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Dying Light 2 Update 1.60 Sleds Out for Patch 1.20 and Winter Tales 2024

[summaraize]

Techland has one more patch for Dying Light 2: Stay Human players this 2024, and this brings the holiday-themed festivities, as well as patch 1.20! Those on consoles will see this as Dying Light 2 update 1.60 on PS4/XB1, while PS5/XSX owners will be greeted with the update 1.060 download.

Alongside the patch and Winter Tales 2024 event, Techland is also giving out presents for players in the form of in-game bundles.

Dying Light 2 Update 1.60 Adds Patch 1.20 Features and Winter Tales 2024 to All Players

Highlights:

No place to go? Let it snow!
Villedor has been hit by frosty weather, and its citizens are ready to celebrate the festive season. There’s a tree, but it’s missing decorations – where are they? Players must complete bounties from Baka or loot containers to gather trinkets, ornaments, and decorations to dress the tree and spread holiday cheer! As a reward for hard work, players will get presents like the Killer Krampus Outfit and Winter Sweets, which can be spent at Baka’s stall.

Baka’s back with his (festive) shack
Baka’s Halloween stand has been exchanged for something more festive and offers up some great and unique items, including the boomerang-style Skoll, Snowballs and much, much more. He has also ordered some new stock with the Killer Krampus items, including The Punisher weapon, used to reprimand those naughty zombies. So before taking on any bounties, players have to make sure to check out all of Baka’s wares!

What’s more, with each level increase of Baka’s reputation, players will get a letter they can send to Santa using the box located next to the stall to get an airdrop full of presents.
They will have to make sure to participate in the weekly airdrop challenges as the rewards will change, allowing them to earn the entire Killer Krampus Gear Set.

Jingle all the slay – new enemy
Uncle Snows and his helpers – the Naughty Infected and Virals—are back and hungrier than ever. Watch out for a new festive zombie, the Ice Spitter, who will shoot icy projectiles. While Naughty Infected can be found all over Villedor, the most formidable Uncle Snows will be guarding precious airdrops.

One more update for 2024…
Alongside the release of Winter Tales: Gifts from Above 2024, we’ll be releasing Patch 1.20. This patch will streamline the Prologue so players can get into the action much quicker, making it the perfect time to jump into the game for the first time, or finally return to see what else has changed since your last visit to Villedor. The patch also addresses various issues, including those relating to crashes and co-op, and several that have been reported by the community, such as the headless Aiden during the stomp animation.

…And two more presents!
This is the season for giving after all, so until January 2nd, all players will be able to grab the Above the Law Bundle completely for free. Just like the Killer Krampus, this bundle is all about making sure those not following the rules get punished, so pick it up and keep law and order in The City.

 

Dying Light 2 Update 1.20 Patch Notes

Prologue Improvements

We decided to take a look at the prologue and introduce some improvements that would enhance the beginning of the game. Our main goal was to create a more streamlined experience with more readable and easier-to-follow objectives. We have also added some new tutorials, adjusted wordings, rebalanced some early weapons, and reworked the introduction of some early-game features. As a result, it’s now even easier to jump into the game, get to Villedor and make your name among the survivors!

Game Updates

Along with those improvements to the prologue, Update 1.20 introduced the following fixes and improvements to the game:

Co-op

  • Fixed the occasional issue with other players falling through the elevator floor in the VNC Tower when playing in co-op

Gameplay

  • Fixed the issue where sometimes killing a Bolter during night time encounters rewarded no experience
  • Fixed the issue where slow motion doesn’t work for Parkour Shot during Far Jump
  • Fixed the occasional issue with a headless Aiden being visible if the player looks down during a Head Stomp
  • The Agony Claws Knuckledusters no longer clip into the character’s leg when crouching
  • Fixed the issue with Power Shot not working during a slide

Technical

  • Fixed the crash sometimes happening on Xbox Series X when accessing additional DLC content that’s installed whilst the title is suspended
  • Fixed the issue with the final cutscene not playing during the “Satellite Dream” quest
  • Fixed the issue where SFX are sometimes not played when the player is crawling through metal air vents
  • Fixed the issue when after turning the monitor off and on several times, the screen goes black and doesn’t even display the Microsoft Dashboard on Xbox Series X
  • Fixed the issue with lightning disappearing for a moment when shifting the camera

UI

  • Fixed the issue with Hakon’s Crossbow being the wrong rarity in contrast to the Shop Bundle
  • Fixed the issue with objectives not being marked as night objectives during the “Cain” quest

As one might expect, this is the last patch for the game this year. Having said that, don’t be surprised to see another one be released for any issues that arise from this title update.

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Alex Co

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

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Report: Sony Bend New IP In-Development Screenshots Surface

As we approach 2025, PlayStation is getting ready with first-party releases like Ghost of Yotei and Marathon, the latter heavily rumored for next year despite no official confirmation. Beyond these titles, much remains unknown about what other projects PlayStation Studios are developing, as they are wrapped in secrecy.

One of these projects shrouded in mystery is the next game from Bend Studio, developers of the 2019 open-world zombie shooter: Days Gone. From what little is known, despite reportedly having sold over nine million copies of Days Gone, they would have opted to work on a new IP rather than a sequel.

Job listings indicate that it would be a live service title built upon the open-world systems of Days Gone. Beyond that, not much is known, but given that the title reportedly began pre-production in 2019, it is expected to feature solid gameplay elements by now. The upcoming discovery we present could offer insights into what to expect from this game, both in terms of genre and mechanics.

An Early Look with UI, Concepts, and Possible Environments

This discovery comes from an online portfolio of a UI designer (name witheld to protect their privacy) who worked at Bend Studio from 2022 until March of this year. In their resume, we can see that he worked on an unannounced Bend Studio project, but the interesting part lies within images of their work, where we can find designs for projects he worked on, including concepts related to a project from Bend.

The concepts show design explorations for what appears to be a third-person shooter. One of these designs uses an image from Days Gone as a placeholder, which we know is a placeholder due to the contrast made by the UI elements with this game. Thus, it is safe to say that this project is not related to this franchise.

Despite not knowing the exact date of this material, we know that the only video in the list comes from a Google Drive file uploaded in 2023. This suggests that the other images might also be from the same year or possibly from 2022.

Update (12/12/24): Sony has sent MP1st a DMCA takedown regarding the images, which we’ve accommodated.

A Military-Themed Game as a Service? Our Speculations

Based on the images above, there’s not a whole lot to go on outside of the obvious like guns, crafting, an XP system, and some basic UI elements. However, there is an image and a video that appear to be set on test stages.

In the test pic, you can see things such as a “wardrobe,” suggesting some form of customization. Then there’s the “Rank” room. We can only guess this refers to your character level, and using the term “rank” may imply that this is a military-based game. This is backed up by the other images showing modern weaponry. But looking back at the possible test stage image, the character model doesn’t appear to be your basic stand-in, as they are clearly wearing body armor around parts of their body.

Now, in the test video, we can see the same character from the image situated in what appears to be a multiplayer arena, with blue and green zones that might serve as cover for the player. Another noteworthy detail is that the purpose of the video is to showcase a mechanic where the weapon’s reticle pulses like a heartbeat when health reaches a low level.

Suppose this is indeed Bend Studio’s next project. In that case, we can infer that the game will have a military theme, leaning towards some sort of multiplayer/live-service format, and featuring futuristic elements such as nanotechnology, as suggested by mentioning “nanites” in one of the UIs.

Another guess we’ll likely see floating around is this being a new entry in the classic Syphon Filter saga. Some of the UI elements for the weapon menu resemble those from the Syphon Filter games, and the military theme fits well. We aren’t leaning toward this being the case, given the previous rumors and reports of this being more GaaS-focused. There are also a few UI elements that would suggest otherwise and may be too much of a change from the series. It’s unlikely this is Syphon Filter, though one could dream that a return to the series is still in the cards.

So, when can we expect to see this title be revealed? With a bit of optimism, we might say soon, given that The Game Awards are just around the corner and there are whispers of PlayStation making an appearance. However, at MP1st, we tend to think it will more likely be showcased at a PlayStation event early next year.

If the game has been in development for 4-5 years now (speculation), then we expect its reveal to be sooner rather than later.

While one might think these concepts could belong to a canceled project, we lean towards believing they are from Bend’s current game, as they align with the information about a multiplayer game found in job listings this year. Additionally, the artist’s resume indicates no canceled projects, only one unannounced.

More MP1st Reading:

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Home > Title Updates and Patches

No Man’s Sky Update 5.29 Brings Bug Fixes to Holiday Expeditions 2024

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Hello Games has released a new set of bug fixes to No Man’s Sky’s Holiday Expeditions 2024, and this should be one of the game’s last patches of the year. Players on all platforms can now download No Man’s Sky update 5.29, with the game’s version appearing as update 5.029 for PS5/Xbox Series X|S.

For those expecting new content, this patch is purely for bug fixes, so temper expectations.

No Man’s Sky Update 5.29 Implements New Bug Fixes to Holiday Expeditions 2024

Bug Fixes

  • Fixed an issue which caused ship inventories to become merged.
  • Wind vertex optimisations.
  • Fixed a rare crash on PS4.
  • Fixed an issue that could cause multiplayer connections to fail on PS4.
  • Fixed a crash that could occur when running the PS4 version on PS5.
  • Fixed an issue which caused the application to lose focus on Mac which resulted in poor performance.

Given the frequency of patch releases from Hello Games, I wouldn’t be shocked to see another update be released before the year ends.

That said, if another one is released, we’re expecting it to be for bug fixes once again, unless the studio has a different update in mind for New Year’s festivities.

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Alex Co

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

Home > Title Updates and Patches

Test Drive Unlimited Solar Crown Update 1.005 Races Out for Season 2

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The latest content drop for KT Racing’s Test Drive Unlimited Solar Crown is here, and it ushers in Season 2! Players can expect a new map, new vehicles, gameplay adjustments, and more details in the complete Test Drive Unlimited Solar Crown update 1.005 patch notes.

Test Drive Unlimited Solar Crown Update 1.005 for Season 2 Delivers New Content

Highlights and Summary

  • Ibiza returns
  • New cars
  • Seasonal content
  • AIs rebalancing & adjustments
  • Steering wheel animation
  • Proximity voice chat
  • Season 2 Dev Diary & next steps

Ibiza returns

The city of Eivissa on Ibiza island is back on Test Drive Unlimited, recreated on a 1:1 scale, offering you a new map to explore. Fans of the license will feel a sense of nostalgia as they navigate through the narrow streets of Ibiza Castle, making their way to the luxurious Talamanca district and passing by the charming marina.

You can expect nostalgic and emotional cruising times around the different Eivissa districts with well known points of interest, but also speed traps, and a variety of collectibles. Many new races are also available on the Spanish island, with a brand-new system of restriction rotation offering new challenges to conquer.

A special heliport on the northern part of Hong Kong Island is available to transport you directly to Ibiza. You must be a Sharps or Streets member (reputation level 12 is needed to join a clan) to fly until Eivissa. Both clans have a lot of influence on the island and their leaders are part of the journey as they are waiting for you inside of the Selene social hub.

This hub can host up to 16 players simultaneously, features a new car dealership with exclusive vehicles, a clothing store with clan-themed items, and a well known NPC for Test Drive Unlimited fans, CEO of the Selene organization.

With 20 additional clan levels, there are now 70 levels to complete whether you’re a Streets or Sharps member. Clan races in Ibiza are organized by Selene, without any traffic unlike Hong Kong clan events, and will help you to climb Streets or Sharps ladder which is needed to unlock the new cars available in the Eivissa dealership.

New cars in the Selene dealership

Seven new cars from all classes are available in the brand-new dealership. Leading the lineup are the iconic Ferrari California from TDU2 and the Lamborghini Aventador SVJ Xago Edition. To these two new exclusive cars are added the special Selene edition cars. Discover 5 vehicles with enhanced performance and a unique livery, crafted in the style of renowned automotive tuners.

Here are the seven cars available in the Ibiza dealership:

  • Ferrari California
  • Lamborghini Aventador SVJ Xago Edition

 

  • Fiat 500 Abarth Selene Edition
  • Alfa Romeo 4C Selene Edition
  • Alpine A110 Berlinette Selene Edition
  • Chevrolet Corvette C1 Selene Edition
  • W Motors Fenyr SuperSport Selene Edition

Launch Compensation for Gold Edition Players

Also, the launch compensation will be available on Wednesday, for all Gold Edition players who have played the game before October 12th. The compensation includes the 1986 Porsche 911 Carrera Coupe “Adventurer Edition” aswell as a pack of 5 “Pioneer of the Solar Crown” stickers.

Solar Pass for free & new live activities

A new 25-level Solar Pass will be offered to all players. Reaching level 25 unlocks the Lamborghini Diablo VT from 1993, a stunning addition to your car collection. Until the ultimate Solar Pass rank, you will unlock a new reward at each level reached, such as:

  • Car paints
  • Rims
  • Clothes
  • Emotes
  • Solar Coins

Season 2 also brings a new Solar Crown competition and a new car prize for those reaching the Solar Court or the Solar King/Queen rank. The exclusive reward will be none other than the Bugatti Chiron SuperSport 300+. This top-tier vehicle will be a coveted prize, available at the end of the season for Solar Court players.

We are aware that the ranked matchmaking experience isn’t optimal and the development team is actively working on something new to improve the overall experience for all players.

AI rebalancing & adjustments

KT Racing explains what they have done to racing AI:

We have two topics to work on with the AIs: difficulty and behavior. About difficulty, it will now be harder to reach the Expert level at first, and you will more often switch from one difficulty level to another depending on your race results. The AIs have also become easier to beat, especially at the highest levels of difficulty. The achievement of inhuman times from AI opponents will be resolved in Season 2 and we aimed to make the races more challenging and interesting.

Also, we worked on AI behavior. First of all, they won’t “cheat” anymore in Season 2. AI will be subject to the same constraints as you are. If they hit a barrier, or a pole, their speed will drop as yours. On another side, AIs will also behave better on wet roads and adapt better to different surfaces, from asphalt to gravel for example.

We’re still working on the AIs, we’re going to improve them even further after the launch of Season 2. There’s a lot that can be perfected. The subject of AIs is very complex with systems that are correlated to each other with many parameters to adapt and test in depth in order to offer you the best racing experience.

For Season 2, a significant improvement in AIs has been implemented. We continue to work on this to introduce enhancements as the seasons progress.

Steering wheel animation

Another highly requested improvement will be deployed: the steering wheel angle animation rework. From Wednesday, the wheel angle in the cockpit view will no longer be limited and a brand-new animation is coming for all cars with the Season 2 launch, whatever your game controller is. You also will be able to set an angle limit by yourself through the settings menu (now up to 1080°).

Proximity voice chat

Vocal chat has also been improved as it now becomes a proximity chat in the different social hubs (Solar Hotel, Selene Hub, workshops, clans HQ, etc.). It means the volume is evolving with players positioning themselves, conversations becoming louder or quieter depending on proximity. Last but not least, vocal ice chat is now available in freeroaming in both Ibiza and Hong Kong Island. This will allow you to talk directly with other players behind the wheel!

Finally, the studio also talks about Season 2 in a new dev diary, and we even get hints about Season 3!

Given the size of the patch, don’t be surprised if a hotfix is rolled out for it to fix any gameplay-related issues that surface from this. Once KT Racing releases another update, we’ll be sure to let our readers know.

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Alex Co

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

Home > Title Updates and Patches

Minecraft Update 1.011 Introduces New Play Screen

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Earlier this month, Mojang released the big The Garden Awakens patch for Minecraft on all platforms. With a patch that big, it’s understandable that some bugs might creep up alongside it. Well, that seems to be what happened, and the developers are remedying it with a new title update. Those on consoles will see this as Minecraft Update 1.011 on PS5/XSX, and for now, the patch isn’t out on last-gen platforms, though we suspect that’ll change before the day is over.

Minecraft Update 1.011 Is Out on Current-Gen Consoles

Bug Fixes and Features:

General

  • Fixed several crashes that could occur during gameplay
  • The new Magma Cube model and texture are now only used by Resource Packs that explicitly override them, as they have been renamed to differentiate them from the original assets (MCPE-188547)
  • Fixed issue where some shaped recipes weren’t parsing properly
  • Fixed issue where legacy data driven block didn’t apply the render layer from the material instances component

Updated Play Screen

We’ve introduced a brand new Play screen!

  • Worlds tab: Access your saved local and LAN worlds
  • Realms tab: Easily jump into Realms you own or have joined
  • Servers tab: Join multiplayer featured servers from our partners, and add or access your custom servers
  • Create from template: Create from, and rate, your owned templates, discover Minecraft creator made content
  • Friends: Connect with your Minecraft friends (they now live in the top right hand corner of the screen)

There’s also a known issue when playing Hardcore worlds on a Realm, with the world tag showing Survival instead of Hardcore. The developers plan to address this as soon as possible but offer no timetable for a fix. Will this be fixed before the year is done? If we do get a patch, we’ll let our readers know ASAP.

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Alex Co

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

Home > Title Updates and Patches

Valorant Update 1.000.023 Now Available, Bringing the Long Awaited Neon Nerfs

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Valorant update 1.000.023 is now available on all platforms and ntroduces nerfs for Neon, Vyse changes, a new ping system, and more! Those on PC, this should show up as version 9.11, and the

Valorant Update 1.000.023 Will Be the Last Update for This Year

AGENT UPDATES

ALL PLATFORMS

Neon

  • We’re reducing the power of Neon’s High Gear and Overdrive. These changes are intended to require Neon to play more intentionally as Neon’s abilities are highly reactive and impactful and should require more strategic use than they currently do.
  • High Gear
    • We believe Neon’s slide is correctly positioned as an aggressive combat tool, but making a call around when to  cast should be more important than it is currently, and that she should pay more of a cost when she slides.
      • Additionally, we want to sharpen the slide as a close-quarters combat tool to reward Neon for sprinting up to her opponents rather than consistently beaming opponents at long ranges.
        • Slides 2 >>> 1
        • Accuracy during slide
      • Full accuracy >>> Crouch-walking accuracy

OVERDRIVE

  • We want to increase counterplay for Overdrive—giving opponents a potential window to stall Neon out or disengage. The amount of average round impact with her ultimate also justifies an 8 point cost.
    • Duration of ultimate: 20s >>> 10s
    • Ultimate points 7 >>> 8

Vyse

Razorvine

  • We want to increase Razorvine’s ability to hold space as well as clean up some unclear gameplay situations where Razorvines that land on high objects could affect opponents with poor visual feedback.
  • Damage per tick of moving through Razorvine: 6 >>> 10
  • Vertical drop spawn height: 450 >>> 300
    • This means Razorvine will no longer affect players as far under it when spawning high up on objects/level geometry
  • Now slows enemy dashes similar to Sage’s Slowing Orb and concussed.

Arc Rose

  • Arc Rose is getting some minor quality of life updates that should make aggressing off its initial placement easier.
  • Equip speed after cast
    • Normal >>> Fast

CLIENT UPDATES

ALL PLATFORMS

  • You can now upgrade your weapon skins in 5 seconds instead of 5 hours (lol)
    • Added the ability to unlock multiple available skin levels in a single transaction.
    • Variants will require a separate unlock.

GAMEPLAY SYSTEMS UPDATES

ALL PLATFORMS

Ping System

  • The in-game ping system was created with the simple goal of allowing players to communicate with one another without using their mic. Over the years, unintended use cases of the ping system have emerged that give players in-the-moment combat advantages that go beyond the intended use of the system.
  • With that in mind, we’re making two changes to the ping system.
    • Smokes will block your in-world pings from traveling through them and instead land on the smoke.
    • Pings made on your map will no longer appear in the world and only display on the minimap.
  • To help you differentiate these ping behaviors in game we’re introducing new ping visuals and new ping sound for pings made on the map.
  • We’ll introduce a cheat function for allowing map pings to show in-world during custom games to aid labbing and lineups, but this will come in a future patch.

Before Ping Update

After Ping Update

MODES UPDATES

ALL PLATFORMS

Team Deathmatch

  • The Regen Shield has been added to Team Deathmatch in Stage 1. When using the Classic in Stage 1 you will now have the Regen Shield instead of Light Armor.>
    • Stage 1 Classic
      • Light Armor >>> Regen Shield

SOCIAL UPDATES

PC ONLY

  • Updated the color of Party chat messages from Team chat messages.
  • Updated the appearance of Party flags in the Social Panel.

BUG FIXES

Progression

ALL PLATFORMS

  • Fixed a bug that incorrectly required 100 matches played to complete the Play A Match weekly mission.

 

More MP1st Reading:

[Source PlayValorant]

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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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Bloober Team Talks Cronos: The New Dawn, Horror Games and Working on Multiple Projects

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Bloober Team has struck gold with the Silent Hill 2 remake, and in doing so, the studio now have more eyeballs on it for any new project they’re developing. Thankfully, we don’t have to wait long, as Cronos: The New Dawn has been announced for release next year. This time around, Bloober is working on an entirely new IP for their new horror game.

While that might be the case, the expectations are still there. Fortunately for us, we managed to have a chat with the studio about its in-gestation project, and even ask about some stuff about Silent Hill 2.

Answering the questions is Wojciech Piejko, Game Director of Cronos: The New Dawn.

Bloober Talks About Cronos: The New Dawn and Developing Horror Games With MP1st

MP1st: Often, I’ll play survival horror games with the avoidance of using guns because I feel they can come off as more of a distraction and work better when as a last resort thing. I think that’s sort of a common belief that having a gun sort of lessens the scariness of a game because of the safe distance and power they give a player, though there are some examples out (Dead Space) that prove otherwise. What are the team’s thoughts about guns in survival horror, and how are they approaching them with Cronos?

W: I totally agree that it’s easier to get scared while feeling vulnerable because of a lack of means to deal with monsters but it doesn’t mean it’s impossible – the game “just” needs a different design. You need to know how to control the tension and understand that when the monsters appear on the screen and the combat starts, the player feels relief. The player no longer thinks about what is lurking in the shadows, and the survival instinct takes over. The key to success in this case is to create a great atmosphere and build-ups before combat encounters, or even trick the player into thinking that they will be attacked and not do it. Example scenario: Imagine you are looking for a key. You enter a new area and hear the rhythmic sound of something hitting the wall. Finally, you see a monster banging its head against the wall. It doesn’t see you; you have already fought this type of monster, and it’s strong and challenging, so you sneak behind its back. You search the rooms and find the key—now it’s time to go back and pass the monster again. On your way back, you hear the banging again, but it suddenly stops. You check the corridor, and the monster is gone. Where is it? Will it jump out at you from another room? It’s only an example but games with combat may also be really scary if you play your cards right.

Overall, combat in Cronos is leaning towards RE and Dead Space areas but we are still storytellers at heart, so please also expect a strong emphasis on story and atmospheric exploration. The Traveler relies on suit, weapons and abilities, but is still very vulnerable to the monstrosities lurking in the ruins of an old world. You will be outnumbered, and you need to be careful to stay alive. Resources are limited and the monsters hit hard. We’ve also prepared something special to spice up and increase the tension of combat. I can’t reveal much right now but in Dead Space you need to cut-off Necromorphs limbs, in Alan Wake you need to use a flashlight on enemies and in Cronos you will need to.. wait to see it ;]

silent hill 2 best console settings

MP1st: We’d imagine working on Silent Hill 2 Remake was such a massive learning experience that undoubtedly will have some reflection on the development of Cronos. Though if there’s one thing we could pick that could be “carried over,” I think it would have to be the incredible sound work that was done on the Silent Hill 2 remake. With Cronos being more in the sci-fi genre, the sound team is probably getting all kinds of creative with the different types of noises we’ll hear in the game. Anything you can tell us or tease us about with that?

W: Sound is one of the most important ingredients of horror and we are super privileged to have an amazing Artists and Composer here at Bloober Team to take care of it. I’m really proud of what the audio team accomplished in SH2 Remake and I can confirm that the same team is now working on Cronos and we can’t wait to share more about the sound of Cronos in the future.

MP1st: Speaking of getting creative with the sounds, one thing I don’t see a lot of other outlets and people point out is the haptics utilization with the DualSense controller in the Silent Hill 2 remake. If you really listen closely to the controller, it’s doing quite a lot. An instance that stands out is the prison section, where you can flip a switch for some lights to momentarily turn on. The controller will emulate a low buzz, like electricity coursing through the lines to power those lights, and you can feel it fade as the lights die out. Lots of cool little things that get enhanced with the DualSense, can we expect the same with Cronos?

W: Nothing to reveal yet.

MP1st: VR is still rather new, and though we’ve made great technical advancements, the technology still has a bit of a way to go. That being said, many recent horror games have been jumping to VR, Like Metro, Resident Evil, Phasmophobia, and a few others. I know on the team/publishing side there is experience with VR with some past releases like Blair Witch and Layers of Fear, but looking forward, do you see the format of play being a part of Bloober Team’s future? What are your general thoughts about VR gaming, where it is now, and maybe what you hope to see from it in the future that may get the team to revisit it?

W: Our aim as a studio is to become a global leader in horror, encompassing the entire genre. We aspire to achieve the position of the “horror house.” In practice, this also means expanding beyond the realm of “classic” video games by diversifying our portfolio to include other areas of entertainment, such as VR games, film production, television, and board game creation. If you ask me, I would like to work on an on-site horror VR experience someday.

Silent Hill 2 Update 1.004

MP1st: Recently, players managed to solve the mysterious photo puzzle. We’re suckers for secrets like these, and though this one was more on the obvious (not the solving part) side of things, in a sense that these pictures clearly were for something, we’re curious if the Silent Hill 2 remake has any more major secrets that haven’t been found yet to the studio’s knowledge? If so, any hints?

W: I’ll quote George Orwell here: “If you want to keep a secret, you must also hide it from yourself.”

MP1st: There are a lot of aspects that make Silent Hill 2 such a great remake, though, for us and many, it’s how terrifyingly haunting the atmosphere can be. Even without having a monster on the screen, there’s just this sense of fear that we can’t shake every time we step into the world. From a studio perspective, and being a remake, you probably go in knowing that you must nail certain aspects down; otherwise, it might all fall apart. What was the biggest part of the remake that the studio knew they had to get perfect? Was there any section in the game that the team felt they struggled with and maybe went through several revisions before settling on what they did?

W: I was not directly involved in the SH2 development so I can’t truly answer this question. The only thing I know is that from the very beginning we knew that SH2 is a holy grail of horror games and we shouldn’t change any crucial elements and stay true to the original as much as possible. I can’t express enough how happy I’m for the team who delivered this amazing game.

MP1st: Has the Silent Hill 2 remake recouped its budget? If specific numbers can’t be discussed, is Konami happy with its commercial performance so far?

W: I can’t comment on this.

MP1st: Cutting straight to it: Has Konami asked Bloober to develop more Silent Hill remakes or even a proper new sequel?

Can’t answer this question.

bloober console exclusive

MP1st: Bloober has been working on both Silent Hill 2 and Cronos simultaneously. Now that Silent Hill 2 is out, is the studio working on two projects at the same time again?

W: Within the Bloober Team, we have two production teams. Both teams operate independently, however the whole team is sharing the experience of working on previous projects like Medium, Observer, Layers of Fear, Silent Hill 2, Blair Witch etc. And all I can say today is that after the completion of work on Silent Hill 2, the team will conduct the pre-production work on a new project.

MP1st: Cronos seems to be about sci-fi horror, right? Why go that route instead of your more traditional haunted house, creepy town vibe? Isn’t it harder to make things scary because of the technology and whatnot available at your disposal?

W: When we came up with the first concept of Cronos, we already knew that our second development team will be working on the SH2 remake, so we didn’t want to overlap with them and create a similar game. From the get-go we wanted to create our first survival horror game on our own IP. We have already shown our love for a unique blend of sci-fi and horror with our previous title The Observer and we want to do it again – this time with combat, resource management and more advanced gameplay mechanics while not forgetting about our storytellers’ roots.

MP1st: It’s early days, but in terms of length, is Cronos closer to Resident Evil games or Silent Hill 2 remake?

W: I’m sorry but I can’t reveal any details about the length of the game yet.

MP1st: Is Cronos being built/developed as a franchise? Or is Bloober thinking of it more of a one-off thing before moving on to another project?

W: All I can say today is that we love the world of Cronos, and we would love to expand it in the future, for now, let’s focus on the game.

MP1st: With Silent Hill 2, the expectations for Bloober has risen significantly, how does the dev team handle that and do you think it’ll affect review scores when Cronos is released?

W: Releasing SH2 was a huge milestone for our company, and we are super thrilled about the reception of the game. Nominations for various game awards are really making us blush and we will do everything we can to create the best horror games possible. On the other hand, it creates a pressure – like in sports where you need to “defend the title” each season but we are pros, we will handle it.

MP1st: What recent horror games has the dev team played that inspired them or left a huge impression on the devs?

W: Here is my list of my fav horror games in random order: Silent Hill series, Resident Evil 2 & 4, SOMA, Eternal Darkness, Alien Isolation, Dead Space, Signalis, Condemned: Criminal Origins, P.T., Amnesia, Forbidden Siren series and Kuon – I think all those games left a mark on me.

Silent Hill 2 Remake Photo Secret

MP1st: Bloober has recently mentioned that they don’t want to release shitty games anymore; what will change in terms of development?

W: We were talking about pre-horror game era. Let me rephrase this: we are here to scare the shit out of you and we will do it with our upcoming games again and again and again.

MP1st: What does the studio think of console exclusive releases? Is this something we can see the studio move away from? We gather, Konami is the one in charge of that for Silent Hill 2, but The Medium also saw that treatment before.

W: Everything has its pros and cons, and there’s nothing wrong with doing any of the above if it helps you release your game. If a great opportunity arises, you take it—and there’s nothing wrong with that.


Cronos: The New Dawn is set for release sometime in 2025 for the PS5, Xbox Series X|S and PC.

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Alex Co

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

Home > News

Outriders’ Studio, People Can Fly, Lays Off More Than 120 Employees

[summaraize]

Just weeks before Christmas, developers People Can Fly announces that they will be laying off more than 120 employees due to several project cancellations and downsizing.

In a statement issued by People Can Fly on X, the studio confirmed that it will be laying off more than 120 employees just weeks before Christmas and New Year’s Day. The studio’s CEO, Sebastian Wojciechowski, noted that the layoff decisions were made due to “external market pressures” with the constantly evolving gaming market and that they must adjust and tailor plans to their financial capacity.

Nearly One Year After Their Previous Layoffs, People Can Fly Is Laying Off More Employees

“Today, we made a very difficult decision to reduce our self-publishing strategy by suspending Project Victoria, scaling down our team on Project Bifrost and restructuring some of our supporting teams at People Can Fly.

We are deeply saddened by the fact that this situation means suspending or parting ways with more than 120 talented Aviators, colleagues who we enjoyed having as part of our team.

This action became necessary as external market pressures persisted beyond our forecasts. The video game market is still evolving, and we have to adjust with where things are today. We are redoubling our efforts with new work for hire engagements and focusing on the development of a single independent game.

We believe in our teams, games and their potential, and we remain extremely committed to continuing that journey, but we need to tailor our plans to our financial capacity. We are deeply grateful for the contributions of every team member impacted by this turn of events; their talent and dedication have helped shape our company and our games. These changes are deeply felt by all of us.

We recognize this is a profoundly challenging time for our team members, as we say goodbye to valued colleagues who have contributed so much. We are focused on supporting those impacted during this transition providing them with resources and assistance to navigate this change, and are equally committed to caring for those staying, who are managing the challenges of losing coworkers and friends. Our priority is to approach this moment with compassion and to ensure our team feels supported as we work together to build a stronger future.

In this hard moment our dedication to excellence and creativity remains as strong as ever. For everyone who loves what we create – we will not give up on our dreams.”

While understandable, it is unfortunate that these layoffs are happening just weeks before the holidays, Our prayers go out to all those affected.

This and last year have been horrible years working in the gaming industry. Despite some studios’ major successes in both rating and sales, it seems that no one has been safe from these layoffs. Microsoft itself was hit with an 8% layoff, affecting 1900 employees back in January. Most recently, we saw the closure of Sony’s Firewalk Studios after the failure of Concord. Embracer Group faced several layoffs and studio closures throughout the year. 

Let’s pray this isn’t the start of more layoffs to come, though given how this year started, we may be in for even more as the new year begins.

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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

Slitterhead Update 1.02 Slithers Out for Patch 1 This December 10

[summaraize]

Slitterhead update 1.02 is now available across all platforms. It brings with it a set of fixes, improvements, and gameplay tweaks to improve the overall experience. This is the horror game’s first post-release patch, though it won’t be its last.

Slitterhead Update 1.02 Lets Players Have Far More Casualties in the Final Section of the Game

Though Bokeh Games Studio has yet to share details on the update on any of its social media accounts, it did include the changelog within the PS4 revision history log, which you can view below.

  • Progress from the demo can be carried over to the full game. (Only when starting a new game in the full game)
  • Improvements made to the healing tutorial.
  • Improvements made to the skill tutorial for new rarities joining during a mission.
  • Adjusted requirements for obtaining a certain rarity.
  • Lowered conditions required to reach the true ending.
  • Fixed the credit skip function to prevent skipping over important scenes.
  • Adjusted the targeting and lock on system to prioritize more suitable enemies.
  • Enhanced the accuracy of attacks when not in a targeting or lock on state.
  • The input window for the Deflect system has been extended for Easy and Normal difficulties.
  • Adjusted the invincibility duration of the dodge actions.
  • Other minor tweaks for gameplay improvements and bug fixes.

For those wondering, the true ending conditions went from 66 or fewer casualties to 100 or fewer casualties, making it much easier to achieve any of the difficulties. The 66 or fewer requirement was a big complaint that players had when the game was released, with some giving up entirely on trying to get the true ending when playing on Nightmare difficulty. This should make it a lot easier now to achieve.

Beyond that, we aren’t sure which other bugs and gameplay tweaks were made. Sadly, this update does not come with any PS5 Pro support for those wondering.

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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

MultiVersus Update 1.51 Brawls Out This December 10

[summaraize]

Player First Games has released MultiVersus update 1.51 (PS5/XSX version 1.051), which includes many updates related to combat, characters, bug fixes, and new events. 

MultiVersus Update 1.51 Introduces Character Adjustments, New Events, and More

General 

  • End of game rewards screens are now skippable by backing out unless you have end-of-game rewards to claim

Rift Combat Updates:

  • Electric Fence damage has been reduced.

  • Certain Rift Hazards now break player shields:

    • Exploding Barrel explosions now break player shields.

    • Electric Fences electricity now breaks player shields.

    • Spikeballs now break player shields.

    • Fireballs now break player shields.

    • The Ghost with the Most Rift Boss flying fists

    • Hot Potato Mutator explosion

  • Hot Potato Mutator

    • The Hot Potato is not passed off if the passing attack is blocked by a shield

    • Fixed an issue where the Hot Potato could be passed off to objects instead of fighters

    • The Hot Potato now shows a visual indicator as the attached fighter gets close to 10 stacks to light the fuse

  • Sandwich Party Mutator

    • Fixed an issue where sandwiches were not scaling up with difficulty

  • Bomb Party Mutator

    • Bomb knockback increased

  • Fixed an issue where portals would occasionally lock fighters in Limbo in the Mythic Valley Rift

Rift General Updates:

  • All missions requiring applying the weakened debuff have been removed

Store

  • Fixed an issue where the Store was freezing or crashing on open for PS4 players when images failed to load

  • General performance improvements

Arena

There were no official patch notes for the changes to make Arena faster overall. These have already been in the game for a bit, but posting notes again just for visibility or if anyone didn’t play in the last week of Arena.

  • You lose health faster now, it is possible to be out in as little as 3 rounds, but generally about 4 losses

  • More money is put into the economy early and more often due to less rounds being played

  • Interest increased to require less gold (1 per 6 to start), and give more at max (10)

  • Items have had their xp necessary reduced, 1 for level 2, 3 for level 3

  • Item drop rates have changed so that they appear earlier

  • Streaks have been tuned to give bonuses earlier

  • We reduced character choice to one of each class. This was mainly done to avoid teams with duplicates. We didn’t think that teams with the same character were super interesting, and generally Tanks were the only ones that could dupe, so we shouldn’t see two Jasons or two Wonder Woman teams anymore.

  • Prestige gains lowered to account for shorter Arena times

Changes

  • Added item rarity percentages to the store so players know the chances that each item rarity will show up in each round

  • Reduced lag seen in the shopping phase for buying/selling/rerolling, most cases should be completely gone

  • Increased number of character choices from 4 to 6.

Item Changes

  • Air Specialist

    • Air Move Speed, Air Control, and Jump Launch Speed boost lowered from 25/37.5/62.5 to 20/30/50

  • Blade and Shield

    • Damage Increase lowered from 15/22.5/37.5 to 12/18/30

    • Add 0.5 damage per assassin or tank on your team

  • Brain and Brawn

    • Damage Increase lowered from 15/22.5/37.5 to 12/18/30

    • Add 0.5 damage per bruiser or mage on your team

  • Brick Wall

    • Defensive boost lowered from 30/45/75 to 24/36/60

  • Cement Shoes

    • Knockback taken adjusted from -15/-30/-60 to -20/-30/-50

  • Damage Sponge

    • Gray Health lowered from 25/37/62 to 20/30/50

  • Double Take

    • Cooldown lowered from 10/7/3 to 8/6/2

  • Embrace the Elements

    • Defensive boost raised from 35/52.5/87.5 to 40/60/100

  • Empty Pockets

    • Gold per empty inventory slot increased from 4/5/8 to 5/7/12

  • Explosive Panic

    • Time between bomb spawns raised from 2/1.5/1 to 4/3/1

  • Hard Hitter

    • Attack boost lowered from 30/45/75 to 24/36/60

  • Not Out Yet

    • Gray health received lowered from 40/60/100 to 36/54/90

  • Reactive Plating

    • Cooldown lowered from 9/7/4 to 8/6/3

  • Ringout Refresh

    • Health percent healed reduced from 30/45/75 to 24/36/60

  • The Bigger They Are

    • Shrink rate adjusted from 1/.75/.5 to 1/.8/.4

  • Vampiric

    • Healing reduced from 30/45/75 to 24/36/60

  • Vertigo

    • Vertical attack power lowered from 40/60/100 to 36/54/90

  • What A Chicken

    • Time spent as a chicken lowered from 4/6/10 to 3/4/7

Wacky Weekends

*NEW* Wacky Weekend Game Modes

  • Stomp

  • Target Rush

  • Star Contender

  • Gumball Shower

Removed Wacky Weekend Game Modes

  • Retro Horror

  • Hammer Time

Events

The “Enter the Arena” Event is NOW AVAILABLE!

The home screen will get a new winter theme to celebrate the holiday season!

Maps

General Map Updates

  • Several stage hazards have been updated to break fighter shields

  • Custom Games Map Selection has been reformatted to match Local and Training map select screens

  • Several Bonus Maps have had their background audio updated

Back to the Past

  • Fixed several issues regarding the Bridge when Hazards are Off or On. 

Space (Jam)

  • Update to camera behavior.

Ranked Map Pools

  • Trophy’s E.D.G.E. 3 has been removed from the 1v1 pool

Unranked Map Pools

  • Space (Jam) has been added to the 2v2 pool

  • Scooby’s Mansion (1v1) has been removed from the 1v1 pool

  • The Court 2 (1v1) has been removed from the 1v1 pool

  • Trophy’s E.D.G.E. 3 has been removed from the 1v1 pool

Arena Map Pool

  • Space 2 has been added to the arena map pool

Netcode

  • Bandwidth usage improved. Network traffic reduced by 60% on average and up to 80% for some cases.

  • Less prone to issues when packets are being dropped, should improve play for players who regularly drop packets, such as playing on wi-fi.

  • Connections at the beginning of games are less prone to issues with longer loads

Local Play

  • Training and Local Play now support the following input settings for multiple profiles on one machine:

    • Input buffer max frames

    • Attack pick up

    • Fast fall method

  • Training mode has been updated with new options

General Combat

Shields

Shields are being enabled for all queues, ranked and unranked. Shields can still be disabled for local play and custom games.

  • Pressing the Neutral Dodge input while grounded now causes your fighter to begin the Shield action. Holding the Neutral Dodge input will keep the Shield active at the cost of Dodge Meter. If the fighter runs out of Dodge Meter, then the Shield will be depleted, causing a Shield Break.

  • Pressing a Shield Break Attack input or the Neutral Dodge + Attack input while grounded now causes your fighter to begin a Shield Break Attack. Hitting a shielding fighter with a Shield Break Attack causes the shielding fighter to suffer a Shield Break, giving a long window for a big punish!

    • The Shield Break Attack input is defaulted to the Right Bumper on controllers

  • Pressing a Down Dodge input while grounded now causes your fighter to begin the Parry action. 

Other Combat Updates

  • Dodge Attacks no longer cost Dodge Meter to perform. 

  • Fighters with a glide can no longer glide indefinitely. Glide effectiveness decays over time and is reset upon landing.

  • Heavy projectiles that are otherwise immune to melee attacks are no longer destroyed by attacks that “Destroy Projectiles.” Attacks that “Block Projectiles” and other projectile-blocking effects are unaffected.

  • Armor breaking heavy projectiles now break player shields.

    • Bugs Rocket

    • Marvin Rocket

    • Super Sandwich

    • Anvil

Perks

  • Stronger Than Ever

    • – Now applies 10 grey health after a respawn, down from 15. Stacked grey health reduced to 5 from 15.

Characters

Legend:
= Buff
– = Nerf
~ = Change
= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

  • General

    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.

  • Ground Side Attack 3

    • + Hitbox added to Agent Smith’s arm that knocks back enemies that were not grabbed

  • Air/Ground Neutral Attack

    • + Hitbox added to Agent Smith’s arm that knocks back enemies that were not grabbed

    • * Fixed an issue where the air version would not break armor or break shields

  • Ground Neutral Special; Air version unchanged

    • – On-whiff cancel window delayed 6 frames

Arya

  • Air/Ground Neutral Special

    • * Fixed an issue where Arya could get stuck in her transform animation if hit under certain conditions

Batman

  • Ground Side Attack 3

    • – Movement reduced

  • Air Down Attack

    • + Now allows fast fall during attack start-up

  • Air/Ground Side Special

    • ~ Grapple hook projectile is now immune to Marvin’s Air/Ground Neutral Attack bubble

Black Adam

  • Ground Side Attack 1

    • + Hitbox size increased to better hit small characters

  • Ground Side Attack 2

    • + Hitbox size increased to better hit small characters

Bugs Bunny

  • Air/Ground Down Attack (Pie)

    • ~ Pie projectile can no longer be redirected by ally projectile attacks

Garnet

  • Air Neutral Attack

    • – On-whiff cancel window delayed 8 frames

  • Air Side Attack 1

    • – On-whiff cancel window delayed 9 frames

  • Air/Ground Neutral Special

    • * Fixed an issue where the rhythm buff could continue stacking while Garnet was rung out.

    • * Fixed an issue where the sing projectile stop zone didn’t follow Garnet as she moved.

Gizmo
We have made adjustments to bring Gizmo’s movement options more in line with the recent changes to fast fall speeds, and aerial momentum during an attack.

  • Ground Shield Break Attack

    • + Movement increased

  • Ground Dash Attack

    • – Movement reduced

      • This is to hit closer targets more effectively

  • Ground Side Attack 2

    • ~ Knockback angle made more horizontal

  • Ground Up Attack

    • + Now maintains more momentum when executed as part of a dodge attack 

  • Air/Ground Neutral Attack

    • + Now allows fast fall during attack start-up 

  • Air Side Attack

    • ~ Knockback angle made more horizontal

    • + Now maintains more momentum when executed as part of a dodge attack 

  • Air Up Attack

    • – Second hit knockback scaling reduced to 18 from 20

      • Scaling is reduced to accommodate for the new vertical momentum this move carries.

    • + Now maintains more momentum during attack start-up 

  • Air Side Special

    • + Movement increased

    • – Now prevents fast fall during attack start-up 

Iron Giant

  • Passive

    • * Fixed an issue where Iron Giant could gain rage meter from hitting allies

  • Ground Side Attack 2

    • * Fixed an issue where Iron Giant could use this attack and his Air/Ground Up Special at the same time

  • Ground Side Special

    • * Fixed an issue where Iron Giant could cause fighters to become stuck to him under certain conditions

Jake

  • Air Neutral Attack

    • On-whiff cancel window into Air Neutral Attack, Special Follow-Up delayed 16 frames

  • Air Neutral Attack, Special Follow-Up

    • – Damage reduced to 8 from 12

Jason

  • Ground Side Attack 3

    • + Hitbox added to Jason’s arm that knocks back enemies that were not grabbed

  • Ground Up Special

    • + Hitbox added to Jason’s axe that knocks back enemies that were not grabbed

Marvin

  • Air/Ground Neutral Special

    • * Fixed an issue where reflected projectiles were not properly affected by Marvin’s reverse button. All projectiles on screen owned by Marvin’s team should now properly change direction and clear their hit history.

  • Air/Ground Down Special

    • ~ Lock-on debuff effect distance has been standardized for all fighters, regardless of fighter size

    • * Fixed an issue where the flag visuals would appear even if Marvin was interrupted during charge

    • * Fixed an issue where Marvin could hit an enemy with the flag and it would not apply the lock-on debuff

Nubia

  • General

    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.

  • Ground Down Attack

    • ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold

  • Air/Ground Down Special

    • * Fixed an issue where Nubia would attempt to dash to her ally from very far distances without spending the cooldown

Raven

  • Ground Shield Break Attack

    • * Fixed an issue where Raven could not cancel into shield break attack from her shield action

    • * Fixed an issue where Raven’s shield break attack did not break shields

  • Ground Neutral Attack

    • * Fixed an issue where this attack was not benefitting from the bonus damage knockback from Raven’s passive

  • Air/Ground Neutral Special

    • * Fixed an issue where this attack was not benefitting from the bonus damage and knockback from Raven’s passive

  • “Telekinetic Takedown” Perk

    • * Fixed an issue where this perk was causing sporadic crashes. It will be re-enabled with this patch.

Rick

  • Air/Ground Side Special

    • * Fixed an issue where the portal aimer would stay on screen if Rick was rung out while aiming

  • Air/Ground Down Special

    • * Fixed an issue where polymorph debuff ending would cause enemies to be permanently invincible under certain conditions

Samurai Jack

  • Air Neutral Special

    • ~ When reflecting projectiles, Jack will always attempt to throw them in the direction he is facing, rather than reversing the direction they are currently flying

  • Air Down Special

    • – Hitbox active duration reduced 1 frame

Shaggy

  • Ground Dash Attack

    • – On-hit cancel window delayed 1 frame

  • Ground Side Attack 2

    • – Hitstun reduced

  • Ground Side Attack 3/Shield Breaker

    • + Damage increased to 7 from 6

    • + Knockback increased to 1850 from 1750

    • + Knockback scaling increased to 18 from 16

      • All adjustments made to keep this move a pushback option, and not a combo starter

  • Ground Down Attack

    • + On-hit cancel window into Ground Side Attack returned (revert from patch 1.4.0)

      • Addressing an issue preventing Shaggy from inputting Side Attack after a successful Down Attack

  • Air Up Special; Ground version unchanged

    • – Knockback scaling reduced to 11 from 12

    • – Knockback influence multiplier increased to 1.1 from 1.0

Steven Universe

  • General

    • * Fixed an issue where Steven would fall through his spawned platform when using the “Airwalker” perk

Stripe

  • Air/Ground Neutral Attack

    • + Buzzsaw is no longer launched upwards when hit by an enemy light projectile

    • ~ Buzzsaw is no longer considered an ammo cooldown

  • Air/Ground Down Special

    • ~ A self-inflicted floor bounce incurred from the explosion of this attack will not count towards the automatic tech bounce threshold

Superman

  • Air Side Attack

    • + Hitbox active duration increased 1 frame

  • Air/Ground Neutral Special

    • + Ice block projectile now applies 3 stacks of ice debuff

  • Air Side Special

    • + Hitbox added to Superman’s arm that knocks back enemies that were not grabbed

  • Air Up Special

    • + Hitbox added to Superman’s arm that knocks back enemies that were not grabbed

  • Air Down Special; Ground version unchanged

    • + Head hitbox active duration increased 7 frames

    • ~ Head hitbox size adjusted to better match visuals

Taz

  • Passive

    • ~ Taz now only passively licks his ally to heal them if Taz is grounded and not performing any other actions

    • + Taz lick cancel window advanced 4 frames

    • * Fixed an issue where the healing from Taz lick was not showing visuals on the healed fighter

  • Ground Dash Attack

    • * Fixed an issue where this attack would not play its final hit on-hit under certain conditions

  • Ground Up Attack

    • ~ Visuals updated to better match hitbox size

  • Air/Ground Side Special

    • ~ Now allows more player movement control during attack

    • * Fixed an issue where this attack would not play its final hit on-hit under certain conditions

The Joker

  • Air/Ground Neutral Attack (Cooldown)

    • + Now cancellable on-hit after 31 frames (matches normal version on-hit cancel window)

  • Ground Down Attack

    • + On-hit cancel window advanced 1 frame

  • Air Side Attack

    • + On-hit cancel window advanced 9 frames

    • + On-whiff cancel window advanced 8 frames

  • Air Up Attack

    • + Now allows fast fall during attack start-up

  • Air/Ground Up Special

    • – On-hit cancel window delayed 2 frames

    • + On-whiff cancel window advanced 8 frames

    • * Fixed an issue where this attack could not be canceled on-hit under certain conditions

The Powerpuff Girls

The Powerpuff Girls were previously very strong, but most of their power came from specific attacks which over-centralized their gameplan. We looked to put more power into their normals and to let them branch faster on-hit with specials in exchange for some hitstun and knockback strength.

  • General

    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.

  • Ground Neutral Attack

    • + On-hit cancel window advanced 26 frames

    • ~ Attack movement now completes on-hit

  • Ground Side Attack 1

    • * Fixed an issue where this attack could not cancel into a dodge on-hit

  • Ground Side Attack 2

    • – Hitstun reduced

    • * Fixed an issue where this attack could not cancel into a dodge on-hit

  • Ground Up Attack

    • – Uncharged movement reduced

  • Air Neutral Attack

    • + First hit knockback vacuum strength increased

    • + Second hit knockback vacuum strength increased

    • + Final hit damage increased to 4 from 3

    • – Final hit knockback reduced to 1300 from 1850

    • – Final hit knockback scaling reduced to 12 from 18

    • + Knockback influence multiplier reduced to 1.15 from 2.0

    • – Repeat-move lockout increased to 20 frames from 16

    • + On-hit cancel window advanced 21 frames

    • – On-hit cancel window into Air/Ground Neutral Special delayed 7 frames later than other actions

  • Air Side Attack

    • – Damage reduced to 8 from 10

    • + Knockback increased to 1900 from 1700

    • + Knockback scaling increased to 19 from 15

  • Air Down Attack

    • + Now allows fast fall during attack start-up

  • Air/Ground Neutral Special

    • – Buttercup attack now prevents fast fall during attack start-up

    • – Blossom attack final hit knockback scaling reduced to 16 from 22

    • – Blossom attack on-whiff cancel window delayed 7 frames

  • Ground Side Special

    • – Grab no longer breaks armor or breaks shields

    • – Blossom throw damage reduced to 6 from 8

    • – Blossom throw knockback reduced to 1400 from 2100

    • + Blossom throw knockback scaling increased to 15 from 2

    • – Bubbles throw damage reduced to 6 from 9

    • + Bubbles throw knockback increased to 1400 from 1100

    • – Bubbles throw knockback scaling reduced to 15 from 26

    • – Buttercup throw knockback reduced to 1000 from 1400

    • – Buttercup throw knockback scaling reduced to 12 from 15

    • + Buttercup throw hitstun increased

    • ~ Buttercup throw hitpause increased

    • ~ Buttercup throw knockback angle made more downward

    • + Buttercup throw knockback influence multiplier reduced to 0.8 from 1.0

    • + On-hit cancel window advanced 22 frames

    • ~ Attack movement now completes on-hit

  • Air Side Special

    • – Grab no longer breaks armor or breaks shields

    • – Blossom throw dash hitbox knockback reduced to 1750 from 3000

    • – Blossom throw dash hitbox knockback scaling reduced to 18 from 20

    • + Blossom throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0

    • ~ Blossom throw dash hitbox knockback angle made more diagonal

    • – Bubbles throw dash hitbox knockback reduced to 1400 from 2450

    • – Bubbles throw dash hitbox knockback scaling reduced to 15 from 20

    • + Bubbles throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0

    • – Buttercup throw dash hitbox knockback reduced to 1400 from 2100

    • – Buttercup throw dash hitbox knockback scaling reduced to 15 from 20

    • + Buttercup throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0

    • ~ Attack movement now completes on-hit

  • Air Down Special

    • – Knockback reduced to 1500 from 1800

    • – Knockback scaling reduced to 12 from 24

    • – Hitstun reduced

    • + On-hit cancel window advanced 9 frames

    • ~ Now allows more player movement control during attack

Velma

  • Ground Dash Attack

    • + Knockback scaling increased to 19 from 18

    • + Start-up window reduced 1 frame

  • Ground Side Attack 3

    • + Damage increased to 7 from 6

    • + Knockback scaling increased to 18 from 17

  • Ground Down Attack

    • + Start-up window after charge reduced 1 frame

    • + Hitbox active duration increased 1 frame

    • + On-hit cancel window advanced 2 frames

    • – On-whiff cancel window delayed 7 frames

  • Air Side Attack

    • ~ Knockback angle made more horizontal

    • – Knockback influence multiplier increased to 1.1 from 1.0

  • Ground Side Special

    • + On-hit cancel window after throw advanced 45 frames

    • * Fixed an issue where enemies were not properly entering their ride pose after they were grabbed

  • Ground Up Special

    • + Hitbox added to Velma’s arm that knocks back enemies

  • Air Side Special

    • + On-hit cancel window advanced 1 frame

    • ~ Now allows more player movement control during attack

Wonder Woman

The following adjustments were made to slightly reduce the combo effectiveness of these moves being the same even when the enemy was at higher damage percentages.

  • Ground Up Attack

    • + Uncharged knockback scaling increased to 15.5 from 14.5

    • – Hitstun reduced

    • + On-hit cancel window advanced 1 frame

  • Air Neutral Attack

    • + Second hit knockback increased to 1350 from 1250

    • + Second hit knockback scaling increased to 9.5 from 7.5

    • – On-hit cancel window delayed 1 frame

    • – On-whiff cancel window delayed 2 frames

    • + Now maintains more momentum when executed as part of a dodge attack

  • “Shield of Athena” perk

    • * Fixed an issue where this perk’s visuals were not displaying in-game

That’s a pretty long list of changes included in this update, and though we are still digesting the whole list ourselves, we’ve noticed several fighters have received nerfs and buffs. Whether they’re major enough to notice, well have to test out for ourselves, but do let us know if you like or dislike some of the adjustments in the comments!

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[Source: MultiVersus]

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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

Risk of Rain 2 Update 1.003.600 Brings Seekers of the Storm Roadmap Phase 1 Overhauls and Reworks

[summaraize]

Gearbox has just released the first phase of three planned updates for Risk of Rain 2 Seekers of the Storm, which includes some major item overhauling, reworks, and, of course, bug fixes. Here’s a breakdown of everything included in Risk of Rain 2 update 1.003.600.

Risk of Rain 2 Update 1.003.600 Patch Notes

Major Changes

Antler Shield – Renamed to Elusive Antlers

  • Old Functionality – 55% (+5% per stack) chance on being hit to reflect 10% (+10% per stack) damage back to the attacker.
  • New Functionality – Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +12% movement speed up to 3 times (+1 per stack) for 12 seconds.

Bolstering Lantern

  • Old Functionality – When below 50% health, receive a damage increase of 20%
  • New Functionality – Increase your attack speed by 10% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters.)

Growth Nectar

  • Old Functionality – While benefiting from 5+ unique buffs gain 20% (+20% per stack) bonus stats for 5 seconds.
  • New Functionality – Grants 7% (+7% per stack) increase to ALL stats for each buff, up to a maximum of 4 (+4 per stack).

Warped Echo

  • Old Functionality – On damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 seconds. This effect has a cooldown of 10 seconds.
  • New Functionality – The next source of damage is reduced by 30% and spread into 3 (+1 per stack) hits. All echoed damage is non-lethal except for the final hit. Recharges every 15s (-3% per stack.)

War Bonds

  • Old Functionality – Yields 75 gold (+25 gold per item stack) based on current difficulty level and the survivor’s level at the start of every stage.
  • New Functionality – During boss events, 5 missiles bombard the area, dealing 2.5% of the bosses Max Health in damage (+2.5% per stack.) Before the boss event, gain additional missiles, up to a maximum of 20 (+5 per stack) per 25 gold gained. Gold requirement scales over time.

Runic Lens

  • Old Functionality – Overspill. 5% chance (+1% per 100% done on initial hit plus 1% per item stack) on hit to summon a meteor on the target, dealing 2000% damage.
  • New Functionality – 3% chance on hit to call a meteor strike, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack.)

Knockback Fin – Renamed to Breaching Fin

  • Old Functionality – 7.5% (+7.5% per stack) chance on hit to knock enemies into the air. (height increases per stack).
  • New Functionality – Grounded enemies hit with any skill are launched and stunned. Enemies hit while airborne are launched again up to 2 times (+1 per stack.) Launched enemies take increased damage by 20% from all sources per launch. Recharges after 10s. Increased to Uncommon (green) rarity.

Noxious Thorn

  • Old Functionality – 25% chance on being hit to inflict nearby enemies with 2 (+1 per stack) stacks of bleed. If enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs instead.
  • Updated Functionality – Gain 10% chance to bleed an enemy. On killing an enemy, transfer 33% of every debuff stack to 1 enemy (+1 per stack) within 20m (+5m per stack).

Unstable Transmitter

  • Old Functionality – When reaching below 25% health the Survivor explodes, dealing 350% (+350% per item stack) damage to nearby enemies and teleporting to a random location. This effect has a cooldown of 2 minutes (-5% per item stack).
  • Updated Functionality – Falling below 25% health gives you 75% of your maximum health as a temporary barrier. Gain a dimensional aura for 8s that bleeds and teleports away enemies. Enemies killed by the aura extend the duration by 1s. Recharges every 45s (-10% per stack.)

Luminous Shot

  • Old Functionality – Using the secondary skill charges the next primary attack, dealing +150% damage (+25% per item stack) per charge up to 5 times (+1 per item stack).
  • New Functionality – Activating Secondary skill stores up to 5 charges (+1 per stack.) Requires 3 charges for your Primary skill to fire lightning strikes, dealing 175% TOTAL damage (+50% per stack) each. Reduces Secondary skill cooldown by 20%.

Chronic Expansion

  • Old Functionality – Every 5 enemies slain grants a damage counter bonus increasing the players damage by 10% (+5% per item stack), lasting as long as the player stays in combat.
  • Updated Functionality – Killing an enemy increases your damage by 3.5% (+1% per stack,) up to 10 (+5 per stack,) for 7s. Dealing damage refreshes the timer.

Minor Changes

Chance Doll – Functionality unchanged, updated the logbook entry to correctly display the 40% chance of increasing rarity of items from Shrines of Chance. When an item is successfully increased in rarity the text is now colored green in the chat log and green particles emit from the shrine.

Sonorous Whispers – reduced the item drop rate from elites to 4% but retained the guaranteed drop from large monsters.

Prayer Beads – Functionality unchanged, added text when removing the beads to better convey the buffs gained. It is also now blacklisted from Item Printers.

Longstanding Solitude – “free unlock” buff is now retained between stages. Gold cost for interactables (in multiplayer) now increased by 50% (down from being increased by 100%)

Seed of Life – Now works as expected when given to an equipment drone, and the consumed version can no longer teleport players out of bounds

Electric Boomerang – No longer applies bleed when carrying Sawmarang equipment.

Elite Updates:

Twisted Elites

  • Old Functionality – Generated an aura that made all allies inside reflect damage to the player.
  • New Functionality – Leashes itself to nearby enemies. When those leashed enemies take damage, this Elite begins to charge a Lunar Crystal. Once fully charged it’s unleashed and will track the player until it either hits them or impacts a surface. If a player fails to dodge that crystal, they’ll take a huge chunk of damage and become temporarily afflicted with Lunar Ruin.

Gilded Elites

  • Old Functionality – Periodically steal gold from the player when attacked. Gold stolen increases the armor of the Elite.
  • New Functionality – These elites attack the player with Golden Spikes that emerge from the ground after a short warning. Damage done to the player forces gold to be dropped by the player in the form of short-lived collectable Gold Nuggets.

1.3.6 Other Changes:

  • Railgunner can no longer build stacks of Luminous Shot by repeatedly using the zoom scope while holding down her primary attack.
  • Blacklisted Unstable Transmitter, Breaching Fin and Sonorous Whispers from situations where enemies can obtain items (such as Simulacrum.)
  • Following player reports of Railgunner’s picky fashion sense, Kjaro’s Band now correctly displays on the character model once collected.
  • Updated Wetland Aspect and Distant Roost (variant) to correctly allow DLC content to appear.
  • Updated Golden Dieback to now spawn the correct monster pool (distinct from Treeborn Colony.)
  • Both Magma Worms and Overloading Magma Worms now have functioning weak spots when playing as Railgunner.
  • Updated multiple player reported instances of floating items (such as Defense Nucleus and Frost Relic) displaying strangely on Seeker/Chef/False Son.
  • Players who have collected Plasma Shrimp during gameplay will no longer have a pink health bar when being affected by Lunar Ruin on Prime Meridian.
  • On Prime Meridian Lunar Ruin will no longer slow players.
  • Addressed issue where a Scavenger’s Thqwib attack was being blocked by the Scavenger itself.
  • Geodes no longer spawn in the air around the False Son arena on Prime Meridian.
  • Removed reference to False Son’s Lunar Spikes ability slowing enemies.
  • Updated a spot on Siphoned Forest where players couldn’t escape without movement boosting abilities.
  • Resolved player reported issue where survivors could dash/blink through certain stage geometry on Aphelian Sanctuary.
  • Players can no longer clip into a specific pillar on Reformed Altar.
  • Re-introduced some map features on Commencement that went missing with the launch of Seekers of the Storm, including one of the jump pads up to the final arena (personally, I blame Mithrix). We’ll keep monitoring reports in case anyone finds anything else he may have nabbed.
  • Gilded Elites now correctly appear when using the Artifact of Honor.
  • Fireworks no longer collide with the Halcyon Shrine they have been activated from.
  • Following player reports when playing with a controller, players are no longer forced to jump when picking an item from Scrappers, Void Potentials and Command Essences. This has been corrected on all platforms.

The next two phases don’t have a release date yet, but we know that phase 2 will focus on bosses, while the third and final phase will be geared towards survivors, with a big focus on Chef.

Related Reading:

Source: Steam

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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

Five Nights at Freddy’s Help Wanted 2 Update 1.008 Released Alongside Xbox Series and Switch Versions

[summaraize]

Steel Wool has just released Five Nights at Freddy’s Help Wanted 2 update 1.008, which includes some secret stuff! Also, the Xbox Series X|S and Nintendo Switch versions of the game are now available!

Five Nights at Freddy’s Help Wanted 2 Update 1.008 Teases Surprises

Five Nights at Freddy’s: Help Wanted 2 – Steam/PS5 Patch Notes:

PATCH HIGHLIGHTS (across Steam and PS5)

Surprises? Secret stuff? Who knows…

CHANGES (across Steam and PS5)

  • Added haptic feedback to the dart gun and fazerblaster in the HUB
  • Added collision to all HUB Gallery models

BUG FIXES (across Steam and PS5)

  • Fixed a First Aid: Lefty issue where hitting Helpy’s leg with the hammer multiple times during the Reflex Check condition cures him of all illnesses…
  • Fixed a First Aid: Scrap Baby issue where grabbing the back-left vaccine bottle kidnaps the player’s hand to an unknown position
  • Fixed a First Aid: Scrap Baby issue where various items in the bag could permanently de-spawn
  • Fixed a global issue where pausing just before a jump scare causes the player to become stuck on the pause menu
  • Fixed a Sister Location: Puppet Master issue where Minireenas did not produce SFX when picked up

Five Nights at Freddy’s: Security Breach – Nintendo Switch Patch Notes:

PATCH HIGHLIGHTS

Latest patch of Five Nights at Freddy’s: Security Breach now includes RUIN DLC! No need to grab the free DLC from the Nintendo eShop; simply update the base game and you should see all of it’s RUINED glory

CHANGES

  • Roxy’s VO lines are now present during the Backstage Office sequence
  • 1Added subtitles for the Rules Bot in Fazer Blast
  • Vanny will no longer skip and stand in place before attacking the player

BUGS

  • Fixed a crash in Daycare that occurs with Moon’s AI after turning on three out of five generators in “Let There Be Light” mission
  • Fixed various issues involving Freddy being unable to be called or use the recharge station if the player:
    • Went to the Loading Dock area and touched the Exit (at 5 AM)
    • Went to the Main Entrance of the Pizzaplex and touched the Exit (at 5 AM)
    • Went to the Fire Escape in Prize Counter and touched the Exit (at 5 AM)
    • Used the Faz-Cam to interrupt the jump scare from other Animatronics while simultaneously stunning Freddy in the background as well, and then stunning Freddy again with the Faz-Cam a second time.
    • Used the Fazerblaster to shoot Freddy and then shooting him once again just before the stun ends.
    • Entered Gator Golf
  • Fixed an issue the player did not have the last Party Pass in the inventory at 6AM
  • Fixed an issue where players could save during the Vanessa/Freddy cutscene in the Endo Warehouse, causing a soft lock when reloading the save
  • Fixed an issue where players could get soft locked during Chica’s boss battle if they activated the third generator, backtracked to save, and then retried/reloaded back
  • Fixed an issue where an invisible Chica was roaming Bonnie Bowl after shattering her
  • Fixed an issue where Chica would relentlessly follow/track the player while they are inside Freddy if they pass by her while she’s eating pizza in the Main Kitchen at 6AM
  • Fixed an issue where players could reach the Gator Golf catwalks before the gate loaded in, allowing them to play Monty’s Boss Battle without Monty
  • Fixed an issue where the player could leave the security office when repairing the damaged head and not be able to get the repaired head
  • Fixed an issue where the Princess Quest 2 arcade machine was available during DJ Music Man’s mission sequence
    • This caused the last breakers in West Arcade to no longer be interactable
  • Fixed an issue where the West Arcade mission sequence music increased in volume each time the player retried
  • Fixed a crash in Daycare that occurs with Moon’s AI after turning on three out of five generators in “Let There Be Light” mission
  • Fixed an issue where Vanny would proceed down the wrong side of the escalators during the “Showtime” mission
  • Fixed an issue where Staff Bots in Fazer Blast arena was getting stuck on their way to the flag
  • Fixed an issue where the stage lift was not accessible if the player loaded an autosave at the start of the hour
  • Adjusted interactions with the Mazercise’s puzzle buttons
  • Fixed various visual bugs

I wonder what secrets Steel Wool is teasing. I guess we’ll have to do some digging. Thankfully, we now have a bunch more players to help us with the release of the Xbox Series and Nintendo Switch versions.

More MP1st Reading:

Source: Steel Wool Studios

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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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Predator: Hunting Grounds Update 1.006 Now Available Along With Gladiator Predator

[summaraize]

Predator: Hunting Grounds update 1.006 is now available to download, addressing an issue relating to Alpha Predator. That’s not all either, as Illfonic Games has also released a new playable Predator, the Gladiator Predator!

Predator: Hunting Grounds Update 1.006 Patch Notes

  • Fixed an issue where the Alpha Predator was not accessible for players that already had the Predator unlocked

Outside of that, there’s not much in this update, so for those hoping they would fix the Crossbolt Gun and its effects going crazy, you’ll have to wait a little longer. And while not part of the update itself, Illfonic also released a new DLC, that being for a brand-new playable Predator, the Gladiator Predator.

“Inspired by the savage spectacle of the gladiatorial arenas, this Yautja became captivated by the warriors’ ferocity, adapting their tactics and armor to mirror the might of his prey. His enemies never faced the same hunter twice, as he took their skills and style as his own.”

The studio wrote in its announcement of the DLC, which is now available. The DLC includes the Gladiator Predator premium class and early access to the Trident Predator weapon.

That’s all the Hunting Grounds news for today. Now get out there and start hunting!

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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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Overwatch 2 New Update Brings Season 14, Winter Wonderland 2024, Hero Changes and More

[summaraize]

As promised by Blizzard, Season 14 of Overwatch 2 is now here! This brings a new tank hero in Hazard, 6v6 role queue, Winter Wonderland 2024 an hero adjustments. Players on consoles will see this as Overwatch 2 update 3.91 on PS4/XB1, and version  1.000.055 on PS5/XSX.

There’s a lot to take in, so go read on for the complete patch notes and new event details.

Overwatch 2’s Latest Update Ushers Season 14

Season 14: Hazard

Get ready for an explosive season as we introduce Hazard, the new Scottish tank hero, embodying the spirit of anarchy for the greater good. Then test your skills with a unique blend of past and present in the 6v6 Role Queue event, where teamwork and synergy shine within the 2-2-2 setup. Plus, prepare to wield the hammer of Gods as Mythic Thor Reinhardt and earn up to five Legendary skins with the Premium Battle Pass. Packed with nostalgia, customization, and radical gameplay, Season 14 has everything you need to dominate in style and become a hazard to the competition.

Winter Wonderland 2024

The Winter Wonderland event returns now through January 7, bringing fan-favorite modes and exclusive rewards for the holiday season! From Mei’s Snowball Offensive to Freezethaw Elimination, there’s something for everyone. Complete challenges to earn seasonal rewards, including the festive Winter Casual Hanzo skin.

6V6 Role Queue Experiment

Explore Overwatch 2’s latest evolution with the 6v6 Role Queue experiment, where strategy meets nostalgia. Dive into this unique mode to experience the dynamics of 6-player teams while maintaining structured gameplay, showcasing how modern Overwatch 2 heroes and abilities adapt to the classic team format.

Hero Mastery – Ashe

Practice your sharpshooting skills and get B.O.B. to do something, when Hero Mastery courses for Ashe arrives on January 14.

Hero Changes

Hero updates

Damage Role Passive

  • Debuff duration increased from 2 to 3 seconds.
  • Healing reduction increased from 20% to 25%.

Global Projectile Size Bonus

  • Hitscan radius large reduced from 0.08 to 0.07 meters.
  • Hitscan radius small reduced from 0.05 to 0.04 meters.
  • Projectile radius large reduced from 0.15 to 0.12 meters.

Blizzard note:: We’re increasing the potency of the damage role passive in order to make the threat of sustained damage more meaningful by slowing down health recovery while in combat. At the same time, we’re slightly decreasing how reliable hitscan and large travel time projectiles are to hit.

TANK

Doomfist

Seismic Slam

  • Shockwave range reduced from 18 to 15 meters.
  • Cooldown increased from 6 to 6.5 seconds.

Blizzard note: The recent increase to Rocket Punch wall slam angle has added a lot of consistency and made Doomfist significantly more threatening. To help account for this we’re pulling out some of the survivability from Seismic Slam.

Hazard

Bonespur

  • Damage per spike increased from 6.75 to 7.5.
  • Each volley’s center projectile no longer has a random launch spread and now always launches straight.

Spike Guard

  • The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees.
  • Damage per second reduced from 75 to 70.

Violent Leap

  • Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds.

Jagged Wall

  • Health increased from 350 to 400.
  • Knockback damage increased from 40 to 50.
  • Damage interval increased from 1.5 seconds per target to 1.75 seconds per target.

Downpour

  • Airborne momentum lost by casting Downpour reduced from 90% to 50%.

Vault

  • Minimum obstacle height to trigger Vault reduced from 1.75 meters to 1.25 meters, which should allow Hazard to scale short obstacles more consistently.

Mauga

  • Base armor reduced from 200 to 150.
  • Base health increased from 375 to 425.

Blizzard note: The Overrun changes from the last patch have been great for enabling more active Mauga playstyles. We’re converting some of his armor back to normal health to balance out some of the added survivability gained from the Overrun changes.

Orisa

  • Armor increased from 300 to 325.
  • Base health reduced from 175 to 150

Terra Surge

Pull radius increased from 8.5 to 10.5 meters

Ramattra

Ravenous Vortex

  • Now briefly interrupts horizontal momentum when first affecting a target.
  • Slowing field now ignores barriers for line of sight.

Blizzard note: Ravenous Vortex will now be more effective at dealing with bursts of high speed momentum, though this change does not have much effect on abilities that continuously move you for a duration like Reinhardt Charge or D.Va Boosters.

Winston

Jump Pack

  • Damage increased from 50 to 60.

Blizzard note: Winston’s leap now has a higher maximum damage to better reward accuracy when landing directly next to a target, though it still has damage falloff when landing further away.

DAMAGE

Ashe

Coach Gun

  • Can now be activated while affected by mobility locking abilities but won’t move Ashe.

Blizzard note:  There were some inconsistencies for when Coach Gun was disabled by mobility lock abilities. Now Ashe will be able to activate Coach Gun while mobility is locked out (such as Junkrat’s Steel Trap) to knockback enemies but won’t move herself.

Pharah

Jet Dash

  • Cooldown increased from 8 to 9 seconds.

Blizzard note: Pharah is a difficult hero to deal with for many due to her high flying mobility and burst damage. We’re reducing how often her horizontal movement cooldown is available to make it slightly more of a positioning commitment when used.

Sojourn

Railgun

  • Secondary fire damage scaling increased from 1-100 damage to 20-120 damage.

Blizzard note: Sojourn has received adjustments to increase the rate of her energy gain and shifted some power into her Disruptor Shot ability recently, though the secondary fire lacking in impact undermines her core gameplay fantasy as “the Railgun hero”. We’re adding some damage back to it and will keep a close eye on how powerful she ends up being.

Soldier: 76

Biotic Field

  • Cooldown reduced from 18 to 15 seconds.

Blizzard note: Soldier could use a small increase to his effectiveness and with changes to the damage role passive it’s a good time to make his Biotic Field more available.

Symmetra

Teleporter

  • Base shield health increased from 200 to 250.

Blizzard note: Symmetra is performing quite well but we’d like to further enable teamplay around an interesting ability like the Teleporter by making it more difficult to destroy.

Torbjörn

Forge Hammer

  • Damage increased from 55 to 70.

Deploy Turret

  • Build time reduced from 3 to 2.5 seconds.
  • Base health increased from 225 to 250.

Blizzard note: We’d like to make the turret more effective without increasing its damage. It now builds more quickly to better enable repositioning it for a faster pace of gameplay. We’ve also fixed a grievous oversight from moving to larger health pools and Torbjörn’s Forge Hammer will strike fear into his enemies once again.

Venture

Drill Dash

  • Cooldown rate is now faster anytime Burrow is active, rather than requiring the player to be underground.

Blizzard note: This is mostly a quality-of-life change that makes Venture’s cooldown cycle more consistent, as they tend to activate Burrow while soaring through the air quite often

SUPPORT

Baptiste

Regenerative Burst

  • Cooldown decreased from 15 to 14 seconds.
  • Radius increased from 10 to 12 meters.

Blizzard note: Adjusting the values of Regenerative Burst will increase Baptiste’s self-survivability while also providing greater support to his teammates.

Brigitte

Inspire

  • Duration reduced from 5 to 4 seconds.

Blizzard note: The duration has been reduced to limit Brigitte’s Inspire uptime, while the healing per second remains unchanged, ensuring that healing output is unaffected when Inspire is triggered consistently.

Illari

Captive Sun

  • Explosion radius increased from 8 to 10 meters.

Blizzard note: Illari’s Captive Sun can be difficult to use effectively due to enemies’ ability to dodge its effects. Increasing the radius will improve the consistency and overall value of the ultimate.

Lúcio

Crossfade

Self-healing penalty decreased from 60% to 40%.

Sound Barrier

  • Now falls faster when used in mid-air.

Blizzard note: The adjustment to Lúcio’s health pool has impacted his survivability in fights, this change will increase his durability in combat by improving his self-healing capabilities. Additionally, Sound Barrier now falls faster while in mid-air, enabling more reactive and safer usage from higher positions.

CUSTOM GAME UPDATES

  • A new option to enable or disable passive health regeneration is now available in Settings > Heroes > General.

BUG FIXES

Maps

Temple of Anubis

  • Fixed an issue where spectating on the Temple of Anubis map could cause extreme performance issues.

HEROES

Brigitte

  • Fixed an issue where Brigitte could still get damaged while holding up her shield at the end of the Bash ability.

Hazard

  • Fixed a bug where Vault would sometimes abruptly cancel itself when attaching to walls via Violent Leap.
  • Fixed a bug where Vault sometimes wouldn’t climb walls when Hazard was perfectly perpendicular to the wall.
  • Fixed a bug where Vault wouldn’t climb walls at all when Hazard’s forward movement was partially impeded by a flanking wall.

Mercy

  • Fixed an issue causing Mercy’s resurrect lines to not play.

Moira

  • Fixed a bug where Moira’s orbs would sometimes visually stop moving.

Reinhardt

  • Fixed an issue where Reinhardt’s Earth Shatter ability was not affecting enemy heroes on certain floor sections.

This should be the last patch of Overwatch 2 this year, though there is a chance that a hotfix or some sort will be released if anything gets broken with this patch.

[Source: Overwatch]

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

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COD Black Ops 6 and Warzone Update 1.64 Implements Weapon Balance Changes This December 10

[summaraize]

Activision has released the COD Black Ops 6 and Warzone update 1.64 download this December 10, and this brings the promised weapon balance changes back when the Season 1 Reloaded patch was released.

Note that the the changes to the weapons have variations from Black Ops 6 to Warzone, and as such, you should check how they were adjusted separate from one another.

COD Black Ops 6 Update 1.64 Weapon Changes for December 10

Download Size: 817MB (PS5)

GLOBAL

Weapons (MP/ZM/WZ)

Treyarch note: We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

Weapon Motion

  • Reduced visual recoil on all weapons, especially full-auto weapons.
  • Reduced turn sway on all weapons, especially on higher magnification optics.
  • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
  • Reduced default idle sway on all weapons except Sniper Rifles.
  • Further reduced idle sway while firing on all weapons except Sniper Rifles.
  • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
  • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

Treyarch note: Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

Aiming Idle Sway Delay

  • Aiming Idle Sway Delay on all weapons is now 2.2s
  • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
  • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons\

Black Ops 6 Steam

MULTIPLAYER

Maps  

  • Hacienda
    • Adjusted spawn logic

Modes  

  • Face Off
    • Face Off Domination score limit increased from 100 to 150
    • Face Off Kill Order score limit increased from 150 to 200
    • Face Off Kill Confirmed score limit increased from 75 to 100
    • Face Off Team Deathmatch score limit increased from 125 to 150
  • 10v10 Moshpit
    • 10v10 Kill Confirmed score limit increased from 75 to 100
    • 10v10 Team Deathmatch score limit increased from 100 to 150
  • Prop Hunt
    • Prop movement speed has been increased on all props except Extra Large props.
    • Round Time Limit reduced to 3 minutes from 4 minutes
    • Prop Hunt enabled in Private Match

LTM Updates  

  • Nuketown Holiday
    • Addressed an issue where players could have green visual FX attached to them during the match..

Weapons

Treyarch note: Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.

In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.

We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.

Assault Rifles

SMGS

LMG

Melee

Treyarch note: We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.

  • Knife
    • Time between melee swings improved by 7.5%
  • Baseball Bat
    • Time between melee swings improved by 14%
  • Power Drill
    • Time between melee swings improved by 9.5%

Equipment

  • Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.

UI 

  • Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
  • Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.

Graphics 

  • Addressed an issue where the player’s weapon is missing during a benchmark test.

Stability 

  • Various stability improvements.

ZOMBIES

Maps 

  • Citadelle des Morts
    • Addressed an issue where players could get an AFK warning while actively running around the map.
    • Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
    • Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.

Weapons 

  • Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.

Stability 

  • Various stability improvements.

Call of Duty: Warzone Update 1.061

COD Warzone Update 1.64 Lists Changes to Ranked Play, Weapons and More

RANKED PLAY

Adjustments

  • Buy Stations
    • Buy Stations in Warzone Ranked Play will now spawn at the same, fixed locations each match – identical to those found in our unranked modes.

Raven Software note: Ranked Play is designed to minimize randomness wherever possible. By making buy stations static, we promote predictable rotations and reward players for their map knowledge. In addition to today’s change, an upcoming update will improve the buy station layout to address potential dead zones, ensuring a more balanced experience.

FIELD UPGRADES

Adjustments

  • Munitions & Utility Box
    • Both boxes have been adjusted to provide the maximum possible amount of ammunition for the primary and secondary weapons a player is carrying.
    • It will no longer provide ammunition for each other ammunition type.

WEAPONS

Adjustments

The following changes to Weapon Motion and Aiming Idle Sway only apply to Black Ops 6 weapons.

Treyarch note: We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

Weapon Motion

  • Reduced visual recoil on all weapons, especially full-auto weapons.
  • Reduced turn sway on all weapons, especially on higher magnification optics.
  • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
  • Reduced default idle sway on all weapons except Sniper Rifles.
  • Further reduced idle sway while firing on all weapons except Sniper Rifles.
  • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
  • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

Treyarch note: Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

Aiming Idle Sway Delay

  • Aiming Idle Sway Delay on all weapons is now 2.2s
  • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
  • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons\

Assault Rifles

SMGs

LMGs

Shotguns

Melee

BUG FIXES

  • Fixed an issue preventing the Battle Royale Top 250 leaderboard from populating correctly.
  • Fixed an issue preventing the Grenadier Perk from slowing enemies hit by explosive damage.
  • Fixed an issue causing players to get stuck in a “Loading player stats” loop when launching Warzone.

We expect this to be the last major patch for the game this year, but if there’s another one released, we’ll let our readers know.

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Alex Co

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

Home > Title Updates and Patches

Call of Duty: Black Ops 6 Update 1.064 Brings Huge Weapon Balance Changes

[summaraize]

When the Season 1 Reloaded patch for Call of Duty: Black Ops 6 was released, Treyarch mentioned that a huge weapon balance update was planned for release soon after. Well, that’s today, as Call of Duty: Black Ops 6 update 1.064 is now live for download, and this adjusts every assault rifle, submachine gun, and lightmachine gun.

Given that the entire Call of Duty HQ app needs to be updated, expect even Modern Warfare 2 and Modern Warfare 3 players to have this mandatory patch downloaded.

Call of Duty: Black Ops 6 Update 1.064 Brings Sweeping Weapon Adjustments to Assault Rifles, SMGs and LMGs

Download Size: 817MB (PS5)

GLOBAL

Weapons (MP/ZM/WZ)

Treyarch note: We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

Weapon Motion

  • Reduced visual recoil on all weapons, especially full-auto weapons.
  • Reduced turn sway on all weapons, especially on higher magnification optics.
  • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
  • Reduced default idle sway on all weapons except Sniper Rifles.
  • Further reduced idle sway while firing on all weapons except Sniper Rifles.
  • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
  • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

Treyarch note: Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

Aiming Idle Sway Delay

  • Aiming Idle Sway Delay on all weapons is now 2.2s
  • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
  • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons\

Black Ops 6 Steam

MULTIPLAYER

Maps  

  • Hacienda
    • Adjusted spawn logic

Modes  

  • Face Off
    • Face Off Domination score limit increased from 100 to 150
    • Face Off Kill Order score limit increased from 150 to 200
    • Face Off Kill Confirmed score limit increased from 75 to 100
    • Face Off Team Deathmatch score limit increased from 125 to 150
  • 10v10 Moshpit
    • 10v10 Kill Confirmed score limit increased from 75 to 100
    • 10v10 Team Deathmatch score limit increased from 100 to 150
  • Prop Hunt
    • Prop movement speed has been increased on all props except Extra Large props.
    • Round Time Limit reduced to 3 minutes from 4 minutes
    • Prop Hunt enabled in Private Match

LTM Updates  

  • Nuketown Holiday
    • Addressed an issue where players could have green visual FX attached to them during the match..

Weapons

Treyarch note: Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.

In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.

We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.

Assault Rifles

SMGS

LMG

Melee

Treyarch note: We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.

  • Knife
    • Time between melee swings improved by 7.5%
  • Baseball Bat
    • Time between melee swings improved by 14%
  • Power Drill
    • Time between melee swings improved by 9.5%

Equipment

  • Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.

UI 

  • Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
  • Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.

Graphics 

  • Addressed an issue where the player’s weapon is missing during a benchmark test.

Stability 

  • Various stability improvements.

ZOMBIES

Maps 

  • Citadelle des Morts
    • Addressed an issue where players could get an AFK warning while actively running around the map.
    • Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
    • Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.

Weapons 

  • Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.

Stability 

  • Various stability improvements.

Chances are, this is the last major update for Black Ops 6 in 2024 outside of playlist (server-side) updates. We’ll keep an eye out for it, and if a new one is out, expect to see it here on MP1st.

[Source: Call of Duty]

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Alex Co

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

Home > Title Updates and Patches

Destiny 2 Update 3.46 Now Out for Patch 8.1.5.1; Patch Notes and The Dawning 2024 Schedule Outlined

[summaraize]

Bungie has released the latest patch for Destiny 2, which includes holiday-themed content alongside various fixes and adjustments. The studio calls this patch version 8.15.1, and console gamers will see it as Destiny 2 update 3.46 on PS4/XB1 and version 1.141 on PS5/XSX.

Alongside the changes, we’ve included the schedule for Destiny 2’s The Dawning 2024 event, and of course, the rewards that are part of it.

Destiny 2 Update 3.46 for Version 8.1.5.1 Brings The Dawning 2024

Activities

Seasonal

The Dawning

  • The Dawning is now live.
    • Snowballs are available to use against combatants in several activities.
    • Three new emblems can be found inside of A Gift in Return packages. Check the December 5 TWID for details on how to increase chances.
      • Confectionary Commander emblem
      • Epicurean Extraordinaire emblem
      • Handcrafter Hunter emblem
    • A New Weapon has been added.
      • Mistral Lift – Adaptive Void Linear Fusion Rifle
    • New Astral Stasis Drake armor has been added.
      • Available in the Eververse store.

The Dawning 2024 Schedule:

First week of Dawning (Starts December 10)

  • Gjallardoodles for Zavala
  • Bright-Dusted Snowballs for Tess Everis
  • Starwort Thins for Elsie Bray
  • Neomun-Cake for Nimbus – oh, hey, new cookie!

Second week of Dawning (Starts December 17)

  • Traveler Donut Holes for Ikora
  • Classic Butter Cookie for Eva Levante
  • Dark Chocolate Motes for The Drifter

Third week of Dawning (Starts December 24)

  • Vanilla Blades for Shaxx
  • Lavender Ribbon Cookies for Saint-14
  • Etheric Coldsnaps for Variks

New Weapon Offering: Mistral Lift

It can drop with the amazing Envious Arsenal and Bait and Switch combo. The rest of the Dawning weapons are getting renewed perk pools, too. Avalanche with Rewind Rounds will be outstanding, Zephyr has a great combo with Rimestealer and Cold Steel, and Glacioclasm will terrorize PvP with Lone Wolf and Closing Time.

New Astral Statis Drake Sets:

The Dawning will also see the arrival of the new Astral Stasis Drake sets. Putting one on will see you transformed into a magical dragon that doesn’t resemble Ahamkara, but the more noble creature from those old human fantasy books Eido is obsessed with. Maybe they will come in handy when delivering cookies? They have wings, after all! The Astral Stasis Drake sets will be available at the in-game Eververse Store for the duration of the event.

Tomb of Elders

  • Fixed an issue where players waiting for revival after the final Tomb of Elders boss has been defeated would spawn in the Warden’s Office and could not claim rewards.

Onslaught Salvation

  • Fixed an issue where the bonus Heatwave round was occurring less than intended.
  • Fixed an issue where an invisible ledge was present near the third defense location on Kell’s Grave.

Crucible

Matchmaking

  • Updated backend thresholds to improve matchmaking times and quality of matches.
  • Adjusted fireteam MMR weighting in 6v6 playlists to avoid redundancy with Fireteam Matchmaking.
  • Increased the score threshold at which teams are broken up, in order to allow more matches to recycle and improve matchmaking times.

Dungeons & Raids

Vesper’s Host

  • General
    • Fixed an issue where the first secret chest would only reward the first player opening it.
    • Fixed an issue where the Icebreaker Catalyst was not always awarded to players who died during their run.
    • Fixed an issue where players could crash during the boss death.
  • Second Encounter
    • Fixed an issue where the boss would sometimes not reform properly after DPS, resulting in an infinite damage phase.

Garden of Salvation

  • Fixed an issue where the Consecrated Mind boss could be pushed off its starting platform and immediately end the encounter.
    • Feel free to keep using Stasis, if you want…

Salvation’s Edge

  • Fixed an issue where the incorrect wipe text was displaying during the Witness encounter.

Exotic Mission Rotator

  • Fixed an issue where the Featured Exotic Mission was not granting Pinnacle rewards.

UI/UX 

Fireteam Finder

  • Fixed an issue where the Vow of the Disciple raid was missing the Master option in Fireteam Finder.

Gameplay and Investment

Exotic Armor

  • Hunter
    • Raiju’s Harness
      • Re-tuned Super energy granted by defeating Arc-debuffed combatants.
        • Minors: Increased Super energy granted from 0.3% to 1%.
        • Majors: Increased Super energy granted from 1.7% to 2.5%.
        • Players: Increased Super energy granted from 3.1% to 4%.
        • Minibosses and bosses: Decreased Super energy granted from 4.5% to 4%.
      • Decreased amount of Super energy granted for defeating Arc-debuffed combatants while Gathering Storm is being cast to approximately 80% of the previous value.
        • Maximum total energy granted this way remains the same, at 50%.
          • Note: The lightning summoned by Raiju’s Harness on allies and enemies near the user will always apply status effects before dealing damage.

Revenant

Tonics

  • Fixed an issue where Tonic quest progress could become blocked on specific characters.
  • Fixed an issue where the Tonic of Worldly Arms Armor and Tonic of Worldly Chest Armor had incorrect descriptions.
  • Fixed an issue where Legendary Tomb of Elders Weapon Tonics were targeting the incorrect weapons.
    • This fix went live last week in a hotfix.

General

  • Updated the Gjallarheart armor ornament sets in Collections to use their appropriate names.
  • Reduced the requirements for the Fight to the End Triumph from 5/15/30/50 to 5/10/20/40.
  • Fixed an issue where the spawn sound effect can be heard briefly before the ship goes into the warp screen animation.
  • Fixed an issue where an unintended sound effect can be heard in Orbit when joining a Gambit match in progress on Cathedral of Scars.

This should be the last major patch for the game in 2024.  If there’s another one, expect it to be released to pull out The Dawning event stuff in the game.

[Source: Bungie]

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Alex Co

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

Home > Title Updates and Patches

Cyberpunk 2077 Update 2.200.200 Released for Version 2.2 and Here Are All the Changes

[summaraize]

CD Projekt RED isn’t done with Cyberpunk 2077 just yet! Today, the studio released Cyberpunk 2077 update 2.200.200 on consoles and PCs, bringing the game to version 2.2! This patch includes over 100 new customization options for V, adds CrystalCoat compatibility for select vehicle brands, brings an overhaul to photo mode and more.

Cyberpunk 2077 Update 2.200.200 Ushers in New Features for Version 2.2

New Features

  • Rayfield’s CrystalCoat™ technology, initially designed for Rayfield vehicles only, has now been adopted by other car manufacturers. You can now change the paint jobs on Herrera, Mizutani, Quadra and Villefort vehicles. Pro tip: Use CrystalCoat™ to fool the cops and lower your NCPD wanted level!
  • Kiroshi presents TWINTONE™! As CrystalCoat™ continues to in gain popularity, TWINTONE™ takes your paint jobs to the next level. Simply scan a car with your Kiroshi optics, switch to the TWINTONE™ tab, then save the vehicle’s color scheme for a small fee. You’ll then be able to select the scheme in the TWINTONE™ database under the CrystalCoat™ menu. There, you’ll also find generic color schemes for all CrystalCoat™-compatible vehicles as well as unique color schemes exclusive to the vehicle model from which they were copied. Please note that color scheme cloning is not authorized on vehicles that are linked to quests, belong to the NCPD or that are incompatible with CrystalCoat™ tech.

  • All vehicles compatible with CrystalCoat™ and TWINTONE™ are marked with a spray can icon on Autofixer.

The ten most requested vehicles from the streets of Night City are now available for purchase on Autofixer:

  • Mizutani Shion MZ1
  • Mizutani Shion Targa MZT
  • Thorton Galena GA32t
  • Thorton Colby CST40
  • Archer Quartz EC-L r275
  • Quadra Type-66 640 TS
  • Quadra Type-66 680 TS
  • Mizutani Hozuki MH2
  • Villefort Deleon V410-S Coupe (Phantom Liberty only)
  • Mahir Supron FS3-T (Phantom Liberty only)

Following Act 1, Johnny will now sometimes appear in the passenger seat while V is driving to comment on and react to what’s happening.

Photo Mode Changes in Cyberpunk 2077’s Version 2.2 Patch

  • Drone Camera is now a free camera instead of an orbital camera centered around V.
  • Increased camera range.
  • Full Collision (ON/OFF) – determines whether the camera respects in-game object collisions.
  • Lock Camera (ON/OFF) – locks the camera to avoid misclicking and ruining the frame.
  • Precise Camera (ON/OFF) – slows the camera down for easier aiming.
  • Aspect Ratio (PC-only. Custom-resolution screenshots are not available on consoles. Console systems can only export images in the standard 16:9 format.)
  • Characters tab: Spawn up to 3 NPCs for your photo, with a list of over 20 characters to choose from. You can adjust their expression, pose and position.
  • Lighting tab: Spawn and adjust light sources.
  • Fixed the Depth of Field ghosting issue.
  • Added an Effect Intensity slider.

SmartFrames™ by Kiroshi allows you to display your Photo Mode shots in-game by interacting with the picture frames in V’s apartments. Browse your photo collection in the new Gallery menu tab located alongside Journal, Shards and Tarot. The Gallery pulls .png images from the screenshots folder on your PC or from your console gallery. For more details on SmartFrames™ and the Gallery, see this Support article.

Added more character customization options:

  • 32 eye colors
  • 18 lip makeup types
  • 17 nail colors
  • 10 cheek makeup types
  • 16 eye makeup types
  • 4 face scars
  • 5 eyebrow shapes
  • 4 face tattoos
  • 2 body tattoos
  • 8 cosmetic face cyberware options

  • Upgraded the Character Creator randomizer to feature a new Plain-to-Punk slider. Whether you’re aiming for an understated, casual look or a bold, edgy style for your V, you can now use the slider to strike the perfect balance.
  • Added more secrets to discover in Night City.

Quests & Open World

  • Rephrased objectives for quests that tell you to wait a specific amount of time to progress. The game is designed in a way that doesn’t always allow players to simply skip in-game time to advance the objective, instead requiring them continue playing to trigger the next event.
  • Cyberpsycho Sighting: Where the Bodies Hit the Floor – Fixed an issue where no shard could be found on the cyberpsycho’s body, blocking progress.
  • Dream On – The Trauma Team AV on the roof will now be properly hidden in stealth mode.
  • Heroes – Fixed an issue where the quest, despite being completed, could remain marked as incomplete in the Journal with the optional objectives “Talk to Padre” and “Talk to the Valentinos.”

Cyberpunk 2077 Phantom Liberty New Features

Phantom Liberty-Specific

  • Balls to the Wall – Fixed an issue where it was impossible to exit the elevator and talk to Yuri because of an invisible wall.
  • Firestarter – Fixed an issue where fast travel could be blocked if the player saved the game soon after exiting Reed’s car.
  • Gig: Waiting for Dodger – After being freed, Bill and Charles will now be more mindful of their driving and avoid running over Dodger’s goons, preventing any unnecessary combat.
  • Hi Ho Silver Lining – The VIP section in the Heavy Hearts club will now be accessible to players who couldn’t meet with Mr. Hands due to a keycard being required to use the elevator.
  • I’ve Seen That Face Before – The garage door preventing players from reaching the meeting point will now be open.
  • Run This Town – The elevator in the Heavy Hearts club is now back in service, so V can finally meet with Mr. Hands.
  • Somewhat Damaged – Fixed an issue where the prompt to unplug the cables from the Neural Network system was missing.
  • The Killing Moon – Fixed the issue of a wall blocking the path when carrying Songbird to the shuttle.

Gameplay

  • Fixed one of the katana finisher animations so that it properly decapitates enemies.
  • Iconic Synapse Burnout and Iconic System Collapse quickhacks will now be properly affected by the RAM cost reduction buff.
  • The icons for Tier 5+ and 5++ Behavioral Imprint-synced Faceplate will now be visible on the HUD while driving.
  • Fixed an issue causing the Synaptic Accelerator to stay active indefinitely if the player is detected while not in combat.
  • The car horn will no longer honk when the player reloads a weapon during vehicle combat while playing with a controller.
  • Fixed an issue where the NCPD could stop functioning properly after V engages in a shootout in Pacifica between the Voodoo Boys and Trauma Team.

Miscellaneous

  • Fixed an issue where TV program sound was muted or too quiet.
  • Fixed an issue where CrystalCoat™did not apply properly after entering a vehicle.
  • Due to popular demand, we’ve lowered the Trauma Drama high scores.
  • Adjusted V’s mouth movement in various scenes, including the endings.
  • Fixed the issue of voiceover cutoff during the Ebunike station announcement on NCART.
  • Fixed ray-traced shadows for V in Photo Mode.

PC-Specific

  • You will now be able to properly rebind W and S to different actions other than their default settings in the Vehicle category.
  • Optimized threading system to improve performance by up to 33% on Intel Arrow Lake based CPUs.
  • Added more Razer Chroma effects for some sections in Phantom Liberty and romance scenes.

This is one heck of a surprise update from CDPR, and I suspect the community is happy with it.

Related Reading:

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Alex Co

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Home > Title Updates and Patches

Dead Island 2 Patch 7 Released This December 10, Fixes Achievements Not Popping and More

[summaraize]

The latest patch for Dead Island 2 is now live on all platforms, and this is for what Dambsuter calls Patch 7! Console gamers will see this as Dead Island 2 update 1.11 on PS4/XB1, with the PS5/XSX version appearing as 1.000.011 for players.

Possibly the biggest fix included here is how some achievements/trophies aren’t popping for gamers, and this has been an issue since launch. This also brings fixes to the Neighborhood Watch mode introduced in Patch 6 and more.

Dead Island 2’s Latest Update Brings in a Host of Fixes

General

  • Fixed an issue where achievements do not unlock
  • Implemented a variety of fixes for crashes and to further improve stability
  • Fixed keycard door interactions for the side quest: ‘Dez and The Mother Of Satan’
  • Fixed an issue where the ‘Battering Ram’ skillcard does not increase the Ram’s skill damage
  • Fixed broken interactions with portable toilet doors
  • Fixed invisible zombies during portable toilet ambush events
  • Fixed an issue where the player can get soft locked when using the fury pounce ability from the elevated surface
  • Fixed an issue where journals not picked up during the ‘Drunk and Disorderly’ prevented 100% completion of journals
  • Fixed various tutorial pop up issues
  • Fixed an issue where players can be locked out of playing the Haus expansion together after fast travelling out of the expansion due to DLC quest mismatch on invitation

Neighborhood Watch

  • Fixed an issue where the Host remains in an infinite loading screen after the Client loses connection to the session in the mission select screen
  • Fixed an issue when at least one Client leaves a session without proceeding through the full Results flow, remaining players “Waiting for squadmates” will not advance to the Lobby
  • Fixed an issue where clients can find that their inventory slots have changed to a broken format after completing a full Neighborhood Watch run
  • Fixed an issue where no confirmation message appears when leaving the session in the post-shelter defense score screen
  • Various audio fixes for music, sfx and voice lines during gameplay
  • Fixed and issue where the ‘Chonky Cats’ perk does not give the player knockdown immunity as it should
  • Fixed the Neighborhood Watch difficulty imbalance issue while the players’ active main game save is NG+
  • Fixed an issue where some ability buffs won’t apply to players that just have been revived
  • Fixed various issues where they player can get stuck after vaulting through windows
  • Fixed an issue where ranged weapon magazine size can be reset to default temporarily after performing certain actions
  • Fixed issues with the player falling out of bounds
  • Fixed an issue where during the ‘Pizza Party’ mission when during the objective “Kill the previous customers” an target enemy can fall through the map blocking progression
  • Fixed various rendering issues
  • Fixed an issue with ‘Crowd Control Control’ mission where objectives will persist after failing the mission
  • Fixed an issue where mission markers are missing from various missions
  • Fixed an issue where sliding with the Medics ‘Charging Bonesaw’ can cause a loss of player functionality
  • Fixes to persisting and missing UI and vfx elements
  • Fixed an issue where ‘Shoving’, ‘Slammin’’ and ‘Charging Bonesaw’ have improper functionality when used during medkit healing animation
  • Fixed report card not updating in the front end
  • Fixed an issue with some traps not being removed after the end of a mission
  • Fixed an issue where a session day does not instantly end if a player is downed while there is another player in the exit travel circle
  • Fixed an issue where the number of Bond gained is not increased from 15 to 18 in message on chat with ‘Spirit of the Bobcat’ perk
  • Fixed an issue where the player can charge a heavy attack while holding the trap building tool
  • Fixed an issue where grading is incorrect for some missions
  • Fixed an issue where the ‘hunting knife’ is incapable of triggering electric boxes
  • Fixes to instances where enemies cannot reach the player
  • Fixes to issues with picked up items being placed in designated spots
  • Fixed an issue where ‘Calculated clapback’ does not guarantee the critical hit for Clients using ranged weapons
  • Fixed an issue when during 2 player CO-OP only the host gets stalked by the butcher after the Stalker Meter fills up

We don’t get monthly patches for Dead Island 2, given Dambuster’s release cadence seems to be a new patch every two months, so expect another one to be released sometime in February 2025.

[Source: Dead Island]

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Alex Co

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Home > Title Updates and Patches

The Outlast Trials Latest Update Brings Season 2, Winter Event and More

[summaraize]

Red Barrels has deployed The Outlast Trials Season 2 update on all platforms, and this not only brings a new trial, but also the game’s holiday-themed event as well. There’s a lot to take in with this patch which console gamers will see as The Outlast Trials update 1.17 on PS4/XB1,a nd version 1.000.015 on PS5/XSX.

In addition to the new content and event, the patch includes a good number of bug fixes and improvements. The complete patch notes are available below.

The Outlast Trials Season 2 Update Brings a Host of New Content

Highlights:

  • The start of Season 2: Project Breach
  • New Trial: Pleasure the Prosecutor
  • New MK-Challenge: Reunite the Family
  • New MK-Challenge: Deface the Futtermans
  • New Deluxe Catalog: Project Breach
  • New Time Limited Event: Winter Kills
  • New Time Limited Catalog: Winter Kills
  • New Enemy: Pitcher
  • New Rig: Jammer
  • New Amps: Evasive Maneuvre, Short Circuit, Bandages Expert
  • Increased maximum Therapy Level
  • New customization types (Icon Frames, Terminal and Podium Poses)
  • New Reborn Conclusion
  • Improved Psychosis
  • Improved Escalation Therapy
  • Many other additions/fixes/improvements

Season 2: Project Breach

Synopsis of Season 2:

Rumors of an escaped Reagent are spreading through the Sinyala facility. Though Murkoff may deny it, you will encounter Amelia Collier, the runaway Reagent hiding in the Trials during “Project Breach”.

Though concerns about Amelia’s escape have reached Easterman, he and his team continue to push forward, exploring the psychosexual effects Franco has had on Reagents by releasing him into a new Story Trial, “Pleasure the Prosecutor”. Set within the latest Outlast Trials environment, DOWNTOWN, players will be tasked with turning Franco’s devious cabaret against itself. And for Reagents who have caught wind of the escape, Murkoff has even more new content to keep you too busy to concern yourself with such nonsense. Daydreaming about your old life is prohibited. Productivity and collaboration are key.

New Trials and MK-Challenges

  • Pleasure the Prosecutor (Trial): “He who controls what justice desires defines the contours of law. Satiate the prosecutor’s more discerning pleasures.“
  • Reunite the Family (MK-Challenge): “The nuclear family is the societal ideal. Release the orphan from the shackles of the state and reunite him with mother and father.“
  • Deface the Futtermans (MK-Challenge): “Childhood memories are the stagnation that impede your growth. Put away the childish things that clutter your mind.“

New Deluxe Catalog: Project Breach

The new Deluxe Catalog “Project Breach” is now available.

  • The catalog is filled with 10 pages of new exclusive cosmetic items for your own self expression.
  • Unlock the Deluxe Catalog using Murkoff Coins, earned by completing the Onboarding Catalog and other Deluxe Catalog.
  • Acquire Stamps by completing Trials and Tasks, then use the Stamps to acquired Deluxe Catalog items.
  • As a reminder, the Deluxe Catalogs are available permanently. Unlock items at your own pace.

New Limited-Time Event: Winter Kills

“Winter Kills is an experiment in hostile, unstable environments rich in both punishment and rewards. Survivors of Winter Kills will reap the bounty of true suffering.”

  • For the return of Winter Kills in The Outlast Trials, we’ve made all last year’s rewards available again for all players, along with a variety of new rewards.
  • Experience the event by playing Trials in the program “Winter Kills”.
  • Earn Event Tokens by completing Trials and Winter Kills tasks.
  • Use Event Tokens to unlock items of the Winter Kills catalog.

Winter Kills Variators:

  • COLLECT THE GIFTS: Collect all the gifts in the Trial to earn extra rewards.
  • COLD SNAP: The Trial environment is sporadically filled with piercing cold air. Hide to survive.
  • FROST MINES: Gas mines have been replaced with frost mines.

Event Schedule:

  • Part 1 will take place from December 10 – December 24
  • Part 2 will take place from December 24 – January 7

New Enemy: Pitcher

  • A new Ex-Pop foe has joined the Trials, ready to stir up chaos!
  • The Pitcher occasionally appears in the Trials, armed with fiery tricks to keep you on your toes.
  • This cunning enemy wields a powerful ranged weapon, hurling Molotov Cocktails that explode on impact, creating dangerous zones of fire.
  • Stay sharp and keep your distance—if you get too close, the Pitcher will unleash its fiery breath to roast you alive!

New Rig: Jammer

Noakes has been hard at work in recent months, crafting a brand-new rig for all Reagents to utilize.

  • Introducing the Jammer Rig, a versatile tool designed to disable electronic devices, unlock padlocked containers and doors, and much more.
  • Some of the Jammer Rig upgrades include PACEMAKER, which allows players to revive themselves or a teammate once per Trial, and REWIRE which turns enemy mines against them.
  • Perfect for engineers and strategic players, the Jammer Rig focuses on disrupting the Trial environment while securing extra loot for you and your teammates.
  • The new Jammer Rig is now available in Escalation Therapy.

New Amps

Dorris has secured fresh contraband for Reagents deemed worthy. Unlock these powerful new Amps to gain an edge in the Trials—if you’ve earned them.

  • SHORT CIRCUIT (Tool): Using a battery also restores some of the Rig’s cooldown.
  • EVASIVE MANEUVER (Skill): Escape enemy grasp instantly and reduce incoming damage.
  • BANDAGES EXPERT (Medicine): Bandages are faster to apply, and can be used twice.

All the new Amps are now available in Escalation Therapy.

New Customization Types

The mirror menu in your personal room has been upgraded, offering deeper customization. Customization is now divided into three distinct categories: Appearance, Identification, and Behavior.

New customization types:

  • Icon Frames: Collect and equip unique frames for your player icon to stand out.
  • Terminal Poses: Choose from various poses to showcase in the Terminal menu.
  • Podium Poses: Equip emotes to play during the results screen at the end of a Trial.

New Reborn Conclusion

Experience a new, intriguing, fresh ending after releasing your Reagent.

Increase Max Therapy Level

The maximum therapy level has been increased to 75.

Improved Psychosis

The Psychosis state has been improved.

  • Tentacle Spawns: Strange, eerie tentacles now appear in the Trials while in the Psychosis state.
  • Psychosis Reset: All new sources of psychosis gas now reset the Psychosis duration.
  • Enemy Engagement: Enemies will actively target players in Psychosis state on Psychosurgery difficulty and during high escalation stages.
  • Enhanced Challenge: Skinnerman is tougher than ever on Intensive and Psychosurgery difficulties.

Improved Escalation Therapy

Reworked Escalation Therapy flow:

  • Stage 10: Now features a Story Trial at Intensive difficulty (previously Psychosurgery).
  • Stage 11+: From this point onward, difficulty is Psychosurgery and variators will always include ULTRA.

Reworked ULTRA Variator:

  • INCREASED THREAT: Maximum population of brutal enemies.
  • NO INTEL: Assignment details are absent from the Trial.
  • NO PLAYER NAMES: Player names are hidden.
  • EXTREME PSYCHOSIS: Keep your sanity because psychosis state is out of control.
  • LIMITED ITEMS: Amount of items found in the Trial is very limited.

Dev CommentThe ULTRA variator has been reworked to provide greater variety in variator combinations from Stage 11 and beyond. Previously, it consistently paired with exotic variators (e.g., Bomb), limiting diversity. This change aims to keep the experience fresh and challenging at high stages.

Additions/Fixes/Balancing

  • Stamps will no longer reset each season, allowing players to unlock all current and future Deluxe Catalogs with their accumulated Stamps. However, this does not apply to limited-time catalogs, which will remain available only until the associated event concludes.
  • New Padlocked Doors now appear in the Trials, blocking access between rooms. These doors can be unlocked using lockpicks or the new Jammer Rig.
  • The delay between the exhaustion penalty and sprint release time for stamina regeneration has been balanced.
  • A stamina system has been added to enhance gameplay of the Tennis Minigame.
  • Some Genesis and Reagent tasks have been updated to incorporate new content. Recompleting these tasks will grant the reward once more.
  • Added all new Trials and MK-Challenges into Escalation Therapy.
  • Double Doses (Amp): The syringe icon now updates to reflect the remaining doses.
  • Boosters and Masterkey can no longer be carried over from one Trial to the next in Escalation Therapy.
  • Event Badges are now displayed over the cosmetics in the Mirror Menu to illustrate their origin.
  • A new input option is now available to sort the displayed cosmetics in the Mirror Menu.
  • Reworked the locked containers in Trials:
    • Locked Medical Containers will always contain a Large Medicine and Bandages.
    • Locked Technical Containers will always contain a Rig Recharger and Full Battery.
  • Fixed a bug where “Complete 10 Trials in a Single Run” of Escalation Therapy Tasks was not working correctly.
  • Fixed a bug where sometimes the enemies would become unresponsive.
  • Many other bug fixes.

There’s also new cosmetic items for sale, which you can check out here.

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Alex Co

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