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Call of Duty: Black Ops 6 and Warzone Ranked Console Crossplay Only Coming In Season 2

[summaraize]

Competitive Call of Duty players on consoles will be glad to know that Season 2 for Call of Duty: Black Ops 6 and Warzone is bringing a much-requested community feature: the ability to turn on console-only crossplay for ranked matches!

This news comes from Activision, which vows to improve the game’s anti-cheat system and servers, address several major bugs, and improve quality of life. 

Call of Duty Console Players Will Run Into Cheaters Less Often During Ranked Matches Come Season 2

Call of Duty app update 1.063

In a lengthy article posted on the official Call of Duty website, Activision outlined some of the big changes coming during Season 2 for Call of Duty Black Ops 6 and Warzone. Both games are set to receive new layers of security and detection for Richochet, the game’s anti-cheat tool. These improvements will continue into further seasons, with Season 3 promising new methods to detect legit players and target cheaters. 

For servers, the team has also stated that they’ve improved stability and connectivity, hoping to address some of the disconnects and rubberbanding some players have had in recent months. However, they note that there are no one-size-fits solutions to some of these issues and will continue to monitor and improve things as more feedback is collected. 

The post also listed several bug fixes and changes, but one of the biggest changes is that Ranked Play will get a console-only crossplay option. That means console players will no longer have to worry about PC players, who cheat more commonly and widely than on consoles due to how accessible it is.  

“We’ve heard the feedback from players about wanting the choice to toggle cross-play in Ranked Play since its launch earlier this season, and in the spirit of improving the gameplay experience, we’re returning to the way we’ve traditionally handled cross-play. In Season 02, we are enabling the ability to disable cross-play for console players who want to compete only against other console players. ↳ This is currently in testing and is planned to go live for both Black Ops 6 Ranked Play and Warzone Ranked Play during S02. We’ll be monitoring closely and will consider further changes to prioritize the integrity of the ecosystem, and we’ll have more details to share as we get closer to the launch of this feature.”

However, while Black Ops 6 is expected to receive new content in addition to all of this, Activision confirmed that, with these changes, they had to decide to postpone the planned content for Warzone. 
 
“Let’s talk about Season 02 for Call of Duty: Warzone. We’ve made the decision to prioritize focus on gameplay tuning, adding more quality of life, and addressing ongoing bugs. This means that in order to deliver meaningful improvements to our players, new content originally planned for Season 02 has been shifted to create bandwidth to address foundational issues. These improvements won’t come all at once – rather, they’ll be staggered across the season and with quite a few quality of life changes coming mid-season. Our priority is having the most solid foundation that Battle Royale can offer and are excited for players to see it all live.”

As disappointing as that news is, I think most of us can agree this is the right call, as online lobbies have been filled with cheaters despite the hundreds of thousands already banned. We’re glad that console-only ranked is finally coming, though that’s not to say it will prevent cheaters 100%. They still exist on consoles, there’s no denying that, but cheating isn’t as widely spread and accessible when compared to PC.

Hopefully, though, Activision will be able to find a better solution for PC players, as cheating will persist there as sellers, and the like, will continue to look for methods to circumvent Richochet. 

Season 2 for Black Ops 6 and Warzone will launch on January 28. 

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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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Report: Unannounced Warhammer RPG Cancelled Due To Funding Issues

Last year was significant for the Warhammer franchise, highlighted by the much-anticipated launch of Warhammer 40K: Space Marine 2, which became the most-played game in the series and one of the year’s top sellers on Steam. Additionally, an episode that follows up the events of Space Marines 2 was released for Amazon’s anthology series, Secret Level, and it’s been confirmed that a series set in the Warhammer 40K universe starring Henry Cavill is in development.

Given all this, it’s unsurprising that more Warhammer games are on the horizon. However, not everything is all sunshine and daisies, as recent discoveries indicate that a planned franchise game has been canceled in recent months.

A Developer Hit With Several Layoffs And a Cancellation

The canceled game in question was being developed by Thought Pennies, a studio founded in 2020 by Tim Erns, who previously worked on franchises like Star Wars and Final Fantasy. This studio, described on its website as an RPG games developer, was affected by rounds of layoffs in both 2023 and late 2024. The latter round was particularly devastating, as it followed a “change of strategic direction” by an unnamed publisher, leaving the studio’s current project without funding.

The project was described as a “multiplatform, social role-playing game.” Although it was never officially revealed, resumes from a few employees claim it was set in the Warhammer universe and ultimately canceled due to a lack of funding. The game was being developed in Unreal Engine 5 and had been in development since at least 2022, although it’s unclear if it started earlier.

One particular resume describes the game as a third person “Co-Op PvE Action RPG with a cast of unique heroes and playstyles,” featuring a mix of melee and ranged combat, and monstrous enemies set in a dark fantasy world. Although it doesn’t mention Warhammer, it’s evident that it refers to this franchise if we connect the dark fantasy description with the previous mentions. Other details mentioned are more technical, like the inclusion of enhanced combat feels with hit-pause and camera shake and immersive wall squeeze-through animations.

At the end, the publisher eventually decided to withdraw funding for the project, leading to another round of layoffs and the subsequent cancellation of the title. This is especially unfortunate considering the words of Daniel Erickson, the studio’s CCO, in his LinkedIn post, where he stated that the game’s development was progressing well and that they had great feedback. Sadly, it seems we won’t see the fruits of the studio’s years of work.

Fortunately for Warhammer fans, several other games in the franchise are currently in development. These include a sequel to the 2018 game Warhammer 40,000: Mechanicus and an ambitious MMORPG developed by Jackalyptic Games and published by NetEase.

Efrain

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Blindfire Early Access Hands-On Preview – Turn Off the Lights

[summaraize]

Developer Double Eleven has spent most of their existence over the last 15 or so years helping to work on existing games or taking the reins of ports such as Red Dead Redemption, but they have also put out their own games, such as Prison Architect 2, after taking over development on the first game post-release. Blindfire is their latest original game, though, that has a very unique visual design, and we were able to give the game a try through Early Access.

Not Firing Blindly in the Dark

The main attraction for Blindfire is its blacklight aesthetic which is reminiscent of something like Ghostrunner almost. Regardless of which match type you are playing, every map will be pitch black, and you can’t see much except for a few lit objects. This level design is cool and has a lot of potential to provide some cool gameplay situations. The goal in each match is to find the opposition within this darkness to kill them before they can kill you, which is very difficult in the pitch-black setting. This is where you have a few tools available to help.

Firstly, you have an Echo that you consistently charge throughout each match and can unleash to light up specific objects like mannequins and such, but will also light up the trail of an enemy if they are nearby. In specific modes, you can also set traps while waiting to respawn that will shed more light on the opponent as best as I could tell, though it never really was a big help for me with how spread out the stages were and the few opponents I was able to match up against. When the opponent starts shooting, you can also see their trail and an arrow will show the direction you are being shot from, which can also help. However, most of the time you will already be dead or very low in health by discovering the enemy if you are already being shot.

I was a bit disappointed that there was no way to recover health that I could find, as that could definitely make things a bit more intense as you can narrowly escape from an opponent but be able to get healed, while the opponent thinks they’re hunting a wounded animal in a sense. Instead, you are pretty much down for the count if you are already hit unless you get a perfect jump on the enemy and surprise them.

With the game in Early Access, there were a limited number of game options available to use in the game. In this version, there were three game modes to choose from: Quickplay, Solo, and Squad. Solo mode is as it sounds, where you are a one-man army trying to face off against other single players. As of the Early Access period, the only two game options within Solo to be matched into are Bodycount and Kill Race. Squad, on the other hand, is the team-based option in the two match types of Team Bodycount and Team Kill Race. Quickplay is the wild card option where anything could get picked between Solo and Squad, but this is also where you will have a better chance of finding a match.

Kill Race and Team Kill Race has a ticking clock that lasts the entire one-round match, where the goal is to kill the opposition as many times as possible to rack up points. Killing the opponent does not end the round, however, as it just has a respawn period where you can set a trap on the map and then respawn. On the other hand, body Count and Team Bodycount work in a rotating round manner. For example, in Body Count, there are five rounds, and each round ends when everyone is dead except for one person. It then moves to round two and so forth until all five rounds are up and there is a winner based on the most points earned by kills and other means like taking first blood, taking no damage or assisting other players in taking someone out.

Pick Your Weapon

The method of weapon usage was also weird in the game, as you are limited to either a pistol or what appeared to be a shotgun of sorts. The problem is that you cannot choose which one you want before a match or anything; rather, it’ll just spawn. For instance, in Kill Race, it kept just respawning with the same weapon as the start since it’s continuous, but Bodycount occasionally would give a different weapon in some rounds. For the way this game worked, though, I wish the map had other weapons lying around so that it could give some players an advantage for being strategic around the map by scavenging rather than just playing a game of cat and mouse in the dark only. There are explosive barrels you can utilize, but they felt like they weren’t even worth using most of the time, either, due to the layout of the maps.

My biggest problem with Blindfire when trying to play was a lack of finding matches. When you try to go into a match, it’ll start by trying to find eight or more players before it starts to eventually whittle down into six or more, four or more, and eventually down to just one other opponent for solo play if necessary. Unfortunately, this was a major problem for me, and I’d get one person to match eventually if I was lucky. Otherwise, I’d have to try again.

Before the matchmaking phase between Quickplay, Solo, and Squad, you can also invite friends who also have the game to help alleviate finding matches. However, you also will need to have friends playing the game as well for that to be a possibility, which was not the case for me. What Blindfire really needs, though, is an offline option to play against bots to allow for practice and at least something to do when you can’t find a player match. The game isn’t the greatest at explaining things either, so it would be nice to have this as a practice mode to prepare people for online matches.

The Elite 10 section of the main menu shows your total wins, kills, and points. Even though it says this, I had matches that did not register on this, so I’m not sure if that is a glitch if this is a work in progress overall, or if it just has a delay to when stats are added. Considering the very unique blacklight aesthetic in Blindfire, choosing your character’s equipment is very important. Within the Locker section, you can adjust your character’s physique, skin tone, visor, upper body, gloves, pants, sneakers, and weapon. There are some cool options to choose from here, so it’s well worth looking at. I could see this getting some additions as the game continues onward, with so many options that could be added here.

Blindfire is a great example of a game with an intriguing premise that has not hit the mark so far. It has some good ideas with how it is set up, but it just felt like so much more could be done there to make things much more interesting and user-friendly. Hopefully, the developer will take note of user feedback and add to the game over time since it is only in Early Access as of this time, which maybe will bring in a much larger player base since it was very hard to find a match even across platforms. Having a dedicated player base could do wonders for a game like this with potential, and I would like to see it grow moving forward.


MP1st was given access to an Early Access build of Blindfire for our hands-on. Blindfire is currently available in Early Access for Xbox Series X/S, PlayStation 5, and PC.

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Dean James

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Ex-Days Gone Director Stands by Bend Studio After Live Service Project Cancellation; Claims “Devs Have No Choice”

[summaraize]

While Sony is mainly known for developing some of the best first-party titles and franchises, the studio has recently been focusing on developing live service projects, which have proven to be a disaster. For instance, the live service title Concord performed poorly, selling only around 25,000 copies across PS5 and PC, with its servers shutting down after just two weeks.

Recently, it was also reported that Sony had canceled two of its live service projects. One was a God of War title, and the other was reported to be a Days Gone live service project. Following the cancellation, the former Days Gone creator backed the studio, stating that sometimes developers have no choice.

Former Days Gone Director Stands With Bend Studio

Days Gone Director

Soon after the project’s cancellation, John Garvin, the director of Days Gone, talked on X (formerly Twitter) about the need for empathy, as many developers and their families suffer greatly after a project’s cancellation. “No matter what you think about GAAS or Sony’s first party direction, this is a time for empathy… people’s lives are affected by decisions like this … devs, their families, their careers… I hope for the best,” states Gavin.

He further discussed how it hurts even more when developers have no choice. When a fan said that the gaming community wasn’t on-board GaaS (Games as a Service) titles even then. Gavin replies, True … doesn’t make it suck less for the devs who have no choice.”

It’s great to see the former director of Days Gone still standing side by side with the Bend Studio. This has also sparked many discussions about whether the studio would finally be given the green light to work on the sequel to Days Gone after the recent cancellation.

In other news, Sony appears committed to developing more live-service games while continuing to prioritize story-driven titles. However, we wouldn’t be surprised if this changed a bit given how massive of a flop Concord was and how much Sony spent to develop it..

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Taha

Television kills your vision.

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Delta Force New Update for January 18 Brings Season 2: Starfall

[summaraize]

As expected given Team Jade’s announcement, Season of Delta Force is live now on PC! This brings new weapons, new maps, new equipment, a new operator, and a big heaping pile of gameplay adjustments. Saying that there’s a lot to take in Detla Force’s new update for January 18 is an understatement.

Read on for the full slate of new content and changes in the official patch notes.

Delta Force Season 2 Update Patch Notes for January 18 Details Huge Content Drop

Operations

New Mode: Hot Zone

Opening Time: 01/18–01/24

Description:
○ Introduces a 3v3v3 PvP mode where squads compete in a compact map to secure and upload the MandelCell. Victory is achieved by either eliminating all enemy Operators or successfully uploading the MandelCell. Each round lasts approximately 2 minutes, and the first squad to win 3 rounds claims ultimate victory!
○ Each Operator starts with initial points which can be spent on different gear presets before each round. Earn more points through kills, victories, and even defeats. Accumulate points to gain gear advantages and lead your squad to victory!
○ Unlike other modes, there are no general collectibles in this mode—only combat supplies (including Premium Ammo, Syringes, and Painkillers). Squads have one single objective: Fight! Fight! FIGHT!

● New Areas

Added new area “Underground” to Zero Dam

Operators, the underground of Zero Dam was once the heart of this great hydroelectric project, but has now become a secret den for the Ahsarah Guard’s storage and trading operations. What happened to this place? What treasures and secrets lie buried within? All this awaits your discovery!

Added new area “Broken Bridge” to Space City

Recently, Haavk rocket crashes have become increasingly frequent. Is this the prelude to Reis’s carefully orchestrated “firework” to destroy Skynet? Or is Haavk staging these incidents to upgrade Skynet? All units, move out immediately: Infiltrate the Broken Bridge area, intercept the high-value reentry capsule, and uncover the conspiracy behind these incidents!

New Events

Lunar New Year Event – Fall of Skynet

During the first 1-2 hours after midnight on Lunar New Year’s Eve, rockets will randomly launch and explode across all maps as part of the celebration!
○ Operation Starfall
Triggers with a certain probability. After accepting, players can detonate Haavk’s launching rockets in mid-air. Boom!

New Ammo Types

7.62x51mm UN (Lv.2)

New Movement: Leap

An evasive maneuver available to all characters, exclusively in Warfare!

Key Points:

  • Leap can only be performed by pressing the corresponding key while sprinting. It cannot be performed while not sprinting.
  • Leap direction is fixed; you can only leap forward.
  • Cannot aim or shoot while diving; can use all left-hand throwable Gadgets and some non-offensive Items while diving.
  • Leap ends immediately if killed or hit by skills with control effects (such as Grappling Hook or QLL32 Crouching Tiger).

New Maps

Knife Edge

Haavk accuses G.T.I. of sabotaging the dam to meddle in Ahsarah’s affairs, while G.T.I. counters with accusations of a Haavkan false flag operation to seize control. The Ahsarah people, however, cling to their own version of the truth. In Knife Edge, where lies hang heavy in the air, only the clash of steel and the roar of gunfire can pierce the fog and reveal the true architects of the dam’s destruction!

Trainwreck

Haavk vehemently condemns G.T.I. for the destruction of their vital mining operations and critical transport routes, while G.T.I. counters with accusations of Haavk reactivating a long-dormant secret weapons facility. Here, every grain of dust seems to fuel the flames of war, and the world, like a runaway train, hurtles towards an abyss of chaos.

New Events

Ascension Major Event – Giant Tower Destroyed by Skynet Satellite Debris

Following the Skynet satellite crash incident, players can use heavy firepower to attack and ultimately collapse the spire in Ascension Zone D.
After the collapse, tunnels beneath the spire will be exposed, and objective D will be relocated from the platform to beneath the spire, creating a completely different attack and defense experience.

New Class Gadgets

Two new Class Gadgets added:

Assault: High-Explosive Grenade Launcher

Support: Smoke Grenade Launcher

New Operator

Operator – Alexei Petrov, Codename: Sineva

Growing up in poverty, Alexei found solace in literature and music. After enlisting, he excelled in EOD missions and earned numerous commendations. Post-service, he attended university where he met his fiancée, only to lose her tragically in a terrorist attack.
He joined Alpha Squad as an instructor to train recruits. After G.T.I was established, he enlisted and was deployed to Ahsarah in 2035.

Operator Role: Engineer

Tactical Gear – Total Armor: Equip a Heavy Vest that reduces bullet and explosive damage, and deploy an extendable shield for full-body protection. Shield bash can knock down enemies or deflect enemy throwables.

Gadget – Grapple Gun: Fire a grappling hook to pull enemies or items toward you. Can be used on downed characters.

Gadget – Razor Wire: Throw a grenade that explodes on impact and deploys razor wire. Enemies passing through will make noise and take damage.

Operator Trait – Rear Guard: When not equipped, the Blast Shield is mounted on your back, protecting against incoming bullets from behind.

New Firearms and Attachments

Added Three New Firearms

Marksman Rifle: SR9

Submachine Gun: QCQ171

Light Machine Gun: QJB201

Added Multiple New Attachments

  •  M870/M1014 Shotgun Speedloader;
  • 5.8 Newtype 45-Round Extended Mag;
  • Advanced Thermal Fusion Holographic Sight, Advanced Thermal Vision Combat Scope, 8x
  • Advanced Thermal Sniper Scope, etc.

New Activity System – TurBrick

How to Obtain TurBricks

  • Can be purchased from the Tactical Warfare Unit in Operations using Tekniq Alloy (100,000 each)
  • Can be earned through accumulated points in Warfare (points are calculated based on match performance)
  • Obtainable through Special Holiday Events
  • Obtainable as Pass Level Rewards

How to Open TurBricks

  • Free to open, no cost required

Current Season TurBrick Rewards

  • Hackclaw’s Toy Box series Deluxe Charms, with a chance to obtain Legendary Deluxe Charms or the ultimate hidden Legendary Charm, Source of Destruction

Deluxe Charm Quality System

Deluxe Charm come in different colors and tiers, with each tier having unique characteristics:

  • Gold Quality (Hidden): Random material and base color, random pattern, includes firing animation effect
  • Gold Quality: Random material and base color, random pattern

*Hidden Feature: Gold Deluxe Charm have a collection feature that unlocks hidden properties. You don’t need to collect the same color series; collecting all Gold tier styles (excluding hidden variants) will unlock the self-illuminating hidden feature on certain parts

  •  Purple & Blue Quality: Random material and base color, random pattern, no special features

Deluxe Charm Retrieval System

  • Gold Quality Deluxe Charm can only circulate in the Market once (restricted to a single trade)
  • Deluxe Charm can be retrieved by the system for TurBricks (Gold Quality cannot be retrieved): 8 Blue Quality or 2 Purple Quality charms can be exchanged for 1 TurBrick

Grade Reset Rules

Warfare
Private III -> Private III
Private II -> Private II
Private I -> Private I
Corporal III -> Private I
Corporal II -> Corporal III
Corporal I -> Corporal III
Sergeant IV -> Corporal II
Sergeant III -> Corporal II
Sergeant II -> Corporal II
Sergeant I -> Corporal I
Lieutenant IV -> Corporal I
Lieutenant III -> Corporal I
Lieutenant II -> Sergeant IV
Lieutenant II -> Sergeant IV
Colonel V -> Sergeant IV
Colonel IV -> Sergeant III
Colonel III -> Sergeant III
Colonel II -> Sergeant III
Colonel I -> Sergeant II
General V -> Sergeant II
General IV -> Sergeant II
General III -> Sergeant I
General II -> Sergeant I
General I -> Sergeant I
Marshal -> Lieutenant IV

Operations
Bronze III -> Bronze III
Bronze II -> Bronze II
Bronze I -> Bronze I
Silver III -> Silver III
Silver II -> Silver II
Silver I -> Silver I
Gold IV -> Silver I
Gold III -> Gold IV
Gold II -> Gold IV
Gold I -> Gold III
Platinum IV -> Gold III
Platinum III -> Gold II
Platinum II -> Gold II
Platinum I -> Gold I
Diamond V -> Platinum IV
Diamond IV -> Platinum IV
Diamond III -> Platinum III
Diamond II -> Platinum III
Diamond I -> Platinum II
Black Hawk V -> Platinum I
Black Hawk IV -> Diamond V
Black Hawk III -> Diamond IV
Black Hawk II -> Diamond III
Black Hawk I -> Diamond II
Delta Force Pinnacle -> Diamond I

System Optimization

In-Game Combat & Level Improvement (Warfare)

  • Ascension: New map event added, the spire structure in Area D is no longer unbreakable
  • Added Fortification System: Switch to repair hammer to view buildable fortifications; construct covers, obstacles, and stationary weapons to gain tactical advantage
  • Vehicle control improvement: Improved vehicle handling and changed terrain in areas that previously blocked vehicle passage
  • In-match vehicle attachment changes: Added vehicle modification menu to deployment screen, allowing customization of vehicle weapon stations
  • New action: Added “Leap”, which requires manual key binding. Can only be triggered while sprinting by pressing the leap key. Direction cannot be changed during the leap, and aiming/firing is disabled during the action
  • Destruction effect upgrade (PC): Added destructible buildings & objects, improved destruction experience; added scorch effects from certain explosives in the environment
  • Map cover improvement: Adjusted waist-high cover heights to minimize head-glitching.
  • Shafted map improvement: Added container area behind the station, expanded area behind the Tunnel Boring Machine, added new routes to Agricultural Lab; optimized attacker spawn point in Zone A for Attack and Defend mode
  • Cracked map improvement: In Attack and Defend mode, expanded boundaries of zones A, B, and C to provide operators with more routing options; added ATVs for attackers in Zone A; two buildings in Zone A are now destructible (PC)
  • Trench Lines improvement: Improved wind power plant area with enhanced cover for better zone division; adjusted vehicle deployment rules in Zone B for Attack and Defend mode; expanded all objective areas in King of the Hill mode and added new restricted zones on mountain peaks
  • Threshold A/D improvement: Increased capture areas for objectives A and C2
  • Ascension King of the Hill rule changes: Reduced required resources for victory. Successfully capturing zones no longer grants additional resources, and getting downed no longer grants resources to enemies. Focus on maintaining control of more zones than the enemy team—this is now the only path to victory
  • Scoreboard improvement: Removed rescue count and capture count metrics. Added four new scoring categories: Medical Support (rescue and healing actions), Engineering Support (anti-vehicle, fortification, and repair actions), Objective Support (objective-related actions), and Tactical Support (operator abilities and call-in attack actions)

In-match scoring improvement:

  • Vehicle & stationary weapon repair assist improvement: Repairing a vehicle grants 40 assist score points until 25 health is restored, then increases to 100 points after exceeding 25 health within the time window
  • Vehicle repair mechanism improvement: Repairing damage caused by friendly fire will not award score points
  • Vehicle destruction assist improvement: Players who damaged a vehicle will receive assist score points when the vehicle is destroyed, even if the occupants bail out before destruction
  • Cracked A/D: Hold the Line duration: 15/30s → 35/30s

Operator scoring adjustments:

  • Recon Class: Claymore Mine operator kill score: 50 → 150
  • Engineer Class: Squad vehicle repair score: 20 → 40; Team vehicle repair score: 10 → 20; Anti-Tank Mine vehicle destruction score: 200 → 400

Uluru: Loitering Munition kill score: 100 → 200; Incendiary kill score: 30 → 45; Incendiary assist score: 20 → 35

  • Respawn Beacon improvement: Improved height and width validation when deploying beacons to prevent placement failures
  • Call-in Support adjustment: Optimized minimum damage for artillery strikes
  • Minimap improvement: Improved icon display and performance
  • Bug fix: Fixed an issue where no assist score was awarded for destroying a vehicle shortly after enemies left it

In-Game Combat & Level Improvement (Operations

  • Brakkesh: Reduced total player count in Normal Operations
  • Brakkesh: Reduced the number of Flamethrower and Machine Gunner enemies in the New Tower of Babel area
  • Brakkesh: Reduced HP of both pilots in the Blue Eagle HAAVK-64 boss vehicle
  • Brakkesh: Reduced the number of Ahsarah Guard Soldiers near the Museum and Blue Landing Hotel
  • Brakkesh: Optimized Operation Asylum escort mission. Moved Dr. R.’s extraction point to the helipad area. Extraction point automatically opens after completing the escort. The operation can only be initiated after 10 minutes into the match, and mission completion time has been extended
  • Brakkesh: Reduced the number of enemy soldiers in Operation Broken Wings
  • Space City: Opened the sand path on the right side of Central Command building and increased the opening speed of Eastern Suspension Bridge after a card swipe
  • Space City: Added new map event where the main bridge to the launch zone collapses, spawning patrol soldiers and high-value containers
  • Space City: Added new in-game task “Operation Starfall”
  • Space City: Improved visual presentation and visibility of CEO Office
  • Space City: Reduced HP of boss suicide vehicles, decreased Desmoulins’ aim speed in launch zone when target position changes significantly, and reduced tank missile frequency
  • Layali Grove: Improved pathway connections between Radar Station and Central Station, adding more tactical choices and flanking routes to prevent stalemates
  • Layali Grove: Expanded the Cellar and wilderness underground passages
  • Zero Dam: Fixed several map positions that affected game balance
  • Minimap improvement: Updated base map layout to improve accuracy of pathways and cover positions
  • Added inspection animations for new items: Quantum Storage, Graphics Card, GTI Satellite Communication Antenna, and Black Box
  • Boss and soldier balance adjustments: Reduced damage values for all melee assault bosses

System Improvement (All Modes)

  • Cloud storage settings on PC: Added cloud storage for PC settings, allowing players to choose between cloud or local settings when switching devices
  • PC settings optimization: Added ability to customize keybinds individually for different Operators
  • Gunsmith improvement: Improved logic for saving custom loadouts with duplicate names
  •  Gunsmith preview improvement: Enhanced visual presentation when installing charms, using preset loadouts, and during pre-installation status

System improvement (Warfare)

  • Added new progression for MandelBrick acquisition: In addition to rank-based drops, implemented a score-based pity system where players earn points after each match results. Players will receive 1 MandelBrick upon reaching 100 points. Triggering either score-based or rank-based drops will reset the progress of the other mechanism. Weekly limit remains unchanged at 2 MandelBricks
  • New system – Armory: Complete designated missions to unlock new weapons and attachments
  • Added gameplay tutorial: New tutorial for Capture the Flag mode

System Improvement (Operations)

  • Season mission reset: New season mission line has begun, resetting and clearing all progress from the previous season. Additionally, the Ultimate Safe Box Season Access obtained during Genesis season and any unused 3×3 Trial Cards (both 1-day and 2-day versions) will expire and become invalid
  • Season mission optimization: Further improved season mission line by reducing total mission count to 77 and lowering mission difficulty. Added 14 1-day Ultimate Safe Box (3×3) Trial Cards as rewards, obtainable through various side missions
  • Easy purchase optimization: Improved functionality for more accurate purchasing, reducing instances of system freezes and missed attachment purchases
  • Modded weapon selling optimization: Improved functionality allowing the system to identify and distinguish between tradeable and non-tradeable attachments
  • Added gameplay tutorials: New tutorials for Hot Zone Arena and Operations (visible to new players)
  • Gear Ticket optimization: Upgraded loadout supplies in certain Gear Tickets and improved user experience
  • Added Base Support Battalion missions: New logistics missions related to Black Site
  • Stash optimization: Added ability to change melee weapons in stash screen, prioritized use of bound items, added option to toggle between appearance and gear display in stash, improved expansion crate management interface, updated collection crate icons, and enhanced equipment slot item information
  • Pick-up improvement: Improved UI display when collecting enemy operation rewards, added indicator icons for squadmates simultaneously searching containers

Operator Balance Adjustments

Recon

Warfare – Added new weapons for Recon Operators: SCAR-H Battle Rifle and AUG Assault Rifle

D-wolf

  • All Modes – Triple Blaster fuse delay: 2.5s → 3s
  • All Modes – Triple Blaster minimum damage: 10 → 1

Vyron

  • Warfare – Magnetic Bomb maximum damage: 100 → 125
  • Warfare – Magnetic Bomb maximum damage radius: 4m → 1m
  • Warfare – Magnetic Bomb damage against tanks: 45 → 35
  • Warfare – Reduced Magnetic Bomb throw distance
  • Operations – Magnetic Bomb fuse delay: 2.5s → 3s
  • Operations – Magnetic Bomb maximum damage: 125 → 110

Stinger

  • Operations – Hive-Tech Pistol healing duration on squadmates: 20s → 60s
  • Operations – Hive-Tech Smoke Grenade healing duration after tinting: 20s → 60s

Toxik

  • All Modes – Adrenaline effect radius: 9m → 12.5m
  • Warfare – Adrenaline buff improvements: Level 1 ADS Speed reduction increased from -25% to -30%, Level 1 aim punch reduction increased from -30% to -40%
  • Operations – Adrenaline buff improvements: Level 1 ADS Speed reduction increased from -25% to -30%, Level 1-2 aim punch reduction increased from -20% to -35%, Level 3-4 aim punch reduction increased from -40% to -45%

Luna

  • Warfare – Volt Arrow: Hitting a vehicle now applies a Laser Indicator lock-on effect
  • Operations – Volt Arrow: Cooldown 45s → 40s, now increases the delay when hit targets attempt to use healing items

Uluru

  • All Modes – Incendiary Grenade: Added a 0.25s delay before damage starts after ignition on ground
  • Warfare – Incendiary Grenade: Removed the 0.5s damage delay during continuous burning phase, enemies now take damage immediately when entering burning areas
  • Operations – Loitering Munition: Energy consumption during acceleration increased from 2x to 3x the basic flight energy cost

Weapon Balance Adjustments

Duo Modes

  • Reduced vertical and horizontal recoil gains from each recoil attribute point
  • Significantly increased lens stability gains during firing from each Stability attribute point
  • Significantly reduced the effect of Stability on crosshair jump when taking hits
  • Reduced weapon stability attributes by 50% for all attachments that affect weapon stability during firing
  • Restored lens stability values to normal levels for all attachments that affect lens stability during firing
  • CI-19: Recoil reduced from 42 to 40, significantly increased horizontal recoil

Warfare

  • New weapons for Recon Operators:
    SCAR-H Battle Rifle and AUG Assault Rifle
  • AWM Sniper Rifle:
    Basic damage changed from 85 to 100
    Basic range changed from 55m to 30m
  • K416 Assault Rifle:
    Abdomen damage changed from 16 to 21
  • Slightly reduced control benefits when laser sight is activated:
    When activated: Control bonus reduced from +10 to +7
  • All Long Barrels now have greater Control penalties but provide increased Stability:
    Handling changed from -7 to -10
    Stability changed from 4 to 6
  • New Stable Gas Block:
    Recoil Control +4+2
    Control changed from +3 to 0
    Stability changed from +4 to +2
    Effective Range and Muzzle Velocity +30% changed to Effective Range +15%

Operations

  • Except for Level 7 .338 Lap Mag AP ammo, all ammunition now has increased damage reduction: from 25% to 50% against same-level armor, and from 0% to 25% against armor one level lower.
  • Limb damage multiplier for all weapons changed from 0.6 to 0.4
  • SVD Sniper Rifle:
    Damage against armor changed from 52 to 56
    Headshot damage multiplier changed from 1.9 to 2.2
  • SV-98 Sniper Rifle:
    Basic damage changed from 55 to 60
    Damage against armor changed from 53 to 58
    Headshot damage multiplier changed from 2.2 to 2.5
  • SR-25 Marksman Rifle:
    Headshot damage multiplier changed from 1.9 to 2.1
  • PSG-1 Marksman Rifle:
    Headshot damage multiplier changed from 1.9 to 2.1
  • M700 Sniper Rifle:
    Basic damage changed from 55 to 61
    Damage against armor changed from 53 to 58
    Headshot damage multiplier changed from 2.2 to 2.5
  • R93 Sniper Rifle:
    Basic damage changed from 55 to 61
    Damage against armor changed from 53 to 58
    Headshot damage multiplier changed from 2.2 to 2.5
  • Desert Eagle, .357 Revolver:
    Headshot damage multiplier changed from 1.9 to 2.2
  • 9x19mm Ammo:
    RIP ammo base damage multiplier changed from 1.3 to 1.8
    Tier 1 & 2 ammo base damage multiplier changed from 1.0 to 1.2
  • .45 ACP:
    RIP ammo base damage multiplier changed from 1.3 to 1.8
    Tier 1 & 2 ammo base damage multiplier changed from 1.0 to 1.2
  • 5.7x28mm:
    R37.F ammo base damage multiplier changed from 1.3 to 1.6
    Tier 1 & 2 ammo base damage multiplier changed from 1.0 to 1.2
  • 12 Gauge:
    8.5mm buckshot base damage multiplier changed from 1.0 to 1.4
    7mm buckshot base damage multiplier changed from 0.75 to 1.15
    Tier 2, 3 & 4 slug base damage multiplier changed from 4.5 to 4.8
  • Other Ammo:
    Tier 1 & 2 ammo base damage multiplier changed from 1.0 to 1.1
    Tier 5 9x19mm & .45 ACP ammo are temporarily unavailable to obtain and can only be used in Hot Zone Arena.
  • Fixed an issue with incorrect G17 chest and abdomen damage multipliers.
  • Fixed an issue with incorrect aim speed debuff application from helmets, ballistic vests, and chest rigs.

Other Improvement:

  • Changed M14 Marksman Rifle’s default firing mode to full auto.
  • Fixed an issue where ammo could be lost when firing at moving targets.
  • Increased melee attack hit range and improved melee hit detection logic to make melee attacks more reliable.

Warfare Class Gadget Balance Adjustments

  • Active Denial System: Can no longer intercept vehicle main guns and missiles, as well as Engineer’s AT4, Stinger, Javelin, and Loitering Munition.
  • Removed Claymore Mine from Support class
  • Stinger Missile Launcher: Missile flight speed: 150m/s → 120m/s, maximum turning angle: 45° → 50°
  • Anti-Personnel Launcher damage against vehicles: 10 → 7

Gameplay Improvement

  • Reduced the visual intensity of first-person effects for Operators in Warfare mode
  • Added equipment display for Operators: specific Tactical Gear or Gadgets will now be visibly mounted on certain Operators’ backs
  • Fixed an issue with abnormal intervals between consecutive Magnetic Bomb throws
  • Fixed an issue where the Signal Decoder would detect enemy Operator gear information but display 0 for the player count
  • Fixed an issue where Swarm Drone could not be deployed on slopes
  • Added a distinct lock-on indicator for vehicles when targeted by Laser Indicator, differentiating it from other weapon lock-on warnings

Now that’s one insanely huge patch! Given the scope of this update, don’t be surprised if Team Jade releases a hotfix to sort out any issues that stem from this patch. Don’t forget to check out the roadmap for 2025 where the developers share info on the upcoming content.

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Alex Co

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

Home > News

The Blood of Dawnwalker Protagonist Not a Superhero and Will Never Feel Overpowered; Vampires Protect People Since They’re Seen as Cattle

[summaraize]

In the reveal trailer for The Blood of Dawnwalker, the last bit of it showed a few seconds of gameplay that gave us a look at how powerful the game’s protagonist, Coen, is once he has the powers of the vampires in him. If you’re hoping to play the game like a one-man army like some vampires are portrayed in movies and games, that won’t be the case in The Blood of Dawnwalker.

During the latest Twitch stream by developer Rebel Wolves, they explained how Coen differs from your usual action-RPG protagonist.

The Blood of Dawnwalker’s Coen Won’t Be Spitting Out One-Liners

According to Rebel Wolves, Coen is not your typical protagonist. First, don’t expect zingers or one-liners from Coen; secondly, don’t expect the character to be overpowered like a superhero.

Jakub Szamałek, Narrative Director and Main Writer of Dawnwalker states, “So we get to meet the character at the beginning of his adventure, which I think is really cool, and Coen in general is so much fun to write and flesh out because he’s not your typical game protagonist. He’s not a grizzled veteran who’s seen it all, who is cynical about the world, who comments the world with, like, one-liners. He’s a young guy who, at heart, is emotional; he can get vulnerable, and he’s honest about how he feels.” Konrad Tomaszkiewicz, CEO of Rebel Wolves and the game’s director adds,  “What I love in Coen is that he’ll never be a superhero. He’ll never be overpowered. During the day, as a human, he can fight with a sword, he can use and discover dark magic, but he can be killed by anyone.”

If you’ve seen the cinematic trailer, it implies that the vampires are (sort of) good. Apparently, they are in a way, as they are protecting the Valley, but for self-serving reasons. The vampires also demanded a “blood tax” since you can never escape taxes, even when vampires are the ones taking charge.

Vampires in The Blood of Dawnwalker Protect Humans to Server Their Own Interests (Namely: Blood)

Szamałek explains how the vampires overthrew the lords in the game, “First, the continent has been ravaged by the plague, then wars, and now famine. And all the while, vampires have been watching from the shadows, waiting for the perfect moment to strike. And finally, they come out of the shadows, they overthrow the feudal lords, and they move into their castles.”

Tomaszkiewicz adds, “Vampires ruining the world is not necessarily a bad thing. Feudal lords, in that time, killed whole villages to prevent the plague. And the vampires, they defend Coen and his sister. They even healed Lunka. And, you know, I know that people need to pay taxes in blood, but it’s not a huge cost of safe and good life.”

Szamałek follows this up by stating, “Well, to that I’d say that vampires’ favors are uncertain. Sure, they protect the people of the valley where the game takes place, but they see them as cattle, so they protect them, to then lead them and ultimately kill them. And the blood tax you mentioned, it’s taken from everyone, the frail, the weak, the old.”

It’s certainly an interesting dynamic given how vampires are usually the main villains that players have to eliminate in most games. Of course, I have no doubt Coen will be going up against vampires as well, but this added social element adds a layer of spice to the story.

The Blood of Dawnwalker has no release date set yet, but is confirmed for release on the PS5, Xbox Series X|S and PC. Its full gameplay reveal is scheduled for sometime in Summer 2025.

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Alex Co

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

Home > News

Battlefield 2042’s First Update of 2025 Drops Next Week as Version 8.4, RendeZook Recognized as a New XP Event

[summaraize]

While we might be getting the official reveal of the next Battlefield game this year, that doesn’t mean DICE is abandoning Battlefield 2042. Today, the studio announced the first update hitting the shooter in 2025, which includes a significant list of changes as part of patch 8.4, and brings a new Vault vehicle into All-Out Warfare.

In the patch, DICE has finally recognized the infamous RendeZook move, which has been popular in Battlefield circles since Battlefield 3.

Battlefield 2042’s First Update of 2025 Brings the M3A3 Bradley and BMP-2 to All-Out Warfare

New Vault Drop – M3A3 Bradley & BMP-2

Jump into the M3A3 Bradley and the BMP-2, two fan-favorite war machines originating from Battlefield: Bad Company 2 and Battlefield 3. Remade for Battlefield 2042, each of these infantry fighting vehicles will be a supreme resource for skilled No-Pats nabbing one of its four seats.

Unlocked Frontlines and Conquest

As we know you’ll be eager to test out the vault drops, we’re adding two unlocked modes over the next two weeks. From January 21st onwards Frontlines Unlocked will allow you to play the new IFVs released in this patch without the need to unlock them first. Additionally, the M3A3 Bradley and the BMP-2 will be available on all objectives, not just the final ones!

Switching over on January 28th, Conquest Unlocked allows for the same freedom to all players, as well as access to Light Transports and Attack Helicopters! This way you’ll be able to get into the action right away and try out both IFVs before unlocking them yourself.

Changelog

Battlefield 2042 IFV’s – M3A3 Bradley & BMP-2

Developer comment: The changes to the Bradley and BMP-2 will affect the new additions to the Battlefield 2042 roster, and do not include the versions usable in Portal.

  • Added a new slot for both vehicles to open up the possibility to mix and match different loadouts.
  • Added visual effects for systemic damage on the IFVs.
  • Improved visibility of driver first-person views when second seat gunner rotates.
  • Both vehicles are now using a 4 seat configuration down from 6, in order to better fit in the category they are set in.
  • IFVs armor-piercing shell now penetrates the dozer shield.
  • The primary cannon of the IFV’s velocity increased by 10%.
  • Increased damage of armor-piercing shell vs Soldier body.
  • Various abilities have been moved between slots to allow for specific vehicle builds.
  • Added active protection system for both IFVs.
  • Added thermal weapons for passengers of the IFVs.
  • Updated the mesh along with various other changes to the art for the Bradley and BMP to better fit in with the Battlefield 2042 world.
  • Added coax weapon and mesh for the Bradley.
  • Additional abilities and weapons:
    • Shared loadout
      • Primary: 25mm cannon
      • Secondary weapons:
        • New to Bradley: Coax machine gun, Guided missile, APFSDS-T Sabot Shells
        • TOW
      • Gunner:
        • New: HMG with Thermal scope.
        • HMG
      • Equipment slot 1:
        • Thermal Smoke Package
        • Active Armor
        • Improved warhead
      • Equipment slot 2:
        • New: Repair System
        • New Active Protection System
      • Equipment slot 3:
        • New: Stealth Package
        • Quick reload – see balance changes below
        • Maintenance – see balance changes below
        • Proximity scan – tweaked version of previously electronic warfare package.
  • Ability changes::
    • Improved warhead
      • Now deals 25% more damage on impact and blast damage.
        Developer comment: Previously was only on impact. This is to double down on the glass cannon build when configured with this ability.
      • Vehicle armor is now compromised when using this ability and will take more damage than usual.
        Developer comment: This also supplements the glass cannon build.
      • All weapons on the vehicle now benefit from this ability, not just primary weapons.
    • Stealth Package
      • New: Now hides the vehicle from most spotting attempts.
      • New: Hides the vehicle from thermal optics.
      • Lock on weapons take longer to lock on to the vehicle – same functionality players know from Thermal Camo in Portal.
    • Maintenance
      • Shortens the time it takes for the natural health regen to kick in, it repairs the vehicle at a higher rate and it also applies on each systemic damage of vehicle so broken system will be back online quicker.
    • Quick Reload Package
      • It now applies on all vehicle weapons (previously only applied on primary weapons), weapons such as the COAX that do not use a reload or replenish will instead have a longer up time before reaching overheat threshold.
    • Active Armor
      • It applies on both vehicle armor and each system, requiring all vehicle systems to take additional damage before breaking.
    • Guided Missile
      • Added the possibility to fire and lock on after in order to open up opportunities for new gameplay moments.
        Developer comments: We will monitor this change and evaluate its impact going forward.
  • Increased impact damage of primary cannon from 32 to 48
  • Improved mobility on both IFV’s, it should now be easier to move from stand still position and turning at various speeds.
  • Added new minimap and in world icon for the IFVs.
  • Guided missiles fired by the IFV will  no longer lock on air vehicles, unless a teammate designates the air vehicle.
  • Updated the distance and angle locking criteria for the guided missiles on IFVs.
  • Proximity scan now has a 20m radius and functions for both infantry and explosives.
  • Updated FoV for IFVs’ passengers.
  • Improved zoom view on the IFV to be compatible with other Battlefield 2042 vehicles.
  • IFVs now use the same material and damage model as other vehicles of the same type.
  • The M3A3 Bradley now has zoom on the port weapons.
  • Updated camera position and aim constraints on all seats for both new IFVs.
  • Fixed an issue that shots with steep angles wouldn’t deal consistent damage.
  • Added new UI elements for the guided missile of the IFVs to support their behavior and readability.
  • Added new impact hit audio elements depending on which ability is equipped for the IFVs to help readability.
    • For example, when using Improved Warhead, your vehicle has less armor than usual, therefore damage sounds will be more noticeable.
  • Missile arm activates when using both tow or guided missiles.
  • Improved flying characteristics of tow and guided missiles on IFVs.
  • Added new icons for passive abilities.
  • Added landing boosters for the IFVs when called in via the call-ins menu.
  • Added BMP-2 and Bradley to the end of round screen.
  • Updated position of camera when applying cosmetics on Bradley and BMP-2
  • Added a vignette for the port weapons for a better presentation of the seat that is occupied.
  • New mesh for the Active Protection System to fit the new colors of the vehicle.
  • Removed smoke from the IFV and replaced it with thermal smoke ability.
  • Disabled neutral steering for IFVs, stopping them from moving forward when steering.
  • IFVs primary ammo increased from 6 to 8.
  • Primary cannon and Armor Piercing shells no longer use the same ammo pool like the Portal variant. Instead, they work as primary and secondary weapons, separately.
  • Increased base impact damage of primary cannon from 32 to 48.
  • Health regen on IFVs have been updated to be identical with other vehicles of the same class on 2042 AOW.

Vehicles

  • Added insertion cinematic for the Pondhawk.
  • Fixed an issue where the 9k22 Tunguska laser designation UI would overlap.
  • Fixed an issue where certain vehicle hints would remain on screen when they should not.
  • Improvement to suspension and other driving simulations to help lessen the frequency of getting stuck to other objects in the world.
  • Fixed an issue where vehicle hints would show up as unassigned under certain circumstances.
  • Updated various elements of first person view screen effects that are applied on vehicles, reducing vibrancy and causing a more grounded feel when in first person.
  • Half track wheel on Portal is now included as systemic damage.

 

Helicopters

  • Fixed an issue where AI soldiers did not use Repair System abilities when deploying on the UH-60 Helicopter.
  • Stealth Helicopters suppressed gunner weapon no longer spots the vehicle.

Characters & Gadgets

  • Fixed an issue where custom colors selections (enemy, team, quad, and self-color options) did not apply on icons and gadget lights.
  • Added persistence logic to the M67 Grenade (BF3)
  • Fixed an issue where the Spawn Beacon color would not update after changing squad correctly.
  • Updated tutorial video for Angel loadout crate.
  • Fixed an issue with SRAW not getting resupplied when revived by Irish.

Progression

  • Vehicle Disabled XP now tells you which part of the vehicle was disabled.

The Rendezook Will Be Recognized as an XP Event Starting in Patch 8.4

The move popularized by Stun_gravy in Battlefield 3 will soon be a recognizable XP event in Battlefield 2042! DICE made the announcement today and even showed the playercard associated with it.

DICE’s award of 1337 (Leet) as the XP number it’ll grant for being able to do this is a nice touch. Expect the patch to be released on Tuesday, January 21.

[Source: EA]

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Alex Co

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

Home > News

Astro Bot Poster Sent by Team Asobi Hints at Upcoming New Bot

[summaraize]

Astro Bot was released just last year as a PlayStation-exclusive platform game by Team Asobi. The title was one of the biggest releases of the year, winning over 100 awards, including some of the most significant awards in the industry, such as The Game Awards 2024. Even before the award, Team Aosbi has been busy pumping out free and paid content for players.

While nothing has been announced so far, it appears we might be getting more content for the charming platformer.

As seen in a now-deleted tweet by Arrowhead Game Studios boss Johan Pilestedt which included an image of a poster sent by Team Asobi, it looks like the developers have finally confirmed their next crossover bot, which is Heihachi from Tekken.

Heihachi From Tekken May Finally Be Coming to Astro Bot

The character was one of the few Bots from Astro’s Playroom who didn’t return to the game, but looking at the latest poster with an updated design of Heihachi, it appears that he is finally coming as a DLC character. For reference, here’s a look at Heihachi’s design in Astro’s Playroom:

Since Pilestedt has since deleted the post after fans noticed the character, we believe it’s apparent that he may be returning to the game. However, it’s still best to wait for an official announcement. As you can see, the character’s design has been updated, and unless Team Asobi has a habit of redesigning their bots just to put in posters, this implies something more is cooking.

Regarding an announcement from the team, recent reports have suggested that PlayStation plans to host a State of Play event next month, so there is a chance it will be officially announced during that time.

However, it’s best to take this news with a grain of salt until it’s officially confirmed by the studio. Hopefully, this means that Team Asobi has more Astro Bot content planned for 2025. The Last content drop we got was the Winter Wonder patch, which did include a whole new holiday-themed level.

[Image thanks, Radec!]

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Taha

Television kills your vision.

Home > Title Updates and Patches

Ark Survival Ascended Update 1.058.034 Fixes Gameplay, Dino Issues

[summaraize]

Studio Wildcard has released the first client patch of Ark Survival Ascended for consoles this 2025! While this is a minor patch, it brings a good amount of fixes. Players should see the download as Ark Survival Ascended update 1.058.034 on PS5 and v58.37 on Xbox Series X|S.

Alongside the patch notes for today’s client download, we’ve also included the most recent server-side update, too,

Ark Survival Ascended Fixes Various Dinosaur Issues in Patch 1.058.034

Ark Survival Ascended Update 1.058.034

v58.37 – Minor version for PS5 and Xbox Clients – 01/17/2025

  • Fixed a crash loading into Aberration.
  • Fixed Extinguisher Grenade unintentionally affecting some structures
  • Fixed Armadoggo dying while trying to respawn in some cases
  • Fixed a case where ammo was not being consumed from turrets correctly
  • Fixed an issue where certain creatures lost their damage reduction on specific body parts
  • Fixed Megalosaurus and Aberrant Megalosaurus attacking too slowly on Aberration
  • Fixed Pin-coded doors not respecting their preferred open direction when activated with a Remote Keypad

v58.36 – Minor version for Servers – 01/15/2025

  • Tribe Tower can no longer be placed in caves
  • Players no longer take damage from Corrupted Wyvern when riding or carried as a passenger
  • Adjusted Armadoggo’s ammo box durability consumption to scale with weapon magazine size
  • Added Dino targeting team checks for harvesting components when set to tribe-only. Previously only checked players.
  • In PVE, enemy tribes can no longer harvest other tribes’ element nodes with dinos after completing all waves
  • Fixed missing Wasteland lights engram
  • Fixed a path finding bug
  • Fixed some exploits
  • Fixed some localizations

Thats about it. If Studio Wildcard releases another patch, we’ll let our readers know.

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Alex Co

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

Home > Hardware

Corsair Virtuoso Max Review – Heavy Is This Audio Crown

[summaraize]

Corsair is a large hardware manufacturer, one of a handful of established, trustworthy brands gamers turn to when the time comes to buy new computer and gaming accessories. Their Virtuoso line of headphones represents the company’s premiere audio experience, the latest of which is the Virtuoso Max. We’ve spent plenty of time with this premium headset, and our review will help you determine if it’s worth the $329.99 MSRP.

It’s All Here

In the box is everything you need to get started. Upon opening the box, you’ll be greeted by a black hard travel case, which zips up and feels very sturdy, and immediately impresses. This is one headphone that will travel very well. The USB transceiver dongle is located under the headphones, and elsewhere you’ll find the braided USB-A to USB-C charging/update cable, which also has a premium feel to it, and matches the headphones’ color – in our case, we received the silver unit.

If the Virtuoso Max could be described in just a few words, it’d be understated luxury. In the case of the silver-colored headset, Its metal frame feels very sturdy, and it’s also incredibly flexible to boot. The metal is cold to the touch, and the end of each arm of the headphones has a shiny metal Corsair logo at the yoke. The included boom mic can be attached to the left earcup, which consists of a mute button, though there are also built-in mics that work well enough most of the time. An LED at the tip indicates when the mic is muted. Both earcups are divided into three sections on their sides, which have a strip of diffuse RGB lights which can be customized via Corsair’s iCUE software on Windows and Mac. Memory foam lines the top of the headset, as well as the cups, however those cups have a pretty thin amount of foam, so the overall feeling is a hard earcup.

Clamping Might Be a Bit Too Strong

Functionally, the body of the Virtuoso Max expands to accommodate larger heads or use with VR headsets, and the cups rotate inwards to allow you to rest the headphones more comfortably on your shoulders. Outside of that, these are still relatively large headphones. At 417 grams in weight (about .91 pounds), it’s around the same weight as the similarly-priced (and equally large) Audeze Maxwell, but unlike that headset which included an adjustable inner strap that helped to distribute the weight a bit more evenly over your head, the Virtuoso Max has nothing of the sort. For me, at least, this translated to limited listening session length before my head started to hurt a bit. The strong clamping force combined with the limited padding means that these headphones can be too tiring for too long. I can make it through an album or so before needing to adjust them. Though the effect of this might depend on your head size. Mine is abnormally large (as in, 99th percentile large), which can make the clamping force push back a bit harder, because the frame is being stretched more than usual.

At the very least, however, when you do remove the headset for a breather, one nifty feature immediately kicks in. Built-in gyroscopes can detect when you set the headphones down, and the RGB lights on the side light up briefly and power down to indicate the auto-shutoff timer has started and the headphones have entered a lower-power standby mode. While this doesn’t use any sort of proximity sensor like what can be found on higher-priced headsets such as the Apple Airpods Max, in practice, the effect is the same. I can’t recall a single time I removed the headset this feature didn’t kick in, and it’s a subtle and valuable way to extend the Virutoso Max’s already great 60-hour battery life.

Premium Controls, Great ANC

A good headset stays out of your way when you want to control your multimedia, and the Virtuoso Max does an excellent job of doing just that. Both earcups feature volume wheels – left for game audio, right for Bluetooth, with a textured aluminum build and frictionless movement that feels luxurious. The right earcup is where the playback controls live, on a single switch that you can slide forwards or backwards, along with pushing in like a button to send next/previous and play/pause commands respectively. A button above that switch can be programmed via the iCUE software to perform whatever function you’d like when pressed while holding it toggles between various noise cancelation options.

The noise-canceling tech onboard the Virtuoso Max is great. I’ve used it while vacuuming, for instance, and the vast majority of the whir of the appliance was largely removed from my music. Holding the multifunction button described earlier toggles between the three ANC modes – normal, noise canceling, and transparency. In keeping with the understated or refined motif of the rest of the headset, these modes are distinguished via a series of tones rather than voices as other headphones use. The tone for enabling transparency mode, a gentle whoosh that fades out into your surroundings, almost sounds like the ocean. It’s a little strange not being explicitly told which mode you’ve just enabled, but once you run through the modes it’ll become obvious which tone means what.

All of these features and pain points are only worth considering if the audio on the Virtuoso Max is worth a damn. Thankfully, that is the case. The 50mm graphene drivers can completely immerse you in whatever media you’re currently consuming. The diaphragms are made completely of graphene, as opposed to simply being graphene-coated. As a result, these drivers have a faster, tighter response compared to regular dynamic drivers, which can be heard in any song that has an abrupt stop to an instrument – there is less noticeable echo as the audio cuts off. An extended frequency response range of 20 Hz – 40 KHz ensures you hear more of your audio, and while that low-end’s floor isn’t as low as some other headsets in this price range, the bass is still very prevalent on the Virutoso Max.

Some Adjustment Needed

Indeed, out of the box, the bass is perhaps a bit too strong, at least for my liking. It’s a bit muddy. However, using Corsair’s iCUE software, and explicitly running through the included SoundID wizard helps to balance things according to your own hearing. It does make quite a difference. On the other hand, the equalizer presets built into the headphones feature varying degrees of treble and/or bass adjustments, so it’s likely you can get these to match your sound preferences. The Virtuoso Max is now my go-to headphone for “fun” listening, when I want some extra energy injected into my games, music, and movies. That same iCUE software also allows you to control the lighting, as expected.

Included with purchase of the Viruoso Max is a license for Dolby Atmos on Windows. The free Dolby Access app can be installed. Whenever the USB dongle is connected to your PC, the Atmos functionality automatically unlocks with a little logo that explains the license is in use. The Atmos software turns your headphones into a virtual surround sound system, with special processing that understands the way we hear things in the real world to make it sound as if noises are coming at you from all around. The effect is pretty believable, especially in VR games such as No Man’s Sky. Even something as simple as walking through a door can get your attention with its believability. For competitive games, it’s advantageous to know if those footsteps are above, below, behind, or in front of you, and Dolby Atmos helps to give you that information as you play.

For a headset so focused on audio quality, with large, graphene drivers, and 24-bit, 48-96 KHz playback options available on PCs, it’s disappointing that the Virtuoso Max doesn’t include ANY hi-res audio codec support on mobile. LDAC would’ve been the obvious inclusion for drivers that use such a nascent technology, but alas, not even AptX is supported. While not a deal-breaker for many of people, simply because most of us don’t listen to lossless audio, it is perplexing given the MSRP of this quality-focused high-end headset.

Will Work With Just About Anything

On the compatibility front, the Virtuoso Max should work with most of the devices you own. While there is no 3.5mm port, USB and Bluetooth options are probably enough to connect a gaming console simultaneously as a smartphone, tablet, or other device made within at least the last decade. Oddly, the headset can only have its firmware updated by hooking it up via USB to a computer, whereas many other headphones in this price level can update over the phone.

Which leads us to the final aspect to consider before pulling the trigger on buying headphones: what else is out there for around the exact cost? First and foremost, the excellent Audeze Maxwell comes in at $299.99 for the PlayStation edition, or $329.99 for the Xbox version which also includes a Dolby Atmos license. The 90mm planar magnetic drivers cannot be beaten when it comes to audio quality, though the Virtuoso Max’s graphene drivers do a nice enough job that for real-world listening. Plus, the Maxwells have no form of noise cancelation, which is arguably more critical for anyone planning on using them on public transportation, in an airport, etc. Razer also makes a top-end headset, the Kraken V4 Pro. However, they are priced at $399.99, and include additional hardware as a control hub. The drivers are also quite a bit smaller at 40mm, however they are made with bio-cellulose, and as they are THX-certified, no Dolby Atmos license is included. Finally, there’s Logitech’s Astro A50, now in its fifth generation. Priced at $299.99, these also sport smaller 40mm graphene drivers, with a standard response range of 20Hz – 20 KHz. It also relies on a base station, which allows for up to three connections in addition to simultaneous Bluetooth, however it’s intended for home/stationary use only. Except for the Audeze headset, the competitors don’t have as long of a battery life, and none look quite as sleek as the Virtuoso Max.

The Corsair VIRTUOSO MAX is an impressive headset that should work well as a daily driver for most of us. Simultaneous connectivity is so lovely to have, and in addition to multi-connection capabilities, I’m going to look out for the feature on any new headphones I might consider owning in the future. While the initial tuning of the 50mm graphene drivers might skew towards a muddy bass, running through the SoundID setup on the iCUE software on a PC, combined with custom EQ or Dolby Atmos via the Corsair-provided license, can all work together to produce a great sound signature most listeners will enjoy. The clamping force would be great if the padding supporting the headphones were thicker, but your experience may be better if you have a smaller head than me (odds are, you do). Active noise cancelation and subtle RGB lighting round out the package to ensure the Corsair VIRTUOSO MAX headphones are on your short list of premium headphones.

Score: 8.5/10

Pros:

  • Large, innovative 50mm graphene drivers deliver fun, accurate audio
  • Extended frequency response ensures you’ll hear everything
  • Premium, understated design oozes style
  • Simultaneous connectivity is great
  • Active Noise Cancelation tech works wonders
  • Great 60-hour battery life

Cons:

  • Bass is a little too forward out of the box – tweaking EQ settings can easily fix this
  • Updating firmware cannot be done over-the-air
  • Clamping force might be too high for some – extended sessions might be a little uncomfortable

Corsair Virtuoso Max review unit was provided by the manufacturer. You can read MP1st’s review and scoring policy right here.

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Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

Home > News

Delta Force Season 2 “Starfall” Starts January 18; Roadmap for 2025 Revealed

[summaraize]

The following season of Delta Force is about to begin, as developer Team Jade just confirmed that Delta Force Season 2, titled Starfll, is launching on January 18. Delta Force fans can expect a wave of new content with this update, including new maps, modes, an operator, and much more!

Not only that, but the roadmap for 2025 has also been revealed featuring what players can expect throughout the year.

Delta Force’s Newest Operator Can Use a Grapple Gun and Yeet Players With His Shield

Season 2 of Delta Force is right around the corner. To celebrate, Team Jade has released an official cinematic launch trailer that shows off the newest operator, Alexei Petrov, aka Sineva. In the cinematic trailer, you’ll get a bit of lore about the new season, along with seeing Sineva deflect an RPG warhead with his shield.

It’s a little crazy, but it looks like playing as him will be just as crazy as the Season Pass trailer shows off some gameplay of him, with one particular moment showing his grappling gun in action.

We can already imagine all the insane things people will do with the new operator. Let’s hope he doesn’t become too annoying, but based on the gameplay above, he’ll at least be fun to play as.

For those wondering about everything coming in Season 2, Team Jade shared on Reddit the full patch notes, though if you want the short version, here’s an outline of the highlights.

  • Two new Warfare maps: Trainwreck and Knife Edge
  • New extended areas on Operation maps
  • Two new mini-modes: Capture the Flag and Hot Zone
  • One new Engineer Operator: Sineva
  • Operator mobility extension
  • New items including weapons, vehicles and more
  • Various upgrades to Warfare and Operations
  • Improvements to UI/UX about in-game rewards

That’s not the only exciting news for you, either. The newly released 2025 roadmap also reveals what Delta Force will look like for the rest of the year.

Delta Force Season Season 2 officially starts on January 18 on PC. For those wondering, the mobile version of Delta Force has been delayed to Summer 2025. Sadly, Black Hawk Down, the campaign mode, has also been delayed, though it is still planned to arrive during Season 2.

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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

The First Descendant Update 1.46 Released for Hotfix 1.2.4b

[summaraize]

A third patch has been released for The First Descendant this week following the first and second updates. Today’s patch is The First Descendant update 1.46 (PS5 version 1.046) and this is for hotfix 1.2.4b. This update fixes stuttering during a specific mission and rectifies the game from crashing.

Read on for the full and official details down below.

The First Descendant Update 1.46 Out for Minor Bug Fixes

Greetings, Descendants.

We would like to inform you about the details of the First Descendant Hotfix 1.2.4b.

■ Patch Schedule
– PST 2025.01.016 (Thu) 21:30

■ Platforms
– Steam, XBOX SERIES X│S, XBOX ONE, PS4, PS5

■ Patch Details
– Fixed an issue causing stuttering during Void Erosion gameplay.
– [PS5] Fixed an intermittent crash issue when connecting to the game.

When a newer update for The First Descendant is out, we will let our readers know all about it. Since this is a live service game, patches will be released in a constant basis.

[Source: The First Descendant X/Twitter]

Damien Seeto

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Report: Sony Cancels Two More PlayStation Live Service Games, One Being God of War

[summaraize]

Concord was just the start of PlayStation’s live service game troubles, as a new report claims that two unannounced titles have been canceled. The big shock? One of those happened to be a live service God of War game.

Bend Studio (Days Gone) and Bluepoint Games (The Nathan Drake Collection, Demou’s Souls PS5) are said to be developing these games.

Years of Work Have Been Flushed Down the Drain for Both Sony Bend and Bluepoint Games

As Bloomberg’s Jason Schreier reported, PlayStation has canceled two more live service games. While details are scarce, sources close to Jason tell him that Sony Bend and Bluepoint Games are the studios affected by the cancellation. The publisher is working closely with each studio to minimize layoffs. The good news is that neither studio will face closure, a fate that Concord’s studio, Firewalk, saw after the game shut down a few weeks after release.

“Bend and Bluepoint are highly accomplished teams who are valued members of the PlayStation Studios family, and we are working closely with each studio to determine what are the next projects,” a spokesperson told Bloomberg.

As for what these canceled projects were, Jason revealed that Bluepoint Games was working on a live service for God of War. No, you aren’t reading that wrong, God of War was going to have a live service game, as in an online multiplayer. That’s not to say the series never had a multiplayer game, as God of War Ascension featured a multiplayer mode. But it was just that, a mode never meant to be some grand live service. It never really did catch on in popularity back then, either. It’s rather disappointing to learn that Bluepoint games were working on a GaaS (Games as a Service) title instead of an original IP or a remake, as they did for 2020’s Demon’s Souls.

There are no details on Sony Bend’s game, though we did break a story last year with images of a military-themed third-person shooter. Based on several job listings, we speculated that it would be a live service, and based on today’s news, this seems to be the case. 

At least neither studio will face closure, though we expect layoffs to be announced soon.

Given how Concord turned out, we can’t say we’re sad that more Sony live service games have yet to be released. We know how big of a moneymaker live service games are, but to have these many studios chase after it? We’re glad to see Sony’s colossal failure with Concord seems to have taught them a lesson.

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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

Marvel Rivals No Role Queue Will Lead to “Richer Gaming Experience for Everyone” Claims NetEase

[summaraize]

If you’re playing Marvel Rivals and still annoyed there’s no role queue, better get used to it, as it seems it won’t be implemented anytime soon.

For those unaware, a role queue in hero shooters means there’s an equal number of roles per team. As an example: in a game like Marvel Rivals where there are six players, a team composition with role queue should look like 2-2-2, which translates to: two damage heroes, two support heroes, and two tanks.

Unfortunately for you role queue fans, NetEase really has no plans to implement it anytime soon.

NetEase Really Thinks Marvel Rivals Is a Better Game Because There Is No Role Queue

In an interview with Metro UK, Marvel Rivals director Guangyun Chen explains why he doesn’t think the game needs a role queue system.

“Yeah, so we totally get that the community is discussing role lock and role queue. At its core, it’s really about the game balance. So, what we want to offer is more line-up or more team comp possibilities through our hero design and our team-up mechanic. So, we’ll be taking a little bit more of a Marvel-inspired approach,” states Chen.

Continuing with that, Chen adds, “It’s all about giving the players the freedom to experiment and find their unique strategies, as we’ve seen in many games and streams. Post-launch, people have been exploring an indefinite amount of team compositions, and we’re excited about what’s coming, we believe no role queue will lead to a richer gaming experience for everyone.”

Well, there you have it, folks! If you really want a hero shooter with role queue, there’s another one available right now.

While it’s been over a month since the game launched, it’s showing no signs of slowing down. On the contrary, the first season of Marvel Rivals managed to establish new player count highs.

In other Marvel Rivals news, NetEase has spoken out against mouse and keyboard adapters, and you’ll be glad to hear what the studio has to say about it.

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Alex Co

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

Home > News

Final Fantasy 7 Rebirth Steam Deck Support Announced

[summaraize]

One of the best games of 2024 and my personal Game of the Year, Final Fantasy 7 Rebirth, is finally coming to PC this month. Though the PS5 version of the game was already an incredible experience, the PC version promises a slew of enhancements, from better resolution to higher framerates and even a wider range of aspect ratios, just enough to use those powerful rigs. 

However, if you’re one of the many who purchased a Steam Deck over the years, you’ll be excited to learn that Final Fantasy 7 Rebirth is Steam Deck verified!

Error: Invalid URL or the post is not found on this site.

Final Fantasy 7 Rebirth PC Release Takes Its Grand Adventure On the Go, With Official Steam Deck Support

As revealed on the official Final Fantasy 7 X account, Steam Deck verification is a go for Final Fantasy 7 Rebirth! There are no exact specifications in terms of how the game runs (we assume it’ll be 30 FPS), but Square Enix released a near-minute-long video showing the game running on Steam Deck. 

The timing of this announcement couldn’t come at a better time either, as Nintendo announced the Nintendo Switch 2 earlier today. While this is by no means a confirmation, one could hope that if Square Enix managed to get this running on the Steam Deck, then perhaps they might be able to get it working on the Switch 2. One can hope, and we know Nintendo fans have been itching to play Remake and Rebirth. 

This isn’t the only Steam Deck-related news that the publisher had to share either, as they’ve also prepared a very special Chococbo-themed Steam Deck. And yes, those are features!

Obviously, you shouldn’t use your Steam Deck with that on it. Square Enix confirmed that it is removable, and details on its availability will be provided later. Hopefully, they aren’t being sold in limited quantities, as that’s a pretty cool sleeve to have for a Steam Deck, and I would hate for them to run out before I could snag one myself. 

In some related news, Square Enix released a graphical preset trailer for PC, showing off minimum, recommended, and ultra presets for Final Fantasy 7 Rebirth.

Final Fantasy 7 Rebirth launches on PC on January 23, 2025. 

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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

Path of Exile 2 Update 1.012 Delivers Version 0.1.1 for Massive List of Changes

[summaraize]

Grinding Gear Games has pushed out a new Path of Exile 2 patch on consoles nad PC, and this is for version 0.1.1. This brings a good amount of endgame changes, monster adjustments and more. For those on consoles, you should see this download Path of Exil 2 update 1.012 available now.

Whether this game is in Early Access or not, this is one insanely big patch. There are console-specific fixes, controller adjustments and more.

Path of Exile 2 Gets Updated to Version 1.012 on Consoles, Version 0.1.1 on PC This January 16, 2025

Endgame Changes

  • Added 4 new Tower Map areas: Alpine Ridge, Bluff, Mesa, and Sinking Spire.
  • The Lost Towers Map area has also been revamped.
  • To address the problem of only having one attempt at the Arbiter of Ash Boss fight, you will now have up to five respawn attempts at this fight. Respawns can only be triggered by the person who put in the keys, and everyone in your party will be respawned at the same time. Leaving the Map still forfeits your attempt so you’ll still need to fight the boss with the build you walked into the Map with. Higher difficulties of the Boss will lower the number of respawn attempts you receive. We’ll be looking to add respawn attempts to other Pinnacle content over time.
  • The Arbiter of Ash can no longer be interrupted during his falling flame seed skill. His flaming gale skill can no longer be blocked.
  • The Arbiter of Ash Boss is now invulnerable for longer during its emergence and now takes significantly reduced damage while emerging.
  • The Arbiter of Ash is now way less likely to target minions when using his sword, which could prevent some of their skills being used.
  • Added checkpoints to Map areas.
  • Map areas now contain a minimum of 3 Rare Monsters.
  • Citadels can now appear closer to the Ziggurat Refuge.
  • Improved the visibility of Citadels on the Endgame Map.
  • Maps now display their Biome when hovered in the Atlas UI.
  • Added the new Overseer’s Precursor Tablet, a currency item which can be placed in completed Towers to add Map Bosses to valid Maps in radius. These tablets drop from Map Bosses, and can roll exclusive modifiers that affect Map Bosses.
  • Map areas have been adjusted to have more distinct specialities for the content they contain. For example, one Map area might have more total number of monsters, while another is more likely to contain additional content such as Strongboxes, Essences or Shrines. Generally speaking, the more difficult a Map is to clear, or the smaller it is, the more axes it will specialise in. Here’s an overview of changes we’ve made to give Maps more discernibility:
    • A number of Maps now spawn up to double the number of Chests, and twice as many minimum Magic or Rare Chests.
    • A number of Maps now contain up to double the number of Monsters.
    • A number of Maps now contain 50% more Magic Monsters.
    • A number of Maps now contain 50% more Rare Monsters.
    • A number of Maps now have a higher minimum number of Rare Monsters you will encounter.
    • A number of Maps now have a lower minimum number of Rare Monsters you will encounter.
    • A number of Maps now have 50% more chance to contain Essences.
    • A number of Maps now have 50% more chance to contain Strongboxes.
    • A number of Maps now have 50% more chance to contain Shrines.
    • Maps that are only exclusively found in Biomes containing Citadels now have 50% more chance to contain Essences, Strongboxes and Shrines.
    • Unclaimed Hideout Areas now have substantially more Magic Monsters, and fewer Rare Monsters.
    • Monsters in the Untainted Paradise have been breeding. Untainted Paradise now contains 100% more Monsters, of which spawn 100% more (thus quadruple) Magic and Rare Monsters.
  • Improved the highlightability/clickability of Shrines.
  • Reduced the damage scaling of Monsters in Simulacrum encounters with added Difficulty.
  • Adjusted the chance for Maps to contain Bosses, you should be encountering a Boss roughly every 1 in 4 Maps.
  • The chance for Map Bosses to drop a Waystone of the current tier or higher has been reduced to account for the increase in total number of Map Bosses.
  • The Radiant Waystones Atlas Notable Passive now provides +15% chance for Map Bosses to drop a Waystone of the current tier or higher (previously 25%).
  • The small Map Boss Waystone Chance Passives now provide +6% chance for Map Bosses to drop a Waystone of the current tier or higher (previously 10%).
  • The “I’m not afraid of you!” Delirium Atlas Passive Skill now grants “Delirium Bosses in your Maps drop 100% increased Simulacrum Splinters” (previously 50%).
  • Reduced the number of monsters and small chests from Breaches by 15%.
  • Increased the amount of Simulacrum Splinters found in Maps by 20%.
  • Added dedicated 2D art for Waystones that are instilled with layers of Delirium.
  • Crisis Fragments, Breachstones, Simulacrums, and An Audience with the King now have a more appropriate gold value to vendors.
  • Increased how far you can zoom out on the Endgame Map on keyboard and mouse input, to match the zoom level on controller input.

Skill Changes

  • Supercharged Slam now has “Each successive aftershock gains +0.5 metres to radius, up to 3 metres (previously uncapped).
  • Scavenged Plating now grants you stacks for a duration based on the enemy’s rarity. Normal enemies grant 1 stack, Magic enemies grants 2 stacks, Rare enemies grant 5 stacks, and Unique enemies grant 10 stacks.
  • The Lightning Bolt Skill granted by the Choir of the Storm Unique Amulet has been renamed to Greater Lightning Bolt to differentiate it from the Skill granted by Staves. Triggered Greater Lightning Bolts are now unable to trigger a subsequent Greater Lightning Bolt if the first was a Critical Hit. Greater Lightning Bolt now deals roughly 3.5 times more base Lightning Damage compared to Lightning Bolt.
  • The Temporalis Unique Body Armour can no longer reduce the cooldown of a Skill to below 100ms.
  • Skills socketed in a Meta Gem’s sockets can no longer gain energy.
  • Clarified Vine Arrow’s description to explicitly state that it hits enemies on landing.
  • Removed the Aura tag from Pain Offering for consistency with other minion skills, as the skill does not directly create an Aura (the Aura is created by the summoned minion).

Monster Changes

  • Monsters now have increased Toughness per Essence modifier affecting them.
  • Added a small delay before monsters released from Essence Monoliths can use their skills.
  • Forsaken Miners now throw less grenades, which have also had their damage reduced and their visuals improved.
  • Rudja, the Dread Engineer’s grenades now deal less damage in Cruel and Maps.
  • Reduced how far away Faridun Plaguebringers can use their Detonate Dead skill from. The telegraphing for this skill has been improved.
  • Reduced how far away Lost-men Zealots can use their Meteor skill from. The visuals of this skill have also been improved.
  • The Lightning Storm skill used by Lost-men Zealots should now always strike at the telegraphed marker, as opposed to somewhere random.
  • Filthy Crone no longer uses their Projectile Vomit skill point blank in front of you (because that’s just rude), and now has a basic projectile attack.
  • Reduced the leap distance of Vile Vulture’s Leap skill. The visuals of this skill have also been improved.
  • Reduced the axe throwing distance of Vaal Axemen.
  • Reduced the area of effect for Filthy First-born’s on-death explosion. The visibility of the area of effect has also been improved.
  • The vomit skill used by Rotting Hulks and Bog Hulks now deal less damage, and can no longer be used point blank in front of you.
  • Adjusted the damaging area of The Bloated Miller’s slam skills to more closely match the visual effects.
  • Adjusted the damaging area of Zalmarath, the Colossus’ attacks to more closely match the visual effects.
  • Adjusted the player targeting behaviour for Zalmarath, the Colossus. Their arms are no longer targetable.
  • Adjusted the damaging area of Bahlak, the Sky Seer’s Tornadoes to more closely match the visual effects. Tornadoes now push you slightly away when they appear, and now deal less damage when they first appear before ramping up.
  • Reduced how often Prowling Shades can use their invisibility skill.
  • Adjusted the frequency of some monsters such as Prowling Shades and Gelid Zealots.
  • Vaal Zealots are now less likely to repeatedly use their Eye of Winter skill.
  • Improved the visual effects of Fiery Zealots’ Fire Storm skill.
  • Adjusted the damaging area of the Executioner’s attacks to more closely match the visual effects. The telegraphing for his Guillotine Slam has also been improved.
  • Improved the visibility of Cultists Archers’ skills. Their Toxic Rain skill also now deals less damage.
  • Jamanra, the Risen King’s zombie skirt no longer spontaneously explodes on death.
  • Mighty Silverfist’s Commando Roll skill now deals significantly less damage.
  • Reduced how often Azak Stalkers use their Slam skill.
  • Walking Goliaths no longer deal damage twice when they fall over. Their slam now deals more damage in the centre, and less around the edges.
  • Reduced the distance of which Urnwalkers in the Trial of the Sekhemas are able to initiate their skill. We’ve also fixed an issue where they were not dealing damage correctly, meaning they now deal more damage.
  • Slitherspitters no longer deal damage twice with their projectile attack. Their melee attack now deals Physical damage instead of Chaos.
  • The density of monsters in Utzaal has been reduced. Monsters contained in the area are now more likely to be of a weaker variety.
  • The density of monsters in Dreadnaught areas has been adjusted to result in less swarming encounters.
  • Improved the telegraphing for Azak Shamans’ Detonate Dead skill.
  • Improved the telegraphing for the crystals left by Vaal Goliaths when they die.
  • Chaos Pustules in Ritual encounters have had their visuals improved.
  • The Impending Doom modifier in the Trial of Chaos now has more time before it explodes and has had its visuals improved.
  • Improved the telegraphing of the anchor drop from monsters affected by Essence of Torment.
  • Improved the visuals of the area of effect from monsters affected by Essence of Electricity. The time before the area of effect explodes has also been increased.
  • Volatile Plants are now much more noticeable both before and as they’re about to explode.
  • Elemental explosions caused by minion death or those periodically cast by a Rare Monster have had their visual effects improved. The delay before these explode has also been increased.
  • The Aura from the “Prevents Recovery Above 50%” Monster modifier now has a visible radius.
  • Energy Shield modifiers on Monsters now provide far more sensible levels of Energy Shield.
  • The Shielding Monsters modifier has been reenabled in the Trial of Chaos.

General Changes and Improvements

  • Enabled migrating from Solo-Self Found Leagues to their corresponding parent leagues (Standard or Hardcore). This can be done from the League Migrations button on the Character Selection screen.
  • Strongboxes have been adjusted to spawn waves of enemies over a much shorter period of time.
  • The Strongbox fog effect now fades away once all the waves of enemies have been spawned.
  • Significantly increased the chance to encounter Research Strongboxes.
  • Added a visual effect to distinguish which Monsters have been spawned by a Strongbox.
  • The Volcanic Crag, Lightning Storms, Ice Spikes and Chaos Barrage Strongbox modifiers have all been adjusted to activate after a delay.
  • Charms now play an effect on your character when they are automatically used.
  • Socketables such as Runes can now be overwritten by placing another socketable item into the socket.
  • Attempting to Salvage an item now highlights which items in your inventory can be salvaged and displays item sockets.
  • Flasks with Quality are now able to be salvaged.
  • Armour has been made more effective, by approximately 15%.
  • More Monsters are now able to be pushed while dodge rolling. This generally applies to most Monsters smaller than a Skeleton.
  • Objects such as Delirium Shards can no longer be pushed by other Monsters.
  • Increased the chance for Omens to appear as Ritual Rewards.
  • Reduced the chance for items to roll some of the less-desirable item modifiers.
  • Distilled Emotions required to instill a Passive Skill onto an Amulet are now only displayed on the Passive Skill Tree after you have picked up your first Distilled Emotion.
  • Added an exit portal to the Trialmaster arena.
  • Removed the level requirement to access Expedition Vendors.
  • Rarity of items in Expedition Vendor shops now increases with shop level, so shops generally have more rare items at higher levels. This doesn’t affect existing shops, and you will need to use a reroll currency to generate shops with the improved rarity.
  • Reduced visual clutter in many Map areas to improve the visibility of skills and effects.
  • Added a tutorial for activating your first persistent buff skill gem.
  • Improved and fixed inconsistencies for walkability throughout areas in the campaign as well as maps.
  • Improved the loading time of the World Map.
  • Reduced the initial player revive time to 2.5 seconds (previously 3 seconds).
  • Reduced the player revive time penalty to 1.5 seconds per death (previously 2 seconds).
  • Alva now has an option to gamble for items when placed in your Hideout.
  • Reviving Minions that died from being out-of-range of you now instead immediately revive near you.
  • The Quest Tracker now shows which quests are applicable for the area you’re currently in.
  • Uncut Gems now show their level on the item label.
  • Charms now display their number of charges and when they’re active.
  • Updated the world Map icons for when you have completed quests, encounters and found items to make it more clear they have been completed.
  • Added propogating Weapon Effect options to the Cosmetic Panel UI.
  • The Erian’s Cobble, Heartbound Loop, Ironride, and Myris Uxor Uniques have received 2D art.
  • The Hand of Wisdom and Action Unique has received 3D art.
  • Added flavour text for the Edyrn’s Tusks and Splinterheart Uniques.
  • After activating an Omen of Whittling, hovering over an item before applying a Chaos Orb to it will now display which modifier will be rerolled.
  • Improved performance of the Xyclucian, the Chimera boss fight.
  • Improved performance of the lava in The Molten Vault.
  • Reduced screen clutter and improved performance of the effect that plays when killing rare monster objectives in endgame maps.
  • Improved performance of areas with very bright lights that cast many shadows (notably the Temple of Kopec and The Ziggurat Refuge).
  • Improved the performance of The Ziggurat Encampment in order to reduce the occurence of unloaded textures.
  • Burning Ground can no longer spawn underneath interactables, such as levers.
  • Monsters can no longer spawn near the close to the entrance of a map. This often caused the player to be immediately be attacked upon moving.
  • Added keyword for Honour Resistance.
  • Delirium Monsters are no longer untargetable during their emerge animation, as a result they should no longer push you during this.
  • You can now pick up items and interact with some objects while performing other actions.
  • The “Attack in place stops movement” option no longer prevents walking on skills that can be used while moving while using WASD movement.
  • Continued to incrementally improve the sound, art, effects and environments.

Unique Item Changes

  • The Alkem Eira Unique Shield now provides +50-70 to maximum Mana (previously +15-30). Existing versions of this item can be updated using a Divine Orb.
  • The Arvil’s Wheel Unique Shield no longer has 40-60% increased Block chance. It now provides +40-60 to maximum Life and +40-60 to maximum Mana.
  • The Ashrend Unique Body Armour now provides 30-40% to Fire Resistance (previously 20-30%) and 10-20 to Strength.
  • The Asphyxia’s Wrath Unique Quiver now adds 3-4 to 5-8 Cold Damage to Attacks.
  • The Atsak’s Sight Unique Helmet now provides 30-40% increased Critical Hit chance (previously 20-40%), and 100-150% increased Evasion and Energy Shield.
  • The Atziri’s Acuity Unique Gloves now provides 30-50% increased Critical Hit chance (previously 20-30%). Existing versions of this item can be updated using a Divine Orb.
  • The Barrow Dweller Unique Body Armour now provides “Damage of Enemies Hitting you is Unlucky while you are on Low Life”.
  • The Belly of the Beast Unique Body Armour now has 25-30 to 35-40 Physical Thorns Damage.
  • The Birth of Fury Unique Boots now provide 20% increased Movement Speed (previously 15%), and 20-30% to Fire Resistance (previously 10-20%). Existing versions of this item can be updated using a Divine Orb.
  • The Black Doubt Unique Body Armour now provides 10-20% to Cold Resistance.
  • The Blackbraid Unique Body Armour now provides +40-60 to Armour, and +10% to Elemental Resistances.
  • The Blackgleam Unique Quiver now adds 3-5 to 6-9 Fire Damage to Attacks.
  • The Blackheart Unique Ring now adds 4-6 to 8-10 Chaos Damage to Attacks (previously 2-3 to 4-5). Existing versions of this item can be updated using a Divine Orb.
  • The Blood Thorn Unique Quarterstaff now adds 8-12 to 16-18 Physical Damage (previously 3-5 to 9-11). Existing versions of this item can be updated using a Divine Orb.
  • The Blueflame Bracers Unique Gloves now provide +20 to maximum Energy Shield.
  • The Bones of Ullr Unique Boots now provide +20-40 to Maximum Life and maximum Mana (both previously +25). Existing versions of this item can be updated using a Divine Orb.
  • The Brain Rattler Unique Mace now adds 18-22 to 24-28 Physical Damage (previously 10-12 to 18-22), and adds 1 to 50-55 Lightning Damage (previously 1 to 36-42). Existing versions of this item can be updated using a Divine Orb.
  • The Bramblejack Unique Body Armour now provides +60-100 to maximum Life (previously +50-80), Cannot Evade and Regenerate 5% of Life per second while Surrounded
  • The Brass Dome Unique Body Armour now has 400-500% increased Armour (previously 300-400%) and -5 to -1 to all Maximum Elemental Resistances (previously -5%). Existing versions of this Unique can be updated using a Divine Orb.
  • The Briarpatch Unique Boots now provide 10-15 to 20-25 Physical Thorns damage.
  • The Briskwrap Unique Body Armour now has 60-100% increased Evasion.
  • The Bristleboar Unique Body Armour now has 50% reduced Evasion Rating (previously 40-80% increased), and now causes you to gain 5 Rage when Hit by an Enemy (previously 3). It also now provides 3-5 Life Regeneration per Second.
  • The Bronzebeard Unique Helmet now provides +100 to maximum Life (previously +40-60). Existing versions of this item can be updated using a Divine Orb.
  • The Brynabas Unique Belt now provides 30-40% increased Lightning Resistance (previously 20-30%). Existing versions of this item can be updated using a Divine Orb.
  • The Brynhand’s Mark Unique Mace now has 10-14 to 16-20 added Physical Damage (previously 3-4 to 6-8), +10-20 to Strength (previously +5-10), and now has 20% reduced Attack Speed.
  • The Burrower Unique Ring now has -10% to Cold Resistance (previously -15 to -10%), and 30-50% increased Mana Regeneration Rate (previously 25-35%). Existing versions of this item can be updated using a Divine Orb.
  • The Candlemaker Unique Gloves now provides 20-40% to Fire Resistance (previously 15-30%), and -10 to -20% to Cold Resistance (previously -15 to -30%). It also now provides 20-40% increased Fire Damage and 10-20% reduced Cold Damage.
  • The Carrion Call Unique Focus now causes Minions to have 20-30% increased Damage.
  • The Chober Chaber Unique Mace no longer has 80-120% increased Physical Damage or +5% Critical Hit Chance, it instead adds 58-65 to 102-110 Physical Damage and +50 to Spirit.
  • The Corona of the Red Sun Unique Helmet now provides 20-25% to Fire Resistance.
  • The Crown of the Pale King Unique Helmet now provides 10-15 to 20-25 Physical Thorns damage.
  • The Dancing Mirage Unique Body Armour now has 150-200% increased Evasion and Energy Shield (previously 60-100%). Existing versions of this item can be updated with a Divine Orb.
  • The Dark Defiler Unique Sceptre now has “Gain 5% of Damage as Chaos Damage per Undead Minion” (previously 3%). Existing versions of this item can be updated using a Divine Orb.
  • The Deathblow Unique Gloves now provide 5-10% increased Attack Speed.
  • The Defiance of Destiny Unique Amulet now causes you to recover 10% of Missing Life before being Hit by an Enemy (previously 5%). Existing versions of this item can be updated using a Divine Orb.
  • The Deidbell Unique Helmet now provides +10-20 to Strength.
  • The Devouring Diadem Unique Helmet now provides +40-60 to maximum Life.
  • The Dionadair Unique Shield now provides 20% reduced Stun Threshold (previously 30%), and now provides 3-5 Life Regeneration per Second.
  • The Doedre’s Tenure Unique Gloves now provide 20-30 to maximum Energy Shield.
  • The Doomgate Unique Shield now provides 13-17% to Chaos Resistance.
  • The Edyrn’s Tusks Unique Body Armour now has 50% chance to inflict Bleeding on Hit (previously 10%).
  • The Elevore Unique Helmet now provides +20-30 to Dexterity (previously 10-20), and now provides +1 Charm slot.
  • The Erian’s Cobble Unique Helmet now provides +0-40 to Armour (previously +0-20), +0-30 to Evasion Rating and maximum Life (both previously +0-15), and +0-20 to maximum Energy Shield and maximum Mana (both previously +0-10). It now provides 0-10% to Fire Resistance, Cold Resistance, and Lightning Resistance (all previously 0-5%), 0-6 Life Regeneration per Second (previously 0-3), 0-60 to Accuracy Rating (previously 0-30), and +0-10 to Strength, Dexterity and Intelligence (all previously +0-5). In addition to the above, it also now provides 0-30% increased Critical Hit Chance (previously 0-15%), and 0-20% increased Rarity of Items found (previously 0-10%). Existing versions of this item can be updated using a Divine Orb.
  • The Eternal Spark Unique Focus now provides 40% increased Mana Regeneration Rate while stationary (previously 50%), and now also provides 40% increased Mana Regeneration Rate.
  • The Ezomyte Peak Unique Helmet now provides +50-80 to maximum Life (previously 30-50), and also now provides 3-6 Life Regeneration per Second.
  • The Feathered Fortress Unique Shield now provides 20-30% to Fire Resistance and Cold Resistance (both previously 10-20%), and +20-30 to Strength and Dexterity (both previously +10-20). Existing versions of this item can be updated using a Divine Orb.
  • The Forbidden Gaze Unique Helmet now provides 30-50% to Cold Resistance (previously 25-35%). Existing versions of this item can be updated using a Divine Orb.
  • The Frostbreath Unique Mace now has 8-12 to 16-20 added Physical Damage and Cold Damage (both previously 4-6 to 8-12). It now also provides +5% to Critical Hit Chance.
  • The Gamblesprint Unique Boots now provide 15-25% to Lightning Resistance (previously 5-15%), and now provide 10-15% increased Item Rarity.
  • The Gravebind Unique Gloves now provides 10-15% to Cold Resistance.
  • The Grip of Winter Unique Gloves now provides 20-30% to Cold Resistance.
  • The Gloomform Unique Body Armour now provides 10-20% to Fire Resistance.
  • The Hoghunt Unique Mace no longer has 100-150% increased Physical Damage. Instead, it now adds 16-20 to 23-27 Physical Damage.
  • The Hollow Mask Unique Helmet now provides 13% to Chaos Resistance.
  • The Horns of Bynden Unique Helmet now provides +20 to Armour.
  • The Hrimnor’s Hymn Unique Mace now has 80-120% increased Physical Damage (previously 60-80%). Existing versions of this item can be updated using a Divine Orb.
  • The Husk of Dreams Unique Body Armour now provides 17-23% to Chaos Resistance (previously 13-17%), and 20-30% increased Flask Charges used (previously 25-50%). Existing versions of this item can be updated with a Divine Orb.
  • The Immortan Unique Body Armour has been renamed to The Road Warrior. It no longer provides 50-100% increased Armour, and now provides 15-30% to Fire Resistance and Lightning Resistance (both previously 15-25%). It also now provides 10-15 Life Regenerated per Second, and +10-15 to all Attributes.
  • The Infernoclasp Unique Belt now provides 30-50% to Fire Resistance (previously 25-35%). Existing versions of this item can be updated using a Divine Orb.
  • The Infinite Pursuit Unique Boots now provide 25% increased Movement Speed while affected by an Ailment (previously 20%). Existing versions of this item can be updated using a Divine Orb.
  • The Innsmouth Unique Helmet now provides +20-30 to Evasion Rating.
  • The Irongrasp Unique Body Armour now provides +20-30 to Strength.
  • The Ironride Unique Helmet now provides +30-50 to maximum Life.
  • The Jarngreipr Unique Gloves now have 50% increased Armour and Evasion.
  • The Keelhaul Unique Belt now has Life Flasks gain 0.25 charges per Second and Mana Flasks gain 0.25 charges per Second (both previously 0-0.25 charges per Second). Existing versions of this item can be updated using a Divine Orb.
  • The Killjoy Unique Gloves now provides 20-30% increased Critical Damage.
  • The Knight-errant Unique Boots now provides +30-50 to Elemental Ailment Threshold.
  • The Leer Cast Unique Helmet now provides +10-20 to Dexterity.
  • The Legionstride Unique Boots now provides +50-70 to Armour instead of 50-80% increased Armour. They also now provide +50-70 to Stun Threshold (previously +30-50).
  • The Lochtonial Caress Unique Gloves now provides +15-25 to Armour.
  • The Luminous Pace Unique Boots now provides +20-30 to maximum Energy Shield.
  • The Lycosidae Unique Shield now has “Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage” (previously 100). Existing versions of this item can be updated using a Divine Orb.
  • The Mask of the Sanguimancer now provides +20-25 to Evasion Rating, and +10-15 to maximum Energy Shield.
  • The Matsya Unique Quarterstaff now has 6-9 to 10-15 added Cold Damage, and 1 to 19-29 Lightning Damage.
  • The Mist Whisper Unique Crossbow now has 8-10 to 13-15 added Cold Damage (previously 4-6 to 9-12), and now provides 30% increased Chill Duration on Enemies.
  • The Nazir’s Judgement Unique Quarterstaff no longer has 80-120% increased Physical Damage, and instead adds 30-36 to 75-81 Physical Damage.
  • The Necromantle Unique Body Armour now causes Minions to have 17-23% Chaos Resistance.
  • The Northpaw Unique Gloves now adds 3-5 to 8-10 Physical Damage to Attacks (previously 2-3 to 5-6), and also now has +15-25 to Evasion Rating.
  • The Original Sin Unique Ring no longer has “Chaos Resistance is Zero”, and instead now provides 17-23% to Chaos Resistance.
  • The Painter’s Servant Unique Gloves no longer provides 5-10% to Fire, Cold or Lightning Resistance. They instead now provide 5-10% Elemental Damage gained as Fire Damage, 5-10% Elemental Damage gained as Cold Damage, and 5-10% Elemental Damage gained as Lightning Damage.
  • The Pariah’s Embrace Unique Body Armour now provides +10-15 to all Attributes.
  • The Plaguefinger Unique Gloves now provides 20-30% chance to Poison on Hit (previously 5-10%). Existing versions of this item can be updated using a Divine Orb.
  • The Powertread Unique Boots now provides +12% to Critical Damage Bonus per Power Charge (previously +8%)
  • The Prayers for Rain Unique Body Armour now provides 10-20% to Lightning Resistance.
  • The Quatl’s Molt Unique Body Armour now provides +60-80 to maximum Life (previously +30-50), and also now provides 60-80% increased Evasion Rating.
  • The Quecholi Unique Mace now has 100-150% increased Physical Damage (previously 80-120%).
  • The Seeing Stars Unique Mace now adds 12-16 to 22-25 Cold Damage (previously 9-12 to 18-22), and now adds 1 to 40-45 Lightning Damage (previously 1 to 30-35). Existing versions of this item can be updated using a Divine Orb.
  • The Sentry Unique Quarterstaff now has 25-32 to 40-50 added Fire Damage (previously 8-2 to 16-20). It now has no Physical Damage, and adds +30-50 to Accuracy Rating.
  • The Sierran Inheritance Unique Body Armour now provides 30-40% to Lightning Resistance (previously 15-25%), and now has -15% to Cold Resistance.
  • The Smiling Knight Unique Helmet now provides 150-200% increased Armour and Evasion (previously 30-50%). Existing versions of this item can be updated using a Divine Orb.
  • The Snakebite Unique Gloves now provides 20-30% chance to Poison on Hit (previously 20%), and also now provides 6-10 Life Regenerated per Second.
  • The Splinterheart Unique Bow now has 120-160% increased Physical Damage (previously 60-80%). Existing versions of this item can be updated using a Divine Orb.
  • The Tetzlapokal’s Desire Unique Body Armour now provides +20-30 to Intelligence.
  • The Thunderstep Unique Boots now provide 10-20% increased Movement Speed (previously 10-15%), and 30-50% to Lightning Resistance (previously 25-35%). Existing versions of this item can be updated using a Divine Orb.
  • The Titanrot Cataphract Unique Body Armour now provides 400-500% increased Armour (previously 200-300%), and 15-30% increased Strength (previously 10-20%). Existing versions of this item can be updated using a Divine Orb.
  • The Trampletoe Unique Boots now provide 15% increased Movement Speed (previously 10%). Existing versions of this item can be updated using a Divine Orb.
  • The Treefingers Unique Gloves now adds 6-10 to 12-16 Physical Damage to Attacks (previously 3-5 to 6-8), it also now provides 20-30% increased Stun Buildup and 5% reduced Attack Speed.
  • The Trenchtimbre Unique Mace now adds 13-15 to 22-25 Physical Damage (previously 10-12 to 18-22). Existing versions of this item can be updated using a Divine Orb.
  • The Trephina Unique Mace now adds 12-25 to 22-25 Physical Damage (previously 7-10 to 12-18). Existing versions of this item can be updated using a Divine Orb.
  • The Ungil’s Harmony Unique Amulet now provides 100-200% increased Critical Hit Chance (previously 100%). Existing versions of this item can be updated using a Divine Orb.
  • The Visage of Ayah Unique Helmet now provides 10-20% to Lightning Resistance.
  • The Voll’s Protector Unique Body Armour now provides 13-17% to Chaos Resistance.
  • The Wake of Destruction Unique Boots now provide 10% increased Movement Speed.
  • The Wandering Reliquary Unique Body Armour now has +60-80 to Stun Threshold.
  • The Windscream Unique Boots now provide 10-20% increased Movement Speed (previously 10-15%), and also now causes Curse Skills to have 10-20% increased Cast Speed.
  • The Wings of Caelyn Unique Helmet now provides +20 to Armour.
  • The Wondertrap Unique Boots now provides 10-20% increased Movement Speed (previously 5-15%), +10-20 to Strength, Dexterity and Intelligence (all previously +5-15), and also now provides +30-50 to maximum Energy Shield.
  • The Wylund’s Stake Unique Mace now has 4-6 to 8-10 added Physical Damage and Fire Damage (both previously 2-3 to 4-5). It now also provides 20-30% to Fire Resistance, and +10-20 to Strength.

Bug Fixes

  • Fixed four client crashes.
  • Fixed four instance crashes.
  • Fixed a bug where Mana Flare, Elemental Discharge, and the version of Ember Fusillade triggered by Dusk Vigil were not considered triggered skills (and therefore could be supported by some supports they don’t apply to triggered skills)
  • Fixed a bug where some objects, such as Vine Arrow plants, were incorrectly counted as targets when dealing splash damage through the implicit modifier on the Cultist Greathammer base type.
  • Fixed a bug where Siege Cascade was targeting Vine Arrow plants and Frostwall Ice Crystals.
  • Fixed a bug where Herald of Ice was still exploding shattered enemies when the gem was set to be used with your currently inactive weapon set.
  • Fixed a bug where Concoction Skills were considered Bow Skills and as a result could be affected by “increased damage with Bow Skills” modifiers on Quivers.
  • Fixed a snapshotting issue with Energy Shield when using the Mask of the Stitched Demon Unique as an Infernalist.
  • Fixed a bug where Minion Pact Support was able to drain the Life of Lingering Illusions.
  • Fixed a bug where tier 5 Bows could not roll increased Attack Speed, and tier 5 Rings could not roll maximum Life.
  • Fixed a bug where you could briefly be unable to perform any skills if you tried to interact with an object and dodge rolled at the same time.
  • Fixed an issue where the checkpoint for the Temple of Kopec Boss fight could sometimes take you to the first checkpoint in the area.
  • Fixed a bug preventing the quality bonuses on Shockburst Rounds and Hailstorm Rounds from applying.
  • Fixed a bug where Shockwave Totem did not work when used with the Support Gem “Astral Projection”.
  • Fixed a client crash that could occur with Power Siphon while holding a Shield.
  • Fixed a client crash that could occur in couch co-op when interacting with the Unique Stash Tab.
  • Fixed a client crash that could occur in couch co-op when interacting with the Corruption Altar.
  • Fixed a bug where Vine Arrow was not slowing enemies.
  • Fixed a bug that caused Sekhema Asala to fail to shield you during Jamanra, the Abomination’s storm skill.
  • Fixed a bug where terrain generation for the client can get out of sync with the server for Trial of the Sekhemas.
  • Fixed a bug where the influence range of Lost Towers could fail to display when interacting with the map device in your Hideout.
  • Fixed a bug where Crossbows could fail to reload if the player did not have enough mana available.
  • Fixed a bug where Spark could fail to cast while standing on the edge of walkable terrain.
  • Fixed a bug where Temporal Chains’ debuff icon was not displaying the correct description when hovered over.
  • Fixed a bug where the unique item “Fireflower” could fail to cause Fire Damage to the player when an enemy was ignited.
  • Fixed a bug where Ghost Dance would remain active when the player no longer met the spirit requirements.
  • Fixed a bug where “The Way Forward’ Atlas Passive would cause The Arbiter of Ash to drop Tier 16 Waystones instead of Tier 15.
  • Fixed a bug where some unique bows did not play audio when firing arrows.
  • Fixed a bug where engraving a support gem did not play audio.
  • Fixed a bug where quest items would not drop again from their respective objective if the player dropped them on the ground in an area where the difficulty was different to where it was obtained. Characters in a broken state should now be able to re-obtain the quest objective.
  • Fixed a bug where some interactables couldn’t be cancelled by using dodge roll.
  • Fixed a bug where using a flask could cause the player to lose life if item stat requirements weren’t met in both weapon sets.
  • Fixed a bug where friends would show as offline when they changed character.
  • Fixed a bug where the Intro Cinematic did not play on the PC Platform.
  • Fixed a bug where incomplete unique items could be obtained.
  • Fixed some wonky interactions with the additional inventory slots from the Titan’s Colossal Capacity Ascendancy Passive Skill.
  • Fixed a bug where The Hooded One would not identify items stored in additional inventory slots granted by the Colossal Capacity Titan Ascendancy Passive Skill.
  • Fixed a bug so the inventory no longer opens when dragging the Atlas Map UI with the cursor over a Map node.
  • Fixed a visual bug where walking away from a corpse and back to it could visually display a new remnant with Grim Feast.
  • Fixed a bug in the Riverside Map where the boss arena forcefield could appear before entering the boss fight.
  • Fixed a bug where the Energy Shield UI could visually appear as having Energy Shield when the player had none.
  • Fixed a bug where enemies could cast detonate dead on players minions when the player was using the Sacrifice Gem.
  • Fixed problems in the Savanna, Abyss, and Seepage Maps where sections of the areas could be unaccessible
  • Fixed a bug where the unique item “Corpsewade” did not work when the player was using the King of the Faridun Body Armour Microtransaction.
  • Fixed a bug with the Hateforge Unique where negative values of the “to Maximum Rage” Modifier caused the Modifier to not show.
  • Fixed a bug where Blink allowed travel to the past in the Ziggurat Encampment without traversing through the Time Portal.
  • Fixed a bug within the Instilling UI that displayed a Tainted Oil slot, which doesn’t exist.
  • Fixed a bug where allocating Chaos Inoculation would incorrectly count you as being on Low Mana.
  • Fixed a bug where Crossbow Skills could fail to reload when spamming the ability when using a controller.
  • Fixed a bug when stashing a Skill Gem with attached Support Gems would cause the Support Gems to become invisible. These now unpack into the relevant tab.
  • Fixed the alignment of Mirror of Kalandra within the Currency Stash Tab.
  • Fixed a bug in the Vaal Factory map where some humanoid monsters would remain inactive.
  • Fixed a bug where the “Elemental Storm” Gem had the Physical Tag.
  • Fixed a bug where Gas Clouds could spawn in unwalkable terrain.
  • Fixed a bug where minion objects could stretch into unwalkable terrain.
  • Fixed a bug where the Burial Bog Map could generate with a broken loop.
  • Fixed a bug where the World Map always opened displaying an above ground area, even when the player was in an underground area.
  • Fixed a bug where strongboxes could fail to generate any monsters.
  • Fixed a bug with dodge roll which allowed the player to roll through Bone Walls and Frost Walls.
  • Fixed a bug with dodge roll which allowed the player to roll off of The Ardura Caravan Ramp.
  • Fixed a bug where Soul Cores of Atmohua, Zantipi, or Cholotl could not be used for the 3:1 recipe.
  • Fixed a bug with the Relic Modifier giving a chance to gain another key was incorrectly always applying.
  • Skip tutorials no longer prevents you from leaving town without engraving a gem.
  • Removed the redundant block chance description on Saffel’s Frame Unique Item.
  • Fixed a bug which could cause the landmark room chest in The Mausoleum of the Praetor from being opened.
  • Fixed a bug where “Elemental Storm” was missing the triggered tag.
  • Fixed a bug which allowed Glacial Cascade’s hits to freeze enemies.
  • Fixed a bug in the Trail of the Sekhamas where some traps’ audio failed to play.
  • Fixed a bug where “Unbound Avatar” could gain stacks from inanimate objects.
  • Fixed a bug in the Temple of Chaos where leap slamming into an arena could cause the encounter to not complete.
  • Fixed a bug where Damage Gained as Fire, Cold and Lightning were missing tags, causing Essences to be unable to roll these modfiiers.
  • Fixed a bug where the Act 1 to Act 2 transition cinematic sometimes played when entering The Ardura Caravan rather than when travelling from Act 1.
  • Fixed a bug where some loot in The Temple of Chaos could get stuck in blocking.
  • Fixed a bug where a favored map slot UI notification would appear when corrupting a Tier 15 Waystone into a Tier 16.
  • Fixed a bug which could prevent the player from returning to the Vastiri Outskirts if they travelled there by warping to a party member, then warping to a different party member in Act 1.
  • Fixed a bug where Supercritical support’s 2D art was not displaying in some cases.
  • Fixed a bug where expedition chests in maps were not displaying their rarity.

Path of Exile 2’s Latest Patch Houses Controller and Console Improvements

Controller Improvements

  • While using currency, inventory navigation using RS will ignore items the currently selected currency could not be used on.
  • Added a bindable action to show/hide item and object labels.
  • While on the world map screen, you can now press B/circle to leave the underground.
  • Some interactables in the Trial of the Sekhemas and the Trial of Chaos are now prioritised over using skills on enemies if you have Interact bound to the same button as a skill.
  • The cosmetics tab of the navigation menu has been moved to the end, so that you no longer have to navigate through it to reach the quest or atlas tabs.
  • Improved auto-targeting logic for very large bosses such as Tor Gul
  • The game now pauses by default if a controller becomes disconnected, with an option in the Game tab to instead disconnect.
  • Auto-targeting no longer aggressively prioritises larger enemies and objects (such as Tempest Bell).
  • Pressing X/square while holding a stack of items now deposits a single item from the stack in the currently selected space.
  • Hovering a support gem over a filled socket will now show the support gem currently in that socket.
  • Trying to socket invalid gems using a controller now gives appropriate error messages.
  • Switching to controller input on a character that was created with keyboard and mouse input no longer results in the character having no actions bound.
  • Fixed a bug that prevented rerolling expedition vendors while using a controller. There is now also a dedicated button (Y/triangle) to reroll the vendor.
  • Fixed a bug where the Gemling’s Gem Studded notable passive was not accounted for when socketing support gems using a controller.
  • Fixed a bug where the Lost Tower interface had inconsistent controls when using a controller.
  • Fixed a bug that sometimes prevented navigation in the hideout stash while using a controller.
  • Fixed a bug that prevented player 2 from using the Salvage Bench in couch co-op.
  • Fixed a bug that prevented player 2 from equipping cosmetics in couch co-op.
  • Fixed a bug that caused some types of specialised stash tab to fail to display when accessed by both players at the same time in couch co-op.
  • Fixed a bug preventing the toggling of advanced descriptions while investigating an item.
  • Fixed a bug preventing moving a socketed support gem into a different socket when you are close to your support gem limit.
  • Fixed a bug where the “Enable Held Targeting” option did not function for crossbow ammunition skills.
  • Fixed a bug where certain skills would not be performed if used while holding down a different skill’s input.

Console Improvements

  • Item filters can now be used on consoles by subscribing to a filter on the Path of Exile website.
  • A link to set up an item filter is now provided in the filter section of the settings menu, under the Game tab.
  • Fixed a bug where cutscenes and informational videos had incorrect colour grading on XBox series consoles with HDR enabled.

Localisation Fixes

  • Fixed a number of cases of outdated translations
  • Fixed characters with accents not displaying correctly in some languages.
  • Fixed a number of cases where translated text could overlap itself or the borders of its field.
  • Fixed a bug where Thai text did not display correctly on consoles.
  • Fixed a bug where modifier tiers would not be displayed correctly when the game language was set to Traditional Chinese.
  • Fixed a number of cases of keywords not displaying correctly in languages other than English.

Microtransactions

  • Enabled the following existing cosmetic microtransactions for use in Path of Exile 2: Siren Wings, Siren Cloak, Siren Weapon, Siren Weapon Effect, Siren Character Effect, Siren Footprints Effect, Siren Portal Effect, Deepwater Wings, Deepwater Back Attachment, Deepwater Weapon, Deepwater Weapon Effect, Deepwater Character Effect, Deepwater Footprints Effect, Deepwater Portal Effect, Atlantis Cloak, Atlantis Wings, Atlantis Portal Effect, Atlantis Footprints Effect, Onyx Oblivion Wings, Onyx Oblivion Weapon, Oblivion Weapon, Direblade Wings, Direblade Weapon, Verdant Weapon, Sulphurous Gargoyle Wings, Alabaster Gargoyle Wings, Stygian Gargoyle Wings, Pitch-black Gargoyle Wings, Illusionist Character Effect, Brimstone Character Effect, Harmony Wings, Harmony Cloak, Harmony Weapon Effect, Harmony Footprints Effect, Harmony Portal Effect, Heritage Wings, Heritage Cloak, Heritage Weapon Effect, Heritage Weapon, Heritage Portal Effect, Divergence Wings, Divergence Cloak, Divergence Weapon, Divergence Weapon Effect, Divergence Footprints Effect, Divergence Character Effect, Divergence Portal Effect, Vulcan Cloak, Vulcan Shield, Vulcan Weapon Effect, Harmonious Weapon, Harmonious Weapon Effect, Electroswarm Character Effect, Project Electroswarm Character Effect, Siren Electroswarm Character Effect, Void Emperor Electroswarm Character Effect, Kalguuran Cloak, Penance Back Attachment, Crucible Armour Set, Cane Toad King Portal Effect, Albino Toad King Portal Effect, River Toad King Portal Effect, Sacred Wisps Portal Effect.
  • The Hands of Xesht Back Attachment now has a smaller variant that can be selected from the cosmetics menu.

Given the size of this patch, don’t be surprised to see GGG release a hotfix to amend any issues that arise from this

.

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Alex Co

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

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Apex Legends Update 2.76 Rolled Out, Final Fantasy 7 Lunar Rebirth Collection Event Kicks Off Jan. 21

[summaraize]

Respawn released Apex Legends update 2.76 today (version 1.000.090 on PS5/XSX), and is an unannounced patch. Alongside the title update, the Final Fantasy 7 Rebirth 7 collab event is back with the Lunar Rebirth Collection Event kicking off next week to celebrate the release of Final FF7 Rebirth on PC (Jan. 23).

Alongside the patch and event, we’ve also listed the known issues Respawn is looking into as a reference on what to expect in future patches. We’re not discounting the idea that the data for the Final Fantasy 7 Rebirth event is part of today’s title update download.

Apex Legends’ New Update for January 16 Coincides With a New Collection Event Announcement

Respawn has not released any patch notes, which leads us to believe that this title update houses the data for the Final Fantasy 7 event. There is one known big issue that Respawn is looking into, and that’s the discrepancy in RP earned.  Just a few days ago, te studio noted that a fix for this is being sorted, so there’s a good possibility that it was part of today’s fixes.

Per Respawn, “Heads up, legends: We recently identified an issue in PlayApex that was causing a discrepancy between RP earned and promotions in Ranked matches. We’re currently in the process of rolling out a fix to correct the issue and restore accounts to their intended Ranks. As a result, some players may see their Rank increase after today.”

Respawn says the fixes in this patch includes:

  • Voice and text chat not working while in a lobby is now resolved
  • D.O.C. no longer reveals a cloaked Mirage
  • Fixed an issue where VFX on Reactive Skins wasn’t displaying correctly after swapping weapons
  • Resolved some visual issues in PC lobbies
  • Temporarily removed the Attrition G7 Scout Skin due to a bug

For the list of known issues, head on below (straight from the official Apex Legends Trello Board)

INVESTIGATING

  • [Visual Error] Astral Anomaly shows progress without playing yet
  • [Xbox] FPS drops with Bloodhound Ult
  • Founder’s badge shows as locked, but can still be equipped
  • Weapon Mastery + Trackers show different values

FIX IN PROGRESS

  • In-game voice/text chat inconsistent while in lobby
  • RP being restored to players impacted by a recent discrepancy
  • [Winter’s Haunt] Crafting Material redemption granted only 1 CM
  • No V/SFX player for allies on Legend Select screen
  • [DirectX] Not enough shaders loading in at boot, occasionally results in stutters and/or missing textures or models

In terms of new content, the Lunar Rebirth event kicks off next week! Check out the trailer and details about it.

Apex Legends Rebirth Lunar Collection Event Collab to Celebrate Final Fantasy 7 Rebirth’s Launch on PC

Event Schedule: January 21 to February 11

  • FINAL FANTASY VII REBIRTH Powers Returns Via Rift Relics

  • Materia from the FINAL FANTASY VII REBIRTH Event makes a comeback in Rift Relics. Wield the devastating Buster Sword and equip Hop-Ups to summon a SOLDIER Nessie, boost their critical rate, and much more.

  • Lunar Rebirth Event Cosmetics

  • Collect from 24 Lunar-themed cosmetics, including Alter’s Prestige Skin, complete with 3 Tiers, a unique Skydive Trail, and a unique finisher.

  • Rewards Track

    • Players can earn rewards in the new Reward Track.

  • FINAL FANTASY VII REBIRTH-themed Cosmetics

  • Players can pull from the returning 36 FINAL FANTASY VII REBIRTH-themed cosmetics, with a player’s owned items counting toward Loot progress.

You can read more details about the event’s collection items and more here, If we get another patch next week, 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

Virtua Fighter 6 Gameplay Concept Trailer Is a 1:1 Recreation of Jackie Chan’s Dragons Forever Fight Scene

[summaraize]

Virtua Fighter is one of the most popular fighting franchises, having been released over thirty years ago. The franchise hasn’t seen a new entry since 2006, when Virtua Fighter 5 was released. Although it has received multiple updates since its launch, the core gameplay has remained almost the same in every update.

However, during The Game Awards 2024, a new Virtua Fighter was finally announced. During the latest CES, a new concept gameplay video of Virtua Fighter 6 was also released. Now, a YouTuber has uploaded a comparison video of the gameplay alongside the movie Dragons Forever, and it looks absolutely stunning.

Virtua Fighter 6 Looks Stunning In Latest Concept Gameplay

YouTuber VEDECIDE has shared a new video comparing the concept gameplay of Virtua Fighter 6 with the movie Dragons Forever, starring Jackie Chan. The similarities are hard to miss—not just in the punches and kicks but also in the parries and the way the entire fight plays out.

In particular, one scene where Jackie Chan is kicked and falls onto a stack of boxes is almost perfectly recreated in the concept gameplay. The footage seems like a 1:1 recreation, showcasing how closely the developers have mirrored the iconic fight scene.

The gameplay looks stunning, and even though the franchise is returning after many years, it is thrilling to see how the developers have evolved it to compete with recent fighting games.

The title seems poised to become one of the biggest releases of the year, as it is already highly anticipated by many fans of the franchise. However, it should be noted that these clips are from the conceptual development phase and do not represent the current state of the game.

The final gameplay is expected to be significantly better than what we have seen so far. With that in mind, the franchise appears to be in a much better position right now. We look forward to seeing more gameplay from Virtua Fighter 6 in the near future, especially as recent reports suggest that the title could be released later this year.

It is also worth mentioning that it remains unclear whether SEGA sought permission from the creators or copyright holders of Dragons Forever to draw such a close resemblance in the concept gameplay. This raises questions about whether SEGA will address it in future updates.

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Taha

Television kills your vision.

Home > News

Rumor: Kingdom Come: Deliverance 2 Banned in Saudi Arabia Over LGBTQ Content

[summaraize]

The latest previews of Kingdom Come: Deliverance 2 have been released, offering a closer look at the game’s features. The reception has been mostly positive, particularly regarding gameplay mechanics and optimization across PC and consoles.

However, not all responses have been favorable. Reports suggest that Saudi Arabia may have banned Kingdom Come: Deliverance 2 due to LGBTQ content. According to the Arabic news outlet VGA4A, the ban allegedly stems from an unskippable gay sex scene that drew the attention of censors.

Developers Reportedly Refused to Modify Content Leading to Ban

Kingdom Come: Deliverance 2 Banned Saudi Arabia

The report also says that the developers refused to modify the game to follow the country’s guidelines, which led to the ban. VGA4A has stated that an official announcement on the matter is expected “soon.” So far, there has been no confirmation from Saudi authorities or the game’s developers, and the news remains unconfirmed for now.

Saudi Arabia has a history of banning games over similar content, making this news, while unconfirmed, unsurprising. Past examples include Final Fantasy XVI, banned due to a kiss between a gay couple and Square Enix’s refusal to “make the necessary edits,” and The Last of Us Part II, banned for its portrayal of homosexual-related content.

In other news, the director and writer of Kingdom Come: Deliverance 2 shared an interesting detail about the game’s development. He revealed that while writing the script, he kept track of the number of words. The first game contained approximately 22.2 million words, divided into 11,000 printed pages—enough to produce 100 two-hour films or 25 novels.

Kingdom Come: Deliverance 2 is set to launch on February 4, 2025, on PC, Xbox Series X|S, and PlayStation 5.

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Taha

Television kills your vision.

Home > Title Updates and Patches

The First Descendant Update 1.45 Released for Second Part of Patch 1.2.4

[summaraize]

Earlier today, Nexon released a major patch for The First Descendant that introduced a new descendant to players, among other things. The second part of the patch is now live on all platforms. The First Descendant update 1.45 (PS5/XSX version 1.045) is now live, bringing the New Year’s Luck Shop event.

Running from today until next mont, this new event will introduce new daily challenges and rewards.

The First Descendant New Year Luck Shop Event Now Live via Another Update

■ Event Period: After the 01.15.2025 (Wed) update – 02.12.2025 (Wed) 22:59 PST

■ Daily Challenges and Rewards

– Daily Challenges reset at 23:00 PST every day during the event, allowing you to earn daily rewards after reset.

Daily Challenges Reward Requirements Rewards
Complete Mission Complete 4 Regional Missions on any difficulty 2025 Token x10
Complete an Intercept Battle Complete 2 Void Intercept Battles on any difficulty
Complete a Void Vessel Complete 1 Void Vessel on any difficulty
Complete Research Complete Research 1 time

■ Weekly Challenges and Rewards

– Weekly Challenges reset at 23:00 PST every Wednesday during the event, allowing you to earn weekly rewards after reset.

Week Number Weekly Challenges Reward Requirements Rewards
Week 1-2 Complete an Infiltration Operation Complete 2 Infiltration Operations on any difficulty 2025 Token x100
Week 3-4 Weapon Readjustment Readjust Weapon 1 time

■ New Year’s Luck Shop

– Main Rewards of the New Year’s Luck Shop are different in Week 1-2 and Week 3-4.

– Main Rewards in the New Year’s Luck Shop change on 01.29.2025 (Wed) 23:00 PST

Week Number Items Exchange Token Amount
Week 1-2
After the 01.15.2025 (Wed) update – 01.29.2025 (Wed) 23:00 PST
• 1 Ultimate Weapon Selection Box
[Excluding Peace Maker, Frost Watcher, Hammer and Anvil and
Weapons available from Battle Pass]
2025 Token x20
• 1 Energy Activator 2025 Token x80
• 5 Decryption Keys 2025 Token x2
• 10 Dimension Analyzers 2025 Token x10
• 1 Premium Crafting Box
[4 Types of Void Shards, 45 each]
2025 Token x5
• 1 Enzo’s Supply Box
[Select one Material Item available in the Encrypted Vault and get 5 of them]
Week 3-4
01.29.2025 (Wed) 23:00 PST –

02.12.2025 (Wed) 22:59 PST

• Blue Snake (Emote) 2025 Token x40
• Martial Arts (Emote)
• Fan (Back Attachment)
• Lucky Bag (Chest Attachment)
• Supply Lion (Spray) 2025 Token x20
• 5 Void Abyss Metal Fragments 2025 Token x10

– The list below shows items available throughout the event period for exchange.

Items Exchange Token Amount
• 1 Crystallization Catalyst 2025 Token x20
• 10 Fine Adjustment Control Axis 2025 Token x5
• 10 Precision Ion Accelerators
• 100 Ion Accelerators
• 1 Advanced Shape Stabilizer from type 1 to 8
• 1 Boost

[Kuiper Shard Boost (5 hours), Descendant EXP Boost (5 hours), Weapon Proficiency Boost (5 hours)]

• 1 Currency

[Gold (100,000) or Kuiper Shard (10,000)]

2025 Token x1

■ Event Notes

※ Daily/Weekly Challenge Rewards will be sent to you via in-game mail.

※ Please be sure to claim Event rewards sent to your Mailbox before they expire.

※ Items exchanged in the “(In-game) New Year’s Luck Shop Token Exchange” will be delivered directly to the Inventory.

※ To see the amount for each item exchange and detailed information of New Year’s Luck Shop, log in to the game > Anais > [Event] New Year’s Luck Shop.

※ Should you accidentally exchange an item at the Event Shop, it cannot be cancelled or exchanged for another item.

※ Unused tokens will be deleted during the March update after the event period has ended. The exact date will be announced separately.


Given how Nexon handles updates, we expect hotfixes to be released soon.

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Alex Co

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