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Banishers: Ghosts of New Eden Interview With Don’t Nod – Endings, Sequels and Development

One of the biggest surprises for us this year was Don’t Nod Entertainment’s Banishers: Ghosts of New Eden. Not only was the game’s story well crafted, it also featured a semi-open world that was bursting with content to comb through.

After finishing the game and getting one of the good (?) endings, we knew we had to chat with the studio! In our Banishers: Ghosts of New Eden interview with Don’t Nod, we ask about DLC, whether this is the start of a franchise, and lots more!

Banishers: Ghosts of New Eden Interview – MP1st:

MP1st: I have to admit, I was caught a bit off-guard by how big Banisher’s world is. How long did Don’t Nod develop the game from start to finish?

Stéphane Beauverger, Narrative Director: It is not easy to define the full development time for a game, it really depends how you consider it. From scratch? From the very first idea written down with a pencil and a paper during the first conception phase? From the first playable sequence? And even after the release, people are still working on the game, like working on patches. Let’s say that it took between four and five years to create Banishers.

MP1st: For its first AAA project, Banishers is very ambitious. What prompted Don’t Nod to create an open-world game of sorts right away instead of, say, a more linear, single-player game?

Beauverger: Banishers is not an AAA game, it’s a nicely crafted AA game – and we are proud of it. We have the will and passion to deliver a great experience to the audience, hence the large size of the map, and the huge amount of content. The game structure also depends on the nature of the game we make. Story-driven games like Life is Strange or Tell Me Why are more in need of a linear structure. With Banishers, we felt it was necessary to open the world and let the players investigate the mysteries of New Eden at their own pace, and in the order they were more comfortable with. Hence the more open structure of the game.

MP1st: How much of an influence was God of War? I mean, it’s evident in combat, but what areas of that game did some of the dev team think “we really need this kind of mechanic in Banishers.” Is it the semi open world but linear quest structure? The game’s world?

Simon Svoboda, Lead Level Designer: When we create something, we’re often influenced by what we read, watch, and play, and Banishers is no exception; God of War is a masterpiece that had an influence on us, among other fantastic titles. But when we were making Banishers, we didn’t look too much at other games to define what was missing, it was a constant reflection on what we were trying to convey and the overall experience.

MP1st: Are there any secrets or Easter eggs that are quite hard to obtain?

Beauverger: Of course, there are. We won’t spoil anything, but here is a hint about a secret in the game: somewhere in the mountains, there is an abandoned and haunted manor. And haunted manors often rhyme with secret doors, don’t they? 🙂About the Easter eggs, there are too many to be listed, but DON’T NOD fans may find a few references to previous games. For instance, in the prologue, have you checked the brooch which belonged to Charles Davenport? May be familiar to Vampyr’s fans. Same thing for the name of the gang Arter Carty belonged to when he was living in London. And there are many more to be spotted.

MP1st: Is New Game+ part of the post-release plans?

Mathieu Bourgain, Lead Systems Designer: NG+ may make sense if players can’t get all the rewards in a single playthrough, or if character respec is limited. However, we have chosen to allow players to get all the rewards in a single playthrough and respec their characters at will.

With enough investment, Banishers allows you to experiment with all the gameplay possibilities around combat efficiency without having to start a new run. That’s why we’ve chosen to focus our resources and attention on the first playthrough of the game; we think the benefits of an NG+ for Banishers are small. The game still has good replay value if you want to explore other narrative choices and endings.

Banishers: Ghosts of New Eden AAA

MP1st: What gameplay mechanic(s) did Don’t Nod want to include in the game but couldn’t due to time constraints or it didn’t fit the narrative? The game has tons of haunts, and the inspiration of where some come from is clear. For a game with so many of them, one has to wonder if there was anything that they wanted to do that maybe they didn’t have enough time or just couldn’t get working.

Bourgain: At some point during development, players were supposed to be able to sacrifice or banish citizens without solving their whole haunting case. It was a more open system where players could find some hints about a haunting case and decide to close it as soon as they were confident to have enough information to make an informed decision. But it was a little nightmare to implement and make work. There were so many possibilities and branchings that the system had to be modified and simplified.

MP1st: With multiple endings, which one is canon if we indeed get a sequel? Or is Don’t Nod following in Mass Effect’s footsteps that your chosen ending will carry over to the next game?

Beauverger: A very good question. But I’m afraid we have not decided yet. I could be tempted to say “one of the endings with Antea gone for good” but that’s only a personal preference, not an editorial one.

MP1st: Is the studio planning a sequel? Maybe a DLC to expand on the story or ending? Or is Banishers more of a one-off thing?

Beauverger: We always consider our games as the first step of a franchise. As a Narrative director, it is part of my job to think ahead about future possible games taking place in the same universe. But such decisions are not made only by creative teams, more teams are included in the process!

MP1st: Does the studio see Banishers as the start of a franchise?

Beauverger: see answer above

MP1st: Playing through the game, I was aiming for Antea’s resurrection, so I had to “Blame” (Sacrifice) a lot of humans even if I didn’t want to, or there were times I felt that ghosts needed to be banished due to what they did, or they are just simply evil, but I couldn’t since i needed humans to be sacrificed. Has the studio thought of allowing a player to do both? I understand that might be too hard to implement  as a title update, but maybe in a sequel of some sort?

Beauverger: No, we wanted the players to be forced to choose, and allowing them to punish multiple suspects in a single case would have endangered that tension created by the choices you have to make. For us, it is always satisfying and “ferociously fun” to watch streaming players being struck by such cases, and having to think out loud for long minutes before making a decision. That’s what the game is about, really 🙂

MP1st: With Banishers having “Ghosts” in the title and tackling spirits, ghosts and whatnot, one might assume that it was an action-horror game, but it really isn’t. Did Don’t Nod consider Banishers to be a more horror-centric game before or did the studio purposefully didn’t want it to be classified as a horror game (not discounting some of the disturbing bosses and character designs).

Beauverger: We never wanted to make a horror game with Banishers. We wanted to make a dark fantasy game, maybe with a bit of fear from time to time, but definitely not with some gory or jump-scare effects. We exploited more the melancholic, sad, sometimes tragic aspect of ghost stories, more than their more horrific aspects.


Banishers: Ghosts of New Eden is available now for the PS5, Xbox Series X|S and PC. You can check our review of the game here.

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Alex Co

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

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New Destiny 2 Xur Location Today April 5, 2024 (And What Xur Is Selling)

Xur is back in Destiny this Friday with a fresh set of Exotics, Engrams, and Legendary gear on sale only in exchange for Legendary Shards. For those seeking him out, MP1st’s new Destiny 2 Xur location today, April 5, 2024 post details both his location and full inventory until the next Weekly Reset.

New Destiny 2 Xur Location Today April 5, 2024 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Watcher’s Grave

Carrying:

  • D.A.R.C.I.
  • An Insurmountable Skullfort
  • Knucklehead Radar
  • Crown of Tempests

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

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Exoprimal X Mega Man Collab Brings New Modes, Exosuit Variants and More This April 17

Capcom is bringing another collab to Exoprimal, and this time, it’s the Blue Bomber’s turn! The Exoprimal X Mega Man collaboration is set to launch this April 17, and players will see new modes, new exosuit variants and more available.

Exoprimal X Mega Man Collab New Content:

The Exoprimal x Mega Mancollaboration includes a rockin’ new boss battle against Yellow Devil.1 Much like the Rathalos encounter that debuted in Season 3’s Monster Hunter™ crossover, 10 players will join forces to fight for everlasting peace against a massive robot with shapeshifting abilities and a wily arsenal of attacks.

Exofighters can also equip special collaboration cosmetic sets2, including:

  • Mega Man (Nimbus)
  • Air Man (Witchdoctor)
  • Yellow Devil (Krieger)

Brand-New Beta Variant Exosuits

The armory of playable Exosuits is also expanding to a grand total of 30 with Title Update 4’s new arrivals:

  • Zephyr Beta: Boost Claws – This model rends foes in close combat with its talons. These attacks fill a gauge that can be used to enhance its melee abilities or unleash a powerful charged attack.
  • Krieger Beta: Blitz Cannon – Bombard enemies with artillery, then mow them down with a devastating laser.
  • Vigilant Beta: Bowhunter – Punch through foes at range with bolts that are as deadly as they are accurate.
  • Murasame Beta: Windcaller – Defend against incoming attacks to charge up energy, then unleash that force as a tornado that pulls in and restrains enemies.
  • Witchdoctor Beta: Plasma Shot – Pin down foes with rapid fire and paralyze them with charged cluster shots.
  • Nimbus Beta: Wild Bomb – Lay down proximity mines that can provide healing properties or explosive power.

More Modes to Enjoy

  • Custom Match – This mode enables players to create custom lobbies with their pick of rules, missions, and maps. Replay special story missions and 10-player co-op battles, play with friends on other platforms, and enjoy the new “Quick Brawl” setting to cut straight to the final missions. No matter how Exofighters choose to play in this mode, they’ll continue to earn XP, level up their suits, earn unlockables, and progress the story.
  • Time Loop Rebellion – Take on the game’s climactic boss battle in an even more challenging form and earn rewards for your combat prowess. Akin to Savage Gauntlet, this mode will be available at set times, with the first opportunity running Thursday, April 25, 2024 at 8:00pm PDT – Monday, April 29, 2024 at 7:59pm PDT.

Once the title update for the collab is out, we’ll let our readers know.

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Alex Co

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

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Rust Update 1.92 for Version 1.91.1 Fixes Issues This April 5

Double Eleven has rolled out Rust update 1.92, which is for dev version 1.91.1! This brings a host of fixes to issues (or exploits) such as spawning from dead bodies and more.

Rust Update 1.92 Patch Notes:

Game Update Version: 1.91.1

GAMEPLAY

  • Players are no longer able to spawn on their dead bodies.
  • Players will now correctly spawn on their beds/sleeping bags if selected.
  • Players will no longer be randomly kicked during gameplay.
  • Players can no longer attach multiples of the same attachments to the same weapon.
  • Players are no longer randomly killed when exploring underground areas of Airfield and Launchsite.

In case you didn’t know, a bigger patch focusing on community features was released last week.

Once Double Eleven launches another title update, we’ll be sure to let our readers know.

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Alex Co

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

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Metal Gear Solid 2 and MGS3 Snake Eater Update 1.000.051 Drops for Version 1.5.1 This April 5

Konami has released Metal Gear Solid 2 and the MGS3 Snake Eater update 1.500.001 for the Master Collection Vol. 1 bundle, and is tagged as developer version 1.51. Note the first game doesn’t have an update today, and those on PS4 will see this as patch ersion 1.51. Read on for the official April 5 patch notes down below.

Metal Gear Solid 2 Update and MGS3 Snake Eater Update 1.500.001 Patch Notes:

Game Patch Version: 1.5.1 | PS4 Update Version 1.51

Ver.1.5.1 Patch Notes

Please check the list of changes below for details on the main improvements and fixes in this patch.

  • Fixed an issue where the vibration feature of certain controllers would not function
  • Fixed some other minor issues

The above patch notes are for both Metal Gear Solid 2 and Metal Gear Solid 3: Snake Eater. As I said before, the first Metal Gear Solid game does not have a new update today.

We will update this post if more details are revealed. Stay tuned for more updates on the game in the future.

Source: Steam

Damien Seeto

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Palworld Update v0.2.1.0 Hatches Out for Incubator Fix

Pocket Pair Inc. has released Palworld update v0.2.1.today, and this follows yesterday’s big v0.2.0.6 patch that brought in the game’s first raid boss. This patch was released to apply a very specific fix, and as one might expect, doesn’t bring in any new content.

Palworld Update v0.2.1.0 Patch Notes:

  • ・Fixed an issue where eggs could not be placed in the egg incubator if you loaded save data from v0.1.5.x or earlier.

Yep, that’s about it. Outside of yesterday’s patch, Pocket Pair has mentioned that a big update is planned for Summer 2024, which will contain a new island, new buildings, weapons and tower bosses. Once we have more news about that, we’ll let our readers know.

Source: Steam

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Alex Co

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

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Stellar Blade New Game Plus and Additional Costumes Confirmed as Post-Launch Content

The release of Shift Up’s sci-fi action RPG is right around the corner. In a recent interview, Director Kim Hyung Tae confirmed that New Game Plus and additional costumes will be coming to Stellar Blade post-launch.

When asked about the potential for future DLC or paid content, Kim had this answer prepared in response:

“Of course, if we missed or missed something, we will make up for it even after the release. In order to avoid inconvenience for those who come in later, we will proceed with a balance patch so that those who start earlier can enjoy playing even more. Whether the DLC will be released is undecided, but free updates such as additional costumes are being prepared. To make it clear here, ‘Stellar Blade’ does not require any additional expenses that gamers are not aware of, other than the cost of purchasing the package. The only exception is that if you create a costume collaboration with a third-party IP, it can be sold for a fee. Also, there is no New Game+ in the release version, but it will be updated very soon, so please look forward to it.”

Indeed, Stellar Blade will feature a New Game Plus mode sometime after launch. This statement also implies that there could be paid collaboration costumes down the road, perhaps featuring outfits from other popular franchises.

It’s also nice to see Stellar Blade touted as a complete package. Too often these days, we see games riddled with microtransactions and additional purchases post-launch. It’s clear that gamers are vehemently opposed to extra purchases being offered, especially in single-player games (Dragon’s Dogma 2 comes to mind as a recent example). Hopefully, Shift Up stays true to their word and we can expect a feature-complete product when Stellar Blade finally drops.

Stellar Blade will launch exclusively for PS5 on April 26.

Source: Ruliweb (thanks, Genki!)

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Jack Breitenbach

Game the night away!

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NBA 2K24 Season 6 Rewards, Patch Notes and Everything New

In just a few days, Visual Concepts will kickstart NBA 2K24 Season 6 on all platforms! Incoming for the new season for the basketball sim will be new rewards, new music tracks, MyTeam new items and more.

NBA 2K24 Season 6 Rewards, Patch Notes and New Content:

Start Date: Friday, April 5 at 11 am PDT/2 pm EDT/2 am HKT.

In NBA 2K24 Season 6, players are urged to channel Oklahoma City Thunder star and silky smooth shotmaker Shai Gilgeous-Alexander’s fashion sense and adept approach to basketball by expressing themselves on and off the court in style. Compete during Season 6 to earn all- new rewards in-game and through the NBA® 2K24: MyTEAM mobile app, and experience exciting upcoming events in The City and The Neighborhood.

● MyCAREER adds futuristic and spirited rewards alongside all-new content. Rewards
include a Level 25 Blonde Frohawk Hairstyle, a Level 30 Go-Kart, a Level 35 Season 6
Race Suit and more. Cruise around The City or The Neighborhood and blast off for out-
of-this-world dunks in your Level 39 Mech Space Suit during Season 6.

● MyTEAM Season 6 features more cards of ranging rarities for you to earn, starting with
the Level 1 Free Agent Chet Holmgren card rated as a powerful 98 Overall. MyTEAM
Season 6 will also include a Diamond Patty Mills, Level 20 Pink Diamond Jordan Poole,
and Level 40 Dark Matter Shai Gilgeous-Alexander.

● The W Online* features some competitive fun as we prepare for the highly anticipated
2024 WNBA Draft. Complete challenges and earn XP to claim rewards such as an A’ja
Wilson Heroine Edition Jersey, MyTEAM Dallas Wings Jersey Card, a Noelle Quinn
historic t-shirt and more.

● Season Pass** additions include 40 free items unlockable throughout the Season, and
the Season 6 Pro Pass*** unlocks an additional 40 levels featuring premium content,
including the Pro Pass Dark Matter Shai Gilgeous-Alexander MyTEAM card, a Ride-in
GIANT Mech Suit for new gen, up to 45,000 VC, Skill Boosts, and much more! Players
can also enjoy Galaxy Opal Paolo Banchero as the MyTEAM automatic reward in
addition to Ripped Patchwork Jorts and a Zip-up Jacket that can be worn three ways as
the automatic MyCAREER rewards.

Take a look at some of the featured rewards below:

  • Level 1 Season 6 Tee
  • Level 10 Eye Paint
  • Level 15 Shai Gilgeous-Alexander Basketball
  • Level 20 Wearable Mascots
  • Level 25 Blonde Frohawk Hairstyle
  • Level 30 Go-Kart
  • Level 35 Season 6 Race Suit
  • Level 36 Skateboard Helmet
  • Level 39 Mech Space Suit
  • Level 40 Gold Floor Setter

THE W ONLINE*

The 2024 WNBA Draft is only two weeks away! Soon we’ll know where many of college hoops’ top prospects are going to start their professional career. Prepare for the Draft by suiting up for some competitive fun in The W Online, where you can claim more rewards by completing challenges and earning XP. Take a look at some of the featured rewards below:

Weekly Goal

  • A’ja Wilson Heroine Edition Jersey
  • Team Accelerator Boosts
  • Team Resilience Boosts
  • Team Extender Boosts
  • Helping Hands Boosts
  • Player Boosts

Season Rewards

  • MyTEAM Dallas Wings Jersey Card
  • MyTEAM Stewie 1 Shoe Card
  • Noelle Quinn MyTEAM Coach Card
  • Clothing Bundles
  • Noelle Quinn Historic T-Shirt
  • Level C, B, A, S Seasonal Perk High Risk
  • Rhyne Howard Jersey

2K BEATS

Ball out to 11 more genre-blurring songs from 88rising’s album titled hella (˃̣̣̥╭╮˂̣̣̥) ✧ ♡ ‧º·˚ including two tracks released exclusively in NBA 2K24!

  • “Cup O Noodle” by 1999 WRITE THE FUTURE, Rich Brian, Freddie Gibbs, feat. Ghostface Killah & Warren Hue
  • “fIT chECK fREEsTYle” by 1999 WRITE THE FUTURE, Jean Dawson
  • “WhAT yoU WaNT” by 1999 WRITE THE FUTURE, Deb Never
  • “Pump It Up” by 1999 WRITE THE FUTURE, Rich Brian, Tia Corine
  • “cOoL WATeR foR thE nIGHT” by 1999 WRITE THE FUTURE, Amaarae, Warren Hue
  • “PrAisE nIgHt BluES InteRLUde” by 1999 WRITE THE FUTURE, Dumbfoundead
  • “PLAYSTATION 2” by 1999 WRITE THE FUTURE, Rook Monroe
  • “siGiL aNd the MaZE ✼ ҉ ✼ ҉” by 1999 WRITE THE FUTURE, 王OK
  • “avOcadO SHakE૮꒰ ˶• ༝ •˶꒱ა \̅_̅/̷̚ʾ” by 1999 WRITE THE FUTURE
  • “♡ StiCKy piCtURe SyNDroMe ʕ•́ᴥ•̀ʔっ♡” by  1999 WRITE THE FUTURE
  • “JoEys song ༼つ ◕_◕ ༽つ” by 1999 WRITE THE FUTURE, Joey Alexander

NBA 2K24 Season 6 Patch Notes:

[NEW GEN] :PS5: :XBS:

GENERAL

  • Preparations for NBA 2K24 Season 6, launching on Friday, April 5, 2024 11:00 PM (shown in your device’s time zone). Stay tuned for what we have in store!
  • The shorts number on the Los Angeles Lakers 2018 City uniform has been removed
  • The coloring on the sponsor patch for the Dallas Mavericks City edition uniform has been adjusted
  • The sponsor patch for the Atlanta Hawks uniform has been updated (pending next roster update)
  • The new City court for the New Orleans Pelicans has been added (pending next roster update)
  • The new City court for the Memphis Grizzlies has been added (pending next roster update)
  • The “DM” heart decal has been added to the Golden State Warriors court to honor Dejan Milojević
  • Kia branding has been added to the Orlando Magic arena to reflect the recent real-life update
  • Adjusted the fill coloring for accuracy in the center logo on the New York Knicks court

GAMEPLAY

  • Devin Booker’s spin jumper requirement has been adjusted to match the rest of his animations, and is now available to players 6’9″ and under

CITY/PRO-AM/REC/THEATER/MyCAREER

  • Various improvements to performance, stability, and visuals have been made to enhance the overall experience in the City and throughout MyCAREER

MyTEAM

  • Resolved a rare hang that could occur within MyTEAM menus
  • Fixed a rare issue that could cause the duplicate menu to appear incorrectly for Shoe Cards
  • Updated Agendas that require fast break points to properly count 4-pointers in Clutch Time modes

MyNBA/THE W

  • Resolved a rare hang that could occur in MyNBA when staff relationships are updated

That’s about it. Once a new title update for the game is released, we’ll let our readers know. You can read up on more Season 6 info right here.

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Alex Co

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

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South Park: Snow Day Update 1.005 Plows Out This April 4

THQ Nordic has released South Park: Snow Day update 1.005, and this is the game’s first-ever post-release patch. Read on for what’s new for the latest South Park game down below.

South Park: Snow Day Update 1.005 Patch Notes for April 4:

THQ Nordic hasn’t revealed anything about this patch just yet, though we’re hoping that will change within the day.

One (unverified) fix that was part of the title update from the community:

Once more fixes are spotted or if the official patch notes are released, we’ll update the article with the info.

If you haven’t played the game yet, our review isn’t that hot about it, as it mentions “Demanding players will quickly realize that there are much better cooperative games out there and it doesn’t take a bullshit card to discover them in little to no time.”

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Alex Co

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

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Balatro Update 1.003 for April 4 Brings New Languages

LocalThunk has released Balatro update 1.003 (it should show up as version 1.05 on PS4, though not live yet at the time of this posting), and this adds a slew of new languages.

Balatro Update 1.003 Patch Notes for April 4:

Here’s the announcement from the devs:

That’s about it. No word on whether this includes new gameplay adjustments (highly unlikely). But if we find anything, we’ll update the article.

For those not familiar with the game, check out the official description for it.

ABOUT THIS GAME

Balatro is a poker-inspired roguelike deck builder all about creating powerful synergies and winning big.

Combine valid poker hands with unique Joker cards in order to create varied synergies and builds. Earn enough chips to beat devious blinds, all while uncovering hidden bonus hands and decks as you progress. You’re going to need every edge you can get in order to reach the boss blind, beat the final ante and secure victory.

  • The definitive poker roguelike experience.
  • Endless possibilities – every pick-up, discard and joker can dramatically alter the course of your run.
  • In-depth campaign mode complete with 8 difficulties, as well as challenge, daily and seeded runs.

Deftly deploy an array of potent tools: different Decks, Jokers, Tarot cards, Planet cards, Spectral cards, and Vouchers. Use these versatile instruments to ignite a combo frenzy and turbocharge your poker hands, crafting electrifying, adrenaline-fueled synergies.

  • 150 Jokers, each with their own unique abilities
  • 15 Decks with distinct modifiers to choose from for each run
  • 5 potential variants of each Joker which add further abilities
  • 22 Tarot cards variants that can enhance your regular playing cards
  • 11 Planet cards that help level up your possible poker hands
  • 32 Voucher cards to help provide permanent buffs for your current run

Immerse yourself in Balatro’s distinctive psychedelic world. Let the synthwave soundtrack wash over you – wind down, escape the daily grind and prepare to enter the ultimate roguelike flow state.

  • Improve your collection and discover new cards and secrets with every single run.
  • Make use of the in-depth stats screen to study your best hands, most used Jokers, and more!
  • Immerse yourself in the CRT fuzz and enjoy detailed, hand-crafted pixel art.

Contrary to what some people think, Balatro is not a gambling game.

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Alex Co

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

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Gigantic Rampage Edition Gets New Gameplay Overview Trailer

After being shut down over six years ago, the MOBA hero shooter Gigantic is returning in an all-new Gigantic Rampage Edition. While Abstraction Games promises to offer the same great fun the original had, this new release comes loaded with improvements, some of which you can see in the latest gameplay overview trailer.

Gigantic Rampage Edition Gameplay Overview

About Gigantic Rampage Edition

  • Gigantic: Rampage Edition is the Definitive Version of Gigantic: Brings back everything from the original Gigantic and introduces a ton of new content, including a new game mode, Rush, cross platform play, new heroes, new maps, and gameplay improvements that give fans a bigger and more complete Gigantic experience than ever before.
  • There are Two Modes: Rush and Clash:
    • Rush is a New Fast-Paced and Action-Packed Mode: Brings a more streamlined Gigantic experience with matches taking on average a short and sweet 10 minutes, or even faster if your team is elite. Get ready for lightning-fast matches in this mode, where you can swap heroes mid-match and be able to utilize all of your hero’s abilities from the start!
    • Clash is the Original Game Mode from Gigantic That’s More Strategy-Focused: Brings a more deeply strategic and thrilling team-based experience for more epic matches. In Clash matches you’ll need to manage your abilities and resources even more wisely – knowing when to defend and attack is vital to securing victory for your team.
    • Your Objective in Both Modes is the Same: Reach 100 Power Before the Enemy Team Does: Reaching 100 Power gives your team the chance to attack and defeat the enemy Guardian to win the match. There’s multiple ways to gain Power for your team (e.g., taking down enemies and creatures, capturing Power Orbs and in Clash specifically, summoning creatures).
  • Tips for Being a Pro Player: Coordinate with your allies, master your hero’s abilities, outsmart your opponents and wait for the perfect time to strike. It’s better to retreat and recharge than to rush in without the means to defend yourself – and better to be on the defensive to turn the tide of matches.
  • Progression System is Challenge-Based; No Microtransactions Here: After matches, you’ll make progress on various Fortunes (challenges) and earn rewards, including hero vouchers that can be used to unlock heroes and Crowns that can be used to unlock various customization options.
  • Practice Makes Perfect: Anytime you need a refresher on the game’s mechanics, jump into any of the guide tutorials or try out new strategies in a Custom match with bots.

Looking good! We’re sure fans of the original are excited to jump back into the game after so many years, but for newcomers who never got to experience it, you’ll certainly be in for a fun treat!

Gigantic Rampage Edition will be available on PC, PlayStation 5, Xbox Series X|S, PlayStation 4 and Xbox One on April 9, 2024 for $19.99.

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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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Warframe Update 2.28 for Deep Archimedea Hotfix This April 4; Here’s What’s New

Digital Extremes has released Warframe update 2.28 (PS5 update version 1.036, PC update version 35.5.3), and this brings a new game mode called “Deep Archimedea,” and a bunch of fixes as well. Read on for what’s new in Warframe in the official patch notes for April 4.

Warframe Update 2.28 for Deep Archimedea Hotfix Patch Notes:

PlayStation Specific Notes:

  • Fixed a PS5 crash related to memory corruption bug associated with Graphics.
    • Last week we had disabled fog in the graphics settings to help prevent the crashes while we worked on this fix, so we have re-enabled it now that this has been resolved!
  • Fixed screen shake being active even after disabling it in settings

NEW GAME MODE: DEEP ARCHIMEDEA 

Embark on perilous research expeditions in Albrecht’s Laboratories! Deep Archimedea is a weekly challenge with three missions that must be completed in a single sequence. Rewards are given based on a number of factors, with the core principle being the higher the risk the higher the potential reward. Read on to learn more!

Before we get into the nitty gritty here, we’re excited to get Deep Archimedea into your hands and will watch for feedback as players engage in this challenging gamemode.

Requirements

  • Completed the Whispers in the Walls Quest
  • Rank 5 with the Cavia Syndicate
    • Upon hitting Rank 5, a special transmission from Necraloid will play, directing you to him in the Sanctum Anatomica for Deep Archimedea. If you were already Rank 5 before the update, when you load into the Sanctum Anatomica it will play automatically and Necraloid will be accessible there to begin Deep Archimedea.

Difficulty Level 
Deep Archimedea has an extremely high difficulty level and is designed to really put you and your Arsenal to the test.

Enemy Levels: 

  • Normal: 250 – 275
  • Elite Archimedea: 375-400 (more information on Elite Archimedea in its dedicated section below)

NOTE ON LOADOUT RESTRICTION: In addition to a variety of difficulty modifiers, there are no opportunities to change your Loadout in between missions. Meaning the Loadout you start Deep Archimedea with is the Loadout you will use throughout all three missions.

While it can be attempted solo, we highly recommend you go into Deep Archimedea with a Squad that has carefully prepared their Loadouts and is ready to take on the challenges ahead.

Where & How To Access

Deep Archimedea begins at Necraloid in the Sanctum Anatomica! Find him stationed on the second level of the Sanctum Anatomica.

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How To Begin

The following simplifies how to jump into Deep Archimedea in three steps, but the sections that follow go into much greater detail on what you can expect in preparation for the missions ahead.

1. Interact with Necraloid to open the Deep Archimedea screen & use Search Pulses to unlock: 

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Players can exchange 2 of their 5 weekly Netracell Search Pulses to access the week’s Deep Archimedea. Doing so gives you unlimited chances to play Deep Archimedea missions, with each reward tier being earned once before each weekly reset on Monday @ 0:00 UTC. 

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You can view and interact with the Deep Archimedea screen prior to unlocking access each week, but you won’t be able to start the missions until you have sacrificed your Netracell Search Pulses.
Additional Search Pulses for week of Deep Archimedea’s launch: 
We have given players an additional 5 Netracell Search Pulses for this week with Deep Archimedea’s release to ensure anyone meeting the requirements can participate in Deep Archimedea for its debut! These are in addition to the usual 5 weekly Pulses, so 10 in total if you haven’t used any yet on Netracells this week. These additional Pulses will expire at the next reset on Monday, April 8th @ 0:00 UTC. 

2. Select Individual Parameters (if any) 
You have the option to select Individual Parameters which will be applied to all three missions – these increase the overall difficulty in exchange for Research Points, which can unlock Reward Pools. Learn more about unlocking Deep Archimedea rewards in the “Research Points & Rewards” section further down. These Parameters are not required to begin Deep Archimedea, should you not be up to the extra challenge.

Individual Parameters consist of Loadout Modifiers, Personal Modifiers and Elite Archimedea – we cover each of these in detail in their own dedicated sections below.

3. Select the “Begin Research” button
Doing so will begin the mission countdown. Enter the Laboratories to start the missions with all of the parameters you had activated. Good luck, Tenno!

Mission Restrictions 

Deep Archimedea missions, similar to Netracells, have the following restrictions on by default:

Empowered Enemies: 

  • Enemies have their Health and Shields increased by 100% and an additional 50% for each squad member, up to a maximum of 300%.
  • Increased chance of Eximus.

Respawn Restrictions: 

  • No Self Revive: Self-reviving is disabled. Instead, 30s after a Tenno has been slain, a dormant Void Angel bearing the glyph of the fallen Tenno, will appear in the mission . Awaken and defeat the Angel to revive the dead Tenno. Each subsequent Void Angel will be much stronger.
    • These Void Angels will only have one health bar and do not include the Ethereal Void Angel stage to defeat them.
    • Known issue: Clients unable to interact with Void Angels twice in a single mission to revive fallen Host – we are looking to have this fixed hopefully by next Hotfix!
  • Last Gasp Penalty: Activating Last Gasp Focus ability reduces the timer by 2 seconds.
  • Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds.
  • Mortis Strikes: After being dead for 3 minutes you will incur a Mortis Strike. After 3 Mortis Strikes you will not receive any more rewards for this run. A timer will be displayed while you are dead to track time until your next Mortis Strike.
    • All mission rewards earned before receiving 3 Mortis Strikes will be retained, including mission completion rewards.
      • Ex: if you received your 3rd strike in Mission 3, you would still retain earned rewards from Mission 1 and 2.
    • The Mortis Strike timer only begins once a player’s bleed out timer expires and they have fully died.
    • The Mortis Strike timer accumulates while a player is dead, awaiting revival. The counter is cumulative and does not reset upon revives, so try to stay alive, Tenno!

Consumables Restrictions: 

  • Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. This cooldown affects all sizes of Restore type.

Individual Parameters

There are two kinds of Individual Parameters that can be selected by the player: Loadout and Personal Modifiers. 

Enabling any Individual Parameter increases potential Research Points by one for all three missions (totalling 3 Research Points per Parameter) in exchange for making these already difficult encounters even deadlier. Increasing your Research Points can unlock additional Reward Pools. We cover Research Points in more detail in the “Research Points & Rewards” section.

Loadout 
These Parameters are applied based on your Loadout equipment. Match your Arsenal Loadout to any of the Warframes, Primary Weapons, Secondary Weapons, or Melee Weapons listed in the Deep Archimedea screen to increase your Research Points by one Point per equipment per mission.

In order to activate any of the Loadout parameters, players must change their equipment in the Arsenal. Matching Warframes, Primaries, Secondaries, and Melee weapons will activate their correlating parameters automatically. Deactivate them by changing your equipment to something other than what’s listed.
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Loadout parameters reset weekly Monday at 0:00 UTC.  

Personal Modifiers
These Modifiers affect players directly, providing a challenge in exchange for increased Research Points. These are applied individually, allowing a player to increase the challenge for themselves without affecting their teammates.

In order to activate/deactivate any of the Personal Modifiers, simply select them in the Deep Archimedea screen.
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Here is the list of all of the possible Personal Modifiers:

  • Gear Embargo: Gear cannot be used.
  • Powerless: All Abilities are disabled until you kill 50 enemies.
  • Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
  • Lethargic Shields: Shield recharge delay increased 500%
  • Ammo Deficit: Ammo restored by drops and gear is reduced 75%
  • Fractured Armor: Casting an ability reduces armor by 10% for 10s.
  • Untreatable: Pickups do not heal, and Health Orbs cannot be picked up
  • Abbreviated Abilities: Ability durations reduced by 75%.
  • Concussive Drain: Taking health damage also consumes 5% of max energy per hit.
  • Transference Distortion: Transference into Operator and Drifter is blocked.
  • Terminal Velocity: You do 0 damage while not moving.
  • Framecurse Syndrome: Activating an Ability inflicts 50 damage upon you.
  • Knifestep Syndrome:  Lose 2 Health when moving. Jumping pauses the effect.
  • Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
  • Ammo Scarcity: Ammo depletes steadily. Battery weapons recharge slowly.
  • Exposure Curse: Shields are removed.
  • Sanguine Syndrome: Every time you take damage, you also suffer a Bleed Status Effect.
  • Vampyric Syndrome: Lose Health every second. Killing enemies restores Health.
  • Conductive: Take Electrical damage every few seconds.

Mission Deviations & Risk Variables 

Each Deep Archimedea mission has its own Deviation and Risk Variable – modifiers which make these missions substantially more difficult. Each individual Elite Archimedea mission also has their own additional Risk Variable to contend with.

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Deviations 
Deviations live up to their name – they deviate from the bounds of a standard mission type, forcing new strategies to adapt to their conditions. They are variations of mission elements you may already be familiar with, designed to keep even the most experienced Tenno on their toes.

Here is the list of all of the possible Deviations:

  • Necramech Influx: Necramechs appear with greater frequency.
  • Fissure Cascade: Fissures rip into the mission, causing the Enemy Level to go up by 1 every 10s. Destroy them to stop the level from increasing further.
  • Damage Link: Enemies within 10m of each other form a Damage Linked group. Any damage done to an individual is distributed evenly to the entire linked group.
  • Sealed Armor: Enemies take 90% less damage from non-weak point hits.
    • Weak points will be highlighted with this Deviation active.
  • Parasitic Towers (Survival): Life Support Towers only activate after 20 enemies have been killed within a 15m radius of them.
  • Hostile Support (Survival): The Life Support Tower delivery system is disabled. Necramechs spawn every 90 seconds, and drop 6 Life Support Modules when killed.
  • Hazardous Areas (Survival): Activate Life Support Towers to clear Hazardous Areas for your squad.
  • Hazardous Goods (Alchemy): Amphors will inflict their associated elemental damage while being carried.
  • Alchemical Invulnerability (Alchemy): 10% of enemies are equipped with an impervious Elemental Barrier that can only be destroyed by an Amphor of the corresponding element.
  • Eximus Amphora (Alchemy): Eximus units always drop Amphor but they are the only units that drop them.
  • Eroding Senses (Mirror Defense): The Auricle and Vitreum take damage over time, collecting the required Vosphene Glyphs will halt the degradation and partially heal them.
  • Glyph Inflation (Mirror Defense): The security system requires twice as much Vosphene Glyphs to activate.
  • Glyph Trap (Mirror Defense): Some Vosphene Glyphs are booby trapped with a portal that Teleports those that touch it 250m away. After the portal is revealed it lasts 45s.
  • Radioactive Breakdown (Mirror Defense): All enemies are invulnerable and can only take damage when they are inflicted with Radiation Status. Chryrinka Pillars appear randomly and inflict Radiation Status.
  • Barbed Glyphs (Mirror Defense): Each Glyph inflicts a small amount of damage when collected.
  • Coordinated Front (Assassination): Eximus units support The Fragmented Tide and its final form.
  • Relentless Tide (Assassination): The Fragmented Tide never stops attacking.
  • Angelic Cohort (Assassination): Void Angels fight alongside the final Fragmented form.
  • The Fragmented Two (Assassination): Face two Fragmented forms in the final battle.
  • Engorged Gruzzlings (Disruption): All Gruzzlings are Eximus.
  • Parasitic Conduits (Disruption): A Conduit’s timer is paused unless a player is within 10m, more players in range will accelerate the timer. Conduits will slowly drain the shields of any players in range.
  • Double Demolishers (Disruption): Two Necramech Demolishers will attack any Conduit, but their health is reduced.

Risk Variables 
Risk Variables are more focused on enemies and weapons, designed to make the endless waves of enemies more merciless than ever before. Tenno will want to check Risk Variables before diving into a Deep Archimedea to ensure they’re prepared for whatever lies in front of them.

Here is a list of all of the possible Risk Variables:

  • Hostile Regeneration: Enemy health slowly regenerates.
  • Vampyric Liminus: Slow moving, immortal, Duviri Liminus drain Health and Energy from allies who get too close.
    • While immortal, they are affected by CC effects. They also deal increased damage to players with Overguard.
  • Adaptive Aberrations: Enemies gain resistance to Elemental Damage that has been inflicted upon them. Resistance is lost if no damage is taken from that element for 5s.
  • Bolstered Belligerents: All enemies have Overguard equal to 50% of their max health.
  • Ranged Engagements: Only enemies with ranged attacks are present.
  • Close Quarters: Only enemies with melee attacks are present.
  • Fortified Foes: Guardian Eximus units may be encountered, including Guardian Eximus Necramechs.
  • Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
  • Postmortal Surges: Slain enemies burst with Void energy.
  • Elemental Potency: Enemies deal +100% Elemental Damage and have +85% resistance to Elemental Damage.
  • Eximus Reinforcements: Additional Eximus units will be deployed.

Additional Endless Mission (Survival & Mirror Defense) Mechanic : Reduce Mission Timer 
Summoning and defeating a Rogue Necramech Eximus unit will reduce the mission timer by 45 seconds of Survival and Mirror Defense missions. To summon a Rogue Necramech, locate the dispensers that Rogue Culverins use to summon Rogue Necramechs in Albrecht’s Laboratories missions. Interact with the terminal there to summon a Rogue Necramech unit. There is a 50% chance that the unit spawned is an Eximus! Once you have used a terminal, all Necramech dispensers are put on a 60 second cooldown.
Elite Archimedea

For the truly courageous Tenno, Elite Archimedea is standard Deep Archimedea cranked up to 11, with increased enemy levels and an additional Risk Variable per mission.

How to unlock and Enable: 
Completing all 3 Deep Archimedea missions with a Research Points of 25 or higher will unlock Elite Archimedea permanently. From the Deep Archimedea screen, it’s as easy as selecting the “Elite Archimedea” button to enable it.

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Research Points & Rewards

Players can earn up to 5 Rewards (plus resources) each week from Deep Archimedea, depending on their total Research Points. 3 Rewards are available from Deep Archimedea, while all 5 are available from Elite Archimedea should players be up to the challenge. 

Rewards from each Reward Pool can only be earned once per week, so the only way to earn more rewards is to increase your possible Research Points before heading into your missions.

Research Points:
Research Points determine the rewards that are granted at the end of each successful Deep Archimedea mission. They can be increased by enabling Individual Parameters and Elite Archimedea.

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While Deep Archimedea can be attempted an unlimited number of times in a week, Research Points do not stack across attempts. In other words, each attempt is independent from the previous. Rewards are earned based on the singular attempt at hand, not the sum of your attempts over the week.

  • Completing all 3 missions of a Deep Archimedea awards 3 Research Points.
  • Completing all 3 missions of an Elite Archimedea awards 10 additional Research Points, for a total of 13.
    • Elite Archimedea is unlocked after completing a Deep Archimedea with at least 25 Research Points, which requires players to complete Deep Archimedea with all Individual Parameters enabled.
  • Each Research Modifier adds an additional 1 Research Point per mission, for a maximum of 24 bonus Research Points earned by completing all 3 missions with every Individual Parameter enabled.
  • The maximum number of Research Points possible is 37 (13 from Elite Archimedea, 24 from Individual Parameters).

Reward Pools: 
Enabling Elite Archimedea and all Individual Parameters gives a maximum of 37 Research Points for unlocking rewards! There are five Reward Pools that can be unlocked via Research Points, and three additional resource bundles. These Reward Pools have their drop tables spread across three different tiers: Silver, Gold, and Diamond.

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Silver Rewards
These rewards share their reward pool with Netracells, so obtaining both Silver Rewards is just like you had used your 2 Search Pulses to take on 2 Netracells.

NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard

Silver Rewards are available at 5 and 10 Research Points, which means the minimum to receive them is:

  • 5 Research Points: Complete all 3 Deep Archimedea missions with 1 Individual Parameter enabled.
  • 10 Research Points: Complete Deep Archimedea with at least 3 Individual Parameters or Elite Archimedea enabled.

Entrati Lanthorn Bundle
Completing a Deep Archimedea run with at least 15 Research Points will earn you a bundle of 15 Entrati Lanthorns.

  • 15 Research Points: Complete Deep Archimedea with at least 4 Individual Parameters or Elite Archimedea enabled.

Gold Rewards
These rewards contain the same items as the Silver Rewards, but with improved drop chances for the rarest rewards! The chance of receiving a Melee Arcane Adapter is reduced, resulting in an increase to the Melee Crescendo and Melee Duplicate Arcane drop rates. Additionally, Archon Shards are twice as likely to be Tauforged compared to the Silver Rewards!

NOTE: The Netracell Drop Tables were changed with Dante Unbound, so the following list is the newly updated list of rewards. There’s a full breakdown of what exactly changed in the “Netracell Drop Table Changes” section of the Dante Unbound patch notes.

  • Crimson Archon Shard
  • Azure Archon Shard
  • Amber Archon Shard
  • Melee Arcane Adapter
  • Melee Crescendo
  • Melee Duplicate
  • Tauforged Crimson Archon Shard
  • Tauforged Azure Archon Shard
  • Tauforged Amber Archon Shard

Gold Rewards are available at 20 and 31 Research Points, which means the minimum to receive them is:

  • 20 Research Points: Complete Deep Archimedea with at least 6 Individual Parameters or Elite Archimedea enabled.
  • 31 Research Points: Complete Elite Archimedea with at least 6 Individual Parameters enabled.

Vosfor Bundle – Exclusive to Elite Archimedea
Completing a Deep Archimedea run with at least 28 and 37 Research Points will earn you 20 Vosfor (28 Points) and 50 Vosfor (37 Points).

  • 28 Research Points: Complete Elite Archimedea with at least 5 Individual Parameters enabled.
  • 37 Research Points: Complete Elite Archimedea with all Individual Parameters enabled.

Diamond Reward – Exclusive to Elite Archimedea
This final reward is the absolute best, guaranteeing either a Tauforged Archon Shard or a Legendary Melee Arcane (Melee Crescendo, Melee Duplicate)!

The Diamond Reward is available at 34 Research Points, which means the minimum to receive the reward is:

  • Complete Elite Archimedea with at least 7 Individual Parameters enabled to reach 34 Research Points.

Dante Balance Changes

In the time that Dante has been available to play, he has quickly become a fan favorite! We recognize how much of a blast it’s been to play this quill-wielding Leverian wizard, which is something we have kept at the forefront while determining the following balance changes. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant).

After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard. We still believe Dante is in a strong place even with these adjustments, as our goal from the start was never to nerf him into the ground. However, finding balance isn’t found simply in the nerfs, but also in the buffs! So we have also given a little bit of love to Wordwarden and Triumph.

  • Increased Wordwarden’s weapon damage on warded allies from 30% to 50%.
    • The Wordwarden felt a bit lackluster in comparison to the rest of Dante’s abilities, so we gave it a boost to encourage players to experiment and engage with it more.
  • Final Verse’s “Tragedy” now only affects enemies within Line of Sight.
    • This felt like the most reasonable change to Tragedy since it could be cast back to back without much forethought on positioning. So to make it a more active ability, enemies must now be within range in your Line of Sight to be impacted by it.
  • Reduced the amount of Overguard gained from Final Verse’s “Triumph” from 5000 to 2000 at Max Rank.
    • For a bit of compensation, we increased Triumph’s base Overguard Regeneration per second from 50 to 100 at Max Rank (can still be modified with Ability Strength).
  • Reduced the amount of Overguard gained from Light Verse from 500 to 250 at Max Rank (can still be modified with Ability Strength).
  • Added Overguard Cap stat to Final Verse’s “Triumph” description to make it clear that there are cases where the cap for Light Verse and Triumph can be different (ex: when using the Precision Intensify Mod).
  • Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms.
    • This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy.
    • NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects.

General Dante Changes & Fixes: 

  • Updated Dante’s Final Verse ability videos to better showcase the custom HUD.
  • Made improvements to cast animations for Dante’s Final Verse to allow for smoother Ability chaining.
  • Fixed the Archon Intensify Mod triggering upon casts of Dante’s Light Verse regardless if players were actually healed. Now Light Verse will only trigger Archon Intensify if Health is restored.
  • Fixed Tome skins being upside down when equipped on Noctua.
  • Fixed Dante Specter casting Final Verse interfering with the player’s custom Dante HUD that displays which Verses are active.
  • Fixed several crashes caused by shooting an enemy with Dante’s Noctua while riding Kaithe or K-Drive.
  • Fixed being unable to shoot weapons after casting Fractured Blast (infused onto Dante via Helminth) at the end of Final Verse’s “Triumph”.
  • Fixed bug where Melee weapon would briefly appear at the end of each of Dante’s ability casts if it was equipped in hand.

GI Lighting Changes & Fixes: 

  • Increased the overall luminosity of the Orbiter to better account for shadows and player’s Decorations.
  • Improved lighting in the Orbiter Arsenal by balancing the shadows so that they aren’t so dominant.
    • This was a prevalent feedback point from players as it was causing colors to appear darker than what is seen in the color palette, making it rather difficult to fashionframe.
  • Improved lighting in the walkway of the Transference room to fix the lighting looking blocky.
  • Improved the lightning when transitioning between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed broken lighting on the portal between the Landing Craft and the Orbiter in the Drifter Camp.
  • Fixed issues with reflections and gaps in the GI Lighting volumes.
  • Fixed reflection volume line appearing in the glass materials in the Helminth room.
  • Fixed Decorations with reflective glass-like surfaces showing up as bright low-resolution circles.
  • Fixed the Arsenal, Transference Room, and Helminth Room not being lit properly when Dynamic Lighting is disabled in settings.
  • Fixed several Decorations having very little lighting on them when the Graphics Preset is set to low, notably:
    • Prex Cards
    • Argon Pegmatite
    • Agkani Stone
    • Ludoplex
  • Fixed issues of GI lighting volumes clipping through into other levels in the Albrecht’s Laboratories tileset.
  • Fixed the water surface in the Helminth room having an unnatural blue tint caused by GI lighting.

Arca Triton’s “Slam Capacitor” Buff Changes & Fixes: 

With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions).

With that in mind, we’ve made the following two changes to bring it back to a more balanced state:

1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive. 

  • Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time.
  • Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase.

2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite. 

  • Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them.
  • Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them.

While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix:

  • Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges.
    • They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally.
  • Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else’s Arca Triton charges in the Squad.

Missed Notes from Update 35.5.0:
Observant Tenno may have noticed some Abilities are no longer interacting with Crowd Control immune foes the same way. This is due to a change that went out with Dante Unbound, but was unfortunately missed in Patch Notes. These particular interactions fell outside of the intended design of CC immunity, so we have removed these outliers to restore expected behaviors.

Enemies with Crowd Control immunity (ex: Overguard) have had the following interactions removed:

  • Frost’s Ice Wave Impedance Augment (specifically the frozen trail that slows them)
  • Rhino’s Stomp (slow effect)
  • Primary Obstruct (weapon jamming)
  • Exodia Epidemic (enemy suspension)
  • Zenurik Temporal Drag (slow effect)
  • Wisp’s Breach Surge (blind)
  • Halikar (disarm)
  • Mesa’s Muzzle Flash (blind)
  • Proboscis Cernos (stun and pull)
  • Mag’s Counter Pulse Augment (robotics disabling and disarm)
  • Mag’s Fracturing Crush Augment (immobilization)
  • Malicious Code (immobilization)

Player Overguard Changes:

  • Players with Overguard will no longer be pulled towards Trauma Clamps in the Undercroft.

Additions:

  • Added a “listen” context action in Dante’s Leverian for those who have already picked up his Prex Card.
  • This allows players to re-listen to Drusus’ dialogue that was triggered upon picking up the Prex!

Changes:

  • Doubled the Reactant drop rate in Void Cascade Omnia Fissure missions.
    • We were receiving reports that it was taking a long time to crack Relics due to low drop rates, so we’ve increased it to alleviate the issue.
  • Inaros can now cancel Sandstorm with a Melee attack!
  • Casting Yareli’s Surging Blades will no longer root you in place.
    • Aquablades already received this change with Dante Unbound, but now her Augmented version also received this treatment.
  • While the “Divine Retribution” Augment Mod is equipped, the base range of Nezha’s Divine Spears is reduced by 50% (at all Mod Ranks).
    • We didn’t want to change the Mod in a way that would alter the functionality that makes it so effective, so we instead added a range reduction to keep its power within a reasonable level.
  • Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.
  • Changed the Polarity of the Dreamer’s Bond Aura Mod from Madurai to Universal, as promised in the Whispers in the Walls: 35.1 Update where it was introduced!
    • What this means is that it will increase Mod capacity regardless of the Polarity of the Aura slot.
    • Since this Aura Mod is awarded from completing the Earth to Venus Junction, we wanted to make it that much more new player friendly and useful across Warframes.
  • Enemies that are already in a ragdoll state will no longer be impaled by Ruvox’s Heavy Slam Void Spikes.
    • This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha’s Divine Spears or Hydroid’s Tentacle Swarm).
  • Onos Changes & Fixes:
    • Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds.
      • This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”.
    • Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%.
      • We also fixed an issue where this buff was only being applied to while aiming.
    • Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy.
    • Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning.
    • Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on.
    • Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation.
    • Fixed the Onos’ holster position being on the thigh instead of on the hand.
    • Fixed the Onos not being visible while riding K-Drive/Merulina.
  • Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
    • It now reads: “Chroma’s Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
  • Increased the amount of Affinity gained from killing Rogue Bonewidow Eximus to match other Eximus units.
  • Updated the Incarnon Evolution descriptions to provide more instructions about accessing Incarnon Evolution Challenges.
    • Now reads: “Challenge complete. Select Upgrade to unlock the next challenge.”
  • Updated Inaros’ Ability preview videos to accurately showcase his rework.

Fixes:

  • Fixed issue that could cause players to matchmake into the incorrect Cavia/Holdfasts Bounty difficulty (selecting Steel Path but loading into Normal).
  • Fixed Glaives failing to throw while airborne if players held down jump while attempting their throw.
  • Fixed Clients being able to earn Bounty completion rewards for Cavia Mirror Defense Bounties if they leave the mission after only one wave.
  • Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status.
  • Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount.
  • Fixed ability stats in the Upgrade screen not updating to show modified Energy cost.
  • Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped.
  • Fixed the “Incarnon ready” sound FX playing when swapping to/from an Incarnon Form weapon or Transferencing back to your Warframe with an Incarnon Form weapon equipped.
  • Fixed using Transference to return to Warframe while capturing a Conservation animal causing a loss of function and inability to complete the Conservation.
  • Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.
  • Fixed the second Railjack Void Fissure mission in a row (when started from Railjack Navigation) not rewarding a Relic reward.
  • Fixed the screen on the back of the TennoCon 2024 Syandana not properly taking Energy color.
  • Fixed entering an early segment of the Whispers in the Walls Quest as Dante resulting in a progression stop.
  • Fixed the Foundry showing a Blueprint as craftable even if a player has insufficient Credits.
  • Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
    • Only one Augment is allowed to be equipped per Ability.
  • Fixed being unable to fire weapons after casting Xata’s Whisper from a Xaku that has Dante’s Noctua ability injected via Helminth.
  • Fixed Halls of Ascension not rewarding Drift Mods.
  • Fixed remaining Grakata ammo determining how much ammo of Kahl-175’s Corinth has upon pickup in The New War Quest.
    • Now it will always have full ammo upon pickup!
  • Fixed the option to reduce Clan Tier via the Clan Management screen missing.
  • Fixed block forward combo sound FX playing for all squad members regardless of distance when using a Staff Melee weapon with the Clashing Forest Stance equipped.
  • Fixed a stray out-of-bounds volume partially sticking out of a staircase in the Albrecht’s Laboratories tileset. This caused the screen to go black while traversing over this particular spot.
  • Fixed issue with enemies spawning into the ground in a specific room in the Albrecht’s Laboratories tileset.
  • Fixed Yareli’s Merulina duplicating after Host migration when the “Loyal Merulina” Augment Mod is equipped.
  • Fixed Rogue Bonewidow, Rogue Bonewidow Eximus, and Demolisher Bonewidow requiring 20 scans to fully unlock in Codex.
    • They now only require 3 scans each to complete their Codex entry. If you have completed at least 3 scans or more before this Hotfix, the entry should now be automatically completed!
  • Fixed the subsumed version of Grendel’s Nourish not using the “Altered” description of the stats in the Upgrade screen.
  • Fixed Ceramic Dagger Incarnon’s Gun and Blade Evolution Perk using the wrong description and Breacher’s Opportunity being blank.
  • Fixed Styanax’s Final Stand ability using default Spear colors if the Styanax Tonatiuh Skin is equipped.
  • Fixed the feathers on Styanax Tonatiuh’s shield not using custom tints during his idle animation.
  • Fixed holster positioning issues for pistol and dual pistols on the Styanax Tonatiuh Skin.
  • Fixed a square appearing at Inaros’ feet when casting Scarab Shell with the Sands of Mars Ephemera equipped.
  • Fixed sections on the underside of Khora Urushu’s helmet and on her posterior not properly taking Energy color.
  • Fixed the neck of Sevagoth’s Ezriel Helmet not being anchored to the body or adjusting based on movement. This was causing the Helmet to clip through the body like a solid piece.
  • Fixed the scale of Yareli’s Batomorpha Helmet not matching the size of her other Helmets.
  • Fixed a texture issue on the back of Yareli’s Batomorpha Helmet.
  • Fixed The Archwing Quest appearing at the bottom of the Codex instead of being listed by completion order.
  • Fixed Kahl’s Grakata disappearing from his hand after a cinematic in the first stage of The New War Quest.
  • Fixed waypoint in the Heart of Deimos Quest leading players in the wrong direction after returning to the Necralisk from the “Descent to the Heart” stage.
  • Fixed overlapping UI elements when attempting to Claim or Retrieve Resource Extractors in the Navigation menu.
  • Fixed the name of a node in the Star Chart overlapping on top of its own UI if there are multiple modes available (ex: Omnia Fissure, Nightmare, etc.).
  • Fixed a softlock occurring when trying to remove a Clan from an Alliance.
  • Fixed the music in Disruption missions doubling up or stopping entirely after Host migration.
  • Fixed special objective markers for certain enemy types (Demolishers, Demolysts, and Gruzzling) appearing when spawned in the Simulacrum.
  • Fixed Clatharc Planter decoration appearing black when placed in the Orbiter.
  • Fixed loss of function upon Confronting Kullervo if the player spoke to the Warden in Duviri while mid-teleport to a Materlith.
  • Fixed Inaros’ Swarm Kavats HUD buff using Dante’s Pageflight buff icon.
  • Fixed the “Entrati Crystal” fixture in the Albrecht’s Laboratories tileset not being localized.
  • Fixed extraction cutscene showing Inaros’s Sarcophagus after entering the extraction zone with Inaros’s Passive active.
  • Fixed a crash related to Gauss’ Mach Rush ability.
  • Fixed a crash caused by Mirage’s Sleight of Hand ability at the end of a mission.
  • Fixes towards a crash caused by Gruzzling’s Sands of Khra ability.
  • Fixed a rare crash in Armatus Disruption missions.
  • Fixed a crash caused by casting Yareli’s Sea Snares right before entering Bleedout.
  • Fixed several misplaced punctuation issues in some of the entries in Dante’s Leverian.

In case you didn’t know, the big Dante Unbound patch was released one week ago, and you can read up on what was added right here.

Source: Warframe Forums

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Alex Co

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EA UFC 5 Update 1.007 for Version 1.07 Brings New Fighters and More This April 4

EA UFC 5 update 1.007 has been pushed out, and this is for patch version 1.07 that adds nine new fighters alongside gameplay adjustments. Read on for the new additions to the roster, as well as for the official patch notes detailing each and every change made.

EA UFC 5 Update 1.007 Patch Notes for April 4:

Game Update Version 1.07

NEW FIGHTERS

  • Movsar Evloev (#5 FEATHERWEIGHT)
  • Brendan Allen (#6 MW)
  • Marina Rodriguez (#6 WSW)
  • Muhammad Mokaev (#7 FLYWEIGHT)
  • Serghei Spivac (#8 HW)
  • Geoff Neal (#10 WW)
  • Umar Nurmagomedov (#10 BW)
  • Tracy Cortez (#10 WFW)
  • Diego Lopes

UFC 300 FIGHT WEEK CHALLENGES AND NEW ALTER EGOS

  • These will be added on April 9, 2024, at 10 am PT

STRIKING

  • Reduced Stamina recovery between rounds by around 20%.
    • After the previous increases in stamina cost for blocked, missed, and evaded strikes, we saw that stamina seemed to be in a good place at the end of the first round, but that fighters could recover too much going into round two. This new reduction to the recovery between rounds hits the recovery going into the second round the hardest and should also make a noticeable difference across many rounds, for fights that go the distance. (Despite being listed in the striking section, this change applies to between-rounds stamina recovery as a whole, not just from striking.)
  • Improved the evasive properties of the stationary duck.
    • Its start-up has been reduced by 1 frame. This is when a lot of motion happens, as the fighter lowers their head. It should reduce cases of strikes unnaturally aiming down at the opponent’s jaw as they duck already quite low. And this will particularly benefit shorter fighters. When fighters have the same height or are taller than the opponent, this new extra frame won’t benefit them as much, though it’ll still help. The punches will no longer go down to their chin and will instead hit the top of their head, keeping a plausible arc. This will deal a lot less damage and won’t cause a hit stun. This mitigation mechanic isn’t new but wasn’t coming into play much, given the previous tuning of the evasion frames themselves.
  • Improved the evasive properties of advancing and retreating ducks.
    • This change had a similar purpose but different details. In the case of these ducks mixed with footwork, the issue wasn’t the start-up time to their evasion window, but that the evasion window had a gap in the middle of it. That happened right when your head was very low. We have closed this gap and now these moving ducks should behave as one would expect. No more roundhouses tracking your head super low as you retreat with a duck.
  • Slowed down the haymaker execution.
    • The execution means how long it takes from starting the attack to landing it. These are the fastest values. Fighters who are slower or from heavier weight classes take more frames to make contact with the opponent. Even considering its shorter range, the haymaker was a little too fast related to the overhand.
      • Execution from 22 to 24 frames.
  • Sped-up the execution of the rear overhand.
    • With both this and the haymaker’s change, the overhand will become only 2 frames slower and continue to have a longer range.
      • Execution from 28 to 26 frames.
  • Increased the slap’s base damage and damage scaling and sped up its execution.
    • The slap was unnecessarily slow and didn’t have any power scaling to increase its damage based on punch power. Now it should hit more than twice as hard and be significantly faster. Let’s see who can score some slap KOs!
      • Base Damage from 5 to 7.5
      • Damage Scaling from 0% to 65%
      • Execution from 32 to 26 frames
  • Increased the stopping power of all leg kicks.
    • Stopping power means how early in the opponent’s strike’s execution you need to hit them to interrupt them. The higher the stopping power of your strike, the later you can afford to hit the opponent and still interrupt them.
      • Lead and Rear Leg Kicks = 20% to 30%
      • Lead and Rear Calf Kicks = 40% to 50%
      • Lead Side Kick to the Leg and Oblique Kick = 60% to 80%
  • Made the cartwheel kick and the rolling thunder much easier to counter after blocking them.
    • There is now ample time to punish these kicks after blocking them. However, timing your inputs and selecting the proper strikes with which to counter can still prove challenging, as the animations for getting after throwing the kick can naturally keep the head or torso out of reach. We recommend experimenting with potential counters in practice mode. You might be surprised!
      • Reduced the cartwheel kick’s block stun by 10 frames.
      • Increased the time it takes to block after landing the cartwheel kick by 16 frames.
      • Reduced the rolling thunder’s block stun by 30 frames.
      • Increased the time it takes to block after landing a rolling thunder by 14 frames.
  • Increased rolling thunder’s base damage from 35 to 45.
    • It is now much riskier and isn’t as nimble and evasive as the cartwheel kick. So it now deserves an increased reward to make up for the added risk.
  • Increased rear hook kick’s base damage from 40 to 45.
    • Its main benefits are being safe on block and conceding less vulnerability than a roundhouse. But, considering how slow it is, we figured its damage could rise closer to the roundhouse damage (50).
  • Increased the lead and rear jumping switch kicks block bleedthrough from 30% to 40%.
    • The block bleedthrough means the damage percentage that goes through the block even if the block meter is full. This is the main purpose of this kick, in comparison to the regular roundhouses. The trade-offs are being slower and less combo-friendly.
  • Increased the tornado kick base damage and block bleedthrough.
    • As a very slow kick, it should hit harder and should make opponents care more about dodging the kick instead of merely blocking.
      • Base Damage from 50 to 52.5.
      • Block Bleedthrough from 30% to 40%.
  • Increased the 720 Spinning Kick (O’Malley Kick) base damage and block bleedthrough.
    • This is a similar case to that of the tornado kick, except the 720 kick is even slower, and blocking them should be a terrible idea.
      • Base Damage from 55 to 57.5 (the new highest base damage).
      • Block Bleedthrough from 50% to 70%.
  • Sped up the lead front kick’s execution.
    • This should make it compete with the rear front kick, especially when advancing.
      • Standing Execution from 28 to 26 frames
      • Advancing Execution from 34 to 28 frames
  • Reduced the rear front kick’s base damage and slowed down its advancing execution
    • This kick has been a thorn in many players’ sides – or rather, chin. Its damage is a bit high for how fast it is. And the advancing version should be slower, to be more in line with other rear advancing kicks. Its lead version should now be preferable when advancing.
      • Base Damage from 35 to 32.5.
      • Advancing Execution from 30 to 34.
  • Increased the lead side kick’s base damage and sped up its execution.
    • The side kicks are similar to the front kicks but safer and less explosive. Despite the lead side kick bright sides, we figured its speed and power should be closer to the front kick’s and hopefully make it a more equally appealing option.
      • Base Damage from 25 to 27.5
      • Standing Execution 26 to 24.
      • Advancing Execution 32 to 28.
  • Increased the rear side kick’s base damage.
    • The rear version of the side kick didn’t need as many buffs as the lead one to be more competitive in relation to the front kicks. This damage buff should make it a great option for causing and aggravating nose injuries, as the side kicks enjoy a similar buff to that of elbows and knees, against facial injuries.
      • Base Damage from 20 to 32.5.
  • Fixed a rare issue that could cause strikes or takedowns to mix against forward lunges performed after a series of lunges in other directions.
  • Tuned visual damage to match doctor check results more authentically and intuitively.
    • Cuts will now only reach maximum bleeding when the cut damage is maxed out.
    • Visual swelling will be more limited until the swelling damage is maxed out. This should create a clearer distinction between when eyes are almost swollen and when they are.
      • These changes should result in fewer instances of “just rub some dirt on it” moments – when it looks like it should be a stoppage but the doctor lets the action continue.
  • Removed reduction of visual swelling after fighters are treated by cutmen, such as when going into a new round or the official decision.
    • For instance, eyes should now remain swollen shut when going into the Bruce Buffer announcement of a doctor stoppage TKO.

GRAPPLING

  • Significantly increased the range and speed of double legs and single legs.
    • These takedowns, especially the double legs, felt like they didn’t grab the opponent from far enough. They also had several “dead frames” at their beginning, which we could shave off to make them feel much smoother and more responsive. It should now be much more viable to shoot on opponents before they walk away, as well as timing your shots against incoming strikes or after the opponent misses.
  • Allowed the single leg to morph into the low single leg when the opponent walks out of range.
    • This change should further help with the issue of takedown range.
  • Fixed an issue that made double legs often miss when used from combos.
    • They would almost always miss even from close range. Now their behavior in combos should match that of when used as a single action.
  • Increased the short-term stamina cost of muscle-modified transitions by 50%.
    • We had halved the cost in the December patch. It was a change that helped with the problem of some positions in the ground game being too easy to hold. However, the cost reduction went too far, and escaping from positions such as side control is reportedly too easy, now. So, we’re bringing the cost to a value in between the launch and the December patch costs. These are the multipliers that apply to the short-term stamina cost of the transitions. Please note that there is still a long-term stamina cost multiplier on top of these, which we haven’t changed.
      • Launch Value = x 5
      • December Patch Value = x 2.5
      • New value = x 3.25
  • Allowed Single Under Escapes to interrupt the dominant fighter’s elbows.
    • It was possible to throw the elbows continuously and guarantee that one would land “for free” when the opponent escaped, regardless of how they timed the escape.
  • Made the AI’s ground-and-pound strike selection more unpredictable.
    • It should now mix hooks and straights more equally and use elbows more rarely. Furthermore, elbows can now be used as the first or second strike in the combos, although rarely.
  • Lowered the chances of the AI posturing up from full guard and half guard.
    • The AI was attempting these postures too frequently, making the posture attempts predictable and easy to deny, as well as making the ground and pound from these riskier positions easy to reverse. It should now be relatively more likely to pursue ground and pound from more dominant and stable positions.

MISC. ADDITIONS AND UPDATES

  • Added Aljamain Sterling to Featherweight
  • Career Mode Longevity Attribute decay will now be affected by the chosen Fighter Style and the overall impact has been reduced.
  • Career Mode Fitness has been increased to allow users to get to Peak Fitness faster.
  • Enabled vanity preview within the Punch Card when accessed from the main menu option
  • Updated walkout commentary for over 30 fighters
  • New vanity rewards added

In addition to that, there are more new fighters on the way! Read on for the roadmap to know more.

Once EA releases a new patch, we’ll let our readers know.

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Alex Co

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Helldivers 2 New Warbond “Democratic Detonation” Out This April 11, Here Are the New Weapons, Armor and More

Already done with Helldivers 2’s “Cutting Edge” Warbond? Don’t fret, as a new one is on the way! Set to be released this April 11, the Helldivers 2 new Warbond is called “Democratic Detonation,” and will once feature new weapons, armor and more!

Check out what to expect from the new Warbond.

Helldivers 2 “Democratic Detonation” Warbond Contents:

NEW WEAPONS:

BR-14 Adjudicator Rifle – Deliver righteous judgement to your enemies with accuracy. This armour-penetrating assault rifle is best used against smaller groups.

R-36 Eruptor Rifle – Keep your distance… this bolt-action rifle fires jet-assisted shells that explode shrapnel in all directions upon impact. All directions. Even your face.

CB-9 Exploding Crossbow – Kaboom! Enjoy powerful exploding bolts that dish out max damage upon direct impact. Gravity must be accounted for when aiming.

NEW BOOSTERS, ARMOR, PISTOL:

GP-31 Grenade Pistol – Does what it says on the label – a pistol that fires grenades. Don’t forget to reload between shots though.

Expert Extraction Pilot Booster – Need to get out of a jam fast? This booster lowers the time it takes for the extraction shuttle to reach the extraction beacon. Home in time for dinner.

CE-27 Ground Breaker – Medium Armour. “The ground is just another obstacle that hasn’t yet been cleared.” – SGM Janet Jones, Excavation Corps Founder.

CE-07 Demolition Specialist – Light Armour. Originally worn by Lunar terraformers, this suit can withstand rapid changes in pressure, heat, and personal velocity.

FS-55 Devastator – Heavy Armour. Domestic versions of this armour allow colonial farmers to safely plant crops and mines side-by-side while staying in one piece.

There are also new capes incoming as well, which are named “Harbinger of True Equality,” “Eagle’s Fury,” and “Freedom’s Tapestry.”

Chances are, we’ll be getting a patch the day it’s available or a day before, and once it’s out, we’ll be sure to let our readers know.

In other related news, there are cloaked ships spotted in the game, which seem to be something all helldivers will need to contend with soon!

Source: PlayStation Blog

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Alex Co

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Sea of Thieves PS5 Release Getting Exclusive Cosmetics; New Trailer Gives Feature Overview

In addition to using hardware-specific features on the PS5, such as the DualSense controller, RARE and Xbox will also be releasing some Sea of Thieves PS5 exclusive cosmetics that will only be usable on the PlayStation version. 

This tidbit of news was revealed in the recently published FAQ page for the PS5 version of Sea of Thieves. In it, it not only confirmed that there would be pre-order exclusives for the PS5 version of Sea of Thieves, but also that the closed beta, which starts April 12 for the PS5, will also feature an exclusive unlockable. 

“Will there be special cosmetics to celebrate the launch of Sea of Thieves on PS5?

Pirates who pre-order on PlayStation 5 will gain exclusive access to four Ruby Viper weapons and the Scarlet Storm Parakeet.

Additionally, those participating in the PS5 Closed Beta will also earn the Dauntless Adventurer Sails and Title as unlockable rewards. These cosmetics are classified as non-transferable and will be exclusive to players on the PlayStation platform.

We are currently making plans for a unique sail that will be available to all players during the PlayStation 5 launch period. This sail will commemorate the coming together of pirates across all platforms – stay tuned for further details!”

For those wondering if the Xbox version of Sea of Thieves has any exclusives, the FAQ confirmed this when discussing transferable items, noting that Duke Ship cosmetics released on the platform before will only work on the Xbox version of the game. So, while not new, there are some exclusive cosmetics that will only be usable on the Xbox. 

Still, this is surprising, considering that last year, Xbox’s boss Phil Spencer commented about exclusive platform items, at least regarding the Call of Duty franchise. 

“So when we say “available everywhere” or “not exclusive,” we want to make absolutely the best version of Call of Duty for any players on any of those platforms. […] I sit here today with a great game that’s come out in the last couple of weeks – Hogwarts Legacy – and yes, there is a quest that’s available on PlayStation and not available on Xbox, […] and I know this is part of the industry. That’s not the game we’re trying to play here either [with Call of Duty.] It’s not about a skin on a gun; it’s not about a certain kind of mode of the game. The same version of the game will be available on all platforms. […] That’s really what we do today. If you’re a Minecraft player on PlayStation, I don’t think you feel like you have the lesser version. [That also goes for] Minecraft Dungeons or Minecraft Legends.”

Seeing an Xbox publish game-creating platform-exclusive content is probably something many would have never guessed to see. Then again, seeing an Xbox first-party exclusive make its way over to a competing platform is also something many would have never guessed.  

In some more related Sea of Thieves PS5 news, a new feature trailer has also been released, giving us an overview at how RARE is taking advantage of the PS5. 

https://www.youtube.com/watch?v=jdAqIug7KbQ

Sea of Thieves will be available on the PS5 on April 30.

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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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Hellblade 2 Will Run at 30fps on Xbox Series X|S

Senua’s Saga: Hellblade 2 looks to be pushing the graphical envelope with its impressive next-gen display of Unreal Engine 5, but for console players, that’ll come at the cost of performance, as Ninja Theory has confirmed that the Xbox Series X|S versions of Hellblade 2 will run at 30 frames-per-second (fps).

As reported by German publication GamePro in their hands-on with Hellblade 2, the studio has confirmed to them that the Xbox Series X|S versions will cap out at 30fps. No graphical or performance modes will be offered in the title at launch, with the resolution being dynamic instead of a native lock. 

For performance, the game’s VFX director told Gamepro that this is to offer a more “cinematic” feel. Based on the preview, the PC version will be the only version to allow a higher framerate, such as 60 FPS and potentially more. 

I don’t think this news should come as a surprise, though the lack of a performance mode is disappointing nonetheless. Though given Hellblade 2’s slower-paced combat, 30fps may not be much of an issue as long as it’s not accompanied by any pacing or drops. 

That’s not to say a performance mode won’t be available at a later date, but if you did want to play at a higher framerate, you’ll likely want to play the PC version instead. 

Hellblade 2 will officially release on May 21 for the Xbox Series X|S and PC (via Windows and Steam)

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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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Baldur’s Gate 3 Update 1.006.800 for Hotfix 24 Unleashed for Short Rest Fix This April 4

Larian Studios has pushed out Baldur’s Gate 3 update 1.006.800, which is for Hotfix 24! This brings a fix to Short Rest, a fix to an issue introduced in Hotfix 21 causing reduced performance on Mac and more.

Baldur’s Gate 3 Update 1.006.800 Patch Notes | BG3 Hotfix 24 Patch Notes:

Unable to Short Rest? A bug was preventing some players from taking a Short Rest when having added and then dismissed Us with a companion party member, before then loading certain savegames. We’ve had some kind but firm words with this adorable intellect devourer, and power naps are now back on the schedule.

Mac players, we have now resolved an issue introduced in a previous Hotfix that was causing performance and FPS drops on the platform. Update your game with this latest hotfix, and check that you are on version 4.1.1.5009956!

FIXES
  • Fixed a crash that could occur after the cinematic that plays when transitioning from Act II to Act III.
  • Fixed an issue preventing you from taking a Short Rest when having added and dismissed Us with a companion party member and then loaded certain savegames.
  • Fixed Us appearing at camp and near other waypoints when that didn’t make sense.
  • Fixed an issue introduced in Hotfix 21 causing reduced performance on Mac.

Once a new patch is released, we’ll be sure to let our readers know. Bookmark our Baldur’s Gate 3 game hub for all our new stories regarding the game.

Source: Steam

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Alex Co

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GTA Online Weekly Update for April 4 – Discounts, GTA Plus & More

Rockstar Games has just released a new GTA Online weekly update for April 4 with fresh activities plus discounts, GTA Plus benefits and more! Read on below for the full highlights and details in one handy list below.

New GTA Online Weekly Update for April 4 – Discounts, GTA Plus & More:

GTA Online players can earn double rewards when taking on an all-new set of Transform Races loaded with surprises hiding behind each checkpoint.

Plus, this week features the return of classic, fan-favorite, Adversary Modes Overtime Rumble, Tiny Racers, and Collection Time.

Full details include:

  • Double Rewards on a new Known Unknown, Unknown Unknown Transform Races
  • Returning Adversary Modes: Overtime Rumble, Tiny Racers, and Collection Time
  • Double GTA$ and Quadruple RP on Gerald Contact Missions
  • Double GTA$ and RP on Gunrunning Sell Missions and The Ammu-Nation Contract, Triple Rewards on Research
  • 50% off Ballistic Equipment
  • 30% Off Bunker Properties and their Upgrades & Modifications
  • GTA$100,000 bonus and free Dollar Daggers Hoodie for completing 3 Bunker Research Missions
  • Salvage Yard Robbery Targets: The Albany Brigham, Karin Hotring Everon, and Lampadati Tigon
  • This week at the Premium Deluxe Motorsport Showroom: The Ocelot XA-21, Pegassi Torero, Dinka Thrust, Declasse Tulip, and RUNE Cheburek
  • On Display at the Luxury Autos Showroom: The Vapid Dominator GT and Karin Vivanite
  • HSW Premium Test Ride: Karin S95
  • LS Car Meet Prize Ride: Place Top 4 in the LS Car Meet Series three days in a row to win the BF Club
  • Test Rides: The Pfister Comet S2, Bravado Greenwood and Grotti Cheetah Classic
  • Lucky Wheel Top Prize: The Enus Windsor Drop
  • Vehicle Discounts: 30% off the Grotti Cheetah Classic, Bravado Greenwood, and Pfister Comet S2, 40% off the Declasse Weaponized Tampa, Vom Feur Anti-Aircraft Trailer, BF Dune, and Pegassi Torero
  • GTA+: A free Progen Itali GTB, Double GTA$ and RP On Motorcycle Club Work, Challenges, and Clubhouse Contracts, boosted production speeds, and much more including access to a rotating assortment of classic Rockstar Games Titles, including Red Dead Redemption and Undead Nightmare

GTA+:

Become a GTA+ Member to experience exquisite rewards, including an additional GTA$1,000,000 bonus every month from April through August automatically deposited alongside the standard GTA$500,000 into your Maze Bank account. Now through May 1 you can also claim:

  • Free Progen Itali GTB (Super)
  • Fooligan Tee and Vest, Coil Cyclone Tee, Black Los Santos Cap
  • 2X GTA$ and RP on Motorcycle Club Work, Challenges, and Clubhouse Contracts
  • 50% Production Speed Boost across Criminal Enterprise Businesses

Visit the GTA+ website for full details.

Discounts:

  • Bunker Properties – 30% off
  • Bunker Upgrades and Modifications – 30% off
  • Declasse Weaponized Tampa (Muscle) – 40% off
  • Vom Feuer Anti-Aircraft Trailer (Military) – 40% off
  • BF Dune FAV (Off-Road) – 40% off
  • Pfister Comet S2 (Sports) – 30% off
  • Bravado Greenwood (Muscle) – 30% off
  • Grotti Cheetah Classic (Sports Classic) – 30% off
  • Pegassi Torero (Sports Classic) – 40% off
  • Ballistic Equipment – 50% off

Gun Van Inventory and Discounts:

Machete | Battle Rifle | Unholy Hellbringer (30% off for GTA+ Members) | Assault Rifle (50% off) | MG | Grenade Launcher | Grenades | Pipe Bombs | Molotovs | Armor

That’s all for this week’s update. Check again next Thursday for the new GTA Online weekly update.

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

The Finals Update 2.3.0 for Version 1.000.024 Brings a Discord Quest This April 4

Embark Studios has released The Finals update 2.3.0 (PS5 update version 1.000.024) for a new Discord quest. Players can earn a Skill Issue Set by streaming their gameplay to one friend via Discord. Gameplay balancing has also been made in many areas of the game. You can check out the April 4 patch notes posted down below.

The Finals Update 2.3.0 Patch Notes:

PS5 Update Version: 1000.024

UPDATE 2.3.0

Welcome to Update 2.3.0!

We’re excited to announce our very first Discord Quest! You can earn the Skill Issue Set by streaming your gameplay to at least one friend on Discord for 15 minutes. It’s only available on the PC version of Discord, and will work even in a private DM! You can even invite your friend to play with you! Check out the outfit below:

And finally, the first version of the ranked progression indicator which shows how you move up and down in rank after each ranked tournament has been added! Your feedback continues to be critical on this, so please keep it coming!

Here are the updates:

Balancing

  • FAMAS
    • Increased recoil curve recovery delay from 0.68 to 0.8
    • Increased recoil recovery time from 0.8 to 1
Dev note: These changes cause automatic recoil recovery to kick in slightly later than before a player finishes firing. It helps prevent an issue where players who pressed the fire button slightly slower than other players felt they saw a very different recoil pattern for the gun
Modes
  • Power Shift
    • Added SYS$HORIZON to the map pool
    • Enabled a new HUD
    • The platform will now deal damage to players that are squished underneath it, to fix the issue where you could be pushed through the ground when trapped
UI
  • Fixed a bug where the revive tab and respawn coins were swapped in the scoreboard
  • Corrected an issue that made the Career Circuit page appear smaller after viewing rewards on console
  • Fixed an issue where Bank Rabbit Bundle couldn’t be purchased via the outfit screen
Ranked
  • Added an end-of-match screen to indicate the change in rank
  • Added animations to the end-of-match rank screen to show when a player is close to going up or down in rank

NOTE: We have a known issue where all players will see the incorrect ranking the first time they boot the game. You can ignore this screen, as it will only show once and will not affect your actual ranking in any way. We decided it was better to go out with this incorrect screen, than to hold off on this feature for another week1.

We will let you know in the near future when the next patch is released for The Finals.

Source: Steam

Damien Seeto

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Rise of the Ronin Update 1.003 Released This April 4 (Updated)

Team Ninja has released Rise of the Ronin update 1.003 today for the PS5 console. This is the game’s second-ever update since the game launched last month. We expect this patch to address further bugs and issues with the game.

Rise of the Ronin Update 1.003 Patch Notes:

Update: Full patch notes are here.

  • Fixed an issue where players were sent back to Yokohama after online multiplayer and could not return to Edo.
    -Saved data with this issue will be fixed after applying this update.
  • Fixed an issue where treasure chests at Chiba Dojo and Military Academy in Edo would be open before discovered, causing collection rate not to increase.
  • Fixed an issue where rifle could become unusable when changing arrow/earthenwareball/file pipe types while switching secondary weapon to rifle at the same time.
    -Saved data with this issue will be fixed after applying this update.

Team Ninja has also released the patch notes for version 1.002, which was released last week.

For reference, we’ve included the changelog below.

  • Fixed an issue where obtained skills or developed technology could be lost
    – Skills and technology lost due to this issue will be restored when applying this update.
  • Fixed an issue where completion time for Cat Concierge, Pilgrim dog and Gardening in the Longhouse would be counted even when at PS5 home screen.
  • Fixed issues where characters and horses were sinking into the ground.
  • Fixed issues where enemies would become invincible during combat or their models or weapons could disappear.
  • Fixed an issue where some equipment was not able to be selected at “Redesign.”
  • Other fixes and improvements.

Sadly, neither Sony or Team Ninja have released any patch notes for this update just yet. Patch 1.002 was released last week, but no patch notes were revealed for some reason.

We will update this post as soon as possible if we hear of any more details regarding today’s patch. Hopefully, more info will be revealed to us later today.

Related reading: 

Source: Team Ninja Twitter/X page

Damien Seeto