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F1 25 New Update 1.016 Released for Survival Challenge Part 2 Prep

EA has released F1 25 update 1.016 (complete version 1.016.000), and this is the last major update for the racing sim before the year ends.

This prepares for the game for the Survival Challenge Part 2 event, which starts on December 17.

Alongside that, expect racing peripheral support to be expanded, as well as various issues to be fixed, which are all outlined in the F1 25 patch notes below,

F1 25 New Update on December 8 Delivers Survival Challenge Part 2 Data via Patch 1.016

F1 25 New Update 1.014

Highlights

  • Preparations for Survival Challenge Part 2, starting December 17

Find out more about what’s coming in Part 2 of Survival Challenge by checking out our dedicated blog, found here.

  • Added a range of new Casual Wear items to the Podium Pass Store

On December 10, a wide variety of Casual Wear items from real-world brands will be added to the store, giving you more options to kit out your Driver Avatar. These include those pieces from Puma’s official F1® fashion collection, as well as the likes of Alpinestars, Anti Social Social Club, Kappa, Patta, Period Correct Squadra Corse, and Stance.

  • All Title Sponsor liveries owned by the player can now be used in My Team Career

Previously, Title Sponsor liveries that were unlocked in the game could only be applied to the F1 World car in certain modes, or in My Team when you are signed with the same Title Sponsor. However, we’ve now made it so that these liveries can be freely selected in My Team, opening up even more customisation options in that mode. Any adjustments you’ve made to your livery in My Team using the Decal Editor will still apply, so you may want to reposition some of the pre-existing Decals so that they don’t overlap with those baked-in to the Title Sponsor liveries.

  • Fixed a rare issue at Bahrain where players could collide with an invisible bump at the exit of Turn 4

Peripherals (Wheels/Controllers)

  • Added support for the VRS R295, Pro and Lite Formula Steering Wheels
    • Ensure Input Mapping is set to Modern in the DirectForce Pro Config Tool for the VRS Pro and Lite Formula Steering Wheels
  • Added Support for VRS Direct Force Pro Wheel Bases and Pro Pedals

Miscellaneous

  • Fixed an issue where enabling AMD FSR and relaunching the title could set Anti-Aliasing setting back to ‘TAA Only’ (PC only)
  • Fixed an issue with the appearance of rain in exported Highlights videos (PC only)
  • Improvements made to the shadows on F2™ 2025 cars
  • Fixed an issue where Kush Maini could sometimes be using an incorrect helmet
  • Tyre wear for F2™ 25 vehicles adjusted to better reflect real life wear rates

While we’re not expecting any major updates for the game this year, there is a chance of a hotfix to be pushed out. If ever we do get one, expect it here on MP1st.

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Alex Co

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

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Phantom Blade Zero Release Date to Be Revealed at The Game Awards

Revealed to be in development for the PS5 and PC three years ago, Phantom Blade Zero caught a lot of attention early on due to its stylish combat.

While action game fans have been eagerly awaiting its release, developer S-Game has remained mum on when gamers can actually play the game.

Thankfully, that will be changing this coming week when The Game Awards airs.

Phantom Blade Zero Release Announcement Inbound at TGA’s

Phantom Blade Zero’s release date announcement is set for The Game Awards, which was confirmed by the official X (formerly Twitter) account of the award-giving body,

Expect a trailer to accompany the announcement, which is the case for most big games these days. While nothing has been hinted at yet, we expect the game to be available sometime in 2026. Given Grand Theft Auto 6 is releasing in November (at least for now), we’re also expecting S-Game not to release anywhere near the mammoth title — which is something almost all game developers to do as well.

While we’ve already seen gameplay of Phantom Blade Zero, its main story is said to be around 20-30 hours, which is pretty good. For those wondering, the action game won’t be a Souls-like, so if you’re tired of the genre, this might offer a good respite from it.

Expect Phantom Blade Zero’s release date, alongside other announcements from the event, to be posted here on MP1st.

The Game Awards takes place on December 11, with the Opening Act kicking off at 4:30 pm PT/7:30 pm ET, and the show proper starting at 5 pm PT/8 pm ET. Expect it to last for up to 3-4 hours with the show featuring awards ceremonies and game announcements to round out the year.

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Alex Co

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

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Where Winds Meet December Roadmap Confirms Major Update Inbound

While Everstone has already confirmed a bunch of features and even PS5 Pro support for PSSR is on the way for Where Winds Meet, the studio isn’t done there.

The developers seem to be skipping the holidays too, as Where Winds Meet has a December roadmap that lists the planned support for the hit free-to-play game, and it confirms a major update is inbound for players before the year is over.

Where Winds Meet December 2025 Roadmap Promises an Update

WEEK 1

  • JIANGHU LEGACY: TWELVE YEARS OF FEUDS
  • JIANGHU LEGACY: AN UNHOLY PROPHECY

WEEK 2

  • GLOBAL MOBILE LAUNCH (12/11)
  • BOSS-FENG RUZHI (12/11)
  • ROARING SANDS ZONE (12/11)
  • LIMITED-TIME ACTIVITIES -FORTUNE BEYOND PARLOR (12/11)
  • LIMITED-TIME ACTIVITIES THE GREAT FACEOLOGIST (12/11)
  • CAMPAIGN: RIVER MASTER (12/11)
  • SECT VELVET SHADE (12/11)

WEEK 3-4

  • SWORD TRIAL: SCARLET SHOCK – SLEEPING DAOIST/MURONG YUAN
    (12/21)
  • HERO’S REALM: BLAZING GALE DANCE – TWIN LIONS/MURONG YUAN (12/21)
  • FIREWORKS FESTIVAL (12/30)

As you can see, December 11 is the big day with a ton of events kicking off, so expect an update before anything else. Hopefully, nothing breaks that needs a follow-up patch, though don’t be surprised if a couple are released, as is the case with live service titles such as these.

Another game getting a major update in December is extraction shooter ARC Raiders. If you’ve played the game, the permanent expedition rewards have been revealed.

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Alex Co

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

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ARC Raiders Optional Wipes Kicks Off December 17 and Here Are the Permanent Expedition Rewards

After a delay, Embark Studios has announced that those who are thinking of doing a wipe in the extraction shooter, you’ll be able to do so starting December 17. Note that this is completely optional, but there are rewards for intiating this.

Players who choose to embark (heh) out of Speranza for good will receive incentives through what the studio calls the Expedition Project. Permanent unlocks, temporary buffs are some of the stuff players can expect if they do decide to perma-wipe their ARC Raiders character.

ARC Raiders Permanent Wipe Rewards Revealed

arc raiders hotfix 1.000.009

According to Embark, when the Expedition departs, all items in your character’s stash will be contribute toward it. Your next Raider will be able to earn up to five skill points based on the total value of your Stash and Coins at the time of departure.

Conversion works as one million Coins worth of value equals one extra skill point for your new Raider. 

Take note that if you do decide to restart/wipe, everything tied to your progress will be reset. This means your Skill Tree, Level, Stash, Workshop, Crafting Abilities, and Blueprints will all be permanently wiped. If you do decide to do this, the initial onboarding from your first deployment in Speranza will be skipped, which means all maps and potential workshop upgrades will be available as soon as you reset.

By perma-wiping, players will unlock the following advantages:

Permanent Unlocks:

  • The Patchwork Raider outfit
  • Scrappy Janitor Cap
  • Expeditions Indicator icon
  • Skill points (depending on Stash value)
  • +12 Stash space

Temporary Buffs:

  • 10% repair buff
  • 5% xp boost
  • 6% more materials from Scrappy

While skill points, extra stash space and cosmetics are permanent unlocks, the account buffs will expire if the player chooses not to depart with the subsequent expedition. Also of note, buffs will increase in power for your next three expeditions (but only one departure allowed per expedition window).

The expedition window will kick off on December 17 and last until December 22. Players interested must sign up during this period, and everyone will automatically depart at the same time on the end date (Dec. 22).

If you choose not to depart, your progress toward bulding a Caravan will be preserved, so players can keep working on it until the next window opens in a couple of months.

Embark explains why they are going this route as well.

Why are we doing it like this?

Progression wipes are a notoriously difficult thing to balance in online multiplayer games – we get that. Mandatory global wipes have some obvious benefits: heavily invested players get to re-experience the initial grind once again and, for a time, the playing field is levelled.

The optional Expedition Project is our solution to some of the problems that inevitably arise with mandatory wipes – specifically, by respecting your time investment in the game. We want to offer you the choice:

Not completed as much as you’d like? Keep on raiding, building, and growing. Ready for a new challenge and to grind once again? Depart on the Expedition, and receive buffs, rewards, and bragging rights.

Given the number of Raiders enjoying the game, I expect a ton of people will be joining the expedition later this month. Regardless of your choice,

Aside from permanent wiping, players have the Cold Snap update to look forward to on December 17 as well, and this adds a new event, new quests and more.

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Alex Co

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

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Fallout 76 Maintenance Gift, Extra Challenge Days Rolled Out Due to Server Woes; Acknowledges Present Issues

Just a few days ago, Bethesda released the last major update for Fallout 76 with the Burning Springs update, and this should have been a moment of gaming goodness for the player base, right? Unfortunately, that title update’s release was marred by server outages that lasted for more than 12 hours.

As an apology to the player base, Bethesda is rolling out a gift to the community, and adding an extra challenge too.

Fallout 76 Burning Springs Maintenance Gift Given to Players for Server Woes

Fallout 4 Creations Update

Check out Bethesda’s latest announcement regarding the extra challenge and the known issues they’re currently looking to fix.

Seven Days of Extra Daily Challenges and an Extra Weekly

Every day from December 5, 12 PM EST until December 12 you’ll see an extra challenge called “Gain a Level” and the S.C.O.R.E. you will be awarded for completing that challenge will be doubled.

Bethesda also announced they are adding an extra Weekly challenge that will appear alongside the game’s reset on December 9.

Free S.C.O.R.E. Booster

Today at 12 PM EST, a free S.C.O.R.E. Booster will be made available for everyone on the Account page of the Atomic Shop. This one-time booster claim will remain available until Tuesday, December 9.

Caps-A-Plenty Starts Today!

To help in the Bounty Hunting adventures, Bethesda is kicking off Caps-A-Plenty early (starts at 12 pm EST). Expect this to end at the previously scheduled date of December 15.

In addition to that, the developers have acknowledged some of the issues affecting the game such as challenges resetting and more.

Build Decorative Furnishings in Workshops and 7600 C.A.M.P. Challenge Reset

Bethesda notes, “We’ve seen reports that this challenge has been reset. Unfortunately, previous completion status cannot be returned.”

We will be making the following adjustments to make completing this challenge again rewarding:

– Adding Player Titles (suffixes) to the three building challenges
ㄴ”Build decorative furnishing in Workshops and C.A.M.P.s” – Designer Title
ㄴ “Build structures in Workshops and C.A.M.P.s” – Architect Tile (Will be automatically granted to those who have previously completed)
ㄴ “Build functional objects in Workshops and C.A.M.P.s” = Engineer Title (Will be automatically granted to those who have previously completed)

– Increasing the Atom reward for “Build decorative furnishing in Workshops and C.A.M.P.s” challenge from 80 Atoms to 160 Atoms

The Player Titles and Atom reward increase will be available after the next major uipdate to Fallout 76, which is currently scheduled to drop in January 2026.

Starting on December 9, a free Vault-Tec Supply Packages will be available in the Atomic Shop every day until December 30. So make sure grab these extra supplies to assist in your C.A.M.P. building endeavors.

Owned C.A.M.P. Items Missing/Removed from C.A.M.P.

The development team is aware of this isues and are curently investigating.

Disguised Ghouls Can’t Talk to the Rust King

If you’re a Ghoul and have issues talking to The Rust King, please head back to Jaye to remove your disguise. This will allow you to talk with the Rust King.

Burning Springs Discover Locations Challenge Complication

The dev team is aware of the difficulties upon completing the “Discover Burning Springs Locations” challenge. They have identified the issue and are working on a fix. There’s no timetable yet on when this will drop.

These issues are being worked on outside of other technical and gameplay-related stuff that are bound to have surfaced from the Burning Springs update. Once we know more, we’ll let our readers know.

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Alex Co

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

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Netflix Buys Warner Bros in $82.7 Billion Deal, Gains Control of Mortal Kombat and Batman Studios

Netflix has officially agreed to acquire Warner Bros Discovery in a historic deal valued at $82.7 billion. The purchase includes not only Warner Bros’ film and streaming assets but also its gaming division, which owns several of the world’s most famous studios and franchises.

This means that Rocksteady Studios (creators of Batman: Arkham), NetherRealm Studios (Mortal Kombat and Injustice), Avalanche Software (Hogwarts Legacy), and TT Games (known for LEGO titles) may now fall under Netflix’s control.

Netflix Acquires Warner Bros Discovery

Netflix Warner Bros

Netflix stated that this acquisition “brings together two pioneering entertainment businesses,” combining its global reach and streaming expertise with Warner Bros’ long-standing history of storytelling.

According to Netflix co-CEO Ted Sarandos, the goal is to entertain the world by blending Netflix’s creative content with Warner Bros’ iconic franchises such as Harry Potter, Game of Thrones, and DC Universe.

The deal includes a $5 billion breakup fee should regulators block the acquisition. However, given the size of both companies, U.S. competition authorities are expected to review the deal carefully before final approval.

Netflix co-CEO Greg Peters said the merger will “improve our offering and accelerate our business for decades to come,” adding that the combination will give audiences even more entertainment choices.

While this move is seen as a major leap for Netflix into mainstream entertainment, it also raises questions about the future of Warner Bros Games. The announcement did not clarify whether Netflix plans to integrate gaming more deeply into its platform or keep Warner’s gaming studios as independent entities.

There is also some concern among fans, especially after Netflix closed its own AAA studio earlier this year, which had been founded by veterans from God of War and Halo.

For now, players and developers alike are waiting to see how Netflix will handle the gaming side of its massive new acquisition, particularly what this means for beloved franchises like Mortal Kombat, Batman: Arkham, and Hogwarts Legacy.

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Taha

Television kills your vision.

Home > Title Updates and Patches

WWE 2K25 New Update on December 5 Brings Version 1.29

Wrestling fans will be prompted to download WWE 2K25 update 1.29 this December 5 on all platforms, and this is a minor patch for the wrestling game.

Given how we saw the last DLC drop last month, which was accompanied by a game update, don’t be surprised if this is the final title update released for WWE 2K25.

Read on for what’s new in today’s patch.

WWE 2K25 Update Version 1.29 Is Another Minor Patch

Update: Mr. Entra has uncovered that new moves have been added to the Saturday Night’s Main Event Pack via the update:

Also worth clarifying that the ELITE Persona has been datamined, and might be released at a later date. In case you don’t see it now, that’s the reason why. Apologies for any confusion.

Per reliable WWE dataminer Status, Visual Concepts added one Persona with today’s patch and it’s ELITE Liv Morgan, which is pictured above.

Unfortunately, bugs such as the side plates have not been fixed. According to the dataminer, today’s patch indicates that this might be the last update for WWE 2K25. Given we’re nearing the end of the year, and WWE 2K games are usually released in the first quarter of each year, that definitely seems like a real possibility. Sure, we might get an odd update or two, though these are the kinds that the developers are quiet about, usually.

For reference, the last patch released last month introduced the Saturday Night’s Main Event Pack DLC, whcih is the last planned roster update for the game.

There is a chance that today’s patch houses some gameplay improvements, but given how Visual Concepts hasn’t even mentioned anything about it in teh last few patches, we’re not holding our breath for it.

If we spot any other datamined content or actual patch notes are released, expect us to update the article with the info.

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Alex Co

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

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WWE 2K25 Update 1.029 Is Another Minor Patch Released on All Platforms

Visual Concepts has released WWE 2K25 upadte 1.029 (complete version 1.029.000) on consoles and PC today, and this is another minor patch for the game that saw its final DLC drop last month.

It seems based on how updates are released for the yearly wrestling game, this might be the final patch rolled out, though there are still issues that have yet to be fixed.

Read on for what got added in today’s patch.

WWE 2K25 New Update Released on December 5 as a Minor Patch Version 1.029

Update: Mr. Entra has uncovered that new moves have been added to the Saturday Night’s Main Event Pack via the update:

Also worth clarifying that the ELITE Persona has been datamined, and might be released at a later date. In case you don’t see it now, that’s the reason why. Apologies for any confusion.

Per reliable WWE dataminer Status, Visual Concepts added one Persona with today’s patch and it’s ELITE Liv Morgan, which is pictured above.

Unfortunately, bugs such as the side plates have not been fixed. According to the dataminer, today’s patch indicates that this might be the last update for WWE 2K25. Given we’re nearing the end of the year, and WWE 2K games are usually released in the first quarter of each year, that definitely seems like a real possibility. Sure, we might get an odd update or two, though these are the kinds that the developers are quiet about, usually.

For reference, the last patch released last month introduced the Saturday Night’s Main Event Pack DLC, whcih is the last planned roster update for the game.

There is a chance that today’s patch houses some gameplay improvements, but given how Visual Concepts hasn’t even mentioned anything about it in teh last few patches, we’re not holding our breath for it.

If we spot any other datamined content or actual patch notes are released, expect us to update the article with the info.

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Alex Co

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

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Cross Blitz Review – Incredibly Fun TCG

Two years after entering Early Access, the promising trading card game (TCG) Cross Blitz has finally reached its 1.0 release date. We spent some time collecting hundreds of cards and playing against dozens of enemy decks, and can now safely say that for fans of the genre, the wait was definitely worth it.

Curious? Find out why in our Cross Blitz review.

TCG, RPG, Roguelike

Cross Blitz is a TCG with a good bit of RPG mechanics and even a Roguelike mode thrown in for good measure. In a sense, you get two games for the price of one with Cross Blitz. There are two main game modes: Fables and Tusk Tales. An online mode was originally planned, but when the scope of these first two modes expanded, it was unfortunately cancelled. With such a solid game, this feels like a pretty big loss. But what is here should keep most fans happy for quite a while.

Fables features five characters with multi-chapter campaigns. These aren’t short campaigns, either, with an estimated playtime of 45 hours to get through them all. While the campaigns are not voiced, their stories are surprisingly entertaining, and each cutscene plays out like a graphic novel. Each story is connected in an overarching narrative, as you explore the world called Crossdawn Isle, which is navigated on a grid much like Final Fantasy Tactics or any other strategy game you might remember from the heyday of the Game Boy Advance. It is also in this Fables mode where you can perhaps best learn all the mechanics of the game before you try to tackle Tusk Tales, the other main mode which plays like a Roguelike. Though you can dive right in to the Tusk Tales mode, it can be unforgiving for those who aren’t familiar with traditional turn-based card games. Some mechanics, such as your hand being limited to ten cards and any extras (which are automatically drawn from your deck at the start of each turn) being immediately destroyed, are not taught to you until they happen the first time.

Potato-Friendly Specs

Cross Blitz doesn’t merely look like it was ripped from several generations of consoles ago; it also has the system requirements to match. All you need to run the game is an Intel Core 2 Duo E6750 or AMD Phenom II X2 550 or higher – two processors I haven’t thought of in a very long time. GPU requirements are also fitting, then, as anything that can match a GeForce GT 320 or Radeon HD 6570, with 1 GB of VRAM or higher. Suffice it to say, almost any computer you have that still boots Windows 10 or newer will have absolutely no issues running this game.

That isn’t to say the game doesn’t have visual chops. As mentioned, Cross Blitz has the art style of older, pixelated 32-bit games, but with modern sensibilities. The Unity Engine runs things behind the scenes, and does so very smoothly. Not that card games have too much action going on at any given time, when multiple effects happen in a round, Cross Blitz doesn’t skip a beat.

Gameplay in Cross Blitz should be mostly familiar to anyone who has tried Magic the Gathering, Lorcana, etc. Players begin each round with a limited pool of mana which they can use to summon cards; the player who goes second gets a bonus point of mana to make up for the fact that they have to wait a turn to perform their first summon. Cards can be minions, which fight for you in some form, spells which have some effect written on them (and are usually played instantly), and trap cards, which get sent into the playfield face-down, only triggered when attacked by the enemy. Each hero (the person in charge of playing from each deck) has a set amount of HP at the start, and the first to cause their opponent to reach 0 wins. The playfield gives each hero eight slots to lay cards down on, with four columns of two rows apiece. Damaging the opposing hero is sometimes done by certain spell or trap cards, but usually by having a minion attack an empty column, which causes their entire attack to go towards the enemy hero. Again, this should all sound familiar to anyone who has played a TCG.

You’ve Got Options

Relics and trinkets help to change things up, however. Relics are equipped to heroes, and have effects which the opponent must consider, such as summoning new minions whenever any friendly minion dies, or letting you draw a card once certain conditions are met, and many more effects. Up to four relics can be equipped per hero, though this must be unlocked like so much else in Cross Blitz. Trinkets are similar, but apply to cards – multiple can be applied to any applicable card, and they apply to every copy of that card. This can result in some seriously overpowered 1-mana cards, which help in the game’s hard mode.

Cards can also belong to different factions, which other cards take into account to boost their stats. These effects can chain, so you can lay down one card which boosts, say, Pirates that are played onto the field later on. Those Pirates might already have trinkets which give them Tough, an attribute which reduces all damage they receive; combined with a more expensive Pirate-themed card, those lesser Pirates can suddenly become formidable enemies, especially in the later stages of the game where both players near 10 mana per turn. Getting the right combo of cards can quickly turn battles around, and it feels great when you hit the giant Blitz button which begins the combat phase, to then see you enemy’s health getting whittled away.

Cross Blitz is a delightful take on the turn-based card battle genre. For just $19.99 USD, you get an immensely expansive TCG which will beg you to stick around for just one more go. With over 500 cards to collect and alter, twenty characters to unlock, as well as relics to modify those with, and plenty of other things to spend in-game currency on (with nary a microtransaction to be found!). The only thing missing is any sort of online component. Despite this, card game fans will no doubt enjoy this throwback to a time when games launched with everything you needed to have a good time all by yourself.

Pros

  • Solid TCG mechanics
  • 500+ cards to collect
  • Two full game modes
  • Beautiful, bright 32-bit style graphics
  • No microtransactions
Editor’s Choice Badge
Verdict
9/10
Cross Blitz absolutely nails the TCG genre, with a fantastic mix of RPG and Roguelike elements thrown in for good measure.

Cons

  • No online options
  • Some game mechanics are taught the hard way

Cross Blitz was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

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Battlefield 6 Winter Offensive Version 1.1.3.0 Patch Notes Released

In case you didn’t know, Battlefield 6’s last major update of the year is due for release next week on December 9. Called the Winter Offensive patch, DICE has labeled it as patch version 1.1.3.0, which means that players should see the game in this version once the patch has been applied, and this is visible on the start screen.

Before the update is pushed out, the developers have thankfully released the complete patch notes for it today.

Read on for what changes to expect for Battlefield 6’s Winter Offensive update.

Battlefield 6 Winter Offensive Update Version 1.1.3.0 Applies Major Gameplay Improvements

New Content: Winter Offensive

  • New Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals.
  • New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic.
  • New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path.
  • Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window.
  • Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.

Major Updates for 1.1.3.0

  • Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.
  • Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.
  • Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.
  • Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.
  • Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.
  • Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.
  • Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.

Battlefield 6 Winter Offensive Complete Patch Notes

battlefield labs return

PLAYER:

  • Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.
  • Fixed a clipping issue with character shoulders when jumping.
  • Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.
  • Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.
  • Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.
  • Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.
  • Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration.
  • Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.
  • Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.
  • Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.
  • Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.
  • Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.
  • Fixed an issue that caused the player to continue controlling their soldier after dying in water.
  • Fixed an issue that could cause the player to become stuck when entering water while crouching.
  • Fixed an issue that could prevent melee damage from being dealt to soldiers in water.
  • Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.
  • Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.
  • Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.
  • Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.
  • Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.
  • Fixed an issue where hands clipped into ladders when in first-person view.
  • Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.
  • Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.
  • Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.
  • Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.
  • Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.
  • Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.
  • Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect  when illuminated by a flashlight.
  • Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.
  • Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.
  • Fixed first-person stair locomotion animations starting with a delay when moving on stairs.
  • Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.
  • Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.
  • Improved hit registration reliability when multiple players were within close proximity.
  • Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.
  • Improved melee animation when attacking while prone.
  • Improved movement responsiveness at the start and end of drag and revive interactions.
  • Improved soldier animation smoothness when entering and exiting prone.
  • Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.
  • Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.
  • Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.

VEHICLES:

  • Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.
  • Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.
  • Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.
  • Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.
  • Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.
  • Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.

WEAPONS:

  • Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.
  • Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.
  • Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.
  • Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.
  • Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.
  • Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.
  • Fixed an issue where target dummies in the firing range remained down after being shot.
  • Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.
  • Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.
  • Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.
  • Fixed the “peekaboo” timing bug affecting target dummies on the firing range.
  • Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
  • Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
  • Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.
  • Tweaked haptic feedback for weapon reloads on PS5 controllers.
  • Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).

GADGETS:

  • Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.
  • Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.
  • Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.
  • Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.
  • Fixed an issue where Throwing Knife animations lasted longer than intended.
  • Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.
  • Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres.

LWCMS Portable Mortar

  • Fixed an issue where an incorrect shell type was used during firing and reload animations.
  • Fixed an issue where firing a Smoke Shell did not shake the camera or tube.
  • Fixed an issue where Smoke Shell clouds were smaller than intended.
  • Fixed an issue where the fire rate was lower than intended.
  • Fixed an issue where the Smoke Shell always regenerated via Supply Crates.
  • Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.
  • Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds.

Supply Pouch

  • Fixed an issue where the Supply Pouch instantly regenerated health on deployment.
  • Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.
  • Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.
  • Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.

REDSEC Elite Series

MAPS & MODES:

  • Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.
  • Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
  • Fixed an issue where deaths were not tracked correctly in Strikepoint.
  • Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.
  • Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.
  • Made improvements to reduce cases of players matching into games that were near the end of a round.
  • The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.
  • Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.
  • Updated spawning behaviour for Battle Pickups:
    • In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.
    • In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team.

Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps.

Manhattan Bridge

  • Removed Defender vehicles in Sector 2 and Sector 3.
  • Added an additional Attacker IFV in Sector 3.
  • Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress.

Mirak Valley

  • Removed Defender vehicles in all sectors.
  • Adjusted Attacker vehicle counts:
    • Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
    • Sector 2: Added 1 Attacker IFV.
    • Sector 3: Added 1 Attacker IFVs.
  • Updated capture volumes across all sectors to make attacking easier.

New Sobek City

  • Sector 2: Added 1 Defender tank and one Defender IFV.
  • Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.
  • Updated capture volumes in both sectors to improve attacker flow.

Operation Firestorm

  • Sector 2: Adjusted Defender armour (added and removed tank spawns).
  • Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.
  • Updated capture zones across affected sectors to support attacker momentum.

Liberation Peak

  • Sector 3: Removed Defender tank.
  • Sector 5: Added 2 Attacker IFVs; removed the Defender transport.
  • Updated capture volumes to improve attacker advancement.

Siege of Cairo

  • Added an additional Attacker tank in sector 1 and 3.
  • Updated capture areas on B flag to improve sector push potential.

Empire State

  • Sector 1: Updated capture volume on B flag.
  • Sector 2: Updated capture volumes on A and B flags.

PROGRESSION:

  • Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge.
  • Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud.

UI & HUD:

  • Added a loading popup when entering a tournament code to provide better feedback on what’s happening.
  • Added “Free Look” helicopter game hint to be part of pilot hints..
  • Enemies can no longer be spotted from the big map.
  • Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log.
  • Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC.
  • Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle.
  • Fixed a rare issue where objective icons could disappear when redeploying.
  • Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual.
  • Fixed an issue where camos in the Challenges section did not show their name or category.
  • Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot.
  • Fixed an issue where killcards did not always appear when players were killed inside vehicles.
  • Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode.
  • Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood.
  • Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps.
  • Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row.
  • Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle.
  • Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label.
  • Fixed an issue where the Helicopter HUD would disappear when the color was set to black in the settings.
  • Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly.
  • Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap.
  • Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon.
  • Fixed an issue where the vehicle 3D preview did not update when switching loadout presets.
  • Fixed an issue where zooming in on the big map would sometimes result in a black screen.
  • Fixed issues that prevented Resupply Station icons from appearing on the big map as intended.
  • Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”.
  • Improved image cropping to better align artwork in the Battle Pass purchase screens.
  • Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons.
  • Improved the text used to describe unlock conditions for Bonus Mission for better clarity.
  • Reduced man down icons to only show the two closest downed team mates.
  • Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning.
  • Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer.
  • Squad and friendly in-world nametags now blink when the player regains health or receives ammunition.
  • Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up.
  • Unlocked cosmetics now appear above locked ones in selection lists.
  • Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally.
  • Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant.
  • Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable.
  • Updated the Saints Quarter loading screen to display correct combat zone text.
  • Updated underbarrel launchers so the correct type icons appear in the HUD.

SETTINGS:

  • Fixed a bug where changing the “Command Console” option would not apply until the game was restarted.
  • Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu.
  • Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options.
  • Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings.
  • Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals.
  • Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback.
  • The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high.

SINGLE PLAYER:

  • Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player.

AUDIO:

  • Added new vehicle-specific hostile type identifiers for more accurate callouts.
  • Added safeguards so background environmental soldier audio no longer triggers during moments with no combat.
  • Adjusted the balance of the bootflow logo music and sound effects.
  • Fixed an audio issue that occurred when crawling while aiming down sights.
  • Fixed an issue that caused health-replenishing audio to play multiple times.
  • Fixed an issue where background environmental soldier audio wasn’t affected by the voice over volume slider.
  • Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track.
  • Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration.
  • Fixed an issue where round-start music could play before the round actually began.
  • Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers.
  • Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect.
  • Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player.
  • Fixed an issue where the proper sound effect did not play when performing a combat dive.
  • Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly.
  • Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio.
  • Fixed missing audio when performing weapon inspections.
  • Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play.
  • Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.

Footsteps

  • Balanced enemy-specific layers for clearer cloth and gear cues.
  • Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects.
  • Improved distance-based acoustics for clearer separation between close, mid, and far ranges.
  • Improved distant world reflections to better convey space and positioning.
  • Increased enemy movement audio at distance for greater readability.
  • Increased overall enemy movement volume, with an additional boost when an enemy is behind the player.
  • Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio.
  • Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.
  • Reduced scuff and scrape audio from movement against walls and ground.
  • Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC.
  • Refactored footstep triggers to be more reliable across different speeds and stances.
  • Removed limitations on the maximum number of close-range enemy audio sources.
  • Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs.

PORTAL:

  • Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen.
  • Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate.
  • Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script.
  • SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets.

AI:

  • AI bots can now respond to ammo, healing, and pickup requests.
  • Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended.
  • Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill.
  • Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary.
  • Improved AI responsiveness when performing revives.
  • Improved AI revive logic and movement to make their actions more consistent and reliable.

Battlefield 6 Winter Offensive REDSEC Patch Notes

Battlefield RedSec known issues

PLAYER:

  • Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air.
  • Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion.
  • Fixed an issue where players could be kicked for inactivity while spectating.
  • Fixed an issue where players could not claim a second custom weapon dropped as a mission reward.
  • Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind.
  • Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon.
  • Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In.
  • Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team.

GAUNTLET:

  • Fixed an issue where mission objects would not drop if the carrier disconnected.

VEHICLES:

  • Fixed an issue where tanks and ambulances would be clipping through each other.
  • Fixed an issue where vehicle containers could occasionally be empty after being opened.

WEAPONS:

  • Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP.

GADGETS:

  • Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon Drone
  • Fixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on.

CALL-INS:

  • Fixed an issue where Smoke Cover could not be activated during the late stages of a match.
  • The UAV now fully explodes on impact when shot down.

MAP:

  • Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission.

Battle Royale

  • Improved loot box placement across the map for more reliable accessibility.

Gauntlet

  • Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed.

UI & HUD:

  • Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity.

Battle Royale

  • Added clearer distinction between player and squad member inventory requests.
  • Added upgrade notifications to the loot feed when a weapon is improved.
  • Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them.
  • Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank.
  • Updated the artwork for mission rewards to reflect new keycard changes.

Gauntlet

  • Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage.
  • Fixed an issue where the scoreboard was sorted by deaths instead of score.
  • Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath.
  • Fixed team-ownership colours for M-COMs in Wreckage missions.

AUDIO:

  • Fixed an issue where subtitles would not appear correctly during insertion.
  • Fixed missing UI audio when unlocking the first Field Upgrade.
  • Increased the volume of armour-break audio for both incoming and outgoing hits.

Now that’s one heck of an update! Hopefully, DICE doesn’t break anything with the patch. Once it’s live, expect it here on MP1st.

Looking ahead, the next thing to look forward to is Season 2. Thanks to datamined info, early Season 2 and S3 items have been unearthed.

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Alex Co

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

Home > Title Updates and Patches

Avatar: Frontiers of Pandora Update 2.0 Adds Third-Person, New Game+ via Patch 1.016

Ubisoft has released the latest major update for Avatar: Frontiers of Pandora, and this adds New Game+ and third-person mode for free. Called the 2.0 title update, console gamers will see it appear as Avatar: Frontiers of Pandora update 1.016.

Expect this ot be a gigantic download, with console and PC gamers needing at least 30-40 GB of disk space to install the new update.

For info on third-person mode and how to toggle it, read on.

Avatar: Frontiers of Pandorda Third-Person Mode Added via Patch 1.016/2.00

Patch Sizes:

  • PS5 – 43 GB
  • Xbox Series X/S – 30 GB
  • PC – 44 GB

The download size for this update is significantly higher than usual updates, as it updates several main game aspects, adds new features and also anticipates December 19th’s expansion release.

Notable changes or improvements:

  • [All Platforms] Added an option for a Third Person perspective.
  • [All Platforms] Added New Game+.
  • [All Platforms] To improve the Na’vi language accuracy in the game, we’ve introduced several changes to text. The most impactful one is that “Eetu” is now called “Itu” to reflect a more accurate spelling of the character’s name.
  • [All Platforms] Fixed missing landmarks on the Map.
  • [All Platforms] Various minor fixes.
  • [PC] Introduced Nvidia DLSS 4 and AMD FSR 4 upscaling options.

With Title Update 2.0, all players can enjoy the game from a third person view, letting you see the world from a new perspective! You can switch between third person and first person easily – by default:

  • Press the J key on PC.
  • Hold the touchpad on PS5.
  • Hold the “View” button on Xbox Series X/S.

Alongside third person, you’ll also be able to experience Frontiers of Pandora’s main story in New Game+. When you replay the main story in New Game+, you carry over all of your gear and skills from your regular (completed) playthrough, and get access to a new skill tree for the Sarentu, as well as higher level gear, which you will need to defeat New Game+’s stronger enemies. To access New Game+:

  • Load a saved game where you’ve completed the final mission in the main story (“Last Strike”).
  • Open the Options menu – you should see a “New Game+” option at the top of the menu.
  • After selecting “New Game+”, you will be prompted to select a Save Slot which will become the New Game+ save slot. Once that’s done, your New Game+ journey will begin.

There are a handful of known issues still plaguing the game, so don’t be surprised to see a follow-up patch be released before the year is over. If Ubisoft does push one out, expect it here on MP1st.

If you know someone who’s interested in picking the game up, it’s currently on sale on the PlayStation Store as part of Sony’s End of Year sale promotion.

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Alex Co

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

Home > Title Updates and Patches

ARMA Reforger New Update 1.060.087 Deployed on December 5

While ARMA Reforger might not get a major update before the year is over, that doesn’t mean Bohemia Interactive is stopping from releasing fixes. Today, the studio has pushed out ARMA Reforger update 1.060.087 on PC and consoles, and this applies various fixes.

Aside from stability improvements, this patch also includes memory fixes to the console versions too.

Read on for the complete patch notes and the explanation on the console memory improvements.

ARMA Reforger’s December 5 Update Applies 1.060.087/1.6.0.87  Fixes

ARMA Reforger Update 1.040.038

Stability and Performance

  • Fixed: Memory leak related to doors
  • Fixed: Memory leak related to characters interacting with vehicles through specific actions
  • Fixed: Crash on Linux server on reading property
  • Fixed: Crash when saving an individual entity via the script api while registrations are pending
  • Fixed: Possible crash related to fall damage
  • Fixed: Crash when loading hitzones from an invalid source
  • Fixed: Navlink settings made shared per prefab to save memory

Consoles

We identified a few critical memory points that could affect the stability of the console version. To mitigate the cost, we are lowering the graphic settings in the Performance preset and limiting the number of AI characters spawned in single-player content.

  • Added: PS5: Flushing memory on ‘out of virtual memory for render resources’
  • Changed: Xbox: Lowered texture quality settings for Xbox S/X and PS5 in the Performance preset
  • Changed: AILimits lowered for single-player content run on Consoles
  • Fixed: PS5: Deadlock inside routines responsible for handling out of memory

Assets

  • Changed: Disabled physics colliders on some of the small granite clusters
  • Changed: Compression of particle asset related to geysers on Kolguyev
  • Fixed: Dead bodies sometimes had mispositioned armor

General

  • Fixed: Collision-related issues for clients
  • Fixed: Deflection of shells/bullets was inconsistent between clients and server
  • Fixed: Missiles sometimes didn’t work correctly on clients

Playable Content

Based on the feedback from people missing Legacy Conflict, we are bringing it back to be as close to pre-1.6 conflict as possible, while keeping some minor improvements that don’t impact the way the mode is played

Changed: Legacy Conflict has been updated – removing parts intended only for the HQ Commander game mode

Deployable radio spawn was originally meant as a way for players to stay together before helicopters were added. With the addition of helicopters and Rally points for groups, we wanted to balance the radio spawning, but the downsides of the system heavily outweigh the upsides in the current state of the game, so we are disabling this feature for HQC.

  • Changed: Disable Radio Spawn for HQC Conflict
  • Tweaked: HQC: Hide duplicated callsign name in group menu

Modding

  • Added: Scripting method ProjectileMoveComponent.GetProjectileSimulationResult, for estimating the final position of a projectile

Chances are, this is the last patch fro the game for 2025. If not, expect the latest update by Bohemia to be posted here on MP1st.

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Alex Co

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

Home > Title Updates and Patches

Helldivers 2 Update 1.005.001 Out This December 5 for Patch 5.0.1

Arrowhead Game Studios has released patch 5.0.1 for Helldivers 2 as a small hotfix. For console players, this is update 1.005.001.

Today’s update fixes a crash in the stratagem menu. Read on for the full details of this Helldivers 2 patch down below.

Helldivers 2 Update 1.005.001 Has a Small Hotfix in Patch 5.0.1

helldivers 2 screenshot

  • We have fixed the crash caused by using the reload button in the stratagem menu.

If you missed the news earlier this week, patch 5.0.0 was released for the game on December 2. A ton of balance changes were made, and lots of other crashes should have been fixed. You can read more in the link provided here.

If you see any other issues with the game, let Arrowhead Game Studios know on social media so they can further fix the game in the future. Keep it locked at MP1st for more Helldivers 2 coverage very soon.

Damien Seeto

Home > Title Updates and Patches

Tales of Xillia Remastered New Update 1.000.003 for Version 1.0.3 Released for Fixes

Developer Doki Doki Grooveworks has released Tales of Xillia Remastered update 1.0.3 on all platforms today, with console gamers seeing it appear as version 1.000.003.

As one might expect from a remastered title, this patch ushers in fixes rather than any new content.

For the complete list of changes made, read on.

Tales of Xillia Remastered Update for December 4 Brings Fixes

Update Contents:

  • Fixed an issue where the diagonal inputs were too sensitive when inputting “quick-step” in battle.
  • Fixed an issue where adjusting the volume in “Menu -> System -> Options-> Sound” didn’t change the volume output.
  • Adjusted BGM volume for some songs in the “Battle BGM Pack.”
  • Fixed an issue where a character’s hair would disappear when changing to normal attire from a specific equipment set.
  • Fixed an issue where using the “mine” action in the Felgana Mines prevents players from progressing further when a certain button is mapped to the “talk” action.
  • Fixed an issue where the total play time counter would stop increasing after a certain value.
  • Fixed an issue where “Holy Bottle” and “Dark Bottle” effects would not end after their timer ran out when the frame rate cap was set to 120.
  • Fixed several graphical issues.
  • Fixed several typographical errors in the subtitles.
  • Fixed various other issues that would prevent game progression.

Given we don’t get a lot of updates for the JRPG, don’t expect one anytime soon. However, if we do get one, we’ll have it up here on MP1st.

If you’re looking for more JRPGs, the PlayStation Store End of Year sale has a few discounted ones that you might like.

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Alex Co

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

Home > News

Romeo Is a Dead Man Arrives on PC and Consoles on Feb. 11, 2026

Suda51’s next new IP, ROMEO IS A DEAD MAN, has an official release date! Players will be able to jump into this ultra-violent action game from the creators of the No More Heroes trilogy this coming February!

Better bring an umbrella, because it’s about to get really bloody.

The Bloody Tale of Romeo and Juliet

Wait, was that a mech and a Gundam reference at the end? I don’t know exactly what’s going on in this game, but seeing that it’s by the same studio that brought us the No More Heroes trilogy, The Silver Case, and Shadows of the Damned, I think it’ll be worth checking out.

About ROMEO IS A DEAD MAN:

“Snatched from the brink of death by his donning of the rad mask “DeadGear”, FBI Space-Time special agent, Romeo Stargazer, sets out to hunt the most wanted fugitives in existence across the multiverse, armed with a heady arsenal of guns and close-combat weapons. And as if being stuck in a strange limbo between life and death as DeadMan and tasked with navigating a shattered space-time continuum isn’t enough, Romeo also has to contend with the sudden disappearance of his mysterious girlfriend, Juliet.”

ROMEO IS A DEAD MAN will officially launch on February 11, 2026, on the PS5, Xbox Series X|S, and PC.

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James Lara

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

Home > Title Updates and Patches

Dragon Ball FighterZ New Balance Update Applied via Patch 1.42/1.000.009

Before the year is over, Bandai Namco has pushed out a new Dragon Ball FighterZ balance update on all platforms this December 4. While this doesn’t house any new content, this update will still be something players will welcome with open arms to provide more balance to certain characters.

Console gamers will see the download appear as Dragon Ball FighterZ update 1.42/1.000.009, and this should be a small download.

For the complete list of character changes, read on. Note that character balance changes were applied a month ago, which we also wrote about.

Dragon Ball FighterZ Balance Changes for December 4

System Mechanics

Jumping Unique Attack, Jumping ↓ Unique Attack

  • For some characters, fixed an issue in which using a jumping unique attack or jumping ↓ + unique attack after a Simple Dash input and hitting the opponent would result in a Super Dash instead.

Vegeta (Super Saiyan)

Super Dash Kick (Medium)

  • Adjusted knockback when only the final hit connects of the medium version of Vegeta (Super Saiyan)’s Super Dash Kick.

Gohan (Teen)

Crouching Unique Attack, Jumping ↓ Unique Attack, Z Assist (B-Type)

  • Adjusted the distance that the projectile of Gohan (Teen)’s crouching unique attack, jumping ↓ + unique attack, and Z Assist (B Type) moves when it goes off-screen.

Frieza

Crouching Medium Attack

  • Adjusted the hitbox of the first hit of Frieza’s crouching medium attack.
  • Increased the distance moved when inputting → during Frieza’s crouching medium attack.

Nova Strike

  • Frieza will now move when inputting ↑ on the startup of Nova Strike.

Jumping ↓ Unique Attack

  • Fixed an issue in which using Frieza’s jumping ↓ + unique attack after a Simple Dash input would result in a Super Dash instead.

You must die by my hand!

  • Sped up startup of Frieza’s “You must die by my hand!”

Krillin

Jumping Unique Attack

  • Adjusted Krillin’s jumping unique attack so that diagonal inputs will be ignored when entering → to change projectile speed.
  • Adjusted Krillin’s jumping unique attack so that diagonal inputs will be ignored when inputting an additional → or ←.
  • Adjusted the distance that the Ki Blast in Krillin’s jumping unique attack moves when inputting an additional → or ←.

Yamcha

Jumping ↓ Unique Attack

  • Fixed an issue in which using Yamcha’s jumping ↓ heavy attack after a Simple Dash input would result in a Super Dash instead.

Gotenks

Z Assist (B-Type)

  • Fixed an issue in which the properties of Gotenks’s Z Assist (B Type) would change under certain conditions.

Android 21

Hors d’Oeuvre Stab (Heavy)

  • Increased stun time of Android 21’s Hors d’Oeuvre Stab (Heavy) when not in animation.

Zamasu (Fused)

Z Assist (A-Type)

  • Adjusted damage scaling and fixed an issue in which the Ki gauge would increase when using Zamasu (Fused)’s Z Assist (A Type).

Heaven’s Flash

  • Fixed an issue in which the quick dash behavior of Zamasu (Fused)’s Heaven’s Flash would change under certain conditions.
  • Super Attacks can now be used during the latter half of the quick dash of Zamasu (Fused)’s Heaven’s Flash.

Videl

Defender of Love & Justice, Great Saiyaman!

  • Sped up the timing at which Videl’s “Defender of Love & Justice, Great Saiyaman!” enters a powered-up state.

Justice Revenge

  • Extended the range at which Videl’s Justice Revenge hits while in a powered-up state.

Goku (GT)

Jumping ↓ Unique Attack

  • Fixed an issue in which using Goku (GT)’s jumping ↓ + unique attack after a Simple Dash input would result in a Super Dash instead.

Kamehameha

  • Adjusted stun time when the grounded version of Goku (GT)’s Kamehameha connects.

Janemba

Shadow Kick

  • Adjusted where Janemba’s Shadow Kick appears when attacking an opponent standing on the ground.

Kefla

Gigantic Breaker

  • Kefla’s Gigantic Breaker can now be ended if the button is not held down when Z Changing during the attack.

Goku (Ultra Instinct)

Secret Sensation

  • The Ki gauge will now decrease upon movement while the opponent is taking damage during Goku (Ultra Instinct)’s Secret Sensation.

Master Roshi

Thunder Shock Surprise

  • Adjusted behavior when Master Roshi’s Thunder Shock Surprise connects.

Reverse Kamehameha

  • Adjusted prioritization between mid-air dash and Master Roshi’s Reverse Kamehameha.

Hopefully, this signals that Bandai Namco’s renewed interest in supporting DB FighterZ will continue into 2026.

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Alex Co

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Xbox Update on December 4 Is a Minor System Patch

Microsoft has rolled out a new system update for Xbox consoles, and this should be the last one for 2025. Same with any unannounced firmware patch, this is a minor update that doesn’t add any new front-facing features.

Expect this to be a small download across consoles, as this December 4 Xbox update is aimed at stability more than anything else.

Xbox System Update Released Today Brings More of What We’re Expecting

Xbox System Update November 12

Microsoft calls this new system update as OS version: 10.0.26100.6214, and it has the following changes:

  • General stability and performance improvements

For those in the Xbox Insiders program, there was also an update that had the following notes:

System

  • Various stability and performance fixes.
  • Various updates to properly reflect local languages across the console.

Captures

  • Users are reporting that they are unable to watch or view game captures. (2510.251006-2200)

My Games and Apps

  • Users have reported that some games are not appearing in their collection. (2509.250820-2200)
    • Workaround: Try searching for the game in the Store to confirm if the game can be installed/launched.

Don’t expect any major Xbox system updates until we’re well into the first quarter of 2026.

In other Xbox news, we recently unearhted screenshots of Xbox’s cancelled Contraband project that reveals the UI and more. If you have a PS5, that console also got a firmware update this week as well.

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Path of Exile 2 “The Last of the Druids” DLC Launches December 12; Transformations, Balance Overhauls Inbound

The next major addition to Path of Exile 2 has been announced: “The Last of the Druids,” launching December 12 on all platforms. Players will be able to transform into a wolf, bear, or even a wyvern.

Not only that, but major gameplay changes are on the way too, including balance overhauls and a lot more.

While the actual patch notes aren’t out yet, we do have an overview of the new stuff being added.

Path of Exile 2: The Last of the Druids Adds New Beastly Content

Alright, I wasn’t expecting to see a Wyvern form added, but here we are. Here’s a bit more about the upcoming DLC:

With his homeland destroyed by the King in the Mists, the Druid shed the last fragments of his humanity, wandering around the forests of Ogham. Now reawakened, he seeks what remains of his past and is embarking on a journey to find his lost wife and regain his humanity. The Druid wields a new type of weapon, the Talisman, which calls upon the power of Draiocht to shapeshift into an animal. Each Talisman grants access to a chosen form, allowing the Druid to shapeshift into something far more lethal:

  • Wolf: Channel lunar energy into a relentless assault, augmenting your attacks with cold damage to freeze your enemies. As a true alpha, the wolf form is able to summon a pack of minions to fight alongside it.
  • Bear: Raw devastation personified, build up Rage to crush enemies, with each roar amplifying its destructive capacity.
  • Wyvern: Soar above the battlefield and feed upon freshly slain foes to empower its abilities. It is also able to unleash lightning, fire, and sweeping aerial destruction upon its foes.

In human form, the Druid commands earth and storm – volcanoes erupt beneath his enemies, roots bind them in place, and thunder tears through the ranks. Take control of the new Spell Totem skill, which creates a totem to automatically cast any chosen spell for a time. Creating a totem requires endurance or power charges, which you can generate by consuming rage as a Bear or by eating corpses as a Wyvern.

The Druid isn’t the only thing players should expect on December 13, either, as full reworks and balance overhauls are slated to come, along with a few other things. Here’s a highlight of what you can expect:

  • Transform into a Bear, Wolf, or Wyvern as the Druid and ascend into the Oracle or Shaman.
  • Construct a temple in the new Path of Exile 2: Fate of the Vaal League and challenge both the Royal Architect and a new Pinnacle Boss: Atziri
  • Reworks and balance overhaul, including in-game performance optimisation and toned down Delirium fog.
  • Over 30 new Support Gems, including multiple Lineage Supports, and an expanded passive tree with over 250 passive skills.
  • Free Weekend to be held from December 12 – 15 PST.

Path of Exile 2: The Last of the Druids officially launches on December 12 on PC, Steam, PlayStation, Xbox, and the Epic Games Store.

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Alex Co

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

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PlayStation Partners With Bad Robot Games for 4-Player Co-op Shooter from Left 4 Dead Creator

In case you didn’t know, filmmaker JJ Abrams’ Bad Robot has a gaming division called Bad Robot Games. Today, the company announced a major milestone as it has partnered with Sony Interactive Entertainment (SIE), which is essentially the PlayStation division of Sony, to produce a new co-op shooter for PS5 and PC.

While the game has no title yet, nor any release window, we do know it’s being developed interally at Bad Robot Games and is spreaheaded by Mike Booth, the creator of Left 4 Dead.

PlayStation Publishing New 4-Player Co-op Shooter

ps6

More detals about the game will be shared at a later date, and for now, the only info we know is it’s a four-player co-op shooter from the creator of Left 4 Dead, which is enough for a lot of people to get excited about.

Sony and Bad Robot Games did offer their mandatory statements as part of the announcement.

“Partnering with Sony Interactive Entertainment allows us to bring our new IP to life, with an expansive vision for this new universe. With the support of PlayStation, we hope to deliver a bold, innovative experience that is truly special for players. I could not be more excited that Mike Booth is at the creative helm, crafting a cooperative adventure that will lead to unforgettable moments with friends.” – Anna Sweet, CEO of Bad Robot Games

“We’re greatly impressed with the talent Bad Robot Games has assembled at their studio, and are thrilled to partner with them to help produce and publish their upcoming game. Their unique creative voice and passion for innovating across all forms of interactive entertainment perfectly aligns with SIE’s mission to craft experiences that resonate deeply with players. We can’t wait for gamers to step into the world they’ve been building.” – Christian Svensson, VP and Head of 2P/3P Content Ventures & Strategic Initiatives at Sony Interactive Entertainment

Needless to say, we’re keeping a close eye on this given Booth’s past work. We can never have enough co-op shooters, right? The last co-op game we got from former Left 4 Dead devs was Back 4 Blood, which was developed by Turtle Rock Studios. While there’s no announcement, we found out through our reporting that Back 4 Blood 2 is in development under the codename “Gobi 2.”

Not only that, but Back 4 Blood developer Turtle Rock was also, at one time, developing a sequel to Evolve , which has since been scrapped.

Once we know more info about Bad Robot Games’ debut project, we’ll let our readers know. In other PlayStation news, Sony launched the PSN Store End of Year sale this week, which houses a fair amount of AAA titles.

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Alex Co

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

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Starship Troopers: Ultimate Bug War Brings Retro Bug Squashing Action in Early 2026

It never gets tiring to squash bugs, right? For Starship Troopers fans, there’s a new game in development that lets you do that with a retro vibe. Titled “Starship Troopers: Ultimate Bug War,” this new single-player retro first-person shooter is ser to arrive on consoles and PC in early 2026.

The reveal trailer not only shows our first look at gameplay, but it also features Casper Van Dien, aka Johnny Rico himself, hyping the game up.

It’s in development by Auroch Digital, the same studio behind Warhammer 40K: Boltgun, and is being published by Dotemu.

Starship Troopers: Ultimate Bug War Brings Retro Bug Squashing to Consoles and PC in 2026

Key Features

  • Authentic retro FPS experience
    Lead your squads through epic battlefields in a solo campaign packed with missions, secrets and (of course) bugs!
  • Devastating anti-Bug arsenal
    Wield over 30 iconic weapons and items, from the classic Morita rifle to mechanical bipeds, tactical nukes and more
  • Sharply loyal story
    Experience a unique and original story honoring the Federation’s commitment to save humanity from the Bugs
  • Video and audio starring General Johnny Rico himself
    Witness the legend return in full, high-quality FMV and meet new Federation hero, Major Samantha Dietz

When it comes to the game’s lore, the developers shared, “The Arachnid menace has spread far from their home planet of Klendathu, invading human territory across the galaxy. Once inspiring colonies of human beauty, ingenuity and collaboration, now lie torn apart by the merciless and unprovoked Bug threat.”

Starship Troopers: Ultimate Bug War is aimed for release in Q1 2026 on the PS5, Xbox Series X|S, Switch 2 and PC.

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Alex Co

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