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Virtua Fighter 5 Ultimate Showdown Update 1.20 Patch Notes for Sept. 30

SEGA has released the Virtua Fighter 5 Ultimate Showdown update 1.20 patch, and this implements “Regular Tournament” mode, alongisde bug fixes and other stuff.

Virtua Fighter 5 Ultimate Showdown Update 1.20 Patch Notes | Virtua Fighter 5 Update 1.20 Patch Notes for Sept. 30:

  • ■ Implementation of “Regular Tournament (β)” mode

    ・ It is an open tournament held every weekend (Saturday 21:00 / Sunday 06:00 / Sunday 15:00 all Japan time).
    ・ Matching content varies depending on the type of tournament.
    ・ You can get special titles and dan experience points depending on the ranking.
    * Dan experience points will be reflected during battles where experience points will fluctuate after the tournament.
    * The acquired title can be used for one week.
    ・ During the regular tournament main battle, there is no change in the rank experience value when defeated.

    ■ Add trophy

    -Added trophies related to “Team Battle” and “Regular Tournament”.
    * If you have already met the conditions for the “Team Battle” trophy,
    you will need to play the match again in “One of the room match formats” to obtain it.

    ■ Bug fixes

    -Fixed a bug that rarely killed when the “Genesis” stage was selected.
    -Fixed other minor bugs.

That seems to be it. This is via Google translate, so it might read funny,

Source: Virtua Fighter

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Alex Co

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

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Kena Update 1.07 Sprints Out This September 30

Ember Labs has released the Kena update 1.07, which is an unannounced title update for Kena Bridge of Spirits!

Kena Update 1.07 Patch Notes | Kena Update 1.007 Patch Notes | Kena Bridge of Spirits Update 1.07:

Update: The PS4 update history says the following:

  • Crash fix.

It looks like that’s all we’re getting, as Ember Labs has still not said anything about it.

So far, Ember Labs has not reported any new and official patch notes. We are expecting that to change within the day though. Don’t forget, if there is no official source, please don’t believe any patch notes listed since only the devs know what changes are made to their game.

Ember Labs has released patch 1.06 last week, which you can check out the list of fixes here.

If you haven’t picked it up yet, go check out our Kena review here, where we state, “Kena: Bridge of Spirits is a good game that could have been better had Ember Labs tightened up the combat controls and offered better reasons to explore the gorgeous world they created.”

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Alex Co

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

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Rumor: Twisted Metal Revival Being Handled by Lucid Games

Looks like the Twisted Metal franchise is being revived, and it’s allegedly being handled by Lucid Games — the studio who developed Destruction AllStars, which is also a vehicle-focused combat game.

According to VGC, the Liverpool based developer who has worked on the game Destruction All-Stars is taking on the project and the game may be built around a free-to-pay model similar to that game after its success as a free PlayStation Plus for the initial first two months after its release.

Formed by veterans of the now-closed Bizarre Creations who were responsible for the Project Gotham Racing games, Lucid’s body of work includes Switchblade and the Need for Speed games Need for Speed Payback and Need for Speed Hot Pursuit Remastered. Sony tapping the developer to work on a revival on one of their most popular and original PlayStation IPs would be a great boost to their resume, as well as complimenting Sony’s plans for the franchise which includes a live-action Twisted Metal series that we reported was in development from the writers of Deadpool — and it also has Captain America films star Anthony Mackie set to star in it.

Source: VGC

Tim Villasor

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New Ghost of Tsushima Update Patch Notes For September 29

Sucker Punch has released the new Ghost of Tsushima update for September 29. Here are the full patch notes.

New Ghost of Tsushima Update Patch Notes For September 29 | Ghost of Tsushima Update 2.011 Patch Notes

  • Adds UI to track Common Courtesy trophy progress
  • Fixes Remote Play touchpad gestures
  • Boosts Trials of Iyo rewards
  • Restores NG+ cosmetics missing in Legends for some users
  • Other bug fixes and adjustments.

https://twitter.com/SuckerPunchProd/status/1443353253744312320 If you haven’t bought the Director’s Cut version yet, there’s a few new Easter eggs referencing God of War and more PlayStation properties in the Iki Island expansion. As always, we will be sure to keep an eye out on any additional changes that we and the community may see. If you spot any, be sure to drop a comment below to let us know!

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James Lara

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

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Ghost of Tsushima Update 2.011 Patch Notes – Here’s What’s New

Sucker Punch has released the new Ghost of Tsushima update 2.011 for the Director’s Cut version of the title, adding some new UI elements, along with additional changes.

Ghost of Tsushima Update 2.011 Patch Notes | Ghost of Tsushima Update 2.11 Patch Notes

  • Adds UI to track Common Courtesy trophy progress
  • Fixes Remote Play touchpad gestures
  • Boosts Trials of Iyo rewards
  • Restores NG+ cosmetics missing in Legends for some users
  • Other bug fixes and adjustments.

If you haven’t bought the Director’s Cut version yet, there’s a few new Easter eggs referencing God of War and more PlayStation properties in the Iki Island expansion.

If there are other game-related changes that’s not listed above that you manage to find, let us know down in the comments below.

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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 Delay Is “Smoothing Out Rough Edges;” Dog Tags Will Appear in Some Form

While a developer at DICE has mentioned that the Battlefield 2042 delay doesn’t mean that the game is in trouble. another developer from studio has spoken out a bit about the game’s pushed release date as well.

Frederik Drabert, a game designer at DICE, answered a fan on Twitter where he was asked to described the state of the game, to which Drabert mentioned that it was more of “smoothing out the rough edges.”

Now, for those wondering what happened to the dog tags, it seems we’ll still see it in one form or another, though not the same way as before, as DICE Community Manager Kevin Johnson has already confirmed that the Player Cards are replacing dog tags (wherein the killed player in-game will see the dog tag of their killer in previous games).

Johnson confirmed that we’ll see dog tags, though mentions that more will be revealed at a later date.

My take? I think Player Cards (based on what we’ve seen so far), does indeed offer more personalization compared to dog tags. That said, getting dog tags from performing a melee takedown is a very awesome feeling as well. I gather, doing melee takedowns will still mean that we’ll get a particular player’s dog tags, though we have to wait for more info about it.

In other BF2042 news, EA has confirmed that crossplay parties won’t be available in the upcoming beta, though it will be available at the game’s launch.

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Alex Co

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

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Super Nintendo World Expands With Donkey Kong-Themed Area Coming in 2024

The world dedicated to all things Nintendo in Universal Studios Japan is going to get a whole lot bigger. Super Nintendo World expands with a Donkey Kong themed area that is coming in 2024, which will bring the iconic character and the world seen in the Donkey Kong and Donkey Kong Country games to life!

Making the announcement at the official Nintendo website, Universal, Nintendo, and Mario creator Shigeru Miyamoto are teaming up to bring the Donkey Kong themed expansion to life!

To further immerse guests into Nintendo’s well-known series of games, Universal Studios Japan will expand the land to include a new area themed after Donkey Kong. The area will feature a roller coaster, interactive experiences and themed merchandise and food. Guests will be able to take a walk on the wild side through the lush jungles where Donkey Kong and his friends live. The new area is set to open in 2024.

First introduced in an arcade game in 1981 that featured Mario as the protagonists, Donkey Kong quickly grew into its own franchise and is well remembered for the Donkey Kong Country games for the Super Nintendo that greatly expanded the mythos by introducing other popular characters such as the new Donkey Kong, Diddy Kong, and Cranky Kong — who is actually the Donkey Kong from the aforementioned 1981 game. The characters have also served as mascots for the Nintendo brand and appeared in crossovers such as the Smash Bros. games, and now they’ll be getting their own dedicated expansion as part of Super Nintendo World!

Speaking of Nintendo games, don’t forget to check out the Nintendo Blockbuster Sale at the Switch eShop! Read the details here.

Source: Nintendo

Tim Villasor

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Battlefield 2042 Beta Won’t Feature Crossplay Parties, Will Be Available at Launch

For those looking forward to playing the Battlefield 2042 beta next week with friends on different platforms, you’ll have to do without partying up! EA has confirmed that the BF2042 beta won’t feature crossplay parties, though that feature will be available at launch.

A PR rep has issued the following statement (via ScreeRant):

While cross-play will technically be enabled for Open Beta, Cross-Play Parties will be disabled, meaning friends on different platforms won’t be able to join in squads and play together. However, at launch:

Gen 5 and PC will be able to play together in the same cross-play universe. Gen 4 can play together in the same cross-play universe

No explanation has been given as to why crossplay parties won’t be available during the beta, though we’re hoping it’ll be available without a hitch come launch.

More Battlefield 2042 Reading:

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Alex Co

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Resident Evil: The Board Game Kickstarter Announced by Steamforged Games

The people behind the Resident Evil 2 and 3 board games are taking on the one that started it all, as Resident Evil: The Board Game Kickstarted has been announced by Steamforged Games! The company is also asking RE fans and board game enthusiasts to show their support by backing up this project!

To help promote the upcoming board game’s release, here’s a teaser trailer showing off the familiar mansion setting and introducing a 3D presentation of the board game itself!

Based on the 1996 action-adventure horror game that started it all as well as its 2002 remake, the original Resident Evil was the title that coined the term survival horror and introduced a whole new genre into the world of video games. Set near the fictional midwestern town of Raccoon City in July 1998, players take control of S.T.A.R.S members Chris Redfield or Jill Valentine — as they explore an isolated mansion that is filled with mysteries and occupied by zombies and other biological monsters. The game became a critical and financial success for Capcom, and it has spawned numerous sequels, spin-offs, and other media adaptations that it has become a popular franchise that is still talked about to this day.

A new Resident Evil film called Resident Evil: Welcome to Raccoon City adapts the events of the first two games is scheduled to be released in theaters this November. You can check out some official stills released for that movie here.

Source: Steamforged Games

Tim Villasor

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Just Cause 4 Update 1.32 Fixes PS5 Dynamic Resolution Scaling

Avalanche Studios has released the Just Cause 4 update 1.32 patch this September 29, and this is for a PS5-related fix given the game is backwards compatible.

Just Cause 4 Update 1.32 Patch Notes:

Avalanche Studios has not announced any official patch notes, but here’s what’s listed on the PS4 update history:

  • Fixed Dynamic Resolution Scaling for PS5™

That’s about it. We’re not expecting anything major, though if we find anything gameplay-related, we’ll update the post. Same as before, if anyone spots any technical fixes, or gameplay changes, please share what you find down in the comments below.

While there is no new Just Cause game announced, Avalanche Studios has confirmed they are working on multiple projects, which you can check out here.

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Alex Co

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

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New PSN Store Sale “Games Under $15” Now Live, Over 275 Games Discounted

Alongside the surprise Steam PlayStation sale that came out of nowhere earlier today, as well as the big “Blockbuster Games” sale that also went live earlier, Sony has also launched the new PSN Store “Games Under $15” sale that pops up from time to time. There are over 250 games discounted, which you can see in its entirety below.

New PSN Store Sale “Games Under $15” (Ends 10/13):

Games Under $20 PSN Store Link

There’s some solid games available there too.

What do you think? Does this sale have something for that piqued your interest? Head down to the comments to let us know which ones you will be picking up, and remember to hurry; this sale will be ending in two weeks!

More PlayStation Reading:

MP1st Staff

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Steam PlayStation Sale Now Live, Here Are the Games

A surprising sale has landed on Steam for PC gamers, as the Steam PlayStation sale is now live on the leading storefront for the platform. This sale features tons of discounts for PlayStation-published titles that made their way to PC, and if you’re interested head there now before you miss it.

Steam PlayStation Sale:

  • Days Gone – $39.99 (from $49.99, 20% off)
  • Horizon Zero Dawn Complete Edition – $29.99 (from $49.99, 40% off)
  • Predator: Hunting Grounds – $14.99 (from $29.99, 50% off)
  • HELLDIVERS Dive Harder Edition – $9.99 (from $19.99, 50% off)

Check out the gallery below for the full list of games as well as their respective DLCs.

The sale will run from today, September 28, to October 5, at 10:00 AM PST | 1:00 PM EST | 1:00 AM HKT (October 6). Head to the official Steam Playstation sale if you don’t want to miss out.

What do you think of the games on sale? Anything catch your interest? Head on down to the comments and let us know!

MP1st Staff

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PlayStation Plus October Free Games Announced

It seems the rumors were true! Sony has announced the PlayStation Plus October free games, and yep, they are indeed Mortal Kombat X, PGA Tour 2K21, and Hell Let Loose!

PlayStation Plus October Free Games Info:

Hell Let Loose | PS5

This WWII-inspired multiplayer title splices epic 100-player battles with a unique resource-based RTS-inspired meta-game, where Commanders direct the flow of battle and co-ordinate powerful in-game abilities that influence the team’s march to victory. Team up and tackle enemy combatants online* in 50v50 skirmishes across a dynamically shifting frontline, choose one of 14 playable roles within infantry, recon, and armour unit types, each equipped with authentic weapons, vehicles, and equipment.

PGA Tour 2K21 | PS4

Prove you’ve got what it takes to become FedExCup Champion. Take on PGA Tour Pros across stunning, real-life courses during your very own career and earn rewards and gear, then play against your friends or the world’s best players in local and online* matches. Create your own player and customize your equipment, then build your own clubhouse, designing and running full seasons and tournaments customized to your rules and requirements.

Mortal Kombat X | PS4

Netherrealm Studios’ bone-crunching beat ‘em up fuses cinematic presentation with an all-new gameplay experience. For the first time in the series’ history, every character in its robust roster has a selection of different fighting styles to pick from, offering an expanded range of strategies to take into battle, as well as combat against.

Expect these games to be available this coming Tuesday, October 5.

Source: PlayStation Blog

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Alex Co

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Report: Guerrilla Games Is Currently Working on a New Co-Op Game

Guerrilla Games as a studio currently have their hands full with the upcoming Horizon Forbidden West, which makes this next bit of rumor all the more interesting. According to a report from Andy Robinson of Video Games Chronicle (VGC), Guerrilla Games is currently working on a new game – but not just any title. It will reportedly be a co-op multiplayer game, a far cry from their previous and upcoming titles.

This report is somewhat substantiated by new job postings from Guerrilla Games, in which one of the new openings is that of a Senior Social Systems Designer. Going to the posting site, one of the key requirements state:

Design features and systems to promote a healthy and fun experience for our player community, engage players in social interactions to create lasting relationships, and where compatible players can create Guild-like groups to explore together.

Robinson then elaborated, stating that sources told him that this new game from Guerrilla Games will be a co-op title. The report also mentioned that it may be a Horizon multiplayer title, but as with everything that’s not been officially announced, take this report with a grain of salt.

Horizon Forbidden West is releasing for PlayStation 4 and PlayStation 5 on February 18.

Source: VGC

MP1st Staff

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Shin Megami Tensei 5 Voice Cast (English) Introduced in New Trailer

Western (Shin Megami Tensei) SMT players are finally going to meet the voices behind the new game, as Atlus introduces Shin Megami Tensei 5 voice cast (English) in a new trailer!

Here’s the brand new trailer highlighting the cast and the characters that they’ll be playing in the game!

As the protagonist of the game, players will venture through the realm of Da’at in an adventure where the forces of light and dark battle and will decide the fate of the world! Here’s the list of features the game will have courtesy of the press release.

Key features include:

  • Unfold an allusive story filled with tragic choices, make sacrifices to uphold your ideals as you pursue light or covet darkness to discover your role in the new world

  • Fight through a demon-infested wasteland with the Press Turn Battle System, pinpoint enemy weaknesses so you can perform consecutive actions but make one mistake and it may be your last

  • Turn formidable foes into worthy allies by recruiting them via negotiations, then fuse them to create demons customized to fit your playstyle

  • Explore the expansive world of post-apocalyptic Tokyo, fully rendered in stunning 3D utilizing Unreal Engine 4, a first for the mainline Shin Megami Tensei series

If you want to see more exciting footage for SMT 5, check out the Nahobino trailer right here.

Shin Megami Tensei 5 will be available for the Nintendo Switch on November 12.

Tim Villasor

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Halo Infinite Weapon Charms, Action Poses, & Vehicle Gameplay Leak Online

Another round of leaks for Halo Infinite has just dropped, and this time we got images as well as some videos. Some Halo Infinite weapon charms, action poses and vehicle images and videos have leaked online, with some very notable ones to see especially with regards to the weapon charms. Before heading below, remember to take all of these with a grain of salt, as the game state may change before release.

Halo Infinite weapon charms:

 

The ones that stick out include the Xbox Series X controller and a tweet featuring Halo’s enduring ‘He doesn’t afraid of anything’ meme. Next up are the action poses, which you can see below.

Halo Infinite action poses:

The last are a series of videos showcasingHalo Infinite vehicle gameplay.

Halo Infinite vehicles in action:

Scorpion:

Wasp:

Wraith:

Banshee:

Chopper:

Halo Infinite is set to be released on December 8, 2021.

Source: Halo Noticias MX

MP1st Staff

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Marvel’s Spider-Man 2 Compared to Empire Strikes Back by Marvel Games VP Bill Rosemann

Fans anxiously looking forward to Insomniac Games’ next Spider-Man game can get even more excited for the sequel, as Marvel’s Spider-Man 2 is being compared to the Star Wars movie Empire Strikes Back by Marvel Games VP Bill Rosemann!

In the latest podcast episode of This Week in Marvel, Rosemann spoke about the highly anticipated follow-up to 2018’s Marvel’s Spider-Man and likened the darker tone of the sequel to Episode V of the Skywalker Saga — which saw Darth Vader and the Galactic Empire striking back hard at Luke Skywalker and the Rebellion.

If Marvel’s Spider-Man was Star Wars, Marvel’s Spider-Man 2 is kind of our Empire Strikes Back. It gets a little darker. It’s the next big chapter.

That’s a pretty bold — yet somewhat accurate — description given the way things have played out in the very first teaser trailer for Marvel’s Spider-Man 2 released just a few weeks ago. Premiering in this year’s PlayStation Showcase digital event, the footage saw both Spider-Men in Peter Parker and Miles Morales teaming up to take on some bad guys while a mysterious voice narrates and says he’s been looking for a worthy challenge. All signs point to that voice belonging to longtime Spider-Man villain Kraven the Hunter, but the trailer ends on a deadlier note by confirming the presence of Venom in the sequel! Yes, the fan favorite symbiote wearing Lethal Protector will be appearing in the game, and he’ll be voiced by legendary actor Tony Todd as well.

Marvel’s Spider-Man 2 is slated for released as a PS5 exclusive some time in 2023.

Source: This Week in Marvel

Tim Villasor

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Dreams Update Patch Notes for September 29 Adds Logic Changes & More

Media Molecule has released the Dreams update patch notes this September 29, and this is for version 2.32! There are new features included in the patch which include logic changes, accessibility changes and more.

Dreams Update Patch Notes for September 29 | Dreams Update 2.32 Patch Notes:

What’s New?#

Accessibility Changes

  • Subtitle Options – We’ve added the ability to select the colour of the subtitle text and background in the My Preferences menu, as well as adjust the opacity of the subtitle background.
Image showing new subtitle options.
Image showing new subtitle options.

Logic Changes

  • New Health Manager Damage Multiplier Tweak – Added a new tweak to the Health Manager, allowing for management of how much health is affected by Health Modifiers (e.g. reduce the amount of damage if a character has armour).
Image showing new Damage Multiplier tweak.
Image showing new Damage Multiplier tweak.

  • Fog Range and Sun Brightness Improvement – We’ve increased the maximum Fog Range up to 50,000m with this update, and the maximum Sun Brightness to 1000% (previously this was 200%).
Images showing new Fog Range & Sun Brightness max settings. Images showing new Fog Range & Sun Brightness max settings.
Images showing new Fog Range & Sun Brightness max settings.

  • Teleporter Ordering – A new tweak has been added to the Teleporter, allowing for creators to choose which Teleporters to activate first when there are multiple in one frame.
Video showing new Teleporter Ordering.

  • Keyframe Purpose Feedback – Added a visual identifier to inform when a Keyframe is ‘empty’ – meaning it is not currently linked to anything in the scene.
Image showing new Keyframe Purpose feedback.
Image showing new Keyframe Purpose feedback.

  • Sun/Sky Gizmo – The rod on this gizmo is now grabbable, so you can rotate the sun without the risk of changing how far along the rod it is.
Video showing new Sun & Sky Gizmo.

  • Switch – The name of a Switch will now scroll if named something longer than is viewable. Previously, this text would be truncated. Additionally, a visual change has been made to the gadget icon to show when it’s in an ‘on’ position.
Video showing changes to the Switch.

Audio/Animation Changes:

  • Grid Snap for Timelines – Added a Timeline Snap button to Timelines, separating this from the Grid Snap found in the Guides menu. The Grid Snap option in the Guides menu no longer affects Timelines, as they can each have their own individual setting. Consequently, while previously Timelines set to “Beats” would always snap to the nearest beat or bar, with the Timeline Snap toggle there can now be free movement of Timeline elements.
Video showing changes to Grid snap for timelines.

  • Grid Snap Usability Improvement – Objects keep their orientation when held by the user with Grid Snap on and the camera is rotated.
  • Timeline Sidebar Changes – Creators can now press to return all solo’d and/or muted rows to their original state. Simply hover over a mute or solo button and press . Also a minor visual change helps better differentiate between which rows are solo’d.
Video showing changes to the Timeline sidebar.

  • Timeline Frame Number – When zoomed in significantly on a Timeline, the time bar will automatically switch from seconds to frame numbers.
Video showing new Frame numbers on a Timeline.

Assembly Changes:

  • Reduce Most Detailed – It actually works! With this update, when using the Sculpture Detail tool, you’ll be able to use + to automatically find the most detailed sculpture in your scene and reduce its detail.
Video showing the Reduce Most Detailed feature.

  • Thermometer More Details – The More Details button for the Thermometer will now display usage up to 2 decimal places, allowing for more precise information.
Image showing new Thermometer details.
Image showing new Thermometer details.

  • Font Number – Added a number indicator to the Font selection tweak. Note that numbers represent internal font ID’s, so are not in ascending order. Additionally, some fonts are unavailable in certain regions, so there may be spaces between numbers.
Video showing new Font Numbers.

Other Improvements#

  • Blocked Creations – Blocked creations are now marked when provided as a search result.
  • Welcome Home Quest Prizes – If a user has deleted local save data and returned to the homespace, they will now be able to unlock the Welcome Home prizes again.
  • Indreams URL in creation descriptions – You can now link to other creations by putting the indreams.me URL in your creation’s description.

Bug Fixes#

  • Fixed: A bug where irrelevant creations can skew results of Community Jams, as seen in the Word Jam.
  • Fixed: A bug where a user can be recommended a tutorial for motion controllers, even though they had never used motion controllers.
  • Fixed: A bug where collection description and title would leave empty space in the text box.
  • Fixed: A bug where Step 5 of imp gameplay in tutorials would not proceed when using stick controls.
  • Fixed: Various UI and text overlap visual issues.
  • Various other fixes and improvements.

Source: Dreams docs

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Alex Co

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

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DayZ Update 1.31 Released for Update 1.14 This September 29

Bohemia Interactive has released the DayZ update 1.31 September 29 patch for consoles and PC! This is called patch version 1.14 by the studio and includes quite a number of fixes.

DayZ Update 1.31 Patch Notes | DayZ Update 1.14 Patch Notes:

Console:

ADDED

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Xbox set to pt-BR was not always displaying Portuguese text
  • PlayStation was sometimes not showing Portuguese language when pt-BR was selected as local
  • Subtitles in the introduction video were not translated into pt-BR
  • Materials attached to base building objects had arrows indicating that additional actions were possible when they weren’t
  • Logs attached to the watchtower kit could not be picked back up
  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn’t displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759, https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272, https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn’t properly displayed (https://feedback.bistudio.com/T159522, https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath “out of breath” sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance
  • Decay texture was missing on some dead player models
  • The player is unable to close the fireplace inventory after opening it with something inside
  • Splitting an item could cause a game crash
  • Removing the last attachment from a fireplace would delete said item
  • Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
  • Combining matches would leave an empty box on the ground
  • 9x39mm ammo boxes would yield only 10 shots instead of 20
  • Attached flags and camo nets weren’t properly displayed in the inventory
  • Rangefinder and binoculars could not be used after using night vision goggles
  • Night vision optics would spawn badly rotated
  • Volume of the megaphone was not tied to the regular audio settings (https://feedback.bistudio.com/T154355)
  • Wheels did not change their texture when ruined by land mines or crashes

CHANGED

  • Increased the FPS limit on PlayStation 5 consoles to 60
  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Increased the armor of the bear
  • Increased the brightness of the flare gun light
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Fixed: Village house 2w01 was not spawning any loot on Livonia (https://feedback.bistudio.com/T160573)
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
  • Chernarus now spawns only mossy variants
  • Livonia spawns woodland variants
  • Tweaked: Slightly increased the amount of Tier 1 food
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

SERVER

PC:

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • Static and dynamically spawning contaminated areas
  • Contamination disease
  • Exhaustible gas mask filter
  • LE-MAS assault rifle and magazine
  • NV-PVS4 Scope
  • New visual effects when wearing specific headgear
  • A yellow variant of the NBC suit
  • PO-X Antidote
  • NBC infected
  • Field hospital at the North-East Airfield (Chernarus)
  • Field hospital at the Lukow Airfield (Livonia)
  • Craftable Tripwire
  • Craftable Fishnet trap
  • Craftable Small fish trap
  • Craftable Snare trap
  • New animal carcasses (can be picked up):
    • Hare
    • Chicken/rooster
    • Sardines
    • Bitterlings
  • Hare leg and pelt
  • New animation for the stealth kill when using one-handed piercing weapons

FIXED

  • Mackerel was incorrectly placed in hands
  • The ground in specific structures would hide mines and bear traps
  • Noise from rolling on the ground would not alert infected
  • A previously extinguished fireplace would start to glow again when fuel was added
  • Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
  • The brooms resembled the wrong material when hit
  • Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
  • Texture of damaged tactical goggles wasn’t displayed (https://feedback.bistudio.com/T152919)
  • The placing hologram was not displayed properly inside the guardhouse
  • It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
  • The character would turn towards a target it was not targeting during melee combat
  • Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
  • Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
  • Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
  • Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
  • Field transceiver simulated the wrong weight when thrown
  • In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
  • Removed push-back effect from explosions for the player
  • Wind effect was enabled in the inventory item previews
  • The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
  • Several Spanish letters were not properly capitalized
  • AI could spawn in inaccessible locations
  • Added missing collisions on the small ATC railing
  • Added missing bed in the large medical tent
  • One type of weapon reload was not functional while lying on the back
  • Emptying animation was canceled when executed over water
  • Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
  • When a server was picked in the server browser while the list was still loading, the server could move out of the player’s sight
  • Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759, https://feedback.bistudio.com/T159798)
  • Grenade explosions would not reach all items throughout containers and attachments
  • Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
  • It was problematic to damage the M3S truck engine or find the widget to repair it
  • Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272, https://feedback.bistudio.com/T158999)
  • Mushrooms did not decay properly
  • AB- blood type wasn’t properly displayed (https://feedback.bistudio.com/T159522, https://feedback.bistudio.com/T150963)
  • Exploit that allowed extended range of melee attacks
  • Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
  • When drinking from a pot in a prone position, the wrong animation would be played
  • When splitting an M3S double wheel, the two wheels would spawn inside each other
  • An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
  • Names of 45rnd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
  • Fixed some flawed building occluders
  • Fixed some bad object LODs
  • Hold breath “out of breath” sound effects were not working for some character models
  • Flash grenade was not blinding in the vicinity enough
  • Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
  • Doors that were locked on the server are showing as open on the client, making them impossible to open
  • ATOG 6x Scope was having a rendering issue when observed from close distance
  • 9x39mm ammo boxes would yield only 10 shots instead of 20
  • Decay texture was missing on some dead player models
  • Attached flags and camo nets weren’t properly displayed in the inventory
  • Rangefinder and binoculars could not be used after using night vision goggles
  • Night vision optics would spawn badly rotated
  • Volume of the megaphone was not tied to the regular audio settings (https://feedback.bistudio.com/T154355)
  • Wheels did not change their texture when ruined by land mines or crashes
  • Removing the last attachment from a fireplace would delete said item
  • Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
  • Combining matches would leave an empty box on the ground
  • Attempted fix for a prevalent game crash related to the audio system
  • The stealth kill sometime failed to kill an infected (https://feedback.bistudio.com/T160533)
  • Player could shrink into a ball during certain animation transitions (https://feedback.bistudio.com/T157495 – private)

CHANGED

  • Wearing a gas mask slows down stamina regeneration
  • Gas masks now prevent the wearer from eating, drinking, and taking pills
  • Gas masks can now be repaired with epoxy putty and the tire repair kit
  • The NBC respirator and the Gas Mask require Gas Mask filters to function
  • The Combat Gas Mask has a limited, integrated, non-exchangeable filter
  • Improved visual quality of the Combat Gas Mask
  • Improved visual quality of the bear
  • Increased the armor of the bear
  • Removed spawn points that were too close to the static contaminated areas
  • Improved targeting of melee combat to be more forgiving
  • Tweaked the look of the Russian helicopter crash-site
  • Helicopter crash-sites now emit sounds upon spawn in the surrounding area
  • Tweaked the smoke quality of crash sites to make them more visible
  • Adjusted collision geometry of the Machete
  • Horticulture plants are now moving in the wind
  • Cholera now causes fever
  • Food poisoning now causes fatigue
  • Salmonella now causes light pain
  • Night-time acceleration period adjusted to only influence actual night-time
  • Reduced the size of the NBC clothing when stored in the inventory
  • NBC clothing can now also be repaired with the tire repair kit
  • It is no longer possible to build a stone oven if it would be clipping with a large item
  • Two-handed and non-piercing weapons are no longer suitable for stealth attacks
  • Names of servers will only show once the server browser is done loading and it is possible to connect
  • The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
  • The overheating effect of firearms appears later
  • Boiled food will no longer burn from boiling
  • Baked and dried food can be boiled without burning
  • Damage of melee weapons is significantly lowered when they enter the ruined state
  • The mackerel now yields two fillets
  • Adjusted the mackerel filet model
  • Water in fountains and metal troughs is now visual only
  • Updated the credits

CENTRAL ECONOMY

  • Added: New ContaminatedArea usage flag
  • Fixed: Typo in spawning presets SodaCan_Franta -> SodaCan_Fronta
  • Fixed: Rify ship wreck loot spawn points
  • Fixed: The infected zone definition inside cfgEventSpawns.xml is now properly read (previously it was ignored and used default values)
  • Fixed: randomloot_deloot_perevent now properly overrides the amount of DE Loot per container per event
  • Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
  • Changed: High tier weapons are not limiting spawning anymore, when stored in storage
  • Changed: DELoot is now correctly randomized
  • Changed: init_random on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
  • Changed: The Woodland ghillie color now varies across maps
  • Chernarus now spawns only mossy variants
  • Livonia spawns woodland variants
  • Tweaked: Ammo Boxes now spawn with random ammunition packs inside
  • Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

SERVER

  • Added: Documentation on the configuration of contaminated areas: https://community.bistudio.com/wiki/DayZ_Contaminated_Areas_Configuration
  • Added: Warning messages when the LootMax of a DE is higher than the sum of LootMax of its containers
  • Added: When log_ce_dynamicevent is enabled, it will now print to RPT what loot was spawned (when RPT logging is enabled)
  • Fixed: Kick message for a player exceeding max ping was not showing in any log files (now in the server RPT)
  • Changed: Improved the printing of possible loot items to RPT for DE when log_ce_dynamicevent and RPT logging is enabled (they now say what category they belong to)
  • Changed: Updated the Offline DB

LAUNCHER

  • Changed: NoPause parameter changed from simple check box to combo box to reflect the new options

MODDING

  • Added: Post-process manager
  • Added: Selected player modifiers can now be synchronized with the client
  • Added: New config parameter invertHitDir for melee ammo allowing to invert heavy hit animation
  • Added: float.MIN and float.MAX (https://feedback.bistudio.com/T157077)
  • Added: array.Reserve
  • Added: Script enums for constant values that were defined in C++ and not visible in script (ObjIntersect, VoiceEffectType, VoiceLevel, ChatChannelType)
  • Added: CGame.IsBoxCollidingGeometryProxy and associate classes (https://feedback.bistudio.com/T157077)
  • Added: Object.GetDirectionUp and Object.GetDirectionAside
  • Added: DayZPlayer.GetCurrentCameraTransform (https://feedback.bistudio.com/T157077)
  • Added: HumanCommandMelee2.GetComboCount to know the current number of the melee combo
  • Added: DayZPlayerImplement.IsInThirdPerson
  • Added: Events that signal simulation being enabled or disabled (OnSimulationEnabled(), OnSimulationDisabled())
  • Added: “transferToAttachmentsCoef” to “DamageSystem” -> “GlobalHealth” -> “Health” in config to set up transferring of damage to attachments
  • Added: Implementation of FindEntityByID to script API
  • Added: ModFloat, RemainderFloat, SignFloat, SignInt to Math script API
  • Added: Ignore parent pitch to PlayerCameraResult
  • Added: Support for reading files from the mission folder by using “$mission:“
  • Added: SetCollisionSphere, SetCollisionCylinder, SetTriggerShape, GetTriggerShape to ScriptedEntity for triggers
  • Added: IntersectSphereCone, IntersectSphereBox, IntersectWholeSphereCone, IntersectCylinderOBB, IntersectRayCylinder to Math3D
  • Added: IsInRange, IsInRangeInt, IsPointInCircle, IsPointInRectangle to Math
  • Added: CylinderTrigger and SphereTrigger
  • Added: OnEnterTrigger and OnLeaveTrigger to an object that gets called when an object enters a trigger
  • Added: Constants in GameConstants for car contact event
  • Added: SEffectManager.GetCachedSoundParam to store and/or get SoundParams
  • Added: SEffectManager.PlaySoundParams to play a sound with cached SoundParams
  • Added: SoundParams.GetName, which will return the name of the sound set inside the SoundParams
  • Added: AbstractWaveEvents.Event_OnSoundWaveHeaderLoaded, which will fire when the header for a sound finishes loading
  • Added: Option to set parameters for player sound events at the time of requesting a specific event
  • Added: GetSceneHDRMul (camera)
  • Added: CEApi.AvoidPlayer, CEApi.AvoidVehicle and CEApi.CountPlayersWithinRange
  • Added: Ignore parent yaw to PlayerCameraResult
  • Added: DumpStackString function (https://feedback.bistudio.com/T159622)
  • Fixed: Error: muzzleFlashParticle error when firing SVD (https://feedback.bistudio.com/T159069)
  • Fixed: CGame.ObjectModelToWorld and CGame.ObjectWorldToModel giving inaccurate results in certain scenarios
  • Fixed: IEntity.GetBoundBox and Object.GetDirection giving inaccurate results for proxies
  • Fixed: Crash when calling dBodySetInteractionLayer/dBodySetGeomInteractionLayer/dBodyGetInteractionLayer/dBodyGetGeomInteractionLayer on certain objects
  • Fixed: Crash when spawning a weapon that has no skeleton (“[ERROR] :: Weapon ‘TYPENAME’ has no skeleton!!!”)
  • Fixed: Crash when trying to call “Cast” where it’s not supported
  • Fixed: Triggers not working properly when exceeding a certain size
  • Fixed: ScriptCompiler: XOR operator parsing fix
  • Fixed: Several compiler issues (https://feedback.bistudio.com/T150267, https://feedback.bistudio.com/T154252, https://feedback.bistudio.com/T154508)
  • Fixed: Human.GetCollisionBox giving highly inaccurate results in certain scenarios (crouch, prone, swim, vehicle)
  • Fixed: AddHealth not applying when the total went over the maximum
  • Fixed: dGetGravity script implementation
  • Fixed: EOnInit not being called for anything lower than EntityAI when created through CreateObjectEx
  • Fixed: Script JSON reader can now read JSON bool
  • Fixed: A performance issue related to sounds created from script
  • Fixed: Ignore parent pitch inside PlayerCameraResult
  • Fixed: A crash when terminating the app while closing a file in a destructor of a static ref (https://feedback.bistudio.com/T160318)
  • Changed: The old static ‘PPEffects‘ has been deprecated, but it is still initialized and usable
  • Changed: HumanCommandMelee2.ContinueCombo and Human.StartCommand_Melee2 now take additional parameters
  • Changed: DayZPlayerImplementMeleeCombat overhaul (https://feedback.bistudio.com/T157077)
  • Changed: EnMath.c cleanup and additional functions
  • Changed: DayZGame.SetMissionPath is now called from C++
  • Changed: Building script inheritance -> “class House” should now be used by every “House” defined in config and is moddable
  • Changed: Moved DayZPlayerTypeCreate into class, so the function can be modified (https://feedback.bistudio.com/T159367)
  • Changed: ShockRefill logic moved to ShockMdfr
  • Changed: ModelToWorld and WorldToModel reverted to the previous state (https://feedback.bistudio.com/T160585)
  • Tweaked: FModulus now returns Math.ModFloat as FModulus has been DEPRECATED in favor of the native ModFloat method
  • Tweaked: Gas Mask Filter texture has been separated from the Gas Mask texture
  • Optimized: Notifier update loop and notifier fetching sped up

Source: DayZ forums

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Alex Co

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

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Destruction AllStars Update Patch Notes for September 29 Lists Bug Fixes

Lucid Games has released the Destruction AllStars update patch notes for September 29, and this is for game version 2.005 (or what the studio calls 2.5.0). This includes bug fixes, and has been rolled out during today’s maintenance period.

Destruction AllStars Update Patch Notes for September 29 (version 2.005):

Hey Everyone,

The 2.5.0 Patch will be getting deployed today, 29th September 2021 with mainly back-end and bug changes. A minor bug fixing patch more or less.

Time: 11:00 UTC. (convert your time zone here)
Approx. Downtime: Up to 1 Hour. (Usually much shorter)

Patch 2.5.0

  • AI
    • Fixed – Bots on Las Vegas Crash Bowl may get temporarily stuck in the Carnado after banking. (Carnado too strong, plz nerf)
  • Crashes
    • Fixed – Multiplayer – In rare instances, all players in the lobby crashed on transition from Character Select.
  • Design
    • Additional voice lines added in Story Modes.
    • Story Mode – The delivery point debris will be visually floating above the ground.
    • Multiplayer – Fixed – Players are being placed into teams in the Live game in 16 player solo modes
  • Networking
    • Shop – Catalogues are not appearing in the defined order
    • Multiplayer – Fixed – One or more users might be removed from the matchmaking queue.
  • Shop
    • Shop – Missing Items – Missing Daily Discounts and Story Mode after game settings update.
  • UI
    • Character Select – Selecting a character at the last second causes the UI to be on screen during the rest of the match.
    • Practice – Info prompt mentions double jump before mentioning an on foot breaker.
  • VFX
    • Boxtop – the glow produced by Boxtop’s Breaker parcels lingers for too long after they’ve been destroyed.

Source: Reddit

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Alex Co

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

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