Heads up, Call of Duty: Black Ops Cold War players! Treyarch has rolled out the Black Ops Cold War update today for April 7, and it includes gameplay-related changes! This is a server-side patch, so there’s no actual file that’s needed to be downloaded, and everything will be applied once players connect to the servers.
Black Ops Cold War Update Today April 7 Patch Notes:
GLOBAL
Weapons
ZRG 20mm
ZRG 20mm sniper rifle now available via in-game challenge or Store bundle.
UI
Addressed an issue with UI icon visuals for the “Oni” Reticle appearing too dark in the preview.
MULTIPLAYER
Maps
Miami Strike
Closed an out-of-bounds exploit area near the Parking Garage.
Scorestreaks
RC-XD
Increased RC-XD damage to take down nearby enemies using Flak Jacket.
Camo Progression
Addressed an issue where the “Science” camo category for the RPG-7 wasn’t tracking properly.
Addressed an issue where the “Classic” camo category for the R1 Shadowhunter wasn’t tracking properly.
ZOMBIES
Stability
Addressed a stability issue related to Ammo Mods.
Outbreak
Stability
Fixed crashes related to Objectives.
Addressed a stability issue related to the Krasny Soldat’s leap attack.
Addressed a stability issue related to the Dragon Relic.
Addressed a stability issue related to Wall Buys.
Addressed a stability issue related to the Secure Objective.
Added numerous stability fixes.
Dead Ops Arcade 3
Gameplay
Adjusted XP rewards.
Slightly adjusted some rewards for life donation.
Adjusted time allotments for Wave 3 in the Room of Justice.
Addressed an issue where the Bonus Room War Store not functioning as expected.
Addressed an issue where the War Store wasn’t granting vehicles or a random one.
Addressed a co-op issue where a player wouldn’t be warped into the Room of Fate if another player was dropping into the Room of Fate on a buggy or mech at the same time.
Addressed an issue where various shield type objects (Barrels, Boxing Gloves, Sawblades, Tesla Balls) were not working as expected.
Addressed an issue where the player’s shield was not affecting the Meatball or Spider enemies as expected.
Addressed an issue where the Tesla Ball wasn’t working against some enemies.
Challenges
Addressed an issue where the player wasn’t properly getting credited for kills while in vehicles for the “Damage Delivery” Challenge.
Leaderboards
Addressed an issue where leaderboards were not updated correctly at the end of match.
Create-a-Class
Addressed an issue that caused Optics to be automatically unlocked on the R1 Shadowhunter crossbow.
Onslaught (PS4/PS5)
Gameplay
Adjusted difficulty scaling for higher Surges.
Adjusted spawn rate and movement speed of enemies to match other modes.
Added super sprinter enemies to Onslaught.
CAMPAIGN
UI
Addressed a UI error that could appear upon selecting Player Details when using keyboard and mouse.
That’s kinda meaty for a server-side patch, no? If you also play Warzone, don’t forget, a server-side patch for the game was released by Raven Software yesterday, which you can read about here.
Get ready to experience Layers of Fear using the power of virtual reality and PlayStation, as Layers of Fear VR is coming to PSVR on April 29 — bringing the virtual horror experience to Sony’s VR platform.
Here’s the press release from the Bloober Team on the game’s upcoming launch later this month.
Bloober Team has announced today that its psychological horror hit, Layers of Fear VR, is coming to PlayStation VR on April 29th, 2021. This is a continuation of the company’s strategy to bring its quality horror games to popular Virtual Reality platforms.
Based on the critically acclaimed 2016 title, Layers of Fear VR immerses players into the depths of madness as they take control of a painter aiming to finish his Magnum Opus. Uncover visions, fears, and horrors that entwine the painter while exploring the depths of an ever-changing Victorian mansion filled with macabre artwork, all brought to life in a truly immersive and frightening virtual reality adventure thanks to PlayStation 4 and the PlayStation VR headset.Redesigned with virtual reality in mind for greater interactivity and immersion, Layers of Fear VR is a first-person horror game built on a rich, dark story. Explore an environment overflowing with macabre artwork and unravel secrets through twisted puzzles, while the psychological horrors buried deep within the game will leave you questioning your own eyes and mind. Dare you help paint a true masterpiece of fear? Put on your headset and discover what awaits…
On related horror game news, Resident Evil Village upcoming second demo has been uploaded to PSN and remote controls for the game have been revealed — which you can read about here.
Get ready to dive into a simulation world of survival horror like no other, as Netherlands-based game studio Blue Box Game Studios has revealed their latest project with Abandoned — with an announcement teaser released and confirming that the game hits PS5 later this year.
Here’s the announcement teaser which showcases what to expect from this first person horror and shooter experience.
Released via the PlayStation Blog, here’s an overview and description on the development and making of Abandoned.
Story
The story is centered around Jason Longfield, who wakes up in a strange forest. Abandoned and not remembering how he got there, Jason soon finds out that he was kidnapped and brought there for a dark purpose. Fighting for his survival, his main goal is escape.
Realistic Character Interaction
We want to deliver a uniquely personal gameplay experience, one that feels realistic. Every event has an influence on your character. If Jason is out of breath after sprinting (or is afraid), his firing accuracy will suffer. Unlike action shooter titles, firing weapons in Abandoned will be realistically slow. You will need to be tactical in order to survive.
Development
Our studio is focused on crafting a cinematic style, first-person story. This is no fast-paced shooter in which you just run, aim and shoot. Abandoned requires you to hide and plan every shot before pulling the trigger. We want you to be nervous come each and every enemy encounter. To be aware that a wrong move can be the deciding factor between surviving a combat scenario or not.
DualSense Wireless Controller and 3D audio
We wanted to emphasize realism through user immersion. This would not be possible without the DualSense wireless controller. Players will feel each and every interaction during gameplay—such as being struck by a bullet. Pulling the trigger on a loaded or unloaded gun will feel different. Equally 3D audio will help shape your decisions and tactics, using the accurate positioning of gunshots out in the wilds to help decide your next move.
The Power of PlayStation 5
Our team is still unravelling the power of PS5 but we’ve made amazing progress so far. The console allows us to process high quality motion capture, all running at 60 frames per second and rendered at a native 4K resolution. We’re making sure the environmental quality is as close to the real thing as possible. In all, the result is realistic graphics, smooth character animations, and minimal loading screens.
We are exactly 30 days away from the release of Resident Evil Village, and while Capcom confirmed that a second demo is on its way, they have yet to give a firm release date. Well, seems it might be releasing sooner as a number of files relating to the Resident Evil Village second demo have been uploaded to PSN.
To be precise, four new SKU (USA, Japan, Europe, and Asia) have been uploaded (backend, not live yet) to the digital storefront, all named (Biohazard in Japan) “Resident Evil Village Gameplay Demo.” As previously confirmed by Capcom, the title of the demo confirms that this will be solely focused on gameplay, whereas the previous Maiden demo was a visual showcase. The demo is allegedly around 10GB from the information on PSN.
What’s more, the files also contain some images with the branding of “Gameplay Demo” along with a control scheme for what appears to be for remote play functionality.
Image of the PSN icon that players will see on their PS4 or PS5
This is the bootup image when you launch the demo.
And finally the control scheme for what appears to be for the Vita has been revealed! Here’s the Resident Evil Village remote play layout.
There’s also a music file tied to it with the main theme playing that you hear on the PlayStation dashboard. No further details were uncovered from the file. Hopefully with the demo now being uploaded to multiple regions it means that the demo will be releasing soon. We should be getting official word from Capcom as we get closer to launch, but we will be sure to keep you all updated on any new development.
Resident Evil Village is releasing May 7 on PlayStation, Xbox, and PC.
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.
Spartans, 343 Industries has rolled out Halo: The Master Chief Collection (Halo MCC) Season 6: Raven event today! The Halo MCC update 1.2241.0.0 April 7 patch is live, and we have the fulll patch notes and more!
Players can now use the Exchange to spend season points on unique customizations from past Seasons or limited-time challenges. Visit the Exchange from the main menu to see what’s currently available.
New Halo 3 Map: “Waterfall”
Originally made for Halo Online, the map Waterfall is now available in Halo 3 Custom Games. Waterfall is a symmetrical map that supports all major game variants in Halo 3.
Waterfall received significant updates after flight testing, but we would like to gather more data from players around performance or bugs so we can make sure Waterfall is ready to enter the regular rotation in matchmaking.
New game variant: “Escalation Slayer”
In Escalation Slayer, players progress through a series of weapons by earning kills with each one. When a player gets a kill with the final weapon, they win the round. You can also downgrade opponents to the previous weapon tier by assassinating them or sticking them with a Plasma Grenade.
Escalation Slayer will be available in Halo: Reach, Halo 4, and Halo 2: Anniversary. Players can configure game settings to customize the experience and create unique variants.
Team Changing in Custom Games
In Custom Games across all multiplayer titles, all players can now change teams during a match. Choose Leader Only, Pre-Game Only, or Always options while setting up the Custom Game lobby. (Always is the default setting).
Mouse & Keyboard support for Xbox
Console players can now play using a mouse and keyboard with this feature supported for Xbox.
Secondary bindings for Mouse & Keyboard
Any action can now be bound to multiple inputs while using mouse and keyboard.
Field-of-View (FOV) and Crosshair Position options for Xbox
Field-of-View (FOV) and Crosshair Position options are now available on all Xbox platforms, including 120Hz supported devices.
Expanded audio options
New audio options allow players to choose:
Game audio output device
Voice chat input device
Voice chat output device
Voice chat threshold
These settings will override the Windows default settings.
Expanded accessibility options
Players can now configure additional accessibility options directly within Halo: The Master Chief Collection.
Text-to-speech and Speech-to-text can now be configured within the game on both Xbox and PC.
Narration can now be configured within the game on Xbox. On PC, it will continue to use the system-level Windows Narration feature.
Disable background video is an entirely new option available on all platforms.
Per game Gameplay Settings
Each game now has its own unique Gameplay Settings section in the menu, including some settings that are unique to each title.
Other changes
Players can now see their armor customizations in first-person in Halo 3.
The Create menu has been renamed to Creative.
Added support for replacement of Halo: Combat Evolved maps with maps made for Custom Edition.
Note: We cannot guarantee maps will always work, but maps made using official Custom Edition tools should work without issues.
Added XP and progression rank information when viewing a remote user’s Player Details.
Added options to Invite and Join players when viewing their Player Details from the post-game carnage report.
The Halo 4 loadouts menu is now more consistent with the other customization menus.
Increased the Forge palette budget on the Halo: Reach map “Breakneck.”
Resolved issues
Many improvements come from Halo Insiders feedback and Halo Support tickets submitted by our community. Thank you for participating and please keep submitting tickets! Below is a breakdown of fixes in this update:
Reorganized the Video Settings tab on PC:
Graphics Settings header has been removed
General Settings header has been added to group all the top-level options
UI Graphics Quality has been moved under the top-level options alongside UI Gamma
Fixed a bug that caused Halo: The Master Chief Collection to occasionally crash on launch if the Monitor setting was set to a currently unplugged secondary display.
Fixed a bug that caused some buttons to become unresponsive after reducing and saving the Scale Resolution in the Video Settings menu while using two monitors.
Fixed a bug that caused switching between Fullscreen and Borderless mode in Video Settings while using two monitors to move the game to the other monitor.
Fixed a bug that caused the Main Menu button in different game launch screens to return to the previous screen instead of all the way to the main menu.
Fixed a bug that prevented Russian keyboard layouts from binding the tilde (~) key to any action.
Fixed a bug that caused the chat window to close if the player clicked it using a mouse.
Fixed a bug that caused all gamertags to display as “Player Found” when viewing the Pause menu roster.
Fixed an inconsistency where Halo 2: Classic was listed in the Customization menu as “Halo 2” unlike other menus with lists of games.
Shortened the names of several help bar items in the Network tab to prevent overlap when the aspect ratio is set to Windowed 5:4.
Fixed a bug that caused the Player ID menu to occasionally take a long time to load.
Fixed a bug that caused a short delay when entering the Season Rewards menu for the first time after launching Halo: The Master Chief Collection on some consoles.
Various localization fixes and updates in non-English languages across titles.
Fixed a bug that caused the secondary splitscreen user’s Player Details to incorrectly display them as remote users and not include various options that would be expected for a local user.
Fixed navigation and focus bugs that could occur when multiple Kills tabs were present on the Campaign or Firefight.
Fixed a bug that caused the Killed Most and Killed Most By widgets to always appear black in FFA games.
Fixed a bug that caused the ODST Firefight maps “Rally (Night)” and “ONI Alpha Site” to not display in the View Maps section of their Playlist
Fixed a bug that caused a player’s Steam presence to show them in a Campaign mission rather than the associated Firefight map when playing ODST Firefight.
Fixed a bug that caused excessive data broadcasting to squad members while the leader navigated the custom game lobby which could lead to disconnects.
Fixed a bug that made players unable to rebind the key for Change Loadout.
Halo: Combat Evolved
General
Cinematic character animations are no longer capped at 30 frames per second.
Fixed a bug that caused the sun to appear too small in Halo: Combat Evolved when classic graphics were enabled.
Fixed a bug on PC that caused holding the C key to pick up weapons even if the button was not bound to that action.
Fixed a bug on PC that caused subtitles to stop displaying when the General Volume setting was set to 0.
Campaign
Fixed a bug during co-op that caused Vehicle Sensitivity and zoomed Mouse Sensitivity to be too low for the client-side player (not the host).
Fixed a bug that caused the Shade Turret to sound choppy when fired rapidly.
Fixed a bug that caused the Warthog engine sound effects to be too quiet in the Campaign.
Fixed a bug that caused character models during cinematics on Classic graphics to “vibrate” depending on the player’s framerate.
The Warthog and Scorpion Tank machine gun turret firing audio now matches the legacy audio.
The sound effect for switching weapons to the Needler now matches the legacy audio.
The Needler no longer appears to jump into Captain Keyes’ hand during a cinematic in the mission “The Truth and Reconciliation.”
Removed the reload sound at the start of the “Assault on the Control Room” cinematic that was not present in the legacy version.
Fixed the object of light that blocks the bottom right of the screen for several seconds during the “Two Betrayals” cinematic in remastered graphics.
Removed an object that would pop in while Cortana is speaking during the opening cinematic of “Two Betrayals” in remastered graphics.
The camera no longer clips through the Master Chief’s assault rifle in the final cinematic of the mission “343 Guilty Spark” in classic graphics.
The camera no longer clips behind level geometry during the opening cutscene of “The Pillar of Autumn” in remastered graphics.
Halo 2: Anniversary
General
Fixed a bug that caused vehicle sound effects to sound significantly quieter or nonexistent for players who are near the vehicle but not in it.
Halo 3
General
Fixed a legacy bug that caused the picture-in-picture stencil view in the Gauss Warthog Turret to only function when a Ghost is within the user’s field of view.
Fixed several issues with the Halo 3 Tech Suit including issues introduced during flight when New Skins in H3 is disabled
Fixed a bug that caused the New Skins in H3 toggle to incorrectly hide the Katana Chest armor piece during gameplay.
Fixed a bug that caused the vehicle boost blur effect at the edge of the screen to jitter.
Fixed a bug that caused Pearlescent visor customizations to show abnormal edges and lines across the visor.
Fixed a bug that caused the Spartan’s Right Arm and Shoulder Piece model in Halo 3 Customization menus to disappear if the Game Window size was reduced to about half.
Updated Season 5 customizations:
The TANKER and SUTURE left-hand armor vambraces are no longer transparent from certain angles while the Spartan is holding a two-handed weapon.
The AVIATOR leg pieces no longer clip through the Spartan model’s techsuit in the model preview.
Forge
Fixed a bug that caused the Sentinel Beam to appear twice in the Forge weapons menu on Valhalla.
Fixed a bug that caused the Forge camera to sometimes zoom inside of the held object when moving the object close to floors.
Halo 3: ODST
General
Toggle Display Waypoint Markers can now be rebound from the arrow keys, preventing overlapping bindings.
Fixed a bug that caused the motion blur during a vehicle boost to jitter heavily.
Fixed a bug that caused only the host of a Firefight match to hear any voice lines.
Halo: Reach
General
Fixed a bug that caused a small grey box to appear on the left bicep in the Customization menu when using any chest armor piece that has a prosthetic arm.
Fixed a bug that caused the visor color to not apply to the whole visor surface on CQC helmet variants.
Forge
Fixed a bug during Invasion on any Tempest map variant that caused the siren to play for both objectives continuously. A unique siren should now play for each objective and only while it is under attack.
Fixed a bug during Invasion on any Breakneck map variant that prevented the siren from playing when an objective is under attack. A unique siren should now play for each objective and only while it is under attack.
Added support for Breakpoint’s Covenant bomb to Forge World, Tempest, and Breakneck. In Invasion on these maps, this bomb will now spawn in Assault phases when Elites are on offense.
Now that’s one big update! Enjoy the new season, Spartans!
While DICE might be moving on to this year’s still-untitled Battlefield game, it looks like more details regarding Battlefield 5’s development is surfacing from those who worked on the shooter.
Over on Twitter, former DICE employee and Battlefield 5 Design Director Alan Kertz has posted some interesting stuff about Battlefield 5’s development, and then some. In one of these tweets, Kertz mentions that the game was hard to “salvage” given it was “so divided internally:”
It’s hard to salvage a game which was so divided internally on what it should be, especially coming back from parental leave after being away the entire main production period.
I gave it a direction. Not everyone liked it and not all of the direction was achieved. That’s life.
Also on Twitter, Kertz mentioned that he pushed for the base game to adopt the Firestorm (Battlefield 5’s battle royale mode) armor system, though it never came into fruition.
Given how implementing this would have made the time-to-kill even longer and such, this change not seeing the light of day is a good thing, no?
In related news, another former DICE dev has spoken out about Battlefield 5’s development as well. Check out David Sirland’s comments on fighting the TTK hard changes, and how things would be different if it was up to him.
Hopefully, this year’s Battlefield game will see a unified DICE studio working on one vision for the shooter franchise.
Fans of the NieR franchise who are looking forward to the updated version of Nier Replicant can rest easy knowing that the final version of the game is at hand, as Square Enix has announced that NieR Replicant ver. 1.22474487139 has gone gold — meaning its ready for mass production and prepping up for distribution!
Courtesy of the folks behind the NieR series, here’s the official tweet announcing that the game is gold.
In case you’re new to the NieR universe, here’s an overview from the game’s official website.
NieR Replicant ver.1.22474487139… is an updated version of NieR Replicant, previously only released in Japan.
Discover the one-of-a-kind prequel of the critically-acclaimed masterpiece NieR:Automata. Now with a modern upgrade, experience masterfully revived visuals, a fascinating storyline and more!
The protagonist is a kind young man living in a remote village. In order to save his sister Yonah, who fell terminally ill to the Black Scrawl, he sets out with Grimoire Weiss, a strange talking tome, to search for the “Sealed verses.”
In other related Square Enix game news, Final Fantasy XIV’s upcoming update patch 5.5 aka Death Unto Dawm has been announced. You can read all about that here.
NieR Replicant ver.1.22474487139 will be released on PS4, Xbox One, and PC on April 23.
Heads up, legends! Respawn Entertainment has released the Apex Legends update 1.64 April 7 patch, and this doesn’t seem to be tied in to any event or seasonal update, so don’t expect any new content.
For now, Respawn Entertainment has not revealed the official patch notes, though we expect that to change in a bit. That said, we do have news on this patch via the game’s official Trello board.
Increased reports of slo-mo servers with Season 8
That slo-mo thing has been moved to “Resolved Issues” per April 2.
In addition to that, Respawn has made the following announcement yesterday:
For players whose data was on the affected database shard, we will be restoring their progress to a backup from April 5 at ~18:00 UTC
We’ve identified an issue with a database shard which we believe has been contributing to the recent progression issues for PlayStation players. We will be migrating players off this shard which may result in disconnects.
For players whose data was on the affected database shard, we will be restoring their progress to a backup from April 5 at ~18:00 UTC
Same as always, once Respawn releases the official notes, we’ll update the post. So make sure to check back on this a bit later.
Developers ZA/UM have released Disco Elysium update 1.02 across all platforms, fixing and improving the general game experience.
As confirmed a week ago by ZA/UM, the new patch is now live on PC and consoles, addressing some of the recent bugs found in the Final Cut version of the game that launched this past week.
Disco Elysium Update 1.02 Patch Notes
Size: Roughly 3-4GB on the PS4 and PS5
Fixed locations/interactable not working
Fixed items not loading
Smoother controller & interaction experience
Fixed various VO issues
For those who don’t know what Disco Elysium is, here’s a short synopsis
Disco Elysium is a groundbreaking blend of a hardboiled cop show and an isometric RPG within a unique urban fantasy setting.
You play a disgraced lieutenant detective in Revachol West, a shore town where corruption’s out of control, murders go unsolved, and the kids just wanna dance. Chase down leads, interrogate suspects, or get lost exploring a gorgeously rendered city and unraveling its mysteries. All the while, tensions rise around you as Revachol threatens to explode.
Disco Elysium’s completely original skill system makes your innermost feelings, doubts, and memories an integral part of every conversation. Level up your rational faculties, sharpen your wits, or give in to your basest instincts. What kind of cop you are is up to you.
The game had taken home multiple game of the year in 2019 from many outlets, with it winning in four category (best narrative, best role-playing game, best indie game, fresh indie game) at the VGA that year. It recently released on the PlayStation 4 and PlayStation 5 with a “Final Cut” edition. The Final Cut differs from the original in many areas, including fully voiced dialogue for characters, new quests, and many other things.
Honestly, I highly recommend it to any RPG fans out there as it’s easy to see why it won so many game of the year awards after playing it ourselves.
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.
It seems that PlayStation users are currently experiencing error code CE-34878-0 for Marvel’s Avengers as the game is left unplayable for some after today’s update.
Earlier today, Crystal Dynamic released a new update for Marvel’s Avengers across every platform. While the update was just a small quality of life improvement one meant to fix some crashes, freezing, and black screens, it seems that some PS4 owners are suffering from a Marvel’s Avengers error code CE-34878-0. This either happens when the game is launched, or during the first initial loading screen when selecting a mode from the main menu. The PS5 native version appears to be working properly, however if you are one of the many PS Now subscribers, the game was recently added to the service, though it’s the PS4 version only. Meaning if you own a PS5 and are playing using the PS Now version then you may experience these crashes if you aren’t already.
Down below you can find a couple of reddit threads as with a discord feed of users confirming the issue.
A moderator commented on the issue stating that Crystal Dynamics is aware of the issue, but for the meantime suggested the following potential fix.
Marvel’s Avengers Error Code CE-34878-0 PS4 Fix:
Close the application, install the latest System Software and game updates and restart the system. If you have upgraded the Hard Disk Drive (“HDD”) in your system, please re-install the original HDD. If the error occurs again, back up your saved data, and then go to Settings > Initializations and choose Initialize PS4. If the error occurs with every application, or as soon as the application starts, please contact PlayStation Support.
We're aware of the issues with PS4 right now and are investigating!
Chances are a new update will be available shortly, or perhaps a rollback of the current one until the issue is resolved. We will be sure to keep you updated once a fix has been issued.
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.
Crystal Dynamics has released the Marvel’s Avengers update 1.30 April 7 patch, though don’t expect much, as this doesn’t include any new content, but is purely for bug fixes and the sort.
Crystal Dynamic did confirm in last week’s stream that this update wouldn’t be anything major, noting that it will fix some crashes, hangs, and black screens that players were experiencing. Don’t expect any major features included here, though we will be on the lookout for other gameplay-related changes and technical fixes, and will update the post if we find anything. Same with our readers, if you spot any changes, share them down in the comments below to let your fellow heroes know.
Those playing Crysis Remastered on consoles, Crytek has released the Crysis Remastered update 1.02 April 7 patch for consoles. This is for next-gen upgrades, a huge list of bug fixes and more!
Crysis Remastered Update 1.02 April 7 Patch Notes:
Note that there are two separate patch notes for PlayStation and Xbox platforms.
PS4:
General
For the first time on console, a new level has been added – Ascension.
Added the Classic Nanosuit menu.
Performance improvements as well as resolving many potential crashes.
Next Gen support – Next Gen consoles can now play at up to 60FPS:
PlayStation 5
Performance mode – 1080p – 60 fps
Quality mode – 1800p – 60 fps
RayTracing – 1440p – 60 fps
Bug fixes
Fixed a crash that could occur when loading into a mission.
Fixed several green graphical artifacts that appeared through-out Awakening and Reckoning.
Fixed an issue that caused the water to be brighter than intended on Relic – Rescue.
Fixed an issue that prevented activating/deactivating armour mode on Reckoning – Fleet.
Fixed a crash that could occur at the beginning of Ascension.
Version details have been updated in the PS menu.
Fixed several issues that could cause crashes to occur on Recovery, Rescue and Onslaught.
Fixed a crash that could occur when continuing a game from the main menu.
Fixed an issue that caused flickering lights to be visible in jungles on several levels.
VTOL controls have been updated and now match all platforms (PC, Xbox, PS4).
Fixed an issue that resulted in menu placeholders being shown in the menu and HUD after selecting the French and Čeština.
Fixed an issue that resulted in not being able to accelerate/decelerate the VTOL with the left thumb stick.
Fixed an issue that could cause the cutscene to appear as a black screen instead of the intended video.
Fixed the missing dust VFX on Awakening – Mine.
Fixed a bug where opening the weapon select wheel would disable the players movement.
Fixed an issue where the weapon customization menu displayed the wrong buttons.
Fixed a bug that caused a green artifact to appear on green light sources on Assault – Harbor.
Fixed the missing fog particles in the first cutscene.
Fixed an issue that caused the trees to flicker when approaching the harbor entrance on Harbor.
Fixed a bug that caused Psycho to be invisible during the school cutscene on Recovery – Village.
Fixed several missing one p on Recovery – Village.
Fixed some missing assets in a hangar on Reckoning – Fleet.
Fixed an issue that prevented Raytracing from functioning correctly.
Fixed a bug that caused the NPC to shake in the opening cutscene on Reckoning – Fleet.
VTOL controls have been added to the main menu.
Fixed a stutter that could occur in-game on Recovery – Village.
Fixed a crash that could occur after blowing up the barrels near the river on Relic – Rescue.
Fixed a bug that prevented the prompts from correctly changing when activating Classic Suit mode.
Fixed a prompt in the tutorial that displayed the wrong information for “accelerate” tied all vehicles.
Fixed a bug that caused the Chinese language option to be unavailable in the settings.
Checkboxes tied to activating Classic Nanosuit and its shortcuts have been added back to the game settings.
Corrected several tooltips and prompts that are tied to Classic Nanosuit mode.
Fixe dan issue that caused some terrain flickering to occur during the VTOL arrival scene on Assault – Harbor.
Fixed a bug that caused the control schemes to not update correctly for Classic Nanosuit mode.
Fixed a crash that could occur on Paradise Lost – Ice
Fixed some audio disruptions that could occur throughout the game.
Fixed a crash that could occur when exiting to the menu while on Onslaught – Tank.
Fixed a crash that could occur on Contact – Island.
Fixed a bug that could potentially result in encountering an infinite loading screen.
Fixed a crash that could occur before entering the main menu.
Fixed a crash that could occur when trying to replay Relic – Rescue.
Fixed a crash that could occur when starting a new game.
Fixed an issue that could cause you to return to the main menu unintentionally while attempting to load into the game.
Fixed a potential freeze that could occur when entering the main menu.
Fixed some shadow flickering that could occur on Contact – Island.
Fixed an issue where some NPC’s spawn in the world geometry and are inactive.
Fixed a crash that could occur when loading into Reckoning – Fleet.
Fixed an issue that caused a memory leak to occur.
Fixed an issue where Raytracing was not working as intended in the intro cutscene on Paradise Lost – Ice.
Fixed an issue that caused the machine gun models to appear distorted on Exodus – Sphere.
Fixed some collision issues that could occur with some objects throughout the game.
Ice particle visuals have been corrected. They will now be visible when running through the snow.
Fixed a bug that caused the first shot from the Gauss Rifle or Sniper Rifle to miss after going to 10x zoom.
Fixed a bug that allowed players to swap weapons when the nanosuit quick menu was open.
Fixed a bug that resulted in gun sounds being muted when dialogue audio is playing at the same time.
Fixed several black artifact lines from appearing on various surfaces throughout Core.
Fixed some flickering that could be seen on some buildings on Recovery- Village.
Fixed a bug that allowed players to stand when under water.
Fixed a bug that caused the Flare smoke to disappear depending on the camera angle/movement.
Fixed a freeze that could occur at the end of Awakening – Mine.
Fixed the audio for several vehicle weapons on Onslaught – Tank.
Fixed the audio for the MOAC shots as they were distorted.
Fixed a bug that caused trees to flicker on Contact – Island.
Fixed an issue where some terrain was clipping on Onslaught – Tank.
Fixed a visual bug that occurred when grabbing the CEPH troops.
Fixed an issue that caused the water to flicker during the skydiving scene on Contact – Island.
Fixed an issue that caused the water to flicker on Assault – Harbor.
Fixed an issue that caused the fire from the destroyed Gas station to flicker.
Improvements made to the shading of the Engineer NPC model on Awakening – Mine.
Fixed a noticeable artifact that could appear on some explosions on Assault – Harbor.
Fixed a bug that caused speed mode to drain too quickly.
Fixed an issue that caused the visuals of machine guns on vehicles to look displaced when switch between first and 3rd person.
Improved the fire particle effects at the beginning of Core.
Fixed an issue that caused the underwater rocks to be too noticeable on Recovery – Village.
Corrected the keybinds for the Classic nanosuit modes.
Fixed a lighting issue that occurred due to the camera position on Relic – Rescue.
Improved the explosion VFX on Reckoning – Fleet.
Fixed an issue that caused the hexagons to flicker while in Armor mode.
Fixed several crashes that could occur on Paradise lost, Awakening, and Exodus.
Fixed the missing jet plane explosion during the Bradley cutscene Assault – Harbor.
Fixed a bug that caused Psychos “secure the building” line to play twice on Recovery – Village.
Fixed Psycho’s dialogue and subtitles for the intro cutscene on Reckoning – Fleet.
Fixed the FPS counter.
Fixed an issue that caused the cloak to deactivate automatically when it reached 9 energy points.
Fixed the “toggle camera” string in the VTOL controls.
Improvements made to the cutscene shadows during the nano chair cutscene.
Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
Fixed and issue that caused the fog to not appear when loading in to Paradise Lost.
Improved the walking animation of the KPA nanosuit soldier on Relic – Rescue.
Fixed the walking animation of Prophet at the end of Recovery – Village.
Improved the corridor explosion on Reckoning fleet.
Fixed an issue that caused the lighting to be too bright on Relic – Rescue.
Fixed a noticeable border in the cave on Awakening – Mine.
Fixed some flicker that would occur on the water when the Korean cruiser sinks on Assault – Harbor.
Fixed an issue that caused the Bulldog vehicle to hang in the air near the first KPA camp on Relic – Rescue.
Fixed a misplaced hatch on Core.
Improvements made to the smoke tied to explosions during the cutscene on Reckoning – Fleet.
Fixed a rock that was clipping through the beach on Contact – Island.
Fixed some flickering terrain on Relic – Rescue.
Fixed some flickering that could occur on some containers on Exodus – Sphere.
Improved the visuals of the Energy field on Core to be more in line with the original.
Improved the LOD and draw distance for the interior of the ship on Assault – Harbor.
Removed some artifacts that appeared in the flashlight cone.
Fixed an issue that caused light to pass through the mountain on Onslaught – Tank.
Fixed some collision issues tied to gates on Recovery – Village.
Fixed an issue that caused the broken bench to resize depending on the camera angle on Recovery – Village.
Improved the visuals tied to the dead soldier at the beginning of Assault – Harbor.
Improved the lighting in the office on Awakening – Mine.
Removed a duplicate road sign asset on Assault harbor.
Improvements made to some walking animations tied to NPC’s on Reckoning – Fleet.
Fixed the textures for the broken wheels on trucks on Awakening – Mine.
Fixed an issue that caused the raindrops to have visible splashes in mid-air.
Fixed some rocks that appeared in the air on Paradise Lost – Ice.
Improved the visuals of the snow during the cutscene on Exodus – Sphere.
Xbox:
Raptor Team,
The latest update for Xbox is now live. Check out the detailed notes below:
General
For the first time on console, a new level has been added – Ascension.
Added the Classic Nanosuit menu.
Performance improvements as well as resolving many potential crashes.
Next Gen support – Next Gen consoles can now play at up to 60FPS:
XBOX SERIES X
Performance mode – 1080p – 60 fps
Quality mode – 2160p – 60 fps
RayTracing – 1440p – 60 fps
XBOX SERIES S
Performance mode – 1080p – 60 fps
Quality mode – 2160p – 30 fps
RayTracing – 1080p – 30 fps
Bug Fixes
Fixed a crash that could occur when exiting the vehicle before crashing in the Gas station on Recovery – Village.
Fixed an issue that could cause the game to close during the last cutscene in Reckoning – Fleet.
Fixed an issue that caused flashlights to shadows to flicker on Awakening – Mine.
Fixed an issue that could prevent you from being able to play after signing out of your Xbox profile.
Added some missing prefab buildings on Assault – Harbor.
Fixed a crash that could occur when exiting to the main menu.
Fixed a crash that could occur on Recovery village once the mission was complete.
Fixed an issue with signing out/signing through the Xbox menu which blocked you from progressing through the in-game menu.
Fixed an issue that caused purple artifacts to appear on concrete surfaces.
Fixed a crash that could occur on Relic – Rescue.
Fixed an issue where fire particles were not correctly displayed on Onslaught – Tank.
Fixed a crash that could occur on Contact – Island.
Fixed some artifacts that would appear on the water in the skydiving scene on Contact – Island.
Fixed a bright glow that would appear on the carrier deck on Reckoning fleet.
Fixed an issue where smoke particles were not displayed correctly on Recovery – Village and Assault – Harbor.
Fixed an issue that resulted in menu placeholders being shown in the menu and HUD after selecting the French and Čeština.
VTOL controls have been updated and now match all platforms (PC, Xbox, PS4).
Fixed an issue that resulted in not being able to accelerate/decelerate the VTOL with the left thumbstick.
Fixed an issue that caused the light to flicker in the jungles depending on the camera angle.
Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
Fixed an issue that could cause the cutscene to appear as a black screen instead of the intended video.
Added the missing dust effects on Awakening – Mine.
Fixed an issue that resulted in not being able to move after opening the weapon select wheel.
Fixed the missing fog particles in the first cutscene.
Fixed a bug that caused Psycho to be invisible during the school cutscene on Recovery – Village.
Fixed several missing assets on Recovery – Village.
Fixed some boxes that had a “Replace me” asset instead of the correct detail on Reckoning – Fleet.
Fixed the AA firing VFX on Exodus – Sphere.
Fixed an issue that prevented Raytracing from functioning correctly.
Fixed an issue that prevented the in-game prompts from changing when switch to Classic Nanosuit mode.
Fixed an issue that caused flickering and unintended shadows on Assault – Harbor.
Fixed an issue that prevented the in-game prompts from changing when switching to Classic Nanosuit.
VTOL control scheme has been added to the main menu.
Improved the glowing effects that appear around fire sources on Assault – Harbor.
Fixed a bug that caused the NPC to shake in the opening cutscene on Reckoning – Fleet.
Fixed some audio disruptions that could occur throughout the game.
Fixed an issue that resulted in an infinite loading screen when loading into the game.
Fixed an issue that could cause a crash to occur as the main menu appears.
Fixed some flickering shadows that could occur on Contact – Island.
Fixed the Delta Act III achievement.
Fixed an issue where some NPC’s spawn in the world geometry.
Improvements made to the memory usage to reduce the chance of memory leaks.
Fixed an issue that caused distant terrain to flicker when walking over the bridge on Assault Harbor.
Fixed the missing voice lines on Onslaught – Tank.
Fixed an issue where water splashes flickered during last cutscene on Reckoning – Fleet.
Fixed an issue that caused some SSR reflections to break when loading into another mission while currently on Core.
Fixed some square particles that appeared on the turrets during the final boss fight.
Fixed some flickering water splashes during the last cutscene on Reckoning – Fleet.
Fixed an issue where raindrops were not appearing on the helmet of the player.
Fixed an issue that caused the images shown on displays to change depending on the camera angle.
Fixed a moving shadow that can be seen on the shore on Contact – Island.
Fixed a broken visual that appeared on the Hummers’ windows on Exodus – Sphere.
Fixed an issue that caused bullet holes to appear on the windows of cars with no glass.
Fixed a bug that allowed players to activate strength mode with a single tap instead of the intended double tap.
Fixed a bug that prevented you from opening the attachments menu.
Added a missing building near the second camp after the checkpoint on Relic – Rescue.
Fixed an issue that caused the water to flicker during the skydiving scene on Contact – Island.
Fixed a crash that could occur once clearing the checkpoint for destroying the jamming device on Contact – Island.
Fixed a bug that prevented the hints from displaying in the Nanosuit quick menu.
Fixed an issue that caused the water to flicker on Assault – Harbor.
Added some missing buildings on Paradise Lost – Ice.
Added some missing buildings on Contact – Island.
Fixed an issue that caused the fire from the destroyed Gas station to flicker.
Improvements made to the shading of the Engineer NPC model on Awakening – Mine.
Fixed an overly noticeable glow that appeared during the cutscene explosion on Assault – Harbor.
Fixed an issue that caused the visuals of machine guns on vehicles to look displaced when switch between first and 3rd person.
Fixed a bug that caused speed mode to drain too quickly.
Fixed an issue that caused the underwater rocks to be too noticeable on Recovery – Village.
Fixed the flying animations of the CEPH scout.
Fixed a bug that caused the control schemes to not update correctly for Classic Nanosuit mode.
Fixed an issue with the lighting in the done as it was changing due to the camera angle on Relic – Rescue.
Improved the explosion VFX on Reckoning – Fleet.
Fixed some LoD issues that occurred on Reckoning – Fleet.
Fixed an issue that caused the hexagons to flicker while in Armor mode.
Removed the “strafe” option from the VTOL controls due to it being redundant.
Fixed several one-time crashes that could occur on Exodus and Paradise Lost.
Fixed a bug that caused Psychos “secure the building” line to play twice on Recovery – Village.
Fixed Psycho’s dialogue and subtitles for the intro cutscene on Reckoning – Fleet.
Fixed the missing jet plane explosion during the Bradley cutscene Assault – Harbor.
Fixed an issue that caused black artefacts to appear after loading into an existing save.
Fixed the FPS counter.
Fixed the shadows that were covering the faces of the characters in the Nano chair cutscene on Reckoning – Fleet.
Fixed some shadow flickering that could occur on Contact – Island.
Fixed the nuke explosion at the start of Reckoning to be more in line with the original.
Fixed the “toggle camera” string in the VTOL controls.
Fixed an issue that caused the cloak to deactivate automatically when it reached 9 energy points.
Fixed some shadow flickering that could occur in the mines on Awakening – Mine.
Fixed an issue that caused issues with car headlights depending on the viewing angle on Assault – Harbor.
Fixed an issue that caused the reflections of the fire to disappear on depending on the camera angle on Reckoning – Fleet.
Improvements made to the lighting on Rescue – Relic due to it being too bright.
Fixed the visuals for the corridor explosion on Reckoning – Fleet.
Fixed the graphic thumbnails for Raytracing under the performance settings.
Fixed an issue that caused the lighting to change when moving through the min on Awakening – Mine.
Improved the walking animation of the KPA Nanosuit soldier on Relic – Rescue.
Fixed a bug that allowed light to pass through the walls on Assault – Harbor.
Fixed the LoD of the doors on Awakening – Mine.
Fixed the decals that would appear in the air on along the bridge on Assault – Harbor.
Fixed an issue that caused artifacts to appear on the ice decals on Exodus – Sphere.
Fixed a noticeable light change that appeared depending on the camera angle on Recovery – Village.
Fixed a barrel that would appear inside the excavator model on Rescue – Relic.
Fixed an issue that caused water splashes to look unnatural.
Fixed an issue that caused some rocks to not have the correct textures on all sides on Exodus – Sphere.
Added a missing power cable asset on Reckoning Fleet.
Fixed an issue that caused glass tubes and vials to look unnatural.
Fixed some shadows that disappear depending on the camera angle on Awakening Mine.
Fixed an issue that caused the naked alien to not attack if you move slow enough on Core.
Fixed some broken Raytracing reflections on the windows of some buildings on Awakening – Mine.
Fixed an issue that caused smoke and fire to disappear depending on the camera angle on Paradise Lost – Ice.
Fixed some collision issues tied to gates on Recovery – Village.
Fixed an issue that caused light to pass through the mountain on Onslaught – Tank.
Removed some artifacts that appeared in the flashlight cone.
Fixed an issue that caused the helicopter objective to explode when it spawned on Awakening Mine.
Improved the LOD and draw distance for the interior of the ship on Assault – Harbor.
Fixed a bug that caused the Speed Mode tutorial tooltip to appear during the cutscene on Contact Island.
Improved the visuals tied to the dead soldier at the beginning of Assault – Harbor.
Fixed an issue that caused the broken bench to resize depending on the camera angle on Recovery – Village.
Fixed some lighting issue that could occur on Awakening mine.
Fixed a bug that caused the textures of the glass tied broken windows to appear flat.
Fixed an issue that caused the fire from the destroyed Gas station to flicker.
Fixed an NPC on Rescue – Relic that was not reacting to anything.
Fixed a bug that turned off the spotlight when using the control panel on Assault – Harbor.
Fixed a bug that caused the submachine gun to fall through the shelf when picking up another item on Awakening – mine.
Removed a duplicate road sign asset on Assault – Harbor.
Fixed some rock geometry on Contact – Island.
Fixed an issue that caused the clipboard to clip through the workers leg on Reckoning – Fleet.
Fixed an issue that caused the details of barrels to noticeably change.
Improved the scorch marks that appear on some services.
Fixed the textures for the broken wheels on trucks on Awakening – Mine.
Improvements made to some walking animations tied to NPC’s on Reckoning – Fleet.
Fixed an issue that caused the diodes on the chair to change colour due to the camera angle on Reckoning – Fleet.
Fixed some broken light sources on Core.
Fixed some rocks that appeared in the air on Paradise Lost.
Improved the snow visuals during the cutscene on Exodus – Sphere.
Removed some artefacts that appeared on the water edges at the waterfall on Rescue – Relic.
That’s about it. Once we get wind of the next patch, we’ll let our readers know.
Media Molecule has released another major patch for game-making title, Dreams! The Dreams update v2.22 April 7 patch is live, or what the studio calls “The Import’nt Update.”
Indreams.me Audio Importer: A new feature allowing dreamers to import audio from outside of Dreams into the game, for use in their creations. Head to our blog for more info. The importer also has its very own page in Dreams Workshop, where you’ll find the user guide, which has a full rundown of the features available and how to use them, and… AND… some handy how-to videos!
The indreams audio importer.
Audio Limits: With the arrival of the Audio Importer, we have now introduced audio upload limits. Head to the blog or the user guide for an explanation of those.
Changes made to in-game UI to reflect new audio limits.
Message of the Day Update: We’ve added QR code support to our Message of the Day system, meaning you’ll occasionally find a QR code there to take you elsewhere, outside of Dreams, like indreams.me perhaps.
Latest Version Collections Prompt: A prompt will now appear on screen that points the player towards the latest version of a creation contained in a Collection.
Keep up to date with this handy prompt!
New Boot Image: For half the world, it’s springtime! The birds are singing, the sun is (starting) to shine. For the other half? Autumn is in the air! Our latest boot image for Dreams is the perfect reflection of the season, no matter which part of the world you’re in!
Happy Spring/Autumn, CoMmunity!
Similar Creations: We’ve removed the Similar Creations tab from the cover page of a creation. Searching while in edit mode will also no longer display similar creations.
Fixed a bug where users were unable to delete local saves after receiving a full save message.
Based on player feedback, we’ve changed the language used in the notification when a creation of yours has been added to a Collection. This will make it clearer that this is what’s happened.
One of the most anticipated video game sequels this year is getting a flurry of hype and press as the release draws news, as Resident Evil Village gets new concept art and screenshots released — as well as the art director of the game talking about the show stealing villainess from the game, Lady Dimitrescu.
Here are some of the screenshots released by the folks at Capcom and shared by IGN.
In a feature posted by IGN, RE Village art director Tomonori Takano gets into detail about how he designed Lady Dimitrescu — why he made her so tall as well as answering fans questions about her height and shoe size.
Art director Tomonori Takano was responsible for Lady Dimitrescu’s design. Responding to the high demand from fans, he previously announced this fearsome character’s height. Although the staggering 9’6” (2.9 meters) includes her high heels and wide-brimmed hat, Lady Dimitrescu still easily beats the height of any human alive. Yet, some of the tallest people in recorded history come close enough to give Lady Dimitrescu’s height a sense of reality, which makes her all the more frightening.
But what about her shoe size? We asked Takano to measure this as well, and he came back with impressive results. Lady Dimitrescu’s shoe size is 44 cm (17.3 inches), which is almost double the average women’s shoe size. She also beats Jeison Rodriguez Hernandez’s Guiness World Record of the world’s largest feet by nearly 4 centimeters. Takano designed Lady Dimitrescu’s shoes based on a real pair of high heels, which he scanned and resized digitally to match the giantess’ formidable height.
That’s pretty much a good way to make an enemy formidable by making her a giant. With just a month to go before release, all eyes are glued to what else Capcom has to show us on RE Village — especially with an RE Showcase digital event scheduled for some time this month.
Resident Evil Village will be released for PS5, PS4, Xbox Series X|S, Xbox One, Google Stadia, and PC on May 7.
Street Fighter fans who were anxiously waiting for the next big updates on SF5 got their prayers answered, as Capcom and the SF team delivered their SF5 Spring Update digital event showcase — and it shows off more of the upcoming DLC fighters including Oro, Rose, and the first teaser for Rival Schools character Akira Kazama! Plus, Rose will be available starting April 19!
In case you missed the Street Fighter 5 Spring Update presentation, don’t worry as the video is now up on the Capcom Fighters channel.
For the new content presented, fans got their first real look at how returning Street Fighter 3 character Oro will play in SF5. He’s basically the same 100 year old plus hermit that many have come to know and love in the series, retaining his unique features like double jump and doing a flurry of combos using his nimble moves set and tricks. Plus he gets some V-Skill and V-Trigger moves that are a call back to his powers and abilities from SF3… All while holding a turtle in one hand and never dropping his pet companion!
The other major character showcase of course is Rose — who’s the next character in the roadmap that’s set for release soon! Besides retaining her magic powers and gypsy style skills, Rose now has the ability to use tarot cards that have different abilities and properties players can exploit and use to their advantage during the fight. It’s a very unique addition that compliments her character very much, not to mention the return of fan favorite moves such as Soul Satellite and Soul Illusion — all added to the V-Skill and V-Trigger showcase for the character. Those looking forward to playing Rose won’t have to wait too long either, as she becomes available starting April 19!
Finally, the other big surprise and reveal is our first look at Akira Kazama — the fan favorite high school biker gal and fighter from Capcom’s other fighting game franchise, Rival Schools!
While there’s no release date yet for Oro and Akira, the SF development team has showcased quite a good number of footage and teases to get fans excited and hopeful for what’s coming. There’s still one more mystery character yet to be revealed too, so stay tuned and keep an eye out for more announcements.
As expected, Psyonix Studios has released the Rocket League 1.94 patch today, April 6, and this is for Season 3! There are new cars, a new Rocket Pass and more. Head on below for the full patch notes.
Rocket League 1.94 Patch Notes for April 6:
Version: Rocket League v1.94
Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S
Scheduled Release: 4/6/2020, 4 p.m. PDT / 11 p.m. UTC
CHANGES AND UPDATES
Trade In Update
Trade Ins are now managed in their own section in the Garage
All Trade In-eligible items fall into three categories:
Core Series Items
Tournament Items
Blueprints
The Trade In menu displays how many eligible Trade Ins you have, sorted by category and rarity
Trade Ins still operate the same way as before:
5 Uncommon = 1 Rare
5 Rare Items = 1 Very Rare
5 Very Rare = 1 Import
5 Imports = 1 Exotic
5 Exotics = 1 Black Market
Tournament Items and (revealed) Blueprints can now be traded in regardless of series. The Tournament Item or Blueprint you receive from a Trade In is directly tied to the series of the items you traded in.
For example, if you trade in three Ignition Series Blueprints and two Ferocity Series Blueprints, you’ll have a 60% chance to receive an Ignition Series Blueprint and a 40% chance to receive an Ferocity Series Blueprint.
Player Trading Eligibility
Before trading with other accounts is activated, new accounts must:
Reach XP Level 30
Have 50 or more minutes in Online Matches
Accounts with XP Levels 30-99:
Can trade three times per day
Limit of 2,000 Credits per trade
Accounts with XP Levels 100-249:
Can trade ten times per day
Limit of 10,000 Credits per trade
Accounts with XP Level 250 or greater:
Unlimited trades per day
Limit of 100,000 Credits per trade
[PC] New Frame Rate Options
In the Video Tab under Settings, the FPS slider on PC has been replaced with a ‘Frames Per Second’ dropdown menu
This menu will give you a list of FPS options based on your GPU and display
The ‘Uncapped’ option at the bottom of the list will ignore the framerate cap when Vertical Sync is disabled, but may cause screen tearing for some players depending on hardware configuration
General
Settings will now sync to the EOS cloud and share across all linked accounts
Nintendo Switch support for cloud syncs will come in a future update
Each Playlist option under the Play Menu has a rad new image
Added unlock countdown timer for Seasonal Challenge Stages
Added link support to the in-game news panel
NEW CONTENT
Monstercat (Antenna)
‘Vindata’
‘Fransis Derelle’
‘Monstercat Silk’
BUG FIXES
Corrected appearance of Team Liquid Decals when High Quality Shaders are enabled
Fixed a bug causing the Music Playlist to appear off-screen when reducing the Interface Scale
A player’s first trade will no longer hang for 20-30 seconds after enabling 2FA on your Epic Games Account
Fixed a bug affecting the “Invite to party” option in Friends List if both players are playing through the Epic Games Store
[Tournaments] Teams that have won two out of three matches should no longer see extra matches generated against the same opponent
This bug fix is dependent on PsyNet updates related to tournament access and matches that are happening in the coming weeks
Fixed a bug with the Season Free Challenges display counter
Localization fixes for French, German, Japanese, and Polish
For more on Rocket League’s Rocket Pass, head on over here.
With just one month to go until the launch, BioWare has done a deep-dive breakdown of just some of the biggest changes coming to Mass Effect Legendary Edition compared to the original trilogy.
First thing first, the visuals. Obviously if you’ve seen the original reveal trailer for the Mass Effect Legendary Edition then you’ll know there’s been a number of visual changes. To help illustrate this more, IGN has published a new comparison video, stacking the new versions of Mass Effect against the originals.
These changes of course aren’t the only ones coming to the Mass Effect Trilogy as Bioware have also posted a lengthy article, listing all the changes. Note, we included some of the bigger chunks of their blog in a smaller format so that it would fit inside bullet points.
Combat Tuning
Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely.
Improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and improved the aim assist to provide better precision.
Shepard can now sprint out of combat
Melee attacks are now mapped to a buttonpress rather than automatically occurring based on proximity to an enemy
Weapon accuracy and handling has been significantly improved
Reticle bloom is more controlled
Weapon sway removed from sniper rifles
Aiming down sights/”tight aim” camera view has been improved
Improved aim assist for target acquisition
All relevant enemies now take headshot damage in the first game
Previously some did not, including humanoid enemies
Ammo mods (Anti-Organic, Anti-Synthetic, etc.) can now drop throughout the whole game
Previously, these stopped dropping at higher player levels
They are now also available to purchase from merchants
All weapons can be used by any class without penalty
Specializations (the ability to train/upgrade certain weapons) are still class-specific
Weapons cool down much faster
Medi-gel usage has been improved
Base cooldown reduced
Levelling benefits increased
Increased Liara’s bonus to cooldowns
Inventory management improvements
Items can now be flagged as “Junk”
All Junk items can be converted into Omni-gel or sold to merchants at once
Inventory and stores now have sorting functionality
Some abilities have been rebalanced
Weapon powers (i.e., those that are unlocked on each weapon type’s skill tree) have been improved:
Effectiveness/strength is increased (duration reduced in some cases)
Heat now resets on power activation
Additional Gameplay Improvements
Noveria boss room has been reworked
Squadmates can now be commanded independently of each other in the first Mass Effect, the same way you can command them individually in Mass Effect 2 and 3
Some boss fights and enemies in the first game have been tweaked to be fairer for players but still challenging
Cover has been improved across the trilogy
Additional cover added to some encounters
Entering and exiting cover is now more reliable
XP has been rebalanced in the first game (details below)
Ammo drops have been rebalanced in Mass Effect 2 (details below)
With combat comes XP. XP gained during the first game has been rebalanced for better consistency, especially towards the game’s end. Players who complete most aspects of the game should be able to more reliably get to higher levels on a single playthrough rather than needing to play through a second time to do so. Additionally, there is no longer a level cap on a first playthrough.
As a final gunplay change, we also tweaked ammunition in Mass Effect 2. We found that ammo was spawning too scarcely in the original game, so we’ve increased the drop rate for ammo in ME2, particularly when using a sniper rifle since that had a reduced ammo drop rate in the original release.
The Mako
Improved handling
Physics tuning improved to feel “weightier” and slide around less
Faster shield recharging and new thrusters added to the rear
Improved camera controls
Resolved issues preventing the Mako from accurately aiming at lower angles
Shields recharge faster
New thrusters added for a speed boost
Its cooldown is separate from the jump jets’
The XP penalty while in the Mako has been removed
Touching lava no longer results in an instant Mission Failure and instead deals damage over time\
Unifying & Modernizing the Trilogy
Unified Shepard’s customization options in the character creator and even added some new options, like additional skin tones and hairstyles. Can use the same character across all three games.
Added the Mass Effect: Genesis comics by Dark Horse into the base experience before Mass Effect 2 and 3 as an optional experience
New unified launcher for all three games
Includes trilogy-wide settings for subtitles and languages
Saves are still unique to each game and can be managed independently of each other
Updated character creatoroptions, as mentioned above
FemShep from Mass Effect 3 is the new default female option in all three games (the original FemShep design is still available as a preset option)
Achievements across the trilogy have been updated
New achievements have been added to the trilogy
Progress for some achievements now carries over across all three games (e.g. Kill 250 enemies across all games)
Achievements that were streamlined into one and made redundant were removed
A number of achievements have had their objectives/descriptions and/or names updated
Integrated weapons and armorDLC packs
Weapons and armor DLC packs are now integrated naturally into the game; they’re obtainable via research or by purchasing them from merchants as you progress through the game, rather than being immediately unlocked from the start. This ensures overall balance and progression across ME2 and ME3
Recon Hood (ME2) and Cerberus Ajax Armor (ME3) are available at the start of each game
Additional gameplay & Quality of life improvements
Audio is remixed and enhanced across all games
Hundreds of legacy bugs from the original releases are fixed
Native controller and 21:9 display support on PC, with DirectX 11 compatibility
Galaxy at War Rebalancing
Galactic Readiness is no longer impacted by external factors that aren’t part of the collection, like multiplayer or the old companion app for ME3.
Fully preparing for the final fight will be more difficult to achieve in the Legendary Edition
The Extended Cut ending is now the game’s default finale.
Critical bug fixes and backend improvements madeto the Paragon-Renegade system in ME2
Resolved some legacy issues that inhibited accurate reputation stats from being displayed and outright prevented certain dialogue options from being selectable when they should have been
Key moments that have been notoriously difficult to achieve in ME2 (and impacted ME3) can now be completed more reliably, leading to better results in the story’s final act.
There you have, just some of the biggest changes that players will see come the May 14 launch. How do some these make you feel? Would you have preferred the games stay the way they were outside of a visual bump, or are these changes all welcomed? Let us know!
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.
Hating the FFAR in Call of Duty: Warzone? Rejoice! Raven Software has deployed the Call of Duty: Warzone April 6 update that includes a nerf to the gun, and more! This is a server-side update, so there’s no need to download anything.
The Camo Challenges for the “R1 Shadowhunter” now appear correctly for the Geometric, Flora, and Science Camo Categories.
WEAPONS
Cold War Tactical Rifle Charlie
Recoil strength has been increased.
Burst weapons ride a fine line between inefficient and oppressive. The intent of this change is to maintain the weapon’s identity of being a powerhouse while making it a bit more difficult to wield. Right now we feel it is too easy to stay on target given how lethal it is. We will continue to monitor the performance of the Tactical Rifle Charlie and make additional changes if necessary.
FFAR 1
ADS speed has been decreased.
The FFAR is a jack of all trades. It has the damage profile and range of an AR as well as the fire rate of an SMG. The FFAR’s wholesale efficacy has it edging out SMGs at ranges we’re not satisfied with. Ideally, the FFAR fulfills the role of a mid-range dominator while falling prey to weapons that excel in short-range engagements. We are bringing the FFAR a bit more in line with what you might expect from an AR—damage and range at the cost of handling.
ATTACHMENTS
Rear Grip attachments that showed ADS speed pros should now properly increase ADS speed.
Fixed a bug with the Groza where the 16.5” CMV Mil-Spec barrel would bypass damage falloff.
Fixed a bug with the Ember Sighting Point where the XM4 and AK-47 had their ADS speed increased rather than decreased.
Fixed a bug with the Salvo Fast Mag where the FFAR 1 and M16 were not having their ADS speed decreased.
The Pelington 703 Wrapped Suppressor effects should now be properly represented in the stat bar.
HB Studios has released the PGA Tour 2K21 update 1.11 April 6 patch today, and this is a small download so don’t expect any new content to be included. Head on below for more details.
PGA Tour 2K21 Update 1.11 April 6 Patch Notes:
Update (4/7/2021): Post has been updated to reflect what’s new from yesterday’s patch.
Yesterday’s patch was for new Travis Mathew and PUMA gear! Checkc out the offical trailers and details below via the press release:
The TravisMathew collection includes three polo shirts, three hats and three shoes, marking the brand’s PGA TOUR 2K21 debut. PUMA Golf introduces an all-new oversized hat and new shoe. The gear is available to all players in the PGA TOUR 2K21 in-game shop.** PGA TOUR 2K21 is available now on PlayStation 4, Xbox One, PC, Stadia and Switch.
Unfortunately, HB Studios has not shared anything about today’s patch. Cheking the PS4’s update history, it only states this:
Stability and performance improvements
On Reddit, a member posted that it could be a fix for the freezing issue the game seems to encounter from time to time. That said, we don’t have anyway to verify that 100 percent.
We’ve reached out to 2K to ask what the patch is for, and if we get anything substantial, we’ll update the post.
If you’re looking to get all those emotes, banners and whatnot available in Outriders, you’ll need to finish levels and levels of Accolades. Need help? We have just the thing with this Outriders Accolades farming guide.
As a .1%’er in Outriders, I believe I have found THE spot for Accolade farming. So if you’re like me and love achievements, in game cosmetics, and showing off your mastery of the game then you are in the right place!
First off, we do have a few prerequisites to take care of, but don’t worry as no Legendary or Epic gear is required for this! So let’s get started:
Have the First City unlocked and completed
An Accolade to go after
Weapon kills
Class kills
Any Accolade that requires a skill use
Recommended World Tier 1 for maximize speed and efficiency.
That is literally it! Once you have this all you need to do is spec your class out into a farming spec (grab as many cool down and armor/shield perks for your skill that you are farming) and load up:
Select story node ‘Reach the Other Side of the River’
Select ‘Continue Game’ Once you load in, run around and kite as many enemies together as you can
Kill them for accolades or use your skills
Do not kill them all, leave one alive
Return to Lobby
If you ended up killing them all, reselect the node
Continue Game
MP1st James Editorial Comment: As a bonus, you can also crank your world tier down to 1 and if you are max rank with high level gear enemies won’t hurt you. You can literally kite every enemy into the corner of a stage to maximize speed and enemy kills.
Keep this up until you finish your targeted Accolades! As I said before, NO legendary or Epic gear is needed, though it may help you through being able to have more mods on your gear. Also, don’t forget that depending on what World Tier you have set, the area will have a higher enemy density providing you more opportunities for progress.
From my farming in just an hour, I was able to finish off the last of my Accolades and reach the pinnacle achievements for Outriders. With our guides, tips, and helpful tricks you too will be able to become part of the .1% of all players in Outriders. See you at the top!
If you’re interested in more guides, be sure to visit our official Outrider guides page.
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.