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Diablo 4 Update 1.24 Released for Patch 1.2.1 This October 31

Diablo 4 update 1.24 (PS5 version 1.024) has been released on all platforms this October 31, and this is for patch version 1.2.1. This adds a “refund all” button to the Paragon Boards, as well as various adjustments. Read on for all the details in the D4 update 1.2.1 patch notes.

Diablo 4 Update 1.24 Patch Notes | Diablo 4 Update 1.024 Patch Notes | D4 Update 1.2.1 Patch Notes:

Size: 3GB (PS5)

1.2.1 Build #46666 (All Platforms) – October 31, 2023

GAMEPLAY UPDATES

Paragon Board

  • Added a Refund All button to Paragon Boards.

Developer’s Note: Players communicated that reworking all or most of their Paragon Points was a common occurrence. We’ve added this button to make it easier to do big respecs, along with the increases to Gold income from Whispers in Season of Blood.

Training Dummy

Players can test their mettle against a new inanimate and un-killable foe—the Training Dummy! The dummy is located in an underground room, the entrance can be found in Kyovashad. The training room contains a stash and the Training Dummy. Players can choose between attacking one Training Dummy or a small group of them, and dictate whether each Training Dummy is of Normal, Elite, or Boss monster difficulty.

Season of Blood

  • Blood Wells now drop more piles of potent blood, slightly increasing the total average amount dropped.
    • Previous: 1 pile of 45-60 Potent blood
    • New: 8 piles of 5-9 each
  • Added additional information to Vampiric Power tooltips to clarify what their next Rank will increase.
  • Added additional information to the Vampiric Powers upgrade screen that communicates the amount of Pacts required and the power’s activation cost.

Miscellaneous

  • The search area has been reduced for all Whispers that require the player to find and kill a specific monster.

BUG FIXES

Accessibility

  • Fixed an issue where the Screen Writer wouldn’t fully read the Hunter’s Acclaim title.

Dungeons and Events

  • Fixed an issue where progress in the Halls of the Damned dungeon could be reset from leaving the area during the Travel to the Sepulchrum objective.
  • Fixed an issue with the Whispering Pines dungeon where doors could randomly appear in areas they shouldn’t. (What lies behind door number 3? HELL!)
  • Fixed an issue where the Waves of Darkness event sometimes didn’t reward grim favors.

Gameplay

  • Fixed an issue where Shrine Buffs would not apply when activated while mounted.
  • Fixed an issue where Varshan could stop attacking if his path to the center of the arena was obstructed.
  • Fixed an issue where Temerity would only apply its Overheal barrier at full health instead of including excess healing when a source of healing would take the player beyond full Life.
  • Fixed an issue where monsters spawned by Hell Portals in a Nightmare Dungeon didn’t properly scale their Life to the number of party members.
  • Fixed an issue where Aridah could become indefinitely idle if staggered within a particular window.
  • Fixed an issue where the Sorcerer’s Ice Shards skill could miss short targets when cast from an area of higher elevation.
  • Fixed an issue where the player could avoid area of effect (AOE) damage while fighting The Beast in the Ice by standing in a particular area of the arena.
  • Fixed an issue where Aspect of Artful Initiative would not proc the damage reduction from the Explosive paragon glyph.
  • Fixed an issue where Aspect of Artful Initiative was not properly scaling with Item Power.
  • Fixed an issue where players were unable to revive their party members while under the effects of Chill.

Quests

  • Fixed an issue where progression could be blocked during The Blind Eye quest if destructible terrain was broken from a distance during the Find a Way Out step.
  • Fixed an issue where scorpions would not spawn during the Final Straw quest if the Quest was abandoned and restarted.
  • Fixed an issue where some NPCs in Jirandai would disappear if Helltide was active in the area, blocking the ability to turn in certain Quests that had associated NPCs in the town.
  • Fixed an issue where Theya could keep respawning without dropping the item for the Sight to Madness quest, which could block progression.
  • Fixed an issue where Druid players could have progression blocked on their Class Quest if they attempted the Investigate Fainne step while other players were killing monsters in the same area.

Season of Blood

  • Fixed an issue where Blood Lure Receptacles could be activated without getting rewards in Local Co-Op play.
  • Fixed an issue where the Sanguine Pillar in the Sanguine Battery event didn’t have its life scale properly in Nightmare Dungeons, making it very easy for enemies to destroy.
  • Fixed an issue where Vampiric Curse could be applied to non-hostile objects.
  • Fixed an issue where Seeker Caches could drop more than once when a player swapped between different parties.
  • Fixed an issue where the Blood Seal menu couldn’t be navigated properly with the D-Pad on controllers while inspecting equipped blood seals.
  • Fixed an issue where Evade and non-damaging Skills could trigger Hemomancy.
  • Fixed an issue where swapping between keyboard and controller while upgrading Vampiric Powers would consume Potent Blood without applying the upgrade.
  • Fixed an issue where removing a Pact while in the Vampiric Powers tab would cause equipment tooltips to malfunction.
  • Fixed an issue where the tooltip implied that Durability would be restored to a damaged item after removing a Pact from it.
  • Fixed an issue where the player could get stuck behind a Seeker’s Cache in Hawezar during the Blood Harvest event.
  • Fixed an issue where the Glacial Fissure attack from the Beast in the ice could deal damage through walls and outside of the boss area.
  • Fixed an issue where the Summons of the Deathless quest could have its progression blocked if not all players in the party were alive when starting the Speak to Erys step.
  • Fixed an issue where the Magistrate’s Notice could be inaccessible during the Blood Money quest if another player in the party didn’t have the Quest active.
  • Fixed an issue where Flickerstep’s affix would occasionally not activate when using Metamorphosis.
  • Fixed an issue where the description of the Domination vampiric power described the effects of Chill when it should have described the effects of Frozen.
  • Fixed an issue where the Blood Bishop’s Flesh Sacks were not properly damaging players.
  • Fixed an issue where Stored Souls could get spent by the Sorcerer’s defensive auto-cast Skills such as Ice Armor and Frost Nova.
  • Fixed an issue where using the Metamorphosis Blood Seal while having Oculus equipped would result in Teleport evade charges not renewing properly.
  • Fixed an issue where exiting the Blood Seal upgrade screen too quickly could result in being unable to upgrade the Blood Seal again until you restarted the game.
  • Fixed an issue where Scroll of Amnesia would not go to the Lost Stash if left on the ground and the player left the area.
  • Fixed an issue where the Sack of Vampiric Torques would drop rings instead of amulets.

User Interface and User Experience

  • Fixed an issue where Several towns were missing a Stash icon in their waypoint tooltip on the Map.
  • Fixed an issue where Achievement progression percentage was not consistent in all places it is displayed.
  • Fixed an issue where Inventory sorting didn’t function properly while interacting with vendors or crafters.
  • Fixed an issue where killing a monster with Metamorphosis didn’t reward a soul stack.
  • Fixed an issue where the new item indicator would persist on the Quest tab after the item was used or turned in.
  • Fixed an issue where the tooltip for Damage Reduction on armor could be inaccurate at higher armor levels.
  • Fixed an issue where Social Wheel actions (emotes, trade, etc.) would not work properly while in the Immunity bubble at the end of a Nightmare Dungeon.
  • Fixed an issue where the Social Wheel customization tab wouldn’t function properly when multiple players in Local Co-Op attempted to use it simultaneously.
  • Fixed an issue where the tooltips for Aspect of Untimely Death and Berserking displayed their bonuses as additive instead of multiplicative.
  • Fixed an issue where the completion pop-up for the Missing Pieces quest displayed an incorrect image.
  • Fixed an issue in the Codex of Power menu where the Seasonal Realm filter could be active in Eternal Realm games.
  • Fixed an issue where the tooltip for Aspect of Raw Might didn’t display its multiplicative damage indicator.
  • Fixed an issue where the tooltip for Aspect of Elements had no damage type indicator on its tooltip and was incorrectly granting an additive bonus instead of multiplicative.
  • Fixed an issue where Enhanced Fireball’s tooltip stated that its benefit was dependent on distance traveled.
  • Fixed an issue where the Campfire Buff description was displaying the incorrect experience percentage bonus (Note: Bonus experience players have been receiving was already functioning correctly).

Miscellaneous

  • Fixed an issue where using a Chaos Scroll while exiting the Fields of Hatred could disconnect the camera from the player.
  • Fixed an issue where Reins of the Bloody Liquid Steed Mount Cosmetic was not rewarded for defeating Echo of Lilith.

Developer’s Note: This will be rewarded retroactively for any players that have already defeated Echo of Lilith. These players will receive the Mount upon logging in after installing Patch 1.2.1.

  • Fixed an issue where Cinders would not be reset once a Helltide ended.
  • Fixed an issue where the Cinder cost of the Tortured Gift of Living Steel was 280 instead of the displayed 300. It now costs 300 Cinders.
  • Fixed an issue where riding a Mount that had no armor would cause the player character to appear as carrying invisible reins.
  • Fixed an issue where the dagger option was not available at the Purveyor of Curiosities for Sorcerers.
  • Fixed an issue where Uber Unique items were not always dropping at their maximum roll values.
  • Various performance, stability, and visual improvements.

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

Source: Blizzard

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Alex Co

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

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New Destiny 2 Weekly Reset October 31, 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 October 31, 2023 refresh of activities is now live, fully detailed below along with the new Eververse inventory.

New Destiny 2 Weekly Reset October 31, 2023 and Eververse Inventory:

The highlights of this week’s update are:

  • Last week of Festival of the Lost
  • Nightfall: The Devil’s Lair
  • Weekly Playlists: Zone Control & Mayhem
  • Raid: VoG
  • Dungeon: Prophecy
  • Mission: Vox Obscura

We’ll add more details more details to the post shortly.

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks as always, /r/DestinyTheGame!)

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Salman Haider Zaidi

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Apex Legends Update Update 1.000.051 for Oct. 31 Drops for Ignite

Apex Legends update 1.000.051 has been pushed out by Respawn, and this brings the Ignite content into the game! Read on for details on the new legend named Conduit, as well as the balance changes and other new changes in the official Apex Legends new update patch notes.

Apex Legends Update Update 1.000.051 Patch Notes | Apex Legends New Update Patch Notes:

NEW LEGEND: CONDUIT

Rowenna grew up amidst a war, but in a move that turned the tide, one Monarch Titan sacrificed itself to end the fighting. In the years after, her home planet of Nexus established ties across the Outlands, introducing Rowenna to the Apex Games. The Games represented everything she aspired to–heroism, hard work, sacrifice—and she became a dedicated fan.

When her elder sister Diwa suffered a terrible injury at work, Rowenna resolved to support her family no matter what. She stole the battery from the Monarch, still rusting on the hill, and had a combat rig built with its battery at the core. She used it to qualify for the Apex Games, and even though the battery exposes her to poisonous radiation, she refuses to give up. No one else was going to get hurt to support her family. Rowenna’s choosing to have hope for her dreams or die trying. Now, it’s Conduit’s chance for a day in the sun.

Check out more details about Conduit, here.

PASSIVE: SAVIOR’S SPEED

Gain a burst of speed when running toward a teammate out of Tactical range.

TACTICAL: RADIANT TRANSFER

Blast your ally with energy, regenerating temporary shields for them when in danger.

ULTIMATE: ENERGY BARRICADE

Deploy an array of shield jamming devices which damage and slow enemies.

IGNITE MAP ROTATION

The following maps will be available for public matchmaking in the Battle Royale mode:

  • Broken Moon
  • Olympus
  • Storm Point

STORM POINT MAP UPDATE

ANTI-CHEAT UPDATES

NEW IN-MATCH NOTIFICATIONS

A new feature that launched during Resurrection is live: in-game notifications for banned players. This notification will appear in the kill feed when a player in your current match has been removed. This alert will only be triggered by our anti-cheat systems and will not display when someone quits a match, loses connection or is kicked for AFK. This is the first of many steps the team is taking to improve visibility and player feedback when users are actioned.

RANKED

NEW FEATURE: PROMOTIONAL TRIALS

In Season 19, players will enter a Promotional Trial state when they reach the peak of their tier. During a Trial, LP loss and gains are frozen, allowing the player to focus on completing the trial:

  • Completing the conditions of a Trial within the given match count limit (either by winning a game or completing the alternative) will allow promotion into the next tier with a 250 LP promotional bonus
  • Failing to complete the Trial within the match limit results in the Trial ending and a loss of LP based on the player’s performance
  • Trials are time limited to 5 matches, increasing by 1 game each time a player fails and then reenters the same Trial, up to a max of 10 retries
  • Promotional Trials are skipped during Provisional matches
Trial Tier Main Condition Alternative Condition
Rookie → Bronze Win a game During the Trial:

  • 3x Top 10 placement
  • Get 3 Kills/Assists
Bronze → Silver Win a game During the Trial:

  • 3x Top 5 placement
  • Get 6 Kills/Assists
Silver → Gold Win a game In 3 different matches complete both:

  • Place Top 10
  • Get 3 Kills/Assists
Gold → Platinum Win a game In 3 different matches complete both:

  • Place Top 5
  • Get 6 Kills/Assists
Platinum → Diamond Win a game N/A
Diamond → Master Win a game N/A

RANKED TUNING

If you missed our recent reddit Dev Team Update, we’ve made some tuning adjustments for Ignite’s Ranked:

  • Increasing the amount of Rating Bonus given to help players’ ranking catch up to their skill bracket
  • Reduce the bonus that is withheld and thus the difficulty of climbing, when players are actively pushing against their skill ceiling
  • Provisional Bonuses are adjusted to land players closer to the expected statistical 1.5 tier drop at the end of their 10 provisional games

Ranking difference restrictions for 3 stack premades has been REMOVED. Players will now be able to play with friends no matter where they are on their climbs—with the caveat that your squad will face more difficult battles if there’s a bigger discrepancy between your skill.

PATCH NOTES

  • Cross Progression will be rolling out in phases across existing platforms—read more in our detailed blog here
  • Holosprays can now be deployed while skydiving

Rolling out the new Rendering Hardware Interface (RHI) code on PlayStation 5 and Xbox Series X and S—more background info on RHI can be found via our Reddit post here.

BALANCE UPDATES

Crafting Rotation

  • RE-45 and 30-30 Repeater leave the crafter and are back on the floor
  • R-301 and Volt enter the crafter
  • Boosted Loader removed from crafting rotation
  • Digital Threat optic removed from crafting rotation
  • Hammerpoint Rounds added to crafting rotation

Care Package Weapon Rotation

  • L-Star EMG returns to the floor
    • Removed Disruptor Rounds
    • Projectile size reduced
    • Improved recoil pattern
    • Reduced randomness in the early part of the recoil pattern
    • Damage increased to 17 (was 16)
    • Barrel attachment improved to match other weapons
  • Wingman enters the care package
    • New hop-up – Skullpiercer Elite: ignores helmet headshot damage reduction
    • Boosted Loader hop-up attached
    • Base damage increased to 50 (was 45)
    • Projectile size increased
    • 110 ammo

Care Packages

  • Care Packages will now always have 1 weapon at all stages of the game

Gold Weapons Rotation

  • Havoc, RE-45, C.A.R. SMG, L-Star, Longbow DMR

Hop-Ups

  • Boosted Loader: removed from floor loot
  • Turbocharger: Removed 1 damage reduction when equipped

WEAPONS

30-30 Repeater

  • Increased hipfire spread

Bocek Bow

  • Faster initial draw speed
  • Select Fire button now toggles Shatter Caps
  • Tightened Shatter Caps blast pattern

Charge Rifle

  • Improved bullet drop ballistics
  • Increased projectile size

Hemlok

  • Damage reduced to 21 (was 22)

Longbow DMR

  • Increased projectile size

Sentinel

  • Increased Amped Shot projectile size

LEGENDS

Bangalore

  • Double Time: reduced duration to 2s (was 3s)
  • Smoke Launcher: smoke lifetime reduced to 18s (was 23s)
  • Rolling Thunder: stun duration reduced to 6s (was 8s)

Catalyst

  • Piercing Spikes
    • Core no longer blocks projectiles, allowing bullets to pass through
    • Max in-world count reduced to 2 (was 3)
    • Throw range decreased by about 50%
  • Dark Veil
    • Cooldown now starts after the wall comes down
    • Reduced lifetime to 25s (was 30s)

Passive Updates

  • Pathfinder’s Insider Knowledge: can now scan Care Packages after allies have already scanned them
  • Wraith’s Voices from the Void: reduced look time required to trigger (feels more reliable/consistent)

Ultimate Updates

  • Newcastle’s Castle Wall
    • Reduced recovery time on landing
    • Increased max leap height
  • Revenant’s Forged Shadows: reduced time extension window for assists to 3s (was 30s)
  • Vantage’s Sniper’s Mark: bullet count increased to 6 (was 5)

MAPS

Olympus

  • Addressed a number of bugs and rat spots
  • Addressed known exploits to get underneath the map

Kings Canyon

  • Addressed multiple rat spots
  • Fixed geo holes in world between Relic and Caustic Treatment

Storm Point

  • Added two Mixtape maps based on new POIs (ZEUS Station and Wattson’s Pylon)
  • Addressed a number of bugs and rat spots

WORLD SYSTEMS

  • Players now respawn with the shields and weapons that they had when they were eliminated
    • Body shield and helmet level are preserved
    • Knockdown shield is reset to white
    • Backpacks are removed
    • Inventory will contain some ammo for their weapons, two syringes, and two shield cells
    • Weapons are maintained, unless that weapon was a care package weapon, and all weapon attachments are removed, including from kitted weapons
  • Replicator, Ring Console, and Survey Beacon spawn rates have returned to being even across all POIs

MODES

Mixtape Map Rotation

  • Control
    • Caustic Treatment and Siphon are out
    • Barometer and Production Yard are in
  • Gun Run
    • Skulltown and Fragment are out
    • The Core is in
    • New map: Wattson Treatment
  • TDM
    • Fragment and Habitat are out
    • Phase Runner is in
    • New Map: Zeus Station

BUG FIXES

  • Closed an exploit that allowed players to survive ring damage longer than expected using the Phase Runner on Olympus
  • Death Boxes can no longer fall into unreachable areas – or lava
  • Heat Shields can no longer stick to Tridents
  • Heat Shields no longer provide protection above them on higher ground
  • Holster weapon UI no longer appears when healing outside the ring
  • Knockdown Shield FX no longer remains on while spectating
  • Longbow’s Dawn’s Awakening skin no longer has visible barrel with scopes
  • Nemesis’ Demon’s Whisper skin no longer obstructs player view
  • Provisional badge icon restored on Ranked match summary screen
  • Rarity display now updates after equipping from store or pack opening
  • Resolved occasional “[UI] Array index 100000000 is out of range (array size 45)” error when launching the game
  • Revenant now faces direction he is shooting in third person view
  • Skydiving into an exiting respawn dropship will no longer propel the player along with it
  • Squad sorting now consistent between HUD and Inventory
  • Swapping to lower tiered armor after taking damage no longer requires refreshing the Death Box

AUDIO

  • Resolved rare cases where the priority system would kill certain local player weapon sounds at an incorrect time

GRAPHICS

  • Fixed squads’ animated poses sometimes ghost slightly on each other
  • PC
    • Fixed Intel ARC graphics cards defaulting to suboptimal video settings
    • Fixed issue with low resolution textures when using adaptive supersampling or after changing resolution
  • PC DX12: fixed occasional bad triangle rendering on AMD cards

LEGENDS

  • Loba: Tactical is no longer canceled when thrown on a tower near Containment
  • Mirage: resolved not breaking cloak sometimes when switching weapons
  • Revenant
    • Assassin’s instinct
    • Digital threats now highlight enemies after being highlighted by Assassin’s Instinct
    • Fixed cases where enemies were not being highlighted correctly
    • Highlight no longer interferes with other legend highlights
    • Highlight now applies to Mirage decoys
    • Forged Shadows shroud no longer gets stuck on indefinitely (previous hotfix)
  • Wattson: fences now collapse when the round ends, preventing ongoing damage audio in post-match screen

QUALITY OF LIFE

  • Added Offscreen Portraits setting
  • Caustic: restored “Shield Cracked” VO in German
  • Firing Range: blue Nessie stays hidden for now… but a new challenger has appeared
  • Implemented additional security measures
  • Improved PC controller support
    • Controller input will no longer be processed when a different window has focus
    • Added native support for PS4 and PS5 Bluetooth-connected controllers. Players who have been relying on Steam Input to use PS4 and PS5 controllers over Bluetooth should disable that setting in Steam.
  • Mixtape: assists are now awarded for Assisted Kills by ALL Teammates in modes where multiple squads are teamed together
  • Pings
    • Ping Enemies on the map: double-clicking the Ping Button will place an Enemy Ping on the map at that position
    • Reply to Enemy Pings with Ok, Hold On, and Wait ping reply options
  • Rampart: players can now pick up their amped walls while in placement mode
  • Revenant 
    • Add vibration support when Forged Shadows shield is damaged, and when the shield reforms or breaks
    • Improve vibration support when charging Shadow Pounce

LOCALIZED AUDIO

Localized audio is being moved out of the base game package on Playstation. Users who play Apex Legends in languages other than English will need to download the free Additional Content pack that contains the audio for their preferred language. In-game text is not impacted by this change.

Apex Legends Ignite Battle Pass Trailer:

 

Source: EA

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Alex Co

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Call of the Wild: The Angler Update 1.34 Swims Out for Patch 1.4.0 This Oct. 31

Expansive Worlds has delivered Call of the Wild: The Angler update 1.34 on all platforms this October 31, and this brings the Spain Reserve DLC as well as patch 1.4.0! In addition to that, there’s also a Halloween event that kicks off today! Read on for everything new in the patch notes.

Call of the Wild: The Angler Update 1.34 Patch Notes | COTW: The Angler Update 1.4.0 Patch Notes:

1.4.0 RELEASE NOTES

Releasing for free alongside The Angler’s newest paid Reserve DLC, patch 1.4.0 includes a bundle of bug fixes and balancing changes, brand-new features, and one spooktacular event!

FEATURES & QUALITY OF LIFE IMPROVEMENTS

  • The Trophy Shot is a new feature in the reward screen that allows you to better frame your caught fish for that perfect snapshot. Now you can even turn around to show off your catch to others in multiplayer!
    • Dev Team’s NoteInstead of just hiding the user interface in the reward screen, you’ll now be able to line up that perfect trophy shot by adjusting both the camera and character to frame your catch.
  • The “Voyage Blurat” 4×4 vehicle, has been sent to the garage for a tune-up. Expect it to be slightly swifter and more capable over rough and steep terrain.
    • Dev Team’s NoteFollowing community feedback and the introduction of some rather steep hills in Spain, we’ve re-tuned the 4×4. Now it has a bit more torque, better power bandings, and more grip to meet the needs of the terrain.
  • The map for each location has been updated to be more distinctive and provide information about the terrain heights and water depths.
    • Dev Team’s NoteThe map is an essential tool to aid your exploration and we felt that it was missing some key information about navigation and fish finding. We’ve added contour lines so you can better understand the layout of the terrain, and see the depth of the water and the height of the hills at a glance.
  • Halloween has come to the Golden Ridge Reserve! Check out the scary décor and spend your hard-earned credits on limited-time gear and spooky cosmetics.
    • Dev Team’s NoteDon’t miss out on the exclusive Halloween items available to purchase with your in-game credits. Once unlocked they’re yours to keep all year round.

     

GAMEPLAY

  • An issue causing the rod to get pulled downwards, making it impossible to lift or pump, after hooking a fish has been resolved.
  • A selection of missions in the Golden Ridge Reserve have been made easier, including the mission to catch the “Gold Rank Green Sunfish”.
  • Players will no longer be able to look backward while casting the rod and standing on a boat.
  • It is no longer possible to get a rod stuck on the screen by casting at the same time as talking to the Shopkeeper.
  • We’ve addressed an issue where the game would incorrectly inform you about entering the deep water while being on land in certain locations in the Golden Ridge Reserve and the Trollsporet Nature Reserve.
  • Sidewinder, the Golden Ridge Reserve Legendary fish, has been made easier to bait.

PROGRESSION

  • The “Norway Jose” trophy/achievement will now correctly unlock after finding all of the collectibles in the Trollsporet Nature Reserve.
  • It is no longer necessary to re-equip the Spinner Lure during “Taylor’s Tackle Academy: Advanced Class” to progress the mission objective.

VISUAL

  • We’ve addressed an issue causing caught fish to appear less reflective and more matte when fished out in certain locations.
  • We’ve fixed an issue that would cause the wrong level of detail (LOD) to be displayed on several signs.
  • Various objects have been repositioned to align better with the ground in Golden Ridge Reserve.
  • We’ve fixed a handful of unnatural-looking water transitions at waterfalls in Golden Ridge Reserve.
  • Tire mark decals left by the 4×4 have been adjusted to align better with the ground and look more natural at night time.

MULTIPLAYER

  • Apex Connect names now update correctly in-game after a reboot if they were changed on the Apex Account website.
  • It is no longer possible to interrupt other players’ emotes by equipping a rod while standing next to them in multiplayer.
  • We’ve addressed an issue in multiplayer where it was possible to “kidnap” a player using a boat while they were actively fishing.
  • On Xbox, accepting a system game invite while the game is closed now correctly follows the intended flow into the game.

UI

  • The button prompts now correctly update when using a keyboard and mouse to navigate from the map to the rod setup menu.
  • We’ve fixed an issue causing a tutorial pop-up about lures to be displayed in various incorrect situations.
  • “The Sauger is most active during the night time” message no longer remains on screen after catching a gold rank Sauger.
  • The incorrect button prompts within the Apex Connect Menus have been removed.

AUDIO

  • Opening the map while reversing in the 4×4 will no longer cause the engine sound to continue playing in the menus.
  • We’ve fixed an issue with the missing waterfall sounds.
  • The Shopkeeper in GRR will no longer use the exit dialogue “You didn’t buy anything!” during the tutorial.

In addition to that, here are the details for the Spanish Reserve premium DLC.

FEATURES

Cherished by fishing enthusiasts and travelers from around the world, it’s your turn to find out what makes Aguas Claras a memorable destination.

A CHARMING NEW RESERVE TO EXPLORE

Spain! Explore bountiful, unspoiled nature and find the perfect fishing spot at a perilous mountain gorge or in secret underground lakes and rocky mountain streams.

16 FISH SPECIES

Spain Reserve is home to 16 unique fish species, 11 of which are completely new discoveries. Find and catch species such as the Andalusian Barbel, Mirror Carp, and European Eel.

FRESH MISSIONS, CHALLENGES, & DISCOVERABLES

Set out to seek the wonder and heritage this Reserve has to offer. Unravel mysteries, discover hidden collectibles and caches, and test your skills against more than 60 exciting new missions and challenges.

Finally, details regarding the Halloween event are listed down below as well.

Spooktacular Halloween Event!

Get ready for an angling Halloween experience like no other! Visit Golden Ridge Reserve from now until November 13th, 11:59pm CET, to join in on the spooky festivities.

What to Expect:

  • Special Halloween decorations around the Golden Ridge Reserve. Strike a pose amongst the pumpkins in town or venture into Ghost Town, if you dare!
  • Lure in your prey and become the anglerfish you’ve always dreamed of. For in-game currency, you can buy unique and terrifying cosmetics including masks, costumes, rods, and tackle.

Enjoy the new content and changes, anglers!

Source: Call of the Wild The Angler

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Alex Co

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

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New Fallout 76 Atomic Shop Weekly Update for October 31, 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, October 31’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 October 31:

Fallout 76 Atomic Shop weekly update for October 31

Notable Items This Week:

  • Fallout 1st Limited Trial – Free
  • Mr. Fuzzy Tinker’s Workbench – Included With 1st Trial
  • Burned House Bundle – 1200
  • Close Shave Bundle – 1500
  • Close Shave Outfit – 900
  • Guinevere’s Nurse Outfit – 700
  • Slocum’s Joe Mega Bundle – Unlockable With Fallout 1st
  • Enclave Outpost Bundle – Unlockable With Fallout 1st
  • Big Game Hunter – Unlockable With Fallout 1st
  • Vault-Tec Linoleum – Free
  • Caps x250 – Free
  • Safety First – 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.

Home > News

Marvel Snap Update for October 31 Draws Out for Balancing, Bug Fixes, and More

Second Dinner Studios has pushed out the Marvel Snap update for October 31, addressing several bugs and bringing a sleight of new balancing changes. Here are the full patch notes for Marvel Snap October 31 update.

Marvel Snap Update for October 31 Patch Notes:

GENERAL UPDATES

FEATURES

Spotlight Cache Improvements

  • Spotlight Keys replace Spotlight Caches in the Collection Level Track
    • Spotlight Keys can be used to open a Spotlight Cache!
    • Feel free to collect them, you will not automatically open Caches
  • Press-and-hold the Spotlight Cache at the top when you have a Spotlight Key to open it
  • Getting a Spotlight Variant now also rewards the corresponding Avatar

Updates to your Deck’s Cosmetic loadout

  • When editing a deck, there’s a new tab for managing that deck’s avatar, cardback, and title.
  • This includes new screens for more easily viewing your cardbacks, avatars, and titles.

Bonus Gold for first purchases

  • Your first purchase of any Gold amount from the Shop now grants double the Gold!
  • Note: The feature will only take effect if you update to the latest version. This one-time bonus for each Gold amount will apply to all players, even if they’ve already purchased Gold before this patch.

AUDIO

  • VO has been added for the following cards:Kang
    • High Evolutionary
    • Living Tribunal
    • Odin
    • Heimdall
    • Dr. Doom

Collection Screen

  • Sorting by Upgradable now sub-sorts by Booster count to help find cards with lots of boosters.

BALANCE UPDATES

CARD UPDATES

  • Mobius M. Mobius
    • [Old] 2/3 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.
    • [New] 2/3 – On Reveal: Until the end of next turn, your Costs can’t be increased and your opponent’s Costs can’t be reduced.

Developer Note: Mobius M. Mobius has had a massive impact on the metagame, forcing a changing of the guard among top decks that saw perennial powerhouses like Zabu, Sera, and Death fall from grace in favor of decks that could push Power by just playing cards for their normal Energy Costs. While we were eager to see the world Mobius would create, we expected to make an adjustment down the road in order to welcome Cost reduction strategies back into the sunlight. Today is that day, as we’re shifting Mobius to provide a temporary counter that requires good timing to maximize the effect. This makes him trickier to set aside Energy for, kind of like Shadow King, and also opens up counters like Magik for decks that are hyper-vulnerable to Mobius being played on turn 5. We’re also interested to hear your feedback on our approach here, using a new card as a tool to create a new play environment temporarily.

  • Ravonna Renslayer
    • [Old] 3/3 – Ongoing: Your cards with 1 or less Power cost 1 less. (minimum 1)
    • [Change] 3/3 -> 2/1

Developer Note:
Ravonna released on the weak side, and Mobius’s release immediately afterward put additional pressure on her decks. This is the sort of adjustment we’d normally be happy to make via an OTA, but we’ve waited until this patch because of Mobius. While Mobius was Ongoing, Ravonna buffs wouldn’t be as impactful as we’d like, so we’re hoping this change and its timing gives her an opportunity to succeed. We did decide to keep her stats just under Cost reduction hall of famer Zabu, because while Ravonna is more restrictive she can also affect a wider range of powerful cards. Enabling turn 5 Arnim Zola is a little scarier than turn 3 White Queen.

  • Wave
    • [Old] 3/3 – On Reveal: All cards cost 4 until the end of next turn.
    • [New]3/5 – On Reveal: All cards cost a maximum of 4 until the end of next turn.

Developer Note:
This is a change we’ve been sitting on for a while, but we didn’t want to introduce such a shake-up to the metagame during a time when Wave was an important balance tool for managing specific matchups. However, the combination of Loki, Mobius, and Alioth have all led to Wave seeing play in more decks than just ones looking to slow the game down and play big cards–we’re seeing a lot more decks get ahead, then use Wave to slam the door. Since that’s explicitly not what we want for Wave, the timing seemed right for this adjustment. Wave will no longer increase card Costs at all, just reduce cards that cost 5 or more to a maximum of 4. Because this effect is beneficial to both players, we’re improving her from 3/3 to 3/5. This change is certainly a nerf to Wave in some strategies, and we’ll look at their performance to evaluate future buffs.

  • Sandman
    • [Old] 5/3 – Ongoing: Players can only play 1 card a turn.
    • [Change]5/3 -> 5/4

Developer Note:
With Wave no longer functioning as a Cost restriction and Mobius getting weaker, we’d like to give Sandman a buff in order to ensure he remains a relevant tool for countering decks that play a ton of cards in the final turns of the game. We’ll keep an eye on his performance going forward, because while we don’t want a world where Sandman is as common as Wave was, we do want him to have a meaningful presence. Like Ravonna and Mobius, this is the type of change we’d usually make in an OTA but prefer it to accompany Wave’s change.

  • Negasonic Teenage Warhead
    • [Old] 3/5 – After ANY card is played here, destroy this card AND that card.
    • [New] 3/2 – After an enemy card is played here, destroy it. (once per game)

Developer Note:
Negasonic has languished for a while now. We’ve seen glimmers of experimentation every now and then, but ultimately Negasonic has just not cut it in competitive decks. More concerning, she’s also turned out to be a bit complicated even for more casual play, requiring a fair amount of insight into matchups and priority to manage effectively. The biggest hurdles there are that the card both restricts your own play and blows herself up. So… now it doesn’t do either of those things! To compensate for this newfound strength when it comes to fighting over cramped locations on turn 6, we’ve reduced her Power a fair bit.

  • Ant-Man
    • [Old] 1/1 – Ongoing: If you have 3 other cards here, +3 Power.
    • [New] 1/1 – Ongoing: If your side of this location is full, +3 Power.

Developer Note:
Continuing from last patch, we’re making a minor adjustment to Ant-Man for consistency with Mojo and Dazzler. These cards now all check for the location being full rather than having a certain number of cards. While it’s sensible for Ant-Man to require teammates to get Power, he could easily grow to sit on the Space Throne himself.

  • Alioth
    • [Old] 6/3 – On Reveal: Destroy ALL enemy cards played here this turn. (including unrevealed cards)
    • [Change] Now only destroys enemy cards that are still on the opponent’s side.

Developer Note:
This change is a functional adjustment to Alioth to get his text in line with how he interacts with control-changing effects like Hobgoblin. Before, if the opponent revealed Hobgoblin before your Alioth, Alioth would destroy the Hobgoblin even though it’s now on your side. But Alioth’s text suggests he should only destroy enemy cards, and in the above scenario Hobgoblin has become friendly (well, friendly in that he’s one of your cards, at least). Alioth will now only destroy cards if they’re still on the enemy’s side when Alioth reveals.

BUG FIXES

New Bug Fixes in 21.x

  • Yondu’s VFX should pull from the correct deck now
  • Resolved an issue with Spider-Ham’s VFX that caused cards to blink off and on
  • Fixed an issue that caused the card backs of cards drawn by White Queen to be missing their asset
  • Resolved an issue with matchmaking UI scaling on some devices
  • Straighted out some UI alignment issues in the Shop
  • Fixed some issues with how the Collection Level Track would scroll
  • The Anime Storm variant’s frame break should no longer obscure cost and energy
  • FTUE popups should now be properly localized in all supported languages
  • Booster rewards should no longer display briefly as a white rectangle
  • Booster logos should display correctly now in the Conquest rewards screens
  • Card and location emotes are no longer missing their assets or displaying as white blocks
  • Swiping while looking at a card back from the card details view should no longer cause the card’s ability text to display mirrored
  • Evolved cards should no longer have High Evolutionary’s VFX visible before they’re revealed
  • Fixed an issue that caused Friendly battle’s victory/defeat screen to be missing it’s banners
  • The UI for the Conquest menu should be properly centered
  • Cleaned up the clickable areas and made emotes in-game more easily interacted with on most devices
  • The screen should no longer be blank for a moment when you have the Series 3 card focused when the shop rolls over
  • Kang’s banner and associated VFX should display the correct turn timer
  • Kang’s Rewind button should once again completely cover the End Turn button
  • Notification pips should no longer be visible beneath the card detail view
  • Fixed an issue that caused Collection Level Trophy Road assets to occasionally be slow to load
  • Player and Opponent text emotes should no longer overlap on some devices
  • Friendly Battle Mode results screen should no longer be empty
  • The CLTR should no longer show behind the deck edit view after upgrading a card
  • Alioth should no longer destroy your own cards in cases where your opponent staged them
  • Colleen Wing’s VFX should no longer play more than once when discarding a card
  • Cards returned to hand and replayed at a location where they’d be hidden should no longer reveal themselves when tapped while hidden

New Bug Fixes not caught in 20.x Patch Notes

  • Dazzler should now view an occupied Space Throne as a full location
  • The new player flow can be bypassed in some situations and cause the client to break until restarting.

PC Specific Bug Fixes in 21.x

  • [PC] Fixed an issue that was causing some players to crash upon startup
  • [PC] Resolved some issues with missing localization strings in some languages for Mission UI
  • [PC] Switching between languages after also swapping between Windowed and Fullscreen should no longer result in text to disappear from the UI

Known Issues List

New Known Issues in 21.x

  • The favorites icon may unintentionally be highlighted when equipping new cosmetics
  • The “Set as Favorite” UI can become misaligned when swapping between languages
  • The 20th deck can occasionally be partially obscured by the UI when scrolling through
  • Tapping on the empty space on either side of the Avatar and Title select screen can open those objects into their detail view
  • Occasionally the word “Free” on the daily 50 credits icon can change to a “0”
  • The currently selected deck may not always be the deck in focus when opening Deck Selection
  • The “Claimed” banner on the season pass may be misaligned for some levels
  • The carousel banners for Weekend Missions occasionally show incorrectly as “Season Missions”
  • Mission timers aren’t always refreshing appropriately in the client (requires a restart to see the new timer)
  • The dropdown menu doesn’t move with the deck list as the player scrolls
  • The losing player’s avatar in Conquest and Friendly battle will occasionally display incorrectly at match end
  • The title UI asset can overlap the cardback asset in the cosmetics loadout UI
  • “Hold to Open” and “Hold to Confirm” text can overlap card and reward descriptions and assets
  • The glowing border asset for adding/removing a card from your deck is occasionally layered improperly and shows behind other cards
  • The card asset can obscure various UI elements when being claimed off of the CLTR
  • Card upgrade UI isn’t always properly scaled to fit the screen when upgrading post-match
  • Some minor UI elements clip behind the spotlight cache carousel banner
  • Occasionally a miniaturized snapshot of the prior game can be seen when transitioning back to the main menu after a match

PC New Known Issues in 21.x

  • [PC] The main menu may flicker briefly when returning to it from other screens
  • [PC] The “Swap this Variant into All Decks” UI modal doesn’t always close appropriately
  • [PC] The weekly missions reward UI is missing its blur effect
  • [PC] Signing out and then back into the same Google account on PC during the same session can result in various UI issues
  • [PC] Using Fast Upgrade from the Shop can cause some minor but strange UI layering issues with the collection screen
  • [PC] When going to the Shop from the Collection Screen, the reward previews for bundles show duplicate assets
  • [PC] Mousewheel scrolling doesn’t work in the gaps between avatars in the Avatar selection screen
  • [PC] Scrolling between decks doesn’t function correctly when changing between Landscape and Portrait in the session
  • [PC] The booster logos are blurry at the post-match results screen

Existing Known Issues

  • If you have the S3 claim reward confirmation up at the time that the card timer rolls over, the UI is no longer closable
  • Some FTUE and informational popups are displaying incorrectly for some devices with a notch
  • Attempting to claim multiple rewards from the Collection Level track simultaneously can result in an error occurring
  • The mission reward animation fails to play when you tap to complete missions from the main menu carousel
  • Sometimes newly upgraded infinity variants will have some z-fighting and other visual artifacts occur on the upgrade screen
  • The flare icon for some infinity split cards is occasionally missing its asset and displaying as a white block
  • The SOLD text after purchasing a bundle is too large in some languages
  • Occasional Z-fighting can be seen when card reveals and VFX occur while the player information panels are open
  • Lady Deathstrike’s thumb is partially obscured at the base and framebreak rarity levels
  • Mysterio’s VFX are not displaying correctly on some Android devices
  • Distorted SFX can occur when scrolling through the CLTR after upgrading a card
  • Living Tribunal’s VFX can repeat if played with certain other cards
  • Card flare effects aren’t playing to full effect
  • Hulks generated by Gamma Lab show VFX for High Evolutionary but do not receive the updated ability.
  • VFX associated with High Evolutionary’s evolved cards can occasionally persist after the card or location has been destroyed
  • The infinity split prompt extends out of frame in Japanese
  • The pin button persists on the token shop after you’ve claimed that card but does not function
  • Evolved Shocker’s VFX initially target nothing
  • [Conquest] Occasionally the exclusive card progress bar doesn’t update appropriately until you’ve switched screens
  • Intro animations can overlap between Thanos and High Evolutionary
  • Missions may not visually update properly when on the missions screen as the timer rolls over
  • [Conquest] Some oddities with asset layering
  • Hard restarting your app in the middle of a Fast Upgrade can cause an error to occur after you’ve restarted necessitating another restart to fix
  • The order of certain new user tutorials can change unexpectedly if that user immediately jumps into friendly battles
  • SFX do not play when retreating on turn 1
  • It can be hard to add or delete letters in the deck name on Android.
  • Ongoing abilities delay the merge VFX for Klyntar.
  • Mysterio’s token doesn’t update appropriately in all views when a using a variant.
  • Spectrum’s VFX for indicating which cards will be impacted by her ability aren’t always displaying
  • Cards in the Fast Upgrade section occasionally show the incorrect art.
  • Quantum Realm doesn’t reduce the power of cards that have their cost and power swapped.
  • Some item names in bundles have too-small fonts or can be cut off in some languages.
  • Series 3 Token shop may show duplicate items before it’s rolled through each card..
  • Some elements of the splash screen may be visible across adjacent screens
  • If you own all Series 4 and 5 cards as well as all Ultimate variants then the token shop will become inaccessible for Series 3 cards as well
  • Logging out and attempting to sign in via a different method can result in a hang on the Assembling splash
  • When Scarlet Witch or Reality Stone changes a location to Project Pegasus or Tinkerer’s Workshop, this location can trigger two turns.
  • Corners of cards can appear cut off when tilted during the card detail view
  • A long delay can occur an indestructible card such as colossus is played on Murderworld
  • Infinity Stone card descriptions overlap the art assets in Korean
  • Upgrade button not greyed out when the player doesn’t have enough credits
  • [Conquest] Repeatedly tapping on screen as you exit Conquest may cause the UI to break and require a restart to fix
  • If a player immediately restarts the app after fast upgrading a card they may see the upgrade rollback
  • Mission packs don’t refresh if you’re looking at them (need to change screens to see them update)
  • Luke Cage’s VFX play briefly every time that player plays a card
  • A card copied from a merged Phoenix Force cannot be moved.

PC Specific Existing Known Issues

  • [PC] Multiple tabs can be highlighted at once if using a touchscreen device
  • [PC] The “Never Seen Before” UI can overlap the Retreat UI in Friendly Battles
  • [PC] The background assets of the Conquest UI can briefly disappear when transitioning between UI
  • [PC] Some UI artifacting can occur at different PC resolutions
  • [PC] After toggling between portrait and landscape mode the player is occassionally brought to the Collection screen instead of the Main Menu
  • [PC] The season missions tab isn’t properly highlighted when accessing the missions UI from the Main Menu
  • [PC] Some UI elements on the main menu are missing their hoverstate SFX
  • [PC] Hovering over the emojis in card detail view while in a match highlights the base emoji as well

Source: Marvel Snap

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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

Remedy Has Gained “Clarity” on Max Payne 1&2 Remake Scope; Control 2 in Proof-of Concept Phase

Remedy has provided details on its upcoming projects in a note to its investors, revealing that they are working on four distinct ventures: Control 2, Condor, Project Vanguard, and the Max Payne 1&2 Remake.

The developers have shared that they now have clarity on the scope for the Max Payne 1&2 Remake, and the project is nearly ready to move into the production phase.

Max Payne 1&2 remake progressed into the production readiness stage. We have gained clarity on the style and scope of the game, and we have an exceptionally well-organized team working on it. With these accomplishments, we are excited about the project and its future success.

Remedy further stated that Control 2 is still in proof-of-concept stage, and will stay in that phase for a while as they are planning the sequel to be ambitious.

Control 2 continues in the proof-of-concept stage. The plans for this sequel are ambitious, and we have seen good progress both in the designs and in the game build. We will continue at this stage for the next few quarters. We focus on proving the identified key elements before moving to the next stage and scaling up the team.

In addition, they provided details on their upcoming Control-inspired co-op multiplayer title, Condor, saying that the project has progressed beyond the proof-of-concept stage. It is set to enter production soon, and the developers have gained insights on how to create a service-based game that players can enjoy for multiple years.

Condor, a co-operative multiplayer game, has progressed from the proof-of-concept to the production readiness stage. We have acquired valuable insights into developing service-based games and are now in a better position to create a game players can engage with for years.

Finally, the developers discussed Project Vanguard, revealing their intention to complete the proof-of-concept phase by the end of the year.

In Codename Vanguard we are defining the next stages of the project with our publishing partner. At the same time the project is aiming towards completing the proof-of-concept stage by the end of the year.

Remedy recently launched Alan Wake 2, and we loved it, calling it one of the greatest survival horror games ever made. If the developers are able to deliver the same level of extraordinary experiences with their upcoming titles, Remedy’s future in the industry looks incredibly promising.

Source: Remedy Games (pdf)

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Hammad Taufeeq

Fear the Old Blood

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RoboCop Rogue City Live-Action Trailer Features RoboCop Suiting Up

Crime doesn’t sleep, and neither does RoboCop, as he cracks down on criminals in an all-new live-action trailer for RoboCop Rogue City.

RoboCop Rogue City Live-Action Trailer

Alright, they weren’t the most exciting of crimes, but rest assured, petty crimes won’t be the only offenses you’ll have to gear up for in Rogue City if the demos and past trailers have been anything to go by. In fact, that trailer was light in comparison to all the over-the-top gore we’ve seen.

Still, my inner fanboy is excited to see the original RoboCop in some form of live-action again, even if it’s not Peter Weller. He is 76 years old after all, but that hasn’t stopped him from voicing RoboCop in the game.

RoboCop Rogue City is now available to early-access buyers, with the game officially launching this Thursday, November 2 for the PS5, Xbox Series X|S, and PC. Stay tuned to our review hitting the site soon.

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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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World War Z Next Update “Valley of the Zeke” Releases December 5, Here’s What to Expect

Zombie hunters looking for their next mission to tackle in Saber Interactive’s World War Z, you won’t have to wait that long, as the World War Z next update called “Valley of the Zeke” is set to launch this December 5

While the major content will be priced at $9.99, there’s content planned for all players as well.

World War Z Next Update “Valley of the Zeke” Details:

Available on December 5 for $9.99*, the “Valley of the Zeke” campaign episode features three new maps that will take players to Arizona with a new story set in the heart of the American Southwest. Play as four new characters and lead a convoy of survivors to salvation through the desert and humanity’s fallen urban strongholds.

“Valley of the Zeke” will also deliver a free update for all owners of the original World War Z and World War Z: Aftermath on December 5 featuring even more heart-pumping action and gameplay, including:

  • New zombie enemy types that will appear in all episodes, including the Juggernaut, a special zombie unit that can dish out the pain while charging down your line, as well as new military zombies with combat armor for an even greater challenge.
  • The new Desert Eagle secondary weapon, a large-caliber pistol that packs tremendous stopping power when you need it most.
  • A new set of exciting mutators for Challenge Mode and Challenge Horde Mode. Equip all auto-turrets with explosive ammo (but with reduced lifespan), embrace the Wild West theme by forcing everyone to use repeating rifles and revolvers, and more!
  • The addition of the recently released Rome XL map to Challenge Horde Mode (available only for Aftermath on PC, PS5 and Xbox Series X|S).

Once the update is out, we’ll be sure to let our readers know about it, so stay tuned! The latest game update for WWZ was released last week, which you can read about here.

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Alex Co

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

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Apex Legends Update 2.37 Kicks Out for Ignite Patch This October 31

Respawn has released Apex Legends update 2.37 this October 31, and this is to usher in the Ignite content drop where we’ll see the new legend Conduit enter the fray, as well as a a bunch of map changes and more! Read on for everything new in the official Apex Legends patch notes for October 31.

Apex Legends Update 2.37 Patch Notes | Apex Legends Patch Notes for Oct. 31:

NEW LEGEND: CONDUIT

Rowenna grew up amidst a war, but in a move that turned the tide, one Monarch Titan sacrificed itself to end the fighting. In the years after, her home planet of Nexus established ties across the Outlands, introducing Rowenna to the Apex Games. The Games represented everything she aspired to–heroism, hard work, sacrifice—and she became a dedicated fan.

When her elder sister Diwa suffered a terrible injury at work, Rowenna resolved to support her family no matter what. She stole the battery from the Monarch, still rusting on the hill, and had a combat rig built with its battery at the core. She used it to qualify for the Apex Games, and even though the battery exposes her to poisonous radiation, she refuses to give up. No one else was going to get hurt to support her family. Rowenna’s choosing to have hope for her dreams or die trying. Now, it’s Conduit’s chance for a day in the sun.

Check out more details about Conduit, here.

PASSIVE: SAVIOR’S SPEED

Gain a burst of speed when running toward a teammate out of Tactical range.

TACTICAL: RADIANT TRANSFER

Blast your ally with energy, regenerating temporary shields for them when in danger.

ULTIMATE: ENERGY BARRICADE

Deploy an array of shield jamming devices which damage and slow enemies.

IGNITE MAP ROTATION

The following maps will be available for public matchmaking in the Battle Royale mode:

  • Broken Moon
  • Olympus
  • Storm Point

STORM POINT MAP UPDATE

ANTI-CHEAT UPDATES

NEW IN-MATCH NOTIFICATIONS

A new feature that launched during Resurrection is live: in-game notifications for banned players. This notification will appear in the kill feed when a player in your current match has been removed. This alert will only be triggered by our anti-cheat systems and will not display when someone quits a match, loses connection or is kicked for AFK. This is the first of many steps the team is taking to improve visibility and player feedback when users are actioned.

RANKED

NEW FEATURE: PROMOTIONAL TRIALS

In Season 19, players will enter a Promotional Trial state when they reach the peak of their tier. During a Trial, LP loss and gains are frozen, allowing the player to focus on completing the trial:

  • Completing the conditions of a Trial within the given match count limit (either by winning a game or completing the alternative) will allow promotion into the next tier with a 250 LP promotional bonus
  • Failing to complete the Trial within the match limit results in the Trial ending and a loss of LP based on the player’s performance
  • Trials are time limited to 5 matches, increasing by 1 game each time a player fails and then reenters the same Trial, up to a max of 10 retries
  • Promotional Trials are skipped during Provisional matches
Trial Tier Main Condition Alternative Condition
Rookie → Bronze Win a game During the Trial:

  • 3x Top 10 placement
  • Get 3 Kills/Assists
Bronze → Silver Win a game During the Trial:

  • 3x Top 5 placement
  • Get 6 Kills/Assists
Silver → Gold Win a game In 3 different matches complete both:

  • Place Top 10
  • Get 3 Kills/Assists
Gold → Platinum Win a game In 3 different matches complete both:

  • Place Top 5
  • Get 6 Kills/Assists
Platinum → Diamond Win a game N/A
Diamond → Master Win a game N/A

RANKED TUNING

If you missed our recent reddit Dev Team Update, we’ve made some tuning adjustments for Ignite’s Ranked:

  • Increasing the amount of Rating Bonus given to help players’ ranking catch up to their skill bracket
  • Reduce the bonus that is withheld and thus the difficulty of climbing, when players are actively pushing against their skill ceiling
  • Provisional Bonuses are adjusted to land players closer to the expected statistical 1.5 tier drop at the end of their 10 provisional games

Ranking difference restrictions for 3 stack premades has been REMOVED. Players will now be able to play with friends no matter where they are on their climbs—with the caveat that your squad will face more difficult battles if there’s a bigger discrepancy between your skill.

PATCH NOTES

  • Cross Progression will be rolling out in phases across existing platforms—read more in our detailed blog here
  • Holosprays can now be deployed while skydiving

Rolling out the new Rendering Hardware Interface (RHI) code on PlayStation 5 and Xbox Series X and S—more background info on RHI can be found via our Reddit post here.

BALANCE UPDATES

Crafting Rotation

  • RE-45 and 30-30 Repeater leave the crafter and are back on the floor
  • R-301 and Volt enter the crafter
  • Boosted Loader removed from crafting rotation
  • Digital Threat optic removed from crafting rotation
  • Hammerpoint Rounds added to crafting rotation

Care Package Weapon Rotation

  • L-Star EMG returns to the floor
    • Removed Disruptor Rounds
    • Projectile size reduced
    • Improved recoil pattern
    • Reduced randomness in the early part of the recoil pattern
    • Damage increased to 17 (was 16)
    • Barrel attachment improved to match other weapons
  • Wingman enters the care package
    • New hop-up – Skullpiercer Elite: ignores helmet headshot damage reduction
    • Boosted Loader hop-up attached
    • Base damage increased to 50 (was 45)
    • Projectile size increased
    • 110 ammo

Care Packages

  • Care Packages will now always have 1 weapon at all stages of the game

Gold Weapons Rotation

  • Havoc, RE-45, C.A.R. SMG, L-Star, Longbow DMR

Hop-Ups

  • Boosted Loader: removed from floor loot
  • Turbocharger: Removed 1 damage reduction when equipped

WEAPONS

30-30 Repeater

  • Increased hipfire spread

Bocek Bow

  • Faster initial draw speed
  • Select Fire button now toggles Shatter Caps
  • Tightened Shatter Caps blast pattern

Charge Rifle

  • Improved bullet drop ballistics
  • Increased projectile size

Hemlok

  • Damage reduced to 21 (was 22)

Longbow DMR

  • Increased projectile size

Sentinel

  • Increased Amped Shot projectile size

LEGENDS

Bangalore

  • Double Time: reduced duration to 2s (was 3s)
  • Smoke Launcher: smoke lifetime reduced to 18s (was 23s)
  • Rolling Thunder: stun duration reduced to 6s (was 8s)

Catalyst

  • Piercing Spikes
    • Core no longer blocks projectiles, allowing bullets to pass through
    • Max in-world count reduced to 2 (was 3)
    • Throw range decreased by about 50%
  • Dark Veil
    • Cooldown now starts after the wall comes down
    • Reduced lifetime to 25s (was 30s)

Passive Updates

  • Pathfinder’s Insider Knowledge: can now scan Care Packages after allies have already scanned them
  • Wraith’s Voices from the Void: reduced look time required to trigger (feels more reliable/consistent)

Ultimate Updates

  • Newcastle’s Castle Wall
    • Reduced recovery time on landing
    • Increased max leap height
  • Revenant’s Forged Shadows: reduced time extension window for assists to 3s (was 30s)
  • Vantage’s Sniper’s Mark: bullet count increased to 6 (was 5)

MAPS

Olympus

  • Addressed a number of bugs and rat spots
  • Addressed known exploits to get underneath the map

Kings Canyon

  • Addressed multiple rat spots
  • Fixed geo holes in world between Relic and Caustic Treatment

Storm Point

  • Added two Mixtape maps based on new POIs (ZEUS Station and Wattson’s Pylon)
  • Addressed a number of bugs and rat spots

WORLD SYSTEMS

  • Players now respawn with the shields and weapons that they had when they were eliminated
    • Body shield and helmet level are preserved
    • Knockdown shield is reset to white
    • Backpacks are removed
    • Inventory will contain some ammo for their weapons, two syringes, and two shield cells
    • Weapons are maintained, unless that weapon was a care package weapon, and all weapon attachments are removed, including from kitted weapons
  • Replicator, Ring Console, and Survey Beacon spawn rates have returned to being even across all POIs

MODES

Mixtape Map Rotation

  • Control
    • Caustic Treatment and Siphon are out
    • Barometer and Production Yard are in
  • Gun Run
    • Skulltown and Fragment are out
    • The Core is in
    • New map: Wattson Treatment
  • TDM
    • Fragment and Habitat are out
    • Phase Runner is in
    • New Map: Zeus Station

BUG FIXES

  • Closed an exploit that allowed players to survive ring damage longer than expected using the Phase Runner on Olympus
  • Death Boxes can no longer fall into unreachable areas – or lava
  • Heat Shields can no longer stick to Tridents
  • Heat Shields no longer provide protection above them on higher ground
  • Holster weapon UI no longer appears when healing outside the ring
  • Knockdown Shield FX no longer remains on while spectating
  • Longbow’s Dawn’s Awakening skin no longer has visible barrel with scopes
  • Nemesis’ Demon’s Whisper skin no longer obstructs player view
  • Provisional badge icon restored on Ranked match summary screen
  • Rarity display now updates after equipping from store or pack opening
  • Resolved occasional “[UI] Array index 100000000 is out of range (array size 45)” error when launching the game
  • Revenant now faces direction he is shooting in third person view
  • Skydiving into an exiting respawn dropship will no longer propel the player along with it
  • Squad sorting now consistent between HUD and Inventory
  • Swapping to lower tiered armor after taking damage no longer requires refreshing the Death Box

AUDIO

  • Resolved rare cases where the priority system would kill certain local player weapon sounds at an incorrect time

GRAPHICS

  • Fixed squads’ animated poses sometimes ghost slightly on each other
  • PC
    • Fixed Intel ARC graphics cards defaulting to suboptimal video settings
    • Fixed issue with low resolution textures when using adaptive supersampling or after changing resolution
  • PC DX12: fixed occasional bad triangle rendering on AMD cards

LEGENDS

  • Loba: Tactical is no longer canceled when thrown on a tower near Containment
  • Mirage: resolved not breaking cloak sometimes when switching weapons
  • Revenant
    • Assassin’s instinct
    • Digital threats now highlight enemies after being highlighted by Assassin’s Instinct
    • Fixed cases where enemies were not being highlighted correctly
    • Highlight no longer interferes with other legend highlights
    • Highlight now applies to Mirage decoys
    • Forged Shadows shroud no longer gets stuck on indefinitely (previous hotfix)
  • Wattson: fences now collapse when the round ends, preventing ongoing damage audio in post-match screen

QUALITY OF LIFE

  • Added Offscreen Portraits setting
  • Caustic: restored “Shield Cracked” VO in German
  • Firing Range: blue Nessie stays hidden for now… but a new challenger has appeared
  • Implemented additional security measures
  • Improved PC controller support
    • Controller input will no longer be processed when a different window has focus
    • Added native support for PS4 and PS5 Bluetooth-connected controllers. Players who have been relying on Steam Input to use PS4 and PS5 controllers over Bluetooth should disable that setting in Steam.
  • Mixtape: assists are now awarded for Assisted Kills by ALL Teammates in modes where multiple squads are teamed together
  • Pings
    • Ping Enemies on the map: double-clicking the Ping Button will place an Enemy Ping on the map at that position
    • Reply to Enemy Pings with Ok, Hold On, and Wait ping reply options
  • Rampart: players can now pick up their amped walls while in placement mode
  • Revenant 
    • Add vibration support when Forged Shadows shield is damaged, and when the shield reforms or breaks
    • Improve vibration support when charging Shadow Pounce

LOCALIZED AUDIO

Localized audio is being moved out of the base game package on Playstation. Users who play Apex Legends in languages other than English will need to download the free Additional Content pack that contains the audio for their preferred language. In-game text is not impacted by this change.

Apex Legends Ignite Battle Pass Trailer:

Source: EA

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Alex Co

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

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Destiny 2 Down for Maintenance and Update 7.2.5.2 Deployment This October 31

For those seeing Destiny 2 down reports, it’s nothing major, as Bungie has taken the game’s servers down this October 31, and this is for planned maintenance where a new title update is poised to be released as well.

Related Reading:

Destiny 2 Down for Maintenance Schedule for Oct. 31:

Tuesday, October 31, 2023 – Update 7.2.5.2
6:00 AM PDT -7 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.
7:15 AM PDT -7 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 10 AM PDT.
    • Ongoing Destiny maintenance is expected to conclude at 12 PM PDT.
10:00 AM PDT -7 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 PDT -7 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.

Same as always, once the patch is out, we’ll provide a link to it. If anything about the maintenance changes, we’ll be sure to update the article to reflect it.

Source: Bungie

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Alex Co

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

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Quantum Error Review – Miscalculated Identity

Spooky season is here and there is no better time to turn on a good horror game and really take advantage. The release timing for dev team TeamKill Media seemed perfect for Quantum Error, which was actually one of the very first games announced for PS5. Now multiple years later, the game is finally here, and yet Quantum Error feels like it is still undercooked in many ways.

A Sequence of Errors

Quantum Error was talked about quite a bit prior to release due to the developers talking about how the Xbox Series X/S version of the game would have to be a major downgrade, but the game as found on PS5 is far from a visual masterpiece. The cutscenes in the game look pretty good most of the time, though you can see the game’s major pop-in issues from the very first cutscene and they continue through the rest of the game with every hallway you walk down. There is also almost a Vaseline-like look over the character models where they do not look as detailed as they should be, along with a graininess found on people’s faces whenever they talk that emanates around their character model and looks especially bad around their hair. In general, the animations just look janky throughout the entire game, including the playable character, NPCs, and enemies. There is really nothing here that looks like it could not have been on the last generation of consoles visually, which is all the more confusing.

The performance in Quantum Error is actually not too bad most of the time when related to just your character’s movement. There were not really any noticeable framerate drops through most of the game, which was one of the bright spots when playing through the game. Load times were also very short as well, allowing you to jump right back into the action after a death without having to wait very long.

Quantum Error’s story mostly takes place in the year 2109 when firefighter Jacob Thomas and his crew are called to Monad Quantum Research Facility after a major fire that has led to the entire complex being put on lockdown. This facility is full of floors of technology that the Monad corporation has worked on, but something is amiss here and you will take to space before all is said and done. There are some tutorial sections prior to this that take place in the past, but the majority of the opening hour is full of cutscenes and could easily bore a player early on. The cutscenes for the rest of the game also feel drug out much longer than they should, which seems to be done to create more tension.

Once you finally get to play beyond the tutorials and cutscenes, you start by just having to go into the Monad facility, save a few civilians, and get them out using your firefighter skills, but this quickly turns into something much more sinister. The opposition at the start is just a militant group that you know nothing about, but things eventually start to take a cosmic horror-based turn where regular men with guns are the least of your concerns. Not too far into the game, this shifts dramatically to facing various types of zombie-like enemies that start to lean towards Lovecraftian the more you go instead of just soldiers with guns. Something worth giving credit for is the various enemy types and their designs, as they can legitimately be scary as they are running full speed at you.

After initially saving the group of civilians, Jacob gets separated from his team as many of them are killed, and then the game all of a sudden turns stealth-based. All you have at your disposal are tools like your radio, a Halligan bar, and an axe while you are facing off against enemies that have guns. The game tries to have you be stealthy here and sneak around, but on top of there being areas in which it is impossible to sneak up to the enemy properly without them being alerted and shooting you, the stealth mechanics are downright awful. There are moments where you will be in a completely different room and the enemy will all of a sudden be alerted when you haven’t even moved. Quantum Error is riddled with bugs and that does not mesh well with having a stealth system that needs to be very precise to work correctly, but the buggy nature of the game will be discussed a little further down.

The game also feels like it is taunting you early because it consistently gives you ammo for weapons that you do not have, especially shotgun shells. On top of that, every time you kill an enemy with a gun, they drop it to the ground. Like pretty much every other shooter, you would think if they go to the trouble of separating the weapon from the enemy separately on the ground you could pick it up. However, that is not the case as it will just sit there and eventually fade away as time goes on along with the enemy bodies. If this were a game like Alien Isolation where the stealth elements were vital for the entire experience, having such an early section dedicated to it would make sense. In this case, though, it is just a frustration to possibly turn players off from even continuing the game before they even get their pistol.

A unique element of Quantum Error is that not only do you have an arsenal of weapons to use eventually, but also an array of tools that you will gather, including a Jaws of Life. One of the biggest issues in the game though is how completely broken the tool and weapon wheels are to use when selecting them. By holding down left or right on the d-pad, you will bring up the tools and weapons wheels respectively, and can then use the right analog stick to select your tool or weapon or choice. The major problem here though is that this doesn’t even work half of the time. I cannot count the number of times I had the right analog stick hover over the shotgun and the wheel very clearly shows that I have the shotgun selected and it randomly pulls out a completely different weapon that isn’t always right next to it on the wheel. This happened for both the weapon and tool wheels consistently to where I had numerous deaths as a result of the wrong weapon coming out after I selected the one I wanted.

While accessing these tools and weapons can be questionable a lot of the time, the usage of these different tools along with the firefighter element when you actually get to use it can be pretty neat. Using the previously mentioned Jaws of Life to open a door or crush a pipe adds some puzzle elements in a few places where you need to access certain rooms. When you walk up to some doors in the game, you will be prompted to either press Triangle to touch the door to see if it’s hot or to press Square to use your Halligan bar to pry the door open. If you pry open a door that is hot, you will create a backdraft upon opening it and instantly be incinerated. The prying element also uses haptic triggers with R2, which was cool to mess around with to find the correct area of the button to press harder to open it. Another element I’ve never seen in a game outside of the Nintendo DS and 3DS was blowing into the microphone of the controller when doing CPR. I wish we had gotten more focus on the unique elements like this rather than focusing more on the overly standard shooting elements.

Identity Crisis

Quantum Error seems to not be able to decide if it’s a roguelite or not. Most of the time, enemy spawns have patterns and allow you to strategize how to proceed forward. You will expect that to be the case for the full game, but that is not quite how it goes. A few areas are completely randomized with their enemy spawns, but the majority of them follow a pattern, most of the time. You will keep trying the same area 10 times and randomly one of the times things will change for some reason, which just seems like very poor game design. It would be one thing if it was a mechanic in the game, but here it just feels scattershot and like the developers couldn’t make up their minds on how they wanted to handle things.

For the early portion of the game, most of the environments are pretty much the same as you traverse through the facility. There is an abundance of hallways and occasionally larger rooms for you to explore here, but the rooms and the confusing map system start to blur together to where it doesn’t help you too much with the winding hallways unless you literally draw the map yourself and keep up with it. Thankfully, the game does get some new environments later in the game when you travel to Mars and beyond and get to even drive around in sections, but they are around way too little compared to the rest and even have you going back into similar hallways throughout those areas as well.

Quantum Error starts off being split into various floors of the Monad facility before branching out elsewhere, with you being given an objective and can bring up an objective marker with the press of a button. There are occasionally alternative objectives that you can find along the path, such as when you have to save Mike who is trapped and gives you an armory code that you can use, but otherwise, the game is pretty straightforward.

At certain points in the game, you will come across major boss fights that up the difficulty even further, but in a good way. These are some of the most ambitious moments in Quantum Error, as the fight against Waylayer is definitely one of the highlights of the game. Even the first boss fight against Rosegthune takes some good strategy and is laid out well. It is just unfortunate that much of the rest of the game did not receive the level of care that some of the boss fights did.

In the early sections of the game, the checkpoints feel semi-fair to where you won’t usually be sent back too far if you end up dying. This changes drastically though once the A.R.G.U.S. system is introduced a few hours into the game as a save and upgrade station. From that point, checkpoints outside of those stations are few and far between, typically after a boss fight or something. In a normal game, this would be acceptable as it just makes the game a good bit harder and tests you to keep trying. The issue here though is that more times than not, your deaths in Quantum Error are a result of some bug or the broken weapon wheel giving you the incorrect weapon rather than pure difficulty, which will start to drive you crazy eventually.

While I have brought up a number of bugs already, Quantum Error just doesn’t even feel like it was a completely finished game in a lot of ways, or at least needed a lot more polish before release. My first experience with this was on the first actual mission in the game where you enter the Monad facility and are supposed to find all of the civilians and lead them to the exit. I was able to find them all and everything, but a major problem arose upon returning to the exit. The door that was supposed to be open, and was open on the subsequent attempt, was sealed shut and there was no way to open it. This led to me spending the next few minutes trying to find out if I missed something until my oxygen tank dwindled down and I died and had to start over again.

Enemies often clip walls also, happening whether they are alive or even after being shot and both the body and their gun or limbs have flung in another direction and clipped a wall. There was even a time when one of the big bulky enemies literally got stuck on my character model after dying and there was no way to get it off. Another particular moment I remember was a wave-based fight where there are four doors surrounding a room you are protecting and usually all four doors open at the start. Occasionally though, one of them just wouldn’t open and the enemies from that location would just stand there attacking and clipping continuously through the door. It’d be one thing if this was a nice touch to help players who are struggling by sealing up one door, but it just adds to the unfinished feeling of parts of the game.

The physics in the game are also often very poor as well beyond just the enemy movements and lack of realistic hit detection most of the time. The worst physics were found during rescue missions where you end up having to drag a body. Not only is the mechanic of dragging them poorly designed, but if you do happen to look forward and then turn around, the body just starts flinging around like a ragdoll. There is no natural movement found here, as it instead made the body look like it was possessed and I ended up just laughing out loud at how bad it looked.

Verdict

One of the most glaring issues with Quantum Error is that it really has no idea what kind of game it really wants to be. In some places, it tries to be a straight-up FPS that feels like a relic of a few generations ago. In other places, it tries some unique things with the firefighting elements that could have been cool if they did not feel so clunky along with the horribly designed stealth sections that would make anyone cry due to how poorly they are executed. Taking all of that and mixing in the countless bugs and glitches found in the game, Quantum Error becomes one of the worst games of not only this year but the generation thus far that you will want to avoid.

Score: 4/10

Pros:

  • Unique firefighter tools to use
  • Bosses are ambitious

Cons:

  • Janky animations
  • Bugs galore
  • Tool and weapon wheel are broken most of the time
  • Awful stealth sections
  • No real identity

Quantum Error review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Dean James

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New Battlefield 2042 Weekly Missions, Store Bundles for Season 6 Week 4 Listed (October 31)

A new set of weekly missions and store items has now arrived in Battlefield! Our Battlefield 2042 Season 6 Week 4 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 4 (October 31):

New Battlefield 2042 Weekly Missions

Weekly Missions:

  • 10 Teammates Revived – Squad Revives Double Mission Progression (4)
  • 5 Squadmates Spawned on You or Times You Spawned on Squadmates (4)
  • 3 Enemies Killed (4)

Available After 2 Missions:

  • 10 Kills and Assists With Vehicles (4)
  • 30 Kills and Assists – Squad Assists Double Mission Progression (4)
  • 20 Teammates Healed or Resupplied (4)

Available After 4 Missions:

  • 9 Combat, Wingman and Logistics Ribbons Earned (4)
  • 20 Kills and Assists When Destroying Vehicles (4)
  • 50 Objectives Captured or Neutralized (4)

Available After 5 Missions (Bonus Mission):

  • 3 Rounds Played (10)

Portal Modes:

New Battlefield 2042 Weekly Missions

  • 1942 Rendezvous (1942 | Conquest & Rush | 32v32)
  • Battlefield 2042 Conquest – Hardcore (Conquest 32v32)

New Store Bundles:

  • Hot Spot (7 Items, 2000 BFC)
    • Grim Trigger (Legendary VHX-D3 Weapon Skin)
    • Panacea (Epic Falck Specialist Set)
    • Venomous (Epic GAV-Brawler Vehicle Skin)
    • Control Flow (Epic LCMG Weapon Skin)
    • Filtered Out (Epic Falck Specialist Cosmetic)
    • Silver Sting (Rare Universal Weapon Charm)
    • Envenomated (Rare Player Card Tag)
  • No Antidote (7 Items, 2000 BFC)
    • Black Light (Legendary Dozer Specialist Set)
    • Vector Logic (Legendary RM68 Weapon Skin)
    • Rational Agent (Epic GEW-46 Weapon Skin)
    • Pincer Movement (Epic SU-57 Felon Vehicle Skin)
    • And the Frog (Epic Universal Weapon Charm)
    • Reach / Grasp (Epic Player Card Background)
    • Closed Circuit (Rare Super 500 Weapon Skin)

Both bundles’ items are available as a combined 14-item bundle Ascension Company for 3500 BFC.

That’s all for Week 4. Check back next Tuesday for the Season 6 Week 5 refresh post from MP1st!

More Battlefield Reading:

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Salman Haider Zaidi

That's a nice argument, Senator.

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Final Fantasy XIV Update 10.25 for Oct. 31 Brings in Patch 6.51 Changes

Square Enix has released Final Fantasy XIV update 10.25 (PS5 version 1.000.223) which is for patch 6.51. This update includes new side quests, balance adjustments, and more. Check out the Final Fantasy XIV October 31 patch notes down below.

Final Fantasy XIV Update 10.25 Patch Notes | FFXIV 1.000.223 Patch Notes | FFXIV Update 6.51:

Quests

New side quests have been added.

Splendorous Tools

Dance Like Mowen Is Watching

Disciple of the Hand or Land level 90
The Crystarium (X:10.5 Y:7.7)
Grenoldt
Players must first complete the quest “La Vie Mowen.”

???

Disciple of the Hand or Land level 90
???
???
Players must first complete the quest “Dance Like Mowen Is Watching.”

???

Disciple of the Hand or Land level 90
???
???
Players must first complete the quest “???”

???

Disciple of the Hand or Land level 90
???
???
Players must first complete the quest “???”

Variant Dungeons

Stranger from Paradise

Disciple of War or Magic level 90
Old Sharlayan (X:12.0 Y:13.3)
Shallow Moor
Players must first complete the main scenario quest “A Satrap’s Duty,” and have also spoken with the NPC Osmon in Old Sharlayan (X:11.9 Y:13.3).

???

Disciple of War or Magic level 90
???
???
Players must first complete the quest “Stranger from Paradise” and fulfill certain conditions in the Aloalo Island variant dungeon.

New chapters have been added to New Game+.

The final quest of each chapter must be completed before it can be unlocked.

Sidequests

  • Aloalo Island

Housing

New furnishings have been added.

New orchestrion rolls have been added.

The Manderville Gold Saucer

Blunderville, a new Gold Saucer attraction made in collaboration with Fall Guys, has been added.

Blunderville is a battle royale mode where up to 24 players vie against each other in a set of obstacle courses.

Complete each of the three stages before your rivals and fight for your right to the victor’s crown.

The longer you remain in the running, the more rewards you’ll earn, so keep your eyes on the prize as you race to be the last one standing!

* This event is available for a limited time only.
* After the initial collaboration event has ended, it will be held as a special event at irregular intervals.

Event Period

From Tuesday, October 31, 2023 at 3:00 a.m. (PDT) to Sunday, December 31, 2023 at 6:59 a.m. (PST)

Requirements

Just Crowning Around

Any class or job level 15
The Gold Saucer (X:4.8 Y:6.1)
Lewena
Players must first complete the quest “It Could Happen to You.”

How to Participate

Speak with the Blunderville registrar to participate in a show.
To enter Blunderville Square, you may speak with Wy (X:6.1 Y:7.4) or the Blunderville attendant (X:5.9 Y:6.3).

Party Registration

The party leader must speak with the Blunderville registrar to join the show with their currently formed party. Parties can be registered regardless of size. Cross-world parties are also permitted.

Party members other than the party leader are not required to be in the Blunderville Square at the time of registration.

Alliance Registration

The alliance leader must speak with the Blunderville registrar to join the show with their currently formed alliance. You must have a full alliance of 24 players to participate.

Alliance members other than the alliance leader are not required to be in the Blunderville Square at the time of registration.

* Rankings for each stage are calculated based on personal progress rather than the entire party or alliance.

Let the Show Begin

Players who have registered for a show will be sent to wait in Lobbyville. The show will begin when 24 challengers have gathered.

If a set amount of time has passed before 24 challengers have gathered, however, the show will begin automatically.
* Rewards will be adjusted based on the number of challengers in each show.

How to Play

  • Each show will have three stages in total. Players must complete the objective of each stage to qualify for the next round.
  • Challengers who qualify for the next stage will remain in spectator mode until the next round begins.
  • Challengers who have been eliminated may remain in spectator mode until the end of the show.* If you wish to leave spectator mode, you may do so at any time by selecting the Leave button from the Blunderville menu.

Rewards

MGF, or Manderville Gold Saucer Fame, is awarded to all Blunderville challengers after a show has concluded. MGF is calculated based on your final rank in the show. MGF can be exchanged for rewards by speaking with the MGF trader.

* The MGF trader will also confirm your total MGF.

Further details on events can be confirmed on the Fall Guys Collaboration site.

New Triple Triad cards have been added.

Miscellaneous

New hairstyles have been added.

New emotes have been added.

The variant dungeon Aloalo Island has been added.

Explore the winding paths of Aloalo Island alongside a familiar face to uncover the mysteries of the island, and write new tales of your own.

Players may enter alone, or in a party of up to four, with difficulty scaling according to party size.

Level Requirement Disciple of War or Magic level 90
Item Level Requirement Average item level 605 or above
Item Level Sync 665
Party Size Four players
Time Limit 90 minutes

Requirements

Stranger from Paradise

Disciple of War or Magic level 90
Old Sharlayan (X:12.0 Y:13.3)
Shallow Moor
Players must first complete the main scenario quest “A Satrap’s Duty,” and have also spoken with the NPC Osmon in Old Sharlayan (X:11.9 Y:13.3).

Entering Aloalo Island

Enter from the V&C Dungeon Finder under Duty in the main menu.

Entering solo or in a pre-made party (up to 4 players):

Make certain the box “Enable party matching” is unchecked, then select “Register for Duty” to enter.
* Party matching is disabled by default.

Entering via matchmaking:

Make certain the box “Enable party matching” is checked, then select “Register for Duty” to be matched with a party.

Role Requirements

When matching with a party, there are no role requirements or restrictions for parties. Moreover, players can freely change to any job or class that has reached level 90.
* Players can only change their class or job outside of combat.

Variant Actions and Attribute Adjustments

To allow for greater freedom of role choices, variant dungeons grant players the use of special variant actions. These actions mimic existing abilities such as Cure or Rampart.

Moreover, certain attributes will also be adjusted to compensate for the disparity of strength between certain roles.

These adjustments will give roles more versatility, such as allowing DPS or healers to act as tanks.

Setting Variant Actions

Variant actions can be selected from the V&C Dungeon Finder window. Players may have up to two variant actions at any given time, and are free to change them at any time, even after entering the dungeon.
* Available variant actions will differ according to your role.

Item Exchange

By speaking with Trisassant in Old Sharlayan (X:11.9 Y:13.3), players can exchange tokens obtained from completing variant dungeons for various goods.

The criterion dungeon Another Aloalo Island has been added.

A party of four players is required to enter Another Aloalo Island.

Level Requirement Disciple of War or Magic level 90
Item Level Requirement Average item level 640 or above
Item Level Sync 665
Party Size Four players
Time Limit 90 minutes

Requirements

Players must first complete the sidequest “Stranger from Paradise” and then speak with the NPC Osmon in Old Sharlayan (X:11.9 Y:13.3) to unlock the dungeon.

Entering Another Aloalo Island

Players can register to enter criterion dungeons via the V&C Dungeon Finder, found under Duty in the main menu.
Players will be matched into parties comprised of the following roles:

  • 1 Tank
  • 1 Healer
  • 1 Melee DPS
  • 1 Physical Ranged or Magical Ranged DPS

* Item level restrictions and role requirements do not apply when registering with four players.

Party Composition Bonus

Upon entering Another Aloalo Island, party members will gain a bonus to damage dealt according to the composition of their party. The bonus increases with the number of jobs in your party that rely on actions that affect the entire party.

This bonus system is intended to compensate for the proportional decrease in utility of such actions as party size decreases.
* The effectiveness of the damage bonus will differ between roles.
* This bonus will only be applied to jobs and has no effect on classes.

Variant Actions

The Variant Raise II action will be automatically assigned to all players upon entering Another Aloalo Island. No other variant actions are available.

Variant Raise II may only be used once per party member. However, there will be opportunities to replenish charges of this action.

Additional Rules

The following additional rules will be applied to Another Aloalo Island:

Resurrection Restrictions

While undertaking this duty, players will be subjected to a status effect that prevents resurrection by certain means. Raise effects granted via Variant Raise II are exempt from this restriction.

Item Exchange

By speaking with Trisassant in Old Sharlayan (X:11.9 Y:13.3), players can exchange tokens obtained from completing criterion dungeons for various goods.

The criterion dungeon Another Aloalo Island (Savage) has been added.

A pre-formed party of four players is required to enter Aloalo Island (Savage).

Level Requirement Disciple of War or Magic level 90
Item Level Requirement
Item Level Sync 665
Party Size Four Players
Time Limit 120 minutes

Requirements

Players must first complete Another Aloalo Island and then speak with the NPC Osmon in Old Sharlayan (X:11.9 Y:13.3) to unlock the dungeon.

Entering Another Aloalo Island (Savage)

Players can register to enter savage criterion dungeons via the V&C Dungeon Finder, found under Duty in the main menu. Please note that a party of four players is required to register.

Party Composition Bonus

Upon entering Another Aloalo Island (Savage), party members will gain a bonus to damage dealt according to the composition of their party. The bonus increases with the number of jobs in your party that rely on actions that affect the entire party.

This bonus system is intended to compensate for the proportional decrease in utility of such actions as party size decreases.
* The effectiveness of the damage bonus will differ between roles.
* This bonus will only be applied to jobs and has no effect on classes.
* The bonus applied in Another Aloalo Island (Savage) is the same as that in Another Aloalo Island.

Variant Actions

Variant actions cannot be used while undertaking Another Aloalo Island (Savage).

Additional Rules

The following additional rules will be applied to Another Aloalo Island (Savage):

Resurrection Restrictions

While undertaking this duty, players will be subjected to a status effect that prevents resurrection.

Respawn Point Restrictions

Unlike normal dungeons, players will be unable to return to the criterion dungeon’s starting point once incapacitated.

Reset After Party KO

In the event all party members are incapacitated, all progress will be reset and the party must begin from the start of the instance.

Powerful

After a certain amount of time has passed since first engaging enemies in the criterion dungeon, all enemies will be granted the Powerful effect, greatly increasing their damage dealt while also reducing their damage taken.
* The time until Powerful is applied to enemies will be reset should all party members be incapacitated.

Incapacitation After Logout

Party members who log out of the game while in combat will be returned in an incapacitated state.

Item Exchange

By speaking with Trisassant in Old Sharlayan (X:11.9 Y:13.3), players can exchange tokens obtained from completing criterion dungeons for various goods.

Aloalo Manuscripts, which are earned upon completing Another Aloalo Island (Savage), can be exchanged for Flasks of Elevated Ester. This item is required to upgrade weapons purchased with Allagan tomestones of divine comedy from item level 660 to 665.

PvP

The following adjustments have been made to PvP actions:

Further explanations of PvP action changes and adjustments can be found in the job guide.
View the job guide.

Paladin

Action Adjustment
Confiteor Healing potency of Sacred Claim effect has been increased from 2,000 to 3,000.
Blade of Faith Healing potency of Sacred Claim effect has been increased from 2,000 to 3,000.
Blade of Truth Healing potency of Sacred Claim effect has been increased from 2,000 to 3,000.
Blade of Valor Healing potency of Sacred Claim effect has been increased from 2,000 to 3,000.

Ninja

Action Adjustment
Doton Potency has been increased from 2,000 to 3,000.
Hollow Nozuchi Potency has been increased from 2,000 to 3,000.
Seiton Tenchu Potency has been increased from 10,000 to 12,000.

Sage

Action Adjustment
Pneuma Barrier potency has been increased from 2,000 to 3,000.

Stacks of Haimatinon granted have been reduced from 5 to 4.

Eukrasian Dosis III Damage over time duration has been increased from 12 to 15 seconds.

The effects of the dragoon limit break Sky High have been adjusted to better distinguish between allies and enemies.

The effects of pets summoned by players have been adjusted to better distinguish between those belonging to allies and enemies.

Crystalline Conflict

A new arena, the Red Sands, has been added.

Arena Events

Shifting Sands

Ride the shifting sands to travel swiftly to a specific location on the field.

Sandpits

The crystal line intersects with ringlike nests at checkpoints. Clearing any such checkpoint with the tactical crystal in tow will result in one of the following denizens emerging from within:

  • Red Sands AntlionThe antlion will drag all players in range deep into the nest, rendering them immobile before erupting from the sands to deal massive damage.

  • SabotenderThe sabotender will unleash 100,000 Needles upon all players in range. As the needles are split between affected players, the damage dealt to each player will change accordingly.

  • AcutenderThis rare and curious creature will unleash Therapeutic Needles upon all players in range, granting them a barrier effect. As the needles are split between affected players, the strength of the barrier granted to each player will change accordingly.

Oasis

The arena’s oasis area grants players within a special effect that regenerates HP over time. The effect will remain for a time after exiting the oasis.

Heat Waves

Heat waves atop the Red Sands will deal damage over time to all competitors.

However, relief can be found at sandpits, from which balming geysers will erupt. Players standing in one of the small circular indicators on the ground will be soothed by sandpearl shrouds, granting HP recovery and a boost to the limit gauge.
While the geyser is erupting, no creatures will emerge from the sandpit. Nevertheless, caution is advised, as the force of the geyser will deal damage to and knock back any who approach its center.

With the addition of the Red Sands, the following adjustments have been made to the arena rotation for casual/ranked matches.

  • The Palaistra
  • The Volcanic Heart
  • The Clockwork Castletown
  • The Palaistra
  • Cloud Nine
  • The Red Sands(Cycle repeats)

* Available arenas will rotate every 90 minutes (Earth time).

Season 8 will end and Season 9 will begin.

When the season ends, the top 100 ranking players from each data center will receive vouchers via the moogle delivery service.

Players finishing in the Bronze tier or higher can claim rewards by speaking with the Seasonal Quartermaster at the Wolves’ Den Pier (X:4.9 Y:5.7).

Learn more about rewards.
* Tier rewards for Season 8 must be claimed before the end of Season 9.

Players will begin Season 9 five risers lower than the rank at which they finished Season 8. Rising Stars will be reset to zero.

New items have been added.

* Items added in Patch 6.51 will be listed at a later date.

New recipes have been added.

* Recipes added in Patch 6.51 will be listed at a later date.

Further splendorous tools enhancements have been added.

By crafting or gathering specified items, players can obtain class-specific tools for Disciples of the Hand and Land which can be enhanced in future updates.

Requirements

Dance Like Mowen Is Watching

Disciple of the Hand or Land level 90
The Crystarium (X:10.5 Y:7.7)
Grenoldt
Players must first complete the quest “La Vie Mowen.”

Enhancing Splendorous Tools

Items required to enhance splendorous tools can be obtained from Quinnana in the Crystarium (X:10.4 Y:7.7) by trading for collectables. Tools can then be enhanced by Chora-Zoi in the Crystarium (X:10.5 Y:7.7).
Please note that the requisite items will vary depending on the tool.

Disciples of the Hand

After completing the quest “Dance Like Mowen Is Watching,” new recipes for crafting collectables will be added to the Crafting Log.
* Splendorous tools must be equipped when crafting with these new recipes.

Disciples of the Land

After completing the quest “Dance Like Mowen Is Watching,” collectables can be gathered from specified gathering points.
* Splendorous tools must be equipped when gathering at the specified gathering points.

Fisher

After completing the quest “Dance Like Mowen Is Watching,” collectables may be acquired by using Select Bait Balls at specified fishing locations.
* Splendorous tools must be equipped when fishing at the specified fishing locations.
* Select Bait Balls can be obtained from Quinnana in the Crystarium (X:10.4 Y:7.7).

New miner and botanist gathering points have been added.

New items have been added to gathering points.

Certain gathering points will now grant a bonus to collectability and Collector’s Intuition.

New fishing holes have been added.

New mounts have been added.

New minions have been added.

New fashion accessories have been added.

New achievements and titles have been added.

In order to prevent server congestion immediately after the release of Patch 6.51, we will be implementing multiple field instances for Thavnair.

* We will monitor server activity and remove this feature when congestion is determined to no longer be an issue.
* Specific instances can be selected when entering from a neighboring area or teleporting via aetheryte.

The division of Amh Araeng and the Rak’tika Greatwood into multiple instances, added to alleviate congestion in Patch 6.5, will be removed.

New portrait accents for adventurer plates have been added.

New portrait accents have been added.

The maximum number of players designated “Wanderer” or “Traveler” when using the World Visit system will now be counted separately.

Because the limit was shared by players designated with either title, when this limit was reached, use of both the World Visit system and Data Center Travel system was restricted.
As of Patch 6.51, reaching the maximum number of players allowed for one system will no longer adversely affect use of the other.

New music and sound effects have been added.

  • The following issues have been addressed.
    • An issue during a cutscene in the main scenario quest “Down in the Dark” wherein certain characters performed unscripted movements.
    • An issue during the quest “A Guilty Conscience” wherein cutscenes could not be skipped under certain conditions.
    • An issue during the quest “Heart of Darkness” wherein cutscenes could not be skipped under certain conditions.
    • An issue during the trial The Abyssal Fracture (Extreme) wherein the expanding ring created by the boss action Black Hole spawns at the wrong location under certain conditions.
    • An issue when executing the dark knight PvE action Unleash wherein stacks of Blood Weapon were not consumed but still restored MP.
    • An issue wherein deep dungeon ranking data did not update correctly.
    • An issue wherein the Eat Chicken remote did not function properly under certain conditions.
    • An issue wherein the certain graphics of the monk weapon Ultimate Omega Knuckles incorrectly resembled the weapon Omega Knuckles.
    • An issue wherein the Trophy Crystal gear newly added in Patch 6.5 could be sold to NPC shops.
    • An issue wherein the icon for the item Legendary Damona Medal did not display correctly.
    • An issue when viewing the Desynthesis window wherein, after desynthesizing an item, the cursor returned to the top of the list of desynthesizable items.
    • An issue wherein big fish introduced after Patch 6.4 that require mooching could be caught using versatile lure.* Because versatile lure is used to catch fish used for mooching, as well as other fish, and the acquisition of big fish was an unintended consequence of this issue, no penalties will be enforced even if players obtained big fish using versatile lure.
    • An issue when viewing the Duty Finder wherein the Duty Roulette: Expert and Duty Roulette: Mentor categories did not display if their requirements were not met.
    • An issue wherein players could not recruit party members via the Gold Saucer tab of the Duty Finder.
    • An issue when planning a Ceremony of Eternal Bonding wherein the song titles listed in the Ceremony Plan window were displayed incorrectly.
    • An issue wherein the message displayed when removing a favored destination was incorrect.
    • Other minor graphical issues have also been addressed.

Other various issues have also been addressed.

  • An issue during the second boss battle of Another Aloalo Island wherein incapacitated players who are revived at certain points in the battle are incorrectly marked with an icon over their heads.
  • An issue in the variant dungeon Aloalo Island wherein certain graphics do not display correctly.
  • An issue in the new Crystalline Conflict arena, the Red Sands, wherein certain graphics do not display correctly.
  • An issue wherein the sorting order for the new furnishing Aloalo Faerie Cushion is incorrect.

Source: Final Fantasy XIV

Damien Seeto

Home > News

Battlefield 2042 Update 1.45 Drops for Patch 6.1.0 This October 31

Battlefield 2042 update 1.45 is now out, and this brings patch 6.1.0 into the game this October 31, which kicks off the Dark Protocol event! Aside from new cosmetics and a new game mode, players can also expect a host of improvements as well.

Battlefield 2042 Update 1.45 Patch Notes | Battlefield 2042 Update 6.1.0 Patch Notes:

You can check out list of rewards and details for Dark Protocol here.

AREAS OF IMPROVEMENT

Improved End of Round Screen

With Update 6.1 you will now find a new and improved End of Round Screen aimed at further emphasizing the beneficial actions of Squad Play. There will now be a “Best Squad” screen which highlights the most efficient Squad for that particular match, alongside the main vehicle that the squad used.

Alongside this, you will continue to see your own squad and the contributions that you’ve made towards the match.

EMKV90-TOR Improvements

Update 6.0 had introduced some of our changes taking place around the EMKV90-TOR, which were aimed at addressing its anti-vehicle capabilities at considerable ranges.

Update 6.1 delivers the second portion of this package aimed at further enhancing and improving the role of the EMKV90-TOR. This second portion will include a series of weapons and changes that will allow this vehicle to handle close range combat if you choose to modify your Vehicle Loadout to suit a more aggressive approach.

CHANGELOG

AI, Soldier and General Improvements

  • Fixed an issue where the camera would snap to a certain position when reloading in open vehicle passenger seats and exiting the vehicle at the same time.
  • Fixed an issue causing incorrect voicelines to be played when changing Specialists during the pre round phase.
  • Fixed an issue where the vehicle deploy option was present despite there being no vehicles on the map.
  • Fixed missing audio before and after holding breath with Sniper Rifles.
  • Fixed an audio issue causing Heavy Suppressor SFX to not play correctly when changing fire modes.

Maps and Modes

Redacted

  • Players will no longer be able to get on top of the incinerators on Flag A to ensure fairer capturing opportunities.
  • Fixed an issue where Ammo and Medical Crates would clip through certain objects.
  • Fixed an issue where players could become stuck behind some objects.
  • Fixed Out of Bounds scenarios within the Biodome.
  • Fixed instances where shadows may appear incorrectly on Flag A, and going from Flag A to Flag B.

Breakaway

  • Fixed an issue with fire effects around the silos on Breakaway.

Valparaiso

  • Fixed an issue where trees were indestructible by Air Vehicles.

Gadgets & Specialists

  • Fixed an issue with EOD Bot falling through Redacted in some areas.
  • Fixed an issue which caused Specialists not transitioning from climb state to fall state correctly.
  • Paik’s EMG-X Scanner will no longer trigger when using certain vehicles.
  • Improved an issue where explosions could get through obstacles in the presence of smoke.
  • Fixed an issue causing G84-TGM cooldown not progressing if the user controls the EOD Bot after firing a missile.
  • The OV-P Recon Drone should now have cooldowns when destroyed by an EMP Grenade or EMP Burst

Vehicles

  • Increased the first person perspective free-look sensitivity for Jets based on player feedback regarding it being too slow.
  • The Penguins have been tampering with the manufacturing processes of Light Air Vehicles, with the MD540 Nightbird, Jets and Stealth Heli’s now vulnerable to standard bullets.
  • Guided Shell on Battlefield™ Portal tanks will no longer fire before the weapon is locked.
  • Tanks should no longer be able to climb very steep angles.
  • UH-60 (BF3) passengers will no longer face in the opposite direction in third person perspective while shooting.
  • Fixed an issue where the UAV keybinding would show as “unassigned”.
  • Controller input should no longer be displayed for already selected weapons.
  • UAV – Laser Guided Missile kills will now correctly appear within the XP log.

MD540 Nightbird

  • Minimum damage for the minigun is lowered from 10 to 8.
  • Minigun damage drop off will now start at 100, reduced from 150.
  • Minigun damage drop off will now end at 250, reduced from 300.

Dev Comment: We have introduced these changes to ensure that the MD540 Nightbird is most efficient in its intended combat range, which is close to medium. We do not expect drastic performance alterations with these changes, however players can expect to be less efficient when taking on targets out of the intended range.

EMKV90-TOR

  • Gunner Seat will now have 20mm Shotgun, 40mm Grenade Launcher and 7.62 Miniguns available for selection as loadout options.
  • A unique, close range coaxial canister weapon with a high rate of fire will now be available for use by drivers of the EMKV90-TOR.
  • Both main weapons of the EMKV90-TOR will now have increased turret speed.

Weapons

  • Fixed an issue that could cause Ghostmaker R10 bolts to despawn too early during flight.
  • Fixed an issue that caused the crosshair to still sometimes drift from the center of the screen during recoil on MP28 and MP443.
  • Armor Piercing bullets on Avancys had the wrong headshot multiplier (2.1x), it will now have the same as other LMG bullets (2x)
  • A variety of minor UI improvements have been made to the Collection Screen for weapons.
  • Various fixes to firing, reload, and other weapon-related animations.
  • Fixed instances where using Subsonic Ammo wouldn’t reduce muzzle flash correctly when used in conjunction with some barrel attachments.
  • Fixed various cases of incorrect textures being used in certain magazines.
  • Fixed cases of clipping when using the M11 scope and firing the Masterkey attachment on the M5A3 or AK-24.
  • Fixed cases of clipping when using the Fusion Holo sight on the PF51.
  • Fixed an issue on the RM68 that could cause the pros and cons fields on the Loadout Screen of the default barrel attachment to be applied on other barrel attachments when equipped to the weapon.
  • Fixed the location of smoke VFX when using the PB Heavy Suppressor on a K30.
  • Fixed the ADS walking speed on the RPT-31, which was slower than on other LMGs.
  • Fixed the “Toggle Scope” UI hint appearing on screen when using scopes without that function.
  • Fixed an issue that could cause dispersion on the PP-29 to be lower while moving than when stationary.
  • Minor rework of AEK-971 handling. Recoil now resets faster, has different multipliers for the first shots in a burst and has an improved recoil camera behaviour.
  • Overall GEW-46 accuracy has been reduced by 5%, which should only be noticeable at longer ranges.
  • ACW-R damage curve has been tweaked slightly and will now be as follows:
    • 0 – 15 meters: 28 damage
    • (Previously: 0-30 meters: 28 damage)
    • 15 – 20 meters: 26 damage
    • 20 – 70 meters: 22 damage
    • (Previously: 30-75 meters: 22 damage)
    • 70+ meters: 18 damage
  • Fixed missing suppressor icons on BSV-M and SWS-10.
  • Fixed missing pro and cons statistic fields for M1911 reload speed.
  • Fixed an issue causing NVK-S22 to appear with a blue tint.
  • Fixed an issue where subsonics do not use suppressed muzzle flash when using muzzle brakes and suppressors.
  • Fixed various names of default and extended magazines for Vault Weapons
  • Fixed several laser and flashlight icons missing the type icon on Vault Weapons
  • Fixed an issue with laser underbarrel icon not updating when deployed
  • Fixed missing attachment descriptions for MP443, MP412 Rex and M1911
  • Fixed an issue that referred to the magazine of the Gewehr 43 as a stripper clip
  • Fixed an issue that caused the magazine size of the Gewehr 43 to show as 10 instead of 5.
  • Fixed an issue where the MP443 produced a recoil effect where it looked like suppressors were misaligned

Source: EA

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Alex Co

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

Home > News

BF 2042 Update 1.000.048 for Oct. 31 Shoots Out for Dark Protocol

DICE has released (Battlefield 2042) BF 2042 update 1.000.048 and this is for patch 6.1.0 which ushers in the Dark Protocol event! You can check out the Dark Protocol rewards and info here, and we have the complete BF 2042 patch notes for October 31 available below.

BF 2042 Update 1.000.048 Patch Notes | BF 2042 Dark Protocol Patch Notes | BF 2042 October 31 Patch Notes:

AREAS OF IMPROVEMENT

Improved End of Round Screen

With Update 6.1 you will now find a new and improved End of Round Screen aimed at further emphasizing the beneficial actions of Squad Play. There will now be a “Best Squad” screen which highlights the most efficient Squad for that particular match, alongside the main vehicle that the squad used.

Alongside this, you will continue to see your own squad and the contributions that you’ve made towards the match.

EMKV90-TOR Improvements

Update 6.0 had introduced some of our changes taking place around the EMKV90-TOR, which were aimed at addressing its anti-vehicle capabilities at considerable ranges.

Update 6.1 delivers the second portion of this package aimed at further enhancing and improving the role of the EMKV90-TOR. This second portion will include a series of weapons and changes that will allow this vehicle to handle close range combat if you choose to modify your Vehicle Loadout to suit a more aggressive approach.

CHANGELOG

AI, Soldier and General Improvements

  • Fixed an issue where the camera would snap to a certain position when reloading in open vehicle passenger seats and exiting the vehicle at the same time.
  • Fixed an issue causing incorrect voicelines to be played when changing Specialists during the pre round phase.
  • Fixed an issue where the vehicle deploy option was present despite there being no vehicles on the map.
  • Fixed missing audio before and after holding breath with Sniper Rifles.
  • Fixed an audio issue causing Heavy Suppressor SFX to not play correctly when changing fire modes.

Maps and Modes

Redacted

  • Players will no longer be able to get on top of the incinerators on Flag A to ensure fairer capturing opportunities.
  • Fixed an issue where Ammo and Medical Crates would clip through certain objects.
  • Fixed an issue where players could become stuck behind some objects.
  • Fixed Out of Bounds scenarios within the Biodome.
  • Fixed instances where shadows may appear incorrectly on Flag A, and going from Flag A to Flag B.

Breakaway

  • Fixed an issue with fire effects around the silos on Breakaway.

Valparaiso

  • Fixed an issue where trees were indestructible by Air Vehicles.

Gadgets & Specialists

  • Fixed an issue with EOD Bot falling through Redacted in some areas.
  • Fixed an issue which caused Specialists not transitioning from climb state to fall state correctly.
  • Paik’s EMG-X Scanner will no longer trigger when using certain vehicles.
  • Improved an issue where explosions could get through obstacles in the presence of smoke.
  • Fixed an issue causing G84-TGM cooldown not progressing if the user controls the EOD Bot after firing a missile.
  • The OV-P Recon Drone should now have cooldowns when destroyed by an EMP Grenade or EMP Burst

Vehicles

  • Increased the first person perspective free-look sensitivity for Jets based on player feedback regarding it being too slow.
  • The Penguins have been tampering with the manufacturing processes of Light Air Vehicles, with the MD540 Nightbird, Jets and Stealth Heli’s now vulnerable to standard bullets.
  • Guided Shell on Battlefield™ Portal tanks will no longer fire before the weapon is locked.
  • Tanks should no longer be able to climb very steep angles.
  • UH-60 (BF3) passengers will no longer face in the opposite direction in third person perspective while shooting.
  • Fixed an issue where the UAV keybinding would show as “unassigned”.
  • Controller input should no longer be displayed for already selected weapons.
  • UAV – Laser Guided Missile kills will now correctly appear within the XP log.

MD540 Nightbird

  • Minimum damage for the minigun is lowered from 10 to 8.
  • Minigun damage drop off will now start at 100, reduced from 150.
  • Minigun damage drop off will now end at 250, reduced from 300.

Dev Comment: We have introduced these changes to ensure that the MD540 Nightbird is most efficient in its intended combat range, which is close to medium. We do not expect drastic performance alterations with these changes, however players can expect to be less efficient when taking on targets out of the intended range.

EMKV90-TOR

  • Gunner Seat will now have 20mm Shotgun, 40mm Grenade Launcher and 7.62 Miniguns available for selection as loadout options.
  • A unique, close range coaxial canister weapon with a high rate of fire will now be available for use by drivers of the EMKV90-TOR.
  • Both main weapons of the EMKV90-TOR will now have increased turret speed.

Weapons

  • Fixed an issue that could cause Ghostmaker R10 bolts to despawn too early during flight.
  • Fixed an issue that caused the crosshair to still sometimes drift from the center of the screen during recoil on MP28 and MP443.
  • Armor Piercing bullets on Avancys had the wrong headshot multiplier (2.1x), it will now have the same as other LMG bullets (2x)
  • A variety of minor UI improvements have been made to the Collection Screen for weapons.
  • Various fixes to firing, reload, and other weapon-related animations.
  • Fixed instances where using Subsonic Ammo wouldn’t reduce muzzle flash correctly when used in conjunction with some barrel attachments.
  • Fixed various cases of incorrect textures being used in certain magazines.
  • Fixed cases of clipping when using the M11 scope and firing the Masterkey attachment on the M5A3 or AK-24.
  • Fixed cases of clipping when using the Fusion Holo sight on the PF51.
  • Fixed an issue on the RM68 that could cause the pros and cons fields on the Loadout Screen of the default barrel attachment to be applied on other barrel attachments when equipped to the weapon.
  • Fixed the location of smoke VFX when using the PB Heavy Suppressor on a K30.
  • Fixed the ADS walking speed on the RPT-31, which was slower than on other LMGs.
  • Fixed the “Toggle Scope” UI hint appearing on screen when using scopes without that function.
  • Fixed an issue that could cause dispersion on the PP-29 to be lower while moving than when stationary.
  • Minor rework of AEK-971 handling. Recoil now resets faster, has different multipliers for the first shots in a burst and has an improved recoil camera behaviour.
  • Overall GEW-46 accuracy has been reduced by 5%, which should only be noticeable at longer ranges.
  • ACW-R damage curve has been tweaked slightly and will now be as follows:
    • 0 – 15 meters: 28 damage
    • (Previously: 0-30 meters: 28 damage)
    • 15 – 20 meters: 26 damage
    • 20 – 70 meters: 22 damage
    • (Previously: 30-75 meters: 22 damage)
    • 70+ meters: 18 damage
  • Fixed missing suppressor icons on BSV-M and SWS-10.
  • Fixed missing pro and cons statistic fields for M1911 reload speed.
  • Fixed an issue causing NVK-S22 to appear with a blue tint.
  • Fixed an issue where subsonics do not use suppressed muzzle flash when using muzzle brakes and suppressors.
  • Fixed various names of default and extended magazines for Vault Weapons
  • Fixed several laser and flashlight icons missing the type icon on Vault Weapons
  • Fixed an issue with laser underbarrel icon not updating when deployed
  • Fixed missing attachment descriptions for MP443, MP412 Rex and M1911
  • Fixed an issue that referred to the magazine of the Gewehr 43 as a stripper clip
  • Fixed an issue that caused the magazine size of the Gewehr 43 to show as 10 instead of 5.
  • Fixed an issue where the MP443 produced a recoil effect where it looked like suppressors were misaligned

Source: EA

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Alex Co

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

Home > News

Dragon Ball Z: Kakarot Update 2.01 Flies Out This October 30

Developer CyberConnect2 has rolled out Dragon Ball Z: Kakarot update 2.01, which is mostly for Card Warriors. Read up on what’s new in the DBZ Kakarot new update patch notes for October 30.

Dragon Ball Z: Kakarot Update 2.01 Patch Notes:

While Bandai Namco Entertainment hasn’t said anything about today’s patch, here’s what’s listed in the PS4’s update history:

– Implemented Offline version of DRAGON BALL CARD WARRIORS
– Made other adjustments

That’s about it. If Bandai Namco releases anything more for the patch, we’ll update the article. The last update we had was this August, which was for DLC 5.

If you spot any other additions or tweaks, leave a comment below and let us know.

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Alex Co

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

Home > Features

The First Descendant Interview With Nexon – Entering the Looter Shooter Genre

In case you didn’t know, Nexon is entering the online looter shooter genre with The First Descendant. With the studio giving gamers a taste of what’s to come with last month’s open beta, MP1st had the chance to talk to the developers on what games inspired them, what made Nexon decide to go into the console and PC F2P race and more.

Talking to MP1st is game director Minseok Joo and Producer Beom-jun Lee. 

The First Descendant Interview:

MP1st: During the beta, some of us felt a bit overwhelmed by the different currencies, materials, etc. is this something the dev team is looking into so as not to overwhelm players?

Minseok Joo: The First Descendant is a grinding game, and we think part of the fun is collecting different currencies and materials. We want to make sure that our players feel a sense of accomplishment when they spend them, and that they are willing to farm for them to fulfill those accomplishments.

The Crossplay Open Beta allowed the team to test a number of things, including ensuring that the farming worked as intended. As the team watched, they were able to identify a number of usability issues. For instance, there were a number of different materials required for research, and it was frustrating to see where each material could be farmed, or the fact that players had to open menus and navigate through multiple levels of UI each time to see what they were currently targeting.

We’re looking into adding a variety of farming-related convenience features before launch. We’ll be improving the UX for players to be able to enjoy farming in a much more convenient environment.

MP1st: There’s no shortage of F2P games out there, what do you think makes The First Descendant stand out?

Beom-jun Lee: think the most special element is the game structure centered around compelling characters. As you may know, The First Descendant has a wide variety of characters, each with their own personal stories and unique abilities. I think the combination of various guns and actions based on these characters’ abilities to challenge huge bosses is the most attractive part of the game. Of course, we will continue to add content at launch and beyond, but we plan to lead the game in a way that reinforces this foundation.

The First Descendant Beta Update 1.06

MP1st: We were quite impressed at the game’s visuals, and it didn’t look like a free-to-play game. The opening act was very cinematic, to a degree that it felt like a single-player game. Was that what the team was trying to achieve? Tell us a bit about it. 

Minseok Joo: We never once thought, “This is good enough for a free-to-play game” while developing. The opening (we call it the prologue) was completely redone after our last Steam Beta test. We wanted to make it more visually stunning, and we also wanted to make the story more immersive to experience. Finally, since The First Descendant is a character-based game, we wanted to do a better job of making the characters appealing, so we included one of our most popular characters, Bunny.
There was a lot of trepidation about creating a new opening, as a partial quality-up seemed like a more realistic plan given the timeframe until the next test, but the team chose to take a risk, and it was a lot of work… But it’s been very rewarding to see so many players love the new opening.

MP1st: This is Nexon’s first looter shooter, what made the company decide to go this route? 

Beom-jun Lee: It all began with the goal of creating a global online RPG PC game. When this project was first brought up, the Korean game development industry was highly focused on mobile games. Thus, not many companies were up for the challenge of creating a new PC online RPG.
In the process, I came to propose the development of a looter shooter, a genre that I have always been interested in. I believed that the looter shooter genre with shooting and RPG combined still has a lot of potential and that it was a genre worth challenging.

MP1st: Was Destiny a vital game to get ideas from? Or did something else like say Warframe, provide a more valuable insight given it is also F2P?

Minseok Joo: As you know, there aren’t many multiplayer looter shooter games. There’s Destiny 2, Warframe, Tom Clancy’s The Division, Outriders, etc. We love those games, and of course we took a lot of inspiration from those already popular looter shooter games while developing The First Descendant.
The First Descendant is similar to Warframe in that it’s a character-driven game, so we took a lot of inspiration from Warframe when designing structures around characters. Moreover, The First Descendant has skill-based action, but it also has very gun-heavy combat, and a lot of the combat takes place in open fields, which we took inspiration from Destiny 2.

But that’s not all, when we were developing the grappling hook, we reviewed almost every existing action game, and there are shooters that use grappling hooks, for example, Halo Infinite and Apex Legends.
We’re taking inspiration from a lot of different games, and we’re reworking them to make sure that they fit into the overall structure and tone of our game.

The First Descendant boosters

MP1st: What was the inspiration for the game? Is this the vision the team originally had at the start, or did they play around with some, with one eventually turning into what we have today?

Beom-jun Lee: First of all, the overall style of the game started with the setting, which is a hybrid of a fantasy kingdom and a sci-fi alien invasion, and I think that’s what gives The First Descendant its unique style.
Additionally, visual-wise, as the world is on the brink of extinction, we were inspired by various dystopian and post-apocalyptic content. We received inspiration from various contents, such as looter shooter and FPS games, Blame (animation and comic), and the Metal Gear Solid series and tried to create new visuals of our own based on those inspirations.

MP1st: What is the core gameplay loop of First Descendant going to be at launch? Players grinding for better gear, and building up to endgame activities?

Beom-jun Lee: First, the most significant part of our core loop is character acquisition, as players must be able to use various characters to take on multiple missions and co-op content like raids. Therefore, players must collect and produce the necessary resources to acquire different characters while playing. You also have to earn weapons and diverse gear to make easier progress or take on more challenging missions. Players will need miscellaneous gear to create various strategies.

MP1st: Speaking of, does the game have a proper “ending” of sorts? Particularly when it comes to the story?

Minseok Joo: Currently, the story is focused on Karel and the story of the Iron Heart. This story is structured up to the ending, but since The First Descendant is a live service game, we’re also thinking about the story afterward.We’re also working on character-specific stories for each character. These stories will be short, but will have an ending, and will cover the narrative of the Descendants.

MP1st: Will players be able to speed leveling up by purchasing boosters and the like?

Minseok Joo: We haven’t decided if there will be boosters yet, but regardless of those boosters, we’re designing the game balance so that players can grow and farm just by playing the game.

MP1st: For post-launch content support, what’s the team approach going to be? Will it be, we have a plan outlined of content you already have in mind, or will this be somewhat like Warframe, and a few other games where it’s more community driven and the teams building off that?

Beom-jun Lee: We will continue to update the game even after the official launch. The updates will include all the new content, story, weapons, characters, and giant bosses. We want to receive inspiration regarding the updates from our players.

MP1st: While Nexon is known mostly for mobile games, what made the company decide to go for something bigger in scope like The First Descendant?

Beom-jun Lee: As mentioned above, it all began with the goal of creating a global online RPG PC game. When this project was first brought up, the Korean game development industry was highly focused on mobile games. Thus, not many companies were up for the challenge of creating a new PC online RPG.
In the process, I came to propose the development of a looter shooter, a genre that I have always been interested in. I believed that the looter shooter genre with shooting and RPG combined still has a lot of potential and that it was a genre worth challenging.

The First Descendant has no release date yet, but will be available on the PS4, Xbox One, PS5, Xbox Series X|S and PC.

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Alex Co

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

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Report: Marathon and Destiny 2 Expansion Delayed as Layoffs Strike Developer Bungie (Update)

There’s a serious trend of game development companies suffering layoffs in the last six months. Today, Destiny developer Bungie is the latest to suffer such layoffs according to numerous sources and former employees themselves. These layoffs reportedly also come as a result of the company’s decision to delay their upcoming Destiny 2 expansion and their extraction shooter Marathon.

This news first came by way of Bloomberg’s Jason Schreier:

Shortly after this tweet, numerous members of Bungie’s staff came forward stating that they had been laid off, including Global Social Media Lead Griffin Bennett and Destiny 2 Community Manager Liana “Hippy” Ruppert:

The current number of employees that have been cut from the company is unclear. More and more individuals are reporting being let go each minute on Twitter and other platforms. Obviously, this always sucks, and there’s never a good way for someone to lose their job.

Sony officially acquired Bungie back in January of last year. Since then, they’ve continued support for Destiny 2 through its upcoming expansion, The Final Shape, and they’re also working on Marathon, an upcoming multiplayer extraction shooter. As reported by Bloomberg, The Final Shape is reportedly delayed to June of next year, and Marathon has been delayed to 2025 according to anonymous sources within the company. These delays are apparently the primary reason for these layoffs.

It’s been an especially rough season for game devs. The Last of Us developer Naughty Dog recently let go of numerous contracted QA testers, and Fortnite’s own Epic Games cut nearly 900 employees in a move that is still rippling throughout the company’s subsidiaries like Playtonic and Bandcamp. Bungie certainly isn’t the first video game company to face layoffs this year, but we have a feeling it’s far from the last.

We’ll be sure to update our readers on any headcounts or official statement from Bungie.

Update: Pete Parsons, CEO of Bungie, has acknowledged the layoffs and has issued a statement:

Source: Bloomberg

Jack Breitenbach

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EA UFC 5 Update 1.002 Strikes Out This October 30 (Update)

EA has released EA UFC 5 update 1.002 on all platforms, and this is the MMA sim’s first-ever post-release patch. Read on for what’s new in the UFC 5 patch notes for October 30.

EA UFC 5 Update 1.002 Patch Notes for October 30:

Size: 261MB (PS5)

Update: Reddit user sleepybojangles has pointed out that there are new Halloween cosmetics from UFC 4 now for sale in the game. So far, that’s the only new thing from this patch.

So far, EA has not released any official patch notes for the game so far. That said, we do know that this is not for any new fighters, as the devs have already laid out plans for new fighters, and it’s kicking off this December with Yan Xiaonan and Amir Albazi.

We are on the lookout for any changes made, and once any are shared officially or by the community, we’ll update the article.

If you haven’t bought the game yet, go read our review of it here where we state, “Where the series continues to shine best, though is the stellar presentation and the well-executed and authentic gameplay, which even made some improvements to the often maligned ground game, to where EA Sports can add yet another victory to the win-loss record with EA Sports UFC 5.”

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Alex Co

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