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Nintendo President Says They Still Plan to Announce the Switch’s Successor by the End of March 2025

Nintendo has officially confirmed that the highly anticipated Switch 2 will be revealed within this fiscal year, according to details shared during its quarterly earnings call. This means that the company plans to announce the new console by March 31, 2025.

During the earnings call, Nintendo President Shuntaro Furukawa confirmed the timeline, assuring fans that the successor to the Nintendo Switch is still on track for an announcement. Interestingly, earlier rumors hinted that the Switch 2’s development is now “complete,” with a possible release set for March or April 2025. While Furukawa didn’t confirm an exact release date, this timing aligns with Nintendo’s plans for the console’s next stage.

Nintendo also highlighted impressive sales milestones for the current Nintendo Switch, which has sold over 146.04 million units worldwide, with software sales reaching a remarkable 1,306.10 million units. Alongside these figures, Nintendo revealed the top-selling titles on the platform:

  1. Mario Kart 8 Deluxe – 64.27 million units
  2. Animal Crossing: New Horizons – 46.45 million units
  3. Super Smash Bros. Ultimate – 35.14 million units
  4. The Legend of Zelda: Breath of the Wild – 32.29 million units
  5. Super Mario Odyssey – 28.50 million units
  6. Pokémon Sword and Shield – 26.44 million units
  7. Pokémon Scarlet and Violet – 25.69 million units
  8. The Legend of Zelda: Tears of the Kingdom – 21.04 million units
  9. Super Mario Party – 20.98 million units
  10. New Super Mario Bros. U Deluxe – 17.77 million units

In addition, Nintendo adjusted its sales forecast for the current Switch model, reducing it by 31% year-on-year due to slower sales in the first two quarters. The company now expects to sell 12.5 million units this fiscal year, down from its previous forecast of 13.5 million.

Earlier leaks also revealed possible specs for a Switch 2 prototype, including 12GB of RAM, HDMI 2.1 support, and up to 256GB of storage, with rumors pointing to backward compatibility and 4K support.

Furthermore, the new console is rumored to have updated features, including magnetic Joy-Con attachments and redesigned analog sticks, though these claims remain unconfirmed and should be taken with caution. The price could also be higher than the current Switch but still lower than current generation consoles, though these details are yet to be confirmed.

Do you think Nintendo will unveil its highly anticipated Switch 2 by the end of this year, or hold off until early next year? Share your thoughts in the comments below.

More MP1st Reading:

Thanks, Stealth40k!

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Taha

Television kills your vision.

Home > Title Updates and Patches

TopSpin 2K25 Update 1.17 Swats Out for Gameplay Improvements

Hangar 13 has spun out a new download for tennis sim TopSpin 2K25 this November 5, and this brings in gameplay improvements before Season 5 rolls around. Players can now download TopSpin 2K25 update 1.17 on consoles and PC, and this ushers in various gameplay improvements. If you’re playing the game on current-gen, you’ll see patch version 1.017 pop up as the download.

TopSpin 2K25 Update 1.17 Patch Notes for November 5:

Gameplay Improvements:

  • Updated Coaches to make all Coaches provide 1 Skill at Tier 3 and 2 Skills at Tier 4 (some Coaches previously had 0 or 1 Skill at Tier 4)
  • Updated behavior when a player closes the game after matchmaking before the match starts so their opponent no longer loses tournament progress or League Points
  • Updated League tab in World Tour to show additional information about non-current Ranks
  • Added various tweaks and improvements to World Tour League UI
  • Added World Tour League Ranks to Leaderboards
  • Updated the notification when a Center Court Pass Challenge is completed to show the amount of Season Points
  • Updated Points Won Distribution and Points Lost Distribution sections in World Tour > My Player Info > Stats tab to show correct values
  • Stability improvements and general bug fixing

When Is TopSpin 2K25  Season 5 Launching?

According to Hangar 13, Season 5 launches December 10, 2024 on all platforms. While the official patch notes for that isn’t available yet, Hangar 13 did give a preview of what’s incoming in terms of changes.

  • Slice Power Shots: These will consume less rally energy.
  • Skill Boosts: The following skills will be more noticeable: Focus Service, Serve Stick Berserker, and Diesel Server.
  • Perfectly Timed Shots: These will be harder to hit when your rally energy meter is low or during long rallies.
  • Flat Shots: If not timed perfectly will have a higher chance of going out or in the net

Once the Season 5 patch is out, we’ll be sure to let our readers know.

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Alex Co

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

Home > Title Updates and Patches

Suicide Squad: Kill the Justice League Update 1.019 Escapes for Episode 6

Rocksteady Studios has released the latest content drop for Suicide Squad: Kill the Justice League today. Players will be able to download the game’s update version to 1.019 which brings Episode 6 into the fray. There are new weapons, quality-of-life improvements and more awaiting players once they download and install the patch.

Suicide Squad: Kill the Justice League Update 1.019 Patch Notes

Gotham City by night

As Episode 6 releases, the Elseworlds are expanding, with new Incursions and a new Mayhem Mission culminating in a showdown with Superman-Infused Brainiac. Explore new iconic locations across Gotham City, including the Ace Chemicals factory as a floating island, which spews endless cascades of toxic waste into the void. From the neon glare of Chinatown to the overbearing gloom of the Batcave, you’ll have plenty to discover as you bring the hurt to Brainiac’s goons in the Elseworlds.

Gotham City Redux

In Episode 6. Bane, Scarecrow, and Two-Face themed weapons will all be making a return, each receiving a formidable fourth Tier for their Infamy sets.

Bane’s Hate will be sure to send Brainiac’s armies into a crazed frenzy and massively amp up your damage at the same time. Crazing all enemies in an area around you, dropping Grenades at enemies’ feet, and empowering your firearms to deliver devastating blows, this set is the final word in mayhem and raw damage.

Scarecrow’s Endless Torment is the ultimate high-risk, high-reward Gear Set. By spreading fear amongst Brainiac’s forces, you will be able to deliver huge amounts of Poison damage, whilst also boosting your maximum Shield. However, as you stack up more damage, your Shield will be depleted, leaving you open to counterattack if you don’t keep moving.

Two-Face is laying down the law with the fourth Tier for his Gear Set: Crime and Punishment. By building up stacks of ‘Crime’ and ‘Punishment’, you will boost your Shields and Melee damage, making for a devastating close-quarters build. When the time comes, you can cash in your stacks of either for full Traversal attack and Suicide Strike Resources or set everything on fire. Now that’s justice.

If all that wasn’t enough to convince you to take a trip to sunny old Gotham City, the Might Bonus, Fear Bonus and Duality Bonus will all be active for this episode, meaning that all of Bane’s, Scarecrow’s and Two-Face’s Infamy gear will be at maximum power.

Riddle me this…

The Riddler themed Notorious items are back, each more devious than the last. Starting with The Riddler’s Conundrum, his tricksy weapon allows you to not only craze enemies by countering them, but also send them reeling in Slo-Mo with the Alt-Fire, so the only question they’ll be answering is ‘Why is my head so full of holes?’

For once in his life, The Riddler is solving problems rather than just creating more of them, with The Riddler’s Problem Solver. Enemies that you counter become a ‘Problem’ and when hit with a Grenade they take 2000% bonus damage and stop being a ‘Problem.’

Finally The Riddler’s Vexation causes enemies hit by Grenades to slowly increase both the damage they deal and the damage they take. Now The Riddler can enrage more people (or aliens) than ever before!

Quality of Life Changes

  • We’ve improved the quality of loot received in the earlier Rank Rewards, removing resource rewards and replacing them with more gear and weapons, so you can put together some kick-ass builds right from the start.
  • We’ve increased the amount of time killing enemies takes off the Mastery Level countdown in Killing Time missions. Now you’ll be fighting through the gauntlet of the higher Mastery Levels quicker than ever.
  • We’ve made Raising Hell even more rewarding and quicker to level up, allowing you to get more gear as you explore Metropolis in between Incursions.
  • We’ve added a challenging new Notorious tier of Contract. These new Contracts will act as an additional source of Notorious gear, providing you’re up to the task.
  • We’ve increased the likelihood of receiving Legendary Contracts, making completing Contracts even more valuable.
  • We’ve decreased the Promethium cost to start a Mayhem Mission, so you can get into the fray even quicker. Brainiac was getting a little too comfortable.
  • We’ve increased the Mastery Level offset from +5 to +7, meaning that you’ll be zipping up the Mastery levels and testing out your builds against the biggest and baddest bad guys.
  • We’ve increased the amount of Episode Rank Points gained from completing Assault Missions and from defeating Patrols or Skirmishes too, to give you a kick-start with each Episode.

If there are any other bug fixes released that came with this download, we’ll let our readers know.

[Source: Suicide Squad]

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Alex Co

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

Home > Title Updates and Patches

EA Sports FC 25 Update 1.07 Released for Title Update 4 This Nov. 5

Title update 4 has been released for EA Sports FC 25 and this is update 1.07 on previous generation consoles. Expect to see updated kits, better AI, improvements and more. Read on for what’s new in the patch notes below.

What’s New in EA Sports FC 25 Update 1.07:

Gameplay

Made the following changes:

  • Updated AI attacking player logic when determining if a forward run should be made following a pass.

  • AI Defensive Midfielders in the Holding Role can now position themselves further up the pitch.

  • Updated defender logic when determining which foot to use when making a slide tackle.

  • During Rush penalty shootouts, inactive players will stand at the halfway line in shootout order.

Addressed the following issues:

  • Player substitutions did not always occur at the earliest possible opportunity.

  • Addressed instances of the defensive line pushing up the pitch too quickly in scenarios where the attacking team passes back to midfield from the final third.

  • The Heel To Ball Roll Skill Move was not always performed when requested.

  • Sometimes, ground crosses could have sent the ball too far ahead of the intended receiver.

  • After performing a Skill Move, dribbling could have become less responsive in certain situations.

  • Following a pass that became a loose ball, an incorrect auto switch to the initially intended pass receiver could have occurred.

  • Addressed instances of Directed runs not functioning or triggering as intended.

  • Improved goalkeeper logic when considering in which area of the pitch to push the ball to when making a deflection save.

  • Updated AI player position logic when defending in Rush under a blue card.

  • In some cases, incorrect player animations could have occurred when attempting to control the ball.

  • In rare situations, the ball could have moved as if it received a touch from the player before the player had control of the ball.

  • Addressed instances of the ball passing through players unintentionally.

  • Addressed instances of an incorrect auto switch occurring following a slide tackle from the defender.

  • The passing Trainer UI could have been visible during Training Center penalty kicks.

  • In Rush matches, all players could have triggered a Partial Team Press instead of Captains.

  • The penalty kick countdown UI did not display during Rush penalties.

  • Improved referee foul logic in situations where a rushing goalkeeper made contact with the ball before the attacking player.

  • Improved referee foul logic in situations where a foul occurred near the edge of the box.

  • The defensive line height did not always save when edited in Team Management.

  • The defender could have sometimes taken too long to get up after a slide tackle.

  • Sometimes, a cross could have occurred instead of a requested lob pass.

  • On occasion, a pass could have occurred before the user was done requesting a specific amount of power for it.

  • A cross could have been unintentionally performed instead of a requested ground pass in some situations.

  • Addressed instances of running animations not playing correctly.

  • Sometimes, goalkeepers could have attempted a deflection save on a ball that was going out of bounds, instead of catching it.

  • Improved some goalkeeper animations following a save.

  • In some scenarios, the CPU AI’s defenders did not mark the ball carrier appropriately.

  • Sometimes, an unintended player was selected as a throw-in taker after skipping non playable scenes.

Ultimate Team

Addressed the following issues:

  • The Evolutions arrow indicator UI elements could have displayed incorrectly.

  • After selling an Item from the Club on the Transfer Market, a duplicate version of the Item could have incorrectly had the Send To SBC Storage option instead of Send To Club.

  • Addressed some stability issues that could have occurred while navigating Evolutions.

  • Player Item portraits could have sometimes appeared misaligned with the rest of the Player Item.

  • Sometimes, Objectives tabs did not display correctly.

  • Increased Chemistry Style UI indicator size on Squad screen.

  • SBC Storage search filters could have reset after adding a Player Item.

  • Adjusted the timing of the Player Roles overlay during matches.

  • Some positions were not displayed in Ultimate Draft activity maps.

  • Sometimes, two of the same Player Item could have appeared in a Pack as a visual issue only.

  • The camera focus could not be changed during gameplay in Rush.

  • Moments Challenges did not always have correct in-game lighting.

  • In Team Management, incorrect Roles could have displayed for some positions.

  • Some leagues were unintentionally missing from the default Transfer Marker filter selection.

  • Players could have appeared blurry during kit selection in Rush.

  • On rare occasions in Moments, Trophies could have appeared in the centre of the pitch during matches.

  • Sometimes, the suggested tactics menu was incorrectly displayed in Ultimate Draft.

  • [Switch Only] EA connect could have appeared during the match.

  • [Switch Only] The FC Points tab was unavailable in the Store after toggling Airplane Mode.

Clubs

Addressed the following issues:

  • The priorities set for AI teammates could have reset when exiting Clubs.

  • Incorrect match results could have been shown on the post match screen.

  • Changing Attribute Presets after a match could have resulted in incorrect Skill Point allocation.

  • Some Match Lobby UI elements were functioning incorrectly.

  • The Avatar portrait was not always matching the Avatar’s customization.

  • Addressed instances of kit clashes occurring.

  • Body and Position Attributes allocated during creation could have slightly changed when saving the Avatar.

  • Some AI teammate customization options did not save.

  • An incorrect league appeared in Club Transfer Search.

  • An incorrect message could have displayed when searching for a match.

  • Addressed instances of stability issues that could have occurred when matchmaking and after finishing a match.

  • The Club Ball was not being used in matches when selected.

  • Player names were not centered when viewing the lobby if cross-play was disabled.

  • When a goalkeeper was selected as Captain, the keeper could have acted as the default corner taker.

  • Incorrect Squads could have displayed during Rush pre-match scenes.

  • Improved clarity of default Rush kits.

  • Accepting a party invite while viewing a player on the Pro Leaderboard could have resulted in the lobby screen loading without all UI and background elements.

  • Addressed an instance of Rush party invitations not being acceptable in Rush.

  • The crowd could have waved default flags instead of the Club’s flag.

  • When editing body types, the reset button callout did not function as intended.

  • When using the Pro Camera, the communication UI elements could have overlapped with other UI elements.

Career Mode

Addressed the following issues:

  • A stability issue could have occurred if some save file names were the same.

  • EA connect could have appeared during matches.

  • In Manager Career, addressed some instances of irrelevant and incorrect questions being asked by interviewers.

  • Addressed instances where some objectives progress was not counting towards completion in Player Career.

  • In Manager Career, some youth players could have been signed by unintended teams.

  • In Player Career, the Virtual Pro was not always able to attend pre-match training.

  • An incorrect error message could have appeared when loading a Career Mode save file.

  • After recalling a Youth Scout, it was not always possible to hire more scouts.

  • Addressed instances of incorrect dialogue options when communicating with players.

  • Player growth indicators were showing incorrect colours in the Squad Hub.

  • In Player Career, the hold to select button callout was appearing for activities before requirements were met.

  • Improved menu and UI transitions.

  • Addressed instances of social media posts not displaying as intended.

  • Increased the minimum height of the youth goalkeepers in a Manager Career.

General, Audio, and Visual

Made the following changes:

  • Updated some kits, stadium, celebrations, scenes, messages, button callouts, badges, gloves, balls, banners, flags, boots, ad boards, hair, trophies, audio, and commentary.

Addressed the following issues:

  • [PC Only] Mouse input could have sometimes interfered with controller input and displayed the mouse cursor on screen.

  • [PC Only] When using a controller, the options to skip intro and watch the full intro displayed the same button callout.

  • The compare players UI in Kick Off did not always display correctly.

  • The progress bar for the Season Pass did not always accurately reflect progress, this was a visual issue only.

  • In certain situations, after selecting ready in Kick Off, the title would not progress to team selection.

  • Blue cards were not showing up in match events in Kick Off Rush.

  • [PS4/XB1/Switch Only] The Orbit camera was not available in Rush replays.

  • Addressed some visual issues with the score shown in Skill Games.

  • Addressed stability issues when using the Rewind functionality.

  • An incorrect player could be shown in the score update after scoring in Kick Off.

  • The Quick Tactics menu did not display for the away team in Tournaments.

  • The final replay of a penalty shootout was not skippable.

  • Addressed instances of hair not displaying as intended.

  • Addressed instances of placeholder text and incorrect UI elements.

  • Addressed instances of stability issues that could have occurred.

Our readers will be alerted when the next update is out.

[Source: EA Sports FC Trello Board]

Damien Seeto

Home > Title Updates and Patches

Helldivers 2 Update 1.001.202 Released for Mission Fixes This November 5

Arrowhead Game Studios has released Helldivers 2 update 1.001.202 today and this again includes several crash fixes. Some enemy spawn rates have also been decreased during Spread Democracy missions. Read on for the full changes.

Helldivers 2 Update: 1.001.202 Patch Notes:

Overview
  • Crash fixes
  • Raise flag mission fix
  • Miscellaneous fixes
Fixes
Crash fixes & Soft Locks
  • Fixes a crash which could happen when the player or a hot-joiner first spawns into a mission
  • Fixed a rare crash that could occur with carriable items and looking at the minimap at the same time
Missions
  • Decreased enemy spawn rate while progressing the Raise Flag objective in Spread Democracy missions.
Miscellaneous fixes
  • Fix holding last stratagem input preventing movement on default pc controls.
  • SOS beacons will now look for additional players for the remainder of each mission. They are no longer destroyed when the squad is full. Instead they will deactivate – until someone leaves and the SOS beacon starts looking for additional players again. The SOS beacons will still be destroyed on host migration – this is to allow the new host to decide if they want a new SOS beacon or not.
  • Fixes an issue where the SOS beacons could not be deployed in the same or subsequent missions under some circumstances.
  • Fixed an issue where deploying an SOS beacon could result in your lobby not being made public and couldn’t be joined by other players. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed bug where non-public lobbies could not be joined, despite the host deploying an SOS beacon. The intended design is that deploying an SOS beacon makes your lobby public for the duration of the mission.
  • Fixed the drop wheel, emote wheel and comms wheel snapping the cursor to the outer edges in the radial menus when using a mouse and keyboard.
  • Resolved an issue where users with a large number of in-game friends couldn’t see some of their friends’ in-game status properly, preventing them from being able to invite or join.
  • Fixed issue where player names could be absent after returning to ship from a mission.
  • Fixed player names and chat text disappearing.
Known Issues

Top Priority

  • Excessive ragdolling can cause a feeling of helplessness and frustration.
Note:

We recognize that changes in this area could have a significant impact on the player experience, both positively and negatively, so we are moving forward cautiously. While we are more certain about some changes, others require further thought. These are the adjustments we are currently testing:

  • Allowing players to remain prone after ragdolling when there’s no directional movement input.
  • Enabling the use of stims while ragdolling.
  • Addressing situations where explosions ragdoll players from behind cover.
  • Further adjustments to enemy behavior and projectiles.
  • Being considered prone when ragdolling on the ground.
  • Players are unable to emote when flying through the air.
  • Stratagem balls bounce unpredictably off cliffs and some spots.
  • The Reinforced Scout Strider does not telegraph it’s rocket attacks.
  • We are investigating how we can further improve the play experience against this enemy.
Medium Priority
  • Firebomb Hellpods can no longer destroy larger enemy types such as tanks
  • Players are unable to shoot properly while in the air using a jetpack
  • Reinforcement may not be available for players who join a game in progress
  • Players can get stuck on Pelican-1’s ramp during extraction
  • High damage weapons will not detonate Hellbombs already present on the map
  • Players using the Microsoft IME languages are unable to type Korean, Japanese and Chinese language characters in chat
  • Weapons with a Charge-up mechanic can exhibit unintended behavior when firing faster than the RPM (Rounds Per Minute) limit

When the next update is out, our readers will be the first to know about it.

[Source: Steam]

Damien Seeto

Home > Title Updates and Patches

EA Sports FC 25 Update 1.000.007 Kicks Out for Title Update 4 This November 5

EA Sports FC 25 update 1.000.007 has kicked out for all platforms and this is Title Update 4. This update makes the AI a bit smarter and they have also updated kits and uniforms for several teams. Check out the full and official patch notes down below.

What’s New in EA Sports FC 25 Update 1.000.007:

Gameplay

Made the following changes:

  • Updated AI attacking player logic when determining if a forward run should be made following a pass.

  • AI Defensive Midfielders in the Holding Role can now position themselves further up the pitch.

  • Updated defender logic when determining which foot to use when making a slide tackle.

  • During Rush penalty shootouts, inactive players will stand at the halfway line in shootout order.

Addressed the following issues:

  • Player substitutions did not always occur at the earliest possible opportunity.

  • Addressed instances of the defensive line pushing up the pitch too quickly in scenarios where the attacking team passes back to midfield from the final third.

  • The Heel To Ball Roll Skill Move was not always performed when requested.

  • Sometimes, ground crosses could have sent the ball too far ahead of the intended receiver.

  • After performing a Skill Move, dribbling could have become less responsive in certain situations.

  • Following a pass that became a loose ball, an incorrect auto switch to the initially intended pass receiver could have occurred.

  • Addressed instances of Directed runs not functioning or triggering as intended.

  • Improved goalkeeper logic when considering in which area of the pitch to push the ball to when making a deflection save.

  • Updated AI player position logic when defending in Rush under a blue card.

  • In some cases, incorrect player animations could have occurred when attempting to control the ball.

  • In rare situations, the ball could have moved as if it received a touch from the player before the player had control of the ball.

  • Addressed instances of the ball passing through players unintentionally.

  • Addressed instances of an incorrect auto switch occurring following a slide tackle from the defender.

  • The passing Trainer UI could have been visible during Training Center penalty kicks.

  • In Rush matches, all players could have triggered a Partial Team Press instead of Captains.

  • The penalty kick countdown UI did not display during Rush penalties.

  • Improved referee foul logic in situations where a rushing goalkeeper made contact with the ball before the attacking player.

  • Improved referee foul logic in situations where a foul occurred near the edge of the box.

  • The defensive line height did not always save when edited in Team Management.

  • The defender could have sometimes taken too long to get up after a slide tackle.

  • Sometimes, a cross could have occurred instead of a requested lob pass.

  • On occasion, a pass could have occurred before the user was done requesting a specific amount of power for it.

  • A cross could have been unintentionally performed instead of a requested ground pass in some situations.

  • Addressed instances of running animations not playing correctly.

  • Sometimes, goalkeepers could have attempted a deflection save on a ball that was going out of bounds, instead of catching it.

  • Improved some goalkeeper animations following a save.

  • In some scenarios, the CPU AI’s defenders did not mark the ball carrier appropriately.

  • Sometimes, an unintended player was selected as a throw-in taker after skipping non playable scenes.

Ultimate Team

Addressed the following issues:

  • The Evolutions arrow indicator UI elements could have displayed incorrectly.

  • After selling an Item from the Club on the Transfer Market, a duplicate version of the Item could have incorrectly had the Send To SBC Storage option instead of Send To Club.

  • Addressed some stability issues that could have occurred while navigating Evolutions.

  • Player Item portraits could have sometimes appeared misaligned with the rest of the Player Item.

  • Sometimes, Objectives tabs did not display correctly.

  • Increased Chemistry Style UI indicator size on Squad screen.

  • SBC Storage search filters could have reset after adding a Player Item.

  • Adjusted the timing of the Player Roles overlay during matches.

  • Some positions were not displayed in Ultimate Draft activity maps.

  • Sometimes, two of the same Player Item could have appeared in a Pack as a visual issue only.

  • The camera focus could not be changed during gameplay in Rush.

  • Moments Challenges did not always have correct in-game lighting.

  • In Team Management, incorrect Roles could have displayed for some positions.

  • Some leagues were unintentionally missing from the default Transfer Marker filter selection.

  • Players could have appeared blurry during kit selection in Rush.

  • On rare occasions in Moments, Trophies could have appeared in the centre of the pitch during matches.

  • Sometimes, the suggested tactics menu was incorrectly displayed in Ultimate Draft.

  • [Switch Only] EA connect could have appeared during the match.

  • [Switch Only] The FC Points tab was unavailable in the Store after toggling Airplane Mode.

Clubs

Addressed the following issues:

  • The priorities set for AI teammates could have reset when exiting Clubs.

  • Incorrect match results could have been shown on the post match screen.

  • Changing Attribute Presets after a match could have resulted in incorrect Skill Point allocation.

  • Some Match Lobby UI elements were functioning incorrectly.

  • The Avatar portrait was not always matching the Avatar’s customization.

  • Addressed instances of kit clashes occurring.

  • Body and Position Attributes allocated during creation could have slightly changed when saving the Avatar.

  • Some AI teammate customization options did not save.

  • An incorrect league appeared in Club Transfer Search.

  • An incorrect message could have displayed when searching for a match.

  • Addressed instances of stability issues that could have occurred when matchmaking and after finishing a match.

  • The Club Ball was not being used in matches when selected.

  • Player names were not centered when viewing the lobby if cross-play was disabled.

  • When a goalkeeper was selected as Captain, the keeper could have acted as the default corner taker.

  • Incorrect Squads could have displayed during Rush pre-match scenes.

  • Improved clarity of default Rush kits.

  • Accepting a party invite while viewing a player on the Pro Leaderboard could have resulted in the lobby screen loading without all UI and background elements.

  • Addressed an instance of Rush party invitations not being acceptable in Rush.

  • The crowd could have waved default flags instead of the Club’s flag.

  • When editing body types, the reset button callout did not function as intended.

  • When using the Pro Camera, the communication UI elements could have overlapped with other UI elements.

Career Mode

Addressed the following issues:

  • A stability issue could have occurred if some save file names were the same.

  • EA connect could have appeared during matches.

  • In Manager Career, addressed some instances of irrelevant and incorrect questions being asked by interviewers.

  • Addressed instances where some objectives progress was not counting towards completion in Player Career.

  • In Manager Career, some youth players could have been signed by unintended teams.

  • In Player Career, the Virtual Pro was not always able to attend pre-match training.

  • An incorrect error message could have appeared when loading a Career Mode save file.

  • After recalling a Youth Scout, it was not always possible to hire more scouts.

  • Addressed instances of incorrect dialogue options when communicating with players.

  • Player growth indicators were showing incorrect colours in the Squad Hub.

  • In Player Career, the hold to select button callout was appearing for activities before requirements were met.

  • Improved menu and UI transitions.

  • Addressed instances of social media posts not displaying as intended.

  • Increased the minimum height of the youth goalkeepers in a Manager Career.

General, Audio, and Visual

Made the following changes:

  • Updated some kits, stadium, celebrations, scenes, messages, button callouts, badges, gloves, balls, banners, flags, boots, ad boards, hair, trophies, audio, and commentary.

Addressed the following issues:

  • [PC Only] Mouse input could have sometimes interfered with controller input and displayed the mouse cursor on screen.

  • [PC Only] When using a controller, the options to skip intro and watch the full intro displayed the same button callout.

  • The compare players UI in Kick Off did not always display correctly.

  • The progress bar for the Season Pass did not always accurately reflect progress, this was a visual issue only.

  • In certain situations, after selecting ready in Kick Off, the title would not progress to team selection.

  • Blue cards were not showing up in match events in Kick Off Rush.

  • [PS4/XB1/Switch Only] The Orbit camera was not available in Rush replays.

  • Addressed some visual issues with the score shown in Skill Games.

  • Addressed stability issues when using the Rewind functionality.

  • An incorrect player could be shown in the score update after scoring in Kick Off.

  • The Quick Tactics menu did not display for the away team in Tournaments.

  • The final replay of a penalty shootout was not skippable.

  • Addressed instances of hair not displaying as intended.

  • Addressed instances of placeholder text and incorrect UI elements.

  • Addressed instances of stability issues that could have occurred.

When Title Update 5 is released, our readers will be the first to know.

[Source: EA Sports FC Trello Board]

Damien Seeto

Home > Title Updates and Patches

Test Drive Unlimited Solar Crown Update 1.003 Out for PS5 Visual Upgrades This Nov. 5

Test Drive Unlimited Solar Crown update 1.003 has been released and one of the main goals is to make the PS5 version of the game look graphically better. The patch also optimizes performance on PC and Xbox too. Check out the patch notes down below.

Test Drive Unlimited Solar Crown Update 1.003 Patch Notes:

Dear community,

The second major patch for Test Drive Unlimited Solar Crown will be released tomorrow: Tuesday, November 5th at 9:00 AM UTC. This update primarily focuses on graphical enhancements for PS5. The patch also optimizes game performance on PC and Xbox Series. Additionally, it includes network upgrades, improved peripheral compatibility, and numerous bug fixes.

Also, we’d like to take a moment to update you on where we stand and what we’re doing to improve your experience. We understand your frustration, given the difficulties that have been encountered during the launch of TDUSC. We are sorry for this situation and we want to acknowledge your concerns. We genuinely appreciate your patience and commitment to Test Drive Unlimited Solar Crown.

Over the past few weeks, we’ve worked hard to roll out multiple maintenance phases and hotfixes aimed at enhancing the game. We know there’s still work to be done, and we hear you. Please know that your feedback is invaluable, and our development team is fully dedicated to addressing the issues you’re encountering as quickly as possible, while also refining features to ensure a smoother, more enjoyable gaming experience for everyone.

Launch Compensation:

To thank you for your patience and support, an exclusive ‘Adventurer’ off-road edition of the 1986 Porsche 911 Carrera Coupe will be given to all Gold Edition players who have played the game before October 12th. This exceptional German car will be part of the Cross Country category, available from level 15, and is fully equipped to navigate on the rugged off-road trails from Hong Kong Island.

The Porsche 911 Carrera Coupe ‘Adventurer’ edition will automatically be transferred to your garage in the first weeks of the Season 2, the time it takes for us to polish the car and its integration into the game. A pack of 5 ‘Pioneers of the Solar Crown’ premium stickers will also be part of this compensation, with more details coming in the next weeks.

Second Major Patch:

As mentioned in our Launch Dev Diary, we have been working on enhancing the performance and graphics for PlayStation 5 players. The first major patch introduced an initial wave of optimizations on all platforms, especially regarding graphics, framerate, and global quality of network services. We will continue to improve these technical aspects over the upcoming months to ensure an increasingly smooth and stable experience. In this second major patch, we are introducing various fixes and improvements across all platforms, while significantly enhancing the visual experience on PS5. As soon as this update is released, PS5 players will be able to enjoy:

  • A more consistent framerate in Performance mode.
  • An increased resolution in Quality mode, from 1080p to 1440p.

Overall, the experience across all platforms will also be improved:

  • Over 40 bugs fixed
  • Improved game stability
  • Enhanced optimization and framerate
  • Better compatibility and stability for steering wheels.
You can view the full changelog of this update at the end of the article.

This new patch will be released on Tuesday, November 5th at 9 AM UTC. There won’t be any maintenance phase. To access the new patch, simply restart your game after 9 AM UTC and download the update on your gaming platform.

AI Improvements:

We’ve heard your feedback on AI difficulty and behavior, and this is a top priority for us. We’re actively working on key improvements to enhance the AI experience. First of all, we’ll make the “Expert” AI more accessible for a smoother racing experience.

This update will be applied by the launch of Season 2 at the latest.

Following that, our development team will focus on deeper AI balancing and refining overall behavior to ensure consistent performance across different race conditions—whether in dry or wet weather, on asphalt or gravel. We’ll share more details on these AI improvements in a future article.

Server Stability:

Since the first major patch on September 30th, we’ve seen improvements in server stability. A few new maintenance periods were carried out over the past few weeks to further improve lobby performance and stability, providing a smoother experience across various activities. The development team will continue working in this direction to provide the best possible experience in Test Drive Unlimited Solar Crown.

Ranked Matchmaking:

We understand that many of you are facing challenges with ranked races. Our development team is actively seeking a short-term solution to alleviate the situation, and we’re fully committed to finding a more permanent fix that will ensure you get the best possible ranked experience.

We acknowledge that the competitive Solar Crown experience in Season 1 may not be optimal, especially in less populated regions. To improve this, we’re focusing on game design adjustments to better align the ranked system with player behavior and needs. In the meantime, we recommend grouping with other participants before entering ranked events to enhance the experience.

Additionally, we’re aware of concerns regarding cheating, and solutions are already being implemented to tackle this problem.

Car performances and meta:

Some cars have upgrades that are too powerful. We’ve listened to your comments, and we will be making changes accordingly. Some vehicles will see a reduction in performance, while others will be improved in the future. There is no ETA yet, but this is a significant topic that the team is actively working on.

We want to make the car experience in Test Drive Unlimited Solar Crown more realistic, both in terms of driving and the power of the available upgrades. Race restrictions will also be revised accordingly.

As a reminder, Season 1 is live and will run until December 2024. With the 25-level Solar Pass, you can unlock unique rewards like the Audi RS e-tron GT. New Live Events are available each Wednesday at 8 AM UTC. Thank you for your passion and dedication to Test Drive Unlimited Solar Crown. See you on Hong Kong Island!

Changelog:

🌐 Servers/Network
  • Fixed various login issues
  • 🛠️ Performance/Stability
  • Reduced shadow cost in performance
  • Added various optimizations to improve memory consumption and overall stability
  • Fixed a crash that could happen when entering a spot
  • Fixed a crash that could happen when traffic spawned
  • Fixed a crash that could happen while buying car parts
  • PC: Fixed a crash that could occur when playing with certain AMD GPUs
  • PS5: Reduced frame drops in performance mode
🌄 Graphics
  • Improved global illumination performance
  • Improved octree tracing performance
  • Improved shadow quality created by headlights
  • Improved SSR upscaling
  • PC: Use DLAA instead of FSR TAA by default when available
  • PS5: Improved quality mode resolution from 1080p to 1440p
🔀 Compatibility
  • PC: Fixed binding and default preset on Thrustmaster TMX wheel
  • PC: Fixed Logitech G923 default binding
  • PC: Fixed Moza devices default preset
  • PC: Fixed issue where FFB was lost when the mouse was moved
  • PC: Fixed issue where FFB could still be present when navigating menus
  • PS5 & XS|X: Added presets for Xbox Series X|S, Xbox 360 and PS5 controllers
  • PS5 & XS|X: Added clutch binding to default steering wheel presets
  • PS5 & XS|X: Added gear binding to default steering wheel presets
  • XS|X: Fixed default binding on Logitech devices
  • XS|X: Added Fanatec CSL Elite as a recognized device
🐛 Bugfixes
  • Fixed a softlock that could occur when opening the map at the same time than various menus
  • Fixed a softlock when pausing and accelerating at the same time during cutscenes with Vivian
  • Fixed garage’s slot not updating when uninstalling and reinstalling DLCs
  • Fixed various localization issues
  • Fixed an issue where pause menu would be unresponsive if Alyss menu was opened before
  • Fixed Aliasing of certain fonts
  • Fixed fences sometimes not having collisions
  • Fixed pre-order Ford DLC text
  • Fixed start button POI on Lotus Evija
  • Fixed license plate light turning on with reverse & brake input on Alpine A110
  • Fixed dirt wrongly applied on Corvette C7 ZR1
  • Fixed brake light animation while spoiler is open on Porsche 911R
  • Fixed cases where NPCs could be run through
  • Fixed various wall collision issues
  • Fixed issue where french audio was not playing correctly
  • Fixed pink pixel in dark areas
  • Fixed RPM leds not resetting on the pause menu
  • Fixed car color widget order
  • Fixed the race “Fateful Confrontation” always being identified as a ranked race
  • Fixed wrong highlighted races while having the secondary task “Ad Campaign” pinned
  • Fixed DLCs vehicles appearing in the pause menu before unlocking them
  • Fixed a case where the avatar could fall underground during onboarding in the first car dealer
  • Fixed rewards depreciation enabling itself when abandoning or being disconnected from races
  • Fixed a case where the wrong garment were applied to the avatar preview when switching rapidly from one category to another
  • Fixed issue where car livery were not applied on other player’s cards
  • Fixed High Stake event’s rush hour sometimes not triggering
  • Fixed an issue where beard were not displayed properly after adding a mustache
  • Fixed wrong car thumbnail ratio when using an ultra-wide monitor
  • Improvement in AI behaviour while close to the player
  • Fixed yellow floating lines
  • Fixed GPS voice still talking when set to off
  • Fixed issue where parts of the avatar would turn grey
  • Fixed “Roof” selection on radial menu when driving a car with no roof
  • Fixed issue where cars could change color depending on the distance
  • Fixed ghost sometimes not being visible in Time Attack
  • Fixed rain in the pause menu
  • XS|X: Fixed black blinking during races
  • XS|X: Fixed crash when reconnecting Logitech wheel
  • XS|X: Fixed issue where wheel angle was being wrongly reset on Logitech devices
💠 Misc
  • Updated matchmaking value for toxicity
  • Updated camera settings in shops
  • Added F13 shortcut for ping display on Nvidia Reflex

When the next update is out, our readers will be informed about it.

[Source: Steam]

Damien Seeto

Home > News

Monster Hunter Wilds Combat Feeling Off? It’s Because of Hitstops

Monster Hunter Wilds’ open beta has officially commenced! With hundreds of thousands of hunters roaming the new world in Wilds, tracking, and hunting down some of the most dangerous monsters, all seems to be going pretty good so far the early beta. Though if you’ve been a long time Monster Hunter fan who has stuck with he series ever since the first games, you may have noticed with this iteration that the combat feels, well, a bit “off.”

As it turns out it probably isn’t you, as there’s a pretty good reason why that is, as one dedicated fan has taken it up on themselves to solving this mystery. As it turns out, it all has to due with hitstops, or rather, the lack of any.

Monster Hunter Wild Nerfs Hitstops, a Mechanic Featured in Nearly All Previous Games

So, what are “Hitstops”? Well the short of it is that it’s the pause your weapon makes as it makes a connection with its attack, adding a bit of a dramatic effect. Every Monster Hunter game has featured it, and though Monster Hunter Wilds also has it, it appears to have been severely reduced to the point that it’s almost gone in some cases. This was noticed by Twitter/X user Blue Stigma, who made a video explaining the mechanic, and comparing to how past Monster Hunter games did it, to what Monster Hunter Wilds is doing now.


For me at least, this explains a lot as while I have been enjoying my time through the open beta, the combat seemed a bit, “off” as many have pointed out. This explanation certainly clears things up, and now that it’s been pointed out, it’s hard to argue that it’s because of something else.

I’m not sure if this is something that Capcom will “fix” though I think many can agree that the combat of Monster Hunter Wild could use more of an impactful feeling when hitting monsters with our weapons.

Are you affected by the lack of hitstops in Monster Hunter Wilds or is it something you don’t even notice? Sound off and let us know in the comments below.

Monster Hunter Wilds will be released this February 28, 2025 on PS5, Xbox Series X|S and PC. You can check out our hands-on preview of the game here to see what we make of it so far.

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Alex Co

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

Home > Title Updates and Patches

Stardew Valley Update 1.61 as Version 1.6.9 on Consoles and Mobile

While PC players have been enjoying the big 1.6 patch for Stardew Valley, it’s now available for consoles and mobile! Players will see this download as Stardew Valley update 1.61, and according to ConcernedApe, this is version 1.6.9 of the game.

As one might expect, this brings a lot of new content and features. There’s a lot to take in, so read on for the complete patch notes below which we’ve broken down into a table for an easier read.

Stardew Valley Update 1.61 Patch Notes for Version 1.6.9:

New content and features

  • Added new festivals and events:
    • The Desert Festival is a three-day event in spring which can be accessed after the bus is repaired.
    • Two mini fishing festivals: Trout Derby and SquidFest.
    • A new environmental “event” in summer.
  • Added a “mastery” system, accessed via a new area, which grants powerful perks and items…
  • Added a new farm type: Meadowlands Farm. It has a chewy blue grass that animals love. You also start with a coop and 2 chickens.
  • Added many new NPC dialogues. That includes…
    • custom gift reactions;
    • dynamic dialogues which react to things that happened;
    • custom flower dance acceptance dialogue;
    • restored missing dialogue (like Emily and Shane’s flower dance custom accept-dance dialogues when married to the player, Shane’s dialogue when browsing the Saloon vending machine, Lewis congratulating female farmers after their wedding, a line in Maru’s 14-heart event, three dialogues from Sam related to Kent, two randomized dialogues when an NPC buys an item you sold to a shop, two speech bubbles from Marnie and Robin when you enter their shop building, and a fortune teller dialogue for your potential spouse);
    • and more.
  • You can now get multiple pets (after getting max hearts with your starter pet).
  • Added a world map for Ginger Island, visible when visiting the island.
  • The world map now shows your actual position within the world in real-time (instead of showing you at a fixed point for each location). In multiplayer, you’ll see other players’ positions in real-time too.
  • Pets that love you will sometimes give you gifts.
  • NPCs now have winter outfits.
  • Festivals now have map and dialogue changes every second year (except the night market and desert festival).
  • Added a golden Joja parrot, which you can pay to find all remaining golden walnuts on ginger island.
  • Added perfection waivers, a new Joja way to bypass perfection challenges.
  • Added a prize machine in Lewis’ house. You can collect prize tickets as a reward for completing quests and special orders, and from repeated egg/ice festival wins.
  • A bookseller now comes to town twice a season.
  • Added mystery boxes.
  • Added a big tree, with a quest line which ultimately gives you some new neighbors.
  • Added four new crops (carrots, summer squash, broccoli, and powdermelon) which can’t be purchased at the store, and two new giant crops.
  • Added four new home renovations: dining room, attic, expanded corner room, and cubby.
  • Added new items:
    • Big Chest, which has almost double the size of a regular chest. It can also be placed “onto” a regular chest to upgrade it.
    • Dehydrator, which turns fruit into dried fruit and mushroom into dried mushrooms.
    • Mushroom Log, which produces mushrooms and interacts with nearby trees.
    • Bait Maker, which can produce fish-specific baits.
    • Heavy Furnace, which can process more bars at a time, and yield bonus bars.
    • Fish Smoker, which produces smoked fish, doubling the value of the fish. You get one by default when starting a new riverlands farm.
    • Text Signs, which can be written on.
    • Anvil, which allows you to re-roll trinkets.
    • Mini-Forge, which acts as a Dwarvish Forge.
    • Statue Of Blessings, which grants a random blessing each day.
    • Statue Of The Dwarf King, which allows you to select one of two mining buffs for the day.
    • Tent Kits, which allow you to build a tent which can be slept in for one night.
    • Treasure Totems, which spawn a ring of diggable spots.
    • Mystic Seeds, which grow a unique tree which can be tapped.
    • Mystic Syrup, a valuable tapper product.
    • Deluxe Bait, gets fish biting faster than regular bait.
    • Challenge Bait, which allows for up to 3 fish to be caught at once, but loses 1 each time a fish leaves the bobber bar.
    • Deluxe Worm Bin, which upgrades the regular worm bin to produce deluxe bait.
    • 19 unique Books Of Power, which grant special perks.
    • Skill Books, which grant experience in a skill.
    • Book Of Stars, which grants experience in all skills.
    • Moss, a new resource type which grows on old trees.
    • Mixed Flower Seeds.
    • Sonar Bobber, which shows the fish on your line before you catch it.
    • Raisins, which have a special use.
    • Sea Jelly, River Jelly, and Cave Jelly, a new item that you can fish.
    • 7 Trinkets, which grant powers related to combat.
    • Red, Purple, and Green fireworks.
    • Stardrop Tea, which makes an excellent gift for anyone.
    • 25 new hats.
    • 280 new furnitures.
    • New unique furniture catalogues, which contain themed furniture sets.
    • 41 new floor styles.
    • 24 new wallpaper styles.
    • Golden Animal Crackers.
    • Mannequins, which can be dressed.
    • Spouse Portraits which can be purchased after reaching 14 hearts.
    • Butterfly Powder, which allows you to remove pets…
    • Blue Grass Starter.
    • Moss Soup.
    • Secret items.
  • Added Goby fish.
  • Added some new remix bundles.
  • You can now place hats on cats and dogs.
  • You can now upgrade the copper pan into steel, gold, and iridium pans.
  • You can now enchant pans with Archaeologist, Generous, Fisher, and Reaching.
  • Added a “Special Items & Powers” tab to replace the wallet. The wallet area now tracks a selection of progress markers.
  • Added an animals tab that shows all your pets & animals.
  • You can now build pet bowls in Robin’s shop, with three variants.
  • The farmhouse and pet bowl can now be moved through Robin’s menu.
  • The farm computer can now be used anywhere to see a summary of that location, instead of only the farm.
  • The mini-jukebox can now be used on the Ginger Island farm.
  • Added a new interaction with your horse.
  • Added a new side-tunnel to the quarry mine.
  • The community center fish tank now becomes an actual fish tank when you complete it.
  • Added more secrets & easter eggs.
  • Added two new cat and dog breeds.
  • Added turtle pets.
  • Added 8 new achievements.
  • Added 4 new cabin variants.
  • Added a few more accessory options in character creation.
  • Added a new bobber machine in Willy’s shop, with 39 bobber styles to choose from. New styles unlock by catching new kinds of fish.
  • Added a cameo appearance to Maru’s 14-heart event.
  • Emily has a new rare “socialize” daily quest if you’ve completed the introduction quest.
  • You can now add anchors, treasure chests, and pearls to fish tanks.
  • Pierre now sells a few random items at the winter star booth (at a markup!).
  • Added a jingling sound when running with the cinderclown shoes on.
  • Baby toss now has a chance to crit.
  • Added a skull cavern statue that can be used to toggle hard mode in the skull cave (after completing Qi’s challenge).
  • Added additional chests to Skull Cavern levels 200 and 300.
  • Added unique skull cavern chest appearance for level 100, 200, and 300 chests.
  • Added a high note (C5) to flute block.
  • Added iridium golem to wilderness farm.
  • See changes for mod authors.

Visual improvements around the valley

  • Added waterfalls.
  • Added more holiday decorations in winter.
  • Added more pathstones to various maps.
  • Added jack-o-lanterns after the Stardew Valley Fair in fall.
  • Added seasonal world map variants.
  • Added a new rare ambient critter.
  • Added some rare summer butterfly variants.
  • Added an uncommon little brown bird variant.
  • Redrew the world map to better match the in-game locations and be more detailed.
  • Boat journey textures are now seasonal and reflect the latest valley map.
  • The bus stop now has a wider map, though the distance to traverse it is the same. (This is to prevent black bars from appearing at the sides of the screen.)
  • Jelly, pickles, wines, and juices are now colored based on the ingredient item.
  • Many town trees are now actual tree objects, though you can’t cut them down.
  • Slight adjustment to the way items pop out when dug from the ground.
  • Updated volcano gold ore node sprite.
  • Some trees have a chance to lose their leaves in the fall.
  • Riverbanks and lakeshores in the mountain, town, and forest areas are now less jagged in some places.
  • Graphical improvements to building interiors.
  • Improved the art of George & Evelyn’s roof.
  • If you destroy a mines chest, it now shows some graphics debris.
  • Added special backplates to fortune teller TV show if you get a perfectly good or perfectly bad luck day.
  • Lighting changes:
    • It now gets dark an hour earlier in winter.
    • Night tiles (e.g. town lamps) now activate an hour earlier in all seasons.
    • Indoor daytime lighting now smoothly transitions to night lighting over the course of two hours.
    • Night lighting in non-farmhouse indoor locations is now slightly darker.
    • Farmhouse lighting on rainy days is now slightly moody, and lights stay on all day.
    • TVs and trees of the Winter Star now give off light at night.
    • Added light sources to window light glows so there are no more “dark but lit” windows.
    • Made some improvements to the intro bus drive cutscene.
    • At night, hats are now drawn at the night-time color in the game menu portraits.
    • Removed lighting quality option. It’s now permanently set to ultra quality.
  • The submerged fishing bobber is now recolored automatically to match the water.

Multiplayer changes

  • You can now have up to 8 players on PC.
  • Many improvements for multiplayer performance and stability. That includes:
    • Steam players will now use Steam multiplayer authentication, potentially improving connection issues significantly.
    • Large multiplayer packets are now compressed, reducing bandwidth usage and latency.
    • Internal optimizations to data syncing.
  • You now need the same build number (in addition to version) to join a multiplayer server. This prevents crashes due to game changes between builds.
  • Accepting a Qi challenge that increases mine difficulty now only kicks other players out of the affected mine type, not all mines.
  • Purple shorts no longer show a chat message when placed into the Luau soup.
  • Jump down mineshaft sound now plays for all players in the level rather than just the jumper.

Balance changes

  • Added a box with three tent kits to the Ginger Island jungle.
  • Weapons found in the wild now have a chance to come with a basic “innate enchantment”. You can re-roll “innate enchantments” (if the weapon could have one) at the forge using a dragon tooth.
  • Slime Hutches are now significantly smaller (11×6 → 7×4).
  • Farm animals now gain a little happiness if you close the animal door behind them at night.
  • Grass now survives in the winter, though it won’t spread. However, cutting grass during winter is much less effective.
  • The mushroom cave now comes with a free Dehydrator.
  • Changed recipe skill requirements for:
    • charcoal kiln (foraging 4→2);
    • cookout kit (foraging 9→3);
    • survival burger (foraging level 2→8);
    • tapper (foraging 3→4);
    • and worm bin (fishing level 8→4).
  • Price changes:
    • Most home renovations now cost money, which is refunded if you undo the renovation. (The game knows whether you bought it though, so refunding a pre-1.6 renovation won’t give you free money.)
    • Reduced fairy dust sell price (500g → 300g).
    • Reduced tea sapling sell price (500g → 250g).
    • Reduced life elixir sell price (500g → 250g).
    • Building cabins no longer requires materials, only the 100g price.
    • Raised price of second house upgrade (50,000g → 65,000g), but reduced number of hardwood needed (150 → 100).
    • Reduced worm bin’s hardwood needed (25 → 15).
    • Increased cost of Warp Totem: Farm in casino (500 → 1000)
    • Raised price of bombs in dwarf shop.
    • Raised some hat prices from Hat Mouse.
  • Shop changes:
    • Put limits on some casino stock.
    • You can now buy all brazier recipes in Robin’s shop at once instead of in sequence.
  • Item drop changes:
    • Chopping down a fruit tree now yields the appropriate fruit sapling. If the tree is mature (i.e. the fruit quality is > basic), it will yield a sapling with the same quality as its fruit. The higher the quality, the faster the sapling will mature.
    • Chopping down a tea bush now gives back a tea sapling.
    • There’s now a small chance to find cosmetic items and other goodies while doing random tasks.
    • Snake vertebrae are now easier to get.
    • Train cars which carry wood can now drop hardwood.
    • Santa’s train car can now drop gifts.
    • Reduced prismatic shard drop rate from iridium nodes (4% → 3.5%).
    • Rare yellow slimes now drop money.
    • Brown slimes now drop wood (doesn’t affect the copper slimes in the quarry mine).
    • Botanist perk now applies to items dropped from trees (e.g. coconuts).
    • Reduced chance of fishing void mayonnaise at the witch swamp.
  • Gift taste changes:
    • Adjusted gift tastes for several NPCs.
    • Treasure chests are now a universally liked gift… except by Linus.
  • Skill XP changes:
    • Mushroom Logs and Mushroom Boxes now grant 5 foraging XP on harvest.
    • Harvesting berry bushes now grants 1 foraging XP per berry.
    • Harvesting forage crops from wild seeds now give much less foraging experience, but grant some farming experience.
    • Monsters on the farm now give combat experience, but it’s 1/3 of normal value. This excludes slime hutch slimes.
  • Adjusted combat:
    • Extended the area of effect of downward facing melee attacks (and slightly extended the side attack of daggers).
    • Topaz ring now gives +1 defense, rather than the unused precision stat.
    • Raised insect head’s damage (10-20 → 20-30).
    • Raised kudgel’s critical attack power (+4 → +50).
    • Bombs now affect terrain features (like trees and crops) within the round explosion radius rather than a square area.
    • Slightly increased rate at which skeletons throw bones or shoot spells.
  • Adjusted Junimo Kart:
    • Added grace jumps in Junimo Kart: when you run off the track, you can still jump for a short time to recover.
    • Your score is now saved if the minigame forcibly exits while playing endless mode.
    • Noxious gas emitting mushrooms no longer appear in pairs.
    • Reduced bubble spawn rate on whale level.
  • Adjusted machines:
    • Worm bins now need a lower fishing level (level 8→4) and produce more bait (2–5 → 4–5).
    • Loom now has a higher chance of double cloth when processing quality wool.
    • Fish ponds now have a chance to produce extra roe whenever they produce roe.
    • Geode Crushers no longer require coal to operate.
  • Adjusted penalties when knocked unconscious:
    • You can no longer lose the Golden Scythe, Infinity weapons, or tools.
    • You can no longer lose more than three items.
    • The amount of money lost now scales to how much you have. It’s now less punishing if you don’t have much money, but more punishing if you have a lot. This also raises the maximum lost from 5000g to 15000g.
  • Adjusted food buffs:
    • Joja cola now gives a very short speed buff.
    • Green tea now gives +0.5 speed.
  • Mine and dungeon changes:
    • Added coal nodes to the volcano dungeon.
    • Barrels now spawn on skull cavern levels divisible by 5.
    • Reduced the maximum possible effect a bad luck day can have on finding a prismatic slime.
    • Reduced number of bugs to kill for monster slayer goal from 125 to 80.
  • Bundle changes:
    • Made remixed specialty fish bundle (and analogues) reward 5 Dish O’ The Sea, to make it consistent with the classic bundle.
    • River fish bundle now gives deluxe bait.
    • Improved some community center rewards.
  • Adjusted crafting recipes:
    • Speed-Gro now requires 5 Moss instead of 1 Clam .
    • Deluxe Speed-Gro now requires 5 bone fragments instead of 1 coral.
    • Quality Fertilizer now requires 4 sap instead of 2, but produces 2 per craft (still only requires 1 fish).
  • Spouse changes:
    • Spouses now have a seven-day “honeymoon” period after marriage which prevents them from laying in bed all day due to being upset.
    • Kissing your spouse, and giving them a gift on the previous day, each reduce the “minimum heart level threshold” for a bed-ridden day by one heart (12→10 if you do both).
    • Friendship gain is reduced by 33% for spouses.
  • Rebalanced the crop fairy event: the chance no longer depends on the number of planted crops, it can no longer happen on the last day of the season (to avoid growing crops that might die overnight), and it can no longer choose dead crops to grow.
  • Increased the shaving enchantment‘s effect on giant crops.
  • The mushroom cave now provides mushrooms every second day. It was unintentionally changed to daily in Stardew Valley 1.5.
  • You can no longer plant trees in the beach farm tunnel.
  • Randomization no longer produces simple repeating patterns in many cases (e.g. clay farming, mushroom level prediction, crab pot fish offset, etc).(You can enable “Use Legacy Randomization” in the advanced save options to use the old randomization, though some specific patterns may still change due to the underlying changes. That option is mainly intended for speedrunners; most players should keep it disabled for the intended experience.)
  • Spreading weeds can no longer destroy artifact spots.
  • Increased the number of monsters that daily monster quests will ask you to slay (in some cases). Added more custom quantities, for example Dust Spirits will ask for 10-20 kills.
  • Tilled dirt on the island farm now decays in the same way as the regular farm.
  • Slightly increased time you have to push against farm animals before passing through them.
  • Slightly boosted quarry output. Daily quarry output now increases each year, up to a limit.
  • You can no longer plant trees in town.
  • Secret notes are no longer created during festivals (except passive festivals like the night market and desert festival).
  • Adjusted fish variety in ice fishing festival.

Quality of life changes

  • Performance improvements.
  • NPCs now shove chests out of their way instead of destroying them.
  • If Pam won’t be coming to the bus for any reason, she now leaves a sign informing you and you can drive yourself to the desert.
  • Audio changes:
    • Made more sounds positional (mainly players, tools, and machines).
    • Positional sounds now fade with distance when off-screen, instead of cutting off abruptly.
    • Softened the bomb fuse sound.
    • The music now “ducks out” and then resumes when certain sounds are played, instead of stopping.
  • You can now “strafe” while charging a watering can or hoe, allowing you to reposition your tool hit area without changing your facing direction.
  • You can now refill slingshot ammo by right-clicking it with the same ammo. Previously that would just swap the item stacks.
  • Planting cactus seeds on the farm now fails with a message, instead of the seeds dying overnight.
  • Holding a tea sapling or seed over a garden pot now shows the green/red placement tile.
  • You can no longer pick up rugs if there’s something on it.
  • Checking a pet bowl will now show a text bubble with the pet’s name.
  • Added a new post-fishing sparkling text to indicate when you’ve caught something for the first time.
  • Torches can now be placed on sprinklers.
  • You can now sit in chairs during festivals.
  • You can now move filled chests by hitting them twice with a heavy tool (previously only with bare hands). The chests will shift one space at a time.
  • You can now place flooring underneath most buildings.
  • Crystalariums now have to be removed and replaced before a different gem can be put inside, to help avoid wasting gems accidentally.
  • Daily billboard quests now have a more informative tracker notification when you make progress on them.
  • Added a small checkmark icon on special orders you’ve completed before (only on town special orders board).
  • You can now skip the pet adoption scene, which causes you to adopt the pet.
  • Reduced the amount of time you need to push against a pet before they start shaking and then let you pass through them (1.5 → .75 seconds).
  • Reduced time for mini-obelisk warp (750ms faster).
  • Male farmers are no longer forced into wedding clothes on their wedding day, so you can choose your own outfit for the wedding.
  • Emptying a fish pond with fish still in it will cause the remaining fish to flop out of the pond.
  • Slime hutch changes:
    • You can now change the flooring of the slime hutch.
    • You can now remove the starter incubator in the slime hutch.
    • Slime balls no longer appear on crafted flooring.
  • UI improvements:
    • Added an hourglass cursor shown when you’re waiting for something to load on the title screen.
    • Notification messages in the bottom-left corner now last 50% longer before going away.
    • “Sound in the night” events now show an icon on the screen to indicate that a sound is playing.
    • Dialogue question selectors no longer remain selected when you hover away from them, to reduce accidental selections.
    • Robin’s building menu now shows how many days a building will take.
    • Marnie’s animal shop now centers the camera on an appropriate building when purchasing an animal.
    • Marnie’s animal shop now shows prices in the tooltip, in case the tooltip covers the price display.
    • If an item menu exits while you’re holding an item, the item is now always retrieved. (Previously only some item menus like chests would do it.)
    • The achievement menu now lists all potential achievements. Hidden achievements you haven’t unlocked yet are shown as “???”.
    • The museum reward menu now prevents picking up a reward that won’t fit in your inventory.
    • The museum reward menu now lets you exit while holding a reward. It’ll be added to your inventory if possible, otherwise it’ll drop at your feet.
    • The save creation farm selector now has two columns instead of one, and no longer overlaps the back button on small screens.
    • The shipping menu category pages no longer take up the whole screen, as long as the screen is beyond a minimum size.
    • Inventory tooltips for food that gives a buff now shows the buff duration in the tooltip.
    • The map now closes when you press the map button again.
    • Exiting the Junimo Note menu from within the game menu now returns to where you were in the game menu rather than exit the menu.
    • Shops now truncate item names which would overflow the menu width.
    • Shops now have a slight delay before you can buy/sell items, to help avoid double-clicks doing it accidentally.
    • Deleting a save on PC is now much faster.
  • Significantly reduced save loading time when there are many custom locations.
  • If a default farm building (like the greenhouse) is somehow removed, it’ll now be rebuilt next time you load the save.
  • “Menu background” is now a drop down option, which includes “Standard”, “Graphical”, or “None”.
  • Attempting to put something in a machine but failing will no longer cause you to try and consume or activate the object you’re holding.
  • Kent intro event and Robin flute block event are now skippable.
  • (PC) You can now shift + right-click an item on the toolbar to throw it out of your inventory (if possible).
  • (PC) You can now press the Y or N key to confirm or cancel the “leave festival” confirmation box.
  • (PC) Holding left-shift + left-ctrl + 1 when buying from a shop will attempt to buy a stack of 999.

Other changes

  • Adventure guild now stays open until 2am, though the music will not play after midnight.
  • Gender-specific clothing variants can now be worn by any gender.
  • If you have 12 hearts or more with your spouse, the chance they’ll say a neutral dialogue in the afternoon (which sometimes comes across as negative) is significantly lower (25% → 5% chance).
  • Penny’s forest picnic event and Leah’s forest picnic event now only happen if it’s sunny.
  • NPCs now try to avoid walking through trees and other terrain features.
  • Cabins have been combined into one entry in Robin’s menu.
  • Replaced pet icons on the inventory tab with the current date.
  • The “Organize” button now sorts items in a more intelligent way.
  • You can now drink mayonnaise and jelly, and eat pickles.
  • Some colored objects now count as their color for qi quest and dye menu.
  • Clam is now considered a “fish” just like all the other shellfish.
  • Added more descriptive titles to daily quests.
  • Added Cyrillic sprite text and some translated world pixel art text.
  • Adjusted the date/time/money box in Chinese.
  • The about page now shows the build number.
  • Skull caves now have a chance to also play music from the upper mines.
  • Changed parrot flap sound to be different from bat flaps.
  • Pans now have a chance to yield bone fragments.
  • Made the character randomization a little less random, and added some of the newer hairstyles and accessories to the mix.
  • Pan no longer yields the same thing if you pan in the same spot twice in a day.
  • The about page no longer hides the version if a tip message is shown.
  • The order that you’ll get forge enchantments is now unique per player rather than per farm.
  • The Ginger Island shrine item pedestals are now normal items. Modded players can spawn them to display items decoratively (though they’re not obtainable in vanilla currently).
  • Map no longer closes if you click on an area of interest.
  • Fixed some NPC schedules that weren’t previously applied:
    • Lewis visiting the library on winter Sundays;
    • Maru and Penny hanging out on summer Sundays;
    • Maru tinkering on summer Mondays;
    • After reaching six hearts with some NPCs, they won’t visit their rival love interest anymore. This affects Alex visiting Haley, Elliott visiting Leah, and Haley visiting Alex.

Gameplay fixes

  • Fishing fixes:
    • If you’re fishing when the pirate cave changes to pirate mode, you will catch your fish.
    • Fixed artifacts found in fishing chests not counting for the collection tab.
    • Fixed fishing crash if a treasure chest appears while the player has a large number of stacked fishing buffs.
  • Buff fixes:
    • Fixed a range of bugs like attribute drift and double-debuff.
    • Fixed food/drink buffs discarded if they have a balanced total of effects (e.g. +2 attack and -2 speed).
    • Fixed negative custom buffs shown with a double-negative (e.g. “–2 speed”).
    • Fixed Squid Ink Ravioli buff not remaining active if another food buff is added later (although the buff icon was still shown).
    • Fixed Squid Ink Ravioli not resetting the buff duration when you eat another one, unlike other food buffs.
    • Fixed Squid Ink Ravioli description having an extra blank line.
    • Fixed Burnt not showing the -3 Attack effect.
  • Festival fixes:
    • Fixed unable to leave the Festival of Ice until it ends.
    • Fixed two-second pause when entering the Stardew Valley Fair.
  • Item issues:
    • Fixed dropped tools not recovered if they’re inside a constructed building.
    • Fixed potted tea bushes planted in town not being harvestable.
    • Fixed bee house dropping a generic “Honey” item when you break it, instead of the flavored honey it would produce when harvested normally.
    • Fixed farm computer counting fiber crops as unwatered.
    • Fixed geode and lost book message not shown if your first one is from a fishing chest.
    • Fixed magic bait disabling some fish area checks (e.g. so you could catch river fish in the forest pond).
    • Fixed heavy tappers not tracked correctly. That caused issues like heavy-tapped trees not ignored when creating mushroom trees in fall.
    • Fixed rain totem used during a storm incorrectly making the next day stormy instead of rainy.
    • Fixed secret note #2 not revealing Kent‘s gift taste if he hasn’t returned yet.
    • Fixed wedding rings being giftable to NPCs.
    • Fixed watering can‘s water left and capacity resetting on right-click into chest.
    • Fixed wilted bouquet not cancelling the wedding if it hasn’t happened yet.
    • Fixed various cases where item-received logic wasn’t applied consistently.
  • Combat fixes:
    • You can now kill any slime for the “Initiation” quest, not just green slimes.
    • Fixed player stuck in swimsuit if they collapse from damage while wearing it.
    • Fixed broken event if the player is defeated in the mines and their name contains a slash.
    • Fixed issue where you could clear a forest-themed mine level without finding a ladder.
    • Fixed Magma Sparker’s debuff ignoring squid ink ravioli’s protection.
  • Controller fixes:
    • Pressing the trigger buttons on a gamepad while in the junimo bundle menu now snaps the cursor to the ingredients slot or back.
    • Fixed an issue which could cause Junimo Kart to be unplayable with a controller, if you had rebound keys to certain values.
  • UI fixes:
    • Fixed issue where clicking an item attached to a letter could exit the letter if your inventory was full.
    • Fixed items from dialogue being lost if your inventory was full. You’ll now see a menu to collect them when the dialogue closes.
  • Fixed gates popping off when opening or closing them while the player overlaps the tile.
  • Fixed random seeds on Ginger Island being based on the valley’s season.
  • Fixed exploit where you could keep temporary items like Qi Fruit by selling them to Pierre and buying them back later.
  • Fixed fruit trees being plantable on stone tiles outside the greenhouse.
  • Fixed tree stumps dropping seeds like full-grown trees.
  • Fixed riding an orphaned horse (e.g. spawned using debug commands) preventing you from owning or riding other horses.
  • Fixed some mail not received on the intended day if you don’t leave the farmhouse that day.
  • Fixed bug where it was faster to harvest left-to-right than right-to-left.
  • Fixed some spots where forage could appear out-of-bounds.
  • Fixed spot where you could run into the water on the beach farm.
  • Fixed minecarts unlocked before you’ve seen the cutscene.
  • Fixed able to place things underneath the traveling merchant cart and pig.
  • Fixed some undiggable tiles in Ginger Island dig site.
  • Fixed geode crusher “off-by-one” bug/exploit.
  • Fixed speed of Taro growth when grown with agriculturist and hyper speed gro (and generally fixed issues with negative phase durations).
  • Fixed invisible menu preventing you from moving after closing out of the Bulletin Board Junimo Note, if you were holding a useable object.

NPC fixes

  • Dialogue fixes:
    • Fixed NPCs not having custom dialogue when accepting a movie invite for non-English players.
    • Fixed Abigail showing both default and custom item delivery dialogue.
    • Fixed Lewis skipping his final dialogue at the Festival of Ice on subsequent player wins.
    • Fixed the fortune teller nearly always showing the text for your combat skill, instead of your highest skill.
    • Fixed issue where an NPC who bought an iridium-quality item you sold to a shop could show a low-item-quality dialogue for it.
    • Fixed issue where NPC dialogue could reveal gift tastes for an invalid item.
    • Fixed monster grave text only shown in English.
    • Fixed wrong message shown when placing indoors-only furniture outside.
  • Fixed the Krobus vs Dwarf event able to happen on Fridays.
  • Fixed giving a gift not counting toward socialization quests.
  • Fixed invisible spouses asking to have children.
  • Fixed able to invite Leo to the movies before he moves to the valley.
  • Fixed able to interact with NPCs during the ice fishing event.
  • Fixed NPC spouse chores sometimes not applied on the intended day (e.g. saying they filled the pet water bowl but it’s not filled).
  • Fixed NPC spouses watering crops that don’t need it (e.g. fiber seeds or already watered), and almost never showing the crops-were-already-watered dialogue.
  • Fixed NPCs sometimes not reacting to dumpster diving if the horse is nearby.
  • Fixed Penny losing items when redecorating if they were placed on a stone slab (or a custom table without Table in the name).

Multiplayer fixes

  • Mitigated potential remote code execution issue.
  • Possibly fixed frequent disconnections for some players.
  • Fixed old/incorrect Steam display names being shown in some cases.
  • Fixed copy & paste for invite codes on some Linux/macOS platforms.
  • Fixed issue where the mines were checking for the luck level of players in the host’s current location, rather than players in the mines.
  • Fixed phantom action cursor over backwoods gravestone if the current player hasn’t seen the related event yet.
  • Fixed global chat info messages (like “Abigail caught PlayerName digging through the trash“) sometimes showing text in the sender’s language instead of yours.
  • Fixed egg festival requiring 12 eggs to win if there are 5+ players. It now applies the four-player requirement to any player count beyond that.
  • Fixed farmhands sometimes able to walk out of bounds at festivals.
  • Fixed farmhands who disconnected while fishing sometimes stuck frozen on reconnect.
  • Fixed farmhands who disconnected while playing a minigame (like Journey of the Prairie King) still hearing the music on the title screen.
  • Fixed farmhands who disconnected while in the building placement view being invisible on rejoin.
  • Fixed farmhands seeing spouse’s outdoor area in the wrong spot on the beach farm.
  • Fixed farmhands experiencing latency able to click a horse, walk to a different location, then get teleported out of bounds.
  • Fixed farmhands able to collect multiple statues of perfection.
  • Fixed farmhands unable to enter a movie without all players.
  • Fixed farmhands’ local effects sometimes based on host data (e.g. the host’s equipped rings).
  • Fixed farmhands’ prismatic shards sometimes spawning at the host’s location instead.
  • Fixed farmhands’ rings leaving lights behind when they disconnect.
  • Fixed farmhand crash while fishing in rare cases.
  • Fixed farmhand crash when they warp just as certain things happen (e.g. pet sounds).
  • Fixed farmhand crash if train approaches while they’re mid-warp.
  • Fixed other players seeing a farmhand’s old spouse room if they divorced and remarried in the same session.
  • Fixed dinos being able to hurt the host when they aren’t in the same location.
  • Fixed monster drops for farmhands sometimes applying the host’s ring effects and secret note.
  • Fixed various visual glitches with other players’ tool/fishing animations.
  • Fixed crash when displaying a player status list which is missing a connected player.
  • Fixed dialogue being interrupted if another player starts a broadcast event; the event will now start for you when you finish the current dialogue instead.
  • Fixed enemy projectiles targeted at farmhands able to hit the host player in a different location.
  • Fixed monsters not taking damage from some hits if multiple players are attacking them at once.
  • Fixed projectiles causing damage multiple times in multiplayer.
  • Fixed various cases where values weren’t correctly synced between players.
  • Fixed watered dirt edges not updated for farmhands when they change overnight.
  • Fixed ‘caught snooping’ chat message not triggered when Marnie sees the player searching her trash bin.
  • Fixed cleared-landslide mail only sent to the main player.
  • Fixed watering can‘s water left and capacity not synced in multiplayer.
  • Fixed the local player’s step/fishing stats being incremented by other players walking or fishing.
  • Fixed players sometimes seeing slightly different daily quests or crop fairy event.
  • Fixed issue where a farmhand donating the 60th museum artifact wouldn’t grant the rusty key.
  • Fixed issue where reading another player’s secret notes or journal scraps could lock them out of perfection.
  • Fixed issue where the host pausing the game while it’s raining and a farmhand is moving would cause the frozen rain to slide across the screen.
  • Fixed exploit where a farmhand would have full energy after passing out if they disconnected while sleeping earlier in the day.

Display text and localization fixes

  • Spanish prices are now formatted like 15o instead of 15g to match the translated term (oro instead of gold).
  • Fixed unlocalized text shown for…
    • the building paint menu’s region names (like “Roof” or “Trim”);
    • NPC names in some movie theater dialogue;
    • NPC names in the spouse pregnancy question;
    • Professor Snail’s name after his first event;
    • Leo’s name in his introductory event for some languages;
    • fish names for some languages in certain cases;
    • the ‘Miss’ text when an attack misses.
  • Fixed Lewis’ letter for Feast of the Winter Star saying it starts at 10am instead of 9am.
  • Fixed dust sprites called dust spirits in Clint’s special order and the summit cutscene.
  • Fixed various typos, broken tokens, translations that don’t match the original, etc.
  • Fixed NPC name translations applied to horses/pets that share a name with that NPC.
  • Fixed random name generator able to produce words similar to certain slurs.
  • Fixed world map tooltip for Pierre’s shop still showing “closed on Wednesdays” after he extends his business hours.
  • Fixed some recipe names not matching the items they produce.
  • Fixed the hats added in 1.5 translating their internal name instead of setting the display name in some languages.
  • Fixed museum item descriptions not having an intended newline.
  • Fixed French formatting times past midnight like “26h” instead of “02h” (e.g. on the fishing TV channel).
  • Fixed French and Turkish showing broken dialogues about another NPC’s gift tastes.
  • Fixed French-only display text bugs related to the ^ dialogue token.
  • Fixed German truncating Professor Snail’s name in his intro event.
  • Fixed Japanese and Korean formatting buff effects inconsistently.
  • Fixed some broken Japanese movie reaction dialogue.
  • Fixed Korean credit line missing in other languages.
  • Fixed Russian event for Professor Snail’s intro freezing.

Cosmetic fixes

  • UI fixes:
    • The perfection tracker now paginates better to fit the current screen size.
    • Moved “?” icon on dialogue question boxes.
    • Removed phantom action cursor over island farmhouse drawer.
    • Fixed toolbar drawn behind the time/money box.
    • Fixed cursor over NPCs sometimes showing a gift icon when they won’t accept or react to the held item.
    • Fixed some in-game error messages not having an error icon.
    • Fixed inventory & crafting menus misaligned if you resize the window while they’re open.
    • Fixed flashing tooltips when hovering between elements in the cooking page and collections tab.
    • Fixed cosmetic issues with the title & shipping screens for higher-resolution displays.
    • Fixed calendar tooltip when a modded festival and birthday occur on the same day.
    • Fixed calendar drawing child NPCs lower than intended.
    • Fixed the ! fish bite icon not shown when fishing in the Stardew Valley Fair and Festival of Ice.
    • Fixed quality fertilizer showing a green tile on sprouted crops, even though it can’t be placed there.
    • Fixed perfection tracker not skipping the typing effect when it’s paginated.
    • Fixed the forge preview always showing soul level one for a galaxy soul forge.
    • Fixed advanced save option tooltips being able to extend off-screen, and not shown for some field labels.
    • Fixed clothing/tools sometimes showing the item-received notification on unequip.
    • Fixed HUD messages sometimes overlapping.
    • Fixed fonts sometimes having a ‘thin’ look.
    • Fixed world map tooltip for JojaMart disappearing when the movie theater is built.
    • Fixed stack numbers not drawn for machine output when the stack is > 1.
    • Fixed animal purchase menu having unnecessary padding on the right.
    • Fixed wiggling bottom of energy bar.
  • Placed objects fixes:
    • Crab pots no longer appear during the moonlight jellies.
    • Tub o’ flowers now shows the correct sprite on the day it is placed, and now always blooms indoors.
    • Fixed beds or chests that were hidden for an event not reappearing afterwards.
    • Fixed furniture drawn over sitting players if it has no front texture.
    • Fixed bombs being invisible when placed on the summit.
    • Fixed bombs able to remove stick bugs‘ sticks.
    • Fixed colored objects not drawn correctly when placed on tables or eaten.
    • Fixed prismatic hats not displayed properly on alien rarecrows.
    • Fixed lanterns and other furniture lights not turning on after save/load if they are on a table.
  • Possibly fixed clumping issue for weather debris like the spring petals.
  • Fixed layering issues with seagulls and Willy’s house.
  • Fixed fruit tree leaves not rustling in winter even if they’re in a non-seasonal location like the greenhouse.
  • Fixed barren trees having a leafy shadow.
  • Fixed weeds being less varied than intended in summer.
  • Fixed weeds able to grow on top of buildings on spring 1.
  • Fixed intro cutscene position not adjusted when the farmhouse is moved by a mod.
  • Fixed pre-built cabins sometimes placed on top of a bush or log.
  • Fixed many things on Ginger Island applying the valley’s season or weather (including fiber seeds, seasonal decor, seasonal plants, tea bushes, and tubs o’ flowers).
  • Fixed Elliott appearing twice during the egg hunt.
  • Fixed Lewis’ saloon drinking animation having an incorrect frame.
  • Fixed bombed objects becoming tiny and sometimes showing wrong sprite index while they flash before removal.
  • Fixed building placement visual/sound effects playing even for players who are nowhere near it.
  • Fixed speech bubbles sometimes shown over invisible NPCs.
  • Fixed crane minigame‘s music sometimes continuing a few seconds after the minigame ends.
  • Fixed ‘you received X’ message & animation showing wrong item if you switch held item right as it’s triggered.
  • Fixed some events fading in after a scene change before they’re fully ready, which caused issues like NPCs visibly warping into place or mid-fade flashes.
  • Fixed ginger showing a watered dirt tile if you water it. This incorrectly implied that ginger needs to be watered.
  • Fixed missing explosion tiles in mega bomb explosions.
  • Fixed town festivals not showing the right version of Pam’s house and community center.
  • Fixed an incorrect frame in Lewis’ saloon drinking animation.
  • Fixed layering draw issue in the fishing fair minigame.

Fixes for modded players

  • Festivals now only set sunny weather in their location context. (For example, a custom festival in the desert no longer changes weather in the valley.)
  • Monsters no longer spawn at night by default on custom farm types.
  • Non-binary NPCs can now pathfind through any gendered route (e.g. men’s or women’s locker room), instead of defaulting to female routes.
  • Fixed crashes when…
    • loading a save with unknown locations or farm type, NPCs with no sprite texture, or null world objects.
    • the farm map has no grass spawn tile and you walk through crops or grass.
    • the data for an item, animal, tree, etc no longer exists.
    • painting a building if its sprite changed to a smaller one since it was last painted.
    • playing audio which doesn’t exist (it now logs an error and plays a default ‘quiet click’ sound instead).
    • a farmhand warps to a location which doesn’t exist locally yet.
    • an NPC can’t parse its dialogue (it now logs the error and defaults to “…” instead).
    • a special order‘s data can’t be parsed.
    • a mini-jukebox has an invalid track selected (it now turns off instead).
    • a mini-shipping bin has null items.
    • a statue of endless fortune tries to produce a gift for an NPC whose first loved gift is a category or context tag (it now now chooses the first valid gift taste, and falls back to a non-birthday gift if none was found);
    • a farm animal warps home in rare cases;
    • the player’s NPC spouse no longer exists (e.g. the mod which added it was removed).
  • Fixed calendar support for multiple events on the same day (including multiple weddings, multiple birthdays, birthdays on a festival day, etc).
  • Fixed horses in indoor locations or mine/volcano levels unable to return home.
  • Fixed event setup not allowing more than 9 players.
  • Fixed events not exiting correctly if they crash before the first script command.
  • Fixed event errors not logged to the console.
  • Fixed potential event crash if a custom NPC name contains ‘farmer’.
  • Fixed save loading very slowly if it has a broken outdoors location in some cases.
  • Fixed some items being unremovable when spawned by players. This affects incubators, mushroom boxes, slime balls, and three unused items (locked doors and alternate wicked statues).
  • Fixed issue when warping to Sandy early using mods where she could give daily quests as soon as you met her, but didn’t accept items until you fixed the bus.
  • Fixed issue where sleeping in a location where an event starts the next day would skip overnight events and soft-lock the game.
  • Fixed invalid game state when the day of month increases past 28 due to a mod issue. Any day past 28 is now treated as the last day of the season.

Other bug fixes

  • Fixed crash when taking a screenshot on macOS if the ~/.local folder doesn’t exist.
  • Fixed crash when removing light glows in rare cases.
  • Fixed window resize on character creation resetting profit margins & starting cabins, and desyncing the ‘skip intro’ checkbox.
  • Fixed able to equip a staircase as pants to obtain trimmed lucky purple shorts.
  • Fixed being able to place a yellow couch in a loom.
  • Fixed wilderness farm spawning a stone in water.
  • Fixed hill-top farm spawning grass inside of stumps.
  • Fixed Trash Bear treated as a villager (e.g. it could theoretically be picked for quests).
  • Fixed save folder collision if you set the save’s name & seed to the same value as an existing save.
  • Fixed selecting small buildings in the construction menu’s farm view. This fixes the gap above the shipping bin where it can’t be selected, and fixes small buildings selectable by hovering three tiles above them.
  • Fixed the build number not set on Linux/macOS.
  • Fixed unable to write vanilla error logs for players with special characters in their name.

If the consoles and mobile versions have any platform-specific changes that are shared by the developer, we’ll update the article with the info.

[Source: Stardew Valley]

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Alex Co

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

Home > Title Updates and Patches

Final Fantasy 7 Rebirth Update 1.050 Dashes Out for PS5 Pro Support

Final Fantasy 7: Rebirth update 1.050 is now available for download on PS5. This hefty download clocking in at 6.6GB is the PS5 Pro patch that Sony mentioned would be available on the consoles launch this November 7. Read on for what’s new in Final Fantasy 7: Rebirth’s latest update released this November 4.

What’s’ New in Final Fantasy 7 Rebirth Update 1.050

Here’s what Square Enix revealed that’s in today’s FF7: Rebirth patch download:

  • The addition of Versatility Mode, developed specifically for PS5 Pro, which combines the characteristics of the existing Performance and Graphics modes.

    • Targets 60 FPS, similar to Performance mode

    • Uses PlayStation Spectral Super Resolution (PSSR) to optimize rendering and display a high resolution equivalent to Graphics Mode.

  • Utilizing the PS5 Pro’s High CPU Frequency Mode for a more stable framerate throughout the game.

  • Minor bug fixes and improvements to overall functionality and stability

That’s about it. Given how Rebirth doesn’t really have a lot of major bugs, and is quite polished even when it was released, we’re not surprised there aren’t any gameplay-specific changes made. This was something we highlighted in our review, where we also said, “What Square Enix has managed to put together here with this Remake trilogy and I cannot wait to see how they build on Final Fantasy VII Rebirth for the third and final chapter in what is setting up to be one of the greatest gaming trilogies of all time.”

The latest patch released before today was pushed out in September for both PS5 and PC, and it had a few gameplay-specific bug fixes in tow.

Related Reading:

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Alex Co

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

Home > News

Risk of Rain 2 Update 1.14 Drops for Bug Patch; Seekers of the Storm 2.0 Roadmap Revealed

Gearbox has pushed out Risk of Rain 2 update 1.14 on last-gen consoles, with current-gen platforms seeing it as update version 1.003.500. This patch aims to fix a good number of issues as part of the PC patch v1.3.5 update. Not only that, but we even got a roadmap of the incoming bug fixes planned as well. I mean, it’s odd that we need a roadmap for bug fixes, but that’s better than the issues being ignored, right?

Risk of Rain 2 Update 1.14 Patch Notes | Risk of Rain 2 Update 1.003.500 Patch Notes:

V1.3.5 Notes:

  • Resolved a player reported issue that resulted in the spawn rate of elites being too high after stage 2.
  • The Mul-T Sentry skin has been tweaked to eliminate a small spike seen and reported by some players
  • Resolved a reported issue where the Voidling would not re-appear upon starting the second phase of its fight.
  • False Son would have trouble using his ‘charged’ attack if your attack speed became extremely high. This has been
  • As a connected client, some players reported that Seeker’s Spirit Punch had a chance to collide twice with the enemy and deal double damage. That has now been addressed.
  • As a connected client, players reported that The False Son’s Boss fight would sometimes not show certain animations. He’s back to using those abilities properly.
  • Players reported that on a certain version of Aphelian Sanctuary, a mysterious floating tree would spawn. The tree has been returned
  • Players reported that the lightning on Prime Meridian would only ever target the Host in multiplayer sessions. The lightning will now attack everyone equally.
  • Platforms for The False Son’s arena on Prime Meridian would sometimes not change for clients when moving between phases. They will now appear/disappear just as they would to the host.
  • Resolved a reported issue that led to players sometimes not properly spawning in when entering cross play sessions.
  • Players that use PlayStation controllers on PC reported to us that Xbox glyphs were being displayed instead. The correct glyphs will now be displayed.
  • As a connected client, players reported that sometimes The False Son’s large boss health bar would not reappear after changing phases. It will now show back up for all players.\
  • Resolved a reported issue with the Prismatic Trial leaderboard not displaying any times.\
  • Players have reported a mysterious Xi Construct creature appearing in the new Aphelian Bulwark Ambry Variant. That monster has now been removed from the monster pool.
  • Addressed a reported issue where the affliction stacks that Tonic gave you would display a place-holder description.
  • Resolved an issue where – when fighting the False Son Boss with Artifact of Swarms – the Prime Meridian event achievement would unlock after only killing one of the bosses.
  • Players who attempted to join lobbies reported to us that sometimes it would just not allow them to join and not tell them why. An issue has been resolved that made certain error messages not appear when joining lobbies. The most common of those was not receiving a message when a crossplay-enabled user attempted to join one without crossplay enabled.
  • Resolved an issue that could sometimes trap players outside of The False Son’s boss room upon being resurrected by Seeker.
  • When playing as Mul-T and using the Sentry skin, sometimes players would not receive the visual effect when frozen. You are once again able to turn Mul-T into an ice cube.
  • Resolved an issue players reported where applying bleed with Noxious Thorns could make monsters turn on each other and ignore the player.
  • Addressed another reported issue with Noxious Thorn where it would not correctly apply + 1 stack of another active debuff. It had sometimes only been applying its bleed stack.
  • Resolved an issue were using Sojourn, Eccentric Vase, or Volcanic Egg could lock you out of viewing the False Son fight into or teleporting up to the platform.
  • Players reported that the Wandering Vagrant’s homing orbs could sometimes turn invincible. That issue should now be addressed.

Risk of Rain 2 Seekers of the Storm 2.0 Roadmap:

We’ve divided the updates into three release phases:

  • Phase 1: Items & Elites
  • Phase 2: The False Son Boss Fight
  • Phase 3: Survivors

Phase 1: Items & Elites

With the exception of Sale Star, all of the new items are being changed. In some cases, like with Sonorous Whispers, the items could simply use a tweak or a rebalance. For others, the uses were more limited…

Overall, our goal is to:

  • Redesign the items to feel more transformational
  • Make the new items fit into the existing build synergies better
  • Make some particularly weak items more powerful
  • Re-establish a better balance within the item pool between defensive, movement, and damage items
  • With the elites, the planned changes are every bit as significant.

Twisted Elites:

These could offer a lot more room for counterplay. Depending on the items you randomly receive on a run, it’s possible that you’re guaranteed to die if a Twisted Elite spawns. Risk of Rain 2 can be punishing. But when it is punishing, it should always be in ways that feel fair and provide space for players to overcome those challenges.

The core principle of encouraging players to focus fire a single monster is still really compelling. So, we’re rebuilding Twisted Elites to give players a chance to dodge that incoming damage.

Gilded Elites:

These things are, quite healthy 👀. When a Gilded Wisp decides to float over to you, it tends to just hang out stealing your gold while you go on a marathon to take it out.

The changes we’re working on will retain the ‘gold stealing’ mechanic of the Gilded Elites. But in ways that are more interesting and that provide space for counterplay. Their health multiplier is also being knocked down a few pegs.

Phase 2: The False Son Boss Fight

As we get closer to phases 2 and 3, we’ll have more details on our specific plans. For now, we just want to ensure you have an overview of our thinking.

Here’s our focus with the Boss Fight:

  • Make boss abilities more clear & fair
  • Prevent The False Son from attacking through obstacles
  • Move the locations of pillars for better blocking and coverage
  • Reign in some of the ancillary damage sources (like the number of Golems & lightning strikes)
  • Rebalance the overall encounter, including damage & swapping flat armor for adaptive

We’re also planning on some changes to both Scorch Worm and Halcyonite during this roadmap phase. We’ll have more details as we get closer.

Phase 3: Survivors

All three Survivors will see large improvements; but Chef is getting a lot of attention.

Chef

Chef could be a lot more powerful and also feel more streamlined. So, while we’re rebuilding his kit to be more elegant, we also want to buff him overall.

All of Chef’s abilities are being revisited but the two that stick out most are Chef’s primary & secondary (Dice & Sear). With Dice, we want to allow players to throw cleavers with reckless abandon, like Chefs of yore. With Sear, we’re making the ability more agile so you can quickly use it and move on with your culinary adventures.

The False Son:

The False Son should feel like an unhinged construct creation. After all, that’s just who he is. But there’s still room for polish. On top of cleaning up the overall kit, we want to make a handful of design improvements.

All his abilities are changing, but a lot of focus will be on making Lunar Spikes and Laser of the Father feel more impactful. We’ll have more details as we get closer.

Seeker:

Among the three, Seeker seems to be a clear favorite. So, while she’s receiving some changes, they’re more targeted than the other Survivors. Overall, we want to increase the value of her Tranquility stacks. Each one should be impactful.

We’re also keen on adapting the resurrection capability she delivers in multiplayer for singleplayer. We’ll let the team keep making improvements as we go through these phases and give you more details later.

While Risk of Rain 2 is getting a smattering of updates spread throughout the next few months, we can’t say the same for Risk of Rain Returns, which seems to still be stuck in development limbo when it comes to support updates.

[Source: Steam (1, 2)]

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Alex Co

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

Home > Title Updates and Patches

Horizon Zero Dawn Remastered Update 1.004 Released This November 4

Nixxes Software has pushed out Horizon Zero Dawn Remastered update 1.004 on PS5 today, and it’s a small download that should aim to fix crashing issues on the console. Note that the PC version got a patch a few days ago, and don’t be surprised if this is the PS5 version of that PC patch.

What’s New in Horizon Zero Dawn Remastered Update 1.004

Nixxes nor Guerrilla has shared anything about the patch just yet, but here’s the changelog for hotfix 1.0.38.0 released on PC back in November 1.

  • Fixed a crash that occurred for some players after running the benchmark.
  • The Concentration skill no longer requires two R3 presses to activate or deactivate after the first activation.
  • Mouse and controller X- and Y-axis adjustments now work correctly.
  • Resolved an issue that could cause the Aim Toggle function on controllers to stop working after a cinematic.
  • Stability improvements.

Aside from the issues mentioned above, the PS5 version also has a fair number of bugs that needs to be sorted out ASAP, and here’s a list of some of the known issues:

  • Crashing issues
  • Flickering visual issue when talking to NPCs
  • Audio bug which puts the volume of the pre-rendered cutscene at 25% in Windows Sound Mixer.

Once we have the proper changelog, or have a proper verifiable stuff of the things changed, we’ll add it to the article.

There’s another Horizon game incoming this month, and it’s none other than LEGO Horizon Adventure, which is a more kid-friendly version of Horizon Zero Dawn. Wondering why it’s releasing on the Switch and PC and not the Xbox? Read on here for Sony’s convoluted response.

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Alex Co

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

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Sony Unveils PS5 Pro Enhanced Games Available at Launch

This Thursday, November 7, marks the official launch of the PlayStation 5 Pro, bringing a new era of gaming with advanced graphics enhancements like ray tracing, PlayStation Spectral Super Resolution (PSSR), and smoother frame rates of 60 or 120 Hz, all powered by an upgraded GPU.

In a PlayStation Blog post, it was revealed that PS5 Pro will feature more than 50 enhanced games at launch, including big titles like Alan Wake 2, Black Ops 6, Assassin’s Creed Mirage, and much more. These titles are optimized to fully utilize the PS5 Pro’s boosted capabilities, showcasing the console’s potential for stunning visuals and immersive gameplay.

Interestingly, some titles that seemed almost certain, like Gran Turismo 7, are missing from the list, while others not previously mentioned, like Call of Duty: Black Ops 6, have been added. The list includes around fifty games, a solid lineup, though still fewer than the roughly 90 titles that surfaced through unofficial sources. This suggests it may not be a complete list.

Additionally, even games that don’t have specific upgrade patches will benefit from the PS5 Pro’s PSSR technology, automatically improving image clarity and detail through AI-powered upscaling.

The list shared includes over 50 games enhanced for the PS5 Pro at launch, with more expected to follow soon:

PS5 Pro Enhanced Games List So Far:

  • Alan Wake 2
  • Albatroz
  • Apex Legends
  • Arma Reforger
  • Assassin’s Creed Mirage
  • Baldur’s Gate 3
  • Call of Duty: Black Ops 6
  • EA Sports College Football 25
  • Dead Island 2
  • Demon’s Souls
  • Diablo IV
  • Dragon Age: The Veilguard
  • Dragon’s Dogma 2
  • Dying Light 2 Reloaded Edition
  • EA Sports FC 25
  • Enlisted
  • F1 24
  • Final Fantasy VII Rebirth
  • Fortnite
  • God of War Ragnarök
  • Hogwarts Legacy
  • Horizon Forbidden West
  • Horizon Zero Dawn Remastered
  • Kayak VR: Mirage
  • Lies of P
  • Lords of the Fallen (2023)
  • Madden NFL 25
  • Marvel’s Spider-Man Remastered
  • Marvel’s Spider-Man: Miles Morales
  • Marvel’s Spider-Man 2
  • Naraka: Bladepoint
  • NBA2K 25
  • No Man’s Sky
  • Palworld
  • Paladin’s Passage
  • Planet Coaster 2
  • Professional Spirits Baseball 2024-2025
  • Ratchet & Clank: Rift Apart
  • Resident Evil 4
  • Resident Evil Village
  • Rise of the Ronin
  • Rogue Flight
  • Star Wars: Jedi Survivor
  • Star Wars: Outlaws
  • Stellar Blade
  • Test Drive Unlimited: Solar Crown
  • The Callisto Protocol
  • The Crew Motorfest
  • The Finals
  • The First Descendant
  • The Last of Us Part I
  • The Last of Us Part II Remastered
  • Until Dawn
  • War Thunder
  • Warframe
  • World of Warships: Legends

With the PS5 Pro’s launch just days away, fans have plenty of exciting titles to explore. As more games receive the PS5 Pro enhanced label, we’ll keep updating the list.

For those eager to get a closer look at the console itself and see what’s inside the box, click here.

Related Reading:

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Taha

Television kills your vision.

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Black Ops 6 Update 1.060 Nerfs All Assault Rifles, Recon Combat Specialty and More

Annoyed at the assault rifle meta in Call of Duty: Black Ops 6? Yeah, Treyarch is aware, as Black Ops 6 new update 1.060 is live on consoles and PC, and this heavily nerfs all the assault rifles in the game. Not only that, but the Recon combat speciality has been nerfed as well. In addition to the nerfs, there’s a ton of gameplay-related bug fixes included as well, with the full info available in the patch notes below.

Black Ops 6 Update 1.060 Patch Notes for November 4:

GLOBAL

Stability 

  • Improved stability when interacting with the Message of the Day.
  • Improved stability when sending voice communications.

Progression 

  • Completion display will now properly appear when completing Prestige Challenges in both Multiplayer and Zombies.

Operators

  • Addressed an issue where Bailey wasn’t holding an intended Pistol in the Operator selection menu.

MULTIPLAYER

Maps

  • Nuketown
    • Nuketown is now available in Private Matches.

Modes

  • Addressed an issue where players were spawned in when joining a session in progress instead of spectating before selecting a Loadout. Yes, we saw ourselves in a Killcam before selecting a Loadout too.
  • Improved stability in Infected game mode.

Spawns

  • General spawn logic tuning across several maps for improved spawning.

Spawn tuning will be an ongoing process of taking in data, reviewing gameplay and making measured adjustments in the live environment. Our number one goal is to always provide the safest spawn that we can across all maps and game modes.

Loadouts

  • Addressed an issue where players would automatically equip their previously used Loadout when joining matches already in progress.
  • Addressed an issue where Players would die at initial spawn when selecting their Loadout.

Weapons

It’s been awesome seeing players discover and share their favorite weapon builds during the first week of launch. Every day we monitor both player feedback and game data to keep tabs on how the weapon meta is evolving and prepare for a comprehensive tuning pass in Season 01.

We have seen the discussions about the relative balance of Assault Rifles and Submachine Guns, and we are making some early, general changes to adjust their effective ranges. For ARs, we are pulling in minimum damage ranges and lessening the impact of headshots at close range. SMGs are receiving damage range increases to improve their mid-range effectiveness.

Assault Rifle Adjustments

SMG Adjustments

Shotguns 

Last week, we fixed an issue with shotgun Slugs, but we are still working on an additional issue causing this attachment to perform better in hip fire than intended. Slugs are meant to offer an alternate playstyle for shotguns that trades close quarters effectiveness for improved range and precision. We are removing the ability for Slugs to one-hit kill to the body for now and will be revisiting the overall tuning of this attachment in an upcoming update.

  • Marine SP
    • Slug attachment Max Damage reduced from 106 to 92.
  • ASG-89
    • Slug attachment Max Damage reduced from 106 to 92.

Perks 

  • Recon Combat Specialty 
    • Reduced duration that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. An additional reduction will be coming before Season 01.
    • Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
  • Dispatcher 
    • Increased Dispatcher Perk score cost for UAV from 500 to 550.
    • Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.

As we head into Season 1, we are continuing to observe data and feedback for Perks and Combat Specialties in Multiplayer. Currently, Enforcer is the most popular Combat Specialty with Recon in second place. It’s not just about the data though, as your feedback is a critical part of how we approach tuning of the live game. With that said, we are making some spot adjustments today as we as we continue to take a holistic look at our Perks and Combat Specialties moving forward.

Equipment

  • Flashbang
    • Reduced Flashbang Tactical screen effect duration by 20%.

Scorestreaks 

  • Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
  • Increased initial explosion radius of Napalm Strike.
  • Reduced the initial entry delay of the LDBR.
  • Increased the fly-in speed of the Strategic Bomber.
  • Reduced score cost for Interceptors from 1250 to 1150.

Movement Updates 

  • Adjusted stance change cooldowns to reduce effectiveness of repeated prone to stand movement (enough snaking).

XP Earn Rates

  • Adjusted Player XP and Weapon XP earn rates for most modes to ensure that players are being rewarded for their match performance as expected wherever they play. These changes include:
    • Increased Weapon XP earn rates for most modes
    • Increased Player XP earn rates for the following modes:
      • Team Deathmatch
      • Control
      • Search & Destroy
      • Gunfight
    • Slight decrease to Player XP and Weapon XP earned in Face Off modes

Challenges 

  • Addressed an issue where players were able to complete the Nuke Challenge while dying.

UI

  • Appropriate Perks will now display when viewing the featured player during Best Play.

Known Issues

  • Gunsmith
    • We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
      • Players will not notice this issue if entering Gunsmith during a match.
      • Players can equip Optic attachments, but will need to re-equip them anytime they enter Gunsmith in a Main Menu to adjust attachments or customizations.
        • In cases where an Optic is locked and equipped via a Blueprint, players will need to reapply the Blueprint to obtain the Optic.

ZOMBIES

  • UI
    • GobbleGum names will now properly update when switching between tier tabs.

I have to admit, this is a much-needed patch, and I’m glad Treyarch managed to release it this quick. Will we see other guns flourish after this patch? I sure hope so.

[Source: Call of Duty]

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Alex Co

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

Home > Title Updates and Patches

Call of Duty: Black Ops 6 Update 1.60 Fires Out This November 4 for Weapon Balance Changes and More

Treyarch has released Call of Duty: Black Ops 6 update 1.60 on all platforms, and this is a surprise patch that’s pushed out without a pre-load. It seems we don’t even need to wait for Season 1 to drop for weapon balance changes. There’s a lot to take in, so read on for the complete Black Ops 6 patch notes for the shooter’s November 4 title update.

Call of Duty: Black Ops 6 Update 1.60 Patch Notes:

GLOBAL

Stability 

  • Improved stability when interacting with the Message of the Day.
  • Improved stability when sending voice communications.

Progression 

  • Completion display will now properly appear when completing Prestige Challenges in both Multiplayer and Zombies.

Operators

  • Addressed an issue where Bailey wasn’t holding an intended Pistol in the Operator selection menu.

MULTIPLAYER

Maps

  • Nuketown
    • Nuketown is now available in Private Matches.

Modes

  • Addressed an issue where players were spawned in when joining a session in progress instead of spectating before selecting a Loadout. Yes, we saw ourselves in a Killcam before selecting a Loadout too.
  • Improved stability in Infected game mode.

Spawns

  • General spawn logic tuning across several maps for improved spawning.

Spawn tuning will be an ongoing process of taking in data, reviewing gameplay and making measured adjustments in the live environment. Our number one goal is to always provide the safest spawn that we can across all maps and game modes.

Loadouts

  • Addressed an issue where players would automatically equip their previously used Loadout when joining matches already in progress.
  • Addressed an issue where Players would die at initial spawn when selecting their Loadout.

Weapons

It’s been awesome seeing players discover and share their favorite weapon builds during the first week of launch. Every day we monitor both player feedback and game data to keep tabs on how the weapon meta is evolving and prepare for a comprehensive tuning pass in Season 01.

We have seen the discussions about the relative balance of Assault Rifles and Submachine Guns, and we are making some early, general changes to adjust their effective ranges. For ARs, we are pulling in minimum damage ranges and lessening the impact of headshots at close range. SMGs are receiving damage range increases to improve their mid-range effectiveness.

Assault Rifle Adjustments

SMG Adjustments

Shotguns 

Last week, we fixed an issue with shotgun Slugs, but we are still working on an additional issue causing this attachment to perform better in hip fire than intended. Slugs are meant to offer an alternate playstyle for shotguns that trades close quarters effectiveness for improved range and precision. We are removing the ability for Slugs to one-hit kill to the body for now and will be revisiting the overall tuning of this attachment in an upcoming update.

  • Marine SP
    • Slug attachment Max Damage reduced from 106 to 92.
  • ASG-89
    • Slug attachment Max Damage reduced from 106 to 92.

Perks 

  • Recon Combat Specialty 
    • Reduced duration that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. An additional reduction will be coming before Season 01.
    • Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
  • Dispatcher 
    • Increased Dispatcher Perk score cost for UAV from 500 to 550.
    • Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.

As we head into Season 1, we are continuing to observe data and feedback for Perks and Combat Specialties in Multiplayer. Currently, Enforcer is the most popular Combat Specialty with Recon in second place. It’s not just about the data though, as your feedback is a critical part of how we approach tuning of the live game. With that said, we are making some spot adjustments today as we as we continue to take a holistic look at our Perks and Combat Specialties moving forward.

Equipment

  • Flashbang
    • Reduced Flashbang Tactical screen effect duration by 20%.

Scorestreaks 

  • Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
  • Increased initial explosion radius of Napalm Strike.
  • Reduced the initial entry delay of the LDBR.
  • Increased the fly-in speed of the Strategic Bomber.
  • Reduced score cost for Interceptors from 1250 to 1150.

Movement Updates 

  • Adjusted stance change cooldowns to reduce effectiveness of repeated prone to stand movement (enough snaking).

XP Earn Rates

  • Adjusted Player XP and Weapon XP earn rates for most modes to ensure that players are being rewarded for their match performance as expected wherever they play. These changes include:
    • Increased Weapon XP earn rates for most modes
    • Increased Player XP earn rates for the following modes:
      • Team Deathmatch
      • Control
      • Search & Destroy
      • Gunfight
    • Slight decrease to Player XP and Weapon XP earned in Face Off modes

Challenges 

  • Addressed an issue where players were able to complete the Nuke Challenge while dying.

UI

  • Appropriate Perks will now display when viewing the featured player during Best Play.

Known Issues

  • Gunsmith
    • We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
      • Players will not notice this issue if entering Gunsmith during a match.
      • Players can equip Optic attachments, but will need to re-equip them anytime they enter Gunsmith in a Main Menu to adjust attachments or customizations.
        • In cases where an Optic is locked and equipped via a Blueprint, players will need to reapply the Blueprint to obtain the Optic.

ZOMBIES

  • UI
    • GobbleGum names will now properly update when switching between tier tabs.

I have to admit, this is a much-needed patch, and I’m glad Treyarch managed to release it this quick.

[Source: Call of Duty]

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Alex Co

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

Home > Title Updates and Patches

NHL 25 Update 1.020 Skates Out for Coach’s and Load of Gameplay Changes

EA has released NHL 25 update 1.020 on all platforms today, and this is a massive patch that adds in coaches to each team, and there’s a ton of gameplay adjustments made as well. There’s a lot to take in, so read on for the complete patch notes.

Note that this is developer version patch 1.2.0, and we’ve included the developer notes from the studio as well.

NHL 25 Update 1.020 Patch Notes:

NHL 25 Coaches Update

We’re excited to announce the arrival of all 32 official NHL coaches in EA SPORTS NHL 25, along with their unique personalities and strategies they employ in the real world.

This Coaches update will span across a multitude of modes, with the coaches providing their signature schemes and traits to the league.

Each coach has a slew of attributes that symbolize their real-world strengths. For example, a coach like John Tortorella brings a physical coaching style and specializes in developing veteran players. Additional areas of differentiation include Power Play, PK, Teaching, and Influence. These traits will be important distinctions between how teams play and develop.

Each coach’s actual team history and record will be shown in-game and will be updated based on future teams that they may sign with and results within your franchise mode.

Gameplay

  • Fixed an issue with players’ sticks colliding with the puck during Stumbles.
  • Fixed an issue when fast-forward to a new shift and getting scored on
  • Fixed an issue where the Skill Based One Timer on Ice Feedback wasn’t appearing for skaters with One T Zone X-Factor
  • Added additional error to passes aimed directly at the goalie while within close range
  • Fixed alignment issues with Chop Puck to help increase the success rate of Chop Puck while stationary and skating
  • Fixed an issue when a user disconnects in an online game which results in 2 AI players causing a line change
  • Fixed a rare issue where CPU may not skate onto a loose puck in the defensive zone when in position to obtain it
  • Fixed an issue that blocked goalies from making certain saves while leaving Hug Post into Butterfly
  • Fixed an issue where CPU players with Back At Ya Zone ability were not able to execute a Reverse Hit
  • Fixed a rare issue where a CPU player with the puck skated back into their zone when they should be focused on attacking
  • Fixed an issue with Skill Based One Timers not triggering One Knee down shot animations when successfully timed
  • Fixed an issue where a Goalie Poke check on a loose puck can cause the goalie to get out of position and miss the puck
  • Fixed an issue where a Goalie can overslide their movement when tracking a puck banked off the end boards
  • Fixed a rare animation issue when a skater skates too close to the net and the model looks disjointed
  • Fixed a rare end-of-period crash that could trigger while shooting the puck at the end of a period
  • Updated plays for 1-3-1 power play
  • Updated plays for Passive, Standard, and Aggressive 3-on-3 OT In Zone Strategies

Gameplay Tuner Notes:

Developer Feedback: Setting up a perfect Skill Based One Timer is a rewarding hockey play and we want players to feel the satisfaction of hammering home the puck. We want to be very mindful of any adjustments that may reduce their effectiveness. This update reduces some of the additional bonuses applied to Skill Based One Timer shots which can impact the Goalies indirectly.

  • Reduced Stamina Drain on Skill Based One Timer saves.
  • Reduced bonus Shot Accuracy applied to perfectly timed Skill Based One Timer shots.

Game Modes

  • Added all 32 current NHL Head Coaches in Franchise Mode, Season Mode, Online VS, and Play Now
  • Fixed an issue where a player’s Draft Class year value was being reset to Undrafted after saving within Edit Player from the Main Menu

Franchise Mode

  • Fixed a crash when editing some generated players within the mode
  • Fixed an issue where gameplay sliders were being reset after playing a game
  • Fixed an issue where players with trade lists could be traded to a team not on their trade list
  • Fixed an issue where the Standings tiebreaker used Regulation + Overtime Wins before Regulation Wins
  • Fixed an issue where the Franchise HUB ticker didn’t prioritize showing signings during the offseason
  • Fixed an issue where the draft pick team ownership shown on an incoming trade offer could show incorrectly during the trade deadline mini-game
  • Fixed an issue where the NHL Coach card would show entering the AHL Coach card from the Edit Lines screen
  • Fixed an issue where using sim intervene could show incorrect goalie stats for that game within the box score
  • Improved CPU logic when signing drafted prospects
  • Misc crash and UI fixes

Franchise Mode Conversations & Contract Negotiations:

  • Fixed an issue where an empty text string could show when assigning long-term goals to some defenseman
  • Fixed an issue where morale values could sometimes reset when impacted by conversations
  • Fixed an issue where the user could add clauses to a 2-way contract offer within the negotiation after re-entering the conversation
  • Fixed an issue where the previously discussed contract reset to below league minimum when re-entering the negotiation after a player declines an offer
  • Fixed an issue where the player’s new interest in an organization was not being calculated immediately at the time of an “organization persuade” succeeding or failing within a contract negotiation
  • Fixed an issue where a player’s “organization interest” wouldn’t decrease after failing an “organization persuade”
  • Fixed an issue where some playoff series focus options were not causing negative impacts
  • Fixed an issue where the player’s contract interest remained high when evaluating low-salary offers
  • Fixed an issue where a contract promise could fail if the player was playing higher in the lineup than promised
  • Added a 5-game buffer from the start of the regular season for contract promises (buffer scales down when using shorter custom league schedules)
  • Improved tuning for contract negotiations, pre-season focus, and offseason development conversations
  • Added additional info widgets within Conversations and the Contract Negotiation flow

World of CHEL

  • Added Bloomington Bison and Tahoe Knight Monsters logos to Customize Team
  • Fixed the Club Rewards screen being accessible while matchmaking
  • Fixed Special Characters not displayed if equipped during the World of CHEL initial character creation
  • Fixed a rare occurrence where the game would soft-lock when quickly dismissing messages in the World of CHEL Tutorial
  • Fixed a crash occurring when quickly entering and exiting items in the Store several times
  • Fixed an error occurring when entering gameplay after copying and pasting a loadout
  • Fixed incorrect cropping of item images in the Store
  • Fixed an issue where the game would soft-lock when accessing Live Events through banner tiles
  • Fixed Store timers moving when selecting items in the Store
  • Fixed matchmaking not working correctly if a user entered “Free Skate” before attempting to matchmake
  • Fixed “Apply Team Colors” causing the UI to jump to the top of the list in Customize”
  • Fixed error message appearing when attempting to access World of CHEL with a socially restricted account
  • Fixed “Invite a Player” action displayed when not part of a club
  • Fixed the “Rotate Player” action missing in some screens in Customize
  • Fixed navigation when selecting jerseys in the Club Dressing Room
  • Fixed navigation widget misplaced when selecting jerseys in the Club Dressing Room
  • Fixed soft lock occurring when users sign out after finding a match and re-attempt to matchmake again
  • Fixed a text issue with the EASHL 3v3 Club Finals Progression screen
  • Fixe an occurrence where the “Finding Opponents” UI would not appear in Ones Eliminator
  • Fixed an occurrence where the Ones Eliminator tile would disappear if trying to enter as a group
  • Fixed an error occurring when losing round 1 of Threes Eliminator and attempting to matchmake again with a new club
  • Fixed Player Progression tab appearing blank in Live Events post-game
  • Fixed background color for Live Event timers
  • Fixed Live Events rewards not showing XP Multiplayer Token reward if the event was completed but the match was lost
  • Fixed an issue where Private Match Grudge Match set to “No” still triggers Grudge Matches
  • Fixed a rare crash in the Store
  • Fixed a rare crash when entering World of CHEL
  • Fixed scoreboard stopping at 0.1 seconds at the end of a match
  • Fixed Grudge Matches still triggering even after they’re manually disabled
  • Fixed overlapping of match searching timer with other UI elements when some users were not in a ready state
  • Fixed NHL and AHL colors not appearing in the color selector in Customize
  • Fixed goalie special character intro animation not playing correctly with a left-handed goalie
  • Fixed item preview not working correctly when accessing World of CHEL through the Special Character banner in the Main Menu
  • Fixed player indicators appearing in the wrong positions during Gameplay

Presentation

Cameras

  • Fixed cameras looking at the wrong bench during hat trick celebration
  • Added more camera variation in the post-game menu replays

Grudge Match

  • Fixed grammatical bug that showed “0 wins” as “0 win”
  • Team Shots in the Grudge Match intro have been updated for improved variety, and fixes to handedness bugs

Broadcast

  • Fixed bug where goal scorer’s celebration ends early when cutting to “Big Game Ending” NIS
  • Fixed bug where teammates do not properly celebrate after scoring a goal in OT
  • Fixed issue where the post-goal group hug has a broken player when scoring with an extra attacker on the ice (e.g. pulled goalie)
  • Fixed an issue where the sync screen (wipe) stays up until the next faceoff when a post-goal group hug is skipped
  • Fixed an issue where the wrong team’s coach was being displayed during moments of coach dissatisfaction
  • Fixed an issue with the Digital Dashers where the scoring player’s name wasn’t appearing post-goal
  • General improvement to the smoothness of transition when transitioning from Gameplay to NIS
  • Fixed a bug in Ones Eliminator where the OT countdown SFX would continually trigger

Replays

  • Fixed an issue that showed a goal replay after stoppages for saves and penalties
  • Fixed an issue to properly show the right X-Factor ability in post-goal sizzle replays, it was incorrectly showing the “Zone” ability instead of the “Grudge” ability

Menus

  • Fixed an issue that was causing user-customized player portraits to appear rotated in menus

Be A Pro

  • Fixed an issue where conversations with Utah front-office staff references another club

Flex Camera logic changes in OFFLINE MODES (Franchise, BaP, Play Now) and HUT

  • AUTO Flex celebrations no longer occur for humans or CPU
  • Flex celebrations can only be activated MANUALLY by human users hitting Y / Triangle immediately after a goal

Hockey Ultimate Team

  • Fixed an issue with Wild Card where salaries were not updated when a player had been upgraded
  • Fixed the custom horn setting in HUT, so that the horn should now be played when you score a goal.
  • Fixed an issue where the player lineup screen disappears from the “Manage Team” menu when switching between “Play Offline” and “Play Online” within Wildcard.
  • Fixed an issue where the Objectives title bar is missing on certain screens.

Updates:

  • Added XP path feedback into the objectives screen
  • Added in XP Path info and tab to HUT Champs post-match flow
  • Added in XP Path info and tab to Competitive Seasons post-match flow

Art

Players

  • Fixed an issue where an EA SPORTS Logo was being displayed on the Kelowna Rockets Alternate jersey
  • Fixed Dark Shadow on the Goalie blockers in instant replay.
  • Fixed an issue involving Skater casual jerseys clipping through the body in instant replay
  • Fixed Hair Style 18
  • Fixed misplaced Fanatics logo on the Carolina Hurricanes Home Uniform
  • Fixed mustache facial hair appearing low quality.
  • No more Clipping seen with WoC Casual Male Asset Tops, Goalie Pants & Goalie Jerseys.
  • Wrong logo rotation on default FE uniform pants
  • Pulsing Identifiers are now present on the socks

Be A Pro

  • Updated logos on the hoodie during the coach conversation for the Anaheim Ducks, Los Angeles Kings, and Utah Hockey Club in Be a Pro

Presentation

  • Heckler now faces the right direction, no longer clipping through overlay during EASHL 6v6 penalty NIS
  • Animations – Intro/Outro – In post-Stanley Cup Final Handshake NIS, Facial smile animation is no longer broken
  • Scoring with Gold Player now emits GOLD Fireworks not RED, to communicate the gameplay.

Environments

  • Fixed an issue where Faceoff Lightshows for Dallas, Buffalo, Edmonton, and Tampa were faster than intended. Reduced overlap with the blue dot.
  • Threes arenas exterior lighting is fixed to allow better blending of visual effects.
  • Fixed an issue in HUT Wild Card 5X5 with power rings displaying only green and black colors.
  • Crowd With Parkas are no longer missing Hair Assets
  • Textures near the helicopter on The Peak are fixed.

User Interface

  • Player name indicators are now in the correct position in Quickplay 3 vs 3 of World of Chel.

Stability

  • Fixed an issue where if the game was on for an extended period, a crash would occasionally occur.

Updated the following team’s center ice art:

NHL

  • Boston Bruins
  • Carolina Hurricanes
  • Detroit Red Wings
  • Los Angeles Kings
  • Nashville Predators
  • New Jersey Devils
  • St. Louis Blues
  • San Jose Sharks
  • Toronto Maple Leafs

AHL

  • Henderson Silver Knights

ECHL

  • Florida Everblades

ICEHL

  • EC iDM Wärmpumpen ID VSV
  • Spusu Vienna Capitals

Uniforms

The following uniforms have been added or updated in NHL 25:

AHL

  • Cleveland Monsters – Away and Third
  • Coachella Valley Firebirds – Third
  • Grand Rapids Griffins – Home and Away
  • Hershey Bears – Home and Away
  • Iowa Wild – Third
  • Laval Rocket – Home and Away
  • San Jose Barracuda – Home, Away, and Third
  • Wilkes-Barre/Scranton Penguins – Third

ECHL

  • Adirondack Thunder – Home and Away
  • Allen Americans – Home and Away
  • Cincinnati Cyclones – Away
  • Fort Wayne Komets – Home, Away, Third, and Fourth
  • Greenville Swamp Rabbits – Home and Away
  • Idaho Steelheads – Home, Away, and Third
  • Indy Fuel – Home and Away
  • Iowa Heartlanders – Home, Away, and Third
  • Jacksonville Icemen – Home, Away, and Third
  • Kalamazoo Wings – Home, Away, and Third
  • Kansas City Mavericks – Home, Away, and Third
  • Maine Mariners – Third
  • Norfolk Admirals – Home and Away
  • Orlando Solar Bears – Home and Away
  • Rapid City Rush – Home and Away
  • Tulsa Oilers – Third
  • Wheeling Nailers – Home and Third
  • Wichita Thunder – Home and Away

Canadian Hockey League

  • Acadie-Bathurst Titan – Third
  • Brampton Steelheads – Home and Away
  • Chicoutimi Sagueneens – Home and Away
  • Erie Otters – Fourth
  • Everett Silvertips – Home and Away
  • Flint Firebirds – Third
  • Kamloops Blazers – Third
  • Kelowna Rockets – Third
  • Moose Jaw Warriors – Third
  • Prince George Cougars – Home, Away, and Third
  • Quebec Remparts – Third
  • Regina Pats – Fourth
  • Saint John Sea Dogs – Third
  • Spokane Chiefs – Third
  • Swift Current Broncos – Fourth
  • Vancouver Giants – Third

DEL

  • Adler Mannheim – Home, Away, and Third
  • Augsburger Panther – Home, Away, and Third
  • Bremerhaven Fischtown Pinguins – Home, Away and Third
  • Dusseldorfer EG – Home, Away and Third
  • EHC Red Bull Munchen – Home and Away
  • Eisbaren Berlin – Home, Away and Third
  • ERC Ingolstadt – Home, Away and Third
  • Grizzlys Wolfsburg – Home, Away and Third
  • Iserlohn Roosters – Home, Away and Third
  • Kolner Haie – Home and Away
  • Lowen Frankfurt – Home and Away
  • Nuremberg Ice Tigers – Home and Away
  • Schwenninger Wild Wings – Home, Away, and Third
  • Straubing Tigers – Home and Away

ICEHL

  • EC IDM Wärmepumpen VSV – Home and Away
  • EC-KAC – Home and Away
  • EC Red Bull Salzburg – Home and Away
  • HCB Sudtirol Alperia – Home and Away
  • HC Pustertal Wolfe – Home and Away
  • HC TIWAG Innsbruck – Home and Away
  • HK SZ Olimpija – Home and Away
  • Hydro Fehervar AV19 – Home and Away
  • Migross Supermercati Asiago Hockey – Home and Away
  • Moser Medical Graz 99ers – Home and Away
  • Pioneers Vorarlburg – Home and Away
  • SPUSU Vienna Capitals – Home and Away
  • Steinbach Black Wings Linz – Home and Away

Liiga

  • HPK – Home and Away
  • KalPa Kuopio – Home and Away
  • KooKoo Kouvola – Home and Away
  • Lahden Pelicans – Home and Away
  • Oulun Karpat – Home, Away and Third
  • Porin Assat – Home and Away
  • Rauman Lukko – Home and Away
  • Tampereen Ilves – Home, Away and Third
  • Vaasan Sport – Home and Away

National League

  • EHC Biel-Bienne – Home and Away
  • EHC Kloten – Home and Away
  • EV Zug – Home and Away
  • Fribourg-Gotteron – Home and Away
  • Geneve Servette – Home and Away
  • HC Ajoie – Home and Away
  • HC Ambri-Piotta – Home and Away
  • HC Davos – Home and Away
  • HC Lausanne – Home and Away
  • HC Lugano – Home and Away
  • Rapperswil-Jona Lakers – Home and Away
  • SC Bern – Home and Away
  • SCL Tigers – Home and Away
  • ZSC Lions – Home and Away

HockeyAllsvenskan

  • AIK – Home and Away
  • BIK Karlskoga – Home and Away
  • IF Bjorkloven – Home and Away
  • IK Oskarshamn – Home and Away
  • Kalmar HC – Home and Away
  • Nybro Vikings IF – Home and Away
  • Ostersunds IK – Home and Away
  • Sodertalje SK – Home and Away
  • Tingsryds AIF – Home and Away
  • VIK Vasteras HK – Home and Away

[Source: EA}

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Alex Co

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

Home > News

Shin Megami Tensei V: Vengeance Update 1.03 Adds New Free Content This Nov. 4

Atlus has deployed Shin Megami Tensei V: Vengeance update 1.03 (will show up as version 1.003 on PS5/Xbox Series X|S), and this adds free DLC and bug fixes to the game. Read on for everything new in the official patch notes for the RPG below.

Shin Megami Tensei V: Vengeance Update 1.03 Patch Notes:

New Content:

  • Six new Demon Navigators have been added based on your community vote!
    • Mara, Idun, Mothman, Fionn mac Cumhaill, Hell Biker, and Cleopatra have been added.
    • These demons will appear at specific points in Da’at and can accompany you as Demon Navigators when spoken to.
    • ※ Some Demon Navigators can only be unlocked by completing specific subquests.
  • The subquest “The Guardian of Light” has been added.
    • Da’at: You can accept the sub-quest by speaking to Goko in Taito Ward.
  • The brand-new demon, Marici of the Kishin race, has been added.
    • Marici can be recruited and unlocked for fusion by completing the subquest “The Guardian of Light”.
  • The “Elite Virtual Trainers” have been added.
    • After completing certain subquests, you can take on a series of brutal battles against the powerful demons that appeared in those subquests by speaking to the female researcher in the terminal room at the Tokyo Diet Building.

Bug Fixes:

  • Various text fixes.
  • Various graphical fixes.
  • Some fixes to English voiceover.
  • Other performance-related fixes.

That’s about it. Enjoy the new content, everyone

[Source: Atlus]

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Alex Co

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

Home > Title Updates and Patches

Dead by Daylight Update 8.300.300 Released for PS5 Pro Compatibility

Behaviour Interactive has released Dead by Daylight update 8.300.300, and this update seems to be just for the PS5 version of the horror multiplayer game. There’s no new content included in it, as it was pushed out to make sure there are no issues with the PS5 Pro that’s set to release in a few days’ time.

What’s New in Dead by Daylight Update 8.300.300

Here’s the announcement by Behaviour regarding today’s update:

Yep, that’s about it. In terms of gameplay-related changes, we did get patch 8.3.2. released two weeks ago, which had the following changes for Killers, Survivors and more. Here’s some of the key items addressed by that patch:

  • Flashbangs / Firecrackers are being reenabled
  • Fix for an issue affecting the location of breakable walls
  • Tentative fix for an issue causing desyncs for players on Low settings
  •  Increased scoring events for Haunted by Daylight

There’s no word if we are getting a patch this week but if we do, we’ll be sure to let our readers know.

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Alex Co

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

Home > Title Updates and Patches

Conan Exiles Update 2.09 Released for Age of Heroes Chapter 1 Hotfix This Nov. 4

Funcom has pushed out Conan Exiles update 2.09 on all platforms, and this is for an Age of Heroes Chapter 1 hotfix! Players can expect a few key things that got fixed, which is available below.

Conan Exiles Update 2.09 Patch Notes:

GENERAL:

  • Fix for Thralls being teleported to coordinates 0,0,0 and offmap while Living Settlements is active
  • Fix for returning all previous Barkeepers
  • Fix for Gjermumbdu Helmet Visually appearing (Freya Questline Reward)
  • Fix for Thralls being randomly given negative status effects (Poisoned)
  • Fix for Enabled/Disabled Living Settlements settings per placeable saving between singleplayer sessions
  • Fix for stationary player characters and NPCs falling through collision.
  • Fixes for several erroneous undermesh instant kill locations on Exiled Lands and Siptah.

For the complete changes and new additions from the Age of Heroes title update, head on over here. If there are any other changes made (platform-specific), we’ll update the article to reflect it.

[Source: Steam]

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Alex Co

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

Home > News

Silent Hill 2 Remake Photo Secret Solved and Confirms One of the Fan Theories

If you’ve played the Silent Hill 2 remake, chances are you’ve interacted with some photos that gave an eerie weird effect once you’ve picked them up. If you’re wondering what they’re for, you’re not alone. It seems this little Easter egg has been planted by Bloober Team, and someone has already solved the Silent Hill 2 remake photo secret!

Silent Hill 2 Remake Photo Secret Finally Uncovered

Reddit user DaleRobinson has uncovered every picture, and managed to work it out. Read on for the solution, and what it means. Needless to say, this encroaches on spoiler territory, so proceed at your own risk.

1= Y (6 windows = 6th letter of ‘SO MANY PEOPLE HERE!’

2= O (2 bedposts = 2nd letter of ‘NO ONE KNOWS’)

3= U (3 light spots = 3rd letter of ‘YOUR BEST BUDDY!’

4= V (1 vase = 1st letter of ‘VALENTINE’S DAY’

5=E (7 birds = 7th letter of ‘CHURCH ENTRANCE’)

6=B (4 holes = 4th letter of ‘I’VE BEEN HAPPY’)

7=E (4 pieces of paper = 4th letter of ‘CAREERS HUMBLE BEGINNINGS’)

8=E (2 lipsticks = 2nd letter of ”BEST FLAVOUR!’)

9=N (9 bullet holes = 9th letter of ‘HER DRAWINGS’)

10=H (7 lit up windows = 7th letter of ‘THEY’RE HERE’)

11 E (6 is on the TV = 6th letter of ‘HOW THE TIME FLIES’)

12= R (1 pole = 1st letter of ‘READY TO KILL IT!)

13 = E (3 water stains = 3rd letter of ‘THEY MUSTN’T KNOW’)

14= F (3 lines on the floor = 3rd letter of ‘SO FAR FROM HOME’)

15= O (2 boxes on wall = 2nd letter of ‘FOUR MONTHS TO GO’)

16= R (3 numbers = 3rd letter of ‘FOREVER TOGETHER’)

17= T (1 drop/1 IV = 1st letter of ‘THE NEW CLOCK’)

18 = W (11 tear stains = 11th letter of ‘AT LEAST SHE WAS THERE’)

19 = O (3 scratches = 3rd letter of ‘WHOLE WORLD AHEAD OF US’)

20 = D (3 marks in the bottom left, like scratches = 3rd letter of ‘MADE IT!’)

21 = E (4 pieces of glass = 4th letter of ‘AFTERMATH’)

22 = C (Hidden ‘6’ in the photo = 6th letter of ‘STILL CAN’T GET IT RIGHT’)

23 = A (8 bloody footprints = 8th letter of ‘OLD MAN’S ALWAYS PREPARED’)

24 = D (4 lights, including the reflections of the moon = 4th letter of ‘ROAD TRIP!’)

25 =  E (2 flowers = 2nd letter of ‘BETTER LEAVE’)

26 = S (1 square = 1st letter of ‘SHAPE FORCES THE MIND’)

You can check out each picture right here for reference.

The solution spells out “YOUVE BEEN HERE FOR TWO DECADES” which confirms one of the fan theories that James Sunderland has been stuck in the town of Silent Hill, and has been reliving it over and over. There are hints scattered about throughout the town that lends itself well to this theory, and now, it’s confirmed.

To squash any doubt about this, Silent Hill 2 remake Creative Director Mateusz Lenart even mentioned it on Twitter/X, where he also shared that the dev team originally thought the puzzle might be too hard.

Are there more Easter eggs and secrets in Silent Hill 2’s remake? We certainly hope so.

More Silent Hill 2 Reading:

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Alex Co

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