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Warhammer 40K: Space Marine 2 Quality-of-Life Features, 4K Texture Pack for PC and More Incoming via Updates

While Saber Interactive hasn’t been gun-shy when it comes to releaseing updates for Warhammer 40K: Space Marine 2, the studio has revealed details on some of the updates we can expect which weren’t detailed in the roadmap.

First off, the studio revealed that a hotfix is set to be released “very soon” which most likely means sometime this week. This patch won’t contain any gameplay balancing changes or new features, but fixes for crashes and stability improvements.

However, Saber also promised quality-of-life improvements, additional customization features (such as new colors for the lenses), and even a 4K Texture Pack for PC all set to roll out at some point, and yes, they will all be free.

Alongside the upcoming updates, the dev team also shared a quick “brief” on the upcoming Operations map as well which is set to arrive sometime this month.

​The Tyranid invasion of Kadaku is ending. The planet’s organic material is being transformed into biomass, and Tyranid Capillary Towers stretch high into the skies above, where the Hive Ships wait to taste their victory.

The Cadian forces have made a valiant attempt to push back against the Tyranids. A team of Space Marines arrives on Kadaku with a simple mission: help the Cadians destroy the towers. The Tyranids may win the planet, but the Imperium will make it as painful as possible for them.

This new map is located on Planet Kadaku, and will be released to all players for free as promised.

In case you haven’t played Space Marine 2 yet, you might want to remedy that. Our review can be checked out here where we state, “Saber’s first tour of service in the Ultramarines is one that’s decorated with stars, and we can’t wait to see what the future holds for the game and the franchise.”

[Source: Focus Forums]

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Alex Co

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Home > Title Updates and Patches

Warframe Update for Oct. 2 Brings Koumei & The Five Fates Across All Platforms

Digital Extremes has released the next major update for Warframe this October 2, and this is for the Koumei & The Five Fates content! Called Update 37, console gamers will see this as Warframe update 2.32 on last-gen, while current-gen tennos will see this as patch version 1.040.

Read on for the complete patch notes below, which includes platform-specific changes.

Warframe Update 2.38 Patch Notes | Warframe Update 1.040 Patch Notes:

Download Size:

  • PS5: 24GB (Remaster)
  • PS4: 9.44GB
  • Xbox One: 3.72GB
  • Xbox Series X:3.76GB
  • PC: 3.09GB

Koumei & the Five Fates is a Mainline Update! 

Meaning that everything the team has been working on since the launch of Jade Shadows & The Lotus Eaters is in this update (with the obvious exception of content that is not ready to be released). It is very likely, as it is with all Mainline updates, that things slip through the cracks so we will be watching for bug reports and feedback in the dedicated Koumei & the Five Fates Subforums to address in follow-up Hotfixes.

PlayStation Specific Notes: 

  • Fixed PlayStation controller touchpad callout icons overlapping text on Focus ability descriptions.
  • Made further optimizations to improve memory usage.
  • Made micro-optimizing math routines.

Xbox Specific Notes: 

  • Made further optimizations to improve memory usage.
  • Made micro-optimizing math routines

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NEW WARFRAME: KOUMEI

Koumei’s Abilities 

Passive: Shadow’s Trinity

Every 60 seconds, one of Koumei’s weapons will inflict random Status Effects for 60 seconds.

Ability 1: Kumihimo

Weave the threads of destiny. Enemies who touch the threads suffer a random Elemental Status Effect.

A roll of triple sixes creates threads that inflict one of every Elemental Status Effect.

Ability 2: Omikuji

Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree*. Unlucky rolls will also give her a debuff, but you can hold the ability to reject the Omikuji.

A roll of triple sixes grants a Decree without a challenge.

Successfully completing a Omikuji challenge in Duviri will bring up the Decree selection screen instead of the Decree being picked for Koumei.

*Expand the spoiler below to see the full list of possible Decrees that can be earned:

  • Morale Boost
  • Proficient Fighter
  • Shattering Frost
  • Duelist’s Advantage
  • Deadly Momentum
  • Between the Eyes
  • Vicious Barb
  • Irresistible Bombardment
  • Sweeping Blow
  • Majestic Strike
  • Critical Roll
  • Venomous Touch
  • Assassin’s Rush
  • Temporal Acceleration
  • Greedy Heal
  • Bombastine’s Malice
  • Critical Frost
  • Hammer of Retribution
  • Smoldering Strike
  • Rising Agony
  • Bounce Back
  • Twofold Torment
  • Ranger’s Reload
  • Dueler’s Outburst
  • Fearsome Bonanza
  • Envious Economy
  • Tactical Repositioning
  • Blazing Bombardment
  • Nimble Gunner
  • Corrosive Grit
  • Salted Wound
  • Tamm’s Fortune
  • Fortified Will
  • Molten Mettle
  • Wyrmling’s Aid
  • Brimon’s Nerve
  • Kexat’s Pounce
  • Swooping Miasma
  • Stable Stance
  • Sythel’s Outburst
  • Grim Armory
  • Storm Caller
  • Rain of Vitality
  • Marauder’s Nerve
  • Fault Finder

Ability 3: Omamori

Surround yourself with Omamori Charms, each with a chance to have enemy attacks heal you instead of damage you. The number of charms is determined by Koumei’s dice roll.

A roll of triple sixes grants invulnerability for the duration of your Omamori Charms.

This is Koumei’s Helminth ability.

Ability 4: Bunraku

Wield your foe’s fate threads like the strings of marionettes. Koumei’s dice determine how many Status Effects foes in front of Koumei will suffer.

A roll of triple sixes causes further Status Effect stacks over time and extends Bunraku to enemies behind Koumei.

This is Koumei’s Railjack Kinesis ability.

How to Acquire Koumei 

  • New Shrine Defense mission Drop Table rewards
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • “Offer Fate Pearls” Shop: Koumei’s Blueprint and her Component Blueprints can be exchanged for Fate Pearls (earned from Shrine defense missions) at Koumei’s Shrine located in Cetus, Earth.
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • In-Game Market: Koumei is available to purchase in the in-game Market as an individual item or as part of the Koumei Visions Bundle and Koumei Fate Bundle.

Note on Koumei’s Foundry Craft Time: Since Koumei is earned via the new Shrine Defense game mode, which was designed with a difficulty level appropriate for the early game path (more on that in the dedicated section below), we have made Koumei’s crafting time 24 hours instead of the standard 72 hours. This is so that new players can familiarize themselves with the Foundry and enjoy their newly earned Warframe faster (which is a bonus for all!).

Maximum Loadout Slot Increase:

With the release of Koumei, the maximum number of purchasable Loadout Slots has been increased from 26 to 27.

Koumei’s Prex Card

Acquire Koumei’s Prex Card from the Offer Fate Pearls shop —  complete the new Shrine Defense missions to earn the Fate Pearls required to purchase it. Learn more in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.

NEW WEAPONS

New Rifle Primary: Higasa

Depend on Higasa when it rains bullets. Aiming creates a shield that blocks weapon fire. Kills and blocked shots charge a beam released by Alternate Fire.

How to Acquire Higasa: 

  • New Shrine Defense mission Drop Table rewards
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • “Offer Fate Pearls” Shop: Higasa’s Blueprint and Component Blueprints can be exchanged for Fate Pearls (earned from Shrine defense missions) at Koumei’s Shrine located in Cetus, Earth.
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • In-Game Market: Higasa is available for purchase in the in-game Market individually or as part of the Koumei Visions Bundle and Koumei Fate Bundle.

Higasa Serration Augment Mod

(At Max Rank) Alternate Fire applies a random Status Effect to enemies hit. +450% Damage.

Note on Acquisition: Higasa Serration is available to pick up from the “Offer Fate Pearls” Shop in Cetus for players with the Steel Path unlocked. More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.

New Polearm Melee: Amanata

Roll Koumei’s die with every 30 hits of Amanata to empower yourself with 1 of 5 Koumei blessings. Roll a 6 to receive all blessings at once.

How to Acquire Amanata: 

  • New Shrine Defense mission Drop Table rewards
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • “Offer Fate Pearls” Shop: Amanata’s Blueprint and Component Blueprints can be exchanged for Fate Pearls (earned from Shrine defense missions) at Koumei’s Shrine located in Cetus, Earth.
    • More information in the dedicated “New Game Mode: Shrine Defense (Saya’s Visions, Earth)” section below.
  • In-Game Market: Amanata is available for purchase in the in-game Market individually or as part of the Koumei Visions Bundle and Koumei Fate Bundle.

Amanata Reagents Augment Mod 

(At Max Rank) When Combo Multiplier reaches 8x, Heavy attacks apply a random Status Effect to enemies hit. +330% Damage

NEW GAME MODE: SHRINE DEFENSE (SAYA’S VISIONS, EARTH)

Terrible horrors have been foretold in a Fate Dream, and danger darkens the Ostron’s shores. Together, Saya and the Tenno can weave a brighter future for Cetus.

Venture into the new Shrine Defense mission to protect Koumei’s shrine and ferry her offerings to help ward off the Infested threat. Access the new Saya’s Vision node on Earth by talking to Saya after completing the Saya’s Vigil and Once Awake Quests.

Pre-Requisites

  • Complete the Once Awake and Saya’s Vigil Quests
    • If you have already completed these Quests, you will receive an Inbox message instructing you to visit Saya in Cetus.
  • Once these Quests are completed, speak to Saya in Cetus to unlock this game mode.

Note On Difficulty

Shrine Defense is an early path game mode with easy-to-learn mechanics that are set at a difficulty appropriate to their skill level. It is not intended to challenge the most seasoned of players, but those looking to play it at an increased difficulty can take it on via the Steel Path.

How To Access

1. After completing the Once Awake and Saya’s Vigil Quests, travel to Cetus on Earth and speak to Saya.

2. Select the “Saya’s Visions” option and follow the waypoint to Koumei’s Shrine.

3. Interact with the Shrine and select the “Saya’s Visions” option to begin the mission.

  • Note: After completing this mission once, it will become available as a mission node in the Star Chart.

How To Access on the Steel Path: You must have the Steel Path unlocked and have completed a Shrine Defense mission on the Normal Path —  once done, the Steel Path option will become available at the Koumei Shrine and via the Star Chart.

How To Play

Your objective is to assist in the preparation and delivery of offerings to Koumei’s Shrine to draw out the Infestation and defeat them. Collect the first offering from the hut to begin.

Offerings are prepared at huts in Cetus, protect the preparation zones marked around the huts by keeping the Infested enemies out of them. Preparation time is interrupted while enemies are within the marked zone. Keep the Infested away long enough for the Ostrons to prepare their offering, which you can then deliver to the Shrine!

Upon delivering an offering, Health Orbs will drop from Koumei’s Shrine and she will roll her Die to grant the Squad a random Blessing. These Blessings are temporary Squad-wide buffs and are chosen at random:

  • Lyre-Worm’s Feast: Squad becomes invulnerable for 30 seconds.
  • Twin Kavats: Squad gains Life Steal effect for 30 seconds.
  • Ripples on the Deep: Squad gains Critical Chance buff for 30 seconds.
  • The Virtues: Squad gains Heat Damage buff for 30 seconds.
  • Stars of Perfection: Squad gains Sprint Speed and Parkour Velocity buffs for 30 seconds.
  • Eidolon’s Jaws: Squad gains Reload Rate and Fire Rate buffs for 30 seconds.

Multiple Blessings can be active at once if offerings are brought to the Shrine within the duration of the currently active buffs. If an already-active Blessing is chosen, its duration will be reset.

After 5 offerings have been delivered, lure out the heart of this festering Fate Dream by killing enemies in the area. When the Infested Oni emerges, weaken it and gather more offerings to Koumei so you can finally defeat the threat. Take it down to tear through this horrible dream!

Mission Rewards

Successfully completing a Shrine Defense mission will award players with 14-18 Fate Pearls (20-24 on Steel Path) and 800 Ostron Standing, as well as a reward from the mission drop table, including:

  • Koumei’s Blueprint & Component Blueprints
  • Higasa Blueprint & Components
  • Amanata Blueprint & Components
  • Endo
  • Meso Relics

Offer Fate Pearls (Shop) 

Visit Koumei’s Shrine in Cetus after completing a Saya’s Visions mission to gain access to this new shop! Players can find this nearby when loading into Cetus, or by using the new Koumei Fast Travel option via their Gear Wheel! The following wares can be acquired using Fate Pearls (a new resource) earned from Shrine Defense missions:

  • Koumei Blueprint & Component Blueprints
  • Higasa Blueprint & Component Blueprints
  • Amanata Blueprint & Component Blueprints
  • Koumei’s Prex Card
  • Amanata Reagents Augment Mod
    • Note: This Mod becomes available in the Shop for players who have unlocked the Steel Path.
  • Higasa Serration Augment Mod
    • Note: This Mod becomes available in the Shop for players who have unlocked the Steel Path.

Roll Koumei’s Dice 

Koumei, what shall be my fate?

The Ostrons have turned to Koumei to seek readings and guidance to their present, so shall you.

Select the “Roll Koumei’s Dice” option at Koumei’s Shrine to cast her Dice and see what the future has in store. Saya will decipher to you what the Dice foretell.

This is a purely narrative system inspired by the questions we ask and seek through fortune-telling tools.

NEW INCARNON GENESIS WEAPONS

Cavalero has new offerings for you, Tenno!

The following weapons now have Incarnon Geneses available to install. Earn them from The Circuit Steel Path reward track. Once acquired, visit Cavalero in the Chrysalith on the Zariman to have him install them to the corresponding weapons.

NOTE: These weapons will become available in the Steel Path Circuit reward track with the upcoming weekly reset on Monday, October 7th @ 0:00 UTC.

  • They will also become available to purchase from Cavalero’s Incarnon Market (Chrysalith, Zariman) when they are offered in The Circuit on October 7th @ 0:00 UTC.

Dera (Base & Vandal) 

Awaken this weapon’s ability to fire high power beams and gain Magnetic damage.

Sybaris (Base, Dex & Prime) 

Awaken this weapon’s ability to fire 4-round bursts and gain Blast Status.

Cestra 

Awaken this weapon’s ability to increase its Critical Chance the longer it is fired uninterrupted.

Sicarus (Base & Prime) 

Awaken this weapon’s ability to ricochet its bullets.

Okina (Base & Prime)   

Awaken this weapon’s ability to spawn spectral daggers on kill. Daggers seek out enemies, applying max Cold Status Stacks.

Here is the updated Offering Rotation Schedule for the Steel Path Circuit with these new additions:

  • Week 1: Braton, Lato, Skana, Paris, Kunai (this week’s offerings)
  • Week 2: Boar, Gammacor, Angstrum, Gorgon, and Anku
  • Week 3: Bo, Latron, Furis, Furax, Strun
  • Week 4: Lex, Magistar, Boltor, Bronco, Ceramic Dagger
  • Week 5: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
  • Week 6: Ack & Brunt, Soma, Vasto, Nami Solo, Burston
  • Week 7: Zylok, Sibear, Dread, Despair, Hate
  • Week 8: (NEW) Dera, Sybaris, Cestra, Sicarus, Okina (Monday, October 7th @ 0:00 UTC)

NEW WARFRAME AUGMENT MODS

New Augment Mods for Hildryn, Voruna, Grendel, and Gyre are available to acquire from the Syndicates!

Stats below are all shown at max rank.

Hildryn Aegis Storm Augment: Aegis Gale

Balefire has Alternate Fire during Aegis Storm. The blast deals 15% of Hildryn’s Max Shield as additional damage.

Available in the Cephalon Suda and The Perrin Sequence’s Offerings.

Voruna Shroud of Dynar Augment: Prey of Dynar

Increase an enemy’s Damage Vulnerability by 50%. Using Fang of Raksh on that enemy increases its spread radius by 150%.

Available in the Red Veil and Steel Meridian’s Offerings.

Grendel Regurgitate Augment: Gastro 

Regurgitated enemies bounce up to 3 times, create gas clouds that last 8s and inflict nearby enemies with Gas Status Effect.

Available in the Red Veil and Steel Meridian Offerings.

Gyre Coil Horizon Augment: Coil Recharge

Gyratory Sphere can be recalled. Enemies in its radius suffer 500 Electricity Damage and chain other enemies. Enemies pulled into detonation suffer additional discharges.

Available in the Arbiters of Hexis and The Perrin Sequence’s Offerings.

ARBITRATIONS ADDITIONS

Endless Mission Types Added!

Tenno who have completed the Star Chart may already be familiar with The Arbiters of Hexis offering Arbitrations to test a Tenno’s mettle. The following endless mission types can now appear as Arbitration Alerts:

  • Void Cascade
  • Void Armageddon
  • Void Flood
  • Alchemy
  • Mirror Defense (both Tyana Pass and Munio)
  • Conjunction Survival

New Melee Mods in Arbitration Honors

We’ve added the following Galvanized series Melee Mods to the Arbitration Honors Offerings – visit the Arbiters of Hexis in any Relay and trade in Vitus Essence for these new wares.

Stats below are shown at Max Rank.

Galvanized Steel 

+110% Critical Chance (2x for Heavy Attacks). On Melee Kill: 30% Critical Damage for 20s. Stacks up to 4x.

Galvanized Reflex

+50% Heavy Attack Efficiency. On Melee Kill: +20 Initial Combo for 20s. Stacks up to 4x.

Galvanized Elementalist 

+80% Status Damage. On Melee Kill: +30% Status Chance for 20s. Stacks up to 4 times.

TENNOGEN FATES

TennoGen Fates brings with it unique new creations from the Warframe community’s talented artists! Turn heads with a hot hot skin for Ember, fist weapon skin, claw weapon skin, dazzling leg armor, and a stellar Liset skin.

Ember Technopyre Skin

A unique skin for the Ember Warframe, designed by Master Noob.

Silicai Fist Skin

A unique fist skin, designed by Captain Tagada and blazingcobalt.

Ninurta Claw Skin

A unique claw skin, designed by Apollo Phoenix.

Spicularis Spurs

A unique leg armor for your Warframe, designed by Ventralhound.

Liset Lumis Skin

A unique Liset skin, designed by Felix Leonhart.

NEW IN-GAME MARKET ADDITIONS

Koumei Fate Bundle 

Re-weave the strands of fate by adding the dice-maiden Warframe, Koumei, along with her signature Weapons, Customizations and more to your Arsenal! The bundle includes the following, all of which can also be purchased individually:

Koumei Warframe 

Test your luck with the dice-maiden. Koumei weaves fate to unleash damage and ensure her survival. To the virtuous, she is an oracle. To the wicked, a perilous game of chance.

Higasa Rifle

Depend on Higasa when it rains bullets. Aiming creates a shield that blocks weapon fire. Kills and blocked shots charge a beam released by Alternate Fire.

Amanata Polearm 

Roll Koumei’s die with every 30 swings of Amanata to empower yourself with 1 of 5 Koumei blessings. Roll a 6 to receive all blessings at once.

Koumei Orihime Helmet

Gaze upon the Weaver Star.

Buyoh Emote

Honor Koumei through dance.

Rolling Fates Emote

Discover what fate has in store.

Koumei Ito Glyph

Invoke the weaver of fate.

Koumei Ito Sigil

Invoke the weaver of fate.

Koumei Engimono Decoration 

Place this small shrine in your Orbiter and invite Koumei to guide your destiny.

  • Gift Bonus: Gift the Koumei Fate Bundle to another player and receive the Koumei Engimono as a Gifting Bonus in return.

You can also acquire all of the above and 520 Platinum by purchasing the real-world currency Koumei Visions Bundle. 

Caliban Orfeo Collection

The Otherworld awaits your journey into it with the Caliban Orfeo Collection. The collection includes the following Deluxe cosmetics:

Caliban Orfeo Skin

Venture boldly into the Otherworld. None shall defeat the one who shows honor in the face of adversity and courage in the face of death.

Seighe Scythe Skin

Let nothing hinder you from safeguarding those you hold dear.

Heurodis Ephemera

Carry the spirits of the Otherworld with you.

Heurodis Decoration

Invite the spirits of the Otherworld into your Orbiter.

  • Gift Bonus: Gift the Caliban Orfeo Collection to another player and receive the Heurodis Decoration as a Gifting Bonus in return.

Volt Raijin Skin 

Embody the chaos between life-giving storms and calamitous lightning.

It can be purchased for Platinum individually and as part of the Sakura Rain Collection and Sakura Storm Collection (real-world currency).

Nova Aozakura Skin

Sakura petals float upon the water like stars upon the azure sky.

It can be purchased for Platinum individually and as part of the Sakura Rain Collection and Sakura Storm Collection (real-world currency).

Sakura Rain Collection

Embody the fury of the storm and the grace of sakura petals that float upon the water. This collection includes both Volt Raijin and Nova Aozakura skins.

Volt Raijin Accessories Bundle

These accessories can also be purchased individually.

Tomoe Signa

Crown yourself with the majesty of the storm.

Kaminari Ephemera

Thunder erupts from within.

Nova Aozakura Accessories Bundle

These accessories can also be purchased individually.

Hana Ikada Signa

Show strength through elegance.

Maru Obi Ephemera

The perfect flourish for a graceful frame.

Sakura Storm Accessories Bundle

Includes both the Volt Raijin and Nova Aozakura Accessories in one bundle:

  • Tomoe Signa
  • Kaminari Ephemera
  • Hana Ikada Signa
  • Maru Obi Ephemera

Community Art Pack II Bundle

A bundle of glyphs highlighting various Warframes, created by Community Artists ZarionisVerozLeoDoodlingibumuc, and Endquar.

  • Community Dagath Glyph
  • Community Qorvex Glyph
  • Community Caliban Glyph
  • Community Garuda Glyph
  • Community Harrow Glyph

We are continuing our series of bundles – Community Art Packs! These packs focus on various Warframes and characters, with art crafted in the style of community artists.

Learn more about the artists who created the glyphs in our article here: wrfr.me/3Nrw9il

In-Game Market Changes: 

  • Packs available in the in-game Market for real world currencies will now display the contents of the bundle in the detailed preview screen.
    • This is so that you can peruse and learn about each item prior to purchasing.
  • Added a “Recommended” tab to the Market for MR 0-3 players, featuring a curated selection of items that may be useful for their new Tenno journey.
  • Added a “Blueprint Owned” icon to items you own the blueprint for in the Market.
    • Players will see this icon in both the grid-view when browsing items and in the Item Details screen.
    • This icon only applies to items you own the main blueprint for!

NIGHTS OF NABERUS 2024

The Origin System’s celebration of all things gruesome and macabre returns with all treats, no tricks! Join Daughter’s haunting tradition this year from October 2 at ~11:15 a.m. ET to November 1 at 11 a.m. ET. Earn new bone-chilling rewards like the Wild Hunt Decoration, Glyphs and more!

Here are this year’s new rewards that you can acquire from Daughter (located in the Necralisk, Deimos) in exchange for Mother Tokens:

  • Vile Discharge (Embolist) Mod
  • Sentient Surge (Ocucor) Mod
  • Xaku Spellcast Glyph
  • Dagath Smiles Glyph
  • Dagath Accuser Glyph
  • Daughter Naberus Glyph
  • Harrow Conjuring Glyph
  • Dagath Emblem
  • Wild Hunt Totem

That’s not all that’s coming with Nights of Naberus though, Tenno! The fan-favorite Dullahan Mask escapes from the grave as our Day of the Dead bundles rise once again.

New Day of the Dead items are also available for a limited time in the in-game Market:

  • Ceramica Day Of The Dead Armor Bundle (items also available for individual purchase):
    • Ceramica Day Of The Dead Chest Plate
    • Ceramica Day Of The Dead Leg Plate
    • Ceramica Day Of The Dead Shoulder Plate
  • Day Of The Dead VI: Complete Collection (items also available for individual purchase):
    • Ceramica Day Of The Dead Armor Bundle
    • Hate Day Of The Dead Skin
    • Grimoire Day Of The Dead Skin
    • Soma Day Of The Dead Skin II
    • Izvara Day Of The Dead Syandana

WARFRAME REWORKS & CHANGES

Caliban Rework

It’s finally Caliban’s turn to receive a Rework! The reign of the twin-kingdom hybrid begins.

As mentioned at the top of the patch notes, login today until October 16th @ 11:59 PM ET to earn Caliban for FREE via inbox message.

Introducing a new Status Effect: Tau Damage

Being of half-Sentient origin, Caliban brings a new element to the fight. He’ll inflict Tau Damage and Tau Status Effects upon the battlefield with many of his abilities (specifics listed below for affected abilities).

Tau’s Status Effect inflicts Status Chance Vulnerability* to enemies affected by it, with a max of 10 Stacks culminating in 100% Status Chance Vulnerability (10% per Stack), with each stack individually lasting 8 seconds!

*This effect was originally introduced by Dante and his Pageflight Paragrimms, which applies Status Chance Vulnerability to enemies. This mechanic increases the likelihood an enemy receives a Status Effect when being hit.

Passive Changes:

Caliban’s Passive is virtually unchanged, but we’ve changed it to gather stacks when Caliban is immune, similar to Adaptation.

Razor Gyre Changes:

  • Razor Gyre is now a Tau Status-inflicting traversal tool with a multitude of synergies.
    • Tap to dash forward as a spinning vortex, hitting every enemy within your radius.
    • For every enemy hit, Caliban gains 30 Health points, and when his Health is overflowed, it becomes 30 Shields. If your Shields overflow, it becomes 30 Overshield!
      • Razor Gyre will also grant 25% of the Energy cost per enemy hit!
    • Loot and Energy/Health Orbs can now be collected during Razor Gyre.
  • Razor Gyre now inflicts Tau Damage and Status instead of Slash and Impact Damage and Status.
    • Razor Gyre inflicts 500 base Tau Damage and 1,000 base Tau Damage on lifted enemies.
    • Razor Gyre has a 25% Status Chance to inflict Tau Status on an enemy.

Sentient Wrath Changes:

  • Enemies suspended by Sentient Wrath will now be locked in-place to prevent them from floating away – similar to how Xaku’s “Deny” and Hydroid’s Tentacle Swarm hold enemies in position.
  • Sentient Wrath no longer has a target cap (previously capped at 16 targets).
  • Sentient Wrath now inflicts Tau Damage, instead of Impact, onto affected/lifted enemies.
    • Sentient Wrath deals 2,000 base Tau Damage with 35% Damage Vulnerability with a base 10 second Duration,
    • Sentient Wrath will inflict a singular Tau Status Effect onto affected enemies.
  • Increased the casting speed of Sentient Wrath by 25%.
    • Additionally, you can now re-cast it even if the first “wave” hasn’t finished traveling.
      • If the recast hits enemies, the stun duration is reset.
  • Due to the buffs Sentient Wrath received, the Helminth version will only hit in a frontal cone and will not apply any Tau Status Effects against enemies.

Lethal Progeny Changes:

Caliban can now summon three types of Sentients: Ortholysts, Summulysts, and Conculysts (the OG). All Sentient summons will, naturally, adapt to incoming enemy damage. You can only summon a set of Sentients at a time, so no mixing of 1 Conculyst, 2 Ortholysts, or one of each Sentient type.

Each Sentient comes with its own unique mechanic. Conculysts will match Caliban’s Fusion Strike with one of their own, Ortholysts will deliver a rain of guaranteed Tau Status across the battlefield, and Summulyst summons will try to ensure your Shields are never depleted.

Here’s how Lethal Progeny and each of its Sentient summons work now:

  • When you cast to summon Caliban’s Sentients, you’ll summon all 3 of the chosen Sentients with one cast instead of previously needing to cast three separate times. Players can now recast the ability to refresh their Sentient count or summon different Sentient types. Recasting will replace existing Sentients and summon new ones where Caliban is aiming.
  • Conculysts
    • As Melee-oriented summons, the Concluysts retain their role as the primary damage dealers of Caliban’s trifecta.
      • Conculysts “Tornado” Ability lasts 10 seconds with a cooldown of 4 seconds.
      • The Tornado now does 1000 damage, up from the previous 50 damage.
      • Their Tornado Ability cooldown and Damage does not scale with any Mods.
    • Concluysts will now cast Fusion Strike alongside Caliban for 0.5x the effectiveness of Caliban’s Fusion Strike.
      • Conculysts will target their Fusion Strike wherever Caliban’s was fired.
    • Conculysts’ target priority has been slightly reduced for enemies.
      • Conculysts target priority was lowered to incentivize using the Summulyst as the premiere distraction noodle!
      • Target priority, or threat level, defines how the AI decides what’s the most important target to fight on the field at any given time, where the AI will attack the NPC with the highest target priority
    • Unchanged: Caliban can summon up to 3 Conculysts at a time.

 

  • Ortholysts
    • As long-ranged summons, the Ortholysts inflict only Tau Damage and Tau Status Effects onto the field en masse between their two modes: free-moving and stationary artillery forms!
      • Ortholysts’ default weapon has a 100% Status Chance, guaranteeing Tau Status Effects
        • The Ortholysts “Artillery” weapon has 300% Status Chance.
        • The Status Chance of the Ortholysts won’t scale with any Mods.
    • Ortholysts’ target priority matches that of Conculysts.
    • Caliban can summon up to 3 Ortholysts at a time.
  • Summulysts:
    • Summulysts are portal-based Sentients that summon Shield-regenerating Choralysts that’ll aggro and distract your foes, while recharging you and your allies’ Shields.
      • Summulysts will summon 6 Choralysts. These Choralysts, when killed, will be immediately replaced if the Summulyst is still active.
      • Choralysts have the highest possible target priority, ensuring enemies target them whenever possible instead of the players.
    • Caliban can summon 1 Summulyst at a time.
  • His Sentients will benefit from the 10x Damage multiplier against all non-Sentient Factions/enemies whenever a Sentient unit deals Sentient Damage.
  • Sentients have a base Duration of 45 seconds, up from 25 seconds.
    • Scales with Ability Duration Mods.
  • Sentients continue to scale with Ability Strength with the following:
    • Damage Multiplier (2.5x base)
    • Health Multiplier (2x base)
    • Rank (30 base)
  • Conculysts, Ortholoysts, and Summulysts will restore Shields at 25 Shields per second (scaling with Ability Strength).
    • Summulysts will be the most effective as the Summulyst and 6 Choralysts will all recharge your Shields!
    • The range to receive the Shield recharge scales with Ability Range!
  • Removed collision on summons so Caliban’s Progeny does not get in his way, similar to Nekros’ Shadows.
  • You can now see your Sentient summons through walls, similar to how Khora can see Venari.
  • Squad members will see Caliban’s Sentients with some dithering to make it clear they’re allies!

Fusion Strike Changes: 

  • Changed damage type from Blast to Tau and inflicts Tau Status Effects.
    • The stream itself deals a base of 15,000 Tau Damage per second, scaling with Ability Strength. In addition to the Beam dealing damage, struck enemies will explode with further damage after the cast!
      • The Convergence Explosion deals 750 base Tau Damage, scaling with Ability Strength.
      • The Enemy Detonation deals 5,000 base Tau Damage, scaling with Ability Strength.
      • The stream has a Status Chance of 20%, unaffected by Mods.
  • Enemies can now be damaged by more than one Fusion Strike beam per cast.
    • Defense Reduction (Armor + Shields) strip occurs only once.
      • 50% Defense Reduction at 100 Ability Strength or 100% at 200 Ability Strength.
    • Fusion Strike’s beam will strip defenses alongside the radial field left behind (best of both worlds!)
    • Fusion Strike’s beam now can deal damage multiple times in one instance (meaning the Beam can proc multiple damage ticks in one activation) to support damaging enemies more than once.
  • Reduced the player’s turning speed when casting Fusion Strike.
    • The intention was to ensure that Fusion Strike felt like a committed cast, while helping the player strike enemies effectively due to the beam’s increased lethality.
  • Casting Fusion Strike now makes Caliban immune from damage for the duration of the cast.

Nova Rework (Lite) 

Nova has received a few changes to how her kit functions, aiming to bring extra quality of life alongside build variance.

Passive Changes:

Nova’s original passive emitted Blast Damage upon her being knocked down, meaning any Primed Sure Footed users would have seen this nullified entirely. So, we’ve whipped up a new passive that feels more appropriate for 2024 Warframe standards:

  • Enemies killed while Slowed have 15% to drop Health Orbs. Enemies killed while Sped Up have 15% to drop Energy Orbs.

Null Star Changes:

  • This ability is now recastable!
    • As this is Nova’s main source of Damage Reduction, players were incentivized to reduce Ability Range if they wanted to keep as many Null Star particles as possible. With the ability to recast to maximize your Damage Reduction, DR-minded players have more build diversity available to them.
  • Increased base particle count from 6 to 12.
    • 18 particles are still needed to maintain 90% Damage Reduction, but it’s now much easier for players to hit that cap.
    • With the increased particle count, the VFX will become more subtle the more particles you have. These particles will also dissolve while aiming down sights to prevent them from obstructing player view.
  • Damage Resistance from Null Star now applies to both Shields and Health (previously only applied to Health).
  • Changed damage type from Slash to Blast damage, with a guaranteed Blast Proc. Base Null Star damage has also been increased from 150 to 300.
  • With the above improvements, Null Star when applied via Helminth is now altered and has its Damage Reduction capped at 75%.
    • This was previously 90% – we’ve reduced it in light of the changes above and to have it fall in line with the diminished effectiveness of Mirage’s Solar Eclipse Damage Reduction.
  • Neutron Star (Augment) Changes:
  • Recasting will cause remaining particles to seek out enemies, and then replenish the particles orbiting Nova.
  • Heat Damage and guaranteed Heat Proc now apply to all Null Star particles, not just the ones sent out via recast.

Antimatter Drop Changes:

  • Tapping the ability input while an Antimatter Drop orb is active will massively increase its speed, causing it to zoom in the direction of the player reticle.
    • As a result, only one Antimatter Drop orb can be cast at a time.
    • Antimatter Drop has historically been difficult to control, with its speed only increasing once the orb is “fully charged”. This change gives players the ability to shoot at the slow-moving orb to maximize damage output, and then catapult it towards unsuspecting enemies at their whim.
  • Changed damage type from Radiation to Blast, with 100% Status Chance.
  • Only 5 shots will be absorbed by Antimatter Drop to reach full charge (excluding multishot).
    • Teleporting an Antimatter Drop orb via a Wormhole will automatically charge the orb halfway.
  • Antimatter Drop’s explosion now uses Line of Sight checks.
    • With the above improvements, it is now much easier to use and packs a punch, so to prevent disruptive gameplay we added the checks. What this means is that the detonation damage will check for any part of the enemy that has been drawn on the screen, if any part of them is visible it will pass the LoS check and deal damage to them.
    • In light of this change, we’ve made it so that Antimatter Drop’s explosion range is now affected by Range Mods.
  • Removed the delay that would occur before Antimatter exploded when making contact with a surface – it will now immediately detonate on impact!
  • Updated the orb’s appearance to better communicate its charging mechanic:
    • The orb now looks like one sphere contained within another. The inner sphere will grow in size as damage is absorbed, until it reaches the cap.
  • Improved Antimatter Drop’s movement logic so it tries to stay within the player’s line of sight, to avoid cases of players “losing” the orb after casting.
  • Removed collision on the Antimatter Drop orb so it will no longer be blocked by allies. (RIP Orb Surfing 2024)

Wormhole Changes:

  • Removed Wormhole’s duration.
    • Wormhole will now stay up indefinitely unless a) all of its charges have been used or b) it has been replaced by a recast Wormhole when players have created the maximum number of portals.
  • Added icons above each Wormhole indicating how many times it can be used before disappearing.
    • Each orb represents one use!
  • Holding the ability input will display the exit point of the Wormhole, similar to Kullervo’s Wrathful Advance.

Molecular Prime Changes:

  • Added a Tap / Hold functionality: Tap to cast a Slowing effect on enemies. Hold to cast a Speed-Up effect instead.
    • The “Speedva” build has been a long-time staple of Novas everywhere, and is a fantastic example of bug-turned-feature. While we love the quirk that resulted in our beloved Speedva, negative Strength offers little benefit to Nova’s kit beyond this mechanic. After much deliberation, we decided it was best for all Nova players to make this quality of life change: swap between Speed and Slow in-mission as you wish, without worrying about accidentally bringing a Slowva to your Defense Sorties.
    • Slow and Speed effects are both capped at 75% respectively, and scale the same with Strength. (i.e. a max Slow build will also provide max Speed).
  • Increased base Slow/Speed effect from 30% to 50%.
  • Bonus damage multiplier now applies to Overguard, Health, and Shields.
    • Previously it only applied to enemy Health!
    • This multiplier has also been added to the Ability screen so players can better understand Molecular Prime’s mechanics.
  • Speed-Up effect will bypass crowd control immunity (ex: enemies with Overguard).
  • Killing Primed enemies has a 20% chance to proc Blast on nearby foes.
  • Molecular Fission (Augment) Change: Null Star will apply Molecular Prime to enemies struck by its particles.

Hildryn Changes 

Our goal with Hildryn for this mini rework was to bring her Aegis Storm a bit more power, while also tying in some nice-to-haves with her Balefire Charger!

Balefire Charger Changes:

  • Reduced the max Shield cost of a Balefire charged shot and increased the maximum charged shot damage that can be inflicted.
    • It now costs 200 from 400 Shield for the Max Charged Shot, and now does 1,500 from 1,000 base Damage.
      • With this, charging the Balefire Charger will be a more worthwhile time investment compared to the dominance of fast-firing the weapon.
  • Balefire Charger will now stagger enemies instead of ragdoll them when Hildryn has Overshields.
  • Unequipping Balefire Charger will now re-equip your previously selected weapon instead of your Secondary weapon.

Aegis Storm Changes:

  • Balefire Charger is now automatically equipped upon activating Aegis Storm instead of needing to activate it.
  • Aegis Storm is now much more fluid regarding Ability usage and movement!
    • Hildryn can now use Pillage or any Helminth Ability while Aegis Storm is active!
      • Jade is allowed to use Pillage while using her 4th Ability, so we felt Hildryn deserved to utilize Pillage while she flew around, too!
    • Hildryn can now move around when activating Balefire Charger while in Aegis Storm instead of being locked in place for the duration of the animation.
    • Increased Hildryn’s maximum speed, movement acceleration and hover ascension rate while in Aegis Storm.
  • Deactivating Aegis Storm now makes Hildryn invincible for a short period to prevent dying mid-animation.
    • Deactivating Aegis Storm now performs a proper ground slam, similar to Rhino’s “Stomp” or Qorvex’s “Chyrinka Pillar.”
      • Deactivating Aegis Storm now slams all lifted enemies simultaneously, unlike when they dropped with random delays previously.

Wukong Changes

Wukong has developed what we and fellow players have noted is a disruptive playstyle regarding his ability to animation cancel Heavy Attacks with Cloud Walker. This leads to fast spam of max Combo Counter damage, especially on weapons such as the Arca Titron.

When we nerf anything, we follow a set of three points:

  • To reduce AFK strategies,
  • If the playstyle negatively hinders or disrupts the gameplay of others,
  • To minimize a dominant playstyle that players feel they need to play it.

This Wukong combination falls into the disruptive gameplay category of our above philosophy.

Following this, we aim to remove the problem surgically at its core – the animation cancels. As such, we’re only removing the ability to activate Cloud Walker while a Heavy Slam animation is currently being used.

Cloud Walker Change:

  • When you Heavy Slam while using Cloud Walker to exit the Ability, you cannot activate Cloud Walker again until the Heavy Slam animation is complete.

Celestial Stomp Augment Change:

  • Celestial Stomp no longer stuns crowd control-immune enemies, such as Eximus units, to bring Celestial Stomp in line with similar crowd-controlling abilities.

We recognize that Wukong is a popular choice of Warframe, and our intention is to reduce the disruptiveness without an unfair knock-on effect.

COMPANION REWORK (PHASE 2)

Phase 2 of the Companion Rework is here! Your Companions all cheer!

Our overall goal with this update is to address Quality of Life and Balance problems that have become apparent over the last few years with Companions.

So let’s dive in!

Beast Companions Gain a Moddable Weapon
First up, we’ve added a separate weapon slot to all your Beast Companions (except for Hounds, who already have one).

A common complaint that we have heard is that there’s not enough Mod slots for Beast Companions that don’t have a separate weapon, because the same slots are used by Precept Mods, survivability mods, and damaging mods. We absolutely agree that this was a problem!

Here’s what you can expect:

  • When you login you will automatically receive a Beast-specific weapon for each of your Beast Companions. This does not take inventory space or cost you any resources.
  • Beast weapons gain Affinity and rank up, but they do not contribute towards your overall Mastery.
  • Posture Mod slot for Beast melee weapon alters overall behavior, gives extra capacity for modding.

As a result of this change, different Beast Companions now have updated unique weapon stats based on their individual type instead of being identical:

  • Kubrows: Previously ALL types of Kubrows: Damage 304, Status 5%, Critical 10%/3x.
    • Chesa Kubrow: Damage 275, Status 15%, Critical 15%/1.5x
    • Huras Kubrow: Damage 350, Status 5%, Critical 20%/3.5x
    • Raksa Kubrow: Damage 250, Status 20%, Critical 7.5%/2.5x
    • Sahasa Kubrow: Damage 300, Status 5%, Critical 10%/3x
    • Sunika Kubrow: Damage 550, Status 7.5%, Critical 7.5%/3.5x
  • Predasites: Previously ALL types of Predasites: Damage 304, Status 5%, Critical 10%/3x
    • Medjay Predasite: Damage 350, Status 20%, Critical 10%/3x
    • Pharaoh Predasite: Damage 325, Status 25%, Critical 7.5%/2.5x
    • Vizier Predasite: Damage 300, Status 30%, Critical 5%/2x
  • Kavats: Previously ALL types of Kavats: Damage 80, Status 7.5%, Critical 20%/2x
    • Adarza Kavat: Damage 90, Status 5%, Critical 30%/2.5x
    • Smeeta Kavat: Damage 80, Status 7.5%, Critical 20%/2x
    • Vasca Kavat: Damage 110, Status 25%, Critical 15%/2x
  • Vulpaphyla: Previously ALL types of Vulpaphyla: Damage 80, Status 7.5%, Critical 20%/2x
    • Crescent Vulphaphyla: Damage 100, Status 17.5%, Critical 22.5%/2x
    • Panzer Vulpaphyla: Damage 90, Status 12.5%, Critical 25%/2x
    • Sly Vulpaphyla: Damage 80, Status 20%, Critical 20%/2x
  • Helminth Charger: Previously 350 Damage, now 200 Slash damage plus an additional non-combining 50 Toxin damage. Increased Status Chance from 5% to 25%.
  • Hounds:  Hound companions already had a moddable weapon, but we rebalanced these from a base of 152 Damage to a base of 300 Damage.

Please note that, while these weapons are now moddable, we did not add them to the Riven system nor do we have current plans to. With so many extreme changes to Companions all at the same time, we want to let the dust settle a bit before evaluating.

AI changes

  • Beast Companions would previously follow behind you while moving, which made it harder to notice them around and put them further away from enemies when combat started. They will now try to lead you instead, staying a few meters ahead while you are moving so they are ready to attack when combat starts.
  • Beast Companions would previously choose targets in a complete circle around the player. This means that when using their abilities or making attacks, they weren’t even on screen so it was hard to appreciate them being useful. This has been tuned so that Beast Companions will prefer to choose targets that are near you and in your field of view.
  • When selecting a new target to attack, Beast Companions now gain a speed boost on their way to the target while off-screen (to reduce the time it takes them to engage).
  • Improved animations while following the player through bullet jumps and double jumps so that they animate more quickly and fluidly.
  • Decreased the required distance from Beast Companions to their owner to trigger a teleport and reduced the minimum time between teleports so they can more easily keep up with you if you’re bullet jumping at mach speed! They will also now disengage from enemies faster if you are moving quickly through the map.
  • Improved Beast Companion targeting logic to better match their combat behavior and prevent cases of them “stalling” when trying to decide on their next target. Also tweaked the range at which they’ll attack enemies to ensure they’ll actually hit them!

Note: While Hounds are not technically Beast Companions, they will also benefit from the AI changes listed above!

Changes to Companion Precepts

Many Companion Precept effects are currently too small or too brief to be really beneficial. We want your choice of companion to feel more meaningful and for your Companion to contribute in a more visible way, so there are a whole lot of buffs to get through.

There is one notable precept that will need some special explanation. Out of respect for our readers, let’s get that out of the way first:

  • Charm (SMEETA Kavat)*: The resource pickup multiplier has been removed from Charm and promoted to being its own separate precept Mod (Loyal Retriever), equippable on all Beasts. Charm’s chance to provide a buff on activation has been increased to 40%. The available buffs are:
    • 25% chance of Reinforced Shield
    • 25% chance of Instant Reload (re-rolled if your current weapon doesn’t need to reload)
    • 10% chance of Bonus Critical Chance buff
    • 20% chance of Free Ability Casts
    • 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x)
    • 10% chance to receive a Rare resource of the current mission location
  • Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready.
    • If you already own a Smeeta then you will receive Loyal Retriever for free automatically. In the future, this will be purchased with conservation tags from the Earth conservation vendor.
    • We chose 13% as being the statistical average of what amount of time Charm’s resource bonus would be active.
    • Loyal Retriever and its variants are NOT compatible with Khora’s Venari. While we definitely understand the comments asking for this, it wouldn’t be in line with our goals to diversify the meta and steer away from a single “must have” looting loadout. If we were to allow this, Khora would essentially step into Smeeta’s previous domination due to her unique ability to have two pets each with their own Retriever Mod.

*We know Smeeta is very popular so it’s important we explain why this change is happening. There are two reasons:

  1. In a game with so much variety, we never want a specific choice of equipment to dominate our community. For some players, collecting loot is the most important part of any mission so anything that contributes to giving you MORE loot is so important that no alternatives can compete. Our intent is that opening the resource boosting part of Charm to all Beasts will increase your freedom in Companion selection.
  2. Charm’s randomness encouraged players to “wait for buff” in a way that was counter to Warframe’s speed and fluidity. It was advantageous to allow resources to pile up in the level, deliberately NOT picking them up until Charm gives the resource buff, which could take minutes. The resource buff could even stack, creating random chances on top of random chances, slowing down the game even more. In our fast-paced game about space ninjas, we want to reward players who are mobile and actively engaging with enemies, so we have reengineered the effect to be always active.

There are many other Precepts to get through but none that need so much explanation. On with the list!

  • Acidic Spittle (VIZIER Predasite):
    • Increased the projectile speed and accuracy, and always applies Corrosion status to its target now. The projectile will now home-in on its target slightly to ensure it hits more reliably.
    • Fixed Acidic Spittle projectile having collision with Allies and their Companions. Now, your Predasite’s vomit will sail through them safely to blind your foes!
    • Also fixed blinded VFX not appearing on affected targets.
  • Anabolic Pollination (PHARAOH Predasite):
    • Increased the lifetime of the spore clouds from 6 seconds to 10 seconds, and increased the duration of the damage buff from 10 seconds to 15 seconds.
    • This Precept’s description has also been updated to include the damage buff’s duration.
  • Anti-Grav Grenade (MOAs):
    • Effect radius doubled from 3M to 6M, effect duration doubled from 3 seconds to 6 seconds.
    • Fixed the math which was not giving the correct damage bonus based on the mod’s rank, nor was it considering damage against shields
  • Coolant Leak (Robotic Companions):
    • Formerly slowed enemies down by 10% when they were within 3 meters as a constant aura.
    • Now hits enemies within 10 meters with 40 damage and 3 stacks of Cold status, with a 10 second cooldown.
    • Changed from cost of 4 Mod points and no ranks, to having a base of 2 Mod points and 3 ranks.
  • Crescent Charge (CRESCENT Vulpaphyla):
    • Lifts target into the air, and throws that target at another nearby enemy doing damage of 20% of its Max Health plus the Vulpaphyla’s weapon damage in a 5 meter radius.
    • Removed the Vulnerability effect since it becomes much harder to capitalize on when the enemy is getting thrown around, and replaced with 5 stacks of Puncture status on affected enemies.
  • Detect Vulnerability (HELIOS Sentinel):
    • If the marked target dies, chooses a new target 2 seconds later
  • Dig (SAHASA Kubrow):
    • Your Kubrow can now dig up Heavy Weapon ammo packs if you need them.
  • Draining Bite (VASCA Kavat):
    • Inflicts 5 stacks of Slash stats on the victims, based on 150% of your Vasca’s weapon damage.
  • Endoparasitic Vector (PHARAOH Predasite):
    • Projectile now homes in on its target and creates visible tentacles attaching to the held victims.
    • Can now attach to enemies that enter the radius after the projectile connects.
    • Tentacle grab range doubled from 5m to 10m.
    • Fixed the precept being able to apply Slow to VIP enemies that should be immune to Slow, fixed being able to Slow allies if they were in range, fixed the damage type being incorrect, fixed the precept failing to attach to targets sometimes.
  • Ferocity (SAHASA Kubrow):
    • Greatly reduced cooldown, but now can only target enemies open to finishers.
    • If the enemy gets killed by the finisher, they’ll explode. Nearby enemies have a 30% of being knocked down and opened to finishers for 5s.
  • Ghost (SHADE Sentinel):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends.
    • If you move back within range of enemies, invisibility will be sustained.
  • Iatric Mycellium (VIZIER Predasite):
    • Doubled the size of the spore trail so it’s easier to collect the healing buff.
  • Infectious Bite (MEDJAY Predasite):
    • Spores now explode immediately if they absorb more damage than the victim has Health, and inflict a portion of the absorbed damage in a 3 meter radius (100% at max rank).
  • Looter (CARRIER Sentinel):
    • Maximum range increased from 12 meters to 22 meters, and the description updated to clarify that it functions as a wave rather than the sentinel shooting each crate individually.
  • Hunt (HURAS Kubrow):
    •  Now drags enemies within 2 meters of its charge and staggers within 3 meters, and uses the pet’s weapon damage.
  • Mischief (SMEETA Kavat):
    • In addition to its previous effects, Mischief’s decoy now Blinds enemies within 8 meters when the decoy is destroyed.
  • Negate (WYRM Sentinel):
    • Allowed Manifold Bond’s cooldown reduction to apply to Negate’s cooldown timer
  • Neutralize (CHESA Kubrow):
    • Instead of disarming a single enemy, it now disarms and staggers in a 10m radius.
  • Paralytic Spores (MEDJAY Predasite):
    • The initial damage now scales off the pet’s equipped weapon.
    • In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers.
  • Reflex Denial (Hounds):
    • The absorb bubble will now ignore projectiles and attacks of the Hound’s own faction.
  • Retrieve (CHESA Kubrow):
    • Tightened up the timings while looking for targets so the Kubrow will choose a new body quicker if its first choice is invalid.
  • Savagery (SUNIKA Kubrow):
    • Previously: would enable Kubrow to make a high damage Finisher on a single enemy
    • Now: Kubrow will rapidly teleport between up to 8 enemies in a 10m radius, doing damage and briefly immobilizing them. All victims are knocked down at the end of Savagery.
  • Scan Matter (OXYLUS Sentinel):
    • The duration and cooldown time for showing resources containers and mining locations has been removed, the effect is continuous now.
    • Additionally it now breaks open one container within 60 meters every 3 seconds and automatically collects the contents.
  • Sense Danger (Kavats):
    • Title changed to “Sense Weakness” because the Kavat is now the danger.
    • Kavat gains 200% bonus damage against highlighted enemies and Kavat attacks have a 30% chance to knock highlighted enemies down.
  • Shockwave Actuators (MOAs):
    • Reduced cooldown times to 25/20/15/10 seconds based on rank.
  • Spare Parts (Robotic Companions):
    • Now compatible with all Robotic companion types (Sentinels, Hounds, and MOAs).
    • Marks enemy for extra loot drops for 15 seconds, up from 5 seconds.
    • Will try to choose an enemy that you can see on-screen instead of totally at random.
  • Survival Instinct (SLY Vulpaphyla): This precept has been completely reworked.
    • Formerly reduced enemy accuracy against your Warframe until your next attack.
    • Now, when you bullet jump it creates a decoy which draws enemy fire for 1.5 seconds. 5 second cooldown time after creating a decoy.
  • Stalk (HURAS Kubrow):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends.
    • If you move back within range of enemies, invisibility will be sustained.
  • Stasis Field (MOAs):
    • Increased the radius of the Stasis from 5 meters to 10 meters, and made the visual effect more obvious.
    • Now also works on reducing the damage of hitscan weapons that hit you inside the bubble instead of only projectiles.
  • Territorial Aggression (Kavats):
    • Changed the effect from “pacifying wild creatures”, to causing damage.
    • Your Kavat creates a 6 meter circle that lasts 15 seconds: enemies inside the circle have a 30% chance each second to be hit by a ghostly Kavat that does the same damage as your real Kavat.
  • Trample (HELMINTH Charger):
    • Leaves a trail of Virulence behind when charging that applies damage to enemies that touch the spikes.
    • Trample knocks down and applies Toxin to any enemies struck.
    • Helminth Charger also gains bonuses to health, armor, and damage for each enemy struck while charging. Damage now properly scales with the effect of the Strain Fever Mod.
  • Unleashed (SUNIKA Kubrow):
    • Instead of targeting “VIP” enemies, a category which is somewhat poorly defined and doesn’t come up very often, this will now target Eximus units, doing 300% damage against Overguard.
  • Volatile Parasite (Predasites):
    • In addition to its built in damage, Volatile Parasite now explodes for 100% of the damage absorbed while it is attached to the victim, with an additional 1.4x multiplier if the victim dies before the Volatile Parasite expires.
  • Vacuum (Robotic Companions):
    • Increased range from 11.5m to 13.5m to match Fetch.
  • Whiplash Mine (MOAs):
    • Increased the speed of the projectile in flight, and made the MOA more intelligently choose its target to maximize the number of enemies in the tether radius.

New & Updated Companion Mods
Now that Companions have moddable weapons, they will need Mods to install in them.  Some of the existing Beast Mods have been changed, and we have introduced a few new Mods to acquire.

  • Beast melee Postures! Have you ever wished to have a little more control over specifically how your pet chooses to engage with enemies? Then check out these new melee Posture Mods that shape the behavior of your Beasts:
    • Balanced Posture: This Posture causes your Beast companion to stagger nearby enemies while it is moving.
      • Every new Kubrow owner will gain this Mod by default on completing the quest “Howl of the Kubrow”.  If you’ve already completed this quest, we will add it to your account automatically. It is also available from Master Teasonai’s “Trade Tags” menu in Cetus, Earth in the case where players may accidentally sell the one they receive from the Quest.
    • Protector Posture: Your pet will prioritize attacking enemies that are within 15 meters of your warframe. Also applies 4 stacks of Puncture on hit.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Elusive Posture: Your pet will not attack enemies unless they strike it with a melee weapon first. Useful if you value your pet’s supporting features rather than its claws and teeth. Also applies 4 stacks of Puncture on hit.
      • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
    • Persistent Posture: Your pet will prefer to keep attacking one target until it’s down. Also increases the pet’s damage.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Assassin Posture: Your pet will prefer to attack Eximus and VIP enemies. Increases damage to Overguard done by your pet by 300%.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Frenzied Posture: Your pet will prefer to hit an enemy once and then switch targets to affect as many different enemies as possible.
      • Increases Status Duration by 80%.
      • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • New Damage Conversion Mods! Equipping these powerful upgrades on their Claws will give your Beast type companion a large bonus of a specific damage type, as well as converting other physical or elemental (depending on the Mod) damage on the weapon into that type. For example if you equip Frost Jaw and Venom Teeth then normally this would combine into Viral damage, but if you also equip Incendiary Inclination then it will all elemental damage be converted to Heat damage instead.
    • Chilling Claws: 300% Cold Damage, +300% Status Chance, elemental damage converted to Cold
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Burning Claws: 300% Heat Damage, +300% Status Chance, elemental damage converted to Heat.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Sepsis Claws: 300% Toxin Damage, +300% Status Chance, elemental damage converted to Toxin.
      • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
    • Shocking Claws: 300% Electric Damage, +300% Status Chance, elemental damage converted to Electric
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Precision Conditioning: +140% Melee Damage, physical damage converted to Slash.
      • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
    • Brute Conditioning: +140% Melee Damage, physical damage converted to Impact.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
    • Disabling Conditioning: +140% Melee Damage, physical damage converted to Puncture.
      • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Prosperous Retriever (Beast companions): An alternative to Loyal Companion for players looking for a more focused looting experience, this variant provides a passive 18% chance that each credit pickup will be doubled. This version does not have a chance to double resources.
    • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Resourceful Retriever (Beast companions): Another specialized alternative, this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits.
    • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Immunity Resistance (Beast Claws): +50% Status Damage.
    • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Magnetic Strike (Beast Claws): 100% chance to inflict an additional Magnetic status on the target when applying Impact status.
    • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Bell Ringer (Beast Claws): Attacks knock down targets and apply 4 stacks of Impact.
    • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Cull the Weak (Beast Claws): +60% melee damage per Status type affecting the target, and +240% damage for non-critical hits.
    • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
  • Bloodthirst (Beast Claws): 100 Health stolen on hit per stack of Slash status on the target.
    • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
  • These Mods have changed from being compatible with Beasts to being compatible with their weapons instead. Remember to update your builds!
  • Bite
  • Maul
  • Frost Jaw
  • Venom Teeth
  • Shock Collar
  • Flame Gland
  • Hunter Synergy
  • Mecha Overdrive (Kubrows only)
  • Swipe (Kavats only)
  • Strain Fever (Helminth Charger only)
  • Strain set effect: Maggots are now created with their AI fully aware, which removes a pause they needed to wake up.
  • Strain Consume: Increases your maximum Health by 4% and regenerates 2 Health per second, per Maggot that dies within 10 meters. Buff lasts 45 seconds.
  • Strain Eruption: Now always applies Corrosive status to enemies in range when Maggots explode.
  • Strain Fever: Fixed this effect not actually giving extra damage per cyst, it was stuck at a flat 40%. Now properly gives +40% damage per each cyst, and has a HUD buff for visibility.
    • Also fixed the Mod description listing the buff as +30%, when it actually was +40%.

Rebalance of Sentinel weapons

The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead.

  • Artax
    • Previously: Cold based beam weapon, always applies Cold status (Damage 5, Status 3%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
    • Now: Changed Artax math from old “Chance of status per second”, to newer “Chance of status per firing interval” that other beam weapons use, and buffed the status chance. (Damage 5, Status 35%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
  • Burst Laser
    • Previously: Fires a short burst of laser bolts. (Damage 7, Status 2%, Fire Rate 1.61, Magazine 15/Reload 0, Critical 2.5%/1.3x)
    • Now: Improved accuracy and improved stats. (Damage 20, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 15%/2x)
  • Prisma Burst Laser
    • Previously: Fires a short burst of prisma laser bolts. (Damage 10, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 5%/2x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 22, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 18%/2.2x)
  • Burst Laser Prime
    • Previously: Fires a short burst primed laser bolts. (Damage 12, Status 14%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 6.2%/2.3x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 25, Status 15%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 20%/2.3x)
  • Cryotra
    • Previously: Cold based beam weapon (Damage 10, Status 35%, Fire Rate 1, Magazine 80/Reload 4, Critical 5%/2x)
    • Now: Fires volleys of icy grenades that persistently chill the area around them (Damage 30, Status 10%, Fire Rate 0.667, Magazine 3/Reload 5, Critical 10%/1.8x)
  • Deconstructor:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 50, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 130, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deconstructor Prime:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 75, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Behavior unchanged but damage increased. (Damage 160, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deth Machine Rifle:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-up time. (Damage 5, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but damage increased. (Damage 15, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
  • Deth Machine Rifle Prime:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-uptime. (Damage 7, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
    • Now: Behavior unchanged but damage increased. (Damage 20, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
  • Helstrum:
    • Previously: Launch a swarm of micro-missiles. (Damage 9.1 On target + 5 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, Critical 5%/1.5x)
    • Now: Behavior unchanged but damage increased. (Damage 10 On target + 30 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, 5%/1.5x)
  • Laser Rifle
    • Previously: Automatic gun that shoots laser bolts. (Damage 8, Status 2%, Fire Rate 1.67, Magazine 5/Reload 1.2, Critical 2.5%/1.3x)
    • Now: Behavior unchanged but damage increased. (Damage 45, Status 7.5%, Fire Rate 2.5, Magazine 5/Reload 1.2, Critical 17%/1.8x)
  • Laser Rifle Prime:
    • Previously: Automatic gun that shoots primed laser bolts. (Damage 12, Status 5%, Fire Rate 10, Magazine 5/Reload 1.2, Critical 15%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 55, Status 10%, Fire Rate 3, Magazine 15/Reload 1.2, Critical 20%/2x)
  • Multron:
    • Previously: Projectile gun with very low damage and small amount of punch through (Damage 5, Status 5%, Fire Rate 3.33, Magazine 60/Reload 3, Critical 12.5%/1.8x)
    • Now: Fires a volley of powerful explosive darts that explodes in a large area shortly after embedding into something  (Damage 100, Radial distance 3.5M, Status 22%, ROF 1.56, Magazine 3/Reload 3, Critical 15%/2x)
  • Stinger
    • Previously: Dart gun that always applies Toxin status on impact (Damage 15, Status 5%, Fire Rate 3.3, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
    • Now: Always applies Toxin status on impact, then continues to hit the target once per second for 3 seconds with Stinger’s modded damage types. This can stack.  (Damage 15, Status 20%, Fire Rate 3.33, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
  • Sweeper
    • Previously: Sentinel shotgun with short effective range. (Damage 7×6, Status 2.33%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 5%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 35×6, Status 4.5%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 10%/1.8x)
  • Sweeper Prime
    • Previously: Sentinel shotgun with short effective range. (Damage 10×6, Status 2.5%, Fire Rate 1, Magazine 20/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but stats increased. (Damage 45×6, Status 5%, Fire Rate 1, Magazine 20/Reload 2, Critical 10%/2.2x)
  • Tazicor:
    • Previously: Projectile gun that shoots short bursts of Electric bullets. (Damage 8, Status 15%, Fire Rate 8.33, Magazine 4/Reload 2.5, Critical 2%/1.5x)
    • Now: Fires a chaining beam of electricity that can incapacitate several enemies. (Damage 5, Status 25%, Fire Rate 12, Magazine 40/Reload 2.0, Critical 5%/1.5x)
  • Vulcax:
    • Previously: Charge-up beam weapon that reloads after every shot (Damage 35, Status 10%, Fire Rate 1, Magazine 1/Reload 6, Critical 20%/2.5x, Punchthrough 1M)
    • Now: Damage has been significantly improved to help the Vulcax’s viability as a heavy weapon, along with better Accuracy, Reload and twice the Punchthrough. (Damage 500, Status 10%, Fire Rate 1, Magazine 1/Reload 3, Critical 20%/2.5x, Punchthrough 2M)
  • Vulklok:
    • Previously: Slow, high damage, high accuracy sniper rifle (Damage 85, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2, Critical 35%/2.5x)
    • Now: Increased damage and gained Punchthrough  (Damage 175, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2,Critical 35%/2.5x, Punchthrough 1.5M)

NEW PLAYER EXPERIENCE CHANGES

New Player Quest Changes:

  • When selecting your Starter Warframe in the Awakening Quest, stats will no longer be displayed in on-hover Ability descriptions. These stats have been moved to a separate tab in this on-hover pop-up.
    • This change is part of an ongoing effort to elevate information that is critical for new players, while also reducing extraneous details that could lead to information overload.
  • Added Objective Text to the Awakening Quest.
    • Previously, players were guided by on-screen tutorial prompts and waypoints. The new Objective Text is another resource to help guide them through the tutorial.
  • Added a waypoint to direct players to escaping the Grineer after picking a Secondary Weapon in the Awakening Quest
  • Reduced the hacking puzzle speed in Awakening and Vor’s Prize.
    • Since players are learning how to use Grineer Hacking consoles for the first time, this change allows them to get used to the mechanic without it feeling too punishing or overwhelming.
  • Changed the controller binding callout instructing how to cast an ability from “Press [binding] and press [binding]” to “Hold [binding] and press [binding]” in the Awakening Quest.
    • Indicating “Press” to bring up the ability menu could lead new players in thinking that they must tap both at the same time. So we’ve clarified this further to avoid confusion!
  • Incubating your first Kubrow in Howl of the Kubrow will now only take 60 seconds instead of the original 48 hours.
    • Many Quest crafting requirements were reduced across the board with Dante Unbound earlier this year. Now Howl of the Kubrow also meets this standard!
  • Players who enter the Plains of Eidolon with Saya’s Vigil as their Active Quest before speaking to Saya or Konzu will now see a waypoint directing them to re-enter Cetus.

General New Player Experience Changes:

  • Updated the Codex’s Quest screen to better distinguish between Main Story Quests, Warframe Quests and Side Quests.
    • They are now organized by the aforementioned categories and will better communicate which Quests are next up to complete!
  • Unowned Mods viewed in the Codex will now show their full descriptions and drop locations.
  • Selling an unmastered item from your Inventory will now display a pop-up message recommending them to rank it up to Level 30 (or Level 40 for overleveled equipment like the Paracesis) before attempting to sell it.
  • Unlocking an Ability will now show the Input needed to cast it in the “Ability Unlocked” pop-up!
  • If a piece of equipment in a player’s loadout has 10+ unused Mod capacity and an unused Mod slot, a warning symbol will appear next to it in the Loadout section of the Navigation screen. This only applies to weapons with 10-30 unused Mod Capacity (or 10-40 for Lich/Sister weapons), and will not appear if you are Mastery Rank 6 or higher.
    • The goal of this change is to encourage new players to Mod their equipment, and learn about Mod capacity as they continue to level up their equipment.
  • Open Landscape Maps now feature a Legend for the Advanced Map view and new icons for the Extraction Points (ie. Cetus, Fortuna, and Necralisk).
    • Open Landscapes operate differently from normal Warframe missions, which can be hard for new players to grasp at first. Saya’s Vigil has received changes to reinforce the “Enter and Exit through the Cetus Doors” mechanic, and this addition expands upon that goal.
    • Duviri’s Advanced Map has also been given a Legend!
  • Fish resource descriptions have been updated to indicate where players can find the Fish that the resource is earned from.
    • Bait, Spear, and other fishing-related Gear have also had their descriptions updated to offer more clarity to the Fishing system.
  • Added the Health and Energy Orb icons next to the “Health/Energy Full” notification in the HUD when walking over Orbs to better communicate to new players why they aren’t being picked up.
  • Added a pulsing particle effect to incomplete Junctions that are next up to complete to make them more visible to new players.
  • The 10 x Air Support Charges Blueprint in the Foundry will now only appear on new accounts after they have installed the Landing Craft Foundry Segment.
    • It was confusing to new players that they could visually see it available in the Foundry, but be unable to craft any until they had installed that Segment.
  • Updated the Junction UI to more clearly indicate what tasks are complete and incomplete, and gave it an overall refresh!

CROSS PLATFORM PLAY/SAVE CHANGES

Cross Platform Trading/Gifting Changes

You can now trade and gift with players regardless of their Cross Platform Save status!

Previously, you could only trade with players who had matching Cross Platform Save account statuses. In other words, someone with a Cross Platform Save account (PC accounts and/or Console accounts that were Linked or Merged) would only be able to trade with others who also had Cross Platform Save accounts. Now, you can trade with and gift anyone (including both sender and recipient) regardless of their engagement with the Cross Platform Save system.

Since this system’s rollout at the end of 2023, players have consistently voiced confusion and frustration at this “hidden” trading restriction. Without knowing whether your Trading partner matched your Cross Platform Save status, a 2 minute jaunt to the Dojo to trade your Prime sets could end up a lot more complicated than previously anticipated.

Now, with Koumei & the Five Fates, players should be able to trade so long as the following requirements are met:

  • Be Mastery Rank 2 or higher
  • Have TennoGuard 2FA enabled (PC and Cross Platform Save players only)
  • Have Cross Platform Play enabled (only if you want to do trades with Tenno on a different platform)

NOTE: Existing restrictions for Cross Platform trading of in-game premium currency to/from some platforms remain (more details in our FAQ).

General Cross Platform Changes & Fixes:

  • Fixed a Cross Platform Save issue where starting gear acquired in the Awakening Quest would not be correctly awarded after linking/merging accounts with another platform.
  • Fixed cases of Excalibur Prime on a Linked Cross Platform Save account not having Exalted Prime Blade.
    • Founders who Linked a Console account and chose the Console as their Primary Account retained access to their Excalibur Prime with launch. Exalted Prime Blade was not included in this special case. Those who were missing this Exalted weapon should now see it in their accounts after downloading Koumei & the Five Fates.

UI QOL Changes

Arsenal Reskin 

We decided to apply a bit of polish to the Arsenal menu! The Arsenal has gone through an overhaul to look more sleek and stylish, following the UI theme you have selected.

We’ve also made significant improvements to the Arsenal grid sizing to support additional columns and rows depending on your aspect ratio. This creates a far less cramped feel.

  • If you play on displays wider or taller than 16:9, we now use the extra screen space to show additional columns and rows respectively.

NEW “Add to Favorites” Arsenal Feature

A long requested feature from the Warframe Community, Tenno can now favorite equipment in their Arsenal!

When browsing equipment in your Arsenal, you now have the option to “Favorite” Warframes, Weapons, Cosmetics, and more. Favorited Equipment and Cosmetics appear at the top of the list when equipping items in your Arsenal, ensuring you always know right where to find them.

Never lose track of that one Revenant Prime that you love more than the others ever again!

Owned/Crafted Status Added to Void Relics

Void Relics now display owned and crafted status of their possible rewards!

Players can now easily see crafted/owned status of items from their Relics when viewed in the Void Relic selection screen and on-hover as mission rewards.

Our hope was to apply this to the Relic Reward selection screen, but it didn’t quite work as planned. We’re going back to the drawing board on this one, since we know it is a commonly requested feature.

Fusion Screen Changes

The Fusion screen has received a refresh to simplify UI elements and bring the fused Mod to the forefront.

Players can now also Fuse any non-max rank Mods via the Upgrade Screen. Doing so brings up the same Fusion menu to streamline any changes you make to your builds.

General UI Changes:

  • Added the option to sort your Mods in the Upgrade screen by Rarity.
  • Added number of burst shots to the “Burst” Trigger stat – for example: “BURST (x2)”.
  • Added Suggested Damage icons to Sortie and Archon Hunt missions.
  • The Forma and Focus Lens Installation screens now display how many Blueprints you own for each Forma and Lens type.
  • Settings that are not set to Default are now marked with a diamond indicator in the Settings menu. If you want to reset that particular setting to Default, you can interact with that indicator to do so!
  • The “Reset to Defaults” option in the Settings menu will now only apply defaults to the current Settings tab.
  • Added a dark backer to Ascendant and All Star Dojo icons to help them stand out better in the Navigation screen.
  • Removed the “Resource Drones” button in the bottom right corner of the Star Chart when zoomed out of a planet since it didn’t do anything.
    • The button will only appear now when zoomed into a planet – where it can actively be used to manage Drones on that planet.
  • The special pickup pop up in the bottom left will now only show the rarest Railjack rewards instead of all.
  • Made the following changes to the settings layout when using controller:
    • Flipped the order of the Keyboard/Mouse and Controller tabs so that controller users open the Controller Settings by default.
    • Flipped the order of the Accessibility Keyboard/Mouse and Controller settings so that the Controller options appear above the Keyboard/Mouse options.
    • Fixed the tabs being offset.
  • When a Shield Gate is triggered, your Health Bar will now turn gray to indicate you are invulnerable while the Shield Gate is active.
  • Purchasing Arcanes from a Vendor now displays how many Arcanes you own per rank.
      • Also added the rank UI element to Arcanes in the Vendor wares to more clearly indicate that they are unranked.
    • Updated the “Favorite” icon in the Friends and Loadout menus to match the new one in the Arsenal.
    • Greatly increased visibility on the nearest hackable panel waypoint on the minimap whenever a tileset enters lockdown.
    • Smoothed various UI animations and removed cases of jagged edges in UI graphics across the game.
    • Updated the VFX in the login screen when hovering over Daily Tribute options.
    • Added Warframe description to the right of the screen when hovering over the Warframe tab in the Arsenal.
    • Removed “Open Squads” counter beside mission nodes. This has been a long-standing feature since 2012, so let’s dive into how this system worked and our reasons for removing it:
      • This feature was long misunderstood because there are often cases where it implied you would join a squad but actually ended up as the host. Because there are a mind-boggling number of Tenno in the Origin System at any given moment, the Open Squad counts are relatively expensive to calculate; to reduce server strain we would cache the results to avoid overloading them, but this meant that when you hovered over a node there’s a good chance you were looking at an Open Squad count that was up to a minute out of date. By the time you tried to join the squad the last spot might have been filled by someone else or the mission objective might have been completed, preventing you from joining.

        The other factor that confused a lot of people was your Matchmaking Ping Limit setting. Even though we try to find squads close to you, sometimes the host is running on a low-spec machine while their roommate uploads rodeo videos over a modest DSL connection. To try to ensure you have a good multiplayer experience we check the ping before joining a squad and if it’s over your configured limit we’ll skip over it. In the end it was decided that, rather than distract players with details about what was happening when they just wanted to shoot some Grineer in the face, we would remove this stat (the server hamsters appreciated this too). RIP “Open Squads” 2012-2024

    • Updated Login Reward claimed item VFX.
    • The Virtual Cursor for controllers will now respect its original position when opening the Navigation menu. Previously, it would always appear in the lower-right quadrant of the screen.
    • Moved Dojo Room Construction context action position to not obscure the progress UI.
    • Added an on-hover tip for the Status Damage stat to explain its mechanics (notably on Elementalist Mods).
    • Added a “Prev” button to the Codex’s Training modules so that players can easily skip back a slide instead of having to complete the module and then reopen to revisit a specific slide.
    • “Last Equipped” Relics in the Relic Selection screen of endless Void Fissure missions will now show all owned Relics of that type, regardless of Refinement. Previously, this tag would only show Relics that were the same Refinement as the one you just cracked.
    • Added Operator/Drifters to the Loadout selection menu in the Navigation Screen.
      • Now you can swap your Focus School, Amps, and Arcanes straight from this menu without needing to go to your Transference Chair.
    • Damage stat tool tips will no longer show unknown Factions as “???” if the player has yet to encounter them.
      • For example, if you haven’t yet unlocked Albrecht’s Laboratories instead of the Murmur Faction appearing as “???” in the tool tip, it will now just not appear

ADDITIONS

  • Added several new face, hair, and helmet/mask variants to the Sisters of Parvos procedural character generation system.
    • These have been added into the Sisters of Parvos’ characteristics pool and have a chance to be generated at random (equal with the current characteristics).
    • We’ve also improved the randomization system specifically when selecting shoulder armor to prevent clipping issues with the Sister.
  • Added a 200 x Vosfor pack in the Rank 5 Faction Syndicate Offerings (ex: Cephalon Suda, etc.).
    • These will appear after completing the Whispers in the Walls Quest.
  • Added two new Somachord tracks featured in the Jade Shadows update. The following Jade Shadows Tones can be found in the Ascension mission tileset:
    • Angels Requiem
    • Final Ascent
  • Added the “Color Pack: Prime” bundle to Varzia’s Wares!
    • Purchase this bundle for 1 Regal Aya to receive the Prime Finish and Prime Lacquer Color Palettes, featuring colors from the first 36 Prime Warframes.

CHANGES

  • Lowered the default Y Offset position for the Ember Heirloom Signa and the Maginav Prime Signa.
    • We received a lot of Community feedback that these Signas were still sitting rather high when the Y Offset slider is set to 1. So we’ve adjusted it further to give you more freedom towards your desired Signa look! Note that some Warframe helmets may clip with these Signas at their new lower height, which can easily be adjusted using the slider if desired.
  • We’ve made further changes to the GI Lighting in the Orbiter (which you can also see in the screenshots above!) – colors are now more accurately represented in this space and better match how you see them in other GI Lighting areas (ie. in-mission).
    • What this means is that when you are viewing your Warframes in the Orbiter, the colors you had selected will now appear as you see/experience them in other GI Lighting environments (Albrecht’s Laboratories for example). In other words, you will now see the most accurate color you can receive in a tint.
    • This may require you to tweak your color palettes a tad to get it to your preferred look. We’ll be watching for your feedback and/or bug reports!
  • Alchemy Circuit missions will now spawn Amphors more frequently.
  • Increased the Crucible’s collision radius to better register when an Amphor has been thrown at it in Alchemy missions. Less air balls!
  • Enabled Auto-Melee Aerial attacks for Glaive-like weapons that don’t have an Aerial throw, or don’t charge their Aerial throw moves, such as the Wolf Sledge or Sigma & Octantis.
    • Also fixed an issue where holding the regular Melee attack input with a throw attack, such as the Wolf Sledge, could cause your next Heavy Melee input to execute a regular Melee attack instead.
  • Made the following changes to the start of Infested Salvage missions to help explain its mechanics better:
    • Upon loading in, only the A Vaporizer is marked to avoid overwhelming players with various UI elements. The other Vaporizers will be marked once Decryption has begun.
    • Removed enemy spawns until Decryption has begun.
    • Three Antiserum Charges are automatically spawned upon arrival to the gameplay area, so players can suss out how they work with their Vaporizer before the Infested start swarming them.
  • The following abilities now apply their Damage Vulnerability against enemy Shields and Overguard (previously they only applied to enemy Health):
    • Xaku’s Vast Untime
    • Mag’s Magnetize
    • Titania’s Beguiling Lantern Augment
    • Bonewidow’s Firing Line
    • Gara’s Mass Vitrify
    • Gara’s Splinter Storm
    • Nezha’s Blazing Chakram
    • Nova’s Molecular Prime
  • The Tennokai window timer is now paused while the Glaive is flying in mid-air. Previously it could expire mid-throw, when players had little power to actually make use of this window.
  • The Conquera Syandana, Conquera Ribbon, Conquera Leg Ribbon, Conquer Shoulder Ribbon and the Conquera Sigil are now all color customizable!
  • Adjusted Plasma Torch and Exergis damage output in the Sneaky Sabotage Break Narmer mission to match their effectiveness pre-Jade Shadows.
    • This fight was unintentionally made more difficult as a result of the Resistances and Status rework that launched with Jade Shadows. Now Kahl’s weapons should be balanced appropriately once more.
  • Made several improvements to the NPC pathing and actions (jumps, steps, cover actions, etc.) in the Zariman, Grineer Fortress, Grineer Galleon, Grineer Shipyard, Corpus Ship  and Corpus Outpost tilesets.
  • Improved Cantare’s projectile so that it looks better returning to the player’s hands.
  • Improved lighting in certain Grineer Sealab Defense tiles.
  • Ragdolled enemies now make a falling sound when they hit the ground.
  • Made enhancements to GI lighting throughout Albrecht’s Laboratories:
    • Improved probe filtering so that light is sharper and less leaky.
    • Changed probe values to be more accurate for directionality.
    • Changed the reflection probes to use the same lighting information as GI probes to calculate intensity – this means the reflections pop more when they should and glow less.
    • Improved the skin shader to have more contrast and depth under GI Lighting.
  • Made the following improvements to Drifter Camp GI Lighting:
    • Improved glass and water reflections in the Helminth Room.
    • Improved the material response of reflections in the Camp area. The end result is better-looking reflections that “pop” more!
    • Ensured essential areas remained lit with Dynamic Lighting disabled.
  • Updated the Fulmin and Fulmin Prime’s passive to indicate their forced Impact Status Effect on Semi mode at close range.
    • Now reads: “Alternate Fire switches between Semi and Auto firing modes. Semi mode deals an Impact Status Effect to enemies at close range. Switch speed is doubled when wielded by Wisp.”
  • Jade’s Light’s Judgement now can heal Defense targets!
    • Defense targets will be healed 75 Health per second when within range of Light Judgement.
  • Moved the Conclave Console in the Orbiter from the front of the ship to down the ramp and to the left of your Arsenal to make room for the upcoming 1999 Demo Console coming October 16th!
    • Note: We have changed the Conclave Console so that it is a movable decoration. We want players to be able to change its location if the one we’ve set for this update is not desirable (notably for our Tenno who already have many decorations placed there!).
      • Here’s what to expect when the update launches:
        • The Conclave Console will move to the aforementioned spot.
        • If you wish to move it, open the pause menu > Equipment > Orbiter > Decorate
        • Hover over the Conclave Console and use the “Move Decoration” binding to grab a hold of it.
        • Move it to wherever you desire using the Decoration tools and use the “Confirm” binding to place it.
        • You can move it around as many times as you desire.
    • New players who started the tutorial after this change will now receive the Conclave Console in their inventory after completing Awakening. While it will not be automatically placed in their Orbiter, they will still have the ability to place this console should they wish to make Teshin proud.
  • Removed Grand Finale from the Arsenal as a purchase option when equipping items to the Gear Wheel.
    • Now, unless you already own Grande Finale, it will not appear. This is to prevent new players from accidentally spending their Platinum on a flavor item.
    • Note: Grand Finale fans can still purchase this item in the Market!
  • Reduced the audio gain on Epitaph Prime’s projectile and explosion.
  • Changed the “Konzu” fast travel option in Cetus to “Konzu & Saya” after completing Saya’s Vigil Quest.
  • Made some improvements to hair reflections – they will now look more realistic in areas where GI lighting is present.
  • Updated Trinity’s base skin to PBR.
  • Adjusted how Sigils sit on Protea Prime’s shoulders with the equipped Kollapsar, Default, Technochron and Voidshell skins.
  • Previously-scanned Somachord Tones will now appear desaturated to indicate such (similar to Codex and Frame Fighter Fragments).
  • Changed the description of the Swordsman’s Celerity Incarnon Perk for the Anku and Bo.
    • Removed the “With Melee Equipped:” portion as this condition did not work and was always applying the Movement Speed bonus regardless of whether or not Melee was equipped. So now it reads “+30% Movement Speed”.
  • Updated the Dera’s projectile and muzzle flash.
  • Removed Corrupted Wardens from the Orokin Battlegroup and replaced them with more of the other units (Corrupted Wardens aren’t very representative for this Battlegroup since they’re in only Rescue missions.)
  • Harmony now has a damage cap in relation to how the weapon calculates Head Shots. After testing this change, Harmony can still achieve large damage with various formulas.
  • Updated the “Greater Than The Sum” Challenge description to specify that you use Endo to fuse Mods.
    • Now reads: “Fuse mods with Endo to create a more powerful mod.”

OPTIMIZATIONS

  • Optimized small hitches when destroying Vitriol Phials in Albrecht’s Laboratories.
  • Optimized performance hitches due to a combination of playing on lower particle settings and many Credit pickups dropping in mission.
    • Also optimized describable objects when playing on lower particle settings.
  • Optimized particle-system texture streaming to help improve performance.
  • Made micro-optimizations to level loading and streaming.
  • Made further optimizations to memory usage in Open World levels (e.g. Orb Vallis).
  • Made micro-optimizations to foliage memory footprints in Open Landscape levels (e.g. Orb Vallis).
  • Made further optimizations to improve memory usage.
  • Made micro-optimizing math routines.
  • Made several optimizations to replication code – this should help with lag related issues.
  • Made micro-optimizations to level loading.
  • Made systemic micro-optimizations to low level math routines for PC, Xbox and Playstation.
  • Made systemic micro-optimizations to math code throughout the engine.
  • Fixed hitching in Dojo caused by spot-loading Displays.
  • Fixed killing a large group of enemies causing a significant spike in CPU times.
  • Fixed an issue where having Khora as your last played Warframe in your Profile would cause spot-loading.
  • Fixed a long hitch/freeze that occurred whenever the player was downed into a revival state by Zanuka.
  • Fixed a small hitch during the Awakening Quest tutorial mission when players would inspect the starter Warframe and when they acquire a Melee weapon.
  • Made experimental fixes towards spot-loading caused by Loadouts.
  • Improved performance in the Awakening Quest.

TOP FIXES

  • Fixed slowing effects from Atlas’s Petrify and Dagath’s Wyrd Scythes affecting Thrax enemies while transitioning to their spectral forms.
  • Fixed Cantare not benefitting from Energizing Shot.
  • Fixed Mesa being able to Melee while using Peacemaker with the Mesa’s Waltz Augment equipped.
  • Fixed Mesa’s Ballistic Battery not benefitting the Grimoire’s alt-fire for Clients.
  • Fixed an issue where certain thrown weapons couldn’t activate Tennokai by doing a Heavy Slam Attack.
  • Fixed animations no longer playing if players meleed while in Archwing in Open Landscapes and/or transitioned back and forth between Landscapes and Hubs.
  • Fixed Relics opened in Omni Fissures not counting towards the Antiquarian Nightwave Act.
  • Fixed Harmony’s passive causing headshot damage bonuses to unintentionally occur twice and multiply the damage way above its intended values.
  • Fixed Client Excalibur Umbra no longer moving independently after Transference if the Host has the Warrior’s Rest Augment Mod equipped.
  • Fixed Torid Incarnon’s poison cloud charging its Transmutation gauge while its Incarnon Form is active if it is modded for Blast.
  • Fixed a bug where the Melee Lifted Status Effect could fling enemies unintentionally.
  • Fixed the Powerless Personal Modifier having no effect after Host migration in Deep Archimedea missions.
    • Also fixed the Powerless icon not showing next to Host in the Player list for Clients.
  • Fixed kills not tracking towards the Powerless Personal Modifier when piloting Necramech.
    • Also fixed the HUD icons doubling after getting downed in Necramech, reviving and re-entering Necramech.
  • Fixed Voruna being able to Melee while in Ulfrun’s Descent, sometimes causing players to unintentionally lose her Shroud of Dynar invisibility while in Alpha Mode™.
  • Fixed Voruna’s jump getting reset after casting Ulfrun’s Descent mid-air.
  • Fixed issues with Voruna’s Fangs of Raksh line of sight checks not targeting enemies when an incline is in the way.
  • Fixed Voruna’s Ulfrun Descent not disabling after getting downed, causing player to be unable to shoot their Secondary or self-revive.
  • Fixed a case where Melee input would be ignored if aiming while switching to Voruna’s Fangs of Raksh passive.
  • Fixed Gas damage’s radial damage bubble VFX disappearing after hitting 10 stacks on the target.
    • It should now only disappear after all Gas stacks have expired.
  • Fixed enemies ragdolled by Mag’s Pull not properly displaying the context action for Ground Finishers.
  • Fixed Jade’s Deathbringer buff not applying to Melee weapons.
  • Fixed Mesa’s Peacemaker being unable to target Errant Specters in the Granum Void.
  • Fixed Incarnon Geneses of the Hate, Dual Ichor, Ceramic Dagger, Ack & Brunt, and Sibear missing the custom Melee Incarnon reticle.
  • Fixed Alchemy and Excavation Circuit mission objectives not starting after Host migration.
  • Fixed being unable to swap a Companion’s Polarity if you entered their Upgrade screen via the Star Chart UI.
  • Fixed game not pausing when opening settings in Simulacrum and Captura while matchmaking is set to Solo.
  • Fixes towards Incarnon Challenge progress not tracking on specific accounts when playing as Client.
    • Certain challenges have been fixed, but we are aware that this issue is affecting many challenges for affected Tenno. We recommend attempting these challenges Solo or as Host while we continue to investigate.
  • Fixed Omni and Requiem Fissure missions not rewarding a random Relic after the 5th round completes in endless mission types.
    • Unlike regular Fissure missions where Exceptional Relics are specifically rewarded, Omni and Requiem Fissure missions can reward any tier of Relic.
  • Fixed Equinox’s passive not benefitting from Health and Energy Orbs when at max Health/Energy.
  • Fixed Protea’s Temporal Anchor ability not inverting correctly when the “Invert Tap/Hold Abilities” toggle is enabled. This fixes canceling the ability with tap not working (hold being the default).
  • Fixed Volt’s Electric Shield pickup binding being the same as reload when using controller, causing players to drop Shield when manually reloading.
    • To prevent this issue from occurring,  the Shield will now only be dropped when manually reloading on a full magazine (making this more of an intentional act instead of accidental).
  • Fixed Debt Tokens dropped from the Profit-Taker Orb unintentionally duplicating each time a player in the squad picks them up.
  • Fixed an issue where Glaive-like weapons, such as the Wolf Sledge or Sigma & Octantis,) lost Heavy Attack functionality while using Wukong’s “Cloud Walker” Ability, preventing players from Heavy Slamming for the duration of the Ability.
  • Fixed an issue where the 25% extra damage to incapacitated enemies from Vauban’s Passive was not applying to frozen solid enemies due to maximum Cold stacks.
  • Fixed an issue where a majority of shots fired from the Imperator Archgun against the Orowyrm rings would not register.
  • Fixed disarmed enemies in the Simulacrum ignoring the pause setting.
    • Also fixed secondary units spawned from enemies, such as the Sniper Crewmen’s Ratels, not being affected by the Simulacrum’s pause setting.
  • Fixed Stalker Specters dropping Stalker’s loot when killed in Nightmare missions.
    • Careful, Tenno. You don’t want him sending you angry inbox messages again, do you?
  • Fixed Jade Light applying ramped-up damage to the Kuva Injector in the Nabuk Defense mission in the Kuva Fortress.
    • All other Defense targets received this treatment as of 36.0.8, but clearly the Worm Queen missed the memo!
  • Fixed Garuda requiring two Heavy Attack inputs to detonate thrown Glaive while dual-wielding a Secondary.
  • Fixed an issue where performing a Heavy Slam attack immediately after a regular Quick Melee attack would cause a regular Slam attack, or a Slam attack that lacked VFX.
  • Fixed Primary/Secondary Incarnons losing their special Incarnon reticle if the Melee Retaliation Arcane is equipped
  • Fixed an issue where Secondary-equipped Semi-Automatic Kitguns (e.g. Catchmoon, Tombfinger) were unable to equip Cannonade Mods.
  • Fixed the Mantle, E Prime, Gaia, Mariana, and Lith Earth nodes not appearing in the Void Fissure mission rotation.
  • Fixed Mirage’s Prism Guard becoming permanent if rapidly recast as Client.
  • Fixed Mag’s Magnetize field not appearing on enemies affected by Garuda’s Blood Altar.
  • Fixed a crash caused by a host migration in Rathuum.
  • Fixed an issue where two Orowyrms could spawn following a Host Migration while playing Duviri: Lone Story or The Duviri Experience.

FIXES

UI Fixes: 

  • Fixed unrelated stats list appearing when hovering over an empty Arcane slot for Operator.
  • Fixed the scroll bar on the stats window snapping back to the top when equipping a new Mod.
  • Fixed several UI elements in Navigation not adjusting based on UI Scale setting.
  • Fixed reticle being displaced from the center of the screen after piloting Railjack at resolutions higher than 1600×900.
  • Fixed squad list briefly lingering in the pause menu after aborting a mission.
  • Fixed Shield-based Warframes (i.e Hildryn) gaining an Energy stat in the UI when Arcane Battery is equipped.
  • Fixed the Personal Modifier HUD icons duplicating after getting revived by defeating Void Angel.
  • Fixed swapping Mods in the Upgrade Screen causing the replaced Mod to use its replacement name as a search term.
    • If you’ve ever swapped out a Mod and had difficulty finding it in your Upgrade Screen afterward, this should fix that!
  • Fixed the Ballistica and Rakta Ballistica missing their charged shot stats in the Arsenal UI.
  • Fixed a very rare case of the Sortie world state window tab showing incorrect Status combinations.
  • Fixed cases of Unique Traits with custom names clipping into Mod icons in the Upgrade Screen.
  • Fixed the icon that marks a planet as complete on the Steel Path appearing even if not all nodes are complete.
  • Fixed certain Warframe Abilities showing 0 Energy Drain (and 0 Shield Drain for Hildryn) in the Abilities screen with Zenurik Inner Might equipped.
  • Fixed activating Incarnon mode on a weapon while reloading not properly resetting the circle around the reticle.
    • This UI element is used to denote both reload and Incarnon transformation, resulting in the Incarnon transformation appearing to be completed prematurely.
  • Fixed being unable to use the “View Augments” button in Excalibur Umbra’s ability screen.
  • Fixed an incorrect error message appearing when sending a Clan invite to an existing Clan member.
  • Fixed Stackable Rivens appearing in the upgrade screen for Exalted weapons.
  • Fixed an issue where the Railjack’s Plexus would incorrectly display the top-right Mod Slot as an Aura Mod Slot, despite not acting like one, in the Upgrade screen.
  • Fixed the Arsenal list in the Star Chart getting cut off if there is an empty weapon slot.
  • Fixed the Platinum input field in the expedite Dojo Room construction UI displaying a “0” instead of being blank when selected.
  • Fixed the text not being centered in the various context actions throughout Duviri.
  • Fixed duplicating a Mod Config with an Augment Mod to another Config without that Augment’s Ability resulting in a random Mod being placed in its slot instead.

General Fixes: 

  • Fixed Xata’s Whisper buff not applying while on Merulina or a K-Drive.
  • Fixed Felarx’s evolution “Mounting Momentum” gaining stacks from passive reloads (ex: from Lock and Load) while holstered.
  • Fixed being able to increase a weapon’s Max Ammo due to a specific interaction between Xaku’s The Vast Untime and Mandonel in Submersible Archwing mode.
  • Fixed Kompressa’s projectiles flying outside of Mag’s Magnetize instead of being pulled in like other projectiles.
  • Fixed only the secondary emissive color appearing on Jade.
  • Fixed enemies not being open to Finishers when put to sleep by the first hit from Cobra and Crane when wielded by Baruuk.
  • Fixed bug where Clients would see Frost’s Snow Globe at 1 Health after the invulnerability window ends (visual bug only).
  • Fixed Cantare having an unintentionally high Critical Chance buff when recalled while on Merulina.
  • Fixed Yareli being able to perform Mercy Kills while on Merulina, resulting in her being unable to reload until she swapped her weapon.
  • Fixed Yareli’s Loyal Merulina Augment targeting Mind-Controlled allies with its Sea Snares.
  • Fixed Yareli not having animations during Life Support activation and console hacking while she’s riding Merulina.
  • Fixed various Eximus abilities not affecting Yareli while she is on Merulina.
  • Fixed Lumbering and Shuffling Fragments Regurgitated by Grendel landing on top of him instead of being spat away.
  • Fixed being able to use Transference before entering 1999 in the Whispers of the Walls Quest.
  • Fixed Operator facing the opposite direction of Warframe when using Transference after the first cutscene in the Boreal Archon Hunt fight.
    • Also fixed this occurring after first arriving at the Cambion Drift during the Heart of Deimos Quest.
  • Fixed an issue where holding the Heavy Melee button could sometimes throw a Glaive.
  • Fixed auto-melee getting stuck in certain cases.
  • Fixed Bullet Jumping at the end of a Slam animation playing a tiny little hop.
  • Fixed Hosts being unable to initiate a handshake.
  • Fixed holding the melee input while summoning Archwing in Open Landscapes causing players to continually Melee while in Archwing.
  • Fixed enemy animation transitions getting wonky after executing a ground finisher from behind and using the finisher context action.
  • Fixed the Demolisher Voidrig and Demolisher Bonewidow missing in the Simulacrum enemies to spawn list.
  • Fixed The Hollow Vein breaking out of Revenant’s Enthrall upon attacking an enemy. The Hollow Vein’s will is strong, but Revenant’s is stronger!
  • Fixed cases of the Dax Gladius fight showing “|Input|” instead of the correct input for parrying.
  • Fixed cases of the Dax Gladius not attacking players if they get too close.
  • Fixed Eximus enemies being considered low-priority foes by Companions and other allied NPCs in Sanctuary Onslaught.
  • Fixed Host migration at times causing soundtrack to duplicate.
  • Fixed clipping through walls by spamming Transference while in Titania’s Razorwing form.
  • Fixed Clients seeing enemies’ animations sped up while they are riding the elevator in Ascension missions.
  • Fixed Finisher context action on Eximus units alternating between being open to a Mercy or Front Finisher when damage over time Status Effects are active and they are attempting to Shield regen.
  • Fixed the Rogue Bonewidow having a duplicate Codex entry.
  • Fixed being able to exit the Juggernaut Behemoth arena during the Jade Shadows Quest.
  • Fixed a rare case of Archons dying mid-air causing a progression stop.
  • Fixed Terminal Velocity Mod not affecting the Acceltra’s projectiles.
  • Fixed the Equinox Omni Helmet appearing darker than the rest of her body.
  • Fixed unmatured versions of the Helminth Charger turning into a normal Kubrow when set to “Roam the Orbiter”. Since the unmatured version of this Companion is a Cyst, it will remain a Cyst when given the option to roam. It may not move physically, but rest assured its heart is roaming free!
  • Fixed the Genetic Tools tab not appearing when a Helminth Charger is set to Roaming.
  • Fixed “Devolved” Vulpaphyla animations not working.
  • Fixed players getting stuck in a rock in Lua Spy missions if teleported there by a foe (ex: Mania).
  • Fixed certain dead enemies leaving behind shadows even after dissolving.
  • Fixed Lavos’ arm plate blocking Client reticles when aiming down sights.
  • Fixed Shield Lancers clipping through their shields when playing their injury animations.
  • Fixed Sentinel getting stuck and bouncing around on screen when entering the Arsenal in the Simulacrum.
  • Fixed case of the Lotus not being visible during her End of Mission transmissions.
  • Fixed a dropped frame in Jade’s Light’s Judgement ability video.
  • Fixed another case of some in-game text for the Prisoner side objective in Duviri not being translated.
  • Fixed opening the Nightwave Screen while mid-melee swing causing your gun to shoot uncontrollably until the fire input is hit.
  • Fixed entering Dojo via the Clan menu while in the Sanctum Anatomica causing players to spawn in the Navigation room instead of their designated Spawn Point.
  • Fixed parts of the Railjack flickering while in the Archwing Slingshot.
  • Fixed certain objects on the walls near the Grineer hanger door flickering in the Enceladus, Saturn Sabotage mission.
  • Fixed cloth jittering issues during cinematics when character position changes too much.
  • Fixed a noticeable hitch during the opening cinematic of the Awakening Quest.
  • Fixed mine level design element in a specific tile of the Kuva Fortress tileset not properly animating.
  • Fixed rare issue where The War Within Quest would loop back to its “Ordis Purges the Operator Segment” stage after completing it in full.
  • Fixed Host’s Landing Craft Skins appearing as the default Liset to visiting Client players in the Drifter Camp.
    • Known issue: The True Master Sumdali also does not appear for the Host.
  • Fixed being able to insta-kill allied players if they are standing on top of a Domestik Drone in Railjack missions when it is destroyed (ie. when a teammate shoots at it).
  • Fixed the Vahd and Ceno cosmetics not showing as purchased in the Drifter menu if they were purchased from the Operator menu.
  • Fixed Cephalon Cy speaking when entering a Relay with a Dry Dock, instead of waiting for you to enter a Railjack to say hi.
  • Fixed Auto-Installing Mods on Archguns equipped in the Heavy Weapon slot in your Arsenal using outdated Auto-Install logic. Now the correct logic should be applied regardless if the Archgun is equipped as an Archwing weapon or a Heavy Weapon.
  • Fixed script errors caused by the Inbox message sent after completing The New War Quest.
  • Fixed script errors caused by the Personal Modifiers in Deep Archimedea missions.
  • Fixed a crash when entering the Gear/Emote Wheel in the Arsenal.
  • Fixed picking up Amphors in Alchemy Circuit missions resulting in squadmates being booted from their Decree selection menu.
  • Fixed the Larkspur Archgun randomly being unable to damage Nullifier Bubbles.
  • Fixed being able to bypass the Grate puzzle via Titania’s Razorwing in the Albrecht’s Laboratories tileset.
  • Fixed being able to cast Loki’s Damage Decoy on downed Larvlings/Candidates.
  • Fixed an issue where rag-dolled enemies received more Electrical Status Effects than they should.
  • Fixed Abilities or sources that could cleanse Status Effects unintentionally triggering Blast Detonate damage.
  • Fixed being able to trigger Knell’s Passive indefinitely when dual-wielded with a Glaive.
  • Fixed a specific tile not appearing in the minimap in Orokin Shield Derelicts in Corpus Railjack missions.
  • Fixed lighting errors in The War Within cutscenes in the caves if players have dynamic lighting disabled.
  • Fixed lighting issue in an Albrecht’s Laboratories tile.
  • Fixed Jade’s Light Judgement FX disappearing if cast on an enemy who is recovering from ragdoll.
  • Fixed a crash caused by the Rescue Prisoner objective in Duviri.
  • Fixed armor offset issues with the Prisma Latron Leg Plates when equipped on Dante.
  • Fixed armor offset issues with the Syrinx Leg Plates when equipped on Protea Prime.
  • Fixed the “Flawless” Nightwave Act having a file path in its tooltip.
  • Fixed Operator attacks sounding muffled if Warframe is invisible (specifically Loki, Ivara and Ash) at the time of using Transference.
  • Fixed the virtual cursor moving to a non-existent element in the Pause Menu when going from menu options to the bottom right corner buttons while using a controller.
  • Fixed a script error crash caused by Heavy Melee Slamming with Melee Afflictions equipped.
  • Fixed Sword and Shield melee weapons not holstering correctly on Styanax (Shield not attaching to his forearm).
  • Fixed issue where enemies could indefinitely spawn in certain enemy Crewship procedural layouts in Railjack missions.
  • Fixed Rogue Voidrig’s Necraweb radius VFX not appearing in Isolation Vaults.
  • Fixed Clients not seeing the VFX when damaging Rogue Bonewidows’ shields in Albrecht’s Laboratories.
  • Fixed an issue where the “Defeat the Archon” Objective marker would not clear after defeating the Archon during “Archon Showdown” missions.
  • Fixed enhanced damage numbers appearing at the edge of the screen and/or far away from damaged targets if attacked by Nose or Swivel Turrets in Railjack missions.
  • Fixed being unable to chat link the Primed Deadly Efficiency and Primed Dual Rounds Mods.
  • Fixed artifacting occurring at the edges of Focus Lens icons.
  • Fixed an issue where being Operator/Drifter while loading into a Railjack mission, while in a Railjack, would cause multiple Warframes to spawn.
  • Fixed various texture issues in Tyl Regor’s arena. Notably see-through terrain and texture sheets blocking the background of the tile.
  • Fixed occasional overlapping terrain on Lua tilesets, resulting in broken geometry and lighting where the overlap occurred.
  • Fixed missing roof terrain on Mars tilesets that allowed players to escape out of bounds.
  • Fixed an issue where “Get to Extraction” transmissions weren’t playing after capturing the target in Capture missions.
  • Fixed a rare issue where your entire Loadout would change after getting captured by Zanuka.
  • Fixed players being able to stand on top of Hacking Consoles while activating them.
  • Fixed a mesh clipping through a wall in the Veilbreaker Quest.
  • Fixed an issue where the SPROUT (Self-Perpetuating Regular Operation for Utilizing Terrain) in Teshin’s Cave would not appear upon completing the Duviri Paradox Quest.
  • Fixed an issue where weapons set to “hidden” in the Simulacrum Arsenal wouldn’t correctly hide until the player swapped the weapon out for another and then swapped back.
  • Fixed Clients joining an in-progress free roam Plains of Eidolon mission not seeing rain if it is raining.
  • Fixed players fully dying in a tileset with rain resulting in the splash VFX on their movements no longer appearing.
  • Fixed Courtier’s Bliss Dojo Room not using the correct Backdrop if set as spawn room via Arrival Gate
  • Fixed Domestik Drones getting stuck in a certain spot at the front of the Orbiter. Roam free, little buddies!
  • Fixed Loid’s hair not appearing as lustrously blonde as expected in the Sanctum Anatomica.
  • Fixed rendering issues when Nekros’ Shadows are close to you.
  • Fixed Bubonico and Eukar Claw Skin materials looking noisy and grainy.
  • Fixed the Felarx and Strun Incarnon Transformations getting cancelled when shooting directly after triggering the Transformation. They will now match other Incarnon guns where a shot cannot be fired until the Transformation animation is complete.
  • Fixed Arson Eximus fire AoE VFX not matching the true damage zone. The fire is now more sphere-like instead of cylinder to better translate the areas which players should avoid.
  • Fixed Waterfall FX remaining on screen if the player died and revived under the waterfall.
  • Fixed Client Drifters being invisible after jumping on a Kaithe if they joined an in-progress Duviri mission.
  • Fixed Drifters having momentary distorted faces while casting their abilities.
  • Fixed seeing the game Exit questionnaire after defeating the Whispers in the Walls Quest and proceeding to skip the cutscene.
  • Fixed auto-failing the mission if the Defense Operative were to ragdoll out of the playable area. This bug was most commonly experienced in an Archon Hunt mission with Chipper.
  • Fixed a script error in Break Narmer missions.
  • Fixed enemy reinforcement beacons not summoning reinforcements after a host migration.
  • Fixed a crash caused by bullet jumping through an Open Landscape door to a Town with Exodia Contagion equipped.
  • Fixed Necramech Repair having a 3s instead of 60s cooldown at Rank 0 as intended.
  • Fixed your Warframe being invisible in Junction completion cinematic if you used the Skaut Landing Craft.
  • Fixed Junctions flashing blue in the Navigation screen during Vor’s Prize.
  • Fixed the Plasma Torch in the Sneaky Sabotage Break Narmer mission becoming unusable if the players reassigned the “Place Marker” binding.
    • As a workaround, you can now use the alt-fire binding to place a marker when using the Plasma Torch.
  • Fixed the cooldown of Radial Effects from Syndicate Weapons (e.g. Vaykor Hek’s Scattering Justice) pausing while the weapon is holstered.
  • Fixed swapping to a Syndicate weapon while its Radial Effect is on cooldown causing the HUD element to flash.
  • Fixed the Incarnon UI elements (such as the Transmutation gauge) appearing in Duviri missions for Incarnon weapons you do not own.
  • Fixed the Opticor and Opticor Vandal stats showing the same Damage for Charged Shots as Quick Shots.
  • Fixed Cinta icon appearing grainy.

The next major update incoming is none other than Warframe: 1999, and you can read our preview here to know more about it.

[Source: Warframe Forums]

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Alex Co

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

Home > News

Surgeons Use PS5 Controller for Long-Distance Endoscopy Across 5,780 Miles

In a surprising move, surgeons in Switzerland performed an endoscopy on a pig located in Hong Kong, over 5,780 miles away. What makes this achievement even more surprising is that they used a PS5 controller to guide the procedure. This isn’t just about using gaming gear—it shows real progress for remote surgeries, especially in areas where medical expertise is hard to find.

According to a report by Fox News, surgeons achieved the procedure by combining robotic systems with magnetic endoscopes. A Swiss surgeon operated from Zurich using a PlayStation 3 Move controller, with other tests showing a DualSense controller in use. This setup allowed precise control of the endoscope via real-time data transfer, enabling complex movements within the patient’s body, such as U-turns, to perform tasks like biopsies.

playstation controller surgery
Swiss surgeon uses PlayStation controller for remote endoscopy on a pig in Hong Kong.

The significance of this development cannot be understated. This shows how remote surgeries could bring medical expertise to areas that lack it. The system also aims to reduce the delay during operations to less than 300 milliseconds, which is key for ensuring surgeons can respond in real time during procedures.

Although there are still hurdles to overcome, like ensuring a fast and reliable internet connection and smooth communication between the surgeon and the local team, this achievement offers a glimpse into a future where remote surgeries could become a regular part of medical practice. As technology progresses, surgeons could even use it in space to provide medical care to astronauts.

Interestingly, it’s a bit like PlayStation Remote Play, where players control their console from a distance—except this time, it’s not just a game, but real lives on the line.

Would you trust a surgical procedure performed using a gaming controller from thousands of miles away? Let us know in the comments.

More MP1st Reading:

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Taha

Television kills your vision.

Home > Title Updates and Patches

XDefiant Update 1.000.023 Deployed to Fix Accidental Wall Hacks and More This Oct. 2

Following the release of Season 2 last week, Ubisoft San Francisco has deployed XDefiant update 1.000.023 on all platforms this October 2, and this is a minor update that aims to resolve a few nagging issues.

What’s New in XDefiant for October 2 in Version 1.000.023:

Here’s what got fixed according to the developers:

  • Red Dots Not Appearing
  • Vignette with Highwaymen Not Displaying Correctly
  • An Accidental “Wallhack”
  • An Update to the SPAS 12 and PP19 Mastery Skins

Of course, there are still issues with the game and this isn’t a catch-all patch. Most notably, the kill trading and more. Some of the known bugs by the devs include the screen effect for Highwaymen’s ultra staying that way once you hit max and wouldn’t go away:

Some of the things that will be fixed in patch Y1S2.2 include:

Once more news about the changes is known, we’ll let our readers know.

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Alex Co

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

Home > Title Updates and Patches

The Elder Scrolls Online Update 2.64 Dropped for Fixes This Oct. 2

Bethesda has pushed out The Elder Scrolls Online update 2.64 (current-gen version is 1.013.002), and this is a minor patch that aims to resolve issues that surfaced in Patch 43. Check out what’s new in the console version update for the MMORPG in the patch notes below.

The Elder Scrolls Online Update 2.64 | Version 1.013.002 Patch Notes:

GOLD ROAD:

Quests

Ayleid Altercations
  • You can now find Elfbetta outside the ruins regardless of where they received the quest from her.

BASE GAME:

Alliance War & PVP:

General

  • Fixed an issue with the Ebonheart armory station in Cyrodiil, which was proclaiming itself to be out of range upon interaction.
  • You will no longer wait in queue when there is already a Battleground with open spots.

Dungeons & Group Content:

Infinite Archive
General

  • The Tentacular Motivation collectible’s movement speed effect now correctly reapplies after returning from Portals to the Unknown.
  • Fixed an issue that could cause temporary ability bars to clear upon summoning a companion.

Verses and Visions

  • Several Verses including Undead Avatar, Iron Atronach, Ice Avatar, Frenzied Zeal and Temporal Speed, now correctly reapply all of their effects after exiting a Portal to the Unknown.

Housing:

General

  • Corrected an issue with the Mundus Stone furnishings that caused Visitors with “Limited Visitors” permissions to be unable to interact with the furnishings as expected.
  • Fixed an issue with several doors where they no longer closed correctly.
    • Elsweyr Gate, Garden
    • Elsweyr Gate Masterwork
    • Gate, Spiked Iron
    • Ayleid Gate, Large
    • Leyawiin Gate, Wooden
    • Blackreach Gate, Large

UI:

Bug Fixes

  • Fixed an issue where newly released collectible will always be treated as new in the UI.
  • Your Addons with names that have an apostrophe or space character in them should now load correctly.

Art
General

  • Blind Path Cultist images should now be visible on Gamepad and Announcement tiles.
  • The “Eye of the Infinite” icon is now more consistent with other collectible icons.

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

[Source: The Elder Scrolls Forums]

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Alex Co

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

Home > Title Updates and Patches

The Finals Update 1.000.053 Shoots Out for Patch 4.1.0 This October 2

Embark Studios has released The Finals update 4.1.0 which is patch 1.000.053 for console owners. This is the first update for Season 4 and it comes with fixes for matchmaking and error messages popping up. Check out the patch notes down below.

The Finals Season 4 Patch Version 1.000.053 Update Notes:

Update 4.1

Welcome to the first update of Season 4!

Which comes with the first store update:

We’ve got a fix for the dash bug on Light and for the issue with contestant slots causing matchmaking issues!

Regarding World Tour stops from now on: we’ll start announcing them separately from patch notes, so stay tuned every Thursday for info about the current week’s twist, big or small!

We’re still on track to hand out the Season 3 rewards next week! While you wait, you can join us tonight on the fan-run THE FINALS Reddit for an exclusive AMA with Rob, Gustav (Creative Director), Matt (Design Director), and Joakim (Lead Environmental Artist) with support from Oscar and Dusty! Go submit your burning questions there now and join us live tonight from 18:00-20:00 CEST!

Content and Bug Fixes

Animation
  • Fixed an issue where the character mesh would glitch when performing a charged attack with the sword
Performance & Stability
  • Fixed issue where players could accidentally create more contestant slots than allowed which could lead to problems with matchmaking
  • Fixed some issues leading to the error messages TFGE0000 and TFGE0008 which could lead to players disconnecting from matches
  • Fixed an issue which prevented players from matchmaking into the practice range
  • Improved client performance on levels with lots of vegetation

When a new update is released for The Finals, our readers will be alerted as soon as possible.

[Source: Steam]

Damien Seeto

Home > News

All Steam Games Must Have a Rating to Be Sold in Germany by November

Starting November 15, 2024, Steam will no longer sell games without an age rating in Germany. Valve made this clear through a recent update, telling developers they need to follow this rule. This means that any game on Steam without an age rating won’t be available to German customers after this date. It’s a major change, but one that matches Germany’s strong rules about what can be sold to people.

In an announcement on Steamworks Documentation, developers are required to fill out Steam’s built-in content questionnaire truthfully. Once completed, the system will automatically generate a rating for Germany. However, Valve has warned that certain content, if disclosed, may still prevent a game from being sold in the country.

Germany is making this decision as part of its effort to ensure all digital content, especially games, is properly rated for the right audience. Developers and publishers with games already on Steam before this rule must now make sure their games meet these new requirements.

Developers have the option to get an official rating from the USK, which is Germany’s age rating system, but they don’t have to. For most games, Valve’s built-in system will do the job. However, Valve made it clear that completing the questionnaire doesn’t guarantee a game’s availability in Germany if it contains prohibited content.

In related news, California has taken a different step in managing digital purchases. A new California law forces digital stores to clearly state that customers are only licensing content, not owning it. This change shows how more and more attention is being given to protecting consumers in the digital world, just like how Germany is focusing on age ratings for games.

As the deadline gets closer, developers will need to act quickly to make sure their games stay available in one of the biggest gaming markets in the world.

More MP1st Reading:

Thanks, SteamDB!

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Taha

Television kills your vision.

Home > News

Bleach Rebirth of Souls Confirmed for Release in 2025, New Trailer Features Ichigo Kurosaki and Ulquiorra Shifar

While Bandai Namco mentioned that Bleach Rebirth of Souls would be releasing “soon,” it seems that isn’t soon enough, as the game is confirmed to be out sometime in 2025.

In addition to the release window confirmation, the publisher also released a new trailer featuring Ichigo Kurosaki and Ulquiorra Shifar. which focuses on “reawakening.”

About Bleach Rebirth of Souls:

The latest console title in the BLEACH series! Experience the thrill of BLEACH’s dramatic battle action for yourself! With each character’s unique “Awakening” moves, the battle is never over until the very end!

Powerful and dramatic action

Create opportunities by making the most of each character’s unique characteristics, then strike a lethal blow to destroy your enemy!

Turn the tides with “Awakening” moves

Use “Awakening” moves (such as Shikai, Bankai, or Resurrección) to reverse the flow of battle!

The story follows the legend of Ichigo Kurosaki

The adventures of a boy forced to become a Soul Reaper, as he grows into a man through the many characters he meets on his journey.

Bleach Rebirth of Souls is slated to be released on PS4. PS5, Xbox Series X|S and on PC via Steam in 2025

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Alex Co

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

Home > Title Updates and Patches

Elden Ring Update 1.21 Released This Oct. 2 for Version 1.5; Official Patch Notes Listed

Developer FromSoftware Inc. has a new patch for Elden Ring out on all platforms today, and there is no downtime associated with it as well, which is quite unusual. Tarnished players will be able to download Elden Ring update 1.21 now, and this is for what the studio calls the version 1.15 patch.

Elden Ring Update 1.21 Patch Notes for October 2:

Bug Fixes 

  • Fixed a bug where the cutscene that plays when entering the Shadow Keep Church District would play again when re-entering the area.
  • Fixed a bug where some of the Golem Fist weapon attacks would not deal damage when the player was affected by certain special effects.
  • Fixed a bug where the Golem Fist weapon one-handed heavy attack power was lower than expected.
  • Fixed a bug that prevented the Aspects of the Crucible: Thorns incantation from being cast when used in quick succession.
  • Fixed a bug where the Smithing Talisman effect did not apply to some weapons’ throwing attacks.
  • Fixed a bug that prevented the use of ashes in some areas of the Scadutree Avatar battle arena.
  • Fixed a bug where Rellana, Twin Moon Knight would sometimes perform unexpected actions when interacting with objects in the battle area.
  • Fixed a bug that allowed Skills to be used in incorrect combinations with Weapons under certain circumstances.
  • Fixed a bug that caused unexpected rendering and behavior of some enemies under certain circumstances.
  • Fixed a bug where some sound effects did not play correctly.
  • Several performance improvements and other bug fixes.
  • Further fixes were added to the game’s end credits.

Possible unstable performance fixes

  • For the PS5 version of the game, unstable framerate may be improved by using the “Rebuild Database” option from the device’s safe mode.
  • In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the “System” > “Graphics ” > “Ray Tracing Quality” from the title screen or in-game menu.
  • In the PC version, the message “Inappropriate activity detected” may appear without cheating.

fix this issue, please verify the integrity of the game’s files before restarting the game.

  • In the PC version, unstable framerate may be caused by third party applications that control mouse behavior.  Deactivating these third party applications may improve performance.

While this title update doesn’t bring any weapon changes, a huge balance patch was pushed out this September, which you can read about here.

More MP1st Reading:

[Source: Bandai Namco]

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Alex Co

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

Home > Title Updates and Patches

Elden Ring New Update 1.016 for v1.15 Stomps Bugs, Adds Performance Improvements

FromSoftware has released Elden Ring new update 1.016 this October 2, and this is a for patch v1.15. Oddly enough, this title update was released without any maintenance downtime. While today’s patch doesn’t include any new content or balance changes, it does slot in a fair number of bug fixes and performance improvements.

Elden Ring New Update 1.016 Patch Notes:

Bug Fixes 

  • Fixed a bug where the cutscene that plays when entering the Shadow Keep Church District would play again when re-entering the area.
  • Fixed a bug where some of the Golem Fist weapon attacks would not deal damage when the player was affected by certain special effects.
  • Fixed a bug where the Golem Fist weapon one-handed heavy attack power was lower than expected.
  • Fixed a bug that prevented the Aspects of the Crucible: Thorns incantation from being cast when used in quick succession.
  • Fixed a bug where the Smithing Talisman effect did not apply to some weapons’ throwing attacks.
  • Fixed a bug that prevented the use of ashes in some areas of the Scadutree Avatar battle arena.
  • Fixed a bug where Rellana, Twin Moon Knight would sometimes perform unexpected actions when interacting with objects in the battle area.
  • Fixed a bug that allowed Skills to be used in incorrect combinations with Weapons under certain circumstances.
  • Fixed a bug that caused unexpected rendering and behavior of some enemies under certain circumstances.
  • Fixed a bug where some sound effects did not play correctly.
  • Several performance improvements and other bug fixes.
  • Further fixes were added to the game’s end credits.

Possible unstable performance fixes

  • For the PS5 version of the game, unstable framerate may be improved by using the “Rebuild Database” option from the device’s safe mode.
  • In some PC versions, Ray Tracing may be unintentionally enabled and cause unstable performance. Please check the Ray Tracing setting in the “System” > “Graphics ” > “Ray Tracing Quality” from the title screen or in-game menu.
  • In the PC version, the message “Inappropriate activity detected” may appear without cheating.

fix this issue, please verify the integrity of the game’s files before restarting the game.

  • In the PC version, unstable framerate may be caused by third party applications that control mouse behavior.  Deactivating these third party applications may improve performance.

In case you haven’t logged into the game since last month, a huge balance patch was pushed out this September, which you can read about here.

More MP1st Reading:

[Source: Bandai Namco]

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Alex Co

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

Home > Title Updates and Patches

Palworld Update 1.000.005 Hatches Out for Fixes

Palworld update 1.000.005 has been released on PS5 this October 2, and this is for the v0.3.9 patch that was released a day ago on Xbox and PC. This is a minor patch that brings frame rate improvements,  alongside another bug fix.

Palworld Update 1.000.005 Patch Notes:

  • Improved server FPS when there are many guilds on dedicated servers
  • Fixed a bug that caused the game to crash during cutscenes in towers

There was also a patch released on PS5 a few days ago, which had the following fixes:

  • Fixed an issue where Pals would sometimes get stuck at the base
  • Fixed an issue where the player character would go under the ground when starting the game
  • Fixed an issue where the game would sometimes disconnect from the server when trying to add a roof or wall to a large building

In other Palworld news, Nintendo is suing Pocketpair for allegedly infringing on multiple patents, and the studio has released a statement about it as well.

[Source: Palworld (Twitter)]

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Alex Co

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

Home > Title Updates and Patches

Throne and Liberty Update 13.700.557 Out This October 1

NCSOFT has just released Throne and Liberty update 13.700.557 on the PS5, which appears to address several crashes that players were previously having.

Throne and Liberty Update 13.700.557 Patch Notes

Though NCSOFt hasn’t released a full list of changes, we do know from their social postings on X, that this update should be centered around fixing several crashes on the PS5. 

The team also noted that they were investigating several issues that arose at launch that may now be fixed in this update. 

They also confirmed that there would be an update that would address issues around item listings and completed sale item distribution from the auction house for today.

We’ll update the notes above should any additional notes be posted. 

Throne and Liberty is now available for everyone, free, as it is a free-to-play title. 

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James Lara

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

Home > News

Dead by Daylight Halloween Event Kicks Off Oct. 17; 2v8 Mode Returns in November

Behaviour Interactive is bringing back the Dead by Daylight Halloween event this October 17, and once again, players can expect Haunted by Daylight to rear its murderous head onto players where there are new cosmetics to earn,

Dead by Daylight – Haunted by Daylight 2024, Castlevania Continues and New Threads:

Get Haunted by Daylight

The Void Realm beckons, and those who dare to set foot within may never be the same again. The Haunted by Daylight Event returns from Oct. 17 to Nov. 7 for its third year at the forefront of Dead by Daylight’s Halloween festivities.

The Void is back for this latest iteration of the event and set to play a bigger role than ever. This year not only are there more available portals into the Void Realm, but once opened they can’t be closed. Void Energy must again be collected in order to open these portals, but when inside, it can also be spent to create brand-new role-specific Void Items to help turn the tides of a Trial. Ratcheting up the event’s intensity, Killer Powers are now available to use within the Void Realm itself for the first time ever

Castlevania, Continued

Hot on the heels of the iconic Castlevania making its way into The Entity’s Realm, Tome 21: DOMINUS looks to double down, delivering more stories, Outfits, and rewards from the undying franchise.

A celebration of all things Castlevania, with a specific focus on some popular Nintendo DS titles, DOMINUS features memories that delve deeper into Trevor Belmont and Dracula’s histories as they both seek to recruit Alucard to their cause. In a Dead by Daylight first, every single Outfit, Charm, Banner and Badge, available to earn in DOMINUS will either be Castlevania themed or inspired by gothic horror, including the Legendary Soma Cruz Outfit for Trevor, and the Visceral Legendary True Form Outfit for Dracula, complete with its own Mori.

Threads of Dread

Dressing up is half the fun of Halloween, and Dead by Daylight is out to make sure players have everything they could want when it comes to finding the perfect in-game costume for their favorite characters.

Beginning Oct. 17 and lasting for the duration of the Haunted by Daylight event, new additions to The Void Collection show the chilling effects of a brush with oblivion. This year players can pick up Outfits for Kate Denson, Adam Francis, and Zarina Kassir, along with the Collection’s first Killer Outfit for The Plague.

In a nod to the lighter side of the season, the Tricks and Treats Collection introduces a group costume for Sable Ward and Mikaela Reid, both available in store. Sable steps into the role of a spellcasting witch, while Mikaela plays the part of her feline familiar. The Collection also includes Outfits for Yun-Jin and The Trickster, earnable via the Event, that sees them attending a Halloween concert. Both sets of Outfits are time limited.

Also returning is the fan-favorite Hallowed Blight Collection, with new looks available Oct. 7. Grotesque, gruesome, and endlessly oozing, new additions to the Collection include Outfits for The Pig, The Good Guy, The Deathslinger, and more.

Finally, the Alien Collection serves up two all-new outfits with the “Juggernaut Xenomorph”, as well as the iconic “Pressure Suit” for Ellen Ripley. Both new outfits will be available on Nov. 7.

2v8 Returns!

Fan favorite mode 2v8 us back for a limited time this November 12 to Nov.16! Planned updates are combined with community feedback to offer players not just a rehash, but something more.”The second iteration of the popular mode goes beyond the addition of new characters and Maps, focusing on upping the fun factor for both Killers and Survivors.”

Controlled Chaos

Despite 2v8 Game Mode debuting only a few short months ago, the development team is already back with a second offering. Quick, iterative design has always been part of the plan for this highly complex and chaotic Mode, and as with most things in Dead by Daylight’s approach, it’s all about staying close to the player.

An Expanding Roster

From the jump, the design team knew that more content was needed to fully flesh out the Mode. While all Survivors are available for use, 2v8’s debut featured a limited roster of Killers and Maps which the team has since expanded on.

Joining The Trapper, The Wraith, The Hillbilly, The Nurse, and The Huntress, Killer players will now also be able to team up with The Blight, The Spirit, and The Deathslinger. Additionally, new Maps for the Realms of Yamaoka Estate and Grave of Glendale have been adapted for 2v8, along with several other new Maps for the Mode’s existing Realms.

Survivor Updates

A huge draw of 2v8 is a player’s ability to team two Killers up for the first time in Dead by Daylight. To balance things out, the design team has bolstered the Survivor experience with the addition of Active Abilities as well as improved Unlock Abilities.

Each Survivor Class (Guide, Medic, Escapist, and Scout) will now have access to two unique abilities. Unlock Abilities have been upgraded to provide a unique Perk connected to each of the Survivor Classes. Each class can unlock their Perk after being sent to a Cage, allowing players to make game-changing plays at pivotal moments.

Active Abilities charge over a period of time and can be triggered to do everything from raising or repairing broken pallets, to giving repair speed-bonuses to teammates, and more. When charged, they can also be triggered to recover from the Dying State and let a Survivor pick themselves up off the ground as many times as needed.

New Killer Classes

Killers will now be able to choose between one of four distinct Classes, each one offering benefits in a different aspect of the hunt. Not only will this help players elevate their preferred playstyle even further, but it also creates a more standardized format, making it easier for designers to add more Killers to the Mode in the future.

The four Killer Classes are:

  • Shadow – Which encourages sneaking up on Survivors, blocking escapes, and working in tandem to create the element of surprise.
  • Brute – All about being a relentless, unstoppable force during chases.
  • Enforcer – Perfect for preying on the weak and finishing the job on injured Survivors.
  • Fearmonger – Focused on movement throughout the Map and staying unseen to aid your partner in the hunt.

Stay tuned for the update set for release within the month! Once it’s live, MP1st will have it up on the site ASAP! Bookmark our Dead by Daylight page to know when it’s live and what the patch notes are.

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Alex Co

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

Home > Title Updates and Patches

Baldur’s Gate 3 Update 1.007.200 Released as a Follow Up Hotfix This October 1

While Larian Studios just released Patch 7 for Baldur’s Gate 3 on consoles and Mac today, the studio has pushed out yet another patch for consoles, which is for a hotfix. Console gamers will see Baldur’s Gate 3 update 1.007.200 live for download now, and this is a follow up patch that should usher in Hotfix 27, which the PC version also got this October 1.

Baldur’s Gate 3 Update 1.007.200 Patch Notes for Oct. 1:

Related Reading:

[Source: Baldur’s Gate 3]

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Alex Co

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

Home > Title Updates and Patches

Overwatch 2 Update 3.85 Released, Includes Bug Fixes, Wipes Replay Codes

Blizzard Entertainment has released Overwatch 2 update 3.85, and this is a minor update released for bug fixes, minor hero adjustments, and affects replays too. Those on current-gen, you will see this as OW2 update 1.000.050, and this is a small download on all platforms.

Overwatch 2 Update 3.85 | OW2 Update 1.000.050 Patch Notes:

Download Size: 420MB (PS5)

BUG FIXES

GENERAL
  • We are providing two tier skips as a bonus this patch because of the issue with challenge progress not being track when queueing for all roles in the Clash game mode.
  • Fixed an issue that was preventing Role Queue Mystery Heroes from counting towards Mystery Heroes lifetime challenges.
  • Fixed an issue that was causing Xbox Game Pass skins to become unequipped and unfavorited after logging off.
  • Fixed an issue that was causing some voice lines to not play in select Invasion Missions.
  • Fixed an issue with the default allied health bar setting on certain heroes.
  • In a previous update, fixed an issue making ledge grab more intuitive.
HEROES

Ashe

  • In a previous update, fixed an unintended delay between Ashe’s scoped and unscoped fire rate.

Reaper

  • Fixed an issue where mythic Reaper emerging out of Shadowstep was not playing custom sound.

Ramattra

  • Fixed an unintended armor interaction between Brig’s Rally and Rammatra’s Nemesis Form.

There will be an upcoming bug fix patch to Overwatch 2 which will wipe existing replay codes on Tuesday, October 1 at 11:00 AM PDT. Please take the time to record your favorite matches before they are gone for good! Thanks, and we’ll see you in game.

Yep, that’s about it for the patch. We can expect a My Hero Academia crossover hitting the game soon, which you can read about here.

[Source: Overwatch, Overwatch Forums]

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Alex Co

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

Home > News

Red Dead Online Update for October 2024 Rides Out for Halloween and More

It’s the start of a new month, and that means Red Dead Online players have a host of new activities to do, new rewards to earn. Not only that, but given it’s October, Rockstar is bringing some Halloween-themed festivities as well. Read on for the complete details on the Red Dead Online update for October 2024,

Red Dead Online Update for October 2024:

Full details from this month’s update include:

  • Three New Bodyguard Telegram Missions Available Now
  • Double RDO$, Gold, and XP on all Telegram Missions, Moonshiner Story Missions and Sales, and All Hallows’ Call to Arms
  • Free black Morales Vest by completing a Moonshiner Sale
  • Free Moonshine Mash Refill and 30 Repeater Express Ammo for Destroying a Revenue Agent Blockade
  • Free orange Porter Jacket for playing any time this month and a free black Folwell Hat for playing during the week of Halloween (October 29-November 4)
  • Weekly Rewards:
    • October 1 – 7: Reach Wave 5 in All Hallows’ Call to Arms to receive the black and white Darned Stockings
    • October 8 – 14: Complete a Moonshiner Sale to receive an Offer for 40% off an Established or Distinguished Moonshiner Role Item
    • October 15 – 21: Win in the Featured Series to receive the red Strickland Boots
    • October 22 – 28: Complete a Moonshiner Sale to receive an Offer for 40% off a Poncho
    • October 29 – November 4: Reach Wave 5 in All Hallows’ Call to Arms to receive the black Concho Pants
  • Double RDO$ and XP on the Featured Series
    • October 1 – 7: Halloween Series 1: Fear of the Dark
    • October 8 – 14: Halloween Series 2: Dead of Night
    • October 15 – 21: Halloween Series 3
    • October 22 – 28: Hardcore Halloween Series 1: Fear of the Dark
    • October 29 – November 4: Hardcore Halloween Series 2: Dead of Night
  • This Month’s Free Community-Inspired Outfit: The Horror Mask, Caugherty Shirt (Male), Lotte Cap Sleeve Blouse (Female), Penstock Pants (Male), and Hitched Skirt (Female)
  • Return of The Halloween Pass 2, offering 15 ranks with limited-time masks, clothing, and accessories through November 4
  • Discounts: 30% off Eyepatches, Pants, and Skirts, Ammo, Repeaters and their Style Customizations, 40% off Norfolk Roadster and Arabian Horses, Madam Nazar Halloween Masks, 50% off Moonshine Shack Upgrades and Bar Décor, and 5 Gold Bars off the Moonshine Shack

Community-Inspired Outfit

Turn heads this Halloween with this haunting outfit skillfully assembled by YouTuber xXx Queen Inferno xXx.

Get these clothing pieces for free from the Wheeler, Rawson and Co. Catalogue, while masks are available from Madam Nazar.

Add a touch of menace to the outfit with the Cartilage Gloves — available to unlock as part of The Halloween Pass 2. The Shaffer ChapsClymene CoatBenbow JacketSquat Stovepipe Top HatFanned Stovepipe Top Hat, and Cossack Hat also return for a limited time through November 4.

Discounts

  • Moonshine Shack – 5 Gold Bars off
  • Moonshine Shack Upgrades and Bar Décor – 50% off
  • Madam Nazar Halloween Masks – 40% off
  • Norfolk Roadster and Arabian Horses – 40% off
  • Repeaters – 30% off
  • Repeater Style Customization – 30% off
  • Ammo – 30% off
  • Eyepatches, Pants, and Skirts – 30% off

Stay tuned for next month’s Red Dead Online monthly reset, by bookmarking this page.

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Alex Co

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

Home > Title Updates and Patches

Baldur’s Gate 3 Update 1.007 Brings Patch 7 to Consoles Along With Hotfixes; Hotfix 27 Out on PC

The big Patch 7 for Baldur’s Gate 3 that was released on PC last month is now live for consoles and Mac! Players will be able to download Baldur’s Gate 3 update 1.007, which not only houses Patch 7, but also Hotfix 26 and Hotfix 27 as well, as Larian has rolled all three two updates into one, and isn’t that efficient?!

For PC gamers, Hotfix 27 is now live for download, and the patch notes for all the hotfixes are available below.

Baldur’s Gate 3 Update 1.007 Patch Notes:

HIGHLIGHTS

  • Introducing ‘Evil Endings’: Brand new cinematic endings for the truly villainous playthroughs.
  • Added our very own Mod Manager, which lets you browse, install, and use mods created by the community.
  • Revamped split screen gameplay: When playing on split screen, the two halves of the screen will now dynamically merge together when player characters come close to each other in-game, and dynamically split back up when the characters move apart. This revamp comes alongside many other improvements and polishes to improve the overall split screen experience.
  • Faith trial at the Gauntlet of Shar by just clicking the final platform and letting your character pathfind their way there. Shar threatened to smite us if we didn’t fix this one.
  • Fixed a bug where resurrecting Lae’zel on the beach in Act I would cause her to appear in the Party Line but not in the world, preventing you from leaving Act I.
  • Patched up some savegames where Gale still had his Necrotic Aura when he shouldn’t on load.
  • Fixed Minthara’s body sometimes turning invisible on the Level Up screen. (We sorta liked the floating-head-and-hands look, but hey.)

Animation

  • Astarion now has idle animations at camp that aren’t just him reading a book.
  • Added a new idle animation for Minsc at camp – Boo may or may not have taught him some tai chi.
  • Karlach will no longer brush the shaved side of her head.
  • Polished the appearance of neck kisses in lovey-dovey scenes with Shadowheart on the Sharran path for characters with large body types and dragonborn characters.

Writing and Flow

  • Dotted some dialogue options and voiced lines into a handful of dialogues across the game, particularly to account for edge-case flows. These changes are described in more detail in the main patch notes below.
  • Added three new Narrator lines for Dark Urge characters to add a bit more reactivity across the game. These additions are described in more detail in the main patch notes below.
  • Resolved an issue that had been rendering some romance party banters inaccessible while adventuring.
  • Fixed a flow issue where Avatar Lae’zel did not have the option to leave and ascend or stay on Faerûn after the Netherbrain is defeated.
  • Added a dialogue option asking for a kiss in more paths of Wyll’s epilogue dialogue.
  • If you’re in holographic form in the epilogue, Wyll won’t automatically assume he’s talking to Lae’zel.
  • A bug that had been preventing Wyll’s romance greeting from triggering has now been fixed, so players in Act III who have a stable, loving, and committed relationship with Wyll will now see his romance greeting triggering correctly.
  • Fixed priorities on Wyll’s greetings so that low approval greetings will now trigger accordingly for players with low approval.
  • Companions should now be more sympathetic to Astarion fleeing from the sun.
  • Added a new dialogue in which Karlach will react to Dammon if she finds him dead after he told her that he can help her.
  • In Act II, Minthara will now react to you having knocked her out in Act I.

Scripting

  • Fixed several issues (related to resurrecting characters via Withers, restructuring the party at night, and automatic camp night scenes) that would trap you in an eternal slumber, unable to end a Long Rest.
  • Fixed a bug causing Shadowheart to keep repeating one line when you talk to her after she’s resurrected by Withers from the Shadowfell.
  • Fixed a small flow issue preventing you from commenting on Gale’s last name.
  • Fixed several occurrences of Wyll still having an exclamation mark above his head when he already told you everything he had to say.
  • When playing as the Dark Urge, Minthara will no longer act as though you accepted Bhaal when you’ve been stripped of his influence.
  • Fixed a broken kissing scene after you gave Shadowheart the Idol of Shar.
  • Fixed an issue where Jaheira would stop following the party after spending a night outside of the party.
  • Fixed the rune tablets on the nautiloid sometimes not triggering the Narrator’s lines.
  • Clerics of Lathander should now recognise his symbol on a Lathanderian amulet.
  • Ensured the avatar is prioritised as the main speaker in dialogues related to the hag’s Act I surrender.
  • Minthara does, in fact, now have something to say about Orin after you kill her.
  • Made the romance scene at night with Wyll in Act III unskippable if it triggers to avoid accidentally skipping it and not being able to finish the romance arc.
  • If Avatar Karlach and Wyll are partners and go to the Hells together, he’ll now act accordingly during the epilogue.
  • Fixed Karlach’s scene in Avernus not playing if you decided to go with her when playing as Wyll.
  • A bug has been fixed so that Wyll will now talk to his father if Ansur is defeated after the pact with Mizora is broken but Ravengard is saved from the Iron Throne despite this, to decide on his title.
  • Lae’zel will now wait a little longer for you at the site of her recruitment if you tell her you’ll be back.
  • Improved Lae’zel’s idle camp behaviours to align a bit better with the other companions’.
  • Fixed the fade-to-black after Karlach’s scene in Avernus at the end of the game, which would give you a very brief glimpse of Game Developer Land.
  • Breaking up with Karlach by speaking with another companion you’re dating the morning after her romance scene won’t block her dialogue anymore.
  • Reinstated Gale’s last line in his detailed explanation of ceremorphosis and tweaked a dialogue option to react to it.
  • Now that you can give Gale magic items from the Traveller’s Chest, he will leave again if you refuse to do so.
  • Patched up some savegames that had a bug that would prevent the dialogue between Gale and Mystra at the end of the game from triggering.
  • Fixed a bug that let you kiss Gale even if he was in a disguised form before confronting the Netherbrain.. Also fixed this dialogue with him cutting off before you could give him a smooch.
  • Reworked the script that determines whether a character is too busy to talk. This will prevent bugs like Minthara’s dialogue not triggering at Moonrise Towers after you rescue her, and knock-on effects as a result of this, like not being able to rest or fast travel.

Performance

  • Continued to make performance and stability optimisations across the game and implemented many under-the-hood code fixes.
  • Optimised performance. This will have a more noticeable impact in areas with large numbers of NPCs (like the Lower City) and will reduce peak memory usage when loading levels for the first time. It will also be noticeable when managing lots of loot (e.g. when transferring everything from a camp chest to a character’s inventory).

Cinematics

  • Reworked and revamped the cutscene that plays when you interact with Ansur’s bones in the Wyrmway.
  • Polished facial expressions and emotions across companion dialogues, including to the facial animations of your character during some kissing cinematics, including with the Vampire Lord Astarion.

CRASHES AND BLOCKERS

  • Fixed a crash when loading the Act I region.
  • Fixed a crash when mousing over characters in combat.
  • Fixed some issues with Long Rest: Loading a save made during a Long Rest could cause a crash and you could sometimes get stuck in a Long Rest forever and ever, amen.
  • Fixed a potential crash when saving at the end of Act II.
  • Fixed a potential crash on load.
  • Fixed a potential crash on Level Up.
  • Fixed a potential crash when approaching the Abandoned Refuge on a fresh save.
  • Fixed a blocker related to Orin’s dagger, which will now respawn near the altar if you hurled her into a chasm and a cultist picked it up before you did. (Because it’s bound to her, it would zip back to her corpse in the chasm, lost forevermore.)
  • Fixed a potential crash when trying to load into the Lower City.
  • Fixed a crash when quickly pressing ‘Connect’ and ‘Create’ in the lobby browser on GOG.
  • Fixed a potential crash when the game runs a check for whether you have the Deluxe Edition DLC.
  • Fixed a potential crash when Player 2 leaves a split screen dialogue.
  • Fixed some camera activation issues on split screen potentially causing a crash when Player 2 rejoins a game mid-cinematic.
  • Fixed a potential crash caused by the Reeling condition getting stacked too high.
  • Fixed a crash when dragging the portrait of a dismissed Minor Illusion summon over another party member’s portrait.
  • Fixed a bug where using the Mould Chamber in Grymforge while in combat would prevent you from moving.
  • Fixed a potential crash in Felogyr’s Fireworks on Avery’s turn in combat.
  • Fixed a potential crash due to the game script requesting combat from a character that isn’t loaded into the region.
  • Fixed a crash that could occur during the cutscene that triggers when you reach the Netherbrain.
  • Fixed a potential crash when switching between keyboard and mouse and controller during a dice roll.
  • Fixed a crash when attempting to reload a savegame or return to the main menu.
  • Fixed a crash when choosing to ‘Take All’ from the Chest of the Mundane.
  • Fixed a crash when the dialogue with Baelen Bonecloak was forcibly cut short while mousing over a dialogue option.
  • Fixed an edge-case blocker preventing you from Long Resting.
  • Added a savegame error to prevent a potential crash.
  • Fixed a bug where you could get locked in combat if your character was Downed but not dead when Isobel was killed.
  • Fixed a bug where you could get locked in combat with Cazador if Astarion was alive and incapacitated in his ritual position, one of the other spawn was dead, and the rest of the party was defeated by Cazador. Now combat ends correctly with a Game Over screen.
  • Fixed a potential crash when leaving the Iron Throne combat.
  • Fixed a bug where you could get stuck under the elevator in the Colony, blocking progress.
  • Fixed a crash that could occur when using fast travel in Rivington and Wyrm’s Crossing.
  • Fixed a crash that could occur when fighting mimics.
  • Fixed a crash when dropping certain objects.

COMBAT AND BALANCE

Across Acts

  • Fixed a potential soft-lock where if you have multiple summons that are Surprised and you switch to a character whose turn it is on controller, the combat would get stuck passing turns between the summons.
  • Fixed Form of Dread triggering a Saving Throw for Frightened if the character was already Frightened.
  • Upcasts of Witch Bolt can no longer be used with Metamagic: Twinned Spell.
  • Fixed a bug with the Goaded condition where if a summoned companion applied Goaded to an enemy, that enemy would attack the owner of the summon instead of the summon itself.
  • Fixed some goblins missing the Fury of the Small passive in Tactician Mode.
  • Dampen Elements will no longer require a Channel Divinity point.
  • Improved monks’ Deflect Missiles by helping the projectiles avoid obstacles on their way back to the target.
  • Monks’ Clench of the North Wind spell now targets up to 2 characters at Level 9. They just have to clench a little harder.
  • Enemy NPCs can no longer use Dash again while the effect of a first Dash is active.
  • The Saving Throw for the Dire Raven Companion’s Bad Omen action is now a Wisdom Saving Throw and scales with the raven’s level.
  • Fungal Infestation can now be used as a Reaction when killing a target.
  • The Spectator’s Charm condition should now be broken through damage or by killing the Spectator.
  • The druidic spells that Halsin gains for free can now be upcasted.
  • Fixed Cloudkill not affecting characters at the edge of its range.
  • Fixed Infernal Spears joining combat when dropped.
  • Patched up some savegames that were stuck in combat where the game’s script was not intentionally pausing them.
  • Reduced the duration of the Shar’s Darkness spell and the frequency with which NPCs choose to cast it.
  • Swapping weapons between characters in combat now properly consumes an Action for both.
  • Fixed the Meenlock Fear condition triggering a Constitution Saving Throw instead of a Wisdom Saving Throw.
  • Fixed Auntie Ethel’s Weird Magic Surge not triggering with Counterspell.
  • Combat will now end correctly if you find that you’re still in combat after speaking to the Emperor in the Astral Plane.

Act I

  • Fixed Nere’s Coerced condition sometimes getting removed from characters despite them being temporarily allied to him due to his Wicked Coercion.
  • Priestess Gut will no longer hit herself with her own conditions. Silly gob-gob.
  • Fixed Mayrina and Auntie Ethel disguised as Mayrina having different HP values in Tactician Mode.

Act II

  • Fixed a bug where the combat at the Last Light lakeside would end and no further waves would spawn.
  • Made the combat at the Last Light lakeside trigger more consistently even if you’re standing in odd positions.
  • Balthazar should no longer occasionally stand idle, causing combat to halt within the Colony.
  • Balthazar’s reanimated skeletons in the Shadowfell now have Shove only in Tactician Mode.
  • Increased the HP that the Undead Nurses resurrect at from 25% to 45% during the combat with Malus Thorm in Tactician and Honour Mode.
  • We’ve suggested to Yurgir that when he’s invisible he should take advantage of it and actually try to move around a little so that he’s harder to find.
  • Improved the Thisobald Thorm combat in Honour Mode:
    • Fixed his Legendary Action explosion hitting itself.
    • Increased the damage and radius of his Legendary Action explosion.
    • His Legendary Action explosion now applies a debuff based on the explosion type.
    • Increased the damage of the buff given to his blighted allies.
    • Blacked Out no longer applies Vulnerability to all damage in Honour Mode.
  • Improved the Shadowed Spirit of the Land combat:
    • His Shadow Friends will no longer disappear during combat as long as they’re still controlled.
    • His Shadow Friends will now disappear after his dome is destroyed.
    • Improved the visuals for when his Shadow Friends disappear.

Act III

  • Cazador can now use his Legendary Action in his Mist Form.
  • Ptaris now has Alert and Legendary Resistance in Tactician Mode.
  • Rolan will now become more powerful after taking over Ramazith’s Tower.
  • Gortash’s Avatar of Tyranny form is no longer dependent on whether it’s his turn or not.
  • Fixed multiple issues related to Gortash’s turrets:
    • Fixed Micromodron Force Curtain and Deranged Force Curtain becoming active even if they weren’t in combat near Gortash and even though they can only target Gortash.
    • Fixed the Grenade Impellers and Incineration Casters becoming active as soon as Gortash entered combat and leaving combat as soon as Gortash left, even if they were in a different area (Gortash in the Audience Hall, turrets in his office). They no longer depend on Gortash and become active or inactive when a combat nearby starts or ends.
    • Fixed Micromodron Force Curtain and Deranged Force Curtain sometimes having two contradictory conditions (Active and Malfunctioning at the same time).
    • Fixed a bug causing the Incineration Casters to be affected by the First Strikes combat penalty (causing them to skip their first turn) the first time they enter combat.
    • Fixed two Incinerator Casters in Gortash’s office not working correctly.
    • Fixed the warning zone VFX of the Incinerator Casters not working properly and therefore not accurately representing the area of danger.
    • Fixed an issue with the Incinerator Casters’ warning zone VFX, causing the warning zone to be inaccurate.
  • Made sure Ritual Drain is applied correctly on Asta, Yousen, and Violet in the combat with Cazador.
  • After ascending, Cazador will no longer receive healing from Vampire Regeneration.
  • Fixed a bug in Cazador’s fight where it was possible to get more than 1 extra Bonus Action per turn for the same character by stepping on and off the pentagram in front of Astarion several times per turn.
  • Improved the combat with Viconia: In line with its description, Viconia’s Divine Intervention won’t target followers of Shar anymore, even if they are enemies; and the illusory Mapped Terror forms will not change the character portraits.
  • Lady Jannath and Oskar will no longer get Opportunity Attacks against the poltergeists in Jannath’s Estate.
  • The Moonlight Slivers’ Banishing Smite will now stop myrmidons from empowering Lorroakan if the myrmidons are successfully Banished.
  • Enemies in High Hall should now leave combat when Knocked Out.
  • The second wave of Intellect Devourers at the Morphic Pool should now consistently join combat.
  • Fixed Gortash’s Legendary Action not working when Blinded.
  • To improve her chances of survival, Hope now has a new passive called Last Hope that grants her Death Ward for free when she enters combat.
  • During combat, Raphael will no longer care about walking on Fire or Hellfire surfaces.
  • Improved the fight against Lorroakan: Elemental Retort now costs a Reaction to cast; targets will now roll a Dexterity Saving Throw against Elemental Retort; and myrmidons now also buff Lorroakan with additional Reactions.
  • Tweaked several settings for the windows in Jannath’s Estate to fix where combat can trigger.
  • Fixed the Chult Alioramus not attacking you if you were wearing damage-reducing armour.
  • Improved the Restore Soul spell so it’s easier to reclaim a soul from Raphael. Also updated its visuals.
  • Viconia now only receives Mortal Reminder as an additional passive in Tactician Mode.
  • Added some lightning clouds to the final battle in the Wyrmway.
  • In the fight against Dribbles at the circus, ranged attacks will now also crit against creatures with the Menaced condition.
  • Fixed Krank not flying back up to higher floors in Ramazith’s Tower.
  • Ramazith’s defences now include the internal turrets again. Also fixed the turrets’ script so that they end their turn when they won’t shoot, and don’t shoot when it’s not their turn.
  • Fixed some technical names showing up for each of Ansur’s limbs. Naming them all ‘Ansur’ was the ansur.
  • Fixed Ansur’s friendly Lightning Strike units sometimes attempting to attack the lightning strikes.
  • Mystic Carrion’s Legendary Action now triggers on hit, not when an Undead ally dies. His Legendary Action conditions are now curses, and his Legendary Action condition buff now heals Undead when it ticks out instead of when applied.
  • Raphael can no longer steal souls from creatures that narratively don’t have souls, such as Undead and Constructs.
  • Viconia can now target Shadowheart with her trademark spells even if Shadowheart is Wild-Shaped.
  • The enemy wolf summon in the combat near the sandy dock west of the South Span Checkpoint can no longer use Help and its summoner now has Hunter’s Mark.
  • Cazador’s bats and werewolves are now immune to Ghastly Fumes, which his ghast-like Fallen Gur Hunters spawn each turn.
  • Fixed a bug where, if Cazador is already dead and his spawn can fight back, killing a spawn during combat could restart the combat.
  • Casting Dominate Person on Dolor before combat will no longer lead to all companions becoming enemies of the caster.
  • Kled doesn’t have Dror Ragzlin’s Legendary Actions anymore. Dror’s not one for sharing.
  • Raphael’s Infernal Salve spell will now only work on his allies who are also Fiends.
  • The Wayward Undead condition will now get removed when combat ends, and the Undead entity will get destroyed when the condition is removed. The condition also now has an icon.

GAMEPLAY

Across Acts

  • Improved AI pathfinding around dangerous areas both in and out of combat.
  • Fixed a bug where combining Wild Shape with the Seeming spell could let characters get reduced to 0 HP but remain alive.
  • Fixed a rare issue where druids could not revert their Wild Shape when playing on a save with mods.
  • Enemies will now properly drop loot when dying from having one of their ability scores reduced to 0.
  • Fixed how the Chest of the Mundane handles item stacks higher than its maximum. (It should no longer gobble up your enormous coin stack and spit back a measly 21 cups in return.)
  • Fixed a bug that prevented monks’ Shadow Step from giving Advantage for rogues’ Sneak Attack.
  • Fixed an issue causing Tempest Domain clerics’ Channel Divinity to not deal maximum damage for some spells like Shocking Grasp.
  • You can no longer open locked containers through trade as if they weren’t locked.
  • Fixed a bug preventing you from looting mounds you dig up if you started a dialogue during the digging animation.
  • Fixed some flickering shader artefacts that were appearing on, for example, Karlach’s tent and Justiciar Crusaders in Umbral Form.
  • Fixed some minor visual glitching between surfaces.
  • Fixed items sometimes flickering when you approached them with the camera.
  • Fixed the combat cursor on controller reappearing too soon after you cast a combat spell.
  • Fixed surface lights only being created on split screen when Player 1’s camera is nearby.
  • Fixed dialogues sometimes not starting with characters who were pickpocketed.
  • Fixed blocked or barricaded doors sometimes resulting in incorrect pathfinding.
  • Fixed summons like cats not being able to squeeze through crevices and holes.
  • Fixed druids being unable to unequip weapons after Long Resting while Wild-Shaped as myrmidons.
  • Fixed a case where you could end up soft-locked after a Long Rest if a custom character spent the night outside the camp when they had a camp scene queued up.
  • Dismissing a companion with Scratch’s ball will no longer transfer the ball to Scratch after a Long Rest.
  • Fixed a rare case where custom characters no longer followed the controlled player.
  • Improved an edge-case quirk of AI spellcasting by ensuring that it has a source and target position before committing to a projectile-based attack.
  • Prevented summons and followers like Glut from being able to consume Noblestalk. Yes, your Mage Hand probably ate it. No, we don’t know where its mouth is.
  • Dismissing hirelings or avatars via dialogue now functions the same way as dismissing companions.
  • When Withers resurrects an avatar, the Dream Guardian will no longer immediately prompt another nearby avatar to loot them for a tadpole. Similarly, dead, dismissed avatars will no longer trigger this same prompt. Some decorum, please.
  • When multiple characters in the party discover a trap or hidden item, only one will comment on it. We figured you don’t need four people telling you to watch out for the same trap at the same time.
  • Fixed an issue that allowed multiple party members to learn how to summon Shovel. Just the one Basket is enough, thanks.
  • Made NPCs’ overhead dialogues for certain crimes more fitting for the crime.
  • NPCs will now react as though a crime was committed when they succeed on Saving Throws against hostile spells.
  • Fade-ins and -outs now only occur after a crime combat when there is someone around to take you to prison.
  • If you fail to lockpick a booby-trapped item, the trap will now trigger. If you succeed, the trap will not trigger and the trap will remain armed.
  • Dismissing the leader of a party follower will now reassign that follower to an active avatar.
  • You can now swap out party members by speaking to the companion you want to replace even if the one you want to replace them with is Wild-Shaped. What your companion will think of you replacing them with a sheep is another story.
  • Lathander’s Light will no longer be able to save companions that the Dark Urge was driven to kill.
  • Summons will now disappear alongside their owners when you dismiss the latter to camp.
  • Fixed multiple spots where Perception checks were being made through solid objects.
  • The ‘All Knowledge Is Worth Having’ background goal will now only trigger after you read the last page of the Necromancy of Thay (instead of when you succeed the initial ability checks).
  • Fungal Infestation can now be used without a corpse in areas with Rejuvenating Miasma.
  • All myrmidons except Earth Myrmidons are now ethereal and cannot be thrown.
  • Fixed some identical, stackable items not stacking.
  • Fixed surfaces not being created if you press F5 in the same frame that they’re created.
  • Fixed a bug in multiplayer where using Withers to resurrect an avatar belonging to Player 2 could lead to the avatar being unable to rest or fast travel if, before the resurrection, the avatar was in a prison cell after being arrested.
  • The illithid power Mind Sanctuary now consumes resources when consuming potions. Additionally, potions can be used within the Mind Sanctuary nexus if there is only one Action available.
  • Fixed the Gibus of the Worshipful Servant not generating Momentum at the start of combat.
  • Fixed a bug causing Dark Urge characters to get renamed after using the Magic Mirror.
  • Elminster should no longer react to crimes that don’t affect him. (We distracted him with some Stilton.)
  • Fixed the position of pings for corpses.
  • Fixed loading a savegame made during trade possibly not restoring the trade correctly and crashing.
  • Fixed splitting not working in trade when moving items from your companions’ inventories.
  • Fixed the context menu not showing trade actions on items that are in a companion’s inventory.
  • Fixed cinematics looking broken on split screen if Player 2 disconnects from local co-op via the menu.
  • Fixed ribcages stacking onto each other, causing items stored in them to be lost.
  • Fixed an issue on multiplayer where Gale would briefly appear to be in his undies for the client if the host has the Donate UI open and Gale is wearing magical robes that he can consume.
  • When you unlock a trapped item using its key, the trap will now be disarmed.
  • Fixed a bug that would let you waltz your way through destructible walls without actually destroying them. (You could attempt to attack the wall and your character would pathfind right through it in search of a comfortable spot from which to take a swing.)
  • Bald characters with the Wet condition will no longer have darker scalps.
  • You can no longer loot the underwear of non-recruited companions when you knock them out.
  • Fixed a username mixup on multiplayer where if a player was hosting a game via GOG and another player joined as a client via Steam, the latter’s Larian Account username would appear where the host’s username should.
  • Fixed a split screen issue where Invisible characters would sometimes not render at all for a second player joining the game. We need them to be invisible, but not that invisible.
  • Some Legendary Actions and other Reactions can now trigger from further away.
  • Fixed a bug on controller where pressing the right stick to turn tooltips off would cause the A button (‘More Details’) to become unresponsive.
  • Fixed a multiplayer bug causing characters to get stuck in dialogue if you swapped characters while in dialogue during an active roll.
  • Fixed a bug where acquiring the Devil’s Sight passive while standing in a cloud of Darkness didn’t work until you moved out of the cloud.
  • Fixed a small delay when playing spell animations.

Act I

  • Fixed the owlbear cub sometimes disappearing from camp when killing goblins in the Goblin Camp.
  • When playing as the Dark Urge, if you invite her, Alfira will now actually join your party as a controllable character if there’s room for her in your party setup. Temporarily, of course.
  • Alfira no longer has a tadpole, can now be levelled up, and will no longer be able to use the Magic Mirror.
  • Attacking the Zhent inside the Zhentarim Hideout will now more consistently drag your entire party into the fight.
  • Shoving someone down the pit to the Underdark in the Whispering Depths will award XP more often.
  • Soldiers will now be Inspired if you defeat the goblins attacking the Emerald Grove if there are no losses on the tieflings’ side.
  • Fixed the crucible at the Adamantine Forge becoming uninteractable after Grym dies.
  • The ‘Acolytes of the Demonweb Pits’ background goal will now trigger if the spiders become Lolth’s followers by succeeding any dialogue ability check, not just the Persuasion check.
  • Throwing a fish at Tuffet, the sleepy bear at the Emerald Grove, will now properly remove it from your inventory.
  • Fixed a bug where the Emerald Grove gate wouldn’t open after the goblin raid.
  • Fixed a split screen issue related to the Unstable Statue in the Shattered Sanctum causing player characters to disappear.

Act II

  • The Dark Urge should now be Inspired by killing Nightsong.
  • Fixed a bug where your party members would very quickly change out of their armour and into their cosy camp clothes when you talked to them after having left the Astral Plane. We don’t really blame them for being so desperate to hit the hay.
  • Minthara now properly leaves the party when you tell her to go to Baldur’s Gate alone.

Act III

  • Fixed a bug causing Omeluum to be unresponsive in the Iron Throne.
  • Fixed the Wyrmway door not opening for characters behind it.
  • Fixed a fading issue causing some background NPCs in the Lower City to have duplicates.
  • Fixed an issue where resurrecting a mind-controlled Nightsong would cause enemies to become allied to you.
  • During the final battle, backup companions being called upon with ally abilities will now appear with some clothes on for the occasion.
  • Gale no longer has access to Netherese Orb Blast in the Netherbrain’s Psyche.
  • Hanged bodies in the Lower City (including Florrick) are less likely to fall down when you meddle with them. Only movement, a change in their type of death (like getting pulverised), or additional physical harm can take them off the gallows.
  • Fixed the camera not following you when you get teleported to the Sorcerous Sundries entrance after interacting with the wrong portal.
  • The smugglers’ tunnels underneath the Open Hand Temple are now accessible from the cave-in entrance if you already came through them and cleared the cave-in from the inside.
  • You can no longer use the Active Search feature to bypass the booby-trapped display case in Ramazith’s Tower and pick up the key inside it. Smarty-pantses.
  • A rat at Basilisk Gate will now come back after a Long Rest if you attacked it.
  • Improved Lumbar support: Lumbar will now stand still after you paid him to hit him.
  • Gortash’s grenades should explode after being picked up now.
  • Fixed a bug where interacting with the crate full of explosive toys in Rivington could cause you to get stuck in an endless loop of crime dialogues (being interrogated and sent to prison) and/or in combat with temporarily hostile NPCs.
  • Crimson Mischief and Murderous Cut’s Prey upon the Weak passive now works properly against enemies with 50% HP or below.
  • Fixed several issues with the portrait that Oskar gives you. Principally, the image on the portrait will now be that of the active character claiming the reward, regardless of their position on the Party Line.
  • Fixed a bug where dropping or selling certain items looted from the Lower City graveyard could cause NPCs to react as though you’d committed the crime of moving a corpse.
  • Fixed the interaction between the Spell Savant Amulet with the Smite spells, Divine Smite, and Create Sorcery Points that caused the spell to always add one Sorcery Point when reequipping the amulet.
  • Fixed Protection from Evil and Good not protecting from Incubus Charm.
  • If you decide to turn Sorcerous Sundries into a battlefield, clients will now properly run away from the shop forever if there are no guards left to defend it.
  • Fixed projection clerks in Sorcerous Sundries not disappearing in some rare cases if all combatants were killed, causing looping warning dialogues.
  • Fixed Cordrane the Recent being able to raise a zombie in Sorcerous Sundries when he shouldn’t be able to, like when he’s dead or Silenced.

FLOW AND SCRIPTING

Across Acts

  • Improved the soundscape of crowded areas by reducing the number of background characters talking at one time.
  • Fixed a bug where the entire party would stop following you, even if everyone was grouped in the Party Line.
  • If you’re prevented from going to camp, you’ll no longer potentially be teleported outside of the current region when trying to flee combat.
  • Interrupting Withers after asking him to resurrect someone by immediately talking to him again when the dialogue ends will now still resurrect the target instead of cancelling the request.
  • Fixed a bug where player characters would fall into a chasm and become invisible.
  • Fixed a bug where killing someone while they were walking to camp would stop camp night scenes from triggering.
  • Fixed some edge-cases in which players could end up soft-locked in a camp night scene because a companion triggered the wrong dialogue. Now the game will select the right scenes for that night after the others finish.
  • Attacking your companions as the Dark Urge after murdering one of them will now correctly lead to combat.
  • Fixed the background goal ‘Blueblood Solidarity’ not completing after you talk to Wyll about him being the son of Duke Ravengard.
  • Characters who lost the Necromancy of Thay after unlocking its secrets will see this book returned to their inventories.
  • Minthara will no longer repeat herself when you try to recruit her with a full party.
  • Fixed Florrick not joining combat in Acts I and II.
  • Fixed your character speaking instead of Shadowheart when you sit beside her at camp in multiplayer.
  • Shadowheart is now more engaged with the flora and fauna at camp.
  • Fixed hirelings sometimes not having dialogue options.
  • Lae’zel will no longer tell you not to give the egg to Lady Esther if the latter is already dead.
  • Made characters’ overhead dialogues for crimes triggered by the Banishment spell more contextually appropriate.
  • Minthara now ceases to be a True Soul of the Absolute when she is recruited.
  • Origin characters will no longer comment aggressively about Minthara’s death.
  • Fixed Lae’zel’s main dialogue sometimes not ending correctly when you select the ‘Leave.’ option.
  • Fixed an issue where the party with the goblins at camp in Act I could trigger even after Minthara had moved on to Moonrise Towers in Act II.
  • A camp night scene with Shadowheart will no longer trigger if she’s not in the party and, uh, also dead.
  • Fixed Gale’s ‘splosion sometimes not showing correctly, meaning you’d get a Game Over without knowing why.
  • Made further fixes to Us being in the party when it shouldn’t be.
  • Fixed your player character introducing themselves with the wrong name when talking to Mizora.
  • Fixed certain camp night scenes not playing when you go to bed while Polymorphed (e.g. in Gaseous Form).

Tutorial and Act I

  • Fixed Avatar Lae’zel behaving like a companion at the end of the tutorial and telling you (or telling herself) to hurry.
  • Fixed a bug preventing you from throwing or dropping the corpses of devils taken from the nautiloid.
  • Lae’zel will no longer keep buffs like Bardic Inspiration and Longstrider after the tutorial.
  • The hag will no longer react to spells cast while she’s negotiating for her life with the Legendary Action she usually uses in response to spells in that combat.
  • Kagha will now be imbibing if she’s at the tiefling party.
  • Mol will no longer repeatedly address you in the same way when you trespass in the tieflings’ hideout. All the thieving little tieflings will now also leave the hideout when you anger them.
  • You’ll longer get stuck in an infinite trespassing loop with Mol after she asks you to leave calmly.
  • You’re now able to leave the tiefling hideout after Mol asks you why you’re still around and Mol will run off when she warns you that you asked for whatever comes next.
  • Fixed a bug preventing you from interacting with Alfira after you agreed to let her stay in your party.
  • Shadowheart should now address you before running off if she dies before you go to the Emerald Grove and is then revived.
  • Fixed a bug where Astarion wouldn’t comment on being killed by the lance at Rosymorn Monastery after being resurrected if the resurrection happened outside of camp.
  • Fixed a bug where picking up an Exsanguinated Boar and then looting it from within your inventory would soft-block the game. Only looting Exsanguinated Boars that aren’t already in your inventory will trigger an investigation dialogue.
  • Fixed an issue preventing you from talking to Nere before completing the quest to save him if his dialogue got interrupted after you sided with him against the duergar.
  • Minthara will no longer ask you to eliminate non-existent tieflings in the Emerald Grove.
  • Fixed a bug preventing you from interacting with Alfira after you invite her to join you at camp as the Dark Urge.
  • Fixed Oskar Fevras acting like you’d never met if you talked to him after all his captors were killed after a previous dialogue with him had been interrupted while he was thanking you for purchasing his freedom, and if you talked to him after a previous dialogue with him had been interrupted by another player committing a crime.
  • Zarys should now set off the explosives in the Zhentarim Hideout if you don’t successfully negotiate with her.
  • Fixed Abdirak’s self-flagellation idle animation.
  • Fixed visual issues with trying to save Alfira from being murdered if she’s already at camp.
  • Halsin’s dead body will no longer join your camp in Act I after the camp celebration.
  • Fixed a non-sequitur in Gribbo’s dialogue at the Goblin Camp.
  • Fixed a visual artefact on the fiery bridge at Grymforge. Also fixed creatures and objects immune to fire catching fire there.
  • In the dialogue with the Ornate Mirror in the Apothecary’s Cellar, fixed a re-rolling History check (regardless of success or failure) and fixed one of Avatar Lae’zel’s lines never appearing.
  • Ward Magmar and Ward Pistle, the duergar at Grymforge, will now make a snide remark if you’re playing a small race.
  • The gith in Créche Y’llek no longer attack you for simply getting too close to the door in the Inquisitor’s Chamber. Now you actually have to leave for them to get angry.
  • Shadowheart and Lae’zel will now have new equipment if it was taken during the nautiloid escape and they have travelled sufficiently far to realistically acquire it before getting recruited.
  • The UI should no longer spoil the effects of Auntie Ethel’s ingredients.
  • Fixed a bug where agreeing to spend a night with Astarion in a conversation with him during the camp celebration and then deciding to sleep alone instead could still result in a romance scene with him.
  • Fixed some cases where Grym wouldn’t appear because the cinematic didn’t work.
  • Benryn will no longer follow you to camp or leave with you through a waypoint while you’re in the process of escorting him out of the burning building at Waukeen’s Rest.
  • You’ll now acknowledge that you know who Minthara is when talking to Sazza if you’ve spoken to Minthara before.
  • Made sure your Wild Shape is dropped during the scene with Kagha, her snake, and Arabella.
  • Zevlor’s victory dialogue after defeating the goblins at the raid will no longer trigger if you’re Invisible.
  • Fixed Scratch getting stuck in older savegames if you celebrated at camp with the goblins.
  • Fixed Korrilla being killable in the goblin camp prison after she kills Priestess Gut. This was causing her to spawn as a corpse later on in Act III.

Act II

  • If Isobel’s room is Silenced while she’s giving you your first explanation of the state of affairs in the Shadow-Cursed Lands, which prevented Marcus from attacking her, he will no longer return to finish the job while you’re in the Shadowfell. The dialogue will also no longer suggest that he’s about to appear.
  • Karlach will now tell you her backstory if you reach the point of no return in the Shadow-Cursed Lands even if you didn’t confront the paladins of Tyr.
  • Fixed a bug where the imprisoned tieflings in Moonrise Towers would be saved and brought to Moonrise if you left the area while they were being rescued.
  • Fixed a bug where Shadowheart did not receive the Spear of the Night when talking to Nightsong alone as a companion.
  • Dark Urge characters will no longer get stuck ruminating on their past in front of Ketheric if they’re disguised.
  • Knocked Out Minthara will now always flee to Moonrise Towers.
  • The Ketheric transformation cinematic in the Colony will now play even if no available player characters are in combat with him.
  • Fixed a potential Initiative spam involving the skeletal involucres when player characters are invisible.
  • Ketheric will no longer be fooled by distractions in the Colony.
  • Fixed an issue that was causing Shadowheart to keep asking to retrieve the Spear of the Night at the entrance to the Shadowfell even when the Spear of the Night had already been acquired.
  • The duergar at the lift in Grymforge will no longer warn you about the shadow curse and needing a Moonlantern if you’ve already used the lift to go from the Shadow-Cursed Lands back down to Grymforge.
  • The goblins will now leave the Goblin Camp once Minthara has arrived at Moonrise Towers.
  • Wulbren will now free the tieflings even if you’re far away.
  • Fixed Shadowheart getting a Narrator line not appropriate to her background when leaving the Shadow-Cursed Lands.
  • If you fail to save the prisoners from Moonrise Towers and then gain audience with the Absolute, the prisoners will no longer be zombified and then killed and thrown into the Oubliette. They should now just be present in the Colony’s Necrotic Laboratory.
  • Fixed a secret button in the Tollhouse that was visible but uninteractable if you failed its Perception check. It no longer has a Perception check.
  • Fixed the flow for Zevlor after saving him in the Colony. Combat interruptions will no longer prevent him from wanting to know about the other tieflings.
  • Fixed an issue that forced you into picking a fight with Balthazar when you returned his mother dearest to him.
  • Fixed an issue where attacking Jaheira at the entrance to Last Light would repeatedly trigger the same dialogue.
  • Mizora will now call out in frustration while she’s in her pod in the Mind Flayer Colony if she hasn’t been spoken to yet.
  • When the party is full, sending Jaheira to camp after the victory at Moonrise Towers will now actually send her to camp.
  • Fixed Jaheira repeating some lines after the victory at Moonrise Towers.
  • Improved the transition between Isobel’s death and the start of the following cinematic at Last Light.
  • Some repeating overhead dialogues in the Colony will no longer appear in the combat log to reduce log and audio spam.
  • The Warden of Moonrise Towers now confiscates Minthara’s Xyanyde mace and keeps it as evidence.
  • Fixed the ghouls at Moonrise Towers bumping into a tower and sliding off instead of flying into it before they disappeared.
  • Nightsong can no longer be Immune to being Soul Caged when she gets sent down into the Mind Flayer Colony.
  • Fixed a bug where leaving the Shadowfell could resurrect an unrecruited Shadowheart and have her turn up at your camp anyway. She just liked the cut of your jib.
  • Fixed a bug sometimes preventing you from resting or fast travelling after escaping from the Last Light prison.
  • Minthara no longer lingers as a follower if she dies while trying to escape Moonrise Towers with you.
  • Companions will once more comment on witnessing the Apostle of Myrkul.
  • Fixed a bug related to breaking Wulbren et al. out of Moonrise Towers, where jumping back into the Oubliette would cause the prisoners to appear dead even if you saved them. Also fixed the journal indicating that Wulbren was both saved and killed.
  • Ensured the avatar is prioritised for cinematics in relation to Ketheric’s final death.
  • Patched up savegames after Patch 6 where Ketheric’s Netherstone disappeared after being stored in a ribcage.

Act III and Epilogue

  • If you knock out Raphael with your final blow during his boss fight at the House of Hope, he will no longer stand back up again during the cinematic that follows, which would block quest progression.
  • Fixed an issue preventing you from transforming with the Supreme Tadpole if you refused it the first time.
  • Fixed some issues with the overhead dialogues between Scribe Goosequill, Baz Hopbank, and Fist Gummidge.
  • Karlach’s death scene no longer ends abruptly when a non-gith player chooses to leave with Lae’zel.
  • Fixed a bug where, if you promised Cazador to bring Astarion to him and Astarion was in your party, you could go to Astarion at camp and tell him to replace himself in your party.
  • Fixed some rare broken scripted character behaviours near the end of the game.
  • Zanner Toobin will now trigger the self-destruct sequence correctly instead of suddenly forgetting he was supposed to be in a panic because of the Steel Watcher Titan.
  • Fixed some repeated dialogue options when discussing Sorcerous Sundries with Gale.
  • Elminster will no longer tell Gale to speak to Mystra in the Stormshore Tabernacle if you have already done so.
  • Fixed an issue that caused Viconia to play the wrong dialogue when defeated.
  • Told Devella to be more patient and wait until the end of the dialogue before she moves on to Basilisk Gate after being saved from Dolor.
  • You can no longer ask Silfy in Wyrm’s Crossing about Mol’s location after already having visited Mol.
  • When rescuing Minsc at the end of Jaheira’s questline, the game will now default to selecting the character of whichever player is in control of Jaheira for the conversation, rather than whoever is nearest. This way, Jaheira will have a much higher chance of not only being included, but also interacting with the correct player.
  • Fixed some duplicated books appearing in NPCs’ inventories in the Lower City.
  • Fixed an infinitely looping dialogue in Sorcerous Sundries.
  • The entire basement of the Baldur’s Mouth is now correctly considered a dangerous area.
  • Jogged Nine-Fingers’ foggy memory – she will now recognise you when you bring Jaheira to her after she asked you to.
  • Removed a second letter from Tara’s nest.
  • Avatar Astarion will now correctly roll a passive Perception check to recognise the scar on Sebastian’s face.
  • Shadowheart no longer sometimes still thinks that Viconia is alive after having killed her. Poor thing.
  • Sweet Stone Features, the condition granted by the Boney and Stoney statue, is now applied to the owner even if they are not part of the party and are waiting at camp.
  • The Sweet Stone Features condition no longer gets cleared by the Bless condition. These conditions still do not stack.
  • Karlach now will correctly react to Wyll becoming the Blade of Frontiers.
  • Knocking out Minsc a second time after failing to save him will no longer kill him.
  • Wulbren will no longer comment on Toobin’s daughter being dead if Toobin is not present.
  • Civilians talking to Carrion’s zombies will now leave if said zombies either die or leave to Philgrave’s Mansion.
  • You can now return Mol’s eyepatch to her when you find her in the Guildhall.
  • Gave Sticky Dondo more lines to yell to sell his wares in the Guildhall.
  • When Minsc meets Nine-Fingers after the Zhent coup, the skill checks will now affect Minsc instead of Nine-Fingers to match the narrative.
  • Fixed player characters and the Narrator talking over each other when interacting with Minsc’s relics in his hidden chamber.
  • You can no longer open the barricaded doors at the Crimson Draughts apothecary from the inside. We forgot barricades are supposed to work both ways.
  • Wulbren and Barcus will no longer clip into each other after the Steel Watch Foundry is destroyed.
  • Failing to disarm the pedestal trap in the Archive in the House of Hope should now trigger the alarm.
  • Yoinked Sceleritas Fel’s hat back from Helsik’s desk.
  • If you choose to sacrifice Jaheira and Minsc to the Murder Tribunal, they will now die if they are defeated non-lethally.
  • If you attack Sarevok on his way to the initiation ritual, the Echoes will no longer join him in combat if the door is still locked.
  • Valeria’s dialogue will play properly again if you kill Sarevok after beginning the initiation ritual.
  • The members of the Murder Tribunal will now always become permanently hostile if you offend them.
  • The Murder Tribunal will stop being a danger zone if you defeat everyone there.
  • Jaheira will no longer discuss having met and talked to Gortash in Wyrm’s Rock even if you killed him before talking to him.
  • Mizora will now acknowledge that you’ve spoken to Gortash in older savegames.
  • Made small improvements and tweaks to Karlach’s main dialogue and her epilogue dialogue.
  • Fixed the same dialogue option sometimes appearing twice when talking to Halsin about your adventures in Sharess’ Caress.
  • You should no longer potentially see the great empty void of Game Developer Land after starting the epilogue.
  • Added more lines for Jaheira and Minsc to exclaim during the battle with the Stone Lord.
  • Fixed a bug where it was possible to get stuck in a dialogue with the Emperor about killing Gortash if you clicked on Gortash’s corpse with Karlach (which starts a dialogue, after which she leaves the party and goes to camp) while, with another character, you also clicked on Gortash’s body and sent his gauntlet to Karlach via the context menu right before her dialogue ended and she left the party. Yep. You can read it again if you want.
  • Fixed a rare issue preventing Ravengard from properly joining combat in the Iron Throne escape sequence.
  • Fixed a flow issue at the end of the game where players with romantic partners would get a cinematic reserved for solo players.
  • Devella will no longer disappear from Figaro’s after killing Dolor under very specific conditions.
  • On the Dark Urge’s resist-Bhaal path, fixed a rare edgecase where Orin’s Netherstone dagger did not appear on her. It should now appear in Orin’s gore pile or near the temple altar.
  • You can no longer summon Scratch in the epilogue using Find Familiar. This was preventing you from interacting with him.
  • In the epilogue, Minsc should now account for the edgecase of Happy not being there.
  • Fixed Scratch’s spawn point in the Elfsong Tavern camp.
  • If you fail a pickpocket attempt at High Hall, your allies will no longer become hostile towards you. We reminded them that the fate of the world lies in the balance and that you play a pretty big part in it, thief or not.
  • Fixed Gortash’s title potentially reverting back to ‘Archduke Nominee’ when reloading a savegame after the ceremony.
  • Gale will now greet you more appropriately in the epilogue if you left Faerûn with Lae’zel and ended your relationship with him and he went back to Waterdeep.
  • Improved the idle behaviours of Chef Marjoram and Sous-Chef Falura at Jannath’s Estate.
  • Wyll will no longer talk about hunting down Mizora when she’s, like, right there.
  • Added some more dialogue reactivity about the Shadow Druids when talking to Halsin about them in Act III.

Journal

  • Fixed a bug preventing you from finishing the Aid the Underduke quest if you brought Minsc back to Nine-Fingers.
  • Fixed the ‘The Blade of Frontiers’ quest not opening when you recruit him by replacing another companion.
  • The ‘Investigate the Beach’ quest now closes after you complete ‘Find Your Belongings’.
  • Fixed the ‘Free The Artist’ quest not closing if Oskar was left in the Zhentarim Hideout.
  • The journal update in the ‘Unlock the Ancient Tome’ quest that triggers after having read the Tharchiate Codex will now also trigger if Mystic Carrion or Tolna have revealed it to be important.
  • You’ll no longer get the journal update to look for the Tharchiate Codex once you enter the vault if you don’t know it’s relevant.
  • Fixed an issue that caused the ‘Find the Nightsong’ quest to update in the wrong location.
  • The ‘Find the Nightsong’ quest will now be listed in the journal under the correct region for the current step.
  • The ‘Embrace Your Potential’ quest will now close if you choose to squelch the Astral-Touched Tadpole beneath your toes like a sentient little grape.
  • The ‘Daughter of Darkness’ quest will now close properly when you surrender Shadowheart to Viconia.
  • Sazza’s quest now completes properly if you kill Minthara and her entourage.
  • Fixed a bug where the ‘Escape the Nautiloid’ quest never closed on multiplayer if someone had already started a dialogue while everyone else was still waking up.
  • Made it easier to open the ‘Rescue the Grand Duke’ quest.
  • Fixed the ‘Investigate Cazador’s Palace’ quest not closing in certain cases if you allowed Cazador to ascend and then defeated him. Defeating Ascended Cazador and dealing with the Gur people now closes the quest.
  • Fixed a bug preventing the ‘Steal the Sacred Idol’ quest from closing when you leave Act I.
  • Made it possible to finish Helsik’s quest if you manage to steal the gauntlets from the House of Hope and avoid Raphael’s wrath.
  • The ‘Free Lae’zel’ quest will correctly update if Lae’zel is sent directly to camp during her recruitment scene in the cage. The quest will also correctly update if you open the cage after the tieflings are already defeated.
  • Fixed a bug where the ‘Get Help from Auntie Ethel’ quest wouldn’t close after you started a fight with her.
  • Fixed the ‘Rescue the Druid Halsin’ quest sometimes not closing after he gives his briefing about Moonrise Towers.
  • The ‘Help the Hag Survivors’ quest will now close properly if the hag is defeated.
  • Fixed a journal update for the ‘Find the Missing Boots’ quest not triggering if you entered the Underdark, discussed the Underdark with your companions, and then left without reaching the Decrepit Village.
  • Killing Cazador and then Ulma without Astarion in your party will now correctly close the ‘Investigate Cazador’s Palace’ quest.
  • Jaheira’s journal could at times say she had something to talk to you about, but then she wouldn’t discuss it. She’s a bit less tight-lipped now, so you know what to do in the city.

PERFORMANCE AND OPTIONS

  • Video Options:
    • DLAA: Fixed an issue where enabling DLAA when FSR 2.0’s ‘Ultra Performance’ was enabled would cause the output image to jitter and have incorrect colours.
    • DLAA: Fixed an issue where enabling DLAA when the sharpness slider was set to a high value (>0.5) would cause the output image to be over-sharpened. Now, when DLAA is enabled, the sharpness slider and value are set to a safe default value that does not cause an over-sharpened image.
    • DLSS & DLAA: Slightly improved performance when changing any DLSS- or DLAA-related settings.
  • Fixed the item-stacking system taking a long time to work if it needs to split up massive stacks that exceed the game’s max stack amount.
  • You’ll now be logged in automatically if you successfully create a Larian account in-game.
  • Fixed anti-aliasing affecting the visual quality of fur.
  • Improved performance when moving many inventory items at the same time.
  • Fixed the game sometimes freezing right before combat begins.
  • Fixed helmet visibility being reset on save and load.
  • Fixed DLSS paired with Bloom causing some strong sparkly flashes in the Colony.
  • Added a timeout to the confirmation pop-up on controller when changing a video option.
  • Fixed the game freezing briefly when calling forth your allies during the combat at High Hall.
  • Fixed the ‘Slow HDD Mode’ setting not being saved to disk and resetting to default values when booting the game.
  • Summoning critters will no longer cause the game to freeze briefly.
  • Improved render bounds in certain areas to improve performance on GPU-bound systems.
  • Improved protection against failed savegame overwrites on PS5.
  • Improved server performance by having item containers get evaluated once when loading into a region instead of every frame.

UI

  • Added the ability to toggle the visibility of tutorials in the Journal that you haven’t encountered in the game yet.
  • Renamed the ‘Show Cinematic Nudity’ option to ‘Show Sexual and Violent Cinematics’ and updated its description to more accurately communicate what it does.
  • Fixed items sometimes not being shown in the Reward UI.
  • Fixed the map and minimap Atop the Netherbrain showing some of the buildings beneath it.
  • The Advantage and Disadvantage tutorial pop-ups will now also trigger outside of dialogues.
  • Fixed the Party Line sometimes disappearing when clicking the ‘Toggle Group Mode’ button multiple times.
  • Improved Camp Supply selection at camp so you’ll always know what you’re selecting and what will be consumed.
  • Fixed a bug where the Reward UI let you select all optional rewards instead of the determined maximum amount.
  • Fixed the Custom Mode banner (that shows up on the left with the Custom Mode artwork, name, and description on it) not showing up if you start a game in Custom Mode with the Honour Ruleset.
  • Custom Mode savegames using the Honour Mode ruleset will now be named correctly (instead of suggesting they’re pure Honour savegames).
  • The Book Text Size option now also affects the font size in other readables like notes and scrolls.
  • Fixed icons on the hotbar sometimes not greying out when they should.
  • Auntie Ethel is now better at concealing her Polymorphed condition in Act III.
  • Added NPCs’ Saving Throw proficiencies to their Examine UI.
  • Fixed the ‘Equipped by’ text on tooltips not always being the right colour (where white is the currently controlled character, blue is a character in your party, and purple is a character controlled by another player).
  • Added a tutorial pop-up for rolling with disadvantage.
  • Updated the icons in the Character Sheet for instrument visibility to more accurately reflect their function.
  • Fixed the alchemy hotkey in the ‘New Recipe’ notification opening the character panel on the wrong tab.
  • Text in the Spellbook about being able to change spells on Level Up now wraps to avoid it getting cut off, particularly in localised versions of the game.
  • Fixed the encumbrance warning not showing on item tooltips when trying to equip items from other party members’ inventories while already exceeding the carry limit.
  • Fixed an issue where the save list would disappear when selecting another save file.
  • Fixed the Game Over pop-up showing as an Honour Mode death while in a Custom Mode game using the Honour Mode ruleset.
  • Tweaked the order of some spell variants on the hotbar. For example, variants based on different abilities are now in the typical D&D ability order.
  • Fixed the icon not showing properly for some bonuses in the Active Roll UI.
  • A tutorial pop-up for Non-Lethal Attacks will now trigger when you fight possessed Oskar.
  • Improved the framing of some creatures in the Examine panel.
  • Offset the Insert UI slightly so it’s not immediately obscured by the Inventory when you open it.
  • Fixed another trade exploit where items could be taken from traders without paying when moving them into a container by dragging them onto the icon of the container. That’s enough now.
  • On keyboard and mouse, the purple dot on the hotbar that indicates a condition on your weapon is now also visible on the Character Sheet.
  • The Objective UI widget telling you to reach the Netherbrain will now be cleared if you reach the stem while in stealth mode. Quietly singing the Mission Impossible theme tune while you do so remains optional.
  • Updated the text size for books and single-page documents. (Don’t forget you can adjust the text size in the options!)
  • Added speaker portraits to the dialogue history in the Journal for the keyboard and mouse UI. (The controller UI already has this.)
  • Fixed the border animation for pop-up notifications (like the ‘Used Thieves’ Tools’ notification) being slightly offset from the border behind it.
  • Fixed some terms not being properly displayed in some languages when browsing dialogue history in the Journal.
  • The number that indicates how many camp supplies you have now updates correctly.
  • Fixed the Common and Reactions tabs of the Character Sheet missing for recently recruited companions.
  • Made sure the quest objectives that appear during gameplay for certain quests are updated properly on some older saves.
  • Adjusted the spacing in the Reactions UI to make resource costs a little clearer.
  • The equipment pop-up that opens when you select an equipment slot will now show the correct off-hand weapons when the character in question has the Dual Wielder passive.
  • Fixed the listed location on savegames made at a certain point in High Hall suggesting you’re still atop the Netherbrain.
  • Fixed the Larian splash screen sometimes not appearing when launching the game.
  • The ‘Shared Stash’ message now specifies whether a character is taking an item from the Traveller’s Chest or from another party member.
  • Fixed a technical name showing up in the combat log for the lava while in combat with the magma mephits in Grymforge.
  • Someone pulled the ol’ switcheroo on the Eldritch Knight and Battle Master subclass icons. We’ve switchereed them back.
  • Revamped the location label on the minimap to make it easier to know where you are.
  • Updated the font in the game launcher.
  • Fixed a bug where examining a character and then examining an item would merge both character and item into a monstrous model in a single Examine window. The character would also be T-posing and naked.
  • Re-enabled the context menu for the pickpocket panel on keyboard and mouse.
  • Fixed the text indicating your likelihood of Shoving a character rapidly changing values when you have Bardic Inspiration.
  • The Load Game screen will now correctly fill to the edge of ultra-wide screens.

Controller

  • You can now switch between grid and list view for the spellbook.
  • Fixed the confirmation pop-up not appearing when changing a video option.
  • Fixed a bug where quickly skipping through the dialogue that begins when you interact with the Flumph Mating Rituals book would sometimes cause a blank edition of the Baldur’s Mouth Gazette to open.
  • When using the Camp Supply/Insert/Combine UIs, the selector no longer falls outside the selection bounds.
  • Fixed the deity options not showing up when multiclassing Minthara into a cleric.
  • Fixed a bug that would sometimes cause the Party Line to disappear when you open the Transcribe Scroll to Spellbook UI. Also moved the position of your party’s gold amount so it isn’t shown twice.
  • Pressing both controller triggers at the same time should now open the Shortcut Radial Menu and hide the Party Line.
  • The ‘More Details’ button on the Examine panel will now work even if tooltips are disabled.
  • Fixed the ‘Place in World’ function not always working properly.
  • Buttons and the controller Party Line now only show during dialogue on hover or when there are dialogue options available.
  • Fixed a bug where receiving a journal update that adds a quest marker to the map and then joining as Player 2 on split screen wouldn’t show the quest marker for Player 2 until the next save or load.
  • Added some quality-of-life improvements to the Active Search UI and HUD, like an hourglass icon to indicate when an item is awaiting travel.
  • Added icons to the Active Search UI to help easily detect containers and check what the target of the current action is.
  • Fixed the Action radial menus displaying a spell cost for spells gained through feats.
  • Fixed Action radial menus not auto-closing when using a throwable item.
  • Fixed the portraits of corpses sometimes being misaligned.
  • Added characters’ titles beneath their names and above their health bar.
  • You can now toggle comparison tooltips (the ones that compare the item you’re viewing against the one that’s currently equipped). The tooltips also have a margin so they don’t conceal the button prompts at the bottom of the screen.
  • Visually updated the cursor when selecting a target.
  • Updated the selector so it doesn’t darken the content within the selector and the edge glows more obviously.
  • Made several improvements related to condition indicators on controller:
    • Fixed the position of the overflow indicator (the number that shows how many more conditions a character has set on them if there are too many to visualise) for Player 2 on split screen.
    • Repositioned the Dual-Wield indicator on split screen.
    • Tweaked the number of conditions that are shown.
    • Set Player 2’s race and class label to align right horizontally.
  • Fixed panels not auto-closing when using a grenade or a throwable item.
  • Fixed panels not showing an error when trying to throw a throwable item without enough Strength.
  • Fixed the Party Line button prompts concealing the camp companions.
  • Fixed the damage roll text sometimes getting cut off on tooltips.
  • The Active Search UI will now show you when corpses are empty.
  • Added an arrow icon beside the currently selected dialogue option, like in the keyboard and mouse UI.
  • Fixed the Camp Supplies scrollbar overlapping the container of the UI behind it.
  • Fixed Player B’s Party Line UI closing when Player A closes theirs.
  • Fixed the Dialogue UI sometimes disappearing for the listener when the dialogue owner selected a different character.

Multiplayer and Split-Screen

  • Removed the ‘Friends’ filter from the multiplayer lobby when playing via GOG because this filter isn’t supported.
  • Removed an unnecessary mute button from the lobby on the PS5.
  • Fixed the position of the virtual keyboard on split screen on the PS5.
  • Fixed some issues with the number of valid and maximum player slots in the multiplayer lobby after reloading the UI.
  • In multiplayer, other players can now also see the reward that a character received.
  • Prevented the ‘Reset Tutorials’ pop-up from showing up while you’re still in the multiplayer lobby.
  • The Trade UI will no longer mute cinematics on split screen.
  • Fixed the panning for items getting moved around in the Trade UI on split screen.
  • Fixed an issue on multiplayer where all map markers were getting updated (and therefore flashing on the map and minimap) when more than 1 client was connected.

Tooltips

  • Fixed the tooltip for Detect Thoughts in dialogues showing a Wisdom roll instead of an Intelligence roll.
  • Fixed some visible placeholder text for Kar’niss’ Spindleweb Sanctuary spell.
  • Fixed some spell tooltips incorrectly indicating that they trigger a Saving Throw.
  • The tooltip for the Cursed Imp’s Ray of Sickness spell will now indicate the spell level and school.
  • Added Evasion modifiers to the tooltips in the combat log for monks.
  • Improved the clarity of the calculation breakdown tooltip for reflected damage in the combat log.

Character Creation and Level Up

  • Fixed the ‘Unconfirmed character changes were not saved’ warning sometimes appearing after Character Creation.
  • Fixed the Character Creation UI sometimes remaining visible when you play Origin character introductions.

LEVEL DESIGN

  • If a companion leaves the camp and their tent disappears, the area will now be walkable again.
  • Removed the turrets from the ground floor of Wyrm’s Crossing since they weren’t supposed to be there in the first place and never worked.
  • Tweaked the position of the Neural Apparatus to improve navigation with controller near the elevator in the Mind Flayer Colony.
  • Fixed a spot in the Emerald Grove beside Cal, Lia, and Rolan where moving the camera would occlude the world badly.
  • Fixed the door to Isobel’s room in Moonrise Towers appearing black.
  • Fixed an unreachable fruit porridge in Wyrm’s Rock. Makes you wonder how it got there in the first place.
  • Moved an unreachable book (‘On the Greater Healing Potion’) at Last Light.
  • Tweaked the level in the Act I chapel refectory to fix a balustrade you couldn’t shoot through.
  • Fixed dismissed hirelings at the Shadow-Cursed Lands camp facing away from Withers.
  • Map markers over hidden caches in the Sewers are now area markers to hint at all the mounds.
  • Moved Player 3’s Traveller’s Chest out of Wyll’s tent in the owlbear cave camp in Act I.
  • Improved the position of and interaction with the Strangledeath Manifesto.
  • Fixed a table you could walk through in Waukeen’s Rest.
  • Fixed a group of random refugees spawning on one of the boats in the Lower City Harbour.
  • Fixed a bug where teleporting using the ‘A Magical Journey’ painting and then clicking on the ladder would give you a ‘Can’t get there’ error.
  • Fixed the camera getting stuck in the ceiling in the Festering Cove.
  • Made some minor level design and art improvements in the city.

ART

  • If Minthara’s camp trousers get blood on them, the spatters will now be spread across them more tastefully rather than concentrated between the legs.
  • Equipped the missing pants on the Scale Mail outfit for male dragonborn characters.
  • Added an icon for Hope’s new passive, Last Hope.
  • Fixed an issue with heterochromia on tieflings where setting the left eye to an elven or demonic colour with the right eye set to a regular colour would cause the left eye to glow incorrectly.
  • Kerz, the half-orc hireling, was wearing clothes that didn’t fit properly. We found a tailor and everything’s looking spiffy now.
  • Fixed the standard male gnome underwear being visible through several types of armour.
  • Fixed druid armour clipping on male dragonborn characters.
  • Tweaked the Sovereign’s Key so it’s easier to click on and pick up.
  • Updated the portraits for the NPCs that get zombified in the Colony.
  • Updated Kali Hammerhand’s portrait so the headwear matches her in-game model’s.
  • Updated Bex’s portrait so it matches her in-game hair colour.
  • Fixed the appearance of some tiles hidden behind Perception checks in the Gauntlet of Shar.
  • Fixed some particularly intense and alarming-looking smoke coming out of the chimney at the Rivington General.
  • Fixed some camera culling issues in Grymforge.
  • Fixed Devout Mezzka’s armour clipping into his shoulders.
  • Fixed an inconsistency between the Helmet item and its icon.
  • Fixed a missing chunk of wall along the Rosymorn Monastery Trail.
  • Switched a wrongly used head on Horus Crysst.
  • Gave a skirt to the chicken lady who mentions a skirt.
  • Fixed the belt on the warlock starting armour clipping into the cloth on large male characters.
  • Fixed some see-through spots on the paladin starting armour on female halflings.
  • Updated the portraits for Traveller’s Chests and Gortash’s Force Curtains.
  • Fixed some small issues with the appearance of Leather Outfits.
  • Fixed Half Plate Armour +1 gloves not hiding sleeves.
  • Fixed a small issue with scale mail when worn by male dwarves.
  • Added missing tooltip and radial menu icons for the Traveller’s Chest and Rogue’s Morsel.
  • Fixed some blank NPC portraits in Act I.

ANIMATION

  • Companions in Wild Shape at camp will no longer perform their idle animations as though they are still humanoid.
  • Fixed Lae’zel popping from her idle drinking animation into an idle standing pose.
  • Fixed a pop in a crouch animation.
  • Fixed the spawn animations for the spiderlings.
  • Fixed the spawn animation sometimes getting interrupted when another one triggers, causing a pop in the transition between the two.
  • Fixed spawn animations sometimes getting interrupted or skipped altogether when combat is triggered.
  • Auntie Ethel will now be cleaning her table.
  • Fixed an edge-case animation issue where the throwing animation was used instead of a specific ranged attack animation when a spell was prepared, but the character moved to cast it and the cast happened right after the caster stepped down a ledge.
  • Added a new animation for Raphael’s Beguiling Rebuke spell.
  • Fixed an issue that would cause some NPCs to have a popping animation when they start appearing on screen.
  • Fixed some awkward shots in the scene with Haarlep that make it look like you suddenly, and rigidly, stand up and lie back down again.
  • Bursar Uktar will now check the contents of his chest from time to time.
  • Updated and polished Cazador’s animation when he shapeshifts into his Mist Form.
  • The guard at Heapside Prison will now occasionally check her ledger.
  • Fixed the wrong animation playing for several races when preparing for a Jump. (They looked like they were preparing a melee attack.)
  • Tweaked the location of some barrels and fish at the docks by the Steel Watch Foundry for some fish-related idle NPC animations.
  • Fixed the animation for the Crawling Claw’s footsteps. (Fingersteps?)
  • Fixed some knee issues for the running animation used in the cutscene of the Rosymorn Monastery getting obliterated.
  • Fixed the Armour of Moonbasking getting all stretchy between the legs.
  • Fixed an issue with the sleeves of Gortash’s robe when worn by male gnomes.
  • Fixed the texture on githyanki shoulder plates.
  • Fixed several races’ ears clipping through the Hat of Uninhibited Kushigo.
  • Fixed the Monastic Robes stretching into a violent-looking point when you wake up on the beach after falling from the nautiloid.
  • Fixed the Armour of Agility clipping with several gloves when worn by halflings.
  • Fixed some fur on the Sharpened Snare Cuirass clipping on female dwarves.
  • Fixed Plate Armour clipping on large female and dragonborn body types.
  • Fixed the sleeve of the Oak Father’s Embrace armour stretching quite dramatically on dragonborn characters when petting Scratch.
  • Fixed some default class clothing clipping on dragonborn characters in Character Creation.
  • Fixed a gap appearing between arm and sleeve on the short-sleeved Sorcerer Robe.
  • Fixed Brynna’s clothes clipping through her arm and revealing her armpit. She informed us she was not, in fact, begging for a tickle.
  • Fixed a gap between Lump’s big ol’ neck and his armour.
  • Fixed Astarion’s Padded Armour sometimes clipping through his bum.
  • Fixed visible neck seams on Body Type 1 gnomes when wearing the Teal Slimfit Outfit.
  • Fixed Estra Stir’s collar clipping into her neck.
  • Fixed the Protecty Sparkswall clothing clipping into female shoulders.
  • Fixed the Anarchic Outfit clipping into the shoulders of female dragonborn characters.
  • Fixed the Armour of Persistence clipping on dragonborn characters.
  • Fixed the appearance of fur on the barbarian outfit on female dwarves.
  • Fixed the appearance of Dark Justiciar trousers for male humans.
  • Fixed the Absolute Outfit clipping on female dragonborn characters.
  • Fixed Waldo Walnut’s collar clipping through his neck.
  • Fixed the cloth that hangs between the legs of the Dream Guardian’s armour clipping through legs while in movement.
  • Fixed one of the armplates of the Armour of Devotion stretching while talking to Jaheira.
  • Fixed doublets not always hiding the correct body parts for gnomes.
  • Fixed refugees’ jackets clipping on female humans.
  • Fixed the Adamantine Scale Mail clipping into the necks of male dwarves.
  • Fixed some clipping while wearing the Armour of Moonbasking.
  • Fixed Saer Frunilla’s clothes clipping slightly on her hip.
  • Fixed a small patch of skin visible through Thokki’s shirt.
  • Fixed two small patches of skin visible through Avourel’s shirt.
  • Fixed Lord Shattershield’s Bodyguard’s robes clipping around his hips.
  • Fixed Big Huido’s leather vest clipping through his undershirt.
  • Fixed an untextured part of the Solemnity Outfit when worn by large female characters.
  • Fixed Karlach’s camp trousers clipping on Wyll’s bum when he wears them.
  • Fixed the Graceful Cloth and Mighty Cloth looking like crop tops on male halflings.
  • Fixed the Dwarven Splintmail looking like it’s split in two when worn by gnomes. Who’d have thunk that armour for dwarves wouldn’t fit gnomes properly?
  • Turning Invisible while wearing the Hide Armour or Hedge Wanderer Armour will no longer reveal lines stretching vertically through it.
  • Fixed Leather Armour clipping through the legs of female half-orcs in movement.
  • Fixed some cloth on bard clothing and floating buttons.
  • Fixed Carys’ outfit clipping into her collarbone.
  • Fixed Astarion’s camp outfit clipping on female humans.
  • Fixed a missing texture on Scale Mail when worn by female gnomes.
  • Fixed Captain Goldwake’s collar clipping into her neck.
  • Tweaked the appearance of the Zhentarim pin worn by Roah Moonglow.
  • Made several other similar tweaks and polishes across the game.

SOUND

  • Made sure footstep impact sounds play consistently for cinematic-only characters.
  • The magicians outside of Sorcerous Sundries were yelling and casting spells so loudly that it was hard to hear your companions over them if you spoke to them nearby. We’ve toned this down and cleaned up the mix.
  • Fixed Minthara’s torturers in Moonrise Towers not playing their overhead dialogue.
  • Fixed the audio delay on the main menu on Xbox.
  • Fixed some SFX not playing when talking to Z’rell at Moonrise Towers.
  • Fixed characters other than the one who initiated a trade not triggering sounds when buying something.
  • Fixed unwanted sounds when opening or closing some UIs using keybinds.
  • Reduced excessive noise in Sorcerous Sundries caused by the Find Familiar spell.
  • Fixed the music cutting off prematurely in the cutscene that plays when you find yourself in the Shadowfell.
  • Updated the behaviour of Narrator voice lines in the world: More recently triggered Narrator lines in the world (e.g. from signs or tombstones) now stop other Narrator lines to avoid overlaps and aren’t affected by typical distance-based culling.
  • Fixed voice lines not playing in single player when two active conversations are happening.
  • Tweaked some SFX in the dialogue with the owlbear cub in its cave.
  • Fixed the Detect Thoughts SFX playing twice when Kith’rak Voss casts it on you by the Risen Road.
  • Fixed some SFX playing too early in the dialogue with Akabi.
  • Added death vocals (‘uurghghhh’s) for dragonborn and half-orc NPCs.
  • Polished the SFX in the dialogue with the Dying Stone Lord Thug.
  • Improved rumble for spells on controller.
  • Added some more SFX to the scene where you lie awake at night at the end of Act II with thoughts about the truth behind the Absolute.
  • Fixed regular gameplay music playing instead of custom music in the incubus scene if you chose the female form.
  • Fixed default-sized female characters having extra footstep SFX while walking.
  • Fixed misassigned SFX in the Reward UI.
  • Fixed a music desync in the scene where the dragon arrives in the Mountain Pass.
  • Fixed a volume spike in the hag’s combat music.
  • Fixed an issue causing the ending of the combat music to increase in volume.
  • Fixed the music for Orin’s impersonations not playing during transformation scenes.
  • Fixed the combat music stopping the moment you leave the room during Raphael’s boss fight in the House of Hope.

VFX

  • The chanting ghosts in the Murder Tribunal look ghostly again.
  • Fixed VFX missing from Gale’s ‘splosion.
  • Fixed VFX missing from Dark Urge lines when interacting with the Sacrificed Cultists on the nautiloid.
  • Fixed the Misty Step VFX not affecting hair.
  • Fixed the mind-read-y VFX and SFX endlessly looping in Lae’zel’s recruitment scene.
  • Fixed Spore Servants not having their spore VFX in dialogues that trigger when they commit a crime.
  • Fixed some VFX appearing on Nightsong’s eyelashes and shoulders when it shouldn’t.
  • Fixed some missing glowy VFX on Lorroakan.
  • Fixed some missing gameplay lighting that was present in cinematics.
  • Fixed the Hook Horror Spore Servant missing its VFX in some cinematics.
  • Fixed some broken VFX in the fight between Lae’zel and Shadowheart.
  • Fixed missing VFX for when you connect with Minthara’s mind in Moonrise Towers.
  • Tweaked the VFX of the Spindleweb Fanaticism aura so it visually reflects the range of the aura in gameplay.
  • Fixed the VFX that plays when you connect with Astarion’s mind in his recruitment dialogue not lasting long enough.
  • Fixed a VFX issue where the radial blur effect used when Vlaakith first appears before you in Créche Y’llek wouldn’t go away. It looked pretty terrifying, actually.
  • Made sure Karlach’s eyes glow orange when she’s being taken by the Absolute at the end of the game.
  • Fixed Gale’s Spectral Voice VFX missing in gameplay in the epilogue.
  • Fixed an unintentional dither pattern appearing on the skin of shadow-cursed creatures.

WRITING

  • Added better dialogue reactivity for players partnered with Wyll who joined Karlach in the Hells or Lae’zel in the rebellion.
  • Added a line where the Dark Urge contemplates arson.
  • Added a few reactions to ongoing events from Shadowheart.
  • Added a dialogue option to tell Astarion about meeting Ulma if you met her without him. Astarion also has a new line in your dialogue with Ulma if you first meet her without him and then talk to her again with him in the party.
  • Dark Urge players will now notice Gortash reacting to them in the dialogue in his office at Wyrm’s Rock.
  • Fixed a subtitle that wasn’t showing up for Arbiter Cirrus.
  • Wyll will now have a comment to make after you convince Lorroakan that Nightsong is dead.
  • Halsin now has responses specific to having been sacrificed by Orin.
  • Fixed a torch by Minthara’s tent at camp displaying its technical name. It’s now appropriately called a ‘Bone Torch’.
  • Fixed the Martial Exertion tooltip implying that it lasted more than 1 turn.
  • Fixed the Ensnaring Strike spell container showing up as ‘Ensnaring Strike (Ranged)’.
  • Fixed an incorrect condition length on the Blood of Lathander’s Sunbeam tooltip.
  • Fixed incorrect descriptions of the end conditions for Invisibility in the tooltips for the Potion of Invisibility, Invisibility spell, and Scroll of Invisibility.
  • Corrected the tooltip for the owlbear in Honour Mode, which now indicates that she can call for help every combat, not every round.
  • Clarified that the Lifedrinker passive only works for attacks made with your Pact Weapon.
  • Fixed the display title of Baalor Ale (previously Balor Ale) to match the other instances in the game.
  • Fixed some typos and mismatches between the subtitles and the voiceover in Withers’ epilogue dialogue.
  • Fixed the name of a decorative pot in the Colony, which was lying about being a cookpot.
  • Rephrased the warnings for when the game fails to start or load a game to improve clarity.
  • Fixed some typos and minor inconsistencies between voiceovers and subtitles across the game, as well as some minor inconsistencies and inaccuracies in technical text across the game.
  • Fixed a handful of minor dialogue flow issues across the game.

CINEMATICS

Across Acts

  • Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
  • Fixed pops, jitters, and clipping in many dialogues across the game.
  • Improved camera shots across several dialogues to account for different player heights.
  • Fixed several lighting bugs across the game.
  • Polished the cinematics in the dialogue flows that were added in Patch 6 for dismissing a companion while talking to the companion you want to replace them with.
  • Improved the cinematic that triggers after you kill Shadowheart and the artefact transfers to you to fix an awkward camera shot, improve the depth of field, and add more nuanced facial expressions for companions.
  • Fixed where characters are looking in Gale’s recruitment dialogue.
  • Fixed a split screen bug where if you were already on split screen before a shared cinematic (i.e. one that takes up the whole screen) started, the subtitles showed up on just one half of the screen.
  • Fixed some cases where companions would keep their helmets on for a smooch.
  • Fixed a dialogue with Shadowheart appearing to jump to another location if you dismissed another companion to recruit her.
  • Fixed a shot in the Astral Plane where the terrain was invisible beneath you, making it look like you were floating in the Astral Sea.
  • Fixed certain noses clipping into each other when smooching Minthara.
  • Fixed some hand jitters on tall players when planting a kiss on Astarion.
  • Fixed some clipping and animation issues with your hands, particularly when playing a shorter race, when Gale places your hand on his chest.
  • Fixed a couple of pops when interacting with the Book of Dead Gods.
  • Fixed an animation pop on Halsin in his camp dialogue.
  • Fixed some pops in the dialogue between Elminster and Gale.
  • Tweaked the spikes on the artefact in the dialogue where it passes from Shadowheart over to you so it doesn’t look like it’s impaling you.
  • Fixed some issues in the scene where Gale contemplates his mortality, including him turning his back to you and floating above his bedroll.
  • When you open your mind to an illithid tadpole, it’ll no longer blip out of existence mid-air.
  • Made minor animation adjustments to avoid clipping when assimilating the illithid tadpole.
  • You’ll no longer pop suddenly when Elminster turns to talk to you.
  • Improved camera shots to account for different character heights, among other general improvements, in the scene where Vlaakith visits Lae’zel at camp.
  • Fixed an animation pop in the dialogue with the Emperor about Stelmane.
  • Cleaned up some jittery animations and polished Karlach’s main dialogue.
  • Fixed a repeated line when talking to Wyll.
  • Fixed Lae’zel freezing for a few frames before stabbing Shadowheart at camp.
  • Fixed some head pops and improved a camera shot in the dialogue with Wyll and Karlach at camp. Also fixed Karlach sometimes popping out of frame during their confrontation.
  • Made minor improvements to the cinematic shots when dismissing companions.
  • Fixed some clips and pops during the romantic night with Mizora.
  • Fixed a pop on Ravengard when talking to him at camp.
  • Fixed Astarion leaning too far forward when getting the artefact from Shadowheart.
  • Fixed some issues with where characters are looking and standing when prompting Gale to see what’s inside the Annals of Karsus.
  • Fixed large races and characters with horns obscuring Mizora in certain shots when she visits Wyll at camp.
  • Fixed a camera shot after giving food to the owlbear cub.

Tutorial and Act I

  • Fixed Shadowheart’s kissing animation playing before you actually chose the dialogue option indicating you wished to do so.
  • Fixed a lighting pop in the dialogue with Us on the nautiloid before you’ve pried it out of the skull.
  • Fixed some popping shadows on the nautiloid during the brain extraction.
  • Fixed bards’ instruments sometimes appearing on their back in a scene on the nautiloid.
  • Fixed Wyll clipping into the remains of a broken statue if Mizora transforms him at the Grymforge camp.
  • Tweaked the camera to fix a clipped shot in the dialogue between Kagha and Arabella’s parents at camp.
  • Fixed characters suddenly changing position when recruiting Shadowheart in the Emerald Grove and swapping another party member out for her.
  • Fixed a bug causing Liam to drastically change position between shots in the torture scene at the Goblin Camp.
  • Fixed an animation and camera pop in the dialogue where the goblins at the Goblin Camp are proposing a toast.
  • Fixed your hand clipping into your face while smearing poo on it.
  • Fixed animation pops on the player character and Nettie.
  • Told Wyll he doesn’t need to hold his sword threateningly close to the chest of small races during his recruitment dialogue.
  • Added a fade-to-black to improve the transition after Astarion says ‘Let’s see where the night takes us’ at camp in Act I.
  • Fixed Nere popping and generally looking a little stiff after you free him from the cave-in.
  • Fixed multiple animation quirks and head pops during the first romantic night you spend with Shadowheart at the camp party.
  • Fixed Mizora’s body popping when she comes to pay Wyll a visit at camp. Save the popping and locking for the club.
  • Fixed a popping animation on Auntie Ethel in the Emerald Grove and made sure she actually faces the potion when she’s making it.
  • Fixed some pops in the dialogue with Ghustil Stornugoss at Créche Y’llek.
  • The dire wolves at Créche Y’llek are now a little further away from the camera in their dialogues.
  • Fixed some camera quirks in Karlach’s recruitment dialogue, one of which made Gale look particularly short.
  • Fixed a visual bug where the sword in the stone in the Underdark could disappear.
  • Fixed one of Kith’rak Therezzyn’s lines getting cut off prematurely.
  • Fixed some minor pops and camera quirks in the scene with the zaith’isk.
  • Fixed Volo’s hand clipping into your head while he performs his highly professional and sanitary surgical intervention.
  • Fixed Kar’niss clipping slightly into the ground.
  • Fixed an animation pop in the first romantic night with Lae’zel after the celebration at camp.
  • Fixed some clipping on your shoulder when you spend the night with Minthara the night of the celebration at camp.
  • Fixed your weapon appearing mid-dialogue when talking to Rolan at the Emerald Grove.
  • Fixed the Dream Guardian’s leg getting all jittery when they kneel down to let you stab them. The facade of stoicism breaks a little when you can see their legs turn to jelly.
  • Fixed the scared boar in Act I looking like it’s running into a rock.
  • Fixed a pop and an awkward pause in Astarion’s recruitment dialogue.
  • Fixed player characters turning around a little robotically to glance at the zaith’isk. Also fixed a similar bug when you free Shadowheart from the nautiloid pod.
  • Fixed halfling feet clipping into the ground in Shadowheart’s beach recruitment dialogue.
  • Fixed a disappearing duergar and a companion clipping into a pillar when entering Grymforge for the first time. This was visible on widescreen.
  • Made Laridda look at Lunkbug correctly in their dialogue in Grymforge and fixed some pops.
  • Fixed a Flaming Fist popping slightly when he walks away in the dialogue with Florrick at Waukeen’s Rest.
  • Fixed a small pop on Lae’zel when talking to her during the camp celebration.
  • Fixed a camera shot for shorter races when talking to the ogres in the Blighted Village.
  • Fixed large characters’ arms partially blocking a shot of Kagha in the Emerald Grove.
  • Fixed a clipping issue with a weapon in a shot in the chapel beneath the Overgrown Ruins.
  • Tweaked the initial shot in Gale’s recruitment scene so you can see the player character and the ancient sigil a little better.
  • Fixed Crusher’s hands clipping into the ground when he gets down to kiss your feet.
  • Fixed a bug where biting off Crusher’s toe and then defeating him in a fist fight would result in a cinematic where the toe was still present. An embarrassing inconsistency in an otherwise realistic chain of events.
  • Polished the dialogue with the owlbear cub, improving where characters are looking and standing.
  • Fixed Mizora’s wings popping when she arrives at camp.
  • Fixed a pop in the confrontation between Aradin and Zevlor at the Emerald Grove.
  • Fixed Pooldripp’s thumb clipping with his mouth.
  • You can now see Pooldripp when BOOOAL tells you he’s a god.
  • Fixed a line getting cut short in the dialogue with Sovereign Glut.
  • Updated the camera shots for different character heights in the dialogue with the zaith’isk at Créche Y’llek.
  • Tweaked a couple of camera angles in the dialogues with Tusk and Bosk at the Emerald Grove.
  • Adjusted some cameras to better suit different race heights in the dialogue with Halsin and Kagha.
  • Added a fade-out on the mocap in the dialogue with Baelen in the Underdark.
  • Fixed a pop in the dialogue with the githyanki patrol at the Mountain Pass.
  • Tweaked the timing of animations to fix pops in the dialogue with Scratch in the forest.
  • Adjusted some camera shots to account for different player heights when talking to the myconids before having met the Sovereign.
  • Polished the timing of some animations and motion capture fades to fix Sharp-Eye Mirg’s pops.
  • Fixed Shadowheart sometimes turning her head concerningly far over her shoulder during her recruitment dialogue at the Emerald Grove.
  • Fixed minor pops when playing as Avatar Shadowheart if the artefact explodes and kills Lae’zel.
  • Astarion will no longer forget to ask you if you ‘know anything about these worms’ in his recruitment dialogue.
  • Improved the position of Torturer Spike’s head during the scene with Liam.
  • Fixed short races’ fingers clipping into their heads and improved where characters are looking during Wyll’s recruitment dialogue.
  • Fixed the console on the nautiloid at the start of the game missing its bottom half in some cinematic shots.
  • Fixed some overlapping goblins in the scene at the Goblin Camp where Volo’s desperately spewing nonsensical poetry.
  • Fixed some jittery mocap animations on Gekh Coal.
  • Fixed stiff-looking hands on one of the goblins by the windmill.
  • Fixed a line with one of the goblins in the Blighted Village sometimes getting cut off prematurely when playing as a drow.

Act II

  • Made general improvements to the scene where Jaheira and Isobel reunite after the combat with Marcus.
  • Fixed a pop in the first dialogue you have with Isobel when you approach her at Last Light.
  • Fixed some scene props clipping and sliding from view in Yurgir’s lair.
  • Fixed several visual bugs caused by Yurgir’s crossbow in the dialogue with him in his lair.
  • Fixed some uneven lighting on Fezzerk at Moonrise Towers.
  • Adjusted Art’s position on the bed slightly to reduce clipping. Fixed a shot that was blocked by Art’s leg when playing as a short race.
  • Fixed a pop and a depth-of-field issue in the scene with the Harpers out in the Shadow-Cursed Lands.
  • Your weapon will now be visible when you choose the option to attack Isobel.
  • Fixed your character snapping their body backwards and wibbly-wobbling around as though trying to pass beneath a cursed limbo stick in the cutscene where Kar’niss approaches you in the Shadow-Cursed Lands.
  • Fixed a pop in the scene with Minthara in the Moonrise Towers Prison.
  • Fixed Yurgir’s crossbow clipping into his fingers in his lair.
  • Fixed the chalice that you hold when talking to Jaheira at Last Light vibrating suspiciously after you set it down on the table.
  • Fixed some visual issues on the Spear of the Night due to it appearing to be equipped in a cinematic when it should have gone into your backpack.
  • Fixed Raphael briefly disappearing from his chair during his game of lanceboard with Mol.
  • Fixed a Reconstituted Duellist’s line getting cut off prematurely. He really, really wanted you to hear him finish saying ‘come to my inner chambers’.
  • Fixed one of the Winged Horrors at Moonrise Towers getting its line cut off prematurely.
  • Slowed down your head movement when you turn to look at Jaheira in the dialogue with her and Isobel at Last Light.
  • Fixed an animation pop on Astarion in the dialogue with Raphael by the Thorm Mausoleum.
  • Fixed a camera and mocap pop on Jaheira at Moonrise Towers after the combat in the Colony.
  • Avatar Karlach now says ‘Edict of Bane’ instead of ‘Lash of Bane’ when referencing Gortash in the Colony.
  • Fixed Art Cullagh floating onto the bed when you speak to him a second time.
  • Fixed your legs clipping into your bedroll when you’re tossing and turning at night after the events of Act II.
  • Fixed the Netherbrain’s position in the sky popping slightly in the cinematic at the end of Act II when the army of the Absolute marches forth.
  • Fixed a dialogue at camp with Elminster that looked like it was taking place at Moonrise Towers.
  • Fixed the VO getting cut off in the dialogue with a guard when you try to leave Last Light without Isobel’s blessing.
  • Fixed the getaway boat at Moonrise Towers looking like it’s got a leak.
  • Fixed one of Jaheira’s lines at Last Light getting cut off prematurely.
  • Fixed a pop on Z’rell when she’s addressing Thorm in the scene that triggers when you enter Moonrise Towers, and smoothed out the animations for the background characters on ultrawide monitors. Also fixed a pop on your character and Ketheric’s weapon clipping into his throne when he’s sitting down.
  • Improved some facial expressions and animations for smoother transitions in the dialogue with Raphael outside the Mausoleum, and fixed Raphael’s shoulder blocking shorter races in a shot.
  • Fixed Minthara’s animation when she’s getting tortured not looping correctly.

Act III and Epilogue

  • Fixed Valeria’s wine slipping and sloshing right through the bottom and sides of the chalice when it’s lifted into the air.
  • Dark Urge characters who have not cured themselves of Bhaal’s influence or who have embraced Bhaal at the end of the game will no longer appear in Karlach’s final scene as though they didn’t just stalk off on a mad hunt for blood.
  • Fixed one of Shadowheart’s lines getting cut off prematurely when talking to Viconia.
  • Non-Vampire-Ascendant Astarion now has something to say after you spend the night with Mizora.
  • Fixed some clipping in the scene where Minthara gives you a kiss when talking about your final moments, particularly if you’re playing as a tiefling.
  • During Gortash’s inauguration, Ravengard’s head, sword, and legs will no longer leave his body suspended in the air behind him when he walks down the steps.
  • Your weapon will no longer block Orin’s face when she’s impersonating you.
  • Fixed a shot of the wrong character during Karlach’s interjection when talking to Gauntlet Edwynna at the South Span Checkpoint.
  • Fixed a cinematic bug where the submersible would approach the Iron Throne and, the moment it arrived, would nope out and appear to reverse back to the surface.
  • Fixed short races getting blocked by the camera in the dialogue with Borgus Elamin.
  • Cazador’s Woe staff no longer slides and clips through your fingers when you use it to free or kill the spawn.
  • Fixed a pop when you turn to face Gale in a dialogue at the end of the game.
  • Fixed a pop on Watchman Gyordi as he delivers a line at High Hall.
  • Fixed a couple of lines getting cut short when talking to the spawn in Cazador’s cells.
  • Fixed the wrong subtitle showing up for one of Orin’s lines at the Temple of Bhaal.
  • Improved the fade-in and fade-out transitions for Wyll’s Act III romance scene.
  • Fixed Astarion looking like he’s floating on steps and, separately, like he’s frozen after the battle with the Netherbrain.
  • Fixed a camera pop in the dialogue with Lorroakan at Sorcerous Sundries.
  • Fixed Astarion’s awkwardly long pause after he responds to you asking him if this is how he used to live, in reference to the spawn at Cazador’s palace.
  • Fixed Yurgir sometimes getting blocked in a shot of him at High Hall when he tells you that you can count on him.
  • Fixed a mocap pop on Jaheira in the dialogue with Sarevok.
  • Fixed a pop when Dolor first notices you at Facemaker’s Boutique.
  • Fixed some lines getting cut off prematurely when talking to the vampire spawn in the cells at Cazador’s palace.
  • Fixed a camera pop after the Narrator says your Dark Urge character wants to butcher the crowd at the circus.
  • Fixed a pop on Sceleritas Fel when he talks about Orin killing him every day.
  • Fixed male gnomes’ right ring finger jittering when transforming into a mind flayer.
  • Extended a voiced line to fix a pop caused by a fade-in in a dialogue with Shadowheart at the House of Grief.
  • Astarion no longer jitters during his line in the aftermath of the Black Mass.
  • Fixed a weird-looking head turn in the dialogue after the battle with the Netherbrain is over and the gith have departed.
  • Fixed a pop on Dark Urge characters in dialogue with Orin.
  • Tweaked some timing and animations to avoid Astarion’s hand clipping into the player character’s neck and collar in the dialogue with Dalyria and Pale Petras.
  • Tweaked an over-the-shoulder shot to avoid characters clipping into each other when talking to a Steel Watcher in Wyrm’s Rock.
  • Tweaked the timing of an animation to fix a pop when talking to Arves.
  • Tweaked the timing of a pose to fix a pop when talking to Lorna Esthelian.
  • Added a new camera shot when talking to Ben Golewits.
  • Fixed several animation and mocap pops in a dialogue with one of the Steel Watchers at Wyrm’s Rock.
  • Fixed a pop on Ulkov Sully after you apologise for bothering him.
  • Fixed a minor pop on Karlach if she’s a mind flayer at the end of the game.
  • Fixed Sarevok looking like he’s in the ritual chamber instead of his throne room if you talk to him after killing Orin.
  • Cleaned up the animations of the companions walking to shore after the defeat of the Netherbrain when playing as Avatar Karlach.
  • Fixed some small pops and tweaked where characters are looking in the dialogue where Shadowheart decides her parents’ fate.
  • Fixed some broken ghostly VFX in one of Gale’s romance dialogues.
  • Lifted Gale out of the ground in the scene after the Netherbrain is defeated.
  • Fixed a knee pop on a mind flayer during ceremorphosis in the Lower City.
  • Fixed a body pop on Nine-Fingers when she’s talking to Minsc.
  • Fixed a body pop on Aradin at Sorcerous Sundries.
  • Fixed some missing lipsynching on Valeria.
  • Fixed some character positions getting broken when skipping through a dialogue with Wyll near the end of the game when he’s your partner.
  • Fixed some camera and character placement issues during the dialogue with your allies and Beorn Wunterbrood at High Hall.
  • Fixed Gortash’s Speak with Dead dialogue appearing to take place in the wrong location.
  • FIxed some bugs in Minsc’s epilogue dialogue, like perfectly innocent barrels in the background blipping out of existence.
  • Fixed a minor pop on Gale in his epilogue dialogue.
  • Fixed Wyll’s arm clipping against his chest armour in his epilogue dialogue.
  • Polished the appearance of hugs and some facial expressions in Minsc’s epilogue dialogue.
  • Fixed some pops in the dialogue with the Emperor where he admits he has nothing left to hide.
  • Fixed Orpheus’ hands clipping into the ground when you free him. In the same dialogue, also fixed mind flayer Karlach disappearing and a mocap pop.
  • Fixed a multiplayer bug where the scene at the end of the game of Withers addressing the mural of the Dead Three wouldn’t play for all players under certain circumstances.

If you want to read up on the modding and more details, head on over here.

Related Reading:

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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 2.00 Addresses Reaper’s Rewards Event Issues and More This Oct. 1

The Sims 4 update 2.00 is now available for download on consoles and PC this October 1, and this addresses Reaper’s Rewards Event issues, as well as an update on the Happy at Home event that launched earlier this year. Read on for the complete patch notes available below.

The Sims 4 Update 2.00 Complete Patch Notes:

PC: 1.109.207.1020 / Mac: 1.109.207.1220

Console: 2.00

Bug Fixes & Updates

Happy At Home Event / Base Game

We changed how Event rewards are stored with our September 18 update. After this change, we learned that some Simmers are missing rewards they earned through the Happy At Home Event we ran earlier this year.

To make sure everyone gets the rewards they earned, we’re granting players across all platforms the Happy At Home Event rewards with today’s update.

All of the Happy At Home Event rewards will be added to the game permanently with this update for all players, with no action needed from you. Need help finding them in-game? Read our guide on how to find your rewards in Build Mode and Create a Sim.

Build/Buy Mode:

  • Bullseye Dartboard
  • Casual Comfort Pillow
  • Compact Bar
  • Guerdon Goods Mini Fridge
  • Guerdon Goods Vending Machine
  • NanoCan 2.0

Create a Sim

  • Athleisure Wear
  • Night Sky Layered Necklace
  • Practice Makes Perfect Sim Trait
  • Serenity Hairstyle

We don’t expect this issue to impact the Reaper’s Rewards Event, as those rewards will be linked to your EA account rather than stored only on your device. We don’t plan on adding those rewards to the Base Game at a later date. The addition of the Happy At Home Event rewards with today’s update are a one-time make good to thank you for your patience as we continue to work on, and improve, Events in The Sims 4.

Reaper’s Rewards Event / Base Game

  • Resolved an issue where the Reaper’s Rewards quests would disappear from the UI.
  • Addressed situations where players on console could lose event progress when completing quests while offline.
  • Addressed an issue where the Event Points progression bar would fail to update when completing quests offline.
  • Resolved an issue where the main menu quest notification was missing elements when displayed in certain languages.
  • Packs purchased while in-game will no longer appear twice in the Store tab when using custom filters.
  • Various improvements to the Reaper’s Rewards Event UI.

In other Sims news, don’t forget, we are not getting The Sims 5 anytime soon, though there are multiple Sims projects in development at EA.

[Source: EA]

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Alex Co

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

Home > Title Updates and Patches

Kunitsu-Gami: Path of the Goddess Update 1.21 Glides Out for Fixes and Even Additions

Capcom has pushed out Kunitsu-Gami: Path of the Goddess Update 1.21 (PS5 version 1.021), and this doesn’t just patch in fixes, but also new items as well. Read on for the complete patch notes straight from Capcom.

Kunitsu-Gami: Path of the Goddess Update 1.21 Patch Notes | Version 1.021 Patch Notes:

All Platforms

  • Villagers can now be upgraded multiple levels at a time.
  • The effect area for Tsuba Guard: Tenko’s Sacrifice has been expanded to the entire stage.
  • The incantation time reduction for multiple Sorcerers has been capped to a maximum of 5 Sorcerers.
  • Mukadejoro’s weak spots will take damage more easily when illuminated.
  • Increased the damage reduction effect of Enhanced Seethe.
  • Can now view details about the villagers at bases.
  • Increased the variety of cats and dogs at bases.
  • Added Okami music tracks to the Musician.
  • After completing the last boss in your second playthrough, Yoshiro will appear outside the tent at all bases.
  • Added an option to change Yoshiro’s pose in Photo Mode.
  • Added an option to adjust the position of the game logo in Photo Mode.
  • Replaced some of the Mini Map icons.
  • The Torii Gate purification cutscene at the end of each stage can now be skipped.
  • Shortened the time required to hold the Skip Cutscene button.
  • Other minor bugs have been fixed.

Alongside the update, Capcom has also released new behind-the-scene videos featuring the making of the game’s world, character designs and more.

Once another patch is out, we’ll let our readers know.

[Source: Kunitsu-Gami}

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Alex Co

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

Home > Title Updates and Patches

Suicide Squad: Kill the Justice League Update 1.018 Released for Season 3; Servers Undergoing Maintenance

The latest content drop for Suicide Squad: Kill the Justice League is here this, but before players can play, Rocksteady Studios need to pull down the servers for maintenance work this October 1. While the servers are down, players will be able to download Suicide Squad: KTJL update 1.018 on all platforms, and this is for Season 3!

Suicide Squad: Kill the Justice League Update 1.018 Patch Notes for Season 3:

Server Outage:

  • The maintenance begins at 10 am UTC/3 am PT/6 am ET/6 pm HKT
  • Duration: Not specified but usually around 2-4 hours

LAWLESS

Meet the newest playable character coming to Suicide Squad: Kill the Justice League: Zoe Lawton A.K.A. Lawless.

One of Gotham’s newest and most ethical thieves, Lawless is determined to use the skills of a master criminal that her father taught her to redistribute the wealth in her hometown. She’s sending a message to the people of Gotham that they don’t have to live in fear of the city’s out-of-touch elites any longer, and her method for spreading this message is to livestream her heists for her adoring fans to see.

Lawless’s Talents fit into three different playstyles, allowing you to customise how she plays and take down Brainiac however you see fit.

The ‘Influencer‘ playstyle sees Lawless amp things up, with a focus on afflicting enemies with Livewire Bolt, as well as slowing enemies down using her unique talents. With Shock & Awe, melee kills will electrify all enemies within 10 meters, allowing for some major critical damage. The Multi-Tasker talent gives your Melee strikes a 50% chance to send enemies reeling back in Slo-Mo. These two talents alone make for the base of an electrifying Melee/support build.

Revolutionary‘ is focused on turning your enemy’s strength against them, through powering up your Counters and dealing a lot of damage. ‘Out Of Bubblegum‘ both boosts her firearm damage by 125% AND causes Counters to electrify all enemies near to the target, proving that Lawless can be lethal if she needs to be. And ‘Tell Your Friends!‘ spreads half the damage you deal with Crits to all enemies nearby, synergising with her Livewire Bolt abilities for massive damage.

Finally, the ‘Thief‘ playstyle leans into a trickster archetype, emphasising instant reloads, getting lots of combo and generating extra resources to share with your team. ‘Bonus Content‘ causes both Firearm Ammo and Grenade Ammo to spawn on a Shield Harvest, meaning she’s always got the resources she needs to keep the fight going, and ‘All In The Wrist‘ causes Counters to instantly reload your equipped Firearm, so she can put that extra ammo to use quickly.

These talents, in combination with Pistols, Sniper Rifles and SMGs as her weapons of choice, make for a versatile fighter who can swoop in for an electrifying close-range/melee build, or float high above the battlefield and pick off enemies from afar. Try her out for yourself and discover what playstyle works for you, by reaching Episode Rank 25 to defeat Brainiac and recruit her to the Squad.

A FAMILIAR BASTION

Season 3 will see you returning to Gotham, but not quite as you know it. In this Elseworld, Earth held its last stand against Brainiac in Gotham City, rather than Metropolis. And after it fell, Brainiac decided he had little use for the failing city, leaving it to fall into the void. Rivers of lava now flow through the streets of Gotham, whole city districts are tumbling into an endless void and various iconic locations from Gotham pop up all throughout this Elseworld. As you explore through this Gothic Elseworld, you will find various buildings and locations you’ll have played through in the Batman: Arkham series, like the Ace Chemicals building from which Scarecrow launched his attack on Gotham, or the GCPD where many of the city’s lowlifes were taken by Batman to be brought to justice, and even Arkham Asylum where The Joker put Batman through that fateful night.

As you traverse through the nightmarish landscape of this corrupted Gotham, you will have a range of new Mutators to aid you in your crusade against Brainiac. ‘Insult to Injury’ increases your damage against enemies with Deep Wounds (see in the next section how Catwoman will help you afflict enemies with this), whilst Crop Dusting increases your Affliction Resource generation by 200% while you’re airborne, incentivising an acrobatic and fast-moving playstyle as you electrocute dozens of aliens at once. For the showstopper though, you’ll want ‘Out With A Bang’, which causes Counters to attach a bomb to enemies, making them explode if killed within 10 seconds.

THIS KITTY HAS CLAWS

The launch of Season 3 begins with Episode 5: Thieves, and with it the graceful yet devastating Catwoman Infamy set. One of the tricks with this set is the new Status Effect ‘Deep Wounds,’ which causes enemies to take damage over time and bleed if you follow up with a melee attack.

Naturally, much of the gear in this set boosts your Melee damage or synergises with it in other ways, so you can get up close and show Brainiac how sharp your claws are. There are also bonuses that can be gained by staying airborne for as long as possible, exemplifying the acrobatic prowess of Selina Kyle.

You will have to become truly cat-like to master this Infamy set, but the rewards are well worth it for those who do.

UPPING THE NOTORIETY

On top of the Catwoman Infamy sets, Season 3 will introduce a Rogues Gallery of new Notorious gear items. We will dive deep into DC lore in search of the firepower to take out Brainiac’s forces in this brand new Elseworld.

Psycho-Pirate’s Psionic Virus is a Firearm that inflicts enemies with stacks of Psionic Virus upon each hit, which makes them do less damage, take more damage, and stacks up to 10 times. This debilitating virus is further boosted by the Alt-Fire, which does 1000% bonus damage to enemies afflicted by Psionic Virus, plus if the enemy hit has 10 stacks of the Virus, they will explode in a contagious cloud that infects all nearby enemies with 10 stacks of Psionic Virus.

Doctor Phosphorus’s Radiating Heat needs a little help to reach full potential but can devastate an entire army of Coluans if given the chance. Hitting a burning enemy with this Firearm will consume the burn effect and boost your damage by 100%, up to a max of 500%. With the right build or a helpful teammate to apply enough Diablo Blaze to your enemies, you’ll be dishing out some serious damage with this infernal weapon.

Roulette’s House Rules will allow you to unleash your inner gladiator and battle Brainiac’s forces in the Arena. Upon Shield Harvesting an enemy, an Arena is set up at your location, increasing ALL damage done within it by 1000% and depleting your Shield while you stay in it. This makes for a high-risk, high-reward playstyle that could have you decimating an entire swathe of enemies in an instant or meeting your untimely end. It’s all up to you.

Rat Catcher’s Rat Pack excels at taking out tough single enemies… with a little preparation. As you kill enemies with it, you will build up stacks of Rat Pack, and once you hit 10 stacks, your next melee hit will cause your target to take 10% of their health as damage per second for 10 seconds. Leave them to suffer while you move on to your next target.

Gentleman Ghost’s Undead Spirit marks your enemies as an Undead Spirit from which you siphon their essence. Each Undead Spirit increases the damage you inflict (capping at 500%) until they inevitably leave this mortal plane.

The gameplay adjustments, bug fixes and the like have not been revealed yet, but once it’s live, we’ll slot it in the article.

BUG FIXES: 

  • A special note on missing Codex entries:
    • In our last update we communicated that this bug was resolved, however this only applied to Codex entries unlocked after the update on 08/27 and the fix was not retroactive. After further investigation, and due to the nature of this bug, we have been unable to restore all Codex entries back to their original states. Rather than leave these entries missing for those affected, we have instead put a fix in place that will grant all Codex entries that are attainable up to and included in Episode 3 for anyone that has completed the main story (Defeating Brainiac in the Chapter 6 “Kill Brainiac” mission).
  • Fixed a bug that sometimes prevented enemies and terminals from spawning in the “Docking Maneuvers” mission.
  • Fixed a bug that sometimes prevented Brainiac from appearing after killing all of his forces during the first phase of the “Kill Brainiac 5/13” boss fight while in a multiplayer session.
  • Fixed a bug in the Stash that prevented the categories from being displayed if only a single item of that category was placed in the Stash.
  • Fixed a bug that sometimes caused Penguin’s crafting recipes to be missing when playing in a multiplayer session.
  • Fixed a bug in “Killing Time” that caused players to get stuck on the exit screen if entering the exit portal with enough momentum that you would otherwise fall into water.
  • Fixed a bug that would sometimes cause players to get stuck on an endless loading screen after being disconnected from a server.
  • Fixed a bug that sometimes caused characters purchased from the store to not have their default gear, resulting in them being invisible and unplayable.
  • Fixed a bug that occasionally caused other Squad members to be visible in the end of mission Anti-Hero shot.
  • Fixed the debuff from The Joker’s “Ring-A-Ding” being removed from Destroyers after losing a health bar and using their AoE attack.
  • Fixed the “Disturbing Sights” melee weapon not instantly killing Bombers and Destroyers.
  • Fixed the “Contagion” shotgun having the same stats for both the standard and Master versions. (Master variant has been buffed)
  • Fixed the “Hummock” heavy weapon having the same stats for both the standard and Master versions. (Master variant has been buffed)
  • Fixed a bug that would sometimes prevent players from navigating through the Battle Pass rewards.
  • Fixed a bug that sometimes caused the Sentry and Sniper constructs to not spawn during the final phase of the Episode 4 Brainiac fight.
  • Fixed a bug in the Episode 4 Brainiac fight that would sometimes allow him to be pushed outside of the arena boundary, causing him to no longer take any damage.
  • Fixed a bug that would sometimes cause AI Mrs. Freeze to get stuck in a vertical traversal loop and fly off into the sky.
  • Fixed a bug that sometimes resulted in displaying and dealing no damage to enemy tank weak points.
  • Fixed a bug in the “Planned Obsolescence” mission that caused choppers to occasionally fly through terrain.
  • Fixed a bug that prevented The Joker’s Tutorial & Hints entries from being added to the Codex after purchasing him from the Store.
  • Fixed a bug that allowed multiple characters to equip the same piece of gear after Eliting it with Toyman.
  • Fixed the “Docking Maneuvers” mission not having any mission borders, which allowed players to leave the mission area.
  • Fixed a bug in the Episode 4 Mayhem mission that caused Mrs. Freeze’s hand to be missing when implanting the Data Spike in Brainiac’s giant forehead.
  • Fixed one of the Skull Ship Tentacles that was clipping into the ground during the Episode 4 “Killing Time” mission.
  • Fixed a bug that sometimes caused a Bomber to remain alive in the mission area after defeating the Episode 4 Brainiac.
  • Fixed a bug that sometimes caused the “Highest Season Rank” to not update correctly in the Episode Stats menu.
  • Fixed a bug that occasionally caused AI Squadmate Deadshot to traverse in circles when navigating past the Bird Cinema building.
  • Fixed the “Marco Polo” Riddler Challenge being missing from Metropolis while playing in Episode 4.
  • Fixed a Riddler Trophy being missing outside of the stadium while playing in Episode 4.
  • Fixed a bug that caused coordinated multiple uses of the Squad Ultimate while playing as The Joker in a multiplayer session, to spawn multiple grenades at a time.
  • Fixed a bug that allowed Mrs. Freeze to continue using her Traversal if she was aiming down sights while being hit by a Sniper or EMP.
  • Fixed a bug that could occasionally result in a “Purchase failed” notification when purchasing Luthor Coin.
  • Fixed a bug at the end of the Episode 3 Brainiac fight that could sometimes result in Squad members being visible in the cinematic when they shouldn’t be.
  • Fixed a bug in which AI Squad members may disappear during the intro to the “Q’s And A-holes” mission.
  • Fixed a bug at the end of the Episode 4 “Out of Orbit” mission that sometimes caused the Watchtower to disappear and then reappear.
  • Fixed a big that allowed Corrupted gear to be rewarded for completing Mayhem missions on no Mastery difficulties.
  • Fixed a bug that resulted in notifications being shown for Mrs. Freeze Codex entries after purchasing Luthor Coin, despite not having unlocked Mrs. Freeze.
  • Fixed a bug that caused Mrs. Freeze hands to be misplaced on heavy weapons after unreadying in the lobby.
  • Fixed a bug that was occasionally causing the icons used to show which AI Squad members are targeting an enemy, to appear blown out.
  • [PC Steam] – Fixed a bug that could sometimes result in an indefinite loading screen following the epilepsy warning after launching the game.
  • Various performance fixes and improvements.
  • Various AI fixes and improvements.
  • Various localization fixes.
  • Various audio fixes.
  • Various crash fixes.
  • Various UI fixes.

KNOWN ISSUES:

  • The Fiddlers Fiddle Lucky Charm is currently missing from the Episode 5 loot drop tables. It can however, still be acquired by reaching Thieves Rank 103 and claiming it from the Episode Rank Rewards.
  • The unlock requirements for the “New 52” outfits in the “Looks” menu are incorrectly shown as “Unlocked in Battle Pass”. Instead, these outfits can simply be purchased from the Store. No Battle Pass purchase is necessary.

In the latest news surrounding the game, Rocksteady has been hit with layoffs with Suicide Squad’s underperformance cited as the main cause.

[Source: Suicide Squad]

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Alex Co

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