Pocket Pair has pushed out Palworld update v0.1.1.4 on Xbox platforms, and this brings a good number of technical and gameplay fixes. Read on for the Palworld patch 0.1.1.4 changes below to know more.
Palworld Update v0.1.1.4 Patch Notes for Feb. 7, 2024:
Major Fixes
Fixed an issue where the game would always crash and save data would be corrupted when the total number of Pals captured by the guild reached approximately 7000.
In the previous patch, save data that had already been in this state (for servers, the server’s world data) remained in a broken state that made it impossible to load, but after applying this patch it will be resolved and will load properly.
Fixed an issue where some weapons equipped by other players would disappear when a player used a grenade in multiplayer.
Fixed an issue where, although the displayed capture probability increased when the capture power was strengthened with Lifmunk Effigies, the capture probability did not actually increase at all due to an internal processing bug.
Base related
Fixed an issue where if a Pal that was manually assigned to a breeding farm went to sleep, it would not wake up forever.
Fixed an issue where no wood would drop when Pal at the base felled a tree.
Others
Implemented countermeasures against some cheats and exploits.
EA Sports has released EA Sports FC 24 update 1.11 today for the PS4 and Xbox One platforms. This is tagged as title update 9 by the developers. Expect to see many gameplay improvements with today’s patch. Check out the February 7 patch notes down below.
EA Sports FC 24 Update 1.11 Patch Notes | EA Sports FC 24 Title Update 9:
Title Update #9 is now available for the PlayStation 4 and Xbox One versions of EA SPORTS FC 24 and includes the changes below. Title Update #9 will be released on other platforms in the near future.
Ultimate Team
Addressed the following issues:
A stability issue could have occurred when placing a previously Evolved Player Item in an Evolution slot.
Some Player Item rarities could have displayed incorrectly.
The News menu video player did not expand to full screen.
On rare occasions, pyrotechnics could have appeared in the center of the pitch.
Career Mode
Addressed the following issues:
In Player career, duplicate requests could have appeared in the Decisions tab.
Youth Players could have had the Chip Shot PlayStyles without meeting its requirements.
In Player Career, some Training Drills did not use the player’s created Pro.
Gameplay
Made the following changes:
Reduced effectiveness of Outside Foot Shots for players with or without the Trivela PlayStyle and PlayStyle+.
Moderately reduced Outside Foot Shot accuracy.
Reduced the maximum potential amount of top spin the ball can have from an Outside Foot Shot.
Updated player selection logic when using Secondary Contain.
Addressed the following issues:
Improved referee foul calling logic inside the box following a clearance attempt.
Sometimes, the attacking player could have unintentionally stumbled over a slide tackling defender’s arms when attempting to avoid them.
In some situations, the goalkeeper could have incorrectly picked up the ball after it was passed by a teammate’s foot.
General, Audio, and Visual
Made the following changes:
Updated some ad boards, player models, trophies, crown chants, kits, hair, sleeve sponsors and badges, boots, balls, star heads, stadium themes, VIP Areas, match scenes, and tifos.
Addressed the following issues:
In some set piece Skill Games, the defensive wall was not always positioned as intended.
In some set piece Practice Arena situations, the defending side did not always position their wall as intended.
Addressed instances of the UI not displaying correctly during some Skill Games.
Addressed instances of stability issues that could have occurred.
Addressed instances of placeholder text and images.
An update for the PC, PS5, and Xbox Series X/S versions of the game should be out soon.
Epic Games has released Fortnite update 1.000.124 and this is tagged as patch 28.20. You can expect to see more TMNT content and more in today’s patch. Read on for the new Fortnite February 7 patch notes down below.
Update: Info on Rocket Racing’s new additions have been added. We’ll update the article again if anything about the gameplay changes are revealed.
ACCELERATE ON ADVANCED TRACKS
You better get comfortable in the driver’s seat — v28.20 brings two Advanced tracks that’ll test your rocket racin’ ability:
FESTIVE FALLS 2
Fan of Festive Falls? Well let the festivities continue! But don’t think Festive Falls 2 will be just one long party — this Festive Falls follow-up is packed with hazards all the way to the finish line. Brave its bends in ranked racing once you reach Platinum I!
DAY DRIFTING 2
The second track, Day Drifting 2, isn’t suitable for a Sunday drive. This sequel to Day Drifting features an unrelenting, winding road you’ll have to master driving sideways. Make sure you don’t day dream at the wheel — Day Drifting 2 is unlocked once you reach Platinum I in ranked racing.
NEW QUESTS, NEW DRIFT SMOKE COLORS
Smoke your rivals with new paint colors! Seven Ranked Challenges have been added to the Season Zero Tune Up Quests, tasking you to show off your all-star status. The objective of each Challenge is to complete a certain number of races at a certain rank tier. For example:
Complete 10 races at Gold tier or above (Unlocks the Orange Drift Smoke Trail)
Each Challenge awards a new Drift Smoke Trail color upon completion. Take on the Challenges to add more colors to your collection! All the Season Zero Tune Up Quests — including the Ranked Challenges — are available until March 26, 2024, at 12 AM ET.
MAJOR IMPROVEMENTS AND BUG FIXES
We’ve heard your feedback on collisions (both player-to-player and colliding with the environment) throughout Season Zero and agree. We’re continuing to improve these and have made collisions far less extreme in v28.20. Let us know what you think of these changes!
Driving into a hazard no longer turns off throttle for the duration of the hazard effect. It now applies a higher speed reduction penalty and imposes reduced acceleration so it doesn’t interfere with drifts.
We’ll be monitoring how this improvement shakes out across Season Zero. Please give us your feedback on if this adjustment improves the racing experience.
We’ve added a setting for icon-only nameplates.
Fixed an issue where spectators were sometimes removed for being idle as a race was finishing.
Fixed an issue where going Turbo after speed boosting or drafting would cause you not to gain as much speed as intended.
Image quality is now improved on the post-race screen.
LEGO FORTNITE V28.20: CRAFT THE HUNTING DAGGER!
The Fortnite Team
Builders,
Think you’ve already mastered self-defense tools? Well turn around because the Hunting Dagger arrives with v28.20 on February 7! Learn more about v28.20 below.
CRAFT A STRONG DEFENSE WITH THE HUNTING DAGGER
Nobody said survival was easy — so stay safe out there with a Hunting Dagger! Craftable from a Crafting Bench, it’s most effective when enemies are distracted. There are four rarities to craft, each one stronger than the last:
Common Hunting Dagger (craftable at a Level 1 Crafting Bench)
Unlock the recipe for the Common Hunting Dagger by adding a Bone to your inventory.
Uncommon Hunting Dagger (craftable at a Level 2 Crafting Bench)
Unlock the recipe for the Uncommon Hunting Dagger by adding a Cut Amber to your inventory.
Rare Hunting Dagger (craftable at a Level 3 Crafting Bench)
Unlock the recipe for the Rare Hunting Dagger by adding a Cut Ruby to your inventory.
Epic Hunting Dagger (craftable at a Level 4 Crafting Bench)
Unlock the recipe for the Epic Hunting Dagger by adding a Cut Sapphire to your inventory.
TIME FOR MORE LEGO® STYLES!
More Fortnite Outfits will get a LEGO Style in v28.20! If you already own these Outfits, their LEGO Styles will be in your Locker after the update:
Black Widow (Snow Suit)
Blitz Brigade (Team Fortnite)
Crossbar Crusher (Team Fortnite)
Formation Fighter (Team Fortnite)
Launch Day Lewis Hamilton
Lewis Hamilton
Pass Rush Ranger (Team Fortnite)
Punt Paragon (Team Fortnite)
Red Zone Renegade (Team Fortnite)
Scrimmage Scrapper (Team Fortnite)
Snap Squad (Team Fortnite)
TD Titan (Team Fortnite)
Trench Runner (Team Fortnite)
Fortnite Style and LEGO Style of the Lewis Hamilton and Launch Day Lewis Hamilton Outfits.
If an Outfit has a LEGO Style, that means you can use the Outfit in LEGO Fortnite.
HIGHER DETAILED LEGO STYLES FOR OUTFITS
Some Outfits that already had a LEGO Style will get a higher detailed one! These higher detailed LEGO Styles will temporarily replace the original ones, but you’ll have the option to choose between both starting later this month. Here are the Outfits that’ll receive an updated LEGO Style with v28.20:
Candyman
Cuddle King
Fallen Love Ranger
Heartbreaker
Lovely
Lovethorn
Pinkie
Queen of Hearts
Tess
How to tell if one of your Outfits is getting a higher detailed LEGO Style in the future? See if the Outfit has the hammer and wrench icon in your Locker!
MAJOR IMPROVEMENTS, ADJUSTMENTS, AND BUG FIXES
GAMEPLAY
You can fly faster in Sandbox worlds!
It’s easier to place builds close to each other.
Commute and converse… You can talk to Villagers while on a moving object, including a Dynamic Foundation!
Items will be returned to your inventory after you change recipes at a Crafting Bench.
Tree logs will remain between gameplay sessions.
Village Squares can no longer be placed on things not attached to the ground, since this was causing Village Squares to break.
Upgrading a Crafting Bench while another player is using it will work properly. (Waste your resources no more!)
Fixed an issue where using the “Deposit” or “Deposit Stack” options to put seeds in soil could make seeds go missing.
Fixed an issue where getting resources from Chests wouldn’t make recipes unlock.
Fixed an issue where the building limitation system would sometimes report that an area was too dense to build in, even though it wasn’t.
Fixed an issue where the cold status could stay on you if you were eliminated with the status.
Fixed an issue where wolves would sometimes run away from you for no reason.
Reduced the likelihood of the same Villager spawning twice.
The grass is always greener over there, and apparently the storms are louder… A storm happening in the Grasslands will no longer scare Villagers in other biomes.
STABILITY AND PERFORMANCE
The frame rate when shadows are around is improved.
Improved stability so that crashes aren’t as likely.
PHYSICS
Fixed an issue where Dynamic Foundations could disappear when traveling long distances at high speeds.
Fixed an issue where Toys could disappear after builds on a nearby Dynamic Foundation broke.
Fixed an issue where some crumbled builds could be pushed by players.
UI
A “Take All” option has been added to Chests. This is a quick way to get all of a stored resource!
We’re thankful for the dedicated community forming around LEGO Fortnite. Keep a lookout on LEGO Fortnite’s webpage and social channels for news on future updates! In our v28.30 update, expect to reel in a lot of fun…
Info from dataminers have been unearthed. Check out the details down below.
Fortnite Datamined Content From Feb. 7 Patch:
NEW ROCKET RACING MAPS TOMORROW ‼️
• Day Drifting 2: "They said i was the easiest track… MWAHAHA! THIS ISN'T EVEN MY FINAL FORM!" • Festive Falls 2: "Welcome to the afterparty! Are you up for the extra festivities?" pic.twitter.com/ekWGKvws8c
• McLaren 765LT • Teenage Mutant Ninja Turtles • Black Widow • Year of the Dragon • Love Is In The Air • My Hero Academia • Jujutsu Kaisen • Marvel • FNCS pic.twitter.com/PpdAjP0eb9
• There seems to be a new Vehicle related to the collab • New TMNT Vending Machine & Supply Drops • Mythics with Dash & Attack Abilities • POI / Landmark named "Turtle Lair" pic.twitter.com/vb5TnoxcPM
Epic Games has released Fortnite update 4.13 on all platforms this February 7, and this is to release patch v28.20. You will like this patch if you are a TMNT fan! Check out the details of this update down below.
Update: Info on Rocket Racing’s new additions have been added. We’ll update the article again if anything about the gameplay changes are revealed.
ACCELERATE ON ADVANCED TRACKS
You better get comfortable in the driver’s seat — v28.20 brings two Advanced tracks that’ll test your rocket racin’ ability:
FESTIVE FALLS 2
Fan of Festive Falls? Well let the festivities continue! But don’t think Festive Falls 2 will be just one long party — this Festive Falls follow-up is packed with hazards all the way to the finish line. Brave its bends in ranked racing once you reach Platinum I!
DAY DRIFTING 2
The second track, Day Drifting 2, isn’t suitable for a Sunday drive. This sequel to Day Drifting features an unrelenting, winding road you’ll have to master driving sideways. Make sure you don’t day dream at the wheel — Day Drifting 2 is unlocked once you reach Platinum I in ranked racing.
NEW QUESTS, NEW DRIFT SMOKE COLORS
Smoke your rivals with new paint colors! Seven Ranked Challenges have been added to the Season Zero Tune Up Quests, tasking you to show off your all-star status. The objective of each Challenge is to complete a certain number of races at a certain rank tier. For example:
Complete 10 races at Gold tier or above (Unlocks the Orange Drift Smoke Trail)
Each Challenge awards a new Drift Smoke Trail color upon completion. Take on the Challenges to add more colors to your collection! All the Season Zero Tune Up Quests — including the Ranked Challenges — are available until March 26, 2024, at 12 AM ET.
MAJOR IMPROVEMENTS AND BUG FIXES
We’ve heard your feedback on collisions (both player-to-player and colliding with the environment) throughout Season Zero and agree. We’re continuing to improve these and have made collisions far less extreme in v28.20. Let us know what you think of these changes!
Driving into a hazard no longer turns off throttle for the duration of the hazard effect. It now applies a higher speed reduction penalty and imposes reduced acceleration so it doesn’t interfere with drifts.
We’ll be monitoring how this improvement shakes out across Season Zero. Please give us your feedback on if this adjustment improves the racing experience.
We’ve added a setting for icon-only nameplates.
Fixed an issue where spectators were sometimes removed for being idle as a race was finishing.
Fixed an issue where going Turbo after speed boosting or drafting would cause you not to gain as much speed as intended.
Image quality is now improved on the post-race screen.
LEGO FORTNITE V28.20: CRAFT THE HUNTING DAGGER!
The Fortnite Team
Builders,
Think you’ve already mastered self-defense tools? Well turn around because the Hunting Dagger arrives with v28.20 on February 7! Learn more about v28.20 below.
CRAFT A STRONG DEFENSE WITH THE HUNTING DAGGER
Nobody said survival was easy — so stay safe out there with a Hunting Dagger! Craftable from a Crafting Bench, it’s most effective when enemies are distracted. There are four rarities to craft, each one stronger than the last:
Common Hunting Dagger (craftable at a Level 1 Crafting Bench)
Unlock the recipe for the Common Hunting Dagger by adding a Bone to your inventory.
Uncommon Hunting Dagger (craftable at a Level 2 Crafting Bench)
Unlock the recipe for the Uncommon Hunting Dagger by adding a Cut Amber to your inventory.
Rare Hunting Dagger (craftable at a Level 3 Crafting Bench)
Unlock the recipe for the Rare Hunting Dagger by adding a Cut Ruby to your inventory.
Epic Hunting Dagger (craftable at a Level 4 Crafting Bench)
Unlock the recipe for the Epic Hunting Dagger by adding a Cut Sapphire to your inventory.
TIME FOR MORE LEGO® STYLES!
More Fortnite Outfits will get a LEGO Style in v28.20! If you already own these Outfits, their LEGO Styles will be in your Locker after the update:
Black Widow (Snow Suit)
Blitz Brigade (Team Fortnite)
Crossbar Crusher (Team Fortnite)
Formation Fighter (Team Fortnite)
Launch Day Lewis Hamilton
Lewis Hamilton
Pass Rush Ranger (Team Fortnite)
Punt Paragon (Team Fortnite)
Red Zone Renegade (Team Fortnite)
Scrimmage Scrapper (Team Fortnite)
Snap Squad (Team Fortnite)
TD Titan (Team Fortnite)
Trench Runner (Team Fortnite)
Fortnite Style and LEGO Style of the Lewis Hamilton and Launch Day Lewis Hamilton Outfits.
If an Outfit has a LEGO Style, that means you can use the Outfit in LEGO Fortnite.
HIGHER DETAILED LEGO STYLES FOR OUTFITS
Some Outfits that already had a LEGO Style will get a higher detailed one! These higher detailed LEGO Styles will temporarily replace the original ones, but you’ll have the option to choose between both starting later this month. Here are the Outfits that’ll receive an updated LEGO Style with v28.20:
Candyman
Cuddle King
Fallen Love Ranger
Heartbreaker
Lovely
Lovethorn
Pinkie
Queen of Hearts
Tess
How to tell if one of your Outfits is getting a higher detailed LEGO Style in the future? See if the Outfit has the hammer and wrench icon in your Locker!
MAJOR IMPROVEMENTS, ADJUSTMENTS, AND BUG FIXES
GAMEPLAY
You can fly faster in Sandbox worlds!
It’s easier to place builds close to each other.
Commute and converse… You can talk to Villagers while on a moving object, including a Dynamic Foundation!
Items will be returned to your inventory after you change recipes at a Crafting Bench.
Tree logs will remain between gameplay sessions.
Village Squares can no longer be placed on things not attached to the ground, since this was causing Village Squares to break.
Upgrading a Crafting Bench while another player is using it will work properly. (Waste your resources no more!)
Fixed an issue where using the “Deposit” or “Deposit Stack” options to put seeds in soil could make seeds go missing.
Fixed an issue where getting resources from Chests wouldn’t make recipes unlock.
Fixed an issue where the building limitation system would sometimes report that an area was too dense to build in, even though it wasn’t.
Fixed an issue where the cold status could stay on you if you were eliminated with the status.
Fixed an issue where wolves would sometimes run away from you for no reason.
Reduced the likelihood of the same Villager spawning twice.
The grass is always greener over there, and apparently the storms are louder… A storm happening in the Grasslands will no longer scare Villagers in other biomes.
STABILITY AND PERFORMANCE
The frame rate when shadows are around is improved.
Improved stability so that crashes aren’t as likely.
PHYSICS
Fixed an issue where Dynamic Foundations could disappear when traveling long distances at high speeds.
Fixed an issue where Toys could disappear after builds on a nearby Dynamic Foundation broke.
Fixed an issue where some crumbled builds could be pushed by players.
UI
A “Take All” option has been added to Chests. This is a quick way to get all of a stored resource!
We’re thankful for the dedicated community forming around LEGO Fortnite. Keep a lookout on LEGO Fortnite’s webpage and social channels for news on future updates! In our v28.30 update, expect to reel in a lot of fun…
We have some info from reliable dataminers. Check out the info down below.
Fortnite Datamined Content From Feb. 7 Patch:
NEW ROCKET RACING MAPS TOMORROW ‼️
• Day Drifting 2: "They said i was the easiest track… MWAHAHA! THIS ISN'T EVEN MY FINAL FORM!" • Festive Falls 2: "Welcome to the afterparty! Are you up for the extra festivities?" pic.twitter.com/ekWGKvws8c
• McLaren 765LT • Teenage Mutant Ninja Turtles • Black Widow • Year of the Dragon • Love Is In The Air • My Hero Academia • Jujutsu Kaisen • Marvel • FNCS pic.twitter.com/PpdAjP0eb9
• There seems to be a new Vehicle related to the collab • New TMNT Vending Machine & Supply Drops • Mythics with Dash & Attack Abilities • POI / Landmark named "Turtle Lair" pic.twitter.com/vb5TnoxcPM
Activision and Sledgehammer Games has released Call of Duty: Modern Warfare 3 update 1.38, and this is for the big Season 2 patch! Players can expect new maps, weapons, operators and more, with the details listed in the COD MW3 new update patch notes for Feb. 7!
Call of Duty: Modern Warfare 3 Update 1.38 Patch Notes | Call of Duty: Modern Warfare 3 Season 2 Patch Notes:
Size: 23GB (PS5)
Season 2 Start: Feb. 7 at 9AM PT/12 pm ET/1 am HKT
Update: Official patch notes are now available!
NEW MAPS
Three all-new 6v6 Maps join a star-studded roster of locales with an iconic playspace to follow in-season. Start Season 2 off right by jumping into the Stash House 24/7 Playlist on day one.
Stash House
Follow the Federal authorities into a recently raided Bay Area stash house ripe for close-quarters engagements.
Vista
Welcome to a Brazilian mountaintop resort with gift shops and restaurants, a perfect environment for all playstyles.
Departures
Explore the Departures area of the Zakhaev International Airport, a clean and competitive 6v6 map with areas for all ranges of combat.
Das Haus (In-Season)
Navigate an under-construction skyscraper in the vicinity of Highrise as the seminal, small-sized Call of Duty: Vanguard map returns with an all-new look.
Expect an airdrop as your team skydives down to the roof of a skyscraper, navigating the multi-level construction site. One team protects the structure while the other plants explosives to clear a path downward.
NEW MODES
As each week of Season 2 progresses, be on the lookout for Playlist Updates containing each of the five new Modes.
Hordepoint
Capture the Hardpoint and hold it against attack. Fight back against the horde of zombies. The first team to reach the score limit wins.
Team Gun Game
Progress through a series of weapons with your team. First team to reach the score limit wins.
Snipers Only (In-Seaason)
Battle in objective-based modes with only hard-hitting Sniper Rifles.
Juggermosh (In-Season)
All Juggernaut combat, all the time, within matches of Kill Confirmed, Domination, and Hardpoint.
Bounty (In-Season)
The player with the most kills from each team will be marked as an HVT. The HVT alternates on a time interval and rewards extra points when killed.
NEW WEAPONS
Two new Weapons debut at the helm of Season 2 with two specialized additions arriving later in-season.
BP50 (Assault Rifle)
A modular bullpup chambered in 5.56. Tear down the competition with a high rate of fire and exceptional accuracy for dominating at mid to long ranges.
RAM-9 (Submachine Gun)
More maneuverable and agile than its assault rifle counterpart, this bullpup SMG chambered in 9mm is lethal at close range.
SOA Subverter (Battle Rifle, In-Season)
Chambered in 7.62, this hard-hitting rifle dominates at mid to longer ranges thanks to a low rate of fire and predictable recoil.
Soulrender (Melee, In-Season)
A ceremonial blade capable of razor-sharp cuts and deadly melee action in close-quarters combat.
Gives the Holger 26 an adverse fire mode that provides a dramatically increased fire rate but will overheat and expand the barrel, introducing increased recoil over time.
JAK Tyrant 762 Kit (Longbow, Weekly Challenge)
This caliber Conversion Kit swaps out the receiver and magazine to accommodate 7.62 BLK ammunition for a harder-hitting, subsonic weapon.
JAK Backsaw Kit (Holger 556, Weekly Challenge)
Gives the Holger 556 a high capacity drum magazine and a side-by-side double barrel, allowing for the weapon to fire two bullets at once.
JAK Limb Ripper (Attachment, Weekly Challenge)
Unrivaled at creating close-quarters carnage, this underbarrel chainsaw makes quick and messy work of anyone foolish enough to stand in your way.
JAK Maglift Kit (Haymaker, Weekly Challenge)
With a new binary trigger and reinforced magwell to accommodate the extra large .410 drum mag, this kit is a room-clearing machine.
JAK Outlaw-277 Kit (BAS-B, Weekly Challenge)
This Conversion Kit transforms the BAS-B into a lever-action rifle, slowing fire rate but vastly improving accuracy for deadlier precision.
JAK Glassless Optic (Attachment, Weekly Challenge)
This glassless reflex optic offers a projected dot and state of the art stabilization technology that reduces visual recoil while firing.
NEW PERK
A new Vest makes its way to Multiplayer for those of you with a silent-but-deadly playstyle.
Ninja Vest
Eliminate footstep sounds.
Immune to movement reduction effects.
Bonus Shuriken and Throwing Knife ammo.
Resupply Shuriken and Throwing Knives every 25 seconds.
NEW OPERATORS
Legendary characters from AMC’s The Walking Dead fight alongside an old friend and not-so-familiar face.
Rick Grimes (Battle Pass)
A former Sheriff’s Deputy with a strong moral code, Rick is a battle – hardened survivor who will stop at nothing to protect his people.
Laswell (Battle Pass)
[Redacted]
John Doe (BlackCell)
Bound to an eternal cycle of war, some souls can never find peace.
Michonne (In-Season)
Michonne has endured much since the world changed, but those experiences have helped shape her into an apocalyptic warrior.
The Hunt is on. Every week, hunt down new featured zombie types.
Year of the Dragon (In-Season)
Start the new lunar year off with a bang with this Field Rep event!
Cryptid Bootcamp (In-Season)
Fact or fiction? Prove your monstrous might. (Tinfoil hat not included)
The Walking Dead: Fear the Living (In-Season)
Fight the dead, fear the living.
Vortex: Decay’s Realm (In-Season)
The Vortex is back and seeping with Decay’s blighted touch.
Dune: Rule of Fate (In-Season)
Take control of the throne of fate.
GLOBAL
GAMEPLAY
Today’s update includes substantial adjustments to core attributes of weapons in Modern Warfare III and Warzone. Prompted by player feedback and internal review, these changes intend to improve the precision and responsiveness of aiming, particularly while using a mouse – although, these changes may be observed regardless of the input device.
ADS Idle Sway
While a player is aimed down sight, idle sway is active. This mechanic discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.
ADS idle sway now initiates shortly after aiming down sight, rather than immediately, introducing a delay to the sway curve that is generally 5ms long but varies by weapon.
Note: Sniper Rifles are not included in this change.
After the initial delay, ADS idle sway now gradually increases over a 3s period before reaching peak speed, rather than beginning at full speed upon aiming down sights.
Note: Sniper Rifles are not included in this change.
ADS idle sway now consistently begins from the position of the player’s hipfire crosshair, rather than along the sway curve.
These changes ensure that players with fast reflexes and precise aim aren’t disadvantaged the moment they aim down sights.
Hipfire Crosshair Sway
The trajectory of weapon bullets is represented by the hipfire crosshair position on the player’s screen. Previously, the crosshair was influenced by the direction of the weapon, causing the firing direction to deviate from the center of the screen. Today’s changes eliminate the resulting compromise to accuracy without sacrificing the weight and reactivity this motion added.
Hipfire crosshair will no longer sway from the center of the screen while the player moves or rotates the camera.
Note: We’re aware that certain Stock Attachments may re-introduce this behavior. This is unintentional, and we’ll correct these artifacts in future game updates.
Weapon bullet trajectory is now truly aligned with the hipfire crosshair, and thus, the center of the player’s screen.
These changes reward skillful aim. Simply put, where you’re aiming is where your bullets will go.
Looking Ahead
Please take some time to adjust to these changes and let us know how you feel. We’ll continue to monitor your feedback as we determine our next steps for aiming and related mechanics.
CUSTOMIZATION
Fixed several instances of Charms and Stickers not displaying correctly.
MULTIPLAYER
UIX
New Features & Adjustments
Added Weekly category to the Challenges widget in the Lobby view.
Detailed stat comparisons are now available for base Weapons in the Gunsmith.
Decreased kill feed line duration from 10s to 5s (-50%).
Decreased kill feed line fade duration from 1s to 0.5s (-50%).
Event category is now displayed first in the list of Weapon Camos.
Bug Fixes
New item breadcrumbs will now be cleared upon hover when using a Controller.
Platform-exclusive Calling Cards will no longer be displayed when unavailable.
Addressed an exploit that allowed invalid Attachment combinations using the in-game Loadout editor.
Pressing button combinations while in the Firing Range will no longer kick the player back to the menu.
Fixed an issue in which navigation through Weapon Select became unresponsive after opening and closing filters on a locked weapon.
Resolved a visual bug in which progression for Weapon Mastery camo challenges was not displayed accurately.
Fixed an issue where an incoming invitation to join a group would become corrupted if another invitation was accepted before it.
Fixed an issue in which players could not mark favorites in Gunsmith.
Round transition UI will now display correct scores in Search and Destroy.
Weapon progression viewing prompt will no longer open the incorrect menu.
GAMEPLAY
Bug Fixes
Addressed an issue causing field of view to be set higher than intended after infil.
Players will no longer dive while using the Slide Only option on Controller.
Decreased delay before health regeneration begins from 4s to 3s (-25%).
Increased health regeneration rate from 40hp/s to 75hp/s (+88%).
We’ve adjusted health regeneration to better match the pace of gameplay. Now, for example, it’ll only take ~5s to heal from 1 to 150 health, down from the previous ~7.7s. These changes aim to enhance the intensity and satisfaction of gunfights.
We look forward to your feedback as we determine our next steps for health regeneration.
PROGRESSION
Resolved various issues preventing the following Attachments from being unlocked.
RAM-7 (Assault Rifle): XTEN FRL-3 Heavy Barrel
Longbow (Sniper Rifle): Iron Sights Optic
XRK Stalker (Sniper Rifle): No Stock
Global: JAK BFB Muzzle
Added missing Laser Attachments to Gilded Camo challenge tracking for Marksman Rifles.
Breacher Drone kills will no longer count towards Frag Grenade kills Challenges
Resolved an issue in which Juggernaut Recon (Killstreak) would not track kills for Challenges correctly.
MAPS
MWII carry-forward maps are now available in the Quick Play rotation.
Highrise
Adjustments to prevent players from spawning in unfavorable conditions near the Actibase and Phonic Reception areas.
Sub Base
Refined Hardpoint objective boundary in the Warehouse (P3) to prevent capture from an unintended location.
Terminal
Adjustments to prevent players from spawning in unfavorable conditions near Security.
Underpass
Players can no longer access an exploitable location near the Shelf.
Wasteland
Addressed an issue that caused more fog than intended on certain platforms.
MODES
Private Match
Corrected HUD elements after changing teams in War Mode.
Disabling Perks via Game Rules will no longer prevent some Blueprints from being displayed.
WEAPONS & ATTACHMENTS
Decreased melee lunge distance of all MWIII Weapons to align with MWII standards.
Increased movement speeds of all MWII Weapons to align with MWIII standards.
Added gun kick control and recoil control benefits in Tactical Stance for all Weapons.
» Assault Rifles «
Holger 556
Increased aim down sight time from 260ms to 270ms (+4%).
MCW
Increased aim down sight time from 240ms to 265ms (+10%).
Increased sprint to fire time from 241ms to 252ms (+5%).
JAK Raven Kit
Increased maximum damage from 31 to 33 (+6%).
Decreased medium damage from 23 to 22 (-4%).
Decreased minimum damage from 22 to 20 (-9%).
Decreased maximum damage range from 20.3m to 19.8m (-3%).
Increased near-medium damage range from 29m to 35.6m (+23%).
Increased medium damage range from 40.6m to 45.7m (+13%).
Increased headshot damage multiplier from 1.4x to 1.5x (+7%).
Increased lower-torso damage multiplier from 1.01x to 1.1x (+9%).
Decreased hipfire spread while sliding.
Decreased recoil and gun kick significantly.
» Battle Rifles «
BAS-B
Increased sprint to fire time from 231ms to 252ms (+9%).
Increased aim down sight time from 260ms to 270ms (+4%).
Increased hipfire spread minimum from 2.3deg/s to 2.9deg/s (+26%).
Sidewinder
Increased bullet velocity from 540m/s to 600m/s (+11%).
Decreased recoil and gun kick significantly.
JAK Thunder LMG Kit
Increased delay before accelerated rate of fire begins to decay from 200ms to 500ms (+150%).
Decreased accelerated rate of fire decay rate from 300rpm/s to 240rpm/s (-20%).
Increased gun kick control and recoil control by 35%.
TAQ-V (MWII)
Increased maximum damage range from 35.6m to 43.2m (+21%).
Increased near-medium damage range from 48.3m to 55.9m (+16%).
» Submachine Guns «
Striker
Increased near-medium damage range from 19.1m to 21.6m (+13%).
Increased medium damage range from 25.4m to 27.9m (+10%).
AMR9
JAK Ettin Double Barrel Kit
Added missing hipfire crosshair.
WSP-9
Decreased aim down sight time from 240ms to 220ms (-8%).
Increased maximum damage range from 16.5m to 18.5m (+12%).
Increased near-medium damage range from 22.9m to 25.1m (+10%).
Broodmother .45 Kit
Decreased aim down sight time from 270ms to 241ms (-11%).
Decreased movement speed penalties by 50%.
» Shotguns «
Lockwood 680
Lockwood Defender Heavy Long Barrel
Increased sprint to fire time penalty from 8% to 30% (+22%).
KV Broadside (MWII)
Decreased sprint to fire time from 210ms to 189ms (-10%).
Decreased aim down sight time from 330ms to 240ms (-27%).
» Light Machine Guns «
TAQ Eradicator
Increased sprint to fire time from 210ms to 252ms (+20%).
Increased aim down sight time from 330ms to 340ms (+3%).
RAAL MG (MWII)
Decreased sprint to fire time from 216ms to 199ms (-8%).
Decreased aim down sight time from 390ms to 330ms (-15%).
556 Icarus (MWII)
Decreased sprint to fire time from 250ms to 235ms (-6%).
RPK (MWII)
Decreased aim down sight time from 410ms to 380ms (-7%).
» Marksman Rifles «
MCW 6.8
Decreased aim down sight time from 271ms to 245ms (-10%).
Decreased all damage ranges by 18%.
Decreased bullet velocity from 1016m/s to 930m/s (-8%).
Decreased hipfire spread minimum from 5deg/s to 4.1deg/s (-18%).
Decreased hipfire spread maximum from 12.1deg/s to 10deg/s (-17%).
DM56
Decreased near-medium damage from 42 to 41 (-2%).
Decreased minimum damage from 39 to 38 (-3%).
MTZ Interceptor
Increased sprint to fire time from 252ms to 262ms (+4%).
Increased aim down sight time from 265ms to 280ms (+6%).
Decreased neck damage multiplier from 1.62x to 1x (-38%).
SP-R 208 (MWII)
Decreased maximum damage range from 19.6m to 13m (-34%).
Increased upper-arm damage multiplier from 1.15x to 1.5x (+30%).
Damage multiplier increase allows for one-shot kills to the upper-arm.
Lockwood Mk2 (MWII)
Increased maximum damage from 110 to 125 (+14%).
Decreased maximum damage range from 8.9m to 6.4m (-29%).
Damage increase allows for one-shot kills to the upper-torso within the maximum damage range.
LM-S (MWII)
Decreased intensity of aim down sight idle sway.
SA-B 50 (MWII)
Increased maximum damage from 110 to 120 (+9%).
Decreased maximum damage range from 14.2m to 10.4m (-27%).
Damage increase allows for one-shot kills to the upper-torso within the maximum damage range.
» Sniper Rifles «
Longbow
Decreased aim down sight time from 550ms to 520ms (-5%).
Signal 50 (MWII)
Decreased maximum damage range from 48.5m to 35.1m (-28%).
SP-X 80 (MWII)
Increased aim down sight time from 521ms to 545ms (+5%).
» Handguns «
Renetti
JAK Ferocity Carbine Kit
Decreased movement speed penalties by 50%.
Basilisk (MWII)
Increased maximum damage range from 6.9m to 8.4m (+22%).
Increased near-medium damage range from 15.2m to 22.9m (+50%).
Increased medium damage range from 22.9m to 35.1m (+53%).
Increased far-medium damage range from 35.1m to 41.9m (+20%).
Increased lower-torso damage multiplier from 1x to 1.2x (+20%).
Damage range increase allows for one-shot kills to the head at a further distance.
» Launchers «
Stormender
Addressed an issue preventing some Killstreaks from being destroyed and/or disabled.
» Melee «
Gutter Knife
Decreased melee lunge distance by 30%.
Karambit
Decreased melee lunge distance by 30%.
Combat Knife (MWII)
Decreased melee lunge distance by 30%.
Dual Kodachis (MWII)
Decreased melee lunge distance by 30%.
Dual Kamas (MWII)
Decreased melee lunge distance by 30%.
Pickaxe (MWII)
Decreased melee lunge distance by 30%.
» Attachments «
JAK BFB Muzzle
Decreased gun kick control benefit from 60% to 55% (-5%).
Decreased vertical recoil control benefit from 40% to 35% (-5%).
Increased aim down sight time penalty from 12% to 15% (+3%).
Increased sprint to fire time penalty from 11% to 14% (+3%).
Increased aim walking speed penalty from 14% to 17% (+3%).
Added 18% bullet velocity penalty.
FIELD UPGRADES
Med Box
Decreased time to deploy from 1.9s to 1.3s (-32%).
Munitions Box
Decreased time to deploy from 1.9s to 1.3s (-32%).
A.C.S.
Objectives can no longer be captured from further vertical distances than intended.
Tactical Camera
Resolved an exploit that allowed players to see through the environment when used with certain Equipment.
Deployable Cover
Addressed an exploit that allowed players to become invisible.
Dead Silence
Resolved an issue causing activation sounds to be more audible to other players than intended.
KILLSTREAKS
Juggernaut Recon
Oxygen meter will now display as expected while underwater.
Gunship
When destroyed by the Stormender (Launcher), visual effects will no longer persist on the player’s HUD.
MWIII RANKED PLAY
MWIII Ranked Play continues in Season 2 for its first full season, featuring NEW Seasonal Rewards including the Pro Issue MCW and new Divisional Camo Rewards to chase! Whether you’re jumping into your first Ranked Play match or continuing your grind, there’s more to unlock and competition to face. Below are the Season 02 specific details to keep in mind for returning competitors.
New to MWIII Ranked Play? Check out the Season 1 notes for a full breakdown! Keep the changes below in-mind!
GAMEPLAY
Maps and Modes
CDL Search and Destroy
Maps Removed
Skidrow
Maps Added
Rio
CDL Hardpoint
Maps Removed
Terminal
Maps Added
Rio
Returning Map
Sub Base
Sub Base was previously removed while an issue with P3 was investigated. A fix for this issue is now live with Season 2.
Content Restrictions
Weapon Restrictions
Assault Rifles
SVA-545
RAM-7
BP50
SMGs
HRM-9
RAM-9
Sniper Rifles
XRK Stalker
Attachment Restrictions
JAK BFB
JAK Bullseye
Vest
Ninja
Boots
Tactical Pads
SR (SKILL RATING) & DIVISIONS
SR Tuning
The amount of SR earned after wins early-on in a player’s Ranked Play journey have been increased to help elevate players to their intended Skill Division faster.
To increase competitiveness of the Top 250 Skill Division and reduce SR inflation, the amount of SR deducted after losses for players who are well beyond their intended Skill Division has been increased substantially.
End of Season Skill Setback
At the end of each Season, your ending Skill Division will determine where you start the following season:
Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
Example: A Player ending Season 1 in Gold III will begin Season 2 in Silver III.
Players Crimson II and above will start Season 2 in Diamond I.
REWARDS
Rewards Reminder
Players can earn Ranked Play rewards in three ways:
Rank Rewards: Available at launch and can be earned in any Season.
Players can continue their Season 1 Rank grind in Season 2.
Season Rewards: Available at the start of a Season and only available in that Season.
End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
Season 2 brings new Seasonal Division Camos to unlock in MWIII Ranked Play!
Season 2 Rewards
In addition to Rank Rewards, each Ranked Play Season will give players the opportunity to earn exclusive limited-time rewards.
Throughout Season 2, players can earn the following rewards:
5 Wins: ‘MWIII Season 2 Competitor’ Weapon Sticker
10 Wins: ‘Pro Issue Gutter MCW’ Weapon Blueprint
25 Wins: ‘Farmed Them’ Weapon Charm
50 Wins: ‘Hard Day’s Work’ Large Weapon Decal
75 Wins: ‘MWIII Ranked Play Season 2’ Loading Screen
100 Wins: ‘MWIII Season 2 Ranked Veteran’ Weapon Camo
End of Season Rewards
At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
Season 2 Division Rewards
Bronze: ‘MWIII Season 2 Bronze’ Emblem
Silver: ‘MWIII Season 2 Silver’ Emblem
Gold: ‘MWIII Season 2 Gold’ Weapon Camo and Animated Emblem
Platinum: ‘MWIII Season 2 Platinum’ Weapon Camo and Animated Emblem
Diamond: ‘MWIII Season 2 Diamond’ Weapon Camo and Animated Emblem
Crimson: ‘MWIII Season 2 Crimson’ Weapon Camo and Animated Emblem
Iridescent: ‘MWIII Season 2 Iridescent’ Weapon Camo and Animated Emblem
Top 250: ‘MWIII Season 2 Top 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
Players must finish in the Top 250 Division to qualify for these rewards.
Seasonal Division Operators
Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
Players must finish in the Top 250 Division to qualify for these rewards.
Ranked Play First Place
The player who finishes Season 2 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 2 bragging rights
ZOMBIES
NEW CONTENT COMING IN-SEASON
Check out the Call of Duty blog for details on the new Story Mission, Dark Aether Rift, Schematics, and more coming in-season during Season 2.
GAMEPLAY
Increased the drop chance for Ammo Pouches in the High Threat Zone.
WEAPONS
» Season 1 Weapons «
New Weapons introduced in Season 1 have been added to the loot pool and can be found in lockers, crates, and the Mystery Box.
» Wonder Weapons «
Ray Gun
Damage has increased for both the base weapon and when Pack-A-Punched.
Base projectile speed has been increased (+60%) with further increases when Pack-A-Punched (+110%).
Reduced the damage the Ray Gun will deal to its owner.
Players will now enter into a downed state in 8 shots.
The Scorcher
Decreased the time between pressing fire and the Scorcher charging up.
Direct impact Plasma damage has been increased (+333%).
Lingering Plasma length and diameter now increases with each charge.
Lingering Plasma damage has been increased (+428%).
Lingering Plasma duration has been adjusted.
Lingering Plasma Damage duration for the initial charge has been decreased from 2 seconds to .5.
Lingering Plasma Damage duration now increases by 1 second with each charge.
Total duration is now longer by .5 seconds (at 4.5 seconds) with this change.
The V-R11
The V-R11 will now hit and deal damage to Aether Worms.
» SMGs «
HRM-9
Addressed an issue that prevented players from unlocking the HRM-9 via exfilling with the weapon in their inventory.
» Marksman Rifles «
Crossbow
Addressed an issue that prevented players from infilling with the Eros blueprint.
» Melee «
Dual Kodachis
Addressed an issue that prevented players from infilling with the Crysknife Blueprint in-game.
KILLSTREAKS
Juggernaut
Addressed an Issue that prevented players from switching weapons after using a Juggernaut Killstreak.
Closed various duplication exploits with the Juggernaut Killstreak.
Closed an exploit that allowed players to carry more than two weapons via the Juggernaut Killstreak.
Closed an invulnerability exploit with the Juggernaut Killstreak.
CUSTOMIZATION
Addressed an issue that prevented the Kawaiii Endo Dismemberment Death Effect from appearing.
UI/UX
Addressed an issue that took players to the Modern Warfare Zombies main menu when attempting to preview a camo while the Stormender was equipped.
Removed some inactive UI prompts from the “Plea for Help Requested” screen.
STABILITY
Added various crash and stability fixes.
WARZONE
GLOBAL
EVENTS
Season 2 is stacked with Events allowing players to earn limited-time cosmetic loot.
Horde Hunt
The Hunt is on. Every week, hunt down new featured zombie types.
Year of the Dragon In-Season
Start the new lunar year off with a bang with this Field Rep event!
Cryptid Bootcamp In-Season
Fact or fiction? Prove your monstrous might. (Tinfoil hat not included)
The Walking Dead: Fear the LivingIn-Season
Fight the dead, fear the living.
Vortex: Decay’s RealmIn-Season
The Vortex is back and seeping with Decay’s blighted touch.
Dune: Rule of FateIn-Season
Take control of the throne of fate.
BATTLE PASS
Season 2 is here and packed with new content from the eerie to the badass including a variety of Operator Skins, Weapon Blueprints, and more. Take a look at what you’ll find in the Season 2 Battle Pass, BlackCell offering, and in new Store Bundles.
PC UPDATES
Added the ability to provide HDR10+ GAMING feature, which will automatically set game graphics in HDR for HDR10+ GAMING displays. This feature is now supported on PC platform using NVIDIA graphic card (GeForce RTX and GeForce GTX 16 Series graphics cards and laptops) over HDMI. Find more information about HDR10+ GAMING here.
MAPS
Fortune’s KeepReturning Map
Welcome Back to Fortune’s Keep! How has the island changed?
Extendable Bridges
Three Extendable Bridges over gaps in the fallen roadways are now present.
These are not portable, but rather you can extend or retract them across a gap in the road by using a small control console, one on either side of the bridge.
The controls react to more than melee interaction, in case you’re wanting to activate the bridge at range.
In addition, this updated version of Fortune’s Keep will encompass 11 Major Points of Interest, detailed below.
Keep: Rear Dock and Caves (North Coast)
The grandeur of the Keep, with its opulent tapestries, mosaic floors, and gilded throne room, is mostly intact. Look to the north for additional pathways: With the arrival of aquatic vehicles, the steep northern cliffs below the Keep have been modified, adding a rear dock for unloading cargo, along with a rough cargo elevator (now sporting two Ascenders) enabling fast upward travel to the battlements. Under the foundations of the castle is a rock tunnel with openings to the sea, which runs east to west, all offering tactical access to and from the Keep.
Terraces: Fishing Docks and Cliff Paths (Northwest Coast)
The battlements on the western side of the Keep may have seen better days, but the layout is still familiar. To the north along the coast, discover a second pier housing fishing boats and a bait shop. The area north of Terraces has received further construction changes, with Ascenders, additional stairs running along the cliffside, and small cave openings and grottos to traverse. This stretches north of the Graveyard along the coast to the northern tip of the Town POI.
Graveyard (Northwest Coast)
The ancient stone crypts still stand on the small plateau above the Town. You might want to bank on a thorough exploration of this somber spot, not least due to the connecting tunnels burrowing down toward the epicenter of the action!
Town: Lower (Western Coast)
The coastal town is still as densely packed as you remember, with an old fortress bell tower, brightly hued apartments and stores, and a turret defending the cove from seafaring attackers. Atop the new Police Station on the north side of the cove is a helipad, usually a good spot to locate a Light Helo for airborne maneuvers.
Town: Upper (Southwestern Coast)
Initial evidence of a sizeable seismic event to hit the island is visible in the southeastern corner of Town, where a sizeable fissure has cut through the earth, splitting a dwelling into two. Tactically, this allows you to investigate the giant crack, leading to multi-level fighting opportunities and an entrance down into the main impact crater to the east.
Overlook: Restaurant (Southwestern Coast)
East of Overlook (a fortified plateau with an old, multi-floor dwelling and Salty’s Snack Bar attached to it), on a slightly lower plateau overlooking the sea, is the Trattoria Il Luna, a newly constructed restaurant instead of the shack and military tents that used to be here. The eatery offers more than great views across the south of the island; there’s exterior access to tunnels below the cliffs.
Konni Outpost (Bay, Northeastern Coast)
Once a seldom-visited locale, the old Bay POI now gives Operators their first clue to the faction behind the island’s partial collapse. Konni Group has established a small outpost here, complete with a mechanic’s garage, several small server and monitoring rooms, and a storage cave with Ascender access to the Keep’s eastern perimeter.
Pier (Camp, Southeastern Coast)
Once a military camp with tents and a small watchtower, significant construction has since modified the southeastern coast into a pier and Tasting Room for the adjacent Winery, as well as a Rohan Oil Gas Station and convenience store.
Lighthouse (Southeastern Coast)
While Smuggler’s Cove has seen cataclysmic damage, the initially alarming cracks along the exterior of the old lighthouse haven’t toppled the structure yet.
Winery (East)
The chateau specializing in fine wines has seen better days, with massive structural problems visible across the premises. This includes a giant crack through the central courtyard, allowing a novel access into the now-flooded wine cellar. Perhaps that water can be drained? The old chapel, now used as storage for the vast fermenting casks, has lost its tower, which lies in three sizeable chunks.
Gatehouse (Center)
The true extent of the damage caused by an apparent colossal subterranean explosion is most visible when investigating the Keep Gatehouse in the center of the map. The ramparts, multiple turrets, the arched entrance, and the barbican (the circular outer defensive tower) has sustained major damage, with the barbican itself sinking into the unstable ground below.
Ground Zero (Grotto, South Coast)
Almost unprecedented destruction by the Konni Group has wiped an original point of interest off the map. The Grotto is now a deep crater, with portions of the island, including main roads and buildings, all sunken or fallen into a vast crevasse. The resulting wreckage should be explored as a matter of urgency, as the epicenter of the crater has been revealed to be a large Konni laboratory with a snaking network of corridors, chambers, and tunnels.
As you’re checking out all the changes we’ve made across the map, we wanted to give you some insight into the design decisions behind them.
First off, we listened to community feedback and tackled some of the gripes you had, like making locked doors easier to spot, simplifying the complicated underground caves and addressing some of the previous power positions. As we integrated water around the map, that meant opening some areas that used to be off-limits, like the cliffs behind Keep.
We also wanted to give the place a bit of a facelift to reflect the passage of time, as forty years have passed since your last visit and the Konni Group has moved in. We swapped up the old WW2 helipad and Smuggler Camp for the new Pier and Overlook Restaurant. The small bay next to Keep is now a Konni HQ and used for their operations in the area. We finally got around to adding some areas we’ve been wanting to update for a while, like the Throne Room and Vault (good luck unlocking it) in the Keep.
Drawing from our experience building content in Warzone over the last few years, we’ve put a ton of effort into fine-tuning everything. We’ve focused on making it smoother to path through the map by reducing the clutter in our interiors, swapping out confusing window textures for closed shutters or blinds, and adding more ways to climb up onto rooftops with our vine ladders. We also did a huge sweep of the ascenders, calling them out with glowsticks or spotlights and making sure ladders have colors that make them easier to spot.
Our goal was to make the map better than ever while keeping the elements everyone previously enjoyed about it intact. So, for those of you who’ve been here before we hope it feels like a fresh experience with a familiar vibe. To everyone getting to experience the map for the first time we hope you have a blast discovering the place.
From everyone here at High Moon Studios – Welcome to Fortunes Keep!
WARZONE RANKED PLAY: RESURGENCE
We’re excited to introduce Ranked Play to Call of Duty: Warzone this year by first bringing competitive experiences to the popular, high-action Resurgence game mode.
Similar to our previous iteration of Warzone Ranked Play, Warzone Ranked Play: Resurgence will use competitive settings developed by Treyarch and Raven Software, along with the input and support of our partners at Sledgehammer Games.
Warzone Ranked Play: Resurgence aims to deliver a competitive and fair system of play while striving to ensure a consistent experience similar to other Resurgence modes. To achieve this, Resurgence Ranked Play is launching with initial gameplay restrictions and adjustments.
Restricted content will be re-evaluated each Season with the possibility of re-introducing content after fixes or balance adjustments.
We are constantly watching the state of the game and will react to live situations on a case-by-case basis.
We can’t wait for existing competitive players and new Resurgence players to dive in, climb through Skill Divisions, and earn some awesome rewards. Catch all of the details below!
Launch Preparations
Launch Matchmaking: During the Resurgence Ranked Play launch period, Skill Division Matchmaking restrictions will be relaxed, allowing players who climb into higher Skill Divisions faster than the rest of the population to find matches.
Skill Division matchmaking will continue to put high Skill Division players in matches appropriate for their skill. As more players reach higher Divisions, we will begin tightening our matchmaking parameters.
Pre-made parties are still subject to the outlined Party SR Restrictions. Please find these restrictions in the Competitive Integrity Features section below.
Match Ruleset
Map
Fortune’s Keep
Mode
Resurgence
Player Level Requirement
Level 55
Squad Size
Trios
Max Player Count
51 (17 Squads)
Gameplay
Public Event Adjustments
Public Events in Resurgence Ranked Play occur at the same circle in each match.
Circle 2: Loadout Drop
Circle 3: Fire Sale
Circle 4: Restock
Spawn Protection
Reduced to 2.5s.
Weapon Adjustments
Snipers will not down players in one shot in Resurgence Ranked Play.
The weapon’s maximum damage will be 299.
Respawn Loadouts
Loadouts issued to players who are respawning are static, not random.
Warzone Ranked Play: Resurgence Restrictions
Weapons
Melee
Riot Shields
Launchers
All
Shotguns
KV Broadside
MX Guardian
Haymaker
Riveter
Attachments
Ammunition
Snakeshot
Dragon’s Breath
High Explosive
Optics
All Thermals
Underbarrel
Jak Purifier
Corvus Torch
Trigger Action
Maelstrom Dual Trigger
Perks
Birdseye
Plate Carrier
Comms Vest
Vehicles
All Turreted Ground Vehicles
All Turreted Aquatic Vehicles
SR (Skill Rating) & Divisions
Test yourself against your peers and track that progress with a visible SR (Skill Rating) that determines your place across 8 Skill Divisions.
All players begin our first Warzone Ranked Play: Resurgence Competitive Season in Bronze I with 0 SR.
Players earn SR based on match performance with SR awarded for Kills, Assists, Kills earned by Squadmates, and outlasting other Squads.
Breakdown: Divisions & Tiers
Players can progress through eight Skill Divisions by reaching SR milestones:
Bronze – Starting Division
Silver – 900 SR
Gold – 2,100 SR
Platinum – 3,600 SR
Diamond – 5,400 SR
Crimson – 7,500 SR
Iridescent – 10,000 SR
Top 250 – 10,000+ SR
All Divisions except for Iridescent and Top 250 have 3 Tiers – Tier I, Tier II & Tier III. Climb into higher Tiers as you advance your way through each Division.
Show Off Your Skill: It’s easy to see which Division someone is in in Warzone Ranked Play: Resurgence. Your entire Rank Icon will change color and material depending on your current Skill Division. Your current Tier is also prominently shown in the center of your Rank icon.
Breakdown: Earning SR
Kills and Assists
Players gain SR over the course of each match every time they get a Kill or Assist, with Kills and Assists being treated equally to encourage teamwork between Squadmates.
Players also receive some SR each time a Squadmate gets a Kill, even if they didn’t contribute to the Kill.
To reward high-stakes Kills and teamwork, SR increases over the course of each match based on the number of Squads left alive.
9 – 17 Squads Remaining: +5 SR per Kills/Assists, +3 SR per Kill by Squadmate
4 – 8 Squads Remaining: +7 SR per Kills/Assists, +5 SR per Kill by Squadmate
1 – 3 Squads Remaining: +10 SR per Kills/Assists, +7 SR per Kill by Squadmate
Final Placements
Players earn SR based on their Final Placement at the end of the match.
Top 12: 20 SR
Top 8: 40 SR
Top 5: 60 SR
Top 3: 80 SR
1st: 100 SR
Players will see this SR added throughout the match. Reach Top 12 and you’ll gain 20 SR. Reach Top 8 and you will see another 20 SR for a total of 40 SR.
SR Tracker
Players will be able to see and track SR earned via Kills, Asists, Unassisted Squadmate Kills, and Placements on a visible tracker in-game.
The SR Tracker will be visible while alive or spectating a Squadmate and will always display your own SR for the current match.
If your team is eliminated, the SR Tracker will be hidden when spectating an Enemy Squad, and your final earned SR will be shown in the After Action Report.
Breakdown: Seasonal Challenges
Seasonal Challenges are a new addition to the Ranked Play SR system which allow players to complete a finite amount of challenges each Season that reward a large amount of SR.
Players can complete the below challenges once per Season.
First Kill or Assist: +100 SR
10 Kills or Assists: +100 SR
25 Kills or Assists: +100 SR
50 Kills or Assists: +100 SR
100 Kills or Assists: +100 SR
Reach Top 8 Squad: +100 SR
Reach Top 5 Squad: +100 SR
Reach Top 3 Squad: +100 SR
Win a Match: +200 SR
These one-time Seasonal SR Challenges are intended to supercharge SR gains at the start of each player’s Warzone Ranked Play: Resurgence Season.
Breakdown: Death Fees
Death Fees are a new addition to the SR system to ensure that every combat scenario feels high-stakes and that each life has meaning in Warzone Ranked Play: Resurgence.
Death Fees begin at Silver I, increasing in -SR with each Division, and apply with every death.
Silver I-III: -2 SR per Death
Gold I-III: -3 SR per Death
Platinum I-III: -4 SR per Death
Diamond I-III: -5 SR per Death
Crimson I-III: -6 SR per Death
Iridescent & Top 250: -7 SR per Death
Death Fees do not scale with SR >10,000+.
Competitors cannot lose more SR than their Deployment Fee which are listed below.
Breakdown: Deployment Fees
Deployment Fees are a returning Ranked Play system that ensure that each division above Silver has increasing performance expectations which must be exceeded to progress.
Deployment Fees apply at the beginning of each match starting at Silver I, increasing in -SR with each Division, and are deducted from each player’s current SR total.
Bronze I-III: FREE
Silver I: -10 SR
Silver II: -14 SR
Silver III: -18 SR
Gold I: -23 SR
Gold II: – 28 SR
Gold III: -33 SR
Platinum I: -39 SR
Platinum II: -45 SR
Platinum III: -51 SR
Diamond I: -58 SR
Diamond II: -65 SR
Diamond III: -72 SR
Crimson I: -80 SR
Crimson II: -90 SR
Crimson III: -100 SR
Iridescent & Top 250: Starts at -110 SR to -280 SR
Deployment Fee increases every 300 SR above 10,000+ SR.
Players must earn this amount of SR in the following game if they wish to advance towards the next Skill Division or Tier. Failing to earn back the Deployment Fee will result in players losing SR for the match.
Breakdown: End of Season Skill Setback
At the end of each Season, your ending Skill Division and Skill Division Tier will determine where you start the following season:
Bronze through Crimson I Players are set back three (3) Tiers below where they finished in the previous season.
Example: A Player ending Season 1 in Gold III will begin Season 2 in Silver III.
Players Crimson II and above will start Season 2 in Diamond I.
The highest starting position each Season is Diamond I.
Top 250 Leaderboard & Division
The Top 250 Division returns, ranking the top 250 Ranked Play players in the world on an in-game Leaderboard that all players can view starting Day 1 of each season from within the Resurgence Ranked Play lobby.
Players will qualify for the Top 250 and appear on the Leaderboard as they surpass 10,000+ SR.
The top 250 players with the highest SR above 10,000 will remain on the board and compete for 1st place over the remainder of the Season.
Ultimate Bragging Rights: In addition to new Rank and Seasonal Rewards in Warzone Ranked Play: Resurgence, the #1 Ranked Resurgence player will receive a unique, one-of-a-kind Calling Card and Emblem at the end of each Season.
Ranks
Separate from the player’s SR and Skill Division is Rank. Rank persists across Seasons to celebrate the player’s journey across their Ranked Play career.
Breakdown: Ranks
All players start at Rank 1 and can progress to Rank 50.
Players increase their Rank by earning Stars. Each match has the ability to award three (3) Stars dependent on match placement. Earn enough Stars to reach the next Rank.
Stars awarded by Placement:
Top 8: 1 Star
Top 5: 2 Stars
1st Place: 3 Stars
Rewards
Resurgence Ranked Play joins Modern Warfare III Multiplayer Ranked Play to deliver the most rewarding competitive Call of Duty experience ever, with a variety of valuable rewards available to players at launch and Season after Season.
Breakdown: Rewards
Players can earn rewards in three ways:
Rank Rewards: Available at launch and can be earned in any Season.
Season Rewards: Available at the start of a Season and only available in that Season.
End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
Rank Rewards
Every 5 Ranks players will progress their Rank icon and unlock a set of Rank rewards:
In addition to Rank Rewards, each Ranked Play Season will give players the opportunity to earn exclusive limited-time rewards.
Throughout Season 2, players can earn the following rewards:
Placement Challenges
Finish Top 8 25 Times: ‘Melted’ Large Weapon Decal
Finish Top 5 25 Times: ‘Pro Issue Striker’ SMG Blueprint
Finish 1st: ‘Popped Off’ Weapon Charm
Kill & Assist Challenges
Get 50 Kills or Assists: ‘WZ Ranked Play Season 2 Competitor’ Weapon Sticker
Get 250 Kills or Assists: ‘WZ Ranked Play Season 2’ Loading Screen
Get 1000 Kills or Assists: ‘WZ Ranked Play Season 2 Veteran’ Weapon Camo
End of Season Rewards
At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
Season 2 Division Rewards
Bronze: ‘WZ Season 2 Bronze’ Emblem
Silver: ‘WZ Season 2 Silver’ Emblem
Gold: ‘WZ Season 2 Gold’ Large Weapon Decal and Animated Emblem
Platinum: ‘WZ Season 2 Platinum’ Large Weapon Decal and Animated Emblem
Diamond: ‘WZ Season 2 Diamond’ Large Weapon Decal and Animated Emblem
Crimson: ‘WZ Season 2 Crimson’ Large Weapon Decal and Animated Emblem
Iridescent: ‘WZ Season 2 Iridescent’ Large Weapon Decal and Animated Emblem
Top 250: ‘WZ Season 2 Top 250’ Large Weapon Decal, Animated Emblem, and Animated Calling Card
Players must finish in the Top 250 Division to qualify for these rewards.
Seasonal Division Operators
New in Modern Warfare III, Warzone Ranked Play: Resurgence competitors can also earn the Skill Division Operator Skin set for use with both 2024 CDL Male & Female Operators on both Factions.
Regardless of where you play, MWIII or Resurgence Ranked Play, show off your highest attained Division above Gold.
Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone.
Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
Players must finish in the Top 250 Division to qualify for these rewards.
Ranked Play First Place
The player who finishes Season 2 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 2 bragging rights.
Competitive Integrity Features
Rejoin: Players that unintentionally disconnect from a match will be able to reconnect to the match within 4 minutes.
In order to uphold the Competitive Integrity of Ranked Play, certain criteria must be met in order to rejoin a match:
Players must have at least 1 Squad member remaining.
There must be at least 3 Squads remaining in the match.
Players can only rejoin the same match once.
To protect against abuse, players can have their ability to Rejoin temporarily limited if they repeatedly disconnect from matches.
Callouts:
When a player disconnects their operator will remain in match and can be eliminated as if they were playing. Players who do not Rejoin during the allotted time will have their operator fully disconnected.
When a disconnected player is eliminated, their Resurgence timer will countdown as expected but they will only be redeployed once reconnected.
Players that have been eliminated for over 3 minutes and intentionally disconnect via ‘Leave Match’ will not be presented with the option to Rejoin.
Players that disconnect while operating a vehicle will be ejected from the driver’s seat.
Squad Backout / Match Cancel: If you lose a matchmade teammate before the match begins, your squad will be taken back to the lobby so you don’t start the match shorthanded. If too many squads get backed out before the match begins, we will return everyone to the lobby to find a better match.
Suspensions & Penalties: Disconnecting from matches early and not rejoining can result in SR Penalties and Matchmaking Suspensions. Repeated disconnects will result in higher SR Penalties and longer Suspensions.
Note: Players that have been eliminated for over three minutes can disconnect from the match via “Leave Match” without penalties.
SR Forgiveness: If a matchmade teammate disconnects during a game and does not rejoin, you won’t lose any SR for the match. You’ll still be able to gain SR if you manage to gain more than your Deployment Fee. However, SR Forgiveness does not apply if a party member leaves the match early.
Demotion Protection: Every time you are promoted to a new Division, you’ll gain 3 games of Demotion Protection where you won’t lose any SR. Once those games have passed, if you happen to lose enough SR where you would normally get demoted, you’ll instead only lose enough SR to reach the Division SR floor (Gold would be 2100 SR for example) to give you one more chance before getting demoted.
Party SR Restrictions: To ensure competitive fairness and balance of matches in higher Skill Divisions, players in certain Divisions can only party up with players around their current SR. The player with the highest Skill Division in the party determines which Party SR Restrictions are used:
Bronze – Platinum: Can party up without any restrictions
Diamond: Can party within 2 Skill Divisions
Iridescent (Including Top 250) & Crimson: Can party with players within 1 Skill Division
Additional Features
Hot Streaks: Win a Ranked Play game to earn Victory Streak Flames that appear behind your Rank Icon in the lobby and in-game. Extend your win streak to progress the flames. Victory Streak Flames expire when you are eliminated or after 72 hours without playing a Ranked Play match. Go on a roll and the competition will know the heat is coming.
Social Profile: Your Warzone Ranked Play: Resurgence Rank & Division icon will be added to your Social profile anywhere your profile is viewed across Modern Warfare III and Call of Duty: Warzone.
PLAYLIST
Week of Feb 7 – 14
Ranked Play Resurgence
Fortune’s Keep
Trios
Battle Royale
Urzikstan
Solos, Duos, Trios, Quads
Resurgence
Fortune’s Keep
Solos, Duos, Trios, Quads
Plunder
Urzikstan
Quads
Week of Feb 15 – 21
Ranked Play Resurgence
Fortune’s Keep
Trios
Battle Royale
Urzikstan
Solos, Duos, Trios, Quads
Resurgence
Fortune’s Keep
Solos, Duos, Trios, Quads
Vondel
Quads
Lockdown
Vondel
Quads
GENERAL
Audio Improvements
Season 2 will see a continued effort in improving threat-based in-game audio, with notable improvements including:
Ascenders
Audible distance and volume increased.
Parachute
Audible distance and volume increased.
Removed environmental sounds that could be misconstrued as parachutes.
Reduced enemy parachute occlusion while firing a weapon.
Enemy Redeploy Drone
Players will now hear the intended VO when enemies are landing in their vicinity after using a Redeploy Drone.
GAMEPLAY
New Features
All Modes | All Maps
Rogue Signal New Public Event
A match wide public event that pits players against one another for 90 seconds to be the best at a specified task – to gather the most money, get the most kills, deal the most damage, or open the most loot chests.
The top three teams are rewarded with Cash, XP, and the location of a special reward cache that holds a powerful wonder weapon.
Resurgence | All Maps
Squad Wipe Streak
Added a new “Skull and Sickles” icon next to the remaining teams, players, your kills, and players watching you.
This represents the number of squad wipes you achieve back-to-back within 90-second windows.
This stat is tracked per match and is added to your main stats along with your personal best.
A white flare shoots up from the last enemy player to be slain after each streak. Visible for around ten seconds, this enables rival squads to spot your aggression if they’re observant.
Compete with other squads and claim in-game Calling Card and Emblem rewards as you reach Squad Wipe milestones throughout this and future Seasons.
This feature is disabled in Ranked Play.
Resurgence | Fortune’s Keep
Eradication Contract New Contract | In-Season
Investigate any corpse you find, following tracks to a Zombie Nest of localized Zombie activity; they are infesting the island! Destroy the cysts, and any Zombie HVTs before the Contract completes. The exact type of HVT may change depending on time and other factors.
Zombies Power-Ups New Power Mechanics
Double Points: 60-second duration. Doubles Plunder from ground loot and kills, and score events in Resurgence (that contribute to teammate respawn timers).
Full Armor: Instant buff. Fully fills your active Armor slots on pickup.
Max Ammo: Instant buff. Fully fills ammo for all your carried weapons on pickup.
Fire Sale: 90-second duration. Reduces the price of all shop items for a small duration of time.
Looting Spree: 60-second duration. Adds bonus items to caches, with a very high chance of a bonus Common item, and a small but significant chance of an additional Legendary item.
Zarkour: 60-second duration. Increases movement speed by around 10%, with infinite Tactical Sprint and Reloading while Sprinting, and disables Fall Damage.
Undead Sight: 45-second duration. Operators or AI enemies within the range of your vision are highlighted red and friendly squadmates are blue. Tracker footsteps are active.
Adjusted Features
All Modes | All Maps
Health Regen Delay
The speed at which you begin to heal after taking damage has been decreased to 6 seconds, down from 7.
Health Regen Per Second
Regen Per Second increased to 50, up from 40
After reviewing engagement data we felt there was room to both reduce the regen delay, and increase the regen time providing a total change of 1.75 seconds off of the regeneration process. As a reminder the Medic Vest and/or Survivor Perk both set the regen delay to 4 seconds, which also sees increased value with the regeneration change above.
Ground Loot
Weapon builds have been updated in the ground loot.
Newer weapons have been added.
Existing weapons have received improved builds.
Removed several Modern Warfare 2 weapons and those that came defaulted to burst fire.
Each season we are committed to updating the ground loot to include new weapon builds along with new items. This season we’re removing burst weapons from loot and reducing the number of semi-auto marksman rifles. It also includes a comprehensive re-balance of how many weapons from each title are included in the loot pool. Modern Warfare 2 weapons now account for 22% of the ground loot, down from 36%. As always this is a constantly evolving system with future adjustments pending.
“Danger Zone” Tac Map Notification Quality of Life
An icon has been added to the Tac Map to show the “Danger Zone” of an incoming Precision Air Strike. Players in this area are at risk of being damaged.
This icon will only show when players are within a close range of the Precision Air Strike, to preserve the player story of when a player sees a squad driving a vehicle and tactically targets the area they are driving into far ahead of them.
Precision Air Strike Banner Radius
Alongside the above, the distance at which players see the existing warning banner for a Precision Air Strike on the HUD has had a range increase.
Our approach to Quality of Life for this year of Warzone is that there are no ‘golden geese’ when it comes to addressing friction points in current gameplay loops. No matter how long a feature or system has worked in a certain manner, we are reviewing our internal data and player sentiment for outliers – of which the Precision Airstrike was overdue in improvements to its UX. We look forward to hearing what the community thinks of the above changes.
UAV HUD Notification Quality of Life
Players will now see a small red outline around their Minimap when they are under the influence of an enemy UAV in order to help better understand when they may be visible, or even pushed, by a team.
Moving forward, our goal is for systems to always have multiple callouts to guarantee that players don’t miss critical information in the heat of a firefight or engagement.
Auto-Equip Durable Gas Mask Quality of Life
Players will now auto-equip the durable gas mask over the regular gas mask by default.
Players can still equip a regular gas mask over an equipped durable in the backpack.
Redeploy Drone Ping Quality of Life
The location of the ping icon for the Redeploy Drone has been moved to the bottom of the ascender to improve player navigation.
Death Location Highlight Quality of Life
The player’s death skull icon appears upon redeployment and remains visible until the player has landed.
When the player has landed, the death icon will stay for an extra 10 seconds if the player landed near the death icon.
Lootable Grenade VisibilityQuality of Life
Loadout Markers and Smoke Grenades are now easier to spot as ground loot – they are now up right and slightly elevated from the ground.
This will now match the behavior of Deployable Buy Station grenades when they are on the ground.
Auto-Equip Stowed KillstreaksQuality of Life
Players will now auto-equip the next available Killstreak that is stowed in the backpack if a matching one is not found.
Live Ping Fade Quality of Life
While players are aiming down sights, live enemy pings will now fade away.
Stow Equipped Perk Pack Quality of Life
Players can now stow their equipped Perk Pack.
Battle Royale | Urzikstan
Buy Station Shuffle
Buy Station locations across Urzikstan have been updated to refresh the gameplay loop and combat scenarios.
The number of available Buy Stations remains unchanged.
Gulag Loadouts
Updated the weapon builds for all weapons in the gulag.
Item Drops
Decreased the chance a Portable Radar and Suppression Mine appears in ground loot by 30%.
Champion’s Quest
Progress will reset at the launch of Season 2.
Defuse time decreased to 10 seconds, down from 15.
Chopper health increased by 10%.
The order of elements has changed to Beryllium, Tritium, Plutonium.
Champions Quest had an explosive debut in Season 1 Reloaded with over 6,500 detonations. We’re committed to keeping our nuke chasers on their toes and are increasing the potential for enemy defuses, along with changing up the order of the elements so that the disabling Tritium comes second in the element order. We’re excited to see if and how strategies change during Season 2.
As a reminder, progress towards unlocking a Champions Quest Token is reset each season. This achieves a few things – enables an even playing field to attempt any gameplay adjustments that may accompany the update. Along with ensuring there’s not an overabundance and exponential increase of nukes occurring as time goes on.
Resurgence | All Maps
Gulag Token
The Gulag Token has been removed from Resurgence loot tables.
All Modes | Vondel
Dynamic Fog System
The fog will now only be present in 8% of games, it was 24%.
Loot Density
In the smaller or more dense POIs the loot density has decreased.
WEAPONS
General
Today’s update includes substantial adjustments to core attributes of weapons in Modern Warfare III and Warzone. Prompted by player feedback and internal review, these changes intend to improve the precision and responsiveness of aiming, particularly while using a mouse – although, these changes may be observed regardless of the input device.
ADS Idle Sway
While a player is aimed down sight, idle sway is active. This mechanic discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.
ADS idle sway now initiates shortly after aiming down sight, rather than immediately, introducing a delay to the sway curve that is generally 5ms long but varies by weapon.
Note: Sniper Rifles are not included in this change.
After the initial delay, ADS idle sway now gradually increases over a 3s period before reaching peak speed, rather than beginning at full speed upon aiming down sights.
Note: Sniper Rifles are not included in this change.
ADS idle sway now consistently begins from the position of the player’s hipfire crosshair, rather than along the sway curve.
These changes ensure that players with fast reflexes and precise aim aren’t disadvantaged the moment they aim down sights.
Hipfire Crosshair Sway
The trajectory of weapon bullets is represented by the hipfire crosshair position on the player’s screen. Previously, the crosshair was influenced by the direction of the weapon, causing the firing direction to deviate from the center of the screen. Today’s changes eliminate the resulting compromise to accuracy without sacrificing the weight and reactivity this motion added.
Hipfire crosshair will no longer sway from the center of the screen while the player moves or rotates the camera.
Note: We’re aware that certain Stock Attachments may re-introduce this behavior. This is unintentional, and we’ll correct these artifacts in future game updates.
Weapon bullet trajectory is now truly aligned with the hipfire crosshair, and thus, the center of the player’s screen.
These changes reward skillful aim. Simply put, where you’re aiming is where your bullets will go.
Looking Ahead
Please take some time to adjust to these changes and let us know how you feel. We’ll continue to monitor your feedback as we determine our next steps for aiming and related mechanics.
New Weapons
BP50 (MWIII) Assault Rifle
A modular bullpup chambered in 5.56. Tear down the competition with a high rate of fire and exceptional accuracy for dominating at mid to long ranges.
Can be acquired via Battle Pass Sector B7
RAM-9 (MWIII) Submachine Gun
More maneuverable and agile than its assault rifle counterpart, this bullpup SMG chambered in 9mm is lethal at close range.
Can be acquired via Battle Pass Sector B6
SOA (MWIII) Subverter Battle Rifle In-Season
Chambered in 7.62, this hard-hitting rifle dominates at mid to longer ranges thanks to a low rate of fire and predictable recoil.
Can be acquired via Weekly Challenge
Soulrender (MWIII) Melee Weapon In-Season
A ceremonial blade capable of razor-sharp cuts and deadly melee action in close-quarters combat.
New Aftermarket Parts
JAK Tyrant 762 Kit
Compatibility: Longbow (Sniper Rifle)
This caliber Conversion Kit swaps out the receiver and magazine to accommodate 7.62 BLK ammunition for a harder-hitting, subsonic weapon.
Can be acquired via Weekly Challenge.
JAK Limb Ripper
Compatibility: Underbarrel Attachment, several weapons
Unrivaled at creating close-quarters carnage, this underbarrel chainsaw makes quick and messy work of anyone foolish enough to stand in your way.
Can be acquired via Weekly Challenge.
JAK Maglift Kit
Compatibility: Haymaker (Shotgun)
With a new binary trigger and reinforced magwell to accommodate the extra large .410 drum mag, this kit is a room-clearing machine.
Can be acquired via Weekly Challenge.
JAK Glassless Optic
Compatibility: Optic Attachment, several weapons
This glassless reflex optic offers a projected dot and state of the art stabilization technology that reduces visual recoil while firing.
Can be acquired via Weekly Challenge.
JAK Outlaw-277 KitIn-Season
Compatibility: BAS-B (Battle Rifle)
This Conversion Kit transforms the BAS-B into a lever-action rifle, slowing fire rate but vastly improving accuracy for deadlier precision.
Can be acquired via Weekly Challenge.
JAK Burnout KitIn-Season
Compatibility: Holger 26 (Light Machine Gun)
Gives the Holger 26 an adverse fire mode that provides a dramatically increased fire rate but will overheat and expand the barrel, introducing increased recoil over time.
Can be acquired via Battle Pass.
JAK Backsaw KitIn-Season
Compatibility: Holger 556 (Assault Rifle)
Gives the Holger 556 a high capacity drum magazine and a side-by-side double barrel, allowing for the weapon to fire two bullets at once.
Can be acquired via Weekly Challenge.
Weapon Adjustments
» General «
We’ve reduced the recoil on all weapons while using them in Tac Stance.
A number of improvements have been made to Modern Warfare II weapons:
Assault Rifles
Increased movement speed while aiming down sights.
Battle Rifles
Increased movement speed while aiming down sights and while crouched.
Marksman Rifles
Increased movement speed while aiming down sights and while crouched.
Light Machine Guns
Increased movement speed while aiming down sight, while crouched, and while strafing.
Sniper Rifles
Increased movement speed while aiming down sight, while crouched, and while strafing.
» Assault Rifles «
RAM-7 (MWIII)
Mid Damage reduced to 24, down from 28.
Min Damage reduced to 22, down from 25.
MCW (MWIII)
Increased aim down sight time to 265ms, up from 240ms.
Increased sprint to fire time to 252ms, up from 241ms.
Holger 556 (MWIII)
Increased aim down sight time to 270ms, up from 260ms.
TR-76 Geist (MWII)
Headshot Damage Modifier reduced to 1.25x, down from 1.3x.
Upper Torso Damage Modifier increased to 1.15x, up from 1.05x.
Arm and Hand Damage Modifier increased to 1.15x, up from 0.96x.
» Battle Rifles «
BAS-B (MWIII)
Max Damage reduced to 30, down from 35.
Increased sprint to fire time to 252ms, up from 231ms.
Increased aim down sight time to 270ms, up from 260ms.
Increased hipfire spread minimum to 2.9deg/s, up from 2.3deg/s.
MTZ-762 (MWIII)
Semi-Auto damage override has been removed.
The weapon now does the same damage in semi-auto as it does in automatic.
Sidewinder (MWIII)
Increased bullet velocity to 600m/s, up from 540m/s.
Decreased recoil and gun kick significantly.
JAK Thunder LMG Kit
Increased delay before accelerated rate of fire begins to decay to 500ms, up from 200ms.
Decreased accelerated rate of fire decay rate to 240rpm/s, down from 300rpm/s.
Increased gun kick control and recoil control by 35%.
» SMGs «
HRM-9 (MWIII)
Max Damage Range reduced to 12.9m, down from 16.5m.
WSP-9 (MWIII)
Max Damage Range increased to 18m, up from 16.5m.
Near-Mid Damage Range increased to 26.7m, up from 22.9m.
Decreased aim down sight time 220ms, down from 240ms.
Broodmother .45 Kit
Decreased aim down sight time to 241ms, down from 270ms.
Decreased movement speed penalties by 50%.
» Shotguns «
Lockwood 680 (MWIII)
Mid Damage reduced to 30, down from 44.
Defender Heavy Long Barrel
Increased sprint to fire time penalty to 30%, up from 8%.
Haymaker (MWIII)
12 Gauge Dragon’s Breath
Max Damage Range decreased to 2.9m, down from 3.5m.
Near-Mid Damage Range decreased to 4.1m, down from 4.8m.
Riveter (MWIII)
Near-Mid Mid Damage Range reduced to 5.5m, down from 6.3m.
.410 Gauge Incendiary
Max Damage Range decreased to 2.5, down from 3.0m.
Near-Mid Damage Range decreased to 3.3, down from 3.8m.
Bryson 890 (MWII)
Mid Damage Range reduced to 10.4m, down from 13.2m.
KV Broadside (MWII)
Decreased sprint to fire time to 189ms, down from 210ms.
Decreased aim down sight time to 240ms, down from 330ms.
Lockwood 300 (MWII)
12 Gauge Dragon’s Breath
Max Damage Range decreased to 2.6m , down from 3.3m.
Near-Mid Damage Range decreased to 5.3m, down from 7.1m.
MX Guardian (MWII)
12 Gauge Dragon’s Breath
Max Damage Range decreased to 2.9m, down from 3.5m.
Near-Mid Damage Range decreased to 4.8m, down from 5.5m.
» LMGs «
Pulemyot 762 (MWIII)
Jak Annihilator Bullpup Kit
Near-Mid Damage set to 32. New Variable
Near-Mid Damage Range set to 38.1m. New Variable
Min Damage reduced to 30, down from 34.
TAQ Evolvere (MWIII)
Max Damage increased to 34, up from 26.
Max Damage Range reduced to 30.5m, down from 45.8m.
Near-Mid Damage 29. New Variable
Near-Mid Damage Range 45.8m. New Variable
Min Damage increased to 26, up from 20.
TAQ Eradicator (MWIII)
Increased sprint to fire time to 252ms, up from 210ms.
Increased sprint to fire time to 340ms, up from 330ms.
556 Icarus (MWII)
Decreased sprint to fire time to 235ms, down from 250ms.
RAAL MG (MWII)
Decreased sprint to fire time to 199ms, down from 216ms.
Decreased aim down sight time to 330ms, down from 390ms.
RPK (MWII)
Decreased aim down sight time to 380ms, down from 410ms.
» Marksman Rifles «
KVD Enforcer (MWIII)
Decreased headshot multiplier to 1.4x, down from 1.8x.
MTZ Interceptor (MWIII)
Increased sprint to fire time to 262ms, up from 252ms.
Increased aim down sight time to 280ms, up from 265ms.
Decreased neck multiplier to 1.0x, down from 1.62x.
MCW 6.8 (MWIII)
Decreased aim down sight time to 245ms, down from 271ms.
Decreased hipfire spread minimum to 4.1deg/s, down from 5deg/s.
Decreased hipfire spread maximum to 10deg/s, down from 12.1deg/s.
Decreased bullet velocity to 930m/s, down from 1,016m/s.
LM-S (MWII)
Reduced intensity of aim down sight idle sway.
Crossbow (MWII)
Neck Damage Multiplier increased to 3x, up from 1.2x.
Lower limb Damage Multipliers increased to 1x, up from 0.9x.
We’ve standardized the hit locations on the Crossbow, by making the profile more even and widening the one-shot location of the head to include the neck.
» Sniper Rifles «
XRK Stalker (MWIII)
Now one-shot downs to the head within its Max Damage Range
Max damage range increased to 50.8 meters.
Longbow (MWIII)
Min Damage reduced to 73, down from 75.
Decreased aim down sight time to 520ms, down from 550ms.
Signal 50 (MWII)
Near-Mid Damage Range reduced to 62.3m, down from 67.4m.
SP-X 80 (MWII)
Increased aim down sight time to 545ms, up from 521ms.
» Handguns «
Renetti (MWIII)
JAK Ferocity Carbine Kit
Reduced movement speed penalties by 50%.
WSP Stinger (MWIII)
Max Damage increased to 24, up from 20.
Near-Mid Damage increased to 22, up from 16.
Min Damage increased to 20, up from 14.
.50 GS (MWII)
Max Damage increased to 78, up from 72.
Basilisk (MWII)
Lower Torso Damage Modifier increased to 1.2x, up from 1.0x.
» Melee «
Gutter Knife (MWIII)
Decreased melee lunge distance by 30%.
Karambit (MWIII)
Decreased melee lunge distance by 30%.
Combat Knife (MWII)
Decreased melee lunge distance by 30%.
Dual Kodachis (MWII)
Decreased melee lunge distance by 30%.
Dual Kamas (MWII)
Decreased melee lunge distance by 30%.
Pickaxe (MWII)
Decreased melee lunge distance by 30%.
Adjusted Attachments
JAK BFB Muzzle
Decreased gun kick control benefit to 55%, down from 60%.
Decreased vertical recoil control benefit to 35%, down from 40%.
Increased aim down sight time penalty to 15%, up from 12%.
Increased sprint to fire time penalty to 14%, up from 11%.
Increased aim walking speed penalty to 17%, up from 14%.
Added 18% bullet velocity penalty.
PERKS
General Adjustments
Several perk descriptions have been updated for clarity.
The spacing of perks located on the HUD has been increased for more separation between them and the tac stance indicator.
Perk Adjustments
Flex Perk
Revised audio levels while equipped.
Irradiated
Will now reduce gas damage by 20%, up from 10%.
Allows players to replace armor plates while in the gas.
With this change we aim to allow for an adjacent benefit while using Irradiated. Being able to plate in the gas will open rotation opportunities. To accompany the fact that plates will still degrade in the gas we increased the damage reduction slightly. This also helps to align the damage amount to be a smoother calculation for other systems.
Battle Hardened
Will now show the “resist” icon for the killstreak owner when a player resists the Guardian.
Quick Fix
Quick fix will now correctly begin regenerating health when the player inserts an armor plate.
Shrouded
The deployed smoke grenade has a slight randomized offset so that it is not deployed directly on top of the player.
This minor change makes it slightly less predictable where the downed player is within the smoke.
EQUIPMENT
Adjusted Equipment
Claymore
Following a related bug fix, players can expect the following damage values from claymores:
Close damage 170.
Far Damage 100.
C4
Throw velocity increased to 425m/s, up from 392m/s.
The charge can now be thrown between 5m to 15m based on the type of throw.
Breacher Drone
Close Damage decreased to 175, down from 200.
Frag Grenade
Close Damage increased to 275, up from 250
Mid Damage increased to 200, up from 150
Far Damage increased to 175, up from 105
At launch, the Frag Grenade was incorrectly dealing very high damage across MWIII and Warzone. This created some problematic engagements in Battle Royale and was temporarily fixed in Season 1. With this update, we’ve properly branched the damage values so that Warzone uses its own tuning and we have increased its damage back up to a position that allows it to be effective. We will continue to adjust damage values across equipment to create more identity and desire to utilize them for different reasons.
Gas Mask
Gas Mask health reduced to 100, down from 120.
Durable Gas Mask health reduced to 200, down from 240.
This changes gas mask time to 10, and 20 seconds respectively. Ultimately increasing the threat of the gas, the value of the Irradiated Perk and also opens the door to some very useful interactions with the Decontamination Station coming in Season 2 Reloaded.
BUG FIXES
Fixed an issue causing a fourth melee hit to instantly down a second target.
Fixed several geography issues throughout Urzikstan.
Yes, that includes doing some excavating near the historic Urzikstan Plateau.
Fixed collision issues with various elements across Urzikstan allowing Players to exploit/peek/shoot through them.
Fixed an issue causing the Battle Hardened hitmarker not to appear when a player with Battle Hardened is hit by an enemy Guardian.
Fixed an issue where vehicles were not taking the intended amount of damage from lethal equipment.
Fixed an issue where ultimate perks were not being correctly removed and reset when switching perk packages.
Fixed an issue when hovering over an active mosquito drone on the tac map did not have any name.
Fixed several issues that prevented a Players death icon from appearing.
Fixed an issue preventing a Player from seeing their death icon if they did not fight anyone in the Gulag.
Fixed an issue causing the Ammo Caches on Plunder to have lower cooldowns.
Fixed an issue allowing a Player to respawn after the Resurgence countdown ended.
Fixed an issue causing the Loot Crate icon from the Scavenger Contract to not appear.
Fixed an issue causing multiple of the same Field Upgrade to spawn next to one another in ground loot.
Fixed a collision issue with the Cash Drop Crate.
Fixed an issue that would cause performance issues when opening the Tac-Map.
Fixed an issue that would cause a ping on the enemy to appear as a Loadout Crate icon.
Fixed an issue where a mushroom cloud would be visible in the victory cinematic even though the nuke was defused.
Fixed an issue causing the Nuke icon to be visible to Players in the Gulag.
Fixed an issue preventing Players from joining a Private Match after receiving an invite.
Fixed an issue causing the Riot Shield to clip through the Player during the Exfil scene.
Fixed an issue causing Champion’s Quest element icons to disappear after returning from the Gulag.
Fixed a UI issue with the Resurgence timer in the Player Squad widget.
Fixed an issue causing an Operator to appear invisible in the Exfil scene.
Fixed an issue with the “Go Again” Gulag event that allowed Players to spectate an enemy instead of their alive teammate.
Fixed an issue preventing Players from going down fire station tower stairs.
Fixed an issue with incorrect accolades appearing during the Exfil scene.
Fixed an issue that incorrectly details how much money a Redeploy Pack and a Gulag Token rewards Players.
Fixed an issue causing the rarity of Mortar Strikes to be displayed incorrectly in the backpack.
Fixed an issue where the red skull icon would overlap with the money in the Squad Widget.
Fixed an issue preventing a cooldown on “request” pings from teammates.
Fixed an issue preventing ATVs and PWCs from automatically exploding after receiving maximum damage.
Fixed an issue that caused Gas Masks to be damaged when bought from a Buy Station.
Fixed an issue in Plunder, causing the Cash Deposit Balloon to display the incorrect amount of money being deposited.
Fixed an issue preventing the favorite icon from appearing on a favorited loadout.
Fixed an issue that caused the EMP Killstreak to be displayed incorrectly in the backpack.
Fixed an issue causing Black Site Keys to spawn when there is no Black Site available.
While the official changelog isn’t available just yet (it’ll be released an hour before the season starts), we do have a list of the new content incoming courtesy of Activision.
Modern Warfare III Multiplayer:
A massive Multiplayer map offering! Four new Core 6v6 maps arrive across Season 2, including three brand-new 6v6 maps and a fan-favorite remaster.
Two map variants: Ready up for Hordepoint and the Vortex Mid-Season Playlist, explore two otherworldly themed map variants based on Skidrow and Terminal.
New War map: Assault a downtown Urzikstan skyscraper from the skies. Welcome to Operation Tin Man.
Six game modes: Bring home a win in Team Gun Game; quickscope your way to victory in Snipers Only; enjoy the return of Hordepoint and Bounty; and battle rival Juggernauts in the Juggermosh pit!
Season 2 Ranked Play: Claim the Ranked Play rewards you unlocked in Season 1, then continue the grind with a full season and all-new rewards to earn.
New Ninja Vest: Favoring those knives only? Equip the Ninja Vest for silent running, as well as a bonus knife and throwing star ammo.
Warzone:
Resurgence Refocused: A new area of operations has opened: Fortune’s Keep. Now that the remains of a massive explosion have torn the island apart, it’s up to you to sweep the area for threats, both human and undead!
Welcome Back to Fortune’s Keep: How has the island changed? We detail each of the 11 initial Points of Interest and the considerable changes contained within.
New Gameplay Features: A wealth of new gameplay features are coming to Fortunes Keep, including a limited-time Contract to eradicate Zombie Nests, Zombies power-ups, Extendable Bridges, and a new score Tracker detailing your Squad Wipe Streaks.
Call of Duty: Warzone Ranked Resurgence: Ranked Play arrives in Fortune’s Keep, with the same fundamentals, and uses the Resurgence rules for the first time. Expect a stack of impressive rewards for your grind, and BR Ranked Play to come later in the year.
Modern Warfare III Zombies:
The Dark Aether Story Act Continues: Operation Deadbolt Strike Teams are tasked to confront a new anomaly in the Exclusion Zone.
Enter the Second Rift: Face down the largest infested Stronghold you’ve encountered as you enter a new and terrifying Rift.
New Challenges and Schematics: Unlock Prestige levels to acquire Zombies challenges and gather three new Schematics to aid your progress.
Warlord Keres: An elusive chemical warfare specialist, Keres has set up some impressive defenses at the Killhouse in the Orlov Military Base. Prepare effectively before attempting to take her out.
Across all modes:
Weapons Detail: Season 2 continues the weapons drop with four new Base Weapons to utilize: the BP50 AR, RAM-9 SMG, SOA Subverter BR, and Soulrender melee sword.
Getting Attached: Seven Aftermarket Parts are yours to unlock, including the JAK Limb Ripper underbarrel chainsaw, perfect for sinking into zombie flesh!
Become the Undead Elite with BlackCell: Purchase and obtain exclusive access to a special cadre of undead Operator Skins, led by the skeletal John Doe: All are resplendent in dripping gold with a glowing ethereal purple hue!
Rick Grimes and Kate Laswell Headline the Season 2 Battle Pass: Purchase the Season 2 Battle Pass and instantly unlock Rick Grimes from AMC’s The Walking Dead’s, as well as Station Chief Kate Laswell.
New Store Offerings: Play as Michonne from AMC’s The Walking Dead, “Let ’em Cook” with a new CDL Pack and celebrate Black History Month on February 8 with a free gift pack featuring cultural inspirations designed by our team.
New Challenges, Events, and Progression: Learn all about the Weekly Challenges and Season 2 Events, starting with exclusive undead rewards as the Horde Hunt gets underway, and check out the Prestige rewards as you grind your way to Level 450.
Once the patch notes are out, we’ll be sure to update the article, so stay tuned.
Update: Added official patch notes for Multiplayer, Zombies and Warzone.
Epic Games has taken the Fortnite servers down this February 7, 2024. This is to rollout patch v28.20 today on all platforms. Read on for the details on the server outage for today.
Fortnite Down for Maintenance Schedule This Feb. 7:
This next update is lean, mean, and green! 🐢
Downtime for v28.20 begins at 4 am ET with matchmaking disabled shortly beforehand. pic.twitter.com/fWoureAdfb
This next update is lean, mean, and green! Downtime for v28.20 begins at 4 am ET with matchmaking disabled shortly beforehand.
Fortnite servers are usually down for 2 or 3 hours and this gives the team enough time to roll out the new update for everyone. As you can see from the Twitter/X post, it seems today you will be getting some Teenage Mutant Ninja Turtles content for the game today.
We will update this post with all the patch notes when they are revealed by Epic Games later today. Stay tuned for all of the relevant details.
The Official Evo 2024 lineup has been unveiled, and it’s looking really good for the Ultimate Fighting Game Tournament this year. Games on the roster include returning classics like Guilty Gear Strive as well as first-time appearances from Tekken 8 and Mortal Kombat 1.
The complete lineup was revealed earlier today on the official Evo website. According to the news post, half of this year’s eight games are returning titles, while the other four are making their Evo debut in 2024. Here’s the complete list of featured fighting games:
Granblue Fantasy Versus: Rising (1st Appearance)
Guilty Gear -Strive- (3rd Appearance)
The King of Fighters XV (3rd Appearance)
Mortal Kombat 1 (1st Appearance)
Street Fighter III: 3rd Strike (7th Appearance)
Street Fighter 6 (2nd Appearance)
Tekken 8 (1st Appearance)
Under Night In-Birth II Sys:Celes (1st Appearance)
Street Fighter III: 3rd Strike has a special legacy, having appeared at Evo six times previously. With it returning to the roster, an entirely new generation of fighting game players will have a chance to prove their strength on the community’s biggest stage.
This year’s Evo Champions will also be awarded trophies and medals, as well as a portion of a $30,000 USD minimum guaranteed prize pool per tournament. The money is to be split between the top 8 finalists of each title. The stakes have never been higher!
Evo 2024 will run from July 19-21, 2024 at the West Hall of the Las Vegas Convention Center. Tickets are currently available at this link. While the exact schedule for the event has yet to be announced, we’ll be sure to let players know the second we hear more.
4J Studios and Mojang have released Minecraft update 2.81, and this is for version 1.20.60 (Bedrock). This brings several fixes and changes to the game, and even experimental features. Read on for what’s new in the official patch notes listed down below.
Experimental features from the upcoming 1.21 update, including Trial Chambers and the Breeze
Experimental Armadillo and Wolf Armor
NOTE: This update will appear on Nintendo Switch and Dedicated Servers as version 1.20.61 and all other platforms as 1.20.60. The contents of the update are the same.
Vanilla Parity
Nether Gold Ore can now drop up to 6 Gold Nuggets (previously 5) when mined with an unenchanted tool, or up to 24 with Fortune Level 3 (previously 20)
Lapis Lazuli Ore can now drop up to 9 Lapis Lazuli (previously 8) when mined with an unenchanted tool, or up to 36 with Fortune Level 3 (previously 32)
Campfire now correctly drops 2 Charcoal instead of 4 when destroyed by the player (MCPE-159894)
Music Disc name text now has the same color as enchanted items (MCPE-109471)
Trail Ruins will now be placed in the same location and configuration as Java Edition (MCPE-169988)
Experimental Features
Breeze
The Breeze is a cunning, hostile mob that can spawn via Trial Spawner in some rooms within Trial Chambers
The Breeze moves primarily by leaping around a target, sometimes jumping quite long distances
An aggressive adversary, the Breeze shoots volatile wind energy in the form of wind charge projectiles at its target
Wind charges deal a small amount of damage when colliding directly with an entity
After colliding with an entity or a block, wind charge projectiles produce a wind burst, which knocks back entities in the area by several blocks
Wind bursts also have the effect of ‘activating’ certain blocks:
Non-Iron Doors and Trapdoors are flipped
Fence Gates are flipped
Buttons are pressed
Levers are flipped
Bells are rung and swung
Lit Candles (both standalone and on cake) are extinguished
Wind bursts do not have any effect on Iron Doors, Iron Trapdoors, or any block being held in its position by a Redstone signal
Trial Spawner
Trial Spawner is a new variant of Monster Spawners that ejects rewards upon completion and can have variable levels of challenge in multiplayer
The challenge level will increase for each new player a Trial Spawner notices nearby
Challenge level will not decrease until it is reset during a Trial Spawner’s cooldown
Unlike normal spawners, a Trial Spawner will spawn a limited number of mobs proportional to its current challenge level
It can only spawn a mob at positions that are within line of sight
It can spawn a mob regardless of any light level requirement the mob has
Spawned mobs are persistent
Once all mobs are defeated, the Trial Spawner will eject a set of rewards proportional to the current challenge level
After the rewards have been ejected, the Trial Spawner goes into cooldown for 30 minutes during which it will no longer spawn mobs
Trial Spawners cannot be crafted nor obtained by players in Survival – instead, they can be found naturally placed throughout Trial Chambers
Trial Spawners are extremely slow to mine and resistant to explosions, and will not drop even with Silk Touch
When placed in Creative, Trial Spawners have no mob type set by default
The mob type can be set by interacting with it while holding a Spawn Egg
Creative and Spectator players cannot be detected or noticed by Trial Spawners
Trial Chambers
Trial Chambers are a new structure in the Overworld where players can explore and take on combat challenges during the mid-game
Trial Chambers are made out of a variety of Copper and Tuff blocks and can be found in different sizes from large to small
Trial Chambers are a relatively common find throughout the Deepslate layer of the underground
The layout of each Trial Chamber is procedurally generated, and can include traps, reward chests and a variety of combat spaces
Supply chests can be found between different rooms, and give you blocks and items which help you navigate your trials
Reward chests are guarded by challenges in each room, and can be a source of enchanted books and equipment
The loot found in reward chests are still being iterated, and are absolutely not final
Each Trial Chamber will include Trial Spawners with a melee, small melee, or ranged category:
Melee
Zombie
Husk
Slime
Small Melee
Spider
Cave Spider
Baby Zombie
Silverfish
Ranged
Skeleton
Stray
Each Trial Spawner category will only use one mob for the entire structure when generated, and these mobs are randomized for each Trial Chamber
For example, one Trial Chamber might only spawn Zombies, Cave Spiders and Strays, while another might only spawn Slimes, Silverfish and Skeletons
The exceptions to this are some Trial Spawners in unique rooms which always spawn Breezes
Trial Key
An item that can only be obtained from Trial Spawners
Trial Keys do not currently have any functionality
Armadillo
Added the Armadillo
The Armadillo is a neutral mob
Drops Armadillo Scutes periodically
Drops Armadillo Scutes when brushed
Spawns in Savannas
Favorite food is Spider Eyes
When an Armadillo detects a threat, it rolls up
Threats are:
Players who are sprinting
Players on a mount or in a vehicle
Undead mobs
It does not roll up if it is fleeing, in water, in the air, or if being led
When an Armadillo is rolled up it does not walk, cannot eat, and will not be tempted by food
It continues to scan for threats, and if there are no threats detected for 3 seconds, it will unroll
Armadillo Scutes
Can be used to craft Wolf Armor
Dropped by Armadillos
Dispensers can be used to brush Armadillo Scutes off Armadillos
Wolf Armor
Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
Only a Wolf’s owner can put Wolf Armor on their tamed Wolf, and with this in mind, Dispensers cannot put Wolf Armor on Wolves
Using Shears on a Wolf that is wearing armor will make it drop the armor
Only a Wolf’s owner can shear a Wolf Armor from it, and with this in mind, Dispensers cannot remove Wolf Armor from Wolves
Wolf Armor gives the same protection as Diamond Horse Armor
If a Wolf dies while wearing armor, it will drop the armor
Fixes and Changes
Performance / Stability
Fixed a variety of crashes that could occur during gameplay
Fixed a rare crash that could occur with the “Seven Seas” achievement
Fixed a crash that could occur when players placed or destroyed any block and then selected Save & Quit with Ray Tracing enabled
Fixed a crash that could occur in the Play menu whilst looking at Realms
Fixed a bug that could cause infinite loading while joining a Realm
General
Added more informative error messaging in case world exports fail due to external OS issues (MCPE-41898)
Improved delay between 100% loaded and when the main menu appears on console platforms
The “You Need A Mint” achievement can now only be unlocked by collecting Dragon’s Breath (MCPE-177409)
Gameplay
Fixed certain cases that caused players to take unexpected fall damage when performing interactions at specific heights like 62 (MCPE-168518)
Reintroduced a fix for players sometimes taking unexpected fall damage while building blocks while standing on them (MCPE-120140)
Fixed some cases where players could take unexpected fall damage near ledges that they were visibly not falling off of (MCPE-120140)
Fixed the issue that prevented the inventory from being navigated when using only a keyboard on mobile
Fixed the issue prevented stack splitting from being used when using a keyboard in touch mode
Fixed an issue that could inflict unexpected fall damage in certain cases when building blocks while moving (MCPE-120140, MCPE-175791)
Players no longer fall through the block they stand on when switching to Spectator Mode and back (MCPE-170522)
Players are no longer slowed down if they touch the ground while flying in Creative mode (MCPE-176365)
If the game is closed while changing dimensions, players will no longer be placed in unexpected positions when re-entering the world (MCPE-173386)
Mobs
Horses, Donkeys, and Mules now take fall damage when controlled by a player, except for worlds targeting base game versions before 1.20.60 (MCPE-107031)
Fixed an issue that made Boats clip through blocks when placed
Fixed some Villagers not having their skins match their professions (MCPE-105457)
The scattering of Experience Orbs released while fishing has been reduced (MCPE-170540)
Experience Orbs no longer collide with mobs (MCPE-87711)
Zoglins can no longer spawn in Peaceful difficulty and will despawn if the difficulty is switched to Peaceful (MCPE-79480)
Bees no longer take damage when moving through Sweet Berry Bushes (MCPE-114689)
Wolves can now spawn on both Snow and Top Snow within Grove biomes (MCPE-147656)
Blocks
Container blocks triggered with Redstone (e.g. Hopper, Dispenser) can now be interacted with consistently when powered by a fast Redstone clock
Frosted Ice blocks no longer leave water in the world when mined with a Silk Touch tool
Turtle Egg, Frogspawn, Coral, and Coral Fan no longer spawn double the particles when mined
Beehive and Bee Nest can no longer be Silk Touched by an Enchanted Book with Silk Touch
Destroying a Bed through the bottom block now properly clears the spawn point
Ice, Packed Ice, Frosted Ice and Top Snow now send vibrations when mined
Pistons pushing, pulling, or destroying blocks no longer risk teleporting surrounding players towards the world’s origin (MCPE-175206)
Villagers who were mistakenly assigned to the same Bed or workstation as others will now actively seek out a new Bed or workstation (MCPE-176528)
Pufferfish no longer inflate and deflate repeatedly when a player is at a specific distance from them
Mobs that have partial blocks (e.g. Trapdoors, Slabs, etc.) specified as part of their list of blocks to avoid in their Navigation Component should now avoid them properly
The limitations on which blocks can be replaced by Dark Oak and Acacia trees now also apply to their branches, not just their trunks (MCPE-177484)
Top Snow placed at generation time now also covers Tall Grass and flowers (MCPE-142321)
Wither Roses now damage mobs every 0.5 seconds, instead of every 2 seconds (MCPE-55878)
Containers being cloned no longer keep their container screens open or cause crashes
Fixed pixel shading on the Double Chest and Double Trapped Chest lids (MCPE-169495)
Items
Fixed issue where eating an Apple would not slow down player movement (MCPE-176556)
Renamed “Scute” to “Turtle Scute”
Players can now consume Suspicious Stew even when their hunger bar is full (MCPE-122491)
Banner items of identical colors now consistently stack together, whether or not they have previously been placed in the world as blocks (MCPE-43391)
Touch Controls
Fixed a bug where the hotbar disappeared when exiting out of the customize touch controls screen with a non-touch controller input
Graphical
Fixed incorrect block lighting after exiting water with the “Improved Input Response” option enabled (MCPE-175727)
User Interface
The loading screen now displays three categories of tips based on player progression
Added an unread post count indicator to the Realms Feed button on the Play screen and slots screen
A bug making the “technical details” button on resource packs not leading to the technical details screen has been fixed
Fixed a bug where certain chat messages would briefly be incorrectly shown on the new death screen
In horizontal split screen, the second player can now navigate to the profile screen and both players can now see each others’ character changes
Fixed a bug that kept the previewed item on the paper doll even after navigating back using the sidebar in Character Creator
Fixed Beacon UI buttons going outside the window on smaller resolutions (MCPE-173649)
Items from the inventory have the durability bar adjusted so it matches the one from the hotbar (MCPE-128532)
Adjusted cost text in the Pocket Anvil UI to match the classic version (MCPE-101740)
Updated the information about Conduits in the Encyclopedia (MCPE-65038)
Added Netherite as a block type in the Encyclopedia’s Beacon tab (MCPE-175929)
Last highlighted button will not get pressed when the window regains focus anymore (MCPE-170377)
Not enough storage space on Nintendo Switch now has a clearer message about the platform only allowing for 2GB of storage per user account (MCPE-36670)
Technical Updates
Updated Add-On Template Packs
Updated Add-On templates for 1.20.60 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
General
Decorated Pots now support the use of loot tables
Renamed jsonto water_splash_manual.json in resource_packs\vanilla\particles (MCPE-176784)
Require block_id for each block in the StartGamePacket blockProperties
Send “material” for vanilla data-driven blocks in the StartGamePacket blockProperties. “block_id” is also moved to the “vanilla_block_data” object
Containers being cloned over no longer keep their container screens open and no longer cause crashes
Changing the brightness_gamma value for blocks now darkens the block correctly (MCPE-167836)
Added a “drop_item_slot” field to the “interact” component, which allows to specify an inventory slot to remove and drop items from
“behavior.breed” now interrupts navigation on stop for content using engine version 1.20.60 or higher
Updated listed values for the Vanilla “orientation” block state in documentation to no longer be boolean values
Commands
/me/say/title/tell
Reduced max length for output message to 512 characters
/kill
Reduced max length for reason message to 512 characters
Add-Ons and Script Engine
Added a Project Through Liquidproperty to the 3D Block Cursor
Added a CursorPropertiesChangeAfterEvent to notify Editor script when the cursor properties are changed
Wandering Traders can now correctly display custom entity spawn eggs in their trade menus (MCPE-170184)
The “minecraft:geometry.full_block” identifier for the “minecraft:geometry” block component has been added
The “minecraft:geometry.full_block” identifier provides a centered 1x1x1 cube geometry
When combined with a material_instances component with “render_layer”: “opaque”, it enables rendering-only capabilities previously included in the “minecraft:unit_cube” component including:
Occludes both vanilla and custom neighboring full blocks
Culls faces that neighbor vanilla and custom neighboring full blocks to improve rendering performance
Added content error logging to help creators identify content that hits or exceeds the state bit/permutation count per block (MCPE-177045)
Biomes
Biome JSON files no longer support inheriting fields from other Biome JSON files. If this affects any content those files should be updated by manually copying the desired JSON text
Biome tags in JSON files are now specified under a “minecraft:tags” component, in a “tags” array, rather than as loose JSON objects, for files with a format_version of 1.20.60 or higher
Blocks
Added the ability for data-driven blocks to remove faces in the geometry when abutting a full and opaque block. A new field has been added to the Block Geometry Component, which references a new Culling .json file (found in the resource pack block_culling directory) that sets up culling rules for the tessellated geometry
Items
Unrecognized fields in component item JSON will now give a warning to the content log in format versions 1.20.60 and higher
Components
The “entity_sensor” component now supports multiple “subsensors”:
“event”, “require_all”, “minimum_count”, “maximum_count”, “range” and “event_filter” are now individually configurable fields of each subsensor
Subsensors also have a new “cooldown” field, which defines how often each subsensor should sense for entities
All these changes require a “format_version” of 1.20.60 or higher
The “interact” component now supports the additional “entity_act” value for the “vibration” field
Entity Components
Entity event response run_command has been renamed to queue_command and has been released out of experimental. Commands run via queue_command may be deferred until the next tick. If the entity is removed before the command is run, the command will not execute. Content using run_command under experimental will still work for now but the experimental feature is now considered deprecated
Added an “interact_filters” field to the “ageable” component, which allows to specify conditions on when the actor can be fed
“behavior.follow_parent” now interrupts navigation on stop for content using engine version 1.20.60 or higher
Entity Filters
Added new entity filter “is_panicking”, which checks if the entity is executing “behavior.panic”
Added new entity filter “is_sprinting”, which checks if the entity is sprinting
Entity Event Responses
Added the “emit_vibration” entity event response, which allows the entity to emit a vibration having the entity itself as its source
The “vibration” field allows to specify the vibration to be emitted
The allowed values are “shear”, “entity_act”, and “entity_interact”
Molang
Improved the context of content logs when an evaluated Molang expressions results in an error
Released Molang queries from experimental
is_cooldown_type
cooldown_time
cooldown_time_remaining
relative_block_has_any_tag
relative_block_has_all_tags
block_neighbor_has_any_tag
block_neighbor_has_all_tags
block_has_any_tag
block_has_all_tags
bone_orientation_trs
bone_orientation_matrix
Added content errors that state remaining_durabilityand query.max_durability are only to be used with Item contexts
API
Added Biome Registry biome names and StructureFeatureType enum to vanilla metadata generation
Made the display name parameter optional in Scoreboard addObjective
Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
Released DefinitionModifier from beta to 1.8.0
Released dataDrivenEntityTrigger from beta to 1.8.0
Moved EffectAddBeforeEventfrom beta to 1.8.0
Moved EffectAddAfterEventfrom beta to 1.8.0
Moved EffectAddAfterEventfrom beta to 1.8.0
Moved getTagsfrom beta to 1.8.0
Moved hasTagfrom beta to 1.8.0
RGBA interface now inherits from RGB
Changed itemStackin ItemReleaseUseAfterEvent to be optional
Released DataDrivenEntityTriggerAfterEvent from beta to 1.8.0
Released DataDrivenEntityTriggerAfterEventSignal from beta to 1.8.0
Released DataDrivenEntityTriggerAfterEventSignalOptions from beta to 1.8.0
Released DefinitionModifier from beta to 1.8.0
Released dataDrivenEntityTriggerEvent from beta to 1.8.0
Improved error messages for “Unsupported or out of bounds value.” errors to include the bounds
Types
Moved BlockTypefrom beta to 1.8.0
Moved FluidTypefrom beta to 1.8.0
Changed “Unsupported or out of bounds value..” errors to use ArgumentOutOfBoundsError Error type
setWeather method argument duration now uses ArgumentOutOfBoundsError Error type
Experimental Technical Updates
Commands
The health bar of mounted rideable mobs is now properly displayed (MCPE-177696)
Execute command now fails when comparing unloaded blocks (MCPE-177195)
Added a new command that will hide and reset HUD elements visibility
/hud hide <hud element>
/hud reset <hud element>
The HUD elements available are:
paperdoll
armor
tooltips
touch_controls
crosshair
hotbar
health
progress_bar
hunger
air_bubbles
horse_health
all
To use the command, turn on the Upcoming Creator Features toggle
Updating createExplosion(location: Vector3, radius: number, explosionOptions?: ExplosionOptions)to return a boolean. True if the explosion is successful and false if the explosion is unsuccessful or is cancelled
Changed function getAttachedBlocksto return type Block[]
Added function getAttachedBlocksLocations(): Vector3[]
Removed class PistonActivateBeforeEvent
Removed class PistonActivateBeforeEventSignal
Moved NavigationResultfrom @minecraft/server to @minecraft/server-gametest
Updated function addEffect to return the added effect (or undefined if it failed)
This change is in beta and does not affect the currently released versions of this function
Added item dynamic properties
Added function clearDynamicProperties(): void – Removes all dynamic properties from the item stack
Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined – Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
Added function getDynamicPropertyIds(): string[] – Returns an array of all dynamic property identifiers on the item stack
Added function getDynamicPropertyTotalByteCount(): number – Returns the total byte count of all dynamic properties on the item stack
Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void – Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
Added function clearDynamicProperties(): void – Removes all dynamic properties from the item stack
Added function getDynamicProperty(identifier: string): boolean | number | string | Vector3 | undefined – Returns the value of the dynamic property with the given identifier if it exists, otherwise returns undefined
Added function getDynamicPropertyIds(): string[] – Returns an array of all dynamic property identifiers on the item stack
Added function getDynamicPropertyTotalByteCount(): number – Returns the total byte count of all dynamic properties on the item stack
Added function setDynamicProperty(identifier: string, value?: boolean | number | string | Vector3): void – Sets the value of the dynamic property with the given identifier. If the value is undefined, the dynamic property will be removed
Added class EntityProjectileComponent. This component is used to shoot a projectile entity and modify its properties
Added interface ProjectileShootOptions. This interface is used with function shootto optionally modify the accuracy of the projectile when shot
PropertyOutOfBoundsError
Added a new PropertyOutOfBoundsError that throws when a property that is bounded is set out of bounds
ContainerSlot APIs now throw an InvalidContainerSlotError if the container slot is invalid, or if a property is set on an empty slot
Property typeId no longer returns undefined for empty slots, but instead throws an InvalidContainerSlotError
Added function hasItem – Returns whether the slot contains an item
Added function getCanPlaceOn – Returns an array of block identifiers that the item can be placed on
Added function getCanDestroy – Returns an array of block identifiers that the item can destroy when used
runJob() and system.clearJob()
Added runJob and clearJob for optimizing long running tasks using JavaScript generators. runJob takes a generator function and returns a jobId. See documentation for usage examples
@minecraft/server.BlockPermutation
Moved getState and withStates APIs from beta to stable
Scripting
Fixed issue where ActionFormData buttons could not be clicked if there were more than 255 buttons in the form
The “minecraft:unit_cube” block component has been deprecated. Using it in content marked 1.20.60 and beyond will provide a content error
Using content marked prior to 1.20.60 will have their “minecraft:unit_cube” block component upgraded to a “minecraft:geometry” block component with a “minecraft:geometry.full_block” identifier, but will maintain backwards compatibility with all behaviors
Added ScriptBiomeTypesand ScriptBiomeType to allow Scripting API to enumerate the BiomeRegistry
Added a findClosestBiomefunction to Dimension to find the closest biome of a specified type, to a given position in the world
The block component “minecraft:random_ticking” is now functional again
Molang
Changed cooldown query slot IDs to be required for container slots with more than one index, logging content errors if not provided
cooldown_time(slotName,slotId)
cooldown_time_remaining(slotName,slotId)
is_cooldown_type(cooldownName,slotName,slotId)
Now that’s one big update! Once a new one is released, we’ll let our readers know.
Fixed an issue where the game would always crash and save data would be corrupted when the total number of Pals captured by the guild reached approximately 7000.
In the previous patch, save data that had already been in this state (for servers, the server’s world data) remained in a broken state that made it impossible to load, but after applying this patch it will be resolved and will load properly.
Fixed an issue where some weapons equipped by other players would disappear when a player used a grenade in multiplayer.
Fixed an issue where, although the displayed capture probability increased when the capture power was strengthened with Lifmunk Effigies, the capture probability did not actually increase at all due to an internal processing bug.
Base related
Fixed an issue where if a Pal that was manually assigned to a breeding farm went to sleep, it would not wake up forever.
Fixed an issue where no wood would drop when Pal at the base felled a tree.
Others
Implemented countermeasures against some cheats and exploits.
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.
As promised, Bandai Namco Entertainment has released Tekken 8 update 1.001.004 on all platforms during the game’s server maintenance. Aside from bug fixes, this also brings balance adjustments, ghost data tweaks and more. Read on for the complete Tekken 8 update 1.01.04 changes in the patch notes.
This patch will have an impact on the following modes & features due to gameplay adjustments for some characters.
The application of the update data will impact the following modes and features due to the changes brought to characters:
DOWNLOADED REPLAYS & MY REPLAY & TIPS
Replay data from before the update will be unavailable for playback.
ONLINE REPLAY
Replay data from before the update will be deleted.
SUPER GHOST BATTLE & GHOST MATCH
Ghost data from previous versions remain available, but character behavior and moves will be updated with the balance changes brought by the patch.
Patch 1.01.04 brings the following changes:
Balance adjustments Moves behaviour & properties for some characters have been adjusted. See the detailed list of changes in the image below.
Other game-related bug fixes.
While the official patch notes aren’t out yet, here’s what Bandai Namco has shared regarding today’s title update:
“⚠️The update will impact all battle replays. Make sure to record your favorite replays before the update drops – they will be unavailable after the patch
Patch 1.01.04 will also impact the Ghost data of Super Ghost Battles and Ghost Matches.
Ghost data from previous versions remain available, but character behaviour and moves will be updated with the balance changes brought by the patch
Once the proper patch notes are out, we’ll update the article with the info. Don’t expect a major character adjustment pass just yet, as that would be pushed out at a later date once players have had enough time with the fighters and the meta takes shape.
For those curious what we thought of Tekken 8, go read our review here to see why it got an astounding 9.5/10 from us.
Bandai Namco Entertainment has taken the Teken 8 servers down and this is for planned maintenance this Feb. 6, 2024 (Feb. 7 in other parts of the world). Players can expect a new patch to be released during this time, which will bring bug fixes and balance adjustments.
Update: Official patch notes for Tekken 8 title update 1.01.04 is now available! Read on here for the info.
Tekken 8 Maintenance Schedule and Status for Feb. 6, 2024:
Maintenance end time: 16:00 JST/08:00 CET/23:00 PST/02:00 EST/15:00 HKT
Impacted platforms: PS5, Xbox Series X|S, PC
Alongside the server outage, the game’s first-ever post-release client patch is also set to be released. Called patch 1.01.04, this is also set to be released on all platforms, and will contain bug fixes and gameplay adjustments. While Bandai Namco hasn’t released the official patch notes just yet, the devs released some of the changes they are making with the patch.
Patch 1.01.04 will bring balance adjustments and bug fixes.
Patch 1.01.04 will bring balance adjustments and bug fixes.
“⚠️The update will impact all battle replays. Make sure to record your favorite replays before the update drops – they will be unavailable after the patch
Patch 1.01.04 will also impact the Ghost data of Super Ghost Battles and Ghost Matches.
Ghost data from previous versions remain available, but character behaviour and moves will be updated with the balance changes brought by the patch.”
Once the patch is live, we’ll provide a link to it within the article, so refresh this from time to time. As for the servers, if any changes to the maintenance schedule is announced, we’ll be sure to let our readers know.
If you haven’t played Tekken 8 yet, you might want to try the demo, or maybe give it a buy. Check out our review right here to see why it’s the fighting game to beat this year.
As promised, Sony hosted a new State of Play today, and this one is all about Final Fantasy 7: Rebirth! While the RPG is just a month away, but lucky for us, we won’t have to wait till then to get our hands on it as PlayStation and Square Enix have just released a playable demo. That’s right, the Final Fantasy 7 Rebirth demo is now available to play on the PS5, which is something we expected given the recent leak by Sony themselves.
State of Play Shadowdrops Final Fantasy 7 Rebirth Demo
As part of today’s State of Play and the 27th anniversary of Final Fantasy 7, Square Enix has just released the Final Fantasy 7 Rebirth Demo on the PlayStation Network! Oh, and here’s a new trailer to celebrate it too!
Final Fantasy 7 Rebirth State of Play 2024 Trailer
The demo, now available on the PlayStation store, will take place during the Nibelheim section of the story, where we’ll play as both Cloud and Sephiroth. According to the store’s description, this will be part of the game’s opening chapter. We aren’t sure if progression will be carried over into the final release, but we do know that if you have saved data of the demo on your console, you’ll get rewarded a Kupo Charm Survival Set in the full game.
Update: Square Enix has also confirmed via PR that the demo is two parts, and that there will be a game update for the demo on Feb. 21 where more content will be playable!
The “Fall of a Hero in Nibelheim” demo features an extended flashback section, as Cloud Strife recalls an earlier mission in his career as a SOLDIER – “the Nibelheim incident.” This mission takes place five years ago prior to the setting of the game. Take control of a younger version of main protagonist Cloud Strife and the legendary Sephiroth as the two SOLDIER heroes investigate the sudden appearance of monsters in the mountains above Cloud’s hometown. When a dark truth comes to light, the course of their lives and the fate of the planet will change forever. After players complete the “Fall of a Hero in Nibelheim” content, the demo will receive an update on February 21, opening another playable section entitled “Dawn of a New Era in Junon.” In this special preview made specifically for the demo, explore a small piece of the massive in-game world around the harbor town of Junon. The Junon area featured in this demo has been altered to make the content more compact, so progress cannot be carried over to the full game. However, fans and newcomers will get a chance to experience new forms of exploration, new synergy attacks and the powerful character bonds expressed through thrilling combat.
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.
Amid multiple delays and even controversies, Rocksteady Studios’ decade-long-in-the-making project, Suicide Squad Kill the Justice League, has finally been released. Now, the question here is: was it worth the wait? To answer that, we need to dive deeper into just what kind of game this is as a whole.
What Are We, Some Kind of Suicide Squad?
As you’d expect from the naming of the title, Suicide Squad Kill the Justice League revolves, well, around killing the Justice League. You play as members of the League’s rogue gallery, who, by comparison to them, are mere mortals outside of King Shark, who’s a demigod himself. Still, even with a god by their side, members of Task Force X, the official name given to the Suicide Squad, find themselves in an unfavorable position. Kill the Justice League, as they look at each other with a shocking expression, knowing full well of their past encounters. How will they achieve something they’re clearly outclassed to do?
That’s a question that the Squad has to find out themselves, and through it, a surprisingly fun journey filled with laughter, twists, and turns. It’s what you’d expect from a Rocksteady game when it comes to storytelling, despite the questionable plot direction.
Members of the squad are amongst the lowest and worst of the worst villains out there, each hand-picked by the ruthless and calculated Amanda Waller, whom Debra Wilson (Star Wars, Call of Duty) remarkably portrays.
But she’s not the only one to give a noteworthy performance. Every member of the Squad is fully fleshed out and developed despite being introduced (except Harley) to this universe for the first time. There’s no friendship, or honor amongst them, acting as if they’re some kind of dysfunctional family. But even the most broken of families can put their differences aside, and with all that is at risk, they’ll need to work together if they have any hope of getting out of this alive. It’s either be killed by an explosive in their necks, or kill the Justice League. A suicide mission as most would say, befitting of the Suicide Squad.
Characters are beautifully portrayed by the actors, constantly trying to one up each other and playing off the banter in a natural and humorous way. In the end, they’ll probably kill one another, but at least they get to have good fun. Fun that even I couldn’t help but laugh, as I slowly became invested with the characters
Kevin Conroy (rest in peace) as an evil Batman is fantastic, as we see a side of Batman and Kevin that we rarely see. Even if I didn’t fully agree with where the story went, you can tell Kevin was having an absolute blast voicing this version of Batman. He is, and always will be, Batman.
The other League members are also introduced into the Arkhamverse for the first time. Again, I’m not a fan of the direction the story takes them, but I can appreciate how it’s told and the stellar performance from each member.
It’s not often you see the Justice League as evil bastards, and I love how it’s reminiscent of The Boys (Amazon’s TV series). The League members are as twisted, power-hungry, and utterly full of themselves. It’s just too bad that they kept most of their gruesome and unhinged acts of violence to voice lines rather than showing them to the players themselves. This is a rated M (for mature) game, but unfortunately, none of that horrific fun of pushing that M is shown by the League members, despite them making threats of things they would do.
Still, the campaign and the story that Rocksteady had told with Suicide Squad Kill the Justice League was delightfully entertaining to play through. It’s not the direction I was hoping to see it go, but I still enjoyed it.
That, sadly, is where my enjoyment nearly ends, as in between the narration and cinematic moments, you’ll find that the game itself is cobbled up with some rather uninspiring missions that serve as the basis to the end game loop. They’re repetitive, rinse-and-repeat missions, the kind you instantly know of when you hear the term GaaS (Games as a Service).
The push for GAAS robs the game of having any real meaningful side content, as most of the missions fall within a few categories, those being capture and defend, survival, search and destroy, and escort missions.
That last mission type is the bane (get it, BANE) of all mission tropes and gets used so often during the story I couldn’t help but feel it took away from the experience with senseless padding. The missions, in general, are there to pad the campaign out, which eventually gets recycled for the endgame with some variations here and there. But no matter how many modifiers get thrown at you, the missions themselves are still the same, with the same objective over and over.
I’m not saying you can’t have fun with it, but you should go in knowing that nothing changes for content from the first few hours to the end to 20 hours into the endgame besides loot, modifiers, and difficulty level. Incursion missions, which sees you teleported to another Earth, are essentially higher-difficulty versions of the mentioned mission types. It’s the looter loop, but being a Rocksteady Studios title, I expected more.
The Batman Arkham games share a similar loop of rinsing and repeating, but it’s how you do those things and how the series rewards players afterward.
Sure, you may be crawling through a vent and stealthily taking down enemies for the hundredth time, but you’re also doing that with the expectations of something new being introduced, be that in the form of a puzzle that takes advantage of the newly acquired Batgadget, or some new slice of story from a side quest that adds to the lore of the universe. There’s creativity when it comes to doing things repeatedly in the Batman Arkham games, and each time, it plays into the strength of Batman.
You don’t get any of that with Suicide Squad. What should have been built and improved upon instead gets torn down in favor of mindless shooting., There are no random encounters, be that with other heroes who may be in the city fighting or other villains who may be trying to swoop in to take advantage of the chaos. The closest thing you get is the Riddler and his puzzles, which have been vastly dumbed down for this game. The Riddler himself will even joke about his puzzles not being as good as they were before, chalking it up to being rusty since Batman left. Mind you, Batman has been back for years now, with reports of a demon terrorizing the Gotham’s villians between the time of absent.
I’m not saying all those side stories in the Arkham games are great, but they all add to the presence of Gotham being a living world. Things are going on outside the story, and you experience said things whenever you decide to veer from the campaign. I’ve seen the complaint thrown around that the world in Suicide Squad looks lifeless, with the explanation being that Brainiac wiped most of the population out.
That’s fine, but looking back at the Arkham games, could you honestly say those games had worlds filled with a population out and about? Heck, Arkham Knight goes for the same excuse of having a “dead” world by explaining the city has been mostly evacuated. Yet that world still manages to breathe on its own by telling and showing the player that much more is happening in the city. Gotham was as big of a character as Batman himself.
There are no Manbat moments of any kind, no Professor Pig-like villain going around and kidnapping who’s ever left, no craze man trying to steal your identity while you’re already dealing with a city-ending scenario or any other random encounters that would reward you for just exploring the city. None of that exists in Metropolis.
Sure, the logic may be, why would any villain come to Metropolis, given all that’s happening? You’re right, but logically, why would anyone think a group of human characters (outside of maybe King Shark) would even stand a chance against someone like The Flash, Green Lantern, and Superman when they’ve all been defeated by Batman prior? Don’t answer that; it’s called plot armor, and Suicide Squad’s characters are heavily coated in it, despite The Flash phasing through someone in front of the squad in a mere second, only to leave them because of plot armor.
But fine, let’s stick with the reason that villains are too scared to visit the city. Then why does every current character, The Penguin, Gizmo, Ivy, Toymaker, Rick Flag, and Amanda Waller, have to issue the same missions? There’s a city booming with wealth, yet the only thing these criminals want is for you to point a gun and shoot monsters. You would think Penguin would be seizing the opportunity for his own personal gains, even if he’s under Waller’s control.
It’s not like no other characters are in the city, either. Lois Lane makes several appearances in the form of news broadcasts. There is one instance where she’s offscreen behind a door that she unlocks moments later, but you never see her in person as she has apparently inherited Batman’s ability to vanish out of nowhere. She’s a character who has never been scared of being in the middle of the action, yet she spends the whole game behind a camera in some hidden location. How come she never gives the squad any missions that could probably be built as investigation-type missions? I’m not saying I want that, but it’s an idea.
Plenty could have been done with mission variety, yet when someone thinks of a GaaS title, Suicide Squad Kill the Justice League fits the bill to a T. It’s an endless grind replaying missions that get old fast. It’s surprising how big the game is and how little content outside the story it has.
The worst part is how the story suffers because it’s a GaaS. It’s disappointing and hilarious how it ends, as it hypes itself up by the fact that the squad gets to do a bunch of stuff over and over again, all for some better loot. As if I didn’t already know from the ten-plus hours spent on the story that this was some looter shooter GaaS title, it reminds me yet again of that very thing at the end.
The game has an “ending,” but it’s one to tease more content, which becomes clear once the credits finish rolling. It turns out said content isn’t even in the game yet but is coming later in the roadmap shown in the game. It’s such a bizarre way to go about it: tease you right before the credit rolls, only to tell you it’s not in the game yet. Seven-plus years in development, and not only is the campaign incomplete, but it does so knowingly to fit the GaaS model and to remind you of that. It’s like purposely keeping the real ending out so they can ship it as DLC. Remember Capcom’s PS3/Xbox 360 title, Asura Wrath? It’s a pretty awesome game overall, except that Capcom released an unfinished game to sell the rest off.
Now, in Suicide Squad’s defense, the teased content is all being released for free. The studio has already outlined a year of support. So, we will get the rest of the game throughout the year. But why does that even have to be the case? It’s unfinished business, which was always left for the players to do after beating the campaign in past Arkham games.
I know I brought Arkham a lot into this, and it won’t be the last time, either. I do want to make it clear that this isn’t me saying I wish Suicide Squad were a Batman game. A lot of those gripes I’ve had about Suicide Squad aren’t exclusively due to the Batman games. Batman didn’t invent side quests. Rocksteady just did them so well that, for many, they’re so memorable, and to see Suicide Squad not have any of that is just heartbreaking to me. Given the super long development time, it’s perfectly logical to have expectations for these things…things that should have been expanded on, not completely removed.
Let’s not forget how massive of a gamble this is on Rocksteady’s part. I’ve no doubt we’ll see the first year of content make it out, but there’s always that chance of things not happening. We’ve seen it for tons of GaaS titles, then just suddenly shutting down or ending support. Sure, it’s a DC property, and you might think that makes it safe, but remember, Warner Bros. Games’ parent company, Warner Bros., did cancel a fully completed movie (Batgirl), all for tax reasons. I’m saying that anything can happen, and I wouldn’t like to put my faith in a basket that is so volatile to the success of a product.
It’s Not an Arkham Issue, It’s a Character Issue
I’ve made plenty of comparisons to the Arkham games already, but I didn’t compare much on how the Suicide Squad is a departure from the gameplay and combat of the Arkham games. I’m not going to either because I’ve come to terms with the fact that different genres of games can exist within the same IP and universe a long time ago.
Mario is one proof of that; they went from making 2D games to RPGs and even sports games like Mario Kart and Tennis. You’d never catch me ripping on a game for not being the same gameplay genre because IPs can take the form of different genres. What matters at the end of the day is whether they’re good. Mario has retained that no matter its genre, it can still deliver exceptional experiences, so why can’t other IPs do that?
I know it breaks fans’ hearts that Rocksteady went from making one of the most successful single-player games to chasing the GaaS train with this, but I’ve remained optimistic about it, waiting to see what it turned out to be. I’ve already given my thoughts on the story, and I feel that Rocksteady shows that they still can tell a great story, even if some of the decisions made aren’t ones I agree with.
And despite being critical about the GaaS side of it, if you look at this game as a looter shooter, it has everything you’d want out of one, minus the lack of meaningful content.
Suicide Squad Kill the Justice League, as a third-person shooter, does feel fantastic to play. Honestly, it’s one of the better shooters in the looter genre. I had fun playing, and if it wasn’t for stuff I mentioned prior about making sacrifices to fit the GaaS model, I could see myself loving this game.
But I’ll even say that the gameplay suffers from being a GaaS, because it lacks a bit of identity when it comes to its characters. There is a reason why the Arkham games are so successful, and it’s the reason why Insomniac Games’ Spider-Man games are such hits, too. These are games that have managed to capture the very characters you’re playing perfectly.
I don’t see a problem with Suicide Squad Kill the Justice League not being an Arkham game set in the Arkhamverse; the problem I see is that the game is not what the Arkham games represented for Batman.
When you play any of the Batman Arkham games, including Origin, and compare Suicide Squad to it, it’s clear to see the difference, but I think the biggest one is that the Arkham series made you feel like Batman. The story, in all honesty, could have been worse, yet the moment you jump into that world, you feel like how Batman would feel. His personality and the way he moves and fights are all part of his identity. When you get a new gadget for Batman, you instantly go, yep, Batman would do this, which you experience throughout the series.
Suicide Squad doesn’t have that for its characters past the story. All four squad members play almost the same, except for the super abilities they got from the Hall of Justice.
They may act like them with dialogue and in the story, but do you feel like you are playing Harley Quinn, King Shark, or Captain Boomerang? Yes, I left out Deadshot because he’s the only one where you can honestly say, yup, that’s probably how Deadshot would play.
This goes back to the public’s early criticism some had of the squad members using guns. I am aware that they’ve all probably used guns at some point and that it’s not out of the question that they would use them. But how often have we ever seen them using this as their main weapons? In most encounters that Joker and Harley have with Batman, they pull a gun out first, but that always gets taken away from Batman, resulting in close-quarter combat.
Harley is more known to use a hammer in her early years, eventually going to a bat. What about King Shark? I don’t think I ever remember him using a gun, but I could be wrong. Captain Boomerang, it’s in his name; he throws boomerangs, as silly as that may be.
Have a look at the characters in some recent mediums:
You catch my drift, right?
This is honestly my biggest criticism of the game. I don’t have a problem with Rocksteady going the GaaS route, but it’s blatant. The excuse will always come back that they’re fighting gods, but that has never stopped these villains from sticking to their gimmicks. No matter how many times Captain Boomerang has fought The Flash, he still fights him with boomerangs, even if it’s dumb. Those boomerangs are more than just weapons to him, and that’s something that is forgotten in this game.
Rocksteady could have done much more to make these characters stand out in combat than going the third-person shooter route. In nearly all forms of media, Batman rarely uses a gun, and he’s gone up against Superman, Darkseid, and so many others. His plot armor is strong, but it works. Why is the solution to fighting him the same as what any grunt in the universe reverts to, and why does Batman suddenly have trouble with that? Why do any members of the Justice League have trouble with that?
That should tell you something right there. A standard grunt could have probably filled the squad role, and it wouldn’t have made any difference in gameplay because it was built to fit the GaaS model rather than built around the characters’ strengths.
This is something that even Gotham Knights understood, and those were characters that shared more in common than the ones in the Suicide Squad, yet they were all created to play differently, an aspect praised in my Gotham Knights review.
Does that make it a bad game? Not all of it, but it lacks identity between the characters that is only shown in the dialogue and by interaction. That ends up showing in the gameplay, though if you’re a fan of third-person looter shooters, I suppose you’ll feel right at home. You can have fun and enjoy what’s being offered, but that doesn’t detract from the glaring issues.
One Mission You May Want to Wait On
Some may disagree with this, but I don’t have a problem with Suicide Squad Kill the Justice League being a GaaS game. I’ll stand by that opinion because, as I’ve said before, every IP out there can go after whatever genre and style of service they want. They just have to be able to execute them in a way that can convince gamers to get on board. That’s not the case for Suicide Squad Kill the Justice League.
Being a looter and a GaaS doesn’t mean you have to follow the genre’s norm, and Rocksteady had a real opportunity here to really be different from other Gaas looter shooters. There are some excellent mechanics in Suicide Squad that other looters should have, but in the end, they don’t do enough to carry it through with what’s there for the post-game. That is unless you like turning your brain off entirely, but that doesn’t make the criticism disappear.
The studio chased after the promise of what GaaS could bring but, in doing so, forgot what made people love them so much. There are still moments of that seen in the campaign, and I would still recommend any fan to play it at one point. But here, right now? Probably not, at least not at the asking price for an incomplete experience.
I’m not mad, I’m just disappointed. Disappointed by the potential of what this game could have been, and disappointed by what we got.
Score: 6.5/10
Pros:
The story is great, even if it goes in a direction most won’t like, it still has that Rocksteady charm to it.
Overall gunplay is solid for being a looter shooter.
Metropolis is beautiful, as are the rest of the visuals.
Cons:
Incomplete story that ties GAAS to it awkwardly.
Mediocre mission structure that has little variety, makes for one boring end game.
Characters all play the same outside of traversal abilities. There’s no real sense of identity between them.
Lifeless world – There’s not much outside of Riddler trophies in it, and the repeats of missions. No Arkham-style side stories to explore for Metropolis.
Always online – Servers were down during early access, but there were other times it went down. No reason for it to have this, even if it is coming later post-launch; this is what’s there now.
I didn’t speak about multiplayer, but finding matches was near impossible, and when I did or jumped in with friends, the lobbies suffered from horrible lag. It’s unplayable once it starts happening.
Boss fights are super easy, even on the highest difficulty. The final boss is even a reskin of an earlier fight.
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.
Last year, we saw San Diego Studios partner up with The Negro Leagues, which brought a history-filled storyline that introduced the league and its players in MLB The Show 23 for the first time. That partnership is back, and this time, it is even bigger as MLB The Show 24 Collector’s Edition, “The Negro Leagues Edition,” not only spotlights the players but also the black press who extensively covered the The Negro Leagues and helped them soar to popularity.
Here are the details of what’s included in the Collector’s edition and the other different MLB The Show 24 editions.
MLB The Show 24 Different Editions – The Negro Leagues Edition, Digital Deluxe Edition, and MVP Edition:
The Negro Leagues Edition
Price: $124.99
Includes the following physical items:
Physical Steelbook case(no game disc, digital voucher instead) inspired by newspapers and retro game posters of the 1930s and 1940s.
Limited edition New Era MLB The Show 9FIFTY hat
Includes the following digital items:
Full Game (Access to both PS4 and PS5*)
Limited Edition Physical Steelbook
Limited Edition New Era MLB The Show 9FIFTY
[4] Days Early Access – Begins March 15, 2024
Double Daily Login Rewards (For the life cycle of MLB The Show 24)
[1] Barrier Breakers Diamond Choice Pack
[1] Legend Diamond Choice Pack
[5] Gold Choice Packs
[1] Equipment Pack
[1] Cover Athlete Bat Skin
[20] The Show Packs
[20,000] Stubs for MLB The Show 24
The Digital Deluxe Edition
Price: $99.99
Includes the following digital items:
Full Game (Access to both PS4 and PS5*)
[4] Days Early Access – Begins March 15, 2024
Double Daily Login Rewards (For the life cycle of MLB The Show 24)
[1] Barrier Breakers Diamond Choice Pack
[1] Legend Diamond Choice Pack
[5] Gold Choice Packs
[1] Equipment Pack
[1] Cover Athlete Bat Skin
[20] The Show Packs
[20,000] Stubs for MLB The Show 24
MVP Edition (Digital Platform Stores / PlayStation Store)
The MVP Edition returns for MLB The Show 24. For those of you looking for a head-start on your first pitch, the MVP edition is for you. The MVP Edition is $84.99 USD / $109.99 CAD (MSRP).
The MVP Edition
Price: $84.99
Includes the following digital items:
Full Game (Access to both PS4 and PS5*)
[4] Days Early Access – Begins March 15, 2024
Double Daily Login Rewards (For the life cycle of MLB The Show 24)
[1] Barrier Breakers Diamond Choice Pack
[1] Equipment Pack
[1] Cover Athlete Bat Skin
[10] The Show Packs
[10,000] Stubs for MLB The Show 24
What a fantastic Collector’s Edition! Some may be wondering why a game about baseball would have an edition based on a newspaper publication, but fans, especially those of The Negro Leagues, will undoubtedly recognize these publications as contributors to the success of the league. As noted on the PlayStation Blog, The Negro Leagues would not be here today weren’t it for the dedicated work of the black press.
MLB The Show 24 launches on PlayStation, PC, Xbox, and the Nintendo Switch on March 19, 2024.
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.
While today’s title update for The Texas Chain Saw Massacre brings a lot of gameplay-related fixes and adjustments, it seems to have done more harm than good, as multiple players have reported on crashing issues on all platforms after applying today’s patch.
The Texas Chain Saw Massacre Crashing on Main Menu Issues for Feb. 6, 2024:
Update: Gun Interactive has acknowledged the issue and is working with Sony to fix the issues.
We are currently working with our partners at Sony to resolve issues with the deployment of today's patch.
Stay tuned here for news as soon as we have it and we appreciate your patience. pic.twitter.com/LuPwOGTWua
— The Texas Chain Saw Massacre (@TXChainSawGame) February 6, 2024
Skads of crashing reports have flooded the game’s subreddit from players on PS5, PC and more:
For their part, Gun Interactive has announced via Twitter that they are looking into the launching issue with the game after applying today’s update:
“We are currently checking into an issue with PS5 players not able to launch the game after updating. Thank you for your reports and patience!”
Don’t be surprised if players are once again prompted to download another client update to fix this. If we are indeed handed a new one, we’ll be sure to let our readers know.
Gun Interactive has rolled out The Texas Chainsaw Massacre update 1.12 on last-gen, current-gen platforms and PC, and while this doesn’t bring in any new content, it does house a long list of gameplay-related fixes. Read on for the complete Texas Chainsaw Massacre patch 1.12 changes in full.
The Texas Chainsaw Massacre Update 1.12 Patch Notes for Feb. 6:
Fixed: Various Issues where Victims are Stuck in Incapacitation Animation
We’ve fixed an issue where Victims who were hit by a Family member while going down a ladder would get stuck in the incapacitation animation
We have also fixed an issue where Victims who were incapacitated by Leatherface’s thrust in a gap would also get stuck in the incapacitation animation
Victims were able to still move around while being stuck in the animation
For incapacitated female Victims this occurred too, their teammates could only see them in the spot where they got incapacitated making their movements invisible to other players
Fixed: Texture Issues on Nancy’s House
There was an issue where textures would appear black or unnatural in the Front Garden flower beds
This has been fixed
Fixed: Missing Notification for Basement Fuse Door Closing
We have fixed a problem where if a Family member closed the Basement Fuse Door or if it automatically closed, the Basement Fuse Door would not show that it was closing to both Family and Victim players
Now, a notification is shown when the Basement Fuse Door closes
Fixed: Jack in the Box perk Activating Too Soon
The Jack in the Box perk would activate when Victim players where in the animation state for exiting a hiding spot
This meant that most of the perks duration was occurring during the animation
This has been fixed to so the Jack in the Box perk activates after the exit animation
Fixed: Incorrect Values for Leveled Up Perks and Abilities
We have fixed a visual UI bug that did not show the correct XP gained on Perks and Abilities during the post-game result screen
This issue only occurred when skipping the results screen
Fixed: Two of the Same Grandpa Perks in Nancy’s Skill Tree
We fixed an issue where Nancy had 2 of the same Grandpa perk (Barge to the Point) in her skill tree
Now, she no longer has Barge to the Point in her skill tree twice
Fixed: Nancy’s Spy Ability Exploit
Nancy’s spy ability would not drain and be used indefinitely nor would it notify Victims if the Nancy player would slam a door and walk through it
This exploit is now fixed
Fixed: UI Bug Showing 0/0 XP and -1 Ability in Load Outs
Some players were still experiencing the issue where their ability level was showing -1 or 0/0 XP
This has now been fixed
Fixed: Typo in Nancy’s Character Bio
We have fixed a typo in Nancy’s character bio
The typo was “she’s been married 3 three times”
Now it will read as “she’s been married 3 times”
Fixed: Slippery on Danny’s Perk Tree
We have fixed the issue where the perk Slippery was not on Danny’s Perk Tree
Slippery can now be unlocked on Danny’s perk tree through a random perk node
Fixed: Skill Points Not Refunding
A fix has been added so that skill points used on a purchased DLC character will be refunded to a player if they return their DLC purchase
Fixed: Ladder Lacking Collison on Nancy’s House
We have fixed an issue with a ladder in the Cold Room on Nancy’s House that lacked collision
Fixed: Profile Prompt Non-Function in Player List
We fixed an issue where a player’s profile was not visible when using the ‘profile’ prompt in the player list menu
Players will now be able to open another players profile from the player list
Fixed: Character Swap Lobby Crashes
A fix has occurred for lobby crashes because the sender of a character swap request has either hit ready or quits the lobby before the receiver accepts the request
The lobby will now remain functional
Fixed: Nancy’s Collecting Poison Animation
We have fixed an issue where Nancy’s collecting poison animation would still play even if a player cancels out of the action
During this animation, players also could not move or control Nancy and Sissy could use the table at the same time
This will no longer occur
Fixed: Nancy’s Dress Clipping Through Her Body
We fixed an issue where Nancy’s dress would clip through her body when idling, running, spriting, executing, and closing crawl spaces
Fixed: Anonymized Player Names Showing During Escapes
There was an issue where a player who had anonymize player name setting on would have their name shown to other players when they escaped
This has been fixed and now anonymized player names will be hidden
Fixed: Camera Clipping Issues
We have fixed the camera clipping that occurs on the ladder between Thicket Tunnel and Thicket area on Gas Station
Fixed: Stuck Spots on Gas Station
We fixed an issue where traversing through a side gap, after trying to pick up a bone scrap, would make a player stuck
We fixed Hitchhiker getting stuck in the gap from House Basement to Junk Room
We fixed players getting stuck while descending the ladder in the Tool Shed and being attacked at the same time
We fixed Family players getting stuck in the pipe assets in the Fuel Storage room of the Basement
The pipe has been removed so Family players can’t get stuck in it now
Fixed: Stuck Spots on Nancy’s House
We fixed an issue where players would get stuck on the edge of the mattress in the House Basement
Fixed: Nancy’s Glasses on Low Setting
Nancy’s glasses would refract incorrectly on low settings
This is now fixed
Fixed: Loadouts Not Saving After Restarting Game
We have fixed an issue where loadouts were not saving when a player closed out of the game and then started it back up
Fixed: Loading Screen German Translation Not Fitting Screen
There was an issue with a specific tip on the loading screen where it did not fit the screen when translated to German
Fixed: Victim’s Ragdolling during Cook’s “Easier Said than Done” Execution
We have fixed an issue where Victim players would ragdoll during cook’s “Easier Said than Done” Execution
Fixed: Loadouts Resetting during Custom Match
We have fixed an issue where loadouts were resetting to default perks when completing a custom match
Fixed: Danny Tampering the Generator
We have fixed an issue where Danny players tampering a turned off generator would only apply the cooldown after it’s been turned off again
This fix ensures that tampering a turned off generator applies the longer cooldown after the mini-game is complete
Fixed: “Must have Been the Wind” Perk Waking Up Grandpa
We have fixed the perk “Must Have Been The Wind”
Now, noise generated during minigames with this perk will be disregarded and will not add to waking up Grandpa
Fixed: New Player Negative Values
We fixed an issue where new players would see negative values on their Family character’s special abilities and they would not receive any XP during public matches
Fixed: Nancy House Escapes
We fixed an issue where unique escapes on Nancy’s House were not being recorded
Fixed: Grandpa Sonar Warning
There was an issue where Grandpa’s Sonar Warning was not displaying while the critical bleed out warning was active
This has now been fixed
This means that Grandpa’s Sonar Warning takes priority over the critical bleedout warning and that both warnings are present simultaneously
Fixed: Inaudible Door Destruction
We fixed an audio issue where the sound for destroying a pantry door in Nancy’s House was inaudible from the inside
It will now be audible from all sides
Fixed: Sonny’s Audio during Close Encounters with Cook
We fixed an audio issue where Sonny players who lost a close encounter to Cook would have a female scream
Now, it will be Sonny’s scream
Fixed: Camera Movements on Ladder with Cook
We fixed an issue that occurs when Cook uses the ladder between the Side Garden and Side Garden Tunnel on Family House
The issue would make the camera move freely when Cook would descend the ladder
With this fix, the camera will remain stable and transition smoothly while traversing
Fixed: Family Member Misalignment While Closing Valve
We fixed the issue where Family members would be misaligned when from the valve handle when trying to close the valve pipe
Fixed: Invisible Collision on Family House
We fixed the issue where invisible collision was present near the Shed area on Family House
Fixed: Texture Issue on Slaughterhouse
Texture on the railing by the stairs in the Loading Dock would be dark if the shadow setting was set to “Low”
This has been fixed to where the railing texture is not dark when changing settings
Fixed: Issues with Leland’s Skill Tree
The Been Workin’ Out Perk on Leland’s Skill Tree is incorrectly valued at 1SP instead of 2SP
This caused Leland’s Skill Tree on the left hand side to go to level 9 instead of 10 and only receive 49/50 attributes
Players will now be able to reach maximum level as we have added attribute points to his Skill Tree
Fixed: Localization Issues
We fixed an issue where Danny’s Apply Knowledge prompt is not localized to languages other than English
We fixed an issue where the ‘Mute All’ and ‘Unmute All’ prompt was not localized for other languages
Fixed: Leatherface Camera Issues
We have fixed an issue where the camera moves downward and focuses on Leatherface’s leg when collection from blood buckets
Fixed: Various Camera Issues
We fixed an issue where the camera would snap heavily when a player got too close to parts of the fence on the Side Ramp of Nancy’s House
Fixed: Nancy’s Barbed Wire Interactions
When Nancy is in a certain position, her barbed wire animation when placing them in doorways gets interrupted
We have fixed this so now players can successfully place her barbed wire regardless of position
Fixed: Tracker Tagged Perk Stacking
We have fixed an issue where the perk Tracker Tagged highlight duration was stacking after attacking a Victim multiple times
Fixed: Tampering Having No Effect on Opened Valve
We have fixed an issue where Danny players had no effect when tampering an opened valve
This fix means that tampering an open valve as Danny will increase the time that the valve is open for
Fixed: Stuck Spots on Slaughterhouse
We have fixed an issue where family players would get stuck in the doorway near a blood bucket in Leatherface’s Lair
We fixed a spot where Victims who crouched next to the pipes in the Bone Room would get stuck
Fixed: ‘Choose Fight Perk’ Not Working
We fixed an issue where the perk Choose Fight was not activating correctly at all 3 levels
Level 3 was not giving the extra 5 second stun duration
Now, when a victim has this equipped and wins a close encounter, the current stun duration is added
Fixed: Falling Through Map During Leatherface Execution
We have fixed the issue where Victims and Leatherface will fall through the map when Leatherface’s ‘Drilling Down’ execution starts
Fixed: Missing Nancy Facial Expression
We fixed an issue where Nancy was missing her facial expression when feeding Grandpa
Fixed: Incorrect Nicotero Chainsaw SFX During Intro
We fixed an audio issue where players with Nicotero Leatherface heard the default chainsaw SFX instead of Nicotero’s chainsaw SFX during the intro cutscene
Fixed: Victims Falling Through Ground While Traversing
Victims who were traversing through a gap from the Holding Pen to the Garage, on Slaughterhouse, would fall through the ground
With this fix, players will no longer fall through the ground when traversing the gap
Fixed: Victim and Family Hiding Spot Stuck Spot
We fixed an issue where when a Family member and a Victim interact with a hiding spot at the same time, they both get stuck
Fixed: ‘Select’ and ‘Back’ Same Input Issue
The ‘select’ and ‘back’ prompt in the the player report screen share the same input on affected platforms
This means that players would accidentally back out of the menu instead of hitting ‘select’
The issue is now fixed and ‘select’ and ‘back’ have different button inputs
Fixed: Nicotero Leatherface Chainsaw Audio
We have fixed an issue where the chainsaw audio would sound like it would stop revving during the ‘Drilling Down’ execution when Nicotero Leatherface was equipped
Fixed: Various Lighting Issues
We have fixed an issue where there was flickering lights on the wall of the Barn area of Family House day map
We have fixed an issue with lamp shadows appearing too noticeable when approaching it in the Front Garden area on Nancy’s House
Fixed: Idle Victim Voice Lines
We fixed an issue where Victims would trigger their idle voice lines at the end of the intro cinematic
Fixed: Victims Falling Through Maps During Executions
We have fixed an issue where Victims will fall through the floor when executed during incapacitation at the Fusebox Tunnel area on the Family House map
We have fixed when Victims will fall through the floor during Nancy’s ‘Road Kill’ execution on staircases
Fixed: Illogical Hiding Volumes
There was an illogical hiding volume next to the car in the Backfield area on Gas Station
This affected both variants of the map
There was an illogical hiding volume in the Kitchen area on Gas Station
Hiding volume is now appropriate in all areas
Fixed: Sissy and Nancy Misaligned While Collecting Powder
We fixed the issue where Sissy and Nancy were misaligned when collecting powder across various Flower Stations on all maps
Now, they are properly aligned
Fixed: Victims Stuck in Wall
We have fixed the issue where Victim players who ran through bone charms and then immediately went through a barricade would get stuck in the wall
Fixed: ‘Fight Back’ and ‘Easily Tuckered Out’ Stacked Stamina Depletion
When a Victim wins a close encounter with the perk ‘Fight Back’ at level 3 against a Family member with the perk ‘Easily Tuckered Out’ at level 1, they stack and puts the Family player in a state of stamina depletion
This means that the Family member with ‘Easily Tuckered Out’ equipped was unable to run or attack for 30 seconds of the ‘Fight Back’ perk duration
We have fixed these perks stacking with one another
Now, Family players will not have their stamina drained into negative values
Fixed: ‘There They Are’ Perk Description
We have fixed the description for the perk ‘There They Are’
The in-game description did not mention the perks highlight duration
The perk description now reflects the highlight duration of 10 seconds to the perk holder
Fixed: ‘Bounce Back Better’ Perk Restoring Too Much Health
We have fixed an issue where ‘Bounce Back Better’ activated and restores more health than intended when recovering from incapacitation, which is not a healing item
Now, perk holders will only receive increased health when using a healing item as intended
Fixed: ‘Am I Bleeding?’ Perk Issue
We fixed an issue where the ‘Am I Bleeding?’ perk would lose functionality when a player enters a hiding spot and did not continue to highlight the perk holder to their fellow Victim players
It will now function when a player enters a hiding spot
Fixed: Danny’s ‘Immunity’ Charges aren’t being Consumed
We fixed an issue where Danny players with the perk ‘Immunity’ equipped was not functioning properly
The perks charges were not being consumed after interacting with poisoned objects such as the generator, toolboxes, car batteries, and bone scrap piles
Now, the charges will be consumed after interacting with poisoned objects
Fixed: Illogical Sound Occlusion on Slaughterhouse
We fixed an issue where sound is occluded in the Drainage area even though there’s no wall that separates it from the rest of the interior
Fixed: Non-functional VOIP After Losing Internet Connection
We fixed the issue where VOIP did not work in a match if internet connection was briefly lost
Fixed: ‘Texas Through and Through’ Unlocking Incorrectly
There was a problem where ‘Texas Through and Through’ would unlock when players only had 5 random characters at Level 5
This has been fixed to unlock when players have reached Level 5 with each character, as intended
Fixed: Stuck in Wall Gap when Incapacitated
There was an issue where if a Victim player got incapacitated while going through a wall gap or crawl space, they would get stuck in that spot
That has now been fixed
Fixed: Johnny Execution Issue
During Johnny’s ‘Torn Apart’ Issue, he is seen using the dull side of of the blade in the animation
It has been fixed so that Johnny is seen using the sharp side of the blade to slice through a Victim’s throat
Fixed: Fuse Box Interactions
We have fixed an issue where players couldn’t interact with the Fuse Box
Prompts for the Fuse Box will now properly appear for players
Fixed: Victims Not Receiving XP
We have fixed an issue where Victim players weren’t receiving XP when escaping the basement on Nancy’s House Map
Victim players will now earn the proper XP when escaping the basement on Nancy’s House
Fixed: Various Audio Issues
We have fixed an issue where Victim voiceover was missing when triggering Hitchhiker’s traps
We have fixed an issue where Victim voiceover was missing when triggering Nancy’s barbwire
Fixed: Translated Character Bio
We have fixed an issue where the bio for Nancy was not translating to players selected language
Nancy’s bio will now translate correctly to the selected language
Fixed: Translated Perk Description
We have fixed an issue where the description for the perk Choose Flight was not translating to players selected language
The perk Choose Flight will now translate correctly to the selected language
Fixed: Various Audio Issues
We have fixed an issue where the sound effects of destroying Nancy’s traps were not triggering
The correct sound effects will now trigger when destroying Nancy’s traps
Fixed: Players Skipping End User License Agreement
We have fixed an issue where players could skip the End User License Agreement when receiving an invite on a native platform
Fixed: Spectating UI Bug when Loading Into a Match
We have fixed an issue where a player would load into a match with a teammate’s spectating UI on their screen.
Fixed: Agitator Perk Affecting Grandpa’s Sonar
We fixed an issue where a Victim would stab Grandpa with the perk Agitator equipped, and Grandpa’s sonar wasn’t lasting the length of his scream
Grandpa’s sonar duration will now function correctly after being stabbed by a Victim with Agitator equipped
Fixed: Victim Stuck in Incapacitation from Leatherface Thrust Attack through a Gap
We fixed an issue where a Victim low on health was thrust attacked through a gap by Leatherface would be stuck in an incapacitated state
After being thrust attacked through a gap by Leatherface, Victims will now be able to recover and stand up from their incapacitated state
Fixed: Character Textures
We have fixed an issue where character’s textures would disappear when a user moved far away from them
Characters will now have the same textures applied to them at all distances
Fixed: Family Stun Locked from Barge
We have fixed an issue where Family players were permanently stunned from a Leland player using their shoulder barge while the Family player was in a Close Encounter with another Victim
We fixed an issue where Nancy’s ‘Reduce Ability Cooldown’ has a misleading description
Since Nancy’s ability can no longer be canceled after activating, the description now fits the in-game behavior
Fixed: Nancy’s Poisoned Claws Stacking
We have fixed an issue where the perk ‘Poisoned Claws” on the left side of Nancy’s skill tree was stacking when it shouldn’t have
Fixed: Danny Tampering Minigame Animation
We have fixed an animation error that would make Danny leave the tampering minigame too quickly if he used knowledge to complete the minigame
Danny will now have to sit through the whole animation
Fixed: Screen Capture/Control Center Overlay Issues
We have fixed an issue where if a player is using screen capture or using a control center overlay it will hold button inputs
Now, it will no longer hold those inputs
Fixed: Stuck in Menu UI
Fixed an issue where players could access the character menu while readied up in the lobby
Fixed: Maxed Stealth Noise Progress Meter
We fixed an issue where Victims with maxed out stealth were able to conclude minigames without adding any progress to the noise meter
Players will now always have their noise meter progress
Fixed: Highlighting Different Players Issue
We have fixed an issue where players would highlight someone in the player list but would accidentally block or mute themselves or someone else by accident
Now, players have to click on another player to proceed with an action
Fixed: Title Softlocks
We have fixed an issue where the title soft locked after pressing the invite and back buttons in rapid succession from the Party Options
Fixed: Hitchhiker’s Traps Not Triggering
We have fixed an issue with the ladder drop animation where Victims avoided triggering Hitchhiker’s traps when dropping off the top of a ladder
When dropping down from a tall ladder, Victims’ will now trigger Hitchhiker’s traps
Fixed: Well Stuck Spot on Family House
We have fixed an issue where Victims were getting stuck in the ground after jumping down the driveway and front yard wells on the Family House map
Fixed: Match Crashes
We have fixed an issue where matches would crash when a Victim disconnects in the middle of an execution
Fixed: Family XP with Fuse Box
We have fixed an issue where Family players were not earning XP when turning off the Fuse Box
Family players will now properly receive XP when turning off the Fuse Box
Fixed: Spectator Mode UI
We have fixed an issue where the text on screen was incorrect while viewing in Spectator Mode with the languages of Spanish, French, German, and Italian
Fixed: ‘Shhhhhh’ Text
We have fixed an issue where the text for ‘Shhhhhh’ didn’t match on all platforms
The text description is now the same across all platforms
Fixed: Pausing Interaction Lock
We have fixed an issue where a player pauses at any point during a Press and Hold interaction, they were unable to to cancel the prompt until the interaction is completed
Players can now cancel the prompt at any point after this fix
Fixed: Tutorial Stops Playing
We have fixed an issue where Tutorials would stop playing after watching multiple Tutorials in a row
Tutorials and previews will now play properly after being selected
Fixed: Keybinding Pause Key
We fixed an issue where players were able to bind an action to the Pause key
Players will no longer be able to bind the Pause key
Fixed: Perk – What Doesn’t Kill You
We fixed an issue where the perk “What Doesn’t Kill You” ignored damage reduction when restoring health
“What Doesn’t Kill You” will now restore the actual amount of health you lost after a hit attack
Fixed: Garage Stuck Spot on Nancy’s House
We have fixed an issue where players could get stuck under the garage door on Nancy’s House map when the garage door was closed on them
Fixed: Sonny’s Heightened Sense Ability
We have fixed an issue where Sonny’s ability “Heightened Sense” was not highlighting characters through multiple layers of walls
Heightened Sense can now detect characters through multiple layers of walls
Fixed: Stuck Spot – Gas Station
We have fixed an issue where players may have gotten stuck while crouching near a mattress in the House Basement area on the Gas station map
Players will no longer get stuck while crouching near the mattress in the House Basement
Fixed: Victim Disconnections
We have fixed an issue where the toolbox becomes non-interactive to a Victim when the player temporarily loses connectivity while another Victim is using the Toolbox.
The Victim player will now be able to interact with a toolbox after temporarily disconnecting and reconnecting
Fixed: Party Invite UI
We have fixed an issue where the player hosting the party quits a public match at the end scoreboard – the party code disappears from the UI and the native party no longer works. The code will also disappear for all party members requiring a new party to be created
A new party code will now be created and shown in the UI
Fixed: Private Lobby Invites
We’ve fixed an issue where only the host of a private lobby could send party invites
All players in a private lobby can now send party invites
Fixed: Translated Perk Description
We have fixed an issue where the description for the perk “Jump Scare” was not translating to players selected language
The perk Jump Scare will now translate correctly to the selected language
Fixed: Lighting – Slaughterhouse Sliding Door
We have fixed an issue where the main sliding Slaughterhouse door would appear unnaturally dark.
Lighting on the textures has been applied and the sliding door now appears as it should
Fixed: Failed Restraints Mini-Game
We have fixed an issue where Victims would fall off the restraints mini-game twice after getting hit by a melee attack
Victims fall off the restraints mini-game permanently after being hit by a melee attack
Fixed: Sonny’s Star Sign Ability and Nancy’s Traps
We have fixed an issue where Sonny would run through Nancy’s traps with his Star Sign Ability active, but his ability wasn’t properly interrupted
Sonny’s ability will now be interrupted if active while going through Nancy’s traps
Fixed: Player Name Unlisted from Playerlist When Leaving Match
Players who left a match will now be displayed in the Player List
Changed: Lobby Timer Resetting
We have changed the lobby timer to not reset to 30 seconds if a 6th player hits unready
This means that when a 6th person in a lobby hits unready, the countdown is not affected
Changed: Reporting System
We have made improvements to our reporting system
Players can now report a player for
Exploiting the game
Cheating
Offensive name or profile
Spamming chat
Trolling or griefing other players
Abusive voice or chat communications
Other
UI Updates have been implemented to reflect these changes
Changed: Tracking Reports
We have added in extra telemetry points for the changes to the reporting system
Changed: Report Confirmation
Players will now receive a confirmation popup when they report another player due to the changes made to the reporting system
Changed: Lobby Timer When A 7th Player Joins
We have made it so when 5 players are readied up and a 7th player enters a lobby, the match will start in 30 seconds
Changed: Lobby Timer
The lobby timer will only be visible in the last 5 seconds before a match launches
Changed: Prompts for Entering a Lobby with a Blocked User
We had made a change to the prompt that warns a player that they’ve entered a lobby with a blocked player
Previously, the “Continue” and “Ready” prompt shared the same button mapping as “Exit Lobby”
We have made it so there is only one button input, instead of two, so a player doesn’t accidentally leave the lobby if they wanted to stay
Changed: Brazilian Portuguese and Russian Language Options
Brazilian Portuguese and Russian translations have been added into The Texas Chain Saw Massacre
Brazilian Portuguese and Russian are now available as language options in the menu
Changed: Chip Damage While In A Grapple
Family players will no longer be able to instantly execute a Victim player who is grappling with another Family player
Now, when a Family player attacks a Victim who is grappling a teammate, they will deal melee damage
We made this change as we felt it was unfair to Victims with full health
Changed: Trapping Leatherface Exploit
We have a made a change that stops players from using to barge function to entrap Leatherface in a room
Leatherface will now be able to both destroy and unlatch a door during a victim’s barge interaction
Changed: Game Credits
We have made updates to the credits as some of them were outdated
Shout out the awesome QA folks at Testronic!
Changed: Danny’s Instant Study
We have changed Danny’s Level 3 Instant Study
Danny cannot Tamper any item that he has also instant studied such as fusebox, generator, valve tank, and battery
The button prompts have been updated accordingly to reflect these changes
The ability tree has also been updated with a new description
Tuned: Nancy’s Poisoned Claws Duration
We have tuned the values for the duration of Nancy’s ‘Poisoned Claws’ perk to 2/5/8 seconds
Previously, attacks would have a slight poison effect for 5/10/15 seconds
Tuned: Various Telemetry
We have added in extra telemetry to better track data
The goal for this is to ensure our team can utilize this extra data as we continue to work on improving lobbies and matchmaking issues
Tuned: ‘Choose Flight’ Perk
We have tuned the ‘Choose Flight’ perk accordingly
Level 1 – Fills 50% of stamina, single charge
Level 2 – Fills 75% of stamina, single charge
Level 3 – Fills 100% of stamina, single charge
Tuned: ‘Bomb Squad’ Perk
We have tuned ‘Bomb Squad’ as follows
Level 1 – 2 Charges
Level 2 – 3 Charges
Level 3 – 4 Charges and +50% dismantle speed
Tuned: ‘Easily Tuckered Out’ Perk
We have adjusted ‘Easily Tuckered Out’ as follows
Level 1 – Your attacks use 10% less stamina, but the stamina regeneration rate is 50% slower
Level 2 – Your attacks use 20% less stamina, but the stamina regeneration rate is 45% slower
Level 3 – Your attacks use 30% less stamina, but the stamina regeneration rate is 40% slower
Tuned: ‘Confusing Mechanic’ Perk
We have tuned ‘Confusing Mechanic’ to adjust for the change made to have generators start during a match
Perk holders will now be able to use it on the battery, fuse, and valve too
Tuned: Leatherface’s Destruction Animation
We have made it so Leatherface destroys barricades quicker
Tuned: ‘Rough Cut’ Perk
We have tuned the perk ‘Rough Cut’ to reset the bleed out duration with each hit from Leatherface
The bleed values do not stack
Tuned: Noise VFX Threshold
We have made an increase to the noise VFX distance thresholds for the valve pressure tank
This means that players will be able to see the noise VFX for a player interacting with both the valve and the pressure tank
Tuned: Leatherface’s Instant Start
We have made Leatherface’s Instant Start shorter
When equipped, his chainsaw will start faster
Tuned: Thicker Blood Trails
We have adjusted blood trails to be thicker
Tuned: Noise Highlight When Slamming Door
We have tuned the noise highlight following a victim slamming a door
It will now only highlight a player for 1 second
Tuned: Danny’s Knowledge Gained
We have rebalanced the amount of knowledge that Danny gains from items such as lamps, tool boxes, radios, tv’s, generators, valve handles, and fuses
Tuned: Danny’s Inspect Speed
We have tuned Danny’s inspect speed to be 20% at Level 1 and 50% at Level 2
For more info on what’s incoming to the game in the next few months, head on over here.
The Texas Chain Saw Massacre update 1.000.013 is now live on all platforms, and while this doesn’t bring in any new content, this does fix various gameplay-related issues. Read on for the official patch notes straight from the devs.
The Texas Chain Saw Massacre Update 1.000.013 Patch Notes for Feb. 6, 2024:
Fixed: Various Issues where Victims are Stuck in Incapacitation Animation
We’ve fixed an issue where Victims who were hit by a Family member while going down a ladder would get stuck in the incapacitation animation
We have also fixed an issue where Victims who were incapacitated by Leatherface’s thrust in a gap would also get stuck in the incapacitation animation
Victims were able to still move around while being stuck in the animation
For incapacitated female Victims this occurred too, their teammates could only see them in the spot where they got incapacitated making their movements invisible to other players
Fixed: Texture Issues on Nancy’s House
There was an issue where textures would appear black or unnatural in the Front Garden flower beds
This has been fixed
Fixed: Missing Notification for Basement Fuse Door Closing
We have fixed a problem where if a Family member closed the Basement Fuse Door or if it automatically closed, the Basement Fuse Door would not show that it was closing to both Family and Victim players
Now, a notification is shown when the Basement Fuse Door closes
Fixed: Jack in the Box perk Activating Too Soon
The Jack in the Box perk would activate when Victim players where in the animation state for exiting a hiding spot
This meant that most of the perks duration was occurring during the animation
This has been fixed to so the Jack in the Box perk activates after the exit animation
Fixed: Incorrect Values for Leveled Up Perks and Abilities
We have fixed a visual UI bug that did not show the correct XP gained on Perks and Abilities during the post-game result screen
This issue only occurred when skipping the results screen
Fixed: Two of the Same Grandpa Perks in Nancy’s Skill Tree
We fixed an issue where Nancy had 2 of the same Grandpa perk (Barge to the Point) in her skill tree
Now, she no longer has Barge to the Point in her skill tree twice
Fixed: Nancy’s Spy Ability Exploit
Nancy’s spy ability would not drain and be used indefinitely nor would it notify Victims if the Nancy player would slam a door and walk through it
This exploit is now fixed
Fixed: UI Bug Showing 0/0 XP and -1 Ability in Load Outs
Some players were still experiencing the issue where their ability level was showing -1 or 0/0 XP
This has now been fixed
Fixed: Typo in Nancy’s Character Bio
We have fixed a typo in Nancy’s character bio
The typo was “she’s been married 3 three times”
Now it will read as “she’s been married 3 times”
Fixed: Slippery on Danny’s Perk Tree
We have fixed the issue where the perk Slippery was not on Danny’s Perk Tree
Slippery can now be unlocked on Danny’s perk tree through a random perk node
Fixed: Skill Points Not Refunding
A fix has been added so that skill points used on a purchased DLC character will be refunded to a player if they return their DLC purchase
Fixed: Ladder Lacking Collison on Nancy’s House
We have fixed an issue with a ladder in the Cold Room on Nancy’s House that lacked collision
Fixed: Profile Prompt Non-Function in Player List
We fixed an issue where a player’s profile was not visible when using the ‘profile’ prompt in the player list menu
Players will now be able to open another players profile from the player list
Fixed: Character Swap Lobby Crashes
A fix has occurred for lobby crashes because the sender of a character swap request has either hit ready or quits the lobby before the receiver accepts the request
The lobby will now remain functional
Fixed: Nancy’s Collecting Poison Animation
We have fixed an issue where Nancy’s collecting poison animation would still play even if a player cancels out of the action
During this animation, players also could not move or control Nancy and Sissy could use the table at the same time
This will no longer occur
Fixed: Nancy’s Dress Clipping Through Her Body
We fixed an issue where Nancy’s dress would clip through her body when idling, running, spriting, executing, and closing crawl spaces
Fixed: Anonymized Player Names Showing During Escapes
There was an issue where a player who had anonymize player name setting on would have their name shown to other players when they escaped
This has been fixed and now anonymized player names will be hidden
Fixed: Camera Clipping Issues
We have fixed the camera clipping that occurs on the ladder between Thicket Tunnel and Thicket area on Gas Station
Fixed: Stuck Spots on Gas Station
We fixed an issue where traversing through a side gap, after trying to pick up a bone scrap, would make a player stuck
We fixed Hitchhiker getting stuck in the gap from House Basement to Junk Room
We fixed players getting stuck while descending the ladder in the Tool Shed and being attacked at the same time
We fixed Family players getting stuck in the pipe assets in the Fuel Storage room of the Basement
The pipe has been removed so Family players can’t get stuck in it now
Fixed: Stuck Spots on Nancy’s House
We fixed an issue where players would get stuck on the edge of the mattress in the House Basement
Fixed: Nancy’s Glasses on Low Setting
Nancy’s glasses would refract incorrectly on low settings
This is now fixed
Fixed: Loadouts Not Saving After Restarting Game
We have fixed an issue where loadouts were not saving when a player closed out of the game and then started it back up
Fixed: Loading Screen German Translation Not Fitting Screen
There was an issue with a specific tip on the loading screen where it did not fit the screen when translated to German
Fixed: Victim’s Ragdolling during Cook’s “Easier Said than Done” Execution
We have fixed an issue where Victim players would ragdoll during cook’s “Easier Said than Done” Execution
Fixed: Loadouts Resetting during Custom Match
We have fixed an issue where loadouts were resetting to default perks when completing a custom match
Fixed: Danny Tampering the Generator
We have fixed an issue where Danny players tampering a turned off generator would only apply the cooldown after it’s been turned off again
This fix ensures that tampering a turned off generator applies the longer cooldown after the mini-game is complete
Fixed: “Must have Been the Wind” Perk Waking Up Grandpa
We have fixed the perk “Must Have Been The Wind”
Now, noise generated during minigames with this perk will be disregarded and will not add to waking up Grandpa
Fixed: New Player Negative Values
We fixed an issue where new players would see negative values on their Family character’s special abilities and they would not receive any XP during public matches
Fixed: Nancy House Escapes
We fixed an issue where unique escapes on Nancy’s House were not being recorded
Fixed: Grandpa Sonar Warning
There was an issue where Grandpa’s Sonar Warning was not displaying while the critical bleed out warning was active
This has now been fixed
This means that Grandpa’s Sonar Warning takes priority over the critical bleedout warning and that both warnings are present simultaneously
Fixed: Inaudible Door Destruction
We fixed an audio issue where the sound for destroying a pantry door in Nancy’s House was inaudible from the inside
It will now be audible from all sides
Fixed: Sonny’s Audio during Close Encounters with Cook
We fixed an audio issue where Sonny players who lost a close encounter to Cook would have a female scream
Now, it will be Sonny’s scream
Fixed: Camera Movements on Ladder with Cook
We fixed an issue that occurs when Cook uses the ladder between the Side Garden and Side Garden Tunnel on Family House
The issue would make the camera move freely when Cook would descend the ladder
With this fix, the camera will remain stable and transition smoothly while traversing
Fixed: Family Member Misalignment While Closing Valve
We fixed the issue where Family members would be misaligned when from the valve handle when trying to close the valve pipe
Fixed: Invisible Collision on Family House
We fixed the issue where invisible collision was present near the Shed area on Family House
Fixed: Texture Issue on Slaughterhouse
Texture on the railing by the stairs in the Loading Dock would be dark if the shadow setting was set to “Low”
This has been fixed to where the railing texture is not dark when changing settings
Fixed: Issues with Leland’s Skill Tree
The Been Workin’ Out Perk on Leland’s Skill Tree is incorrectly valued at 1SP instead of 2SP
This caused Leland’s Skill Tree on the left hand side to go to level 9 instead of 10 and only receive 49/50 attributes
Players will now be able to reach maximum level as we have added attribute points to his Skill Tree
Fixed: Localization Issues
We fixed an issue where Danny’s Apply Knowledge prompt is not localized to languages other than English
We fixed an issue where the ‘Mute All’ and ‘Unmute All’ prompt was not localized for other languages
Fixed: Leatherface Camera Issues
We have fixed an issue where the camera moves downward and focuses on Leatherface’s leg when collection from blood buckets
Fixed: Various Camera Issues
We fixed an issue where the camera would snap heavily when a player got too close to parts of the fence on the Side Ramp of Nancy’s House
Fixed: Nancy’s Barbed Wire Interactions
When Nancy is in a certain position, her barbed wire animation when placing them in doorways gets interrupted
We have fixed this so now players can successfully place her barbed wire regardless of position
Fixed: Tracker Tagged Perk Stacking
We have fixed an issue where the perk Tracker Tagged highlight duration was stacking after attacking a Victim multiple times
Fixed: Tampering Having No Effect on Opened Valve
We have fixed an issue where Danny players had no effect when tampering an opened valve
This fix means that tampering an open valve as Danny will increase the time that the valve is open for
Fixed: Stuck Spots on Slaughterhouse
We have fixed an issue where family players would get stuck in the doorway near a blood bucket in Leatherface’s Lair
We fixed a spot where Victims who crouched next to the pipes in the Bone Room would get stuck
Fixed: ‘Choose Fight Perk’ Not Working
We fixed an issue where the perk Choose Fight was not activating correctly at all 3 levels
Level 3 was not giving the extra 5 second stun duration
Now, when a victim has this equipped and wins a close encounter, the current stun duration is added
Fixed: Falling Through Map During Leatherface Execution
We have fixed the issue where Victims and Leatherface will fall through the map when Leatherface’s ‘Drilling Down’ execution starts
Fixed: Missing Nancy Facial Expression
We fixed an issue where Nancy was missing her facial expression when feeding Grandpa
Fixed: Incorrect Nicotero Chainsaw SFX During Intro
We fixed an audio issue where players with Nicotero Leatherface heard the default chainsaw SFX instead of Nicotero’s chainsaw SFX during the intro cutscene
Fixed: Victims Falling Through Ground While Traversing
Victims who were traversing through a gap from the Holding Pen to the Garage, on Slaughterhouse, would fall through the ground
With this fix, players will no longer fall through the ground when traversing the gap
Fixed: Victim and Family Hiding Spot Stuck Spot
We fixed an issue where when a Family member and a Victim interact with a hiding spot at the same time, they both get stuck
Fixed: ‘Select’ and ‘Back’ Same Input Issue
The ‘select’ and ‘back’ prompt in the the player report screen share the same input on affected platforms
This means that players would accidentally back out of the menu instead of hitting ‘select’
The issue is now fixed and ‘select’ and ‘back’ have different button inputs
Fixed: Nicotero Leatherface Chainsaw Audio
We have fixed an issue where the chainsaw audio would sound like it would stop revving during the ‘Drilling Down’ execution when Nicotero Leatherface was equipped
Fixed: Various Lighting Issues
We have fixed an issue where there was flickering lights on the wall of the Barn area of Family House day map
We have fixed an issue with lamp shadows appearing too noticeable when approaching it in the Front Garden area on Nancy’s House
Fixed: Idle Victim Voice Lines
We fixed an issue where Victims would trigger their idle voice lines at the end of the intro cinematic
Fixed: Victims Falling Through Maps During Executions
We have fixed an issue where Victims will fall through the floor when executed during incapacitation at the Fusebox Tunnel area on the Family House map
We have fixed when Victims will fall through the floor during Nancy’s ‘Road Kill’ execution on staircases
Fixed: Illogical Hiding Volumes
There was an illogical hiding volume next to the car in the Backfield area on Gas Station
This affected both variants of the map
There was an illogical hiding volume in the Kitchen area on Gas Station
Hiding volume is now appropriate in all areas
Fixed: Sissy and Nancy Misaligned While Collecting Powder
We fixed the issue where Sissy and Nancy were misaligned when collecting powder across various Flower Stations on all maps
Now, they are properly aligned
Fixed: Victims Stuck in Wall
We have fixed the issue where Victim players who ran through bone charms and then immediately went through a barricade would get stuck in the wall
Fixed: ‘Fight Back’ and ‘Easily Tuckered Out’ Stacked Stamina Depletion
When a Victim wins a close encounter with the perk ‘Fight Back’ at level 3 against a Family member with the perk ‘Easily Tuckered Out’ at level 1, they stack and puts the Family player in a state of stamina depletion
This means that the Family member with ‘Easily Tuckered Out’ equipped was unable to run or attack for 30 seconds of the ‘Fight Back’ perk duration
We have fixed these perks stacking with one another
Now, Family players will not have their stamina drained into negative values
Fixed: ‘There They Are’ Perk Description
We have fixed the description for the perk ‘There They Are’
The in-game description did not mention the perks highlight duration
The perk description now reflects the highlight duration of 10 seconds to the perk holder
Fixed: ‘Bounce Back Better’ Perk Restoring Too Much Health
We have fixed an issue where ‘Bounce Back Better’ activated and restores more health than intended when recovering from incapacitation, which is not a healing item
Now, perk holders will only receive increased health when using a healing item as intended
Fixed: ‘Am I Bleeding?’ Perk Issue
We fixed an issue where the ‘Am I Bleeding?’ perk would lose functionality when a player enters a hiding spot and did not continue to highlight the perk holder to their fellow Victim players
It will now function when a player enters a hiding spot
Fixed: Danny’s ‘Immunity’ Charges aren’t being Consumed
We fixed an issue where Danny players with the perk ‘Immunity’ equipped was not functioning properly
The perks charges were not being consumed after interacting with poisoned objects such as the generator, toolboxes, car batteries, and bone scrap piles
Now, the charges will be consumed after interacting with poisoned objects
Fixed: Illogical Sound Occlusion on Slaughterhouse
We fixed an issue where sound is occluded in the Drainage area even though there’s no wall that separates it from the rest of the interior
Fixed: Non-functional VOIP After Losing Internet Connection
We fixed the issue where VOIP did not work in a match if internet connection was briefly lost
Fixed: ‘Texas Through and Through’ Unlocking Incorrectly
There was a problem where ‘Texas Through and Through’ would unlock when players only had 5 random characters at Level 5
This has been fixed to unlock when players have reached Level 5 with each character, as intended
Fixed: Stuck in Wall Gap when Incapacitated
There was an issue where if a Victim player got incapacitated while going through a wall gap or crawl space, they would get stuck in that spot
That has now been fixed
Fixed: Johnny Execution Issue
During Johnny’s ‘Torn Apart’ Issue, he is seen using the dull side of of the blade in the animation
It has been fixed so that Johnny is seen using the sharp side of the blade to slice through a Victim’s throat
Fixed: Fuse Box Interactions
We have fixed an issue where players couldn’t interact with the Fuse Box
Prompts for the Fuse Box will now properly appear for players
Fixed: Victims Not Receiving XP
We have fixed an issue where Victim players weren’t receiving XP when escaping the basement on Nancy’s House Map
Victim players will now earn the proper XP when escaping the basement on Nancy’s House
Fixed: Various Audio Issues
We have fixed an issue where Victim voiceover was missing when triggering Hitchhiker’s traps
We have fixed an issue where Victim voiceover was missing when triggering Nancy’s barbwire
Fixed: Translated Character Bio
We have fixed an issue where the bio for Nancy was not translating to players selected language
Nancy’s bio will now translate correctly to the selected language
Fixed: Translated Perk Description
We have fixed an issue where the description for the perk Choose Flight was not translating to players selected language
The perk Choose Flight will now translate correctly to the selected language
Fixed: Various Audio Issues
We have fixed an issue where the sound effects of destroying Nancy’s traps were not triggering
The correct sound effects will now trigger when destroying Nancy’s traps
Fixed: Players Skipping End User License Agreement
We have fixed an issue where players could skip the End User License Agreement when receiving an invite on a native platform
Fixed: Spectating UI Bug when Loading Into a Match
We have fixed an issue where a player would load into a match with a teammate’s spectating UI on their screen.
Fixed: Agitator Perk Affecting Grandpa’s Sonar
We fixed an issue where a Victim would stab Grandpa with the perk Agitator equipped, and Grandpa’s sonar wasn’t lasting the length of his scream
Grandpa’s sonar duration will now function correctly after being stabbed by a Victim with Agitator equipped
Fixed: Victim Stuck in Incapacitation from Leatherface Thrust Attack through a Gap
We fixed an issue where a Victim low on health was thrust attacked through a gap by Leatherface would be stuck in an incapacitated state
After being thrust attacked through a gap by Leatherface, Victims will now be able to recover and stand up from their incapacitated state
Fixed: Character Textures
We have fixed an issue where character’s textures would disappear when a user moved far away from them
Characters will now have the same textures applied to them at all distances
Fixed: Family Stun Locked from Barge
We have fixed an issue where Family players were permanently stunned from a Leland player using their shoulder barge while the Family player was in a Close Encounter with another Victim
We fixed an issue where Nancy’s ‘Reduce Ability Cooldown’ has a misleading description
Since Nancy’s ability can no longer be canceled after activating, the description now fits the in-game behavior
Fixed: Nancy’s Poisoned Claws Stacking
We have fixed an issue where the perk ‘Poisoned Claws” on the left side of Nancy’s skill tree was stacking when it shouldn’t have
Fixed: Danny Tampering Minigame Animation
We have fixed an animation error that would make Danny leave the tampering minigame too quickly if he used knowledge to complete the minigame
Danny will now have to sit through the whole animation
Fixed: Screen Capture/Control Center Overlay Issues
We have fixed an issue where if a player is using screen capture or using a control center overlay it will hold button inputs
Now, it will no longer hold those inputs
Fixed: Stuck in Menu UI
Fixed an issue where players could access the character menu while readied up in the lobby
Fixed: Maxed Stealth Noise Progress Meter
We fixed an issue where Victims with maxed out stealth were able to conclude minigames without adding any progress to the noise meter
Players will now always have their noise meter progress
Fixed: Highlighting Different Players Issue
We have fixed an issue where players would highlight someone in the player list but would accidentally block or mute themselves or someone else by accident
Now, players have to click on another player to proceed with an action
Fixed: Title Softlocks
We have fixed an issue where the title soft locked after pressing the invite and back buttons in rapid succession from the Party Options
Fixed: Hitchhiker’s Traps Not Triggering
We have fixed an issue with the ladder drop animation where Victims avoided triggering Hitchhiker’s traps when dropping off the top of a ladder
When dropping down from a tall ladder, Victims’ will now trigger Hitchhiker’s traps
Fixed: Well Stuck Spot on Family House
We have fixed an issue where Victims were getting stuck in the ground after jumping down the driveway and front yard wells on the Family House map
Fixed: Match Crashes
We have fixed an issue where matches would crash when a Victim disconnects in the middle of an execution
Fixed: Family XP with Fuse Box
We have fixed an issue where Family players were not earning XP when turning off the Fuse Box
Family players will now properly receive XP when turning off the Fuse Box
Fixed: Spectator Mode UI
We have fixed an issue where the text on screen was incorrect while viewing in Spectator Mode with the languages of Spanish, French, German, and Italian
Fixed: ‘Shhhhhh’ Text
We have fixed an issue where the text for ‘Shhhhhh’ didn’t match on all platforms
The text description is now the same across all platforms
Fixed: Pausing Interaction Lock
We have fixed an issue where a player pauses at any point during a Press and Hold interaction, they were unable to to cancel the prompt until the interaction is completed
Players can now cancel the prompt at any point after this fix
Fixed: Tutorial Stops Playing
We have fixed an issue where Tutorials would stop playing after watching multiple Tutorials in a row
Tutorials and previews will now play properly after being selected
Fixed: Keybinding Pause Key
We fixed an issue where players were able to bind an action to the Pause key
Players will no longer be able to bind the Pause key
Fixed: Perk – What Doesn’t Kill You
We fixed an issue where the perk “What Doesn’t Kill You” ignored damage reduction when restoring health
“What Doesn’t Kill You” will now restore the actual amount of health you lost after a hit attack
Fixed: Garage Stuck Spot on Nancy’s House
We have fixed an issue where players could get stuck under the garage door on Nancy’s House map when the garage door was closed on them
Fixed: Sonny’s Heightened Sense Ability
We have fixed an issue where Sonny’s ability “Heightened Sense” was not highlighting characters through multiple layers of walls
Heightened Sense can now detect characters through multiple layers of walls
Fixed: Stuck Spot – Gas Station
We have fixed an issue where players may have gotten stuck while crouching near a mattress in the House Basement area on the Gas station map
Players will no longer get stuck while crouching near the mattress in the House Basement
Fixed: Victim Disconnections
We have fixed an issue where the toolbox becomes non-interactive to a Victim when the player temporarily loses connectivity while another Victim is using the Toolbox.
The Victim player will now be able to interact with a toolbox after temporarily disconnecting and reconnecting
Fixed: Party Invite UI
We have fixed an issue where the player hosting the party quits a public match at the end scoreboard – the party code disappears from the UI and the native party no longer works. The code will also disappear for all party members requiring a new party to be created
A new party code will now be created and shown in the UI
Fixed: Private Lobby Invites
We’ve fixed an issue where only the host of a private lobby could send party invites
All players in a private lobby can now send party invites
Fixed: Translated Perk Description
We have fixed an issue where the description for the perk “Jump Scare” was not translating to players selected language
The perk Jump Scare will now translate correctly to the selected language
Fixed: Lighting – Slaughterhouse Sliding Door
We have fixed an issue where the main sliding Slaughterhouse door would appear unnaturally dark.
Lighting on the textures has been applied and the sliding door now appears as it should
Fixed: Failed Restraints Mini-Game
We have fixed an issue where Victims would fall off the restraints mini-game twice after getting hit by a melee attack
Victims fall off the restraints mini-game permanently after being hit by a melee attack
Fixed: Sonny’s Star Sign Ability and Nancy’s Traps
We have fixed an issue where Sonny would run through Nancy’s traps with his Star Sign Ability active, but his ability wasn’t properly interrupted
Sonny’s ability will now be interrupted if active while going through Nancy’s traps
Fixed: Player Name Unlisted from Playerlist When Leaving Match
Players who left a match will now be displayed in the Player List
Changed: Lobby Timer Resetting
We have changed the lobby timer to not reset to 30 seconds if a 6th player hits unready
This means that when a 6th person in a lobby hits unready, the countdown is not affected
Changed: Reporting System
We have made improvements to our reporting system
Players can now report a player for
Exploiting the game
Cheating
Offensive name or profile
Spamming chat
Trolling or griefing other players
Abusive voice or chat communications
Other
UI Updates have been implemented to reflect these changes
Changed: Tracking Reports
We have added in extra telemetry points for the changes to the reporting system
Changed: Report Confirmation
Players will now receive a confirmation popup when they report another player due to the changes made to the reporting system
Changed: Lobby Timer When A 7th Player Joins
We have made it so when 5 players are readied up and a 7th player enters a lobby, the match will start in 30 seconds
Changed: Lobby Timer
The lobby timer will only be visible in the last 5 seconds before a match launches
Changed: Prompts for Entering a Lobby with a Blocked User
We had made a change to the prompt that warns a player that they’ve entered a lobby with a blocked player
Previously, the “Continue” and “Ready” prompt shared the same button mapping as “Exit Lobby”
We have made it so there is only one button input, instead of two, so a player doesn’t accidentally leave the lobby if they wanted to stay
Changed: Brazilian Portuguese and Russian Language Options
Brazilian Portuguese and Russian translations have been added into The Texas Chain Saw Massacre
Brazilian Portuguese and Russian are now available as language options in the menu
Changed: Chip Damage While In A Grapple
Family players will no longer be able to instantly execute a Victim player who is grappling with another Family player
Now, when a Family player attacks a Victim who is grappling a teammate, they will deal melee damage
We made this change as we felt it was unfair to Victims with full health
Changed: Trapping Leatherface Exploit
We have a made a change that stops players from using to barge function to entrap Leatherface in a room
Leatherface will now be able to both destroy and unlatch a door during a victim’s barge interaction
Changed: Game Credits
We have made updates to the credits as some of them were outdated
Shout out the awesome QA folks at Testronic!
Changed: Danny’s Instant Study
We have changed Danny’s Level 3 Instant Study
Danny cannot Tamper any item that he has also instant studied such as fusebox, generator, valve tank, and battery
The button prompts have been updated accordingly to reflect these changes
The ability tree has also been updated with a new description
Tuned: Nancy’s Poisoned Claws Duration
We have tuned the values for the duration of Nancy’s ‘Poisoned Claws’ perk to 2/5/8 seconds
Previously, attacks would have a slight poison effect for 5/10/15 seconds
Tuned: Various Telemetry
We have added in extra telemetry to better track data
The goal for this is to ensure our team can utilize this extra data as we continue to work on improving lobbies and matchmaking issues
Tuned: ‘Choose Flight’ Perk
We have tuned the ‘Choose Flight’ perk accordingly
Level 1 – Fills 50% of stamina, single charge
Level 2 – Fills 75% of stamina, single charge
Level 3 – Fills 100% of stamina, single charge
Tuned: ‘Bomb Squad’ Perk
We have tuned ‘Bomb Squad’ as follows
Level 1 – 2 Charges
Level 2 – 3 Charges
Level 3 – 4 Charges and +50% dismantle speed
Tuned: ‘Easily Tuckered Out’ Perk
We have adjusted ‘Easily Tuckered Out’ as follows
Level 1 – Your attacks use 10% less stamina, but the stamina regeneration rate is 50% slower
Level 2 – Your attacks use 20% less stamina, but the stamina regeneration rate is 45% slower
Level 3 – Your attacks use 30% less stamina, but the stamina regeneration rate is 40% slower
Tuned: ‘Confusing Mechanic’ Perk
We have tuned ‘Confusing Mechanic’ to adjust for the change made to have generators start during a match
Perk holders will now be able to use it on the battery, fuse, and valve too
Tuned: Leatherface’s Destruction Animation
We have made it so Leatherface destroys barricades quicker
Tuned: ‘Rough Cut’ Perk
We have tuned the perk ‘Rough Cut’ to reset the bleed out duration with each hit from Leatherface
The bleed values do not stack
Tuned: Noise VFX Threshold
We have made an increase to the noise VFX distance thresholds for the valve pressure tank
This means that players will be able to see the noise VFX for a player interacting with both the valve and the pressure tank
Tuned: Leatherface’s Instant Start
We have made Leatherface’s Instant Start shorter
When equipped, his chainsaw will start faster
Tuned: Thicker Blood Trails
We have adjusted blood trails to be thicker
Tuned: Noise Highlight When Slamming Door
We have tuned the noise highlight following a victim slamming a door
It will now only highlight a player for 1 second
Tuned: Danny’s Knowledge Gained
We have rebalanced the amount of knowledge that Danny gains from items such as lamps, tool boxes, radios, tv’s, generators, valve handles, and fuses
Tuned: Danny’s Inspect Speed
We have tuned Danny’s inspect speed to be 20% at Level 1 and 50% at Level 2
For more info on what’s incoming to the game in the next few months, head on over here.
A new Overwatch 2item shop rotation for February 6, 2024 is live now, with a fresh selection of store bundles on sale plus individual cosmetics, emotes, and more. Players need the requisite amount of Overwatch Coins in order to make purchases in the item shop.
That’s all for this week’s Overwatch 2 store refresh! In case you were unaware, Blizzard announced earlier that each new major in-game event will feature a free skin which players can earn through playing, just like the first Overwatch.
Super Earth needs your help! At least according to the latest Helldivers 2 trailer, which recaps everything you need to know about the story in a rather fun and humorous recruitment video. Give it a watch, and decide whether or not you’ll be doing your part in spreading freedom across the galaxy.
Helldivers 2 Story Trailer
Definitely giving an Earth Defense Force and Starship Trooper vibe from that trailer. Oh, here’s one more trailer if that wasn’t enough for you. It confirms that several content creators will be streaming at launch for anyone interested.
Helldivers 2 Preload Live on PC and PS5
Though the launch isn’t that far away, those who plan on jumping in as soon as the game becomes playable will be glad to know that the preload for Helldivers 2 is now available. All you have to do is preorder from either marketplace, and the option to preload will be available. The sizes for each platform are as follows:
PC (Steam): 20 GB
PS5: 25 GB
For launch times, refer to the Tweet posted by the studio below.
Global launch times for HELLDIVERS 2! When is it dropping for you?
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.
Destiny 2 update 1.111 is now out on current-gen and last-gen consoles, and this is for patch 7.3.4.1! While it is a minor patch, it brings a list of fixes affecting weapons, activities and more.