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Hunt Showdown 1896 Servers Down for Harvest of Ghosts Event This October 16

Those having issues logging in or connecting to Hunt Showdown, it’s not just you, as Crytek has pulled the Hunt Showdown 1896 servers down on all platforms, and this is to bring in the Harvest of Ghosts event with patch 2.1 this October 16.

Update: For the full 2.1 patch notes and Harvest of Ghosts details head on over here.

Is Hunt Showdown 1896 Down Today?

Yes, it is but it’s to apply a patch, and we even got a formal announcement as well.

Start time: 9 am CEST/7 am UTC/12 am PDT/3 am EDT/3 pm HKT

End: Not specified but usually lasts for a few hours.

There are no patch notes available yet for Harvest of Ghosts, but players can expect new cosmetic items, all-new Dark Sight powers and more. Once the patch notes are live, we’ll share them with our readers and provide a link to it in this article, so stay tuned. Fo

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Alex Co

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

Home > Title Updates and Patches

Ark Survival Ascended Update 1.054.022 Claws Out This October 15

Studio Wildcard has released Ark Survival Ascended update 1.054.022 (version 54.22 on PC), addressing several recently reported issues. Here’s everything included in today’s Ark Survival acsended update. 

Ark Survival Ascended Update 1.054.022 | ASA Update 54.22 Patch Notes:

Studio Wildcard has yet to release any console-specific notes, though we do know that the PC version did receive an update with the same revision number. These are likely the things also fixed in the console ports, minus the PC-exclusive features such as DLSS. 

Minor Server Patch Notes: v54.22 

  • Several Crash Fixes.
  • Changed the amount of Tinkering Desks you can store in a stack to 5. Amount of items stored in the desk are not changed.
  • Fixed Wind Turbines appearing powered when they are not
  • No longer able to swing with Cosmo while in Photo Mode.
  • Fixed water post process effect displaying when using photo mode while in a vacuum cube
  • Cosmo eggs are now appropriately sized in Gigantoraptor saddle.
  • Ichthyornis should now bring ‘golden’ fishes in SP.

Minor version for Steam Clients v54.22

  • Fixed Supply crates not showing their beam with low -graphics settings
  • Fixed some issues with custom cosmetics that are dynamically downloaded not showing up until you relog.
  • Chainsaws no longer cause small or medium tames or players to launch.
  • Fixed Overseer fight sometimes not displaying the timer correctly
  • Fixed issues with Tek Railgun damage being inconsistent.
  • Client side fix for Basilisk/Karkinos getting levels in oxygen stat.
  • Fixed DLSS quality not saving correctly in other languages
  • Fixed Decorative Ravager Saddle rider positioning being incorrect
  • Fixed Wind Turbines appearing powered when they are not
  • No longer able to swing with Cosmo while in Photo Mode.
  • Fixed water post process effect displaying when using photo mode while in a vacuum cube
  • Cosmo eggs are now appropriately sized in Gigantoraptor saddle.
  • Ichthyornis should now bring ‘golden’ fishes in SP6.

Once we have console specific notes, we’ll be sure to add them above!

Source: Survive The Ark

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James Lara

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

Home > News

Call of Duty Black Ops 6 PC Specs, Features, and Preload Times Revealed

Call of Duty Black Ops 6 release is just ten short days away, and as such, many have begun wondering exactly when they can start preloading the title. Well, we now know an exact date and time, along with a handful of other PC only details, such as the specs, requirements, and what kind of features we’ll be able to use on our rigs.

Call of Duty Black Ops 6 PC Launch Trailer

Before we dive into the specifics, here’s a short trailer for Call of Duty Black Ops 6, which features footage completely recorded on PC using the latest in AMD hardware.

Call of Duty Black Ops 6 PC Preload and Launch Date and Times:

For those wondering when you can preload Call of Duty Black Ops 6 on PC, it will officially start October 21 at 9 am PT., universally. This will include all the required files, including Campaign, Zombies, and Multiplayer so that you can be fully ready once the game launches. When it’s available to play will depend on the platform and the region in which you are located.

For PC players buying through the Microsoft Store, it will be based on regional timing, October 24, between 4 am PT and 11 pm PT. For those buying on Steam or Battlenet, the launch starts at 9 pm PT on October 24.

Call of Duty Black Ops 6 PC Specs and Requirements:

Now, onto specs and requirements. Looking at the requirements for Call of Duty Black Ops 6, a good chunk of PC players should have no issues getting the game to run outside of maybe SSD space. The specs are pretty light, with an RTX 3080 and 6800XT being the required GPU to run in ultra 4K.

Minimum

  • OS: Windows 10 64 Bit (latest update)
  • CPU: AMD Ryzen 5 1400 or Intel Core i5-6600
  • RAM: 8 GB
  • Video Card: AMD Radeon RX 470 or NVIDIA GeForce GTX 960 or Intel Arc A580
  • Video Memory: 2 GB
  • Storage Space: SSD required with 102 GB available space at launch
  • Internet: Broadband Internet connection

Recommended

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)
  • CPU: AMD Ryzen 5 1600X or Intel Core i7-6700K
  • RAM: 12 GB
  • Video Card: AMD Radeon RX 6600XT or NVIDIA GeForce GTX 1080Ti / RTX 3060
  • Video Memory: 8 GB
  • Storage Space: SSD required with 102 GB available space at launch
  • Internet: Broadband Internet connection

Competitive / 4K Ultra Specifications

  • OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)
  • CPU:  AMD Ryzen 7 2700X or Intel Core i7-8700K
  • RAM: 16 GB
  • Video Card: AMD Radeon RX 6800XT or NVIDIA GeForce RTX 3080 / RTX 4070
  • Video Memory: 10 GB
  • Storage Space: SSD required with 102 GB available space at launch
  • Internet: Broadband Internet connection

Call of Duty Black Ops 6 PC – Major Features:

And last, the features you’ll be able to take advantage of. This isn’t a complete list of features that PC gamers will have for Black Ops 6, though Activision notes that they are amongst the major ones. They’re the typical upscaling features that you can find from AMD, though it’s still nice knowing that FSR 3 will be supported nonetheless.

AMD FidelityFX Super Resolution

  • AMD FidelityFX Super Resolution 3 transforms your gaming experience with faster, more responsive framerates in Black Ops 6 using super resolution temporal upscaling and advanced frame generation.

Advanced Frame Generation Technologies

  • The FSR Frame Generation toggle found in your graphics settings allows you to enable Frame Generation, which significantly increases your framerate and works seamlessly with other upscaling solutions.

AMD FidelityFX Contrast Adaptive Sharpening (CAS)

  • An overhead sharpening slider can help bring more details to edges of weapons, players, and environments.

AMD FSR 3.1 is compatible with a wide range of graphics cards from AMD and other vendors, delivering exceptional upscaling image quality and massive performance boosts when gaming at 4K or 1440p.

The studio also recommends you have the following drivers downloaded ahead of launch:

Recommended Drivers

  • AMD24.8.1
  • NVIDIA560.70
  • INTEL32.0.101.5972

How exciting! This time next week, you should have everything you need downloaded and ready to go for the following Friday. As always, we’ll be right there at launch with the rest of you, with our review ready to go in the weeks to follow, so be on the look out for that!

More Call of Duty Black Ops 6 Reading:

Source: Call of Duty

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James Lara

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

Home > Title Updates and Patches

MultiVersus Season 3 Version 1.3.3 Released as Console Update 1.45

Player First Games has pushed out the MultiVersus Season 3 version 1.3.3 mid-season patch! Those on consoles will see this as MultiVersus update 1.45 (current-gen version 1.045), and players can expect another Amazonian to join the roster in Nubia! There are Rift updates, map tweaks and more available below.

What’s New for MultiVersus Update 1.45 for Mid-Season Patch?

General 

Another Amazonian joins the Multiverse! Nubia is now available and can be purchased with Gleamium or a Character Ticket. She can be purchased for 6,000 Fighter Currency starting October 18th.

NEW Queue: Introducing the Wacky Weekend queue, only available on Fridays, Saturdays, and Sundays, but will be available for a limited time with the launch of this patch. The Wacky Weekend queue features a randomized assortment of specialty game modes, including:

  • Volleyball
  • Spotlight
  • Cart Race
  • 3 vs. 1
  • Counter
  • Splat
  • … and MORE!

NEW Queue: Introducing a new Casual queue with low-intensity game modes. The Casual queue will launch with a 2-player vs. 2-bots game mode.

Rifts

The “Hunter on the Trail” PvE Rift is NOW AVAILABLE!

The “Haunted Megamix” PvE Rift has been added and will unlock later in the season:

Rift Updates

  • Enemy combatants of varying toughness have been added to Season 2 and Season 3 Adventure bonus nodes:
    • Temple Raider (Season 2)
    • Grid Escape (Season 2)
    • Coffin Run (Season 2)
    • Rainbow Three (Season 3)
  • Target Break, Race, and Golf stages now display a preview image in Node detail windows and during Pre and Post match.

Rift Combat Updates

  • Rift Ice Pipe hazards no longer apply knockback on contact.
  • Fixes for the Batman Mega Mix Laughing Gas Chase node.

Events

The Día de Muertos-Verse Event will be available on October 22nd!

The Halloween Crossover Costume Bash Event will be released later in the season.

New Event Theming:

  • Now during major Events, the home screen will get a new look to pair with the Event theme, starting with the Halloween Crossover Costume Bash

Maps

New Maps:

  • The City of Townsville (1v1)
  • Trophy’s E.D.G.E. 3 (horizontally moving middle platform)
  • Dexter’s Laboratory 3
  • Space
  • Beach

New Maps available in Custom Games, Local and Training:

  • Batcave (Hammer Time)
  • Bamboo’s E.D.G.E.
  • Trophy’s E.D.G.E. (No Floor)
  • Dexter’s Laboratory Modules 1-5
  • Space (Ice Pit)
  • Beach (Sandworms)

Water Tower:

  • Increased blast box height by 10% on all variants.
  • Increased the size of Balloons’ hurtbox to improve interactions with character projectiles.

The Court:

  • Adjusted hitbox timing on basketball hoop explosion. Active hitbox duration reduced to 0.1 seconds from 0.5 seconds.

Matchmaking Map Pool Changes:

Ranked:

  • The City of Townsville (1v1) has been added to the 1v1 queue.
  • Dexter’s Laboratory 3 has been added to the 2v2 queue.
  • Beach has been added to the 2v2 queue.
  • Trophy’s E.D.G.E. 3 has been added to 1v1 and 2v2 queues.
  • Space has been added to 1v1 and 2v2 queues.

Unranked:

  • The City of Townsville (1v1) has been added to the 1v1 queue.
  • Dexter’s Laboratory 3 has been added to the 1v1, 2v2, and FFA queues.
  • Beach has been added to the 1v1, 2v2, and FFA queues.
  • Trophy’s E.D.G.E. 3 has been added to the 1v1, 2v2, and FFA queues.
  • Space has been added to the 1v1, 2v2, and FFA queues.

Training Mode

New Options Added 

  • Refill Dodge Meter
  • Instant Cooldowns
  • Character Specific Toggles
    • Shaggy – Infinite Rage
    • Finn – Coin Count
    • Iron Giant – Instant Rage
    • Samurai Jack – Infinite Focus
    • Joker – Joker’s Wild Card Behavior
    • Velma – Instant Mystery Machine

General Combat

  • Ground forward dodges that do not successfully dodge an attack now have an additional 10 frames of recovery before the fighter can perform another action; recovery lag on successful dodges is unchanged
  • Ground forward dodge immunity hurtbox size has been increased to make successful dodges more likely.
  • Upon a successful hit, victim fighters will now hold their active pose for a longer duration. This will address issues where fighters transitioned into their hit react animations causing attacks to appear to hit from much farther than intended.
  • Multiple attacks have received hitbox sizing passes, with more coming in a future patch.
  • Automatic techs that occur near terrain corners will no longer send fighters off the side of the map
  • Fixed an issue where certain input settings would not properly charge certain attacks.

Perks

Troll Tactics

  • No longer triggers if taunting immediately after using another taunt

Characters

Legend:
= Buff
– = Nerf
~ = Change
= Bugfix

Agent Smith

  • Air/Ground Neutral Special
    • ~ Hitbox size adjusted to better match visuals
    • ~ Hand Cannon Perk Hitbox adjusted to better match visuals
  • Air/Ground Side Special
    • ~ Hitbox size adjusted to better match visuals
  • Ground Down Special
    • + Agent projectile hitbox size increased

Arya

  • Air/Ground Side Special (Dagger Dash)
    • – Hitstun reduced
  • Air/Ground Side Special (Cooldown)
    • + Movement increased

Banana Guard

  • General
    • + Ground movement speed increased to 2100 from 1775
  • Ground Up Attack
    • * Fixed an incorrect update listed in recent patch: On-Hit cancel window advanced 4 frames
  • “The Iron Temple” Perk
    • + Projectile shield activation advanced 2 frames

Batman

  • Ground Side Attack 1
    • – On-whiff cancel window delayed 7 frames
  • Ground Side Attack 2
    • – On-hit cancel window into dodge delayed 12 frames
    • + Hitstun increased
  • Ground Up Attack
    • + On-hit cancel window advanced 13 frames
  • Ground Down Attack
    • – On-hit cancel window into Neutral Attack removed
    • – On-hit cancel window into Jump removed
  • Air/Ground Neutral Attack
    • – Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown
    • – Batarang cooldown increased by 2 seconds
  • Air Up Attack
    • – Second hit knockback reduced to 1550 from 1650
    • – Second hit on-hit weakened debuff removed
  • Ground Up Special
    • – On-whiff cancel window delayed 7 frames
  • Air/Ground Side Special
    • + Grappling hook aim speed increased
  • Air/Ground Neutral Special
    • – Batbomb cooldown increased by 4 seconds

Beetlejuice

  • Ground Up Attack
    • + Uncharged knockback scaling increased to 18 from 16.5
    • ~ Visuals updated to better match hitbox
  • Ground Down Special
    • + Knockback increased to 2000 from 1850

Black Adam

  • Ground Dash Attack
    • + Hitbox start-up window reduced 4 frames to better match visuals

Bugs Bunny

  • Air Up Attack
    • – Damage reduced to 9 from 10
    • ~ Hitpause reduced
  • Air/Ground Down Special
    • ~ Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack

Finn

Finn’s kit has been adjusted to focus more on being the anti zoner assassin, while changing the properties of Aerial Up Special to help reduce the strong effectiveness of the very early KO combos.

  • General
    • + Ground movement speed increased to 2250 from 2025
  • Ground Dash Attack
    • + First hit now more consistently combos into second hit
  • Ground Side Attack 1
    • ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
  • Ground Neutral Attack
    • ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
  • Ground Up Attack
    • ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
    • – Uncharged knockback scaling reduced to 15 from 20.5
    • + Knockback charge multiplier increased to 1.25 from 1.0
  • Ground Down Attack
    • + First hit now more consistently combos into second hit
    • + Movement increased
    • ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
  • Air Neutral Attack
    • – Knockback reduced to 2450 from 2650
  • Air Side Attack 1
    • + Now more consistently combos into Air Side Attack 2
  • Ground Side Special
    • + On-hit cancel window advanced 10 frames
  • Air/Ground Neutral Special
    • ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
  • Air/Ground Up Special
    • ~ Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum
    • – Knockback influence multiplier increased to 1.2 from 1.0
    • ~ No longer launches Finn forwards

Gizmo

  • Air/Ground Neutral Attack
    • ~ Arrows fired in the air now ignore platform collision; arrows fired on the ground unchanged
  • Ground Side Special
    • – Car explosion damage reduced to 15 from 24
  • Air Down Special
    • + Knockback angle made more downwards

Harley Quinn

Harley’s playstyle has been adjusted from the one dimensional form of aggression prior to this patch, to a proper mix of aggression, combos, and being an anti tank assassin.

  • General
    • + Ground movement speed increased to 2200 from 1975
  • Ground Side Attack 1
    • ~ Hitbox Adjusted to better match visuals
  • Ground Side Attack 2
    • ~ Hitbox Adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox Adjusted to better match visuals
  • Ground Side Attack 4
    • + Damage increased to 5 from 4
    • + Knockback scaling increased to 22 from 20
  • Ground Neutral Attack
    • + Now breaks armor
  • Ground Up Attack
    • ~ Active hitbox duration increased 2 frames to better match visuals
  • Ground Down Attack 2
    • + Knockback increased to 1750 from 1650
    • + Knockback scaling increased to 18 from 10
    • ~ Knockback angle made more horizontal
  • Air Side Attack 1
    • ~ Knockback angle made more downward to allow ground bounces
    • ~ Hitbox Adjusted to better match visuals
  • Air Side Attack 2
    • + Knockback increased to 1700 from 1550
    • ~ Knockback angle made more horizontal to prevent ground bounces
      • This is to prevent an instant tech after Air Side Attack 1
  • Air Neutral Attack
    • ~ Hitbox Removed from Harley’s Head
  • Air/Ground Neutral Special
    • ~ Cooldown ammo removed
    • + Overall cooldown reduced to 8 seconds from 12 seconds
    • ~ Batdoll projectile now ignores platform collision when colliding with platforms from below
  • Air/Ground Side Special
    • ~ Pressing the Attack or Special button will fire the boxing glove projectile up to 23 frames early
  • Air/Ground Down Special
    • ~ Hitbox more accurately matches visuals

Iron Giant

  • Rage Air/Ground Side Special
    • ~ Plasma orb projectile now ignores platform collision

Jake

  • Ground Up Attack
    • * Fixed an issue where Jake’s hand was not properly becoming invulnerable above 50% charge
  • Air Up Attack 2
    • + Damage increased to 7 from 6

Jason

Ki Ki Ki Ma Ma Ma

  • General
    • ~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
  • Ground Dash Attack
    • + Projectile shield start-up window reduced 2 frames
    • + Hitbox start-up window reduced 1 frame
  • Ground Neutral Attack
    • + Knockback increased to 1750 from 1300
    • – Charge knockback multiplier decreased to 1.5 from 2.0
    • – On-whiff cancel window advanced 6 frames
  • Ground Side Attack 3
    • + Knockback scaling increased from 16 to 20
  • Ground Up Attack
    • – On-hit cancel delayed by 1 frame
    • – On-whiff cancel window advanced 8 frames
    • ~ Fixed an issue where Bed was trapping people in hitstun and not connecting when hitting below a platform
    • ~ VFX adjusted to better match visuals
  • Ground Down attack
    • + Start-up window decreased 1 frame
    • ~ Knockback angle made more upward
    • + Knockback increased to 1800 from 1250
    • + Knockback scaling increased to 14.5 from 14
    • + Movement increased
  • Air Neutral Attack
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Down Attack
    • + Start-up window decreased 3 frames
  • Ground Neutral Special 2 (Shout Attack)
    • + Hitbox start-up window reduced 1 frame
    • + Hitbox size increased to better match visuals
    • + Damage increase to 7 from 5
    • + Now applies a stun debuff on-hit
  • Air/Ground Side Special
    • – Knockback scaling reduced to 15 from 19.5
    • ~ Now consumes rage buff
  • Ground Down Special
    • * Fixed an issue where Sleeping Bag was doing 0 damage to enemies hit by a thrown sleeping bag
    • + On-whiff cancel window advanced 45 frames
    • + Capture hitbox size increased

LeBron

  • Air/Ground Side Special
    • * Fixed an issue where LeBron could get infinite dunks under certain conditions

Morty

  • Air/Ground Neutral Attack
    • ~ Snake projectiles now ignore platform collisions
  • Air/Ground Up Attack
    • ~ Snake projectiles now ignore platform collisions
  • Air/Ground Neutral Special
    • – Grenade explosion knockback scaling reduced to 20 from 29
  • Ground Side Special
    • ~ Now splits enemy Morty grenades
    • ~ Hitbox adjusted to better match visuals
    • – On-hit weakened debuff removed

Reindog

  • Ground Neutral Attack; (Air Version Unchanged)
    • + On-hit cancel window advanced 13 frames
    • ~ Projectile spawn location moved lower
    • ~ Reindog now moves forward during the attack
    • * Fixed an issue where Reindog could not change facing during the first 4 frames
  • Air/Ground Neutral Special
    • + Tether pull activation advanced 4 frames
    • ~ Tether no longer attaches to Watermelon Steven
  • Ground Side Special
    • + On-hit cancel window advanced 11 frames
    • ~ Knockback angle made more vertical
  • Ground Up Special
    • * Fixed an issue where the crystal would fire while in Limbo state, like in Taz’s stomach
    • * Fixed an issue where the crystal would stop firing once it returned to terrain after drifting away from terrain
    • * Fixed an issue where the crystal would appear to fire when it was not hovering over terrain
    • * Fixed an issue where the crystal would not fire when spawned near a platform ledge
  • Air Up Special
    • ~ Adjusted travel speed when thrown up or down
  • Air/Ground Down Special
    • ~ Fireball projectile now ignores platform collision when colliding with platforms from below

Rick

This patch addresses Rick’s Meeseeks usage issues, as well as inconsistencies with his combo starters.

  • General
    • + Ground movement speed increased to 2050 from 1775
  • Ground Side Attack 1
    • + On-whiff cancel window advanced 12 frames
  • Ground Side Attack 3
    • ~ Rocket projectile now ignores platform collisions
  • Ground Up Attack
    • + First hit now more consistently combos into second hit
    • ~ First hit hitpause reduced
  • Ground Down Attack
    • + Now has a hitbox on Rick’s hand that combos into the fart bomb projectile
    • + Fart bomb projectile now breaks armor
  • Air/Ground Neutral Attack
    • ~ Attack momentum can now carry Rick off platforms
  • Air Side Attack
    • + On-hit cancel window into portal advanced 2 frames
    • ~ Now ignores player collisions during movement
  • Ground Neutral Special
    • + All commands now have a hitbox on Rick’s hand
    • ~ Golf Meeseeks can now reflect ally projectiles to redirect them
    • * Fixed an issue where Golf Meeseks would not swing his club while reflecting a projectile
  • *NEW* Ground Neutral Special (Cooldown)
    • + Rick can now use this attack on cooldown to utilize the hitbox on his hand and to give commands to idle Meeseeks
  • Air/Ground Side Special
    • ~ Projectiles that travel through a portal will reset their hit history, allowing them to hit fighters that have already dodged the attack
  • Air/Ground Down Special
    • – Ally morphize buff no longer increases damage dealt; increased knockback unchanged
    • + Ally morphize buff now increases fighter weight 15 units

Samurai Jack

  • Air/Ground Side Special
    • – Hurtbox is now extended so Jack is less likely to teleport through incoming projectiles

Shaggy

  • General
    •  Sandwich item now ignores platform collision while thrown
  • Passive
    • * Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials
  • Ground Side Attack 1
    • – On-whiff cancel window delayed 2 frames
  • Ground Up Special
    • – On-whiff cancel window delayed 7 frames
  • Air Down Special
    • ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
  • Rage Air Side Special
    • – On-hit weakened debuff removed
  • Rage Air Down Special
    • ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam

Steven Universe

  • Air Neutral Attack
    • – On-whiff cancel window delayed 5 frames
    • – Charge max damage multiplier reduced to 2.0 from 3.0
    • * Fixed an issue where this attack would not destroy certain projectiles
  • Air Up Attack
    • – Knockback scaling reduced to 16.5 from 18.5
  • Air/Ground Neutral Special
    • – Knockback reduced to 1750 from 1800
    • – Knockback scaling reduced to 18.5 from 21
    • – Cooldown increased to 20 seconds from 16 seconds
  • Air/Ground Up Special
    • – On-hit cancel window delayed 5 frames
    • – On-whiff cancel window delayed 5 frames

Stripe

  • Air/Ground Down Special
    • – Explosion hitbox size reduced
    • – Explosion hitbox damage reduced to 7
    • – Traveling hitbox duration reduced 20 frames
    • – Traveling hitbox damage reduced to 3
    • – Ammo cooldown increased to 15 seconds from 12.5 seconds

Superman

  • Ground Side Special
    • + Superman is now immune to projectiles while teleporting to his attack location

Taz

  • Ground Neutral Attack
    • ~ Spit projectile now ignores platform collision
  • Ground Up Attack
    • + First hit now more consistently combos into second hit
  • Air/Ground Side Special
    • ~ Hitbox now better matches visuals
    • ~ Hurtbox position updated so it is no longer drifted behind the tornado
  • Air/Ground Neutral Special
    • * Fixed an issue where Taz grab would not break armor
  • Air/Ground Up Special
    • + First hit now more consistently combos into follow-up hits
  • Air/Ground Up Special (Cooldown)
    • + First hit now more consistently combos into second hit
  • Air/Ground Down Special
    • + Boot projectile lifetime increased to 1 second from 0.8 seconds
    • + Boot projectile now applies Tasty debuff on hit
    • ~ Boot projectile now ignores platform collision
    • + On-hit cancel window advanced 4 frames

The Joker

With the reductions to The Joker’s jab focused gameplay, the playstyle became one dimensional and very defensive.These changes hope to improve his approach game, and introduce new combo routes while also reducing out some of his laddering power.

  • Ground Dash Attack
    • ~ Hitpause reduced
  • Air/Ground Neutral Attack
    • + Hitbox added to The Joker’s hand while he throws a card
    • + Now moves The Joker forward
  • *NEW* Neutral Attack (On Cooldown)
    • + The Joker can now use this attack on cooldown to swipe his hand without throwing a card
  • Ground Side Attack 1
    • + Forward movement increased
  • Ground Side Attack 2
    • + Forward movement increased
    • ~ Knockback angle made more horizontal
  • Ground Up Attack
    • + Forward movement increased
    • – On-whiff cancel window delayed 10 frames
  • Ground Down Attack
    • + Hitbox added to The Joker’s hand when the teeth are thrown
    • + Now moves The Joker forward
    • + Teeth projectile spawn advanced 2 frames
    • + Teeth projectile now better combos into subsequent hits
  • Air Side Attack
    • + Start-up window before charge reduced 4 frames
  • Grounded Side Special
    • ~ Now moves The Joker backwards when rocket projectile is launched
    • + Knockback increased to 2150 from 1800
  • Grounded Down Special
    • + Jack in the Box hitbox size increased
    • + Cannon fire start-up window reduced 12 frames
  • Air Down Special
    • – Start-up window increased 2 frames
    • – Knockback influence multiplier increased to 1.2 from 1.0
  • Air Neutral Special:
    • ~ Knockback angle made more downwards
  • Air Up Special:
    • – Uncharged knockback reduced to 1600 from 1750
    • – On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
  • “Joker’s Wild” Perk
    • – Card knockback scaling reduced to 19 from 21

The Powerpuff Girls

Aerial combat has been improved to allow for more unique aerial combo routes, and more aggressive gameplay in the air overall to better match their grounded game as very light but hyper rushdown assassins.

  • General
    • ~ Visuals have been updated to better feature the leading girl
    • – Bubbles leader air speed buff reduced to 10% from 15%; ground speed buff unchanged
  • Ground Down Attack
    • – Damage reduced to 6 from 11
  • Air Neutral Attack
    • – Damage reduced to 5 from 9
    • + Knockback increased to 2600 from 1400
    • – Knockback scaling reduced to 2 from 7
    • ~ Knockback angle made more horizontal
    • – Hitstun reduced
    • – Knockback influence multiplier increased to 1.5 from 1.0
    • + On-hit cancel window advanced 5 frames
  • Air/Ground Neutral Special (Blossom)
    • + Knockback increased to 2800 from 2600
    • ~ Knockback angle made more horizontal
    • – Knockback influence multiplier increased to 2.0 from 1.5
    • – On-hit cancel window delayed 12 frames
  • Air/Ground Neutral Special (Bubbles)
    • + Reflect hitbox duration increased 5 frames
  • Air Side Special
    • ~ Each girl now causes a different knockback angle on-hit
    • + Girls no longer bounce backward on-hit
    • – Dash hitbox armor break removed
    • * Fixed an issue where platforms would prevent the girls from traveling the full distance
  • Air/Ground Up Special (Blossom)
    • – Travel distance reduced
  • Air/Ground Up Special (Buttercup)
    • + Travel distance increased
  • Air Down Special
    • * Fixed an issue where using aerial down specials near the ground allowed for infinite aerial down special attacks
  • “Acrobattack” Perk
    • – On-whiff cancel window delayed 8 frames
    • – Repeat-move lockout increased to 20 frames from 8 frames

Tom & Jerry

  • Ground Up Attack
    • ~ On-hit cancel window is now limited to specific actions: Ground Up Special, Ground Down Special, Ground Side Special, and Ground Down Attack
  • Ground Up Special
    • ~ Rocket projectile now ignores platform collision when colliding with platforms from below

Velma

  • Air/Ground Down Special
    • ~ Book projectile now ignores platform collision

Wonder Woman

  • Ground Dash Attack
    • – On-whiff cancel window delayed 4 frames
  • Ground Side Attack 1
    • – On-whiff cancel window delayed 10 frames
  • Air Down Attack
    • – Hitbox size adjusted so it is less likely to hit above Wonder Woman
  • Ground Up Special
    • – Removed ability to fast fall and land cancel to interrupt the attack early
[Source: MultiVersus]
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Alex Co

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

Home > Title Updates and Patches

PowerWash Simulator Gets an Update This October 15 to Fix Radial Wheel Crash and More

While we just got the big Shrek update for PowerWash Simulator last week, FuturLab has rolled out a new update for the game this October 15 on all platforms. Given the major patch that just introduced a ton of content, this new title update brings fixes and nothing more. Those on consoles will see this as PowerWash Simulator update 1.16 on last-gen, and version 1.015 on current-gen platforms.

What’s in the New PowerWash Simulator Update for October 15?

While the studio hasn’t issued any announcements officially, one of the devs did reply to a Steam thread asking what got changed.

  • Fixed a Japanese localisation bug in Santa’s Workshop
  •  Fixed a crash involving the radial wheel in multiplayer

Yep, that’s about it, as this is a minor patch. As for what got fixed in the Shrek update, we’ve included it below as well for reference.

  • Fixed saved data to retain equipment details after players quit the game.
  • Fixed issue of levels not starting when pressing “Start Job” button.
  • Fixed infinite loading screen on consoles.
  • Fixed an issue with players encountering a crash while switching equipment.
  • Handling of clients co-op time-lapse data updated to prevent continual saving for each play session.
  • Updated UI messaging surrounding Level player counts for Seasonal Jobs.
  • Fixed issue of a hard lock for clients joining a DLC session for the first time.
  • Save stability updates involving level switching.
  • Switch specific: Fix unexpected error when closing the game. “the software was closed because an error occurred”.
  • HUD UI functionality updated surrounding Usernames during Co-Op Time challenges.
  • Animation tweaks in Aquarium level.
  • Fixed Join a players co-op game button spamming from causing issues.
  • Fixed timelapse data retaining previous data from non-career jobs after starting a new job.
  • Fixed a white frame playing before timelapse plays for the first time.
  • Updated terminology across parts of game to create more consistency.
  • Multiplayer stability updates when attempting to join a DLC session for the first time.

If another patch is released, we’ll let our readers know.

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Alex Co

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

Home > News

Dragon Age: The Veilguard Preload Times and PC Requirements Revealed; Won’t Feature Third-Party DRM

With only two weeks until the release of Dragon Age: The Veilguard, BioWare has provided new details about the game. They’ve shared official PC specs, an update about DRM, and pre-load dates, giving fans everything they need to know ahead of the game’s launch.

Although the visuals are different from previous games, the fourth Dragon Age game still keeps the core elements that fans love. BioWare has also confirmed that the game is fully verified for the Steam Deck, ensuring a smooth experience for handheld players.

A big highlight for PC players is that Dragon Age: The Veilguard won’t have any third-party DRM, like Denuvo. This is great news, as DRM has often raised concerns about game performance. BioWare’s choice here is likely to make a lot of players happy, especially those who’ve been worried about these issues in other games.

When Can I Preload Dragon Age: The Veilguard?

Here are the confirmed pre-load dates for each platform:

  • Xbox Series X|S: October 14th 9AM PDT/12 PM EDT/12 AM HKT (Oct. 15)

  • PlayStation 5: October 29th 9AM PDT/12 PM EDT/12 AM HKT (Oct. 30)

  • PC: No preload, the game will be downloadable and playable on launch day 9AM PDT/12 PM EDT/12 AM HKT

Now, here are the official PC requirements for Dragon Age: The Veilguard:

Dragon Age: The Veilguard PC: Requirements

Minimum Requirements (Ray Tracing Off)

  • Average Performance: 1080p @ 30 FPS
  • Graphics Preset: Low
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i5-8400 / AMD Ryzen 5 1600X
  • RAM: 16 GB
  • GPU: Nvidia GTX 970 / AMD R9 290X
  • VRAM: 4 GB
  • Storage: 100 GB

Recommended Requirements (Ray Tracing Off)

  • Average Performance: 1440p @ 30 FPS / 1080p @ 60 FPS
  • Graphics Preset: High
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i7-9700K / AMD Ryzen 7 3700X
  • RAM: 16 GB
  • GPU: Nvidia RTX 2070 / AMD Radeon RX 5700XT
  • VRAM: 8 GB
  • Storage: 100 GB (SSD preferred)

Ultra Requirements (Ray Tracing Off)

  • Average Performance: 2160p @ 60 FPS
  • Graphics Preset: Ultra
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i9-9900K / AMD Ryzen 7 3700X
  • RAM: 16 GB
  • GPU: Nvidia RTX 2080 / AMD Radeon RX 7900 XT
  • VRAM: 12 GB
  • Storage: 100 GB (SSD required)

Ray Tracing On: RT Selective

  • Average Performance: 2160p @ 30 FPS / 1440p @ 60 FPS
  • Graphics Preset: Ultra
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i9-9900K / AMD Ryzen 7 3700X (8 cores / 16 threads)
  • RAM: 16 GB
  • GPU: Nvidia RTX 3080 / AMD Radeon RX 6800XT
  • VRAM: 10 GB
  • Storage: 100 GB (SSD required)

Ray Tracing On: RT On

  • Average Performance: 1440p @ 30 FPS
  • Graphics Preset: Ultra
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i9-9900K / AMD Ryzen 7 3700X (8 cores / 16 threads)
  • RAM: 16 GB
  • GPU: Nvidia RTX 3080 / AMD Radeon RX 6800XT
  • VRAM: 10 GB
  • Storage: 100 GB (SSD required)

Ray Tracing On: RT On + Ultra RT

  • Average Performance: 2160p @ 30 FPS
  • Graphics Preset: Ultra
  • OS: 64-bit Windows 10/11 with DirectX12
  • CPU: Intel Core i9-12900K / AMD Ryzen 7 7900X (6 cores / 12 threads)
  • RAM: 16 GB
  • GPU: Nvidia RTX 4080 / AMD Radeon RX 7900 XT
  • VRAM: 12 GB
  • Storage: 100 GB (SSD required)

Dragon Age: The Veilguard is set to launch on October 31, 2024, for PC, PS5, and Xbox Series X|S.

Related Reading:

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Taha

Television kills your vision.

Home > Title Updates and Patches

Overwatch 2 Update 3.86 Deployed for Season 13; Patch Notes and What’s New Outlined

Blizzard ushers in Season 13 of Overwatch 2 today! Aside from the new cosmetics, events and whatnot, the big news here are the massive changes coming to Sombra and the other heroes in the roster. Players can now download Overwatch 2 update 3.86 (PS4, Xbox One), and OW2 version 1.000.051 (PS5, Xbox Series X}S) which will implement these changes.

This also brings the previously announced collab with My Hero Academia as well.

Overwatch 2 Season 13: Spellbinder – What’s New?

Mythic Spellbinder Widowmaker

At the heart of this season is the enchanting Mythic Spellbinder Widowmaker skin. With each level, Spellbinder evolves from a potions apprentice to a full-blown master of the dark arts, blending whimsical witchcraft with gothic elegance. Her journey is brought to life with custom animations, mesmerizing visual effects, and an eerie soundscape that heightens the magic with every elimination. As you progress through her transformation, you’ll witness her growing power, symbolized by the fiery enchantment of her final form. At level four, Spellbinder’s hat ignites, crowning her as a master of witchcraft. With every step, this skin immerses you in a magical experience like never before, from potion-infused uniforms to spell-like abilities in her kit.

Face Halloween Terrors

No Halloween season is complete without the Halloween Terror event, and this year, the terrors have evolved. From 10/15-11/4 you can enter Junkenstein’s Laboratory, a brand-new PvP mode with mutations that turn heroes into horrors in fast-paced Team Deathmatch rounds. Each match introduces cursed talent cards that alter your hero’s abilities, turning the battlefield into a chaotic playground of haunted power. Play as some of the most beloved heroes like Reinhardt, Moira, and Mercy, but beware, as the spooky mutations will challenge even the most seasoned players. For those who love a co-op adventure, fan-favorites Junkenstein’s Revenge and Wrath of the Bride return all season long, with new challenges, enemies, and horrifying bosses. Explore haunted castles, solve eerie puzzles, and survive the onslaught of exploding zombie Omnics as you uncover the dark secrets of Adlersbrunn.

Go Beyond, Plus Ultra!

Season 13 will unveil the latest Overwatch 2 collaboration, where heroes, villains, and their ideas of justice collide from 10/17-10/30 as you equip your heroes with Legendary skins inspired by My Hero Academia. Battle as a hero of justice with Tracer as Deku, Reinhardt as All Might, and Juno as Uravity, or create chaos with Reaper as Tomura Shigaraki and Kiriko as Himiko Toga. Purchase the Mega Bundle for a complete set of exclusive items, including all five skins and additional cosmetics. Check out our blog for more details about this mighty collab.

Become a Master of Magic

To maximize your dark magic and unlock exclusive rewards, the Premium Battle Pass offers a magical path to some of the most coveted treasures. With 80 tiers of rewards, including up to 80 Mythic Prisms, the Premium Battle Pass allows you to unlock Mythic Spellbinder Widowmaker or the upcoming Mythic Deliverance Soldier:76 Weapon Skin (11/12). And for the first time, you can enhance your fully maxed out Mythic Hero Skins with the prestigious Gilded Aspects from the Mythic Shop, launching with sleek black and gold color variants. For those looking to push the limits of customization, future seasons will expand these Aspects to include Mythic Weapon skins. Additionally, conquering Premium Battle Pass tiers will offer five festive Legendary costume skins, including Bog Witch Ana, Necrotic Witch Junker Queen, Witchbane Sojourn, Gnome Torbjorn, and Monstrous Sigma, all designed to bring a spooky Halloween flair to the battlefield.

Overwatch 2 Update 3.86 Patch Notes | OW2 Update Version 1.000.051 Patch Notes:

SEASON 13 – SEASON OF SPELLBINDERS

Haunt your foes in Season 13 with Mythic Spellbinder Widowmaker, a master of witchcraft with stylish animations and enchanting effects. Then battle it out in Junkenstein’s Laboratory, the spooky new Halloween Terror PvP game mode with mutations that turn heroes to horrors! Plus, heroes and villainswatch their ideas of justice collide in the My Hero Academia collab featuring exclusive cosmetics inspired by the anime’s iconic characters. Get ready for a season filled with magic, might, and macabre moments!

OVERWATCH 2 X MY HERO ACADEMIA®

Choose heroism or villainy with the latest Overwatch 2 collaboration featuring exclusive skins inspired by My Hero Academia’s iconic characters. Battle as a hero of justice with Tracer as Deku, Reinhardt as All Might, and Juno as Uravity, or create chaos with Reaper as Tomura Shigaraki and Kiriko as Himiko Toga. Don’t miss the Mega Bundle for the ultimate My Hero Academia collection—available for a limited time only, October 17-30.

HALLOWEEN TERROR 2024

This Halloween, the Halloween Terror event delivers a spooky good time with both brand-new and returning game modes. Experience the eerie madness of Junkenstein’s Laboratory, a fast-paced Team Deathmatch where you can enhance your heroes with powerful cursed talent cards. Then return to the chilling co-op adventure of Junkenstein’s Revenge, battling hordes of zombie Omnics and monstrous bosses. Finally, uncover the terrifying secrets of Adlersbrunn in Wrath of the Bride, a gripping PvE experience filled with puzzles, haunted castles, and jump scares. Face the frights and conquer the terror!

HERO MASTERY MODE – CASSIDY & BRIGITTE

Two new heroes will test their skills in Hero Mastery. Starting on October 31st through to November 12th, you’ll have a chance to perfect your skills with Cassidy’s Peacekeeper or bash bots of the edge with Brigitte’s Shield Bash. Complete exclusive challenges through to earn new exclusive rewards and bonus Battle Pass XP as you test your skills in these new courses.

To give players easier access to social features, especially on controllers, we’ve added the ability to interact with the Scoreboard. The Interactive Scoreboard is intended to make reporting faster and easier, but also to improve your social experience through whatever channels you prefer to communicate in or avoid entirely. The following features are now accessible via Interactive Scoreboard:

  • Adjusting Mic Volume of other players
  • Adjusting your Mic Volume
  • Reporting other players
  • Joining/Leaving Team Voice Chat
  • Joining/Leaving Group Voice Chat
  • Muting Team Text Chat
  • Muting Match Text Chat
  • Muting Text Chat of other players
Matchmaking Updates
  • Tuning changes to reduce queue times for Wide matches in Competitive Play.
  • Loss Streak avoidance tuned down to prevent cases where it could increase worst case scenario queue times.

Developer Comments: We’re not seeing any measurable impact from this tech in preventing loss streaks and we’re concerned it might be making queue times longer. So we’re scaling it back for now.

  • Role Delta tuning tightened, to try to match Ranks on the roles on each team more closely.

Developer Comments: We believe that match quality improves significantly when you are matched closely with one of the members on the opposing team in the same role. We believe we can tighten this preference without significantly impacting queue times.

  • Role Delta has been updated to prioritize the Tank Role above other roles.

Developer Comments: We’ve been thinking about how to improve the Tank experience from every angle, to give them more even matchups and reduce 1-sided matches for the whole team further.

  • At higher Ranks the effects of MMR Decay, Winning Trend, Losing Trend, and Calibration have been reduced.

Developer Comments: At our highest ranks these modifiers could sometimes allow very high skill players playing on new accounts to get lucky and surpass their peak ranks considerably, without actually earning their new rank like other players that have played more on their accounts.

  • At higher Ranks the matchmaker now takes into account the benefits of grouping when constructing matches.

Developer Comments: At the highest ranks, groups have had noteworthy advantages against teams composed of all solo players for some time now. Our aim with this addition isn’t to remove the advantage of grouping at higher ranks entirely, but we’d like the advantage of grouping at higher ranks to be less extreme.

Public Custom Games
  • Hosting Public Custom Games now requires Endorsement Level 3.

Developer Comments: A reminder that we’ve been actioning accounts that post disruptive content in the Game Browser and we’re serious about removing problematic players that don’t follow our Code of Conduct. Whenever an account is actioned for a social penalty, they’re reduced to Endorsement Level 0, so the combination of social actions and this feature will allow for one chance to change their behavior before they’re permanently banned. Anyone that is below Endorsement Level 3 can still host games with the “Friends” or “Invite Only” settings, but they will not have access to the “Everyone” setting.

Streamer Protect
  • Access to the “Hide My Name” function of Streamer Protect now requires completing the “Unrelenting Hero” Lifetime Challenge.

Developer Comments: We’ve been listening to community feedback that newer accounts should be required to earn access to the feature, but it’s important that this feature can’t be abused by various types of disruptive players that tend to play on very new accounts. As a reminder, the “Hide My Name” feature does not prevent disruptive players from being punished when they’re reported since we know their actual battle tag behind the scenes.

Challenge Updates
  • Select challenges are now visible in the Main Menu.
  • Challenge Rewards can now be inspected in detail in the Challenges Menu.

Developer Comments: Challenges are now in the main menu to highlight their rewards, primarily for new Event Challenges.

SHOP UPDATES
  • Mythic Skin Aspects Add-on Cosmetic is now added to the Mythic Shop.
  • Overwatch League Store tab was removed and replaced by a separate button in the bottom of the main Shop tab.
COMPETITIVE UPDATES

The requirements to appear on the Top 500 Leaderboard have changed:

  • Win requirement per season reduced from 50 to 25.
  • The Seasoned Competitor challenge (750 lifetime wins in Competitive Play) is now required to be completed to be eligible for any Top 500 Leaderboard starting in Season 12.

HERO UPDATES

General
  • Swapping your hero hides your selection on the enemy scoreboard for 15 seconds.

Developer Comments: This change adds a more friction to counterswapping, especially in the extreme case where two players on opposite teams are both sitting in spawn with the scoreboard open and rapidly switch their heroes in response to each other’s choices.

TANK

Mauga

Developer Comment: Increasing the duration of Mauga’s burn effect will help better reward going for the smaller, harder to hit targets.

Incendiary Chaingun
  • Ignite damage over time duration increased from 3 to 4 seconds.

Ramattra

Developer Comments: Ramattra’s Pummel projectiles passing through barriers was a source of frustration for players trying to protect themselves or their allies. With these changes enabling Ramattra to deal critical damage to barriers, he will still be a valuable hero choice against barrier mechanics, but won’t immediately apply damage to players on the other side.

Pummel
  • No longer pierces barriers.
  • Now deals 2.5x more damage to barriers.

Reinhardt

Developer Comments: This is just some fine tuning for the barrier health and regeneration rate as it had become slightly too tough to break through.

Barrier Field
  • Barrier Field health reduced from 1600 to 1500.

Damage

Hanzo

Developer Comments: We are reverting Hanzo back to his previous health now that it’s possible to take out an opposing Hanzo with a well-aimed headshot thanks to the weapon damage changes.

  • Base health increased from 225 to 250.

Sojourn

Developer Comments: These Railgun changes swap out the 25 minimum energy it decays to for a longer time before it begins to degenerate which alleviates some of the pressure to quickly use the secondary fire. Disruptor shot is getting a damage increase to helps its effectiveness as an area denial tool, andlong with additional utility through generating a small amount of Railgun energy to make it more broadly useful.

Railgun
  • Energy no longer stops degenerating at 25 energy.
  • Time before energy degeneration begins increased from 7 to 12 seconds.
Disruptor Shot
  • Damage per second increased from 60 to 80
  • Now generates 25% of damage done to enemy players as Railgun energy.

Sombra

Developer Comments: This is a significant change to Sombra’s playstyle in the hopes of making her more interactive for the opposing team and shifting some of her power from the utility of Stealth and Hack into increased lethality.

Stealth having a limited duration less than the Translocator cooldown is intended to create brief windows of vulnerability. It still enables Sombra to cross through dangerous areas unseen, but to really hang around in the enemy backline will require moving from cover-to-cover similar to other flanking heroes. No longer having the stealth movement speed removed upon taking damage also enhances its usefulness as an escape tool.

Hack
  • No longer ends Stealth but does reveal Sombra.
  • Hacked ability lockout effect duration reduced from 1.5 to 1.0 seconds (EMP duration unchanged).
  • BOB hacked stun duration reduced from 10 to 3 seconds.
Translocator
  • Cooldown increased from 5 to 7 seconds.
EMP
  • Ultimate cost increased 12%.
Stealth
  • No longer passive and now activates by using Translocator.
  • Now has a 5 second duration.
  • Added stealth timer around the reticle and removed ability icon.
  • Taking damage now reveals Sombra for 1 second instead of ending stealth.
Opportunist
  • The Opportunist passive has been added back in.
  • Increases Sombra’s weapon damage versus hacked targets by 20%.
  • See critically injured enemies through walls.

SUPPORT

Baptiste

Developer Comment: This change is aimed at reducing the fatigue resulting from controlling the recoil over longer periods of play more than trying to add power to Baptiste’s primary fire.

Biotic Launcher
  • Primary fire recoil reduced by 30%.

Brigitte

Developer Comment: Brigitte’s healing output over the course of a match is quite high, so this is just a slight adjustment to help bring that in line.

Repair Pack
  • Cooldown increased from 5 to 5.5 seconds.

Juno

Developer Comments: Juno’s healing output is too high for how much mobility she possesses so we’re shortening her falloff range to increase the importance of positioning well with her mobility abilities.

Mediblaster
  • Falloff range reduced from 30-50 meters to 20-35 meters.
  • Healing per projectile reduced from 6.5 to 6.

MAP UPDATES

CLASH
  • Capture time on the final objective points A and E now increases for Attackers as segments get secured consecutively from 1x /1x / 1x to 0.7x /1.1x /1.4x, to make the first segment easier to capture for attackers but consecutive ones harder.
  • Defenders now respawn instantly as the first segment and second segment get secured instead of when the previous objective points B or D get captured.
  • Unlock time for final objective points A and E has been increased from 25 seconds to 27.5 seconds.
  • Decay rate on final objective points A and E have been doubled for attackers to not lose their progress as quickly when stepping off the point.
  • Capture time for defenders on objective points B and D has been increased by 10% to give attackers more opportunities to attack the point.

Developer Comments: We want to reduce the number of one-sided stomps occurring in the Clash game mode. We also want to address the difficulty of securing at least one segment on the final objective points as attackers. So, we tweaked the capture time for the defending team to make the fight for objective points B and D a bit more favorable for attackers.

Circuit Royal

1st Point

  • New exit options from attackers initial spawn to reduce spawn camping.
  • Initial high ground right flank brought in and access adjusted to reduce spawn camping.
  • Cover options added.
  • New far side flank option to contest defenders on the high ground by the bridge.

2nd Point

  • Improved spawn protections for attackers leaving the second spawn area to reduce spawn camping.
  • Additional cover added while pushing high ground for attackers.
  • New flank added for attackers to take rear high ground by the chicane.
  • Hill lowered slightly and road angled forward to make approach for attackers slightly more comfortable.

3rd Point

  • Improved options for attackers leaving the third spawn area to combat spawn camping.
  • Flank route to high ground pool area widened and additional cover added to increase play options in this space.
  • Sightlines improved for attackers to poke at entrenched defender positions in the final area.

Dorado

1st Point

  • Starting high ground cover and access has been adjusted to reduce spawn camping.
  • Flank routes have been streamlined for attackers.
  • Various geometry adjustments to provide more favorable gameplay opportunities for attackers in the market area.

2nd Point

  • Staircase added for easier attacker access to the high ground.
  • Added access to the courthouse for attackers.

3rd Point

  • Cover added after the chokepoint on the main path.

Havana

1st Point

  • Reduced sightlines into the attackers’ spawn.
  • Added new options for attackers to exit their spawn.
  • Reduced oppressive high ground vantage points for defenders.

2nd Point

  • Widened doorways and certain routes for cleaner navigation and flow.
  • Closed small holes through certain assets to block sightlines and projectiles.

3rd Point

  • Redesigned attackers’ spawn interior and added additional routes for a safer attacker exit.
  • Sightlines from the fort wall to spawn and main route have been reduced.
  • Pathing into the fort has been consolidated on one side for cleaner flow and to give both teams more options while in combat around the final chokepoint.

Numbani

1st Point

  • Attackers’ initial spawn room has been pushed a lot closer to first point to reduce runback times.
  • Lowered some high ground around first point.
  • Easier access to flank routes around first point.
  • Combined the paths in the building behind the payload on first point – one room that connects everything.

2nd Point

  • Forward defender spawn points have been added to reduce runback times for defenders.
  • A staircase has been added near attackers forward spawn for easier access to high ground.
  • Added a connecting path past and above the choke into third point.

3nd Point

  • Relocated a pesky sign.
  • Removed a tree.

BUG FIXES

General
  • Fixed a bug that caused some players to be unable to purchase golden weapons.
  • Fixed a bug where the Voice Chat Devices setting was unable to be changed.
  • Fived a bug that caused Adrenaline Junkie achievement to sometimes not grant.
Heroes

Baptiste

  • Fixed a bug with Baptiste’s Zombie Walk Emote.

Sigma

  • Fixed a bug where Sigma would not gain Overhealth for Juno’s Mediblaster.

Reaper

  • In a previous update, fixed a bug that caused exit sound enemy reaper’s shadow step to not play.

In other Overwatch 2 news, the former head of Blizzard reportedly wanted to reboot the franchise.

[Source: Overwatch]

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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 1.011 Brings EASHL Fixes and More

EA Sports NHL 25 update 1.011 is now live on all platforms, and this brings various fixes to the game. Called patch 1.1.1 by the devs, players can expect crashing fixes that occurred when advancing from the Main Menu to create player, EASHL fixes and more.

NHL 25 Update 1.011 Patch Notes:

Game Modes

  • Fixed an issue where a rare crash could occur when advancing from the Main Menu to create player.

Online

Fixes to the EASHL End of Game flow

  • Fixed “Quit Game” pop up immediately being surfaced to users
  • Fixed an issue that the Player Summary was not populating with the Game Stats
  • Fixed an issue that the Instant replay being a black screen once a game has ended

Fixed an issue in World of CHEL that First Time matchups were mentioning previous game vs. current opponent in game boost descriptions

Fixed an issue while testing loadouts in free skate would cause a crash

Fixed an issue where previewing certain items in World of CHEL would cause a crash

Fixed an issue that a user could crash while creating/editing club strategies in World of CHEL

Hockey Ultimate Team

  • Fixed an issue that would cause a desync when 4 on 4 gameplay would happen in Cross-Platform games.

EASHL Matchmaking

On Friday afternoon we rolled out 2 server-side changes to help improve two specific issues being encountered by the community in World of Chel.

  • Improved Private Game matchmaking so teams matchup with their opponents.
  • Improved EASHL Club 3v3 and Club 6v6 Match Goalie functionality.

If you haven’t played the game yet, go read our review here where we state, “While it may be the first exclusively next-gen NHL game this generation, NHL 25 doesn’t really feel like that much of a leap over last year’s game. In fact, the additions last year felt much more substantial with the gameplay to where this year’s feels much more like a roster update than anything else. ”

[Source: EA Forums]

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Alex Co

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

Home > Title Updates and Patches

Destiny 2 Update 3.41 Brings Super Short List of Changes This Oct. 15

As part of today’s maintenance, Bungie released a new Destiny 2 patch officially called version 8.1.0.1. Those on consoles will see this as Destiny 2 update 3.41 on last-gen, and version 1.136 on current-gen. There’s not a lot of changes made in this patch which tweaks the Nightfall and Onslaught activities.

What’s New in Destiny 2’s Update for October 15?

Activities

Nightfalls

  • Nightfall activities on Expert difficulty or higher now feature combatants with Banes.

Onslaught

  • Fixed an issue where Eventide Ruins on Expert mode did not grant the correct starting enemy Power level or increase Power level when completing waves.

That’s about it. We should be getting a bigger patch near the end of the month to bring this year’s Festival of the Lost rewards and event into the game, and once that’s made public, we’ll be sure to let our reader sknow.

[Source: Bungie]

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Alex Co

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

Home > Title Updates and Patches

Diablo IV Update 1.061 Brings Promised Changes in Version 2.0.3

While Blizzard released a patch to fix some of the issues from the Diablo IV Vessel of Hatred 2.0 patch last week, the studio promised that version 2.0.3 is set to be released in the coming week (which is this week), and the download is live now. Those on consoles will be able to download Diablo IV update 1.061, and this is to bring the game to version 2.0.3.

Diablo IV Update 1.061 Official Patch Notes:

User Interface and User Experience

  • The crafting notification for Runes now displays what’s being crafted instead of the Runes used.
  • The recipes for crafting random Runes at the Jeweler now include what Runes are needed for each recipe.
  • The tooltip for swapping Runes and Gems in sockets now says “swap” instead of “socket” when in that context.
  • Tooltips for Runes and Runewords have been updated to better communicate their effects.
  • The tooltip for Masterworking now indicates that the item must be Tempered twice before it can be Masterworked.
  • Various tooltips and icons for crafting materials have been updated for improved readability.
  • Infernal Hordes and Kurast Undercity will now be at the top level of activities in the Party Finder menu, alongside activities such as the Pit and Dark Citadel.
  • The icon for Glyph Sockets has been adjusted to make it more visually distinct in Paragon Boards.
  • The Non-Physical damage stat has been removed from the Character Stats window.

Developer’s Note: The Non-Physical Damage stat consists of separately listed stats of all included elements, such as Fire Damage. This stat was also incorrectly listed as a standalone entry and has been removed. Its impact on the individual elements has not changed.

  • Combat text for damage numbers are now abbreviated.
    • e.g. 10000 damage now displays as 10k damage.
  • New Nahantu-themed loading screens will now appear in-game.

Kurast Undercity

Developer’s Note: These updates aim to improve the overall value of rewards in the Kurast Undercity while reducing unnecessary friction for leveling players.

  • Rewards from successful Kurast Undercity runs have been improved.
    • More random items will drop.
    • Now at least 1 Legendary Item is guaranteed to drop.
    • Gold drops have doubled.
  • Minions with the Extra Health monster Affix will no longer spawn.
  • The health pools for bosses and greater afflicted monsters have been reduced to achieve closer parity with similar dungeon content.
  • The spawn frequency between afflicted super Elites and afflicted regular Elites has been slightly adjusted.
  • The number of normal monster mobs spawned from the Spirit Beacon encounter has been slightly reduced to improve clarity for the objective.
  • Timer adjustments
    • The starting time for a base run—with no Tribute applied—has been increased from 100 seconds to 120 seconds.
    • Afflicted regular Elites now grant a 10 second time bonus, increased from 8 seconds.
    • Afflicted super Elites now grant a 15 second time bonus, increased from 14 seconds.
  • Tribute of Titans can now drop outside of defeating bosses.
  • Increased the drop rate of Rare Tributes throughout the game, other rarities are unaffected.

Season of Hatred Rising

  • The following changes have been implemented for the Realmwalker event:
    • Realmwalker no longer reduces spawns if only one person is following it.
    • Increased max spawns allowed at a time to 20, previously 15.
    • Increased the base movement speed of the Realmwalker by around 15%.
    • Every time you kill a wave of Bloodbound Guardians, the Realmwalker’s movespeed increases by 10%. For example: If you kill all 3 waves of Bloodbound Guardians, the Realmwalker will move 30% faster, in addition to the 15% base increase.
  • The Realmwalker now has a low chance to summon a Treasure Goblin.
  • Removed 1 Hatred Spire from the Ritual phase of the event in Nahantu. Three Hatred Spires will still spawn when the event occurs in Estuar, the continent home to the 5 Regions of Diablo IV’s base game.
  • Removed the Hatred Rising icon from the map. Players will now find the Realmwalker via the event icon.
  • Various miscellaneous changes to make the event progress quicker.

Balance Updates

Sorcerer

  • The Overheating Aspect now scales with Incinerate Skill Ranks.
  • The Charged Flash Aspect now scales with Charged bolts Skill Ranks.

Mythic Unique Items

Doombringer

  • All Stats increased from 114 to 160.

Shattered Vow

  • Life increased from 444 to 1,200.

The Grandfather

  • Life increased from 662 to 1800.
  • All Stats increased from 150 to 220.

Shroud of False Death

  • Life increased from 222 to 800.
  • All Stats increased from 111 to 160.

Nesekem, the Herald

  • Life increased from 464 to 1200.

Harlequin Crest

  • Life increased from 465 to 800.

Andariel’s Visage

  • All Stats increased from 77 to 110.

Tempering

  • The minimum damage values on Legendary Elemental Surge Tempering Affixes have been increased from 300 to 900 damage. The maximum values remain unchanged.

Miscellaneous

  • New graphics options have been added
    • Chromatic Aberration Toggle
    • Ultra setting for Ray Tracing Reflections
  • The number of Scrolls of Restoration reward from the Dark Citadel Weekly cache has been increased. Previously, the reward was 1-2 on all Torment Difficulties.
    • Torment I: 1-2
    • Torment II: 2
    • Torment III: 2-3
    • Torment IV: 3
  • The following Items were not available during Patch 2.0.2 and have now been enabled with Patch 2.0.3
    • The Aspect of the Agile Wolf
    • Azurewrath
    • Frostburn
    • Shroud of False Death
  • A new whisper objective for completing a Dark Citadel wing has been introduced.
  • A new mount trophy has been added as a reward for reaching Paragon 300.
  • Super Elite monsters will now drop even more loot.
    • Previous: Super Elites drop 1-2 times as much as Elites.
    • Now: Super Elites drop 3 times as much as Elites.
  • Elite monsters with the Waller affix now cast less walls, and the walls now last 3 seconds, reduced from 5.
  • The amount of barrier Varshan gains when summoning additional monsters and during the cone waves attack has been reduced.

Bug Fixes

Accessibility

  • Fixed an issue where the Screen Reader on PlayStation™ 4 had a distorted voice.
  • Fixed an issue where the Screen Reader did not function within the Reinforcement tab in the Mercenaries menu.

Season of Hatred Rising

  • Fixed an issue where the Tier 3 reputation reward from the Zakarum Remnants granted the wrong item type.
  • Fixed an issue where the Tier 7 reputation reward from the Zakarum Remnants granted Sigil Powder instead of Artificer’s Stones.
  • Fixed an issue where the Slight Challenge Objective could reward favor upon completion before Chapter 3 of the Season Journey was unlocked.
  • Fixed an issue where consuming a Seething Opal would always guarantee a drop from the first monster killed, instead of only guaranteeing a drop the first time a Seething Opal was consumed.
  • Fixed an issue where destroying an object right after consuming a Seething Opal would immediately remove the buff.
  • Fixed an issue where Bloodbound Guardians spawned during the Realmwalker encounter could still damage the boss after it was defeated.
  • Fixed an issue where no additional monsters would spawn if a full wave of Bloodbound Guardians were killed.

Dark Citadel

  • Fixed various issues where tooltips and map icons did not display properly in the Dark Citadel.
  • Fixed an issue where characters could become invisible if they evade while the Faeroc monsters were in the air.
  • Fixed an issue where multiple Counterspell Elites could exist at the same time.
  • Fixed an issue where missed cosmetic items dropped in the Dark Citadel would not be sent to the missed equipment tab of the Stash.
  • Fixed an issue where using the Town Portal while in the Dark Citadel took the player back to their preferred town instead of to the Ancient Nexus.
  • Fixed an issue where the player could enter the Dark Citadel without completing the Crater of Lost Souls Quest.
  • Fixed an issue where the visual effects for Soul Bombs cast by Gorshak did not follow the player after they used a movement ability such as Dash or Leap.

Developer’s Note: Soul Bombs are the explosion effects that appear as dark and red circles under the player during the encounter.

  • Fixed an issue where the objective to obtain a Ward Stone wouldn’t properly update if a Soul Siphon was charged while carrying a Ward Stone.
  • Fixed an issue where players were stuck in the Citdael Wing when both Hurstt and Vorshok bosses were in the Realm of Oblivion. Now, a Teleporter Elite will spawn as intended, which can then be killed to transport you to the Realm of Oblivion.
  • Fixed an issue where the Death’s Debuff Icon and Siphon Symbol Icon would overlap each other when in the Realm of Oblivion.
  • Fixed an issue where traveling into the Realm of Oblivion with a Ward Stone during the encounter with Gorshak would prevent the Realm Guardians from spawning.
  • Fixed an issue where the player would get instantly teleported out of the Seething Realm if Gorshak died while the player was in the Realm of Oblivion.
  • Fixed an issue where using an immunity effect—such as Blood Mist—when Zagraal uses the Soul Entanglement wipe could cause the player to become stuck at 1 health.
  • Fixed an issue where Kubal could be damaged from outside the Boss arena.
  • Fixed an issue where defeating Kubal too quickly could block progression.
  • Fixed multiple miscellaneous visual issues with cosmetic rewards from Dark Citadel.

Kurast Undercity

  • Fixed an issue where the time limit could be avoided by teleporting to the next floor just as the timer expired.
  • Fixed an issue where the progress bar did not display the accurate time needed to complete the channel when teleporting to a new floor.
  • Fixed an issue where moving did not cancel teleporting between floors.
  • Fixed an issue where Flesh Cultivators wouldn’t pursue the player.
  • Fixed multiple instances where certain UI elements were not indicated as unusable when the player did not have enough materials.
  • Fixed an issue where players could avoid damage during the Vortex portion of the Longtooth encounter.
  • Fixed an issue where the Undercity Trailblazer achievement could not be earned as expected.
  • Fixed an issue where destroying structures could spawn lesser afflicted enemies instead of an Elite Monster

[Source: Blizzard]

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Alex Co

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Home > Title Updates and Patches

Diablo 4 Update 1.63 Brings Build 2.0.3 and Here Are the Changes

As promised by Blizzard from last week’s patch announcement, Diablo 4 just got a new update today on all platforms that brings various fixes. Those on consoles will see this as Diablo 4 update 1.63 and this is tagged as version 2.0.3 by the studio.

Diablo 4 Update 1.63 Complete Patch Notes:

User Interface and User Experience

  • The crafting notification for Runes now displays what’s being crafted instead of the Runes used.
  • The recipes for crafting random Runes at the Jeweler now include what Runes are needed for each recipe.
  • The tooltip for swapping Runes and Gems in sockets now says “swap” instead of “socket” when in that context.
  • Tooltips for Runes and Runewords have been updated to better communicate their effects.
  • The tooltip for Masterworking now indicates that the item must be Tempered twice before it can be Masterworked.
  • Various tooltips and icons for crafting materials have been updated for improved readability.
  • Infernal Hordes and Kurast Undercity will now be at the top level of activities in the Party Finder menu, alongside activities such as the Pit and Dark Citadel.
  • The icon for Glyph Sockets has been adjusted to make it more visually distinct in Paragon Boards.
  • The Non-Physical damage stat has been removed from the Character Stats window.

Developer’s Note: The Non-Physical Damage stat consists of separately listed stats of all included elements, such as Fire Damage. This stat was also incorrectly listed as a standalone entry and has been removed. Its impact on the individual elements has not changed.

  • Combat text for damage numbers are now abbreviated.
    • e.g. 10000 damage now displays as 10k damage.
  • New Nahantu-themed loading screens will now appear in-game.

Kurast Undercity

Developer’s Note: These updates aim to improve the overall value of rewards in the Kurast Undercity while reducing unnecessary friction for leveling players.

  • Rewards from successful Kurast Undercity runs have been improved.
    • More random items will drop.
    • Now at least 1 Legendary Item is guaranteed to drop.
    • Gold drops have doubled.
  • Minions with the Extra Health monster Affix will no longer spawn.
  • The health pools for bosses and greater afflicted monsters have been reduced to achieve closer parity with similar dungeon content.
  • The spawn frequency between afflicted super Elites and afflicted regular Elites has been slightly adjusted.
  • The number of normal monster mobs spawned from the Spirit Beacon encounter has been slightly reduced to improve clarity for the objective.
  • Timer adjustments
    • The starting time for a base run—with no Tribute applied—has been increased from 100 seconds to 120 seconds.
    • Afflicted regular Elites now grant a 10 second time bonus, increased from 8 seconds.
    • Afflicted super Elites now grant a 15 second time bonus, increased from 14 seconds.
  • Tribute of Titans can now drop outside of defeating bosses.
  • Increased the drop rate of Rare Tributes throughout the game, other rarities are unaffected.

Season of Hatred Rising

  • The following changes have been implemented for the Realmwalker event:
    • Realmwalker no longer reduces spawns if only one person is following it.
    • Increased max spawns allowed at a time to 20, previously 15.
    • Increased the base movement speed of the Realmwalker by around 15%.
    • Every time you kill a wave of Bloodbound Guardians, the Realmwalker’s movespeed increases by 10%. For example: If you kill all 3 waves of Bloodbound Guardians, the Realmwalker will move 30% faster, in addition to the 15% base increase.
  • The Realmwalker now has a low chance to summon a Treasure Goblin.
  • Removed 1 Hatred Spire from the Ritual phase of the event in Nahantu. Three Hatred Spires will still spawn when the event occurs in Estuar, the continent home to the 5 Regions of Diablo IV’s base game.
  • Removed the Hatred Rising icon from the map. Players will now find the Realmwalker via the event icon.
  • Various miscellaneous changes to make the event progress quicker.

Balance Updates

Sorcerer

  • The Overheating Aspect now scales with Incinerate Skill Ranks.
  • The Charged Flash Aspect now scales with Charged bolts Skill Ranks.

Mythic Unique Items

Doombringer

  • All Stats increased from 114 to 160.

Shattered Vow

  • Life increased from 444 to 1,200.

The Grandfather

  • Life increased from 662 to 1800.
  • All Stats increased from 150 to 220.

Shroud of False Death

  • Life increased from 222 to 800.
  • All Stats increased from 111 to 160.

Nesekem, the Herald

  • Life increased from 464 to 1200.

Harlequin Crest

  • Life increased from 465 to 800.

Andariel’s Visage

  • All Stats increased from 77 to 110.

Tempering

  • The minimum damage values on Legendary Elemental Surge Tempering Affixes have been increased from 300 to 900 damage. The maximum values remain unchanged.

Miscellaneous

  • New graphics options have been added
    • Chromatic Aberration Toggle
    • Ultra setting for Ray Tracing Reflections
  • The number of Scrolls of Restoration reward from the Dark Citadel Weekly cache has been increased. Previously, the reward was 1-2 on all Torment Difficulties.
    • Torment I: 1-2
    • Torment II: 2
    • Torment III: 2-3
    • Torment IV: 3
  • The following Items were not available during Patch 2.0.2 and have now been enabled with Patch 2.0.3
    • The Aspect of the Agile Wolf
    • Azurewrath
    • Frostburn
    • Shroud of False Death
  • A new whisper objective for completing a Dark Citadel wing has been introduced.
  • A new mount trophy has been added as a reward for reaching Paragon 300.
  • Super Elite monsters will now drop even more loot.
    • Previous: Super Elites drop 1-2 times as much as Elites.
    • Now: Super Elites drop 3 times as much as Elites.
  • Elite monsters with the Waller affix now cast less walls, and the walls now last 3 seconds, reduced from 5.
  • The amount of barrier Varshan gains when summoning additional monsters and during the cone waves attack has been reduced.

Bug Fixes

Accessibility

  • Fixed an issue where the Screen Reader on PlayStation™ 4 had a distorted voice.
  • Fixed an issue where the Screen Reader did not function within the Reinforcement tab in the Mercenaries menu.

Season of Hatred Rising

  • Fixed an issue where the Tier 3 reputation reward from the Zakarum Remnants granted the wrong item type.
  • Fixed an issue where the Tier 7 reputation reward from the Zakarum Remnants granted Sigil Powder instead of Artificer’s Stones.
  • Fixed an issue where the Slight Challenge Objective could reward favor upon completion before Chapter 3 of the Season Journey was unlocked.
  • Fixed an issue where consuming a Seething Opal would always guarantee a drop from the first monster killed, instead of only guaranteeing a drop the first time a Seething Opal was consumed.
  • Fixed an issue where destroying an object right after consuming a Seething Opal would immediately remove the buff.
  • Fixed an issue where Bloodbound Guardians spawned during the Realmwalker encounter could still damage the boss after it was defeated.
  • Fixed an issue where no additional monsters would spawn if a full wave of Bloodbound Guardians were killed.

Dark Citadel

  • Fixed various issues where tooltips and map icons did not display properly in the Dark Citadel.
  • Fixed an issue where characters could become invisible if they evade while the Faeroc monsters were in the air.
  • Fixed an issue where multiple Counterspell Elites could exist at the same time.
  • Fixed an issue where missed cosmetic items dropped in the Dark Citadel would not be sent to the missed equipment tab of the Stash.
  • Fixed an issue where using the Town Portal while in the Dark Citadel took the player back to their preferred town instead of to the Ancient Nexus.
  • Fixed an issue where the player could enter the Dark Citadel without completing the Crater of Lost Souls Quest.
  • Fixed an issue where the visual effects for Soul Bombs cast by Gorshak did not follow the player after they used a movement ability such as Dash or Leap.

Developer’s Note: Soul Bombs are the explosion effects that appear as dark and red circles under the player during the encounter.

  • Fixed an issue where the objective to obtain a Ward Stone wouldn’t properly update if a Soul Siphon was charged while carrying a Ward Stone.
  • Fixed an issue where players were stuck in the Citdael Wing when both Hurstt and Vorshok bosses were in the Realm of Oblivion. Now, a Teleporter Elite will spawn as intended, which can then be killed to transport you to the Realm of Oblivion.
  • Fixed an issue where the Death’s Debuff Icon and Siphon Symbol Icon would overlap each other when in the Realm of Oblivion.
  • Fixed an issue where traveling into the Realm of Oblivion with a Ward Stone during the encounter with Gorshak would prevent the Realm Guardians from spawning.
  • Fixed an issue where the player would get instantly teleported out of the Seething Realm if Gorshak died while the player was in the Realm of Oblivion.
  • Fixed an issue where using an immunity effect—such as Blood Mist—when Zagraal uses the Soul Entanglement wipe could cause the player to become stuck at 1 health.
  • Fixed an issue where Kubal could be damaged from outside the Boss arena.
  • Fixed an issue where defeating Kubal too quickly could block progression.
  • Fixed multiple miscellaneous visual issues with cosmetic rewards from Dark Citadel.

Kurast Undercity

  • Fixed an issue where the time limit could be avoided by teleporting to the next floor just as the timer expired.
  • Fixed an issue where the progress bar did not display the accurate time needed to complete the channel when teleporting to a new floor.
  • Fixed an issue where moving did not cancel teleporting between floors.
  • Fixed an issue where Flesh Cultivators wouldn’t pursue the player.
  • Fixed multiple instances where certain UI elements were not indicated as unusable when the player did not have enough materials.
  • Fixed an issue where players could avoid damage during the Vortex portion of the Longtooth encounter.
  • Fixed an issue where the Undercity Trailblazer achievement could not be earned as expected.
  • Fixed an issue where destroying structures could spawn lesser afflicted enemies instead of an Elite Monster.
  • Fixed an issue where monsters could enter the safe area in the Undercity Ziggurat.
  • Fixed an issue where dying while channeling the portal to the boss room could block progression.
  • Fixed an issue where Attunement chests were granting identical loot for all party members.

Developer’s Note: The intent is to reward individualized loot of the same quality, not identical loot.

  • Fixed an issue where the rewards for successful runs was of lower loot quality than intended.

Runes

  • Fixed an issue where the Overflow effect for the Que Rune did not affect the duration of Druid’s Earthen Bulwark.
  • Fixed an issue where the buff from the Qax Rune could be lost unexpectedly.
  • Fixed an issue where the following skills would be cast by the Rune effect as the base skill without any enhancements when the skill was upgraded.
    • Rogue – Ner Rune casting Concealment
    • Druid – Que Rune casting Earthen Bulwark
    • Barbarian – Ohm Rune casting Warcry

Developer’s Note: Automatic casts from Runes will count as if they were cast by the player. For classes that the skill is not native to, this casts as the base version of the skill. For classes that can learn the skill, apply skills ranks, and upgrades to it, the skill that’s cast with a Rune’s effect will behave as if the player cast the skill themself.

  • Fixed an issue where the Yom Rune tooltip was inaccurate.
  • Fixed an issue where tooltips did not properly communicate the functionality of Overflow effects.

Mercenaries

  • Fixed an issue where the Bastion ability had a longer duration than what was displayed in the tooltip.
  • Fixed an issue where Mercenaries could attack Bloodmarked players in town.
  • Fixed an issue where the Wire Trap ability did not contribute to stagger on bosses.
  • Fixed an issue where Raheir Rapport Caches did not always drop a legendary item.
  • Fixed an issue where Mercenaries could be unable to ride a mount if the player died while mounted.
  • Fixed an issue where buff icons would appear over Mercenaries’ heads.
  • Fixed an issue where the Mercenary Skill tree would display improperly when viewed in 16:10 aspect ratio.
  • Fixed an issue where Raheir’s Passive Armor and Resistance Bonuses would be removed upon mounting but would not be properly reapplied when dismounting as intended.

Infernal Hordes and Strongholds

  • Fixed an issue where Infernal Horde waves spawned in Torment I and II at a slower pace than Torment III and IV.
  • Fixed an issue where certain items that should drop more commonly from Infernal Hordes were not doing so.
  • Fixed an issue where enemies in the Chakhir Stronghold were stronger than intended.
  • Fixed an issue where first-time rewards for completing Nahantu based Strongholds could be acquired multiple times if the Malnok Stronghold had not been completed.
  • Fixed an issue where the boss could disappear in the Kichuk Stronghold.

Dungeons and The Pit

  • Fixed an issue where progression in the Seaside Descent Dungeon could be blocked if more monsters were slain before activating the gate release.
  • Fixed an issue where the Vesicator enemies were unable to be targeted in the Hallowed Stones in certain circumstances.
  • Fixed an issue where the boss fight in the Betrayed Tomb Dungeon could become reset if the player moves around the arena entrance.
  • Fixed an issue where players could become stuck if removed from a party while in the loading screen for transitioning in and out of Dungeons.
  • Fixed an issue where the Shoreside Shack Dungeon could be completed without killing all enemies inside.
  • Fixed an issue where enemies could keep spawning even after clearing a Cellar.
  • Fixed an issue where the Drifting Shade affix would not apply daze while in the boss encounter in the Ruined Wild and Iron Cenotaph Dungeons.
  • Fixed an issue where the Blood Boiling affix often did not function properly.
  • Fixed an issue where Pit Bosses in Tiers 137 and above had less health than intended.
  • Fixed an issue where placeholder names displayed for certain monsters.

Quests

  • Fixed various issues where quest pins and quest objectives did not display properly.
  • Fixed an issue where quest progression could be blocked for The Blind Eye if the cutscene was skipped.
  • Fixed an issue where the “Claim a reward from the Tree of Whispers,” objective could be immediately completed upon starting the Deeds of The Champion quest.
  • Fixed an issue where only one player in a party would get credit for objective completion for multiple quests in the Kurast Undercity.
  • Fixed an issue where Zarshala could be invisible during the Butchers of the North Quest.
  • Fixed an issue where some enemies would not attack the player during the Pursuit of Justice quest.
  • Fixed an issue where the Wayward Friendship quest could have progression blocked by not being able to taunt villagers.
  • Fixed an issue where the Banshee spirit didn’t appear during The Keening Spirit quest.
  • Fixed an issue where the player could get stuck in the Corrupted Cavity cellar if they waited too long inside during the A Flickering Light quest.
  • Fixed an issue where the debuff applied during the A Flickering Light quest could persist after the quest was complete.
  • Fixed an issue where the poison cauldrons during A Flickering Light quest were difficult to hit, especially as melee characters.
  • Fixed an issue where The Beast could fail to respawn if the player died during the boss’ second phase during The Sacred Hunt Spiritborn Class quest.
  • Fixed an issue where The Pit of the Artificer quest did not grant any rewards upon completion.
  • Fixed an issue where the Deeds of a Champion quest had a duplicated quest objective for completing Tenets of Depravity and Slaying the Terror of Five Hills.
  • Fixed an issue where party members could be unable to join the encounter in the Cellar during the Living Memory quest.
  • Fixed an issue where lighting in Gea Kul would abruptly change during the Enmity Rising quest.
  • Fixed an issue where the introduction quest for the Dark Citadel could be given to the player before entering a Torment Difficulty tier.
  • Fixed an issue where the clones spawned during the Ah Bulan encounter could freeze and prevent progression if staggered at low health.
  • Fixed an issue where Ah Bulan could fail to navigate to the player.
  • Fixed a rare issue where the Harbinger of Hatred could get stuck and block progression of the encounter.
  • Fixed an issue in party play where only the player who initiated the conversation with Ormus would activate the Fundament of Faith quest.
  • Fixed an issue where quest progression could be blocked during the Forgotten Gods Quest if another player in the party remained inside Hesa Si while the quest continued.
  • Fixed an issue where the Nangari Deathworker during the Thrust into the Dark Quest could get stuck in the fog wall.
  • Fixed an issue where the player could respawn in a blocked area during the Way Out is Through Quest.
  • Fixed an issue where the Fog Wall could malfunction for other players in a party during the All Good Things Quest.
  • Fixed an issue where the cutscene could fail to trigger for all players in the party when talking to Neyrelle during the Perspective Quest.
  • Fixed an issue where the party could have quest progression blocked during the Perspective Quest if interacting with multiple statues at the same time.
  • Fixed an issue where several challenges associated with the Vessel of Hatred campaign could not be unlocked as expected.
  • Fixed an issue where the Sacred Hunt Spiritborn class Quest could have progression blocked.

Events

  • Fixed an issue where the event where a Stalker spawns when trying to save someone from a bear trap wouldn’t spawn the Stalker, which could prevent future instances of this event.
  • Fixed an issue where the Legion event Of Souls and Spirits would end if the Basins were destroyed while collecting the souls.
  • Fixed an issue where certain companion skills such as The Devourer or Shadow Clone did not function properly during the Of Souls and Spirits Legion event.
  • Fixed an issue where Mastery could not be completed for the Impromptu Investigation event because Subo wouldn’t call out killers if enemies were slain too quickly.
  • Fixed an issue where certain events—such as Blood Siphon—spawned more Super Elites than intended.
  • Fixed an issue where Flayer ambush events occurred less frequently than intended.

Gameplay

General

  • Fixed an issue where fewer automatically granted crafting materials were received in higher difficulty tiers than intended.
  • Fixed an issue where Angelbreath was not dropping as often as intended.
  • Fixed an issue where some items could only drop in higher world tiers than intended.
  • Fixed an issue where the Blacksmith cache contained lower quality gear than intended for lower-level characters.
  • Fixed an issue where Treasure Goblins and The Butcher did not guarantee a Legendary item drop at level 1.
  • Fixed an issue where the Revenge Paragon Glyph didn’t work in certain contexts of Thorns damage being applied.
  • Fixed an issue where Cat mounts could move and behave erratically in certain conditions.
  • Fixed an issue with The Shroud of False Death in which some passives required to be learned before they granted their benefit.
  • Fixed an issue where Grindebor the Harvester dealt far more damage than intended.
  • Fixed an issue where some items could not be equipped after seasonal migration.
  • Fixed an issue where defeating the Echo of Lilith did not reward a Resplendent Spark.

Developer’s Note: Players that have already defeated Echo of Lilith this season will be rewarded with a Resplendent Spark soon after logging in once this patch is live.

Barbarian

  • Fixed an issue where Mighty Throw Pulse size tempered affixes did not display in the character stats panel.

Druid

  • Fixed an issue where active Ravens would persist indefinitely after unequipping Stormcrow’s Aspect.
  • Fixed an issue where Stormcrow’s Aspect did not mark Ravens as a nature skill.
  • Fixed an issue where automatic casts from Nature’s Fury would count as a Rune Offering.
  • Fixed an issue where bonus casts from Nature’s Fury did not get properly marked as Werewolf or Werebear skills when using Tempest Roar or Vasily’s Prayer Unique items.
  • Fixed an issue where the 4th Shred attack from the Aspect of the Agile wolf did not dash into enemies as intended.
  • Fixed an issue where Chance for Storm Strike to Hit Twice affix on the Greatstaff of the Crone could not be a Greater Affix.
  • Fixed an issue where Fierce Maul did not stack with Maul Size affixes.
  • Fixed an issue where Perfect Storm Key Passive was not working.
  • Fixed an issue where only the first instance of Druids Raven active attack was doing Lightning Damage while the Stormcrow’s affix is equipped.

Necromancer

  • Fixed an issue where the Shademist Aspect would occasionally not deal damage from a Minion if it was equipped after that Minion was summoned.
  • Fixed an issue where changing an upgrade for the Golem before entering a new area could prevent future Golems from spawning.
  • Fixed an issue where Black River’s Corpse Skill Ranks affix did not increase as a Greater Affix or through Masterworking.
  • Fixed an issue where additional Bone Storms spawned by Lidless Wall would cause an active Bone Storm with increased duration from the Aspect of Osseous gale to not do damage.

Rogue

  • Fixed an issue where Preparation didn’t reset Dance of Knives charges.

Sorcerer

  • Fixed an issue where casting Familiar while using both the Elemental Constellation Aspect and Sidhe’s Bindings would always cast a Fire Dagger, regardless of the expected element of Familiar.
  • Fixed an issue where the tempering affix for increasing Familiar duration did not function properly.
  • Fixed an issue where casting Familiar while Unstable Currents was active couldn’t trigger any additional spell casts.
  • Fixed an issue where stacks of Enlightenment weren’t consistently being granted.
  • Fixed an issue where Free Duration effects—such as from tempering—did not function correctly.
  • Fixed an issue where the Tempering affix for Chance for Lightning Spear to deal double damage wouldn’t function.
  • Fixed an issue where Chance for Teleport to Deal Double Damage affix was not working.
  • Fixed an issue where the Aspect of Tenuous agility effect didn’t function while in town.
  • Fixed an issue where the Aspect of Exhilaration could allow the player to evade without a cooldown.
  • Fixed an issue where the Charged Flash aspect did not apply the full benefits of the Enhanced Charged Bolts upgrade.
  • Fixed an issue where the Energy Focus passive would not generate barrier up to the maximum cap.
  • Fixed an issue where companions—such as quest followers or Mercenaries—could trigger Enchantment effects.
  • Fixed a bug where a line would appear while in certain content when using Ball Lightning.
  • Fixed an issue where Deep Freeze would cause much of the screen to turn white when cast in the Field of Giants area.

Spiritborn

  • Fixed an issue where the unique power of Jacinth Shell did not interact properly with skills that use charges.
  • Fixed an issue where the Acceleration passive would cause the Attacks Reduce Evade’s Cooldown affix to not function.
  • Fixed an issue where Acceleration could be consumed by non-damaging abilities.
  • Fixed an issue where the affix for Soar granting Barrier did not increase as a Greater Affix or through Masterworking.
  • Fixed an issue where the Scorn of the Earth Unique boots did not grant the correct amount of bonus damage to Soar.
  • Fixed an issue where stacks of Supremacy could be granted from automatic casts of Ultimate abilities, such as from the Yom Rune.
  • Fixed an issue where Shard of Verathiel could drop for Spiritborn characters.
  • Fixed an issue where Rod of Kepeleke would make Payback have no cooldown when the Poised Upgrade was not selected.
  • Fixed an issue where Spiritborn Unique Items could not drop from Flayer Ambushes.
  • Fixed an issue where Spiritborn could cancel the Evade animation mid-evade.

Developer’s Note: Spiritborn’s Evade could be cast more rapidly than normal depending on the input method and speed. It is now normalized to the standard Evade cast rate in all scenarios.

Party Finder

  • Fixed an issue where Kurast Undercity did not require Level 15 to be selected.
  • Fixed an issue where the highlight on controller could disappear when scrolling to the bottom of a drop-down menu in the Party Finder window.
  • Fixed an issue where Quick List was not an option for the following activities
    • Legion Events
    • Realmwaker
    • Helltide Activities
  • Fixed an issue where controller navigation could malfunction after attempting to join a full party.
  • Fixed an issue where selecting Kurast Undercity and Infernal Hordes always required completion of the introduction quest to the activity.
  • Fixed an issue where description labels didn’t properly function when first opening the Party Finder menu.
  • Fixed an issue where a label for Vessel of Hatred was present in the Party Finder menu.
  • Fixed an issue where Controller focus could be lost after joining a party through Party Finder, impacting cursor navigation.
  • Fixed an issue where the search would be reset to Any after using the Expansion dropdown.

User Interface and User Experience

  • Fixed an issue where the Pit Tier selection tooltip displayed outdated information.
  • Fixed an issue where the tooltip did not convey that Torment difficulties unlocked Pit Mastery.
  • Fixed an issue where Campaign Progress didn’t display correctly in the Hall of Fallen Heroes.
  • Fixed an issue where the visual effect for several incenses would persist after the incense wore off.
  • Fixed an issue where the tooltips on possible affixes when enchanting an item displayed inaccurate information.
  • Fixed an issue where the Spree Killer’s set items did not display properly for Spiritborn characters.
  • Fixed an issue where items with all Greater Affixes, maximum tempering affixes, and items that have been socketed would have non-functional item links in chat.
  • Fixed an issue where the Journal could not be re-opened with the appropriate keybind after being closed.
  • Fixed an issue where bonuses from several Glyphs did not display in character stats when in town.
  • Fixed an issue where the appearances for Flameweaver and Midwinter Dirk did not appear in the Wardrobe.
  • Fixed an issue where city names in the map could appear in offset locations when viewing the map while inside a dungeon.
  • Fixed an issue where the Lock Cursor option did not function.
  • Fixed an issue where the Exceptionally Attuned Challenge did not properly display a progress bar.
  • Fixed an issue where interacting with the Purveyor of Curiosities or the Dark Citadel Vendor when playing on controller would default your cursor to the inventory instead of the Vendor window.
  • Fixed an issue where the controller highlight would be missing when navigating through tiers in the Pit Menu.
  • Fixed an issue where the initial cinematics upon starting the Vessel of Hatred campaign did not display a Skip prompt.
  • Fixed an issue where the warning about missed glyph experience would display when failing mastery in a Pit run.
  • Fixed an issue where Controller triggers did not switch tabs in the Stable Master Menu.
  • Fixed an issue where the Exceptionally Attuned achievement did not display a progress bar.

Miscellaneous

  • Fixed an issue where buying a Mace from the Purveyor of Curiosities could result in acquiring an Axe.
  • Fixed an issue where Pets could be attacked by enemies. No power in the deepest of Hells’ depths would save you from that swift and brutal retribution.
  • Fixed an issue where the player could get stuck if trying to leave the game while changing difficulty.
  • Fixed an issue where equipping the Urivar’s Shattered Face appearance could remove a character’s hairstyle.
  • Fixed an issue where various 2-handed weapon appearances for Necromancers would clip through the player’s body.
  • Fixed an issue where all Spur charges could be consumed at once when using the Ash Knight’s Destrier Mount Armor.
  • Fixed an issue where Emotes did not play when previewed in the Battle Pass.
  • Fixed an issue where Material caches would drop the materials in small amounts over a long period of time. They now drop more quickly in a large pile.
  • Fixed an issue where some users couldn’t toggle certain advanced graphics options.
  • Fixed an issue where the model for the Spiritborn class could be missing on the main menu when first logging in.
  • Fixed an issue where the Urivar’s Charred Sword cosmetic could not be unlocked as an appearance by a Spiritborn character.
  • Various performance, stability, UI, audio, and visual improvements.

We should be getting smaller patches in the coming weeks, so stay tuned.

[Source: Blizzard]

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Alex Co

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

Home > Title Updates and Patches

WWE 2K24 Update 1.22 Adds New Wrestler Models This October 15

2K has released WWE 2K24 update 1.22 on last-gen and current-gen consoles and PC, and this unannounced patch brings new wrestler models to the game and more. Read on for a glimpse of the new added wrestlers and more details below.

What’s New in the WWE 2K24 Update 1.22 Released Today?

While Visual Concepts hasn’t released the official patch notes just yet, members of the community have confirmed that there are new models included in the patch! We have a list of the new models added via the gallery below (via WhatsTheStatus).

New Models Added:

  • Booker T ’01 From WWE 2K23
  • CM Punk (S.E.S)
  • CM Punk ’10
  • CM Punk ’10 (Masked)
  • King Booker From WWE 2K22
  • Rhea Ripley (Crown Jewel)

Alongside this, 2K has announced that the Faction Wars exchange has been updated and now includes Diamond cards for Alexa Bliss, Bray Wyatt, Shotzi and The Boogeyman.

The Bray Wyatt Edition will be released tomorrow, and if you already own the game, you can buy it standalone which will include the following items:

  • The Fiend ’23
  • Mattel Elite Series 112 Bray Wyatt
  •  Bo Dallas as Uncle Howdy
  •  MyFACTION cards of Fiend, Bray, Howdy
  •  Firefly Funhouse Friends MyFACTION Manager Card
  • 15K VC
  • The Fiend Championship Title

Hopefully, Visual Concepts does release the official patch notes, and once that’s out, we’ll update the article. If you see a changelog without a proper source, please don’t believe anything that doesn’t come from verifiable sources.

For those on PlayStation, don’t forget, WWE 2K24 is free for PlayStation Plus subscribers for this month.

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Alex Co

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

Home > Title Updates and Patches

WWE 2K24 Update 1.022 Released; Adds New Models and Bray Wyatt Edition

Visual Concepts has sprung a surprise patch for WWE 2K24 on all platforms, and this brings new character models. Note only that, but 2K also has the Bray Wyatt Edition launching tomorrow, and it will also be available standalone for existing owners as well. Read on for what’s new in the WWE 2K24 update 1.022 download for October 15.

WWE 2K24 Update 1.022 Patch Notes and What’s New:

While Visual Concepts hasn’t released the official patch notes just yet, members of the community have confirmed that there are new models included in the patch! We have a list of the new models added via the gallery below (via WhatsTheStatus).

New Models Added:

  • Booker T ’01 From WWE 2K23
  • CM Punk (S.E.S)
  • CM Punk ’10
  • CM Punk ’10 (Masked)
  • King Booker From WWE 2K22
  • Rhea Ripley (Crown Jewel)

Alongside this, 2K has announced that the Faction Wars exchange has been updated and now includes Diamond cards for Alexa Bliss, Bray Wyatt, Shotzi and The Boogeyman.

The Bray Wyatt Edition will be released tomorrow, and if you already own the game, you can buy it standalone which will include the following items:

  • The Fiend ’23
  • Mattel Elite Series 112 Bray Wyatt
  •  Bo Dallas as Uncle Howdy
  •  MyFACTION cards of Fiend, Bray, Howdy
  •  Firefly Funhouse Friends MyFACTION Manager Card
  • 15K VC
  • The Fiend Championship Title

Hopefully, Visual Concepts does release the official patch notes, and once that’s out, we’ll update the article. If you see a changelog without a proper source, please don’t believe anything that doesn’t come from verifiable sources.

For those on PlayStation, don’t forget, WWE 2K24 is free for PlayStation Plus subscribers for this month.

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Alex Co

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

Home > News

Dragon Ball: Sparking Zero Review – Full Ki Charge

There have been numerous games based on the Dragon Ball franchise over the years, including more recent games such as Dragon Ball FighterZ, Dragon Ball Z: Kakarot, and Dragon Ball Xenoverse 2. Even with these very well-received games, fans have been asking for a return of the Budokai Tenkaichi series. After 17 long years, the series has finally made its triumphant return with the release of Dragon Ball: Sparking! Zero.

A Long Time Coming

The naming structure of the Dragon Ball games has often been a bit off, especially when the English and Japanese releases differed in name. For instance, Dragon Ball Z: Ultimate Tenkaichi from 2011 was not part of the Budokai Tenkaichi series, but rather a follow-up to the Raging Blast series. Also, the Budokai Tenkaichi series in Japan was instead called Sparking, Sparking! Neo, and Sparking! Meteor of simply Budokai Tenkaichi 1, 2, and 3. Now with Dragon Ball: Sparking! Zero, the Japanese name has been used for the worldwide release for the first time.

As mentioned with the different series within the Dragon Ball franchise above, there have been many different genres even within the fighting genre that the series has taken on. The Budokai Tenkaichi series is a large arena fighter where two fighters face off against one another complete with destructible environments, which Sparking! Zero continues with both it’s great features and also its flaws that always pop up.

Dragon Ball: Sparking! Zero is truly a bigger and better version of what we’ve seen in the past with a similar gameplay style. Do you want to melee the opponent into oblivion with physical combos? You can do that. Would you rather focus on powering up your ki and doling out super moves and ultimate attacks? You can do that too. That’s one of the great things about this game and series in the past is that you can really go about playing in your own way, though there are some limitations.

In total, Dragon Ball: Sparking! Zero has 182 playable characters at launch including the pre-order bonus of Goku (Mini) from the new Dragon Ball Daima series. This is a new record for the series and just shows how much time and effort the developers put in to one up the large roster of Dragon Ball Budokai Tenkaichi 3 even. This number does count the numerous transformations and forms, so that means 19 of them are Goku and 14 are Vegeta for example. However, this is still an incredible roster with characters spanning Dragon Ball Z, GT, Super, and even the non-canon movies. I was so glad to see some of my favorites like Tapion weren’t cut just because we had a lot of new Dragon Ball Super characters added. Original Dragon Ball really got the biggest shaft in the game character wise, but I have no doubt DLC will shore that up later with guaranteed adds like General Tao and Demon King Piccolo being shoo-ins in a dedicated Dragon Ball DLC pack.

Something else I really appreciated in Dragon Ball: Sparking! Zero was the fact that you actually have to work to unlock everything. Too many fighting games now have everything unlocked from the get go, which really takes away something from those games. Not only do you have a large number of character to unlock, but also alternate costumes and more throughout the game. This adds a lot of replayability into the mix from the start, as it will take you quite awhile to unlock everything in this game.

Often one of the most key elements of any fighting game is for the roster to be balanced so that players do not have unfair advantages. That is not how Dragon Ball: Sparking! Zero works though, but it is for a good reason. Having Super Saiyan 4 Gogeta and Mr. Satan be on an even playing ground in a fight makes no sense, so the game actually makes it more unbalanced to where you have to strategize with who you are using in teams or in solo combat. This does sadly make the lower tier characters harder to use in online competition most of the time, but people will always find the better characters and always use them anyways online. Instead, you may have to work harder with these lower level characters to win, but it makes the victories you get all the more satisfying too. I’m glad they at least include characters like Mr. Satan and even others like Yajirobe to really provide us with the largest and more versatile Dragon Ball roster ever. Hopefully the DLC will fill in some of the other gaps from the original Dragon Ball and GT as well.

Dragon Ball: Sparking! Zero features stellar animation that feels based on the gorgeous Dragon Ball Super: Broly film from a few years ago, which looks just as good in action here. Seeing the massive character roster in action on the stages that look ripped straight from the anime is pretty amazing and moves fluidly in combat.

The combat system in Sparking! Zero offers players two options, Standard and Classic, though there are only a few changes between the schemes. For Classic, guarding, flying up or down, and ki charge are all done just as they were in the previous entries in the series, while Sparking! Zero’s new Standard control scheme moves them around a bit.

Combat in Sparking! Zero is just as you would expect too, which is great to see for longtime fans of the Budokai Tenkaichi series. Regardless of the control scheme, you can attack using Square on PS5 and then combo by mixing in Triangle as well. Pressing Triangle by itself will shoot ki blasts as well. There are also buttons to dodge, guard and charge ki. This is the same for every character, but where things vary are the techniques that each character has available.

Every character in Dragon Ball: Sparking! Zero has five total techniques, two Skills, two Blasts, and one Ultimate Blast. These are all tied into your ki gauge. The ki gauge is made up of five mini bars that you can fill up by charging your ki and then expend a certain amount to unleash either of your Blast attacks. Next to this bar is your Sparking gauge that gradually fills up throughout the match with a number counter showing for each time it has filled up. Based on the Skills that you have available for that character and the number next to them, you can activate them as long as the Sparking gauge number is that number or higher.

Once the counter has reached at least one, you can then go into what is known as Sparking Mode. When it is at least one, charge your ki to maximum and it will then start filling up again, this time with a blue sparking design until it fills up entirely again and turns purple. This means your character has entered Sparking Mode, where you can hit your opponent with much longer combos and even be able to hit stronger enemies with launching combos that normally might be much more difficult to execute.

Most important to Sparking Mode is the ability to unleash your Ultimate Blast attack. By doing this, it will instantly take you out of Sparking Mode after, so make sure to use up the full meter as much as possible before going into the Ultimate Blast. These are some of my favorite parts to watch in the game, as you get to watch character’s signature move in action, dealing massive damage to the opponent and the arena itself. I will never grow tired of seeing each game’s take on Majin Vegeta’s Final Explosion, which is one of my favorite moments in the entire franchise. Dragon Ball: Sparking! Zero also has 12 stages to choose from, with each of them having destructible environments ready to be taken out by your Ultimate Blast techniques just like you would see in the anime.

Beyond the base versions of the characters, you can also customize the characters with ability items. Each character can be equipped with up to seven ability items, which range greatly in what they can do. These include ones that raise your health or your Ultimate Blast Attack power, lower the count required for fusions or transformations, and many more that you can purchase in the shop. You can also select which outfit they will wear as well as add accessories to them. These costumes often show different degrees of battle damage, some of which can be altered in battle too. I also like that you can set music tracks for each character, though these are very limited unless you buy the Anime Music Packs that are available as DLC as of launch.

As soon as Dragon Ball: Sparking! Zero released, all you could read online was about people complaining about the difficulty, but that’s something that has always been a part of this series. The enemies often are punishing and will beat you into submission, requiring you to adapt and change your strategies. The one battle most often mentioned is the fight against Great Ape Vegeta, but I personally only took two tries to beat him the first time and then was able to move on. There were other fights I had much greater difficulty with, but also just had to try to find a new method to beat that certain opponent and win. I can see the difficulty turning some people off from the game immediately, but I highly recommend sticking it out and you’ll eventually start to get the hang of things and know better ways to survive against these tough opponents.

Back when the original Budokai Tenkaichi games were out, the multiplayer focus was on local play, even though the third entry did have online play for Wii that didn’t work very well at all. Dragon Ball: Sparking! Zero is in a very different era and obviously has the ability to players to go online and fight opponents from all over the world. This is great and works very well in my experience, but the major downside though is that offline multiplayer has been nerfed greatly. In fact, the only place you can do offline multiplayer in the game is on the Hyperbolic Time Chamber stage, while the remainder of them are not allowed. This is pretty disappointing, but not all that surprising in today’s gaming landscape. Perhaps we’ll see an update later add more maps to the offline multiplayer options, but for now it’s limited to just the one.

Dragon Ball games have had various method of telling the story of Dragon Ball over the years, with Dragon Ball: Sparking! Zero taking a more character-based focus. In the game’s Episode Battle, you can play the story mode of Goku, Vegeta, Gohan, Piccolo, Future Trunks, Frieza, Goku Black, and one more unlockable story mode for another character I’ll let you discover for yourself. During that character’s story mode, you will only play as that one character except during very specific circumstances like being able to switch out or have someone come in to finish a fight for story reasons.

For anyone that played the most recent Naruto: Ultimate Ninja Storm game, Dragon Ball: Sparking! Zero takes a similar approach with the game’s cutscenes. I was hoping for more fully animated cutscenes like we’ve seen in some Dragon Ball games over the years, especially with how amazing the game’s visuals look, but here it is a mix. Sometimes you will get some animated sequences and fights, but then it will very quickly transition into a series of screenshots. It might have been a little more tolerable if the screenshot sequences had voice acting as well, but those are left only for the fully animated sections.

While it would have been nice to have full animation for this entire game with the cutscenes, it is somewhat understandable considering how much story is being told here between the characters and the series as a whole. However, due to the sort of scattershot way of storytelling and story sequences, this definitely is not the type of game for a newcomer to Dragon Ball as a whole to play and have any idea what is actually happening due to how much is glossed over or skipped entirely. Even so, it features enough of the story beats and important moments that fans of the series will have no problems at all keeping up with the method of storytelling.

Not only do you get to play through the main story beats of the selected characters that you know from the series already, Dragon Ball: Sparking! Zero also has a number of alternate what if scenarios. Some of these are just different endings where someone else defeats the main boss, such as Gohan defeating Dabura in the Majin Buu saga and Majin Buu never being resurrected, complete with a new ending sequence of screenshots or animation.

The much more involved what ifs though are known as Sparking Episodes, which are multi-stage scenarios for you to explore. Every Episode Battle character has at least one Sparking Episode available, with Goku, Vegeta, and Future Trunks having multiple. I will probably never grow tried of playing through the classic story of Dragon Ball Z, which was made even better by having the story of Dragon Ball Super here as well, but getting pretty involved what if stories too are a great addition to the game. The Sparking Episodes are varied in their stories too, such as Goku going Super Saiyan against Vegeta for the first time instead of Frieza or Gohan managing to beat Golden Frieza when he returns. The latter one sets a chain reaction that also introduces a new variant of a character we’ve never seen before in the franchise, but I’ll leave that one for you to find out yourself since it’s a really cool surprise that I did not see coming at all.

There is one aspect of Episode Battle that can be really frustrating though, which is the battles where the default condition is to just survive and not win. For instance, the next to last fight on Goku’s Episode Battle against Goku Black and Zamasu has two win conditions, the default of surviving and the alternate of winning quickly. My first time playing I did it quickly and unlocked the dead end video showing they won and then couldn’t move forward in the story. Instead, I had to go back and find a way to drag out the fight longer while still staying alive just to get the survive completion to advance the story to the next arc. The whole point is so you don’t defeat them in battle and have to fuse with Vegeta with the Potara earrings to become Vegito. It makes sense for the story, but completing it fast like this really should unlock both paths and allow you to just continue on the other path. Even if they were better about providing a timer of how long you have to take in the battle would be helpful, especially for the other alternate ones as well.

Beyond Episode Battle, you also have Custom Battle to play with even more variety at your fingertips. Custom Battle is similar to that of Super Mario Maker in that you can create your own custom battles with specifications and must be able to beat it yourself before being able to upload it for others to use online. There are two options to start with Simple Edit and Normal Edit, with the former being based on auto-selected effects and events.

To start, you have to select the lineup of characters that will be fighting, with up to five being available for each of the two teams. From there, you can select character settings like whether to allow transformations or having any switch limit rules or a time limit. You can even set free slots to allow the person who will be playing to pick the character that will be used in that slot. Then, you pick the stage from the list of all the ones available in the game.  You also can set trigger conditions for how to win or having other things happen in the battle, such as unlocking the ability to use certain moves or forcing characters to switch out. There is so much you can setup here to where every battle can feel totally different from the next.

Setting up the battle is far from all that Custom Battles entail, as you get to create the entire scenario as if it was something in story mode. This means you get to create the cutscenes surrounding it, albeit without voice acting, from the pre-existing options in the game. This includes an opening title screen, the opening sequence, and even ending sequences for if you win or lose. The title screen even allows you to change the background, music, and text for the “episode” on it. The only downside here is that you are limited in the titles of the battles that you can use, though you can unlock more through collecting the Dragon Balls. I do wish you could just input whatever text you wanted, but I also understand why they probably didn’t include that option.

After setting up your Custom Battle and beating it yourself, you can upload it for others around the world to try out. Naturally, this means there are countless available for you to play that others have uploaded as well in the World Library. Not only are those available, but Dragon Ball: Sparking! Zero also has a Bonus Battles library full of Custom Battles created just for this game by the developers. Not all of these are available from the start either, so you’ll have to work to unlock more of them by finishing other Bonus Battles. I absolutely loved how much customization was available here and having a feature like this adds so much more longevity to a game that is already destined to have a lot of DLC coming that will only bolster this mode even further.

Verdict

Like past entries in the series, it may take a little while for Dragon Ball: Sparking! Zero to really click with you due to the perceived difficulty at the start. Once it does click though, you are in for a real treat with easily one of the best Dragon Ball games to date. With a massive character roster and high flying combat that perfectly emulates the series, Dragon Ball: Sparking! Zero delivers a Kamehameha of gratification for fans of the series and is something that would have made series creator Akira Toriyama very proud.

Score: 9/10

Pros:

  • Most extensive roster in Dragon Ball game series history
  • Gameplay feels like more polished version of the previous entries
  • Episode Battles span much of the series
  • Unique Sparking Episodes
  • Beautiful visuals

Cons:

  • Frustrating vague win conditions in Episode Battles occasionally
  • Use of non-voiced screenshots at times instead of fully animated cutscenes
  • Local multiplayer limited to one stage

Dragon Ball: Sparking! Zero review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

Home > News

Report: Bandai Namco Laying Off Hundreds of Employees; One Piece and Naruto Games Canceled or Paused

Bandai Namco is reportedly laying off hundreds of employees and has either canceled or paused development on several games. This news comes as a surprise, given the recent strong sales of Dragon Ball: Sparking Zero, which sold over 3 million units in just 24 hours and had a launch day player count surpassing 120,000 concurrent players.

As reported by Bloomberg (paywalled), Bandai Namco is allegedly using a tactic known as “Oidashi beya” or “expulsion rooms” to pressure employees into resigning voluntarily. In these rooms, employees are reportedly given little to no work-related tasks, while knowing that poor performance could be used as grounds to reduce severance when they leave. Many employees often use this time to look for other jobs. So far, about 200 employees have been moved to these rooms, with around 100 having already resigned.

However, a Bandai Namco representative denied these claims, stating:

Our decisions to discontinue games are based on comprehensive assessments of the situation. Some employees may need to wait a certain amount of time before they are assigned their next project, but we do move forward with assignments as new projects emerge. There is no organization like an ‘oidashi beya’ at Bandai Namco Studios designed to pressure people to leave voluntarily.

Alongside the layoffs, Bandai Namco has reportedly canceled or suspended development on several titles, including a game commissioned by Nintendo and two major projects tied to the One Piece and Naruto franchises.

These developments coincide with the cancellations of Blue Protocol and Tales of Rays, raising more questions about the company’s future. With so many layoffs and projects being halted, it remains to be seen how Bandai Namco plans to recover.

While these reports have yet to be fully confirmed, layoffs are never a good thing to see within our industry, but they’re also unavoidable given the ever-changing landscape. We here at MP1st wish the best of luck to those affected by the layoff, and hopefully, they’ll be able to quickly land back on their feet.

More MP1st Reading:

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Taha

Television kills your vision.

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Destiny 2 Servers Pulled Down for Maintenance and Patch 8.1.0.1 Release This Oct. 15

Guardians looking for some Destiny 2 game time, you’ll have to pause that for a few hours today, as Bungie has taken the game’s servers down and offline for maintenance, where a new patch (version 8.1.0.1) will be released.

Update: Destiny 2 Version 8.1.0.1 Patch Notes

Why Are the Destiny 2 Servers Down and Not Working? (October 15):

Tuesday, October 15, 2024 – Update 8.1.0.1
6:00 AM PDT -7 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, third-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
6:45AM PDT -7 UTC
    • Destiny 2 will be brought offline for expected maintenance.
    • Players will be removed from activities and won’t be able to log back in until 10 AM PDT.
    • Ongoing Destiny maintenance is expected to conclude at 12 PM PDT.
10:00 AM PDT -7 UTC
    • The latest Destiny 2 update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • Clan features may remain offline until maintenance is complete.
12:00 PM PDT -7 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating should restart their console and try downloading the update.
    • Players who observe issues should report to the #Help forum.

Once the official patch notes are out, we’ll be sure to let our readers know. In case you didn’t know, Vesper’s Host Dungeon Race just concluded this past week and we should hear more about that soon. The mobile version of the game titled Destiny: Rising has also been announced yesterday in case you’re interested.

[Source: Bungie]

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Alex Co

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

Home > Title Updates and Patches

DayZ Update 1.71 Sleds Out for Frostline Expansion and Stable Patch 1.26

Bohemia Interactive has today released DayZ update 1.71 on consoles, and this is for the Frostline paid DLC, as well as for Patch 1.26! There is a lot to take in here, so read on for the changes, new content and more for both consoles and PC.

DayZ Update 1.71 Patch Notes and What’s New for Frostline:

Console Stable 1.26 Update 1 – Version 1.26.158777 (Release on 15.10.2024)

NOTES

FROSTLINE DLC

  • Added Sakhal terrain
  • Rubber Boat
  • Ice Axe
  • Yellowfoot Mushroom
  • Reindeer
  • Winter-themed infected types
  • Winter-themed variants of existing clothing items
  • Budenovka
  • Snowstorm Ushanka
  • Ski gloves
  • Navy uniform jacket and pants
  • OMK jacket and pants
  • Walleye Pollock
  • Steelhead Trout
  • Shrimp
  • Scientific briefcase and keys
  • Canned crab
  • Down jacket
  • Ski goggles
  • Glass bottle

GAME

ADDED

  • Brown Hare
  • Red Fox
  • Wolf trophy headdress
  • Shemag
  • Fishing jig
  • Wooden fishing hook
  • Consuming scorching hot items now slows consumption and causes damage
  • It is now possible to climb onto ledges while swimming
  • Some items can now freeze if exposed to low temperatures
  • Grass now bends under animals and infected
  • Terrain and object visibility settings
  • In-game server browser now verifies all official servers before displaying them
  • In-game server browser can now filter for maps
  • In-game server browser now allows sorting for maps in a separate column
  • Description field for servers, displayed in the server browser
  • Support for stick dead zones

FIXED

CHANGED

  • Updated official server naming conventions in coherence with the server browser update
  • Reworked character heat comfort and how it is influenced
  • Rebalanced the insulation values of most clothing items
  • Reworked fishing action and its chances, including audio and particle effects (let go of LMB to reel in a fish when caught)
  • Fishing bait is no longer crafted, but an attachment of hook
  • Slightly rebalanced the nutrition values of fish
  • Eating raw fish now causes food poisoning instead of salmonella
  • Worms are now stackable
  • It’s now possible to dig multiple worms at once with certain tools
  • Reworked the common cold into stages, added pneumonia
  • Codeine pills and morphine now suppress common cold and influenza symptoms
  • To tackle animal predators being an easy source of food for highly geared players, we have infected predator meat with a disease
  • All edible items can now be added to cooking slots
  • All edible items can now be heated up to warm up the character when consumed
  • Tweaked water gain from food items, decreased the gain from cooked items
  • Removed rough and precision soft skills
  • Firewood can now be stacked up to 3 times in the inventory
  • Tweaked the minimum and maximum temperatures of items
  • Players now gain temporary immunity to the common cold after beating it or any of its later stages
  • The flare gun ammunition now spins slightly on descent
  • Active rain/snowfall now decrease the hearing of infected
  • Force feeding is now only possible when facing the player
  • Sitting in a vehicle with running engine will now set your character’s heat comfort to neutral
  • Heat packs cool down over a longer period and give drastically more benefit
  • Traps now require bait and might catch different animals depending on the bait
  • Traps now play a sound when they aught an animal
  • Traps in water not play a particle effect when they caught an animal
  • Reduced damage taken by traps on catch
  • Increased chance of catching animals via trap
  • Reduced time required for traps to catch an animal
  • Significantly increased the weight of animals pelts
  • Terrain detail video settings are now hidden and set to one value that corresponds to the multiplayer settings (it was always forced to one value by the server anyway)
  • Optimized world loading for respawning players (PC only)
  • Reduced the AI alertness from pistol shots
  • Strongly reduced the AI alertness from shots of the Sporter
  • Heat buffer (+ symbol) now shows progression on HUD and its behavior has been slightly altered
  • Reduced size of the cargo on most jackets, pants and vests
  • Adjusted inventory sizes of various items
  • Many continuous actions have now their camera view angle limited to the general area, where the action is conducted
  • It’s not possible to construct garden plots below certain environment temperatures

CENTRAL ECONOMY

  • Fixed: The restock value was not properly considered when restocking items (https://feedback.bistudio.com/T177835)

CHERNARUS

  • Fixed: A glitched military convoy position at Dubrovka
  • Changed: Morning fog behavior, there is always morning fog around the coast and in the low altitude valleys. The density is randomized, it can be too thick sometimes
  • Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
  • Changed: Large-scale rebalancing of clothing items and firearms

LIVONIA

  • Changed: Morning fog behavior, there CAN be a morning fog which is on the river and around its bed. The density is randomized
  • Changed: Livonia now has sudden overcast changes. The sudden change always ends with a bad weather and the duration of it shorter compared to normal overcast changes
  • Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
  • Changed: Default date reset interval moved from Aug-Sept to July-Aug
  • Changed: Large-scale rebalancing of clothing items and firearms

SERVER

KNOWN ISSUES

  • The server browser might not display servers – a fix is in the works – THIS CAN BE SOLVED BY RESETTING FILTERS
  • Dying while having the inventory or quick-wheel open can result in the respawn menu not functioning and requiring a restart, a fix is in internal testing
  • Respawning from unconscious might result in disconnect from the server
  • We are investigating a possible performance decline on PlayStation 4 and Xbox One consoles
  • There might be issues with vaulting over fences, a fix is in internal testing
  • Weather can be desynced for players after server start – a fix is in internal testing
  • Thawing frozen items in cookware is too slow – a fix is in internal testing
  • Heavy Metal Poisoning Screen effect is present after respawn – a fix is in internal testing, can be solved by reconnect
  • Vehicles or boats behave weirdly next to rocks (https://feedback.bistudio.com/T183992https://feedback.bistudio.com/T183617) – a fix is in internal testing
  • Character is stuttering while passing doors
  • Camera twitches after vaulting over fences/walls (https://feedback.bistudio.com/T185237)
  • Sakhal map doesn’t have translated name and description – a fix is in internal testing
  • Alarm sound of Warhead bunker entrance can play permanently after server restart
  • Some ice sheets cannot be climbed on
  • Tents can clip into ice sheets after being packed
  • Grass shortly disappears when driving boats close to a beach
  • Boats and players in them are not getting any damage in crashes
  • Small stutters can happen when walking/sprinting into the sea
  • Climbing on boat, especially with no or low stamina, can cause animation glitches
  • Some food can clip into fireplaces and ovens when added to cooking slots – a fix is in internal testing
  • Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) – a fix is in internal testing
  • Thawed snow area around fireplaces is not visible at night
  • PC server descriptions do not support new line characters – a fix is in internal testing

DayZ Stable Update 1.26 for PC Patch Notes:

PC Stable 1.26 Update 1 – Version 1.26.158898 (Release on 15.10.2024)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

 

FROSTLINE DLC

  • Added Sakhal terrain
  • Rubber Boat
  • Ice Axe
  • Yellowfoot Mushroom
  • Reindeer
  • Winter-themed infected types
  • Winter-themed variants of existing clothing items
  • Budenovka
  • Snowstorm Ushanka
  • Ski gloves
  • Navy uniform jacket and pants
  • OMK jacket and pants
  • Walleye Pollock
  • Steelhead Trout
  • Shrimp
  • Scientific briefcase and keys
  • Canned crab
  • Down jacket
  • Ski goggles
  • Glass bottle
  • Heavy Metal Poisoning

GAME

ADDED

  • Brown Hare
  • Red Fox
  • Wolf trophy headdress
  • Shemag
  • Fishing jig
  • Wooden fishing hook
  • Consuming scorching hot items now slows consumption and causes damage
  • It is now possible to climb onto ledges while swimming
  • Authentication for official game servers
  • Some items can now freeze if exposed to low temperatures
  • Grass now bends under animals and infected
  • Terrain and object visibility settings
  • In-game server browser now verifies all official servers before displaying them
  • In-game server browser can now filter for maps
  • In-game server browser now allows sorting for maps in a separate column
  • Description field for servers, displayed in the server browser

FIXED

CHANGED

  • Updated official server naming conventions in coherence with the server browser update
  • Reworked character heat comfort and how it is influenced
  • Rebalanced the insulation values of most clothing items
  • Renamed “bad” insulation to “worst” for better understanding
  • Reworked fishing action and its chances, including audio and particle effects (let go of LMB to reel in a fish when caught)
  • Fishing bait is no longer crafted, but an attachment of hook
  • Slightly rebalanced the nutrition values of fish
  • Eating raw fish now causes food poisoning instead of salmonella
  • Worms are now stackable
  • It’s now possible to dig multiple worms at once with certain tools
  • Reworked the common cold into stages, added pneumonia
  • Codeine pills and morphine now suppress common cold and influenza symptoms
  • To tackle animal predators being an easy source of food for highly geared players, we have infected predator meat with a disease
  • All edible items can now be added to cooking slots
  • All edible items can now be heated up to warm up the character when consumed
  • Tweaked water gain from food items, decreased the gain from cooked items
  • Removed rough and precision soft skills
  • Firewood can now be stacked up to 3 times in the inventory
  • Tweaked the minimum and maximum temperatures of items
  • Players now gain temporary immunity to the common cold after beating it or any of its later stages
  • The flare gun ammunition now spins slightly on descent
  • Active rain/snowfall now decrease the hearing of infected
  • Force feeding is now only possible when facing the player
  • Sitting in a vehicle with running engine will now set your character’s heat comfort to neutral
  • Heat packs cool down over a longer period and give drastically more benefit
  • Traps now require bait and might catch different animals depending on the bait
  • Traps now play a sound when they aught an animal
  • Traps in water play a particle effect when they caught an animal
  • Reduced damage taken by traps on catch
  • Increased chance of catching animals via trap
  • Reduced time required for traps to catch an animal
  • Significantly increased the weight of animals pelts
  • Terrain detail video settings are now hidden and set to one value that corresponds to the multiplayer settings (it was always forced to one value by the server anyway)
  • Optimized world loading for respawning players (PC only)
  • Reduced the AI alertness from pistol shots
  • Strongly reduced the AI alertness from shots of the Sporter
  • Heat buffer (+ symbol) now shows progression on HUD and its behavior has been slightly altered
  • Reduced size of the cargo on most jackets, pants and vests
  • Adjusted inventory sizes of various items
  • Many continuous actions have now their camera view angle limited to the general area, where the action is conducted
  • It’s not possible to construct garden plots below certain environment temperatures

CENTRAL ECONOMY

CHERNARUS

  • Fixed: A glitched military convoy position at Dubrovka
  • Changed: Morning fog behavior, there is always morning fog around the coast and in the low altitude valleys. The density is randomized, it can be too thick sometimes
  • Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
  • Changed: Large-scale rebalancing of clothing items and firearms
  • LIVONIA
  • Changed: Morning fog behavior, there CAN be a morning fog which is on the river and around its bed. The density is randomized
  • Changed: Livonia now has sudden overcast changes. The sudden change always ends with a bad weather and the duration of it shorter compared to normal overcast changes
  • Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
  • Changed: Default date reset interval moved from Aug-Sept to July-Aug
  • Changed: Large-scale rebalancing of clothing items and firearms

SERVER

LAUNCHER

  • Added: Launcher now verifies all official servers before displaying them

MODDING

  • Added: ‘CGame.ReloadShape’ to reload an objects p3d through script (diag only)
  • Added: Support for NoiseSystemParams::shotVolExponent in Infected.hpp config file, which affects volume fall off shots heard by infected
  • Added: Diag Menu: “Enfusion World > Bullet > Simulation” to pause and step through physics simulation
  • Added: GetAimingHandsOffsetLR, GetAimingHandsOffsetUD script API
  • Added: Ability to define a texture layer with a certain projection vector into Multi and Super shader (documentation coming soon, Adam Franců)
  • Added: Script functions IsPointInPolygon, IsPointInPolygonXZ, IsPointInTriangleXZ, TriangleWindingXZ
  • Added: Exposed various getters for Car wheel contact
  • Added: Configuration of the sea – parameters MaxTide and MaxWave in cfgWorlds. Diag menu option to set the sea level to maximum or minimum
  • Added: Script function GetAdditionalHealthTypes
  • Added: CGame.SurfaceGetSeaLevelMin() and CGame.SurfaceGetSeaLevelMax()
  • Added: dBodyGetWorldTransform and dBodyGetDirectWorldTransform to EnPhysics
  • Added: ‘Human.PhysicsGetPositionLS’ and ‘Human.PhysicsGetPositionWS’
  • Fixed: ‘DbgUI.SliderFloat’ not accepting inputs or rendering
  • Fixed: A bug that could be abused to obfuscate files
  • Fixed: EntityOverlapSingleBullet had incorrect parameter count
  • Fixed: FindFile script method did not handle the pattern correctly on linux (https://feedback.bistudio.com/T179707)
  • Fixed: FileMode.WRITE was not truncating the file on Linux (https://feedback.bistudio.com/T180210)
  • Fixed: ‘Human.PhysicsGetPositionWS’ and ‘Human.PhysicsGetRotationWS’ would ignore enfusion parent
  • Changed: Vertex limit in a single p3d model has been increased from 32 thousand to 65 thousand – requires binarize.exe in DayZ Tools to be updated to take advantage, which will occur later
  • Changed: The vehicle UI has been refactored to allow for more extendability. In the current version (1.26), both the old and new solution are present to give time for mods which would use the vehicle UI scripts to change to the new version without pressure. With version 1.27, the old solution will be removed completely. By default, the old UI solution is used.  In order to switch to the new version, run the game with startup parameter -scrDef=VEH_UI_REFACTOR. The relevant changes are present within IngameHud.c
  • Changed: SurfaceGetType(3D) now returns the Y position the surface was found
  • Changed: Tree and grass material property `perlinDirAffection` will now have square reduction of its magnitude below the value of 0.5, resolving some visual noise of trees and grass
  • Changed: Clutter generation speed has been significantly increased on higher cell size terrains
  • Changed: Surfaces can now define a ‘stepParticle’ and ‘wheelParticle’
  • Changed: Some minor documentation improvements around physics getters for Human
  • Changed: ‘Human.PhysicsGetTransformWS’ now returns the true world space with enfusion hierarchy
  • Tweaked: Debug shots trace now outputs speed of projectile upon exiting a surface

TERRAIN BUILDER

  • Added: Template library filtering
  • Fixed: Export Shapes to Imagery functionality now continues to work even after invalid path is specified
  • Fixed: Renaming an object/shape layer works now, instead of creating a new layer
  • Tweaked: “Remove + Delete from HDD” from Object layer window has been replaced with “Remove” option which does NOT delete the corresponding file
  • Tweaked: Removed various unused options from Terrain -> Preferences
  • Tweaked: Generate layers process has been optimized and is now faster
  • Tweaked: Improvements to the mass conversion of PNG to PAA for layers (you can select parallel conversion)

KNOWN ISSUES

  • The server browser might not display servers – a fix is in the works – THIS CAN BE SOLVED BY RESETTING FILTERS
  • Respawning from unconscious might result in disconnect from the server
  • Weather can be desynced for players after server start – a fix is in internal testing
  • Thawing frozen items in cookware is too slow – a fix is in internal testing
  • Heavy Metal Poisoning Screen effect is present after respawn – a fix is in internal testing, can be solved by reconnect
  • Vehicles or boats behave weirdly next to rocks (https://feedback.bistudio.com/T183992https://feedback.bistudio.com/T183617) – a fix is in internal testing
  • Character is stuttering while passing doors
  • Camera twitches after vaulting over fences/walls (https://feedback.bistudio.com/T185237)
  • Sakhal map doesn’t have translated name and description – a fix is in internal testing
  • Alarm sound of Warhead bunker entrance can play permanently after server restart
  • Some ice sheets cannot be climbed on
  • Tents can clip into ice sheets after being packed
  • Boats and players in them are not getting any damage in crashes
  • Small stutters can happen when walking/sprinting into the sea
  • Climbing on boat, especially with no or low stamina, can cause animation glitches
  • Some food can clip into fireplaces and ovens when added to cooking slots – a fix is in internal testing
  • Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) – a fix is in internal testing
  • Thawed snow area around fireplaces is not visible at night
  • PC server descriptions do not support new line characters – a fix is in internal testing

Don’t be surprised to see a follow-up patch released to fix any issues that surface from this one.

[Source: Bohemia Forums (1, 2)]

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Alex Co

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

Home > News

Microsoft Flight Simulator 2024 Uses Up to 180 Mbps of Internet Bandwidth While Flying Over Populated Areas

If you’re excited about Microsoft Flight Simulator 2024, you might want to make sure your internet connection can handle it. The game aims to bring incredible graphics and a very realistic flying experience. However, with this level of realism comes a big demand on your internet. Players might want to check their connection, as this open-world simulator could use more data than you’d expect.

According to Compusemble on YouTube, Microsoft Flight Simulator 2024 can use up to 180 Mbps of internet while flying over populated areas. Since 1 byte = 8 bits, 180 Mbps equals 22.5 megabytes (MB) of data being used per second. Over one minute, this adds up to around 1.35 GB of data per minute. This is why the game can use close to 80 GB per hour when running on high settings.

This much data can be a problem for players with slower internet speeds or limited data plans. The game’s heavy reliance on Microsoft’s Azure cloud service is largely responsible for these high bandwidth requirements, as it streams a large amount of real-time data to keep the game’s visuals incredibly detailed.

Microsoft Flight Simulator 2024
Microsoft Flight Simulator 2024 uses up to 180 Mbps of internet bandwidth while in flight.

Despite the high data consumption during gameplay, the base installation of Flight Simulator 2024 is surprisingly small. The base installation is only about 30 GB, which is much smaller compared to the 130-400 GB needed for Flight Simulator 2020. This smaller size shows how the game is now leaning more on cloud-based streaming, which helps deliver better visuals while keeping the file size on your device much smaller.

Players will have to wait and see how well the game performs across different platforms and internet speeds. For those with fast internet, the experience should be seamless, but others might face challenges.

Microsoft Flight Simulator 2024 will launch on November 19, 2024, for Xbox Series X|S and PC, with day-one availability on Xbox Game Pass.

More MP1st Reading:

Thanks, Tom’s Hardware!

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Taha

Television kills your vision.

Home > Title Updates and Patches

Lords of the Fallen Update 1.053 Drops for Minor Patch This Oct. 15

HexWorks has pushed out Lords of the Fallen update 1.053 on all platforms this October 15, and this is a minor patch that doesn’t bring in any new content. Note that this title update has been released during the game’s server maintenance, so if you’re encountering server issues, that’s the reason why.

Is There Anything New in Lords of the Fallen Update 1.053?

As far as we know, there’s no new content or any player-facing changes made with today’s patch. Here’s what HexWorks had to say about it:

Greetings Lampbearers,

Please find below details on today’s maintenance update for Lords of the Fallen.

As always, if you’re enjoying your adventures through Mournstead, we’d greatly appreciate it if you could leave us a review on Steam.

In light, we walk.
The HEXWORKS Team

Improvements
  • Optimized multiplayer connectivity for improved performance.
  • Fixed minor issues.

Yep, that’s about it. We got a minor patch that introduced a few fixes four months ago, but in terms of new features and content, I think we’re past that now given the studio is hard at work on a sequel that’s set for release in 2026. We’re not expecting any major patches from the game moving forward, and neither should you. If that changes, we’ll be sure 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

Helldivers 2 Update 1.001.104 Completes 60-Day Plan, Here’s What’s New

Back in August, Arrowhead Game Studios outlined the studio’s plans to roll out fixes and improvements to Helldivers 2 in a span of 60-days. Well, that culmination of that is today with Helldivers 2 update 1.001.104! The download is out now on PC and PS5, and the complete patch notes and dev details are available below.

Helldivers 2 Update 1.001.104 Patch Notes – What Got Changed?

Overview

The final part of our 60 day commitment is here! This patch marks the last set of changes we aimed to implement for the 60 day community commitment while also addressing issues we previously didn’t have time to fix. So what does this patch contain? We have made changes to the remaining weapons and stratagems we weren’t able to finish for the patch on September 17th, ensuring they’re now more interesting and effective. We have also dedicated some time and we’ve looked over some key core systems like enemy spawning as well as targeting and vision for the Automatons. Based on your feedback, we’ve fine-tuned the Automaton experience to hopefully make them feel less frustrating to play against. Additionally, we have also adjusted the Helldivers durability to make your armor choices feel more impactful.

Finally, we’ve introduced new functionality to certain items to give players more depth in mastering their equipment. For example, the GR-8 Recoilless Rifle and the AC-8 Autocannon now have programmable ammunition, and drones that come with backpacks can be toggled on or off for added control.

We hope you enjoy these changes! The team at Arrowhead has been thrilled to work on this 60-day commitment for you, our community and players and seeing your reactions to the work we’ve done! Together, we aim to ensure Helldivers 2 delivers on its core fantasy and remains a game we all love to play.

Balancing

General changes

  • Additional Supply Items are now visible on the minimap
    • Exosuits
    • Support Stratagems
  • Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
    • They can no longer ricochet off of targets
  • Helldiver armor tweaks
    • Both Heavy and Light armor are now more effective
    • Heavy armor reduces damage taken by 25%, up from 20%
      • 5% more damage reduction
    • Light armor increases damage taken by 25%, down from 33%
      • 8% less damage taken
    • Stratagems and Weapon tag description updates
    • They now show more information and are also categorized:
      • Armor penetration 2 is classified as Light armor penetrating
      • Armor penetration 3 is classified as Medium armor penetrating
      • Armor penetration 4 is classified as Heavy armor penetrating
      • Armor penetration 5+ is classified as Anti tank

Primary Weapons

Plasma projectile behavior

  • We’ve standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won’t be very noticeable
  • With the SG-8P Punisher Plasma you’ll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same

PLAS-101 Purifier

  • Projectiles can now be charged up with a damage multiplier that scales:
    • Minimum charge of 0.1 sec gives a 50% damage multiplier
    • Maximum charge of 1 sec gives a 100% damage multiplier
  • Maximum charge projectile damage increased from 100 to 200
  • Maximum charge projectile durable damage increased from 50 to 100
  • Maximum charge explosion damage increased from 150 to 300
  • The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
  • Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
  • Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300

PLAS- 1 Scorcher

  • New weapon function: Auto fire mode
  • Fire rate increased from 250 to 350
  • Magazine capacity increased from 15 to 20
  • Spare magazines decreased from 6 to 5

SG-8P Punisher Plasma

  • Reduced recoil
  • Fire rate increased from 80 to 100

AR-23 Liberator

  • Horizontal recoil reduced by 30%

AR-23P Liberator Penetrator

  • Horizontal recoil reduced by 30%
  • Increased magazine capacity from 30 to 45
  • Spare magazines decreased from 10 to 7

AR-23A Liberator Carbine

  • Horizontal recoil reduced by 30%
  • Ergonomics increased from 65 to 70
  • Reload duration decreased from 3 to 2.5 sec

BR-14 Adjudicator

  • Horizontal recoil reduced by 30%
  • Projectile damage increased from 80 to 90
  • Projectile durable damage increased from 16 to 23
  • Magazine capacity increased from 25 to 30

AR-61 Tenderizer

  • New weapon function: 600/850 RPM

JAR-5 Dominator

  • Moved from the Explosive weapon category to the Special weapon category

Sidearms

P-113 Verdict

  • Armor penetration increased from 2 to 3
  • Projectile durable damage increased from 13 to 32
  • Stagger strength increased from 13 to 15

P-4 Senator

  • Armor penetration increased from 3 to 4
  • Projectile damage increased from 175 to 200
  • Projectile durable damage increased from 35 to 70

P-11 Stim Pistol

  • Spread decreased from 30 to 5
  • Muzzle velocity increased from 80 to 200

Throwables

K-2 Throwing Knives

  • Uses increased from 8 to 20

G-12 High Explosive Grenade

  • Damage increased from 400 to 800

G-6 Frag Grenade

  • Damage increased from 250 to 500

G-10 Incendiary Grenade

  • Damage increased from 150 to 300

Stratagem Support Weapons

AC-8 Autocannon

  • New weapon function: Programmable ammunition now allows you to switch between normal projectiles and flak projectiles
    • Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius

GR-8 Recoilless Rifle

  • New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
    • High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks

RL-77 Airburst Rocket Launcher

  • Reload duration reduced from 7 to 5 sec

M-105 LMG Stalwart

  • Ergonomics increased from 25 to 40

MG-43 Machine Gun

  • Magazine capacity increased from 150 to 175
  • Starting spare magazines increased from 1 to 2

MG-206 Heavy Machine Gun

  • Magazine capacity increased from 75 to 100

Backpacks

LIFT-850 Jump Pack

  • Cooldown reduced from 20 to 15 sec
  • Stronger thrust force
  • Thrust vector has been tweaked
    • Will have a slightly higher jump and more forward momentum

AX/AR-23 “Guard Dog”

  • Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds
    • Armor penetration increased from 2 to 3
    • Damage decreased from 70 to 60
  • Magazine capacity increased from 30 to 45

Drone Backpacks now has a new toggle drone function

  • Activate: The drone leaves the backpack and starts to perform its tasks
  • Deactivate: The drone returns to the backpack into a passive standby state

Stratagems

Eagle Strafing Run

  • Explosion radius slightly increased
  • Explosion damage increased from 250 to 350

Orbital Airburst Strike

  • Salvoes increased from 3 to 4
  • Duration between salvoes increased from 3 to 4 sec

A/MG-43 Machine Gun Sentry

  • Magazine capacity increased from 125 to 175
  • Cooldown reduced from 120 to 90 sec
  • Life time reduced from 180 to 150 sec

A/G-16 Gatling Sentry

  • Magazine capacity increased from 400 to 500
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

A/MLS-4X Rocket Sentry

  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

A/AC-8 Autocannon Sentry

  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

MD-17 Anti Tank Mines We are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch

  • The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Damage increased from 800 to 2000
  • Explosion radius decreased

A/ARC-3 Tesla Tower

  • Reduced charge-up shots cooldown from 3 to 1 sec
  • Cooldown reduced from 150 to 120 sec
  • Lifetime reduced from 180 to 150 sec

FX-12 Shield Generator Relay

  • Removed charge delay between damage taken
  • Increased charge rate from 300 to 400 health/sec
  • Radius increased from 8 to 15m
  • Once the shield is down, it will no longer regenerate

Gameplay 

Patrol Spawning:

  • Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map. Now, the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!

Terminids

Bile Spewers

  • Legs health reduced from 300 to 200

Nursing Spewers

  • Legs health reduced from 300 to 200

Hunters

  • Have a short shared area cooldown for their pounce ability
  • Can now totally blow up if affected with enough damage

Scavengers

  • Can blow up if affected with enough damage

Automatons

Automaton Targeting

  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We’ve addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won’t be able to shoot through walls or see you when they shouldn’t. Please let us know if you still encounter issues like these!

Automaton projectiles

  • Normal small projectiles damage reduced from 40 to 35
    • Used by enemies like the Devastators, Emplacements and Conscripts
  • Heavy projectiles damage reduced from 65 to 60
    • Used by enemies like the Heavy Emplacements and Scout Striders

Hulk Bruiser

  • In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
  • As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers

All Devastators

  • Head armor decreased from 2 to 1
  • Head health increased from 100 to 110

Berserkers

  • Head health decreased from 125 to 110

Heavy Devastator

  • The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack

All Tanks

  • Front armor reduced from 6 to 5
    • Our previous tweak didn’t have the intended effect on gameplay that we expected so we’ve reverted this back
  • The rear weak spots of the Tank’s body now have their own health pool, which matches the Tank’s previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank’s main health

Annihilator Tank Turrets

  • The rear weak spots of the Tank’s body now have their own health pool, which matches the Tank’s previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank’s main health

Shredder Tank Turrets

  • The rear weak spots of the Tank’s body now have their own health pool, which matches the Tank’s previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank’s main health

Barrager Tank Turret

  • The Turret is now destroyed if the Tank body is destroyed

Fixes

Resolved Top Priority issues:

  • Not enough enemies spawn to complete Eradicate missions
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
  • Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples

Crash Fixes and Soft-locks:

  • Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
  • Fixed potential crash when a peer leaves with unique armor customization
  • Various crash fixes

Miscellaneous Fixes

  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • General Brasch returns from holiday retreat in foggy hillside town.

What Issues Are Left With Helldivers 2 After the October 15 Update?

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Top Priority:

  • The hive breaker drill may be inaccessible when called in
  • Players may not receive Friend Requests sent from another platform
  • Terminals may lose functionality blocking completion of a mission
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Title may crash during intro cinematic or title screen
  • Friends “Invite only” games can still be seen on the Galactic War Map but cannot be joined

Medium Priority:

  • Players are unable to shoot properly while in the air using a jetpack
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart

We will be sure to let our readers know when the next update is released soon.

[Source: Helldivers 2 Discord]

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Alex Co

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