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Starship Troopers Extermination Update 1.103 for Version 1.3 Adds Staged Weapon Reloads, Dynamic Weather and Stomps Bugs

[summaraize]

Offworld Industries has deployed the last major update for Starship Troopers Extermination on all platforms this March 24, and this is for patch 1.3! This adds staged weapon reloads, dynamic weather, and bucketload of bug fixes.

Console gamers will see this as Starship Troopers Extermination update 1.103, which has the same features as the PC version. Expect XP gains even when disconnected, gameplay tuning changes and lots more.

Starship Troopers Extermination New Update Version 1.103/1.3 Brings New Features, Quality-of-Life Improvements

New Features, Content and Quality-of-Life Improvements

Staged Weapon Reloads

All weapons, except for the Sp.L.I.T Shotgun and Sp.L.I.T Shotgun (Slug), now feature distinct reload stages. This means that if your reload is interrupted for any reason, resuming it will pick up from the most recent checkpoint. No more restarting the entire animation every time it’s interrupted!

Checkpoints occur at key moments in the reload process, such as removing a magazine, inserting a new one, or charging the weapon. Additionally, when you remove a gun’s ammo source, its remaining ammo will either drop to 0 or 1 to reflect that the magazine has been taken out.

  • Weapons that drop to 0 ammo (e.g., the FU-17) must complete the reload before they can fire again.
  • Weapons that retain 1 round in the chamber (e.g., the Mk1) allow you to fire that last shot, but you’ll need to reload before firing any more rounds.

This long-awaited quality-of-life improvement the community has asked for and should make reloading feel much smoother and more intuitive. We’re excited to finally bring this change to the game.

Ultra Dynamic Sky/Weather

Valaka, Boreas, and Agni Prime now have Day & Night cycles and Dynamic Weather. This means troopers will experience an always changing environment as they battle the bugs; be it the darkness of night, an emergent duststorm, or a sudden rain shower! Each planet has their own variety of weather systems which will add new challenges for troopers to contend with.

In addition to the idle weather, we have introduced Extreme Weather Mutators. The existing Sandstorm Mutator has been adjusted to include more variation in intensity rolling between mildly obscured, to significantly blinding. In addition to sandstorms, Troopers will have to contend with new Mutators as well; such as dramatic thunderstorms, freezing blizzards, and choking ashstorms.

The new Dynamic Weather and Day & Night cycles allows us to bring the oft-beloved (occasionally dreaded) Pitch Black Mutator to more planets. Pitch Black throws the Troopers into a terrifying fight in the dark. Keep those Light Beacons and Flashlights close!

Missions with these extreme weather conditions will be included in the regular Mission rotation.

Game XP for Disconnections

Players will now earn XP if they disconnect due to crashes or server disconnections. However, players marked as traitors will not receive XP for disconnecting.

Invite Friends to Your Company

Players can now invite others to their company directly from the player profile modal. Additionally, players can request to join or join a company through the same modal, even without an invite.

Gameplay Tuning

Pilum Surplus

The Pilum Surplus Mutator has been changed to support more player choice. The Mutator will no longer replace every Trooper’s primary weapon, instead requiring Troopers to acquire the M-56 Pilum Rocket Launchers from MI Crates. A limited number of these crates can now be found hidden around the mission area.

Performance Changes

Client Performance Improvements

  • Bug rendering performance has been improved. GPU frame time is now independent of the number of bugs on screen.
  • Nuclear explosions are now properly culled, reducing their average frame time cost by around 40%.
  • Inferno Bug explosions and fire effects have been optimized for better performance.
  • Epic settings now default to Lumen Software, with Lumen Hardware remaining optional.
  • Hive Hunt eggs have been optimized.
  • Sparks from damaged buildings are now properly culled based on view and distance, improving performance.
  • Optimizations to the Box Collider for Bug attack hit detection.

Notable Bug Fixes

Known Issues

  • For Steam Deck users, switching between Performance and Quality mode on Steam Deck during a match may cause the game to crash. This feature is currently in Alpha and will be improved upon in future updates.

Highlights

  • Add new Steam Deck specific Video settings, Performance and Quality – This is in Alpha for Steam Deck users. We hope to improve this in future updates.
  • The player’s avatar image now correctly displays their Steam avatar instead of the default trooper avatar.
  • Weapon swap will now not cancel melee attack animations or cooldowns.
  • Speed Stim Fabricator can now be destroyed when shot by the player.
  • Friendly fire has been removed from S.O.G missions
  • Fixed an issue where the Medic Stim Dart could not heal AI teammates in S.O.G.

Console Fixes

  • Addressed critical server lag on ARC Agni Prime.
  • Addressed lag issues during movement on AAS_Boreas_6.
  • Addressed lighting issues on AAS_Boreas_6, which caused allies to appear black.
  • Adjusted controller vibration intensity to be more in line with PS5/PC versions.
  • Adjusted Royal Guard spawn height in SOG Mission 19 to prevent incorrect placement.
  • AI troopers can now be healed and revived by the Medic Drone and Utility Items.
  • Fixed a crash that occurred when a party entered matchmaking while a player was still in the post-battle screen.
  • Fixed a game crash when restarting SOG Mission 9 after failing it.
  • Fixed a soft lock issue when the console entered Rest Mode while in the DLC Store.
  • Fixed a weapon grip animation issue that occurred when switching weapons while aiming.
  • Fixed an issue preventing tab navigation using shoulder buttons after closing popups in the social menu.
  • Fixed an issue where bugs could enter bunkers unexpectedly.
  • Fixed an issue where Join Friend via Activity displayed an incorrect status and failed to reconnect to matches.
  • Fixed an issue where navigation would break after applying changes in Settings/Accessibility.
  • Fixed an issue where swapping to a weapon with a scope caused the camera to zoom in if the player was previously using ADS before swapping off the weapon.
  • Fixed an issue where the “TDW-99 Morita Tactical SMG” weapon name flickered in Russian on the Loadout screen.
  • Fixed an issue where the Utility Satchel Perk incorrectly granted an additional unit of Utility LV Visor.
  • Fixed ember VFX stuttering when the Inferno Bug’s projectile attack disappeared.
  • Fixed lag issues in a specific area of Agni Prime (ARC).
  • Fixed missing string to open the Scoreboard on the Tactical Map.
  • Fixed server disconnects occurring during ARC and Horde game modes.
  • Improved Tac Map usability on controllers by adding better snapping behavior when hovering over objectives.
  • Resolved a critical freeze affecting all players and server lag for some players on Horde_Starport1.
  • Resolved a visual bug where two beams appeared in the Tutorial sky.
  • Resolved an issue where the Specialist Trooper would remain stationary in SOG Mission 9.
  • Resolved the crash that occurred during the Gunner Battle at the Bridge in SOG Mission #2 on PS5.
  • The RealtimeMultiplay Start (NONE and CPP) system message now correctly appears when a player gets disconnected and rejoins a mission.
  • Translated missing text in the matchmaking window and audio settings.

UI

  • Corrected EN text showing for personal points in Horde mode.
  • Corrected language issue with the High & Low toggle for Sound Quality on the Settings Menu.
  • Corrected missing translations for Mission Objectives in matches, previously showing EN text.
  • Fixed “4-16 players” text in the Main Missions window, which was mistakenly displayed as a date in CN and DE.
  • Fixed a bug where the Pause Menu, Tac Map, and Scoreboard screens would close automatically upon taking damage.
  • Fixed an issue where SOG squadmates’ health bars were not displayed on the player’s HUD.
  • Fixed double space on the ‘What is the Galactic Front’ screen, likely due to hardcoded text.
  • Fixed EN text for Estimated Time on Matchmaking in the Main Mission Menu.
  • Fixed EN text for New Campaign Reset messages.
  • Fixed EN text issues in the description of Galactic perks.
  • Fixed font issue in DE where the Ü of ‘FÜR’ wasn’t displaying correctly when capitalized.
  • Fixed incorrect display of mode as AAS on the End Match Screen instead of Horde.
  • Fixed issue where “Squad Push to Talk” was improperly visible on the Audio Settings menu.
  • Fixed issue where “TEAM” text in chat was shown as untranslated in certain locales.
  • Fixed issue where visual damage effects would disappear if the enemy was damaged by a chem grenade.
  • Fixed issue with variable for how long the player was offline, which was not working correctly.
  • Fixed mission objectives text that was getting cut off on consoles (this issue did not affect PC).
  • Fixed server crash that occurred on ARC_Comms map during gameplay.
  • Fixed text bleed of items and weapons on the Loadout Menu in RU.
  • Fixed text overlap in the Party window when the party is full.
  • Fixed the class names on the Loadout Menu to display correctly in the appropriate language instead of English.
  • Fixed the issue where “#ERROR!” text appeared instead of the earned points in Horde matches for the German localization.
  • Fixed the issue where the back face of the mesh was visible on Agni Prime cliff.
  • Fixed untranslated EN text appearing on the Company Report Window in the console version.
  • Fixed untranslated text in the “Speed Loader” weapon modification on the Loadout.
  • Fixed untranslated words on the Company menu.
  • Fixed untranslated XP text on the End of Match Screen.
  • Fixed weapon names in the Profile Stat screen, which were being displayed as debug strings.
  • Proximity Push To Talk is now properly labeled as “Local Voice Chat” in the Audio Settings menu for clarity.
  • The Recent Player List now correctly hides the user’s own account from the list.
  • Removed the unnecessary Field Objectives UI from the Tac Map in SOG Mission #10.
  • Reordered the Settings options for better convenience.
  • Resolved a bug where players were unable to close the “Welcome” message when joining a company if they had accepted a party invite beforehand.
  • Resolved EN text issue on the ‘Edit Company’ window for Access options.
  • Resolved issue in JP language where Company Ops button was not showing when joined or created.
  • Resolved issue where “BP_AutoMGTurret_Gun_C” and “INVALID” asset names were visible in the Profile Stats menu.
  • Resolved issue where company descriptions with more than 200 symbols would display incorrectly on the creation screen.
  • Resolved issues with full stops and extra spaces in EN text.
  • Resolved missing string for the B key (Build tool) on the Tactical Map in the Tutorial (Xbox).
  • Resolved missing translation for EN text in the Settings Menu.
  • Resolved missing translation for Solo Missions – Collect Data.
  • Resolved text cut-off issue for the Company description in the Suggested Company Overview.
  • Resolved text overlap issues on the Profile screen and Re-enlist screen.
  • Resolved the broken text tag in the Profile for PT-BR language.
  • Resolved untranslated mutator description for “Hard Shells”.
  • Team Push To Talk is now correctly labeled as “Team Voice Chat” in the Audio Settings menu to reflect its function accurately.
  • The grenade icon no longer stretches when set as a Favorite Weapon in the UI.
  • Thermo Charge’s “Place Charge” text no longer persists after all charges have been placed.

Audio

  • Addressed an issue where audio became muffled after quickly opening and closing the Pause Menu.
  • Corrected a voice/subtitle mismatch in SOG Mission #12 during the Player Event – Mission Start voice lines.
  • First Aid Stim Dart utility now has the correct SFX when healing and reviving a dead trooper.
  • Fixed a bug where a dropship landing sound could be heard after loading into a Horde mission.
  • Fixed an issue where VO for Arc Slam progress would play after the Arc had already been destroyed.
  • Fixed issue where background music (BGM) would sometimes cut out abruptly or change tracks without reason.
  • Fixed the issue where the 50% Arc Slam completion VO on daytime Agni was sometimes immediately interrupted by nothing.
  • Fixed unintended X-11 ambiance audio playing between match join and intro propaganda sequence.
  • Hi-Ex Grenade attach sound effect now correctly plays only at the location it was attached.
  • Hitmarker SFX volume has been raised to be more consistent with the rest of the audio mix.
  • Resolved an issue where Stim Dart SFX would sometimes skip or not play when fired rapidly.

Art & Animation

  • Addressed terrain clipping issues with buildings in the AAS_Boreas_6 mission build zone.
  • Fixed an issue where Frost Warriors killed by explosions would incorrectly produce yellow Warrior limbs and body parts instead of their intended visuals.
  • Fixed backface mesh visibility of the rock near the dropship at the beginning of AAS_Starport3.
  • Fixed backface mesh visibility on the wall near M3B Dam Control.
  • Fixed floating rocks above the terrain where rock pile assets were misplaced.
  • Fixed floating rocks on the Valaka Plateau/Central Garrison Victor map.
  • Fixed hole in rock formation near the dropship platform in the MB3_ARC_RegionRefinery map.
  • Fixed inability to ping inside the Tactical Map while using a controller.
  • Fixed interaction with invisible platforms when joining an AAS mission.
  • Fixed issue where users could get trapped between crates on Agni Prime.
  • Fixed missing collision for some metal columns on the Valaka/CGV map.
  • Fixed missing rail collision at the top of the Tower Structure after it was damaged.
  • Fixed multiple clipping issues and rock collisions on the Valaka Plateau/Central Garrison Victor map.
  • Fixed snow texture stretching over built items on Boreas map.
  • Fixed Troopers clipping through steel beams on Agni Prime – Horde Mode site.
  • Resolved bugs getting stuck on Starport staircase railing which caused them to despawn.
  • Resolved clipping of ARC position on AAS_BrokenCommand3, which was clipping through structures.
  • Resolved floating rocks on X-11 map.
  • Resolved hole in rock formation on the Valaka Plateau map.
  • Resolved invisible platforms in the lava lake near MHQ on the M3B_ARC_RegionRefinery map.
  • Resolved missing collision for some steel columns on M3B Broken Command.
  • Resolved Trooper entering under the platform near M3B Broken Command.
  • Speed Stim animation now plays correctly even when there is only one remaining in the inventory, no longer skipping.

Gameplay & General Fixes

  • Added the missing “Deliver Ore to the Silo” secondary objective on the Tac Map for relevant missions.
  • Adjusted Royal Guard AI behavior so it no longer attempts to stand over players before attacking.
  • Adjusted the FU-17 Flamethrower fire VFX to prevent premature collision effects when firing through an Electric Fence.
  • E-Pulse 88 bullet explosion now correctly persists when reaching max range while in Siege Mode.
  • Enemies (Bugs) will no longer start moving while still in the recovery animation after being stunned.
  • Fast-firing weapons with small scopes no longer cause large random flashes that obscure the gun or walls.
  • Fixed an issue where squad members could get stuck inside the refinery in SOG Mission 3.
  • Fixed a bug causing AI troopers to remain stuck in a reloading state when using pump-action shotguns.
  • Fixed a bug where AI troopers’ health would continuously deplete after exposure to a chem grenade during an SOG mission.
  • Fixed an issue where the Tiger could spawn stuck in the ceiling of a narrow tunnel in SOG Mission 9.
  • Fixed a context where the player could repeatedly trigger the Stim’s “use on target” prompt on invalid targets.
  • Fixed a discrepancy where the Chi-Hong Grenade Launcher showed less damage on the stat screen than it actually dealt.
  • Fixed a mission failure bug where players would fail the mission if they died right after completing an objective and before the new respawn point appeared.
  • Fixed an exploit where players could farm XP using the Medic’s First Aid Stim Dart on the bunker in AAS missions.
  • Fixed an exploit where the Trooper could gain XP from the Present Arms perk when other teammates died.
  • Fixed an issue where AI troopers would consistently miss their shots when a drone bug was in close proximity during SOG missions.
  • Fixed an issue where bugs would get stuck underneath the Horde_FDProcessing1 map.
  • Fixed an issue where the Guardian UAV did not consistently fire on enemies.
  • Fixed an issue where the Pilum Rocket Launcher was not dealing damage to eggs in the Hive Hunt mission.
  • Fixed an issue where the Twin MG Emplacement did not display sparks and smoke VFX when at low health.
  • Fixed enemy pathing issues in Build Zone A on Boreas, preventing enemies from getting stuck in specific spots.
  • Fixed issue where disconnecting and reconnecting the controller while Company prompts were displayed caused a softlock.
  • Fixed issue where enemies with orange blood produced green blood cloud VFX when struck by explosives.
  • Fixed issue where failed matchmaking attempts wouldn’t show an error, leaving players stuck with a timer.
  • Fixed issue where players could get softlocked after closing the pause menu quickly after tabbing back into the game.
  • Fixed issue where shotguns would clip into the player’s camera while sprinting and swapping weapons.
  • Fixed issue where the Beacon would float on certain structures when planted.
  • Fixed issue where the Demolisher did not gain the expected 30% damage boost to explosives when using certain items.
  • Fixed issue where the player could click the redeploy button during the extraction phase, preventing unintended actions.
  • Fixed problem where many hotkeys bound to the top face button in the main menu were not functional while using a controller on PC.
  • Fixed the issue where the warning SFX for Chi-Hong Adhesive Rounds were playing incorrectly.
  • Frost Bugs now properly maintain their corpses and cannot be cleared by bullet damage.
  • FU-17 Flamer fire stains on the ground now remain visible even when the player switches weapons or utilities.
  • Guardian’s “Siege Mode” shield now correctly displays textures on the inside, even in dark areas.
  • Light Beacon now correctly disappears instantly when picked up by the user.
  • Morita XXX ADS behavior now functions correctly after being downed and revived, resolving the brief scope malfunction.
  • Operator Trooper Special Ability “Medical UAV” now continuously heals allies as intended.
  • Overcharge Module: Emplacements can no longer be overcharged from too far away.
  • Portable Sentry Turret can no longer be placed on or inside buildings before being built.
  • Resolved a bug causing the Trooper to spawn at the top of Mobile HQ when starting the game in Horde Game Mode.
  • Resolved a bug where the Ranger did not receive the boost jet benefit when using it on steep slopes and ramps.
  • Resolved a bug where the Royal Guard in SOG Mission 21 would spawn in midair instead of the intended location.
  • Resolved an issue where canisters could still be deposited on the Mobile HQ and ARC after being thrown.
  • Resolved missing collision on stone meshes in Agni Prime, preventing unintended player movement through objects.
  • ServerCheckpointXP issue fixed: PendingXP will now correctly override ServerCheckpointXP when a player quits a match, preventing the overwriting bug.
  • The TW-2 SP.L.I.T Shotgun (Slug) now correctly prevents the fins from popping out after reloading and firing.

Once Offworld releases another update, we’ll let our readers know.

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Alex Co

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

Home > News

Indiana Jones and the Great Circle Out on PS5 on April 17, But You Can Play It Earlier If You Pay More

[summaraize]

It has been officially confirmed that Indiana Jones and the Great Circle will be released on PlayStation 5 on April 17. Although the game’s launch date had previously leaked, Bethesda and Xbox made the announcement official in a video featuring actors Troy Baker and Nolan North.

Indiana Jones and the Great Comes in Three Different Editions

Pre-orders are now open and come with a bonus for all players: the Last Crusade Pack, which includes the Traveling Suit Outfit and the Lion Tamer Whip. Two digital editions are available. The Standard Edition, priced at $69.99 / £69.99 / €79.99, includes the base game and the Last Crusade Pack. The Premium Edition, priced at $99.99 / £99.99 / €109.99, adds even more content. It includes access to the upcoming story DLC Indiana Jones and The Great Circle: The Order of Giants (releasing later this year), the Temple of Doom Outfit, and a digital art book. Players who pre-order this edition will also get two days of early access, starting April 15.

In addition, Indiana Jones and the Great Circle has been visually optimized for PlayStation 5 Pro, offering enhanced graphics and performance. Alongside the PS5 launch, new whip abilities will be available for all players, including Open Season and Sleight of Hand. With Open Season, cracking the whip on an enemy temporarily increases the damage they take from subsequent attacks. Meanwhile, Sleight of Hand allows players to disarm an enemy, causing their weapon to fly Indy’s way. Those on Xbox Series X|S and PC, expect this to be available on April 15, which we’re assuming will drop via a game update.

A Premium Upgrade will also be available digitally starting April 17 for players who own the base game, allowing them to enjoy all Premium perks without repurchasing the full game.

Alongside the digital editions, physical editions of the game will also launch for PS5. These include both the Standard and Premium Editions. A Collector’s Bundle will also be available, which contains everything in the Premium Edition plus extra collector’s items like a Jumbo SteelBook display case, a Great Circle globe with hidden storage, an Allmaker Relic, and an Adventure Journal.

Here is a list of the available editions:

Standard Edition ($69.99 / £69.99 / €79.99)

  • A copy of the game
  • “The Last Crusade” Pack (additional content)

Premium Edition ($99.99 / £99.99 / €109.99)

  • A copy of the game
  • Two days of early access (starting April 15)
  • Digital art book
  • “Temple of Doom” outfit
  • Access to The Order of Giants downloadable content

Collector’s Bundle

  • A copy of the game
  • Premium Edition content
  • Jumbo SteelBook display case
  • Great Circle globe with hidden storage
  • Allmaker Relic
  • Adventure Journal

Indiana Jones and the Great Circle was initially launched on PC and Xbox in December. MP1st gave Indiana Jones and the Great Circle a score of 8.5 out of 10, describing it as “a fantastic adventure that delivers everything fans have come to love about the franchise.”

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Taha

Television kills your vision.

Home > Title Updates and Patches

Rainbow Six Siege Latest Update 2.97 Fixes Rauora D.O.M. Issues and More via Y10S1.1

[summaraize]

Ubisoft has deployed the Rainbow Six Siege latest update, version 2.97, for all players, which is for Y10S1.1. This brings various bug fixes with the most notable ones targeting Raurora’s D.O.M. Panel issues.

Those on current-gen platforms, you’ll see this as R6 Siege patch version 1.000.102, which has the same list of changes and fixes.

Rainbow Six Siege YS10S1.1 Patch Patches Operator Issues

Here’s what’s new per Ubisoft:

BUG FIXES

GAMEPLAY

  • FIXED – End-of-match actions won’t be recorded for players who disconnect then reconnect during the match.
  • FIXED – Several operators’ left hands clip through specific secondary weapons during the reload animation when the operator is in a prone position.
  • FIXED – Rauora’s D.O.M. Panel can’t be deployed when the operator is facing the front side of the deployable shield.

OPERATORS

  • FIXED – Deploying a breach charge near the trigger for Rauora’s D.O.M. Panel closes the flaps.
  • FIXED – No points are awarded when successfully deploying Rauora’s D.O.M. Panel.
  • FIXED – Rauora’s D.O.M. Panel trigger does not open if the panel is closed on top of a drone.
  • FIXED – Rauora’s D.O.M. Panel won’t deploy properly on doorways on a lower level if fired through a hatch.
  • FIXED – Rauora’s D.O.M. Panel won’t deploy properly if fired through small hole in a wall.
  • FIXED – Raurora’s D.O.M. Panel crosshair remains visible when using Observation Tools.
  • FIXED – Maestro’s Evil Eye red laser light is improperly positioned, obstructing the player’s field of view when using the camera at specific angles.

USER EXPERIENCE

  • FIXED – Incorrect message appears in the “Ankle Biter” drone skin description.

Don’t forget, the game’s biggest update that transitions the game to Rainbow Six Siege X, will take place on June 10. This will make the game free-to-play (almost all modes), a new mode and loads more.

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Alex Co

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

Home > Title Updates and Patches

Guilty Gear Strive Update 1.044 Spews Out Venom as New Character, Battle Related Changes

[summaraize]

Arc System Works has released the latest patch for Guilty Gear Strive, which gamers will see as version 1.044. This adds Venom as a new playable character, and there are also various bug fixes, and a few battle changes too.

Those on last-gen, you’ll see this as Guilty Gear Strive update 1.44, with the full update notes available below.

Guilty Gear Strive Venom Update Slots in Battle Changes vai Patch 1.044/1.44

Here’s what’s new per Arc System Works.

General/Game Modes

  • Added Venom as a playable character.
    *Venom will be available after purchasing “GGST Season Pass 4” or the “Venom” DLC item.
  • Added the Venom theme, “A Tenth of Myself.”
    *Venom must be selectable in order to use the BGM.
  • Added avatar items for Venom.
    *The new avatar items can be obtained via “fishing.”
  • Added the following BGM to the Gallery Mode:
    - A Solitude That Asks Nothing In Return (Venom’s theme from GGXX)
    - Call Shot (Venom’s theme from GGXrd)
    *The newly added BGM can be accessed after obtaining it via “fishing.”
  • ・Added new dialogue interactions for the pre-battle introduction sequence with the following characters.
    - Leo VS Ramlethal or Ramlethal VS Leo
    - Leo VS Sin or Sin VS Leo
    - Millia VS Millia

Digital Figure

  • Added additional content for Queen Dizzy.
    *The new Digital Figure items can be accessed after obtaining them via “fishing.”
  • Adjusted the display area in which the figures are hidden, to make it easier to take images with the camera zoomed in as long as certain areas are not visible.

Issue Fixes

  • Fixed an issue causing the aim sight from Happy Chaos’s assist Break-In to remain on-screen under certain conditions during Team of 3 battles.
  • Fixed an issue causing some button guides to be displayed incorrectly when the Attack Button Display Format option in System Settings is set to “Platform Based.” After this fix, the buttons will be shown based on the platform in areas outside of Combo Recipe mode as well.
  • Fixed issues with some Command List videos differing from the actual behavior in-game.
  • Fixed other minor issues.

Battle Related

Universal Mechanics:

  • Fixed an issue when after activating Roman Cancel with a simultaneous press of 3 attack buttons a special move would activate sometimes even when the attack button is not input.

Chipp:

  • Fixed an issue causing Chipp to move to an unintended position when performing certain inputs during Tightrope Run while in Baiken’s tethered state.

Faust:

  • Fixed an issue causing the Hammer to go flying without an active hitbox after hitting it with Hole in One! at the same time as the second bound after throwing the Hammer.

Happy Chaos:

  • Fixed an issue causing the block sound effect to play back repeatedly when Happy Chaos blocks under certain conditions.

Faust, Goldlewis, Johnny, Dizzy:

  • Fixed the following issues occurring while Ice Field is active:
    - Faust’s Bone-crushing Excitement and Johnny’s That’s My Name would not enter the cinematic after hitting at a certain timing.
    - Goldlewis’s Down With The System would not hit consecutively during the animation after hitting at a certain timing.

We’ll have another patch up on the site once another patch is out.

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Alex Co

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

Home > News

HYTE’s Best PC Case, the Y70, Has a New Hololive Collaboration

[summaraize]

Fans of popular VTuber Hoshimachi Suisei are in for a treat as HYTE continues its collaboration with Hololive to deliver yet another new colorway for their popular HYTE Y70 PC gaming cases.

Feast your eyes on another stunning new addition to the HYTE Y70 dual-chamber pc cases lineup.

HYTE Y70 Latest Collab Features Hoshimachi Suisei

Last month, we saw the release of the HYTE Y70 Persona 3 Reload colorway, which featured gorgeous custom artwork etched into the panels of the Y70 PC case. Well, it seems like HYTE isn’t done with the collaborations just yet, as they’ve already announced a new one less than a month after the Persona 3 Reload collab. This time, it’s with Hololive, a production company that is one of the biggest VTuber agencies in the world. HYTE previously collaborated with Hololive on their Y40 (Watson Amelia Y40, Mori Calliope Y40) and Y60 (Ouro Kronii Y60, Hakos Baelz Y60) cases, though this one would mark the first for their Y70 gaming case. The collaboration features of Hololive’s most popular Vtuber, Hoshimachi Suisei, as she gets her own dedicated H70-themed cases, as well as keycaps and a desk pad.

Here are the details:

  • HYTE Y70 Hoshimachi Suisei Limited Edition (Pre-ordering Now Open)– This all-new collaboration case features a premium colorway for HYTE’s Y70 modern aesthetic case, and a three-tone matching trim with elegantly designed gold text and iconography themed after Hoshimachi Suisei’s visual style. The front and side panels also feature wholly original artwork that reflect Hoshimachi Suisei’s ephemeral and gallant personality made exclusively for HYTE’s hololive collaboration by the famed artist Rosuuri.
  • HYTE Hoshimachi Suisei Keycap and Desk Pad Bundle (Pre-ordering Now Open) – This keycap set comes with 153 individual keycaps that are fully compatible with ANSI / ISO / JIS WW keyboards. The set features a lovingly crafted Hoshimachi Suisei-inspired blue and gold gradient design, integrated iconography VTuber fans are sure to recognize, and a HYTE ‘Hoshimachi Suisei’ desk pad.
  • For a limited time, the first 500 purchases on HYTE.com for either the HYTE Y70 Hoshimachi Suisei Limited Edition or the HYTE Hoshimachi Suisei Keycap and Desk Pad Bundle during the pre-order period will come with a free collector’s wall scroll (not for individual sale) while supplies last featuring Rosuuri’s case artwork.

As for how much this will set you back, this is on on their pricier side of collaborations for the HYTE 70 with the HYTE Y70 Hoshimachi Suisei Limited Edition case retailer at $299.99. Pre-orders are now open, with the case expected to ship this July.

But if you’re looking for something a bit cheaper, and smaller, and are a bit fan of the VTuber, HYTE also offers a bundle that includes Keycaps and a desk pad themed after the VTuber. It retails at $119.99, with an expected shipping of July 2025.

While I can’t vouch for the case myself, based on several public reviews, the HYTE Y70 seems an excellent gaming case to build out of. It’s not the smallest when it comes to form factor, but it’s more than enough for those looking for something beastly that can handle all of your cooling needs while still having space to work out of.

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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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Battlefield Labs Leak Confirm the Return of Two Features; Menu Quick Look Surfaces

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More leaks have surfaced from the Battlefield Labs second playtest, and this confirms a few new returning features that should be good news for most players.

While the report we ran yesterday confirmed that 3D spotting is in the playtest, the latest info today confirms a few more returning features, though these impact the gameplay significantly less.

Battlefield 2025 Brings Back Weapon Inspect and and Finishers

(Note: The videos are from leaked footage shared by the community in a Telegram group focusing on Battlefield Labs and the new Battlefield. MP1st does not take responsibility for whatever you see or experience in the group.)

The blurry footage (understandable given this is leaked material), confirms the return of finishers in the new Battlefield game. While it doesn’t seem as elaborate and convoluted as the ones in Call of Duty, you can see it in action in the above video. It’s pretty much the same thing as your standard dogtag grab in past Battlefield games.

There is no word yet on whether other melee weapons will affect the takedown animation like in Call of Duty, but I guess if it doesn’t become as absurd as what we’ve seen in the last few Call of Duty games, it should be OK.

Another thing that returns is the weapon inspect feature, which was available in Battlefield V. Per the people in the playtest that shared the info, they say that weapon inspecting is done in a “free manner by moving your mouse (no need for a fixed animation).” This is good news for players who want to check out their gun skins (and presumably gun charms, since I assume those will be back too).

Another thing that surfaced recently is a good look at the game’s menus in Battlefield Labs. With the client in a pre-alpha state, there is a big chance that the menus we see now will vastly differ from the final retail release. I mean, we don’t even know the name of the new Battlefield game,

As you can see in the leaked footage, the game mentions a “pre-alpha” message reminding people that this is a work-in-progress and does not represent its final state.

Hopefully, EA will open up the playtest to everyone soon, as what we’ve seen so far looks to be a good step up from past franchise entries.

The latest Battlefield game still has no title, and has no release date, but it is confirmed for the PS5, Xbox Series X|S and PC.

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Alex Co

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

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Assassin’s Creed Shadows Bests AC Odyssey and AC Origins, as It Establishes New Franchise Records on PC

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Assassin’s Creed Shadows is seeing quite a successful start for its opening weekend, as Ubisoft has announced the game has established a new player record in terms of sales.

Not only that, but AC Shadows has also set a new player-metric record on Steam as well, proving that the delays and controversy surrounding the title have not affected it one bit.

Assassin’s Creed Shadows Has Had Over 2 Million Players Since Its Release

As revealed on X, Assassin’s Creed Shadows has pulled off over 2 million players since its release last Thursday. This is across every hardware platform (PS5, Xbox Series X|S, PC), as well as available PC storefronts (Ubisoft Connect, Steam, Epic Games Store), with Ubisoft confirming that the launch is the biggest the franchise has ever seen,

Moreover, not only does AC Shadows have the best launch of any Assassin’s Creed game in hstiroy, bit it also has nabbed the most concurrent player achievement as well. Looking at Steam Charts, AC Shadows peaked at roughly 65K concurrent players earlier today, the highest the franchise has seen on Steam. Note that this is just on Steam, and the Ubisoft Connect player count isn’t know, so this could be way higher. And of course, it doesn’t factor in the console player counts as well, which we’re sure is significant.

We should note that those two million players aren’t all confirmed sales, as the game is also available as part of a Ubisoft+ subscription and is being bundled as part of various ongoing PC parts promotion. It’s hard to say how many of those players are subscribed to Ubisoft+ or got the game for free from Intel and AMD bundles, though we can’t imagine it being a massive amount to make that big of a difference. Even if that was the case, recording the highest concurrent player count on Steam is no easy feat. Hopefully, Ubisoft will likely disclose sales on the title at a later date.

Whether it can outperform Assassin’s Creed Valhalla is another question, as the title earned Ubisoft over one billion dollars after a year on the market. It was the first Assassin’s Creed game to do so, making it the most successful in the series. Either way, Assassin’s Creed Shadows seems to be a hit for Ubisoft!

Assassin’s Creed Shadows is now available for purchase. If you haven’t already, check out our review where we state, ” Shadows captures the franchise’s spirit in fresh and exciting ways that I’m sure any diehard fan will come to appreciate.”

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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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Indiana Jones and the Great Circle PS5 Release Date Announcement Rumored to Be Set for Tomorrow

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It looks like we might be close to getting a PS5 release date for Indiana Jones and the Great Circle, as Bethesda is seemingly teasing some sort of announcement for tomorrow.

With rumors swirling that we’ll see the PS5 version this April, we’ll probably get an official confirmation and an update on some upcoming DLC.

Indiana Jones and the Great Circle PS5 Release Is Imminent

Taking to social, Bethesda has posted a rather vague message on X, telling fans to keep an eye on tomorrow.

If you look at the image, it becomes pretty clear this is related to Indiana Jones and the Great Circle. If the setting and items in the photo weren’t a dead giveaway, then the person featured in it should be, as that’s none other than Troy Baker, the voice actor who voices Doctor Jones in Indiana Jones and the Great Circle.

We’re going to take a good guess that this is related to the PS5 release date, which is currently rumored for April 17. But that’s not the only thing we expect to see, as the game still has a yet-to-shown DLC titled “The Order of Giants.” We’re anticipating that the DLC will be shown alongside the PS5 release date, and if you look at previous Xbox games coming to PS5, they typically coincided with some major update. Sea of Thieves saw the release of Season 12. Hi-Fi Rush had some new collaboration items upon its multiplatform release. Horizon Realms, an upcoming Forza Horizon 5 update, will arrive the same day as the PS5 version this April.

Further adding fuel to the fire, reliable leaker billbl-kun, also mentioned that the Indiana Jones PS5 release date is set for tomorrow, with the Standard and Premium Editions both set for release with discs, but an internet connection is still required.


Could we get DLC for Indiana Jones and the Great Circle on the same day as the PS5 version drops? I guess we’ll all find out tomorrow! In the meantime, if you want to read our thoughts on the Xbox version, be sure to check out our full review.

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James Lara

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

Home > News

Remedy Talks Going Over Budget on Alan Wake 2

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While Alan Wake 2 was one of the best games of 2024, the horror game didn’t become officially profitable until this year, which is surprising. It seems part of the reason why the game took this long to recoup its initial cost was that Remedy went over budget developing the horror sequel.

This was something the studio confirmed to MP1st recently in an exclusive interview.

Alan Wake 2 Devs “Always Careful” About Budget Sizes

Alan Wake 2 Update 1.000.011

Speaking to MP1st about FBC: Firebreak, we asked Remedy how they manage expectations and avoid going overboard on game development budgets. The games industry is suffering from this problem right now, with development budgets bigger than those of most blockbuster movies.

MP1st: Remedy is possibly one of the best studios when it comes to managing expectations, not overflowing on goals and budgets. What makes the studio different from the rest that they’re able to weather storms like the one we’re seeing now?

 Thomas Puha, Communications Director: “We’ve been around making video games for 30 years. There’s been some really tough times at Remedy during that time, but somehow we have always managed to find a way to keep moving forward.

We did go over budget on Alan Wake 2, not an uncommon thing in this industry when you are always pushing the envelope and game development is unlike any other software development out there, so knowing how long it takes to really polish ideas into a great game, it’s always hard to tell. There’s always a big challenge in trying to match the creative ambition with realistic budgets and how many units you can sell.

We’ve always been careful about our budget sizes, the scope of our games and not hiring too many people, too quickly. It feels like a lot of people at Remedy do multiple roles and jobs!”

Remedy makes a perfect point in how the challenges of trying to match a game’s creative ambition with realistic budgets, and I feel this is where most studios fumble; knowing when to stop adding and using what you have.

For FBC: Firebreak, it doesn’t seem like Remedy will have an issue as it’s a smaller-sized game, and one that’s focused on multiplayer rathan than ushering players through a tightly-woven narrative.

Alan Wake 2 was one of those games that upon playing it, you just know that a ton of money was spent not only on the visuals, but even the real-world scenes looked like it had high production values, which couldn’t come cheap. If you’ve yet to play the game, our review explains why you need to change that fast.

Stay tuned to our exclusive interview, which will hit the site soon.

FBC: Firebreak will be released in the summer for the PS5, Xbox Series X|S and PC, and you can read our preview of it to know more about the game.

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Alex Co

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

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Battlefield Labs Second Playtest Sees Return of Controversial Mechanic, as New Map Footage and Info Surfaces

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It seems DICE is holding the second part of the Battlefield Labs currently, and new info has emerged from it. While no new gameplay has surfaced so far (more on that in a bit), new info has made its way out that should please a good amount of Battlefield vets. (or tick them off).

First the big new thing from the second Battlefield Labs playtest: one participant confirmed that 3D spotting is back  — at least on this version of the playtest.

Battlefield Labs Second Playtest Sees the Return of 3D Spotting

According to Reddit user , 3D spotting is in the version of Battlefield Labs. Bear in mind, the build being tested now is in pre-alpha, and does not represent the final version of the new Battlefield game. DICE could very well be testing 3D spotting and gathering feedback for it before deciding whether to include it or not.

For those not familiar with the gameplay mechanic, “spotting” an enemy willmar them for the rest of the team with an inverted red triangle on top of their heads. While some hated this since it gave away their position, it’s been a core staple of past Battlefield games and also encouraged teamwork. If you’re not that skilled in eliminating enemies, spotting your target so your squadmates can take them out is/was a viable tactic.

To use the 3D spot feature, players had to aim down sight (ADS), point at the enemy and press a button (Q on the keyboard/R1 on controllers). If the enemy marked was killed, the person who spotted them gets points. Based on my time playing Battlefeild with randoms, very rarely do I see people take advantage of this excellent stat-padding move. I mean, not only does it help your team, but it also moves you up the scoreboard too.

If you’re not a fan of that, we have more Battlefield news for you. In the second playtest, DICE has rolled out a new map called “Battery.” According to the info we got from leakers, this is the Gibraltar map that was first shown as concept art by EA. We have a map overview, screenshots and even a short clip of it below. While the quality isn’t the best (compressed and all), it’s still a good look at the new map’s terrain and whatnot.

Battlefield Labs Gibraltar Map Leaked Gameplay and Screenshots

This is another urban map that features plenty of cover and seems to be something you’d see in Battlefield 4. Again, same with 3D spotting, this is all deemed as placeholder for now. There’s a very high possibility that DICE changes the map’s name, layout and other factors based on community feedback. The screenshots show a map overview and infantry combat in an urban setting.

I know it’s a playtest and all, but so far, DICE seems to be hitting all the right notes. If you haven’t seen the destruction mechanics at play, you’ll be very glad to see that it’s reminiscent of past Battlefield games like Bad Company 2, Battlefield 3, and so on.

There is no word yet on when the playtest will expand more, but we’re hoping that it’s soon. Expect another entry from DICE about the development of the next Battlefield game. At the start of the month, the studio talked about gunplay and movement philosophy, where the devs confirmed combat dive, landing roll and more are confirmed.

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Alex Co

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

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European Commision Wants to Stop Virtual Currencies That Disguise Prices of In-Game Items

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The European Commission has decided to ban virtual currencies in games in order to bring more transparency to the real costs of microtransactions. They have published new guidelines that publishers must follow going forward.

European Commission Bans Virtual Currencies in Games to Increase Transparency

European Commission Virtual Currencies in Games

The key points of the European Commission‘s action are as follows:

  • clear and transparent pricing and pre-contractual information;
  • avoiding practices hiding the costs of in-game digital content and services, as well as practices forcing consumers to purchase virtual currency;
  • respect of consumers’ right of withdrawal;
  • respecting consumer vulnerabilities, in particular when it comes to children;

For years, we have been used to in-game packs that can be bought for a certain amount of virtual credits, without knowing exactly how much they correspond to in real money. This is the issue the European Commission aims to regulate.

Interestingly, the Commission’s action started not with the usual loot boxes found in popular games, but with a free-to-play game with horses. This game is Star Stable, a Swedish MMO that became controversial for practices that consumer associations deemed to be highly unfair.

The game was accused of including advertisements aimed at children to push them into making microtransactions, using pressure techniques to encourage compulsive buying, lacking transparency about the real costs of in-game packages, and exploiting influencers without them disclosing the promotional nature of their content.

In other news, a survey conducted at Devcom 2024 found that nearly 90% of developers agreed that microtransactions should not be included in premium titles.

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Taha

Television kills your vision.

Home > Title Updates and Patches

Warframe Update 2.38 Released on PlayStation for Memory Crash Fix

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Just the other day, Digital Extremes released a major content drop for Warframe that ushered in the Techrot Encore content to all platforms. Unfortunatey, that patch also brought in issues, which should be addressed by Warframe update 2.38 released on PS4.

For those on PS5, you’ll see this as Warframe patch version 1..046, and both were released to fix a memory leak issue.

Warframe Hotfix Deployed to Fix Memory Crash on PS4 and PS5

Here’s what Digital Extremes had to say about today’s patch:

We’ve deployed a Playstation update that addressed out-of-memory crashes on both the PS4 and PS5. While we are calling this a hotfix, it is actually a small CERT update (learn more about what that means here).

Fixes:

  • Fixed Out of Memory crashes on PS4/PS5.

In addition to that, there was also Hotfix 2 released yesterday for all platforms.

Warframe Techrot Encore Hotfix 2 Changelog:

Technocyte Coda Trading:
We have temporarily removed the ability to trade your Technocyte Coda since traded Coda were not functioning properly, possibly resulting in players being unable to progress with their Coda at all. We are working to fix the core issue, but want to prevent players from obtaining a Coda in this broken state until we can do so.

For those with a traded Coda experiencing this issue, an unverified workaround is to play with another Tenno with a newly created Coda to force yours to show up and progress.

Changes:

  • Omni Forma in the Gold and Arcane reward tiers have changed from BLUEPRINT to BUILT.
    • In conjunction with that change, Omni Forma in the Silver reward tier remains a Blueprint, and its rarity has been adjusted to match the Tauforged rewards.
  • Arcane Hotshot and Arcane Universal Fallout now apply to Exalted Weapon status effects —  notably Mesa’s Peacemaker.
  • Removed various words from Technocyte Coda name generation to avoid some unfortunately named Codas.
  • Removed numerous waypoints spawning when players have picked up a Mixtape.
    • Now only the nearest hacking terminal will be waypointed to reduce visual clutter.
  • Added a clarification to the pop-up that appears when players have an unopened Peely Pak, directing them to visit Kaya.
  • Various SFX adjustments for the Technocyte Coda.
  • Slightly increased the guitar riff in Temple’s Exalted Guitar SFX.
  • Made slight audio mix adjustments on the Riot-848 pistol.
  • Reduced the brightness on various lights in the Stage Defense tile.
  • Polished Zeke’s dialog when attacked.
  • Temporarily removed the ability to Sell/Dissolve Potency Mods due to them giving more Endo than intended.
    • We’ll re-add this functionality once those values are corrected in a future hotfix.

Legendary Rank 5 Slate Script:

Those who completed their Legendary Rank 5 test between the launch of Techrot Encore and Hotfix #1 were missing their Legendary Rank 5 Slate. We have run a script returning this decoration to you, which you should find in your inventory!

Top Fixes:

  • Fixed enemies failing to spawn in lower section of the Stage Defense mission, significantly slowing down or stopping wave progress.
  • Fixed Quick Correct having a 25% drop chance for additional Live Heartcells instead of the intended 10%.
  • Fixed “It Sees You”, “Old Pizza”, and “Optimism” Peely Pix giving additional Pix Chips on re-runs of Temporal Archimedea. Now they will give 1 Pix Chip per Round per week.
  • Fixed Steel Path modifiers applying to replays of The Hex Quest.
  • Fixed Gemini skin heads becoming distorted when using new Coda emotes.
  • Fixed Palladino missing Riven Mods for purchase in the Iron Wake.
  • Fixed players being able to swap the Stance Polarity of their Exalted Melee Weapon.
    • Pre-Techrot Encore, Stances did not give Capacity to Exalted Melee weapons, meaning some players may have swapped its Polarity to another slot. Now that Stances do offer Capacity, we are removing this Ability since the Polarity is designed to match the associated Stance.
    • Those who had swapped their Polarity before this hotfix should now see it returned, and have the Stance properly give Capacity to their Exalted Melee.
  • Fixed Technocyte Coda having quirks, which unintentionally causing various issues depending on what quirk your Coda rolled, including:
    • Being able to infinitely stab Technocyte Coda Duets.
    • Not progressing to Showdown missions on 100% Virality Stabs.
      • If you are in this state, you’ll have to stab your Coda one more time and you should properly progress to Showdown.
  • Fixed Clients dying in the Technocyte Coda Showdown causing lasers and music to break.
  • Fixed Clients sometimes getting stuck waiting for the Technocyte Coda to return to the stage in the final Showdown.
  • Fixed issue where it was possible to exceed Temple’s heat damage buff cap.
  • Fixed Optimism Peely Pix effect not working after being revived.
  • Fixed “Vamp Rock” Stage Defense mission variation in Temporal Archimedea not properly disabling Abilities and draining energy.
    • Also fixed it having incorrect health loss values on Flare.

Performance:

  • Improved various performance issues caused by Techocyte Coda attacks in the final Showdown mission.

Script Errors & Crashes:

  • Fixed a crash when equipping skins on the Coda Pox.
  • Fixed a crash in Temporal Archimedea.
  • Fixed a crash caused by Zeke’s tendril attack.
  • Fixed a crash caused by the Technocyte Coda decoy ability.
  • Fixed a crash when using Lavos’ Ophidian Bite with the Swift Bite Augment.
  • Fixed a crash when viewing Acrithis’ wares.
  • Fixed a script error caused by Ash’s Blade Storm.
  • Fixed various script errors in Legacyte Harvest missions.
  • Fixed various script errors in Temporal Archimedea missions.
  • Fixed a script error when looking at the Scaldra Screamer Codex entry.
  • Fixed a script error when opening the KIM in POM-2.
  • Fixed a script error caused by the speed-up mechanic in Hell-Scrubber Temporal Archimedea missions.
  • Fixed a script error caused by the new Cloaked Appearance setting.
  • Fixed a script error caused by the Dual Coda Torxica.
  • Fixed a script error caused by Wisp’s Sol Gate.
  • Fixed a script error caused by the Proboscis Precept.

Fixes:

  • Fixed unintentional voice lines for the new Protoframes. Put a Höllar in the swear jar, Kaya!
  • Fixed various animations issues for Harddrive.
  • Fixed missing cyst offset for Flare’s Gemini skin.
  • Fixed cases of “Deep Archimeda” appearing in the Temporal Archimedea menu.
  • Fixed Incarnons with 5 Evolutions causing lingering Evolution UI when swapping to an Incarnon with 4 Evolutions in the Arsenal.
  • Fixed a typo in “Cloaked Appearance” setting.
  • Fixed cases of players getting stuck out of bounds in Stage Defense.
  • Fixed missing collision and map holes in the Stage Defense tiles.
  • Fixed certain stage elements continuing to linger after the stage collapse in Stage Defense.
  • Fixed cases of Warframe abilities clipping through the stage in Stage Defense — notably Qorvex’s Chyrinka Pillars.
  • Fixed rare cases of players being unable to purchase prorated bundles.
  • Fixed flickering lights when changing Drifter hairstyles via the mirror in the Backroom.
  • Fixed Amir having floating headphones in the Backroom.
  • Also fixed him having unintentional armor pieces.

Missed Notes from 38.5.0:

  • Newly Exalted Abilities (specifically Landslide, Shattered Lash, and Whipclaw) will now break invisibility from Stalk and Ghost, since they are considered weapons.

That’s about it. If another patch is released, we’ll let our readers know.

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Alex Co

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

Home > News

PUBG Has Big Plans for 2025, As Studio Shares Roadmap

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Can you believe it? It’s been eight years since PUBG: Battlegournds as released, and in that time, the battle royale genre has grown exponentially. While it’s debatable where the genre originated, there’s no denying that it owes much of its popularity to what many consider the first victorious battle royale. Although the game has seen fierce competition throughout the years, it still remains one of the most popular battle royals, thanks to the excellent post-launch support the game has been getting since its launch. 

But as the game approaches its 8th anniversary in the next few days, many have been wondering, what’s next for the title? Well, it seems we finally have an answer, as PUBG: BATTLEGROUNDS Team has revealed that it has some rather big and ambitious plans for PUBG in 2025. 

PUBG 2025 Roadmap

As shared by the developers via PR, the PUBG: BATTLEGROUNDS Team has gone into detail about what players can expect this year. Spoiler alert: it’s a ton, so much so that a nearly 30-minute video was required to deep-dive into this year’s offering. 

“In 2025, we will focus on three key areas to drive PUBG’s growth: developing exciting new content, enhancing the live service, and building up long-term sustainability.” the PUBG: BATTLEGROUNDS Team said in their blog, “Our goal is to expand the experience with new content, refine systems for stability, and lay a strong foundation to keep PUBG with you for years to come.”

So, what exactly does the 2025 roadmap entail? Well, their blog (as does the video above) goes into deeper details, but here’s a look at the key points they talked about and what you can expect throughout 2025.

  • World Update
    • Expanding the PUBG World

    • Various Events and Strengthening Interaction

  • New Gameplay Content

    • Developing Expandable Content

    • Expanding Actions, Diversifying Interactions, and Enhancing Battle Royale Combat

    • Enhancing Interactive Elements

  • Modes

    • Improving Existing Modes and Introducing New Modes

    • Creating High-Quality Modes Through Co-Development

  • New Collaborations

    • Premium Automotive Brand Collaboration

    • Collaboration in New Areas

    • Player-Driven Collaborative Content

  • Contender System

    • New High-End Content, Contender

    • Expansion and Advancement of Premium Content

  • Unifying In-game Content

    • Strengthening the Link Between Normal Match – Ranked – Esports

  • Gunplay

    • Meta Changes and Large-Scale Rebalancing

    • Regular Balance Updates and Improvements to Non-mainstream Weapons

    • New Content and Gunplay Expansion

  • Ranked

    • Tier Revamp

    • Enhancing Ranked Rewards and Player Incentives

    • Duo Ranked and Matchmaking

  • AI Revamp

    • Fundamental Evolution of PUBG AI

    • Key Goals and Future Plans

  • Clan System

    • Refining existing features and introducing new ones 

  • Pass Rework

    • Pass System Revamp

  • Enhancing BP Usability

    • Introducing a Currency Choice Purchase System

  • UGC

    • A Player-Driven Creative Experience in PUBG

    • PUBG UGC Project

    • First Version in 2025 and Future Plans

  • Transition to Current-Gen Consoles (Xbox Series S/X, PS5)

    • Improving the Environment by Transitioning to Current-Gen Consoles.

    • New current-gen versions are on their way

  • Custom Match Enhancements

  • Anti-Cheat

    • Strengthening the Anti-Cheat System

    • Advancing Machine Learning (ML)-Based Detection Technology

    • Enhancing Player Account Security

    • Ongoing Measures to Ensure Fair Competition

  • UE5

    • PUGB Battlegrounds is being moves to UE5. 

    • The team plans to maintain the essence of PUBG you love while making a technological leap to prepare for its future.

  • PUBG Esports Plan

    • 2025 PUBG Esports Roadmap

    • Official TPP Tournament: PUBG Players Tour

    • Expanding the PUBG Esports Experience

Lots of exciting things are coming to PUBG: Battlegrounds this year, and personally, I’m excited to see the current-gen version of the game and the transition to Unreal Engine 5. It feels long overdue, and hopefully, the improved engines will bring some much-needed optimization and enhancements, visually and performance-wise. 

You can watch the video above to get a deeper dive into the roadmap. Or, if you prefer reading, you can see the full breakdown in the official PUBG 2025 roadmap blog post

As a reminder, this isn’t the only PUBG-related thing coming in 2025, as PUBG: Blindspot (formally Project Arc) is also set to release sometime this year on PC. It’s a top-down isometric PvP shooter set in the PUBG universe. While that may feel like a departure from BATTLEGROUNDS, based on our hands-on experience last November, it’s every bit of fun and competitive as the main dish. I’d highly recommend keeping an eye out on this one if you’re a PUBG fan. 

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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.

Home > Title Updates and Patches

PGA Tour 2K25 Update 1.009 Drives Out for Version 3.21; It’s a Huge Download But Includes a Short List of Fixes

HB Studios has a new PGA Tour 2K25 patch availale for consoles and PC, and while it’s a big (really big) download file, the changelog doesn’t mention any new content rolled out, and it seems it’s primarily for gameplay fixes.

How big is the download for PGA Tour 2K25 update 1.009? It’s an insane 21GB on PS5, and roughly 20GB on PC (Steam). To put things in perspective, the game is around 25GB on PS5, which means you’re almost downloading the entire game again.

The devs are calling this PGA Tour 2K25 patch version 3.21, which is odd given the last patch we got was version 3.6.

PGA Tour 2K25 New Update 1.009 Address Achievements and Quest Issues and More

Here’s what’s new via the patch notes

  • Addressed reported concerns of achievements and quests not triggering as intended
  • Addressed reported concerns related to crashes across various game modes, including MyCAREER, Ranked Solo, Divot Derby and more
  • Optimization for default ball drop zone locations
  • Optimizations to MyCAREER features, including general connectivity; training scenarios; outdated text, labels and player animations;
  • Optimizations to sponsor reputation loss after performing unwell in an event to be less severe
  • Addressed reported concerns related to dynamic rounds when playing The Majors; increasing all but final round from 9 to 18 holes
  • Optimizations to Course Designer camera tools U/I
  • Optimizations to Quests, including daily quest round total score
  • Optimizations to Ranked Tours and Societies, including load times; visual presentation; general stability and localization; event progression; and compensation when playing against a disconnected opponent(s)
  • General optimizations to Career XP exploitation, cross-platform notifications, and participation reward titles

Given the size of the download, there is a chance that HB Studios has tucked in some new content in it, that will be triggered once a new season rolls around. If that’s the case, we’ll let our readers know once that happens.

If you’re still on the tee whether to get this year’s version of the golf sim, go read our review to see what we thought of it.

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Alex Co

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

Home > Title Updates and Patches

WWE 2K25 New Update 1.06 Now Available on March 21

[summaraize]

WWE 2K25 new update 1.06 is now available for download on consoles and PC, and while this doesn’t bring in any new content, there’s a good list of fixes thrown in by Visual Concepts.

Unfortunately, this doesn’t fix every issue in the game, as there are still lingering problems that remain unpatched.

WWE 2K25’s New Update Version 1.06 Hits Consoles and PC This March 21

Oddly enough, Visual Concepts has not released the official patch notes just yet. Howver, content creator Elatus seems to have gotten hold of the changelog already, and we’ve shared it below.

General

  • Stability and Performance improvements

Gameplay

  • Addressed reported concerns of Bray Wyatt ‘23 using an incorrect entrance during certain match types

MyRISE

  • Addressed reported concerns of Face Photo options missing during MyRISE

Universe

  • Addressed reported concerns of players being unable to change the arena when editing shows

MyGM

  • Addressed reported concerns of brands displaying incorrectly

Create

  • [CAE] – Addressed reported concerns of The Rock ‘01’s motion failing to unlock
  • [CAE] – Addressed reported concerns of custom videos appearing locked

Characters

  • Addressed concerns related to a few character likenesses

The Island

  • Addressed reported concerns of player banners not being displayed

There are other fixes spotted by the community, which we’ve shared below:

Some of the fixes include wrestler outfit fixes:

The lighting now transfers from Create-an-Arena (CAE):

Some of the stuff that still aren’t fixed even with the new patch applied include:

  • Manager alternate attires not appearing in Universe Mode
  • Still no image mapping on shoes

If Visual Concepts releases an official changelog that’s different from the one we have above, we’ll update the article to reflect it.

If you haven’t done so, make sure to check out our review of WWE 2K25 to see what we thought of this year’s entry/

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Alex Co

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

Home > Title Updates and Patches

WWE 2K25 Update 1.006 Hits the Mat for Fixes

[summaraize]

It’s a Friday, but that hasn’t stopped Visual Concepts from releasing a new WWE 2K25 patch on all platforms this March 21. Those on consoles should see this as WWE 2K25 update 1.006 (last-gen is 1.06), and this adds in a few confirmed fixes, though some issues still persist.

The new WWE 2K25 update clocks in at a hefty 6.8GB on PC, 1.4GB on PS5, and 1.3GB on PS4. Given how large each update is for the franchise, get used to big downloads for fixes.

WWE 2K25 New Patch 1.006 Now Available on Consoles and PC

Visual Concepts has not mentioned anything about today’s update just yet, but wrestling content creator Elatus shared the changelog (though we’re not sure where he got them from, we believe this is legit since the person has shared patch notes in past WWE 2K games before Visual Concepts released them officially).

General

  • Stability and Performance improvements

Gameplay

  • Addressed reported concerns of Bray Wyatt ‘23 using an incorrect entrance during certain match types

MyRISE

  • Addressed reported concerns of Face Photo options missing during MyRISE

Universe

  • Addressed reported concerns of players being unable to change the arena when editing shows

MyGM

  • Addressed reported concerns of brands displaying incorrectly

Create

  • [CAE] – Addressed reported concerns of The Rock ‘01’s motion failing to unlock
  • [CAE] – Addressed reported concerns of custom videos appearing locked

Characters

  • Addressed concerns related to a few character likenesses

The Island

  • Addressed reported concerns of player banners not being displayed

Here are more fixes found thanks to the community.

Some of the fixes include wrestler outfit fixes:

The lighting now transfers from Create-an-Arena (CAE):

Some of the stuff that still aren’t fixed even with the new patch applied include:

  • Manager alternate attires not appearing in Universe Mode
  • Still no image mapping on shoes

If Visual Concepts releases an official changelog that’s different from the one we have above, we’ll update the article to reflect it.

If you haven’t done so, make sure to check out our review of WWE 2K25 to see what we thought of this year’s entry/

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Alex Co

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

Home > News

FBC: Firebreak Will Have Full Crossplay Support at Launch, But No Cross-Progression Plans Yet

[summaraize]

For those planning on getting FBC: Firebreak on the platform of their choice but are worried about not being able to play with their friends, we have good news; FBC: Firebreak will support full crossplay when it launches this summer!

However, if you were hoping to jump between platforms and keep progression, that won’t be happening anytime soon.

FBC: Firebreak Will Have Full Crossplay Day One, But You Can’t Move Progression From Platforms Just Yet

In case you didn’t hear, Remedy, the famed developers behind Control and the Alan Wake series, are dipping their toes into online gaming with their cooperative first-person shooter, FBC: Firebreak. Set in the Control universe, FBC: Firebreak is a brand-new experience built from the ground up for coop. With it set to launch on PC, the PS5, and Xbox Series X|S, some of you may wonder if the studio plans to support crossplay. As we already answered, FBC: Firebreak will support crossplay the very same day it launches. This means you’ll be able to play with your friends, regardless of what platform they’re on.

Although the feature has started to become a norm in the realm of online games, some titles still release that don’t support it, so it’s always great to see confirmation of this.

Now, for those wondering if you’ll be able to play on one platform and then move to another with your progression intact, the answer is sadly no, at least for launch. At the moment, it doesn’t seem like Remedy is planning to add cross-progression support. However, during the press preview event we attended for FBC: Firbreak, the studio said it could be something coming down the road. 

Julian Fondum, Community Manager of FBC: Firebreak shared, “Not at launch. Maybe way down the line. It’s a maybe. A lot of things we’re doing on the back end is definitely built in the way that we can do a bunch of things down the line when we have more resources and so on. So we’re really, really trying to build a very good foundation for the future, but no, currently, there’s not going to be cross-progression.”

Bummer, but we’re glad to see that it is something that they may consider down the road. I’m sure if the game becomes a big enough hit and the support remains steady, we’ll see it eventually added, but for now, you’ll just have to make do with the platform you start on. 

In the same discussion, the team also confirmed that there will be online matchmaking. So, if you can’t find friends who want to play, you can at least play with random. If you are planning on playing with friends who are on different platforms, the studio confirmed that there would be a friend code-like system in place to crossplay with friends. 

FBC: Firebreak arrives this summer on the PC, PS5, and Xbox Series X|S. Fans can also enjoy it as part of PC Game Pass + Game Pass Ultimate, as well as PlayStation Plus Extra and Premium. To get a deeper dive into the game, be sure to check out our demo preview

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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.

Home > News

Atomfall Review – Rebellion Unleashed

While Rebellion Developments is know for churning out shooters like the Sniper Resistance franchise, the studio is diving into uncharted territory with Atomfall, an alternate history survival action game set in fictionalized version of Northern England.

This alternate reality has mutants, giant robots and all sorts of perils that await. Has Rebellion succeeded in crafting a new franchise or should Rebellion stick to sniping from afar?

We’re glad to say, Rebellion’s continuous build-up of Atomfall is not for naught, as the game is actually fun — as long as you can tolerate some of the baggage that comes with the game.

A Player-Driven Sandbox With Meaningful Cause and Effect

Set in the 1960s, Atomfall sees players enter a sealed location. You have no idea who you are, how you got there, or what you are doing, though from the introductory video that plays eerily similar to a Fallout game, you learn the place you’re in has been locked away from the outside world. Before the game’s events, it was explained that a nuclear disaster occurred in Windscale in Northern England. To keep the surrounding regions protected from radioactive exposure, it was decided to seal the place off, and though life went on usually on the outside, inside, for the last five years, things have gotten dire, as individual factions have sprung up. Some of them are peaceful, but most are desperate as resources within the zone have begun to dwindle, with many of the factions now warring with one another for what little control they have.

Under all the war and conflict in the zone, there’s a mystery unraveling, with red telephone booths springing up all over the place with an ominous voice calling for you. You have no idea who it is or what it wants, and ultimately, that’s the big mystery for you to solve in Atomfall, as you’re tasked with finding a place called “The Interchange,” a massive underground bunker that holds many secrets.

However, this isn’t just some cut-and-dry quest where you get an objective marker and go on your way. I mean, it could be if you dial the difficulty and accessibility options down, in which case, Atomfall can be enjoyed like a traditional RPG. But that would be doing the game a disservice, as it’s intended to be a player-driven survival sandbox where your choices have real meaning.

The game establishes this very early, as when you first awake in Atomfall, you’re immediately given choices that set the stage for your grand adventure. It’s up to you to decide what kind of person you want to be in Atomfall, though don’t be surprised when an NPC calls you out, questioning whether or not you want to be the type of person you’re trying to be. In my case, I chose to be more “evil,” killing whenever I could. To no surprise, the more peaceful settlements didn’t take too kindly to me, killing off members of their community, which eventually was met with retaliation and going up against giant robots.

I severely underestimated their forces, which prompted me to reload my save and go for a much nicer approach. But I loved that I could do something like that and not get a game over screen or anything because I killed an important NPC. The world continued, whether or not that specific character was alive, and if I wanted, I could continue with the story, finding alternative paths to reach my objective. I played around with the start of the game, reloading my save to see which paths I could take and couldn’t, and as far as I can tell, the game is truly open for you to do anything you want.

There’s a town nearby where you start that I didn’t even run into my first playthrough, at least not until much later, after exploring a network of underground tunnels and sneaking through bandit bases. It’s pretty neat because nowadays, games give you a set path to go, and even if you did other content, you’d eventually have to make your way through those paths. Not in Atomfall, as the moment you step out into its lush and stunning world, you can be whoever you want and go wherever you please.

Now, I will say that for those expecting some big single-player narrative, you may want to temper expectations. There’s a story in Atomfall, but it’s completely dependent on how you approach the game. It also relies on you reading up on things from notes and talking to the various NPCs scattered around the open zones to get the most out of the lore. There’s a lot, but you have to look for it yourself, almost like a Souls-life kind of experience regarding the story. I’m personally a fan of that kind of storytelling, and I think Rebellion knocks it out for what is their first real take on it.

There’s a lot in the world of Atomfall to explore, too, and the maps are filled with secrets in every nook and cranny. What I love is how different my experience was from one of our other staffers who played through the game at the same time. Their journey through Atomfall was very different from mine, from how they started to even their ending. It made me go back and play around the different paths in the game, which all led to different outcomes.

Building a Foundation for the Future

While I enjoyed Rebellion’s approach to Atomfall, I will say that it’s also not entirely perfect. It’s close, but what it lacks makes for much to desire.

The overall gameplay, at least combat, is generally solid. I don’t have much to really complain about it, as it feels like what you’d expect from a Fallout-esque first-person game. The melee is heavy but packs a punch, and the overall gunplay feels smooth and responsive. I do wish there was more variety in weaponry. especially with the game’s setting and how weird things can get, I was a little surprised I didn’t encounter a unique gun not from the WW2 era but engineered within the zone with unique properties that could only exist there. The game can get weird, and I wish the guns would too.

The survival aspect is also pretty light, though that’s not always a bad thing. You don’t have to worry about general character maintenance, and I’m fine with that because so few games get that right. You can search for items such as ammunition and food, but food is not all that big because you never starve. It’s used for heals, which sort of is pointless when you can craft far better healing items like bandages. I know the game sort of markets itself as a survival game, but it’s light when it comes to those features. I don’t mind that because, considering how much else the game has going for it, having hardcore survival features probably would have made me not appreciate the sandbox mechanics with the gameplay and choices you make.

There’s also stealth, which I feel is probably one of the weakest parts of the gameplay. More specifically, the AI behavior around it. You can tweak it so it’s better (or worse), but I found that no matter the setting, AI could easily spot you from afar, even if you were hiding in tall grass and out of view. I’m at least glad there’s a bow that you can use to pick them off more efficiently, but even being at a distance of about five miles (exaggerated), they still managed to spot me.

The biggest room for improvement is in the dialogue options—not the choices you get to pick, which I feel play is more on the safe side of role-playing, I mean that the system is non-existent outside of quest givers. There are a ton of NPCs in the game, but a majority of them you can’t even interact with or talk to. That extends to even the enemies. Despite plenty of moments where they’re addressing you, you have no means of communicating back to them other than with a round of bullets. It threw me off because there would be countless times when it would seem like you should be able to interact with or respond to them, but no dialogue option ever comes up. I would have loved to see this, as it would have allowed us to learn more about the hostile factions and even an opportunity to side with them in their unwinnable cause.

The NPCs, in general, could have used more interactions. It might be because I’m so used to being in the mindset of an open-world (this is more like zones) RPG where you can talk to everyone, even if they don’t offer anything useful. Mind, It doesn’t detract from the overall experience, but it’s one of those things where you see the potential of something much bigger.

As I said, the game is close to being the “perfect” sandbox experience because aside from those things, everything else is fantastic about Atomfall. At the same time, though, you can see how much potential there is for so much more. It’s not a bad thing, and for this being Rebellion’s first real dive into the genre, I think they knocked it out of the park. I’m certainly left surprised, so much that I’ve already put in well over 20 hours exploring every part of the world I can and seeing where every string of story goes.

There’s a strong foundation to build off with Atomfall, and with a much bigger budget, I firmly believe this can turn into a massive franchise.

A Refreshing Location That Looks Beautiful

It’s hard to ignore the comparisons between Atomfall and Fallout, and although they play entirely differently from one another, they do offer somewhat of a similar setting. Granted, Fallout is quite literally a post-apocalypse, whereas Atomfall follows similarly to S.T.A.L.K.E.R., with it centered around a sealed-off zone. But all these games have inspired one another in some ways, though Atomfall also proves that a wartorn, radioactive zone could also be filled with beauty.

Its Cumbrian setting feels refreshing, as we don’t typically see games set around Northern England. Let’s get more of that setting because if Atomfall is anything to go by, there’s a wealth of variety that also blends influences from The Quatermass Experiment and Doctor Who, British folklore, and ancient myths of the region. There’s a lot to learn, not just about the game but also the real-world culture and influences the game takes from. That’s not to say I’ve grown tired of Fallout’s American setting. Never, I’ll always love those games. It’s just, as I said, feels refreshing, a place we’re not used to seeing in games.

Even though it is set in a radiative zone, unlike S.T.A.L.K.E.R. and Fallout, Atomfall is vibrant, making aspects of the environment pop and stand out.

I grew fond of how the setting looked and how Rebellion used lighting, shadows, colors, and structure designs, taking 1960s Northern England and mixing it with Atom Punk aesthetics. You’ll see things like giant robots roaming around, a high glow from mysterious technology activating in the distance, factories, and secret bases that look like those of the era and yet are not. It’s taking something familiar and putting a spin on it, something that Fallout has managed to nail when it comes to the feel of its world. Atomfall knows what it wants to be and expresses that perfectly with its visual and art direction.

I think many players will go into this feeling the sense of the unknown, as the world of Atomfall has such a welcoming look to it that it also feels like it has a story and mystery to unravel. And it does because there’s so much for you to go around and explore.

Final Thoughts From the Wasteland

For a studio that has been mostly known for the Sniper Elite franchise for the last decade, Atomfall is a drastic departure from anything Rebellion Games has done. It’s unfamiliar territory for the studio, and yet they manage to show that sometimes taking risks can lead to something truly exceptional. With Atomfall, Rebellion has proven that their creative ambitions extend far beyond the tactical shooter genre, delivering a fresh and captivating experience that pushes the boundaries of what fans expect from the studio.

Score: 8.5/10

Pros

  • The gameplay and world exploration, and how you approach the main quest, truly feel like a real sandbox experience.
  • There’s a good sense of cause and effect for your actions and what choices you can make during quests.
  • Refreshing setting. We need more games like this set in Northern England.
  • Gorgeous visuals that capture the atompunk look.
  • Overall, combat is solid, even if some things are left to be desired.

Cons

  • There is a lack of weapon variety, especially considering how fun the game is with its setting; it doesn’t get fun with its weapons.
  • The lack of dialogue outside quests leaves much to desire, such as negotiating with an enemy, bartering, etc. There are plenty of NPCs you can’t interact with, too.
  •  Stealth play is probably the weakest part of the gameplay. The AI can be pretty inconsistent.

Atomfall will be released on March 27, 2025, on PS5, PS4, Xbox Series X|S, Xbox One, and PC. A review code was provided by the publisher for review purposes.  You can check our review of the game here.

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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.

Home > Title Updates and Patches

Armored Core 6 Update 1.008 Hands Out Buffs and Other Improvements

[summaraize]

FromSoftware has released a new patch for Armored Core 6 today that’s live on all platforms. Players on consoles should see this as Armored Core 6 update 1.008, which is listed as patch 1.08 or 1.08.1 if you want to be super specific.

Expect improvements to the hit detection, adjusted stagger behaviour for enemy ACs and a lot more.

Armored Core 6 Patch 1.008 Buffs and Fixes Now Live on March 21

Armored Core 6 update 1.005

FromSoftware has outlined the following improvements and bug fixes:

Bug Fixes and Other Improvements

【Player AC related fixes】

  • Hit detection has been improved on ACs with certain Frame Part configurations that made them more difficult to hit. The following adjustments have been made after taking the effects of these improvements into account:
    • CORE “AC-J-120 BASHO”: increased Booster Efficiency Adj.
    • BIPEDAL “NACHTREIHER/42E”: increased AP
    • BIPEDAL “VE-42A”: increased AP
  • Adjusted stagger behaviour for enemy ACs when multiple hit detections are registered simultaneously
  • Fixed a bug that prevented ACS load buildup under specific circumstances

【System related fixes】

  • Fixed a bug in the DECAL menu that allowed images used to exceed the layer limit
  • Fixed a bug that caused the game to crash under specific circumstances

【Online match related fixes】

  • Fixed a bug that caused the opponent AC not to display correctly.

We generally don’t get a lot of updates to Armored Core 6, so expect the next one to be released months after.

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Alex Co

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

Home > Title Updates and Patches

Dynasty Warriors Origins Update 1.004 Adjusts a Weapon and Removes an Exploit

[summaraize]

KOEI Tecmo has released Dynasty Warriors Origins update 1.004 on all platforms, and while this is a minor patch, it plugs in an existing exploit, and adjusts one weapon to make it stronger.

Read on for the short changelog that also mentions how a Skill Point trading feature has been added.

Dynasty Warriors Origins Latest Update Buffs the Staff as Part of Patch 1.004

Here’s what’s new per KOEI Tecmo:

Additional Features and Adjustments

  • Added Arabic as a text language option.
  • Adjusted the staff weapon. The continuous attack executed by holding the Strong Attack button has been made more potent and the “Furious Tiger Dance” Battle Art has been given an effect that staggers enemies.
  • Added a Skill Points trading feature. After completing the game, you can trade them for Portable Items and gold at the Shui Jing Retreat.

Bug Fixes

  • Fixed an exploit allowing high walls and cliffs to be scaled by repeatedly attacking in midair.
  • Fixed other minor bugs.

The patch released last month included a bigger list of changes and fixes, which I suggest checking out too.

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Alex Co

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