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Marvel’s Spider-Man Miles Morales Update 1.011 Crawls Out

Insomniac Games has just released Marvel’s Spider-Man Miles Morales update 1.011 August 7 patch today! This is an unannounced title update, so don’t expect much outside of bug fixes and the like.

Marvel’s Spider-Man Miles Morales Update 1.011 Patch Notes | Marvel’s Spider-Man Miles Morales Update 1.011.000 Patch Notes:

Update (8/9/21): The offiical Insomniac Games page for games has updated its patch notes for Spider-Man Miles Morales, and yep, as expected, it’s for stability as we’ve been told previously.

Unfortunately, Insomniac Games has not updated the game’s official release log page just yet. However, we reached out to Insomniac Games, and we were told by a PR rep that today’s patch “improves game stability.”

Same as before, if you spot any gameplay-related changes, or technical fixes, share them down below in the comments to let your fellow Spidey fans know.

The last patch released for Miles Morales was last month (1.10) and had the following confirmed fixes:

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Alex Co

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

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Marvel’s Avengers New UI Screenshots & Upcoming Changes Revealed; Royal Legacy Black Panther Outfit Shown Off

While Marvel’s Avengers players are getting the big War for Wakanda expansion later this month for free, there are other stuff players can look forward to, and one of these is a UI (user interface) update! The Marvel’s Avengers new UI has been shown off along other details in this week’s devstream!

Check out the screengrabs and the info that’s coming with the Marvel’s Avengers new UI!

Marvel’s Avengers New UI Details and Upcoming Quality of Life Changes (Confirmed in Devstream):

  • The character gear loadout screen is completely different
  • They’ll continue to update it and this new UI allows them to add requested features like Gear Loadouts
  • Each characters UI page has a unique theme for the character
  • The new UI allows you to see your spec much easier and not through tons of tabs
  • The new UI helps support D- Pad movement due to its grid setup which didn’t work in the last UI
  • The gear UI now allows gear locking so you don’t destroy it by accident
  • You can now carry 11 pieces of gear per slot
  • You can now mark individual pieces for dismantling
  • You can tab between the different gear categories easily
  • You can hold the dismantling button for fast, consecutive dismantling
  • A maskless version of T’challa’s Iconic suit can be seen as a challenge card reward
  • You can move gear to the inventory locker and back to your inventory now in the gear menu
  • Gear that’s ready to be upgraded has some pulsating green arrows on them
  • You can now pin the compare gear option so it stays up
  • They have more work to do on how stats are displayed, but it’s been updated to better show you your overall stats and it will stay up when you select the option
  • The new UI helps set up the future for comics and will allow them to do more with them
  • The update helps put their menu in a position to add some requested features like an emote wheel, but that’s all they’ll say
  • The font in the codex has been updated to be easier to read
  • The faction terminals have been updated to support all the factions so you don’t have to go to different areas to accept assignments
  • This is a setup for gear loadouts, so they won’t be with the Wakanda update
  • No Dev Stream next Friday, but on the War Table day they’ll have a combat stream
  • Bunch of blogs coming next week including info on enemy factions and an event

Alongside the info, we also got a look at the Royal Legacy Black Panther Outfit as well!

As you can see from the list upcoming changes to the UI, there’s also a bunch of quality of life changes incoming as well. Dismantling is going to be faster, Faction terminals have been updated so you don’t need to go to different areas to accept assignments, and more.

The War for Wakanda update is coming on August 17, but there’s a War Table set on August 16. As for the next dev stream, Crystal Dynamics has confirmed that there’s not going to be one this coming Friday.

Once more info surfaces for War for Wakanda and other changes, we’ll let our readers know.

Thanks, QJ-Rickshaw, Billyb311!

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Alex Co

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

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Activision Debunks Call of Duty Modern Warfare 3 Remaster Rumors, Says It Doesn’t Exist

Rumors have been running wild for the last year that Activision was in the process of preparing to re-release the third Modern Ware game. Much like the previous two previous entries in Infinity Ward’s best-selling series, Modern Warfare 3 Remaster was said to include upgraded visuals, performance, along with a number of other improvements, and would indeed be bundled with the upcoming Call of Duty 2021. Well, seems like those rumors are completely false, as Activision has finally come out to say that it “doesn’t exist.”

According to a statement issued to CharlieIntel, Call of Duty Modern Warfare 3 Remaster does not exist in any form, be it multiplayer or campaign only.

“A remaster of Modern Warfare 3, campaign or multiplayer, does not exist. Any reports otherwise are incorrect,”

Sad news for those hoping it would be arriving along side of Call of Duty 2021, though in the very least we can finally put this rumor to rest.

Shame though, with first two games already receiving a HD remaster, it would have been nice to be able to complete the full collection on the newer consoles. Still, I wouldn’t lose all hope as it could still very much happen sometimes down the road.

Would you want to see a Modern Warfare 3 Remaster? What changes would you want to see made for it outside of the graphical improvements?

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James Lara

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

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Marvel Vs Capcom 2 Re-Release Petitioned by Fans, Supported by Latest Studio to Work on Console Release

Looks like one of the most popular fighting game crossovers is on the path for a much-needed revival, as a Marvel Vs Capcom 2 re-release is being petitioned by fans and developer Digital Eclipse after interest was born anew!

Thanks to a campaign started by YouTuber and fighting game enthusiast Maximillian, the hashtag #FreeMVC2 has gained traction and a lot of players from the fighting game community are hungry to see a re-release done on current and modern platforms.

Max’s movement and petition to have MvC2 rerelease caught the attention of many fighting game fans who felt the same — as well as the head of Digital Eclipse himself Mike Mika, who has stated that he and the company are willing to take on the project should Disney and Capcom approve of a rerelease.

The last time Marvel Vs Capcom 2 got a release was for the PlayStation Network and Xbox Live Arcade back in 2009, as well as iOS in 2012. Unfortunately those versions were removed and delisted from stores a few years later by Capcom after licensing terms with Marvel expired. The game would not see another release since, making those who were lucky to purchase the digital release or own the old PS2, Xbox, and Dreamcast versions highly sought after games. Hopefully Capcom, Marvel, and Disney notice the growing trend started by dedicated fans and players who’d like to see one of the greatest crossover fighting games see the light of day again.

In other Capcom fighting game news, Street Fighter 5 got a big summer update digital event and new characters are coming to game this month! Read the details on that here.

Tim Villasor

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Battlefield 2042: Despite “Clear Strength of Player Interest” EA Not Raising Sales Expectations & They Explain Why

This week, EA announced that Battlefield 2042 garnered over 210 million views since it’s reveal in June, which is very good news. However, even with that and with what EA calls “clear strength of player interest,” the publisher won’t raise the game’s sales expectations per Blake Jorgensen, EA COO & CFO.

Here’s what Jorgense shared during EA’s quarterly financials call:

I would note that despite the clear strength of player interest so far, it is too soon to raise our unit expectations for Battlefield 2042. As a result, the stronger product mix we are now anticipating for this year, we are raising our expectations for underlying, profit and more specifics are in the downloadable model that we post on our website. – Blake Jorgensen, EA COO & CFO

During the quarterly earnings call’s Q&A portion, analyst Mario Lu of Barclays asked about EA’s statement of not raising unit sales estimates for the shooter.

Mario Lu First one is on Battlefield. So you mentioned you’re not updating your unit sales estimate for the title for – deposit response to sales. So I just wanted to hear your thoughts on in terms of in-app purchases with an upcoming title. How should we frame the opportunity with that new monetization channel as historically with monetized with CSD?

Blake Jorgensen: Yes. What I would say is that don’t take our comments on not updating the guidance on Battlefield in any way as a negative. It is – we ultimately expose the world to Battlefield later than we normally would do. Normally, we do it through early June, E3 or maybe even earlier than that, and we did it in early July. So we’re trying to make sure we pace the disclosure about what’s in the game to people and then measure our demand off of that. But we’re feeling very, very positive about it. And we wouldn’t have raised our full year guidance if we didn’t feel that was a potential for us, and I think it’s an upside for the company longer term during the year.

Perhaps not raising the unit sales expectations is for the best, as we all know what happens to games that underperforms, right?

In the same earnings call, EA explains that for Battlefield 2042, it’s aiming for a long-term relationship and interaction with gamers, rather than just selling them a game for the year.

Source: SeekingAlpha (login required)

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Alex Co

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

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Zombie Army 4 Update 1.39 Released for Texture Fixes & More This August 6

Rebellion has released the Zombie Army 4 update 1.39 August 6 patch, and given we just got the huge Left 4 Dead update earlier this week, one can presume that this is more for fixes than anything else. Head on below for the full list of changes in today’s patch.

Zombie Army 4 Update 1.39 Patch Notes:

Here’s what’s in the PS4’s update history:

• Fixes to texture streaming across multiple DLC levels
• General bug fixing and improvements

Over on Twitter, the official Zombie Army 4 account mentioned this today as well:

Slayers! Those of you who noticed texture issues after our recent DLC drop, will be pleased to hear the patch that has just gone out (7pm BST) will address this. Thanks again for your patience.

That’s about it for this patch. If you spot any gameplay-related changes, or fixes not mentioned above, feel free to leave a comment below to let us know. If we spot anything else, 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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Major Changes Are Coming to Destiny 2 PvP in Season 15, Here’s a Preview of the Ability Changes

Those looking for the season of Destiny 2, Bungie has more than just new content planned, as the studio has outlined the major changes coming to Destiny 2 PvP in the next season!

Bungie Assistant Game Director Joe Blackburn has outlined the biggest changes coming to Destiny 2 PvP and separated it by class! The PvP changes are being discussed in three parts, with the first one being the abilities, the next one (out next week) talking about armor and mods, with the last one discussing the weapons.

Destiny 2 PvP Changes in Season 15:

SEPARATE MELEE ACTIONS

Have you ever tried to throw a knife at an approaching Screeb, only to instead lunge forward and slap the Screeb in its gross exploding face? Have you ever accidentally wasted your hard-earned melee charge on a sad, lone Dreg? If so, there’s hope. Introducing… separate melee actions!
Starting next Season, you’ll be able to bind your charged melee attack and your uncharged melee attack to separate inputs, giving you greater control of when you use your abilities. This is an opt-in feature, and these new actions will be unbound by default. When you go to customize your controls, you’ll see the following new entries in the action list:
Auto-melee is the new name for the melee action that you’re used to. Your melee is context-sensitive and its behavior will change based on your equipped ability and your proximity to enemies. It usually does its job well but will occasionally betray player intent.
Charged melee is a new action that will always activate your charged melee ability upon button press, regardless of whether an enemy is in lunge range. Pressing the input when your melee ability is not fully charged will perform no action and cause the melee-ability icon to flash red, similar to how the grenade ability works.
Uncharged melee is a new action that will always activate your uncharged melee, even when your charged melee ability is fully charged.
It’s fairly straightforward, but here are some things to note:
  • Melee attacks trigger as soon as the button is pressed, not when it’s released. Melee attacks don’t wait to see if you’re still holding the button before starting. This means you can’t set any of the melee actions to a long-press or double-press input.
  • Game controllers have a limited number of inputs, so you may need to get creative with how you map your controls. Personally, I like to put charged melee on RB/R2 and uncharged melee on right-stick click/R3. This doubles up the Finisher and Uncharged-Melee actions on right-stick click/R3, which will prioritize finishing enemies over melee-ing them if the enemy is in a finish-able state.
  • If you assign charged melee and uncharged melee to the same input, it will always prioritize the charged melee over the uncharged melee, which is the opposite behavior of the auto-melee action.
To use these new actions on keyboard/mouse, open the Settings menu, click on Keyboard/Mouse, scroll down to “Charged Melee” and “Uncharged Melee”, and assign them to an input.
To use these new actions on controller, open the Settings menu, go to Controller -> Button Layout -> Custom, scroll down to “Charged Melee” and “Uncharged Melee”, and assign them to an input.
We hope you enjoy this new functionality, and we hope it saves your bacon from time to time.

LONG-TERM ABILITY PLANS

Last Season, sandbox lead Kevin Yanes laid out our vision for how we see subclass abilities fitting into the Destiny 2 sandbox moving forward. Our philosophy for ability design is that abilities should complement the core combat of Destiny but not dominate it. It should enhance the game’s gunplay but not replace it. The changes we’re introducing in Season 15 will help set the stage for those larger systemic ability changes. In the coming seasons, we’ll be focusing on adjusting how often abilities can be used in the Crucible specifically. Please stay tuned for more info about that.

SEASON 15 ABILITY BALANCE PASS

For Season 15, we’ve prepared a slew of balance changes to raise up underperforming subclasses and tone down overperforming subclasses.  Without further ado, here are the ability changes we’ll be making in Season 15:

GENERAL ABILITIES

STASIS FREEZE

The goal of these changes is to make being frozen by Stasis less frustrating. Previously, players who were frozen in the air had to wait until they hit the ground to start the breakout process. Additionally, we’ve shortened the window of vulnerability between breaking out of the Stasis encasement (and losing the damage resistance it provides) and getting back to weapon ready so you can fight back.
  • Frozen players can now initiate breakout while airborne.
  • Shortened breakout animation and camera transition.
      • This means that once you decide to break out, you’ll be able to fight back sooner.
  • Differentiated long freeze and short freeze visual treatment to make each status easier to identify.

SLIDE

The goal of this slide change is to slightly reduce the effectiveness of sliding into engagements to gain the upper hand. Even after the Shotgun changes we made last Season, sliding into every engagement with a Shotgun, or any weapon, is still incredibly effective, and run-and-gun playstyles are very low-risk. This is a change that looks scarier on paper than it feels in practice in our opinion, and we’ll continue to monitor how it plays out.
  • While sliding, players now incur the following weapon penalties:
      •  -20 stability
      • +15% shotgun pellet spread
      • 1.5x flinch

TITAN

RALLY BARRICADE

This Barricade variant doesn’t see much use, so we’ve made changes to make it a more viable option. It retains the same reload-speed benefits as before, while adding other weapon buffs.
  • Standing behind the Rally Barricade now also provides the following weapon buffs:
      • +30 stability
      • +10% range
      • -50% flinch

ALL BARRICADES

 Currently, certain fast-moving abilities allow you to speed through an enemy barricade while taking minimal damage. The goal of this change is to make players think twice before dashing through a barricade to engage the Titan on the other side. Barricades still can’t cause lethal damage, but dashing through one should now always leave you with a sliver of health.
  • Players moving at high velocity now take more damage when moving through hostile Titan Barricades.
  • Barricades now slightly protrude into the ground to better protect the Titan’s feet on uneven ground.
  • This should reduce instances where explosions and projectiles are able to sneak through the bottom of the Barricade and hit the Titan.

BEHEMOTH

As you may remember, midway through last Season we released a portion of the Stasis-related changes originally intended for this releasen. We’re pretty happy with the effect those changes have had on the Crucible, but some of the changes we made had a negative effect on the feel of Stasis in PvE content. We’ve made some adjustments that should help these abilities feel better. In this case, the Cryoclasm change we made last Season made it difficult to use Cryoclasm to shatter targets that were close to you. This change enables the Behemoth to shatter nearby targets even if they don’t have enough space to get a running start.
We also believe we overdid the movement-speed nerf to Behemoths last Season, which hurt the viability of Shiver Strike, especially during the Glacial Quake Super. We’ve increased the movement speed to make this feel better.
With this patch, we are also fixing a bug where the Whisper of Rime overshield wasn’t properly scaling precision damage, causing it to be significantly beefier than intended, which primarily impacted Tectonic Harvest Behemoths.
  • Cryoclasm 
      • While equipped, base slide now shatters crystals and frozen enemies.
      • Increased duration of screen FX notifying players that Cryoclasm long slide is ready from 1 second to ~4.5 seconds.
  • Shiver Strike 
      • Increased movement speed by 25%.
  • Whisper of Rime 
  • Fixed a bug where the overshield provided by Whisper of Rime was not scaling precision damage correctly.

MIDDLE-TREE SUNBREAKER

We are extending the throwing hammer lifespan to allow Titans more time to finish an engagement and still pick up their hammer before it vanishes. We also felt it could deal more damage against orange- and yellow-bar enemies. Also, the new charged melee action allows you to throw your hammer point-blank at an enemy, which is pretty badass.
  • Throwing Hammer 
      • Increased time before hammer explodes after hitting the ground from 6.5s to 10s.
      • Increased damage vs. powerful PvE combatants by ~50%.

TOP-AND-BOTTOM-TREE STRIKER

Some of the game’s melee-based Supers are at a bit of a disadvantage in today’s sandbox, so we’ve decided to give a few of them some love. In the future, we’ll be looking at ways to reduce the disparity between melee Supers and ranged Supers in a more sustainable way.
  • Fists of Havoc 
      • Increased slam detonation radius by 14%.
      • Reduced slam damage falloff.
      • Reduced slam attack activation cost from 21% to 18%.

MIDDLE-TREE STRIKER

This change will be balanced out by something we haven’t mentioned yet. We’ll say more about this in a future TWAB.
  • Inertia Override 
      • Increased duration from 4 seconds to 6 seconds.
      • Sliding over an ammo brick now grants 20% melee energy.

TOP-TREE SENTINEL

The following change refers to the Ward of Dawn bubble itself and not players inside the bubble. Currently, dropping a Ward of Dawn on top of a boss is a no-brainer because it’s so effective. The goal of this change is to reduce the breadth of encounters solved by Ward of Dawn and make burly bubbles a conscious choice by the Titan.
  • Ward of Dawn 
      • Increased damage taken from bosses from 0.25x -> 7x (at 0 Resilience).
      • Damage taken can scale down to 0.25x based on the owner’s Resilience stat.

HUNTER

REVENANT

Last Season, we reduced the radius of the Silence freeze. That change has played out well, requiring the Revenant to be more precise with their Silence throws. Even now, Silence feels like the scarier part of the Super, and we want Squall to feel more dangerous. Currently the Squall storm is slow enough that you can kind of ignore it or fight until it gets close and then relocate. With this speed change, we want players to prioritize relocating when they see an approaching Squall. Additionally, Squall will now stop when it touches a boss, which should make it better for single-target boss damage. However, there’s a known issue where the Squall will not start moving again if the boss moves or dies. We hope to further improve this behavior in a future release.
We feel we hit Withering Blade slightly too hard in last Season’s Stasis balancing. The following change should make it slightly easier to land while keeping the damage and slow duration at a reasonable spot.
  • Silence and Squall 
      • Increased Squall movement speed by 20%.
      • Squall storm now stops when it touches a boss.
  • Withering Blade
  • Increased projectile speed and tracking by 10%.

MIDDLE-TREE GUNSLINGER

We’d like to give Hunters a larger window to defeat burning enemies and trigger the Playing with Fire perk. As such, we’re giving the Knife Trick timer a 25% buff.
  • Knife Trick 
      • Increased burning duration from 3s to 4s.

TOP-TREE GUNSLINGER

This Super has been through a lot. We had intentionally reduced the effective range of Six-Shooter several seasons ago to balance it against bottom-tree Golden Gun. This change was then unintentionally reverted at some point due to an unrelated integration mishap and then later de-reverted. In any case, we’re extending the lethal range of this Super a little to reduce how often it required two shots to kill in the Crucible.
  • Six-Shooter 
      • Damage falloff now starts at 25m instead of 20m

ARCSTRIDER

As we mentioned previously, melee Supers such as Arc Staff are struggling a bit in today’s sandbox where players move extremely fast, weapons hit extremely hard, and ranged Supers handily win duels. We’ve extended the duration and slam range to help alleviate some of Arc Staff’s shortcomings, but we’ll continue to evaluate Super dynamics and search for a solution that doesn’t cause Power creep. Additionally, Arc Staff needed a little love in high-level PvE content, so we’ve increased its damage output there.
  • Arc Staff 
      • Extended passive Super duration from 16 seconds to 20 seconds.
      • Increased heavy-slam detonation radius from 5m to 6m.
      • Increased damage vs PvE combatants by 33%.
  • Top-Tree Arcstrider 
      • Deadly Reach 
          • Increased duration from 8 seconds to 10 seconds.
  • Middle-Tree Arcstrider 
      • Lightning Weave 
          • Dealing damage with Tempest Strike now triggers Lightning Weave.
          • Timer can now be extended by dealing damage with any weapon.

MIDDLE-TREE NIGHTSTALKER

Spectral Blades not only allows its user to go invisible and vanish from radar, but also has one of the highest damage-reduction values in the game. As the fantasy of this ability is that of a stealthy assassin and not a stealthy raid boss, we’ve decided to tone down the damage reduction. Looking at the data, middle-tree Nightstalker is among the most successful subclasses in the Crucible, so this change feels warranted.
  • Spectral Blades 
    • Reduced damage reduction during Super from 52% to 47%.
    • Reduced additional DR when invisible from +5% to +3%.

WARLOCK

SHADEBINDER

Winter’s Wrath is one of the best dueling Supers in the game, capable of quickly and easily dispatching other Supers. We’re OK with that being a strength of the Shadebinder in PvP, but we felt melee Supers needed more of a fighting chance against the Shadebinder.
  • Winter’s Wrath 
      • Reduced Shatterpulse damage vs. close-range Supers.
          • Warlock must now freeze and shatter twice to defeat players in Burning Maul, Fists of Havoc, Sentinel Shield, Nova Warp, Arc Staff or Spectral Blades (Glacial Quake still only requires one shatter to defeat).

TOP-TREE DAWNBLADE

Top-tree Dawnblade (TTD) is straight-up dominant in PvP, so we’re taking some measures to make it slightly less so. Celestial Fire will now take a little more accuracy to get full damage. Having access to two back-to-back Icarus Dashes gave this subclass too much positioning flexibility, allowing for quick long-distance flanking and evasion. When playing against a TTD, it’s hard to know if they have an Icarus Dash ready to go, even if you just saw them use one. We’re hoping this change makes playing against a TTD more predictable.
We want the identity of TTD to be found in aerial combat, so we’re doubling down on Heat Rises. We hope this change makes Heat Rises more accessible to players of all skill levels.
  • Celestial Fire 
      • Reduced tracking cone angle.
      • Arming shape (proximity detonation) now shrinks over time.
      • Reduced detonation size by 1m.
      • Damage falloff increased at short distances.
  • Icarus Dash 
      • Now provides one air dodge every 4 seconds.
          • While under the effects of Heat Rises, increased to 2 dodges every 5 seconds.
  • Heat Rises 
      • Increased duration from 10 seconds to 15 seconds.
      • Increased the time extension awarded for air kills while Heat Rises is active. The extension duration differs based on the type of enemy killed.
      • Your location now appears on enemy radar when using Heat Rises.

MIDDLE-TREE DAWNBLADE

Like Ward of Dawn, dropping a well on certain bosses is a no-brainer because it’s so effective. The goal of the below changes is to reduce the breadth of encounters solved by Well of Radiance and make burly wells a conscious choice by the Warlock.
Additionally, we’d like to make Well of Radiance more effective in the Crucible. You will have more survivability while in the well and you won’t be able to be frozen or slowed by Stasis users, making this tree a solid choice when facing off against Stasis. The well Sword can be frozen and shattered, but it takes multiple freezes and shatters before being destroyed.
  • Well of Radiance 
      • Increased damage taken from bosses from 0.25x → 1.5x (at 0 Resilience).
          • Damage taken can scale down to 0.25x based on the owner’s Resilience stat.
          • Note: This refers to the Well of Radiance itself and not players inside the well.
      • Increased damage resistance buff vs. enemy players from 20% to 40%
          • Players inside Well of Radiance are now immune to Stasis freeze and slow.
          • Well Sword can now be frozen and shattered by Stasis.
  • Guiding Flame 
      • Increased duration from 7 seconds to 10 seconds.
      • Increased damage buff from 20% to 25%.

BOTTOM-TREE DAWNBLADE

This tree has felt a little lackluster when compared to the Warlock’s other options, so we’ve given it some enhanced functionality. Like the Revenant’s Shatterdive, Phoenix Dive can now dive down diagonally in the direction of your choosing.
Bottom-tree Dawnblade also has one of the weaker melee attacks in the game—you had to defeat an enemy with the melee impact to cause an explosion. With this new rework, any time you defeat an enemy who is burning or defeat an enemy with any of your Solar abilities, they’ll explode and put a burn on nearby enemies. Your charged melee deals 120 damage and puts a burn on the enemy, meaning you can follow up with another lethal attack and still get the explosion. As a side note, this will be even more effective with the Dawn Chorus Exotic helmet.
  • Phoenix Dive 
      • Reduced delay before dive starts.
      • Can now input a direction to dive in that direction.
  • Igniting Touch 
  • Ability Rework: Solar ability kills and kills on burning targets now cause targets to explode and burn other nearby enemies (who will also explode if they die while burning).

MIDDLE-TREE STORMCALLER

These changes should lead to less instances of Chaos Reach dealing damage to enemies on the other side of a wall. Arc Beam sees high use in the Crucible (in part due to Geomag Stabilizers), and is often used as a shutdown Super. In future seasons, we’ll be looking at Arc Beam to make sure it’s not too easy to use in the Crucible.
  • Chaos Reach
      • Increased beam environment-collision size to better match collision size with damage size.
      • Reduced beam damage radius in PvP by 20%.
      • Reduced beam end-point-sphere radius in PvP by 33%.

BOTTOM-TREE STORMCALLER

Player feedback and data on bottom-tree Stormcaller indicated it could use a little love, so we made Arc Soul last a little longer and slightly shortened the time between bursts.
Landfall felt a little underwhelming, so we increased the spectacle a bit. It will now fire five arc projectiles along the ground in all directions. Cast your Super in the middle of a room to electrocute everything around you.
  • Arc Soul 
      • Increased duration from 12 seconds to 13 seconds.
      • Increased fire rate by 10%.
  • Electrostatic Surge 
      • Now increases sprint speed when allies are near.
  • Landfall 
  • Now fires five arc ground projectiles on cast.

MIDDLE-TREE VOIDWALKER

Through a mix of player feedback, data, and running through some high-level PvE content, we felt the Nova Warp Super needed some attention. Buffing Nova Warp is a dangerous endeavor though, and we’ll be monitoring to make sure we didn’t overdo it.
In PvE, Handheld Supernova was doing a pitiful amount of damage, so we’ve considerably increased its damage output, especially considering the time and proximity cost you’re paying to charge it up and get within range of an enemy. We’ve also increased the hold time after charging to give you more time to throw it before it vanishes.
  • Nova Warp 
      • Increased damage vs. PvE combatants by 73%.
      • No longer slows movement speed while charging/charged.
      • Now detonates on cast.
  • Handheld Supernova 
      • Increased damage vs. PvE combatants by 100%.
      • Increased hold time from 2.5 seconds to 3.2 seconds.

Besides the abilities, Bungie also teases improving the stasis experience in the new season as well.

IMPROVING THE “POWERING-UP STASIS” EXPERIENCE

With Beyond Light, Guardians received their first taste of wielding the powers of Darkness, as well as a new way to power-up sub-classes with Aspects and Fragments! These sub-class mods introduced a new way of evolving and growing a sub-class, which drastically impacts how the Stasis sub-class felt. Guardians who used Aspects and Fragments experience the true power of Stasis, whereas those who have not may feel a bit cold toward it. Even worse, many Guardians may not even know of the extended power offered by Aspects and Fragments—and we wanted to improve that!
Starting in Season 15, our Darkness guide on Europa, the Exo Stranger, will now reveal more information on how to complete the tasks required for earning more Stasis power. Guardians who have finished the Beyond Light campaign and visit the Exo Stranger on Europa will see the entire path for unlocking Aspects and Fragments. Additionally, many of the pre-requirements for obtaining and completing the “Born in Darkness” quest chain will be reduced or removed. Previously, Guardians needed to complete several quest chains and unlock Salvation’s Grip before Stasis would grant them additional power.
Guardians that completed the Beyond Light campaign will have immediate access to the Born in Darkness quest chain from the Exo Stranger on Europa. The Exo Stranger also reveals every unowned Fragment, regardless of progression through the “Born in Darkness” questline, giving a preview of the many powers to unlock. With these improvements to messaging, aimed at removing a lot of the mystery around powering-up Stasis, we’re excited to see more Guardians unlock Stasis’s chilling power.

And that’s just a taste of things to come for Season 15.

Once this patch is out for the Destiny 2 PvP changes, we’ll be sure to let our readers know.

Source: Bungie

Tim Villasor

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Apex Legends Cross-Progression Out 2022; Level-Cap Increase Coming, But Wants to “Future Proof” It

Apex players hoping to be able to transfer their progression to another platform anytime soon, Respawn has confirmed today that Apex Legends cross-progression will be making its way next year at the earliest.

This was revealed by the studio in a recent Apex Legends Reddit AMA (Ask Me Anything) where Respawn Entertainment’s Director of Comms, Ryan K. Rigney (rkrigney), confirmed the Apex Legends cross-progression system is currently targeting next year for release, and explained the reason why it’s taking so long to get it out.

Q: Any rough timeline on Cross Progression? Or maybe share some light on what the issue is that has prevented it for so long now?

rkrigney: Next year.

Cross progression is gnarly as hell in terms of being a problem to solve. It’s not only that you have to solve the technical challenge of merging existing accounts, but there are also legal and contractual issues to navigate with purchasing on other platforms. Different regions have different laws. It’s a mess. But we’re working on it, and we’re committed to delivering it.

In the same Q&A, Respawn Entertainment Team Director at Vancouver Steve Ferreira (tex10four) also confirmed that the Apex Legends level cap is getting increased! Alongside that, the studio is making changes to the progression in order to “future proof” it.

Q: Are we going to see a level cap increase that goes beyond just another couple 100 levels? Have you guys thought of Regenning like how TF2 does it?

tex10four: The level cap is one of those features that has existed for a long time and we’ve been looking to update it for along time too but we plan to do this in a few phases. First we are planning to straight up increase the cap with maybe a couple small changes in the mix but we also want to future proof it with some of the other progression mechanics we are developing that are not yet ready. With that said we may hold out a little longer to ensure these core systems are as consistent and stable and future proof as we can with fewer bigger changes rather than constantly making small changes.

All of that is to say you can expect a more significant update to the whole system in the future with a possible level cap between that larger update when our other progression system features are ready for prime time.

No specific release date for when this level cap increase has been mentioned though, but hopefully it’ll be sometime this year.

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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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Dying Light 2 Quality Mode Adds Better Effects & Other Post-Processing Elements

Those curious whether to chose Performance or Quality modes in Dying Light 2, perhaps this will make your decision easier, as Techland has shed new details on the Dying Light 2 Quality Mode (4K) and the game’s Performance (60fps) Mode.

Speaking to MP1st, Techland’s Lead Level Designer, Piotr Pawlaczyk revealed that in addition to ray-tracing and 4K being available in Quality Mode, players can expect “significantly” improved scene quality as the mode boasts improved volumetric amongst other effects.

MP1st: Past interviews mentioned how fps was more important than resolution to the team. 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.

Of course, that’s just one of the modes available with the other being geared towards gamers who want that silky smooth experience, otherwise known as Performance Mode.

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.

Interesting that Piotr mentioned “several” options, though we garner this may be in reference to some in-game settings like motion blur, FOV slider, reflections, ect.. 

As for VRR (Variable Refresh Rate) that’ll be available on PC and Xbox Series since those two platforms currently support displays with that feature. PlayStation gamers wanting to take advantage of their VRR supported sets will need to wait until Sony enables the features via a software update.

Dying Light 2 will be available on PS4, PS5, Xbox One, Xbox Series, and PC December 7. Stay tuned as we have loads more to share from our 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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Mass Effect & It Takes Two Drives Big Quarter for EA; Apex Legends Propels $1.5B in Microtransaction Revenue

It looks like re-releasing the Mass Effect trilogy, and gambling on a new indie project has paid off for publisher EA! In the publisher’s most recent quarterly financials report, the publisher noted how these two drove revenue up, and how Apex Legends continues to rake the money in terms of microtransactions.

According to Blake Jorgensen, EA COO & CFO, microtransactions net revenue amount to $1.55 billion which was led by Apex Legends, while this quarter got a “big beat” by It Takes Two, and Mass Effect Legendary Edition.

We delivered a big beat this quarter, primarily driven by outperformance from 2 high-quality new games, our Mass Effect Legendary Edition, and It Takes Two, the second title from our partnership with Hazelight Studios. It Takes Two launched at the very end of the prior quarter and showed considerable strength through Q1. Live services also performed better than expected, led by continued growth in Apex Legends. As a result, we delivered net revenue of $1.55 billion and net bookings of $1.34 billion. – Blake Jorgensen, EA COO & CFO

Speaking of Apex Legends, EA has also announced how the game amassed over 13 million active weekly players in Season 9!

Source: SeekingAlpha (login required)

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Alex Co

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

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Report: Insurgency Sandstorm Console Release Date Set for Sept. 29 According to Retailer

Those on consoles looking for a new military shooter to play, PC hit Insurgency Sandstorm is apparently set to hit consoles this September — at least according to a retailer! While the console release was originally targeted for this year, it seems like we finally have an Insurgency Sandstorm console release date, and it’s September 29!

Video game publisher Maximum Games UK has tweeted about Insurgency on consoles with a link that leads to retailer GAME’s website where It mentions that Insurgency Sandstorm will be out on September 29 for both the PS4 and Xbox One!

There’s also a console reveal trailer though it doesn’t show a date other than “2021.”

Developed by New World Interactive, Insurgency Sandstorm has been available on PC since 2018. It is a direct sequel to 2014’s Insurgency, and offers a far more realistic take than your standard military first-person shooter.

The console beta has launched this July 24, though there will be more beta phases in the future per the developers.

We’ve reached out to New World Interactive and will update the post if we get a response regarding the console release date.

Thanks, TheSixthAxis!

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Alex Co

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

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Report: Apex Legends Hackers Outed as Same Group Behind Titanfall Attacks With Plot to Gain Control of TF Game

Remember when Apex Legends got hacked with a “Save Titanfall” campaign last month? What about the Titanfall attacks that made the game unplayable? Apparently, these two are caused by the same group of individuals who plotted this for months/weeks, and managed to fool a ton of people in the process.

This tangled web of deception, lies and connivance from different members of the Titanfall community, and as such, is a long read. We’ve posted a tl;dr version of it, but for the sake of transparency, have also posted what we know of it.

First off, the people behind SaveTitanfall website, has nothing to do with any of the attacks, even if some assumed they were given the pop-up messages that appeared on Apex Legends players’ screens back in the first week of July. In addition to that, the website has now posted a lengthy letter explaining how certain members of the Titanfall and Apex Legends community, and even a Titanfall subreddit mod have worked together to not only hack Apex Legends, but to attack Titanfall.

The SaveTitanfall website has uploaded a download file that includes videos, screenshots of chats and more of the group’s wrongdoings complete with their Discord names where you can clearly see how the group was planning the Apex Legends hack as early as February of this year. The same screenshots show these people talking about putting the game in a compromised state, and in another screenshot, deny they are involved and state they are not connected to the hacks (though the overwhelming evidence points to otherwise).

Here’s the letter posted by the people over at SaveTitanfall and talking about the controversy, and how hackers are manipulating the game and assuming people’s identities:

Transparency to the community

The problem

The Titanfall community has been dealing with groups of hackers who manipulate the game and assume peoples’ identities in addition to members in the community who doxx and harass, both as individuals or coordinated groups. Amidst the chaos, we have a community made out of people who love Titanfall.

This is not only the story of gamers who cannot play the game that they paid for: we are human beings who built and invested time in the community. We are the community. We build relationships, share our creativity, teach each other and help each other. Titanfall is only the background dressing.

Not only are doxxing, harassment and hacking illegal, but they are also destructive towards the Titanfall community. We should not let a handful of individuals speak in the name of what we’ve built– they are willing to sacrifice this for their personal interest.

Their campaign of misinformation led to many victims due to doxxing and harassment as well as lies and manipulation.
All of this happens while Respawn watches their our community torn apart while selling broken products menu simulators. Should we blame everyone working at Respawn Entertainment? No; a video game is the passion and labor of many individuals working as a team over the span of years.

They are being held from acting by the ones who manage the studio; they are not being respected and neither is the community.

The letter then points to the download file that contains a boatload of evidence against these people. We’ve downloaded it, and it’s safe, but proceed at your own risk.

Here are some of the main players involved with this hacking movement, which might be familiar to some people in the Titanfall and Apex Legends communities.

There’s “RedShield,” who’s the admin/owner of the Remnant Fleet Discord channel — a channel that exploded in members and popularity after the July Apex Legends hack. Here’s a screenshot of RedShield talking about not holding Titanfall 2/Apex for ransom, but instead doing it as a publicity stunt:

An individual named “p0358” who’s an admin for the Remnant Fleet Discord, and has even posted a “full tutorial” on how to fix Titanfall, and has claimed they are not part of the hack whatsoever. This individual has even posted a “tutorial” on how to save Titanfall, and has gotten heaps of praises from the community. Note that we reached out to p0358, and refrained from sharing this fix on the site due to insufficient info that was shared to us by p0358.

Here’s a screenshot of p0358 denying their involvement of the hack:

And here’s a screenshot of the same person talking about the hacking and how they should “restore” the on-server lobby:

“dogecore” — a person adept at hacking, and is closely associated with and working with p0358 and RedShield. On July 3 — a day before the Apex Legend hack — he even posted this message on the Remnat Fleet Discord secret channel:

There’s also a “Mr. Steak” who showed screenshots of how they were able to manipulate the Apex Legends game client to show custom text:

A Titanfall subreddit mode named “hiticonic” has also been removed for his involvement in all of this.

What’s the group’s motivation for doing this? Apparently, to gain control of the Titanfall 1 servers and even the game! RedShield, who was in contact with Eurogamer regarding the Apex Legends hack had this to say:

In addition to that, hundreds of screenshots have surfaced where p0358 — the same person who said they knew how to save Titanfall — states that they do not care if Titanfall dies, and how “TFO” (Titanfall Online) can benefit from it.

Not familiar with Titanfall Online? It was a cancelled, free-to-play version of Titanfall 1 which was then being developed by Nexxon. It had a beta launch in South Korea back in 2016, but had its servers shutdown in 2018.

Apparently, p0358 is attempting to resurrect Titanfall Online, and is working alongside RedShield, dogecore, and Mr. Steak. but in order to do so, need more access to the Titanfall infrastructure and source code which is, of course, owned by Respawn.

The file hosted by SaveTitanfall has loads of chatlogs that show the motivation and what other stuff these people are doing (one is involved in the development and seling of Apex Legends cheats), and more.

The Titanfall subreddit has this post pinned at the top and making sure Titanfall fans are aware of the duplicity and damage caused by these individuals:

Regarding the SaveTitanfall.com Post
byu/TheGrizzlyMoose intitanfall

YouTuber Upper Echelon Gamers has uploaded a 20-minute video explaining the expose in-depth, which you can watch below.

Hopefully, Respawn takes notice and takes appropriate action on this. Once we know more, we’ll report on the facts that surface.

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Alex Co

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

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New Destiny 2 Trials of Osiris Rewards This Week August 6, 2021 (Update)

It’s Friday, and for guardians in Destiny 2, it’s another chance to earn new loot in Trials of Osiris! Another exciting week of trails, which means a new batch or rewards! As always, MP1st is here to bring you the new Destiny 2 Trials of Osiris rewards this week August 6, 2021!

New Destiny 2 Trials of Osiris Rewards This Week August 6, 2021:

Don’t forget that we’ll be updating the rewards list as they are known, so make sure to check back on this post from time to time. Once it’s finalized, we’ll post an “update” in the headline and let our readers know it’s final.

Trials of Osiris Map

Bannerfall

Rewards

Rotation not known yet, please let us know!

  • 3 Wins (Powerful): Exile’s Curse! (Legendary Fusion Rifle)
  • 5 Wins (Powerful): Class Item!
  • 7 Wins (Pinnacle): Igneous Hammer! (Legendary Hand Cannon)
  • Flawless (Pinnacle): The Messenger! (Legendary Pulse Rifle – Adept)

Bounties

Name Description Cost Requirement Reward
End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token & 1 Trials Engram
Coordinated Assault As a fireteam, defeat opponents with precision final blows in the Trials of Osiris. 1000 Glimmer 100 [Headshot] Precision XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

Thanks, Reddit!

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Alex Co

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

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Destiny 2 Xur Location Today August 6, 2021 (And What Xur Is Selling)

It’s Friday and for Destiny 2 players, this means Xur is back to sell his wares!  If you’re asking what Xur is selling in Destiny 2 this week and where he’s holed up, we’re here to help! The MP1st Destiny 2 Xur location today August 6, 2021 post is live, and you can check out Xur’s list of items this week.

Destiny 2 Xur Location Today August 6, 2021 (And What Xur Is Selling):

Xûr, Agent of the Nine

Description:

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Watcher’s Grave, Nessus


Exotic Gear:

Name Type MOB RES REC DIS INT STR Total Cost
Exotic Engram Engram 97 Legendary Shards
Skyburner’s Oath Energy Scout Rifle 29 Legendary Shards
Ophidia Spathe Hunter Chest Armor 9 2 21 12 2 14 60 23 Legendary Shards
Severance Enclosure Titan Chest Armor 9 7 16 14 14 2 62 23 Legendary Shards
Eye of Another World Warlock Helmet 18 12 4 9 12 7 62 23 Legendary Shards

Exotic Ciphers:

Name Type Cost
A Question Quest Step

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Thanks, Reddit!

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Alex Co

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

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Bloober Team Reveals The Medium DualSense Features

We are just one month away from the release of The Medium on the PS5, and to help garner some hype, Bloober Team has published a new video highlighting all the awesome DualSense features found in The Medium.

The Medium – DualSense Overview

 A breakdown of The Medium DualSense features:

  • Spirit Blast – Players can feel resistance from the triggers as they charge the spirit blast attack.
  • Spirit Shield – As you use the spirit shield and swarms of moths bounce off of it, there will be some haptic feedback coming from all direction. 
  • Hold your breath – Accelerating pulse will indicate when you will run out of breath.
  • Touchpad – You can use the analog stick, but you can also use the touch pad during item inspections to rotate objects.
  • Motion controls – When in first person view, you can look around by simply moving the controller.
  • Speaker – Sound will come out of the controller when using a tool.
  • Light Bar – This will imitate the flashlight, so when a monster is nearby it will flicker both on screen on on the light bar.

Pretty exciting stuff here, and we cannot wait to give The Medium another go next month on the PS5. For those interested, be sure to check out the site’s The Medium Review (Xbox Series) here. We have nothing but high praise outside of some performance issues, which hopefully has been fixed for the PS5 release.

The Medium will be available on the PS5 on September 3. A full retail physical release is also available the same day for PlayStation, Xbox, and PC, though the latter two already has the game available digitally. 

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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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Battlefield 2042 “Journey of the No-Pats” Part 4 Floats to the Yellow Sea With New Screens

Continuing journalist Kayvan Bechir’s tales, EA has released the Battlefield 2042 “Journey of the No-Pats” Part 4! Titled “The Third Faction,” we’re brought to the Yellow Sea this time.

Check out the full story and new screenshots for today:

Part 5 continues on Monday and is titled “Pineapple Express.”

In other Battlefield news, EA has surprisingly mentioned how they are looking to foster a longer-term relationship and interaction with Battlefield 2042, versus just selling a game this year!

Also, don’t expect a new Battlefield game every year, as EA thinks releasing one every two years “makes sense.”

Source: EA

More Battlefield Reading:

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Alex Co

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

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Splitgate Update 1.04 Warps In

1047 Games has released the Splitgate update 1.04 patch this August 6 for the PvP portal shooter. While the servers are still being hammered with the amount of people trying to log in and play, the developers have rolled out a few fixes alongside bolstering the servers. This patch is out for both consoles and PC, which includes a few tweaks.

Splitgate Update 1.04 Patch Notes:

Here’s what got shared by the developers over on Twitter:

We are taking servers offline in 1.5 hours at 12:30am PT for an update! This update includes:
– 360fps support on PC
– Autosprint (in settings)
– Kicking people who AFK in menu too long

This should lead to better queue times going forward. Servers will be offline for ~1 hour.

Remember if there is a feature you want to see, let us know! Your feedback is very important to us! <3

That’s about it. If there are more changes included, we’ll be sure to update the post. Likewise, if you spot any gameplay or technical fixes, let us know what you see down in the comments.

Splitgate is out now on PS4, Xbox One, and PC, and is free-to-play.

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Alex Co

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

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Focus Home Interactive Acquires Streets of Rage 4 Publisher Dotemu

One of the best retro game producing companies out in the industry today has made it big, as Focus Home Interactive acquires Streets of Rage 4 publisher Dotemu!

In a press release announcing the acquisition, Focus Home Interactive discussed why they made the deal and the potential of adding Dotemu to their roster to develop more ambitious projects.

Focus Home Interactive is expanding its offering and editorial line through the acquisition of Dotemu, which will continue to publish and produce unique titles with strong commercial potential, driven by cult video game and pop culture licenses such as Teenage Mutant Ninja Turtles and Metal Slug Tactics, as well as other quality titles to be announced in the coming months. Above all, Dotemu will benefit from Focus Home Interactive’s expertise in the field of AA games, which will enable it to develop even more ambitious projects.

In addition, Focus Home Interactive is acquiring technical capabilities with this deal for the development of independent games. Dotemu’s teams will thus be able to provide even more ambition to the young independent publishing label The Arcade Crew. After successful productions such as The Last Spell or Dark DevotionThe Arcade Crew is preparing many other ambitious productions such as Young Souls and other quality titles to be announced in the months ahead.

Hailed for their work in Streets of Rage 4, it’s not hard to see why Focus Home Interactive made the move to acquire Dotemu — read our review on SoR 4 and see why it’s a retro beat ’em up comeback classic.

Tim Villasor

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Diablo 4: Activision Plans to Drive Engagement “Over Multiple Years”

If you’re looking forward to playing Diablo 4 for a very long time, then you’re in luck, as that seems to be what Activision’s plans are for the game, too! In the publisher’s quarterly earnings call, Activision President & COO Daniel Alegre mentioned how the company is pouring “substantial resources” in order to drive engagement to the game “over multiple years.”

Blizzard continues to make strong progress on Diablo IV, the game is shaping up incredibly well and the team is allocating substantial resources to creating exciting content to drive engagement over multiple years. – Daniel Alegre, Activision President & COO

This statement by Alegre aligns with the exec’s previous statement months ago on how Blizzard is working on content to “sustain” the community. Of course. for those who played — and are still playing Diablo 3 — this isn’t really that surprising, as new seasons for the game are still being dished out.

In the same earnings call, Alegre also touched on Diablo Immortal, and how they are using that game to expand the reach of the franchise before Diablo 4 is released.

Diablo Immortal continues to progress well through testing, receiving excellent feedback for gameplay. We see substantial potential for this release both in its own right as long running authentic the outlook experience and to broaden the franchise’s reach ahead of Diablo IV. – Daniel Alegre, Activision President & COO

Hopefully, we’ll get new details and gameplay for Diablo 4 before the year is over.

Source: SeekingAlpha (login required)

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Alex Co

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

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Ark Survival Evolved Update 2.64 Released

Studio Wildcard has released the Ark Survival Evolved update 2.64 patch this August 5! As one might expect, this title update once again brings a host of gameplay-related fixes and more.

Ark Survival Evolved Update 2.64 Patch Notes:

PS4 and Xbox:

Current Version: v694.4 (.7 servers) – 08/05/2021

  • Fixed a bug where you could get inaccurate taming effectiveness on some creatures
  • Fixed Megalodon gestation time (once again matches Megaloceros)
  • Fixed some placement issues with some trophies
  • Fixed some cases where certain Explorer Notes would not play when accessed via the Explorer Note UI
  • Fixed a bug where HLNA crafting Explorer Notes would not unlock when using different characters on the same account
  • Fixed some cases on Genesis Part 1 where the Explorer Notes would not unlock properly on the server
  • Fixed a case where wild Snow Owls wouldn’t be able to attack
  • Fixed HLNA opacity settings not affecting her movement SFX
  • Fixed a bug where you couldn’t craft TEK Replicator on Genesis Part 1
  • Fixed a bug where players could move Netted Creatures
  • Fixed some cases where the Noglin could attach in cases it shouldn’t, and some cases where after a Noglin has attached it would be in a broken state.
  • Fixed a bug on the Starwing Strike mission where your camera could get stuck using a gamepad
  • Fixed a case where players sometimes did not get their race creatures/canoe.
  • Fixed a bug where some saddle engrams were missing from their respective crafting stations
  • Fixed a bug where some items with overlays would cause serious visual issues in split screen
  • Fixed a bug where defeating King Kaiju wouldn’t display on your implant
  • Fixed a bug where Baryonyx wouldn’t regenerate health on killing fish
  • Fixed a bug with Brontosaurus IK
  • Fixed some level design related bugs such as holes, floating foliage, incorrect volumes, incorrect damage multipliers.
  • Fixed a bug where players would be unable to remount the Voidwyrm if the player was killed during the taming process
  • Fixed a bug causing visual artifacts in water
  • Fixed a bug where some wild creatures wouldn’t be able to damage each other
  • Fixed a bug where you wouldn’t be able to use ‘0000’ as a valid pin on Pressure Plates & TEK Sensors
  • Fixed a bug where Lamp Post, Omni Lights, and TEK Lights were having their options reset when you would leave stasis/render distance
  • Fixed a bug which allowed the Zero G buff to persist outside of the space biome
  • Fixed & protected against multiple exploits
  • Fixed & protected against multiple server and client crashes
  • Fixed some server stalls
  • Fixed some cases where players could get into a desync state
  • Fixed a bug which caused unclaimed baby dino corposes to fall through the map when killed
  • Fixed a bug where Shadowmane could do higher than intended damage in some cases
  • Fixed a bug where turrets that were powered by the “Copy Settings” feature would not automatically turn back on when the generator they were powered by was refueled.
  • Fixed a bug which made players unable to use the TEK Sword charge ability when the Shoulder Cannon was equipped
  • Fixed some false positive anti-mesh detection
  • Fixed some cases where certain structures were not respecting Tribe Rank Rules
  • Fixed a bug where the Egg Incubator would not display stats for certain creature eggs, such as the Bloodstalker and Megachelon
  • Fixed a bug where Cryopod UI would display incorrectly display hidden colour regions
  • Fixed a bug which prevented TEK Skiffs from being crafted due to nearby Voidwyrms
  • Fixed a bug which prevented resources from respawning due to nearby Voidwyrms
  • Fixed a bug which caused Gacha’s to provide the wrong fungal wood
  • Fixed some more edge cases where Noglins’ could still fly certain flying creatures under water
  • Fixed some more edge cases where mission data could have been lost
  • Prevented being able to drop eggs in the non-overworld Mission zones (such as Survive The ARK)
  • Fixed some exploits
  • Fixed some server and client crashes
  • Fixed some VO Bugs
  • Fixed some PVE exploits
  • Fixed a bug where the Noglin chibi was always in its default animation
  • Fixed a bug where Genesis Part 1 Missions could not be tracked
  • Fixed a bug where the Mini Gun would reset to primitive quality after server restarts
  • Unofficials can now enable additional dupe protection using the following commandline: -UseItemDupeCheck (Note: this could have an impact on mods, so use with caution)
  • 6x Structure Damage has been removed from vents on Genesis Part 2
  • Exintction Explorer Note #21 has been moved so it is no longer in the mesh
  • Prevented being able to build through Mission Dispatchers on Genesis Part 2
  • Significantly reduced the delay when transferring items between inventories or dropping items on the ground (a side effect of a crash and stall related fix from the previous patch)
  • Noglins can attach to flyers and use them in non-flyzones but not underwater
  • Net immunity cooldown increased from 10 seconds to 30 seconds
  • When releasing a dino from a cryopod on servers using bEnableCryopodNerf, the creature will not be able to be netted for the duration of that buff. On Official PvP, this is set to 10 seconds.
  • Plant Species R decay timer has been increased to 20 days
  • TEK Sensor and canvas now respect enemy foundation range
  • Made some tweaks to the Starwing Strike race so it can no longer be completed without moving the Astrodelphis.
  • Creatures spawned by Hunt Missions can no longer be netted
  • Made some balance tweaks to Trap and Hunt missions to reduce overall difficulty
  • Race missions prep time has been doubled
  • Shadowmane can no longer jump/blink when it has C4 attached to it (similarly to the Managarmr)
  • Updated some text string to be more accurate
  • Two new admin commands:
    • Cheat AddChibiExp <HowMuch>
    • Cheat AddChibiExpToPlayer <PlayerID> <HowMuch>

PC:

Current ARK Official Server Network Servers Version: v334.3

Current Version: v334.3 – 08/05/2021

  • Fixed some exploits.
  • Fixed a bug that prevented players from repairing items in Dino Inventories that functioned as Smithy.
  • Fixed a bug that caused the Charge Lantern to lose quality when placed and picked up.
  • Fixed a bug that prevented some boss flags from being placed.
  • Fixed some voiceover bugs.
  • Fixed some PVE Exploits.
  • Fixed some incorrect spawns with Summoner.
  • Fixed some areas that prevented Megachelon from building.
  • Fixed some client stalls when using the TEK Incubator.
  • Fixed a bug which could cause items to be lost in the Loadout Mannequin when using a non-survivor dermis.
  • Fixed a bug where players were being killed when entering a mission mounted from a Stegosaurus.
  • Fixed a bug where some Explorer Notes would repeat themselves on unlock.
  • Reworked the Shadowmane leap so that it works better on servers with low framerate and fixed a bug where it would jump too far in some cases
  • Removed some redundant options in metal elevator platform multi-use wheel
  • TEK Stryder beds are now named after the TEK Stryder itself
  • Made some balance tweaks to Trap and Hunt missions to reduce overall difficulty

That’s about it for this Ark update.

Source: Surive the Ark

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Alex Co

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