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Resident Evil Resistance Update 1.08 July 16 Crawls Out

Capcom has released an update for the Resident Evil multiplayer mode Resident Evil Resistance today. The Resident Evil Resistance update 1.08 July 16 patch brings changes and fixes. Check out the full patch notes below.

Resident Evil Resistance Update 1.08 July 16 patch notes:

Resolved Issues:

Resolved an issue where teh effect of the Power Limiter Mod skill card didn not reset correctly at the end of a match when included in the Mastermind’s deck, causing it to reduce the Mastermind’s ultimate skill cooldown by a greater amount than intended/

Resolved an issue where the game would occasionally crash when Jill used the HOT DOGGER.

Resolved an issue where the game would occasionally crash if the Mastermind continued to attempt to place ratures in the map after the creature limit had been reached.

Resolved an issue where activating the Mastermind’s ultimate skill would subtract Bio Energy equal to the cost of the most recently used skill card/

Balance Adjustments:

January

Increased the cost of First Aid Spray, Infection Treatment Spray, and Enhancing Spray when purchased from the Armory using Cyber Monday’s “Pharmacy” skill variant.

Annette

Reduce the duration of the invincibility effect when using the Zombie Apocalypse’s “Ambush” skill variant.”

And that’s basically it for the complete Resident Evil Resistanc patch notes for today’s update.

Source: Capcom (Twitter)

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Alex Co

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

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The PC Physical Version of Microsoft Flight Simulator Comes on 10 Discs

Aerosoft has announced that they have become the official retail publishers of Microsoft Flight Simulator, and will be bringing a physical PC version of the game to Europe in two different boxsets.

The news comes from the official Aerosoft forums, in which a rep confirmed that Microsoft Flight Simulator will be available (Europe) physically for PC in two 10 double-layered disc sets. Yes, you read correctly, the PC version will feature 10 discs total! While many are opting to go digital, Aerosoft is ensuring that it continues to supply its simulator community with the means of accessing the game, without dealing with slow downloads.

It is with great pride that we can announce that Microsoft has chosen Aerosoft as its retail publishing partner for the new Microsoft Flight Simulator .

Aerosoft will bring the two boxed versions of this venerable simulator to customers in Europe. Including 10 (!) double-layer DVD’s and a printed manual in a spectacular box, it is an ideal way of entering the new age of flight simulation.

For the last few months, we have been working closely with the spirited team from Microsoft and the talented developers at Asobo. They have helped us in getting our add-ons ready for the new simulation platform and in a very small way our 27 years of experience assisted in creating this amazing simulator.

Some further details were revealed surrounding the boxers, which you can read up below.

  1. The simulator code itself (the ‘sim’) that is around pretty small in size,  this is a mandatory part of the sim.
  2. The world and aircraft delivered by Microsoft, (that content depends on the version (the ‘content’) that is around 90 GB, this is a mandatory part of the sim.
  3. Optional online streamed content (this is an optional part of the sim)
  4. 3rd party files (clearly fully optional)

Our DVD’s contains ‘all’ of part 2, apart from the updates Microsoft and Asobo do between the moment the the DVD’s are pressed and release. When you install, the sim will updates all files immediately form the servers and you will get the very latest code for the simulator itself and all content is updated. This is very much a simulator that depends on the cloud if you want to use it to its full potential. So the boxed version makes it possible for people on a slower internet connection to get the sim installed without downloading the ‘content’.  So the simulator is in every way, 100% the same. The boxed retail version just gets you a nice box, printed manual and about 90 Gb you do not have to download. There is no difference between boxed retail and the verison MS sells directly.

It may be a head-scratcher for those who have grown used to the idea of just downloading a game directly, but we have to say this announcement is pretty cool, no matter how ridiculous it may seem. Microsoft Flight Simulator is launching August 18 on Xbox consoles and PC systems.

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James Lara

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

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Hyper Scape’s Real World Future, Is It a Reality Check?

Hyper Scape is Ubisoft’s upcoming battle royale game. 100 Players drop into a virtual city with each match, and need to battle it out against one another in order to emerge as they only survivor at the end. However, the game’s setting might be cutting it a little too close to home for some people, since it features a dystopian future that we ourselves could be living in by 2054.

As you can see from the latest trailer for the game, Hyper Scape is actually the name of the virtual plane on which people in this crushing version of the real world escape to. While part of the draw is obviously the game itself, and becoming a celebrity by winning it, there’s so much more to consider.

It’s very easy to see why people would choose to play online in the US, UK, China, or anywhere else in the world, when humanity has squeezed everyone into sprawling megacities. Layer upon layer of humanity has been piled up, to the point that skyscrapers are all that there is, and people are confined to tiny apartments as their only living quarters. The sky is grey, and the ambition of 2020 has been wasted. While it appears as though we have made some progress in terms of space exploration and robotics, we’ve also squandered what little life was left in the planet.

Everything is delivered by drones, and faulty ones are simply scrapped and thrown in the trash. Farms have become nothing more than prisons for animals with VR headsets strapped to their eyes. The real world in Hyper Scape is a bleak one.

That’s why people escape to the virtual plane in this game. They want to see blue skies, and a city that isn’t all towering oppression. Clearly architectural design has been taken into account within the game world, allowing for unique buildings to appear overhead and be explored.

In many ways, Hyper Scape represents what people have been doing during lockdown. The world is bleak, so we’ve escaped to games. In Hyper Scape’s 2054, the world is even bleaker, but just like now, people are willing to forget about the disaster zone they’ve made of the planet and escape to virtual freedom.

I hope to see this aspect of the game explore more thoroughly when it finally launches out of beta. The game is primed to have an overarching storyline that spans the course of years. Clearly Ubisoft has put a lot of thought into the world they’ve built here, but in some ways all they’ve had to do is take what’s happening now and show it right back to us.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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Modern Warfare Border War Anti-Immigration Skin Renamed

Just yesterday, Infinity Ward released a Call of Duty: Modern Warfare playlist update that mentions how the Modern Warfare Border War skin and bio has been changed. It seems the studio has now renamed it to Home on the Range, which is a bit more aggressive in tone.

Aside from the name and bio change, the skin itself has been relatively left unchanged.

Original:

Bio: Show them the error of their ways and make them pay with D-Day’s Border War Operator Skin.

Updated (post-playlist update from July 15):

Bio: Play along with the deer and the antelope with the Home on the Range D-Day Operator Skin.

As you can see, the updated version has a less hostile stance or less suggestive when it comes to illegal immigrants. Of course, these changes fall in line with the studio’s changes to the game to make it a bit more inclusive, as it showed support for the Black Lives Matter movement, released a statement on racist player IDs, and even taking out a player gesture since it has connections to white supremacist groups. Chances are, this isn’t the last we’ll see of these changes.

In other Modern Warfare news, make sure to check out the game’s cancelled zombie mode. We also posted on how the Merc foregrip is now one of the must-use attachments given the undocumented buff it brings.

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Alex Co

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

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Marvel’s Avengers Beta Schedule Announced, New War Table Stream Hitting This Month

It’s common knowledge now that Marvel’s Avengers will have a beta of sorts before release, and today, we now know the Marvel’s Avengers beta schedule! In a press release, Square Enix has announced that those who pre-order it on PS4, will get five days’ head start, and those on other platforms will get to play it at a few days after.

ABOUT THE MARVEL’S AVENGERS BETA PROGRAM
The Marvel’s Avengers beta program begins on August 7 exclusively for PlayStation 4 owners who have pre-ordered the game and will be available until August 9. On August 14, the beta will open up for all PlayStation 4 owners and run until August 16.

The beta for those who pre-ordered Marvel’s Avengers on Xbox One and PC will begin on August 14 and will run until August 16.

Finally, on August 21, the beta program will be open to all PlayStation 4, Xbox One, and PC players and run through August 23.

In the same press release, Square Enix has also announced that the second War Table devestream will take place on July 29, and will focus on the upcoming beta.

On July 29, the second Marvel’s Avengers War Table will give the most complete look to date at what players can expect from the game’s upcoming beta program, which launches August 7. Fans can anticipate several exclusive new videos that will dive deep into the content that will be included in the beta, as well as insight about the design and creation of Marvel’s Avengers. Attentive viewers may also spot hidden details inserted to whet their appetite for future content and announcements.

If it’s the same as the debut War Table stream, then expect loads of gameplay footage to make its way out.

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Alex Co

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

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The Elder Scrolls Online Update 2.06 July 15 Rolled Out, Brings Fixes

Developer Zenimax Online Studios has released The Elder Scrolls Online update 2.06 July 15 patch today. Xbox One gamers will see this as 1.20.2, This patch includes fixes for Antiquities, crash fixes and more. Check out the full patch notes  below.

The Elder Scrolls Online Update 2.06 July 15 patch notes:

The Elder Scrolls Online v2.06 includes several fixes for Antiquities – including some Leads not dropping properly – the addition of new Wayshrines in Western Skyrim, several crash fixes, and more. Please note that due to a bug fix involving how textures are ordered in the packfiles, the download size for this patch may be larger than usual, and will be at least 7.5GB.

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Antiquities

  • Excavation
    • Updated the tooltips for Excavation abilities to more clearly indicate how much dirt they remove, in what shape, and how the abilities interact with one another and with the dig site.
  • Leads
    • The Leads for the following Antiquities will now drop properly from their intended sources:
      • Heartland
      • Moth-Priest Cleansing Bowl
      • Silvenari Sap-Stone
      • Tri-Angled Truth Altar
    • Fixed an issue where Antiquity Leads were only being found in Treasure Chests with Simple locks. They can now be found in Treasure Chests of all lock difficulties, and Treasure Chests with tougher locks are more likely to have Leads in them.

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General

  • Lyris no longer randomly admonishes you for crime.

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General

  • Added two new Wayshrines along the northern coast of Western Skyrim, near the sites of the two northernmost Harrowstorm ritual sites.

Harrowstorms

  • Harrowstorms will no longer have a chance to get into a “stuck” state and prevent new storms from forming.

Quests

  • Bound in Blood: If your character dies in the Crypts, you will no longer be blocked from going through the Crypt Vault door.
  • The Maelmoth Mysterium:
    • The bottle can now be viewed more easily.
    • You will now have more accurate information on your map during the door puzzle.

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General

  • Fixed an issue where you could revive in place using unintended ways.

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General

  • The Prismatic Banner Ribbon now correctly displays the rainbow trail.
  • Fixed a visual issue where some ground textures could appear blurry until reloaded.
  • Fixed an issue where characters could clip into their nameplates after transforming.

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General

  • Fixed an issue where some cards displayed while opening the Nightfall Crate would appear blank.
  • Fixed an issue where the Mournhold Packrat’s description did not inform you that purchasing the pet would increase inventory capacity.

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General

  • Fixed a crash that could occur if a non-combat pet tried to crouch before being fully loaded.
  • Fixed an issue where textures could shift their position within packfiles, potentially causing the download size of a patch to be larger than necessary.
  • Fixed a crash that could occur during player trades in rare situations.
  • Made some improvements for situations where you could get a random load screen.

As far as we’re aware, this The Elder Scrolls Online udate 2.06 July 15 patch notes above are the same for the PS4 and Xbox One, but you can check it for yourself here.

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Alex Co

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

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Elite Dangerous Update 1.46 July 15 Brings Feel Carriers Update 3

Frontier Developments has released a new patch for Elite Dangerous today. The Elite Dangerous update 1.46 July 15 patch Fleet Carriers Update 3, and includes a host of gameplay-related changes. Read on below for the full patch notes.

Elite Dangerous Update 1.46 July 15 patch notes:

Patch Notes

Fleet Carriers

  • A bug preventing transactions in a Fleet Carrier’s market when the transaction amount was greater than the Fleet Carrier’s remaining unreserved credits was fixed.
  • An issue which occurred when setting the price of a commodity on a Fleet Carrier to greater than 1 million credits was fixed.
  • Salvage commodities normally limited to search & rescue contacts, like Black Boxes or Personal Effects should now work correctly at Fleet Carriers in the open and black markets.
  • An issue which lead to some Fleet Carriers having a service only partially installed was fixed. Affected carriers have now had any of these services properly installed, but with some small side effects (see Known Issues for details).

Mining

  • An issue which allowed launching a fighter to restore sub-surface deposits on asteroids was fixed.
  • A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.

Avatars

  • A bug which affected the way hair options were selected for dark skinned characters was fixed.

Early Game Experience

  • An incorrect destination given in the first mission was fixed.

Arx

  • An issue which prevented featured items in the store from being selected was fixed.

Trading

  • Fixed a problem with the Low Temperature Diamond commodity not decreasing its demand level as players sell commodity units to a market that demands it when the faction controlling that market has any state active in that starsystem.

Aside from the Elite Dangerous update 1.46 July 15 patch, Frontier Developments has also revealed the list of known issues so far.

UPDATED

Known Issues

Fleets Carriers
As above, an issue with partially installed services has been fixed. Previously, these services were not accounted for in the Fleet Carrier capacity, meaning this fix may result in some Fleet Carriers going beyond maximum capacity. Affected players may notice in addition to being overfilled, their Fleet Carriers now have a crew member named Fred Bloggs. While he is a hard working crew member, Fleet Carrier owners who do not which to keep Fred Bloggs may replace him as you would any crew member when the Fleet Carrier is in an Administration system.

The capacity of overfilled Fleet Carriers will display as full (25,000/25,000). The used capacity can be reduced by removing cargo from the cargo bay, uninstalling services or cancelling/reducing purchase orders. This can be done to ensure your Fleet Carrier is not overfilled. Until this is done, purchase orders set in the market management interface may not work correctly. Commanders selling commodities to a Fleet Carrier which is over capacity will receive a “Transaction Cancelled: Commodity no longer required” message.

Stability Issues
Players may find they are having issues with being disconnected from the game when loading into systems with many Fleet Carriers present. We are aware of this issue and are working towards a solution in a future update.

Once a new patch is made available, we’ll make sure to let our readers know.

 

Source: Frontier Forums

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Alex Co

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

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Ghost Recon Breakpoint Update 1.09 July 15 Brings AI Teammates & More

Announced earlier, Ubisoft has rolled out the Ghost Recon Breakpoint update 1.09 July 15 patch that brings in AI teammates, gunsmith updates and a ton more. This is what the studio calls the Ghost Recon Breakpoint Title Update 2.1.0 patch, and not only is the patch a rather hefty download, the patch noes are also a long read.

Ghost Recon Breakpoint update 1.09 July 15 patch notes:

DOWNLOAD TIME AND SIZE

Please note: Whether you purchased a digital or a physical edition of the game, you will need to download the patch before playing. The size of the patch depends on your platform, region, and preferred language.

  • PC: 16.79 Gb
  • Xbox One: ~ 19.09 Gb
  • PlayStation®4 system: ~ 17.7 Gb

NEW FEATURES

AI TEAMMATES

The long awaited AI teammates are joining Nomad’s rank in the next TU. Teammates can be activated and deactivated from the lobby menu, and all of them can be customizable from the same menu.

  • Regroup – Teammates come back to the players.
  • Go To – Teammates go to a designated position.
  • Cleared Hot – Teammates engage with enemy, seeking cover nearby.
  • Hold Position – Teammates go to the closest cover and stick to their position.

To learn more about the AI Teammates, check out our deep dive article.

LIVE EVENT 2

Keyart LE2 RESISTANCE 960

Like in TU 1.1.0, we are bringing new limited content for two weeks. Live Event 2 will start on July 16 and will end on July 29.

This event will bring out 9 new missions:

  • 3 hostages rescue missions
  • 3 convoy ambush missions
  • 3 camp assault missions

Those missions will be available for players to pick in the Objectives Board. Each mission fills a gauge that will unlock exclusive time-limited rewards. The missions will be playable again by players once the event is over, but it will not grant more rewards.

We will release our full mission briefing for Live Event 2 on Wednesday, July 15.

GUNSMITH & WEAPON UPDATE

To improve the customization in the Gunsmith, we have added the ability for players to select a firing mode by choosing two kinds of trigger: single fire or burst. Whichever mode the player choses, it will only impact the shots fired and not have any impact on the damage done.

  • Single fire – one bullet fired per pressure on the trigger.
  • Burst – three bullets fired per pressure on the trigger.

To read more about the updates coming to the Gunsmith and various weapons in TU 2.1.0, check out our dedicated article.

WEAPONS & ATTACHMENTS OBJECTIVE BOARD UPDATE

In order to make the objective board menu more valuable and engaging to players, information about weapons and attachments is no longer hidden by default.

Even if you have not discovered any intel about a weapon/attachment, it will now show up on the board as a grey tile with the name and silhouette to indicate the weapon family it belongs to.

Once you have found intel on the weapon/attachment, it will now have a tag to easily indicate where it can be acquired. These tags include: PvP, Maria’s Shop, Missions, Raid, Ubisoft Club, and Classes Rank 10.

ALERT MESSAGES

Players were missing alert messages in HUD due to settings, so visual improvements were made in the messages to fit the HUD settings. Messages were adapted to be displayed with a discrete visual. Immersive mode does not show alert messages anymore except for “warning” and “immediate action.”

  • Informative” & “attention” messages:
    • No loop
    • No faded stripes
    • Smaller width and text
  • Warning” message:
    • Text less bold
    • Slower animation loop
    • Smaller width
  • Critical” message:
    • Faster animation loop

PROJECT TITAN: NEW INTEL GATHERING PHASE VARIATIONS (OUT ON JULY 21)

New variations to the intel gathering phase between bosses have been added to the raid pool to bring players more variety. Those variations include new information about objectives and new intel for players to collect, which provide different associated stories for each raid boss.

As a reminder, Project Titan resets every Tuesday at 9:00 AM UTC so there will be different intel, objectives, and stories each week for players.

  • 5 new intel gathering phase variations in Sector 1
  • 5 new intel gathering phase variations in Sector 2
  • 3 new intel gathering phase variations in Sector 3

CHARACTER AND CUSTOMIZATION

New Items in Maria’s Shop (Skell Credits)

  • Patches: 39
    • Flag Patches for the following countries:
United States Canada Germany
France Switzerland Algeria
Netherlands Austria Thailand
Ireland Czech Republic Russia
Sweden Morocco Finland
Japan Poland Spain
South Korea Romania Portugal
New Zealand Italy Hungary
South Africa Brazil Argentina
Denmark Norway Chile
Saudi Arabia Bolivia China
Belgium Australia Tunisia
United Kingdom Mexico Columbia
  • Customization: 9
    • Backpacks: 1
      • Hill Backpack
    • Head/Neck: 3
      • Covered Exfil Carbon Helmet
      • Ninja Half Mask
      • Shemagh
    • Tops: 5
      • Zipped Sweater
      • Waterproof Top
      • Sleeveless Jacket + T-Shirt
      • Sports Jacket
      • Large Rainstorm Coat
  • Gear: 19
    • Hill Set: 2
      • Hill Vest
      • Hill Pants
    • Chest: 5
      • Strap Chest Harness
      • Light Carrier Harness
      • Low Profile Chest Rig
      • Light Plate Carrier
      • Marten Plate Carrier
    • Gloves: 3
      • High Density Gloves
      • Heavy Duty Gloves
      • Hard Padded Gloves
    • Pants: 5
      • Long Bermuda
      • Utility Work Pants
      • Strap Shorts
      • Baggy Pants
      • Forest Tactical Pants
    • Shoes: 4
      • Self-Fastening Tactical Sneaker
      • Utility Boots
      • Reinforced Boots
      • Large Collar Sneakers
  • Weapons: 1
    • New Weapons: 1
      – Echelon SMG
  • Attachments: 7
    • Muzzle Breaks: 3
      • 762 Control Shield
      • 338 Control Shield
      • 556 Control Shield
    • Scopes: 3
      • SLX5 Sight
      • VC16 Sight
      • Leupold Holo Sight
    • ASR 100 Round Magazines
  • Vehicles: 5
    • Car: 3
      • Resistance Car | Outcast
      • Exstatic | Outcast
    • Helicopter:2
      • Blacklist MK. II | Standard
      • Overseer | Outcast

New Live Event 2: Resistance Items

  • Customization: 5
    • Rainstorm Coat
    • Armored Sport Zipped Sweater
    • Rebel Ballistic Mask
    • 3E Eclipse Balaclava Helmet
    • Facial Paint: Tiger
  • Gear: 7
    • Coyote Plate Carrier
    • Energy Strike Gloves
    • Thigh Pads Pants
    • Classic Sneakers
    • Armored Dual Harness Vest
    • Armored Soft Gloves
    • Armored Heat Regulating Tactical Pants
  • Weapons: 2
    • New Weapons
      • Strike Designator (unlockable and usable after the Live Event is over)
    • New Variations
      – Paladin 9 SNR | Survival
  • Attachments: 1
    • Prism Silencer

New Ubisoft Club Items | Ubisoft Forward*

  • Customization: 3
    • L3 Insight NVG
    • I-AWARE TM-NVG
    • Model 2740 LPNMV
*PLEASE NOTE THAT THE FOLLOWING ITEMS ARE ONLY REDEEMABLE VIA UBISOFT CLUB TO PLAYERS WHO PARTICIPATED IN THE UBISOFT FORWARD STREAM ON JULY 12 AND HAVE THEIR UBISOFT CLUB ACCOUNT LINKED TO THEIR PLATFORM OF CHOICE. IF YOU MISSED THE STREAM, PLAYERS WILL HAVE A FUTURE OPPORTUNITY TO RECEIVE THEM. WE WILL SHARE CLOSER TO THE DATE WHEN PLAYERS WILL BE ABLE TO GET THEM.

New Items in Store (Ghost Coins)

  • Urban Hero Bundle | All items also available individually
    • Kevlar Ballistic Helmet
    • Urban Hero Jacket
    • Airtight Backpack
    • First Spear Operator Outer Gloves
    • Blackhawk Terrain Mid Boots
  • Modern Ninja Bundle | All items also available individually
    • UA Heat Gear Tactical Balaclava
    • Spandex Shirt
    • High Tech Infiltration Pants
    • Silent Shoes
  • Blacklist Mk. II Bundle | Not available individually
    • Blacklist Mk. II | Desert
    • Blacklist Mk. II | Snow
    • Blacklist Mk. II | Hill
    • Blacklist Mk. II | Jungle
  • Weapon Reskins: 2
    – Echelon SMG | Custom

    – Maxim 9 | Custom

PVP

Observer Mode
Coming with the new TU is also the Observer mode in the Ghost War custom matches. The Observer mode will allow an extra person to have a global and individual view on the PvP game ongoing. It includes:

  • players’ tag and status
  • chosen weapons
  • ability used
  • position on the map

PvP UI Widgets
To improve the quality of the PvP mode in the game, we added the option for players to show or hide several widgets and to modify a couple of settings:

  • PvP Team Widget – see which player/ability is still alive in a game
  • Drone Counter
  • PvP Notifications
  • PvP Team Status Updates – see how many players are left in a game
  • PvP Score – see the score added after an action
  • PvP Surveillance HUD – see and modify the surveillance system markers settings
    • Display
    • Size
    • Background shading
  • Icon Markers Surveillance System – see the surveillance system markers on the minimap
  • PvP Kill Log
  • PvP Sabotage HUD – see and modify the sabotage markers settings
    • Display
    • Size
    • Background Shading

Item Drop
Item drop is also a new feature coming to improve the PvP mode in our game. Players are now able to drop items from the item wheel and allow other co-op players to pick them up. You can drop any consumable that is not a class-specific item or the drone.

For example, if you’ve got an extra syringe, drop it for a hurt teammate to pick up and get back in the fight. Have an extra grenade? Spread the firepower to your teammates to corner your opponents.

New Ghost War Missions
Bringing out new content for our PvP players, we are integrating new Ghost War missions. Those new missions will include new challenges and achievements for our players:

  • Pursuer – kill 10 enemies detected with pulse vision | Reward: “Pursuer” Title + 2000 Skell credits.
  • Trapper – Concuss 10 enemies with the shock pistol from Echelon class | Reward: 2000 Skell credits.
  • Support – Buff 10 friendlies with the supply drone | Reward: 2000 Skell credits
  • Defense Drone Specialist – Hit enemies 100 times with the defense drone | Reward: 2000 Skell credits.

Ghost Recon Breakpoint Update 1.09 July 15 PATCH HIGHLIGHTS

  • Made improvements to movement/running animations visible from further camera settings.
  • Fixed an issue where the DMR rifle caused an instant kill glitch.
    • This issue has been addressed by the team as per player reports. Please let us know if you still see this occur in game; either the same or in a new form.
  • Fixed an issue where the Logistics Expert milestone could not be completed.
  • Fixed an issue which would prevent players from unlocking upgrades for MK2 and MK3 even with perks unlocked in Ghost War.
  • Fixed several clipping issues on items. See the full list of items impacted by this fix below.
  • Fury, Fixit, and Vasily figures will now be available by default in the game.
  • Fixed an issue where NPCs, who are killed with a headshot, would shout.
  • Fixed an issue where reload input would be triggered if players cancel heal animation.
  • Fixed an issue where unlocking clues during “What’s the plan to extract the Strategist?” investigation would not complete the mission.
  • Fixed some issues affecting key binding.
  • Fixed an issue where Echelon Sonar Vision would not mark kamikaze drones during Cerberus fight.
  • Fixed an issue where shaders would be displayed in high intensity on collectibles or pickable items.
  • Fixed an issue where taking the Intel would not update the Intel description in HUD.
  • Added missing UMP CQC and Folding Ironsight models in the Gunsmith.
  • Fixed an issue where there would be inconsistency on “Damage to Drones” text on upgrades for different weapon classes.

Ghost Recon Breakpoint Update 1.09 July 15 PATCH NOTES

AI

  • Fixed an issue where Poison Behemoth could get stuck when hitting the chopper.
  • Fixed an issue where Heavy NPCs wouldn’t be killed with hacked turrets or miniguns.
  • Fixed an issue where Ogre Drones would move near camp before exploding which would alert all enemies nearby.
  • Fixed an issue in co-op where automated turrets would be redeployed after a host migration.

AUDIO

  • Fixed an issue where several audio logs on World Lore wouldn’t play or would be cut off.
  • Fixed an audio issue that occurred with the package drop sound on delivery drones.
  • Fixed an issue where shooting sound would be missing on C-SFP Baal.

EXPLOITS

  • Fixed an issue where the DMR rifle caused an instant kill glitch.
    • This issue has been addressed by the team as per player reports. Please let us know if you still see this occur in game; either the same or in a new forum.
  • Fixed an issue where button spamming provided additional health in PvP mode.

GAMEPLAY

  • Fixed an issue with the Engineer Wasp drones that would sometimes cause them not to deploy.
  • Fixed an issue where Sync Shot Drone stealth kills were counted as a normal kill in stats.
  • Fixed an issue where some drones would not be destroyed when hitting vehicles.
  • Fixed an issue where players were not be able to switch between normal, night, and thermal vision while going up or down ladders.
  • Fixed an issue affecting Aim Sensitivity option while in a grab animation state.
  • Fixed an issue where players would get stuck sliding at Auroa Weather Station
  • Fixed an issue where grabbing an NPC while they were getting out of a vehicle would make the NPC replicate the player’s actions.
  • Fixed an issue where binoculars would be reversed in Photo mode.
  • Balanced the cost of crafting bandages compared to the cost of crafting syringes.
  • Fixed an issue where reload input would be triggered if players cancel heal animation.
  • Fixed some animation issues related to the Breaching Kit.
  • Players who were missing binoculars should now be able to find them in their inventory.
  • Fixed an issue where NPCs killed with a headshot would shout.
  • Fixed an issue where NPCs would open their eyes after being killed.
  • Fixed an issue where the player would be able to dive-prone into shallow water.
  • Fixed an issue where the main character’s arm wouldn’t appear while aiming down sight on certain weapons.
  • Made improvements to movement animations visible from further camera settings.
  • Fixed an issue where the healing animation on the left arm wouldn’t be synced when wearing the Fourth Echelon Top and Pants.

ITEMS

  • Fixed several clipping issues on customizable items. These fixes affect the following accessories: backpacks, right arm tattoos, Heavy Duty Gas Mask, TCI Patrol II Headset, Judge Mask I Assault and Soft Gloves.
  • Fixed several clipping issues on customizable items. These fixes affect the following pants: Thigh Pads Pants, Forest Tactical Pants, Fourth Echelon Pants, Chino Pants, Fury Pants, and Kyle Pants.
  • Fixed several clipping issues on customizable items. Theses fixes affect the following tops: Turtleneck Top, Wym Van Dyke Shirt, Kyle T-shirt, and Third Echelon Vest.
  • Fixed several color issues on customizable items. Theses fixes affect the following items: Coyote Plate Carrier Vest, Wrapped Shemagh, Downcurve Sunglasses, and Scuba Diver items.
  • Fixed an issue which would make the belt no longer visible when Third Echelon Top is equipped.
  • Fixed a customization issue on glasses associated with half face mask.
  • Fixed a customization issue that would occasionally show a floating pouch after equipping Tight Pad Shorts.
  • Fixed a customization issue on Wolf Mask where the preview and icon of the item would not match.
  • Fixed a weapon display issue that appeared in the customization tab after opening and closing the identity tab.
  • Fixed a graphical issue that appeared on Commissar Slacks’ Pants.
  • Fixed an issue where players were unable to dismantle the Walker Vest received from Project Titan Raid.
  • Fixed an issue where players could see a black hole on the Shemagh in the customize menu.
  • Fixed an issue where belt color would change in the bivouac customize menu.

MISSIONS

  • Fixed an issue where unlocking clues during “What’s the plan to extract the Strategist?” investigation would not complete the mission.
  • Fixed an issue where two wasp drones would be invisible in the training center camp during the Black Sheep mission.
  • Fixed an issue where players would get stuck inside a rock after respawn during An Eye for an AI mission at Darkwood Island Port.
  • Fixed an issue where an NPC would be missing during Talk to Skell about the Plan objective.
  • Fixed an issue where prisoner NPCs would get stuck inside their cage during Hostile Takeover Guerilla mission.
  • Fixed an issue where players were unable to drive a helicopter after killing an enemy that was trying to drive during An Ingenuous Genius when in co-op.
  • Fixed an issue where the Protect the Programmers objective would sometime fail if a co-op player shot into the vehicle.
  • Fixed an issue which would prevent players from collecting the last clue and finishing What is the CLAW Project? investigation.

PC

  • Fixed an issue where holding the Esc key when in bivouac would close and open menu.
  • Fixed some issues affecting key binding.
  • Fixed some issues that were affecting text chat while on PC.

PvP

  • Fixed an issue where the Logistics Expert milestone could not be completed.
  • Fixed an issue where PvP voice chat would not mute properly after leaving squad.
  • Fixed an issue where a round would not finish automatically when the enemy leaves the team during the loadout phase.
  • Fixed an issue where Panther Rank & Class challenge could be completed with SMG weapon.
  • Fixed an issue where defusing a sabotage objective would have no effect if a host migration happens during the action.
  • Fixed an issue where Engineer’s Defense drone would remain highlighted by Sensor Launcher or Intel Grenade if the engineer is highlighted when deploying the drone.
  • Fixed an issue where PvP player stats would sometimes reset after rebooting.
    • Corrupted stats will not be restored to their correct value, but they will increase properly once TU 2.1.0 is released.
  • Fixed an issue where the Drone Hunter perk would not work for Engineer specific drones.
  • Fixed an issue where toxic gas from Gas Drones would not appear on the minimap.
  • Fixed an issue where the matchmaking search feedback page was missing on the PvP squad page.
  • Fixed an issue where players would be pulled into another match when it’s found even after quitting the session
  • Fixed an issue where the performance page would be blocked if the round ends with text chat open.
  • Fixed an issue where players would not receive the kill assist if several seconds pass after they dealt damage to an enemy.
  • Fixed an issue where players could not take cover behind specific objectives.
  • Fixed some issues where parts of maps could be seen before entering a game.
  • Fixed some issues where notifications and HUD elements would disappear in specific situations.
  • Fixed terrain issues on some PvP maps. These fixes affect the following maps: Harbor and Stoney Creek.
  • Fixed an issue where Engineer’s drone would not attack marked enemies hiding behind a wall.
  • Added red color on enemy markers for Protanopia and Deuteranopia Accessibility Modes.
  • Fixed an issue on the Construction Site map where players would teleport on the bridge when trying to crawl under it.
  • Fixed a clipping issue that would happen inside the water tower fence on the Harbor map.
  • Fixed some animation and gameplay issues on the Stone Creek map.
  • Balanced Assault Class so it now has three health chunks and 10% Bullet Damage Reduction instead of four in Ghost War.
  • Fixed an issue where players were previously able to use healing items in the Radiation Circle.
  • Fixed an issue where marking an enemy would not award points while using the Recon Mastery perk.

RAID

  • Fixed an issue where Echelon Sonar Vision would not mark kamikaze drones during Cerberus fight.
  • Fixed an issue where sound would be missing during Killed in Action animation if entire squad dies before player during a boss fight.
  • Fixed an issue where Covered Bump Helmet would not drop on the Raid.
  • Fixed an issue where players would be stuck in prone position after climbing a platform in Wyvern boss arena.
  • Fixed an issue where players would respawn out of bounds when killed in lava.
  • Fixed several issues where character would get stuck in specific locations.

UI

  • Fixed an issue where shaders would be displayed in high intensity on collectibles or pickable items.
  • Fixed an issue where changing preset size option to Normal or Small would not change anything on the interface (except for top right HUD elements).
  • Fixed an issue where taking the Intel would not update the Intel description in HUD.
  • Fixed an issue where hovering over a weapon’s stats would increase the weapon’s value displayed.
  • Fixed an issue preventing players to sort their weapons in Immersive Mode.
  • Fixed an issue where equipping weapons and gear via HUD prompt would toggle the interface on/off.
  • Fixed an issue where incorrect weapon categories would be displayed for all vehicles with equipped weapons.
  • Fixed an issue where RU Long-Range FOV Sight would be marked as owned but couldn’t be equipped.
  • Fixed an issue where the player info thumbnail in the lobby menu would appear blank in a 4-player co-op.
  • Fixed an issue where the “filter by name” option in the objectives board menu wouldn’t have functionality for scopes and underbarrels.
  • Fixed an issue where some missions couldn’t be pinned or unpinned when clicking on its icon from Tacmap.
  • Fixed an issue where minimap settings would be reset to default when accessing the Macro Tweak custom page after a game reload.

WEAPONS

  • Fixed an issue where AOR 2 Paint would not unlock after the conditions are met.
  • Added some missing model parts to the Gunsmith, including parts for UMP CQC and Folding Ironsight.
  • Fixed an issue where scope color did not fit Quantum Theme Pattern.
  • Fixed an issue where selecting a pre-selected attachment in the Gunsmith would sometimes make the model disappear.
  • Fixed an issue where “Damage to Drones” text would be inconsistent on upgrades for different weapon classes.
  • Fixed an issue where the camera would clip when players would aim the LMG Stoner with Ironsight scope
  • Fixed an issue where Weapon Connoisseur Challenge would not be awarded after getting 80 blueprints.
  • Fixed an issue where shooting sound would be missing on C-SFP Baal.
  • Fixed an issue which would prevent players from unlocking upgrades for the MK2 and MK3 even with perks unlocked in Ghost War.
  • Fixed an issue where the preview for Tactical Vertical Foregrip would be missing in Vector’s Gunsmith.
  • Fixed an issue that would prevent players from getting material parts after dismantling weapons in Ghost War.

While the Ghost Recon Breakpoint update 1.09 July 15 patch is a big one, the content drop doesn’t end there. Don’t forget, the Resistance event will be rolling out tomorrow.

Source: Ghost Recon

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Modern Warfare Playlist Update July 15 Brings Changes to Modes

While Infinity Ward released a Call of Duty: Modern Warfare playlist update a few hours ago, the studio released the Modern Warfare playlist update July 15 server-side patch to re-jig the score limit in some modes.

Update (7/15/21): If you are seeing this but want to see the changes for today (July 15, 2021)’s Modern Warfare & Warzone changes, head on over here.

Modern Warfare Playlist Update July 15 patch notes/changes:

Per Infinity Ward:

A quick playlist update is going out now across all platforms that raises the score limit in the TDM and Kill Confirmed Remix playlist in #ModernWarfare

In case you’re curuous, here are the changes brought by the earlier playlist update (July 14) that affects multiplayer and Call of Duty: Warzone:

Today’s playlist update is now live!
#ModernWarfare
– Shoot House and Cheshire Park 24/7
– TDM and KC Remix
– Party Modes! A FFA moshpit featuring Gun Game Reloaded, One in the Chamber, and AoN
– Realism Ground War
#Warzone
– Removes BR Stimulus Trios
– Adds Plunder Trios

A patch is now live across all platforms that fixes:
· Renames D-Day’s ‘Border War’ skin and bio
· An exploit where players could pick up weapons they dropped before the infil sequence in #Warzone
· A Rytec AMR bug where shots were hitting above the crosshairs in their scope

As for an actual patch that we’ll need to download, don’t expect that anytime soon. I gather, we’ll get one once Season 5 comes around where it’ll bring new weapons, maps and more into the game.

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Halo MCC Update 1.1698 Released, Adds Halo 3 to PC & More

Announced last week, 343 Industries has released Halo MCC update 1.1698 on both the Halo: The Master Chief Collection for Xbox One and PC. For PC players, this adds Halo 3 into the fold! Read up on the full patch notes below.

Halo MCC update 1.1698 patch notes:

New Features

  • (PC) Forge is now available for Halo: Reach, Halo 2: Anniversary, and Halo 3.
  • Halo 3 Forge has been updated with new features, including Object Physics, rotation, coordinate snap and precision edit tools.
  • Halo 3 and Halo: Reach Forge pallets have been expanded with new objects and budget increases.
  • Halo 3, Halo: Reach, and Halo 2: Anniversary Forge tools have been updated with a new “Toggle Rotation Axes” feature adding toggleable rotation around World and Local axes. Note: This is planned to be added into Halo 4 at a later date.
  • Updated season unlock flow to feature non-linear unlocks per page and added Season 2 featuring 30 new nameplates, 46 new H1 Weapon and 18 H1 Vehicle skins.
  • Challenges are now available to complete across all available titles. Note: Campaign Challenges are currently not supported in Halo 4: Spartan Ops.
  • New spartan customization 3D model viewer for Halo 3.
  • Updated Skill Rank backend for Ranked Matchmaking. This resolved a long-standing rank reset issue and has required us reset all ranked playlists to 1.
  • “Highest Lifetime” rank is now displayed for rotational hoppers that are no longer available.
  • Halo: Reach & Halo 3 audio has been updated.
  • New Acrophobia skull for Halo 3.
  • “Dual Wield Inversion” has been added as a toggle for players who wish to disable the title from switching the “primary fire” weapon to your left-hand while dual wielding in Halo 2 or Halo 3.

Halo MCC Update 1.1698 Game Install Size and Version

Please see the information below to ensure you have proper disk space to install each title from your desired store platform as well as are on the latest update.

Latest Version

  • The latest version of the game is 1.1698.0.0, to find the version number (Full KBA).
  • To update your game if you are not on the latest version (Full KBA).

Microsoft Store and Xbox Game Pass for PC (Beta)

  • MCC owners will receive a 20.84GB update with the full install being 93.15GB.

Steam

  • MCC Bundle Owners: A 17.6GB update with Halo: Reach, H:CEA, H2:A, and Halo 3 being about 124.5 installed.

Xbox

  • MCC will receive a 23.38GG update with the full install being 127.76

Halo MCC Update 1.1698 Resolved Community Issues

Improvements have been across the board from our last update and previous flights. Below are several new game-specific features and resolved issues that come with today’s update and the platform (Xbox Only, PC Only, or All Platforms):

Global (All Platforms)

  • Fixed issues where achievements for killing Engineers were displayed as ODST-specific despite being attainable in Halo: Reach as well.
  • Fixed an issue where nameplate unlock criteria was no longer displayed once unlocked.
  • Fixed various cases where the game client could crash during shutdown.

 Global (PC)

  • Fixed an issue where the “He’s Running a Marathon”, “The Guardians are Coming” and “Why am I Here?” achievements would not unlock in Steam after unlocking them on Xbox Live.
  • Fixed an issue where the campaign preview widget would appear on the root Main Menu after a sign-in change.
  • Fixed a crash which could occur when entering the Seasonal Overview immediately after sign-in.
  • Improved how the Seasonal Overview is displayed in non-standard aspect ratios.

 Global (Xbox)

  • Fixed a crash which could occur when looking up certain Gamertags with the Find Player feature in the Roster.

Halo: Reach (All Platforms) 

  • Audio has been updated with Waves integration, aligning closer to Xbox 360 quality.
  • Fixed an issue where “Xbox 360” was referenced on the Boot Betrayer prompt in non-English languages.
  • Added localization for map location names in non-English languages.
  • Fixed an issue where the wrong key was displayed on the Boot Betrayer prompt.

Halo: Combat Evolved (All Platforms) 

  • New Customization Support for Halo: Combat Evolved Multiplayer, including Visor, Vehicle, and Weapon Skins.
  • “New Skins” can be disabled under the “Gameplay” submenu in settings to locally return H1’s appearance to legacy.
  • Fixed an issue where spamming the plasma pistol’s trigger would cause the charge-up sound to stick.
  • Rocket Warthog can now be manually reloaded.
  • Fixed an issue where some starting weapons were not respected on Rat Race.
  • Gameplay audio should no longer be heard in the background while a terminal plays in Co-Op Campaign.

Halo 2 (All Platforms) 

  • Resolved a crash that could occur during long playthroughs.
  • Enemy Elites now dual wield.
  • Fixed an issue where the Energy Sword displayed incorrectly when viewed against flood tanks in “The Oracle.”
  • Rebuilt the lightmap for the initial classic cinematic on “Outskirts” to return lighting and shadows to OG Xbox visuals.
  • Adjusted a default gamma option to bring it closer to OG Xbox. This may result in lighting and brightness looking different then our past patch.
  • Fixed an issue that was causing players in matchmade games to grenade jump higher than expected, bringing the height back down to OG Xbox clients.
  • Fixed an issue where the “Malfunction” skull would display HUD elements incorrectly while dual wielding.
  • Infinite ammo and grenades now display with the “infinity” symbol in the HUD.
  • Fixed an issue where a controller would sometimes be stuck vibrating after coming out of gameplay.
  • Resolved a loading issue that would cause Campaign Co-Op Players to disconnect when starting a mission.
  • Horizontal mouse movement while on a stationary turret is now unbound and no longer restricted by the turning radius.
  • Fixed an issue where some dynamic music tracks in Campaign Classic Mode was looping incorrectly.

Halo 2: Anniversary (All Platforms) 

  • Fixed an issue where the sentinel beam VFX would occasionally not display.
  • Added 0% option for fall damage in Custom Games.
  • Players can now move while the Scoreboard is open.

Halo 3 (All Platforms) 

  • Audio has been updated with Waves integration, aligning closer to Xbox 360 quality.
  • Several matte paintings have been updated with higher fidelity versions in Campaign cinematics.
  • Customization has been updated to support individual armor pieces and tertiary colors.
  • Emblems now display on armor in gameplay.
  • Footsteps in the snow no longer appear with black textures.
  • Fixed some incorrectly lit particles when Scarabs or Phantoms were destroyed.
  • Hornet and Brute Chopper turning speed has been improved to better match Xbox 360.
  • Added the Fuel Rod Gun, Sentinel Beam, Carbine, Mauler, and Plasma Rifle as starting weapons to Custom Games.
  • Fixed an issue where the prowler was misrepresented as the mauler in tools of destruction on the Post Game Carnage Report.
  • Fixed issues where some strings extended outside of the gametype objective widget in non-English languages.

Now this Halo MCC update 1.698 is one heck of a patch! Don’t forget, Halo Infinite will be showcased later this month.

Source: Halo Waypoint

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Overwatch Update 2.93 July 14 Now Live, Brings Sigma Challenge & More

Blizzard Entertainment has released the Overwatch update 2.93 July 14 patch and it’s live now! This patch brings the Sigma Maestro Challenge, fixes, hero balancing update and more! Read on below for the full patch notes.

Overwatch update 2.93 July 14 patch notes:

SIGMA’S MAESTRO CHALLENGE

Get ready for Sigma’s Maestro Challenge and some special, unlockable in-game content! Wins in Quick Play, Competitive Play, Arcade, or Experimental will earn you a themed player icon, a legendary emote, and a legendary skin: Maestro Sigma!

Tune in to Twitch broadcasters while they’re playing Overwatch any time through July 27th to earn a total of 6 Sigma’s Maestro Challenge sprays!

To learn more about Sigma’s Maestro Challenge, head to the Overwatch website.

NEW SOUNDTRACK: OVERWATCH CITIES & COUNTRIES

The Overwatch: Cities & Countries soundtrack is now available, featuring music from the maps of Overwatch! Find the album across several popular music streaming platforms today*. For more details see the Overwatch website or check out the QR code on the main menu.

*Streaming platform availability may vary by region.

GENERAL UPDATES

New Feature: Career Profile Improvements

The Career Profile page has been redesigned to provide a better, more streamlined experience when viewing player profiles. Aside from the brand new look, we’ve also added some new quality-of-life features:

  • Game mode play time has been added to the overview section, so you can see exactly how much time you’ve spent in modes like Competitive Play or any of the community’s creative Workshop modes
  • Statistics are displayed in a tabular format, separated by “Average/10 min”, “Best”, “Total”, providing a cleaner, more readable view
  • In-game achievements are grouped by category, and can be filtered by what you’ve earned and have yet to unlock
  • Player Icons are now grouped by category and can be filtered by hero and owned status
General
  • Capture the Flag in-game achievements have been moved to the Maps category
  • Added additional playback languages for Echo’s Duplicate ability video

BUG FIXES

General
  • Fixed a bug with the FFA arcade game mode that caused 1P and 3P spectating to not function
  • Fixed a bug with the FFA arcade game mode that caused the Defeat screen to display for the winning team
  • Fixed a bug with the FFA arcade game mode not adding Replays for players within the match
  • Fixed a bug that caused Echo’s primary fire sound to play too loudly when using the “No Ammunition Requirement” setting
  • Fixed a bug in Custom Games that caused the Deathmatch announcer voice line to incorrectly state total kills remaining if the game mode was set to a custom score
  • Fixed a bug with incorrect team colors displaying for the winning team after a match concludes
  • Fixed a bug that prevented the jump landing sound effect to play if holding down the jump keybind
  • Fixed a bug in Tutorial that caused training bots to not display their health bars
  • Fixed a bug with the Role Select screen not appearing properly on multiple main menu screens for non-group leaders
  • Fixed a bug in Capture the Flag that caused the contesting sound effect to not change in pitch based on the flag’s proximity to the capture point
Heroes

Ashe

  • Fixed a bug where the Viper can clip through the camera if Ashe is jumping and firing while aiming down her sights

Doomfist

  • Fixed a bug that allowed Doomfist to scale a wall in Junkertown when using an emote

D.Va

  • Fixed a bug where D.Va’s Micro Missiles were not being affected by damage boost abilities

Genji

  • Fixed a bug with the Deflect sound effect not matching the duration of the ability
  • Fixed a bug that would cause Genji to take projectile damage during a Deflect if too close to an enemy

Hanzo

  • Fixed a bug with Sonic Arrow not giving vision through walls when deflected by Genji

Wrecking Ball

  • Fixed a bug where Wrecking Ball could use Grappling Claw without transitioning into ball form
  • Fixed a bug with Minefield where some mines could become stuck inside terrain on Temple of Anubis

Yep, this is Overwatch update 2.93 July 14 patch is a good one. You can check out the details regarding the Sigma Maestro Challenge here.

Source: Overwatch

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Destiny 2 Weekly Reset July 14, 2020

Guardians, the weekly maintenance is finally over! Players can now jump in and tackle the events available. MP1st is back with the Destiny 2 weekly reset July 14 edition which lists the refresh of activities, rewards and more. Don’t forget, there’s a patch that got rolled out today too.

Destiny 2 Weekly Reset July 14, 2020:

Nightfall – The Ordeal: A Garden World

Modifiers:

  • Nightfall: The Ordeal: Adept
    • Martyr: Exploding units have more health.
  • Nightfall: The Ordeal: Hero
    • All previous modifiers
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without an Anti-Barrier or Overload mod, respectively.
    • Hero Modifiers: Extra Shields
    • Root Algorithm: Void and aerial damage increased.
  • Nightfall: The Ordeal: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Match Game & Extra Shields
  • Nightfall: The Ordeal: Master
    • All previous modifiers
    • Togetherness: Base health regen is reduced. If near another player, health regen is increased.
    • Master Modifiers: Champions: Mob & Match Game & Extra Shields & No Saved Checkpoints
    • Champions: Mob: This mode contains additional Champions.

Rewards:

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

Legacy Nightfalls:


FLASHPOINT: MARS

Complete various activities around Mars, including public events, Lost Sectors, and Heroic adventures.


Weekly Crucible Rotator Playlists:

  • Clash: “The Crucible is a strange thing when you think about it. We die over and over, that we may live in the end.” —Lord Shaxx – – Fight for Valor by defeating opponents.
  • Countdown: “I hope the remaining Red Legion can see this: weapons they brought to destroy us, used as mere toys in training exercises. Do be mindful of the blast radius, though.” —Lord Shaxx – – Fight for Valor by detonating a charge, defusing the opposing charge, or eliminating all opponents.

Vanguard Burn: Arc Singe

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


Moon Activities

  • Wandering Nightmare: Nightmare of Horkis, Fear of Mithrax (Anchor of Light)
  • Trove Guardian is in Archer’s Line

Menagerie Boss: Arunak, Hive Ogre

  • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
  • Grenadier: Grenade abilities deal more damage and recharge much faster.
  • Famine: All ammunition drops are significantly reduced.
  • Solar Singe: Solar damage increases slightly from all sources.

Reckoning Boss: Likeness of Oryx


Dreaming City Cycle: Weak Curse

  • Petra is at The Strand.
  • Weekly MissionBroken Courier – Respond to a distress call in the Strand.
  • Ascendant Challenge: Forfeit Shrine, Gardens of Esila
  • Blind Well: Scorn, Plagues: Sikariis & Varkuuriis

Escalation Protocol Boss: Bok Litur, Hunger of Xol

This boss drops:


Leviathan

Raid Order: beep boop failed to fetch

Challenge: beep boop failed to fetch

Prestige Raid Lairs

beep boop failed to fetch


Eververse Bright Dust Offerings

beep boop failed to fetch


Weekly Bounties

Don’t forget to check out the updated roadmap for this year with only certified sources listed.

Source: Reddit

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Modern Warfare Playlist Update July 14 Now Live, Here’s What Changed

Infinity Ward has rolled out the Modern Warfare playlist update July 14 server patch and it’s live now on all platforms. Players won’t need to download anything, as once they connect to multiplayer (and Call of Duty: Warzone), they will automatically install the update.

Modern Warfare Playlist Update July 14 patch notes:

Here are the changes per Infinity Ward:

A patch is now live across all platforms that fixes:
· Renames D-Day’s ‘Border War’ skin and bio
· An exploit where players could pick up weapons they dropped before the infil sequence in #Warzone
· A Rytec AMR bug where shots were hitting above the crosshairs in their scope

Also of note, there was another server-side patch released on July 9, and while there’s mostly fixes, you might want to check it out too.

GENERAL FIXES:

  • Fix for incorrect text appearing as one of the SUV camos
  • Fix for the Rytec AMR not awarding the correct amount of XP when using explosive rounds
  • Fixed an issue where the Rytec AMR could one-hit kill when using explosive rounds in BR
  • Fix for the Fully Loaded gun perk not functioning as intended when equipping alternate ammunition on the Rytec AMR
  • Fixed a bug where a CUAVs could be found in Warzone
  • Fixed an issue where some players were unable to use Field Upgrades in FFA
  • Fix for an issue where players were able to go AFK while playing All or Nothing

Once we get more news about what’s happening to Season 5 and more, we’ll let our readers know.

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Alex Co

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Destiny 2 Update 1.56 July 14 Patch Released for Hotfix 2.9.1.1

While Bungie just released a patch last week for Destiny 2, the studio has today released the Destiny 2 update 1.56 July 14 patch, or what the studio calls Destiny 2 hotfix 2.9.1.1. Check out the full patch notes for the Destiny 2 update today below.

Destiny 2 update 1.56 July 14 patch notes:

Activities

Dungeon Prophecy

  • Fixed an issue where a door in the Hexahedron would occasionally not open. ##Gameplay and Investment

Controls

  • Remapping the input for Interact no longer changes the button prompt for Revive which will always be mapped to X/Square.
  • Fixed an issue where canceling a glide jump would cause Warlocks and Titans to auto-jump after landing.
  • Updated default custom controller binding for Vehicle Exit to match standard control preset (X/Square -> A/Cross).
  • Fixed an issue where Hunters would crouch after Dodging when using Hold Crouch, but stand when using Toggle Crouch.

Investment

  • Fixed an issue where Advanced Pyramid Focusing was only rewarding 50 Altered Elements instead of 150 as stated in the Triumph.
  • To help players optimize daily weapon bounties, Banshee now picks six new weapon types to focus on each week – three primary, one special, and two heavy.
  • Added a Season Rank Stat tracker for Season of Arrivals.
  • The Emissary Whisperer Triumph has been removed.

Weapons

  • Fixed an issue where Witherhoard’s projectiles would appear randomly on screen while using abilities or when stowed away.
  • Fixed an issue that caused Witherhoard’s direct hit damage to be unintentionally doubled if a player swapped to The Mountaintop after applying it.

Armor

  • Fixed an issue where the Surprise Attack perk does would not properly deactivate and reactivate when switching Sidearms ##General
  • Fixed an issue where the Fencing Salute Emote could allow players to get out of the environment.
  • Fixed an issue where the “Hide Hints” settings option was currently displaying as “Never Show Full SteamID” and not functioning properly.

In other Destiny 2 news, check out the updated roadmap for 2020 with only offical sources cited.

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Alex Co

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Neverwinter Update 7.93 July 14 Patch Now Out for Consoles

Those playing the MMORGP (Massive Multiplayer Online Role Playing Game) Neverwinter on consoles (PS4, Xbox One), the Neverwinter update 7.93 July 14 patch is now available! This is mostly a small one, and as far as we’re aware, doesn’t bring any new content.

Neverwinter Update 7.93 July 14 patch notes:

Release Notes

Items and Economy

Reward Claims Agent

  • Eyes of the Wicked should once again be properly claimable in the Reward Claims Agent.

 

Zen Market

  • Metallic Dragonborn Race Reroll Pack can properly be purchased even if the account has the Metallic Dragonborn unlocked

And yes, that’s basically it. the big Avernus update still isn’t out for consoles just yet (it is available on PC). Cryptic Studios did release a much meatier patch for Neverwinter two weeks ago which you can read about here.

Same as always, if you notice changes not mentioned in the notes, feel free to let us know down in the comments, and if it’s proven legit, we’ll update the post.

Source: ArcGames

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Alex Co

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

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Ghost of Tsushima Reviews Round Up

While we already posted our Ghost of Tsushima review (which you really ought to read), we’ve also compiled the Ghost of Tsushima reviews from the publications that have theirs up now! Same as before, we’ve only listed the ones which we know (and trust).

Ghost of Tsushima reviews round up:

Metacritic

OpenCritic

So far, so good, it seems Sony has yet another hit game on their hands. Of course, taste is subjective, but from our experience, it’s a top-notch open world game.

Ghost of Tsushima will launch this July 17 exclusively on the PS4.

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Alex Co

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

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Ghost of Tsushima Review – Samurai Spirits

It’s been about six years since Sucker Punch Productions released inFamous First Light, which was a standalone title that complemented inFamous Second Son. Now that we’re at the cusp of the nex-generation of gaming with the PS5 (and Xbox Series X), the studio has finally released its long-gestating project, Ghost of Tsushima. Does Sucker Punch deliver a cut to remember or is it a sword that’s been dulled from being in the scabbard too long? Read on for our Ghost of Tsushima review.

Note: While we will touch upon specific gameplay mechanics and the very early part of the game, we will refrain from spoiling any key beats and events, as we feel these should be experienced by players fresh. In short: this is a spoiler-free review.

Samurai in the Darkness

Right of the bat, Sucker Punch thrusts players into the war between Japan against the Mongols. We’re immediately introduced to the big baddie of the game, Khotun Khan. While this acts as the tutorial section of sorts, it also dives in to the central plot of the game, which is about the Mongols invading Tsushima. While it seems like a cut and dry story at face value, there are a lot of nuances and plot exposition that transpires as you play the main campaign, and tackle the multitude of side missions and quests the game throws at you.

Gamers will play as Jin Sakai, a renowned samurai warrior and nephew of Lord Shinkawa; the Jito of Tsushima. Not diving into spoilers even if it happens early on, Jin will soon face the realization that being a samurai, even if he’s a good one at that, won’t be enough to win the war. The story relies heavily into Japanese (and Asian) culture, and how the samurai had a different way of thinking when it comes to nobility, morality and even war. This inner struggle of seeing Jin think twice about doing something even if it means defeating your enemies is part of the journey the player will experience in Ghost of Tsushima. It adds a layer of depth to the character and humanizes him instead of seeing a one-man army that wants to face every enemy head-on.

When you start Ghost of Tsushima, Jin Sakai is your highly respected nobleman; a samurai that fights with honor, and someone who’s respected by people due to his title and nobility. Inch by inch though (or mission by mission), you’ll be tearing away at that as you build the legend of the Ghost — a fearsome demon that strikes in the shadows, and does whatever it takes to achieve his goals. There’s more to this than just building your reputation and killing off as many enemies as you can, but I’ll leave it for you to discover on your own.

Stone, Water, Wind and Moon

If you were expecting a mindless hack and slasher, you’re in for a nasty surprise. Sure, you’ll be able to survive (and even do well initally) just by mashing buttons repeatedly in the first few story missions, but once the different enemy types roll in, and you’re given quite a number to deal with all at once, you’ll need to be able to strategically take them out. The combat is fluid, easy enough for button mashers, but a treat once you master the different stances, parries, and combos. You can’t help but feel like a badass when you jump down from a roof assassinating multiple enemies at once, and then throwing a kunai (throwing dagger) at enemies, and then proceeding to slice off the rest.

What gives the swordplay depth is how stances work. Stances are earned via in-game progression, and each stance has its own skill tree, and specializes against a specific enemy type. Players will be able to switch stances on the fly depending on the enemy they’re facing, and what combos/moves they want to pull off. Changing stances is as easy as a button press, and in just a matter of encounters, will feel second nature.

However, the blade isn’t the only weapon in Jin’s arsenal. There are loads of weapons to use from aside from your trusty samurai and tanto. There are bows, darts, bombs and more. Remember Tenchu from the PS1? Yeah, Jin plays like a ninja but only a lot more badass with gadgets, and combos. He’s like the samura-era version of Batman with his silent takedowns, throwing daggers, hiding on top of roofs, etc.

What’s refreshing here is how much freedom Sucker Punch has given the player in going through the game. Sure, there are fights that you absolutely must take head-on, but for the most part, missions, side missions and whatnot, can be completed by going full stealth and assassinating everyone; going in head-on and just slashing everyone to death,or a mixture of both. I went with what I felt was right at the time. If I wanted to conserve supplies and such, I’d go full-on stealth, or once I had Jin powered up enough, I just went hog wild on enemies and it felt empowering being able to slash, parry and dance around bleeding corpses.

Not everything about the combat is perfect though. Unfortunately when multiple enemies are on-screen at once, this is where one of the game’s design flaws come into focus. In Ghost of Tsushima, there is no way to auto-lock the camera. So if you’re fighting against 5-6 enemies and there are two that near each other, you’ll sometimes struggle to hit the exact enemy you want. Not to mention, the camera sometimes will block your view of the combat as well. It seems Sucker Punch opted for a more free-flowing combat system where players can point the direction of the analog stick to where they want to attack. While I do get where Sucker Punch is coming from, an option to have a lock-on mechanic for the camera to keep your view at a certain enemy would have been much appreciated. That said, after a few hours in, you’ll get used to it and won’t bother you that much.

Speaking of enemies, the game throws different variations of Mongol warriors at you. There are ones that dual wield swords, brutes that carry big shields, ones with shields, spearmen, and more. At the latter part of the game, you’ll start enountering armored enemies that not only make it harder to slay, but you can’t cheese your way to victory by shooting them in the head with arrows. I mean, you still can, but Heavy Arrows are much scarcer in supply than regular ones. In addition to different enemy types like spearmen, brutes, etc., you’ll be going up against bandits, and other enemies as well, and won’t just be the Mongols. Thankfully, Sucker Punch has made it so that you will be able to take one look at an enemy, and be able to determine what tactic or weapon/move will be useful against them.

https://www.youtube.com/watch?v=Vt-8RG1jxzg

Strong Sides

During my playthrough of Ghost of Tsushima, one thing that immediately jumped up to me after a few hours is how similar it is to CD Projekt RED’s The Witcher 3. While it’s pretty evident that Sucker Punch was insipired by that game, Shadow of Mordor, and more, the main thing why I remembered The Witcher 3 (and even compared it to) when playing is, how both games have excellent side missions and ancillary characters.

Sure, there are the traditional “throwaway” side missions (putting that in quotes since some of these said throwaway missions are very interesting in their own right), and there are camps you need to liberate (read: kill all enemies), but the actual side missions that involve recurring characters, they’re really fleshed out, and have their own story arc that in some cases, rival those of the main story.

Sucker Punch has done a masterful job of having the game’s supporting cast feel involved enough with Jin’s adventures and fate that you will care for them after starting each one’s questline. These said side quests (and even some of the smaller ones), don’t just involve Jin going to a place and killing all the enemies. I mean, sure, that happens a lot, but there are also missions where you need to observe someone and what their plans are, avenge a fallen friend, collect certain items, and more. There’s a lot of variety in ’em, and some even yield surprising results in terms of the outcome.

What strengthens these side missions are the variety in terms of progression mechanics, and at just the sheer amount of content players can choose to dive into if they so wish. There’s your usual ranking up level tree, which gives the player free rein in what they want to learn first depending on their play style, and on top of that, there are sword kits to collect, hats, armors, charms, and more. Each collectible has their little quest to complete if you want to earn them, but they are in no way mandatory. In addition to the side quests and the main campaign, there are also what Sucker Punch calls Mythical Tales, that give Jin powerful new abilities and equipment to aid in his journey against the Mongolian horde. While the amount of stuff to collect and earn might be daunting at first, you’ll be glad to know that it’s in by no means needed, and usually, most of these objectives are on the way of another objective, which means you’ll be hitting two birds in one stone for some. Even with that though, don’t expect to clear the land of Tsushima quickly. In my playthrough, I suspect I played close to 50 hours (or more) to see everything I can in the game. Sadly, there’s no in-game timer, so I don’t know the exact play duration from start to finish. With Sucker Punch taking their sweet time releasing the game, I now understood why. After completing Tsushima, it’s easy to see why Sucker Punch took this long to develop the game, as it’s just jam-packed with content.

The Way of the Samurai

While Sucker Punch has nailed a lot of things right with Jin’s debut journey, there are some little quibbles I had with it. Namely, the AI is, in some parts, questionable; the game tends to be quite easy once you’ve leveled up and learned how to parry properly, and I’ve encountered a glitched side mission. But these issues are problems that Sucker Punch can easily patch out (I assume), and even if they didn’t, doesn’t really mar the overall experience given the whole package is top-tier material.

The amount of content and fun in Ghost of Tsushima is easily worth $60. Understandably, people will compare Ghost of Tsushima with other open-world games. Sure, the Witcher 3 and even Red Dead Redemption 2 might have more active game worlds in comparison, but that doesn’t lessen the fun you’ll experience in Tsushima, and one can argue that it offers a tigher, more focused main campaign. Possibly the biggest indicator that Sucker Punch and Sony has another hit franchise in their hands? At the end of Jin’s journey, you’ll be left wanting more — and that’s with me playing it for 50 hours!

If Ghost of Tsushima is the swan song game for the PS4, then it ends with a whirlwind of slashes, and it gives Sucker Punch the franchise it’s aiming for that stands toe to toe with the likes of God of War, Uncharted, and the rest of Sony’s impressive first-party studio games lineup.

Rejoice, samurai warriors! Ghost of Tsushima lives up to the hype and even surpasses it. This is one Ghost you’ll want to see more of soon.

Score: 9.5/10

  • Super fast load times!
  • Jam-packed with content from start to finish
  • Story and side missions are excellent
  • Jin feels like a samura-era badass Batman
  • Combat is tight, and lets you play the game in your own way

Cons:

  • AI issues in some encounters
  • Some minor collision bugs
  • You can’t skip confrontation, side quest cinematics

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Alex Co

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

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DayZ Update 1.19 July 14 Released, Brings Fixes

While survivors just got an update for DayZ last week, Bohemia Interactive has released the DayZ update 1.19 July 14 patch, and it’s now live on all platforms by the time you read this (PS4, Xbox One, PC). This doesn’t bring any new content, but does include a number of fixes.

This is called game version 1.08.153276, though console players won’t see that. Below is the complete list of changes and fixes.

DayZ update 1.19 July 14 patch notes:

Version: 1.08.153276 (14.07.2020)

GAME

FIXED

  • Fixed: A possible server crash
  • Fixed: An issue with stacking items into items using swapping
  • Fixed: Micro freezes caused by loading of objects such as tents, cars and base building objects

MODDING

  • Changed: ActionDrainLiquid and ActionPourLiquid replaced with ActionTransferLiquid (old actions were removed)

Same as before, if you spot any changes not included in the patch notes above, share ’em down below in the comments and we’ll update the post, and credit the finder (you) once it’s proven to be legit.

For more on DayZ, make sure to bookmark our DayZ game hub.

Source: DayZ forums

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Alex Co

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SMITE Update 11.48 July 14 Patch Out, Brings Mid-Season Update

Hi-Rez Studios has released the SMITE update 11.48 July 14 patch that brings the mid-season update to patch 7.7! Same as before, there are gameplay-related changes included in this patch. Check out the full patch notes below. There’s also another mid-season update set for release on July 28 as well.

SMITE update 11.48 July 14 patch notes:

BUG FIXES
General Gameplay
  • Fixed an issue where if a player dropped from a ranked match, they’d be shown their TP and ranked progress in the next match they play, regardless of the mode
  • Fixed a small window of time during their intro animation when Jungle camp monsters could be damaged from outside of their leash radius.
UI
  • Live Spectate – In Assisted camera mode, fixed an issue where if your selected player dies, the camera does not jump to another player.
  • Fixed hod in bottom-left of Hades frame
Gods
  • Anubis
    • Fixed an issue where the basic attack animations were not playing as intended while moving on the Demonic Pact Skin
  • Cthulhu
    • Fixed incorrect pantheon icon showing in match lobby.
    • Cleaned up some jitter issues with The Mire.
    • Fixed Rushing Terror not consistently hitting God with end grapple damage.
    • Addressed an issue where Cthulhu would turn invisible until respawn. NOTE: Please let us know if issue persists
    • Fixed friendly Nox from not being able to leave Cthulhu while in Ultimate form.
  • Fafnir
    • Reduced flicker present on some skins when Dragon form is about to end.
  • Sylvanus
    • Fixed an issue where Sylvanus could only hit the Jungle Shrine from specific angles.
Items
  • Fixed Staff of Myrrdin not reducing damage on 2nd fire from Baba Yaga Brew
SMITE Update 11.48 July 14 – BALANCE LIVE WITH THE MID-SEASON UPDATE JULY 14
Game Modes
RANKED
The Mid Season for Ranked has arrived. This marks the halfway point for the Season as a whole and the first reset of the God Leaderboards! Everyone this split will start fresh and we will soon get to see who is the best with each god! We have more Ranked adjustments and fixes in the work but needed to hold them as we continue getting them ready for everyone. While we are bummed that we are not sharing them here we cannot wait to actually get them into your hands!
  • The Mid Season Ranked reset is here!
    • As with previous splits, Variance will be softly reset as will players who are Diamond and above. Players will have a renewed chance to prove themselves and players will need to fight to claim the number one spot on the leaderboard!
  • God Leaderboards and Leaderboard Frames are being reset.
    • We hope players have enjoyed a longer window to flex their main gods and show off their skill with the frame, but it is time to start fresh. Good luck to everyone trying to become the number one Kuzenbo!
JOUST AND DUEL
The new Joust Map has continued to create some interesting metas in both Joust and Duel. One complaint that we have seen continue is the strength of late game fire minions. These waves are ending games too easily and leading to some anticlimactic matches. We are removing the protection scaling and decreasing the Health scaling so that players can focus more on the god vs god matchup in these modes.
  • Removed Protections scaling on Fire Minions (was 0.5)
  • Decreased Max Health scaling from 20 to 10 for Fire Brutes
  • Decreased Max Health scaling from 10 to 5 for Fire Archers
CONQUEST
Mid Season 7 is upon us! This means it’s time for some big changes to Conquest. Most of our focus this update is toward the Jungle. In SMITE, every lane has to do some Jungling, and many of the biggest and best late game fights take place there. These changes are likely to have impacts on every role.
The goal of this update was to make the Jungle monster feel more alive. SMITE jungle monsters die fast and don’t do much, but thats about to change. Each Jungle monster will be gaining a unique special ability that they will use against the gods who attempt to slay them. Along with this, all Jungle monsters are undergoing significant balance changes to their stats and rewards. Generally this will result in them being harder to kill and worth more. This creates some significant pacing changes across the map, and is balanced toward making each lane closer together in XP and Level.
These Jungle changes and the expected impacts will be individually described below. Each jungle encounter was designed with a specific challenge in mind. Players will need to be aware of how these camps fight back or they will take additional damage or spend additional time clearing the camp. In many cases the camps will affect your god in a way that will continue to influence god vs god combat even after the camp has been killed or disengaged, which adds some really interesting complexity to objectives, baits, and invades.

 

  • A New Conquest Map will be arriving for SMITE Update 8.1
General Changes
JUNGLE SHRINE
This new objective to Season 7 was intended to have a lighter impact on the meta, but many players just found it frustrating to min/max. We are making it worth significantly more gold while also making it quicker to capture to make sure it has a meaningful impact without wasting anyone’s time. All hail the Shrine Efficiency stat.”
  • Now only requires a single attack to fully claim the gold bounty
  • Increased Gold per God per stack from 5 to 10
LANE MINIONS
We have made some heavy changes to Minion AI! This long requested feature should prevent minions from snowballing into towers as quickly, and should result in more even trading where minions meet.
  • Adjusted Minion AI to change their target prioritization
    • When minions are fighting other minions they will target the closest minion, rather than the first target they see. This is recalculated after every attack.
      • This results in minion waves more evenly trading in the center of the lane for longer periods of time.
  • Adjusted minion AI for better performance and responsiveness.
    • Minions will be more responsive to detecting an enemy that has entered their range and targeting them.
    • Made adjustments to reduce ‘jostling’ that can result in minions bunching up before meeting
MID LANE
In many cases across the Season we have seen Mid Lane get too far ahead in gold and experience. With these upcoming changes this is still a risk, so we are nerfing their Mid-specific jungle farm source. Instead of two small harpies, it will be one single Elder Harpy. This makes it harder to clear and worth less.
  • Camps of 2 Small harpies have been changed to a single Elder Harpy
GOLD FURY
  • Reduced hitbox size by 25%
  • Adjusted AI for smoother pathing towards players
Jungle Monsters
Before we go into each specific Jungle camp, we need to understand their base behaviors. Currently Jungle monsters just sit still until attacked, but this will no longer be the case. For the rest of the Season there will now be “Aggressive” monsters who will immediately chase down and attack any god who enters their leash radius. This can have a big impact on how you aim your abilities to clear camps, and it can also heavily affect pathing choices. The Gold Fury and Fire Giant areas are especially more dangerous now, as are the camps on the Duo side of the map.
  • Certain Jungle Monsters are now “Aggressive”
    • These monsters will charge forward and attack or use a special attack as soon as a god enters their leash radius.
      • Manticores
      • Chimaeras
      • All types of harpies
      • Gold Fury
      • Fire Giant
  • Others are “Defensive”
    • These monsters will behave as usual, and will remain in place until attacked
      • Oracles
      • Pyromancer
      • Centaurs
      • Satyrs
ALPHA HARPY
This new Duo Lane objective has had some difficult time balancing its risk vs reward. We wanted this camp to be slower to clear, but making it too tanky felt bad. Now it can fight back with an attack speed debuff instead. Have your support tank it for you or jungler clear it quicker to prevent being debuffed. Carries who solo this will put themselves at greater risk to attacks from the enemy Carry.
  • NEW Ability – Screech
    • Applies a 15% Attack Speed debuff to its target
    • Stacks up to 2 times
    • Lasts 6 seconds
  • Balance
    • Base
      • Increased XP Reward from 50 to 71
      • Decreased Gold Reward from 35 to 33
      • Decreased Max Health from 700 to 630
      • Increased Physical Protection from 8 to 12
      • Decreased Magical Protection from 6 to 2
      • Decreased Physical Power from 24 to 20
    • Scaling
      • Decreased Max Health from 180 to 150
      • Decreased Physical Protection from 8 to 2
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
ELDER HARPY, HARPY
These monsters will serve as the baseline for the map. They won’t have any special abilities, but they will be aggressive. Just the fact that these monsters will aggro and attack players adds an interesting twist to how you encounter them.
  • No ability for these, but they will follow the new “Aggressive” behavior as described above.
  • Elder Harpies Balance
    • Base
      • Decreased Magical Protection from 6 to 2
    • Scaling
      • Increased Max Health from 75 to 125
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
  • Harpies Balance
    • Base
      • Decreased Magical Protection from 6 to 2
    • Scaling
      • Increased Max Health from 70 to 75
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4

 

MANTICORE (RED BUFF)
The Red Buff Manticore will launch into a flurry of attacks once it gets low HP. The best way to combat this camp is to save some abilities until it reaches this state, and then blow it up quickly. This can be difficult with the mini manticores also charging at you.
  • NEW Ability – Berserk
    • Triggers when Manticore goes below 45% health
    • This attack has increased Attack Speed, causing players to take more damage over time.
CHIMAERA (PURPLE BUFF)
The Chimaera has a unique attack designed to affect the next minion wave. Many camps have a way to avoid or interrupt their special ability, but this one will guarantee to hit whoever it first sees. His ability will apply a long duration debuff that shreds protections, but makes you nearly invisible to minions, creating an interesting power play scenario, or a strict liability in the late game.
  • NEW Ability – Void Sludge
    • Chimaera Fires a projectile attack at its target, applying a debuff to the first target it aggros
    • Decreases Protections by 20%
    • With this debuff applied, enemy minions will prioritize you less, even if you deal damage to an enemy God.
    • Lasts 20 seconds
    • 30 second cooldown
CENTAUR (SPEED BUFF)
The Centaurs are a more civilized type of creature, and are not aggressive. They won’t move or attack until they are attacked. Their new ability is a skill shot similar to the Fire Giant’s. Junglers will need to avoid this straight line attack by strafing to avoid taking a big hit of damage.
  • New Ability – Spear Thrust
    • Winds up for a powerful thrust, damaging all enemies in a line
    • Deals 3x its basic attack damage to enemies within range
  • Red, Purple, and Speed Buff Holders Balance
    • Base
      • Increased XP Reward from 116 to 126
      • Increased Gold Reward from 48 to 58
      • Increased Max Health from 485 to 550
      • Decreased Magical Protection from 6 to 2
      • Decreased Physical Power from 18 to 15
    • Scaling
      • Increased Max Health from 145 to 180
      • Increased Magical Protection from 1 to 2
      • Increased Physical Power from 2 to 4
    • Buff Guards Balance (Minis for Red, Purple, Speed)
      • Base
        • Increased XP Reward from 20 to 31
        • Increased Gold Reward from 16 to 18
        • Increased Max Health from 120 to 140
      • Scaling
        • Increased Max Health from 87 to 110
        • Increased Magical Protection from 1 to 2
        • Increased Physical Power from 2 to 4

 

SATYR (BLUE BUFF)
The Satyr is a benevolent creature. It now stands alone defending its home. If challenged it will summon a group of Spirit Satyrs to help it. Saving a cleave or an AoE ability is the key to clearing this camp without taking unnecessary damage.
  • New Ability – Summon Spirits
    • Up to 4 Spirit Satyrs will be summoned in to help the Satyr shortly after he enters combat.
    • These have very low HP but can deal a lot of damage if left unchecked
    • Spirit Satyr
      • Base
        • No Gold/XP Reward
        • 10 Max Health
        • 9 Physical Power
      • Scaling
        • 40 Max Health
        • 2 Physical Protection
        • 2 Magical Protection
        • 4 Physical Power
  • Blue Buff Holder Balance
    • This Camp no longer has Minis, and is just a solo Buff Holder
    • The Buff Holder is worth the same total XP and Gold as the other buff camps with their minis included
    • Base
      • Increased XP Reward from 116 to 188
      • Increased Gold Reward from 48 to 94
    • Scaling
      • Increased XP Reward from 9 to 27
      • Increased Gold Reward from 1.5 to 4.5

 

PYROMANCER
The Pyromancer and Oracles are wise and calm. Only attacking if they are attacked first. They both have similar abilities but with very different results. Shortly after being attacked they will go into a long channeled cast time. This spell can be interrupted, or they can be burst down, but if they do cast the spell the results are quite powerful. The Pyromancer’s spell will cause all nearby gods to take more damage from all sources, and the Oracle’s will give themselves a strong damage mitigation buff. Rely on team play or CC to take down these enemies cleanly.
  • New Ability – Infernal Ritual
    • Shortly after being attacked the Pyromancer enters into a 3s duration channeled spell. If successful, it casts Infernal Ritual
    • This spell is an AoE debuff that causes all nearby gods to take 15% increased damage from all sources
    • It lasts 10 seconds
    • The Pyromancer can be interrupted during its 3s channel time by stuns, silence, knockups, mesmerizes, and fears

 

ORACLES
  • New Ability – Guarding Ritual
    • Shortly after being attacked the Oracles enters into a 3s duration channeled spell. If successful, it casts Guarding Ritual
    • This buff causes the Oracles to take 40% reduced damage from all sources
    • It lasts 5 seconds
    • The Oracles can be interrupted during its 3s channel time by stuns, silence, knockups, mesmerizes, and fears

 

FIRE GIANT
The Fire Giant already wields a strong set of abilities that encompass his entire combat time, so he is not gaining a new ability. However, he is going to be making his domain more dangerous. Any gods who enter his area will have a single molten pool summoned beneath them. Take caution fighting in this area.
  • Now Spawns Molten Pools when a God enters its attack area
    • 30 second cooldown
GOLD FURY
The Gold Fury finally has its own ability! Along with the Gold Fury, Oni and Primal Fury will be receiving similar abilities. All 3 of these monsters have a single target ability that hits up to 6 times, dealing damage and stacking a unique debuff on each tick. This adds a huge amount of risk to baiting the fury, as one or more of your team can become afflicted with these buffs and have a harder time fighting against gods. This effect can be interrupted with smart aggro swapping using the leash radius, though.
  • NEW Ability – Unique to each Fury
    • Channels a spell on a single target that applies a stacking debuff every 0.5 seconds
    • Debuff lasts 5 seconds
    • Stacks up to 6 times, damaging and refreshing on each tick
  • Each Fury applies a different debuff
    • Gold – Burden of Riches
      • 5% Slow per stack
      • +20 Gold bounty when killed per stack
    • Oni – Burden of War
      • 5% Increased damage taken from all sources per stack
    • Primal – Burden of Dread
      • 5% Reduced damage dealt per stack
Items
PHYSICAL PENETRATION SHIFT
In this Mid-Season Update we are making a similar change to Physical Penetration as we did to Magic Penetration at the start of the Season. These changes were received positively by players, and allowed for more balance control by the design team.
The changes for Physical Pen have similar goals as Magical did: We hope to create more build variety, smoother power curves, and make tankier gods more impactful in the late game.
We are achieving these goals through a similar strategy. Physical Penetration will be capped at 40%, and will be distributed across a variety of items instead of being located solely on Titan’s Bane.
The goals and general strategy might be similar, but there are a few key differences in our process of making this change on the Physical side of SMITE. First, we have to consider 3 classes instead of 2. Magical Pen mostly focused on Mages, while having some clear ripple effect onto Guardians.
Handling this across Assassins, Hunters, and Warriors adds complexity to the process and led us to make a few different decisions. Specially, adding % Pen to more items so that all 3 classes still had a variety of choices.
Another key difference is the presence of Flat Pen. In the Mage shift, restricting access to Flat Pen was a primary goal of the change, whereas for Physical gods that is not the case. We feel that the current access to Flat Physical Penetration is acceptable, so most of those items are not being adjusted. This is a different scenario than Flat Magical Penetration for a variety of reasons. Mages tend to have higher base power and each Protection starts at a different base and scales to different values.
It should also be noted that stacking Flat Pen will still be more difficult, since these classes will need to buy more items to reach sufficient % Pen as well.
This set of changes creates a lot of exciting item shifts, and we look forward to seeing how the meta adapts to this process.
  • % Physical Penetration now has a 40% cap and can be obtained from a variety of different items

TITAN’S BANE
This item is undergoing a similar to the ones Obsidian Shard received. This Pivot is likely to make this item less popular for Hunters, as its passive focuses specifically on abilities. As a key part of the Pen shift process, Titan’s Bane can no longer be the one stop shop for killing tanks, and will need to be combined with other Penetration Items
  • Increased Cost from 2300 to 2550
  • Increased Physical Power from 30 to 40
  • Added 20% Physical Penetration
  • NEW PASSIVE – Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.

THE EXECUTIONER
Executioner is not being handled in the same way Spear of the Magus was, even though they are commonly compared. Although they are both core penetration items on their respective classes, Executioner provides % Pen instead of Flat Pen, and Executioner applies the debuff more slowly than Spear did. Executioner also fits better into a wider god pool of Hunters, whereas Spear caused a few Mages to dramatically outperform mages who could not utilize Spear well.
This Item is only seeing some small shifts, to make sure it can still be a catalyst in Hunter builds. Its % Pen is being nerfed, but in conjunction with a buff to the item’s Power and Cost. This allows Hunters to cleanly transition from early game into mid game. The nerfs are necessary to prevent Exe from becoming a new Titans, where it is your one-shot catch-all item for % Pen.
  • Decreased cost from 2350 to 2200.
  • Increased Physical Power from 30 to 35.
  • Decreased passive shred from 12% per stack to 7% per stack.

ATALANTA’S BOW
Atalanta’s Bow focuses on high attack speed and mobility. Keeping with this theme this new 20% Penetration choice is getting an update to better serve that goal. When killing or assisting an Enemy God you gain Atalanta’s Agility. This buff reduced all forms of movement penalties such as strafing, backpedaling, and attacking. While not true Haste, this effect gives Hunter’s a similar feeling while still allowing for counterplay.
  • Added 20% Pen
  • Removed 10% Movement Speed
  • NEW PASSIVE – If you receive a kill or assist on an Enemy God you gain Atalanta’s Agility for 10s. This effect increases your Attack Speed by 20% and decreases the movement penalty for attacking, backpedaling, and strafing by 50%.
    • Increases players move speed while
      • Strafing from 80% to 90%
      • Backpedaling from 60% to 80%
      • Melee basic attacking from 65% to 82.5%
      • Ranged basic attacking from 50% to 75%

RAGE
Rage has been a staple this season, often existing in builds as the only Critical Strike item. We are increasing its cost by 100 to better reflect its power and plan to keep an eye on it as Physical gods identify its specific value in these large item changes.
  • Increased cost from 2300 to 2400.

SILVERBRANCH BOW
Silverbranch is a solid fit for any high attack speed builds. While it is losing some flat pen, the percent penetration it is gaining and the increase to its passive will help this item serve as a strong 5th or 6th item choice.
  • Added 10% Physical Penetration
  • Removed 10 Flat Pen
  • Increased Physical Power gained from Passive from 1.5 to 2 per stack.

8-POINTED SHURIKEN
The Shuriken tree is seeing a new item and some shifts! We are making small adjustments to 8-Pointed Shuriken to kick these off.
  • Reduced Attack Speed from 10% to 7%

NEW ITEM – SHADOWSTEEL SHURIKEN
Hunters have struggled to build Anti-heal. Brawler’s Beatstick and Toxic Blade have their strong use cases, but most Hunters struggle to make room for those items effectively. Enter Shadowsteel Shuriken! Critical Strike is a stat line that is easier to build into for Hunters, giving them access to this counter build option at the cost of some more pure damage choices.
  • 2500g
  • 20 Physical Power
  • 10% Attack Speed
  • 20% Crit Chance
  • NEW PASSIVE – Enemies hit by your critical strikes have 40% reduced healing and regeneration for 8 seconds.

POISONED STAR
With a new Shuriken we wanted to ensure each Shuriken had a stat they were the strongest at. Poisoned Star focuses on its Physical Power in addition to its boxing passive.
  • Decreased Attack Speed from 15% to 10%.
  • Increased Physical power from 30 to 35.

WIND DEMON
Wind Demon is the go to Attack Speed choice and one of the Critical Strike items with Physical Penetration, but at the cost of lower Critical Strike Chance and Physical Power. While a strong item for Critical Strike it needs additional support before it can really shine.
  • Decreased Critical Strike chance from 20% to 15%.
  • Decreased Physical Power from 30 to 25.
  • Passive now provides 10% Physical Penetration in addition to the Attack Speed and Movement Speed.

SOUL EATER
Soul Eater is gaining some % Physical Penetration, becoming a solid go to option for our Physical Ability gods. We are adjusting its cost and stats, easing its curve and making room for the Penetration. Players will now benefit from the Ability Lifesteal immediately! Soul Eater now fulfils its role more quickly while encouraging stacking to get the full strength it can provide
  • Decreased Cost from 2300 to 2100.
  • Decreased Power from 40 to 30.
  • Removed 200 Mana.
  • Added 10% Physical Penetration.
  • Now provides 5% Ability Life Steal even before stacks are completed and the Item Evolves.

EVOLVED SOUL EATER
  • Decreased Power from 60 to 40.
  • Removed 200 Mana.
  • Added 10% Physical Penetration.
  • Increased Physical Ability Lifesteal from 15% to 20%.

HEARTSEEKER
Heartseeker is also joining Soul Eater as a % Penetration option for Ability gods. It has previously been a strong catch all, with high power and flat penetration to damage squishies with a passive that wasn’t bad against anyone. With the loss of flat penetration its focus is now more refined as the tank busting choice.
  • Decreased cost from 3100 to 2900.
  • Removed 10 Physical Penetration.
  • Added +10% Physical Penetration.

FAIL-NOT
Fail-not serves as the bridge between Critical Strike and Ability based hunters, allowing for some unique builds. It’s a difficult niche to fill but with an extra 10% Physical Penetration players who navigate towards it will see more reward.
  • Added 10% Physical Penetration

MASAMUNE
The Katana tree serves as a solid place for items that need to be restricted to Melee only gods. Masamune didn’t quite fit this restriction and as such has been moved to the Hammer tree as the item The Sledge!
  • Has been removed from the game.
    • But similar stats can be found on a NEW item in the hammer tree called: The Sledge!
  • Serrated Edge has taken its place.

NEW ITEM – SERRATED EDGE
Many Melee gods focus on using their kit to get into a fight and Basic Attacking their way to victory. For those gods, Serrated Edge can be a strong choice. It boasts a variety of stats that assist in staying in a teamfight, including one of the few places you can get 20% Penetration. Players will need to think about their ability usage carefully, deciding if having all their potential options on cooldown is worth an immediate power spike.
  • 2400g
  • +40 Physical Power
  • +10% Life Steal
  • +10% Movement Speed
  • +20% Physical Penetration
  • PASSIVE – If all 3 of your non-ultimate abilities are on cooldown, gain 40 Basic Attack Power and 10% Life Steal
Warrior Items
Gladiator’s Shield and Berserker’s Shield are being moved to Tier 3 items and will no longer focus on sustain. This is a heavy shift in the Solo and Warrior metas but we believe it to be a healthy direction. The free sustain these items have provided dictated much of the metas for seasons now and with our Warrior’s Blessing shakeup in duo lane we feel now is a good time to further shake things up. Before going specifically into each item we do expect such a core staple being adjusted to have knock on effects and are planned to address them as they arise.

 

GLADIATOR’S SHIELD
Gladiator’s Shield is changing to focus more on consistent pressure and bullying your opponents. While fighting gods who are below 50% health, you will deal bonus damage each time you hit them with an ability. It’s passive will let Warriors who position well and keep strong teamfight awareness to bring an extra punch while serving as a strong frontline for their team
  • Now a T3 that builds off of Tower Shield
  • 2500g
  • +25 Physical Power
  • +200 Health
  • +40 Physical Protections
  • +10% CDR
  • PASSIVE – Any enemy god who is under 50% health takes bonus damage for your abilities equal to 15+2 per level bonus physical damage. Triggers only once per enemy per ability.

BERSERKER’S SHIELD
Berserker’s Shield is for the Warrior (or diving Assassin) who has the health pool and tankiness to leverage themselves at low health to really get some damage out. While Bellona, Erlang Shen, and Osiris immediately pop up as options, gods who can heal themselves to retrigger this effect may also be an option.
  • Now a T3 that builds off of Tower Shield
  • 2500g
  • +40 Physical Power
  • +30 Physical Protection
  • +20% Attack Speed
  • +10% Physical Penetration
  • PASSIVE: If you drop below 40% HP you become Berserk. Berserk provides 20 Physical Power and 20% Attack Speed. Lasts 5s, refreshes on if healed and then re-damaged

NEW ITEM – THE SLEDGE
The Sledge is a new(ish) item in the Hammer Tree! While it is Masamune with a new coat of paint it has distinct adjustments that separate the two items. First, this item no longer provides Movement Speed, instead providing a large amount of Crowd Control Reduction. Second, this item provides more tanky stats at the cost of some Power. Finally, its passive now stacks only 3 times but for a higher amount of protections. This shift makes it a strong choice in skirmishes rather than full 5 on 5 teamfights.
  • 2300g
  • +40 Physical Power
  • +300 Health
  • +150 Mana
  • +20% CCR
  • PASSIVE – for each enemy within 55 Units, you gain 10 Magical and Physical Protections, stacking up to 3 times.
Other Items

ASSASSIN’S BLESSING
In this patch we are increasing the difficulty and time it takes to clear Jungle monsters while increasing their rewards. Junglers should be the ones who can clear the jungler faster than anyone else but we did want all players to feel the increased difficulty. Assassin’s Blessing is getting a reduction in its bonus damage but a boost to its health and restoration. The increased reward from Jungle Monsters vs. their time to kill is a fine balance point we continue to watch closely through PTS and beyond.
  • Increased health from 50 to 100.
  • Now provides 7 Physical and Magical Power.
  • Increased healing from Jungle Monsters from 7% to 8%.
  • Decreased bonus damage done to Jungle Monsters from 40% to 30%.

WARLOCKS’ STAFF
Warlock’s Staff was a concern from us at the start of the Season. We shifted its stats to be more aggressive to pair with its addition of percentage pen but this shift left it underwhelming. We are increasing its immediate strength, easing the process of building it and fully stacking it
  • Increased Base Power from 65 to 85.
    • Decreased Base Power per Stack from 1 to 0.8.
      • Total is increased from 140 to 145.

BOOK OF THOTH
Book of Thoth is another stacking item that we have seen fall off. It was a strong choice at the start of the Season but the double penetration rush has pushed this item out. A cost reduction here will keep it as an interesting starting choice with a game-long commitment
  • Decreased cost from 2650 to 2500.

TYRANNICAL PLATE HELM
Tyrannical Plate Helm caused a lot of discussion at the start of the Season but with a few early nerfs struggled to really make its way into players builds. We feel comfortable bringing back some of this power and letting players see how they can make use of this siege style item.
  • Increased Magical Power from 70 to 85
  • Increased Minion Health from 10% to 20%

MAIL OF RENEWAL
Mail of Renewal is unique, rewarding teams for winning fights and objectives with health to continue pushing. The heal itself took quite some time to fully tick up making it difficult to feel its strength and risking it being overwritten on back to back kills. Increasing the speed this provides its heal will help players fully leverage this effect.
  • Decreased Time it takes to Heal for 15% and regain 15% Mana from 5s to 3s

STONE OF GAIA
Stone of Gaia provides strong sustain, turning extended engagements into favorable engagements. With some removal of on demand burst sustain this more extended style of sustain has room to be more potent.
  • Increased Healing per second from 0.3% to 0.5% of your Max Health

HIDE OF THE NEMEAN LION
Hide of the Nemean often served as a counter item with some negative feels. While limited duration reflects exist, a passive always on reflect makes playing around such an effect frustrating and made finding a balance point that made the wielder and enemy difficult. We are changing the passive to instead block a Basic Attack every 15s. This gives tanks control of when to approach the Hunter and provide a decent amount of mitigation over the course of a single fight.
  • Removed Passive
  • NEW Passive: Every 15s this item generates a block stack for the owner. Max 1 Stack.

RING OF HECATE
Ring of Hecate struggled to separate itself from other rings and lifesteal choices. We are going back to focus on its theme as a ring of the powerful God of Witchcraft, Hecate. Hexing your opponents to empower yourself fits this nicely and gives Mage ADCs a way to ramp up their strength and improve their boxing capability.
  • 2500
  • 80 Power
  • 30% atk speed
  • 20% lifesteal
  • NEW PASSIVE
    • Each successful basic attack applies a hex to enemies and empowers you. Enemies receive 5% decreased power per stack, you receive 5% increased power and increased healing gained. Both effects stack up to 3 times, and stacks last 5s.

DIVINE RUIN
Mage builds have largely been dominated by Spear of Desolation and Divine Ruin. The flat penetration provides a heavy spike in addition to the utility these items bring. We are toning down the penetration on both of these items and introducing a redesign to Spear of the Magus, giving Mages access to a more reliable 3rd flat pen option.
Divine Ruin itself is a healthy check on healing in SMITE. While the flat penetration was too much we are providing some base power to help its overall power.
  • Increased Magical Power from 80 to 90.
  • Decreased Pen from 15 to 10

SPEAR OF DESOLATION
Spear of Desolation provides high power and utility in addition to the flat penetration. Unlike Divine Ruin’s shift, Spear of Desolation could likely use just the nerf
  • Decreased Pen from 15 to 10

SPEAR OF THE MAGUS
Spear of the Magus used to define Mage metas on its own. While the rework focused on keeping some of the identity of its previous version, it felt overall underwhelming and little room to buff it without creating a similar scenario. We have taken the passive in a new direction while bringing back some of the tech from a previously loved item. Spear of the Magus now marks a single enemy, giving you AND your team extra damage against them. Mages with strong setup CC can now better reward their team for properly following up!
  • 2450 Gold
  • +110 Magical Power
  • +10 Pen
  • NEW Passive:
    • Any god you damage becomes marked and debuffed to take 7.5% increased damage from all sources for 10s. This effect can only affect one god at a time and can only occur once every 10s.

WARRIOR TABI
Warrior Tabi has begun to feel underwhelming compared to other choices. While strong, it was very flat in its use cases. A small boost to mana gives gods a stronger feeling in lane when they return, gaining an extra cast or two of their Power boosted abilities.
  • Now provides 100 Mana
Relics

TELEPORT GLYPH
It’s 2020. The tech is finally here. You can now teleport to Phoenixes!
  • Players may now use this relic to teleport to phoenixes

CURSED ANKH
Cursed Ankh is gaining some extra flexibility. While a perceived strong counter option, even when built in high healing games it struggled compared to other options. Shields are more prevalent in SMITE than ever before but have limited counters aside from straight up damage. Cursed Ankh now serves as that counter, providing a choice between reducing healing or holding it to target a large shield.
  • When applied, this relic now reduces active shields by 50%.

SUNDERING SPEAR
Talking about counter options, Sundering Spear has been closely tied to meme status but today gains some key counterplay against shield heavy compositions or gods.
  • This Relic now destroys shields when applied
Gods
RATATOSKR
It’s time to go nuts! Even as Yggdrasil wavers it still lends strength to its messenger, Ratatoskr. His original Acorns provided unique benefits, drastically changing his playstyle game to game. While interesting he created unique balance problems that were not helped by variance in his initial kits power, but we knew this was something players wanted to see return.
Our goal for these Acorns is to augment and double down on strengths that exist in his current kit, allowing players to pick what they like to do while playing Ratatoskr and excel. This keeps his power and variance grounded and avoids some of the pitfalls from his initial design while still allowing for player expression. Enjoy using your ultimate to engage? The bonus health and healing from Evergreen Acorn will help you survive. Want to shred your opponents? Thickbark is a strong choice. And of course if you enjoy playing him like the Assassin he is we got you covered. Bristlebush lets you dive in and swing hard while Thistlethorn rounds out his ability damage (and don’t forget a more reliable ranged stun!).
Ratatoskr is now also followed by the Acorn of his choosing, skinned based on what skin you have selected. This gives each Ratatoskr some extra flair and gives enemies in game visibility on how you are choosing to play. We are excited for you all to get a hand on these Acorns!

ACORN OF YGGDRASIL
  • Ratatoskr Magic Acorn can branch into a whole new tree of items!
    • Lively Acorn (T2)
      • 700 Gold
      • +10 Physical Power
      • +10% Movement Speed
      • Passive : When Ratatoskr damages a god with an ability he heals for 3% of his Maximum Health.
    • Evergreen Acorn (Builds from Lively Acorn)
      • 1900 Gold
      • +35 Physical Power
      • +20% Movement Speed
      • +15% Maximum Health
      • Passive : When Ratatoskr damages a god with an ability he heals for 7% of his Maximum Health and Mana.
    • Thickbark Acorn (Builds from Lively Acorn)
      • 1900 Gold
      • +25 Physical Power
      • +20% Movement Speed
      • +15% Protections
      • Passive : When Ratatoskr damages a god with an ability he heals for 3% of his Maximum Health. Flurry has an additional charge and Ratatoskr gains protections that he shreds from Enemy Gods.
    • Nettle Acorn (T2)
      • 700 Gold
      • +15 Physical Power
      • +10% Movement Speed
    • Bristlebush Acorn (Builds from Nettle Acorn)
      • 2050 Gold
      • +45 Physical Power
      • +20% Movement Speed
      • +20% Critical Strike Chance
      • Passive : Dart now deals 40% increased damage and can crit. When Dart damages an enemy Ratatoskr gains 10% Physical Lifesteal and 10% Basic Attack damage for 6s.
    • Thistlethorn Acorn (Builds from Nettle Acorn)
      • 2050 Gold
      • +45 Physical Power
      • +20% Movement Speed
      • Passive : Acorn Blast now shoots 5 acorns. Enemies hit by Acorn Blast are marked to take 5% increased damage from Ratatoskr’s Abilities, stacking up to 3 times for 5s.

ACORN BLAST
  • Increased damage per acorn from 40/55/70/85/100 to 50/70/90/110/130.
  • Increased Physical Power scaling from 30% to 40%.
  • Enemies hit by multiple acorns take 25% less damage on each acorn, down to a minimum of 25% damage.
    • These changes overall should result in Ratatoskr dealing similar damage when hitting all 3 acorns.
  • Added a note that enemies need to be hit by 3 Acorns to be stunned rather than ‘all’. It is intended for Thistlethorn empowered Acorn Blast to stun if only 3 acorns hit.
AO KUANG
Ao Kuang went from a solid and often played pick to really struggling across all modes. The reduced control from Dragon Call and the increased Cooldown on Wild Storm led him to struggle in the Jungle, failing to keep up with others. We are reverting these two nerfs which pushed him down too far.

DRAGON CALL
  • Increased Slow on ranged attack from 20% to 30%

WILD STORM
  • Decrease Cooldown from 9s to 7s.
APOLLO
While Apollo’s Passive improvements gave him extra consideration, over time he has seen only a mild boost in his strength. We are improving his utility from Serenade and better rewarding players for landing Across the Sky onto a target.

SERENADE
  • Increased Physical Protections from 10/15/20/25/30 to 15/20/25/30/35.
  • Adjusted Mesmerize duration from 1.1/1.4/1.7/2.0/2.3s 1.5/1.7/1.9/2.1/2.3s

ACROSS THE SKY
  • Increased scaling from 30% to 40%. (120 to 160%).
ARTIO
Artio is coming roaring back. While she plays on the fringe of the competitive meta her overall performance elsewhere has struggled. Here we focused on a boost to her more aggressive ability to make it a competitive leveling choice while boosting utility through her abilities. Healing should be more reliable while Heavy Charge can deliver some crushing early slows.

ENERGY SURGE
  • Increased Druid Damage from 70/100/130/160/190 to 80/110/140/170/200.
  • Heal range increased from 55 to 65.

HEAVY CHARGE
  • Increased Slow from 10/15/20/25/30% to 20/22.5/25/27.5/30%.
BABA YAGA
Baba Yaga is brewing up some additional changes. Some players have really excelled with her randomness and her playstyle, but we still see some key points of difficulty. A boost in Baba’s Brew base damage will alleviate early game woes players felt. Home Sweet Home gains a bump to early game survivability. Home Sweet Home should serve to give her enough time and self survivability to get her damage out but struggled to deliver on that promise out the gate.

BABA’S BREW
  • Increased damage from 65/105/145/185/225 to 85/120/155/190/225.

HOME SWEET HOME
  • Increased Shield Health from 100/180/260/340/420 to 160/230/300/370/440.
BAKASURA
The Great Devourer has been hungry for some buffs! Eat Minion will now be a whole 15% more filling and provide some stronger protections in the late game. This survivability should compliment the unique way Bakasura can use some of the new items to create quite the formidable foe.

EAT MINION
  • Increased Physical Power Scaling on the self heal from 70% to 85%.
  • Increased Protections from 10/15/20/25/30 to 10/18/26/34/42
BARON SAMEDI
Baron Samedi is helping to kick off the mid season celebration in style. Baron Samedi often flexes between Mage and Support without really excelling in either. Today we more clearly align his strengths with that of a Mage, allowing him to bring those supportive qualities as a bonus. A damage boost on Vivid Gaze and Wrap it up will make his combo that much more deadly.

VIVID GAZE
  • Increased damage from 80/120/160/200/240 to 90/130/170/210/250.

WRAP IT UP
  • Increased scaling from 5% to 8%. (25% total to 40% total).
CABRAKAN
Cabrakan immediately slammed the ground but there was a distinct delay before applying any effects. This has been fixed helping Tremor feel more responsive.

TREMORS
  • Now deals an initial tick of damage immediately upon casting.
CERBERUS
This good boy has been waiting for a buff for some time, falling towards the bottom of his fellow Guardians. Decreasing the cooldown on his control and engagement abilities will be a nice treat for Cerberus mains.

PARALYZING SPIT
  • Decreased cooldown from 16s to 14s.

SOUL EXPULSION
  • Decreased cooldown from 16s to 14s.
CHIRON
As an ability hunter Chiron’s early game felt underwhelming and his actual scaling left a similar impression on his late game. This master trainer has been working on it and comes to Mid Season with improvements in those categories! Combined with his existing utility these damage adjustments will help Chiron be a more consistent presence throughout the game.

TRAINING EXERCISE
  • Increased damage from 80/135/190/245/300 to 100/150/200/250/300

MASTERFUL SHOT
  • Increased scaling from 70% to 80%.
CTHULHU
The Great Dreamer is getting a few nerfs in the Bonus Balance but this one requires some additional tech that only a full update can deliver. Cthulhu can use Relics in his ultimate. This is both strong and causes clarity issues. To take him down a notch and make his visuals more readable, he will no longer be able to do this.

DESCEND INTO MADNESS
  • Cthulhu can no longer use relics while in his ultimate
CUPID
This cute lil guy has always struggled in lane. We are pulling out a rarely used mechanic to make his heart bomb deal more damage to minions. His kit feels great in teamfights so this change allows us to target his early game specifically. Skilled Cupid players can also leverage this bonus damage to find clever stuns on enemy gods!

HEART BOMB
  • Minions take an additional 50% damage from the explosion.
  • Minions take an additional 50% damage from the initial hit.
MEDUSA
The famous gorgon has been just on the cusp of the Conquest meta for what feels like forever. In this Mid Season update we are making a variety of changes to Medusa to restore her to her former glory. As we aim to bring new Hunters into the meta, all 3 of core abilities are being buffed in some capacity. Heroes of SMITE beware, Medusa might be your new rival.”

VIPER SHOT
  • Viper shot now has 4 charges at all ranks

ACID SPRAY
  • Increase scaling from 70% to 80%.
  • Increased range from 40 to 45.

LACERATE
  • Increased root duration from .5s to 1s.
MULAN
This hero turned goddess has kept up a strong performance since her SMITE launch. Mulan balance often gravitates toward more of a quality of life discussion, and both of these changes are designed to not only buff her, but to make her feel better to play. Grapple can be hard to skill up, so we are making that a faster arc. Her Ultimate can feel underwhelming, so we are increasing the damage on the final shot. This extra damage is especially good for hybrid or jungle Mulans.

GRAPPLE
  • Increased training speed from 300, 700, 1500 damage done to 200, 500, 1200 damage done
    • (200 / 700 / 1900)
  • Increased Protections from 15/20/25/30/35 to 20/25/30/35/40.

DIVINE MASTERY
  • Increased Arrow Scaling from 50% to 60%.
NEITH
The most popular Hunter in SMITE has always had a high play count, but hasn’t been relevant in the meta for quite a while. We are addressing a core community complaint in Backflip’s speed, which should make her a more formidable opponent. Along with that, we are changing Unravel to be an actual Attack Speed Steal, giving Neith a strong self stim if she can hit an enemy god with it. This change will give Neith the attack speed potential to feel like a real hunter

BACKFLIP
  • The animation and travel time for this ability have been sped up by 25%

BROKEN WEAVE
  •  All enemies now see Neith’s Base skin Weave Models, even if neith has a skin equipped

UNRAVEL
  • Decreased Attack Speed Debuff from 30% to 18/21/24/27/30
  • This ability now steals attack speed from Enemy gods only, Decreasing their Attack Speed and Buffing Neith’s by the same amount
  • Adjust Buff/Debuff Duration from 2/3/4/5/6s to 4s at all Ranks
  • Hitting multiple gods will debuff them all, but only apply 1 stack of the buff to Neith.
NEMESIS
We hear you loud and clear on Nemesis, yet we still think that its best to play it safe with this goddess. Nemesis has received a few buffs that weren’t very impactful, so we are keeping the streak going. This time we are buffing her core damaging ability, and this buff is increased when you consider she deals double damage at a specific spot. We hope lets her compete with the rest of the Jungle roster without leading to frustration.

SLICE AND DICE
  • Increase damage from 40/70/100/130/160 to 50/80/110/140/170
OLORUN
Olorun has moments in time where he is a strong pick, largely around his ultimate. We want to elevate other portions of his kit to help his consistency. Overflowing Divinity will pack a more immediate punch while doing similar damage over a full channel.

OVERFLOWING DIVINITY
  • Increased damage from 40/55/70/85/100 to 60/75/90/105/120.
  • Increased the damage decrease per shot from 20% to 30%.
SET
The Usurper has fallen since his initial release. While very skilled Set players could utilize him effectively, the nature of his hyper snowball left him in a strange spot. Skewer’s ranks boosted not only its own damage but boosted Spawn of Set as well, causing him to reach Maximum damage by level 9. This balance problem left Skewer feeling underwhelming when used on its own and wildly strong when used well with Spawn of Set.
Skewer will now skew to be stronger when used alone and to get the full endgame strength out of it Set will need to invest points into Spawn of Set. This should even out his strength and give players of all skill more success. Finally, Relentless will now last long enough to keep in between camps, helping his early clear in the Jungle.

RELENTLESS
  • Increased duration from 5s to 6s.

SKEWER
  • Increased damage from 70/115/160/205/250 to 85/135/185/235/285.
  • Increased scaling from 80% to 90%.

SPAWN OF SET
  • Spawns now deal 60/65/70/75/80% of Skewer’s damage.
SUN WUKONG
The Monkey King has seen a few flickers of strength this Season, but they are usually short lived. Wukong focuses on lane bullying in the early game and then being exceedingly mobile in the late game. To help his core gameplay without pushing him over the top, he is seeing two buffs. First we are adding some quality of life buffs to make sure his passive is effective. Next we are making 72 Transformations more of a 1 point wonder, allowing him to invest in Master’s Will and keep up the pressure.

UNDEFEATED BODY
  • Increased % HP where his passive triggers from 40% to 50%
  • Increased the duration of his passive self buff if he heals above 50% HP from 10s to 12s

72 TRANSFORMATIONS
  • Increased Tiger Stun from 1/1.1/1.2/1.3/1.4s to 1.4s at all ranks
SYLVANUS
This nature god is always thought of as a true support Guardian, who focuses more on heals and peals than damage. In practice though, Sylvanus is able to obtain lane pressure with his AoE basic attacks and play quite aggressively. He tends to fall off toward the end of the lane phase, but with these buffs he should be able to keep up the pressure.

WISPS
  • Increased damage from 10/30 per tick to 14/20/26/32/38.

WRATH OF TERRA
  • Damage increased from 60/70/80/90/100 to 60/75/90/105/120.
THOTH
Thoth’s artillary mage nature makes him difficult to play against and play as. To make him fair he often needs unerwhelming damage for the majority of the game until he really comes online late. While some may describe this as late game carries there is a point where this is unhealthy for the god as a whole. We are shifting his strength to be overall stronger at most stages of the game and in direct one on one fights, but tone down his late game long range poke. He will still focus and bring this unique strength to his team but this should make him feel more fair to fight against and more fun to play as.

HIEROGLYPHIC ASSAULT
  • This damage increase will affect all enemies, not just gods
  • Increased scaling damage from 20% to 25%.
  • Added falloff damage past 55 range, reducing damage by 25%.
YMIR
“Feedback to Ymir’s wall change was quite positive, but it didn’t really do much for his metrics. Ymir is still really struggling in the current meta, so we wanted to look at some more specific buffs instead of just quality of… YMIR IS HERE. Ymir, please, i’m trying to work. QUIET YOU DESIGNER JUST BUFF YMIR. i’m already doing that, ok? Just calm down. NO YOU CALM DOWN. sigh… enjoy mid season everyone. BYE BYE PLAY MORE YMIR.

FROSTBITE
  • Increased duration from 4s to 6s.
  • Increased the damage reduction from 10% to 15%.
For the Avatar Battle Pass. and other details not included in the SMITE update 11.48 July 14 patch notes, head on over here.
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Alex Co

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

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PS5 Amazon Page Now Live

Looking forward to buying a PS5 when it launches later this year? Are you buying online or from a physical store? If you’re buying online, chances are you’ll be snagging one via Amazon, and you’ll be glad to know that the PS5 Amazon page is now live!

Unfortunately, there’s no price just yet, and people can’t pre-order. That said, it does list down the console’s new features, the accessories players can buy and even a list of the game’s that have been confirmed for the console.

Chances are, Sony will hold an event again to formally announce the PS5’s price and release date. Once we know more about that, we’ll let our readers know.

In other PS5 news, a fan created a PS5 commercial and it looks amazing! Watch it here. Sony has also revealed the official PS5 box art, and while it doesn’t deviate from the PS4 design, it looks well enough for shelves.

More Next-Gen Reading:

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Alex Co

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