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GTA Online Next Major Update Out This December, Here’s Everything You Need to Know About It

Rockstar has announced the GTA Online next major update is due for release this December! Players can expect a new Salvage Yard business, holiday themed events, gameplay improvements and more.

GTA Online Next Major Update Overview:

Highlights:

  • A new Salvage Yard business fueled by action-packed Vehicle Robberies
  • The all-new specialized Drift Race series and vehicle customization options
  • The return of The Ballad of Gay Tony’s illustrious real-estate developer Yusuf Amir
  • Festive surprises for the holidays
  • Plus, a host of player-requested experience improvements, including:
  • Animals roaming Southern San Andreas in Freemode (on PlayStation 5 and Xbox Series X|S)
  • A newly streamlined interaction menu
  • Access to the new 100-vehicle Vinewood Club garage for GTA+ members (on PlayStation 5 and Xbox Series X|S)

Additional Features and Improvements

As we continue to take further advantage of the latest PS5 and Xbox Series console hardware, December’s update will add exciting new features for players on these newer systems including:

  • Wildlife comes to Freemode: animals now rove the Southern San Andreas landscape across GTA Online on PS5 and Xbox Series consoles
  • GTA+ Members will get access to The Vinewood Club Garage, a new vehicle storage facility with the capacity to hold 100 vehicles
  • PS5 and Xbox Series players will be able to organize and manage vehicle collections more conveniently via the Interaction Menu, moving them between garages with ease

Plus, players across all platforms will receive a host of new experience improvements, including:

  • A newly streamlined Interaction menu for easier navigation
  • Increased LS Car Meet Reputation points for competing in Pursuit and Street Races
  • New Specification Service at the LS Car Meet, allowing drivers to now purchase copies of another player’s Personal Vehicle on PlayStation 4, Xbox One, and PC
  • Custom description tags for each floor of the Eclipse Blvd. Garage
  • Console voice chat now defaults to “Off”
  • A small birthday gift for all players on their character’s birthday

In addition to the info above, Rockstar mentioned players can expect new vehicles, and a new racing series, and more coming to GTA Online this holiday season and beyond.

Of course, Rockstar has also confirmed that we’ll be getting a Grand Theft Auto 6 trailer dropping this month as well. Could this somehow be tied to the new GTA Online content? I wouldn’t bet against it especially since there’s no release date for this update given yet.

Expect a patch to be released alongside the new content, and once it’s live, we’ll let our readers know.

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Alex Co

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

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Modern Warfare 3 Update for November 30 Disables Gaia Skin, Addresses Bugs

Sledgehammer Games rolled out the Call of Duty: Modern Warfare 3 update for November 30, and this is a server-side patch that yanks the Gaia skin until it’s fixed, alongside exploit fixes and more.

Modern Warfare 3 Update for November 30 Patch Notes | MW3 Playlist Update Patch Notes:

GLOBAL

COSMETICS

  • Gaia and Gaia BlackCell Operator Skins for Nova have been temporarily disabled.

Adjustments to improve the visibility of the Gaia Operator Skins are underway. Until these changes can be released to all players, these items will be unavailable to equip in MWIII.

MULTIPLAYER

UIX

  • Equipping Attachments to Weapons in Private Matches will now properly save to the Loadout after returning to the Main Menu.
  • Players will no longer be kicked back to the Play tab after attempting to equip a Weapon via the Battle Pass menu.
  • Loadouts will no longer appear to have placeholder items selected after transitioning from MWZ to Multiplayer menus.
  • View Weapon Mastery button in the Weapon Customization menu will now reflect Handgun Mastery completion.
  • Addressed an issue that caused the HUD to be visible in Hardcore game modes.

GAMEPLAY

  • Addressed an exploit that allowed players to appear in the prone animation while sprinting.

PROGRESSION

  • Improved progression tracking for several kill-based Challenges.
  • Added missing name for Daily Challenge progression in the Notifications tray.

MAPS

  • Rust
    • Adjusted initial spawns in Free-for-All game modes to prevent players from spawning on each other’s line of sight.
  • Sub Base
    • Addressed an exploit that allowed players to exit the playable area near the Maintenance Yard.
  • Operation Spearhead (War)
    • Added spawn points to the Cargo area to prevent Defenders from being killed shortly after respawning.
  • Farm 18 (MWII)
    • Relocated a spawn point that placed players outside of the playable area.

MODES

  • Search and Destroy
    • Sliding near a bombsite will no longer allow players to Plant or Defuse from further away than intended.

PERKS

  • EOD Padding (Gear)
    • Incoming explosive damage is now properly clamped at 80% of the player’s maximum health.

In other Modern Warfare 3 news, Sledgehammer has revealed the MW3 and Warzone Season 1 roadmap! Read about that and the new content incoming next week for Season 1 to know what’s incoming.

More Call of Duty Reading:

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Alex Co

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

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Modern Warfare 3 and Warzone Season 1 Roadmap and New Content Revealed

Those looking for something new in Call of Duty: Modern Warfare 3 (and Warzone), you’ll be able to do so starting next week! Activision has revealed the Modern Warfare 3 and Warzone Season 1 roadmap, with the new season kicking off this December 6!

Check out the trailer and a rundown of the new content incoming.

Modern Warfare 3 and Warzone Season 1 Roadmap and New Content Overview:

Start: December 5

Highlights

Modern Warfare III:

  • Four New Multiplayer maps. Deploy to three brand-new 6v6 maps and one 2v2 map launching, alongside festive reskins of other maps during the Season.
  • Welcome Back to Gunfight. Go small-team tactical, launching with the new Training Facility map, plus four other returning Gunfight arenas.
  • New game modes. Test your luck in All or Nothing, wield the one-shot Ray Gun against enemies in the limited-time Vortex arriving in-season, and more!
  • Happy Holidays. The content continues across Modern Warfare IIII Multiplayer with festive and themed maps and events later this year.
  • Multiplayer Ranked Play Launches. The feature-packed, stand-alone competitive Multiplayer mode: Ranked Play returns in-season.

Modern Warfare Zombies:

  • New story Act. A massive gateway has appeared in the Exclusion Zone. Investigate the area and engage in new end-game content.
  • Enter Dark Aether Rifts. A new labyrinth -like experience challenging squads to complete a series of objectives in the given time. Find Sigils to unlock the Dark Aether Rifts and earn rewards on completion.
  • New Wonder Weapon, Warlord, and more. Wield the V-R11 Wonder Weapon, discover new schematics, and prepare to infiltrate the fortress of the Warlord Dokkaebi.

Warzone:

  • Welcome to Urzikstan. The next big map is coming to Call of Duty: Warzone! Receive a topographical overview plus a host of new features and updates coming as part of the Season 1 update.
  • Carry Forward Call of Duty: Warzone maps. Players can continue deploying to Ashika Island and Vondel alongside the new Urzikstan map.
  • Santa’s Slayground. Encounter the Zombie Santa, go undead Deer Hunting, open the presents under the Holiday Trees, all while engaging in new challenges events with rewards, and more. Just don’t forget to bring Snowballs!
  • Gulag. Urzikstan features a new Gulag, the perfect way to redeploy once you’ve faced down an adversary in 1v1 combat. However, this Gulag, aside from being a brand-new environment, comes with new gameplay updates too.

Across both titles:

  • Gear up with new weapons and Aftermarket Parts. Season 1 brings five free new weapons and nine Aftermarket Parts.
  • New Operators: Deploy as Nolan and Dokkaebi, the new Season 1 Operators.
  • Get the Premium experience with BlackCell. Purchase the BlackCell offering to unlock the Abolisher Operator, extra Tier Skips, alternate BlackCell-exclusive Skins earned throughout the Battle Pass, and more.
  • The Season 1 Battle Pass. Unlock new Operators and a variety of free and premium content across the Season 1 Battle Pass.
  • New Store offerings. Deploy as Santa, grab Dune Bundles, and more.
  • Seasonal progression. Level up past Rank 55 and enter the Prestige Ranks, with new Challenge Rewards for both Multiplayer and Zombies.
  • CDL Announcement. Rep your love for competition with the Call of Duty League Launch Pack and earn rewards for watching the pros compete starting December 8.

Full Details

MODERN WARFARE III MULTIPLAYER OVERVIEW

  • Four New Multiplayer maps. Deploy to three brand-new 6v6 maps and one 2v2 map launching, alongside festive reskins of other maps during the Season.
  • Welcome Back to Gunfight. Go small-team tactical, launching with the new Training Facility map, plus four other returning Gunfight arenas.
  • New game modes. Test your luck in All or Nothing, wield the one-shot Ray Gun against enemies in the limited-time Vortex arriving in-season, and more!
  • CODMAS Festive events and Ranked Play. The content continues across Modern Warfare IIII Multiplayer with festive and themed maps and events, as well as the feature-packed, stand-alone competitive Multiplayer mode: Ranked Play returns!

Four New Maps: 6v6 and 2v2

After the arrival of the Carry Forward Core maps, Season 1 expands the Multiplayer map offering with three brand-new 6v6 maps and one 2v2 arena. 

Meat (6v6, Core, Launch)

Deploy to the West Coast for some fast-paced butchery, in a compact map centered around the East Bay Meats slaughterhouse. Make use of the new Tac-Stance ability to combine agility with accuracy while weaving through the small confines of the meat locker and processing center. For longer sightlines, stick to the outer loading dock and entrance.

Greece (6v6, Core, Launch)

Test your mettle in a once-idyllic coastal town, where waters at the shore lap at the hull of a burning yacht, signaling disaster. Navigate the city center of this medium-sized map where narrow alleys cut between the lines of shops. Dive into the canal or the sea when you need to reposition and use the copious vantage points that are available to get above your enemies.

Rio (6v6, Core, In-Season)

Take in the vibrant colors of Rio de Janeiro as you battle across an upscale shopping center. Face enemies in tight quarters throughout the mall or move through the vibrant exterior streets in this small- to medium-sized map. Look for vantage points in the covered walkway, over the garage, and on top of vehicles. Spacing is tight, so be ready to engage.

Training Facility (2v2, Gunfight, Launch)

Challenge another duo within the remains of an old warehouse, now repurposed as part of Konni Group’s training facilities. Perch on the second level for a greater view of the area or move through the interior spaces to ambush your enemies. The central shoot house offers plentiful climbing opportunities; use your enhanced abilities to achieve the best angles for the weapons provided in the round.

Gunfight Returns for MWIII, Other Modes Confirmed

Gunfight returns to Call of Duty, pitting two teams of two against one another in a round-based match. There are no respawns, and all players are assigned the same randomized Loadout at the start of each round.

The assigned Loadout changes every two rounds, and you never know what you’ll get; you may be trading shots with Battle Rifles one round and then rushing in with Shotguns the next. In other words, take what you’re given and make it worse.

Each round lasts 40 seconds, in which teams attempt to eliminate the other side. If time runs out and both teams are still alive, an Overtime Flag will spawn on the map for 10 seconds. The first team to capture the flag or eliminate the enemy team wins the round. If neither team wins during Overtime, the team with the most health wins.

The first team to win six rounds wins the match.

Five Gunfight maps at launch: Season 1 brings the new Training Facility map along with four Carry Forward Gunfight maps from Call of Duty: Modern Warfare II: Alley, Blacksite, Exhibit, and Shipment.

Game Mode: All or Nothing (Launch)

All or Nothing: Deploy with Throwing Knives and no ammo. Get one elimination to activate the Scavenger Perk, allowing you to retrieve ammo pickups for your weapon. The first to land 20 eliminations wins.

Multiplayer: More at the Mid-Season

Expect additional Modes to launch throughout the season, including fan-favorite and holiday-themed variants:

Vortex (LTM, Mid-Season)

In this free-for-all mode, one player spawns in with the infamous Zombies Wonder Weapon, the one-shot Ray Gun. Whoever eliminates the Operator with the Ray Gun becomes the new owner of this powerful and otherworldly pistol. Vortex takes place on three remixed Multiplayer maps: Satan’s Quarry, Sporeyard, and Tetanus.

CODMAS: Santa’s Slayground (LTM, Mid-Season)

Season’s Eatings! Santa Gnaws is here to spread horror and fear. Complete Event Challenges to earn rewards and visit classic, holiday-themed maps, including Shipmas and Hangover! Just try not to get bitten. Expect more information on this Event and additional Limited Time Modes closer to Mid-Season.

Infected (Mid-Season)

One player is chosen at random to spawn in as the infected. Their goal is to eliminate the other survivors, while those not infected must use all the skill and firepower they’ve amassed to keep their humanity intact.

Headquarters (Mid-Season)

Fight to secure the Headquarters location and then hold that position for as long as you can; respawns are disabled for the defending team. The Headquarters slowly rotates around the map as the match continues, so be ready to move.

Team Gunfight (Mid-Season)

In this 6v6 version of Gunfight, played on standard Multiplayer maps, players all receive the same randomized Loadout at the start of each round. This Loadout changes throughout the match; the team that best adapts to the assigned gear is bound to land the eliminations needed to earn victory.

New Vest (Perks, Launch)

Select your Loadout and you’ll find an additional Vest to utilize across all MWIII Multiplayer modes:

Assassin Vest (Stealthy Killer)

Equipment Slots (2): Tactical, Lethal (Field Upgrade removed)

Gear Slots (3): Gloves, Boots, Gear

Kills don’t display skulls. Immune to UAV and enemy radar effects (including while stationary). Duplicate effects do not stack. If equipped with Ghost T/V Camo, (Gear), you gain the effects of Hijacked IFF Strobe (Gear).

New Killstreaks (Launch)

Expect to unlock two new Multiplayer Killstreaks, available at the start of the season once you’ve unlocked each via an Armory Challenge:

  • Swarm (15 Kills, 1,875 Points): Deploys a large number of mosquito drones to provide blanket coverage over the entire area.
  • EMP (13 Kills, 1,625 Points): Electromagnetic pulse to disrupt enemy Killstreaks and equipment.

Let’s Go! Ranked Play Launches (Mid-Season)

Presented by Treyarch in partnership with Sledgehammer Games, Multiplayer Ranked Play launches mid-season and builds upon the foundation established in Modern Warfare II with new rewards to earn and updated Modern Warfare III maps, weapons, and Loadout content.

Ranked Play is a feature-packed, stand-alone competitive Multiplayer mode that leverages the Call of Duty® League approved rules, restrictions, maps, and modes. Track your standing with a visible skill rating and earn rewards across multiple Skill Divisions and Tiers. The best of the best will be featured in the Top 250 Leaderboard and Division for the chance to prove themselves as the number one player. Look for further information, including the rewards for ranking up, in the following weeks.

MODERN WARFARE ZOMBIES OVERVIEW

  • New story Act. A massive gateway has appeared in the Exclusion Zone. Investigate the area and engage in new end-game content.
  • Enter Dark Aether Rifts. A new labyrinth -like experience challenging squads to complete a series of objectives in the given time. Find Sigils to unlock the Dark Aether Rifts and earn rewards on completion.
  • New Wonder Weapon, Warlord, and more. Wield the V-R11 Wonder Weapon, discover new schematics, and prepare to infiltrate the fortress of the Warlord Dokkaebi.

Zombies: A New Story Act Begins (Launch)

As Operators continue to push farther into the Exclusion Zone, a new anomaly appears. Sent to investigate, Operation Deadbolt Strike Teams are pulled through to the other side in their first major encounter inside the Dark Aether. Expect a new story mission that begins the next Act of content, with tasks that will test your abilities in the fights ahead.

The Season 1 update brings additional challenges and rewards, including new Prestige Challenges to explore, a new Warlord to battle, an exciting new Wonder Weapon, new Schematics and Acquisitions, new secrets, and introducing the deadly but lucrative Dark Aether Rifts.

Enter the Rift (Launch)

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 30 minutes to complete a series of increasingly chaotic objectives to earn exceptional rewards. Find Sigils to unlock the Dark Aether Rift and face a new level of challenge!

New Wonder Weapon: V-R11 (Launch)

Season 1 brings the new V-R11 Wonder Weapon. Turn enemies into allies with the powerful V-R11! Shoot zombies and transform them into humans, or blast humans to mutate them into friendly zombies. As you might expect, transformed humans join you in the fight, drawing the attention of nearby zombies, while transformed zombies will commence their ceaseless hunt for your enemy’s flesh!

New Classified Schematics

Dog Bone (Classified Schematic, Legendary, Launch)

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. This Season 1 item can help take off the heat when it’s really needed.

Golden Armor Plate (Classified Schematic, Legendary, Launch)

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 (Lethal, Classified Schematic, Launch)

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.

Warlord: Dokkaebi (Mid-Season)

Hoping to counter Operation Deadbolt’s technological advantage in the Exclusion Zone, Jack Fletcher (the leader of Terminus Outcomes) will deploy another of his Lieutenants to the battle space in the coming weeks. South Korean born Dokkaebi will bring with her an intimate understanding of Electronic Warfare, and a fleet of self-programmed autonomous drones, ready to wreak carnage on Operation Deadbolts Operatives from the skies.

CALL OF DUTY: WARZONE OVERVIEW

  • Welcome to Urzikstan. The next big map is coming to Call of Duty: Warzone! Receive a topographical overview plus a host of new features and updates coming as part of the Season 1 update.
  • Carry Forward Call of Duty: Warzone maps. Players can continue deploying to Ashika Island and Vondel alongside the new Urzikstan map.
  • CODMAS Event. Encounter the Zombie Santa, go undead Deer Hunting, open the presents under the Holiday Trees, all while engaging in new challenges events with rewards, and more. Just don’t forget to bring Snowballs!

Big Game, Big Map: Welcome to Urzikstan

Consult the adjacent companion asset (above), then prepare to fight through the all-new Urzikstan map (below), a vast and captivating landscape with a mixture of rural, industrial, and suburban zones. Presented by Raven Software, the new big map features 11 major points of interest (named on your Tac Map), 27 additional, large-scale points of interest (named on your in-game Compass), a Drivable Train (the first mobile point of interest in Call of Duty: Warzone), and numerous smaller areas to explore, giving you near limitless tactical potential!

From the iconic Popov Power Plant in the north all the way to the Zaravan Suburbs in the south, Operators should be ready to engage in a mix of classic and brand-new gameplay, utilizing innovative new features like the Drivable Train, Horizontal Ziplines, and new Perks exclusive to Call of Duty: Warzone.

For an in-depth look at all 38 named points of interest across Urzikstan, be sure to check out the Tac-Atlas Guide!

Urzikstan Modes (Launch and In-Season)

To celebrate the launch of Urzikstan, all modes will be set on the new big map for the first 48 hours of Season 1, including:

  • Launch Modes: Battle Royale, Resurgence, and Plunder
    • We will be introducing areas of Urzikstan to a pool of Resurgence locations, along with areas across Ashika and Vondel, as part of a new Limited Time Mode called Urzikstan Reurgence, which will focus on several select Points of Interest from around the Urzikstan map:
      • Orlov Military Base
      • Popov Power
      • Zaravan Suburbs
  • In-Season Modes: Lockdown returns, and the brand new Limited-Time-Mode, Slay Ride Resurgence, makes its holiday debut!

All squad sizes for Battle Royale on Urzikstan will be available all season long.

Return to Vondel and Ashika: Carry Forward Maps

In addition to the new Urzikstan big map, after the first 48 hours Season 1 will also add Ashika Island and Vondel to the playable maps.

Updated Gameplay: Movement, Mechanics, and More

With the start of Season 1, Call of Duty: Warzone will be updated to include many of the new movement and other mechanics present in Modern Warfare III, along with new innovations specific to Call of Duty: Warzone.

Movement Updates (Launch)

Expect the following movement changes at launch:

  • Slide canceling.
  • Tac-Stance.
  • ADS while sliding.
  • Running while reloading
  • A slight movement boost when using the Stim Tactical.
  • Additional changes will be detailed in the upcoming Patch Notes.

Gameplay Updates (Launch)

Expect the following improvements and updates from Raven Software at launch:

  • Backup Pistol: Always have a dedicated pistol when swimming or climbing ladders or ledge hanging, no matter your Loadout.
  • Improved Water Combat: Alongside the dedicated 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.
  • Manual Gas Mask : 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 it, or Stow it. Equipping the Gas Mask will begin the equip animation of putting it onto their face. Stowing the Gas Mask will place it in the Backpack for Players to manually equip at a later time. As a result, the animation will no longer interrupt gameplay, and importantly Players will only hear the heavy breathing sound effect while in the Gas.
  • Experimental Gas Grenade: This Tear Gas Tactical now deals gas damage, and as such can be countered with an equipped Gas Mask.
  • Dedicated Ammo Slots: 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.
  • Loot Rarity: 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”.
  • Contract Activation Laptop: Players will now activate Contracts by interacting with larger, more easily identifiable laptops found throughout the map.
  • Updated Tac Map Icons: The entirety of the Tac Map has been updated to better serve you, with a variety of easily distinguishable new icons.
  • Classic Red Dots: The classic minimap will feature within Call of Duty: Warzone; firing unsuppressed weapons causes Operators to momentarily appear as a red dot on the minimap.
  • Improved Loot Spreading: Players will now notice that the loot distribution and spread when opening a Supply Box or eliminating an enemy has received improvements to minimize loot overlap and facilitate loot identification.
  • Quality of Life Carry Forward: For the new Chapter of Warzone, all existing Quality of Life improvements that have been made this year will carry forward.

 

New Environment Elements

 

Drivable Train (Launch)

Take control of Call of Duty: Warzone’s first controllable mobile POI: Urzikstan’s new drivable train, complete with forward and backward engine controls, a Buy Station, UAV Tower, Horn, Ammo Depot, a guaranteed Legendary Supply Crate, and a handbrake in the caboose (rear carriage) for tactical braking! Read more on how this works in the forthcoming Warzone Patch Notes.

Horizontal Ziplines (Launch)

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, and 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.

New Vehicle: Coyote (Launch)

Available in Urzikstan during Battle Royale and Plunder modes is an impressive, lightly-armored new offroad 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.

Returning Contract, New Public Event and Updated Strongholds

Big Game Bounty Contract: Activate this Contract to put a Bounty on the Player with the most eliminations in the match; take them out to earn an Advanced UAV.

“Fly Buy” Public Event: A new Public Event arrives in Urzikstan, where there is a chance that multiple Drones will fly-in to drop additional Buy Stations into the Warzone.

Updated Strongholds: In order to make each match unique, Strongholds have now been moved to the Public Event system where there is a percentage chance of them becoming accessible to infiltrate during an Infil. As a result of this change, players may also encounter Cash Drops during Infil, and may also find Blacksite keys in ground loot allowing you the opportunity to open a Black Site in any match.

New Perks (Launch)

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.

Movement and rotation opportunities on the new big map of Urzikstan has been a key focus of its design, so in the new chapter of Warzone Players will also find themselves with several Perks that are now 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: Increases climbing and mantling speed aspect.
  • Overkill: Allows you to pick two Primary Weapons.

You should also get ready for new and returning Perks exclusive to Call of Duty: Warzone designed to create new outplay and counter opportunities, of which the following can be equipped as Custom Perks in your Loadout:

  • Irradiated: Move faster and take less damage while in the gas.
  • Tempered: Now also available as a Custom Perk, Tempered allows you to refill armor plates to full with two plates instead of three.
  • Combat Scout: Bullets you fire briefly ping an enemy for you and your squad. Hitting the enemy from farther away increases the ping time.
  • Resolute: When taking damage from gunfire, this grants a short bonus to movement speed.
  • Shrouded: Drop a smoke grenade when downed.
  • Mountaineer: Reduces fall damage.
  • Stalker: Increased strafe and aim down sight movement speed.
  • Escapist: Increased downed, prone, and crouch speed.
  • Primed: Accuracy and time to aim down sight is improved while jumping.
  • Faculty: Delay triggered explosives while sprinting, warns of nearby enemy equipment, and reduces combat noise.

These additional Perks allow for an impressive variety of playstyles and Perk Packages, as the total number of Perks now reaches over 30 with the 5 new default Perks, plus 12 Perks in Slots 1 and 2, 10 Perks in Slot 3, and 7 Perks in Slot 4.

 

New Gulag (Launch)

Urzikstan features a new Gulag, the perfect way to redeploy once you’ve faced down an adversary in 1v1 combat. However, this Gulag, aside from being a brand-new environment, comes with new gameplay updates too:

  • Ascender Overtime Finisher: Replacing the old overtime flag, players are now provided an exfil rope that drops into the middle of the Gulag during the match allowing extraction – but, be warned! You can both shoot, and be shot at, from the Ascender!
  • Gulag Public Events: Several new Public Events may also occur within the Gulag, such as Go Again (an additional Gulag attempt if you lose the first fight), Cash Grab (more money on the floor with a big stack in the middle of the map) and Locked & Loaded Weapons (AMG + SMG Loadout with full armor), helping the victor by bringing back some much-needed power items into the match.
  • Night Vision Gulag (In-Season): NVG has a new name, as the Gulag will occasionally go dark while equipping Operators with night-vision goggles for a fun new twist on the Gulag experience.

Additional Content (In-Season)

Season 1 Reloaded, available in early 2024, will bring with it a number of new features including Covert Exfil – a new secondary exfil condition – as well as the Weapon Case similar to that seen in Modern Warfare II but with brand new rewards. In addition, players can expect a new Champion’s Quest with fresh rewards for those brave and strategic enough to complete it – or steal it…

New Event: Merry CODMAS (In-Season)

Krampus is back!

Just kidding. Instead, get into the festive mood with CODMAS! This Holiday Event brings new challenges and rewards (some visible, some hidden!) to the Urzikstan map in Call of Duty: Warzone in the form of Deck the Halls, Zombie Santa, and Slay Ride.

“Slay Ride Resurgence” Limited Time Mode: Nothing says “festivities” quite like a new Limited Time Mode: Prepare for a Holiday-themed take on Resurgence, as you’re in for a number of treats….

Deck the Halls: Santa has delivered presents across Urzikstan, via a number of holiday crates. Open the Tac Map to reveal their location in the match and get to the trees to earn the rewards in the vicinity. However, be ready to fight for your spot as a flare is sent up when Operators interact within the immediate area where the crates are found. Those who hold the point the longest will be gifted a chance to meet Santa… or at least something that used to be Santa.

Zombie Santa: Once an Operator obtains a key from Deck the Halls, a “Merry” portal will appear. Take the portal to face off against a zombified Juggernaut Santa. Defeat this evil incarnation of Santa before rummaging in his massive sack for a variety of valuable loot!

Slay Ride: Santa has taken over the train in Urzikstan. Per his usual modus operandi, Santa will be handing out presents to all the well-behaved Operators he meets. Those who choose to be naughty, on the other hand, will be met with heavy resistance.

Snowball Fights: As part of both the Players default Loadout as well as in ground loot represented by a snowflake icon on the Tac Map, you can find these rather lethal Snowballs all over the map.

And more….

The CODMAS event will also feature a new challenge for Call of Duty: Warzone and Multiplayer during the 12 Days of CODMAS. Complete these challenges to earn rewards.

GENERAL OVERVIEW (Modern Warfare III, Zombies, Warzone)

  • Gear up with new weapons and Aftermarket Parts. Season 1 brings five free new weapons and nine Aftermarket Parts.
  • New Operators: Deploy as Nolan and Dokkaebi, the new Season 1 Operators.
  • Get the Premium experience with BlackCell. Purchase the BlackCell offering to unlock the Abolisher Operator, extra Tier Skips, alternate BlackCell-exclusive Skins earned throughout the Battle Pass, and more.
  • The Season 1 Battle Pass. Unlock new Operators and a variety of free and premium content across the Season 1 Battle Pass.
  • New Store offerings. Deploy as Santa, grab Bundles related to Dune, and more.
  • Seasonal progression. Level up past Rank 55 and enter the Prestige Ranks, with new Challenge Rewards for both Multiplayer and Zombies.
  • Additional comms regarding the future of DMZ.
  • CDL Announcement. Rep your love for competition with the Call of Duty League™ Launch Pack and earn rewards for watching the pros compete starting December 8.

Gear Up: Five New Weapons

XRK Stalker (Sniper Rifle — Launch, Battle Pass Sector A4)

Stalk your prey and lay them out with this tactical sniper rifle chambered in .50 Cal.

For one-hit eliminations, look no further. The XRK Stalker Sniper Rifle deals massive damage and is highly customizable to support multiple playstyles. Enhance the weapon’s velocity and stability and strike from the shadows or improve its handling capabilities to become a quick-scoping menace.

RAM-7 (Assault Rifle — Launch, Battle Pass Sector A7)

Exceptionally compact, this bullpup assault rifle sports a lightweight, polymer frame and is chambered in versatile 5.56.

When you need power and mobility, the RAM-7 is a sure bet. The weapon deals solid damage at close and medium range and in controlled bursts can compete from afar. Its lightweight frame results in a quick reload and fast handling so you can stay on the offensive.

Stormender (Launcher — Launch, Battle Pass Sector A12)

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.

This brand-new weapon has the power to shoot down specific Killstreaks and take out drones with its lock-on capabilities. With unlimited recharging ammo and the ability to disable and delay enemy equipment, this weapon serves as a very real shock to the system, though damage to Operators is minimal.

HRM-9 (SMG — In-Season, Armory Unlock)

A light yet stable 9mm submachine gun for close-quarters combat and putting down enemies quickly.

Sporting a high fire rate and excellent handling and mobility, the HMR-9 is the perfect fit for aggressive run-and-gun playstyles. Aim down sights for precise fire or enter Tac-Stance and run circles around your enemies. Use Gunsmith to enhance the weapon’s midrange capabilities, improve its close-quarters performance, or a combination of the two.

TAQ Evolvere (LMG — In-Season)

An advanced, multi-caliber LMG capable of firing 7.62 or 5.56 with minimal adjustments to the weapon. Versatile and exceptionally lethal in the right hands.

This all-new Light Machine Gun is capable of taking down both infantry and artillery, whichever chooses to cross its path. A wide variety of Attachments are available via the Gunsmith, allowing you to tailor the TAQ Evolvere to any playstyle.

Explore Your Attachments: Nine New Aftermarket Parts (Launch, In-Season)

Season 1 brings new Aftermarket Parts, including the JAK Purifier, a new flamethrower underbarrel attachment for multiple weapons, available via the Season 1 Battle Pass. Note that Aftermarket Parts usually attach to a specific weapon or class of weapon, as detailed below:

JAK Purifier

Compatability: MCW, MTZ-556, Holger 556, DG-56, SVA 545, RAM-7, MTZ-762, BAS-B, Sidewinder, Riveter

Equip an underbarrel flamethrower. What more needs to be said? Burn it all down. The JAK Purifier AMP is compatible with several weapons, including multiple Assault Rifles, Battle Rifles, and the Riveter Shotgun.

JAK Ettin Double Barrel Kit

Compatability: AMR9

Available for the AMR9 SMG, this kit creates two stacked barrels that fire simultaneously. This offers twice as much down-range damage at the cost of some accuracy.

JAK Thunder LMG Kit

Compatability: Sidewinder (BR)

Dominate lanes and hold objectives with this LMG conversion kit for the Sidewinder Battle Rifle that brings a large capacity magazine and ramps in fire rate the longer you hold down the trigger.

JAK BRB

Compatability: Many Assault Rifles, Submachine Guns, Battle Rifles, Marksman Rifles, and Sniper Rifles.

Go loud. 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.

JAK Bullseye

Compatability: [[REDACTED]]

Very low-profile dot Optic. Limited interference from framework offers an exceptionally clear sight picture.

JAK Glassless Optic

Compatability: [[REDACTED]]

This small, glassless reflex Optic offers a crisp and clear sight picture for snappy target acquisition.

JAK Signal Burst

Compatability: Holger 556 (AR)

A conversion kit designed for accuracy and controllability with four-round bursts.

JAK Beholder Rifle Kit

Compatability: TYR (Handgun)

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.

JAK Headhunter Carbine Conversion

Compatability: Rival-9 (SMG)

Rival Assault Rifles with this three-round burst conversion kit that excels at midrange combat.

Become Elite with BlackCell

Purchase BlackCell to gain exclusive access to premium items in Season 1 along with full access to the Season 1 Battle Pass. Enter the Season 1 Battle Map through the BlackCell Sector plus 20 Battle Token Tier Skips to help unlock valuable items more quickly. Getting BlackCell will immediately unlock the BlackCell Sector, including the new BlackCell Abolisher Operator plus the “Man o’ War” Weapon Blueprint with Tracers, the “Flexed Upon” Finishing Move, “War Horse” Vehicle Skin, and 1,100 COD Points. 

Throughout the Season 1 Battle Pass, BlackCell members can earn 16 unique BlackCell rewards include 10 alternate Operator Skins and six alternate Weapon Blueprints with Tracers.

Or, if you preordered the Vault Edition of Modern Warfare III, you can claim all of this as part of the rewards granted at the start of Season 1.

For the players who upgrade to BlackCell after purchasing the Battle Pass will also receive 1,100 COD Points back.

New Operators Headline the Season 1 Battle Pass

Season 1 introduces Nolan and Dokkaebi as playable Operators unlocked through purchase of the Season 1 Battle Pass, and the mysterious BlackCell Operator, Abolisher. The Battle Pass itself is crammed full of unlockable content, and a deep dive into the Skins, Weapons, Operators, Blueprints and other items to obtain, will be showcased in a future blog prior to Season 1 launch.

Nolan (KorTac, Launch)

This once distinguished soldier is a master of manipulation and close-quarters combat. Rescued by Makarov, Nolan plays an integral role in the Konni Group’s mission.

Dokkaebi (KorTac, Launch)

A skilled spy and robotics engineer, Dokkaebi is Konni Group’s eye in the sky. Dokkaebi has been operating behind the scenes, executing drone attacks for Nolan and Makarov.

Abolisher (SpecGru, Launch)

This BlackCell Operator’s biographical information has been [REDACTED].

New Store Offerings: Santa, Dune, and More

Season 1 brings new Operators and challenges. Equip Operator Skins from certain Bundles to earn a boost toward collecting rewards in related events.

Santa Gnaws: Bring destruction and holiday cheer in equal measure as Santa himself, paired with two Legendary Weapon Blueprints, including tracers and a Weapon Vinyl, Sticker, Charm, and Animated Emblem.

Dune Part Two: Choose your champion with the Dune Bundles. Fulfill your destiny with the Paul Atreides Operator or show your ruthlessness as Feyd-Rautha Harkonnen.

Other upcoming Store offerings include the Tracer Pack: Echo Endo Ecstatic Entropy MastercraftBeach Boomin’, the Tracer Pack: Supernova, the Painted Alebrijie Weapon Bundle (pictured above), and more.

Challenges and Seasonal Progression

In addition to Daily, Armory, Weapons, and Operator Challenges, there are plenty of additional unlocks to complete as you level up your Operator, weapons, and complete the Battle Pass. Here are a few highlights:

Weekly Challenges

Ensure you complete all your pre-season Weekly Challenges, as a brand-new set of Weekly Challenges becomes available at the start of Season 1! This offers full flexibility in how many Challenges from each game you need to complete; allowing up to five from Multiplayer, Zombies, or Warzone to unlock the Weekly Reward (an Aftermarket Part for Week 1). Feel free to complete more five if you want more XP! Then set your sights on the “Coherence” Weapon Camo; the grand prize for completing all eight Weekly Rewards!

Prestige Challenges

Following a similar system to Modern Warfare II, 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 — complete those challenges to unlock multiple exclusive Calling Cards, with separate sets of Cards for both Multiplayer and Zombies.

Season 1 includes five Prestige Ranks, a total of 194 levels to rank up through, and each Prestige unlocks a new set of challenges and rewards:

  • Prestige 1: Unlocked at Rank 56
    • Emblem Reward
    • MP: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • MWZ: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
  • Prestige 2: Unlocked at Rank 100
    • Emblem Reward
    • MP: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • MWZ: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
  • Prestige 3: Unlocked at Rank 150
    • Emblem Reward
    • MP: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • MWZ: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
  • Prestige 4: Unlocked at Rank 200
    • Emblem Reward
    • MP: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • MWZ: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
  • Prestige 5: Unlocked at Rank 250 and the level cap until the end of Season 1.
    • Emblem Reward
    • MP: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • MWZ: Four Calling Card Challenges, one Prestige 1 Mastery Calling Card Challenge.
    • Blueprint Reward: “Venomous” Blueprint for the MTZ-556 AR, with a focus on ADS Speed, Sprint to Fire Speed, and Sprint Speed.

At the end of Season 1, you can continue ranking up from wherever you landed on the Prestige Ranks. This allows players to catch up in later seasons, while also not resetting the progress of anyone who reached the Max Rank during that season.

The Future of DMZ: Update

We would like to thank the entire community for their support and continued feedback on the DMZ Beta. Infinity Ward and all the development teams who contributed to the creation of DMZ are incredibly proud and delighted to see the enthusiasm and participation that you’ve shown since its release, and to see so many players pouring into the MWZ mode in Modern Warfare III, which has many DMZ-inspired gameplay aspects within it.

Beginning with next week’s launch of Season 1, DMZ Beta players can continue the mode via the Call of Duty: Warzone section of COD HQ. The DMZ Beta will remain fully playable across all current DMZ content, including Al Mazrah, Ashika Island, the Koschei Complex, Building 21, Vondel, as well as all DMZ missions.  The mode will not be available or interact directly within Modern Warfare III or Call of Duty: Warzone which means that progression and any new Modern Warfare III or Warzone content, including Battle Pass or store bundles, will not sync or carry back into this DMZ mode. Also, DMZ progress will not apply to new Battle Passes beginning with Season 1.

We recognize that not having cross progression with Modern Warfare III and Warzone may be frustrating for some players, but we felt now was the time to take all the learnings from the Beta that we could apply toward future development efforts as we evolve this style of play. We also know that many players still enjoy the mode and wanted to ensure that everybody can keep playing, which is why we are keeping a variety of content available. 

Going forward, development teams will continue to evolve these dynamic open world experiences into the future. We look forward to sharing updates when ready.

Once the title update for Season 1 is live, we’ll let our readers know.

Source: Call of Duty

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Alex Co

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

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Hellboy Web of Wyrd Update 1.03 Punches Out

Upstream Arcade has released Hellboy: Web of Wyrd update 1.03 (PS5 version 1.003), which slots in fixes to the action game. Read on for what’s new down below.

Hellboy Web of Wyrd Update 1.03 Patch Notes | Hellboy Web of Wyrd Update 1.003 Patch Notes:

So far, the studio has not issued any patch notes just yet, though the devs have acknowledged that a patch is incoming this week, which should fix the Trophy issue.

That’s about all the info we have for now. There was a patch released on PC earlier this month, and here are the fixes included in what the devs call patch 1.0.5:

Balance:
  • Boss blessings now unlock when reaching a level rather than completing it, giving more build variety earlier.
QoL:
  • Upgrade menu text has been made more readable.
  • Prompts now display for longer (unless dismissed) to give more reading time.
General:
  • Enemy’s sometimes taking damage while blocking.
  • Incorrectly positioned enemy pre-attack warning effects.
  • Minor graphical glitches.
  • Multiple locking room issues.
  • Enemy animation issue causing them to sometimes slide when blocking.

If any proper patch notes are released, we’ll update the post ASAP. If you haven’t played the game yet, go read our review of Hellboy: Web of Wyrd here.

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Alex Co

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

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Apex Legends Uprising Collection Event Kicks Off Dec. 5, Here’s What to Expect

Respawn Entertainment has announced the Apex Legends Uprising Collection Event is kicking off this December 5, and will run until January 2, 2024! This will bring a 30v30 Revenant Uprising LTM (limited-time mode), as well as new weekly rewards and more.

Apex Legends Uprising Collection Event Details:

Start: December 5 to Jan. 2

  • Kill Code Finale – Play the epic finale of the Kill Code Saga, where players must escape Revenant- or join him.
  • Revenant Uprising Limited Time Mode – Revenant’s army does anything to fight – swarming up the walls, across the ground and straight out of nightmares. The Legends may have the advantage at first, but if a squad is wiped, they join the simulacrum horde. Leading the Army is one player-controlled Red Eyed Revenant, with high-tier loot and Legend abilities.
  • Weekly Rewards Track & Limited-Time Cosmetics- Players can get their hands on all new items with the Uprising Rewards Track, filled with unique Gameplay Powerups like Health Item Vision and Reduced Ultimate Cooldowns to use outside of Ranked, plus 24 limited-time cosmetics.
  • Loba’s Prestige Skin – If players unlock all 24 Uprising Collection Event items before January 2, Loba’s new Prestige Skin “Apex Lycanthrope,” proving that wolves are deadliest when cornered, will be automatically unlocked.

LIMITED-TIME MODE: REVENANT UPRISING

Revenant Uprising brings an all-out 30v30 war as Legends must reach the Evac point, while the Revenant Army does everything they can to stop their escape–swarming the ground like something straight out of your nightmares. The Legends may have the advantage at first, but if a squad is wiped, they join the simulacrum horde. Leading the Army is one player-controlled Red Eyed Revenant, spawning with high tier loot like red shields and weapons.

December 5th – December 11th 11:00am – 10:00am PT
December 15th – December 18th 11:00am – 10:00am PT
December 22nd – December 25th 11:00am – 10:00am PT
December 29th – January 1st 11:00am – 10:00am PT

You can check out the full slate of new rewards and upcoming cosmetics for sale here.

We are expecting a new patch to be rolled out for the event, and once we have the patch notes, we’ll let our readers know.

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Alex Co

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

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Baldur’s Gate 3 Update 1.005.001 Rolled Out for Patch 5, Full Patch Notes Listed

Larian Studios has released Baldur’s Gate 3 update 1.005.001 on consoles and PC, and this is for Patch 5, which was teased earlier this week! This brings an Epilogue to the game, there’s two new play modes, adds dynamic resolution on PS5 and more! Read on for the complete BG3 Update 5 patch notes.

Baldur’s Gate 3 Update 1.005.001 Patch Notes | Baldur’s Gate 3 Patch 5 Patch Notes | BG3 Update 5 Patch Notes:

Size: 27GB (PS5)

HIGHLIGHTS

Main Highlights

  • Epilogue: An entirely new section at the end of the game after the defeat of the the Netherbrain that aims to provide a well-deserved sense of closure with your allies.
  • Two new play modes: Honour Mode and Custom Mode.
  • Many performance improvements, particularly in Act III.
  • Added dynamic resolution for PS5.
  • Players playing on machines with low VRAM/RAM should see improved performance.
  • The game is now available in Korean!
  • While at camp, you can now access and manage the inventories of companions who aren’t in your active party.
  • Added a brand new fight in Ramazith’s Tower if you betray Nightsong there.
  • Orin’s outfit now drops as loot and is wearable by anyone. We also gave it a suitably disgusting description and name.

Other Highlights

  • Shadowheart will always be the owner of the artefact during the tutorial if she is a follower.
  • Becoming half-illithid will now also visually affect your eyes.
  • Basic Action variations (e.g. a free version of Dash that you can perform because of a class feature) that share a hotkey by default will now gain a hotkey according to a certain priority order.
  • A romanced Minthara can now refer to her bond with you using a drow word for deep, unbreakable love.
  • Fixed a bug where party members would sometimes not change back into the armour set they were displaying before entering camp.
  • You can now talk to Mol more about her contract with Raphael in the Guildhall.
  • Withers will sneakily resurrect any dead companions that fell before the final battle so they can join the ending cinematics. What a helpful skeleton.
  • Gave Jaheira her own scene with Danthelon if she approaches him alone.
  • Improved the physics of characters and walls to prevent NPCs being able to shoot through ceilings inside houses.
  • Fixed an issue where Gale’s scene with Mystra after the final combat of the game only played if you had no one else in your party.
  • Made cinematic tweaks to restore sections of Astarion’s Act III Ascendant sex scene.
  • Improved companion reactivity when making the decision before the Netherbrain.
  • The loading screen art now unlocks gradually as you progress through the game.
  • Boo will no longer take damage when thrown.
  • Fixed the puzzle in Cazador’s Palace.
  • Fixed the screen going black during Astarion’s endgame romance scene.
  • Added some additional audio and cinematic work to the intimate scene with the drow in Sharess’ Caress.
  • Wild Shapes that do not have weapons will now benefit from having the Tavern Brawler feat.

CRASHES AND BLOCKERS

  • Fixed crashes that could occur while loading a savegame.
  • Fixed a crash for some players upon entering Nine-Fingers’ Guildhall.
  • Fixed a crash when dragging an item out of your inventory while your character is dead in another inventory.
  • Fixed a texture-related crash and leak.
  • Fixed a crash and blocker when interacting with Auntie Ethel in Act III.
  • Fixed an issue preventing you from levelling up when there were more slots than spells to choose from.
  • Fixed a crash that could occur when entities that don’t support passives join a combat.
  • Fixed a possible crash related to dealing damage when the game can’t detect a source for that damage.
  • Added fixes for certain random crashes.
  • Fixed a rare crash caused by clothing physics in the Level Up screen.
  • Fixed a DLSS crash.

COMBAT AND BALANCE

  • Fixed the combat AI sometimes not checking if it can use items.
  • Fixed the hag sometimes skipping turns.
  • Improved a confusing message in the High Hall combat that suggested the nautiloid was targeting itself.
  • Fixed the Netherbrain sometimes only being able to cast one spell per round instead of several.
  • In Tactician Mode, the hag can no longer be killed by being Shoved into chasms. She can cast magic, after all.
  • Fixed Assassin’s Alacrity – assassins get their Action back on the first turn of combat.
  • Fixed summon durations starting to tick down too soon while summoned in combat.
  • Attacks against a Paralysed or Unconscious target no longer automatically hit – but any hits that do land deal critical damage.
  • Flesh to Stone is now considered a harmful spell.
  • Fixed the Slowed condition applying a -2 penalty to all Saving Throws instead of just Dexterity.
  • Hope from the House of Hope now carries half-plate armour and a light crossbow. She also now carries a more powerful shield.
  • Battle Master manoeuvres now correctly add your Proficiency Bonus to the Difficulty Class.
  • Raphael’s Inevitable Resolve passive now triggers correctly.
  • Half-orcs’ Savage Attacks passive now also applies to off-hand weapons.
  • Gave Primal Stampede a Saving Throw to save against being Prone.
  • Casting Blade Barrier while under the effects of Sanctuary will cause Sanctuary to end.
  • All gathered allies that can be summoned for the final battle in the Upper City will have their resources restored if they’ve used them elsewhere in the adventure.
  • In the combat with Raphael, when he transforms into the Ascended Fiend, all surrounding fires will turn into Hellfire.
  • No such thing as a free lunch. Consuming the noblestalk mushroom during combat now costs an Action.
  • Increased the rarity value of the Elixir of Cloud Giant Strength.
  • Karsite Grip now correctly bounces to additional targets and its visual effects should trigger correctly on distant enemies.
  • Fixed an issue with the Tavern Brawler feat where damage bonuses were being incorrectly applied multiple times while making a throwing attack.
  • Raphael’s Soul Pillar Proximity condition will now activate at the start of combat, rather than on his first turn.
  • The Potion of Angelic Slumber now restores War Priests clerics’ Extra Attack charges.
  • Dark Urge players should now always have the option to kill the Netherbrain in the game’s final combat.
  • Gortash’s Incineration Casters no longer display a danger area once they are destroyed.
  • When players start a combat inside the Elfsong Tavern, all the patrons will now cower instead of continuing to drink.
  • Fixed an issue where Beorn Wunterbread wouldn’t become hostile towards you if you attacked your allies in High Hall.
  • Bernard’s Static Discharge condition now lasts 2 turns instead of 3.
  • Fixed Grym’s Reverberating condition clearing at the start of his turn instead of the end, causing the movement speed buff to not work.

GAMEPLAY

  • You can now use Luck of the Far Realms while Disguised.
  • The reaction pop-up, which shows multiple possible reactions for multiple party members, now allows you to change your mind after picking a reaction for a party member.
  • You can no longer use the awesome force of bombs to flip the switch behind the final door in the Gauntlet of Shar to force the door to open.
  • Tweaked some code to simplify and improve the camera system.
  • Fixed being unable to switch characters if a reaction pop-up opens for a split-screen player that is far away.
  • Fixed occasional T-poses and frozen animations related to the Incapacitated condition.
  • Fixed combat information (such as Advantage and Disadvantage) not displaying when targeting a specific body part of a larger creature.
  • When it’s possible to change the use cost of an item, the modification will now depend on the user of the item rather than its owner.
  • Loading a game that was saved on the roll result screen will now keep the results of that roll.
  • Dousing a fire will now also extinguish that fire’s ambient light.
  • Fixed a bug causing the game to sometimes turn allies (green border) into companions (blue border) when loading a savegame during combat.
  • Reduced character animation popping when loading a game that was saved during a dialogue.
  • Fixed the combat UI not automatically skipping to the next available party member after a controlled character dies.
  • You can no longer loot the entire inventory of unconscious traders – instead you have access to a limited selection, as with dead traders. Nice try, pacifists.
  • While using a controller while in camp, camp characters will appear in your Character Sheet for easier swapping in inventories.
  • Fixed the Surprised condition being added twice by a Stealth attack.
  • Improved the visuals for dropping a dead body out of your inventory (keep your friends close and your enemies closer, we guess?) and for moving living bodies out of Withers’ Wardrobe.
  • Dismissing to the Wardrobe an avatar who is carrying the dead body of another avatar will now correctly remove both from the active party.
  • Added the intensely satisfying ‘Ahhh’ sound for players who Short Rest using a keybind rather than a UI button.
  • Fixed goblins beating the war drums even after getting stopped with the Sentinel feat.
  • Fixed an issue with characters wildshaped into Dilophosauruses appearing below the ground upon exiting Wyrm’s Rock Prison via the secret exit.
  • Most traps should now crumble on being disarmed.
  • Fixed the bodies of characters sometimes floating in the middle of the Underdark entrance pit after being Shoved in.
  • Fixed bibberbangs not reacting to summons. Now bibberbangs only ignore creatures that have different weights to Air and Fire Elementals, Mage Hands, Shadows, etc.
  • Summoning the flesh golem in the Gauntlet of Shar will now cost one Action and he won’t join if he is already in combat.
  • Shadowstep is no longer blocked by Silence.
  • Shar is now aware of Shadowheart’s actions even if she is using Disguise Self.
  • Aspect of the Chimpanzee will now only blind the target on a failed Dexterity Saving Throw.
  • Fixed area spells like Thunderwave revealing invisible cubes.
  • Knocking out Auntie Ethel no longer prevents her from changing into hag form.
  • Jumping to view the character whose turn it is in combat no longer requires shared initiative.
  • DippIng weapons in toxin puddles makes attacks toxic for 10 turns rather than until Long Rest.
  • The bandits in the Dank Crypt will have more loot and Trap Disarm Toolkits.
  • Tieflings Amek, Rechel, and Xeph will now have loot.
  • Akabi in the Circus of the Last Days now has more gold when trading.
  • Auntie Ethel’s Charm is now more valuable and has a higher rarity rating.
  • Fixed Heat Metal expiring too early.
  • Applying Chilled or Wet to a character will no longer cause them to freeze without warning. Very seasonal.
  • Poisons and toxins now have the correct gold costs.
  • Interacting with Stelmane’s ring at the Elfsong Tavern will no longer immediately equip it.
  • Removed a persistent overhead exclamation mark from Wyll.
  • Fixed companions losing their custom positions at camp after loading a savegame.
  • Fixed DLC rewards not being immediately granted when a new player joins an existing game.
  • Spell Rot now updates when changing difficulty.
  • Using the lift in the House of Healing when in Turn-Based Mode no longer causes it to loop between floors indefinitely upon exiting Turn-Based Mode.
  • Fixed a rare bug where Halsin would decide to turn into a bear whenever you went to talk to him at camp in the Shadow-Cursed Lands.
  • Donating gold to Manip Nestor now correctly deducts the money from your inventory.
  • Lifting the rocks from the dead Flaming Fist at Last Light now requires a Strength check rather than Athletics.
  • Flaming Fist reinforcements can now be summoned to deal with criminal activity on the bridge leading to Wyrm’s Rock Fortress.
  • The skeleton on the beach outside Wyrm’s Rock Prison no longer triggers a Perception check. Only a skeleton, after all.
  • Quartermaster Talli will no longer offer additional supply packs to the same character disguised as another character.
  • The creatures summoned with the spell Conjure Woodland Being – the Dryad and Wood Woad – are now capable of jumping.
  • Casting Eyebite: Asleep or Eyebite: Sickened on a neutral target should now trigger combat.
  • Non-damaging spells no longer remove the Turned condition from characters.
  • Outlanders won’t receive an Inspiration point anymore for giving Thulla a noblestalk if they give her an antitoxin. She also won’t keep the potion you give her.
  • The Sharrans’ Shadow Ambush ability will now only trigger on Weapon Attacks.
  • Lifts and moving platforms are now set in motion immediately upon being activated in Turn-Based Mode.
  • Shadow-Cursed Undead companions are no longer able to leave the Shadow-Cursed Lands if you click too rapidly on the region exit.
  • Nightsinger’s Favour no longer replaces conditions applied by elixirs.
  • Effects that cure poison will now also remove Drow Poison and Crawler Mucus.
  • Perma-burning weapons can no longer be coated in other substances. In short: no double-dipping.
  • The Emperor can no longer use the Extract Brain ability on Prone creatures. He prefers his food to be fighting fit.
  • The Lucky feat now works even while players are polymorphed or wildshaped.
  • Fixed Conjure Minor Elemental at Level 6 – it will now correctly summon Ice Mephits instead of making you settle for lowly Mud Mephits.
  • The secret button behind the still life painting in Candulhallow’s Tombstones is now uninteractable until the painting is moved.
  • Fixed an issue causing valid spellcasting positions to not be allowed when spellcasting.
  • Fixed the combat log sometimes showing the incorrect text for rolls and Saving Throws.
  • Animated Armours are now immune to Sleep.
  • The hag no longer has her passives while disguised as Mayrina.
  • Starting combat by spending resources while in Turn-Based Mode will now properly subtract the resources, like in real-time.
  • Fixed a bug causing you to get stuck in an animation if you’re in the middle of a lockpicking active roll when Valeria’s chains are destroyed.
  • Addressed a bug that prevented you from casting a spell variant when selecting fewer than the maximum number of possible targets.
  • Fixed the Resonance Stone losing its aura when you Long Rest with it in your inventory.

FLOW AND SCRIPTING

Act-Agnostic

  • Mizora should appear for her judgement of Wyll only when Karlach is actually dead. (Resurrecting her will cancel the moment.)
  • If Wyll somehow managed to avoid Mizora’s punishment for keeping Karlach alive, he’ll be punished retroactively.
  • The Dark Urge should now be able to attempt to deflect Sceleritas Fel’s suggestion of killing a companion to Karlach or Lae’zel if they have a bad relationship.
  • If you connect with Gale during the spell-teaching scene but do not wish to pursue romance with him, you are now able to talk to him about Tara.
  • Fixed Astarion accidentally telling the Dark Urge’s future.
  • Fixed companions sometimes confusing you for the Dark Urge or Gale.
  • Fixed the romance scene with Astarion triggering two Long Rests in a row in certain conditions.
  • Fixed the night where Astarion tries to bite you triggering even if you learned about him being a vampire spawn beforehand.
  • Shadowheart’s artefact-tinkering scene will now only play once you have been introduced to the artefact.
  • Fixed speaker prioritisation in the Magic Mirror and Underdark raft dialogues.
  • If you choose to help Yurgir in Act II then you will no longer need to persuade him to help you in the fight against Raphael in the House of Hope.
  • Astarion no longer asks the Dark Urge about killing Isobel even if they didn’t.
  • You no longer comment on Mol if you haven’t met her before.
  • Locke no longer blames Zevlor for his death if Zevlor died in Act I.
  • If you are romancing Lae’zel or are in good standing with her, she’ll be less abrasive if you suggest she hang out at camp.
  • Fixed a multiplayer issue where the client’s companion would react to the host Astarion avatar’s vampirism instead of the host’s own companion.
  • Gale will no longer repeatedly say the same line about dying in the follow-up to rescuing him with the magic flute’s protocol.
  • Karlach will no longer disapprove when the player resurrects a companion with Withers’ help.
  • Karlach’s camp reflection upon leaving Act II will also trigger, if needed, during the transition into Act III.
  • Lae’zel will no longer become uninteractive after you dismiss her to camp if the romance duel at camp failed to resolve properly. She will also now be fixed if she was stuck in this state.

Act I

  • Wyll should now trigger a proper dialogue when spotting avatar Karlach after the goblin raid on the Grove.
  • Your character will now make a comment when using the secret lever in the Arcane Tower in the Underdark.
  • Fixed Crusher sometimes making a comment at the same time as he enters the ‘fist fight’ with you.
  • Fixed a bug where knocking out Crusher during the ‘fist fight’ causes his friends to treat him as dead and causes him to lose his dialogue till you take a Long Rest.
  • Fixed a bug where knocking out one of Crusher’s friends counts as killing them and causes them to lose their dialogue permanently.
  • Fixed Gekh Coal repeating himself and ending his dialogue early.
  • Fixed several instances of sleeping goblins waking up wanting a chat when they should have been hostile.
  • Fixed an issue where Baelen could sprint away and disappear if you tried to hit him while he was in the bibberbang field.
  • Removed some lines from Maggran that were lacking bear form lip sync – who needs to chat when you can roar?

Act II

  • You can no longer tell Barcus about Wulbren at Last Light if they’ve already reunited.
  • Cerys will now remember you in Act II if you met her in Act I.
  • Fixed an issue in Moonrise Towers docks where you’d be stopped by guards several times despite having permission to go about your business.
  • Made sure the Moonrise Towers waypoint unlocks when you enter the main floor.
  • Fixed an issue where your allies would get angry if you committed crimes against your enemies during the Moonrise Towers raid.
  • Halsin will no longer forget about saving Thaniel if you travel back to Act I while he’s waiting at the lakeside. Focus, Halsin.
  • Dame Aylin won’t mention that she wants to talk to Shadowheart anymore when she knows Shadowheart has permanently left the party for any reason.
  • Fixed a flow where a background goal regarding recounting Ketheric’s past to him was not triggering.
  • Latecomers to the Ketheric showdown fight (on the rooftop and in the mind flayer colony) will now have their summons and followers teleported into the boss room.
  • Players who arrive to the Ketheric showdown shape-shifted will have to face him person-to-person, not apostle-to-badger.
  • Your Dream Visitor will now pipe up at the correct time (not a little late) while exploring Moonrise Towers.
  • Halsin now deigns to pitch in against the Absolute’s ghouls if they attack the Last Light Inn.
  • Warlocks can now tell Yurgir to kill himself to be freed from his contract. Diabolical.
  • You should no longer be able to refer to Nightsong when talking to Gale as if you haven’t yet met her.
  • Minthara now dies when left alive in the prison after Ketheric has been killed.
  • The guards at Moonrise only question you about Minthara once now.
  • If Nightsong is Downed when the Apostle of Myrkul is defeated, she will get up in time to participate in the ensuing cinematic.
  • Minthara now cannot be stuck as a ‘follower’ rather than a recruitable companion at Moonrise Towers.
  • Minthara will still appear at Moonrise Towers if she was knocked out in Act I.
  • Squire the skeletal hound in Moonrise will no longer try to call for guards once the assault has started.
  • If Isobel is thrown off her balcony, she’ll make more of an effort to get back upstairs again.
  • Kressa Bonedaughter will now recognise the Dark Urge even if she spots another party member first.

Act III

  • Players will no longer be able to join an active game where the characters have reached the Morphic Pool or beyond.
  • Fixed Ravengard repeatedly asking you to help free Florrick.
  • Fixed Voss sometimes not moving to the taproom when he says he will.
  • The wine festival attendants will now be in the right position after the crime.
  • The Flaming Fist will appear at the wine festival crime scene if Cora and Roger were killed during a Long Rest.
  • The mind flayer at the Wyrm’s Crossing windmill will now take the body you offer it.
  • Fixed a barricaded door in the Lower City causing player characters to comment about it not working when opening it.
  • Yurgir should correctly react in the House of Hope to the fact that he was tricked and killed himself in the Gauntlet of Shar.
  • Removed Victoria’s Speak with Dead dialogue in Cazador’s Palace as it didn’t match the story that you can learn about her from different diaries within the palace.
  • Fixed a bug where the ghost of the murder victim in the Murder Tribunal would not fade out and join combat if you rush through the trial.
  • Fixed some beggars in the Brampton District facing the wrong way when asking for coin.
  • Fixed the Emperor sometimes saying the wrong lines during combat in High Hall.
  • Dame Aylin no longer waits tendays to bring up the time she killed Ketheric Thorm.
  • We have convinced Shadowheart not to join the final nautiloid combat if she is already dead.
  • The party will no longer talk about Astarion choosing to remain a vampire spawn if Cazador’s ritual was interrupted before he could choose.
  • Players can now start the Solve the Open Hand Temple Murders quest after finding the murderer’s dagger and room key underneath the Open Hand Temple.
  • Refugee Khathi of the Lower City sewers is now willing to engage in conversation.
  • Umberlee’s worshippers are now considerably more security-conscious about the donations in the Water Queen’s House.
  • After intimidating or persuading Nubaldin, the dialogue will now let you choose from the list of initial questions.
  • Fixed a state where the Chamber of Insight trial could be both succeeded and failed.
  • Fixed Dame Aylin becoming hostile in Ramazith’s Tower after the combat with Lorroakan if a player summon was killed.
  • Fixed an issue where Steel Watchers would interrogate and attack avatars who were already in prison.
  • Minthara no longer repeats herself in support of Astarion becoming a Vampire Ascendant.
  • Sarevok calling you an interloper no longer causes all your allies to attack you.
  • The owlbear no longer shows up as an ally if Dammon is dead.
  • Edited the Gazette headline about Ravengard to mention his disappearance rather than his death.
  • Minthara is talkative again after the scene with ‘Dribbles’.
  • The Bhaal cultists in the sewers will now react in dialogue if an Unholy Assassin avatar kills the refugees they were tormenting.
  • Apprentice Laridda will no longer assume you to be the bearer of bad (break-up) news if you didn’t bring her the break-up message.
  • Ravengard should now use the correct pronouns when addressing you during the ceremony in Wyrm’s Rock.
  • If you use the pixie’s bell after leaving Act II, the Pixie Blessing effect will now be cleared after you Long Rest.
  • Karlach no longer thinks she’s left the Hells when you explore the rocky outcrop near Hope’s prison.
  • If Honk appeared during the date with Karlach in Baldur’s Gate, he will appear at the tavern the day after.
  • The vampire spawn Yousen’s dialogue should now trigger correctly.
  • It is now possible to tell Thrumbo that Carrion’s heart has been given to him instead of destroyed.
  • Fixed some in-game events not correctly reacting to Long Rests in the Lower City.
  • Added further correspondence between Mystic Carrion and his clients, giving you additional opportunities to learn how to access his mansion.

Journal

  • Learning about the true nature of Astarion in Crèche Y’llek or the Shadow-Cursed Lands now results in a journal entry.
  • Reaching Wyrm’s Crossing without knowing that Astarion is a vampire spawn now updates the journal with an entry that reveals this information.
  • Fixed an unclear journal entry in the ‘Solve the Open Hand Temple Murders’ quest.
  • Destroying the Sussur Bark now closes the ‘Finish the Masterwork Weapon’ quest.
  • The journal entries for the ‘Investigate Cazador’s Palace’ quest no longer refer to Ulma’s promise of help if she didn’t make you that promise.

PERFORMANCE AND OPTIMISATION

  • Fixed a memory leak if a visual is unloaded while a facial animation is playing, for example when exiting a game region.
  • Improved performance drops when opening a radial menu while casting a spell.
  • Optimised level of detail for various assets.
  • Reduced the memory footprint of game objects.
  • Optimised certain behind-the-scenes protocols to stop frame spikes while teleporting in Act III.
  • Added reduced triangle-count versions of the hierarchical levels of detail, visible in the Low Model Quality settings.
  • Improved VRAM usage by optimising some lighting and textures.
  • Improved performance loading objects in the Lower City by tweaking the light and decal loading system.
  • Improved the performance of water physics.
  • Improved system memory function by removing unused fallback fonts.
  • Fixed some VATs leaking after cinematics with destruction.
  • Fixed some parts of virtual textures infinitely loading.
  • Lowered the UI memory footprint at Full HD or lower resolutions.
  • Increased the crispness of UI textures at lower than Full HD resolutions.
  • Many, many other fixes for leaks, RAM/VRAM reduction and performance optimisations.

UI

  • Added a profanity filter for custom map markers. You’ll have to find more creative ways to label the kennel master.
  • Stopped the ‘Examine’ button occasionally disappearing.
  • Added a message in the combat log about being spotted in stealth due to environmental light or Darkvision.
  • Improved the connection between combat log messages about you losing stealth and the reason for losing it.
  • You can now sell and barter items inside containers when trading.
  • Improved grouping and sorting of items in containers while trading.
  • Blocked trade and attack options for players listening in on someone else’s dialogue.
  • Fixed some issues with loot containers not closing when you take all the items.
  • Fixed the active spell sometimes not glowing on the hotbar.
  • Fixed internal parameters in dialogue lines sometimes being displayed instead of the correct values (like names and gold amounts) after loading savegames.
  • Information about damage dealt using gold is now displayed in a condensed form in the combat log.
  • The combat log will now display the relevant weapon name when applying a weapon damage bonus.
  • Pressing ‘Extract’ on an alchemical ingredient in the inventory now correctly opens the Alchemy menu.
  • Withers’ Wardrobe of Wayward Friends now has a map icon.
  • Fixed broken mouseover text warning you that you can’t use Sneak Attack again until your next turn.
  • Improved cycling between targets.
  • Splitting a green dye stack in the Traveller’s Chest at camp will no longer change the dye’s rarity from Uncommon to Very Rare.

Tooltips, Icons and Portraits

  • The tooltip text for alchemical ingredients will no longer get cropped.
  • Fixed the text on some tooltips being cut off.
  • Fixed item descriptions overlapping with icons in tooltips.
  • Fixed the Mass Healing Word tooltip incorrectly indicating a target limit.
  • Fixed the Action Resource tooltip clipping in French.
  • Fixed several pairs of gloves displaying the wrong name and icon.
  • Swapped the Insight and Perception icons. (Ironic that we didn’t spot this one sooner.)
  • Oathbreakers can now see their armour in the character portrait after levelling up.
  • Fixed the Steam icons that appear in the Reactions UI and Multiplayer Settings being zoomed in.
  • The combat log will now name wall-based spells in the mouse-over tooltip, as with other spells.

Character Creation and Level Up

  • The ‘No Chin Attachment’ icon when customising dragonborn characters will now update according to the head you’ve chosen.
  • The sliders in Character Creation now update to their new value after you randomise your appearance.
  • Updated the Character Creation Abilities screen on controller.
  • Fixed a controller UI issue where switching to a race with only two body types in the guardian Character Creation UI prevented more than two body types displaying for every other race.
  • Updated the Character Creation camera control icon on controller.

Controller and Split-Screen

  • Prevented the controller’s right stick from navigating radial menus.
  • Improved the radial UX for actions that use items, such as Throw and Improvised Melee Weapon.
  • Customising radial menu slots in the controller UI now triggers audio feedback. Added other missing audio feedback when making certain selections on controller.
  • Updated the visuals of the sliders in the Gamma and HDR Calibration settings on controller.
  • Fixed missing audio feedback in various UIs, along with spamming sounds using shortcuts on controller.
  • The button to jump to the character whose turn it is in combat is no longer hidden on controller.
  • Updated the hold button prompt animation on controller.
  • Fixed UI clipping issues on the Examine panel.
  • Removed an element from the controller Options menu that only works on PC.
  • The Active Search UI will no longer reveal that a container is empty before you’ve opened it.
  • Added an option to adjust controller stick sensitivity.
  • Optimised the radial menus for the controller UI.
  • Fixed ‘Show Pings’ being hidden in the controller Option Menu.
  • Added a ‘Group All’ button for the party on controller.
  • Made grouping and ungrouping summoned creatures a toggle.
  • Added the ability to toggle between melee and ranged weapon sets on the controller UI.
  • Fixed corpses in your inventory on the controller UI having a purple ‘equipped’ icon.

LEVEL DESIGN

  • Fixed some navigation issues in The Glitter Gala and The Chromatic Scale in the Lower City.
  • Increased the navigation space in the Mausoleum doorways behind the mural.
  • Fixed textures disappearing by tweaking the fade settings on the roof behind the Teahouse fireplace.
  • You can no longer wander into Cragged Rocks meant for climbing.
  • Added some planks and rubble in a spot in Waukeen’s Rest to clarify that you have to jump to get from one spot to another.
  • You can now target the crumbling wall in Heapside Prison regardless of whether the adjacent door is open or not.
  • Made a couple of balustrades around Malus Thorm see-through so they don’t block the camera.
  • The hanging cages in Cazador’s dungeon will no longer tell you they’re safe to step on, only to drop you to your death in the chasm below.
  • Fixed Mirkon sometimes cowering in fairly deep water when you talk to him while he’s running away from the harpies.
  • Adjusted some troublesome vents in Cazador’s Palace.
  • Improved Cazador’s home security by locking a chest and a door.
  • Fixed and decorated some pressure plates in Cazador’s Palace.
  • Locked one of the Caza-doors.
  • Added additional treasure to a chest in Cazador’s Palace.
  • The Reithwin Tollhouse safe now has better loot.
  • Added more loot to the library in Rosymorn Monastery.
  • A lava texture in the Adamantine Forge no longer overflows onto the crucible.
  • Fixed the raft at the duergar camp sometimes being displaced.
  • Fixed a chest in Cazador’s Palace having two copies of ‘Dawsen Kiltmaker’s Confession’ diary.
  • Improved the treasure available in Reithwin and the Silent Library.
  • Replaced a crate in the Shadow-Cursed Lands with a chest of loot.
  • The githyanki portals in the Elfsong basement no longer remain partially interactive once the combat with the githyanki has ended.
  • Enemies will no longer get stuck when flying from the upper floor of Ramazith’s Tower to the floor below.
  • Added more containers with loot to the Dock Warehouse basement.
  • A chest in Wyrm’s Rock Prison now has improved loot.
  • The torturers in Moonrise Towers now have more loot.
  • The berry bush in Rosymorn Monastery can now be reached without jumping.
  • Fixed an unreachable desk in the Counting House vaults.
  • The ‘Sinister Door’ in Cazador’s Palace now locks and unlocks correctly.
  • Improved the quality of loot available in the Hidden Vault in the Emerald Grove.
  • The central stone slab in the druids’ chambers will no longer obstruct your view.

ART

  • Fixed a flashing white square sometimes appearing by Karlach’s tent at camp after the Dark Urge’s urgin’.
  • An Eternal Debtor’s hair no longer floats when the camera is zoomed out.
  • Fixed a spot in Bloomridge Park that allowed you to walk on water. Who do you think you are?
  • Made sure previews for certain camp gear (like the Anarchic Blue Outfit) now display the correct colours.
  • Fixed a missing texture on the lower body of male halflings when wearing a half plate.
  • Improved the lining-up of wall segments in the Lower City Sewers.
  • Improved the hitbox of a door variant in the Lower City, so projectiles cannot go through it when closed.
  • Heterochromatic eye colours can now be applied to the correct eyes for the preset elven character in Character Creation.
  • Improved the model for shirtless Cazador.
  • Added some shiny new condition icons!
  • Dalyria’s character portrait now displays correctly in the controller UI.
  • Updated Maghtew Budj’s portrait.
  • Fixed an empty space in the Lower City vista.
  • Fixed padded armour sometimes appearing as underwear on bigger body types.
  • Improved the texture resolution of the Wyrmway dragon door.

ANIMATION

  • Fixed cleric arms clipping through cloth when casting some spells. Holy smokes.
  • Polished animations on the Steel Watcher who invites you to Gortash’s inauguration.
  • Polished the jumping and hook attack animations for hook horrors.
  • Fixed an issue related to the duration of a myconid idle animation.
  • Fixed some animation issues with Lorroakan’s robe.
  • Adjusted the animations for Mystic Carrion’s Torrential Undeath and Wayward Undead.
  • Fixed a level-of-detail issue causing skeletons in the Dank Crypt to lose their robes and appear nakey (well, boney) when zoomed out.
  • Fixed clipping around Doctor Moorcombe’s neck when he moves his head.
  • Fixed missing leg textures on female githyanki while wearing the default barbarian clothes.
  • The Gondian gnomes no longer have stretched or bendy fingers due to the gloves they wear.
  • Polished the appearance of some robes when worn by male gnomes.
  • Improved the appearance of zombie clothes on male humans.
  • Fixed clipping on Shadowheart’s chainshirt when worn by female halflings.
  • Polished motion and cloth simulation for Queen Rhol’s dancing in Sharess’s Caress.
  • Characters no longer twitch slightly after picking up or dropping an item from their inventory.
  • Fixed a clipping issue in a custom animation of Astarion reading a book.
  • Added an animation for looting while playing fetch.
  • Added cloth simulation to magic monk armour for all races.
  • Wyll’s camp clothes can now be equipped by half-orcs without clipping.
  • Added some animation flair for when you dismiss avatars to Withers’ Wardrobe.
  • When dragging and dropping a dead character from an inventory, they’ll no longer replay their death animation.

LIGHTING

  • Polished the lighting for the Netherbrain confrontation.
  • Polished lighting in the scene where Mizora tells Wyll about his next mission in Moonrise Towers.
  • Polished lighting in the scene between Minsc and Boss Friol.

SOUND

  • Improved the sound mixing for the Absolute speaking to you and Shadowheart for the first time.
  • Fixed a duplicated sound when interacting with goodberries.
  • Improved the sound design for the Chosen Three controlling the elder brain in Act II.
  • Added a sound effect for characters dismissed to Withers’ Wardrobe of Wayward Friends.
  • Fixed the Magic Mirror background ambiance persisting after you exit the UI.
  • Added SFX to kissing Shadowheart in her default dialogue.
  • Fixed an issue that was preventing some NPCs from fully playing their overhead dialogues.
  • Added vocalisations to the unfortunate duergar during the ambush at the Ebonlake.
  • Balanced controller vibration feedback – removed from several events throughout the game.
  • Added footstep and pickup sound effects to players picking up items with controller. Looting’s never sounded this good.
  • Learning a new alchemy recipe now triggers the correct audio feedback.

VFX

  • Spirit Guardians now correctly cast light in the direction they are travelling.
  • Added some cinematic polish to Minthara’s dialogue in the Goblin Camp.
  • Added glowy VFX to tattoos, chests, hand orbs, and shots involving mind flayer players in the endgame dialogue with Gale.
  • Fixed a candle in Moonrise Towers missing its flame.
  • The Silk Tomb condition and visual effects (as seen in the Phase Spider Matriarch fight) now apply correctly.

WRITING

  • A dead fisherman on the beach will no longer hint that you can find Shadowheart just ahead if you are, in fact, Shadowheart.
  • Updated the Elemental Adept tooltip to clarify that it aids with attacks as well as spells.
  • Named the tattoos in Character Creation.
  • Added an extra line for Halsin so he acknowledges an outcome where you resolved the grove situation but the goblin leaders weren’t necessarily killed.
  • Companions can now make additional comments when learning about Gale’s orb.
  • Added overhead dialogues for player characters about the purpose of the pentagrams in Cazador’s ritual at the start of combat.
  • Divine Strike: Weapon now shows the correct damage in its tooltip description.
  • Fixed a missing subtitle for one of Ghustil Stornugoss’ lines.
  • Improved clarity in the ‘Rescue the Tieflings’ quest journal when opening the tiefling cells.
  • Adjusted the text in the ‘Get Help from Healer Nettie’ subquest to point you towards your own crafting menu, not the central cauldron.

CINEMATICS

  • Improved camera shots, mocap animations, character staging, and facial expressions in many dialogues across the game.
  • Fixed pops, jitters, and clipping in many dialogues across the game.
  • Added custom touches and polishes to many dialogues across the game.
  • Fixed some animation issues caused by dragonborn armour in dialogues with duergar.
  • Adjusted some camera shots when talking to Isobel and Nightsong at camp after defeating Lorroakan.
  • Players will no longer rudely stare above Zaki’s head in their dialogue in the tiefling kids’ hideout.
  • Fixed the Dark Urge’s jittery writhing animation while tied up by a companion.
  • Minthara’s haughty stare will now correctly look at players she’s talking to towards the end of the game.
  • Fixed a pop on Mol and adjusted some camera shots and animations.
  • Fixed a pop when talking to Araj in Moonrise Towers and hid Astarion’s helmet for when he bites you.
  • Fixed a quirky stair-climbing animation during Dribbles’ on-stage show.
  • Fixed Redhammer’s hand clipping through his face.
  • Amended the animations for female humans, male githyanki, female gnomes, and male and female dwarves when talking to Astarion while romancing him.
  • Improved Astarion’s Ascendant route at-will gnome kiss for masculine body types.
  • Fixed the player character not looking at Barcus correctly.
  • Cleaned up some mocap in several scenes.
  • Fixed Shadowheart not correctly looking at you when talking to her before the Upper City final battle. How rude.
  • Improved lip contact and mocap for large and tall players when smooching Wyll.
  • Reduced the blue glare effect on the Displacer Beast in the Gauntlet of Shar.
  • Improved camera angles between Raphael and Lae’zel in Raphael’s Sharess’ Caress ultimatum scene.
  • Fixed the visual effects in Lorroakan’s Speak with Dead dialogue.
  • Companion interjections will now correctly play during the spider meat scene in the Gauntlet of Shar.
  • Polished the cinematics in Gale’s default dialogues.
  • Adjusted and improved some animations when talking to Shadowheart.
  • The animation for the pig in the Wyrm’s Crossing refugee camp no longer pops when he starts speaking a new line.
  • We fixed the long, awkward pauses that followed each line of one of the ghouls outside Moonrise Towers.
  • The knife no longer disappears from the cinematic when removed from the mystery meat by a short character.
  • Polished a dialogue with Mizora for male dragonborn characters.
  • Fixed lines cutting off early in Aelis’ dialogue.
  • Added some missing VFX on Thisobald Thorm’s tankard.
  • Fixed an animation looping issue that caused a pop on a dog’s butt.
  • Improved camera angles after the combat with the bear and the goblins in the Goblin Camp.
  • Improved the lip contact when kissing Minthara in the endgame for large male humans and female dragonborns.
  • Fixed some bugs in the intimate scene with the drow in Sharess’ Caress.
  • Fixed some bugs when talking to Kled.
  • Fixed the camera clipping beneath the ground in the scene after defeating Cazador without Astarion there.
  • Fixed small jumps in animation in the ‘NPC caught you trespassing’ dialog.
  • Polished the looping idle animation for dogs.
  • Fixed a cinematic issue that showed Cazador’s prisoners walking through a closed door if you freed them.
  • Fixed a rare issue where party members appeared in cinematic cutscenes in place of the expected NPCs.

For a deeper dive into Patch 5, head on over here.

Source: Baldur’s Gate 3

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Alex Co

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

Home > News

DayZ Update 1.60 Released for Stable 1.23 Patch Version 2, Here’s What’s New

Bohemia Interactive has released DayZ update 1.60 on consoles and PC this November 30, and this is for stable version 1.23 patch 2! Expect a slew of fixes to be included in the patch, which are listed in the DayZ patch notes below.

DayZ Update 1.60 Patch Notes | DayZ Stable 1.23 Update 2 Patch Notes:

Console Stable 1.23 Update 2 – Version 1.23.157045 (Release on 30.11.2023)

GAME

FIXED

SERVER

LAUNCHER

  • Fixed: Sever details in the server browser claimed a missing Livonia DLC for servers not running Livonia
  • Fixed: Closing the server details in the server browser unfocused the launcher

That’s about it for this update. Once a new one is released, we’ll be sure to let our readers know.

Source: DayZ Forums

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Alex Co

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

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GTA Online Weekly Update for November 30 – Discounts, GTA Plus & More

Rockstar Games has unleashed a new GTA Online weekly update for November 30 with a fresh set of activities plus discounts, GTA Plus benefits and more! Read on for the full highlights and details in one convenient list below.

New GTA Online Weekly Update for November 30 – Discounts, GTA Plus & More:

This week, players can earn Double Rewards for joining up with the Los Santos Angels as they take on Merryweather Security in the high-flying Project Overthrow Missions.

Plus, players will receive the limited-time Galaxy livery for the Mammoth Avenger just for playing any time through December 11.

Full details include:

    • Double GTA$ and RP on Project Overthrow Missions and Sumo
    • Free Galaxy Livery for the Mammoth Avenger
    • Lucky Wheel Top Prize: The Dinka Sugoi
    • On Display at the Luxury Autos Showroom: The Benefactor LM87 and Överflöd Entity MT
    • This week at Simeon’s Premium Deluxe Motorsport Showroom: The Penaud La Coreuse, Bravado Buffalo EVX, Annis 300R, Invetero Coquette D10, and Grotti Visione
    • LS Car Meet Prize Ride: Place Top 2 in the LS Car Meet Series for four days in a row to earn the Dinka Postlude
    • LS Car Meet Test Rides: The Lampadati Viseris, Enus Stafford, and Coil Cyclone
  • On PlayStation 5 and Xbox Series X|S:
    • Premium Test Ride: The Principe Deveste Eight
    • This week’s HSW Time Trial takes place between East Vinewood to Vespucci Beach
  • 40% off Hangar Properties and their Upgrades & Modifications
  • 30% off the Operations Terminal Upgrade for the Mammoth Avenger
  • 30% off the Eclipse Blvd. Garage – which can store up to 50 vehicles across multiple floors
  • Vehicle Discounts: 20% off the Bravado Buffalo EVX, 30% off the Principe Deveste Eight, Annis 300R, Grotti Visione, Benefactor LM87, and Mammoth Streamer 216 (Plane), 40% off the Invetero Coquette D10, Enus Stafford, Lampadati Viseris, and Coil Cyclone
  • Gun Van Discounts: Free Baseball Bat, 30% off the Unholy Hellbringer, and 50% off the Homing Launcher for GTA+ Members
  • GTA+ Members: Free Ocelot Pariah, Boosted chance of finding Diamonds in The Diamond Casino Heist vault each week, 40% off Arcade Upgrades and Modifications, 50% off Super Yacht and Casino Penthouse Modifications, free clothing and much more

GTA+:

Step your game up with GTA+ membership status and claim the following benefits and privileges through December 11:

  • Free Ocelot Pariah (Sports)
  • Bleedin’ Tasty Hoodie and Shorts, Cluckin’ Bell Hoodie and Cuffed Sweats
  • Boosted chance of finding Diamonds in The Diamond Casino Heist vault
  • 40% off Arcade Upgrades and Modifications
  • 50% off Super Yacht and Casino Penthouse Modifications

And much more, including a GTA$500,000 bonus delivered upon billing each month, access to The Vinewood Car Club, and other benefits updated monthly. Visit the GTA+ website for the complete breakdown.

Discounts:

  • Hangar Properties – 40% off
  • Hangar Upgrades and Modifications – 40% off
  • Operations Terminal Upgrade – 30% off
  • Eclipse Blvd. Garage – 30% off
  • Principe Deveste Eight (Super) – 30% off
  • Coil Cyclone (Super) – 40% off
  • Lampadati Viseris (Sports Classic) – 40% off
  • Enus Stafford (Sedan) – 40% off
  • Invetero Coquette D10 (Sports) – 40% off
  • Annis 300R (Sports) – 30% off
  • Grotti Visione (Super) – 30% off
  • Bravado Buffalo EVX (Muscle) – 20% off
  • Benefactor LM87 (Super) – 30% off
  • Mammoth Streamer216 (Plane) – 30% off

Gun Van Inventory and Discounts:

Baseball Bat (Free) | Tactical SMG | Carbine Rifle | Precision Rifle | Railgun | Unholy Hellbringer (30% off) | Homing Launcher (50% off for GTA+ Members) | Heavy Rifle | Military Rifle | Micro SMG | Pipe Bombs | Grenades | Tear Gas | Armor

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

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Salman Haider Zaidi

That's a nice argument, Senator.

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Lords of the Fallen Update 1.020 for Patch 1.1.362 Brings AI, Multiplayer Adjustments and More

HexWorks has deployed Lords of the fallen update 1.020 on all platforms this November 30, and this is for patch 1.1.362! This brings adjustments to the AI, multiplayer performance and more, with the full details listed in the official LOTF update 1.1.362 patch notes.

Lords of the Fallen Update 1.020 Patch Notes | LOFT Update 1.1.362 Patch Notes:

Today’s update sees us return to a more traditional cadence of weekly tweaks and enhancements, with highlights including:

  • AI adjustments to make some enemy actions more consistent and predictable, so that you can better read and subsequently react to their movements for a more satisfying combat experience.
  • Further refinements to ping and matchmaking for improved co-op sessions
  • Significant performance optimisation across several areas of the game

Patch Notes:

Multiplayer
  • Adjusted matchmaking to be more flexible with ping requirements to allow for broader and quicker results.
  • Fixed an issue where an invading player could get blocked by praying enemies in Path of Devotion Memorial.
  • Fixed an issue that could occur when spectating the host in the Pieta boss encounter.
Performance
  • Pass to reduce the number of actors casting shadows (small objects and minor details) near Shuja Hamlet. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in the castle in Fief of the Chill Curse. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in Pilgrim’s Perch. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in Sanctuary of Baptism. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in Defiled Sepulchre. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in the city in Fief of the Chill Curse. No loss in quality.
  • Pass to reduce the number of actors casting shadows (small objects and minor details) in Leprosarium. No loss in quality.
  • Overall optimisation pass in Fief of the Chill Curse and Lower Calrath.
Camera
  • Tweaked the Lantern’s camera behavior to be smoother and less disruptive in combat.
  • Fixed a camera issue that could cause unintended behaviors with falling enemies that were locked on.
AI
  • Fixed an issue with Holy Bulwark that could teleport back and fully heal him when luring him away too far.
  • Tweaked the Marksman’s behavior to shoot one bolt per reload and improved his rotation rate slightly.
  • Tweaked the Trapper’s mortar rate of fire to behave more consistently and to prevent stunlocking the player.
  • Fixed an issue where enemies could get stuck while rotating in place in rare circumstances.
  • Fixed an issue that prevented Womb of Despair to spawn when striking the corresponding statues in Forsaken Fen.
Level Design
  • Fixed an issue that allowed players to emerge from Umbral during combat near Andreas of Ebb.
  • Added an Umbra dual realm fence in the balcony area in Bramis Castle.
  • Repositioned an event trigger to prevent players from skipping the tower near the optional boss encounter with The Lightreaper.
  • Added an Umbral dual realm fence in Sunless Skein.
  • Added a torch to highlight a new gate in Sunless Skein.
Collision
  • Adjusted moth walls to prevent players from leaving the Holy Bulwark Otto boss encounter.
  • Fixed a collision issue where players could climb out of the gameplay area and fall out of world near the mini-boss encounter in Fief of the Chill Curse.
  • Fixed an issue that allowed players skip the valley area by rolling on a wall from an Umbral structure in Fief of the Chill Curse.
  • Fixed an issue where players could bypass moth walls and leave the invasion zone near the Vestige of Chabui.
  • Fixed collision issues that could unintentionally block projectiles in Sunless Skein.
  • Fixed an issue that could result in navigation issues near The Crow’s Nest.
  • Adjusted the collision of a corpse to avoid navigation issues in Forsaken Fen.
  • Fixed an issue where players could get stuck near a crystal and improved the navigation in Bramis Castle.
  • Added missing collisions to Umbral assets near the moveable platforms in Fief of the Chill Curse.
  • Fixed a collision issue where players could get stuck at a road in the Manse area.
  • Adjusted collisions and killing volumes to improve gameplay in Abbey of the Hallowed Sisters.
  • Fixed an issue where players could skip the Tower of Penance and activate the bossfight with Tancred, Master of Castigations.
  • Adjusted the collision to prevent players from leaving the game world near the Infernal Enchantress guarding the Umbral entity in Upper Calrath.
  • Fixed a collision issue that allowed players to reach unintended areas near the Vestige of Lydia the Numb Witch.
  • Adjusted the collision for better navigation in Defiled Sepulchre.
  • Fixed a collision where players could get stuck near certain walls in Lower Calrath.
  • Added missing collisions to wooden planks near Drustan’s fireplace in Fief of the Chill Curse.
Visual
  • Fixed visual glitches when simulating the cloth for the outfits Iron Wayfarer and Vanguard.
  • Fixed visual glitches with the Bucketlord by adjusting the head and leg buckets.
  • Fixed visual glitches with the Bucketlord gear by adjusting the head and leg buckets.
  • Fixed issues that could result in the player character clipping through Umbral assets in Fief of the Chill Curse.
  • Updated and improved materials for certain Umbral gear.
UI
  • Fixed an issue where items could get destroyed upon pickup while the inventory was full. Affected tems will now be dropped to the ground.
  • Fixed an issue where Umbral eyes could not be dropped.
  • Fixed an issue where the “new” marker for items in the inventory would reset in certain multiplayer situations.
  • Fixed an issue where items dropped by Umbral statues would not appear in the player’s inventory after being picked up.
Audio
  • Fixed an audio issue when transitioning to certain areas in The Empyrean.

There’s also another update due next week. You can read more about the upcoming plans for the game in the content roadmap.

Source: Steam

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Alex Co

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

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Resident Evil 4 VR Mode Releases Dec. 8, Free Demo Incoming on Same Day

For those who want to experience the Resident Evil 4 remake in an entirely new way, you’ll be able to do that starting next week! Capcom has announced that the Resident Evil 4 VR Mode will be released on December 8.

This will come as a free DLC download for PS5 owners of Resident Evil 4. There’s also a Resident Evil 4 VR Mode demo creeping on the PlayStation Store on the same day, and will provide a 360-degree look at the game’s opening and new features including a Shooting Range.

Check out more details via the press release:

“Resident Evil 4 VR Mode supports the full main story campaign and delivers an added level of immersion to Leon S. Kennedy’s harrowing rescue mission. The experience lets players see the terrifying world directly through Leon’s eyes and soak in his surroundings with the 4K HDR display of PlayStation VR2. Resident Evil 4 VR Mode further enhances the atmosphere with 3D audio so players can hear the threats lurking around every corner.

In addition to grounding players in this hostile environment, Resident Evil 4 VR Mode heightens the realism with PlayStation VR2 Sense™ technology. The intuitive controls provide new ways to interact with the world. Weapons can be handled with natural motions, including unique gestures for reloading specific firearms, such as handguns, shotguns, and rifles. This also extends to the game’s enhanced knife action for those close encounters.

Resident Evil 4 VR Mode also features a Shooting Range mode that provides a training ground to help players hone their combat skills by testing out the aiming, firing, and reload mechanics for each weapon.”

Chances are, this will come with a title update, and once that’s out, we’ll be sure to let our readers know about it.

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Alex Co

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

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Payday 3 Update 1.0.2 Patch Notes: Legacy Heists, Tons of Fixes Listed for Nov. 30

The big Payday 3 update 1.0.2 is here, and along with it, Legacy Heists have been added alongside a TON of fixes and improvements. Read on for the complete (and long) Payday 3 patch notes for November 30.

Payday 3 Update 1.0.2 Patch Notes | Payday 3 New Update for November 30 Patch Notes:

Size: 5GB (PS5)

Update: Complete patch notes have been added.

ADDITIONS

HEISTS

There are 2 brand new (old) heists in this update! Each painstakingly remade and slightly reimagined from their original PAYDAY 2 counterparts. Both of these heists tend to rank fairly high in popularity, we’ve seen a lot of people asking for both, we hope you enjoy it!

TURBID STATION, FORMERLY MURKY STATION

The private military contractor Murkywater had some “troubled times” in the past couple of years. As such, this heist has gotten a new name alongside its facelift when brought into PAYDAY 3. Turbid Station is the first ‘stealth only’ heist in PAYDAY 3 so far. In order to facilitate the new stealth systems introduced in PAYDAY 3, the team have made a few minor changes to the how it plays as compared to PAYDAY 2. The sense of familiarity is strong however, any veteran will feel right at home.

COOK OFF

How do you turn a crack house into a crack home? While ‘meth home’ would probably be more appropriate, someone tried turning this once disgusting den of debauchery into something livable. As such, the Cook Off house has gotten a few well needed renovations over the years. But once a drug den, always a drug den it seems.

The Cook Off house is the second ‘loud only’ heist in PAYDAY 3, following the footsteps of its predecessor. One difference in the new Cook Off is that it is not endless, the maximum number of bags possible is now capped at 19. The visuals of this heist have seen even more obvious changes over Turbid Station, though it’s still hauntingly recognizable to experienced heisters.

FIRST PERSON ANIMATIONS

Our animation team has outdone themselves and put together some fine looking first person animations for a lot of the player actions. It really makes it feel better to swipe money when you see it getting taken.

As part of this, you can now inspect both your gloves and weapons by using the corresponding option in the context wheel.

TRANSPORTER SKILL LINE

This skill line is all about carrying, be that bodies, loot or equipment. With this skill line you’ll do so faster and more efficiently, even letting you carry two bags at once.

NEW MASK & PRESET WEAPON

Added the Under Wraps mask and the Compact7 Lycan preset weapons.

LEVEL CAP REWARDS

While we did expect you guys to outdo our expectations, you guys have crushed our predictions. As such this is the first addition of items exclusively available to those who have hit the level cap. We will call the levels passed the infamy cap “Renown”. When hitting a new renown level, you’ll be rewarded with consumable items that will be dropped for each renown level. We hope to expand this in the future, for all of you unstoppable heisters.

INFAMY FOR EACH HEIST COMPLETED

Our game designer Mio has written a blog-style post about the changes, and how they work just below.

RECOMMENDED CHALLENGES

Lastly on this list, we’ve added recommended challenges. Recommendations will show both on the main menu with general challenges you are close to, or could complete, and also in the heist selection when hovering over each heist.

Together with the Infamy per heist completion, we hope this will provide a good starting point for addressing your concerns about the challenges.

ADDED LOBBY CHAT FOR PC

We’ve added the much requested lobby chat for PC. We are still looking into how to best implement a text chat for console players.

NOTABLE FIXES

  • Added Infamy Point (IP) rewards for every level successfully completed.
  • A number of graphical and technical fixes.
  • Closed the XP exploit on 99 Boxes.
  • AI crew mates got a 300% HP boost so they can better assist you without taking so many naps.
  • Enemies won’t try to dodge shots that weren’t directly aimed at them as much.
  • Adjusted some text that wasn’t wrapping in its box properly.
  • Generally fixed most out of bounds issues of bags and players.
  • Rebalanced a number of skills.
  • Added the option to mute the contact in heist selection.
  • Added recommended challenges to the main menu as well as per heist in the heist selection screen.
  • Added an outline to the sentry gun for its owner.

GENERAL

  • Fixed an issue with AI not being able to revive after being cuffed by a cloaker
  • Included optimization to improve performance on Xbox S
  • Added a 30 second custody timers for players who reconnect after being downed/taken into custody
  • Added measures to prevent bags getting thrown out of the playable area
  • Increased the crew AI health by 300%
  • Container door opening rate increased by 3 times
  • Players can no longer lockpick while holding a human shield
  • Fixed an issue where joining players wouldn’t see CCTV cameras as “off” if the guard was killed before they joined
  • Fixed an XP exploit on 99 Boxes
  • Fixed an issue causing some masks, suits and gloves to appear in the wrong inventory space, causing confusion when equipping
  • Micro camera now triggers shutterstock challenge when placed (PS5)
  • Fixed an issue where the player could disable cameras by throwing a bag in front of the security room guard
  • Fix issue with players crouching while doing the safe cracking interaction
  • Fixed an issue were cops wouldn’t see players inside the dumpster on Art Gallery
  • Adjusted a border between private and secure area in Touch the Sky
  • Fixed a crash related to weapon customization
  • Fixed an issue with CCTV cameras would beep in high alert for extended times when seeing scared civilians
  • Added a fix so players cannot walk on doors
  • Added a fix to make the spectrophotometer respawn on the roof if thrown into the helicopter on Under the Surphaze
  • Fixed the transition between sprinting and interacting with a lockpicking puzzle
  • Fixed an issue causing motion sensors to stop working if entering the range of another motion sensor
  • Fixed an issue skipping the negotiation phase if player goes loud towards the end
  • Fixed not being able to use ammo bags dropped in the alley of No Rest for the Wicked
  • Fixed sprint not working if something blocked the player from standing up during the first moments of movement
  • Fixed so that bots no longer warn the player about the presence of the nearby camera, after the camera has been hacked to loop its footage
  • Fixed crouched player’s character stands up after canceling the safecracking/lockpick interaction
  • Fixed an issue causing players to be unable to invite players to friends only lobbies
  • Fixed an issue causing a crash for PS5 players if invited to a lobby by a PC player (PS5)
  • Fixed an issue where an user was unable to join a party after matchmaking into a different lobby (XboxS/X)
  • Fixed an issue where only one civilian could react to each dead AI
  • Improved the crew AI behavior, they should run around less randomly in assault breaks and similarly
  • Fixed a performance issue on Dirty Ice (XboxS)
  • Fixed an issue enabling players to have multiple hostages following them
  • Fixed an exploit allowing players to spam purchase c-stacks, skipping the payment (PC/PS5)
  • Fixed a bug where sliding under an object with hold to crouch would let the player walk too fast in crouch
  • Translation added on a PC screen in the tutorial
  • Fixed a bug where the controller would keep vibrating when turning vibrations off in the menu when a vibration was active in the controller
  • Fixed an issue with matchmaking between players on different platforms
  • Fixed an issue causing players to be unable to rejoin a previously left lobby
  • Fixed a crash that occurred when the player tried to leave the tutorial while holding human shield on the Crowd Tutorial
  • Fixed an issue preventing the player from receiving a favor upon heist completion
  • Fixed an issue where the player could shoot from the vents during stealth without guards reacting to the gunfire properly
  • Fixed a crash related to the taser mine
  • Civilians will no longer run away while tied up if a player had tied them up just after a guard saved them
  • Fixed an issue causing the weapon would wiggle when aiming down sight after sprinting
  • Changed the mask when inspecting patterns to a blank mask so the pattern is easier to see
  • Fixed a crash caused by attempting to climb the escape van on the Crowd Control Tutorial level whilst escaping
  • Added teleportation back into the map for players who were pushed out of the playable area
  • Fixed culling issue on Rock the Cradle causing a box to appear and disappear
  • You can now see your ping marker when watching through a hacked camera
  • Fixed an issue where vault wouldn’t work after using the crouch button to uncrouch
  • Fixed a crash that could happen when spamming shout at a guard
  • Added descriptive text to interactable control panels, such as in Gold & Sharke
  • Fixed an issue where the player was able to send a friend request to someone they were already friends with.
  • Fixed an issue where directional inputs stop working after blocking another player
  • Fixed an issue where players couldn’t join through xbox shell after a couple of invites
  • Fixed an issue in the challenges menu showing wrong progress values
  • Fixed an issue where players could restart a tutorial level and when the timer for restart level has gone to zero

HEIST COMPLETION INFAMY POINTS

“With this update, we are adding Infamy Points to heist payouts. Points are awarded for three accomplishments:

  • Completing the heist successfully
  • Completing the heist entirely without raising the alarm (aka “in Stealth”)
  • Completing the heist by securing all bags

These payouts are added up together and aren’t mutually exclusive, which means that if you complete a heist without raising the alarm, you’ll get points for completion and for finishing it in stealth.

The amount of Infamy Points you get for each of these three factors depends on which heist you are playing and on which difficulty. Heists that are generally harder to stealth will have the majority of their points in the stealth payout. Heists that have low minimal loot (like Dirty Ice), will have a low completion payout, but a high “all bags” payout. And so on… To clear up any confusion, the “all bags” payout only cares about you extracting all the baggable loot, it doesn’t care about loose cash or the quality of the loot (for example, it doesn’t matter whether it’s a cleaned jewelry bag or not in Dirty Ice).

With this change, we’ve introduced an infinite source of Infamy Points to the game, so that required that we make some other changes. Once you reach the level cap (Infamy Level 150), instead of earning additional levels, all your Infamy Points will go towards a new system called “Renown.” Every time you earn 2000 Infamy Points, regardless of whether it’s from challenges or heist payouts, you will get a level of Renown and a random reward. The rewards can be a stack of C-Stacks, consumable weapon stickers and consumable mask patterns. We also plan to expand this system with more consumable cosmetics in future updates. Any cosmetics earned through Renown are exclusive to Renown and won’t be earnable through other methods. Please keep in mind that these rewards are consumable, so use them wisely, otherwise you’ll have to wait until they drop again for you to use them.

For this update, we have 1188 Renown levels, which will be visible to you in the main menu through a combination of icon and number next to your name. Once you reach the Renown cap, you will still be able to earn Renown rewards, but the number counter will no longer go up until we raise the Renown cap.

How does this affect any future Infamy Level cap increases? While we can’t say when we plan to raise the Infamy Level cap, once we do, all your Infamy Points will go towards your level instead of towards Renown. Once you reach the new Infamy Level cap, you’ll start earning Renown again instead, back from where you left off. And no need to worry about “wasting” challenges on Renown in the meantime; any Infamy Level cap increase will come with a set of new challenges worth as much as the new infamy levels require.

We plan to monitor this system and we’ll further tune it and update it based on stats and player feedback.” -Mio

BALANCE

There’s a lot to parse through, but our friendly neighborhood designer Mio has been kind enough to provide some additional information on most of the balance changes. Thanks Mio!

“While we are happy with how armor works as a mechanic right now, we wanted to address some armor-related skills that were overperforming. We also understand that players want more ways to restore armor without relying on the Armor Bag deployable. To help with this, a future update will introduce Armor Repair Kits that players will be able to get from hostage trading to repair damaged armor chunks (but not restore lost ones). We don’t have an estimated time for the Armor Repair Kit, but we’ll try to get it in as soon as we can.” -Mio

SKILLS

  • Armor Up (Tank): Interacting with any armor bag will also repair your current armor chunk.
    • With this change, Armor Up should still be able to get you “two chunks” of armor, but you need to use it at the correct time, before the chunk you want to repair breaks. We’re hoping that this timing requirement makes it less of a mandatory pick for all players and rewards more careful play.
  • Last Man Standing (Tank): base duration has been decreased from 10 to 4 seconds, but the duration increases by 2 seconds for each player who is downed, or in custody when the skill activates.
    • This change will make stacking Last Man Standing in the entire crew less powerful, but it will still be as effective in those dire situations when you are, in fact, the last man standing.
  • Blade Bouncer (Infiltrator): Increased the damage from the Blade Bouncer skill to 200% (from 100%) per bounce.
    • Blade Bouncer was already difficult to use, so we made sure that one bounce was enough to kill a Shield. We recommend going for two bounces if you want to make the Dozer a pin-cushion.
  • Cooker (Demolitionist): Lowered the cooking requirement for Cooker from 1.5 to 1.0 second.
  • Coup De Grace (Tactician): Increased Coup De Grace bonus damage from 5% to 10%.
    • The ease of activating Coup De Grace with certain automatic weapons made us more conservative with the initial balance. We are hoping the new 10% damage bonus makes it more appealing.
  • Master Trader (Manipulator): Lowered the time reduction from Master Trader from 20 to 10 seconds per hostage.
    • We feel that even with this nerf, Master Trader is a very desirable skill to have, and players who specialize in trading will get the most benefit out of it.
  • Combat Marking (Strategist): Increased the damage bonus from Combat Marking from 10% to 20%
  • Detonation (Engineer): Increased the damage of the Sentry turret with the Detonate skill to 300/200/100 across 2.5/4/8 meters.
    • The damage turrets did when detonating didn’t seem worth the skill point investment. This way there’s a much higher chance that the enemies nearest to it will die.
  • The skills “Steady Hands” and “Field Surgery” no longer work with first aid kits
    • This was an unintended bug with first aid kit interactions.
  • Fixed the skill Cover-Up in the CQC Specialist tree preventing the Lead Guard radio’s functioning as intended. They should now repeatedly check in as intended.
    • This was an unintended bug. We hope this fix makes the Lead Guard appropriately challenging (and annoying) to play around again.
  • Fixed an issue where the skill, Plate Up, wouldn’t trigger reliably
  • Fixed an issue where the Cover-Up skill would stop the lead guards radio from calling more than once.
  • Fixed so that the skill ‘Routed Ping’ no longer marks enemies through cameras permanently
  • Changed the immunity duration of the skill “Last Man Standing” from the Tank skill line to a base of 4 seconds, adding 2 seconds for each player or AI downed or in custody
  • Armor Up no longer restores two plates flat, interacting with an armor bag will now instead also repair your damaged armor chunk and add one full plate

WEAPONS

  • Recoil updated for Mosconi12 FP to prevent clipping with the camera
  • Updated hand position when using the Signature 40 pistol (Steam)
  • Reduced self-damage from the Mamba OVERKILL weapon by 80%
    • The self damage of the OVK Mamba was working against the usage of the weapon, this is now greatly reduced to increase the viability of the weapon in tighter spaces. – Weapons Designer Jimmy
  • Increased ammo pickup for all SMG’s by roughly 20%
    • The SMG weapons were generally underperforming with their ammo usage in the game, therefore we increased the pickup ratio given from ammo resources  – Weapons Designer Jimmy
  • Fixed an issue causing reload animations to play when leaving ADS if using Ammo Funnel and Replenish skills
  • Fixed an issue with Northwest B-9 preventing it from passing level 26

ENEMIES

“For this update, enemy changes are primarily bug fixes and other minor improvements. For the next update, we plan to make some balance changes to increase the challenge on OVERKILL difficulty.” -Mio

  • Added additional VFX to Dozer while shooting
  • The distance required to trigger the “dodge” animation has been reduced. Enemies should dodge less if not directly fired at
  • Fixed some guards taken as hostage not being tradable
  • Fixed an issue with rooftop snipers not playing sounds on 99 Boxes
  • Fixed tied up hostages sometimes running away when unattended
  • Fixed players being able to “spawn camp” swats from atop the fence on Dirty Ice
  • Fixed so that the cloaker only swaps to secondary when it can’t get to the player in melee
  • The taser mine and battery now puts the player in full tased state directly
  • Fixed an issue causing guards to be alerted if throwing knives near tied-up hostages
  • Fixed an issue causing cloakers to be able to down players through the vault door of No Rest for the Wicked
  • Improved some of the Grenadiers animations
  • Non-threatening noises (like throwing knives) will now only attract one guard instead of multiple guards.
  • Fixed an issue where guards would stay still after being traded when standing on props that they climbed up on while being in combat
  • Fixed an exploit in where meleeing a guard would make him freeze instead of going into combat

TECHNICAL

UI

  • Added ping and server region to the paus menu
  • Options for buying weapon slots and new weapons in a lobby should now be hidden
  • Fixed the tooltip to revive crew AI sometimes not appearing
  • Fixed an issue where the player would display as “revived” in the chat on leaving the game
  • Adjusted estimated payouts for each heist in the heist selection screen
  • Updated thumbnail image for a number of weapons & weapon mods
  • Fixed missing localizations for waypoints showing distance
  • Fixed so settings on “You can see and upload community creations” work properly (WinStore)
  • Fixing lobby chat not working (PC)
  • Added so players in lobby can open player profiles if on the same platform
  • Fixed so that the chat would open on pressing the enter-key once, instead of having to do so twice (PC)
  • Added UI elements to better display server status and ping
  • Improved radial menu navigation when using controllers
  • Added recommended challenges to the main menu as well as per heist in the heist selection screen
  • Fixed players being unable to browse incoming friends requests (PS5/Xbox)
  • Adjusted so the correct platform icon appears in the tutorial
  • Updated the ECM jammer buff icon
  • Clarified the description of a number of challenges or adjusted how the counted to better fit the description
  • Fixed an issue on XSX where the UI would stop working after blocking a user
  • Updated buff icons for the ECM jammer
  • Fixed an issue on the end of heist screen where the infamy rank would be shown as level 1 regardless of the player’s actual infamy rank
  • Fixed an issue where the UI would stack on top of each other on the main menu

AUDIO

  • Fixed an issue with two door frames that didn’t allow sound to pass through on Gold & Sharke
  • Fixed issues with VOs not always playing when killing specials
  • Fixed a few VO issues on No Rest for the Wicked
  • Metallic footstep sounds can no longer be heard in the manager’s office in Gold & Sharke
  • Fixed the Janitor missing voice lines outside Gold & Sharke
  • A sound effect for when the overkill weapon is ready has been added
  • Fixed so that the audio for “follow me” is played at the end of the hostage interaction instead of at the start
  • Added the option to mute the contact in heist selection
  • Made it easier for controller users to navigate radial menu
  • Minor noises such as throwing knifes can now only attract one guard per instance
  • Added missing SFX when another player is using heist tools

VISUALS

  • Removed shadow persisting after paper piles were searched
  • Prevented the sentry gun turret from falling through the ground when placed near the first floor windows on ‘No Rest For The Wicked’
  • Nvidia DLSS graphics setting is now available in the Video Settings for Windows Store players (WS)
  • Fixed an issue with tires on the escape van looking broken
  • Fixed an issue with micro cameras being able to see though walls if FOV was set high enough
  • Removed a gap in the model of the manager’s office/booth in Gold and Sharke
  • Fixed an issue causing bags to appear as if floating if thrown on a zipline
  • Fixed two misaligned vents on the roof of the Gold & Sharke heist
  • Fixed the stapler clipping with the magazines in the lobby of the Gold & Sharke heist
  • Fixed a pillar near the bank assistant’s office on Gold & Sharke missing collision
  • Added the appropriate texture to one of the helmet prop in the vault of Touch the Sky
  • The US flag in 99 boxes has been rotated to hang in the proper orientation
  • Updated the heist image for 99 Boxes (PS5)
  • Prevented the spawning of a black wall near one of the AI spawns of the first floor vault area on Gold & Sharke
  • Prevented the “No Thru Truck Traffic” sign partially clipping through a wall
  • Fixed vent being misaligned on Under the Surphaze (Xbox)
  • Fixed the floating computer mouse on 99 Boxes
  • Fixed being able to see “through the world” between the wall and the pavement near the hotel on Dirty Ice
  • Fixed a big wooden crate on the roof of the bank on the No Rest for the Wicked heist popping
  • Fixed a floating paper cup in the Stealth tutorial
  • Fixed two vents missing collision, cloakers should now open the vents before crawling through
  • Fixed the collision on Pearl’s arm from clipping through her jacket
  • Fixed an issue caused by placing sentry guns on movable surfaces
  • Fixed guards going into the “lean against wall”-animation when not near a wall on Rock the Cradle
  • Added an outline to the sentry gun for its owner
  • Fixed an animation issue with the phone when interacting with lures when the player have tried accessing the tools previously
  • Fixed the ‘mask on’ animation being interrupted by the interaction wheel such as weapon inspect
  • Fixed eyelashes on a guard
  • Fixed an issue with reload animations causing issues entering security camera hack

HEIST

  • Prevented players from getting trapped inside the panic room in Touch the Sky
  • Added a fix on escape van leaving the playable area in No Rest for the Wicked
  • A bunch of smaller level fixes to 99 boxes
  • Fixed an issue with armor bags not being usable if placed in the bathtub on Touch the Sky
  • Fixed not being able to complete the heist in stealth if a deployable is covering the button on Mason’s desk in the Touch the Sky heist
  • Fixed a collision when trying to crouch-walk up the stairs on No Rest of the Wicked
  • Fixed an issue which could cause players to get stuck near the red double doors on Gold & Sharke
  • Fixed an issue with a wall missing collision on Gold & Shark (Steam)
  • Removed floating stickers in Gold & Sharke (PC)
  • Fixed the thermite sometimes being delivered before the thermite cage was built on No Rest for the Wicked
  • Multiple graphical glitches fixed on 99 Boxes
  • Fix an issue where it was possible to throw loot outside of the playable area in multiple heists
  • Fixed so that players can no longer instantly escape if going from stealth to loud after securing the main objective in Touch the Sky
  • Fixed an issue with AI heisters using the zipline on Rock the Cradle
  • Fixed an issue on 99 Boxes where a glass door would block enemy vision as well as bullets
  • Fixed the navigation around the thermite hole so that enemies don’t fall down in No Rest for the Wicked.
  • Fixed a cloaker spawning vent having a solid wall behind it
  • Fixed a visual glitch in 99 Boxes through which players could defeat the camera guard without needing to obtain the blue keycard
  • Removed a placeholder object visible from behind the fence on Under the Surphaze
  • Fixed throwables being able to pass through the ceiling of the Dirty Ice kitchen and a curb on 99 Boxes
  • Fixed an issue where player could get stuck between a couch and a lamp on Gold & Sharke
  • Fixed a texture issue when standing on the roof entrance on No Rest for the Wicked
  • Fixed an issue where optional loot couldn’t be secured after having secured the mandatory loot on 99 Boxes

KNOWN ISSUES

  • Completing Turbid Station when “point of no return timer” has been activated, will not reward any cash rewards. You will still earn Infamy and Experience.

Stay tuned to our Payday 3 game hub for the latest news on the game.

Source: Payday

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Alex Co

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

Home > News

Jurassic World Evolution 2 Update 1.29 Bites Out for Patch 1.9.0

Frontier Developments has released Jurassic World Evolution 2 update 1.29 today for patch 1.9.0. You can expect to see new DLC as well as new dinosaur variants and more. Check out the Jurassic World Evolution 2 November 30 patch notes down below.

Jurassic World Evolution 2 Update 1.29 Patch Notes | Jurassic World Evolution 2 Update 1.9.0 Patch Notes | Jurassic World Evolution 2 November 30 Patch Notes:

Hello Park Managers!

We are very excited to announce that the Jurassic World Evolution 2: Cretaceous Predator Pack and free Update 8 are now available.

Read below for the full set of patch notes.

DLC – CRETACEOUS PREDATOR PACK

PREHISTORIC SPECIES

  • 4 x New Species
    • Gigantoraptor
    • Utahraptor
    • Concavenator
    • Tarbosaurus

UPDATE 8

NEW DINOSAUR VARIANTS

  • Allosaurus 2022
  • Dimorphodon 2022
  • Pteranodon 2001
  • Brachiosaurus 2001
  • Stegosaurus 1997

AUTOMATED HATCHERIES

  • Hatcheries can now be automated to more easily manage dinosaur populations. Park managers can set a target population number which the hatchery will aim to maintain
  • Use the automation button on the hatchery to enable it
  • Dinosaurs can be released via the hatchery door or delivered to another enclosure
  • Available in all hatchery types; land, aviary and lagoon

SPECIES UNLOCK SHUFFLING

  • This is a new setting to partially randomise the order in which species can be unlocked on the tech tree for both Custom Challenge and Sandbox mode.

PACK CHASE BEHAVIOUR

  • Selected carnivorous dinosaurs will now chase alongside a same species hunter as they go after their prey
  • Applies to:
    • Yutyrannus
    • Australovenator
    • Concavenator
    • Cryolophosaurus
    • Herrerasaurus
    • Monolophosaurus
    • Utahraptor
    • Troodon

NEW DECORATIONS

  • Added additional Decorations in all Building Style
    • 2x Bin
    • 1x Sun lounger
    • 3x Bench 1
    • 2x Plant pot
    • 2x Fountain
    • Lagoon Attraction Banner

PREBUILT LAYOUTS

  • Prebuilt layouts are now available as options in Sandbox and Custom Challenge Mode inspired by Campaign, Challenge and Chaos Theory levels, with existing paths, buildings, enclosures etc…
  • You can find those new preset starting layouts on the following maps:
    • United Kingdom
    • Isla Nublar 1993
    • San Diego
    • Isla Sorna
    • Isla Nublar 2015
    • Sierra Nevada (Dominion Biosyn Expansion)
    • Arizona
    • Washington State
    • Oregon
    • California
    • San Albertus (Dominion Malta Expansion)
    • San Marie (Dominion Malta Expansion)
    • Santaegidius (Dominion Malta Expansion)

PARK TEAMS

  • You can now pass through Tour Gates when manually controlling MVUs & Ranger Team vehicles

CAPTURE MODE

  • While in Capture Mode the player can now change the time of day and the weather
  • Time of Day/Weather options will not affect gameplay, and will revert back to default when Capture Mode is closed.
  • Available weather effects are map specific

AIRLIFT RELEASES

  • Players can now queue multiple asset releases for Airlift when one is already occurring.

GENE LIBRARY

  • A search bar has been added on the Genome Library and the Species Viewer to facilitate the search of species.

SHOW UNRESEARCHED FEEDERS IN THE BUILD MENU

  • The feeder menu will now show unresearched items

PATH REPLACEMENT BRUSH

  • Added a new replacement mode for the path creation tool which will overwrite the paths selected by the brush
  • Players can change the radius of the brush

BUG FIXES

  • Dinosaurs are now less likely to leave and forget their territory without a clear threat
  • Park Teams can now pass through Biosyn Sanctuary forests when controlled by the AI
  • All alternative vehicle skins available to the player are now present in Custom Challenge mode
  • Adjusted Custom Challenge sabotage risk difficulty tooltip to clarify its functionality
  • Players can now enable/disable the `Comfort` characteristic and `Fussy` trait appropriately in Custom Challenge and Sandbox modes
  • Reduced guest count requirements for Large Hotels so Malta buildings-only playthroughs are more feasible
  • Troodon, Struthiomimus, and other small animals no longer shake the ground when the camera is focused on them
  • Fixed an issue where Transport helicopters would not deliver flying reptiles between Aviaries
  • Add “Decoration Foliage” setting to Custom Challenge mode, to enable/disable decorative foliage from all biomes
  • Lagoon sections can no longer be deleted while a marine reptile is being transported to that lagoon
  • Dinosaurs are now quicker to eat from hunted prey in certain situations
  • Tuna will no longer obstruct the placement of Decorations and Buildings on edge of Lagoons
  • Research contracts should no longer be offered in Sandbox when research is disabled
  • Fixed rare instances where the players was not being able to sell the Carnotaurus in the Malta campaign
  • The Lagoon Platform is now available in the Malta Campaign
  • Fixed storms not appearing on Biosyn Sanctuary Sandbox levels
  • Single placement tree decorations now use the autumn variants in the autumn temperate square map
  • Dinosaurs will now prioritise eating and drinking over fleeing when these needs are critically low
  • Dinosaur kills by poison now contribute to kill statistics

MISC

  • Various stability fixes
  • Various animation fixes
  • Various audio fixes
  • Various text and localisation fixes

Source: Jurassic World Evolution 2

Damien Seeto

Home > News

Jurassic World Evolution 2 Update 1.009.001 Released for Patch 1.9.0

Jurassic World Evolution 2 update 1.009.001 is now out and this is for the game’s 1.9.0 patch. This update includes new DLC as well as bug fixes Read on for what’s new in the Jurassic World Evolution 2 November 30 patch notes down below.

Jurassic World Evolution 2 Update 1.009.001 Patch Notes | Jurassic World Evolution 2 Update 1.9.0 Patch Notes | Jurassic World Evolution 2 November 30 Patch Notes:

Hello Park Managers!

We are very excited to announce that the Jurassic World Evolution 2: Cretaceous Predator Pack and free Update 8 are now available.

Read below for the full set of patch notes.

DLC – CRETACEOUS PREDATOR PACK

PREHISTORIC SPECIES

  • 4 x New Species
    • Gigantoraptor
    • Utahraptor
    • Concavenator
    • Tarbosaurus

UPDATE 8

NEW DINOSAUR VARIANTS

  • Allosaurus 2022
  • Dimorphodon 2022
  • Pteranodon 2001
  • Brachiosaurus 2001
  • Stegosaurus 1997

AUTOMATED HATCHERIES

  • Hatcheries can now be automated to more easily manage dinosaur populations. Park managers can set a target population number which the hatchery will aim to maintain
  • Use the automation button on the hatchery to enable it
  • Dinosaurs can be released via the hatchery door or delivered to another enclosure
  • Available in all hatchery types; land, aviary and lagoon

SPECIES UNLOCK SHUFFLING

  • This is a new setting to partially randomise the order in which species can be unlocked on the tech tree for both Custom Challenge and Sandbox mode.

PACK CHASE BEHAVIOUR

  • Selected carnivorous dinosaurs will now chase alongside a same species hunter as they go after their prey
  • Applies to:
    • Yutyrannus
    • Australovenator
    • Concavenator
    • Cryolophosaurus
    • Herrerasaurus
    • Monolophosaurus
    • Utahraptor
    • Troodon

NEW DECORATIONS

  • Added additional Decorations in all Building Style
    • 2x Bin
    • 1x Sun lounger
    • 3x Bench 1
    • 2x Plant pot
    • 2x Fountain
    • Lagoon Attraction Banner

PREBUILT LAYOUTS

  • Prebuilt layouts are now available as options in Sandbox and Custom Challenge Mode inspired by Campaign, Challenge and Chaos Theory levels, with existing paths, buildings, enclosures etc…
  • You can find those new preset starting layouts on the following maps:
    • United Kingdom
    • Isla Nublar 1993
    • San Diego
    • Isla Sorna
    • Isla Nublar 2015
    • Sierra Nevada (Dominion Biosyn Expansion)
    • Arizona
    • Washington State
    • Oregon
    • California
    • San Albertus (Dominion Malta Expansion)
    • San Marie (Dominion Malta Expansion)
    • Santaegidius (Dominion Malta Expansion)

PARK TEAMS

  • You can now pass through Tour Gates when manually controlling MVUs & Ranger Team vehicles

CAPTURE MODE

  • While in Capture Mode the player can now change the time of day and the weather
  • Time of Day/Weather options will not affect gameplay, and will revert back to default when Capture Mode is closed.
  • Available weather effects are map specific

AIRLIFT RELEASES

  • Players can now queue multiple asset releases for Airlift when one is already occurring.

GENE LIBRARY

  • A search bar has been added on the Genome Library and the Species Viewer to facilitate the search of species.

SHOW UNRESEARCHED FEEDERS IN THE BUILD MENU

  • The feeder menu will now show unresearched items

PATH REPLACEMENT BRUSH

  • Added a new replacement mode for the path creation tool which will overwrite the paths selected by the brush
  • Players can change the radius of the brush

BUG FIXES

  • Dinosaurs are now less likely to leave and forget their territory without a clear threat
  • Park Teams can now pass through Biosyn Sanctuary forests when controlled by the AI
  • All alternative vehicle skins available to the player are now present in Custom Challenge mode
  • Adjusted Custom Challenge sabotage risk difficulty tooltip to clarify its functionality
  • Players can now enable/disable the `Comfort` characteristic and `Fussy` trait appropriately in Custom Challenge and Sandbox modes
  • Reduced guest count requirements for Large Hotels so Malta buildings-only playthroughs are more feasible
  • Troodon, Struthiomimus, and other small animals no longer shake the ground when the camera is focused on them
  • Fixed an issue where Transport helicopters would not deliver flying reptiles between Aviaries
  • Add “Decoration Foliage” setting to Custom Challenge mode, to enable/disable decorative foliage from all biomes
  • Lagoon sections can no longer be deleted while a marine reptile is being transported to that lagoon
  • Dinosaurs are now quicker to eat from hunted prey in certain situations
  • Tuna will no longer obstruct the placement of Decorations and Buildings on edge of Lagoons
  • Research contracts should no longer be offered in Sandbox when research is disabled
  • Fixed rare instances where the players was not being able to sell the Carnotaurus in the Malta campaign
  • The Lagoon Platform is now available in the Malta Campaign
  • Fixed storms not appearing on Biosyn Sanctuary Sandbox levels
  • Single placement tree decorations now use the autumn variants in the autumn temperate square map
  • Dinosaurs will now prioritise eating and drinking over fleeing when these needs are critically low
  • Dinosaur kills by poison now contribute to kill statistics

MISC

  • Various stability fixes
  • Various animation fixes
  • Various audio fixes
  • Various text and localisation fixes

Source: Jurassic World Evolution 2

Damien Seeto

Home > News

Payday 3 Update 1.000.016 Out for Patch 2 Content (Update)

Starbreeze Studios has released Payday 3 update 1.000.016 today for patch 2 content. Check out the Payday 3 November 30 patch notes down below.

Payday 3 Update 1.000.016 Patch Notes | Payday 3 Patch 2 Notes:

Size: 5GB (PS5)

Update: Complete patch notes have been added.

ADDITIONS

HEISTS

There are 2 brand new (old) heists in this update! Each painstakingly remade and slightly reimagined from their original PAYDAY 2 counterparts. Both of these heists tend to rank fairly high in popularity, we’ve seen a lot of people asking for both, we hope you enjoy it!

TURBID STATION, FORMERLY MURKY STATION

The private military contractor Murkywater had some “troubled times” in the past couple of years. As such, this heist has gotten a new name alongside its facelift when brought into PAYDAY 3. Turbid Station is the first ‘stealth only’ heist in PAYDAY 3 so far. In order to facilitate the new stealth systems introduced in PAYDAY 3, the team have made a few minor changes to the how it plays as compared to PAYDAY 2. The sense of familiarity is strong however, any veteran will feel right at home.

COOK OFF

How do you turn a crack house into a crack home? While ‘meth home’ would probably be more appropriate, someone tried turning this once disgusting den of debauchery into something livable. As such, the Cook Off house has gotten a few well needed renovations over the years. But once a drug den, always a drug den it seems.

The Cook Off house is the second ‘loud only’ heist in PAYDAY 3, following the footsteps of its predecessor. One difference in the new Cook Off is that it is not endless, the maximum number of bags possible is now capped at 19. The visuals of this heist have seen even more obvious changes over Turbid Station, though it’s still hauntingly recognizable to experienced heisters.

FIRST PERSON ANIMATIONS

Our animation team has outdone themselves and put together some fine looking first person animations for a lot of the player actions. It really makes it feel better to swipe money when you see it getting taken.

As part of this, you can now inspect both your gloves and weapons by using the corresponding option in the context wheel.

TRANSPORTER SKILL LINE

This skill line is all about carrying, be that bodies, loot or equipment. With this skill line you’ll do so faster and more efficiently, even letting you carry two bags at once.

NEW MASK & PRESET WEAPON

Added the Under Wraps mask and the Compact7 Lycan preset weapons.

LEVEL CAP REWARDS

While we did expect you guys to outdo our expectations, you guys have crushed our predictions. As such this is the first addition of items exclusively available to those who have hit the level cap. We will call the levels passed the infamy cap “Renown”. When hitting a new renown level, you’ll be rewarded with consumable items that will be dropped for each renown level. We hope to expand this in the future, for all of you unstoppable heisters.

INFAMY FOR EACH HEIST COMPLETED

Our game designer Mio has written a blog-style post about the changes, and how they work just below.

RECOMMENDED CHALLENGES

Lastly on this list, we’ve added recommended challenges. Recommendations will show both on the main menu with general challenges you are close to, or could complete, and also in the heist selection when hovering over each heist.

Together with the Infamy per heist completion, we hope this will provide a good starting point for addressing your concerns about the challenges.

ADDED LOBBY CHAT FOR PC

We’ve added the much requested lobby chat for PC. We are still looking into how to best implement a text chat for console players.

NOTABLE FIXES

  • Added Infamy Point (IP) rewards for every level successfully completed.
  • A number of graphical and technical fixes.
  • Closed the XP exploit on 99 Boxes.
  • AI crew mates got a 300% HP boost so they can better assist you without taking so many naps.
  • Enemies won’t try to dodge shots that weren’t directly aimed at them as much.
  • Adjusted some text that wasn’t wrapping in its box properly.
  • Generally fixed most out of bounds issues of bags and players.
  • Rebalanced a number of skills.
  • Added the option to mute the contact in heist selection.
  • Added recommended challenges to the main menu as well as per heist in the heist selection screen.
  • Added an outline to the sentry gun for its owner.

GENERAL

  • Fixed an issue with AI not being able to revive after being cuffed by a cloaker
  • Included optimization to improve performance on Xbox S
  • Added a 30 second custody timers for players who reconnect after being downed/taken into custody
  • Added measures to prevent bags getting thrown out of the playable area
  • Increased the crew AI health by 300%
  • Container door opening rate increased by 3 times
  • Players can no longer lockpick while holding a human shield
  • Fixed an issue where joining players wouldn’t see CCTV cameras as “off” if the guard was killed before they joined
  • Fixed an XP exploit on 99 Boxes
  • Fixed an issue causing some masks, suits and gloves to appear in the wrong inventory space, causing confusion when equipping
  • Micro camera now triggers shutterstock challenge when placed (PS5)
  • Fixed an issue where the player could disable cameras by throwing a bag in front of the security room guard
  • Fix issue with players crouching while doing the safe cracking interaction
  • Fixed an issue were cops wouldn’t see players inside the dumpster on Art Gallery
  • Adjusted a border between private and secure area in Touch the Sky
  • Fixed a crash related to weapon customization
  • Fixed an issue with CCTV cameras would beep in high alert for extended times when seeing scared civilians
  • Added a fix so players cannot walk on doors
  • Added a fix to make the spectrophotometer respawn on the roof if thrown into the helicopter on Under the Surphaze
  • Fixed the transition between sprinting and interacting with a lockpicking puzzle
  • Fixed an issue causing motion sensors to stop working if entering the range of another motion sensor
  • Fixed an issue skipping the negotiation phase if player goes loud towards the end
  • Fixed not being able to use ammo bags dropped in the alley of No Rest for the Wicked
  • Fixed sprint not working if something blocked the player from standing up during the first moments of movement
  • Fixed so that bots no longer warn the player about the presence of the nearby camera, after the camera has been hacked to loop its footage
  • Fixed crouched player’s character stands up after canceling the safecracking/lockpick interaction
  • Fixed an issue causing players to be unable to invite players to friends only lobbies
  • Fixed an issue causing a crash for PS5 players if invited to a lobby by a PC player (PS5)
  • Fixed an issue where an user was unable to join a party after matchmaking into a different lobby (XboxS/X)
  • Fixed an issue where only one civilian could react to each dead AI
  • Improved the crew AI behavior, they should run around less randomly in assault breaks and similarly
  • Fixed a performance issue on Dirty Ice (XboxS)
  • Fixed an issue enabling players to have multiple hostages following them
  • Fixed an exploit allowing players to spam purchase c-stacks, skipping the payment (PC/PS5)
  • Fixed a bug where sliding under an object with hold to crouch would let the player walk too fast in crouch
  • Translation added on a PC screen in the tutorial
  • Fixed a bug where the controller would keep vibrating when turning vibrations off in the menu when a vibration was active in the controller
  • Fixed an issue with matchmaking between players on different platforms
  • Fixed an issue causing players to be unable to rejoin a previously left lobby
  • Fixed a crash that occurred when the player tried to leave the tutorial while holding human shield on the Crowd Tutorial
  • Fixed an issue preventing the player from receiving a favor upon heist completion
  • Fixed an issue where the player could shoot from the vents during stealth without guards reacting to the gunfire properly
  • Fixed a crash related to the taser mine
  • Civilians will no longer run away while tied up if a player had tied them up just after a guard saved them
  • Fixed an issue causing the weapon would wiggle when aiming down sight after sprinting
  • Changed the mask when inspecting patterns to a blank mask so the pattern is easier to see
  • Fixed a crash caused by attempting to climb the escape van on the Crowd Control Tutorial level whilst escaping
  • Added teleportation back into the map for players who were pushed out of the playable area
  • Fixed culling issue on Rock the Cradle causing a box to appear and disappear
  • You can now see your ping marker when watching through a hacked camera
  • Fixed an issue where vault wouldn’t work after using the crouch button to uncrouch
  • Fixed a crash that could happen when spamming shout at a guard
  • Added descriptive text to interactable control panels, such as in Gold & Sharke
  • Fixed an issue where the player was able to send a friend request to someone they were already friends with.
  • Fixed an issue where directional inputs stop working after blocking another player
  • Fixed an issue where players couldn’t join through xbox shell after a couple of invites
  • Fixed an issue in the challenges menu showing wrong progress values
  • Fixed an issue where players could restart a tutorial level and when the timer for restart level has gone to zero

HEIST COMPLETION INFAMY POINTS

“With this update, we are adding Infamy Points to heist payouts. Points are awarded for three accomplishments:

  • Completing the heist successfully
  • Completing the heist entirely without raising the alarm (aka “in Stealth”)
  • Completing the heist by securing all bags

These payouts are added up together and aren’t mutually exclusive, which means that if you complete a heist without raising the alarm, you’ll get points for completion and for finishing it in stealth.

The amount of Infamy Points you get for each of these three factors depends on which heist you are playing and on which difficulty. Heists that are generally harder to stealth will have the majority of their points in the stealth payout. Heists that have low minimal loot (like Dirty Ice), will have a low completion payout, but a high “all bags” payout. And so on… To clear up any confusion, the “all bags” payout only cares about you extracting all the baggable loot, it doesn’t care about loose cash or the quality of the loot (for example, it doesn’t matter whether it’s a cleaned jewelry bag or not in Dirty Ice).

With this change, we’ve introduced an infinite source of Infamy Points to the game, so that required that we make some other changes. Once you reach the level cap (Infamy Level 150), instead of earning additional levels, all your Infamy Points will go towards a new system called “Renown.” Every time you earn 2000 Infamy Points, regardless of whether it’s from challenges or heist payouts, you will get a level of Renown and a random reward. The rewards can be a stack of C-Stacks, consumable weapon stickers and consumable mask patterns. We also plan to expand this system with more consumable cosmetics in future updates. Any cosmetics earned through Renown are exclusive to Renown and won’t be earnable through other methods. Please keep in mind that these rewards are consumable, so use them wisely, otherwise you’ll have to wait until they drop again for you to use them.

For this update, we have 1188 Renown levels, which will be visible to you in the main menu through a combination of icon and number next to your name. Once you reach the Renown cap, you will still be able to earn Renown rewards, but the number counter will no longer go up until we raise the Renown cap.

How does this affect any future Infamy Level cap increases? While we can’t say when we plan to raise the Infamy Level cap, once we do, all your Infamy Points will go towards your level instead of towards Renown. Once you reach the new Infamy Level cap, you’ll start earning Renown again instead, back from where you left off. And no need to worry about “wasting” challenges on Renown in the meantime; any Infamy Level cap increase will come with a set of new challenges worth as much as the new infamy levels require.

We plan to monitor this system and we’ll further tune it and update it based on stats and player feedback.” -Mio

BALANCE

There’s a lot to parse through, but our friendly neighborhood designer Mio has been kind enough to provide some additional information on most of the balance changes. Thanks Mio!

“While we are happy with how armor works as a mechanic right now, we wanted to address some armor-related skills that were overperforming. We also understand that players want more ways to restore armor without relying on the Armor Bag deployable. To help with this, a future update will introduce Armor Repair Kits that players will be able to get from hostage trading to repair damaged armor chunks (but not restore lost ones). We don’t have an estimated time for the Armor Repair Kit, but we’ll try to get it in as soon as we can.” -Mio

SKILLS

  • Armor Up (Tank): Interacting with any armor bag will also repair your current armor chunk.
    • With this change, Armor Up should still be able to get you “two chunks” of armor, but you need to use it at the correct time, before the chunk you want to repair breaks. We’re hoping that this timing requirement makes it less of a mandatory pick for all players and rewards more careful play.
  • Last Man Standing (Tank): base duration has been decreased from 10 to 4 seconds, but the duration increases by 2 seconds for each player who is downed, or in custody when the skill activates.
    • This change will make stacking Last Man Standing in the entire crew less powerful, but it will still be as effective in those dire situations when you are, in fact, the last man standing.
  • Blade Bouncer (Infiltrator): Increased the damage from the Blade Bouncer skill to 200% (from 100%) per bounce.
    • Blade Bouncer was already difficult to use, so we made sure that one bounce was enough to kill a Shield. We recommend going for two bounces if you want to make the Dozer a pin-cushion.
  • Cooker (Demolitionist): Lowered the cooking requirement for Cooker from 1.5 to 1.0 second.
  • Coup De Grace (Tactician): Increased Coup De Grace bonus damage from 5% to 10%.
    • The ease of activating Coup De Grace with certain automatic weapons made us more conservative with the initial balance. We are hoping the new 10% damage bonus makes it more appealing.
  • Master Trader (Manipulator): Lowered the time reduction from Master Trader from 20 to 10 seconds per hostage.
    • We feel that even with this nerf, Master Trader is a very desirable skill to have, and players who specialize in trading will get the most benefit out of it.
  • Combat Marking (Strategist): Increased the damage bonus from Combat Marking from 10% to 20%
  • Detonation (Engineer): Increased the damage of the Sentry turret with the Detonate skill to 300/200/100 across 2.5/4/8 meters.
    • The damage turrets did when detonating didn’t seem worth the skill point investment. This way there’s a much higher chance that the enemies nearest to it will die.
  • The skills “Steady Hands” and “Field Surgery” no longer work with first aid kits
    • This was an unintended bug with first aid kit interactions.
  • Fixed the skill Cover-Up in the CQC Specialist tree preventing the Lead Guard radio’s functioning as intended. They should now repeatedly check in as intended.
    • This was an unintended bug. We hope this fix makes the Lead Guard appropriately challenging (and annoying) to play around again.
  • Fixed an issue where the skill, Plate Up, wouldn’t trigger reliably
  • Fixed an issue where the Cover-Up skill would stop the lead guards radio from calling more than once.
  • Fixed so that the skill ‘Routed Ping’ no longer marks enemies through cameras permanently
  • Changed the immunity duration of the skill “Last Man Standing” from the Tank skill line to a base of 4 seconds, adding 2 seconds for each player or AI downed or in custody
  • Armor Up no longer restores two plates flat, interacting with an armor bag will now instead also repair your damaged armor chunk and add one full plate

WEAPONS

  • Recoil updated for Mosconi12 FP to prevent clipping with the camera
  • Updated hand position when using the Signature 40 pistol (Steam)
  • Reduced self-damage from the Mamba OVERKILL weapon by 80%
    • The self damage of the OVK Mamba was working against the usage of the weapon, this is now greatly reduced to increase the viability of the weapon in tighter spaces. – Weapons Designer Jimmy
  • Increased ammo pickup for all SMG’s by roughly 20%
    • The SMG weapons were generally underperforming with their ammo usage in the game, therefore we increased the pickup ratio given from ammo resources  – Weapons Designer Jimmy
  • Fixed an issue causing reload animations to play when leaving ADS if using Ammo Funnel and Replenish skills
  • Fixed an issue with Northwest B-9 preventing it from passing level 26

ENEMIES

“For this update, enemy changes are primarily bug fixes and other minor improvements. For the next update, we plan to make some balance changes to increase the challenge on OVERKILL difficulty.” -Mio

  • Added additional VFX to Dozer while shooting
  • The distance required to trigger the “dodge” animation has been reduced. Enemies should dodge less if not directly fired at
  • Fixed some guards taken as hostage not being tradable
  • Fixed an issue with rooftop snipers not playing sounds on 99 Boxes
  • Fixed tied up hostages sometimes running away when unattended
  • Fixed players being able to “spawn camp” swats from atop the fence on Dirty Ice
  • Fixed so that the cloaker only swaps to secondary when it can’t get to the player in melee
  • The taser mine and battery now puts the player in full tased state directly
  • Fixed an issue causing guards to be alerted if throwing knives near tied-up hostages
  • Fixed an issue causing cloakers to be able to down players through the vault door of No Rest for the Wicked
  • Improved some of the Grenadiers animations
  • Non-threatening noises (like throwing knives) will now only attract one guard instead of multiple guards.
  • Fixed an issue where guards would stay still after being traded when standing on props that they climbed up on while being in combat
  • Fixed an exploit in where meleeing a guard would make him freeze instead of going into combat

TECHNICAL

UI

  • Added ping and server region to the paus menu
  • Options for buying weapon slots and new weapons in a lobby should now be hidden
  • Fixed the tooltip to revive crew AI sometimes not appearing
  • Fixed an issue where the player would display as “revived” in the chat on leaving the game
  • Adjusted estimated payouts for each heist in the heist selection screen
  • Updated thumbnail image for a number of weapons & weapon mods
  • Fixed missing localizations for waypoints showing distance
  • Fixed so settings on “You can see and upload community creations” work properly (WinStore)
  • Fixing lobby chat not working (PC)
  • Added so players in lobby can open player profiles if on the same platform
  • Fixed so that the chat would open on pressing the enter-key once, instead of having to do so twice (PC)
  • Added UI elements to better display server status and ping
  • Improved radial menu navigation when using controllers
  • Added recommended challenges to the main menu as well as per heist in the heist selection screen
  • Fixed players being unable to browse incoming friends requests (PS5/Xbox)
  • Adjusted so the correct platform icon appears in the tutorial
  • Updated the ECM jammer buff icon
  • Clarified the description of a number of challenges or adjusted how the counted to better fit the description
  • Fixed an issue on XSX where the UI would stop working after blocking a user
  • Updated buff icons for the ECM jammer
  • Fixed an issue on the end of heist screen where the infamy rank would be shown as level 1 regardless of the player’s actual infamy rank
  • Fixed an issue where the UI would stack on top of each other on the main menu

AUDIO

  • Fixed an issue with two door frames that didn’t allow sound to pass through on Gold & Sharke
  • Fixed issues with VOs not always playing when killing specials
  • Fixed a few VO issues on No Rest for the Wicked
  • Metallic footstep sounds can no longer be heard in the manager’s office in Gold & Sharke
  • Fixed the Janitor missing voice lines outside Gold & Sharke
  • A sound effect for when the overkill weapon is ready has been added
  • Fixed so that the audio for “follow me” is played at the end of the hostage interaction instead of at the start
  • Added the option to mute the contact in heist selection
  • Made it easier for controller users to navigate radial menu
  • Minor noises such as throwing knifes can now only attract one guard per instance
  • Added missing SFX when another player is using heist tools

VISUALS

  • Removed shadow persisting after paper piles were searched
  • Prevented the sentry gun turret from falling through the ground when placed near the first floor windows on ‘No Rest For The Wicked’
  • Nvidia DLSS graphics setting is now available in the Video Settings for Windows Store players (WS)
  • Fixed an issue with tires on the escape van looking broken
  • Fixed an issue with micro cameras being able to see though walls if FOV was set high enough
  • Removed a gap in the model of the manager’s office/booth in Gold and Sharke
  • Fixed an issue causing bags to appear as if floating if thrown on a zipline
  • Fixed two misaligned vents on the roof of the Gold & Sharke heist
  • Fixed the stapler clipping with the magazines in the lobby of the Gold & Sharke heist
  • Fixed a pillar near the bank assistant’s office on Gold & Sharke missing collision
  • Added the appropriate texture to one of the helmet prop in the vault of Touch the Sky
  • The US flag in 99 boxes has been rotated to hang in the proper orientation
  • Updated the heist image for 99 Boxes (PS5)
  • Prevented the spawning of a black wall near one of the AI spawns of the first floor vault area on Gold & Sharke
  • Prevented the “No Thru Truck Traffic” sign partially clipping through a wall
  • Fixed vent being misaligned on Under the Surphaze (Xbox)
  • Fixed the floating computer mouse on 99 Boxes
  • Fixed being able to see “through the world” between the wall and the pavement near the hotel on Dirty Ice
  • Fixed a big wooden crate on the roof of the bank on the No Rest for the Wicked heist popping
  • Fixed a floating paper cup in the Stealth tutorial
  • Fixed two vents missing collision, cloakers should now open the vents before crawling through
  • Fixed the collision on Pearl’s arm from clipping through her jacket
  • Fixed an issue caused by placing sentry guns on movable surfaces
  • Fixed guards going into the “lean against wall”-animation when not near a wall on Rock the Cradle
  • Added an outline to the sentry gun for its owner
  • Fixed an animation issue with the phone when interacting with lures when the player have tried accessing the tools previously
  • Fixed the ‘mask on’ animation being interrupted by the interaction wheel such as weapon inspect
  • Fixed eyelashes on a guard
  • Fixed an issue with reload animations causing issues entering security camera hack

HEIST

  • Prevented players from getting trapped inside the panic room in Touch the Sky
  • Added a fix on escape van leaving the playable area in No Rest for the Wicked
  • A bunch of smaller level fixes to 99 boxes
  • Fixed an issue with armor bags not being usable if placed in the bathtub on Touch the Sky
  • Fixed not being able to complete the heist in stealth if a deployable is covering the button on Mason’s desk in the Touch the Sky heist
  • Fixed a collision when trying to crouch-walk up the stairs on No Rest of the Wicked
  • Fixed an issue which could cause players to get stuck near the red double doors on Gold & Sharke
  • Fixed an issue with a wall missing collision on Gold & Shark (Steam)
  • Removed floating stickers in Gold & Sharke (PC)
  • Fixed the thermite sometimes being delivered before the thermite cage was built on No Rest for the Wicked
  • Multiple graphical glitches fixed on 99 Boxes
  • Fix an issue where it was possible to throw loot outside of the playable area in multiple heists
  • Fixed so that players can no longer instantly escape if going from stealth to loud after securing the main objective in Touch the Sky
  • Fixed an issue with AI heisters using the zipline on Rock the Cradle
  • Fixed an issue on 99 Boxes where a glass door would block enemy vision as well as bullets
  • Fixed the navigation around the thermite hole so that enemies don’t fall down in No Rest for the Wicked.
  • Fixed a cloaker spawning vent having a solid wall behind it
  • Fixed a visual glitch in 99 Boxes through which players could defeat the camera guard without needing to obtain the blue keycard
  • Removed a placeholder object visible from behind the fence on Under the Surphaze
  • Fixed throwables being able to pass through the ceiling of the Dirty Ice kitchen and a curb on 99 Boxes
  • Fixed an issue where player could get stuck between a couch and a lamp on Gold & Sharke
  • Fixed a texture issue when standing on the roof entrance on No Rest for the Wicked
  • Fixed an issue where optional loot couldn’t be secured after having secured the mandatory loot on 99 Boxes

KNOWN ISSUES

  • Completing Turbid Station when “point of no return timer” has been activated, will not reward any cash rewards. You will still earn Infamy and Experience.

While full patch notes for this update have not been released yet, Starbreeze Studios did reveal a small preview of this update. Check out the details down below.

This FREE content update for PAYDAY 3 will offer:

  • Two Legacy Heists (Cook Off & Turbid Station)
  • The Transporter skill line
  • Brand new first person interaction animations
  • Weapon inspect animations
  • Added Infamy Points to heist payouts
  • The “Under Wraps” mask
  • The “Compact7 Lycan” preset weapon
  • New music by composer Gustavo Coutinho
  • Optimization improvements
  • 200+ bug fixes and many balancing and quality of life improvements

We will update this post as soon as possible when the full and official patch notes are revealed later today. Stay tuned for more updates about the game.

Update: The completed patch notes have been added.

Source: Payday

Damien Seeto

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Payday 3 Down for Server Maintenance and Patch 2 Roll Out This November 30

Starbreeze Studios has taken the Payday 3 servers down this November 30, and this is for your standard maintenance, where players will also see Patch 2 be released.

Payday 3 Down for Server Maintenance Schedule:

Here’s the schedule per Starbreeze:

Start: 10 am CET/1 am PST/4 am EST/5 pm HKT

Finish: 5 pm CET/8 am PST/11 am EST/12 am HKT

During this time, players will be unable to access the game, and we should be getting prompted to download Patch 2, which will include new Legacy Heists, a new skill line and more!

Here’s a summary of the new content incoming today via the title update:

  • Two Legacy Heists (Cook Off & Turbid Station)
  • The Transporter skill line
  • Brand new first person interaction animations
  • Weapon inspect animations
  • Added Infamy Points to heist payouts
  • The “Under Wraps” mask
  • The “Compact7 Lycan” preset weapon
  • New music by composer Gustavo Coutinho
  • Optimization improvements
  • 200+ bug fixes and many balancing and quality of life improvements

You can read more about the patch preview here.

Once the servers are back up, we’ll update the article to mention it. Once the official patch notes are out, we’ll be sure to include a link out to it within this article, so stay tuned.

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Alex Co

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

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Disney Speedstorm Update 1.20 Speeds Out for Frozen Content

Gameloft has released Disney Speedstorm update 1.20 (PS5 version 1.020) this November 30 for the Frozen-inspired Season 5 content. Read on for what’s new in the patch notes below.

Disney Speedstorm Update 1.20 Patch Notes | Disney Speedstorm Update 1.020 Patch Notes:

We already outlined what Season 5 entails in our previous post about Disney Speedstorm two days ago. Click this link to learn more.

As for today’s update, Gameloft has posted on the game’s Twitter/X page that they are reducing the prices of items in the Shop due to player feedback. Check out the details down below.

We will update this post if additional info is revealed about Season 5. Keep it locked at MP1st for more updates about Disney Speedstorm in the near future.

Source: Disney Speedstorm Twitter/X page

Damien Seeto

Home > News

Naraka Bladepoint Update 1.020 Slices Out for November 29

NetEase has released Naraka Bladepoint update 1.020, adding Showdown Season 1.0, and tons of content and fixes. Read on for everything included in today’s Naraka Bladepoint update.

Naraka Bladepoint Update 1.020 Patch Notes

I. Showdown Season 1.0: ChasmSeasons have now been introduced in Showdown mode: After each Showdown season ends, all levels and the base Sense Level of Heroes will change. Also, the Potential progress and content will be reset. Showdown Season 1.0: Chasm will end on March 7, 2024 at 00:00 (UTC).

//Dev Notes: The idea behind switching to a season system is based on the gap that has emerged between experienced players and newer players in Showdown. Seasons will let us keep a stream of new rewards and fresh stages, while also making necessary changes to various stages and minimum/maximum sense levels. Furthermore, it will allow newer players to integrate into the Showdown community without feeling a large gap with more experienced players.
1. New Gameplay: Yama’s Abyss

This is a brand new roguelike iteration of Showdown Mode. In Yama’s Abyss, all players start on equal footing, taking on an unlimited number of random stages. Players can obtain a wide variety of temporary enhancements to strengthen themselves as levels get progressively more challenging.

When playing Yama’s Abyss, Souljades that you have equipped will not initially appear in your Souljade Bag, but instead will randomly appear in the in-game Rift Dealer. Explore Yama’s Abyss, discover various enhancements, and challenge countless random levels!

Advancing through the tiers of Yama’s Abyss and increasing your rank in the Showdown Season will earn you valuable rewards, including the Regular Treasure Choice Gift and the Rank Avatar. At the end of each Showdown Season, both your rank and rewards progress will be reset.

2. New Boss: Omnius·Vortex
Water, is the source of all things, the fountain of countless changes.
Take on the ferocious beasts of Omnius and 3 new levels at the Shipwreck Expanse on the Morus Isle.
3. New Hero Introduced in the Mode: Feria Shen

Pilot her Bronze Mech and obliterate all enemies that stand in your way!

4. Potential System and Huge selection of new Showdown Souljades

There is a brand new Potential System where you can play Showdown mode to get Potential XP and Potential Points. Level up your Potential and build your Souljades to create your own play style in Showdown.

The progress of the Potential System will be reset at the start of every Showdown Season, offering a fresh battle experience with new content and challenges.

5. Fatigue system
After this update, Showdown will be available at all times and will have a new Fatigue system.
By playing a stage of Showdown, Showdown Souljades, Quench Crystals, and other items can be obtained as drops. At the same time, Fatigue will increase up to a maximum of 2,000. While below the first threshold of Fatigue, drops will be increased by 150%. Each time that Fatigue passes a threshold, in-game drops will decrease. Fatigue will reset to 0 every Wednesday at 20:00 (UTC).
(Showdown Scroll items will expire after the update, and there will be no way to use or acquire them again)
6. Showdown Store Updates
Newly added Legendary Weapon Skins [Calamity Forge·Blade], [Auger], etc. and Enhancement Items.
II. Advanced Showdown Pass – Chasm Undertow
Event Time: November 30, 2023 Update to March 6, 2024 at 23:00 (UTC).
  1. Showdown Pass XP can only be obtained through [Showdown] modes and quests.
  2. Upgrade your Showdown Pass to claim plentiful rewards.
  3. Tons of Showdown Seals, Rebirth Beads, Enhancement Materials, and other rewards in the Showdown Pass are claimable; Unlock the Legendary Weapon Skin [Chasm Vortex·Surging], Martial Skill Cosmetic [Severing Gust·Plum], [Fang Severing Slash·Ocher] and bottomless exclusive rewards!
III. Time-limited Event: Secret of the Shipwreck

Event Time: From after the update on Nov 30, 2023 to Dec 13, 2023 at 20:00 (UTC).

Event Rules: Players can get Aqua Pearls by completing quests during the event. Aqua Pearls can be redeemed for great event rewards.

  • Complete each day’s Daily Quests to receive bonus rewards.
  • There are 5 groups of Challenge Quests, each available in turn at different times. Complete quests to claim plentiful rewards.
Hero Adjustments
I. Zai
  • Added a flash cue for the Gold Focus move of the Ultimate Weapon [Chain Scythe].
  • Optimized the special effects of the third Horizontal and Vertical Strikes of the [Chain Scythe].
II. Hadi
  • Enabled the mechanism for Hadi to counter while in flight.
  • Optimized the hit performance of the Charged Attack during flight.
  • Optimized the sound effect during flight.
  • Optimized the damage calculation mechanism that exits flight status upon accumulating certain damage during flight. Now, the damage dealt by Armor Pierce is properly included, while the damage dealt by Shadow Corruption is not included.
//Dev Notes: Hadi has a unique flight mechanism, adding new experiences and challenges to the battlefield. We’ll continue to monitor the players’ evolving control and strength performances. Hadi can now counter while in flight, with the same effect as his 3rd stage of charged attack. We hope these adjustments will introduce more tactics and variations in battles between Hadi and other heroes.
Souljade Adjustments
I. General Souljades
Newly added Souljade (Consumable) [Vajra’s Grip]: When being Countered, restore some Health and your weapon will not drop.
In-game Adjustments
I. Feature Optimizations
  • Now, using emotes and gestures immediately can interrupt an ongoing emote or gesture.
  • Optimized the perspective view selection mechanism when the spectator is the last team member eliminated and all their teammates are in the Remains.
  • Optimized the transition mechanism between the hero selection screen, spawn point selection screen, and map screen during the preparation phase. You can now quickly switch to the corresponding screen by pressing the respective keys on each above-mentioned screen.
II. Bot Mode Adjustments
  • Optimized AI Counter use at each difficulty level.
  • Hard difficulty AIs have received differentiated playstyles, AIs with different playstyles will behave differently in combat.
III. Controller Adjustments
During the preparation phase, press L1 + Touchpad (PS) / LB + View Button (XBOX) to view hero skill descriptions in the hero selection screen.
Out-game Adjustments
I. Added Scoring System in Casual Mode
  • Added scores to Shadow Surge, Capture the Spirit Well, The Bloodbath, and Bloodsport modes. The scoring system is added only to reflect your proficiency in these modes.
  • The initial score is 1,000, with each 500-point increment moving up a tier, up to a maximum of 9 tiers.
  • Scores will be reset proportionally at the season update.
II. Personal Information
  • Your scoring stats are now included in the Casual Mode.
  • Showdown Mode will now have Yama’s Abyss Rank information. Starting from Showdown Season 1.0, related stats will be collected in accordance with the new Showdown Season format. Previous stats will temporarily not be visible.
III. Rank
  • Added a Mastery Leaderboard to reflect your proficiency in different modes, ranking based on Casual Mode scores in the following four modes: Shadow Surge, Capture the Spirit Well, The Bloodbath, and Bloodsport.
  • Added a Collection Leaderboard, ranking based on Collection Points.
IV. Hero Badge
Added the expanded stages for several Hero Badges, including [Morus Legends], [Divine Treasures], and [Admirable Collection].
V. Star – Collections System
Viper Ning exclusive Star Collection Outfit[Star – 2P] will be tradable after 04:00 (UTC) on November 30, 2023. It can be traded on the Steam Community Market.
VI. Fairyland Penglai
Players can now teleport to the Fairyland Penglais of players that they are not friends with.
Showdown Adjustments
I. Combat Adjustments
  • Shortened the rebirth and revival time in all Showdown gameplay.
  • Now, monsters with Astral Aegis won’t roll to get up after being downed.
  • Optimized some combat effects.
II. Souljade Adjustments
1. Removed the Rage recovery effect from additional hits of Souljades, such as [Stormstride Sword], [Thunder Sword], and [Ice Bomb], while increasing the damage multipliers in certain strikes. Specific adjustments are as follows:
  • [Draco Stride]: Increased the damage multiplier of the wave from 0.6 to 0.72;
  • [Icefall]: Increased the damage multiplier of the icicle from 0.75 to 1.0;
  • [Stormstride]: Increased the damage multiplier of the lightning strike from 1.5 to 1.6;
  • [Stormstride Sword]: Increased the damage multiplier of Thunderbolt from 0.25 to 0.27;
  • [Thunder Sword]: Increased the damage multiplier of Thunderbolt from 0.2 to 0.24;
  • [Frost Cannon]: Increased the damage multiplier of Frost Wind from 0.11*6 to 0.13*6;
  • [Ice Bomb] Increased the damage multiplier of Frost Wind from 0.08*5 to 0.1*5;
  • [Thunder Cannon]: Increased the damage multiplier of the electric sparks from 0.4 to 0.5;
  • [Thunder Shot]: Increased the damage multiplier of Thunder from 0.17*2 to 0.21*2.
//Dev Notes: With the new Souljades and Potential System, hits beyond weapon moves provided excessive Rage. Therefore, in the new version, we have removed Rage recovery effects from these hits. To maintain the strength of relevant Souljades, we have increased their damage multipliers.
2. [Thunderpull]
Reduced the speed at which damage dealt increases Thundershock for oneself at low Thunder-wielding levels.
3. [Jabbing·Ice-wielding]
Increased the Damage Multiplier from 4.29 to 5.21.
4. [Defuse·Solve (Counterattack)], [Defuse·Combo (Counterattack)], and [Defuse·Dash (Counterattack)]
The method of filling the Defuse slot changed from “dealing damage with uncharged attacks” to “dealing damage with melee attacks or triggering the Defuse”.
III. Elemental Effect Adjustments
  • Removed the Rage recovery effect from element-triggered hits.
  • Reduced the accumulation speed of elemental effects by 48%.
//Dev Notes: The Potentials in the new season will bring in a lot of gameplay and enhancements around elemental effects. Therefore, we have lowered the frequency of triggering elemental effects, hoping that the rising elemental mechanic in current gameplay won’t become the only solution in the version.
  • The cooldown for accumulating elemental effect points after monsters trigger elemental effects has changed from a 2-second team-shared cooldown to a 6-second individual cooldown.
//Dev Notes: In the previous version, triggering an elemental effect on a monster paused the entire team’s elemental accumulation on that monster for 2 seconds. In the new version, only the player who triggers the elemental effect will pause their own elemental accumulation on the monster. This pause will no longer be affected by your teammates, therefore allowing more control over your triggering time.
IV. Hero Adjustments
1. Viper Ning
  • The Damage Multiplier of skill [Yushan Strike: Showdown] has increased from 1 to 9, with Aegis-break ability increased from 2,200 to 3,150.
  • The Aegis-break ability of Ultimate [Moonbane Control: Showdown] has increased from 9,500 to 11,000.
2. Tarka Ji
  • The Damage Multiplier of the fireball in the skill [Flame Force: Showdown] has increased from 4 to 5, with Aegis-break ability increased from 400 to 500.
  • The Rage consumption ratio of a single fireball in Ultimate [Fire Frenzy: Showdown] has reduced from 8% to 6.5%.
3. Valda Cui
  • The Aegis-break ability of the Horizontal Strike water spear in Ultimate [Rising Tide: Showdown] has increased from 200 to 1,200, with the Damage Multiplier of the Vertical Strike water spear increased from 3 to 5.
4. Kurumi
  • Increased Kurumi’s Rage limit to align with other heroes.
  • Aegis-break Martial Skill [Severing Gust] can now be unleashed by using a horizontal strike after a charged strike.
5. Temulch
  • The total Damage Multiplier of Ultimate [Zephyr Wisp: Showdown] is increased from 1.35 to 4.2, with Aegis-break ability increased from 1,350 to 4,200.
6. Yueshan
  • The duration of enemy Attack reduction in skill [Scorching Dash: Showdown] has increased from 6 sec to 8 sec.
7. Tianhai
  • Skill [Divine Bell: Showdown] grants 50% damage reduction to self for 8 sec upon release.
V. Omens Adjustments
  1. Monsters with [Impassable] Omen can now use Blue Focus moves more frequently and will lose more Astral Aegis when hit by a counter.
  2. Adjustments to Frostbite accumulation caused by some Frostbite Omens:
  • [Ice Blast]: Frostbite accumulation for each explosion has increased from 100 to 320;
  • [Frozen Earth]: Frostbite accumulation per sec has increased from 200 to 300;
VI. Anima Ring Collections

The selection of Anima Rings of different levels in Yama’s Abyss unlocks corresponding Anima Ring Collections. As the Anima Ring Collections level increases, various enhancement attributes will be unlocked, effective only in the Yama’s Abyss mode.

VII. New Showdown Item: Rebirth Bead

While playing any Showdown Stage, if you die when your default Rebirths have been used up, you can consume a Rebirth Bead and get an extra Rebirth.

VIII. Souljade Recasting Adjustments
The chance of getting an extra attribute when recasting a Souljade will increase with each recast that has not yielded an extra attribute. A Souljade that has not reached its attribute limit is guaranteed an extra attribute after 50 recasts.
//Dev Notes: Enhancement of Souljades is an important part of Showdown Mode. To deal with cases where it is difficult to acquire rare attributes, we will continue to carry out optimizations in future updates.
IX. Sense Level Adjustments
The minimum recommended Sense Level and the minimum Sense Level of dropped Souljades have increased to 450. The maximum Sense Level for a single Season has been increased to 680.
X. Other Changes
  • Now, you must clear specific levels before you can unlock and obtain the corresponding Souljades through Souljade conversion and the new Souljade Choice Gifts. Previous Souljade Choice Gifts are not subject to this change.
  • Showdown quests have been revamped. The new Showdown Quest Handbook includes weekly quests, weekly doom rewards, and season quests. Complete the corresponding quests to earn Showdown Pass XP, Quench Crystals, and Showdown Souljades.
  • Stage progress is now displayed on the map for gameplay selection in Showdown.
Settings
I. Video Playback

DirectX 12 is supported.

II. Brightness
Added [Min Brightness] and [Max Brightness] adjustments when HDR Display is enabled.
Client Optimization
  • Increased runtime resource loading speed by 30-50%, significantly reducing game stutter with hardware such as mechanical hard drives due to slow initial resource loading.
  • Further optimized multi-threading rendering performance in DirectX 12, increasing DirectX 12 rendering frame rate by 5-10%.
  • Xbox File Size Reduced
    Improved data distribution and compression methods, reduced data discrepancies, and reduced the overall amount of data in update files.

Currently applies to all Xbox Series and all Xbox Ones. This will apply to Microsoft PCs after the next update.

Bug Fixes
Hero-related Bugs
  • Fixed an issue where players hit by Zai’s [Chain Link: Suppress] move were unable to pre-input dodge commands.
  • Fixed an issue with Zai’s skills where the icon for burning damage source was incorrect.
  • Added content to the skill description of Takeda’s [Mythic Grab] regarding the determination of the downed state. The skill effects remain unchanged.
  • Fixed an issue where, during Takeda’s [Demonic Aid], the hit target was unable to dodge subsequent weapon horizontal strikes in certain situations.
II. Other Bug Fixes

Fixed an issue where the week number was not properly displayed on the Battlepass page.

Store Updates
I. New Packs

1. Newly added Valda Cui exclusive Pack [Gossamer Iris Pack (Valda Cui)], including Legendary Outfit [Justice·Gossamer Iris] and Legendary Hairstyle [Justice·Raptor]. Standard price: 2,600 Gold; Now: 1,360 Gold.

2. Newly added Tarka Ji exclusive Pack [Iris’ Whisper Pack (Tarka Ji)], including Legendary Outfit [Justice·Iris’ Whisper] and Legendary Haistyle [Justice·Hue]. Standard price: 2,600 Gold; Now: 1,360 Gold.

II. New Discounts
  1. Tarka Ji Legendary Accessory [Zhurong’s Jadeball] (Unlock it to get a new appearance for Tarka Ji’s Ultimate “Fire Frenzy”). Standard price: 4,600 Gold; Now: 3,050 Gold.
  2. Tarka Ji Legendary Outfit [Razor Robes]. Standard price: 1,800 Gold; Now: 1,500 Gold.
  3. Tarka Ji Legendary Accessory [Festive Dragon Head]. Standard price: 1,200; Now: 900.
  4. Epic Gesture [Flutter·Left]. Standard price: 400 Gold; Now: 300 Gold.
  5. Epic Gesture [Flutter·Right]. Standard price: 400; Now: 300 Gold.
  6. Newly added Valda Cui Legendary Outfit [Justice·Gossamer Iris]. Standard price: 1,800 Gold; Now: 1,500 Gold.
  7. Newly added Valda Cui Legendary Hairstyle [Justice·Raptor]. Standard price: 800 Gold; Now: 600 Gold.
  8. Newly added Tarka Ji Legendary Outfit [Justice·Iris’ Whisper]. Standard price: 1,800 Gold; Now: 1,500 Gold.
  9. Newly added Tarka Ji Legendary Hairstyle [Justice·Hue]. Standard price: 800 Gold; Now: 600 Gold.
III. Discounts End
  1. Grappling Hook Legendary Skin [Poetic Rhymes·Lion Dance] has returned to its standard price of 3,600 Gold.
  2. Kurumi Legendary Hairstyle [Poetic Rhymes·Starry Bridge] has returned to its standard price of 800 Gold.
  3. Matari Legendary Hairstyle [Poetic Rhymes·Lotus Dance] has returned to its standard price of 800 Gold.
  4. Kurumi Legendary Gesture [Poetic Rhymes·Fish Dragon Dance] has returned to its standard price of 1,000 Gold.
  5. Epic Kill Announcement [Dissipated] has returned to its standard price of 300 Gold.
  6. Hadi Legendary Outfit [Dove of the Desert] has returned to its standard price of 1,800 Gold.
  7. Hadi Legendary Hairstyle [Gravel] has returned to its standard price of 800 Gold.
IV. Featured Cosmetics Return for Limited Time
  1. Feria Shen Legendary Accessory [2674·Mech Prototype] (unlock it to get a new appearance for Feria Shen’s ultimate “Mech Mayhem”). Standard price: 5,200 Gold; Now: 3,350 Gold.
  2. Feria Shen Legendary Outfit [2674·CyberKitty]. Standard price: 1,800 Gold; Now: 1,500 Gold.
  3. Feria Shen Epic Hairstyle [Mech Pilot]. Standard price: 500 Gold; Now: 400 Gold.
  4. Feria Shen Legendary Accessory [2674·GiantKitty]. Standard price: 1,200 Gold; Now: 1,000 Gold.
  5. Feria Shen Legendary Accessory [2674·Heart Tail]. Standard price: 900 Gold; Now: 750 Gold.
  6. Epic Kill Announcement [Meow Meow]. Standard price: 300 Gold; Now: 200 Gold.
  7. Viper Ning Legendary Outfit [Dark Feline] with a standard price of 1,800 Gold.
  8. Wuchen Legendary Hairstyle [Nine Ridges] with a standard price of 1,200 Gold.
  9. Ziping Yin Legendary Base [Wicker Screen] with a standard price of 1,200 Gold.

Source: Steam

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James Lara

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

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Splatoon 3 Update 6.0.0 Snowballs Out for Chill Season 2023 and Changes

Nintendo has rolled out Splatoon 3 update 6.0.0, and this is to bring in the Chill Season 2023 content alongside improvements. Read on for everything new in the official Splatoon 3 new update patch notes.

Splatoon 3 Update 6.0.0 Patch Notes:

Season and Catalog Changes

  • On November 30th, 2023, data relating to Chill Season 2023 was added to the game. This includes:
    • A new catalog, including new gear, titles, banners, decorations, stickers, and emotes.
    • 1 new battle stage (Robo ROM-en) and 1 returning battle stage (Bluefin Depot).
    • 2 new special weapons.
    • 9 new sets of existing main weapons paired with different sub and special weapons.
    • A newly discovered King Salmonid, Megalodontia.
    • 11 new Tableturf Battle cards.
  • Players will now be able to obtain 1 Sheldon License at the end of each season.

Changes to Multiplayer

  • Added 2 songs that will play during battles.
  • New special weapons have been added.
    • Weapons equipped with these special weapons will be available at Ammo Knights at the start of Chill Season 2023.
    Special Weapon Details
    Triple Splashdown
    • Jump up into the air and come splashing down alongside two fists made of ink to create three explosions.
    Splattercolor Screen
    • Throw a device to produce a screen of ink that obstructs vision.
    • Enemies who touch the screen will take damage and lose the ability to perceive color for a little while.
  • New weapon sets have been added.
    • These weapon sets will be available at Ammo Knights at the start of Chill Season 2023.
    Weapon Sub Weapon Special Weapon
    Foil Squeezer Autobomb Splattercolor Screen
    Custom Blaster Point Sensor Triple Splashdown
    S-BLAST ’91 Burst Bomb Booyah Bomb
    Painbrush Nouveau Point Sensor Tenta Missiles
    Snipewriter 5B Splash Wall Ink Storm
    Enperry Splat Dualies Curling Bomb Triple Splashdown
    Undercover Sorella Brella Torpedo Splattercolor Screen
    REEF-LUX 450 Deco Splash Wall Reefslider
    Neo Splatana Stamper Toxic Mist Crab Tank
  • Specifications for some main weapons have changed.
    Weapon Change Details
    .96 Gal
    .96 Gal Deco
    • Reduced the amount of ink consumed by approximately 8%.
    Range Blaster
    • Increased the radius of ink splatter at the point of impact with a floor or wall or when detonated midair by approximately 15%.
    Dread Wringer
    • Reduced the amount of ink consumed by approximately 10%.
    Heavy Edit Splatling
    • Increased the number of spray droplets created by shots
  • Specifications for some special weapons have changed.
    Special Weapon Change Details
    Reefslider
    • After activation, players become invulnerable to damage approximately 13/60 of a second faster than before.
  • Points required for some special weapons have been changed.
    Weapon Before After
    Jet Squelcher 190 180
    L-3 Nozzlenose 200 190

Changes to Anarchy Battles

  • At the end of a series in Anarchy Battle (Series), the player’s total number of five-win streaks will be displayed as “5 Wins in a Row” alongside a count.
    • A player’s five-win streak will increase each time they finish a series with five consecutive wins.
    • The number will reset to 0 when players reset their rank, finish a series with three losses, attempt a Rank-Up Battle, or when the season changes.
  • On the screen where players from both teams appear at the start of an Anarchy Battle (Series) battle, a symbol corresponding to the number of five-win streaks that a player has achieved will be displayed.
  • Added badges that players can unlock based on the total number of five-win streaks in Anarchy Battle (Series).

Changes to X Battles

    • The matchmaking system has changed, making it possible to form battles with additional weapon combinations.
      • This change will be applied immediately after the update to Ver. 6.0.0.
    • Players with X Power of less than 2000.0 and players with X Power of 2000.0 or higher will no longer be matched together.
      • This change will be applied immediately after the update to Ver. 6.0.0.
    • Increased the minimum range that X Power can change when battles are finished. Additionally, the change in a player’s X Power will now be based on both what their X Power was before the battles and their win/loss ratio during them.
      • This change will be applied to battles after the start of Chill Season 2023. It will not apply to battles during Drizzle Season 2023.
X Power (Before) Minimum Range of X Power Changes
0 wins, 3 losses 1 wins, 3 losses 2 wins, 3 losses 3 wins, 2 losses 3 wins, 1 losses 3 wins, 0 losses
Less than 2500.0 -75.0 -50.0 -25.0 +25.0 +50.0 +75.0
2500.0 to 3000.0 -45.0 -30.00 -15.0 +15.0 +30.0 +45.0
3000.0 or higher -20.0 -15.0 -10.0 +10.0 +15.0 +20.0
  • Added badges that players can unlock by reaching X Power 2000.0 or higher.
    • Players can obtain them by meeting the conditions after the start of Chill Season 2023.
  • Added badges that players can unlock based on win streaks while at X Power 2000.0 or higher.
    • Players can obtain them by meeting the conditions after the start of Chill Season 2023.
  • Added badges that players can get based on their X Rankings at the end of the season.
    • These can be obtained by ranking in the top 50,000 / 30,000 / 10,000 / 5,000 / 3,000 / 1,000 / 500 / 10 and higher.
    • Players can obtain them based on their rank at the end of a season, starting with Chill Season 2023.
  • The first time that a player meets the conditions to obtain one of the X-Battle badges added in this update, the design will change depending on whether the player was part of either the Takoroka Division or the Tentatek Division.

Changes to Salmon Run

  • A new King Salmonid called Megalodontia may appear.
  • Kraken Royale and Triple Splashdown have been newly added to the provided special weapons.
  • The conditions for the provision of special weapons have been adjusted such that at least two of the following special weapons, which can attack Salmonids at a distance, will always be provided.
    • Inkjet
    • Crab Tank
    • Killer Wail 5.1
    • Booyah Bomb
    • Triple Inkstrike
  • In Big Runs, the score required for obtaining a gold, silver, or bronze decoration will be predetermined for each occurrence and will be announced via the Anarchy Splatcast at the start of the Big Run.
  • In Normal Jobs when stages and supplied weapons change, if a player has a badge that corresponds to a stage after the switch, they will now start with a higher job title than before.
    Type of Badge Job Title at the Start
    Gold Badge Eggsecutive VP 400
    Silver Badge Eggsecutive VP 300
    Bronze Badge Eggsecutive VP 200
    Other As before, the title corresponding to the previous job title (Apprentice 40 – Eggsecutive VP 40)
  • The type of King Salmonid appearing will now display in the stage information on the main menu.
  • In Grizzco, the shape of the Salmometer will now change based on the type of King Salmonid appearing.
  • When replaying job scenarios from Private Jobs or Eggstra Work, the players targeted during Rush or the Griller special waves, as well as the landing spots of Chinooks during Mothership special waves, will now be replicated.

Changes to Splatfests

  • The matchmaking system for Splatfest Battle (Pro) has changed, making it possible to form battles with new weapon combinations.

Changes to Tableturf Battle

  • Deck names and the total number of spaces will now display on the screen where players select a deck to use in battle.

Changes to the Lobby

  • Players who have already obtained all of the weapons currently available at Ammo Knights will now be able to exchange extra Sheldon Licenses for Shell-Out Tokens.
    • They can be exchanged by pressing the Y Button on the Shell-Out Machine screen.
  • Added a feature that displays information such as changes in the tides of battle in graph form when watching a battle replay.
    • This can be displayed by pressing the R Button while watching a battle replay.

Changes to SplatNet 3

  • Players can now get Turf Inked points from Salmon Run to support Crusty Sean’s Wandercrust Tour.
    • Turf Inked points can be used in this way after the start of Chill Season 2023.
  • Added a new journey to the Wandercrust Tour.
    • Players will be able to support Journey 4 after completing the first three journeys.
    • Journey 4 can only be supported with points earned by inking turf from Chill Season 2023 onward.
  • The type of King Salmonid that will appear will now be displayed on the Salmon Run schedule.
  • The shape of the Salmometer displayed in Job Logs will now change based on the type of King Salmonid appearing.
  • When a player’s score in Big Run is in the top 20%, it is now possible to confirm in Salmon Run Stats what percentile that score corresponds to.

This update focuses on adding features for Chill Season 2023, which starts in December, as well as adding features to Anarchy Battle (Series) and X Battle, changes to Salmon Run, and tweaks to multiplayer.

For Anarchy Battle (Series), we have created a unique goal for this mode by tracking and recognizing five-win streaks.

In X Battles, we have added changes that make different variations occur more frequently than before to make it easier for players to set their own individual goals, even after playing this mode for a while.

With Salmon Run, we have made changes that make it easier to play with a goal in mind during Big Runs, and adjustments to job titles when the schedule changes during Normal Jobs.

For battles, we added new weapons and special weapons, and we have also adjusted some weapons to make them easier to use.

Our next update is planned for the middle of Chill Season 2023 and should focus on balance adjustments.

Bug Fixes

Fixes to Player Controls

Fixes to Multiplayer

Fixes to Salmon Run

Once a new patch is released, we’ll let our readers know.

Source: Nintendo

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Alex Co

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

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Suicide Squad: Kill the Justice League Deadshot Trailer Shoots Out

The last and deadliest member of Task Force X has arrived, as Deadshot takes aim in the latest Suicide Squad: Kill the Justice League trailer. 

Suicide Squad: Kill the Justice League Deadshot Spotlight Trailer

Deadshot is known for his skill marksmanship, always hitting everything he aims at. If only that were true for most players who plan on maining him. 

Deadshot is the fourth and final member of Task Force X, with Harley Quinn, Captain Boomerang, and King Shark already getting their dedicated trailers. So what’s next? Well, the closed alpha test for one, but I suspect another Insider Episode to be released soon. Could we also be getting Justice League member specific trailers too? One can only hope!

About The Game:

Suicide Squad: Kill the Justice League, is a genre-defying, action-adventure third-person shooter from Rocksteady Studios, creators of the critically acclaimed Batman: Arkham series.

Featuring an original narrative set within an expansive open-world city of Metropolis, Suicide Squad: Kill the Justice League puts the four DC Super-Villains on a collision course with an invading alien force and DC Super Heroes who are now laser-focused on destroying the city they once vowed to protect. All the while, the Suicide Squad must be mindful of the lethal explosives implanted in their heads that could go off at the first sign of defiance.

Each squad member has their own unique moveset with enhanced traversal abilities to freely explore the dynamic open-world of Metropolis, along with a variety of weapons to customize, and skills to master.

Take down The Justice League yourself in single-player or team up with friends in multiplayer co-op.

Don’t be a hero.

Suicide Squad: Kill the Justice League will be available worldwide on Feb. 2, 2024, for PlayStation 5, Xbox Series X|S, and PC (Steam and Epic Games Store).

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James Lara

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

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Beyond Good & Evil 20th Anniversary Edition Announced for 2024

In case we’ve forgotten why we’re still excited for Beyond Good & Evil 2, Ubisoft is bringing the original back for its 20th birthday. This morning, the company announced that Beyond Good & Evil 20th Anniversary Edition will release in early 2024 and feature a slew of upgrades.

This reveal was accidentally leaked on the Xbox Store this morning with a listing that boasted 4K resolution and 60 FPS features. The updated version will also include improved graphics, controls, and audio, as well as a new autosave feature and cross-save compatibility.

There are also brand-new features coming to the game. According to the Store page, it will include a new speedrun mode and updated achievements. It’ll also feature an anniversary gallery that contains development history and plenty of secrets for long-time fans.

Following the leak, the official Beyond Good and Evil Twitter/X account confirmed the announcement themselves and apologized for the leak:

Last we had heard of Beyond Good & Evil 2, Ubisoft claimed that development was still progressing. That was way back in 2021. Still, we’re looking forward to replaying the first game with new bells and whistles, and hopefully we’ll hear more about the sequel in the near future.

(Thanks to Wario64 for sharing the Xbox Store page details after it was pulled!)

Jack Breitenbach

Game the night away!