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Battlefield 2042 Update 1.000.066 Drops and Is the Last Patch of 2024

DICE is rolling out the last patch for Battlefield 2042 for the year, and this brings a host of changes, and more importantly, nerfs Dozer’s shield. Those on consoles will see this as Battlefield 2042 update 1.000.066 on current-gen, and update version 1.63 on last-gen consoles.

Amor piercing ammo has been modified to now deeal damage to the Ballistic Shield, which should reduce the specialist’s effectiveness particularly in choke points.

Battlefield 2042 Update 1.000.066 Brings the Last Client Download for 2024

Battlefield 2042 Patch 8.3.0

Vehicles:

  • The Draugr now only shows up in the personal category.
  • Vehicle EMP fired grenades no longer get stopped by amps, to make them consistent with the behavior of hand thrown EMP grenades.
  • Aligned collision on the Pondhawk to minimize players hovering on top of it.
  • Added a reactive hint to the HUD when in a falling air vehicle without a pilot, to alert and encourage players to take control of the driver seat. Before you crash, you know?
  • Fixed a bug where damage numbers would not take vehicle armor into account, causing the numbers to show as higher than actual damage dealt.
  • Fixed a bug where the deploy screen icon for the “spawn on foot” feature of the CAV-Brawler would rotate with the vehicle.
  • Fixed an issue where equipping amps on a vehicle would cause collision issues with certain objects such as vegetation. Those plants really were coming to get you.

Weapons:

  • Fixed an issue where swapping to the M1 Garand when sprinting had a delayed animation for holding the weapon.

Armor Piercing Ammo

Over the years with Battlefield 2042, we have consistently seen players raise concerns about Dozer’s efficiency regarding their offensive capabilities across most of our maps. This update introduces a slight change to Armor Piercing which now allows for those rounds to pass through Dozer’s Ballistic Shield with reduced damage.

The team continues to look at balancing around Dozer, and we will further assess your feedback once this update has rolled out; however the penguins now hope that Dozer won’t be as scary the next time you run through the corridors on Exposure.

Below you will find the changes to Armor Piercing Ammo in connection to Dozer’s Ballistic Shield, the damage it shows is a percentage for example with Assault Rifles 10% bullet damage will pass through Dozer’s Ballistic Shield if you are using Armor Piercing Ammo.

  • Sniper 45% damage per bullet against penetration vs shield
  • Sniper Anti-Materiel Ammo 80% damage per bullet
  • Railgun Single Shot 25% damage per bullet
  • Railgun full auto/burst: 10% damage per bullet
  • AR 10% damage per bullet
  • DMR 25% damage per bullet
  • Revolver 25% damage per bullet

Additional Armor Piercing & Dozer Changes:

  • AP grenade launchers now will deal damage to Dozer if fired at the shield
  • Dozer shield deploy time has been lowered by 80%
  • All AP ammo from all primary weapons can now penetrate the shield and deal lower damage to Dozer

Characters & Gadgets:

  • Fixed a bug where damage numbers would sometimes not match the actual damage dealt when dealing low damage multiple times.

Portal:

  • Added the ability to place ammo stations to Custom Conquest, TDM, and FFA experiences.
  • Fixed an issue that would let you press deploy even when it was on cooldown.
  • Fixed an issue where custom score target could cause the score calculator to be incorrect.
  • Fixed an issue causing Ascension Points not having a value for non-2042 factions.
  • Added a mutator to portal for admins to allow players on their server to swap teams via the “Escape” / “Pause” menu.
    • This is only accessible when the player isn’t spawned in.
    • There is no restriction on how often you can swap or to which team for now, as this is a feature for admins to allow more freedom on their servers. With great power comes great responsibility.
  • Added objective airdrop XP to custom game modes.

Progression:

  • Objective Airdrop: If a passenger leaves an air vehicle and goes into a contested objective within a certain amount of time after leaving the vehicle, the pilot gets an Objective Airdrop XP event. This event also gives points on the scoreboard.
  • Vehicles Boosted: If you enter a vehicle that was previously owned by the enemy you get an XP event.

Modes:

  • Fixed a bug where players were unable to ping objectives in the Shutdown gamemode.

Gameplay Flow & Social:

  • Small performance improvements for the Redeploy and Death flow.
  • Fixed a  bug where the “Ferocity” headgear for Blasco would appear twice in the headgear customization menu.
  • Updated Huron vehicle description in the deploy screen.

In terms of events, this patch will bring the Holiday Protocol limited-time event, which will not only feature new rewards, but also a chance to get last year’s loot in case you missed it.

Chances are, this is the last year of full-fledged support for Battlefield 2042, as we’re expecting the next Battlefield game to be released sometime next year.

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Alex Co

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Marvel Rivals Black Widow Reveal Has Fans Worried; NetEase Says “Not Quite” on One-Shot Kill Potential

NetEase has released another gameplay first look at a new hero for Marvel Rivals, and this time, Black Widow gets the spotlight. In the gameplay clip, we get to see how the character uses a sniper rifle as her main weapon, her abilities and more.

While the character design, voice work are looking spot-on, fans are a bit worried given the gameplay clip showcases how Black Widow seems to eliminating heroes with just one shot. Check out the trailer and see for yourself:

Marvel Rivals Black Widow One-Shot Kill Potential Has Fans Worried

As you can see in the video, Widow seemingly takes out multiple enemies with just one shot from her sniper rifle, and seemingly without needing to charge it, which Overwatch’s Widowmaker has to do in order to gain full damage in her shots. This has fans worried as the reveal trailer on the Marvel Rivals subreddit has fans commenting how the character might break the game’s balance and flow.

That same kind of chatter can be seen in the game’s Discord channel as well, with fans worried about the hero’s damage output making the game un-fun given someone hanging back and one-shotting players might make some rage quit. When asked whether Black Widow ‘one shots,: Marvel Rivals Community Manager “James” said that “not quite” and added how it’s much harder to snipe in Marvel Rivals compared to other games (which we’re presuming they’re referring to Overwatch).

If you saw the clip, you’ll see that the characters taken out by the sniper rifle is not at 100% full health. Unless I’m mistaken, Black Widow won’t be able to take out characters in one shot, regardless of base health. Hopefully that’s the case, or squishy heroes are in for a world of hurt when a good Black Widow player takes aim at them.

There’s also, of course, balance patches to look forward to. Even if Widow is a bit OP (overpowered), NetEase can rebalance the hero via a title update. We’ll know for sure just how OP this character’s sniping power is when Marvel Rivals launches on PS5, Xbox Series X|S and PC on December 6.

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Alex Co

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PS5 System Update 24.08-10.40.00.07 Released to Improve Data Transfer Process

Following yesterday’s surprise PS5 feature update that saw console owners greeted with the classic PlayStation boot intro, Sony has now released PS5 system update 24.08-10.40.00.07  (or otherwise known as 24.08-10.40.00) this December 3, which isn’t your standard stability fix.

In this firmware update, Sony implements improved data transfers between PS5 consoles, which should benefit those who are transferring huge chunks of data from their vanilla PS5 to a PS5 Pro.

PS5 System Update 24.08-10.40.00.07 Adds Noticeable Improvements Rather Than Just Stability

Download Size: 1.3GB

Here’s what’s new with the latest PS5 firmware update according to Sony (you can see the notes by scanning the QR code that appears on your console):

  • We’ve improved the process of transferring data from another PS5 and enhanced stability when transferring large amounts of data, such as captures.
  • We’ve improved the messages and usability on some screens.

That sums up the complete changelog, and while this is a short list of new stuff slotted in, it’s still heaps better than just your standard stability patch. Outside of the firmware update, Sony has been making waves in the news recently, as the electronics giant is seeking to acquire the parent company of FromSoftware, Kadokawa Corporation.

Not only that, but the company is also reportedly working on a new portable version of the PS5, though that’s years away from being released. With just a few weeks to go before 2024 ends, let’s hope Sony has something up their sleeves to end the year with a bang.

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Alex Co

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Dave the Diver Update 1.20 Fixes Bugs Tied to Mini Games, Missions and More

Developer Mintrocket has released Dave the Diver update 1.20, which should show up as version 1.020 on current-gen platforms. While this doesn’t bring in any new content, it does house a good chunk of bug fixes connected to missions, sea exploration and more.

Dave the Diver Update 1.20 Fixes Mission Progression Issues and More

[Bug Fixes]

1) Sea Exploration

  • Fixed an issue with the Crab Trap where higher-ranked bait caught more lower-ranked shellfish than higher-ranked ones when placed in certain areas

2) Missions

  • [Chapter 5] Fixed an issue in Find the Glacial Passage Exit mission where Dave was incorrectly relocated to a different area, blocking progression
  • Fixed an issue where the game would freeze when Jimbo’s Game was started during certain dialogue scenes
  • Fixed an issue where progression was blocked when dialogue appears right before “game over”
  • Fixed an issue where the game would stop responding under certain circumstances after failing a VIP missionFixed an issue where the wrong character would be displayed on the NPC face icon for certain mission info

3) Mini-games

  • [Bouncy Dumbo] Fixed an issue where attempting to purchase locked Dumbo skins would only deduct shells (coins) without providing the skin

4) Sushi Restaurant

  • Fixed display issue with the position of some icons in Staff Training menu
  • Improved the position of some interior props

5) Other

  • [Post Chapter 5 entry] Fixed an issue where Phone Charm descriptions could not be seen at the Branch
  • Improved some in-game text and typos

Once Mintrocket releases another patch, 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.

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PS5 Gets a Limited-Time Customization Feature, Letting You Change the Design With Themes from Previous PlayStation Generations

To celebrate PlayStation’s 30th anniversary, Sony has decided to surprise its players by introducing a series of alternative themes—both visual and sound—within the PlayStation 5, each inspired by the previous generations of PlayStation consoles.

For a Limited Time, Players Can Change Parts of the PS5 Design Based on Your Favourite PlayStation Generation

“For a limited time you can change parts of the PS5 design based on your favourite Playstation generation,” reads the settings section of the device. In short, players can customize their system with the iconic themes and audio of the PS1, PS2, PS3, and PS4, bringing back the nostalgic features that have accompanied PlayStation fans through each console generation.

To access the new customization options, simply start your PS5, download the latest update, and select from the themes available in the settings—labeled “30th anniversary,” “PlayStation,” “PlayStation 2,” “PlayStation 3,” and “PlayStation 4.” Once the update is complete and the console restarts, the system will notify you of the new features and provide a button to directly access the dedicated settings.

The video below, shared by user realradec on Twitter, showcases the various new features. So, if you don’t have a PS5 or can’t explore the themes on your console right away, this video will give you a good idea of what to expect.

However, it’s worth noting that these themes are temporary, and it’s unclear how long they will remain available, so we recommend trying them out and enjoying your favorites for as long as possible.

Interestingly, even though the feature has only been available for a few hours, the community is already urging Sony to make it a permanent addition, as many are having a blast with the nostalgic customization.

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Taha

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Street Fighter 6 Update 1.16 Drops for Massive Balance Patch on All Platforms

Capcom has churned out a massive balance patch for Street Fighter 6 that aims to make the game more even when it comes to characters, and players can expect changes to throws, jumps and more, which affects every fighter in the game. Players should be able to download Street Fighter 6 update 1.16 (PS5/XSX version 1.000.016) this December 2 right now and install the patch regardless of any server downtime initiated by Capcom.

There’s a ton to take in, as even base attacks have been adjusted, so go read on for what got changed for all fighters, the adjustment summary and every character’s balance change.

Street Fighter 6 Update 1.16 Balance Patch Touches on Universal Concepts

street fighter 6 review

Adjustments to Tune Down Certain Aspects

Capcom states, “We’ve taken a look at defensive techniques that can change a fight too significantly when the player gets a correct read. This is primarily targeting some attacks with invincibility, and low risk techniques that allow for side switching.”

Furthermore, the devs state, “If these techniques are too strong, the risk of being pushed into the corner of the stage greatly reduces, and the attacking side would also be taking on more risk than necessary, making it difficult to continue with their offensive, so we are making adjustments to alleviate this issue.”

Reassessing Crouching Heavy Kicks (Modern: ↘+Heavy Attack) on Block

Capcom has taken a look at how some fighters’ Crouching Heavy Kick works after block, and made it easier to counterattack.

According to Capcom, in SF6, they have made efforts to make blocked Crouching Heavy Kicks easy to counter attack when they’re blocked but due to range and attack hitboxes, they could become easy ways to launch an offensive player when used carefully.

Capcom adds, “The difficulty in countering a blocked Crouching Heavy kick depends on the matchup, but some characters had more low risk cases than others, so we increased the risk of using the attack by adjusting pushback on block and recovery.”

Players can expect this change to affect Jamie, Ken, Cammy, Akuma and M. Bison.

Adjustments to Jump Cancels

Players can expect “adjustments so that characters cannot avoid a normal throw by using techniques that cause the character to leave the ground and then follow up with a special move as a counter attack.”

Capcom explains the change to this stating, “With this iteration of Street Fighter, techniques that offered big returns against normal throws would be adjusted for balance by doing things like adding scaling, but the above mentioned technique is very difficult to adjust for each and every move. For that reason we’ve opted for this global change. This is one way we’re reassessing defensive techniques, which is part of our overall plan to tune down certain aspects of the game. We feel that this is a necessary step to enable more aggressive offensive strategies.”

This doesn’t negate jump cancels, as that can still be performed, so this will not affect how players take control of the characters.

This adjustment only applies to normal throws, as command throws has not been adjusted with this change.

Street Fighter 6 Down

Universal Change to Characters

Changes Category Adjustment Details
Normal Throw Universal Adjustment Extended the active frames of a normal throw when its attack hitbox comes into contact with the animation of a jump leaving the ground. Does not apply to command throws.
Perfect Parry Universal Adjustment If a multi-hit attack is Perfect Parried, it can no longer be canceled from the 2nd attack and on.
Collision Pushbox Behavior Bug Fix Fixed an issue where characters in the corner would move an unexpected distance when switching positions with an airborne opponent.
Super Armor Hitbox Bug Fix Fixed an issue that caused an attack hitting a non-super armored part to be absorbed if it landed during the hitstop of another attack being absorbed by super armor.
Overdrive Arts Bug Fix When performing an Overdrive technique right after recovering from Burnout, the visual effects of the Overdrive technique will now take priority over Burnout recovery effects.

Street Fighter 6 Balance Changes for December 2

LUKE

Adjustment Summary

Double Impact (→+Heavy Punch)
While this attack can be hit confirmed and can’t be countered when blocked, it has comparable range to Standing Heavy Punch, which is also a quick attack, meaning it doesn’t get much love in a fight. For this reason we’ve looked at increasing its forward moving distance so there’s a clear range difference, making it a good option against opponents who are further away.Overdrive Sand Blast / Fatal Shot (↓↘→+Two Punches)/(Two Punches after OD Sand Blast)
We reassessed this technique as it didn’t give that much of a return compared to other Overdrive projectiles. For Overdrive Sand Blast we removed the hurtbox that appears before the attack startup. Removing this hurtbox makes it more reliable as a zoning tool. Additionally, Fatal Shot had limited applications so we changed its behavior on hit to provide more of a payoff for the player.Medium Flash Knuckle (Perfect Input) (↓↙←+Medium Punch (Hold))
We reexamined this attack as Luke’s perfect input combos lost some of their appeal due to combo scaling on his primary tools and because you can combo into both the perfect input and charged version from Standing Heavy Punch. Now depending on your combo opener, you can deal just as much damage as before.

JAMIE

Adjustment Summary

Jamie will now regain some Drive whenever he performs a technique that increases his drink level even when he’s not at drink level 4.This will make it easier for him to fight at the beginning of a round while also letting him manage his Drive gauge. We felt that instead of the drawback of stopping your offensive to raise Jamie’s drink level, we wanted to allow him to express his strengths and make it easier for players to experience that.Another improvement Jamie receives is that the 2nd hit of his Jumping Heavy Kick will now knock down even on a normal hit, giving you a guaranteed return when chasing down an opponent.

MANON

Adjustment Summary

Now, Manège Doré (→↘↓↙←+Punch) and Renversé (↓↘→+Punch) will gain more Super Art gauge according to her medal level. She also gains more Drive gauge for her mid-range attack Heavy Dégagé (↓↙←+Heavy Kick) and the close range À Terre (Medium Punch > Medium Kick), which will allow her to gain resources more easily.

Grand Fouetté (Kick during Renversé)
This has been adjusted to take care of situations where Medium Dégagé would not reach when this attack hit from a specific range.

KIMBERLY

Adjustment Summary

Water Slicer Slide (↘+Medium Kick)
This attack was designed to nip at the opponent’s feet, but even when it landed it often left Kimberly in a disadvantageous situation, making it difficult to incorporate into anyone’s gameplan. To help this attack out we’ve made her recovery during active frames 1-4 fixed so that as long as it hits Kimberly will be at an advantage.Hisen Kick (→+Heavy Kick)
This technique was slow and didn’t have great hitboxes, making it easy to deal with, so we’ve improved its hitbox to make it more usable in a fight. In addition to its better reach, it’ll also lose less to low profile attacks like Crouching Medium Punch. Finally, Kimberly will now gain a lot of Drive from this attack, giving her an effective tool to replenish the Drive gauge.Standing Heavy Punch
This attack was designed to give a big payoff if you landed a good hit on the opponent, but we adjusted its range to make it easier to use as the starting point of Kimberly’s offense. It’s now something you can realistically use to force your opponent to block, and combined with the adjustments to Arc Step, Kimberly now has some great attacks to launch from.

In order to balance the move and not make it too powerful, the low position hurtbox has not been changed.

Normal/Overdrive Arc Step (Automatically activates after getting close with Sprint)
The startup for this technique is now faster, and it can now be used in more combos that are difficult to shut down with normal attacks.

MARISA

Adjustment Summary

Falx Crusher (→+Heavy Kick)
The required charge time for this attack hasn’t changed, but we have increased the forward distance moved during the charged attack, which should make it easier to use. After it’s blocked, the distance between Marisa and the opponent has been shortened, giving you the ability to continue laying on the offensive pressure.

Crouching Heavy Punch
We’ve expanded the hitbox on the charged version, and the throw hurtbox before the attack no longer expands forward, making this a good strike option when trying to bait a throw escape attempt from the opponent. In addition, we’ve increased the float on Punish Counter to increase its payoff.

Malleus Breaker (↘+Heavy Punch > ↘+Heavy Punch)
In order to give this attack more flexibility we’ve changed the hit effect for the 2nd attack to a knockdown instead of leaving the opponent crouching. This will allow players to go on the offensive during an opponent’s wake-up without the need for a Drive Rush.

Phalanx (→↓↘+Punch)
We’ve made this attack easier to use by mitigating the risk when its avoided. By expanding the attack hitbox and increasing the active frames on the attack, it should increase its range and make it more difficult to be hit out of.

LILY

Adjustment Summary

Crouching Light Punch
We’ve adjusted the advantage on hit for this attack, and from Drive Rush or on counterhit the number of attacks that can combo from it have increased. For Modern control players, you can link from this attack into Assisted Combo 3 by using Drive Rush, so now even a counterattack with light attack can lead to good damage.

Desert Storm (→+Heavy Punch > Heavy Punch > Heavy Punch)
We’ve made this easier to use in mid-air combos. In particular when Drive Impact lands for a punish counter, your follow-up attack options are much better. You can now choose to deal damage while building your Wind stock, or you can forget about the Wind stock and forgo the follow-up inputs to plot out your wake-up game.

Normal/Windclad Tomahawk Buster (→↓↘+P)
By having only the 2nd hit of the attack hit a standing opponent, in the middle of the stage you can follow-up with Crouching Heavy Kick or Super Art 1, while in the corner you can go for another Tomahawk Buster, etc. You’ll need to confirm the situation first, but even if you have limited Wind stock you can still extend your combos.

JP

Adjustment Summary

Super Art 2 – Lovushka (↓↙←↓↙←+Punch)
We’ve adjusted this technique so that the projectiles will remain when a normal throw hits for a punish counter. This means activating it in close quarters will allow JP to apply much more pressure.

Super Art 3/Critical Art – Interdiction (↓↘→↓↘→+K)
We’ve updated this technique so that when Triglav hits an opponent high into the air, it’s easier to combo into this Super Art.

JURI

Adjustment Summary

Crouching Heavy Punch
The hit effect when this attack lands for a punish counter on a mid-air opponent has changed. It is primarily a counter attack against invincible attacks, but we wanted to give it different merits, so you can now dish out damage and gain up to 2 Fuha stocks while closing the distance, or go for a combo when scoring a punish counter on a standing opponent for varied results.

Heavy Fuhajin (↓↙←+Heavy Kick)
We made this attack easier to combo into from Crouching Heavy Punch when that attack hits a mid-air opponent for a punish counter.

DEE JAY

Adjustment Summary

Medium/Heavy Jackknife Maximum (Charge↓, then↑+Medium Kick or Heavy Kick)
Previously we adjusted the range of the 1st attack to reduce guaranteed counterattacks on the ground, but as an anti-air attack it became less reliable than expected. To improve that aspect we’ve extended the active frames of the attack and expanded the attack hitbox that only applies to mid-air opponents. Against jumps, if you perform the attack a little early, you’ll now see less cases of the first attack missing.

Normal/Overdrive Waning Moon (↓↙←+Kick or 2 Kicks > Medium Kick)
In the last balance adjustment we added the option of a follow-up attack on hit depending on the situation, but the options Dee Jay had in terms of move selection and range were too strict, so we’ve looked to relax those conditions. When landing the normal version as a punish counter, attacks like Heavy Jackknife Maximum are easier to land, and for the Overdrive version on hit, Quick Rolling Sobat and Double Rolling Sobat will now connect.

Funky Dance Feint (Medium Punch > Medium Punch > ←+Heavy Punch)
We made it more difficult for opponents to respond by making it easier for Dee Jay to snap back with feint techniques. Invincible Overdrive attacks are no longer guaranteed hits, and it’s now harder for normal attacks to interrupt this attack.

CAMMY

Adjustment Summary

Crouching Medium Punch
This attack has fantastic range and startup, but adds lower risk to Cammy compared to other characters with similar moves, so we’ve increased its recovery and hurtbox.

Overdrive Cannon Spike (→↓↘+Two Kicks)
This attack will no longer switch sides on hit. The heavy version featured the same properties as the Overdrive version when you held down the button, but compared to the heavy held version which is only used in limited situations, the quick startup on the Overdrive Cannon Spike meant that its value as a side switch tool was too high.

Additionally, side switching with an invincible Overdrive attack made the fight less enjoyable for the opponent, and also had the additional disadvantage of being difficult to use for Cammy when she’s chasing down the opponent, hence the change.

Overdrive Cannon Strike (↓↙←+Two Kicks during a forward jump)
We’ve updated the advantage on this when it’s performed once Cammy reaches a certain height and the attack lands on the 1st active frame. On hit, the situation is now 50/50 and you’re not guaranteed a follow-up attack unless Cannon Strike hits for a punish counter. If you use this attack to avoid an opponent’s regular throw you can still follow up with an attack, but Lift Uppercut (← +Medium Punch) no longer hits for a combo, making it more difficult to land this attack’s side switch combo. Additionally, recovery on block has also changed, so Cammy is less likely to get hit by a guaranteed counterattack.

RYU

Adjustment Summary

Whirlwind Kick (→++Heavy Kick)
While this attack has fantastic range and is great for controlling space, after it hit it was difficult for Ryu to create any opportunities for himself, so it can now be canceled into a regular Aerial Tatsumaki Senpu-kyaku. When you land this combo, you’ll be also to position yourself ina favorable spot, or alternatively, you can use it as a combo from an Overdrive High Blade Kick starter.

Heavy High Blade Kick (↓↘→+Heavy Kick)
This attack has some issues when used to control space due to its slow startup and disadvantage on block, so we’ve sped up the startup of the attack and reduced the overall frame count to help players use it in different situations.

Crouching Medium Kick
We’ve sped up the cancel timing into special moves, making it easier to combo from. Even when hitting with the tip of the attack you can safely string into a Heavy Hadoken to force your opponent into a block string. And for Light and Medium Hadokens, so long as you don’t delay the cancel, an opponent’s Drive Impact is no longer guaranteed to land, giving Ryu more stability over Ken and Akuma.

E. HONDA

Adjustment Summary

Standing Heavy Punch
This attack can now combo into a regular Taiho Cannon, giving Honda some chonky damage on his strikes.

Teppo Triple Slap (↓↘→+Kick > Punch)
Due to improvements on the hitbox, this attack can now reach opponents better from mid-range, and we made some changes so that he’s in a better position than before when it’s blocked.

Oicho Throw (→↘↓↙←+Kick)
The startup of this throw is faster, giving his throw game more oomph. Along with the adjustments to his Overdrive Teppo Triple Slap, Honda can now force his opponents into a mix-up game, or he can use this as a counter attack to a Drive Reversal

BLANKA

Adjustment Summary

Double Knee Bombs (→+Medium Kick)
Originally this attack was designed to avoid low hitting attacks, but the hurtbox around the feet were bigger than the standard size, so we’ve reduced it to match other hurtboxes. This change should make it possible to avoid low attacks better. We’ve also updated its behavior when it hits a mid-air opponent so that the 2nd attack hits consistently.

Wild Nail (→+Heavy Punch)
We felt that there was not much of a payoff when this attack lands normally, so we increased the knockdown time after it hits to allow Blanka’s offense to start easier. Additionally, when this attack hit a mid-air opponent it offered less advantage than when it hit a grounded opponent, so we lengthened the knockdown time.

GUILE

Adjustment Summary

During the overall balance adjustment, we reduced the amount of gauge used by Guile’s Overdrive Sonic Cross (↓↙←+2 Punches > →+2 Punches), but opportunities to use it and its follow-up attack was limited, so we’ve made adjustments for those. Comboability is now more practical, and with more opportunities to use it it’s now a better option to opt for when looking for a good ROI.

KEN

Adjustment Summary

Overdrive Shoryuken (→↓↘+Two Punches) / Super Art 1 Dragonlash Flame
Ken was able to benefit too much after either of these attacks hit, as he could send the opponent reeling back and then continue the pressure with Drive Rush, which combined with his great combos and throws to make him very scary. For this update we’ve left his invincible attack as is, but after it connects it’ll be more difficult for him to continue with pressure, which should help constrain how many opportunities he gets.

Back Throw
We’ve made following up this throw after it connects more difficult, as it has great corner carry ability.

Forward Step Kick (Heavy Kick during Quick Dash)
We adjusted the hurtbox on this move as this move had more affinity than Jinrai Kick at close range. We also adjusted it to reduce its return, taking into consideration the low risk of this move due to light attacks adding initial scaling. On the other hand, the amount of Drive gauge it gives has increased so we still think that it’s going to be a useful attack when you’re looking to get a resource advantage.

CHUN-LI

Adjustment Summary

Snake Strike (Medium Punch during Serenity Stream)
Due to the faster startup, it has become one of the better Serenity Stream options when also considering its range. Medium attacks hit multiple times on counterhit, meaning from a Crouching Medium Kick, etc. you can go into Serenity Stream and then, if read the situation properly, knock down the opponent.

Serenity Stream (Modern Controls: ↓↙←+Attack button)
We’ve made changes to this technique so all transition attacks can now be performed in Modern controls. There were many times when players wanted to cancel into an attack or block, so they would hold ↓ and input a button. Now all kick transitions can be performed with ↓+attack. For the new punch transition attacks, press an attack button without inputting ↓.

Heavy Spinning Bird Kick (Charge ↓, then ↑+Heavy Kick)
This attack had limited uses, so we’ve made adjustments to create more opportunities where it can hit multiple times, increasing its usefulness in combos.

ZANGIEF

Adjustment Summary

Zangief is a character that’s greatly affected by the jump cancel adjustment, so while his defensive capabilities have decreased greatly we still think he’s a character that’s strong enough to compete.

Because of this, for this update we’ve looked at minor adjustments to throws that aren’t used frequently and increasing the meter gain on his stomping attack.

DHALSIM

Adjustment Summary

Standing Light Punch / Agile Kick (↙+Light Kick)
Rapid cancel timing into Crouching Light Punch is now faster, and on block it won’t trade hits with an opponent’s 4 frame startup attack.

Overdrive Yoga Flame (↓↘→+2 Punches)
Due to the rapid cancel timing for light attacks, it wasn’t possible to connect with the combo ‘Standing Light Punch -> Standing Light Punch -> Crouching Light Punch -> Overdrive Yoga Flame -> Light Yoga Inferno’ against a standing opponent at point blank range, so we’ve made adjustments to cover that point.

RASHID

Adjustment Summary

Overdrive Spinning Mixer (↓↘→+Two Punches)
The situation after hit was far too good for Rashid, as he could use either Drive Rush or call upon Super Art 2 Ysaar to create great opportunities for himself.

Although it’ll depend where the hit takes place, it was also possible to send the opponent into the corner while recovering Drive gauge, which was too advantageous for Rashid, so we’ve made adjustments to make it more difficult to create offensive opportunities after this attack hits.

Super Art 1 Super Rashid Kid (↓↘→↓↘→+K)
Because this attack is also a powerful defensive measure due to its side switching ability, Rashid’s advantage after this hits is now lessended so it’s more difficult for him to lay on the pressure.

Side Flip (→+Two Kicks)
Side Flip’s adjustment was made in order to make it more difficult for it to avoid an opponent’s Drive Reversal. By combining his powerful Cancel Drive Rush capabilities with Side Flip, it was possible to have Side Flip be performed only when the opponent performed their Drive Revesal. There are other characters who have similar capabilities, but considering Rashid’s Crouching Medium Kick prowess, the advantage he has after Drive Rush, and his options after Drive Rush, adding a Side Flip option into the mix was far too advantageous as a counter for Rashid.

AKI

Adjustment Summary

Heavy Serpent Lash (↓↘→+Heavy Punch)
We’ve adjusted this attack so that follow-up attack limitations are relaxed when Toxic Blossom is triggered, giving her the ability to follow-up more during combos. As an example, in the corner of the stage, after Overdrive Nightshade Pulse > Heavy Serpent Lash, etc. you can follow-up with any attack other than a Super Art.

Heavy Cruel Fate (↓↙←+Heavy Kick)
If you hit a mid-air opponent with this, the height of their jump would determine if you could follow-up with Heavy Serpent Lash or not, but this was difficult for players to judge and if you missed, the opponent would get a juicy counter attack opportunitiy. So, we’ve made an adjustment to ensure that Heavy Serpent Lash will not miss even if the opponent’s jump is low to the ground.

ED

Adjustment Summary

Standing Medium Kick/Crouching Medium Kick
Against a lot of characters this attack was able to take the initiative in encounters, and from a cancel the damage was good, so we decided to increase the risk when the attack whiffs. Now on whiff, it’s easier for the opponent to take their turn, forcing Ed players to be more careful when throwing this out.

Kill Rush (Backwards) (←+Two Kicks)
The hurtbox during the technique is expanded forward, making Ed more susceptible to an attack if they try to step back after holding on to Psycho Flicker and are late or predictable with their decision. Other tactics such as going from a normal attack to Psycho Flicker, then reading the situation and performing Kill Rush (Backwards) are also more vulnerable to a well-placed Drive Impact from the opponent.

Crouching Light Kick
This attack featured great startup and range, and on hit it gave you a really nice return, which made it too good in defensive situations. With this adjustment, we’ve made it so that Crouching Light Kick can’t hit again on counterhit, so it’s harder to get a return when stopping an opponent’s offense. Please note that there are no changes to this move when used consecutively during a cancel.

Overdrive Psycho Blitz (↓↙←+Two Punches)
Considering how good the return is when this attack lands, we’ve made adjustments so that Ed can be counterattacked by a light attack when this attack is blocked, and also increased the distance traveled during the first attack. While the risk of canceling during a block has increased, it should be easier to put together combos from a further distance now.

Super Art 2 Psycho Cannon
We’ve made adjustments so that the Drive gauge reduction for the opponent happens during the final stage of the attack. When starting combos with this attack with Ed’s back to the corner, he’s able to get high damage, and he can gradually chipping away at the opponent’s Drive Gauge while recovering his own. This gauge disparity gives Ed far too much of an advantage after the combo. While the weakening of combo-starting attacks doesn’t change the damage, the opponent can now recover Drive during long combos, so the gauge disparity won’t be as big as before.

AKUMA

Adjustment Summary

Backward Walk
There were many characters who had few ways to counter a defensive Akuma who could retreat and throw out moves to keep opponents at bay, so we’ve slowed down his movement speed when he moves backward. This will make it more difficult for him to maintain his favored space and also make it more difficult to adjust his spacing.

Resso Snap Kick (→+Medium Kick)
Considering the excellent reach on this move, as well as its overall recovery, we increased the risk on it if it misses the opponent.

Gou Hadoken (↓↘→+Punch)
We’ve looked at increasing the number of ways opponents can deal with this attack, as it was harder to deal with this compared to other projectiles thanks to its speed and animation. Although it’s difficult to react to the attack, it’s now easier to hit Akuma using projectile invincible attacks or jumping attacks from range.

Demon Swoop (Hold ↓ during Demon Raid)
Even if opponents were able to read that a Demon Swoop was incoming, it was extremely difficult for opponents to guarantee themselves an attack upon landing, which is one of the reasons why Akuma players who are being chased could switch sides so easily. To remedy this we’ve increased the landing recovery of this technique when Akuma jumps over his opponent.

Overdrive Tatsumaki Zanku-kyaku (↓↙←+Two Kicks)
After using this in a mid-air combo, we’ve adjusted so that Akuma won’t be susceptible to a counter attack if they miss the Light Gou Shoryuken follow-up due to the height of the opponent.

M. BISON

Adjustment Summary

Overdrive Double Knee Press (↓↘→+KK) / Overdrive Psycho Crusher (Psycho Mine embedded (Charge ←, then →+PP)
We’ve revamped the damage and scaling on these, whether or not a Psycho Mine is embedded, to put a cap on his high combo damage.

Additionally, taking into account that Bison can continue with his offensive when Psycho Crusher is blocked while a Psycho Mine is embedded, we reduced the amount of Drive gauge the opponent loses.

Evil Knee (←+Heavy Kick)
We reduced the amount of Drive gauge the opponent loses when they block this attack. This attack allows Bison to move forward while keeping him at an advantage, giving Bison players a lot of chances to use it. When blocked, it took a lot of Drive away from the opponent and when it hit, they took a lot of damage. This interaction gave Bison too much of an advantage, so we decided to adjust the reel in the Drive gauge advantages.

Shadow Rise (Charge ↓, then ↑+Kick) / Devil Reverse (Charge ↓, then↑+Kick > Punch)
This technique’s ability to change its attack timing and trajectory made it difficult to deal with, and even if the opponent tried to hit Bison out of the air, there were too many situations where Bison could just avoid the attack and counter. To counter this we’ve expanded the overall hurtbox on the technique and shrunk the attack hitbox, so it loses more often to an opponent’s aerial or ground attacks.

Additionally, when a Psycho Mine is embedded and Bison performed Devil Reverse, it was more difficult to keep on the offensive compared to the non-Mine version, so we’ve adjusted his recovery so that after landing, he doesn’t have to lose out on a chance for an offensive push, even if he has to dash in for it.

TERRY

Adjustment Summary

Crouching Medium Punch
On punish counter this could combo into Heavy Power Charge for big damage, but there were some ranges where it wouldn’t connect, leading to dropped combos. We’ve adjusted it so when attacking the main hurtbox Heavy Power Charge is guaranteed to combo.

Please note that if the attack hits a hurtbox that comes out in front of the main hurtbox, it still may not connect for a combo. Standing Light Kick and Standing Medium Punch can now reach targets easier, so your options there are also improved at close range.

Light Power Charge (↓↘→+Light Kick)
Due to the reduced pushback on hit with Crouching Medium Punch, the attack hitbox on the 1st frame has been reduced in order to not decrease situations where you’re aiming to hit during active frames.

Medium Power Wave (↓↘→+Medium Punch)
To make it easier to use as a zoning attack as compensation for the range on his normal attacks, the hurtbox before the attack’s startup has been reduced.

Overdrive Crack Shoot / Overdrive Burning Knuckle / Super Art 2 – Power Geyser
There were times when a follow-up attack wasn’t always guaranteed when these attacks hit a mid-air opponent, so we’ve made adjustments to mitigate those situations.

Super Art 2 – Power Geyser (↓↙←↙→+Medium Kick+Heavy Punch)
We designed this attack so players have an easier time performing it, but that also introduced times when it was performed with slightly incorrect inputs. The conditions for this command input were more lax than what was necessary, and sometimes being performed with completely different commands (such as ↘↙↘), so the attack has been updated to require a ↓↙← input.

Whew! This is probably the biggest SF6 balance patch we’ve seen since the game released.

Once another one is released by Capcom, 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 > News

Delta Force Console Gameplay Sneak Peek Surfaces; PC Open Beta Trailer Fires Out

Delta Force Open Beta is launching this week, though it only does so on PC platforms, with the console versions slated for Q1 of 2025. Still, with the quarter beginning next month, Team Jade has finally begun showing some gameplay of Delta Force running on consoles and with full controller support!

Alongside this, the studio also released a new PC Open Beta trailer, showing us all the goodness that will be available at launch.

Team Jade Gives First Sneak Peak at Console and Controller Support for Delta Force

Console players wondering where the gameplay is for the console port of Delta Force, it looks like Team Jade is about to get ready to gear up to show it as they’ve released a short tease during their latest Ask Shadow Anything episode. The gameplay, which is shown running on an Xbox Series developer kit, gives us our first look at how the game runs on consoles. Yes, it is offscreen, but it’s better than nothing!

 

Seeing that this is the console version, controller support is given. This would also be the first time that Team Jade has shown any official support for the controller, as Delta Force on PC currently doesn’t have any. Whether controller support will coincide with the release of the console version on PC isn’t known, but seeing it’s a highly requested feature, we say there’s a good chance.

One Last Reminder For What’s Available In Delta Force Open Beta

With this being launch week for Delta Force Open PC Beta, Team Jade has given fans one last reminder in the form of a trailer, going over everything you can expect during this Thursday’s release.

Delta Force officially launches on PC in open beta starting December 5.

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James Lara

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

Home > News

December Closes the Year With Some Heavy Releases – Here’s Every Notable Game Release Coming December 2024

While December is generally a quiet month for game releases, with the Christmas season, holiday breaks, and other events that sees gaming studios take some much-needed time off, it seems that this year there’s going to be a handful of titles that are going to make for quite the busy month.

In fact, looking at some upcoming releases, there are several heavy hitters due in the few short weeks alone, from AAA titles, massive multiplayer games, and even some licensed VR titles and original IPs. But we get it, Christmas is almost here and you’re probably too busy to keep track of it all. Lucky for you, we’ve compiled a list of notable game releases set to arrive during December 2024.

December Video Game Releases for 2024 End the Year With a Bang

  • Delta Force (12/5) – Read our hands-on preview of the alpha
  • Fantasian Neo Dimension (12/5)
  • Infinity Nikki (12/5)
  • Behemoth (12/5)
  • Marvel Rivals (12/6) – Read our closed beta review
  • Path of Exile 2 (Early Access) (12/6)
  • Indiana Jones and the Great Circle (12/9)
  • Mighty Morphin’ Power Rangers: Rita’s Rewind (12/10)
  • Legacy of Kain: Soul Reaver 1 & 2 Remastered (12/10)
  • Alien: Rogue Incursion (12/19)

These aren’t all of the games dropping in December, but they are some of the biggest ones. If there’s one we missed, please let us know and we’ll get it added to the list, otherwise, these are all the big notable releases you can expect this month.

A lot of big multiplayer games, such as Delta Force, Marvel Rivals, and Path of Exile 2, while single-player fans can enjoy titles such as Indiana Jones and the great Circle, Power Rangers, and Legacy of Kain Remastered. VR gamers though are enjoying a bit of a renaissance of releases, as Batman and Metro Awakening (read our review) released just the last months, and will soon be followed by Behemoth and Alien Rogue Incursion.

All in all, this December won’t be a quiet one when it comes to game release, and on top of all that, The Game Awards will air on December 12. While it won’t bring new game releases for December, it will give us brand-new announcements for upcoming games in 2025 and beyond. As always, you can expect us covering the event in full, and will have all major announcements up on the site as they’re revealed, so be on the look out for that!

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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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Marvel Rivals Iron Fist and Squirrel Girl New Gameplay Trailers Released

It’s officially launch week, and while all of the heroes for Marvel Rivals were just revealed yesterday, developers NetEase still have a few things to share leading into this Friday’s release, such as a few dedicated hero trailers. Which just so happens to be the news for today, as the studio has released new hero trailers for the recently revealed Iron Fist and Squirrel Girl.

Two New Duelists, Iron Fist and Squirrel Girl, Join the Ever Growing Marvel Rivals Roster

Iron First

“Once just another face in a sea of millions, Lin Lie was gifted an ancient and divine weapon, the Sword of Fu Xi, wielding the power to defeat demons and mystical forces. Pushed to his limits and at the edge of death, Lin Lie was saved by the ancient dragon Shou-Lao the Undying. With his sword now shattered, he was blessed by Shou-Lao’s powerful Chi, transforming him into the Immortal Iron Fist. As Iron Fist embraced his new role as the protector of K’un-Lun, he made it his duty to protect the mystical realms in his Collapsing Timeline. Focusing his Chi, he’s able to amplify his iron fist to reach unimaginable strength, giving him the power to take on anyone who gets in his way”

Squirrel Girl

Despite being loved and surrounded by her BFFFS (Best Furry Friends Forever), Doreen Green had always questioned the root of her powers. With time, she embraced her Squirrel-like abilities, no matter their origin, and set her heart on becoming the best super hero there is. With her mammalian powers and ability to communicate with squirrels, Doreen Green takes down the toughest opponents as the Unbeatable Squirrel Girl. With her unrivaled agility, lightning fast reflexes, and acorn bombs, she’s ready to help her friends with a bucktooth smile on her face!

Based on the gameplay footage, both Iron Fist and Squirrel Girl look like they’ll be excellent additions to the Marvel Rivals’ roster, and we we can’t wait to see all their interactions with the rest roster, which won’t be a long wait, as Marvel Rivals officially launches on December 6, for PS5, Xbox Series, and PC.

Expect Marvel Rivals to feature 33 heroes at launch, as Season 1 starts in “early January.”

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James Lara

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

Home > News

PC Modder Releases Bloodborne Remaster Project, Adding Major Graphical Enhancements

A few months ago, FromSoftware President Hidetaka Miyazaki expressed that he’s not opposed to a Bloodborne PC version and knows that other FromSoftware developers want it too. Despite this, Sony still seems to have little to no interest in bringing the game to PC. While the company focuses on remastering and remaking other iconic titles, Bloodborne remains absent from those plans.

Modder Brings Bloodborne Remaster to PC With Enhanced Graphics

bloodborne pc mod

However, in a recent YouTube video, modder fromsoftserve demonstrated how a “remastered” version of Bloodborne is now playable on PC, showcasing how the mod enhances the game’s graphics and gives it a fresh, improved look.

The Bloodborne Remaster Project is based on the original PS4 version of the game, emulated through shadPS4. The mod applies a range of graphical enhancements, including dynamic shadows, improved lighting, and upgraded textures, making the game look closer to a remastered version. While it doesn’t involve a complete overhaul of the game’s assets, the targeted effects and adjustments are enough to bring noticeable improvements to the overall visual experience.

Key upgrades include better shadow effects, improved visibility, new lighting sources like street lamps, and enhanced ambient occlusion. These changes work together to create a more immersive and visually striking version of Bloodborne that looks significantly better than the original.

In addition to the core mod, players can further improve the graphics with optional mods like TAA, RTGI, and MXAO. These mods, available on Nexus Mods, add even more polish to the game, offering a deeper, more detailed visual experience. Even though Bloodborne has never been officially released on Windows, this mod brings it closer to a true remastered version on PC.

If you want to try the mod yourself, it is available for download on Nexus Mods.

Given how we’re probably not getting a PC version of Bloodborne anytime soon, nor a PS5 patch to enhance the PS4 game’s visuals, this is the best players can get for now.

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Thanks, DSOGaming!

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Taha

Television kills your vision.

Home > Title Updates and Patches

Fortnite Update 1.000.159 for Version 3.00 Brings Chapter 6 Season 1: Hunters

Epic Games has ushered in the latest major content drop for Fortnite with update 1.000.159, and this is for the version 3.00 Chapter 6 Season 1: Hunters. There’s a new map for players, new weapons, changes to Competitive and more.

In terms of changes, Epic Games has integrated new movement features for players, and there’s also a new “Simple Edit” build setting implemented as well! There’s a lot to take in, so get ready to dive into everything new (save the secrets) in Fortnite’s latest chapter below.

Fortnite Update 1.000.159 Breakdown of What’s New in Version 3.00

Fortnite Update 4.48 Chapter 6 Season 1: Hunters New Content

New Map

Welcome to the Chapter 6 map, where cherry blossoms fall on soil long-protected by spiritual forces and timeworn magic. It’s here you’ll make a name for yourself as a demon hunter.

Key Areas:

  • Warrior’s Watch – Players can vanquish the lesser demons laying siege to the grand structure.
  • Flooded Frogs – Train for Combat at this area.
  • Shogun’s Solitude – Ascend the mountain peak to test your mettle against foes
  • Seaport City – Commercial district redefines close quarters.
  • Shining Span – Connects neighboring villages.
  • Canyon Crossing – Cliffside getaway complete with competing bun shops.
  • Magic Mosses – Sacred ground, expect obelisks and underground treasures.
  • Nightshift Forest – Where the sun does not shine.
  • The Great Turtle – A venerable old soul, searching for its lost partner.

Prepare for a New Threat

Here’s what Epic Games has to say: “Dispel the spreading darkness by hunting the dangerous Shogun X, a powerful demon warrior that rampages across the island gathering spirit energy. Defeat Shogun X for the Wanderer Medallion, which grants infinite stamina and invisibility while sprinting.”

Players must also look out for Night Rose, whose spirit has been known to stalk those who enter her domain. She drops the Night Rose Medallion once vanquished, and this makes your weapons reload themselves.

New Weapons and Hitscan Is Active

Expertise Quests – Introduced in Chapter 6 Season 1. Completing combat quests such as damaging or eliminating players with certain weapons will reward XP and unlock the option to purchase a Legendary version of that weapon type from characters on the map.

All traditional weapons in Chapter 6 Battle Royale will be hitscan according to Epic Games. Check out the list and a preview of the new weapons available starting with today’s patch.

  • Holo Twister Assault Rifle
  • Fury Assault Rifle
  • Veiled Precision SMG
  • Surgefire SMG
  • Sentinel Pump
  • Twinfire Auto Shotgun
  • Oni Shotgun

Typhoon Blade – Players can also look forward to wielding the power of this new melee weapon, which will let them unleash a flurry of raid strikes. While using it, players will consume less stamina while sprinting and even sprint faster than before.

Oni Mask and Void Oni Mask – Lesser demons around the island will drop their masks of power when slain. The Fire mask can launch homing flame projectiles, while the Void mask can reposition players via teleportation,

Chapter 6 Season 1’s Sprites Sprite Shines and Boon

Sprites – These are the living representation of Magic returned to the Island. Found roving all over, these innocent creatures provide unique effects.

  • Air Sprites can be thrown to create an updraft wind vortex that can send you flying with a glider redeploy. The vortex can also damage builds and launch vehicles.
  • Water Sprites can be thrown to create a healing fountain that restores health and shields to nearby players.
  • Earth Sprites will consume items you feed them in exchange for a reward

Sprite Shrines – Players can bring these sprites to certain areas around the Island to revitalize them and gain a powerful Boon.

Boons – These drop from bosses and can also be found in Chests, are consumed on pickup and persist even after elimination.

  • Fire Boon – Reload your weapons faster.
  • Void Boon – Eliminating players reveals other players nearby.
  • Wind Boon – Move faster while your Pickaxe is equipped.
  • Water Boon – Swimming grants Health and Shields to yourself and nearby swimming squadmates.

Rogue Bike – A modern motorcycle great for popping wheelies and doing donuts.

Void Burn – Sporty high-performance two-door that’ll swiftly get you where you want to be.

New Chapter, New Movement Features

Players can now ledge jump, roll landing, wall kick, and wall scramble!

Ledge Jump

  • Parkour! Jump while sprinting very close to a ledge, be it a cliff or a rooftop, and you’ll perform a Ledge Jump! Ledge Jumps will send you farther, allowing you to reach places you normally wouldn’t be able to. Hit a Ledge Jump with some speed for some serious hang time.

Roll Landing

  • Keep it moving. Chapter 6 introduces Roll Landing, where holding Jump or tapping it just before hitting the ground while falling will cause you to do a barrel roll, restoring some stamina in the process.

Wall Kick

  • Jumping against a vertical surface to your side while in the air will allow you to perform a Wall Kick! Wall Kicks will launch you off of walls in the direction of your choosing. Weave Wall Kicks into your traversal and combat maneuvers to keep your foes on their toes. You can mantle, hit a Roll Landing, or even perform another Wall Kick off of a Wall Kick!

Wall Scramble

  • Jumping against a vertical surface in front of you will allow for a Wall Scramble! Reach that high ledge by taking a few big strides up a wall. If it’s mantle-able, you’ll mantle up automatically. Press Jump at any point while doing a Wall Scramble to perform a Wall Kick.

Epic Adds “Simple Edit”

Simple Edit is a new build setting players can toggle on in the settings. This allows for easier builds with a single button press. What happens here is, the resulting edit is based on the part of the building you’re looking at, instead of being painted manually. This removes the step of selecting tiles altogether, and makes it easier for players to just build, and should be helpful for new players building in the game.

Fortnite Chapter 6 Season 1 Battle Pass

Priced at 1,000 V- Bucks, the Hunters Battle Pass will contain the following new outfits:

  • Nyanja (unlocked right away!): Two-tailed trickster.
  • Jade: Discover the Island’s myths.
  • Kendo: A wandering rōnin with a restless spirit.
  • Daigo: Man of a thousand faces.
  • Shadow Blade Hope: See through the shadows.
  • Disney’s Hero Baymax: Ready to be your hero.
  • The Night Rose: A fearsome demon warrior, bound by ancient duty.

Players can also look forward to the Godzilla Evolved Outfit, which will be available from Battle Pass Quests in January 2025, and can be completed in any experience.

The Fortnite Hunters Battle Pass will be available to players to progress until Feb. 21, 2025 at 2 am ET/11 pm PT/3 pm HKT.

That doesn’t end there, as there are changes to Fortnite Season 1’s Competitive, which you can read about here.

Now that all of Fortnite’s passes will progress simultaneously, Fortnite Crew is evolving as well. For $11.99 a month, a Fortnite Crew subscription currently grants the Battle Royale Battle Pass, 1,000 V-bucks, monthly Crew Pack outfits, and the bonus benefits of Crew Pack outfit styles and Rocket League’s Rocket Pass Premium.

Starting December 1, Fortnite Crew will also include the Music Pass and LEGO Pass at no additional cost! As an active Fortnite Crew subscriber you’ll be able to claim premium rewards from all passes in Fortnite starting December 1, and playing any experience will progress all of them simultaneously, yielding a ton of rewards as you gain XP.

When any new passes arrive in Fortnite, they will also be added to your Fortnite Crew subscription, including the new Fortnite OG Pass! More details on Fortnite OG: Chapter 1 – Season 1 will be shared ahead of its launch on December 6.

Players can read more about the changes being made here. Given the scope of the new chapter, don’t be surprised to see Epic release a follow up patch soon after.

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Alex Co

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

Home > Title Updates and Patches

Fortnite Update 4.48 Ushers in Chapter 6 Season 1: Hunters During Server Downtime

It’s finally here! The big Chapter 6 Season 1 content for Fortnite is rolling out to all players today, but before that happens, Epic Games has pulled the servers down in order to release a new download, Fortnite update 4.48, which is for patch v3.00.

This brings a new map, new weapons (and hitscan!), new cosmetics, powerful new threats, and more! There’s a certain large lizard that’s about to make their way into the game as well, but we’ll leave to gamers to discover.

For those wondering about the servers, downtime begins at 10 pm ET/7 pm PT/11 am HKT. There is no specific duration mentioned, but if we’re basing it on your usual server outages, this should last for at least 2-3 hours, though with bigger patch like this, it’s even more.

Fortnite Update 4.48 Chapter 6 Season 1: Hunters New Content

New Map

Welcome to the Chapter 6 map, where cherry blossoms fall on soil long-protected by spiritual forces and timeworn magic. It’s here you’ll make a name for yourself as a demon hunter.

Key Areas:

  • Warrior’s Watch – Players can vanquish the lesser demons laying siege to the grand structure.
  • Flooded Frogs – Train for Combat at this area.
  • Shogun’s Solitude – Ascend the mountain peak to test your mettle against foes
  • Seaport City – Commercial district redefines close quarters.
  • Shining Span – Connects neighboring villages.
  • Canyon Crossing – Cliffside getaway complete with competing bun shops.
  • Magic Mosses – Sacred ground, expect obelisks and underground treasures.
  • Nightshift Forest – Where the sun does not shine.
  • The Great Turtle – A venerable old soul, searching for its lost partner.

Prepare for a New Threat

Here’s what Epic Games has to say: “Dispel the spreading darkness by hunting the dangerous Shogun X, a powerful demon warrior that rampages across the island gathering spirit energy. Defeat Shogun X for the Wanderer Medallion, which grants infinite stamina and invisibility while sprinting.”

Players must also look out for Night Rose, whose spirit has been known to stalk those who enter her domain. She drops the Night Rose Medallion once vanquished, and this makes your weapons reload themselves.

New Weapons and Hitscan Is Active

Expertise Quests – Introduced in Chapter 6 Season 1. Completing combat quests such as damaging or eliminating players with certain weapons will reward XP and unlock the option to purchase a Legendary version of that weapon type from characters on the map.

All traditional weapons in Chapter 6 Battle Royale will be hitscan according to Epic Games. Check out the list and a preview of the new weapons available starting with today’s patch.

  • Holo Twister Assault Rifle
  • Fury Assault Rifle
  • Veiled Precision SMG
  • Surgefire SMG
  • Sentinel Pump
  • Twinfire Auto Shotgun
  • Oni Shotgun

Typhoon Blade – Players can also look forward to wielding the power of this new melee weapon, which will let them unleash a flurry of raid strikes. While using it, players will consume less stamina while sprinting and even sprint faster than before.

Oni Mask and Void Oni Mask – Lesser demons around the island will drop their masks of power when slain. The Fire mask can launch homing flame projectiles, while the Void mask can reposition players via teleportation,

Chapter 6 Season 1’s Sprites Sprite Shines and Boon

Sprites – These are the living representation of Magic returned to the Island. Found roving all over, these innocent creatures provide unique effects.

  • Air Sprites can be thrown to create an updraft wind vortex that can send you flying with a glider redeploy. The vortex can also damage builds and launch vehicles.
  • Water Sprites can be thrown to create a healing fountain that restores health and shields to nearby players.
  • Earth Sprites will consume items you feed them in exchange for a reward

Sprite Shrines – Players can bring these sprites to certain areas around the Island to revitalize them and gain a powerful Boon.

Boons – These drop from bosses and can also be found in Chests, are consumed on pickup and persist even after elimination.

  • Fire Boon – Reload your weapons faster.
  • Void Boon – Eliminating players reveals other players nearby.
  • Wind Boon – Move faster while your Pickaxe is equipped.
  • Water Boon – Swimming grants Health and Shields to yourself and nearby swimming squadmates.

Rogue Bike – A modern motorcycle great for popping wheelies and doing donuts.

Void Burn – Sporty high-performance two-door that’ll swiftly get you where you want to be.

New Chapter, New Movement Features

Players can now ledge jump, roll landing, wall kick, and wall scramble!

Ledge Jump

  • Parkour! Jump while sprinting very close to a ledge, be it a cliff or a rooftop, and you’ll perform a Ledge Jump! Ledge Jumps will send you farther, allowing you to reach places you normally wouldn’t be able to. Hit a Ledge Jump with some speed for some serious hang time.

Roll Landing

  • Keep it moving. Chapter 6 introduces Roll Landing, where holding Jump or tapping it just before hitting the ground while falling will cause you to do a barrel roll, restoring some stamina in the process.

Wall Kick

  • Jumping against a vertical surface to your side while in the air will allow you to perform a Wall Kick! Wall Kicks will launch you off of walls in the direction of your choosing. Weave Wall Kicks into your traversal and combat maneuvers to keep your foes on their toes. You can mantle, hit a Roll Landing, or even perform another Wall Kick off of a Wall Kick!

Wall Scramble

  • Jumping against a vertical surface in front of you will allow for a Wall Scramble! Reach that high ledge by taking a few big strides up a wall. If it’s mantle-able, you’ll mantle up automatically. Press Jump at any point while doing a Wall Scramble to perform a Wall Kick.

Epic Adds “Simple Edit”

Simple Edit is a new build setting players can toggle on in the settings. This allows for easier builds with a single button press. What happens here is, the resulting edit is based on the part of the building you’re looking at, instead of being painted manually. This removes the step of selecting tiles altogether, and makes it easier for players to just build, and should be helpful for new players building in the game.

Fortnite Chapter 6 Season 1 Battle Pass

Priced at 1,000 V- Bucks, the Hunters Battle Pass will contain the following new outfits:

  • Nyanja (unlocked right away!): Two-tailed trickster.
  • Jade: Discover the Island’s myths.
  • Kendo: A wandering rōnin with a restless spirit.
  • Daigo: Man of a thousand faces.
  • Shadow Blade Hope: See through the shadows.
  • Disney’s Hero Baymax: Ready to be your hero.
  • The Night Rose: A fearsome demon warrior, bound by ancient duty.

Players can also look forward to the Godzilla Evolved Outfit, which will be available from Battle Pass Quests in January 2025, and can be completed in any experience.

The Fortnite Hunters Battle Pass will be available to players to progress until Feb. 21, 2025 at 2 am ET/11 pm PT/3 pm HKT.

That doesn’t end there, as there are changes to Fortnite Season 1’s Competitive, which you can read about here.

Now that all of Fortnite’s passes will progress simultaneously, Fortnite Crew is evolving as well. For $11.99 a month, a Fortnite Crew subscription currently grants the Battle Royale Battle Pass, 1,000 V-bucks, monthly Crew Pack outfits, and the bonus benefits of Crew Pack outfit styles and Rocket League’s Rocket Pass Premium.

Starting December 1, Fortnite Crew will also include the Music Pass and LEGO Pass at no additional cost! As an active Fortnite Crew subscriber you’ll be able to claim premium rewards from all passes in Fortnite starting December 1, and playing any experience will progress all of them simultaneously, yielding a ton of rewards as you gain XP.

When any new passes arrive in Fortnite, they will also be added to your Fortnite Crew subscription, including the new Fortnite OG Pass! More details on Fortnite OG: Chapter 1 – Season 1 will be shared ahead of its launch on December 6.

Players can read more about the changes being made here. Given the scope of the new chapter, don’t be surprised to see Epic release a follow up patch soon after.

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Alex Co

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

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Marvel Rivals’ Remaining Launch Heroes Named, Release Times and Pre-Load Info Revealed

Just a few weeks ago, NetEase announced that there would be 33 heroes in total available at launch for Marvel Rivals — the free-to-play hero shooter set for release next week.

Today, the studio revealed the last five undisclosed characters to round up the entire cast for the game’s launch before more heroes are added in Season 1. The new faces confirmed to be in the roster were revealed as part of the game’s launch trailer that has band Against The Current’s vocalist Chrissy Costanza singing the theme song.

Marvel Rivals’ Launch Trailer Confirms Wolverine Will Be in the Game

The final five characters that were revealed today are: Black Widow, Cloak & Dagger, Iron Fist, Squirrel Girl and Wolverine! Yes, everyone’s favorite mutant is part of the launch lineup, and is sure to be one of the top picks in any Quick Play matches.

Check out each character’s art style in the game below:

The Final 5 characters have been revealed!
byu/bitesizedbraggart inmarvelrivals

Marvel Rivals Complete Launch Hero Lineup:

  • Adam Warlock
  • Black Panther
  • Black Widow
  • Captain America
  • Cloak and Dagger
  • Doctor Strange
  • Groot
  • Hawkeye
  • Hela
  • Hulk
  • Iron Fist
  • Iron Man
  • Jeff the Land Shark
  • Loki
  • Luna Snow
  • Magik
  • Magneto
  • Mantis
  • Moon Knight
  • Namor
  • Peni Parker
  • Psylocke
  • Punisher
  • Rocket Raccoon
  • Scarlet Witch
  • Spider-Man
  • Squirrel Girl
  • Star-Lord
  • Storm
  • Thor
  • Venom
  • Winter Soldier
  • Wolverine

The five new characters revealed today will have their chance to be on the spotlight this coming week, as NetEase has confirmed that each one will be revealed per day leading up to launch,

Speaking of launch, the global release times are as follows:

Pre-load on Steam begins on December 4 at 12:00 UTC/4 pm ET/7 pm PT.

NetEase also announced that they are doing an AMA (Ask Me Anything) for fans on December 4 at 7 am PST/10 am EST/11 pm HKT on the official Marvel Rivals Discord channel. Before you ask anything there, make sure it’s not a question the devs answered in our Q&A that got published recently.

Marvel Rivals will be available on December 6 on PS5, Xbox Series X|S and PC.

Related Reading:

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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’s Silent Hill 2 Team to Start Pre-Production on New Project; Audio Team Moving to Cronos: The New Dawn

While Bloober Team just announced that they’re already knee-deep developing a new horror game in Cronos: The New Dawn, it seems that’s not the only project the studio is working as, the dev team who worked on the Silent Hill 2 remake is now working on something outside of Cronos.

This was something revealed by Bloober Team in an exclusive interview with MP1st. We asked straight to the point whether Bloober is working on two projects at the same time, now that Silent Hill 2 is out, and here’s what Wojciech Piejko, Game Director of Cronos: The New Dawn, had to say.

Bloober Team Is Developing Two New Games Simultaneously

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?

Piejko: 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.

In the same interview, Piejko confirmed that the audio team who worked on the Silent Hill 2 remake has now moved to Cronos, which should be good news for horror fans.

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?

Piejko: 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.

It’s also not known if this pre-production project is related to “Project R,” a title previously confirmed by Bloober in collaboration with Skybound Entertainment that’s targeting a 2025 release. Of course, there is a chance that this project won’t be released in 2025, and with Cronos: The New Dawn scheduled for release sometime next year, it might seem a bit odd for the studio to release two horror games based on new IPs in the same year.

In the same chat, Piejko mentioned that Cronos: The New Dawn’s combat leans toward Resident Evil and Dead Space, as it’ll also feature a game mechanic that’s comparable to Alan Wake 2’s flashlight, and Dead Space’s limb-cutting to spice things up.

Stay tuned to our full interview hitting the site soon.

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Alex Co

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

Home > Title Updates and Patches

Stalker 2 Update 1.0.2 Released This November 30 Addresses Mission Issues

Following yesterday’s massive Stalker 2 patch that saw over 650 issues get fixed, GSC Game World has issued update 1.0.2 this November 30, and this should.be available for download now on PC, with Xbox Series X|S owners getting the patch soon.

While not as big as yesterday’s patch, this update houses critical mission-related fixes affecting six campaign scenarios in total, Bear in mind some of the fixes below dive into spoiler terrtiory, so proceed at your ownd discretion.

Stalker 2 Update 1.0.2 Includes Fixes on Six Campaign Missions (Spoiler Warning)

  • Fixed an issue when the second wave of Monolith soldiers would not spawn during the “On the Edge” mission, blocking further progression.
  • Fixed the issue when Richter could be found dead during the “A Minor Incident” mission, blocking further progression.
  • The fixed issue was a player could get stuck after installing the fuse in the Wild Island area if they got the Emitter from Faust’s Cell first during the “Just Like the Good Old Days” mission, blocking further progression.
  • The fixed issue was when a player could not successfully complete the “All That is Left” mission while exploring the Chemical Plant region.
  • Fixed issue when quest enemies could spawn in unreachable areas for a player during the “Down Below” mission, blocking further progression.
  • Fixed an issue when Scar could be missing during the “Visions of Truth” mission.

That’s about it from this quick, follow-up patch by GSC Game World. If you haven’t picked the game up, go check out our review to see if it’s something you’d be interested in.

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Alex Co

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

Home > Title Updates and Patches

Palworld Update 1.000.012 Changes Player Controls This November 30

Palworld update 1.000.012 has been released and it’s available now for both PC and consoles. This is officially tagged as update v0.311 and it changes player controls slightly. Check out the official patch notes down below.

What’s new in Palworld update 1.000.012?

Update v0.3.11: Changes to player controls:

Palworld version v0.3.11 has been released!

Player
・Changed the behaviour of summoning player-owned Pals so that they are always summoned near the player

UI
・The reticle will now only be displayed when aiming

In related news, it has been announced that a huge update will be coming to the game sometime this December. Not to mention the game is 25% cheaper than retail price thanks to Black Friday sales. Check out the announcement below.

Our readers will be informed when a new Palworld update will be out very soon.

[Source: Palworld Twitter/X]

Damien Seeto

Home > News

Indiana Jones and the Great Circle Review Embargo Lifts Dec. 5; Launch Trailer Arrives Dec. 2

With Indiana Jones and the Great Circle releasing next week, we can officially confirm that we’ve gotten our hands on a review copy, with the official embargo lifting the very same day as early access.

Here’s When to Expect Reviews for Indiana Jones and the Great Circle

For those wondering exactly when the review embargo lifts for Indiana Jones and the Great Circle, we can confirm that reviews will go live starting December 5 at 7pm ET/4pm PT. This is the exact same time that the game will be available for early access, with the full launch happening on December 9 for both PC and Xbox.

We aren’t allowed to disclose anything else beyond that, though, like with any reviews we’ve done, you can expect our full thoughts on embargo day.

With that said, what are everyone’s predictions on how this will score across Metacritic and Opencritic? Let us know your predictions, and be sure to check back here next week to read our full review!

In related news, Bethesda has also announced that the official launch trailer will go live on December 2! That should hopefully hold you all over until the game’s release.

Until then, adventurers!

Indiana Jones and the Great Circle launches in early access on December 5, with the full release on December 9 for both PC and Xbox platforms. The PS5 release will arrive in the Spring of 2025.

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James Lara

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

Home > Title Updates and Patches

Battlefield 2042 Patch 8.3.0 Is the Last Update of the Year, and Here’s What’s in It

DICE is set to release the last patch for Battlefield 2042 in 2024, and it’s not only bringing fixes and adjustments, but also the game’s holiday event as well. Possibly the biggest news here is the massive Dozer nerf for the character’s shield. Now, grenades will damage it, and even its deployment time has been significantly hiked up. This change in Battlefield 2042’s patch 8.3.0 is possibly the best holiday present DICE can give players who were terrorized by the specialist.

While there’s no release date mentioned for the patch, we’re expecting it next week on Tuesday, December 3, which is when BF2042 title updates are released.

Aside from Dozer’s massive nerf, armor piercing ammo has been adjusted as well, and there are Battlefield Portal fixes as well. Read on below for the changelog for Battlefield 2042’s upcoming update.

Battlefield 2042 Patch 8.3.0 Nerfs Dozer’s Shield

Vehicles:

  • The Draugr now only shows up in the personal category.
  • Vehicle EMP fired grenades no longer get stopped by amps, to make them consistent with the behavior of hand thrown EMP grenades.
  • Aligned collision on the Pondhawk to minimize players hovering on top of it.
  • Added a reactive hint to the HUD when in a falling air vehicle without a pilot, to alert and encourage players to take control of the driver seat. Before you crash, you know?
  • Fixed a bug where damage numbers would not take vehicle armor into account, causing the numbers to show as higher than actual damage dealt.
  • Fixed a bug where the deploy screen icon for the “spawn on foot” feature of the CAV-Brawler would rotate with the vehicle.
  • Fixed an issue where equipping amps on a vehicle would cause collision issues with certain objects such as vegetation. Those plants really were coming to get you.

Weapons:

  • Fixed an issue where swapping to the M1 Garand when sprinting had a delayed animation for holding the weapon.

Armor Piercing Ammo

Over the years with Battlefield 2042, we have consistently seen players raise concerns about Dozer’s efficiency regarding their offensive capabilities across most of our maps. This update introduces a slight change to Armor Piercing which now allows for those rounds to pass through Dozer’s Ballistic Shield with reduced damage.

The team continues to look at balancing around Dozer, and we will further assess your feedback once this update has rolled out; however the penguins now hope that Dozer won’t be as scary the next time you run through the corridors on Exposure.

Below you will find the changes to Armor Piercing Ammo in connection to Dozer’s Ballistic Shield, the damage it shows is a percentage for example with Assault Rifles 10% bullet damage will pass through Dozer’s Ballistic Shield if you are using Armor Piercing Ammo.

  • Sniper 45% damage per bullet against penetration vs shield
  • Sniper Anti-Materiel Ammo 80% damage per bullet
  • Railgun Single Shot 25% damage per bullet
  • Railgun full auto/burst: 10% damage per bullet
  • AR 10% damage per bullet
  • DMR 25% damage per bullet
  • Revolver 25% damage per bullet

Additional Armor Piercing & Dozer Changes:

  • AP grenade launchers now will deal damage to Dozer if fired at the shield
  • Dozer shield deploy time has been lowered by 80%
  • All AP ammo from all primary weapons can now penetrate the shield and deal lower damage to Dozer

Characters & Gadgets:

  • Fixed a bug where damage numbers would sometimes not match the actual damage dealt when dealing low damage multiple times.

Portal:

  • Added the ability to place ammo stations to Custom Conquest, TDM, and FFA experiences.
  • Fixed an issue that would let you press deploy even when it was on cooldown.
  • Fixed an issue where custom score target could cause the score calculator to be incorrect.
  • Fixed an issue causing Ascension Points not having a value for non-2042 factions.
  • Added a mutator to portal for admins to allow players on their server to swap teams via the “Escape” / “Pause” menu.
    • This is only accessible when the player isn’t spawned in.
    • There is no restriction on how often you can swap or to which team for now, as this is a feature for admins to allow more freedom on their servers. With great power comes great responsibility.
  • Added objective airdrop XP to custom game modes.

Progression:

  • Objective Airdrop: If a passenger leaves an air vehicle and goes into a contested objective within a certain amount of time after leaving the vehicle, the pilot gets an Objective Airdrop XP event. This event also gives points on the scoreboard.
  • Vehicles Boosted: If you enter a vehicle that was previously owned by the enemy you get an XP event.

Modes:

  • Fixed a bug where players were unable to ping objectives in the Shutdown gamemode.

Gameplay Flow & Social:

  • Small performance improvements for the Redeploy and Death flow.
  • Fixed a  bug where the “Ferocity” headgear for Blasco would appear twice in the headgear customization menu.
  • Updated Huron vehicle description in the deploy screen.

In terms of events, this patch will bring the Holiday Protocol limited-time event, which will not only feature new rewards, but also a chance to get last year’s loot in case you missed it.

Chances are, this is the last year of full-fledged support for Battlefield 2042, as we’re expecting the next Battlefield game to be released sometime next year.

More Battlefield Reading:

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Alex Co

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

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Destiny 2 Xur Location and Items for Sale This November 29

Destiny 2’s Xur is back in the game today with new wares! If you want to know where he’s at and what he’s selling until Tuesday, here you go: MP1st’s Destiny 2 Xur location and items for sale November 29 post details his location and full inventory below.

Destiny 2 Xur Location and Items for Sale This Week:

Location

Bazaar, Tower, The Last City


SGA: Check Xûr’s three inventories online to ensure he is offering items at the lowest prices!

Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Monte Carlo Kinetic Auto Rifle
Telesto Energy Fusion Rifle
Black Talon Heavy Sword
Hawkmoon Kinetic Hand Cannon Full Bore Rangefinder Heavy Grip

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Khepri’s Sting Hunter Gauntlets 11 11 11 2 15 13 63 41 Strange Coin
An Insurmountable Skullfort Titan Helmet 2 11 20 9 2 20 64 41 Strange Coin
Chromatic Fire Warlock Chest Armor 2 18 17 2 10 20 69 41 Strange Coin

Note: Only fixed rolls are displayed here

Exotic Ciphers

Name Description
Xenology Complete Vanguard or Exotic playlist activities, or win matches in Crucible or Gambit. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Currencies & Engrams

Name Description Cost

Other

Name Description
Prospector Catalyst When upgraded to a Masterwork, this weapon will obtain enhanced capabilities, such as increased stats and/or additional perks.
Lord of Wolves Catalyst Upgrades this weapon to a Masterwork. Once upgraded, the weapon will obtain enhanced capabilities, such as increased stats and/or additional perks. Defeat targets using this weapon to unlock this upgrade.
Exotic Cipher Used to acquire rewards from Xûr, the Monument to Lost Lights, and focused Exotic engram decoding. You can only hold 5 of this item at a time.
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected.

Materials

  • Ascendant Shard (1 for 23 Strange Coin)
  • Enhancement Core (3 for 5 Strange Coin)
  • Enhancement Core (13 for 17 Strange Coin)
  • Glimmer (33377 for 7 Strange Coin)
  • Glimmer (70717 for 11 Strange Coin)
  • Gunsmith Engram (3 for 23 Strange Coin)

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4 Masterwork
False Promises Kinetic Auto Rifle Hammer-Forged Rifling // Polygonal Rifling Extended Mag // Appended Mag Overflow Sympathetic Arsenal Tier 2: Stability
Hollow Words Energy Fusion Rifle Corkscrew Rifling // Full Bore Ionized Battery // Projection Fuse Slideways Unrelenting Tier 2: Handling
Blast Battue Heavy Grenade Launcher Volatile Launch // Linear Compensator High-Explosive Ordnance // High-Velocity Rounds Pulse Monitor Chain Reaction Tier 2: Blast Radius
Farewell Kinetic Sidearm Arrowhead Brake // Full Bore Tactical Mag // Alloy Magazine Heating Up Unrelenting Tier 2: Handling
Crown-Splitter Heavy Sword Hungry Edge // Jagged Edge // Tempered Edge Flash Counter Vorpal Weapon Tier 2: Impact
The Number Energy Auto Rifle Extended Barrel // Smallbore Alloy Magazine // High-Caliber Rounds Pulse Monitor Multikill Clip Tier 2: Handling
Canis Major Heavy Grenade Launcher Confined Launch // Quick Launch Spike Grenades // Augmented Drum Clown Cartridge Chain Reaction Tier 2: Handling
Strange Weapon Engram Weapon Engram

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost
Seventh Seraph Gauntlets Titan Gauntlets 10 7 14 10 20 2 63 17 Strange Coin
Seventh Seraph Plate Titan Chest Armor 2 19 10 19 12 2 64 17 Strange Coin
Seventh Seraph Mark Titan Mark 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Helmet Titan Helmet 2 16 16 16 6 10 66 17 Strange Coin
Seventh Seraph Greaves Titan Leg Armor 15 2 16 15 7 10 65 17 Strange Coin
Seventh Seraph Gloves Warlock Gauntlets 2 14 14 16 2 16 64 17 Strange Coin
Seventh Seraph Robes Warlock Chest Armor 7 2 24 6 2 23 64 17 Strange Coin
Seventh Seraph Bond Warlock Bond 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Hood Warlock Helmet 2 23 7 10 14 6 62 17 Strange Coin
Seventh Seraph Boots Warlock Leg Armor 2 6 26 6 10 14 64 17 Strange Coin
Seventh Seraph Grips Hunter Gauntlets 16 6 12 7 6 18 65 17 Strange Coin
Seventh Seraph Vest Hunter Chest Armor 10 7 15 10 12 11 65 17 Strange Coin
Seventh Seraph Cloak Hunter Cloak 0 0 0 0 0 0 0 17 Strange Coin
Seventh Seraph Cowl Hunter Helmet 6 2 25 2 20 10 65 17 Strange Coin
Seventh Seraph Strides Hunter Leg Armor 15 10 6 20 6 6 63 17 Strange Coin

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who appears weekly in the Tower. Xûr sells Exotic equipment and only takes Strange Coins in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

If you’re looking for more Destiny 2 news, do bookmark our game page for our latest articles about it.

[Thanks, Reddit!]

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Salman Haider Zaidi

That's a nice argument, Senator.

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Lies of P DLC Set for Release in Q1 2025, Round 8 Next Project Is a Survival-Horror Game

Earlier this year, publisher Neowiz mentioned that the upcoming Lies of P DLC was scheduled to drop sometime in the second quarter of 2024. It seems development of the expansion is going better than expected, as the game’s developer, Round 8, has mentioned that the DLC will now release in the first quarter of 2025 (Q1 2025).

This was revealed by the studio in a report by Korean publication EBN (translated by Google), where the studio’s next project was discussed briefly.

Lies of P Developer Is Working on a Survival Horror Game

Lies of P Weapons

In the same report, it’s mentioned that Round 8 is currently hiring for level designers, scenario planners for the studio’s next project, which is said to be a survival horror game.

The still-untitled project is being built on Unreal Engine 5, and is set to be released on PC and consoles. According to an unnamed Neowiz spokesperson, “It is still too early to disclose the progress of the project,” and “It is one of the PC and console games that Round 8 Studio is preparing.”

To help shore up the studio’s next game, they have recruited director Jin Seung-ho, who developed “Buried Stars” at Line Games, and Director Lee Sang-gyun, who developed “Mabinogi Heroes.”

Going back to Lies of P, the latest development update for the game was a patch released two months ago that integrated PS5 Pro support. In terms of new content, all platforms got an update for it in February of this year, which housed various in-game items.

If you’ve yet to play Lies of P and you’re a fan of Souls-like games, go check out our review here, where we state, “Lies of P is a solid Soulslike that should keep fans of the genre happy and frustrated for the entire runtime. It’s clear Neowiz and Round8 have an affection for their inspiration even if they don’t quite have the skill to match.”

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Alex Co

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