incorrect details. This is purely a visual issue. The normal status will continue as intended in the background.
  • Bleeding damage ticks do not register on the death screen in the damage history.
  • Holding the RMB while switching to a tool does not allow you to immediately prepare a heavy melee attack.
  • In some cases, concertina wire may not break reliably when hit.
  • In some cases, melee damage may not show a hit marker however the damage will still register.
  • Some inconsistencies may be experienced in terms of sensitivity while using gunslinger mode. Melee and weapon turn speeds are slightly different.
  • Gunslinger: Performing a heavy melee attack while you stop sprinting results in returning to the incorrect stance (should return to hipfire stance).
  • Gunslinger: In some cases, players can shoot by pressing melee button after spamming a combination of different actions.
  • Preparing a weapon while in Gunslinger can result in being unable to melee.
  • In some cases, while in gunslinger returning to ADS after cancelling a reload can require too many inputs.
  • Chaining shots while using gunslinger mode is less reliable than in Hunter mode.
  • Switching between fire modes on the LeMat may result in a weird looping audio and cause you to not to return to your previous stance.
  • In some cases, switching to another weapon (looting) can result in the dropped weapon falling under the floor.
  • In some cases, switching weapons while vaulting will result in not seeing your weapon in your hands. Swapping weapons again will solve this issue.
  • In some cases, the clones of the Assassin may become stuck and will not attack players.
  • In some rare cases, the Bomblance will not deal area of effect damage.
  • When attempting to join a Quickplay match, after leaving a team, the “please wait” might change back to red requiring you to press Play again.
  • In some rare cases, the spider may become stuck beneath the floor after jumping on a player.
  • In some rare cases, a health pack can spawn on a clue which will prevent you from correctly investigating it.
  • Training tab can become stuck under other UI elements when leaving the training selections screen. Opening the training tab again will resolve this.
  • In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
  • Shooting a hive bomb that is floating on the water (with a shotgun) can result in multiple instances of the swarm.
  • In some cases, cancelling a reload will cause you to melee instead of shoot in cases where the right mouse button is held down.
  • Spectator mode: Aiming state of the player does not always line up with what is visible while in spectator mode.
  • Trials: In some cases, when replaying an earlier trial mission, you might spawn in with less health chunks than intended.
  • In some cases, crows may react to player noise later than intended. If there is a lot of occlusion between you and the crows, they can also be hard to hear.
  • In some cases, the crosshair for the throwing knives can disappear during gameplay.
  • Challenges: Kill 50 bosses is incorrectly tracked by the killing blow rather than participation.
  • In some cases, the crosshair may not change dynamically when switching between aiming modes and can become stuck at the smaller size.
  • In some cases, after being revived or if a weapon is swapped with a Winfield equipped, the server will register might register that it has no ammo.
  • Tutorial: Consumable replenishment may be incorrect after respawning.
  • Lootable weapons sometimes drop to close to each other making it difficult to loot the correct one.
  • In some cases, if you are unable to loot a weapon it is because the client registers that it fell in a different place than is shown on the screen.
  • Quickplay: Looting a new tool can replace and already existing empty tool, rather than taking up the next available slot.
  • In some instances, players may become stuck in a slow walking state.
  • Quickplay: Picking up a small weapon while performing a switch to a larger weapon results in swapping the wrong item.
  • In some cases, a looted item will still appear on the blue boxes in Quickplay even after another player has taken it. You will not be able to interact with these items.
  • Some geometry layers may not be correct when spectating.
  • In some cases, swapping weapons while in Gunslinger mode can cause the crosshair to disappear.
  • In some cases, where all consumable slots are full, you may not be able to purchase consumable items other than the one in the first slot.
  • Challenges: Hunters that are damaged by other players but receive a killing blow from AI count towards the total. This is not intended and should only add to the total when the killing blow is caused by a player.

Here’s the letter by Crytek:

Console Hunters,

We wanted to provide an update regarding the issues that some of you have been encountering since the release of Update 1.6. We know these issues have been frustrating so we wanted to give some details about a potential work around that can help while we work on the issue from our end.

To be specific, the issues we are referring to are the persistent poison screen that impedes gameplay, the missing clues in Dark sight and the screen freezes when looking at light sources such as lanterns.

Some members of the community, (through reddit and other channels), have noticed a link between these issues and the gamma settings in-game. These details have allowed us to further our investigations and work towards resolving them for everyone.

On top of helping us to look deeper into these issues, some in the community have come up with a potential workaround that has helped to significantly reduce their occurrence. Reports suggest that if you change the gamma settings to 1.05 or higher (up to 1.35 according to some reports) it can reduce these from appearing and getting in the way of your usual gameplay experience.

While we know this is not a permanent solution, we hope that this will allow you all to play as normal as well as ensure you get to enjoy the new event while we continue to find a permanent fix for these issues.

Thank you for your patience during this time and please let us know if this suggestion helps with the issues listed above.

Source: Reddit

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Alex Co

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FFXIV Update 9.17 Released for Minor Adjustments

Square Enix has released the (Final Fantasy) FFXIV update 9.17 this August 24, whcih includes a small list of adjustments. Head on for the full patch notes below.

FFXIV Update 9.17 Patch Notes | FF14 Updates 9.17 Patch Notes | Final Fantasy XIV Update 9.17 Patch Notes:

Update Details]

FINAL FANTASY XIV Hotfixes (Aug. 24, 2021)

■ The following adjustment has been made:
・The increased healing potency effect of the scholar PvP action “Dissipation” has been reduced from 50% to 25%.

・The following adjustments have been made to treasure coffers which appear upon defeating False Idol in the Tower at Paradigm’s Breach:
– The number of 2B cards that appear have been reduced from 3 to 2.
– The stuffed android units furnishing item is now guaranteed to appear.
– All minions obtainable from these treasure coffers are now guaranteed to appear.
– All orchestrion rolls obtainable from these treasure coffers are now guaranteed to appear.

■ The following issues have been addressed.
・ An issue in custom matches for the Feast wherein spectators were able to initiate actions against participants.
・ An issue wherein under certain conditions, leaving the login queue to log in with another character would reset the hotbars of certain jobs for the character that logged in.
・ An issue wherein the gamer server crashed under certain conditions.

That’s about it for this Final Fantasy XIV update 9.17 patch.

Source: Final Fantasy XIV

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Alex Co

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

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FIFA 21 Update 1.27 Kicks Out for Update #20

EA has released the FIFA 21 update 1.27 (PS5 version 1.000.020) August 24 patch today. This is called update #20 by the devs, and includes a small list of changes for Ultimate Teama nd Volta.

FIFA 21 Update 1.27 Patch Notes | FIFA 21 Update 20 Patch Notes | FIFA 21 Update 1.000.020 Patch Notes:

The latest FIFA 21 Title Update will soon be available for the PC (Origin/Steam) and Stadia versions of FIFA 21, and includes the changes below:

FIFA Ultimate Team

Addressed the following issue:

  • Addressed further instances of not being able to Compare Price of Stadium Items.

VOLTA FOOTBALL

Addressed the following issue:

  • A placeholder image could incorrectly display instead of the appropriate 2D headshot for some players in My Squad.

Given how FIFA 22 is almost upon us, don’t expect a ton of patches to be released for FIFA 21 moving forward. That said, if we spot one, we’ll be sure to let our readers know.

Source: FIFA forums

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Alex Co

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AC Odyssey Update 1.55 Released, 1.6.0 Adds 60fps Boost – August 24

Even though it’s almost three years old at this point, Ubisoft has released (Assassin’s Creed) AC Odyssey update 1.55, including the substantial Title Update 1.6.0. This update is notable as it adds a new feature for current-gen consoles, giving the game a 60fps boost on PlayStation 5 and Xbox Series X and Series S.

Check out the full patch notes below:

AC Odyssey Update 1.55 Patch Notes | AC Odyssey Update 1.6.0 Patch Notes:

Patch Sizes:  

  • Xbox One: ~370MB
  • PlayStation 4: ~470MB

Game Improvement:  

  • This update adds 60 FPS support when running the game on Xbox Series X|S and PlayStation 5 through backwards compatibility

That seems to be it. If Ubisoft releases a more detailed changelog that includes bug fixes and the like, we’ll be sure to update the post.

Assassin’s Creed Odyssey is available to play on current and last-gen consoles, PC and Stadia.

Source: Ubisoft forums

MP1st Staff

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Modern Warfare & Warzone Update 1.41 Released for Loadouts

Raven Software has released the Call of Duty: Modern Warfare & Warzone update 1.41 patch today. This is an unannounced title update, and seems to have reenabled loadouts in both Call of Duty: Warzone, and Modern Warfare.

Modern Warfare & Warzone Update 1.41 Patch Notes:

Here’s the latest update from Raven Software:

As some of you have noticed, mid-match Loadout editing has been reenabled for #Warzone pre-match lobby, Plunder, and #ModernWarfare multiplayer.

Enjoy! 🙂

That seems to be it. If there are other changes, we’ll update the post. Outside of today’s patch, there was also a server-side update released recently that included changes which we’ve included below for your convenience.

COD Warzone August 20 Changes:

Gameplay:

Perks:

  • High Alert – Slot 2 (Red)
    • This Perk will now allow the Player to hear the footsteps of enemies using the Dead Silence Field Upgrade.
    • This change only applies to Warzone.
Bug Fixes:
  • Fixed additional collision issues with various elements across Verdansk allowing Players to exploit/peek/shoot through them.
  • Fixed an issue causing the ZRG 20mm (BOCW) scope glass to appear white while held in idle position.
  • Fixed an issue preventing Players from accessing the Store Tab while using the Warzone client in languages other than English.
  • Fixed an issue related to the “Puncture Wound” Nail Gun (BOCW) Blueprint dynamic icon.
  • Fixed an issue that caused the Fennec (MW) to ignore its proper ballistics trajectory.
  • Fixed an issue that prevented Players from applying a sticker to the Cane (BOCW).
  • Fixed various issues related to gifting the Season Five Battle Pass.

Weapons:

Assault Rifles

  • C58 (BOCW)
    • Recoil increased
    • Max Damage Range decreased by 7.4%
    • ADS Speed decreased by 3.4%
    • Bullet Velocity decreased by 8.1%
  • EM2 (BOCW)
    • Reduced Base Optic ADS Speed penalty by 21%
    • Upper Torso Multiplier decreased from 1.1 to 1
  • Krig 6 (BOCW)
    • Minimum Damage decreased from 26 to 25
    • Maximum Damage Range decreased by 7.2%

If you notice any other changes from today’s patch, let us know what you find down in the comments below.

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Alex Co

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Warframe to Showcase Nidus Prime at a Special Twitch Event on August 27

Digital Extremes will finally be showing off more of Warframe and Nidus Prime during a special event for the game this Friday, August 27. The event will be livestreamed on the Warframe Twitch channel, where viewers will also have the chance to win Twitch Drops for themselves, learn more details about the Return of the Plague Star and take a closer look behind the The New War Development Curtain.

Check out more details on this special event below via a press release from Digital Extremes:

Digital Extremes is inviting Warframe players, press, and community to tune in to a devstream with the Warframe team where viewers will be treated to the first full in-game walkthrough of the anticipated Nidus Prime. Coming to Warframe soon, Nidus Prime was first revealed at Tennocon 2021 and is the Prime variant of Nidus, offering increased base stats and extra Polarity Slots providing more Mod customization and stronger builds for players. With Nidus Prime, players can rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes, pull enemies in with an infested pod erupting with tendrils, bind with targets via a parasitic link to deal damage, and swarm nearby enemies with gluttonous maggots.

Viewers tuning in will also have the opportunity to experience a rerun of Tennocon 2021’s wildly popular narrative relay event on all platforms, which was inaccessible to a large number of players during this year’s TennoLive stream due to massively high concurrent viewership. This stress test rerun will take viewers on a guided immersive flashback at some of players’ most momentous and shocking plot moments from Warframe’s history as well as a look back inside the fabled Zariman Ten Zero and other Warframe scenes.

The excitement doesn’t stop here — also being teased on this week’s development showcase is the return of Warframe’s popular Operation: Plague Star event, a popular limited-run event that will see players rallying together to defend the Plains of Eidolon against infested lifeforms before they make their way to Cetus. To make Operation: Plague Star even more explosive, a new weapon will be revealed on stream that will help players destroy the toxic, infested boil before it becomes unstoppable.

The livestream event will be starting 2:00PM ET on August 27, and you can watch it on the Warframe official Twitch channel. Updates on The New War should also prove interesting, as it was reported that Warframe across all platforms will start to see simultaneous releases once that particular update rolls out. The event itself is being billed as one of the game’s largest showcases of the year, so if you consider yourself a true fan of the game you will not want to miss this one out.

Warframe is free-to-play on current and last-gen consoles, PC and the Nintendo Switch.

MP1st Staff

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Battlefield 2042 Plus System for Weapons First Look in Action; Amphibious Vehicles Data Unearthed

While we’ve already reported on how Battlefield 2042 will utilize a new way to change weapons on the fly DICE has dubbed the “Plus” system, we now have our first look at how this Battlefield 2042 Plus system works in the game!

YouTuber MrViana87 has uploaded a short video featuring how easy it is to swap attachments while in the game. No need to respawn, or exit a match, as you can change the scope, barrel, and other attachments as you play. Heck, the user even twiddled with it while parachuting down. Talk about multi-tasking, right?

https://www.youtube.com/watch?v=JsQBP_rcw80

In case you haven’t seen it yet, check out the weapon customization details that have been datamined from the Tech Test.

Speaking of datamine, reliable Battlefield dataminer temporyal has some new stuff for us to chew on, and it’s a look at the amphibious vehicles available currently in the game files. So far, there’s only two, which is understandable given DICE has confirmed that there will be no sea warfare available at launch.

Same as with every datamined info, treat this with a grain of salt, as these are from an alpha build, and there’s a chance that these two sea vehicles won’t be in the game come launch –or, there’ll be even more sea vehicles available. Of course, there’s no stopping DICE from adding more naval vehicles post launch as part of its live-service initiative.

Battlefield 2042 will be released this October 22 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

More Battlefield 2042 Reading:

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Alex Co

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Bloodhunt Closed Alpha Learnings and Updates Detailed, Game Will Be Part of gamescom Opening Night

Developer Sharkmob has finally released all three of their Vampire: The Masquerade – Bloodhunt Closed Alpha learnings. Bloodhunt is an upcoming free-to-play battle royale set in the Vampire: The Masquerade franchise. The Bloodhunt Closed Alpha ran from July 2 to July 4, where players where expected to give their comments and suggestions for the game as it gets closer to launch status.

The following Closed Alpha Learnings come from those two days of testing, and they may or may not appear in the game’s launch. Check them out below.

Alpha Learnings 1

 

Playing with friends

The most requested feature by far is the ability to play Bloodhunt with your friends.

This is a feature we always planned for Bloodhunt, but the focus of the Closed Alpha was mainly to stress test our servers and get some initial feedback. Therefore, we decided not to enable the play with friends feature as it was not critical for the test and not yet where we want it to be from a quality perspective.

We are hard at work with finishing this feature and having it ready for the release of the game. You will be able to invite your friends into the Elysium which you are in, and then group up with them from there.

However, you will not be able to use this in Solo mode, not even when you are wanting to play against friends. The reason for this is because it could be exploited by people teaming up against other players in solo mode which goes against the spirit of fair play and the rules of the game. Needless to say, getting caught teaming up in solo will lead to a permanent ban from the game as we do not tolerate cheating.

 

Various minor issues with traversal

Traversal is an integral part of Bloodhunt, and our intention is for you to have a great flow when it comes to the running, jumping and climbing aspects of the game.

During the Closed Alpha, a few players mentioned that they would sometimes get stuck on certain objects, or being unable to climb on top of specific objects or locations. We looked at many of the cases that you reported on our Discord and we will be working on improving this further to fix any issues which may appear on the map. This will be an ongoing effort as we release the game and keep improving the quality of the map.

If you experience those issues, please keep sending us details on Discord with a video showing the location where it happens, and we will do our best to keep improving the game in this aspect.

Alpha Learnings 2

 

Archetype Balance

We got a lot of comments about the archetypes and the various abilities and their balance. Something that really stood out was the amount of feedback that we got around the Nosferatu clan. Our telemetry data could confirm that they were very capable of being competitive against the other clans.

Our intention with Bloodhunt is to have exciting archetypes that cater to many different playstyles, but at the same time being balanced against each other.

Getting the balance right will be an ongoing process and is likely to get updates and tweaks as more people learn to play the game and find ways to excel with the archetypes.

Additionally, when a new clan gets introduced, we will need to ensure that all of them have a place in our game and are competitive and unique with their own unique playstyle.

We will share more details about the changes that we make to the balance once the game has been released and we have had the chance to warm up with the game update process for Bloodhunt.

 

Matchmaking times

We understand that some players had long matchmaking times, particularly those within a region that may not have had the highest number of Closed Alpha participants locally. The Closed Alpha had a limited number of slots due to the nature of the test being about getting early feedback and giving us an opportunity to test our systems with real players across the world. As such, we expect the matchmaking times to decrease drastically once there are no limitations on the amounts of players who will be able to play Bloodhunt.

The game is also dependent on the good word of our players, so we would appreciate if you spread the word about the game amongst fellow gamers as a healthy number of players across the world will decrease the wait time for matchmaking.

As a back-up, we will also implement a failsafe where if a matchmaking session takes too long, the game will start to look for games outside of the player’s intended region.

While this is not optimal and may lead to net code issues due to bad latency and in the worst case, even packet loss, we still think it’s better to give you the opportunity to play the game, than not at all.

Alpha Learnings 3

 

Cosmetics

We saw that a lot of our players had a lot of fun in the Closed Alpha Test with trying out the cosmetics that were available and, in our survey, we saw many that could not get enough of them. As the Closed Alpha was for testing purposes for a limited period, with no progression being saved, we wanted to limit the available options so that you would spend more time playing the game.

Once we start our live service, we will be continuously adding cosmetic items, and keep an eye on both our community and telemetry data to see what types of items you would be interested in having within Bloodhunt.

We are very excited that so many of you have a desire to fulfill your ultimate vampire fantasy and we cannot wait to see what unique combinations you will come up with!

 

The Red Gas is Too Slow

Looking at your feedback and our telemetry data it’s clear to us that the Red Gas moves too slowly during the end phase of the game.

We have therefore rebalanced the Red Gas behavior and its movements according to the various phases of a match.

With these changes, our intention is to decrease the number of passive playstyles towards the end of the game and push everyone that has survived into one last epic conflict!

Session pacing is something that we want to get right so we will be continuously tweaking related parameters for the foreseeable future.

 

Gamepad support

In the Closed Alpha you got a chance to try out an unfinished version of our gamepad implementation.

While not fully complete, we felt that it was important to include it for the test so that we could get your feedback on it and because we know that there are many players who only feel comfortable playing with a gamepad.

We will keep polishing the gamepad experience to ensure that Bloodhunt delivers a great experience with a gamepad too.

 

Finding the Right Size for the Pacing of our Game

When we were developing the map and planning for its size, our main goal was to find our own unique play pace and not focus too much on what other games in the same space are doing.

Bloodhunt does not have a lot of large open spaces and empty fields, and instead focuses on getting players into combat quickly and having them constantly adapt to the circumstances in which the Red Gas is unavoidably closing in. At the same time, because we are in a dense city space with lots of buildings, there are many opportunities to find strategical flanking routes to outsmart your opponents or quickly seek cover by using the wall-scaling abilities of the vampires. During our internal playtests we found out that this really gives our game its own unique flavor in being truly intense, fast paced and action packed.

With that said, we will be keeping an eye on how this will work when players eventually master the game and understand how to fully utilize its mechanics.

 

Improved key bindings

We heard feedback that some players would like to have more advanced key bindings, and here are the latest improvements that we have been working on:

The movement keys are now re-bindable – this was high on the list for players using certain regional keyboards.

The hotkeys for using consumables are now re-bindable as well.

We also fixed a bug with the Pickup/Interact/Feed button which happened if it had been rebound.

We will continue to gather your feedback on this and see if further improvements are needed down the line.

Sharkmob has also very recently announced on Twitter that the game will be showcased further at gamescom, during the Opening Night Live event on Wednesday, August 25.

Vampire: The Masquerade – Bloodhunt is set to be released at a still unannounced date. It is now available to wishlist on PC via Steam.

MP1st Staff

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Battlefield 2042 Cheats Are Already Being Sold Online

Bad news is on the horizon for Battlefield 2042 fans, as cheats for the game are now being sold online even before the title’s official release. The site (which will not be referenced or named, as we don’t want to promote cheating of any kind) is already marketing and selling these cheats to prospective customers two months before the game officially launches.

YouTuber “Lossy” covers this in a video, which you can watch below.

As referenced in the video, the cheats include some of the more annoying stuff you tend to see in online shooters, like aimbots, ESPs (displays information of every player in the map) and cheat radars. What’s disheartening to think about is how the cheats themselves are marketed as ‘undetected,’ meaning that DICE and EA may have overlooked something during their development for Battlefield 2042.

However, there is some good news, as the game itself won’t be launching until October, and there’s plenty of time to patch vulnerabilities within the system. the open beta next month may prove itself to be the proving ground for the supposed cheats, as right now we have no way of even telling if they will work as advertised or not.

Speaking of cheats, it’s been confirmed in the alpha that the game will use Easy Anti-Cheat, which we’re hoping will do a  good enough job.

Battlefield 2042 is releasing for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X | S and PC on October 22.

MP1st Staff

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COD Vanguard Sees Return of Doors, Tactical Sprint, Weapon Mounting; Alpha Intro Surfaces

In case you didn’t know, Activision sprung a surprise yesterday when it announced that Call of Duty Vanguard will be getting an alpha test this week, on PlayStation platforms! Well, the alpha pre-load and is now live! While we can’t play the game just yet, as the servers are still down, it seems the alpha client’s options menu can be accessed with a little maneuvering, which has revealed a few important details such as the return of doors, Tactical Sprint and more.

As you can see from the image below, you can see “door bash interacton” in the options menu, which should be familiar to Modern Warfare 2019 players.

Another part of the options screen shows the toggle for Tactical Sprint, weapon mounting, mantle.

While doors might seem like a small thing, it aided a ton when camping in Modern Warfare given it was indestructible. Let’s hope that the doors in Vanguard aren’t impervious to bullets and exploions.

Those not familiar with the Tac Sprint game mechanic, Tactical Sprint was introduced in Modern Warfare 2019, and it allowed gamers to run much faster than regular sprinting, though just for a short burst. As for weapon mounting, that too, was introduced in Modern Warfare 2019, and gave players the option to mount weapons to drastically reduce recoil. I gather, out of the stuff mentioned, this (weapon mounting) is the more controversial one, as it made camping a whole lot more viable given you practically had zero recoil when you had weapons mounted.

One thing that’s not visible in the options menu is an FOV (field of view) slider. We’re unsure whether we’ll see this be released in the full game, as Modern Warfare never got it. In case you’re wondering why there are loads of similarities to Modern Warfare and Vanguard, it’s because Vanguard is running on the same game engine as MW 2019. So if you liked the feel and gunplay of Infinity Ward’s latest game, then chances are, you’ll like Vanguard’s as well.

In addition to that, the Alpha intro has surfaced as well! Players can trigger it by taking their PS4/PS5 offline, and you’ll see the entire intro sequence play out, which we tried ourselves, and it works! Here’s the cinematic in case you don’t want to go through all that trouble:

The COD Vanguard alpha will be live this weekend, and you can read about the mode and schedule right here.

Call of Duty Vanguard will be released this November 5 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

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Alex Co

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Apex Legends Update 1.78 Released for Seer Nerfs & More – August 23

Respawn Entertainment has released the Apex Legends update 1.78 patch this August 23, and this brings the much-needed Seer nerfs! Outside of that, there are other changes included as well, which are all listed in the official patch notes.

Apex Legends Update 1.78 Patch Notes:

Passive

  • Increased wait time between sensor spikes for full hp targets (1.25s to 1.75s)
  • Removed center circle ellipses
  • Reduced range beyond 75m (blue spikes)
  • Reduced field of view

Tactical

  • Increased detonation delay from 1.4s to 1.6s
  • Players hit are no longer damaged or flashed. Screen shake from being hit is also reduced
  • Move slow added while holding tactical
  • Lowered volume on audio
  • Fixed tactical fx being visible in firing range when it’s not supposed to be

Ultimate

  • Increase cooldown from 90s to 120s
  • Lowered volume on audio

 

Miscellaneous

  • Fixed several errors related with seer
  • Adjusted volume of voice lines that play when seer is chosen

Other fixes

  • Fixed a problem caused by Climatizer FX (“No existing effect for handle” error)
  • Fixed an issue with challenges (“Array index -1 is out of range”)
  • Fixed most instances of Legends “holding a grenade” when they have none in their inventory (Watson still suffers from this in some rare cases)
  • Fixed an error with using multiple grenades on explosive holds (a following update later today will cause explosive holds to spawn closed again)
  • Switch: Fixed Holospray display

That’s about it. Once we know of the next patch, we’ll let our readers know.

Source: Respawn

MP1st Staff

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Destiny 2 Showcase for Tomorrow Teases the Witch Queen Reveal and More Surprises

Get ready to receive more material and content if you’re a Destiny fan and player, as the Destiny 2 Showcase teases the Witch Queen reveal and more surprises coming this August 24 (tomorrow)!

Here’s the brand new Destiny 2: The Witch Queen teaser to prepare fans for tomorrow’s showcase!

Accompanying the teaser is a little bit of story driven narrative to hype things up.

Seven years of Destiny have led us to here – to the precipice of an adventure unlike any we’ve encountered before. Join us and begin to understand what lies ahead. Will you survive the truth?

Currently not much is known about the upcoming Witch Queen expansion, but it will definitely bring a lot of new stuff to the Destiny 2 storyline — as well as reward players with some new weapons, armor, and goodies that will add replay value and expand the game forward for players new and old to appreciate. Tune in to the pre-show — which begins at 8 am PT / 4 pm BST. The main showcase begins at 9 am PT / 5 pm BST, and all of that can be found at Bungie’s Twitch channel here.

Speaking of the WItch Queen expansion, we covered a report where the content and upcoming changes leaked out — and you can read about that here.

Tim Villasor

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Ghost of Tsushima Update 2.006 Released This August 23 (Update)

Sucker Punch Productions has released the Ghost of Tsushima update 2.006 (PS4 version 2.06) this August 23! This is the second patch released in a three-day span, as we just got a title update two days ago.

Ghost of Tsushima Update 2.006 Patch Notes | Ghost of Tsushima Update 2.06 Patch Notes:

File Size: 206MB (PS5), 104MB (PS4)

Update: Sucker Punch Productions has released what got changed:

Patch 2.06 is now live for #GhostOfTsushima Director’s Cut. This addresses an issue where players were able to arrive on Iki Island wearing the Sakai Armor and were unable to progress.

Unfortunately, Sucker Punch has not acknowledged the patch’s release just yet, though given the small size, it’s most likely for additional bug fixes. The studio should address what’s in it within the day,

In case you’re curious, the last patch touched on future updates as well.

This was what the studio shared regarding patch 2.005:

Patch 2.05 is now live for #GhostOfTsushima Director’s Cut. This addresses a crash that a few users were experiencing. We are currently investigating additional issues and will continue to make fixes/improvements in the coming week

So, hopefully. we’ll be getting concrete news on what fixes were released for today’s title update. Once we know more, we’ll be sure to update the post. If you spot any gameplay-related changes/fixes, let us know what you find down in the comments.

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Alex Co

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Red Dead Redemption 2 JP Version Differences Outlined, Include Less Gore & Nudity

Ever wonder what Red Dead Redemption 2 JP version was like in terms of differences from all the other regions? Well, you can wonder no further as a shrewd Twitter user and known Rockstar Games insider “Ben” detailed everything in a thread. It looks like the Japanese version of the game has less skin overall, both in the form of the sexual content and graphic, gory ones. Files were changed extensively in order to meet the strict Japanese regulations, but if you’re a stickler for this kind of censorship, do not fret; this is only for the Japanese version of the game.

Check out the Twitter thread from Ben below:

I’ve been quite curious what sort of content was changed in the Japanese version of Red Dead Redemption 2 so I took it to myself to find out after nearly 10 hours of research and digging the game files.

Here’s everything I’ve outlined in the thread of my findings!

Due to Japanese rating reguatlions Rockstar was required to include zero form of nudity content and the gore had to be turned down a bit. With the help of modding and my well extensive knowledge of the game it was possible to see changes with the PC version!

Rockstar changed so many files (probably hundreds) to turn down the gore in order to publish the game in Japan. According to the files Rockstar made a couple of edits to the Vanhorn farmhouse (with the monster), the serial killer basement and the meteorite home in Roanoke Ridge.

I spent a fair bit of time comparing the textures between the vanilla and the edited interiors, from what I’ve seen thus far, some gore textures were removed or had some edits made.

https://twitter.com/videotech_/status/1429540978021572618

Just to note these changes will not appear if you don’t own the Japanese version so don’t worry. There is a file in the game files “rowpack_0” which is responsible for containing proper gore assets. I don’t believe this file is included with the Japan version.

Red Dead Redemption 2’s last update came out a few weeks ago, so if you’re looking to come back into the game check out our piece on it here.

Source: Ben (Twitter)

MP1st Staff

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The Elder Scrolls Online Next-Gen Improvements Coming in Update 31 Revealed

While The Elder Scrolls Online is already out for next-gen platforms (PS5, Xbox Series X|S)), Bethesda isn’t done adding more features to it. In a press release sent out, Bethesda has announced The Elder Scrolls Online next-gen improvements that’s set to be rolled out in Update 31, which is due for release this September 8!

The Elder Scrolls Online Next-Gen Improvements Set for Update 31:

All 19 million ESO players to date can look forward to Update 31, a base-game patch that will include a bevvy of bug fixes and performance enhancements, plus new houses, furnishings, and houseguests available in the in-game Crown Store. Here are some key improvements coming to the console update when it arrives on Sept. 8:

  • Dynamic resolution scaling enabled for Performance Mode on Xbox Series X|S and PS5, scaling resolution on Xbox Series X and PS5 between 1080p-2160p and on Xbox Series S between 1080p-1440p
  • For all consoles except for the base PS4 and base Xbox One, a new HDR mode known as “Default” arrives in the Waking Flame DLC, a brand-new setting to keep the intended look of the game’s original artwork while taking advantage of the increased range. For players who prefer the way ESO looks in HDR right now, that mode will remain an option under the name “Vibrant”
  • ​For PC Players, the console render multithreading setting that debuted with Console Enhanced in June will arrive on PC through a new opt-in beta setting, a feature intended to increase frame rates

Those on PC, the new DLC, Waking Flame, is out today! Console gamers are getting it on September 8! You can check out the launch trailer for it below.

Once the patch is out, we’ll be sure to let our readers know. Don’t forget to check out our other The Elder Scrolls Online posts, right here.

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Alex Co

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

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Aliens: Fireteam Elite Review – Scratches the Surface

As a long-time fan of the Alien franchise and a huge fan of both Ridley Scott’s all-time classic horror film, Alien, as well as James Cameron’s Aliens, it’s been a long road to arrive at a proper game that gives the feeling of the latter classic action horror film. Aliens Fireteam Elite clearly shows a love for the franchise in its presentation and lore. For fans there are a ton of callbacks, sound cues, details in the level design that gave me the feeling that Cold Iron studio clearly know their stuff when it comes to the entire franchise, including Prometheus (a movie I am not a fan of from a storytelling standpoint). Unfortunately, that same level of love and care doesn’t extend to the amount of content and variety in the gameplay.

Set in the year 2202, 23 years after the events of Alien 3, the Colonial Marines aboard the USS Endeavor are responding to a distress call from one of the colonies. With this being an Aliens game we all know what they discover and from then on the missions lead them to tracking down the source of the xenomorph threat and destroying it. The story is told through communicating with NPCs on the Endeavor between missions and over comms in mission as well as through pieces of intel you find throughout each level. It’s not very compelling and some of its “surprises” you can see coming from miles away. The best bits are the aspects of lore from the franchise you get in the environments and the encounters. Beyond that, it’s about as middling as it can be.

Class(es) Warfare

Players will take on the role of one of four classes – Gunner, Demolisher, Technician, Doc (Recon is the fifth that unlocks once the campaign is completed) and each class has their own special “Kit” abilities that work on a cooldown cycle. One that buffs the group and the other that can vary on support or assault such as an AOE medical beacon that heals everyone in its radius or a grenade can take out grouped up enemies, for example.

In my playthrough I used both a Gunner and a Doc. The Gunner is the all around class with an M41A/2 Pulse Rifle (the standard full auto assault rifle used by the Colonial Marines) and a pump shotgun with my abilities being “Overclock” – a buff that boosts fire rate and reload speed for the team and a grenade. Doc, on the other hand, has an M41A/2 Pulse Rifle and pistol and has the Trauma Station (the aforementioned healing beacon) and Combat Stims which increases weapon accuracy and stability as well as stamina regeneration and movement speed for a brief amount of time. In the moment to moment combat these kills definitely complement each other and depending on what classes your squadmates choose, you can pretty much handle every encounter.

Since there are only three players per squad a lot of the skills each class has will be mix and match. The game doesn’t restrict players from doubling up on classes but be aware, classes like Doc have much less firepower than say a Gunner or Demolisher, so a squad full of Docs might not be the best decision. Though it might be common considering the weekly challenges do sometimes require three missions to be completed with one class and randoms that join you could all be going for the same challenge.

Less like Aliens, More like Covenant

The combat feels good and it’s fun dealing with the different types of xenomorphs and other enemies I won’t spoil. It’s definitely frenetic at times and where the gameplay mostly shines. I should note that outside of a few missions in the middle of the campaign where a new enemy type that uses guns and grenades is introduced, cover is pretty much useless. The xenomorphs can get around your cover in all manner of ways so it’s best to be moving around and keeping your head on a swivel in order to survive.

As I mentioned earlier, the presentation in the Alien license is great here. The lore callbacks go deep, the level design evokes the very best of the series, the sound design is spot-on, and the xenomorphs all look great and have fun little touches like the xenomorph Drone has the transparent cover that lets you see the skull of the alien just like the in Scott’s original Alien. There are also Warriors, Praetorians and others that I won’t spoil here. If you love the franchise you’ll get a kick out of what the game throws at you.

The campaign is broken into four main missions with three sub-missions each. Each one generally lasts about 20-25 minutes each and it’s here where my issues with Aliens Fireteam Elite truly lie. There’s next to no variety to these missions. Each one consists of navigating a linear corridor (the branches are dead ends that might lead to some intel or a chest that spawns in a random location), taking out enemies, getting to a larger open area, fortifying that area with turrets and traps found in that area, activating a mini-horde mode, moving on, rinse and repeat. Every. Single. Time. On the rarest of occasions my teammate and I (third spot was taken by a bot), had to “search” (hold down a button) in three or four different places around a room for something, but beyond that nothing changes from mission to mission in terms of what we had to do.

Completing the mission and doing so well will give you new weapons, cosmetics, cash and XP points. The new weapons are cool but I found myself sticking mostly to the pump shotgun for its crowd control, and didn’t really find anything better to replace it. Additionally, currency can be spent on weapon attachments that give stat boosts. There are three categories for the attachments that are barrel, clip, and sights. Barrels can boost damage and stability among others, clips boost things such as ammo capacity and reload speed and sights increase things like accuracy and zoom. Cosmetics are surprisingly thin with only one variant for the armor, and a few hats/helmets, stickers, paint jobs for weapons – ie nothing very interesting or exciting. XP has the most value since it eventually will allow you to eventually unlock perks you can use that boost your class that are either general or specific to your class and must fit on the available spaces on a grid. While this will make you more efficient, the missions are still point A to B, fortify and defend, point B to C, fortify and defend, C to exit.

In order to add at least some level of variety Aliens Fireateam Elite include challenge cards which add some kind of modifier to the mission. These can be as simple as getting more currency at the end of the mission, or can serve as a detriment such as having your motion tracker glitch out from time to time which makes the direction of enemies impossible to know. Another hinderance can be where if you don’t exhaust your clip before reloading you’ll lose all of your bullets, which makes it quite the challenge for someone like me who reloads constantly, even if I’ve only fired two bullets. While it doesn’t at all change the repetitive structure of each mission, it does add a wrinkle that kept me on my toes.

There is also a requisite horde mode that is unlocked after completing the campaign that doesn’t really do much to change up the standard horde formula from many other games, including the fortify and defend sections of the campaign other than they’re longer.

Latest Aliens Fireteam Elite Trailer

Game Over, Man

I would be remiss if I didn’t at least mention how truly terrible the ending of the game is. It’s such a mind-blowingly bad decision made here that I can’t even fathom how Cold Iron thought it would be a good idea. Without going into spoilers there is an inevitable confrontation that the game is clearly leading to and to my utter shock you don’t actually have it in a way that makes any kind of sense. Instead of this confrontation you have to run away from it. The game literally tells you that you can’t win and to run. And then when you do escape there’s no cutscene or anything to give a sense of closure to the story you’ve been playing for eight hours. You get the same “Mission Complete” screen and “How you did” wrap-up and then you’re back on the endeavor to get the closing bits of story from dialogue interactions like you did between every other mission. I don’t know if they ran out of time or money but whatever the reason is, it’s not good enough. This was a massive missed opportunity and blunder.

Ultimately Aliens Fireteam Elite is a solid time-waster that offers very little reason to come back to it once the campaign is done. The combat and attention to detail with the license are the highlights for sure, but removed from the Alien license, there is little here I can recommend over other similar games. Hopefully Cold Iron gets another shot at this and can add some variety and give players that confrontation everyone will expect and truly make it something special.

Score: 6.5/10

Pros:

  • Clearly shows love for the Alien license in its presentation and details
  • Combat is fun and frenetic in the moment
  • The different kit abilities add to the combat scenario

Cons:

  • The lack of variety from mission to mission makes every mission plays out the exact same way
  • Not much reason to replay after completing the campaign
  • The ending is laughably abrupt and lacks the confrontation it should have

A review code for Aliens: Fireteam Elite was provided by the publisher and played on PS5. You can read SP1st and MP1st’s review and scoring policy right here.

Sean Mesler

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AC Valhalla Update 4.01 Jumps Out for Fixes This Aug. 23

Ubisoft has released the (Assassin’s Creed) AC Valhalla update 4.01 patch (PS5 shows this as 1.030.100) this August 23, and this is for a small fix. This patch seems to be only for the PlayStation version of the game.

AC Valhalla Update 4.01 Patch Notes | AC Valhalla Update 1.030.100 Patch Notes:

Here’s what Ubisoft had to say about the patch:

We’ll be deploying a small Title Update on PS4/5 tomorrow. This update addresses an issue that prevented the game from saving while navigating Francia. #AssassinsCreed

This is, of course, part of the Siege of Paris DLC. Here’s a description of what’s it about:

Set in Francia, this new adventure will set Eivor on a dangerous path full of gripping questlines across the Frankish countryside towards one of the most infamous battles in Viking history. Players will get their hands on new weapons, abilities, gear, and skills to take on new enemy types. The Siege of Paris will also mark the return of Infiltration Missions, directly inherited from long-time, fan-favorite Black Box Missions. Here, players will have the liberty to choose the best way to eliminate their designated target. The Siege of Paris will be available for all Season Pass owners or as a separate purchase for $24.99 by all owners of the main game.

Once we hear of a new patch for the game, we’ll let our readers know.

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Alex Co

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