Agents have something new to look forward to today, as Ubisoft has released The Division 2 update version 1.77, and this is for Title Update 21.4 (TU21.4)! Expect fixes to exploits, cosmetics and more. While there’s no new content included in the patch, most of the fixes are items mentioned by the community.
The Division 2 Update Version 1.77 Complete Patch Notes:
WEAPONS AND TALENTS
Fixed the issue with missing ammo when reloading after swapping to a fully loaded weapon.
Fixed the issue with the Cooler Named Weapon consuming Rifle ammo.
EXPLOITS
Players can no longer exploit the Manhunt Briefing Side Mission for XP.
Players can no longer exploit the Dark Zone Matchmaking system by not claiming the SHD Watch.
VANITY
Fixed the issue with ODEA Cowboy sunglasses clipping with multiple hats.
Fixed the issue with Ortiz Robotics jacket clipping with multiple backpacks.
Fixed the issue with missing textures on multiple jackets and skirts when wearing the Ortiz Robotics pants.
OTHER
Players can now obtain Found Footage 9 and 10 from the Vanguard Legacy Climax Mission.
Specialization Skill Mods no longer require level 40 to equip.
Fixed the issue with Targeted Loot dropping during the WONY campaign.
Added various stability and performance improvements.
It’s another round of The Division 2 maintenance, agents! If you can’t log in, it’s due to Ubisoft pulling the servers down this September 3, and this is to roll out Title Update 21.4 on all platforms. Read on for the downtime schedule as well as the patch notes.
The Division 2 Server Maintenance Schedule:
Update: While maintenance is said to be over, Ubisoft has confirmed that there are crashing issues affecting players right now.
We’re aware of the increased frequency of crashes, and are working to resolve the issue as soon as possible! We’ll post an update when we have more information.
Tekken players who have been trying to get into some competitive online matches or were suddenly disconnected, worry not, as Bandai has just taken Tekken 8 down for some planned server maintenance while releasing a new update.
Tekken 8 Down for Server Maintenance Schedule for September 3:
The scheduled time for maintenance is expected to be over, which can be found below. As with previous maintenance, expect Tekken 8 servers to be down for about six hours.
Server Maintenance Schedule
[PDT] April 15th (Monday) 18:30 – 23:30
[EDT] April 15th (Monday) 21:30 – 03:00
[UTC] April 16th (Tuesday) 1:30 – 06:30
[JST] April 16th (Tuesday) 10:30 – 15:30
[HKT] April 16th (Tuesday) 09:30 – 15:00
As mentioned, a new Tekken 8 update is also available to download. Here’s a brief breakdown of what it does (the fighter changes are available here).
Update Contents’
New items added to the TEKKEN SHOP
Feature improvements and bug fixes
Properties and/or behavior for select moves of select characters were adjusted
# Update Details
New items added to the TEKKEN SHOP
New costume packs ‘Hibiscus Pack’ and ‘The Wildfire Pack’ will be available for each playable characters.
Avatar customization items ‘Summer Set’
One free character customization items ‘Hook-and-Loop Sneakers’
Feature improvements and bug fixes
Added “TEKKEN BALL REPLAYS” under “ONLINE REPLAY.”
Replays can now be viewed for online matches of “TEKKEN BALL” played in the “BEACH AREA” of the “TEKKEN FIGHT LOUNGE.”
“TEKKEN BALL REPLAYS” can be accessed from “ONLINE REPLAY.”
Your own “TEKKEN BALL” online match replays can also be viewed from “MY REPLAY & TIPS.” *Please note that various TIPS will not be displayed.
Other miscellaneous improvements and bug fixes are implemented.
Properties and/or behavior for select moves of select characters were adjusted.
We’ll be sure to keep you posted once the servers are back up!
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.
Tekken 8 update version 1.007 is now live for download, and this brings fighter balance adjustments, new items in the shop and other improvements. The complete patch notes are available below, straight from the development studio.
* New items added to the TEKKEN SHOP
* Feature improvements and bug fixes
* Properties and/or behavior for select moves of select characters were adjusted
# Update Details
* New items added to the TEKKEN SHOP
– New costume packs ‘Hibiscus Pack’ and ‘The Wildfire Pack’ will be available for each playable characters.
– Avatar customization items ‘Summer Set’
– One free character customization items ‘Hook-and-Loop Sneakers’
* Feature improvements and bug fixes
– Added “TEKKEN BALL REPLAYS” under “ONLINE REPLAY.”
* Replays can now be viewed for online matches of “TEKKEN BALL” played in the “BEACH AREA” of the “TEKKEN FIGHT LOUNGE.”
* “TEKKEN BALL REPLAYS” can be accessed from “ONLINE REPLAY.”
* Your own “TEKKEN BALL” online match replays can also be viewed from “MY REPLAY & TIPS.” *Please note that various TIPS will not be displayed.
– Other miscellaneous improvements and bug fixes are implemented.
* Properties and/or behavior for select moves of select characters were adjusted.
# Scope of Update
* The application of the update data will result in the following impact on each mode and feature.
– ‘DOWNLOADED REPLAYS’, ‘MY REPLAY & TIPS’: Replay data from before the update will be unavailable for playback.
– ‘ONLINE REPLAY’: Replay data from before the update will be deleted.
– ‘SUPER GHOST BATTLE’, ‘GHOST MATCH’: Character behavior and move properties will reflect that of the post-update state.
That’s about it. In terms of the next fighter to be added, Heihachi is back from the dead, and will be available in Autumn!
Square Enix has pushed out Foamstars update 7.11 (PS5 version 7.011), which is a minor patch that aims to fix a bug that surfaced during the big Golden Beats Season patch. Read on for the specific bug it fixed below.
Before the launch of Black Myth: Wukong, GameScience hinted at an interest in creating DLC. After the game’s incredible success, the studio is now reportedly developing two story expansions and a sequel, Black Myth: Jiang Ziya.
This information comes from Lunatic Ignus, the same insider who earlier leaked that the game would have over 80 bosses. Lunatic Ignus also accurately leaked the Black Myth: Wukong preview embargo on June 17th and the trailer release date. After all these accurate leaks and predictions, we find these new rumors worth covering.
According to Lunatic Ignus, GameScience plans to release the DLCs after the Xbox port and physical copies are available. The expansions are rumored to focus on unused content from the original game, such as characters like Buddha, the Jade Emperor, and Nezha.
The decision to develop these DLCs and a sequel might be linked to the game’s initial budget limitations. Reports indicate that Black Myth: Wukong was initially planned to have 13 chapters, but the developers reduced this to six due to financial constraints. Now, with the game’s massive success, selling over 10 million units in just three days, GameScience appears to be in a stronger position to expand the game.
While this news will excite Black Myth: Wukong fans, it’s important to note that these are still just rumors. GameScience has not confirmed the details or release dates for these DLCs, but an announcement is speculated for August 2025.
Black Myth: Wukong is currently available on PC and PlayStation 5.
While Enotria: The Last Song will be out on PS5 and PC later this month, the Xbox version won’t be part of the release roll out, as Jyamma Games has announced today that Enotria on Xbox has been delayed indefinitely.
The announcement was made today on the game’s official website where the studio confirmed that a physical version of the game is due for release “a few months later.”
Here’s the excerpt of the Xbox delay announcmeent:
Unfortunately, at this time, we have to announce an indefinite delay of the Xbox version.
We understand how disappointing this news is to the Xbox community. Unfortunately, despite our best efforts and the hard work of our dedicated team, we’ve encountered challenges that have delayed our release on the Xbox platform. We want to emphasize that this is not a decision we’ve made lightly.
We apologize for any disappointment this may cause and sincerely thank you for your understanding and patience. As a self-published indie studio, your support means everything to us, and we are dedicated to bringing Enotria to as many players as possible.
For those assuming it’s because of the studio having to make the game work on the less powerful Xbox Series S, that’s not the case, apparently. Over on Twitter, the studio confirmed the delay is not due to a performance issue, and even mentioned how it runs better than expected on the Series S!
It’s not a performance issue, the game works better as expected on series S, and really good on series X, but we cannot proceed through the submission process and the reply from microsoft can take up to 2 months
If you’re not familiar with Enotria, it’s an upcoming Souls-like based on Italian folklore! We’ve included the latest trailer for it and even the features for those interested to know more.
FEATURES
Wield Ardore to alter the world around you
Stay on the offensive with quicksteps and chainable parries
Strike foes to charge powerful magical Lines
Strategically swap between up to three Loadouts at any time
Break an enemies posture for a devastating attack, granting you a mighty Awakened buff
Reveal the secrets of Enotria to gain Inspiration & unlock new perks in the Path of Innovators
Enotria: The Last Song is an Action RPG Soulslike, inspired off Italian folklore and culture, set in a fantasy world that invites players to wear role-altering masks and wield the power of Ardore to unravel the secrets of a land stuck in an endless play. As the Mask of Change, players will face formidable foes and alter reality to free unwilling actors from a twisted eternal script not of their making.
You can read more about the game details right here.
This is the second high-profile action game delayed on Xbox platforms, with Black Myth Wukong’s Xbox version still in development and doesn’t even have a release window yet. Due to this, rumors have been running rampant that Sony bought timed exclusivity
Enotria: The Last Song will be out this Sept. 19 on PS5 and PC.
Here’s an interesting one: Techland has released Dying Light update 1.45 on all platforms, and yes! You read that right! It’s the first Dying Light and not the sequel that got an update today! Now, don’t get too excited, as this is a minor patch.
Dying Light Update 1.45 Patch Notes:
Nope, there’s no patch notes available, as this minor patch is mostly for bug fixes. However, one user from Reddit states that this fixes the game’s latest rotational event.
Don’t expect any other adjustments for the game, as Techland themselves have pretty much said they have moved on, and are heavily supporting Dying Light 2. In addition to that, we even have Dying Light: The Beast as a new standalone game , and it brings back protagonist Kyle Crane into the game’s universe. In case you’re curious about that chapter, Techland’s description reads: Dying Light: The Beast is a thrilling standalone zombie adventure set in a tightly-crafted rural region. Play as Kyle Crane, a legendary hero who breaks free after years of brutal experiments. Now, he must realize there’s more at stake than just revenge.
If there are any other fixes in this patch that readers spot, leave a comment below and let us know. That said, don’t expect anything from this, as all the improvements, content and whatnot that the studio is aiming for, has already been pushed out.
As expected, given Suicide Squad: Kill the Justice League’s disappointing sales performance, Rocksteady Studios has been hit with layoffs, with the QA (quality assurance) department seemingly hit the most for now.
Rocksteady staff has reached out to Eurogamer to confirm the layoffs at the studio, and how the QA department has been downsized in half over the past month. Per the source, the 33 staff members from the department have now been reduced to just 15, with the recent game’s poor sales as the main reason for the “restructuring.” Sadly, the studio staff who shared the news have said that due to the shaved headcount in the department, this means the remaining people left will be shouldered with more work.
Outside the QA part of the studio, other staff members are affected as well, with one studio developer being told they were being laid off in the middle of their paternity leave. Per the report, staff members affected include numerous junior staff, and also team members that have been at the studio for more than five years.
Sadly, the layoffs that just hit the studio is something most know was coming given the game cost WB $200 million to produce, and it sales were “disappointing” according to CEO David Zaslav. From what was reported previously, this is not the end of the studio, as Rocksteady’s higher ups are reportedly pitching a new single-player game.
Our review of Suicide Squad was fair but didn’t hold back as we mentioned, “The studio chased after the promise of what GaaS could bring but, in doing so, forgot what made people love them so much. There are still moments of that seen in the campaign, and I would still recommend any fan to play it at one point. But here, right now? Probably not, at least not at the asking price for an incomplete experience.”
We here at MP1st wish everyone affected are able to land on their feet as soon as possible.
THQ Nordic and developer Question have released South Park: Snow Day new update 1.017, and this is another minor patch, and we’re not expecting anything new given the studio didn’t announce any new DLC or new cosmetics. Check out what’s new in the info below.
South Park: Snow Day New Update 1.017 Patch Notes and Known Issues:
While the studio hasn’t revealed what got changed in the title update, we do hope some of the nagging issues that stemmed from the DLC update from last month is resolved. Some of the known issues players are facing that we’re hoping gets fixed include:
Hammer glitch:
Would disappear and glitch out in some instances
Known exploit (viaMeeseeksGuy97): There’s a card called BFF that boosts your allies attack by a percentage when charging and throwing your hammer, which lasts a few seconds. I found when I would start a level I would charge my hammer and throw it, the boost would start up and you could see the aoe because the gold circle but it wouldn’t go away after using it. I could stand beside my friend and he would dish out 23+ damage per hit. Not sure how to recreate it but it defensively helped in Henrietta’s survival and missions on Hard
Backyard issue
Players clipping through the level and fall non-stop.
So far, that’s about it. If we get word on what exactly got changed, we’ll be sure to update the article.
Capcom has pushed out the Street Fighter 6 update 1.14 download on all platforms, and this is to bring the SNK collab for the Battle Hub! While the first SNK fighter, Terry Bogard, won’t be available until later this month, players can take part in the collab today. There’s also bug fixes which are mentioned in the official patch notes below. Those on current-gen, this will show up as SF6 update version 1.000.014 and has the same changelog.
Street Fighter 6 Update 1.14 Patch Notes:
Update Details
Battle Hub
The Battle Hub is decked out for the SNK x Street Fighter 6 collaboration! Go and check it out!
FightingPass
The “Terry Arrives!” Fighting Pass is now live.
Battle on the sparkling Lucky Cabinets in the Battle Hub to earn double the usual amount of Kudos!
CFN – Fighters Club
You can now change the name of your club.
Bug Fixes
The banned word list has been updated with new entries to flag the chat in the Battle Hub, as well as player and club names. Improvements have also been made to how banned words are filtered.
Note: Any player or club names hit by the banned word list with this update will be replaced by the server staff. If your player or club name has been affected, please change the name so it does not include a banned word.
The color tone of Kimberly’s Outfit 1 Color 2 was impacted by a bug, so it has been rolled back to its original tone
Fixed a bug where M. Bison’s Psycho Mine would be re-implanted into an opponent even though it was detonated during a Drive Impact.
With the Call of Duty: Black Ops 6 beta in full swing, players will want every advantage they can get on the battlefield. Given how Treyarch has introduced omnimovement into the game, this means that more tweaks are needed in order to make the most of the controls. That’s where we step in, we have below the best settings for Black Ops 6 when it comes to graphics, movement, controller and more.
Note that we are expecting these settings from the beta to carryover to the final version of the game, as we expect nothing major regarding movement and whatnot to be changed. If it does, we’ll update the article to reflect said changes.
Note: For the items not listed, keep it as default or its user preference.
Controller:
Note: For sensitivity settings, there is no optimal one, as each player has their own aiming speed they are comfortable with. I suggest playing a few matches or going to the training level to see which one suits your playstyle best. As a general rule for myself, my aiming settings shouldn’t be too fast that I over-aim targets, and not too slow that you can’t turn around fast enough when someone’s behind you.
Edit Stick Layout – Default or Tactical (if you don’t have a controller with a back button or paddle, use this as it will let remap the crouch/dive button to R3)
Simplified Controls – Off
Low Motor Strain – Off
L1 Button Ping – Off
Controller Vibration – Off (user preference, but having it on might distract you during gunfights)
Trigger Effect – Off (no advantage to having this on)
Deadzone Inputs: Left Stick Min – 3 | Right Stick Min – 3 (have these as low as you can without seeing stick drift. You can test this in the training level to see what value your controller starts to drift, and it varies for each controller).
Aiming:
ADS Sensitivity Transition Timing – There is a known bug in the beta for PC. Not sure if consoles are affected, but to keep it safe, use “Gradual.” Otherwise, Instant is the one that works best.
Movement:
Spring Assist – Set “Spring Assist Delay” to 0 (zero) so sprint activates immediately.
Movement Behaviors – Use “Hybrid” as it helps you from accidentally diving when going prone. Hybrid requires that you sprint in order to dive, which helps in this.
Sprint Restore – Turn it to “On” so you can if you are sprinting and interrupt it with an action (firing a pistol, etc.), once you’re done with the action, you’ll go back to sprinting (no need to press L3 again).
Tactical Sprint Behavior -Single Tap Sprint (this lets you just press your analog stick once to go from running to sprinting)
Graphics:
World Motion Blur – Off
Weapon Motion Blur – Off
Fidelity CAS – On
Fidelity CAS Strength – 50
On Demand Texture Streaming – Minimal (if you have slow net or data caps)
Field of View (FOV) – 100 or 105 – 110
ADS Field of View – Affected
1st Person Camera Movement -Least
Inverted Flashbang – If you get eyesore from bright lights, turn this to On.
Interface:
Server Latency – On (who doesn’t want to know if they’re lagging, right?)
Packet Loss – On (it will alert you of packet losses in matches)
Connection Meter – On
Mini Map Shape – Square (more area to see than the circle)
That’s about it. We’ll have more guides for Black Ops 6 leading up to launch and post-launch. If anything changes from the beta to the launch when it comes to settings, we’ll update it to reflect the latest one.
In case you didn’t know, NetEase is developing a free-to-play hero shooter titled Marvel Rivals that will feature characters from the comics and movies slugging it out for dominance on the battlefield. If you’ve seen the roster, you’ll see familiar characters like Spider-Man, Iron Man, Thor and more, and they are alongside lesser known heroes such as Luna Snow, Jeff The Landshark and the like.
In terms of heroes to be added in the future, can we expect the same kind of mix between popular characters and more obscure ones? Apparently, not, as the devs confirmed that the majority of heroes being added are from the “greatest hits” catalog of Marvel. This was revealed by Executive Producer Danny Koo, who said that they are gravitating towards a 70-75% pick ratio and split rom the famous Marvel superhero pool, “Then we throw in some curveballs for the rest and dig deep to bring ancient characters back to the forefront.” For those who want it more specific, that’s a 3:1 ratio of for every three popular hero added, one lesser known one will be added. I don’t know about you, but that sounds fine by me. I mean, the game’s big draw will be playing as popular Marvel characters, and it’s perfectly understandable for NetEase to choose the likes of Wolverine, Deadpool, the Fantastic Four to be added, rather than someone like Quasar, Manta or something, no?
In the same interview, the topic of team ups were discussed as well. If you’ve seen footage of Marvel Rivals or played the closed beta, you might have seen one of its most ingenious additions to the hero shooter formula, and that’s the team ups. For those not familiar with it, NetEase has implemented a game mechanic wherein heroes that are connected somehow (in comics or the movies) played at the same time on the same team will have an extra buff. One example of this is if you play as Rocket, and a teammate plays as Groot, you can then hop on Groot’s shoulders which will give you added defense. Another one is if Magneto and Scarlet Witch are on the same team, and if they are, Magneto gets a huge blade that deals extra damage as part of his repertoire of attacks.
According to NetEase, team ups in the game will be rotational, and it seems it will change per season. Koo states, “Every season, we have the notion of who can team up with who, with bonuses.” This is a very important confirmation from NetEase, as it essentially confirms players can’t stick to just the same team ups every time once the meta (most effective tactic available) has been found.
Marvel Rivals is set to be released this December 8 on PS5, Xbox Series X|S and PC, and as of the moment, there is no open beta planned for it.
WB Games has announced the LEGO Harry Potter Collection for current-gen platforms at the recent Back to Hogwarts 2024 Showcase As one might expect, this bundles the perviously released Harry Potter LEGO games, and at a discounted price, and it’s set for release this October 8 on PS5, Xbox Series X|S and PC.
There’s a trailer available as well, and we have the complete info available too.
LEGO Harry Potter Collection Contents:
Remaster compilation brings LEGO Harry Potter: Years 1-4 and LEGO Harry Potter: Years 5-7, and also includes two previously released DLC packs in one package, and will be priced at $39.99. The collection will only be available as a digital download and there’s no mention whether we’ll see a physical release down the road.
Per WB, the compilation, which is being developed by Double Eleven, will have the following the following enhancements:
60 frames-per-second
Native 4K resolution
Haptic feedback
High-resolution shadow maps
Those who own the games on PS4 and Xbox One, you’ll be able to buy the Collection at a discounted price. Those on PC, if you own Years 1-4 on Steam, you’ll get a discount for the game, and if you own both Years 1-4 and Years 5-7, you’ll get an additional discount.
Who’s playing Sony’s latest first-party multiplayer shooter, Concord? Whomever it is, it’s clearly not enough, as the game peaked on Steam without even breaking the 700-player concurrent mark, and while Sony hasn’t revealed sales numbers (and don’t expect them to ever do), chances are, it’s not doing so hot on PS5, either.
According to analyst Simon Carless who writes the GameDiscover.co newsletter, has estimated the game to have sold around 25,000 units in total, with 10,000 units on Steam, and 15,000 on PS5. To put things in an even grimmer perspective, Circana analyst Mat Piscatella basing his data on Circana’s Player Engagement Tracker, said that on Monday, August 26, ““Concord ranked 147th in US PS5 daily active players across all titles, with fewer than 0.2% of Monday’s active PS5 players playing the game.”
Concord’s struggles aren’t that surprising, as even in the open beta, the game failed to attract a lot of players to even give it a spin (which we break down in great detail here). I mean, if you can’t get people to play your game for free, putting a $40 price tag to it isn’t exactly the smartest move to make. That said, given the game’s total development time took about eight years, it’s understandable that Sony would want to get some money back from Concord. But at this rate, they need to make the game free-to-play or maybe as part of the PlayStation Plus lineup for it to even survive, much less thrive.
Why did Concord fail? It’s an easy analysis to make. It’s $40 to even play the game, when more established competitors like Overwatch, Valorant, Apex Legends, etc. are all free-to-play. The character designs leave much to be desired as well, which surely contributed to its lack of appeal.
Will pushing the game into the free-to-play realm save it? I honestly am very doubtful of that, as the game has been the poster boy for what not to do when marketing your game. Let’s hope Sony’s next few live service offerings are more like Helldivers 2 and less Concord.
To sum Concord’s sales woes, Piscatella brutally said, “Sometimes everything that can go wrong does go wrong. Although it’s quite rare to see everything go this wrong.” How very true, Mat, how very true!
While Dragon Age: The Veilguard looks to be a deep action-RPG that will last for dozens of hours before the curtains roll, it seems BioWare will want players to play through it more than once, as the studio has put in incentives for gamers to finish the game multiple times, and one of those is with player choice.
Same as with BioWare’s past RPGs like Mass Effect, Dragon Age: The Veilguard will offer players choices that will affect different outcomes in the game. This means that, depending on your choice, you might or might not see certain pieces of content within the game. In addition to that, from a gameplay perspective, the three classes available in the RPG will also play differently, which should further incentivize gamers to replay the game playing as a different class than the first one they chose in their first play through.
This info was revealed by BioWare during a recent Discord live Q&A. In the session, the studio also talked about combat, exploration, companions and a lot more. You can check out the discussed topics in the Q&A list below (via shinobi).
Combat
▪️Combos: Mages apply weakened/overwhelmed debuffs (“primers”), and also detonate the ‘sunder’ debuff. Rogues apply weakened/sunder and detonate ‘overwhelmed’. Warriors apply ‘sundered/overwhelmed’ and detonate ‘weakened’. This rock-paper-scissors style relationship can be one of the benefits of having one of each class. Gear/skills/runes can also break this paradigm, lots of flexibility
▪️Each class has two weapon slots and you can switch between them even mid-attack. For example mages can use a staff or orb+dagger. You can attack with the staff then switch mid-attack to orb+dagger
▪️You can also use that to your advantage with elementals, for example a fire attack then quickly switching to a necrotic orb+dagger for extra damage
▪️Bringing a ‘tank’ into battle isn’t required, even on harder difficulties. The team realized players get attached to companions and always want to bring them along every time, so they built and designed gameplay to accommodate a variety of builds and playstyles
▪️Mage class can learn abilities from all elements, not tied to any specialization (though specializations like Evoker can make it easier to get into ice spells for example)
▪️Elemental effects were a large focus while developing the game, so that meant all classes needed to be visually represented so no one felt left out (ex: rogues and warriors can seem a little more magical). Warriors were one of the least favorite classes so the team wanted them to be more visually interesting and impactful (you can make a build that’s more physical-based/not as flashy if you want to)
Story/Lore
▪️There are other griffons that show up in the game besides Assan
▪️The game doesn’t require you to have read outside lore like books, comics, etc, though these enhance the experience
▪️***SPOILER*** Maevaris Tilani confirmed to appear in the game
▪️Your faction choice will open up unique dialogue options with certain companions
▪️Your relationship and dialogue with Solas can be more friendly or more antagonistic. Companion relationships sometimes cross over with Solas (Bellara and Davrin for example have deeper thoughts on Solas)
▪️Returning characters are brought back with purpose. Morrigan for example is coming to terms with reflections about herself and her mother, accepting who she is, etc
Options/Customization
▪️You can pause during cutscenes
▪️You can choose your undergarments in the character creator, toggle nudity ON/OFF
▪️You can refund all your skill points to respect into other specializations if you want
▪️Full list of accessibility features coming in the future before launch
▪️There are a lot of ‘faction items’ (gear tied to factions) that become available as you help other factions get stronger, like armor from the Veil Jumpers faction that looks like it was made by Veil Jumpers and may be connected (like having electric damage)
▪️Full transmog system: any piece of gear you find unlocks the appearance for that gear, and some can be cosmetic only (ex: you can dress up to look like a training dummy)
▪️You can also transmog both armor and casual wear, so if you want to walk around the Lighthouse in full armor, you can
▪️You can save a character you create in the creator so you don’t have to start from scratch every time, though it is local to your console/PC as Veilguard is an offline game
▪️Lots of praise for the hair tech, there are some “incredible” beards in the character creator, like grander Dwarven style beards (braids, beads, etc)
▪️You can hide things like combat damage numbers, minimap, wayfinder markers, health bar, incoming attack indicators, and more
▪️All helmets can be worn by all races with one exception: Qunari face paint (there are many variants)
▪️Each armor piece has standard colors, but most of them have a variety of color variant cosmetics (often aligned with the different factions)
▪️Your in-game surname is based on your faction background choice and gets mentioned in dialogue a decent amount
Exploration
▪️Critical story missions are more linear so they can be highly handcrafted
▪️There are several large explorable open areas like Arlathan Forest, The Hossberg Wetlands, Crossroads, etc)
▪️Each companion has unique abilities outside of combat that can help you during exploration, puzzles, etc
Companions
▪️Taash (the female Qunari) is the youngest (early 20s), Emmerich (gray haired mage) is the oldest in his early 50s
▪️Davrin (Grey Warden companion) is stern, thoughtful and considerate but also has a soft side. He has a strong sense of pride and maybe a rivalry with certain other companions. He is also a dedicated and gifted monster hunter
▪️There are no romanceable NPCs outside of the companions as the team wanted romance to focus on them
▪️Teased that companions are having more strange abilities may have something to do with the Veil being in bad shape and more magic coming back to the world through the tears
▪️There are many organic relationships between companions that develop throughout the game, for example: Neve and Bellara form a sisterly bond, which Taash and Emmerich have great banter and don’t see eye to eye on necromancy at all
▪️There’s no ‘hug companion’ button, but there are instances where you can hug companions
▪️Gifts return, you can find items out in the world in specific locations that you can buy and very personal to companions. These gifts will also be reflected in each of their rooms
▪️All companions have a personal arc and their quests are varied
▪️Some quests can expire based on choices you make or plot progression, but generally the team doesn’t want you to miss out on stuff (ex: companions can show up in the world and spontaneously lead to adventures with them)
▪️Companion relationships with each other will develop throughout the game, like when you commit to someone romantically. There are various friendships and rivalries
▪️All the companions have favorite foods, some on the team have varied skills in cooking. Bellara and Lucanis are practically the team cooks, and this comes up in the game
▪️Companions feel like a ‘found family’, become invested in each other which shows up in many scenes, banter, hub interactions, etc. The team didn’t want the game to feel like a theme park just for the player but for companions to feel like their own person and living in the world
If you want to experience the entire Q&A, you can do so in the recorded video below.
Dragon Age: The Veilguard will be released this October 31 on PS5, Xbox Series X|S and PC. You can check out the different editions and pre-order bonuses here.
Outside of launching the big Season 1: Invasion patch this week, Nexon has now released The First Descendant update 1.19! This is available on consoles and PC, with current-gen players able to see this as version 1.019. This plugs the AFK farming exploit in Void Fusion Reactors, and more importantly, adjusts Hailey’s Research Material drop rates.
Check out the patch notes and details on some of Nexon’s plans for future updates.
Patch Details
Increased Hailey’s Research Material(Enhanced Cells, DNA, Stabilizer, Spiral Catalyst, Data Chip) drop rate in Infiltration Operation
To prevent AFK farm in Void Fusion Reactors where Vulgus Elites are spawned, at least 2 Vulgus Elites will be spawned.
Fixed an issue where the Intercept Battle Results Screen was crashed intermittently.
Fixed an issue where frame drop occurs when using [PC] Nvidia DLSS Frame Generation
In addition to that, Nexon has also talked about implementing a FGT (Focus Group Testing) when it comes to patches, which could then provide feedback to the devs before the actual patch is released onto all the players. The studio adds that they have been listening tot he “various opinions” from the community about the game’s first major update, and they will continue to respond quickly to ossies and communicate what improvements are on the way.
Don’t be surprised to see another hotfix again. The Season 1 part 2 patch is expected to drop on October 10.
With how games these days are handled post-launch, it’s normal for gamers to feel a bit cautious on what kind of DLC will be slotted to make them pry their wallets open once more after buying the base game. In the case of Monster Hunter Wilds, some might be thinking that Capcom is looking to push the game’s DLC with the form of new weapons, crafting materials and the like, thus making the game essentially pay-to-win. Thankfully, that’s not the case.
In an video interview, Game Director Yuya Tokuda was asked about their plans for Monster Hunter Wilds DLC, to which the developer mentioned that they have premium armor pieces planned, and that’s about it. When prodded about gaming trends these days giving players advantages for paying, Tokuda confirmed that they won’t feature pay-to-win items.
(Note that the quotes below has gone through a translator present in the video interview)
The basic layered armor system so-called transmog will be unlocked at a certain point as you progress through the game and then once you unlock it you’ll freely be able to create any layered armor that you want and we do also have plans to make some extra special layered armor that will be made available as DLC.
When asked, “Because of the current trends in Western games, players are afraid that one day Monster Hunter DLC might include monster materials or pay- to-win items. So far Monster Hunter DLC has remained aesthetic only, can you confirm that is still going to be the case moving forward?” To which Tokuda replied with, ” yeah we’re sticking with the same direction we’ve always had.”
In the same interview Tokuda also explained why they haven’t revealed the complete monsters that will be available in the game.
I think our current style works for us; the monsters tie into to the rest of the elements of the game so closely that it isn’t just like revealing a character and that’s it. The monsters we choose to show you in advance as each trailer comes along, and we show you a new monster maybe the environment it lives in. they really give people an idea of what to expect from the game, so not just the monster design ball. I see that it lives in this area and that gives me a clue as to how the gameplay might feel, so we’re pretty happy with our current approach. The main reason we don’t show a monster in advance would be because it ties in with the storyline and the sort of final few maps you might discover, and the way the story develops towards the ending of the game and we don’t want to ruin that for people right up front, so of course you always have to h keep some things close to your chest, so that people will still enjoy discovering what happens as the story progresses. I think with Monster Hunter World we probably showed more monsters than usual, because it was something of a re-approach of the series to the West; it was a reintroduction ‘cos a lot of new players were getting on board at that time who hadn’t before, and we wanted to let you know this is what Monster Hunter is all about. This is the kind of lineup you can expect, so now that we’re where we are with our global fan base, I think that we can afford to reveal enough monsters to make you interested and excited, but to keep plenty in our pockets so that you can discover it once the game comes out.
As someone who really liked being surprised by the gargantuan monsters in MH World when I played it, I agree with Capcom’s decision not to reveal everything. I mean, almost every game and even movie these days reveal a little too much when it comes to the plot and even shock factor. Wouldn’t it be nice to be surprised by a giant horned monster charging at you without you knowing?
Monster Hunter Wilds is set to launch sometime in 2025 for the PS5, Xbox Series X|S and PC, and there’s even a demo out now as well which runs at 30fps.
The Black Ops 6 servers are live! While that might be the case, players are having issues logging in, and are seeing the servers down on all platforms. Thankfully, Treyarch is aware of this and working on a fix as we speak.
Are the Black Ops 6 Beta Servers Up?
While the servers have technically gone live this August 30, multiplayer reports have surfaced of players having connection issues, which Treyarch has acknowledged as an overcapacity issue.
More servers? More servers!
We’re working on getting everyone into the #BlackOps6 Open Beta Early Access as soon as possible.
Note that this is the first time a Call of Duty beta has gone live on all platforms and at the same time. With the beta also free for Game Pass members, well, you can do the math.
In case you didn’t know, there was a patch released for the Call of Duty HQ app today, which you can read about here. Stay tuned to our beta impressions hitting the site soon! If we get an update on the server situation, we’ll be sure to add the info in the article.
For the full beta schedule, head on below:
Weekend One: Early Access
Available to players who have preordered the game across all platforms (consoles and PC), as well as Game Pass subscribers, the first Beta weekend is scheduled to begin on Friday, August 30 at 10AM PT/1 pm ET/1 am HKT, and end on Wednesday, September 4 at 10AM PT1 pm ET/1 am HKT.
Weekend Two: Open Beta
The second Beta weekend is for all players on all platforms, regardless of their preorder status, as well as Game Pass subscribers. The second Beta weekend is scheduled to begin on Friday, September 6 at 10AM PT,/1 pm ET/1 am HKT and end on Monday, September 9 at 10AM PT/1 pm ET/1 am HKT.
Black Ops 6 will be released this October 25 on PS4, Xbox One, PS5, Xbox Series X|S and PC.
Destiny‘s Trials of Osiris weekly PvP mode has returned this Friday with a new map and rewards. If you’re wondering about the current rotation, we’ve got you covered: MP1st’s new Destiny 2Trials of Osiris rewards and map this week August 30, 2024post lists down all that information in full below.
New Destiny 2 Trials of Osiris Rewards This Week August 30, 2024:
Reputation System, Trials Engrams, and Adept Farming
Win individual rounds within each match to gain Trials reputation. The amount of reputation you gain increases with each round you’ve won on your card. Earn enough reputation, and you’ll be able to claim a Trials Engramfrom Saint-14! This engram can be focused into any currently available Trials loot you have previously obtained, or it can be redeemed for a random Trials drop. Your reputation increases after every match completion, based on the number of round-wins on your card, regardless of the result of that match itself (win or lose, 0-5 or 5-4).
Once you have gone Flawless, keep playing! Every win you achieve while at the 7-win level, even if you lose your Flawless, has a chance to drop bonus Trials Engrams, adept weapons, prisms, and even Ascendant Shards. There is no penalty for losing once you’ve made it to the Lighthouse!
When you’re done, you can cash in your 7-win passage for one additional adept drop, granted you have gone Flawless that week. This resets your card so you can start anew.
Passages
Name
Perk
Cost
Passage of Persistence
Reaching seven wins rewards the weekly Adept weapon. When you are not in a full fireteam, losses following a win remove the win from the card. Reaching seven wins without losing a match grants access to the Lighthouse.
1500 Glimmer
Passage of Ferocity
Your third match win grants a bonus win.
1500 Glimmer
Passage of Mercy
Forgives one loss per run. Forgives a second loss if you have not yet been flawless this week.