Ever since the release of Nioh 2 in 2020, fans have been eagerly awaiting another entry in the franchise. However, the developers had remained silent about Nioh 3—until now.
While the second game in the franchise received a perfect fan rating of 100% on OpenCritic and was enjoyed by nearly everyone, fans began demanding another installment shortly after its release.
While CD Projekt RED has officially revealed The Witcher 4, we haven't seen the game in action yet.
Nioh 3 Officially Announced During The State of Play
Although a recent leak suggested that another title in the franchise might be in development, an official announcement was finally made during the State of Play.
During the State of Play, Team Ninja officially announced Nioh 3. After much hype and anticipation, the developers confirmed the development of the third entry in the franchise, with a release date set for early 2026.
Not only did the developers announce the title, but they also revealed exciting new features for the game. For this installment, they are introducing a unique “Ninja” style, in addition to the well-known “Samurai” style, allowing for even more diverse and dynamic combat experiences. The stages have also been transformed into open fields, significantly enhancing the freedom and immersion in exploration and strategy.
In addition, a demo is now available on the PS5 starting today, allowing players to experience a taste of what’s to come. The developers are eager for fans to try it and share their feedback, promising that more details will be revealed in the coming months.
With the official announcement and release date now confirmed, fans can look forward to hearing more from the developers in the near future.
Could we be getting an announcement for a new God of War game soon? While the rumors regarding a Greek saga remastered collection have not borne fruit, a new rumor has surfaced stating that a new entry in the franchise is in development, though it's one that might surprise some people.
Bethesda and developer Virtuous are working on The Elder Scrolls 4: Oblivion Remastered’s first major update, and thanks to the Steam Beta client, we know the list of fixes being applied.
According to Bethesda, there are two separate updates to be released in the comign weeks, and both are headed to the Steam Beta first, before they’re releasong on the other platofrms (ie. PS5, Xbox Series X|S).
Could we be getting an announcement for a new God of War game soon? While the rumors regarding a Greek saga remastered collection have not borne fruit, a new rumor has surfaced stating that a new entry in the franchise is in development, though it's one that might surprise some people.
The first patch will be focused on quest fixes, major bugs, and blocker issues. Steam Beta will get it tomorrow, June 5, while console gamers will see this surface next week on June 11. This is barring any certification issues, of course.
The Elder Scrolls 4: Oblivion Remastered First Update Version 1.1 Fixes From Steam Beta Client
GENERAL
Enabled ToggleHudVisibility and ShowHud console commands
UI
Fix for missing text when installing the Deluxe Upgrade
Fix ‘Skip’ button not showing correctly during intro
Fix for Redguard Origin stats being reversed
Fix for not automatically showing Local Map when inside interior spaces
Fix for being unable to name Enchanted items when using a controller
Fix punctuation issues in Chinese translation
Localized string fixes
Fix for interacting with Daedric Shrines not displaying subtitles
CRASHES
Fix crash when loading after fast travel to Vilverin
Fix crash when exploring Crayfish Cave
Fix crash when fighting Stunted Scamps
Fix crash when paying the fine after stealing in Castle Bravil
Fix for crash when loading Quicksaves
Fix crash when loading after fast travel to Mortal Camp
Fix for crash when loading a save in Quill-Weave’s house
Fix crash when rapidly switching between Quality and Performance modes
Fix crash when storing items in a chest in Frostcrag Spire
Fix crash when creating multiple potions at once using stolen ingredients
Fix various CPU crashes
GAMEPLAY
Fix player animation issues when mounting horses
Fix High Chancellor Ocato arms not animating
Fix Shambles’ animations getting stuck when attacking
Fix for Staff of Sheogorath not freezing enemies
Fix for Cap’n Dugal not spawning
Fix for Light spells not showing VFX
Fix for offset Map Markers when running on a secondary monitor
Fix for Local Map being blank when opening
Fix Peryite Shrine’s voiceover being cut off
Fix for First Person camera being set above the player’s head
Fix for Chameleon VFX being stuck on player
Fix for player’s skin textures not matching when infected with a disease
SYSTEM
Fix player settings being reset when updating Settings
Fix XCloud mirroring settings from PC to XBOX
Fix for infinite loading issues
Fix for freezing when pressing Alt+Tab
Fix autosaving creating a new group of saves
Fix for old save files being renamed when the character is renamed at the Sewer exit
Fix for small Display Resolution sizes not showing correctly in Windowed Mode
QUESTS
The Battle for Kvatch – Fix Savlian becoming stuck after Castle Courtyard fight
A Knife in the Dark – Fix for Vincente Valtieri losing his hair
Finding the Thieves Guild – Fix for NPCs not appearing
The Sunken One – Fix for a Diary page being hidden under a bowl
The Elven Maiden – Fix for crash when Hieronymus Lex attempts to take Llathasa’s Bust out of the cupboard in Myvryna Arano’s house
Bethesda has confirmed that the second update will focus on performance, and more details about it will be shared soon. Once the patch is out on consoles, we’ll be sure to let our readers know.
The latest major patch for No Man’s Sky is live, and this is what Hello Games calls the “Beacon” update. Players will see this download pop up as No Man’s Sky update 5.70/5.070 , and this brings a trove of new content to experience.
In addition to the new content, Hello Games also implements settlement balance changes, new base parts have been added and a lot more. This is one of the largest content patches we’ve seen for the game, and it’s now available for everyone free of charge.
Could we be getting an announcement for a new God of War game soon? While the rumors regarding a Greek saga remastered collection have not borne fruit, a new rumor has surfaced stating that a new entry in the franchise is in development, though it's one that might surprise some people.
For the complete list of changes, head on below for the patch notes.
No Man’s Sky Update 5.70/5.070 for June 4 Beacon Is Live Now and Here’s Eveything New
Autophage Settlements
Added rare Autophage settlements, with uniquely Autophage names, to all inhabited planets. Travellers who have discovered the Autophage lifeforms can become Overseer of these settlements.
Players who have completed They Who Returned may receive an invitation at their settlement to visit an Autophage settlement.
At Autophage settlements, an Autophage Synthesis Terminal is available at the town centre monument for exchanging void motes and assembling your own Autophage Staff.
Added Autophage settler NPCs, with their own set of titles, dialogue, and thoughts.
Added Autophage settlement visitors, with their own set of gifts.
Autophage settlements always start with a specialist feature to decrease Sentinel attention.
Added a valuable new variety of planetary chart to locate Autophage settlements, available from Autophage Synthesis Terminals.
Multiple Settlements
Added support for becoming Overseer of up to four settlements.
Each settlement you oversee now has its own clearly-named management mission, with specific details about the settlement’s status available in the Mission Log.
Increased the robustness of the settlement management mission structure, including ensuring a settlement cannot be surrendered if an active mission requires it, and improving the user experience when cross-saving to and from a platform not supporting settlements.
When teleporting to a settlement with a settlement management mission selected in the log, the current settlement’s mission will be automatically selected.
It is now possible to retire as a settlement’s Overseer.
Settlement Balance and QOL
Settlements can now support up to eighteen special features (increased from six).
A settlement’s Overseer can now choose what resources the settlement produces. The list of choices is influenced by the settlement’s race and buildings; higher-class buildings will unlock more lucrative production options.
Resources produced by a settlement can be directly exported for sale from the settlement’s management screen.
The algorithm for determining a settlement’s class has been completely reworked and rebalanced. Returning players may find their existing settlements’ class has shifted slightly, but should also find upgrading to an S-Class settlement more achievable and predictable.
Returning players will be granted the unique “Pioneer Spirit” feature at their existing settlements, available only to settlements claimed prior to the Beacon update.
Individual settlement buildings now each provide an ongoing contribution to the settlement’s productivity and happiness levels, and some can provide specific features to boost the entire settlement.
Individual settlement buildings can now be upgraded, to enhance the appearance and class of the settlement. The upgrade process can be started from the building’s terminal, or when prompted by the administrative terminal.
Added a persistent terminal to each settlement building. In addition to serving as the receptacle for building supplies, this terminal also provides access to its building’s informational page and some special utilities.
The Analysis Visor now reveals taggable markers for individual settlement buildings, making it easier to locate and navigate to them.
Tower buildings at settlements now provide utility for scanning for points of interest on planets and in space, and generate a small quantity of navigation data each day.
Marketplace buildings at settlements now host an envoy for the local system’s most prominent guild.
Factory buildings at settlements now generate a Multi-Tool box, which refreshes its contents each day.
Farm buildings at settlements now contain planters.
Saloon buildings at settlements now allow the Overseer to prepare a menu for the facility, and to set the ByteBeat track at the jukebox.
Landing pad buildings at settlements now provide utility for locating crashed ships, and for salvaging starships.
Added options to build a fishing pond building at all settlements. The quality of fish will increase as the pond is upgraded (but only junk will be produced while the pond is under construction).
Added an additional step to settlement building construction, giving the Overseer the opportunity to officially open fully-constructed buildings with a short celebratory cutscene.
Receiving an overpayment on settlement debt now increases the settlement’s reserves, awarding a production equivalent to the excess.
Citizens now release fireworks in response to significant events at a settlement.
Added a history page to settlements, providing an overview of accomplishments and events throughout the current Overseer’s tenure.
Added an informational stats page to settlers, revealing insights into their individual personalities. Specialist citizens with a particular occupation have unique pages, as do visiting members of your squadron.
Added a Settlements Register page, providing an overview of the status of all managed settlements – including their statistics, debt status, production status, and history. This page is available from the Quick Menu, or from the Administrative Terminal in any managed settlement.
Refreshed and improved the visual style of all pre-existing settlement UI pages.
Significantly increased the variety of enemy types when Sentinel forces attack a settlement.
Significantly rebalanced the frequency of Sentinel attacks at settlements, notably slowing the increase of alert level while the game is not running.
Overseeing multiple settlements will distribute the Sentinel alert level between them, effectively meaning the number of attacks requiring player attention does not increase with the number of settlements managed.
The swarming brood can now occasionally attack a settlement.
Settlers with specialist jobs can now be encountered wandering around settlements.
Members of your squadron will now scramble to defend against pirate raids, and pilots can be encountered wandering around settlements.
Thriving settlements will now increase the wealth of their local solar system.
Enhanced the holographic orb at the Administrative Terminal in settlement Overseer’s Offices.
Added a new filter to the teleporter for “My Settlements”.
Teleporting to a settlement will now place you in the Overseer’s Office, rather than by the town centre monument.
Prevented extreme weather phenomena such as meteor showers and lava eruptions from occurring within settlements.
Settlement Management Decisions
Increased the variety of settlement management decisions across every category.
Expanded the settlement management decision UI to support a possible maximum four options (increased from two).
The existing citizen dispute management decisions have been completely reworked, introducing clearer scenarios and a broader choice of resolutions.
Increased the variety of questionable settler activities that the settlement advisory board may suggest banning or taxing.
Added a number of new specialist citizens who can join your settlement, such as a hologram architect and an astronomer.
Settlement management decisions can now award standing, alien vocabulary, procedurally-generated products and nanites.
Added a new type of settlement management decision to upgrade the class of constructed buildings.
Added a new type of settlement management decision to commission a piece of artwork.
Added a new type of settlement management decision to name a newborn citizen.
Added a new type of settlement management decision to utilise a settlement’s current blessing.
Added a new type of settlement management decision to receive a gift from a specialist worker.
Added a rare new type of settlement management decision to surrender one of your settlers for a bounty.
Rebalanced the weighting of settlement management decisions to prioritise more interesting and positive choices.
The leader of settler expeditions is now revealed in the request management decision, making it clearer which citizen is at stake should the expedition fail.
The missions tracking a settler expedition now display details about what the expedition party is attempting, and the remaining expedition time is now also displayed in the Mission Log.
At the conclusion of a settlement expedition, the Overseer will be prompted to debrief the expedition party for a report and rewards.
Base Building
Added approximately one hundred new Autophage-styled structural and decorative base parts, purchaseable from the Space Anomaly.
Added new sets of weathered timber, stone, and alloy materials for settlements and settlement-related base parts. Players constructing their own base with these structural parts can choose between weathered and polished materials.
Significantly improved the snapping of structural base parts when placing them on a plane below the player’s feet.
Fixed an issue that could prevent the Cylindrical Room Frame from snapping to other base parts.
Fixed a rare issue that could cause terrain edits to fail to be uploaded alongside the base they belong to.
Voice Options
Added audio options for adjusting the pitch and style for player vocalisations (such as grunting and breathing).
Added audio options for selecting a masculine exosuit voice (in English only), or disabling the exosuit voice entirely.
Nintendo Switch 2
Added support for the Nintendo Switch 2. Players who already own No Man’s Sky on Nintendo Switch can upgrade to the Nintendo Switch 2 Edition via a free upgrade pack from the Nintendo eShop.
Added support for multiplayer on Nintendo Switch 2, including support for Game Chat and in-game Friend List display. (Nintendo Switch Online account required.)
Players from your multiplayer Group will appear in the recent players list on Nintendo Switch 2.
Misc QOL
Added galaxy names to the Discoveries page.
Added the name of the current galaxy to the portal runes displayed in Photo Mode.
Engine and Optimisation
Added support for Intel XeSS2 (Xe Super Sampling).
Implemented occlusion culling on PC and Nintendo Switch 2, significantly increasing framerate in indoor environments (such as in caves and planetary buildings).
Streamlined and modernised system dialog boxes for crash reports and startup errors. These now include clickable links to report the error, and can optionally disable mods if mods are detected (this is no longer the default behaviour).
Implemented a significant memory-saving optimisation in geometry streaming.
Implemented a significant performance optimisation in animations on PlayStation platforms.
Implemented a performance optimisation in planetary ring rendering.
Implemented a memory-saving optimisation in bounding boxes.
Implemented a performance optimisation when loading building parts at settlements and bases.
Implemented a performance optimisation when querying procedurally-generated products in the inventory.
Implemented a performance optimisation on Mac.
Optimised the number of shaders used by the game, improving load times.
Stability
Fixed a crash that could occur when loading a large number of animations.
Fixed an out-of-memory crash on PS5.
Fixed an out-of-memory crash on Nintendo Switch.
Fixed a rare crash that could occur when duplicating a base part.
Fixed a rare crash that could occur when loading complex bases.
Bug Fixes
Fixed an issue that could prevent removal of players added to the No Man’s Sky Friends list.
Fixed an issue on Steam that prevented the game from recognising blocks issued to other players via the Steam interface.
Fixed a rare issue which could cause a ship to be overwritten with another player’s ship when going through a portal during the core story missions in multiplayer.
Fixed an issue that could prevent a mission with a very distant target location from being restarted if that location was in a different galaxy.
Fixed an issue that could cause duplication of a Starship’s core technology.
Fixed an issue that could cause the exosuit voice to be too loud.
Fixed an issue that could cause in-game options to reset when re-launching the game.
Fixed an issue that could cause some expedition reward Multi-Tools to rename themselves.
Fixed an issue that prevented crepuscular rays from rendering.
Fixed an issue that could cause slowdown when hovering over an item in the product crafting menu.
Added some missing ramp structural base parts to the Catalogue.
Fixed an issue that could cause a marker to appear above the ship communicator.
Fixed a rare issue that could block Tethys’ dialogue in the early stages of A Trace of Metal.
Fixed an issue that caused the settlers in A Trace of Metal to celebrate being put in quarantine.
Fixed an issue that caused Korvax visitor gifts at settlements to be mislabelled.
Fixed an issue that allowed applying for Overseer status during the initial tutorial combat at your first settlement.
Fixed an issue that could cause the settlement alert to increase before the Overseer’s Office had finished construction.
Fixed a number of issues that could cause “collect surplus resource” objectives in the settlement management mission to be prioritised above other available settlement activities.
Fixed an issue that could cause NPCs in settlement management decisions to celebrate their expedition request being denied.
Fixed an issue that could cause a “Nothing Found” message to appear when leaving the Settlement’s system before completing construction of the Overseer’s Office.
Fixed an issue that could cause the “Entering Planetary Settlement” message to appear multiple times when entering a settlement.
NPCs now navigate more intelligently around settlements, and are less likely to walk into walls.
Fixed an issue that could cause settler NPCs to spawn inside the terrain when loading a save at a settlement.
Fixed a number of camera issues when making settlement management decisions involving NPCs of differing heights.
Fixed an issue that could cause Traveller NPCs to appear in settlement management decisions.
Fixed an issue that could cause generated settlement names to be erroneously censored by the profanity filter.
Fixed an issue that could cause the player’s Sentinel Wanted Level to increase while fighting off a settlement attack.
Fixed an issue that could allow ancient living stone guardians to spawn and attack during the early tutorial stages of the game.
Fixed an issue that allowed ancient living stone guardians to target players with an active Cloaking Device.
Fixed an issue that prevented ancient living stone guardians from hitting their targets on low-gravity planets.
Fixed an issue that prevented Sentinels and ancient living stone guardians from targeting the player while piloting an Exocraft.
Fixed a visual corruption that could occur when the Minotaur was pushed by a physical force.
Fixed an issue that could cause the camera to dip beneath the terrain when riding a creature.
Fixed an issue that could allow ridden creatures to intersect terrain.
Fixed an issue that could cause invalid data to appear in the ship archiving interface.
Fixed an issue that could cause the current teleporter to appear as a possible teleport destination.
Fixed an issue that caused the eyes of some Autophage to float outside their head.
Fixed a UI overlap issue in Photo Mode, where the saved file path notification was obscured behind the controls bar.
Improved the placement of the “hold to skip” UI on Nintendo Switch.
Fixed several rendering issues on Nintendo Switch that could cause terrain to appear black or missing.
Fixed an issue that could cause motion blur to appear blocky when whipping the camera around quickly.
Fixed an issue that could prevent some planetary rocks and foliage from appearing.
Fixed an issue that caused the inventory to fail to open when using an Xbox controller on Mac.
Fixed a rendering issue that prevented decals from appearing on Mac.
Same as with every major update for No Man’s Sky, expect a slew of updates to be released to fix issues that surface because of the patch. For a deeper look at the new features and content, check out what Hello Games had to say about it.
With the Switch 2 set to launch tomorrow, June 5, Nintendo has now released title updates to some of its games. One game that has received it is The Legend of Zelda: Tears of the Kingdom, which should now be at version 1.4.0 after applying the patch.
Expect more games to receive Switch 2 patches in the coming days, and not just for first-party Nintendo titles. The Nitendo Switch 2 will be available tomorrow, June 5, and you can check out the launch lineup of the upcoming console to see which ones might interest you.
Before Street Fighter 6 releases on Nintendo Switch tomorrow, Capcom has released Street Fighter 6 update 1.000.020 on all platforms today. Changes and improvements have been made to perfect parry, modern controls, and much more.
Read on to see the changes made in Street Fighter 6 update 1.20.
Update: As expected, Capcom has unveiled "Resident Evil Requiem" and it features a new protagonist.
Street Fighter 6 Update 1.000.020 Makes Battle Adjustments
Overall Concept
Our focus for this end of the content year update was various character tunings in addition to alterations to the general strategy of the game through a number of battle system changes. A list of changes and our explanations behind them can be found below. We hope these explanations will help explain our thought process, especially for adjustments where the intention is less obvious than others.
Perfect Parry
A screen freeze will no longer occur when successfully performing a Perfect Parry unless the correct direction is held. Down-back must be held for low attacks, and back must be held for high and overhead attacks to successfully produce a screen freeze.
This change is intended to improve the feeling of being on the receiving end of a Perfect Parry, and is in response to a number of situations. One, because Perfect Parry required no additional input, it was too easy of a choice to simply parry the moment the player sees their opponent move. Another was the Drive Parry before Drive Rush occasionally causing a Perfect Parry by chance when hit by an opponent’s spacing attack. These kind of “incidental Perfect Parry” situations were found to result in frustration for players when a Perfect Parry turned the tide of a match.
While we had attempted to balance the risk and reward of Perfect Parry through gauge use/gain and increasing recovery of Drive Parry, reward was still too high on success, and the risk too low on failure.
By requiring an additional input alongside the already present timing requirement, we hope to reduce these incidental Parries.
Perfect Parry against projectiles, which produces no time freeze, have been kept as they were in order to prevent projectiles from becoming overly oppressive.
Adjustments Resulting from Perfect Parry Changes
Because the Perfect Parry alterations have made highs and lows more important, many characters have received changes to their lows to ensure they are not overly powerful.
This change also means that it will be more difficult to perform Perfect Parry against an attack out of Drive Rush, a common choice to begin an offensive push. Taking this into consideration, crouching medium kicks that cannot be canceled into other moves have been given scaling in order to ease their strength when used from Drive Rush, as they could lead to combos and were safe on block.
In anticipation of long-reaching lows becoming a powerful way to begin offense, characters that are able to cancel their crouching medium kicks will no longer be able to evade an opponent’s throw after having their Drive Rush > Light Attack blocked from crouching medium kick. This will require the opponent to throw as soon as they are able.
Attack sequences using crouching light kick from close ranges have also received changes. Because Perfect Parry was universal for strikes, it was common to have crouching light kicks Perfect Parried when trying to check an opponent’s wakeup. This combined with the fact that most light punches resulted in more advantage, crouching light kicks were considered a low priority move. With the changes in Perfect Parry, these attacks should see much more use. We have also made it more likely for consecutive light attacks to reach with alterations to advantage and pushback on block to light moves.
As discussed below we’ve added Assisted Combos that incorporate a crouching light attack as the 2nd attack in the string, so you can attack in a similar fashion as when using Classic controls
Throw Escapes
The player who escapes a throw will now receive more Drive Gauge and Super Art gauge than before.
A classic defensive strategy was to perform a delayed throw escape after blocking for an instant. This was a strong option against both strikes and throws, but it proved difficult to turn the fight around into your favor as the attacker could simply wait and attack a whiffed throw attempt, making it a high-risk but low-return defensive option.
As a defensive measure against throws, players could also back dash or jump to get better rewards, which meant that throw escapes was not an option that was chosen often.
In order to provide players with another valuable close-range option when on the defensive, we decided to give more resources upon a successful throw escape. This will be a huge boon for a player especially just before hitting Burnout, and can become a valid option to get out of a tight situation.
Sweeps
Along with reducing the hurtbox on the 1st active frame, we made adjustments so that on a normal or counter hit, players can still perform a recovery.
By greatly reducing the hurtbox immediately after the attack start-up, although there’s some risk if the attack was blocked or missed, it’s now an attack that can win out against other pokes more often. Remember this option when you don’t have much health left or are in a pinch.
On the other hand, the move can now be recovered from after a normal or counterhit, so your offensive situation after hit is much different. Each character will have a different wake-up gameplay now so study up.
Due to this change, the strategy of knocking down an opponent and switching sides before they get up is now gone, except if the attack lands as a Punish Counter.
Note that attacks that slide along the ground are not subject to this change.
Modern Controls have received two major updates.
1. Jumping Attacks
By pressing the Assist button with an attack button, you can now use different jumping attacks while in the air. As a general rule, good air-to-ground attacks require pressing the Assist button, while attacks suited for air-to-air situations are now the normal jumping attacks.
2. Unique Assisted Combos can now be performed starting from a rapid cancel light attack.
Due to the properties of Assisted Combos when using Modern controls, it wasn’t possible to look for a combo after a second light attack with the exception of some characters. However, considering the changes made to Perfect Parry, it’s now more important to mix up the high/low levels of attacks more than ever, so by performing ↓+AUTO+Light from a rapid cancel light attack, you can now perform a unique Assisted Combo that begins with a light attack.
This unique Assisted Combo is the exact same as every character’s Assisted Combo 1, but when rapid canceled it will continue until the end regardless if the attack hits or is blocked.
Universal
Changes
Category
Adjustment Details
Corner Jump Behavior
Bug Fix
Fixed an issue where Player 1 and Player 2 behavior would differ when performing a forward jump on an opponent who is in the corner of the stage.
Corner Behavior for Certain Characters
Bug Fix
Fixed an issue where characters would switch sides when certain forward-moving attacks were performed as a counter after a Perfect Parry in the corner of the stage.
Advancing Drive Gauge Recovery Amount
Adjustment
Drive gauge recovery now occurs from frame 11 and later after moving forward.
The cooldown period that occurs after immediately performing an Overdrive art is not affected due to the amount of Drive recovered changing depending on time elapsed.
Perfect Parry Requirements
Adjustment
Conditions for a Perfect Parry are changed for some attacks.
The screen freeze that occurs with a Perfect Parry will no longer occur if the correct block direction input is not used.
If a player performs an incorrect block input, a Perfect Parry will not trigger, but they will recover more Drive gauge than a normal parry.
For projectiles that do not trigger a screen freeze, the old Perfect Parry input still applies.
In training mode, adjusting the Switch Block setting will change whether the dummy performs a Perfect Parry or not.
Perfect Parry Buffer Inputs
Bug Fix
Fixed an issue where a buffered input would be completely lost when performing a Perfect Parry during an attack that has a long buffer input period.
Dynamic Controls
Bug Fix
Fixed an issue where certain inputs would cause a character to not land on the ground if they are in the air when time runs out. This fix affects Cammy, Ed, M. Bison, Terry and Mai.
Assisted Combo
Bug Fix
Fixed an issue that caused a buffer input to be lost if the first attack of an Assisted Combo misses and the same attack is inputted as a buffer.
Adjustment
Unified the input period from the 1st attack of Assisted Combo to the 2nd attack. The input timing is now unified to the frame before the attack hitbox of the 1st attack comes out.
This was done in order to prevent the 2nd attack of Assisted Combo from being performed unintentionally.
Adjustment
By pressing ↓+Assist Button+Light Attack button after a rapid cancelable light attack, players can now perform a new Assisted Combo starting from a low attack.
The conditions for a Perfect Parry have changed, and previously it wasn’t possible to separate high and low attacks from a close light attack, limiting the offensive options in comparison to Classic controls.
For some characters this new Assisted Combo has the same structure as the already existing Assisted Combo 1, but the conditions for this Assisted Combo are slightly different, and repeatedly pressing Assist Button+Light Attack will allow you to perform an Assisted Combo to the final hit regardless of if it is blocked or hits.
Jumping Attacks (Modern Controls)
Adjustment
Different jumping attacks can now be used depending on if the Assist button is pressed or not. The general rule for jumping attacks is as follows.
Normal: Attacks effective against an opponent in the air
Assist button: Attacks effective against an opponent on the ground
When jumping up to attack an opponent in the air, the ability to think quicking and act is the most important. In order to avoid increasing the complexity of the controls in those situations, we designed this change so that attacks that are effective in air-to-air situations can be performed without pressing the Assist button.
For characters that had jumping attacks with the same downward attack direction of the same strength, the jump attack that was previously used will be performed under the Normal situation.
For details on what move is performed for each character, please visit their respective section.
Normal Throw
Bug Fix
Fixed an issue where a throw would miss even in a Punish Counter situation when performing a normal throw after a Drive Parry. This change affects A.K.I. (forward and back throws) and M. Bison (back throw)
Back Throw
Bug Fix
Fixed an issue where a back throw would be misinterpreted as a forward throw when the opponent performs a technique that causes a dark screen transition just as the player’s attack recovery is about to end.
Normal Throws and Command Throws
Bug Fix
Fixed an issue where if two players attempt a throw at the same time, under certain circumstances the result be fixed to one side rather than be random as intended.
Throw Escapes
Adjustment
Increased the amount of Drive and Super Art gauge gained after a successful throw escape.
Crouching Heavy Kick
Adjustment
1. Behavior on hit and counter hit has been unified, and you may now backwards recover from both.
The status on hit changes depending on the character.
This change affects A.K.I. and Ed’s crouching heavy punch instead of their crouching heavy kick, and does not apply to Dee Jay.2. Reduced the hurtbox on the 1st active frame.
3. Increased buffer input time at the end of recovery.
Readers can check out the official Street Fighter 6 website for more info on the patch notes. Keep it locked at MP1st for more updates on this game in the near future.
Sony has just released a new PS5 system update just a few hours before its big PlayStation Showcase event. This is PS5 update version 25.04-11.40.00. The update in question improves the messages and usability on some screens.
Could we be getting an announcement for a new God of War game soon? While the rumors regarding a Greek saga remastered collection have not borne fruit, a new rumor has surfaced stating that a new entry in the franchise is in development, though it's one that might surprise some people.
PS5 Update Version 25.04-11.40.00 Patch Notes and New Features
Version 25.04-11.40.00
We’ve improved the messages and usability on some screens.
These are the only patch notes that have been posted for this update thus far. We will update this post as soon as we can if there are any additional notes or info to be provided in the near future.
With the PS6 still a few years away, there should be far more PS5 updates happening very soon. MP1st is sure to update our readers when more patches and updates for the PS5 system are released very soon.
Could we be getting an announcement for a new God of War game soon? While the rumors regarding a Greek saga remastered collection have not borne fruit, a new rumor has surfaced stating that a new entry in the franchise is in development, though it’s one that might surprise some people.
Just to temper expectations, the rumors claim the new God of War game won’t be a AAA action game like the previous entries, but something completely different.
God of War Rumored to be Heading to a New Genre
A new leak has surfaced from video game forum ResetEra, where user thisiserfan claims to have knowledge about the new God of War game, which they’ve known for the “past few weeks.”
Before anyone dives in, remember that this is a rumor, not something confirmed by Sony or Santa Monica Studio. As is the case with any unofficial information, treat this with a grain of salt. Got that? Good.
The leaker claims this project is basically God of War crossed over with Blasphemous, a Metroidvania game developed by The Game Kitchen that has spawned a sequel. It’s said to be developed under the supervision of Sony Santa Monica, which implies the studio is not the main team tasked with developing this.
The premise is said to be a Metroidvania God of War game that’s set in Greece before Kratos becomes a god. It will even allegedly feature Deimos, Kratos’ younger brother, who appeared in the PlayStation Portable God of War: Ghost of Sparta, as a playable character, according to leaker Shpeshal_Nick.
Reliable leaker NateTheHate states that from what he knows, Mega Cat Studios, the developer of Five Nights at Freddy’s: Into the Pit and other smaller titles, is involved with the project, though he’s unsure if they are the lead studio working on it.
One bold claim by the initial leaker states that the art style is said to be better than Hades’! Given that Hades’ art is already S-tier, I can’t imagine how this could be even better.
Lastly, regarding the release date, it’s claimed by thisiserfan on Discord that the game was initially planned for 2025 but was delayed internally.
Again, these are all unverified, insider info, so don’t be surprised if it doesn’t pan out. Could this be one of the games revealed at tomorrow’s State of Play? If so, while some might be disappointed at this news, I’m all for it. If done right, this could be what The Lost Crown was for the Prince of Persia franchise.
While CD Projekt RED has officially revealed The Witcher 4, we haven’t seen the game in action yet. That (sort of) changed today, as CDPR gave us our first look at the game as part of a tech showcase by Epic Game for Unreal Engine 5.
However, here’s the thing: CD Projekt RED has kind of backtracked on the “gameplay” shown.
The Witcher 4 has been announced, and its first trailer premiered during the Game Awards.
The Witcher 4’s Tech Demo Looks Insanely Impressive
The Witcher 4 stuff starts at 00:29:56 (you’re welcome), and kicks off with a cinematic, before transitioning to what seems to be actual gameplay featuring the franchise’s new protagonist, Ciri.
Now here’s the thing though, while what we’ve seen looks like gameplay, CD Projekt RED is hesitant to call it that. The studio has even issued a statement about it.
According to a CDPR spokesperson (via VGC), “This is a tech demo, and a first look at the cutting-edge technology powering The Witcher 4 – but not The Witcher 4 itself.”
Continuing, “It showcases the powerful foundation we’re building in close collaboration with Epic Games to push open-world design further than ever before and the core systems and features we’re developing using Unreal Engine 5.”
“We’re really proud of this early milestone and excited to give you a sneak peek at some of the cool tech like UAF, Nanite Foliage, Smart Objects, ML Deformer and FastGeo Streaming that are helping shape the future of The Witcher,” the statement finished.
According to The Game Awards and Summer Game Fest producer Geoff Keighley, CD Projekt RED confirmed that The Witcher 4 on PS5 will run at 60 frames-per-second on a base PS5, though that’s par for the course for most games these days –especially for single-player experiences.
Did CDPR backtrack since the game looked too good, and they were cautious of the blowback if the actual gameplay reveal didn’t live up to expectations? Maybe. At the very least, they have tempered expectations a bit, which is good, I guess.
The Witcher 4 is set for release on the PS5, Xbox Series X|S and PC, and has no release date.
Red Barrels has revealed the latest major content drop for The Outlast Trials and it’s called Prime Time. If you’re playing on consoles, you’ll see this download as The Outlast Trials update 1.000.025/1.28, and this brings new events, challenges and a lot more.
For everything that’s new, we have the complete patch notes for Primte Time below, which also includes a highlights section if you don’t want to read everything.
The Outlast Trials Prime Time New Content Now Live via Update 1.000.025/1.28
Update Highlights
New Limited-Time Event: PRIME TIME
New Limited-Time Catalog: PRIME TIME
New MK-Challenge: FUMIGATE THE FACTORY
New MK-Challenge: REDEEM YOUR FREEDOM
Revamp of Program Genesis
Quickplay replaced by Group Finder
Pause Menu rework
Task Tracking
Many additions, fixes, and balancing changes
Revamp of Program Genesis
The Genesis Program has been revamped to include all Trials and MK-Challenges.
Trials are now organized by theme/Trial environment.
Programs now feature distinct visual feedback to clearly differentiate between Trials and MK-Challenges.
Going forward, all new Trials and MK-Challenges will be added under their corresponding themes within the Genesis Program.
Quickplay replaced by Group Finder
Quick Play has been replaced with the new Group Finder.
Accessible from the Terminal’s main screen, the Group Finder allows players to connect with others looking to participate in the same activity.
Developper Comment: With the wide variety of activities in the game, managing them all through a single matchmaking system became increasingly complex. This often led to long wait times or failed group formations. The new Group Finder offers a streamlined solution—helping players quickly connect with others interested in the same activity. Once matched, players can communicate to fine-tune the details before jumping in.
Pause Menu rework
The Pause Menu now features three tabs: Menu, Tasks, and Loadout.
Players can navigate through these tabs to view their respective content.
While in a Trial, the Loadout tab is view-only. Changes can still be made in the Sleep Room and Shuttle before starting a Trial.
Holding Tab (or Select on Gamepad) remains a shortcut to quickly open the Tasks tab.
Tasks Tracking
It is now possible to pin one Task and have it displayed in the HUD permanently.
Simply navigate to the Tasks menu and press the Pin input.
Additions/Fixes/Balancing
“Weekly Therapies” are now called “Routine Therapies” and include more tasks to complete for extra rewards. This change helps distinguish them from rotating “Weekly Tasks” and week-long program tasks.
Routine Therapies and Special Therapies will now include event variators in the Introductory difficulty, since it’s now possible to play any Trial in its original format within Program Genesis.
Jaeger Ex-Pop changes:
The Jaeger will no longer spawn during Trials of the Genesis Programs on Introductory and Standard difficulties.
It can still appear in Standard difficulty for Routine, Event, and Escalation Therapies.
Spawn chances reduced to 20% (was 33%) at Standard Difficulty.
Spawn chances reduced to 75% (was 100%) (Intensive and Psychosurgery)
The Jaeger can now only spawn once per Trial.
Once spawned, the Jaeger presence in a Trial is reduced to 3 minutes (was 5 minutes).
Trial Maker:
Improved Variators compatibility.
Added a new tab “Last Played” that lists the last Trials played in chronological order.
Escalation Therapy:
Added all latest MK-Challenges.
Reduced the number of syringe in Trials.
Solo: Players can now have a maximum reserve of 5 respawns (including Escalation).
Genesis: Adjusted variators in Intensive and Psychosurgery difficulties.
Settings: A new option has been added to automatically equip picked-up items.
The Stamina Boost item now grants temporary stamina immunity and a short speed boost upon consumption.
Added new behaviors for the imposters: list of behaviors redacted on purpose 🤫
Gameplay tutorials will now reappear for players who have been inactive for several days.
Fixed missing reward for the Genesis task “Score A+ in the Trial: Liquidate the Union”. Players will have to recomplete the task to claim the reward.
Fixed a bug where Program Genesis was reset after a Relapse.
Other various bug fixes.
If you want ro read more about the new events and new cosmetics available for purchase, check out Red Barrels’ blog. As with any major update for the game, we expect one or two hotfixes to be applied in the coming days and weeks.
In terms of what’s next, there’s a summer update planned for Season 4, which seems to be the game’s most significant update planned.
Those hoping to see a sequel to 2021's non-live service looter shooter, Outriders, it doesn't look like it's going to happen anytime soon, as the developer behind the game has just cancelled its game with publisher Square Enix.
Blizzard has released a new Overwatch 2 update this June 3, and this brings bug fixes to heroes! Console gamers should see this as Overwatch 2 update version 4.02/1.000.066, and it should be a small download.
This is a bug fix patch and contains no feature or balance updates. In-Game Replay Codes and Highlights from the previous patch are removed.
General
Fixed an issue that caused the “Random from Favorites” option to disappear from the hero gallery.
Bug Fixes
General
Fixed an issue that caused the “Random from Favorites” option to disappear from the hero gallery.
Heroes
Ashe
In a previous update, fixed a stutter issue when aiming down sight with Ashe.
Echo
Fixed an issue where Echo’s 1st person SFX were being heard by other players.
Freja
In a previous update, fixed a stutter issue when aiming down sight with Freja.
Juno
Fixed an issue where Juno’s healing sounds were not playing.
Mercy
Decreased the SFX volume on Mercy’s Mythic Weapon.
Torbjörn
Fixed an issue with the damage SFX on Torbjörn’s ultimate.
General
Fixed an issue so that we no longer apply a modifier for new players to every player in Stadium. Players should start to see faster queues and more competitive matches as they continue to play Stadium.
D.Va
Fixed an issue with D.va’s Biolight Overflow, Liquid Nitrogen, and Busan Blaster mods.
Kiriko
Fixed an issue where Kiriko’s Talisman of Velocity mod would benefit enemies.
Reinhardt
Fixed an issue in 3rd person where Reinhardt’s hammer swing might not register on enemies directly below him.
The latest patch for Destiny 2 is live on consoles and PC, and this is a minor update that brings various improvements and fixes to activities, weapons and more.
Players on consoles will see this as Destiny 2 update 3.62/1.157 and should be a small download.
While ARC Raiders has just conducted its latest closed technical test, Embark Studios appears to be preparing the game for a full-scale beta or an actual release, based on recent developments from the game's test client.
Destiny 2’s Latest Patch Brings It to Version 3.62 / 1.157 on June 3, 2025
Activities
Rite of the Nine
Fixed an issue that that allowed the selection of Gjallarhorn’s Exotic Catalyst as a reward to players who already have it.
Gameplay and Investment
Weapons
General
Fixed an issue where the reticle for Nature Reclaimed was moving more than intended and removed the art surrounding the red dot.
Fixed an issue where enhancing Cruoris FR4 reduced its Impact stat.
Perks
Fixed an issue with all weapon archetypes where enhanced Jolting Feedback wouldn’t always decrease the number of shots needed to jolt.
Abilities
General
Void and Prismatic
Fixed an issue with Echo of Domineering and Facet of Command where they could cause an animation issue with Bows.
Triumphs
Fixed an issue where Seeker of the Nine was being tracked on a per character basis, instead of account based.
Thats it for Destiny 2’s latest update from Bungie.
The final piece of the Chapter 2 roll out for Crusader Kings 3 is now live on consoles! If you’re willing to shell out money for the Legacy of Persia DLC, there’s still something for you with today’s Crusader Kings 3 update 1.033, which ushers in console patch #17.
Aside from the DLC, every base game owner will get a slew of new features starting today, and there are also massive balance changes in the patch as well.
Update: As expected, Capcom has unveiled "Resident Evil Requiem" and it features a new protagonist.
Crusader Kings 3 Update for June 3 Brings Console Patch #17 via Download 1.033
Console Edition Update #17 Changelog
Legacy of Persia Features
Added the Iranian Intermezzo Struggle covering the conflict in Iran between the Caliphate and resurgent Iranian dynasties. The struggle can be ended by fulfilling one of three decisions or by triggering the “Concession” ending phase. During the struggle supporters and detractors of the Caliph will have access to new rules, decisions, interactions and events.
Added a new Dynasty Legacy: Brilliance, focusing on reclaiming the glory of the old dynasties of Persia.
New Portrait Assets: added new hairstyles, clothes, and beards in the Greater Iranian region.
Added many new events, decisions and interactions when playing in the Greater Iranian area relating to the new Struggle, Zoroastrianism, Islam, Clan realms, characters traveling in the Iranian Region, Tax Collectors, and more.
Added a number of new Cultural Traditions to Iranian culture: Fierce Independence, Pragmatic Creed, Jirga, Enlightened Magnates, Beacon of Learning, Irrigation Experts, and Frontier Warriors.
Added new types of Men at Arms: Asawira (unlocks within the Brilliance dynasty legacy), Tarkhan (unlocks from Frontier Warriors), Zupin (unlocks from Pragmatic Creed), and Tawashi (unlocks from Fierce Independence).
Added two Extra Tax Decrees when playing inside the Iranian region. Dehqan and Maguh. For more about tax decrees see Clan Vassals under Free Features.
Added a new Court Scholar court position for cultures with the Beacon of Learning cultural tradition. When employed, court scholars will over time increase in skill and good or excellent Court Scholars can be sponsored to create a Research Project inspiration, resulting in new innovations for your culture or new modifiers for your clan. Court Scholars also have an increased chance of gaining the book or alchemy inspirations.
Added a new Master Assassin court position which boosts murder schemes. Rulers with a faith that belongs to a faith with the Fedayeen tenet can recruit Master Assassins.
Added 3 new struggle music tracks as well as 3 new Persian Region Mood Tracks.
Free Features
Added a new bookmark page for Iran in 867, with recommended playable characters and biographies.
House Unity is a new measure of the internal stability in the ruling house of a Clan realm. Unity comes in 5 levels, from Antagonistic to Harmonious and is shaped by the actions taken by clan members towards each other. Clans with high unity levels will enjoy a high level of internal stability while making conquest harder while those with a low unity level will be better at conquering new lands but be internally unstable. Each level unlocks special rules, decisions, interactions and abilities.
Clan Vassals can now be assigned to Tax Jurisdictions, handled by a Tax Collector. Depending on the aptitude of the Tax Collector and what Tax Decree is assigned to the Jurisdiction the associated Vassals will provide and enjoy different benefits and penalties. The existing Vassal obligations, Ghazi, Iqta and Jizya, are now Tax Decrees in the new system.
Viziers: Clan realms of duchy tier or above can now assign a landless character to be their Vizier. Viziers provide extra tax jurisdictions and their aptitude helps all tax collectors in the realm. The more empowered they are the bigger the benefits, though Viziers may also try to embezzle your funds. Vizier excesses can be fined via the Mulct interaction. A Vizier can also substitute your spouse in the confidant counselor position, if you desire.
When starting in 867 the Turkic Seljuk dynasty will now invade Iran in the late 10th century, an associated game rule can regulate when the invasion happens.
Added event chain for the Zanj Rebellion in lower Mesopotamia shortly after the start of the 867 campaign.
Added a number of new special buildings in the Iranian region: The Minaret of Jam, the Walls of Gorgan, Alamut Castle, Falak-ol-Aflak Citadel, the Dome of Soltaniyeh, The Rainbow Mountains, the Imam Reza Shrine, the Sar-i Sang mines, the Ark of Bukhara, the Tomb of Batsheba, and Maharloo Lake Necropolis of Rostam, Tomb of Cyrus the Great, Palace of Ctesiphon, and the ancient Mines of Sar-i Sang.
Just a few days ago, Sony launched the PlayStation Store "Days of Play" promotion.
Balance
The cost for disinheriting bastard children or children with disputed heritage is lowered. If the illegitimacy is a secret and the father knows the secret, the cost is lowered and the secret is revealed.
Certain Wars will now resolve quicker, as the warscore from battles and attacker occupations have been increased by 150%: conquests (county & duchy), holy war (county & duchy), subjugation, vassalization, struggle clash, border raid, expel interloper, and excommunication war.
Conquest & Invasion CBs now have a dynamic cost scaling with realm size, this should make the CB’s cheaper for smaller realms and more expensive for very large ones.
Chthonic Redoubts are no longer impossible to convert in Mountains (-75% instead of -100%).
De Jure CBs are now available one era earlier than before.
Forming the HRE is now possible using any core Carolingian kingdom, not just East Francia, and the De Jure can now include the Empire of Francia if West Francia or enough Francian kingdoms are part of the realm of the one forming the HRE.
Rebalanced the Piety & Prestige costs for Conquests and Invasions to make them more accessible for smaller realms.
Reduced prestige gain from Amenities and exceeding your Grandeur level.
Reduced prestige gain from the Marauder Accolade.
Removed all sources of prestige % gain bonus from innovations to reduce inflation (total 20%).
Significantly reduced Prestige gain from Artifacts (monthly gains, prestige per dread/knight, etc).
Slightly reduced prestige % bonuses from Diplomacy lifestyle perks.
Slightly reduced prestige from the Bodyguard position.
Switched some innovations around for Arabic Heritage cultures so that the Caliph can revoke titles on game start.
The AI should now have a much easier time forming the HRE from an 867 start.
The AI no longer pays Prestige to revoke Court Positions, as they would never abuse court positions in the first place – and the prestige loss would cause them to fairly often be unable to declare wars.
The Mongols now get better Siege Engineer characters.
The Mongols now have a bonus to cavalry damage and toughness, to offset their lack of Stationing Bonuses.
The Mongols now spawn with trebuchets instead of mangonels.
Harm events will no longer target the player by default, only the AI.
Increased the odds of successfully getting through harm events unscathed from 80:20/50:50/60:40 for poor/average/good options to 40:60/60:40/70:30.
Reduced the overall likelihood of harm events of all kinds by an order of magnitude (except for the general incapability due to age chainlet), and of incapability foreboding events specifically by a further half again.
Camel cavalry accolade only gives bonuses to camel cavalry.
The Create Cadet Branch is now available for Clan Members only if they are in another realm than their House Head.
Some common activity pulse actions now grant mystic lifestyle experience for pilgrimages and witch rites.
If you have an epiphany about the sanctity of nature during a hunt you will also get some mystic lifestyle experience (this is another activity pulse action, though somewhat rarer than the very common one for pilgrimages).
You will get Mystic Lifestyle experience for visiting points of interest in religious sites and wonders while traveling. This is not restricted to religious sites of your own religion, and it also means it’s easier to get mystic XP once more grand cathedrals are built up later in the game.
Added Mystic Lifestyle experience to some events, mainly travel ones that already had to do with mystics.
Holding a mystical communion will grant some mystic xp.
AI
Lowered the value of higher tier alliances and increased the penalty for Female above 30 years.
Interface
A character’s modifier list can be now expanded to display all existing modifiers. Players can now see all modifiers on the character, and not only the first 10 items.
Show a difficulty warning in the lobby for rulers in regency.
The MaA stats shown in their tooltip in the military view now properly adds bonuses from being stationed, like they already do in the separate MaA window.
Clan Rulers now display their house crest instead of their main title coat of arms in the bookmark screen.
Significantly reduced the amount of suggestions for hostages.
Art
Added Managed Forest to the Barbershop backgrounds.
Added Coat of Arms: 26 new coats of arms, between muslim and Iranian imagery and writing.
Added 14 new Special Building Meshes (Minaret of Jam, Alamut Castle, Ark of Bukhara, Falak-ol-Aflak Citadel, Great Mosque of Samarra, Great Wall of Gorgan, House of Wisdom, Imam-Reza Shrine, Maharloo Lake, Mount Damavand, Palace of Ctesiphon, Rainbow Mountain, Soltaniyeh, Tomb of Cyrus).
Trait Icons for Extolled by House, Accused of Decadence, Supporter and Detractor of the Caliphate.
Like many other big developers in the current landscape, Ubisoft is undergoing significant restructuring, largely driven by persistent financial challenges that have plagued the company for some time.
Game Content
Added a new set of unique succession laws for Clan, activated by the Unity level.
Jizya is now a Special Doctrine for most of the Islamic faith except: Alhomadism, Druze, Alevism, Alawite and Qarmatians. The former tenet still exists for custom faiths.
Ashari now has Legalism instead of Jizya.
Ismailism now has Mendicant Preachers instead of Jizya.
Muladism now has Communal Identity instead of Jizya.
Maturidi now has Legalism instead of Literalism and Adaptive instead of Struggle and Submission.
Adjusted for community feedback about Life in Color event background, plus adjusted text to compensate.
Added mother/father and bastard variations for child born memories.
Databases
Updated databases for landholders throughout Iran, ensuring that there are more historical characters to play as, and that all rulers have a suitable amount of vassals on start.
Updated the 867 start date to better reflect the ongoing conflicts as part of implementing the Iranian Intermezzo struggle.
Updated the cultural and faith setup of the Greater Iranian region, including adding the new Brahui culture.
Armenian rulers in 867 and 1066 now start religiously protected, to avoid their faith disappearing much too quickly every game.
Added Nestorian community to Suyab in Zhetysu in 867, representing their metropolitan see.
Made the Karenids a cadet house of the ancient Arsacids, from which they descend.
Merged Abbasids back into the Hashimid dynasty.
Nizam al-Mulk now starts as Alp Arslan’s vizier, and the two have a good working relationship.
Made Upper/Lower Lotharingia the default duchy titles, with Lorraine a French variant, and added Krain as a German variant of Kranj.
Added the Sayyid trait to some characters from the Hammudid house who were missing it.
Bug Fixes
Fixed an issue that could cause trait icons to overlap for characters with more than 8 traits
Temporal, for life doctrine does not allow for the unlimited firing of court chaplains anymore. Except for the first time after starting the game. That one is a freebee. Under the Temporal Clerical Appointment doctrine, the Realm Priest or Court Chaplain seat will not get auto-filled the moment the previous holder dies.
Event Extracurricular Learning shall never clone or lose a herbalist
Fixed an Out of Sync that can happen when joining a game where a character who was involved in a struggle has become the leader of a mercenary group.
Fixed a crash related to expanding weight and prisoner modifiers.
Fixed toast messages sometimes not showing up.
Made sure Tournament environment backgrounds show up as they should (jungle was unused).
You can no longer demand the conversion of someone you’re at war with.
Added missing nickname desc for “the Crownless”, which an unnamed cheese-loving designer hid in a secret file away from the rest of the nicknames.
Changed Tocharian color to differentiate them from the surrounding heritages a bit.
Unlocked a load of struggle parameters that were previously hardlocked to the Iberian struggle in script, making them a bit more mod-friendly.
Added a temporary fortification when trying to depose a Diarch with no fort level.
County modifiers were never recalculated when a struggle ends, so they could keep positive or negative modifiers for a long time after the struggle has completed.
Denouncing a dynasty member will now always apply the associated trait correctly.
Fixed war declared overview window pausing observer mode.
Fixed all instances of incorrect max level of aptitude.
Fixed an issue where modifiers from vassal contracts were not fully applied correctly.
Fixed the AI never considering giving gifts to a bankrupt liege in the Send Gift interaction.
Fixed the filter window in the character list of the struggle involvement window not being clickable if it was sticking out of the main involvement window.
Hostages will no longer appear as someone you can marry when using Find Spouse interaction.
The Disrespected Elders modifier from getting yelled at by an old man during Meet Peers activity will now disappear much sooner.
Adds clarifying text to Succession Law selection window explaining that special title succession laws always take precedence over realm succession laws.
Children will no longer gain more than 1 childhood trait after turning 3 years old or when generated through templates.
Fixed any ruler who had their capital as Mecca gaining the Hajjaj trait, instead of only Muslim rulers.
Fixed incorrect values and loc in Invite to Activity rank difference modifiers.
Invasion wars will highlight the correct counties in war overview.
Invasion wars will highlight the correct counties that the attacker is going to win when victorious
Temporary bride and groom modifiers are now removed if the Wedding is invalidated before completion.
Reduced amount of AI wearing glasses.
Fixed Educate Child message not containing any text.
Fixed all cases where playable starting ruler’s governments did not match their holding type.
Fixed issues with avalanche in county letter event.
Fixed it being possible to request wards or guardians from other courts if another is already traveling to the target.
Fixed missing loc for hostile scheme reluctance modifier for own Head of Faith.
Fixed stated kinswoman/man relations between lowborns with no shared family.
Fixed traveling wards, guardians, and hostages who were invalidated not returning home.
Mades some decision titles more stylistically consistent.
Not returning a hostage upon reaching adulthood will now reduce your Prestige income from hostages, and the chance of other rulers sending child hostages to you, for 10 years.
Court event “Basileusophile” no longer displays an unlocalized line in the purple undergarment creation option.
Fixed unavailable option tooltip in Under the Weather travel event.
Ghazi Status CB piety reduction now only applies to holy wars.
Removed a minor character from Austria, as their associated barony does not exist.
Fixed an issue where calling a baron to an offensive war would deduct 700+ prestige.
Infants will no longer get Wet Nurse events about child development.
Incapable Clan Vassals will no longer demand your children.
With a patch of this size, there are bound to be some bugs that surface, and if Paradox releases another update, we’ll let our readers know.
While ARC Raiders has just conducted its latest closed technical test, Embark Studios appears to be preparing the game for a full-scale beta or an actual release, based on recent developments from the game's test client.
The latest major patch for Fallout 76 is now live and this brings fishing to the game! Players will see this as Fallout 76 update 2.08, and this is for Season 21: Gone Fission.
Aside from fishing, this also brings a new questline, and more. Read on for what’s new in this hefty download.
Head over to Fisherman’s Rest, a new location in the Mire where you’ll begin your fishing journey. Here you will meet a new trio of new characters. The disoriented Captain Raymond Clark, a mysterious new figure who goes by the name The Fisherman, and Linda-Lee, the Fisherman’s adorable pet hermit crab.
During the “Casting Off” questline you’ll receive a working Fishing Rod – allowing you to walk up to any body of water and start fishing. When deciding where you can fish, remember the mantra: “If you can swim in it, you can fish in it.”
Do note that the Fishing Rod won’t appear in your Pip-Boy menu as it’s not an item you need to equip. When you’re standing next to and looking at a body of water, the “Fish” command will appear on your screen. The Fishing Rod will show up in your Tinkers Workbench menu so you can modify it though.
Upgrading your Fishing Rod
You can find the pieces needed to upgrade your fishing rod by completing the new fishing challenges and daily fishing quests. These will reward you with rod styles, bobbers, and linear reels to fine tune your fishing experience and help you catch the mysterious creatures living in the irradiated waters of the wasteland.
It’s important to know that some fish will be near impossible to catch until you upgrade your fishing rod, so get out there and complete those fishing challenges!
Catching Fish (Bait and Weather)
You can have the best-looking fishing rod in Appalachia, but it won’t help you catch any fish if you’re not using bait.
There are three types of bait to gather, and each one increases your chances of enticing rarer fish to bite down on your hook.
Common Bait
Gives you the chance to catch generic fish, scrapable junk, and common regional fish.
Common Bait is purchasable from The Fisherman and Captain Raymond Clark in Fisherman’s Rest. You also have a chance to receive this bait after completing the daily fishing quest.
Improved Bait
This bait gives you an increased chance of catching uncommon fish. While it’s not purchasable from any vendor, you can trade Improved Bait with other players. You can also get more from the daily fishing quest, public events, and finding it in lootable containers around the world.
Superb Bait
Earnable as rewards in Season 21, this bait gives you the best chance to catch very rare fish.
Weather
Weather also influences your odds of catching specific types of fish. Naturally occurring weather, as well as modified weather from a Weather Control Station in your C.A.M.P. will affect the type of fish that bite down on your hook.
Clear Weather:
Best suited for catching common fish that can be found in any region.
Rainy Weather:
Rainy weather has an increased chance of catching region-specific fish, as well as the elusive Axolotls.
Radstorm/Nuke Weather:
Radstorms and weather caused by nukes increase the chance of catching Glowing Fish.
We’ll leave it to you all to figure out which combination of bait and weather will give you the highest chance of helping you find the fish you want.
Those hoping to see a sequel to 2021's non-live service looter shooter, Outriders, it doesn't look like it's going to happen anytime soon, as the developer behind the game has just cancelled its game with publisher Square Enix.
Food and More Adventures
Now that you’ve captured a few fish, what can you do with them?
Of course, you can eat them directly out of your inventory to restore some Hunger and Health. The larger the fish, the more you’ll regain.
You can also turn fish into…
Fish Bits
When you obtain a fish by fishing or trading with players, you immediately learn the recipe to convert that fish into Fish Bits at a Cooking Station. Fish Bits can restore small amounts of Hunger/Health on their own, but that’s not the best way to utilize this new material.
When at a cooking station, you’ll notice a new food recipe. The Grilled Fish recipe becomes available after completing the main fishing questline. When eaten it provides you with an effect that reduces the time to hook a fish for 20 minutes, which is perfect because you’re about to do a whole lot of fishing.
Completing fishing daily quests will give you the chance to earn other food recipes that utilize Fish Bits such as Fish and Tatos and Fish Chowder.
There’s one other location where you can use Fish Bits. If you feed Linda-Lee Fish Bits she’ll give you a random Legendary item- just don’t ask where it came from.
Time to Explore
With the addition of fishing there is now a lot of aquatic life for you to find.
Common fish can be found across the map, but there are a ton of region-specific fish to discover along with their glowing variants.
There are also 12 adorable Axolotls to find. One of these glorious amphibians will be available for you to catch every month throughout the year. Keep an eye on our social channels for hints on where they’re located every month.
Lastly, Local Legends. These are the fish you’ll be bragging about catching. That’s all we’ll say about them for now.
Flaunting the Catch
Completing fishing challenges and dailies will reward you with new C.A.M.P. items along with upgrades for your fishing rod. One of these items is a curved fish display so you can show off that rare local legend or Axolotl you were able to catch!
Season 21: Gone Fission
Speaking of flaunting. Season 21 brings a whole suite of new fishing-themed rewards for you to unlock.
Starting today, unused Season Tickets will be turned into Gold Bullion when the next season starts. This retroactively applies to your unused tickets from the previous three seasons.
When you log in after today’s update, you’ll be greeted with a message asking you to confirm the transfer of Gold Bullion to your character inventory. If you’re not sure you have the space, deny the transfer and check your character. The next time you launch the game you’ll be greeted with the same message.
Once another patch is out, expect it here on MP1st.
Rebelion has released Atomfall’s first premium DLC the “Wicked Isle” today, and alongside that, there’s also a new patch available for everyone. This will show up as Atomfall update 1.10 (version 1.010 on PS5, Xbox Series X}S), and this applies a host of fixes.
Note that the mission-specific fixes mentioned below include spoilers, so bear that in mind before scrolling down.
Today’s update also marks the game’s first DLC, which expand on the game’s story.
Just a few days ago, Sony launched the PlayStation Store "Days of Play" promotion.
Atomfall’s Update Released on June 3 Applies Various Fixes via Patch 1.10/1.010
General
Improved haptic feedback when drawing the bowstring
Outro cutscenes will skip as intended after selecting the ‘Skip Cutscene’ option when finishing a mainline quest
Toggling radios on/off will no longer alert Protocol Soldiers
Enemies will no longer attack the player during conversations with NPCs or quest givers
Button icons now appear correctly when using a Steam Controller
The melee weapon aim tracker now adjusts correctly when switching to a crouched position
Rifle ammunition stock now replenishes for Molly and Bootsy when they restock
Player can no longer trigger a slide when there was not enough room to do so to ensure it is more difficult to walk off edges
The toggle for the “Hold” option will affect direct recipe clicks in the crafting menu as intended
Added ‘Hide Crosshair’ option to remove the crosshair and hit markers from the HUD
General stability and performance improvements
Improvements to game and menu UI
Animation fixes and enhancements
Lighting and texture improvements
Improvements to localisation and translations
Location Specific Fixes
Slatten Dales
NPCs in cleared camps will no longer respawn after reloading a save
Enemies no longer get stuck on the ramp near the entrance to the Waterwheels
Wyndham Village
Fixed an issue where, in certain circumstances, players could become stuck near the truck on the road to the Band Stand in Wyndham Village
Fixed a crash that could occur after leaving the Bakery in Wyndham Village
Protocol Soldiers will no longer shoot the water when they detect leeches
Casterfell Woods
Improved AI behaviours
Wasps will now spawn from the nest as intended after the player transitions out/ into the woods
The plant near the pond in the garage will trigger as intended
Skethermoor
Two wooden posts have been separated to avoid clipping inside the Feed Mill
Fixed an issue where Outlaws could fire from unintended positions
Interchange
The second plant mine in Data Store Alpha in the Interchange will now open without the player needing to be extremely close
The glass on the MOD entrance control room is now the same on both sides
Lead Specific Fixes [Potential Spoilers]
Dr Garrow will no longer become hostile and attack the player if they shoot Dr Holder to save her in the Interchange control room
Joyce Tanner will now appear correctly when finishing her quest
The map location will update correctly to reflect the convoy crash site
Fixed an issue where the Batteries Not Included achievement would not unlock
The scientist from the beginning of the game no longer incorrectly reappears during the Mystery Voice’s ending
Fixed an issue where Mother Jago would request her book again even after already receiving it in a previous exchange
Atomfall Wicked Isle Story Description
Set on Midsummer Island, and separated from the quarantine zone, the new area offers its own mysteries for those willing to explore its shores. Awaiting you on Midsummer Island are a variety of native (and hostile) inhabitants, from mutated fish monsters to a new sect of Druids and other fiendish creatures that have been twisted by the radiation of the Windscale Disaster. Helping you fend off these foes is a new suite of weapons, and even some otherworldly abilities. Blast enemies away with the Blunderbuss shotgun, cleanse the world of infected enemies with crystalline Corrupted Daggers or, better yet, leave no trace of enemies by turning their bodies into a lump of fungal spores with a brand-new ability.
Once another patch is out, we’ll be sure to let our readers know.
Bungie has another update set to be applied to Destiny 2 today, but before that happens, the game’s servers need to be taken down temporarily this June 3, 2025.
Players should see the update 8.2.6.3 file rolled out a few hours from now on consoles and PC.
Bethesda has pulled the Fallout 76 servers down today, June 3, and this is to apply the game’s latest major update for Season 21: Gone Fission! Before the patch can be applied, the devs are pulling the servers down for maintenance for a few hours.
If you can’t log in or seeing errors, it’s due to Bethesda, and it’s not just you. For details on the maintenance and new seasonal content, head on below.
The Fallout 76 servers will go down starting 10 am ET/7 am PT/9 am CT/10 pm HKT. While no timetable has been given, expect the servers to be offline for at least 2-4 hours.
Once the servers are back up, players can expect a slew of new content, and of course, fishing! Starting with the patch, players will be able to fish in Fallout 76.
According to Bethesda, ”
In any region in Appalachia, you’ll now be able to cast off and reel in a plethora of fish, from the Noxious Sawgill and the Bloodwhisker, to the Glowing Gulpy and rare axolotls that rotate every month. All you’ll need is a fishing rod and some bait!”
Season 21 will include fishing-themed rewards, which players can redeem with Season Tickets.
Gone Fission Neon Sign -Perfect for illuminating any cozy riverside lodge or ramshackle fish market C.A.M.P.
Houseboat – sea vessel
Basket of Dead Fish
Ruby Reel Fishing Rod Paint.
Alongside the fishing content, there will also be a good chunk of bug fixes, improvements and more rolled into the title update. Once it’s live, we’ll have it up, so make sure to bookmark our Fallout 76 hub page.
Bohemia Interactive has released the latest major patch for DayZ on consoles and PC, and this is for version 1.28! Console players will see this as DayZ update 1.78, and this adds a slew of new content and gameplay improvements.
Expect new weapons, new audio tracks, new crafting animations and a lot of gameplay fixes. Due to the long list of changes, we’ve included both the console and PC patch notes just in case there are any differences between the two.
Those hoping to see a sequel to 2021's non-live service looter shooter, Outriders, it doesn't look like it's going to happen anytime soon, as the developer behind the game has just cancelled its game with publisher Square Enix.
DayZ Update 1.78 Patch Notes for Consoles (PlayStation, Xbox)
Console Stable 1.28 Update 1 – Version 1.28.159992 (Release on 03.06.2025)
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
FROSTLINE EXPANSION
ADDED
Heli crash event
Crashed patrol boat event
Crashed Fishing boat event
Medical event
Geysers added to hot springs
Ambient sounds added to caves
CHANGED
Improved D-Pad navigation in character creation
FIXED
Sometimes food cans would not open when combined with a knife in the inventory (T189714, T189784, T190046)
Dead fallen trees would rustle like bushes when walked over
Missing sound on submarine tower
GENERAL GAME
ADDED
RAK-37
R12 shotgun
PSO-6 scope
Leupold Mark 4 scope
Sportpoint Sights
New music track added to the in-game credits
Updated weapon obstruction system
New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs
CHANGED
Updated tail sounds for hunting and sniper rifles
Tweaked tail sounds for SMGs
Upgraded the networking for Cars, improving most situations when driving at higher ping
Automatic gearbox simulation has been improved, affecting M1025 offroad
Rebalanced firearm damage against infected
Tweaked bandaging animations
Reduced optic edge distortion on hunting optics
Added damage visuals for 2D optics
Reworked range finder optic view
Adjusted teeth clattering sound
Decrease weapon sway in the prone position
Global weapon sway speed decrease
Slightly increased weapon recoil for most rifles
Dispersion of most weapons increased by moderate amount
Adjusted sway and recoil values for several weapons to improve consistency across categories
Reduced muzzle flash size to improve visibility while shooting
Slightly reduced player footstep volume and restored infected footstep range
Improvised clothing can no longer be repaired with rags
Reduced probability of certain footstep sounds to play – i.e. stones and branches cracking
Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands
Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit
Items used in certain crafting actions are now visible in hands
Mitigated the Camera twitching when walking on rails
FIXED
PlayStation color output was slightly changed to align it with other platforms
Removed snowfall from main menu
The “Back” button in the online menu could not be clicked with mouse and keyboard on Xbox (T189301)
Weapon and magazine could desync when picked up near distant players
Plants in garden plots seeded before a server restart could not grow after the restart (T189434)
Stones with trail markers were unusable for crafting
Missing windowsill in Tisy barracks
Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571)
Exiting a boat as a driver could teleport the player to an unintended location (T189750)
The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002)
Players could move while exiting the server under specific input conditions
Damaged glass on pistol optic attachments could appear overly bright during nighttime
The Steyr AUG scope reticle changed color depending on what it was aimed at
Leaning before using binoculars causes rotated mouse movement (T174629)
Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894)
The map category label in the server browser was not properly localized across all supported languages
Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108)
Damage on reflex optics was not visible when aiming through them
Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI
The sound of washing hands continued after canceling the action
Failed engine start due to missing battery did not play the correct sound
Heat buffer icon could flash and show the breathing animation incorrectly
Light melee attack chains could randomly break and not continue as expected
Item held in hands would levitate when the player became unconscious while seated in a boat
Players could swim while holding heavy items, enabling unintended transport across water
Dragging and dropping items into the vicinity bar failed unless dropped on a specific area
Vehicles no longer get partially stuck inside the terrain after falling from a height
Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door
Split items incorrectly went to player inventory instead of the expected container or vicinity
Vegetables harvested from garden plots would duplicate after a server restart (T187757)
Lighting a kindling item near a wall could allow to see through the wall
Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar
It was not possible to change stance when an action/weapon action was performed
Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting
The water action was incorrectly available on garden plots already fully watered
Extinguished and moved fire barrels left behind invisible damage areas (T190698)
Fertilizer application times were inconsistent across platforms (T190020)
Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness
It was possible to wall clip by leaning and changing stance next to the wall in 3rd person perspective
Visual issue where the FAL rifle appeared incomplete in first-person view
Players could intentionally freeze others nearby by exploiting a client/server desync (T190904, T191957, T191969)
3D scopes would stop showing the “Looking through” prompt after being viewed in hand
Repairing certain car parts with a blowtorch would require restarting the action multiple times
Some tooltips titles were not consistently capitalized
Restored the on-screen “Get off” message when climbing ladders (T189151)
Garden plots were sometimes getting watered even when its only cloudy and not raining
Garden plots remained fertilized or watered after removing a plant, causing incorrect slot behavior
The plant prompt was still visible even if the gardening slot was already occupied
Players were not be able to drink from or fill bottle at Dambog’s water tank or when aiming at trees/players
SERVER
Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206)
Added: spawnabletypes.xml now supports nested item cargo and attachments
Added: spawnabletypes.xml now supports nested damage min max
Added: spawnabletypes.xml now supports nested presets through equip=”true”
Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet
Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine
Added: randompresets.xml can now be appended to with cfgeconomycore.xml
Added: “allow_in_water” bool to “generator_params” in “cfgplayerspawnpoints.xml” defaulting to “false”
Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between
Fixed: “[CE] :: WARNING :: Preset “…” is EMPTY.” message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty
Fixed: Possible server freeze when player character was aligning to position while moving
Removed: “Flags reset for type:” redundant message which was being wrongly displayed
KNOWN ISSUES
Incorrect collisions placement on some walls and fences
Bullet crack sounds may not be played when the shooter is prone
Cars may stutter while driving on concrete panels
Engine start sound playing when leaving or switching seats in a running vehicle
Occasional gear skipping when shifting to any gears while having less than 40fps
Dead bodies decaying and flies appearing on Sakhal despite cold conditions
Unnatural behavior when two cars collide
Inconsistency of gunshot audibility at long distances when fired from indoor locations
Players could not be able to drink when aiming at trees/ players above Dambog bunker
Visual issue with the CZ75 weapon texture when in pristine state
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
We recommend a storage wipe for modded community servers, as our changes could introduce storage corruption of horticulture plants
FROSTLINE EXPANSION
ADDED
Heli crash event
Crashed Patrol boat event
Crashed Fishing boat event
Medical event
Geysers added to hot springs
Ambient sounds added to caves
CHANGED
FIXED
Dead fallen trees would rustle like bushes when walked over
Missing sound on submarine tower
GENERAL GAME
ADDED
RAK-37
R12 shotgun
PSO-6 scope
Leupold Mark 4 scope
Sportpoint Sights
New music track added to the in-game credits
Updated weapon obstruction system
New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs
CHANGED
Updated tail sounds for hunting and sniper rifles
Tweaked tail sounds for SMGs
Upgraded the networking for Cars, improving most situations when driving at higher ping
Automatic gearbox simulation has been improved, affecting M1025 offroad
Rebalanced firearm damage against infected
Tweaked bandaging animations
Reduced optic edge distortion on hunting optics
Added damage visuals for 2D optics
Reworked range finder optic view
Adjusted teeth clattering sound
Disabled Gamepad in Server Browser
Decrease weapon sway in the prone position
Global weapon sway speed decrease
Slightly increased weapon recoil for most rifles
Dispersion of most weapons increased by moderate amount
Adjusted sway and recoil values for several weapons to improve consistency across categories
Reduced muzzle flash size to improve visibility while shooting
Slightly reduced player footstep volume and restored infected footstep range
Improvised clothing can no longer be repaired with rags
Reduced probability of certain footstep sounds to play – i.e. stones and branches cracking
Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands
Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit
Items used in certain crafting actions are now visible in hands
Mitigated the Camera twitching when walking on rails
FIXED
Weapon and magazine could desync when picked up near distant players
Plants in garden plots seeded before a server restart could not grow after the restart (T189434)
Stones with trail markers were unusable for crafting
Missing windowsill in Tisy barracks
Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571)
Exiting a boat as a driver could teleport the player to an unintended location (T189750)
The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002)
Players could move while exiting the server under specific input conditions
Damaged glass on pistol optic attachments could appear overly bright during nighttime
The Steyr AUG scope reticle changed color depending on what it was aimed at
Leaning before using binoculars causes rotated mouse movement (T174629)
Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894)
The map category label in the server browser was not properly localized across all supported languages
Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108)
Damage on reflex optics was not visible when aiming through them
Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI
The sound of washing hands continued after canceling the action
Failed engine start due to missing battery did not play the correct sound
Heat buffer icon could flash and show the breathing animation incorrectly
Light melee attack chains could randomly break and not continue as expected
Item held in hands would levitate when the player became unconscious while seated in a boat
Players could swim while holding heavy items, enabling unintended transport across water
Dragging and dropping items into the vicinity bar failed unless dropped on a specific area
Vehicles no longer get partially stuck inside the terrain after falling from a height
Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door
Split items incorrectly went to player inventory instead of the expected container or vicinity
Vegetables harvested from garden plots would duplicate after a server restart (T187757)
Lighting a kindling item near a wall could allow to see through the wall
Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar
It was not possible to change stance when an action/weapon action was performed
Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting
The water action was incorrectly available on garden plots already fully watered
Extinguished and moved fire barrels left behind invisible damage areas (T190698)
Fertilizer application times were inconsistent across platforms (T190020)
Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness
It was possible to wall clip by leaning and changing stance next to the wall in 3rd person perspective
Visual issue where the FAL rifle appeared incomplete in first-person view
Players could intentionally freeze others nearby by exploiting a client/server desync (T190904, T191957, T191969)
3D scopes would stop showing the “Looking through” prompt after being viewed in hand
Repairing certain car parts with a blowtorch would require restarting the action multiple times
Some tooltips titles were not consistently capitalized
Restored the on-screen “Get off” message when climbing ladders (T189151)
Garden plots were sometimes getting watered even when its only cloudy and not raining
Garden plots remained fertilized or watered after removing a plant, causing incorrect slot behavior
The plant prompt was still visible even if the gardening slot was already occupied
Players were not be able to drink from or fill bottle at Dambog’s water tank
SERVER
Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206)
Added: spawnabletypes.xml now supports nested item cargo and attachments
Added: spawnabletypes.xml now supports nested damage min max
Added: spawnabletypes.xml now supports nested presets through equip=”true”
Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet
Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine
Added: randompresets.xml can now be appended to with cfgeconomycore.xml
Added: “allow_in_water” bool to “generator_params” in “cfgplayerspawnpoints.xml” defaulting to “false”
Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between
Fixed: “[CE] :: WARNING :: Preset “…” is EMPTY.” message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty
Fixed: Possible server freeze when player character was aligning to position while moving
Removed: “Flags reset for type:” redundant message which was being wrongly displayed
MODDING
ADDED
Documentation for Environment class API in script
Documentation for PlayerAgentPool and AgentBase API in script
Model optics will now partially support hidden selections
Cars: ‘wheelHubFriction’ config variable to define axle drag when no wheels are attached
Cars: ‘useNewNetworking’ config parameter, default 1. Mods that modify the vehicle physics outside of the ‘SimulationModule’ config may need to disable the reconciliation system
Enforce Script: ‘sealed’ keyword
Enforce Script: ‘Obsolete’ attribute for functions and classes
Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, this has always been a limitation, previously the game would continue with buffer overflows and random crashes
‘vector Object.GetSelectionBasePositionLS(string)’ to get selection position without animations applied
Gizmos to the script API, enabling interaction through the context menu in Inventory. Available only on DayZDiag
Functions to get the user animation source names by index for Entity ‘int Entity.GetNumUserAnimationSourceNames()’, string Entity.GetUserAnimationSourceName(int index)’
vector Object.GetSelectionBasePositionLS(string)’ to get the position without animations applied
WeaponObstructionData settings to CfgGameplay
CHANGED
Physics: Bullet Physics updated to the latest Enfusion version
Physics: ‘PhysicsGeomDef.MaterialName’ now takes .bisurf (e.g. ‘DZ/data/data/penetration.bisurf’) or CfgSurfaces (e.g. ‘#cp_concrete1’ where the config path is ‘CfgSurfaces cp_concrete1)
Physics: Terrain intersections are now extruded one meter down to improve collision detection against large fast moving objects
Physics: In Contact class, ‘Material1’ and ‘Material2’ have changed from type ‘dMaterial’ to type ‘SurfaceProperties’. which is now the base class of SurfaceInfo
Cars: Suspension is now always active while the vehicle is awake, even when there are no wheels attached
Enforce Script: Improved ‘Multiple declaration of class’ error
Enforce Script: Parser now contains more FIX-ME warnings
‘CGame.OnPostUpdate’ event is now executed after the camera has been updated, ensuring ‘CGame.GetScreenPos’ uses the correct transformation to prevent UI elements from being positioned based on the previous frames camera data
‘SoundObject.SetParent’ now takes in the pivot index, allowing attachment to an animated component
GameplayEffectWidgets manager inits to help facilitate modding
FIXED
Physics: Various fixes to dBodyCollisionBlock/dBodyRemoveBlock
Cars: Brake/Handbrake was being applied twice, please update the ‘maxBrakeTorque’ and ‘maxHandbrakeTorque’ for your car mods by doubling the values in config
Enforce Script: Script USER define will now correctly reflect the active user name
Calling SoundObject.SetParent no longer crashes the game when used improperly (DZ-23672)
Spawning an object outside of the world via ObjectSpawner no longer causes a stack smashing detected crash on Linux servers.
Infinite stamina mods could prevent jumping or holding breath after 1.27 Patch 1 (T190645)
Crash and restored functionality of ResourceBrowser.GetCurrentFile workbench module script API
REMOVED
Physics: In Contact class, variables ‘MaterialIndex1, MaterialIndex2, Index1, Index2’
Option to change rangefinder color in config (use layout)
TOOLS
ADDED
Script Editor: When using the floating ‘Find Symbol’ window, the Escape keypress or submit via Return will now close the window
Script Editor: Debugger watch search bar
Script Editor: Context Menu: Methods: “Overrides” and “Overridden by”
Script Editor: Context Menu: Types: “Base Classes” and “Derived Classes”
Script Editor: Scrollbar will now draw cursor, break points and bookmarks positions as well as scope and lines with changed/saved changes. Option to toggle this added
Script Editor: Search/replace now supports current selection only
Script Editor: Lines can be moved in the Script editor via Alt+Up Arrow/Alt+Down Arrow key combinations
Script Editor: Status bar info for viewing scope, line and column
Script Editor: Selecting symbols in script files will highlight them in the Outline
Script Editor: Split view for viewing two script files at one time
Script Editor: Reopen last closed tab (Ctrl+Shift+T)
CHANGED
Workbench: Updated splash screen and icon to reflect the new Enfusion visual identity
Workbench: Double-clicking ‘.layout’, ‘.imageset’, and ‘.styles’ files in Workbench no longer opens them in an external application; a new “Open file with” option is available via right-click context menu
Script Editor: Improved breakpoints window search, enable/disable/remove all breakpoints options
FIXED
Workbench: Frequent crashes on widget text field changes
Workbench: Frequent crashes on widget property changes
Workbench: Crash when clicking into widget viewport while editing a property
Workbench: A crash when clicking outside a text field after editing it without pressing Enter
Incorrect collisions placement on some walls and fences
Bullet crack sounds may not be played when the shooter is prone
Cars may stutter while driving on concrete panels
Engine start sound playing when leaving or switching seats in a running vehicle
Occasional gear skipping when shifting to any gears while having less than 40fps
Dead bodies decaying and flies appearing on Sakhal despite cold conditions
Unnatural behavior when two cars collide
Inconsistency of gunshot audibility at long distances when fired from indoor locations
Players could not be able to drink when aiming at trees/ players above Dambog bunker
Visual issue with the CZ75 weapon texture when in pristine state
On Linux servers, client is teleported outside the world upon connecting above the ground
Given the scope of the update, don’t be surprised to see a follow-up patch (or two) to be released soon by Bohemia as well. If we do get one, expect it here on MP1ts.
Rebellion Developments has released Atomfall update 1.010.000, and this is for the ‘Wicked Isle’ story expansion pack. This DLC adds a new location to the game, as well as new enemies to fight.
Check out the Atomfall update 1.10 details down below.
The Onimusha series began in 2001 on the PlayStation 2 and spawned several games between the mainline series, spin-offs for consoles like PS2, and even one on the Game Boy Advance.
Atomfall Update 1.010 Introduces Players to the ‘Wicked Isle’
General
Improved haptic feedback when drawing the bowstring
Outro cutscenes will skip as intended after selecting the ‘Skip Cutscene’ option when finishing a mainline quest
Toggling radios on/off will no longer alert Protocol Soldiers
Enemies will no longer attack the player during conversations with NPCs or quest givers
Button icons now appear correctly when using a Steam Controller
The melee weapon aim tracker now adjusts correctly when switching to a crouched position
Rifle ammunition stock now replenishes for Molly and Bootsy when they restock
Player can no longer trigger a slide when there was not enough room to do so to ensure it is more difficult to walk off edges
The toggle for the “Hold” option will affect direct recipe clicks in the crafting menu as intended
Added ‘Hide Crosshair’ option to remove the crosshair and hit markers from the HUD
General stability and performance improvements
Improvements to game and menu UI
Animation fixes and enhancements
Lighting and texture improvements
Improvements to localisation and translations
Location Specific Fixes
Slatten Dales
NPCs in cleared camps will no longer respawn after reloading a save
Enemies no longer get stuck on the ramp near the entrance to the Waterwheels
Wyndham Village
Fixed an issue where, in certain circumstances, players could become stuck near the truck on the road to the Band Stand in Wyndham Village
Fixed a crash that could occur after leaving the Bakery in Wyndham Village
Protocol Soldiers will no longer shoot the water when they detect leeches
Casterfell Woods
Improved AI behaviours
Wasps will now spawn from the nest as intended after the player transitions out/ into the woods
The plant near the pond in the garage will trigger as intended
Skethermoor
Two wooden posts have been separated to avoid clipping inside the Feed Mill
Fixed an issue where Outlaws could fire from unintended positions
Interchange
The second plant mine in Data Store Alpha in the Interchange will now open without the player needing to be extremely close
The glass on the MOD entrance control room is now the same on both sides
Lead Specific Fixes [Potential Spoilers]
Dr Garrow will no longer become hostile and attack the player if they shoot Dr Holder to save her in the Interchange control room
Joyce Tanner will now appear correctly when finishing her quest
The map location will update correctly to reflect the convoy crash site
Fixed an issue where the Batteries Not Included achievement would not unlock
The scientist from the beginning of the game no longer incorrectly reappears during the Mystery Voice’s ending
Fixed an issue where Mother Jago would request her book again even after already receiving it in a previous exchange
Atomfall| Dare You Visit The Dark And Lonely Waters Of The Wicked Isle?
Something wicked this way comes… we are pleased to announce that Wicked Isle, a story expansion for our hit survival action title, Atomfall will launch on June 3rd. The expansion adds a whole new location to the game, with its own set of characters and enemies as well as additional leads, weapons, skills, items and multiple new endings for the main game.
Drawing on the folk horror elements of the game for inspiration, the story expansion is set on Midsummer Island. To cross to the island players must talk to the boat-keeper who can be found on the jetty in Wyndham Village. He will give you information about the island as well as your first Lead.
“Midsummer is located close to the Windscale Atom Plant and as a result the levels of infection in both the people and environment are higher than on the mainland,”explained Ben Fisher, Head of Design at Rebellion. “You are going to meet new enemy factions including pirate bandits and infected druids. To help you survive there are new weapons to be found on the island including a devastating Blunderbuss shotgun, a new bow, cutlass, daggers and the Beekeeper’s Staff. You will also be able to acquire new skills which will aid you on your quest as well as an upgraded metal detector which will enable you find even more loot caches.”
The Leads you uncover in Wicked Isle will open a variety of story threads, some of which create new potential endings for the main Atomfall game.
Included in the Deluxe Edition and in the Deluxe Upgrade Pack and available to purchase separately when released (£14.99, €19.99, $19.99), Wicked Isle will be available from June 3rd.
If patch notes are revealed, we will update this post. MP1st will cover any future Atomfall patches.
EA has released EA Sports FC 25 update 1.000.023 for patch 15. This is being tagged as the Season Finale update, and this improves the accuracy of ground passes, refreshes the career mode UI, and more.
Read on for EA Sports FC 25 update 1.23 patch notes posted down below.
Update: As expected, Capcom has unveiled "Resident Evil Requiem" and it features a new protagonist.
EA Sports FC 25 Update 1.000.023 is the Season Finale Patch
Hey everyone, the Season Finale Update (Title Update #15) is releasing soon for EA SPORTS FC 25. With this update we’re making three adjustments to game balance based on your feedback, and some updates to Ultimate Team and Career Mode. Here’s what you can expect:
Moderately increased accuracy of Ground Passes for players with high Passing related Attributes.
Significantly reduced effectiveness of goalkeepers rushing out with the Rush Out PlayStyle, and slightly reduced that effectiveness for Rush Out PlayStyle+ players.
Slightly increased accuracy of contested and uncontested headers.
A new season and Premium Pass in Ultimate Team.
Increased the maximum number of PlayStyles+ UT Player Items can have up to five.
Updated Player Career ICON selection.
Refreshed Career Mode UI for Fixtures and Results.
Refreshed the main menu with a festive celebration theme.
One of our main goals with this update is to provide fair and fun gameplay outcomes based on your feedback, but without drastically changing how the game is being played.
Let’s dig into it some more.
Gameplay Updates
Improving Ground Passes For Skilled Passers
In the Season Finale Update, we’ve made the following passing change based on your feedback:
Moderately increased Ground Pass accuracy for players with high Passing related Attributes.
This change does not impact Driven Ground Passes.
With this change we’re looking to reduce the gap between players who can be excellent passers thanks to their high Passing related Attributes, and players who have passing related PlayStyles. We want both types of players to be able to perform great passes.
Here’s how a Ground Pass could have looked before this update, with a high Passing Attribute player.
Now let’s take a look at how this pass can play out after the update. Note the increase in accuracy.
Of course, passing is still impacted by everything you’d expect including clean inputs and defensive pressure on the passer.
We want passing to feel authentic in FC 25, and we want players who pass the ball well in real life to pass it well in our game too.
Reduced GK Rush Out PlayStyle Effectiveness
We’ve tweaked goalkeepers in the Season Finale Update based on your feedback:
Slightly reduced the rate of acceleration for goalkeepers with the Rush Out PlayStyle+.
Significantly reduced the rate of acceleration for goalkeepers with the Rush Out PlayStyle.
We’ve seen and heard from you that the keepers with the Rush Out PlayStyle+ were overly effective at closing down attackers. Here’s how that could have looked before this update.
Now, here’s how that situation can play out. Note that the goalkeeper isn’t closing down the space as quickly as before.
Naturally we don’t want to take away the ability of goalkeepers to rush incoming attackers, but with this change our goal is to create more balanced one on one situations and encourage a wider variety of defensive strategies.
Improving Header Accuracy
We’ve seen your feedback about wanting headers to be a more viable attacking option, so we made the following change:
Slightly increased accuracy of headers performed by the shooting input.
While nobody wants every single header to be a goal, we’ve seen the need for increasing the effectiveness of headers in FC 25. Here’s how a header could have looked before the Season Finale Update.
Now let’s take a look at a more accurate header that you can perform after this update.
As always, we’ll continue to look at your feedback on headers and all other gameplay aspects of FC 25, so please keep it coming in places like our Feedback Portal and Discord.
Football Ultimate Team Updates
Season 8 And A New Premium Pass
It’s almost time for Season 8 in FUT, and it’ll be kicking off on Thursday, June 5th. The new season also brings a brand new Premium Pass to FC 25, and we’ve listed everything you can expect from it below.
We have updated our Playstyle+ Evolution Consumables requirements for Season 8!
In the Standard Ladder, the requirements for the Playstyle+ Evolutions will be: Max 95 OVR, Max 9 Playstyles, Max 3 Playstyle+.
In the Premium Pass, the requirements for the Playstyle+ Evolutions will be: Max 96 OVR, Max 9 Playstyles, Max 3 Playstyle+.
If you want to know about the Season Pass and how it works in-game, be sure to check out our Pitch Notes on it, complete with an FAQ section.
Increased Maximum Amount Of PlayStyle+ Assignments
With the Season Finale Update, Player Items can now have up to five PlayStyle+ in Ultimate Team.
We’re making this update so we can provide you with a larger variety of Player Items going forward. You may notice that you can now gain up to a maximum of five new PlayStyle+ as rewards through Evolutions, or certain Player Items show more PlayStyle+ UI indicators.
Of course this doesn’t mean that every Player Item with multiple PlayStyles+ will have five of them, it just means that five is the new max.
Career Mode, Main Menu, And More
As part of the Season Finale Update, we’re adding the final set of Live Start Points for FC 25, plus you can now play as the following ICONs in Player Career:
Birgit Prinz
George Best
Johan Cruyff
Garrincha
In Manager Career, you will now be able to play 5v5 Youth Tournament Matches in co-op, up to four players, via the addition of the Side Select functionality.
We’ve also tweaked how match results around your club are covered in your Career Mode social media feeds, with a new and improved logic allowing you to see a refreshed Fixtures & Results UI, like the one below.
You can also expect a refreshed main menu, themed to match the new season
MP1st will update our readers when a newer EA Sports FC 25 patch is out in the near future.
F1 has become one of the fastest-growing sports in the country in recent years behind the rise of superstars such as Lewis Hamilton and Max Verstappen.
Bandai Namco has pushed out the latest patch for Tekken 8, and this one once again tackles balance adjustments. While the developers tag this patch as version 2.02, console gamers will see this as Tekken 8 update 2.002.
Read on for the balancing policy from the devs, as well as what got changed in todays’ new Tekken 8 patch.
# Shared Balance Adjustment Policy for Ver.2.02 and Ver.2.03
Following the previous update (Ver.2.01), we will continue addressing “moves with excessively high return relative to risk” and “high-performance moves that can repeatedly create advantageous situations, leading to one-sided gameplay.”
Balance adjustments will prioritize moves with particularly high impact, based on player feedback and match data.
In consideration of several major esports tournaments scheduled in August, large-scale balance adjustments are expected to conclude with Ver.2.03.
However, we will continue monitoring the competitive environment after Ver.2.03 and consider further adjustments as needed.
# Balance Adjustment Policy for Ver.2.02
* Patch notes are scheduled to be released around 10:30 AM [JST] on Tuesday, June 3rd.
The upcoming update (Ver.2.02), scheduled for release on Tuesday, June 3rd [JST], will include further adjustments aimed at optimizing the overall balance between offense and defense.
In addition to the shared policy above, we will revise certain aspects of the Heat system to prevent it from having an excessive impact on match flow.
1) Adjustment to Heat Timer Consumption for Certain Moves
Some moves that consume remaining Heat Timer time have had a disproportionate impact on the balance of offense and defense.
To address this, we will adjust the amount of Heat Timer consumed by these moves.
In particular, “high guard-crush potential moves” have made it difficult for the defending side to respond and often led to one-sided situations.
As such, we will increase their Heat Timer consumption to better balance risk and reward.
This change aims to make move selection more tactical and appropriate to the situation by correcting the risk/reward balance for Heat Timer-consuming moves.
2) Tracking Adjustment for Heat Smash
For some characters, if the first hit of a Heat Smash whiffs, the follow-up attacks would still track the opponent excessively.
In Ver.2.02, we will adjust the tracking so that if the first hit misses, the following attacks will no longer track the opponent.
This aims to prevent situations where the defending player is unfairly hit despite a successful evasion and to improve counterplay opportunities against Heat Smash.
# Balance Adjustment Policy for Ver.2.03
* Patch notes are scheduled to be released on Tuesday, July 8th [JST].
1) Buffs for select characters within a range that does not significantly impact overall battle balance
2) Revisions to frame advantage on block for Rage Arts, in light of increased importance of counterattacks due to raised health values
Those hoping to see a sequel to 2021's non-live service looter shooter, Outriders, it doesn't look like it's going to happen anytime soon, as the developer behind the game has just cancelled its game with publisher Square Enix.