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Helldivers 2 Hotfix Version 1.001.101 for September 18 Fixes Shield Pack; Known Issues Listed

Following yesterday’s gargantuan patch that addressed a lot of balance concerns and an initiative to make the game more user-friendly, there’s a new patch released today for Helldivers 2 for a hotfix. This is a client-side download and will show up as Helldivers 2 update 1.001.101, and this includes a short list of fixes.

Helldivers 2 Update 1.001.101 Patch Notes for September 18:

Overview

  • Fix for SH-32 Shield Generator Pack
  • Crash fix

Fixes

  • Fix for a crash during host migration when a new player joins.
  • Helldivers were accidentally granted the SH-32 Shield Generator Packs from General Brasch´s personal stash. These are reserved for 10 star generals only. The workers at the distribution center have been sent to re-education camps and regular shields will resume distribution.

Alongside the short list of fixes, Arrowhead Game Studios has also relayed the known issues they are dealing with right now too:

Known Issues

These are the highest priority issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This is not a comprehensive list.

Top Priority:

  • Players may not receive Friend Requests sent from another platform
  • Large units have no audio cues, allowing them to sneak up on players
  • Enemies will try to shoot the generators through walls in the Rescue High-Value Assets mission
  • Enemies are sometimes capable of shooting through walls
  • Social menu is stuck on ‘Please Wait Democratically’ for some players
  • Dead bodies of Chargers can launch the Helldiver into the air
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Players may sometimes be unable to join specific friends, or are returned to ship when joined

Medium Priority:

  • Reinforcement may not be available for players who join a game in progress
  • Mines may become invisible or may disappear in Multiplayer lobbies
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • Friends “Invite only” games can still be seen on the Galactic War Map but cannot be joined
  • High damage weapons will not detonate hellbombs
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions

Expect more patches to be released for the game as part of its 60-day plan.

[Source: Helldivers Discord]

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Alex Co

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

Home > Title Updates and Patches

Crusader Kings 3 Update 1.024 Fixes Graphic, Death Screen Bugs on Consoles

Console players of Crusader Kings 3, a new patch (Update #13) is now available for download! This will show up as Crusader Kings 3 update 1.024, and this brings a short list of fixes relating to the death screen, graphical degradation bugs and more.

Crusader Kings 3 Update 1.024 Patch Notes for September 18:

  • Fixed an issue that caused characters to be displayed at low quality setting and removed details in textures (e.g. skin or eyes).
  • Fixed issue that caused the character death screen to be empty.
  • Added a disabled state for the “equip” button for artifacts, resolving an issue where players were unable to navigate to or equip certain artifacts.
  • Various technical improvements to texture streaming, improving the general rendering quality of character clothes and armors.

The fixes above are some of the community-reported issues that stemmed from the Friends & Foes title update that was pushed out last month. Of course, this doesn’t mean the devs are done patching the game, and once we know more about the next update or content drop, we’ll let our readers know.

If you notice any changes made that’s not mentioned above, leave a comment below and let us know what you spot.

[Source: Paradox Plaza]

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Alex Co

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

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Hunt Showdown Update 1.000.006 Leads You Back to Stillwater Bayou With Patch 2.0.1

Crytek is sprucing up Stillwater Bayou in Hunt Showdown 1896 and you’re invited to visit the place one more! The Hunt Showdown update 1.000.006 patch is now live on consoles and PC, and this brings a load of improvements to the map! Curious what they are? Read on for what the CryEngine 5.11 can do to an old map to make it look new again!

Hunt Showdown Update 1.000.006 Patch Notes for September 18:

The Stillwater Bayou Improvements:

  • Complete upgrade of the Stillwater Bayou map using the power of upgraded CRYENGINE 5.11
  • Extensive terrain improvements
  • Enhanced lighting tech and global lighting improvements across the map and inside compounds
  • High detail pass on all compounds, with significant upgrades to dressing and assets
  • A complete rework of the swamp biome, with improved vegetation and ground details
  • Improved, more detailed water
  • Shader improvements
  • Better readability with improved color and tonal separation in key areas
  • Fine-tuned and improved design of key areas such as Reynard Mill & Lumber, Blanchett Graves, Lockbay Docks, Stillwater Bend, and Pitching Crematorium, with new paths, windows, doors, and access points.

Highlights:

Stillwater Bayou – Map Reintroduction
  • Complete upgrade of the map, brought to life through the power of our new and updated CRYENGINE 5.11.
  • Full rework of the swamp biome.
  • Extensive terrain and vegetation improvements.
  • Detail, dressing, and lighting pass on all compounds.
Developer Note: We’re excited to bring back the newly reimagined Stillwater Bayou, revitalized through the power of CRYENGINE 5.11! This map has undergone significant enhancements thanks to your feedback and our commitment to improving your experience.

The swamp biome has been carefully reworked to offer a more immersive and challenging environment. We’ve made targeted terrain improvements and enhanced the lighting and details across various compounds, refreshing key areas while maintaining the essence of the original map.

Specific areas like Reynard Mill & Lumber, Blanchett Graves, Lockbay Docks, Stillwater Bend, and Pitching Crematorium have been fine-tuned with new paths, windows, doors, and strategic access points to encourage dynamic gameplay.

General Updates:

UI Improvements

We’ve addressed several community-reported issues in this update and are committed to making ongoing UI improvements based on your feedback. This is just the first step in a longer process, with many more issues to be addressed in the coming updates. Thank you for your continued support and patience.

  • Added the Bounty Hunt lobby to the ‘PLAY’ section in the top navigation.
  • Clicking on Bloodline Info above a Hunter in the lobby now opens the player profile.
  • Currencies in the menu header (top-left) now display in their respective colors.
  • Streamlined the ‘Quit’ button interaction for keyboard and mouse users.
  • Updated certain 2D icons, replacing older versions with new designs.
  • Added a shortcut command for ‘Inspect Equipment’ in the lobby screen.
  • Favorite filters are now prioritized.
  • Owned items will always appear first in the inventory.
  • Removed ‘GEAR’ from the top navigation.
  • Removed the ‘Sell’ confirmation pop-up window from the Gear screen.
  • Blood Bond prices are now more prominent when purchasing Skins.
  • A distinct gold pop-up has been added for items that can be purchased with Blood Bonds.
Developer Note: We remain dedicated to refining the UI/UX of Hunt: Showdown 1896, and will continue to address the community’s pain points as time goes on.
Melee Weapons & Tools
  • Spear melee damage has been reduced.
  • Spear light attack speed has been reduced.
Gameplay
  • Decreased the chance to spawn in a corner compound in favor of more spawn fights.
Rotjaw
  • Rotjaw will now drop 2 Bounty Tokens instead of 1.

Bug Fixes:

AI
  • Hellborn
    • Fixed an issue where the Hellborn could spawn next to an extraction location.
  • Rotjaw
    • Fixed an issue where Rotjaw could get stuck during combat indefinitely.
    • Fixed an issue where Rotjaw would try attacking players outside the arena.
    • Fixed an issue where players would not receive credit for killing Rotjaw, with only the Accolade for banishment being awarded.
    • Fixed an issue where Rotjaw could get stuck underwater after downing a player near the arena’s edge. While Rotjaw could still be damaged if her location was found, the death animation would not play when she was killed.
  • The Butcher
    • Fixed an issue where The Butcher could get stuck under the stairs in Lockbay Docks.
World
  • Performed a player collision pass on complex groups of trees and roots, to prevent the player from getting stuck between objects.
  • Performed a cloth adjustment pass for all Boss Target lairs to reduce the noise and open some sight lines inside.
  • Stillwater Bend: Opened a long line of fences to the southwest cornfield.
  • Pitching Crematorium: The southern downwards ramp and the east entrance have been tweaked.
  • Reynard Mill & Lumber: Added stairs to the Boss Target lair in the workshop building to connect the upper and lower parts. Additionally, a window has been added.
  • Blanchett Graves: Added an open door to the northern entrance of the church and performed small adjustments around the graveyard.
  • Lockbay Docks: Added a window to the upper section of the boat house, making parts of the roof accessible. Smaller adjustments for attacker spots have also been made.
Other
  • Fixed bugs that could lead to crashes on dedicated servers.
  • Fixed an issue where a black screen could appear when launching the game for the first time on Windows 10.
  • Fixed an issue where Alt-Tabbing in and out of the game could occasionally cause the display to freeze, showing a static image while the game and audio continued to run in the background.
  • Fixed a bug where the KDA in the lobby did not count assists, causing it to differ from the KDA displayed in the statistics screen.
  • Fixed a bug that caused the Concertina Trip Mine to be inconsistent, often dealing only a single tick of damage.

Enjoy the newly imagined map, hunters!

[Source: Steam]

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Alex Co

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

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Horizon Zero Dawn Remastered ESRB Rating Surfaces, Lists It for PS5, PC

Back in 2022, we broke a story on how Sony was remaking Horizon Zero Dawn. At the time, it was a bit fuzzy whether it was a full-on remake or it was just being remastered. Well, it seems we have the answer to that, as the Horizon Zero Dawn Remastered ESRB rating has surfaced!

Rated “T” for Teen, Horizon Zero Dawn Remastered is listed for PS5 and PC and has the following summary on the ESRB website:

Rating Summary

This is an action/role-playing game in which players assume the role of a hunter (Aloy) surviving through a post-apocalyptic world. Players guide Aloy as she learns to hunt robotic creatures and animals in the wild. Aloy uses arrows, spears, and explosive traps to injure and kill machines, boar, and occasional human enemies. Animals and humans emit small puffs of red blood when struck; one sequence depicts an abandoned camp with large blood stains on rocks and trees. The game contains a brief reference to sexual material (e.g., “Eighteen months hard labor in exchange for thirty years lounging around Elysium watching porn?”). In text/audio files, characters sometimes reference fictional drugs, overdoses, and getting high: “…not even out of junior high and already a drug addict”; “…I ran across a pusher who was selling Razorwing for eight bucks a tab”; “I’d spend a few days getting high, then OD on Overcast.” The word “sh*t” appears in the text/dialogue.

Chances are, an announcement is right around the horizon (sorry! Couldn’t resist). Perhaps a new State of Play is in order? This makes a lpt more sense especially after the disastrous PS5 Pro reveal event.

Horizon Zero Dawn was released on the PS4 back in February 2017 to critical acclaim, and it was followed up by an expansion titled the Frozen Wilds that was pushed out in November of the same year. Since then, we’ve gotten its sequel Horizon Forbidden West which was released in 2022,  and it also got an expansion titled Burning Shores that was released in 2023.

Will players want another remaster from Sony though? We’ll know for sure once it’s announced, and we see the reception.

More PlayStation Reading:

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Alex Co

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

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Ark Survival Ascended Update 1.052.026 Roars Out for Today, September 17

Studio Wildcard has just released a brand-new client and server update for Ark Survival Ascended, addressing a new set of issues across each platform. Here’s everything to know about Ark Survival Ascended update version 1.052.026.

Ark Survival Ascended Update 1.052.026 Patch Notes

PlayStation Patch Notes

v52.26 – Minor version for PS5 Clients – 09/17/2024

  • Fixed a crash when opening the inventory

v52.27 – Minor version for Servers – 09/17/2024

  • Fixed an issue where going into Photo Mode could cause a desync when exiting.
  • Fixed a few server crashes.

Xbox Patch Notes

v52.26 – Minor version for Xbox Clients – 09/17/2024

  • Fixed a Crash when opening the inventory.

v52.18 – Minor version for Xbox Clients – 09/17/2024

  • Improved memory usage while in the inventory screen.
  • Fixed the flickering issue on Aberration.
  • Fixed some crashes.

v52.27 – Minor version for Servers – 09/17/2024

  • Fixed an issue where going into Photo Mode could cause a desync when exiting.
  • Fixed a few server crashes.

PC Patch Notes

v52.27 – Minor version for Servers – 09/17/2024

  • Fixed an issue where going into Photo Mode could cause a desync when exiting.
  • Fixed a few server crashes.

That’s all for today’s Ark Survival Ascended update, though we expect we’ll likely get plenty more as the studio continues to work on fixes and other issues that were introduced from the big Aberration update that was released earlier this month. 

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James Lara

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

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XDefiant Year 1 Roadmap Update Revealed, Netcode/Hitreg Improvements Detailed

With Season 2 of XDefiant kicking off soon, the devs at Ubisoft San Francisco has stuck to their word, revealed the XDefiant Year 1 roadmap update, which highlights the stuff incoming in Season 2 up to Season 4.

Read on for the list to see what’s coming this month and beyond for the free-to-play shooter.

XDefiant Year 1 Roadmap Update:

Season 2:

Featured Content:

  • New Faction – Highwaymen
  • 3 New Weapons
  • 3 New Maps
  • New Device
  • Bomb Mode
  • Beta Private Matches
  • Limited-Time Modes

Player Progression:

  • Event Challenges
  • Objectives Progress Weapon XP
  • Improved Battle Pass Progression Speed
  • New Weapons Mastery Skin
  • New Ranked Rewards
  • New Battle Pass

Quality of Life:

  • Mantle Improvements
  • Player Collision  Improvements
  • Footstep Audio Improvements
  • Top 500 Leaderboard
  • Ranked Loadouts
  • Ranked Map Voting

Season 3:

Featured Content:

  • New Faction
  • 3 New Weapons
  • New Mode + New Map Type
  • Bots Mode
  • Limited-Time Modes

Player Progression:

  • Daily Rewards
  • Prestige
  • Faction Mastery
  • Badges
  • New Ranked Rewards
  • New Battle Pass

Quality of Life:

  • Replay (Death Replay Cam)
  • Improved First-Time User Experience
  • Ranked Rejoin
  • Ranked Sanctions

Season 4:

Featured Content:

  • New Faction
  • 3 New Weapons
  • New Device
  • Major Event Takeover
  • Limited-Time Modes

Player Progression:

  • Weapons Mastery 2.0
  • Weapon Skin Challenge
  • New Ranked Rewards
  • New Battle Pass

More Info Coming Soon!

Quality of Life:

  • Ranked Vote to Surrender

More Info Coming Soon!

Also, the devs note that there will be ongoing netcode, matchmaking and anti-cheat improvements all throughout the game’s seasons as well.

Speaking of netcode, the dev team has hired “specialist engineers” to help with this and hitreg (hit registration). There are two key areas they are working on:

  1. Focus on increasing the amount of proactive resend of packets to mitigate issues experienced by players suffering from packet loss.
    • Bandwidth reduction efforts ongoing to allow for this as we need to reduce bandwidth usage to accommodate the bandwidth increases associated with proactive resend.
  2. Migrating more gameplay systems to lightweight networking protocols to improve their responsiveness.

So basically, we want to automatically resend every packet 4 times. That is the basic industry standard because packet loss is more common than people realize but usually losing a few packets here and there isn’t a big deal. In a twitch shooter however, it is. Right now, we are only resending twice because our packets are basically too big (simplifying the issue) and if we resend 4 times the traffic will slow down and will create worse Netcode/Hitreg issues. So, we need to reduce the size of our packets (again simplifying) and then we should be able to do 4 frames of automatic resends and that should make a huge difference in people’s Netcode/Hitreg experience.

This is a big task, but everyone is working as hard as possible to get this work in as soon as possible. It’s hard to give you a solid estimate as to when it will be ready because there is a lot of iteration and testing time. But we’re hoping to see something towards the end of Season 2 if not sooner.

The dev team also clarified that the game is “absolutely” NOT dying, and that the game is doing well, but they want it to do even better. The Season 2 reveal is happening tomorrow, September 18, and once more info on that is known, we’ll be sure to let our readers know.

[Source: Ubisoft]

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Alex Co

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Starfield Beta Update 1.14.68 Released, Here’s Everything in It

Bethesda’s big September update for Starfield is about to go live later this month, but before that, the studio will test it out on select gamers. If you’ve opted in to the beta program, you’ll be able to download and install Starfield beta update version 1.14.68, and this is one patch packed with bug fixes and even features.

Starfield Beta Update 1.14.68 Patch Notes:

Features

Creation Kit: The automated process used to create models for Distant LOD is now available

General

  • General performance and stability improvements
  • Resolved an issue that limited the number of loaded creations to 255
  • Lighting changes and enhancements have been made throughout the game
  • Made several visual improvements and bug fixes for weapon models
  • Improved player headtracking when exiting dialogue
  • The player’s camera should no longer be jostled when jumping

Gameplay

  • The Annihilator Particle Beam damage-over-time effect no longer affects Companions
  • Robots and Turrets will now take damage from EM weapons
  • Crafting: Addressed an issue with The Boom Pop! Dynamite recipe
  • Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister
  • Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated

Quests

  • Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead
  • Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing
  • Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad
  • Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective
  • In Memoriam: Addressed an issue that could prevent progression during the “Speak with Sarah” objective that takes place near the waterfall
  • In Memoriam: Fixed an issue that could prevent the objective “Proceed to Cassiopeia I” from completing if the planet had been visited previously
  • Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive
  • Legacy’s End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef
  • Legacy’s End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons
  • Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso
  • One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene
  • One Giant Leap: Addressed an issue with Audio that could occur during the credits
  • One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded
  • Revelation: Addressed an issue with Quest Target consistency in the final encounter
  • Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter
  • Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations
  • Rough Landings: Fixed a rare issue with Milena Axelrod’s ship to appearing
  • The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting
  • The Best There Is: The Jade Swan is now accessible if the player still has the “Search and Seizure” quest active
  • The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away
  • The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked

Locations

  • Akila: Updated some textures in the Slums
  • Akila: Resolved a collision issue with bunk beds
  • Deserted Biotics Lab: Fixed missing panels on the exterior floor
  • Lair of the Mantis: Resolved a minor texture issue that could appear on some panels
  • Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds
  • Maheo I: Closed an open gap on the roof of Sonny Di Falco’s Mansion
  • Neon: Nyx’s Apartment: Fixed an issue with collision in the area
  • Neon: Addressed a collision issue with grated panels in Ebbside
  • New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain
  • Stroud-Eklund Staryard: Addressed collision in an area
  • The Clinic: Addressed a visual issue that could appear in Dr. Cassidy’s office
  • The Red Mile: Addressed a collision issue under the platforms in the final area

Ships

  • Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use
  • Ship Builder: Fixed an audio issue that could occur when deleting a hab
  • Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine
  • Addressed an issue that could allow non-sellable ships to be sold to vendors

Vehicle

  • Addressed an issue with Set Active in the Vehicle menu when using a gamepad
  • Fixed an issue with the position of Wheel VFX
  • Addressed an issue with opening the Favorites menu while entering the vehicle
  • Name plates and health bars will now display consistently while in a vehicle
  • Settings for look sensitivity will now affect the vehicle camera
  • Kaiser and Vasco will no longer both sit in the Rev-8 when following the player
  • The vehicle icon will no longer display in interior maps
  • The vehicle lights will no longer be automatically on when loading a save
  • The fast travel distance for the vehicle is now in-line with other POIs and landed ships

UI

  • Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance
  • Removed a debug string that would display when uploading saves on Xbox to Customer Service
  • Updated the Skills menu to resolve an issue in Large Font Mode for certain languages
  • Resources with long names are now truncated for Large Font Mode when scanning
  • Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items
  • Temporary text will no longer display if you quickly select the “Continue” option from the Main Menu
  • Ship registration costs will now display the accurate amount both on vendors and the hangar menu
  • Addressed Mass display when selling items from ship cargo
  • Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable
  • Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap
  • Location names and quest objectives will now truncate properly on the planet map
  • Creations store title displays fully in all languages
  • A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform
  • Weapons will default to their original skin in menus if a weapon skin creation is disabled
  • Addressed an issue with sorting for Best Results in Creations menu
  • Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available
  • Ammo counts should now display correctly for values over 100,000
  • The damage popup can now display numbers larger than 4 digits
  • Addressed an issue caused by aiming down sights while pickpocketing a character
  • Crew menu will now correctly display when someone is assigned to the player’s home
  • The repair button is no longer visible in the hangar inspect menu
  • Resolved an issue with waiting that could briefly cause unintended text to appear
  • Healing items now preview the amount of health restored
  • Storage containers will now have their weight updated when all items are cleared from them
  • The ship marker in the scanner will display at the correct location when docked at a space station
  • Crafting completion confirmation prompt will now be spaced correctly for longer titles
  • Tunneling creatures will no longer show their nameplates or quest targets when tunneling
  • Scanner Anomalies can now be a landing target while piloting a ship in orbit

Audio

  • Increased center channel audio usage for surround sound setups
  • Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated
  • Ecliptic Mercenary voices now use the same filtering in all languages

[Source: Bethesda]<

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Alex Co

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

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New Battlefield Game Has BF Portal Devs Working on “New Experience;” Large Scale Community Testing Program Launching Early 2025

Following yesterday’s new Battlefield game concept art reveal, EA seems to be ramping up on the game’s hype a bit, as new details about the in-development title has surfaced during today’s EA Investor Day presentation.

Group GM of the Battlefield franchise Byron Beede went on stage to address the four studios working on the game. In case you didn’t know, we reported back in May that there are four first-party EA studios working on the upcoming Battlefield game. This time around, Beede confirmed each studio’s involvement:

  • DICE – Multiplayer
  • Criterion Games – Single-Player & Multiplayer
  • Motive – Single-Player
  • Ripple Effect – Working on a “new experience.”

Based on past games in the franchise, DICE Sweden is once again heading the multiplayer part of the game with Criterion helping out (especially with vehicle gameplay). Motive, which developed the excellent Dead Space remake, is heading the single-player campaign, while Ripple Effect Studios which worked on Battlefield 2042’s Battlefield Portal mode is working on something new. Could this be a new iteration of BF Portal in the new Battlefield game? Perhaps another stab at battle royale? We can’t say for sure for now.

In the same presentation, Beede also showed off two new screens for the new Battlefield game as well. While they’re obstructed a bit with text, you can still see a good part of it.

Beede mentioned that they’ve been playtesting the new Battlefield game almost daily for “well over a year” and how this time around, they are focusing on their “keep green” initiative, which means they are targeting software stability, so the game is always playable for playtesting. Furthermore, Beede confirmed they are already testing with players, and what’s more, they are planning to introduce a “large scale community-driven testing program” early next year! Beede says this should give EA more feedback on gameplay, performance, and fun factor,  and should help in what the studio chief calls “finding the fun” like never before.

Finally, Beede concludes by saying everyone at EA are “all in” on Battlefield, and how the franchise and the players deserve their best.

More Battlefield Reading:

[Thanks, DANNYonPC!]

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Alex Co

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Star Wars Jedi “Final Chapter” Being Worked on by Respawn

It looks like the next adventure of Cal Kestis will be his last, as EA has confirmed that the “final chapter” of Star Wars Jedi is being worked o by Respawn Entertainment.

This was announced during Electronic Arts’ Investor Day 2024 presentation. In the event, Laura Miele, EA Entertainment and Technology president shared some impressive stats on the Star Wars games the publisher has pushed out, stating they earned over $5 billion in net bookings and added,  “This impressive track record includes, of course, the Star Wars Jedi games, where over 40 million Star Wars fans have connected with Cal Kestis and his arc of becoming a powerful Jedi.” Miele followed that up by stating that “Respawn is working hard to bring the final chapter of this thrilling story to players.”

No other info was shared outside of that, but at least we know the third chapter is being worked on, and that it’ll be the final one. Of course, the franchise ending with the third game isn’t really all that surprising given Star Wars Jedi: Survivor director and former Respawn employee Stig Asmussen mentioned that he sees the franchise as a trilogy, and with EA stating that the game was pacing “very strongly,” then that means the publisher was happy with the sales numbers (even though no specific data was shared).

Speaking of the franchise, the last-gen (PS4, Xbox One) versions of Star Wars Jedi: Survivor is being released today. If you haven’t played it yet, go check out our review of it here where we state, “Respawn hasn’t hit the dreaded Sophomore Slump with Star Wars Jedi: Survivor, but it’s not the massive follow-up that a lot of people were hoping for. ”

We’ll have more on EA’s Investors Day presentation, so stay tuned.

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Alex Co

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

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Overwatch 2 x World of Warcraft Crossover Rampages Out, New Content and Patch Notes Listed

Blizzard worlds are colliding today, as the big Overwatch 2 x World of Warcraft (WoW) crossover is now live! This brings new cosmetics, balance changes and more. Players can download Overwatch 2 update 3.84 on PS4, Xbox One, PC and version 1.000.049 on PS5, Xbox Series X|S.

Check out the complete patch notes below sorted with our handy table to make reading through the new stuff easier.

Overwatch 2 Update 3.84/1.000.049 Patch Notes:

Crossover Info:

To celebrate the 20th anniversary of World of Warcraft, Blizzard today kicked off a collaboration event for the storied MMO in Overwatch 2! From September 17-30, players can collect up to ten free rewards including charms, sprays, icons, and name cards. Legendary skins honoring iconic WoW characters will also be available in the Shop, including Sylvanas Windrunner Widowmaker, Lich King Reinhardt, Thrall Zenyatta, and Diamond Magni Torbjorn.
Additionally, starting on September 24, Blizzard also celebrates another year of Overwatch 2 with a month-long event featuring fan-favorite game modes from the past year:
  • Week 1: Beast Hunt and Community Crafted
  • Week 2: April Fools 2024 and Cosmic Crisis
  • Week 3: Mirrorwatch and Prop Hunt

General Updates:

Role Queue Mystery Heroes

Role Queue Mystery Heroes is a new variation of the popular Mystery Heroes game mode but using the Role Queue rules. Once you select your role, your heroes played will be randomly selected among the heroes in that role and will not change roles throughout the match.

  • Role Queue Mystery Heroes added to the Unranked Menu.
  • Open Queue Mystery Heroes removed from the Unranked Menu.
  • You can still create a custom game of Open Queue Mystery Heroes in Custom Games.
Deathmatch
  • Deathmatch is moved from the Unranked Menu to the Arcade Menu and will appear in daily rotation with other Deathmatch modes.

Competitive Updates

Competitive Drives

Competitive Drives are limited-time events that take place near the end of seasons in Competitive Play Role Queue. As you complete a Drive you’ll earn bonus Competitive Points and a new reward called “Signatures”. Signatures are a cosmetic reward that appears on your name in most locations where your name is displayed, including your Name Card, Play of the Game Highlights, Scoreboard, and Hero Select. Signatures are upgraded as you reach Checkpoints in a Drive.

When you win a match you’ll earn Drive Score and progress toward the next Checkpoint. Losing subtracts Drive Score, but generally less than winning, and Checkpoints prevent you from losing score once you reach them.

There are 6 Checkpoints and they grant the following rewards in order of completion:

  • 500 Competitive Points
  • Signature
  • 1000 Competitive Points
  • Advanced Signature
  • 500 Competitive Points
  • Elite Signature

Your progression on a Drive is shared across all roles in Role Queue. You do not earn progression toward your Drive in Open Queue Competitive Play.

When you complete Drives your Signature will be upgraded to show off how many Drives you’ve completed in total.

Signatures are removed after a Rank Reset.

Hero Updates

GENERAL
  • Armor flat damage reduction decreased from 10 to 7 per impact.

Developer Comment: The recent increase to armor’s effectiveness improved the survivability of armored heroes more than we’d like for how passive it is, so we’re tuning it down to a middle-ground value.

TANK

Tank Role Passive

• Knockback resistance reduced from 40% to 25%.

Developer Comment: This knockback resistance value has changed a few times as the environment of the game shifts. With Juno entering the roster and bringing more sources of speed boost to help rush down the enemy team, we’d like to make tanks more susceptible to displacement again.

D.Va

Developer Comment: There has been a lot of community feedback surrounding D.Va lately. On average she hasn’t been overperforming, but she’s quite difficult to take down. So we’re shifting some of her armor to normal health and reducing her max combined health by 25 armor. With armor’s effectiveness being hit in the same patch, we’ll keep an eye on how this plays out and adjust as necessary.

  • Mech armor health reduced from 375 to 325.
  • Mech base health increased from 200 to 225.

Orisa

Developer Comment: We still don’t want Orisa to easily chase enemies down while Fortified since there’s not much you can do to fight back during that time, so while we’re not removing the movement speed penalty entirely, we are lowering it to a point where it will feel much better for Orisa to use.

Fortify
  • Movement speed penalty reduced from 20% to 10%.

Roadhog

Developer Comment: This is a reversion to Roadhog’s previous resource regeneration rate to improve his primary tanking ability’s uptime. There were several adjustments to reduce the power of this ability but they may not have been necessary as Roadhog has been underperforming for some time now.

Take a Breather
  • Resource regeneration rate increased from 8 to 10 per second.

Sigma

Developer Comment: This shift in damage from the Hyperspheres direct impact into the explosion component is to improve the effectiveness of the airburst explosion when playing at max range and makes it more threatening against tightly grouped enemies.

Hyperspheres
  • Impact damage reduced from 25 to 15.
  • Explosion damage increased from 30 to 40.
  • No longer deals damage to self.

Damage

Bastion

Developer Comment: The spread reduction is intended to improve the Assault mode weapon’s effective range against smaller targets while not changing much in regard to how good it is against tank heroes and their large size.

Configuration: Assault
  • Spread reduced from 2.2 to 2 degrees.
Configuration: Artillery
  • Ultimate cost reduced 12%.

Cassidy

Developer Comment: We’re reducing how impactful the hinder effect is by lowering its duration, as this crowd control can be a significant source of frustration for players. Since now there is less time to follow up with shots from the weapon while the opponent is hindered, we’re increasing the explosion damage of Flashbang.

Flashbang
  • Hinder duration reduced from 1.2 to 0.9 seconds.
  • Explosion damage increased from 45 to 75.
Deadeye
  • Ultimate cost reduced 10%.

Hanzo

Developer Comment: This change restores Hanzo’s one hit headshot kill against 250 health heroes, though it will require more accuracy with the smaller projectile size and is now slower to charge shots to reduce the frequency of projectiles being thrown out.

After trying the recent iterations of Hanzo post Season 9, we feel the one-shot capability is too essential to the core gameplay feel of these sniper heroes (similar to Widowmaker) without a much larger rework. Being limited to a smaller range of heroes that could be one shot (225 HP and below) added some texture to the hero matchups but wasn’t a satisfying compromise for either side.

Storm Bow
  • Normal arrows are no longer affected by global projectile size increases.
  • Maximum damage increased from 120 to 125.
  • Time to fully charge increased from 0.72 to 0.87 seconds.

Venture

Developer Comment: As a highly mobile damage hero, Venture doesn’t need quite as much shield health from their passive as they currently get to be successful. Even though they are a close-range hero, their abilities enable them to close the gap quickly and effectively without taking much damage.

Explorer’s Resolve
  • Shield health gained per ability reduced from 40 to 30.

Support

Moira

Developer Comment: Moira’s ultimate didn’t feel threatening enough after the health adjustments across the cast and her own lower health value.

Coalescence
  • Damage per second increased from 70 to 85.

Lifeweaver

Developer Comment: The increased firing duration for Thorn Volley will give Lifeweaver more damage presence and it lines up better with his auto-charging heal timing to help that flow nicely.

Thorn Volley
  • Maximum ammo increased from 80 to 100

Zenyatta

Developer Comment: With the current addition of more speed boosts in the game, Zenyatta (and generally more poke-oriented team compositions by extension) has fallen off a bit due to how immobile and vulnerable he can be. We’ve tried increasing his health in the past but it’s proven problematic, so instead we’re leaning into his glass-cannon nature. We’re improving his damage this time, which should enable new break points in how many shots are required to eliminate an enemy.

Destruction Orb
  • Damage increased from 48 to 50.
Orb of Discord
  • Cooldown per target reduced from 7 to 6 seconds.

Map Updates

CLASH
  • Fast Respawn after a point has been captured has been removed from Clash. We’ll be looking to implement an alternate version of it for Clash in the future.
  • Respawn times for defenders get reduced by 2 seconds for each segment the attackers secure in the final capture zone.
FLASHPOINT
  • The initial boost of speed heroes receive when leaving the spawn has been increased in duration from 1 second to 2 seconds.
  • Increased maximum potential duration of the speed boost effect from 5 to 6 seconds.

Bug Fixes

GENERAL
  • Fixed an issue where players were not gaining credit when queuing for all roles in challenges and progression stats.
  • Fixed an issue where wall climbing heroes could infinitely ledge grab.
HEROES

CASSIDY

  • Fixed an issue where Deadeye would incorrectly indicate a killing blow on Ramattra.

D.VA

  • Fixed an issue with D.Va’s Boosters movement speed stacking multiplicatively with speed boosting abilities.

LIFEWEAVER

  • Fixed an issue that would cause Lifeweaver’s petal platform to continue to rise when interacting with Mei’s Ice effects.
  • Fixed an issue where Lifeweavers’s petal platform can move horizontally if placed on a moving object.

SIGMA

  • Fixed an issue with Sigma’s Gravitic Flux percentage health damage being affected by damage reduction.

SYMMETRA

  • Fixed an issue where audio would remain muffled if you used a teleporter while hindered.

For more on Overwatch 2, bookmark our game hub for it.

[Source: Play Overwatch]

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Alex Co

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Home > Title Updates and Patches

MultiVersus Update 1.42 for Season 3 Flies Out, Here’s What’s New

The next major update for MultiVersus is now live on all platforms, and this is for the Season 3 (patch 1.3.0) content drop! Those on consoles, this will show up as MultiVersus update 1.42 (curent-gen version 1.042), and delivers The Powerpuff Girls to the line up, the Batman Megamix PvE Rift and more.

MultiVersus Update 1.42/1.042 Patch Notes:

General 

  • SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available!
  • New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS.

Rifts

The “Naptime is Over” PvE Rift is NOW AVAILABLE!

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

Rift Updates

  • Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3.
  • Rift difficulties are now unlocked based on total gem XP rather than the average level of the player’s top 3 gems.

Rift Combat Updates

  • Updated several level actors to support controller rumble feedback

Ranked

  • If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively
  • Fixed a bug causing RP calculation to read inaccurate skill ratings
  • Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for
  • Losing to players of a higher tier than you now has a lower maximum RP loss

Note: We started with a light touch, if we feel RP gains aren’t appropriate for a significant difference in ranks, we will tune further via server hotfixes

  • Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players
  • Matchmaking favors games with players within a single tier, but may still fallback to two tiers
  • Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations
  • Raised the target MMR for Master
  • Master I players will decay RP for inactivity

Coming In a Future Patch: Win Streaks will be displayed in face-off

Unranked + Ranked:

  • We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking.  This should result in new and returning players getting more appropriate games.

Maps

New Maps:

  • Midnight Showing
  • Midnight Showing (1v1)
  • Dexter’s Lab 2 (1v1)

General

  • Updated several map elements to support controller rumble feedback

Cromulons

  • Center floating platform size increased by 20% on both variants
  • Destructible map elements removed when Hazards are toggled off

Dexter’s Lab

  • Fixed several issues affecting gameplay

Dexter’s Lab 2

  • *NEW* 2v2 variant is added with a 20% map size increase
  • Original variant is now Dexter’s Lab 2 (1v1)

Teen Titans Tower

  • Blast Box width increased 5% on all variants
  • Side walk-off platforms removed when Hazards are toggled off
  • Destructible map elements removed when Hazards are toggled off

Throne Room (1v1)

  • Fixed an issue where background visuals would not always play

Tree Fort

  • Destructible map elements removed when Hazards are toggled off

Trophy’s E.D.G.E. 

  • Floating platforms sizes increased by 20% on all variants

Scooby’s Haunted Mansion

  • Destructible map elements removed when Hazards are toggled off

Ranked Map Pools

1v1 Map Pool

  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2
  • Sky Arena (1v1) has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

2v2 Map Pool

  • Sky Arena has replaced its No Platforms variant
  • Water Tower (Locked Door) has replaced its default stage variant

Unranked Map Pools

  • Dexter’s Lab has returned to the FFA pool
  • Dexter’s Lab 2 (1v1) has replaced Dexter’s Lab 2 in the 1v1 pool
  • Midnight Showing has been added to the FFA and 2v2 pools
  • Midnight Showing (1v1) has been added to the 1v1 pool
  • Water Tower has replaced Water Tower (Locked Door) in the FFA pool

Training Mode

Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions.

  • Added “Hitstun Combo Counter” to Training Mode
  • Improved timing when resetting in Training Mode
  • Changed Bot Behavior to not return the spawn location after being hit

General Combat

Movement Changes

We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here:

  • Certain air attacks now maintain more momentum when executed as part of a dodge attack
  • Certain air attacks now maintain more momentum during attack start-up
  • Certain air attacks now allow fast fall during attack start-up
  • Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge
  • Certain air attacks now maintain less momentum in the direction opposite the fighter’s facing during the attack

Additional Changes

  • Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold
  • Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason
  • Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends

General Bugfixes

  • Fixed an issue where Instant Dodge Aerial specials consumed an air special resource

Perks

  • *NEW* General Perk – Broken Wings
  • Perk text: “If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP. “
  • *NEW* General Perk – Blind Spot Guard
  • Perk text: “If an enemy dodges your melee attack, briefly gain some gray health.”

Characters

Legend:
= Buff
– = Nerf

~ = Change

= Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

With the introduction of the tech system, we have improved Agent Smith’s combo routes.

  • Ground Side Attack 1
    • + Start-up window reduced 1 frame
    • + Hitstun increased
    • ~ Hitpause increased
  • Ground Side Attack 3
    • * Fixed an issue where fighters could become stuck to Agent Smith after this attack
  • Ground Down Attack
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • ~ Now allows fast fall during attack start-up
  • Air Down Attack
    • ~ Now allows fast fall during attack start-up
    • + Now maintains more horizontal momentum during attack start-up
  • Ground Down Special
    • ~ Fixed certain projectile clank interactions

Arya

  • General
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Air/Ground Side Special
    • ~ Fixed certain projectile clank interactions causing the dagger to float in the air
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Banana Guard

Banana Guard was very focused on aerial approaches to do everything, while the ground game was very limited to just KO options. We have improved his gameplay to allow more combo routes and a more unique approach for Banana Guard to explore.

  • Ground Up Attack
    • + On-hit cancel window advanced 4 frames
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • + Now maintains more momentum during attack start-up
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • + Now maintains more momentum in the direction Banana Guard is facing during the attack
    • – Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air Side Special
    • – Now maintains less momentum in the direction opposite Banana Guard’s facing during the attack

Batman

Batman has always had a focus of being a combo based character, however his approach game became very focused around dash attack and aerial down special. This led to multiple changes which slowed his play down, or buried Batman’s combo game being dodge boosted attacks. We have redesigned Batman’s combat to allow a more dynamic gameplay which allows players to find success at all levels of play, and create new unique ways to play Batman.

  • Ground Dash Attack
    • ~ *NEW* Batman’s dash attack is now a flurry of armor breaking punches
  • Air/Ground Neutral Attack (Cooldown)
    • ~ Knockback angle made more downward to allow ground bounces
    • ~ Hitpause increased
  • Ground Up Attack
    • ~ Hitpause reduced
  • Ground Down Attack
    • ~ *NEW* Batman’s down attack is now a slide kick that transitions into a strong kick on-hit. Inputting a second down attack on-hit will instead transition into an armor-breaking leg sweep.
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now allows fast-fall during attack start-up

Beetlejuice

We have introduced new combo routes to Beetlejuice to better explore his grounded gameplay. We have also improved his ability to approach with a combo starter in the air, and expand on his gameplay beyond his strength in jab.

  • General
    • + Dodge attacks now more reliably give full movement momentum
  • Ground Side Attack 1
    • * On-whiff cancel window buffer delayed 6 frames later to make it less likely that Ground Side Attack 2 executes unintentionally
  • Ground Up Attack
    • ~ Visuals now better match hitbox
  • Ground Down Attack
    • + Movement increased 25%
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Neutral Attack
    • + On-hit cancel window advanced 1 frame
    • + Now maintains more momentum during attack start-up
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – Now maintains less momentum in the direction opposite Beetlejuice’s facing during the attack
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Black Adam

Black Adam was very difficult to contest at a range, or behind a partner. These changes are to address some of the dominance Black Adam had with stage control.

  • Ground Down Attack
    • – Now applies a 6 second cooldown for the lightning tendril projectile
  • Air Neutral Attack
    • – Hitbox size reduced 10%
    • ~ Hitpause reduced
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air/Ground Neutral Special
    • + Start-up window before charge reduced 5 frames
    • – Once chain lightning has hit an enemy, that enemy is immune to chain lightning for 6 seconds
  • Air/Ground Side Special
    • – Now costs 1 unit of dodge meter
  • Ground Down Special
    • ~ Projectile shield is now destroyed when Black Adam is rung out

Bugs Bunny

  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Bugs
  • Air/Ground Down Attack (Pie)
    • ~ Throwing a pie no longer destroys pies that have been reflected by enemies
  • Air Neutral Attack
    • – Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – Now maintains less momentum in the direction opposite Bugs Bunny’s facing during the attack
  • Air Down Attack (No Pie)
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • * Fixed an issue where Safe was not acting as a heavy projectile while in motion
  • Air/Ground Down Special
    • * Fixed an issue where fighters actions were not canceled upon entering the tunnel
  • “Lingering Love” Perk
    • ~ Fixed certain projectile clank interactions

Finn

Finn has a singular focus of carrying the opponents to the blast zone quickly due to many of his best combos being aerial based. This patch will address the power behind the “Backpack Strength” and some prevention to guaranteed carries.

In an upcoming patch, Finn will be receiving changes to improve the overall combo game retaining his rushdown gameplay, while also bringing focus away from the off stage carries.

  • General
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Air Neutral Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air Side Attack 1
    • + Now maintains more momentum during attack start-up
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special (with BMO)
    • ~ Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them
  • Air Down Special
    • * Fixed an issue where parrying this attack would not put Finn into parry stun
    • – Hitstun reduced
    • ~ Knockback angle made more downward to allow ground bounces
    • ~ Hitbox size is now consistent regardless of coin value
  • “Backpack Strength” Perk
    • – Up special maximum knockback bonus from coins reduced to 125 from 225
    • – Dash attack maximum knockback bonus from coins reduced to 100 from 200
    • – Maximum damage multiplier from coins reduced to 1.25 from 1.5

Garnet

Garnet was experiencing a few gameplay issues that were leading to combos dropping, or facing difficulty in matches contesting faster characters. We have improved the combo routes, added armor to some moves, and improved the attack speed on some of Garnet’s best approaching moves.

  • *NEW* Signature Perk “Thunderclap”
    • Perk effect: Performing ground up special after placing Garnet’s electrical trap will detonate it immediately.
  • General
    • + Hurtbox size reduced on Garnet’s gauntlets
    • * Fixed an issue where certain props would disappear when rendered too far from the camera
  • Ground Side Attack 2 (Down)
    • ~ Knockback angle made more downward to allow ground bounces
  • Ground Down Attack
    • + Now applies armor on start-up after a charge threshold
    • + Now has hitboxes on Garnet’s gauntlets that hit fighters downwards
    • + Uncharged shockwave projectile speed increased 15%; maximum charge speed unchanged
  • Air Neutral Attack
    • + On-whiff cancel window advanced 4 frames
  • Air Side Attack 1
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • – Now maintains less momentum in the direction opposite Garnet’s facing during the attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • – On-whiff cancel window after landing delayed 10 frames
  • Air/Ground Neutral Special
    • ~ Rhythm buff can now be stacked a third time granting Garnet and her ally a projectile shield
    • + Sing time required to charge a Rhythm buff stack reduced to 0.65 seconds from 0.75 seconds
    • – Rhythm buff stack duration decreased to 5 seconds from 7 seconds
  • Air/Ground Side Special (Cooldown)
    • – Hitbox size reduced so the attack is less likely to hit behind Garnet
    • + Now maintains more momentum during attack start-up
  • Ground Up Special (Cooldown)
    • + Second hit damage increased to 8 from 7
    • + First hit now more consistently combos into second hit
  • “Marker” Perk
    • * Fixed an issue where gauntlets could spawn a star too close to the top blast zone

Gizmo

  • Air/Ground Neutral Attack
    • Start-up window before charge increased 3 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • – Hitbox size reduced to better match visuals
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)

Harley Quinn

  • General
    • * Fixed an issue where Confetti debuff stacks would increase when victims were hit by their own allies
  • Ground Up Attack
    • – On-whiff cancel window delayed 9 frames
    • – Start-up window after charge increased 1 frame so the attack is less likely to hit behind Harley
  • Ground Down Attack 1
    • + Now more reliably combos into Ground Down Attack 2
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
    • – On-hit cancel window delayed 7 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Neutral Special
    • ~ Fixed certain projectile clank interactions
  • Air/Ground Side Special
    • ~ Fixed certain projectile clank interactions
    • * Fixed an issue where the projectile would be destroyed if Harley was interrupted during the attack
  • Air/Ground Down Special
    • ~ Fixed certain projectile clank interactions

Iron Giant

Iron Giant has many changes to knockback angles, dodge boosted attack windows on hit, and adjustments to “Rage” mode in this patch. The focus is to create new combo routes that have a finisher, without allowing longer extensions that guarantee offstage carries. The Rage mode changes will also address the dominance a team gained during this timeframe and level the playing field.

  • General
    • * Fixed an issue where Iron Giant’s hurtbox would become very misaligned if he was transformed into a chicken while in rage mode. This was a brutal one.
  • Passive
    • – Burst cooldown during Rage mode increased to 45 seconds to match default cooldown timing
  • Ground Down Attack
    • + Start-up window reduced 3 frames
    • + Knockback increased to 1550 from 1450
    • + Iron Giant now moves forward while performing this attack to make it easier to connect
    • ~ Knockback angle made more horizontal
    • – On-hit cancel window delayed 5 frames
  • Ground Up Attack
    • + Start-up window before charge reduced 2 frames
  • Air Neutral Attack
    • ~ Final hit Knockback will now always hit away from Iron Giant
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Up Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air/Ground Up Special
    • – Now maintains less momentum during attack start-up
  • Rage Ground Side Attack
    • + Projectiles now ignore platforms
  • Rage Ground Down Attack
    • – No longer spawns a shockwave
  • Rage Air/Ground Side Special
    • * Fixed an issue where Iron Giant could spawn two plasma orbs in quick succession

Jake

While strong from a distance, Jake was lacking in ways to approach the opponents outside of using his bite command grab that led to a significant reward. We have improved on Jake’s grounded gameplay to allow for better boxing tools, and also improved knockback angles on some aerial attacks to allow for more aggressive combo starters.

  • Ground Side Attack 1
    • + Start-up window reduced 3 frames
  • Ground Side Attack 3
    • + Knockback scaling increased to 17.5 from 16.5
  • Ground Neutral Attack
    • + Uncharged knockback increased to 1600 from 1500
    • + Uncharged knockback scaling increased to 19 from 18.5
    • ~ Knockback angle made more horizontal
    • + Start-up window reduced 4 frames
    • – On-whiff cancel window delayed 8 frames
  • Ground Up Attack
    • + Forearm and hand hurtbox are now invulnerable during the attack if charged at least 50%
  • Ground Down Attack
    • + Start-up window before charge reduced 2 frames
    • + Knockback increased to 1450 from 1250
    • – Repeat-move lockout increased to 15 frames from 8 frames
  • Air Neutral Attack
    • – Knockback reduced to 1400 from 2000
    • ~ Knockback angle made more downward to allow ground bounces
    • + Cancel window into Air Neutral Attack Special Follow-up advanced 3 frames
    • + Now maintains more momentum during attack start-up
    • – Repeat-move lockout increased to 23 frames from 8 frames
  • Air Neutral Attack, Special Follow-up
    • – Damage reduced to 10 from 12
    • – On-whiff cancel window delayed 10 frames
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air Up Attack 1
    • + Now maintains more momentum during attack start-up
  • Air Up Attack 2
    • – Knockback reduced to 1150 from 1450
    • + Forearm and hand hurtbox are now invulnerable during the attack
  • Air Down Attack
    • + Now allows fast fall during attack start-up
    • – Now maintains less momentum in the direction opposite Jake’s facing during the attack
    • + Start-up window reduced 2 frames
    • * Fixed an issue where Jake would not always hop on-hit
  • Air/Ground Neutral Special
    • – Jake can no longer jump while there are enemies in his stomach
    • – Minimum eat time reduced to 0.75 seconds from 2 seconds; victims now have an easier time mashing out
    • – Eaten enemies now escape if Jake attempts to ring himself out in the bottom blast zone
    • * Fixed an issue where Jake could float into the top blastzone if he whiffed this attack under certain conditions
  • Air/Ground Side Special
    • ~ Now ignores player collisions during movement; this should fix issues where Jake would get stuck next to enemies without hitting them
  • “Stay Limber” Perk
    • * Fixed an issue where Jake would not bounce if the player held a down input

Jason

  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

LeBron

Lebron without Basketball was too difficult to find success with, leading matches to focus on a more passive gameplay or trying to keep the basketball as often as possible. We have improved many attacks involving the No Basketball stance so Lebron will feel more fun to play without basketball. Also with the introduction to the grounded tech system, we have added more ways for Lebron to ground bounce opponents for combo starters.

  • General
    • + Basketball hitbox size increased to better match visuals
  • Ground Side Attack 1 (Basketball)
    • + Hitbox size increased
    • + Hitbox active duration increased 2 frames
  • Ground Side Attack (No Basketball)
    • + Start-up window reduced 3 frames
  • Ground Neutral Attack (Basketball)
    • + Start-up window before charge reduced 3 frames
    • + Uncharged damage increased to 6 from 5
    • + Uncharged knockback increased to 1850 from 1750
    • + Uncharged knockback scaling increased to 22 from 20
    • – Charge maximum damage multiplier reduced to 2 from 2.5
    • – Charge maximum knockback Multiplier reduced to 1.75 from 2.25
    • ~ Hitpause reduced
  • Ground Down Attack (Basketball)
    • ~ Hitbox now better matches the visuals
    • ~ Knockback angle made more downward to allow ground bounces
  • Ground Side Attack (No Basketball)
    • + Sped up Startup by 6 frames
  • Ground Down Attack (No Basketball)
    • + Start-up window reduced 6 frames
    • + On-hit cancel window advanced 18 frames
  • Ground Up Attack (No Basketball)
    • + Start-up window reduced 6 frames
    • + Hitbox active duration increased 3 frames
    • + On-hit cancel window advanced 5 frames
    • + LeBron now moves forward while performing this attack to make it easier to connect
  • Air Neutral Attack (Basketball)
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Neutral Attack (No Basketball)
    • + Now maintains more momentum during attack start-up
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack (Basketball)
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack (No Basketball)
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack (Basketball)
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack (Basketball)
    • + Now allows fast fall during attack start-up
  • Air Down Attack (No Basketball)
    • + Damage increased to 8 from 6
    • + Hitbox size increased to better match visuals
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • + Sourspot hitbox removed
  • Air Up Special (No Basketball)
    • + Start-up window reduced 3 frames

Marvin

While successful from a distance, Marvin was lacking ways to properly box with opponents in a meaningful way. We have improved Marvin’s overall combo game, and made him easier for a newer player to pick up and try. This includes a return to his Neutral Special (Button) being an active part of his kit as a combo starter.

Marvin was also experiencing moments where projectiles would not hit an opponent after dodging it at any time, we are looking into a fix for this in an upcoming patch. Neutral special has been adjusted to address part of this issue in this patch.

  • Ground Dash Attack
    • + Damage increased to 8 from 6
    • + Dash attack better connects all 3 hits reliably
  • Ground Side Attack 1
    • ~ Hitpause reduced
  • Ground Side Attack 2
    • + Damage increased to 4 from 3
    • + On-hit cancel window advanced 1 frame
    • ~ Hitpause reduced
    • + Now can on-hit cancel into a faster version of Ground Up Attack
  • Ground Down Attack
    • – Hitbox sized reduced so the attack is less likely to hit behind Marvin
    • – Start-up window increased 1 frame
    • – On-whiff cancel window delayed 7 frames
  • Air/Ground Neutral Attack
    • ~ Bubbling a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
  • Air/Ground Neutral Attack (Cooldown)
    • ~ Fixed certain projectile clank interactions
  • Air Side Attack
    • + Now maintains more momentum in the direction Marvin is facing during the attack
    • – Now maintains less momentum in the direction opposite Marvin’s facing during the attack
  • Air/Ground Neutral Special
    • ~ Reversing a projectile will reset its hit history, allowing it to hit fighters that have already dodged the attack
    • + Now allows more air control during the attack
    • + Hitbox size increased
    • + Hitbox active duration increased 6 frames

Morty

  • Ground Side Attack, Neutral Attack Follow-up (Whip)
    • ~ No longer classified as a “projectile” hit
  • Ground Side Attack 2
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
  • Ground Side Attack 3
    • ~ Adjusted animation so Morty does not snap into his previous attack pose on the first frame
    • ~ Charge window delayed 3 frames, attack timing updated to compensate
    • This should help in situations where players were accidentally charging the attack for a few frames, causing the jab combo to whiff
  • Ground Up Attack
    • + Damage increased to 6 from 5
    • + Knockback increased to 1350 from 750
    • * Fixed an issue where this attack’s on-hit cancel window was not being acknowledged
  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack 1
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack 2
    • ~ Hitbox size now better matches visuals
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
  • Ground Side Special
    • * Fixed an issue where the earth pillar aimer could not be controlled when used near breaks in terrain
  • Air/Ground Up Special
    • ~ Visuals updated

Reindog

Reindog is a character who is meant to have success as a teammate, but was lacking enough utility to bring to a team compared to others. In our last patch we improved on Reindog’s combo game by returning Side Air Attack to a ground bounce combo starter leading to improvements in the 1v1s space, and this patch we are addressing the 2v2s space. We have improved tether usage, increased KO power when thrown by a teammate, and also improved the movement for down air to allow better team follow ups for KOs.

  • Air Down Attack
    • + Now maintains more downward momentum during attack start-up
  • Air/Ground Neutral Special
    • + Cooldown reduced to 16 seconds from 24 seconds
  • Air Up Special
    • + Ally throw knockback scaling increased to 21 from 17

Rick

Rick has seen recent improvements to special attacks, and with this patch we are improving Rick’s overall combo game. In season’s prior we saw a main focus on usage of Rick’s jab, so we have improved his other tools to allow for a more unique approach to his combat.

  • Ground Side Attack 1
    • + Start-up window before charge reduced 1 frame
  • Ground Side Attack 2
    • ~ Hitbox placement adjusted to better connect into Ground Side Attack 3
    • ~ Knockback angle made more downward to better connect into Ground Side Attack 3
    • *  Fixed an issue preventing a branch into an Instant Aerial Dodge
  • Ground Side Attack 3
    • + Start-up window before charge reduced 1 frame
    • ~ Knockback angle made more horizontal
  • Ground Down Attack
    • + Fart bomb spawn time advanced 12 frames
    • – On-whiff cancel window delayed 12 frames
  • Air Neutral Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
    • – On-whiff cancel window delayed 6 frames
  • Air Up Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more horizontal momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Ground Neutral Special
    • + Golf Meeseeks active hitbox duration increased 2 frames
    • + Golf Meeseeks knockback scaling increased to 15 from 11
  • Air/Ground Side Special
    • * Fixed an issue where Rick could cancel spawning the second portal animation leading to unintended combo routes
    • * Fixed an issue where Rick could teleport rung out fighters causing them to be stuck in eternal limbo
    • * Fixed an issue where multiple fighters could be teleported at the same time unintentionally
  • Ground Up Special
    • + Hitbox active duration increased 5 frames; now matches air version

Samurai Jack

With the introduction of the teching system, we have added more attacks that lead to ground bounces for combo starters.

  • Ground Side Attack 3
    • ~ Hitpause reduced
  • Ground Neutral Attack
    • – Uncharged hitbox size reduced
  • Ground Up Attack
    • ~ Second hit knockback angle made more downward to allow ground bounces
    • ~ Hitpause reduced
  • Air Side Attack
    • + Now allows fast fall during attack start-up
  • Air Up Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Special
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
    • ~ Knockback angle made more downward to allow ground bounces
    • + Now maintains more downward momentum during attack start-up
  • Focus Air Down Special
    • – Hitbox size reduced so the attack is less likely to hit behind Samurai Jack
    • – Hitbox active duration reduced 1 frame

Shaggy

  • Ground Side Attack 1
    • – Hitbox size reduced so the attack is less likely to hit behind Shaggy
  • Ground Up Attack
    • – Knockback influence multiplier increased to 1.25 from 1.0
  • Air Down Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Neutral Special
    • ~ Will now slowly fall while charging in the air
    • – Maximum rage duration reduced to 7 seconds from 12 seconds
  • Air/Ground Down Special (Sandwich)
    • – Sandwich healing reduced to 2 damage from 5 damage
  • Rage Air/Ground Side Special
    • – On-whiff cancel window delayed 4 frames

Steven Universe

  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • – Now maintains less momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Stripe

  • Air/Ground Neutral Attack
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack
    • – Now maintains less momentum in the air in the direction opposite Stripe’s facing during the attack; ground version unchanged
  • Air Neutral Attack (Cooldown); Ground Version Unchanged
    • + Hitbox active duration increased 2 frames
    • + Damage increased to 6 from 2
    • + Knockback increased to 1000 from 850
    • + Knockback scaling increased to 16 from 12
    • ~ Knockback angle made more downward to allow ground bounces
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum when executed as part of a dodge attack

Superman

  • Ground Side Attack 3
    • – Hitbox sizes reduced so the attack is less likely to hit behind Superman
  • Air Side Attack
    • + Now maintains more momentum during attack start-up
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • – Maximum hold time reduced to XX seconds from infinite
    • – On-whiff cancel window delayed 13 frames
    • – Repeat-move lockout increased to 20 frames from 8 frames
  • Air/Ground Down Special
    • * Fixed an issue where the eye lasers could detonate on the incorrect surface

Taz

  • General
    • * Fixed an issue where Tasty debuff stacks would increase when victims were hit by their own allies
  • Ground Neutral Attack
    • ~ Fixed certain projectile clank interactions
  • Ground Down Attack
    • + Movement distance increased
  • Air Neutral Attack
    • – Now maintains less horizontal momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • + Now maintains more vertical momentum during attack start-up

The Joker

  • Ground Side Attack 1
    • – Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself
  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • – Knockback reduced to 1450 from 1550
    • – No longer allows fast fall during attack recovery
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • – On-whiff cancel window delayed 8 frames
    • + Now maintains more momentum during attack start-up
  • Air Neutral Special
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Special
    • – Start-up window increased 5 frames
    • – On-whiff cancel window delayed 5 frames
    • + Now maintains more momentum when executed as part of a dodge attack
    • – No longer allows fast fall during attack recovery
  • “Joker’s Wild” Perk
    • * Fixed an issue where the Joker card and Spade cards could be thrown at the same time
    • * Fixed Joker card not being classified as a normal projectile
    • ~ Fixed certain projectile clank interactions

Tom & Jerry

A majority of Tom & Jerry’s focus revolved around using Up Attack as the all or nothing attack option due to its reward for hitting, and also Tom & Jerry’s lack of other safe approach tools outside of zoning. This led to gameplay in which passive play was the primary choice until you could find a hit with the Up Attack.

With this patch we have adjusted the Up Attack to prevent loops into itself, and resetting with jab. We have also improved their gameplay to allow more unique exploration of the kit with new combo routes.

  • Jerry
    • ~ Fixed cork projectile clank interactions
    • ~ Cork launch height raised to better match visuals
  • Ground Up Attack
    • – Can no longer on-hit cancel into dodge or ground side attack while the attack is active. This fixes an infinite combo.
  • Ground Neutral Attack
    • + On-hit cancel window advanced 10 frames
    • ~ Knockback angle made more downward to allow ground bounces
  • Air Neutral Attack
    • + Now maintains more momentum during attack start-up
    • + Now maintains more momentum when executed as part of a dodge attack
    • ~ Knockback angle made more downward to allow ground bounces
    • + On-hit cancel window advanced 10 frames
    • + Hitbox active duration Increased 1 frame
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now maintains more momentum during attack start-up
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special (No Jerry)
    • ~ Fixed tennis ball projectile clank interactions
    • ~ Tennis balls are now immune to damage while homing towards an ally Jerry. They can still be blocked/reflected.
  • Air Down Special
    • ~ Fixed certain projectile clank interactions
  • “Dynamite Split” Perk
    • ~ Split dynamite can now be reflected a short duration after they are spawned

Velma

  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • – Now maintains less momentum in the direction opposite Velma’s facing during the attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • + Now allows fast fall during attack start-up
    • + Now maintains more momentum during attack start-up
  • Air/Ground Neutral Special
    • – Speech bubbles no longer home to a target once reflected
    • ~ Fixed certain projectile clank interactions for all speech bubble types
  • Air Side Special
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air/Ground Down Special
    • ~ Fixed certain projectile clank interactions
    • + Now maintains more momentum when executed as part of a dodge attack

Wonder Woman

  • Air Side Attack
    • * Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast)
  • Air Down Attack
    • + Now maintains more momentum during attack start-up

Don’t be surprised to see a follow up patch released for MultiVersus surface, as these are usually patches that fixes bugs that crop up from big updates such as this one.

[Source: MultiVersus]

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Alex Co

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

Home > News

New Fallout 76 Atomic Shop Weekly Update for September 17, 2024

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

As usual, MP1st is here with the new Fallout 76 Atomic Shop weekly update today, September 17’s list of items for sale. Check out this week’s best Atomic Shop items and bundles below.

New Fallout 76 Atomic Shop Weekly Update for September 17:

Fallout 76 Atomic Shop weekly update for September 17

Notable Items This Week:

  • House of Tomorrow C.A.M.P. Kit Bundle – 1500
  • Pheasantly Home Decor Bundle – 1500
  • Mr. Fuzzy Plushie Bundle – 1200
  • Wild Mountain Waystation Bundle – 1500
  • Butterfly Apothecary Bundle – 1800
  • Nuka-Cola Classic Power Armor Paint Set – 1500
  • Deathclaw BBQ Bundle – 1800
  • Suburban Living Bundle – 1800
  • Leo Petrov Bundle – 1800
  • Suburban Backyard Bundle – 1800
  • Evening Room Bundle – 1500
  • Bare Rusted Steel Union Paint – 1200
  • Everything Pink Bundle – 1260
  • Modern Home Kitchen Bundle – 1260
  • Outside in Helvetia Bundle – 1050

What is the Fallout 76 Atomic Shop?

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

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

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

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

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

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

As Xur and his wares take their leave from Destiny until next Friday, a new set of weekly activities and Eververse offerings have been pushed out to keep players busy. The new Destiny 2 weekly reset September 17, 2024 refresh of activities is now live, detailed in full below along with the new Eververse inventory.

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

Nightfall – The Ordeal: Heist Battleground: Europa

Modifiers:

  • Nightfall: Advanced
    • Shielded Foes: You will face combatants with [Arc] Arc, [Solar] Solar, and [Void] Void shields.
    • Advanced Modifiers: Extra Shields
    • Champion Foes: You will face [Shield-Piercing] Barrier and [Stagger] Unstoppable Champions. Visit the Character or Mod Customization screen to view your active anti-Champion perks.
    • Solar Threat: 25% increase to incoming Solar damage.
    • Empath: Enhanced radar. Take increased damage from melee.
    • Overcharged Weapons: Weapon overcharges from the Seasonal Artifact are active in this activity. Kinetic weapons do increased damage when your Super element matches an active surge.
    • Solar Surge: 25% bonus to outgoing Solar damage.
    • Void Surge: 25% bonus to outgoing Void damage.
    • Overcharged Linear Fusion Rifle: 25% bonus to Linear Fusion Rifle damage.
    • Galvanized: Combatants have more health and are more difficult to stun.
  • Nightfall: Expert
    • All previous modifiers
    • Expert Modifiers: Locked Loadout Extra Shields
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
  • Nightfall: Master
    • All previous modifiers
    • Master Modifiers: Extra Champions Locked Loadout Extra Shields
    • Chaff: Radar is disabled.
  • Nightfall: Grandmaster
    • All previous modifiers
    • Grandmaster Modifiers: Extinguish Limited Revives Contest Join In Progress Disabled Extra Champions Locked Loadout Extra Shields
    • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
    • Limited Revives: Limited fireteam revives. Gain additional revives by defeating Champions.
    • Fire Pit: When defeated, Acolytes spawn fire pools that cause damage over time.

Rewards:

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

Raids and Dungeons

Weekly Raid and Dungeon

  • Raid: Crota’s End
  • Dungeon: Spire of the Watcher

Raid Challenges & Modifiers

Deep Stone Crypt

  • Red Rover: A challenge awaits…

Vow of the Disciple

  • Defenses Down: A challenge awaits…

Vault of Glass

  • Wait For It…: A challenge awaits…

King’s Fall

  • Hands Off: A challenge awaits…

Root of Nightmares

  • Crossfire Challenge: A challenge awaits…

Last Wish

  • Strength of Memory: A challenge awaits…

Salvation’s Edge

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

Dares of Eternity: Legend

Contestants: Disciples of the Neigh

  • Round 1: Hive
  • Round 2: Vex
  • Final Round: Valus Ta’aurc

Loot


Pale Heart of the Traveler

Cooperative Focus Mission: Ascent

Join Cayde-6 and Crow on a scouting mission to find a way across a frozen mountain and into the domain of the Witness.


Legacy Activities

  • Neomuna
    • Campaign Mission: Downfall: Infiltrate the heart of Calus’s lair and destroy the Darkness relay.
    • Partition: Hard Reset: Chase down a Shadow Legionary wreaking havoc in the VexNet.
    • Vex Incursion Zone: Límíng Harbor
  • Savathûn’s Throne World
    • Campaign Mission: The Communion: Commune with the Europan Pyramid to strengthen your new Darkness power, Deepsight.
  • Europa
    • Eclipsed Zone: Cadmus Ridge
    • Empire Hunt: The Technocrat: Advanced: Defeat Eramis’s technology expert, Praksis, the Technocrat.
    • Exo Challenge: Simulation: Safeguard: Simulated Skill-Set Training: Test your defensive abilities amongst a Vex onslaught.
  • Moon:
    • Campaign Mission: In the Deep
    • Wandering Nightmare: Fallen Council (Archer’s Line)
    • Trove Guardian is in Hellmouth
  • Dreaming City: Strong Curse
    • Petra is at Rheasilvia.
    • Weekly Mission: Dark Monastery – Provide recon for Petra’s forces by investigating strange enemy activity in Rheasilvia.
    • Ascendant Challenge: Keep of Honed Edges, Harbinger’s Seclude
    • Blind Well: Taken, Plague: Inomina

Miscellaneous

Ada-1’s Wares

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

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Buzz Off Emote 700 Bright Dust
Omega Mechanos Plate Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Titan Universal Ornament 1200 Bright Dust
Daito Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Heat-Shielded Apply this shader to change the color of your gear. Shader 300 Bright Dust
Empirical Imperative Apply this shader to change the color of your gear. Shader 300 Bright Dust
Nothing to See Here Emote 3250 Bright Dust
Sand in the Eyes Emote 700 Bright Dust
Golf-Tango Shell Ghost Shell 2850 Bright Dust
Eclipse Hunter Ship 2000 Bright Dust
Sierra-Whiskey Vehicle 2500 Bright Dust
Alone, to Be Joined Equip this weapon ornament to change the appearance of Drang (Baroque). Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 700 Bright Dust
Tetrahedron Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Melchizedek Bramble Apply this shader to change the color of your gear. Shader 300 Bright Dust
Atmospheric Glow Equip this shader to change the color of your gear. Shader 300 Bright Dust
Spark of Joy Equip this shader to change the color of your gear. Shader 300 Bright Dust
Royal Protector Equip this shader to change the color of your gear. Shader 300 Bright Dust
Cabal Shield Breaker Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Ketch Flight Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Lattice Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Petra Venj, The Dreaming City

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

Eris Morn, Moon

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

Lectern of Enchantment, Moon

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

Variks, Europa

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

Shaw Han, Cosmodrome

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

Starhorse, Eternity

Name Description Cost Requirement Reward
Bring the Overkill Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with your Super, disintegrate combatants with high-damage elemental final blows, and complete the activity with an impressive score. 7177 Glimmer 75 Super & 80 Disintegrations & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Pins Pulled Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with grenade abilities or Grenade Launchers, rapidly defeat combatants, and complete the activity with an impressive score. 7177 Glimmer 110 Grenade final blows & 125 Rapidly defeated & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Maximum Temper Complete the following objectives in a single run of Dares of Eternity on Expert difficulty. Objectives will reset if not completed when the activity ends. Pick up Orbs of Power, rapidly defeat combatants, and complete the activity with an incredible score. 11777 Glimmer 100 Orbs of Power & 125 Rapidly defeated & 1 300000 Points 3 Paraversal Haul & 1 Enhancement Prism & XP++ & 150 Strange Favor

Nimbus, Neomuna

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

Seasonal Challenges

Name Description Objectives Rewards

No more records this season!


Notable Armor Rolls

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

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Prodigal Helm Ada-1 Helmet 18 2 8 26 2 2 58 1 Enhancement Core & 10000 Glimmer
Warlock Prodigal Hood Ada-1 Helmet 18 2 8 26 2 2 58 1 Enhancement Core & 10000 Glimmer

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

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > Title Updates and Patches

WWE 2K24 Latest Update Brings Superstar DLC Data, Big Poppa Pump Fixes

Just last week, Visual Concepts released a title update for WWE 2K24 that brought in Scott Steiner’s Big Poppa Pump character into the game, albeit with some issues. Today, that should be fixed, as WWE 2K24 update version 1.19 for last-gen and 1.019 for current-gen is now live! Note that some might have gotten a prompt to download the 1.18 version. If you did, I suggest checking for an update again, as the 1.19 is the one you want to install.

WWE 2K24 Update 1.19/1.019 Patch Notes:

  • Game Stability improvements
  • Addressed various reported concerns related to movesets
  • Addressed reported concerns related to match cards incorrectly changing in Universe mode
  • Addressed reported concerns related to playing special guest referee matches with custom arenas
  • Addressed reported concerns related to Big Poppa Pump (Scott Steiner ’98)
  • Online match stability updates for when Special Moves, Finishers or Paybacks were used

In addition to that, the Superstars DLC pack will be available for players tomorrow, though the data for that should be part of today’s title update download. Per the game’s roadmap, the new wrestlers entering the ring are:

  • Jade Cargill
  • Nia Jax
  • Michelle McCool
  • Carlito
  • Kairi Sane
  • Lyra Valkyria
  • Dragon Lee
  • MyFACTION Content:
  • Superstar Cards

There’s one more DLC drop planned for this Season Pass that’s due for release in November called the WCW Pack.

[Source: WWE 2K]

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Alex Co

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

Home > Title Updates and Patches

Minecraft Update 2.97 for Bedrock Version 1.21.30 Now Live, Here’s the Patch Notes

Ready for the next major Minecraft patch? Ready or not, it’s out now! Mojang and 4J Studios have pushed out Minecraft update 2.97, and this is for Bedrock version 1.21.30! This is one meaty patch that includes experimental features, bug fixes and a lot more. Read on for the breakdown and patch notes.

Minecraft Update 2.97 for Bedrock 1.21.30 Patch Notes:

In this week’s changelog, villagers can finally sleep soundly, foxes are getting more hearts, and we’ve got bundles of information about – bundles, which are now available as an experimental feature for all Bedrock players! Villagers will no longer make idle sounds when sleeping (they’re asleep, after all!) and adorable foxes across the Overworld will be waking up to more hearts (10!) – making them hardier friends to tame and travel with. If that wasn’t enough we’ve also implemented some bug fixes, made parity changes, and more.

Experimental Features

Bundles

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

  • Bundles are an experimental feature – to use them, you must turn on the Bundle experiment when creating a new world
    • Please note: Bundles are still being polished in the Preview and Betas with bug fixes and tweaks, so you might spot some slight differences in this experimental version!
  • A Bundle is an item that can pack different items together into the same stack
  • A Bundle only fits one stack (usually 64 items) but it can be a mixture of many different item types
  • You can insert items into a Bundle directly in the inventory
  • Bundles have a tooltip that shows the items inside
    • The tooltip fits 3 rows and can always show at least 8 item types
  • You can select any of the visible items to pull out of the Bundle
    • Use the scroll wheel on mouse, the right stick on a game controller, or tap on a touch device
  • When selecting an item to remove, the Bundle icon shows that item poking out of the Bundle
  • When holding a Bundle in hand, you can empty it onto the ground
    • In the latest Beta & Preview version, when a Bundle is used in the hotbar, one group of items is emptied at a time instead of everything being emptied at once
  • The Bundle is crafted with one String above one Leather
  • Bundle recipe is now unlocked by obtaining Leather or String

Known Issues:

  • When moving items on touch devices, the wrong item icon may appear briefly
  • Bundles put in Decorated Pots, given to an Allay, or moved through Hoppers and Droppers may lose their contents

Features and Bug Fixes

Blocks

  • Vertically retracting waterlogged blocks with a Piston no longer creates “ghost water” on the client (MCPE-144222)
  • “purpur_block” block is now split into unique instances “purpur_block”, and “purpur_pillar”; the previously unused chiseled and smooth purpur blocks were renamed to “deprecated_purpur_block_1” and “deprecated_purpur_block_2” for backwards compatibility, but are hidden from creative inventory and commands
  • “structure_void” has had its block state removed and “air” variants will be converted to the base block
  • Added new vanilla block and item tags to support vanilla item tier level destruction speeds for data driven blocks
  • All Logs, Stripped Logs, Woods, and Stripped Woods are now treated consistently across various scenarios:
    • Flying mobs that can land on trees will now recognize these blocks as suitable landing positions
    • Parrots will now prefer these blocks as landing spots
    • Previously, these behaviors applied to only a subset of these blocks
  • Kelp can no longer be placed on any type of Fence, instead of just a subset of them
  • Seagrass can no longer be placed on any type of Fence, instead of just a subset of them
  • Turtle Eggs can no longer be placed on any type of Fence, instead of just a subset of them
  • “cobblestone_wall” block is now split into unique instances “cobblestone_wall”, “mossy_cobblestone_wall”, “granite_wall”, “diorite_wall”, “andesite_wall”, “sandstone_wall”, “brick_wall”, “stone_brick_wall”, “mossy_stone_brick_wall”, “nether_brick_wall”, “end_stone_brick_wall”, “prismarine_wall”, “red_sandstone_wall” and “red_nether_brick_wall”
  • “granite_wall”, “diorite_wall”, “andesite_wall”, “stone_brick_wall”, “mossy_stone_brick_wall” and “prismarine_wall” now have a destruction time of 1.5
  • “sandstone_wall” and “red_sandstone_wall” now have a destruction time of 0.8
  • “end_stone_brick_wall” now has a destruction time of 3.0
  • “sponge” block is now split into unique instances: “sponge” and “wet_sponge”
  • Colored Torch block instances, “colored_torch_rg” and “colored_torch_bp”, are now split into unique instances “colored_torch_red”, “colored_torch_green”, “colored_torch_blue”, and “colored_torch_purple”

Crafting

  • When crafting a Firework, adding or removing items from the grid will update the output item appropriately (MCPE-183455)

Full Keyboard Gameplay

  • Added Q and E as left and right click equivalents in JSON UI menus (including inventory menus) when playing in Full Keyboard Gameplay mode.

Gameplay

  • Now Ominous bottle with lower level can still apply Bad Omen effect of lower level, if player had one active before
  • Boats will no longer disappear while sliding on Ice (MCPE-180432)
  • Fixed a crash that could occur when opening a Lectern while a Sticky Piston was moving it. The Lectern now closes the book screen when moved (MCPE-183508)
  • Dismounting a vehicle no longer puts the player inside the ground on some platforms (MCPE-184363) (MCPE-182448)
  • Fixed the collision shape for Trial Spawners; it is now the same size as an ordinary block (MCPE-178305)
  • Added a new death message for when players are defeated by a Mace smash attack
  • Fixed an issue where End Gateway Portal would teleport some players near their End Portal (MCPE-66061)
  • The ‘/camera set’ command will now run in the correct order when an existing camera interpolation is running (MCPE-183986)

General

  • Fixed a bug that caused placeholder textures to appear after minimizing and then restoring the game window
  • Adding input glyph support in the name tags displayed over the entities

Graphical

  • Fixed an issue where Banners were rendered before other transparent objects regardless of their positions (MCPE-130262)
  • Renamed the maximum framerate slider “Framerate Limit” and added a tooltip to better describe its purpose

How to Play

  • Added line break ability for How to Play topic labels instead of having it add “…” when the line gets too long

Items

  • Each Banner Pattern item now includes their pattern type in their name instead of as a subtitle (MCPE-182508)
  • Smithing Template items are now named after their template type instead of the generic “Smithing Template” name
    • They instead specify that they are a Smithing Template through a subtitle in the hover text
  • Unique item textures have been given to each Banner Pattern item to better distinguish between each other
  • Illager Banner has been renamed to Ominous Banner to match Java Edition
  • Fixed block items turning into an incorrect variant when importing worlds older than 1.5.0 (MCPE-181944)
  • EDU: Fixed Material Reducer recipes not working with some flattened blocks such as Andesite or Terracotta

Mobs

  • Fixed custom entity’s name not appearing correctly in death messages (MCPE-158447)
  • The Breeze no longer has a minimum distance required to attack a target (MCPE-183011)
  • Parrot can now imitate Endermite
  • Parrots now imitate Drowned (MCPE-46302)

Multiplayer

  • Fixed an issue where the invite screen in-game would not show the correct substatus

PlayStation®VR

  • Our ability to support PlayStation®VR has come to an end, and will no longer be supported in updates after March of 2025. After you receive the final update, you will still receive updates on your PlayStation® and be able to play without PlayStation®VR. From this point on you can keep building in your worlds, and your Marketplace purchases (including Tokens) will continue to be available. You will no longer be able to use your PlayStation®VR with Minecraft as it will no longer be supported in the latest updates.

Rarity

  • Various items and blocks have had their assigned rarities changed (MCPE-182414)
    • Once these rarity changes come to Java Edition in a future snapshot, all item and block rarities will be in parity across both platforms
  • Rarity is a set of categories which determine the color used to display the name of an item or block
    • It has no gameplay impact, but is used to signal how difficult something is to obtain
    • By default, unless specified otherwise, all items and blocks have a rarity of Common which displays their name in the color white
  • We have re-evaluated the rarity of all items and blocks in the game to more accurately reflect the current challenge of obtaining them, given the following guidelines:
    • Items and blocks become more rare depending on the following factors:
      • The chance of finding it in a loot table, including mob drops
      • The amount of travelling required to obtain it
      • The difficulty of any obstacle which must be overcome to obtain it
      • The possible amount of that item or block which exists in the world
    • Any item or block which can be crafted must inherit the highest rarity of its crafting ingredients
      • For example, a Mace has an Epic rarity because one of its ingredients (the Heavy Core) has an Epic rarity
      • Likewise, any crafted item which has only Common crafting ingredients must also be Common
  • The lists below detail the items and blocks which have changed to that rarity category

Common

  • End Crystal
  • Golden Apple

Epic

  • Elytra
  • Dragon Head
  • Silence Armor Trim

Rare

  • Enchanted Golden Apple
    • Enchanted Golden Apples have become more common in recent years due to being accessible in both Ancient Cities and Trial Chambers, warranting a demotion to Rare instead of Epic
  • Trident
    • We recently increased Trident’s rarity up to Epic from Common, but after re-evaluating we felt that it was easier to obtain than other items in the Epic category such as Heavy Cores or Elytra
  • Nether Star
  • Ward Armor Trim
  • Eye Armor Trim
  • Vex Armor Trim
  • Spire Armor Trim
  • Wither Skeleton Skull
  • Skull Charge Banner Pattern
    • Now that Wither Skeleton Skulls are Rare, these banner patterns should be Rare as well
  • Thing Banner Pattern
    • Now that Enchanted Golden Apples are Rare, these banner patterns should be Rare as well
  • The following Music Discs:
    • Pigstep
    • otherside
    • Creator

Uncommon

  • Sniffer Egg
  • Chainmail Helmet
  • Chainmail Chestplate
  • Chainmail Leggings
  • Chainmail Boots
  • Recovery Compass
  • Disc Fragment 5
  • Nautilus Shell
  • Echo Shard
  • Goat Horns
  • Pottery Sherds
  • Ominous Bottles
  • Ominous Banner
  • Netherite Upgrade
  • Sentry Armor Trim
  • Dune Armor Trim
  • Coast Armor Trim
  • Wild Armor Trim
  • Tide Armor Trim
  • Snout Armor Trim
  • Rib Armor Trim
  • Wayfinder Armor Trim
  • Shaper Armor Trim
  • Raiser Armor Trim
  • Host Armor Trim
  • Flow Armor Trim
  • Bolt Armor Trim
  • The following Music Discs:
    • 13
    • Cat
    • Blocks
    • Chirp
    • Creator (Music Box)
    • Far
    • Mall
    • Mellohi
    • Stal
    • Strad
    • Ward
    • 11
    • Wait
    • Relic
    • 5
    • Precipice

Realms

  • Realms Stories content is no longer cropped when scrolling
  • Text no longer overlaps screenshots in Realms Stories on Galaxy Z Flip devices on any UI size
  • Gamepad legend no longer overlaps with UI elements when choosing a preview realm to create a world on
  • In split screen mode, the subscriptions tab of the settings menu is now only shown to the primary player
  • Realm ID is now displayed in the debug text for preview/beta builds while connected to a Realm or while on associated screens
  • The Realms backup list now displays the date that the backup was created, instead of the age of the backup

Sounds

  • Sculk charge particles now have sound
  • Wither Skeleton now has its own “step” sound (MCPE-174857)
  • Basalt Deltas now has a moody ambient sound again

Stability and Performance

  • Fixed a crash that could occur when loading texture data (MCPE-184728)

Touch Controls

  • Improved new d-pad for touch controls. It is now more compact, includes back strafing buttons and a slightly extended zone outside where camera input is not received in order to prevent unexpected camera movement. When customizing controls, the diagonal buttons are visible as well.
  • Fixes bug where the hide hud command would not hide the dpad touch control

Trial Chambers

  • Replaced the empty chests at the entrance of chamber with a Hopper and Barrel to better show the players that these are meant for disposal and inventory management!

User Interface

  • Fixed a softlock that could occur when purchasing subscriptions
  • Fixed a bug where the ‘Drink’ interaction prompt was not displayed when the player was holding an Ominous Bottle
  • Fixed a bug where player health would be rounded down instead of rounded up, causing the HUD to sometimes only show empty health icons (MCPE-183157)
  • The chat output’s scroll position keeps its position after the game screen re-gains focus
  • Shortened the URL for signing in on another device to microsoft.com/link
  • Added a button in the game menu to take a screenshot. You can view your screenshots in the screenshot gallery on your profile page
  • Beacon title text is no longer different from the other containers in Pocket UI (MCPE-176186)
  • Fixed a bug where crafting category tabs would not be visible in Pocket UI after hiding the recipe book in Classic UI (MCPE-183825)
  • The arrow from the Stonecutter screen is now visible all the time, just like in the other similar screens (MCPE-160236)
  • Fixed an issue where items durability and storage bar was incorrect size and placement on certain screens
  • Added hotkeys to take screenshots in game on controller and keyboard. On mouse/keyboard: F2. On controller: LB+RB, L1+R1, L Button+R Button
  • The icons for the effects will now change size depending on the GUI scale (MCPE-180238)
  • Fixed an issue where the world seed template button may be missing in the Create New World screen

Vanilla Parity

  • Snow Golems with Fire Resistance no longer take damage in warm biomes (MCPE-94448)
  • Uncarved pumpkin blocks can no longer be used to create Snow Golems and Iron Golems (MCPE-33801)
  • When an item is enchanted, their rarity status is now increased depending on their base rarity
    • If the base rarity of an item is Common or Uncommon, it will become Rare when enchanted
    • If the base rarity of an item is Rare, it will become Epic when enchanted
    • If the base rarity of an item is Epic, it will stay Epic when enchanted
  • Entities falling into water now make the same splashing sound as in Java Edition (MCPE-44120)
  • Fixed a bug where a standalone Scaffolding block could not be placed on top of a Structure Block (MCPE-169818)
  • Enchantments which only have one possible level no longer display their level “I” in their name
  • The names of many items and blocks were brought to parity with Java Edition. The following list details the old names to the left, and the new names to the right: (MCPE-101388)
    • Book & Quill -> Book and Quill
    • Chain Helmet -> Chainmail Helmet
    • Chain Chestplate -> Chainmail Chestplate
    • Chain Leggings -> Chainmail Leggings
    • Chain Boots -> Chainmail Boots
    • Enchanted Apple -> Enchanted Golden Apple
    • Cooked Beef -> Steak
    • Melon -> Melon Slice
    • Glistering Melon -> Glistering Melon Slice
    • Milk -> Milk Bucket
    • Seeds -> Wheat Seeds
    • Snow -> Snow Block
    • Top Snow -> Snow
    • Grass -> Short Grass
    • Double Tallgrass -> Tall Grass
    • Sugar Canes -> Sugar Cane
    • Clay Block -> Clay
    • Clay -> Clay Ball
    • Sea Turtle Spawn Egg -> Turtle Spawn Egg
    • Sea Turtle Egg -> Turtle Egg
    • Brick Block -> Bricks
    • Nether Brick Block -> Nether Bricks
    • Red Nether Brick -> Red Nether Bricks
    • Prismarine Bricks Slab -> Prismarine Brick Slab
    • Stone Bricks Slab -> Stone Brick Slab
    • Bricks Slab -> Brick Slab
    • Infested Stone Brick -> Infested Stone Bricks
    • Daylight Sensor -> Daylight Detector
    • Enchantment Table -> Enchanting Table
    • Weighted Pressure Plate (Heavy) -> Heavy Weighted Pressure Plate
    • Weighted Pressure Plate (Light) -> Light Weighted Pressure Plate
    • Slightly Damaged Anvil -> Chipped Anvil
    • Very Damaged Anvil -> Damaged Anvil
    • Head -> Player Head
    • Light Block -> Light
  • The name of the Stone Mason villager profession has been renamed to Mason to match Java Edition
  • Mooshrooms now spawn at light level 9 and above (MCPE-66830)
  • Fixed Mushroom Farms in Woodland Mansions that incorrectly spawned Dirt instead of Coarse Dirt
  • The following blocks have been brought to parity with Java Edition for Redstone power:
    • minecraft:mangrove_roots -> now powered (MCPE-153838)
    • minecraft:beacon -> no longer powered
    • minecraft:tnt -> no longer powered
    • minecraft:sea_lantern -> no longer powered (MCPE-79271)
  • When mining Top Snow with a Silk Touch enchanted Shovel, Top Snow is now dropped in an amount corresponding to the number of layers of the block (MCPE-59729)
    • If there are 8 layers, a Snow Block will be dropped instead
  • Players can now craft two Cyan Dye from one Pitcher Plant (MCPE-171061)
  • Foxes now have 10 health (MCPE-48233)
  • Villagers no longer make idle sounds when sleeping

Technical Updates

AI Goals

  • Removed the minecraft:behavior.peek AI goal component that was never used

Add-Ons and Script Engine

  • Removed deprecated behavior pack download related code from packets in the world join flow
  • Fixed a bug where all custom blocks were rotated 180 degrees in the UI
  • The default for the “gui” “item_display_transforms” “rotation” field is [30, 45, 0] instead of [30, 225, 0]
    • “item_display_transforms”: {
      “gui” : {
      “translation”: [0, 0, 0],
      “rotation”: [30, 45, 0],
      “scale”: [0.625, 0.625, 0.625],
      “rotation_pivot” : [0, 0, 0],
      “scale_pivot” : [0, 0, 0],
      “fit_to_frame” : true
      }
      }

API

  • Fixed the isEmoting method on Player (MCPE-180083)
  • Released class BlockRecordPlayerComponent from beta to 1.14.0
    • Released UIManager class from Beta to 1.3.0
    • Released closeAllForms method on UIManager from Beta to 1.3.0
  • @minecraft/server
    • Released playerEmote World after event from Beta to 1.14.0
  • Released EntityQueryPropertyOptions from beta to 1.14.0
  • Moved EntityStrengthComponent from beta to 1.13.0
  • Fixed an issue where @minecraft/server-ui version 1.3.0 was not accessible
  • Changes to iterators to make them properly store their own state, be simplified and better handle common usages
  • Fixed the next method for iterable objects
  • Moved Target Selector for Actor Properties APIs from beta to 1.14.0

Blocks

  • Fixed minecraft:repeating_command_block to not execute when changing to needs redstone from automatic
  • The “item_display_transforms” field in block geometries no longer requires the “Upcoming Creator Features” toggle
  • “tnt” block is now split into unique instances: “tnt” and “underwater_tnt”
  • Parsing blocks.json now produces a Content Error if its format_version is greater or equal than the block names it overrides
  • The following block names are now considered outdated in “blocks.json” from format_version 1.21.30 onward (MCPE-100267)
    • minecraft:carpet
    • minecraft:colored_torch_bp
    • minecraft:colored_torch_rg
    • minecraft:concrete
    • minecraft:concrete_powder
    • minecraft:coral
    • minecraft:coral_block
    • minecraft:coral_fan
    • minecraft:coral_fan_dead
    • minecraft:coral_fan_hang
    • minecraft:coral_fan_hang2
    • minecraft:coral_fan_hang3
    • minecraft:double_plant
    • minecraft:double_stone_block_slab
    • minecraft:double_stone_block_slab2
    • minecraft:double_stone_block_slab3
    • minecraft:double_stone_block_slab4
    • minecraft:double_wooden_slab
    • minecraft:fence
    • minecraft:hard_stained_glass
    • minecraft:hard_stained_glass_pane
    • minecraft:leaves
    • minecraft:leaves2
    • minecraft:light_block
    • minecraft:log
    • minecraft:log2
    • minecraft:monster_egg
    • minecraft:planks
    • minecraft:red_flower
    • minecraft:sapling
    • minecraft:shulker_box
    • minecraft:stained_glass
    • minecraft:stained_glass_pane
    • minecraft:stone_block_slab
    • minecraft:stone_block_slab2
    • minecraft:stone_block_slab3
    • minecraft:stone_block_slab4
    • minecraft:stonebrick
    • minecraft:tallgrass
    • minecraft:terracotta
    • minecraft:wood
    • minecraft:wooden_slab
    • minecraft:wool
  • “chemistry_table” has been split into 4 unique instances: “compound_creator”, “material_reducer”, “element_constructor”, and “lab_table”
    • Requires the Education Edition toggle
  • Added new experimental field “item_specific_speeds” to “minecraft:destructible_by_mining” block componentCommands
  • The /locate structure command output now displays the identifier of the found structure instead of its name
  • Added all parameter to /reload command. This causes players to quit the world and rejoin, as well as reloading all behavior and resource packs

Entity Components

  • “behavior.fire_at_target” is no longer restricted to Vanilla content
    • This goal allows an entity to attack by firing a shot with a delay
  • “behavior.jump_around_target” is no longer restricted to Vanilla content
    • This goal allows an entity to jump over and around a target
  • “behavior.move_around_target” is no longer restricted to Vanilla content
    • This goal allows an entity to move around a target

General

  • Updated Feature Rules auto-generated documentation

Graphical

  • Fixed a bug that caused moon to appear darker (MCPE-172971)
  • Fixed a bug where culling rules for data driven blocks did not rotate with the transformation component

Items

  • Added a content error for if an icon can’t be found with icon_name from minecraft:icon in 1.10 data
  • Fixed an issue where item components would not initialize on remote clients
  • Added “minecraft:rarity” item component which allows specifying the rarity of an item
    • It has a single field “value” which accepts the following values:
      • “common”
      • “uncommon”
      • “rare”
      • “epic”
    • Can also be written as an inlined value like so: “minecraft:rarity”: “uncommon”
    • The rarity of the item will determine which color it uses for its name
      • If the item has a “minecraft:hover_text_color” component specified, that hover text color will take priority and be used instead of the rarity color
  • Item data versioned 1.16.100+ can now be overridden by item data versioned 1.16.100+ higher in the pack stack
  • Enables Creators to override 1.16.100+ data driven Vanilla items with 1.16.100+ data
  • Added “minecraft:storage_item” item component to allow an item to store data of the dynamic container associated with it
    • This component requires that the Bundles toggle is enabled
    • A dynamic container is a container for storing items that is linked to an item instead of a block or an entity
    • To use this component the item must have “minecraft:max_stack_size” set to 1
    • The “max_slots” field (1 to 64) defines the number of slots of the dynamic container
    • The “max_weight_limit” field defines the maximum allowed sum of the weight of the items in all slots of the dynamic container
      • Items that stack to 64 weigh 1 each, those that stack to 16 weigh 4 each and unstackable items weigh 64
    • The “allow_nested_storage_items” field allows for other items with a “minecraft:storage_item” component to be put inside it
    • The “weight_in_storage_item” (0 to 64) defines the additional weight the item adds when inside another storage item
      • A value of 0 means that this item is not allowed inside another storage item
    • The “banned_items” field defines the items that are not allowed in the item’s dynamic container
    • The “allowed_items” field defines the items that are exclusively allowed in the item’s dynamic container
      • If empty all items are allowed in the item’s dynamic container
  • Added “minecraft:bundle_interaction” item component to enable bundle-specific interaction scheme and tooltip
    • This component requires that the Bundles toggle is enabled
    • To use this component the item must have a “minecraft:storage_item” component defined
    • The “minecraft:bundle_interaction” component interacts with the container created by the “minecraft:storage_item” component
    • The “num_viewable_slots” field (1 to 64) defines the maximum number of item stacks accessible from the top of the bundle, while other slots are hidden
    • Textures named [item_name]_open_front and [item_name]_open_back must be added to textures/textures_list.json
  • The minecraft:dyeable component is now exposed to creators

Trade Tables

  • The Trade Table files are now versioned
    • TradeTier’s “total_exp_required” is a required member from version 1.21.30
    • TradeTier’s “groups” is a required member from version 1.21.30
    • TradeItem’s quantity “min” cannot be lower than “max” from version 1.21.30

Loot Tables

  • Added “set_potion” item function for loot tables which can set the potion type of compatible items with a potion id
    • It has a single field “id” which accepts the following potion id values:
      • “water”
      • “mundane”
      • “long_mundane”
      • “thick”
      • “awkward”
      • “nightvision”
      • “long_nightvision”
      • “invisibility”
      • “long_invisibility”
      • “leaping”
      • “long_leaping”
      • “strong_leaping”
      • “fire_resistance”
      • “long_fire_resistance”
      • “swiftness”
      • “long_swiftness”
      • “strong_swiftness”
      • “slowness”
      • “long_slowness”
      • “strong_slowness”
      • “water_breathing”
      • “long_water_breathing”
      • “healing”
      • “strong_healing”
      • “harming”
      • “strong_harming”
      • “poison”
      • “long_poison”
      • “strong_poison”
      • “regeneration”
      • “long_regeneration”
      • “strong_regeneration”
      • “strength”
      • “long_strength”
      • “strong_strength”
      • “weakness”
      • “long_weakness”
      • “wither”
      • “turtle_master”
      • “long_turtle_master”
      • “strong_turtle_master”
      • “slow_falling”
      • “long_slow_falling”
      • “wind_charged”
      • “weaving”
      • “oozing”
      • “infested”
    • The following types of items are compatible with the “set_potion” function:
      • Potion
      • Lingering Potion
      • Splash Potion
      • Arrow

Resource and Behavior Packs

  • The player’s “helmet_layer_visible” variable is now based on the result of the has_head_gear Molang query and the player and persona render controller’s part visibility for the helmet layer no longer checks for the existence of head gear. This fixes attachable scripts setting the “helmet_layer_visible” to 1.0 to now properly work and maintains a fix that prevents persona hair and head gear from clipping outside of mob and Pumpkin heads (MCPE-183058)

Sounds

  • Specifying an invalid sound event in a sounds.json file will now trigger a content error

Structures

  • Fixed minecraft:structure_block debug bounding box rendering when clients initially load server worlds containing one

Experimental Technical Updates

Add-Ons and Script Engine

  • Added “item_display_transforms” control to the block geometry file. This controls the way a block is visually represented in the UI, on the player, and floating on the ground. It exists inside the minecraft:geometry json object and requires geometry format_version 1.21.0 and the “Upcoming Creator Features” toggle
    • Default values example:
      • “item_display_transforms”: {
        “gui” : {
        “translation”: [0, 0, 0],
        “rotation”: [30, 225, 0],
        “scale”: [0.625, 0.625, 0.625],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0],
        “fit_to_frame” : true
        },
        “firstperson_righthand”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 45, 0],
        “scale”: [0.4, 0.4, 0.4],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “firstperson_lefthand”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, -135, 0],
        “scale”: [0.4, 0.4, 0.4],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “thirdperson_righthand”: {
        “translation”: [0, 2.5, 0],
        “rotation”: [75, 45, 0],
        “scale”: [0.375, 0.375, 0.375],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “thirdperson_lefthand”: {
        “translation”: [0, 2.5, 0],
        “rotation”: [75, 45, 0],
        “scale”: [0.375, 0.375, 0.375],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “ground”: {
        “translation”: [0, 3.0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [0.25, 0.25, 0.25],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “fixed”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [0.5, 0.5, 0.5],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        },
        “head”: {
        “translation”: [0, 0, 0],
        “rotation”: [0, 0, 0],
        “scale”: [1, 1, 1],
        “rotation_pivot” : [0, 0, 0],
        “scale_pivot” : [0, 0, 0]
        }
        }

API

  • PlayerInteractWithBlockBeforeEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false if triggered on holding the interaction button
  • PlayerInteractWithBlockAfterEvent
    • Added property readonly beforeItemStack?: ItemStack to beta. This is the item the player was selecting before the interaction succeeded
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false if triggered on holding the interaction button
    • This after event will no longer always trigger on an empty hand. The interaction with the block needs to be successful for it to trigger the after event.
  • PlayerInteractWithEntityAfterEvent
    • Added property readonly beforeItemStack?: ItemStack to beta. This is the item the player was selecting before the interaction succeeded
    • Cancelling the before event will now no longer trigger the after event
    • This event will now only be triggered on a successful interaction
  • ItemUseOnBeforeEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false on events triggered from holding the interaction button
  • ItemUseOnAfterEvent
    • Added property readonly isFirstEvent: boolean to beta. This value will be true if the event was triggered on players initial interaction button press and false on events triggered from holding the interaction button
  • Moved class PlayerCursorInventoryComponent from beta to 1.14.0

Blocks

  • Fixed an issue with ‘minecraft:redstone_conductivity’ support for custom blocks (MCPE-178339)

Camera

Once a new Minecraft patch is out — be it for vanilla or the preview version — we’ll let our readers know. Keep tabs on our Minecraft coverage here.

[Source: Minecraft]

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Alex Co

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

Home > Title Updates and Patches

Apex Legends New Update for September 17 Jets Out for Space Hunt, Here Are the Patch Notes

As expected given the announcement last week, Apex Legends’ Space Hunt Event download is now live, and this brings a new mode, new cosmetics to earn, and a load of balance changes affecting legends, weapons, hop ups and more. Those on consoles will see this as Apex Legends update 2.66, and version 1.00.080 on current-gen.

Read on for the complete patch notes below, which we’ve sorted into a table for an easier read.

Apex Legends Update 2.66/1.000.080 Patch Notes for Space Hunt Event:

22.1 Mid-Season Patch Notes

Summary of Space Hunt Event

  • New Knockout LTM – Players and their squad must Capture Zones and Score Evo to earn points in this objective-based LTM, with the five lowest-scoring teams eliminated for each round. Watch out or get out.

    • Amped Knockout Trials – For a limited time, Legends can take on weekly challenges to permanently unlock two pivotal Legends, Crypto and Wattson. Players who complete both sets of unique Legend challenges will be rewarded with an additional Epic badge.

  • 36 Galactic Bounty Hunter-Themed Cosmetics & Reward Shop – Throughout the event, players can reap their Bounty Bucks for items in the Reward Shop including two Epic+ Skins for the Havoc and Prowler. Uncover 36 astronomical event cosmetics, with each unlock pushing them closer to killer Milestone Rewards.

    • Introducing An All-New Melee Cosmetic – Wield the all-new “Serpent’s String” Universal Melee Cosmetic, which can be upgraded to include Pentakill Fangs (Holographic Kill Counter) and a Deathbox Effect

BALANCE UPDATES

Gold Weapons Rotation
  • Mozambique Akimbo, P2020 Akimbo, EVA-8, VK-47 Flatline, G7 Scout

GAMEPLAY UPDATES

Loot Bin Reset

  • Added Announcer voice line when Loot Bin Reset has triggered for improved clarity
  • Reduced spawn rate for some high value loot (backpacks, hop ups, gold attachments) after reset
  • If a Loot Bin is opened just before the reset happens, loot from that bin will be thrown out onto the ground ensuring players can grab desirable items instead of those items being deleted
  • Legendary Loot Bins will roll fewer Gold items via Smart Loot when opened
  • Mythic Loot Bins will roll large healing items more consistently
  • Updates to Legendary (Gold) Loot Bin spawning logic which reduces the number of spawned Gold Bins and more consistently distributes them across the playable space

Dev Note: You should be rewarded for surviving to the late game. More consistent access to high value loot with Loot Bins has been a great reward, however the rewards were a bit too generous. We’ve reduced the rates of the best items that end the loot chase too soon to maintain the value of continuous looting after Loot Bin Reset. Additionally, no one loves the experience of opening a Loot Bin and seeing something they want, only to have the reset slam it shut in their face. Getting that loot onto the ground ensures you get the full value out of a Loot Bin regardless of the reset timing.>Loot Ticks

Loot Ticks

  • Greatly improved the contents of loot ticks
  • Removed white and blue rarity attachments and equipment from possible loot
  • Increased the chances to receive gold weapons
  • Removed Phoenix Kit and hop-ups from possible loot

Dev Note: Long have Loot Ticks been a bit underwhelming. We’ve increased their power to be more on par with other, more recent sources of high tier loot acquisition.

WEAPONS & LOOT UPDATES

Havoc Rifle

  • Removed Turbocharger as a Hop-up

Dev Note: Even after our most recent round of nerfs, the Havoc is still overperforming compared to our other weapons. Removing its high-valued chase item is intended to tamp down its power level.

R-99 SMG [Care Package]

  • Damage fall-off at 11+ meters increased to 11
  • Improved recoil

Ammo

  • Ammo that spawns with a weapon will now always be a single brick, but with twice the ammo

Dev Note: Previously, there was a 70% chance to spawn two separate ammo bricks and a 30% chance to only spawn one when a weapon spawned with its corresponding ammo. We’ve changed this to clean up the number of items on the ground and slightly increase the ammo economy.

Hop-ups

  • Reduced spawn rate of Gun Shield Generator
  • Removed Turbocharger from loot pool

Ultimate Accelerant

  • Rarity increased to Purple (was Blue)
  • Reduced spawn rate
  • Increased movement speed while using

Dev Note: Ult Accelerants are in a tricky spot. Their power is clear to some players, being able to chain multiple ultimates in a single engagement, while other players will leave them on the ground in favor of other loot. We want all of our players to understand the power that comes with the Ult Accelerant, but we also don’t want to mess too much with the careful balancing act that comes with Legend ult timing. This change aims to decrease the cadence with which they can be used while also making their power more obvious and convenient to access.

LEGENDS UPDATES

Fuse

  • Hard capped the max radius of the scan area to be 450 (+50% of default ring/flat surface)
  • Disallowed mortar targeting on multiple objects within the players control to prevent perfect setups

Dev Note: We gave Fuse the ability to see enemies inside the mortar ring as a quality of life improvement. The scan area would scale as large as necessary to match the area of the ring. This had the unintended side effect of giving a very large scan area when shot on tall objects. Our intention for the ult is to primarily be an area of effect ability, not an information gathering ability.

Rampart

  • Lowered delay before you can re-enter Sheila turret to 0.15s (was 1s)

Revenant

  • Forged Shadows
  • Reduced shield health to 50 (was 75)
  • Activation time doubled

Valkyrie

  • Now Recon Legend (was Skirmisher)
  • Full Tank upgrade now includes a 50% reduction in refuel delay to 4s (was 8s)
  • Gains Threat Vision while jetpacking, stays on until feet hit the ground/zipline
  • Jetpack UI now has a ‘refuel delay’ timer
  • More agile jetpack handling that feels similar to Valk’s release
  • Various buffs to improve reliability and output from Tac
  • Move slow stun duration increased by 50%
  • Missile explosion radius increased by 20%
  • Min attack range decreased by 25% (can hit enemies that are closer)
  • Max missile travel time now 4s (was 4.5s)
  • Fire rate for launching all missiles now 25 (was 18)
  • Upgrades
  • Aerial Expert: removed
  • Full Coverage: moved to Level 2, added reduced Tac cooldown
  • NEW Eyes in the Sky: ignores the LoS check on skydive HUD scan, increases HUD highlighting range by 40m

Dev Note: As Evac Towers rose, Valk’s fall from grace was no surprise. After 16 months of everyone having access to more macro-mobility, we used this midseason update to improve all facets of her kit and reevaluate her role as a Skirmisher. We felt that gating full ult potential behind upgrades was still an important playstyle decision and power check for someone with a jetpack for a passive. Do you prefer the combat strength gained from jetpack and tactical upgrades? Or will you opt for skydiving upgrades that can help you spot good landing locations in crowded endgames? Regardless, Threat Vision while jetpacking and her skydive HUD solidify her as a unique Recon pick: “They can have the ground, I own the sky.”

MAPS

Pubs & Ranked

  • E-District
  • Olympus
  • Kings Canyon

MODES

Duos

  • Returns September 17, 2024
  • Available until the end of Shockwave

New Mode: Knockout

  • New 60 player, 20 squad, points-based BR mode
  • Squads capture zones and collect EVO to earn points
  • Five lowest scoring squads are eliminated at the end of each round
  • Players have infinite respawns until the Sudden Death finale
  • After 3 rounds, the remaining 5 squads are redeployed for a Sudden Death finale
  • Last squad standing wins!

MIXTAPE

  • Map Rotations
  • September 17-October 14, 2024
  • TDM: Thunderdome, Skull Town, Estates
  • CONTROL: Caustic Treatment, Labs, Barometer
  • GUN RUN: Wattson’s Pylon, Estates, Skull Town
  • October 15-21, 2024
  • TDM: , Thunderdome, Skull Town
  • CONTROL: , Labs, Caustic Treatment
  • LOCKDOWN: Estates, Skull Town
  • October 22-28, 2024
  • BIG TDM: Estates, Skull Town
  • CONTROL: Thunderdome, Lava Siphon
  • GUN RUN: Wattson’s Pylon, Fragment
  • October 29-November 4, 2024
  • BIG TDM: Thunderdome, Skull Town
  • CONTROL: Labs, Caustic Treatment
  • GUN RUN: Estates, Skull Town

RANKED

Ranked has gone through many different layers through the years and of course every player has their favorite rendition. At the end of Upheaval, we stopped baking you Ranked cakes and started baking you Rumble pies. It was a limited run and some of you ate the pies, but realistically everyone that comes to the cake shop is there for cake.

To cut the metaphors, our very first Ranked Rumble was met with rumbles. It didn’t deliver or align with why you’re playing Ranked: grinding for that sweet, sweet icing RP. You let us know about this misalignment and it was also reflected in our participation data. We set out to create a competitive experience that would offer a different flavor and we missed the mark.

Ranked Rumble will not be going live today or at the end of the Shockwave season. We’re going to take it offline and rework some of the fundamental systems to allow for the following goals to be achieved:

  • Ranked Rumble should add to the existing Ranked experience, not be a substitute
  • Provide a way to earn bonus rewards for competing directly against other players in your tier
  • Provide an opportunity for meaningful competition and comparison once you have reached your skill cap
  • Capture some of the Top Predator placement magic at every Ranked tier
  • Create some of the best matches that Ranked has to offer by bringing more players together
  • Create more opportunities for us to gather and respond to feedback, which allows us to dial-in the experience to be more fun and worth your time investment

Ranked Rumble will see a tentative return next season. We hope you’ll continue to enjoy Shockwave’s Ranked and look forward to us talking about Ranked Rumble again in the very near future.

BUG FIXES

  • Looking for something else? Our public Trello board is updated weekly with the status of bugs that we can talk about ahead of the patch note drops. We also update our game status here for those of you not on other social platforms.
  • DX12 PC: fixed issue that prevented Apex from working on third gen Intel CPUs like 3570 and 3770
  • Fixed a long standing bug that could cause servers to crash
  • Fixed rare case where you could get crushed when mantling over open Loot Bin
  • Legendary Loot Bins will no longer spawn too near each other or in clustered groups
  • Low Ammo indicators will no longer spam while you’re unarmed
  • Minimap icons for used/empty Perk Loot Bins will no longer display
  • R-99 restored to Care Packages in Mixtape TDM and Big TDM
  • Restored ADS red dot while using “Celestial Sniper” Longbow skin
  • Restored Zipline upwards from the second floor of Wattson’s Pylon on Storm Point
  • Teams with all max level players can no longer interact with Evo Harvesters
  • Vastly reduced the likelihood of being in a constant state of rubberbanding

Loot Bin Reset

  • Fixed rare crash related to opening Mythic Supply Bins after Loot Bin reset
  • Loot Bin Reset warnings while spectating now shown at correct times

Legends

  • Crypto: EMP will no longer occasionally trigger while recalling Hack
  • Mad Maggie’s passive will now trigger when hitting gunshields
  • Newcastle’s “Swift Speed” upgrade now works as intended
  • Wattson’s Emergency Power upgrade will now affect teammates and ult accels
  • Resolved issue with Wattson’s health regen in Mixtape

QUALITY OF LIFE

  • Added the ability to manage your inventory while healing and ziplining
  • Valkyrie: can now cancel the her Tac by melee punching

E-District

  • Added assets to aid in climbing up walls in certain areas
  • Added two survey beacons to the north side of the map
  • Electro Dam’s spillway slope can now be traversed upwards
  • Ground loot and Loot Bin count has been increased
  • 100 Loot Bins have been added to the map
  • Buses now have ground loot
  • Various buildings have had their ground loot slightly increased
  • Reduced the amount of possible high-tier loot spawning at The Lotus
  • Relocated Blossom Drives crafter to the far West side
  • Resolved a number of additional bugs and rat spots

GRAPHICS

  • DX12 PC: made it easier to use stretched res with a DX12-only CVar, “mat_letterbox_aspect_min”. Setting this value to 1.0 as a launch argument, such as +mat_letterbox_aspect_min 1.0, will let Apex stretch the game resolution as the last-stage of rendering in full screen mode, so that players shouldn’t need to modify anything in system settings or in a GPU vendor’s control panel
  • Fixed some performance issues for quad-core CPUs that were introduced Upheaval mid-season
  • GPU performance optimizations for rendering FX like legend abilities

[Source: Apex Legends (Twitter)]

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Alex Co

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

Home > News

Fallout 76 New Update 1.96 Brings Caravans and More This Sept. 17

Bethesda has pushed out a hotfix for Fallout 76 today that’s live on all platforms as part of the maintenance on the game’s servers. Those on consoles can see Fallout 76 update 1.96 available now, and it’s a smaller patch download than what we’re used to.

This title update activates Caravans, loot issues and more. Read on for the official patch notes straight from the studio.

Fallout 76 New Update 1.96 Patch Notes for Sept. 17:

Today we deployed a updated on all platforms to activate Caravans!

The new quest “A Bump in the Road” will start your career as a caravan leader as you make your mark on Skyline Valley.

You’ll find the patch notes for today’s update below:

  • Various stability and performance improvements
  • Fixed an issue causing the Red and White Rose Bushes and Meat Locker to appear invisible when placed
  • Fixed an issue that caused downed enemies to despawn without leaving their loot piles
  • A prompt will now appear when attempting to scrap any item that has a skin, is a seasonal item, or is from the Atomic Shop

Note that the patch notes for today do not mention the Pip Boy bug has been fixed, and this is something that was noted as a known issue back in the Milepost Zero patch released earlier this month.

Known Issues

  • The team is aware and are continuing to investigate reports of lag when using the Pip-Boy. We thank you for your patience. If you are experiencing this issue, please contact our Customer Support team so we can collect more information.

This means that the compass bug, Powerhouse quest issue and other stuff haven’t been fixed it seems. Let’s hope another patch is released by Bethesda next week that addresses these issues.

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Alex Co

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

Home > Title Updates and Patches

Rainbow Six Siege’s New Update for September 17 Brings Skopos Adjustments and More

Following last week’s big Y9S3 patch for Rainbow Six Siege, Ubisoft has addressed some of the issues with the new operator, Skopós in today’s title update. Those on consoles will see this as Rainbow Six Siege update version 2.83 on last-gen, with current-gen tagged as version 1.000.087. This brings a short list of fixes that affect the operator and more which we’ve listed in the patch notes below.

Rainbow Six Siege New Update Version 2.83/1.000.087 Patch Notes:

  • Fixed – Shell model becomes stretched for other players after swapping shells.
  • Fixed – Skopós is in the incorrect position and distorted on the victory screen.
  • Fixed – Skopós idle shell can’t see Nokk when she’s using her Hel Presence Reduction and Running.
  • Fixed – Certain bundles make Clash, Fuze, Thunderbird, & Aruni invisible.
  • Fixed – Multiple causes of crashes.

That’s about it. While the Y9S3 patch was already pushed out, Ubisoft also revealed some of the other plans they have incoming to the gmae, which we’ve written down from the invite-only event we attended for R6 Siege.

For more on Rainbow Six Siege coverage, stick here to MP1st.

[Source: Rainbow Six Siege (Twitter)]

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Alex Co

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

Home > Title Updates and Patches

No Man’s Sky Update 5.012 for Version 5.12 Sails for Various Bug Fixes

Continuing with its bug fixes for No Man’s Sky’s Aquarius content drop, Hello Games has now rolled out No Man’s Sky update 5.012, which is called version 5.12 by the studio. This brings bug fixes to the fishing activity, Photo Mode and more, with the full details available in the patch notes below.

No Man’s Sky Update 5.012/5.12 Patch Notes:

Bug Fixes

  • Fixed an issue that caused some expedition posters to be missing from the catalogue.
  • Fixed an issue that could cause fishing to be interrupted when another player warped out from the system.
  • Fixed an issue that caused the Exo-Skiff’s inventory to be too small on pre-existing saves.
  • Fixed an issue that allowed two fishing rigs to be installed at once.
  • Fixed a number of issues that could cause fish to occasionally surface above the water.
  • The fishing float now more accurately floats on the water surface.
  • The Exo-Skiff now protects against environmental hazards.
  • Fixed a number of minor visual issues with the Lost Angler’s Rig.
  • Fixed an issue that caused Gek characters to appear to talk while fishing.
  • Fixed an issue that caused the Photo Mode camera to collide with the Exo-Skiff.
  • The Exo-Skiff’s cool storage inventory is now accessible at any time while near the skiff.
  • Fixed an issue that caused some food products used as fishing bait to generate incorrect values.
  • Partially restore freighters and frigate fleets for players who lost them when changing galaxies while playing 5.10.
  • Fixed a pirate-dreadnaught specific issue that caused refiner and extractor contents not to save when warping.
  • Fixed an issue that caused “Aegis of the Void” ghost ships to appear in the ship menu after salvaging.
  • Fixed an issue that made it impossible to dismiss squadron pilots.
  • Fixed an issue that caused the Optical Drill to go missing from the Space Anomaly’s research station.
  • Fixed an issue that allowed use of the Terrain Manipulator without the appropriate tech installed.
  • Fixed an issue that allowed bases built in no-build zones around expedition objectives to still replicate their markers and terrain editing restrictions.
  • Fixed a rare issue that prevented mission progress on the Artemis path while talking to Apollo.
  • Fixed an issue that caused “This is the mission subtitle” to appear as the mission subtitle for community research missions.
  • Fixed an issue that caused the eye scanning effect on the Liquidator mech to fail to play.
  • Fixed a number of minor visual issues with water in VR.
  • Fixed a number of visual issues with water on PS5.
  • Fixed a rare issue that could cause inventory popups to jitter.
  • Fixed an issue that could cause interact labels to incorrectly persist in VR.
  • Fixed a rare visual issue affecting shadows when the resolution scaling option was set to a very high value.
  • Fixed a GPU crash on PS4.
  • Fixed a rare crash that occurred when loading saves.
  • Fixed a crash that can occur when playing the PS4 version of the game on a PS5 console.

That’s the complete set of fixes for this September 17’s title update. Don’t be surprised to see another fix deployed in the coming days and weeks.

]Source: No Man’s Sky]

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Alex Co

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

Home > News

Fallout 76 Down for Server Maintenance to Prep for Patch Roll Out This September 17

Bethesda wants people to take a break from their vaults, as the Fallout 76 servers have been taken down temporarily and this is to roll out a patch on all platforms, which should include fixes.

UPDATE: Here are the patch notes for today’s hotfxi!

Players can expect the Fallout 76 servers to be down starting:

September 17, 9 am CT/10 am ET/7 am PT/10 pm HKT

No duration has been specified, but usually it takes at least 2-4 hours and sometimes even longer before the servers are back up. Thankfully, Bethesda does keep players updated when the server outage will take longer than usual.

While the patch notes aren’t live yet, we are expecting some fixes related to the following:

  • Compass being blank issue on Power Armor
  • Powerhouse quest bug
  • Loot disappearing bug
  • Various crashing issues (mostly affecting PlayStation/Xbox)

That’s not the full list of bugs, but that’s the ones we can list of the top of our heads. Of course, we’re also expecting fixes related to the Milepost Zero content drop released earlier this month.

Once the full patch notes are out, we’ll provide a link to it within the article. If anything changes regarding the server downtime, we’ll update the article with the info as well.

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Alex Co

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