If there were ever a more perfect game for the VR audience, it would have to be South East Games’ “Paint the Town Red,” which, coincidentally, is getting a VR version! It won’t be a long wait either, as a release date for Paint the Town Red VR with a new blood-filled trailer has been announced.
“Paint the Town Red is a chaotic first person melee combat game set in different locations and time periods and featuring a massive Rogue-Lite adventure. The voxel-based enemies can be punched, bashed, kicked, stabbed and sliced completely dynamically using almost anything that isn’t nailed down.
In the Scenario levels you’ll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles and more. In the epic rogue-lite Beneath you’ll have to delve deep underground battling terrifying monsters and unlocking powerful upgrades in a battle against ancient evils.
Our amazing community has used the in-game Level Editor and Custom Texture and Music options to add thousands of amazing new levels to the game on the Steam workshop. Create your own massive brawls, horrific adventures, ingenious puzzle levels and more with the intuitive editor.”
If you don’t fancy playing with a headset, don’t worry, Paint The Town Red has already been available since 2021 as a standalone title. It’s boatloads of fun, too, if you haven’t tried it!
Paint the Town Red VR arrives on SteamVR, Meta Quest, and PSVR2 on March 14, 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 Hunt: Showdown was released in Steam Early Access back in February 2018, it has since evolved into something so much more. Five years after, it’s now available in almost every gaming platform imaginable and there doesn’t seem to be any signs of the game slowing down.
MP1st had the chance to talk to Crytek about Hunt: Showdown where we asked the studio about the game’s success, it’s biggest title update yet, Tides of Corruption, and more.
Answering the questions are: David Fifield (General Manager of Hunt), Dennis Schwarz (Design Director for Hunt), and Richard Dansky (Narrative Director for Hunt).
Crytek Interview About Hunt Showdown:
MP1st: After all these years, Hunt Showdown is still going strong. We’ve seen the rise and fall of many multiplayer games, ranging from indies to the big AAA publishers, SEGA’s Hyenas being one of the most recent, and that didn’t even release. How has the team managed to find success where so many others have failed? What’s your secret?
David Fifield: One of the key points of our success, which started in the early access days, is that we’ve consistently listened to our community, and we quickly react to their feedback. Our content updates are also a big factor in our ongoing success, like the current “Tide of Corruption” event. The “Tide” series has been very well received this year with our latest event dropping a new Wild Target, Rotjaw. We’ve even managed to break our CCU records this year– five years post-launch – thanks to these content updates. We are looking at constantly improving our events and content drops for future as they are so well received by our community.
MP1st: Five years is a long time to support a game like Hunt Showdown, and we’re surprised like many, to see it going strong. Why hasn’t the team moved on from it, like some would expect? Was the content pipeline always planned, or was there a moment where the team might have debated dropping support, or perhaps one where they knew they had something special here?
Dennis Schwarz: Hunt Showdown is a passion project for many in the team. We set out to deliver something fresh and unique and poured a lot of love into it and wanted to see it grow and last for many years to come – and still do! This passion helped us to power through some setbacks during Early Access, with servers requiring frequent restarts and bugs that held the game back initially. We were able to slowly strengthen our position and win back trust to build a loyal player base. Part of Hunt’s success during that early period was to keep in close contact with our community and quickly react to trends and problems, offering them steady improvements and fresh content, and seeing their appreciation in return. We have drawn a lot of strength from this.
MP1st: Hunt Showdown had the one (?) crossover with other Crytek properties. Has there been any thoughts about branching that to other IPs? Plenty of cowboy movies and video games are out there, as well as some historical figures that could fit nicely in the universe. Monsters, of course, too. What's the studio’s general stance on that idea?
David Fifield: IP crossovers have been discussed, but we have nothing to comment on currently.
MP1st: An engine upgrade is coming early next year, with it, the drop of last-gen consoles. Improved visuals and performance are a given, but what else can players look forward to with this update? Can we expect new gameplay mechanics and such that weren’t possible before now be possible? Will this allow the game to fit a vision the studio had before but was limited? Will all maps be touched up with the improvements of the updated engine?
David Fifield: Nothing more to add about Engine upgrade or new map other than what has been shared in public.
MP1st: Will the next-gen releases bring console content and update releases more in line with the PC? Can we expect a unified player base with crossplay, or will PC players remain separately?
David Fifield: One of the primary goals of the engine upgrade is to bring parity to Console and PC release dates and content. On release, all matchmaking pools and platform separation will function as they do currently.
MP1st: Tide of Corruption is the game’s biggest drop to date. Could you tell us about it? What sets it apart from the other drops? What were some inspirations behind the weapons, hunters, and pacts?
Richard Dansky: Everything starts with Butcher’s Cleaver. He’s the character who ties the whole story together with the birth of the Demented Pact.
The Demented Pact revere the Sculptor. They’re Hunters who have succumbed to the idea of the Sculptor’s eventual triumph. They view the Targets as the Sculptor’s imperfect acolytes and look to replace them — to become them, really — by hunting them. And one of the things they’re after is the Murmurstone, a relic of the Sculptor, which they think will grant them immense power and take them closer to apotheosis. Butcher’s Cleaver stands in the center of this maelstrom of blood and terror. He leads the Pact, he sets its plans and directions, and more often than not, his is the hand that holds the blade to execute those plans. But he’s got plenty of followers, and they are true believers.
The Death Pact, on the other hand, has a much more straightforward goal. They see all the shenanigans with the usual laws of life and death being set aside, and they want to stop it. Alive is alive, dead is dead, and that’s the way it should be, according to Sofia and her crew. They’re a very diverse group, but they have this in common, and that comes from having characters with deep and interesting backstories. And it only seemed natural to bring back Mr. Chary and his Infernal Pact. The Murmurstone is exactly the sort of thing he’d want to do terrible things with, because he’ll use whatever is at hand, no matter how horrible, to achieve his ends. The good news is that the Infernal Pact is
against the Sculptor, but they’ll use anything to wage that fight. It was really interesting to see how the Infernal Pact evolved as circumstances in the bayou changed, with new powers entering the equation and older ones not having as much of a presence.
Additionally, we’ve got some exciting new equipment to take into the fray in the bayou. Two that we’re particularly proud of are the new Consumable, the Fire Beetle, and the new weapon, the Baseball Bat. The former was conceived as a counterbalance to the Choke Beetle—where there’s smoke, there’s got to be flame. And for the Baseball Bat, we wanted to provide a new blunt melee weapon, and this had been on fans’ wish lists for a while.
MP1st: The baseball bat is pretty satisfying, especially the bonk noise. The community seems to be loving it, but one common thing we’ve seen is also the balancing. Some think it’s too overpowered, but others have pointed out other melee weapons being pushed back in the cards—the machete, for example. Are there any talks about a possible rebalancing/revamp to the melee weapons?
Dennis Schwarz: The Baseball Bat is a great addition to the game. Finally, players have a powerful small slot blunt melee weapon, which is great against those pesky Immolators that burst into flames when pierced with bullets or blades. In Hunt, blunt melee, like the dusters use, is always considered to be the economical choice, eating less stamina with every attack than the bladed weapons. The Baseball Bat stays true to this but has some other drawbacks of course. Where the Machete causes bleeding, the Cavalry Saber has more reach, but you need to be more precise. When balancing weapons occupying a similar slot in the inventory, they have to be rather close to avoid one choice dominating the others. This means we have to ensure the Baseball Bat is not only good against monsters, but also against enemy Hunters. We are keeping a close eye out on balance across the entire arsenal and will always adjust if we feel
one weapon is overshadowing the rest. Of course it’s also just a great new toy to play around with right now. Bonk!
MP1st: Will this be what players can expect from drops in the future in terms of size? What is the support looking like post-next-gen ports, can we expect many more years of it?
David Fifield: We can’t reveal too much but we can confirm our focus will be on releasing more content for players including a new map which will be released alongside our next gen upgrade.
MP1st: Has Crytek considered making the game F2P? Or as part of Game Pass or PS Plus? David Fifield: We cannot confirm anything like this at the moment.
MP1st: Alright, last set of questions. I know we should stick to Hunt Showdown, but our readers won’t forgive us if we don’t ask about Crysis 4. What’s happening there? It’s been over a year since we last heard from it.
David Fifield: Crysis 4 is currently still in development and we have a great team working on it! We will update once we have more details on it down the line.
MP1st: Closing thoughts: Looking at the past, present, and future, what’s one thing you’d like to tell the fanbase?
David Fifield: Hunt: Showdown has had an amazing five-year history with a growing and dedicated fanbase faithfully coming back update after update. We’re excited to be trying new things and taking more risks with the narrative and gameplay content tied to each of our events and look to keep this momentum growing. We on the team are firmly convinced the best days of the Hunt franchise lie ahead and we look forward to pushing boundaries and exploring new shadowy corners of the Hunt.
Announced last year, Kluge Interactive is bringing the thrill of 2D fighters into the VR space with their upcoming VR fighting game, Final Fury. Here’s the latest gameplay trailer and some new details about what you can expect early next year.
Final Fury Gameplay Trailer
“As lifelong fans of classic fighting games such as Street Fighter, Killer Instinct, and Mortal Kombat, our goal with FINAL FURY is to bring back the nostalgic thrill of the arcade and take it to the next level with the immersive perspective and innovative controls only possible in VR. It’s an ambitious challenge, but we’re confident that we have a unique experience on our hands—one that will define a brand-new genre in VR and excite fighting game fans around the world.” – Abraham Aguero, Creative Director at Kluge Interactive, said in the press release.
Final Fury has yet to receive an official release date, though we do know what will be available at its launch.
Innovative VR combat, combining arcade-style fighting mechanics with physical gameplay
Nine playable fighters, each with a unique move set, arena, and personality to match
Single-player battles against CPU opponents in the Arcade and Versus modes
Online competition via matchmaking or private matches
Heart-pumping original soundtrack composed by Zardonic
An Open Beta is coming to Meta Quest and SteamVR in early 2024. More details on that will be revealed as we enter the new year.
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.
Tribute Games has released (Teenage Mutant Ninja Turtles) TMNT: Shredder’s Revenge update 1.09 (PS5 version 1.009) and this is for an achievement fix, as well as adds Chinese voiceovers and more!
Larian Studio flexes some impressive Baldur’s Gate 3 stats, as the studio has revealed that over 1.3 million players have already beaten the main story since the game’s launch last August.
The studio took to X this morning to celebrate the impressive in-game milestones that Baldur’s Gate 3 has reached since launch. One of them is that over 1.3 million players have already beaten the game. While they have yet to reveal any sales numbers around the game (likely waiting for the Xbox version to ship), that high completion number is insanely impressive for a new title to hit in such a short amount of time. They went on further to reveal other Baldur’s Gate 3 stats, which you can view below.
⚔️ Since our launch in August, over 1.3 million players have completed Baldur's Gate 3. 🧀 A number almost equaled by those of you transformed into a wheel of cheese. 📈 All this, and more in our latest thread of amazing stats! pic.twitter.com/tN5i4CDXHx
💀 Number of you who started an Honour Mode playthrough? 158'000 🩻 Of those players, 464 parties have made it to the end already. 34'000 of you…have already met your match. Better luck next time. pic.twitter.com/wzAINWiLHd
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.
In case you didn’t know, Behaviour Interactive and Super Massive Games are collaborating on a brand-new single-player set in the Dead by Daylight universe! Announced earlier this year, the studios are finally gearing up to show their project at The Game Awards.
As teased on X, it looks like Behaviour Interactive and Supermassive Games have their eyes set on The Game Awards for their big reveal.
The project is described as an intense interactive single-player set in the Dead by Daylight universe, filled with powerful life-or-death choices. Supermassive will be taking much of the mythos established by Behaviour Interactive’s Dead by Daylight survivor multiplayer, though the game will feature an original cast, making it the perfect way for new players to get into the universe.
Supermassive Games are widely known for their interactive stories, working on acclaimed horror titles such as Until Dawn and their Dark Pictures Anthology. Whatever this new game is, we expect it’ll be familiar with what the studio has already created, and with Behaviour Interactive also working on the project, there is much to be excited for as the Dead by Daylight universe has plenty of lore and story left to be told in its universe.
So be sure to tune in during The Game Awards tomorrow for your first look!
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.
It’s the last month of the year, and it looks like XDefiant won’t be out in 2023. In the latest development update for the upcoming free-to-play game, the devs shared what they’re working on, though they refrained from providing a release date or even release window.
Over on Twitter (X), Executive Producer Mark Rubin shared the following message:
Hello All!
I just wanted to share another update on the progress we’ve been making with XDefiant to get the game ready to go live. I know people were excited to play after the last test and so I know it’s tough having to wait. But we thank you all for hanging in there with us. We are just as eager to get the game in the hands of players as you are. We truly can’t wait to get the game live so we can shift focus to all of the really cool content we have coming in our upcoming Seasons!
The Quick Update – Ok, so the quick version of the update! We are progressing really well on the changes we’ve outlined in previous posts. We will be spending the rest of this year finishing up our work on the new Party System, the new netcode changes and switching all of our servers over to Linux. When we are back from the holidays, we will be testing for submission, fixing any last-minute bugs, and then getting everything ready to go live. So far, everything is going smoothly, and we don’t anticipate any issues. If you’d like to get more in the weeds of what we’re working on, continue to read below.
Party System – This has really been the main blocker for launch. We can’t go live if people can’t party up with their friends. The party system we were using worked fine throughout development in all of our testing, but when we tested it live, the crossplay aspect of it wouldn’t hold up and would basically stop functioning. That’s not something we were OK with prior to launch, hence the delay. To solve this problem, we’ve been implementing a new Party System that is being used in other Ubisoft games and has been proven to work in a crossplay environment.
Netcode-In our last test that was intended to be the final test before we launch, we found a critical bug in some of our 3rd party security software. It took us a little time to identify that as the culprit, but it has now been fixed. This bug was basically manifesting itself as random frame spikes that were causing all sorts of weird issues when the game was live with lots of players. Netcode is something we will always be looking at for to improve the experience for players.
ways
Linux Servers – As we mentioned in past posts, we are taking advantage of this time to move all of our servers over to Linux. At this moment that is all done, we just literally have one last bug to fix, and we should be good to go. This will improve some server stability as well as make servers scale up and down to handle load much, much faster.
As you can see, there’s still some work left to be done, which means we probably won’t be seeing the game released this year. That said, based on Rubin’s wording, it looks like that after they are back from the holidays (most likely sometime in early January 2024), they will be testing for submission and if it passes, we should then get a proper release date announcement then.
For those who downloaded and installed the Call of Duty: Modern Warfare 3 Season 1 patch, you might be encountering errors when you boot the game. It seems quite a number of players are seeing a Modern Warfare 3 data corrupt error message appear, which asks them to reset their date.
Modern Warfare 3 Data Corrupt Error:
Multiple reports of the issue has been reported on Reddit:
Players logging into Season 1 may see an incorrect error message stating their data is corrupt. Rest assured that your rank, unlocks, and purchases are not lost, although Loadouts, customization, and certain settings may be reset.
Players logging into Season 1 may see an incorrect error message stating their data is corrupt. Rest assured that your rank, unlocks, and purchases are not lost, although Loadouts, customization, and certain settings may be reset.
As you can see, it seems your actual ranks, unlocks and even purchases are fine, though you’ll probably need to customize your loadouts and whatnot again. It’s an inconvenience, but better than losing all your stuff, right?
If any other issue surfaces from today’s patch, we’ll let our readers know. Make sure to share this article for any friends you know that got affected by the error.
Day of the Devs 2023: The Game Awards Edition has just concluded, and with it came many surprise announcements and updates to some major titles. We know this week is a busy one, especially with The Game Awards tomorrow, so to help you catch all the announcements made today, we’ve prepared a round-up, showing off some incredible upcoming indie projects.
Day of the Devs 2023: The Game Awards Edition Round-Up
In the pitch-black waters beyond a long-abandoned fishing town, the enigmatic captain of the world’s strangest submarine has been murdered. Some say he was an immortal time-traveller. Others say he was a vampire, cursed to stay hidden beneath the waves forever… Found alone in a locked room, with only an ancient stone cauldron to suggest how he might have died, it’s up to Detective Grimoire and Sally to piece together what really happened. Was it a curse, released from the cauldron? One of the submarine’s eccentric crew? Or does the bizarre truth run even deeper…
A murder mystery detective adventure game set on a mysterious submarine, balancing occasionally heavy themes with light-hearted humor.
Braid Anniversary Edition
Developer: Jonathan Blow, Publisher: Thekla
Release Date: April 30, 2024
Solve puzzles by changing the flow of time in this remaster of the classic, award-winning game Braid
Cryptmaster
Developers: Paul Hart, Lee Williams, Publisher: Akupara Games
Release Date: TBA
Cryptmaster is a dungeon-crawling narrative adventure with a nostalgic visual style about a party of recently awakened dead heroes. Assets can be found here
Dome-King Cabbage
Developer: Cobysoft Co., Publisher: HYPER REAL
Release Date: TBA
Psychedelic visuals, immersive beats, and a kaleidoscopic story. Encounter an unprecedented gaming experience.
Drag Her!
Developer and Publisher: Fighting Chance Games
Release Date: Q1 2025
Drag Her! is a high-drama, effusively camp 2D fighting game that asks, “What would a less-gay Mortal Kombat look like?”
Flock
Developer: Hollow Ponds, Richard Hogg, Publisher: Annapurna Interactive
Release Date: December 31, 2023
Flock is a multiplayer co-op game where players take on the role of flying shepherds, each tending to their own unique herd of adorable flying creatures.
Nirvana Noir 2
Developer: Feral Cat Den, Publisher: Fellow Traveller
In this story-rich RPG, Hermit and Pig’s solitude is disrupted by a villager in need of help. These unlikely heroes soon become lost in a whirlwind of industrial stooges, violent wildlife, and bad bad times. Hermit and Pig must explore, forage, and fight to save their woodlands and unravel the mystery of a legendary mushroom at the center of an evil corporate plot, all while keeping Hermit’s social anxiety in check.
Home Safety Hotlineis a text-based horror game about working in a 90’s call center. Using your state-of-the-art 1996 PC interface, you are tasked with answering incoming callers’ questions about what’s inside their homes. Read through a vast catalog of common pests, household, and increasingly cryptic terrors, and do your best to become an expert in home safety.
JDM explores the anxieties and horrors of what it is to be a renter in a world run by landlords. …and your landlord is a witch.
Janet DeMornay Is A Slumlord (and a Witch)(JDM) is a story-driven, non-violent, escape room, horror-comedy. It is a supernatural take on the very real anxieties of what it is to be a renter in Australia during the housing crisis. It is set in the house that the developers lived in for many years, but also features real life stories submitted from all over the world
Kind Words 2
Developer and Publisher: Popcannibal
Release Date: TBA
A game about being kind to real people.
Llamasoft: The Jeff Minter Story
Developer and Publisher: Digital Eclipse
Release Date: TBA
Gridrunner.Revenge of the Mutant Camels.Tempest 2000.Llamatron. In the British gaming universe of the 80s and 90s, nobody made games like Jeff Minter. Now, in a new interactive documentary from Digital Eclipse, you can play the history of one of the weirdest, wildest game developers to ever exist–a man who loved shooters and sheep, lasers and llamas.
Journey back in time to an era of cassette tapes, photocopied zines, and README.TXT. An era in which a kid with a Commodore VIC-20 and dreams of radioactive sheep could become one of Britain’s best-known game makers. A virtual museum of design documents, playable games, and all-new video features tell the fascinating story of a true independent game designer
Loose Leaf
Developer and Publisher: Kitfox Games
Release Date: TBA
Manage a tea room between worlds with the most in-depth tea brewing simulation ever.
Militsioner
Developer and Publisher: TALLBOYS
Release Date: TBA
Militsioner is a first-person surreal immersive runaway simulator.
ODDADA
Developer: Sven Ahlgrimm, Mathilde Hoffmann, Publisher: Sven Ahlgrimm
A no-pressure roguelite music builder. Drop cute houses onto all kinds of places and be rewarded with your own little hand-crafted music track.
Open Roads
Developer: Open Roads Team, Publisher: Annapurna Interactive
Release Date: Feb. 22, 2024
One fine fall day, Tess Devine and her mother, Opal, discover a cache of old notes and letters carefully stashed away in the attic of their house. Hints of deep-rooted family secrets, decades-old burglaries, a lost treasure somewhere near the Canadian border… What they uncover suggests a much darker mystery, best left well enough alone.
But that’s not going to happen.
RESISTOR
Developer: Long Way Home, Publisher: PQube
Release Date: TBA
In the year 2060 the world’s governments have long since destroyed one another and in their place stand self-contained city states presided over by a league of powerful corporations. Within the walls of these dense urban metropolises, citizens enjoy a life of comfort and excess, far removed from the harsh realities of the scattered communities that scrape a living in the endless desert wastes of the outside world.
To remain“competitive but friendly”, the corporations take turns hosting an annual racing tournament for the masses setting the finest teams, and bravest challengers, against one another ina series of exhilarating, high-speed death races. The ultimate prize? A one-way ticket to permanent citizenship and a better life, inside the cities.
For Aster, this year’s event, sponsored by Dekker Industries, represents an opportunity to secure the vital healthcare needed to save their ailing mother. But is life beneath the glossy veneer of EthanDekker’s corporate utopia truly as idyllic as it seems?
A battle for the podium soon becomes a war to smash the system! Gather your teammates, fire up your plasma-engines, and above all, RESIST.
Thank Goodness You’re Here
Developer: Coal Supper, Publisher: Panic
Release Date: TBA
Thank Goodness You’re Here! is a comedy slapformer from Coal Supper, published by Panic.
Ultros
Developer and Publisher: Hadoque
Release Date: Feb. 13, 2024
You wake up stranded after seemingly crashing your ship on The Sarcophagus—a giant,space-drifting, cosmic uterus holding an ancient demonic being known as ULTROS. Trapped in the eternal loop of a black hole, you will have to explore The Sarcophagus and meet its inhabitants to understand the part you play. Are you the gruesome breaker of this cycle, or can you become a link from destruction to rebirth?
Leximan
Developers: Knights of Borria Publishers: Marvelous Europe
Release Date: 2024
In a stroke of good fortune, you’ve enrolled in the world’s most exclusive magic school: Academy Elementinia. But on the downside, this is a world in which magic is a bit embarrassing.
Still, you’ve got something special. You alone have the ability to use Leximancy, a hitherto unimaginable power driven by something as fascinating as it is enchanting: language.
That’s all from today’s showcase! There are many exciting titles to look forward to next year; which one caught your eye the most? Let us know! Oh, and be sure to check back in here tomorrow, as we’ll have coverage of every announcement made during The Game Awards. All we can say is, get ready for some surprises!
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.
Vampire Survivors is getting new DLC, and it’s something a little different and unexpected. Dubbed “Emergency Meeting” survivors of the vampiric world will soon be finding themselves crossing paths with some unlikely allies. However, they may quickly learn that there’s an imposter among them.
That’s right, crewmates from Among Us are coming to Vampire Survivors with this all-new collaboration DLC! Below is an overview of what you can expect.
An Overview Vampire Survivors DLC – Emergency Meeting (via Steam)
The Survivors are desperate to hunt vampires, but are running out of places to look. Only one option remains: Be the bullet hell… in space!
Gather your most trusted Crewmates, prepare to eject the Impostors, and try to survive while mowing down thousands of extra-terrestrial foes in this expansion for Vampire Survivors. Turn classic Among Us tasks into outrageous weapons, upgrading your abilities after every roguelite run to overcome impossible odds with ease. Be alert to subterfuge as you explore the vast weirdness of the Polus Replica and keep your wits about you, as suspicious eyes are always watching 👀.
9 Trusty New Characters
A cast of courageous Crewmates assembled to take on the tumultuous tasks, including:
Crewmate Dino – Starry-eyed, optimistic, and unfortunately extremely tasty. Dino is a jack-of-all-trades who boosts stats whenever a task is completed (i.e. when you level up a weapon).
Engineer Gino – Few Crewmates come as close to truly competent task-work as Gino, who offers a selection of passive weapons from their toolbox every few levels.
Ghost Lino – Good Crewmates don’t let a silly thing like death get in the way of their tasks. Lino can float through walls at will and can’t be hurt, but can’t deal damage either… what could be the goal of such suspicious game design?!
Shapeshifter Nino – Look at this bean! They can do all kinds of… wait, where did they go? And where did this snowman come from? Oh well, I’m sure you’ll figure it out.
Guardian Pina – Everyone needs an angel on their shoulder. Pina isn’t just there for moral support, though – they boost the defences of all nearby allies, and they love taking out the garbage.
Impostor Rina – A fellow Crewmate that is in no way some kind of duplicitous, well-disguised killer. One hundred percent all-natural-bean, right here. Nothing to see or think about.
Scientist Mina – Mina’s scientific skill is matched only by their intense clumsiness. Thankfully, dropping potentially hazardous chemicals has a major upside when you’re besieged by extra-terrestrial monsters.
Horse – It’s a horse. Neigh, etc.
15 New Weapons
Transform your tasks into powerful weapons to defend yourself from Impostors, Shapeshifters, and all manner of extra-terrestrial weirdos. Blast away baddies with the supermassive sound waves of your Report! weapon, slice angry aliens in half with Lucky Swipe, and drop duplicitous foes to their doom with Just Vent. Lonely Survivors should seek out Mini Crewmates to empower their Task-based weaponry (or just for general companionship).
A Brand New, Perfectly Safe Stage
Polus Replica – an eerily accurate replica of the scientific base on Polus. This planet is packed with bizarre biomes ripe for exploration by Survivors and Crewmates, with tasks and treasure chests galore. Unfortunately, its also accidentally being invaded by your average space dwellers, like aliens, robots, and ducks. Expect the unexpected and do NOT trust the bins. Never trust the bins. Or the chicken nuggets. In fact, it’s a good idea to remain alert at all times and not trust anything.
6 New Music Tracks
Emergency Meeting
Hide and Survive
No Ducks Among Us
No Aliens Among Us
No Ghosts Among Us
No Vampires Among Us
You’ll be able to find out who amongst you is the imposter in Emergency Meeting, when it launches on December 18.
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.
Following yesterday’s Diablo 4 patch 1.2.3 roll out that brought in the Abbatoir of Zir dungeon, Blizzard has released Diablo 4 update 1.28 (PS5 update version 1.028), which brings in a short list of fixes affecting Glyphs and more.
For those on PC, you should have gotten this patch yesterday, while console gamers should already have gotten the prompt to download the update now. This patch is tagged as dev version 1.2.3a on all platforms.
Fixed an issue where the resource draining effect from Melted Heart of Selig could cause performance issues in PvP.
Developer’s Note: The effect will no longer count as spending resource in PvP contexts to alleviate these performance issues.
Fixed an issue where the Tooltip for the Tears of Blood Glyph indicated that the damage bonus was additive when it was instead multiplicative.
Fixed an issue where Paragon glyph experience increased, which resulted in active glyphs to lose levels.
Fixed an issue where Tier 7 and Tier 8 Bloodforged Sigils had incorrect sigil dust rewards when being salvaged.
This patch was acknowledged by Blizzard yesterday, as Adam Fletcher, Global Community Development Director for the Diablo franchise made the following announcement yesterday:
The team has identified an issue that players are experiencing with paragon glyphs showcasing misrepresented levels from the levels achieved prior to the 1.2.3 update. We plan on addressing this on PC with a new client update that will be shipping later today. We will update… https://t.co/6mjGNzuZco
Tuxedo Labs has begun rolling Teardown update 1.002 on consoles, adding new functionality, and fixing several issues. Here are the full patch notes for today’s Teardown update.
Fixed the Store button not working after rebooting the console.
Fixed the cursor appearing after the gamepad disconnection.
Fixed the cursor appearing for a second after skipping Plank and Hunting Rifle tutorials.
Fixed the controller getting disconnected when the wireless headset is connected.
Fixed two yellow Quilez R0113R being shown in the spawn menu.
Fixed the notification about missing DLC appearing for a second during a quicksave.
Fixed the control hints being out of the borders in the “Drive to Survive”.
Addressed other various bugs.
Tweaked the general performance.
That’s all for today’s update. Great to see invert Y-Axis option was added, as the community has been asking for that since the game’s launch last October.
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.
HB Studios has swung out PGA Tour 2K23 update 1.21 (PS5 version 1.022) this December 6, and this is another unannounced patch for the golf sim. Read on for what’s new in the patch notes.
PGA Tour 2K23 Update 1.21 Patch Notes | PGA Tour 2K23 Update 1.022 Patch Notes:
Nothing has been shared by 2K just yet regarding today’s patch, however it could very well be for the in-game giveaways that’s happening right now. These giveaways consist of in-game items such as character shirts and more.
🎁 Get ready to Swing into the Holidays with #PGATOUR2K23!
Starting today, we're bringing you 12 days of epic in-game giveaways! Set those reminders, you won't want to miss out on the daily rewards we have for you. 🎁 pic.twitter.com/F6JXWH3Iy1
As you can see above, there is a daily giveaway happening right now, and all players need to do is login to the game and redeem your freebie in the main menu! It’s that easy!
If we get any patch notes or update from HB Studios on what got changed in the patch, we’ll update the article ASAP. Likewise, for any readers that see this and see anything that got changed, leave a comment below and let us know what’s new.
EA has released NHL 24 update 1.30 (PS5 version 1.030) on all platforms, and this is for patch 1.3.0 and includes a significant number of gameplay adjustments and bug fixes.
NHL 24 Update 1.30 Patch Notes | NHL 24 Update 1.030 Patch Notes | NHL 24 Update 1.3.0 Patch Notes:
We will also be making changes to some player class tuning for WOC Season 2
To coincide with WOC Season 2’s start we are tuning some player classes in World of Chel. We are allowing mid to large-size player classes to get smaller within their set ranges as well as giving a slight bump in skater ratings to Special Character Classes.
NOTE: Making these tuning changes may reset your player class loadouts to defaults and require re-customizing them. All X-Factor and Boosts will remain unlocked as they were previously. These changes will take effect on Thursday at 1 pm ET.
Gameplay
Community Feedback: Boarding penalties are being called too often on shoulder checks that are too far away from the boards, or feel properly lined up.
Improved the logic for Boarding Penalties by tweaking when Boarding Penalty logic is checked to be only the first few frames of the hit reaction, not the entire reaction.
Other Gameplay Fixes:
Fixed an issue where Shoulder Checks and Push Checks on opponents without the puck may not be called interference if they were within close range of the puck carrier.
Fixed a rare crash that could occur during EASHL 6v6 gameplay that could occur when shooting and getting hit.
Fixed an issue which allowed users to warp the puck back to their stick after faking, then performing a lacrosse flip pass.
Fixed an issue where a Timeout after a Penalty Shot whistle in EASHL 3v3 would not trigger correctly and provide the correct gameplay outcome.
Fixed an issue which prevented a user to manually line change when playing Be a Pro on Hybrid Controls.
Fixed an issue which allowed a user to avoid engaging in a fight by holding the Hip Check.
Presentation
Flex Moments Update
Celebration Selection
Users now have the choice to perform Flex Celebration. Y/Triangle performs customized (WOC/ Signature) or random Flex. All other buttons will perform celebrations from the Gameplay camera (NHL ’23)
Auto celebrations (no button Pressed) for human players will result in a flex celebrations
Flex Lighting
Only goals scored by the home team will result in house lights coming down during Flex Moments.
Lights down will only occur on goals that tie the game, or when the home team has the lead
Misc
House lights do not come down as much during lights-down Flex moments
Removed volumetric spotlight effect
Cameras
Updated the True Broadcast (Legacy) cameras to better match real-life counterparts for all NHL teams
Franchise Mode
Fixed issue where the Anaheim Ducks coach always appeared as a female in Franchise & Be A Pro
Improved rookie signing logic will now include goalies
Balanced trade values for prospects
Creation Zone
Fixed an issue where the Home customization was displayed on the player while customizing the Away outfit and vice-versa in the World of Chel customization screen
World of Chel
Fixed a crash that would occur when returning to the World of CHEL hub after creating a club
Fixed a crash that rarely occurs when users were shooting in EASHL games.
Fixed an issue where the wrong game mode was shown in the Dressing Room drawer for EASHL Club Finals
Fixed an issue where users were able to View Battle Pass Rewards after being readied up in a dressing room.
Fixed an Unexpected Error that would rarely occur when selecting play next game in Ones Eliminator.
Fixed an issue where the Ice surface would be cleaned when seamless overtime begins in 3v3 Quickplay
Fixed an issue where interference calls were not being made when the puck carrier is near the skater being interfered with.
Fixed an issue where pausing the game and calling a timeout after a whistle for a penalty would result in the timeout not giving any stamina to the players
Hockey Ultimate Team
UI Fixes on Game Setup screen
Fixed an issue where some shots weren’t being registered in Objectives 2.0 and HUT Moments
Fixed an issue where one handed deke goals in HUT Rush were not registering
Fixed an issue where lacrosse deke shots were not registering
Uniforms
The following uniforms have been added or updated in NHL 24
NHL
Anaheim Ducks Anniversary Third
ECHL
Atlanta Gladiators Third
Greenville Swamp Rabbits – Third
Idaho Steelheads – Third
Kalamazoo Wings – Third
Norfolk Admirals – Third
Rapid City Rush – Third
Wichita Thunder – Third
Worcester Railers – Third
Canadian Hockey League
Red Deer Rebels – Third
DEL
Adler Mannheim – Home, Away and Third
Augsburger Panther – Home, Away and Third
Dusseldorfer EG – Home, Away and Third
EHC Red Bull Munchen – Home and Away
Eisbaren Berlin – Home and Away
ERC Ingolstadt – Home and Away
Fischtown Pinguins – Home, Away and Third
Iserlohn Roosters – Home, Away and Third
Kolner Haie – Home and Away
Lowen Frankfurt – Home, Away and Third
Nurnberg Ice Tigers – Home, Away and Third
Schwenninger Wild Wings – Home, Away and Third
Straubing Tigers – Home, Away and Third
Wolfsburg Grizzlys – Home, Away and Third
SHL
Timra IK – Home and Away
Vaxjo Lakers – Home and Away
HockeyAllsvenskan
AIK – Home and Away
Almtuna IS – Home and Away
BIK Karlskoga – Home and Away
Brynas IF – Home and Away
IF Bjorkloven – Home and Away
Mora IK – Home and Away
Ostersunds IK – Home and Away
Sodertalje SK – Home and Away
Tingsryds AIF – Home and Away
Vasterviks IK – Home and Away
National League
EHC Biel-Bienne – Home and Away
EHC Kloten – Home and Away
EV Zug – Home and Away
Fribourg-Gotteron – Home and Away
Geneve-Servette HC – Home and Away
HC Ajoie – Home and Away
HC Ambri-Piotta – Home and Away
HC Davos – Home and Away
HC Lausanne – Home and Away
HC Lugano – Home and Away
Rapperswil-Jona Lakers – Home and Away
SC Bern – Home and Away
SCL Tigers – Home and Away
ZSC Lions – Home and Away
That’s about it. For the latest in the hockey sim, bookmark our NHL 24 game hub!
Aside from the PS5 system patch released today, Sony has also released PS4 update 11.02, and as one might expect, this doesn’t add anything significant in terms of features. Read on for what’s new in the PS4 system update patch notes for December 6.
PS4 Update 11.02 Patch Notes:
Per the console’s system update history:
We’ve made some security fixes to the system software.
We’ve improved system software performance and stability.
We’ve improved the messages and usability on some screens
That’s about it. As one might expect since we’re deep in the PS5’s lifecycle, the PS4 most likely won’t be getting any new features.
Get ready because your blood is about to be turned cold with the latest Tekken 8 gameplay trailer featuring none other than The White Angel of Death himself, Dragunov.
Tekken 8 Dragunov Gameplay Trailer
Dragunov strikes with precision, always ensuring that every blow is fatal. He’s called The White Angel of Death for a reason, and should you ever come face to face with him, your best course may just be to run. However, even that might not save you, as Dragunov is one force of nature that won’t stop until he gets what he wants. He’s a cold, calculated, and relentless monster, paired up with a rather charming and funny dark personality.
You’ll get your chance to play as Dragunov, or huh, survive against him when Tekken 8 launches on January 26, 2024 for PS5, Xbox Series X|S, and PC.
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.
Mojang and 4J Studios have released Minecraft update 2.78, and this is for patch version 1.20.50 (Bedrock). Players can expect new features, as well as a host of gameplay adjustments and bug fixes.
The latest Minecraft update brings a brand new look for bats, smashable pots, and some new experimental features like the crafter block. Let’s take a look at the highlights!
The Bat has a brand new look
Improvements to Decorated Pots, like the ability to place items inside and smash them with projectiles
New experimental features from the upcoming 1.21 update, including the Crafter and new Copper blocks
The ‘How to Play’ screen has been completely revamped into the ‘Encyclopedia’ screen
A wealth of fixes, improvements, and technical changes
Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.
New Features
Improvements to Decorated Pots
Decorated Pots now store up to a single stack of items
Hoppers, Hopper Minecarts, and Droppers can now insert and/or extract items from Decorated Pots
Comparators can now read the number of items in Decorated Pots
Players can interact with Decorated Pots to insert items into them
Decorated Pots have no user interface and need to be broken to retrieve or discover their content
Player interactions with Decorated Pots cause Decorated Pots to wobble and emit a vibration of frequency 11
Decorated Pots can be smashed by projectiles, which cause them to shatter and drop their content
Increased the maximum stack size of identical Decorated Pots to 64
Bat
The Bat now has a new look, thanks to an updated model, animations, and texture
Encyclopedia
Completely remodeled the “How to Play” screen and created a new “Encyclopedia” screen
Vindicators and Evokers can no longer be spawned in a Peaceful world (MCPE-124736)
Experimental Features
Crafter
Added the Crafter block to the game
Crafter can be crafted with Redstone Dust, Iron Ingots, Crafting Table, and Dropper
Crafter uses distinct particles when crafting
Crafter has distinct sounds for crafting and failing
Crafter has a blast resistance of 3.5
A Comparator connected to a Crafter now outputs a signal that is equal to the amount of non-empty slots plus disabled slots
Moving items into crafter from Hopper or Dropper distributes them evenly instead of first filling the first stack
Powering Crafter with Redstone signal makes it craft and output the item
Copper Family
The Copper family of blocks has been expanded, including:
Chiseled Copper
Copper Grate
Copper Bulb
Copper Door
Copper Trapdoor
Oxidized and waxed variants of all the above
Chiseled Copper
Crafted with 2 Cut Copper Slabs of a shared oxidation level
Can be crafted in the Stonecutter
Copper Grate
A new type of decorative block unique to the Copper family
Crafted with 4 Copper Blocks of a shared oxidation level
Can be crafted in the Stonecutter
Properties:
Transparent and allows light to pass through
Mobs cannot suffocate inside them
Cannot conduct Redstone
Hostile mobs cannot naturally spawn on them
Copper Bulb
A light-emitting block that can toggle its light emission through Redstone pulses
Oxidizes like other Copper blocks, and emits less light the more oxidized they are
Copper Bulb: Light level 15
Exposed Copper Bulb: Light level 12
Weathered Copper Bulb: Light level 8
Oxidized Copper Bulb: Light level 4
When placed, its light is off by default
While the Copper Bulb is unpowered, it will toggle its light on or off when it receives a Redstone pulse
Copper Bulb light will stay on even when the Redstone source is removed until it receives another Redstone pulse to toggle it off
A Redstone crystal will glow in the center of Copper Bulbs while it is powered by a Redstone signal
Comparators will read a signal strength of 15 if the Copper Bulb’s light is on
Does not conduct Redstone power
Can craft 4 Copper Bulbs with:
3 Copper Blocks of a shared oxidation level
1 Blaze Rod
1 Redstone Dust
Copper Doors and Trapdoors
Copper variants of Doors and Trapdoors that can oxidize over time and be waxed
Works like wooden Doors in that they can be opened and closed with interaction as well as Redstone
Crafted with Copper Blocks of a shared oxidation level
Tuff Family
Tuff has been expanded to have its own family of blocks, including:
Stair, Slab, Wall, and Chiseled variants
Tuff Bricks with Stair, Slab, Wall, and Chiseled variants
Polished Tuff with Stair, Slab, and Wall variants
All Tuff variants can be crafted in the Stonecutter and Crafting Table
Villager Trade Rebalancing
Fixed an issue where experimental Librarians never sold the highest level of their common enchantments (MCPE-174861)
Fixes and Changes
Performance / Stability
A Sticky Piston pulling a retracting Sticky Piston that is pulling a player and another block no longer crashes the game (MCPE-175790)
Fixed a bug where the screen would freeze when uploading a world template to a Realm
General
The maximum render distance in Realms can be adjusted via backend updates. Expect an increase to the maximum render distance on Realms in the next week
Players can now download worlds larger than 1GB from Realms on Xbox
Improved handling of unexpected errors during world export and better error messaging is now provided (MCPE-41898)
You can now launch Minecraft directly into a Realm using a link, even when the game isn’t running
Example link: minecraft://connectToRealm?realmId=<ID number>
Gameplay
Phantoms will no longer miss players who are gliding
Decreased the likelihood of players spawning above Leaves
Suspicious Sand no longer generates in Cold Ocean Ruins (MCPE-173492)
Fixed an issue where players couldn’t block with a Shield after releasing to use an item that had left their inventory (MCPE-171346)
Mobs
Witches spawned via spawn eggs now join raids and throw potions at raiders
Raid mobs can now join existing raids
Mobs that grow up to be adults and are too large to fit inside Boats will now jump out (MCPE-171870)
Leads will no longer break if a leashed mob is not in the same chunk as the leash holder upon reloading a world (MCPE-157182)
Mobs on fire no longer spread fire to their target when holding something in their main hand
The calculations to determine whether a mob can attack a player or other mobs have been changed. Previously a mob’s horizontal width was used to determine their attack reach and their height had no effect. The area where a mob can attack is now their bounding box extended in horizontal directions
The mobs affected by this change are Axolotl, Bee, Blaze, Cave Spider, Dolphin, Drowned, Enderman, Endermite, Fox, Hoglin, Husk, Iron Golem, Panda, Piglin, Piglin Brute, Pillager, Silverfish, Skeleton, Spider, Stray, Vindicator, Warden, Wither Skeleton, Wolf, Zoglin, Zombie, Zombie Pigman, and Zombie Villager
The new reach calculation is the attacking mob’s bounding box extended by 0.8 blocks horizontally. If this extended box overlaps the target’s bounding box, then the attack can reach
This change does not affect the reach of players
Blocks
Horizontal End Rod hitboxes are now rotated correctly (MCPE-171597)
Chorus Flowers can now be destroyed by any projectile, which will no longer disappear after impact (MCPE-176184)
Touch Controls
Sneaking in water is now possible with touch controls (MCPE-167218)
Touch input used for the Leave Boat button no longer continues to register input (MCPE-168574)
Fixed an issue where the player could enter touch control customization without having touch controls (MCPE-175530)
User Interface
Inventory option states such as the all/craftable toggle and selected inventory tab are now saved between sessions (MCPE-175159)
The loading screen now displays 3 categories of tips based on player progression
Added a game rule to turn off recipe unlocking messages
Recipe unlocking notifications no longer speed up when unlocking a lot of items
The search bar inside of the inventory is now aligned with the rest of the UI (MCPE-174298)
Added Menu Cancel as a remappable action and set Mouse Back button as its default
Fixed tips display for custom vehicles from Marketplace packs when using touch controls with a joystick
The Xbox On-Screen Keyboard now moves to a different position if it’s in front of the text user is inputting (MCPE-170831)
Fixed grammatical error in Magma death message (MCPE-64168)
Updated death message when killed by a Bed explosion in the Nether (MCPE-123604)
Added background dimming on screens that didn’t have it (MCPE-168598)
Fixed an issue where the border around the ‘Creator’ tab in Settings would not be highlighted (MCPE-169617)
The classic skins info popup now sends you to the correct settings page (MCPE-175854)
Technical Updates
Updated Add-On Template Packs
Updated Add-On templates for 1.20.50 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
Performance / Stability
Removed CraftingEventPacket
Add-Ons and Script Engine
Improved some of the common scripting error messages to provide better context and information
Added a Clear button to the content log screen
Animations
Fixed unreliability around is_alive on Server
Blocks
Blocks with the “minecraft:cardinal_direction”, “minecraft:facing_direction”, or “minecraft:block_face” states as part of the “minecraft:placement_direction” or “minecraft:placement_position” BlockTraits are rotated/mirrored properly by Structure Blocks
Structure Void blocks once again prevents interaction with blocks and entities placed behind them (MCPE-175237)
“planks” block is now split into unique instances “oak_planks”, “spruce_planks”, “birch_planks”, “jungle_planks”, “acacia_planks”, “dark_oak_planks”
Commands will still work with “planks”, however, “planks” block will not be suggested
“stone” block is now split into unique instances: “stone”, “granite”, “polished_granite”, “diorite”, “polished_diorite”, “andesite” and “polished_andesite”
Graphical
When a particle emitter is added to an entity but particles simulate in world, particles now correctly collide with the world
Items
Renamed “minecraft:use_duration” to “minecraft:use_modifiers” and added a “movement_modifier” parameter in json format versions 1.20.50 and higher
Deprecated “minecraft:chargeable” in json format versions 1.20.50 and higher. Use “minecraft:use_modifiers” instead for “movement_modifier” behavior
Deprecated “on_dig” event triggers from “minecraft:digger” in format versions 1.20.50 and higher
Cameras
Added a content warning for when the camera is placed outside of the player’s chunk radius
AI Goal Components
Added “minecraft:behavior.melee_box_attack” behavior which functions the same as “minecraft:behavior.melee_attack” but uses bounds based attack reach calculations
The reach_multiplierattribute is removed and replaced with box_increase
Reach is calculated by increasing the bounds of the attacking mobs in the xz-plane by box_increaseblocks to create an “attack box”. If the attack box intersects with the target’s bounds the attacking mob can reach it
API
Added BlockComponentTypeMap, EntityComponentTypeMap, and ItemComponentTypeMap aliases which map Component IDs to their TypeScript types
Changed getComponent, Entity.getComponent, and ItemStack.getComponent to return the correct derived Component type
Added BlockComponentTypes, EntityComponentTypes, and ItemComponentTypes enums that enumerate component ID strings
Moved PlayerInteractWithBlockAfterEvent from beta to 1.7.0
Moved PlayerInteractWithBlockBeforeEvent from beta to 1.7.0
Moved PlayerInteractWithEntityAfterEvent from beta to 1.7.0
Moved PlayerInteractWithEntityBeforeEvent from beta to 1.7.0
Moved PlayerLeaveBeforeEvent from beta to 1.7.0
Moved NumberRangeinterface to minecraft/common
Moved heightRange: NumberRange from beta to 1.7.0
Moved matchesfrom beta to 1.7.0
Moved function clearDynamicProperties from beta to 1.7.0
Moved function getDynamicProperties from beta to 1.7.0
Moved function getDynamicPropertyIds from beta to 1.7.0
Moved function getDynamicPropertyTotalByteCount from beta to 1.7.0
Moved function setDynamicProperty from beta to 1.7.0
Moved function clearDynamicProperties from beta to 1.7.0
Moved function getDynamicProperties from beta to 1.7.0
Moved function getDynamicPropertyIds from beta to 1.7.0
Moved function getDynamicPropertyTotalByteCount from beta to 1.7.0
Moved function setDynamicProperty from beta to 1.7.0
TicksPerSecond
Moved from beta to 1.7.0
Moved offset from beta to 1.7.0
Moved above from beta to 1.7.0
Moved below from beta to 1.7.0
Moved north from beta to 1.7.0
Moved east from beta to 1.7.0
Moved south from beta to 1.7.0
Moved west from beta to 1.7.0
Moved center from beta to 1.7.0
Moved bottomCenter from beta to 1.7.0
Added initial NPC support to scripting with the EntityNpcComponent
MovedEntity.remove from beta to 1.7.0
Items
Deprecated the “tag:” legacy item component and released the “minecraft:tags” item component out of experimental in json formats 1.20.50 and higher
Mobs
Fixed an issue preventing mobs from spawning further than 6 chunks away from the nearest player even if the server’s simulation range is larger than 6 chunks
Added “minecraft:can_join_raid” component to allow entities to join existing raids
Molang
Fixed animation controller loading to use the pack’s min_engine_version rather than the file’s format_version to determine the Molang Version. This fix applies to animation controllers in packs with a min_engine_version of 1.20.50 or higher
The following Molang queries are Deprecated and will no longer be available in packs with a min_engine_version of 1.20.50 or higher
is_scenting
Replaced with timer_flag_1, set by behavior.timer_flag_1
is_rising
Replaced with timer_flag_2, set by behavior.timer_flag_2
is_feeling_happy
Replaced with timer_flag_3, set by behavior.timer_flag_3
dash_cooldown_progress
It was only used to adjust the head animation of the camel as it came out of dash cooldown
Camel animation uses dash_cooldown_progress in camel.entity.json now
query.is_moving now detects vertical motion for the player again
Experimental Technical Updates
Gametest
SimulatedPlayer
stopUsingItem now returns the item that was being used
Dynamic Properties
NBT change: Dynamic properties are now stored using the behavior pack manifest UUID, rather than the module UUID. Existing worlds using dynamic properties will continue to work, and will be migrated to the new format when properties are read or modified
Script API
Fixed @minecraft/server-uiforms not correctly rendering player scoreboard information when embedded in rawtext
API
Added effectAddBeforeEvent and removed effectState from effectAddAfterEvent
Fixed target property to be of type Entity or undefined as the entity may not have a target
EntityHitInformation
Fixed entity property to be of type Entity or undefined as the entity may be undefined
EntityInventoryComponent
container member variable now correctly reflects it can be a Container or undefined
entity member variable now correctly reflects it can be an Entity or undefined
ItemStartUseOnAfterEvent
itemStack is now optional
ItemStopUseAfterEvent
itemStack is now optional
DataDrivenEntityTriggerAfterEvent
Renamed property id to eventId for clarity
Changed getModifier to work in read-only mode
Changed DefinitionModifier from a class to an interface with properties
Made getproperly reflect that it can return EntityType | undefined instead of just EntityType
That’s it for this massive update. Once a new one is out, we’ll let our readers know.
Call of Duty: Modern Warfare 3 and Warzone update 1.034 is here, and this brings Season 1! Not only are we getting new maps, weapons and more, there’s a lot of balance changes made too! Read on for the official MW3 Season 1 patch notes!
Call of Duty: Modern Warfare 3 and Warzone Update 1.034 Patch Notes | Call of Duty: Modern Warfare 3 and Warzone Season 1 Patch Notes:
Size: 36GB (PS5)
MULTIPLAYER and ZOMBIES:
NEW MAPS
Look for the Meat 24/7 Playlist to debut during the first week of Season 1, with other exciting Playlists expected in the weeks ahead. Another all-new 6v6 map, Rio, is expected to launch in-season
Greece
Test your mettle in a once-idyllic coastal town, where waters at the shore lap at the hull of a burning yacht, signaling disaster.
Meat
Deploy to the West Coast for some fast-paced butchery, in a compact map centered around the East Bay Meats slaughterhouse.
Training Facility (Gunfight)
Challenge another duo within the remains of an old warehouse, now repurposed as part of Konni Group’s training facilities.
NEW KILLSTREAKS
Do you have what it takes? Two all-new Killstreaks are available to dominate the battlefield in Season 1.
EMP
Electromagnetic pulse to disrupt enemy killstreaks and equipment.
Earned via 13 Kills, 1,625 Score, or Care Packages.
Swarm
Deploys a large number of mosquito drones to provide blanket coverage over the entire area.
Earned via 15 Kills, 1,875 Score, or Care Packages.
NEW PERK
The Assassin Vest is a powerful new addition to Loadouts in Season 1, but be wary, each Vest comes equipped with critical tradeoffs.
Assassin Vest
Kills don’t display skulls. Immune to UAV and enemy radar effects (including while stationary).
NEW MODES
Two fan-favorite Modes return at the start of Season 1! Gunfight is even equipped with its own selection of new and Carry-Forward Maps. Look for additional Modes throughout the Season.
All or Nothing
Players start with Throwing Knives and an empty Pistol. Perks are earned by eliminating other players and staying alive.
Gunfight
Small team, multi-round cage matches. First team to reach the round limit wins.
GLOBAL
NEW WEAPONS
The following Weapons are new to the entirety of the Modern Warfare III offering as of Season 1.
RAM-7 (Assault Rifle)
Exceptionally compact, this bullpup assault rifle sports a lightweight, polymer frame and is chambered in versatile 5.56.
Unlockable via Sector A7 of the Season 1 Battle Pass
XRK Stalker (Sniper Rifle)
Stalk your prey and lay them out with this tactical sniper rifle chambered in .50 Cal.
Unlockable via Sector A4 of the Season 1 Battle Pass
Stormender (Launcher)
This state-of-the-art weapon system fires a localized EMP on a slight delay. Destroys tactical and lethal equipment and temporarily disables other electronic devices.
Unlockable via Sector A12 of the Season 1 Battle Pass
NEW AFTERMARKET PARTS
In addition to new weaponry, players will see brand new Aftermarket Parts earned via the Battle Pass, Armory Unlocks, and Weekly Challenges.
JAK Purifier
An underbarrel flamethrower. What more needs to be said? Burn it all down.
This kit creates two stacked barrels that fire simultaneously. This offers twice as much down-range damage at the cost of some accuracy.
Compatible with: AMR9 (Submachine Gun)
JAK Thunder LMG Kit
Dominate lanes and hold objectives with this LMG conversion kit that brings a large capacity magazine and ramps in fire rate the longer you hold down the trigger.
Compatible with: Sidewinder (Battle Rifle)
JAK BRB
This compensator borders on excessive, offering a phenomenal reduction to recoil while significantly increasing muzzle report, resulting in an extended red dot on enemy radars.
Compatible with: Many Assault Rifles, Submachine Guns, Battle Rifles, Marksman Rifles, and Sniper Rifles.
JAK Bullseye
Very low-profile dot Optic. Limited interference from framework offers an exceptionally clear sight picture.
Compatible with: Most weapon categories
JAK Glassless Optic
This small, glassless reflex Optic offers a crisp and clear sight picture for snappy target acquisition.
Compatible with: Most weapon categories
JAK Signal Burst
A conversion kit designed for accuracy and controllability with four-round bursts.
Compatible with: Holger 556 (AR)
JAK Beholder Rifle Kit
A long and heavy barrel that offers the best increase to range. Improves recoil control and damage range, converting this Handgun into a single-shot Rifle.
Compatible with: TYR (Handgun)
JAK Headhunter Carbine Conversion
Rival Assault Rifles with this three-round burst conversion kit that excels at mid range combat.
Compatible with: Rival-9 (Submachine Gun)
NEW OPERATORS
Nolan and Dokkaebi, two KorTac Operators, lead the charge in the Season 1 offering… But a mysterious force, known only as Abolisher, looms in the background.
Abolisher BlackCell (SpecGru)
[Redacted]
Dokkaebi (KorTac)
Ari was born in South Korea to a family of gifted engineers. Tired of hiding from North Korean agents, she hacked into the South Korean Military’s private contacts and found the global Kortac Faction.
Nolan (KorTac)
Recently anointed as Vladimir Makarov’s right hand man, Captain Andrei Nolan executes both plans and enemies with ferocious precision in the name of igniting a long-awaited war between East and West.
NEW EVENTS
We’ll be talking about what Zombie Santa is bringing to town in patch notes that will release closer to when the event launches over the holidays. Stay tuned!
NEW BATTLE PASS
A brand new Battle Pass arrives with the Season 1 bringing a variety of Operator Skins, Weapon Blueprints, and more.
For more information about the full Battle Pass offering and Black Cell Bundle, check out the full breakdown on the official Call of Duty blog here.
NEW PC FEATURES
GeForce RTX gamers can activate pre-game full ray tracing, also known as path tracing in pre-game lobbies, enabling you to see your characters, skins, vehicles, and weapons in an entirely new light.
All GeForce RTX gamers can activate Path Tracing via the Video options menu, and doing so will automatically enable NVIDIA DLSS 3.5 with DLSS Ray Reconstruction.
MULTIPLAYER
UIX
New Features & Quality of Life
Player health and stamina are now represented by dynamic bars on the HUD.
Note: This feature is only available in Multiplayer and Zombies.
Faction assignment will now appear as a splash at the start of each match.
Added Upper Legs Damage and Empty Reload Quickness statistics to the Details widget in the Gunsmith.
Increased decimal precision of the Flinch Resistance stat in the Details widget in the Gunsmith.
Added icons in the Gunsmith to represent which title an Attachment originates from.
Reduced volume of the Multi-Kill and Medal splash sound effects.
Bug Fixes
In Search and Destroy, hovering a bombsite on the Tac-Map will no longer reveal when a player is actively defusing.
Addressed multiple issues in Private Matches that caused players to be kicked back to the Main Menu.
Hovering an equipped Killstreak will no longer kick the player back to the Multiplayer menu.
Resolved a font rendering issue that caused text to be improperly displayed.
Improved performance of Social features for players with large Friend counts.
Resolved an issue in which the incorrect Weapon would be featured in the overlay of Killcams.
Kill Counter will now properly function with streaks beyond 120 Kills.
Reduced hitching that infrequently occurred while transitioning between menus.
Addressed an issue that caused the application to freeze while editing a Loadout.
Resolved a crash that could occur prior to viewing an After Action Report.
Addressed an issue that caused a crash while reporting a player.
Lockpick (Operator) can now be equipped, where available, without using the Quick Equip option.
Scrolling menus while in splitscreen will no long result in the cursor appearing off-screen.
Improved readability of the timer below the Event tab.
GAMEPLAY
Movement
Added a delay following multiple rapid stance transitions to prevent exploitable repetition.
Crouch to Stand: 150ms
Prone to Stand: 600ms
Spawns
Improved spawn protection against enemy Equipment and Killstreaks.
In Hardpoint, several adjustments have been made to improve the flow of combat and increase control of team-owned areas.
We’ve introduced a delay to stance transitions to combat a movement exploit commonly referred to by players as “snaking.” We’ll monitor the impact of these changes and continue to address feedback where appropriate.
WEAPONS & ATTACHMENTS
Decreased hipfire spread penalty incurred while firing/moving for all Submachine Guns.
» Assault Rifles «
MTZ-556
Increased maximum hipfire spread while standing by 10%.
Increased maximum hipfire spread while crouched by 6%.
Increased hipfire spread penalty incurred while firing by 10%.
Increased hipfire spread penalty incurred while moving by 4%.
MTZ Natter Heavy Short (Barrel)
Decreased hipfire spread benefit by 5%.
Bruen Thunder V9 (Stock)
Decreased hipfire spread benefit by 6%.
» Battle Rifles «
BAS-B
Increased damage multipliers in semi-auto fire type to intended values.
Lower-Torso: 1x to 1.2x
Arm & Hand: 1x to 1.35x
Sidewinder
Decreased aim down sights time from 280ms to 265ms (-5%).
Tempus Predator Precision (Barrel)
Increased gun kick control benefit by 5%.
Huntsman Series-R Integrated Suppressor (Barrel)
Increased gun kick control benefit by 7%.
RB Borealis Grip (Rear Grip)
Increased gun kick control benefit by 5%.
» Submachine Guns «
Striker
Decreased sprint to fire time from 110ms to 100ms (-9%).
Decreased aim down sights time from 230ms to 215ms (-7%).
Striker Stubby (Barrel)
Added 9% aim down sights time benefit.
WSP Swarm
Decreased sprint to fire time from 110ms to 88ms (-20%).
Decreased aim down sights time from 190ms to 175ms (-8%).
Striker 9
Decreased sprint to fire time from 110ms to 100ms (-9%).
Decreased aim down sights time from 225ms to 205ms (-9%).
Striker Stubby (Barrel)
Added 9% aim down sights time benefit.
» Shotguns «
Lockwood 680
Tac-Stance will no longer reduce damage pellet count.
» Marksman Rifles «
MCW 6.8
Equipping the Full-Auto Conversion Kit and 60rnd Drum Magazine will no longer result in a broken aim down sights animation.
» Melee «
Riot Shield
Increased melee damage from 50 to 75 (+50%).
Added a 10% movement speed penalty while stowed.
» Attachments «
S-37C DL Breacher Device (Muzzle)
Decreased hipfire spread benefit by 14%.
Resolved an issue that prevented one-hit melee kills in round-based Modes.
Bruen Tactical Vertical Grip (Underbarrel)
Decreased hipfire spread benefit by 8%.
Hollowpoint (Ammunition)
Decreased inflicted sprint penalty time from 800ms to 200ms (-75%).
Modern Warfare II (Carry-Forward)
Increased reserve ammunition for all Weapons to MWIII standards.
Decreased hipfire spread benefit of Underbarrel vertical grips by 5-12%.
Decreased hipfire spread benefit of applicable Lasers by 2-5%.
» Assault Rifles «
M4
Increased maximum damage from 28 to 35 (+25%).
Decreased head and neck damage multipliers from 1.37x 1.1x (-20%).
» Battle Rifles «
TAQ-V
Increased lower-torso, leg, and foot damage multipliers from 0.8x to 1.1x (+38%).
» Submachine Guns «
Vaznev-9K
Increased near-medium damage from 29 to 30 (+3%).
ISO 45
Increased maximum damage from 30 to 33 (+10%).
» Shotguns «
KV Broadside
Increased far-medium damage range from 9m to 10m (+8%).
Decreased aim down sights spread slightly.
» Light Machine Guns «
RAAL MG
Decreased aim down sights time from 470ms to 390ms (-17%).
Decreased sprint to fire time from 375ms to 320ms (-15%).
Decreased tactical sprint to fire time from 496ms to 416ms (-16%).
556 Icarus
Increased maximum damage from 28 to 34 (+21%).
Decreased head damage multiplier from 1.4x to 1.1x (-21%).
» Marksman Rifles «
SP-R 208
Increased maximum damage range from 15m to 20m (+28%).
Decreased aim down sights time from 370ms to 340ms (-8%).
» Handguns «
Basilisk
Increased maximum damage range from 5m to 7m (+35%).
Increased near-medium damage range from 6m to 15m (+140%).
Increased far-medium damage range from 17m to 23m (+32%).
PROGRESSION
Corrected unlock requirement descriptions for multiple Weapon Attachments.
Revised conditions for multiple unlocks that caused Attachments to be unavailable at the expected Weapon level.
Associated weaponry will now be properly included in the Camo unlock splashes.
Player Rank
Increased Level cap from 55 to 250, enabling players to reach Prestige 5.
At each Prestige, a new animated icon is unlocked.
CUSTOMIZATION
Increased animation rate of the Priceless and Interstellar Completionist Camos.
MAPS
Derail
Swapped Attacker and Defender initial spawn positions in Control.
Estate
Improved bullet penetration through the staircase in the Lodge.
Adjusted collision to prevent players can accessing an unintended location near the Front Entrance of the Lodge.
Highrise
Improved ambient audio reverberation in the Mechanical Room.
Deprioritized spawn points distant from the objective in Hardpoint.
Karachi
Players will now spawn on the correct side of the map assigned to their team in Cutthroat.
Quarry
Added collision near the Offices to prevent players from reaching unintended locations.
Addressed an issue that caused players to spawn in unfavorable conditions in the Hardpoint game mode.
Skidrow
Enemy player nameplates are no longer visible through certain surfaces in the Apartments.
Terminal
Added additional spawn points in Free-for-All mode to improve player experience.
Improved ability to gauge spawn selection quality in all Modes.
Relocated a spawn point that placed players outside of the playable area.
Scrapyard
Reviewed objective capture points to prevent players from capturing from unintended locations in Hardpoint and Control modes.
Added additional spawn points in Free-for-All mode to improve player experience.
Sub Base
Improved ambient audio reverberation in the Power Station.
Swapped Attacker and Defender initial spawn positions in Control.
Orlov Military Base (Ground War)
Improved AI Bot ability to navigate the environment in Invasion mode.
Operation Spearhead (War)
Added collision near the Hotel to prevent players from exiting the playable area.
Added collision near the Corner Shop to protect players in their spawn area.
Addressed an exploit involving environmental turrets that allowed players to reach unintended locations.
MODES
Ground War
Pre-game lobby countdown timer will no longer reset when a player leaves.
Search and Destroy
Increased Player XP earned for several score events.
Kill: 500 XP
Assist: 200 XP
Shield Assist: 400 XP
Headshot: 1,000 XP
Plant: 1,000 XP
Defuse: 1,000 XP (+ 250 XP for Last Alive)
Ninja Defuse: 1,250 XP (+ 250 XP for Last Alive)
War
Players who join an in-progress match can no longer be placed on a full team.
Decreased tank escort phase time limit from 6m to 5m.
Joining an in-progress match during the ending cinematic sequence is no longer possible.
EQUIPMENT
Throwing Star (Lethal)
Addressed an issue that allowed one-hit kills without a Headshot.
EMD Grenade (Tactical)
Prompt to remove tracker will no longer persist after death.
FIELD UPGRADES
Deployable Cover
Previous deployments will now be destroyed upon new deployment as the maximum has been limited to 1.
Trophy System
Mosquito Drone (Killstreak) will no longer be targeted.
KILLSTREAKS
Juggernaut Recon
Addressed an exploit that allowed players to fire Loadout Weapons with unlimited ammo.
Precision Airstrike
Players will now properly look through the binoculars in third-person view.
Remote Turret
Implemented safeguard measures to prevent players from becoming stuck with the tablet in hand.
VEHICLES
NSTV
Increased traction control to improve handling on muddy surfaces.
Razor Tank
Decreased maximum forward speed by 14%.
Increased maximum reverse speed by 20% to match forward speed.
Increased turn speed by 40% to allow for tighter turns.
Increased ability to accelerate on sloped surfaces.
ZOMBIES
SEASON 1 CONTENT
Story Act and Mission
Act IV and a new Story Mission are immediately available for all players at the start of Season 1.
A massive gateway has appeared in the Exclusion Zone. Investigate the area and engage in new end-game content.
Dark Aether Rifts
Dark Aether Rifts bring rewards to those who brave their challenges.
These otherworldly labyrinths are located inside the Dark Aether, where players and their squad have a limited time to complete a series of increasingly chaotic objectives to earn exceptional rewards. Find Sigils to enter the Dark Aether Rifts and face a new level of challenge!
Dark Aether Rifts are unlocked by solving a hidden quest, which activates after completing the new Season 1 Story Mission.
Wonder Weapon: V-R11
The V-R11 has been added to Modern Warfare Zombies.
Shoot zombies and transform them into humans, or blast humans to mutate them into friendly zombies.
Players receive a buff when shot.
The V-R11 has been added to the Mystery Box in Modern Warfare Zombies.
V-R11 Weapon Cases are now available via loot.
Acquisitions and Schematics
Dog Bone
Consume the Dog Bone to summon the strongest friendly Hell Hound companion. The pet Hellhound will follow you and attack nearby threats until its health runs out.
Golden Armor Plate
Consuming the new Golden Armor Plate replaces the Armor Carrier with Plates that automatically repair over time, in addition to providing the user additional damage resistances.
Aether Blade
The Aether Blade is a special Throwing Knife with infinite ammo and a boomerang-like combat style. After striking an enemy, the Aether Blade locates the next nearest enemy to hit before returning to its Operator.
Prestige Challenges
Season 1 allows you to level up past Rank 55 into Prestige Ranks that persist across seasons.
Beginning in Season 1, reaching Rank 56 will unlock Prestige 1. Achieving this unlocks rewards and a set of challenges in Modern Warfare Zombies — complete those challenges to unlock multiple exclusive Calling Cards.
The XRK Stalker, RAM-7, and Stormender are available in Modern Warfare Zombies loadouts once unlocked via the Season 1 Battle Pass.
Global Changes
Season 1 updates are not limited to just Zombies! Please reference the Global Section above for weapon balancing changes and more.
MAPS
Urzikstan
Various visual map fixes.
WEAPONS
» Wonder Weapons «
The Scorcher
The Scorcher’s launch ability will automatically fire when a player reaches their maximum charge under low ammo conditions.
» Assault «
DG-58
Addressed an issue that prevented camos from applying in the customization tab in loadout menus.
» Weapon Cases «
All Weapon Cases
Closed a duplication exploit.
MISSIONS
Hostile Takeover
Addressed an issue that prevented some safes from progressing this Mission.
Adjusted the description of this Mission in the Mission Select menu to state that Greene wants Players to hit “Terminus” instead of “Deadbolt.”
Merc Cleanup
Mercenaries killed from long distances inside Merc Camps will now progress this mission.
Shocked
This Mission now requires players to shock five separate Special zombies instead of shocking the same Special zombie multiple times.
Storm the Castle
The required mission item will always drop when the Warlord is killed.
GAMEPLAY
Contracts
Defend Ground Station
Addressed an issue that prevented the timer for the Defend Ground Station contract from appearing if players previously completed the same contract in a single session.
Mercenaries will now continue to fight Players after completing the Defend Ground Station contract.
Eliminate Bounty Target
HVTs lured far away from their original spawn location in an attempt to exploit their behavior will now return faster to their spawn and heal more.
Outlast
Enemies no longer spawn if players are not progressing the contract.
Raid Weapon Stash
Enemies no longer spawn if players are not progressing the contract.
Spore Control
Adjusted Spores to prevent them from spawning on a player, resulting in an instant death.
Acquisitions
General
Addressed an issue where players could store more Acquisitions in the stash than intended.
Aether Tools
Addressed an issue that prevented Aether Tools from applying if a player was driving a vehicle.
Ammo Mods
Addressed an issue that prevented Ammo Mods from applying if a player was driving a vehicle.
Perk-A-Colas
Tombstone Soda
Addressed an issue where Tombstones could spawn under the map.
Addressed an issue where Tombstones could spawn in the center of the map instead of where a player previously died.
Addressed an issue where sometimes players would not obtain their essence when interacting with a Tombstone.
Closed various duplication exploits associated with Tombstone Soda.
Ammo Mods
Brain Rot
Players will now receive essence when a Brain Rotted Zombie kills other Zombies or dies.
Looting
Various fixes for locations on the map where players could not loot items.
Exfil
Launch
More formidable enemies have been added to the Exfil experience in all zones.
Addressed a rare issue that prevented the Hilltop Exfil helicopter from landing.
In-Season
All exfils will increase the number of enemies spawned, with the Final Exfil receiving a significant boost to enemy count and enemy types.
General
Ammo Caches will now always fully refill applicable player ammo reserves.
Addressed an issue that allowed players to die instantly if they ran and slid into a Dog House.
Players will no longer be able to hide inside a Dog House.
Closed an out-of-bounds location that allowed players to stay alive outside the playable space.
Addressed an issue where Player selected Operator skins would change upon entering a vehicle.
ENEMIES
Zombies
Disciples
General
Addressed multiple issues that allowed Disciples to behave erratically, such as becoming stuck high in the air or on objects.
The Stormcaller
Addressed an issue that allowed The Stormcaller to die instantly from the Blood Burner’s Aether Pulse.
Hell Hounds
Hell Hound flame particles will disappear if a Hell Hound does not spawn.
Zombies
General
Adjusted spawns to prevent Zombies from spawning on top of fences.
Adjusted pathing to address exploits or incorrect pathing.
Light Armored Zombies
Addressed an issue that allowed Light Armored Zombies to receive more headshot damage than intended.
EQUIPMENT
Lethal Equipment
Experimental Gas Grenade
Damage against Aether Worms has been reduced.
Tactical Equipment
Decoy Grenades
Reduced the number of Decoy Grenades that can be stacked or equipped from 3 to 2.
Reduced Decoy Grenade duration from 8 seconds to 6.
KILLSTREAKS
Juggernaut
Addressed an issue where players could destroy an Exfil helicopter by calling in a Juggernaut suit crate on top of it.
Sentry Turret
Players can no longer kill themselves or others when placing down a Sentry Turret.
CUSTOMIZATION
Camos
Borealis (MWIII) and Bioluminescent (MWII) Update.
Increased the animation rate of the Borealis and Bioluminescent Completionist Camos
UIX
Player health and stamina are now represented by dynamic bars on the HUD.
Addressed an issue that prevented pings on looted items in caches from disappearing automatically.
Addressed an issue where players who attempted to equip a Mission Reward in the Gear tab would sometimes equip the wrong item.
Addressed an issue where objective titles would occasionally not display while loading into a match.
Addressed an issue where objective text would occasionally display outside its panel while loading into a match.
Addressed an issue where players would be returned to the lobby screen when selecting “Activate Armory Unlock” on a locked Tactical or Lethal equipment item.
PROGRESSION
Achievements
The First Step
Players can now unlock “The First Step” for reaching level 55 in Modern Warfare Zombies. Previously, players would need to enter the Multiplayer menu to obtain the achievement.
Camos
Completionist Camos
Golden Enigma (MWIII) & Golden Ivory (MWII) Update
We’ve released a fix that allows Players to complete the Golden Enigma and Golden Ivory Completionist Camos with Blueprint weapons and Custom Mods.
AUDIO
Battle Chatter
“Friendly Fire” Operator chatter will play less frequently.
STABILITY
Adjustments have been made to better ensure players keep their loadout and rucksack inventory if they do not successfully deploy into a match.
Added various crash and stability fixes.
GLOBAL
The content covered in the following section pertains to all Call of Duty Modern Warfare III products including, but not limited to, Warzone.
EVENTS
We’ll be talking about what Zombie Santa is bringing to town in patch notes that will be released closer to when the event launches over the holidays. Stay tuned!
BATTLEPASS
A brand new Battle Pass arrives with the Season 1 bringing a variety of Operator Skins, Weapon Blueprints, and more.
For more information about the full Battle Pass offering and Black Cell Bundle, check out the full breakdown on the official Call of Duty blog here.
WEAPONS
New Weapons
The following Weapons are new to the entirety of the Modern Warfare III offering as of Season 1.
» Assault Rifles «
RAM-7
Exceptionally compact, this bullpup assault rifle sports a lightweight, polymer frame and is chambered in versatile 5.56.
Unlockable via Sector A7 of the Season 1 Battle Pass
» Sniper Rifles «
XRK Stalker
Stalk your prey and lay them out with this tactical sniper rifle chambered in .50 Cal.
Unlockable via Sector A4 of the Season 1 Battle Pass
» Launchers «
Stormender
This state-of-the-art weapon system fires a localized EMP on a slight delay. Destroys tactical and lethal equipment and temporarily disables other electronic devices.
Unlockable via Sector A12 of the Season 1 Battle Pass
ATTACHMENTS
In addition to the abundance of Modern Warfare 3 Attachments coming alongside the Weapons list above, Players will see a brand new type of Attachment called Aftermarket Parts. These are unique Attachments that are typically linked to a specific Weapon or class of Weapon, as detailed below:
This kit creates two stacked barrels that fire simultaneously. This offers twice as much down-range damage at the cost of some accuracy.
Compatible with: AMR9
JAK Thunder LMG Kit
Dominate lanes and hold objectives with this LMG conversion kit that brings a large capacity magazine and ramps in fire rate the longer you hold down the trigger.
Compatible with: Sidewinder (BR)
JAK BRB
This compensator borders on excessive, offering a phenomenal reduction to recoil while significantly increasing muzzle report, resulting in an extended red dot on enemy radars.
Compatible with: Many Assault Rifles, Submachine Guns, Battle Rifles, Marksman Rifles, and Sniper Rifles.
JAK Bullseye
Very low-profile dot Optic. Limited interference from framework offers an exceptionally clear sight picture.
Compatible with: Most weapon categories
JAK Glassless Optic
This small, glassless reflex Optic offers a crisp and clear sight picture for snappy target acquisition.
Compatible with: Most weapon categories
JAK Signal Burst
A conversion kit designed for accuracy and controllability with four-round bursts.
Compatible with: Holger 556 (AR)
JAK Beholder Rifle Kit
A long and heavy barrel that offers the best increase to range. Improves recoil control and damage range, converting this Handgun into a single-shot Rifle.
Compatible with: TYR (Handgun)
JAK Headhunter Carbine Conversion
Rival Assault Rifles with this three-round burst conversion kit that excels at mid range combat.
Compatible with: Rival-9 (SMG)
The unique attachments listed above will be rolling out to players over the course of Season 1. Keep an eye out on Raven Software and Sledgehammer Game official channels for updates.
WARZONE
The content covered in the following section pertains primarily to Call of Duty Warzone.
MAPS
UrzikstanNew Large Map
Positioned in Western Asia, nestled on the eastern border of the Black Sea and bordering Al Mazrah, Urzikstan is steeped in rich, turbulent history and only recently emerged from the oppressive rule of dictator Roman Barkov. Our map design acknowledges this history, weaving it into the landscape that now faces the looming threats from the Allegiance and the ultranationalist forces led by Viktor Zakhaev.
Central to our design philosophy is a deep respect for our community, as we focus on a balanced, fluid, and dynamic gameplay experience that harmonizes the intensity of dense urban warfare with the strategic openness of rural battlegrounds. With enhanced mobility being another key pillar of our design, Urzikstan is interspersed with a variety of new and returning traversal options, including vertical ascenders, horizontal ziplines, redeploy drones, and even a mobile point of interest – the driveable train.
Urzikstan is a testament to our commitment to our players, strategic balance, and innovative design, set against the backdrop of a region emerging from its tumultuous past, only to face brand new challenges.
Drivable TrainNew Mobile Point of Interest
Take control of Warzone’s first controllable mobile POI, Urzikstan’s new drivable train, complete with forward and backward engine controls, a horn, and a handbrake in the caboose (rear carriage) for tactical braking.
The new Drivable Train also includes individual carriages that contain a Buy Station, a UAV Tower, an Ammo Depot, and a guaranteed Legendary Supply Crate.
The Drivable Train will also start at different points along the train track in each match.
Since Call of Duty: Next, further improvements have been made to the vaulting and hop up points to provide easier access to mantle onto the train and the cart roofs.
ZiplinesNew Traversal Mechanic
In addition to the vertical ascenders, expect ziplines to allow rapid horizontal navigation across Urzikstan. Look for ziplines across the map, often allowing faster travel across otherwise more challenging topography, like water or tall structures.
If you watched Call of Duty: Next, Quality of Life improvements have already been made to this system enabling easier on/off access for the Operator using either type of transport line.
Maze of streets and seemingly endless vantage points
Safer looting opportunities
Interiors prone to engagement
Minor POIs
Amara Riverside
Ghalia Seaside
Haifa Apartment Complex
Quadri Shopping Center
Tishrin Parkway
Urzikstan Community Center
Urzikstan University
Zaravan Suburbs
Traits
Rooftop gardens, concert hall, community center
Access to downtown without crossing water
Dense Roadway access
Minor POIs
Al-dahr Estates
Shorok Opera House
Souk Nuri
For an exhaustive look at Urzikstan, check out the new Tac Map Atlas.
GulagNew Map
This brand new 1v1 Gulag named “Silo” is characterized by its stark, symmetrical layout that lends to both striking visuals and balanced engagements. This symmetry not only enhances player immersion but ensures equal opportunities for both contestants to redeploy to the field. This new arena is also rich in loot, strategically placed to encourage exploration and adding an additional layer of resource management and strategy.
Here is a series of new features that elevate this Gulag in various ways:
Map VariantsNew Location Modifiers
Players now have a chance to encounter one of three possible Gulag map variants.
Each map variant offers 3 clear lanes allowing for simple 1v1 gameplay.
The overall gameplay of each map variant will remain similar but sight-lines and visuals will change match to match.
Map variants include:
A boxed center with various cover and pathways in. Crates and corners riddle the layout making it dangerous to rush without a plan.
An open layout with light cover and a circularly enclosed center with limited access.
A fairly open center with a boxed out area making the threshold from spawn to center very fast but providing rotational opportunity.
Public EventsNew Dynamic Events
A series of new Public Events have been introduced including:
Go Again
Get another chance if you lose your fight.
Cash Grab
More cash on the ground with a larger stack in the middle of the arena.
Locked & Loaded
Start with full armor and two upgraded guns.
Overtime AscenderNew Win Condition
When Overtime kicks in, rather than vying for control of a Flag point, Players will now have to outplay their opponents for a chance to use the vertical Ascender that spawns in the center of the map.
Post Victory LootingNew Gameplay
Upon eliminating their opponent, Players will be allowed to continue roaming and looting the Gulag until the moment they are redeployed to the field.
It’s important that the Gulag is as fun and varied in your 1000th Gulag fight as it was in your very 1st Gulag fight. With the Public Events system now coming to the Gulag, this gives Players extra second chance and regain opportunities, especially so with the extra cash of “Cash Drop” or the extra weaponry provided in “Locked & Loaded”.
MODES
Battle Royale
Battle RoyaleReturning Mode
This is the Battle Royale experience that Players have become ever so familiar with since Warzone’s launch in 2020. Players infil, scavenge for weapons, equipment, and other resources while preparing for the impending conflict. The map’s playable area gradually shrinks over time, forcing survivors into closer proximity – upping the ante. The ultimate objective? To be the very last squad standing when the smoke clears. It’ll take a combination of skill, strategic planning, and sometimes a bit of luck, to exfil with that victory.
New Map:
Urzikstan
Player Count:
100
Match Length:
~20 Minutes
The pacing of a Battle Royale match is critical to the experience and needs to represent the rhythm of a heartbeat: where the peaks and troughs are consistent and healthy throughout the game. Battle Royale is a game with distinct phases, this includes landing off infil and looting, then acquiring a loadout, all the way through to the final battles before exfil – but also importantly having a mid-game that doesn’t suffer a slump and is continuous in its engagements.
Historically Warzone has always had large player counts in its larger maps but as we have added additional respawn mechanics and changed circle sizes and timings we have found it impacted the time-to-action pacing of the game.
With the new Urzikstan map there are a number of considerations the team have made for the player count:
– New map size of Urzikstan, around 20% smaller than Al Mazrah.
– Faster match time at 20 minutes.
– New Gas Circle timers and sizing.
– More ‘second chance’ redeploy mechanics.
– Unsuppressed red dots revealing engagement locations.
– The Return of the “Big Game Bounty” Contracts Advanced UAV reward
– Updated “Bounty” Contract rewarding one UAV ping as a reward.
– New Gulag Public Event, “Go Again”, enabling more players to redeploy.
– The stability and performance of the game.
To summarize, regardless of the number of players, the time-to-action is one of our most important variables. Based on all of the above, we will be monitoring the time between engagements in Battle Royale throughout Season 1 and make pacing changes where necessary in future seasons.
Resurgence
ResurgenceReturning Mode
A fan favorite, this Mode is a spin on the Battle Royale formula that emphasizes a faster-paced, more aggressive playstyle on smaller maps. Rather than being thrown into the Gulag, Players that are eliminated will redeploy after a short respawn timer – that is, as long as they have teammates that are still alive. This redeploy mechanic allows players to relinquish discretion and encourages taking greater risks, resulting in more frequent engagements. And true to the original experience, earning points will reduce this timer.
Returning Maps:
Ashika Island
Vondel
Player Count:
Ashika
Solos – 52
Duos – 52
Trios – 51
Quads – 52
Vondel
Solos – 72
Duos – 72
Trios – 72
Quads – 72
Urzikstan ResurgenceNew Limited-Time Mode
While Resurgence is hosted on entire Maps, this mode will adhere to the same ruleset while exclusively emphasizing several critical Points of Interest located throughout Urzikstan. These locations have been carefully handcrafted to accommodate the high-paced, loot-hungry playstyle that we’ve all come to expect from Resurgence.
Locations:
Urzikstan Points of Interest
Orlov Military Base
Popov Power
Zaravan Suburbs
Player Count:
Solos – 44
Duos – 44
Trios – 45
Quads – 44
Rotation ResurgenceReturning Mode
With the wealth of maps on offer in Resurgence, Rotation Resurgence allows Players to drop into one of several possible locations that are carouseled on a fixed time interval displayed on the menu.
Rotation Interval:
15 minutes
Returning Maps:
Ashika Island
Vondel
New Locations:
Urzikstan Points-of-Interest
Orlov Military Base
Popov Power
Zaravan Suburbs
Plunder
Plunder Returning Mode
Battle to earn the most cash in this returning game mode now set in Urzikstan. In Plunder, players loot cash from the map, complete contracts, and battle opponents to be the first team to earn $2 million. Reaching that cash threshold triggers a 3-minute overtime where cash values double. Be the top earning squad when time expires to win.
Respawn is enabled in Plunder, and players always deploy with their selected loadout. This makes Plunder ideal for leveling up weapons and exploring the map without the looming threat of an enclosing circle of gas. The free-form nature also makes for a variety of viable strategies.
New Map:
Urzikstan
Player Count:
100
Match Length:
~15 minutes
Lockdown
Lockdown Returning Mode | In-Season
Inspired by the Multiplayer mode Hardpoint, Lockdown will task multiple Quads with capturing and holding zones throughout Vondel. This primary objective replaces the traditional Battle Royale last-squad-standing.
This Mode is perfect for those who want to level up their weapons in a high-pace, objective-based mode. Lockdown allows for Custom Loadouts right at the start of the match.
Lockdown will be added to the Playlist rotation during Season 1.
Map:
Vondel
Player Count:
36
PLAYLIST
For information about upcoming Playlists, XP events, and more, please check out the dedicated Warzone Trello Board.
WEAPONS
As many players have already experienced, MW3 offers several dozen weapons that cover a diverse range of options spanning various categories. It’s important to remember that Warzone won’t suddenly shift overnight to favor only DMRs and Shotguns. Instead, our hope is to witness a more balanced ecosystem where additional categories, such as Battle Rifles, become viable choices thanks to the new offering of weapons. In essence, MW3 weapons aim to be user-friendly, offering versatility across various damage ranges and maintaining a high level of mobility. While we acknowledge the importance of MW2 Weapons retaining their viability, there are specific cases where further updates may be required to ensure a fair and exciting gameplay experience for all.
New Weapons
The following Weapons launched with Modern Warfare III and are new to Warzone as of Season 1 launch.
» Assault Rifles «
SVA 545
This weapon system fires the first two rounds nearly at the same time, making this an incredibly lethal weapon in careful hands.
MTZ-556
Boasting an exceptional fire rate for a 5.56 weapon, this close-quarters assault rifle excels at close and mid-range.
Holger 556
Chambered in 5.56, this AR offers exceptional range and reliability for most engagements.
MCW
This remarkably adaptable assault rifle features phenomenal recoil control and versatility from a lightweight frame chambered in 5.56.
DG-56
With excellent recoil control and three-round burst fire, this bullpup AR dominates at mid- to long range.
FR 5.56
A three round burst bullpup AR. A well-placed burst can be extremely deadly at intermittent ranges.
» Battle Rifles «
BAS-P
A highly controllable and powerful Battle Rifle chambered in .277 Fury designed for all-round reliability and performance.
Sidewinder
A highly adaptable Battle Rifle chambered in .450 that delivers high damage at close to mid-range.
MTZ-762
A fully automatic Battle Rifle designed to send hard-hitting 7.62 rounds downrange at high velocity.
» SMGs «
Striker
A hard-hitting and controllable submachine gun chambered in .45 Auto. Reliable at close to mid-range.
WSP Swarm
Ultra combat and maneuverable, this 9mm SMG overwhelms targets with a fast fire rate.
AMR9
A fully automatic SMG chambered in 9mm, the AMR9 is a go-to for Operators who prefer to shred the competition from close to mid-range.
WSP-9
A fully automatic SMG featuring a slow rate of fire balanced by high damage, control, and mobility.
Rival-9
The Rival-9 is a lightweight, 9mm submachine gun built for agility and quick room clearing.
Striker 9
This compact SMG handles like a carbine while taking advantage of the low recoil and versatility of 9mm rounds.
» Shotguns «
Lockwood 680
This highly effective and versatile 12-gauge pump shotgun can be modified to excel in most scenarios.
Haymaker
Highly effective at close range, this mag-fed combat shotgun will clear rooms with rounds to spare.
Riveter
A full-auto, .410 shotgun built around an assault rifle receiver, the Riveter is a hole-punching machine.
» LMGs «
Pulemyot 762
Chambered in 7.62, this belt-fed heavy machine gun provides excellent suppressive fire, dealing a massive amount of damage at long ranges.
DG-58 LSW
A lightweight squad weapon for controlling zones and laying down suppressive 5.8x42mm fire.
TAQ Eradicator
Fully automatic LMG that utilizes a prototype firing method going from a closed to open bolt systems starting out at a blazingly fast rate of fire before quickly slowing down and becoming more accurate.
Holger 26
A highly modular light machine gun that can be adapted to most combat scenarios. Chambered in versatile 5.56 ammunition.
Bruen MK9
The Bruen Mk9 is a fully automatic, air-cooled light machine gun chambered in 5.56. Support your team and pin down the enemy with a high fire rate and overwhelming covering fire.
» Marksman Rifles «
KVD Enforcer
A Marksman Rifle chambered in 7.62. Lightweight construction results in excellent recoil control for rapid follow-up shots.
MCW 6.8
Chambered in 6.8, this highly modular Marksman Rifle features exceptional damage and reliability.
DM56
A titan of ballistic ingenuity, this Marksman Rifle boasts best-in-class rate of fire and exceptional controllability.
MTZ Interceptor
A high-powered Marksman Rifle chambered in 7.62. Control mid to long distances with this semi-auto weapon.
» Sniper Rifles «
Katt-AMR
This devastating .50 cal bolt-action sniper rifle delivers massive damage downrange with every shot.
Longbow
A lightweight, heavily modified sniper rifle designed for precision shooting and repeat shots thanks to recoil control and magazine capacity.
KV Inhibitor
This semi-auto sniper rifle chambered in .338 offers undeniable recoil control and stability for the discerning operator.
» Handguns «
COR-45
Semi-automatic ballistic pistol chambered in .45 Auto. Delivers excellent handling and recoil control.
Renetti
A burst-fire pistol with a staggering fire rate and controllability in the right hands.
TYR
This deadly revolver chambered in devastating 12.7x55mm hits like a cannon and leaves no survivors.
WSP Stinger
Keep your enemies close with this highly effective, room-clearing SMG with a blazing fire rate.
» Launchers «
RGL-80
An infantry-carried, revolving grenade launcher that fires 40mm projectiles that explode on impact.
» Melee «
Gutter Knife
Standard issue combat knife. Great for quick stealth takedowns.
Karambit
A small, curved talon-style blade. Extremely sharp and discreet for fast and deadly melee attacks.
General Adjustments
Backup Pistol Quality of Life
When you don’t have a handgun equipped in your loadout you’ll unholster a base attachment COR-45 while performing the following actions:
Ledge hanging
Climbing a ladder
Swimming underwater
If you do have a handgun or melee weapon equipped, you’ll use that instead.
We want players to always be able to fight back, no matter their situation. The Backup Pistol addition to the game means that whether you are swimming or climbing, you can engage with enemy opponents at all times. As an important note, a fully equipped loadout Handgun will remain the preferred choice in these circumstances.
Locational Damage Modifiers
Locational damage multipliers have been flattened to provide a more consistent time to kill. Headshot multipliers are broadly decreased and arms now match the torso.
In the past, arms have often had differing damage multipliers than the chest. This could often end up with an inconsistent time to kill when firing directly at a player aiming at you (since you were hitting arms, instead of their chest). By standardizing the multipliers to be more consistent with the “Bottom to Top Philosophy” shots landing in the same area will result in a more reliable experience.
Sniper Damage
KATT AMR will one shot to the head at any distance.
Riot Shield
The Riot shield slows movement when it is equipped as the player’s Secondary and is on their back.
Weapon Tuning
With the additional statistical knowledge you’re able to receive while swapping between modifications, providing an impressive amount of incremental weapon meta building, Weapon Tuning has been removed, a feature that appeared in Modern Warfare II. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.
Launcher Damage
All launchers have been adjusted in regards to their damage and interaction with vehicles. This includes:
Most launchers will destroy lighter vehicles in one shot.
The RPG-7, PILA, and STRELA-P will destroy most medium sized vehicles in two shots.
The JOKR will destroy almost all vehicles in one shot.
The RGL-80 and the STRELA-P will not cause most vehicles to immediately explode.
The PILA will not cause most medium and larger vehicles to immediately explode.
The RPG-7 and the JOKR will cause most vehicles to explode immediately.
We want to make sure that launchers have an impactful but fair application to countering vehicles in Warzone. Based on several variables such as projectile speed, time to fire, and reload speed we have tuned launchers to better meet the expectation on how it should behave when damaging vehicles.
GAMEPLAY
New Features
All Modes
Classic Red Dots
Firing unsuppressed weapons causes Operators to momentarily appear as a red dot on the minimap.
Red dots have returned to Warzone – those wishing to stay off the map when firing should consider equipping a suppressor to the weapons in their Loadout.
Reload Cancel / Segmented Reloads
You can now reload cancel if there are bullets in the magazine. When performing an empty reload it will utilize reload checkpoints to give the best of both worlds.
Improved Water Combat
Alongside the dedicated Backup Pistol, improvements have been made to water visibility such that it is now easier to see targets both when in and out of the water.
Battle Royale
Redeploy Weapons
Being bought back now grants a weapon that changes based on the current circle number, with the weapon improving with later circles.
This is a similar approach to the one found in Resurgence already. Gone are the days of being bought back in the end game with only a pistol.
Adjusted Features
All Modes
Loot
Ground & Supply Box Pool
Loot found throughout our maps will now include a mix of MW2 and MW3 weapons, equipment, perk packs, and more.
Rarity Quality of Life
Weapons, equipment, killstreaks, and more will now appear with a color-coded tooltip to indicate the value and rarity of the item, as well as if a weapon is from a “Custom Loadout”.
Rarity breakdown:
Legendary = Orange
Epic = Purple
Rare = Blue
Uncommon = Green
Common = White
Ground SpreadQuality of Life
Players will now notice that the loot distribution and spread when opening a Supply Box or eliminating an enemy has received significant improvements to minimize loot overlap and facilitate loot identification.
Revive Pistol
The Revive Pistol has been removed from the loot pool but may make a return in a future season.
Legendary AudioQuality of Life
Guitar celebration returns when finding legendary loot because it just didn’t feel right without some iconic riffs!
We have balanced loot so that most everything can be found in general looting, with enough time. However, we have tried to make rewards from activities like strongholds, contracts, public events, and locations on the map (like hospitals, car garages, police stations, etc) targetable for a specific, desirable item or a type of item, like Plate Carriers.
So if your team is in need of a specific item, there is likely a place or activity you can go to have a higher chance of getting it. Some high tier items will be exclusive to general looting to encourage players to continue looting to find them. General gear and supplies should be plentiful, and players should have basic gear and a preferable weapon no more than 60 seconds into the match.
Backpack
Layout Quality of Life
Adjusted the backpack and in-game loadout layout. Weapons are now right aligned, underneath the newly added dedicated ammo. Gas Mask and Armor Plates are first on the list for rapid access to two areas highly interacted with.
Navigation Wrapping Quality of Life
The backpack and loadout will now navigate wrap when moving all the way to one side.
Dedicated Ammo SlotsQuality of Life
Specific new Backpack slots cater to ammo, allowing quick and easy access. These slots will be automatically filled as Players find ammo. Additional ammo can still be stored in the all-purpose Backpack slots.
Gulag Entry Kit Quality of Life
The Gulag Entry Kit can be stowed, enabling “pickup to share” for team-coordination.
Identical Killstreak Auto Equip Quality of Life
Certain items will automatically equip from the Backpack into the active Loadout when a matching item is used.
i.g. If the player uses a UAV and they have another in their Backpack, it will auto-equip the UAV into their active Loadout.
Gulag and Redeploy TrackerQuality of Life
Backpack now displays if you have a Gulag Entry Kit or a Redeploy Pack available to use.
Not applicable in Plunder or Resurgence.
Navigation PingsQuality of Life
The ability to ping doors with a specific yellow warning ping has been removed to alleviate frustrations when trying to place navigation pings.
Killcam PingsQuality of Life
Players will now be able to observe all enemy pings while watching kill cam replays.
Important: This will be live shortly after launch and will be communicated accordingly.
No more wondering “How did they know I was there?!” when you had a giant red ping above your head.
Buy Station
Interact Distance
The interaction distance for Buy Stations within the Gas has been extended to 30 meters, up previously from 10 meters.
Icon Visibility Quality of Life
When a Buy Station is still accessible in the Gas, its icon will remain visible on the minimap and Tac Map. Upon being in the Gas for too long, the icon will then fade away once the Buy Station is no longer active.
The above notes apply to both stationary Buy Stations as well as Deployable Buy Stations.
Buy Station accessibility is important, so not only do we want to allow for more advanced and interesting Gas plays – we also want to make sure that players know if they can execute a Gas play before they attempt it with the newly improved UI.
Loadouts
Purchase Price
Buy Station cost has been reduced:
Solos: $7,500, down from $8,000
Duos: $10,000, down from $12,000
Trios: $12,500, down from $16,000
Quads: $15,000, down from $20,000
The purchase price will now scale based on the active Squad Size in the match, rather than the base Playlist Squad Size.
Squad Outline Quality of Life
The distinctive white visual design of the Loadout crate from 2020 makes its return!
Loadouts now have a colored outline that is unique to your squad, which serves two purposes: 1) It helps players identify which crate belongs to their squad, 2) and it disappears per player after player has interacted with it.
The outline refreshes when respawning indicating that players can use it again.
With several changes to the economy, increasing the amount of cash earned from contracts and introducing a new perk that multiplies that even further, we’re doubling down on easier access to your loadouts and the custom weapons found within. These prices will also scale dynamically should you lose a player, or be trying to solo v quads your way to victory.
Gas Mask
Manual Gas Mask Quality of Life
You can now manually choose when to equip the Gas Mask. When looking at a Gas Mask on the ground, Players are presented with two options:
Equip
Equipping the Gas Mask will begin the equip animation of putting it onto their face.
Stow
Stowing the Gas Mask will place it in the Backpack for Players to manually equip at a later time.
As a result of the above, the animation will no longer interrupt gameplay, and importantly Players will only hear the heavy breathing sound effect while in the Gas.
Gas Mask OverlayQuality of Life
Adjusted Gas Mask overlay to provide a clearer field of view to the action.
Decreased the intensity of the “cracked” state when near broken.
The forced Gas Mask animation of putting on and removing has been a common frustration shared from players and developers alike. We’re removing the automatic animations from the equation and putting the player choice entirely behind a manual “equipped or not” approach.
Gas
Circle Pacing
We’ve adjusted the overall possible centering of the first circle to encompass more play area than previously experienced. This will ensure that more of the map will be accessible to players at the start of each match to better allow for the all important looting phase.
Below is a summary of the adjustments made to gas circle timings:
Circle 1:
Circle close time reduced to 160 seconds, down from 215 seconds
Circle 2
Circle close time reduced to 140 seconds, down from 220
Circle 3
Circle close time reduced to 130 seconds, down from 170
Circle 4
Circle close time increased to 125 seconds, down from 110
Circle 5
Circle close time increased to 90 seconds, down from 70
All other circle timings remain unchanged.
Total Reduction
140 seconds
Total Time Until Match End
20 minutes and 20 seconds
Gas Damage
Increased to 10 damage per tick, up from 9.
With the introduction of the Irradiated perk there’s room to increase the base tick-damage as there’s ways to bring this much lower with the perk. This means about 15 seconds in the gas is possible without a mask.
Redeploy Drone
Redeploy Drones will now remain stationary in the gas for up to 45 seconds.
Each circle will reduce this time by 5 seconds to a minimum of 30 seconds.
Drones will now move slightly faster when repositioning.
Drones will begin to leave after circle 5 as they are too deep in the gas and there is limited room to reposition to.
The Redeploy Drone’s catapult distance has been increased so Players can now traverse greater distances.
The Redeploy Drones have been a fantastic addition to the game but we felt that it was unclear when they were about to change position, and would frequently move when you were running to use them. With this change, the goal now is that if you can see a Redeploy Drone in a playable part of the map – it will be accessible to use.
Death’s Door (Low Player Health)
This refers to the audible and visual notification that the player is low on health and at risk of being downed.
Activation
The visual overlay when low on health now triggers at 40% Health, down from 55%.
Visibility Quality of Life
Increased transparency of the overlay, to be less obtrusive when at low health.
Parachutes
Operators from MWIII will now deploy into the Warzone with a new default Parachute texture, inspired by the urban nature of the new big map Urzikstan. This Parachute texture will be overridden if the player has customized their Parachute.
Spawn Protection Timer
The duration of spawn protection has been reduced to 2.5 seconds, down from 10 seconds
This applies to all modes except for Resurgence.
We’ve made this change in order to better create a sense of fairness, both for the redeploying player but also for those already on the ground.
Battle Royale
Infil Height
The height at which Players deploy to the field during Infil has been decreased to 402 meters, down from 483 meters.
Infil closer to the ground for faster time-to-action. In addition, redeployment heights throughout the match will be further decreased each circle so endgame hovering is less effective.
Second Chance Mechanics
The spawn rate for Gulag Entry Kits and Redeploy Packs has been increased.
Strongholds
Strongholds are no longer a guaranteed spawn each match, rather they have been linked to a new Public Event.
For details, see the Public Event section below.
In order to make each match unique, Strongholds have been moved to the public event system where there is a percentage chance of them becoming accessible during infil. We recognize that strongholds being present in every match leads to a clear golden path and not a unique experience from match to match. We are working towards additional features to make Strongholds fairer to contest and control, and will have more to announce in future.
Black Sites
A single Black Site will spawn at random at the beginning of each match.
The location will not be revealed on the map until your squad finds a Black Site key or it has been unlocked by another squad.
The Black Site boss will now drop a guaranteed Deployable Buy Station. The Advanced UAV is now one of several possible killstreaks that will drop.
Players may find Black Site keys via ground loot allowing you the opportunity to open a Black Site in any match.
Plunder
UAV Towers
UAV Towers are now in Plunder.
Cash Balance
We’ll be closely monitoring the balance of the cash economy in Urzikstan and will likely make adjustments to ensure a variety of strategies remain viable for winning.
PERKS
Highlight
The Perk system currently in Warzone continues, with Operators choosing from either a pre-set or a Custom Perk Package consisting of four Perks which become active once your Loadout is claimed. Perk Packs can also be found in ground loot, whether dropped by an eliminated Player or found in Supply Boxes.
In addition, a number of the Perks that exist in Multiplayer have been implemented as default movement behaviors in Warzone – without requiring any specific equipment. This will be further detailed in the section titled Movement below.
New Perks
Shrouded
Automatically drops a Smoke Grenade when entering the downed state.
Flex
Delay triggered explosives while sprinting, warns of nearby enemy equipment, and reduces combat noise.
Due to a known issue, this Perk currently appears as “Faculty” in the menu.
Resolute
When taking damage from gunfire, it grants a short bonus to movement speed.
When shooting at an enemy with Resolute equipped, players will see a small icon to indicate that the player has Resolute.
Stalker
Increased strafe and aim down sight movement speed.
Payout
Contracts pay out more in cash and the cost of UAV Towers is discounted.
Escapist
Increased downed, prone, and crouch speed.
Primed
Accuracy and time to aim down sight is improved while jumping.
Irradiated
While under the effects of the gas circle you move faster and take reduced gas damage.
Shrapnel
Explosive damage delays enemy health regeneration, slows enemy movement, and briefly disables tactical sprint.
Mountaineer
Reduces fall damage.
Mechanic
Reduced vehicle repair time, increased fueling speed, and reduced fuel consumption while driving non-aircraft vehicles.
General Adjustments
Overkill
This Perk has been removed entirely and replaced with a new a default behavior:
Players now have the option to equip two Primary Weapons at all times without requiring a Perk.
By eliminating overkill we have removed a long-standing friction where players needed to buy their “overkill” loadout, or buy multiple weapons from the buystation. With overkill on by default always – any loadout you create can be with the perks and weapons you desire. Your freedom of choice.
Perk Unlocks
All Warzone Perks are unlocked via player progression.
Perks used for Custom Perk Packages must be unlocked via the 1-55 level player XP progression path.
Perks unlocked by default at level 1 include:
Scavenger
Battle Hardened
Payout
Flex (Faculty)
We’ve taken a deep look at perks available in Warzone. This includes rebalancing or redesigning existing perks, creating new ones that are re-introduced to Call of Duty through MW3 and creating new ones bespoke to Warzone to give players more agency and choice over their playstyle.
Adjusted Perks
Ghost
Blocks detection by UAV, enemy radar sources, and Heartbeat Sensors – now updated to require movement to activate.
Can be acquired via loot as a Stealth Plate Carrier.
Birdseye
Your UAV Killstreak, Portable Radar, or UAV Tower shows the heading of the enemy for your squad.
In addition, enemy unsuppressed gunshots will show headings.
Detects Ghosted Players.Can be acquired via loot as a Comms Plate Carrier.
Survivor
Faster revive speed, reduced health regeneration delay, reduced cash lost on death, and enemies that down you are automatically pinged.
Decreases Health Regeneration time to 4 seconds, down from 7.
Can be acquired via loot as a Medic Plate Carrier.
Survivor and the Medic Plate Carrier make for an extremely powerful defensive option that competes with Tempered – depending on which you value most (health or armor).
Cold Blooded
This will negate the mark from Combat Scout.
Battle Hardened
Now reduces the effects of Frangible bullets and abilities.
Double Time
Increases Tac Sprint duration and reduces refresh time.
No longer increases prone and crouch speeds.
Scavenger
Once again provides an additional armor plate and cash in the scavenger bag.
New & Returning Plate Carriers
Plate Carrier Perks
Plate Carriers, previously referred to as Vests, found throughout the match will now be associated with one of the following four Perks:
Tempered Plate Carrier
Includes effects of the Tempered Perk.
Medic Plate Carrier
Includes effects of the Survivor Perk.
Comms Plate Carrier
Provides the player with effects of the Birdseye Perk.
Stealth Plate Carrier
Provides the player with effects of the Ghost Perk.
Previously, some Plate Carriers shared some common features with a corresponding Perk, but not all. We’ve cleaned up this interaction so that a Plate Carrier does exactly what a Perk does, and nothing else.
MOVEMENT
Highlight
Movement and rotation opportunities on Urzikstan have been key focuses of its design. In the new chapter of Warzone, Players will find themselves with several Multiplayer Perks that are simply enabled by default at all times:
Tac Pads: Improves slide distance and allows for full ADS while sliding, along with increased stance transition speeds.
Commando Gloves: Enables reloading while running.
Quick-Grip Gloves: Increases your weapon swap speed.
Climbing Boots (Partial): Increases climbing and mantling speed aspect.
The above provides the foundation of baseline movement in Warzone, this can be taken further by layering on perks that amplify movement even more. As a reminder, the gear is equipped at all times and never lost.
New Movement
Tactical Stance
A weapon stance that can be Toggled into, grants faster mobility at the cost of accuracy.
Returning Movement
ADS While Sliding
Players can now aim down sights and shoot while sliding as a default behavior.
As an improvement, players can optionally toggle tac stance while sliding.
Adjusted Movement
Jump Changes
Jump higher, faster and jump ADS quicker. Reduced the slow-down when landing from the first jump and reduced the sprint-out delay after jumping.
Slide Cancel
Players can cancel a slide by jumping, sprinting or crouching again. Does not reset tactical sprint and briefly pauses stamina regeneration.
Slide Distance
The distance that Players travel while sliding is now impacted by the incline of the surface.
CONTRACTS
Returning Contracts
Big Game Bounty
Players can activate this contract to place a bounty on a Player from one of the highest performing squads in the match.
Eliminating the target player will reward your squad with an instantly activated, 20-second long Advanced UAV.
This new contract will reveal itself after the second circle.
Scavenger
Pick up this contract and you will be directed to open 3 special scavenger caches. You will be given the location of these caches 1 at a time. These caches contain additional loot, a heightened chance for the supply sweep killstreak and Plate Carriers, with the final chest dropping a randomly selected Plate Carrier 100% of the time.
General Adjustments
Activation LaptopQuality of Life
Players will now activate Contracts by interacting with larger, more easily identifiable laptops found throughout the map.
Activating a contract is done instantly with no delay or animation.
Updated Contract Spawning
Increased the amounts of contracts spawned later into a match.
New IconsQuality of Life
Contract icons have been updated to be more legible and shield-like in appearance.
For better accessibility, icons are now colored yellow, previously green.
Adjusted Contracts
Bounty Contract
Bounty now gives a single UAV ping around the bounty target when the hunter team kills them.
Players engaging with Bounty Contracts are always at risk of being third-partied, so with that risk should come added reward for pushing a squad.
Intel Contract
The speed at which the point is captured will now increase for each additional squad member present.
Most Wanted Contract
Surviving this contract will spawn a High Value Supply Crate which will always include a Gulag Entry Kit.
Again with risk should come rewards, our goal here being that whether you are the Most Wanted target or you are pushing a Most Wanted target – the Supply Crate that drops on success is rewarding to all teams. This guaranteed Gulag Entry Kit also matches our philosophy of Contracts having clearly defined rewards that players know they can acquire.
Signals Intelligence Contract Vondel Exclusive
The passive income per player is now 10 payments of $750 for a total of $7,500 over 3 minutes and 20 seconds.
The previous total amounted to $5,000 per player
PUBLIC EVENTS
New Public Events
Restock Supply Sweep
Restock now starts a personal supply sweep for every player when activated.
Fly Buy
A new Public Event has flown into Urzikstan. At certain points in a match, there is a chance multiple Drones fly-in to drop additional Buy Stations into the Warzone.
When a Fly Buy public event is triggered, 5 or 6 drones carrying portable buy stations fly from the gas to random points inside the current circle where they drop a portable buy station.
The drones are neutral and can be shot down early, which drops the Buy Stations immediately.
The portable buy stations sell items identical to a typical buy station.
The public event will also have a chance of spawning in late game spawn circles after the Gulag has closed or Resurgence has ended, giving players a final opportunity to buy back teammates.
Strongholds
Strongholds now have a chance to appear as one of several possible events at the start of the match.
Black Sites and Abandoned Caches will remain in each match.
When this event triggers, 4 Strongholds will spawn, down from 5.
The time to capture a Stronghold has been reduced to 30 seconds, down from 90.
The original crate in strongholds that players captured and claimed their loadout has been updated and split into two parts.
UAV Station: Now when players enter a stronghold they will see a box with a laptop and satellite dish which now acts as the capture point.
Loadout Locker: The loadout crate has been replaced with a loadout locker. The locker can be found in the same space as the UAV station and will be positioned against a wall of the room.
Vacating the Stronghold will cause it to automatically neutralize the UAV after 30 seconds.
The Loadout Crate will be available only for the squad that currently controls the Stronghold.
Adjusted Public Events
Firesale
Item discount increased to 50%, up from 30%.
We felt that doing the mental gymnastics of trying to calculate 30% of a discount of $3,000 (Spoiler: it’s $2,100) could be simplified by simply updating to a 50% reduction (simply $1,500) which also gives additional value in rotating to a Buy Station.
EQUIPMENT
New Equipment
Breacher Drone Lethal Equipment
Explosive drone that explodes on proximity to an enemy or on impact.
Thermobaric Grenade Lethal Equipment
Cookable grenade. Creates a large explosion that stuns, leaves a fiery residue, and increases lethality of explosives for a period of time.
EMD Grenade Tactical Equipment
Applies a tracking device to enemies hit, revealing them on your team’s minimap.
Scatter Mine Tactical Equipment
Throw a field of mines across a wide area that detonates when enemies come within range.
Adjusted Equipment
» Lethal Equipment «
Drill Charge
Through Wall max damage increased to 160, up from 140.
Stick Max Damage increased to 200, up from 140.
Claymore
Max damage increased to 170, up from 100.
There is a known issue where Claymores will deal less damage than intended.
Frag Grenade
Close damage increased to 251, up from 140.
Mid range damage increased to 150, up from 105.
Semtex Grenade
Close damage increased to 200, up from 140.
Far damage increased to 105, up from 69.
Thermite
Tick damage increased to 37, up from 15.
» Tactical Equipment «
Smoke Grenade
Duration reduced to 7.14 seconds, down from 9.25.
Stim
Stim now grants a slight boost of movement speed on activation (7%).
Experimental Gas (Tear Gas)
This will now deal continuous damage to anyone standing in the gas cloud.
Deals 5 damage per second, 3 damage to those with resistance to gas damage.
If the player is wearing a gas mask it will instead do damage to the equipped mask, masks in their backpack, or any masks on the ground..
Since the damage caused by this tactical is gas, it can be countered with an equipped Gas Mask.
There’s been a long-standing disconnect between the Gas Mask and Tear GasGrenade having no interaction. We’ve pivoted this so that there’s one consistent language – GAS IS GAS. This means you can use a gas mask to avoid the effects, but if you’re without you’ll take tick damage as if you’re standing outside the circle. The Warzone version of the grenade is renamed to Experimental Gas to reflect the unknown nature of the deadly gas players encounter each game.
Shock Stick
Damage increased to 8 per tick, up from 6 .
Radius increased to 4.1 meters, up from 3.1 meters.
Snapshot Grenade
Highlight Duration increased to 1.65s up from 1.25s.
Battle Rage
Now also mitigates 10% of damage taken while under the effects.
The regen portion of the buff can be canceled early by taking damage. The damage reduction effects will remain for the duration.
Flash Grenade
Now only flashes targets looking at the device at the time of it exploding.
FIELD UPGRADES
New Field Upgrades
Heartbeat Sensor
Now categorized as a Field Upgrade
Pulse every 2.5 seconds, down from 3 seconds. (Faster!)
Range increased to 55 meters up from 49.
With Heartbeat sensor moving to the field equipment slot we’ve given it an increased range and faster ping rate – This move puts it, and the newly enhanced Portable Radar as effective recon devices, while still allowing you to use your tactical slots for the active engagement.
Adjusted Field Upgrades
Portable Radar
Radar Pulse increased to 76.3 meters radius, up from 38.1 meters.
Armor & Ammunition Boxes
The delay on equipment boxes has been removed – they will now be interactable as soon as they are deployed.
KILLSTREAKS
New Equipment
Guardian
A stationary turret that projects sound to disrupt and stun players in a line. Lasts for 50 seconds.
Mosquito Drone
An automated drone that hovers in an area before descending on a target dealing damage.
Will show up on the map with an icon and can be shot down.
VEHICLES
New Vehicle
Coyote
Available in Urzikstan during Battle Royale and Plunder modes is an impressive, lightly-armored new off road vehicle, known as the Coyote. This is an open-air and agile desert vehicle designed to grip the dunes and move quickly. The mounted machine gun is more than enough to take out the opposition in your path.
General Adjustments
Vehicle Start Time
The input delay when entering a vehicle has been decreased by 50%.
Helicopter Collision
The damage profile on helicopters has been updated to better reflect the perceived collision while close to other objects.
UI/UX
Combat Record
Players will launch Season 1 with a fresh Combat Record, which will immediately begin showing statistics for Battle Royale.
The Combat Records will roll out in the following phases:
Season 1 – Battle Royale
Season 2 – Resurgence
Season 3 – Plunder
Please note that statistics for all modes will begin tracking on Season 1 launch and will be retroactively reflected when the Combat Records go live.
Icon FadeQuality of Life
All in-world icons will now fade away when the Player aims down sights for better visibility during engagements.
Improved Headshot Hitmarker Quality of Life
Headshot hitmarkers have been improved for better readability.
This includes a new sound effect.
Updated Icons Quality of Life
The entirety of the Tac Map has been updated to better serve you, with a variety of easily distinguishable new icons.
XP / Score EventsQuality of Life
All Score events are now yellow
Supply Box Visuals Quality of Life
All Supply Boxes have received a visual adjustment to convey value more clearly.
Common – Military Green and Black
Legendary – Orange and Black
Reusable – Navy Blue
Favorite – Custom Weapon Color Magenta
Armor Plate Color Quality of Life
The color of Armor Plates, both on the HUD and hit markers is now blue unless affected by the Tempered Perk, in which case it will appear as orange.
Nameplates
Allied nameplates have had their visibility improved with a clearer outline of the players name.
This change mirrors the improvements made in MW3 Multiplayer at launch.
Perk Package IconsQuality of Life
Perk Packages whether equipped or stowed now display the icons of the included Perks in the package for quick readability.
KNOWN ISSUES
Below is a list of issues that we are aware players will encounter at the launch of Season 1.
The new Perk called Flex currently appears as “Faculty” in the menu.
Resurgence Rotation map visual is not appearing in the UI to show what map is currently active.
Players can temporarily work around this by seeing the active map in the matchmaking screen.
The AAR will show the default Calling Card instead of the Calling Cards equipped by the Player.
A Player detonating a bomb drone may encounter an error in some instances.
Although detailed in the patch notes above, Killcam pings will not be active until later into launch week.
If a player crashes out of Private Match and is given the option to rejoin, they will not connect.
Whew! That’s about it! Expect a mid-season refresh to drop sometime next year!
Ubisoft has released (Rainbow Six) R6 Siege update Year 8 Season 4 (PS5 update version 1.000.068), which brings in Operation Deep Freeze! Read on for everything new this December 6 in the official patch notes.
Note: This is a bigger download than usual, as Ubisoft is resizing the installed game.
Check out info regarding the new Defender Tubarão alongside the other new stuff incoming with today’s update. You can read more about it in our article where we attended a play session for Y8S4.
New Operator – Defender Tubarão
Stats
2 Health
2 Speed
Primary Weapons
MPX
AR-15.50
Secondary Weapon
P226 MK 25 Pistol
Gadget
Nitro – Freezes an area and marks enemies’ footsteps. It can attach to the ceiling, marking the footsteps of enemies that may be above you. It will impair Operator’s movement and will disable all (teams and opponents) gadgets.
Proximity Alarm
New Ranked Map – Lair
Competition heats up this season with the new Ranked map Lair. Lair is the base of operations for Deimos, and the map is designed for players to experiment with different playstyles as they navigate its multiple entrances and three floors. Each floor has a distinct mood and the exterior has unique entry points to all three floors. Just as Deimos created this facility to calculate his operations against Rainbow, players can strategize their navigation of Lair for success during matches.
Player Protection
Player protection efforts continue to grow with a Reputation System update, providing more information on what impacts player standing. This season introduces the Grace Period phase where players will be onboarded, learn more about player standing, and give everyone a chance to improve their standing without any penalties before the Reputation System fully launches. This builds on the Commendation System, which allows players to commend each other after a match and rewards players with increased Alpha Pack drop rates. For more information RainbowSix.com/Commendations
Balancing – Frag Grenade Update
Objective
Frags should not be as powerful as Primary Utility
Make taking Frags a choice, not a default
Increase the availability of Frags.
Final Changes
Removed the ability to cook the grenade.
Reduced initial fuse time to 4 seconds from 5.
Bounce-cooking system = Fuse time reduced after bouncing (Stun Grenade).
2 seconds fuse after bounce.
These changes based on internal testing have promoted more picks of gadgets over grenades.
Frags Distribution
IQ: Frags Added – Will be monitored – The Team understands this combination can be overpowered, but believes they can be incredibly fun. Will watch for feedback.
Lion: Frag Added, Gonne-6 & EMP Removed – The Team understands this combination can be overpowered but believes they can be incredibly fun. Doesn’t see it as being as strong as they are predicting.
Sens: Frags Added. Gonne-6 removed.
Osa: Frags Added. Smokes removed,
Blackbeard: Frags added. EMP removed.
Rainbow Six Seige Marketplace Beta
A marketplace for Rainbow Six Seige is arriving in Year 9, but before it does, the team will be hosting beta testing.
New Onboarding Features
Versus AI Play – Players will soon be able to compete against defender AI operators to learn and practice with friends. The AI is designed to emulate how players play the game, with two difficulty levels, beginner and advanced.
Map Run – This tool allows players to learn maps, focusing on how to navigate the maps. Map training tools will include landmark and target drills. In Landmark Drill, random landmarks will be placed with the goal of finding them. Target Drills will have dummies that you can turn on and off, with the same idea of Landmakr Drill but for a specific target.
Situation and Training Runs (and Terrorist Hunt) are being REMOVED from the game. Ubisoft says it was a very difficult decision, but the team feels the new AI plays and future updates will bring better training that will be closer to how the game plays.
Controller Improvements Part 1
Full controller remapping is coming in Y8S4.
Stick Deadzone can be set to 0 now.
Hip leaning input features coming later this season.
Battle Pass Updates
Map will be interactive this season to improve navigation.
This is only the first change, with more to come.
BUG FIXES
GAMEPLAY
FIXED – Loadout changes between rounds when an Operator is picked by idling.
FIXED – Round ends in a draw if a Volcan Canister is destroyed near a hostage while Goyo is eliminated.
FIXED – Zero’s Argus Launcher does not lose sight reticle or laser when deactivated by the Bulletproof Camera EMP.
FIXED – Hard Breach Charge can’t be deployed on a small area of the reinforced wall.
FIXED – Hostages can set off Lesion’s Gu Mines.
FIXED – Basic Tutorial progress can be soft locked in multiple ways.
FIXED – Attack Tutorial becomes soft locked if AI destroy the drone.
FIXED – Damage falloff and curves do not match description when 2 players are in Custom Game or the Shooting Range.
FIXED – Players can’t lean while holding a drone while using controller.
FIXED – Players can’t lean function if holding one of several Observation Tools.
FIXED – Game crashes when AI revives a teammate.
FIXED – Player can’t look around when exiting Rappel.
FIXED – Scope sight disappears when in range of Mute’s Signal Disruptor.
LEVEL DESIGN
FIXED – Players get stuck at EXT Street when vaulting over 2F East Corridor barricade after breaking it in the Defense Tutorial.
FIXED – Missing texture for pipe assets on the Clubhouse map that can be exploited by Valkyrie or Zero.
FIXED – Drones can’t navigate through the EXT Guard Tower opening on the Fortress map during Preparation Phase.
FIXED – Players can reach an unintended vantage point in the north-eastern corner of the 1F Staff Room of the Bank.
FIXED – Players can vault onto unintended vantage point at 2F Dorm Main Hall of the Oregon map.
FIXED – Players can remain stuck in between the bomb and an indestructible coffee machine at B Cafeteria on the Consulate map.
FIXED – Players can remain stuck in falling animation between metal pads and the metal rail located in EXT Street of the Attack Tutorial map.
FIXED – Players cannot vault over the kitchen counter in 1F Staff Room of the Bank map.
FIXED – Ace’s S.E.L.M.A. fails to deploy on the lower destructible wall in 2F Meeting Room of the Consulate map.
FIXED – Floating tree during the MVP screen of the Villa map.
FIXED – Wrong compass location displayed between 1F East Stairs and 2F East Stairs of the Border map.
FIXED – B site bomb isn’t detected from 2F Display Room on the Lair map.
FIXED – Lighting issues west of EXT South Dock on the Lair map.
FIXED – Valkyrie’s Black Eye can be hidden in lights in B Warehouse of the Lair map.
FIXED – Texture clips through wall at 2F Blue Stairs on the Lair map.
FIXED – Texture clips through wall at 2F Mezzanine on the Lair map.
FIXED – Player is unable to vault onto the desk in 2F R6 Room of the Lair map.
FIXED – Players can navigate on to a trash bin for an unfair line of sight through a window in 1F Security Hallway of the Lair map.
FIXED – Players can navigate out of bounds by vaulting onto some crates and the cargo container in EXT Lift of the Lair map.
FIXED – Attackers don’t detect bomb sight located at 1F Bar or 1F Lounge of the Emerald Plains map unless they are using a drone or using IQ’s Electronics Detector.
FIXED – Various collision, asset, and texture issues on maps.
OPERATORS
FIXED – Holes made by Maverick’s Breaching Torch are hidden if affected by Tubarao’s Zoto Canister.
FIXED – Missing VFX for Damaged walls when affected by Tubarao’s Zoto Canister.
FIXED – Zero’s Argus Camera can be hidden through destructible map assets.
FIXED – Amaru’s Garra Hook launcher losses functionality if player goes prone while deploying the hook.
FIXED – Amaru’s Garra Hook can clip through wall.
FIXED – Goyo’s Volcan Canister becomes invisible or stuck when a drone is deployed at the same time.
FIXED – A Kludge Drone that’s been hacked by a Defender can no longer hack if Dokkaebi takes over Defender Observation Tools.
FIXED – Wrong animation plays for Zofia and Tachanka when self-reviving with Thunderbird’s Kona Station
FIXED – Clash can fire her weapon before the weapon swap animation finishes.
FIXED – Floating wall remains for a few seconds after destroying Sen’s R.O.U. projector during deployment.
FIXED – Players that are downed aren’t affected by Sens’ R.O.U. Projector System.
FIXED – Valkyrie’s Black Eye losses signal if it’s thrown into the crevices of the ceiling at 1F Main Stairs of the Border map.
FIXED – Valkyrie’s Black Eye is losses signal when thrown on to the ceiling at 2F Astronomy of the Villa map.
FIXED – Grim’s Kawan Hive is destroyed when shot within Mute’s Signal Disruptor range.
FIXED – Wrong animation plays for players affected by Fenrir’s F-NATT Dread Mine while leaning left and running.
FIXED – Fenrir’s F-NATT Dread Mine location list appears as placeholder when placed on the outside tower in EXT Back Alley of the Theme Park map.
FIXED – Iana can sprint after self-reviving from Frost’s Welcome Mat.
FIXED – Kapkan’s Entry Denial Device can be deployed through Azami’s Kiba Barrier.
FIXED – CSRX 3000 scope is distorted when affected by Tubarao’s Zoto Canister.
FIXED – Tubarao’s Zoto Canister is misplaced during Victory Celebration.
FIXED – Missing VFX for drones when Tubaro’s Zoto canister freezing effect ends.
FIXED – Wrong VFX plays when using melee attack on destructible objects while affected by Tubarão’s Zoto Canister.
FIXED – Ram’s Bu-GI Auto-Breacher idle SFX still plays when affected by Tubarão’s Zoto Canister.
FIXED – Smoke explosion VFX are missing for Tubarão’s Zoto Canister.
FIXED – If Grim’s Kawan Hive is frozen by Tubarão’s Zoto Canister and destroyed, it still deploys once the freeze effect wears off.
FIXED – Players can be permanently affected by Tubarao’s Zoto Canister freeze VFX.
FIXED – Players are permanently affected by Tubarao’s Zoto Canister freeze VFX after removing a barricade with the effect.
FIXED – Gadgets are not destroyed by electricity after Tubarao’s Zoto Canister effect wears off.
FIXED – Devices are affected by Tubarao’s Zoto Canister outside of intended range if the operator is within range of the freeze effect.
Rainbow Six Siege update 2.64 is available on all platforms and this brings Y8S4 Operation Deep Freeze! After a delay, the major title update is now live, and brings a new Operator alongside gameplay changes. Read on for everything new in the official Rainbow Six Siege Y8S4 patch notes.
Rainbow Six Siege Update 2.64 Patch Notes | Rainbow Six Siege Y8S4 Patch Notes:
Note: This is a bigger download than usual, as Ubisoft is resizing the installed game.
Check out info regarding the new Defender Tubarão alongside the other new stuff incoming with today’s update. You can read more about it in our article where we attended a play session for Y8S4.
New Operator – Defender Tubarão
Stats
2 Health
2 Speed
Primary Weapons
MPX
AR-15.50
Secondary Weapon
P226 MK 25 Pistol
Gadget
Nitro – Freezes an area and marks enemies’ footsteps. It can attach to the ceiling, marking the footsteps of enemies that may be above you. It will impair Operator’s movement and will disable all (teams and opponents) gadgets.
Proximity Alarm
New Ranked Map – Lair
Competition heats up this season with the new Ranked map Lair. Lair is the base of operations for Deimos, and the map is designed for players to experiment with different playstyles as they navigate its multiple entrances and three floors. Each floor has a distinct mood and the exterior has unique entry points to all three floors. Just as Deimos created this facility to calculate his operations against Rainbow, players can strategize their navigation of Lair for success during matches.
Player Protection
Player protection efforts continue to grow with a Reputation System update, providing more information on what impacts player standing. This season introduces the Grace Period phase where players will be onboarded, learn more about player standing, and give everyone a chance to improve their standing without any penalties before the Reputation System fully launches. This builds on the Commendation System, which allows players to commend each other after a match and rewards players with increased Alpha Pack drop rates. For more information RainbowSix.com/Commendations
Balancing – Frag Grenade Update
Objective
Frags should not be as powerful as Primary Utility
Make taking Frags a choice, not a default
Increase the availability of Frags.
Final Changes
Removed the ability to cook the grenade.
Reduced initial fuse time to 4 seconds from 5.
Bounce-cooking system = Fuse time reduced after bouncing (Stun Grenade).
2 seconds fuse after bounce.
These changes based on internal testing have promoted more picks of gadgets over grenades.
Frags Distribution
IQ: Frags Added – Will be monitored – The Team understands this combination can be overpowered, but believes they can be incredibly fun. Will watch for feedback.
Lion: Frag Added, Gonne-6 & EMP Removed – The Team understands this combination can be overpowered but believes they can be incredibly fun. Doesn’t see it as being as strong as they are predicting.
Sens: Frags Added. Gonne-6 removed.
Osa: Frags Added. Smokes removed,
Blackbeard: Frags added. EMP removed.
Rainbow Six Seige Marketplace Beta
A marketplace for Rainbow Six Seige is arriving in Year 9, but before it does, the team will be hosting beta testing.
New Onboarding Features
Versus AI Play – Players will soon be able to compete against defender AI operators to learn and practice with friends. The AI is designed to emulate how players play the game, with two difficulty levels, beginner and advanced.
Map Run – This tool allows players to learn maps, focusing on how to navigate the maps. Map training tools will include landmark and target drills. In Landmark Drill, random landmarks will be placed with the goal of finding them. Target Drills will have dummies that you can turn on and off, with the same idea of Landmakr Drill but for a specific target.
Situation and Training Runs (and Terrorist Hunt) are being REMOVED from the game. Ubisoft says it was a very difficult decision, but the team feels the new AI plays and future updates will bring better training that will be closer to how the game plays.
Controller Improvements Part 1
Full controller remapping is coming in Y8S4.
Stick Deadzone can be set to 0 now.
Hip leaning input features coming later this season.
Battle Pass Updates
Map will be interactive this season to improve navigation.
This is only the first change, with more to come.
BUG FIXES
GAMEPLAY
FIXED – Loadout changes between rounds when an Operator is picked by idling.
FIXED – Round ends in a draw if a Volcan Canister is destroyed near a hostage while Goyo is eliminated.
FIXED – Zero’s Argus Launcher does not lose sight reticle or laser when deactivated by the Bulletproof Camera EMP.
FIXED – Hard Breach Charge can’t be deployed on a small area of the reinforced wall.
FIXED – Hostages can set off Lesion’s Gu Mines.
FIXED – Basic Tutorial progress can be soft locked in multiple ways.
FIXED – Attack Tutorial becomes soft locked if AI destroy the drone.
FIXED – Damage falloff and curves do not match description when 2 players are in Custom Game or the Shooting Range.
FIXED – Players can’t lean while holding a drone while using controller.
FIXED – Players can’t lean function if holding one of several Observation Tools.
FIXED – Game crashes when AI revives a teammate.
FIXED – Player can’t look around when exiting Rappel.
FIXED – Scope sight disappears when in range of Mute’s Signal Disruptor.
LEVEL DESIGN
FIXED – Players get stuck at EXT Street when vaulting over 2F East Corridor barricade after breaking it in the Defense Tutorial.
FIXED – Missing texture for pipe assets on the Clubhouse map that can be exploited by Valkyrie or Zero.
FIXED – Drones can’t navigate through the EXT Guard Tower opening on the Fortress map during Preparation Phase.
FIXED – Players can reach an unintended vantage point in the north-eastern corner of the 1F Staff Room of the Bank.
FIXED – Players can vault onto unintended vantage point at 2F Dorm Main Hall of the Oregon map.
FIXED – Players can remain stuck in between the bomb and an indestructible coffee machine at B Cafeteria on the Consulate map.
FIXED – Players can remain stuck in falling animation between metal pads and the metal rail located in EXT Street of the Attack Tutorial map.
FIXED – Players cannot vault over the kitchen counter in 1F Staff Room of the Bank map.
FIXED – Ace’s S.E.L.M.A. fails to deploy on the lower destructible wall in 2F Meeting Room of the Consulate map.
FIXED – Floating tree during the MVP screen of the Villa map.
FIXED – Wrong compass location displayed between 1F East Stairs and 2F East Stairs of the Border map.
FIXED – B site bomb isn’t detected from 2F Display Room on the Lair map.
FIXED – Lighting issues west of EXT South Dock on the Lair map.
FIXED – Valkyrie’s Black Eye can be hidden in lights in B Warehouse of the Lair map.
FIXED – Texture clips through wall at 2F Blue Stairs on the Lair map.
FIXED – Texture clips through wall at 2F Mezzanine on the Lair map.
FIXED – Player is unable to vault onto the desk in 2F R6 Room of the Lair map.
FIXED – Players can navigate on to a trash bin for an unfair line of sight through a window in 1F Security Hallway of the Lair map.
FIXED – Players can navigate out of bounds by vaulting onto some crates and the cargo container in EXT Lift of the Lair map.
FIXED – Attackers don’t detect bomb sight located at 1F Bar or 1F Lounge of the Emerald Plains map unless they are using a drone or using IQ’s Electronics Detector.
FIXED – Various collision, asset, and texture issues on maps.
OPERATORS
FIXED – Holes made by Maverick’s Breaching Torch are hidden if affected by Tubarao’s Zoto Canister.
FIXED – Missing VFX for Damaged walls when affected by Tubarao’s Zoto Canister.
FIXED – Zero’s Argus Camera can be hidden through destructible map assets.
FIXED – Amaru’s Garra Hook launcher losses functionality if player goes prone while deploying the hook.
FIXED – Amaru’s Garra Hook can clip through wall.
FIXED – Goyo’s Volcan Canister becomes invisible or stuck when a drone is deployed at the same time.
FIXED – A Kludge Drone that’s been hacked by a Defender can no longer hack if Dokkaebi takes over Defender Observation Tools.
FIXED – Wrong animation plays for Zofia and Tachanka when self-reviving with Thunderbird’s Kona Station
FIXED – Clash can fire her weapon before the weapon swap animation finishes.
FIXED – Floating wall remains for a few seconds after destroying Sen’s R.O.U. projector during deployment.
FIXED – Players that are downed aren’t affected by Sens’ R.O.U. Projector System.
FIXED – Valkyrie’s Black Eye losses signal if it’s thrown into the crevices of the ceiling at 1F Main Stairs of the Border map.
FIXED – Valkyrie’s Black Eye is losses signal when thrown on to the ceiling at 2F Astronomy of the Villa map.
FIXED – Grim’s Kawan Hive is destroyed when shot within Mute’s Signal Disruptor range.
FIXED – Wrong animation plays for players affected by Fenrir’s F-NATT Dread Mine while leaning left and running.
FIXED – Fenrir’s F-NATT Dread Mine location list appears as placeholder when placed on the outside tower in EXT Back Alley of the Theme Park map.
FIXED – Iana can sprint after self-reviving from Frost’s Welcome Mat.
FIXED – Kapkan’s Entry Denial Device can be deployed through Azami’s Kiba Barrier.
FIXED – CSRX 3000 scope is distorted when affected by Tubarao’s Zoto Canister.
FIXED – Tubarao’s Zoto Canister is misplaced during Victory Celebration.
FIXED – Missing VFX for drones when Tubaro’s Zoto canister freezing effect ends.
FIXED – Wrong VFX plays when using melee attack on destructible objects while affected by Tubarão’s Zoto Canister.
FIXED – Ram’s Bu-GI Auto-Breacher idle SFX still plays when affected by Tubarão’s Zoto Canister.
FIXED – Smoke explosion VFX are missing for Tubarão’s Zoto Canister.
FIXED – If Grim’s Kawan Hive is frozen by Tubarão’s Zoto Canister and destroyed, it still deploys once the freeze effect wears off.
FIXED – Players can be permanently affected by Tubarao’s Zoto Canister freeze VFX.
FIXED – Players are permanently affected by Tubarao’s Zoto Canister freeze VFX after removing a barricade with the effect.
FIXED – Gadgets are not destroyed by electricity after Tubarao’s Zoto Canister effect wears off.
FIXED – Devices are affected by Tubarao’s Zoto Canister outside of intended range if the operator is within range of the freeze effect.