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PS5 Update Version 24.07-10.20.00 Out for Activities Display Fix This Oct. 23

Sony has released PS5 update version 24.07-10.20.00 today and this improves the display for the Activities tab. Improved system stability and messages have also been made. Read on for the full patch notes down below.

The file size for this new update is 1.317GB.

PS5 Update Version 24.07-10.20.00 Patch Notes and New Features:

  • Activities now display as In ProgressNot Started, or Completed, depending on whether you have ever started or completed the activity.
    • Potential spoilers will still be hidden.
  • We’ve improved system software performance and stability.
  • We’ve improved the messages and usability on some screens.

We will update you in the future when more PS5 updates are released.

More PlayStation Reading:

Source: PlayStation]

Damien Seeto

Home > News

Honkai: Star Rail Teams Up With HYTE For Silver Wolf-Themed RDY Y70 Case and Builds

Hoyoverse is teaming up with PC cases, components, and accessories makers HYTE for an exciting collaboration, as their incredible dual chamber PC Case, the Hyte RDY Y70, is about to get an Honkai: Star Rail-themed makeover based on everyone’s favorite hacker, Silver Wolf. 

Silver Wolf Hacks Her Way Into the New HYTE Y70 Case

Though the collaboration was announced months ago, the Silver Wolf-themed RDY Y70 case (and bundles) are now officially available at participating retailers! The Honkai: Star Rail-themed case costs $299.99, $70 above the standard MSRP of the non-themed version, though worth the price if you’re a massive Star Rail fan. 

HYTE will also offer a keycap set and desk pad themed after Silver Wolf for those not wanting (or wanting more) to get the case, which retails at an MSRP of $129.99.

However, if you’re a Star Rail fan who’s looking to up their PC gaming setup, iBUYPOWER will also be offering a full pre-built PC with the Silver Wolf-themed case that sports quite the hardware to set you up for some top-notch gaming. 

  • Windows 11 Home
  • HYTE Y70 Silver Wolf Edition
  • Intel® Core™ i9-14900KF CPU
  • ASUS Z790 Gaming WiFi 7
  • ASUS GeForce RTX 4070 SUPER – 12GB
  • 32GB DDR5-6000MHz RGB RAM
  • 4TB M.2 NVMe Gen4 SSD

It’s a pretty solid build that you can also easily upgrade if you decide to later. 

As for where you can get your hands on any of the above mentioned products, you can do so by following one of the links below (non affiliated, so we do not earn on these).

To preorder the RDY Y70 Silver Wolf system from iBUYPOWER.com, please visit: https://ibp.gg/swrdy-pr

To purchase the Silver Wolf product line at retailers, please visit the following links:

Even if you aren’t a Silver Wolf fan, there’s no denying that the case itself looks spectacular and well done for a collaboration piece. Though if you aren’t a fan of hers, I’d be interested in wondering who you’d like to see featured in one of these collaborations. Though they just released in this month’s update, Rappa might be a character that could have a cool collaboration down the road. Let us know!

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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

Honkai Star Rail Update 2.600 Rolled Out for Version 2.6, and Here Are the Patch Notes

Developer mi-Ho-Yo has pushed out Honkai Star Rail update 2.600 on consoles and PC, and this is for the big 2.6 patch titled “Annals of Pinecany’s Mappou Age.” This adds new story content, new characters and more, with the full info available below.

 Honkai Star Rail Update 2.600 Patch Notes and What’s New:

1. New Story

■ Trailblaze Continuance “Penacony — Banana Outrage: Battles Without Ninja and Humanity”

Laughter, song, and dance linger all day, and by twilight, we sleep and do not wake — this dream world is like an old banana peel, covered in dark stains, how intolerable! Seek the true path, and extinguish this Mappou Age of the Dharma!

Availability: Permanently available after the Version 2.6 update

Requirement: Trailblaze Level ≥ 21

※ During Version 2.6, this content can be experienced in advance through the Finality’s Vision function.

※ Trailblazers are recommended to experience this content after completing the Trailblaze Mission “Penacony — Stranger in a Strange Land.”

2. New Characters

■ 5-Star character Rappa (Erudition: Imaginary)

Rappa is a DMG dealing character suited for attacking multiple targets. After using her Ultimate, Rappa will gain an extra turn and an ability that can reduce Toughness regardless of weakness. Additionally, Rappa can increase the Break DMG sustained by Broken enemies.

3. New Light Cones

■ 5-Star “Ninjutsu Inscription: Dazzling Evilbreaker (Erudition)”

Obtainable through the “Brilliant Fixation” Light Cone Event Warp.

■ 4-Star “Dream’s Montage (Abundance)”

Obtainable through the “Brilliant Fixation” Light Cone Event Warp.

■ 4-star Light Cone “Ninja Record: Sound Hunt (Destruction)”

Obtainable through the “Sound Hunt Ninjutsu Inscription” event.

4. New Areas

■ Penacony Paperfold University College

Penacony’s famous college, located in the Moment of Sol. The cradle of outstanding talents that continuously sends the light and heat of knowledge within and outside the Dreamscape.

5. New Events

■ Sound Hunt Ninjutsu Inscription

The grand music festival hides a lurking threat as the Dazzling Ninja Hero takes the stage — let the hunt begin once more! The band performance will soon commence, and it promises to be an electrifying spectacle!

Event Period: 2024/10/25 12:00:00 – 2024/12/02 03:59:00 (server time)

Requirement: Trailblaze Level ≥ 21

※ This content can be experienced in advance through the Finality’s Vision function.

※ Trailblazers are recommended to experience this content after completing the Trailblaze Continuance “Penacony — Battles Without Ninja and Humanity.”

■ Mr. Cold Feet’s Pop-Up Shop

Sampo seems to be preparing for some new business venture in Belobog. Rather suspicious. But… what if you could get something out of this?

Event Period: 2024/10/31 12:00:00 – 2024/11/11 03:59:00 (server time)

Requirement: Trailblaze Level ≥ 21

※ This content can be experienced in advance through the Finality’s Vision function.

※ Trailblazers are recommended to experience this content after completing the Trailblaze Mission “Jarilo-VI — Silent Galaxy”

■ Shadow of the Ranger

What new project have the researchers aboard the space station accepted this time? All clues are clouded in uncertainty and confusion and an enigma encircles the figure of a Galaxy Ranger, yet you seem to be the only one in the know…

Event Period: 2024/11/13 04:00:00 – 2024/12/02 03:59:00 (server time)

Requirement: Trailblaze Level ≥ 21

※ This content can be experienced in advance through the Finality’s Vision function.

※ Trailblazers are recommended to experience this content after completing the Trailblaze Continuance “Penacony — Battles Without Ninja and Humanity.”

■ Gift of Odyssey

Log in every day during the event to obtain check-in rewards. Trailblazers can claim Star Rail Special Pass ×10 after checking in for 7 days!

※ Please refer to future announcements for information on other events.

6. New Gameplay

■ Simulated Universe: Unknowable Domain

Herta and the others have added another extrapolation branch to the expansion module in the form of an unknowable domain. Scholars, geniuses, and Rupert II’s legacy will draw all into a maelstrom…

Availability: After the Version 2.6 update

Unlock Conditions: Clear Simulated Universe: World 5

7. Others

■ Enemies

Banacademic Office’s Assistanana, Banacademic Office’s Fortune BananAdvisor, Banacademic Office’s Dreamweaver BananAdvisor, Banacademic Office’s Charmony BananAdvisor, Wonder Forest’s Banacademic Office Staff, Cacophonic Conductor

■ Gameplay Updates

Treasures Lightward: Regular game modes Apocalyptic Shadow, Pure Fiction, and Forgotten Hall: Memory of Chaos will be refreshed alternatively. For more details, see below:

Apocalyptic Shadow: Sovereign Control

2024/10/28 04:00:00 – 2024/12/09 03:59:00 (server time)

When an enemy with Steadfast Safeguard is Weakness Broken, recover Skill Points for all ally characters and activate their Ultimates.

Increases the Weakness Break DMG received by all enemies by 20% and Follow-up ATK DMG received by 20%.

Pure Fiction: Rumor Mill

2024/11/11 04:00:00 – 2024/12/23 03:59:00 (server time)

Increases DoT taken by enemy targets by 35%. Enemy targets that receive DoT have their DMG dealt reduced by 35%. After they are attacked, their action is Advanced Forward by 35%.

Memory of Chaos: Dancing with the Dreams

2024/11/25 04:00:00 – 2025/01/06 03:59:00 (server time)

When enemy targets are Weakness Broken, adds 1 hit to Memory Turbulence’s Hits Per Action. If the target is an Elite enemy or higher, then additionally adds 1 hit, stacking up to 15 hits.

At the start of every Cycle, every Memory Turbulence hit will deal a set amount of DMG to a random enemy target 1 time without resetting Hits Per Action.

Stage

Stagnant Shadow: Shape of Timbre

Cavern of Corrosion: Path of Uncertainty

Relics

Cavern Relic “Sacerdos’ Relived Ordeal”

Cavern Relic “Scholar Lost in Erudition”

System

The Relic Switch interface now has an added option to view the Relic acquisition methods. Additionally, the Relic acquisition interface now includes a direct access button to “Relic Synthesis.”

After obtaining a new avatar, a red dot notification will appear in “Phone — Avatar” segment.

Others

Adds new content such as some readable items, data bank entries, Achievements, loading screen texts, and Disks.

Some photos have been added to the photo wall in March 7th’s room. Trailblazers can check it out after completing the corresponding Trailblaze Missions.

Adds new Light Cones “Before the Tutorial Mission Starts (Nihility),” “Hey, Over Here (Abundance),” and “For Tomorrow’s Journey (Harmony)” and their corresponding Superimposition materials to the Herta’s Store.

Adds a new button to view max-level Traces when previewing character details on the Warp and Aptitude Showcase event pages.

Certain iOS devices can now select the 120 framerate option in Setttings>Graphics Settings>FPS option.

Adjustments and Optimizations

■ Characters and Enemies

Adjusts the order of the recommended upgrade for the character “Firefly (Destruction: Fire)”‘s Traces.

Adjusts the ability effects of some enemies in the stealth state. If attacked by these enemy targets in the stealth state, the enemy targets will not hide their own Weakness after entering battle.

Optimizes the brief text description of some characters’ abilities. This optimization does not affect the actual effect of the ability.

Combat

Adjusts the visual effects of certain ability effects and map effects.

System

Optimizes the default scheme names when building a new Filter Scheme.

Optimizes the order of the main stats in the Relic Filter Scheme interface.

Optimizes the Relic filtering, specifically of the head and hands slots’ have been optimized to non-essential options.

Audio

Adjusts the expression of the term “Flamewheel Forge” in some dialogue voice lines during the Companion Mission “Swords to Plowshares” when the voice language is set to English.

Optimizes some dialogue voice lines during the mission flow of Trailblaze Continuance “The Xianzhou Luofu — Inquisition to Rectitude,” “The Quieting of Quillons,” and “By Words of Many” when the voice language is set to English.

Adjusts some dialogue voice lines during the mission flow of Trailblaze Mission “Jarilo-VI — To Rot or to Burn” when the voice language is set to English.

Optimizes certain Japanese voice lines for the character “Jiaoqiu (Nihility: Fire)” in the Trailblaze Continuance “Xianzhou Luofu — Finest Duel Under the Pristine Blue.”

Adjusts some dialogue voice lines for the NPC Yunli during her visit to the Astral Express when the voice language is set to Japanese.

Adjusts some dialogue voice lines during the mission flow of the Adventure Mission “Pallbearing Merchant, Swordwielding Recruit” when the voice language is set to Japanese.

Adjusts some dialogue voice lines during the mission flow of Trailblaze Continuance “The Xianzhou Luofu — A Fugue From Beyond” when the voice language is set to Japanese.

Optimizes some dialogue voice lines during the mission flow of Trailblaze Continuance “The Xianzhou Luofu — Last Stand of a Lone Wolf” when the voice language is set to Japanese.

Adjusts some dialogue voice lines with the NPC Chunfen in the Central Starskiff Haven map when the voice language is set to Japanese.

Optimizes some dialogue voice lines with the NPC Mada in The Skysplitter map when the voice language is set to Korean.

Others

Adjusts the startup logic of the PC client, and after the modification, it will no longer be possible to open multiple instances of the Honkai: Star Rail client simultaneously.

Bug Fixes

■ Characters and Enemies

Fixes an issue where, under certain circumstances, some special effects of the character “Jiaoqiu (Nihility: Fire)” Skill would display abnormally.

Fixes the inconsistency between Action Order and the ability description under certain circumstances when the character “Yunli (Destruction: Physical)” uses her “Intuit: Slash” ability. The ability will match the description after the fix.

Fixes the issue where part of “Ruan Mei (Harmony: Ice)”‘s Technique effect didn’t trigger correctly in battle under certain circumstances.

Fixes the issue where the effect description for the character “March 7th (The Hunt: Imaginary)” appeared abnormally in certain interfaces. This issue does not affect the actual effect of the skill.

Fixes the issue where, after enabling brief descriptions, the ultimate skill of the character “Boothill (The Hunt: Physical)” lacked a detailed explanation of the “action delay” effect.

Fixes the issue where, under certain circumstances, some characters’ ability effects’ duration is reduced abnormally.

Fixes issues with certain character models, visual effects, and movement animations.

Fixes the issue where, under certain circumstances, after the enemy unit “Memory Zone Meme ‘Something In The Mirror'” transformed into other enemy units, its Toughness is reduced abnormally.

Combat

Fixes the issue where there is a chance for the target selected by the character “Feixiao (The Hunt: Wind)”‘s and “March 7th (The Hunt: Imaginary)”‘s Follow-up ATK to be incorrect when fighting in specific team lineups.

Fixes an issue where, under certain circumstances, the probability indicator for the character “Dr. Ratio (The Hunt: Imaginary)” performing a Follow-up ATK against enemies displayed abnormally.

Fixes an issue where, under certain conditions, the game would display a black screen after a battle using a support character.

Fixes an issue where, during battle with the enemy “‘Harmonious Choir’ The Great Septimus,” the Shield “Walk in the Light” on the character Moze (The Hunt: Lightning) could display an incorrect remaining shield value in the Real-Time Combat View interface after the shield was depleted. This issue did not affect the actual shield effect.

Fixes an issue where certain camera effects appeared abnormal during battles with the enemy “Harmonious Choir ‘The Great Septimus.'”

Missions

Fixes an issue in Trailblaze Continuance “The Xianzhou Luofu” – “Finest Duel Under the Pristine Blue: Part I,” where moving to a specific location from Yunli’s POV could cause the mission flow to become unprogressable.

Fixes an issue during the Adventure Mission “Winter Soldiers’ March” where, under certain conditions, using a character’s Technique to attack enemies and enter battle could potentially cause abnormal game progression.

Gameplay

Fixes an issue in the game mode “Apocalyptic Shadow” where imbuing a Weakness Type to enemy targets could occasionally result in abnormal effects.

Fixes an issue where, under specific operations, obtaining the Curio “Rubert Empire Difference Machine” and other certain Curios through the Occurrence “Flea Market” could occasionally result in abnormal game progression.

Fixes an issue where certain operations caused the Simulated Universe main interface to behave abnormally.

Fixes an issue in the Divergent Universe where the Equations “Mausoleum of Scars” and “City Restorer” did not count as attacks when dealing damage.

Fixes an issue where certain stages could accumulate more than 40,000 points in the Pure Fiction game mode.

Fixes an issue in the gameplay “Luminary Wardance” where certain storyline combat flows could behave abnormally under specific circumstances.

■ Environment Visuals

Fixes the issue where, under certain circumstances, the enemy unit Warp Trotter would disappear abnormally in the Scalegorge Waterscape map.

System

Fixes an issue where selecting a Friend’s “Trailblazer” character as a support character to join the team could result in the character name displaying incorrectly in the Real-Time Combat View interface.

Fixes an issue on certain mobile devices where clicking/pressing/tapping on specific blank areas of the Team Lineup interface would cause the interface to close unexpectedly.

Fixes an issue when playing on PS5® where, under certain circumstances, the feature that causes models to gradually fade while shifting perspective would not function correctly.

Audio

Fixes certain incorrect English dialogue voice lines during the Trailblaze Continuance “The Xianzhou Luofu” — “By Words of Many.”

Fixes an issue where some English voice lines are abnormal for “Saga of Primaveral Blade” gameplay mode.

Fixes an issue where some dialogue voice lines are abnormal during the mission flow of Trailblaze Continuance “The Xianzhou Luofu — A Fugue From Beyond” when the voice language is set to Korean.

Others

Fixes an issue where, when the quantity of certain relics, items, or materials in the inventory reached or exceeded the limit, there was a chance that some stages could not be accessed.

In-game texts for the 13 languages have been adjusted, optimized, and fixed. These changes do not affect the actual effects. Trailblazers can switch the game language through “Phone — Settings — Language” and view the corresponding changes in the announcement.

Fixes and optimizations in English include the following (they have no impact on the actual in-game effects):

Optimizes the ability descriptions for the character “Feixiao (The Hunt: Wind)”‘s Skill and Talent, “Fu Xuan (Preservation: Quantum)”‘s Skill, “Dr. Ratio (The Hunt: Imaginary)”‘s Ultimate, and “Yanqing (The Hunt: Ice)”‘s and “Bailu (Abundance: Lightning)”‘s Talents, as well as the brief ability descriptions for “Jade (Erudition: Quantum)”‘s Skill, “Dr. Ratio (The Hunt: Imaginary)”‘s and “Robin (Harmony: Physical)”‘s Ultimates, “Herta (Erudition: Ice)”‘s Talent, and “Feixiao (The Hunt: Wind)”‘s Technique.

Optimizes the effect descriptions for the character “Feixiao (The Hunt: Wind)” Eidolon 4 and “Lingsha (Abundance: Fire)” Eidolon 6.

Optimizes the Light Cone ability description for the Light Cone “I Shall Be My Own Sword (Destruction).”

Optimizes certain character voice over subtitle text for “Huohuo (Abundance: Wind).”

Optimizes the descriptions to achieve the “Time to Hunt” Achievement.

Adjusted the style of expressions related to “Follow-up ATK,” “teammates,” “this unit,” “all allies,” “ally target,” “ally character,” and “Additional DMG.”

Adjusts and optimizes various texts, including storyline dialogues, item descriptions, readable items, gameplay texts, entries in the data bank, Relic sources, tutorials, system prompts, Simulated Universe Blessings, and status effect descriptions.

[Source: Hoyo Lab]

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Alex Co

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

Home > News

Xbox App on PC Start Up Has Been Changed to Reflect Black Ops 6

With Microsoft now owning Activision — and in turn all of its IPs, the software giant is in some way integrating the Xbox brand in creative ways with the Call of Duty franchise. Case in point: the PC Xbox app start up now reflects Call of Duty: Black Ops 6’s.

We tested it ourselves and captured the image above, which, if you’re unaware, is the background of Black Ops 6. Sure, it’s a pretty minor thing, but a cool one nonetheless. Here’s what the original image looks like as used by Treyarch for Black Ops 6.

We wouldn’t be surprised to see more of these for other gaming franchises owned by Microsoft, which encompasses a LOT given the company owns Bethesda, Blizzard, Activision and more. Another part of Microsoft’s synergy with their brands is Call of Duty: Modern Warfare 3 and Black Ops 6 being playable on Xbox Cloud the day of release. If you’re thinking of playing Black Ops 6’s campaign and then opting out before your trial expires, Microsoft is aware of this possibility, and has since removed the $1 trial for Xbox Game Pass.

Call of Duty: Black Ops 6 is set for release this October 25, though it won’t be released in Kuwait for a number of reasons, with one of them being Saddam Hussein being portrayed as a hero. Stay tuned to our Black Ops 6 coverage and our review hitting after a week or so after launch (so we can give our fair review of multiplayer ).

More Call of Duty: Black Ops 6 Reading:

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Alex Co

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

Home > Title Updates and Patches

Valorant Update 1.000.018 Delivers Patch 9.08, and Here’s What’s New

Riot Games has released Valorant update 1.000.018 for consoles, which shows up as patch 9.08 on PC. This ushers in the start of Episode 9: Act 3. Read on for Agent changes made and more in the official patch notes.

Players can expect the newest TDM map called “Glitch” to be available, a map rotation change, Yoru’s Fakeout now interacting differently with certain Agent abilities, and more.

Valorant Update 1.000.018 Patch Notes for Consoles and PC:

ALL PLATFORMS

AGENT UPDATES

Gekko

As you have mastered Gekko’s utility since his last buff in patch 7.12 , we’ve noticed that his core play pattern of using and reclaiming his buddies has little to no downside. These changes to his globules put pressure on Gekko to more quickly reclaim them, and also allow for more counterplay for Gekko’s opponents to punish him if he’s too reckless.

Dizzy and Wingman are each getting improvements to their overall reliability to reduce cases where you hear or see them target and debuff an enemy, only to find that enemy is unaffected. These changes are targeted at addressing inconsistent behavior rather than a direct power increase for Gekko.

Dizzy is in a healthy state in terms of how often you successfully engage in its shooting counterplay, but we feel that Dizzy holds space and angles for too long. Additionally, given Gekko’s overall number of plants and defuses with Wingman Thrash is available too frequently for its impact.

We hope these changes don’t wildly affect Gekko’s place in the ecosystem, but instead put him in a healthier long term place.

  • Globules
    • Reduced time in world 20s >>> 15s
    • Reclaim time increased 1s >>> 1.5s
    • Dizzy
      • Time active after being thrown and forming is reduced 1.5s >>> 1s.
      • Dizzy’s targeting algorithm has been updated to be more reliable.
      • Dizzy’s goop flash now also blinds the minimap of affected players.

 

    • Wingman
      • Increased the angle of the cone concuss area 45 degrees >>> 65 degrees.
      • When Wingman turns into a globule after planting the Spike there are unique visuals.

 

  • Thrash
    • Ultimate points increased 7 >>> 8

Yoru

Various abilities were not showing effects on Yoru’s Fakeout clone, which made it too easy to discern it from the real Yoru. We are going through abilities in the game and making sure they interact properly with Yoru’s Fakeout.

  • Blind abilities like Gekko’s Dizzy and Vyse’s Arc Rose will now display the blind effect on Yoru’s Fakeout clone as if he was a real Agent.
  • Vyse will play her Successful Blind celebration lines when blinding Yoru’s Fakeout clone.
  • Cypher’s Neural Theft will show the Yoru’s Fakeout clone.
  • Clove’s Meddle will now show the decay effect on Yoru’s Fakeout clone.

Skye and Jett

  • Jett’s Tailwind  and Skye’s Trailblazer will no longer stop at the window in Ascent. Instead, they will bust through and continue movement onto the other side.

COSMETICS UPDATES

  • We’ve made some updates to several scope reticles to make them more clean and less distracting. Here is the list of updated skins: Araxys Operator, Valiant Hero Operator, Reaver Operator, Gothic Marshal. Thanks to Derke for the feedback!

MAP UPDATES

Introducing “Glitch”, VALORANT’s Newest Team Deathmatch Map

  • A 5v5 map that puts you in a dual-themed arena. This is the 5th TDM map and takes place in a “glitched out” Maxbot arena.
  • Glitch is playable via the “Team Deathmatch” game mode queue.

Map Rotations 

  • Pearl and Split are BACK in the COMPETITIVE QUEUE
  • Icebox and Lotus are OUT of the COMPETITIVE QUEUE

Sunset 

We’re updating Sunset’s B Site to address defensibility, post plant, and provide more ways to play on site. The B Main pivot box was adding a ton of pressure during post plant so we’ve opted to simplify the cover here. You can still play B Main during post plant, but it should now be easier to manage for retakers. A particular Cypher trip has also been removed with these changes.

BUG FIXES

Maps

  • Abyss
    • The Spike will now spawn correctly at B Danger if it falls off the map.

PC

PREMIER UPDATES

Welcome to Stage E9A3!

    • At the end of this Stage, the top 16 teams in Invite will remain in Invite. All other Invite teams will be demoted at the start of the next Stage. These rules are listed on the Standings tab.
      • Demoted teams will seed into the zone they originally promoted from. Next Stage, Team Owners can change their zone in the Team Settings dropdown anytime before the team plays a match.
      • If your team cannot be placed into a zone at the start of the next Stage, your Team Owner will be prompted to select a zone.
      • Divisions other than Invite will not have demotion, and teams will still be promoted or be seeded into a division as normal at the start of next Stage.
  • Contender Eligibility updates
    • If you have five Contender Eligible players on your team, you are guaranteed to place into Contender Division.
    • Contender Eligibility for 2024 expires at the end of Stage E9A3.
    • To be Contender Eligible in 2025, you and your team must perform a qualifying action in Stage E9A3 or at any point in 2025.
    • Qualifying actions include:
      • Play a Weekly or Playoff match on a team in Contender or Invite Division.
      • Reach Immortal 3 or higher peak rank in Competitive.
      • Play in a Playoff match in Elite 5.
    • Contender Eligibility for 2025 expires at the end of the last Stage in 2025.

BUG FIXES

Premier 

  • Fixed an issue where you would see a Competitor Crest after playing a Practice match on a brand new team, despite not having earned any points
You can check out the new map changes here.
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Alex Co

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

Home > Title Updates and Patches

Minecraft Update 1.006 Released for Emergency Fix as PS5 Version Launches Today

While Minecraft’s PS5 version has been in beta for quite some time, the official release of the game on Sony’s console is today, October 22. For those playing it, you might have downloaded two patches for it today. One was for the Bundles of Bravery patch, while a quick, follow-up patch was released to fix Realms which should show up as Minecraft update 1.006.

Minecraft Update 1.006 Patch Notes:

A new update is being released to address a few issues with the 1.21.40 release. This update will be rolling to all platforms as they become available, so please allow time for the update to reach you.

Fixes:

Realms

  • Fixed issue where game mode and difficulty were not being preserved after uploading or replacing world in Realms Slot. It should now be safe to play Hardcore on Realms, regardless of what kind of world the Hardcore world is replacing.

Technical Updates

Biomes

  • Fixed an issue where chunks created before 1.17.40 could behave as Ocean biomes, with ocean-like fog, sky color, and mob spawning (MCPE-186928)

For convenvience’s sake, we’ve also lumped in the Bundles of Bravery patch below complete with a table for easier navigation.

Minecraft Bundles of Bravery Patch Notes:

Message from Mojang:

Today marks the launch of our third game drop: Bundles of Bravery! Featuring space-saving bundles and the hardest Survival mode out there (Hardcore mode!) this drop is all about embarking on a new adventure, collecting everything you can along the way, and definitely not dying. Given Hardcore mode brings hardcore stakes, we really can’t recommend backing up your Hardcore worlds enough – especially if you’ll be playing the new drop on low internet speeds (Read more about these bugs here!). If that wasn’t enough stuff to stuff into a changelog, we’ve also fixed over 140 bugs, increased the spawn rate for bats above ground (because they’re cute, and more players should see them) and made a heap of technical changes for creators. Goodness, that was a lot, wasn’t it! Perhaps I should’ve stuffed it all into a bundle?

Features and Bug Fixes

Hardcore Mode

A new game mode for Bedrock Edition!

  • You can’t turn off Hardcore mode after creating this world
  • The game is locked to the highest difficulty
  • There are no second chances. If you die, it’s game over!
  • Upon death, you can only respawn as a spectator. You can still explore your world and watch others, but you’ll no longer be able to interact or rebuild

Developer’s Note: We’re confident that Hardcore mode will run smoothly for most Bedrock players, but we’re still working on quashing some smaller bugs. Two of these impact multiplayer gameplay – one related to low internet speeds, and another when replacing a Creative mode Realm with a Hardcore mode world. While we develop a fix for these final bugs, we recommend all players regularly back up their worlds and check below for more detailed information on factors that might trigger them.

Bundles

A Bundle is an item that lets you stack different blocks or items together in the same inventory slot. Different items normally don’t stack together, so you can end up wasting space by only having a few items in each slot. A Bundle lets you pack those items together so there is no wasted space.

  • A Bundle is an item that can pack different items together into the same stack
  • A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
  • You can insert items into a Bundle directly in the inventory
  • Bundles have a tooltip that shows the items inside
    • If a Bundle has less than 12 item types inside, the tooltip will show all of them
    • Otherwise, the tooltip will show the top three rows of items and the others will be hidden below
  • You can select any of the visible items to pull out of the Bundle
    • Use the scroll wheel on mouse, the right stick on a game controller, or tap on a touch device
  • When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
  • When holding a Bundle in hand, you can empty it onto the ground
  • The Bundle is crafted with one String above one Leather

Developer’s Note: The original prototype for Bundles was much more expensive to craft and used Rabbit Hide, which is only available in certain biomes, so the player had to explore to get their first Bundle. In this version we’ve made it cheaper and something that you can craft at home in almost any biome. We want it to be easy to get Bundles in a new world so you can use it in your early adventures.

Accessibility Features

  • Re-implemented the left handed mode on touch devices for accessing the inventory from the hotbar (MCPE-179608)
  • Added text-to-speech voiceover for items in Marketplace Pass Content tab and Realms Content tab

Android

  • Fixed double input when using analog triggers on certain gamepads (MCPE-175113)

Blocks

  • Vines placed with commands are now visible (MCPE-131854)
  • “mushroom_stem” is now its own block and is no longer a variant of “red_mushroom_block” and “brown_mushroom_block”
  • “skull” has been split into 7 unique instances: “skeleton_skull”, “wither_skeleton_skull”, “zombie_head”, “player_head”, “creeper_head”, “dragon_head”, “piglin_head”
  • Mob Spawner step sounds and hit sounds now play at their intended volume
  • Trial Spawner hit sounds now play at their intended volume
  • Fixed an issue with shipwrecks only generating lower-slabs. (This fix will not alter already generated shipwrecks) (MCPE-186235)
  • Updated references to old block names in behavior pack wood recipe files
  • Updated references to old block names in remaining behavior pack recipe files
  • Fixed a bug where a block could be placed on a Vault block, causing weird block behaviors (MCPE-186627)
  • Updated references to old block names in remaining behavior pack files

Commands

  • Game rule ShowRecipeMessages is no longer considered a cheat (MCPE-177299)
  • Added the ‘entity_offset’ parameter to the camera command
  • Issue where some commands did not recognize certain block or item names has been fixed

“>Creative Inventory Changes

Developer’s Note: Items and blocks in the creative inventory have been reorganized, with the goal of making overall sorting more intuitive.

  • Trial Chamber items
    • Trial Keys were moved to be next to Ominous Trial Keys, very ominous (MCPE-180280)
    • Ominous Bottles were moved next to the existing Potions and were made into its own “Ominous Bottle” group (MCPE-180278)
  • Stone group in the Nature tab
    • Stone was moved into the Stone group, finally (MCPE-116364)
    • Stone is now the front block of the Stone group
    • Basalt and Smooth Basalt were moved into the Stone group
    • Tuff and Polished Tuff were moved into the Stone group (MCPE-176383)
  • Decorative Stone in the Construction tab
    • Smooth Stone was moved into Decorative Stone
    • Tuff Brick, Chiseled Tuff, and Chiseled Tuff Bricks were moved from the Nature Category to Decorative Stone in the Construction Category
    • Prismarine Bricks were moved from the Decorative Stone group, now they are next to Prismarine and Dark Prismarine
  • Copper family etc. (MCPE-176384)
    • Reordered Raw Iron, Raw Copper, Raw Gold to Raw Copper, Raw Iron, Raw Gold
    • The Copper, Iron, and Gold blocks were moved to match the Raw versions ordering
    • The Copper Doors were moved to all the other Doors
    • The Copper Trapdoors were moved to the group with all the other Trapdoors, this is not a trap
    • Copper Blocks and Copper Grates are now sorted by Block type then by Oxidation level, instead of Oxidation level then Block type
  • Tuff family
    • Tuff Stairs, Tuff Slabs, Tuff Walls, and their polished versions were moved from the Nature tab to the Construction Tab into their respective groups
  • Other blocks
    • Bricks are now placed before the Slabs group
      • This change only affects Bricks made from Clay and not all the brick blocks
    • Chiseled Nether Bricks and Cracked Nether Bricks were moved next to the Nether Brick Block and Red Nether Brick
    • Quartz Bricks placed next to the other Quartz blocks
    • Rooted Dirt is now next to the other Dirt blocks
    • Many Dirt blocks and Grass variants were shuffled around to match Java Edition
    • Gravel is now ordered after the Stone group and is next to Sand and Red Sand
    • Clay was moved from the Construction Category to the Nature Category, placed next to the Mud Block

>Gameplay

  • Wind Charges can’t be hit and redirected shortly after throwing them
  • Interacting with a Bed now sets it as the respawn point regardless of nearby enemies (MCPE-152134)
  • Hardcore mode is now fully released. This mode locks player’s game mode to Survival, locks difficulty to hard, and disables cheats. Players only have one life in Hardcore mode, if you die, you cannot respawn, only spectate
  • Players hitting the edge of the generated world will keep their velocity. Example: While flying with the Elytra, the player will stay floating instead of losing all speed instantly
  • Fixed a bug where Oozing, Weaving, and Wind Charged effects did not apply on player’s death (MCPE-180640)
  • Mobs can now perform Mace Smash attacks
  • Players getting killed by the Mace’s Smash Attack now get the correct death message (MCPE-185952)
  • Fixed an issue that could prevent the player from respawning correctly (MCPE-186324)
  • TNT explosions no longer reset momentum of other falling Primed TNTs. This should fix any issues that were occurring with TNT cannons (MCPE-181055)

General

  • Removed some Keyboard key bindings from Settings that should only exist in Minecraft Education: Control Tips, Code Builder, and Immersive Reader
  • Added Minecraft for PlayStation®5, an enhanced version of the game for PlayStation®5 users that better utilizes the hardware for smoother performance

Graphical

  • Addressed an issue where the game would show pink on iOS when using Large Zoom (MCPE-174398) (MCPE-185373)
  • Data driven items are no longer misplaced in screenshots (MCPE-185132)

Hardcore Mode

Here are some of the bugs that we’ve fixed that could be especially troubling when playing in Hardcore mode!

  • Fixed an issue where End Gateway Portals could teleport some players incorrectly (MCPE-66061)
  • Fixed a bug that could sometimes cause the player to get pushed when pillaring up (REALMS-9874)
  • Fixed issues with taking random fall damage (MCPE-120140 , MCPE-136406)

Known Issues: These are some of the issues that may rarely occur, and may be worse when playing on a world with a slow connection

  • Rain/snow sometimes does not visually match the actual weather (MCPE-131325)
  • Blocks sometimes disappear when placed (MCPE-112420)

Known Realms Issue:

  • Replacing an existing Realms Creative world with a Hardcore world, or vice versa, may corrupt some world settings for the newly-uploaded world. It is safest to only replace a Survival mode world with a Hardcore mode world to avoid this issue.

Mobs

  • Polar bear now drops Cooked Fish when killed by fire or lava (MCPE-122488)
  • Pillager’s ‘celebrate3’ sound now works (MCPE-121058)
  • Wolves, Cats, and Parrots trying to catch up to their owner now seamlessly resume navigation after teleporting to them
  • Wolves, Cats, and Parrots now teleport to their owner when panicking and far enough away
  • Wolves now teleport to their owner when in a fight and far enough away, preventing them from being left behind (MCPE-151765)
  • Piglins will no longer pick up and admire Powered Rail items (MCPE-91187)
  • Wither Skeleton step sounds now play at their intended volume (MCPE-185913)
  • Carved Pumpkin and Skull now rotates with Bogged’s head when worn (MCPE-178959)
  • The Breeze can no longer jump away from a player if it is on top of a Honey Block (MCPE-176991)
  • Zombified Piglins spawned by a Nether Portal now have 15-second cooldown before it can use the Portal
  • Jump Boost now increases how high a Breeze can jump (MCPE-176922)
  • Fixed issue with Minecarts stopping unexpectedly and then only being pushable in one direction (MCPE-185643)
  • Updated the rules under which Bats spawn in the world:
    • Bats can now spawn at any height, provided the area is covered and sufficiently dark
    • Bats must spawn on one of the following blocks: Stone, Granite, Diorite, Andesite, Tuff, or Deepslate
    • As a result, Bats may now happen to spawn above the surface

Realms

  • Added two new Realm Events. Can you discover them?
  • Fixed a bug that would prevent activation of addon for a Realm via Marketplace

User Interface

  • Hint about dismounting an entity no longer appears when changing dimensions and re-entering the world (MCPE-182876)
  • Armor HUD now updates properly when the player’s equipped armor breaks (MCPE-103592)
  • Fixed a bug where the close button subpanel in the Stonecutter panel was empty instead of hidden while using controller
  • Added a new message to explain when a Marketplace Template is not available on a specific platform
  • Aligned the hunger and health bars with the experience bar in Classic UI on mobile devices (MCPE-177192)
  • Air bubbles now line up properly with hunger bar (MCPE-185268)
  • Position of player paper doll in the UI is now consistent between Classic and Pocket UI settings (MCPE-57498)
  • Potions with percentage-based effects now show the percentage sign correctly on their tooltips (on mobile devices) (MCPE-28531)
  • When dying by the thorns of a Guardian, the death message now reads “‘Player’ was killed trying to hurt ‘Mob'” (MCPE-114752)
  • Chat messages no longer overlap with one pixel (MCPE-119761)
  • Item text no longer jumps up when looking at a non-interactable entity (MCPE-161140)
  • Close and help button visuals for Smithing Table and Loom changed to match visuals for Cartography Table (MCPE-166008)
  • “Hide Controller Hints” now properly hides all control hints in the Villager trading menu (MCPE-167134)
  • Fixed a bug where the incorrect message would be shown on the experimental bed screen for certain values of the playerssleepingpercentage game rule (MCPE-183431)
  • Single-tap to destroy now works with joystick/crosshair controls in Creative mode, without causing blocks to glitch (MCPE-181789)
  • Fixed a bug where Realms invite links could overflow past their text boxes
  • Items no longer get stuck in crafting grid after dropping an identical item from the recipe screen (MCPE-73593)
  • Take From Bundle functionality now takes precedence over Clear Hotbar when an item in a Bundle is selected using gamepad (MCPE-186359)
  • Inventory screen no longer shows item categories in tooltips unless the recipe book search screen is actually visible (MCPE-128464)
  • When using the Swap Jump and Sneak option with touch controls, sneak button no longer flickers when you press close to it (MCPE-159557)
  • Non-empty Bundles now have a fullness bar when inside of a Bundle (MCPE-185457)
  • Added the possibility to edit the thumbnail of a world in the new OreUI Edit World screen

Vanilla Parity

  • Creepers now drop a Music Disc upon being killed by a Bogged (MCPE-179008)
  • Bogged now drops Poison Arrows when killed by Mobs tamed by a Player
  • Dyeing Sheep and collars on Cats and Dogs now plays the dyeing sound as in Java Edition (MCPE-150684)
  • Mushroom Stems used on the Composter have had their fill chance adjusted from 85% to 65%
  • The all-sided pore mushroom block has been removed from the creative inventory
  • Enchanted Golden Apples now give Regeneration II instead of Regeneration V, matching Java Edition (MCPE-103061)
  • Added infinite duration option to Effect command. /effect <player: target> <effect: Effect> infinite [amplifier: int] [hideParticles: Boolean]
  • Added specific effect removal option to Effect command. /effect <player: target> clear <effect: Effect>
  • Placing Cocoa Beans now plays a sound (MCPE-49126)
  • Beehive and Bee Nest can no longer be used as fuel in Furnaces (MCPE-128393)
  • Identical Lodestone Compass items now stack up to 64, matching Java Edition (MCPE-109595)

VR / MR

  • Our ability to support VR/MR devices has come to an end, and will no longer be supported in updates after March of 2025, when you will receive your final update. After you receive the final update, you will still receive updates on your PC and be able to play without a VR/MR device. From this point on you can keep building in your worlds, and your Marketplace purchases (including Minecoins) will continue to be available on a non-VR/MR graphics device such as a computer monitor. You will no longer be able to use your VR/MR device with Minecraft as it will no longer be supported in the latest updates.

Technical Updates

>Add-Ons and Script Engine

  • Fixed a bug where using “bone_visibility” for a block geometry would cause the “item_display_transforms” not to be applied properly (MCPE-185868)
  • Fixed issue which prevented the new 1.21.30 trade table format from loading in-game
  • New Beta options in “minecraft:looked_at” and “minecraft:home” entity components now properly require that “use_beta_features” is specified in the root JSON object

API

  • Fixed method ItemStack.getComponents from returning components that are unsupported in the current @minecraft/server version
  • Fixed issue where invalid ModalFormData would never reject or resolve its promise (MCPE-178148)
  • BlockLiquidContainerComponents API (water, lava, potion, snow) have been removed from beta
  • BlockFluidContainerComponent API has been added to beta, replacing the BlockLiquidContainerComponents
  • Fixed some cases when the entityRemove World event would sometimes not be triggered
  • Fixed a crash that could occur with getDimension when called within onBeforeActorRemove on an entity that was invalid
  • Moved getRedstonePower from beta to 1.15.0
  • Moved isHardcore from beta to 1.15.0
  • Moved EntityBreathableComponent from beta to 1.15.0
  • Moved breathesAir from beta to 1.15.0
  • Moved breathesLava from beta to 1.15.0
  • Moved breathesSolids from beta to 1.15.0
  • Moved breathesWater from beta to 1.15.0
  • Moved generatesBubbles from beta to 1.15.0
  • Moved inhaleTime from beta to 1.15.0
  • Moved suffocateTime from beta to 1.15.0
  • Moved totalSupply from beta to 1.15.0
  • Moved componentId from beta to 1.15.0
  • Moved getBreatheBlocks() from beta to 1.15.0
  • Moved getNonBreatheBlocks() from beta to 1.15.0
  • Moved class BlockLocationIterator from beta to 1.15.0
  • Moved class InvalidIteratorError from beta to 1.15.0
  • Moved property BlockVolumeBase.getBlockLocationIterator from beta to 1.15.0
  • Moved enum BlockVolumeIntersection from beta to 1.15.0
  • Moved class BlockVolume from beta to 1.15.0
  • Added the DyeableItemComponent to beta
  • Moved PlayerInteractWithBlockBeforeEvent and PlayerInteractWithBlockAfterEvent from beta to 1.15.0
  • Moved PlayerInteractWithEntityBeforeEvent and PlayerInteractWithEntityAfterEvent from beta to 1.15.0

“>Blocks

  • Added content warning when “carried_textures” or “blockshape” are incorrectly written in blocks.json
  • Updated the Jigsaw Block
    • Fixed a bug where block data would not be saved when pressing “Done” (MCPE-181405)
    • Updated the Jigsaw Block UI
    • Added Selection Priority and Placement Priority fields

Camera

  • The minecraft:follow_orbit preset is no longer behind the experimental toggle

Commands

  • Added new overloads for the schedule command which allows you to clear a queued function
    • /schedule clear <function name> – Clears all queued functions matching the given name
    • /schedule on_area_loaded clear function <function name> – Clears all queued functions that are scheduled as on_area_load by name
    • /schedule on_area_loaded clear tickingarea <tickingarea name> [function name] – Clears all queued functions that are scheduled as on_area_load by ticking area name (and optionally also checks function name too)

Components

  • The “restriction_type” field has been added to the “minecraft:home” component, allowing to define how an entity is restricted to its home position:
    • Its values are:
      • “none”, which poses no restriction
      • “random_movement”, which restricts randomized movement around the home position
      • “all_movement”, which restricts any kind of movement around the home position
    • The “all_movement” value is currently in [Beta] and is planned to be fully released at a later date
    • Entities that have moved too far from their home will always be able to move closer to it if prompted
    • The radius of the restriction is still specified with “restriction_radius”
    • Entities with a format version prior to 1.21.40 will be upgraded to use the new field in a way that preserves their existing behavior
  • Added the “minecraft:dimension_bound” component, which prevents entities from changing dimension through portals
    • In Vanilla content, this is used by the Ender Dragon, the Fishing Hook, and some projectiles
  • Added the “minecraft:transient” component, entities with this component will never be saved. In Vanilla content, this is currently used for the Fishing Hook
  • Renamed the “minecraft:lookat” component to “minecraft:looked_at” to better reflect its functionality
    • Its “look_event” field was also renamed to “looked_at_event”
    • Its “look_cooldown” field was also renamed to “looked_at_cooldown”
  • Expanded the “minecraft:looked_at” component functionality with the addition of six new [Beta] fields:
    • “find_players_only” restricts the search for entities looking at the owner entity to Players only, ensuring that the closest Player satisfying the specified “filters” is selected
    • “look_at_locations” defines the parts of the owner entity that are targeted for being looked at
      • For these parts, a line-of-sight check is performed to ensure no blocks obstruct the view
      • Supported values are “head”, “body”, and “feet”
    • “not_looked_at_event” specifies the event to trigger when no suitable entity is looking at the owner entity
    • “field_of_view” defines the width of the field of view, in degrees, for entities looking at the owner entity:
      • If “scale_fov_by_distance” is set to true, this value corresponds to the field of view at a distance of one block between the entities
    • “scale_fov_by_distance” determines if the field of view narrows as the distance between the owner entity and the entity looking at it increases
      • This ensures that the width of the view cone at the owner entity position remains relatively constant, regardless of distance
    • “line_of_sight_obstruction_type” defines which block shape is considered when checking for line-of-sight obstructions
      • Supported values are “outline,” “collision,” and “collision_for_camera”
    • Moreover, “set_target” now supports three different values:
      • “never”, looking entities are never set as targets, but events are emitted
      • “once_and_stop_scanning”, the first detected looking entity is set as target, but scanning and event emission is suspended if and until the owner entity has a target
      • [Beta] “once_and_keep_scanning”, the first detected looking entity is set as target, but scanning and event emission continues
    • All these fields are planned to be taken out of [Beta] and fully released at a later date
  • Moved the “minecraft:redstone_conductivity” component out of the Upcoming Creator Features experiment for format_versions 1.21.30 and above
  • The “minecraft:damage_sensor” component’s “deals_damage” field now supports three values:
    • “yes”, received damage is applied to the entity
    • “no”, received damage is not applied to the entity
    • “no_but_side_effects_apply”, received damage is not applied to the entity, but the side effects of the attack are
      • This means that the attacker’s weapon loses durability, enchantment side effects are applied, etc.
    • Pre-existing content will be automatically updated to maintain its original behavior
  • Removed support for the “allow_invulnerable” field from the “minecraft:looked_at component”
    • This field never had any functionality, so this change won’t affect pre-existing or future content in any way
    • The field will be ignored for any content with a format version lower than 1.21.40
    • A content error will be emitted for any content with a format version equal to or higher than 1.21.40 that still uses this field

Entities

  • Horse armor now correctly renders on horses when using resource packs with a minimum engine version of 1.17.0 or lower (MCPE-185316)

Entity Components

  • “behavior.fire_at_target” is no longer usable if it is missing a projectile definition and will now throw a content error if so

Entity Event Responses

  • Added the “execute_event_on_home_block” entity event response, which allows the entity to execute an event on the block at its home position
    • The “event” field allows to specify the event to execute
    • For this to work properly, the entity must have a “minecraft:home” component with a set home position
  • Added the “reset_target” entity event response, which allows an entity to reset its target
  • The “behavior.jump_around_target” can no longer be used by an Entity on top of a Honey Block (MCPE-176991)
  • Jump Boost now increases how high an Entity can jump when using “behavior.jump_around_target” (MCPE-176922)
  • Wind Charges now use the minecraft:explode component instead of minecraft:wind_burst
  • Expanded minecraft:explode with the following new fields:
    • damage_scaling: A scale factor applied to the explosion’s damage to entities. A value of 0 prevents the explosion from dealing any damage. Negative values cause the explosion to heal entities instead
    • toggles_blocks: If true, the explosion will toggle blocks in the explosion radius
    • knockback_scaling: A scale factor applied to the knockback force caused by the explosion
    • particle_effect: The name of the particle effect to use. The accepted strings are wind_burst or breeze_wind_burst. All other inputs will use the default explosion particles
    • sound_effect: The name of the sound effect played when the explosion triggers
    • negates_fall_damage: Defines whether the explosion should apply fall damage negation to Players above the point of collision
    • allow_underwater: If true, the explosion will affect blocks and entities underwater

Feature

  • Using unsupported feature placement in “pregeneration_pass” will now throw a content error instead of crash

General

  • Made the following changes to ‘minecraft:single_block_feature’
    • ‘places_block’ now supports a list of weighted block specifiers
    • New ‘randomize_rotation’ property
    • New ‘may_not_attach_to’ placement conditions
    • Added ‘diagonal’ as a new option for ‘may_attach_to’ conditions
    • File format version increased to 1.21.40

Graphical

  • Fixed bug where the tessellation of Redstone dust does not match the powered state of the dust for the following blocks:
    • minecraft:*_slab
    • minecraft:chain
    • minecraft:chorus_flower
    • minecraft:chorus_plant
    • minecraft:farmland
    • minecraft:grass_path
    • minecraft:heavy_core
    • minecraft:jigsaw
    • minecraft:sea_lantern
    • minecraft:sniffer_egg
    • minecraft:structure_block
  • Add new the_end.client_biome.json as the first new type of file to contain per-biome rendering and audio settings in resource packs
  • Starting with base game version 1.21.40, built-in biomes_client.json files will no longer be loaded. That file from other packs will continue to be loaded. Water and fog settings are now in individual client_biome.json files in resource packs. When both biomes_client.json and the individual client_biome.json file specify competing values, the loaded biomes_client.json from creator content will have priority

Blocks

  • Fixed a bug where old block IDs were incorrectly overwriting data of new block IDs from blocks.json format_version 1.21.20 or higher (MCPE-186255)
  • Updated references to old block names in behavior pack color recipe files
  • Updated references to old block names in behavior pack feature files
  • Updated references to old block names in biome definition files

Items

  • The "minecraft:item" object is parsed with a strict loader from 1.21.40
    • Numbers and booleans are no longer interchangeable in the JSON input
    • Floating point numbers are no longer accepted where an integer is expected

Molang

  • Molang queries “wing_flap_position” and “wing_flap_speed” now work for the Chicken

Resource and Behavior Packs

  • Built-in packs now include archive files for improved load performance on some platforms

Stability and Performance

  • Increased the size of biome ids in saved chunk data from 8 bit to 16 bit values
  • Fixed a bug where extremely fast moving entities would cause the game to crash. Entities can now no longer move more than 16 blocks in a single tick. (For reference, an entity with Speed 255 will move ~11 blocks in a single tick.)
  • Game will no longer crash when loading a world near an End City
  • Worlds created with Experimental Custom Biomes before Caves & Cliffs update will have their Custom Biomes in Chunks replaced with a default Biome (Ocean for Overworld)
  • Custom biome ids are now assigned with values starting at 30,000 and are stored in ‘BiomeIdsTable’ in world data so their id assignments persist for the duration of the world
  • Made a change on Nintendo Switch which may help neighboring chunks to load quicker when player has maximum framerate set (MCPE-120971

Resource and Behavior Packs

  • Fixed an issue where packs were not downloaded or applied when joining a server that had CDN enabled
  • Fixed an issue where user choice for downloading/applying resource packs during server join was ignored when CDN is enabled on the server

Trading

  • Fixed an issue where trades with negative ‘max_use’ values could not be traded

Experimental Technical Updates

Add-Ons and Script Engine

  • Add support for custom items with the “minecraft:block_placer” item component to use the referenced “block” as the icon for the item
    • If the “minecraft:icon” component is specified, it will override the “block” icon
    • Requires the “Upcoming Creator Features” toggle. Must use item json version 1.21.40 or higher
  • Added “replace_block_item” field to the “minecraft:block_placer” item component. This field allows you to specify that this item should replace the default item created for the data-driven block it places. To use this field, the identifier of the item must match the identifier of the block it places. This field is optional and defaults to false.

API

  • Added enum PlatformType
    export enum PlatformType {
    Console = ‘Console’,
    Desktop = ‘Desktop’,
    Mobile = ‘Mobile’,
    }
    Class ScriptClientSystemInfo

    • Added field platformType
    • Added field maxRenderDistance

Cameras

  • Fixed an issue where rider_rotation_lock of minecraft:rideable had no effect when using the minecraft:follow_orbit camera
  • Added minecraft:camera_attach_to_player to minecraft:follow_orbit
  • Added align_target_and_camera_forward option to the camera preset behavior pack JSON which can be used when the third person camera preset experiment is enabled
  • 3rd person camera experiment – The radius property of the creator cameras is now constrained to a value between 0.1 and 100
  • Third person boom camera will now reset to the starting rotation values specified in json when the ‘default’ parameter is passed in the camera command
  • Added camera relative movement to the “New Third Person Presets” experimental toggle
    • Camera relative movement is enabled on any camera that inherits from minecraft:follow_orbit and sets align_camera_and_target_forward to false
  • Added horizontal and vertical rotation limits to the Focus Target Camera experimental toggle
  • Added “continue_targeting” bool to the Focus Target Camera experimental toggle for tracking entities outside of set rotation limits

 

Molang

  • Adding under upcoming creator features:
    • query.client_memory_tier. Returns a number representing the client RAM memory tier, 0 = ‘Undetermined’, 1 = ‘SuperLow’, 2 = ‘Low’, 3 = ‘Mid’, 4 = ‘High’, or 5 = ‘SuperHigh’. Available on the Client (Resource Packs) only
    • query.server_memory_tier. Returns a number representing the server RAM memory tier, 0 = ‘Undetermined’, 1 = ‘SuperLow’, 2 = ‘Low’, 3 = ‘Mid’, 4 = ‘High’, or 5 = ‘SuperHigh’. Available on the server side (Behavior Packs) only

Scripting

  • Added enum MemoryTier
    export enum MemoryTier {
        Undetermined = 0,
        SuperLow = 1,
        Low = 2,
        Mid = 3,
        High = 4,
        SuperHigh = 5
    }
  • Added base class SystemInfo
    • Field MemoryTier
  • Added class ClientSystemInfo.
    • Field MemoryTier
  • Class Player
    • Added property clientSystemInfo
  • Class System
    • Added property serverSystemInfo

[Source: Minecraft]

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Alex Co

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Home > Features

Saber Talks Warhammer 40K Space Marine 2 – PvP Bots, Industry Struggles and More

Possibly one of the biggest surprises of the year is none other than Saber Interactive’s Warhammer 40K: Space Marine 2. Not only does it splinter from your standard template of what an action should be in this era of gaming, but it’s one not marketed as a live service game, even if it fits the bill (somewhat).

While we really, really liked what we played of Space Marine 2, we had a few questions in our heads that needed answering. Thankfully, Saber was in a giving mood and agreed to talk to MP1st about the game’s development, the gaming industry’s struggles as of late and more.

Answering the questions are: Dmitry Grigorenko, Game Director, Tim Willits, Chief Creative Officer and Oliver Hollis-Leick, Creative Director.

Space Marine 2 Interview With Saber Interactive

MP1st: Will there be bots for PVP down the line, maybe to ease new players into it before they jump into the competitive side?

Dmitry: I’m afraid there are no plans for bots in PvP. However, we want to continue improving PvP to make it easier to play with your friends. We will add custom lobbies for PvP where people can adjust game parameters like score limit, time limit, or class restrictions. Players will be able to have casual fun with it.

MP1st: Crossplay exists for the PvE side of things, but not on the PvP side. Understandable considering the disadvantage PC players can have over console players, but still, a bit of a bummer as there might be times I want to go into PvP with my friends after playing PvE. Can you explain the decision to keep those split still? Can we maybe hope down the road for an option, while keeping it off by default, to have crossplay in PvP?

Dmitry: Yes, this is something we are considering right now. There are some technical limitations on our side, but I think we can work around them.MP1st: What inspired the counter and its satisfying sound effects? We just can’t get over how good it feels and sounds, it just never gets old.

Dmitry: Well, we knew that the game would be about Tyranids. This means that there will be a lot of enemies against you. But what would be the most Space Marine way of fighting?

It would be going for the biggest enemy officer, ignoring little guys. Just like medieval knights go for an honorable duel while untrained peasants can’t really do anything to them (at least how this looks in the movies). Having a duel with a worthy opponent, Tyranid Warrior, in our case, automatically means that he can kill you too – and a Space Marine just rolling away from enemies would break the power fantasy. By adding counters and parry we allowed players to stay and fight in the middle of it like true knights. Parrying the enemy opens him up for a follow up, and it’s like saying “ok my turn now”. Even when hormagaunts/low-level enemies try to attack you they are nothing more than minor annoyance to you that interrupts your duel. You parry them and they get immediately executed. Once you finish the Tyranid Warrior, all the remaining little guys scatter. Parries and counters are simply necessary to build this power fantasy and I’m glad that most of the players are playing exactly as Space Marines would.

MP1st: Speaking of “feeling good,” the team nailed that heavy feeling of being in power armor. It’s tanky, but in a, “I’m unstoppable” kind of way. Tell us about that, what was sort of the process of making sure the team got that just right, without it feeling super sluggish, while also not being super fast. A perfect balance of movement and combat to best explain it.

Dmitry: The 1st pillar of the game when it was pitched was the power fantasy of being a Space Marine. Just like in the original game. So every single aspect of the game was built around the fact that you need to feel like a Space Marine. I don’t think we had an organized process here, we just sat down together and said “ok this doesn’t feel like a Space Marine, this move is too fast, there isn’t enough blood  and the camera shakes too little for such a powerful strike,” etc. Me being a Warhammer 40k fan helps to make this kind of feedback as well as working closely with GW.

Space Marine 2 Update 1.003.001

MP1st: PvP is strictly competitive, as in player versus player? Or can we expect some PvE elements to also appear? Has the team thought of adding some potential PvE during a PvP match, such as a Xeno outbreak in the middle, so now players have to worry about those on top of each other.

Dmitry: PvPvE is a holy grail of game design. A lot of studios are trying to find it and a lot of them fail. The truth is that it’s a very very difficult task. It sounds great on paper, but when you actually start trying, it becomes apparent that it’s very annoying when you fight other players only to get backstabbed by an AI opponent. This is why most of the games are trying to ensure that PvP and PvE aspects don’t intersect that much, i.e. AI opponents are restricted to specific places on maps, etc. It’s a complicated mode to implement that would change the experience significantly, so I’m afraid there are no plans for it.

MP1st: Space Marine 2 seems to be Saber’s most ambitious project to date. What made the studio go “OK, we’re going to shoot for the moon on this one” compared to other games?

Oliver: One of the biggest drivers for putting so much into Space Marine 2 was the unique passion for the franchise that was felt by everyone on the team. This is a group of people who have played all the 40k games, who read the novels, paint the models and who love the IP. We knew from the start that we wanted to go all out and make something truly special, and we had the support of our leadership in getting the resources to do that.

MP1st: The roadmap for the game was already revealed, and though it has one, is the game a live service? It doesn’t seem to be one, and why didn’t the studio go that route? Especially since the game seemed suited for it. 

Tim: It is hard to really define exactly what a “live service” game is nowadays. We will be supporting and updating Space Marine 2 for a long time. We learned a lot about what players want with World War Z, and we plan on taking those lessons and applying them to Space Marine 2 post-launch plans. We have to support our active community with the content they want. We are still learning a lot about what people are playing, how they are playing, and what they want to see more of. We will always adjust our post-launch plans moving forward, but we are fully committed to keeping our fans engaged and excited about the future of the game.

best class in space marine 2

MP1st: What’s refreshing for me personally is that Space Marine 2 doesn’t get bogged down by endless side quests, open world this, level up grind and all the modern gaming trappings that most studios use to tick a checkbox off. In SM2, you just grab a weapon, and lay waste to enemies. It harkens back to the kind of gaming experience we had in past years before everything was forced to have microtransactions, grinding, etc. Was that intentional for Saber? What was the inspiration and belief that something like this would work — especially in today’s gaming climate? 

Oliver: Saber has a great track record of making games that have moment to moment experience at their core. From Halo remastered to World War Z, one of our core tenets has been to make the games fun to play, without constantly forcing players to perform innumerable tasks that have little to no impact on the experience. We make the kind of games we want to play. A lot of us grew up with those awesome co-op games from the 2000’s, rocking split screen action with our friends every weekend. The success of Space Marine 2 shows how much that experience has been missed by players.

Dmitry: Yes, that was intentional. The idea behind this project was to make a perfect sequel. The original game was very simple in terms of what it wanted to be (not in terms of how difficult it was to make of course). We could have made a sequel with an open world where you can hide in tall grass, but I doubt that our fans would like that. And like I’ve said before, we just wanted to make a perfect sequel for the fans of the original game and the universe.

MP1st: The gaming industry is in a very bad state right now with layoffs happening every week. How does Saber handle those rough seas? 

Tim: The gaming industry has definitely faced challenges recently, especially as we came out of the pandemic, which has shifted the landscape for many developers and studios. At Saber, we are aware of these shifts and are committed to managing our business in a way that ensures success for both our teams and our projects. With studios located around the world, we focus on matching each development team with projects that fit within reasonable budgets and team sizes, always ensuring that the core gameplay experience remains the focus. We try to avoid over-inflating our games, and each project undergoes regular evaluation through production milestones and creative review gates. This approach allows us to remain agile and adaptable, ensuring that the development process is as efficient as possible. Additionally, by having multiple projects running simultaneously across different studios, we maximize resources and studio budgets. And lastly, our philosophy centers around finding the fun in a game as early as possible in development. Once we know what makes a game enjoyable, we build the scope and features around that core experience, giving us the confidence to move forward and develop a polished, focused product. This method not only ensures quality but also helps us balance ambition with practical execution.

MP1st: Leading to that, how can devs survive this phase?  

Tim: This is a complex question, and I don’t want to over-simplify my answer, but I believe success in game development hinges on focusing on the core experience as early as possible. Finding the “fun” of a game early in development makes the entire process more manageable. Once you have something enjoyable, you can make better decisions regarding scope, budget, and resources. When the gameplay works and resonates with players during early prototypes, it reduces risk significantly. The developer can focus on refining the experience, while the publisher has more confidence in funding and marketing the title. This approach also leads to more effective collaboration between teams because everyone has a clear understanding of the vision and can make decisions from a safer place. Essentially, early fun equates to better decision making, streamlined production, and a much stronger foundation for a successful launch. It’s not about over-simplifying development but ensuring that every decision after finding the core fun aligns with enhancing that experience.

MP1st: Does Saber see game development stick to this kind of development cycle when it comes to AA/AAA games?? I mean, it doesn’t look sustainable given how much money is being used for years before anything is released, and once a game is pushed out after 3-5 years in development, if it’s not a multi-million selling hit, the studio is in danger of closing down. 

Tim: This is a challenging question because every game and every developer is different. Some studios are successful developing massive, big-budget titles over the course of many years, while others find success with smaller, more focused projects. There’s no one-size-fits-all formula. What’s critical, is having a close, transparent relationship between developers and publishers. Clear communication and mutual trust are key to fully understanding the game being made and ensuring the budget and timeline are realistic. I’ve seen too many games where developers and publishers were out of sync—whether it’s over expectations, creative direction, or scope—which often leads to frustration and failure. The most successful projects tend to have the right people, working on the right game, with an appropriate budget. When everyone is open to sharing feedback and opinions throughout the process, they’re more likely to deliver a game that’s successful. Ultimately, it’s about aligning goals early on and maintaining an honest, collaborative relationship through development. When everyone is on the same page, the likelihood of creating a successful game increases dramatically.


Warhammer 40K: Space Marine 2 is out now on the PS5, Xbox Series X|S and PC. You can check out our continued coverage of the game right here.

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Alex Co

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

Home > Title Updates and Patches

Demon’s Souls Update 1.005 Released Right on Time for PS5 Pro’s Release

Bluepoint Games has released Demon’s Souls update 1.005, and this should be for the game’s PS5 Pro enhancement patch, which other PS5 games have been getting as well. Outside of that, don’t expect any other new content, as FromSoftware has concluded the game’s run even back in 2009 on the PS3.

Demon’s Souls Update 1.005 PS5 Pro Features – What’s New:

Update (11/7/24): Bluepoint has finally released the changelog!

  • Access to the Nexus Status is available with no cost.
    Character Creator is available with no cost
    Mirror Mode is available with no cost
  • Various crash fixes
  • Fixed issue with inventory corruption
  • Fixed issues with the correct Audio Output not detected in some cases
  • PS5 Pro Specific Enhancements
    Material-displaced Contact Shadows for all dynamic lights
    PlayStation Spectral Super Resolution Support, upscaling to 4K targeting 60fps

While Sony hasn’t mentioned anything about today’s patch just yet, we do know a good amount of what upgrades are being added in thanks to Digital Foundry’s  hands-on with the game on the PS5 Pro a few weeks ago!

Note that upon our inspection, we didn’t see a “Pro” mode available in the settings. Having said that, perhaps this patch applies the improvements and only those with a PS5 Pro will see the advantage? In any case, here are the confirmed upgrades owners of Sony’s mid-gen console refresh will see:

  • Should be running at 4K resolution at 60 frames-per-second (previously the game featured a Cinematic mode that aimed to run at 4K at 30fps, and Performance mode that ran at 1440p at 60fps). Note that Sony did NOT confirm any hard numbers on upscaling.
  • New Contact Shadow System – Similar to the screen space shadows system used on base PS5. More noticeable in environments with rocks, but should show finer shadow details.

For those wondering, you still cannot delete characters individually.

Basically, that’s about it. Having said that Demon’s Souls already looks gorgeous, so there’s not a lot of ways Sony can spruce this up via the PS5 Pro. I mean, even if the game is four years old, it’s still one of the best looking games on the PS5.

If you notice anything that got added or changed, leave a comment below and let us know. We’ve contacted Sony about the patch as well, and if we get a response, we’ll update the article.

If you’ve yet to play Demon’s Souls, perhaps now might be the best time. Our review of it gave it a perfect 10/10 score and mentioned, “Bluepoint gives the entire experience a fresh coat of visuals and audio paint, as well as quality of life improvements that brings the 11 year old cult classic into modern gaming with applaudable success and is a true showpiece for the power of the PS5.”

Other first-party games that recently got a PS5 Pro patch include The Last of Us Part 2 Remastered, Horizon Forbidden West, and Stellar Blade.

Related Reading:

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Alex Co

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

Home > Title Updates and Patches

Minecraft Update 3.00 Follow Up Patch Bedrock Version 1.21.41 Released

While we just got the massive Bedrock patch version 1.21.40 for Minecraft today, Mojang has released a quick follow up patch to fix an issue regarding Realms. Players will see this as Minecraft update 3.00, and it’s live now for consoles and PC.

Minecraft Update 3.00 for Bedrock 1.21.41 Patch Notes:

A new update is being released to address a few issues with the 1.21.40 release. This update will be rolling to all platforms as they become available, so please allow time for the update to reach you.

Fixes:

Realms

  • Fixed issue where game mode and difficulty were not being preserved after uploading or replacing world in Realms Slot. It should now be safe to play Hardcore on Realms, regardless of what kind of world the Hardcore world is replacing.

Technical Updates

Biomes

  • Fixed an issue where chunks created before 1.17.40 could behave as Ocean biomes, with ocean-like fog, sky color, and mob spawning (MCPE-186928)

Hopefully, this doesn’t affect the actual Realms servers, but if it does, we’ll be sure to let our readers know.

[Source: Minecraft]

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Alex Co

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

Home > Title Updates and Patches

The Sims 4 Update 2.01 Brings Halloween Content This October 22

Those playing The Sims 4, Maxis has a new update out for the game, and it adds a slew of new stuff and improvements to the base game! Console players will see this as The Sims 4 update 2.01, and the complete patch notes are available below.

The Sims 4 Update 2.01 Patch Notes and What’s New

PC: 1.110.265.1030 / Mac: 1.110.265.1230

Console: 2.01

Base Game Updates

  • Sims will react uniquely to others’ deaths based on traits and relationships. Experience everything from sobbing for a loved one passing to retching at a stranger’s death
  • Ghosts can now be created in Create a Sim for Child through Elder ages.
  • After passing on, Ghost Sims gain a new set of needs in place of the classic, living Sims ones: including Goo Waste, Ethereal Sustenance, Otherworldly Slumber, Spooky Diversions, Ethereal Bonding, and Apparition Cleansing.
  • At the moment of death, Sims are now given the option to “Become a Playable Ghost“ or “Become a Freeroaming Ghost.“
  • Upon the death of a marriage partner, two married Sims will no longer be married, they’ll be widowed. However, there is a new interaction that will allow them to “Ask to Stay Married“ so they can reinstate their marriage status.
  • Sims can WooHoo with the Grim Reaper again.
  • Improved autonomous ghosts behavior such as reducing the frequency of ghosts breaking things and creating annoying ghost ‘byproducts’, i.e. puddles.
  • Added a new Outdoor picture category in Build Mode called “Life Event Activity“ to help players find content for Funerals, Weddings, and more
  • Infant, Toddler, Child Sims taken by Social Workers go to Household Menu in Manage Worlds, rather than being deleted.
  • Added a new bonfire object called the Fieldstone Bonfire Pit to Base Game.
  • There is an option on Gravestones/Urns to manually swap to the other one whether you are indoors or outdoors. Before it would always auto-change when brought in or taken out.
  • We added 10 new “true black“ color variants to 10 different BG Shoes:

    • (ymShoes_AnkleOxford)
    • (yfShoes_AnkleBoots)
    • (yfShoes_PumpsLow)
    • (ymShoes_SneakersSlipOn)
    • (yfShoes_PumpsHighPointed)
    • (ymShoes_OxfordFringe)
    • (ymShoes_AnkleCombat)
    • (yfShoes_AnkleBootsCuffed)
    • (yfShoes_PumpsHighOpenAsym)
    • (yfShoes_PumpsMediumOpenJewel)

New Base Game Content That’s Cross-Pack Compatible

  • If you have Get to Work (Aliens), Vampires, Werewolves, Realm of Magic (Spellcasters), Island Living (Merfolks) or the upcoming Life & Death Expansion Pack, you can click on a Sim’s urn or gravestone to choose from a selection of which gravestones to use. That Sim who wasn’t a Vampire but was a little too obsessed with Vampires? Yeah, they can rest eternally with a bat-themed gravestone now.

  • There is now a Merfolk Urn and Tombstone for players with Island Living.

  • Players can swap occults while in Create a Sim if they have the necessary occult packs. This doesn’t remove progress on a Sim that’s currently being created (within reason).

  • Players can create Elder Dog, Cat, & Horse Ghosts in Create a Sim with the Cats & Dogs or Horse Ranch Expansions.

DirectX 11 – Improved GPU Detection on Hybrid Systems

  • We’ve addressed an issue affecting players with hybrid GPU laptops, where the game was defaulting to DirectX 9 on devices with NVIDIA and AMD graphics cards instead of the expected DirectX 11.

Bug Fixes

Console

  • [AHQ] Cottage Living – Images for crafted Cross-Stitch objects on PlayStation are no longer in grayscale.
  • [AHQ] Growing Together – Puzzles are no longer in black and white on PlayStation.

Base Game:

  • [AHQ] Sims will not eat spoiled food autonomously.
  • [AHQ] Plants that have enough water will stop dying.
  • [AHQ] Interactions will no longer jam and prevent progression through the interaction queue when caused by stuck chickens on the lot.
  • [AHQ] Sims will fully close their eyes when they are supposed to (like when sleeping).
  • [AHQ] Parent Sims will no longer get stuck standing idly in front of the crib when trying to interact with their sleeping baby.
  • [AHQ] NPC Sims no longer enter the lot without knocking on the door.
  • [AHQ] Skill books are now available at all libraries; not just the Willow Creek Library.
  • [AHQ] Most recently interacted with Sim will appear at the beginning of the Relationship panel.
  • [AHQ] Pizza delivery Sim can now be tipped and interacted with after delivering pizza.
  • [AHQ] Invisible Nannies have had their superpower removed and will now remain visible.
  • [AHQ] Sims will no longer incorrectly age up when adjusting game age options.
  • [AHQ] Stopped issues where a held baby tries to perform an interaction that requires an adult to put them down, but the adult can’t so it just spins in a loop.
  • [AHQ] Textures will now apply on one-Tile gable roofs.
  • [AHQ] Curved Fences will now cast shadows.
  • [AHQ] Small black shadows on lots in Manage Worlds map can be removed by loading into the affected lot and exit to regenerate the thumbnail.
  • [AHQ] Blue squares no longer observed in lieu of empty Lot Traits when saving the lot in Build Mode.
  • [AHQ] Modify career outfit cheat now works for part-time careers.
  • [AHQ] Male tank tops are no longer observed after selecting Feminine fashion choices for previous SDX assets.
  • [AHQ] Mourning moodlet will not appear when a stranger Sim dies in front of the active Sim. The moodlet is only displayed if they are at least acquaintances.
  • [AHQ] Previous SDX Ponytail’s texture will no longer distort around pulled out ear shapes.
  • Non-binary Sims are now properly referred to as “Birthday Sim“ during the birthday party event.
  • [AHQ] Guerdon Goods Nano Can 2.0 is now tagged as off-the-grid.
  • [AHQ] Fixed an issue that could occur during the “Adopt a child“ flow while off lot.

Affecting Multiple Packs

  • [AHQ] Cleared situations where Build Mode objects and houses placed with ‘moveobjects on’ would appear in the sky.

City Living

  • [AHQ] “Game failed to load“ error no longer triggers when to visit apartments with placed pools (Error Code 132:dad724e4:16f19fc6).
  • [AHQ] City Living Festivals and other festivals now always appear properly in the calendar.
  • [AHQ] NPC Sims in San Myshuno will no longer experience sudden unexpected weight gain. NPC Sims’ bodies should only be susceptible to change if they are inside an active residential lot.

Seasons

  • [AHQ] Flower arrangements will look the same when placed from the Library or the Gallery.

Island Living

  • [AHQ] Merfolks now have their own tombstone and urn.
  • [AHQ] My Wedding Stories: Island Living canoe no longer gets water inside of it when navigating in Tartosa world.

Eco Lifestyle

  • [AHQ] Vertical gardens now count towards the Freelance Botanist Aspiration.

High School Years

  • [AHQ] Packed lunch boxes from inventory are eaten by teen Sims during lunch hours.
  • [AHQ] Rocks will respawn a few hours after digging in ‘Water Tower Way’ in Copperdale world.

Growing Together

  • [AHQ] Reduced clipping issues when Child Sims Practice Riding Bike near a building.

Horse Ranch

  • [AHQ‘Bad Ranch Product’ moodlet no longer observed upon Harvesting Excellent/Magnificent/Perfect Quality Plants.

For Rent

  • [AHQ] Property Owner will not be charged along with Eviction settlement after Tenant breaks lease.
  • [AHQ] Event Failed TNS no longer triggers after completing the Tenant Revolt event by performing “Promise Better Conditions“.
  • [AHQ] Lot Challenges and Lot Traits of a lot downloaded from gallery reflect correctly in-game.
  • [AHQ] When a tenant Sim bulldozes a unit in a Residential Rental, the rent for other hidden units won’t reset to zero.
  • [AHQ] The asset (yfBody_EPLongTunicPants_darkpink) pairs properly with all the Nail Assets.

Lovestruck

  • [AHQ] The asset (yfAcc_PediContrast_ContrastOrange) now has orange swatches.

Vampires

  • [AHQ] Infants will no longer teleport to outside of the Crib when Resuming Game right as the baby transitions to sleep.

Realm of Magic

  • Spellcaster animation will run less frequently in Create a Sim.

Werewolves

  • [AHQ] Werewolf Sims howl less frequently in Create a Sim.
  • [AHQ] Turned Werewolves will no longer occasionally lack color on their nose.

Vintage Glamour

  • [AHQ] Globe bar drink platter now fits on accent/end/coffee tables.

Paranormal

  • [AHQ] Lights no longer revert to auto mode in Haunted Houses.

Crystal Creations

  • [AHQ] The Crystal Tree will not become invisible or transparent and the crystals will be collectable.

Bust the Dust

  • [AHQ] Inspired moodlets from Cleaning House now have a proper timer to prevent overriding other moodlets and blocking related Interactions.

That is one big changelog for The Sims 4! Once another update is out, we’ll let our readers know.

[Source: EA]

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Alex Co

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

Home > News

Super Smash Bros. Creator Masahiro Sakurai Says He’s Working on a New Game

Masahiro Sakurai, one of the most respected and admired figures in the gaming world, has some exciting news for fans. The creator behind beloved titles like Super Smash Bros. and Kirby has revealed that he’s working on a new video game. While he didn’t share many details, Sakurai confirmed that the project is already in production and will be announced “sooner or later.”

In a recent YouTube video, part of his Masahiro Sakurai on Creating Games series, Masahiro Sakurai discussed his new game during his farewell message. He stated, “I received a request to write a video game proposal, which I finished at lightning speed.” He continued, “I’m sorry I can’t share more about this project, but assuming we’re able to get it made, it should be announced sooner or later.”

While Sakurai hasn’t confirmed whether Nintendo is involved, his close ties with the company makes it likely that his new game could debut on the upcoming Switch 2. His long history with the Super Smash Bros. and Kirby series suggests that this new title could launch with Nintendo’s next console.

In the same video, Sakurai also discussed the journey of his YouTube channel, where more than 90 million yen ($600,000) was spent over the last two and a half years without any monetization. However, he admitted that the decision to spend such a large amount on the channel may not have been the best financial decision, but he viewed it as an investment in the future of gaming.

Sakurai’s main goal was to enhance the quality of games, hoping that his channel has helped bring “at least a little a bit of wind to the industry’s sails.”

More MP1st Reading:

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Taha

Television kills your vision.

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New Fallout 76 Atomic Shop Weekly Update for October 22, 2024

It’s a new Tuesday, bringing yet another store refresh for Fallout players. That’s right, the items for sale in Fallout 76’s Atomic Shop have been updated!

As usual, MP1st is here with the new Fallout 76 Atomic Shop weekly update today, October 22’s list of items for sale. Check out this week’s best Atomic Shop items and bundles below.

New Fallout 76 Atomic Shop Weekly Update for October 22:

Notable Items This Week:

  • Log Cabin Bundle – 750
  • Slocum’s Joe C.A.M.P. Bundle – 750
  • Comforts of Home Bundle – 750
  • Wildwood Tavern Bundle – 600
  • Green Thumb Bundle – 750
  • Rustic Helvetian Hideaway Bundle – 1350
  • Ranger Bundle – 900
  • Enclave C.A.M.P. Bundle – 750
  • Whitespring Garage Sale Bundle – 900
  • Woodland Retreat Bundle – 900
  • Guest Room Bundle – 1125
  • City Structure Bundle – 1500
  • Thunderstorm Scientist Bundle – 1530
  • Greenhouse Kit and Porch Bundle – 1125
  • Brotherhood Initiate Bundle – 1700
  • Fire Hazard Bundle – 1105
  • Flatwoods Monster Bundle – 1530
  • Newlyweds Bundle – 1125

What is the Fallout 76 Atomic Shop?

The Atomic Shop is an in-game store in Fallout 76 offering cosmetics, C.A.M.P. objects and more in exchange for a special currency called Atoms. Most purchases are unlocked account-wide, and may be accessed by any character on the account.

Some objects require an in-game plan to be learned in order to gain access, while other items are only unlocked for a single, specified character. All exclusive items are character-bound, and cannot be dropped or traded with other players. The Atomic Shop is accessible at any time from the main menu, as well as the pause screen after leaving Vault 76 for the first time.

That’s it for this week’s refresh. Is there anything in particular that interests you?

If not, there’s always next week, which we’ll have covered, so be sure to check again next Tuesday!

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > Title Updates and Patches

Cult of the Lamb New Update 1.28 for Patch 1.4.5 Summoned Out This Oct. 22

Massive Monster has summoned out the latest patch for its cult-worshipping game, Cult of the Lamb, and this one brings a good list of fixes related relics and more. More importantly, the Cult of the Lamb new update 1.28 (current-gen version 1.000.028) changes the followers’ quest so they are no longer blocked by other quests assigned to these followers.

Cult of the Lamb New Update 1.28 Patch Notes for Version 1.4.5:

Changes

  • Unique followers’ quests are no longer blocked by the other quests assigned to these followers

Bugs

  • Fixed invincibility in Purgatory
  • Fixed faith threshold being below full
  • Fixed Transmute achievement not popping when it should
  • Fixed relics spawning during fishing when they shouldn’t
  • Fixed relics not charging when curses hit target
  • Fixed fervour not charging properly in coop while wearing Fleece of a Cursed Crusade
  • Fixed softlock during interaction with Statue of the Beast
  • Fixed time not being tracked on certain devices
  • Fixed level 10 mop skin
  • Fixed softlock caused after interacting with body that is picked up by another follower
  • Fixed numbers displaying incorrectly for Asian languages
  • Fixed random crashes
  • Fixed save progress stuck under 100%
  • Fixed locked doctrines despite having commandment stones
  • Fixed invisible spiders
  • Possible fix for invincible Summoner enemies
  • Possible fix for goat getting stuck out of room bounds after entering a room
  • Possible fix for lack of crystal quest on older save files. Go to the lighthouse with 25 or more crystals
  • Fixed issues where users could not authenticate with Twitch

Hopefully, we’ll get another expansion for Cult of the Lamb, and if we hear anything, we’ll let our readers know.

[Source: Steam]

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Alex Co

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

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New Destiny 2 Weekly Reset October 22, 2024 and Eververse Inventory

As Xur and his wares take their leave from Destiny until next Friday, a new set of weekly activities and Eververse offerings have been pushed out to keep players busy. The new Destiny 2 weekly reset October 22, 2024 refresh of activities is now live, detailed in full below along with the new Eververse inventory.

New Destiny 2 Weekly Reset September 17, 2024 and Eververse Inventory:

Nightfall – The Ordeal: Heist Battleground: Moon

Modifiers:

  • Nightfall: Advanced
    • Shielded Foes: You will face combatants with [Arc] Arc, [Solar] Solar, and [Void] Void shields.
    • Overcharged Weapons: Weapon overcharges from the Seasonal Artifact are active in this activity. Kinetic weapons do increased damage when your Super element matches an active surge.
    • Advanced Modifiers: Extra Shields
    • Champion Foes: You will face [Shield-Piercing] Barrier and [Stagger] Unstoppable Champions. Visit the Character or Mod Customization screen to view your active anti-Champion perks.
    • Void Threat: 25% increase to incoming Void damage.
    • Overcharged Sniper Rifle: 25% bonus to Sniper Rifle damage.
    • Arc Surge: 25% bonus to outgoing Arc damage.
    • Stasis Surge: 25% bonus to outgoing Stasis damage.
    • Galvanized: Combatants have more health and are more difficult to stun.
  • Nightfall: Expert
    • All previous modifiers
    • Expert Modifiers: Locked Loadout Extra Shields
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Randomized Banes: Combatants are granted random Banes.
  • Nightfall: Master
    • All previous modifiers
    • Master Modifiers: Extra Champions Locked Loadout Extra Shields
    • Arc Hunger: Savathûn has loaned you a worm. When it hungers, deal damage of the focused type to satiate it. When the worm is full, your ability regeneration is increased. If the worm starves, your ability regeneration is reduced and you take increased damage from the focused damage type.

Rewards:

  • Grandmaster reward: Uzume RR4 (Adept)
  • Pinnacle reward: Earn 200,000 cumulative points by completing Nightfalls.

Weekly Rotators

Featured PvE Activities

  • Raid: Deep Stone Crypt, Root of Nightmares
  • Dungeon: Prophecy, Ghosts of the Deep
  • Exotic Mission: Vox Obscura, Vox Obscura (Expert)

Raid Challenges & Modifiers

Deep Stone Crypt

  • Red Rover: A challenge awaits…
  • Copies of Copies: A challenge awaits…
  • Of All Trades: A challenge awaits…
  • The Core Four: A challenge awaits…

Garden of Salvation

  • Zero to One Hundred: A challenge awaits…

Vow of the Disciple

  • Looping Catalyst: A challenge awaits…

Vault of Glass

  • Wait For It…: A challenge awaits…

King’s Fall

  • Hands Off: A challenge awaits…

Root of Nightmares

  • Illuminated Torment Challenge: A challenge awaits…
  • Crossfire Challenge: A challenge awaits…
  • Cosmic Equilibrium Challenge: A challenge awaits…
  • All Hands Challenge: A challenge awaits…

Last Wish

  • Strength of Memory: A challenge awaits…

Salvation’s Edge

  • Shielded Foes: You will face combatants with [Solar] Solar and [Void] Void shields. Activity modifiers may add more shield types.
  • Balanced Diet Challenge: “Salvation’s Edge” raid challenge modes.

Dares of Eternity: Legend

Contestants: The Way of the Hoof

  • Round 1: Fallen
  • Round 2: Hive
  • Final Round: Zydron

Loot


Pale Heart of the Traveler

Cooperative Focus Mission: Iconoclasm

Using the Vanguard’s diversion and your fireteam’s resourcefulness, seek out the ritual site where the Witness was created to learn how to destroy it.


Legacy Activities

  • Neomuna
    • Campaign Mission: Downfall: Infiltrate the heart of Calus’s lair and destroy the Darkness relay.
    • Partition: Ordnance: Help a Neomuni citizen break through VexNet defenses to upload a virus.
    • Vex Incursion Zone: Ahimsa Park
  • Savathûn’s Throne World
    • Campaign Mission: The Ghosts: Follow Fynch’s tip to a Hive temple that may contain a clue about how Savathûn stole the Light.
  • Europa
    • Eclipsed Zone: Asterion Abyss
    • Empire Hunt: The Warrior: Advanced: Defeat Eramis’s military commander, Phylaks, the Warrior.
    • Exo Challenge: Simulation: Agility: Simulated Skill-Set Training: Test your dexterity as you move against the Vex.
  • Moon:
    • Campaign Mission: A Mysterious Disturbance
    • Wandering Nightmare: Nightmare of Xortal, Sworn of Crota (Sorrow’s Harbor)
    • Trove Guardian is in Anchor of Light
  • Dreaming City: Growing Curse
    • Petra is at Divalian Mists.
    • Weekly Mission: The Oracle Engine – The Taken threaten to take control of an irreplaceable Awoken communications device.
    • Ascendant Challenge: Shattered Ruins, Spine of Keres
    • Blind Well: Hive, Plague: Cragur

Miscellaneous

Ada-1’s Wares

Name Description Cost
Rasmussen Clan Apply this shader to change the color of your gear. 10000 Glimmer
New Pacific Sink (Worn) Apply this shader to change the color of your gear. 10000 Glimmer
War Cult Camo Apply this shader to change the color of your gear. 10000 Glimmer
Upgrade Module A collection of universal components that can be used to infuse power between gear items. Can be purchased from the Gunsmith or acquired from special reward sources. 1 Enhancement Core & 5000 Glimmer

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Unchained Emote 3250 Bright Dust
Wolf-Kissed Mark Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Titan Universal Ornament 1200 Bright Dust
Vex Incursion Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Dyed Finality Equip this shader to change the color of your gear. Shader 300 Bright Dust
Argent Teratorn Equip this shader to change the color of your gear. Shader 300 Bright Dust
Birthday Cake Multiplayer Emote 4250 Bright Dust
Jaunty Dance Multiplayer Emote 1250 Bright Dust
Keramos Shell Ghost Shell 2850 Bright Dust
Alfa-Zulu Ship 2000 Bright Dust
Red Veteran Vehicle 2500 Bright Dust
Raised Voice Equip this weapon ornament to change the appearance of Choir of One. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Muffintop Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Sunrise Warrior Equip this shader to change the color of your gear. Shader 300 Bright Dust
Verdigris Equip this shader to change the color of your gear. Shader 300 Bright Dust
Iridescent Coral Equip this shader to change the color of your gear. Shader 300 Bright Dust
Boreal Char Equip this shader to change the color of your gear. Shader 300 Bright Dust
Vex Arrival Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Nightmare Emergence Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Vitreous Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Petra Venj, The Dreaming City

Name Description Cost Requirement Reward
Ascendant Challenge “The Awoken have long practiced the art of walking between worlds.” —Techeun Kalli 1500 Glimmer 1 Ascendant challenge completed XP++ & Dark Fragment & Legendary Gear
Gateway Between Worlds “The Blind Well can split wide the veins that run between realities.” —Techeun Sedia 40 Dark Fragment 10 Activity completions XP++ & Offering to the Oracle

Eris Morn, Moon

Name Description Cost Requirement Reward
Slow-Wave Disruption Complete waves of Altars of Sorrow in Sorrow’s Harbor. 1000 Glimmer 7 Waves completed Hymn of Desecration
Lunar Spelunker Loot chests in 3 of the Moon’s Lost Sectors. 1000 Glimmer 1 K1 Communion Lost Sector looted & 1 K1 Logistics Lost Sector looted & 1 K1 Crew Quarters Lost Sector looted 1 Firewall Data Fragment

Lectern of Enchantment, Moon

Name Description Cost Requirement Reward
Nightmare Hunter Defeat Nightmares in Nightmare Hunts. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core
Nightmare Sojourner Defeat Nightmares in Lost Sectors across the solar system. Nightmares defeated on the Moon only grant reduced progress. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core

Variks, Europa

Name Description Cost Requirement Reward
Courageous Expedition On Europa, complete Lost Sectors, public events, and patrols. 1000 Glimmer 15 Progress XP++
The Heat of Battle During the Empire Hunt “The Warrior,” defeat Phylaks and earn points by defeating combatants with precision final blows. Higher difficulties grant more efficient progress. 1000 Glimmer 50 [Headshot] Precision & 1 Phylaks, the Warrior defeated XP++

Shaw Han, Cosmodrome

Name Description Cost Requirement Reward
Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 1000 Glimmer 3 Public events XP++ & Glimmer
Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 1000 Glimmer 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP++ & Glimmer

Starhorse, Eternity

Name Description Cost Requirement Reward
Bring the Overkill Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with your Super, disintegrate combatants with high-damage elemental final blows, and complete the activity with an impressive score. 7177 Glimmer 75 Super & 80 Disintegrations & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Aces High Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with precision Hand Cannon final blows, rapidly defeat combatants, and complete the activity with an impressive score. 7177 Glimmer 75 [Hand Cannon][Headshot] Hand Cannon & 125 Rapidly defeated & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Maximum Temper Complete the following objectives in a single run of Dares of Eternity on Expert difficulty. Objectives will reset if not completed when the activity ends. Pick up Orbs of Power, rapidly defeat combatants, and complete the activity with an incredible score. 11777 Glimmer 100 Orbs of Power & 125 Rapidly defeated & 1 300000 Points 3 Paraversal Haul & 1 Enhancement Prism & XP++ & 150 Strange Favor

Nimbus, Neomuna

Name Description Cost Requirement Reward
Vex Incursion Countermeasures In the Vex Incursion Zone, defeat combatants using Strand to obtain Shellcode Fragments. Open a Terminal Overload Key Chest to obtain a Polymorphic Engine. 1000 Glimmer 8 Shellcode Fragments & 1 Polymorphic Engine XP++ & Polymorphic Shellcode

Seasonal Challenges

Name Description Objectives Rewards
Missions of Mercy III Complete Part III of Act I “Eliksni Rescue.” 1 Challenger XP+
Playing the Field Unlock minor discoveries in fieldwork. Track them with Eido in her Tonic Laboratory. 4 Fieldwork Challenger XP+
Unwavering Complete waves in Onslaught: Salvation. 30 Progress Challenger XP+
Throne World Activities In the Throne World, complete bounties and earn progress by completing patrols, public events, and looting Lost Sectors. 30 Progress Challenger XP++ & Bright Dust
High-Value Hunter Defeat powerful combatants in Gambit. Earn bonus progress for defeating high-value targets. 150 Targets Challenger XP+++ & Bright Dust

Notable Armor Rolls

Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Hunter Tangled Web Mask Ada-1 Helmet 15 16 2 2 14 10 59 1 Enhancement Core & 10000 Glimmer

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > Title Updates and Patches

Dead Island 2 Update 1.10 Brings New Game+ and Neighborhood Watch Mode

Dambuster has released Dead Island 2 update 1.10 on all platforms, and this is for what the studio calls “Patch 6.” Players can expect New Game+ and the Neighborhood Watch mode to be the new additions as well as bug fixes.

Dead Island 2 Update 1.10 Patch Notes:

The patch notes for today’s update is part of an FAQ for the Ultimate Edition.

What’s in Patch 6

Patch 6 is free for everyone who owns Dead Island 2 base game. Patch 6 includes a list of bugfixes’ and two brand new game modes: Neighborhood Watch and New Game Plus

New Game +

11. What’s New Game Plus?

A special mode where players can take their existing character progression from a completed save and do a more challenging playthrough with new unique rewards.

12. How do I start NG+?

·       After completing the story, a pop-up will let you know NG+ is unlocked.

·       Head to the Main Menu -> Slayers, and export your character to NG+, which now has its own tab in the menu.

·       Pro tip: We recommend being at least level 30 before taking the plunge.

13. Can I access the save before NG+?

Yes, exporting your Slayer to NG+ creates a separate save. Your original save remains unaltered and can be accessed from the Slayer menu for further exploration or co-op play.

14. Will I keep my equipment?

The save file carries over your Slayer’s level, Skill Cards, and Inventory. Note that keys, journals and weapons left in the Storage Locker are not carried over.

15. Can I play co-op NG+?

NG+ and Standard mode are separate. Meaning a NG+ friend cannot join a friend’s session if that friend is still in standard mode. And vice versa, but the NG+ person can swap back to their standard save to join / help their friend. To play in NG+ both players will need to be in NG+ and the person that is ahead progression wise, needs to join the person that is behind.

16. Can you switch characters in NG+?

No, you use the character that has completed the game and unlocked NG+ . If you want to play NG+ with the other characters, then you need to complete the standard game with those characters too.

17. Can I export the same original save twice?

No, you can only export the original save once. If you attempt to export it again, it will overwrite the existing NG+ slot for that character.

Neighborhood Watch

18. What is Neighborhood Watch?

Neighborhood Watch (NHW) is a 3 players co-op game mode that offers a unique mix of roguelike, defend the shelter and horde mechanics, within the gameplay of DI2.

19. How to start NHW?

NHW is available from the Main Menu

20. Can I play NHW solo?

Yes, you can play NHW in both solo and co-op modes (with friends or randoms). Please note, that playing in solo will be more challenging.

21. Do I need to finish the main game to play NHW?

No, NHW mode is available right from the start.

22. Is there level/game progress limitation for NHW matchmaking?

No, there are no restrictions based on game progression for NHW matchmaking.

23. Can I join a game of NHW already in progress?

No, you can only join a session from the lobby before it starts.

24. Can my team include two or three of the same Bobcat?

Yes.

Known issue regarding NHW and NG+

–          If the host of an NHW session has an active NG+ save, the session will be as difficult as NG+, making it very challenging. The host needs to re-select their standard save before hosting NHW to fix this. Don’t worry—it won’t affect your NG+ run, and you can switch back to your NG+ save at any time.

–          For mission objectives where you must kill a certain amount of zombies/need to hold out for a certain amount of time, it can happen that the objective does not seem to progress. The reason is that you probably missed a mission relevant zombie. To progress, search the nearby area for any zombie hiding and kill them.

Given there are issues with New Game+, expect another patch for Dead Island 2 to be released

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Alex Co

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

Home > Title Updates and Patches

Destiny 2’s Latest Update Brings a Host of Fixes in Patch 8.1.0.2 on Consoles and PC

As part of today’s maintenance, Bungie has released Destiny 2’s latest update which the studio calls patch 8.1.0.2. This brings fixes to various activities, armors, weapons and more. For those on consoles, you’ll see this as Destiny 2 update 3.42 (version 1.137 on PS5/Xbox Series X|S), and we have the complete patch notes available below.

What’s New in Destiny 2 Update 3.42 Patch Notes:

Activities

Excision

  • Fixed an issue where the incorrect skybox was showing during The Final Shape ending cinematic.

Seasonal

  • Fixed an issue where Act I progression would be blocked if the player abandoned the prologue quest.
  • Fixed an issue where the Tonic Capsule would soft lock the game when accessed through the Quests menu.
  • Fixed an issue where players could get locked out of creating Tonics if the Tonic Brewing Guide went to the Postmaster.
  • Fixed an issue where Major Fieldworks did not play their corresponding voiceover.
  • Fixed an issue where onscreen tutorials could not be dismissed during Fieldwork missions.

Onslaught: Salvation

  • Fixed an issue where only the first player opening the extra chest at the end of wave 50 of Onslaught would earn the reward.

Raid and Dungeons

Vesper’s Host

  • Fixed an issue where Master difficulty was not rewarding Artifice Armor.
  • Fixed an issue where players could duplicate nuclear cores.

UI/UX

Pathfinder

  • Fixed an issue where Pathfinder third completion was not giving rewards.

Gameplay and Investment

Armor

Sanguine Alchemy

  • Added adebuff icon so players can identify that they have been marked by an enemy.

Peacekeepers

  • Fixed an issue where SMGs could maintain their damage buff indefinitely when swapping between weapons.

Weapons

Heavy Burst Hand Cannons

  • Fixed an issue where they were dealing slightly reduced precision damage.

Revision Zero

  • Fixed an issue where Revision Zero would lock into sniper mode when using the Heavy Burst origin trait.

The Last Word

  • Fixed an issue where The Last Word was doing too much damage against players.
    • Increased damage vs. combatantats has not been readjusted.
      • Enjoy the PvE buff and yeehaw responsibly.
    • Weapon has been reenabled in PvP and Gambit.

Emblems

  • Fixed an issue where the Bungie Foundation Through the Storm emblem was missing its title in the Collections screen.

Artifact

  • Fixed an issue where the Retinal Burn Artifact perk has the wrong name assigned in the Artifact screen.

Localization

  • Fixed an issue with the French translation of the Precision Instrument perk.
  • Fixed an issue where text would become truncated for some languages on the Season Content Overview and Offer screen.
Expect the Season of the Lost patch to be released sometime next week.

[Source: Bungie]

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Alex Co

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

Home > Title Updates and Patches

Minecraft Update 2.99 Chips Out for Bedrock Version 1.21.40 “Bundles of Bravery” This Oct. 22

Mojang has released the next major update for Minecraft! Called “Bundles of Bravery” which was mentioned last month as part of the studio’s more frequent but smaller updates, players can now download Minecraft update 2.99, which is tagged as Bedrock version 1..21.40. Read on for the exhaustive list of additions and changes made in the patch notes.

Complete Minecraft Update 2.99 Patch Notes for Bedrock Version 1.21.40:

Update: For those seeing another patch download, Mojang has addressed that here.

Message from Mojang:

Today marks the launch of our third game drop: Bundles of Bravery! Featuring space-saving bundles and the hardest Survival mode out there (Hardcore mode!) this drop is all about embarking on a new adventure, collecting everything you can along the way, and definitely not dying. Given Hardcore mode brings hardcore stakes, we really can’t recommend backing up your Hardcore worlds enough – especially if you’ll be playing the new drop on low internet speeds (Read more about these bugs here!). If that wasn’t enough stuff to stuff into a changelog, we’ve also fixed over 140 bugs, increased the spawn rate for bats above ground (because they’re cute, and more players should see them) and made a heap of technical changes for creators. Goodness, that was a lot, wasn’t it! Perhaps I should’ve stuffed it all into a bundle?

Features and Bug Fixes

Hardcore Mode

A new game mode for Bedrock Edition!

  • You can’t turn off Hardcore mode after creating this world
  • The game is locked to the highest difficulty
  • There are no second chances. If you die, it’s game over!
  • Upon death, you can only respawn as a spectator. You can still explore your world and watch others, but you’ll no longer be able to interact or rebuild

Developer’s Note: We’re confident that Hardcore mode will run smoothly for most Bedrock players, but we’re still working on quashing some smaller bugs. Two of these impact multiplayer gameplay – one related to low internet speeds, and another when replacing a Creative mode Realm with a Hardcore mode world. While we develop a fix for these final bugs, we recommend all players regularly back up their worlds and check below for more detailed information on factors that might trigger them.

Bundles

A Bundle is an item that lets you stack different blocks or items together in the same inventory slot. Different items normally don’t stack together, so you can end up wasting space by only having a few items in each slot. A Bundle lets you pack those items together so there is no wasted space.

  • A Bundle is an item that can pack different items together into the same stack
  • A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
  • You can insert items into a Bundle directly in the inventory
  • Bundles have a tooltip that shows the items inside
    • If a Bundle has less than 12 item types inside, the tooltip will show all of them
    • Otherwise, the tooltip will show the top three rows of items and the others will be hidden below
  • You can select any of the visible items to pull out of the Bundle
    • Use the scroll wheel on mouse, the right stick on a game controller, or tap on a touch device
  • When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
  • When holding a Bundle in hand, you can empty it onto the ground
  • The Bundle is crafted with one String above one Leather

Developer’s Note: The original prototype for Bundles was much more expensive to craft and used Rabbit Hide, which is only available in certain biomes, so the player had to explore to get their first Bundle. In this version we’ve made it cheaper and something that you can craft at home in almost any biome. We want it to be easy to get Bundles in a new world so you can use it in your early adventures.

Accessibility Features

  • Re-implemented the left handed mode on touch devices for accessing the inventory from the hotbar (MCPE-179608)
  • Added text-to-speech voiceover for items in Marketplace Pass Content tab and Realms Content tab

Android

  • Fixed double input when using analog triggers on certain gamepads (MCPE-175113)

Blocks

  • Vines placed with commands are now visible (MCPE-131854)
  • “mushroom_stem” is now its own block and is no longer a variant of “red_mushroom_block” and “brown_mushroom_block”
  • “skull” has been split into 7 unique instances: “skeleton_skull”, “wither_skeleton_skull”, “zombie_head”, “player_head”, “creeper_head”, “dragon_head”, “piglin_head”
  • Mob Spawner step sounds and hit sounds now play at their intended volume
  • Trial Spawner hit sounds now play at their intended volume
  • Fixed an issue with shipwrecks only generating lower-slabs. (This fix will not alter already generated shipwrecks) (MCPE-186235)
  • Updated references to old block names in behavior pack wood recipe files
  • Updated references to old block names in remaining behavior pack recipe files
  • Fixed a bug where a block could be placed on a Vault block, causing weird block behaviors (MCPE-186627)
  • Updated references to old block names in remaining behavior pack files

Commands

  • Game rule ShowRecipeMessages is no longer considered a cheat (MCPE-177299)
  • Added the ‘entity_offset’ parameter to the camera command
  • Issue where some commands did not recognize certain block or item names has been fixed

“>Creative Inventory Changes

Developer’s Note: Items and blocks in the creative inventory have been reorganized, with the goal of making overall sorting more intuitive.

  • Trial Chamber items
    • Trial Keys were moved to be next to Ominous Trial Keys, very ominous (MCPE-180280)
    • Ominous Bottles were moved next to the existing Potions and were made into its own “Ominous Bottle” group (MCPE-180278)
  • Stone group in the Nature tab
    • Stone was moved into the Stone group, finally (MCPE-116364)
    • Stone is now the front block of the Stone group
    • Basalt and Smooth Basalt were moved into the Stone group
    • Tuff and Polished Tuff were moved into the Stone group (MCPE-176383)
  • Decorative Stone in the Construction tab
    • Smooth Stone was moved into Decorative Stone
    • Tuff Brick, Chiseled Tuff, and Chiseled Tuff Bricks were moved from the Nature Category to Decorative Stone in the Construction Category
    • Prismarine Bricks were moved from the Decorative Stone group, now they are next to Prismarine and Dark Prismarine
  • Copper family etc. (MCPE-176384)
    • Reordered Raw Iron, Raw Copper, Raw Gold to Raw Copper, Raw Iron, Raw Gold
    • The Copper, Iron, and Gold blocks were moved to match the Raw versions ordering
    • The Copper Doors were moved to all the other Doors
    • The Copper Trapdoors were moved to the group with all the other Trapdoors, this is not a trap
    • Copper Blocks and Copper Grates are now sorted by Block type then by Oxidation level, instead of Oxidation level then Block type
  • Tuff family
    • Tuff Stairs, Tuff Slabs, Tuff Walls, and their polished versions were moved from the Nature tab to the Construction Tab into their respective groups
  • Other blocks
    • Bricks are now placed before the Slabs group
      • This change only affects Bricks made from Clay and not all the brick blocks
    • Chiseled Nether Bricks and Cracked Nether Bricks were moved next to the Nether Brick Block and Red Nether Brick
    • Quartz Bricks placed next to the other Quartz blocks
    • Rooted Dirt is now next to the other Dirt blocks
    • Many Dirt blocks and Grass variants were shuffled around to match Java Edition
    • Gravel is now ordered after the Stone group and is next to Sand and Red Sand
    • Clay was moved from the Construction Category to the Nature Category, placed next to the Mud Block

>Gameplay

  • Wind Charges can’t be hit and redirected shortly after throwing them
  • Interacting with a Bed now sets it as the respawn point regardless of nearby enemies (MCPE-152134)
  • Hardcore mode is now fully released. This mode locks player’s game mode to Survival, locks difficulty to hard, and disables cheats. Players only have one life in Hardcore mode, if you die, you cannot respawn, only spectate
  • Players hitting the edge of the generated world will keep their velocity. Example: While flying with the Elytra, the player will stay floating instead of losing all speed instantly
  • Fixed a bug where Oozing, Weaving, and Wind Charged effects did not apply on player’s death (MCPE-180640)
  • Mobs can now perform Mace Smash attacks
  • Players getting killed by the Mace’s Smash Attack now get the correct death message (MCPE-185952)
  • Fixed an issue that could prevent the player from respawning correctly (MCPE-186324)
  • TNT explosions no longer reset momentum of other falling Primed TNTs. This should fix any issues that were occurring with TNT cannons (MCPE-181055)

General

  • Removed some Keyboard key bindings from Settings that should only exist in Minecraft Education: Control Tips, Code Builder, and Immersive Reader
  • Added Minecraft for PlayStation®5, an enhanced version of the game for PlayStation®5 users that better utilizes the hardware for smoother performance

Graphical

  • Addressed an issue where the game would show pink on iOS when using Large Zoom (MCPE-174398) (MCPE-185373)
  • Data driven items are no longer misplaced in screenshots (MCPE-185132)

Hardcore Mode

Here are some of the bugs that we’ve fixed that could be especially troubling when playing in Hardcore mode!

  • Fixed an issue where End Gateway Portals could teleport some players incorrectly (MCPE-66061)
  • Fixed a bug that could sometimes cause the player to get pushed when pillaring up (REALMS-9874)
  • Fixed issues with taking random fall damage (MCPE-120140 , MCPE-136406)

Known Issues: These are some of the issues that may rarely occur, and may be worse when playing on a world with a slow connection

  • Rain/snow sometimes does not visually match the actual weather (MCPE-131325)
  • Blocks sometimes disappear when placed (MCPE-112420)

Known Realms Issue:

  • Replacing an existing Realms Creative world with a Hardcore world, or vice versa, may corrupt some world settings for the newly-uploaded world. It is safest to only replace a Survival mode world with a Hardcore mode world to avoid this issue.

Mobs

  • Polar bear now drops Cooked Fish when killed by fire or lava (MCPE-122488)
  • Pillager’s ‘celebrate3’ sound now works (MCPE-121058)
  • Wolves, Cats, and Parrots trying to catch up to their owner now seamlessly resume navigation after teleporting to them
  • Wolves, Cats, and Parrots now teleport to their owner when panicking and far enough away
  • Wolves now teleport to their owner when in a fight and far enough away, preventing them from being left behind (MCPE-151765)
  • Piglins will no longer pick up and admire Powered Rail items (MCPE-91187)
  • Wither Skeleton step sounds now play at their intended volume (MCPE-185913)
  • Carved Pumpkin and Skull now rotates with Bogged’s head when worn (MCPE-178959)
  • The Breeze can no longer jump away from a player if it is on top of a Honey Block (MCPE-176991)
  • Zombified Piglins spawned by a Nether Portal now have 15-second cooldown before it can use the Portal
  • Jump Boost now increases how high a Breeze can jump (MCPE-176922)
  • Fixed issue with Minecarts stopping unexpectedly and then only being pushable in one direction (MCPE-185643)
  • Updated the rules under which Bats spawn in the world:
    • Bats can now spawn at any height, provided the area is covered and sufficiently dark
    • Bats must spawn on one of the following blocks: Stone, Granite, Diorite, Andesite, Tuff, or Deepslate
    • As a result, Bats may now happen to spawn above the surface

Realms

  • Added two new Realm Events. Can you discover them?
  • Fixed a bug that would prevent activation of addon for a Realm via Marketplace

User Interface

  • Hint about dismounting an entity no longer appears when changing dimensions and re-entering the world (MCPE-182876)
  • Armor HUD now updates properly when the player’s equipped armor breaks (MCPE-103592)
  • Fixed a bug where the close button subpanel in the Stonecutter panel was empty instead of hidden while using controller
  • Added a new message to explain when a Marketplace Template is not available on a specific platform
  • Aligned the hunger and health bars with the experience bar in Classic UI on mobile devices (MCPE-177192)
  • Air bubbles now line up properly with hunger bar (MCPE-185268)
  • Position of player paper doll in the UI is now consistent between Classic and Pocket UI settings (MCPE-57498)
  • Potions with percentage-based effects now show the percentage sign correctly on their tooltips (on mobile devices) (MCPE-28531)
  • When dying by the thorns of a Guardian, the death message now reads “‘Player’ was killed trying to hurt ‘Mob'” (MCPE-114752)
  • Chat messages no longer overlap with one pixel (MCPE-119761)
  • Item text no longer jumps up when looking at a non-interactable entity (MCPE-161140)
  • Close and help button visuals for Smithing Table and Loom changed to match visuals for Cartography Table (MCPE-166008)
  • “Hide Controller Hints” now properly hides all control hints in the Villager trading menu (MCPE-167134)
  • Fixed a bug where the incorrect message would be shown on the experimental bed screen for certain values of the playerssleepingpercentage game rule (MCPE-183431)
  • Single-tap to destroy now works with joystick/crosshair controls in Creative mode, without causing blocks to glitch (MCPE-181789)
  • Fixed a bug where Realms invite links could overflow past their text boxes
  • Items no longer get stuck in crafting grid after dropping an identical item from the recipe screen (MCPE-73593)
  • Take From Bundle functionality now takes precedence over Clear Hotbar when an item in a Bundle is selected using gamepad (MCPE-186359)
  • Inventory screen no longer shows item categories in tooltips unless the recipe book search screen is actually visible (MCPE-128464)
  • When using the Swap Jump and Sneak option with touch controls, sneak button no longer flickers when you press close to it (MCPE-159557)
  • Non-empty Bundles now have a fullness bar when inside of a Bundle (MCPE-185457)
  • Added the possibility to edit the thumbnail of a world in the new OreUI Edit World screen

Vanilla Parity

  • Creepers now drop a Music Disc upon being killed by a Bogged (MCPE-179008)
  • Bogged now drops Poison Arrows when killed by Mobs tamed by a Player
  • Dyeing Sheep and collars on Cats and Dogs now plays the dyeing sound as in Java Edition (MCPE-150684)
  • Mushroom Stems used on the Composter have had their fill chance adjusted from 85% to 65%
  • The all-sided pore mushroom block has been removed from the creative inventory
  • Enchanted Golden Apples now give Regeneration II instead of Regeneration V, matching Java Edition (MCPE-103061)
  • Added infinite duration option to Effect command. /effect <player: target> <effect: Effect> infinite [amplifier: int] [hideParticles: Boolean]
  • Added specific effect removal option to Effect command. /effect <player: target> clear <effect: Effect>
  • Placing Cocoa Beans now plays a sound (MCPE-49126)
  • Beehive and Bee Nest can no longer be used as fuel in Furnaces (MCPE-128393)
  • Identical Lodestone Compass items now stack up to 64, matching Java Edition (MCPE-109595)

VR / MR

  • Our ability to support VR/MR devices has come to an end, and will no longer be supported in updates after March of 2025, when you will receive your final update. After you receive the final update, you will still receive updates on your PC and be able to play without a VR/MR device. From this point on you can keep building in your worlds, and your Marketplace purchases (including Minecoins) will continue to be available on a non-VR/MR graphics device such as a computer monitor. You will no longer be able to use your VR/MR device with Minecraft as it will no longer be supported in the latest updates.

Technical Updates

>Add-Ons and Script Engine

  • Fixed a bug where using “bone_visibility” for a block geometry would cause the “item_display_transforms” not to be applied properly (MCPE-185868)
  • Fixed issue which prevented the new 1.21.30 trade table format from loading in-game
  • New Beta options in “minecraft:looked_at” and “minecraft:home” entity components now properly require that “use_beta_features” is specified in the root JSON object

API

  • Fixed method ItemStack.getComponents from returning components that are unsupported in the current @minecraft/server version
  • Fixed issue where invalid ModalFormData would never reject or resolve its promise (MCPE-178148)
  • BlockLiquidContainerComponents API (water, lava, potion, snow) have been removed from beta
  • BlockFluidContainerComponent API has been added to beta, replacing the BlockLiquidContainerComponents
  • Fixed some cases when the entityRemove World event would sometimes not be triggered
  • Fixed a crash that could occur with getDimension when called within onBeforeActorRemove on an entity that was invalid
  • Moved getRedstonePower from beta to 1.15.0
  • Moved isHardcore from beta to 1.15.0
  • Moved EntityBreathableComponent from beta to 1.15.0
  • Moved breathesAir from beta to 1.15.0
  • Moved breathesLava from beta to 1.15.0
  • Moved breathesSolids from beta to 1.15.0
  • Moved breathesWater from beta to 1.15.0
  • Moved generatesBubbles from beta to 1.15.0
  • Moved inhaleTime from beta to 1.15.0
  • Moved suffocateTime from beta to 1.15.0
  • Moved totalSupply from beta to 1.15.0
  • Moved componentId from beta to 1.15.0
  • Moved getBreatheBlocks() from beta to 1.15.0
  • Moved getNonBreatheBlocks() from beta to 1.15.0
  • Moved class BlockLocationIterator from beta to 1.15.0
  • Moved class InvalidIteratorError from beta to 1.15.0
  • Moved property BlockVolumeBase.getBlockLocationIterator from beta to 1.15.0
  • Moved enum BlockVolumeIntersection from beta to 1.15.0
  • Moved class BlockVolume from beta to 1.15.0
  • Added the DyeableItemComponent to beta
  • Moved PlayerInteractWithBlockBeforeEvent and PlayerInteractWithBlockAfterEvent from beta to 1.15.0
  • Moved PlayerInteractWithEntityBeforeEvent and PlayerInteractWithEntityAfterEvent from beta to 1.15.0

“>Blocks

  • Added content warning when “carried_textures” or “blockshape” are incorrectly written in blocks.json
  • Updated the Jigsaw Block
    • Fixed a bug where block data would not be saved when pressing “Done” (MCPE-181405)
    • Updated the Jigsaw Block UI
    • Added Selection Priority and Placement Priority fields

Camera

  • The minecraft:follow_orbit preset is no longer behind the experimental toggle

Commands

  • Added new overloads for the schedule command which allows you to clear a queued function
    • /schedule clear <function name> – Clears all queued functions matching the given name
    • /schedule on_area_loaded clear function <function name> – Clears all queued functions that are scheduled as on_area_load by name
    • /schedule on_area_loaded clear tickingarea <tickingarea name> [function name] – Clears all queued functions that are scheduled as on_area_load by ticking area name (and optionally also checks function name too)

Components

  • The “restriction_type” field has been added to the “minecraft:home” component, allowing to define how an entity is restricted to its home position:
    • Its values are:
      • “none”, which poses no restriction
      • “random_movement”, which restricts randomized movement around the home position
      • “all_movement”, which restricts any kind of movement around the home position
    • The “all_movement” value is currently in [Beta] and is planned to be fully released at a later date
    • Entities that have moved too far from their home will always be able to move closer to it if prompted
    • The radius of the restriction is still specified with “restriction_radius”
    • Entities with a format version prior to 1.21.40 will be upgraded to use the new field in a way that preserves their existing behavior
  • Added the “minecraft:dimension_bound” component, which prevents entities from changing dimension through portals
    • In Vanilla content, this is used by the Ender Dragon, the Fishing Hook, and some projectiles
  • Added the “minecraft:transient” component, entities with this component will never be saved. In Vanilla content, this is currently used for the Fishing Hook
  • Renamed the “minecraft:lookat” component to “minecraft:looked_at” to better reflect its functionality
    • Its “look_event” field was also renamed to “looked_at_event”
    • Its “look_cooldown” field was also renamed to “looked_at_cooldown”
  • Expanded the “minecraft:looked_at” component functionality with the addition of six new [Beta] fields:
    • “find_players_only” restricts the search for entities looking at the owner entity to Players only, ensuring that the closest Player satisfying the specified “filters” is selected
    • “look_at_locations” defines the parts of the owner entity that are targeted for being looked at
      • For these parts, a line-of-sight check is performed to ensure no blocks obstruct the view
      • Supported values are “head”, “body”, and “feet”
    • “not_looked_at_event” specifies the event to trigger when no suitable entity is looking at the owner entity
    • “field_of_view” defines the width of the field of view, in degrees, for entities looking at the owner entity:
      • If “scale_fov_by_distance” is set to true, this value corresponds to the field of view at a distance of one block between the entities
    • “scale_fov_by_distance” determines if the field of view narrows as the distance between the owner entity and the entity looking at it increases
      • This ensures that the width of the view cone at the owner entity position remains relatively constant, regardless of distance
    • “line_of_sight_obstruction_type” defines which block shape is considered when checking for line-of-sight obstructions
      • Supported values are “outline,” “collision,” and “collision_for_camera”
    • Moreover, “set_target” now supports three different values:
      • “never”, looking entities are never set as targets, but events are emitted
      • “once_and_stop_scanning”, the first detected looking entity is set as target, but scanning and event emission is suspended if and until the owner entity has a target
      • [Beta] “once_and_keep_scanning”, the first detected looking entity is set as target, but scanning and event emission continues
    • All these fields are planned to be taken out of [Beta] and fully released at a later date
  • Moved the “minecraft:redstone_conductivity” component out of the Upcoming Creator Features experiment for format_versions 1.21.30 and above
  • The “minecraft:damage_sensor” component’s “deals_damage” field now supports three values:
    • “yes”, received damage is applied to the entity
    • “no”, received damage is not applied to the entity
    • “no_but_side_effects_apply”, received damage is not applied to the entity, but the side effects of the attack are
      • This means that the attacker’s weapon loses durability, enchantment side effects are applied, etc.
    • Pre-existing content will be automatically updated to maintain its original behavior
  • Removed support for the “allow_invulnerable” field from the “minecraft:looked_at component”
    • This field never had any functionality, so this change won’t affect pre-existing or future content in any way
    • The field will be ignored for any content with a format version lower than 1.21.40
    • A content error will be emitted for any content with a format version equal to or higher than 1.21.40 that still uses this field

Entities

  • Horse armor now correctly renders on horses when using resource packs with a minimum engine version of 1.17.0 or lower (MCPE-185316)

Entity Components

  • “behavior.fire_at_target” is no longer usable if it is missing a projectile definition and will now throw a content error if so

Entity Event Responses

  • Added the “execute_event_on_home_block” entity event response, which allows the entity to execute an event on the block at its home position
    • The “event” field allows to specify the event to execute
    • For this to work properly, the entity must have a “minecraft:home” component with a set home position
  • Added the “reset_target” entity event response, which allows an entity to reset its target
  • The “behavior.jump_around_target” can no longer be used by an Entity on top of a Honey Block (MCPE-176991)
  • Jump Boost now increases how high an Entity can jump when using “behavior.jump_around_target” (MCPE-176922)
  • Wind Charges now use the minecraft:explode component instead of minecraft:wind_burst
  • Expanded minecraft:explode with the following new fields:
    • damage_scaling: A scale factor applied to the explosion’s damage to entities. A value of 0 prevents the explosion from dealing any damage. Negative values cause the explosion to heal entities instead
    • toggles_blocks: If true, the explosion will toggle blocks in the explosion radius
    • knockback_scaling: A scale factor applied to the knockback force caused by the explosion
    • particle_effect: The name of the particle effect to use. The accepted strings are wind_burst or breeze_wind_burst. All other inputs will use the default explosion particles
    • sound_effect: The name of the sound effect played when the explosion triggers
    • negates_fall_damage: Defines whether the explosion should apply fall damage negation to Players above the point of collision
    • allow_underwater: If true, the explosion will affect blocks and entities underwater

Feature

  • Using unsupported feature placement in “pregeneration_pass” will now throw a content error instead of crash

General

  • Made the following changes to ‘minecraft:single_block_feature’
    • ‘places_block’ now supports a list of weighted block specifiers
    • New ‘randomize_rotation’ property
    • New ‘may_not_attach_to’ placement conditions
    • Added ‘diagonal’ as a new option for ‘may_attach_to’ conditions
    • File format version increased to 1.21.40

Graphical

  • Fixed bug where the tessellation of Redstone dust does not match the powered state of the dust for the following blocks:
    • minecraft:*_slab
    • minecraft:chain
    • minecraft:chorus_flower
    • minecraft:chorus_plant
    • minecraft:farmland
    • minecraft:grass_path
    • minecraft:heavy_core
    • minecraft:jigsaw
    • minecraft:sea_lantern
    • minecraft:sniffer_egg
    • minecraft:structure_block
  • Add new the_end.client_biome.json as the first new type of file to contain per-biome rendering and audio settings in resource packs
  • Starting with base game version 1.21.40, built-in biomes_client.json files will no longer be loaded. That file from other packs will continue to be loaded. Water and fog settings are now in individual client_biome.json files in resource packs. When both biomes_client.json and the individual client_biome.json file specify competing values, the loaded biomes_client.json from creator content will have priority

Blocks

  • Fixed a bug where old block IDs were incorrectly overwriting data of new block IDs from blocks.json format_version 1.21.20 or higher (MCPE-186255)
  • Updated references to old block names in behavior pack color recipe files
  • Updated references to old block names in behavior pack feature files
  • Updated references to old block names in biome definition files

Items

  • The "minecraft:item" object is parsed with a strict loader from 1.21.40
    • Numbers and booleans are no longer interchangeable in the JSON input
    • Floating point numbers are no longer accepted where an integer is expected

Molang

  • Molang queries “wing_flap_position” and “wing_flap_speed” now work for the Chicken

Resource and Behavior Packs

  • Built-in packs now include archive files for improved load performance on some platforms

Stability and Performance

  • Increased the size of biome ids in saved chunk data from 8 bit to 16 bit values
  • Fixed a bug where extremely fast moving entities would cause the game to crash. Entities can now no longer move more than 16 blocks in a single tick. (For reference, an entity with Speed 255 will move ~11 blocks in a single tick.)
  • Game will no longer crash when loading a world near an End City
  • Worlds created with Experimental Custom Biomes before Caves & Cliffs update will have their Custom Biomes in Chunks replaced with a default Biome (Ocean for Overworld)
  • Custom biome ids are now assigned with values starting at 30,000 and are stored in ‘BiomeIdsTable’ in world data so their id assignments persist for the duration of the world
  • Made a change on Nintendo Switch which may help neighboring chunks to load quicker when player has maximum framerate set (MCPE-120971

Resource and Behavior Packs

  • Fixed an issue where packs were not downloaded or applied when joining a server that had CDN enabled
  • Fixed an issue where user choice for downloading/applying resource packs during server join was ignored when CDN is enabled on the server

Trading

  • Fixed an issue where trades with negative ‘max_use’ values could not be traded

Experimental Technical Updates

Add-Ons and Script Engine

  • Add support for custom items with the “minecraft:block_placer” item component to use the referenced “block” as the icon for the item
    • If the “minecraft:icon” component is specified, it will override the “block” icon
    • Requires the “Upcoming Creator Features” toggle. Must use item json version 1.21.40 or higher
  • Added “replace_block_item” field to the “minecraft:block_placer” item component. This field allows you to specify that this item should replace the default item created for the data-driven block it places. To use this field, the identifier of the item must match the identifier of the block it places. This field is optional and defaults to false.

API

  • Added enum PlatformType
    export enum PlatformType {
    Console = ‘Console’,
    Desktop = ‘Desktop’,
    Mobile = ‘Mobile’,
    }
    Class ScriptClientSystemInfo

    • Added field platformType
    • Added field maxRenderDistance

Cameras

  • Fixed an issue where rider_rotation_lock of minecraft:rideable had no effect when using the minecraft:follow_orbit camera
  • Added minecraft:camera_attach_to_player to minecraft:follow_orbit
  • Added align_target_and_camera_forward option to the camera preset behavior pack JSON which can be used when the third person camera preset experiment is enabled
  • 3rd person camera experiment – The radius property of the creator cameras is now constrained to a value between 0.1 and 100
  • Third person boom camera will now reset to the starting rotation values specified in json when the ‘default’ parameter is passed in the camera command
  • Added camera relative movement to the “New Third Person Presets” experimental toggle
    • Camera relative movement is enabled on any camera that inherits from minecraft:follow_orbit and sets align_camera_and_target_forward to false
  • Added horizontal and vertical rotation limits to the Focus Target Camera experimental toggle
  • Added “continue_targeting” bool to the Focus Target Camera experimental toggle for tracking entities outside of set rotation limits

 

Molang

  • Adding under upcoming creator features:
    • query.client_memory_tier. Returns a number representing the client RAM memory tier, 0 = ‘Undetermined’, 1 = ‘SuperLow’, 2 = ‘Low’, 3 = ‘Mid’, 4 = ‘High’, or 5 = ‘SuperHigh’. Available on the Client (Resource Packs) only
    • query.server_memory_tier. Returns a number representing the server RAM memory tier, 0 = ‘Undetermined’, 1 = ‘SuperLow’, 2 = ‘Low’, 3 = ‘Mid’, 4 = ‘High’, or 5 = ‘SuperHigh’. Available on the server side (Behavior Packs) only

Scripting

  • Added enum MemoryTier
    export enum MemoryTier {
        Undetermined = 0,
        SuperLow = 1,
        Low = 2,
        Mid = 3,
        High = 4,
        SuperHigh = 5
    }
  • Added base class SystemInfo
    • Field MemoryTier
  • Added class ClientSystemInfo.
    • Field MemoryTier
  • Class Player
    • Added property clientSystemInfo
  • Class System
    • Added property serverSystemInfo

Once a new update is out, we’ll let our readers know.

[Source: Minecraft]

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Alex Co

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

Home > Title Updates and Patches

Dead Island 2 Update 1.000.010 Crawls Out for Patch 6 This October 22

Dambuster is not only releasing the Ultimate Edition of Dead Island 2 today, but the studio has also pushed out Dead Island 2 update 1.000.010, which the studio calls “Patch 6.” For today’s update for the zombie game, players can expect a new game mode and New Game Plus!! Read on for details on Neighborhood Watch and more below.

Dead Island 2 Update 1.000.010 Patch Notes:

The patch notes for today’s update is part of an FAQ for the Ultimate Edition.

What’s in Patch 6

Patch 6 is free for everyone who owns Dead Island 2 base game. Patch 6 includes a list of bugfixes’ and two brand new game modes: Neighborhood Watch and New Game Plus

New Game +

11. What’s New Game Plus?

A special mode where players can take their existing character progression from a completed save and do a more challenging playthrough with new unique rewards.

12. How do I start NG+?

·       After completing the story, a pop-up will let you know NG+ is unlocked.

·       Head to the Main Menu -> Slayers, and export your character to NG+, which now has its own tab in the menu.

·       Pro tip: We recommend being at least level 30 before taking the plunge.

13. Can I access the save before NG+?

Yes, exporting your Slayer to NG+ creates a separate save. Your original save remains unaltered and can be accessed from the Slayer menu for further exploration or co-op play.

14. Will I keep my equipment?

The save file carries over your Slayer’s level, Skill Cards, and Inventory. Note that keys, journals and weapons left in the Storage Locker are not carried over.

15. Can I play co-op NG+?

NG+ and Standard mode are separate. Meaning a NG+ friend cannot join a friend’s session if that friend is still in standard mode. And vice versa, but the NG+ person can swap back to their standard save to join / help their friend. To play in NG+ both players will need to be in NG+ and the person that is ahead progression wise, needs to join the person that is behind.

16. Can you switch characters in NG+?

No, you use the character that has completed the game and unlocked NG+ . If you want to play NG+ with the other characters, then you need to complete the standard game with those characters too.

17. Can I export the same original save twice?

No, you can only export the original save once. If you attempt to export it again, it will overwrite the existing NG+ slot for that character.

Neighborhood Watch

18. What is Neighborhood Watch?

Neighborhood Watch (NHW) is a 3 players co-op game mode that offers a unique mix of roguelike, defend the shelter and horde mechanics, within the gameplay of DI2.

19. How to start NHW?

NHW is available from the Main Menu

20. Can I play NHW solo?

Yes, you can play NHW in both solo and co-op modes (with friends or randoms). Please note, that playing in solo will be more challenging.

21. Do I need to finish the main game to play NHW?

No, NHW mode is available right from the start.

22. Is there level/game progress limitation for NHW matchmaking?

No, there are no restrictions based on game progression for NHW matchmaking.

23. Can I join a game of NHW already in progress?

No, you can only join a session from the lobby before it starts.

24. Can my team include two or three of the same Bobcat?

Yes.

Known issue regarding NHW and NG+

–          If the host of an NHW session has an active NG+ save, the session will be as difficult as NG+, making it very challenging. The host needs to re-select their standard save before hosting NHW to fix this. Don’t worry—it won’t affect your NG+ run, and you can switch back to your NG+ save at any time.

–          For mission objectives where you must kill a certain amount of zombies/need to hold out for a certain amount of time, it can happen that the objective does not seem to progress. The reason is that you probably missed a mission relevant zombie. To progress, search the nearby area for any zombie hiding and kill them.

Given there are issues with New Game+, expect another patch for Dead Island 2 to be released in the future.

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Alex Co

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

Home > Title Updates and Patches

Stellar Blade Update 1.008 Adds PS5 Pro Support This October 22

Korean studio Shift Up has pushed out Stellar Blade update 1.008 this October 22, and this is a minor patch that aims to enhance the game’s visual fidelity for those playing the action game on the PS5 Pro. Read on for what’s new and the file download size below.

What’s New in Stellar Blade Update 1.008:

Download Size: 499MB

Update (11/7/24): Shift Up has shared more details just in time for the PS5 Pro’s launch.


While there’s no actual patch notes available yet, we do know what got added thanks to the community.

  • New “Pro” and “Pro Max” graphic settings got added (via )

Chances are, this also brings in bug fixes as well, though we won’t know for sure until Shift Up releases the changelog. It seems the recently announced Nier Automata crossover isn’t included in the patch, though that’s set to be released soon.

Aside from Stellar Blade, other first-party games like The Last of Us 2 Remastered recently got a PS5 Pro patch as well, and even third-party titles like Alan Wake 2 have gotten it recently. Expect more PS5 games (especially first-party titles) to get a PS5 Pro to take advantage of the upcoming console’s added horsepower.

Based on the info revealed so far, the roadmap leak a few months ago seem to be the real deal. Once the official patch notes are out, we’ll update the article with the info, so stay tuned.

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Alex Co

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

Home > Title Updates and Patches

Fallout 76 Update 1.97 Dropped Before Fallout Day on All Platforms This Oct. 22

With today’s maintenance for Fallout 76, Bethesda is also rolling out an update on all platforms. Chances are, the Fallout 76 update 1.97 download available now is somehow connected to tomorrow’s Fallout Day broadcast where we’ll see the future content incoming to the game.

What’s New in Fallout 76 Update 1.97 This October 22:

Download Size: 15GB (PlayStation), 14.5GB (Xbox)

Update Version 1.7.15.12 & Sizes

Check the download sizes below for today’s update on your platform of choice:

  • PC (Steam): 2.5 GB
  • PC (Microsoft Store): 15.7 GB
  • Xbox: 19.8 GB
  • PlayStation: 15.1 GB

Armor

  • Power Armor HUD compass will now properly display icons.
  • Fixed an issue where various combinations of Torso and Jetpack skins would cause selections to change upon entering the Power Armor.
  • Secret Service Armor gives scrap when scrapping it.
  • Fixed an issue where having multiple Mining Helmets could cause the lamp to not function.

Best Builds

  • Best Builds: Submission window has been updated to include an icon for the Featured Photo.

C.A.M.P. and Workshops

  • Pheasant Plushie workbench preview now faces the correct direction.
  • All players in possession of “Plan: Herdsman’s Bell – Basic” can now craft the Bell at the Tinker’s Workbench.
  • Fixed an issue where some variants of the Blue Ridge Pit Stop Guard Post would float when placed.
  • Fixed an issue where the Destroyed Farm Wagon would replay VFX upon fast traveling back to C.A.M.P..
  • Fixed an issue where the Pioneer Scouts Recruiting Poster was not displaying properly.
  • Red Nuka Cola chimes will now correctly play audio.
  • Removed a non-functional power connector from the Watchpost C.A.M.P. structure.
  • The Jumpy Juice Company Tea Machine now properly states it generates Tea.
  • Workshop: Adjusted the preview icon of the Atomic Roller Machine to be less zoomed out.
  • Workshop: Fixed an issue where objects could clip into the Performance Stage Metal and Performance Stage Wood structures.
  • Workshop: Fixed an issue where the Vault-Tec Fusion Core Recharger did not display properly after being broken and repaired.
  • Workshop: Removed “Triumph Terrace” from the Track House’s name.
  • Workshop: Small Flatbed crafting resources have been adjusted to 1 Concrete, 2 Steel, and 3 Wood.
  • Workshop: Triumph Terrace Screen Door now has SFX.
  • Workshop: Straw Goat is now properly craftable for players who learned the recipe previously.

Caravans

  • Fixed several areas where the Brahmin could become stuck, preventing progress.
  • Fixed several areas where the Brahmin could become stuck, preventing progress.
  • Fixed an issue where hurrying the brahmin could hurry all active Caravan Brahmin.
  • Fixed an issue where additional Yao Guai would spawn after the “Defeat the Yao Guai” objective.
  • Fixed several areas where the Brahmin could become stuck, preventing progress.
  • Fixed an issue that would allow players to get full Supplies from another player’s caravan.
  • Joined Caravans will now appear in the “Events” tab of the pip-boy.
  • Challenges: Completing a Caravan will now properly count towards the “Complete an Event while in a Group” challenge.
  • Supply payout for helping caravans have been increased:
    • Helping Small Caravans: 4 Supplies, 3 Scrip, Stimpaks, Contextual Ammo (increased amounts).
    • Helping Medium Caravans: 12 Supplies, 4 Scrip, Stimpaks, Contextual Ammo (increased amounts).
    • Helping Large Caravans: 20 Supplies, 5 Scrip, Stimpaks, Contextual Ammo (increased amounts).
    • Failing a Caravan will give you 3 supplies instead of 1 now.

Combat

  • Basher, Modern Renegade and Twisted Muscles Now they should reference the proper perk.
  • Enforcer Rank 1 now can cripple Enemies.
  • Fixed a case where AP would not regenerate while taking RAD damage.
  • Addressed an issue where the Tenderizer perk could result in more damage than intended.
  • The legendary explosion mod now applies bonus to explosive attacks.
  • Adjusted the damage caused by the poison cloud from Toxic Blood mutated enemies.
    • Dev Note: Players should expect the poison cloud to be weaker at lower levels and the poison effect drops off faster.

Combat Balancing

  • Increased damage for Lesser Devils.
  • Alien Invader
    • Reduced Health
    • Reduced Damage in Daily Ops
  • Slightly lowered the duration of the slow effect on the Floater Freezer’s freezing breath.
  • Slightly reduced the rate at which the slow effect accumulates for the Floater Freezer’s freezing breath.
  • Reduced damage for the Floater Freezer’s freezing breath.
  • Reduced damage for the Floater Flamer’s fire breath.
  • Reduced the cryo damage for the Floater Freezer’s blast/stare/shockwave attack (the one which also deals fusion core damage).
  • Reduced damage for the Floater Gnasher’s bite attack.
  • Adjusted the damage for the following Beta/Gamma laser mods:
    • Laser Gun
    • Ultracite Laser Gun
    • Gatling Laser
    • Ultracite Gatling Laser
    • Plasma Gun

While these weapons are still being evaluated for overall balance, these particular mods over-shot the current target for fire damage mods (especially when taking into account the recent adjustments to creature health and resistances) and are being brought in line with similar mods for other weapons. This allows for more consistency among weapons and mods when making future changes.

Creature Balance

The creatures below will generally be less threatening at mid-level (especially 35-75) but should be a bit tougher towards level 100. In some cases, at lower level, these creatures may be slightly weaker or stronger to ensure that they’re appropriately engaging even when first met.

Their resistances have been adjusted in a way that it’s now more valuable to explore which damage types they are now weaker too.

These changes are similar to the creature changes that were made in the Skyline Valley and Milepost Zero updates.

The following creatures have been adjusted:

  • Hellcat Mercenaries
  • Rad Scorpions
  • Overgrown Thorn
  • Overgrown Pollinator
  • Overgrown Elder
  • Overgrown Elderwood
  • Mr. Handy/Gusty
  • Settlers
  • Mothman
  • Union NPCs
  • Mobsters, Showmen, and Auditors
  • Blue Devil
  • Jersey Devil
  • Lesser Devils
  • Fanatics, Fanatic Foreman, Fanatic Harrower, Fanatic Elite Harrower, Fanatic Conqueror
  • Lieutenant Kappa, General Zeta, Captain Alpha/Captain Omega
  • Alien Drone, Alien Detonator Drone, Alien Elite Drone
  • Sentry Bot
  • Glowing Ones
  • Feral Ghouls
  • Bloodbugs
  • Grafton Monsters
  • Ogua
  • Wendigo Colossus
  • Critters
  • Rad Roach
  • Flatwoods Monster
  • Rad Rats
  • Mirelurks, Mirelurk Queen, Mirelurk Hunter
  • Trog Superior, Trog Devourer, Trog Fledgling, Glowing Trog
  • Assaultron
  • Radtoad
  • Radstag
  • Sheepsquatch

Events

  • Powerhouse of the Cell: Addressed several issues where players could become stuck between objectives and unable to continue.
  • Powerhouse of the Cell: Addressed several issues where players could become stuck between objectives and unable to continue.
  • Project Paradise: Teammates fast traveling to a team leader who is participating in this event will no longer spawn stuck inside the central reactor.
  • Lode Baring: Fixed an issue where players could be blocked from entering the mine by an uncleared rock pile located just inside the interior entrance.
  • Out of the Blue: Fixed an issue where obtaining the caravan camp notes before starting the quest could break progression.
  • Test Your Metal: Potential reward “Rust Eagle Banner” is now properly displayed as “Plan: Rust Eagle Banner”.
  • The Elusive Crane: Fixed a blocking issue where Sol would not execute Crane when prompted.
  • Event Challenges: Fixed an issue where the weekly repeatable Kill Spooky Scorched challenge was missing the Star icon.
  • Updated potential rewards listed for Public Events on their preview information to reflect that they now award Legendary Modules, rather than Legendary Cores.
  • Clowns that were spawning near the Foundation Outpost/Eviction Notice have been returned to the circus…honk honk.

Magazine Changes

The following Magazines have received updates. For the most part, these are direct increases to the Magazines’ effects.

  • Astoundingly Awesome Tales 7: +25 max AP, up from +5.
  • Astoundingly Awesome Tales 10: +35% more damage with scoped weapons while aiming, previously +15% without needing to aim.
    • Dev Note: This magazine now specifically offers its benefit to weapons fired using manual aim and does not affect VATS.
  • Backwoodsman 2: Name and cover art updated to match effect.
    • Dev Note: This is a purely cosmetic change for the magazine’s name and cover. It was previously swapped with Backwoodsman 7 (see below).
  • Backwoodsman 6: Now only affects healing from cooked foods, rather than all effects from cooked food.
  • Backwoodsman 7 (name and cover art updated to match effect): Now affects all thrown weapons (Sheepsquatch Shard, Tomahawk, Throwing Knife, Meat Cleaver) instead of just Tomahawks.
  • Live and Love 1: +25 max HP while on a team, up from 10.
  • Live and Love 3: Now only affects healing from fruits & veggies, rather than all effects from fruits & veggies.
  • Live and Love 6: +25 damage resistance while on a team, up from 10.
  • Grognak the Barbarian 3: +25 poison resistance, up from 15.
  • Grognak the Barbarian 8: +25 cryo resistance (Charisma no-longer required), instead of +2 damage resistance per point of Charisma.
  • Grognak the Barbarian 9: +25 carry weight, up from +10.
  • Grognak the Barbarian 10: +25 energy resistance, up from +15.
  • Tesla Science 6: +75 radiation resistance, up from +15.
  • Guns and Bullets 6: +75 damage resistance at night, up from +10 damage resistance at night.
  • Now occurs slightly later at night to match Nocturnal and other night-time effects.
  • Scout’s Life 3: Now reduces all items’ weight by 10%, instead of +10 carry weight.
  • Scout’s Life 9: Now provides +25 fire resistance, instead of -80% camp placement cost.
  • US Covert operations Manual 1: +50 damage resistance while sneaking, up from +10 while sneaking.

Backwoodsman 6 and Live and Love 3 far exceeded the intended level of benefit for magazines and have been adjusted to match their original effect of boosting Healing from food items. Backwoodsman 6’s prior change in the Once in a Blue Moon update had been made in error, and we apologize for the confusion.

Prior to this update, these magazines boosted all foods effects, including (but not limited) to Carry Weight, S.P.E.C.I.A.L. stats, VATS Critical Attack damage, etc.

The effects of these magazines will be further adjusted if needed in future updates.

Milepost Zero

  • Milepost Zero HQ: Fixed an issue that could cause players to not be able to hire new employees.
  • Milepost Zero HQ: Fixed an issue where Stairs were not appearing with the Military theme.
  • Milepost Zero HQ: Axel will now properly give players the snowglobe plan when changing themes at Tier 3.
  • Milepost Zero HQ: Fixed an issue causing NPCs to give snowglobe plans after the player has already recieved them.
  • Milepost Zero HQ: Theodore now gives the snowglobe through the correct dialogue line.
  • Milepost Zero HQ: Fixed an issue that would cause Marley to give a Snowglobe plan every time you tried to start a new caravan.
  • Milepost Zero HQ: Fixed an issue where Ineke’s dialogue would display incorrect text in French and German.
  • Milepost Zero HQ: Fixed a mismatch between voice line and subtitles in Axel’s dialogue.
  • Milepost Zero HQ: Fixed voice lines for Axel in Spanish and French languages.
  • Milepost Zero HQ: Fixed an issue where Ineke’s upgrade options were not consistently appearing in Marley’s dialogue.
  • Milepost Zero HQ: Removed duplicate dialogue options from Josie.
  • Milepost Zero HQ: Fixed an issue where Axel would sometimes not initiate dialogue when interacted with.
  • Milepost Zero HQ: Fixed a mismatch between voice line and subtitles in Axel’s dialogue.
  • Milepost Zero HQ: Fixed an issue with Ineke’s dialogue where the conversation would end unexpectedly after initial introductions.
  • Milepost Zero HQ: Fixed an issue where Theodore would not play certain voice lines
  • Milepost Zero HQ: Fixed missing voice lines for Theodore.
  • Milepost Zero HQ: Fixed an issue that would cause the current theme to be eligible for purchase in Axel’s dialogue.
  • Milepost Zero HQ: A notification will now appear when the brahmin has been upgraded through Josie.
  • Milepost Zero HQ: Fixed an issue where some structures within the HQ could be damaged.
  • Fixed an issue where the player character’s head would clip through the British Redcoat Army Hat.
  • V63 Laser Carbine: Fixed an issue where Explosive legendary VFX were not working properly.

Quests

  • Trade Secrets: Fixed an issue where some characters were missing the Hornwright Senior Executive Keycard.
  • Refuge Daily Quests: Fixed an issue where the Vault Boy animation would overlap with quest description.
  • Overseer’s Mission: For players who have completed this quest, dropped Overseer’s Log holotapes may now be picked up again from their original locations.
  • Custodial Compulsions: Fixed an issue where other characters would say Saltwater Sam’s dialogue lines if the player was on a specific part of the quest.
  • Duty Calls: Fixed an issue where the brain jars were missing upon relog, blocking progression.
  • Beckett now appropriately says romantic/flirty dialogue lines to players who have romanced him.

Weapons

  • Ticket to Revenge has its intended legendary mods again (Furious, Rapid, Lightweight).
  • Deathclaw Hand is no longer returned when scrapping an item that uses it as a component for crafting.
  • Deathclaw Gauntlet and Unstoppable Monster now require 1 Deathclaw Hand to craft instead of 2.
  • Fixed an issue where “The Tenderizer” with the standard mod would display as “The Tenderizer Tenderizer.”
  • Fixed an issue where 3-star melee weapons could sometimes spawn with reload speed.
  • **Plan**: Headhunter Scythe has been renamed to Plan: Head Hunter Scythe to be consistent with the weapon.
  • V63-Zweihaender now benefits from the “Science” Perk card family – “Science”, “Science Expert” and “Science Master”.
  • Enemy minigun audio should no longer continue playing after death.
  • Fixed an issue with the Lever Action Rifle where the Compensator mod did not display correctly with various paints.

Miscellaneous Fixes

  • Addressed various typos in the new “Legendary Crafting” help menus.
  • Atomic Shop: Fixed an issue where cursor would disappear after making a purchase.
  • Beckett now appropriately says romantic/flirty dialogue lines to players who have romanced him.
  • Creatures now have an increased chance to drop meat.
  • Cultist Dungeon Outfit: Fixed an issue where mismatched skin textures could appear on characters wearing this outfit.
  • Fixed a spelling error with the Fireproof mod name.
  • Fixed an issue where Colored Mirror Balls were not emitting light correctly.
  • Fixed an issue where players were sometimes not receiving contextual ammo drops in expeditions.
  • Fixed an issue where some Backpack Skins would display their name multiple times.
  • Fixed an issue where the Live and Love #3 magazine would increase the benefit of non-healing effects.
  • Fixed an issue where the Ogua would still be vulnerable after retreating into it’s shell.
  • Fixed an issue where the pip-boy would not update correctly when switching between weapons with the same name.
  • Fixed an issue where the tutorial flyout and help menu displayed the incorrect keybinding for collecting Power Armor chassis.
  • Fixed an issue with several Notes where the “Exit” command was improperly being displayed on notes that must be collected.
  • Fixed lighting issues within the Burning Mine location.
  • Pulowski Preservation Shelter: Players should no longer become trapped in the doors
  • Removed vendor window from Johnny Bills at the Blue Ridge Bunkhouse.
  • Speculative Fix: Free daily re-rollers should now reset at the same time as challenges, instead of an hour later during daylight savings.
  • The Shadow Person haunting the cliffs near Lake Eloise has been banished.
  • Thrasher Backpack: Fixed an issue that could cause the backpack to become static.

As expected, the official patch notes aren’t out just yet. Given that Halloween is almost here, we’re counting on another Spooky Scorched event to be part of the new content players will receive.

Of course, possibly the bigger news is that tomorrow, October 23, Bethesda will air the Fallout Day broadcast at 12 pm PST/3 pm EST/8 pm BST/3 am HKT. During the show, players will be given a glimpse of the upcoming updates headed to Fallout 76, and even the addition of a community-requested feature for CAMP, and that’s pets!

Once we know more details about today’s patch, we’ll update the article. Given players can’t connect to the servers and test things out, that will be a while. Stay tuned to this article, as we will update it with the correct info once it’s available.

[Source: Reddit]

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Alex Co

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