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FIFA 21 Update 1.26 Rolls Out for Title Update #19

EA has released the EA FIFA 21 update 1.26 patch this August 10, and this is called Title Update #19! Given we’re about to get FIFA 22, soccer sim fans shouldn’t expect a lot of changes to be made in FIFA 21 moving forward. This patch appears as version 1.000.019 on next-gen, in case you’re curious.

FIFA 21 Update 1.26 Patch Notes | FIFA 21 Update 1.000.019 Patch Notes:

Career Mode

Addressed the following issue:

  • Performance stats were not tracking correctly when simulating matches with a real player in Player Career.

General, Audio, and Visual

Made the following change:

  • Updated corner flags when playing with an international team at home.

Thanks to those who’ve provided feedback. Throughout the course of the FIFA 21 season, we’ll provide you with more information and updates if and when they become available. Be sure to follow @EAFIFADIRECT on Twitter and the EASF Tracker for the latest updates.

That’s about it. If there are other changes not listed above, we’ll be sure to let our readers know by updating the post.

Source: FIFA forums

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Alex Co

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

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Hunt Showdown Update 1.30 Stalks Out for Patch 1.6 DeSalle This August 10

Crytek has released the Hunt Showdown update 1.30 August 10 patch, and this is for the DeSalle 1.6 patch that’s been available on PC for quite some time! Note that this is one hefty download, estimated at 14GB! Check out the official patch notes below.

Hunt Showdown Update 1.30 Patch Notes | Hunt Showdown Update 1.6 Patch Notes:

Hunters,

Please be aware, Update 1.6 will require a full client download. While we understand that a full download can be frustrating, it is necessary in this instance.

Over the last few months, we have been working on improving many different aspects of Hunt, one of those being a focus on improving our security and internal anti-cheat measures. We have made some changes to the encryption of the .pak files in Hunt, and these important changes are the reason why a full client download is required for everyone. We feel 1.6 is the best time to do this as the new map also requires a large download (around 12GB), so this will allow us to do perform our security updates with as little impact as possible, as well as ensuring multiple large downloads will not be required in a short period of time. The total download will be around ~30GB.

Thanks for your understanding.

DeSalle – map #3

Developer note:This update brings with it a massive addition, one that we are incredibly excited to bring to you all, our latest map: DeSalle.

Over the last few years, we have learned quite a lot from listening to you, the community, and have always tried to take your suggestions into consideration when making improvements to our maps. The same can be said for the creation and development of DeSalle.

While developing this map, we used the years of feedback that you have all provided to help with our brainstorming process and combined this with our own ideas to come up with something fresh, while still staying true to core atmosphere of Hunt – dark and foreboding.

DeSalle combines a lot of the best features of our past work and allowed us to build on top of that even further by adding urban and industrial areas. The added verticality and detailed new compounds should give you all lots of areas to explore and play around with, while ensuring we stay true to the variety of gameplay options that we strive to bring with every new addition to Hunt.

We look forward to hearing your thoughts and feedback on the new map!

See you in DeSalle!

New AI variant

Miner Grunt

  • A mine worker variant of the standard grunt that can be found in specific locations in Desalle.
  • All Miner grunts have a mining lamp that can be damaged:
    • When damaged – the lamp will burst into flames.
    • Extinguished lamps will create an ignitable oil pool.

Displaying MMR and post-match Team Details

Since our recent updates to the match making system (Update 1.5.2) we realized that there was a gap in how the game communicated player ratings.

To address this, we have added some new features to the lobby that will display the details of the MMR tied to you and your group (match MMR).

You can read more information in the full notes below in the UI section.

Audio

General Improvements

  • Bullet’s Lullaby has been added to the main menu music rotation.
  • Added boss audio effects to the accolades in the Summary screen when you have successfully extracted with the bounty. The audio effect will be determined by the boss that was available in the completed match.
  • The menu ambience volume can now be controlled separately from the rest of the game sfx.
  • Added sound effects when claiming entries in the Book of Weapons and Book of Monsters.
  • Improvements made to the interior reverb and ambience through several building in Stillwater Bayou and Lawson Delta.
  • Improvements made to the hunter footstep sound while in forests (improvements to the overall asset quality).

Audio Mixing Changes

  • Slightly reduced the slapback echo generated by the Terminus Shotguns.
  • Improvements made to the audio compression and sonic quality.

Gunplay

Medium and Long Ammo Maximum Ranges

  • Long ammo max range has been increased to 500m
  • Medium ammo max range has been increased to 350m
  • These changes have also resulted in changes to the Effective Range for some weapons which will be visible in-game in the usual places.

Examples:

  • Effective range of the Sparks LRR has been increased to 347m (previously 250m).
  • Effective range of the Vetterli 71 Karbiner increased to 203m (previously 167m).

Developer note:

We have decided to increase the max range for certain bullet types with the addition of the new map: DeSalle. As you may have noticed from our teasers, DeSalle comes with some areas that offer more verticality and longer sightlines. We have felt that there have been situations (even on the other maps) where the previous 250m headshot range and 300m projectile range felt a bit too low when attempting those rare long-range shots.

This increase in overall range comes with a systemic side effect of a longer Effective Range for some weapons. We feel this will give a solid boost in performance to long ammo sniper rifles as well as adding more value to medium snipers (like the recently added Centennial Sniper), allowing for much fewer frustrating interactions (e.g headshots that do not result in a killing blow) for those that enjoy playing as a long-range sniper.

Semi-Automatic and Double Action Weapons

Semi-Auto weapons now have increased sway with each shot fired in quick succession. This added sway value will decay over time allowing players to minimize the effect by carefully controlling and timing shots.

Weapons impacted by this change:

  • Dolch and its variants.
  • Bornheim No.3 and its variants.
  • Nagant Officer and its variants.
  • Crown & King Auto – 5.

Developer note:
With this change we introduced new parameters which will help in balancing existing and future weapons even further. This allows us to differentiate weapons with similar characteristics more effectively (think Bornheim compared to Dolch). For example, the Dolch and its variants will have increased sway much faster (and to a higher maximum sway value) compared to the Bornheim. Whereas for the Nagant Officer variants, it will not be as noticeable, but will still have an impact.

This change means there is now more incentive to time your shots in ADS and keep the spamming to shoulder aim where the spread has an even bigger effect of their performance over distance.

Dolch 96 Balance Changes

Animation

  • Increased the full reload time (stripper clip) to 6 seconds (previously 5s).
  • Increased the partial reload time (Single bullet) to 2 seconds (previously 1s).
  • Fixed an issue where the Dolch 96 Precision stripper clip reload time was shorter than the base versions. Reload times have now been adjusted and aligned.

Performance

  • Decreased damage to 97 (previously 110).
  • Decreased Effective range to 78m (previously (86m).
  • Decreased Handling stat for the Dolch 96 to 61% (previously 72%).
  • Decreased Handling stat for the Dolch 96 Precision to 69% (previously 80%).

Developer note:
Our aim with every weapon in Hunt is to ensure that they feel as fair as possible while giving them best feeling from both sides of the kill. With this change, we want to alleviate some of the bias that the weapon has and acknowledge that it performed slightly too well in certain areas.

The decrease in damage lessens the overall effective range as well as making it more important to focus on hitting center mass due to the reduced “two-shot” kill range.

Additionally, individual shots have much more value tied to them due to the extra investment needed with reloading and controlling the sway. This means that a missed shot is now going to be more impactful against the shooter and allow for more opportunities to capitalize on their sloppiness.

The Dolch is a powerful weapon by nature, so we want to make sure that it still feels strong. However, its power should be harnessed and controlled by the shooter and not dominate any encounter by default.

Bornheim Match

  • Increased the base damage for the Bornheim Match to 80 (previously 74). This change also increases the damage for its custom ammo types.

Custom Ammo

Full Metal Jacket

  • Increased the damage drop off distance (able to deal damage over longer distances):
  • Increased the range of the medium FMJ ammo by roughly 10%.

Dragonbreath

  • Increased the damage and burning effect at close range.
  • Still will not OHK (one-hit kill).

DumDum

  • No longer has a reduction in damage over base ammo (except for the Nitro Express).

Incendiary

  • No longer has a reduction in damage over base ammo.

Explosive Ammo:

Springfield 1866/Martini-Henry IC1/Caldwell Uppercut

  • Reduced the explosive damage by 30 – 40% depending on the ammo type (Compact, Medium, Long)
  • Increased Bullet impact damage.
  • Increased the damage fall off.

Developer note:
We are introducing these changes as we feel that explosive ammo is not working the way we intended. Initially, we wanted this to be a tool that helped create chaos, allowed you to flush enemies out of bushes, ignite barrels/oil pools, but it over performed which resulted in some exceptionally easy kills without requiring pinpoint accuracy due to the splash damage effect (especially on console).

Explosive ammo deals damage in two ways: the direct hit from the projectile (impact and detonation) as well as the secondary splash damage caused by shrapnel, however internally it is counted as a single damage event. Now, we have normalized the splash damage for medium and long ammo weapons and increased the direct impact damage. This will result in roughly the same damage being dealt by direct hits, except when it comes to the Uppercut, which we have tuned down the damage overall. This change to the splash damage effect now means it will cause a lot less area damage with a much steeper damage falloff curve which means your shots have to be much closer to the target to inflict considerable damage.

Handling Stats

  • Decreased the Handling stat for the Crown & King Auto-5 to 78% (previously 89%).
  • Decreased the Handling stat for the Dolch 96 to 61% (previously 72%).
  • Decreased the Handling stat for the Dolch 96 Precision to 69% (previously 80%).

Caldwell Rival and Nitro Animation re-work

  • We have made some changes to the animations for both weapons. When reloading, the empty shells will no longer auto eject but will be manually removed by the Hunter. This is just a visual change and does not affect reload time or any other aspects of the weapons.

Developer note:
These changes are aimed at bringing these weapons more in line with their real life counter parts in terms of the reload logic without affecting their balance or place in the meta.

Nagant 1895 Officer and Brawler Animation adjustment

  • We have made some adjustments to the shooting animation for both variants so there is no longer a delay between the shot and the recoil ensuring the weapons are going to feel more satisfying than before.

Specter 1882 reload logic changes

  • This update see’s the beginning of some changes to the specter and its variants (like the bolt action changes we brought with Update 1.5.2). Now you will no longer lose a shell if you reload before racking the slide.

Dynamite Changes

  • Increased the damage of Dynamite sticks and Waterproof Dynamite Sticks to 750 (previously 500).

Developer Note:
With this update, we are making some changes to the damage from Dynamite sticks and red barrels. This is something we have planned for a while, but with the recent changes to Bulwark, we feel now is the best opportunity to bring this change into play.

This means that you will continue to have that extra protection against Explosive Ammo, but damage from Dynamite and Red barrels will remain as useful and deadly as they were before the Bulwark change. The kill range for explosions (from barrels and dynamite) has slightly increased while the damage radius remains unchanged.

Hunter

Retaliation Reward

  • Players will now be rewarded upgrade points from killing/looting a hunter that previously killed you in the current match.
  • 2 Upgrade points will be rewarded once you loot the downed hunter.
  • Points will only be awarded if this hunter killed you at any point during the match (prior to you killing them).
  • Points will only be rewarded if you deal the killing blow to said hunter.

Trait: Bulwark

  • Increased the damage reduction to 50% (previously 25%).

UI

MMR & post-match Team Details

With this update, we are introducing a feature aimed at providing more information post-match regarding the teams you fight with. This will allow you to compare your teams rating (Match MMR) against other to hopefully have a better understanding of the ratings of that group composition as well as understand why a potentially higher skilled player can end up on a team with a similar skill rating to your own (team rating and individual rating will be visible).

One factor that always needs to be considered in that balance of a match is the region you are playing. Regions like EU and the US have a much more precise bracket system (higher player base in those regions means more brackets available) compared to regions like OCE and South America. If you are in a low population region, the matchmaking will not be as precise, and you may still encounter some uneven matchups, but this is to avoid empty games.

MMR stars and what they mean

The stars are a visual representation of the MMR ranges. MMR is your personal PVP (Player Versus Player) rating that can range from 0-5000. 1 star means you have a rating between 0-2000 and 6 stars will mean you are between 3000-5000. Most players are in the ranges of 2600-2800 which is a 3–5 star rating (but most players in this range are predominantly 4 stars).

We have added a graph to the Bounty Hunt lobby and the team details screen that will show an approximation of the player numbers for each MMR rating. See the image below as a reference:

  • 1 star: between 0 and 2000 MMR.
  • 2 stars: between 2000 and 2300 MMR.
  • 3 stars: between 2300 and 2600 MMR.
  • 4 stars: between 2600 and 2750 MMR.
  • 5 stars: between 2750 and 3000 MMR.
  • 6 stars: between 3000 and 5000 MMR.

Developer note:
Please be aware that the stars are not equal to matchmaking brackets. Certain regions have more matchmaking brackets (EU/US) while other have less (OCE) while the MMR ranges will be the same among all regions and are representing your calculated skill.

This also means that you are likely to see more balanced games in regions with a higher population and more matchmaking bracket (EU/US) than in smaller regions (OCE).

The exact brackets and their ranges will be kept as internal information as they are constantly being tweaked and adjusted based on the data/telemetry we gather on a regular basis.

Lobby changes

  • Added the stars rating to the Bounty Hunt lobby for you and your partners.
  • Match MMR is displayed above the matchmaking options. This is calculated when your full group is formed and will recalculate if players leave, or new players are added to the group.
  • Individual MMR will be displayed by full stars only (no half star increments). Match MMR can increase in half star increments.
  • MMR will not be displayed (will appear as locked) for new players. This will be available once you have completed the trainee mode.
  • A tooltip in the top left of the Lobby will display a graph of the player. distribution by MMR ranges (see above image)

Additional changes related to MMR

  • Added a button to the mission summary page to bring up the team details screen which will show the following details:
    • On the left of the screen, you will see your team.
    • On the right will be the teams/hunters that were in your previous match.
  • Screen details:
    • MMR of all Hunters.
    • Match MMR of all groups.
    • An icon to show if Skill-based MM was enabled for these groups.
    • Active modifier for the Match MMR of the group:
    • Solo will be represented as “Strong.”
    • Random Duo will be represented as “Medium.”
    • Invite duo and Random trio will be represented as “Low”
    • Invite trio will have no modifier.

Developer note:
In previous updates, and in our communication around matchmaking, we mentioned that there are different modifiers applied depending on the group composition. This addition is aimed at giving some representation of the modifiers without giving details of the actual numbers used in the calculations.

  • Additional identifiers will be visible if you interacted with a hunter during the match. Hunter names will be revealed if you interacted with an enemy in the following ways:
    • Killed a hunter.
    • Killed by a hunter.
    • If the hunter was a bounty/wellspring carrier.
    • If you were within comms range of the player (voice/text chat).
  • Accolade cards for “Hunter killed” has been updated to show the star rating. Each star rating will have a set XP reward:
    • 1 star hunter: 300 exp
    • 2 stars hunters: 350 exp
    • 3 stars hunters: 400 exp
    • 4 stars hunters: 450 exp
    • 5 stars hunters: 500 exp
    • 6 stars hunters: 550 exp
  • Death Screen changes:
    • The comparison and report buttons have been moved to the “Team details” screen that is available post-match.
  • Added a new section to the in-game manual to further describe the new MMR stars feature.

Local Client toggle for MMR & Team Details

  • Added an option to allow you to hide the MMR rating of you and your teammates in the lobby. This can be done by clicking on the MMR rating in the lobby (or Team details page) and can be re-enabled at any time by clicking it again.
  • ‘Team Details’ page: we have added a new icon that will allow you to toggle on/off the names of enemy teams.

Developer note:
While we have received a lot of good feedback from the test server regarding the extra details that are now provided with the team details screen and MMR ratings, some of our partners and dedicated Hunt streamers asked if there would be any possible way to minimize the amount of information that is displayed on their screens while they are streaming. This included the MMR rating, their names/teammates names, and the names of enemy hunters.

There are a few reasons for this; one is to help limit stream sniping/harassment, the other is to remove any potential harmful content that may appear on the screen (such as inappropriate or hateful names).

It is important to note that this change is local only and is not a method of hiding your stats from others you play against. This means your MMR rating, name and all other details that are commonly shown on the team details page will still be visible to every other player you met during that match, but you are able to prevent these details from appearing on your screen while you are streaming.

Contextual Ping Markers

  • Item Boxes, Special Ammo Crates and the small Ammo Packs now have their own icon when pinged.

Developer note:
This is the first batch of new contextual ping markers that we will be adding. We plan to extend this system much further in future updates to allow players to better communicate with each other in different scenarios. More details on new additions to this system will be announced in future updates.

Status Effects Display

Active Status effects and the time remaining will now be displayed in the left corner of the HUD. Currently, two status effects will be shown:

  • Poison immunity after taking an Antidote shot and the remaining time before it wears off.
  • Unlimited Stamina after taking the Stamina shot and the remaining time before it wears off.

This system will also correctly display the time left after stacking shots.

Brand New shops

New subtab – DLC shop

  • This new subtab of the store will allow you to browse the DLC’s available for Hunt for a better browsing and navigation experience.

New subtab – Hunter Shop

  • This new tab of the store will be the new home for all the Legendary Hunters we have to offer in Hunt showdown as well as improving visibility around aspects such as their unlock requirements. This is where you will first unlock Legendary Hunters, but once purchased, additional Hunters can be recruited through the Recruitment tab as always.

Reworked Subtab – Legendary Weapons shop

  • Improvements made to the Legendary weapons shop. Weapon presentation and details such as unlock requirements should now be much clearer improving the overall experience with this part of the store.

Developer note:
These store changes are an important update for us as we have wanted to provide a much better experience for our players. We should note that these changes are only the first steps we are taking and have much more to come. Our overall goal is it improve the visibility, navigation, and usability of all aspects of the store, but we will dive deeper into that in future updates.

Additional changes

  • Visual update of the buttons (“Play Bounty Hunt,” “Back,” etc.)
  • Visual update of the tab and subtab bars.
  • The default sorting order of weapons in the Roster page has been updated to an alphabetical order.

Additional change for Consoles and PC with Controller

  • All button hints at the bottom of the screen have been removed. These icons are not included in the buttons themselves. This change should allow for better readability for any of our players using controllers and open new possibilities for the future.

World

Red Barrels

  • Increased the damage of the Red Barrels to 750 (previously 500).

See the Dev note under Dynamite changes for more details on this change.

Audio

  • Interactive Mechanical doors now use a pitch randomization to prevent “phasing”.
  • Reduced compression artifacts on many objects that produce audio (thunder, piano etc.)

AI

  • Fixed a bug that could cause Scrapbeak to get stuck.
  • Fixed a bug on the death screen where Scrapbeak would not be correctly displayed as the “killer” if you died to his concertina wire.
  • Fixed a bug that reduced the fire damage taken by Scrapbeak when in frenzy.

World

  • Fixed a bug that caused shuttered windows to sound like they were Glass when hit.
  • Bug fixeug that caused barrels to spawn in locations that intersect with other objects.

Stillwater Bayou

  • Fixed a bug that caused players to become stuck on an ammo crate at Slaughterhouse.
  • Fixed a bug that caused players to become stuck between some crates and the ceiling at Cyrpus Huts.
  • Fixed a bug that prevents certain objects from rendering correctly in the underground area of Healing Waters Church.
  • Fixed an exploit in Blanchett Graves that allowed players to reach an area that should not be accessible.
  • Fixed several exploit spots in Lockbay docks that allowed player to get kills in an unfair manner.

Lawson Delta

  • Fixed a bug that could cause the spider to get stuck inside the walls at Golden Acres.
  • Fixed some geometry issues tied to the walkways at Fort Carmick.
  • Improvements made the landscape around the spawn at Iron works.
  • Fixed several exploit spots in Lawson Station that allowed player to get kills in an unfair manner.

UI

  • Fixed an issue that prevented the display of the Bomblance hit marker when attacking a boss that is in frenzy.
  • Fixed the missing “sell all” progress circle that should appear when holding the action shortcut in the store.
  • Fixed a bug that caused the “leave group” button to not be disabled when the player is ready.
  • Fixed a bug that reset the filters when going from the ‘upgrades’ to the ‘equipment’ tab.
  • Fixed the incorrectly translated ‘Unlock’ pop up (Russian language).
  • Fixed a bug that caused issues with the view contract shortcut where it did not work correctly for a new host in a group.
  • Fixed a bug that caused the wrong ammo capacity to be displayed in the store for the Bomblance.
  • Fixed some bugs that resulted in some inconsistent naming for ammo types.
  • Fixed a bug that caused some legendary weapons to change position in the arsenal list when bought or sold.
  • Fixed a bug that caused the sensitivity settings while in “Gunslinger mode” to not grey out.
  • Fixed a bug where locked DLC’s were showing as buyable (button not greyed out as intended).
  • Fixed a bug that resulted in some inconsistencies with the ‘rending’ icons in the store and roster tabs.

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

If there are other changes and fixes included in this Hunt Showdown update today, we’ll update the post to reflect it.

Source: Reddit

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Alex Co

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

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Dragon Ball FighterZ Update 1.28 Released for Fighter Balance Changes

Arc System Works has released Dragon Ball FighterZ update 1.28, and this includes a host of fighter balance changes, gameplay-related tweaks and loads more! The developers gave us a sneak peek at this earlier during the devstream, and this DB FighterZ update is live now.

Dragon Ball FighterZ Update 1.28 Patch Notes | DB FighterZ Update 1.28 Patch Notes:

Z Change

 – Z Changes can now be performed from special moves. These Z changes have different properties from Normal Z Changes.

Guard Cancel Change 

– Can now be used in the air.

Guard Cancel Vanish 

– You can now spend 2 bars of Ki to perform a guard cancel vanish with right arrow + medium attack + heavy attack during blockstun.

Dragon Rush 

– You can now perform a dragon rush with a medium attack during Ki Charge

Ki Charge 

– Now deflects Ki Blasts from the beginning of the move You can now perform the move after guarding a Ki blast.

Sparkling Blast 

– The effect of sparkling blast will no longer run out when the opponent is damaged during limit breaking power.

Z Assist – Removed the chip damage caused by some Z assists

Z Assist (C type) – Lengthened cooldown time needed before next usage

Vanish – Now invincible from the beginning of the movie if the opponent is performing a vanish

Powered-Up Special Moves 

– KI Gauge increase scaling is now only dependent on time, not the opponent’s status

– Lengthened time during which ki gauge increase scaling applies

Jump properties 

– When in the air from anything other than a normal Jump, the character will now be treated as if they just did a high jump.

High jumps – In addition to the usual input, a high jump can now also be performed by jumping while holding the unique attack button

Super Attack Scaling – Reduced damage scaling for attacks performed after super attacks (Excluding ULtimate Z Changes)

Jumping Heavy Attack – The opponent is now knocked forward when there is a camera motion. — Fixed an issue in which some characters could earn a Dragon Ball under certain conditions without performing a super combo.

Crouching Heavy Attack (Some Characters) – Increased Attack Active Frames

– Lengthened time during which the movie is invincible to jumping attacks

Deflecting Ki Blasts – When moves other than Super Dash and Z reflect Deflect Ki Blasts, They now allow other moves to be performed like with super dash and Z reflect

If there are other changes not included in this patch that’s part of the update that we find out, we’ll update the post.

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Alex Co

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

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Report: Rainbow Six Extraction Shop and Skins Surface From Dev Build by Disgruntled QA

While Rainbow Six Extraction has been pushed back to next year, it seems a build of the game has made its way out into the wild! YouTuber BigfryTV has posted almost 10 minutes of gameplay footage, and it shows the Rainbow Six Extraction shop, and a load of skins!

According to the video, the build was given to him by QA (quality assurance) testers who were just “fed up” with giving feedback to the Ubisoft dev team and having it fall on deaf ears. And after two years plus of working on this project, they (the QA leakers) are not happy with the direction of the game currently, and where it’s headed.

Check out the video below, which we’re fairly certain will be pulled. We’ve also compiled screenshots of the Rainbow Six Extraction shop and Operator skins too (in case it does get pulled).

https://www.youtube.com/watch?v=JNDP8QqSba0

Based on the video, there are already loads of Operator skins available in the game, and with corresponding prices, too!

According to the YouTuber, he assests all seem to be reused from Rainbow Six Siege, and doesn’t play all that great. That said, we have no idea how old this build is, and how accurate all of this is to the build the game is now, and what we’ll get next year. Still, it’s a good look into the game and what Ubisoft has planned for it.

What do you think of the in-game shop and Operator skins? Do you think Ubisoft is headed in the right direction with the game based on the footage? Let us know what you think down in the comments below.

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Alex Co

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Dragon Ball FighterZ Upcoming Update Fighter Balance Changes Revealed in Twitch Event

Arc System Works today held a devstream featuring Dragon Ball FighterZ! Not only did we get a new tournament announcement, but for gamers playing the fighting game regularly, the Dragon Ball FighterZ upcoming update fighter balance changes have been revealed as well — and there’s a LOT to take in.

While the general changes are listed below which we’ve written by hand, the fighter balance changes are in the gallery. You’l have to cycle through the entire thing to see the specific change to that particular fighter.

Dragon Ball FighterZ Upcoming Update Fighter Balance Changes (August 2021):

Z Change

 – Z Changes can now be performed from special moves. These Z changes have different properties from Normal Z Changes.

Guard Cancel Change 

– Can now be used in the air.

Guard Cancel Vanish 

– You can now spend 2 bars of Ki to perform a guard cancel vanish with right arrow + medium attack + heavy attack during blockstun.

Dragon Rush 

– You can now perform a dragon rush with a medium attack during Ki Charge

Ki Charge 

– Now deflects Ki Blasts from the beginning of the move You can now perform the move after guarding a Ki blast.

Sparkling Blast 

– The effect of sparkling blast will no longer run out when the opponent is damaged during limit breaking power.

Z Assist – Removed the chip damage caused by some Z assists

Z Assist (C type) – Lengthened cooldown time needed before next usage

Vanish – Now invincible from the beginning of the movie if the opponent is performing a vanish

Powered-Up Special Moves 

– KI Gauge increase scaling is now only dependent on time, not the opponent’s status

– Lengthened time during which ki gauge increase scaling applies

Jump properties 

– When in the air from anything other than a normal Jump, the character will now be treated as if they just did a high jump.

High jumps – In addition to the usual input, a high jump can now also be performed by jumping while holding the unique attack button

Super Attack Scaling – Reduced damage scaling for attacks performed after super attacks (Excluding ULtimate Z Changes)

Jumping Heavy Attack – The opponent is now knocked forward when there is a camera motion. — Fixed an issue in which some characters could earn a Dragon Ball under certain conditions without performing a super combo.

Crouching Heavy Attack (Some Characters) – Increased Attack Active Frames

– Lengthened time during which the movie is invincible to jumping attacks

Deflecting Ki Blasts – When moves other than Super Dash and Z reflect Deflect Ki Blasts, They now allow other moves to be performed like with super dash and Z reflect

Told you there’s a lot. There’s no word yet on when the actual patch will be released, but once we know more, we’ll let our readers know. Hopefully, this is out sometime this week.

Bookmark our Dragon Ball FighterZ game hub to know when it’s out!

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Alex Co

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EA Giving Away Two Battlefield V Elite Skins for Free

If you’re still playing Battlefield V and want some new stuff, then EA might have just made your day! Players can get these two Battlefield V Elite skins for free just by logging in today! That’s it! Nothing to purchase, no challenges to complete!

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Log in today (no idea how long this unannounced promotion will last), and get the Ilse and Norman Battlefield V Elite skins for free! Chances are, this won’t be the last one, as we’re expecting more in-game freebies to hit the game and other Battlefield titles as a lead up to Battlefield 2042!

Speaking of Battlefield 2042, EA is launching a standalone film for it this August 12 titled “Exodus.”

Battlefield 2042 will launch later this year on October 22 for the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

Thanks, DANNYonPC!

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Alex Co

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Dying Light 2 Will Be Full of Easter Eggs, Techland Spills Beans on Hidden One in First Game

Fans expecting  to see Dying Light 2 full of Easter eggs like the original will be happy to know that Techland has confirmed that yes, there will be quite a handful of them in the game, and will be pulling from all kinds of medium such as movies, games, and even the original Dying Light!

Speaking to MP1st, Techland’s Lead Level Designer Piotr Pawlaczyk gave us a bit of a tease at some of the Dying Light 2 Easter eggs players can expect to find during their playthrough.

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)?

Piotr: 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.

As for the second part of the question, Pawlaczyk confirmed that almost every Easter egg in the original has been found, though he provides background on some of the graffiti and text found in the original that is in reference  to the development of Dying Light 1.

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”!

Always cool to learn something new about a game, especially one as old as Dying Light. We cannot wait to find all the lingering secrets scattered in the sequel.

Dying Light 2 will be available on PS4, PS5, Xbox One, Xbox Series, and PC December 7. Be sure to tune in later this week for our full interview!

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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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Minecraft Update 2.28 Digs Out for Patch 1.17.11

Mojang has released the Minecraft update 2.28 August 9 patch, and this is internally called the 1.17.11 title update, and is out now for all supported platforms. This brings a small list of changes to the game, and according to the developers, is fully compatible for players running game version 1.17.10!

Minecraft Update 2.28 Patch Notes | Minecraft Update 1.17.11 Patch Notes:

This updateis available now for Xbox consoles and will be released on all other supported platforms in the coming days.In the meantime, multiplayer is still fully compatible with players running on other devices with version 1.17.10

Fixes:

  • Players no longer die and instantly respawn after traveling back to Overworld from the End in certain circumstances (MCPE-135226)
  • Players no longer die and get stuck on the respawn screen when entering an End Portal after dying in the End in certain seeds (MCPE-132484)
  • Fixed a crash that could occur on Xbox when suspending and resuming the title for the second time
  • Horses no longer become invisible after being dismounted (MCPE-108568)
  • On Realms, the ‘/msg’ command once again works when the world is in Survival mode and cheats are disabled (REALMS-7760)
  • After renewing an expired Realm, the Realm is now properly renewed instead of a new Realm being created (REALMS-7263)

That’s about it for this patch. For the latest and most reliable patches, stick with MP1st!

Source: Minecraft

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Alex Co

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WRC 10 Latest Trailer Features Subaru Impreza WRC in Action

Racing fans, Nacon and KT Racing have released the WRC 10 latest trailer, and this one features the Subaru Impreza WRC in the 1997 Rallye Sanremo where Colin McRae reached one of his most memorable victories!

Watch the Subaru Impreza WRC in the 1997 Rallye Sanremo, when Colin McRae achieved one of the most stunning victories of his career, overcoming other drivers. This iconic moment of the WRC is part of the Anniversary mode of WRC 10!

Check out details on the Deluxe Edition, and pre-order bonuses for all editions.

WRC 10 Deluxe Edition – Even more WRC
The most impatient gamers may opt for the Deluxe Edition of WRC 10, offering an early access to the full game 48h before the releaseas well as exclusive additional contents:

  • Historical event: Tommi Mäkinen behind the wheel of the Mitsubishi Lancer Evo 5 at Rallye Sanremo 1998
  • Super Special Stage: Arena Panzerplatte of Rallye Deutschland reproduced at 1/1 scale – the most played special in WRC 9!
  • Career Starter Pack: Teams Members to reinforce your staff, and a pack of stickers for the livery editor
  • 3 months free access to WRC +, the official digital platform of the WRC, giving access to every live streaming and videos of the Championship

Those who pre-order the WRC 10 Standard or Deluxe Edition will have access to Subaru Impreza WRC 1997! Yep, the one in the trailer.

WRC 10 will be available on September 2, 2021 on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PC in Europe; September 7, 2021 in North America and on Nintendo Switch at a later date.

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Alex Co

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Hellblade: Senua’s Sacrifice Now Optimized for Xbox Series X|S

Looks like Xbox players can now play Ninja Theory’s latest action adventure title to its best potential, as Hellblade: Senua’s Sacrifice is now optimized for Xbox Series X|S!

Check out the trailer showing off the new enhancements and optimization for the game!

Featuring updated materials, textures, various graphic modes such as raytracing, a chapter select mode, and tons more, there’s a good reason to revisit Hellblade for one of the newest console systems out in the market today! Here’s the details from Ninja Theory themselves on what the new update offers for the Xbox Series X|S!

We’re proud to present an all-new update for Hellblade: Senua’s Sacrifice, leveraging the power of the Xbox Series S and Series X. With three graphics modes you can pick your preference of frame rate, resolution, or visual fidelity, along with upgraded materials, particles and LOD (Level of Detail). We’ve also included the feature most requested by our community: chapter select! Now you can replay your favourite moments from Senua’s journey to Helheim, and make sure you track down every last lorestone.

While Hellblade: Senua’s Sacrifice turns four years old this year, a sequel called Senua’s Saga: Hellblade 2 has been announced over two years ago, and we reported on that announcement here.

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Report: Take-Two Working on Remasters for Three Previously Released Games

Fans of the Grand Theft Auto and Red Dead Redemption games may want to watch out for some possible big news down the line, as Take-Two is reportedly working on remasters for three previously released games — and that could mean any title or popular IP in their library of games!

According to CEO Strauss Zelnick while he was speaking on the Morgan Stanley Technology, Media & Telecom Conference, Take-Two is aiming to create something that isn’t just a simple port, and suggested that remasters may be part of the company’s strategy going forward.

“Remastering has always been a part of the strategy. We’ve done differently than the competition – we don’t just port titles over, we actually take the time to do the very best job we can making the title different for the new release, for the new technology that we’re launching it on.

“So, we improve the technology, we upgrade the visuals, and we make performance enhancements. And that’s why I think our remastered titles typically do so well.”

So while there’s still no confirmation on what those three titles are, we can rest assured that Take-Two is committed to making remastered titles instead of releasing simple ports. In fact, the company’s 2K label is set to announce a new franchise later this month — and you can read about that story here. There’s also the Bully franchise, which Take-Two has updated the trademark for just recently.

Source: VGC

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Battlefield 2042 Journey of the No-Pats Part 5 “Pineapple Express” Now Out; Here Are the New Screens

EA and DICE are continuing the Battlefield 2042 Journey of the No-Pats today with Part 5 titled “Pineapple Express.” Same as before, there’s a story and a bunch of new screenshots documenting the world of Battlefield 2042. We’re about a few days away from the standalone short film titled “Exodus” which airs on August 12.

Battlefield 20242 Journey of the No-Pats Part 5 “Pineapple Express:”

Tune in tomorrow for another set of screenshots and another entry in Journey to the No-Pats! Part 6 is titled “The Only Way Home” and seems to be the last one scheduled by EA.

Source: EA

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Alex Co

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Spellbreak Update 4.01 Casts Out for Speed Boost Bug & More This August 9

Proletariat has released the Spellbreak update 4.01 patch this August 9, and this is to fix a few bugs that managed to sneak their way into the game. This patch is out on all platforms, and is a small download. Check out the full patch notes below.

Spellbreak Update 4.01 Patch Notes | Spellbreak August 9 Update Patch Notes:

Here’s what developer Proletariat has shared regarding today’s update:

https://twitter.com/PlaySpellbreak/status/1423709577934106627

Hey Breakers!

We have a hotfix planned for Monday around 10AM ET to kill a bug that’s giving players a speed boost usually only observed in blue hedgehogs.

Should also fix some pesky XB1 and PS4 crashes and the Firefly bug. No downtime, but we’ll remind you when it happens!

For the huge changelog in the Wardens update released last month, head on over here.

If we spot any other gameplay or technical fixes related to today’s patch, we’ll be sure to update the post. If you spot any changes not mentioned in the notes, let us know down in the comments.

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Alex Co

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Xbox Gamescom 2021 Stream Announced; Don’t Expect New Announcements

We are just two weeks away from the official Gamescom 2021 event, and to kick things off, Microsoft will be hosting a Xbox Gamescome 2021 event just the day before the event officially kicks off! To set expectations, Xbox has outlined exactly what gamers can expect.

As detailed on the official Xbox blog, the Xbox Gamescom 2021 stream will kick off Gamescom on August 24.

Xbox Gamescom 2021 Schedule

  • Join us for the gamescom 2021 Xbox Stream on August 24 at 10:00am PT/6:00pm BST/7:00pm CEST.
  • Tune in to gamescom: Opening Night Live on August 25 at 11:00am PT/7pm BST/8:00pm CEST.
  • Connect with friends and special guests at Xbox FanFest.

To help set expectations, the company outlines in their blog post that this event will be used to look at previously announced games, some coming out in the next few months.

You’ll get in-depth updates from some of our previously announced Xbox Game Studios titles alongside some of our third-party partners, including some of the incredible titles coming to Xbox this holiday, upcoming releases to our monthly subscription service, Xbox Game Pass, and much more.

GM, Xbox Games Marketing & Home Appliance Visionary at Microsoft Aaron Greenburg also added that we shouldnt expect to see any major reveals or surprises during the event.

It’s a bit of a bummer, but I suppose seeing more of Forza Horizon 5 wouldn’t be all too bad. That, and the fact that Halo Infinite has yet to receive a release date, something tells us that will finally be revealed during their Gamescom Stream. One could hope, so be sure to check back here August 24 for updates!

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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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F1 2021 Update 1.06 Races Out This August 9

Codemasters has released the F1 2021 update 1.06 (PS5 version 1.006) this August 9, and this includes a host of bug fixes for the racing sim. This patch is out on PlayStation, PC and Xbox, and the offical patch notes are available below.

F1 2021 Update 1.06 Patch Notes | F1 2021 Update 1.006 Patch Notes:

  • Addressed an issue where there could be no force feedback on Thrustmaster wheels if task manager was open in the background in Windowed mode.
  • Addressed an issue where force feedback would not be active on Thrustmaster wheels when launching from a desktop shortcut.
  • Audio will no longer stutter when connecting an official Xbox headset into the controller.
  • Quick Practice will no longer cause excessive wear to components.
  • Addressed various issues with online session connectivity on Xbox.
  • Addressed high GPU usage on loading screens during Braking Point.
  • Ghosting is now set to on in Ranked sessions.
  • “League Racer” achievement/trophy can now be correctly unlocked.
  • MFD will now pop-up after receiving minor damage.
  • UDP: LapHistoryDate will now be correctly sent for an active car after another has retired.
  • Addressed a potential crash while using photo mode.
  • Addressed a potential crash during broadcast sequences.
  • Track surface will now appear correctly for player 2 in split-screen during a wet race.
  • On-track VFX can no longer be seen by other drivers in F2™ one-shot qualifying.
  • 3D Audio for headphones has temporarily been disabled on PS5. This will be re-enabled as soon as audio issues relating to it have been resolved.
  • Car performance can now be changed after creation of a league.
  • Mid-season driver negotiations have been removed from the first season of a Real Season Start career.
  • Improved feedback given when haptic feedback is set to weak on PS5.
  • Addressed an issue where the Emirian flag could be displayed on the podium instead of the Turkish Flag.
  • Tyre wear can now be viewed on the MFD during the formation lap.
  • Rebalanced chapters 1,3,5,9 and 12 on Normal difficulty in Braking Point.
  • General stability improvements.
  • Various minor fixes.

Source: EA

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Alex Co

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Techland Hears Fans Want a Dying Light Next-Gen Update, but Focus Is on Sequel & “Other Projects”

With support still going on today for Dying Light, and a recent “Platinum” edition releasing this last May, many fans had wondered if Techland had any plans of releasing a Dying Light next-gen to support next-gen consoles. Well, for those hoping to see one drop before the release of Dying Light 2, it seems very unlikely as the team is entirely focused on the sequel and “other projects.”

Speaking to MP1st, Techland’s Lead Level Designer Piotr Pawlaczyk confirmed to us that they know fans want a next-gen update for Dying Light, though focus is being put elsewhere.

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?

Piotr: 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.

As it stands, Dying Light is capped off at 30fps on last-gen consoles and never got a update to support higher frame-rate for the newer consoles. The Xbox Series X is capable of running Dying Light at 60fps, though this is done through it’s own hardware on a system level with the FPS Boost feature. A native port would certainly see other benefits, such as optimized loading, enhanced visuals, and on the PS5 side, DualSense features.

Of course Piotr Pawlaczyk didn’t downright say it wasn’t happening, so there is some hope that we will see a update/upgrade for Dying Light sometime in the future. What does have us a bit more curious is this “other project” the team keeps mentioning over the years.

For reference, back in 2016, Techland’s CEO Paweł Marchewka mentioned to Eurogamer that they were working on two unannounced projects. One of these, of course, turned out to be Dying Light 2, while the other has been described as an “open-world fantasy game with RPG elements.” With this mention being over four years old now, one has to wonder if it’s due for announcement soon. I Guess we will find out after the release of Dying Light 2.

Dying Light 2 will be available on PS4, PS5, Xbox One, Xbox Series, and PC December 7. Be sure to tune in later this coming week for our full interview!

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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 17 Update 1.15 Released to Decommission Online Services

Those still playing MLB The Show 17, San Diego Studio has released the MLB The Show 17 update 1.15 title update today, and as one might expect, there’s nothing new for gamers in thsi title update, but rather, it “decommissions” the servers.

MLB The Show 17 Update 1.15 Patch Notes:

These aren’t actual patch notes, but here’s the announcement from the studio:

On August 08, 2021 Sony Interactive Entertainment will decommission the online service for MLB® The Show™17 on the PlayStation®4 system. Multiplayer and other online features will no longer be available, but you will continue to be able to play the game and use Stubs in offline modes. We thank you for your devotion, and hope you’ve enjoyed your game experience.

On behalf of The Show Team, we’d like to thank you for your time spent playing MLB The Show 17.

Players can and will still be able to play the game offline, so there’s that.

MLB The Show 17 was released back in 2017 for the PS4, and was developed by San Diego Studio. The latest game in the franchise, MLB The Show 21, is out now for PlayStation and Xbox.

If you still have a copy of the game, hit a few ones out of the park for old time’s sake.

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Alex Co

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

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Back 4 Blood Devs Try Their Best to Include Accessibility Features So That Everybody Can Play Their Games

For those playing the Back 4 Blood beta, you might (or might not) have noticed that there’s already a wide range of accessibility options to the zombie-slaying game, and it seems developer Turtle Rock Studios has implemented these Back 4 Blood accessibility options as a priority.

Currently, the game features a text-to-speech interface, colorblind options, a speech-to-text program for voice chat, the ability to adjust visibility of the different areas of the HUD (heads-up display) and the like. This accessibility has also seeped its way into gameplay as well, and it’s by design, too. Brandon Yanez, Lead Game Designer at Turtle Rock Studios has commented on this, and has mentioned how they are pushing for this so that everybody who wants to play their games, can.

We have multiple difficulty levels, and with each one we try to target a different group of players. Playtesting allows us to adjust how forgiving or brutal this is that allows us to include more players. This is for everybody, so we try to get a lot of people in to test it and make sure they have fun with it.

When we hear of a new feature that can help somebody else experience our game, we do our best to try and include it. Even if it’s not perfect at launch, moving forward we want to ensure that everybody can play our products.

As someone with a bad case of colorblindess, this is definitely welcome news to me. Hopefully, other studios realize how accessibility options aren’t just something you tick off a box, but something that you actively work on so that more players can enjoy the game rather than figuring out a way on how to enjoy it.

Speaking of the Back 4 Blood beta, go check out our impressions here via a press event we attended! The open beta which will be available for everyone regardless if they pre-order or not, starts next week.

Source: GameByte

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Alex Co

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XDefiant to Include Reaction Emote Feature for Players Killed; Gun Customization Screen & More Leaks

Have you ever wanted to let your teammates or enemy known what you felt when you got killed in an online first-person shooter? It looks like Ubisoft’s upcoming free-to-play shooter XDefiant will allow just that.

Reddit user MrNomNom9 has leaked a bunch of XDefiant details and even screenshots straight from the closed test! Yes, the same test where Ubisoft doesn’t even want your neighbors peeking through your windows! One of the details shared is how the game has a “reaction” feature on being killed; players can react to their killer’s actions with “Wow,” “Anger,” “Shocked,” “Happy” and “Sad” emotes. As for the killer, they can “pop gang signs, anime poses, and dance moves.” The leaker states they saw an Echelon Agent dab after quickscoping, which should please those who do that after every kill.

Here are some of the screenshots shared based from the closed test, which include a look at the gun customization screen!

If you want to check raw gameplay for XDefiant, head on over here.

You can read the leaker’s impressions of the closed test in this Google document.

XDefiant is a 6v6 free-to-play shooter coming to PS4, PS5. Xbox One, Xbox Series X|S and PC, though there’s no definite release window or date yet.

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Alex Co

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Report: Diablo 2 Resurrected Beta Release Date Leaked by Microsoft Store

While we already know that Diablo 2 Resurrected will be getting an open beta sometime in August per Blizzard’s previous announcement, it seems we now know the exact Diablo 2 Resurrected beta release date — if this recent leak by the Microsoft Store is to be believed.

Related Reading: Diablo 2 Resurrected Open Beta & Early Access Schedule & Details Revealed (Official)

The Microsoft Store had the Diablo 2 Resurrected beta release date listed as August 17 on the official beta client page! Unfortunately, the listing has since been altered to omit the date, but thankfully, Reddit user crimson4649 managed to screengrab it!

Description

Pre-order the digital edition of Diablo® II: Resurrected™ or Diablo® Prime Evil Collection and get Early Access to the Diablo II: Resurrected Open Beta! Be among the first to return to Hell and experience the timeless gameplay of Diablo II, now remastered with modern visuals and audio that take advantage of today’s gaming hardware. Face the minions of Hell as one of five playable classes in the Beta. Each is highly customizable with countless build and gear options for players to explore. *Open Beta Early Access to be available prior to the launch of Diablo II: Resurrected. Actual platform availability and launch date(s) of the Beta subject to change. See https://news.blizzard.com/en-us/diablo2 for more details. Internet connection required.

Given how the previous announcement by Blizzard mentioned August, this seems like a plausible date that was accidentally revealed a wee bit too early. That said, still treat it with a gain of salt for now given it’s not an official announcement just yet.

In other Diablo news, Diablo 3: Reaper of Souls – Ultimate Evil Edition was mysteriously free for Xbox Live Gold members last week! Once Blizzard makes an official announcement regarding the open beta date, we’ll be sure to let our readers know.

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Alex Co

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