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Demon’s Souls PS5 Review – What’s Old Is New Again

FromSoftware has been around for over three decades, but if we’re being honest, they didn’t become the widely revered developer they are today until the last decade or so. And a large part of that is because of the original Demon’s Souls which was released exclusively for the PlayStation 3 in 2009. Even then, they didn’t have the level of industry respect they have now. Demon’s Souls was the very definition of the word “niche;” a super challenging action-RPG with opaque systems and story that really relied on the small following of the game to help suss out exactly what the story was and what the systems were. Since the game didn’t quite set the sales charts on fire, From tried again with another publisher with the pseudo sequel Dark Souls, and the rest is, as they say, history. The Dark Souls games have become mainstream successes, inspired a whole new sub-genre, and have become highly profitable.

Sony, clearly seeing the opportunity to capitalize on the recent success of the Souls games dusted off their Demon’s Souls IP, the one that started it all, and tasked Bluepoint games with doing a remake. After the success of Bluepoint’s remake of another PlayStation cult favorite, Shadow of the Colossus, it stands to reason why Sony chose Bluepoint. They’re good at what they do. And nothing shows that more than what they’ve managed to accomplish with Demon’s Souls. Read on for our Dark Souls PS5 review to see what we mean.

By the Power of Boletaria

Visually, Demon’s Souls is stunning. Right off the bat, the character creator is incredible. Having the best looking character models I’ve ever seen in a character creator, there are so many preset options that can be combined and tweaked that someone could literally spend hours making an exact replica of themselves or a close approximation of themselves. Once I was in the game proper I was taken aback by how gorgeous and new everything looked. From the fabric of my character’s clothing, to the environments and lighting to the particle effects of my Soul Arrows as I fired upon my first enemy. Each of the worlds you will visit in the Kingdom Boletaria is beautifully realized and unique to themselves. I could go on and on about how wonderful Demon’s Souls looks now but to sum up, the work Bluepoint has done here is absolutely stunning.

I might argue that the sound is even better? The sounds of everything from spells, to the clanking of metal swords, to the ambient wails of Storm Beats in the raining Shrine of Storms, the sound is impeccable. So much so that I’ve been playing the entire game with headphones to really soak up the 3D audio.

With Reverence and Power

So we know that Bluepoint is able to bring the entire presentation of the game into the modern era, how about the gameplay? It speaks to just how good FromSoftware are as developers because in this regard it remains largely unchanged, only minor tweaks to make it feel “smoother.” For example, rolling is now in eight directions as opposed to the original four. They have also put a limit on how many healing items you can carry of each type of Grass (before the Estus and Bloodvials Demon’s Souls healing was done by different types of “Moon grass), whereas in the original there was no real limit. There are also little tweaks that make the game much more “friendly,” for lack of a better word. Such as being able to visably see the damage done to your weapons through use. Another handy improvement that I made great use of is being able to use the archstones (spawn points in each section that are unlocked either upon first entering a world or when defeating a boss) as a reset. By touching the archstone you can choose the same location you’re at to “travel” to and it will simply reload the area which makes it great for farming items needed to upgrade weapons or Souls (the game’s form of currency and experience points, for the uninitiated). You can now also use the Archstones to travel between other words instead of having to go back to the Nexus first. In continuation of this, being able to avoid returning to the Nexus to put items in the storage box and instead being able to send items directly there from the item menu is a godsend. It’s good to see that the changes made, for the most part, is to make the experience more focused on keeping you playing as opposed to managing your stuff.

What remains untouched are the core tenets of these games, which is the challenge, the obfuscation of the story, and the bosses. Unlike later Souls games, many of the bosses in Demon’s Souls are kind of gimmicky and have a “trick” to beating them that is less about your stats and more about your wits, figuring out what that trick is. That’s not to say you still won’t be fighting challenging bosses where you stats do matter, because you will, but even those all have some kind of trick or specific tactic to focus on, such as one boss has a broken sword sticking out of its belly for you to wack until he falls over, leaving his head exposed to do some serious damage. All the while avoiding its massive cleaver attack and tongue. Of course, you can also cheese this same boss without ever getting close to if it if you know what to do. And that’s part of what I love about this remake. Bluepoint clearly understands that these exploits are part of the experience and they remain unchanged and as effective as ever.

This reverence and adherence to the way Demon’s Souls plays also means its quirks come with it. Fun things like dropping off a small ledge at the wrong angle will bounce you over the landing and you will fall to your death. Or enemies swords clipping right through what looks like a concrete wall to hit you and of course kill you. So, yea!

Dying feels far less punishing here than in the original thanks to the amazingly fast custom SSD on the PS5. I can’t even begin to stress what a literal game changer this is. In the original game dying or traveling meant sitting during long load times, which could make the experience drag. Here, it’s literally a matter of seconds. Even starting the game from the home screen to getting back in the game takes under 30 seconds. This quality of life improvement is appreciated and goes a long way in making the experience much more enjoyable.

Tendency to Suffer

My one negative in the game is the returning World Tendency system. Based on not only how well you play but your actions and the actions of other players, it affects the world you’re in. Die too many times in body form (as opposed to Soul form) and the game actually gets harder by inserting tougher versions of enemies. It also makes areas of the levels accessible or not. Having a pure white tendency will have things like ladders show up giving you access to other items. On paper this is a neat feature but considering how the world tendency is also dependent on other players it can close you off to other items and even NPCs in the world. It’s absolutely brutal for people that aren’t very good at the game.

For newcomers it should be noted that Bluepoint made no changes to the challenge or the opaqueness of the story. So if you’re looking for selectable difficulty options or prefer narratives that are passively experienced, this game will still not be for you. Regarding the challenge, however, you do have options available to make the game easier that come from inside the game. First of all, magic allows for ranged combat which is highly effective in most instances, and this game does include co-op where you can summon other players who volunteer to help into the game to assist you. Once you beat the boss or one of you die, they return to their world. Bluepoint did, however, bring in the password system from the more recent From games so you and a couple of friends can share a private password that you create with each other and then you can all play together.

A Masterful Update

Remaking a cult classic for any game isn’t an enviable task, let alone the game that put one of the most revered developers of modern gaming on the mainstream map and yet, I’ll say it from the start; Bluepoint Games’ remake of FromSoftware’s Demon’s Souls is an incredible game. From’s gameplay and impeccable level design remains largely uncharged, Bluepoint gives the entire experience a fresh coat of visuals and audio paint, as well as quality of life improvements that brings the 11 year old cult classic into modern gaming with applaudable success and is a true showpiece for the power of the PS5.

Score: 10/10

Pros:

  • Everything about the visuals and audio feels next gen
  • All of the great gameplay from the original remains in tact
  • Insanely fast load times
  • Tons of customization options in character creator
  • Those boss fights

Cons:

  • The challenge will still be off putting to people wanting easy mode in these games, I guess?
  • World Tendency can close you off from reach different pieces of loot as well as upgrade items.

Demon’s Souls was not provided for review by the publisher. You can read SP1st and MP1st’s review and scoring policy right here.

 

Sean Mesler

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Overwatch Update 3.00 November 17 Ushers in Symmetra’s Restoration Challenge

Blizzard Entertainment has another event for Overwatch players today, as the studio has released the Overwatch Update 3.00 November 17 patch! This brings Symmetra’s Restoration Challenge until November November 30, and there are, of course, limited-time rewards!

Overwatch Update 3.00 November 17 Patch Notes:

SYMMETRA’S RESTORATION CHALLENGE

Celebrate the release of Christie Golden’s new Overwatch short story, “Stone by Stone,” with Symmetra’s Restoration Challenge! Through November 30, earn limited-time rewards, including the new Marammat Symmetra skin, by winning games and watching Overwatch on Twitch.

Learn more about Symmetra’s Restoration Challenge on the Overwatch website.

GENERAL UPDATES

Feature Update: Minimum Latency Support

Competition is at its best when it’s fair. Historically, we’ve run tournament events like the Overwatch League and the Overwatch World Cup with teams competing head to head, in person, with local servers to provide the lowest possible latency and the best player experience.

In today’s world, with so many events and tournaments moving online and teams spread across the world, we wanted to provide a mechanism to ensure that the experience is as fair as possible, regardless of how close the teams are to the tournament’s servers.

The Minimum Latency option sets a target latency for Custom Games, leveling the playing field between competitors whether they’re 50 or 500 miles away. Players with latency lower than the minimum setting will automatically have their network traffic delayed to meet the minimum target, while players with latency higher than the target won’t have any additional delay introduced.

This feature is designed to work with a variety of network conditions, and will generally keep players within 8 milliseconds of the target setting.

We hope this feature will be useful, especially for community-driven competitions that want to Play Nice, Play Fair.

CUSTOM GAMES UPDATES

New Custom Game Maps
  • Workshop Green Screen

COMPETITIVE UPDATES

Competitive No Limits

For the first time (Season 1), experience Competitive No Limits with placement matches, skill rating, leaderboards, and the opportunity to earn competitive points. In No Limits, there are no restrictions on hero selection.

HERO UPDATES

BAPTISTE
Amplification Matrix
  • Width increased from 5 meters to 9 meters

LÚCIO

Wall Ride

  • By default, Lúcio will now perform his Wall Jump boost immediately upon releasing Jump to leave the wall, instead of requiring a second Jump press immediately after leaving the wall
    • This new setting appears inside Lucio’s settings page as “Wall Jump On Release”
  • While using the new setting, Lúcio can cancel wall rides by pressing Crouch, which will not trigger the automatic jump
    • When using the “Wall Jump on Release” option, after crouching, releasing jump within 0.2 seconds will provide a jump boost (Jump release timing is consistent with pre-existing live server Jump re-press timing)

WORKSHOP UPDATES

General
  • Increased max Workshop Element Count to 32768
  • Added Type field to Start Forcing Player Outlines
  • Added Spray options to Communicate, Is Communicating, and Is Communicating Any
  • Added Sort Order field to Workshop Settings Values and increased the max Workshop Settings Count to 128
  • Allow Button, Disallow Button, Press Button, Start Holding Button, Stop Holding Button, and Is Holding Button now accept Button Values
  • Create Beam Effect, Create Effect, Create HUD Text, Create Icon, Create In-World Text, Play Effect, and Start Forcing Player Outlines now accept Color Values and support options for Color Value Reevaluation
  • Added Black, Gray, Rose, and Violet color options
  • Added a new option to the Apply Impulse action allowing horizontal and vertical velocity to be modified together (instead of each considered separately) when canceling contrary motion
New Workshop Actions
  • Log to Inspector
  • Wait Until
  • Set Knockback Dealt
  • Set Knockback Received
  • Set Environment Credit Player
  • Start Assist
  • Stop Assist
  • Stop All Assists
  • Create Progress Bar HUD Text
  • Destroy Progress Bar HUD Text
  • Destroy All Progress Bar HUD Text
  • Create Progress Bar In-World Text
  • Destroy Progress Bar In-World Text
  • Destroy All Progress Bar In-World Text
New Workshop Values
  • Color
  • Custom Color
  • Workshop Setting Combo
  • Workshop Setting Hero
  • Evaluate Once
  • Update Every Frame
  • Magnitude Of
  • Number of Slots
  • Spawn Points
  • String Contains
  • String Length
  • Last Assist ID
  • Is Communicating Any Spray
  • Player Stat (limited to current match stats)
  • Player Hero Stat (limited to current match stats)

Evaluate Once can be used to isolate a part of a reevaluating parameter and “freeze” it at its initial value. One way this can be useful is when a reevaluating parameter (such as an effect’s position) makes use of a For loop’s control variable. For example, if you want to create a vertical stack of effects that move with a player, you could loop over a Create Effect action using Global.Y as your control variable and “Position Of(Event Player) + Vector(0, Evaluate Once(Global.Y), 0)” as your position (with reevaluation enabled). Doing this, the position of each effect would move along with the player, but thanks to Evaluate Once, the vertical offset for each effect would be frozen to the value of Global.Y when that particular effect was created (instead of the final value of Global.Y when the loop ends).

Update Every Frame increases the rate at which certain values will update. For example, “Position Of(…)” only updates 12.5 times per second, but “Update Every Frame(Position Of(…))” will evaluate 62.5 times per second for conditions and other logical checks and as fast as your framerate for visual output, such as effects and camera. This value can be used to create highly sensitive positional triggers and smooth movement for effects and camera work. Depending on your usage, this value could have a significant impact on server load, framerate, or both, so use it only when needed. That said, executing a single condition or action that contains an Update Every Frame is still much more performant than repeatedly executing an action in a tight loop to try and achieve the same result.

BUG FIXES

General
  • Fixed a bug with Capture the Flag that caused the overhead flag to not appear properly during sudden death
  • Fixed a bug that would cause colorblind friendly names for duel and elimination game modes to not appear properly
  • Fixed a bug that would default players to the legendary loot box screen even if players did not have one available
Heroes

Doomfist

  • Fixed a bug that caused VFX to not appear correctly during the One Punch highlight intro

D.Va

  • Fixed a bug with her footstep sound effects when equipping the Shin-Ryeong skin

Hanzo

  • Fixed a bug that caused an animation issue with his Hero Select animation

Pharah

  • Fixed a bug that caused Pharah’s eyes to face the wrong direction in her HUD portrait when equipping the Lifeguard skin

Sombra

  • Fixed a rare bug where Sombra’s translocator could be on cooldown after use if it was shot at the same time it was used
  • Fixed a bug that would cause Sombra to not receive a detect notification when being seen or receive a detect notification without being seen by an enemy
  • Fixed a bug that would allow Sombra to see her translocating animation if she was killed while triggering that ability
  • Fixed a bug that would sometimes cause translocate to display incorrectly when viewed within a replay

Wrecking Ball

  • Fixed a bug that caused his gun to clip into his mech during the Medal victory pose
Workshop
  • Fixed a crash that could occur when swapping the parent/child relationship between two players (using the Attach Players action)
  • Fixed a bug where Disable Messages was also disabling messages sent from Workshop (e.g. Small Message and Big Message)
  • Fixed a bug where setting multiple Ability Cooldowns within the same frame could fail
  • Fixed a bug where the camera override from Start Camera could be overridden from other sources (e.g. emote cameras)
  • Fixed a bug where Wrecking Ball could leave from ball form even if the Ability 1 and Primary Fire buttons were disabled
  • Fixed a bug where the user could lose focus when interacting with the Array Value in the editor
  • Fixed a bug where Set Move Speed and Set Jump Vertical Speed couldn’t set the speed to 0
  • Fixed a bug where Declare Team Victory could fail in Elimination
  • Fixed a bug where the Start Camera and Chase Variable actions would not update smoothly at high framerates or during slow motion
  • Fixed a bug where D.Va and Echo could use their flight abilities to break away from an Attach Players action
  • Fixed a bug where values with redundant parentheses would fail to paste from text correctly
  • Fixed a bug where values with mismatched units (for example, a directional vector instead of a positional vector) would fail to paste from text correctly
  • Fixed a bug where the element count could be higher than expected when pasting from text
  • Fixed a bug where multiple 0.016-second Waits running on the same player (or the global entity) could result in some Waits taking an extra 0.016 seconds to complete
  • Fixed a bug where the Phased Out status behaved inconsistently when applied to a dead player (since Phased Out and Dead are mutually exclusive)
  • Fixed a bug where a Set variable action (not a Modify) would behave incorrectly when a previously-Chased variable was on both the left and right side (such as Global.A = 1 – Global.A)
  • Fixed a bug where a player’s current health would be incorrectly limited to the player’s original max health between executions of multiple Set Max Health actions
  • Fixed a bug where Team Score would fail in non-Control game modes
  • Fixed a bug that caused Sombra to not be detected properly when scaled over twice as large

Make sure to read up on what we have to say regarding Overwatch in our Games of the Generation list.

Source: Overwatch

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Alex Co

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

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Mortal Kombat 11 Kombat Pack 2 Fighters Now Available, MK11 Ultimate Patch Notes Released

For those who bought the Kombat Pack 2 for Mortal Kombat 11 (MK11) or bought the MK11 Ultimate Edition, the fighters can now be accessed and played! Rambo, Rain, and Mileena can now be selected and unleashed! While the studio released the data patch for the Kombat Pack 2 yesterday, the actual MK11 Ultimate patch notes have just been released today.

For the new fighters, head on below for the links showcasing the details for each, and as an added convenience, we included the MK11 Ultimate patch notes below too.

MK11 Ultimate Patch Notes:

General Gameplay Adjustments

  • Move list corrections
  • Improvements to AI logic
  • Added several new Brutalities for players to discover
  • Added an option to toggle the ability to use Kustom Variations in Tournament Mode Options
  • Slightly adjusted the head victim region location for all characters
  • Most Basic & Kombo Attacks now allow for button input buffer during their last 4 frames of recovery
  • Hop attacks are now also immune to Down + Front Punch Basic Attacks until their recovery frames
  • Getup recovery is now 4 frames faster
  • Delayed Getup now uses a unique animation, displays in-game message, and only has one timing of 20 frames (previously Short was 15 and Long was 30 frames)
  • Fatal Blows now have a larger 6 frame window to Flawless Block, have slightly less pushback on block, and no longer pushback from blocking cornered opponents
  • Fixed a rare issue with throw escapes that could cause weapons held in hands to use an incorrect animation
  • Toward & Back Throws now lose trades to most other attacks and they do 10 less damage on their initial hit
  • When a Basic Throw startup is interrupted it will now cause the hit reaction to occur at the current location of the character, instead of the starting location of the throw
  • Fixed a rare issue that could cause Krushing Blow DOTs to linger after resurrections if the additional damage from the Krushing Blow cinematic caused the death
  • Fixed an issue that could cause incorrect victim regions to be used for a few frames if the player performed a forward dash then held down without any further inputs
  • Most Kombo Attacks can no longer hit opponents from behind unless the opponent is in a combo
  • Fixed a rare issue that could cause a physical attack to be ignored by the opponent if a projectile collided with a background at that very specific timing
  • Slightly adjusted victim regions on several regular reactions

Kombat League / Online

  • Minor online stability improvements
  • Fixed several rare online desync causes
  • Added an Online Tutorial when you first go to the Online Menu that explains some parts of Kombat League & Matchmaking
  • Players can now use Kustom Variations in Kompetitive Modes
  • Players can now view an opponent’s First Party online profile on the rematch screen after an online match
  • Added support for Kross-Generation Play where kross-Play can be used
  • There is now a Main Menu popup message informing a user if they have been banned from the online servers

Krypt

  • Added new Nether Forge Recipes for players to discover
  • Added New Krypt Events

Towers of Time

  • Added New Player Module Rewards
  • Added a new Summonable Tower
  • Added new Augments for all characters
  • Added a new Konsumable called Elixir
  • Fixed various gameplay & visual issues with several Augments
  • Replaced some opponents in the Gauntlet with new characters

Character Specific Adjustments

Baraka

  • Baraka – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Baraka – Straight Shank (Down + Towards + Front Punch) is now -6 on block (down from -3) and has 3 more recovery frames on miss
  • Baraka – Opponent’s hop attacks are now immune to Straight Shank until its recovery frames
  • Baraka – Low Poke (Down + Front Kick) is now -5 on block (down from -4) and has 3 more recovery frames on miss
  • Baraka – Low Shank (Down + Towards + Front Kick) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent

Cassie Cage

  • Cassie Cage – Straight Punch (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Cassie Cage – Side Kick (Down + Front Kick) now has a different hit reaction, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Cassie Cage – Opponent’s hop attacks are now immune to Ball Buster until its recovery frames
  • Cassie Cage – BLB-118 Bitchin’ Bubble now has a 300 frame duration (down from 400) and will now disappear when Cassie is hit, has an attack parried, or performs Back Throw

Cetrion

  • Cetrion – Low Wind (Down + Front Punch) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
  • Cetrion – Krystal Kick (Down + Front Kick) now has a different hit reaction, has 4 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Cetrion – Krystal Heel (Down + Back Kick) is now -6 on block (down from -5), has 1 more recovery frame on miss, and 2 less frames of hit advantage on a grounded opponent
  • Cetrion – Fixed a rare issue with Conflux of Elements which could cause other elements besides Hallowing Winds to alter the opponent’s air movement

D’Vorah

  • D’Vorah – Low Sting (Down + Front Punch) now has 3 more recovery frames on hit and 3 more frames of hit advantage on a grounded opponent
  • D’Vorah – Slight Sting (Down + Back Kick) now has 4 more frame of hit advantage on a grounded opponent
  • D’Vorah – Adjusted the hit regions of Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) and it can now be directed close or far
  • D’Vorah – slightly reduced the hit regions of Bug Bash (Towards + Front Punch)
  • D’Vorah – slightly increased the range of Bot Fly (Towards + Front Punch, Front kick) when opponent is in a combo

Erron Black

  • Erron Black – Ducking victim regions slightly increased
  • Erron Black – Low Boot (Down + Front Kick) is now -5 on block (down from -3) and 2 more recovery frames on miss
  • Erron Black – Ankle Biter (Down + Towards + Front Kick) now has 8 startup frames (down from 9), has 1 less recovery frame on miss, 2 more frames of hit advantage on a grounded opponent, and has an increased hit region when opponent is in a combo
  • Erron Black – Sandy Sole (Down + Back Kick) is now -7 on block (down from -3)
  • Erron Black – Slightly increased the hit regions of Ghost Koins (Fatal Blow) when opponent is in a combo
  • Erron Black – Down Peacemaker now has 20 startup frames (up from 15), is a low block, -14 on block (down from -8), -19 on flawless block (down from -8), and 1 less recovery frame on miss
  • Erron Black – Removed some instances where Zaterrean Spit could damage opponents when they are invulnerable to attacks
  • Erron Black – Fixed an issue that could cause juggle hits after Rising Stock (Locked And Loaded) Krushing Blow juggle during Finish Him to not allow a fatality to be performed

Frost

  • Frost – Frigid Palm (Down + Front Punch) is now -5 on block (down from -4)
  • Frost – Chest Cold (Down + Front Kick) is now -6 on block (down from -3), has 1 less recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
  • Frost – Slightly adjusted the victim regions on the hit reaction to Freezer Burn (Away + Front Punch, Back Punch)
  • Frost – Removed some instances where Core Trap could damage opponents when they are invulnerable to attacks

Geras

  • Geras – Knee Bash (Down + Front Punch) is now -6 on block (down from -5), has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
  • Geras – Gauntlet Slam (Down + Front Kick) now has 5 more frames of hit advantage on a grounded opponent
  • Geras – Pounding Sand (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent

Jacqui Briggs

  • Jacqui Briggs – Straight Jab (Down + Front Punch) is now -6 on block (down from -3), has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Jacqui Briggs – Side Strike (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Jacqui Briggs – Slightly adjusted the hit regions of Leaping Bow (Away + Front Punch) and it now has 1 less active frame, 1 more recovery frame on miss, and no longer pushbacks from blocking cornered opponents
  • Jacqui Briggs – Bionic Dash is now -12 on block (down from -7)
  • Jacqui Briggs – Jump Attacks & Special Moves when executed during Bionic Bounce do slightly less damage and have a larger 6 frame window to Flawless Block
  • Jacqui Briggs – Prototype Rocket is now -16 on block (down from -14), has 12 more recovery frames on hit and has 2 more recovery frames on miss
  • Jacqui Briggs – Removed some instances where the dot damage of Grenade Launcher could damage opponents when they are invulnerable to attacks

Jade

  • Jade – Straight Palm (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit, has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Jade – Side Heel (Down + Front Kick) now has a different hit reaction, and is now -5 on block (down from -4), has 1 more recovery frame on hit, and 4 more frames of hit advantage on a grounded opponent
  • Jade – Pierced (Down + Back Kick) is now -7 on block (down from -6), has 2 more recovery frames on hit& on miss, and 2 more frames of hit advantage on a grounded opponent
  • Jade – Getup/Flawless Block Attack (Up + Front Kick) is now -8 on block (down from -6), and -13 on flawless block (up from -16), and 3 less recovery frames on hit & on miss
  • Jade – adjusted the repel region on Pole Vault during its startup frames
  • Jade – Fixed an issue that could cause visual effect lingering on Delia’s Dance Gear Ability
  • Jade – Slightly reduced the combo damage scaling after Toward Throw Krushing Blow

Jax

  • Jax – Knee Jab (Down + Front Punch) ) is now -5 on block (down from -4), has 1 more recovery frame on miss, and 1 more frame of hit advantage on a grounded opponent
  • Jax – Slightly adjusted the hit regions of Quick Drill (Down + Front Punch, Back Punch) and it now has 4 active frames (up from 2), 2 less recovery frames on miss, and its cancel frame is 2 frames earlier
  • Jax – Side Strike (Down + Front Kick) now has a different hit reaction, and is now -6 on block (up from -7), has 4 more recovery frames on hit, 2 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Jax – Step Back (Down + Back Kick) has 4 less recovery frames on hit and 5 more frames of hit advantage on a grounded opponent

Johnny Cage

  • Johnny Cage – Low Jab (Down + Front Punch) is now -5 on block (down from -3), has 5 more recovery frames on hit & on miss, and 1 more frame of hit advantage on a grounded opponent
  • Johnny Cage – Low Boot (Down + Front Kick) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Johnny Cage – The Gist Of My Fist (Towards + Back Punch, Front Punch, Back Punch) is now considered grounded 7 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Cage Match (Front Kick, Back Kick, Up + Front Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Making Headlines (Away + Front Kick, Back Kick, Up + Front Kick + Back Kick) is now considered grounded 5 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Tear Jerker (Towards + Back Kick, Front Kick) is now considered grounded 2 frames earlier, matching when he visually lands on the ground
  • Johnny Cage – Slightly adjusted the hit regions of Hop Kick (Hop + Front Kick/Back Kick) and it now has 5 active frames (up from 3) and 2 less recovery frames on miss
  • Johnny Cage – Nut Punch amplify will now auto face the opponent
  • Johnny Cage – Pissed Off now breaks armor
  • Johnny Cage – Opponent’s hop attacks are now immune to Nut Punch until its recovery frames
  • Johnny Cage – Fixed a rare visual issue with Sunglasses when Throwing Shades is flawless blocked
  • Johnny Cage – Adjusted camera & controller shakes on Toward & Back Throws

Kabal

  • Kabal – Knee Buckle (Down + Front Punch) is now -5 on block (down from -4), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Kabal – Side Kick (Down + Front Kick) now has a different hit reaction, and is now -5 on block (up from -4), has 4 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kabal – Flash Parry now does 90 damage (was 0), is now +25 on hit (up from +9), and now enables autoblock which no longer allows for followup hits to combo
  • Kabal – Fixed a rare issue that could cause an improper animation to be used briefly on Kabal’s Hook Swords when using Flash Parry

Kano

  • Kano – Knee Cutter (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss and 5 more frames of hit advantage on a grounded opponent
  • Kano – Low Hinge (Down + Front Kick) now has a different hit reaction and 6 more frames of hit advantage on a grounded opponent
  • Kano – Devo Strike (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
  • Kano – Wheel Kick (Towards + Back Kick) will no longer sometimes switch sides with the opponent when done in certain circumstances
  • Kano – Removed some instances where Molotov Cocktail could damage opponents when they are invulnerable to attacks
  • Kano – Removed some instances where Bio-Magnetic Trap could damage opponents when they are invulnerable to attacks

Kitana

  • Kitana – Heal Poke (Down + Front Kick) now has a different hit reaction, and now has 1 more recovery frame on hit, 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kitana – Fan Stab (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 7 more frames of hit advantage on a grounded opponent
  • Kitana – Neck Slice (Back Punch) now has 11 startup frames (down from 13)
  • Kitana – Royal Protection now increases damage on Quick Execution and Toward & Back Throws
  • Kitana – Edenian Razors now has 3 less recovery frames and only attacks with one Fan instead of three
  • Kitana – Edenian Razors can now be Amplified to attack with 2 additional Fans
  • Kitana – Edenian Twist Krushing Blow no longer is possible if Kitana is above 300 health while Fatal Blow is still on cooldown
  • Kitana – Upward Fan Toss now has 5 more recovery frames
  • Kitana – Upward Fan Toss Amply now has 1 more recovery frame and now enables autoblock which no longer allows for followup hits to combo
  • Kitana – Cancel (Half-Blood Stance) is no longer throw immune during some of its frames
  • Kitana – Far Dark Plunge (Edenian Fade) is now +12 on hit (up from -10) when connecting on the first active frame

Kollector

  • Kollector – Bloody Nails (Down + Front Punch) is now -6 on block (down from -5), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kollector – Leg Check (Down + Front Kick) now has a different hit reaction, and now has 1 less recovery frame on miss, and 6 more frames of hit advantage on a grounded opponent
  • Kollector – Low Mace (Down + Back Kick) is now -5 on block (down from -4) and has 3 more frames of hit advantage on a grounded opponent
  • Kollector – Removed some instances where Vial of Sorrow could damage opponents when they are invulnerable to attacks

Kotal Kahn

  • Kotal Kahn – Low Swipe (Down + Front Punch) now has 3 more recovery frames on hit, 4 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Side Strike (Down + Front Kick) now has a different hit reaction, and now has 3 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Warrior Spin (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Blade Push (Towards + Back Punch)
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Tlaneltocaz (Towards + Back Punch, Back Kick) and it is now -5 on block (up from -7), has 2 less recovery frames on hit & on miss, 2 more frames of hit advantage on a grounded opponent, and its cancel frame is 2 frames earlier
  • Kotal Kahn – Slightly adjusted the victim regions on the hit reaction to Macuahuitl Swipe (Away + Back Punch)
  • Kotal Kahn – Slightly adjusted the hit regions of Tonaltzintli (Away + Back Punch, Back Punch) and it now has 20 startup frames (down from 22), 4 active frames (up from 2), and is now -19 on block (down from -16)
  • Kotal Kahn – Mehtizquia (Away + Back Punch, Back Punch, Front Kick) is now considered grounded 19 frames earlier, matching when he visually lands on the ground
  • Kotal Kahn – Slightly increased the range of the first hit of Yeyecame Disk Amplify
  • Kotal Kahn – Adjusted the repel region of Tecuani Maul and the first hit now has 32 more frames of hit advantage

Kung Lao

  • Kung Lao – Low Palm (Down + Front Punch) is now -5 on block (down from -4), has 1 more recovery frame on hit, has 4 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Kung Lao – Side Kick (Down + Front Kick) now has a different hit reaction, and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Kung Lao – Back Kick (Down + Back Kick) is now -7 on block (up from -9), has 2 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
  • Kung Lao – Slightly increased the hit region of Hat Toss when opponent is in a combo
  • Kung Lao – Possessed Hat now releases only one hat, 18 more frames of hit advantage on a grounded opponent, can now be amplified, and has a slightly increased hit region when opponent is in a combo
  • Kung Lao – Shaolin Slam (Teleport) on hit now causes both characters to be considered airborne until visually landing
  • Kung Lao – Guided Hat now has 8 more frames of hit advantage on a grounded opponent and a slightly increased hit region when opponent is in a combo
  • Kung Lao – “Buzz Saw” now loses trades

Liu Kang

  • Liu Kang – Low Backhand (Down + Front Punch) is now -5 on block (down from -4) and has 2 more frames of hit advantage on a grounded opponent
  • Liu Kang – Crouching Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), and has 2 more frames of hit advantage on a grounded opponent
  • Liu Kang – Dragon’s Tail (Down + Back Kick) is now -7 on block (down from -4) and has 1 more frame of hit advantage on a grounded opponent
  • Liu Kang – Slightly increased the hit regions of This Will Hurt (Away + Front Kick, Back Kick)
  • Liu Kang – Slightly increased the hit regions of Shaolin Strike

Noob Saibot

  • Noob – Knee Hook (Down + Front Punch) is now -6 on block (down from -4), has 4 more recovery frames on hit, has 3 more recovery frames on miss, and 2 more frames of hit advantage on a grounded opponent
  • Noob – Boot Slide (Down + Front Kick) now has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Noob – Sickle Strike (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
  • Noob – Slightly adjusted the hit regions of As One (Away + Front Punch, Front Punch + Front Kick)
  • Noob – Fixed a rare issue with As One (Away + Front Punch, Front Punch + Front Kick) & For The Brotherhood (Away + Front Punch, Front Punch + Front Kick, Back Punch) that could cause weapons held in hands to use an incorrect animation

Raiden

  • Raiden – Side Strike (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Raiden – Low Boot (Down + Front Kick) now has a different hit reaction, is -5 on block (down from -3), has 2 more recovery frames on hit, 5 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Raiden – Sweeping Storm (Down + Back Kick) now has 13 startup frames (down from 14), 2 less recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Raiden – Distant Thunder (Away + Front Punch, Back Kick) has 15 more frames of blockstun with increased pushback when normal blocked and 5 more frames of blockstun with slightly increased pushback when Flawless Blocked
  • Raiden – Slightly adjusted the hit regions of Heavy Thunder (Jump + Front Kick)
  • Raiden – Removed some instances where Rolling Thunder could damage opponents when they are invulnerable to attacks
  • Raiden – Super Bolt now has 10 more frames of blockstun, has 6 more recovery frames on hit & on miss, and is now considered grounded after its active frames
  • Raiden – When Super Bolt is charged for the 20 frames it now has 8 less recovery frames on hit and 10 less recovery frames on block & on miss

Scorpion

  • Scorpion – Low Jab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Scorpion – Side Strike (Down + Front Kick) now has a different hit reaction, is -6 on block (down from -4), has 3 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Scorpion – Quick Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
  • Scorpion – Demon Dash now has 12 startup frames (up from 7)
  • Scorpion – Cancel (Misery Blade) is no longer throw immune during some of its frames

Skarlet

  • Skarlet – Silent Stab (Down + Front Punch) now has 1 more recovery frame on miss, and 3 more frames of hit advantage on a grounded opponent
  • Skarlet – Spear Strike (Down + Front Kick) is now -7 on block (up from -10)
  • Skarlet – Spinning Scythe (Down + Back Kick) is now -13 on block (down from -12), has 4 less recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Skarlet – Removed some instances where Red Mist could damage opponents when they are invulnerable to attacks

Sonya Blade

  • Sonya – Energy Burst (Down + Front Punch) is -6 on block (down from -3), has 3 more recovery frames on hit, and 1 more frame of hit advantage on a grounded opponent
  • Sonya – Side Boot (Down + Front Kick) now has a different hit reaction, has 5 more recovery frames on hit & on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sonya – Low Burst (Down + Back Kick) now has 2 more recovery frames on hit and 6 more frames of hit advantage on a grounded opponent
  • Sonya – (Air) Soaring General is now a high block and breaks armor

Sub-Zero

  • Sub-Zero – Slightly adjusted the hit regions Low Back Hand (Down + Front Punch) and now has 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sub-Zero – Quick Kick (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -5), has 5 more recovery frames on hit, 2 more recovery frames on miss, and 4 more frames of hit advantage on a grounded opponent
  • Sub-Zero – Swing Kick (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent

Shao Kahn

  • Shao Kahn – Dragon Fist (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 1 more recovery frame on miss, and 4 more frames of hit advantage on a grounded opponent
  • Shao Kahn – Knee Shatter (Down + Front Kick) now has 3 more recovery frames on miss and 4 more frames of hit advantage on a grounded opponent
  • Shao Kahn – Side Spike (Down + Back Kick) is now -9 on block (down from -8), has 1 more recovery frame on hit & on miss, and 5 more frames of hit advantage on a grounded opponent

Shang Tsung

  • Shang Tsung – Serpent Stab (Down + Front Punch) is now -5 on block (down from -4), has 2 more recovery frames on hit, has 5 more recovery frames on miss, and 3 more frames of hit advantage on a grounded opponent
  • Shang Tsung – Ankle Snap (Down + Front Kick) now has a different hit reaction, is -7 on block (down from -4), has 3 more recovery frames on miss, and 5 more frames of hit advantage on a grounded opponent
  • Shang Tsung – Slightly adjusted the hit regions of Stance Breaker (Down + Back Kick) and it is now -7 on block (down from -6) and has 1 more recovery frame on miss
  • Shang Tsung – Slightly increased the victim regions on Sorcerer Sweep (Away + Front Kick, Down + Back Kick)
  • Shang Tsung – The duration of Malignant Sorcery & Vile Inscriptions is now 240 frames (down from 420)
  • Shang Tsung – Corpse Drop now does 80 damage (down from 90)
  • Shang Tsung – When Explosive Corpses Gear Ability is equipped, Corpse Drop now does 60 damage (down from 90)
  • Shang Tsung – When Explosive Corpses Gear Ability is equipped, Corpse Drop Amplify now does 30 damage (down from 60), and has 5 less block advantage frames with slightly reduced pushback when blocked
  • Shang Tsung – Soul Swap can no longer kill an opponent but can still trigger Chip Avoided & Last Breath
  • Shang Tsung – Fixed a rare visual issue where an opponent’s weapon props could get stuck in the ground during Shang Tsung’s Back Throw

Nightwolf

  • Nightwolf – Low Stab (Down + Front Punch) is now -6 on block (down from -4), has 2 more recovery frames on hit & on miss, and 3 more frames of hit advantage on a grounded opponent
  • Nightwolf – Uncertain Ground (Down + Front Kick) now has 2 more recovery frames on miss
  • Nightwolf – Hobbling Kick (Down + Back Kick) now has 6 more frames of hit advantage on a grounded opponent
  • Nightwolf – Fixed an issue causing Rising Blades (Down + Back Punch) while Moon Fall is active to be immune to high attacks if the down input is held

Terminator

  • Terminator – Gut Buster (Down + Front Punch) is now -5 on block (down from -4)
  • Terminator – Rising Boot (Down + Back Kick) now has 3 more frames of hit advantage on a grounded opponent
  • Terminator – Gut Buster (Down + Front Punch) while Endoskeleton is active now has the correct frame data
  • Terminator – Fixed a rare issue with Dark Fate (Away + Front Punch, Front Punch + Front Kick) & Dark Fate Amplify (Away + Front Punch, Front Punch + Front Kick, Amplify) that could cause weapons held in hands to use an incorrect animation

Sindel

  • Sindel – Edenian Burst (Down + Front Punch) is now -5 on block (down from -3) and has 3 less recovery frames on hit
  • Sindel – Slightly adjusted the hit regions of Kewl Whip (Down + Back Kick) and it now has 3 less recovery frames on hit & on miss, and 6 more frames of hit advantage on a grounded opponent
  • Sindel – Slightly adjusted the hit regions of Getup/Flawless Block Attack (Up + Front Kick)
  • Sindel – Fixed a rare issue that could cause Deadly Echo to become disabled if used in certain circumstances

Spawn

  • Spawn – Low Claw (Down + Front Punch) is now -6 on block (down from -4)

Joker

  • Joker – Joking Jab (Down + Front Punch) is now -6 on block (down from -5) and has 2 more recovery frames on miss
  • Joker – Wing Tip (Down + Front Kick) is now -6 on block (down from -5)
  • Joker – Big Finish (Down + Back Kick) now has 5 more frames of hit advantage on a grounded opponent
  • Joker – Toward Throw Krushing Blow no longer is possible if Joker is above 300 health while Fatal Blow is still on cooldown
  • Joker – Getting Lit Amplify no longer autofaces the opponent

Fujin

  • Fujin – Gut Shot (Down + Front Punch) is now -6 on block (down from -4) and has 2 more recovery frames on miss
  • Fujin – Adjusted the victim regions of Low Drift (Towards + Front Kick)
  • Fujin – Slightly adjusted the victim regions on the hit reaction of Typhoon Release (Back Kick, Back Punch)
  • Fujin – Slightly adjusted the hit regions of Fatal Edge (Away + Front Punch, Front Punch)
  • Fujin – Adjusted the hit regions of Getup/Flawless Block Attack (Up + Back Punch)
  • Fujin – Getup/Flawless Block Attack (Up + Front Kick) ) is now -9 on block (down from -5), has 5 less recovery frames on hit, and has 1 less recovery frame on miss
  • Fujin – Adjusted the hit regions of the last hit of Wind Kicks Amplify
  • Fujin – Quick Slice (Away + Front Punch) now correctly plays a red hit effect on Kounter

RoboCop

  • RoboCop – Knee Kapper (Down + Front Punch) is now -6 on block (down from -5)
  • RoboCop – Ankle Breaker (Down + Front Kick) is now -9 on block (up from -10)
  • RoboCop – Quick Spray (Down + Back Kick) now has 1 more frame of hit advantage on a grounded opponent
  • RoboCop – Removed some instances where Cheval Trap could damage opponents when they are invulnerable to attacks
  • RoboCop – Slightly increased the projectile parry region of Riot Shield
  • RoboCop – Fixed an issue allowing Throw Escape to be possible during the recovery frames of Riot Shield

Sheeva

  • Sheeva – Short Hammer (Down + Front Kick) is now -6 on block (down from -4)
  • Sheeva – Crushing Backhand (Down + Back Kick) is now -5 on block (down from -3) and has 3 more frames of hit advantage on a grounded opponent
  • Sheeva – Slightly increased the range of Blood Lust (Back Punch, Front Punch) & Slam Dance (Back Punch, Front Punch, Front Punch)
  • Sheeva – Slightly adjusted the hit regions of Tele-Stomp and it now has 1 less frame of startup and 1 more active frame
  • Sheeva – Spinning Dragon Amplify is no longer throw immune during some of its frames
  • Sheeva – Fixed a visual issue with several attacks displaying incorrect blood color against opponents that have non-red blood
  • Definitive Mortal Kombat 11 Experience – Two critically acclaimed story campaigns taking players on a time-bending adventure that continues the epic Mortal Kombat saga, along with the full roster of 37 playable characters.

  • Kombat Pack 2 – Newly added fighters Mileena, the hybrid Edenian and Tarkatan clone of Kitana; Rain, the royal Edenian demigod; and Rambo, the iconic Special Forces soldier featuring the voice and likeness of actor Sylvester Stallone.

  • Mortal Kombat 11: Aftermath Expansion – Franchise-first story expansion, three playable characters (Fujin, Sheeva, RoboCop) and 10 additional character skins.

  • Kombat Pack 1 – Six playable characters (Shang Tsung, Nightwolf, Sindel, The Joker, Terminator T-800, Spawn) and 25 additional character skins.

  • Mortal Kombat 11 – Packed to the brim with multiple features and modes for all players including Story, Custom Character Variation System, Stage Fatalities, Friendships, Online, Towers of Time, Tutorial, Krypt, Kombat League and the signature roster of returning and franchise-first fighters, all equipped with unique Fatalities that display devastatingly brutal cinematic visuals.

  • PS5 Upgrade Available – Delivering 4K dynamic resolution, enhanced visuals, improved loading times and cross-generation console compatibility for select modes. Mortal Kombat 11 and Mortal Kombat 11 Ultimate owners and new buyers on PS4 and PS4 Pro can also access a free upgrade to the PS5 version of their game, available in conjunction with the Mortal Kombat 11 Ultimate launch.

  • Xbox Series X|S Smart Delivery Enabled – Providing 4K dynamic resolution, enhanced visuals, improved loading times and cross-generation console compatibility for select modes. Mortal Kombat 11 and Mortal Kombat 11 Ultimate owners and new buyers on Xbox One consoles can also access a free upgrade to the Xbox Series X|S version of their game, available in conjunction with the Mortal Kombat 11 Ultimate launch.

  • Krossplay Support – Allowing PS5, PS4, PS4 Pro, Xbox Series X|S and Xbox One players to fight against other players on opposite platforms in select modes.

Don’t forget, NetherRealm has released the next-gen upgrade for free, so be sure to take a look at the improvements made if you have a next-gen console.

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Alex Co

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

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Rainbow 6 Siege Update 1.97 November 17 Released (R6 Siege) for Y5S3.3.1

Siege players, Ubisoft has deployed the Rainbow 6 Siege update 1.97 November 17 patch or what the studio calls the Y5S3.3.1 Tachanka community update. The R6 Siege update 1.97 patch isn’t for Operation Neon Dawn, but it does bring quite a number of balancing changes and of course, reworks Tachanka!

Rainbow 6 Siege Update 1.97 November 17 Patch Notes:

BALANCING

SHUMIKHA LAUNCHER

  • Tachanka’s RP-46 Degtyaryov turret has been replaced with the Shumikha Laucher.
  • This launcher shoots grenades that generate areas of fire 1 second after the first bounce.
  • The Shumikha Launcher is equipped with a fixed 5-grenade magazine. Tachanka has a total of 10 grenades available. Grenades are inserted one by one.

DP27 LMG

  • The DP27 LMG is now available as a primary weapon option for Tachanka and will be replacing the SASG-12.
  • This weapon allows players to open rotations on soft walls and destroy hatches.

WITHSTAND ABILITY

  • After his time on the TS, Tachanka will no longer have the ability to Withstand.

TACHANKA VOICE LINES

  • Due to unavoidable constraints, voice lines have been recorded with a new voice actor for Tachanka upon the release of his rework. We thank Anatoly Zinoviev for his past work as Tachanka’s voice actor and for the passion he was able to provide to both the role and to the community.

BUG FIXES

  • FIXED – Several issues with visuals and functionality on Shumikha Shells.
  • FIXED – Various SFX issues with the grenade launcher.
  • FIXED – Visual issues present with the grenade launcher.
  • FIXED – Several UI and store visuals with the Slava Korolyu Elite items and icons.
  • FIXED -Tachanka’s Elite fire VFX from the MVP dance are present on his model in multiple maps.
  • FIXED – Frag bounce sound can sometimes play unintentionally.
  • FIXED – Tachanka’s DP27 LMG currently has the full penetration attribute.
  • FIXED – DP27 does 48 damage instead of 49.
  • FIXED – There is a major visual obstruction when Tachanka guard breaks a shield with his DP27.
  • FIXED – The DP27 benefits from 1 additional round, despite being an open bolt machine gun.
Stay tuned for Operation Neon Dawn, as we should be getting that new content soon.
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Alex Co

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

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Rogue Company Update 1.42 November 17 Deployed for Fixes Except for Switch

First Watch Games has released the Rogue Company update 1.42 November 17 patch for fixes. This patch is available on almost every platform except the Nintendo Switch, which we’ll get to in a bit. Check out the full patch notes below.

Rogue Company Update 1.42 November 17 Patch Notes:

  • Enemy nameplates should no longer be visible through the Church building on the Windward map
  • Dahlia’s ability should no longer remain available if a player switches Rogues during halftime
  • Using The Fixers thermal ability will no longer cause him to stand up
  • Swinging Ronin’s Ballistic Knife should no longer use up it’s charge
  • Made improvements to address a variety of crashes due to memory issues
  • Fixed an issue that was preventing Dahlia’s ability from being used in later rounds (please continue to report any issues with this)

The Fixer

Tyr:

  • Reduced body damage from 70 to 60

Warrant:

  • Adjusted falloff damage range
  • Fixed an issue where the weapon would retrieve faster than intended
  • Fixed an issue where the Warrant could should faster than intended after sprinting and/or dodge rolling

As for the Nintendo Switch version, that one will be available “as soon as possible,” as a second patch was set to be released later this week on consoles. Read up on First Watch Games’ explanation on what happened below.

Yesterday the team submitted a hotfix with a few very important changes to certification for our console partners (which is a requirement to do updates) to be released later this week. Unfortunately there was a change in the process for certification for one of the platforms, which resulted in their client being published well in advance of the others meaning it was no longer compatible with the current game version.

We quickly reviewed the options available to us (for instance ‘rolling back’ isn’t something these platforms support) and have decided the best course of action is to push out the remaining clients available. For you Switch folks, unfortunately we are not through that certification process yet and have reached out to them to expedite this process as quickly as possible. In the interim we are afraid your version will not be able to access the game until we resolve this issue.

Your update will be published as soon as feasibly possible when it’s approved. Thank you for your patience and our apologies for the unanticipated issues.

Based on the studio’s statement, it looks like we should be getting a patch or two soon-ish. Once we know more news, we’ll let our readers know.

Source: Reddit

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Alex Co

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Minecraft Update 2.18 November 17 Brings the 1.16.100 Changes

Mojang has released the new Minecraft update 2.18 November 17 patch, or what the studio calls the 1.16.100 changes! There are new features included in this, as well as changes and fixes as one might expect. Head on below for the official patch notes.

Minecraft Update 2.18 November 17 Patch Notes:

New Features:

  • Added a new Achievements screen design and brand new achievement artwork
  • Over a dozen new Character Creator items have been added and can be unlocked with achievements

Vanilla Parity Changes and Fixes:

  • Sea Turtles now play a sound when they lay eggs
  • Dolphins will now dry out at the same rate as they do in Java Edition; 120 seconds
  • Undamaged Mending items will no longer prevent damaged Mending items from being repaired (MCPE-80156)
  • Basalt can no longer be destroyed by Ghast fireballs (MCPE-75252)
  • Basalt blocks now take slightly more time to destroy
  • TNT no longer activates when a Redstone Torch is placed directly on it (MCPE-81258)
  • Experience Orbs now float in water (MCPE-64039)
  • Adjusted Netherite movement in lava (MCPE-65372)
  • Netherite armor no longer take durability loss when standing on magma blocks (MCPE-76532)
  • Trade discounts from Hero of the Village and Curing Zombie Villagers now match the Java Edition (MCPE-70782)
  • Phantom wings now make flapping sounds
  • Pistons can no longer be extended above the build height limit or into the void (MCPE-37825MCPE-51067)
  • Brewing Stands can now be crafted with Blackstone (MCPE-90465)
  • Players can now spawn farmland with the /give command and pick it with Pick Block (MCPE-25691)
  • Cod and Salmon killed by fire damage now drop cooked fish (MCPE-30693)
  • It’s now possible to place chains so that they are aligned horizontally (MCPE-93995)
  • Floor and ceiling surface generation now correctly match Java Edition
    • Soul Sand Valleys now have ceilings covered with Soul Soil and Soul Sand (MCPE-69159)
    • Basalt Deltas now have Basalt ceilings (MCPE-79608)
  • Striders with passengers can now be tempted
  • Piglins now drop their inventory when zombified (MCPE-81503)
  • Allow Piglins and Piglin Brutes to preserve equipment when zombified (MCPE-83683)
  • Piglin Brutes now give 20xp instead of 10 when killed by player (MCPE-94089)
  • Lanterns can now be placed underwater and do not pop when a water source block is placed on them
  • Piglins now offer similar bartering items as they do in Java Edition (MCPE-92662)
  • Soul Fire no longer melts snow or ice blocks (MCPE-74901)
  • Zombified Piglins no longer float above Striders while riding (MCPE-80188)
  • Warped Fungus can now grow in Crimson Forests (MCPE-83616)
  • Piglins now offer Nether Bricks instead of Nether Brick blocks when bartering (MCPE-74395)
  • Baby Zoglin and Baby Hoglin now have drops after being killed by the player
  • Baby Zoglins now have cute, oversized heads (MCPE-65454)
  • Wither Skeletons now automatically attack Piglins and Piglin Brutes (MCPE-65456)
  • Hoglins will now flee from Respawn Anchors (MCPE-71534)
  • Iron Golems now attack Hoglins (MCPE-73838)
  • Zoglins now take damage from Healing effect and heal from Harming effect (MCPE-79314)
  • If Ruined Portal chests contain Glistering Melon, they no longer contain only a single melon slice (MCPE-92675)
  • Zombified Piglins that are jockeys on Striders now hold a Warped Fungus on a Stick (MCPE-94002)
  • Piglin Brutes no longer have enchanted Golden Axes
  • All expected Nether plants can now be composted (MCPE-78026) (MCPE-82999) (MCPE-94671)
  • Crimson and Warped Fungus can now be placed on Mycelium (MCPE-88588)
  • Soul Speed enchantment found in chests is now limited to Bastion Remnant chests (MCPE-75468)
  • Soul Campfires now drop Soul Soil instead of Charcoal when mined (MCPE-74709) (MCPE-74709)
  • Increased Strider health from 15 to 20 (MCPE-76425)
  • Piglins can now equip Shields, Elytra, Turtle Shells, and various Mob Heads (MCPE-75863)
  • Piglin Brutes no longer become angry from specific blocks being broken, they still always attack a player on sight though (MCPE-94106)
  • Baby Zombified Piglins now correctly display items held in their hands
  • Quick crafting a Piston will now work with Warped Planks and Crimson Planks (MCPE-87659)
  • Baby Hoglins now deal appropriate damage
  • Piglins now spawn naturally in Nether Wastes on Peaceful difficulty (MCPE-95718)

Changes:

  • Added several new experimental toggles to enable previews of upcoming engine technology and support Add-Ons and Marketplace content
  • Added the new Mojang Studios logo splash screen on Android devices (MCPE-79353)

Known Issues:

  • Xbox One controllers don’t work as expected when playing on Oculus Rift

Fixes:

Performance / Stability

  • Fixed a crash that could occur during gameplay
  • Fixed a crash that could occur when the player opened a Shulker Box they’re standing on after rejoining a multiplayer session (MCPE-51711)
  • Fixed a crash that could occur if a player joined a game in a sleeping state (MCPE-79465)
  • Improved reliability of Nintendo Switch players joining other Nintendo Switch games
  • Adding tags to the Ender Dragon will no longer crash the game when reloading the world (MCPE-89076)
  • Fixed a crash that could occur when a stunned entity loaded into the world
  • Fixed a crash that could occur when Player 1 in a split-screen session disconnected their controller (MCPE-99565)
  • Optimized chunk loading performance (MCPE-85614)
  • Various bandwidth optimizations

General

  • Fixed worlds disappearing from the worlds list during crash at world start on Xbox One (MCPE-84649)
  • “The Beaconator” achievement can now be reliably unlocked
  • The “Archer” can now be reliably unlocked (MCPE-86371)
  • Fixed the ‘Super Fuel’ achievement not being awarded when using lava bucket in a furnace (MCPE-64453)
  • 24-bit PNGs without an alpha channel are no longer accepted as valid custom skins (MCPE-50094)

Gameplay

  • Fishing Rod will now correctly cast when close to a mob (MCPE-65249)
  • Custom named boats and minecarts will now save their name after placing and breaking. Their names will also be shown in the world (MCPE-25845)
  • Fixed empty worlds getting generated after closing a PS4 world import midway through the process
  • End City loot chests once again generate correctly (MCPE-72920)
  • Fixed players and mobs not taking damage when walking through berry bushes
  • Killing mobs that have armor equipped with ranged weapons now results in armor loot (MCPE-44408)

Mobs

  • Villagers no longer get locked into the wrong profession (MCPE-62080)
  • Bees now leave their hive/nest after an allotted time in the End and Nether dimensions (MCPE-58322)
  • Hostile mobs can now spawn in thunderstorms during the day (MCPE-34409)
  • Foxes no longer take damage when falling on berry bushes (MCPE-82273)
  • Fixed Vex movement along the x and z directions (MCPE-41879)
  • Blaze now switch between melee attack and ranged attack based on the distance from the player (MCPE-45469)
  • Mob’s inactivity timer is now reset when closer than 32 blocks from the nearest player
  • Shearing a Snow Golem now drops a carved pumpkin (MCPE-66967)
  • Turtles and Dolphins on land will now successfully move towards water (MCPE-44918)
  • Ghasts once again spawn in all light levels (MCPE-85747)
  • Mobs in lava were not able to find a path out. This fix makes it so they can enter a lava block if they are already in lava
  • Mobs can no longer move Minecarts they stand in (MCPE-46804)
  • Mob spawn range now scales with simulation distance (MCPE-95568)
  • Villagers from older versions now level up correctly when trading (MCPE-85013)
  • Improved performance of farmer villagers when harvesting or sowing crops
  • Fixed a bug which could prevent farmer villagers from harvesting crops
  • Player-ridden Striders now jump onto magma blocks as well as non-full blocks in front of them when guided by Fungus on a Stick (MCPE-77096)
  • Baby animals can once again be tamed, before growing up (MCPE-96973)
  • Bees can now only exit Beehives and Bee Nests through air blocks (MCPE-97185)
  • Slimes can now spawn in slime chunks inside frozen biomes (MCPE-49303)

Blocks

  • Fixed issue where some walls were not correctly connected on world load
  • Walls converted from Console Edition saves are now joined properly
  • Water from bubble columns now flows as it should (MCPE-36463)
  • Hoppers with containers above them can no longer collect dropped items (MCPE-80555)
  • Fence gates now align with Blackstone Walls (MCPE-78002)
  • Placing blocks on Crimson Roots and Warped Roots will now properly remove the roots (MCPE-81521)
  • Target blocks no longer power additional blocks above them (MCPE-85455)
  • Beehives and Bee Nests now show the correct front-facing texture (MCPE-92468)
  • Lava and water textures are now visible after placing Slime block or Honey block next to or above them (MCPE-62255)
  • End gateways will now correctly calculate distance to the center block when searching for an exit position (MCPE-48922)
  • Plants and crops now grow more consistently when near chunk borders
  • Brown and Red Mushrooms can now be grown into huge mushrooms on Nylium
  • Cocoa Beans can now be placed on and survive on all jungle wood variants (MCPE-46638)
  • Gravity affected blocks no longer break when their supporting block is moved by a piston (MCPE-81106)
  • Falling blocks now break after falling for extended periods of time (MCPE-73124)
  • Podzol no longer generates below the top layer when spawning large spruce trees (MCPE-71995)
  • Observer block textures no longer get stuck in an active state after being moved by a piston (MCPE-61175)
  • Fixed a bug that could cause falling blocks to duplicate near a portal (MCPE-68229)
  • Fixed an issue that caused rails to not be powered correctly along the x-axis (MCPE-81987)
  • Saplings no longer incorrectly transform into a bee nest when next to a tree and flowers (MCPE-80543)
  • Dragon Egg no longer disappears if placed on pedestal and Ender Dragon is respawned (MCPE-78400)
  • Signs can no longer be placed on End Rods

Items

  • Compass items will now point the correct direction when the player is in a boat (MCPE-56876)
  • Compasses with custom names now retain their names when linked to a Lodestone
  • Compasses with Curse of Vanishing now retain their enchantment when linked to a Lodestone
  • Lodestone Compasses can now be enchanted with the Curse of Vanishing using an Anvil (MCPE-74016)
  • Boots enchanted with Soul Speed no longer become stuck on mobs or the player after breaking (MCPE-75375)
  • Smelted items (prior to 1.13) no longer contain incorrect damage values and can be stacked (MCPE-54617)
  • Dropped items no longer float too low to the ground
  • Dragon Egg now always drops when it is destroyed by an explosion (MCPE-52632)
  • Totem of Undying now applies the correct effects upon dying (MCPE-52364)
  • Armor no longer gets stuck in the hot bar after interacting with an armor stand (MCPE-84368)
  • Corrected map color representation for multiple blocks (MCPE-19228) (MCPE-83797)
  • XP orbs once again ignore world lighting, allowing it to always be at max brightness (MCPE-67448)
  • Banner patterns can now be crafted in the 2×2 crafting grid (MCPE-91247)
  • The “Thing” banner can now be crafted at the Loom (MCPE-70449)
  • Fixed an issue that caused item durability to not be assigned until a world was reloaded (MCPE-62324)
  • Spawn Eggs can now be used on an underwater Monster Spawner
  • Fixed dropped item stacks becoming invisible after merging with another item stack (MCPE-71139)
  • Iron pickaxes can now be dropped by mobs during raids (MCPE-44417)

Realms

  • Added more detailed error messages with possible solutions when a world fails to upload to a Realm (REALMS-474)
  • Fixed a crash that occurred when downloading large worlds from Realms (MCPE-69269)
  • Selecting the “Manage” button for Realms subscriptions now opens the appropriate Microsoft account page
  • Content that is owned through a Realms Plus subscription now roams across all platforms (REALMS-5171)

Graphical

  • Fixed an issue with the skybox background graphics not rendering correctly on some devices
  • Fixed an issue with missing animation when damaging bamboo
  • Fixed a graphical issue with glass blocks on the City Living world that affected some devices on Windows 10
  • Touchscreen input “Chat and Commands” UI element now has a darker border

Audio

  • Music is no longer interrupted when entering water in ocean biomes (MCPE-76213)
  • Reduced raid horn sound (MCPE-85593)

Crafting Screen

  • Various improvements to the Crafting Screen experience when using a controller
  • Cobblestone is now shown as the default ingredient for stone tools (MCPE-71843)
  • Items in the inventory will no longer move into the crafting grid when hovering over recipes
  • The selected recipe will no longer be cleared when changing tabs, even if you don’t have all the necessary ingredients for that recipe
  • Picking up items while the cursor is hovering over a recipe now updates to the recipe’s new index
  • Crimson and Warped Stems/Hyphae are now in their correct Creative inventory groups (MCPE-74611)
  • Nether and Warped Wart blocks are no longer in an unfolding section in the creative menu

Structure Blocks

  • Removed the name field from the structure block 3D Export screen
  • Fixed incorrect chunk position calculation for block changes that occur during the Structure Block preview window
  • Structure loading/saving no longer affects ticking blocks in nearby chunks
  • Fixed the Reset button not re-rendering the wireframe bounding box

User Interface

  • Added Noto Sans font license button and pop-up dialog to Profile section of the Settings screen
  • Updated splash texts and loading screen tips (MCPE-85381)
  • Fixed system language settings for Simplified and Traditional Chinese not honored by the game
  • Fixed an issue that meant the block highlight/selection box was extending above blocks
  • Time played now displays correctly on the Achievements screen (MCPE-66331)
  • The Beacon container interface no longer shuffles items around the inventory slots when trying to quick-move items from the inventory while the hotbar is full
  • Pressing the ‘Leave Boat’ button on touch devices will no longer make the player hit a passenger or destroy the Boat (MCPE-78113)
  • A button icon has been added to the NPC dialog screen to show which gamepad button to press to close the window (Education Feature)
  • The hovered slot data is now cleared properly whenever the cursor is moved off an item slot. This way the gamepad helpers are correct when not hovering over an item slot
  • The item name text that appears when the player changes the hotbar selection now anchors from the bottom. This way when it grows, it will not overlap with the hotbar (MCPE-79566)
  • Fixed the ‘Profile’ button in the Pause Menu not being sized correctly
  • “Ride Exit” hint now clears action bar messages (MCPE-75097)
  • The Smithing Table screen now contains the hammer icon and user interface elements appear correctly when using the “Pocket” UI profile setting (MCPE-79541)
  • Custom names now modify boss bars (MCPE-43473)
  • Grindstone no longer shows a result unless it changes the item (MCPE-54256)
  • Fixed navigation problems between Featured Items, Achievement Rewards, Emotes, and the Dressing Room (MCPE-89179)
  • Change Gamertag and Manage Account buttons on the Settings screen now open xbox.com URLs on iOS and Android
  • The Dressing Room now shows cached items when not connected to the internet

Commands

  • Fixed a crash could occur when using the ‘/fill ‘ command to fill huge amounts of blocks with Portal blocks
  • Text and background for the title command (Title, Subtitle, and Actionbar) have been adjusted and spaced out
  • Fixed a bug where a request queued with ‘/schedule’ would not clear out when executed and would execute when re-entering a level
  • Added to the ‘/schedule on_area_loaded’ command with an overload that allows you to track a circular area, by specifying a center and a radius. Also added serialization for the queue of requests
  • Fixed issues with the ‘/schedule’ command that would consider an area loaded before it was actually loaded, and the command now respects which dimension it is queued in

For Map Makers and Add-On Creators:

Updated Template Packs

Fixes

  • Fixed particles when using animation controllers to play particles and switching to a different state that also plays particles
  • Striders now have a separate texture mapping for each leg, and their leg textures are properly mirrored
  • Pitch written in ‘sound_definitions.json’ is now correctly played (MCPE-49430)
  • FMOD music channel now sets its priority to 0 when music is played to prevent FMOD virtual channel from stealing it when a regular sound is played in game (default priority is 128)
  • Villagers/Zombie Villagers once again correctly spawn as a baby when using the summon command to summon them with the event “minecraft:entity_born”
  • Attempting to load a custom material that is not defined no longer causes a crash. A proper content error is now thrown

Commands

  • Added ‘/structure’ command that allows saving and loading of structures without having to use Structure Blocks
  • Added the ability to animate the placement of a structure with the ‘/structure’ command
  • Added the ‘/music’ command, allowing creators to play and control custom music
  • Added ‘/playanimation’ command that allows you to run a one-off animation. It assumes all variables have been setup correctly for the animation to run
  • Added ‘/camerashake’ command to enable a camera shaking effect
  • Added ‘/ride’ command that allows you to make entities ride other entities, stop entities from riding, make rides evict their riders, or summon rides and riders
  • Added ‘/clearspawnpoint’ command that allows you to clear a player’s spawn point
  • Added ‘/event’ command that can be used to trigger an event on an entity
  • Using the ‘/spawnpoint’ command will no longer affect Players that are sleeping (MCPE-91565)
  • Older command versions using ‘/execute’ now use the proper position for command selectors when calculating the radius

Data-Driven Blocks

  • Added documentation for block event responses and re-organized block documentation
  • Blocks that have ticking components will now clear their pending ticks from the ticking queue upon removal
    • Added the ‘on_player_destroyed’ trigger component
  • Made data-driven blocks pathable with disabled collisions
  • Added the BlockDisplayNameComponent to allow display names to be configured in the localization table
  • Added support for parsing and performing the following event responses:
    • Added the ‘set_block_at_pos’ event response
    • Spawn Loot
    • Set Block
    • Added support for the ‘on_interact’ trigger component
  • Added support for the ‘on_player_placing’ trigger component
    • Also added MoLang queries for ‘cardinal_block_face_placed_on’ and ‘cardinal_player_facing’ for getting placement context

Data-Driven Block Models

  • Added the first pass of the new data-driven block tessellation pipeline
  • Added the “minecraft:geometry” component to allow using a block model for rendering
  • Added the “minecraft:unit_cube” component to allow using a default unit cube for rendering. Unit cubes get some extra effects like ambient occlusion and face removal
  • Added the “minecraft:material_instances” component to allow mapping faces and material_instances in a geometry file to an actual material
  • Fixed smooth lighting and ambient occlusion with new data-driven blocks

Placement Filter

Added “minecraft:placement_filter” component which allows you to set conditions for where this block can be placed. This component will also kick in whenever neighboring blocks change and pop its loot if it is no longer in a valid location

  • Added serialization to Block Descriptor
  • Added static anyMatch functions to BlockDescriptor to compare a list of BlockDescriptors against: Block*, BlockLegacy, or BlockDescriptor
  • Added a function to compare two BlockDescriptors. This covers: matching blocks, any tag of either descriptor match, block states with matching permutations
  • Changed the BlockDescriptor BlockLegacy member variable to a Block* so we can set the block states during deferred block resolution and get the block with the states set
  • Removed all the existing Block* json parsing

Schema

  • Split ‘allowed_blocks’ into ‘use_on’ and ‘dispense_on’
  • ‘use_on’ specifies what blocks an entity placer item is allowed to be used on, omit to allow all blocks
  • ‘dispense_on’ specifies what blocks an entity placer item is allowed to be dispensed on, omit to allow all blocks

Execute Command

  • Added support to item json events for the ‘execute_command’ keyword. It supports both a string and string array format, where the string is the command intended to run. Commands are compiled at load time and executed after add/remove_mob_effect and teleport actions, but before other triggers for events. Commands will be segmented in sequence and randomize nodes as expected

Run Command

  • Added support to entity json events for the ‘run_command’ keyword alongside the current add and remove keywords. It supports both a string and string array format, where the string is the command intended to run. Commands will be run after component groups have been added and removed, and will be segmented in sequence and randomize nodes as expected
  • Updated the following components to parse and use BlockDescriptor instead of Block*
    • BlockBreakSensorComponent
    • BlockListEventMap
    • BreathableComponent
    • BreedableComponent
    • BuoyancyComponent
    • EntityPlacerItemComponent
    • PreferredPathComponent
    • SeedItemComponentLegacy
  • Updated the following features to parse and use BlockDescriptor instead of Block*
    • NoSurfaceOreFeature
    • OreFeature
    • SingleBlockFeature
  • Updated the following goal definitions to parse and use BlockDescriptor instead of Block*
    • GoalDefinition
    • RaidGardenGoal
    • VanillaGoalDefinition
  • Updated the following surfaces code to parse and use BlockDescriptor instead of Block*
    • MesaSurfaceAttributes
    • SurfaceMaterialAdjustmentAttributes
    • SurfaceMaterialAttributes
  • Updated the following tests to reflect the changes from updating code to use BlockDescriptors
    • BuoyancyComponentServerTests
    • FeatureHelperTests
    • NoSurfaceOreFeatureTests
    • OreFeatureTests
    • SingleBlockFeatureTests
  • Updated the following trees to parse and use BlockDescriptor instead of Block*
    • AcaciaTreeCanopy
    • AcaciaTreeTrunk
    • FallenTreeTrunk
    • FancyTreeCanopy
    • FancyTreeTrunk
    • MegaPineTreeCanopy
    • MegaTreeCanopy
    • MegaTreeTrunk
    • PineTreeCanopy
    • RoofedTreeCanopy
    • SimpleTreeCanopy
    • SimpleTreeTrunk
    • SpruceTreeCanopy
    • TreeHelper

Actors

  • Squid rendering is now data-driven
  • All types of minecarts are now data-driven
  • The ‘minecraft:behavior.controlled_by_player’ goal is now data-driven
  • Physics component’s ‘has_gravity’ field is now used to decide whether a mob should apply water gravity, if the mob does not have a navigation component
  • Spatial Bandwidth Optimizations are now exposed through a component, “minecraft:conditional_bandwidth_optimization”
  • Spatial Bandwidth Optimizations are now utilized by every actor using “minecraft:conditional_bandwidth_optimization”
  • Added the selector component to raw text, which can be used to print entity names in commands such as ‘tellraw’ and ‘titleraw’
  • Pathfinding will now account for the “minecraft:scale'” component
  • Updated BrewingStand, ButtonBlock, ChestBlock, EnderChestBlock, SlabBlock, and SoulSandBlockblock types to allow path-finding and navigation (MCPE-47075)
  • Updated Actor Properties. Two fields that were invalid and appeared in some vanilla content will now give a content error. The field “value” on “minecraft:can_fly” and the property “minecraft:foot_size” should simply be removed from any entity files
  • The ‘MoveToLiquidGoal has been changed to use data for its target block
  • Strider now correctly executes the ‘move_to_liquid’ goal
  • Made boats use the Buoyancy component. Added two new components, the “inside_block_notifier” component, which fires specified events when the actor enters or exits specified blocks, and the “out_of_control” component, which sets a corresponding actor flag, in order to make this possible
  • Exposed new data parameters to control the behavior of Drop Item For Goal. This includes: “seconds_before_pickup”, “cooldown”, “minimum_teleport_distance”, “max_head_look_at_height”, “teleport_offset”, and “entity_types”. Check out the new Actor component documentation!
  • Exposed new data parameters to control the behavior of Harvest Farm Block Goal, including “max_seconds_before_search”, “search_cooldown_max_seconds”, and “seconds_until_new_task”. Check out the new Actor component documentation!
  • Added error checks to parsing of Minecraft shareables items. Displays content log if item name is invalid or the array is empty

Fog

  • Created ‘/fog’ command for managing active fog settings for players; these fog settings override fog driven from the client such as biome location of player camera
  • Updated “biomes_client.json” to link each biome to a fog definition identifier
  • Added child object “volumetric” which contains “density” and “media_coefficients” objects. These hold the data values used for the volumetric fog

Record Item Component

  • Items can now be made records to play music in Jukeboxes
  • Component Variables
    • sound_event – A string value correseponding to a sound event in the game code. This string must be one these for music to play: “13”, “cat”, “blocks”, “chirp”, “far”, “mall”, “mellohi”, “stal”, “strad”, “ward”, “11”, “wait”, “pigstep”
    • duration – A float value that determines how long particles are spawned from the JukeBox Block, should approximately match length of sound event
    • comparator_signal – An integer value that represents the strenght of the analog signal, used by the Comparator Block
  • Examples
    • When added to JukeBox Block this will play the sound clip of “record.chirp”
    • Example 1: “minecraft:record”: { “sound_event”: “chirp”, “duration”: 185.0, “comparator_signal”: 4 }

Items

  • Renamed items to be consistent with the list of Java Edition items
  • Created RepairableItemComponent that data-drives how an item is repaired in game
  • Items can now override their display name with a localized ‘value’. If a value is not supplied, the component will stay with its default name. If the value supplied is not in the localization file, the display name will be the value string
  • Added a Lock in Inventory component that can be applied to an item via the ‘/give’ and ‘/replaceitem’ commands. This prevents the item from being removed from the player’s inventory, dropped, or crafted with
    • Example of use: `/give @s apple 1 0 {“item_lock”: {“mode”: “lock_in_inventory”}}`
  • Added a Lock in Slot component that can be applied to an item via the ‘/give’ and ‘/replaceitem’ commands. This prevents the item from being moved or removed from its slot in the player’s inventory, dropped, or crafted with
    • Example of use: ‘/give @s apple 1 0 {“item_lock”: {“mode”: “lock_in_slot”}}’
  • Added a Keep on Death component which can be applied to an item via the ‘/give’ and ‘/replaceitem’ commands. This component prevents the item from being dropped when the player dies
    • Example of use: ‘/give @s apple 1 0 {“keep_on_death”: {}}’

Item Icon Component

  • Items now have an easy way to set the icon for an item for displaying in the user interface
  • Component Variables
    • “texture”: Full path to icon image to use as item’s icon. No default
    • “frame”: Molang script to be executed at runtime to determine the icon’s current frame. Can be a constant, defaults to: 0
    • “legacy_texture_id”: The name of the texture used on legacy items. No default
    • “legacy_frame”: Molang script to be executed at runtime to determine the icon’s current frame. Can be a constant, defaults to: 0

Item Parsing

  • ‘any_tag’ functionality added to several actor components. In addition to representing items as item names in json they can now be represented as a set of tags
  • Examples:
    • “item”: {“any_tag”: “food”}
    • “item”: {“any_tag”: [“food”, “wood”]}
    • “bribe_items”: [“emerald”, {“any_tag”: “stone”}]
  • Components and fields that can now use ‘any_tag’ functionality:
    • ‘minecraft:ageable’
    • ‘minecraft:breedable’ breed_items
    • ‘minecraft:bribeable’ bribe_items
    • ‘minecraft:giveable’ items
    • ‘minecraft:healable’ items
    • ‘minecraft:tamemount’ feed_items and auto_reject_items
    • ‘minecraft:equippable’ accepted_items

Technical Changes

  • Item names of the format “minecraft:item.someitem” no longer need the “item.” portion and it will be ignored
  • Added Entity Movement Prediction
  • Changed LegacyCubemap from opaque to transparent (MCPE-94275)
  • Added ‘decrement_count’ event response for items
  • ‘minecraft:behavior.send_event’ Changes
    • ‘minecraft:behavior.send_event’ no longer uses -1 in ‘max_activation_range’ as a value to indicate unlimited range, the default has been changed to 32
    • Added content log warnings for when ‘min_activation_range’ and ‘max_activation_range’ is less than 0
    • Added content log warnings for when ‘min_activation_range’ is greater than ‘max_activation_range’
  • ‘minecraft:behavior.summon_entity’ Changes
    • ‘minecraft:behavior.summon_entity’ no longer uses -1 in max_activation_range as a value to indicate unlimited range, the default has been changed to 32
    • Added content log warnings for when ‘min_activation_range’ and ‘max_activation_range’ is less than 0
    • Added content log warnings for when ‘min_activation_range’ is greater than ‘max_activation_range’
  • Fixed a difference with the default return type of the script function, which differed from the usual return type (No ID)
  • Added new BlockRaycastComponent that can override the AABB used for outlines and raycasting
  • Added new BlockCollisionComponent that can override the AABB used for entity collision
  • Added new BlockPropertyComponent that can replace the blockProperties : Unwalkable, Infiniburn, PreventsJumping, Immovable, BreakOnPush, OnlyPistonPush and BreaksWhenHitByArrow
  • Added new BlockQueuedTickingComponent that triggers events for a block on a range of time set by the creator
  • Added new BlockRandomTickingComponent that triggers events for a block randomly
  • Added a Rotation Component that allows a block to rotate. The component only allows axis-aligned rotations
  • Adds the base implementation of the CraftingTableComponent
    • Allows the creation of custom crafting tables
    • Currently only supports 3×3 grids

Animations

  • Added a new ‘loop_delay’field to skeletal animation files that controls how to wait between each iteration of a looping animation
  • Fixed a bug where ‘start_delay’fields in skeletal animations were being used for both the initial delay before playing an animation and for inter-loop delays

MoveTowardsRestrictionGoal

  • This goal has been removed in favor of the two new child goals that make the behavior clearer. The behavior works the same, but is now separated out properly into the two goals

MoveTowardsDwellingRestrictionGoal

  • This goal is for Actors that are part of the Village construct
  • The “DwellerComponent” is necessary for this goal

MoveTowardsHomeRestrictionGoal

  • The “HomeComponent” is necessary for this goal
  • Exposed a new data parameter for the range at which the Actor will stay within in relation to their home: “restriction_radius”

Send Event Goal

  • “minecraft:behavior.send_event” no longer uses -1 in ‘max_activation_range’ as a value to indicate unlimited range, the default has been changed to 32
  • Added content log warnings for when ‘min_activation_range’ and ‘max_activation_range’ is less than 0
  • Added content log warnings for when ‘min_activation_range’ is greater than ‘max_activation_range’
  • Added a new json field ‘look_at_target’ which allows and disallows entities to turn and face their target

Once we know more info regarding the next patch, we’ll let our readers know.

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Alex Co

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

Home > News

Cyberpunk 2077 PlayStation Gameplay Planned for Release, Specific Date to Be Revealed in the “Near Future”

While Xbox Series X fans got a sneak peek at how the game will look on Microsoft’s next-gen console, PlayStation fans might be wondering whether they’ll see gameplay for the PS4 or PS5. Well, safe to say you will! This was confirmed by CD Projekt RED in a new press release sent out today.

In the press release, CD Projekt RED announced that a Cyberpunk 2077 PlayStation gameplay video is planned to be released, though there’s no definite date for that yet.

A PlayStation gameplay video is also planned for release, with a specific date set to be revealed in the near future via the game’s official channels.

No word on whether we’ll see a PS4 gameplay demo or for the PS5, though. That said, I assume we’ll see both when the gameplay video is revealed.

Cyberpunk 2077 will be out this December 10, 2020, for PC, Xbox One, PlayStation 4, and Stadia. The game will also be playable on Xbox Series X|S and PlayStation 5 consoles. At a later date, a free upgrade to Cyberpunk 2077, will become available for owners of the Xbox One and PS4 versions respectively.

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Alex Co

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

Home > News

New Destiny 2 Weekly Reset November 17, 2020

While players are busy finishing quests and collecting gear in Destiny 2’s new expansion Beyond Light, and the Season of the Hunt, there’s more stuff to do starting today, as the new Destiny 2 weekly reset November 17 activities refresh is now live!

New Destiny 2 Weekly Reset November 17, 2020:

Nightfall – The Ordeal: The Disgraced

Modifiers:

  • Nightfall: The Ordeal: Adept
    • Fire Pit: When defeated, Acolytes spawn fire pools that cause damage over time.
  • Nightfall: The Ordeal: Hero
    • All previous modifiers
    • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Hive: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
    • Hero Modifiers: Extra Shields
    • Navôta’s Abandon: Incoming Arc and environmental damage increased.
  • Nightfall: The Ordeal: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
  • Nightfall: The Ordeal: Master
    • All previous modifiers
    • Chaff: Radar is disabled.
    • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
    • Champions: Mob: This mode contains additional Champions.
  • Nightfall: The Ordeal: Adept
    • All previous modifiers
    • Arach-NO!: When defeated, Fallen Vandals spawn a web mine at their feet.
  • Nightfall: The Ordeal: Hero
    • All previous modifiers
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Fallen: This mode contains both Barrier and Overload Champions, which cannot be stopped without an Anti-Barrier or Overload mod, respectively.
    • Belmon’s Algorithm: Incoming Void and aerial damage increased.
  • Nightfall: The Ordeal: Legend
    • All previous modifiers
  • Nightfall: The Ordeal: Master
    • All previous modifiers

Rewards:

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

Weekly Crucible Rotator Playlists:

  • Glory: Survival: “Outlive your foes, and there can be no possible outcome but victory.” —Lord Shaxx – – Fight for Glory by depleting your opponents’ shared life pool and then eliminate them.
  • Freelance Glory: Survival: “Outlive your foes, and there can be no possible outcome but victory.” —Lord Shaxx – – Fight for Glory by depleting your opponents’ shared life pool and then eliminate them.

Vanguard Burn: Arc Singe

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


Legacy Activities

  • Moon:
    • Wandering Nightmare: Fallen Council (Archer’s Line)
    • Trove Guardian is in Archer’s Line
  • Dreaming City: Weak Curse
    • Petra is at The Strand.
    • Weekly MissionBroken Courier – Respond to a distress call in the Strand.
    • Ascendant Challenge: Forfeit Shrine, Gardens of Esila
    • Blind Well: Scorn, Plagues: Sikariis & Varkuuriis

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Scavenger’s Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
Constricting Shell For Ghosts who are under a lot of pressure. Ghost Shell 2850 Bright Dust
Leggy Dance It’s all in the glutes. Emote 700 Bright Dust
Daito Capsule Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Jacarina Equip this shader to change the color of your gear. Shader 40 Bright Dust
Popcorn “I can’t believe what I’m seeing!” —Lord Shaxx Emote 3250 Bright Dust
Future Perfect Shell For Ghosts who love fashionable defense. Ghost Shell 2850 Bright Dust
The Regal Howl A sound they’ll never forget. Vehicle 2500 Bright Dust
Blissful Ignorance Equip this weapon ornament to change the appearance of Felwinter’s Lie. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 700 Bright Dust
Duel I challenge thee! Emote 700 Bright Dust
Jewel of Saturn An advanced retrofit custom-made by Amanda Holliday. Ship 500 Bright Dust
Trials of Osiris Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Metro Shift Equip this shader to change the color of your gear. Shader 40 Bright Dust
Forty-Four Steel Apply this shader to change the color of your gear. Shader 40 Bright Dust
Lilac Bombast Equip this shader to change the color of your gear. Shader 40 Bright Dust
Polished Sea Stone Equip this shader to change the color of your gear. Shader 40 Bright Dust
Reflection Effects Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
The Past Unearthed Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Jade Coin Effects Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Shaw Han, Cosmodrome

Name Description Cost Requirement Reward
Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 1000 Glimmer 3 Public events XP & Glimmer
Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 1000 Glimmer 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP & Glimmer

Stay tuned this Friday for the latest update o Xur and of course, the Trials of Osiris!

Thanks, Reddit!

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Alex Co

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

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Latest Night City Wire Showcases Cyberpunk 2077 Running on Xbox Series X

CD Projekt RED is back with the latest Night City Wire, and this one is all about showcasing Cyberpunk 2077 running on Xbox Series X! Curious? I bet you are! Watch it in full as it happens now, below!

We’ll have a round up of info from today’s stream once it’s over. Don’t forget, Cyberpunk 2077 is confirmed to have multiplayer that will be released at a later date.

Check out the game’s Trophies that surfaced last week.

Cyberpunk 2077 will drive its way out this December 10 on the PS4, Xbox One, PS5, Xbox Series X and PC.

Update: We’ve updated the post to include the official YouTube embed.

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Alex Co

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

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Black Ops Cold War Aim Assist Issues & Changes Are a Real Thing and Here’s Proof

If you’re one of the many playing Call of Duty: Black Ops Cold War multiplayer and you’re a Call of Duty multiplayer veteran, chances are you might have felt something off with how the aiming feels. Well, it’s not just you. There are Black Ops Cold War aim assist issues and there’s proof of it!

Call of Duty YouTuber Xclusive Ace has figured out what changed and it’s an odd one. In every Call of Duty game, the aim assist works in the sense that the characters have a “bubble” that the crosshairs detect, and they slow down whenever they are near that invisible bubble of the character. Well, in Black Ops Cold War, when your gun detects the bubble, it just stops moving even if your fingers are moving! It’s hard to explain, so just check the gif below:

For reference: Xclusive Ace does NOT stop moving the right analog stick and it just automatically stops when it sense/feels the bubble, which in turn, prevents him from properly targeting the enemy! This is a departure from how previous Call of Duty games handled aim assist in the past, and we have no clue why this change was made.

You can check out the video to get the full report, but that’s the condensed version on why aiming feels kinda off in Black Ops Cold War.

Do you feel the aim assist is off in Black Ops Cold War or does it feel like it used to? Let us know down in the comments below.

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Alex Co

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

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Fortnite The Last Laugh Bundle Now Out, Brings Batman’s Rogues Gallery Into the Fold

For Fortnite players who want some added mean mojo to their characters, the Epic Games and DC collaboration bundle called the “Fortnite The Last Laugh Bundle” is out today for $29.99 on the PS4, Xbox One, Nintendo Switch, PS5 and Xbox Series X|S!

Check out the trailer, and what’s included in the bundle.

Fortnite: The Last Laugh Bundle will consist of V-Bucks and 11 in-game items:

  • 1,000 V-Bucks
  • Three outfits: The Joker, Poison Ivy, Midas Rex
  • Three Back Blings: Laugh Riot (reactive), Back Bloom, Midas Crest
  • Four Pickaxes: Bad Joke, The Joker’s Revenge, Ivy Axe, Kingmaker
  • Pick a Card Contrail

Stay tuned here on MP1st if you’re looking to know when the latest update for Fortnite is released, and the datamined content in it.

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Alex Co

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

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New PS5 Update 20.02-02.25.00 November 17 Released

Those who are lucky enough to own a PS5, Sony has released the new PS5 update 20.02-02.25.00 November 17 system firmware update. If you find the version naming confusing, you’re not alone. It looks like players will need to get used to a longer way of tagging game updates and system updates this gen.

Clocking in at just 866MB, players shouldn’t expect much from this system update.

New PS5 Update 20.02-02.25.00 November 17 Patch Notes:

Per the system itself, it states “What’s New” as:

  • This system software update improves system performance

Yep, that’s basically it. Told you to not expect much.

The overall global launch date (in certain countries) for the PS5 is fast approaching this November 19, while those in Southeast Asia can expect the console to be available to them next month.

If you’re excited for the launch but don’t have a way to get one, maybe try this PS5 Simulator “game” where you can experience the joys of setting up your PS5 in your virtual home (complete with cable management, even!).

More PS5 Reading:

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Alex Co

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Battlefield 5 Update 1.37 November 17 Now Out, Brings the BFV Fall Update

As announced yesterday, DICE has released the Battlefield 5 update 1.37 November 17 patch or what the studio calls the BFV Fall patch/update! This includes expanding the Community Games, new Elites, gameplay tweaks and more! Head on below for the full patch notes.

The BFV update 1.37 patch should be out on all platforms (PS4, Xbox One, PC) by the time you read

Battlefield 5 Update 1.37 November 17 (BFV Fall Update) Patch Notes:

What’s New?

  • Improved and Expanded Community Games Features
  • New Elites: Jonathan McNiel, and Seigfried Albrecht (both available for Company Coin)
  • A fix for the Globetrotter Achievement
 
Note: Community Games will be inactive immediately following the release of the update. We’ll be switching the feature on once we’ve completed our final checks. Stay tuned to @Battlefield  for the latest info or check back on this post for the most up to date information.

Let’s get to the good stuff! With the update installed, all owners of Battlefield V will be able to set themselves up with new Configurations for Community Games.

If you’ve never used the feature before, you’ll find it in Play -> Multiplayer -> Create Community Game. On the first occasion that you enter this menu, we’ll present you with some information about helping to keep Community Games a safe, and positive place to play Battlefield V (and if you ever see any servers not upholding those standards, be sure to report the server using the new in game tool).

The Toolbox

Here’s a breakdown of the new settings that you can now apply to further customise your Community Games experience:

  • Adjust Bullet Damage – 50% / 100% / 125% / 200%
  • Adjust Ticket Count – 50% / 100 % / 200%
  • Adjust Soldier Respawn Time  – 50% / 100 % / 200%
  • Adjust Vehicle Respawn Time  – 50% / 100 % / 200%
  • Adjust Round Time – 0% / 50% / 100% / 200% / 500%

These options sit alongside, and offer additional tweaks over the original feature set for Community Games:

  • Create and name several game configurations
  • Create and join a Community Game
  • Choose game mode
  • Choose map
  • Choose a maximum number of players (from a predefined list)
  • Choose how many rounds the server should play
  • Choose a password
  • Kick players from server
  • Ban and manage banned players (session only)

In addition, we’ve also added two new functions for Community Games to help you to show and share what your servers all about, and the type of experience that you want players to have when they’re playing on the server:

  • Set custom name for your server
  • Set description for your server

We’ve also worked to incorporate deeper levels of customization to give you a lot more control over the available options for players and the types of Kits, Weapons, Gadgets and Vehicles that they’ll access too when they’re spawning into the server:

Classes (On/Off)

  • Assault
  • Medic
  • Scout
  • Recon

Weapons (On/Off)

  • Assault Rifles
  • Semi-Auto Rifles
  • Bolt Action Carbines
  • SMGS
  • LMGS
  • MMGS
  • Shotguns
  • Anti-Materiel Rifles
  • Bolt Action Rifles
  • Pistol Carbines
  • Self Loading Rifles
  • Sidearms
  • Grenades
  • Melee

Gadgets (On/Off)

  • Anti-Vehicle Launcher
  • Anti-Infantry Launcher
  • Ammo Supply
  • Healing Supply
  • Self Heal
  • Hand Grenades
  • Build Tool
  • Reinforcements

Vehicles (On/Off)

  • Air
  • Land
  • Transport
  • Water

Extending beyond these options, we’ve also worked to provide unique toggles that will enable you to change the experience further, and push for more Hardcore settings:

Additional Toggles (On/Off)

  • Aim Assist Auto Rotation
  • Aim Assist Slowdown
  • Compass
  • Friendly Fire
  • Kill Cam
  • Mini-map
  • Reload Whole Mags
  • Regenerative Health
  • Soldier Name Tags
  • Squad Leader Spawn Only
  • Vehicle 3rd Person Camera

If you’re looking for inspiration, you’ll find some DICE Authored Game Configs inside the Community Games options that you can quick launch, or tweak for yourself. Be creative, and be sure to share your setups with us!

  • Fixed an issue that could previously occur in the Practice Range whilst interacting with the weapon selection box.
  • Fixed a configuration issue in Community Games that ensures that the Pre-Round size now does take effect in game on Frontlines.
  • Fixed the Breda M1935 PG to ensure it has the correct ammo count on spawn when fully specialised beyond the third tier.
  • Fixed the Lunge Mine when switching from binoculars so that it no longer triggers the knockdown animation.
  • Fixed the “Loose Part” hairstyle so that it is now available for German Female characters in Your Company.
  • Fixed the Welgun so that it can now be inspected.
  • Fixed a location on Provence where players could get stuck at a specific position inside the Windmill.
  • Fixed a location on Provence where there were two ammo stations, instead of one ammo and one medical station.
  • Fixed the Kampfpistole dog tags so that ‘Players Damaged’ are now correctly counted.
  • Fixed an issue with airplanes added in the Summer Update to correct their draw distance, and ensure that they could be viewed consistently from the perspective of the other player.
  • Fixed several weapons not having visible bipods or parts in the Practice Range.
  • Fixed the recoil for the 12g Automatic and Model 37 to ensure that they correctly feature reduced recoil when crouched, or prone.
  • Fixed a situation where the K31 could have the improper UI for scope switching when also using the Doppel Schuss.
  • Fixed the High altitude specialization on the P51 so that it now takes on the correct effect.
  • Fixed a localisation issue in the Brazillian versions of Battlefield V so that the PPK shows with the correct information.
  • Fixed a bug where German tanks were not available during pre-round when playing Conquest on Provence.
  • Fixed The Globetrotter achievement. This will update accordingly once you’ve played a round on Twisted Steel.
  • Fixed an issue with the Deadeye Outfit when looking down the Sights.
  • Fixed an issue where Puma AP shells had high explosive blast damage. Their impact damage and velocity have been increased to compensate.
  • Fixed the T34 Calliope description so that it now fits within the UI.
  • Changed the Quickplay options to restore ‘War in the Pacific’ back into the Matchmaking Pools. We have removed ‘Rush, Frontlines, and Domination’ from the Quickplay options.
  • Changed the Flamethrower spawn on Devastation, Breakthrough, so that it spawns earlier in the round and can be better utilised to have an effect on the outcome of the round.
  • Changed Libya to add collision that ensures players are no longer able to exploit an out of combat area near C on Conquest. This was previously giving Recons too much of an unfair advantage.
  • Changed the Practice Range so that all weapons, gadgets, and grenades are now available. We’ve also ensured that the M1 Garand now has it’s grenade launcher automatically available in this area.
  • Changed the Republique set for the UK faction so that it now has the correct Allied colors.
  • Improved Spawn Locations on Provence TDM to ensure that you don’t get trapped in between assets.
  • Improved the flow in Community Games so that the owner of a password-protected server is not asked for the password when joining the server.
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EA FIFA 21 Update 1.07 November 17 Hits the Field

EA Vancouver/EA Romania has released the new EA FIFA 21 update 1.07 November 17 patch, and it once again brings a huge list of changes into the field! This is called the FIFA 21 update title #5, and is now available on consoles to download.

Head on below for the official patch notes.

EA FIFA 21 Update 1.07 November 17 Patch Notes:

Gameplay

Made the following changes:

  • Increased the distance that a ball can travel after making contact with the foot or leg of the defender during a blocking animation.
  • Decreased the amount of time the Team Press D-Pad Tactic can be active for, before requiring cooldown, from 30 seconds to 20 seconds.
    • Further details about this change will be provided in an upcoming Pitch Notes article.
  • Increased the impact of the Overload Ball Side D-Pad Tactic on in-game Stamina.
    • Further details about this change will be provided in an upcoming Pitch Notes article.
  • Increased the impact of the Constant Pressure, Pressure On Heavy Touch, and Pressure On Possession Loss Tactics on in-game Stamina.
    • Further details about this change will be provided in an upcoming Pitch Notes article.

Addressed the following issues:

  • When requesting a shot, players would sometimes take longer than intended to shoot.
  • Addressed some cases of user controlled players performing an automatic lunge animation while the Pass Block Assistance setting was set to Off.
  • The Bridge Skill Move could not be performed when playing with specific button remappings.
  • Addressed various visual only issues during some post-match relegation and promotion playoff scenes.
  • When a foul occurs which would result in a yellow card, but it is not granted due to the referee calling for an advantage, the offender could commit another yellow card offence and be shown a straight red card by the referee.
  • In rare situations, a collision between the goalkeeper and the opponent’s player could have resulted in the goalkeeper being knocked into the goal with the ball, resulting in an own goal.
    • These instances will now be treated as fouls.
  • In rare instances, a goalkeeper would perform a diving save animation earlier than intended, followed by another diving save.
    • The initial save animation did not impact the following save animation.
  • In some situations, a requested goalkeeper throw could result in an own goal if the pass was aimed at a receiver too close to the goal.
  • The Player Rating would sometimes take too long to update after a player scored a goal.
  • Following a pass by the goalkeeper in the Advanced Practice scenario, the user could lose control of the player.
  • In some House Rules match types against the CPU AI, the in-game difficulty level did not match the selected setting.
  • When performing a celebration that involves picking up the ball out of a goal and running back to the center of the pitch, the celebrating player could go through the goal frame and net.
  • Sometimes, Skill Moves were not being performed if they were immediately requested after the ball carrier finished turning.
  • In rare instances, a player could pause a match immediately after another player’s set piece.
  • Removed an unintended Skill Game from appearing during pre-match loading.
  • Addressed a rare stability issue that could potentially occur during gameplay.

FIFA Ultimate Team

Made the following change:

  • Club Anthem and Crowd Chant Items can now have their audio previewed on the Bidding Options screen.

Addressed the following issues:

  • Adjusted Division Rivals matchmaking logic for Placement Matches in order to further avoid potential Skill Rating disparity when matchmaking.
  • Some Ball Items did not display shadows in-game.
  • When trying to access the Objectives screen through the button shortcut on the Team Event screen, after the Team Event finished, an error message would appear and the game would transition to the FUT menu.
  • When returning to the FUT menu after viewing an Objective that was close to expiring, the Time Remaining counter and Take Me There button shortcut were sometimes not displaying.
  • Some Celebration Items did not display their correct names.
  • Button sound effects did not trigger in the Co-Op Lobby and the Co-Op widget.
  • Juan Roman Riquelme’s Player Item Bio did not display correctly.
  • The Community Tab incorrectly referred to Tiers as Levels.
  • Adjusted the background of the FUT Store tile.
  • Loan Player Items did not display a loan indicator icon on the Season Progress screen.
  • Some placeholder text was present in Live FUT Friendlies.
  • Updated FUT Pack art on the RIvals Mastery Objective.

Career Mode

Addressed the following issues:

  • During negotiation scenes, two incorrect and identical manager models were being used.
  • When entering the Transfer Hub through a Loan Offer in Notifications and selecting the appropriate player, the Accept option was missing.
  • The Achieve a High Finish Board Objective incorrectly displayed as the Qualify For Europe Board Objective.
  • The Golden Boot Award News story sometimes displayed incorrect text.
  • A News headline could sometimes incorrectly swap the club name’s position with a player name.
  • The Jump Into Sim option was incorrectly labeled as Sim Rest Of Match in the in-game pause menu.
  • When playing with a real player in Player Career, Harry Armstrong’s model did not display correctly.
  • The Player Of The Match was sometimes missing from a specific post-match scene.
  • When a Youth Player became unsettled, two emails would be sent to the player controlled manager instead of one.

VOLTA FOOTBALL

Made the following changes:

  • Adjusted length of pre-match loading screens to give players more time to read the information presented.

Addressed the following issues:

  • Addressed additional cases of players finding a Squads match and being presented with an “Unable To Setup Match” error message.
  • When cycling through views in the My Squad screen, the Avatar portraits could display an incorrect background, making it hard to read the information presented.
  • When entering VOLTA FOOTBALL, the News tile was not automatically selected.
  • Addressed visual corruption that could occur when playing a Real Madrid player in Featured Battles.
  • Some Star Players displayed an incorrect OVR.
  • Some clothing items were displaying incorrectly on Avatars during certain scenes.
  • In My Squad, the Team Chemistry description was cut off.
  • Updated textures for multiple clothing items.

Pro Clubs

Made the following changes:

  • Group, Team, and Camera celebrations can now be performed.
  • The camera will now slightly zoom towards the goalscorer when celebrating.

Addressed the following issues:

  • Saved Custom Tactics and Game Plans did not apply in-game.
  • The Directed Runs indicator found in the FIFA Trainer Settings was not visible during a match.
  • Incorrect commentary referencing Online Seasons could sometimes play during a match.

General, Audio, and Visual

Made the following changes:

  • Updated how the Ping Bars display in online Match Lobbies to be more representative of the in-game experience:
    • 0 to 30 milliseconds now show five green bars.
    • 31 to 59 milliseconds now show four green bars.
    • 60 to 99 milliseconds now show three orange bars.
    • 100 to 124 milliseconds now show two orange bars.
    • 125 or more milliseconds now show one red bar.
    • This is a visual change only and does not impact the online gameplay experience.
  • Added new menu tiles for the upcoming FIFA Playtime tool which will be available at a later date.
    • FIFA Playtime is a new suite of tools that enable players to have more control and visibility over how they play, and can be accessed through the main menu, FUT, and VOLTA FOOTBALL.
    • Follow the EA SPORTS FIFA Tracker to learn when FIFA Playtime will become activated.
  • Added 25 Player Star Heads.
    • These will only be available following a Server Release. Please follow the EA SPORTS FIFA Tracker for updates on when these will be live in-game.
  • Updated some badges, kits, and ad boards.

Addressed the following issues:

  • In some instances, players could be missing from celebration scenes following a Penalty Kick Shootout.
  • In Online Seasons, the in-game Substitution selection was not always the same as the pre-game Team Sheet.
  • Updated typo found in EA Tracks.
  • Updated some album art in EA Tracks.
  • Incorrect commentary could occur in Online Friendlies matches when one player failed to secure the series victory.
  • Addressed an instance of missing audio during a handshake scene in Kick Off.
  • The CONMEBOL Libertadores competition had an incorrect home and away schedule for some fixtures.
  • In rare instances, a match could load without the appropriate textures.
  • When browsing players through the Club Transfers screen, the Weak Foot and Skill Move Star Ratings were not displaying correctly.
  • Various stability issues.
  • The Switch To Goalkeeper control was not listed in the Basic Controls menu.
  • Addressed some instances of audio cutting out during a match.
  • When performing Cristiano Ronaldo’s signature celebration, other players would use his voice sample.

Once the latest title update kicks out, we’ll let our readers know.

Source: FIFA forums

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Alex Co

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Halo MCC Update 1.1955 Released, Adds 4K/1080P 120Hz Support on Series X & S

343 Industries has released a new 42GB update for Halo Master Chief Collection, brining with it Series X and Series S enhancements amongst other features and improvements. Read on for the full Halo MCC update 1.1955 patch notes!

Details on the Xbox Series X and Series S enhancements are listed below.

Halo MCC Update 1.1955 Patch Notes:

New Features

Halo: The Master Chief Collection has been optimized to take full advantage of the Xbox Series X and Series S consoles. Below is a breakdown of the features available on Xbox Series X|S:  

  • Improved resolution 
    • Xbox Series X: 4K resolution at 60 or 120Hz in both single player and two player split screen modes 
    • Xbox Series S: 1080p resolution at 60 or 120Hz in both single player and two player split screen modes 
  • Both Xbox Series X and Series S will run similar “enhanced” graphics settings as PC 
  • Field of View (FOV) can be adjusted via a slider that ranges from 70 to 120 degrees 
    • Adjusting FOV requires the console to be set to 60Hz output, FOV will be locked to default value when the console is set to 120Hz output 
  • Several enhancements to the split screen experience 
    • Four player splitscreen runs at 60 frames per second (FPS) 
    • Reduced or removed performance throttles from the original titles 
  • In-game high dynamic range (HDR) options have been added to the Settings menu 
  • Quick Resume and Smart Delivery are supported 

Known Issues 

The following are active issues for Series X|S enhancements as of 2020/11/17 in build 1.1955.0.0.  

  • When playing Halo: Combat Evolved’s campaign with Anniversary graphics enabled on an Xbox Series X console and at 4K 120Hz, the framerate may drop noticeably in some areas and/or create noticeable screen tearing 
    • If the display supports variable refresh rate (VRR), enabling this feature may reduce the impact of this issue 
    • If the display does not support VRR, playing at 60Hz will provide a smoother gameplay experience 
  • On both Xbox Series X|S consoles, increasing the Gamma option above 5 may result in oversaturation of darker areas in the menus and gameplay 

Install Size Version 

Steam 

  • Max size of 25.4 GB 

Microsoft Store and Xbox Game Pass for PC 

  • Max size of 47.95 GB 

Xbox 

  • Max size of 42 GB 

New Features 

  • Halo 4 is now available on PC! 
    • Halo 4’s Forge mode now includes “Thorage” content – this means new features, a higher budget, dozens of new items, and more 
    • Per-piece armor customization and “global” weapon skins for all loadouts are now available on all platforms as well 
    • PC players can now jump into Cross-Game Playlists in Campaign 
  • Crossplay and input-based matchmaking for multiplayer are now available on both Xbox and PC 
    • While players will be prompted to select their preferred input device upon their first launch of the game, this option can also be changed at any time from Settings menu while in the Main Menu 
  • This update also brings Xbox Series X|S enhancements to the Collection 
  • Season 4 is here with 70+ new customization choices – including new nameplates, weapon and vehicle skins for Halo 3, and weapon skins for Halo 4! 
  • Interpolation improvements for Halo: Reach, Halo 2: Anniversary, and Halo 4 when running at 60+ FPS 
  • Player Emblems are now visible in gameplay for both Halo: Reach and Halo 4 
  • Video settings can now be set on a per-title basis in the Settings menu 
  • Players can now select their preferred servers in the Network tab of the Settings menu 
  • Text Chat has been improved with a new Text Chat Availability option and auto-moderation 

Resolved Issues

Many improvements come from Insiders feedback reported by our community during or after the Flight period of Halo 4. Thank you for participating and please keep submitting tickets! Below is a breakdown of fixes in this update: 

Global 

  • Players will no longer be returned to the main menu while loading into online multiplayer matches in Halo 3: ODST 
  • Unlocked customization items no longer appear locked while the Season menu’s data is being retrieved, this will reduce the occurrence of erroneous exclamation point notifications next to already unlocked items 
  • The Weapon Skin menu for Halo 3 will now accurately display the appearance of the highlighted weapon 
  • Nameplates in the Season Rewards menu are now the correct size and resolution 
  • The Magnum is now named correctly in both the Halo: CE and Halo 3 Customization menus 
  • Dare’s visor color is now consistent between the Halo 3: ODST Customization menu and in-game 
  • Various localization improvements have been implemented throughout the menus 
  • The “View Maps in this Playlist” menu now always displays a count of maps 
  • Fixed an issue where maps would often be duplicated or displayed incorrectly in the “View Maps in this Playlist” menu after matchmaking 
  • Added dynamic scaling to names on Challenge progress notifications to resolve text clipping issues 

Halo 4 

General 

  • Increased volume of the switch grenade audio cue, making it audible once more 
  • The amount of time needed to trigger the hold or toggle behavior of zooming in with a weapon has been adjusted 
  • The correct sound effect now plays when performing a melee attack on objects and walls 

Campaign 

  • Accessing a Terminal now plays the video in-game rather than the Halo Channel app 
  • The skybox in the mission “Reclaimer” has been upscaled and is now more clear 

Spartan Ops 

  • Spartan Ops Episodes now play in the menus rather than the Halo Channel app 
  • Added support for Spartan Ops to PvE challenges 

Multiplayer 

  • Weapon audio no longer cuts out after firing in the Sword Room on “Pitfall” 
  • The correct emblem is now shown when starting a Free-For-All match 
  • Custom emblems now appear on armor in gameplay 
  • Some maps are no longer brighter than normal when playing local split screen on Xbox One consoles 
  • Fixed an issue where shadows from forge objects were not displayed appropriately 
  • Fixed an issue where various toy objects such as Golf Balls and Dice would despawn almost instantly 
  • Fixed various issues where incorrect or duplicate power weapons were present in matchmaking 
  • Fixed an issue which led to instability and, sometimes, network disconnects from matches played on Forge maps 

Halo 3: ODST 

General 

  • Fixed an issue causing incorrect shadows to appear on some objects on Enhanced graphics 

Firefight 

  • Fixed an issue causing multiple sound events to fire instead of one, leading to repeated voice dialogue of covenant enemies and player actions 

Halo 3 

Multiplayer 

  • Improved how weapon skins on battle rifles appear in gameplay 
  • The multiplayer weapon “dirtying” strategy has been returned to MCC, realigning with legacy behavior 

Halo 2: Anniversary 

General 

  • The amount of time needed to trigger the hold or toggle behavior of zooming in with a weapon has been adjusted 

Forge 

  • Held objects now move smoothly when playing with framerates above 60 FPS 
  • Non-host players can now use the Toggle Rotation Axes function as expected 
  • The Edit Mode Controls window in the Pause menu now lists the binding for Toggle Rotation Axes 
  • Fixed an issue where ‘Toggle Rotation Axes’ displayed in English while in other localizations  

Halo: Combat Evolved

Campaign 

  • The “All According to Plan” Achievement can now be unlocked as expected 

Halo: Reach 

General 

  • The game will no longer freeze when a headset is unplugged during gameplay 
  • The correct emblem will now appear on the player’s armor in both cutscenes and gameplay 
  • Adjusted centered-crosshair viewmodel position to be more in line with the other titles 
  • Fixed various culling artifacts present on first person view models when crosshairs are centered 

Theater 

  • In Forge films, players will no longer appear stuck in place after editing an object’s coordinates 

Forge 

  • Non-host players can now use the Toggle Rotation Axes function as expected 
  • Fixed an issue where ‘Toggle Rotation Axes’ displayed in English while in other localizations 

That’s all for now, be sure to check back for some more Halo MCC news as we’ll be giving the new update a test.

Source: Halo Waypoint (Support page 1, 2)

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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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DBZ Kakarot Update 1.40 November 16 Brings A New Power Awakens Part 2 DLC

CyberConnect2 has released the Dragon Ball Z (DBZ) Kakarot update that brings the second part of the “A New Power Awakens” DLC! Console gamers will see this as the DBZ Kakarot update 1.40 November 16 patch, and this brings new content (for a price), and a few gameplay changes too.

Note that the content will be available tomorrow, though the data patch has been pushed out today (which is the case usually).

DBZ Kakarot Update 1.40 November 16 Patch Notes:

These are the changes via the PS4’s Update History:

 – Implemented data for “A NEW POWER AWAKENS Part 2”
– Unlocked platinum coin in “DRAGON BALL CARD WARRIORS”
– Added card sleeves in “DRAGON BALL CARD WARRIORS”
– Added playing mats to “DRAGON BALL CARD WARRIORS”
– Made other adjustments

Here’s what’s new courtesy of Bandai Namco via the A New Power Awakens DLC 2 press release:

The new downloadable content of Dragon Ball Z: Kakarot is a boss battle episode featuring the Goku and Vegeta taking on the fearsome Frieza who will be back stronger than ever.

Goku and Vegeta will show off their control over the God’s Ki when transforming to Super Saiyan God Super Saiyan accompanied with a set of new fighting techniques.

Their opponent Frieza will prove to be an even more frightful enemy with his new ability to turn into Golden Frieza! Z Warriors will challenge his squad using their “Z Combinations” in epic horde battles.

That’s basically it. We’re keeping an eye out on any other gameplay changes and will update the post if we find any. Don’t forget to check out the new gameplay trailer for the DLC here.

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Alex Co

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

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PS5 Simulator Game Made for Those Who Can’t Wait for the Real Thing

If you’re one of the many who still haven’t managed to land a PS5 yet but want to experience the joys of setting up the console for the first time now, well, maybe this “game” titled PS5 Simulator might be the next best thing!

Made by Alex Grade, the game lets you experience all the joys of connecting your virtual PS5 to your virtual TV, and managing the cables (for real!) and more! Check out the short gif below to see it in “action.”

Freatures:

  • Top-notch realistic graphic without RTX
  • Physics almost everywhere – Newton not happy about it
  • Start playing your PS5 early
  • Worst cable management included – just like in real life

You can download the PS5 Simulator game right here for free.

If you’d rather have the real deal, make sure to keep an eye out on when pre-orders will start up again. Those lucky enough to be part of the November 19 launch, you’ll be able to partake in next-gen gaming in a few days.

More PS5 Reading:

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Alex Co

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

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Battlefield 5 Fall Update Patch Notes Revealed, Expanded Community Games & More

While DICE might not be releasing new content for Battlefield 5, that doesn’t mean the studio won’t be expanding on past features or squashing bugs. The studio has today revealed the Battlefield 5 Fall update patch notes, which is set to drop tomorrow!

There are changes coming to Commumity Games, New Elites, a fix for the Globetrotter Achievement/Trophy and more!

Battlefield 5 Fall Update Patch Notes:

Patch rollout: November 17 at 0900 UTC/4 a.m. ET/1 a.m. PT/5 p.m. HKT.

What’s New?

  • Improved and Expanded Community Games Features
  • New Elites: Jonathan McNiel, and Seigfried Albrecht (both available for Company Coin)
  • A fix for the Globetrotter Achievement
 
Note: Community Games will be inactive immediately following the release of the update. We’ll be switching the feature on once we’ve completed our final checks. Stay tuned to @Battlefield  for the latest info or check back on this post for the most up to date information.

Let’s get to the good stuff! With the update installed, all owners of Battlefield V will be able to set themselves up with new Configurations for Community Games.

If you’ve never used the feature before, you’ll find it in Play -> Multiplayer -> Create Community Game. On the first occasion that you enter this menu, we’ll present you with some information about helping to keep Community Games a safe, and positive place to play Battlefield V (and if you ever see any servers not upholding those standards, be sure to report the server using the new in game tool).

The Toolbox

Here’s a breakdown of the new settings that you can now apply to further customise your Community Games experience:

  • Adjust Bullet Damage – 50% / 100% / 125% / 200%
  • Adjust Ticket Count – 50% / 100 % / 200%
  • Adjust Soldier Respawn Time  – 50% / 100 % / 200%
  • Adjust Vehicle Respawn Time  – 50% / 100 % / 200%
  • Adjust Round Time – 0% / 50% / 100% / 200% / 500%

These options sit alongside, and offer additional tweaks over the original feature set for Community Games:

  • Create and name several game configurations
  • Create and join a Community Game
  • Choose game mode
  • Choose map
  • Choose a maximum number of players (from a predefined list)
  • Choose how many rounds the server should play
  • Choose a password
  • Kick players from server
  • Ban and manage banned players (session only)

In addition, we’ve also added two new functions for Community Games to help you to show and share what your servers all about, and the type of experience that you want players to have when they’re playing on the server:

  • Set custom name for your server
  • Set description for your server

We’ve also worked to incorporate deeper levels of customization to give you a lot more control over the available options for players and the types of Kits, Weapons, Gadgets and Vehicles that they’ll access too when they’re spawning into the server:

Classes (On/Off)

  • Assault
  • Medic
  • Scout
  • Recon

Weapons (On/Off)

  • Assault Rifles
  • Semi-Auto Rifles
  • Bolt Action Carbines
  • SMGS
  • LMGS
  • MMGS
  • Shotguns
  • Anti-Materiel Rifles
  • Bolt Action Rifles
  • Pistol Carbines
  • Self Loading Rifles
  • Sidearms
  • Grenades
  • Melee

Gadgets (On/Off)

  • Anti-Vehicle Launcher
  • Anti-Infantry Launcher
  • Ammo Supply
  • Healing Supply
  • Self Heal
  • Hand Grenades
  • Build Tool
  • Reinforcements

Vehicles (On/Off)

  • Air
  • Land
  • Transport
  • Water

Extending beyond these options, we’ve also worked to provide unique toggles that will enable you to change the experience further, and push for more Hardcore settings:

Additional Toggles (On/Off)

  • Aim Assist Auto Rotation
  • Aim Assist Slowdown
  • Compass
  • Friendly Fire
  • Kill Cam
  • Mini-map
  • Reload Whole Mags
  • Regenerative Health
  • Soldier Name Tags
  • Squad Leader Spawn Only
  • Vehicle 3rd Person Camera

If you’re looking for inspiration, you’ll find some DICE Authored Game Configs inside the Community Games options that you can quick launch, or tweak for yourself. Be creative, and be sure to share your setups with us!

  • Fixed an issue that could previously occur in the Practice Range whilst interacting with the weapon selection box.
  • Fixed a configuration issue in Community Games that ensures that the Pre-Round size now does take effect in game on Frontlines.
  • Fixed the Breda M1935 PG to ensure it has the correct ammo count on spawn when fully specialised beyond the third tier.
  • Fixed the Lunge Mine when switching from binoculars so that it no longer triggers the knockdown animation.
  • Fixed the “Loose Part” hairstyle so that it is now available for German Female characters in Your Company.
  • Fixed the Welgun so that it can now be inspected.
  • Fixed a location on Provence where players could get stuck at a specific position inside the Windmill.
  • Fixed a location on Provence where there were two ammo stations, instead of one ammo and one medical station.
  • Fixed the Kampfpistole dog tags so that ‘Players Damaged’ are now correctly counted.
  • Fixed an issue with airplanes added in the Summer Update to correct their draw distance, and ensure that they could be viewed consistently from the perspective of the other player.
  • Fixed several weapons not having visible bipods or parts in the Practice Range.
  • Fixed the recoil for the 12g Automatic and Model 37 to ensure that they correctly feature reduced recoil when crouched, or prone.
  • Fixed a situation where the K31 could have the improper UI for scope switching when also using the Doppel Schuss.
  • Fixed the High altitude specialization on the P51 so that it now takes on the correct effect.
  • Fixed a localisation issue in the Brazillian versions of Battlefield V so that the PPK shows with the correct information.
  • Fixed a bug where German tanks were not available during pre-round when playing Conquest on Provence.
  • Fixed The Globetrotter achievement. This will update accordingly once you’ve played a round on Twisted Steel.
  • Fixed an issue with the Deadeye Outfit when looking down the Sights.
  • Fixed an issue where Puma AP shells had high explosive blast damage. Their impact damage and velocity have been increased to compensate.
  • Fixed the T34 Calliope description so that it now fits within the UI.
  • Changed the Quickplay options to restore ‘War in the Pacific’ back into the Matchmaking Pools. We have removed ‘Rush, Frontlines, and Domination’ from the Quickplay options.
  • Changed the Flamethrower spawn on Devastation, Breakthrough, so that it spawns earlier in the round and can be better utilised to have an effect on the outcome of the round.
  • Changed Libya to add collision that ensures players are no longer able to exploit an out of combat area near C on Conquest. This was previously giving Recons too much of an unfair advantage.
  • Changed the Practice Range so that all weapons, gadgets, and grenades are now available. We’ve also ensured that the M1 Garand now has it’s grenade launcher automatically available in this area.
  • Changed the Republique set for the UK faction so that it now has the correct Allied colors.
  • Improved Spawn Locations on Provence TDM to ensure that you don’t get trapped in between assets.
  • Improved the flow in Community Games so that the owner of a password-protected server is not asked for the password when joining the server.

Once the patch is out, we’ll let our readers know ASAP.

Source: Battlefield forums

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Alex Co

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

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Warframe Update 1.92 November 16 Released for Nezha Prime Hotfix #2

Digital Extremes has released the new Warframe update 1.92 November 16 patch, and this is called the Heart of Deimos: Nezha Prime: Hotfix #2 by the developers.This is a minor patch, and is the first-ever hotfix on the PS5 version of the game.

Read on below for short list of patch notes.

Warframe Update 1.92 November 16 Patch Notes:

Hello PlayStation Tenno, and welcome PS5 Tenno who have joined us last week! The first ever hotfix on the PS5 comes with a Texture Remaster! For that reason, this hotfix appears like an update and you will be required to download a ~12 GB update on PS4 and PS5 – but do not fret! The update will appear larger than it actually is! This is part of the remastering process, and Warframe will actually be reduced by ~2 GB after it has completed.

Texture Remaster

  • We have made several improvements to texture format for better compression!

Changes: 

  • Removed Titania Prime Access bundle being in the in-game Market. This was just a UI issue as the pack was unpurchaseable.

Fixes:

If Digital Extremes announces any new content or something similar, we’ll let our readers know ASAP.

Source: Warframe forums

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Alex Co

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

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Demon’s Souls PS5 Reviews Round Up

Those who are lucky enough to have a PS5, possibly the biggest next-gen exclusive title available on the system this year is none other than Bluepoint Games’ remake of Demon’s Souls! For those thinking of snagging this bad boy today or whenever you get a PS5, we have a Demon’s Souls PS5 reviews round up to make your life easier!

Demon’s Souls PS5 Reviews Round Up:

As you can see, it’s garnerning quite a high score. Will it be able to sustain it? Hopefully it can.

For more on Demon’s Souls, check out the Trophy list right here, and we have gameplay footage showcasing boss fights too.

More MP1st Reading:

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Alex Co

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