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Skull and Bones Update 1.000.005 Released for Season 1 Fixes This March 18

Skull and Bones update 1.000.005 has begun going live, and this is for the massive Y1S1.3 update, which brings a host of new fixes, adjustments, and more. Here are today’s patch notes for Skull and Bones update.

Skull and Bones Update 1.000.005 Patch Notes for March 18:

Raging Tides is now in full swing, and it is time to bring some additional improvements to the game.

With Update 1.3, we bring a host of much-requested quality-of-life gameplay improvements and fixes, while addressing key issues reported by the Skull and Bones community and improving the player experience.

Highlights

Extension of Season 1

  • Season 1 is extended by a week, and will now last for a total of 13 weeks.

Voice & Text Chat

  • We re-enabled group voice chat, group text chat and world text chat.

Dev note: We’ve previously disabled voice and text chat as it was causing major stability issues. We have fixed the underlying technical issue and have observed no major stability impacts relating game to voice & text chat so far in internal tests, and we are confident in re-enabling group voice and group/world text chat again as part of this update.

Open-World PvP

Dev note: Outside of the regular event modes, this is one of the first ways you can engage in PVP with others in the open world. In the future, we hope to expand upon the use of the PVP Flags.

  • Players can now opt-in for Open World PVP through the Set Sail screen before embarking from outposts and dens.
    • Turn the PVP FLAG ON to engage in combat with other players that also have their PVP flag on anywhere out at sea, even outside PVP activities.
    • PVP FLAG ON players (and their current kill streak) can be identified by a red skull icon beside their profile names.
    • Hitting a group mate also with PVP ON will damage them (friendly fire).
    • PVP FLAG ON players are unable to deal damage to players with PVP OFF and vice versa, except if they are both participating in a common PVP activity e.g Cutthroat Cargo, etc.
    • While players have PVP FLAG ON, they can see all other players with PVP FLAG ON as a red arrow on the map.
    • Ship Rank of players is ignored during PVP combat in Open World PVP.

Dev note: With the introduction of Open-World PVP, we also wanted to take the opportunity to improve the PVP experience and fine-tune some of the mechanics based on player feedback and data that we have with regards to PVP activities.

Additional PvP Changes

  • Updated matchmaking criteria to account for the last-selected PVP FLAG ON/OFF preference when attempting to match players together. Players that are more inclined to PVP will have a higher likelihood of being matched to the same server, and vice versa.
  • Updated damage matrices for PVP damage and repair (affects all PVP, including Open-world PVP, Cutthroat Cargo, and Helm Wager).
  • Added UI feedback for when a player target cannot be repaired by another player.

[SnB] Y1S1.3 patch notes - Damage dealt PvP MSU S1 2024 V3

[SnB] Y1S1.3 patch notes - Healing dealt PvP MSU S1 2024 V3

Gameplay Updates

Combat

  • Improved the visual clarity of the rocket aiming reticle.
  • Reduced the duration of Torn Sails effects from Brigantine’s Bullhorn perk from 80% to 40%.
  • Increased the duration of Torn Sails for players to 10s.
  • Increased the slow multiplier of Torn Sails for players from 0.5s to 0.66s.
  • The following Gear Score changes have been made to make it easier to reach Ship Rank 12 with a wider variety of builds:
    • Gear score threshold to reach SR12 reduced from 1670 to 1630.
    • Base ship rank points of Padewakang & Snow ships increased from 560 to 570.
    • Gear Score of Common Tier 5 weapons increased from 90 to 95.
    • Gear Score of Uncommon Tier 3 weapons increased from 98 to 105.
    • Gear Score of Rare Tier 5 weapons increased from 105 to 110.
    • Gear Score of Scurlock’s Long Nines, Al Rammah’s Legacy increased from 110 to 120.
    • Gear Score of Carronade, Blue Specter increased from 120 to 125.
    • Gear Score of Auxiliary Uncommon Tier 3 weapons increased from 120 to 125.
    • Gear Score of Auxiliary Rare Tier 3 weapons increased from 53 to 54.
    • Gear Score of Auxiliary Epic weapons increased from 55 to 56.

Activities & Events

Dev note: Previously, Cutthroat Cargo was one of the few ways players could be exposed to PVP activities. Hence it was designed to be an accessible PVP game mode. With the Open-world PVP now available, we are making Cutthroat Cargo fairer by restricting fast travel and participation after the activity has started.

Cutthroat Cargo:

  • Players can now only opt-in to the activity during the pre-activity countdown period; players are unable to opt-in after the activity has started.
  • Participants are now unable to fast travel during the active period of the activity.
  • The target outpost destination can only be viewed by participants.
  • Removed the speed debuff for the Cutthroat Cargo carrier.

Helm Wager:

  • Removed the speed debuff for the Helm Wager carrier.

Legendary Heist:

  • Increased chances of Legendary Heists opportunity spawning.
  • The Manufactory that is rewarded after a successful Legendary Heist is no longer restricted to the region where the Heist takes place. However, only Manufactories from unlocked regions will be awarded.

La Peste:

  • Reduced damage dealt by explosive minion ships of La Peste to La Peste himself.
    • Dev Note: A rebalance was done as the damage dealt to La Peste from the minion ships was higher than expected. The option to use the minion ship against La Peste remains a viable strategy for players to utilise.
  • Added recommended ship rank and recommended number of players to the map panels for high difficulty activities and events.

The Helm

  • Opportunities will continue to be generated for players that have owned all Manufactories.
  • Increased funding duration and storage space.

[SnB] Y1S1.3 patch notes - Manufactory changes V2

Contracts

  • A Shipwrecked Soul – Added Rogue ambushers.
    • Dev Note: We fixed a couple of unintended behaviours related to this contract, please see details below in the ‘Bugfixes’ section.
  • Brokered Ground – Reduced number of caches required to be delivered from 3 to 1.
  • Brokered Ground – Added a new step to collect the reports from Lanitra.
  • Moonsmoke Queen – Reduced damage and health of General Van Kinckel’s ship.
    • Dev Note: Van Kinckle as the final main contract boss was far too difficult to complete as a solo contract and became a point of frustration even with the Unbound Support. We have reduced the damage and health since to make it more accessible.
  • Tools of the Trade – Added a new low level gatherer ship that drops Acacia near Sainte Anne.
    • Dev Note: In response to the lack of acacia spawn points around Sainte-Anne, players can hunt this ship with a hunting spear to fulfill requirements for the contract.

Inventory & Trade

  • Changed the default ‘Open’ behaviour for silver pouches and chests to open all pouches/chests in the stack.
  • Adjusted outpost vendors’ store inventories to be persistent across different servers and different platforms.
  • Added an option for players to ‘Cycle Inventory’ while in NPC shops in outposts and dens, allowing players to buy and sell items directly from their warehouse.

UI

  • Activity invitations will no longer be shown when players are already in an existing activity.
  • Delayed activity notifications in several menus (e.g. Set Sail, interaction with settlements, NPC, Store).
    • Dev note: We’re aware that more can be done to address overlapping notifications in menus. We’re introducing these quick changes while we work on a long-term solution.
  • Added signs and feedback when approaching or spyglassing a depleted resource node.
  • Prevented objective tracker from automatically closing if the player manually opened it for various activities.
  • Added settings for hiding HUD elements, including: Quick Action Wheel widget, interaction prompts, stamina gauge, hostility indicator, all HUD.
  • Removed the ‘Report Player’ button in Voyage Ended screen.
    • Dev note: Based on player reports and data, we deemed that this option was being abused in some scenarios, leading to unfair bans. Players are still able to report players for legitimate reasons through the social menu.

World

  • Reduced the wind rotation speed and frequency. Wind now rotates by 15 degrees over 10 seconds, at an interval of 180s.
  • Increased the damage and firing frequency of DMC fort towers.
  • Increased the loot obtained from Megafort Oosten.

Additional Updates and Bugfixes

Graphics

  • Improved DLSS quality on NVIDIA graphics cards.

Activities & Events

  • Fixed an issue where La Peste events could spawn close to Sainte Anne.
  • Fixed an issue where Zamaharibu could not be killed in some scenarios.
  • Fixed an issue where Kuharibu is unable to move normally if it’s being attacked repeatedly.

Audio

  • Fixed an issue where footsteps’ audio was only audible on the left side of headphones.
  • Fixed an issue where ship crew would incorrectly play a line indicating that the player’s cargo is full.
  • Fixed an issue where placeholder voices could be heard when players spyglasses a Padewakang.

Combat

  • Fixed an issue where Greek Fire could unintentionally trigger the weakpoint damage multiplier multiple times.

Contracts

  • Fixed an issue where players may be unable to interact with the Distillery during the ‘A Tight Ship’ contract.
  • Fixed an issue where non-leader players playing in a group could get stuck in a dialogue without UI when the group leader finishes the ‘A Seaworthy Ship’ contract.
  • Fixed an issue where non-leader players playing in a group would be rendered unable to accept contracts if they close the game and rejoin the group from the main menu.
  • Fixed an issue where ‘Liaisons’ and ‘Attacks’ tabs were missing in the Supply Network menu when the player begins the ‘Sink or Swim’ contract.
  • Fixed an issue where players were unable to interact with Houma in the “Hoist the Mizzen” contract.
  • Fixed an issue with the ‘A Shipwrecked Soul’ contract where players could continue to receive goal rewards even though the goal was completed.
  • Fixed an issue with the ‘A Shipwrecked Soul’ contract where players were unable to interact with Lada after harvesting shipwrecks.
  • Fixed an issue where contract items for some seasonal contracts were lost upon dying, leading to contract failure (‘The African Ailment’, ‘Peste Control’, ‘The Pursuing Plague’, ‘The Encroaching Epidemic’).
  • Fixed an issue where Step 3 of the contract ‘The Devil’s Gambit’ is being locked from completion if a player joins a prior Fort-du-Lys plunder after Stage 4 has already been completed.
  • Fixed an issue where the player’s camera could be stuck within the ship in certain conditions during the ‘The Devil’s Gambit’ contract.
  • Fixed an issue where players were unable to proceed in the ‘Moonsmoke Queen’ contract after destroying General Van Kinckel in some scenarios.
  • Fixed an issue where the Plaguebringer Captain’s Head was being automatically added to the Cargo during the ‘Peste Control’ contract in some situations.

Controls

  • Fixed an issue where players’ character and ship could move automatically when using a controller.
  • Fixed an issue where the player’s walk mode could reset from Toggle to Hold after interacting with an NPC.

Graphics

  • Fixed an issue where the lighting abruptly changes after leaving the interaction with Yanita.
  • Fixed an issue where some hull colors would disable emissive effects on sails.
  • Fixed an issue where equipping sail cosmetics on the Snow caused visual issues on the sails.
  • Fixed an issue where ship wheels could visually clip with ship elements on the ‘Crew looks’ screen in the ship cosmetics menu.

The Helm

  • Fixed an issue where the upgrade “Efficient Shipping” was wrongly applying bonus additively rather than the intended multiplicative bonus on each trade route bonus.
    • Dev Note: This fix will significantly reduce the bonus applied to manufactories linked by a or multiple trade routes with this upgrade. Where previously, the bonus obtained from the upgrade was added on top of existing trade route bonus (g 5% trade route bonus + 50% upgrade bonus = 55% bonus total), now the upgrade bonus will be applied to the trade route bonus directly (e.g 5% trade route bonus x 50% upgrade bonus = 7.5% total bonus)
  • Fixed an issue where non-Kingpin players were able to progress past the ‘Growing Ambitions’ contract and access content earlier than intended.
  • Fixed an issue where the Empire Management menu was not available while affected players were stuck on the step “Progress with Yanita to unlock”.
  • Fixed an issue where players could be locked out of the Empire Management menu after rebooting the game.
  • Fixed an issue where Rogue ambush ships were dropping slightly less loot than intended.
  • Fixed an issue with long loading after players back out from Yanita’s conversation after fulfilling certain conditions.
  • Fixed an issue where Pieces of Eight were not received when sinking smuggler ships while having an active Order.
  • Fixed an issue where Sovereigns were not being awarded from the Seasonal Leaderboard in some situations.
  • Fixed an issue where excessive amounts of Helm materials were acquired after sinking roving supply ships.
  • Fixed an issue where players were unable to proceed with Helm Contracts because a Manufactory that has already been owned before is required in the next objective.
  • Fixed an issue where the distillery timer resets and players receive the finished product immediately when they encounter a network disconnection.

Items and Equipment

  • Fixed an issue where the blueprint description for Port Powder Kegs and Bracing Furnace were showing incorrect stat values.
  • Fixed an issue where players were unable to pick up treasure maps.
    • For players who had treasure maps stuck in other ships, these maps will be moved to the players cargo up to a limit of 5 maps.
  • Fixed an issue where players’ treasure map quantity would become abnormally large.
  • Fixed an issue where treasure maps that were taken out of player trade would not show up in the inventory.
  • Fixed an issue where maps appear to consume slots in player trade and quantity selection screens.
  • Fixed an issue where several furniture incorrectly had a weight of 1.
  • Fixed an issue where Helm commodities were not correctly transferred when players attempted to transfer an amount of Helm Commodities that would exceed the inventory limit from the warehouse.
  • Fixed an issue where Rum was not correctly added to the inventory upon collecting Rum from the Distillery.
  • Fixed an issue where the Helm Wager chest does not appear in the inventory when the player possesses 5 Treasure Maps upon initiating a Helm Wager.
  • Fixed an issue where players could get kicked from the game server after performing an inventory action.

UI

  • Fixed an issue where players could get stuck if they fast travel to any outpost through the map after interacting with the Smuggler Pass NPC.
  • Fixed an issue where players were unable to interact with anything after fast travelling.
  • Fixed an issue where the Store could be accessed even though it has not been unlocked by the player.
  • Fixed an issue where players could be redirected to the wrong menu tab when selecting an option to buy the premium Smuggler Pass.
  • Fixed an issue where the incorrect currency was displayed when attempting to purchase a Premium Smuggler Pass bundle.
  • Fixed an issue where incorrect information was shown for the Action Wheel tutorial in the codex.
  • Fixed an issue where the Seasonal Reset timer in the Leaderboards tab and the Upgrades tab were displaying different countdown durations.
  • Fixed an issue where players could purchase more Smuggler Marks from the store than they could use to complete Smuggler Pass tracks.
  • Fixed an issue where players could see an active Interact prompt for settlements but were unable to interact with them due to non-faction AI combat.
  • Fixed an issue where players were seeing a ‘Visit Store’ message for items already purchased in the ship cosmetics menu.
  • Fixed an issue where debug text was shown when selecting some vanity items in the ship cosmetics menu.
  • Fixed an issue where the rarity was incorrectly being shown for some Vanity Items in the Black Market.
  • Fixed an issue where the infamy lock tabs were overlapping with other options when players select the ‘Provide Material’ option and return to the previous menu at the Refinery.
  • Fixed an issue where a ‘Boarding successful’ message remains on screen.
  • Fixed an issue where players were unable to fast travel immediately after abandoning a Supply Network opportunity.
  • Fixed an issue where La Peste’s portrait was missing from the spyglass panel.
  • Fixed an issue where the compass would be missing when players spawn or disconnect while in the Atolls.
  • Fixed an issue where some players could not accept contracts in the Atolls after disconnecting.
  • Fixed an issue where equipment comparison arrows were sometimes not updated when entering the screen.
  • Fixed an issue where a low-resolution ship icon was shown on the ‘Change Ship’ pop-up when players craft the ‘Barque’ ship.
  • Fixed an issue where the Supply Network & Order Registry map disappears at maximum zoom level.
  • Fixed an issue where objective descriptions were missing for multiple Vendor and Regional contracts.
  • Fixed an issue where placeholder text was present in some cases in the mailbox.
  • Fixed an issue where Sovereign prices of some vanity items were incorrectly displayed in the Vanity Atelier and Shipwright.

World

  • Fixed an issue where players could be kicked from the server when transitioning from Atolls to Sainte Anne.
  • Fixed an issue where Rogue Waves could spawn very close to land.
  • Fixed the periodic rotation of makeshift faction camps.
    • Dev note: We previously disabled this feature as we encountered an issue where it was causing a major server crash. This has since been fixed, and we are ready to re-enable the feature.

other fixes

  • Fixed an issue where the ‘poor network’ icon would be shown more often than intended.
  • Fixed an issue where PlayStation trophies could not be re-earned and unlocked after meeting their requirements during the Free Trial.
  • Fixed an issue where some players could not access their ships after crashing.
  • Fixed various gameplay exploits.
  • Fixed various crashes.
  • Fixed various performance-related issues and performance/frame-rate optimizations.

Changes in previous versions

The following changes were introduced with previous server maintenances:

  • Pieces of Eight can now be collected by players while they are under faction hostility.
  • Scaled difficulty of rogue ambush ships by spawning higher ship ranks if players carry a high amount of Pieces of Eight.

The following issues were fixed with previous server maintenances:

  • Fixed an issue where players were sometimes unable to proceed in the ‘Nose for Business’ contract.
  • Fixed an issue where players were sometimes unable to proceed in the ‘A Covert Initiation’ contract.
  • Fixed an issue where players were unable to proceed in the ‘Under a Storm’ contract if they already had the required equipment equipped before reaching a specific step in the contract.
  • Fixed an issue where players were unable to retrieve loot after hunting any wildlife at sea.
  • Fixed an issue where Helm Wagers would target Sainte Anne or Telok Penjarah as the destination.
  • Fixed an issue where Rogue and La Peste ambushers were more aggressive than intended.
  • Fixed an issue where the Death Mark notification was being broadcasted to other players in the server.
  • Fixed an issue where players did not receive infamy rewards in the mail.
    • Affected players should receive the appropriate mail/items in their inventory after the patch.
  • Fixed an issue where players could get kicked form the game server after performing an inventory action.
  • Fixed an issue where bounty chests could sometimes not be opened.

Source: Ubisoft

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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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Like a Dragon: Infinite Wealth Update 1.19 Slaps Out for Bug Fixes This March 18

RGG Studio has begun rolling out Like a Dragon: Infinite Wealth update 1.19 (PS5 update version 1.019) across all platforms, which brings a new wave of fixes, including some for Dondoko Island.

Like a Dragon: Infinite Wealth Update 1.19 Patch Notes for March 18:

PS5 Update Version 1.019

  • Fixed a bug that resulted in unpredictable behavior when loading a save file with a large amount of saved photos.
  • Fixed a bug that resulted in unpredictable behavior when placing unforeseen amounts of furniture in Kasuga’s house on Dondoko Island.
  • Fixed a bug that prevented some party chats from triggering under certain conditions.
  • Fixed various typos relating to the names of characters and organizations.
  • Fixed an icon-related bug that would occur when activating Tag Team skills.
  • Reduced difficulty of the bonus stage in Virtua Fighter 3tb when playing on the Easy setting.
  • Fixed a bug with the amount of experience gained from defeating certain dungeon bosses.
  • Fixed various typos and localization bugs.
  • General stability/quality improvements.

That’s all for today’s update!

Like a Dragon: Infinite Wealth is now available for purchase. For those who may be on the fence, be sure to check out our review of Like a Dragon: Infinite Wealth to find out why it’s one of the best games this year.

Source: 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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Techland Talks Dying Light 2 “Secret Formula” for Success, No Intention of Going Full Live Service Route

It seems that with Dying Light 2: Stay Human, Techland has replicated the success of the first Dying Light, which saw an insane amount of post-release support for multiple years. With this level of commitment to releasing new content to the game, has the studio thought of making the game a full-on live service title?

This is something we asked Dying Light Franchise Director Tymon Smektała, and what the studio thinks about GaaS (Games as a Service) as part of the studio’s plans.

MP1st: Has the team ever thought about going the full live-service route given how they’re able to cultivate such a dedicated fan base of players? What’s the general stance on that, and what comes to mind for the team when they think of GaaS, and how that fits or doesn’t fit the studio’s core pillars.

Smektała: We’ve settled on a very unique formula with the original Dying Light – premium game with additional GaaS elements – and so far it works and is successful for us, so we don’t intend to change it. But of course we’re closely monitoring all of the most current industry trends, which is needed considering how difficult game development becomes with each subsequent year.

MP1st: When we last spoke, we talked briefly about the ongoing support of the original Dying Light, and how that would sort of be how the team would approach the second game post-launch. It was recently revealed the game is exceeding a million active users monthly. Impressive for something that many wouldn’t consider as a live service, and even more so seeing this success being replicated. In an industry that has had many live services come and go, with so few being successful, how has Techland managed to succeed where so many have failed?

Smektała: I think the key here is our unique relation with our community. When we win, we celebrate together, when we fail our community is supportive and helpful, we treat each other with respect and understanding. We’re very open with our community, giving them space and tools to directly communicate with us. This is our “secret formula”, this is what works for us.

Based on what I’ve seen so far, Smektała has the right mindset when it comes to games in the sense that they’re not thinking of nickel and diming their playerbase, but rather, release content and improvements they’ll appreciate and trust that they’ll stick around…and so far, it’s worked for the them.

In the same interview, Smektała mentioned that crossplay is “still an option” for Dying Light 2.

Stay tuned to our full interview with the studio hitting the site soon.

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Alex Co

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

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Fatal Fury: City of the Wolves Launches in “Early 2025,” Combat Features, Trailers and First Fighters Confirmed

SNK has revealed that Fatal Fury: City of the Wolves — the upcoming entry to the classic fighting game franchise, launches in “early 2025.” Not only that, but we even got new trailers, and an early list of the confirmed fighters included.

Check out the announcement trailer and one showcasing the characters as well. Not only that, but we get an early fighters list, and even info about the combat features!

The press release sent out also mentions the new REV system (also featured in the trailers), which is but one of the many changes made.

Fatal Fury: CoTW Combat Features:

All-new REV System Shifts the Fight into Top Gear
The REV System, a toolset making its FATAL FURY debut, offers unique offensive options from when the battle begins. Players can use REV Arts, REV Accel, REV Blows (while S.P.G. is active), and more until you hit your limit and the REV Meter overheats. Balance your heat level and keep the pressure on your opponent to fight at full throttle!

Classic Battle Systems Evolved
Many classic FATAL FURY battle systems are back in full force, including Combination Attacks, Just Defense, Braking, Dodge Attacks, and Feints. These systems return to the fold after more than 25 years and have evolved for the modern day. Buckle up for red-hot action and competitive fights to the finish!

Experience-Tailored Control Schemes
Players can choose from two control schemes: Arcade Style is based on precise, technical inputs, while Smart Style lets you perform flashy special moves and combos using directional inputs and single button presses. From fighting game newcomers to seasoned veterans, everyone will be tricked out with the right controls—tailored specifically to your level.

There are more features and other combat elements yet to be announced per SNK.

Fatal Fury: CoTW Preliminary Fighters List:

Check out the an early look at some of the confirmed characters making its way to the fighting game! And yes, Terry Bogard is back once again, which is to be expected.

  • Rock Howard
    • Voice Actors: Griffin Puatu (EN), Yuma Uchida (JA)
    • Bio: Born to Geese Howard, raised by Terry Bogard—Rock’s very being is one of mixed emotions and internal conflict. Despite having lived a new life with Terry, one day Rock finds himself facing off against a foe who claims to know about his past—namely his birth mother, and the fact that she is very much alive. Armed with this new information, the troubled youth resolves to find his way through life—and fight on to make that happen.
  • Terry Bogard
    • Voice Actors: Michael Schneider (EN), Takashi Kondo (JA)
    • Bio: South Town’s very own Legendary Hungry Wolf, Terry takes young Rock Howard under his wing, following an epic encounter with archrival and Rock’s father Geese Howard. The two are inseparable—until the events of a fateful tournament compel them to go their separate ways. Terry fights it out on the streets for several years thereafter, but when word of an upcoming martial arts tournament—“KOF”—reaches him, he realizes that another date with destiny awaits…
  • Hotaru Futuba
    • Voice Actors: Suzie Yeung (EN), Manaka Iwami (JA)
    • Bio: Hotaru is a young girl searching far and wide for her older brother, who disappeared when her mother passed away. As luck would have it, she would one day run into someone who looked very much like him, though he denied all knowledge of the matter. But that was then, this is now, and Hotaru still hasn’t given up: determined to fight the mysterious stranger again and convey her true feelings, she sets off into the unknown once more.
  • Tizoc
    • Voice Actors: Jalen K. Cassell (EN), Hikaru Hanada (JA)
    • Bio: An invincible symbol of justice, Tizoc now makes his triumphant return to the ring. Despite hanging up his boots for a time, the joyous cries of the children in his corner spur him into action—and bring him back home. Pledging to lift the spirits of one young fan in particular, he laces up and sets his sights on the squared circle once again. For the mighty Tizoc, one thing’s for sure: this fight will be even more furious than the last.
  • Preecha
    • Voice Actors: Mia Paige (EN), Chika Anzai (JA)
    • Making her FATAL FURY debut, the scientist Preecha investigates the wonders and miracles of a fascinating principle known as ki (spirit energy). She also happens to be the star pupil of Joe Higashi, the acclaimed Muay Thai champ himself. While her martial arts talent can’t be denied, that’s not to say she’s only in it to win it either; indeed, Preecha fights for academic purposes, not accolades. She hates the pain, but sure is willing to endure it—as long as it furthers her research into unique and perplexing fight styles.

No platforms have been mentioned, but we’re assuming it’ll be out on consoles and PC.

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Alex Co

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

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Call of Duty Warzone Mobile Day Zero Rewards and Details Revealed

In case you didn’t know, mobile gamers will soon be getting Call of Duty Warzone Mobile on March 22. To mark the event, Activision is launching the COD Warzone Mobile Day Zero limited-time event, which comes with its own rewards! Read on for the details.

Call of Duty Warzone Mobile Day Zero Rewards and Details:

Earning Event Points

Event Points are earned by playing any mode and completing Event Actions in a contested zone. The amount of EP earned varies based on the action completed. Event Actions that reward Event Points include:

  • Opening a Supply Box or Day Zero Supply Drop.
  • Eliminating an enemy player.
  • Completing a Contract.
  • Using a Killstreak.
  • Landing a headshot.
  • Purchasing items from Buy Stations.

And when warming up for your Battle Royale matches in Call of Duty: Warzone Mobile’s Multiplayer mode, you’ll earn EP for every elimination as well, though a lesser amount compared to eliminating enemies in Battle Royale.

Day Zero Supply Drop: Earn Event Points more quickly by acquiring items and gear from a special Day Zero Supply Drop, awarding better loot, cash, XP, and EP compared to opening a traditional Supply Box. Day Zero Supply Drops are periodically dropped into active zones and show up on the radar as a crate icon.

Day Zero Zones

When the event begins, the first zone will activate. Complete the above actions when inside an active zone to earn Event Points. As the event goes on, the next zone will activate as the community EP milestones are reached.

Individual and Community Rewards

Community Rewards

Gilded Devil King” Large Decal: Clear Zone 1

  • “Scorched Beginnings” Animated Calling Card: Clear Zone 2
  • “Golden Blaze” Emblem: Clear Zone 3
  • “Golden Flame” X12 Weapon Blueprint: Clear Zone 4
  • “Heavy Thunder” M4 Weapon Blueprint: Clear Zone 5
  • “Golden Phantom” Ghost Operator Skin: Clear Zone 6

Individual Rewards

 “Crimson Blaze” Emblem

  • “Nightmare Rift” Calling Card
  • “Forsaken Past” Emblem
  • “Tearing Me Apart” Sticker
  • “Demon’s Claw” Combat Knife Weapon Blueprint
  • “Last Word” Charm
  • “Hell Scrapper” LTV Vehicle Skin
  • “Nightmare Inferno” Large Decal
  • “Crimson Prince” X12 Weapon Blueprint
  • “Vengeful Devil King” Large Decal
  • “Raging Blaze” M4 Weapon Blueprint
  • “Bloody Reaper” Ghost Operator

The rewards will be usable across Warzone Mobile, Call of Duty: Warzone for consoles and PC, and even Call of Duty: Modern Warfare 3!

Don’t forget, Call of Duty Warzone Mobile Day Zero begins March 22, a day after the shooter launches worldwide!

More Call of Duty Reading:

Source: Call of Duty

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Alex Co

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

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League of Legends Skarner Update and Rework Crawls Out in Patch 14.7, Here’s What’s New

Riot Games has announced that the League of Legends Skarner update and rework will arrive in patch 14.7! Riot calls this the VGU (Visual and Gameplay Update). and as one might expect changes the champion’s abilities and overall playstyle.

Not only that, but Skarner’s in-game model and even lore has been given a change in the world of Runeterra. Read on for more details.

League of Legends Skarner Update and Rework:

Lore:

The ancient brackern Skarner is revered in Ixtal as one of the founding members of its ruling caste, the Yun Tal, and is devoted to keeping Ixtal safe from the rest of the world by maintaining the region’s isolation. As more members of the Yun Tal begin to question this decision, Skarner grows increasingly paranoid and will do anything to keep Ixtal and its people safe—no matter the cost.

Abilities

Passive – Threads of Vibration

Skarner’s attacks, Shattered Earth, Upheaval, and Impale apply Quaking to enemies. Enemies with three stacks of Quaking take % Max HP damage over time.

Q – Shattered Earth/Upheaval

Skarner rips a rock out of the ground and uses it to empower his next three attacks with bonus damage, range, and attack speed. His third attack slams the rock into his target, slowing and dealing significant bonus damage, ending the effect.

Skarner may re-cast Upheaval to throw the rock as a projectile that explodes on the first enemy hit, dealing the same damage and slow, ending the effect.

W – Seismic Bastion

Skarner gains a shield and slams into the ground, releasing a shockwave that damages and slows nearby enemies.

E – Ixtal’s Impact

Skarner charges forward, ignoring terrain, and grabs the first enemy champion or large monster he collides with. He may then carry them a short way, damaging and stunning them if they collide with terrain.

R – Impale

Skarner impales up to three enemy champions, damaging and suppressing them. Skarner gains bonus movement speed for a short time and carries them with him until the end of the effect.

The League of Legends patch 14.7 roll out is expected on April 3. Once it’s out, we’ll let our readers know/

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Alex Co

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Baldur’s Gate 3 Update 1.006.600 Rolls Out for Hotfix 22 This March 18

Baldur’s Gate 3 update 1.006.600 is now available on PC and consoles. It brings Hotfix 22 to BG3 and addresses several crashes and bugs, some UI improvements, and more! For those on Xbox, good news! This patch also includes Hotfix #20 and Hotfix #21, which were previously released on PS5 and PC.

Baldur’s Gate 3 Update 1.006.600 Patch Notes for March 18:

Game Version: BG3 Hotfix #22

CRASHES AND BLOCKERS

  • Fixed a crash caused by the game trying to access the duration of a condition on a character with no conditions set.
  • Fixed conditions sometimes trying to get their duration from the source entity instead of the target entity.
  • Fixed some potential internal crashes on Xbox when suspending the game (e.g. when suspending the console or loading another game), causing it to reboot when you went back to it.

UI

  • Improved the messaging for syncing and cross-saving by indicating when a cross-save sync has failed and adding an option to try again. Also prevented the saving and cross-saving messages from appearing for secondary local players.
  • Voice chat will no longer overlap the minimap on split-screen.
  • Fixed the ‘Another Player Is Joining’ pop-up not triggering while the host has a panel open on Xbox, potentially preventing the client from joining.

SCRIPTING

  • Fixed an issue where legacy dialogue had been enabled unintentionally as part of another line of fixes, in which Minthara would seemingly end a relationship with Dark Urge players who had rejected Bhaal
  • Made Minthara promise to stop repeating her thoughts about Gale in Act III.
  • Fixed a bug causing you to get perpetually stuck in a dangerous area if you triggered hostilities in the Emerald Grove and then left while it was still a dangerous area.
  • Fixed a rare issue where dialogues would end suddenly when you went to kiss your romantic partner.
  • Fixed a bug causing you to get stuck in combat with the enemies on top of Moonrise Towers if you found a way to sneak into the Mind Flayer Colony.

That’s all for today’s Baldur’s Gate 3 update! Hopefully, this has fixed any issues you may have had, though expect plenty more hotfixes to drop soon.

Source: 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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Need for Speed Unbound Update 1.000.019 Out for Patch 6.1.0 This March 18

Criterion has raced out Need for Speed Unbound update 1.000.019 which is tagged as patch 6.1.0. This update includes allowing you to go to the MP garage after PVP, preventing flickering, and more. More improvements will be made to the game thanks to player feedback. Check out the NFS Unbound March 18 patch notes down below.

Need for Speed Unbound Update 1.000.019 Patch Notes | NFS Unbound Update 6.1.0 Patch Notes | NFS Unbound Update Patch Notes for March 18:

Patch 6.1.0 is a small, “quality of life” update that addresses a few issues and improvements based on the feedback you’ve given us so far. Before we get into the details, we’ve also already deployed some changes to Dedicated PVP and Free Drive.

We received a lot of great feedback on our new dedicated PVP mode. We are thrilled that everyone is enjoying it so much, but we know it can always be better. We heard that the most dedicated of you want some adjustments and changes. While we aren’t able to deploy a major update right now, we have introduced some changes in line with that feedback. So from now, you will notice that the playlist rotation will update daily. The featured playlists will still stay for a week so that everyone can get the chance to enjoy them, but the Tier playlists will now change daily between Tiers B, A, A+, S and S+. We also haven’t forgotten about Free Roam, and we heard that the time between Linkups was still too long. So we have halved that time for you all.

With those changes made, we are now following up with this last update for Vol. 6 before we fully turn our focus to delivering Vol. 7 for you all. Details of the fixes and improvements are below.

– Team Kaizen, Criterion Games

PATCH 6.1.0

KEY FIXES

  • Allow players to go directly to MP Garage after leaving PVP

When leaving PVP, players will now be put straight back to the Multiplayer garage. So less steps and straight to where you want to be. We debated taking you straight back to the PVP screen, but we don’t know what you want to do. Maybe you want to work on your setup, or drop into Free Roam. We leave that choice up to you, but we removed the extra steps.

  • All Nitrous auxiliary items stop working if the player changes vehicles during playlists or if they leave the server and rejoin

Fixed!

  • Users are reporting extreme flickering present in-game

We’ve made some changes that should address this issue. Specifically, moved TileLighting and NFS-SSR passes to the cached depth buffer usage since all those passes are on the GPU async queue and there is a chance of inter-referencing. This also fixes a known problem on AMD Vega GPUs.

  • Improve the Idle Kick for players not progressing – PVP specific change

Okay, so on the level… players finding loopholes in XP earning is all part of the game, but players hanging idle in PVP lobbies means fewer people competing and more roadblocks at the start/finish line. Players will now be warned if their mean velocity is under 1mph, and get an idle kick after 60 seconds if they don’t take action. Essentially if you ain’t racing in PVP, then you are outta here.

OTHER FIXES

  • Fixed an issue where players could use their own vehicles in a playlist that should be loaner vehicles only
  • Fixed an issue in Story Mode, where attempting to back away from the Speed Pass menu would send the user to the pause menu instead of the garage
  • Fixed an issue where underglows unlocked through Speed Pass were not visible to other players on the server
  • Fixed an issue where PVP lobby playlist tier would show as tier B instead of correct playlist tier
  • Fixed an issue where users could navigate around menus when in Find Game menu
  • Fixed a camera issue that would cause changes to the player’s camera when another car was close behind

These are all the fixes that have been listed for today. Stay tuned for even more updates for this game in the near future.

Source: EA.com

Damien Seeto

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Bleach Brave Souls Update 1.53 Out for Patch 15.7.0 This March 18

KLabGames has released Bleach Brave Souls update 1.53 today. This is tagged as version 15.7.0 by the developer and it includes Guild Quest Sets, character rankings and more. Read on for the Bleach Brave Souls March 18 patch notes posted down below.

Bleach Brave Souls Update 1.53 Patch Notes | Bleach Brave Souls 15.7.0 Patch Notes | Bleach Brave Souls March 18 Patch Notes:

Version 15.7.0 Update

Guild Quest Sets

We will be adding Sets functionality to Guild Quests so that players can save and load Character Link and Accessories setups in the same way as for single-player and Co-Op quests.

Guild Quest Popular Character Rankings

A display has been added on the Guild Quest screen showing the top ten manually controlled and auto-controlled characters. The popularity of these characters will be calculated for different rules and difficulties, and they can then be sorted to show the most popular.

Affiliation Bonuses

We have added an Affiliation Bonus that will boost the stats of ★6 characters as you improve characters of each Affiliation.

Issues Fixed

– Watching an ad after clearing one of the Accessory Training Ground quests for the first time caused an issue whereby it appeared that the first-time clearance reward was being acquired multiple times.

Bleach Brave Souls will continue to be updated so stay tuned for all the latest news on the game later this year.

Source: Bleach Brave Souls

Damien Seeto

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WWE 2K24 Update 1.04 Piledrives for Stability and Fixes This March 17

Visual Concepts has released WWE 2K24 update 1.04 (PS5 update version 1.004), and this address stability issues, Community Creations bugs and more. Read on for what’s new in the official WWE 2K24 patch notes for March 17.

WWE 2K24 Update 1.04 Patch Notes:

PS5 Update Version 1.004

General

  • Several stability issues have been addressed
  • Addressed a reported concern related to lighting within certain arenas not displaying correctly
  • Addressed a reported concern related to using Seth Rollins ’14 entrance with RAW 2002 arena
  • Addressed a reported concern related to the ring announcer playing audio twice
  • Addressed a reported concern related to an illegal tag interference debuff

MyFACTION

  • Added tutorials for Faction Wars rewards
  • Improved leaderboard stability

Community Creations

  • Addressed a reported concern related to presentation name being unavailable when creating a superstar
  • Addressed a reported concern related to colors failing to be saved in Create-An-Arena

Universe

  • Addressed a reported concern related to general gameplay settings not being applied to Universe

Online

  • Addressed a reported concern related to the Guest Referee meter still being enabled after turning it off

That’s about it. You can check out our WWE 2K24 roadmap article to see what’s incoming to the game and when.

Source; 2K Support

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Alex Co

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

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Dying Light 2 Crossplay Is “Still an Option” Being Considered by Techland

While Techland has been active in releasing post-release support for Dying Light 2, one feature players still haven’t seen implemented is crossplay, which is something the player base has been hoping will be implemented at some point in the zombie game.\

We managed to wrangle Techland for an interview and the possibly of Dying Light 2 crossplay is something we asked. Answering the question is Dying Light Franchise Director Tymon Smektała. who said that this is “still an option.”

MP1st: Speaking of having a large community, we know the phrase, never say never, and with how consistent and reactive the team is with keeping Dying Light 2 Stay Human updated, are there any hopes we’ll see crossplay added to the game to unite the playerbase? Anything to share as to why we haven’t seen it yet, or what the team may have plans for it?

Smektała: It’s still an option we’re considering yet all of it is a matter of managing priorities, resources and real value of various features. The dream is still there!

While this is not a confirmation, the fact that it’s still a possibility is something to look forward to for players. Hopefully, it does happen in the future, so players won’t need to pick a platform to bash zombie heads with their friends

As for what’s available now, the studio released the big Firearms Update just last month, which introduced — you guessed it — firearms into the game alongside a host of improvements.

Stay tuned to our full interview with Techland where we ask them a ton of questions ab out the Dying Light franchise, and what’s in store for the future.

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Alex Co

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

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Honkai Star Rail Update Version 2.1 Releases March 27

Honkai Star Rail update version 2.1 is out this March 27 according to developer miHoYo. This was revealed during the Yawning Chasm Special Program livestream, where a new trailer and more details were also revealed.

Honkai Star Rail Update Version 2.1 Info:

Release Date: March 27, 2024 on all platforms

Here’s more info straight from the press release:

“The much-anticipated new characters— Acheron, Aventurine, and Gallagher — will make their debuts. Moreover, in Version 2.1, two old friends from the Xianzhou Luofu, Luocha and Jingliu, will reunite with Trailblazers. Beyond these characters, the pivotal storylines in Version 2.1 will unravel within the Clock Studios Theme Park and the Dewlight Pavilion of Penacony. Here, the Astral Express Crew delves deeper into the guests’ motives and begins to take decisive actions.”

Not only that, but as the game celebrates its one-year anniversary, miHoYo has prepared a series of exciting rewards for when patch 2.1 launches.

Players can log in and take part in events to receive up to 20 Star Rail Special Passes, 1,600 Stellar Jades, and other exclusive rewards.

There’s also a series of special events planned, with the schedule outlined below.

Global Online Exhibition
The public will receive access to the Immersive Interactive Exhibition, an online celebration that includes themed sections dedicated to Herta Space Station, Belobog, the Xianzhou Luofu, and Penacony. Players can create memories at https://hoyo.link/9gghFqAL

Global Offline Celebration
There will be several offline anniversary celebrations in major cities for fans to enjoy. For more details, please see the below cities and go to https://hoyo.link/0gghFVAL

  • City: Los Angeles

o   Name: Anniversary Celebration Party

o   Event Time: 2024/3/30

  • City: Paris

o   Name: Anniversary Interstellar Micro Exhibition

o   Event Time: 2024/03/30 – 2024/04/07

  • City: Berlin

o   Name: Interstellar Travel Agency

o   Event Time: 2024/03/30 – 2024/04/10 (except Sundays)

Once the title update is out, 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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Balatro Update 1.03 Released for Fixes

LocalThunk has dealt out Balatro update 1.03 and this implements various fixes to the card game touching on technical fixes and gameplay tweaks.

Balatro Update 1.03 Patch Notes:

Here’s what’s listed in the PS4 update history:

– Made the Arm less bad (Cannot downgrade poker hand below level 1)
– Fixed bug where returning to main menu when unlocking trophy sometimes crashed the game
– Fixed bug where enhancement/seal in standard pack were not tied to the Ante in seeded run
– Fixed various grammar/nomenclature issues with Jokers [english]
– Fixed bug where Black Hole/Soul did not appear based on Ante
– Changed wording on Foil, Holographic, Polychrome, Negative tags to be more clear about their effect
– Fixed bug where Chicot disabling the Manacle was not drawing a card to fill out the empty space in hand
– Fixed bug where destroying any non-glass card with hanged man caused a message under Glass Joker
– Fixed bug where Raised Fist was not triggering in order with face cards/10s
– Fixed wording for perishable challenge – “all Jokers are eternal”
– Fixed bug where ‘Mid Stakes’ achievement was being unlocked on Blue stake instead of Black stake
– Fixed Controller mapping when selecting hand – you may now cycle around bot the right and left of the hand when selecting cards
– Fixed bug where ‘high score’ text was behind some UI
– Fixed bug where future skip tag popups were behind some UI
– Fixed bug where Perkeo copying some tarot/spectral cards caused a crash (WoF and Ectoplasm)
– Fixed bug where erosion was unable to be eternal

That’s about it. While it features playing cards, Balatro isn’t gambling, and this is something some ratings boards are confused with.

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Alex Co

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

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Rumor: PS5 Pro Specs Surfaces, Release Said to Be Targeting Holiday 2024

Earlier today, YouTube channel Mooor’s Law is Dead apparently leaked the specifications of the unannounced PS5 Pro. While we should all take leaks with a bag of salt, it seems this one just gained a lot more traction.

Insider-Gaming’s Tom Henderson claims that the leaked specs are the real deal and was leaked from a PlayStation developer portal, which was sent out this week to third-party developers.

Aside from targeting a consistent frame rate at 4K resolution, a new “Performance Mode” for 8K resolution and accelerated ray tracing, it’s also mentioned that the PS5 Pro will feature 30WGP and 18000mts memory.

More info from Moor’s Law is Dead:

  • Rendering 45% faster than PS5
  • 2-3x Ray-tracing (x4 in some cases)
  • 33.5 Teraflops
  • PSSR (PlayStation Spectral Super Resolution Upscaling) upscaling/antialiasing solution
  • Support for resolutions up to 8K is planned for future SDK version
  • Custom machine learning architecture
  • AI Accelerator, supporting 300 TOPS of 8 bit computation / 67 TFLOPS of 16-bit floating point

Furthermore, it’s believed that devkits have been available to first-party studios since September 2023, with third-party studios having access to it since January 2024.

It’s said that the PS5 Pro is targeting a “Holiday 2024” release, but that could change due to the drought of first-party PlayStation games set for the PS5 this year.

Same as with every leak, treat it with a grain of salt until confirmed by Sony.

Related Reading:

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Alex Co

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Battlefield 2042 Season 7 Second “New Map” Is Stadium Part From Hourglass Map Reworked to Be Infantry-Only

Back when Season 7 of Battlefield 2042 was teased by the devs, DICE made a big deal of mentioning that for the new season, players won’t just be getting one new map as per the case with each season, but there will be two new ones in Season 7! As it turns out, this second “new map” is the stadium portion in Hourglass.

For more context, Season 5 of Battlefield 2042 brought a rework of Hourglass, though many quickly noticed that the rework seemingly removed the stadium portion of the map. While disappointing to some, the rework brought much-needed improvement that many felt worked as the map now had better flow. Still, the stadium was something that many had missed, and thankfully, DICE has heard those wanting it and has decided that they’ll bring the stadium back for Season 7 of Battlefield 2042, though this time as a standalone experience, built entirely for infantry only.

Battlefield 2042 Season 7 won’t be a one-map-only season like past ones, as we’ll be getting two maps this season! As we saw in the recent seasonal reveal trailer, the first map we’ll see at launch is a new one dubbed “Haven.” Though not 100% new, the second map is a completely reworked version of Stadium from the Hourglass map.

That’s right, Stadium is making a return sometime during Season 7 with all its close-quarter combat that fans loved so much. In fact, the map itself will be infantry only, meaning no vehicles, just boots on the ground close quarter combat, much like Season 6’s map, Redacted.

During our invite-only press event, Global Community Manager Kevin Johnson confirmed that Stadium would be arriving later in the season, with it still being located in the same part of Hourglass.

Sadly, the team didn’t discuss any of the improvements or changes made to the stadium during the event. However, based on the teaser shown in the Season 7 trailer, the Stadium looks to have gotten a similar rework as past maps, with the addition of new structures, coverage points, and visual improvements to make it look more war-torn.

Stadium will support the following modes when it launches later this season:

  • Breakthrough
  • Conquest
  • Rush
  • Team Deathmatch
  • Free For All

While some may be disappointed to see that the second map for the Season is more of a returning one, players should also remember that those playing on last-gen consoles, the PS4 and Xbox One, never did get to experience the Stadium as it wasn’t part of their version of Hourglass.

Plus, as pointed out above, it’s not like this map is returning as it was released, and several areas have been overhauled to provide more cover and such. Personally, I think it’s great seeing a cutdown version of a map reworked for an infantry-only experience, though I can understand the disappointment some have out there.

No release date was given for Stadium, though we expect it’ll arrive at some point mid-season.

Related Reading: 

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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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Mount & Blade 2: Bannerlord Update 1.18 Marches Out This March 15

Talesworlds has released Mount & Blade 2: Bannerlord update 1.18, and this is following the v1.2.8 and v1.2.9 patch rolled into one released earlier this week. Read on for what’s new for the game this March 15.

Mount & Blade 2: Bannerlord Update 1.18 Patch Notes:

Oddly enough, Talesworlds has not mentioned anything about today’s patch. Chances are, this is for stability and bug fixes more than anything else, as console players are still experiencing crashes even after this week’s title update.

On the game’s official forums, multiple reports of crashing still persist, and we’re hoping today’s patch alleviates that somewhat.

Speaking of which, for those expecting the 1.3.0 patch to be released soon, it won’t be out this month. Talesworlds Community Manager “Dejan” confirmed it in a forum post:

There’s also a new patch for Mount & Blade Warband Viking Conquest version 2.068 released by the devs.

PATCH NOTES (2.068)

  • Overhaul script_game_get_troop_note to attempt to strip out extraneous or non-immersive info coming from the limited debugging purpose of the original note system, add links, recognize issues around pretenders, handle lords removed from the game and dethroned kings, mention locations of player’s prisoners, and name defecting lords that have arrived at the player’s court.
  • Make script_texto_lords_relation compatible with the above updates to script_game_get_troop_note
  • Fix randomization of defector at player hall
  • Keep refused defectors from returning to player’s hall
  • Add ages for companions in case they become heroes
  • Remove un-localized cheat/debug line
  • Add notification to player when they are indicted
  • Fix footwear of certain troops. Note, however, that nobility in this period preferred to signal their status over reducing potential battle damage.
  • script_give_center_to_lord: check when parameter operates as flag
  • Reduce volatility of player’s personal relations with factions when factions change their bearing to one another or a player joins a faction at war
  • Add a case to the court scene to screen out ladies of defecting/inactive lords who have not presented themselves to the player yet

If the devs release a proper changelog, we’ll update the article with the info.

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Alex Co

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

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Warframe’s Dante Unbound Update Launches March 27

The first major content update for Warframe in 2024, Dante Unbound, will be released later this month, and Digital Extremes has provided a short preview of what players can expect. Launching Wednesday, March 27, here’s a short list of what players can expect from the upcoming update in Warframe.

Warframe Dante Unbound Info:

Release Date: March 27

  • As Warframe Dante, the master of reality’s pages, cast Light or Dark Verses to increase allies’ max health or inflict Slash Damage on nearby enemies. Inspired by classic MMO casters, the pattern of abilities used changes the spell combo’s ultimate finishing ability, Final Verse.
  • Dante was once an academic confidant to the legendary Entrati family, obsessed with the pursuit of knowledge. After an encounter with an artifact only known as The Book, his mind was infected with “wrongtongued words” that led to his disappearance, until now.
  • Take on the latest and most challenging mission type yet in Deep Archimedea. This is an amalgamation of three different existing mission types that must be played in succession, with no breaks, that changes every week.
  • Track down the latest enemy addition to the Murmur faction: the Gruzzling. As a greedy space goblin full of loot, it has plenty of tricks up its sleeves to protect the gear hoard it has amassed.
  • Fresh Incarnon weapon rewards have also been “unbound” alongside these new additions in the form of the melee fist weapon, Ruvox, and the arm-cannon, Onos.
  • Warframe Inaros, the living sandstorm, has been reworked to use a more engaging passive ability, guaranteed status effect triggers, and overall changes to his base ability kit.
  • The dev/community collaborative TennoGen program also makes a return with six new cosmetic skin designs for deluxe Warframes, swords, ships, and more.
  • As announced during today’s DevShorts stream, Warframe’s invisibility appearance will soon be customizable in this update as well.

We’ll also be getting a look at some of this, as well as an update on Warframe 1999 and more, in a developer stream that is set to air on March 22 during PAX 2024! Lots to look forward to this month for Warframe fans, and we’ll have everything revealed, including the full patch notes, once they’re live.

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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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Overwatch 2 Update 3.74 Sneaks Out This March 15

Blizzard Entertainment has slipped out Overwatch 2 update 3.74 (PS5 update version 1.000.038), and this is an unannounced title update, and comes after the Cowboy Bebop crossover patch from a few days ago. Read on for what’s new in the OW2 patch notes for March 15.

Overwatch 2 Update 3.74 Patch Notes for March 15:

PS5 Update Version: 1.000.038

Unfortunately, Blizzard has not yet acknowledged the patch that was released today. On the game’s official forums for bug reports, here are the latest ones reported on by the community:

  • Respawn Timer Took 25 Seconds (via Reddit)
  • Repeatedly Spawning Out of Bounds and Cannot Enter Matches
  • Draw match is taking away progress
  • Game is in black and white
  • After the round ends it doesnt show me my rank progress
  • “Applying update” bug while joining a match
  • 0/30 Competitive point progress not being granted at all
  • Competitive progress points not counting
  • Custom Game fails to load Hero Mastery mode
  • Career profile stats not updating in overwatch 2

There’s a lot more of those, but those are some of the pressing ones we saw. We’re hoping this patch resolves some of these issues — especially the progression not counting since that’s a very big deal.

If you notice any fixes, leave a comment below and let us know. Once Blizzard releases the official patch notes, we’ll update the article accordingly.

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Alex Co

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

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Lords of the Fallen Update 1.039 Released This March 15

HexWorks has pushed out Lords of the Fallen update 1.039 this March 15, and this is after yesterday’s big v1.1.598 patch that brought in PvP changes and loads of other improvements. Check out what’s new in the LOTF new update patch notes.

Lords of the Fallen Update 1.039 Patch Notes for March 15:

Update: We’re a little late in updating this, but HexWorks has finally released the notes for what the devs call Hotfix 1.1.605!

Hotfix v.1.1.605
  • Fixed an issue that could cause the game to crash in multiplayer.

Unfortunately, HexWorks has not acknowledged today’s patch, which is odd. There is a chance that this helps resolve the crashing issues experienced by players after installing yesterday’s patch.

In addition to that, there’s also a bug in the character creator that prevents players from tweaking facial features using the fine tune feature for female characters (it works as intended for male characters_/

Character creator bug – the fine tune feature only works for male characters (A) and not female characters (B)
byu/supercakefish inLordsoftheFallen

If you haven’t checked yesterday’s changelog, here are the highlights from it:

Pieta Bossfight & HUB Performance Optimization
You may notice that on your way to fight Pieta, there is some construction work going on in Mournstead, this is to allow Pieta enough time to get fully battle-ready for your upcoming duel.

AMD Stability Improvement
We’ve extensively worked with our partners over at AMD to identify and resolve crashes experienced by players with AMD-specific hardware.

Ending Blocker Fixed
From players’ reports through our support we were able to uncover and resolve a rare blocker that prevented finishing the game. This issue should now be fixed. If you come across any other issues within Lords of the Fallen, please reach out via support@cigames.com. Huge thanks to Kal1ber_ for working with us on this, and sending in their save file, this aided in the swift resolution.

PVP Balancing
As alluded to above, in this patch we have turned our attention to various PVP balancing, to increase overall player satisfaction in multiplayer.

If HexWorks releases the official patch notes, we’ll update the article to reflect it.

Update: Added the patch notes for the hotfix.

Source: Steam

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Alex Co

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

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Battlefield 2042 Season 7 Hands-On Preview – A Haven for All Out War

Battlefield 2042 Season 7 is launching next week, and we’ve been given an opportunity to check out the newest map, Haven! Here’s a rundown of our time with it and how we feel about this new urban warfare map. 

DICE Continues Learning From the Past, Putting It All Into Haven 

Since we were mostly playing with AI bots, it’s hard to say where Haven will land once it’s out in the hands of the public. However, if it’s anything like our experience with Season 6’s map, Redacted, during the previous press event, and judging the reactions from other media and content creators, then Haven is in a very good spot. 

DICE notes that they’ve taken inspiration from past maps, such as Arica Harbor from Bad Company 2, Strike At Karkand from Battlefield 3, and Amiens from Battlefield 1, and it clearly shows. 

Haven is set in a desert location, though unlike Hourglass, where it’s wide and open, Haven opts for a more linear layout with roads cutting in and out of the town. On the outskirts, there’s a water reservoir and other key facilities that are more for open combat and suited for vehicle warfare, while the center is bustling with now war-torn homes and businesses, which suits the close-quarter infantry playstyle. It’s a midsized map, but the set pieces drive players together for what I would describe as a classic Battlefield experience. 

I would say that during our Conquest mode playtest, the map seemed a bit too large for 64 players. I know the response to 128-player hasn’t been great, and I criticized it during my original review of Battlefield 2042. But the major difference here is that the original 128-player maps were built from the ground up with 128 players in mind, so while there were plenty of firefights scattered around the warzone, getting to them was rather a trip, with little else going on in between it, that made these maps feel empty. 

It’s not quite as severe on Haven, given that control points are close to each other, but it did feel like some parts of the map were more underutilized, specifically the sides of the map. Despite being easily accessible, they did feel like they were going mostly unnoticed. Now, I’m not saying the solution is adding more players, but I think these built-for-64-player maps — Haven especially, — would benefit from a larger player count. 

Still, Conquest on Haven did provide some superb moments of chaos, whether you’re on foot or using one of the many vehicles supported on the map. And I’ll mention it again: we were playing with mostly AIs, and those guys aren’t exactly known for their strategic gameplay, so those few locations that didn’t see as much action could play very differently once the public joins in. It could also be the way points and spawns are set up, which is something I’ll talk more about shortly. 

But before I do, let’s talk a bit about Rush on Haven, which I found to be nearly perfect. 

Haven is a prime example of how fun Rush can be. The points setup and the locations DICE brings you through during the match on Haven highlight how important coverage and structure placement can be. Though there are no vehicles to use during this mode, it really did feel like a proper Battlefield map with the moment-to-moment firefights as the power struggle between the teams unfolded.

I didn’t use many interior locations during our time with Conquest, given how big and open the map was and how easy it was to pick players off. For Rush, though, the lanes are narrower, giving a bit more of a close-quarter combat mixed in with wide open spaces. But the action always kept up, regardless of which lane was taken during the mode. 

There’s a good push-pull dynamic on this map that attackers and defenders can experience. On the attacker side, there are plenty of opportunities around the map to push forward, but it’s just as easy for the defenders to fight back as they get the early advantage of setting defensive points. Verticality also plays a major role on this map, as many of the buildings are enterable, with rooftops to perch on and elevated points that dip to lower sections of the map. 

Compared to past maps in 2042, Haven feels like it leans toward teamwork and plays the objective side rather than promoting a lone-wolf mentality. Several chokepoints are littered with overseeing rooftops and easy to hide in interiors. Mind you; this isn’t a game of camping but survival as bullets whizz past you and your teammates while you strategically plan for the next move. 

What I love most is how destructibility comes into play on Haven. Granted, it’s not a return to something like Bad Company and is still restrictive in many ways, but there are many parts of the map where it added that much-wanted dynamic warfare.

Taking refuge in a small two-story building while the enemy fired across a street from another, covering both the exits and rooftops, left our team in a tough situation. It was not until we discovered that many of the walls in the building could be blown up, allowing us to create an exit point to retreat elsewhere. We used this to our advantage in another situation, creating new openings for us to return fire. 

Again, don’t expect anything on Bad Company’s level of destruction (with the exception of a few buildings being completely destroyable), but I will say that DICE picked and designed some fantastic destruction points throughout the map. That’s something that became more evident during the Rush mode. 

Now, the one criticism that I saw come from most folks in the playtest was about the spawn points of the Defender and Attacker side. While our team won pretty much all the matches from each side, it was clear that Haven was more lenient with the attacker side. 

My first time playing as an attacker, I was surprised to see just how close to the objective we were and how quickly we could take the points from the defenders. When I finally switched over to defenders, it was clear why, as defenders spawned considerably further away from the points they were defending. By the time we had reached what we were defending, the attackers were nearly there. It didn’t help either that dying and spawning again put us a way out, which gave attackers even more of an advantage than they should have. 

I’m sure the community will notice this, assuming it’s not one tweaked ahead of release. Hopefully, we’ll see some spawn balancing there, but beyond that, I’d say that Haven is nearly a perfect map that will certainly become a fan favorite. 

If you’re wondering about Stadium, unfortunately, that wasn’t available during our playtest and won’t launch until later in Season 7, so I can’t give you any feedback on that front. But given the banger that Redacted was, and now Haven, I’m feeling good about the direction DICE is taking. 

We aren’t sure if Season 7 will be the last season the game sees, but if it is, it gives us faith that DICE has truly learned from its past mistakes, and is a true  “turning point.” 

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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.