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The Most Anticipated MMORPG Games of 2020

Do you know what gamers love more than anything else? There are 2 possible answers: to play and to argue which projects of the upcoming year are the most interesting. Well, let’s try to facilitate the second task basing on the current ratings of the games.

While Steam’s early access feature is actively used for the new products of the current year, it’s worth to consider what will be the most anticipated MMORPG in 2020. So, when the players are boosting their skills in CSGO or searching for the RuneScape gold, they are increasing their levels in favorite games for the upcoming years. However, the newcomers of 2020 may be no less impressive to experienced gamers.

1) Marvel’s Avengers

This is a project of the Avengers universe in a partnership between Marvel Entertainment and Square Enix. The events take place in a separate universe five years after the terrorist attack, known as A-Day. The Avengers gather again aiming to clear their good names. In the basic version, the players should expect their favorites – Captain America, Thor, the Hulk, the Black Widow, and Iron Man, but after the release, additional heroes will come out.

The expected release date – May 15, 2020.

2)     Ready or Not

This is a hardcore tactical shooter of VOID Interactive which mixes SWAT 4 and R6: Siege elements. Players should expect complex game mechanics, multiplayer and single-player modes, the unique behavior of opponents (and civilian NPCs) on missions, etc.

The date of release – autumn 2020.

3)     Storm Divers

Storm Divers is a game from the developers of Outland, Resogun, Dead Nation, and Alienation. The game offers players to challenge a certain aggressive environment alone or in company with friends. Like the authors’ previous game, Stormdivers is full of special effects, especially of explosions.

The date of release – autumn 2020.

4)     Fall Guys: Ultimate Knockout

Gamers will participate in a crazy race, where one needs to overtake 99 participants and remain the only winner in this multiplayer game. The entire game space is filled with various traps and obstacles that can interfere at any time to reach the end.

The expected release date – autumn 2020.

5)     Ascent: Infinite Realm

Formerly known as Project W, A: IR is the new MMORPG steampunk on the Unreal Engine 3 from the TERA creators. The developers promise unique battlefields that allow you to combine various tactics and mechanics, including ground and air battles, the use of clan and personal ships, guns, vehicles, military equipment, mines, etc.

The expected release date – unknown.

Conclusion

With almost every release of the new game, it seems that there can be no better one. However, it takes a lot of months to create a masterpiece, and it is not surprising that some of the announced games have long been awaited by users. What are your favorite PC games? Which releases do you expect most of all? Share your ideas with us in comments.

MP1st

MP1st Staff

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Man of Medan Review – Horrific Beginnings

Ever since Supermassive Games released Until Dawn, I’ve been hoping for a sequel. It was one of the first times I’ve ever felt like I was in a Hollywood-produced horror slasher film. Years had passed by though with little hope or announcement. So when The Dark Pictures Anthology – Man of Medan was first shown off, I told myself ,“Wow! This looks like a spiritual successor to Until Dawn.” Now, after completing the game, I can completely say this is Until Dawn 2 in everything but name. The big question for this bold vision of an anthology horror franchise, does Man of Medan deliver the scares for its debut?  

Ghost Ship 

Man of Medan focuses on a small group of friends embarking on a diving trip to explore what they believe to be an old wreckage of a World War 2-era plane. Here you have the jock-like character, the comedy relief, the nerd, and other sort of cliché character types that anyone would expect in a horror setting. What starts off as a fun get together soon turns into a nightmare. Things start to slowly unravel and honestly not in all the ways I expected. Characters changing their demeanor from how they first appeared. Plot elements that play out in in surprising ways. Scenarios that unfold shockingly. Being on edge was a constant feeling I had while playing and really didn’t let up till the credits were rolling. 

Hollywood Caliber

Taking from what they created with Until Dawn, The Dark Pictures Anthology is set up in a very similar way. Players are introduced to “The Curator” and man who speaks to the player as the story unfolds. Sometimes mocking, sometimes offering clues, he is pretty mysterious overall. While he doesn’t do much to contribute to the overall plot of Man of Medan, I can only assume as we get closer to the end of the anthology series, we will come to know more about the character. The actor who plays him does an excellent job and really sells the mystery of his persona. 

Gameplay-wise, there isn’t much different from what we got in Until Dawn. Players will control the entire group of characters making split second decisions that will change the course of their story. Exploring moments are played out slowly, finding documents and items with occasional scares. The more action scenes play out like giant quick-time event scenes. This could be jumping across an opening, or calming the characters pulse to stay cool. Admittedly these games are not exactly the most elaborate when it comes to gameplay mechanics, but there is something super alluring about having a movie-like experience with player choice involved. 

Speaking of choices, there are a wide range of moments to choose from constantly, which all affect the story in sometimes subtle or major ways. In my first play through I actually lost one of my major characters very early on, and it stung quite a bit. I restarted after finished the game and was able to keep them alive this time, which then altered what happened to another character and change who was in the group. This even changed up some of the jump scares keeping my on my toes still even though I knew the overall gist of the story. 

Story-wise, I was overall happy with the outcome of my first time through. While I lost two character, I discovered what occurred on the ship, and felt like I reached a solid conclusion with one shocking moment. I’m not sure how others will interpret the overall arc or how others will assess the plotline, but I felt it provided a great spin to the typical ghost story. I’m really intrigued to replay and see what else can change or what new scenes I might have missed.  

A Horror Tale Worth Telling

Man of Medan is a short experience. My total playtime was around 4 hours my first time. I felt like it overall had good pacing, if not a little lackluster of an ending. I don’t know if this would change depending on further choices I make in a replay or not. That’s the beauty of Man of Medan, it offers some pretty great replay value. I can easily see folks playing the game at least 2 or 3 times. Combined with the fact that the title is already cheaper at launch than a full priced title, I’d say it’s worth it. There are collectibles to obtain, documentary style menus to unlock, and various changes to the events to experience. That doesn’t include the new option that Super Massive added. Online co-op and couch movie night. Online leads to an experience where you and a friend get to make choices together and see how it unfolds. Meanwhile movie night mode allows a group of 5 to take control of each character and see who can survive. It’s just another way to add even more reasons for replaying. While these story driven experiences are a blast alone, with friends it’s completely engrossing in a totally different way. 

During my play through, the one negative element that kept persisting was the framerate and performance. Playing on PS4 Pro, it would stutter and chug in select scenes, and while it didn’t ruin the game, it really damped the mood. Before I could finish it, there was an update. After having finished the game and replaying some scenes with that patch installed, I can report it runs much better. The drops are significantly lessened and overall it’s smoother. Great to see this addressed before launch as this was a big sore spot.  

The Story Isn’t Over

Man of Medan is a bold new idea as far as anthology ideas go. Perhaps the experience is a bit too similar to Until Dawn for some, yet those that were looking for that series to continue now have something a new series to look forward to that packs just as an exciting experience. While the game is shorter, which is to be expected from an anthology, it still packs a high quality punch overall. I’m intrigued, satisfied, and already awaiting the next entry (which is shown in a teaser trailer at the end). Supermassive is planning to create quite a few of these titles and within a short time of each other. A rather bold move for a company to even a release in this style, a first for gaming I believe. Yet here I am, already waiting with baited breath for the next. I’d consider that a resounding success. 

Overall Score: 8.5/10

Pros:

  • Great horror atmosphere
  • Fantastic replay value
  • Couch/Online co-op

Cons:

  • Slow movement
  • Minor performance dips
  • Short playtime

Review code provided by the publisher. Played on PS4. You can read MP1st’s review and scoring policy right here.

Justin Celani

Editor

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Xbox Games With Gold September 2019 Selection Announced

Microsoft has today announced the Xbox Games With Gold September 2019 list! Same as always, there are games coming for the Xbox One, and Xbox 360. Check out the list below for the games’ availability, and more.

Xbox Games With Gold September 2019:


Xbox One:

Hitman: The Complete First Season ($39.99 ERP): Available September 1 to 30

Take down high-profile targets in the intense spy-thriller world of Hitman: The Complete First Season. Broken down episodically, this complete collection features all of the challenges and contracts assigned to Agent 47 in multiple worldwide locations including Paris, Sapienza, Marrakesh, Bangkok, Colorado and Hokkaido. Learn the tools of the trade and earn your way to Silent Assassin status in this award-winning stealth action game.

We Were Here ($4.99 ERP): Available September 16 to October 15

Team up with a friend or a stranger online to escape an abandoned castle in We Were Here. This challenging puzzler finds you and one other player trapped alone in different parts of a mysterious castle with only your walkie-talkie and voice to help you. Communication and collaboration with your partner are key, as every room will challenge your wits and only your voice and teamwork will allow you to escape.

Xbox 360:

Defend humanity once more in Earth Defense Force 2025. It’s been eight years of peace and prosperity since the last alien invasion, but now the Ravagers are back and stronger than ever. Utilize hundreds of weapons at your disposal across four different character classes to repel the terrifying invasion of giant aliens and save the world.

The world’s greatest fighters return to battle it out and unleash the most vicious combos in Tekken Tag Tournament 2. Featuring solid gameplay and a massive cast of your favorite characters, select and partner up the best mix of players to claim ultimate victory.

Make sure to check out this week’s Xbox Store sale (a.k.a. Deals With Gold) right here.

Source: Xbox

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Alex Co

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

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Warframe PC Update 25.7.0 Now Out – Here’s What’s in the Saint of Altra Patch

Digital Extremes has today released Warframe PC update 25.7.0, which brings in a ton of gameplay fixes for characters, overall gameplay and lots more! Called the Saint of Altra update, check out the full patch notes below.

Warframe PC update 25.7.0 patch notes:

Saint of Altra: Update 25.7.0

GAUSS

PASSIVE

Moving Gauss increases the speed gauge, which in turn increases his shield recharge rate.

MACH RUSH

Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.

KINETIC PLATING

Generate armor plating that converts a portion of absorbed Kinetic Damage into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to battery level.

THERMAL SUNDER

Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.

REDLINE

Push Gauss’ battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.

ACCELTRA

Using a barrage of rapid-fire plasma rockets, Gauss’ signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss’ hands. For safety, rockets arm after traveling safe distance.

AKARIUS

Bombard legions of enemies with target seeking rockets. These dual launchers reload faster while sprinting, even more so in Gauss’ hands. Rockets arm after reaching a safe distance..

GAUSS MAG ALT HELMET

A uniquely-styled alternate helmet for Gauss.

ALTRA SYANDANA

Sleek and streamlined, Gauss’ signature Syandana is sure to turn heads as you speed by!

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THE GAUSS COLLECTION

Accelerate past the redline with Gauss. This collection includes the Gauss Warframe, Gauss Mag Helmet, Acceltra rapid-fire rocket launcher, and Akarius secondary rocket launchers.


HARROW RELIQUARY SKIN

Bound by void and will, Harrow’s twilight heart pulses within the sacred casket of a body reinvented. Wield malicious spirits and arcane power with the Harrow Reliquary Collection, and renounce heresy with the Etheria Armor Set and Renuntio Spear!

HARROW RELIQUARY COLLECTION

A shattered being bound by Void and will. Includes the Harrow Reliquary Skin, Renuntio Speargun Skin and Etheria Armor Set.


DISRUPTION EXPANSION

*NOTE: New Nodes have been added which means to be eligible for Arbitrations, you must complete them! *

Originally making its debut in The Jovian Concord, the Disruption game-mode was immediately a hit – fast paced with high stakes, your skills were put to the test. Alad V has sold his Conduit technology for a quick Credit, and Disruption has spread.

We now bring you 6 more locations of varying difficulty throughout the Origin System to play this game mode – with new rewards throughout! Each will feature new Debuffs appropriate for their setting, from Moonquakes to Ghoul Graves!

Grineer Settlement – Mars, Olympus

Will you be able to stop Grineer Ghouls before it’s too late? This will be a new player’s first encounter with Disruption, and it’s balanced accordingly.

  • Moved Olympus mobile defense from Mars Olympus to Tharsis to replace ice planet Hijack.

Corpus Outpost – Neptune, Laomedeia

Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery.

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved Spy mission on Neptune Laomedeia to Nereid on the main path.
  • Replaced Spy mission on Laomedeia with Disruption since it’s off the main path (ice planet hijack gets removed in the process as it has Jupiter in its skybox).

Grineer Galleon – Sedna, Kelpie (Grineer)

If you’re looking for how to earn Gauss, he can be earned here on Sedna’s Disruption mode!

The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved Sabotage from Kelpie to Rusalka to replace Capture

Grineer Galleon – Uranus, Ur (Infested)

Take on the endless swarms of Infested in Disruption, including a sneak peak at a new enemy! Here you’ll find Gauss’s Signature Weapon Blueprints for the ACCELTRA and AKARIUS on Infested Demolyst Agents!

*The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

Grineer Kuva Fortress – Kuva Fortress, Tamu

The Kuva Fortress has a new endless mode! Here you’ll be able to earn Kuva in a new way! First – the mission reward tables themselves. This is of course the obvious choice, but as we developed these tables we know the fact that Boosters don’t work on them is an issue. So we’ve also added Kuva to the Grineer Demolysts that aim to destroy the Conduits of Kuva Disruption! The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!

  • Moved defense from Fortress Tamu to Nabuk to replace Capture

Lua – Lua, Apollo (Corpus)

A new node has been added on Lua featuring Disruption revisit your past for a chance to earn Somatic Fibres, a necessary component in Lua Lens construction!

  • The new ‘Universal Syndicate Medallion’ can also be found in Disruption here!
  • Disruption has also been added as a possible mission type for Void Fissures, Sorties, Syndicate missions, and more!

NEW REWARD:

LUA LENS BLUEPRINT

A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!

NEW REWARD:

Universal Syndicate Medallion!

This mysterious item is accepted by all eligible Syndicates to give you 1,000 Standing. If you’re lucky enough to find one in Disruption, you’ll be able to gain favour with any of the core 6 Syndicates (Steel Meridian, Arbiters of Hexis, Cephalon Suda, New Loka, Red Veil, Perrin Sequence)! You will also be able to use it with Quills, Vox Solaris, Ostron, and Solaris United.

We are planning on making ‘Universal’ mean a bit more here and in a future Hotfix this will be usable in Conclave, Simaris, and Vent Kids as well.

We are starting small with this item as it has potential for a large impact on various economy elements that we want to carefully measure, but expect iteration and larger versions of these for rewards! Anything from special Alerts featuring multiple, future drop tables, and more!


NEW MARKET ITEM: Aura Forma !

Making its debut as a Blueprint in Arbitrations, we have added AURA FORMA to the Market for Platinum. You can buy 1 (80 Platinum) or a bundle of 3 at a discounted Platinum Price (150 Platinum).


Riven Additions and Changes:

  • Your total max Riven Slots is now 120 (up from 90)! Should you wish to purchase more Slots, you may now do so (up to 120)!
  • Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
  • If you recall back in Update 24.0 we removed Sentinel Weapon Rivens from the pool due to being lackluster in comparison to more applicable weapons. Adding Companion Weapon Rivens to Simaris’ Offerings allows players to freely choose these Rivens if they desire, and leaving it out of the general Riven Mod generation pool for those who don’t want them.

The follow Riven challenges now count towards Sentinel kills:

  • Kill X enemies
  • Kill X enemies that are on a dropship
  • Kill X enemies in a row while wall dashing/clinging without touching the ground

Plains of Eidolon: Bounty Additions

With the launch of Orb Vallis, we added Bounty Bonuses as a way to reward players who went above and beyond to complete their missions. It’s about time that new system was extended to Plains Bounties as well!

All normal Plains of Eidolon Bounties have Bonus Objectives, meaning you will receive extra rewards for performing well:

  • Assassinate: Draw out the target within X minutes.
  • Caches: Complete within X minutes.
  • Capture: Complete without killing an enemy.
  • Defend the Area: Keep the control level above X%.
  • Exterminate: Complete within X minutes.
  • Hijack Drone: Keep drone health above X%.
  • Rescue: Keep rescue target health above X%.
  • Sabotage: Kill X enemies.
  • Armored Vault: Keep the Vault health above X%.

Friend Limit Cap

We PSA’d back in July this year that a Friends List Cap was in the works, and the unlimited friends bottle has officially been corked. If you have more than 1000 friends, they will all stay on your list, you simply won’t be able to add any more.

For those of you with sizeable friends lists, we have added a few management tools to help whittle down the numbers, if you so wish:

  • Added batch remove option for friends who have been inactive for one, three, six, or twelve months. You will have to type in “Batch remove” as additional confirmation, so you don’t accidentally Thanos snap your friends list.
  • Added “Exclude Clan Members” toggle to the batch removal screen.
  • Added manual “Skip These Friends” text box to the batch removal screen.

NEW FEATURES: LOOK LINK & MOD LINK

We have added 2 new features that allow you to instantly share 2 major parts of the Warframe experience:

  1. Share the way you Mod: Mod Link
  2. Share the way you Look: Look Link

Read on for details on how to instantly share your builds and customizations:

MOD LINK!

Instantly share the way you play in Chat with MOD LINK! By clicking the handy ‘Link’ icon in your Modding screen, your active Chat window will be instantly populated with your build. Just hit enter to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam! image

LOOK LINK!

Instantly share the way you look in Chat with LOOK LINK!

By clicking the handy ‘Link’ icon in your Arsenal>Appearance screen, your active Chat window will be instantly populated with your build. Just hit enter to share – whether in a Private Message, with your Clan, or in Region chat! Note that we put a 15 second cool-down to reduce spam!

  • We also moved the Captura button on the Appearance screen to the upper right-hand corner and updated the icon to better match the Look Link style.

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SHAWZIN 2.0: INTERACTIVE EMOTE!

Back in Update 25.4.0 we added the Shawzin to the Market for 40 Platinum – a placeable Decoration to remind you of The Sacrifice. Immediately the comments rolled in of ‘I wish we could play it’! And today that day has come:

All Shawzin purchases now come with a free ‘Shawzin’ Emote that you can equip to play your signature instrument! Those who have already purchased the Shawzin will retroactively have the Emote. With over half a dozen Scales, 3 frets and 3 strings, your song opportunities are endless. We cannot WAIT to see what you all come up with!

We have added 3 new Shawzin Decorations to the market with a different flair:

  • MIMICA SHAWZIN – custom colour Shawzin! This Shawzin features an adaptive enamel that senses and mimics the coloring of any musician playing it.
  • DAWN SHAWZIN – Like the morning’s first light, this Shawzin will wake the spirit within.
  • And NELUMBO Shawzin – with its own sound-pack, it’s completely unique!
  • SHAWZIN has been renamed to DAX SHAWZIN for clarity.
  • Simply change your Shawzin while using the Emote using the menu provided!

Some nifty features to explore with your Shawzin:

  • Numerous different musical scales to choose from
  • Play single notes and chords
  • Play along with Mandachord rhythm section
  • Practice songs included (and a “slow playback” feature also available)
    • “This Is What You Are”, “We All Lift Together”, and “Smiles From Juran” songs included!
  • Add vibrato and whammy bar effects
  • Record your Shawzin songs and share with friends by linking in Chat once you’ve achieved at least 4 Clems (points) by playing your track back
    • Shawzin can auto playback songs or you can play along
    • Metronome mode option (120bpm with quantization feature)

Shawzin music can be heard in Squads and aboard landing crafts. Relays do allow you to play, but you will only hear your music and not your peers.

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COMMUNITY CONTEST WINNER ADDITIONS

  • MOAs, Cetus, and Companions are receiving a touch more player flare. New content designed or inspired by players has been added to Warframe!
  • The MOAnimation Contest’s winning emote by Zeaban works on all MOAs with an Emotion Module installed! Direct a Boast emote at your companion MOA to check out the new reaction.

lil’ video


The winning Venetian Carnival Contest designs are now part of Nakak’s shop rotation! Keep an eye out at Nakak’s shop to obtain the majestic Norg Mask designed by Roimonstre and the beautiful Mother’s Mask designed by HUMERONYMUS.

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You can purchase the Prized Companion Skin Pack in the in-game Marketplace! The pack includes both winning skins from the Tenno’s Best Friend contest: the Heino Kubrow Skin based on Skvirl’s dog and the Deaelra Kavat Skin based on DeaeIra’s cat!

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New Infested Dojo Decorations!

Does your love for Infested Aesthetic spread through your being like a festering disease? Start crafting today and get your hands — or hand-like appendages — on Infested Dojo pieces that would make Lephantis wriggle with pride.

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General Additions:

  • Added 26 new Warframe Ability Tips in the Ability screen based on community submissions from the official Play * Warframe’s #tenno-brainstorm Discord channel! Thank you to all those who participated and shared their knowledge.
  • Also edited several existing Warframe Ability Tips and replaced some of the tips on Augment Mods with new ones that focus on core ability features.
  • Added tips to the following screens! Simply hover over the tooltip icon to learn more about:
    • Nightwave
    • Loadouts
    • Syndicates
    • Relic Manager
    • Inventory

In Hotfix 25.4.1, we released the Essential Glyphs Bundle inspired by the Random Mod Packs’ iconography. Well, since then you’ve been telling us you want more! So here we are with the “Essential Glyph Bundle 2” to complete this series of Elemental Damage Glyphs. It includes the following six designs that you can purchase from the in-game Market:

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  • Essential Blast Glyph
  • Essential Corrosive Glyph
  • Essential Gas Glyph
  • Essential Magnetic Glyph
  • Essential Radiation Glyph
  • Essential Viral Glyph
  • Added the ability to replay the following Quests:
    • Natah
    • Saya’s Vigil
    • The Jordas Precept
    • Patient Zero
    • The Silver Grove
    • The Archwing
    • Howl of the Kubrow
  • Added Clan Room and Decoration XP to the Research tab on Clan Statistics Page. This will help you identify missing affinity if you are close to your next Rank!
  • Added minimap markers to important NPCs in Iron Wake.
  • Added a Vintage Corpus Locker Decoration to the Market.
  • Eidolon Lenses have been added to the Market!
  • A new ‘Dark Lotus’ UI Theme and Background has been added! You can find it under Interface > UI Customization.

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  • Orokin Grineer now have a unique looking grenade!
  • Added a ‘Recovered Artifacts’ section to Simaris’ Offerings.
  • Added Arsenal Ability videos for Chroma, Equinox, and Nezha!

Rendering Upgrades:

As part of the new rendering tech we showcased during TennoLive, we’ve implemented a few upgrades that are ready for your viewing pleasure! Metallic surfaces, such as gold and steel (etc), are improved across the whole game to respond better to lights and reflections. This boasts the detail and depth that were always there but hard to see. If you notice any areas or objects that are brighter than expected please let us know!

rendering comparison video 1video 2


Optimizations:

  • You may notice slight performance improvements in the Relays. We are upgrading to new tech as time allows – so look forward to more improvements in the future!
  • Made micro-optimizations to core math libraries.
  • Optimized texture decompression.
  • Made some optimizations for systems with fewer cores (eg: Dual-core laptops with SMT).
  • Made experimental optimizations to multi-core support.
  • Made minor quality improvement to indirect lighting on characters.
  • Made visibility system performance optimizations.
  • Optimized several geometry culling functions.
  • Optimized VOIP automatic gain control.
  • Optimized particle system color randomization.
  • Fixed a crash in Sanctuary Onslaught.
  • Fixed one-frame loading screen drop out.

Bow Stat Changes:

When tracking down a bug where Paris Bows were doing less Damage than their Arsenal stats indicated, internal stats were reporting all Bows doing more damage than they actually were. Below is a review of all Bows (with the exception of the Lenz) and increased stats where appropriate:

General Changes:

Normalized quick shots to have the same critical chance/damage and status chance as charged shots. While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!

Specific Changes:

Cernos

  • Quick Shot increased from 110 to 190
  • Charged Shot increased from 220 to 380
  • Flight Speed increased from 85 to 90
  • Aim Zoom decreased from 2.23x to 2x

Mutalist Cernos

  • Quick Shot increased from 120 to 205
  • Charged Shot increased from 225 to 410
  • Aim Zoom decreased from 2.23x to 2x

Cernos Prime

  • Quick Shot increased from 60 to 92
  • Charged Shot increased from 120 to 184
  • Flight Speed increased from 85 to 95
  • Tightened the spread of the vertical fire mode and made the top arrow land on the reticle instead of the middle

Rakta Cernos

  • Quick Shot increased from 150 to 235
  • Charged Shot increased from 250 to 470

Daikyu

  • Status Chance decreased from 50% to 46%
  • Critical Chance increased from 20% to 34%
  • Charged Shot increased from 460 to 700
  • Flight Speed increased from 135 to 140

Dread

  • Quick Shot increased from 130 to 168
  • Charged Shot increased from 200 to 336

Paris

  • Quick Shot increased from 120 to 160
  • Charged Shot increased from 180 to 320

MK1-Paris

  • Quick Shot increased from 100 to 115
  • Charged Shot increased from 120 to 230

Paris Prime

  • Quick Shot increased from 130 to 180
  • Charged Shot increased from 260 to 360
  • Flight Speed increased from 85 to 95

The New Strange UI Changes:

  • Added Objective text, “Return to the Derelict” to the mission.
  • Added Objective text, “Visit Cephalon Simaris” to match the existing marker when the player arrives in the Relay and enhanced the distance display on the marker.
  • Added Object text, “Return to Orbiter” after talking to Simaris.
  • Added a marker after talking to Simaris that guides players to their docked Liset in the hangar.
  • Updated wording for the Arid Lancer Synthesis stage.
  • Added a marker to all nodes on Mars where Arid Lancer targets can be found instead of just one.
  • Changed the “Return to Orbiter” marker to an Extraction marker.
  • Added “Return to Orbiter” and “Return to Simaris” Objectives to the fifth quest stage.
  • Added two new markers and hint text that presents the option to run the Synthesis tutorial and obtain Synthesis Scanners and Traps.

Lua Spy Mission Changes:

  • Added shiny overlay to destroyable loot crates and made the surrounding glass more transparent.
  • Updated door materials to be consistent with other updated doors.
  • Slowed the music memory puzzle to reduce difficulty.

Nightwave Changes & Fixes:

  • In order to avoid spoilers, Nightwave Acts that require completing content tied to Quests will now be locked unless you have completed the related Quest. Locked Acts will point you to the Quest required to complete in order to unlock it. The following Acts will see this change:
    • “Don’t Fear The Reaper”, complete Kuva Siphon Missions, will now require The War Within Quest be completed.
    • “Ascendant”, complete Halls of Ascension on Lua, will now require The Second Dream Quest be completed.
    • “Grove Guardian”, kill Silver Grove Specters, will now require The Silver Grove Quest be completed.
    • Catch-up Acts will now appear once you have less than 3 current-weekly Acts left to complete, as opposed to only appearing once you’ve completed the whole current week.
  • Changed Nightwave Act progress / requirement number format (1500 to 1,500).
  • Fixed overlapping Nightwave UI after viewing an item diorama.
  • Fixed flickering issues with the orange screens in Episode 3 of Nightwave: The Emissary.
  • Fixed broken Nightwave UI when skipping through multiple Episode cinematics.
  • Fixed the Trinity Aura Helmet Blueprint appearing twice in the Nightwave Cred Offerings.
  • Fixed Nora Night’s Transmissions appearing when loading between Nightwave episodes.

General Changes:

  • Improvements towards AI pathfinding in the Grineer Sealab tileset across all missions.
  • Improvements towards AI manoeuvring in the Grineer Forest Defense tileset.
  • Improvements towards AI orientation in the Gas City tileset to fix enemies facing the wrong direction.
  • Improvements towards Defection AI manoeuvring in the Infested Corpus Ship tileset. As reported here: https://old.reddit.com/r/Warframe/comments/ctgjnj/i_hate_defection/
  • Tweaked the Redeemer and Redeemer Primes equipped position so it sits more in Warframes’ hand.
  • Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
  • If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here: https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/
  • Removed the retired Deception gamemode from the Codex ‘Missions’ setting.
  • Captura Scenes can now be linked in Chat!
  • Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.
  • We’ve updated the Interception HUD style to provide clearer information when a Tower is being captured by you or by enemies.
  • Updated the following Warframe Ability Descriptions to better explain the Ability. Below are the latest edits:
  • Equinox’s Mend and Maim: “In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form.”
  • Ivara’s Navigator: “Assume control of any projectile launched by Ivara and guide it to the target.”
  • Nidus’ Parasitic Link: “Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.”
  • Adjusted some of the PBR materials on Mars, Jupiter, and Venus in the Navigation skybox.
  • Converted materials on some of the Grineer Forest trees to PBR.
  • The Platinum cost of unowned items now displays in the item grid when browsing unowned Color Palettes in the * Arsenal, UI Customizations, and more!
  • Minor Disruption UI Polish / size changes.
  • Polished UI and Marker flow for Venus Ambush Bounties – namely markers match in-world and made text consistent with proper fictional names (Coildrive). Slightly adjusted console materials and placement for polish.
  • Zephyr’s Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).
  • Defense and Excavation used to use the base node for enemy count scaling, now difficulty properly scales alongside current enemy level – meaning that the higher the enemy level, the more simultaneous enemies you’ll have to face!
  • Updated and fixed animations related to the Quatz clip when reloading and firing.
  • Adjusted color channels on the Galvanik Armor Set, Amphor Syandana, Kavat Amphix Armor, and Kubrow Amphatz Armor. As reported here: https://www.reddit.com/r/Warframe/comments/cf1bbe/why_does_de_keep_doing_this/eu7we7i/
  • Re-arranged color channel layout of the Provvok Shoulder Guard to match other armor pieces (metals in the accents channel, etc.).
  • Reduced brightness of Incubator light source to better represent the lighting of your furry friends in-mission.
  • Improved lava textures in the Grineer Asteroid tilesets.
  • Standardized Titania’s Tribute buffs to have a base range of 35m and duration of 120s, which acts as a buff in most cases.
  • Updated the icon for miscellaneous Syndicates in the Syndicate screen to match other miscellaneous categories.
  • Reduced Foundry rush cost from 25 to 5 for Detonite Injector, Fieldron, and Mutagen Mass as per https://forums.warframe.com/topic/1112632-tenno-reinforcements-update-2540/?do=findComment&comment=10898364
  • Converted materials to PBR on the following weapons:
    • Grakata
    • Drakgoon
    • Ignis
    • Miter
    • Sobek
    • Vulkar
    • Karak
    • Grinlok
    • Furax
    • Hind
  • Converted materials to PBR on the following Sentinels (and Skins):
    • Wyrm
    • Para Carrier Skin
    • Shade
    • Shade Sprite Skin
    • Djinn
    • Dethcube
    • Dethcube Forest-Camo Skin
    • Dethcube Carabus Skin
    • Converted materials to PBR on the following Attachments / Items:
    • Capsule Sentinel Tail
    • Dome Sentinel Wings
    • Diamond Sentinel Wings
    • Hunhow Sentinel Mask
    • Mandible Sentinel Mask
    • Thorax Sentinel Tail
    • Chrysalis Sentinel Wings
    • Jet Sentinel Wings
    • Kubrow Sentinel Wings
    • Lotus Sentinel Mask
    • Mech Head Sentinel Mask
    • Para Sentinel Mask, Tail, and Wings
    • Caggro Sugatra
    • Braton Forest-Camo Skin
    • Dragon Nikana Sheath
    • Solaris Datamass
    • Animo Nav Beacon
  • Reduced particle FX on Fluctus’ projectiles.
  • Adjusted appearance of Volt’s Transistor Shield to make it clearer that squadmates can pick it up.
  • Removed the Loadout Options button from the Arsenal. Simply click on the Loadout name to open up the Loadout screen!
  • Updated Relay door materials to be consistent with other updated doors.
  • New players can now join Defense missions until the second Wave instead of the fourth Wave to guarantee enough time to collect Reactant during Void Fissure missions.
  • Derelict Survival Missions no longer have electrified water to prevent enemies from slowing down to jump over it
  • Previewing an Operator cosmetic in the Market will now show the item as it would appear on the player’s Operator.
  • Updated Loki Incubus Skin and Helmet default accent colours from gold to blue.
  • Better optimized pathing for the Plague Star Drone for next Operation re-run.
  • Improved collision on Jupiter tilesets, making traversal smoother.
  • Removed invisible walls from around the stairs on the Saturn Rescue tileset.
  • Players and allies have invulnerability until the loading screen goes away to prevent players from dying while in the loading screen due to poor connection. Reduced the light intensity of the Arca Plasmor.
  • Changed the Dargyn Bow Riven challenge description to specific that it must be Dargyns in flight, not ones parked on the ground.
  • Mod descriptions are now included when searching in the Mod Trading screen (ie searching Toxin will display Fever Strike, etc).
  • Tweaked an unattractive light in the Relays’ Steel Meridian Syndicate room.
  • Increased the range of the Infested Impedance Mod from 8m to 16m.
  • Reduced bloom in certain Orb Vallis caves that impeded successful fishing.
  • Kyta Raknoid and Coolant Raknoids are now resistant to Abilities rather than immune (still have immunity to Limbo Stasis and Mag Pull). Slash Bleed and Toxin Poison Status Effect will bypass Shields on the Kyta Raknoid.
  • Hyena Corpus proxies on Orb Vallis are now fully affected by Status Effects.
  • Enemies that are pinned to a projectile are now released if that projectile punctures through an object. This fixes ragdolls flying off uncontrollably instead of pinning to the wall.
  • To keep in-line with existing limitations, the first Ghoul Bounty is restricted to Mastery Rank 1, and the other Ghoul Bounty is restricted to Mastery Rank 3.

Console players should be getting this update soon-ish, and once they do, 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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Remnant: From the Ashes Update 1.05 Patch Notes and File Size Info

Heads up! Gunfire Games has released a new Remnant: From the Ashes update today! While there’s no new content in it, a ton of gameplay fixes and balance tweaks did make it out. This Remnant: From the Ashes update 1.05 is out on all platforms (PS4, Xbox One, and PC) as we speak. Clocking in at just 506MB on PS4, the full Remnant From the Ashes update 1.05 patch notes can be seen below.

Remnant From the Ashes update 1.05 patch notes:

QUALITY OF LIFE

  • Coop Scaling now caps at +3 levels of Host
  • Enabled VOIP toggle on PC/CONSOLES
  • Enabled Push-to-Talk option on PC by default (players must bind a key)
  • Adjustments to help fill empty matchmaking sessions
  • Added FOV slider for PC
  • Adjusted right analog deadzone for PS4 controller (reduced by half)

DEVELOPER COMMENT: While we work on additional coop adjustments, we wanted to better ensure that higher level players and lower level players could work together without drastically penalizing the lower level players. We’ve changed it so that if a lower level player hosts the game, the game will never be more than 3 levels above them even if their teammates are much higher. This will prevent the coop scaling from getting too high and thus overly penalizing someone just starting out.

DEVELOPER COMMENT: We’ve also made a handful of other adjustments for general quality of life. Players can now access VOIP, bind a push-to-talk button, and disable it completely if they so choose.

BUG FIXES

  • Increased performance across Corsus
  • Increased memory stability across extended play experiences (less crashes)
  • Fixed traits not unlocking on client (Revivalist, Exploiter, Scavenger, Sleight of Hand, Suspicion, Will to Live)
  • Fixed trapdoor that Ace kept falling through in Ward 13
  • Fixed client being able to reroll hosts campaign
  • Fixed an issue with Lost Gantry not properly handling restarts
  • Fixed issue with certain bosses respawning post “Quest Complete”
  • Fixed issue with clients loading into final boss room and being stuck at World Shard
  • Fixed FOV on Archetype screen for Ultrawide Monitors/resolutions
  • Added FOV lock when changing resolutions to maintain proper proportions/alignment (menus/reticles)
  • Fixed user settings not saving when exiting out of main menu/application too fast
  • Added support to unlock certain achievements that should have been attained
  • Corrected values being shown for Scrap-based achievements/trophies
  • Fixed bug with Undying King “Death Warmed Over” achievement/trophy
  • Many general collision fixes/updates
  • Added backup profile when joining game as client

DEVELOPER COMMENT: In general, we are prioritizing performance, stability, and crashes. We’ve also fixed several bugs that have halted progression, side-dungeon completion, and affected achievement/trait unlocks.

GENERAL BALANCE

  • Radiant Tomb total spawns and intensity reduced

DEVELOPER COMMENT: The most notoriously difficulty encounter in the game, Radiant Tomb has been re-tuned to be fairer to the player and reducing the need for a very specific loadout.

WEAPON BALANCE

  • Repeater Pistol: Reduced max spread
  • Repeater Pistol: Reduced spread per shot
  • Repeater Pistol: Increased decay speed (faster reticle contraction)

DEVELOPER COMMENT: The Repeater Pistol ended up falling off a bit due to its accuracy. We improved the overall handling without making any damage changes.

  • Hunting Pistol: Added +2 ammo to reserve
  • Hunting Pistol: Reduced initial spread
  • Hunting Pistol: Increased decay speed
  • Hunting Pistol: Reduced penalty for moving
  • Hunting Pistol: Increased reload speed by 10% (faster)

DEVELOPER COMMENT: While an incredibly powerful weapon, the Hunting Pistol suffered from a smaller ammo reserve (less total damage) and had an abnormally high moving penalty for being a single-shot weapon (which is already somewhat of a penalty). The Hunting Pistol is now much more accurate – both stationary and moving – and reloads faster between shots.

  • Hunting Rifle: Reduced spread penalty for moving
  • Hunting Rifle: Increased initial aim decay speed and post-shot decay speed
  • Hunting Rifle: Reduced spread per shot

DEVELOPER COMMENT: The Hunting Rifle has always been considered the baseline for all other weapon balancing. However, even with pin-point accuracy while stationary, the initial spread was too great which prevented quick reaction shots. Additionally, the per-shot spread was a tad too high making it much harder to quickly pick off targets than desired.

  • Coachgun: Increased ideal range from 800 to 900
  • Coachgun: Added +4 shells to reserves

DEVELOPER COMMENT: To further separate the Coachgun from the Shotgun, we’ve increased the ideal range. The tighter focus, reduced drop-off, and incredible burst combined with the longer range makes the benefits of the Coachgun a bit more obvious. Additionally, we added +4 shells to the reserve ammo pool to bring the total damage in line with other longguns.

  • Assault Rifle: Added +4 bullets to reserves
  • Assault Rifle: Reduced initial spread
  • Assault Rifle: Reduced auto-fire spread curve
  • Assault Rifle: Increased decay speed

DEVELOPER COMMENT: The Assault Rifle, while highly damaging, has always suffered from too much weapon spread too quickly. We’ve lessened the spread curve and the maximum amount of spread to bring it closer to our vision of an Assault Rifle. It also gained +4 ammo in the clip.

  • Crossbow: Changed reticle behavior
  • Crossbow: Changed reticle graphic

DEVELOPER COMMENT: The Crossbow suffered from using the projectile reticle so we changed it to use a normal static reticle. While we still have many adjustments planned, we felt this was a solid interim solution.

  • Eye of the Storm: Increased initial decay
  • Eye of the Storm: Reduced initial spread
  • Eye of the Storm: Reduced spread per shot
  • Eye of the Storm: Added 1 extra ammo per clip (+3 total)

DEVELOPER COMMENT: With the Hunting Rifle adjustments, we wanted to also update the Eye of the Storm (which is basically a lightning Hunting Rifle). It received similar handling adjustments as well as gained additional ammo.

  • Beam Rifle: Reduced initial damage from 16 to 14 (max ramp-up is still the same)
  • Beam Rifle: Reduced reload speed by 20%

DEVELOPER COMMENT: Widely considered the most powerful weapon in the game, we wanted to bring the Beam Rifle closer to the other longguns. The initial damage was reduced by 2 requiring slightly longer DPS time to reach maximum potential. We also significantly increased the time it takes to reload so that maintaining the beam for as long as possible is the best way to maximize its potential. While it still does similar (slightly more) total DPS than the Assault Rifle, the AR always deals a constant / reliable amount of damage whereas the Beam requires a longer commitment but has a higher top-end.

  • Hive Cannon: Added +2 hive grenades per clip (5 shots total)
  • Hive Cannon: Reduced reload speed by 10%
  • Hive Cannon: Hive Shot Mod DOT damage increased from 80 to 150
  • Hive Cannon: Hive Shot Mod power requirement increased from 350 to 600
  • Hive Cannon: Hive Shot Mod charges reduced from 5 to 3

DEVELOPER COMMENT: The Hive Cannon is just a fun weapon. We wanted to make it more fun. We reduced the total number of Hive Shot charges and gave them to the primary shot (less reloading). We also increased the reload, while also dramatically buffing the damage of the Hive Shot DOT. As a trade-off, we increased the mod buildup requirement.

  • Particle Accelerator: Adjusted reticle size to better represent accuracy

DEVELOPER COMMENT: While we have a handful of changes in the works, we wanted to first adjust the accuracy of the reticle to better represent where the shots will land. Many more tweaks to PA coming soon!

  • Defiler: Reduced initial spread
  • Defiler: Increased Radioactive Volley fire rate from 1.1 to 1.2s

DEVELOPER COMMENT: The Defiler didn’t really need much. We adjusted the initial spread by a small margin so players could better enjoy its secretly good range (for a Shotgun). We also removed a tiny bit of lag on firing Radioactive Volley back to back.

  • Curse of the Jungle God: Increased fire rate from 3.0 to 3.5
  • Curse of the Jungle God: Reduced damage from 32 to 28
  • Curse of the Jungle God: Decreased reload speed by 5%

DEVELOPER COMMENT: The Curse of the Jungle God felt a little too slow for our tastes, so we sped up the fire rate and made minor adjustments to both damage and reload speed. Overall, it is a more efficient weapon.

  • Devastator: Changed reticle behavior
  • Devastator: Changed reticle graphic

DEVELOPER COMMENT: Like the Crossbow, the Devastator had major issues with the projectile reticle so we changed it to use a normal static reticle. There are many adjustments planning (we see you BANDIT ARMOR USERS)… but for now, this should feel much better.

  • Repulsor: Reduced initial spread by 40%
  • Repulsor: Increased Spread Decay (faster post-shot)
  • Repulsor: Increased post-banish debuff duration by 25%
  • Repulsor: Reduced banish time from 8 to 4 (less waiting – quality of life)
  • Repulsor: Reduced friendly banish time from 4 to 2
  • Repulsor: Reduced Banish Charges from 8 to 5

DEVELOPER COMMENT: For the final boss weapon, this felt a tad underwhelming. The goal of the Repulsor was to be a well-rounded tool that can fit on any team. By reducing the initial spread and increasing the post-shot decay speed, we’ve made it more reliable as a primary option. Additionally, we increased the debuff to 4 seconds so that players can easily unload all 5 shells into a post-banished enemy. The Banish time was reduced to reduce the waiting and halved against friendlies, because every team has “that guy” on it. To adjust for the upped effectiveness (as well as higher +20 scaling) we reduced the total Banish charges from 8 to 5.

ARMOR BALANCE

  • Hunter Sharpshooter: Now increases ALL ranged DMG at 15m+

DEVELOPER COMMENT: We’ve removed the Weakspot requirement because not every enemy has a Weakspot and because it already has a pretty strict range requirement. We will monitor the change and adjust both range and damage value accordingly.

  • Ex-Cultist Blood Pact: No longer requires Critical hits for mod power generation
  • Ex-Cultist Blood Pact: Reduced max generation from 50% to 40% to compensate for no crits

DEVELOPER COMMENT: Like Hunter armor, we removed the additional requirement to gain the Ex-Cultist armor bonus. In conjunction with the reduced Spirit value, the Ex-Cultist armor should be more appealing end-game as a mod-generation option.

  • Scrapper Challenger: Damage increased from 15% to 25%
  • Scrapper Challenger: Range increased from 2.5m to 5m

DEVELOPER COMMENT: The range requirement has been made more forgiving and the damage bonus has been increased significantly. We will monitor the change and see if players find the Scrapper armor more appealing as a close-range set.

  • Akari Opportunist: Changed perfect dodge to grant 100% MELEE crit chance
  • Akari Opportunity: Added Melee Speed buff on perfect dodge
  • Akari Opportunist: Removed Melee damage buff on perfect dodge

DEVELOPER COMMENT: We fixed a bug that was granting players ALL crit chance when perfect dodging. We also removed the raw melee damage buff and replaced it with melee speed to better facilitate an in-close melee style. Most notably, any perfect dodge (even with only one piece) will grant 100% crit chance (which is still a 50% minimum damage increase).

  • Elder Believer: Changed to allow Dragon Hearts to heal allies
  • Elder Believer: Range increased to 15m

DEVELOPER COMMENT: We’ve changed how this set works. The original benefit (chance to not use a Dragon Heart) was not as appealing as we had hoped (especially for a full armor set). We swapped the effect with the Mender’s Charm so that Dragon Hearts now heal teammates. This makes the Elder Armor an excellent support option.

  • Twisted Armor: Health regen increased

DEVELOPER COMMENT: Players asked for it, we obliged. Enjoy having lots of health.

TRAIT BALANCE

  • Catalyst buff maximum reverted from 15% to 20%

DEVELOPER COMMENT: Since we have removed the interaction between Catalyst and Devouring Loop, Catalyst has been reverted to its pre-nerf state.

  • Rapid Strikes attack speed buff reduced from 20% to 15% (to allow Akari Armor Buff)

DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Rapid Strikes bonus.

  • Spirit max reduced from 50% to 30% (to allow Ex-Cultist Armor Buff)

DEVELOPER COMMENT: To better entice/reward players using the Ex-Cultist armor for mod generation, we reduced the overall bonus of Spirit. This should make Ex-Cultist the goto set for mod generation.

TRINKET BALANCE

  • Devouring Loop: No longer affected by Catalyst Trait

DEVELOPER COMMENT: The Devouring Loop was never meant to work with the Catalyst Trait as it is not a status effect but we thought it would be a cool/fun idea. Spoiler alert: We all make mistakes.

  • Cleansing Jewel: Removed healing effect, added 50% status buildup resistance
  • Mender’s Charm: Gained old Elder Armor Skill (heal allies)
  • Mender’s Charm: Gained 25% additional self-healing (from Cleansing Jewel)

DEVELOPER COMMENT: With the recent shift of Elder Armor bonus and Mender’s Charm, we wanted to give each of these items a proper focus. Cleaning Jewel is now focused around status buildup and cleansing, while Mender’s Charm is all about healing.

  • Soul Anchor: Adds +1 max simultaneous summoned abilities

DEVELOPER COMMENT: Due to the change in how summons work, we wanted to allow players the opportunity to still have more summons than the base game would allow so we added functionality to the Soul Anchor. This does not add additional charges, but it does allow you to have more than the “max” out at any one time.

CONSUMABLE BALANCE

  • Adrenaline: Melee speed buff reduced from 15% to 10%

DEVELOPER COMMENT: To better allow the Akari Armor buff to be meaningful, we reduced the Adrenaline buff so that melee speeds didn’t get out of hand.

MOD BALANCE

  • General: Mods now properly scale with Weapon Level
  • General: Certain Mods also scale effect based on other factors (player health, triage, etc)
  • General: Limited amount of maximum “same type” summons (dupes will kill older summons)
  • General: Added “max allowed simultaneous” summon value to summon description

DEVELOPER COMMENT: We’ve converted all Mods to properly scale with weapon level. Typically they start lower than their original base but scale higher – thus, you get a bigger benefit out of slotting them in higher-leveled weapons. We’ve also made a change to how summons work so that there is a cap on simultaneous instances. If the max is reached and a new summon is activated, it will destroy the oldest. The max simultaneous can be increased with Soul Anchor.

  • Iron Sentinel: Properly targets/shoots Ghasts and Root Frog

DEVELOPER COMMENT: Basically, just a bug fix.

  • Rattle Weed: Power requirement increased from 750 to 1000
  • Rattle Weed: Reduced initial aggro generation pulse
  • Rattle Weed: Enemies can now be pulled off Rattle Weed if they take enough damage
  • Rattle Weed: Enabled constant “pulsing” aggro generation to pull enemies spawned after cast
  • Rattle Weed: Casting a 2nd Rattle Weed while first is out will remove the 1st
  • Rattle Weed: When expired/killed, drops aggro immediately (originally was still active for 5s)
  • Rattle Weed: Now affected by Soul Anchor for +1 max simultaneous summons

DEVELOPER COMMENT: Rattle Weed has always been “too good” in a game that has a lot of enemies that you are expected to deal with. We didn’t want to change the core concept of the mod, but we did want to reduce how overpowered it was. We increased the buildup so it takes just a bit longer to fill. We reduced the initial aggro “pulse” by a significant amount so it didn’t lock enemies on it until death (this allows you to pull enemies off now with damage). We also added a constant “pulse” that will pull newly spawned enemies towards it assuming you do not already have too much aggro. Additionally, when a second Rattle Weed is summoned, the first one is immediately killed. Previously, it would stick around for 5s and hold aggro which made it even more effective than it should have been. Players can still summon 2 Rattle Weed if they use Soul Anchor.

  • Veil of the Black Tear: Now unbreakable while active – duration scales with weapon level

DEVELOPER COMMENT: No longer breakable while active, Veil of the Black Tear should now do the job we all thought it should be doing from the beginning.

  • Swarm: Increased duration from 20s to 25s
  • Swarm: Reduced charges to 1

DEVELOPER COMMENT: We wanted to make Swarm a sort of “buddy” that followed you around and attacked anything dangerous. However, there is a bug (no pun intended) in this patch that keeps the duration to 12s. It’s known and will be fixed in the next patch. However, look forward to double duration in the future. Putting this note here because we know players will see that it says 25s and is still only lasting half that duration.

  • Breath of the Desert: Charges increased from 2 to 3

DEVELOPER COMMENT: Reverted the reduction of charges. We want players to feel more like a caster with Breath of the Desert. With 3 charges, we may eventually need to adjust the damage. For now, rest assured that we will never again change the total charges of Breath of the Desert (unless we do).

ENEMIES

  • Shade/Shatter: Improved behavior across the board
  • Undying King: Beam Rifle will properly stagger certain phases
  • Undying King: No longer changes target mid attack
  • Canker: Wave can no longer be killed via explosions
  • Ixillis: Fixed issue with exploiting part of fight through wall
  • Ixillis: Changed scream hit-reaction so as to no longer push players off bridge
  • The Unclean One: Caskets no longer spawn enemies after the fight
  • Kin-Caller: No longer slows game when killed during summon

DEVELOPER COMMENT: General behavior and bug feedback. The goal is to clean up the rough edges and make the fights less exploitable and more consistent!

  • Nightmare: Breakout requirement reduced by 30% (was 10% of 1mil base, now 3.5% of 2mil base)
  • Nightmare: Breakout phase timer variance (15-30s) removed – now 30s flat
  • Nightmare: Vulnerable phase increased from 5s to 7s
  • Nightmare: No longer faces away when broken out
  • Nightmare: No longer changes target after starting an attack
  • Nightmare: Health doubled (… we’re serious.)
  • Nightmare: Should no longer be fightable immediately after being defeated

DEVELOPER COMMENT: Some players found the Nightmare breakout phase to be tedious so we reduced the breakout threshold and increased the total health (by double). This is so that players can more consistently get to the “fun” part of the fight which is seeing massive numbers. We also reduced the variance of the breakout phase (for consistency) and increased the total amount of DPS time when broken. Also… some bug fixes.

MISC

  • Used the Control Rod to play fetch with Wasteland Goodboy

DEVELOPER COMMENT: The Wasteland Goodboy has been an extremely good boy since launch day and we felt it only right that he got some quality play time. We’ve been working on setting up a play date with Earth Goodboy but have yet to find him.

For more on Remnant: From the Ashes, check out our guides here. Our review of the game will hit the site soon.

Source: Reddit

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Alex Co

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New Ghost Recon Breakpoint Video Shows Us the New Features in the Weirdest Way Possible

Ubisoft has released a new Ghost Recon Breakpoint video that showcases some of the new features the game has in tow. While that in itself is normal for most publishers hyping up their game, this one ups the weird-ness scale all the way to nine (at least!). Below, a video called the “Big Bad Wolves Fairy Tales” can be seen, and it mixes Breakpoint gameplay with animation — though in a way I doubt anyone would expect.

Yep, I wasn’t kidding, wasn’t I? Mind, not saying it’s a bad move, but just odd how they’re making it more kiddie-like and whatnot.

In other Ghost Recon Breakpoint news, go check out details on its PvP mode right here, and don’t forget that its beta will start next week!

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Call of Duty: Modern Warfare Microtransactions Will Be Talked About by Infinity Ward “Closer to Launch”

It’s no secret nowadays that a lot of Call of Duty players are wary when it comes to how the franchise handles microtransactions (MTX) given what we’ve experienced in Black Ops 4. It’s so worrying, in fact, that Reddit user FeelThisMoment started a thread on the Modern Warfare subreddit just to ask about the Modern Warfare microtransactions after reading about Black Ops 4’s “disgusting” MTX system.

Unfortunately, we’ll have to wait until we get clarification about it, but at least it won’t be post-launch like Treyarch did with Black Ops 4. This was confirmed by Infinity Ward Senior Communications Manager Ashton Williams who said that the studio will share more as we get nearer Modern Warfare’s launch date.

Given Modern Warfare’s release date is October 25, and it’s September starting next week, we shouldn’t have to wait long to hear about the Modern Warfare microtransaction system Infinity Ward will have in place. While it’s ideal that there isn’t any at all, that’s not going to happen given how much publisher Activision earns from in-game purchases.

The fact that Infinity Ward is willing to talk about it before Modern Warfare launches is a good sign, as we never got that much transparency from Treyarch when Black Ops 4 was set to launch, and only knew about the microtransactions weeks after it was released to the gaming populace.

What would be the best/ideal scenario for Modern Warfare microtransactions? Cosmetics only? Price them fairly? Let us know your thoughts in the comments below.

More Modern Warfare Reading:

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Alex Co

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Fallout 76 Upcoming Update Changes Detailed by Bethesda

In the latest Inside The Vault article Bethesda has outlined some Fallout 76 upcoming update changes which will hit the game with patch 13. While many bug fixes and patches for smaller issues will form the bulk of the update, there are several key areas that players are keen to see addressed in Fallout 76.

Rewards From Vault 94

Patch 13 will bring changes to the rewards players earn from Vault 94, the game’s first raid. Firstly, the Drill will no longer show up in the Legendary loot list, a bug that Bethesda has already acknowledged. Patch 13 will increase the amounts of XP, aid items, and components awarded for completing a Mission in the raid. Further details on this will be revealed closer to the time of Patch 13’s launch.

Stability and Disconnect Issues With Servers

Since Patch 12, which introduced Vault 94, more and more players have been having issues with server stability, or simple disconnects, in Fallout 76. Vault 94 in particular is seeing a lot of issues surrounding players disconnecting and ruining raid runs, or lag being so bad that the raid fails. Stability in servers is one of Bethesda’s top priorities, so they say, and they’re working hard to ensure these fixes, or improvements, come before anything else.

Power Armor Exit Bug

There’s currently a terrible bug in Fallout 76 which causes players to become stuck in their Power Armor once they’ve put it on. Getting stuck in Power Armor has been a particular issue for players in Vault 94 raids, since no amount of communication will help if the game decides to cause Power Armor to freeze and contain the player inside. No fix is ready for these complex issues yet, but Bethesda assures us they’ll let us know as soon as they have something in the works. For now, if you get into some Power Armor you’re basically stuck there.

Armor Penetration

Players have been complaining that non-ballistic weapons should see some sort of armor penetration against Power Armor, which they currently don’t. With Patch 13 they will see that penetration though. For example, any Energy Weapons with the Anti-Armor legendary attribute will bypass Energy Resistance post-Patch 13.

Scout Armor Mods

The descriptions of Mods on Scout Armor are being altered so that they better describe the piece of armor they correspond with. With Patch 13 another issue, which prevents Mods from being applied to Scout Armor, will be fixed.

Possum Scout Badges

Bethesda has confirmed that Possum Scout Badges are no longer awarded for completing the Campfire Tales event, or the quests ‘Stings and Things’ and ‘Operation Tidy Daily’. This is being fixed in Patch 13, and the badge will be awarded once again.

Wires

An undefined issue with wires in Fallout 76’s building system, CAMP, has apparently had players jumping in order to connect wires properly. This is going to be fixed in Patch 13 with a new feature to the CAMP system, though Bethesda hasn’t explained what that is.

Crops

There are two fixes for crops so far in Patch 13. First, an issue that prevents them from being placed correctly in certain circumstances, and second, an issue that caused crops to float when placed on some uneven terrain.

Weapon and Armor Mod Counts

A feature request from players in Fallout 76 has long been to let them see how many Mods they have left to unlock for different armor and weapons. From Patch 13 onwards, it will be possible to see the total number of Mods unlocked in the Weapon and Armor Workbenches, and the number of Mods left to unlock for each piece of equipment.

Public Events

Bethesda said that next week they will be revealing some quality of life improvements surrounding Public Events. Stay tuned to MP1ST to see the information, and our thoughts on it, as soon as it’s live.

Those are all of the update changes that Bethesda has shared this week. In addition to all of these, there is a sale currently live with the Purveyor. From today until September 3, 2019 all items will be 20% off their previous prices, so go and get those elusive items that you need with your Legendary Scrips.

Source: Bethesda

Jamie Moorcroft-Sharp

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

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Project REsistance Screenshots Leak Out, Seemingly Confirms It’s a Multiplayer Action Game

Earlier today, Capcom announced that a new game bearing the Resident Evil name called “Project REsistance” will be reveal at this coming month’s Tokyo Game Show (TGS). In our post, we mentioned how rumors point to the title as multiplayer game, and it seems early Project REsistance screenshots confirm it.

On the Resident Evil subreddit, user 5eye-samurai found a bunch of images by putting the livestream URL in a YouTube thumbnail grabber. These images, which you can see below, show what seems to eb four characters that are all fighting together against something.

These seem like all-new protagonists, and not someone we’re used to like Leon Kennedy, Chris Redfield, and the rest. Does this confirm that the game will be multiplayer-focused? It seems to point that way. Let’s hope if it is indeed focused on multiplayer, that it plays more like Left 4 Dead than Umbrella Corps., no?

Are you interested to see another multiplayer-centric Resident Evil game or has Outbreak and the other titles killed the hype for it? Let us know down in the comments.

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Alex Co

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

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Halo MCC User Maps Now Total Over 6.6 Million

343 Industries has confirmed that they are bringing more than 6.6 million user-generated maps over to Halo MCC from those created in the Forge from Halo 3, Halo Reach, and Halo 4 on Xbox 360. These maps have been successfully copied, and soon players will be able to enjoy them as they compete in the various multiplayer modes throughout the Halo series. Check out the developer Tweet on the news below and read on for more details.

Forge was the map creation tool in Halo 3, Halo: Reach, and Halo 4. It allowed players to create their own custom maps, placing everything from terrain to weapon spawns and vehicles. Game modes could be assigned to these maps, and from that point on players could compete in brand new multiplayer matches that they’d never seen before. Unfortunately all of the maps created on Xbox 360 haven’t been available for PC players until now.

In a blog post 343 Industries outlined exactly what they’ve done. They initiated a one time copy of user-generated maps from Halo 3, Halo: Reach, and Halo 4 on Xbox 360. As long as these map files were shared, they will be copied over to the current Halo MCC build. 343 Industries also confirmed that these maps and their game types will work across both Xbox One and PC versions of Halo MCC, meaning the community is about to see an influx of 6.6 million new maps and multiplayer games to play in them.

Every map that has been shared by players will be made available to them in their local game files. All that will be required, once 343 Industries has finished working on them, is to download them from your profile. While not all 6.6 million maps are going to be made widely available to all players, it will be possible to share them with others on the latest version of Halo MCC. This means that new players who have never experienced these user-generated maps can play them for the first time.

Until now the community has been creating new maps in the remastered versions of Halo 3, Halo: Reach, and Halo 4 in Halo MCC. Now however, that won’t be necessary if players want to jump into a quick match with a completely new map. This brings Halo MCC more in line with the original Halo games, and for PC players this is truly special.

Don’t forget to check out the Halo MCC flighting developer update for July 2019.

Jamie Moorcroft-Sharp

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

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New Resident Evil Game Codenamed “Project REsistance” Teased, Will Be Shown Off at TGS

With Tokyo Game Show just a few weeks away, it seems some of the event’s surprises are already being teased. One of these teases is a new Resident Evil game by Capcom. Codenamed “Project REsistance,” this new title in the Resident Evil franchise was teased by the Japanese Twitter account (Resident Evil is called BioHazard in Japan).

On the game’s website, it mentions that “Capcom is embarking on a new project” and schedule’s the teaser for September 9 at 3 p.m. UTC (11 a.m. ET/2 p.m. PT). It also mentions that gameplay will be shown off at TGS by the dev team.

Over on Twitter, AllGamesDelta points to the Resident Evil Outbreak website as being “OK,” which means that this could be a new entry in Capcom’s Resident Evil Outbreak series that focuses on online multiplayer rather than a narrative-driven single-player affair.

On ResetEra, forum mod Jawmuncher says that he’s been told that this is the rumored 4v1 multiplayer game that Capcom is developing. If true, then this follows the likes of Friday The 13the: The Game, Dead by Daylight, and more, as multiplayer games lets players be both killer and protagonist.

If this is indeed a multiplayer shooter, let’s hope it’s better than Umbrella Corps. That said, that’s not a hard feat to pull off.

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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 and Rewards (Chapter 4 Week 10)

While DICE might not a new patch to release this week, we do get our Battlefield 5 weekly challenges and rewards as part of the Tides of War roll out. Check out what the reward this week is, and what challenges you need to finish in order to obtain ’em in Chapter 4 Week 10.

Battlefield 5 weekly challenges and rewards (Chapter 4, Week 10):

Matchmaking via the ToW Nodes will put you in the Axis Breakthrough Playlist with all Breakthrough layouts where attackers are German.

  • Rotterdam
  • Devastation
  • Panzerstorm
  • Arras
  • Twisted Steel
  • Marita
  • Mercury

FIRECRACKER – 4,000 CHAPTER XP
Inflict 250 damage using explosives.

SECTOR SECURED – 4,000 CHAPTER XP
Capture 2 objectives.

POINTS FOR TRYING – 4,000 CHAPTER XP
Earn 3500 objective score.

CARPENTER – 4,000 CHAPTER XP
Build 15 fortifications in objective areas.

GLORY HOUNDS – 12,000 CHAPTER XP
Earn 15000 score as Assault or Recon.

DIRTY WORK – 12,000 CHAPTER XP
Earn 15000 score as Medic or Support.

ZERO-SUM GAME – 25,000 CHAPTER XP
Kill or down enemies or revive teammates 40 times.

TROPHY HUNTERS – 25,000 CHAPTER XP
As a squad kill or down 20 enemies with headshots.

At least it’s not a new knife skin, right? In other Battlefield 5 news, DICE explained why some of the weapons we saw in trailers still aren’t released. Also, the studio mentioned that the reason why there have been no new vehicles released in this chapter is because the devs themselves didn’t know about it.

Source: Reddit

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Alex Co

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

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Rainbow Six Siege Casual Map Pool Rotation Announced for Next Major Update, Here’s What It Looks Like

With Rainbow Six Siege’s new Operation called Ember Rise hitting soon, Ubisoft has announced that there will be Casual Playlist changes coming at the launch of the new Operation, which is around update 3.3 on both PC and consoles. Players can expect a Rainbow Six Siege casual map pool rotation, which you can read in detail below.

Currently, there are a total of 22 maps: 14 in Ranked Playlist and 20 playable in Casual. Ubisoft will implement a new Casual map pool rotation. This playlist will now have 14 maps instead of 20, and moving forward, Ubisoft will rotate four maps in out of the playlist with reach rotation.

Once Operation Ember Rise is released, here’s what the Rainbow Six Siege Casual map pool rotation will look like initially:

Ubisoft adds that in a mid-season patch, they will replace Skyscraper, Hereford, Fortress, and Chalet, with House, Plane, Favela, and Tower. Of course, players can expect announcements from Ubisoft regarding these changes before they’re made live.

Lastly, Bartlett University and Theme Park will not be playable during Season 3. The latter will be receiving a rework with the release of Y4S4 and won’t be available throughout this season.

Is this a good move by Ubisoft or a bad one? Let us know down in the comments.

Source: Rainbow Six

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Alex Co

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

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14 Apex Legends New Legends Unearthed via Datamining, Here Are Their Names and Known Abilities

While Respawn Entertainment has released just one new legend in each new season of Apex Legends, it seems new info unearthed from datamined files suggest that the studio has a lot more Apex Legends new legends set to be released in the game’s foreseeable future.

In a new video, reliable YouTuber Drift0r revealed that new datamined info shows a total of 14 new legends that have been found in the game’s files! Note that these legends have names, and even abilities, though their abilities seem to be placeholders for now, with some legends being listed down with either too many abilities, or some that sound way too overpowered.

Note that these names and abilities have NOT been confirmed by Respawn, and as such, these characters could be renamed, their abilities re-purposed, or not even be released at all. But for now, these Apex Legends new characters are part of the game’s code. Also, some of these legends’ skills seem to be apt for the upcoming PvE mode, and not for PvP.

Name Primary ability Passive ability Ultimate
Blackout Poison dagger Infiltrator Death recall
Poison bomb
Shadow walk
shadow door
Blisk Throwing knife Payday Bounty reward
Interrogaton
Crypto Surveillance drone Drone EMP
Downfall Fire sale Burning anger Rain of Fire
Hisaria Flashbang Shotgun kick
Concussive breaching charge
Immortal Shield charger Hard to kill
Rise of the Phoenix
Shield teardown
Jericho Shiedlbreaker javelin On your 6 Ballistic shield
Nomad Loot compass Packed mule Crafting table
Prophet Spotter sight Sniper training Triple tap
Rampart My Friend Maxim Fixer Amped cover
Cover Fire
Rosie Burglar’s best friend Eye for quality
Supply for Demand
Black market boutique
Scudder Debris trap Light Step
Drum barrier grenade
Volk VTOL jets Afterburners Skyward

If you want a detailed description of the abilities, I suggest watching the video below.

Again, none of these Apex Legends new legends have been confirmed, so take everything with a grain of salt, alright?

In other Apex Legends news, go read up on the three kinds of events Respawn has planned for the game and how they work. In case you missed it, a big Apex Legends controversy happened with the game’s community and developers, which you can read about here.

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Alex Co

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

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Telltale Games Reopening to Work on Old IPs and New Games

Today the announcement of Telltale Games reopening shook many fans of the studio’s narrative-driven adventure titles. Last year Telltale Games shut down due to a combination of having taken on too much work for them to handle, and financial difficulty that was exacerbated by the episodic format of their game series’. Now however, it seems like the company is back to build even more of the adventure titles we’ve come to love them for.

In an interview with Polygon the two new heads of Telltale Games, Jamie Ottilie and Brian Waddle, explained how they would be keeping the studio small for the meantime. Ex-Telltale Games employees have been offered freelance positions, and the new owners have said that full-time roles are something that they’re looking into as a possibility for the future. Currently the reopened Telltale Games owns the rights to The Wolf Among us and Batman, two of the core series the company is known for, as well as an older Telltale Games IP, Puzzle Agent. Ottilie added that there are some other expired licenses that the company is looking to acquire in the future, but didn’t say what they were.

Ottilie and Waddle want to continue where Telltale Games left off before they closed their doors. At the time the developer was working on releasing the final season of The Walking Dead. That series is firmly in the hands of Skybound now, and therefore will not be seeing any future releases with Telltale Games. The company had also only recently announced a partnership with Netflix to create a Stranger Things series before they closed, but that IP is now back with Netflix, it seems for good.

Ottilie said he purchased Telltale Games because he believes that the games industry needs a studio that is dedicated to producing narrative-driven adventures. Right now there is a void left by Telltale Games, and there’s no better developer to fill it than the original. When speaking about the episodic format of the company’s games, Ottilie said that the schedule of these, and indeed the decision to make them in that format, was sometimes a poor one. However, he has confirmed that the episodic format of their games isn’t going to change in the future, hinting that a series could release all at once, instead of over a number of months.

With consumers now preferring to binge-watch an entire series instead of waiting for episodes, it seems as if the games industry is ready for something similar from Telltale Games. Only time will tell if this is the direction they choose to move in.

Source: Polygon

Jamie Moorcroft-Sharp

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

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World War Z Challenge Mode Modifiers for August 28, 2019

Today the Proving Grounds update went live, and the World War Z challenge mode was put into the hands of players around the world. This is the first week that challenge mode has been available to the public. If you’re not sure what World War Z challenge mode is then check out our overview, which explains everything. Check out the modifiers below and read on for an explanation of how they affect the mission this week.

World-War-Z-Challenge-Mode-Modifiers-for-August-28-2019-2

The modifiers this week, and what they mean for the mission, Final Call, are as follows.

  • Comfort Zone – You will slowly lose your health (2% health per second) when there are no teammates within 5 metres (16 yards) of you for more than 5 seconds
  • Revenge – Team members will produce a huge explosion when they die
  • Instadeath – When your health reaches zero, you will die instantly instead of being incapacitated first

Our Take

This week’s challenge seems to give players a little to work with, as opposed to screwing them over completely. The combination of Instadeath and Revenge here means that it pays for a player to run head first into a horde of zombies and get killed. As long as said explosion is big enough, it could seriously thin the hordes that the rest of the team has to deal with. Comfort Zone will ensure that death comes even sooner, though I think that modifier is probably the biggest challenge this week.

I’m used to players running off ahead of me in missions in World War Z, or running off ahead of others because I know what I’m doing and they don’t. That tactic is no longer viable in this week’s challenge mode. all that will happen is that one player dies quickly, while the other three work as a squad to move to a point where they can bring them back into the game. To make things even worse, only two players can really do this, because one player left on their own, after the other three are gone, will effectively die of loneliness.

Special zombies in particular will be a problem. Lurkers will pin players, and if the rest of the team doesn’t come back to get them, they’re dead due to Comfort Zone. That modifier will also give Bulls an advantage this week, since their charge attack will hurl players back, effectively pinning them while the Bull smashes them into the ground. It’s imperative to work on these special zombies as much as possible, because they will ruin your run if you let them get too close.

Use your head this week, and don’t be a hero. Work together as a team, as Saber Interactive intended when building the game. Stay close to your team unless one horde in particular looks like it’s too much to handle. In that instance, I think it’s okay to be the person sacrificing themselves to burn a bunch of zombies.

Jamie Moorcroft-Sharp

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

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Borderlands 3 PC Requirements Listed (Minimum & Recommended)

For those planning to get Borderlands 3 on PC, chances are, you’re curious what the Borderlands 3 PC requirements are for minimum and recommended. In a press release, Gearbox Software listed just what you’ll need for your gaming rig.

Borderlands 3 PC requirements:

MINIMUM SPEC 1080P Gaming

  • OS – Windows 7/8/10 (latest service pack)
  • Processor – AMD FX-8350 (Intel i5-3570)
  • Memory – 6GB RAM
  • Graphics card – AMD Radeon™ HD 7970 (NVIDIA GeForce GTX 680 2GB)
  • HDD – 75 GB

 

RECOMMENDED SPEC 1440P Gaming

  • OS – Windows 7/8/10 (latest service pack)
  • Processor – AMD Ryzen™ 5 2600 (Intel i7-4770)
  • Memory – 16GB RAM
  • Graphics card – AMD Radeon™ RX 590 (NVIDIA GeForce GTX 1060 6GB)
  • HDD – 75 GB

If you’re curious just what kind of tinkering you can do in Borderlands 3’s PC version, check the complete list of in-game visual options here.

Don’t forget to check out this trailer that gives us an overview of what Borderlands 3 is all about.

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Alex Co

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

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World War Z Challenge Mode Info – How the New Playlist Works

With the Proving Grounds update Saber Interactive has added World War Z challenge mode to the popular zombie horde shooter title. This mode brings a completely new way to play the game, and offers a huge scope for replayability in every single mission.

What is Challenge Mode?

Challenge mode is a brand new playlist in World War Z. It can be selected from the mission selection screen, and offers a unique way to play the game. Every week the challenges will be altered, offering different modifiers that provide a completely different challenge to the week before, or the base mission itself. Every challenge mode mission has a combination of three, out of a total of forty, modifiers. Eventually Saber Interactive plans to add a feature that will allow players to create their own challenge modes, but that isn’t in the game right now.

What are Modifiers?

Modifiers are what makes challenge mode interesting. They add stipulations to a mission that aren’t usually in place, meaning that players must not only complete the level on the current difficulty mode, but also work with or around the modifiers that have been applied for the week. Looking through the Proving Grounds Update video, we found some of the modifiers and what they do. We’ve outlined what we could see below.

Mission – Brain Surgery

  • Treason – Friendly fire is tripled for the whole team
  • Instadeath – When your health reaches zero, you will die instantly instead of being incapacitated
  • Shaky Hands – Shooting on the move and without aiming is extremely inaccurate

Mission – Tech Support

  • Defenceless – You won’t find any defences or defence kits in the mission
  • Heavy Hitters – You’ll find many more heavy weapons than usual in the mission
  • Restless Hordes – Zombie hordes will arrive twice as often

Mission – Setting Sun

  • All Flash, No Bang – There will be more primary and secondary weapons scattered throughout the level, but you won’t find any ammo crates
  • Empty Packets – All carried ammo for all weapons is reduced by 50%
  • Iron Hide – Zombies are harder to stagger with bullet hits

Mission – Descent

  • Nemesis – You will be chased throughout the entire mission by a Bull that can’t be killed
  • Asthma – You will slowly lose your health (3% per second) when sprinting
  • Light Waves – Half as many zombies will appear in zombie waves

Mission – Final Call

  • Perfect Condition – You can’t die, but every incapacitation will decrease your max health by 25% (but no less than 10% of it’s original value)
  • Restless Hordes – Zombie hordes will arrive twice as often
  • Iron Hide – Zombies are harder to stagger with bullet hits

In addition to all of these sets of modifiers, as they appeared in the video, we heard about two others. One particularly nasty modifier redirects all damage to one player, with the other players becoming invincible, with no incapacitation state or medkits available. Another modifier increases the number of zombies in a wave, and creates limitless waves for the whole mission.

What Missions Will Challenge Mode Affect?

Every mission can be affected by challenge mode, but there will be a set of challenges that changes each week. Saber Interactive has crafted a number of challenges for the foreseeable future, and it sounds like they want to give players something to complain about.

That’s everything you need to know about World War Z’s challenge mode. We’ll update you on the challenges each week with a new article, and will be putting together a guide to all of the modifiers seen so far in the game, until we have all forty that we know are out there.

Jamie Moorcroft-Sharp

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

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Destiny 2 Daily Reset August 28, 2019

While we post the Destiny 2 Weekly Reset every week (here’s this week’s), that might not be enough for hardcore Guardians who tackle everything the game offers on a daily basis. With that in mind we’re posting our first Destiny 2 Daily Reset post.

Daily Milestone(s)

Iron Banner: Play where power matters. Get special rewards while the Iron Banner is unfurled!

Daily Crucible Challenge: Complete a Crucible match.

Heroic Adventures: Complete the currently featured Heroic Adventure.


Daily Modifiers

Affect Strikes, Heroic Missions & Adventures

  • Void Singe: Void damage increases slightly from all sources.
  • Blackout: Enemy melee attacks are significantly more powerful, and radar is disabled.
  • Grenadier: Grenade abilities deal more damage and recharge much faster.

Daily Reckoning Modifiers

Affect all three tiers

  • Solar Singe: Solar damage increases slightly from all sources.
  • Blackout: Enemy melee attacks are significantly more powerful, and radar is disabled.
  • Grenadier: Grenade abilities deal more damage and recharge much faster.

Daily Heroic Story Missions

  • Fury (PL 280) – Io. Help Ikora use the Warmind on Io to learn more about the Almighty—and turn the tide of the war.
  • Sacrilege (PL 280) – Io. Since the loss of her Light, Ikora has many questions—and she’s not leaving Io without answers.
  • Hijacked (PL 310) – Nessus. You need a Vex Mind to help you read the map of the Infinite Forest. Head to Nessus to find one.
  • Deep Storage (PL 310) – Io. Search the Pyramidion on Io for a map of the Infinite Forest to guide you to Panoptes.
  • Last Call (PL 500) – Prison of Elders. Fight alongside Cayde-6 to help Petra Venj regain control of the dangerous Prison of Elders.

Daily Heroic Adventure (FP: Io)

Arecibo: Investigate a mysterious broadcast that only you and your Ghost can hear.


Gunsmith Inventory

  • Paragon Mod: Increases class ability regeneration speed.
  • Major Spec: Deals extra damage against powerful enemies.

Spider Material Exchange

  • Purchase Enhancement Cores (1 for 10 Legendary Shards)
  • Purchase Legendary Shards (1 for 10 Phaseglass Needle)
  • Purchase Glimmer (2500 for 1 Legendary Shards)
  • Purchase Phaseglass (5 for 1 Legendary Shards)
  • Purchase Seraphite (5 for 5000 Glimmer)
  • Purchase Simulation Seeds (5 for 1 Legendary Shards)
  • Purchase Datalattice (5 for 5000 Glimmer)

Bounties

Commander Zavala, Vanguard

Name Description Requirement Reward
For the Public Good Complete public events anywhere in the system. 2 Public events completed 5 Vanguard Tactician Token
Fast and True Defeat enemies in strikes with any Bow. 15 Enemies defeated 5 Vanguard Tactician Token
Elegant Weaponry Defeat enemies in strikes with any Sword. 10 Enemies defeated 5 Vanguard Tactician Token
In Their Face Defeat enemies in strikes with any Shotgun. 15 Enemies defeated 5 Vanguard Tactician Token
The Inner Storm Get Arc kills in a strike. 25 Arc kills 5 Vanguard Tactician Token

Lord Shaxx, Crucible

Name Description Requirement Reward
Forged in Fire Complete matches in any Crucible playlist. 2 Completions 5 Crucible Token & 15 Valor Rank Points
An Object in Motion Land final blows using Kinetic weapons in the Crucible. 10 Final blows 5 Crucible Token & 15 Valor Rank Points
Brightest Day Generate Orbs of Light in the Crucible. 7 Orbs generated 5 Crucible Token & 15 Valor Rank Points
Back to Back Rapidly defeat two opponents. 1 Double defeat 5 Crucible Token & 15 Valor Rank Points
Throwing Shade Land Void final blows in the Crucible. 5 Final blows 5 Crucible Token & 15 Valor Rank Points

The Drifter, Gambit Prime

Name Description Requirement Reward
INVADER: Mote Piñata As a fireteam, deny Motes in Gambit Prime. 15 Motes denied 1 Invader Synth & 50 Infamy Rank Points
REAPER: Killing Machine Defeat hostiles without dying in Gambit Prime. 1 Streaks 1 Reaper Synth & 50 Infamy Rank Points
Collectors Don’t Carry Cash Bank Motes of Dark in Gambit Prime. 75 Motes banked 1 Collector Synth & 50 Infamy Rank Points
SENTRY: Kill the Messengers Defeat Primeval envoys in Gambit Prime. 3 Envoys defeated 1 Sentry Synth & 50 Infamy Rank Points
INVADER: Invading with Style Invader bounty. Rapidly defeat two opposing Guardians in the Crucible. 2 Rapid defeats 1 Invader Synth & 50 Infamy Rank Points
REAPER: Reaping in the Crucible Reaper bounty. Defeat Guardians in the Crucible. 10 Guardians defeated 1 Reaper Synth & 50 Infamy Rank Points
COLLECTOR: Collecting from Chests Collector bounty. Loot chests found in patrol zones throughout the system. 5 Chests looted 1 Collector Synth & 50 Infamy Rank Points
SENTRY: Sentry Duty at Pace Sentry bounty. Rapidly defeat three Taken Psions or Taken Thrall. 3 Multikills 1 Sentry Synth & 50 Infamy Rank Points

The Drifter, Gambit

Name Description Requirement Reward
Fistful of Motes Bank 50 Motes in Gambit matches. 50 Motes banked 30 Infamy Rank Points
Lest It Stare Back Use Void abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 Enemies defeated 30 Infamy Rank Points
Not Your Mama’s Combat Drill Defeat enemies in Gambit. 50 Enemies defeated 30 Infamy Rank Points
Thunk, Thunk, Boom Defeat enemies or Guardians with Grenade Launchers in Gambit. Guardians are worth extra points. 25 Kills 50 Infamy Rank Points & Legendary Gear

Banshee-44, Gunsmith

Name Description Requirement Reward
Sidearm Calibration Calibrate Sidearms against any target. Earn bonus progress against targets at close range and opposing Guardians. 100 [Sidearm] calibration 2 Mod Components & Enhancement Core
Fusion Rifle Calibration Calibrate Fusion Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Fusion Rifle] calibration 2 Mod Components & Enhancement Core
Solar Calibration Calibrate Solar weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Solar Kill] calibration 2 Mod Components & Enhancement Core

Ada-1, Black Armory

Name Description Requirement Reward
Satou Tribute Pay homage to the Black Armory’s Japanese heritage by defeating enemies with Swords, Sniper Rifles, and Bows. 50 Enemies defeated 1 Modulus Report & 1500 Glimmer
Gofannon Forge Ignitions Complete ignitions of the lost Gofannon Forge on Nessus. 1 Ignitions completed 1 Modulus Report & 1500 Glimmer
Forge Saboteurs Hunt Eliminate one of the Forge Saboteurs roaming around the lost forges. Track them down in the Outskirts and the Gulch in the EDZ, and in Artifact’s Edge and the Hallows on Nessus. 1 Forge Saboteur defeated 1 Modulus Report & 1500 Glimmer
Guardian Evaluation Complete Gambit or Crucible matches with at least one Black Armory weapon equipped. 2 Matches completed 1 Modulus Report & 1500 Glimmer
Chrysopoeia Complete a Black Armory weapon frame and claim its rewards. 1 Weapon frame tempered 1 Modulus Report & 1500 Glimmer

Visage of Calus, Triumph Hall

Name Description Requirement Reward
Weapon of Choice Using weapons, defeat enemies without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 50 Enemies defeated 1 Boon of Opulence & Glimmer
Strike True Earn precision final blows in a strike without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 50 [Headshot] final blows 1 Boon of Opulence & Glimmer
Resilient Defeat enemies in Gambit without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 40 Enemies defeated 1 Boon of Opulence & Glimmer
Royal Butcher Defeat enemies in the Menagerie without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 20 Enemies defeated 1 Boon of Opulence & Glimmer

Spider, Tangled Shore

Name Description Requirement Reward
Thin the Herd Defeat enemies on the Tangled Shore. 50 Enemies defeated 2500 Glimmer
Conquer the Conquerors Defeat Cabal in Soriks’s Cut. 35 Cabal defeated 2500 Glimmer
Super Visible Get Super kills on the Tangled Shore. 20 Super kills 2500 Glimmer
Shoreline Scavenging Harvest Etheric Spirals on the Tangled Shore. 5 Resources gathered 2500 Glimmer
Defend the Shore Complete two public events on the Tangled Shore. 2 Public events completed 2500 Glimmer
Orbital Drop Generate Orbs of Light while on the Tangled Shore. 10 Orbs created 2500 Glimmer
Lost in the Cut Explore the Lost Sector Wolfship Turbine near Soriks’s Cut on the Tangled Shore. 1 2500 Glimmer

Devrim Kay, EDZ

Name Description Requirement Reward
European Live Zone Defeat enemies in the EDZ. 50 Enemies defeated 10 Dusklight Shard
Deadeye Get precision kills in the EDZ. 10 EDZ precision kills 10 Dusklight Shard
Channel the Arc Defeat enemies with Arc damage in the EDZ. 30 Arc kills 10 Dusklight Shard

Sloane, Titan

Name Description Requirement Reward
Kaboom Get Power weapon multikills on Titan. 3 Power weapon kills 10 Alkane Dust
Spirit of the Sun Get Solar kills on Titan. 30 Solar kills 10 Alkane Dust
Crackshot Defeat enemies on Titan with headshots. 10 Precision kills 10 Alkane Dust

Failsafe, Nessus

Name Description Requirement Reward
Vicarious Exploration Acquire cache codes in Lost Sectors on Nessus. 2 Cache codes acquired 10 Microphasic Datalattice
Public Performance Complete public events on Nessus. 2 Public events completed 10 Microphasic Datalattice
Cache Out Loot chests on Nessus. 5 Loot chests on Nessus. 10 Microphasic Datalattice

Asher Mir, Io

Name Description Requirement Reward
Super Interesting Get Super kills on Io. 20 Super kills 10 Phaseglass Needle
Persistence of Vision Create Orbs of Light on Io. 10 Orbs created 10 Phaseglass Needle
Arc Potential Get Arc kills on Io. 30 Arc kills 10 Phaseglass Needle

Brother Vance, Mercury

Name Description Requirement Reward
Power Lifting Get Power weapon multikills on Mercury. 3 Power multikills 10 Simulation Seed
Vex Vanquisher Get Vex precision kills. 10 Precision kills 10 Simulation Seed
Neverending Clear sections of the Infinite Forest. 7 Sections cleared 10 Simulation Seed

Ana Bray, Mars

Name Description Requirement Reward
Super Competitive Defeat multiple enemies with a single Super while on Mars. 3 Super multikills 10 Seraphite
Val-kill-rie Defeat enemies on Mars using the Valkyrie. 20 Valkyrie kills 10 Seraphite
Team Player Generate Orbs of Light on Mars. 10 Orbs generated 10 Seraphite

Don’t forget, this Friday, Xur comes into town, and we’ll be sure to let you know where he is and what he’s selling once he’s out there in the world.

Source: Reddit

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Alex Co

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

Home > News

Star Wars Battlefront 2 1.37 Patch Notes – Here’s What’s in the Roger Roger Update

As promised in the Star Wars Battlefront 2 roadmap update, a new patch, which includes a slew of new content, and much-needed balance changes have been rolled out by DICE earlier today. Check out the full Star Wars Battlefront 2 update 1.37 patch notes below for this “Roger Roger update.”

Star Wars Battlefront 2 update 1.37 patch notes:

Venator and Dreadnaught
We’re bringing both the Separatist Dreadnought and Republic Attack Cruiser to Heroes vs Villains. Since the release of Capital Supremacy we’ve seen this addition be requested multiple times and we’re incredibly happy to be adding them to our rotation.

Capital Ship Interior Changes
We’re making some changes to the Capital Ship phase of Capital Supremacy.

Once you’re breached the enemy ship, you have 5 minutes to destroy it before the action returns to the ground. In order to destroy the ship, you must first capture one of two available Command Posts located on the ship. If you succeed in that, your team will gain an additional 5 minutes and can now open fire on the enemy target.

Any damage caused to the enemy target will be persistent, meaning even if you fail in destroying the target fully, you can pick up right where you left off in subsequent Assault attempts.

Next, we’re changing the Capital Ship phases to be based on a timer. This means that the attacking team will now have a 5-minute window to destroy the generators. Once the time runs out, the battle will return to the planetary phase.

Contextual Spawning
Once you have been defeated in battle you will be presented the Squad Spawn menu as normal. Alongside your Squad members, you will now be presented a list of Command Posts to spawn onto as well.

You will have the ability to spawn onto any Command Posts that your team has currently captured, even if it is being contested.

You can spawn on any Command Posts:

  • That your team is in full control over
  • You will spawn close to the Command Post at one of the pre-set spawn locations.
  • That is contested but under your team’s control
  • You will spawn a little further away from the Command Post at one of the pre-set spawn locations.

You will not be able to spawn on a Command Post if:

  • It’s under the enemy team’s control, even if your team is contesting it
  • It is a neutral Command Post that has yet to be captured

We’re bringing 3 new appearances for the B1 Battle Droids this month. Each of the below appearances will be for all 4 Trooper classes: Assault, Heavy, Officer, and Specialist.

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Pilot

Bridge crews serving aboard the Separatist flagships consisted primarily of battle droids responsible for managing the fleet’s autonomous capital ships and starfighters.

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Jungle

When fighting in jungles and dense forest environments, some tacticians applied camouflage to their detachments of battle droids in order to minimize the chances of detection.

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Training

Inside the secret cloning facilities on Kamino, cadets sparred against training droids in simulated battle scenarios.

The Battle Droids will also have the default and Geonosis based appearances. Both of which will be free to everyone and selectable should you so wish.

The Roger, Roger update is scheduled for deployment tomorrow, on August 28th.

RELEASE NOTES
FEATURES

  • The Republic Attack Cruiser and the Separatist Dreadnought are now playable in Heroes vs Villains.
  • New appearances added for the B1 Battle Droid: Training, Jungle, and Pilot are now available to unlock via Credits or Crystals for all four trooper classes.

QUALITY OF LIFE

  • A timer has been added to the Capital Ship phase of Capital Supremacy, replacing the ticket counter, giving players a limited amount of time to destroy it before the action returns to the ground. Players will need to capture one of the first two objectives, before proceeding to destroying the enemy target.
  • A new contextual spawning system now allows players to spawn on the Command Posts in Capital Supremacy.

HERO CHANGES

  • Community Request: All Heroes, except for Bossk, now gain health upon defeat as a passive ability. Heroes will be receiving 20 health points for defeating Troopers and 100 health points for defeating Heroes.
  • Community Request: Jump gravity and speed has been improved for Bossk, General Grievous, and the BX Commando Droid.
  • Community Request: Audio from cancelled emotes will continue playing unless unless interrupted by an enemy’s ability (i.e. Freeze, pull, etc.) or action.
  • Added a UI bar indicator of the enemy Hero’s stamina.

LIGHTSABER HEROES

  • Community Request: Lightsabers will now not turn off on their own while Heroes are sprinting, only when toggled off.
  • Fixed an issue where lightsaber Heroes could lose their blocking stance when falling from small heights.
  • Fixed an issue where a lightsaber Hero would be unable to block when being shot from above by an enemy with a Blaster.
  • Fixed an issue that would cause a lightsaber Hero to deal damage to a blocking enemy who is standing behind them.
  • Fixed an issue where a lightsaber attack on a blocking Lightsaber Hero would occasionally not trigger VFX and SFX.
  • Fixed an issue where the lightsaber would occasionally not turn on when Hero goes into blocking or attacking mode after sprinting.

BOBA FETT

  • Health on kill Star Card has been replaced with “Born to Fly” . Boba Fett’s abilities cooldown are faster while in air, but his health regeneration starts 1.5 second later.
  • Fixed an issue where Boba Fett would occasionally get stuck in flying position after dodging while in air.

DARTH VADER

  • Health on Kill Star Card has been replaced with “Surrounded by Fear”. When killing an enemy, Darth Vader gains stamina back.

EMPEROR PALPATINE

  • Health on Kill Star Card has been replaced with “Show No Mercy”. Each extra target hit by CHAIN LIGHTNING will reduce its cooldown by 0.25 seconds to a maximum. This effect resets when Emperor Palpatine is defeated.

IDEN VERSIO

  • Health on Kill Star Card has been replaced with “Shocking Weakness”. Iden Versio’s STUN DROID also reveals enemies in a 25 meters radius to all allies for a short time.

KYLO REN

  • Health on Kill Star Card has been replaced with “Power of Darkness”. After he used FRENZY, Kylo Ren’s lightsaber damage is increased for 6 seconds.
  • Fixed an issue where the “Berserking Tantrum” Star Card would occasionally provide the Hero with more stamina than stated on the card.

DARTH MAUL

  • Health on Kill Star Card has been replaced with “Savage”. If Darth Maul hits four enemies with SPIN ATTACK within a short time, his SPIN ATTACK recharge will be 75% faster for 4 seconds.
  • FURIOUS THROW base damage increased from 75 to 85 points.
  • Fixed an issue where FURIOUS THROW could do double damage on its way back to player.
  • Fixed an issue where Darth Maul’s CHOKE HOLD would occasionally do no damage when used at the same time as Kylo Ren’s FREEZE.

GENERAL GRIEVOUS

  • Health on Kill Star Card has been replaced with “Flesh is Weak”. For every 10% health missing, General Grievous gains damage reduction but his health regeneration speed is halved.
  • General Grievous is now immune to pushes and staggers during CLAW RUSH.
  • Fixed an issue where General Grievous would occasionally get stuck in CLAW RUSH animation when performing the ability against a moving or dying opponent.
  • Fixed a spelling mistake on the description of the DEADLY SLASHES Star Card

COUNT DOOKU

  • Health on Kill Star Card has been replaced with “Initiative”. Every 15 seconds, Count Dooku’s basic attack will be a critical strike, dealing extra damage. This cooldown is reduced by 1 second for every successful lightsaber attack.
  • Fixed an issue with the speed of Count Dooku’s animation while DUELIST is active.
  • Fixed an issue where Count Dooku’s lightsaber could not be seen when the Effects Quality setting was set to Low.

CAPTAIN PHASMA

  • Health on Kill Star Card has been replaced with “Blaster Inspection”. Every time she kills an enemy, Captain Phasma and friendly troopers around her gain a permanent 3% decrease to their blaster overheat per bolt to a maximum. This effect resets when Captain Phasma is defeated.

CHEWBACCA

  • Health on Kill Star Card has been replaced with “Impervious”. Every time Chewbacca deals a threshold of 200 combined damage with any ability, he gains 2% damage reduction to a maximum. This effect resets after Chewbacca is defeated.

HAN SOLO

  • Health on Kill Star Card has been replaced with “Smuggler’s Wits”. Han Solo gains an extra Dodge ability charge but all cooldowns are increased.

LEIA ORGANA

  • Health on Kill Star Card has been replaced with “Stay Together”. If she is within 15 meters of two friendly units, Leia and her close allies will take reduced damage.

LANDO CALRISSIAN

  • Health on Kill Star Card has been replaced with “Buckle Up, Baby”. Every enemy trooper defeated or 100 damage to villains reduces the heat per shot of Lando’s X-8 Night Sniper permanently by 2% to a maximum. This effect resets when Lando is defeated.

LUKE SKYWALKER

  • Health on Kill Star Card has been replaced with “Intensify”. Every trooper defeated or 200 damage to heroes increases Luke Skywalker’s lightsaber damage by 2 to a maximum. This effect resets after Luke is defeated.
  • Fixed an issue where Luke Skywalker’s REPULSE would occasionally not apply damage.

REY

  • Health on Kill Star Card has been replaced with “Balance”. Rey gains an extra Dodge ability charge, but her stamina drains faster.

YODA

  • Health on Kill Star Card has been replaced with “Size Matters Not”. When the bonus health of PRESENCE depletes, it heals for some of the damage it prevented but its cooldown is increased by 13 seconds.

OBI-WAN KENOBI

  • Health on Kill Star Card has been replaced with “Safeguard”. After blocking 10 blaster shots, 2 abilities or lightsaber attacks with his block, Obi-Wan gains a permanent reduction of 2% to all his stamina costs to a maximum. This effect resets when Obi-Wan is defeated.
  • Fixed an issue where blocking would occasionally stop working after blocking Obi-Wan’s DEFENSIVE RUSH ability.
  • Improved Obi-Wan’s Dodge animation.

ANAKIN SKYWALKER

  • Health on Kill Star Card has been replaced with “Steamroll”. Every enemy trooper defeat or 200 damage to villains decreases all of Anakin Skywalker’s stamina costs by 2% to a maximum. This effect resets after Anakin is defeated.
  • Visual cues have been added to HEROIC MIGHT, so that enemies can now predict the area of effect.

FINN

  • Health on Kill Star Card has been replaced with “In Charge”. During UNDERCOVER TEAM, Finn will grant a damage reduction of 2% for each trooper defeated or 100 damage to villains to a maximum, to all friendlies affected. This bonus stays for the next use of the ability but resets when Finn is defeated.

BOSSK

  • Fixed an issue where Bossk’s PREDATOR INSTINCTS ability would not reveal and outline all enemy players.

GAME MODE AND MAP CHANGES
CAPITAL SUPREMACY – GROUND PHASE

  • Ground Phase progress is now measured by completion percentage instead of ticket number.

HEROES VS VILLAINS

  • Announcer VO audio has been added to Heroes Vs. Villains.

MAP CHANGES

  • Various Level Art, VFX, and Lighting improvements done on the Republic Attack Cruiser and the Separatist Dreadnought to allow for improved gameplay during the Capital Ship Phase on Capital Supremacy.
  • Various collision fixes done on: Republic Attack Cruiser, Separatist Dreadnought, Geonosis – Pipeline Junction West, Jakku – Starship Graveyard, Yavin 4 – Great Temple.
  • Collision fixed that prevents Boba Fett from flying outside map geometry on Endor – Research Station 9 and Hoth – Outpost Delta.
  • Exploding geysers have now been added to Geonosis – Pipeline Junction West.

CHANGES TO CLASSES AND SPECIAL UNITS

  • Fixed an issue where enemies would occasionally stop being highlighted by scanning abilities after using them for a period of time.
  • Various animation fixes for Trooper Victory Poses.
  • The Geonosis-based appearance for the B1 Battle Droid can now be equipped at will.

OFFICER

  • Fixed issue where Officer’s Presence would gain unlimited points if an injured trooper leaves the circle, and there was no one left inside of it.

SPECIALIST

  • Fixed an issue where the THERMAL BINOCULARS would not highlight an enemy when the character is standing close to an object.

HEAVY

  • The Heavy Trooper’s COMBAT SHIELD has been tweaked for easier visibility in bright environments.

TX-130

  • Fixed an issue where the “Charged and Ready” milestone would not track progress.
  • Fixed an issue where the TX-130 could get stuck when sitting idle under a LAAT landing position on Capital Supremacy.

DROIDEKA

  • Fixed an issue where the “On a Roll” milestone would not track progress when the Droideka is rolling at maximum speed.

GENERAL CHANGES/MISC

  • In-game objective icons have been redesigned to be less obtrusive.
  • Added Prestige rank animation in End-Of-Round screens.
  • Fixed an issue where the progression bar from a Milestone on the Front End menu would occasionally overlap with the text measuring progress.
  • The impact color on combat shields across Troopers and Heroes now match the color of the projectile that’s hitting them.

KNOWN ISSUES

  • There can be occurrences where General Grievous is still affected by pushes or staggers during CLAW RUSH, if a related ability is used at the same time Grievous uses CLAW RUSH.
  • With the increase in hit detection registration for lightsaber swings at various elevations, dodging can result in still getting hit on occasion. We are working to further improve hit detection in future updates.

Whew! That’s a big update! Once we get a new patch, we’ll let our readers know.

Source: Battlefront forums

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Alex Co

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