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PlayStation Plus March Download Links Now Live – File Sizes, Description & More Here (US, EU)

It’s the first Tuesday of the month, and for PlayStation Plus members, that means the PlayStation Plus free games for March are now live! Below, the PlayStation Plus March download links are available, as well as the official file sizes, descriptions and more.

In case you didn’t know, this month’s free games are Shadow of the Colossus and Sonic Forces.

PlayStation Plus March Download Links

Shadow of the Colossus – 13.57GB

Description

Rebuilt from the ground up by Bluepoint Games and JAPAN Studio, SHADOW OF THE COLOSSUS on PlayStation 4 system introduces the awe of its unforgettable world and towering creatures to a new generation of gamers, while allowing long time fans to revisit the beloved masterpiece with unparalleled visual fidelity and improved performance.

Tales speak of an ancient realm where Colossi roam the majestic landscape. Bound to the land, these creatures hold a key to a mystical power of revival – a power you must obtain to bring a loved one back to life.

SHADOW OF THE COLOSSUS is a breathtaking journey through ancient lands to seek out gigantic beasts. Armed with only a sword and a bow, explore the spacious lands and unearth each Colossus, presenting a unique challenge to test your wits, determination, and skill.

Sonic Forces – 18.16GB

Description

In SONIC FORCES, the evil Dr. Eggman has conquered much of the world with help from a powerful and mysterious new villain named Infinite. Now, you must assist Sonic and build an army to reclaim the world as they fight against chaos and destruction.

Defeat enemies with blazing speed as Modern Sonic, catapult past perilous platforms as Classic Sonic, and create your very own Custom Hero Character equipped with a variety of powerful gadgets. Experience fast-paced action with these three unique gameplay styles, explore iconic stages, plus, fight across unique added content with Shadow as a playable character!

Digital Standard Edition includes:
– SONIC FORCES video game
– EPISODE SHADOW (DLC)

The fate of Sonic the Hedgehog’s world is in your hands – Join the Uprising.

Make sure to download these titles before the next tide of games are released in a few weeks. Remember: you don’t need to download these to “keep” them, just initiate the download and you can download them whenever you want as long as you’re a PS Plus member.

More PlayStation Reading:

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Alex Co

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

Home > News

Red Dead Online This Week – Treasure Map Reward, Role XP Boosts & More

Rockstar Games has rolled out a fresh batch of new challenges, rewards and more in Red Dead Online this week! Check out the Red Dead Online update below.

Red Dead Online this week summary:

  • A Treasure Map Reward for completing 5 Daily Challenges
  • A 50% Role XP boost on all Moonshiner Sell, Story, and Bootlegger Missions
  • 10 Ranks worth of Club XP for signing up for the Outlaw Pass No. 2 by March 8th
  • Discounts on Select Clothing and Weapons: The Hunting Bow and Fishing Rod are 40% off, and all Vests and Bandoliers are 30% off
  • All Arabian Horses are 25% off at Stables
  • Ongoing Twitch Prime Benefits: A free Collector’s Bag and Polished Copper Moonshine Still, plus a Benefits Award of 5 Ranks of Moonshiner Role XP
  • New PlayStation Plus Member Benefits: Up to 3 Ability Cards of their choice for free

EARN A TREASURE MAP

Complete 5 Daily Challenges this week and receive a Treasure Map as a reward for your diligence and determination. You can pick up your Treasure Map from the Camp Lockbox or Post Office within 48 hours of completing the Daily Challenges.

RECEIVE A 50% ROLE XP BOOST

Moonshiners will receive a 50% Role XP Boost on all Moonshiner SellStory and Bootlegger Missions, which they can access by talking to Maggie and Marcel in their Moonshine Shack. 

Discounts:

There are a bevy of discounts to take advantage of through March 9th, including 25% off the cost of Arabian Horsesat Stables, and 40% off the Hunting Bow and Fishing Rod. From the apparel sections of the Wheeler, Rawson and Co. Catalogue, get 30% off all Vestsand Bandoliers

PlayStation Plus members who log in between now and June 1, 2020 will get to select three Ability Cards of their choice, free of charge. The rewards will be in the players’ Benefits section within 48 hours of playing.

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Alex Co

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

Home > News

Need for Speed Heat Update 1.06 Brings the Big March Patch

Need for Speed Heat players, Ghost Games has released the big Need for Speed Heat March update! Console gamers will see this as Need for Speed Heat update 1.06, and it includes the Black Market Delivery debut, a host of gameplay fixes and more.

Need for Speed Heat update 1.06 patch notes:

Estimated File Sizes

  • PC – 7.74 GB

  • PS4 – 8.38 GB

  • Xbox One – 7.7 GB

Black Market Delivery

As touched upon in the Under the Hood article, the March Update features the first Black Market Delivery. Once you’ve launched the updated game, you’ll meet Raziel. He’ll give you a call to let you know that there’s a car waiting to be collected down at Port Murphy. That’s only the beginning – as you pick it up, Raziel will give you tasks, and as time goes on, you can unlock new character customization, vanity items and a body kit for that car.

Two cars are released with the March Update. The Aston Martin DB11 Volante ‘19 comes as a free addition, being a variant of an existing car. The second one is a brand new paid car, the McLaren F1 ‘93.

Along with unlocking new vanity items like the new Beat Sync underglow, you will also notice that you’re playing some new events. Once completed, you will be able to replay them outside of the Black Market Delivery.

Quality of Life improvements

Adjustable camera shake

  • We’ve added a slider to the options that adjusts the amount of camera shake while you’re driving. You can find it in the “Driving” tab in the settings.

“Game is not paused” Notification

  • When you’re accessing the game menu during online play, you will find a notification that the game is not paused while you’re playing online..

New item notification

  • Until now, when you entered the garage and unlocked new car parts, you would be prompted with a feed of the new items on the right side of the screen. It was easy to miss a part if you unlocked many at once, so we changed the way you are notified about new parts. From now on, when you receive a new item in the garage, you will find a yellow notification banner labeling the category, guiding you to the new part.

Vanity Items

  • You have more ways to customize your car. You can choose from a variety of themed decals, add a new underglow that is in sync with the beat of the music or customize the color of your car’s backfire.

Race visuals

  • We added more variations for the intros of both day and night races. When you win a race, you might also notice there are new victory poses.

  • When it comes to time trials, both your and the ghost’s car will now be shown ahead of the race.

Other

When you launch NFS Heat while you’re offline after having the March Update installed, you will notice a tile in the social menu mentioning “Rival Crews”. It is a game feature concept that we were exploring, but unfortunately won’t be releasing. Such is life in game development. There are a lot of ideas and concepts floating around. Some of them are released and some will just remain concepts – like this one. We just wanted to give you a heads up that the tile found its way into the game, but it doesn’t have any functionality – and we’re looking at a possibility of removing the tile in the future.

Bugfixes

Missions

  • Resolved an issue that could lead to the game hanging when restarting “Got your back” after the mission failed and you’ve been inactive for a while.

  • During “Breaking the Law”, the light effect that indicates an upcoming turn would sometimes remain visible even after taking the turn, which could lead to confusion when you were exposed to two active indicators at once. The guiding light should now be removed once you’ve passed it, as intended.

Events

  • Added another checkpoint to the “Vertigo” event to prevent corner cutting through the park.

  • Fixed a rare issue that could lead to the game hanging after starting the “Snake Dance” time trial.

  • “Up Up and Away”: Jumping through the concrete tube should no longer reset the car mid-air.

  • Lifted up a few people in the crowd during “The Resort’s Circuit” intro to stop them from clipping with the ground.

  • The AI drivers will now follow the proper route during the “Sand in Eyes” off-road event.

  • Similarly, they will now jump over the ramps during the “Crazy Cowboy” event.

  • We tweaked some events that have checkpoints covering split roads. Sometimes the AI drivers would slow down unexpectedly when passing through these checkpoints, adjusting their speed when transitioning slightly off-road. They should stick to the road now, preventing sudden brake maneuvers and therefore incidents.

  • It was possible to get stuck under a trailer during the “Brotherhood Drive” drift challenge. We did some work on them to give you more space to pass through.

  • Added a challenge level to the “Steel Dragon” circuit race.

  • When you fall down from the monorail track during “Trail Rail”, you will now correctly be reset on the trail.

  • We’ve added some visuals to the finish line of “The Resort’s Circuit” to make it more obvious that it’s both a checkpoint and the finish line.

  • The AR icon of the “Aardvark” event is now at the event location instead of a few yards away.

  • When quitting the “Eagle” sprint race just after it started, the AI cars should no longer drive straight into the crane.

  • The crowd is now visible throughout the outro cinematic of the “Crossfield” event.

  • AI cars no longer spawn in the air when restarting “Voyager”.

  • Hitting a specific tree at high speed during the “Axiom” event will no longer result in your car falling below the map.

  • We removed a few barrels that could spawn a few turns into the “Scramjet” event.

  • We had a chat with one floaty boi who was hovering to get the best view during the “Ultra Sharp” event intro. He’s now cheering on the ground, where everyone can see him.

  • The crowd should no longer pop in and out during the intro of the “Bullet” event.

  • The event intro and the countdown timer should show consistently, even when restarting the event multiple times in quick succession.

  • You should no longer encounter large boxes in the middle of the road during the “Farah” event.

  • Made a small change to the outro cinematic of the “Drift Duel” event to prevent the camera from shaking.

  • Added spectators to the outro of the “Trouble” event.

  • Jumping into the water at a low speed during the “Ultra Sharp” event should no longer get you stuck in a reset loop.

  • The camera is no longer clipping through the ground during the intro of the “Jenny II” event.

  • Added the missing spectator crowd to cheer you on during the challenge level version of “The Resort’s Circuit”.

  • Removed the outro camera for the “Speedcheck” event, as the corridor is so narrow that the camera would clip through containers.

  • During the intro cinematic of “Reaction”, people in the crowd should no longer spawn inside your car. We get that they want to be close to you, but we had to set boundaries.

  • When inviting players to a High Heat event by selecting “Challenge All”, everybody will now have to have the required amount of Bank to start the event.

  • After selecting “Challenge All” for an event, waiting for a few players to accept, then driving away from the event interaction point while the other players are withdrawing, driving back to the event should allow you to select “Challenge All” again.

  • In the outro of the “Containers” time trial, the AI opponent’s car will no longer fall out of the sky.

  • When getting off track and restarting “Mountainside Maneuvers”, you should no longer start from position two.

  • Adjusted the camera during the outro of the “Heights” time trial so the player and the car are visible straight away. Previously, their view could be blocked by a parked car next to the event finish line.

  • The Speedwall info for the “Crazy Cowboy” event will now show user data as intended.

  • We fixed an issue that was causing visual artifacting at the bottom of the screen during night race intros.

UI

  • When you’re busted with a Bank balance of over 10,000 but less than the fine you have to pay, the correct amount is now deducted from your balance.

  • The Rainbow nitrous tile in the customization UI in the garage is now showing rainbow colours instead of a plain white symbol.

  • High Heat events now show the event name in the event panel.

  • Players joining an Xbox party should no longer be muted by default.

  • Fixed a rare issue where the open world UI would be displayed during the outro of the time trial “Containers”.

  • The “Blackbird” event didn’t have a course preview on the map, so we added one.

  • Improved the visibility for the star icons next to activities on the map during daytime.

  • You should no longer see any empty message banners after completing activities.

  • When you’re accepting an invite for a Night event and then get involved in a cop chase, you’ll be notified that you won’t join the event. Furthermore when it’s you and one other player wanting to race, the event will be canceled, and an “Event canceled” notice will be displayed. If there’s more than 2 players and only you are getting involved in a cop chase, the event will start without you.

  • Fixed an issue that prevented you from using Russian or Arabic characters in the crew tag field when creating a crew.

  • When you scroll up in the player search screen, you should no longer scroll straight to the top, but scroll up gradually.

  • Inviting a player to a party in the game should show an invitation prompt on their end reliably.

  • The “Friends” tab in the snapshot gallery will now be empty when you don’t have any friends.

  • After escaping a cop chase in front of a safe house or garage, the prompt “End chase to enter” should correctly be replaced by “Enter Garage”.

  • Fixed an issue that would display incorrect rewards for some time trials in the info panel. This was only visual, you would still receive the proper amount of Bank after the event.

  • When you’re sending a party invite while Origin is in offline mode, you should no longer be prompted with “Invite Success”, despite the invite not being sent.

  • In the “Trouble” time trial event, when racing “GhostSpecial01”, the ghost car won’t get a head start anymore.

  • When swapping the X and O buttons via the PlayStation settings, nitrous activation should no longer occur when closing the map.

  • There was contradicting information in the UI about the reward for getting all collectibles in the Cloudbank district. The menu now correctly says “Red & Orange Wave Underglow”.

  • When you’re in an event start area during night and not involved in a cop chase, you shouldn’t see cop icons on your screen anymore.

  • Replaced the picture for the higher challenge levels of the off-road races with the correct one.

Cars / Garage

  • A set of stock rims for the Audi R8 V10 Performance ‘19 was a bit too small for the tires. We reworked them so there won’t be a gap between the rims and the tires anymore.

  • The tail lights and rear window will no longer pop as you’re hitting higher speed with the Audi R8 V10 Performance ‘19.

  • Slightly toned down the visual effects of the exhaust flames for the Audi R8 V10 Performance ‘19.

  • Decals will now be applied to the Speedhunters spoiler for the Audi S5 Sportback ‘17.

  • The Aston Martin DB11 will now show visual damage that reflects the status of the car’s health bar.

  • When equipping the convertible roof option on the BMW i8 Roadster ‘18, the windows will now be down.

  • The calipers no longer change when navigating through the brake disc menu of the BMW i8 Roadster ‘18.

  • When you’re driving around in a damaged BMW i8 Roadster K.S Edition, the spoiler will now be properly attached to the chassis and not floating when you’re jumping.

  • The wheels should no longer be flickering when you’re in a race loading screen with a BMW i8 Roadster ‘18 and holding down the acceleration button.

  • When customizing body parts of the BMW M3 ‘10, decals should now be constantly visible and no longer disappear when swapping a to certain rear fender, rear splitter or rear canards.

  • Moved the interaction point of the rear wheels of the BMW M4 Convertible ‘17 slightly so they’re in the correct spot when customizing the car.

  • Also adjusted the rear wheel interaction point for the BMW M4 GTS ‘16 Performance.

  • Fixed the visuals of some aftermarket wheel textures for the BMW M5 ‘18.

  • There was a small spot where decals applied to the rear window of the BMW M3 ‘10 would become distorted – fixed!

  • Reviewed the spoilers of the BMW M3 Evolution II E30 ‘88, so you should be able to apply decals to them properly now.

  • Realigned the NOS and backfire effects for the BMW M3 Evolution II E30 ‘88 when the DTM rear bumper is equipped.

  • When you’re equipping the convertible roof option to the BMW Z4 M40i ‘19, the windows will now be down.

  • Decals will no longer bleed into windows when applied to the side of the BMW Z4 M40i ‘19 and having the Speedhunters or The Alchemist roof equipped.

  • With the Speedhunters side skirt equipped to the Chevrolet Camaro Z28 ‘14, decals will now only show on the side of the car and not on the side skirts.

  • When you apply a color to the rims of the Chevrolet Colorado ZR2 ‘17 or Land Rover Defender 110 ‘15, the color of the rim of the backup wheel will no longer be affected.

  • Decals can now be applied to “The Alchemist” spoiler of the Chevrolet Corvette Grand Sport ‘17.

  • You can now equip a roof on the Chevrolet Corvette ZR-1 ‘19.

  • When selecting the Carbon diffuser and Carbon splitter to the Dodge Challenger SRT8 ‘14, they no longer flicker when changing the camera angle in the garage.

  • Adjusted the spoilers for the Ferrari 488 GTB ‘15 so they behave as expected when driving around and jumping with a heavily damaged 488.

  • Carbon body customization for the Ferrari 488 GTB ‘15 should now be displayed with the correct texture at all times.

  • The underglow for the Ferrari F40 ‘87 now matches the shape of the car and is not overextended anymore.

  • When swapping the hood from custom to stock on the Ferrari LaFerrari ‘13, the doors will retain their physical appearance.

  • The interaction points for the left and right window of the Ferrari LaFerrari ‘13 are now properly aligned.

  • Polished the looks of the Ferrari Testarossa Coupe ‘84 engine hood.

  • Fixed an issue that affected the Speedhunters and Alchemist grille customization for the Ford F150 Raptor ‘17, so decals should apply properly across the parts now.

  • Decals now show correctly on the Alchemist spoiler for the Ford Focus RS ‘16.

  • Added an interaction point for the sound system to the Ford Focus RS ‘16.

  • Fixed an issue with the stock bumper and the sides of the Ford Focus RS ‘16, decals are now applied correctly.

  • The last “Americana” spoiler is no longer clipping with the splitters of the Ford Mustang ‘65.

  • You can now properly put decals on spoilers of the Ford Mustang Foxbody ‘90.

  • When equipping the Speedhunters rear wide fender on the Ford GT ‘17, you will no longer be able to see through the vent.

  • Decals can now be applied to the stock spoiler of the Honda Civic Type-R ‘00.

  • Realigned the NOS virtual effects for the Honda NSX Type-R ‘92 when you equip the Carbon diffuser and Speedhunters exhaust.

  • Moved the interaction point of the rear window of the Jaguar F-Type R Convertible ‘19 to the rear window.

  • When the Jaguar F-Type R Convertible ‘19 is damaged on the side, the wing mirrors should no longer be twitching.

  • Fixed an issue with the Speedhunters rear fenders on the Jaguar F-Type R Convertible ‘19 that would make them partially transparent when looked at from a specific angle.

  • Pressing the up arrow while having the front fenders of the Jaguar F-Type R Convertible ‘19 selected no longer moves the camera outside of the garage.

  • The window frame will no longer disappear when you drive around in a heavily damaged Lamborghini Aventador S Roadster ‘17.

  • The steering wheel should no longer clip through the window when steering right in the Land Rover Defender 110 ‘15.

  • Realigned the second set of rims with the third set of fenders for the Land Rover Defender 110 ‘15.

  • The rear axle will no longer clip through aftermarket rims for the Land Rover Range Rover Sport SVR ‘15.

  • When entering and exiting the garage with the Land Rover Range Rover Sport SVR ‘15, you will now be able to switch back to the bonnet cam showing the bonnet.

  • Decals can now be applied to both side skirts of the Lotus Exige S ‘06 properly.

  • If you equip the Chidori wing mirrors on the Lotus Exige S ‘06 and damage the car, the mirrors shouldn’t be shaking anymore.

  • Added an interaction point for the rear window of the Mazda MX-5 ‘96, so you can apply wraps.

  • When customizing the Mazda MX-5 ‘96 and trying to move from the left rear canard interaction point to the rear fender, you should no longer jump straight to the left rear wheel.

  • All diffusers are now displayed correctly when you’re in the customization menu of the Mazda MX-5 ‘96.

  • Resolved an issue that would show two different levels of detail of the Mazda RX-7 Spirit R ‘02 Coupe when the camera moved far away and then back, in photo mode or at very high speeds.

  • The spoilers of the McLaren 570S ‘15 will now behave as intended when jumping with a highly damaged car.

  • Fixed an issue with the Speedhunters wing mirrors for the Mercedes AMG A45 ‘16 that would cause the decal to be misplaced on the right mirror.

  • Also on the Mercedes AMG A45 ‘16, decals can now be placed across all of the “The Alchemist” front bumper.

  • Added the BBS rear rims for the Mercedes AMG C63.

  • When you equip the first Mansory front fenders option and either the Mansory or Mercedes-Benz rear fenders, the side skirts will now show correctly when driving the Mercedes AMG G 63 ‘17 and moving the camera.

  • Decals applied to the spoiler of the Mercedes AMG GT R ‘17 will now also affect its base.

  • When customizing the Mercedes AMG GTS Roadster ‘19, the roof interaction point should now be completely visible as the camera should snap to a better spot than before.

  • The Mercury and Speedhunters side skirts are now showing different models as intended when customizing the Mercury Cougar ‘67.

  • When the Speedhunters rear fenders are equipped to the Mercury Cougar ‘67, black-metallic texture applied to them is now shown at all times.

  • When applying the second diffuser option to the Mitsubishi Lancer Evolution IX ‘07 while having the “Vortex” bumper equipped, the diffuser will no longer adapt the paint job of the car.

  • Decals can now be applied to the stock spoiler of the Mitsubishi Lancer Evolution X ‘08.

  • The wing mirrors of the Mitsubishi Lancer Evolution X ‘08 are no longer floating when you’re driving around while the car is heavily damaged.

  • We aligned the headlight flare with the Rocket Bunny headlight modification for the Nissan 180SX ‘96.

  • You can now apply decals to the Nissan spoiler and the Bensopra rear bumper for the Nissan GT-R Premium ‘17.

  • When applying decals to the Nissan GT-R Premium ‘17 front bumper and front fender, the decal can now be applied to the entirety of the respective parts. Before, there was a small segment that would always show the paint and no decals.

  • Reworked the backfire VFX for the Nissan Skyline GT-R V-Spec ‘93 so it will only show in the intended area.

  • Fixed an issue where one of the bumpers of the Nissan Skyline GT-R V-Spec ‘99 was transparent in one spot when looked at from a specific angle.

  • Decals will now properly apply to splitters and spoilers for the Nissan Skyline 2000 GT-R ‘71.

  • Fixed an issue that would cause the Speedhunters exhaust to adapt the decal applied to the top section of the Nissan Skyline 2000 GT-R ‘71.

  • Removed the side skirt and trunk lid interaction points for the Nissan Skyline 2000 GT-R ‘71 as there is only one option available for both parts.

  • Touched up the looks of the rear window for the Nissan GT-R Nismo and Nissan 370Z Nismo so they are displayed consistently, regardless of camera distance when accelerating and braking.

  • Set the correct location for the right and left window interaction points when customizing the Pagani Huayra BC ‘17.

  • When applying decals to the Porsche 718 Cayman GTS ‘18, the decal applied to the right window should no longer blend into the left window.

  • Similarly, decals applied to the left window of the Porsche 718 Cayman GTS ‘18 will no longer appear in the corner of the back right window.

  • Fixed an issue that would prevent decals to be applied to Splitters for the Porsche 911 Carrera RSR ‘73.

  • Added the missing sound system interaction point to the customization menu for the Porsche 911 GT2 RS ‘18.

  • Made it easier to navigate to the license plate interaction point of the Porsche GT2 RS ‘18.

  • When you equip the first aftermarket option for the tail lights on the Porsche 911 GT3 RS ‘19 and exit the garage during night, the lights will now have the correct tint instead of shining bright like a diamond.

  • Decals on the left side of the Porsche 918 Spyder ‘15 should no longer be stretched when applied near the rear fender.

  • Decals applied on the left window of the Porsche Cayman GT4 ‘15 will no longer bleed into a small area of the back right window.

  • Added the missing sound system interaction point to the Subaru BRZ Premium ‘14 customization menu.

  • When equipping the Tex rear fender on the left side of the Subaru Impreza WRX STI ‘06, it will no longer be carbon by default.

  • Also for the Subaru Impreza WRX STI ‘06, the carbon fiber material applied to some parts will no longer flicker when looked at from specific angles.

  • You can now adjust the tint of the windows for the Subaru WRX STI ‘10, and the stock version isn’t completely opaque either.

  • Also added the missing sound system interaction point for the Subaru WRX STI ‘10.

  • Fixed an issue that would cause decals being partially displaced on the side of the Volkswagen Beetle ‘63 when using the “The Alchemist” front fender.

  • After putting another roof on the Volvo Amazon ‘70, you can now revert back to the stock roof option.

  • Fixed an issue that would prompt you with a “Sell Failed” message instead of selling your car.

  • When driving a time trial against the ghost of a Polestar, the taillights were pretty solid as you would expect from a normal car. Now it blends into the ghostly appearance of a time trial opponent.

  • Fixed an issue that would lead to tires clipping into the ground in the showcase screen when equipping air suspension.

Visual

  • A rare issue could lead to the game world not rendering correctly after reaching Heat level 5. You should no longer see the road disappearing under you, and you should also see the garage correctly after transitioning through the loading screen.

  • One combination of hair and hat was looking warped in the game, so we fixed the hat.

  • Adjusted the belt of a mask so it doesn’t clip through a beanie.

  • When applying a specific haircut to your character, it should now correctly display even when you’re in a car. Before, there would be a small patch of hair missing.

  • During a specific outro sequence after a race event, the player character should no longer clip through the car while sitting next to it.

  • After completing the first day race event, Lucas’ subtitles are now in sync with the voiceover.

  • The reflection of your car in the transition screen when entering the garage during daytime should now be displayed consistently.

  • Character models should no longer clip through clothes during night race intros.

  • When you were playing chapter 3 while having the game set to Korean, you could notice a chunk of subtitles displayed at once instead of being split into multiple pieces – we fixed that.

  • Resolved a rare issue that would allow you to see a party member in day time, despite them driving at night time.

  • Fixed an issue where the camera could clip through the wall when you were driving through one of the entrances to Palm City Raceway.

  • Fixed an issue that could cause some rims to flicker in the customization menu until a different coat of paint was applied.

Audio

  • Audio changes made in the Accessibility settings will now take effect without having to access the audio settings tab.

  • VOIP should now work more reliably when forming a party.

  • When scrolling through the character head slot customization menu, the correct sounds should now play for all items.

World

This is a very extensive list of changes to the world. There are a lot of minor tweaks for LOD issues, or instances where you could go to the middle of nowhere and drive through a rock because it was missing a collision volume. Then there’s buildings that were missing an entrance and other fun things.

We divided this into sections, as there’s a bunch of changes related to three different categories.

Collisions: We have tweaked some collisions. When we talk about collisions, we’re usually talking about your car hitting any other object in the environment, sometimes even another car. Or being able to drive your car into objects or below terrain, as the textures are not matching the collision models.

Reset points: This second category includes instances when your car would reset, when the game would think that you’re out of bounds. Most of these occurrences were in very specific places far off the busy streets, and not places you would frequent during races or challenges.

Visual: The last category covers changes that are mainly or purely visual. Slightly misaligned textures, floating vegetation, houses that are just slightly too high or low compared to the ground.

Collisions

  • You can now drive between the pillars and the front of a building next to a billboard in Downtown Palm City.

  • Fixed a collision issue in Southern Rockville, where you could drive into the wilderness and disappear underground. It was a good hide & seek spot.

  • Added collision to a concrete wall surrounding a parking lot in Mendoza Keys. That should prevent some water-related incidents.

  • Another rock was reworked to have proper collision in Grenada Wetlands.

  • You should no longer get stuck between two trees in Blackwood Heights.

  • Polished a spot next to the Palm City Raceway to prevent you from becoming stuck on a ramp near the flamingo collectible.

  • Added collision to a small tree in East Sandpiper Forest. Now that physics will affect it: Please don’t hurt it.

  • Reworked physics for beach huts so their destruction feels more natural.

  • A bunch of barrels at the end of a bridge in Mendoza Keys are now smashable.

  • We touched up the collision volume of a rock in the Northeastern area of Frontera Hills.

  • There’s a loading ramp near the border between Edgewood Valley and Sandino Ranches which you could get stuck under, which should no longer happen now.

  • Removed an invisible collision near a cliff in western Blackwood Heights.

  • A bunch of bushes in Grenada Wetlands will now be properly flattened when you drive through them.

  • Added missing collision to some stairs in Downtown Palm City, so you can no longer drive into them.

  • There was a cement block next to a railroad track in Frontera Hills that was missing a collision. To make your life easier, we lowered it a bit more into the ground, as it was the top of a pillar.

  • Reworked a few ramps in Mendoza Keys and the Palm City Raceway to prevent damaging the car when driving over them.

  • When you were looking for a billboard in Sandino Ranches, you would likely end up on the roof of a building. Now your car will properly collide with the pipe on the roof when you hit it.

  • The tent next to the “Late for Work!” speed trap in Frontera Hills is now destructible.

  • We fixed a missing collision box for a rock in the wilderness of Southern Cloudbank.

  • Also Cloudbank, different spot: Adjusted the collision model of a rock.

  • When you’re trying to explore the very edge of the map on the north side of Rockville, you could get stuck in an invisible object. That should no longer happen – but we’re still curious what you were looking for in that area.

  • The bridge fence next to the “Seaside Speeding Ticket” in the Westside district should be less of a hard stop – if you don’t run into it full frontal.

  • Removed a small spot on a sidewalk some cars could collide with during the “Larry” event.

  • Added collision to a tree in Fairview Fields – which doesn’t mean you should drive into it!

  • You should no longer be able to get stuck under a loading ramp in eastern Edgewood Valley.

  • Corrected the collision model of a rock in Rockville, the collision volume was a bit larger than the actual rock.

  • Reworked a small tree in Port Murphy that was previously indestructible.

  • Reduced the collision of a barrier on the side of a road in Cloudbank.

  • We don’t know how you find these specific scenarios, but here goes: When you park two cars in a narrow space between two containers near the Palm City Raceway garage, in a way that they slightly overlap due to the lack of space, and then have someone hit one of the cars with enough force, that car could be yoinked below the map at an incredibly high speed, and the game could hang when trying to respawn the car. This should be resolved.

  • If you were skillful enough, you could reproduce a similar issue we fixed: Driving backwards in between two cars, and hitting them in quick succession could make your car disappear. Nice party trick, but you had to restart the game as you couldn’t move.

  • Added a few boulders to an area in Rockville so it’s locked off, as intended.

  • Reduced the collision model of a storefront in Sandino Ranches, so you can smoothly drive under the marquee.

  • Reduced collision on the edge of a ramp during the “Up Up and Away” event to match the visual boundaries.

  • Improved the collision model of a rock in the coastal area of Mendoza Keys to prevent you getting stuck there.

  • The tree next to the “I’m not a jump!” speed trap in Downtown Palm City is now breakable.

  • There’s a huge advertising board showcasing the stores in the mall in Edgewood Valley. You could drive past it, but would take damage at high speeds, despite not hitting it, we adjusted the size of the collision volume to match the texture volume.

  • For whatever reason you might have tried that, but it was possible to get stuck in the fence around the Palm City Raceway. The fence has been reworked in parts and should not tangle around your axles anymore.

  • Adjusted collision to match the storefront of a cook house in Fort Callahan.

  • Going off the road that’s part of the “Proton” event should be less of a bumpy ride than before, as the terrain now behaves as even as it looks.

  • You should no longer be able to become stuck under the pipes at the rocket launch pad in Cape Castille, even with low rides.

  • You can now freely navigate on and off the path next to a building in Cape Castille.

  • In Mendoza Keys, you can find “The Teal Fin Inn”, a famous spot in Palm City. We reinforced their promotional sign so you can no longer drive through it.

  • A junk pile in Blackwood Heights can now be driven over from all sides.

  • You shouldn’t be able to drive into a rock on the west side of Port Murphy anymore.

  • Reworked a rock in Mendoza Keys so you can’t drive into it anymore.

  • Added a collision volume to a few small pillars in central Downtown Palm City.

  • You should no longer get stuck between a cargo train and a tanker rail car in Frontera Hills.

  • Two rocks near the edge of the map in Rockville now have a proper collision model.

  • Added missing collision to some metal wires behind the gas station in Fairview Fields.

  • You can no longer drive through a part of a bridge in Grenada Wetlands.

  • AI cars should no longer experience a collision when traversing an intersection in Cape Castille.

  • The spawn location of a parked AI traffic car was slightly below ground level. This would result in the engine trying to resolve that conflict by catapulting it into the air. It made for a fun sight, but we still decided to move the spawn location up slightly.

  • You shouldn’t be able to get stuck under a bridge in Sandpiper Forest anymore

  • More collision fixes: We ground a wall in Port Murphy next to an oil tank so you can drive alongside it a bit smoother.

  • We adjusted the weight of some forklifts, so they will slow you down as you would expect them to, when hitting them at high speeds.

  • We ground the inside of a tunnel in Fort Callahan, so you should experience a less bumpy ride when driving into the wall. Except for when you smash into it full frontal.

  • A building in Frontera Hills has a step in front of its entrance. You were able to drive through this step before, now you can properly drive over it.

  • You should no longer get stuck on top of a ramp inside the Palm City Raceway, despite your tires touching the ground.

  • Touched up a wall in Fort Callahan so you shouldn’t bounce off it when just touching it slightly.

  • We revisited an area in Frontera Hills and made a few changes so you shouldn’t be able to become stuck between a tree and a rock anymore.

  • Removed an invisible collision from a street in Port Murphy, south-east from the safe house.

  • We added collision to a hedge in Mendoza Keys. When you drive through it, it will be properly deformed now.

  • You should no longer be able to get stuck on a dock in Port Murphy.

  • There was a nice little area in Port Murphy around the docks where you could hide from the cops because they got stuck on a solid barrier. You should no longer be able to get to the area where they can’t follow – but there’s still enough jumps and containers around.

  • Ironed out some edges when landing after a jump during the “Up Up and Away” event.

  • Although it looked like a car would fit, you just couldn’t drive in between the back of a building and a fence. The area is now visually blocked, as it is supposed to be inaccessible.

  • We added collision to a rock at the edge of a mountain in Frontera Hills, so you can’t just drive through it anymore.

  • When driving through Cloudbank and wrecking a bunch of solar panels (rude – it’s a good energy source!), the bottom part of the solar panel pillar will now also be destroyed.

  • Removed an invisible blocker from a concrete wall in Fairview Fields.

  • Added proper collision physics to the metal railing near a billboard in Western Grenada Wetlands.

  • Your car should no longer clip through the edge of the steel bridge in Rockville.

Reset points

  • Driving into a spot between a pile of wood, a metal pillar and a wall in Port Murphy no longer resets your car.

  • Removed a reset point between a shed, a wooden building and a trailer in Sandpiper Forest.

  • Fixed an issue where you could access an out of bounds area in Mendoza Keys.

  • We removed a reset that would trigger when driving between a trailer and a wooden residential building in Sandino Ranches.

  • Similarly, in Edgewood Valley, this should no longer occur when driving through a part of a barn or a hay shelter near it. Or a barn in Frontera Hills.

  • Removed a reset point in Port Murphy, between a metal fence and an electric pole.

  • Crashing and flipping your car in the concrete tube during the “Up Up and Away” time trial won’t reset you below the concrete tube anymore.

  • During the “BayClock” time trial event, your car should no longer be reset during the last jump.

  • Cleaned up a few spots around BayView Park that are now properly part of the road network.

  • Touched up an area in Port Murphy near the docks, removed two small pillars so you no longer get stuck or reset in an area that shouldn’t have been out of bounds.

  • Driving off the road between two barriers next to a bridge in Westside will no longer reset your car.

  • Removed a reset trigger from in between two trailers in Frontera Hills.

  • Added a reset trigger to an area that should be inaccessible, but can be reached by jumping far off a ramp in Port Murphy.

  • We doubled down on an issue we fixed in January: Landing on top of an otherwise inaccessible building and wrecking the car in the process – the transition of resetting the player car should now be even more reliable.

  • When using the ramp to jump across the water and collect a billboard in Bayview park at a very high speed, you should no longer be reset mid-air.

  • Cleaned up a reset area close to the Cloudbank safehouse.

  • Fixed an area near the bridge in Eden Shores that counted as “out of bounds”, where you could get stuck in a reset loop despite just stopping there to take in the scenery.

  • Removed a reset trigger in between a house and a mobile home in Frontera Hills.

  • Driving up stairs in Port Murphy to collect a decal will no longer reset your car.

  • Patched up a few small holes in the road network in Eden Shores.

  • Same thing was fixed on a part of the golf course in the Westside district.

  • Removed a reset point next to a cargo vessel in Port Murphy.

  • Your car will no longer reset when driving between a parked van and a ramp in Edgewood Valley.

  • Cleaned up an out of bounds location in Fort Callahan when driving in between a residential building and a bridge.

  • Adjusted the collision model of the concrete structure leading up to the rocket launch pad in Cape Castille.

  • Driving on the high end of the base of the building just north of the “Downhill is Better” event will no longer reset you.

  • Added a reset volume in a spot where you could previously drive into the riverbed in Western Fort Callahan.

  • Fixed a reset issue between a set of stairs and a building in Sandino ranches.

That’s a ton of changes, no? Hopefully, the April update brings in this much new stuff as well/

Source: Reddit

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Alex Co

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

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Destiny 2 Season of the Worthy Release Date and Details Announced

Bungie has finally announced the Destiny 2 new season today! Not only that, but we got a ton of info as well. Called the Season of the Worthy, there’s a new trailer out, as well as confirmation that the Destiny 2 Season of the Worthy release date is set for March 10!

Destiny 2 Season of the Worthy release date and details:

Season of the Worthy will be out on March 10 at 10 a.m. PT.

Season of the Worthy key features:

  • Trials of Osiris PvP mode returns
  • New Exotic weapons and armor
  • New Season Pass and rewards
  • Guardian Games free Seasonal Event
  • Continue the Destiny story: battle alongside Rasputin to save the Last City!
  • All new Seasonal Artifact: New mods and new combat enhancements.

The full Destiny 2 Season of the Worthy roadmap will be revealed tomorrrow by Bungie, and you can be sure we’ll be covering that once we know more info.

Stay tuned to this week’s reset of activities later on the site. Don’t forget to check out some of the subclass changes coming in the new season, which you can read about here.

Are you hyped for this new upcoming season? What are you most looking foward to? Let us know down in the comments.

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Alex Co

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DayZ Update 1.13 Now Out for Consoles, Here’s What’s in It

DayZ console gamers, the “1.07” update for PC, is now live on consoles! Players will see this as DayZ update 1.13, and there’s a bunch of stuff added, as well as a ton of bugs fixed. Check out the full DayZ update 1.13 patch notes below.

DayZ update 1.13 patch notes:

NOTES

Game Hotfix 2 (03.03.2020)

GAME

FIXED

  • Fixed: A common server crash
  • Fixed: An exploit for item duplication
  • Fixed: Exploitable collisions in civilian buildings
  • Fixed: A client error related to the cable reel
  • Fixed: Occupied wheel slots on vehicles would still display the “Attach” prompt

GAME

ADDED

  • Added: Sound for amusement park objects

FIXED

  • Fixed: A server crash caused by certain player actions (On XBOX One)
  • Fixed: A game crash caused by inventory manipulation
  • Fixed: A server crash related to dropping large items (reverted the physical dropping until this issue is resolved)
  • Fixed: A case of bullets not being registered when starting to shoot while the weapon is moved
  • Fixed: Doors in certain military barracks were disappearing
  • Fixed: Item description of beige Working Boots
  • Fixed: An exploit allowing to carry heavy items while running
  • Fixed: Voice chat could be activated while in the inventory

 


 

GAME

ADDED

  • Added: Repeater Carbine
  • Added: .357 Rounds
  • Added: 12ga Rubber Slugs
  • Added: Amusement park locations throughout Chernarus

FIXED

  • Fixed: A client error caused by re-encountering the weapon you dropped during a previous death
  • Fixed: The map always used to open at the top left corner (now remembers the last opened position)
  • Fixed: Disabled “Jump out” action for back seat passengers of the ADA 4×4
  • Fixed: Action circle was missing while dismantling the oven
  • Fixed: The player can no longer attach both the suppressor and compensator to the SG5-K
  • Fixed: Issue caused by starting an action with a different item in your hands between client and server
  • Fixed: An animation glitch related to throwing
  • Fixed: Several types of inventory interactions related to item swapping
  • Fixed: Water bonus from wells was added to early in the action
  • Fixed: Infected would not cause bleeding as intended
  • Fixed: Issues with doors in the aircraft hangar, hospital, school, harbour crane
  • Fixed: Issues with the sounds of doors in the fire station and big ATC buildings
  • Fixed: Issues with a ladder on the construction site
  • Fixed: Piles of wooden planks could spawn on top of each other
  • Fixed: The big doorway of the sawmill had bullet collision
  • Fixed: Object placement fixes for Enoch and ChernarusPlus terrains
  • Fixed: A yellow heat comfort was giving a penalty on health regeneration
  • Fixed: Position of the combination lock widget, LODs and textures
  • Fixed: The player could collide with individual ivy parts
  • Fixed: The Denim Skirt showed the wrong colour in 1st person mode
  • Fixed: Infected could not navigate into the large grey shed
  • Fixed: The Construction Light behaved weirdly when thrown
  • Fixed: It was not possible to empty liquid containers in interior spaces
  • Fixed: Blue Athletic Sunglasses had a green texture (https://feedback.bistudio.com/T148324)
  • Fixed: The Thermometer would always display 0 degree (https://feedback.bistudio.com/T146710)
  • Fixed: Night vision was darkened when someone entered the players network bubble (https://feedback.bistudio.com/T147106)
  • Fixed: Base building actions could be mixed up resulting in building the wrong part
  • Fixed: Barrel with holes was still able to store liquids (https://feedback.bistudio.com/T148495)
  • Fixed: Missing icon for the night vision goggles attachment slot
  • Fixed: NVGs were not operable while holding an item in hands (https://feedback.bistudio.com/T148637)
  • Fixed: Door of the Radio Station would spawn opened half-way
  • Fixed: Belts with attachments could be put inside clothing items

CHANGED

  • Changed: Global lighting changes (ground-lighting addition, brightness of day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast)
  • Changed: Updated the inventory attachment icons (missing icons added, some icons tweaked and unused removed to free space for more in future)
  • Changed: Clean-up of the car damage zones
  • Changed: Lowered the amount of leaked coolant when the radiator is destroyed in the car
  • Changed: The open option for the fence gate can be accessed easier
  • Changed: Removed the collision from Barbed Wire
  • Changed: Barbed Wire now causes bleeding sources instead of shock damage
  • Changed: The fence and watchtower kits can be dismantled
  • Changed: Heavy items (with collision) are dropped using physics
  • Changed: Rework of the combination lock destruction (requires more time, but in shorter cycles)
  • Changed: Sawing a pile of wooden planks is now a truly continuous action
  • Tweaked: Decreased range of the night light, and changed its colour, position and brightness for better immersion
  • Tweaked: The fence gate opens and closes slower
  • Tweaked: Inventory view of the Assault Helmet Visor
  • Tweaked: You receive one additional plank when cutting down a wooden log
  • Tweaked: You receive one more wooden log when cutting down most trees
  • Tweaked: Base building materials are now placed more clear
  • Tweaked: Sorted the attachments icons of firearms
  • Tweaked: The base building build action won’t show up at all when it is being blocked (previously allowed to execute without result)
  • Tweaked: Adjusted the logic behind obstacle checks when building base building parts
  • Tweaked: The map is now full screen
  • Tweaked: Removed the collision from tourist trail poles
  • Tweaked: The pickaxe can build watchtowers and fences again

SERVER

  • Added: Access to the server mission files
  • Added: Admin log parameters to selectively monitor certain player actions
  • adminLogPlayerHitsOnly = 0;    //1 – log player hits only / 0 – log all hits ( animals/infected )
  • adminLogPlacement = 0;    //1 – log placement action ( traps, tents )
  • adminLogBuildActions = 0;    // 1 – log base building actions ( build, dismantle, destroy )
  • adminLogPlayerList = 0;    // 1 – log periodic player list with position every 5 minutes
  • Added: New server config parameters to customise night lighting
  • lightingConfig = 0; // – 0 for brighter night, 1 for darker night
  • disablePersonalLight = 1; // – disables personal light for all clients connected to server

 

KNOWN ISSUES

  • Picking up an item on the upper floor of a watchtower can crash the game

Here’s the complete message from Bohemia Interactive:

Hello Survivors, 

The new 1.07 Update brings some important fixes and exciting new elements to the game.
We are adding the Repeater Carbine which uses .357 rounds, and the 12ga Rubber Slugs which can be used by any of your favorite shotguns.
This new update also focus on important fixes, from small gameplay tweaks to the inventory fixes that were affecting the players experience since the release of the 1.06 Update.
You will also be able to find the newly added Amusements Parks, which are scattered across Chernarus.

For the latest DayZ news, make sure to keep locked in to MP1st.

Source: DayZ forums

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Fortnite Update 2.60 Released, Here’s What’s in v12.10 (Update)

Epic Games has released Fortnite update v12.10 today, or what console players will see as Fortnite update 2.60! Same as before, don’t expect any official patch notes from Epic, but we’re here to share what we know got changed or fixed.

Updated the post to include the image from Reddit user thesquatingdog.

Fortnite update 2.60 changes (v12.10):

General

Flair style of Y0ND3R incorrectly locked.

Description
Players’ Flair style of the Y0ND3R Outfit may have been locked upon the launch of v12.00.


Platforms
All

Big Haul Glider variant may not unlock.

Description
Big Haul Glider variant may not unlock when unlocking the Shadow or Ghost variant for Brutus.


Platforms
All

Battle Royale

XP gain from XP Coins not appearing in XP bar.

Update
We are tracking collected XP Coins and will be rewarding any missing XP in the 12.10 update. Thanks for everyone’s help in tracking this down!


Description
XP gained from some XP Coins may not appear on the Season Level XP bar, despite appearing as collected.


Platforms
All

Unable to close map with map input if bound to directional pad up.

Description
Players on controller may be unable to close the map with the map input if the input is bound to directional pad up.


Platforms
All


Workaround
If using the Old School or Quick Builder controller configuration, you can close the map by pressing the Toggle Build Mode/Edit button or bringing up the Emote/Quick Chat Wheel. You can also work around this issue by changing which button the map input is bound to.

Teammate arrows flickering / temporarily disappearing in Team Rumble.

Description
Teammate arrows may flicker/temporarily disappear in Team Rumble.


Discussion
Reddit thread


Platforms
All

Weak Point hits not registering when very close to them.

Description
As players hit Weak Points while harvesting, some hits may not register if the weak point is very close to them.


Discussion
Reddit Thread


Workaround
Backing up from the weak point should allow it to be register as hit.


Platforms
All

Splitscreen: Player 1 interrupts Player 2’s trigger button action.

Description
In Splitscreen play, Player 1’s opening the inventory/menu may stop the action Player 2 is doing with their trigger button.


Platforms
PlayStation 4, Xbox One


Workaround
If Player 2’s action is interrupted, they can release and re-hold down the trigger button to continue it.

Creative

The Class Selector Device will not work unless the volume is visible.

Description
The Class Selector Device will only work if the Volume Visible setting is set to “on.” In all other instances, the Class Selector will not change the player’s class.


Platforms
All

Save the World

Unable to collect items with the pickup key.

Description
Players may be unable to pick up items with the pickup / interact key on PC / Console.


Platforms
All


Workaround
Walk through the object to pick it up rather than using the interact key. Additionally, you may go into BR, go into your settings, and toggle”Hold to Swap Pickup” to off.

Players may get stuck in the inventory menu.

Description
Inventory menu may become unresponsive with no way to close it, causing the players to get stuck.

Platforms
All

Controller inputs may not function correctly on Feedback / Reporting in the player menus.

Description
Player’s may be unable to submit Feedback or Report in the player menus due to controller inputs not functioning properly while the menus are open.


Platforms
Xbox One, PlayStation 4


Discussion
Reddit

Mobile

Updating to latest patch.

Description
We’re investigating an issue that is preventing some mobile players from updating the game.

Platforms
Mobile

Workaround
Reinstalling the game may solve the issue.

Discussion [https://www.reddit.com/r/FortNiteMobile/comments/f8jou9/fortnite_not_updating/

Map markers misaligned after zooming.

Description

Map markers and mission objectives may appear misaligned when zooming in or out of the Battle Royale map.

Platforms
Mobile

And yes, that’s basically it for the confirmed list of changes/fixes.

Source: Fortnite (Trello)

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Alex Co

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

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Valorant Release Window Set for Summer 2020, Watch Official Gameplay Now

With yesterday’s surprising Valorant screenshots and confirmation leak, Riot Games has now officially unveiled Valorant gameplay, and as well as the Valorant release window as well! According to Riot Games, Valorant will be playable in “Summer 2020,” though it’s uncertain whether this is just a beta, early access or the full release.

If you want to check out this 5v5 team-based shooter and how it plays, check it out below.

The official Valorant website is also up, and offers some info regarding the game.

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Alex Co

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

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Battlefield 1 New Game Mode for the Week – Back to Basics Frontlines

While Battlefield 5 might be hogging the news given it’s the latest Battlefield game out, DICE is still supporting Battlefield 1! There’s a Battlefield 1 new game mode update (or a new playlist if you want to be more specific), and it’s Frontlines with Back to Basics rules!

This was announced today by DICE Producer Jaqub Ajmal over on Twitter.

For those who haven’t booted up Battlefield 1, or just not familiar with the mode, here’s what Frontlines is all about (via Battlefield wiki):

Frontlines is a gamemode featured in Battlefield 1 and Battlefield V. It was originally introduced in the Battlefield 1: They Shall Not Pass expansion. It combines Conquest and Rush gameplay in a single map. Each team has a base with two telegraphs. A line of flags joins the two bases, with all flags needing to be captured in order to attach telegraphs in a game of tug-a-war.

As for Back to Basics, it’s a variant of fan-favorite mode Conquest, where no automatic weapons are allowed (goodbye Hellriegel!), and players can only use bolt action rifles. Go old school, soldier!

Are you still playing Battlefield 1? How do you stack it up against Battlefield 5 and what modes do you want to see in the future? Share your thoughts down below in the comments.

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Alex Co

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The Division 2 Update March 2 – Title Update 8 Patch Notes

We’re expecting it tomorrow, but Ubisoft Massive rolled out The Division 2 update 1.18, which brings in the Warlords of New York content and more! The Division 2 update March 2 patch notes — or what Ubisoft calls Title Update 8 — can be seen below and as one might expect, it’s massive (52GB on consoles, 42GB on PC).

The Division 2 update March 2 patch notes:

Warlords of New York Campaign

Travel to New York City to hunt down Aaron Keener. To find him you will need to investigate his Lieutenants activities, find clues and gain the trust of the Peacekeepers, local militia defending the public.

  • Completely new Open World in lower Manhattan with random world activities, returning factions like the Rikers and Cleaners.

    • 4 new Open World named zones under fog-of-war, with no level-gating, giving you the freedom to tackle the investigation in any way you want.

      • Two Bridges

      • Battery Park

      • Civic Center

      • Financial District

  • 5 new narrative Main Missions taking you through lower Manhattan in your hunt for Aaron Keener.

    • The Tombs

    • Pathway Park

    • Wall Street

    • Stranded Tanker

    • A Mystery Location

  • 8 interlinked Side Missions to investigate clues that will help players find out more about Keener’s operation and his Lieutenants.

    • Police Headquarters

    • Hugh Carey Tunnel

    • Pier 26

    • JTF Shelter

    • City Hall

    • New York Federal Reserve

    • Castle Clinton

    • Doyers Street

  • New level progression from Level 30 to 40!

    • Find out more about your journey in New York from our dedicated article here.

  • A new Base of Operation: Haven

    • Haven is a new Settlement led by Paul Rhodes. The inhabitants consist of survivors from Lower Manhattan, former JTF soldiers, and former police officers, with the latter two forming the Peacekeepers.

    • PUPPY!

  • Re-imagined New York factions

    • Rikers and Cleaners are back!

    • Both have received upgrades to their AI and are fiercer than ever.

    • New archetypes for both Rikers and Cleaners.

  • New, elite variant of the Black Tusk

    • Can be found in legendary difficulty Missions.

    • New archetypes, as the Black Tusk have assimilated parts of the LMB.


New Skills
  • Explosive Sticky Bomb

  • Incendiary Sticky Bomb

  • Trip-wire Tap

  • Decoy


New Gear
  • A wide array of new weapons, brand and gear sets, exotic and named items.


Gear “2.0”
  • All weapons, gear and mods have been reworked.

  • All existing items have been converted into the new system.

  • Gear has been converted to only contain the following attributes:

    • Weapon Damage

    • Skill Tier

    • Armor

    • Weapon Handling

    • Critical Hit Chance

    • Critical Hit Damage

    • Headshot Damage

    • Skill Damage

    • Skill Repair

    • Skill Haste

    • Armor Regeneration

    • Hazard Protection

    • Health

    • Explosive Resistance

  • All Brand Bonuses have been reworked

Talents
  • Talents

    • All talents have been reworked.

    • Talents will now only appear on Chest and Backpack gear, as well as Weapons.

    • All items can have a maximum of one Talent.

    • Backpack Talents

      • Skill DPS

      • Combined Arms

        • Shooting an enemy increases total skill damage by 25% for 3s.

        • Perfect Combined Arms: 30% skill damage.

      • Energize

        • Using an armor kit grants +1 skill tier for 15s. If already at skill tier 6, grants overcharge.

      • Tech support

        • Skill kills increase total skill damage by 25% for 20s.

        • Perfect Tech Support: 27s.

      • Calculated

        • Kills from cover reduce skill cooldowns by 10%.

      • Shock and Awe

        • Applying a status effect to an enemy increases total skill damage and repair by 20% for 20s.

        • Perfect Shock and Awe: 27s.

      • Heal and Support

        • Safeguard

          • While at full armor, increases total skill repair by 100%.

        • Overclock

          • You and allies within 7m of your deployed skills, gain +25% reload speed and reduces active cooldowns by 0.2s each second.

      • Tank and Bruiser

        • Bloodsucker

          • Killing an enemy adds and refreshes a stack of +10% bonus armor for 10s. Max stack is 10.

        • Leadership

          • Performing a cover to cover grants 12% of your armor as bonus armor to you and all allies for 10s.

          • This is doubled if you end within 10m of an enemy.

          • Cooldown: 10s.

          • PVP: 8% of your armor.

        • Protector

          • When your shield is damaged, you gain +5% and all other allies gain +15% of your armor as bonus armor for 3s.

          • Cooldown: 3s.

      • Weapon DPS

        • Vigilance

          • Increases total weapon damage by 25%. Taking damage disables this buff for 4s.

          • Perfect Vigilance: 3s.

        • Versatile

          • Amplifies total weapon damage for 10s when swapping between your primary and secondary weapons if they are different.

          • 35% to enemies within 15m for Shotguns and SMGs.

          • 35% to enemies further than 25m for Rifles and Marksman Rifles.

          • 10% to enemies between 15-25m for LMGs and Assault Rifles.

          • At most once per 5s per weapon type.

        • Opportunistic

          • Enemies you hit with shotguns and marksman rifles amplifies the damage they take by 10% from all sources for 5s.

        • Unstoppable Force

          • Killing an enemy increases total weapon damage by 5% for 15s. Stacks up to 5 times.

        • Companion

          • While you are within 5m of an ally or skill, total weapon damage is increased by 15%.

        • Composure

          • While in cover, increases total weapon damage by 15%.

        • Concussion

          • Headshots increase total weapon damage by 10% for 1.5s. 5s with marksman rifles.

          • Headshot kills additionally increase total weapon damage by 15% for 10s.

      • Status Effect

        • Creeping Death

          • When you apply a status effect, it is also applied to all enemies within 5m of your target.

          • Cooldown: 20s

        • Wicked

          • Applying a status effect increases total weapon damage by 18% for 20s.

          • Perfect Wicked: 27s

        • Galvanize

          • Applying a Blind, Ensnare, Confuse, or Shock to an enemy grants 40% of your armor as bonus armor to you and all allies within 20m of that enemy for 10s.

          • PvP: 20%

      • Sustain

        • Clutch

          • If you are below 15% armor, critical hits repair 3% missing armor.

          • Kills allow you to repair up to 100% armor for 4-10s, based on your [Weapon] core attribute.

          • Perfect Clutch: If you are below 20% armor.

    • Chest Talents

      • Skill DPS

        • Tag Team

          • The last enemy you have damaged with a skill is marked.

          • Dealing weapon damage to that enemy consumes the mark to reduce active cooldowns by 4s.

          • Cooldown: 4s

        • Kinetic Momentum

          • When in combat, each skill generates a stack while active or not on cooldown.

          • Stacks increase your total skill damage by 1% and total skill repair by 2%. Up to 15 stacks per skill. Lost when on cooldown.

        • Skilled

          • Skill kills have a 25% chance to reset skill cooldowns.

          • If no skills were on cooldown, you instead gain one-time buff that immediately refreshes a skill’s cooldown when it goes on cooldown.

        • Spotter

          • Amplifies total weapon and skill damage by 15% to pulsed enemies.

        • Explosive Delivery

          • Whenever you throw a skill, 1.5 seconds after landing, it creates an explosion damaging enemies within 5m.

          • Damage scales with skill tier dealing 25-100% damage of a concussion grenade.

          • At most once per skill.

          • Remote Pulse, All Turrets, All Hives, Explosive Seeker, Cluster Seeker, Mender Seeker, Decoy, All Traps.

      • Heal and Support

        • Empathic Resolve

          • Repairing an ally, increases their total weapon and skill damage by 3-15% for 10s. 1-7% if self.

          • Effectiveness increased by your skill tier.

        • Overwatch

          • After staying in cover for 10s, increase your and all allies’ total weapon and skill damage by 12% as long as you remain in cover or in a cover-to-cover move.

          • Perfect Overwatch: 8s.

      • Tank and Bruiser

        • Intimidate

          • While you have bonus armor, amplifies total weapon damage by 35% to enemies within 10m.

          • Perfect Intimidate: 40%.

        • Unbreakable

          • When your armor is depleted, repair 95% of your armor.

          • Cooldown: 60s.

          • Perfect Unbreakable: 100%, 55s.

          • PvP: 50%, 60s.

          • Perfect Unbreakable PvP: 55%, 55s.

        • Vanguard

          • Deploying a shield makes it invulnerable for 5s and grants 45% of your armor as bonus armor to all other allies for 20s.

          • Cooldown: 25s

          • Perfect Vanguard: 50%

          • PvP: 20%

          • Perfect Vanguard PvP: 25%

        • Protected Reload

          • Grants +20% bonus armor while reloading.

          • Grants 0-18% of your armor as bonus armor to all other allies when they are reloading, based on your [defense] core attribute.

          • PvP: 15%, 0-12%

      • Weapon DPS

        • Glass Cannon

          • All damage you deal is amplified by 25%. All damage you take is amplified by 50%.

          • Perfect Glass Cannon: 30%/60%.

        • Gunslinger

          • Weapon swapping increases total weapon damage by 20% for 5s. This buff is lost for 5s if you weapon swap while it is active.

        • Focus

          • Increases total weapon damage by 5% every second you are aiming while scoped 8x or higher, up to 50%.

          • Perfect Focus: 6%/60%.

        • Braced

          • While in cover weapon handling is increased by +45%.

          • Perfect Braced: 50%

        • Spark

          • Damaging an enemy with a skill increases total weapon damage by 15% for 15s.

          • Perfect Spark: 20s.

        • Obliterate

          • Critical hits increase total weapon damage by 1% for 5s. Stacks up to 15 times.

  • Mods

    • All Mods have been reworked.

    • Gear Mods now provide one attribute.

    • Mask, Chest and Backpack items can contain one mod slot.

    • Generic Gear Mods have been removed from the game.

  • Gear Sets

    • All Gear Sets have been reworked.

  • Exotics

    • All Exotic items and weapons have been reworked.

  • Skills

    • All Skills have been re-balanced.

    • Skill Power has been removed.

    • Skills now automatically scale with the Skill Tier attribute.

    • Skill Mods now have no requirement to equip.


Loot
  • Reduced overall loot drop quantity.

  • Item power, quality and quantity now scales more strongly with difficulty.

Developer comment: This change is intended to make loot feel more meaningful. While you will see less loot drops overall the quality of items you acquire will be higher and you have the option to increase the quality by tackling harder challenges.


Vendors
  • The Clan Vendor and Cassie Mendoza no longer sell items at maximum power and instead sell items within a high-power range above other Vendors.


Crafting
  • Items from the Crafting Bench now have a minimum and maximum power range.

    • For players that stay at Level 30:

      • Crafting bench scales with player level and requires World Tier upgrades to increase Gear Score.

      • The 500 Gear Score upgrade now raises the minimum Gear Score of the crafting power range.

    • For players that own Warlords of New York and are above Level 30:

      • Crafting bench scales with player Level.

      • Crafting bench is reset to Specialized quality upon arrival in New York and will automatically increase back to High-End while levelling up to Level 40.

  • Crafted Exotics are no longer crafted at maximum item power and now roll at a higher range than the bench’s default range.

  • Exotic Upgrade Blueprints are temporarily capped at Level 30, Gear Score 515.

  • All other Blueprints can be used to craft items up to level 40, scaling with the player level.

  • AUX Batteries can no longer be crafted.

    • These previously provided the Skill Power attribute which has been removed.

  • The missing Gear Score Upgrade Blueprint for the Chameleon has been added.


NPCs
  • Players now receive an off-screen warning for incoming grenades.

  • Elites are more adept at targeting player Skills.

  • Signature Weapons now deal reduced damage against Named enemies.

  • Cleaners’ Rushers now move slower (Coney Island took a lot out of them).

  • EMP emitted on death from Black Tusk’s Warhounds has been decreased in radius.

  • Black Tusk – Adjustments to Hostile Factions:

    • Renamed existing Rusher archetype (the one that deploys the Suicide Drones) to the Drone Operator. Big promotion for those guys!

    • Added two new archetypes which have been recruited from the LMB:

      • Rusher – Uses an Assault Rifle at range then switches to a Shotgun up close.

      • Support – Deploys a Support Station which heals nearby friendlies.

    • Added two new Warhound archetypes:

      • Warhound Grenadier – Fires a volley of three grenades while stationary, then moves to a new position do it again. And again, and again, and again.

      • Warhound Minigun – Frequently repositions while unloading a powerful minigun.

    • Increased Health gain per player.

    • Slightly increased armor gain per role, per player.

    • Slightly increasesd damage per role, per player.


Infinite Progression
  • SHD Levels – an infinite progression system granting you perk points at regular intervals used to improve selected stats and bonuses of your agent.


New attribute system
  • Streamlined RPG system, with a focus on increasing build diversity, improved accessibility and making the RPG systems more intuitive.

  • “God rolled” items are back and easily identified in the new UI.

  • Skill Power now uses a Tier system to allow a clear progression and benefits to each skill, shown in the UI.


Recalibration
  • Recalibration has received a large overhaul and players can now store attributes extracted from gear and weapons.

  • Once extracted, players can use the stored attribute to recalibrate gear.


Achievements and Commendations
  • New Achievements and Commendations have been added for Warlords of New York.


Hunter Puzzles
  • 8 new Hunter encounters.

    • 4 encounters in New York.

    • 4 encounters in Washington D.C.


Operation Dark Hours
  • A Normal Difficulty Operation Dark Hours Raid is now available for Level 40 players.


Signature Weapons
  • All Signature Weapon Pistols now have a Level 40 version.

  • Increased the Gunner’s Minigun damage to make it more effective, it will still require sustained fire to maximize effectivity.

  • The Technician Skill Power Talent has been reduced to a Single Talent which grants Skill Tier.


Dark Zone
  • Additional extraction points are now available in every Dark Zone.

  • Experience in the DZ will now only be earned from player to player interactions, Extractions and Supply Drops.

  • All items are now contaminated and show attribute rolls to give players more agency on which items they want to extract.

  • VOIP is now active on default, with options to set it to Team only or turn it off entirely.

  • You can now see players in the Social Menu that are within 100ms of your agent.

  • Signature Weapon Ammunition is now longer granted inside the Dark Zone and already acquired ammunition is removed when entering a Checkpoint.

  • Grey Rogue Status and the Thieves Den Vendor have been removed. There are still Vendors available near the DZ gates.

  • Removed the securing loot option on dead agent’s loot piles.

  • Added new, intense extraction music for non-invaded Dark Zones.

  • Extraction Timer is now 90 seconds in all Dark Zones.

  • Surviving Manhunt rewards are not contaminated.

  • Dark Zone Intro Missions have been shortened and streamlined.

  • Death Timer for dying as Rogue agent or Manhunt is now 15 seconds.

  • Reduced the loss of DZ XP when dying by 50%.

  • You now lose DZ XP when dying as non-rogue.

  • Killing NPCs inside the DZ no longer grants DZ XP.

  • Added ammunition creates near every extraction site.

  • Clearing a Landmark no longer grants DZ XP.

  • Loot quality in the Dark Zones has been increased.

  • Toggling speed to gain Rogue status has been increased, it now takes less time to go Rogue.

  • Players are now able to move while toggling Rogue status.

  • Added Heroic Landmarks.

  • Added Project Objectives for the Dark Zone.

  • Deconstructing contaminated items will now provide contaminated DZ resources.

  • Entering Dark Zone effect has been added. You know which one.

  • Reduced UI clutter.

  • Dark Zone Perks have been reset as some perks and the order of perks have changed.

  • Invaded Dark Zones are now normalized.

  • Normalization has been changed and now only affects Base Amor and Weapon Damage.

  • DZ Vendor prices now slightly scale with item level and quality.


Progression
  • Reduce the maximum number of armor kits that can be carried from 6 to 4.

  • Target Intel has been removed.

    • Loot containers that previously provided Target Intel will now provide Crafting Materials.

  • Targeted Loot areas have been updated to include new gear, weapons and equipment.

  • The E-Credit reward for replaying a mission now scales with player level.


Bounties
  • Daily Bounties no longer require collection from the Bounty Boards or Officers.

  • Bounties no longer require Target Intel, once a Bounty has been accepted it can be completed.

  • Bounty location selection has been updated, some rare Bounty locations will now activate more frequently.


Invasions
  • Invasions no longer automatically select a “suggested” mission every time you enter Washington D.C.

  • Agents may now fast travel to most invaded missions.

  • Invaded Strongholds no longer have a Gear Score requirement during the World Tier progression.


Offsite Locations and the Pilot
  • Many Offsite Missions have been moved on the map for easier navigation.


Missions, Control Points and Bounty Difficulty
  • All difficulty modifiers have been updated to account for the removal of Damage to Elites.

  • All missions now have Heroic Difficulty available once you finish the Warlords of New York campaign.


Directives

Directives are additional difficulty modifiers that players can activate manually after having finished the Warlords of New York campaign, both for Missions and the Open World. The more Directives you activate the harder the challenge and the greater the end-of-activity XP reward! Five Directives will be available once you reach the Level 40 endgame:

  • Ammo Hoarders

    • Reduced starting ammo & excess ammo is lost on reload. Enemies don’t drop ammo & ammo is not shown on the mini-map.

  • Cool Skills

    • When one Skill is activated the other is put on cooldown.

  • Fog Of War Revisited

    • Mini Map and directional threat indicators are removed.

  • No Regen

    • Armor never regenerates after an encounter. It can be manually healed.

  • Special Ammo

    • Enemy bullets may be of special types. What type depends on the enemy faction.


Global Difficulty

Players that have finished the Warlords of New York campaign can now choose to select a Global Difficulty. This will affect all gameplay, including Open World activities. Higher difficulty enemies and activities drop better-quality loot. There are 4 difficulties that can be selected:

  • Normal

  • Hard

    • Small Enemy Damage increase.

    • Small Enemy Armor increase.

    • Small Enemy Veterancy increase.

  • Challenging

    • Medium Enemy Damage increase.

    • Medium Enemy Armor increase.

    • Medium Enemy Veterancy increase.

  • Heroic

    • Heavy Enemy Damage increase.

    • Heavy Enemy Armor increase.

    • Heavy Enemy Veterancy increase.

    • Respawn Restricted.

Changing Global Difficulty will respawn and re-activate activities in the Open World. This will allow players to freely reset their activities.


Seasons

Seasons will bring a cohesive experience end-game experience using Seasonal Manhunt, Leagues, Global Events, Bounties and Apparel Events across both New York City and Washington D.C. You can find a first overview on Seasons in our dedicated article here.

  • Participating in the activities above will earn players Season experience contributing to their Season level.

  • Season One will feature 100 levels.

  • Seasons have a free track and a premium track, which is available to be purchased via the Season Pass.

    • The Season Pass for the first Season will be free for all players.

  • Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.

  • Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.


Bug fixes
  • Fixed an issue causing Dead Man’s Hand talent to not trigger properly after several activations and respawning.

  • Fixed an issue that caused the Lullaby Upgrade Blueprint to not be available.

  • Fixed an issue that caused the Stats menu to not correctly close when clicking the “Toggle View Stats” button with a mouse.

  • Fixed an issue that could cause players to receive a Server transfer message when accepting a Dark Zone group invite.

  • Fixed an issue that could cause players to become stuck in a loading screen when accepting an invite for The Pentagon mission while not having unlocked the Safe House Off-Site.

  • Fixed several issues with props and covers not working properly with player interactions.

  • Fixed an issue that could cause DZ server transfers to not work properly under certain circumstances.

  • Fixed some weird walls.

  • Fixed an issue that caused the Food Aid Operation Campus Project to no longer reward the Compensator 5.56 Blueprint.

  • Fixed an issue that caused the Salvager Crew Theatre Project to no longer reward the Vertical Grip Blueprint.

Yep, told you this was a very big patch.

Source: Ubisoft forums

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Alex Co

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

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Final Fantasy 7 Remake Demo Download Now Available

After much anticipation, Square has announced that the Final Fantasy 7 Remake demo download is finally live on the PlayStation 4!

The demo weighs in at 7.5GB, and as early leaks indicated the demo will feature the game’s first chapter, the Bomber mission. It’s a pretty lengthy segment, and it took us roughly 40 minutes to beat.

The demo shows off the new battle system introduced in the remake, though if you are a fan of a more strategic approach rather than action, there is a “classic” mode available in the demo that is said to offer a similar experience to the original Final Fantasy 7.

“In this mode, the characters will attack automatically, so you can focus on giving them commands – similar to command-based RPGs like the original FINAL FANTASY VII.”

You can download the demo by either searching for it on The PlayStation store via the PlayStation 4 console, accessing the demo section of the PlayStation Store, or by using the link to the browser page below.

Final Fantasy 7 Remake Demo Download Link (US)

Final Fantasy 7 Remake Demo Link (UK)

Final Fantasy 7 Remake Demo Link (Japan)

Final Fantasy 7 Remake is releasing for the PlayStation 4 on April 10 after being delayed a month. The title is set to be released on other platforms, though it’s currently unconfirmed whether that would be PC or on the Xbox. We will hear more about that most likely later in the year.

Stay tuned as we will have a full playthrough available for those who cannot download or play the demo. In the meantime, enjoy some new screenshots published by Square Enix today.

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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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Outriders New Trailer Showcases the Environments Players Will Fight In

In case you didn’t know, People Can Fly (Bulletstorm) is crafting their own looter shooter game called Outriders (published by Square Enix), and while we’ve already seen gameplay of it, Square Enix unveiled an Outriders new trailer at PAX East!

Showcased below are the levels players will travel to in Outriders. Sadly, there’s no combat or anything of the sort, though we are treated to some nice visuals. Note that this is in-engine captures, so it’s not like they’re cinematics or anything.

Here’s the Outriders description via Square Enix:

OUTRIDERS is an RPG shooter set in an original, dark and desperate sci-fi universe. As mankind bleeds out in the trenches of Enoch, you’ll create your own Outrider and embark on a journey across a hostile planet. With rich storytelling spanning a diverse world, you’ll leave behind the slums and shanty towns of the First City and traverse forests, mountains and deserts in pursuit of a mysterious signal. Combining intense gunplay with violent powers, along with an arsenal of increasingly twisted weaponry and gear-sets, OUTRIDERS offers countless hours of gameplay from one of the finest shooter studios in the industry.

Don’t forget, Outriders is a cross-gen title, which means it’ll be out on PS4, Xbox One, PC, and PS5, and Xbox Series X.

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Alex Co

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

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Monster Hunter World Iceborne Next Update Release Date Set, Brings 2 New Monsters

Those looking forward to new content in Monster Hunter World, you’ll have a date to mark on your calendar for March! Capcom has announced the Monster Hunter World Iceborne next update release date for March 23 on consoles (PS4, Xbox One), while PC will get it sometime in April!

Included in this third free title update are two new monsters, the Raging Brachydiosm and the Furious Rajang.

Aside from the new monsters, we should get a fair number of gameplay changes as well. Once the official patch notes are out, we’ll be sure to let our readers know.

If you haven’t bought the Iceborne expansion yet and you’re a fan of the game, I suggest you do so since it seems this is the only expansion Capcom has planned for the moment.

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Alex Co

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

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Destiny 2 New Subclasses Changes Coming in Next Season

With the current season (Season of Dawn) of Destiny 2 coming to a close this March 10, some players might already be looking ahead to what the next season will bring. While we can’t answer that just yet, we do know that there are Destiny 2 new subclasses changes incoming.

This was announced by Bungie, in the studio’s weekly round up. Ready? Head on below for the Destiny 2 new sublcasses changes.

SUBCLASS CHANGES

With the return of Trials and a new Season on the way, we’re planning to shake things up with some changes to your Guardian abilities. The Dev team has the details, so I’ll let them do the talking.
Dev Team: Hey, Guardians. Trials is coming back, and the Combat Systems team has been hard at work preparing Destiny 2 for its arrival. We’ve made a number of big changes to the abilities sandbox, and instead of simply dropping them all in the patch notes, we wanted to take this opportunity to offer some transparency for our decision-making process.
Before we begin, we want to give a big shout out to the data scientists here at Bungie. They provide us with mountains of valuable data to sift through—from the win rates of each subclass in each Crucible game mode to the kills-per-minute of each weapon on each platform in each PvE activity. This data allows us to make sure we’re making informed decisions when balancing the game. It allows us to separate the perceived power of abilities, weapons, and armor, from their true, objective power. But The data doesn’t always tell the whole story, and we believe strongly that perceived power and community sentiment are just as important as cold, hard data. Even as Trials returns, we’re committed to maintaining a fun and fair sandbox for both PvP and PvE, and we considered data for all game modes when making adjustments.

WARLOCK MELEE

Warlocks have long been at a disadvantage in melee fights because it takes them slightly longer than Titans and Hunters to recover from making a melee attack. So, next Season, we’re extending the Warlock’s basic melee range by one meter to a total of 5.5 meters. Warlocks will still melee slightly slower than the other classes, but they’ll now have a one-meter advantage. If you can use this window to land the first melee attack in a slap fight, you’ll likely emerge victorious. We feel this is a more interesting solution to melee disparity than homogenizing all of the melee attacks, and we’ll be studying the data as it rolls in to make sure it’s balanced.

TITAN BARRICADES

A Titan’s barricade is incredibly powerful in Trials because you can use it to safely resurrect your fallen teammates. Next Season, we’re creating counters to the barricade while also raising its health from 500hp to 600hp. Barricades will now take extra damage from Special-ammo weapons, anti-barrier weapons, and certain Heavy weapons. This change makes barricades sturdier while giving opposing players the option to use their Special ammo to bring down the barricade more quickly.
The following weapons now do 30% extra damage to Barricades:
  • Sniper Rifles
  • Grenade Launchers
  • Linear Fusion Rifles
  • Machine Guns
  • Trace Rifles
  • Anti-Barrier Weapons
The following weapons now do 60% extra damage to Barricades:
  • Shotguns
  • Fusion Rifles
You’ll see yellow damage numbers when hitting a barricade with a counter weapon, which always feels good.

ONE-SHOT ABILITIES

With the introduction of the Hunter’s Weighted Knife in Season of Dawn, each class now has a neutral-game ability that can kill PvP opponents in one hit. We’ve taken a pass at all of the one-shot abilities to tune their risk/reward factor. We’ll warn you that some these changes look extreme on paper, but we made a point to make sure these abilities retained their overall feel.
For the Titan’s three Shoulder Charge abilities, we reduced the auto-targeting angle by 50%. That might sound like a lot, but acrobatic Titans could previously auto-target to make an instant 90-degree turn. We also adjusted the lunge distance to 5.5m for both targeted and untargeted lunges. Targeted lunges were previously 6m, while untargeted lunges were previously 4.5m. These changes make for a more consistent experience while lunging.
For the Hunter’s Weighted Knife, we’ve reduced its tracking significantly and created new tracking tech that will make the knife more faithful to its initial throw trajectory.
As for the Warlock’s Handheld Supernova, we’ve made a number of changes to bring this ability in line with the other one-shot abilities. While part of HHSN’s strength lies in its pairing with the Contraverse Hold Exotic gauntlets (which are also being tuned this Season), our data indicated that even without Contraverse Hold, Handheld Supernova needed to be adjusted. Here are the changes:
  • Increased activation time by 0.6 seconds
  • Reduced hold time from 3.5 seconds to 2.5 seconds
  • Reduced range by 20%
  • Tightened horizontal spread of bolts by 25%
  • Bolt explosion now does self-damage
  • Reduced bolt explosion radius from 3m to 2.5m
In our playtesting, we’ve found that the product of these changes is an ability that is still incredibly strong but now has a risk/reward ratio commensurate with its power. (After all, this thing can vaporize multiple PvP opponents instantly.) There’s even a bit of silver lining here —the tightening of the bolts leads to more concentrated damage at range, improving its viability against Supers. To compensate for this change, other elements of the middle Voidwalker path are being buffed, including the Nova Warp Super, which now has increased damage resistance, a longer duration, and a reduced blink cost.

GENERAL SUBCLASS TUNING

We’ve made changes to a number of subclass paths in an effort to tighten the gameplay balance. For example, Stormcaller top, Striker bottom, and Arcstrider bottom have remained dominant in PvP for multiple Seasons now, consistently beating out all other paths in both win-rate and average efficiency. These paths have also ranked among the top PvE paths in terms of kills-per-minute. We’ve adjusted these paths (and others) to bring them closer to the middle of the pack. On the other end of the spectrum, paths such as Voidwalker bottom, Nightstalker bottom, and Striker middle needed some love, so we’ve taken steps to lift them up.
In the spirit of transparency, we take no joy in nerfing the abilities, weapons, and armor that we all love to use. We wish the answer to keeping the game balanced and fresh was always to buff the underperforming elements. But such an approach leads to power creep—the slow and steady increase of the average power of everything in the game—which trivializes the incredible game modes and encounters that the other teams at Bungie work hard to create. After all, as Destiny players ourselves, we go home and play the game too, and we want the game to be as fun and as healthy as possible.
That’s it from us today. You’ll find more details about these changes and more when the patch notes drop in early March.
Oh yeah . . . and Hunter Tripmines are sticky again. Stay sharp, Guardians.

Bungie promised that we’ll be getting patch notes when the new Season begins, which will give players a “full illustration” of how the game is changing.

Are you happy with the upcoming changes to subclasses? Once we know more details regarding the new season, we’ll be sure to let our readers know.

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Alex Co

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

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Risk of Rain 2 Next Updates Dated for PC and Consoles

Revealed during PAX East 2020, Risk of Rain 2 next updates are dropping later this month, one for PC and the other for consoles.

The first of these content drops will be the Risk of Rain 2 Hidden Realms Console update that will be arriving on March 24 for PlayStation 4, Xbox One, and the Nintendo Switch. This update (previously released on PC) will introduce a new survivor called Acrid.

You can find the patches notes that came with the PC release to learn of some of the new changes.

Acrid Skillset:

  • Passive: Poison – Certain attacks apply poison, dealing damage over time but cannot kill.
  • Primary Fire: Vicious Wounds – Maul an enemy, where every third hit does double damage.
  • Secondary Fire: Neurotoxin – Spit toxic bile at a range that damages and poisons enemies.
  • Utility: Caustic Leap – Leap into the air, dealing damage, stunning, and poisoning enemies on impact. Leaves a pool of acid that deals damage.
  • Special: Epidemic – Release a deadly poison that deals damage and poisons enemies. The disease continually spreads to up to 20 target.

Additional changes:

  • New Bosses and Monster – The Scavenger boss, Void Reaver monster, and an additional secret boss join the fight.
  • New Hidden Realms – Two new hidden realms can be discovered.
  • Alternative Layouts – The new Alternate Layouts system allows for some maps to have entirely new layouts, starting with Titanic Plains and Distant Roost.
  • New Items, Equipment, Lunars and more – An arsenal of new items and equipment is now at players’ disposal. This includes two new Lunar items, Adaptive Chests, Overgrown 3D Printer, seven new items, and a new type of equipment called the Jade Elephant.
  • Community Suggested Changes – Quality-of-life improvements suggested by the community have been implemented.

There will likely be more changes and bug fixes pertaining to the console version, so we’ll have the full patch notes up once they go live.

As for PC players who have already been enjoying The Hidden realms updated since December, this month we will see the release of the Artifacts Update. This will launch on Steam on March 31 and will introduce a new level, bosses, more equipment, items, and new artifacts to be used doing your Risk of Rain 2 run. More details will become available as we near closer to launch.

Risk of Rain 2 is now available on PC, PS4, Xbox One, and Nintendo Switch.

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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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GTFO Voice Chat to Be Handled by Third-Party Software

Those playing 10 Chamber Collective’s co-op survival shooter GTFO, you’re most likely using Discord to chat in-game. Now, if you’re hoping for official GTFO voice chat implementation, it seems 10 Chambers will be delegating that to a third-party software.

This was revealed by the studio at PAX East, where the studio also revealed that they’ll be using Overtone for the GTFO voice chat client.

Here’s the info straight from the GTFO Discord channel, and for those worried, nope, Discord chat won’t be going anywhere.

What is Overtone?

Overtone is a gaming Voice and Chat application with a focus on outstanding audio quality and getting your party into a game ASAP.

How do I join Overtone?

Right here: https://gtfo.overtone.app

Is this replacing Discord?

Absolutely not. Discord will still be the home for discussing GTFO and we have no plans to remove our LFG or voice channels. Overtone is new partnership to enhance your gaming experience such as providing outstanding audio quality and getting you into a party and starting a game ASAP.

Well, there you have it, folks. At the very least, Discord will still be there as an option.

GFTO is out on PC via Steam Early Access, and those wondering whether we’ll see a console version, there’s no confirmation yet but 10 Chambers have said that they would “love” to do one.

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Alex Co

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

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Fallout 76 Roadmap Reveal Planned After Wastelanders, Bethesda Surprised at PvP Reception

With Fallout 76’s big Wastelanders expansion hitting soon-ish, some might be wondering just what are players getting after that big content drop has been released. Fear not, as there is a new Fallout 76 roadmap planned, though Bethesda isn’t in a rush to share it just yet.

This was revealed by Bethesda Senior Vice President of Global Marketing and Communications Pete Hines.

We have a plan. We have a roadmap that we’ll be sharing before too long, probably after Wastelanders…Let’s get through Wastelanders and then talk about that. That will cover all the way through the end of this year. We’ve already been talking about, internally, what is our plan for content into next year. When we feel confident enough to share that with everybody, I’m not certain, but like, we throw it out pretty far. – Pete Hines, Bethesda Senior Vice President of Global Marketing and Communications 

That’s comforting to hear for Fallout 76 players, no? In the same chat, Hines also mentioned that they were “a little surprised” at how few people wanted to take part in PvP (player vs player), and how many more people were interested in PvE (player vs enemy) together. Hines notes that it’s a “smaller percentage” of their player base than they estimated, since they assumed people would want to have their user-created characters duke it out and whatnot.

Don’t forget, Wastelanders will be out this April 7, 2020 on all platforms, and will be free for everyone.

Source: USGamer

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Alex Co

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

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Riot Games FPS Called Valorant, Twitter Launched and Screenshots Leaked

Back in October of last year, Riot Games (League of Legends) announced that the studio was making a first-person shooter (FPS) codenamed “Project A.” Well, it seems the Riot Games FPS now has a formal name and it’s called “Valorant.”

While not officially announced, it seems IGN has a preview set to go live that was accidentally published, which includes the game’s title and new screenshots! Note that the post has no text to speak of, which leads us to believe that this was accidentally published before the embargo date/time has been lifted.  Check out the screenshots below, as IGN will surely pull.

Further adding to the credibility of the Valorant name, a new Twitter account called “PlayValorant” is already up! It already has over 40K followers and some of them are video game devs and the like.

We’re not sure which platforms the screenshots were taken from, so we’ll reserve judgment until we know more. Don’t forget, Riot Games has also confirmed that it’s working on a fighting game too.

What do you think of the first screenshots from the Riot Games FPS? Do you think it can gain as much success as League of Legends? Let us know down in the comments.

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Alex Co

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

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Modern Warfare Playlist Update Released for February 29

While Infinity Ward released a new Call of Duty: Modern Warfare patch earlier this week, the studio has released a Modern Warfare playlist update just now. Note that this is a server-side update that shouldn’t require a download other than the one prompted when connecting to the main menu.

So what’s in it? Well, nothing much except it brings back Giant Infected! This was announced by Infinity Ward today. So why was it taken out in the first place? According to Infinity Ward it was due to the mode giving too much XP. This Modern Warfare playlist update also gets you into Giant Infected matches faster, too.

In other Modern Warfare news, a ton of Call of Duty Warzone details have leaked, with the most recent one being the vehicles list and more.

If you spot any hidden changes in this server-side update, let us know down in the comments below.

More Modern Warafre Reading:

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Alex Co

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

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DOOM Eternal Framerate can max out at 1000 FPS on PC

DOOM Eternal framerate is boasting some really impressive (and ridiculous) numbers thanks to the overhaul advancements made with the latest id Tech 7 engine.

Speaking to IGN,  id Sofware’s lead engine programmer Billy Kahn talked up the major overhauls done with id Tech 7, stating that Doom Eternal will hold up for many years while discussing the insane amount of frames that it could hit on PC.

“On id Tech 6, we maxed it out to 250 frames per second. This game, if you have the hardware right, it could hit 1000 frames per second. 

And there’s really no upper limit, I’ve had some hardware here locally that we built just for testing, where we had scenes running in the 400 frames per second. So people who have 144hz monitors, or even the new monitors that you’ll see coming out that are even above that, going forward this game will hold up for many years and it will give you really amazing opportunities to leverage that hardware.”

Yeesh, talk about overkill. We aren’t sure if such a beast even exists that is capable of running the game at its total maxed-out settings. I know mine isn’t even close. We’re sure it won’t be long before we actually see someone accomplish this, and perhaps with these available options, Doom Eternal will become some sort of benchmark title for hardware testing, much like many use Crisis. On the bright side of things, it sounds like console owners for both current and next shouldn’t have to worry about performance as id Software makes full use of their current specs.

Doom Eternal is launching on March 20 for  PC, the PlayStation 4, Xbox One, and Google Stadia. A Nintendo Switch version is also in development and will be releasing at a different date.

Source via PCgamer

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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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Warframe Next Update Coming Next Week, See’s Overhaul and Quality of Life Improvements

Digital Extremes has announced the Warframe next update that is set for next week, ahead of the launch of Operation Scarlet Spear.

As detailed in their latest forum posting, this update will bring many changes, some of which will address some of the grind found in the Railjack quest, The Rising Tides. Rather than needing to wait a full three days for the completion of the build, players will only have to wait six hours instead. Those who are in the process of completing it or have completed it will be compensated for the additional resources that were used for the questline along with Repair drones.

Along with this change, there are several bug fixes and balancing changes that will make its way in this update. You can read the full log down below, though keep in mind it is really long.

Prologue: The thread of Reasoning.
When presented with a 20 part workshop that touches everything from specific Warframes to damage systems, you may find yourself asking ‘Why’. Each section will receive a tailored explanation to the change (some deeper than others), but a thread of Reasoning can be found woven throughout this workshop: Warframe always aims to become a better version of itself. Year after year we completely change things – from Melee last year, to Movement years ago, and so on. Enough systems have accrued to make our choice over these past 3 months a simple one: Review, Refresh, and Revise. We aim to refresh aspects of the game that have gone untouched, while addressing fundamental inconsistencies in the mechanics of the game.

Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal. Warframes have never been more lethal or powerful than they are in the current version of Warframe – we do not aim to reduce that across the board, but we do aim to let that power stand on consistency in our designs. Keep our guiding reasoning in mind while reading – the three Rs! 

PC Players will get a 2x Affinity Weekend following launch. 
Consoles will get a 2x Affinity Weekend following launch. 

Railjack Onboarding changes: 
The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is – conclusively with months of stats – too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% – 75% for Railjack parts, and building time reduced to 6 hours each.
There are 3 situations players may find themselves in:
1) Haven’t started Rising Tide. Anyone just beginning will have fully new reduced BP costs.
2) Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded.
3) Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.

Why:
Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players.
However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component.

Railjack Bug fixes. 
We have over 45 bug fixes coming to Railjack in Scarlet Spear including some big ticket fixes:

  • Fixed the Intrinsic skill “Tactical Efficiency” (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission.
  • Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player’s targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon.
  • Fixed max Ranked Railjack ‘Tether’ Avionic not tethering up to 6 enemies as intended.
  • Fixed inability to use certain Intrinsics during a Railjack mission as the Operator.
  • Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core.
  • Fixed a loss of functionality for Clients upon loading into a Railjack mission.
  • Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship.

And a whole lot more!
Why: Well, this one is self explanatory! Bug-forum Reviews show the game has caused issues with players ability to enjoy the coordinated missions, and we are focused on fixing them. 

 

Armor Health Shield Changes
This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve

Damage Changes:

Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:

  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all! 

 

Infested Damage:
We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks – and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

WhyHaving Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.

AI Aimbots
Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of – not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.

WhyThis change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes  ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies. 

 

Shield Gating: Friend and Foe
Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies – Corpus in particular – also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots  completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health – this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies! 

 

Arcane Changes
After years of Arcanes as a system – with several additions to the offerings and replacement locations, we are doing several things:
– Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
– Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

 Reveal hidden contents

– Removing the ability to Equip two of the same Arcane simultaneously.
– Added the ability to Distill assembled Arcanes back into multiple unranked ones.
– Operator Magus Arcanes will be overviewed in the official Patch Notes, but will also receive 5 Ranks.
– Adding Arcanes as rewards for Operation: Scarlet Spear
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allow two of the exact same upgrade to be equipped – and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before. 

 

Self Damage Changes:
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself – or ‘Stagger’ – to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience.

In addition to this change, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part.

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
Why: Self Damage had a lot of drawbacks for weapons, resulting in flow-disrupting death.This Stagger replacement system favours agility with a less harsh consequence, while allowing some of the most powerful weapons in the game to remain that way due to their unique consequence. Weapons with self-damage will be converted to this new system and as a result, Self Damage is removed from Warframe. 

 

Excav Scaling Changes:
Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. As of our coming PC mainline update, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields. DevWorkshop_Excav.jpg

Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives. 
Titania Changes + Vauban Tweak:
This is a summary of the Titania changes announced in Devstream 137, plus confirmation that it is shipping with our coming PC mainline update:

  • Spellbind: Hold her 1 to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this!
  • Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara’s arrows, or Vauban’s Minelayer.
  • Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC.
  • Razorwing has a new FX upgrade!
  • Razorwing flight model to be brought more in line with Skywing controls.

Why: Titania is a powerhouse in capable hands. The above revisit may encourage more people to pick her up and master her for the upcoming War… 

Vauban Armor:

Facts: Vauban’s Base Armor is changing from 50 to 150, and Vauban Prime is changing from 100 to 200.

Why: A minor bump in survivability if your CC or strategies fail you! 

 

Reward Cleanup: Base Missions.
Base Missions are getting a small cleanup for this Mainline. For reference, all tables are currently available at www.warframe.com/droptables.

This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions – which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).

Consider the node Memphis, Phobos.

Base Missions like Memphis are receiving a bit of ‘fat trimming’ in terms of the lowest-point rewards available within them. For example,‘Memphis’ on ‘Phobos’ will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 80 Endo drop for each category, with a drop chance of the sum of all prior denominations.

Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date. 

UI QOL:
This is a summary of the UI changes announced in a recent Dev Workshop, plus confirmation that it is shipping with our coming PC mainline update: https://forums.warframe.com/topic/1166994-why-do-we-ui-like-we-ui-part-ii/#comments

 

  • ‘Item Labels’ are now set to ‘On’ by default, but can still be turned off in your settings.
  • Avionics Screen no longer uses ‘Hold to Confirm’.
  • Intrinsics Screen no longer uses ‘Hold to Confirm’.
  • Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
  • Death Screen (i.e you are dead but Squad goes on) now preserves the HUD so you can see mission and Squad status.
  • Added a ‘Forge All’ button on the Payload screen in Dojos.
  • More stats on DPD.
  • General scrollbar usability improvements with controllers.

Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback. 

 

100x Restore Blueprints (Scaling Costs).
We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly!
Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!

Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up! 

Sharing Sentinel Mods:
Sentinel Weapons and Warframe weapons cannot share Mods,which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.

We are removing this condition and now your Mods can be simultaneously equipped.

Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!

 

Greater than 100% Status having meaning. 
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status – which is good, just not an added incentive to go over 100%. We are changing that this update.

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

In addition to being able to achieve two Status Effects on a single shot, we are also adding new meaning if you get a duplicate Status Effect on an enemy. For example, AOE knockdown would occur on a second Impact Status on an enemy already inflicted with one! Stay tuned for the full breakdown of each Status’ enhanced effect in the Patch Notes!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain – why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!

Why: Critical has long been king – and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. 

 

Status Chance Mod Buffs 
The Status Chance Mods we released many years ago have not been considered worthwhile – there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

Rifle Aptitude increased from 15% Status Chance to 90% Status Chance

Melee Prowess increased from 15% Status Chance to 90% Status Chance

Sure Shot increased from 15% Status Chance to 90% Status Chance

Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. 

 

Grenade Markers.
Sometimes the devious enemies of Warframe decide they’d rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge!

Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.

 

Kuva Lich Murmurs / Fixes
Requiem Murmurs from failing a Kuva Lich Parazon stab will now again be shared with the entire squad!

Why: If we take a trip down memory lane, we’ll arrive at The Old Blood: Hotfix 26.0.5, where we fixed all players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad failed to kill their Kuva Lich. Our intentions to have the Kuva Lich tied exclusively to the respective player were genuine, but the feedback has shone light on what is a worthwhile feature for the Kuva Lich system given its pace towards success. We have bigger plans for connecting Liches to other Systems, but this change is the only one ready for Mainline! 

On that note, we do have a chunk of general Kuva Lich Changes & Fixes coming in this Mainline:

Kuva Lich Changes & Fixes:

  • Added fancy new FX when Valence Fusion has been successfully completed!
  • The Kuva Lich section of the Codex now has tabs for Active, Vanquished, Converted, and Traded Liches!
  • Decreased the chances of Kuva Lich controlled sectors forcing an Exterminate situation to allow for more gamemode chances.
  • Fixed only 1 Kuva weapon maintaining its innate bonus damage attribute and respective Kuva Lich name when claiming multiple Kuva weapons using the ‘Claim All’ button in the Foundry.
    • This retroactively fixes the Kuva weapons that lost out on their innate bonus damage by giving them back their random buff. Unfortunately, the Kuva Lich name can’t be easily associated with the Kuva weapon, so these fixed weapons will have the default Kuva weapon name (Kuva Tonkor, Kuva Bramma, etc).
  • Fixed an issue that would cause the Kuva Lich to slide when downed while doing a dodge.
  • Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state.
  • More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation.
  • Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active.
  • Fixed small FX offset issues with the Kuva Bramma when reloading.
  • Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots.

 

HDR Preview
Players with a Graphics Card and Monitor that supports High Dynamic Range will be able to preview our new technology!

Why: Warframe is a vibrant game – and including HDR support will allow those with the hardware to experience a new richness! 

 

Deferred Rendering Preview:
For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked – with better shadows, reflections, lighting responsiveness, and more!

Why: Graphics Matter Too – we have team members who thrive on integrating the latest graphics improvements to our technology! 

 

BONUS ITEM 21: FOV
Fresh from the oven comes a hot bonus change: we’ve increased the max FOV value from 78 to 90!

Before at the max of 78:
f9c85ffc1072b3c01c606dcf0b5195da.jpg

After at the max of 90:
9bc51707a085609583e1da670b7ce304.jpg

Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now! 

Closing: 20 Parts Later.

 

We’ll be sure to let you all know when the patch launches on PC and consoles (eventually). Hope some of these changes here make the community happier, I know the for certain that the Railjack mission will.

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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.