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Call of Duty: Black Ops 3 Update 1.32 Now Out, Fixes Long Time Gorod Krovi Bug

You read that headline right! Treyarch has rolled out a new Call of Duty: Black Ops 3 update! Yes, it’s for Black Ops 3, and not for Black Ops 4. This Black Ops 3 update 1.32 doesn’t add new content but is just for the longstanding Gorod Krovi bug that’s been plaguing players for a long time.

Clocking in at just 33MB on Xbox One, and 60MB on PS4, the Black Ops 3 update 1.32 patch notes is yet to be released, though the chances of it including anything other than the Gorod Krovi Easter egg bug fix is very unlikely. For those not in the know, the Gorod Krovi Easter egg bug is a specific issue in the map that has stopped many players from being able to earn final Trophies/Achievements and earning 100 percent on the map.

Over on Twitter, Treyarch confirmed the Gorod Krovi Easter egg bug fix:

Given the state of Black Ops 3, and how Treyarch is moving on to other projects, this might be the last patch we’ll see from the game.

We’ll keep you posted if there’s anything new outside of the bug fix in this title update.

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Alex Co

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

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No Man’s Sky Update 2.04 Patch Notes for Consoles Now Live, Update 2.05 Previewed via PC Experimental Patch

While we just got the big No Man’s Sky update yesterday (full patch notes here), Hello Games has released No Man’s Sky update 2.04 today for PS4, and Xbox One, and as one can expect after a big patch was released within the week, this title update for today includes bug fixes, and that’s it.

As for the PC version, Hello Game has released the No Man’s Sky PC 2.05 experimental update.

No Man’s Sky update 2.04 patch notes (PS4, XB1):

Bug fixes

  • Fixed a number of crashes on PS4 and Xbox One caused by rendering large textures.
  • Adjusted PS4 and Xbox One memory management settings to fix a number of crashes.

No Man’s Sky Experimental 2.05 update (PC):

Bug fixes

  • Fix for crashes occurring in the Space Anomaly.
  • Fixed a number of issues causing some players to experience low framerate after visiting the Space Anomaly.
  • Fixed a rendering related crash.
  • Fixed an out of memory crash.
  • Fixed an issue that could cause a crash when manipulating inventory in close proximity to a high number of players.
  • Fixed a crash affecting VR with supersampling enabled.
  • Fixed a situation where network connectivity issues could prevent players from speaking to NPCs aboard the Space Anomaly.
  • Fixed an issue where storage containers could not be accessed.
  • Fixed a crash affecting unsupported VR hardware.

For newcomers and old players who came back, how’s the big title update been so far? Stay tuned for more No Man’s Sky news here on MP1st.

Source: No Man’s Sky

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Alex Co

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

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DayZ Update 1.02 Patch Notes and 1.05 PC Update Patch Notes Now Available

DayZ players, there’s an update out now on both PS4, and PC! On PS4, the DayZ update 1.02 patch is now live, while the PC version brings it to 1.05 and is the Experimental update. It’s a super small download on PS4 for those wondering. Check out teh DayZ update 1.02 patch notes and the PC patch notes below.

DayZ update 1.02 patch notes (PS4):

Added:
-server browser – server list paging
– server browser – filter for password protected servers

DayZ update 1.05 patch notes (PC):

Notes:

It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker.

Game:

Added

Added: New pistol Mlock-91 with attachments
Added: New pistol MKII with magazine
Added: New rifle KAS-74U with attachments
Added: Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates and watchtowers)
Added: .22 LR Rounds
Added: Tutorial screens in the main menu
Added: VoN whisper/talk/shout voice levels
Added: Infected are attracted by talking players
Added: Food Poisoning

Fixed

Fixed: Items can be thrown through windows
Fixed: Patrol pants couldn’t be wrung outFixed: IV Saline Bag and IV Blood Bag didn’t have any effect
Fixed: The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target

Tweaked

Changed: Ambient loot can now also spawn in “rotten” and “dried” states
Changed: The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator)
Changed: Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
Changed: The hemolytic transfusion reaction is faster and more severe
Tweaked: Bullet damage is reduced with longer bullet travel time
Tweaked: Lowered the regeneration rate of the character health
Tweaked: Adjusted the injured stance thresholds to allow more mobility at lower character health values
Tweaked: Increased the amount of blood lost from bleeding sources
Tweaked: Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
Tweaked: Reduced damage and shock value received from infected
Tweaked: Slightly increased chance for a bleeding source from an infected attack
Tweaked: Lowered the damage of the players fists to health and shock
Tweaked: Drinking from wells and ponds should no longer get the player replenished so fast
Tweaked: Global lighting config has been adjusted: overall brightness during day, less prominent shadows during clear days, less blue in shadows

Modding

Added: A script function Entity::MoveInTime
Added: A script callback Object::OnPhysicsCreate
Added: A model (p3d) property “canClimb” to enable climbing the model (default is 1, 0 is disabled).
Added: A method to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
Added: Hidden selections for the LAR to allow re-texturing
Added: Hidden selections for the wooden crate to allow re-texturing
Added: Possibility to disable the resizing of the inventory bbox view via a new config parameter “enlargeInventoryView”
Changed: HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
Changed: MakeDirectory has been made available in script API
Fixed: A null pointer in ‘SlotToAnimType’
Optimized: Command start/finish events

Server

Added: Priority queuing for the login queue
Fixed: Server config related issues weren’t logged in the rpt and crash files
Fixed: A crash occurring when an infected was updated without valid network object
Fixed: A server crash caused by a player disconnecting after an item was thrown
Fixed: A server error caused by a player committing suicide being simultaneously killed by another player
Fixed: A server error when entering and exiting vehicles

For those wondering, the PS4 version is numbered 1.02 since this patch is only the second one it’s gotten so far since it got released.

Source: Reddit (PC patch)

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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 PS4 Pro and Xbox One X Will Target 4K at 30fps

The developers over at Gunfire Games recently took part in a Reddit AMA, confirming that Remnant From the Ashes PS4 Pro and Xbox One X support will be available come launch this Tuesday.

When asked what the target frame-rate would be on consoles (PS4, PS4 Pro, Xbox One, and Xbox One X), the Design Director stated that the team were aiming to hit 30fps (frames per second). This was later added upon from another question asking whether the game would support any kind of enhanced features for buyers that own either a PS4 Pro and Xbox One X.

The next question was specifically relating to the PS4 Pro support, so at this time its still unknown whether or not the Xbox One X will support a higher frame-rate when running at 4K, though its safe to assume from earlier comments that it’ll be 30fps across the board for all platforms. Its also not known how the PS4 Pro will approach 4K resolution, be it either checker boarding or dynamic.

They didn’t confirm whether or not both the PS4 Pro and Xbox One X would support any kind of HDR, however this may be due to the fact that no one asked them, so at this time it is currently unknown.

For you PC players you’ll have to wait a bit for confirmation on the games max fps support as the Design Director wasn’t able to supply the answer, stating that we should know more either tomorrow or after the weekend (Monday).

Remnant: From the Ashes is currently available for pre-order on the Xbox One and PC. Pre-ordering on either platform will grant an exclusive pre-order bonus along with early access that’ll begin on Saturday, August 16th. PS4 gamers will unfortunately have to wait until next Tuesday (August 20th) as the title has been pulled from the PlayStation Network for pre-ordering due to complications.

Be on the look on in the coming weeks for our full review along with video coverage of the title.

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James Lara

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

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Borderlands Free Weekend Locked for PS4, Players Earn VIP Points Just by Logging In

Players can earn VIP points to put towards in-game rewards in Borderlands 3 by playing Borderlands Game of the Year Edition during this week’s Borderlands free weekend on Playstation 4. In addition to this free weekend, anyone who plays Borderlands: Game of the Year Edition on Playstation 4, Xbox One, or PC this weekend will also earn VIP points.

Gearbox Software has announced that this weekend is the best time for anyone eagerly awaiting Borderlands 3 to revisit the first game in the series. Those who play Borderlands: Game of the Year Edition between Friday August 16, 2019 and Sunday August 18, 2019, will earn VIP points for their Shift profile, an insiders program for Borderlands fans. These points can then be used to purchase in-game items in Borderlands: Game of the Year Edition, Borderlands 2, Borderlands: The Pre-Sequel, or Borderlands 3.

Each day that someone logs in and plays Borderlands: Game of the Year Edition this weekend will earn them 1,000 VIP points. If a someone plays the game on all three days then they will earn a bonus 1,000 VIP points for a total of 4,000. This is enough to purchase a custom head for any character in Borderlands 3, which will be immediately redeemable when the game launches on September 13, 2019. Points won’t appear in VIP accounts until August 21, 2019, but anyone who wishes to earn them must sign up for a VIP account before playing Borderlands: Game of the Year Edition this weekend. Learn more about Borderlands VIP accounts here.

On Playstation 4, Borderlands: Game of the Year Edition is free from 12.01am GMT on Friday until 11.59pm on Sunday. Anyone who plays the game will not only earn the aforementioned VIP points, but also be entitled to a discount should they wish to purchase the game once it’s no longer free. While Gearbox Software hasn’t specifically said so, it’s likely that all progress made this weekend will carry over to the full game once purchased, which is an added incentive for anyone who decides that they really enjoyed their time with the game.

Borderlands: Game of the Year Edition is the 4K remastered version of the original Borderlands game. The title includes all previously released DLC: The Zombie Island of Doctor Ned, Mad Moxxi’s Underdome Riot, The Secret Armory of General Knoxx, and Claptrap’s New Robot Revolution.

Don’t forget to check out our article about a touching story in which one Borderlands fan got to play Borderlands 3 early due to a terminal illness.

Source: Gearbox Software

Jamie Moorcroft-Sharp

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

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Battlefield 5 Chapter 4 Weekly Rewards and Challenges (Week 8)

Heads up, soldiers! For those playing Battlefield 5, a new set of challenges are in store for you tackle, which means a new reward too! Below, the complete Battlefield 5 Chapter 4 weekly rewards and challenges are listed for Week 8!

For this weekly storyline, we’ve activated the “Bombastic Fantastic 2.0” playlist, with a focus on big modes on big maps and lots of vehicles. If you matchmake through the Tides of War menu, you’ll join this playlist.

  • Bombastic Fantastic 2.0
    • Conquest Hamada
    • Conquest Panzerstorm
    • Breakthrough Arras
    • Conquest Twisted Steel
    • Breakthrough Panzerstorm
    • Conquest Mercury

CRUISING – 12,000 CHAPTER XP
Earn 2000 score while in a vehicle or stationary weapon.

TANK REPAIRMAN – 12,000 CHAPTER XP
Repair your teammates vehicles for 150 points of health.

HARD CURRENCY – 12,000 CHAPTER XP
Resupply squadmates ammunition for 2000 score.

DRAGONSLAYER – 12,000 CHAPTER XP
Deal 300 damage against tanks or halftracks using Anti-Materiel Rifles or AT Mines.

MOBILE FIREBASE – 12,000 CHAPTER XP
Kill, down or assist in killing 10 enemies while in a tank or halftrack.

DEAD IN ITS TRACKS – 12,000 CHAPTER XP
Disable the engine of enemy tanks 3 times.

A LINE IN THE SAND – 12,000 CHAPTER XP
Capture 8 Objectives.

TANK ACE – 12,000 CHAPTER XP
Destroy 3 enemy vehicles while in a tank or halftrack.

ANGRY ANGEL – 4,000 CHAPTER XP
Deal 200 damage while in an aircraft.

COMPLEX LOGISTICS – 12,000 CHAPTER XP
As a squad, spend 50000 Requisition points.

ANVIL – 12,000 CHAPTER XP
Earn 2500 objective score while in a tank or halftrack.

WITH STEEL – 25,000 CHAPTER XP
Kill, down or assist in killing 25 enemies while in a vehicle or stationary weapon.

Stay tuned here on MP1st for the latest Battlefield news! We should be getting the August update real soon, which will increase the level cap.

Source: Reddit

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Alex Co

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

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THQ Nordic Hires Franchise Co-Creator for New TimeSplitters Game

In a press release today THQ Nordic announced that franchise co-creator Steve Ellis would be coming on board to help make a new TimeSplitters game. Ellis is said to have joined the project in order to help direct the future of the franchise, though no details on what that future might look like were outlined.

Steve Ellis is an industry veteran, and former Rare and Free Radical Design employee. The TimeSplitters franchise was originally created by Free Radical Design, but after the developer ran into issues following the abysmal release of Playstation 3 launch title Haze, and rumours that the company lost a development deal for a LucasArts project, they abruptly closed their doors in 2008. According to some sources it was plainly obvious to staff what was about to happen, with many leaving just two weeks before the closure.

Crytek, developers of the Crysis franchise, rescued Free Radical Design from bankruptcy by purchasing them a few months after the developer closed their doors. As a result, Crytek owned the TimeSplitters IP for several years, until Koch Media, a subsidiary of THQ Nordic, acquired the IP in August last year. This news thrilled fans of the franchise, who had been gagging for TimeSplitters 4 ever since Free Radical Design teased that they were working on it.

The TimeSplitters games put players in the roles of several different colorful characters, in different places around the world, during various time periods. Their goal was to stop the TimeSplitters by retrieving Time Crystals, but the story became so much more complicated by the time the third game in the franchise, Future Perfect, was over. Each game had a set of core missions, each with three difficulty levels, a challenge mode, and an arcade mode for multiplayer against others, or bots. The game’s were well-loved because of the huge roster of characters to unlock through playing fun and different game modes, as well as simply progressing the story. The fast-paced gunplay added to the enjoyment players had with the games, and the feature that allowed them to create multiplayer matches with absurd rules, such as a match with mines as the only weapons.

Should a new TimeSplitters game release in the future, it will almost certainly be for the next console generation. While a fan project called TimeSplitters Rewind, the sole purpose of which is to remaster the original TimeSplitters games, already exists, it seems unlikely that THQ Nordic would do the same. However, THQ Nordic has published a number of remasters, with the next one, Destroy All Humans! Remake, launching at some point in 2020.

Given that THQ Nordic is seeking the advice of Steve Ellis, a man who has been part of the TimeSplitters franchise from the conceptual phase, it seems likely that they are planning to release a brand new TimeSplitters game, and maybe even revive TimeSplitters 4.

THQ Nordic also announced in the same press release that Dead Island 2 is in development with Deep Silver Dambuster Studios, with an eye to complete development on it once and for all.

Source: THQ Nordic

Jamie Moorcroft-Sharp

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

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Call of Duty: Black Ops 4 August 14 Update Includes Weapon Tuning Changes

While we just got a patch for Call of Duty: Black Ops 4 yesterday, Treyarch has now rolled out a new Black Ops 4 August 14 update, and it’s via the servers, so there’s no need to download anything. There’s not much in this new server-side patch except for changes to the Stingray, and Reaver.

Black Ops 4 August 14 update patch notes:

PS4 and Xbox One

MULTIPLAYER

  • Weapons
    • S6 Stingray
      • Reduced projectile speed.
      • Increased delay between bursts.
      • Reduced maximum damage.
      • Reduced maximum damage range.
      • Reduced headshot multiplier.
      • Reduced ammo capacity.
      • Operator Mod: Longer burst delay time.
      • Long Barrel: Reduced damage range bonus.
      • Quickdraw: Reduced ADS-in bonus.
      • Rapid Fire: No longer improves projectile fire speed, but still improves burst delay time.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.
      • Titanium Bolt: Slightly reduced projectile speed bonus.

BLACKOUT

  • Weapons
    • S6 Stingray
      • Increased delay between bursts.
      • Reduced headshot multiplier.
      • Reduced ammo capacity.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.

ZOMBIES

  • Weapons
    • S6 Stingray
      • Reduced projectile speed.
      • Increased delay between bursts.
      • Reduced ammo capacity.
      • Operator Mod: Longer burst delay time.
      • Long Barrel: Reduced damage range bonus.
      • Quickdraw: Reduced ADS-in bonus.
      • Rapid Fire: No longer improves projectile fire speed, but still improves burst delay time.
    • Reaver C86
      • Reduced ADS speed.
      • Reduced reload speed.
      • Reduced hip-fire accuracy.
      • Titanium Bolt: Slightly reduced projectile speed bonus.

Also included in yesterday’s update is a new duck gun charm that Activision is selling for $5 in real world currency.

Source: Reddit

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Alex Co

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

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Need for Speed Heat Won’t Have Loot Boxes, Post-Launch Paid DLC to Include Car Packs and More

Earlier today, EA finally revealed Need for Speed Heat with more gameplay details set to be revealed at gamescom. Given EA is the publisher, some might be assuming that we’ll see Need for Speed Heat loot boxes at launch or sometime after. In a rather surprising move, that won’t happen at all.

Over on the Need for Speed Heat subreddit, EA Community Manager Ben Walke (posting as F8RGE), answered a few questions about Heat, and to no one’s surprise, fans assumed that we’ll see Need for Speed Heat loot boxes, to which Walke replied that there won’t be.

What about “surprise mechanics,” then? This is what another EA exec called loot boxes earlier this year. Nope, none of that either.

Of course, it won’t be realistic to assume that Heat won’t have microtransactions at all. Walke confirmed some of them coming post-launch, and it’ll be car packs, time-save packs, etc.

This is par for the course when it comes to racing games, right? There are usually car packs or post-launch cars for sale once the game is out. Thankfully, these cars won’t be encased in loot boxes or something.

Need for Speed Heat will race out this November 8. Check out the contents of the Deluxe Edition, right here.

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Alex Co

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

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Dead Island 2, Saint’s Row 5 Both in Development Confirms THQ Nordic

Dead Island 2 and Saint’s Row V are in development, according to a report by THQ Nordic. Dambuster Studios launched Homefront: The Revolution three years ago, and Saint’s Row IV released on Xbox 360, PS3, and PC back in 2013, and was later ported to the current generation of consoles.

Twitter user Wario64, posted the full report on his account, which details THQ Nordic’s upcoming projects from Deep Silver. Fish Labs is developing a new IP and other unannounced projects, becoming a, “major studio talent.” The TimeSplitters franchise purchased last year by the publisher is being led by one of the series creators, Sam Ellis to evaluate the titles future.

Coffee Stain is working on two PC titles: Songs of Conquest and the horror multiplayer game, Midnight Ghost Hunt developed by Vaulted Sky games. Dead Island 2 was originally being developed by Yager Development, the developers behind the cult classic Spec Ops: The Line. Development on the title moved to Sumo Digital after Deep Silver cut ties with the company over creative differences.

THQ Nordic showcased three games at E3 2019, which included the Darksiders spin-off, and a remastered Destroy All Humans! I played Dead Island 2 back in 2014 at PAX West, and was optimistic about the game at the time, but now so much time has past, the core features have probably changed.

Source: Twitter

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Destiny 2 Armor 2.0 Explained and Detailed, Here’s the Info Revealed by Bungie Today

Bungie has debuted Destiny 2 Armor 2.0 during their livestream today, giving fans a glimpse of what to expect from the update this fall. Destiny 2 Armor 2.0 is set to introduce some major changes as revealed during the live stream, one of them being the new armor upgrade system. Armor will now feature additional stats carried over from the original Destiny along with a new leveling and mod system. You can view down below a compiled list we made of the summary from the stream along with some additional screen captures.

Here’s some of the info we collected during the livestream:

  • Demonstrated how the legendary set for the solstice armor can be upgraded to 2.0 via gunsmith armor upgrade pack
  • Stats come from the armor themselves
  • The characters were all at light level 810. As expected a light level increase is coming with Shadowkeep, though we (MP1st) speculate this number may go up to 810. Current max light level is 750.
  • Exotic items are all converted over to armor 2.0, including drops. All the ones in the collection can be pulled out as armored 2.0 converted with fixed rolls.
  • All legendary drops will be Armor 2.0 when Shadowkeep launches, including vendors and previous raid drops. Do need to be earned again.
  • Randomized perks are gone and replaced with armor energy and armor mods. Each type of armor has an energy type and energy amount. Energy amount tells you how many mods of which energy cost can be socket in. Can be upgraded to from 1 to 10
  • Upgrading the energy amount increases all base stats by +2
  • All armor mods are unlocks meaning they are forever, allowing you to swap things out and experiment as you please.
  • You do need to acquire mods before using them, they will drop from the Gunsmith, world engram, and iron banner/raid engrams.
  • Can spec characters out more towards certain play style. In the demo they had their Titan player geared towards healing.
  • New Material: Ascendant Shards confirmed. Multiple newt sources to earn these resources. Will be talking about this more at Gamescom.
  • Quality of life improvement: Holding down the the left trigger to compare armor opens up a new pop-up screen to display the full item description
  • Cosmetics are now separated in their own screen on whatever armor you are looking at.
  • Artifacts will be able to give you mods later in the season. will dive into it at a later date.
  • You can keep using pre armor 2.0 equipment and mods, they won’t just disappear.
  • Mods can be dismantled into mods component and mods can be bought from the gunsmith.
  • Ammo finder perk now highlights ammo that is dropped specifically from the perk
  • Teammates will now display their class type over their character head rather than their light
  • Hunter’s Shadow shot got a buff.
  • Weapons of light is back!

Over on the Destiny 2 subreddit, user StryderXGaming also posted a bulletpoint compilation as well

  • Solstice armor will become armor 2.0 on Oct 1st ( Talk to Banshee-44 / gives upgrade pack of purple sol gear 2.0)
  • Light Bump to but not sure how high. Saw exotics in stream at 810 light level
  • Adding Intel / Dex / Strgth scale from 0-100 not 1-10 Each 10 points for stat goes into a new tier and aspect boost
  • Glimmer bump to 250k <<<confirmed!
  • New eye of the gate lord shown on character screen Ghost shown over character and sparrow behind guardian on character screen as well.
  • Exotics automatically changed in world and in collection to armor 2.0 version with a fixed roll and can still get different rolls.
  • No randomized perks on armor / replaced with energy and slots
  • Each armor has an energy type and energy can be upgraded
  • Only matching mods can go into matching armor. Armor with void energy either needs void mods or any typemods
  • Each mod requires an amount of energy to slot into your armor
  • Socketing mods cost glimmer
  • Mods Don’t go away when used, mods are unlocked and kept and can be used however many times you want for experimenting builds. Unlocked mods last forever
  • Armor energy upgrades cost glimmer / legendary shards / ascendant shards (new item)
  • Fully upgraded armor gets +2 to all stats
  • Multiple different sources for materials like enchantment cores and ascendant shards
  • Can upgrade some materials into other materials somehow find out more at gamescon, but NF will be a part of it. More focus on being able to earn what you need without RNG
  • Ammo finders are specific to each weapon now not just. Primary / Energy / Heavy and have been tweaked to work better than finders do currently in game.
  • Looks like each armor has 3 mod slots with 10 energy at max level. So either 2 4 cost mods and a 2 mod for a total of 10 or any combo to get close to or at 10 points.
  • Have to weigh what perks weapons have compared to how you want to play when it comes to socketing mods
  • Mods have to acquire mods b4 they can be used. Mods will drop from 3 different sources. Gunsmith on rotations / Gunsmith packages / World Engrams or other pinnacle engram sources, no guesswork on how to get mods.
  • Traction and other armor specific mods will still be in those specific pieces like boots and traction
  • Armor energy types and mods will be shown on hover over in the character UI
  • Universal armor ornaments are now a thing. Can equip what you want to your armor pieces.
  • Exotics looks cant be overwritten like purples can but everything else can
  • Can still use armor glows from Sol armor 2.0 pieces
  • Fusion rifle and linear fusion rifle have different mods now not all under fusion rifles.
  • Mobility / Resilience / Recovery / Discipline / Intellect / Strength are the stats on armor pieces now
  • Pressing down while in a piece of armor now brings up the appearance screen for that piece of armor
  • Still no shaders on exotic ornaments from what I can tell
  • Bottom tree void hunter got a buff, need to get screen caps. Good synergy between smoke bomb and grenade now. Smoke bomb resets grenade. Grenade tick damage from grenade regens smoke bomb.
  • Each piece of armor looks like it has at least 10 mods that can be used in it, haven’t seen under 10 per piece. Some showing more than 10 that can be applied
  • Artifacts grant new mods over each season, will change in seasons.
  • Mods dismantle into mod components than you can turn into banshee
  • Ammo drops have glows now to show the working perks and an on screen buff to tell you
  • Everything will drop 2.0 versions after Oct 1 – even old content
  • Warlock auto aim buddy doesn’t break camo from a hunter.
  • Classes are now shown next to character name in world.
  • Enemies glow yellow / orange when you can proc a finisher. Subtle but noticeable
  • WEAPONS OF LIGHT BUFF FROM DANCE DOME! CD when outside of dome

There’s also a new character gear screen that many were quick to point out during the stream. This new gear screen will now show the character’s Ghost and Sparrow on the same screen.  The screen also confirmed that we would be getting a raise in the glimmer cap, going from 100,000 to 250,000.

A look at the New Age Armory Shader

New Armor Stats

A look at the upgrade screen for Destiny 2 Armor 2.0

Not much else was announced during the stream as the team didn’t want to spoil to much it for people out there. They did however confirm that we can expect to see more very soon as they will be hosting a panel at this years gamescom.

In other Destiny 2 news, go check out the patch released yesterday, as well as this week’s Weekly Reset.

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James Lara

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

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Borderlands 3 FL4K Gameplay Videos Revealed, “Special” Announcement Scheduled for gamescom

While Gearbox Software has released a Borderlands 3  character trailer for FL4K, we still haven’t seen any gameplay of the Beastmaster, at least until today. In a new set of videos, Gearbox has released a bunch of Borderlands 3 FL4K gameplay that’s close to 20 minutes of footage!

There are two Borderlands 3 FL4K gameplay videos below; one shows us FL4K traversing Pandora and taking names, while the other is in the Watership area.

In the same press release, Gearbox has also released “The Borderlands Are Yours” trailer that shows us how this upcoming adventure will be, well, ours.

Finally, Gearbox has announced that a “special” gamescom announcement is set to take place on August 19, at 11 a.m. PDT! Fans can check it out on the official Borderlands Twitch channel. You can be sure that whatever this announcement is, you’ll see it on the site.

Borderlands 3 will be available this September 13 on the PS4, Xbox One, and PC.

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Alex Co

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

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Predator: Hunting Grounds Gameplay Reveal Coming Monday

It has been confirmed that Predator: Hunting Grounds gameplay reveal will be apart of the many announcements at this year’s gamescom.

For those that had forgotten, earlier this year Sony had announced that a new Predator game was in development exclusively for the PlayStation 4. We were teased with a very short trailer along with a launch window of 2020. While Sony did skip E3 this year and a few other events, they have now decided to kick things back into high gear by revealing that they will be at this year’s annual European  Gamescom event. We know titles such as Death Stranding are slated to make an appearance and now we have confirmation that Predator: Hunting Ground will also be a present, debuting its first gameplay footage.

Predator: Hunting Grounds is currently being developed by Illfonic, who previous worked on the Kickstarter project, Friday the 13th: The Game. Not much is known about the title other than that it’ll be focused on the online multiplayer aspect. You can read up on the official description down below to form your own prediction in terms of how it may play.

Drop into the Predator universe through a new competitive online multiplayer experience.

Play as an elite Fireteam charged to complete paramilitary operations while a Predator mercilessly hunts you. Or, BE the Predator, armed with all the deadly alien weaponry you’ve grown to love and pursue your prey.

The Hunt Begins 2020.

Definitely a title I’ll be keeping an eye on, mostly due to the fact that I grew up watching the films and reading the comics. Hopefully Illfonic can deliver on an experience that can live up to the series name. We are long overdue a good Predator game.

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James Lara

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

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Remnant: From the Ashes Early Access for PS4 Being Looked Into, Pre-Order Option Pulled From PSN

It would appear that Remnant: From the Ashes early access on the PlayStation 4 may have hit a snag, as Sony has pulled the title from PSN for pre-ordering, leaving buyers questioning if the game will meet its early weekend release deadline.

The game isn’t due to release until August 20, though Gunfire Games shared in a post on the PSBlog last Monday, promising those that pre-order would be granted access to the title this Saturday — a full three days early. For those who don’t know what Remnant: From the Ashes is, its a post-apocalypse third-person shooter developed by the same guys who worked on Darksiders. The game is very Soul inspired in terms of mechanics, however instances are dynamically generated, giving players a unique experience each time. Remant: From The Ashes will support offline single-player along with 3 player co-operative play, however as a fair warning if you decide to tackle this with friends the difficulty does will scale to accommodate the additional players.

Honestly if this is the first time you are hearing about Remnant: From The Ashes then we aren’t surprise as it flew under the radar of many, including ours.  After doing a bit of research on the game, I became interested in pre-ordering it only to discover that the option to pre-order isn’t available at all.

Many on the subreddit were quick to point this out, even those who pre-ordered it before it got pulled are stating that their automatic downloads won’t begin until the 17th, which is the Sunday before release. This of course is only for the pre-load and not the actual early release that is happening on the other two available platforms (PC, Xbox One).

Gunfire Games took to responding to some of those concerns in stating that they are looking into the issue.

The issue reported on the subreddit has happened within the last couple of weeks in other regions, but the US Store had only recently removed the option to pre-order. Hopefully, the company will get this sorted out in time, and we’ll be sure to update you all when it does.

In the meantime we suggest for those that had this title fly under their radar to give it a quick glance, Remnatn: From the Ashes is set to launch digitally on PC, PS4, and Xbox One August 20 for $40.

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James Lara

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

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Need for Speed Heat Release Date Set for Nov. 8, Deluxe Edition Contents Confirm Character Customization

Just now, EA has unleashed the Need for Speed Heat reveal trailer, and in it, we now have confirmation of the Need for Speed Heat release date has been confirmed for November 8, for the PS4, Xbox One, and PC.

In addition to that, the PlayStation Store has also listed the Need for Speed Heat Deluxe Edition and what it contains. Possibly surprising no one, the Need for Speed Heat Deluxe Edition contents include a bunch of cars, boosts, and even character outfits!

Deluxe Edition Content:
K.S Edition Mitsubishi Lancer Evolution X Starter Car
Available from start in player garage

K.S Edition BMW i8 Coupe
Available at REP level 10 from player garage

K.S Edition Mercedes C63 AMG Coupe
Available at REP level 14 from player garage

K.S Edition Chevrolet Corvette Grand Sport
Available at REP level 18 from player garage

4x Character Outfits
Available in character customization
All items are swappable and fit both male and female avatars

REP Boost
REP rewards increased by 5%

BANK Boost
BANK rewards increased by 5%

We’ll dig around for more Need for Speed Heat news and info! So stay tuned.

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Alex Co

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

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Need for Speed Heat Reveal Trailer Races Out

After numerous leaks, EA has finally unveiled the new Need for Speed game titled “Need for Speed Heat.” Set to launch later this year, this new racing game is once again being developed by Ghost Games which developed the last three Need for Speed titles (Rivals, Need for Speed, Need for Speed Payback). Check out the two-minute Need for Speed Heat reveal trailer below.

The footage above does appear to contain snippets of gameplay, giving us a clear look as to what to expect from this years Need for Speed. We gotta admit though, this has us really excited and we can’t wait to get our hands on it later this year.

We’ll know more about Need for Speed Heat, presumably at Gamescom later this month, and maybe we’ll know why EA scrubbed the social media and YouTube Need for Speed channels of references of past games. As we mentioned, Ghost games will be developing this title and is said to be a new chapter in the Need for Speed franchise. Need for Speed Heat is due to release later this year on the PS4, Xbox One, and PC.

Stay tuned here on MP1st for more details regarding Need for Speed Heat.

 

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Alex Co

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

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No Man’s Sky Update 2.03 Patch Notes and File Size – Beyond Now Live

The full No Mans Sky Update 2.03 Patch Notes has finally gone live for PS4, Xbox One, and PC, detailing the much anticipated Beyond expansion. This update marks a major mile stone for No Man’s Sky as not only does it introduce a wide arrange of bug fixes and quality of life improvements, but also adds some new multiplayer components and full virtual reality support!

The download size for each platform are as followed: PS4 11GB, PC 10GB, next Xbox ONE 9GB. Down below is the full patch notes, it’s important to note that the Xbox One version of the game does not come with the VR support (this the smaller size) since the console doesn’t support it. Otherwise everything else applies to the system unless noted for PC or VR.

No Man’s Sky update 2.03 patch notes:

VIRTUAL REALITY

  • No Man’s Sky is now fully playable in virtual reality.
  • Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
  • Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.

GRAPHICS AND PERFORMANCE

  • OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
  • Significant optimisations to asteroid generation.
  • Significant optimisations to planet generation.
  • Improved loading times.
  • Significant optimisations to 2D rendering.
  • Reduced memory usage across the game generally.
  • Significant optimisations to cloud and terrain shaders.
  • Significant optimisations to the animation LODing system.
  • Added level-of-detail mesh optimisations to the majority of in-game assets.
  • Significant optimisations for large bases.
  • Revised HDR support, updated output curve in line with advances in HDR calibration.
  • Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
  • Players with more than one GPU can now select which is used from Video Options.
  • Many graphics settings no longer require a restart to apply.
  • The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.

CONTROLS AND OPTIONS

  • Added support for full rebinding of PC controls via Steam and OpenVR.
  • Reworked all settings and options pages, making graphics settings more clear for PC players.
  • Added options to disable vignette and scanline effects.
  • Added the option to remove button holds and make all non-destructive clicks instant.

THE SPACE ANOMALY

  • Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
  • Significantly expanded and reworked the interior of the Space Anomaly.
  • The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
  • Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
  • The network player cap has been raised to between 8 and 32 depending on platform and current location.
  • Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
  • Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
  • Added an interface for quickly finding other players to join on multiplayer missions.
  • Added many new types of multiplayer mission.
  • Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
  • Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
  • Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
  • Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
  • A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
  • Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
  • Added new story content for Nada and Polo.
  • Reworked the tutorial and much of the early game mission flow.
  • Added new and unique visuals for new NPCs aboard the Space Anomaly.
  • Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
  • Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
  • Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.

USER INTERFACE

  • Added a tech-tree style display for all the technologies, products and other recipes available in the game.
  • Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
  • Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
  • Some HUD icons now shrink to reduce visual noise.
  • Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
  • Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
  • Added a warning when trying to swap starships if you still have cargo aboard your old ship.
  • Improved the inventory page, including making inventory sub-categories more clear.
  • Changed text scrolling to a full wraparound rather than a bounce.
  • Reduced the amount of bloom in cases that caused photosensitivity issues.
  • Refiner output readings now correctly update when more resources are added to an input slot.
  • Improved the visual style and clarity of the Buy/Sell filters on trade screens.
  • Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
  • Updated the ‘Summon Vehicles’ icon on Quick Menu.
  • The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
  • Updated the visuals for the in-cockpit ship screens.
  • Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
  • Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
  • Added Guide entries for several new features.
  • Increased the size of icons in the Catalogue.
  • Improved the appearance of the dialog / NPC speech UI.
  • Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
  • Added a new style of mission notification that gives more context to complex mission steps.
  • The Galaxy Map has been totally overhauled for clarity and visual style.

NPCS AND INTERACTIONS

  • NPCs can now walk around their environments and interact with environmental elements.
  • Player locomotion is more responsive when running.
  • Players can now sit on chairs.
  • Improved the camera handling when sitting in a confined area.
  • NPCs will respond to gestures performed by the player.
  • NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
  • Added all new NPC interactions at planetary salvage sites.
  • Added all new NPC interactions at crashed ships.
  • Significantly reworked all factory and monolith interactions.
  • Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
  • Reworked a large number of existing NPC interactions.
  • Added a range of biome specific interactions for NPCs at planetary buildings.
  • NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
  • NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
  • Geks occasionally swing their legs while sitting.
  • Expanded the range of NPC moods and animations.
  • Increased the richness of text interactions with additional audio, colours and NPC animations.
  • Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
  • Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
  • The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
  • Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
  • Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
  • Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
  • Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
  • Players can practice using the words they know when speaking to alien lifeforms and observe the results.

BUILDING

  • Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
  • Day/night cycles are now deterministic and synced between players.
  • Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
  • Added a new photo-mode style building camera to allow easier placement of complex structures.
  • Added the ability to scale some base parts.
  • Added the ability to rotate some base parts around more than one axis.
  • Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
  • Added wiring, allowing you to connect base parts that need power to your generators.
  • Removed the manual fueling of many base technologies and replaced it with power grid requirements.
  • Added power requirements to existing parts such as lights.
  • Added a range of logic gates and switches, allowing for creative control of powered parts.
  • Added new large-scale mineral and gas extractor base parts.
  • Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
  • Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
  • Overhauled the gravity simulation, improving the experience on dead planets.
  • Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
  • Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
  • Added the ability to jetpack while the Build Menu is open.
  • Improved the visual effects of the Terrain Manipulator.
  • Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
  • Added several new roof pieces, allowing players to build complete sloping roofs.
  • Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
  • Added new interactable props, including customisable light boxes and audio frequency generators.
  • Added a powered Sphere Generator that allows players to generate large movable spheres.
  • Improved the visual effects when constructing base parts & technology.

BUG FIXES

  • Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
  • Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
  • Fixed an issue where the third person player model would never look directly at the camera.
  • Fixed an issue where ship rain audio was being played when it was not raining.
  • Added creature sounds to the weird biome creatures.
  • Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
  • Change Asian numerical separators to be correct format.
  • Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
  • Fixed a number of item duplication exploits.
  • Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
  • The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
  • Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
  • Miscellaneous text fixes.

DISCOVERY AND EXPLORATION

  • Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
  • In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
  • Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
  • Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
  • Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
  • Added a new set of rare vibrant colour palettes for lush planets.
  • Creature markers in the Analysis Visor now display how far away the creature is.
  • Fixed an issue where creatures would never poop once they had been scared by a predator.
  • Predator creatures no longer target and attack players when they are in an interaction.
  • Creatures will no longer attack players who are in their ships.
  • Improved the clarity and display of warning icons on predatory or angry creatures.
  • Fix for biological horrors not playing their death effects for network players.
  • Fix for incorrect fauna level being displayed in the Analysis Visor.
  • Added creature marker to display their current mental state.
  • Added new wild plants to all biomes.
  • Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
  • Eating food provides a boost to your life support.
  • Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
  • Killing creatures also allows the harvesting of several new food products.
  • Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
  • Renamed Coprite to Faecium.
  • Added compass and HUD icons to Faecium deposits.
  • Improved the visuals of Faceium deposits.
  • Added a base part that will attract creatures to your base and automatically feed them.
  • Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
  • Throwing bait can attract a large number of creatures to one location.
  • Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
  • Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
  • Upper body gestures may be used when seated or riding a creature.
  • The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.

VISUAL POLISH

  • Nada and Polo now use a larger range of animations.
  • Improved the visuals for the Space Station entrance beam.
  • Entirely reworked and expanded the cockpits of all ships.
  • Increased the amount by which you can look around the starship cockpit.
  • Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
  • Starship exteriors can now be seen while inside the starship.
  • Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
  • Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
  • Improved the visual detail on fighters, haulers and shuttles.
  • Added ramps to the front of the Space Station balcony platforms.
  • Fixed a number of issues where trees and rocks could not be run over by Exocraft.
  • Trade Outposts now have ladders to climb up to the platform.

QUALITY OF LIFE

  • The Exosuit torch can now be turned on whatever the time of day.
  • While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
  • Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
  • Technology can now be moved after installation.
  • Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
  • Added the ability to pin a substance and receive directions for where to find it.
  • Removed the Advanced Mining Laser requirement from large trees on lush planets.
  • Added an Antimatter Reactor base part that generates antimatter over time.
  • Added specific efficient Starshield Batteries for use in starship combat.
  • Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
  • Increased the base mining speed of the Mining Beam.
  • Fixed a bug that caused resource notifications to stack up while playing without the HUD.
  • Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
  • Added alerts when new items are encountered or recorded to the Catalogue.
  • Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
  • Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
  • Added an extra slot to the starting Multi-Tool.
  • When installing an upgrade module, the correct inventory is automatically selected.
  • Adjusted the probabilities of low, medium and high security planets in Normal Mode.
  • Adjusted the timers of Sentinel patrols on lower security planets.
  • In normal mode, allowed some planets to never spawn Sentinel drones.
  • Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
  • Increased the base speed of all Refiner units.
  • In normal mode, increased the slot storage limit for substances from 250 to 10,000.
  • Increased the wealth levels at which higher tiers of pirates will attack.
  • Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
  • Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
  • Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
  • Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
  • Added a note on the interaction label of NPCs that have already been visited.
  • When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
  • Adjusted the frequency of rare asteroids.
  • When buying a freighter, it now comes with some basic cargo already in the inventory.
  • Increased the minimum speed while in space combat, creating better combat handling in most conditions.
  • Increased the maximum speed while flying in space.
  • Added a degree of roll when banking in planetary flight.
  • The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
  • Added a cockpit throttle indicator to show current thrust settings.
  • The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
  • The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
  • When charging the Pulse Engine, the current autopilot target marker is now highlighted.
  • Missions now add hints to highlight the relevant items in the build and crafting menus.
  • Inventory popups are now closed automatically if you click outside of them.
  • Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
  • Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
  • Added several new environmental protection Exosuit upgrades.
  • Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
  • Increased the default stack size for Ammunition.
  • The Mining Beam now has a much higher base heat capacity.
  • Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.
  • Innes has walked over 1400 miles. His journey continues.

Source: No Man’s Sky

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James Lara

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

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Fortnite Update Version 2.31 Patch Notes, File Size Info (v10.10)

Heads up, Fortnite players! A new Fortnite update has been released by Epic Games and it’s the v10.10 patch! On PS4, it’s at 2.3GB and wll bring the game to Fortnite update version 2.31! Check out the full Fortnite update version 2.31 patch notes below.

Fortnite update version 2.31 patch notes:

Battle Royale

WHAT’S NEW?

Retail Row
A Rift Zone has turned Mega Mall back into Retail Row, and prices have dropped significantly. These discounts come at the cost of increased danger — bargain-crazed Fiends are spawning in the Rift Zone, and they want the shopping center all to themselves.

World Run LTM
Dip, dodge, and duck through treacherous traps, lava pits, and more to become the world’s fastest lane runner. 16 players race to complete the course. The first team to collect 30 coins wins!
EN_09CM_WorldCup_FeatIsland_WorldRun_Social.jpg

LIMITED TIME MODES

World Run LTM

Team Type: Squads | Respawning: On

  • 16 Players.
  • 4 Teams.
  • The team to collect 30 coins fastest wins.
    • In the event that two teams collect the same amount of coins, the team that was faster will win.

WEAPONS + ITEMS

  • Unvaulted only in the Sword Fight Squads and Duos LTMs:
    • Infinity Blade
      • Reduced the environmental damage from 10000 to 600.
  • Increased the number of resource stacks contained in Chests in Tilted Town from 1 to 3.
  • B.R.U.T.E. updates:
    • Added a targeting laser that appears as players load and fire missiles.
      • In addition to the B.R.U.T.E.’s gunner, this laser is visible to opponents and teammates.
      • This is to help give clarity to all players on where a gunner is aiming their rockets before they’re fired.
    • Improved visual and audio feedback during the self-destruct sequence.
    • B.R.U.T.E.s can now be entered directly from glider mode.
    • Updated B.R.U.T.E. spawn logic for large team respawn game modes.
      • B.R.U.T.Es will now spawn intermittently throughout the match instead of waiting for Storm phases to end.
    • B.R.U.T.E.s abandoned in the Storm will self-destruct after 30 seconds.
    • B.R.U.T.E.s will reappear on the minimap after 15 seconds if no player is in either seat.
  • We’ve lowered the spawn rates of the B.R.U.T.E. per Storm circle in Arena and Tournament playlists. We will continue to monitor the impact of this change in advance of next weekend’s Champion Series event.
    • Beginning of Match
      • 21.5% chance that between 1-3 B.R.U.T.Es will spawn
        • Previously was 100% chance that between 2-4 B.R.U.T.Es would spawn
    • Storm 1
      • 44% chance that between 1-4 B.R.U.T.Es will spawn
        • Previously was 100% chance that between 2-4 B.R.U.T.Es would spawn
    • Storm 2
      • 40% chance that between 1-2 B.R.U.T.Es will spawn
        • Previously was 100% chance that between 1-3 B.R.U.T.Es would spawn
    • Storm 3
      • 40% chance that between 1-2 B.R.U.T.Es will spawn
        • Previously was 66% chance that 2 B.R.U.T.Es would spawn
    • Storm 4
      • 10% chance that 1 B.R.U.T.E will spawn
        • Previously was 50% chance that 1 B.R.U.T.E would spawn
    • Storm 5
      • 3% chance that 1 B.R.U.T.E will spawn
        • Previously was 10% chance that 1 B.R.U.T.E would spawn

Bug Fixes

  • Fixed an issue in which opponents’ B.R.U.T.E.s would sometimes not be visible.
  • B.R.U.T.E.s can no longer be used to traverse the map faster than intended.
  • The turn rate of B.R.U.T.E.’s turret is no longer framerate-dependent.

GAMEPLAY

  • Retail Row
    • A Rift Zone has replaced the Mega Mall POI with Retail Row.
      • Retail Row now spawns hordes of Fiends who charge at players.
        • Fiends may drop a weapon, consumable, or ammo upon being eliminated.
        • Fiends cannot go outside the Retail Row Rift Zone.
  • Chests and ammo containers will now open when destroyed.
    • Known issue: Destroying a Chest or ammo container by destroying the object it is placed on will not open it.
      • We plan to have this issue resolved in the v10.20 update.

Bug Fixes

  • The Week 1 and Week 2 Hidden Battle Stars can now be collected.
  • Fixed an issue in which the Bush would reset its displayed equip timer if the player tried to activate it multiple times. (Players would still be able to equip the Bush at the intended time, but the displayed timer would be incorrect.)
  • Fixed an issue in which Supply Drop smoke would not appear if the box was not in sight.
  • Trees no longer turn into different kinds of trees upon being damaged.
    • This includes snow-covered trees no longer turning into non-snow-covered trees.
  • Fixed an issue in which Chests would sometimes already be broken or opened at the start of a match.
  • The “Welcome to Tilted Town” message no longer loops when players enter/exit Titled Town. It also no longer overlaps Storm warnings.
  • Walking over in-motion Bottle/Fancy Flip Toys no longer causes a camera issue.

EVENTS

  • Pushed a fix on August 5 to address an Arena matchmaking issue causing players to be matched within a wider Hype range than intended.
    • Because players are now matched within a narrower Hype range, some players may experience longer queue times. This is to ensure higher-quality matches.

PLAYGROUND

Bug Fixes

  • Fixed an issue involving Chests being unopenable in Tilted Town.

PERFORMANCE

  • Further improved performance to reduce the chance of players landing on POIs with a low level of detail.

ART + ANIMATION

  • Plastic Patroller Outfit Visual Update
    • Added mud smears, wear and tear, and a brighter outline.
      • These changes were added to prevent this Outfit from providing a camouflage effect in certain areas of the map, which was making it very difficult to see.
    • All players who previously purchased this Outfit will have the option to refund it without using a Refund Token if they choose to do so.
      • Note: This refund option will be available for 30 days, with the timer starting after your next login.
  • Updated the Mecha Team Leader Outfit’s idle animation to its original version.

Bug Fixes

  • Improved the visuals of the Emotical Wrap on weapons.

AUDIO

  • Enabled reverb on PlayStation 4 and Xbox One.

UI

  • Contextual Tutorial System
    • A tip system designed to help guide and teach players new to Battle Royale.
    • This system displays tips to players during matches. Each tip appears in situations it is most relevant to.
    • Can be toggled “On” or “Off” in the Game Settings tab.
      • It is set to “On” by default.
  • Updated the Item Shop background.

Bug Fixes

  • The tiles for completed Missions no longer display “0%” and are no longer missing a check mark.
  • Suggested Challenges on the map screen no longer take up the entire space or show level-up Missions.
  • The tiles for Limited Time Missions no longer display “Soon” when it should display the time remaining.

REPLAY

  • In the Battle Map camera mode, the tracking now smoothly follows the path instead of jumping large steps.
  • Disabled Storm post-processing in Battle Map.
  • Added keyboard bindings to change the playback speed in replays. G now increases the playback speed, and Shift+G now decreases the playback speed.

Bug Fixes

  • Changing the options for the Battle Map camera mode no longer resets the camera placement.
  • Battle Map no longer switches to a third-person view when the Battle Bus launches.
  • Disabled Squad visibility option in Battle Map when viewing a Solo match.

MOBILE

  • Push notifications system
    • The system can be managed in the device settings or in-game settings to toggle “On” and “Off.”
  • Safe zone will be respected on iOS X devices on the Battle Pass page.
  • Auto fire will now be applied to players with a Bush equipped.
  • Teammates and Quickbar HUDs will be displayed when spectating.
  • “Quit” button has been removed on the log out screen.
  • A single tap is needed to open the Map after it has been closed with ”X” at the top of the screen.
  • “Push To Talk” button is back while on the Battle Bus.

Bug Fixes

  • Resolved a crashing issue that would occur when leaving the game in the background after completing a match on Android.
  • Resolved a crashing issue that would occur when the device was put in sleep mode for more than 10 seconds on iOS.
  • B.R.U.T.E. buttons are now named appropriately.
  • When players are selecting a match mode, no secondary selection border will appear.
  • The “Decline” button in the HUD layout tool will correctly remove any changes made.
  • The “Show Help” button will dismiss when entering the Battle Bus.
  • The Item Shop page will be centered for devices in 4:3 resolution.
  • The Battle Pass page indicator won’t duplicate.
  • The “Quick Heal” Button will not appear when players are in a Downed But Not Out state.
  • Autofire with Scoped Revolver correctly fires.
  • Pressing “X” on the Map to close it won’t disable right-stick functionality for the ‘Razer: Raiju’ controller.
  • Keyboard’s text box won’t stay on screen after locking and unlocking the screen while writing a gifting message on Android.
  • We’ve made graphical improvements in the following areas:
    • View All Rewards screen from the Battle Pass
    • Spray Sale Glider
    • Tac Bats Harvesting Tool
    • Yonder Outfit variant
    • Atmosphere Backpack
    • Catalyst Outfit eyes
    • Vendetta Outfit
      • Updated to look the same as it does other platforms.

Creative

WHAT’S NEW?

The B.R.U.T.E. 
Now usable in Creative!  Unleash mechanical mayhem in your games.
10BR_Social_Mech(B.R.U.T.E.)_Screenshot_Social.jpg

Manage Your Islands
Run out of space to build your new creations? You can now add and remove islands at will.

Camera Filter 
Adds a post-processing effect to players’ screens while they play.

ISLANDS

  • Updated Island Select menu.
    • Create up to 50 islands.
    • Islands available:
      • Temperate, Meadow, Arctic, Frosty Fortress, Ice Lake, Canyon, Wasteland, Tropical, Rivers Edge, Volcano, Sandbar, Caldera, Kevin Floating, Black Glass, Grid and The Block.
    • Updated the Island Select UI to improve usability.
    • Added a Deleted Islands tab:
      • When islands are deleted they will appear in this area and can be recovered for a limited time.
      • Once you have 50 islands and 5 deleted islands, the oldest deleted islands will be permanently lost each time you create a new island.
  • Islands are still named in the Description tab of the My Island menu.
    • Re-publishing an existing island will now update the original island code instead of creating a new one.
  • The owner of a published code can lock their island code so players can only access the specified version of the published island by default by going to the code link on the Epic Games site and selecting the active version.

GAMEPLAY

  • Added new options to the Game and Game Settings menus:
    • Note: Everything below was added in v10.00 but was missing from the patch notes.
    • All Teams Must Finish: No, Yes (Default: No).
    • Win Condition: Most Rounds, Most Score (Default: Most Rounds).
    • Allow Aim Assist: Yes, No (Default: Yes).
    • PVP Pickaxe Damage: Default, None (Default: Default).
  • Visit the World Cup Creative Finals Trophy in the Creative Hub. You can even see the winners names etched into it.

Bug Fixes

  • Fixed a bug where games that switched players’ teams on death would not obey the maximum team size or team ratio settings.

  • Fixed a bug where a player joining a match in progress as a spectator would return to the Creative Hub when the game changed rounds.
  • Fixed an issue where players could bypass ‘Allow Out of Bounds’ settings when using Fly mode.
  • Fixed an issue where the Last Standing option did not end games upon final elimination.

WEAPONS & ITEMS

  • Reduced the environmental damage value of the Infinity Blade from 10,000 to 600 to allow it to be used with Creature Spawners.

Bug Fixes

  • Prop-O-Matic
    • Fixed a bug where a player would enter a broken state when using the Prop-O-Matic at the same time as removing it from their inventory.
    • Fixed an issue where the Prop-O-Matic was incorrectly using the rocket ammo icon.

CREATIVE TOOLS & PHONE 

  • Added a new option to the Game Settings menu:
    • Camera Filter: Allows you to add post-processing effects to players’ screens while they’re on your map.
      • Default, Sepia, Retro (Default: Default).

Bug Fixes

  • Fixed an issue where rapidly selecting building pieces with Multi-select caused other building pieces to turn (and stay) green on islands.

PREFABS & GALLERIES

  • Added the Pillar Gallery. be moved around like props.
  • Added the Particles Gallery B, which features butterfly and seagull particles.
  • Added additional pieces, with the same color on both sides, to Obstacle Course Galleries Black, Blue, Green, Grip Tape, Orange, Purple, Red & White.
  • Updated the Indoor Residential Prop Gallery with birthday props.
  • Updated the Truck ‘N’ Oasis Gallery with a telephone pole, highway sign and the camel.
  • Updated the Nature Ice Cliff Gallery with icy meteor rocks.

Bug Fixes

  • The props in the Roadside Diner are no longer interactable.
  • The Viking Village Prop Gallery can now be rotated after being pasted.
  • Fixed an issue where the ice lake on Ice Lake Island would disappear with low visual settings.
  • Fixed an issue where the ‘Right Triangular Prism Gallery’ assets health bar would persist when using the “Phone Tool” to pick up.

DEVICES

  • Increased the number of available Trigger channels from 24 to 32 and the number of available Receivers from 30 to 40.
  • Added a new version of the Item Spawner.
    • The new Item Spawner is placed as an object rather than a trap and can be manipulated with the Phone tool.
      • NOTE: The old trap-based Item Spawner will continue to be available for a while, it will eventually be removed from the inventory.  This will not affect existing maps which use the old Item Spawner, it will simply remove the old version from the devices menu. Let us know what you think about this new Item Spawner on our social channels.
    • Items Respawn: On, Off (Default: On).
    • Random Spawns: Off, Random, No Repeats (Default: Off).
    • Visible During Games: On, Off (Default: On).
    • Time Before First Spawn: Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 10 seconds).
    • Time Between Spawns: Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: Instant).
    • Wood/Stone/Metal Cost of Item: The item can only be picked up if the player has the required amount of the specified material in their inventory.
      • No Cost, 5, 10-200 (increments of 10), 200-500 (increments of 20), 500-700 (increments of 50), 800, 900, 1000 (Default: No Cost).
    • Bonus Ammo for Weapons: On, Off (Default: On).
    • Run Over Pickup: Off, On (Default: Off).
    • Item Visibility: 1x, 2x, 3x, 4x, 5x (Default: 1x).
    • Enabled on Game Start: Enabled, Disabled (Default: Enabled).
    • Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Spawn Item When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Cycle to Next Item When Receiving From:  No Channel, 1-32 (Default: No Channel).
  • Added B.R.U.T.E. Spawner.
    • Spawner Settings
      • Enabled: Disabled, Enabled, Warmup, Game Start (Default: Enabled).
      • Respawn Time: Never, Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 40 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: Instant).
      • Respawn Vehicle when Enabled: Yes, No, Only if Needed. (Default: Yes).
      • Destroy Vehicle when Disabled: Yes, No (Default: Yes).
      • Respawn Vehicle When Receiving From: No Channel, 1-32 (Default: No Channel).
      • Despawn Vehicle When Receiving From: No Channel, 1-32 (Default: No Channel).
      • Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
      • Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
  • Advanced Storm Controller (Added in v10.00) – Allows you to create a customized multi-phase Storm on your maps.  Use it in conjunction with Advanced Storm Beacons to create highly customized Storm patterns. This device is still in development and may be changed in the future to provide an improved experience.
    • Advanced Storm Controller Settings
      • Generate Storm on Game Start: Should the Storm start as soon as the game begins?
        • Yes, No (Default: Yes).
      • Storm Phases: Should the Storm use standard Battle Royale phases or take instructions from Advanced Storm Beacons?
        • Default, Custom (Default: Default)
        • NOTE: If you are using Custom Storm phases, it is strongly advised to have an Advanced Storm Beacon for each phase of your Storm, including phase 1, since with the current implementation, leaving phases undefined can lead to some unpredictable/undesired results.
      • Phase One Radius: Sets the initial radius of the Storm at phase one.
        • 5m, 10m, 20m, 30m, 40m, 50m, 75m, 100m, 200m, 300m, 400m, 500m, 1000m, 2000m, 3000m, 4000m, 5000m (Default: 200m)
      • Delay Time: How long after game start should the Storm appear?
        • None, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes, 10 minutes (Default: None).
      • Starting Phase: At which phase should the Storm begins when it appears?
        • 1-50 (Default: 1)
      • Late Phases Move: Can the late phases of the Storm move outside the radius of the previous phase?
        • Yes, No (Default: Yes).
        • NOTE: This only has an effect when using Default Storm phases.  With Custom Storm phases, the Storm will take its movement rules from your Advanced Storm Beacons.
      • Generate Storm When Receiving From: Generates the Storm on receiving a signal from the selected channel.
        • No Channel, 1-32 (Default: No Channel).
      • Destroy Storm When Receiving From:  Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
        • No Channel, 1-32 (Default: No Channel).
      • When Phase Ended Transmit On: Sends a signal on the selected channel at the end of each Storm phase.
        • No Channel, 1-32 (Default: No Channel).
  • Advanced Storm Beacon (Added in v10.00) – Can be used to override the default Battle Royale Storm behaviour, allowing you to create Storms that move and behave exactly the way you want them to.  Use these in conjunction with the Advanced Storm Controller when it is set to use Custom Storm phases.
    • Advanced Storm Beacon Settings
      • Phase: Which Storm phase does the beacon control?
        • 1-50 (Default: 1).
      • End Radius: Sets the radius of the Storm at the end of the selected phase.
        • Don’t Override, 5m, 10m, 20m, 30m, 40m, 50m, 75m, 100m, 200m, 300m, 400m, 500m, 1000m, 2000m, 3000m, 4000m, 5000m (Default: Don’t Override).
      • Wait Time: How long should the Storm wait before beginning to resize?
        • Don’t Override, 5 seconds, 10 seconds, 15 seconds, 30 seconds, 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes, 10 minutes, 20 minutes (Default: Don’t Override).
      • Resize Time: How long should the Storm take to reach its new radius?
        • Don’t Override, 30 seconds, 1 minute, 1.5 minutes, 2 minutes, 2.5 minutes, 3 minutes, 5 minutes, 10 minutes (Default: Don’t Override).
      • Damage: How much damage should the Storm do each second to players caught in it?
        • Don’t Override, None, 1%, 2%, 5%, 7%, 10%, 15%, 20%, 25%, 50%, 75%, Instant Elimination (Default: Don’t Override).
      • Movement Behaviour: How should the Storm move?
        • Don’t Override, Move Randomly, Move to Beacon, None (Default: Don’t Override).
      • Move Distance Min: What is the minimum distance that the Storm should move?  (Only works if Movement Behaviour is set to ‘Move Randomly’).
        • Don’t Override, 0m, 5m, 10m, 20m, 30m, 40m, 50m, 75m, 100m, 200m, 300m, 400m, 500m, 1000m, 2000m, 3000m, 4000m, 5000m (Default: Don’t Override).
      • Move Distance Max: What is the maximum distance that the Storm should move?  (Only works if Movement Behaviour is set to ‘Move Randomly’).
        • Don’t Override, 0m, 5m, 10m, 20m, 30m, 40m, 50m, 75m, 100m, 200m, 300m, 400m, 500m, 1000m, 2000m, 3000m, 4000m, 5000m (Default: Don’t Override).
  • Added options to the Basic Storm Controller
    • Generate Storm on Game Start: Should the Storm start as soon as the game begins?
      • Yes, No (Default: Yes).
    • Generate Storm When Receiving From: Generates the Storm on receiving a signal from the selected channel.
      • No Channel, 1-32 (Default: No Channel).
  • Destroy Storm When Receiving From:  Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
    • No Channel, 1-32 (Default: No Channel).
  • When Phase Ended Transmit On: Sends a signal on the selected channel at the end of each Storm phase.
    • No Channel, 1-32 (Default: No Channel).
  • Added options to all Vehicle Spawner devices.
    • Enabled: When can the spawner create vehicles?.
      • Disabled, Enabled, Warmup, Game Start (Default: Enabled).
    • Respawn Time: How long does the spawner wait after its vehicle is destroyed before it spawns a new one? (‘Never’ will allow vehicles to only ever be spawned via triggers).
      • Never, Instant, 1 second, 2 seconds, 3 seconds, 4 seconds, 5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 40 seconds, 45 seconds, 1 minute, 1.5 minutes, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: Instant).
    • Respawn Vehicle when Enabled: When the spawner switches from a disabled to an enabled state, should it spawn a new vehicle? ‘Yes’ will cause the spawner to destroy any existing vehicle and create a new one immediately, while ‘Only if Needed’ will only create a new vehicle if one doesn’t already exist.
      • Yes, No, Only if Needed. (Default: Yes).
    • Destroy Vehicle when Disabled: Should the spawner destroy any existing vehicle when it is disabled?
      • Yes, No (Default: Yes).
    • Respawn Vehicle When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Despawn Vehicle When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
    • Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
  • Added new options to the Objective Device.
    • Play Audio / VFX: On, Off (Default: On)
    • Collision During Games: On, Off, When Visible (Default: On).
    • Collide Against: All, Only Weapons (Default: All).
    • Score: 0, 1, 2, 3, 4, 5, 10, 15, 20, 25, 50, 75, 100, 150, 200, 250, 300, 350, 400, 450, 500, 600, 700, 800, 900, 1000 (Default: 0).
    • Turn Visibility On when Receiving From: No Channel, 1-32 (Default: No Channel).
    • Turn Visibility Off when Receiving From: No Channel, 1-32 (Default: No Channel).
  • Added new options to the Creature Spawner.
    • Spawner Type: Sets the look of the spawner.
      • Cube Spawner, Ice Spawner (Default: Cube Spawner).
    • Added additional options to Creature Type:
      • Cube Random, Ice Fiend, Major Ice Fiend, Ice Brute, Major Ice Brute, Ice Ranged, Poison Fiend, Exploding Brute, Ice Random, Rush Random, All Random (Default: Cube Random).
  • Added Cake to the Consumables Gallery
    • Consuming Cake gives the player 5 Health or Shield.
  • The following devices have updated/new preview holograms:
    • B.R.U.T.E., Shopping Cart, ATK, QuadCrasher, X-4 Stormwing, Driftboard, Cannon, Baller, Timer, Scoreboard, Team Settings & Inventory.

Bug Fixes

  • Renamed “Last Standing” option in the game menu to “Last Standing to End” and made the tooltip more helpful.
  • Fixed some issues on the Trigger device:
    • Trigger now correctly updates the visual channel number on copied triggers.
    • Trigger now correctly attributes the signal to a player when it’s activated from a vehicle.
    • Triggers will now only activate once per shot from a shotgun (rather than once per pellet).
  • Updated the tooltip on the Complete Once option in the Timer device.
  • Fixed some issues with the Weapon-Free Zone device:
    • Fixed an issue where players were able to swing and deal damage with a pickaxe inside the Weapon-Free Zone.
    • Fixed an issue where players could use weapons when transitioning out of one Weapon-Free Zone into another.
  • Fixed an issue where the Advanced Storm Device would not move the Storm to the correct beacon during phases.
  • Fixed an issue where the Flag object would not display properly when placed into the Item Spawner and Team Settings & Inventory devices.

UI & SOCIAL

  • Added the ability to show cumulative scores on the scoreboard HUD widget.

Bug Fixes

  • Fixed an issue where inspecting the in-game Challenge menu for a second time while using a controller would cause it to close and no longer function.
  • Fixed an issue where the hide/show details button would display improperly when the island description panel was displayed.
  • Fixed an issue where the Creative inventory would stay on screen even after closing the menu.
  • Fixed an issue where a Party Leader would be unable to rejoin their active game if they left while in progress but were still a member of the party.

PERFORMANCE

  • Further improved a source of hitching on PC
  • Optimized memory on iOS to improve stability
  • Resolved a number of sources of Switch hitches

MOBILE

Bug Fixes

  • Air Strike smoke visual effects can now be observed from a distance.
  • Text in My Island settings won’t overlap when scrolling through options.
  • Director’s Chair from the Movie Set Prop Gallery can now be highlighted with the Phone Tool.

Save the World

WHAT’S NEW?

Penny Hits the Road!
This week, help Penny make her way to the Radio Station to broadcast her Song of the Summer. Load up the van and gather your group because it’s time to Hit the Road with a new weekly quest!
10BR_PennyMaydayBadge_Social.jpg

Thunder Thora
Where there’s thunder.. there’s Thora.
10STW_ThunderThora_Social.jpg

MISSIONS + SYSTEMS

As mentioned in our most recent Road Map, we’ll be making some adjustments to rewards across the board, most notably the top end of Twine Peaks. Below are the changes:

  • Top Tier Twine Tweaks
    • Increased the quantity of Evolution Materials and Gold awarded by Mission Alerts.
    • Increased the rarity of Weapons/Survivors rewarded by Miniboss Mission Alerts and made them significantly less likely to be Transform Keys.
    • Increased the chance of Mission Alerts rewarding Evolution and Perk materials.
    • Increased the quantity of Drops of Rain, RE-PERK, Epic PERK-UP, and Legendary PERK-UP awarded by Missions and Group Missions.
    • Increased the chance of Missions and Group Missions awarding Perk materials and decreased the chance of awarding XP.
    • Increased the chance of Group Missions awarding Evolution materials.
    • Increased the chance of Missions awarding Drops of Rain.
    • Increased the chance of Missions awarding top-tier Ore and Crystal rather than Power Cells.
    • Increased the chance of Missions awarding Hero XP or Schematic XP rather than Survivor XP.
  • Increased the quantity of Perk materials awarded by Mission Alerts in high Canny Valley and Twine Peaks.
  • Increased the number of Mutant Storm and Mini-Boss Mission Alerts across the game
    • This increase is considerably greater in Plankerton and Canny Valley.
  • Updates to Trap Recycling and Trap Scoring:
    • Traps recycled at maximum durability now give back all the ingredients used to craft them.
    • Traps no longer provide Placement Score and Crafting Score, but their Activation Score has been increased to compensate for this change.
  • Locked Hit the Road zones are no longer visible on the world map.

Bug Fixes

  • Edit permissions for all Storm Shields have been reset to remove any unintended additions from a recent bug.  Players will need to re-add permissions.
  • Fixed some mission alerts failing to spawn correctly. All Group Missions will now spawn a Mega Alert as a result.
  • Crafting Ingredients will now be granted when successfully completing the Resupply Mission.
  • Fixed onboarding flow to not show the Retry dialog before actually attempting first launch.
  • Wave 3 of Twine Storm Shield Defense 5 is now a timed wave instead of an elimination wave.
  • Corrected Medic’s Deal reward in Hit the Road to heal properly.
  • Weapons awarded for completing Record Dash in Hit the Road will now include perks.
  • Emotes are no longer interrupted when played on the vehicle in Hit the Road.
  • Music from truck upgrades should no longer play when players are far away from the truck.
  • Truck Music and Zone Music are muted properly during songs at the end of Hit the Road missions.
  • Lars’ Hit The Road conversations will no longer continue through the victory or defeat screens.
  • The metal icon should now appear consistently in the objective text for the Bridge Out secondary mission.
  • Fixed an occlusion issue on the rocket when panning the camera during the Launch the Rocket mission.
  • Players should now receive the correct medal when completing a mission’s basic requirements.
  • Reward chests from Signal Boost spawn closer to players.
  • Hit the Road’s Signal Boost mission awards the correct amount of reward chests.

UI

  • The mini map no longer goes blank when a player is eliminated in Hit the Road.
  • Objective markers no longer appear on the map indefinitely in the Hit the Road mission.

Bug Fixes

  • Emote music no longer continues to play when switching to another tab while previewing an emote in the lobby.
  • Spray decals now properly show up when shadows are toggled off.
  • Fixed Zoom controller button display in the world map.
  • Mission alert rewards will now correctly display the rewards during a mission.
  • HUD ammo counter will no longer show large numbers when the player is eliminated.
  • The tip text on the loading screen will no longer be cut off.
  • Collection book tiles now properly update when researching an item.
  • The blank Bonuses tab will now properly be hidden when Survivors are being viewed in the Event/Weekly Store.
  • Custom Wargames in Twine Peaks now display the correct reward item names.
  • Players will no longer lose input of the Close Game tab while opening Llama packs.
  • Attempting to leave a Storm Shield while Waiting For Assistance will no longer leave the player trapped there.
  • Fixed a crash on PC when trying to play old movie content.
  • Cloaked Star now takes inventory space.
  • The Health and Shield bar of spectating player now displays the correct values in Hit the Road.
  • The Rewards Info menu now shows the rewards for completing SSD1.
  • The number of waves completed will now appear correctly on the Results screen after completing an Endurance SSD.

PERFORMANCE

  • Improved performance in the Frontend.

HEROES

  • Thunder Thora rumbles back into the Event Store!
    • Standard Perk: Electrified Floors
      • Enemies standing on structures affected by B.A.S.E take 12.7 base Energy Damage every 5 seconds.
    • Commander Perk: Electrified Floors+
      • Enemies standing on structures affected by B.A.S.E take 38.1 base Energy Damage every 5 seconds.
    • Available in the Event Store starting August 14 at 8:00 PM Eastern Time.
  • The following Hero perks now work with SMGs in addition to their original weapon type:
    • Assault Ammo Recovery
    • Assault Crit Damage
    • Assault Damage
    • Blaze of Glory
    • First Assault
    • Where’s Lefty
  • The following perks were NOT updated to work with SMGs. These perks have been made eligible for a reset:
    • Make It Count
    • Six Shooter
    • Hipshot
    • Swash
    • Buckle
  • The First Assault perk now works after overheating for weapons that use heat generation instead of magazines.

Bug Fixes

  • Players are no longer launched when they use the Heavy Attack with Spectral Blade into a Sand Tornado.
  • The Ninja’s Throwing Stars ability now cancels Emotes.
  • Destroying a B.A.S.E while Supercharged Traps perk is active will maintain the B.A.S.E bonus on traps.

WEAPONS + ITEMS

  • The following Legendary weapons, and their lower rarities, have been reclassified as SMGs and are eligible for a reset:
    • Blastotron Mini
    • Bobcat
    • Founder’s QuickShot
    • Hemlock
    • Lightning Pistol
    • Monsoon
    • Ratatat
    • Riptide
    • Silenced Specter
    • Thrasher
    • Typewriter
    • Vindertech Blazer
    • Viper
  • Added new Transform Keys for the SMG weapon category.
  • Updated Mission Alerts to possibly award new SMG Transform Keys.
  • Updated Llama Choice rewards to possibly award SMG Schematics.
  • Defender perks that increase Assault or Pistol damage now also increase SMG damage.
  • Assault and Pistol Defenders can now use SMGs as well as their primary weapon type.
  • When you recycle a trap from your inventory you will get up to 100% of the materials used to craft it back, depending on the remaining durability.

Bug Fixes

  • Defenders now hold spears correctly.

GAMEPLAY

Bug Fixes

  • The Impossibly Spotless Finish Quest now properly displays its Banner in the Quest’s Rewards section of the Quest Log.
  • Corrected Husk pathing around B.A.S.E.
  • Power Rating Player Disconnect: We no longer disconnect a player with too low of a power rating after a match has ended.
    • This fixes a bug where players were unregistered when the game ended, but were then kicked before seeing the end game podium sequence because their power level could not be found.

ENEMIES

Bug Fixes

  • Husks should now damage structures while players are standing on B.A.S.E.

ART + ANIMATION

Bug Fixes

  • Built structures no longer appear transparent when they are upgraded.

AUDIO

Bug Fixes

  • Fixed an issue where occasionally the looting sound effects would not always play.

General

Bug Fixes

  • Players are now able to connect to the game’s servers after being logged out by connecting on another device.
  • Starting a PlayStation 4 from Rest Mode no longer causes a “Failed To Create Party” error.
  • Pressing the spacebar while having the banner menu open will no longer open another menu.

UI

  • Added setting in parental controls to enable/disable text.
    • There will be an error message when trying to text chat when the feature is disabled.

Bug Fixes

  • Store offers are no longer missing after players change the language setting.
  • Reticles are no longer missing after switching from a scoped weapon.

SOCIAL

  • Added an “Enable Voice Chat” button to the Voice Chat tab in the social panel when a player is in a party and has voice chat disabled.
  • Added an “Enable Voice Chat” notification that will pop up once per game session after a player joins a party while having voice chat disabled.
  • Fixed an issue involving the voice status indicator sometimes not displaying correctly when players are muted.
  • Party invite notifications will no longer keep appearing after a player joins or rejects the party invite.

PERFORMANCE

  • Optimized CPU rendering on Switch. This is to improve the framerate when a large number of objects are visible.

Source: Epic Games

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Alex Co

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

Home > News

Xbox Multi Platform Options Considered for Select First-Party Studios

Matt Booty, Xbox First-Party Studio Boss, has stated that there is potential for Xbox multi platform games in the future. This is yet another step in the direction of cross-play and opening games up to anyone, regardless of platform, from Microsoft. The company seems to be paving the way for what is quickly becoming known as a platform agnostic future, implying that games will release for all platforms, and consumers will choose where they play based on platform preference alone.

This news comes from Booty’s appearance on the GameInformer Show last week. During his appearance he told GameInformer that if a recently acquired studio such as Double Fine, developers of Psychonauts and, most recently, Kids, wanted to create a title for multiple platforms, Xbox wouldn’t stop them. He explained that the real question behind the multi platform decision on any game was never really, “should this game also launch for PlayStation? Or should it come to Nintendo Switch?” Instead, Booty said that the question should always be, “does multi platform work for this franchise?”

Booty later added that if a game is going to be multi platform, does it make sense to use, and will it benefit from, the network effect that comes with launching across multiple devices? Outside of this question, Booty said that another consideration is how much a game will benefit from all of Microsoft’s resources supporting it, such as xCloud, Xbox Game Pass, and Xbox Live. Ultimately the decision comes down to whether Microsoft’s own recourses will provide more benefits for a game than the ability to have a community that spans multiple platforms.

Booty gave Minecraft as an example of a game where it made total sense to continue to support the game, and the community, on the platforms they were already playing on. In fact, he said that the game also made sense as a product to bring to other platforms as well, further increasing that player base.

When it comes to examples of games that were designed to be exclusively available on the Xbox ecosystem, Booty listed off Halo, Forza, and Sea of Thieves. These games were built for Xbox consoles and PC, and to both Microsoft and the developers, it makes no sense at all to bring them to other platforms, because the games and their communities are best served and supported where they are.

As he finished the discussion, Booty dropped the bombshell that the upcoming release from Obsidian Entertainment, The Outer Worlds, could become an Xbox-exclusive franchise in the future. However, this first game is releasing for multiple platforms, including Playstation 4, PC, Xbox One, and eventually Nintendo Switch. Microsoft will probably be watching closely to see whether or not the game, and its community, is best served by bringing them all to a single platform with the sequel, should there ever be one.

Don’t forget to check out the Xbox store sale that’s live between now and August 19, 2019.

Source: GameInformer Show

Jamie Moorcroft-Sharp

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

Home > News

Call of Duty: Modern Warfare Tamagotchi Feeds on Kills in Multiplayer

In a recent interview Joel Emslie, Art Director for Call of Duty: Modern Warafre from Infinity Ward, discussed one of the game’s most unique multiplayer features, the Modern Warfare Tamagotchi. With this year’s Call of Duty game, Infinity Ward is doubling down on the multiplayer experience, bringing a whole new aspect to the game’s PvP scene, wearable wristwatches, including one that feeds on a player’s kills.

During the interview with The Daily Star, Emslie recalled how he’d asked the engineers for Call of Duty: Modern Warfare to get creative with one of the game’s wristwatches. He requested that the wristwatch include a Tamagotchi-like feature, except the creature in the watch lived and grew based on a player’s kills, instead of the standard regime of needing to stop and feed the thing every five minutes. This wristwatch has become known as the TomaGUNchi.

Players who have had access to Call of Duty: Modern Warfare’s multiplayer around the time Infinity Ward revealed their biggest features for it became hooked by the wristwatch feature, including the TomaGUNchi. However, it sounds like there are a number of different versions of wristwatches available in the game. It’s likely that players will unlock these as they progress through the levels in the multiplayer mode, though Infinity Ward has confirmed that campaign progress will also count towards this level.

Unfortunately Infinity Ward hasn’t revealed what other types of wristwatches exist in Call of Duty: Modern Warfare. It’s possible that others will be created that have a similar theme to the TomaGUNchi, based on the player-feedback received so far. These variations could require grenade kills, or kills with specific weapons or killstreaks in order to keep the creature in the wristwatch alive.

One aspect of these wristwatches that hasn’t been discussed is whether or not the player receives any sort of gameplay bonus from them. While a buff that advances progress to a killstreak may be too powerful, a buff to reload speed, armor, or even magazine size would provide a similar advantage to using slightly different weapons. Therefore, these advantages should be balanced enough that they won’t provide an unfair advantage, and could well be included in the game as a result.

Only time will tell what bonuses, if any, these wristwatches provide to players outside of looking awesome, and providing an overwhelming sense of duty to the small creatures living in them.

Source: The Daily Star

Jamie Moorcroft-Sharp

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