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Become Vengeance in Batman Arkham Knight With The Batman Skin, Available on the Nintendo Switch First

The Batman: Arkham Trilogy is launching on the Nintendo Switch this December, and as a surprise, it’s also coming with a brand-new skin. That’s right, Matt Reeves’s The Batman movie skin is making its way into Batman Arkham Knight, with it available in the Switch version first.

While it did leak previously on the Epic Game Store, it’s been officially announced today with the Nintendo Switch launch trailer of the game.

For those wondering, yes, this skin will be coming to other platforms at a later date, as the trailer also confirms at the end (in the fine print) that The Batman skin for Arkham Knight will be on the Switch first, with other platforms releasing at a later date.

Despite this coinciding with the Nintendo Switch’s release, we’re surprised to see the game still getting new Batman skins. It’s been eight years since the release of Arkham Knight, with the Rocksteady now working on Suicide Squad: Kill The Justice League. Turn Me Up Games are leading this port, so we’re glad that they’re adding some new content, even if it’s just a skin. A badass skin, mind you.

Matt Reeves’s The Batman came out last year and opened up to high praise from critics and fans, with many dubbing it “the best” Batman movie ever. Of course, everyone has their opinions regarding that, but there is no denying that it was an incredible film. Since then, fans have been asking for The Batman skin to appear in the Arkham games. Looks like those requests have finally been fulfilled. Let’s hope that the other platform releases include the other console ports, and not just the PC versions.

I for one, know I’ll be revisiting Arkham for the skin alone, will you?

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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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Texas Chainsaw Massacre Update 1.000.011 Saws Out for New Free Content

GUN Interactive has pushed out Texas Chainsaw Massacre update 1.000.011, which is a massive update that comes with new content, fixes, and more! Read on for everything new in the official patch notes available below.

Texas Chainsaw Massacre Update 1.000.011  Patch Notes | Texas Chainsaw Massacre November 28 Patch Notes:

Fixed: Nancy’s Trap Alerts

  • We have fixed an issue where Nancy’s traps did not trigger any notifications

Fixed: Various Footstep Audio

  • The following audio issues have been fixed in this patch

    • Footsteps from players in the tunnels can be heard above ground on Family House

    • Phantom footsteps can be heard while standing in front of the Family House

Fixed: Translated Character Bios

  • We have fixed an issue where the character bios for Connie, Leland, Julie, Cook, and Sissy were not translating to players selected language

Fixed: Disappearing Ladder in Trophy Room

  • We have fixed an issue where a ladder in the Trophy Room on Nancy’s House disappeared after using it

Fixed: Nancy’s Trap Outlines

  • We have fixed an issue where Nancy’s traps showed a hologram outline

Fixed: “I’m Comin’ for Ya” Achievement

  • We have fixed an issue where the “I’m Comin’ for Ya” achievement would unlock without meeting the requirements

Fixed: Various Execution Animations

  • The following execution animation issues have been fixed in this patch

    • Victim’s models ragdoll too early during Hitchhiker’s “You Hear Me” execution

    • Nancy’s weapon isn’t aligned with a Victim’s neck during her “Road Kill” execution

    • Victim’s models ragdoll during the second hit of the Cook’s “Stick it to Them” execution

Fixed: Various Johnny Animations

  • We have fixed an issue where Johnny’s footprints would disappear abruptly when his special ability ends

    • Footprints will now fade away over time

    • We have fixed an issue where Johnny wasn’t looking at the floor while using his special ability to follow victims footsteps

Fixed: Blood Reflection Flickering on Low Graphic Settings

  • We have fixed an issue where blood reflections flickered in the Gore Room on Family House when using the low graphic settings

Fixed: Mud Pile Asset Not Appearing

  • We have fixed an issue where mud piles were not appearing on the Family House map

Fixed: Inconsistent Range When Listening to Noise from Items

  • We have fixed an issue where there’s an inconsistent hearing range when players went over the noise thresholds while searching for a lockpick or bone pile on Family House

    • Now, when too much noise is made when grabbing a lockpick or searching a bone pile, the range the sound can be heard is consistent between the two

Fixed: Various Audio Issues

  • The following audio issues have been fixed in this patch

    • Various ambient noises on Nancy’s house ending abruptly

    • Sound occlusion is the same for a closed and open garage door

    • Passing the noise threshold when collecting a bone scrap could be heard through the ground

    • Audio missing in the “Recording the Saw” behind the scenes unlockables

    • Audio from outside cuts off when inside the Barn on Family House near the front road

    • Audio for the gates on Slaughterhouse cannot be heard

Fixed: Spectating Lockpicking Audio

  • We have fixed an issue where players would hear a loud boom sound when spectating a teammate completing the lockpicking minigame

Fixed: Voice Chat Drops in Lobby and Match

  • We have fixed an issue where voice chat isn’t functional in both the lobby and during a match when using ‘push to talk’ and ‘on’ settings

Fixed: Family Stun Locked After Close Encounter and Sneak Attack

  • We have fixed an issue where if a Family member is sneak attacked after losing a close encounter they were stun locked and unable to attack or interact with the environment for the rest of the match

Fixed: Camera Angles and Crawl Spaces

  • We have fixed an issue where the camera would focus on the character’s leg when a Victim player stands up after going through a crawl space

Fixed: Character Ability XP Gain

  • We have fixed an issue where players would see -1 for their character ability as well as showing that no XP had been gained

Fixed: Text Chat Not Working in Lobby Chat When Using Mouse

  • We have fixed an issue where text chat would not work when clicking the text box with a mouse

Fixed: Intro Crawl Text Issues

  • The following intro crawl issues have been fixed in this patch

    • Crawl text does not play when starting up The Texas Chain Saw Massacre

    • Crawl text would cut off too early

Fixed: “No valid user ID yet” Error

  • We have fixed an issue with the LogBBQCore: Error: UBBQGameInstance::FetchAndLoadPlayerStats – No valid user ID yet showing up in the logs

Fixed: Various Crashes

  • The following crashes have been fixed in this patch

    • Game would crash when a Family member reconnects to a match after disconnecting and being sneak attacked

    • Server would crash if Danny was a playable victim in a match

    • Game would crash after X-ing out of the title or using ALT F4

Fixed: Executed Victims Appear Alive in Spectator Mode

  • We have fixed an issue when a Victim disconnects and gets executed, upon rejoining, the victim appears alive in spectator mode

Fixed: Invalid Credentials Error After 1 Hour of Gameplay

  • We have fixed an issue where some players would receive an Invalid Credentials Error after playing continuously for over 1 hour

Fixed: Foliage Popping In and Out on Family House

  • We have fixed an issue where some foliage and environmental assets would pop in and out, potentially exposing hiding Victims

Fixed: Victims Unable to Move After Traversing Ladder on Family House

  • We have fixed an issue where if a victim drops down the ladder in the Blood Bathroom on the Family House map and climbs up it again, they would get stuck when reaching the top

Fixed: Family House Assets Being Climbable

  • The following climbable objects issues have been fixed in this patch

    • Players able to climb over a Blood Bucket in Leatherface’s Lair

    • Players able to climb over a chair in the Side Garden Tunnel

Fixed: Players Getting Stuck on a Door

  • We have fixed an issue where players would get stuck between the door and assets next to the walls in Basement Storage on Family House

Fixed: Safe Spot – Silencing Nugget on Family House

  • We have fixed an issue where if a victim stabs the Nugget near the Windmill at a certain angle, they would land on top of the wooden box asset rendering them unhittable

Fixed:  Bottle Clipping into a Health Potion on Family House

  • We have fixed an issue where a bottle was clipping into a health potion in the Sitting Room

Fixed: Blood on Family Members – Family House

  • We have fixed an issue where blood on Family members appears golden in the corner of the Bone Room

Fixed: Blacked Out Newspaper Texture

  • We have fixed an issue where the newspaper on the floor of the Bathroom on the Gas Station map has a blacked out texture

Fixed: Car Battery on Gas Station

  • We have fixed an issue where the car battery in the Backfield area was misaligned with the car

Fixed: Stuck Spots on Gas Station Map

  • The following stuck spots on Gas Station have been fixed in this patch

    • Players would get stuck on a mattress in the House Basement while crouching

    • Players would get stuck on wooden pallets when silencing Nugget at a certain angle in the Compound area

    • Players would get stuck on a log in the Compound area

Fixed:  Lighting Issues on Gas Station

  • The following lighting issues have been fixed in this patch

    • Lighting in the Kitchen area appeared to flicker and be pixelated during the Day variant

    • Kitchen area lighting caused shadows to flicker on the walls

    • Light leaks in the Kitchen area when traversing the gap from the Kitchen to the Living Room

    • Lights flicker on the wall in the Barn area

Fixed: Players Floating on Gas Station Map assets

  • The following floaty bits have been fixed in this patch

    • Players would appear to be floating on the branches in the Exterior area near the Road Exit

    • Players appeared to be floating while sprinting against the edge of the stair railing in Leatherface’s Lair

Fixed: Surface Collision Missing on Gas Station

  • We have fixed an issue where the surface collision on the Main Road area is missing and players would sink into the road textures

Fixed: Illogical Hiding Spot on Gas Station

  • We have fixed an issue where Victims would be hidden in a spot in the Exterior area next to the Workshop, despite it being exposed and well lit on the day variant

  • Night variant is logical and unchanged due to the shadows present in that spot

Fixed: Shadows Fading on Foliage and Trees

  • We have fixed an issue where shadows appeared to fade in when running towards foliage and trees on Family House Map

Fixed: Light Bleeding from Leatherface’s Chainsaw

  • We have fixed an issue when Leatherface’s chainsaw sparks from hitting a metal object, those sparks could be seen under the walls

Fixed: Lighting Issues on Slaughterhouse

  • The following Slaughterhouse lighting issues have been fixed in this patch

    • Lighting was illogical on the wall and roof of the Slaughterhouse corridor

    • Lighting was illogical in the Meat Inspection area

Fixed: Incorrect Location Name on Nancy’s House

  • We have fixed an issue where a room was labeled as ‘Exterior’ between the North Tunnel and Trophy Room

Fixed: Bone and Skull Clipping on Slaughterhouse

  • We have fixed an issue where the bone and skulls of a barricade were clipping into the wall in the West Tunnel

Fixed: Stuck Spots on Slaughterhouse

  • The following Slaughterhouse stuck spots have been fixed in this patch

    • Players would get stuck on the mattress in the Garage area

    • Cook and Hitchhiker would get stuck in the wall if a fuse didn’t spawn in the Cutting Room

Fixed: Invisible Collision in Bushes on Slaughterhouse

  • We have fixed an issue where there is an invisible collision on the bushes outside of the Garage area

Fixed: Various Textures

  • The following texture issues have been fixed in this patch

    • Texture of a rusty metal sheet in the South Tunnel on Slaughterhouse appeared as transparent on one side

    • Textures loaded in slowly on low settings at the beginning of a match

Fixed: ‘Face Grinder’ Execution Not Present

  • We have fixed an issue where the ‘Face Grinder” execution was not present in the execution selection menu

Fixed: Stamina Boost Regeneration when a Victim Disconnects

  • We have fixed an issue where stamina regeneration boosts for all Victim players close to a Victim who disconnects

Fixed: Engine.ini File Edits to Remove Foliage

  • We have fixed an issue where players were able to change the engine.ini files to remove and adjust foliage

  • Those files have been strengthened to combat exploitive player behavior

Fixed: Victims Bypass a Fence to Collect a Bone Scrap on Gas Station

  • We have fixed an issue where Victim players were able to travel to the opposite side of the fence near the Garden Shed to collect a bone scrap

Fixed: Disconnection Exploit

  • We have fixed an issue where players would disconnect from the internet while moving in order to not receive damage from attacks, break chase, create a distraction, or to scare victims out of hiding spots

  • Disconnected players will now stay in place upon disconnection

Fixed: Door Slamming Dead Victims for XP

  • We have fixed an issue where Family players could repeatedly door slam a dead victim for XP if executed in a doorway

Fixed: Players Gaining 2x XP with Spectator Mode

  • We have fixed an issue where players were granted XP twice when they immediately left spectator mode after entering it

Fixed: Audio Bug with Fuse Door Slam

  • Fixed an audio issue that made the fusebox door slam sound not trigger

Fixed: XP Earned Despite Disconnect

  • We fixed an issue that would cause Family members to not earn kill XP if the Victim disconnects during the execution

Fixed: Redirect to Platform Store

  • Fixed an issue causing the link to the store page not to function on some platforms

Fixed: Party Voice Chat

  • We resolved and issue that would cause voice chat not to work properly for some party members

Fixed: Spectator Camera Drag

  • Improved responsiveness of camera switching between spectating different Victims

Fixed: Push To Talk Stuck

  • Fixed an issue that would cause the voice chat to be stuck open even when PTT is selected

  • This issue occurred most when exiting the pause menu

Fixed: Various Minor UI/HUD Issues

  • The following UI/HUD issues are fixed in this patch

    • Typo corrected in Victim Condition Level 3

    • Part of Spectator UI remaining visible in pause menu

    • Network Error box that cannot be closed without restarting

    • Fixed placeholder text in loading screen tip

    • Missing “MAX” level indicator when reaching level 99

    • Victim portrait corners are darkened when escaped or disconnected

Fixed: Various Minor UI Issues

  • The following UI issues are fixed in this patch

    • Unlockable videos stuttering on some platforms

    • Rebinding keys causes skill tree video to not show button icons

    • Keyboard not showing on certain platforms in certain modes

    • Entering spectator mode sometimes removes button functions

    • Several visual bugs in ability tree menu

    • Freezing briefly when exiting skill tree fullscreen mode

    • Performance mode option showing on inapplicable platforms

    • Placeholder videos on some platforms in unlockables

    • Placeholder text in Saboteur perk description

    • Loss of function if party hosts starts matchmaking while others are in menus

    • Party leader disconnecting while on menu does not disband party

      • This refers to main menu disconnect, such as due to outage or interruption, not leaving a match intentionally

      • The party should disband here, so that they are not stuck

      • The bug caused certain party members to be stuck in party

    • Player level showing 0 after a disconnect

    • Delay in character and map icons updating after returning to lobby post match

    • Text typos in end user license agreement

    • Missing executions in menu

    • Native platform invite missing in custom lobbies

    • Hitchhiker’s Bloody Skin missing from cosmetics menu

    • Invite delay if attempting to invite too quickly after creating a custom lobby

Fixed: Strength Attribute Description

  • Strength attribute description now includes barging doors as affected by Strength

Fixed: Missing Localizations

  • Fixed a few missing localizations for text in menu headings, etc.

Fixed: Hitchhiker 3 Trap Instant Kill

  • We have fixed an issue that allowed the Hitchhiker to place 3 traps next to each other, resulting in instant kills of Victims

Fixed: Spectator/Camera Issues

  • We have fixed the following spectator and camera related issues

    • When switching to Victim in basement to spectate, camera becomes displaced

    • Delay going into spectator mode

Fixed: Chat and Scoreboard Soft Lock

  • We have fixed an issue that would cause the game to lock up if chat was opened while viewing the scoreboard

Fixed: Slaughterhouse Out of Bounds

  • Fixed an issue that would allow users to climb a fence and exit the Slaughterhouse map into unplayable areas

Fixed: Saboteur Perk and Fusebox

  • We have fixed the Saboteur perk to now affect the fusebox, as is stated in the perk description

Fixed: Right Shift Rebind

  • You can now properly rebind the right shift key

Fixed: Chat Key Rebind

  • You can now rebind the chat key

Fixed: New Character Unlocks

  • Fixed an issue that would prevent players from purchasing new characters on certain platforms

Fixed: Party Invite Unavailable

  • This issue was causing issues inviting players when different cross play settings were being used

  • This issue would lock up follow up invites, even if settings were changed

Fixed: Visual Bug with Character Levels

  • We fixed a visual bug that would not show a fully maxed out character as having a full (yellow) progress bar

Fixed: Visual Bug with Earned Skill Points

  • We fixed a visual bug that would show “total sp earned” from custom lobbies

  • Skill Points are not earned in custom lobbies

Fixed:  Temp White Box for Player Icon

  • This fix is for a white placeholder box for player’s icons while they are joining a custom lobby

Fixed: No Sell and Leatherface Revved Up Attack

  • We have fixed an issue causing No Sell to not properly trigger when being hit by a revved up chainsaw

Fixed: Extra Drip Perk Fix

  • This issue caused the Extra Drip effect to never end if a Victim was healed by a teammate while healing themselves

  • This perk will still pop in healing events, but no longer gets stuck on

Fixed: Choose Flight Stutters

  • Resolved an issue causing a stutter or laggy appearance when using Choose Flight

Fixed: FPS Drops when Returning to Main Menu

  • We have fixed an issue causing an FPS drop when returning to the main menu from the skill tree and cosmetics screen

Fixed:  Flickering Leaves

  • Fixed an issue where some leaves would flicker and flash when certain settings are used

Fixed: Failed To Join Party Reinvite

  • We have fixed an issue that would prevent a player from being reinvited if they failed an invite due to any network error

Fixed: Next Match Dropping Party

  • Fixed an issue that would sometimes cause the party to exit to main menu despite party leader selecting “Next Match”

Fixed: Connection Issues Disabling Party Creation

  • We have fixed an issue that would lock up party creation due to intermittent connection issues

Fixed: Connection Issues Disabling Matchmaking

  • We have fixed an issue that would lock up matchmaking due to intermittent connection issues occurring when creating a party

Fixed: Next Match Join Lobby Solo

  • An issue that would cause a party member to abandon their group when selecting “Next Match” has been fixed

Fixed: Custom Lobby Failed to Launch

  • We have fixed an issue that would disband a custom lobby group if timer reaches zero

Fixed: Nancy’s House Car Collision

  • Fixed an invisible collision near a car in the junkyard section of Nancy’s House

Fixed: Nancy Cosmetic Descriptions

  • Fixed some placeholder text on Nancy’s cosmetic options

Fixed: Leatherface Concept Art Unlockable

  • Fixed the description for the Leatherface Concept Art

Fixed: Nicotero Leatherface Volume – Crawl Space Destruction

  • The volume of the Nicotero saw was too loud on crawl space destructions

  • The volume for this interaction has been lowered to match

Fixed: Windows Key Rebind

  • Fixed an issue that allowed rebinding of the Windows key

Fixed: Alt Key Rebind on Some Key Setups

  • Fixed an issue that allowed rebinding of the Alt key

Fixed: Character Blacked Out on Some Platforms/Builds

  • The team has resolved some issues that would cause elements to be blacked out on some platforms/builds

Fixed: Grandpa Perks Unequip

  • Fixed Grandpa perks so that they stay equipped from match to match

Fixed: Missing Foliage

  • We have fixed an issue that would result in missing foliage during the end game scene on some platforms

Fixed: Haptic Feedback Inconsistent

  • The team has fixed the haptic feedback so it is more consistent

Fixed: No Sell Disabled After Being Trapped

  • Fixed an issue that would make No Sell not function as intended after stepping in a Hitchhiker trap

Fixed: Multiple XP Events

  • The following XP events have been fixed

    • Recovering Health Above 50 appears when healing is canceled

    • Nancy’s ability not rewarding XP appropriately

    • Danny’s is awarded tampering XP when it shouldn’t be

    • No XP is awarded when Danny inspects and it should be

    • Recovering Health Above 50 is triggered when no healing is used

    • All Victims Killed triggering despite not killing all Victims

    • XP is awarded twice for killing at the gallows

Fixed: Well Interaction Lock

  • Fixed an issue that would lock interactions if a Victim tries to use a well after stepping in a Hitchhiker trap

Fixed: Well Connection Disruption

  • An issue that would cause a character to get stuck if connection is unstable when using a well has been fixed

Fixed: Missing Voice Lines

  • Added in the missing voice lines for when a Victim exceeds noise thresholds in minigames

Fixed: Victim Stamina Bonus

  • We have fixed an issue that was awarding a stamina bonus to Victims incorrectly

Fixed: Blood Trails

  • We have matched up the Victim blood trails across platforms

Fixed: Grandpa Perks UI

  • An issue has been fixed that caused the Grandpa perk icon to not be highlighted as active if the level has been skipped by excess feeding

Fixed: Car Crawl Stuck

  • Fixed an issue that would cause a Victim to become stuck if they crawl through a car and step in a Hitchhiker trap

Fixed: Trap Bypass

  • We have fixed an issue where Victims could bypass a trap if placed too closely to a traversal

Fixed: Hunt Not Canceling Properly

  • Johnny’s Hunt ability should cease when the hunted Victim is executed

  • This has been fixed so that the ability functions as intended

Fixed: Sonny Ability and Minigames

  • We have fixed an issue that would silence the minigame audio if Sonny’s ability is active

Fixed: Skill Tree Resets

  • The skill tree issue causing it to reset unintentionally has been fixed

Fixed: Leatherface Connection Disruption

  • We have fixed an issue that would make Leatherface unresponsive if connection is interrupted during a destruction event

Fixed: Tourniquet Fixed

  • The Tourniquet perk is now fixed and will no longer stay active indefinitely if two health items are used consecutively

  • We have also fixed an issue with Tourniquet where connection interruptions would make the perk active indefinitely

Fixed: Victim Noise Marker and Hiding Spots

  • Fixed an issue where the noise indicator would not stick to Victims after bursting out of hiding spots

  • This is related to the change that pings stick to Victims when making noise

Fixed: Must Have Been the Wind

  • We have fixed the perk Must Have Been the Wind to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Twinkle Toes

  • We have fixed the perk Twinkle Toes to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Quick Exit

  • Fixed the Quick Exit perk (Danny) so it no longer resets crawl space opening progress if Family member leaves proximity

Fixed: Spotter

  • We have fixed an issue with the Spotter perk that would increase the range unintentionally

Fixed: Second Wind

  • Fixed the perk Second Wind to function as described

Fixed: Efficient Backstabber

  • Efficient Backstabber will now work when stabbing Grandpa

Fixed: Fusebox Cursor Issues

  • We have fixed an issue that would lock up a cursor on screen after completing the fusebox puzzle

Fixed:  Nicotero Blood Splatter

  • Fixed an issue where the Nicotero Leatherface shirt would not get any blood on it when executing Victims

Fixed: Leatherface Door Destruction

  • If Leatherface starts the animation of destroying a door with his saw, it can no longer be opened during the animation

  • This issue was caused by another Family member opening the door just after Leatherface selects to destroy it, resulting in overlap

Fixed: Leatherface Missing Idle Animation

  • Fixed the missing idle animation after Leatherface overheats his saw and after an overhead attack

  • Previously, Leatherface would appear still, without his usual idle

Fixed: Ladders and Hands

  • Fixed an issue where hands would not appear properly aligned with ladders when in use

Fixed: Victim Restraints

  • Fixed an issue where if a Victim is hit before getting out of their restraints, they would fall, then pop back up into the restraints

  • Now, if hit before escaping restraints, Victim will fall normally and stay free

Fixed:  Trapped Victim Gate Bypass

  • Fixed an issue where a Victim could bypass locked doors and gates by becoming incapacitated by a Hitchhiker trap

Fixed: Hitchhiker Trap Collection

  • We have fixed an issue where the Hitchhiker could not collect traps if they were too close to certain interaction items like ladders and doors

Fixed: Victims, Incapacitations, and Hiding Spots

  • Fixed a really weird bug where if a Victim uses a hiding spot and exits due to incapacitation, then a second Victim does the same thing on the same hiding spot, the first Victim instantly dies

  • To the one person who might have experienced this, you’re welcome

Fixed: Sissy Stun Lock

  • We have fixed an issue where Sissy would become permanently stunned if hit by a Victim exiting a hiding spot

Fixed: Grandpa Detection

  • Fixed and issue where Grandpa would detect Victims who are moving inaccurately at higher levels

  • This issue was detecting Victims for smaller amounts of time at higher Grandpa levels

Fixed: Victim Traversal Lock

  • We have fixed an issue where Victims would get stuck in the traversal animation on gaps when entering the gap at the same time they are snared by barbed wire (Nancy)

Fixed: Ghost Victim in North Cell

  • Fixed an issue where a Victim who escaped from the driveway exit would have their character model appear in the North Cell on Family House

Fixed: Invincible Victim in Crawl Space

  • We have fixed an issue where Victims would be invincible if connection is interrupted while they traverse a crawl space

Fixed: Safe Window Jumps

  • Fixed an issue where a Victim would not take accurate damage if connection is interrupted when jumping through a window

Fixed: Torn Apart Execution Audio

  • We have fixed an issue that caused the Torn Apart execution for Johnny to have no audio

Fixed: Unlock Tool Alignment

  • Fixed the alignment of the unlock tool on certain doors when Victims are picking the lock

Fixed: Healing While Disconnecting

  • Fixed an issue that would lock up a Victim player if they experience connection issues during healing an ally

Fixed: Stuck In Animations

  • Fixed an issue where a player would become locked in interaction animations if connection is interrupted

Fixed: Locked on Valve Pickup

  • Fixed an issue where a player would become locked up if experiencing connection issues while gathering a valve handle

Fixed: Leatherface Carry

  • Fixed an issue where Victims who have disconnected cannot be carried by Leatherface

Fixed: Grapple Disconnects

  • Fixed an issue where the grapple animation would persist if the player disconnects and rejoins

Fixed: Victim Attacked While Disconnected

  • Fixed an issue where if a Victim is disconnected while interacting with a minigame, then attacked, they cannot move when rejoining the session

Fixed: Camera Control

  • Fixed an issue where players would lose camera control if experiencing connection interruption during the restraints minigame

Fixed: Valve progress and Rejoin

  • Fixed a discrepancy in the valve progress shown to players who disconnect and rejoin

Fixed: Loading Screen Loop

  • Fixed an issue with an infinite loading screen/title screen loop if a player accepts an invite while in certain menus and tutorials

Fixed: Cook Idle Crash

  • Fixed an issue where Cook being kicked for idle would crash the game for the Cook player

Fixed: Cook Gas Station Crash

  • Fixed an issue where Cook player would experience a game crash on load in to the Gas Station map

Fixed: Gallows Spectate Crash

  • Fixed an issue where the game would crash if the player is spectating a Victim being killed on gallows and exits to the main menu

Fixed: Healing Traps

  • We have fixed an issue with the damage modifier for Hitchhiker traps that would unintentionally heal Victims

  • This upgrade to the Trap ability will now function as described in game

Fixed: Camera On Johnny

  • Fixed an issue with the camera becoming misplaced on Johnny after he steps on an active cattle grid with his ability active

Fixed: Restraints Animation

  • We have fixed an issue with the animation for the restraints minigame for the female Victims that would appear as if they were detached halfway through the minigame

Fixed: Scaling Issues

  • Fixed an issue with scaling on certain platforms and systems

Fixed: Frame Rate Issues in Basement

  • Fixed an issue that would cause an inconsistent frame rate in the basement, near Leatherface spawn

Fixed: Loud Leatherface Feet

  • Fixed an issue that would make Leatherface’s footsteps sound too loud at longer distances

Fixed: Stuck Spots on Family House

  • The following stuck spots on Family House have been fixed in this patch

    • Victims become stuck on the bushes in front of the Family House

    • Family become stuck if feeding Grandpa on the bone room side

Fixed: So Close

  • Fixed the So Close achievement/trophy so that it will not pop if the fusebox escape door is closed

Fixed: Turning Off the Valve

  • Fixed a bug that would allow Family to turn off the pressure valve too quickly by using their ability while interacting with the valve handle

Changed: Character Outlines when Making Noise

  • We have changed how character outlines function when triggering noise makers

    • Players who make noise will now have a red noise outline attached to them for a few seconds

    • Making noise with bonecharms, Nuggets, bone piles, door slams, and toolboxes will be affected, sliding metal doors will not

    • This is intended to incentivize stealthy play

Changed: Mute All Option

  • We have added the option to quickly mute all players in a lobby

Changed: Auto Crouch Toggle

  • We have added the option to toggle auto crouch on or off

  • The option can be found in the “Input” section of the options menu

Changed: Nancy’s House Valve Tank Locations

  • The team has incorporated feedback from the Slaughterhouse map to improve Nancy’s House

Changed: Victim Abilities at Match Start

  • Victim abilities will now start the match with a 60 second cooldown

Changed: Hitchhiker Traps and Pressure Valves

  • We have removed the safe zone in front of the pressure valve so that the Hitchhiker can trap the device

Changed: Gas Station Smoke Room

  • We have added a gate to the smoke room exit

  • We have also closed the gap between the smoke room and the side room

Changed: Hiding Invite Codes

  • We have made invite codes able to be hidden

  • This should help reduce unwanted sharing of the codes

Changed: Valve Pressurizing After Close

  • When Family closes the valve, it will now build pressure back up, reducing Victim progress towards the gate opening

Changed: Variable Lobby Timer

  • We have changed the behavior of the lobby timer, depending on how many players have hit “ready”

  • If 5 out of 7 players in a lobby hit “ready” the lobby timer will drop to 30 seconds

Changed: Grandpa Awakened Cut Scene

  • We have removed the Grandpa Awakened cut scene

  • It has been replaced with a simple banner notification to inform players

Changed: Leatherface Requirement

  • We have removed the requirement for Leatherface in every match

  • This change does not affect anything other than the requirement

  • Maps, barricades, and Family spawns are unchanged

Changed: Gas Station Fuse and Fusebox Spawns

  • We have changed the spawn locations for some fuses on Gas Station

  • We have changed a few spawns for the fusebox itself as well

  • This should help prevent scenarios where a fuse spawns near a fusebox

Changed: Character Bio Localization

  • We have updated and fixed some of the localizations on character bios

Tuned: Cook’s Seek Ability Consumption

  • We have adjusted the consumption rate for the Cook’s Seek ability

  • His ability should now drain while searching for noises

  • His ability should now continue to drain while focusing on sounds

Tuned: Map Weighting in Backend

  • We have opened up controls on the backend to adjust map weighting

  • Example: we can now make Nancy’s House weighted above the others

  • This can help make maps come up in rotation more or less frequently, depending on setting

Tuned: Various Telemetry Data Events

  • Telemetry data can help the team balance the game as deigned

  • This will help us more accurately balance parameters based on data

  • We have also disabled some unneeded events to preserve performance

  • The following parameters can now be tracked more accurately

    • Specific character and specific noise trigger

    • Time spent matchmaking

    • Time spent in lobby

    • Time spent in match

    • Customization elements and popularity

    • Platform details for network error events

    • Match abandoned

    • Family disabling fusebox

    • Perk levels at match start

    • Ability levels at match start

Tuned: Gallows Kill XP

  • We have raised the XP earned for a gallows kill above the standard XP for an execution

  • We have added a notification for the gallows kill when earned

Tuned: Nicotero Saw Volume

  • We have adjusted the volume for the Nicotero Saw

  • The volume of the saw has been increased to bring it more in line with the default saw

Tuned: Cook Tags Duration

  • We have adjusted the Cook’s Seek ability tags duration

  • This is a reduction of the amount of time Victims will stay tagged

Tuned: Johnny Sprint Attack

  • We have further tuned Johnny’s lunge when attacking and sprinting

  • This brings him more in line with the other Family members

Tuned: Cook’s Seek Counter

  • We have adjusted the Seek ability to not detect Victims who are crouched and moving slowly

Tuned: Nancy’s Ability and Spotting Bonus

  • Refined the spotted a Victim bonus to be more accurate when Nancy activates her ability, to avoid potential spam/XP farm

Tuned: Wake Up Grandpa

  • We have adjusted the threshold for waking up Grandpa

  • It should now require slightly more noise to wake Grandpa up on the Victim side

  • Auto wake up events will still wake him up normally

Tuned: Johnny’s Hunt Counter

  • We have adjusted the Hunt ability to not detect Victims who are crouched and moving slowly

Tuned: Slaughterhouse Balance

  • We have made various changes to Slaughterhouse in order to balance the map accordingly

    • Valve pressure tanks moved upstairs and out of the basement

    • Moved valve handle pickup locations to be further from the tanks

    • Slaughterhouse building door can now have a padlock added to it

    • Added Nuggets to the Slaughterhouse building

    • Added Nuggets to the Facilities building

Tuned: Base Sensitivity Defaults

  • We have made minor tweaks to the base control sensitivity

Tuned: Prey Drive and Cook’s Seek

  • Previously, Cook could activate the Prey Drive perk by simply hovering over a Victim

  • Now, Cook will need to fully spot the Victim for Prey Drive to activate

Tuned: Pins and Needles Perk

  • We have tweaked the Pins and Needles perk for Nancy to be more in line with other perks that feature a percent chance to keep an item

Tuned: Security Pins Tuning

  • We have adjusted the Security Pins perk to only affect Cook’s padlocks

Tuned: Slaughterhouse Escape Volumes

  • We have brought the escape volumes in towards the cattle grids on Slaughterhouse escape gates to limit trolling

Tuned: Well Jump I-Frames

  • Previously, Victims could be hit multiple times on their way into a well, creating various issues

  • Now, being hit on the way into a well will only damage the Victim once and then force them into the well

Tuned: Adjusted Haptic Feedback

  • We have reduced the haptic feedback slightly to not feel so excessive

That’s one big update!

Source: Texas Chain Saw Game

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James Lara

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

Home > News

Texas Chainsaw Massacre Update 1.10 Adds a Free Map and More; Patch Notes Listed

GUN Interactive has pushed out Texas Chainsaw Massacre update 1.10 , and this is a pretty big patch that not only adds a free map and new characters, but also a ton of gameplay improvements! Read on for everything new in the official patch notes available below.

Texas Chainsaw Massacre Update 1.10  Patch Notes | Texas Chainsaw Massacre Nancy’s House Patch Notes:

Fixed: Nancy’s Trap Alerts

  • We have fixed an issue where Nancy’s traps did not trigger any notifications

Fixed: Various Footstep Audio

  • The following audio issues have been fixed in this patch

    • Footsteps from players in the tunnels can be heard above ground on Family House

    • Phantom footsteps can be heard while standing in front of the Family House

Fixed: Translated Character Bios

  • We have fixed an issue where the character bios for Connie, Leland, Julie, Cook, and Sissy were not translating to players selected language

Fixed: Disappearing Ladder in Trophy Room

  • We have fixed an issue where a ladder in the Trophy Room on Nancy’s House disappeared after using it

Fixed: Nancy’s Trap Outlines

  • We have fixed an issue where Nancy’s traps showed a hologram outline

Fixed: “I’m Comin’ for Ya” Achievement

  • We have fixed an issue where the “I’m Comin’ for Ya” achievement would unlock without meeting the requirements

Fixed: Various Execution Animations

  • The following execution animation issues have been fixed in this patch

    • Victim’s models ragdoll too early during Hitchhiker’s “You Hear Me” execution

    • Nancy’s weapon isn’t aligned with a Victim’s neck during her “Road Kill” execution

    • Victim’s models ragdoll during the second hit of the Cook’s “Stick it to Them” execution

Fixed: Various Johnny Animations

  • We have fixed an issue where Johnny’s footprints would disappear abruptly when his special ability ends

    • Footprints will now fade away over time

    • We have fixed an issue where Johnny wasn’t looking at the floor while using his special ability to follow victims footsteps

Fixed: Blood Reflection Flickering on Low Graphic Settings

  • We have fixed an issue where blood reflections flickered in the Gore Room on Family House when using the low graphic settings

Fixed: Mud Pile Asset Not Appearing

  • We have fixed an issue where mud piles were not appearing on the Family House map

Fixed: Inconsistent Range When Listening to Noise from Items

  • We have fixed an issue where there’s an inconsistent hearing range when players went over the noise thresholds while searching for a lockpick or bone pile on Family House

    • Now, when too much noise is made when grabbing a lockpick or searching a bone pile, the range the sound can be heard is consistent between the two

Fixed: Various Audio Issues

  • The following audio issues have been fixed in this patch

    • Various ambient noises on Nancy’s house ending abruptly

    • Sound occlusion is the same for a closed and open garage door

    • Passing the noise threshold when collecting a bone scrap could be heard through the ground

    • Audio missing in the “Recording the Saw” behind the scenes unlockables

    • Audio from outside cuts off when inside the Barn on Family House near the front road

    • Audio for the gates on Slaughterhouse cannot be heard

Fixed: Spectating Lockpicking Audio

  • We have fixed an issue where players would hear a loud boom sound when spectating a teammate completing the lockpicking minigame

Fixed: Voice Chat Drops in Lobby and Match

  • We have fixed an issue where voice chat isn’t functional in both the lobby and during a match when using ‘push to talk’ and ‘on’ settings

Fixed: Family Stun Locked After Close Encounter and Sneak Attack

  • We have fixed an issue where if a Family member is sneak attacked after losing a close encounter they were stun locked and unable to attack or interact with the environment for the rest of the match

Fixed: Camera Angles and Crawl Spaces

  • We have fixed an issue where the camera would focus on the character’s leg when a Victim player stands up after going through a crawl space

Fixed: Character Ability XP Gain

  • We have fixed an issue where players would see -1 for their character ability as well as showing that no XP had been gained

Fixed: Text Chat Not Working in Lobby Chat When Using Mouse

  • We have fixed an issue where text chat would not work when clicking the text box with a mouse

Fixed: Intro Crawl Text Issues

  • The following intro crawl issues have been fixed in this patch

    • Crawl text does not play when starting up The Texas Chain Saw Massacre

    • Crawl text would cut off too early

Fixed: “No valid user ID yet” Error

  • We have fixed an issue with the LogBBQCore: Error: UBBQGameInstance::FetchAndLoadPlayerStats – No valid user ID yet showing up in the logs

Fixed: Various Crashes

  • The following crashes have been fixed in this patch

    • Game would crash when a Family member reconnects to a match after disconnecting and being sneak attacked

    • Server would crash if Danny was a playable victim in a match

    • Game would crash after X-ing out of the title or using ALT F4

Fixed: Executed Victims Appear Alive in Spectator Mode

  • We have fixed an issue when a Victim disconnects and gets executed, upon rejoining, the victim appears alive in spectator mode

Fixed: Invalid Credentials Error After 1 Hour of Gameplay

  • We have fixed an issue where some players would receive an Invalid Credentials Error after playing continuously for over 1 hour

Fixed: Foliage Popping In and Out on Family House

  • We have fixed an issue where some foliage and environmental assets would pop in and out, potentially exposing hiding Victims

Fixed: Victims Unable to Move After Traversing Ladder on Family House

  • We have fixed an issue where if a victim drops down the ladder in the Blood Bathroom on the Family House map and climbs up it again, they would get stuck when reaching the top

Fixed: Family House Assets Being Climbable

  • The following climbable objects issues have been fixed in this patch

    • Players able to climb over a Blood Bucket in Leatherface’s Lair

    • Players able to climb over a chair in the Side Garden Tunnel

Fixed: Players Getting Stuck on a Door

  • We have fixed an issue where players would get stuck between the door and assets next to the walls in Basement Storage on Family House

Fixed: Safe Spot – Silencing Nugget on Family House

  • We have fixed an issue where if a victim stabs the Nugget near the Windmill at a certain angle, they would land on top of the wooden box asset rendering them unhittable

Fixed:  Bottle Clipping into a Health Potion on Family House

  • We have fixed an issue where a bottle was clipping into a health potion in the Sitting Room

Fixed: Blood on Family Members – Family House

  • We have fixed an issue where blood on Family members appears golden in the corner of the Bone Room

Fixed: Blacked Out Newspaper Texture

  • We have fixed an issue where the newspaper on the floor of the Bathroom on the Gas Station map has a blacked out texture

Fixed: Car Battery on Gas Station

  • We have fixed an issue where the car battery in the Backfield area was misaligned with the car

Fixed: Stuck Spots on Gas Station Map

  • The following stuck spots on Gas Station have been fixed in this patch

    • Players would get stuck on a mattress in the House Basement while crouching

    • Players would get stuck on wooden pallets when silencing Nugget at a certain angle in the Compound area

    • Players would get stuck on a log in the Compound area

Fixed:  Lighting Issues on Gas Station

  • The following lighting issues have been fixed in this patch

    • Lighting in the Kitchen area appeared to flicker and be pixelated during the Day variant

    • Kitchen area lighting caused shadows to flicker on the walls

    • Light leaks in the Kitchen area when traversing the gap from the Kitchen to the Living Room

    • Lights flicker on the wall in the Barn area

Fixed: Players Floating on Gas Station Map assets

  • The following floaty bits have been fixed in this patch

    • Players would appear to be floating on the branches in the Exterior area near the Road Exit

    • Players appeared to be floating while sprinting against the edge of the stair railing in Leatherface’s Lair

Fixed: Surface Collision Missing on Gas Station

  • We have fixed an issue where the surface collision on the Main Road area is missing and players would sink into the road textures

Fixed: Illogical Hiding Spot on Gas Station

  • We have fixed an issue where Victims would be hidden in a spot in the Exterior area next to the Workshop, despite it being exposed and well lit on the day variant

  • Night variant is logical and unchanged due to the shadows present in that spot

Fixed: Shadows Fading on Foliage and Trees

  • We have fixed an issue where shadows appeared to fade in when running towards foliage and trees on Family House Map

Fixed: Light Bleeding from Leatherface’s Chainsaw

  • We have fixed an issue when Leatherface’s chainsaw sparks from hitting a metal object, those sparks could be seen under the walls

Fixed: Lighting Issues on Slaughterhouse

  • The following Slaughterhouse lighting issues have been fixed in this patch

    • Lighting was illogical on the wall and roof of the Slaughterhouse corridor

    • Lighting was illogical in the Meat Inspection area

Fixed: Incorrect Location Name on Nancy’s House

  • We have fixed an issue where a room was labeled as ‘Exterior’ between the North Tunnel and Trophy Room

Fixed: Bone and Skull Clipping on Slaughterhouse

  • We have fixed an issue where the bone and skulls of a barricade were clipping into the wall in the West Tunnel

Fixed: Stuck Spots on Slaughterhouse

  • The following Slaughterhouse stuck spots have been fixed in this patch

    • Players would get stuck on the mattress in the Garage area

    • Cook and Hitchhiker would get stuck in the wall if a fuse didn’t spawn in the Cutting Room

Fixed: Invisible Collision in Bushes on Slaughterhouse

  • We have fixed an issue where there is an invisible collision on the bushes outside of the Garage area

Fixed: Various Textures

  • The following texture issues have been fixed in this patch

    • Texture of a rusty metal sheet in the South Tunnel on Slaughterhouse appeared as transparent on one side

    • Textures loaded in slowly on low settings at the beginning of a match

Fixed: ‘Face Grinder’ Execution Not Present

  • We have fixed an issue where the ‘Face Grinder” execution was not present in the execution selection menu

Fixed: Stamina Boost Regeneration when a Victim Disconnects

  • We have fixed an issue where stamina regeneration boosts for all Victim players close to a Victim who disconnects

Fixed: Engine.ini File Edits to Remove Foliage

  • We have fixed an issue where players were able to change the engine.ini files to remove and adjust foliage

  • Those files have been strengthened to combat exploitive player behavior

Fixed: Victims Bypass a Fence to Collect a Bone Scrap on Gas Station

  • We have fixed an issue where Victim players were able to travel to the opposite side of the fence near the Garden Shed to collect a bone scrap

Fixed: Disconnection Exploit

  • We have fixed an issue where players would disconnect from the internet while moving in order to not receive damage from attacks, break chase, create a distraction, or to scare victims out of hiding spots

  • Disconnected players will now stay in place upon disconnection

Fixed: Door Slamming Dead Victims for XP

  • We have fixed an issue where Family players could repeatedly door slam a dead victim for XP if executed in a doorway

Fixed: Players Gaining 2x XP with Spectator Mode

  • We have fixed an issue where players were granted XP twice when they immediately left spectator mode after entering it

Fixed: Audio Bug with Fuse Door Slam

  • Fixed an audio issue that made the fusebox door slam sound not trigger

Fixed: XP Earned Despite Disconnect

  • We fixed an issue that would cause Family members to not earn kill XP if the Victim disconnects during the execution

Fixed: Redirect to Platform Store

  • Fixed an issue causing the link to the store page not to function on some platforms

Fixed: Party Voice Chat

  • We resolved and issue that would cause voice chat not to work properly for some party members

Fixed: Spectator Camera Drag

  • Improved responsiveness of camera switching between spectating different Victims

Fixed: Push To Talk Stuck

  • Fixed an issue that would cause the voice chat to be stuck open even when PTT is selected

  • This issue occurred most when exiting the pause menu

Fixed: Various Minor UI/HUD Issues

  • The following UI/HUD issues are fixed in this patch

    • Typo corrected in Victim Condition Level 3

    • Part of Spectator UI remaining visible in pause menu

    • Network Error box that cannot be closed without restarting

    • Fixed placeholder text in loading screen tip

    • Missing “MAX” level indicator when reaching level 99

    • Victim portrait corners are darkened when escaped or disconnected

Fixed: Various Minor UI Issues

  • The following UI issues are fixed in this patch

    • Unlockable videos stuttering on some platforms

    • Rebinding keys causes skill tree video to not show button icons

    • Keyboard not showing on certain platforms in certain modes

    • Entering spectator mode sometimes removes button functions

    • Several visual bugs in ability tree menu

    • Freezing briefly when exiting skill tree fullscreen mode

    • Performance mode option showing on inapplicable platforms

    • Placeholder videos on some platforms in unlockables

    • Placeholder text in Saboteur perk description

    • Loss of function if party hosts starts matchmaking while others are in menus

    • Party leader disconnecting while on menu does not disband party

      • This refers to main menu disconnect, such as due to outage or interruption, not leaving a match intentionally

      • The party should disband here, so that they are not stuck

      • The bug caused certain party members to be stuck in party

    • Player level showing 0 after a disconnect

    • Delay in character and map icons updating after returning to lobby post match

    • Text typos in end user license agreement

    • Missing executions in menu

    • Native platform invite missing in custom lobbies

    • Hitchhiker’s Bloody Skin missing from cosmetics menu

    • Invite delay if attempting to invite too quickly after creating a custom lobby

Fixed: Strength Attribute Description

  • Strength attribute description now includes barging doors as affected by Strength

Fixed: Missing Localizations

  • Fixed a few missing localizations for text in menu headings, etc.

Fixed: Hitchhiker 3 Trap Instant Kill

  • We have fixed an issue that allowed the Hitchhiker to place 3 traps next to each other, resulting in instant kills of Victims

Fixed: Spectator/Camera Issues

  • We have fixed the following spectator and camera related issues

    • When switching to Victim in basement to spectate, camera becomes displaced

    • Delay going into spectator mode

Fixed: Chat and Scoreboard Soft Lock

  • We have fixed an issue that would cause the game to lock up if chat was opened while viewing the scoreboard

Fixed: Slaughterhouse Out of Bounds

  • Fixed an issue that would allow users to climb a fence and exit the Slaughterhouse map into unplayable areas

Fixed: Saboteur Perk and Fusebox

  • We have fixed the Saboteur perk to now affect the fusebox, as is stated in the perk description

Fixed: Right Shift Rebind

  • You can now properly rebind the right shift key

Fixed: Chat Key Rebind

  • You can now rebind the chat key

Fixed: New Character Unlocks

  • Fixed an issue that would prevent players from purchasing new characters on certain platforms

Fixed: Party Invite Unavailable

  • This issue was causing issues inviting players when different cross play settings were being used

  • This issue would lock up follow up invites, even if settings were changed

Fixed: Visual Bug with Character Levels

  • We fixed a visual bug that would not show a fully maxed out character as having a full (yellow) progress bar

Fixed: Visual Bug with Earned Skill Points

  • We fixed a visual bug that would show “total sp earned” from custom lobbies

  • Skill Points are not earned in custom lobbies

Fixed:  Temp White Box for Player Icon

  • This fix is for a white placeholder box for player’s icons while they are joining a custom lobby

Fixed: No Sell and Leatherface Revved Up Attack

  • We have fixed an issue causing No Sell to not properly trigger when being hit by a revved up chainsaw

Fixed: Extra Drip Perk Fix

  • This issue caused the Extra Drip effect to never end if a Victim was healed by a teammate while healing themselves

  • This perk will still pop in healing events, but no longer gets stuck on

Fixed: Choose Flight Stutters

  • Resolved an issue causing a stutter or laggy appearance when using Choose Flight

Fixed: FPS Drops when Returning to Main Menu

  • We have fixed an issue causing an FPS drop when returning to the main menu from the skill tree and cosmetics screen

Fixed:  Flickering Leaves

  • Fixed an issue where some leaves would flicker and flash when certain settings are used

Fixed: Failed To Join Party Reinvite

  • We have fixed an issue that would prevent a player from being reinvited if they failed an invite due to any network error

Fixed: Next Match Dropping Party

  • Fixed an issue that would sometimes cause the party to exit to main menu despite party leader selecting “Next Match”

Fixed: Connection Issues Disabling Party Creation

  • We have fixed an issue that would lock up party creation due to intermittent connection issues

Fixed: Connection Issues Disabling Matchmaking

  • We have fixed an issue that would lock up matchmaking due to intermittent connection issues occurring when creating a party

Fixed: Next Match Join Lobby Solo

  • An issue that would cause a party member to abandon their group when selecting “Next Match” has been fixed

Fixed: Custom Lobby Failed to Launch

  • We have fixed an issue that would disband a custom lobby group if timer reaches zero

Fixed: Nancy’s House Car Collision

  • Fixed an invisible collision near a car in the junkyard section of Nancy’s House

Fixed: Nancy Cosmetic Descriptions

  • Fixed some placeholder text on Nancy’s cosmetic options

Fixed: Leatherface Concept Art Unlockable

  • Fixed the description for the Leatherface Concept Art

Fixed: Nicotero Leatherface Volume – Crawl Space Destruction

  • The volume of the Nicotero saw was too loud on crawl space destructions

  • The volume for this interaction has been lowered to match

Fixed: Windows Key Rebind

  • Fixed an issue that allowed rebinding of the Windows key

Fixed: Alt Key Rebind on Some Key Setups

  • Fixed an issue that allowed rebinding of the Alt key

Fixed: Character Blacked Out on Some Platforms/Builds

  • The team has resolved some issues that would cause elements to be blacked out on some platforms/builds

Fixed: Grandpa Perks Unequip

  • Fixed Grandpa perks so that they stay equipped from match to match

Fixed: Missing Foliage

  • We have fixed an issue that would result in missing foliage during the end game scene on some platforms

Fixed: Haptic Feedback Inconsistent

  • The team has fixed the haptic feedback so it is more consistent

Fixed: No Sell Disabled After Being Trapped

  • Fixed an issue that would make No Sell not function as intended after stepping in a Hitchhiker trap

Fixed: Multiple XP Events

  • The following XP events have been fixed

    • Recovering Health Above 50 appears when healing is canceled

    • Nancy’s ability not rewarding XP appropriately

    • Danny’s is awarded tampering XP when it shouldn’t be

    • No XP is awarded when Danny inspects and it should be

    • Recovering Health Above 50 is triggered when no healing is used

    • All Victims Killed triggering despite not killing all Victims

    • XP is awarded twice for killing at the gallows

Fixed: Well Interaction Lock

  • Fixed an issue that would lock interactions if a Victim tries to use a well after stepping in a Hitchhiker trap

Fixed: Well Connection Disruption

  • An issue that would cause a character to get stuck if connection is unstable when using a well has been fixed

Fixed: Missing Voice Lines

  • Added in the missing voice lines for when a Victim exceeds noise thresholds in minigames

Fixed: Victim Stamina Bonus

  • We have fixed an issue that was awarding a stamina bonus to Victims incorrectly

Fixed: Blood Trails

  • We have matched up the Victim blood trails across platforms

Fixed: Grandpa Perks UI

  • An issue has been fixed that caused the Grandpa perk icon to not be highlighted as active if the level has been skipped by excess feeding

Fixed: Car Crawl Stuck

  • Fixed an issue that would cause a Victim to become stuck if they crawl through a car and step in a Hitchhiker trap

Fixed: Trap Bypass

  • We have fixed an issue where Victims could bypass a trap if placed too closely to a traversal

Fixed: Hunt Not Canceling Properly

  • Johnny’s Hunt ability should cease when the hunted Victim is executed

  • This has been fixed so that the ability functions as intended

Fixed: Sonny Ability and Minigames

  • We have fixed an issue that would silence the minigame audio if Sonny’s ability is active

Fixed: Skill Tree Resets

  • The skill tree issue causing it to reset unintentionally has been fixed

Fixed: Leatherface Connection Disruption

  • We have fixed an issue that would make Leatherface unresponsive if connection is interrupted during a destruction event

Fixed: Tourniquet Fixed

  • The Tourniquet perk is now fixed and will no longer stay active indefinitely if two health items are used consecutively

  • We have also fixed an issue with Tourniquet where connection interruptions would make the perk active indefinitely

Fixed: Victim Noise Marker and Hiding Spots

  • Fixed an issue where the noise indicator would not stick to Victims after bursting out of hiding spots

  • This is related to the change that pings stick to Victims when making noise

Fixed: Must Have Been the Wind

  • We have fixed the perk Must Have Been the Wind to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Twinkle Toes

  • We have fixed the perk Twinkle Toes to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Quick Exit

  • Fixed the Quick Exit perk (Danny) so it no longer resets crawl space opening progress if Family member leaves proximity

Fixed: Spotter

  • We have fixed an issue with the Spotter perk that would increase the range unintentionally

Fixed: Second Wind

  • Fixed the perk Second Wind to function as described

Fixed: Efficient Backstabber

  • Efficient Backstabber will now work when stabbing Grandpa

Fixed: Fusebox Cursor Issues

  • We have fixed an issue that would lock up a cursor on screen after completing the fusebox puzzle

Fixed:  Nicotero Blood Splatter

  • Fixed an issue where the Nicotero Leatherface shirt would not get any blood on it when executing Victims

Fixed: Leatherface Door Destruction

  • If Leatherface starts the animation of destroying a door with his saw, it can no longer be opened during the animation

  • This issue was caused by another Family member opening the door just after Leatherface selects to destroy it, resulting in overlap

Fixed: Leatherface Missing Idle Animation

  • Fixed the missing idle animation after Leatherface overheats his saw and after an overhead attack

  • Previously, Leatherface would appear still, without his usual idle

Fixed: Ladders and Hands

  • Fixed an issue where hands would not appear properly aligned with ladders when in use

Fixed: Victim Restraints

  • Fixed an issue where if a Victim is hit before getting out of their restraints, they would fall, then pop back up into the restraints

  • Now, if hit before escaping restraints, Victim will fall normally and stay free

Fixed:  Trapped Victim Gate Bypass

  • Fixed an issue where a Victim could bypass locked doors and gates by becoming incapacitated by a Hitchhiker trap

Fixed: Hitchhiker Trap Collection

  • We have fixed an issue where the Hitchhiker could not collect traps if they were too close to certain interaction items like ladders and doors

Fixed: Victims, Incapacitations, and Hiding Spots

  • Fixed a really weird bug where if a Victim uses a hiding spot and exits due to incapacitation, then a second Victim does the same thing on the same hiding spot, the first Victim instantly dies

  • To the one person who might have experienced this, you’re welcome

Fixed: Sissy Stun Lock

  • We have fixed an issue where Sissy would become permanently stunned if hit by a Victim exiting a hiding spot

Fixed: Grandpa Detection

  • Fixed and issue where Grandpa would detect Victims who are moving inaccurately at higher levels

  • This issue was detecting Victims for smaller amounts of time at higher Grandpa levels

Fixed: Victim Traversal Lock

  • We have fixed an issue where Victims would get stuck in the traversal animation on gaps when entering the gap at the same time they are snared by barbed wire (Nancy)

Fixed: Ghost Victim in North Cell

  • Fixed an issue where a Victim who escaped from the driveway exit would have their character model appear in the North Cell on Family House

Fixed: Invincible Victim in Crawl Space

  • We have fixed an issue where Victims would be invincible if connection is interrupted while they traverse a crawl space

Fixed: Safe Window Jumps

  • Fixed an issue where a Victim would not take accurate damage if connection is interrupted when jumping through a window

Fixed: Torn Apart Execution Audio

  • We have fixed an issue that caused the Torn Apart execution for Johnny to have no audio

Fixed: Unlock Tool Alignment

  • Fixed the alignment of the unlock tool on certain doors when Victims are picking the lock

Fixed: Healing While Disconnecting

  • Fixed an issue that would lock up a Victim player if they experience connection issues during healing an ally

Fixed: Stuck In Animations

  • Fixed an issue where a player would become locked in interaction animations if connection is interrupted

Fixed: Locked on Valve Pickup

  • Fixed an issue where a player would become locked up if experiencing connection issues while gathering a valve handle

Fixed: Leatherface Carry

  • Fixed an issue where Victims who have disconnected cannot be carried by Leatherface

Fixed: Grapple Disconnects

  • Fixed an issue where the grapple animation would persist if the player disconnects and rejoins

Fixed: Victim Attacked While Disconnected

  • Fixed an issue where if a Victim is disconnected while interacting with a minigame, then attacked, they cannot move when rejoining the session

Fixed: Camera Control

  • Fixed an issue where players would lose camera control if experiencing connection interruption during the restraints minigame

Fixed: Valve progress and Rejoin

  • Fixed a discrepancy in the valve progress shown to players who disconnect and rejoin

Fixed: Loading Screen Loop

  • Fixed an issue with an infinite loading screen/title screen loop if a player accepts an invite while in certain menus and tutorials

Fixed: Cook Idle Crash

  • Fixed an issue where Cook being kicked for idle would crash the game for the Cook player

Fixed: Cook Gas Station Crash

  • Fixed an issue where Cook player would experience a game crash on load in to the Gas Station map

Fixed: Gallows Spectate Crash

  • Fixed an issue where the game would crash if the player is spectating a Victim being killed on gallows and exits to the main menu

Fixed: Healing Traps

  • We have fixed an issue with the damage modifier for Hitchhiker traps that would unintentionally heal Victims

  • This upgrade to the Trap ability will now function as described in game

Fixed: Camera On Johnny

  • Fixed an issue with the camera becoming misplaced on Johnny after he steps on an active cattle grid with his ability active

Fixed: Restraints Animation

  • We have fixed an issue with the animation for the restraints minigame for the female Victims that would appear as if they were detached halfway through the minigame

Fixed: Scaling Issues

  • Fixed an issue with scaling on certain platforms and systems

Fixed: Frame Rate Issues in Basement

  • Fixed an issue that would cause an inconsistent frame rate in the basement, near Leatherface spawn

Fixed: Loud Leatherface Feet

  • Fixed an issue that would make Leatherface’s footsteps sound too loud at longer distances

Fixed: Stuck Spots on Family House

  • The following stuck spots on Family House have been fixed in this patch

    • Victims become stuck on the bushes in front of the Family House

    • Family become stuck if feeding Grandpa on the bone room side

Fixed: So Close

  • Fixed the So Close achievement/trophy so that it will not pop if the fusebox escape door is closed

Fixed: Turning Off the Valve

  • Fixed a bug that would allow Family to turn off the pressure valve too quickly by using their ability while interacting with the valve handle

Changed: Character Outlines when Making Noise

  • We have changed how character outlines function when triggering noise makers

    • Players who make noise will now have a red noise outline attached to them for a few seconds

    • Making noise with bonecharms, Nuggets, bone piles, door slams, and toolboxes will be affected, sliding metal doors will not

    • This is intended to incentivize stealthy play

Changed: Mute All Option

  • We have added the option to quickly mute all players in a lobby

Changed: Auto Crouch Toggle

  • We have added the option to toggle auto crouch on or off

  • The option can be found in the “Input” section of the options menu

Changed: Nancy’s House Valve Tank Locations

  • The team has incorporated feedback from the Slaughterhouse map to improve Nancy’s House

Changed: Victim Abilities at Match Start

  • Victim abilities will now start the match with a 60 second cooldown

Changed: Hitchhiker Traps and Pressure Valves

  • We have removed the safe zone in front of the pressure valve so that the Hitchhiker can trap the device

Changed: Gas Station Smoke Room

  • We have added a gate to the smoke room exit

  • We have also closed the gap between the smoke room and the side room

Changed: Hiding Invite Codes

  • We have made invite codes able to be hidden

  • This should help reduce unwanted sharing of the codes

Changed: Valve Pressurizing After Close

  • When Family closes the valve, it will now build pressure back up, reducing Victim progress towards the gate opening

Changed: Variable Lobby Timer

  • We have changed the behavior of the lobby timer, depending on how many players have hit “ready”

  • If 5 out of 7 players in a lobby hit “ready” the lobby timer will drop to 30 seconds

Changed: Grandpa Awakened Cut Scene

  • We have removed the Grandpa Awakened cut scene

  • It has been replaced with a simple banner notification to inform players

Changed: Leatherface Requirement

  • We have removed the requirement for Leatherface in every match

  • This change does not affect anything other than the requirement

  • Maps, barricades, and Family spawns are unchanged

Changed: Gas Station Fuse and Fusebox Spawns

  • We have changed the spawn locations for some fuses on Gas Station

  • We have changed a few spawns for the fusebox itself as well

  • This should help prevent scenarios where a fuse spawns near a fusebox

Changed: Character Bio Localization

  • We have updated and fixed some of the localizations on character bios

Tuned: Cook’s Seek Ability Consumption

  • We have adjusted the consumption rate for the Cook’s Seek ability

  • His ability should now drain while searching for noises

  • His ability should now continue to drain while focusing on sounds

Tuned: Map Weighting in Backend

  • We have opened up controls on the backend to adjust map weighting

  • Example: we can now make Nancy’s House weighted above the others

  • This can help make maps come up in rotation more or less frequently, depending on setting

Tuned: Various Telemetry Data Events

  • Telemetry data can help the team balance the game as deigned

  • This will help us more accurately balance parameters based on data

  • We have also disabled some unneeded events to preserve performance

  • The following parameters can now be tracked more accurately

    • Specific character and specific noise trigger

    • Time spent matchmaking

    • Time spent in lobby

    • Time spent in match

    • Customization elements and popularity

    • Platform details for network error events

    • Match abandoned

    • Family disabling fusebox

    • Perk levels at match start

    • Ability levels at match start

Tuned: Gallows Kill XP

  • We have raised the XP earned for a gallows kill above the standard XP for an execution

  • We have added a notification for the gallows kill when earned

Tuned: Nicotero Saw Volume

  • We have adjusted the volume for the Nicotero Saw

  • The volume of the saw has been increased to bring it more in line with the default saw

Tuned: Cook Tags Duration

  • We have adjusted the Cook’s Seek ability tags duration

  • This is a reduction of the amount of time Victims will stay tagged

Tuned: Johnny Sprint Attack

  • We have further tuned Johnny’s lunge when attacking and sprinting

  • This brings him more in line with the other Family members

Tuned: Cook’s Seek Counter

  • We have adjusted the Seek ability to not detect Victims who are crouched and moving slowly

Tuned: Nancy’s Ability and Spotting Bonus

  • Refined the spotted a Victim bonus to be more accurate when Nancy activates her ability, to avoid potential spam/XP farm

Tuned: Wake Up Grandpa

  • We have adjusted the threshold for waking up Grandpa

  • It should now require slightly more noise to wake Grandpa up on the Victim side

  • Auto wake up events will still wake him up normally

Tuned: Johnny’s Hunt Counter

  • We have adjusted the Hunt ability to not detect Victims who are crouched and moving slowly

Tuned: Slaughterhouse Balance

  • We have made various changes to Slaughterhouse in order to balance the map accordingly

    • Valve pressure tanks moved upstairs and out of the basement

    • Moved valve handle pickup locations to be further from the tanks

    • Slaughterhouse building door can now have a padlock added to it

    • Added Nuggets to the Slaughterhouse building

    • Added Nuggets to the Facilities building

Tuned: Base Sensitivity Defaults

  • We have made minor tweaks to the base control sensitivity

Tuned: Prey Drive and Cook’s Seek

  • Previously, Cook could activate the Prey Drive perk by simply hovering over a Victim

  • Now, Cook will need to fully spot the Victim for Prey Drive to activate

Tuned: Pins and Needles Perk

  • We have tweaked the Pins and Needles perk for Nancy to be more in line with other perks that feature a percent chance to keep an item

Tuned: Security Pins Tuning

  • We have adjusted the Security Pins perk to only affect Cook’s padlocks

Tuned: Slaughterhouse Escape Volumes

  • We have brought the escape volumes in towards the cattle grids on Slaughterhouse escape gates to limit trolling

Tuned: Well Jump I-Frames

  • Previously, Victims could be hit multiple times on their way into a well, creating various issues

  • Now, being hit on the way into a well will only damage the Victim once and then force them into the well

Tuned: Adjusted Haptic Feedback

  • We have reduced the haptic feedback slightly to not feel so excessive

Whew! That’s one big update! Enjoy the new content!

Source: Texas Chain\ Saw Game

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Alex Co

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

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Killer Instinct Update 3.10 Released After 5 Years, Here’s Everything New

Iron Galaxy Studios has pushed out Killer Instinct update 3.10, and this is the game’s first update in five years! This is a pretty heft patch that includes character adjustments and more! Read on for the complete Killer Instinct update for November 28 patch notes.

Killer Instinct Update 3.10 Patch Notes for November 28:

The goal of this balance update is to reduce the frustrations some of the game’s strongest characters provide, while also giving a little love to the characters who tend to struggle even after 5 years of player effort. Not every character is getting changes, and the changes coming in will, in most cases, not affect your playstyle much. If your character didn’t get any changes, keep in mind that some of your more difficult matchups may have gotten easier! We hope these changes will breathe some new life into KI’s competitive scene, and we look forward to watching you compete for as long as you are still having fun doing so.  

The team wants to genuinely thank the community for their passion and dedication to Killer Instinct. If you never stopped playing, we hope you really enjoy the update. If you are coming back because of the changes, the community will welcome you with open arms and help you catch up, because despite being Killers, they really are that nice. 

Info 

While we did receive a multitude of requests for changes and fixes, time is not infinite. The team prioritized the issues we felt would have the largest impact, and tried to take our usual creative approach to them. Some changes, such as bug fixes, may have been passed on because they were too risky or difficult to adjust in the limited time we had to work on this update. Your understanding is appreciated. 

We will try to include the reasoning used for each set of changes below, as well as a marker to let you know if each change is intended to be a buff or a nerf. Select community members weighed in heavily on these changes to give us the best possible chance at improving a game you already love, and we’d like to give them special thanks for their time, dedication, and invaluable feedback. 

[+] – Buff, a change that should strengthen a character. 

[-] – Nerf, a change that should weaken a character. 

[+/-] – Berf, a buff and a nerf together, in perfect harmony. 

System 

  • Fixed a game wide bug that could sometimes cause projectiles to not get the first-hit 2x damage bonus. 

No Changes 

The characters below did not receive any balance adjustments, though a few did get a minor bug fix or two. There are a few reasons for that. Firstly, the changes to other characters will impact their matchups, so you’ll find that some of their hardest matchups have gotten easier. Secondly, we didn’t want to make risky changes just for the sake of making changes, so we carefully considered community feedback when deciding which issues to tackle. Lastly, we believe these characters are still very capable and strong even without any changes! From Sabrewulf’s powerful ground control to Hisako’s mixup potential to Mira’s extreme damage, we feel they should work even better in this new version and remain fun and relevant for everyone. 

  • Characters with no balance adjustments
    • Sabrewulf
    • TJ Combo
    • Kan-Ra
    • Riptor
    • Hisako
    • Cinder
    • Shadow Jago
    • Arbiter
    • Mira
    • Kilgore 

Jago 

  • [+] Increased Jago’s forward and backward walk speeds by 10%. 
    • This small improvement will help Jago maintain favorable screen position. 
  • [+] Drastically improved the hitbox and active time of Jago’s jumping Heavy Punch. 
    • This move has that ‘pizza cutter’ quality to its animation, but the hitbox on it was very conservative compared to other similar jumping attacks. These improvements should make it feel as good as it looks.  
  • [+] Tiger’s Fury adjustments 
    • Jack-of-all-trades protagonist characters often find themselves in an undesirable spot late in a game’s life cycle. Jago is a very complete character, but he does not stand out and isn’t scary in the way much of the rest of the cast is. We wanted to figure out how to add some threat to Jago’s tool kit and decided to lean into our mantra of “high risk, high reward”. To do this, we’ve decided to center Jago’s identity around the idea of “high damage Tiger’s Fury”. 
    • Light Tiger’s Fury damage is now 26 (was 18) 
    • Counterhit damage is now 32 (was 24) 
    • Medium Tiger’s Fury damage is now 30 (was 22) 
    • Counterhit damage is now 40 (was 28) 
    • Heavy Tiger’s Fury damage is now 34 (was 26) 
    • Counterhit damage is now 50 (was 32) 
    • A very significant amount of extra hitstop has been added on counterhit to help express the dramatic damage these now deal when counterhitting. 
    • While Jago’s other tools may still feel ‘middle of the road’, this change forces the opponent to respect him a lot more often for fear of the juicy counter damage. This, in turn, should allow Jago player’s a lot more chances to use the rest of their kit and give them more opportunities. 
    • The Shadow Version did not get a damage increase, as we did not want to increase Jago’s damage when cashing out juggles.  
  • [+] Made the first active frame of Shadow Wind Kick reach lower. Also made the pushbox taller for the first 4 frames.  
    • This is mainly because his Shadow Counter and normal version of Shadow Wind Kick are the same move, and he had a few situations where his Shadow Counter would whiff over top of low profiling enemies. This should alleviate that situation, but also slightly buffs the normal version of the move. 
    • Moves that pass through opponents on block, like Omen’s Slide, will still cause Jago’s Shadow Counter to whiff.  

Glacius 

  • [-] Reduced frame advantage after a successful Combo Breaker to 0 (was +4).  
    • Previously, Glacius had the most advantageous Breaker in the game, and it also put his opponent at a range that usually benefit him more than his opponents. This change should make the situation feel a bit more manageable after Glacius breaks your combo. 
  • [-] Reduced pushback on block from the Light, Medium, and Heavy Cold Shoulder attacks, so that their frame data actually matters.  
    • These are (-3, -5, and -8) on block, which remain unchanged. 
    • Previously, Glacius could be so far out of range after this attack was Blocked that most characters could not punish him even if he was very negative. 
    • Glacius players will now need to use this move more thoughtfully, or use Hail to cover themselves on block.  
  • [-] Added 4 frames of recovery time on whiff and block to Instinct Teleport Puddle Punch (both versions). 
    • It is now -16 on block (was -12) 
    • All combos from it on hit are the same, as the manual cancel window has not changed. 
    • This should make this powerful move a bit easier to punish on whiff or block for characters that previously struggled to do so.  

Thunder 

  • [-] Limited the time window in which a followup must be chosen after all versions of Sammamish. Visually, once Thunder’s feet start to drop below Jago’s head (using Jago as a measuring stick), followups will no longer be possible.  
    • Previously, Thunder could choose a Sammamish Followup up until the frame before he landed.  
    • This change should give players more time to react to Thunder’s followup choice, and force Thunder players to make that choice sooner. 
  • [-] Added 5 additional frames of recovery time to landing after a Sammamish, Surprise Knee, or Dropkick.   
    • No extra recovery time was added to landing after a Skyfall. 
  • [+] Increased forward and backward walk speeds by 20% to compensate for the longer landing recovery on Sammamish, and to help him play a more grounded game with his strong set of normal and special attacks. 
  • [+] Shortened the recovery time of Call of Sky by 5 frames. This should help him establish the Crows buff in matches against characters that can send themselves across the screen very quickly. 

Sadira 

  • [-] Fixed a bug that allowed Sadira to call her Web Instinct Projectiles during a Combo Breaker. 
    • This resulted in an exploit that allowed Sadira to get pressure off of a breaker, which is not in the spirit of the game.  
  • [+] Increased Sadira’s forward walk and backward walk speeds by 20%.  
    • This should help her maintain favorable screen positions in matchups where jumping around like an unhinged maniac isn’t as easy. 

Orchid 

  • [-] Fixed a bug that allowed Orchid to cancel her ground Combo Breaker into a Shadow Uppercat. 
    • This resulted in a powerful exploit that allowed Orchid to do some things that were not in the spirit of the game. 
  • [-] Fixed a bug that allowed Orchid to call her Jaguar Instinct Projectiles during a Combo Breaker. 
    • This resulted in an exploit that allowed Orchid to get pressure off of a breaker, which is not in the spirit of the game.  
  • [+] Instinct Mode improvements 
    • Jaguars now deal an additional 15 frames of hitstun to grounded opponents. 
    • Jaguars now launch airborne opponents into a position for a much easier juggle. 
    • Jaguar hitbox size has been increased significantly, which will make them slightly harder to jump over and easier to use in juggles. 
    • Orchid’s Instinct functions similarly in many ways to Rash’s and Sadira’s, but her potential rewards were harder to optimize due to a few of the factors above. 
  • [+] Slide Knee adjustments 
    • Light Slide is now -2 on block (was -5) 
    • Medium Slide now travels farther and faster. 
    • It now has 5 additional frames of startup time before it starts moving or can hit 
    • It now has 7 additional frames of recovery time on whiff 
    • It is now -8 on block (was -7) 
    • Heavy Slide now travels much farther and faster. 
    • It now has 10 additional frames of startup time before it starts moving or can hit 
    • It now has 22 additional frames of recovery time on whiff 
    • It is now -13 on block (was -10)  
    • Many characters on the roster have similar low-hitting slide kick special moves, and upon review it was clear that Orchid’s was the worst of the bunch. These improvements should help a lot in various aspects of Orchid’s gameplan. In fact, our first pass on updating these helped so much that we had to go back and give them slower startup and more recovery on whiff and block. 
  • [+] Adjusted the startup of Shadow Knee Slide to be immune to projectiles starting on frame 0 (was frame 2). 
  • [+] Upon review, we found a few inconsistencies in Orchid’s frame data and damage data. 
    • Counterhit Crouching Heavy Punch used to do less hitstun than a normal hit with the same move. This is now corrected. 
    • Counterhit Charged Heavy Ichi Ni San used to do less damage than a normal hit with the same move. This is now corrected. 

Spinal 

  • [+] Increased Spinal’s forward walk speed by 20%. 
  • [+] Increased Spinal’s backward walk speed by 10%. 
    • These should help Spinal find better spacing in more matchups to land those crucial anti airs and pokes. 

Fulgore 

  • [+/-] Blade Dash Adjustments 
  • [-] Adjusted Blockstun on all normal uncharged versions of Blade Dash to make them more negative. 
    • Light version is now -4 on block (was -2) 
    • Medium version is now -6 on block (was -3) 
    • Heavy version is now -8 on block (was -4) 
  • [+] Fulgore can now pip cancel Blade Dash on whiff or block into any of the following special moves; Energy Bolt, Eye Laser, Plasmaport, Plasma Slice. 
    • Previously, only Plasma Slice was available, and only on whiff. 
    • Blade Dash is a powerful tool that lets Fulgore close in without much risk. To adjust this, we wanted to try making it more negative on block and forcing Fulgore to use pip cancels to cover himself. While we liked this plan, it turns out the only move Fulgore was allowed to pip cancel into from Blade Dash was Plasma Slice, and only on whiff. To make this change make sense, we had to open up some options to Fulgore.  
    • The result of this has weakened one of Fulgore’s best options in neutral, but has increased the strength of his Instinct Mode, so we’ve opted to pull back on Fulgore in various other ways to compensate and ensure he ends up a bit weaker overall. 
  • [-] Heavy Eye Laser now deals 20 KV (was 10).  
    • This was changed due to a new looping combo the above changes gave him. 
  • [-] Instinct Mode adjustments 
    • Fulgore’s Instinct Mode became much more powerful thanks to the Blade Dash changes. To combat this, we adjusted his Instinct Mode to lose a little bit of the remaining time each time Fulgore uses a free Pip cancel.  
    • You lose 5 points for each free cancel, with the exception of Energy Bolts Two and Three, which only cost you 2 points from the Instinct Meter. 
    • For context, the Instinct Meter is 250 points long, and you automatically lose 16.6 points per second (resulting in a 15 second duration). 
  • [-] Light and Medium Eye Laser adjustments 
  • [-] Both Light and Medium Eye Lasers have had their Hitstop/Blockstop time increased from 6 frames to 15 frames. This results in a much more legible and reactable freeze frame when blocking each hit. 
  • [-] Light Eye Laser blockstun was reduced, making it -6 on block (was -2), which many characters will be able to punish. 
    • Medium Eye Laser remains -3 on block. 
    • The previous version of Light and Medium Eye Lasers were powerful pressure tools that hit low, and as a bonus, were very hard to shadow counter due to their short hitstop and Fulgore’s ability to mix up between one or two hits. We made these changes to give these moves a bit more identity and help opponents fight against them. 
    • Now Fulgore players will need to choose between a single hit low that is punishable when blocked, or a two hit low that is safe on block, but can be more easily Shadow Countered on reaction. 
  • [-] Added 6 additional frames of recovery time to Plasmaport before Fulgore is allowed to take another action.  
    • This may not sound like a lot, but in practice it makes punishing teleports in neutral much more reasonable, and reduces the speed of some of his nastiest mixups. 
  • [-] Upon review, we noticed that Fulgore’s hitstun, blockstun, and counterhitstun values on his Energy Bolt projectiles were very inconsistent. We did a pass to normalize these, and also weaken them a bit overall. 
    • Changes were made to (Hitstun, Blockstun, Counterhitstun) as follows 
    • Light Energy Bolt is now (16, 10, 21), was (21, 12, 37) 
    • Medium Energy Bolt is now (16, 10, 21), was (17, 10, 31) 
    • Heavy Energy Bolt is now (16, 10, 21), was (18, 13, 25) 
  • [-] Added 4 additional frames of hitstop and blockstop to the first hit of Double Claw (Forward+Heavy Punch) to make it a bit easier to Shadow Counter. 
  • [+] Fixed a bug causing Fulgore’s Shadow Counter Attempt to have 7 less frames of catch-time and 10 less frames of recovery time on miss than the rest of the cast. 
  • [+] Upon review, we noticed that Fuglore’s Light Cyber Uppercut did less damage on counterhit than it does on a normal hit. This is an error, so we corrected it. 
    • Light Cyber Uppercut counterhit damage is now 23 (was 18). 
    • Normal Light Cyber Uppercut damage is 20, for comparison. 

TJ Combo 

  • [+] Fixed an issue preventing TJ from canceling a kick manual into Shadow Vortex. 

Maya 

  • [+] Dagger Assault no longer ends if Maya gets hit, but will still end if she gets knocked down.
    • Dagger Assault is a lot of fun, but we had to design it conservatively to avoid it being a total nightmare for opponents. This change should make it a bit easier to use without tipping the scales too much. 

Omen 

  • [-] Reduced meter gain on all of Omen’s enders except his Rashakuken (Meter type) ender.
    • Omen remains the king of meter gain, but it ended up feeling a bit too snowbally to let Omen build so much meter off of his more damaging ender types.
    • This change should force Omen players who need meter to actually use the Meter ender, which should in-turn lower his overall damage and threat output.  

Aganos 

  • [-] Reduced the amount of hitstun inflicted by the Medium and Shadow versions of Natural Disaster to prevent them from comboing directly into Shadow Payload Assault.  
    • This change includes the Shadow Counter version of this move. 
    • This should make confirming into Aganos’ most damaging unbreakable combos much less common and require him to give you at least one breakable window in more cases before going into them. 
    • You’ll still be able to combo directly into Shadow Payload Assault if the Shadow Natural Disaster causes a recapture.  
  • [-] Reduced Wall Crash damage to 48 per wall (was 60). 
  • [-] Reduced the damage per hit from Heavy Payload Assault to 2 (was 8).  
    • This may sound drastic, but because of how many hits it does and the way scaling works, it still deals significant damage and adds a large amount of damage to his unbreakable Wall Crash setups, just a bit less than before. 
  • [-] Reduced the blockstun time on Light and Medium Payload Assault projectiles by 4 frames.  
    • This was done to prevent a true blockstring into Shadow Payload Assault’s first hit, which could lead to an unblockable setup when paired with Instinct Activation. 
  • [-] Added 7 frames of blockstop time to the shockwave projectile created by Crouching Heavy Kick in order to make it a little easier to respond to. 
  • [-] Reduced blockstun time on a few of Aganos’ jumping attacks so that if they hit on the way up, they are more negative and sometimes punishable. 
    • Jumping HP blockstun time is now 16 (was 21) 
    • Jumping HK blockstun time is now 12 (was 21) 
  • [-] Adjusted the amount of pushback opponents receive when blocking all Peacemaker related attacks. You wont be sliding fullscreen now just for blocking these. 
  • [+] Upon review, we noticed a few inconsistencies in Aganos’ frame data. 
    • Light Punch, Back + Light Punch, and Far Medium Punch all used to do less hitstun on counterhit than on normal hit. This has been corrected. 
    • Aganos can be very frustrating to fight against, so we always intended for him to be a bit weaker and only shine in the hands of a specialist player. Over time, these specialist players have taken Aganos so far that there is a solid argument for Aganos being one of the strongest characters in the game. With many of the game’s other strongest characters getting a little weaker, we didn’t want to end up in a situation where Aganos was the undisputed best. Hopefully these changes make fighting against him more fun and reasonable. 

Cinder 

  • [+] Upon review, we noticed a few inconsistencies in Cinder’s frame data. 
    • Light punch, Medium Punch, and Heavy Punch could all do less hitstun on counterhit than on normal hit. This has been corrected. 

Aria 

  • [-] Reduced damage done by all of Aria’s enders by 1-2 points per hit.  
    • This isn’t a very dramatic change, but she is widely regarded as the hardest character to break, so we felt this was fair.  
    • This change does not affect Shadow Enders or Body Swap enders.  
  • [-] Reduced the pushback when blocking Crescendo to add risk and make the frame data matter more. 
    • In particular, the Light version is -7 on block (no changes). Previously, she would bounce out of the range of punishment against most characters, which should no longer be the case. 
  • [-] Jumping Medium Kick adjustments 
    • Reduced the distance Aria pushes herself back after Jumping Medium Kick.  
    • Increased the vertical velocity Aria gives herself after using Jumping Medium Kick. 
    • This should make the move much easier to retaliate against when it whiffs or is blocked. 
  • [-] Drone Assist Call adjustments 
  • [-] Drone assist calls now leave the Drone punishable for 30 frames longer than before. 
  • [-] Booster Drone will now start moving toward Aria while still vulnerable, giving you an opportunity to attack it.  
    • Previously, because all of its recovery could happen behind the opponent, it could be nearly impossible to punish. 
  • [+/-] Increased the launch velocity and decreased the float gravity of the Sword Drone Assist to prevent it from being punishable on hit. 
    • Due to the increased recovery time on the assist calls, players were able to get hit by Sword Drone, get knocked down, then get up and hit it before it recovered. That felt wrong, so we made this change, but it also opens up new juggle possibilities for Aria. 
    • These changes will force Aria to work harder to cover her assist calls, as it had proven too easy to do so in the past. 
  • [-] Medium and Heavy Shotgun Blitz will still low crush, but they no longer do so on frame 1.  
    • Medium Shotgun Blitz gets its low crush ability on frame 5 (was 1). 
    • Heavy Shotgun Blitz gets its low crush ability on frame 4 (was 1).  
    • It was too powerful to have such a difficult-to-punish move work as a low crush so quickly. This adjustment should weaken Aria’s defense against lows considerably. 
  • [-] Added additional hitstop on block to the first hit of the Shotgun Blitz special moves. 
    • Light now has 14 frames of blockstop (was 10) 
    • Medium now has 16 frames of blockstop (was 10) 
    • Heavy now has 18 frames of blockstop (was 10) 
    • Despite being two hits, Aria’s Shotgun Blitz was notoriously difficult to Shadow Counter compared to other similar moves. It is now a bit easier on the light version, and gets even easier if Aria uses the heavier versions of the move. 
  • [+] Upon review, we noticed an inconsistency in Aria’s frame data. 
    • Crouching Heavy Punch used to do less hitstun on counter hit than on normal hit. This has been corrected. 
    • Aria is meant to be a powerful character. After all, she carries some of the highest risk in the game. As she loses her Bodies, she loses options permanently, and matches can snowball against her quite harshly. Over time, the strongest Aria players have proven that mitigating this weakness is not only quite possible, but it can leave opponents feeling like they don’t have any answers. The above changes are going to leave Aria in a very strong position, but she’ll need to play a bit more thoughtfully to not leave herself or her Drones open to counter attack.  

Kim Wu 

  • [+] Increased Kim Wu’s walk forward and walk back speeds by 15%.  
    • This should help her play grounded footsies with the best of ‘em. 
  • [+] Increased Kim Wu’s jump gravity to make her jump arc less floaty.  
    • This makes her very strong set of jumping attacks much more threatening, but may change the timings needed for any safe-jump setups you had in the past.  
  • [-] Jumping Normal Attack adjustments 
    • Because of her improved jump, some of her jumping normal attacks ended up being a bit too strong. We’ve lowered (hitstun, blockstun) time on the following moves. 
    • Jump LP is now (16,12),  was (19,12) 
    • Jump MP is now (18,14), was (20,16) 
    • Jump HP is now (18,14), was (24, 21) 
    • Jump LK is now (16,12), was (19, 12) 
  • [+] All normal versions of the Dragon Kick now ignore armor.  
    • This is a unique ability for Kim and is specifically added to help in her matchup against Aganos, which is widely regarded as the most lopsided matchup in the game. 
  • [+] Increased the travel speed and total distance traveled by Light Dragon Kick.  
    • This makes it an even stronger whiff punish tool. 
  • [-] Decreased the damage of Light Dragon Kick. 
    • Now deals 20 damage (was 30). 
    • Now deals 25 damage on counterhit (was 35). 
    • Because of the ‘first hit’ multiplier, this means that a raw Light Dragon kick now does 40 damage instead of 60, and a counterhit does 50 damage instead of 70. 
    • Considering the armor break and speed increase changes, this move ended up feeling too powerful, forcing us to scale back the damage quite a bit. 
  • [+/-] Adjusted the Medium and Heavy Dragon Kick moves to count as being in-air 1 frame sooner than before. 
    • This corrects a bug that could let Kim do a very goofy looking teleport by canceling a Medium or Heavy Dragon Kick into a Dragon Cannon specifically on frame 7. 
  • [+] Upon review, we found a few inconsistencies in Kim Wu’s frame data. 
    • Crouching Heavy Punch, Light Dragon Dance, and Medium Dragon Dance all did less hitstun on Counterhit than on normal hit. This has been corrected. 

Tusk 

  • [+] Reduced the cost of Tusk’s Berserker Cancels during Instinct mode by 30%, making his instinct mode much more threatening.  
  • [+] Upon review, we noticed an inconsistency in Tusk’s frame data.
    • Light Medium and Heavy Air Skull Splitter would all do less hitstun on counterhit than on normal hit. This has been corrected.  

Arbiter 

  • [+] Upon review, we noticed an inconsistency in Arbiter’s frame data. 
    • Light Lunge would do less hitstun on counterhit than normal hit. This has been corrected. 

Rash 

  • It looks like we found that time machine after all. 
  • [-] Wrecking Ball adjustments 
  • [-] Removed armor entirely from the air version of Wrecking Ball.  
    • Rash players were able to use this to completely circumvent the risk of approach and start their offense far too easily.  
  • [-] Wrecking Ball (air and ground versions) now has Heavy Attack priority (was Special Attack priority). 
    • Because of the lack of armor on the air version, this makes beating it cleanly much more reasonable. 
  • [-] Blockstun from the Wrecking Ball moves has been reduced. 
    • Ground version causes 10 frames of blockstun (was 18) 
    • Air version causes 10 frames of blockstun (was 24) 
  • [-] Wrecking Ball damage reduced. 
    • Light version does 14 damage (was 16) 
    • Medium version does 14 damage (was 18) 
    • Heavy version does 14 damage (was 20) 
    • This move ended up being way too powerful in the hands of a skilled player, so we pulled back on it pretty substantially. We hope this will encourage the exploration of the rest of Rash’s amazing toolkit. 
  • [-] Standing Heavy Kick adjustments 
  • [-] Added 6 frames of recovery time to Standing Heavy Kick. 
    • Also added 6 frames of Blockstun and Hitstun to Heavy Kick so that the frame advantage remains the same as it was before. 
    • This should make whiff punishing Rash’s Standing Heavy Kick much more reasonable. 
  • [-] Drastically shortened the cancel window on Standing Heavy Kick.  
    • It can now be cancelled between frames 19 and 21 (was 19 and 30).  
    • Also reduced the hitstop this move inflicts by 3 frames.  
    • As a result, hitconfirming off of this move is much more challenging. 
  • [-] Reduced the damage of Standing Heavy Kick. 
    • Deals 14 on hit (was 18) 
    • Deals 17 on counterhit (was 22) 
    • Rash’s Standing Heavy Kick was a nominee for best normal attack in the game, but these changes should align its risk and reward values better with the rest of the game.  
  • [-] Added 5 frames of recovery time to the Overhead Hammerfist command normal attack. 
    • Also added 5 frames of blockstun so that it is still -3 on block, as it was before.  
    • We did not adjust the hitstun time, because this causes a crumple or recapture state and still leaves enough advantage time for any heavy manual. It is now +16 on hit (was +21). 
    • This should make whiff punishing this move more reasonable.  
  • [-] Reduced the damage on opener versions of Battering Ram to reduce corner and instinct combo damage a bit. 
    • Light version damage is now 8 (was 10) 
    • Medium version damage is now 9 (was 13) 
    • Heavy version damage is now 10 (was 16) 
    • Block damage is now 2 (was 3) 
  • [-] We have drastically reduced the wall splat range of Rash’s Wrecking Ball ender. It pushes slightly less than half as far as it used to.  
    • Because it lands the players a bit closer together, and because Rash used to be between -9 and -14 after this ender, we’ve added hitstun time to every level of this ender to ensure that neither player has advantage if a Wall Splat does not occur. 
  • [-] Throw now deals 35 damage (was 45) 
    • His throw has the added benefit of being able to reposition or change directions, or even delay release to combo into Instinct projectiles. It just didn’t make sense for it to do so much damage up front. 
  • [-] We’ve lowered the damage of every hit of every ender type by 1 or 2 damage 
    • Rash is a highly mobile character with many reasonably safe ways to open up an opponent. His damage output was just too high for his low risk factor.  
  • [-] Reduced damage on Shadow Big Bad Boot. 
    • Each hit now does 4 damage on hit, and 1 on block (was 7 on hit, 2 on block). 
    • The final hit still does 7 on hit and 2 on block. 
    • The total damage of a Shadow Big Bad Boot is now 32 (was 52). 
    • It seems absurd in retrospect that this move hit so much harder than, say, a Jago Shadow Uppercut, despite covering so much more space on the screen, doing so much more chip damage, and being vastly easier to confirm into Instinct for safety or pressure. This change will also reduce Rash’s juggle cashouts considerably, forcing him to risk a more breakable Recapture to score optimal damage from time to time. 
    • This may seem like a lot, but in practice, Rash is still a menace that easily circumvents most of the game’s zoning, has a strong pressure game, and can deal difficult to break damage. Let’s hope his overall risk matches his reward a bit better after all of this. 

Gargos 

  • [-] Reduced damage on Light Portal Punch to 7 (was 10). 
  • [-] Reduced blockstun inflicted by Light Portal Punch to 5 (was 10). 
  • [-] Reduced blockstun inflicted by Medium and Heavy Portal Punches to 10 (was 15).
    • This should raise the risk and reduce the reward of Portal Punches, and give opponents more time to move, or poke at minions, in-between them after blocking. 

General RAAM 

  • [+] All versions of Kryll Rush (Light, Medium, Heavy, and Shadow) will now attempt to grab 1 frame after the run ends (was 5 frames). 
    • Kryll Rush is an armored move that loses its armor after just as General RAAM attempts to grab you. This left him unarmored for 5 frames, which made the move feel much harder to land than intended. To decrease the duration of this armorless window, as well as make Kryll Rush more threatening, we’ve increased the speed of the grab attempt. 

Eyedol 

  • [-] Wake Up Self Face Punch adjustments. 
  • [-] Reduced the odds of changing modes after using the Wake Up self face punch significantly.  
    • Worst case on this used to be 4 punches, and worst case now is 9. 
  • [-] Increased the self damage done by using Wake Up self face punch from 5 to 10. 
    • Eyedol is two characters in one, each with their own favorable and difficult matchups. Unfortunately, Eyedol players are finding it too quick and low risk to stay in the mode they want to stay in, which heavily circumvents this intended weakness. To combat this, we took a pretty hard swing at his face punching mechanic to make players think twice about using it to stay in a favorable matchup state. 
  • [-] Shadow Bolt Strike invulnerability changed to Projectiles Only (was Full Invulnerable). 
    • The design team doesn’t remember making this invulnerable in the first place, so let’s chalk this one up to a questionable decision from past-us. Mage Mode was not intended to have a reversal option outside of backwards Tele-Strike. 
    • In order to make sure that Mage Mode has an answer to meaty projectile setups, we’ve kept Projectile Invulnerability on the first 14 frames. 
  • [-] Stomp Strike blockstun has been reduced. 
    • Light Stomp Strike is now -2 on block (was 0) 
    • Medium Stomp Strike is now -4 on block (was +2) 
    • Heavy Stomp Strike is now -6 on block (was +3) 
    • It didn’t make sense for Mage Mode to have up-close pressure as good as the Stomp Strikes enabled. Getting rid of that, along with getting rid of his invulnerable Shadow Bolt Strike, should put Mage Mode’s weakness where it was always intended to be. Mage Mode Eyedol should not want to be up close to opponents.  
  • [+] Upon review, we noticed an inconsistency in Eyedol’s frame data. 
    • The Mage Energy Blast (Back + Medium Punch) move was missing a counterhit category of data entirely. This has been corrected. 

Kilgore 

  • [+] Fixed a bug causing Kilgore’s Shadow Counter Attempt to have 7 less frames of catch-time and 10 less frames of recovery time on miss than the rest of the cast. 

Shin Hisako 

  • [+] Increased the speed of the forward moving Spirit Orb by 100%.  
    • This greatly aids in Shin Hisako’s approach and helps in her matchups against strong zoning characters. 
  • [+] Upon review, we noticed some inconsistencies in Shin Hisako’s frame data. 
    • Crouching Light Punch and many hits of her On Ryo Zan rekka series were doing less hitstun on counterhit than on normal hit. This has been corrected. 

Eagle 

  • Eagle was the last character we got to release, and as such, we had the least amount of time to tweak and adjust him. We’ve made quite a lot of changes with the goal of tuning him a bit more toward zoning and bit away from lockdown (though he still has some of that), to get him more in line with our original vision for the character. 
  • [-] Added 4 additional frames of hitstop and blockstop to the first hit of Bow Spin (Forward+Medium Punch) to make it a bit easier to Shadow Counter. 
  • [-] Lengthened the recovery time the Bird suffers after Sonic Screech and Bird Bomb actions. 
    • Sonic Screech recovery is now 210 frames (was 120) 
    • Bird Bomb recovery is now 180 frames (was 120) 
    • These actions are incredibly powerful and were always intended to take the Bird out of the game for a significant amount of time, but in practice it felt like Eagle always had access to them. 
    • These changes will force Eagle players to use these moves more thoughtfully. 
  • [-] Added 4 frames of blockstun on each hit of Sonic Screech to trigger Absolute Guard. 
    • This means that you will no longer be able to be crossed up while blocking Sonic Screech, but also means you will be in blockstun slightly longer when it ends. 
  • [+] Adjusted the Bird Bomb explosion area to be both bigger and hit closer to Eagle 
    • This is Eagle’s only real defensive tool, and it was a bit too easy to jump over or behind it previously. The longer recovery after using Bird Bomb also helps justify this improvement. 
  • [+] Damage increase on Bird Bomb to 20 (was 14). 
  • [+] Bird Swoop now causes additional pushback when an opponent blocks it. 
  • [+] Damage increase on Bird Swoop to 15 (was 10). 
  • [+] Bird Fling improvements 
    • Corrected an issue where the game was not checking for the 3K input properly when pressing all three Kicks (instead of the shortcut button). This will make performing Bird Fling feel vastly more reliable. 
    • Fixed an issue where the input check after using Bird Fling could miss your button if you were too fast, causing no followup action to occur. 
    • Vastly increased the Fling distances on the B, UB, U, UF, and F Bird Fling directions. 
    • With these changes, you’ll find it much easier to use Fling to move around the screen in interesting ways. You’ll also find attacking quickly after using Fling to be very powerful and reliable, especially when using Fling in the D, DF, or DB directions. 
  • [+] Instinct Mode adjustments 
    • Eagle’s Instinct mode is widely recognized as the weakest in the game. Worse than being weak, it often feels like it gets in the player’s way. Because some of his most oppressive lockdown has been weakened, we wanted to try to improve Eagle’s Instinct mode to make it worth using. 
    • Peck now deals an additional 10 frames of hitstun time to grounded opponents. 
    • Peck will now launch airborne opponents into a juggle state similar to being hit by Swoop, enabling new juggle combos. 
    • Remember, Eagle can cash out juggles with Shadow Scattershot! 
    • Increased the size of Peck’s hitbox by 2x so it whiffs less often. 
    • Peck pushback on hit has been adjusted to pull enemies toward you slightly, and pushback on block was adjusted to keep the enemy mostly in place. 

That’s it for this update. Let’s hope the next one doesn’t take another five years before it’s released.

Source: Ultra Combo

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Alex Co

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

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The Texas Chain Saw Massacre Update 1.000.010 Released for Free Content and More

The Texas Chain Saw Massacre update 1.000.010 is now out on all platforms, and is a pretty big update. Not only does it bring in a new free map and new characters, but there’s a ton of gameplay improvements too! Read up on everything new in the official patch notes for the November 28 title update.

The Texas Chain Saw Massacre Update 1.000.010 | The Texas Chain Saw Massacre New Update Patch Notes:

Fixed: Nancy’s Trap Alerts

  • We have fixed an issue where Nancy’s traps did not trigger any notifications

Fixed: Various Footstep Audio

  • The following audio issues have been fixed in this patch

    • Footsteps from players in the tunnels can be heard above ground on Family House

    • Phantom footsteps can be heard while standing in front of the Family House

Fixed: Translated Character Bios

  • We have fixed an issue where the character bios for Connie, Leland, Julie, Cook, and Sissy were not translating to players selected language

Fixed: Disappearing Ladder in Trophy Room

  • We have fixed an issue where a ladder in the Trophy Room on Nancy’s House disappeared after using it

Fixed: Nancy’s Trap Outlines

  • We have fixed an issue where Nancy’s traps showed a hologram outline

Fixed: “I’m Comin’ for Ya” Achievement

  • We have fixed an issue where the “I’m Comin’ for Ya” achievement would unlock without meeting the requirements

Fixed: Various Execution Animations

  • The following execution animation issues have been fixed in this patch

    • Victim’s models ragdoll too early during Hitchhiker’s “You Hear Me” execution

    • Nancy’s weapon isn’t aligned with a Victim’s neck during her “Road Kill” execution

    • Victim’s models ragdoll during the second hit of the Cook’s “Stick it to Them” execution

Fixed: Various Johnny Animations

  • We have fixed an issue where Johnny’s footprints would disappear abruptly when his special ability ends

    • Footprints will now fade away over time

    • We have fixed an issue where Johnny wasn’t looking at the floor while using his special ability to follow victims footsteps

Fixed: Blood Reflection Flickering on Low Graphic Settings

  • We have fixed an issue where blood reflections flickered in the Gore Room on Family House when using the low graphic settings

Fixed: Mud Pile Asset Not Appearing

  • We have fixed an issue where mud piles were not appearing on the Family House map

Fixed: Inconsistent Range When Listening to Noise from Items

  • We have fixed an issue where there’s an inconsistent hearing range when players went over the noise thresholds while searching for a lockpick or bone pile on Family House

    • Now, when too much noise is made when grabbing a lockpick or searching a bone pile, the range the sound can be heard is consistent between the two

Fixed: Various Audio Issues

  • The following audio issues have been fixed in this patch

    • Various ambient noises on Nancy’s house ending abruptly

    • Sound occlusion is the same for a closed and open garage door

    • Passing the noise threshold when collecting a bone scrap could be heard through the ground

    • Audio missing in the “Recording the Saw” behind the scenes unlockables

    • Audio from outside cuts off when inside the Barn on Family House near the front road

    • Audio for the gates on Slaughterhouse cannot be heard

Fixed: Spectating Lockpicking Audio

  • We have fixed an issue where players would hear a loud boom sound when spectating a teammate completing the lockpicking minigame

Fixed: Voice Chat Drops in Lobby and Match

  • We have fixed an issue where voice chat isn’t functional in both the lobby and during a match when using ‘push to talk’ and ‘on’ settings

Fixed: Family Stun Locked After Close Encounter and Sneak Attack

  • We have fixed an issue where if a Family member is sneak attacked after losing a close encounter they were stun locked and unable to attack or interact with the environment for the rest of the match

Fixed: Camera Angles and Crawl Spaces

  • We have fixed an issue where the camera would focus on the character’s leg when a Victim player stands up after going through a crawl space

Fixed: Character Ability XP Gain

  • We have fixed an issue where players would see -1 for their character ability as well as showing that no XP had been gained

Fixed: Text Chat Not Working in Lobby Chat When Using Mouse

  • We have fixed an issue where text chat would not work when clicking the text box with a mouse

Fixed: Intro Crawl Text Issues

  • The following intro crawl issues have been fixed in this patch

    • Crawl text does not play when starting up The Texas Chain Saw Massacre

    • Crawl text would cut off too early

Fixed: “No valid user ID yet” Error

  • We have fixed an issue with the LogBBQCore: Error: UBBQGameInstance::FetchAndLoadPlayerStats – No valid user ID yet showing up in the logs

Fixed: Various Crashes

  • The following crashes have been fixed in this patch

    • Game would crash when a Family member reconnects to a match after disconnecting and being sneak attacked

    • Server would crash if Danny was a playable victim in a match

    • Game would crash after X-ing out of the title or using ALT F4

Fixed: Executed Victims Appear Alive in Spectator Mode

  • We have fixed an issue when a Victim disconnects and gets executed, upon rejoining, the victim appears alive in spectator mode

Fixed: Invalid Credentials Error After 1 Hour of Gameplay

  • We have fixed an issue where some players would receive an Invalid Credentials Error after playing continuously for over 1 hour

Fixed: Foliage Popping In and Out on Family House

  • We have fixed an issue where some foliage and environmental assets would pop in and out, potentially exposing hiding Victims

Fixed: Victims Unable to Move After Traversing Ladder on Family House

  • We have fixed an issue where if a victim drops down the ladder in the Blood Bathroom on the Family House map and climbs up it again, they would get stuck when reaching the top

Fixed: Family House Assets Being Climbable

  • The following climbable objects issues have been fixed in this patch

    • Players able to climb over a Blood Bucket in Leatherface’s Lair

    • Players able to climb over a chair in the Side Garden Tunnel

Fixed: Players Getting Stuck on a Door

  • We have fixed an issue where players would get stuck between the door and assets next to the walls in Basement Storage on Family House

Fixed: Safe Spot – Silencing Nugget on Family House

  • We have fixed an issue where if a victim stabs the Nugget near the Windmill at a certain angle, they would land on top of the wooden box asset rendering them unhittable

Fixed:  Bottle Clipping into a Health Potion on Family House

  • We have fixed an issue where a bottle was clipping into a health potion in the Sitting Room

Fixed: Blood on Family Members – Family House

  • We have fixed an issue where blood on Family members appears golden in the corner of the Bone Room

Fixed: Blacked Out Newspaper Texture

  • We have fixed an issue where the newspaper on the floor of the Bathroom on the Gas Station map has a blacked out texture

Fixed: Car Battery on Gas Station

  • We have fixed an issue where the car battery in the Backfield area was misaligned with the car

Fixed: Stuck Spots on Gas Station Map

  • The following stuck spots on Gas Station have been fixed in this patch

    • Players would get stuck on a mattress in the House Basement while crouching

    • Players would get stuck on wooden pallets when silencing Nugget at a certain angle in the Compound area

    • Players would get stuck on a log in the Compound area

Fixed:  Lighting Issues on Gas Station

  • The following lighting issues have been fixed in this patch

    • Lighting in the Kitchen area appeared to flicker and be pixelated during the Day variant

    • Kitchen area lighting caused shadows to flicker on the walls

    • Light leaks in the Kitchen area when traversing the gap from the Kitchen to the Living Room

    • Lights flicker on the wall in the Barn area

Fixed: Players Floating on Gas Station Map assets

  • The following floaty bits have been fixed in this patch

    • Players would appear to be floating on the branches in the Exterior area near the Road Exit

    • Players appeared to be floating while sprinting against the edge of the stair railing in Leatherface’s Lair

Fixed: Surface Collision Missing on Gas Station

  • We have fixed an issue where the surface collision on the Main Road area is missing and players would sink into the road textures

Fixed: Illogical Hiding Spot on Gas Station

  • We have fixed an issue where Victims would be hidden in a spot in the Exterior area next to the Workshop, despite it being exposed and well lit on the day variant

  • Night variant is logical and unchanged due to the shadows present in that spot

Fixed: Shadows Fading on Foliage and Trees

  • We have fixed an issue where shadows appeared to fade in when running towards foliage and trees on Family House Map

Fixed: Light Bleeding from Leatherface’s Chainsaw

  • We have fixed an issue when Leatherface’s chainsaw sparks from hitting a metal object, those sparks could be seen under the walls

Fixed: Lighting Issues on Slaughterhouse

  • The following Slaughterhouse lighting issues have been fixed in this patch

    • Lighting was illogical on the wall and roof of the Slaughterhouse corridor

    • Lighting was illogical in the Meat Inspection area

Fixed: Incorrect Location Name on Nancy’s House

  • We have fixed an issue where a room was labeled as ‘Exterior’ between the North Tunnel and Trophy Room

Fixed: Bone and Skull Clipping on Slaughterhouse

  • We have fixed an issue where the bone and skulls of a barricade were clipping into the wall in the West Tunnel

Fixed: Stuck Spots on Slaughterhouse

  • The following Slaughterhouse stuck spots have been fixed in this patch

    • Players would get stuck on the mattress in the Garage area

    • Cook and Hitchhiker would get stuck in the wall if a fuse didn’t spawn in the Cutting Room

Fixed: Invisible Collision in Bushes on Slaughterhouse

  • We have fixed an issue where there is an invisible collision on the bushes outside of the Garage area

Fixed: Various Textures

  • The following texture issues have been fixed in this patch

    • Texture of a rusty metal sheet in the South Tunnel on Slaughterhouse appeared as transparent on one side

    • Textures loaded in slowly on low settings at the beginning of a match

Fixed: ‘Face Grinder’ Execution Not Present

  • We have fixed an issue where the ‘Face Grinder” execution was not present in the execution selection menu

Fixed: Stamina Boost Regeneration when a Victim Disconnects

  • We have fixed an issue where stamina regeneration boosts for all Victim players close to a Victim who disconnects

Fixed: Engine.ini File Edits to Remove Foliage

  • We have fixed an issue where players were able to change the engine.ini files to remove and adjust foliage

  • Those files have been strengthened to combat exploitive player behavior

Fixed: Victims Bypass a Fence to Collect a Bone Scrap on Gas Station

  • We have fixed an issue where Victim players were able to travel to the opposite side of the fence near the Garden Shed to collect a bone scrap

Fixed: Disconnection Exploit

  • We have fixed an issue where players would disconnect from the internet while moving in order to not receive damage from attacks, break chase, create a distraction, or to scare victims out of hiding spots

  • Disconnected players will now stay in place upon disconnection

Fixed: Door Slamming Dead Victims for XP

  • We have fixed an issue where Family players could repeatedly door slam a dead victim for XP if executed in a doorway

Fixed: Players Gaining 2x XP with Spectator Mode

  • We have fixed an issue where players were granted XP twice when they immediately left spectator mode after entering it

Fixed: Audio Bug with Fuse Door Slam

  • Fixed an audio issue that made the fusebox door slam sound not trigger

Fixed: XP Earned Despite Disconnect

  • We fixed an issue that would cause Family members to not earn kill XP if the Victim disconnects during the execution

Fixed: Redirect to Platform Store

  • Fixed an issue causing the link to the store page not to function on some platforms

Fixed: Party Voice Chat

  • We resolved and issue that would cause voice chat not to work properly for some party members

Fixed: Spectator Camera Drag

  • Improved responsiveness of camera switching between spectating different Victims

Fixed: Push To Talk Stuck

  • Fixed an issue that would cause the voice chat to be stuck open even when PTT is selected

  • This issue occurred most when exiting the pause menu

Fixed: Various Minor UI/HUD Issues

  • The following UI/HUD issues are fixed in this patch

    • Typo corrected in Victim Condition Level 3

    • Part of Spectator UI remaining visible in pause menu

    • Network Error box that cannot be closed without restarting

    • Fixed placeholder text in loading screen tip

    • Missing “MAX” level indicator when reaching level 99

    • Victim portrait corners are darkened when escaped or disconnected

Fixed: Various Minor UI Issues

  • The following UI issues are fixed in this patch

    • Unlockable videos stuttering on some platforms

    • Rebinding keys causes skill tree video to not show button icons

    • Keyboard not showing on certain platforms in certain modes

    • Entering spectator mode sometimes removes button functions

    • Several visual bugs in ability tree menu

    • Freezing briefly when exiting skill tree fullscreen mode

    • Performance mode option showing on inapplicable platforms

    • Placeholder videos on some platforms in unlockables

    • Placeholder text in Saboteur perk description

    • Loss of function if party hosts starts matchmaking while others are in menus

    • Party leader disconnecting while on menu does not disband party

      • This refers to main menu disconnect, such as due to outage or interruption, not leaving a match intentionally

      • The party should disband here, so that they are not stuck

      • The bug caused certain party members to be stuck in party

    • Player level showing 0 after a disconnect

    • Delay in character and map icons updating after returning to lobby post match

    • Text typos in end user license agreement

    • Missing executions in menu

    • Native platform invite missing in custom lobbies

    • Hitchhiker’s Bloody Skin missing from cosmetics menu

    • Invite delay if attempting to invite too quickly after creating a custom lobby

Fixed: Strength Attribute Description

  • Strength attribute description now includes barging doors as affected by Strength

Fixed: Missing Localizations

  • Fixed a few missing localizations for text in menu headings, etc.

Fixed: Hitchhiker 3 Trap Instant Kill

  • We have fixed an issue that allowed the Hitchhiker to place 3 traps next to each other, resulting in instant kills of Victims

Fixed: Spectator/Camera Issues

  • We have fixed the following spectator and camera related issues

    • When switching to Victim in basement to spectate, camera becomes displaced

    • Delay going into spectator mode

Fixed: Chat and Scoreboard Soft Lock

  • We have fixed an issue that would cause the game to lock up if chat was opened while viewing the scoreboard

Fixed: Slaughterhouse Out of Bounds

  • Fixed an issue that would allow users to climb a fence and exit the Slaughterhouse map into unplayable areas

Fixed: Saboteur Perk and Fusebox

  • We have fixed the Saboteur perk to now affect the fusebox, as is stated in the perk description

Fixed: Right Shift Rebind

  • You can now properly rebind the right shift key

Fixed: Chat Key Rebind

  • You can now rebind the chat key

Fixed: New Character Unlocks

  • Fixed an issue that would prevent players from purchasing new characters on certain platforms

Fixed: Party Invite Unavailable

  • This issue was causing issues inviting players when different cross play settings were being used

  • This issue would lock up follow up invites, even if settings were changed

Fixed: Visual Bug with Character Levels

  • We fixed a visual bug that would not show a fully maxed out character as having a full (yellow) progress bar

Fixed: Visual Bug with Earned Skill Points

  • We fixed a visual bug that would show “total sp earned” from custom lobbies

  • Skill Points are not earned in custom lobbies

Fixed:  Temp White Box for Player Icon

  • This fix is for a white placeholder box for player’s icons while they are joining a custom lobby

Fixed: No Sell and Leatherface Revved Up Attack

  • We have fixed an issue causing No Sell to not properly trigger when being hit by a revved up chainsaw

Fixed: Extra Drip Perk Fix

  • This issue caused the Extra Drip effect to never end if a Victim was healed by a teammate while healing themselves

  • This perk will still pop in healing events, but no longer gets stuck on

Fixed: Choose Flight Stutters

  • Resolved an issue causing a stutter or laggy appearance when using Choose Flight

Fixed: FPS Drops when Returning to Main Menu

  • We have fixed an issue causing an FPS drop when returning to the main menu from the skill tree and cosmetics screen

Fixed:  Flickering Leaves

  • Fixed an issue where some leaves would flicker and flash when certain settings are used

Fixed: Failed To Join Party Reinvite

  • We have fixed an issue that would prevent a player from being reinvited if they failed an invite due to any network error

Fixed: Next Match Dropping Party

  • Fixed an issue that would sometimes cause the party to exit to main menu despite party leader selecting “Next Match”

Fixed: Connection Issues Disabling Party Creation

  • We have fixed an issue that would lock up party creation due to intermittent connection issues

Fixed: Connection Issues Disabling Matchmaking

  • We have fixed an issue that would lock up matchmaking due to intermittent connection issues occurring when creating a party

Fixed: Next Match Join Lobby Solo

  • An issue that would cause a party member to abandon their group when selecting “Next Match” has been fixed

Fixed: Custom Lobby Failed to Launch

  • We have fixed an issue that would disband a custom lobby group if timer reaches zero

Fixed: Nancy’s House Car Collision

  • Fixed an invisible collision near a car in the junkyard section of Nancy’s House

Fixed: Nancy Cosmetic Descriptions

  • Fixed some placeholder text on Nancy’s cosmetic options

Fixed: Leatherface Concept Art Unlockable

  • Fixed the description for the Leatherface Concept Art

Fixed: Nicotero Leatherface Volume – Crawl Space Destruction

  • The volume of the Nicotero saw was too loud on crawl space destructions

  • The volume for this interaction has been lowered to match

Fixed: Windows Key Rebind

  • Fixed an issue that allowed rebinding of the Windows key

Fixed: Alt Key Rebind on Some Key Setups

  • Fixed an issue that allowed rebinding of the Alt key

Fixed: Character Blacked Out on Some Platforms/Builds

  • The team has resolved some issues that would cause elements to be blacked out on some platforms/builds

Fixed: Grandpa Perks Unequip

  • Fixed Grandpa perks so that they stay equipped from match to match

Fixed: Missing Foliage

  • We have fixed an issue that would result in missing foliage during the end game scene on some platforms

Fixed: Haptic Feedback Inconsistent

  • The team has fixed the haptic feedback so it is more consistent

Fixed: No Sell Disabled After Being Trapped

  • Fixed an issue that would make No Sell not function as intended after stepping in a Hitchhiker trap

Fixed: Multiple XP Events

  • The following XP events have been fixed

    • Recovering Health Above 50 appears when healing is canceled

    • Nancy’s ability not rewarding XP appropriately

    • Danny’s is awarded tampering XP when it shouldn’t be

    • No XP is awarded when Danny inspects and it should be

    • Recovering Health Above 50 is triggered when no healing is used

    • All Victims Killed triggering despite not killing all Victims

    • XP is awarded twice for killing at the gallows

Fixed: Well Interaction Lock

  • Fixed an issue that would lock interactions if a Victim tries to use a well after stepping in a Hitchhiker trap

Fixed: Well Connection Disruption

  • An issue that would cause a character to get stuck if connection is unstable when using a well has been fixed

Fixed: Missing Voice Lines

  • Added in the missing voice lines for when a Victim exceeds noise thresholds in minigames

Fixed: Victim Stamina Bonus

  • We have fixed an issue that was awarding a stamina bonus to Victims incorrectly

Fixed: Blood Trails

  • We have matched up the Victim blood trails across platforms

Fixed: Grandpa Perks UI

  • An issue has been fixed that caused the Grandpa perk icon to not be highlighted as active if the level has been skipped by excess feeding

Fixed: Car Crawl Stuck

  • Fixed an issue that would cause a Victim to become stuck if they crawl through a car and step in a Hitchhiker trap

Fixed: Trap Bypass

  • We have fixed an issue where Victims could bypass a trap if placed too closely to a traversal

Fixed: Hunt Not Canceling Properly

  • Johnny’s Hunt ability should cease when the hunted Victim is executed

  • This has been fixed so that the ability functions as intended

Fixed: Sonny Ability and Minigames

  • We have fixed an issue that would silence the minigame audio if Sonny’s ability is active

Fixed: Skill Tree Resets

  • The skill tree issue causing it to reset unintentionally has been fixed

Fixed: Leatherface Connection Disruption

  • We have fixed an issue that would make Leatherface unresponsive if connection is interrupted during a destruction event

Fixed: Tourniquet Fixed

  • The Tourniquet perk is now fixed and will no longer stay active indefinitely if two health items are used consecutively

  • We have also fixed an issue with Tourniquet where connection interruptions would make the perk active indefinitely

Fixed: Victim Noise Marker and Hiding Spots

  • Fixed an issue where the noise indicator would not stick to Victims after bursting out of hiding spots

  • This is related to the change that pings stick to Victims when making noise

Fixed: Must Have Been the Wind

  • We have fixed the perk Must Have Been the Wind to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Twinkle Toes

  • We have fixed the perk Twinkle Toes to function with the new design change to noise generation

  • This is related to the change that pings stick to Victims when making noise

Fixed: Quick Exit

  • Fixed the Quick Exit perk (Danny) so it no longer resets crawl space opening progress if Family member leaves proximity

Fixed: Spotter

  • We have fixed an issue with the Spotter perk that would increase the range unintentionally

Fixed: Second Wind

  • Fixed the perk Second Wind to function as described

Fixed: Efficient Backstabber

  • Efficient Backstabber will now work when stabbing Grandpa

Fixed: Fusebox Cursor Issues

  • We have fixed an issue that would lock up a cursor on screen after completing the fusebox puzzle

Fixed:  Nicotero Blood Splatter

  • Fixed an issue where the Nicotero Leatherface shirt would not get any blood on it when executing Victims

Fixed: Leatherface Door Destruction

  • If Leatherface starts the animation of destroying a door with his saw, it can no longer be opened during the animation

  • This issue was caused by another Family member opening the door just after Leatherface selects to destroy it, resulting in overlap

Fixed: Leatherface Missing Idle Animation

  • Fixed the missing idle animation after Leatherface overheats his saw and after an overhead attack

  • Previously, Leatherface would appear still, without his usual idle

Fixed: Ladders and Hands

  • Fixed an issue where hands would not appear properly aligned with ladders when in use

Fixed: Victim Restraints

  • Fixed an issue where if a Victim is hit before getting out of their restraints, they would fall, then pop back up into the restraints

  • Now, if hit before escaping restraints, Victim will fall normally and stay free

Fixed:  Trapped Victim Gate Bypass

  • Fixed an issue where a Victim could bypass locked doors and gates by becoming incapacitated by a Hitchhiker trap

Fixed: Hitchhiker Trap Collection

  • We have fixed an issue where the Hitchhiker could not collect traps if they were too close to certain interaction items like ladders and doors

Fixed: Victims, Incapacitations, and Hiding Spots

  • Fixed a really weird bug where if a Victim uses a hiding spot and exits due to incapacitation, then a second Victim does the same thing on the same hiding spot, the first Victim instantly dies

  • To the one person who might have experienced this, you’re welcome

Fixed: Sissy Stun Lock

  • We have fixed an issue where Sissy would become permanently stunned if hit by a Victim exiting a hiding spot

Fixed: Grandpa Detection

  • Fixed and issue where Grandpa would detect Victims who are moving inaccurately at higher levels

  • This issue was detecting Victims for smaller amounts of time at higher Grandpa levels

Fixed: Victim Traversal Lock

  • We have fixed an issue where Victims would get stuck in the traversal animation on gaps when entering the gap at the same time they are snared by barbed wire (Nancy)

Fixed: Ghost Victim in North Cell

  • Fixed an issue where a Victim who escaped from the driveway exit would have their character model appear in the North Cell on Family House

Fixed: Invincible Victim in Crawl Space

  • We have fixed an issue where Victims would be invincible if connection is interrupted while they traverse a crawl space

Fixed: Safe Window Jumps

  • Fixed an issue where a Victim would not take accurate damage if connection is interrupted when jumping through a window

Fixed: Torn Apart Execution Audio

  • We have fixed an issue that caused the Torn Apart execution for Johnny to have no audio

Fixed: Unlock Tool Alignment

  • Fixed the alignment of the unlock tool on certain doors when Victims are picking the lock

Fixed: Healing While Disconnecting

  • Fixed an issue that would lock up a Victim player if they experience connection issues during healing an ally

Fixed: Stuck In Animations

  • Fixed an issue where a player would become locked in interaction animations if connection is interrupted

Fixed: Locked on Valve Pickup

  • Fixed an issue where a player would become locked up if experiencing connection issues while gathering a valve handle

Fixed: Leatherface Carry

  • Fixed an issue where Victims who have disconnected cannot be carried by Leatherface

Fixed: Grapple Disconnects

  • Fixed an issue where the grapple animation would persist if the player disconnects and rejoins

Fixed: Victim Attacked While Disconnected

  • Fixed an issue where if a Victim is disconnected while interacting with a minigame, then attacked, they cannot move when rejoining the session

Fixed: Camera Control

  • Fixed an issue where players would lose camera control if experiencing connection interruption during the restraints minigame

Fixed: Valve progress and Rejoin

  • Fixed a discrepancy in the valve progress shown to players who disconnect and rejoin

Fixed: Loading Screen Loop

  • Fixed an issue with an infinite loading screen/title screen loop if a player accepts an invite while in certain menus and tutorials

Fixed: Cook Idle Crash

  • Fixed an issue where Cook being kicked for idle would crash the game for the Cook player

Fixed: Cook Gas Station Crash

  • Fixed an issue where Cook player would experience a game crash on load in to the Gas Station map

Fixed: Gallows Spectate Crash

  • Fixed an issue where the game would crash if the player is spectating a Victim being killed on gallows and exits to the main menu

Fixed: Healing Traps

  • We have fixed an issue with the damage modifier for Hitchhiker traps that would unintentionally heal Victims

  • This upgrade to the Trap ability will now function as described in game

Fixed: Camera On Johnny

  • Fixed an issue with the camera becoming misplaced on Johnny after he steps on an active cattle grid with his ability active

Fixed: Restraints Animation

  • We have fixed an issue with the animation for the restraints minigame for the female Victims that would appear as if they were detached halfway through the minigame

Fixed: Scaling Issues

  • Fixed an issue with scaling on certain platforms and systems

Fixed: Frame Rate Issues in Basement

  • Fixed an issue that would cause an inconsistent frame rate in the basement, near Leatherface spawn

Fixed: Loud Leatherface Feet

  • Fixed an issue that would make Leatherface’s footsteps sound too loud at longer distances

Fixed: Stuck Spots on Family House

  • The following stuck spots on Family House have been fixed in this patch

    • Victims become stuck on the bushes in front of the Family House

    • Family become stuck if feeding Grandpa on the bone room side

Fixed: So Close

  • Fixed the So Close achievement/trophy so that it will not pop if the fusebox escape door is closed

Fixed: Turning Off the Valve

  • Fixed a bug that would allow Family to turn off the pressure valve too quickly by using their ability while interacting with the valve handle

Changed: Character Outlines when Making Noise

  • We have changed how character outlines function when triggering noise makers

    • Players who make noise will now have a red noise outline attached to them for a few seconds

    • Making noise with bonecharms, Nuggets, bone piles, door slams, and toolboxes will be affected, sliding metal doors will not

    • This is intended to incentivize stealthy play

Changed: Mute All Option

  • We have added the option to quickly mute all players in a lobby

Changed: Auto Crouch Toggle

  • We have added the option to toggle auto crouch on or off

  • The option can be found in the “Input” section of the options menu

Changed: Nancy’s House Valve Tank Locations

  • The team has incorporated feedback from the Slaughterhouse map to improve Nancy’s House

Changed: Victim Abilities at Match Start

  • Victim abilities will now start the match with a 60 second cooldown

Changed: Hitchhiker Traps and Pressure Valves

  • We have removed the safe zone in front of the pressure valve so that the Hitchhiker can trap the device

Changed: Gas Station Smoke Room

  • We have added a gate to the smoke room exit

  • We have also closed the gap between the smoke room and the side room

Changed: Hiding Invite Codes

  • We have made invite codes able to be hidden

  • This should help reduce unwanted sharing of the codes

Changed: Valve Pressurizing After Close

  • When Family closes the valve, it will now build pressure back up, reducing Victim progress towards the gate opening

Changed: Variable Lobby Timer

  • We have changed the behavior of the lobby timer, depending on how many players have hit “ready”

  • If 5 out of 7 players in a lobby hit “ready” the lobby timer will drop to 30 seconds

Changed: Grandpa Awakened Cut Scene

  • We have removed the Grandpa Awakened cut scene

  • It has been replaced with a simple banner notification to inform players

Changed: Leatherface Requirement

  • We have removed the requirement for Leatherface in every match

  • This change does not affect anything other than the requirement

  • Maps, barricades, and Family spawns are unchanged

Changed: Gas Station Fuse and Fusebox Spawns

  • We have changed the spawn locations for some fuses on Gas Station

  • We have changed a few spawns for the fusebox itself as well

  • This should help prevent scenarios where a fuse spawns near a fusebox

Changed: Character Bio Localization

  • We have updated and fixed some of the localizations on character bios

Tuned: Cook’s Seek Ability Consumption

  • We have adjusted the consumption rate for the Cook’s Seek ability

  • His ability should now drain while searching for noises

  • His ability should now continue to drain while focusing on sounds

Tuned: Map Weighting in Backend

  • We have opened up controls on the backend to adjust map weighting

  • Example: we can now make Nancy’s House weighted above the others

  • This can help make maps come up in rotation more or less frequently, depending on setting

Tuned: Various Telemetry Data Events

  • Telemetry data can help the team balance the game as deigned

  • This will help us more accurately balance parameters based on data

  • We have also disabled some unneeded events to preserve performance

  • The following parameters can now be tracked more accurately

    • Specific character and specific noise trigger

    • Time spent matchmaking

    • Time spent in lobby

    • Time spent in match

    • Customization elements and popularity

    • Platform details for network error events

    • Match abandoned

    • Family disabling fusebox

    • Perk levels at match start

    • Ability levels at match start

Tuned: Gallows Kill XP

  • We have raised the XP earned for a gallows kill above the standard XP for an execution

  • We have added a notification for the gallows kill when earned

Tuned: Nicotero Saw Volume

  • We have adjusted the volume for the Nicotero Saw

  • The volume of the saw has been increased to bring it more in line with the default saw

Tuned: Cook Tags Duration

  • We have adjusted the Cook’s Seek ability tags duration

  • This is a reduction of the amount of time Victims will stay tagged

Tuned: Johnny Sprint Attack

  • We have further tuned Johnny’s lunge when attacking and sprinting

  • This brings him more in line with the other Family members

Tuned: Cook’s Seek Counter

  • We have adjusted the Seek ability to not detect Victims who are crouched and moving slowly

Tuned: Nancy’s Ability and Spotting Bonus

  • Refined the spotted a Victim bonus to be more accurate when Nancy activates her ability, to avoid potential spam/XP farm

Tuned: Wake Up Grandpa

  • We have adjusted the threshold for waking up Grandpa

  • It should now require slightly more noise to wake Grandpa up on the Victim side

  • Auto wake up events will still wake him up normally

Tuned: Johnny’s Hunt Counter

  • We have adjusted the Hunt ability to not detect Victims who are crouched and moving slowly

Tuned: Slaughterhouse Balance

  • We have made various changes to Slaughterhouse in order to balance the map accordingly

    • Valve pressure tanks moved upstairs and out of the basement

    • Moved valve handle pickup locations to be further from the tanks

    • Slaughterhouse building door can now have a padlock added to it

    • Added Nuggets to the Slaughterhouse building

    • Added Nuggets to the Facilities building

Tuned: Base Sensitivity Defaults

  • We have made minor tweaks to the base control sensitivity

Tuned: Prey Drive and Cook’s Seek

  • Previously, Cook could activate the Prey Drive perk by simply hovering over a Victim

  • Now, Cook will need to fully spot the Victim for Prey Drive to activate

Tuned: Pins and Needles Perk

  • We have tweaked the Pins and Needles perk for Nancy to be more in line with other perks that feature a percent chance to keep an item

Tuned: Security Pins Tuning

  • We have adjusted the Security Pins perk to only affect Cook’s padlocks

Tuned: Slaughterhouse Escape Volumes

  • We have brought the escape volumes in towards the cattle grids on Slaughterhouse escape gates to limit trolling

Tuned: Well Jump I-Frames

  • Previously, Victims could be hit multiple times on their way into a well, creating various issues

  • Now, being hit on the way into a well will only damage the Victim once and then force them into the well

Tuned: Adjusted Haptic Feedback

  • We have reduced the haptic feedback slightly to not feel so excessive

Whew! That’s one big update! Enjoy the new content!

Source: Texas Chain\ Saw Game

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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 Closed Alpha Starts This Week, Will Let You Invite Three Friends; FAQ Released

In case you missed the news, sign-ups for Suicide Squad: Kill the Justice League Closed Alpha Test have officially opened! And though there are plenty of questions around it, Warner Brother Games and Rocksteady have posted an in-depth FAQ detailing what you can expect, including the start date, and that invited players will be able to invite up to three friends to join them.

When is Suicide Squad: Kill the Justice League Closed Alpha Test? When Will Invites Go Out?

According to Warner Brother Games and Rocksteady, Suicide Squad: Kill the Justice League Closed Alpha will begin Thursday, November 30th at 6 a.m. PST and conclude on Sunday, December 3rd at 11:59 p.m. PST, giving players three full days of access to the alpha.

Invites will officially go out (via email) on Wednesday, November 29, to select users who signed up, and they’ll be able to choose their platform of choice from the instructions listed in the email. Luckily, if you aren’t chosen, WB Games will allow alpha players to invite up to three friends to participate in the alpha test. Note that they’ll also need a WB Account and must sign the NDA accompanying the Alpha test.

What Should You Expect From the Suicide Squad: Kill the Justice League Closed Alpha Test?

WB Games notes that this test will include a very small portion of the game’s campaign, though it won’t represent the final game. Crossplay will be supported, with the test available on Xbox Series X|S, PS5, and PC (via Steam).

No paid membership (PS+, Xbox Live) is required to play the beta, though this will likely be a requirement once the full game is out. Testers will also be able to try out the in-game voice chat functionality.

Can You Share Gameplay and Images and Talk About the Content of the Suicide Squad: Kill the Justice League Closed Alpha Test?

As previously mentioned, everyone is required to sign an NDA if they are invited to the test. No sharing of whatsoever is allowed, as outlined by WB Games,

“This test and all related information/content are private and highly confidential. Only participants who accept the terms of a non-disclosure agreement (NDA) will be able to participate. Posting (or streaming) images/screenshots, videos, or any text-based impressions of your experience online, via social media, or in any public forum is strictly prohibited, as is speaking to press outlets or content creators in any way. Keep in mind, all gameplay is watermarked with a unique identifier tied to your account.”

For those who decide to break the NDA, be aware you’ll likely be hit with a DMCA notice.

That’s really the most important bit of information from the FAQ, though if you’re interested in reading the full thing you can do so here.

Best of luck to those who sign up!

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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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New Witcher Game Has Nearly 50% of CD Projekt Red Now Working on It

CD Projekt Red has had quite a busy year, with its notable release being Cyberpunk 2077 Phantom Liberty. With the game out and development and support beginning to wind down, CD Projekt Red has confirmed that many of its team members have moved on to The Witcher’s new game, codenamed Polaris.

This was confirmed via the studio’s third quarterly earning presentation, where they have now allocated a good chunk of their team to work on the next Witcher game. 

The Witcher's New Game

As you can see, previously, the team was mostly divided between Phantom Liberty and the new Witcher game, with an estimate of around 30% working on the new Witcher game, 40-45% on Cybperunk and its expansion, the rest working on other projects. This has shifted since October, with roughly 30% of CD Projekt Red developers working on the Ultimate Edition of Cyberpunk 2077 while in a “Devs in transfer” status. This means that as work finishes on the Ultime Edition, some developers will be allocated to either the new Witcher game or other projects the studio is working on. 

As of October, a little under 50% of developers make up CD Projekt Red working on the next Witcher game, making it the biggest project in development at the studio.

Since these numbers are reported from October, and the Cyberpunk 2077 Ultimate Edition launches on December 5, chances are that the number for the new Witcher is over 50% today. We expect a significant jump to that percentage during the following quarterly reporting. 

Though a good chunk of development is now focused on the new Witcher, don’t take this as a sign that we’ll be seeing it anytime soon. Afterall, it did take nearly a decade for Cyberpunk 2077 to release. Still, it’s good news to see that the studio is now putting more resources into its next project, and hopefully, development will run smoothly for it. I for one cannot wait to see what the studio has cooking after the incredible experience they delivered with Phantom Liberty

Related Reading:

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James Lara

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

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New Fallout 76 Atomic Shop Weekly Update for November 28, 2023

It’s a new Tuesday, bringing yet another store refresh for Fallout players. That’s right, the items for sale in Fallout 76’s Atomic Shop have been updated!

As usual, MP1st is here with the new Fallout 76 Atomic Shop weekly update today, November 28’s list of items for sale. Check out this week’s best Atomic Shop items and bundles below.

New Fallout 76 Atomic Shop Weekly Update for November 28:

Fallout 76 Atomic Shop weekly update for November 28

Notable Items This Week:

  • Cement Truck – 700
  • Holiday Morning Outfit – 900
  • Soft Serve Paint – 500
  • Street Corner Salesman – 700
  • Thanksgiving Bundle – 840
  • Kitchen Bundle – 1575
  • New Home Mega-Bundle – 1750
  • Shelter Catwalk Bundle – 1050
  • Shelters Mainframe Bundle – 900
  • Nixie Tube Clock – Free
  • Free Scout’s Banner – Free
  • Tough Girl – 125

What is the Fallout 76 Atomic Shop?

The Atomic Shop is an in-game store in Fallout 76 offering cosmetics, C.A.M.P. objects and more in exchange for a special currency called Atoms. Most purchases are unlocked account-wide, and may be accessed by any character on the account.

Some objects require an in-game plan to be learned in order to gain access, while other items are only unlocked for a single, specified character. All exclusive items are character-bound, and cannot be dropped or traded with other players. The Atomic Shop is accessible at any time from the main menu, as well as the pause screen after leaving Vault 76 for the first time.

That’s it for this week’s refresh. Is there anything in particular that interests you?

If not, there’s always next week, which we’ll have covered, so be sure to check again next Tuesday!

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Salman Haider Zaidi

That's a nice argument, Senator.

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Dead by Daylight Update 7.4.0 Stabs Out for Patch 3.01 and Brings Chucky Into the Mix

The long wait is finally over! Behaviour Interactive has pushed out Dead by Daylight update 7.4.0 (PS4 version 3.01, PS5 version 7.400.001) where players can expect a new Killer to be part of the game, and it’s none other than Child’s Play’s Chucky! Read on for everything new in the official patch notes.

Dead by Daylight Update 3.01 Patch Notes | Dead by Daylight Update 7.4.0 Patch Notes | Dead by Daylight Update 7.400.001 patch Notes:

Content

New Killer – The Good Guy

Killer Power

The Good Guy has two separate modes he can switch between; Normal Mode and Hidey-Ho Mode. Due to his short height, The Good Guy also has a fixed third-person camera positioned above and behind him, giving the player a better view of his surroundings. He is also much shorter than other Killers making him very stealthy, however he leaves fading footprints behind as he walks.

Special Ability: Hidey-Ho Mode

Press CTRL to enter Hidey-Ho Mode for 20 seconds. While in this mode, the Killer has no Terror Radius, and “distraction” footprints and audio are spawned all across the map.

Special Attack: Slice & Dice

While in Hidey-Ho Mode, press and hold M2 to charge up a Slice & Dice Attack. Press M1 while charged to sprint forward at high speed, triggering an attack at the end (or whenever M1 is pressed).

Special Ability: Scamper

While in Hidey-Ho Mode, when you are near a vault or pallet, press Space to scamper through it quickly without breaking it.

Perks

  • Hex: Two Can Play
  • Anytime you are stunned or blinded by a Survivor 4/3/2 times, if there is no Hex Totem associated with this Perk, a Dull Totem becomes a Hex Totem. While the Hex Totem stands, Survivors who stun or blind you get blinded for 1.5 seconds.
  • Friends ‘Til the End
  • When you hook a Survivor that is not the Obsession, the Obsession becomes exposed for 20 seconds and reveals their aura for 6/8/10 seconds. When you hook the Obsession, another random Survivor screams and reveals their position and becomes the Obsession.
  • Batteries Included
  • When within 12 meters of a completed Generator, you have 5% Haste. The movement speed bonus lingers for 1/3/5 seconds when you are no longer in range.

Killer Updates – The Trickster

  • Movement speed increased from 4.4 m/s to 4.6 m/s.
  • Removed recoil for throwing knives.
  • Blade-ready movement speed: removed per-throw movement speed reduction.
  • Increase the blade throw speed.
  • Increase laceration meter from 6 to 8.
  • Main Event Updates:
    • Decrease the number of Blades required to access Main Event from 30 to 6 Blades.
    • Decrease Main Event duration from 10 sec to 5 sec.
    • Pressing LCTRL within 0.3second of activating Main Event does not cancel it.
    • Add 0.5second to the next Main Event for each combo score level reached.
    • Combo Score Levels (consecutive hits with thrown blades increases the combo):
      • E: base time + 0.5 sec
      • D: base time + 1 sec
      • C: base time + 1.5 sec
      • B: base time + 2 sec
      • A: base time + 2.5 sec
      • S: base time + 3 sec

Trickster Add-on Updates

  • Memento Blades
  • Increases throw speed by 5% (new functionality)
  • Inferno Wires
  • Increases duration of Main Event by 40% (was 25%)
  • Ji-Woon’s Autograph
  • Decreases the number of Blades required to reach Main Event by 1 (new functionality)
  • Tequila Moonrock
  • Increases duration of Main Event by 60% (was 50%)
  • Fiz-Spin Soda
  • Decreases the number of Blades required to reach Main Event by 2 (new functionality)
  • Waiting for You to Watch
  • Increases the duration of Main Event by 0.25 second for each Blade hit while it is active (was 0.4 seconds)
  • Iridescent Photo Card
  • For each consecutive Blade hit, gain a stackable [1]% Haste status effect, up to a maximum of [7]%. This bonus is lost when missing a Blade or when putting a Survivor into the dying state. (new functionality)

Perk Updates

  • Made For This
  • This perk activates while you are in the injured state. after you finish healing another Survivor, gain the endurance status effect for 6/8/10 seconds. While affected by Deep Wound, you run 3% faster. (added deep wound condition for haste effect)

Map Updates

The largest Maps in the game, The Mother’s Dwelling and The Temple of Purgation of the Red Forest Realm, have been reduced in size. This will help both roles enjoy a play area that is consistent with the other maps. While we were making adjustments to the Red Forest Realm, we also did a pass on the gameplay of the tiles and improve the navigation and the readability of the map.

The Garden of Joy also benefited from a gameplay pass. The house has been revisited to find a better combination of obstacles and reduce the strength of some of the windows. A pass on the tiles has also been done, since the visibility was making it hard for players to enjoy a better navigation in the map and bring the focus on the chase, loops and all interactions. The Killer Shack was also very crowded around the walls and made the collisions known through all realms hard to run consistently, we have cleared the area.

PatchNotesDivider.png

Features

Graphics Update

  • Added support for FSR 1.0 on all platforms.

Player Profile and Customizable Player Cards

Players can now expect to find their level and grades on a new screen – their Player Profile! Select the badge in the top right (of most menus) to open it.

Players now have a Player Card in the Profile screen and can earn collectable banners and badges to customize it! New banners and badges come in a variety of rarities and appearances and can be earned from Tome and Archive rewards as well as Events. Players will be able to see their new customized player cards in a variety of menus including the end-of-match tally screen where they can show them off to other players.

Note: during PTB, players will only have access to the default “empty” badge and banner.

PatchNotesDivider.png

Bug Fixes

Audio

  • Specific voice lines’ subtitles should now match the audio more accurately.
  • Fixed an issue that caused the sound to be missing when switching back in a disabled pod as The Singularity.
  • Survivor’s screams are now properly being stop during The Knight’s Mori.

Bots

  • Bots are better at handling the Undetectable status of a Killer.
  • Bots no longer struggle to repair a Generator on a specific tile on The Game.
  • Fixed multiple crashes that could occur when playing with Bots.
  • Bots in the Tutorials have been slightly nerfed to improve new player experience.
  • Bots have figured out how to access a particular corridor of the Hawking National Laboratory.
  • Bots have figured out how to access a particular corridor of the Raccoon City Police Station.
  • Bots have figured out how to fall off a specific ledge on Lampkin Lane.
  • When a Killer approaches while being healed by another player, Bots are now more willing to run away.

Characters

  • Fixed an issue that caused the animation for grabbing a Survivor from a Locker to not play properly when playing as The Nurse in a Trial.
  • Fixed an issue that caused Mikaela Reid’s book to appear broken during menu idle animation.
  • The Undetectable icon is now correctly displayed when Michael Myers is in Tier 1 of Evil Within.
  • When The Singularity switches back to a disabled pod, the residual sounds now play correctly.
  • VFX for The Knight’s power is now no longer spawned in the corner of certain maps.
  • The survivor activity HUD now correctly shows a survivor has escaped when escaping after having been marked by Ghostface.
  • Pools of blood hidden when The Spirit begins charging a Phase Walk will reappear if cancelling or exiting the Phase Walk
  • The Doctor’s Illusionary Red Stain is no longer visible on a survivor after being mori’d
  • The Xenomorph’s Control Stations no longer incorrectly block flashlight beams
  • The Cenobite cannot target a Survivor with more chains once they have started solving the Lament Configuration
  • The Cenobite’s Chain Hunt is no longer reset when Survivors are interrupted during certain actions
  • The Ghost Face and The Pig can now remain crouched when activating Hex: Pentimento
  • The Nightmare is no longer able to set Dream Snares across walls or out of bounds
  • As The Clown, swapping bottles while one is thrown no longer changes the type of the thrown bottle
  • The effects of the Unicorn Block and Sheep Block no longer only apply to one affected Survivor

Environment/Maps

  • Fixed an issue where players would not be able to interact with one side of a Generator in the Hawkins National Laboratory.
  • Fixed an issue where The Hag could place her traps in illegal areas of the Suffocation Pit main building.
  • Fixed an issue where the Killer’s navigation would get blocked on the Suffocation Pit map.
  • Fixed an issue where The Nightmare was not able to place Dream Snares in a section of the Suffocation Pit main building.
  • Fixed an issue where the dark mist would not appear properly in the Raccoon City Police Department.
  • Fixed an issue in Eyrie of Crows where an extended collision would block the players navigation.
  • Fixed an issue where The Pig could not pick up a Survivor near a Jigsaw Box in Midwich Elementary School.

Perks

  • The Hooked Survivor is now correctly able to see the aura of the killer when the Kindred perk is equipped
  • The Dramaturgy Perk is no longer incorrectly displayed as available when vaulting a window with the Sprint Burst Perk equipped.
  • When a Survivor breaks a Pallet due to the Dissolution Perk, the Thwack! Perk is no longer triggered
  • The Blast Mine perk’s explosion now correctly deafens the killer who triggers it, instead of the Survivor who installed
  • The Perks Ultimate Weapon and Darkness Revealed are no longer incorrectly activated when a Survivor interacts with a Locker that has a Survivor in it

Platforms

  • Fixed an issue with purchasing Auric Cells on the Microsoft Store version of the game.
  • Fixed a crash that could occur on PS5 while in menus.

UI

  • Buying a node on the Bloodweb for an “item” that is part of the active preset right before the beginning of a match will lead to that “item” to being correctly consumed and shown on the Tally screen.
  • Legendary Cosmetics Killers with a unique name (such as The Trapper’s Naughty Bear) will now have that name correctly display across all menus.
  • Players can switch between Archives visual lore entries while in fullscreen.

Misc

  • Killswitched Cosmetics can no longer be brought into a Trial.
  • Fixed a crash that could occur when starting a Trial with an empty loadout.
  • After the Pocket Mirror disappears upon crossing the exit gates, an item taken from a chest during the Trial now correctly appears in the survivor’s hand.
  • Hooks previously shown in a loud noise notification bubble no longer appear in subsequent loud noise notifications.
  • A recently hooked survivor will now no longer see their hook obscuring a completed generator’s loud noise notification.
  • Survivors now receive Blood Points when being interrupted from searching a chest
  • Survivors can no longer activate the Glass Bead map Add-on without cooldown
  • Dismantle achievement now correctly gains progress with Breakdown’s trigger.
  • Performing a fast vault immediately after falling from an elevated footing will no longer cancel the fall stagger
  • When carrying a Survivor as any Killer, the “Carrying Survivor” icon no longer blocks the button prompt for the drop action.
  • A pallet’s break animation is now correctly in sync when broken by a Killer having the Orange Glyph status effect
  • The Green glyph now spawns correctly after the requirements for the “Glyph Pursuer” Challenge are completed
  • A Survivor’s right arm no longer appears unnaturally bent when performing a self-unhook while holding certain items
  • When the Killer disconnects, Survivors no longer start running in place before reaching the tally screen.

Once a new content drop is teased for Dead by Daylight, we’ll be sure to let our readers know.

Source: Behaviour Forums

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Alex Co

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

Home > News

The Last of Us Part 3: Neil Druckmann Has “No Comment,” Confirms Other Projects for Naughty Dog

Following the recent announcement of The Last of Us Part 2’s PS5 remaster, Naughty Dog Co-President Neil Druckmann spoke in an interview regarding The Last of Us and Naughty Dog’s future. When asked about The Last of Us Part 3, he didn’t have much to say, but he did hint at what the studio is up to now.

The interview comes from Entertainment Weekly, who talked with Druckmann regarding his role as Creative Director on The Last of Us and what the fan reception for The Last of Us Part 2 Remastered has been like. Near the end, Druckmann was asked about The Last of Us Part 3, and this is how he responded:

The Last of Us is obviously a world I love deeply and know our studio and fans do as well, but I have no comment at this moment on the series’ future beyond our focus on The Last of Us Part 2 Remastered…. [W]e have other projects in the works at Naughty Dog.

This news comes as no surprise, as Naughty Dog has always tried to keep the future of their franchises under wraps. That being said, the fact that Druckmann confirmed other projects separately means that the studio is likely working on a different IP, potentially a return to a classic like Uncharted or even a new IP entirely.

Druckmann also declined to comment on The Last of Us multiplayer game that’s been facing serious trouble in the last several months. Last we heard, Game Director Vinit Agarwal reassured fans that he was still working on it, but it’s been radio silent since.

While you wait for the next Last of Us game, you can keep up to date on everything we know about The Last of Us 2 Remastered. You can check out the game’s “No Return” roguelike mode here.

Source: Entertainment Weekly

Jack Breitenbach

Game the night away!

Home > News

New Destiny 2 Weekly Reset November 28, 2023 and Eververse Inventory

As Xur departs from Destiny until next Friday, a new set of weekly activities and Eververse offerings have rushed in to keep players busy. The new Destiny 2 weekly reset November 28, 2023 refresh of activities is now live, fully detailed below along with the new Eververse inventory.

New Destiny 2 Weekly Reset November 28, 2023 and Eververse Inventory:

The highlights of this week’s update are:

  • Season of the Wish Begins
  • PsiOps Heist Battleground: Cosmodrome
  • Weekly Playlists: Control, Rift, & Elimination
  • Raid: Last Wish
  • Dungeon: Duality
  • Mission: Seraph Shield

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris post on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

Destiny 2 Update 1.103 Ushers in Season of the Wish Version 7.3.0; Here Are the Patch Notes

Destiny 2 update 1.103 is out for patch version 7.3.0 on all platforms, and this ushers in the Season of the Wish! Aside from the event, there’s a ton of changes touching on weapons, activities, UI and more. Read on what to expect in today’s Destiny 2 patch.

Destiny 2 Update 1.103 Patch Notes | Destiny 2 Season of the Wish Patch Notes:

Season of the Wish Schedule: November 28 to June 4

ACTIVITIES

RITUAL PLAYLISTS

  • Rewards for all ritual activities have been updated.
    • Base Glimmer award has increased.
    • Added a reward chance for Enhancement Cores.
    • Glimmer and Enhancement Core awards and chances increase if:
      • You win a Gambit match.
      • You win a Competitive Division match.
      • You obtain a high score in a strike or Nightfall.

CRUCIBLE

General

  • Crucible Director screen has been updated.
  • Implemented a double rewards booster for Crucible.
  • Citadel map is back. Crucible matches make a return to the Dreaming City.
  • Sparrow Control mode has been added to Crucible.
  • Adjusted spawn points on Endless Vale, Midtown, and Meltdown maps to alleviate certain spawn killing and trapping issues.
  • Fixed an issue with Elimination’s icon on the Director screen when it appears as a rotating mode.
  • Fixed an issue where attempting to revive a fireteam member can be interrupted by their respawn timer running out.

Competitive Division

  • Removed Promotion and Relegation Series from all divisions except Adept and Ascendant.
  • Fixed an issue with Competitive Division where players were directed to complete placement matches twice.
  • Competitive playlist now only has Survival and Countdown Rush as featured modes.
    • Revised mode rules
      • Survival
        • Increased respawn count from 4 to 6.
      • Countdown Rush
        • Decreased score to win from 6 to 5.
        • Decreased round time from 120 seconds to 90 seconds.
        • Decreased Heavy ammo spawn time from 90 seconds to 60 seconds.
        • Enabled unlimited respawns and revives.
        • If the final round starts at 4-4, Elimination ruleset is enabled. This will show up as Sudden Death.
  • Competitive Division rating adjustments revised.
    • Rank adjustment prioritizes wins and losses and ignores inflation protection.

Iron Banner

  • One and Done Triumph now requires 8 challenge completions to align with the 2 separate challenges.
  • Iron Banner Eruption:
    • Fixed an issue where some Eruption dialogue lines would play simultaneously.

Medals

  • Added medals for Strand Supers.
  • You can now earn a Crucible medal for eliminating with Sparrows.

Crucible Labs

  • Added Checkmate Dominion to Crucible Labs.
  • Added Checkmate Countdown Rush and Checkmate Clash to Crucible Labs.
  • Ability cooldown penalty modifier decreased from 50% to 30%.
    • Cooldowns should remain similar in combination with the Season of the Wish abilities tuning.

Countdown

  • Updated round victory banner for defenders to display Defense Successful instead of Attack Failed.
  • Added Countdown Rush as a Competitive Crucible mode.
  • Countdown Rush
    • Fixed an issue where music would cease to play after the first bomb has been detonated.
  • Countdown Rush
    • Fixed an issue where sudden death would incorrectly begin.
  • Checkmate Countdown
    • Updated score to win to 5.

Trials of Osiris

  • Added a weekly reward that is granted for the number of wins in a row you get before your card is flawed. Getting a longer win streak grants the rewards of all the tiers below it, if they have not already been earned.
    • 3 wins – Trials Armor
    • 4 wins – 5 Enhancement Cores
    • 5 wins – Trials weapon
    • 6 wins – 3 Enhancement Prisms

Relic

  • Gameplay
    • Mode
      • Initial order of relics given out is now randomized per match.
      • Added temporary overshield when picking up a relic from the Relic Depot.
      • Maximum number of Relic Depots decreased from 4 to 3.
      • Added new voiced lines.
      • Players will tend to spawn near teammate relic holders.
      • Score to win increased from 150 to 175.
    • Relics
      • Shield
        • Angular velocity on Super’s projectile tuned down from 43 to 30.
        • Multiplier on damage tuned from 0.3 to 0.75.
        • Increased Shield Super regen time from 3% per second to 5% per second.
        • Decreased Shield bubble regen time from 15 seconds to 10 seconds and increased full uptime from 7 seconds to 10 seconds.
      • Spear
        • Spear ammo tuned up from 21 to 33.
      • Scythe
        • Decreased Scythe ammo from 45 to 38.
    • Relic Charge
      • Passive relic charge increased from 1% every 5 seconds to 2% every 5 seconds.
      • Increased relic charge gain from player loadout kills, and the player who dealt the final blow gets an additional charge.
        • All damage participant players receive 10%.
        • The player who dealt the final blow gets an additional 15%.
      • Removed teammates gaining relic charge from Relic Depot interactions.
  • UI
    • Relic waypoints blink when they’re low on ammo.
    • Relic waypoints will no longer show if it’s not in your field of view.
    • New scoreboard stats added.
  • Bug Fixes
    • Fixed persisting arrow waypoint over respawning Relic Depots.
    • Fixed duplicate “relic energy charged” incident announcements.

STRIKES

Lake of Shadows

  • Fixed a map issue that allowed players to skip the dam section and jump directly into the boss arena.
  • Adjusted the number of Champions on Hero and Legend difficulties and resolved an issue where certain Champions were not counting correctly toward score.

Warden of Nothing

  • Fixed an issue where players could become soft locked at the treasure room.

LOST SECTORS

Hydroponics 

  • Fixed an issue where players would not be returned to orbit when failing the activity on Legend or Master difficulty.
  • Fixed an issue where the Lost Sector had an unusually long respawn timer on open-world difficulty.

DEEP DIVES

  • Fixed an issue where players who join in progress during the boss fight will spawn inside the room but then teleport back up and into the water tube.
  • Asha’s Empowerment buff now has a proper icon.
  • Fixed an issue where players who joined during a buff selection phase would not be able to select the buffs.

RAIDS

Crota’s End

  • Fixed an issue with players losing enlightenment when attempting to pick up a sword while performing a finisher.
  • Fixed an issue where some player abilities could go through Hive barriers.

Last Wish

  • Fixed an issue in the finale of Queen’s Walk, after depositing the heart, where VFX would appear in the incorrect location.
  • Fixed an issue that was causing Vault of Glass Oracle sound effects to play.

UI/UX

Seasonal Challenges

  • Fixed an issue where Seasonal Challenges from previous Seasons were not automatically untracked and couldn’t be manually untracked.
  • Fixed an issue where bonus challenges counted toward the completion count for Seasonal Challenges.

Guardian Ranks

  • Fixed the background tree in the drawer so that it shows up on various states.
  • Fixed body text in the drawer so it would display italicized.
  • Added a visual element to help track Guardian Rank progress on the Journey Screen and Guardian Rank details screen.
  • Fixed an issue where, when first navigating to the Journey screen, the Guardian rank button starts off wide and then snaps to its correct size.
  • Fixed an issue where defeating another Guardian in Crucible would show the winning Guardian’s rank incorrectly on their emblem.
  • Made a change in the Guardian Ranks’ notification when renewing ranks.
    • It will now look different from the notification to when you earn another rank.

Director

  • Fixed an issue where Milestone icons were not appearing on the H.E.L.M.’s Director node.

Localization

  • Fixed an issue where the keyboard layout for Brazilian Portuguese was not working properly.

General

  • Fixed an issue where the Gear Stats button in Collections in the Mods category was displaying incorrectly.
    • Button is not displayed anymore, as it is not contextually accurate.

GAMEPLAY AND INVESTMENT

ARMOR

Exotic Armor

  • Aeon Swift, Aeon Safe, and Aeon Soul
    • Sect of Force
      • Rapid precision hits provide quicker reload and weapon swap speeds, and the bonus now lasts for 10 seconds (up from 6).
      • No longer grants bonus melee, grenade, or Super energy on stunning a Champion or defeating a boss or miniboss. Instead, stunning a Champion or rapid precision hits against Champions, elites, or minibosses will mark them for your allies.
        • Allies deal +20% more damage to marked targets.
        • When a target is first marked, nearby Aeon Cult allies who do not have the Sect of Force role equipped gain grenade and melee energy.
    • Sect of Insight
      • Nearby Aeon Cult allies who do not have the Sect of Insight role equipped no longer gain a bonus to weapon damage for a short time. Instead, they gain a burst of Super energy.
    • Sect of Vigor
      • Now provides damage resistance against combatants when an ally dies or is resurrected, in addition to the existing class ability energy.
      • When you cast your Super, nearby allies no longer gain an instant burst of healing or an Overshield. Instead, nearby critically wounded allies gain damage resistance from combatants as long as they stay near you. Nearby Aeon Cult allies who do not have the Sect of Vigor role equipped will also recover class ability energy more quickly.
  • Hunter
    • Shards of Galanor
      • Throwing Knife kills now grant Super energy ranging between +2.5% and +5%, depending on the type of combatant killed.
    • Ophidia Spathe
      • Knife kills now grant a stacking damage bonus to throwing knives.
        • Stacks up to 3 times for 5 seconds: 30%, 60%, 100%.
        • Dodging refreshes the timer.
    • St0mp-EE5
      • Removed previously added requirement to have full class ability energy to benefit from the movement bonuses.
      • Reduced the airborne lateral acceleration bonus.
      • Now provides damage resistance against combatants while airborne.
    • Mechaneer’s Tricksleeves
      • The Sidearm damage bonus now persists for 5 seconds after your shields begin to recharge.
      • Sidearm kills extend the damage bonus’ duration by 3 seconds and completely reload your Sidearm from reserves.
      • The damage bonus has been reduced in PvP to compensate for it lasting longer. It is now +10% Sidearm damage (down from +35%).
    • The Bombardiers
      • Now applies 20 slow stacks to enemy players and 40 slow stacks to PvE combatants.
    • Triton Vice
      • Increased Glaive melee damage bonus while surrounded to +100% for both PvE and PvP (up from +30% in PvE and +10% in PvP).
    • Celestial Nighthawk
      • Precision kills now grant Super energy ranging between +1.5% and +4.5%, depending on target type killed.
      • Increased Golden Gun impact damage by 25%.
  • Titan
    • Precious Scars
      • Kills with weapons matching your subclass now apply restoration Tier 1 for 1.5 seconds in PvP and 3 seconds in PvE.
    • Severance Enclosure
      • Increased size and damage of the explosion.
      • Kills with this Exotic’s explosion will now trigger an additional explosion.
    • Peregrine Greaves
      • You now have to be airborne for a brief time before the Exotic effects will apply.
      • Damaging Champions, Tormentors, or minibosses with a Shoulder Charge deals further increased damage and refunds your melee energy.
    • Wormgod Caress
      • The Burning Fist Exotic effect has been reworked. It is now a meter that increases on melee kills and finishers and decays over time.
        • The meter decays more quickly the more full it is.
        • The meter is broken up into 5 sections which provide escalating melee and Glaive melee damage bonuses. The upper end of the meter also provides escalating weapon damage bonuses.
    • Ashen Wake
      • Fusion Grenade impacts now stun Unstoppable Champions.
    • Synthoceps
      • Removed extended melee lunge distance.
      • Increased Glaive melee bonus to +100% (from +50%).
      • Reduced the PvE surrounded melee damage bonus to +165% (from +200%).
      • Now improves weapon handling and reload speed while surrounded.
  • Warlock
    • Ballidorse Wrathweavers
      • Now when you cast a Frostpulse rift nearby allies gain a Tier 2 Stasis Surge weapon bonus for 10 seconds in PvE and 5 seconds in PvP. They also gain a 50hp overshield.
      • The Stasis damage bonus provided to allies by the Winter’s Wrath Shockwave is now the Tier 4 Stasis Surge weapon bonus.
      • When Winter’s Wrath ends, you now gain the Tier 4 Stasis Surge weapon bonus.
    • Apotheosis Veil
      • Casting your Super now grants Cure Tier 3 for you and nearby allies.
      • After your Super ends you now temporarily gain greatly increased melee and grenade regen for 8 seconds.
    • Felwinter’s Helm
      • Moved the size of the weakening burst and duration of Weaken up one tier against all targets, except for finishers against bosses, which retains the maximum size and duration.
    • Karnstein Armlets
      • Melee kills now grant Cure Tier 3 and restoration Tier 1 for 8 seconds.
      • Finishers now grant Cure Tier 3 and restoration Tier 2 for 8 seconds.

Armor Mods

  • Heavy Handed, Firepower, and Reaper
    • Added a 10-second cooldown for generating Orbs of Power.
    • Reaper now requires a kill be secured within 10 seconds of using your class ability to generate an Orb of Power.
  • Melee Kickstart, Grenade Kickstart, and Utility Kickstart
    • Now only refund ability energy if the player has at least a single armor charge.
    • They now provide between +16% and +45% ability energy (down from +17% and +50% respectively) based on how many stacks of the mod are equipped as well as how many armor charges they consume.
  • Momentum Transfer, Bolstering Detonation, Impact Induction, and Focusing Strike
    • Now provide 12%/17%/20% ability energy for 1/2/3 stacks respectively (down from 20%/25%/25%).
    • Impact Induction and Focusing Strike now require a powered melee attack to function.
  • Outreach and Bomber
    • Now provides 12%/17%/20% ability energy for 1/2/3 stacks respectively.
    • The energy gained is further reduced based on the cooldown of the class ability used, with the shortest cooldowns reducing it by 60%.
  • Distribution
    • Now provides 4%/6%/7% ability energy to the neutral game abilities and 2%/3%/4% Super energy for 1/2/3 stacks respectively.
    • The energy gained is further reduced based on the cooldown of the class ability used, with the shortest cooldowns reducing it by 60%.
  • Additional note: All of the above mods continue to provide only 50% of their ability energy returns in PvP.

Other

  • Fixed an issue where Triton Vice’s buff was not displaying correctly in the HUD.
  • Fixed an issue where acquiring Artifice Armor before non-Artifice Armor would prevent it from being available as an armor ornament.
  • Fixed an issue where slotting many decaying Armor Charge mods would cause them to stop functioning.
  • Updated the Iron Symmachy armor set to current Iron Banner rewards and focused decoding, and moved Iron Companion set to legacy decoding.
  • Fixed an issue where Arc Souls could shoot at a low rate of fire if created via Getaway Artists.
  • Fixed an issue where Arbor Warden was not playing barricade sound effects for other players.
  • Fixed an issue preventing Foetracer’s visor visual effects from functioning.

WEAPONS

Weapon Archetypes

  • General
    • Updated Drang and Zaouli’s Bane to load ammo at the correct point in the animation.
  • Auto Rifles
    • General
      • Increased damage against Minor (red bar) combatants by 10%.
  • Pulse Rifles
    • General
      • Increased damage against Minor (red bar) and Major (orange bar) combatants by 12.5%.
  • Glaives
    • Projectiles
      • Increased projectile speed by 30%.
      • Increased projectile damage in PvE by 25%.
      • Decreased projectile damage in PvP.
        • Aggressives: 123
        • Adaptives: 113
        • Rapid-Fires: 101
    • Shields
      • When the Glaive is held, shield energy now recharges passively at a rate of 1% per second.
      • Set up the base Glaive shield damage resistance to be tiered in PvP.
        • Base Glaive shield damage resistance remains at 50%.
        • Reduced damage resistance against Primary ammo weapons and melee attacks to 30%.
    • Melee
      • Reduced the delay after firing before you can melee from 0.75 seconds to 0.2 seconds.
  • Sniper Rifles
    • General
      • Increased Sniper Rifle PvE damage with a flat buff of 15%. (This also applies to Exotic Sniper Rifles that use Heavy ammo.)
  • Swords
    • Updated the Sword reticle to convey more information, and now have elements that better show its current charge state and reflect its current recharge delay.
    • Caster Swords and other Swords that fire projectiles now have a subtle central element on their reticles in addition to these updates to assist in aiming.
    • Fixed an issue causing Sword perks that activate while guarding to not activate properly while the player has an overshield of any kind.
    • Fixed an issue causing knockback to not be negated while blocking with a Sword while the player has an overshield of any kind.
    • Fixed an issue where unpowered (ammo-less) Swords still received buffs from Banner of War.

Exotic Weapons

  • Vex Mythoclast
    • Increased damage versus
      • Minor (red bar) combatants by 10%.
      • Bosses by 25%.
      • Champions by 200% when in the LFR mode.
    • Revision Zero
      • Increased damage versus Champions by 100%.
    • Thorn
      • Picking up a Remnant can overflow the magazine, up to 40 rounds max.
      • Thorn Catalyst improves stats and functionality:
        • Adds +20 to range.
        • Adds +10 stability.
        • Kills or picking up a Remnant grants additional range, as well as handling and mobility.
  • Class Glaives
    • General changes
      • Grant 1 ammo when you activate the perk, so you can use it even if you are out of ammo.
      • No longer passively drains shield energy when you Special ammo reload to activate the perk.
      • Can no longer be deactivated by reloading or stowing the weapon.
    • Edge of Intent (Warlock)
      • Healing turret projectiles now provide Cure and restoration and detonate in an 8m radius area of effect (AoE) to provide the benefits to nearby allies.
      • Increased mag size from 4 to 5.
    • Edge of Action (Titan)
      • Passing through the bubble now grants bonus reload speed, handling, and a small amount of stacking bonus damage in addition to the overshield.
      • Reduced the health of the bubble from 8000 to 2400 to account for the increased uptime and improved effects.
    • Edge of Concurrence (Hunter)
      • Lightning Seeker now jolts targets on impact.
      • Reduced the direct hit damage of the round that generates the lightning bolt, to account for the free ammo being granted.
  • Osteo Striga
    • Removed the Submachine Gan (SMG) damage bonus scalar that was affecting the poison damage.
      • This brings Osteo Striga poison down to match standard Necrotic Grip poison, though it will still deal 40% bonus damage vs. Minors for being an Exotic.
  • Salvation’s Grip
    • Placed a speed limit on the detonation when damaging Stasis crystals. This will help prevent the detonation from being able to shatter too many crystals on a single frame, which would sometimes kick the player to orbit with an error code.
    • Salvation’s Grip shatter kills and Headstone Stasis crystal shatter kills no longer use a blank icon on the kill screen.
  • Tommy’s Matchbook
    • Updated the description strings to properly communicate that the Scorch functionality is tied to the catalyst being equipped.
  • Winterbite
    • Increased the detonation damage of the large projectile by 25%.
    • The self-damage blast radius has been halved, and the self-damage has been reduced.
  • Monte Carlo
    • The bayonet stab now has controller rumble.
  • Wicked Implement
    • Fixed an issue causing Wicked Implement’s spawned Stasis shards from activating the Collective Action perk.
  • Two-Tailed Fox
    • Fixed an issue causing Two-Tailed Fox to revert to Void damage when stowed while empty.
  • Quicksilver Storm
    • Fixed an issue where Quicksilver Storm plays special reload animation in third-person instead of normal reload when a normal reload is executed.
    • Fixed an issue where Quicksilver Storm foregrip animates when firing in Auto Rifle mode.
  • Tractor Cannon
    • Fixed an issue where Tractor Cannon was missing a hip-fire reticle.

Perks

  • Danger Zone
    • We made a small change to how it works on Rocket Launchers. You can figure it out…
  • Heavy Grip
    • Removed an unintended effect that was slightly increasing incoming flinch.
  • Precision Instrument
    • Increased Enhanced Precision Instrument damage bonus at max stacks from 26% to 30%.
  • Kinetic Tremors
    • Made the activation requirements more consistent across archetypes.
      • Pulse Rifles: Reduced from 12 to 11 (Enhanced increased from 9 to 10).
      • Non-burst Sidearms: Reduced from 12 to 8 (Enhanced reduced from 9 to 7).

General

  • Added foundry weapons as a reward from Lost Sectors.
  • Changed price for Common and Uncommon Hand Cannons in collections to match the price of other Common and Uncommon weapons.
  • Fixed an issue where some sunset weapons had their damage type changed, relative to what damage type mod players had inserted.
  • Reduced the duration of time it takes to dismantle a Deepsight weapon, since dismantle grants pattern progress.
  • Fixed an issue where some Exotic weapons had incorrect tray icons shown on kill feeds.
  • Fixed an issue where the camera shifts slightly to the left when equipping a Sidearm or Hand Cannon.
  • Fixed an issue where the Compass Rose Solstice Shotgun was not in Collections for some players.
  • Fixed an issue where the Subjunctive SMG was not in Collections for some players.
  • Fixed an issue where Kinetic-slot Special ammo weapons were starting with max ammo reserves when landing into PvE activities.

Accessories

  • Updated Legendary and Exotic Sparrows to have 150 health (matching Always on Time).
  • Updated Legendary and Exotic Sparrows to have two speed selections, one matching Always on Time and one matching the previous highest speed.

ABILITIES

All Subclasses

  • Reduced melee lunge suppression time for victims struck by certain displacing melee abilities from 1 second to 0.5 seconds.
    • This affects the following melee abilities:
      • Grapple Melee
      • Pocket Singularity
      • Shield Bash
      • Seismic Strike
      • Hammer Strike
      • Shiver Strike
  • Sprint and slide-activated melees can no longer be activated after the player fires their weapon during a slide, preventing effective one-shot-eliminations from combinations like slide + Shotgun + shoulder charge.
    • This affects the following melee abilities:
      • Seismic Strike
      • Shield Bash
      • Hammer Strike
      • Howl of the Storm
      • Consecration
      • Flechette Storm
      • Lightning Surge
      • Tempest Strike
  • Blink
    • Fixed an issue where rapid Blinks could result in failed slide attempts.
  • All non-Super abilities
    • Neutral game abilities now receive variable amounts of ability energy from perks that grant instant percentage chunk energy, based on the ability’s passive cooldown tier.
      • The shortest cooldown abilities will receive the same percentage of energy as they did previously, but as passive cooldown increases, the energy granted from perks scales per tier, down to a floor of 50% for grenades and class abilities and 60% for melee abilities. This means that the number of seconds of raw cooldown reduction granted from chunk energy perks is more closely equivalent across all ability cooldown tiers.
      • For example, with Firebolt Grenade (which have a 64-second base cooldown time) vs. Lightning Grenade (which have a 152-second base cooldown time):
        • With the previous system, a 10% base energy chunk reduced the cooldown of Firebolt Grenade by 6.4 seconds and reduced the cooldown of Lightning Grenade by 15.2 seconds.
        • With the new system, a 10% base energy chunk reduces the cooldown of Firebolt Grenade by 6.4 seconds and reduces the cooldown of Lightning Grenade by 7.6 seconds.
      • Note: Perks that were designed to grant full energy refunds (e.g., Knock ‘Em Down) or perks that target a single, specific ability (e.g., Shinobu’s Vow) are not affected and grant the same energy that they did in the previous system.
  • Titan
    • Fixed an issue that prevented shoulder charges from breaking invisibility.

Arc Subclasses

  • Hunter
    • Tempest Strike
      • Increased base damage from 110 to 125.
      • Reworked tracking behavior to be more consistent at further ranges.
      • Improved consistency when traveling over rough terrain.
  • Titan
    • Thundercrash
      • Reduced damage resistance vs. players from 53% to 25%.
      • Fixed an issue where Thundercrash was using the incorrect tier of damage-based energy recharger.
  • Warlock
    • Chaos Reach
      • Fixed an issue where Chaos Reach was using the incorrect tier of damage-based energy recharger.
  • Arc General
    • Amplified
      • Updated first-person amplified visual effects.

Solar Subclasses

  • Titan
    • Throwing Hammer
      • When picked up, it now returns melee energy over 1.4 seconds rather than instantly.
      • Increased projectile tracking strength by about 20%.
    • Sol Invictus
      • Reduced maximum Sunspot duration from 20 seconds to 12 seconds.
  • Warlock
    • Well of Radiance
      • Increased base cooldown time from 417 seconds to 455 seconds.
  • Solar General
    • Restoration
      • Reduced healing rate at restoration 1
        • Old: 40hp/s (PvE) – 20hp/s (PvP)
        • New: 35hp/s (PvE) – 17.5hp/s (PvP)
      • Reduced healing rate at restoration 2
        • Old: 65hp/s (PvE) – 32.5hp/s (PvP)
        • New: 50hp/s (PvE) – 25hp/s (PvP)

Void Subclasses

  • Titan
    • Ward of Dawn
      • Increased base cooldown time from 417 seconds to 455 seconds.
    • Sentinel Shield
      • Shield Throw ability energy regeneration while Sentinel Shield is active is no longer dependent on the player’s Discipline stat.
        • Regeneration time previously ranged between 2.5 and 5 seconds, based on Discipline, and is now a flat 3 seconds at all times.
        • Note: This regeneration rate is reduced for the second Shield Throw charge when Offensive Bulwark is equipped.
  • Warlock
    • Feed the Void
      • Increased grenade energy regeneration per kill while Devour is active by 100%.
        • Note: Actual energy gain amounts vary based on target type and grenade recharge tier.
      • Now also improves the strength of Devour’s heal when equipped.- See below for base Devour behavior changes.
    • Pocket Singularity
      • Increased projectile arming shape radius from 0.75m to 2m.
      • Increased projectile detonation radius from 3m to 3.75m.
      • Increased vertical acceleration bias in detonation physics impulse by about 10%.
      • Increased physics acceleration strength vs. players by about 15%.
      • Now interrupts active slides on targets hit by Pocket Singularity.
  • Void General
    • Devour
      • Healing amount on activation and when refreshed reduced from a full heal to 100hp. unless Feed the Void is equipped.
      • Now heals both health and shield sections more smoothly rather than adding health to each section separately.

Stasis Subclasses

  • Hunter
    • Withering Blade
      • Increased projectile speed by 10%.
      • Increased maximum projectile lifetime by 10%.
      • Increased maximum bounce count from 2 to 3.
      • Increased tracking consistency.
      • Fixed an issue where projectile tracking would shut off completely if your first bounce was off the floor.
    • Winter’s Shroud
      • Increased Slow stacks applied to PvE combatants from 40 to 60.
      • Increased Slow duration applied to PvE combatants from 4 seconds to 8 seconds.
      • Increased Slow detonation size vs. PvE combatants from 8m to 9m.
  • Titan.
    • Shiver Strike
      • Now slows players on hit, a behavior previously removed in Hotfix 3.2.0.3.
      • Fixed an issue where Shiver Strike would not function with the Melee Kickstart armor mod.
    • Glacial Quake
      • Now freezes nearby players on cast, a behavior previously removed in Hotfix 3.1.1.1.
        • Note: On-cast  pulse size vs. players has been reduced from 8m to 6m.
    • Howl of the Storm
      • Fixed an issue where Howl of the Storm was not consistently freezing targets in contact with the created Stasis crystals.
  • Warlock
    • Penumbral Blast
      • Increased detonation size when impacting environment from 1.5m to 2m.
    • Frostpulse
      • Increased consistency against fast-moving targets.
      • Freeze detonation size vs. PvE combatants increased from 8m to 8.5m.
  • Stasis Grenades
    • Glacier Grenade
      • Reduced base cooldown time from 152 seconds to 121 seconds.
        • Note: The cooldown penalties for Duskfield Grenade and Coldsnap Grenade when Bleak Watcher is equipped have also been updated so that their cooldown times match the new Glacier Grenade cooldown time.
    • Coldsnap Grenade
      • Fixed an issue where the seeker was not consistently created in the direction the projectile was moving after a bounce.
      • Increased arming shape size from 0.9 meters to 1.4 meters.
      • Tracking strength now ramps down from full strength to 0 over the course of the grenade’s lifetime, rather than immediately turning off after the seeker had reached 0.5 seconds lifetime.
  • Stasis General
    • Fragments
      • Whisper of Hedrons
        • Removed -10 Strength penalty.
      • Whisper of Impetus
        • Now provides +10 Resilience.
      • Whisper of Shards
        • No longer provides +10 Resilience.
      • Whisper of Hunger
        • Stat penalty changed from -10 Mobility/Intellect to -20 Strength.
      • Whisper of Bonds
        • Removed -10 Discipline penalty.
    • Freeze
      • Increased Special ammo weapon damage bonus vs. frozen targets from 5% to 10%.

Strand Subclasses

  • Titan
    • Bladefury
      • Heavy attack ability energy regeneration while Bladefury is active is no longer dependent on the player’s Discipline stat.
        • Regeneration time previously ranged between 2.5 and 5 seconds, based on Discipline. It’s now a flat 3 seconds at all times.
    • Banner of War
      • Increased the number of enemy defeats necessary to increment the banner level and increased the amount of time added per enemy defeat at each level to compensate.
      • Fixed an issue where unpowered Swords were being granted an incorrect buff by Banner of War.
  • Warlock
    • Weavewalk
      • Fixed an issue where the Weavewalk visual effects could end early in some situations.
      • Fixed an issue where damage from environmental hazards was not reduced while the player was in an active Weavewalk.
    • Fixed an issue where only 1perched Threadling would appear to orbit on the player for networked clients, regardless of the number of Threadlings perched on the local player.
  • Strand General
    • Woven Mail
      • Reduced damage resistance vs. PvE combatants from 55% to 45%.

REWARDS

Legendary Shards

  • Removed all Legendary Shard costs from the Monuments to Lost Light.
  • Removed all Legendary Shard costs from all ritual and lfocusing costs.
  • Updated focusing costs to cost engrams and Glimmer only:
    • Crucible
    • Gambit
    • Iron Banner
    • Trials of Osiris
    • Vanguard
  • Legendary Shards will continue to drop from all existing sources in the game until The Final Shape launches.
  • Legendary Shard rewards on the Season Pass have been replaced with Enhancement Core or Glimmer rewards.
  • Legendary Shard Dismantle Bonus on the Season Pass has been replaced with an additional Ritual Glimmer Boost.

Triumphs and Seals

  • Fixed an issue where some players could not equip the Chosen title.

Seasonal Challenges

  • Bonus Seasonal Challenges no longer count toward the cumulative Seasonal Challenge for completing all of the standard Seasonal Challenges.

GENERAL SANDBOX

  • Fixed a systemic issue where networked projectiles could predictively cause impact damage multiple times. This issue was made worse with higher framerates.

PLATFORMS AND SYSTEMS

  • The Seal the Deal platform achievement now completes with Seals created after Forsaken.

GENERAL

  • Fixed an issue where ornaments couldn’t be favorited before they had been equipped for the first time.
  • Fixed an issue where a weapon with 4 perks in one column would push the mod slots off the bottom of the screen.
  • Fixed an issue where the Veteran’s Flair transmat effect was not visible in the ship customization screen.
  • Fixed an issue where Glimmer in some chests would disappear for all players, even when loot was still available for other fireteam members.
  • The tutorial screen for Bright Engrams will now properly appear the first time a Bright Engram is received.
  • The definition for the Knitting Time emote will now be ordered correctly.
  • Fixed an issue where the 3rd Player interaction text was missing from the emote Cozy Campfire.
  • The purchase restriction on Instant 10x Season Pass Ranks has been removed.
  • Fixed an issue where the Wind Up finisher had an odd transition back to idle.
  • Players in a vendor performance will no longer get soft locked if their fireteam members start a cinematic.
  • Players can no longer pull the Season 21 Artifact out of their Collection.

If we get the Season of the Wish rewards, we’ll be sure to post them.

Source: Bungie

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Alex Co

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Destiny 2 Update 3.08 Released for Patch 7.3.0 and Season of the Wish

Bungie has released Destiny 2 update 3.08 during today’s maintenance this November 28. This is for patch version 7.3.0, and brings the Season of the Wish! Read on for the complete D2 update 7.3.0 patch notes.

Destiny 2 Update 3.08 Patch Notes | Destiny 2 Update 7.3.0 Patch Notes:

Season of the Wish Schedule: November 28 to June 4

ACTIVITIES

RITUAL PLAYLISTS

  • Rewards for all ritual activities have been updated.
    • Base Glimmer award has increased.
    • Added a reward chance for Enhancement Cores.
    • Glimmer and Enhancement Core awards and chances increase if:
      • You win a Gambit match.
      • You win a Competitive Division match.
      • You obtain a high score in a strike or Nightfall.

CRUCIBLE

General

  • Crucible Director screen has been updated.
  • Implemented a double rewards booster for Crucible.
  • Citadel map is back. Crucible matches make a return to the Dreaming City.
  • Sparrow Control mode has been added to Crucible.
  • Adjusted spawn points on Endless Vale, Midtown, and Meltdown maps to alleviate certain spawn killing and trapping issues.
  • Fixed an issue with Elimination’s icon on the Director screen when it appears as a rotating mode.
  • Fixed an issue where attempting to revive a fireteam member can be interrupted by their respawn timer running out.

Competitive Division

  • Removed Promotion and Relegation Series from all divisions except Adept and Ascendant.
  • Fixed an issue with Competitive Division where players were directed to complete placement matches twice.
  • Competitive playlist now only has Survival and Countdown Rush as featured modes.
    • Revised mode rules
      • Survival
        • Increased respawn count from 4 to 6.
      • Countdown Rush
        • Decreased score to win from 6 to 5.
        • Decreased round time from 120 seconds to 90 seconds.
        • Decreased Heavy ammo spawn time from 90 seconds to 60 seconds.
        • Enabled unlimited respawns and revives.
        • If the final round starts at 4-4, Elimination ruleset is enabled. This will show up as Sudden Death.
  • Competitive Division rating adjustments revised.
    • Rank adjustment prioritizes wins and losses and ignores inflation protection.

Iron Banner

  • One and Done Triumph now requires 8 challenge completions to align with the 2 separate challenges.
  • Iron Banner Eruption:
    • Fixed an issue where some Eruption dialogue lines would play simultaneously.

Medals

  • Added medals for Strand Supers.
  • You can now earn a Crucible medal for eliminating with Sparrows.

Crucible Labs

  • Added Checkmate Dominion to Crucible Labs.
  • Added Checkmate Countdown Rush and Checkmate Clash to Crucible Labs.
  • Ability cooldown penalty modifier decreased from 50% to 30%.
    • Cooldowns should remain similar in combination with the Season of the Wish abilities tuning.

Countdown

  • Updated round victory banner for defenders to display Defense Successful instead of Attack Failed.
  • Added Countdown Rush as a Competitive Crucible mode.
  • Countdown Rush
    • Fixed an issue where music would cease to play after the first bomb has been detonated.
  • Countdown Rush
    • Fixed an issue where sudden death would incorrectly begin.
  • Checkmate Countdown
    • Updated score to win to 5.

Trials of Osiris

  • Added a weekly reward that is granted for the number of wins in a row you get before your card is flawed. Getting a longer win streak grants the rewards of all the tiers below it, if they have not already been earned.
    • 3 wins – Trials Armor
    • 4 wins – 5 Enhancement Cores
    • 5 wins – Trials weapon
    • 6 wins – 3 Enhancement Prisms

Relic

  • Gameplay
    • Mode
      • Initial order of relics given out is now randomized per match.
      • Added temporary overshield when picking up a relic from the Relic Depot.
      • Maximum number of Relic Depots decreased from 4 to 3.
      • Added new voiced lines.
      • Players will tend to spawn near teammate relic holders.
      • Score to win increased from 150 to 175.
    • Relics
      • Shield
        • Angular velocity on Super’s projectile tuned down from 43 to 30.
        • Multiplier on damage tuned from 0.3 to 0.75.
        • Increased Shield Super regen time from 3% per second to 5% per second.
        • Decreased Shield bubble regen time from 15 seconds to 10 seconds and increased full uptime from 7 seconds to 10 seconds.
      • Spear
        • Spear ammo tuned up from 21 to 33.
      • Scythe
        • Decreased Scythe ammo from 45 to 38.
    • Relic Charge
      • Passive relic charge increased from 1% every 5 seconds to 2% every 5 seconds.
      • Increased relic charge gain from player loadout kills, and the player who dealt the final blow gets an additional charge.
        • All damage participant players receive 10%.
        • The player who dealt the final blow gets an additional 15%.
      • Removed teammates gaining relic charge from Relic Depot interactions.
  • UI
    • Relic waypoints blink when they’re low on ammo.
    • Relic waypoints will no longer show if it’s not in your field of view.
    • New scoreboard stats added.
  • Bug Fixes
    • Fixed persisting arrow waypoint over respawning Relic Depots.
    • Fixed duplicate “relic energy charged” incident announcements.

STRIKES

Lake of Shadows

  • Fixed a map issue that allowed players to skip the dam section and jump directly into the boss arena.
  • Adjusted the number of Champions on Hero and Legend difficulties and resolved an issue where certain Champions were not counting correctly toward score.

Warden of Nothing

  • Fixed an issue where players could become soft locked at the treasure room.

LOST SECTORS

Hydroponics 

  • Fixed an issue where players would not be returned to orbit when failing the activity on Legend or Master difficulty.
  • Fixed an issue where the Lost Sector had an unusually long respawn timer on open-world difficulty.

DEEP DIVES

  • Fixed an issue where players who join in progress during the boss fight will spawn inside the room but then teleport back up and into the water tube.
  • Asha’s Empowerment buff now has a proper icon.
  • Fixed an issue where players who joined during a buff selection phase would not be able to select the buffs.

RAIDS

Crota’s End

  • Fixed an issue with players losing enlightenment when attempting to pick up a sword while performing a finisher.
  • Fixed an issue where some player abilities could go through Hive barriers.

Last Wish

  • Fixed an issue in the finale of Queen’s Walk, after depositing the heart, where VFX would appear in the incorrect location.
  • Fixed an issue that was causing Vault of Glass Oracle sound effects to play.

UI/UX

Seasonal Challenges

  • Fixed an issue where Seasonal Challenges from previous Seasons were not automatically untracked and couldn’t be manually untracked.
  • Fixed an issue where bonus challenges counted toward the completion count for Seasonal Challenges.

Guardian Ranks

  • Fixed the background tree in the drawer so that it shows up on various states.
  • Fixed body text in the drawer so it would display italicized.
  • Added a visual element to help track Guardian Rank progress on the Journey Screen and Guardian Rank details screen.
  • Fixed an issue where, when first navigating to the Journey screen, the Guardian rank button starts off wide and then snaps to its correct size.
  • Fixed an issue where defeating another Guardian in Crucible would show the winning Guardian’s rank incorrectly on their emblem.
  • Made a change in the Guardian Ranks’ notification when renewing ranks.
    • It will now look different from the notification to when you earn another rank.

Director

  • Fixed an issue where Milestone icons were not appearing on the H.E.L.M.’s Director node.

Localization

  • Fixed an issue where the keyboard layout for Brazilian Portuguese was not working properly.

General

  • Fixed an issue where the Gear Stats button in Collections in the Mods category was displaying incorrectly.
    • Button is not displayed anymore, as it is not contextually accurate.

GAMEPLAY AND INVESTMENT

ARMOR

Exotic Armor

  • Aeon Swift, Aeon Safe, and Aeon Soul
    • Sect of Force
      • Rapid precision hits provide quicker reload and weapon swap speeds, and the bonus now lasts for 10 seconds (up from 6).
      • No longer grants bonus melee, grenade, or Super energy on stunning a Champion or defeating a boss or miniboss. Instead, stunning a Champion or rapid precision hits against Champions, elites, or minibosses will mark them for your allies.
        • Allies deal +20% more damage to marked targets.
        • When a target is first marked, nearby Aeon Cult allies who do not have the Sect of Force role equipped gain grenade and melee energy.
    • Sect of Insight
      • Nearby Aeon Cult allies who do not have the Sect of Insight role equipped no longer gain a bonus to weapon damage for a short time. Instead, they gain a burst of Super energy.
    • Sect of Vigor
      • Now provides damage resistance against combatants when an ally dies or is resurrected, in addition to the existing class ability energy.
      • When you cast your Super, nearby allies no longer gain an instant burst of healing or an Overshield. Instead, nearby critically wounded allies gain damage resistance from combatants as long as they stay near you. Nearby Aeon Cult allies who do not have the Sect of Vigor role equipped will also recover class ability energy more quickly.
  • Hunter
    • Shards of Galanor
      • Throwing Knife kills now grant Super energy ranging between +2.5% and +5%, depending on the type of combatant killed.
    • Ophidia Spathe
      • Knife kills now grant a stacking damage bonus to throwing knives.
        • Stacks up to 3 times for 5 seconds: 30%, 60%, 100%.
        • Dodging refreshes the timer.
    • St0mp-EE5
      • Removed previously added requirement to have full class ability energy to benefit from the movement bonuses.
      • Reduced the airborne lateral acceleration bonus.
      • Now provides damage resistance against combatants while airborne.
    • Mechaneer’s Tricksleeves
      • The Sidearm damage bonus now persists for 5 seconds after your shields begin to recharge.
      • Sidearm kills extend the damage bonus’ duration by 3 seconds and completely reload your Sidearm from reserves.
      • The damage bonus has been reduced in PvP to compensate for it lasting longer. It is now +10% Sidearm damage (down from +35%).
    • The Bombardiers
      • Now applies 20 slow stacks to enemy players and 40 slow stacks to PvE combatants.
    • Triton Vice
      • Increased Glaive melee damage bonus while surrounded to +100% for both PvE and PvP (up from +30% in PvE and +10% in PvP).
    • Celestial Nighthawk
      • Precision kills now grant Super energy ranging between +1.5% and +4.5%, depending on target type killed.
      • Increased Golden Gun impact damage by 25%.
  • Titan
    • Precious Scars
      • Kills with weapons matching your subclass now apply restoration Tier 1 for 1.5 seconds in PvP and 3 seconds in PvE.
    • Severance Enclosure
      • Increased size and damage of the explosion.
      • Kills with this Exotic’s explosion will now trigger an additional explosion.
    • Peregrine Greaves
      • You now have to be airborne for a brief time before the Exotic effects will apply.
      • Damaging Champions, Tormentors, or minibosses with a Shoulder Charge deals further increased damage and refunds your melee energy.
    • Wormgod Caress
      • The Burning Fist Exotic effect has been reworked. It is now a meter that increases on melee kills and finishers and decays over time.
        • The meter decays more quickly the more full it is.
        • The meter is broken up into 5 sections which provide escalating melee and Glaive melee damage bonuses. The upper end of the meter also provides escalating weapon damage bonuses.
    • Ashen Wake
      • Fusion Grenade impacts now stun Unstoppable Champions.
    • Synthoceps
      • Removed extended melee lunge distance.
      • Increased Glaive melee bonus to +100% (from +50%).
      • Reduced the PvE surrounded melee damage bonus to +165% (from +200%).
      • Now improves weapon handling and reload speed while surrounded.
  • Warlock
    • Ballidorse Wrathweavers
      • Now when you cast a Frostpulse rift nearby allies gain a Tier 2 Stasis Surge weapon bonus for 10 seconds in PvE and 5 seconds in PvP. They also gain a 50hp overshield.
      • The Stasis damage bonus provided to allies by the Winter’s Wrath Shockwave is now the Tier 4 Stasis Surge weapon bonus.
      • When Winter’s Wrath ends, you now gain the Tier 4 Stasis Surge weapon bonus.
    • Apotheosis Veil
      • Casting your Super now grants Cure Tier 3 for you and nearby allies.
      • After your Super ends you now temporarily gain greatly increased melee and grenade regen for 8 seconds.
    • Felwinter’s Helm
      • Moved the size of the weakening burst and duration of Weaken up one tier against all targets, except for finishers against bosses, which retains the maximum size and duration.
    • Karnstein Armlets
      • Melee kills now grant Cure Tier 3 and restoration Tier 1 for 8 seconds.
      • Finishers now grant Cure Tier 3 and restoration Tier 2 for 8 seconds.

Armor Mods

  • Heavy Handed, Firepower, and Reaper
    • Added a 10-second cooldown for generating Orbs of Power.
    • Reaper now requires a kill be secured within 10 seconds of using your class ability to generate an Orb of Power.
  • Melee Kickstart, Grenade Kickstart, and Utility Kickstart
    • Now only refund ability energy if the player has at least a single armor charge.
    • They now provide between +16% and +45% ability energy (down from +17% and +50% respectively) based on how many stacks of the mod are equipped as well as how many armor charges they consume.
  • Momentum Transfer, Bolstering Detonation, Impact Induction, and Focusing Strike
    • Now provide 12%/17%/20% ability energy for 1/2/3 stacks respectively (down from 20%/25%/25%).
    • Impact Induction and Focusing Strike now require a powered melee attack to function.
  • Outreach and Bomber
    • Now provides 12%/17%/20% ability energy for 1/2/3 stacks respectively.
    • The energy gained is further reduced based on the cooldown of the class ability used, with the shortest cooldowns reducing it by 60%.
  • Distribution
    • Now provides 4%/6%/7% ability energy to the neutral game abilities and 2%/3%/4% Super energy for 1/2/3 stacks respectively.
    • The energy gained is further reduced based on the cooldown of the class ability used, with the shortest cooldowns reducing it by 60%.
  • Additional note: All of the above mods continue to provide only 50% of their ability energy returns in PvP.

Other

  • Fixed an issue where Triton Vice’s buff was not displaying correctly in the HUD.
  • Fixed an issue where acquiring Artifice Armor before non-Artifice Armor would prevent it from being available as an armor ornament.
  • Fixed an issue where slotting many decaying Armor Charge mods would cause them to stop functioning.
  • Updated the Iron Symmachy armor set to current Iron Banner rewards and focused decoding, and moved Iron Companion set to legacy decoding.
  • Fixed an issue where Arc Souls could shoot at a low rate of fire if created via Getaway Artists.
  • Fixed an issue where Arbor Warden was not playing barricade sound effects for other players.
  • Fixed an issue preventing Foetracer’s visor visual effects from functioning.

WEAPONS

Weapon Archetypes

  • General
    • Updated Drang and Zaouli’s Bane to load ammo at the correct point in the animation.
  • Auto Rifles
    • General
      • Increased damage against Minor (red bar) combatants by 10%.
  • Pulse Rifles
    • General
      • Increased damage against Minor (red bar) and Major (orange bar) combatants by 12.5%.
  • Glaives
    • Projectiles
      • Increased projectile speed by 30%.
      • Increased projectile damage in PvE by 25%.
      • Decreased projectile damage in PvP.
        • Aggressives: 123
        • Adaptives: 113
        • Rapid-Fires: 101
    • Shields
      • When the Glaive is held, shield energy now recharges passively at a rate of 1% per second.
      • Set up the base Glaive shield damage resistance to be tiered in PvP.
        • Base Glaive shield damage resistance remains at 50%.
        • Reduced damage resistance against Primary ammo weapons and melee attacks to 30%.
    • Melee
      • Reduced the delay after firing before you can melee from 0.75 seconds to 0.2 seconds.
  • Sniper Rifles
    • General
      • Increased Sniper Rifle PvE damage with a flat buff of 15%. (This also applies to Exotic Sniper Rifles that use Heavy ammo.)
  • Swords
    • Updated the Sword reticle to convey more information, and now have elements that better show its current charge state and reflect its current recharge delay.
    • Caster Swords and other Swords that fire projectiles now have a subtle central element on their reticles in addition to these updates to assist in aiming.
    • Fixed an issue causing Sword perks that activate while guarding to not activate properly while the player has an overshield of any kind.
    • Fixed an issue causing knockback to not be negated while blocking with a Sword while the player has an overshield of any kind.
    • Fixed an issue where unpowered (ammo-less) Swords still received buffs from Banner of War.

Exotic Weapons

  • Vex Mythoclast
    • Increased damage versus
      • Minor (red bar) combatants by 10%.
      • Bosses by 25%.
      • Champions by 200% when in the LFR mode.
    • Revision Zero
      • Increased damage versus Champions by 100%.
    • Thorn
      • Picking up a Remnant can overflow the magazine, up to 40 rounds max.
      • Thorn Catalyst improves stats and functionality:
        • Adds +20 to range.
        • Adds +10 stability.
        • Kills or picking up a Remnant grants additional range, as well as handling and mobility.
  • Class Glaives
    • General changes
      • Grant 1 ammo when you activate the perk, so you can use it even if you are out of ammo.
      • No longer passively drains shield energy when you Special ammo reload to activate the perk.
      • Can no longer be deactivated by reloading or stowing the weapon.
    • Edge of Intent (Warlock)
      • Healing turret projectiles now provide Cure and restoration and detonate in an 8m radius area of effect (AoE) to provide the benefits to nearby allies.
      • Increased mag size from 4 to 5.
    • Edge of Action (Titan)
      • Passing through the bubble now grants bonus reload speed, handling, and a small amount of stacking bonus damage in addition to the overshield.
      • Reduced the health of the bubble from 8000 to 2400 to account for the increased uptime and improved effects.
    • Edge of Concurrence (Hunter)
      • Lightning Seeker now jolts targets on impact.
      • Reduced the direct hit damage of the round that generates the lightning bolt, to account for the free ammo being granted.
  • Osteo Striga
    • Removed the Submachine Gan (SMG) damage bonus scalar that was affecting the poison damage.
      • This brings Osteo Striga poison down to match standard Necrotic Grip poison, though it will still deal 40% bonus damage vs. Minors for being an Exotic.
  • Salvation’s Grip
    • Placed a speed limit on the detonation when damaging Stasis crystals. This will help prevent the detonation from being able to shatter too many crystals on a single frame, which would sometimes kick the player to orbit with an error code.
    • Salvation’s Grip shatter kills and Headstone Stasis crystal shatter kills no longer use a blank icon on the kill screen.
  • Tommy’s Matchbook
    • Updated the description strings to properly communicate that the Scorch functionality is tied to the catalyst being equipped.
  • Winterbite
    • Increased the detonation damage of the large projectile by 25%.
    • The self-damage blast radius has been halved, and the self-damage has been reduced.
  • Monte Carlo
    • The bayonet stab now has controller rumble.
  • Wicked Implement
    • Fixed an issue causing Wicked Implement’s spawned Stasis shards from activating the Collective Action perk.
  • Two-Tailed Fox
    • Fixed an issue causing Two-Tailed Fox to revert to Void damage when stowed while empty.
  • Quicksilver Storm
    • Fixed an issue where Quicksilver Storm plays special reload animation in third-person instead of normal reload when a normal reload is executed.
    • Fixed an issue where Quicksilver Storm foregrip animates when firing in Auto Rifle mode.
  • Tractor Cannon
    • Fixed an issue where Tractor Cannon was missing a hip-fire reticle.

Perks

  • Danger Zone
    • We made a small change to how it works on Rocket Launchers. You can figure it out…
  • Heavy Grip
    • Removed an unintended effect that was slightly increasing incoming flinch.
  • Precision Instrument
    • Increased Enhanced Precision Instrument damage bonus at max stacks from 26% to 30%.
  • Kinetic Tremors
    • Made the activation requirements more consistent across archetypes.
      • Pulse Rifles: Reduced from 12 to 11 (Enhanced increased from 9 to 10).
      • Non-burst Sidearms: Reduced from 12 to 8 (Enhanced reduced from 9 to 7).

General

  • Added foundry weapons as a reward from Lost Sectors.
  • Changed price for Common and Uncommon Hand Cannons in collections to match the price of other Common and Uncommon weapons.
  • Fixed an issue where some sunset weapons had their damage type changed, relative to what damage type mod players had inserted.
  • Reduced the duration of time it takes to dismantle a Deepsight weapon, since dismantle grants pattern progress.
  • Fixed an issue where some Exotic weapons had incorrect tray icons shown on kill feeds.
  • Fixed an issue where the camera shifts slightly to the left when equipping a Sidearm or Hand Cannon.
  • Fixed an issue where the Compass Rose Solstice Shotgun was not in Collections for some players.
  • Fixed an issue where the Subjunctive SMG was not in Collections for some players.
  • Fixed an issue where Kinetic-slot Special ammo weapons were starting with max ammo reserves when landing into PvE activities.

Accessories

  • Updated Legendary and Exotic Sparrows to have 150 health (matching Always on Time).
  • Updated Legendary and Exotic Sparrows to have two speed selections, one matching Always on Time and one matching the previous highest speed.

ABILITIES

All Subclasses

  • Reduced melee lunge suppression time for victims struck by certain displacing melee abilities from 1 second to 0.5 seconds.
    • This affects the following melee abilities:
      • Grapple Melee
      • Pocket Singularity
      • Shield Bash
      • Seismic Strike
      • Hammer Strike
      • Shiver Strike
  • Sprint and slide-activated melees can no longer be activated after the player fires their weapon during a slide, preventing effective one-shot-eliminations from combinations like slide + Shotgun + shoulder charge.
    • This affects the following melee abilities:
      • Seismic Strike
      • Shield Bash
      • Hammer Strike
      • Howl of the Storm
      • Consecration
      • Flechette Storm
      • Lightning Surge
      • Tempest Strike
  • Blink
    • Fixed an issue where rapid Blinks could result in failed slide attempts.
  • All non-Super abilities
    • Neutral game abilities now receive variable amounts of ability energy from perks that grant instant percentage chunk energy, based on the ability’s passive cooldown tier.
      • The shortest cooldown abilities will receive the same percentage of energy as they did previously, but as passive cooldown increases, the energy granted from perks scales per tier, down to a floor of 50% for grenades and class abilities and 60% for melee abilities. This means that the number of seconds of raw cooldown reduction granted from chunk energy perks is more closely equivalent across all ability cooldown tiers.
      • For example, with Firebolt Grenade (which have a 64-second base cooldown time) vs. Lightning Grenade (which have a 152-second base cooldown time):
        • With the previous system, a 10% base energy chunk reduced the cooldown of Firebolt Grenade by 6.4 seconds and reduced the cooldown of Lightning Grenade by 15.2 seconds.
        • With the new system, a 10% base energy chunk reduces the cooldown of Firebolt Grenade by 6.4 seconds and reduces the cooldown of Lightning Grenade by 7.6 seconds.
      • Note: Perks that were designed to grant full energy refunds (e.g., Knock ‘Em Down) or perks that target a single, specific ability (e.g., Shinobu’s Vow) are not affected and grant the same energy that they did in the previous system.
  • Titan
    • Fixed an issue that prevented shoulder charges from breaking invisibility.

Arc Subclasses

  • Hunter
    • Tempest Strike
      • Increased base damage from 110 to 125.
      • Reworked tracking behavior to be more consistent at further ranges.
      • Improved consistency when traveling over rough terrain.
  • Titan
    • Thundercrash
      • Reduced damage resistance vs. players from 53% to 25%.
      • Fixed an issue where Thundercrash was using the incorrect tier of damage-based energy recharger.
  • Warlock
    • Chaos Reach
      • Fixed an issue where Chaos Reach was using the incorrect tier of damage-based energy recharger.
  • Arc General
    • Amplified
      • Updated first-person amplified visual effects.

Solar Subclasses

  • Titan
    • Throwing Hammer
      • When picked up, it now returns melee energy over 1.4 seconds rather than instantly.
      • Increased projectile tracking strength by about 20%.
    • Sol Invictus
      • Reduced maximum Sunspot duration from 20 seconds to 12 seconds.
  • Warlock
    • Well of Radiance
      • Increased base cooldown time from 417 seconds to 455 seconds.
  • Solar General
    • Restoration
      • Reduced healing rate at restoration 1
        • Old: 40hp/s (PvE) – 20hp/s (PvP)
        • New: 35hp/s (PvE) – 17.5hp/s (PvP)
      • Reduced healing rate at restoration 2
        • Old: 65hp/s (PvE) – 32.5hp/s (PvP)
        • New: 50hp/s (PvE) – 25hp/s (PvP)

Void Subclasses

  • Titan
    • Ward of Dawn
      • Increased base cooldown time from 417 seconds to 455 seconds.
    • Sentinel Shield
      • Shield Throw ability energy regeneration while Sentinel Shield is active is no longer dependent on the player’s Discipline stat.
        • Regeneration time previously ranged between 2.5 and 5 seconds, based on Discipline, and is now a flat 3 seconds at all times.
        • Note: This regeneration rate is reduced for the second Shield Throw charge when Offensive Bulwark is equipped.
  • Warlock
    • Feed the Void
      • Increased grenade energy regeneration per kill while Devour is active by 100%.
        • Note: Actual energy gain amounts vary based on target type and grenade recharge tier.
      • Now also improves the strength of Devour’s heal when equipped.- See below for base Devour behavior changes.
    • Pocket Singularity
      • Increased projectile arming shape radius from 0.75m to 2m.
      • Increased projectile detonation radius from 3m to 3.75m.
      • Increased vertical acceleration bias in detonation physics impulse by about 10%.
      • Increased physics acceleration strength vs. players by about 15%.
      • Now interrupts active slides on targets hit by Pocket Singularity.
  • Void General
    • Devour
      • Healing amount on activation and when refreshed reduced from a full heal to 100hp. unless Feed the Void is equipped.
      • Now heals both health and shield sections more smoothly rather than adding health to each section separately.

Stasis Subclasses

  • Hunter
    • Withering Blade
      • Increased projectile speed by 10%.
      • Increased maximum projectile lifetime by 10%.
      • Increased maximum bounce count from 2 to 3.
      • Increased tracking consistency.
      • Fixed an issue where projectile tracking would shut off completely if your first bounce was off the floor.
    • Winter’s Shroud
      • Increased Slow stacks applied to PvE combatants from 40 to 60.
      • Increased Slow duration applied to PvE combatants from 4 seconds to 8 seconds.
      • Increased Slow detonation size vs. PvE combatants from 8m to 9m.
  • Titan.
    • Shiver Strike
      • Now slows players on hit, a behavior previously removed in Hotfix 3.2.0.3.
      • Fixed an issue where Shiver Strike would not function with the Melee Kickstart armor mod.
    • Glacial Quake
      • Now freezes nearby players on cast, a behavior previously removed in Hotfix 3.1.1.1.
        • Note: On-cast  pulse size vs. players has been reduced from 8m to 6m.
    • Howl of the Storm
      • Fixed an issue where Howl of the Storm was not consistently freezing targets in contact with the created Stasis crystals.
  • Warlock
    • Penumbral Blast
      • Increased detonation size when impacting environment from 1.5m to 2m.
    • Frostpulse
      • Increased consistency against fast-moving targets.
      • Freeze detonation size vs. PvE combatants increased from 8m to 8.5m.
  • Stasis Grenades
    • Glacier Grenade
      • Reduced base cooldown time from 152 seconds to 121 seconds.
        • Note: The cooldown penalties for Duskfield Grenade and Coldsnap Grenade when Bleak Watcher is equipped have also been updated so that their cooldown times match the new Glacier Grenade cooldown time.
    • Coldsnap Grenade
      • Fixed an issue where the seeker was not consistently created in the direction the projectile was moving after a bounce.
      • Increased arming shape size from 0.9 meters to 1.4 meters.
      • Tracking strength now ramps down from full strength to 0 over the course of the grenade’s lifetime, rather than immediately turning off after the seeker had reached 0.5 seconds lifetime.
  • Stasis General
    • Fragments
      • Whisper of Hedrons
        • Removed -10 Strength penalty.
      • Whisper of Impetus
        • Now provides +10 Resilience.
      • Whisper of Shards
        • No longer provides +10 Resilience.
      • Whisper of Hunger
        • Stat penalty changed from -10 Mobility/Intellect to -20 Strength.
      • Whisper of Bonds
        • Removed -10 Discipline penalty.
    • Freeze
      • Increased Special ammo weapon damage bonus vs. frozen targets from 5% to 10%.

Strand Subclasses

  • Titan
    • Bladefury
      • Heavy attack ability energy regeneration while Bladefury is active is no longer dependent on the player’s Discipline stat.
        • Regeneration time previously ranged between 2.5 and 5 seconds, based on Discipline. It’s now a flat 3 seconds at all times.
    • Banner of War
      • Increased the number of enemy defeats necessary to increment the banner level and increased the amount of time added per enemy defeat at each level to compensate.
      • Fixed an issue where unpowered Swords were being granted an incorrect buff by Banner of War.
  • Warlock
    • Weavewalk
      • Fixed an issue where the Weavewalk visual effects could end early in some situations.
      • Fixed an issue where damage from environmental hazards was not reduced while the player was in an active Weavewalk.
    • Fixed an issue where only 1perched Threadling would appear to orbit on the player for networked clients, regardless of the number of Threadlings perched on the local player.
  • Strand General
    • Woven Mail
      • Reduced damage resistance vs. PvE combatants from 55% to 45%.

REWARDS

Legendary Shards

  • Removed all Legendary Shard costs from the Monuments to Lost Light.
  • Removed all Legendary Shard costs from all ritual and lfocusing costs.
  • Updated focusing costs to cost engrams and Glimmer only:
    • Crucible
    • Gambit
    • Iron Banner
    • Trials of Osiris
    • Vanguard
  • Legendary Shards will continue to drop from all existing sources in the game until The Final Shape launches.
  • Legendary Shard rewards on the Season Pass have been replaced with Enhancement Core or Glimmer rewards.
  • Legendary Shard Dismantle Bonus on the Season Pass has been replaced with an additional Ritual Glimmer Boost.

Triumphs and Seals

  • Fixed an issue where some players could not equip the Chosen title.

Seasonal Challenges

  • Bonus Seasonal Challenges no longer count toward the cumulative Seasonal Challenge for completing all of the standard Seasonal Challenges.

GENERAL SANDBOX

  • Fixed a systemic issue where networked projectiles could predictively cause impact damage multiple times. This issue was made worse with higher framerates.

PLATFORMS AND SYSTEMS

  • The Seal the Deal platform achievement now completes with Seals created after Forsaken.

GENERAL

  • Fixed an issue where ornaments couldn’t be favorited before they had been equipped for the first time.
  • Fixed an issue where a weapon with 4 perks in one column would push the mod slots off the bottom of the screen.
  • Fixed an issue where the Veteran’s Flair transmat effect was not visible in the ship customization screen.
  • Fixed an issue where Glimmer in some chests would disappear for all players, even when loot was still available for other fireteam members.
  • The tutorial screen for Bright Engrams will now properly appear the first time a Bright Engram is received.
  • The definition for the Knitting Time emote will now be ordered correctly.
  • Fixed an issue where the 3rd Player interaction text was missing from the emote Cozy Campfire.
  • The purchase restriction on Instant 10x Season Pass Ranks has been removed.
  • Fixed an issue where the Wind Up finisher had an odd transition back to idle.
  • Players in a vendor performance will no longer get soft locked if their fireteam members start a cinematic.
  • Players can no longer pull the Season 21 Artifact out of their Collection.

If we get the Season of the Wish rewards, we’ll be sure to post them.

Source: Bungie

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Alex Co

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theHunter: Call of the Wild Update 1.80 Runs Out for Companion Patch Content

Expansive Worlds has released theHunter: Call of the Wild update 1.80, and this is for the big Companion Update content drop! This brings a new four-legged friend into the game alongside a bunch of improvements listed in the official theHunter: COTW Companion update patch notes!

theHunter: Call of the Wild Update 1.80 Patch Notes | theHunter: COTW Companion Update Patch Notes:

NEW FEATURES

  • Not sure if you’ve invested in the right skills for your companion? Players can now use in-game currency to reset and reassign their dog’s unlocked Traits. As it turns out, this old dog can learn new tricks after all.
  • If a dog’s name suddenly lost its charm, players are now able to rename their hunting companion.
    • Developer’s Notes: Changing the name will cost 1000 in-game cash.
  • We’ve added an option to retire a dog from the kennel. All good dogs deserve good rest.
    • Developer’s Notes: Keep in mind that you’re not going to get back money spent on the retired dog!

ADJUSTMENTS & IMPROVEMENTS

  • We’ve updated the Kennel screen with an improved look and feel.
  • A new dog commands section has been added to the key bindings menu.
    • Developer’s Notes: Players can now map dog commands to keyboard and controller buttons easily.
  • Players are now able to reset a single keybind instead of switching all keybinds to the default ones.
  • The Codex now includes more information about fleeing noises.

BUG FIXES

GAMEPLAY

  • Leaving the tripod by fast traveling will no longer make the exit button stay on the screen.
  • The Collared Peccary now shows the correct fur variation in Trophy Lodges.
  • We’ve addressed an issue with ‘Respawning’ messages staying on the screen in certain situations.
  • We’ve fixed multiple issues within the Harvest Screen where bones of the Red Fox, Red Deer, Magpie Goose, and Feral Pig were not shown correctly.
  • Players will no longer get stuck on a black screen between cut-scene and gameplay transitions on Yukon Valley.
  • We’ve addressed a bug where the crosshair was placed too high while using binoculars.
    • Developer’s Notes: Players should now be able to spot animals without any distractions.
  • The Pumping Iron perk for bows is enabled again and should be working as initially intended.
  • The Grelck Drilling Rifle will no longer be missing from the player’s hand if they have only unlocked the first level of the Muscle Memory Perk.
  • The Iron Sight on the M1 Iwaniec should now be aligned properly in the ring.
  • Switching to another Trophy Lodge while already being present in one will no longer get players stuck in the floor.
  • We’ve addressed an issue where the game was crashing on the original PlayStation 4 under specific circumstances on Rancho del Arroyo.
  • The Grelck Drilling Rifle should now play its reload animation correctly if the player has only 1 point in the Muscle Memory Perk.
  • Switching to lures while manual chambering is on will no longer jam a gun.

MULTIPLAYER

  • We’ve addressed an issue causing search status to keep infinitely loading in the Multiplayer menu if the game was launched without an internet connection.
  • We’ve fixed an issue where if two or more players shoot the same Crocodile, the listed body parts were different from their respective X-ray images on the Harvest Screen.
  • Clicking on someone’s name in the Multiplayer screen and then clicking somewhere else will now close the dropdown menu.
  • Dogs should now correctly spawn for players in a Multiplayer session.
  • Players with the Windows Store version of the game should no longer experience issues when receiving game invites from their APEX Connect friends.

MISSIONS

  • We’ve fixed an issue with a mission in Emerald Coast where the image of a practice target was not visible in the low graphics settings.
  • We’ve grounded the traps in Te Awaroa so they no longer float in the air after being set up by a player.

UI

  • Using a controller to collapse sections in the storage menu will no longer make the storage items disappear.
  • Reload speed time for Colt .45 guns should now show accurate numbers.
  • Changing the position of the Grelck Drilling Rifle in the weapon wheel in inventory should not detach the bullets or sights from it anymore.
  • We’ve addressed an issue that was causing the color names for certain animals in the multi-trophy creator display to be cut off in French, German, Spanish, Brazilian Portuguese, Russian, Polish, Japanese, and Czech languages.
  • The loadout menu should now display text in the correct language after changing the game’s language.
  • Items will no longer get stuck to the mouse if they are dragged too fast in the Cache menu.
  • Pressing the Back button on the keyboard will now correctly close the Pause menu.

GRAPHICS

  • We’ve fixed a minor graphical bug related to the Mississippi logo on the World Map screen.
  • The eyes of the Sika Deer will no longer look black under certain lighting conditions in Trophy Lodges.
  • We’ve smoothed out the look of Mallard models in the Harvest Screen.
  • The Tiki torch flames on Emerald Coast are now under control and will no longer flicker too much from the wind.
  • A hunting structure on Emerald Coast will no longer clip through the ground.
  • A bridge on Emerald Coast got properly attached to the ground and it will not hover.
  • We’ve addressed a minor graphical issue caused by petting a Dog in Trophy Lodges.
  • Small backpacks will no longer have a pointy texture sticking out of them.
  • We’ve updated the image of a bullet for the .243 R. Cuomo to properly show a rifle bullet instead of a pistol bullet.

ART

  • We’ve fixed an issue with an icon of a hunting structure on Emerald Coast being placed a few meters away from its actual location.
  • We’ve addressed a few bugs with missing collisions for household items like washing machines, dryers, and toilets.

ANIMATION

  • We’ve fixed some third-person animation issues with the Zagan Varminter .22-250 rifle.
  • The reload animation for the Nordin 20SA will no longer play when the gun is fully loaded.
  • We’ve improved the third-person animations for the Rangemaster 338, 7mm Empress Magnum, and 7mm Regent Magnum weapons.

Enjoy the new content, hunters!

Source: Call of the Wild

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Report: Dragon’s Dogma 2 Release Date Marked March 22, 2024 on Steam; PC System Requirements Listed (Update)

Ahead of Capcom’s official announcement, it seems the Dragon’s Dogma 2 release date has leaked, and it’s March 22, 2024! This was revealed by the game’s official Steam page, which seems to have forgotten the memo that there was supposed to be a stream later today. Note that this is also the same date that was mentioned previously via the game’s ratings.

Dragon’s Dogma 2 Release Date Leaked:

Update: Capcom has confirmed the date, and we also have the different editions players can pre-order! Check ’em out here.

As you can see in the tweet below, Capcom has a showcase planned later that will not only feature new gameplay, but also the release date.

On the game’s official Steam page, it show March 22:

In addition to that, the official Dragon’s Dogma 2 PC system requirements have also been revealed.

Dragon’s Dogma 2 PC System Requirements:

SYSTEM REQUIREMENTS

MINIMUM:

    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64 bit)/Windows 11 (64 bit)
    • Processor: Intel Core i5 10600 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1070 / AMD Radeon RX 5500 XT with 8GB VRAM
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Additional Notes: Estimated performance: 1080p/30fps. Framerate might drop in graphics-intensive scenes. NVIDIA GeForce RTX 2080 Ti or AMD Radeon RX 6800 required to support ray tracing.

RECOMMENDED:

    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64 bit)/Windows 11 (64 bit)
    • Processor: Intel Core i7-10700 / AMD Ryzen 5 3600X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2080 / AMD Radeon RX 6700
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Additional Notes: Estimated performance: 2160i/30fps. Framerate might drop in graphics-intensive scenes. NVIDIA GeForce RTX 2080 Ti or AMD Radeon RX 6800 required to support ray tracing.

About This Game:

Dragon’s Dogma is a single player, narrative driven action-RPG series that challenges the players to choose their own experience – from the appearance of their Arisen, their vocation, their party, how to approach different situations and more. Now, in this long-awaited sequel, the deep, explorable fantasy world of Dragon’s Dogma 2 awaits.

On your journey, you’ll be joined by Pawns, mysterious otherworldly beings, in an adventure so unique you will feel as if accompanied by other players while on your own adventure.

All of these elements are elevated further through physics technology, artificial intelligence (AI) and the latest in graphics, to create a truly immersive fantasy world in Dragon’s Dogma 2.


While Capcom hasn’t acknowledged the leaks yet, this is as close to official as we’re going to get without the proper announcement. We’ll update the story once more info about the game from today’s showcase is revealed.
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Deep Rock Galactic Update 1.43 Ships Out

Ghost Ship has released Deep Rock Galactic update 1.43 (PS5 version 2.000.043)) and this one once again brings a list of fixes to the action game. Read on for what’s new in the patch notes, miners!

Deep Rock Galactic Update 1.43 Patch Notes | Deep Rock Galactic Update 2.000.043:

So far, Ghost Ship has not acknowledged today’s patch, but the PC version got a title update last week, and we wouldn’t be surprised if the console versions are just getting it now.

— PATCH NOTES —

– Potential fix for Unreal render crash that happened to many miners
– Fixed Machine Events not spawning
– Fix for a crash when using the Stubby
– Fix for Wardens are no longer warding as well as korlokk healing pod
– Potential crash fix for drinking certain beers and interacting with the spacerig (Management apologizes for the temporary lapse in morale)
– Fixed Burning Hell OC having the wrong heat-up rate bonus
– Fixed that Turret Arc has no effect on Shard Diffractor T5A upgrade

Sentry Gun tweaks:
– Ammo Counter – Fixed ammo counters clipping through sentry guns when firing.
– Emp Overclock – Fixed potential crash and emp range indicator not turning on in specific cases.
– Arc Overclock – Fixed potential crash and issue where the arc range indicator is not turned on, on first equip of sentry gun item.

If there’s a different set of notes released today, we’ll update the article.

Source: Steam

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Alex Co

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Destiny 2 Down for Server Maintenance and Patch 7.3.0 Roll Out This Nov. 28

Bungie has taken Destiny 2 down for server maintenance this November 28, and during this time, a new update is expected to be released on all platforms. Read on for the complete schedule.

Update: The complete Destiny 2 title update 7.3.0 patch notes are available here.

Destiny 2 Down for Server Maintenance Schedule for November 28:

Tuesday, November 28, 2023 – Update 7.3.0
5:00 AM PST -8 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, 3rd-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
6:15 AM PST -8 UTC
    • Destiny 2 will be brought offline for expected maintenance.
    • Players will be removed from activities and won’t be able to log back in until 9 AM PST.
    • Ongoing Destiny maintenance is expected to conclude at 11 AM PST.
9:00 AM PST -8 UTC
    • The latest Destiny 2 Update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • Clan features may remain offline until maintenance is complete.
11:00 AM PST -8 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating to the latest Update should restart their console and try downloading the Update.
    • Players who observe issues should report to the #Help forum.

Once the maintenance is over, we’ll update the article to reflect it. We’ll also provide a link out to the patch once it’s live.

In other Destiny 2 news, The Final Shape’s release has been pushed back, which you can read about here.

Source: Bungie

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Alex Co

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Payday 3 Down for Server Maintenance This November 28

Starbreeze Studios has taken the Payday 3 servers down for maintenance this November 28, and this is to prep the game for a big title update that should bring in a few quality of life improvements and more.

Payday 3 Down for Server Maintenance Schedule for Nov. 28:

Here’s the scheduled downtime from Starbreeze:

Start: 11 am CET/2 am PST/5 am EST/6 pm HKT

End: 1 pm CET/4 am PST/7 am EST/8 pm HKT

It’s not mentioned whether we’ll be getting the patch today or within the week, but chances are, it’ll be released today, which was what happened with the last title update.

You can check out a preview of what’s incoming with the update right here. We’ll be updating this article with the maintenance notices and if the patch is live, a link out to the notes, so stay tuned.

Source: Payday (Twitter)

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Alex Co

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New Battlefield 2042 Weekly Missions, Store Bundles for Season 6 Week 8 Listed (November 28)

A new set of weekly missions and store items has now arrived in Battlefield! Our Battlefield 2042 Season 6 Week 8 weekly missions, store bundles, and Portal Modes post details the new missions, modes, and store items for this week below.

New Battlefield 2042 Weekly Missions, Store Bundles for Season 6 Week 8 (November 28):

New Battlefield 2042 Weekly Missions

Weekly Missions:

  • 3 Kills With SMGs or Assault Rifles (4)
  • 20 Enemies Spotted (4)
  • 3 Wingman Ribbons Earned (4)

Available After 2 Missions:

  • 10 Kills From a Distance of 25m or Less (4)
  • 2000 Damage Inflicted With Primary Weapons (4)
  • 6 Combat and Objective Ribbons Earned (4)

Available After 4 Missions:

  • 5 Kills With Melee Weapons (4)
  • 3000 Damage Inflicted With Throwable Grenades (4)
  • 120 Kills and Revives (4)

Available After 5 Missions (Bonus Mission):

  • 10 Kills and Assists With Tactical Weapons (10)

Portal Modes:

New Battlefield 2042 Weekly Missions

  • Infantry Conquest (2042 | Conquest | 32v32)
  • Team Deathmatch of Ages (All Eras | Team Deathmatch | 16v16)

New Store Bundles:

No new store bundles have been added so far with the current store refresh. The Epic “Offshore Protector” MV-38 Condor Vehicle Skin will be free until the next reset.

That’s all for Week 8. Check back next Tuesday for the Season 6 Week 9 refresh post from MP1st!

More Battlefield Reading:

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Aliens: Dark Descent Update 1.08 Released

Tindalos Interactive has released Aliens: Dark Descent update 1.08 (PS5 version 1.008), which should bring in another round of fixes to the strategy game. Don’t expect a ton of fixes, as we just got a big patch last week. Read on for what’s new this November 28 in the patch notes.

Aliens: Dark Descent Update 1.08 Patch Notes | Aliens: Dark Descent Update 1.008 Patch Notes:

So far, Tindalos has not said anything about today’s update just yet. for reference, the patch last week fixed a New Game+ issue with missing marines. Here’s what Tindalos had to say about it:

You should now properly get your marines when creating a NG+ campaign using a save created before the release of the New Game + Update but please note that in some cases the experience won during the Mission 11 Olduvai Dig Site will not be saved. If you want to be sure to have your marines with the experience gained during that mission please follow those steps:

  • Load your last Otago save or your last Olduvai Dig Site (Mission 11) save
  • Complete the mission 12: Redemption
  • Go back to the main menu

Once the patch notes are released, which we’re assuming will be later today, we’ll update the article. Refresh it from time to time to check.

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Alex Co

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