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Modern Warfare Upcoming Patch Will Let Thermals See Through Smoke, SnD Mounting Glitch Fix & More

While we already know that the next Call of Duty: Modern Warfare patch will tweak perks, weapons and more, we now have a few specifics when it comes to what changes are being made. Over on Twitter, Infinity Ward Senior Communications Manager Ashton Williams shared some of the Modern Warfare upcoming patch details.

If you’re annoyed that Infinity Ward how thermal scopes can’t see through smoke in Modern Warfare, that’s about to change! What’s more, the Search & Destroy (SnD) gun mounting glitch will also be fixed, too!

https://twitter.com/ashtonisVULCAN/status/1197570724040302592

Unfortunately, that’s all she was willing to share. We also don’t know whether this new patch will drop tomorrow, or over the weekend. However, if this recent tease is any indication, this upcoming Modern Warfare patch shouldn’t just be big, but also make a lot of people happy.

Are you glad that thermals will be able to see through smoke or will this cause more problems than it solves? Let us know in the comments.

More Modern Warfare Reading:

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Alex Co

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

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Borderlands 3 Update 1.07 Now Live, Brings New Content & More

While Gearbox Software didn’t reveal what was in the last Borderlands 3 patch that was released earlier this week, that’s not the case for this latest one. Today, Borderlands 3 update 1.07 has been released, and it brings gameplay changes, character tweaks, and most important of all, new content! Clocking in at 1.4GB on PS4, check out the full Borderlands 3 update 1.07 patch notes below.

Borderlands 3 update 1.07 patch notes:

NEW CONTENT:

Takedown at the Maliwan Blacksite

  • Lorelei has recruited the Vault Hunters to destroy a top-secret weapon Maliwan has been developing at their Blacksite. You and your squad should prepare for an extreme challenge because this content is balanced for four players at level 50. You can gain access to the Blacksite via a mission found on Sanctuary III after completing the main campaign with that character.
  • Takedowns feature special rules not found in the rest of the game! Respawning is disabled, so make sure you and your co-op partners get Second Wind or you’ll spectate until the team wipes. If you do die, you’re not out permanently! Die during the first half, you’ll get to rejoin your team if they defeat the Valkyrie Squad. If you’re out the second half, but your team manages to defeat Wotan The Invincible, you’ll get to respawn to enjoy the rewards you didn’t completely earn!
  • Make sure your squad is in the session before you throw the switch inside the Air Lock, or anyone who joins after the switch is thrown joins as a spectator!

Mayhem 4

  • Mayhem 4 is here for players looking for the toughest challenge in the game! Mayhem 4 adds another increase to enemy health, increases the loot drop chances, and adds a set of new Legendaries! Because the health value greatly increased, Mayhem 4 also slightly adjusts the random modifier system. Mayhem 4 will only roll one positive modifier for the player and one enemy bonus modifier. We want players to try different builds without severely hampering their ability to take down enemies in Mayhem 4. Note that Mayhem 1-3 are unchanged.
  • In addition to increasing enemy health and adjusting the modifiers, Mayhem 4 contains new Legendary weapons and class mods for players to hunt. These new pieces of gear will contribute to new builds and new ways to kill enemies!
  • To support Mayhem 4, we changed the Mayhem station slightly. Players will activate Mayhem through the center pillar and increase or decrease Mayhem levels by using the pillars on each side. Looking forward, we will monitor the challenge of Mayhem 4 closely. We’re working hard on Mayhem 2.0, which will add brand new gameplay additions to Mayhem Mode in the future. Until then, we hope you enjoy the challenge and new loot!

Bank Expansion

All characters now begin the game with 20 bank slots instead of 10. The existing Bank SDUs will give everyone a total of 100 available spaces. An additional 10 Bank SDUs are available to purchase in Marcus’s shop on Sanctuary III using the in-game cash currency, each awarding 20 spaces, for a grand total of 300 total bank spaces!

Dedicated Loot Pools for Bosses

All bosses have been updated with new loot pools that give them dedicated Legendary items to drop. Players can now discovery which bosses drop their favorite gear and more easily farm their favorite items. Let the hunt begin!

Additional Vending Machines

The following environments have received additional vending machines. They can typically be found before bosses or the mid waypoint in larger environments:

  • Athenas
  • Atlas HQ
  • Lectra City
  • Jakobs Estate
  • Voracious Canopy
  • Tazendeer Ruins
  • The Pyre of Stars

Target Dummy

Players can take out their aggression, or test their gear, on a Handsome Jack target inside the shooting range on Sanctuary III.

END GAME CHARACTER BALANCE

For this patch, we adjusted many passives involving companions such as Iron Bear, Digi-Clone, and FL4K pets in general. We wanted to increase their viability for later levels of Mayhem while also targeting some passives that were underperforming compared to some others. Iron Bear saw increases to the base scaling and additional bonuses were added through passives and augments. We allowed some of Zane’s kill-skill bonuses to stack up to two times, increasing their output under certain conditions. FL4K pets also saw some increases over level to their damage so that they didn’t feel underpowered for Mayhem Mode. We are currently happy with the variety of Amara’s builds, but we are always monitoring feedback and will adjust if necessary.

Moze

  • Iron Bear Damage increased per level, to a total of just under 150% at max level
  • Desperate Measures now gives Iron Bear the bonus too
  • Experimental Munitions – Iron Bear also deals bonus fire damage on critical hits
  • Scorching RPM’s also grants increased Hard Point damage by 5% per level
  • Vampyr – When Iron Bear deals area damage, Iron Bear receives half the healing bonus
  • Iron Bear now launches barrels when the player melees them
  • Increased Iron Bear Bubble Shield from 20% to 50% of Moze’s health

Zane

  • SNTL damage scale increased by 2% per level
  • Donnybrook, Pocket Full of Grenades, Cool Hand, Violent Violence, and Violent Speed bonuses now stack twice
  • Fixed Violent Momentum to scale more at higher movement speeds
  • Best Served Cold radius and damage increased by 2% per level
  • Confident Confidence increased max weapon damage bonus from 20% to 35%
  • Changed Trick of the Light element to Cryo and increased bonus from 18% to 36%
  • Borrowed Time duration increased from 15% to 30% per active skill
  • Double Barrel‘s bonus increased from 20% to 25%
  • Quick Breather now restores 50% of the clone’s health after a swap
  • Pocket Full of Grenades bonus slightly decreased from 6.5% to 5% as it now stacks
  • Violent Violence bonus slightly decreased from 4% to 3% as it now stacks

FL4K

  • Ambush Predator now has a HUD Icon when the buff is active
  • Increased the pet damage to scale 10/5% per level instead of 9%
  • Added pet damage to Grim Harvest at 7% per level
  • Added pet damage to The Most Dangerous Game at 9% per level
  • Added pet damage to Interplanetary Stalker at 1% per stack, per level
  • Added pet damage to Furious Attack at 0.6% per stack
  • Added pet damage to The Fast and the Furryous at 10% per level
  • Lick the Wounds gained a pet damage buff after reviving the player
  • Increased pet damage for Psycho Head on a Stick from 10% to 20%
  • Increased damage in Pack Tactics from 5% to 7% per level
  • Adjusted Megavore to not reward critical hit bonuses when receiving damage from self-damage

STABILITY

  • Fixed multiple crashes that occasionally occurred when interacting with the ECHO menu
  • Fixed a crash that occasionally occurred after quitting to the main menu multiple times
  • Fixed a crash that occasionally occurred when transitioning to Athenas during a 4-player multiplayer session
  • Fixed a crash that occasionally occurred when Iron Bear was destroyed
  • Fixed a crash that occasionally occurred when entering or exiting Iron Bear
  • Fixed a crash that occasionally occurred while in heavy combat with Varkids
  • Fixed a crash that occasionally occurred in networked games
  • Fixed a crash that occasionally occurred when split screen party joins another game during Marcus intro
  • Fixed a crash that occasionally occurred when a split screen user quit to the Main Menu
  • Fixed a rare crash that occasionally occurred when dropping a piece of gear on PC
  • Fixed a rare crash that occasionally occurred after 3 clients joined the host
  • Fixed a rare crash that occasionally occurred when destructible environmental art took damage
  • Fixed a rare crash that occasionally occurred when a client transitioned to Desolation’s Edge
  • Fixed a rare crash that could occur when entering Fade Away
  • Fixed a rare crash related to the Time of Day of an environment
  • Fixed a rare crash that occasionally occurred as a result of improper text fields
  • Fixed a crash related to the Minimap Widget
  • Fixed multiple crashes that occasionally occurred when players fast traveled
  • Fixed a reported issue that prevent the application from terminating properly
  • Fixed a reported issue where the news widget would hang indefinitely
  • Disabled the benchmark feature when in a coop group

UI

  • Improved overall performance in menus

Note: we are still working on additional performance updates that will be implemented in future updates.

  • Improved performance of bank
  • [PlayStation 4 Only] Fixed a reported issue that prevented some players from marking items as Junk or Favorite on PlayStation 4
  • Addressed a reported issue where sorting the inventory by type sometimes sorted the inventory by score
  • Added ‘Sort By Rarity’ to Bank, Inventory, Item Trading and Vending Machine Selling
  • Clients now receive an indication of why their travel attempt failed
  • Updated names in the credits
  • Addressed a reported issue where corrupted characters were sometimes displayed for some Fast Travel Stations in Japanese and Simplified Chinese
  • Addressed a reported issue where characters were sometimes displayed in the incorrect direction for some Fast Travel Stations and Level Transitions in Traditional Chinese
  • Addressed a reported issue where comparing class mods sometimes displayed the incorrect icons on the abbreviated item cards
  • Addressed a reported issue where items slots could sometimes overlap when viewing player storage
  • Addressed a reported issue where the travel countdown timer could sometimes be interrupted by opening the chat window
  • [PC Only] Addressed a reported issue where occasionally mouse input could be lost
  • Addressed a reported issue where Item Cards at the beginning of the game didn’t display
  • Addressed a reported issue where missions were sometimes not sorting correctly in the Mission Log
  • Addressed a reported issue where the friends list could occasionally be too long for split screen
  • Addressed a reported issue where a player could sometimes lose their HUD in split screen
  • Addressed a reported issue where the info panel briefly displayed when looking at Planet Challenges
  • Addressed a reported issue where players could sometimes be sent to the wrong location when selecting a destination quickly in the Map
  • Addressed a rare issue where a dialog box could not be dismissed

MISSIONS

  • Addressed a reported issue that could sometimes cause NPCs to get stuck during a teleport
  • Addressed a reported progression blocker where an NPC leading the player could sometimes break if one of the players left the game
  • Addressed a reported progression blocker where Lilith could sometimes become stuck during the mission “From the Ground Up”
  • Addressed a reported progression blocker that occasionally occurred when two players tried to accept the quest item at the same time from the slot machine during the mission “Sanctuary”
  • Addressed a few reported progression blockers that occasionally occurred when travelling to another map and back during the mission “Sanctuary”
  • Addressed a reported progression blocker where Lorelei’s cyclone could sometimes be lost after players enter and exit the menu during the mission “Hostile Takeover”
  • Addressed a reported progression blocker where the door into KillaVolt’s arena sometimes wouldn’t open during the mission “Kill KillaVolt”
  • Addressed a reported progression blocker where an Amber Lamps bot could sometimes spawn during the mission “Dynasty Diner” and leave the combat area
  • Addressed a reported progression blocker where Bloodshine’s sister could sometimes not spawn during the mission “Proof of Wife”
  • Addressed a reported progression blocker where Rhys-Ball could sometimes become stuck during the mission “Space Laser Tag”
  • Addressed a reported progression blocker where Brick could sometimes become stuck in a concrete block during the mission “Hammerlocked”
  • Addressed a reported progression blocker where Tina sometimes couldn’t be spoken to during the mission “Hammerlocked”
  • Addressed a reported progression blocker where Billy, The Anointed would sometimes disappear during the mission “Lair of the Harpy”
  • Addressed a reported progression blocker where split screen clients could sometimes not progress the objective “Equip Black Flame” during the mission “Witch’s Brew”
  • Addressed a reported progression blocker where Balex could sometimes stop pathing during the mission “The Family Jewel”
  • Addressed a reported progression blocker where Tannis sometimes couldn’t be spoke to during the mission “The Great Vault”
  • Addressed a reported progression blocker where Tannis sometimes wouldn’t interact with a critical mission objective during the mission “In the Shadow of Starlight”
  • Addressed a reported progression blocker issue where a Tink could sometimes jump outside the barrier during the mission “Trial of Fervor”
  • Addressed a few reported progression blockers during the mission “The Trial of Survival”

GAMEPLAY

  • Rare, Hunt, and Bounty Enemies now always match the players level
  • Made adjustment to default zoom speed for gamepad
  • Mayhem Mods that cancel each other out can no longer be active at the same time
  • Shields that start regenerating immediately after depleting now properly trigger Not Depleted events.
    – Moze is no longer able to infinitely stack the damage, health, and shield regen buffs of the Brawler Ward Legendary shield after equipping the Bloodletter Class Mod.
  • Rough Rider shield properly triggers depleted augments when equipped
  • Addressed a reported issue where certain shields could provide buffs to players even when not equipped
    – Players can no longer stack the health regeneration buff of the Brawler Ward Legendary shield on another shield when repeatedly equipping and unequipping the Brawler Ward shield in Inventory.
  • Addressed a reported issue where class mods and artifacts were sometimes accumulating action skill cooldowns when respeccing
  • Addressed a reported issue where Hellwalker anointed parts could sometimes be incorrectly weighted
  • Addressed a reported issue that sometimes prevented the Zane’s barrier from blocking E-Tech weapon projectiles
  • Addressed a reported issue where FL4K’s pets could sometimes be frozen without showing any of the effects of being frozen
  • Addressed a reported issue where the Action Skill cooldown timer for FL4K’s Gamma Burst could sometimes stack cooldowns when players revived or spawned a pet each time
  • Addressed a reported issue where the skill augment Active Tracking for Moze sometimes didn’t target enemies in turrets
  • Addressed a reported issue where the Mayhem Modifier sometimes failed to affect Eridium gained
  • Addressed a reported issue where parts of The Anvil were sometimes not properly balanced
  • Addressed a reported issue where the Mother of Dragons sometimes wouldn’t drop her loot
  • Addressed a reported issue where Rare Spawn enemies might not have spawned during a mission if players had already defeated that enemy during that session
  • Addressed a reported issue where loot sometimes wouldn’t spawn after players had found all Eridian Writings

GENERAL

  • DX12 is now the default Graphics API on Windows 10 for users with AMD video cards
  • Added support for future types of hotfixes
  • Added Spectator mode for Takedowns
  • Explosion effects now dissipate faster
  • Bullet tracers passing through Zane’s shield are more transparent
  • Improved the general audio performance and memory usage
  • Save games triggered by money or changes in the inventory have been throttled
  • Addressed a reported issue where save files had the potential to be deleted after the game crashed in the middle of saving
  • Addressed a reported issue where Guardian Rank and tokens could potentially be lost
  • Addressed a reported issue where equipped weapon skins were sometimes not properly displayed
  • Addressed a reported issue where ECHO themes were sometimes not displayed properly for co-op players
  • Addressed a reported issue where Clay and Wainwright Jakobs would sometimes not appear properly in their Title Cards
  • Addressed a reported issue where a Boundary Turret in Floodmoor Basin would sometimes not detect Iron Bear
  • Addressed a reported issue where Iron Bear could sometimes fall through the platform during the Graveward fight
  • Addressed a reported issue where players would sometimes load into Tazendeer Ruins facing the wrong direction
  • Addressed a reported issue where players could sometimes become invulnerable when swapping artifacts
  • Addressed a reported issue where Rakk could sometimes get stuck behind geometry in The Cistern of Slaughter
  • Addressed a reported issue where players could rejoin the arena in The Cistern of Slaughter after dying
  • Addressed a reported issue where Depth of Field would sometimes not work properly in split screen
  • Addressed a reported issue where the player’s shield bar could sometimes disappear from the HUD
  • Addressed a reported issue where the Vault Symbol on loading screens sometimes appeared incorrectly on consoles
  • Addressed a reported issue where events would occasionally not work properly if ECHOcast was not enabled before loading into a map
  • Addressed multiple issues with Badass Events not spawning in certain maps for the Twitch ECHOcast extension
  • Addressed a reported issue that prevented stats from sometimes properly incrementing while in vehicles
  • Addressed a reported issue where Service Bots audio would sometimes ignore acoustic data
  • Addressed a reported issue where player characters would sometimes call out health vials when already at max health
  • Addressed multiple issues where audio was sometimes muffled or lost
  • Addressed multiple issues where players would sometimes lose gravity permanently
  • Edit group hint is now hidden when input is not available

HOTFIX NOTES

Hotfixes are separate from the update and applied at the main menu when Borderlands 3 is connected to the internet. Unlike updates, hotfixes are not permanent—they are temporarily stored in memory during the game session and lost upon exiting Borderlands 3. To ensure that you receive hotfixes, make sure that your system is connected to the internet when Borderlands 3 boots up and hang out on the Menu screen until you see the background change (right now, you’re looking for pumpkins)!

  • Addressed a reported concern that the Legendary Maliwan “Recursion” ricochets sometimes failed to target ghosts
  • Adjusted Rampager’s item pool to allow for specific Legendaries to drop
  • Addressed a reported concern that “Boom Sickle” sometimes showed incorrect part text.

Whew! That’s a lot, no? According to Gearbox, there are more things the studio is working on which include performance and stability updates, Mayhem updates, skippable cinematics and more. Once we get wind of those, we’ll let our readers know.

Don’t forget to check out our first look at the game’s first campaign DLC Moxxi’s Heist and The Handsome Jackpot right here.

Source: Borderlands

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Alex Co

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

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Fortnite FIshing Event Announced and Begins Tomorrow, Here Are the Details

While we got our (almost) weekly Fortnite patch earlier today, it seems Epic isn’t done delivering new stuff into the game. Announced today is a new event called the Fortnite Fishing Frenzy.

Set to launch tomorrow, November 22, the Fortnite fishing event will give players a chance to win a Bottom Dweller pickaxe and your own real-life Llama Trophy! Curious how to win? Read on for the Fortnite Fishing Frenzy details, as well as contest rules, prizes and more.

Fortnite Fishing Frenzy details:

COMPETITION TIMES, PRIZES & CATEGORIES

Open a can of worms on the casting competition beginning at 8am ET on Friday, November 22 until 8pm ET on Sunday, November 24.

11BR_LlamaTrophy_Social.jpgEach server region (NAE and NAW are combined) will have one winner in each category listed below:

Top Angler 

  • Catch the most fish in a single match during the competition
  • One champion per regional server
  • Awarded an engraved Llama Trophy

Small Fry Champion

  • Catch the most Small Fry during the competition
  • One champion per regional server
  • Awarded an engraved Llama Trophy

Flopper Champion

  • Catch the most Floppers during the competition
  • One champion per regional server
  • Awarded an engraved Llama Trophy

Slurpfish Champion

  • Catch the most Slurpfish during the competition
  • One champion per regional server
  • Awarded an engraved Llama Trophy

Mythic Goldish = Instant Prize

  • Anyone that catches the Mythic Goldfish will receive a Bottom Dweller Pickaxe!

Getting Hooked on Fishing

  • Anyone that participates during the competition window will get the Play to Win spray
  • Use a Fishing Rod during the contest times
    • Start Date: Friday, November 22 at 8am ET
    • End Date: Sunday, November 24 at 8pm ET

HOW TO COMPETE

The only thing you need to do to participate is pick up a Fishing Rod and compete to be the best in one of the categories mentioned in the Prizes and Categories section above. Winners will be notified through the in-game gifting system and the email address of the account attached to the Epic ID from the winning account. 

Note: Anglers only! Fish caught with the Harpoon Gun do not qualify.  Make sure to enable 2FA on your account to be eligible for prizes.

RULES

Let’s tackle some of the basic rules for participation:

  • Must have 2FA enabled on the  participating account.
  • Only the Fishing Rod can be used for the categories listed above.
    • The Harpoon Gun will not count towards progress.
  • Each server region (NAE and NAW are combined) will have one winner per category listed above.
    • The exception to this is the “Getting Hooked on Fishing” category. This has an unlimited number of winners.
  • Must be at least 13 years of age (or older if required by law in your jurisdiction).
  • All content and accomplishments must be achieved prior to the end date of the event.
  • Limit one prize per player from any of the Top Angler, Small Fry Champion, Flopper Champion, Slurpfish Champion, and Mythic Goldfish categories.
  • Only available in core modes (Solos, Duos, Squads).
    • Not available in competitive playlists.
  • Any players participating must agree to adhere to the Community Guidelines and full Triggerfish’s Fishing Frenzy Rules. Full rules will be available when the competition begins.

Triggerfish will also be available in the Item Shop beginning tomorrow as well (7 p.m. ET).

We’ll post more details if they become available or if a new patch is rolled out. Get ready to fish tomorrow, people! May the best angler win.

Source: Epic Games

 

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Alex Co

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

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Star Wars Battlefront 2 Next Patch Scheduled First Week of December, Capital Supremacy Changes Detailed

For Star Wars Battlefront 2 players who are wondering when the next content drop or gameplay fixes are rolling in, the wait isn’t long. DICE has announced that the Star Wars Battlefront 2 next patch is scheduled to drop in the first week of December, and there’s one more patch dropping after that as well, which will most likely be the last patch for the game for 2019.

Content Updates
There have been a few questions recently around content updates and just to reconfirm, the next update will arrive during the first week of December. The second update in December is scheduled to take place shortly after and will contain The Rise of Skywalker content.

All development is currently proceeding as foreseen, and everything is tracking well.

In addition to that, those who play Capital Supremacy might have noticed changes in the game, and this is DICE tweaking the game mode.

DICE has recently made the following Capital Supremacy changes:

  • Reduced Hp of final objectives (2000 was 3000)
  • Increased overtime (10 was 5)
  • Increased base time (360 was 300)
  • Increased bonus time (180 was 120)
  • Reduced boarding time (30 was 45)

For those who played the game mode recently, DICE is looking for feedback regarding it, and has the following questions:

  • How are you liking the ground phase?
  • Would you like the ground phase to be longer or shorter, or no change at all?
  • What do you think about the ship phase?
  • Any other thoughts you’d like to raise?

If you want to be heard, check out the Battlefront 2 subreddit, or reach the studio via Twitter. Once we get patch notes or the latest Community Transmission, we’ll let our readers know.

Source: Reddit

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Alex Co

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

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Battlefield 5 Weekly Challenges – Chapter 5 Week 4 “Inch By Inch”

Heads up, Battlefield 5 players! The Battlefield 5 weekly challenges reset is live in the game. Called “Inch By Inch,” this is Chapter 5 Week 4 challenges of the War in the Pacific. Completing all tasks will net you a cool barbed baseball bat just like what that guy on that zombie show wielded!

Battlefield 5 Weekly Challenges (Chapter 5 Week 4):

When matchmaking through the nodes, you’ll be joining the Grind playlist:

  • Grind on Narvik
  • Grind on Devastation
  • Grind on Twisted Steel
  • Grind on Rotterdam
  • Grind on Operation Underground

Let’s look at the tasks. Remember that the exact mission requirements can be found in game in the Tides of War menu.

NOTE: The last task, “No Quarter”, will not count if played on Operation Underground. The Dev team have tagged this as a known issue.

REAPER – 12,000 CHAPTER XP
Kill 10 enemies.

DEADLY TREASURES – 12,000 CHAPTER XP
Resupply teammates ammunition for 1500 score using support gadgets.

FIRE ON TARGET – 12,000 CHAPTER XP
Spot or kill 35 enemies.

SAVIOR – 12,000 CHAPTER XP
Revive teammates or resupply teammates bandages 40 times.

DEVASTATE – 12,000 CHAPTER XP
Inflict 4000 damage.

RAIDING PARTY – 12,000 CHAPTER XP
As a squad, kill or down 12 enemies using melee weapons or bayonets.

A GOOD EGG IN THE RIGHT PLACE – 12,000 CHAPTER XP
Achieve 1 multikill using explosives.

NO QUARTER – 25,000 CHAPTER XP
Win 1 round of Grind (cannot be on Operation Underground).

In other Battlefield 5 news, the next patch dropping (5.2) will shake up the time-to-kill (TTK) once more, and DICE has commented about it.

Source: Reddit

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Alex Co

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Need for Speed Heat Update 1.03 (1.4) Now Live, Addresses Loading and Crashes

Need for Speed Heat Update 1.03 is now live, clocking in at just 854MB this patch will bring a number of fixes to PC, PS4, and Xbox One, including reduced load times and improved stability along with a few other things.

On the PC side of things, the update is called 1.4, though included the patch notes of 1.03, which went live for consoles early this morning.  You can find the full patch notes down below, but the big changes are done to night races as their intros have been cut-down to improve load times.

Need for Speed Heat update 1.03 patch notes:

Environment – Night race intros

You’ve reported long loading screens before the start of races, and we have made an effort to reduce these. While we hope you’ll notice this improvement, you might also notice something else.
When you play after the update, the visual effects will be less spectacular during the intro and start of a night race. More specifically, there’ll be no fancy lights, smoke, fire or spectator’s cars. While this isn’t ideal, we wanted to improve the stability and reduce loading times in the short run, and we are aiming at bringing back these effects in a future update.

 

Fixes

 

No Bank or Rep rewards awarded for playing the first races in the game.

Some players would not earn any Bank or Rep rewards when they first played the game. Prior to the update, this could be resolved by restarting the game – which should no longer be necessary now, as it shouldn’t be happening anymore in the first place.

 

Inventory sync error

There were rare cases where upon choosing “Play Solo” or “Play Online”, players would be prompted with a message that their local and online inventories do not match, and asking if they wanted to sync them. In a few cases, when choosing yes, Bank and cars would disappear, while story progression and Rep level remained.

We’re sorry this happened – it should now no longer occur, and players should find the Pre-Order and Deluxe cars again in the dealership to purchase for 0 Bank.

 

Crashes & Freezes

You reported that using community wraps or wraps with a high amount of layers could cause some issues. We’ve taken a closer look, and this should no longer cause the game to crash.

Additionally, we fixed some other instances where the game could freeze or crash, which should increase the overall stability of the game client.

 

Other fixes:

  • Fixed an issue where trial users could experience an extended black screen when they first launched the game.
  • Fixed an issue where players were unable to invite crew members using the search function.
  • Fixed an issue where using a specific controller on PC could crash the game.

And in case you missed it, make sure to read up on our Need for Speed: Heat review

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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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Fortnite Update 2.46 (v11.20) Now Out, Here Are the Patch Notes

While it might not have been rleased this Tuesday, Epic Games has today released the latest Fortnite update. Called the Fortnite v11.20 patch by Epic, console gamers will see this as Fortnite update 2.46. Clocking in at 3.4Gb, check out the complete Fortnite update 2.46 patch notes below (yes, Epic has now started sharing ’em again).

Fortnite update 2.46 patch notes:

Battle Royale:

v11.20 includes enhancements to the Battle Royale experience:

  • Daily Challenges are back and can be completed for XP!
    • Up to three at a time are available, and once a day you can replace a Challenge for another.
  • In the Locker, you can now filter your items by the Season they were introduced in.
    • To filter your items by Season, enter the Season name in the search bar. Use terms like “season 5,” “season x,” “chapter 2 season 1,” etc.
  • You can now adjust the UI contrast.
    • To adjust the UI contrast, use the User Interface Contrast setting in the Graphics section of the Video settings.
  • Added a Tutorial playlist for the mobile version of Fortnite.
    • To use Microsoft DirectX 12, select it in the Advanced Graphics section of the Video settings.
  • Adjusted the headshot multiplier of the Tactical Shotgun so it’s now in line with the headshot multiplier of the Pump Shotgun.
  • Increased the Effective Health (sum of Health + Shield) given from Slurp Tankers.

Bug fixes:

  • Resolved syncing issues involving the Bandage Bazooka. (Because these have been resolved, the Bandage Bazooka has been re-enabled.)
  • Addressed reports of hitching on mobile devices.
  • Resolved the equipped item slot being the selection slot when players open the inventory.
  • Addressed reports of buildings sometimes appearing low-detailed on PlayStation 4 and Xbox One as players land on the map.
  • The hair of the Devastator Outfit now appears the intended color.
  • The John Wick Outfit’s Pistol no longer appears larger than intended.
  • The Magma Wrap now appears correctly on everything except the Bandage Bazooka and Pistol.
    • It will appear correctly on these weapons in a future release.

Creative:

What’s New?

Timed Objective

It’s a race against time as players fight a tug-of-war over a ticking clock. This new objective device opens up a whole host of possibilities for new game modes and nail-biting gameplay.

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Map Indicator

Now you can really make your mark – and what’s more, you can give it a name!  Use the Map Indicator device to place and name your own POIs (Points of Interest) on your islands (alliteration is optional).

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Damage Amplifier (UDamage)

In honor of Unreal Tournament’s 20th anniversary, we’re adding the UDamage power-up from UT into Creative! Players will notice when another player has the UDamage equipped, but by then it may be too late for them.

Snowmen Galleries

Do you want to build a snowman? Use either the premade ones or make your own snowman for your #FrostyFortnite creations.

ISLANDS

Bug Fixes

  • The minimap will properly display Sandbar or Volcano islands when on mobile devices.

  • Players will now take damage from the lava in Caldera Island while moving.

  • Players can no longer walk on certain areas of the water on Tropical Island.

GAMEPLAY

  • Certain Game Settings options will now automatically turn off UI elements that are not needed – e.g. Allow Building: None will remove the building icons from the UI during the game.

  • Added additional values to the Allow Building option in the Game Settings menu.

    • Traps Only – Building is disabled but trap placement is allowed.

    • No Traps – Building is allowed but trap placement is disabled.

  • Added additional values to the Score for End option in Game Settings.

    • 4, 6, 7, 8, 9, 15, 25, 30, 35, 40, 45.

  • Added additional values to the Eliminations to End, Objectives to End, and Creature Eliminations to End options in Game Settings.

    • 25, 35, 45.

  • Added new options to show or hide resources on the UI in the Game Settings menu.

    • Wood Resource Widget is Visible:  Yes, No (Default: Yes).

    • Stone Resource Widget is Visible:  Yes, No (Default: Yes).

    • Metal Resource Widget is Visible:  Yes, No (Default: Yes).

    • Gold Resource Widget is Visible:  Yes, No (Default: No).

  • Added Show Cumulative Stat Value on HUD: Whether to show the cumulative total for the chosen HUD stat for multi-round games in addition to the current round total

    • Yes, No (Default: Yes)

Bug Fixes

  • Fixed an issue that could cause excessive jittering when loading onto an elevated spawn pad on high memory islands.

  • Fixed an issue where ending a game with spectators caused them to enter a bugged state, unable to leave spectator mode or return to the hub.

  • Players returning to the Hub while spectating should now properly exit spectator mode and spawn on the Hub, rather than under it.

  • Players who enter or return to the Playground Hub will no longer spawn over water rather than on the Hub.

  • Fixed an issue where spectators would see players’ Health Bars depleted after they respawned during a game.

  • Fixed an issue where players could enter Down But Not Out in Cooperative matches where they were the only players in the game.

  • Fixed an issue where players wearing consumables (Bush/Sneaky Snowman) would be invulnerable to damage when Building Damage was set to None in the Game Settings menu.

  • Fixed an issue where Low Exposure post process would appear extremely dark on Mobile devices.

WEAPONS + ITEMS

  • Added the Harpoon Gun to the Creative Inventory.

  • Added the Uncommon Scoped Assault Rifle to the Creative Inventory.

  • Added a new resource: Gold

    • This is a non-building and non-harvestable resource that can be collected or awarded to players through devices or granted directly for eliminations via the Game Settings menu or the Team Settings & Inventory device.

    • Gold can be found in the Consumables tab in the Content Browser and dropped onto devices like other consumables.

    • Gold can be used as a purchasing resource in Vending Machines.

    • Gold can be award per round in the Round Settings Device

    • Gold can be granted per elimination in the game settings

    • Known Issue: Gold has not yet been added to the Item Spawner.

Bug Fixes

  • Fixed an issue where Remote Explosives could not be selected with the Phone tool after leaving the session in which they were placed.

  • Remote Explosives are no longer saved with the island.

  • Remote Explosives will now do damage when attached to terrain, some walls, and indestructible buildings.

CREATIVE TOOLS + PHONE

  • Added Building To Prop feature to the Quick Menu.

    • When enabled, anything currently selected with the Phone Tool will become a prop that can be resized, rotated, and placed in any location.

    • Important Note: Once something is converted to a prop it loses the ability to be used as a supporting structure and adhere to the grid.

  • Added back the hotkey for Grid Snap to “V” and D-Pad left.

Bug Fixes

  • Remapped the Quick Menu keyboard binding to default to “B” instead of “T”.

  • The “Dusty Rocket Piece” will now turn green when multi-selected.

  • Fixed an issue where players would be unable to fly in “Island Inspector” on Kevin Floating Islands.

  • Fixed an issue where the Default Camera image for Ice Lake island would be obstructed by terrain when using Island Inspector.

  • Fixed an issue where the Drop option would not function on Mobile Devices.

PREFABS & GALLERIES

  • 8 New Galleries.

    • Village Roof Gallery – Village Roofs without snow.

    • Snowman Gallery.

    • Snowman Prop Gallery.

    • Decal Gallery – Decals that can be placed up against walls.

    • Variant Foliage Gallery B – The previous Variant Foliage Gallery has been split into Variant Foliage Gallery A & B, to address memory concerns.

    • Winter Variant Foliage Gallery A.

    • Winter Variant Foliage Gallery B.

    • Autumn Variant Foliage Gallery.

Bug Fixes

  • Re-added missing color variants to the Neo Tilted Car Gallery.

  • Fixed an issue where Village Prefabs and Galleries were missing snow.

  • Fixed an issue with the Chicken Leg and Feather assets in the Cabins Prop Gallery having health values that were too high.

  • Fixed an issue where players would see a default texture when destroying the Christmas Tree.

  • Fixed an issue where the Variant Foliage Gallery could not be placed on certain platforms.

  • Fixed an issue where Damage textures would not appear on vehicles that appear in Galleries or Prefabs.

  • The Lucky Tower and Lucky Cafe prefabs will no longer spawn with Chests.

DEVICES

  • Added Map Indicator device

    • This device allows you to create custom points of interest on your map which will appear on both the Overview Map and Minimap.

    • Basic Options

      • Enabled On Game Start:

        • Yes, No (Default: Yes).

      • Icon: Selects an icon to be displayed on the map and minimap at the device’s location.

        • None, A, B, C, D (Default: A).

      • Icon Color:

        • White, Red, Orange, Yellow, Green, Teal, Blue, Purple (Default: White).

      • Text: Specifies the text to appear above the icon (150 character limit).

      • Text Color:

        • White, Red, Orange, Yellow, Green, Teal, Blue, Purple (Default: White).

    • Advanced Options

      • Team: Specifies which teams can see the icon/text.

        • All, Team 1-16 (Default: All).

      • Show on Maps:

        • Both, Minimap, Overview Map (Default: Both).

      • Enabled When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disabled When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

  • Added Timed Objective device

    • This is a timer-based objective which can be contested by teams. With lots of support for triggers and receivers, it’s a versatile new objective which can be used for lots of new game modes.

    • Basic Options

      • Time: Specifies the length of the timer.

        • 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 45 seconds, 1 minutes, 1.5 minutes, 2 minutes, 2.5 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 10 seconds).

      • Start Score: Specifies the amount of score to be awarded for starting the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

      • Stop Team Filter: Specifies which teams are capable of stopping the timer.

        • None, All, Team 1-16 (Default: All).

      • Stop Score: Specifies the amount of score to be awarded for stopping the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

      • Completed Score: Specifies the amount of score to be awarded when the timer completes.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None).

    • Advanced Options

      • Timer Label Text: Specifies the text which will appear in front of the countdown when the timer is active (150 character limit).

      • Timer Label Text Style:

        • Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Red, Red Outline (Default: Bold).

      • Hologram Until Activated: Specifies whether the objective device is displayed as a hologram before activation rather than a solid object.

        • Yes, No (Default: Yes) – Visibility During Game: Visible, Hidden (Default: Visible).

      • Countdown Visible on HUD: Visible, Hidden (Default: Visible) – specifies whether the Timer Label Text is shown on the HUD when the countdown is active.

      • Completion Behaviour: Specifies what the device does once the timer completes.

        • Disable, Reset, Restart (Default: Disable)

          • Disable – the device becomes disabled and cannot be used again unless reset via receiver.

          • Reset – the device immediately becomes ready for use again with the original timer value.

          • Restart – the device immediately restarts the countdown again from the original timer value.

      • Urgency Mode: Determines whether the device begins to give additional visual and audio feedback when it gets close to completion.

        • Enabled, Disabled (Default: Enabled)

      • Urgent Mode Start Time: Urgency Mode will begin when there are this many seconds left on the timer.

        • 1-300 (Default: 5)

      • Start Interact Text: Specifies the label text shown on the device when a player can start the timer.

        • Text field 150 character limit (Default: “Start”)

      • Start Interact Time: Specifies the length of the interaction required to start the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds).

      • Start Team Filter: Specifies which teams are capable of starting the timer.

        • None, All, Team 1-16 (Default: All)

      • Stop Interact Text: Specifies the label text shown on the device when a player can stop the timer.

        • Text field 150 character limit (Default: “Start”)

      • Stop Interact Time: Specifies the length of the interaction required to stop the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Restart Interact Text: Specifies the label text shown on the device when a player can restart it.

        • Text field 150 character limit (Default: “Restart”)

      • Restart Team Filter: Specifies which teams are capable of restarting the timer.

        • None, All, Team 1-16 (Default: All)

      • Restart Score: Specifies the amount of score to be awarded for restarting the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Restart Interact Time: Specifies the length of the interaction required to restart the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Pause Interact Text: Specifies the label text shown on the device when a player can pause the timer.

        • Text field 150 character limit (Default: “Pause”)

      • Pause Score: Specifies the amount of score to be awarded for pausing the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Pause Interact Time: Specifies the length of the interaction required to pause the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Pausing Team Filter: Specifies which teams are capable of pausing the timer.

        • None, All, Team 1-16 (Default: All)

      • Resume Interact Text: Specifies the label text shown on the device when a player can resume the timer.

        • Text field (150 chars, Default: “Pause”)

      • Resume Score: Specifies the amount of score to be awarded for resuming the timer.

        • None, 1-10, 20, 30, 40, 50, 100 (Default: None)

      • Resume Interact Time: Specifies the length of the interaction required to resume the timer.

        • Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds (Default: 3 seconds)

      • Resuming Team Filter: Specifies which teams are capable of resuming the timer.

        • None, All, Team 1-16 (Default: All)

      • Show Time on Maps: Determines whether the countdown timer is shown on the Minimap or Overview Map.

        • Off, Both, Minimap, Overview Map (Default: Off)

      • Mesh Options: Determines whether to add additional meshes to the basic objective device.

        • None, Explosive Attachment (Default: None)

      • Allow Sounds:If set to Off, all of the following sound settings are ignored.

        • On, Off (Default: On)

      • Play Activation Sound:

        • On, Off (Default: On).

      • Activation Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Deactivation Sound:

        • On, Off (Default: On).

      • Deactivation Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Completed Sound:

        • On, Off (Default: On).

      • Completed Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

      • Play Timer Sound:

        • On, Off (Default: On).

      • Timer Sound Attenuation:

        • Enabled, Disabled (Default: Enabled).

    • Trigger & Receiver Support

      • Start When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Stop When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Pause When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Resume When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Complete When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Enable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Show When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Hide When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Started Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Stopped Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Complete Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Paused Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Resumed Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).

  • Added the Damage Amplifier Powerup to the Powerups Gallery

    • The Damage Amplifier, known as the UDamage for its easily recognized “U” shape, boosts weapon damage to devastating levels.

    • Basic Options

      • Damage Multiplier: 0.0x-4.0x in 0.25x increments (Default: 2.0x).

      • Effect Duration: Infinite, 3 seconds, 5 seconds, 10 seconds, 20 seconds, 30 seconds, 1 minute, 2 minutes, 5 minutes (Default: 3 seconds).

      • Time to Respawn: Never, Instant, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 15 seconds).

      • Ambient Audio – Determines whether to play an ambient sound when close to the object in the world.

        •  On, Off (Default: On)

    • Advanced Options

      • Disables Effect on Pickup: No, Yes (Default: No)

        • If set to ‘Yes’ this will cancel any existing Damage Amplifier effect active on the player.

      • Pickup Radius:

        • On Touch, .25m, .5m, 0.75m, 1m, 1.5m, 2m, 2.5m, 3m, 3.5, 4m, 5m (Default: On Touch).

      • Spawn on Minigame Start: Determines whether the powerup is already spawned at game start or if it waits for the duration of its Time to Respawn before appearing for the first time.

        • No, Yes (Default: Yes)

      • Pick Up Audio:

        • On, Off (Default: On)

    • Trigger & Receiver Support

      • Spawn when Receiving From: Immediately spawns the powerup on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

      • Despawn when Receiving From: Immediately despawns the powerup on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

      • Pickup when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel)

      • When Item Picked Up Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel)

  • Added Elimination Manager device

    • This device allows additional items to be dropped when a player is eliminated, as well as providing some additional trigger support for eliminations.  Drop items on the device after placing it to register them in the device.

    • Basic Options

      • Team: Specifies which team is assigned to this device.

        • Any, Team 1-16 (Default: Any)

      • Class Identifier: Specifies which player Class is assigned to this device.

        • None, 1-16 (Default: None)

      • Number of Items Dropped: Specifies how many of the registered items the device will drop when a player assigned to this device is eliminated.

        • All, 1-5 (Default: All)

      • On Elimination Transmit On: When a player assigned to this device gains an elimination, send a signal on the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)

    • Advanced Options:

      • Enabled at Game Start:

        • Yes, No (Default: Yes).

      • Visible During Games:

        • On, Off (Default: On).

      • Spawn on Self-Elimination: Specifies whether items will be dropped from the device when the elimination was self-inflicted.

        • No, Yes (Default: No)

      • Toss Items: Yes, No (Default: Yes) – determines whether spawned items are thrown out from the device or just dropped on the ground.

    • Trigger & Receiver Support

      • Enable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • Disable When Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).

      • When Item Picked Up Transmit On: Transmits a signal on the selected channel when any item dispensed by the device is picked up by a player.

        • No Channel, Channel 1-75 (Default: No Channel)

      • When Eliminated Transmit On: When a player assigned to this device is eliminated, send a signal on the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
  • Added new options and values to the Capture Area device.

    • Capture Area can now support Area Control game types in addition to its existing functionality. Capture Areas can now be controlled by teams and can count as objectives.

    • Known Issue: Give Control When Receiving From, Reset Team Control When Receiving From and Neutralize when Receiving from also incorrectly force Allow Capture of the Area.

    • Basic Options

      • Item Filter: Determines whether the player needs to be carrying the correct item to capture the area or gain periodic score.

        • To Take Control, For Periodic Scoring, Both, None (Default: None)
          • Replaces and expands on the options for “Periodic Scoring Item Filter”

      • Can Receive Items from: Determines which players can deliver Capture Items to this capture area.

        • Allies, Hostiles, All, Team 1-16, None (Default: Allies)
          • Item Delivery Score: Sets the score awarded when a player delivers a Capture Item to the area.

            • Same as Periodic, Common Values (Default: Same as Periodic)

      • Can be Used for Periodic Scoring by: Determines which players can gain periodic score from this area.

        • Allies, Hostiles, All, Team 1-16, None (Default: Allies)
      • Periodic Scoring (Previously “Player Capture”): Determines whether periodic score is awarded for one player in the area, for each player in the area, or simply for owning the area.

        • Off, Each Player, One Player per Team, Owning Team (Default: Off)
      • Periodic Score Time (Previously “Player Capture Time”): Sets the interval between score awards for periodic scoring.

      • Periodic Score Value (Previously “Value”): Determines the amount of score awarded for each tick of periodic scoring.

      • Can be Controlled by: Determines which players can take control of the area.

        • None, Hostiles, Teams 1-16 (Default: None)
      • Score on Taking Control: Determines the amount of score awarded for taking control of the area.

        • 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 20, 30, 50, 100 (Default: 0)
      • Count as Objective: Determines whether ownership of the area counts as an objective for scoring purposes/win conditions.

        • Yes, No (Default: No)
      • Show on Objective HUD: Determines whether the Objective state is shown in the Objectives UI element.

        • Yes, No (Default: No)
    • Advanced Options
      • Enemies Contest Periodic Scoring: Determines whether the presence of enemy teams in the area prevents periodic score from being awarded.

        • Yes, No (Default: Yes)
      • Time to Take Control: Determines the length of time a player must remain in the area to take control of it.

        • Instant, 1 Second, 5 Seconds, 10 Seconds, 20 Seconds, 30 Seconds, 1 Minute, 5 Minutes, 10 Minutes, (Default: Instant)
      • Display Control Progress VFX: Determines whether the capture area changes color to show capture progress.

        • Yes, No (Default: Yes)
      • Display Ownership Change VFX: Determines whether the area capture ceremony is played when ownership changes.

        • Yes, No (Default: Yes)
      • Neutralize Time: Determines how long it takes for a team to neutralize ownership by an enemy team. If set to No Neutralization, the point won’t be neutralized before starting the capture.

        • No Neutralization,  Instant, 1 Second, 5 Seconds, 10 Seconds, 20 Seconds, 30 Seconds, 1 Minute, 5 Minutes, 10 Minutes (Default: No Neutralization)
      • Partial Progress Decay Speed: Determines the speed at which any partial capture progress will be lost if the capturing team leaves the area. Specified as a percentage of the capture speed – e.g. 200% means progress will drain twice as fast as it was gained.

        • Instant, 200%, 150%, 100%, 50%, 25%, No Decay (Default: Instant)
      • Controlling Team can Revert Partial Progress: Determines whether the team that currently owns the area can speed up the drain of partial capture progress by another team by standing in the area.

        • No, Yes (Default: No)
      • Take Control Faster per Player: Determines how much each additional team member in the area increases the rate of capture progress.

        • No Boost, x1.25, x1.5, x1.75, x2 (Default: No Boost)
      • Capture Allowed at Game Start: Determines whether the area can be captured as soon as the game starts.

        • Yes, No (Default: Yes)
    • Trigger & Receiver Support
      • Allow Capture when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).
      • Disallow Capture when Receiving From:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Area is Scored Transmit On: Transmits a signal on the selected channel when the area awards score.

        • No Channel, Channel 1-75 (Default: No Channel)
      • When Item is Consumed Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Control Change Starts Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Control Changes Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • When Area is Contested Transmit On:

        • No Channel, Channel 1-75 (Default: No Channel).
      • Give Control when Receiving From: Captures the objective for the instigating team on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
      • Reset Team Control when Receiving From: Resets ownership of the area to the original team on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
      • Neutralize when Receiving From: Sets ownership to Neutral on receiving a signal from the selected channel.

        • No Channel, Channel 1-75 (Default: No Channel)
    • Objective Options
      • HUD Elements: Determines which in-world HUD elements are shown for the objective.

        • None, Beacon, Badge, Both (Default: None)
      • Beacon Type: Sets the style of Beacon used if HUD Style is set to Beacon or Both.

        • Off, Arrow, Light-Beam, Flare (Default: Off)
      • Beacon Scale: Sets the size of Beacon used if HUD Style is set to Beacon or Both.

        • Object Scale, Extra Small, Small, Medium, Large, Extra Large (Default: Object Scale)
      • HUD Requires Line of Sight: Determines whether the player requires a direct line of sight for the HUD element to be visible. Only applies to Badge style elements.

        • Yes, No (Default: No)
      • Hide HUD Icon At: Sets the maximum distance at which the HUD element can be seen. Only applies to Badge style elements

        • 2m, 5m, 10m, 15m, 20m, 30m, 50m, 100m, 150m, 200m, 250m, 500m
      • Objective Identifier: Sets the letter assigned to the objective when displayed in the HUD or Objective UI elements. Only applies to Badge style elements.

        • None, A, B, C, D, W, X, Y, Z (Default: None)
      • Show Owning Team Name: Determines whether the HUD element should show the name of the team which currently owns it.  If set to No, the HUD will simply show Friendly/Neutral/Enemy.

        • Yes, No (Default: No)
      • Text (Friendly): Sets a text string to be shown to Friendly players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • Text (Neutral): Sets a text string to be shown to Neutral players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • Text (Enemy): Sets a text string to be shown to Enemy players when looking at the objective. Only applies to Badge style elements.

        • Text Field with 150 character limit (Default: Empty)
      • HUD Text Size: Sets the size of the text used in the HUD element. Only applies to Badge style elements.

        • 1x, 1.5x, 2x (Default: 1x)
  • Weapon-Free Zone device has been renamed to Mutator Zone and has new options.

    • Allow Weapon Fire:

      • Yes, No (Default: No).

    • Allow Building:

      • Yes, No (Default: Yes).

    • Safe Team: Sets a team to be immune to the zone’s settings.

      • None, 1-16 (Default: None)

    • On Player Entering Zone Transmit On: When a player enters the zone, sends a message on the selected channel with that player as the instigator. If all of the effects on the zone are disabled, this can be used as a simple trigger to activate other devices when a player moves into the area.

      • No Channel, Channel 1-75 (Default: No Channel)

    • On Player Leaving Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

  • Added new options to the Damage Volume device.

    • On Player Entering Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

    • On Player Leaving Zone Transmit On:

      • No Channel, Channel 1-75 (Default: No Channel).

  • Added new options to the Attribute Trigger

    • Trigger Sound:

      • Enabled, Disabled (Default: Enabled).

  • Added new option to the Barrier device

    • Zone Shape: Allows you to choose between a hollow box or a solid box for the barrier. A hollow box allows you to trap players inside or seal off sections of your island more easily.

      • Box, Box (Hollow) (Default: Box).

  • Added additional value to the Collision option on the Objective Device.

    • Only when Visible: Removes collision when the device is not visible.

  • Added additional options and values to the Explosive Device.

    • Collision: Only when Visible.

    • Blast Line of Sight: If true, then line of sight is required for the blast to deal damage

      •  Yes, No (Default: No).

    • Blast Radius: 3m, 3.5m, 4m, 4.5m, 5m.

    • Range Visualization: Shows a visual boundary around the Explosive Device while in Create mode to aid in setting distance values.

      • None, Explosion, Proximity (Default: None)

  • Added additional values to options on the Item Spawner device.

    • Initial Spawn Time:

      • Never – Allows spawning to be controlled entirely through received signals.

    • Spawn Time:

      • Never – Allows additional spawns after the first to be controlled entirely through received signals.

  • Added additional options to Powerups.

    • Ambient Audio: Determines whether to play ambient audio when near the object in the world.

      • On, Off (Default: On)

    • Pick Up Audio: Determines whether to play an audio cue when the item is picked up.

      • On, Off (Default: On)

  • Renamed an option on the Item Granter device

    • Grant on Index Change has been renamed to Grant on Cycle to make the functionality easier to understand in the context of the other device options.

Bug Fixes

  • Fixed a number of issues related to the Teleporter device:

    • Fixed characters’ arms jittering when driving certain vehicles onto a Trigger Device set to Teleport.

    • Fixed Teleporter device VFX being played when a restricted player uses the device while carrying a permitted DBNO player.

    • Health Bar UI on the Teleporter device is no longer visible when it is pasted.

    • Fixed an issue where the “Teleport To When Receiving From” setting wouldn’t work after the teleporter was moved with the phone tool.

    • Fixed an issue with the player’s momentum being preserved – even though that setting is turned off – if the rift is placed on the ground.

  • Fixed an issue where players could spawn in the sky after changing the Player Spawn Priority Group option on the Player Spawn Device.

  • Fixed an issue where the Damage Volume would not apply damage to creatures when Affects Creatures was set to ‘Yes’.

  • Fixed an issue where the Damage Volume would not apply damage to any target for the first game after it was placed.

  • Updated Island Settings text where appropriate to match the equivalent options in the Team Settings & Inventory device.

  • Added missing tooltips to the Item Granter device.

  • Fixed an issue on the Perception Trigger device where the audio cue would not play when it perceived a player.

  • Fixed minor typos in the Objective device, Timer device and Powerups Gallery devices.

  • Fixed an issue where Sentries could spawn outside of minigames.

  • Fixed an issue where Sentries would use a box rather than a sphere for their range, resulting in problems when they turned to attack players at extreme ranges.

  • Fixed an issue where Sentries could activate nearby devices when they spawned.

  • Fixed an issue where the Sentry range preview would remain visible if it was visible when the game started.

  • Fixed an issue where Sentries would target teammates when an enemy is in range

  • Fixed an issue where visual glows on the player would not be reapplied when other glows were removed. Glows now work on a priority system, with more important glows being shown first and less important ones being reapplied if the more important one wears off.

  • Fixed an issue where the Speaker device was visible in warm-up and post-game phases when it was supposed to be hidden.

  • Fixed an issue where Perception Triggers would not function correctly on published Islands.

  • Fixed an issue where Creatures would not spawn on islands.

  • Fixed an issue where the Lock Device would disappear between Rounds if the door was damaged during a game.

  • Fixed an issue where items removed from a device using the “Clear Items” button wouldn’t stay removed on subsequent Creative sessions.

  • Fixed an issue with the Self-Damage Target Filter setting on the Team Settings & Inventory and Class Designer devices where the ‘Players Only’ and ‘All’ options didn’t function correctly.

  • Fixed an issue with the Self-Damage Weapon Filter setting on the Team Settings & Inventory and Class Designer devices where the ‘All’ option didn’t function correctly.

  • Fixed an issue where the Capture Area could be placed under structures when Drops option was enabled.

  • Fixed an issue where trap-based devices would sometimes not be added to the Creative Inventory when selecting them from the Content Browser.

  • Fixed an issue where the Radio device would be deployed with incorrect default settings.

UI + SOCIAL

  • Updated Content Browser

    • The Content Browser has received a major update in both layout and functionality.

      • Layout and visuals.

        • The left-hand panel now contains a list of tags which can be toggled on and off to help find specific items.

        • When an object is selected, the name of the object is displayed on the thumbnail, and a preview of the object is shown in the right-hand panel.

        • The center panel shows the available prefabs, galleries, devices, weapons or consumables displayed as a grid of thumbnails.

        • Name, rarity, description, and details have been moved from the upper left to the lower right.

        • To streamline the look and layout, details are now hidden by default and can be shown by clicking the “detail” button in the lower right.

        • A new color scheme has been implemented with updated button/tab art.

      • Tags are a new feature added to the Content Browser to make it easier to find specific objects.

        • By selecting one or more tags from the list, you can create palettes of objects displayed in the central panel.

        • When multiple tags are selected, the results will show objects which contain any of the selected tags.

        • Selecting “Show All” will effectively clear all selected tags.

      • The logic of the tag order is as follows

        • Prefabs

          • Seasonal Prefabs

          • Recently Added

          • Themes sorted alphabetically

        • Galleries

          • Seasonal Galleries

          • Recently Added

          • Gallery Type sorted alphabetically

          • Themes sorted alphabetically

        • Devices

          • Recently Added

          • Starting Devices (i.e. a good set of devices to start with)

          • Device Type sorted alphabetically

        • Weapons

          • Weapon Type sorted alphabetically

        • Consumables

          • Consumable Type sorted alphabetically

      • We have also reorganized the object order within the browser itself (center panel).

        • Prefabs and Galleries: Objects are ordered based on the Theme name (e.g. Anarchy Acres objects will appear towards the top and Tilted Towers will appear towards the bottom).

        • Devices follow the same order as the tags themselves (e.g. Audio towards the top and Zone towards the bottom).

        • Weapons are sorted by rarity (e.g. Legendary at the top, Common towards the bottom)

        • Consumables are sorted to try and keep the most frequently used ones near the top and the less used ones nearer the bottom.

      • Known Issues

        • The right-hand preview image is low resolution, we will improve both the visual quality and usefulness in future updates.

        • We will continue to expand the usefulness of the tag system and make more improvements to the tags list UI in future updates.

        • Prefabs and Galleries are currently all labeled as “Consumables” in the preview. We will improve the labeling of all objects in the Content Browser to improve usability in future updates.

  • Device Customization

    • Updated the user interface for device customization with filter categories, text search, and a new look.

    • The customization menu now takes up only half the screen and keeps your character and the device you’re editing in view.

    • Filter Categories: There are five buttons in the top panel which can be used to change the selection of customization options shown below.

      • Basic Options: Shows only a basic subset of the available options for the device.

      • All Options: Shows all the available options for the device.

      • Modified Options: Shows only those options that have been changed from their default values.

      • Channels Only: Shows only the options related to triggers and receivers.

      • Text Search: Start typing in the search field to find options containing the text you have entered.

Bug Fixes

  • Fixed an issue where Creative Menus would stay open for visiting players when the island owner started the game.

  • Fixed an issue where the Edit Permissions menu option would be difficult to read when highlighted.

  • Fixed an issue where Favorited Islands would appear at the bottom of the Recent Islands list.

  • Fixed an issue where the Final Scoreboard displayed in a multi-round game would not show the final cumulative scores.

  • Fixed an issue where the Leave Creative button was renamed to Leave Match, causing some confusion to players.

  • Fixed an issue where the End Game on Match Point would always show a draw and not show the scores.

  • The “Dusty Rocket Piece” will now turn green when multi-selected.

  • Fixed an issue where players would be unable to fly in “Island Inspector” on Kevin Floating Islands.

  • Fixed an issue where the Default Camera image for Ice Lake island would be obstructed by terrain when using Island Inspector.

  • Fixed an issue where the Drop option would not function on Mobile Devices.

Will Epic decide to not publish patch notes again? Let’s hope not.

Source: Epic Games

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Alex Co

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Mortal Kombat 11 Update 1.12 Punches Out for Consoles, Patch Notes Available

NetherRealm Studios has released Mortal Kombat 11 update 1.12 today that’s now available on PS4, and Xbox One! Clocking in at 6.7GB, there’s a ton of gameplay balancing changes available. Check out the full Mortal Kombat 11 update 1.12 patch notes below.

Mortal Kombat 11 update 1.12 patch notes:

General Gameplay Adjustments • Move list corrections & added more move property tags

• Improvements to AI logic

• Reworked the Store to display more items at once and added bundles as a possible item type

• Added several new Brutalities for players to discover

• Added new End of Round Taunts for players to unlock

• Fixed issues where several modifier attacks could sometimes use the wrong facing direction while both characters are canned animation sequence

• Fixed a rare issue with Frame Data Tutorial that could cause successful hits to not count toward the progress

• Fixed an issue that could cause the round winner announcement to be delayed when not in the last round

• Fixed an issue that could cause final hit with certain Background Interactions to prevent the Flawless Victory announcement from occurring

• Fixed a rare practice mode issue that could cause the player to become unresponsive when repeatedly toggling the AI Playback Reset ON & OFF

• Fixed a rare issue that could cause projectile Krushing Blows to become disabled in some situations when it has not been used yet

• Fixed a rare issue that could cause a tie breaker to occur in trade situations on certain command grabs and synchronized attacks. These attacks will now properly trade

• Resurrections will no longer allow the opponent to move while the resurrection is still in progress if it happens at the same time as a Fatal Blow connects

• Fixed a rare audio issue that could cause some projectiles to not play audio when blocked or play a sound at the wrong location when hitting the opponent

• Characters will no longer sometimes face the wrong direction when blocking certain attacks

• The last hit red impact effects will no longer appear when the opponent is hit while in dizzy state after being defeated by a Fatal Blow

• Updated Johnny Cage Announcer voice to reference some unused nicknames

Krypt

• Added support for more special event chests

• Skeleton Keys can now sometimes be traded to the Kollector for Tower Summoning Stones

Towers of Time

• Added new secret events to Towers of Time

• The Ko-Op Tower Platform will now have all multiplayer towers available at once (Group Battles, Tag Battles and Team Raid)

• Added New Character Reward Bundles for first time completion of Ko-Op Towers

• Added new Boss Fight Towers and Premier Tag Towers

• Players can now play KO-Op tag battles solo and select two characters to tag in & out

• Added a new first time Kompletion Reward for completing a Boss Tower on Brutal difficulty that can contain an Augment or a Brutality for the character they are playing as

Stage Specific Adjustments

• Throw Background Interactions can no longer be projectile parried, destroyed or reflected. They can still be affected by projectile immunity

Character Specific Adjustments

Cassie Cage

• Cassie Cage – (Air) Bullet Barrage Amplify will no longer sometimes auto face the opponent

• Cassie Cage – Fixed a rare issue that could cause BLB-118 Drone to become unresponsive if interrupted during BLB-118 Energy Bounce or BLB-118 Escape

• Cassie Cage – BLB-118 Escape and BLB-118 Advance are now properly disabled when afflicted by Terminator’s Incapacitator

• Cassie Cage – Control BLB-118 & Cancel BLB-118 are now properly disabled when afflicted by Terminator’s Incapacitator

• Cassie Cage – Shoulder Charge Amplify Krushing Blow will no longer sometimes clip through objects in the corner of some stages

• Cassie Cage – Fixed an animation issue with Pistols when the match was ended with Flippin’ Out ability

Cetrion

• Cetrion – Conflux of Elements and Elemental Ring specials are now properly disabled when afflicted by Terminator’s Incapacitator

• Cetrion – Attacks that overlap with Cetrion while she is invisible during Unlimited Potential (Towards+Back Punch, Front Kick, Back Kick) will no longer have their active frames cancelled

• Cetrion – Geyser Krushing Blow will no longer sometimes clip through objects in the corner of some stages

D’Vorah

• D’Vorah – Fixed an animation issue when final hit of the match is performed with Infested

Erron Black

• Erron Black – Adjusted Erron Black’s proximity repel regions when performing Shoulder Shimmy (Towards+Back Punch) and Rising Outlaw (Down+Back Punch)

• Erron Black – Fatal Blow can no longer hit opponents behind him unless they are in a combo

• Erron Black – Fixed a rare audio issue with Forward Throw causing lingering sound effects when done during high latency online matches

Frost

• Frost – Adjust the hit region on Avalanche (Away+Front Kick, Back Punch)

• Frost – Fatal Blow can no longer hit opponents behind her unless they are in a combo

• Frost – Fixed an issue with Ice Auger Krushing Blow reaction that was not allowing the opponent to Breakaway

• Frost – Fixed a rare issue that could cause Ice Auger projectile to travel further then intended when it is interrupted

• Frost – Fixed a visual issue that would cause Ice Auger and Ice Auger Amplified to not disappear when hitting an opponent at maximum range

• Frost – Polar Pound’s (Away+Back Kick) visual effects will no longer sometimes linger when interrupted with specific timing

• Frost – Fixed an issue causing Fatal Blow armor to linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Geras

• Geras – Reverse Time can no longer be performed during an opponent’s resurrection

• Geras – Xuid & Guid (Towards+Front Punch, Front Punch + Front Kick, Back Kick) and Gauntlet Of The Ages Cancel are no longer disabled when afflicted by Terminator’s Incapacitator

Jacqui Briggs

• Jacqui Briggs – Lethal Clinch Double Spear Knee and Cybernetic Override Cancels are no longer disabled when afflicted by Terminator’s Incapacitator

Jade

• Jade – Divine Forced Amplified will no longer sometimes be missing visual effects when it hits the opponent

• Jade – Fixed an improper animation sometimes being played on Staff if a modifier is used at the same time as an attack using the Staff

Jax

• Jax – Quad Grab’s Power Bomb and Duck and Weave’s Cancel Duck & Weave are no longer disabled when afflicted by Terminator’s Incapacitator

Kabal

• Kabal – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Kano

• Kano – Blown Away (Towards+Back Punch, Up, Down, Back Kick) is no longer disabled when afflicted by Terminator’s Incapacitator

Kitana

• Kitana – Fixed an audio issue with the Follow The Leader (Towards+Back Punch, Front Kick, Back Kick) Krushing Blow

Kollector

• Kollector – Damned Bola Cancel is no longer disabled when afflicted by Terminator’s Incapacitator

• Kollector – Fixed a visual issue with War-Quoit Toss when colliding with certain objects

• Kollector – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

• Kollector – Fixed a rare issue that could occur if the Kukri or Chakram during Take And Deny (Towards+Front Kick, Front Punch, Back Punch, Front Kick) made contact with the opponent on a frame where a rollback occurred during on online match

Kotal Kahn

• Kotal Kahn – Yeyecame Disk Amplify Krushing Blow can now also be performed with Krushing Blow Held Check set to ON by holding the Amplify button

• Kotal Kahn – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Kung Lao

• Kung Lao – Hat Toss, Guided Hat, and Possessed Hat now starts up 1 frame faster and had its hit region adjusted on the first active frame

• Kung Lao – (Air) Vortex can now be performed as a 2in1 cancelled from a Jump Attack

• Kung Lao – Fixed an issue causing Fatal Blow armor to sometimes linger when blocked for a few frames which could allow it to absorb a Flawless Block Attack. Fatal Blow armor is now correctly removed when blocked

Liu Kang

• Liu Kang – Adjusted Liu Kangs’s proximity repel regions when ducking

• Liu Kang – Adjusted the hit region on first hit of Nunchaku Stance’s Nunchaku Flurry

• Liu Kang – Lotus Strikes (Towards+Back Kick) is now correctly being counted for the Krushing Blow condition on Nunchaku Stance’s Nunchaku Flurry

• Liu Kang – Fixed an audio issue with Flying Dragon Kick Amplify while Dragon Fire is active

Noob

• Noob – Fade To Black (Towards+Back Punch, Back Punch) had its hit region adjusted

• Noob – Adjusted opponent’s victim region when hit by Turning Chop (Towards+Back Punch) and Fade To Black (Towards+Back Punch, Back Punch)

• Noob – For The Brotherhood (Back+Front Punch, Front Punch + Front Kick, Back Punch) is no longer disabled when afflicted by Terminator’s Incapacitator

Raiden

• Raiden – Lightning Strike now has 4 more frames of hit advantage, 5 more frames of blockstun, and recovers 2 frames faster

• Raiden – Lightning Strike Amplify now has 4 more frames of hit advantage

• Raiden – Fixed an issue causing Lightning Strike Amplify to not be possible if the Lightning Strike hit on the last active frame

• Raiden – Lightning Strike Amplify can now be performed when Lightning Strike misses or is blocked but the follow up Lightning will only track the opponent when Lightning Strike hits

• Raiden – Lightning Rod is now +8 on hit (up from -3)

• Raiden – If the attack from Lightning Strike bounces off Lightning Rod and hits the opponent, Raiden is now +4 to +5 on hit (up from -4 to -13) depending on spacing & active frames

Scorpion

• Scorpion – (Air) Hell Port Cancel is no longer possible when afflicted by Terminator’s Incapacitator

Skarlet

• Skarlet – Blood Ritual self-damage no longer factors in the opponent’s buffs & debuffs. The damage to Skarlet & the opponent is now always based on Skarlet’s buffs & debuffs

• Skarlet – Fixed an issue with Fatal Blow animation sometimes clipping in through objects in Sea of Blood stage

Sonya

• Sonya – Fixed a visual issue with Low Kounter Krushing Blow animation when performed on female characters

• Sonya – K.A.T. turret will no longer sometimes fire in the wrong direction after switching sides with the opponent

• Sonya – Fixed issue that could cause K.A.T. to jump toward the background when performing K.A.T. Tantrum

• Sonya – Fixed K.A.T. turret being able to stay out indefinitely while certain K.A.T. moves are repeatedly used

Sub-Zero

• Sub-Zero – Fixed a rare visual issue with (Air) Ice Axe when performed repeatedly during gameplay

Shang Tsung

• Shang Tsung – Screaming Soul Cancel is no longer possible when afflicted by Terminator’s Incapacitator

• Shang Tsung – Fixed an issue that sometimes prevented Fatalities from being possible if Shang Tsung was defeated while morphed

• Shang Tsung – Shang Tsung will no longer sometimes perform two End of Round Taunts if the round is ended while he is morphed

• Shang Tsung – After morphing into Terminator he can no longer sometimes keep Terminate’s armor active when morphing back into Shang Tsung with specific timing

• Shang Tsung – Fixed a rare issue that could cause Shang Tsung to permanently suffer from Terminator’s Terminate debuff when morphed he if uses it at a certain timing

• Shang Tsung – Fixed a visual issue with weapons playing an incorrect animation when Shang Tsung morphs back into his original form

• Shang Tsung – Fixed an issue that could cause practice mode Easy Krushing Blows to not reset properly when morphed

Nightwolf

• Nightwolf – Helmsplitter Krushing Blow will no longer clip through objects in the corner of some stages

Terminator

• Terminator – Slightly increased combo damage scaling on Infiltrator Toss Amplify and Albi Back Breaker Amplify Krushing Blow

• Terminator – Fixed an issue that could cause Incapacitator debuff to last for an incorrect duration if used immediately after a Krushing Blow or Fatal Blow

• Terminator – Fixed an issue that could cause Terminate buff and visuals to linger after he becomes Endoskeleton

• Terminator – Fixed an issue with Sawed Off damage sometimes being incorrect when reflected

• Terminator – Terminate is now removed when an attack from Terminator is parried

• Terminator – Slightly increased Terminator’s victim regions when Running Man is active

• Terminator – When Terminator is hit while exiting from Running Man it is now considered a punish instead of a Kounter

• Terminator – The wrong skeleton is no longer sometimes shown when hit by electrocution attacks

• Terminator – Running Man Cancel is no longer possible when afflicted by Terminator’s Incapacitator

• Terminator – Fixed an issue causing Killing Machine projectile immunity to not work properly with some Background Interactions

• Terminator – Fixed a visual issue with Terminator’s grenades at match start when he is used as second player during a Tag Battle

• Terminator – Incapacitator damage is now correctly considered a special move

• Terminator – Infiltrator Toss Amplify can now only be performed a maximum of two times in a combo

• Terminator – Fixed a rare camera issue when resetting practice mode shortly after hitting with Running Man Amplify

In other Mortal Kombat 11 news, don’t forget, Sindel will be joining the roster starting next week for Kombat Pack owners. Check out gameplay of the Scream Queen here.

Source: Reddit

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Infinity Ward Working on Upcoming Modern Warfare Patch Fans “Keep Asking About,” Patch Notes Over 2 Pages Long

While we just got a Call of Duty: Modern Warfare server-side hotfix yesterday, Infinity Ward has already mentioned that the next Modern Warfare update is coming this week, too, and this one will require a download. Well, it seems this upcoming Modern Warfare patch might be bigger than anticipated, or if not, a big patch is dropping soon!

Over on Twitter, Senior Communications Manager Ashton Williams mentioned how a “big update” is being worked on for the game, and this one is something fans “keep asking about.”

https://twitter.com/ashtonisVULCAN/status/1197242593785942016

It’s unknown now whether Williams is referring to the patch dropping this week as the same one she’s referring to in her tweet. It’s also unknown what she meant by her “you all keep asking about” comment. Does this mean the game’s pacing will be faster? Footstep sounds are properly muffled when not running? Or maybe it’s how lighting has been improved to make enemies easier to see? Your guess is as good as mine. Mind, this could be the “big overhaul” rumor that we reported on last month, which also mentions the mini map showing red dots again when firing unsuppressed weapons.

Having said that, Modern Warfare is a patch or two away from being a great (not good) multiplayer experience, let’s hope this is the patch that tips it over.

What are you hoping to see in this “big update?” Let us know your thoughts down below.

More Modern Warfare Reading:

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Modern Warfare Skill Based Matchmaking Research Shows How It Works (Summary)

For those playing Call of Duty: Modern Warfare multiplayer who are active on the game’s subreddit, on social media and the like, chances are you’ve heard how annoyed people are at the Modern Warfare skill based matchmaking (SBMM). While developer Infinity Ward has made no comment on this (as in total silence), that hasn’t stopped other Call of Duty devs from commenting about it. Thankfully, even if Infinity Ward won’t shed any light on this, we have reliable Call of Duty content creators to do the Modern Warfare skill based matchmaking research for us, and here’s what they found out!

Call of Duty YouTubers Xclusive Ace and Drift0r combined forces to get to the bottom of Modern Warfare 2019 SBMM data, and their findings are pretty telling. You can watch the videos below to hear what they have to say, read up on our summary, and even read the hard data provided (warning: lots of number crunching).

Modern Warfare sill based matchmaking research summary:

  • Tested using a Netduma router to test connection because it shows ping and location of servers.
  • Ace and Drift0r tested SBMM using three accounts each (low, medium, high skill) for a total of six accounts.
  • Every match was recorded with player data taken from Call of Duty Companion App.
  • Skill level does not appear to impact your ping to host. Skill level of your account has no impact to the quality of the host. FYI: Not saying connections are perfect, but rather, SBMM has no correlation to ping and host. However, Modern Warfare never prioritizes skill over connection.
  • Xclusive Ace servers and pings were identical no matter what skill level was being tested.
  • High-stat players do NOT match together based on research (ie: high KD/SPM players only match with other high KD/SPM players is false).
  • Global KD (kill-death ratio) has weak correlation to SBMM (.43 coefficient).
  • Global WL (win-loss ratio) is even weaker (.20 coefficient).
  • Players are somwhat based on level (character level).
  • Average KD (past five games) has a fairly strong correlation at .83. — Data suggests there is strict Modern Warfare 2019 skill based matchmaking based on your recent performance.
  • Research shows there is strict SBMM in play but does not affect connection to games.
  • Global stats seem irrelevant to SBMM.
  • SBMM hones in on recent performance in-game, which is what some players already deduced.

Modern Warfare SBMM test data numbers, states and more.

Check out Xclusive Ace’s and Driftor’s videos pointing these stuff out, as well as their opinion on the Modern Warfare SBMM controversy:

Surprised at the results? Annoyed? Given how Infinity Ward has kept mum about Modern Warfare SBMM, this is probably the best explanation we’re going to get. Let us know your thoughts in the comments below.

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Red Dead Redemption 2 Update 1.14 – Here Are the Fixes for PC and Consoles

In case you didn’t know, Red Dead Redemption 2 is out now on PC! For those experiencing issues with it, Rockstar Games has released Red Dead Redemption 2 update 1.14, and it’s out now on PC, and consoles (PS4, Xbox One). Check out the full Red Dead Redemption 2 update 1.14 patch notes below.

Red Dead Redemption 2 update 1.14 patch notes:

November 19, 2019] General / Miscellaneous – PC

  • Improvements to address an issue that resulted in stalls on 4-core and 6-core CPUs
  • Players with NVIDIA graphics cards and 4-core or 6-core CPUs should install the GeForce Hotfix Driver Version 441.34 from NVIDIA and remove any launch arguments to resolve this issue: For more information, please see this support page: https://support.rockstargames.com/articles/360038940333
  • Improvements to address an issue that resulted in a permanent mouse cursor being displayed at all times when launching the game via the Epic Games Store
  • Improvements to address an issue that resulted in the player’s cores draining at a faster rate than intended in Story Mode when running at high frame rates
  • Improvements to address an issue that resulted in player weight decreasing at a faster rate than intended in Red Dead Online when running at high frame rates
  • Improvements to address an issue that resulted in players not being able to place Waypoints on the Pause Menu Map in the correct location
  • Improvements to address an issue with matchmaking in Red Dead Online that resulted in players with incompatible control settings joining the same session. We recommend that players using mouse and keyboard controls should switch to ‘Free Aim’ targeting mode before entering Red Dead Online.
  • Improvements to address an issue that resulted in all custom graphical settings reverting to a low preset when the game was updated
  • Improvements to address an issue that resulted in an ‘Activation Required’ error when loading the game after system hardware or device changes were made
  • Improvements to address issues that resulted in a crash and displayed the ‘Failed to initialize graphics device’ or ‘Unable to initialize graphics driver ’errors when launching the game. If this issue still occurs, please make sure you have the latest graphics card drivers installed for your system.
  • Improvements to address an issue that resulted in a crash when launching the game in Fullscreen display mode while using Vulkan
  • Improvements to address an issue that resulted in a crash when launching the game with some graphics-related launch arguments active
  • Improvements to address an issue that resulted in a crash during loading screens when entering Story Mode or Red Dead Online
  • Improvements to address an issue that resulted in a crash while modifying weapons at the Gunsmith in Red Dead Online
  • Improvements to address issues that resulted in random crashes and the error “Red Dead Redemption 2 exited unexpectedly” during gameplay

[November 19, 2019] – New Content

  • A new Legendary Bounty has been added to  Red Dead Online:
    • “Yukon” Nikoli Borodin
  • Weekly Collectible List – Bowman’s Collection:
    • Flint Arrowhead
    • Raw Arrowhead
    • Agate Arrowhead
  • New Permanent Clothing items have been added to the Wheeler, Rawson & Co. Catalogue:
    • Cardenas Poncho
    • Chumley Flat Cap
    • Crutchfield Suspenders
    • Dress Shoes (Male Only)
    • Aguirre Boots (Female Only)
    • Fulbright Coat (Male Only)
    • Ballard Jacket (Female Only)
    • Salcedo Shirt (Male Only)
    • Goodale Shirtwaist (Female Only)
    • Bandanna (new tints)
    • Trimmed Bandana (new tints)

[November 13, 2019] Stability Fixes – PC

Graphics & Performance Fixes

  • Added improvements for performance and stability on graphics cards with 4GB of VRAM or less when using Vulkan
  • Fixed an issue that resulted in audio stuttering and sound drops on some CPUs when using Vulkan
  • Fixed an issue that resulted in graphics problems when using Fullscreen mode on systems with multiple displays
  • Fixed an issue that resulted in the game becoming stuck in Windowed Borderless mode instead of Fullscreen mode if the game lost focus or certain graphics settings were changed under DirectX 12
  • Fixed issues that resulted in the incorrect detection of devices and problems switching between SDR and HDR modes. Players who previously encountered these issues should enable HDR through the Windows Display Settings prior to launching the game
  • Fixed an issue that resulted in the game launching in a window larger than the maximum resolution of the attached display when using Windowed display mode
  • Improved the auto-detection of system hardware so that the recommended default graphics settings will provide higher performance
  • Fixed an issue that resulted in the game setting a default graphics preset that was unsupported by the amount of available VRAM on some graphics cards, preventing the game from launching
  • Fixed an issue that resulted in VRAM usage estimation for pending settings changes to be slightly different to the actual usage once the settings were applied
  • Added a separate option to enable tessellation on tree models within the Graphics settings menu
  • Fixed an issue that resulted in reduced performance when switching between different graphics settings presets without restarting the system
  • Fixed an issue that affected the brightness of Photo Mode images that were captured in HDR after editing them using the Social Club menu
  • Fixed issues with some full-screen effects and Photo Mode filters when using a display aspect ratio other than 16:9
  • Fixed an issue that resulted in graphics artifacts in mirror reflections when using Multisample Anti-Aliasing (MSAA)
  • Fixed an issue that resulted in graphics artifacts on the Pause Menu Map when using Multisample Anti-Aliasing (MSAA )
  • Fixed issues with rendering and lighting that occurred with some waterfalls
  • Fixed issues with rendering that occurred with a Story Mode character
  • Fixed an issue that resulted in flickering graphics artifacts on some systems using multiple graphics cards
  • Fixed an issue that resulted in graphical corruption during the theater shows in Saint Denis
  • Fixed an issue that resulted in graphics artifacts to appear when rendering some light reflections
  • Fixed an issue that affected the rendering of the Pause Menu background after changing the display resolution
  • Fixed an issue that resulted in reduced world detail at long distance when using items that allow zooming, such as scopes and binoculars
  • Fixed an issue that resulted in rendering issues with shadows on some parts of the terrain
  • Fixed an issue that resulted in graphics artifacts that could occur with some hair/fur rendering when using Multisample Anti-Aliasing (MSAA)
  • Improved the performance rendering some in-game particle effects
  • Improved the performance rendering of trails when in snowy areas of the game
  • Fixed an issue that resulted in the partial rendering of the Pause Menu while some graphics settings were active

Stability Fixes

  • Fixed issues that resulted in crashes during game startup and logo screen
  • Fixed issues that resulted in crashes when changing graphics settings or switching back and forth between presets
  • Fixed an issue that resulted in crashes during the initial boot of the game in the Windowed display mode
  • Fixed an issue that resulted in a crash when switching between Windowed and Fullscreen display modes on some graphics cards
  • Fixed an issue that resulted in a crash when the game window lost focus or as a result of using Alt+Tab
  • Fixed an issue that resulted in a crash when attempting to load an autosave on some systems
  • Fixed an issue that resulted in a crash when repeatedly transitioning between Story Mode and Red Dead Online
  • Fixed issues that resulted in crashes when attempting to quit the game
  • Fixed an issue that resulted in a crash on some systems when connecting and disconnecting input devices with the game running
  • Fixed an issue that resulted in a crash when attempting to switch weapons in Story Mode
  • Fixed an issue that resulted in a crash when opening the HDR Calibration screen with some combinations of graphics cards and displays
  • Fixed an issue that resulted in a crash when using the mouse to switch between categories in the Satchel menu
  • Fixed an issue that resulted in the game freezing when applying remapped keyboard inputs through the Settings menu
  • Fixed an issue that resulted in an infinite loading screen when exiting the Settings menu and returning to the Landing Page
  • Fixed an issue that resulted in a crash when playing Story Mode while offline
  • Fixed crashes and stability issues that resulted in the error “Red Dead Redemption 2 exited unexpectedly” during gameplay
  • Fixed an issue with attempting to join another player’s Red Dead Online session with a different control scheme or lock-on type that resulted in networking issues
  • Fixed an issue that prevented the Red Dead Redemption 2 desktop shortcut from correctly launching the game

Control & User Interface Fixes

  • Improved mouse support in some Store menus
  • Fixed an issue that resulted in a black screen during the initial boot of the game rather than the loading bar
  • Fixed an issue that resulted in players being unable to equip emotes in Red Dead Online while using the mouse
  • Fixed an issue that resulted in the Map in the Pause Menu being cut off when changing the game resolution
  • Fixed an issue that resulted in player overhead displays to appear in the incorrect position on displays other than 16:9 aspect ratio in Red Dead Online
  • Fixed an issue that prevented some keyboard inputs from being remapped
  • Fixed an issue that resulted in some incorrect text and warning screens to appear when when remapping keyboard inputs
  • Fixed issues that resulted in problems with scrolling in parts of the user interface
  • Fixed an issue that resulted in some menus not displaying input controls, including Safe Zone and Brightness Calibration screens
  • Fixed issues with keyboard text input when using some languages
  • Fixed issues that resulted in the red selection highlight disappearing while browsing through menus
  • Fixed issues that resulted in problems with mouse selection, or erratic cursor movement when browsing some menus
  • Fixed an issue with keyboard navigation of the Pause Map after selecting a blip/icon.
  • Fixed an issue that resulted in players being unable to complete some actions while inspecting weapons
  • Fixed an issue that resulted in save game information to be missing from the Load Game menu
  • Fixed issues with text input of non-Latin characters and added support for more input methods
  • Fixed an issue that resulted in the Pause Map moving position after placing a waypoint
  • Fixed an issue that resulted in difficulty aiming with a mouse, especially at low DPI settings
  • Fixed issues that resulted in incorrectly sized, overlapping or misaligned user interface elements under different display resolutions
  • Fixed an issue that resulted in the loss of previous selections when navigating back and forth between menus
  • Fixed an issue that resulted in redundant options in the Keyboard and Mouse submenu of the Controls menu

General / Miscellaneous

  • Improved the stability and result consistency of the in-game Benchmark Tool
  • Fixed an issue that resulted in players appearing underneath the world when in the lobby screen while playing some Red Dead Online content
  • Fixed an issue that resulted in incorrect performance of the ‘Tap and Hold Speed Control’ accessibility feature while using keyboard and mouse controls in First Person camera mode
  • Fixed an issue that resulted in camera stuttering when using the mouse to look around while sprinting
  • Fixed an issue that caused problems with the fishing minigame when running at high framerates

[November 12, 2019] – New Content

  • A new Legendary Bounty has been added to Red Dead Online:
    • Red Ben Clempson
  • Weekly Collectible List – Herbalists Collection
    • Blood Flower
    • Chocolate Daisy
    • Creek Plum
  • New Permanent Clothing items have been added to the Wheeler, Rawson & Co. Catalogue:
    • Dunaway Coat
    • Lebetter Hat
    • Fuentes Poncho
    • Kiliman Vest
    • Parson Boots (Male Only)
    • Rowland Boots (Female Only)
    • Purkiss Hat
    • Cerrada Boots
    • Farley Shirt (Male Only)
    • Tillson Sweater
    • Pearrow Hat
    • Union Cap
    • Cibola Boots
  • A new Time-Limited Clothing item has been added to the Wheeler, Rawson & Co. Catalogue:
    • Cardozo Vest

[November 6, 2019] General / Miscellaneous – PC

  • Improvements to address issues that resulted in Red Dead Redemption 2 crashing due to Anti-Virus software.

[November 4, 2019] General / Miscellaneous

  • Various stability fixes

[November 4, 2019] New Content

  • A new Legendary Bounty has been added to Red Dead Online:
    • Etta Doyle
  • Weekly Collectible List – Fortune Teller’s Collection:
    • Ace of Cups
    • Ace of Wands
    • Absinthe
  • Four new emotes have been added to the Wheeler, Rawson & Co. Catalogue:
    • Gentle Wave
    • Applause
    • Thumbs Down
    • Hush Your Mouth

Don’t forget to check out our plethora of articles, Easter eggs and more on our Red Dead Redemption 2 tag page. PC players, you’ll find a lot to check out there.

Source: Rockstar Support

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Alex Co

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World War Z Update 1.11 Crawls Out, Includes Fixes and Prep for Incoming Horde Mode

In case you didn’t know, developer Saber Interactive is releasing a Horde mode for World War Z next month. In preparation for that, and to fix some of the game’s issues, the studio has released World War Z update 1.11 and it’s live (dead?) now! Clocking in at 11GB on PS4, check out the World War Z update 1.11 patch notes below.

World War Z update 1.11 patch notes:

Weapons

  • Improved stats of Golden Assault Rifle, Pistol and Advanced SMG so now they are identical to their level 5 upgradable versions
  • Prestige Scout Rifle. Increased damage and accuracy
  • Prestige Classic Battle Rifle. Increased accuracy.
  • Prestige Crossbow. Increased max ammo, damage and accuracy.
  • Prestige Combat Shotgun. Increased max ammo.

UI

  • Minor UI and localization fixes

Stability

  • Fixed several gameplay crashes
  • Fixed several server crashes resulting in disconnects

Levels

  • Fixed a large number of gameplay bugs that were causing inability to progress in levels. especially in New York 4 and Moscow 4 levels

General fixes

  • Fixed issue with prestige levels not saving correctly in some cases
  • Fixed issue with maximum completed difficulty display in Episodes screen
  • Completing levels with mutators in private lobby will not count towards earning unique weapon rewards

Once the big patch (as if this wasn’t big enough) for the Horde mode is out, we’ll let our readers know. If you haven’t played the game in a while, Saber released the “Kill It With Fire” game update a few weeks ago, and here’s what’s in it.

Source: Focus Home forums

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Alex Co

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Star Wars Jedi Fallen Order Update 1.03 Now Out, Here’s What Got Fixed

While PC players might already have gotten it yesterday, the Star Wars Jedi Fallen Order update is now out on PS4 and Xbox One, too! Clocking in at just 147MB on PS4, check out the Star Wars Jedi Fallen Order update 1.03 patch notes below.

Jedi Fallen Order update 1.03 patch notes:

  • Texture flickering while driving the AT-AT on Kashyyyk
  • Input from the arrow keys failing to respond within menus
  • Dynamic resolution settings
  • Slowed loading times

As one can plainly see (and assume), no new content is included in this Jedi Fallen Order patch. That said, this is still a welcome patch since it helps alleviate some of the issues gamers are currently facing. Aside from the ones mentioned above, what other game issues is Jedi Fallen Order suffering from? Let us know your thoughts in the comments below.

Stay tuned to our Star Wars Jedi Fallen Order review hitting the site soon.

Source: Respawn

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Alex Co

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First Borderlands 3 Campaign DLC “Moxxi’s Heist of The Handsome Jackpot” Announced, Details & Trailer Revealed

As part of today’s Borderlands 3 campaign DLC reveal, Gearbox Software has not only announced the title, but the devs also gave us our first look, and a lot of details, too! Called “Moxxi’s Heist of The Handsome Jackpot,” the Borderlands 3 campaign DLC release date is set for December 19 and is part of the Season Pass (one of the four campaign add-ons).

Check out the Moxxi’s Heist of The Handsome Jackpot below along with official game info straight from Gearbox.

In short, Moxxi’s recruiting you to seize control of a derelict space station built by the infamous Handsome Jack back when he was still President of the Hyperion corporation. The Handsome Jackpot is quite possibly the gaudiest gambling spot in the galaxy, with neon signs, slot machines, and gold statues all over the place. It’s also crawling with multiple models of deadly Hyperion Loader Bots, as well as lunatic looters who’ve been trapped on board ever since Jack’s death. But that’s not all:

  • Explore a glitzy new galaxy destination packed with unique zones worthy of Handsome Jack’s lavish lifestyle and dirty dealings;
  • Join Moxxi’s crew of eccentric characters and pull off the ultimate casino heist in a series of thrilling campaign missions;
  • Discover hidden secrets and strange happenings in The Handsome Jackpot via fresh side missions and Crew Challenges;
  • Get a blast from Pandora’s past when you battle the Hyperion forces that outlived Handsome Jack, including never-before-seen enemies and larger-than-life bosses;
  • Perfect your Vault Hunter’s gear loadout with all-new Legendary weapons and gear;
  • Expand your collection of cosmetics with even more customization items, including Vault Hunter heads and skins, weapon trinkets, an ECHO Device skin, and new emotes.

Gearbox mentions that Moxxi’s Heist of The Handsome Jackpot is tuned for characters who are at least level 13, though it will automatically scale up so that higher level players can find a challenge and the appropriate loot. You’ll also need to have unlocked Sanctuary III in order to access it.

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Alex Co

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Rainbow Six Siege X Money Heist Event Now Live, Here Are the Details

If you’re a fan of Rainbow Six Siege, and you’re also a fan of Netflix’s hit show, Money Heist, rejoice! A Rainbow Six Siege Money Heist crossover event is now live!

Running from November 20 to 25, check out official trailer and details of this Rainbow Six Siege X Money Heist event below.

RULES OF THE HEIST

The Casa De Papel event is a classic Hostage match, where Attackers and Defenders must fight over a Hostage dressed in the series’ iconic mask and red jumpsuit. Hibana and Vigil are also equipped with the same look, should you pick them to play with.

THE BUNDLES

A full set of four items for both Hibana and Vigil will become available for purchase in the shop during the event and will be there for approximately a year.

Hibana’s Heist Bundle contains the Red Jumpsuit uniform, Emboldened headgear, Tokyo charm and Regal Mint weapon skin for the TYPE-89.

Vigil’s Accomplice Bundle includes the Red Jumpsuit uniform, Nameless headgear, The Surrealist charm and Fresh Paper weapon skin for the K1A.

In other Rainbow Six Siege news, don’t forget to check out the updated limb penetration system set to be rolled out. We also posted the patch notes for Operation Shifting Tides that’s currently being tested in the PTS.

Source: Rainbow Six

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Alex Co

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Watch the Borderlands 3 First DLC Reveal Livestream Here

We posted yesterday that Gearbox will unveil the first premium DLC for Borderlands 3 today. Well, that time is now! Check out the Borderlands 3 first DLC reveal livestream below to see what’s in store for Vault Hunters!

Here’s some of the stuff being revealed today:

Get ready for a glimpse of your next big adventure, Vault Hunter. On Wednesday, November 20, the full reveal trailer for DLC 1 will be making its big debut at 8:00 AM PST. At the exact same time, the third episode of The Borderlands Show will kick off to deliver more insight into Borderlands 3’s first campaign DLC that’s launching later this year. The Borderlands Show’s regular hosts Greg Miller and Fran Mirabella from Kinda Funny will be joined by none other than President, CEO, and Co-founder of Gearbox Software Randy Pitchford, as they take a look at what’s coming in DLC 1 and discuss other news in the wild world of Borderlands. Make sure you don’t miss this informative interview about the thrilling story, unique environments, and handsome new loot you can expect from this paid DLC.

We’ll get a summary up once the show ends as well, so don’t fret if you can’t watch it.

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Alex Co

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Next Modern Warfare Patch Dropping This Week, Will Address Perks, Weapons & More

While we earlier got a new Call of Duty: Modern Warfare hotfix (server-side update), it seems Infinity Ward isn’t done with updating the game for the week just yet. We now have confirmation from the developers that the next Modern Warfare patch is dropping this week, and will include gameplay changes,

Over on Twitter, Infinity Ward Senior Communications Manager Ashton Williams confirmed that the patch “coming out in the next few days” will include fixes to perks, weapons and more.

https://twitter.com/ashtonisVULCAN/status/1196913289151705088

Multiplayer Designer David Mickner also went on Twitter to state that the studio is getting updates out this week to address issues, improve the game, and “bring new content.”

Mickner also adds that today’s hotfix was an emergency update for critical fixes (read: crashing and stability issues), and that the scheduled one “later this week” will include fixes to spectating, and more.

Perks being tweaked might be the most interesting thing in this upcoming Modern Warfare patch. Will it nerf Ghost? Maybe make Dead Silence a perk (highly unlikely)? We’ll know for sure later this week. Same as before, once this patch drops, MP1st will be there to report on it ASAP.

More Modern Warfare Reading:

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Alex Co

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First Borderlands 3 DLC to be Revealed Tomorrow

The first Borderlands 3 DLC (downloadable content) will be revealed on the Borderlands show this coming Wednesday (tomorrow). This was announced by Gearbox Software via the official Borderlands 3 Twitter account, where it also mentioned the reveal will happen on 8 a.m. PT, on the studio’s official Twitch.

Greg Miller from Kinda Funny will be hosting the show and promises news, reveals and possibly a SHiFT code. He will be joined by Gearbox Software big boss Randy Pitchford as they dive into the new Borderlands 3 DLC content.

Gearbox shared some of the stuff to be revealed tomorrow:

Get ready for a glimpse of your next big adventure, Vault Hunter. On Wednesday, November 20, the full reveal trailer for DLC 1 will be making its big debut at 8:00 AM PST. At the exact same time, the third episode of The Borderlands Show will kick off to deliver more insight into Borderlands 3’s first campaign DLC that’s launching later this year. The Borderlands Show’s regular hosts Greg Miller and Fran Mirabella from Kinda Funny will be joined by none other than President, CEO, and Co-founder of Gearbox Software Randy Pitchford, as they take a look at what’s coming in DLC 1 and discuss other news in the wild world of Borderlands. Make sure you don’t miss this informative interview about the thrilling story, unique environments, and handsome new loot you can expect from this paid DLC.

Also mentioned in the post by Gearbox is that Randy Pitchford will also talk about the big patch coming to Borderlands 3 later this month, which will include the endgame challenge of Takedown at the Maliwan Blacksite, Mayhem Mode 4, and some quality-of-life improvements

Borderlands 3 also received a small update today. Check it out here

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Borderlands 3 Update 1.06 Rolled Out (Update)

Update: If you’re reading this, Borderlands 3 update 1.07 is already out, and it brings new content, gameplay fixes and lots more! Check out the full patch notes.

Gearbox Software has released a new Borderlands 3 update today, and it’s already available for download. Clocking in at just 200MB, the Borderlands 3 update 1.06 file doesn’t contain any new content, but is purely for bug fixes, and nothing else.

Unfortunately, Gearbox Software has not released any official patch notes other than to say that it includes “bug fixes,” though the last hotfix (server-side) released by Gearbox also included a lot of bug fixes, which you can see below. And for those wondering, this patch does NOT fix the favorite/trash bug.

BUG FIXES

  • Addressed a reported concern that players would experience their screen shaking while in a party when one player used Bear Fist
  • Addressed a reported concern with duplicated audio when Maya turns on the music in “Beneath the Meridian” when playing in a party
  • Addressed a reported concern where players couldn’t hear Aurelia’s Holographic Doorbell answer the door
  • Addressed a reported concern where some players were missing the waypoint when quitting out of the map or performing a save and load during the “Bad Reception” side mission
  • Addressed a reported concern that the portal in Destroyer’s Rift disappears after completing the mission “Divine Retribution”
  • Addressed a reported concern that the Eridian structures were not resetting after player death during the Tyreen boss fight

BLOODY HARVEST

The Spooky Season is starting to fade from Borderlands 3! Starting with this hotfix, you’ll start seeing less Haunted enemies until the event ends on December 5!

  • Lowered the chance to see Haunted enemies outside of Heck

If Gearbox ever releases the official patch notes, we’ll make sure to update the post.

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Alex Co

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Fallout 76 Update 1.30 Now Out, Here’s What’s New in Update 15 (1.2.5.8)

Bethesda Game Studios has released a new Fallout 76 update, and it’s live now! Called the Fallout 76 update 15 or version 1.2.5.8, it’ll show up as Fallout 76 update 1.30 on consoles. Clocking in around 5GB, check out the Fallout 76 update 1.30 patch notes below.

Fallout 76 update 1.30 patch notes:

GENERAL UPDATES

C.A.M.P., CRAFTING, AND WORKSHOPS

SCRAPBOX
  • Scrapbox: The Scrapbox can now be destroyed and has the same amount of health as the Stash.

SOUND

  • Music: The music that plays on the Main Menu has returned to the original launch theme.

USER INTERFACE

  • Atomic Shop: Added a Fallout 1st category to the Atomic Shop.
  • Atomic Shop: A “Free” tag will now appear on the Atomic Shop main menu option when there is a free item that the player has not yet claimed.
  • Main Menu: The background video that plays on the Main Menu has returned to the original launch video.
  • Scrapbox: All Junk items in the player’s inventory now display in the Scrapbox transfer menu.
  • Scrapbox: When selecting a stack of items while using the Scrapbox, players can now select how many items from that stack to transfer.
  • Settings: A “Show Other Players’ names” option to the Display has been added to the settings menu. This can be toggled to show or hide other players’ names in the game world and on the map. Social menus will still show players names even if this setting is disabled.
  • Splash Screen: Added a button to the Fallout 1st Splash Screen that members can use to enter the Atomic Shop.

NUCLEAR WINTER UPDATES

USER INTERFACE

  • Loot Bags: Loot Bag skins can now be favorited in the Atomic Shop for use as drop bags in Nuclear Winter matches.
    • Please Note: This only applies to Loot Bags created when dropping items on the ground. Loot Bags created on death in Nuclear Winter still appear as orange duffle bags.
  • Match Summary: During an XP bonus event, any bonus XP the player earned will now be displayed on the end of match summary screen.

GENERAL BUG FIXES

ART AND GRAPHICS
  • Headwear: The antennae on the Vault Girl Martian Head now correctly appear green instead of black under various types of lighting.
  • Headwear: Fixed a visual issue that could occur with the character’s head when wearing the Raider Gas Mask and using the Change Appearance menu.
  • Graphics: Corrected a visual issue when viewing Power Plant towers from a distance.
  • Lighting: Fixed an issue that could cause lighting to load incorrectly when playing in non-English versions of the game.
  • Outfits: The cloth at the bottom of the Ranger Armor now moves more smoothly when walking or running.
  • Scorchbeast Meat: Uncooked pieces of Scorchbeast Meat no longer display the art for cooked versions when previewed.
  • Scrapbox: The color of the Scrapbox now more closely matches the color of the Stash.
  • Underarmor: Raider Waster Underarmor is no longer visible through leather armor on the character’s torso and arms.
  • Weapons: Sections of Rocket Mods for the Baseball Bat are no longer transparent when previewed in the crafting menu.
  • Weapons: The Jack-O-Lantern Combat Rifle skin has received visual updates and the stock should now appear less glossy.
C.A.M.P., CRAFTING, AND WORKSHOPS
  • Build: Fixed an issue that could allow environment objects that were removed by building on top of them to sometimes reappear when the player’s C.A.M.P. loads in.
  • Build: Fixed an issue where environment objects that can be removed by building on top of them would not appear correctly on the build preview screen.
  • Crafting: When an item that contains multiple components, like Bulk Ammo Scrap, is scrapped while crafting or repairing another item, any unused components it produced will now correctly be sent to the Stash or Scrapbox rather than disappear.
  • Collectron Station: Fixed an issue that could cause Scavenger Collectron bots to remain in the world after their owners had logged off.
  • Exploit: Addressed an exploit that could allow non-scrap items to be transferred into the Scrapbox.
  • Greenhouse: Doors now snap to the correct location when built at the entrance of a Greenhouse without a base.
  • Greenhouse: When a door that opens inward is built on a Greenhouse, it will no longer clip into the walls of the structure while it is open.
  • Modify: Replacing an object no longer sometimes prevents the player from moving or editing that object.
  • Modify: Fixed an issue that could prevent red error messages from appearing when attempting to move an object to an invalid placement location.
  • Neon Lights: The neon number “1” can now correctly snap to other letters, numbers, and symbols from the Neon Signs and Letters set.
  • Smoke Machines: The Halloween Fog Machine is now a variant of the Smoke Machine in the Build menu, rather than being displayed as a separate appliance.
  • Statues: The Vault Bunyan and Babe the Blue Brahmin Statue is no longer missing a preview icon in the Build menu.
  • Survival Tent: Attempting to place a C.A.M.P. or Survival Tent within the build zone of another Survival Tent will no longer incorrectly display a green outline, signifying valid placement.
  • Survival Tent: A build radius will now appear when attempting to place a C.A.M.P. or Survival Tent new another player’s existing Survival Tent.
  • Vending Machine: Components assigned for sale in the Vending Machine are no longer prioritized over the Scrapbox when crafting or repairing items.
  • Tyler County Dirt Track: Objects can no longer be built in such a way that they directly intersect the “Tyler County Dirt Track” banners at this Workshop.
ITEMS
  • Armor: Fixed an issue that prevented Armor from taking condition damage during combat.
  • Eyewear: Glasses purchased from the Atomic Shop, such as Gag Glasses, can now correctly be worn with hats.
  • Headwear: The name of the Ranger’s Helmet has been adjusted to “Ranger Armor Helmet” for clarity.
  • Headwear: The Chef Hat now correctly appears white when worn by female characters.
  • Loot Bags: Players that own the Jack-O’-Lantern Loot Bag can now correctly equip it as their Drop or Death Loot Bag in the Atomic Shop.
  • Ranger Armor: The Riot Armor Paint for the Ranger Armor now applies correctly during Nuclear Winter matches if the player has favorited it in the Atomic Shop.
PERFORMANCE AND STABILITY
  • Stability: Addressed a rare crash that could occur while using the C.A.M.P.’s Build mode.
  • Stability: Fixed a crash that could occur when sharing a lot of quests while on a team.
  • Stability: Addressed multiple issues that could result in a server crash.
SOUND
  • Emotes: Reopening the Emote Menu while an Emote or Dance Emote is playing now correctly ends any active sound effects or music from that Emote.
USER INTERFACE
  • Change Appearance: Disconnecting while in the Change Appearance menu in Vault 76 with a new character no longer prevents the player from opening the Map after logging back in.
  • Localization: Text on the Ranger Armor’s inspect screen in the Atomic Shop is now correctly translated when playing in non-English versions of the game.
  • Localization: Corrected several invalid characters that could appear in item names when playing in Chinese, Korean, Japanese, or Russian versions of the game.
  • Localization: Corrected a line of text on the Private Worlds info screen that was not translated into languages other than English.
  • Login: Entering an incorrect password on the login screen no longer prevents the player from logging in when entering the correct password on the next attempt.
  • Notifications: Fixed a minor display issue when disconnected while searching for a world.
  • Notifications: Fixed an erroneous warning message that could be displayed while using a Scrap Kit.
  • Player Icons: The name of the Fallout 1st Player Icon has been adjusted for clarity.
  • Private Worlds: Upon joining a Private World, the message displayed when a C.A.M.P. cannot be placed no longer incorrectly asks if the player would like to try to find another world.
  • Private Worlds: Fixed an issue that could cause a Private World to shut down too soon after all Fallout 1st members had left that world.
  • Private Worlds: Corrected a placeholder message that appears to non-Fallout 1st members when a Private World shuts down after the owner has gone offline.
  • Scrapbox: The “Scrap and Store” button now correctly appears greyed out when accessing another player’s Scrapbox as a non-Fallout 1st member. When attempting to use the “Scrap and Store” button, that player will receive a notification explaining why it is disabled.
  • Scrapbox: The “Scrap and Store” button now correctly appears greyed out when a Fallout 1st member does not have any scrapable items in their inventory.
  • Scrapbox: Removed several unused sorting options from the Scrapbox transfer menu.
  • Social: Fixed issue where joining a friend on a Private World would sometimes fail when using the Xbox friends “Join Game” option.
  • Survival Tent: Upon joining a world, the message displayed when a Survival Tent cannot be placed no longer incorrectly states that the player has been granted a free placement.
  • Survival Tent: Updated a placeholder message that could appear occasionally when attempting to place a Survival Tent.
  • Vending Machine: Corrected the name of the Halloween Vending Machine.
WORLD
  • Flatwoods: Corrected placement of several floating shrubs in Flatwoods.
  • Garrahan Estate: Players can no longer clip through one of the walls at Garrahan Estate.
  • Grafton: Players can no longer jump through a section of the ceiling at Grafton Pawn Shop.
  • Grafton Steel: Fixed a gap between the sections of the tallest tower at Grafton Steel.
  • Monongah Power Plant: Players can no longer fire weapons through control room windows in the Power Plant’s interior.
  • Morgantown: Players can no longer walk through the Satellite Dishes throughout Morgantown.
  • Nuke Silos: Door buttons for storage room exits no longer appear to float in front of the wall in Nuke Silos.
  • Orwell Orchards: Adjusted a location where players could become stuck in Orwell Orchards.
  • The Whitespring: Corrected a placement issue affecting one of the workbenches in the Artisan Corner at The Whitespring Resort.
  • The Whitespring: Fixed a location within the Whitespring Bunker that could allow players to clip outside the game’s playable area.
  • Top of the World: The rope that holds up the Madigan’s cage is no longer missing.
  • Vault 51: Players can no longer jump into the Vault 51 door in Adventure Mode.

NUCLEAR WINTER BUG FIXES

COMBAT
  • Damage Resistance: All Perk Cards and other buffs that grant additional Damage Resistance now correctly apply those effects during Nuclear Winter PVP combat.
  • Spawn Invulnerability: Players no longer take very small amounts of damage from attacks while spawn invulnerability is active at the start of a match.
ITEMS
  • Baseball Grenades: Now display the correct rarity color in Nuclear Winter matches. Their drop rate has not been changed.
  • Exploit: Fixed an exploit that could enable players to obtain Nuclear Winter items outside of a Nuclear Winter match.
USER INTERFACE
  • Localization: The Quick Stairs Kit icon is no longer missing in the Nuclear Winter Favorites menu in non-English versions of the game.
  • Localization: Carry weight and ammo count no longer appear misaligned in the HUD when playing in Chinese versions of the game.
  • Notifications: Adventure Mode level up notifications no longer appear at the end of Nuclear Winter matches when a player hasn’t actually leveled up.
  • Notifications: Fixed an issue that could cause Fallout 1st members to receive an erroneous message about Survival Tent placement when connecting to a Nuclear Winter match if they had previously received that message in Adventure mode.
WORLD
  • Morgantown: Fixed a specific spawn location that could allow a player to spawn inside a normally inaccessible building.
  • Morgantown: Fixed an issue that could allow a player to enter an inaccessible building during Nuclear Winter matches in Morgantown.
  • Vault 51: Halloween decorations have been put away.

Don’t forget to check out Fallout 1st, which is the game’s subscription-based premium service. Go read up on some of the stuff coming in 2020.

Source: Fallout

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Alex Co

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