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Superman Flies His Way Towards Fortnite With Unlockable Skins and Special Quests

Prepare to play as the Last Son of Krypton and one of the most recognizable superheroes in the world, as Superman flies his way towards Fortnite with unlockable skins and special quests for players can use and enjoy in the online battle royale game!

Thanks to this new collaboration between Epic Games and DC, Superman, Clark Kent, and his world are officially part of Fortnite’s Chapter 2 Season 7 Battle Pass! Here are the details below on what the mysterious Superman Quests are and what players can unlock and use in the game!

The Superman Quests:

COMPLETE 1 QUEST FROM CLARK KENT, ARMORED BATMAN, OR BEAST BOY

Begin helping to see what happened to Clark Kent’s memories. Unlocks the Call to Action Emoticon.

COMPLETE 3 QUESTS FROM CLARK KENT, ARMORED BATMAN, OR BEAST BOY

Clark Kent digs deep to illuminate his past. Unlocks the Superman Shield Spray.

COMPLETE 5 QUESTS FROM CLARK KENT, ARMORED BATMAN, OR BEAST BOY

Clark Kent remembers he’s Clark Kent… and Superman! Unlocks the Clark Kent Outfit.

GLIDE THROUGH 3 RINGS AS CLARK KENT

His powers begin to return. Unlocks the Daily Planet Back Bling.

USE A PHONE BOOTH AS CLARK KENT

His powers are back, thanks to your help. Go to a Phone Booth to suit up!

This Quest unlocks the built-in Secret Identity Emote, which transforms Clark Kent into Superman and vice versa. (Alternatively, players can choose to start matches as Superman in their Locker!) The Superman Cape Back Bling is also unlocked by this Quest.

UP, UP AND AWAY: EPIC QUESTS FOR EVEN MORE REWARDS

You can unlock even more Superman rewards for completing certain amounts of Chapter 2 Season 7 Epic Quests! In addition to new items, these rewards include the “Shadow” alt Style for Clark Kent, Superman, and the Set’s accessories.

In order, the Superman rewards unlocked this way are:

  • The Kal-El’s Cape Glider
  • A Superman Banner
  • The Last Son of Krypton Loading Screen
  • The Solitude Striker Pickaxe
  • The Shadow variant for Clark Kent, the Daily Planet Back Bling (the “Late Edition”), the Superman Cape Back Bling, and the Solitude Striker Pickaxe

When playing as Shadow Clark Kent, activate the Secret Identity Emote to transform into Shadow Superman. (Or choose in your Locker to start out as Shadow Superman!)

We previously covered Fortnite’s latest patch notes in update 3.25, and you can read about all that here.

Source: Epic Games

Tim Villasor

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Report: Halo Infinite Armor to Include Snowman & Other Goofy Variants; Map Images Leak Out

It looks like more Halo Infinite data has seeped out of the Technical Test for the game, as Halo Infinite armor and map images have leaked! Based on the leaked images, it seems Halo Infinite is joining the multiplayer games with outrageous looking armor sets!

The leaked images, which were shared by Instagram account craig_of_the_banished (via PeeingSpartan), showcases helmets for a snowman, samurai warrior, one with horns and more!

In addition to that, a bunch of Halo Infinite multiplayer map images have surfaced too! Originally shared by Twitter user @LeakyHalo, the images have since been pulled by Microsoft. Thankfully, we downloaded them, which you can check out below.

Same as with any other leak or datamined info, treat these ones with a grain of salt. There’s no guarantee that we’ll see all — or any of these — in the final game, though chances are very high. As for the armors looking not-so-serious compared to past Halo games, don’t forget, Halo Infinite multiplayer will be free-to-play, and will emply a Battle Pass. As titles like Call of Duty has proven, people seem to like these far-out and wacky armor designs, so you can’t blame 343 Industries for going that route too.

In other Halo Infinite leaks, an audio clip has surfaced pointing to the game having a battle royale mode.

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Alex Co

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

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Apex Legends Lead Balance Designer Terminated After Controversial Remarks Surface; Dev Posts Apology

Given how almost everything we post online can be screencaptured, it’s probably not a good idea to post stuff that can bite you back in the ass someday. That’s what appears to have happened to Apex Legends Lead Balance Designer Daniel Klein, who confirmed he was terminated by Respawn Entertainment today due to the stuff he posted online back in 2007.

Below, you’ll see screegnrabs of some of the stuff Klein has posted (thanks, Thordan Smash!), which includes a conversation with a friend online, and another where he posted a bunch of about women on his “humor” blog.

Over on Twitter, Klein confirmed he was terminated, and aplogized to his earlier statements. He has since locked his profile, but here’s a screengrab of his tweets (thanks, Biast12!:

Now, before anyone dogpiles Daniel Klein, I’d also like to point out that his wife suffered a miscarriage due to the situation, so please be considerate before tweeting or trying to engage the former Respawn developer.

While Klein’s earlier statements were indeed horrible, it was 14 years ago, and people do change. That said, that’s another story, for another day.

Do you think this is a justified termination or should Respawn just have talked to Klein and gave him a second chance? Let us know your thoughts down in the comments below.

If you want a recap of all this, Thordan Smash released a video about it which you can watch here.

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Alex Co

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

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Rocket League Update 2.01 Patch Notes; Blazes Out for Season 4

Psyonix has released the Rocket League update 2.01 patch and this is for the big Season 4 content drop! The actual event starts tomorrow, but the data to download and prep everything is available now. You can check out the new content and fixes below in the patch notes.

Rocket League Update 2.01 Patch Notes | Rocket League Season 4 Patch Notes:

THE HEADLINES

  • Today’s update prepares Rocket League for the start of Season 4. A second set of patch notes with more information will be posted at the start of Season 4
    • Season 4 begins on August 11 at 8:00 a.m. PDT (3:00 p.m. UTC)
  • Streamer safe music functionality added
  • Introducing penalties for players who quit Casual Playlist games early
  • Added undersized party rank restrictions
  • Player to player trading improvements

CHANGES AND UPDATES

Streamer Safe Music

  • Streamer Safe music allows you to play Rocket League’s included music tracks without worrying about DMCA violations while streaming or recording
  • ‘Streamer Safe Music’ can be found under Settings > Audio
  • Once enabled, Rocket League will remove or replace any tracks that may lead to a DMCA violation
    • The Streamer Safe setting works in conjunction with your chosen settings for Player Anthems, playing the soundtrack in-game, and playing the soundtrack during matches

Matchmaking Penalties in Casual Playlists

  • To improve the average match quality in Casual playlists, we are introducing penalties for players who quit Casual games early.
  • Similar to the matchmaking bans for Competitive Playlists, players who leave Casual Playlist matches early may be subject to a short matchmaking ban. Leaving a single match per day won’t result in a penalty, but repeatedly quitting escalates the length of the ban.
  • There are seven ban levels for Casual Playlists:
    • First – 0 Minutes
    • Second – 5 Minutes
    • Third – 10 Minutes
    • Fourth – 20 Minutes
    • Fifth – 40 Minutes
    • Sixth – 1 hour
    • Seventh or more – 2 hours
  • Once you progress beyond the first level, there is a 12-hour cooldown before the ban level de-escalates by one level.
  • You can now “Vote to Concede” a Casual Match once enough time has passed, similar to Competitive play if your team wants to leave or simply proceed to the next match.
  • We’ve made the following changes to backfill behavior
    • If a player leaves a Casual match, they will not be backfilled into the same match
    • Casual matches with a score difference of three goals or more will not be backfilled. Bots will replace any players who leave the match.

Undersized Party Rank Restrictions

  • To help preserve balanced competitive play, parties of two playing in 3v3 Standard in Competitive or 3v3 Tournaments must be within 3 Ranks of each other
    • Examples of allowed undersized parties
      • Gold 3 + Platinum 3 (three ranks apart)
      • Diamond 2 + Champion 1 (two ranks apart)
    • Examples of disallowed undersized parties
      • Gold 3 + Diamond 1 (four ranks apart)
      • Silver 2 + Grand Champion 2 (fifteen ranks apart)
  • This change does not apply to Extra Modes Playlists or Casual Playlists
  • This change starts with Season 4

Player to Player Trading Updates

  • Once both players have entered items and accepted terms, a new trade review screen will appear
    • This screen will display all items involved in the trade
      • All item details are visible at all times on this screen (Painted color, Certification, Special Edition type, Esports affiliation)
    • No new items can be added once this screen appears
      • There is a five-second countdown before the Accept Trade button can be used
      • You can cancel out of the Trade Review screen if you want to go back and add/remove items

Game Ban Messaging

  • New messaging will inform you if your account is close to a permanent ban
    • Similar to current ban messaging, and Report Feedback, this message will appear as a pop-up once Rocket League is started
    • “Due to the number of bans issued on this account, the next ban from Psyonix may be permanent. Please do not use harassing or toxic language in future matches. For more information, please go to support.rocketleague.com”
  • Previous chat and game bans on your account are taken into consideration before this message is delivered

Player Count Display

  • The way player population is displayed in-game is changing
    • Total players online is no longer displayed
    • Playlist population display has been changed. Based on a playlist’s population, players will see one of the following
      • Amazing
      • Great
      • Good

General

  • Tactical Rumble is now available as a Rumble Mutator in Private Matches

NEW CONTENT

Monstercat (Antenna)

  • ‘AK’
  • ‘A.M.R’
  • ‘Arielle Maren’
  • ‘Dyro’
  • ‘Emily Vaughn’
  • ‘Ellis’
  • ‘Haneri’
  • ‘Hayve’
  • ‘Hoaprox’
  • ‘KUURO’
  • ‘PROFF’
  • ‘Shingo Nakamura’
  • ‘Saxsquatch’
  • ‘Vintage & Morelli’
  • ‘YUAN’

General

  • Changed name of ‘Inamorata’ Goal Explosion to ‘Carbonator’

BUG FIXES

  • Fixed appearance of trim on Octane when using Linares, Nooo! Decals
  • [PC] Fixed a crash when loading into Utopia Coliseum (Snowy)
  • Fixed appearance of several Trails when previewed in the Garage
  • Fixed appearance of grass near player’s car on Forbidden Temple (Day)
  • Fixed appearance (inconsistent lighting) for Visionary Wheels
  • A loud, quick beat of music heard at game startup has been removed
  • Fixed players logging in as Player 1 instead of their normal account
  • Fixed matches not counting as completed when leaving a match during the final replay
  • FPS improvements to some Arenas
  • Fixed players logging on, receiving a “Syncing Failed” message, and missing their inventory
  • Fixed players crashing upon loading into Utopia Coliseum

Rocket League Season 4 starts at 8AM PDT/11AM EDT/11PM HKT/3PM UTC on August 11.

Source: Rocket League

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Alex Co

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

Home > News

Forza Horizon 5 Toyota Supra Shines Beautifully in New Gameplay

Playground Games made a surprise announcement yesterday when they unveiled the full Horizon 5 map size, along with the 2020 Toyota Supra GR. To help showcase this off, here’s nearly 12-minutes of raw gameplay footage for Forza Horizon 5, showcasing the 2020 Toyota Supra GR.

Forza Horizon 5 Toyota Supra Gameplay

What an absolutely stunning game. Even if you aren’t a fan of racing games, those visuals alone should be enough to get that adrenaline pumping.

About Forza Horizon 5

Your Ultimate Horizon Adventure awaits! Explore the vibrant and ever-evolving open world landscapes of Mexico with limitless, fun driving action in hundreds of the world’s greatest cars.

This is Your Horizon Adventure

Lead breathtaking expeditions across the vibrant and ever-evolving open world landscapes of Mexico with limitless, fun driving action in hundreds of the world’s greatest cars.

This is a Diverse Open World

Explore a world of striking contrast and beauty. Discover living deserts, lush jungles, historic cities, hidden ruins, pristine beaches, vast canyons and a towering snow-capped volcano.

This is an Adventurous Open World

Immerse yourself in a deep campaign with hundreds of challenges that reward you for engaging in the activities you love. Meet new characters and choose the outcomes of their Horizon Story missions.

Forza Horizon 5 will be releasing on November 9 for the Xbox One, Xbox Series, and PC. It will be available for purchase, though for those who are subscribed to Game Pass, it will also be available on the subscription the same day it launches.

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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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Techland Talks Dying Light 2 – Different Modes, Easter Eggs, Next-Gen & More

While it’s been spending quite some time in the kitchen, Techland is finally releasing Dying Light 2 later this year! Given how much support the first Dying Light has gotten since its release, we here at MP1st are excited to see what the future holds for Dying Light 2.

Thankfully, the fine folks at Techland have set aside some time outside of their busy schedule to talk to us about Easter eggs, next-gen, DualSense, and loads more. Read on for our interview with Lead Level Designer at Techland, Piotr “SiCK” Pawlaczyk.

MP1st: Was there always intentions for a sequel? Or was the success of the first game kind of a big shock for everyone?

Pawlaczyk: I’ve been here at Techland a long time, and we always wanted to deep dive into a “zombie theme” and add something new to this area – this is how Dead Island began. And this vision of Dead Island hit players on a big scale, showing us that this direction was a good path. But even then, we were always thinking, what more can we do? How to give players a bigger freedom and break the rules known from other titles. Dead Island wasn’t a hundred percent our IP so we couldn’t jump over a few obstacles. This independence we were missing by this time escalated in a new project – Dying Light.

It started a new period in our life as developers. Now the only limitations we faced were time and our creativity. Nobody imposed anything on us and it was the most creative time for us, full of challenges – this is how I think about those days.

Was it a shock? Somehow yes. We of course enjoyed Dying Light a lot, not only as developers but also as players, we had a great time playing and doing it. We had that feeling that maybe… players would love it too? But looking today, how many people bought this game and how many of them are still playing – this is a really shocking thing!

Dying Light 2 Stay Human is a natural evolution of Dying Light. We came up with some new ideas, improvements and new elements we wanted to add to this world. And you know what? Today, while we are playing DL2 and waiting for the release with you, we have even more fun than a few years ago waiting for the first game!

Dying Light 2 Interview

MP1st: The parkour in the first game was probably the feature that most directly affects the moment to moment gameplay and fans really loved how easy it was to perform and how good it felt to be executing these moves while navigating the environment. It was intuitive and made perfect sense in that world. Then by the end of the game you had the grappling hook and other gadgets that made the movement nearly perfect for what it was trying to do.

The question then is how are you intending to improve on a system that so many people thought so highly of? What can you tell us about trying to improve a system that’s so good already? Or is it just a matter of keeping it intact and not messing it up?

Pawlaczyk: Starting our work on Dying Light 2 we set up 4 main game pillars, which should define it and be the biggest highlights of the game. Vast open world in modern dark ages, creative & brutal combat, day & night cycle and of course our new element of choices & consequences. The first three of them were present in Dying Light, and our main goal was to make not only one step, but many steps forward. To make these well-known mechanics new and satisfying for everyone, both old franchise fans, and new players.

Parkour has many improvements. New moves, new skills and new tools like paraglider or reworked grappling hook, which is more satisfying, but also takes more time to master. Even slightly but meaningfully improved protagonist animations are really important to increase gameplay fluency and to give you the feeling of natural movement.

We also needed to improve our world building approach by thinking about something we call “Parkour Flow”, something we build that way, to give skilled players the ability to move smoothly and quickly while using all parkour combinations and moves combos with great timing. Geometry played a big role and started to be really complicated, but also full of opportunities for us. And the top of the tree is a new possibility of evolving the gameplay space using the parkour helpers, added into the game by our choices.

MP1st: Based on your character’s progression. At the beginning you were having to use the parkour for stealth and to run away since you were very vulnerable. And night time was genuinely dangerous so you had to get to cover as quickly as possible. But by the end of the game it shifted into much more of an action game and killing zombies mostly became a fun hack and slash with increasingly cool combo weapons.

How intentional was that in the first one and how has that dramatic shift in gameplay based on progression affected your design for this sequel? We’ve seen the way the world will change in some of your previous announcements but what can you tell us about how your character and the gameplay will change and progress?

Pawlaczyk: What you described, In Dying Light, was deliberate. We wanted to throw in a pinch of horror in this action-packed game. In DL2, we put much more emphasis on the distinction between day and night gameplay. These are almost two separate worlds, differing from each other in the style of the game, opponents and mechanics that players will use most often. Speaking of, during the day we will meet more human enemies, fighting differently and more organized than infected, and you need a specific approach to fight them effectively. You can of course meet infected during the day (even a few of the special ones), but mostly sunlight makes them weaker and slower, so they are not as big a threat as bandits or other groups.

But within the night, everything changes. People are hiding in their safe zones, infected – especially the new types – come out from their lair to feed, it gets really dense and dangerous.

Still, the night is the best way to freely explore those lairs. Hordes of infected are outside now, and you can try to dive into dark places to gain priceless loot. Visiting the lairs at night will also be necessary to complete some missions. An attempt to execute them during the day will result in almost certain death.

MP1st: Since the release of the first game there have been some really exceptional open world games released. Red Dead Redemption 2, The Legend of Zelda Breath of the Wild, and Middle-Earth: Shadow of War to name a few. The expectations for the depth of world building, interlocking mechanics, and meaningful impact of player choice have all been raised. How will Dying Light 2‘s open world compare and contrast some of these other heavy hitters in the space and how is new tech and the lessons from the last game affecting the world design?

Pawlaczyk: Each developer always keeps an eye on the games market – so that they can learn not only from their own failures and successes, but also learn from the mistakes and successes of others. We are all players as well as developers so we sink into worlds created by others, only in open world games – everything that shows up on the market, everything that can give us a short break – sometimes these titles can inspire us at work.

But what affected the world design the most in DL2 were the main game pillars that I brought up earlier: vast open world, combat, day & night, choices & consequences, and their evolution had a big impact on our open world. We also wanted to highlight all of the possibilities of movement that we gave to Aiden. So we started to build the city space to make it always absorbing and satisfying. Running across the roofs of buildings should always be a journey itself. During their exploration of the open world, players can use additional tools, such as a paraglider or a grappling hook, which further diversify their movement in open spaces and discover the world, regardless of whether they follow the main storyline or complete all side missions. Every flat space should make you feel like “dancing on controllers”, thanks to all the geometry we put on your way. Also you can creatively use parkour in your combat and when we add to those two the next one – choices & consequences – when you can unlock new facilities, it changes your gameplay, supporting your parkour fighting skills and giving you new activities – specific for the chosen faction.

We always tried to avoid counting our world in square kilometers of empty space, instead we wanted to give players a reach, full of layers of exploration which is evolving on different levels. Different gameplay in the day and different in the night – full of diverse activities influencing not only Aiden’s but also the whole City.

MP1st: Here’s something that blows my mind; Six years and counting and the team is still releasing updates and fresh content for Dying Light 1. You don’t see that kind of support unless you are a major multiplayer game, and to me, as a fan it’s incredibly amazing that I can go back and play one of my favorite games with all new content. Safe to assume we will see that level of support long after Dying Light 2 has been out? Are there perhaps certain aspects that were doubled down on, not to say it’s a live service, but to keep a steady flow of content dropping for players in the future?

Pawlaczyk: After the release of Dying Light, we realized that what we wanted the most is to always listen closely to our community. Watching how people are playing in our game, observing their behaviors and listening to their voice by reading all of those comments in different places, we kept updating Dying Light. Every DLC, bundle and event was somehow related to our community expectations or just predicted by our passion about this game. Thanks to our fans, Dying Light is still alive and we constantly improve this title. Just like we want to do it with Dying Light 2 Stay Human and every future project.

MP1st: Speaking of the first game, next-gen consoles are here so are there any plans at releasing a possible 60fps update or even a native next-gen port of the original?

Pawlaczyk: Right now we are focusing on the release of Dying Light 2 Stay Human and other projects. So nothing to say at this time but we hear our fans and we know they are waiting for this kind of information.

MP1st: Having worked on the next-gen platforms, what kind of technical benefits are you guys seeing in the beefier consoles that the team is excited about? Can we expect Dying Light 2 to take advantage of the hardware, within the game’s design of course.

Pawlaczyk: We are excited about every effect that uses Ray-Tracing – and the list of those effects is not close yet! We are working closely with our partner on developing them. We have a Quality and Performance mode, experimenting with DualSense features. New consoles are great equipment and to be honest, the list of features we are excited about is very, very long!

MP1st: Past interviews mentioned how frames-per-second was more important than resolution. I completely stand by that myself and have always preferred that. Any chance we can expect to see a full performance mode (strips visuals a bit and resolution) dedicated to that in next-gen consoles? What about 120fps? What if players want a 4K dedicated mode, are there plans for a visual mode at 30fps with 4K? Options never hurt right!

Pawlaczyk: We are developing several options for new generations. For players who prefer visual experiences, we have prepared the Quality mode which, thanks to the use of ray-tracing, has significantly improved the quality of the scene, with an emphasis on environment lighting. In quality mode players will observe greater accuracy of e.g. volumetric effects and many other frame post-processing elements. The ray-tracing itself is then the basis for generating, for example, physically correct shadows. For those who, as you, appreciate smooth gameplay, we have prepared the Performance mode, which focuses on a high frame-rate (60FPS + optionally with VRR), making the experience of fast gameplay elements such as a course or combat even more smooth.

MP1st: What about DualSense features, what can you say about them? How does Dying Light 2 take advantage of those features?

At the moment when we heard about the brand new features of the DualSense controllers, we liked their capabilities very much and we started working on the implementation of these features in Dying Light 2. For example, adaptive triggers gave us a lot of room for experimentation. For the equal experience of the players, we try to balance the use of new controller capabilities so that they are an addition, not the main feature that players using previous generations of controllers connected to PC would miss. The new audio capabilities in the DualSense are also of interest to us. We are analyzing the possibilities of new devices, but remembering equally strongly about the owners of previous generations. We want Dying Light 2 to provide gameplay at the highest level, regardless of the platform you have.

MP1st: Cross-play, I believe we saw an ESRB rating indicating it’s there, care to comment?

Pawlaczyk: Nothing is confirmed until we officially confirm it, and unfortunately, I’m not the guy to confirm these revelations. Maybe during the next interview! Who knows?

MP1st: Easter Eggs, the first game had a ton of them, and some cool ones like the Super Mario World 1-1 level, and plenty of other games and pop culture references. We suspect Dying Light 2 will have plenty, can you share one without spoiling exactly what it is? Also, does Dying Light 1 have any hidden ones yet to be found (as far as you know)?

Pawlaczyk: Of course! Dying Light 2 will be full of Easter eggs – how could it be different? We will reach some fresh and classic movie hits. We will blink an eye on many games, but the biggest amount of references will be found deeply in our hearts – with Dying Light.

Speaking of Dying Light Easter eggs, they were almost all found, but I can share some small, but pretty interesting info with you. One of our graffiti on walls next to The Tower is a graffiti from our Level Design team with team tags. And the other one, “NoMesh” is related to our world editor. Every time when some object is rejected from the data, “NoMesh” shows up to let us know we have to take care of something. While we were working on The Following, a few developers created a music band called, don’t be surprised! – “NoMesh”!

MP1st: Anything you guys would like to add to let your fans know?

Pawlaczyk: After so many years of working here I would like to say thank you, to all of the DL fans! Developing Dying Light for as long, or creating Dying Light 2 in which we put a lot of our hearts, would not be possible without you. Don’t be afraid to write to us – we are watching all the time. We cannot wait to see your reactions for this next chapter of a long journey for us – and a new journey for you. Stay tuned, stay healthy, and most of all… Stay Human!


Thanks Piotr, and everyone over at Techland (and the PR team!) for taking the time to talk to us. Dying Light 2: Stay Human is set for release this December 7 on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

MP1st

MP1st Staff

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Tales of Arise Free Trial Edition Arrives on August 18

Embark on a little RPG exploration with a free demo coming your way, as Tales of Arise free trial edition arrives on August 18 for PS5, PS4, Xbox Series X|S, and Xbox One — giving players a taste of Bandai Namco Entertainment’s upcoming RPG epic!

In the upcoming free trial, players can look forward to battle tutorials, as well as other activities and gameplay such as camping and skits, as well as battling the Gigant!

For those who are new to the game and its plot, here’s the details from the official page of the game.

Challenge the Fate That Binds You

On the planet Dahna, reverence has always been given to Rena, the planet in the sky, as a land of the righteous and divine. Stories handed down for generations became truth and masked reality for the people of Dahna. For 300 years, Rena has ruled over Dahna, pillaging the planet of its resources and stripping people of their dignity and freedom.

Our tale begins with two people, born on different worlds, each looking to change their fate and create a new future. Featuring a new cast of characters, updated combat, and classic Tales of gameplay mechanics, experience the next chapter in the world-famous Tale of series, Tales of Arise.

We previously reported that Tales of Arise would have next-gen versions, and you can read about that here.

Tales of Arise will be released for PlayStation and Xbox consoles on September 9, while PC and Steam get it on September 10!

Tim Villasor

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Diablo 2 Resurrected Open Beta & Early Access Schedule & Details Revealed

Over the weekend, the Microsoft Store has seemingly leaked the date when the Diablo 2 Resurrected beta will be available. Today, Blizzard Entertainment has announced the Diablo 2 Resurrected open beta and early access dates, schedule and more!

Diablo 2 Resurrected Beta Schedule:

Early Access Beta Schedule: August 13-16 at 10AM PDT/1PM EDT/1AM HKT

Open Beta Schedule: August 20-22 at 10AM PDT/1PM EDT/1AM HKT

Time Zone Converter

There are two new classes that will be available in the beta, and they are Druid, and Paladin!

DRUID

The Druids are a nomadic race who hail from the untamed lands of Scosglen. Rugged and beautiful, the home of the Druids is teeming with Werewolves and other abominations lurking within the encroaching wilderness. To survive and rule over these wilds, the Druids must forfeit their humanity to awaken the beast within.

PALADIN

Originally from the lands of the west, the Knights of the Faith, also known as Paladins, are holy warriors spread across the realms of Sanctuary. These soldiers of faith use holy magic in the war against the dark agents of Hell, wandering across the realm spreading their virtues or purging heresy. These battle-ready devotees of the light are a necessary bulwark against the forces of darkness.

Both Diablo 2 Resurrected will have multiplayer enabled, alongside cross-progression on PC, PS5, PS4, Xbox One, and Xbox Series X|S. Up to eight players can play together in one game. Per Blizzard, “Besides complementary skills that help each other in battle, experience, monster hit points, and the quantity of items dropped scale upwards as more players join the session. Additionally, players can choose to duel each other or even claim a rival’s ear in PvP combat.”

Also, both Act 1: The Sightless Eye and Act 22: The Secret of the Vizjerei will be fully playable. The fully remade Act 1 and Act 2 cinematices will be also be viewable in the Diablo 2 Resurrected beta tests (both open and early access).

Those who purchased Diablo 2 Resurrected (and own Diablo 3), they will be able to unlock the Heritage of Arreat — a Diablo II-themed Barbarian transmog set that Diablo 3 Barbarians can wear! Anyone who who pre-purchased the Diablo Prime Evil Collection can also earn their Mephisto pet and equip the Hatred’s Grasp wing set in Diablo 3. More details on that here.

Here’s an FAQ on the beta.

Q: How long will the Beta last?

A: The Early Access weekend test will run until August 17 at 10:00 a.m. (PDT). The Open Beta weekend will run until August 23 at 10:00 a.m. (PDT). This will allow us to get the right amount of gameplay feedback and client performance data. Reference this Time Zone Converter to identify when the test will end in your region.

Q: Do I need Xbox Live Gold or PlayStation® Plus to participate in the Open Beta?

A: Xbox Live Gold is required to play during Early Access to the Open Beta and to access multiplayer features at launch on Xbox platforms. Xbox Live Gold is not required to play during the Open Beta (non-Early Access) on Xbox platforms. PlayStation® Plus is not required during Early Access or the Open Beta, but will be required to access multiplayer features at launch on PlayStation systems.

Q: Are test participants permitted to capture, record, or stream the Diablo II: Resurrected Beta?

A: Yes, all players are allowed to capture, record, or stream the game throughout the Early Access Beta and the Open Beta.

Q: Why is the Beta not playable on Nintendo Switch ™?

A: We are working closely with our platform partners to ensure a successful launch of Diablo II: Resurrected on all platforms. While the Open Beta will not be available for the Nintendo Switch ™ system, the Heritage of Arreat transmog for Diablo III is intended to be available as a pre-order incentive to players on Nintendo Switch™ when Diablo II: Resurrected launches across all platforms on September 23 (subject to changes). Wishlist Diablo II: Resurrected on Nintendo Switch™ here to stay up to date.

Q: Why are there only five classes playable in Beta?

A: Diablo II: Resurrected will launch with seven playable classes. We are focusing our gameplay testing on five of those classes—the Amazon, Barbarian, Sorceress, Druid, and Paladin, who will be joined by the Assassin and Necromancer when the game officially launches.

Q: What Acts are playable in the Beta?

A: Diablo II: Resurrected will launch with the full narrative experience of the game, alongside the narrative content of the expansion, Lord of Destruction. For this test, we really want to hone in on early gameplay in the settings of Acts I & II.

Q: Will my progression from the Beta carry over to the next test?

A: If you participate in the Early Access weekend, your progression from that test will carry over to the Open Beta, which kicks off on August 20.

For the complete FAQ, head on over here.

Diablo 2 Resurrected will be out this September 23 on the PS4, PS5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch.

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Alex Co

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

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Windjammers 2 Is Coming to PS4 and PS5 as Open Beta Begins This August 11

Get ready to fling some discs and go for epic showdowns, as Windjammers 2 is coming to PS4 and PS5 — just as the open beta for the game begins for PlayStation and PC users this August 11!

Check out the new trailer on how to play the game as presented by coach Gary Scott!

For those wondering what the beta will bring, here are the details via press release!

The open beta offers several playable characters, each with their own advantages: the agile and newbie-friendly Steve Miller, the well-balanced Biaggi, the incredibly swift series newcomer Sophie de Lys, and the now-confirmed, tanklike returning star Gary Scott. Novices and seasoned competitors looking to warm up their throwing arms can find help from Gary in a fresh trailer outlining the mechanics and deeper strategies fueling Windjammers 2’s layered action.

Athletes can face off in online ranked play across courts spanning a sandy beach, roaring stadium, rowdy ring, or a towering rooftop complete with shot-deflecting bumpers. The open beta allows PS5 and PS4 owners to go head to head, while Steam users can battle to conquer their own league. Score goals through unpredictable play, unleash special moves for an upper hand, and climb the open beta’s leaderboards to become an indisputable champion.

Meanwhile, Windjammers 2’s publisher Dotemu was recently acquired by Focus Home Interactive, and you can read about it here.

Windjammers 2 open beta will run for PS4, PS5, and PC users from August 11 to August 22.

Tim Villasor

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Apex Legends Update 1.77 Adjusts Legend Abilities & More – August 10

Respawn Entertainment has releasd the Apex Legends update 1.77 patch this August 10, and this includes tweaks to legend abilities! Those hoping for a Seer nerf, sadly, this isn’t part of the adjustments.

Apex Legends Update 1.77 Patch Notes for August 10:

Here’s what Respawn Entertainment has revealed for today’s patch:

We’ve just shipped a minor @playapex update that:

  • Fixes bugs with Seer’s abilities
  • Solves a script error that was sometimes triggered by an interaction between Fuse’s ult and Wattson’s ult

“Later today” the items below will also be rolled out:

  • Reduces Prowler damage from 15>14
  • Reduces speed while ADSing with the L-Star
  • Fixes a map hole near Climatizer
  • Raises prices for the Prowler and L-Star in Arenas

According to Respawn, a balance pass is set to go out for Seer next week!

In other Apex Legends news, Apex Legends cross-progression won’t be available until sometime in 2022 confirmed!

If there are more changes in today’s patch that’s not included in the list above, we’ll be sure to update the post.

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Alex Co

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

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New Destiny 2 Weekly Reset August 10, 2021 and Eververse Rotation

It’s Tuesday, and that means another heaping of activities are live for players to complete in Destiny 2 is now live! The new Destiny 2 weekly reset August 10, 2021 refresh of activities is now live, with details listed below, along with the Eververse rotation of items for sale.

New Destiny 2 Weekly Reset August 10, 2021 and Eververse Rotation:

Nightfall – The Ordeal: The Insight Terminus

Modifiers:

  • Nightfall: Adept
    • Scorched Earth: Enemies throw grenades significantly more often.
  • Nightfall: Hero
    • All previous modifiers
    • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Cabal: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
    • Hero Modifiers: Extra Shields
    • Kargen’s Stratagem: Incoming Void and environmental damage increased.
  • Nightfall: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
  • Nightfall: Master
    • All previous modifiers
    • Togetherness: Base health regen is reduced. If near another player, health regen is increased.
    • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Champions: Mob: This mode contains additional Champions.

Rewards:

  • Nightfall Exclusive DropThe Long Goodbye (Sniper Rifle)
  • Powerful (Tier 1) reward: Get 3 points by completing runs. Higher difficulties grant more points.
  • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

Weekly Crucible Rotator: Momentum Control

Fight for Valor by capturing zones and defeating opponents. All weapons are more lethal; abilities replenish only with targets defeated, and tracker is disabled.


Vanguard Burn: Arc Singe

The other modifieres rotate daily, check out the Daily Reset Thread for them!


Europa

  • Eclipsed Zone: Cadmus Ridge
  • Empire HuntThe Technocrat: Defeat Eramis’s technology expert, Praksis, the Technocrat.
  • Exo ChallengeSimulation: Safeguard: Simulated Skill-Set Training: Test your defensive abilities amongst a Vex onslaught.

Legacy Activities

  • Moon:
    • Wandering Nightmare: Nightmare of Horkis, Fear of Mithrax (Anchor of Light)
    • Trove Guardian is in Hellmouth
    • Nightmare HuntFear: Defeat the Nightmare of Phogoth.
    • Nightmare HuntIsolation: Defeat the Nightmare of Taniks, the Scarred.
    • Nightmare HuntRage: Defeat the Nightmare of Dominus Ghaul.
  • Dreaming City: Strong Curse
    • Petra is at Rheasilvia.
    • Weekly MissionDark Monastery – Provide recon for Petra’s forces by investigating strange enemy activity in Rheasilvia.
    • Ascendant Challenge: Keep of Honed Edges, Harbinger’s Seclude
    • Blind Well: Taken, Plague: Inomina

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Scavenger’s Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
Kosmos Shell Ghost Shell 2850 Bright Dust
Kosmos Lightbeam Ship 2000 Bright Dust
Ketch Flight Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Jacarina Equip this shader to change the color of your gear. Shader 300 Bright Dust
Threatening Stance Emote 3250 Bright Dust
Aoki/Faas Shell Ghost Shell 2850 Bright Dust
VG-17 Flying Fortress Ship 2000 Bright Dust
Couturier Mask Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Hunter Universal Ornament 1200 Bright Dust
No Signal Emote 700 Bright Dust
Conscripted Equip this weapon ornament to change the appearance of Traveler’s Chosen. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Atheon Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Metro Shift Equip this shader to change the color of your gear. Shader 300 Bright Dust
Flavedo Core Apply this shader to change the color of your gear. Shader 300 Bright Dust
Biolume Equip this shader to change the color of your gear. Shader 300 Bright Dust
Laguna Cruiser Equip this shader to change the color of your gear. Shader 300 Bright Dust
Corrupt Ether Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Guiding Light Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Shattered Shrieker Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Records

Name Description Objectives Rewards

No more records this season!


Notable Armor Rolls

Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Cinder Pinion Greaves Crucible Leg Armor 26 2 2 14 16 2 62 25 Legendary Shards & 1000 Glimmer
Titan Calamity Rig Gauntlets Gambit Gauntlets 2 2 26 16 7 2 55 25 Legendary Shards & 1000 Glimmer
Hunter Calamity Rig Sleeves Gambit Gauntlets 26 2 2 6 8 16 60 25 Legendary Shards & 1000 Glimmer
Hunter Calamity Rig Strides Gambit Leg Armor 2 2 26 12 2 15 59 25 Legendary Shards & 1000 Glimmer
Hunter Red Moon Phantom Mask Ada-1 Helmet 2 2 24 2 2 28 60 25 Legendary Shards & 1000 Glimmer
Warlock Thorium Holt Gloves Ada-1 Gauntlets 2 2 24 2 2 28 60 25 Legendary Shards & 1000 Glimmer

Thanks, Reddit!

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Alex Co

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

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Chivalry 2 Update 1.04 Jousts Out for House of Galencourt Patch 2.1.0 – August 10

Torn Banner Studios has released the Chivalry 2 update 1.04 August 10 patch, or more commonly known as the House of Galencourt patch 2.1.0! This is a free update that adds a new maps, game mode, and a lot of gameplay-related changes! Those on next-gen, this is patch version 1.004, which has the same patch notes that are listed below.

Chivalry 2 Update 1.04 Patch Notes | Chivalry 2 Update 2.1.0 Patch Notes | Chivalry 2 Update House of Galencourt Patch Notes:

New Features

  • New Team Objective map – The Desecration of Galencourt!
    The fight continues as the Mason Army lays brutal siege to the Great Walled City of Galencourt, the seat of the Agathian Church.

  • New Free-for-all/Team Deathmatch Map – Courtyard!
    An agreement to settle the battle for Courtyard by champions duel is broken as unsuspecting nobles are swept into the carnage. Fight for your faction in the battle for Courtyard! 

  • New gamemode – Arena mode! For this update we’re launching 3v3, first to win 5 rounds; available though matchmaking
    • Includes Arena mode map variants of Tournament Grounds, Fighting Pit, and Courtyard
      Challenge yourself by challenging others! Fight alongside your friends or 2 others in the fight for dominance in Arena!

  • Player Profile Screen (Preview): Track your gameplay stats as you level up your character and become a legend of the battlefield! PLEASE NOTE: This is a preview feature; as such, any stats shown may be reset at any given time (not player rank/progress). Once this feature is out of a preview state, Torn Banner will alert the community.

  • Arrow cam is back and better than ever! Now useable on any throwable; Hold [input] (flourish by default) after firing to follow your projectiles to the point of impact

  • New female armour skins! Represent House Galencourt in the Protector of Galencourt armour sets!

  • New weapon and shield skins!
    • Shields, Sword of Argon, War Axe, Glaive, Warclub, Knife, and Two Handed Hammer

  • New female character voices (Bar Maid and Evil Queen)
  • New Playable character – Monks. Play as a Monk and protect Feydrid’s tomb on the final objective in Galencourt!
  • New Peasant Playable character – Mason/Agatha Nobles. Play as noble peasants at the start of Courtyard!
  • New carryables (food, anchor)
  • Added teamkill forgiveness prompt (press F, X on PS, A on XB)

Parties 

  • PC – Fixed issue where EGS Friends could not see each other as online and invites were not received
  • PC – Fixed an issue where multiple players could be the party leader, players accepting a party invite are no longer made into the party leader
  • Console – Fixed an issue where a non-leader of the party could proceed through the gameplay menu
  • Xbox – Fixed an issue with parties where a party leader leaving the party caused the remaining group to be unable to queue for a match
  • PlayStation – Fixed an issue with parties where the party leader joining a new party caused group inconsistencies for all players in the group
  • Invites now indicate to the player that they will be sent to the main menu if accepted while playing in a match
  • Fixed an issue where merging parties could break the party

Matchmaking

  • Fixed an issue where players were not properly backfilling into servers, but instead starting up new servers
  • Fixed an issue where spamming A (Xbox) / X (PlayStation) through the Play screen would make you unable to search for matchmaking
  • If network connection is lost on the main menu but re-established, you can now proceed to gameplay as intended instead of being required to restart the game

Performance

  • PC – Fixed a desync issue caused after throwing rocks

Combat/Weapons

  • Stamina regen will now pause while crouching
  • Crouching now costs stamina (EVERY day is leg day)
  • Fixed heavy carryables having improper trajectories
  • Players will now drop carried 2 handed loot when hit
  • Combo timing penalty should not be applied when an opponent gets put into parrybreak (allowing the attacker to quickly combo their attack right after disarming an opponent)
  • Players now receive score for destroying constructables
  • Deployable Spike Traps no longer damage/kill teammates
  • Spike traps are no longer triggered by your own attack lunges
  • Fixed a bug where the bow would appear to be loaded at zero ammo after placing a brazier
  • Fixed a bug where the player would have an invisible arrow after restocking ammo
  • Tackles no longer use armor type/weapon damage type multipliers
  • Jabbing an ally no longer stops player movement
  • Pitchfork special attack added, to trick peasants into thinking they actually have a chance
  • Improved Longbow and Crossbow melee attack tracers
  • While emoting, dash now cancels the emote and performs the dash
  • Radius of catapult damage decreased
  • Death impulse from catapult now makes players fly away from the impact instead of straight up into the air
  • Fixed a bug where getting hit while winding up to throw a weapon could get the player stuck in a broken combat state
  • Fixed turn cap on ballista being removed after it had been reloaded
  • Fixed an exploit where players could cancel their bandage animation by jabbing before and after bandaging
  • Restriction scale on turning while sprinting now scales with speed to make it feel less restrictive at low speeds
  • Fixed an exploit where you could super jump (Olympic tryouts have concluded)
  • Removed ability to chain combo Kicks with Low Kicks
  • Score is now awarded to the player who loads the catapult. You’re helping, and we love that
  • Players can no longer break their teammates block with a kick
  • Teammates can no longer interrupt each others counters and parries
  • Blocking attacks from teammates no longer consumes stamina
  • Teammates can no longer damage each others shields
  • Projectiles (arrows/bolts/thrown weapons) will now interrupt enemies who are drawing their bow/aiming their crossbow/winding up a throw
  • Increased special attack and sprint charge damage for many weapons (Spear, Glaive, Poleaxe, Candelabras, Oar, Pitchfork, Plank, Lance, Pitchfork, Scythe)
  • Slash/Overhead turn amount slightly decreased to prevent the spin playstyle and improve crouching under swings
  • Parry turn amount slightly decreased to prevent incredibly fast spins while parrying
  • Javelin attack animations have been adjusted, and the slash attack is now a stab variant (similar to how Spear works)
  • Javelin throw recovery time increased by 0.30s
  • One handed spear is re-enabled. Attack animations have been adjusted, and the slash attack is now a stab variant (similar to how Spear works)
  • One handed spear special attack windup decreased by 0.05s
  • Heavy shield throw windup decreased by 0.05s
  • Decreased damage of ram skull (being able to one shot opponents was fun while it lasted)
  • Heavy 2-handed throwable damage (anvils/barrels/boxes/etc) has been adjusted and now scales based on distance. Some throwables will be destroyed if thrown very far
  • Fixed archer left dash distance being much shorter than right dash
  • Thrown weapons no longer deal damage through parry (only happened occasionally)
  • Holding parry during swing release then hitting the world will no longer drop your parry
  • Getting hit after being deflected will now place player in the interrupted state and award initiative to the opponent
  • You are no longer able to instantly initiate a counter after hitting the world
  • Slightly increased delay on spamming counters immediately after landing a hit
  • Fixed a bug where countering an attack at the last possible moment would block any attack type (including specials and kicks)
  • Stabs start damage slightly later, making them easier to react to (Yes, we’re talking to you Messer)
  • Getting hit after being deflected now puts the player into an interrupted state and gives the opponent initiative
  • Reduced the ability to counter spam
  • Inputting the wrong counter attack just as an attack hits is now a riposte, not a counter attempt
  • Made crosshair angle indicators for active counter/riposte more accurate
    • Parry angle indicators appear for the entire duration of the parry success combat state
    • Active riposte play the yellow angle directions in all 4 directions
    • Counter feint will update the angle direction

Animation

  • Dashing after throwing a weapon that has ammo causes reload animation to be skipped
  • Fixed an issue where large movement corrections were applied to the character
  • Improved first person death animation to better match third-person animation
  • Fixed spear plant special attack playing the wrong animation when blocked during its windup
  • Added first-person ducking animation, because You’re breathtaking and you should feel like a badass
  • Added new flourish animation for 2h Maul set
  • Fixed missing interrupt from Jab attack not playing in third-person
  • Fixed a teleport that occured when a player parrying with a 1h spear was kicked by another player
  • Fixed shield rotation during kick for 1h + shield and spear + shield animations in first and third person
  • Ladder climbing speed has been increased
  • Minor tweaks made to death animations
  • Smoothed javelin throw animation
  • Flourish can no longer be cancelled with V. You can still attack or parry from flourish
  • Set minimum time before you can parry/attack from flourish
  • Fixed players sometimes T-posing when killed by a thrown weapon
  • Improved third-person Longsword slash/overhead counter animation to be easier to read

Maps

  • On combat zone switch when objective changes, only defenders will now be forward spawned
  • VIPs now receive more health when healed
  • Buff: You can now sit on benches with other players
  • Team auto-balance no longer shuffles players at the end of the game
  • Improved peasant AI when walking through doors
  • Improved bot AI in various places on the maps so they do not stand idle

Tutorial

  • Fixed tutorial awards not being applied

The Slaughter of Coxwell

  • Fixed an issue where Agatha players were able to hide far from the last objective due to not having an active combat zone until death. Cowards get what they deserve!
  • Fixed an issue where market barricades were not visible to players who joined the game late
  • Fixed an issue where sitting on a bench would shrink the player model. Now the only kids in this game are the ones playing with “parental guidance”.
  • Fixed an invisible spawn wall from hindering player movement when they spawned on top of it
  • Fixed spike barricades not giving score
  • Fixed barricades and traps not appearing when rejoining a match/joining a match late
  • Fixed gate not opening the right direction after being broken open

Escape from Falmire

  • Increased gates HP from 600 to 750 on the first stage
  • Increased gates HP from 1500 to 2000 on Breach the Gates stage
  • Increased Prisoner VIP health from 650 to 750 on the last stage
  • Added barricades on Stage 3 and 4 so that attackers cannot rush to the bridge before intended
  • Moved Defenders forward spawn on Stage 4 from the middle of the bridge to the rear of the bridge
  • VIP now has 50% more health. VIP HP is now 650
  • Attackers spawn time increased from 6 to 8 seconds
  • HP of prisoner wagons is not 600 (down from 800)
  • Closing the gates is now 120 seconds (down from 180)

The Fall of Lionspire

  • Fixed an issue where stage 4 banners were not visible to players who joined the game late
  • Players are now awarded score from lighting and defusing explosives
  • Fixed invisible collision on the trebuchet arm from stopping player movement

The Siege Of Rudhelm

  • Increased out of combat zones to include back two corners on the upper levels of the final VIP objective
  • Fixed a level issue where players could access an unintended rooftop by climbing the siege ramp
  • Opened wall between alcove and arch near the courtyard to widen the choke point

Tournament Grounds

  • Added an additional ammo box by the stairs directly across the arena from the throne area

The Battle Of Darkforest

  • New loading screen
  • Players are now awarded score for hitting breakables

UI

  • New main menu and play menus. Players are now better able to pick their desired mode, and a NEW map playlist!

  • Added new scoring events when you kill players with carryables. Kill an enemy with a book to EDUCATE them!
  • When purchasing a cosmetic, the UI now shows the purchased item instead of returning to default
  • Fixed an issue where the Main Menu became greyed out when failing to matchmake into a game
  • Fixed an issue where some servers were not listing in the server browser
  • Improved indication of sprint state by changing arm position when transitioning into sprint and made changes to how camera shake ramps up with speed
  • Can no longer perform a sprint attack or tackle after being pushed back
  • “Press C to Get Up” (Square on PS, X on XB) messaging will now only appear when you’re able to execute the action
  • Killfeed now displays when a player has killed themselves on spikes for the appropriate amount of ridicule
  • Added UI message for when a player attempts to join a full server via the Social menu
  • Fixed crosshair not accurately showing the active riposte window
  • Fixed Special Edition jousting helmets indicating a Global Rank requirement
  • Fixed missing party icons in FFA mode
  • Various customization screen improvements
    • Navigation changes
    • New heraldry groups
    • Fixed NEW item notification from appearing on Class customization even when all new customizations were cleared
    • Fixed NEW item notification not removing when switching teams
    • Weapons now sorted by Type instead of Class
    • Purchases are now a hold to buy behaviour to prevent players from accidentally purchasing items
    • Added missing rank unlock requirements to shield variants
    • Fixed classes not stepping forward when selected
    • Fixed Back button on class select screen not working properly
    • Skins now preview on hover (without pressing to select)
  • New UI option for “Friends & Party” indicators – option highlights all friends and all party members names while in a game
  • PS4 Asia – X/O controls are now correctly flipped on scoreboard, in-game options, class selection, team selection, crowns store, options menu, and more
  • Fixed names getting cut off in FFA standings, XXXnoobmaster6969420XXX can now be seen in all their glory
  • Fixed platform icons disappearing after rejoining a server
  • Fixed an issue where dying via desertion in Offline mode caused the screen to remain grey
  • PC servers can now be searched by name
  • When partied, on death you will automatically spectate your party members until respawn
  • Fixed players being unable to see their own voice icon when in a party
  • Bandage now indicates it has three charges
  • Counter and riposte success are now more easily distinguishable
  • Scalability settings adjusted for consoles to better fit screens
  • Fixed special characters not appearing on Party Invite UI
  • Fixed blood overlay appearing on screen after getting a headshot kill with a throwing knife

Audio

  • Further mix adjustments
  • Fixed volume settings not starting up on game launch
  • TDM and FFA maps now have end of game ramp up music

Controllers

  • Fixed an issue where a controller couldn’t navigate the scoreboard
  • Fixed an issue where PC players using controllers could not move cursor when looking at weapon categories in the customization menu
  • Cancel and emote (including flourish and battlecry) will no longer conflict with one another
  • Refinements to auto-rotation made, allowing forward movement to enable auto-rotation
  • Added aim assist to sprint attack and tackle
  • Fixed Join Game not have a controller bind on the Social screen

Other Changes

  • Fixed votekick
  • Votekick threshold is now 45% of players on one team in order for a votekick to succeed
    Multiple server crash fixes
  • Bot backfill now removes bots and replaces with players properly
  • You can now mute other players
  • Players can now be globally muted – inappropriate chat will get you a global mute so be chivalrous!
  • Loadout selection no longer pops up after first death by default
  • Localization update for new features
    • Fixes overlapping text in many locations
  • Archer class limit now properly limits via subclass
  • Fixed player not being able to interact or heal with items while crouching
  • Fixed players being team swapped right after joining a server or at the end of a match
  • Having the loadout screen open no longer causes the player to skip respawning
  • Fixed player movement being restricted for too long on spawn in
  • Opening cinematics are now removed in FFA mode
  • Consoles specific – Fixed an issue where players would pop or teleport around catapults and breakable barricades

For the Chivalry 2 known issues that haven’t been addressed by this title update, head on over here.

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Alex Co

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

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Dead by Daylight Update 2.27 Now Live for 5.1.1 Changes This August 10

Behaviour Interactive has released the Dead by Daylight update 2.27 August 10 patch, or also tagged internally as update 5.1.1 (version 5.001.100 on PS5)! This includes changes to the Trickster, and a long list of bug fixes.

Dead by Daylight Update 2.27 Patch Notes | Dead by Daylight Update 5.1.1 Patch Notes:

Content

The Trickster:

  • Increased time before Laceration decay to 15s (was 10s)
  • Increased maximum throw speed bonus to 30% (was 25%)

The Trickster’s performance is still lower than we want him after the 5.1.0 release, so we decided to add a bit of power in a few places. Chase dynamics are more interesting now that he has a short delay before Laceration decays but it was a bit too easy for him to lose partial progress toward damaging a Survivor, meriting an increase to the delay.

PatchNotesDivider.png

Bug Fixes

  • Fixed an issue that caused clipping between two shelves in one of the preschool’s classrooms in Springwood map
  • Fixed an issue that caused a generator in Lery’s memorial Institute not being able to repaired from one side
  • Fixed an issue where the killer and survivor are able to get on top of a coal wagon using a rock and a pallet in the Suffocation Pit map
  • Fixed an issue where there was an invisible collision near the hill close to the main building in Ormond map
  • Fixed an issue where the killers can completely block access to one of Gideon’s hook
  • Fixed an issue with the EULA screen Layout
  • Fixed an issue that prevent EULA from being displayed in the tally screen
  • Fixed an issue with the Spectate mode where the power gauge of some Killers were hidden
  • Fixed an issue with the tooltip for cosmetics overlapping with other buttons
  • Fixed an issue with some Tutorial Hud elements still visible in a regular Trial
  • Fixed an issue with wrong icons displayed in the Hud for a very short time
  • Fixed an issue where the Killers’ projectiles can pass through one side of the bed covers in Treatment Theatre
  • Fixed an issue that caused the Blight’s Lethal Rush ability to consume Play with Your Food tokens.
  • Fixed an issue that may cause the Blight to be unable to move during the recovery animation after performing an attack at the end of a Lethal Rush.
  • Fixed an issue that may cause killers to be unable to use their power if a survivor disconnects during the into camera pan.
  • Fixed an issue that may cause killers to use their power instead of grabbing survivors.
  • Fixed an issue that caused the Trapper’s Logwood Dye and Tar Bottle add-ons not to darken traps.
  • Fixed an issue that caused the Spirit to be able to phase inside of hooked survivors.
  • Fixed an issue that caused the Trickster’s blades to hit survivors while they are being unhooked.
  • Fixed an issue that caused the Trickster to be able to land multiple hits with one knife when using the Cut Thru U Single and Edge of Revival Album add-ons together. Now each knife can apply at most one hit to each survivor.
  • Fixed an issue that may cause position desyncs in the shower tile of the Treatment Theatre map.
  • Fixed an issue that caused the hit marker VFX to stay on the Trickster’s knife after hitting a survivor with the Cut Thru U Single add-on equipped.
  • Fixed an issue that caused the Demogorgon not to animate during part of the exit portal animation.
  • Fixed an issue that caused the Counterforce perk to still show totem auras while affected by the Blindness effect.
  • Fixed an issue that caused the camera not to follow female survivors when being sacrificed on a hook.
  • Fixed an issue that caused some effects to be missing when female survivors are sacrificed on a hook.
  • Fixed an issue that caused the camera to remain static during the Shape’s mori.
  • Fixed an issue that caused multiple disconnects between legs and torso of Dwight Fairfield.
  • Fixed an issue that caused Jill Valentine’s face to be distorted
  • Fixed an issue where Laurie Strode’s “October Cardigan” clips through leg customization items
  • Fixed an issue that caused The Deathslinger’s chest customization ‘Fish Market Overalls’ has the hand bandages floating to the sides when grabbing a survivor
  • Fixed an issue that caused Yun-Jin Lee’s leg customization ‘Magnum Opus Denims’ have charms clipping into it
  • Fixed an issue that caused The Deathslinger’s left hand to not be visible in first person view for “Fishy Target” outfit.
  • Fixed an issue that caused the physics of The Spirit’s “Oceanic Robe” to be too intense or not intense enough.
  • Fixed an issue that caused Jane Romero’s head customizations ‘Windswept Wonder’ and ‘Bohemian Wonders’ to have the chokers clipping into her neck
  • Fixed an issue about Nea’s Cropped Top torso has clipping issue when used with several legs
  • Fixed an issue that caused The Executioner’s rear to be too flat
  • Fixed an issue that caused The Nurse’s Lamenting Saw to have the wrong texture and icon
  • Fixed an issue that caused Survivors Beard textures appear miscoloured when the game quality setting is set to “Low”
  • Fixed an issue that caused the Legacy outfits to be too intense
  • Fixed an issue that caused The Deathslinger’s weapon cosmetic “Anchored Harpoon” to have a PSI Gauge blocking the Killer’s view when aiming down sight
  • Fixed an issue that caused user is returned with a ‘Purchase Failed’ error after attempting to buy Auric Cells on PS5
  • Fixed an issue that caused The Deathslinger’s Anchored Harpoon to not be sold with the Fishy Target outfit
  • Fixed an issue that caused Auric Cell purchases are failing on Stadia
  • Fixed an issue that caused the equip button not to work properly in the Store
  • Fixed an issue that caused The Nurse’s “The Ashen Lady” outfit to not remove VFX when deselecting the outfit from the customization tab
  • Fixed an issue that caused sparks in the Treatment Theatre to be very bright
  • Fixed an issue when trying to join a crossplay party with crossplay disabled
  • Fixed an issue that caused Survivors to equip an incorrect outfit
  • Fixed an issue that caused equipped outfit to not save

If there’s another Dead by Daylight update, we’ll be sure to let our readers know.

Source: Dead by Daylight forums

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Alex Co

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

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Battlefield 2042 Journey of the No-Pats Part 6 Lands on Antartica; Story & New Screens Out

In what should be the final entry in Battlefield 2042’s Journey of the No-Pats series, EA has released Part 6 “The Only Way Home,” which brings us to Queen Maud Land, Antartica! Same as before, head on below for the new story and screenshots.

Battlefield 2042 Journey of the No-Pats Part 6 “The Only Way Home”

Don’t forget, the standalone Battlefield 2042 short film titled “Exodus” is airing this August 12! We’ll be on the lookout for anything that surfaces tomorrow connected to the short film, which we’re guessing will be a short trailer or something to whet appetites for the August 12 airing.

More Battlefield Reading:

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Alex Co

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

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Red Dead Online Weekly Update August 10, 2021 Reset

Rockstar Games has released the Red Dead Online weekly update August 10 reset of activities and discounts! Head on below for the highlights and recap for the week.

Red Dead Online Weekly Update August 10, 2021 Reset:

  • New Discounts: 5 Gold Bars off the Moonshine Shack, 40% off all Moonshine Shack UpgradesMoonshine Bar Photographs, and all Sniper Rifles, plus 30% off all Emotes, Norfolk Roadster Horses, and all Moonshiner Cosmetic Role Items
  • Prime Gaming Benefits: Players that connect to Prime Gaming before August 30 will receive a Reward for a free Hat up to Rank 15, plus separate Offers for 50% off the Rolling Block Rifle and 30% off select Camp Equipment at Wilderness Outfitters
  • Login Bonuses: All players will receive a free Ability Card and 10X Gun Oil for playing this week
  • Returning Outlaw Pass Items: The Clelland Outfit, as worn by John Marston, and the Rafferty Eyepatch are now available for purchase from Madam Nazar
  • Blood Money Bonuses: An extra RDO$100 (received within 72 hours) for those that visit all four Blood Money mission-givers this week (Sean Macguire, Joe, James Langton, and Anthony Foreman), while Capitale has an increased chance of being discovered while committing Crimes
  • The Quick Draw Club No. 2 is now available, featuring rare items and bonuses that include 25 Gold Bars to recoup its full cost, plus purchasing all four installments of the Quick Draw Club will earn you a Reward to claim the upcoming Halloween Pass 2 for free
  • Bonuses for Quick Draw Club No. 1 members that purchase the second pass within the next two weeks will receive RDO$300 and 2,000 Character XP (within 72 hours)
  • New Crime Contract: The Cornwall Contract, targeting the notorious magnate Leviticus Cornwall
  • And the New Survival-Based ModeCall to Arms, is now available with triple RDO$, XP, and Gold for all who play this week, plus an Offer for 30% off any Novice or Promising Role Item (received within 72 hours)

Survive Waves of Enemies in New Call to Arms Mode
Plus Take on Leviticus Cornwall in a New Crime Contract, The Quick Draw Club No. 2, and More

In Call to Arms, you and your allies have been recruited to protect various locations from up to 10 waves of incoming enemies. Arrange and position yourselves around the map to help defend Blackwater, Fort Mercer, Valentine, Strawberry, and MacFarlane’s Ranch from invasions.

First, check your Camp Lockbox for a Telegram from ”J.” Call to Arms will then become available to launch at any time by selecting the requisite Telegram in your Satchel.

If you decide to take up arms and protect the local populaces from an onslaught, fighting for your life and others’ will reward 3X RDO$, XP, and Gold to all brave volunteers. You’ll also receive an Offer for 30% off any Novice or Promising Role Item within 72 hours.


The Quick Draw Club No.2

Today also marks the release of The Quick Draw Club No. 2, the second in a series of passes geared specifically with the needs and wants of bandits. Rank up and recoup your investment of 25 Gold Bars across 25 ranks — not to mention special bonuses and rare items. In addition, keep in mind that purchasing all four instalments of The Quick Draw Club will earn you a Reward to claim the upcoming Halloween Pass 2 for free.

The Quick Draw Club No. 2 is available through September 6. The Quick Draw Pass No. 1 members who purchase the second pass within the next two weeks will receive RDO$300 and 2,000 Character XP within 72 hours.

Discounts

Start moving your own hooch for less this week by taking 5 Gold Bars off the cost of the Moonshine Shack, plus 40% off all of its Upgrades and Bar Photographs, to help liven up the place. Complete the look by taking 30% off all Moonshiner Cosmetic Role Items, such as the Sawed-Off Shotgun Variant and Levens Holster.

If you’re in the market for a loyal new steed, Stables statewide are offering 30% off all Norfolk Roadsters. Gunsmiths are selling all Sniper Rifles at 40% off, and all Emotes are 30% off for the next seven days.

Tune in next week for the next Red Dead Online weekly update!

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Alex Co

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

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Neverwinter Update 9.25 Relased for a Small Set of Changes This August 10

Cryptic Studios has released the Neverwinter update 9.25 August 10 patch, and this title update includes a short list of fixes for the console version of the hit online RPG. For the full list of changes, head on below.

Neverwinter Update 9.25 Patch Notes:

Items and Economy

Professions

  • The maximum number of artisans has been increased by 2 at all ranks.
  • The Summer Artisan now properly grants to players who played last year, and players who are capped on their artisan count.
    • Note that if you are capped on the new artisan count, you are given a blank application when entering the workshop. You may still add the event artisan by using the Manage Artisans menu.

That’s about it. If there are other changes included in this Neverwinter patch that’s not mentioned above, let us know what you find down in the comments.

Source: ArcGames

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Alex Co

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

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Super Robot Wars 30 Arrives for PS4 in Southeast Asia This October 28

Prepare to play with your favorite super robots and mecha characters in the next few months, as Super Robot Wars 30 arrives for PS4 in Southeast Asia this October 28!

If you missed out on seeing the trailer for this highly anticipated game, check it out below courtesy of Bandai Namco!

If you’re new to the Super Robot Wars series, this franchise has been around for thirty years and now it’s going to bring generations of Japanese robot action to consoles with a big anniversary game! Here’s the overview of the latest installment and what franchises are participating in the game courtesy of Bandai Namco themselves.

In Super Robot Wars, players can enjoy a unique experience that combines all-star mecha series crossovers, action-packed attack animations, and the chance to upgrade your favorite machines and pilots.

Featured Series:
Super Electromagnetic Robot Combattler V
Mobile Suit Gundam
Mobile Suit Z Gundam
Z-MSV
Mobile Suit Gundam Char’s Counterattack
M-MSV
Mobile Suit V Gundam
Mobile Suit Gundam NT (Narrative)
Heavy Metal L-Gaim
The Brave Police J-Decker
The King of Braves GaoGaiGar FINAL
The King of Kings: GaoGaiGar VS Betterman
Code Geass: Lelouch of the Rebellion III – Glorification
Code Geass Lelouch of the Re;surrection
Getter Robo Armageddon
Mazinger Z: Infinity
Mazinkaiser (INFINITISM)
Magic Knight Rayearth
Gun X Sword
Majestic Prince
Knight’s & Magic
SSSS.GRIDMAN

We previously revealed the pre-order bonuses Super Robot Wars 30 will contain, and you can read about that here.

Tim Villasor

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Hades PS5 Review – A Roguelite God

Released last year on PC and the Nintendo Switch, Supergiant Games’ multiple Game of the Year award winner, Hades, has finally made its debut on both the PlayStation and Xbox. Having skipped out on it originally last year, we thought it would be a perfect time to visit the Greek mythological roguelite title to see what all the rave was about, and man, does it not disappoint.

In Death There Is Life

I’m no stranger to roguelite games, and chances are, you probably aren’t either. They’ve been around for a very long time, though as of recent, have garnered quite a lot in popularity. Games like Dead Cells, Risk of Rain, and the recent Returnal all follow a similar structure in that, when you die all progress is lost and you start over again in a newly generated zone.

That’s short of it, and the appeal is that these titles tend to push gamers to the utmost challenge, with the rewards being the sense of accomplishment.

Fans of the genre know that there is nothing more satisfying than having a perfect no death run, but that never comes without the long struggle of dying. And this here is what makes Hades so unique, as death is fully embraced, and serves as an opportunity to advance further into the beautifully crafted world of Hades.

You venture through the belly of the Greek mythology underworld, slowly clawing your way out until you reach Mount Olympus. If you die, and you most definitely will, then you end up having to restart all over again. It is, at its heart, a roguelite title.

This all gets presented to the player through a top-down isometric viewpoint, with combat being heavily focused on hacking and slashing. It’s extremely fun, though I will admit the combat itself could have used a bit more in the combo variety. Still, through my many hours of sunken playtime, I can’t say I ever felt bored once, especially with all the collectibles and unlocks to earn.

What sets Hades apart from the many other Roguelites out there is that the game doesn’t solely pit you at the mercy of the RNG (random number generator) gods when it comes to field pickups. Boons and other item drops are all random, as are the generated levels and enemy placement, however for every step you take, and every death you experience, you come back with a little more than what you started with.

Every level is littered with the opportunity to get objects known as Artifacts. These are types of currency that stick with you, even after death and their uses vary. For example, the Chthonic Key can be used to permanently unlock new starter weapons along with new passive skills. Those skills are permanent, and can be upgraded with another Artifact known as Darkness.

Upgrading is done through an object called the Mirror of Night, which allows you to boost skill stats for better effects. Wanting to be able to chain more dodges? What about starting a run with more health? Or maybe you just want to have a bit of gold to spend at the shop on boons during runs?

Even weapons can be selected before a run, and after beating Hades the first time you can upgrade them with certain perks. There is a lot that Hades does in order to aid you on your runs, more so than other roguelites.

I would argue that it is perhaps one of the most accessible roguelites out there. Heck it even has a “God Mode” that makes you more damage resistant after each death. Still, despite all the aid Hades provides the game still very much holds a tough challenge, especially after first completion, as modifiers can be added to runs for increased difficulty.

Then there’s the story. Whereas many roguelite titles end, Hades only gets started when you finally “beat” it.

The NeverEnding Story

In Hades you take on the role of Zagreus, the underworld prince, son to none other than Hades himself. Having learned that Hades has had a son this entire time, the Gods on Mt. Olympus devise a plan to aid Zagreus, so that he can escape his father’s grasp and finally be free of all the disapproval torment he has gotten over the years. Hades, being the ruler of the underworld and all, quickly catches wind of this and begins unleashing every horrific beast imaginable in effort to thwart his son’s escape.

Zagreus certainly isn’t happy about this one bit, and having to face many foes who are clearly stronger than him, he’s going to find himself “dying” quite a lot through his journey.

It’s here where Hades shines most brilliantly as the concept of death isn’t presented as an endpoint, but rather an opportunity to further the narrative.

It does this by simply acknowledging that these characters are all going to die and eventually be reborn, and then die again, and again, and again — a vicious cycle that does not go forgotten for the sake of gameplay.

The starting hub zone is the first instance you’ll take notice, as upon returning from your first death NPC’s will comment on your progress, offering new insight into the game’s lore. When you go back to try and attempt a run again, the NPCs and bosses that you encounter will also change up their dialogue to reflect what has happened before.

Take the first boss, one of the Furies of Fate. I died to her about five times, and each of those encounters were never the same when it came to her dialogue. Eventually I did defeat her, only to shortly fall after in the next biome. When I had reached her again, she acknowledged her defeat and even was surprised by how far I made it after her. This kept going on for several more runs after, and not just for her, but for every other character in the game.

That’s a rare sight to witness, and in fact, I cannot think of any title that endlessly evolves in not only it’s gameplay, but it’s story in the way Hades does. For the first time ever, I’m excited to die in a video game.

Of course it helps that the Hades has an engaging plot to hold players over, even well after they’ve beaten it. Every character you meet is gleaming with a unique personality, and how Supergiant Games portray each Greek God is stupendously fun.

While Gods like Zeus, Aphrodite, Hermes, and so many others don’t actually show up as fighters (well death does,) it’s fun to see them place their offerings in levels and bicker amongst one another in order to try and earn your favor. There are moments where you will need to select between two boons offered from two different gods. Picking either or always resulted in the other getting jealous and then sending swarms of enemies at you. It’s good humor in my opinion.

Verdict

I was dumb for skipping out on Hades last year, but I’m glad that I was finally able to get around to it, because truthfully, this may just be one of the best games I have ever played. What developers Supergiant Games have done here is perfectly capture the roguelite experience, all while adding their own, unique twist in the mix, that not only works, but feels like a step forward for the genre as a whole. It sets a golden standard, one that hopefully others follow.

Score: 10/10

Pros:

  • Gameplay is fun, addictive, and keeps you feeling refreshed with the unique upgrades and boon system.
  • Narrative is beautifully woven into the endless loop. Death feels like a reward rather than a punishment.
  • All the characters are likable, with none feeling underdeveloped.
  • Visually compelling. The art direction is gorgeous, filled with lush coloring and details.

Cons:

  • Wish there was more DualSense related features. Feels very underutilized as it’s only used in fishing and petting Cerberus, the three headed dog.

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

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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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MLB The Show Update 1.014 Released for Game Update #14 – August 10

San Diego Studio has released the MLB The Show 21 update 1.014 August 10 patch, which is also called Game Update #14 by the studio! This is also out on PS4 as update 1.14, and on Xbox as version 1.0.0.72! Head no for the short list of changes below.

MLB The Show Update 1.014 Patch Notes | MLB The Show Update 14 Patch Notes | MLB The Show Update 1.14 Patch Notes:

GAMEPLAY

  • Higher loss of break for aiming a sinker, changeup, or curveball high in the zone (based on the starting point of the pitch)
  • Fixed an issue that would cause a lack of a tag animation when the runner would come into the base standing instead of sliding
  • Fixed a bug that would sometimes allow the ball boy to rob a foul ball

STADIUMS

  • Field of Dreams will be available once the update is live. It is listed under Classic Stadiums. More information is here.

UI

  • Pitcher’s handedness is now displayed correctly when viewing the opponent’s bullpen

MISC

  • Adjustments made for more appropriate crowd reactions with home and away plays
  • Fixed an issue that would occasionally prevent crowd audio from playing during the top of the first inning
  • Updates to the faces of Sal Romano, Clay Holmes, Clayton Kershaw, Darin Ruf, Sergio Romo, and Joey Gallo

In other MLB The Show news, San Diego Studio has killed off the services for online play for MLB The Show 17 with a new game update.

Source: The Show

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Alex Co

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

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Rogue Company Update 1.69 Fires Out for Kyoto Job Season 3 – August 10 (Update)

First Watch Games has rolled out the Rogue Company update 1.69 August 10 patch, and this is for the Kyoto Job and kicks off Season 3! This patch has been deployed during maintenance, and will include the new Battle Pass alongside the new map, and other new features.

Rogue Company Update 1.69 Patch Notes | Rogue Company Kyoto Job Patch Notes:

SEASON THREE BATTLE PASS

The Season Three Battle Pass is here! It’s filled with 50 rewards that you can earn by simply playing the game. Earn Battle Pass Experience and work your way to the top to unlock the incredible Lone Wolf Talon.

Battle Pass Base Bundle (1000 RB)

  • 3 Instant Premium Rewards (Mastermind Vy Outfit, Kawaii Hoverboard, 1 Hour Account Boost)
  • +20% Battle Pass Experience
  • New Increased Rogue Bucks Rewards: 1050 total
  • Battle Pass Elite Bundle (2000 Rogue Bucks)
  • +15 Battle Pass Tiers
  • 3 Instant Premium Rewards (Mastermind Vy Outfit, Kawaii Hoverboard, 1 Hour Account Boost)
  • +20% Battle Pass Experience
  • New Increased Rogue Buck Rewards: 1050 total

Rewards

  • You Rock Spray
  • Respectful Bow Emote
  • Plasma Storm Primary Wrap
  • Blue Dragon Banner
  • Dragon Scales Secondary Wrap
  • Shattered Bullet Avatar
  • Blue Thorns Border
  • 30 Minute Boost
  • Scaducci Summer Melee Wrap
  • Iridescent Rainbow Wingsuit
  • Pathcutter Title
  • 30 Minute Boost
  • 200 Rogue Bucks
  • 30 Minute Boost
  • Sakura Dima
  • Citrus Blast Primary
  • Contract Executed Banner
  • 45 Minute Boost
  • Honeycomb Border
  • 45 Minute Boost
  • 200 Rogue Bucks
  • Fire Breather Emote
  • 45 Minute Boost
  • Phantom Samurai Banner
  • Cherry Blossom Wingsuit
  • 60 Minute Boost
  • Circuit Breaker Melee Wrap
  • Gunfire Geometry Emote
  • 200 Rogue Bucks
  • Immortal Title
  • Salty Sprinkles Spray
  • Dragon Fire Border
  • Kikuma Saint Outfit
  • Laser Shark Banner
  • Shattered Glass Border
  • 60 Minute Boost
  • 200 Rogue Bucks
  • Samurai Title
  • Critical Error Primary Wrap
  • Powered Up Emote
  • Digital Death Avatar
  • Crystalised Neon Hoverboard
  • 60 Minute Boost
  • Prismatic Primary Wrap
  • 200 Rogue Bucks
  • Peace Awaits Banner
  • Legendary Title
  • Season Three Avatar
  • Exotic KA30 Weapon Wrap
  • Lone Wolf Talon

RANKED SEASON THREE

Season Three Ranked begins today, granting last season’s rewards and unlocking new ones to earn! For those of you new to Ranked:

  • You must be Account Level 30 to participate
  • You will play in 10 Qualifier matches to determine your Ranked Division and Tier
  • Each Division (Bronze, Silver, Gold, Platinum, and Diamond) has 5 Tiers
  • Rank Points can be earned or lost by winning or losing matches

NEW MAP: PALACE

ROGUE BIOS

If you’ve ever wanted to know more about your favorite Rogue, new Bio information is now available! Brand new bios will give you more insight into their backgrounds and personalities.

BUY SCREEN

We have improved the visuals of the buy menu prompt when purchasing weapons.

NEW BUY ONE, GET ONE SYSTEM

Upon purchasing a Primary Weapon, players can now swap between both their Primary Weapons FREE of charge! Additionally, when players buy an upgrade for one primary weapon, they’re also upgrading their other primary weapon! The Buy One, Get One System empowers players to control how they approach each round, objective, and life.

WEAPONS

Upgrades, Upgraded! All Weapon Upgrades have been upgraded with Season Three. We want the choice to upgrade your Primary Weapon to be meaningful and impactful, so we’ve introduced new upgrades such as jump inaccuracy penalty removal and have made existing upgrades such as the hipfire accuracy increase more noticeable. Note that upgrade levels also transfer when you switch Primary weapons.

Pistols

Executioner

  • Level 2 Upgrade: Further increases hipfire accuracy and reduces recoil

Spitfire

  • Level 2 Upgrade: Suppresses firing and reduces reticle bloom

P12K

  • Level 1 Upgrade: Increases hipfire accuracy and reduces reticle bloom

LW6 Revolver

  • Level 1 Upgrade: Headshot damage increased from 60 to 65
  • Level 2 Upgrade: Further increases hipfire accuracy

A3 Salvo

  • Level 2 Upgrade: Further increases hipfire accuracy

Warrant

  • Level 2 Upgrade: Improves damage range and further reduces accuracy bloom

SMGs

D40-C

  • Further increases hipfire accuracy
  • Level 3 Upgrade: Reduces recoil and increases reload speed

SL-C

  • Level 2 Upgrade: Further increases hipfire accuracy and removes jump penalty
  • Level 3 Upgrade: Suppresses firing and reduces reticle bloom

LMP-X

  • Level 2 Upgrade: Increases damage range and increases movement speed while aiming
  • Level 3 Upgrade: Improves accuracy and reduces recoil

24S

  • Improved damage falloff
  • Level 1 Upgrade: Further increases hipfire accuracy
  • Level 2 Upgrade: Increases damage range and removes jump inaccuracy
  • Level 3 Upgrade: Increases magazine size (to 40) and reduces recoil

Knight

  • Level 1 Upgrade: Fire rate increased to 8.5
  • Level 2 Upgrade: Reduces recoil & increases hipfire accuracy

Objection

  • Level 2 Upgrade: Increases reload speed and removes jump inaccuracy penalty

Assault Rifles

KA30

  • Level 1 Upgrade: Increases magazine size and reduces reticle bloom
  • Level 2 Upgrade: Further increases hipfire accuracy and reduces recoil
  • Level 3 Upgrade: Increases damage range and ready your weapon faster after sprinting

HRM-30KS

  • Level 1 Upgrade: Increases damage range and bullets now pierce through enemies
  • Level 2 Upgrade: Increases hipfire accuracy and reduces reticle bloom
  • Level 3 Upgrade: Suppresses firing and reduces recoil

MLX Mark 4

  • Level 1 Upgrade: Increases magazine size and ready your weapon faster after sprinting
  • Level 3 Upgrade: Increases damage range and suppresses firing

Sahara

  • Level 1 Upgrade: Magazine size increased to 35
  • Level 2 Upgrade: Further reduces reticle bloom and reload time
  • Level 3 Upgrade: Increases damage range and reduces recoil

Nightshade

  • Level 2 Upgrade: Further increases hipfire accuracy and reduces reticle bloom

Riptide

  • Level 1 Upgrade: Increases magazine size and hipfire accuracy
  • Level 3 Upgrade: Reduces recoil and ready your weapon faster after sprinting

DMRs

Devotion

  • Level 1 Upgrade: Further increases hipfire accuracy
  • Level 3 Upgrade: Increases fire rate to 2.5

Mamba

  • Level 1 Upgrade: Increases magazine size and reduces reticle bloom
  • Level 2 Upgrade: Reduces recoil and further increases hipfire accuracy
  • Level 3 Upgrade: Increases damage range and increases movement speed while aiming

D3D-i

  • Level 1 Upgrade: Increases magazine size and bullets now pierce through enemies
  • Level 2 Upgrade: Increases hipfire accuracy and reduces reticle bloom
  • Level 3 Upgrade: Suppresses firing and further reduces recoil

Arren L2-12

  • Level 1 Upgrade: Increases magazine size and further improves reload speed
  • Level 2 Upgrade: Reduces recoil and further increases hipfire accuracy

MX-R

  • Level 2 Upgrade: Increases damage range and hipfire accuracy
  • Level 3 Upgrade: Suppresses firing and reduces recoil

Shotguns

Arbitrator

  • Damage falloff significantly reduced
  • Level 1 Upgrade: Increases fire rate to 3.0
  • Level 2 Upgrade: Improved hipfire accuracy and reduced recoil

Striker 8×10

  • Damage falloff significantly reduced
  • Level 1 Upgrade: Damage increased from 64 to 72
  • Level 2 Upgrade: Further increases hipfire accuracy
  • Level 3 Upgrade: Increases magazine size and bullets pierce through enemies

SKL-6

  • Level 3 Upgrade: Increases fire rate to 0.4

S12 Tactical

  • Level 2 Upgrade: Increases hipfire accuracy & reduces reticle bloom
  • Level 3 Upgrade: Increases fire rate to 0.333
  • Now has the correct amount of reserve ammunition

LMGs

MLX MAW

  • Level 1 Upgrade: Increases magazine size and further increases movement speed while aiming
  • Level 3 Upgrade: Reduces recoil and reticle bloom
  • Now has the correct amount of reserve ammunition

Conviction

  • Level 2 Upgrade: Increases the rate you gain accuracy while firing & bullets now pierce through enemies
  • Level 3 Upgrade: Increases damage range and further increases reload speed

Sniper Rifles

LR15 Fullbody

  • Now has the correct amount of reserve ammunition

Tyr

REWORKED: Once again, the Tyr is a 2-shot sniper rifle with a fast re-fire rate. As a result, its damage has been reduced and handling has been adjusted.

  • Level 1 Upgrade: Increases scope speed and movement speed while aiming.
  • Level 2 Upgrade: Significantly increases reload speed and increases fire rate
  • Level 3 Upgrade: Nullifies damage falloff and increases headshot damage

ROGUES

Fixer

  • Ability duration reduced from 12 to 6 seconds

Dallas

  • Changed Primary Weapon from HRM-30KS to Riptide

GADGETS

Flashbang

  • Reduced radius
  • Duration reduced by 0.5 seconds

Incendiary Grenade

We felt that reworking the Incendiary Grenade to deploy a single patch of flame was a more consistent and predictable experience, both playing with and against it. In addition, the new singular patch better reflects what is seen in the targeter when aiming your throw and now scales much more noticeably with the radius upgrade.

  • Redesigned to deploy a single, circular patch of flame

GAME MODES

  • Friendly fire damage reduced from 75% to 10% in all non-ranked queues

King of the Hill

Cash drops have been a successful addition to our respawn modes. They benefit from promoting movement around the map and serving to punish camping in Team Deathmatch. While that remains mostly true for King of The Hill, cash drops serve an essential role in bolstering the economy of players who are busy capturing the hill instead of aggressively pursuing kills. In a future update, we will be rewarding players who are playing the objective with cash.

$500 global cash drops added
Favelas soccer field point increased in size. Silo point moved.

Demolition

In Demolition, we wanted to make for a slightly shorter experience in match times.

  • The number of rounds changed from 15 to 11
  • Starting cash changed from $5,000 to $13,000

Ranked Demolition

  • Breach added to the rotation

Custom Games

  • Palace added to the map list

BUG FIXES

  • Fixed an issue where players would not remain crouched if auto-sprint was enabled
  • Fixed an issue where two voice lines would be played after selecting a Rogue
  • Fixed an issue where players could get to unintended locations
  • Fixed an issue where Gl1tch could not disrupt Saint’s Medic Drone
  • Fixed an issue that made Night Sky Dahlia appear very light on Nintendo Switch
  • Fixed an issue where the upgraded Incendiary Grenade caused an invisible area of damage
  • Fixed an issue where players with the perk “Resupply” would not receive an additional adrenaline shot when picking up a supply crate.
    Fixed an issue where played names would appear as “Loading…”
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Alex Co

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