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Nioh 3 Release Date Revealed for Early 2026, Demo Available Now

[summaraize]

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.

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.

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Taha

Television kills your vision.

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The Elder Scrolls 4: Oblivion Remastered Steam Beta Update 1.1 Gives a Preview of Fixes Incoming to PS5, Xbox Series X|S

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).

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

The Elder Scrolls 4: Oblivion Remastered Download Links

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.

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Alex Co

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

Home > Title Updates and Patches

No Man’s Sky Beacon Update Released on June 4 Brings Version 5.70 Content

[summaraize]

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.

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.

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Alex Co

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

Home > Title Updates and Patches

The Legend of Zelda: Tears of the Kingdom Update Version 1.4.0 Released for Switch 2

[summaraize]

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.

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Some of the new features are only accessible for Switch 2 console owners, though there are a few new additions available to all.

Tears of the Kingdom Update 1.4.0 Implements New Features and Switch 2 Support

Here are the changes made for the Switch 2 and original Switch versions, courtesy of Nintendo.

The following updates have been made when playing the game on Nintendo Switch 2:

General

  • Added support for the Nintendo Switch 2 Edition.
  • Added support for the Portuguese (Brazil) system language setting.
    • Because Portuguese is not a supported voice language, the voice content will use the language you select in the in-game options.
  • Added support for the Sidon, Tulin, Yunobo, and Riju amiibo.
  • Several other issues have been addressed to improve the gameplay experience.

The following updates have been made when playing the game on Nintendo Switch:

General

  • Added support for the Portuguese (Brazil) system language setting.
    • Because Portuguese is not a supported voice language, the voice content will use the language you select in the in-game options.
  • Added support for the Sidon, Tulin, Yunobo, and Riju amiibo.
  • Several other issues have been addressed to improve the gameplay experience.

That’s about it. For Switch owners who haven’t connected their consoles lately, there is also a system update that preps the original Switch for the Switch 2.

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.

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Alex Co

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

Home > Title Updates and Patches

Street Fighter 6 Update 1.000.020 Out for Major Battle Adjustments

[summaraize]

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.

Street Fighter 6 Update 1.000.020 Makes Battle Adjustments

sf6

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.

sf6 update

Universal

Changes
Adjustment Details
Corner Jump Behavior
Corner Behavior for Certain Characters
Advancing Drive Gauge Recovery Amount
Perfect Parry Requirements
Perfect Parry Buffer Inputs
Dynamic Controls
Assisted Combo
Jumping Attacks (Modern Controls)
Normal Throw
Back Throw
Normal Throws and Command Throws
Throw Escapes
Crouching Heavy Kick

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.

Damien Seeto

Home > Title Updates and Patches

PS5 Update Version 25.04-11.40.00 Out for Improved Messages and Usability on Screen

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.

Read on for the patch notes down below.

PS5 Update Version 25.04-11.40.00 Patch Notes and New Features

PS5 System Update

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.

 

Damien Seeto

Home > News

Rumor: New God of War Game Said to Be Inspired by Blasphemous and Feature Kratos’ Brother

[summaraize]

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.

Danny Robijn

Home > News

The Witcher 4 Tech Demo Gives Us a First Look at What Appears to Be Gameplay, but CDPR Adamant It’s Not the Game Itself

[summaraize]

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’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.

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Alex Co

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

Home > Title Updates and Patches

The Outlast Trials New Update 1.000.025 Delivers Prime Time

[summaraize]

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.

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Alex Co

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

Home > Title Updates and Patches

Overwatch 2’s Latest Update Fixes Bugs Related to Heroes

[summaraize]

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.

Given we just got the Street Fighter 6 collaboration patch, don’t expect any new content from this update.

Overwatch 2 Gets Patch Version 4.02 / 1.000.066 This June 3 That Applies Bug Fixes

Here’s what’s new per Blizzard:

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.
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Alex Co

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

Home > Title Updates and Patches

Destiny 2 Update 3.62 for Version 8.2.6.3 Now Out

[summaraize]

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.

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.

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Alex Co

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

Home > Title Updates and Patches

Crusader Kings 3 Update 1.033 Marches Out for Legacy of Persia and Console Patch #17

[summaraize]

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.

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.

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 6 Event backgrounds (Bathhouse, Cave, Zoroastrian Temple, Iranian Courtyard, Iranian Docks and Iranian Throneroom).
  • Added 3 Male Iranian Nobility Clothes (with low and high nobility variations).
  • Added 3 Female Iranian Nobility Clothes (with low and high nobility variations).
  • Added 1 Iranian Armor (male and female).
  • Added 1 Iranian War Helmet (male and female).
  • Added 2 Turkic-heritage headgear (Count and Duke level, male).
  • Added 8 Iranian-Heritage headgear (Count, Duke, King and Emperor levels, both male and female).
  • Added Disfigured Mask for Iranian and Turkic characters.
  • Added 3 Iranian Beard Styles.
  • Added 6 Iranian Hairstyles (3 male and 3 female).
  • Added 8 patterns for Iranian clothes (with 8 trim variations).
  • Added new Iranian Military Unit Models (3 levels).
  • Added Iranian-Heritage holding 3D Meshes and Illustrations (Castles and Cities).
  • Added Zoroastrian holding 3D Meshes and Illustrations (Temples).
  • Added unique art for 6 Court artifacts (Sassanian Sword, Peacock Throne, Oxus Bracelet, Turkic Casket, Achaemenid Drinking Vessel, Incense Burner Cat Sculpture).
  • 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.
  • Added 6 Men-at-Arms icons and illustrations (Asawira, Mubarizun, Tarkhan, Tawashi, Zupin Spearmen, Ayyar).
  • Added 11 Decision (and Story Event) Illustrations.
  • Added New Loading Screen.
  • Added 5 Icons for House Unity levels.
  • Added Iranian Skin for the HUD.
  • Added 8 Tax Decree Icons.
  • Added Tax Collection alerts and icons.
  • Added 2 Religious Tenet Illustrations (Communal Possessions and Fedayeen).
  • Added 7 Cultural Tradition Illustrations (Frontier Warriors, Jirga, Beacon of Learning, Pragmatic Creed, Fierce Independence, Garden Architects, Irrigation Experts).
  • Added Legacy Track Illustration (Brilliance).
  • Fixed an issue where many western women wouldn’t wear any headgear after the year 1300.
  • For players with Northern Lords, those cloaks will now be used by more culture groups than just the Norse.
  • Fixed certain millennials refusing to wear anything but filthy rags.
  • Enforce Divorce interaction now has an icon.

Audio​

  • 3 new struggle music tracks.
  • 3 new Persian region mood tracks.
  • 1 new declare war music track for the Struggle.
  • 2 new struggle ending effects for positive and negative outcomes.
  • 3 new special building sound effects for the Persian special buildings.
  • 2 new bookmark sound effects for the involved Struggle characters.

Localization​

  • Fixed Dutch patronymic surnames not being possessive for daughters.
  • Fixed broken localization in some Right-Hand Man feed messages.
  • Added localization when Influence Ward’s Personality interaction is blocked by the Ward having too many traits already.
  • Fixed missing text when accused of violating sumptuary law by your liege.
  • Fixed row break issue for Simplified Chinese letter event.
  • Various other minor localization fixes.

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.

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Alex Co

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

Home > Title Updates and Patches

Fallout 76 New Update 2.08 Casts for Season 21: Gone Fission

[summaraize]

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.

Fallout 76 Update Today Brings Fishing and Here’s What’s New

Update Highlights

  • Casting Off – Make your way over to The Mire to start your fishing adventure!
  • Mystery of the Axolotl – Every month an axolotl will be available to catch in two zones around Appalachia.
  • Local Legends – Big game awaits! Haul them in and show them off in your C.A.M.P.
  • Season 21: Gone Fission – A brand new season with rewards that are fishtacular.

Update Version 1.7.20.12 & Sizes

  • – PC (Steam): 15 GB
  • – PC (Microsoft Store): 32.5 GB
  • – Xbox: 32.6 GB
  • – PlayStation: 8.2 GB

Casting Off – New Questline

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.

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.

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Alex Co

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

Home > Title Updates and Patches

Atomfall Update Today Brings It to Version 1.10 to Apply Fixes Alongside the First DLC

[summaraize]

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.

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.

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Alex Co

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

Home > News

Destiny 2 Servers Down on June 3 to Bring Update 8.2.6.3

[summaraize]

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.

Destiny 2 Downtime for June 3 Is Due to Update 8.2.6.3

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Tuesday, June 3, 2025 — Update 8.2.6.3

7:00 AM PDT -7 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, third-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
8:35 AM PDT -7 UTC
    • Destiny 2 and all APIs will be brought offline for expected maintenance.
    • Players will be removed from activities.
    • Destiny 1 may be impacted.
10:00 AM PDT -7 UTC
    • The latest Destiny 2 update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • The Destiny 2 API will be brought online.
    • Clan features may remain offline until maintenance is complete.
12:00 PM PDT -7 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating should restart their console and try downloading the update.
    • Players who observe issues should report to the #Help forum.

Once Bungie releases the patch notes, expect it up here on MP1st. If the maintenance period gets extended, we’ll update the article to reflect it.

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Alex Co

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

Home > News

Fallout 76 Down for Server Maintenance and to Apply Gone Fission Update on June 3

[summaraize]

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.

Fallout 76 Server Issues Today, June 3, is Due to Maintenance

Update: The complete patch notes are available here.

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.

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Alex Co

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

Home > Title Updates and Patches

DayZ Update 1.78 for Patch 1.28 Adds New Guns, Crafting Animations and More on June 3

[summaraize]

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.

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)

NOTES

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 (T189714T189784T190046)
  • 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
  • Base building kit folding produced no sound
  • Mini sight reticle was visible without battery
  • Reload through the dedicated reload key could occasionally be non-functional after relog (T158378T164601T173603T177030T179279)
  • Jumping sound in deforested areas was too loud
  • Various clipping issues
  • Incorrect wood grain on house pillars
  • Splint action shown on seated player with broken leg
  • Night vision reticle still worked visually after battery was removed
  • Unable to throw items when another player was checking pulse
  • Vehicles could become partially stuck in terrain after falling
  • Infected could clip through floors
  • Visual issues with some bushes
  • Explosives couldn’t be disarmed right after arming
  • Missing collision on lockers in power generator room
  • Flash of white screen when falling unconscious from shock
  • Shock effect not visible when regaining consciousness until standing animation finished
  • Various duplication exploit mitigations
  • Mitigated item teleportation exploits
  • Freeze when spamming filters in server browser
  • Server browser sort by map caused freeze during server load
  • Some indoor sounds were incorrectly played as outdoor
  • Some glasses invisible in 1st person
  • Player could see through walls in 3rd person
  • Knife could fail to open food can in inventory (T189714T189784T190046)
  • 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 (T189998T190002)
  • 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 (T190904T191957T191969)
  • 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

DayZ Update 1.28 Patch Notes for PC

PC Stable 1.28 Update 1 – Version 1.28.159992 (Release on 03.06.2025)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.
  • 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
  • Base building kit folding produced no sound
  • Mini sight reticle was visible without battery
  • Reload through the dedicated reload key could occasionally be non-functional after relog (T158378T164601T173603T177030T179279)
  • Jumping sound in deforested areas was too loud
  • Various clipping issues
  • Incorrect wood grain on house pillars
  • Splint action shown on seated player with broken leg
  • Night vision reticle still worked visually after battery was removed
  • Unable to throw items when another player was checking pulse
  • Vehicles could become partially stuck in terrain after falling
  • Infected could clip through floors
  • Visual issues with some bushes
  • Explosives couldn’t be disarmed right after arming
  • Missing collision on lockers in power generator room
  • Flash of white screen when falling unconscious from shock
  • Shock effect not visible when regaining consciousness until standing animation finished
  • Various duplication exploit mitigations
  • Mitigated item teleportation exploits
  • Freeze when spamming filters in server browser
  • Server browser sort by map caused freeze during server load
  • Some indoor sounds were incorrectly played as outdoor
  • Some glasses invisible in 1st person
  • Player could see through walls in 3rd person
  • Knife could fail to open food can in inventory (T189714T189784T190046)
  • 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 (T189998T190002)
  • 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 (T190904T191957T191969)
  • 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
  • Physics: In Contact class, variables ‘ShapeIndex1, ShapeIndex2, VelocityBefore1, VelocityBefore2, VelocityAfter1, VelocityAfter2’
  • 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
  • Script Editor: ‘super’ keyword syntax highlighting

 

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
  • 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.

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Alex Co

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

Home > Title Updates and Patches

Atomfall Update 1.010 Out for ‘Wicked Isle’ Story Expansion Pack

[summaraize]

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.

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.

atomfall screenshot

“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. 

atomfall dlc

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.

Damien Seeto

Home > Title Updates and Patches

EA Sports FC 25 Update 1.000.023 for Patch 15 is the Season Finale Update

[summaraize]

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.

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.

Before: A red figure prepares to kick a soccer ball on a field, with blue lines illustrating the ball's projected trajectory.

Now let’s take a look at how this pass can play out after the update. Note the increase in accuracy.

After: A red figure prepares to kick a soccer ball on a field, with blue lines illustrating the ball's projected trajectory.

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.

Damien Seeto

Home > Title Updates and Patches

Tekken 8 New Update Today Brings Version 2.002 for Balance Changes

[summaraize]

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.

Tekken 8’s Latest Update Ver. 2.002 Balance Policy

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

Tekken 8 Patch 2.002 Complete Balance Changes

Bug Fixes
– Fixed an issue in “LEADERBOARDS” where selecting “Season 1” under “Rank Points” would display information from “Season 2.”

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Alex Co

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