Home > Title Updates and Patches

Battlefield 6 “California Resistance” Content Drops via Update 1.000.007 for Version 1.1.2.0

As expected, the latest major update for Battlefield 6 is here! Dubbed the version 1.1.2.0 patch by DICE, console gamers will see this as Battlefield 6 update 1.000.006, and this brings the California Resistance content as part of Season 1.

Players can expect a new map in Eastwood, a new limited-time mode, new weapons, attachments, and more.

Alongside this, a flood of gameplay improvements is also included, affecting aim assist, challenges, and more. The complete patch notes are available below, which list every change made. For those on PS5, expect the file to hover around 5 GB in size, though this doesn’t include the texture packs and other added files needed to complete the new content installation.

Battlefield 6’s New Update on November 18 Delivers California Resistance Content via Patch 1.000.007

Battlefield 6 high CPU fix

New Content: California Resistance

  • New Map: Eastwood. A map with the Southern California theme.
    • Variations of this map will be available for all official modes.
    • Conquest mode on this map will include tanks, helicopters, and the Golf Cart.
  • New Time-Limited Mode: Sabotage. A themed event mode focused on demolition and counterplay.
  • New Weapons: DB-12 Shotgun and M357 Trait Sidearm.
  • Gauntlet mode to include a new mission type: Rodeo. This mission provides multiple vehicles for players to fight over and battle with each other with. Players earn bonus points for defeating enemies while in a vehicle.
  • Portal updates:
    • Sandbox map. This option will let Portal experience builders start with a more level playing field to bring their imagination to life.
    • The Golf Cart vehicle is available for use in building experiences.
  • Battle Pass: The California Resistance bonus path becomes available for a limited time.
  • New underbarrel attachment: Slim Handstop, unlocked via Challenge.
  • New feature coming later in the update: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor.

Gameplay Updates for Battlefield 6’s November 18 Update:

  • Aim Assist has been reset to its Open Beta tuning, restoring consistent infantry targeting behaviour across all input types.
  • Improved input latency and stick response for controllers, providing smoother aiming and more responsive soldier movement.
  • Weapon accuracy and dispersion tuning: fixed unintended weapon dispersion increase rates and improved non-Recon sniper rifle accuracy while globally reducing dispersion across all weapon types.
  • Challenge and progression clarity improvements make requirements easier to understand and track.
  • Major polish pass to deployable gadgets, including the LWCMS Portable Mortar, LTLM II Portable Laser Designator, and Supply Crate systems.
  • Fort Lyndon added to Portal, expanding available segments for community-created experiences.

AREAS OF IMPROVEMENT

Aim Assist

As we got closer to launch, we revisited aim assist tuning based on internal testing and the full range of maps and combat distances coming with release. Our goal was to make aim assist feel more effective beyond mid-range fights which was one of our focuses within Battlefield Labs and Open Beta.

At launch, we increased slowdown at longer ranges, but once the game went live, we saw that this made high-zoom aiming feel less smooth and harder to control.

After reviewing player feedback and gameplay data, we’re reverting aim assist back to the values some of you experienced during Open Beta and Battlefield Labs. This will now serve as the default, whilst still providing you with the ability to alter the aim assist to your preference and playstyle via settings.

This change keeps aim slowdown consistent across all ranges, helping with muscle memory and providing a steadier, more reliable feel as we move into future seasons.

CHANGELOG

PLAYER:

  • Aim Assist: fully reset to Open Beta tuning, with related options reset to default to ensure consistency.
  • Fixed an issue where Vehicle Stick Acceleration Presets would affect Infantry Aiming Left/Right Acceleration option availability.
  • Fixed an issue where setting Stick Acceleration Presets to “Standard” would set the Aiming Left/Right Acceleration options incorrectly to 50% instead of 70%.
  • Fixed missing Infantry and Vehicle prefixes in captions for Stick Acceleration Presets and Aiming Left/Right Acceleration options.
  • Fixed an issue where stick deadzones would ignore the first 10% of movement if using a PS5 Controller on PC.
  • Fixed an issue where player movement (Left Stick) would not register until beyond 30% of travel past the deadzone.
  • Fixed joystick aiming input behaviour.
  • Added a short sprint “restart” animation when landing from small heights.
  • Added new death animations for sliding and combat-dive states.
  • Fixed a diving loop when entering shallow water.
  • Fixed an issue preventing players from vaulting out of water in certain areas.
  • Fixed an issue preventing takedown initiation against an enemy soldier if the enemy soldier already initiated a takedown against a friendly player.
  • Fixed an issue where a dragged player could face the wrong direction if turning quickly.
  • Fixed an issue where holding a grenade while jumping, sliding, or diving froze the first-person pose.
  • Fixed an issue where switching weapons while drag-reviving would break the reviver’s first-person view.
  • Fixed an issue where the Assault Class extra grenade ability would not grant two grenades on spawn.
  • Fixed an issue where weapons could become invisible when crouching before vaulting.
  • Fixed bouncing behaviour when landing on object edges.
  • Fixed broken ragdolls when killed on ladders, while jumping, near ledges, or in vehicle seats.
  • Fixed camera clipping when dropping from height while prone.
  • Fixed clipping when initiating a drag & revive.
  • Fixed first-person camera clipping through objects when dying nearby.
  • Fixed the issue where the Rush signature trait ‘Mission Focused’ applied its icon and speed boost to all teammates.
  • Fixed incorrect prone aiming angles on slopes.
  • Fixed misaligned victim position during takedowns when using high FOV settings.
  • Fixed mismatched rotation between first-person and third-person soldier aim directions.
  • Fixed misplaced weapon shadows while vaulting or swimming.
  • Fixed missing pickup prompts while prone.
  • Fixed missing water splash effects while swimming.
  • Fixed stuck third-person soldier animations when entering player view.
  • Fixed teleporting or invisibility when entering vehicles during a vault.
  • Fixed third-person facing inconsistencies when soldiers were mounted.
  • Improved combat-dive animations in first and third person.
  • Improved LTLM II sprint animation in first person.
  • Improved vault detection in cluttered environments.
  • Increased double-tap window for Danger Ping from 0.2 s to 0.333 s.
  • Updated first-person animation cadence for moving up and down stairs.
  • Fixed an issue where hit registration would fail when engaging into gunfights after exiting vehicles.

VEHICLES:

  • Fixed camera reset when entering an GDF-009 AA Stationary Gun after another user.
  • Fixed clipping gunner weapons in IFV seats.
  • Fixed faint metallic impact sound from M1A2 SEPv3 Main Battle Tank turret wreckage.
  • Fixed several cases where IFV’s MR Missile could do more damage than intended to MBT, IFV and AA vehicles
  • Fixed inconsistent projectile video effects on the Abrams main gun.
  • Fixed instant 180-degree turn after exiting a vehicle.
  • Fixed missing scoring for Vehicle Supply when teammates received ammo.
  • Fixed oversized hitbox on UH-79 Helicopter.
  • Fixed passenger and gunner placement issues in the UH-79 Helicopter.
  • Fixed re-entry issues when mounting flipped Quad Bikes.
  • Fixed unintended aim-assist from Attack Helicopters gunner missiles.
  • Fixed unresponsive joystick free-camera controls in transport vehicles.

WEAPONS:

  • Dispersion tuning pass: dispersion has been globally reduced slightly to reduce its impact on the experience
  • Fixed multiple instances of Canted Reflex and Canted Iron Sight optics clipping with higher-magnification scopes
  • Fixed several issues with underbarrel attachment alignment
  • Fixed minor misplacements or clipping on sights and barrels
  • Fixed missing or incorrect magazine icons, naming, and mesh assignments.
  • Fixed the issue where the SV-98 displayed lower damage stats when equipping the 5 MW Red attachment.
  • Fixed the issue where slug ammunition despawned too quickly after being fired from shotguns.
  • Fixed the issue where the SU-230 LPVO 4x variable scope lacked a smooth transition and audible zoom toggle when aiming down sights.
  • Fixed the issue where two Green Lasers for the DRS-IAR shared identical Hipfire stat boosts.
  • Fixed the issue where impact sparks failed to meet photosensitivity compliance standards.
  • Fixed an issue in third-person where the Mini Scout could clip with the player’s head while aiming.
  • Fixed animation and posture issues affecting the PSR and other rifles when moving or looking at extreme angles.
  • Increased weight of long-range performance in balance for automatic weapons; benefiting PW7A2 and KV9, with minor adjustments elsewhere.
  • Reduced recoil and variation for LMR27, M39, and SVDM for improved long-range reliability.

GADGETS:

  • Allowed friendly soldiers to damage and detonate certain friendly gadgets.
  • Fixed an issue where Class Ability would sometimes not activate although the UI shows it as available.
  • Fixed auto-deployment of Motion Sensor after recon kit swap.
  • Fixed broken M320A1 Grenade Launcher ground model.
  • Fixed C-4 pickup edge-of-screen interaction.
  • Fixed clipping of the UAV remote when activating it while using certain weapons like rifles.
  • Fixed clipping when holding the CSS Bundle.
  • Fixed CSS Bundle line-of-sight requirements causing unwanted blocking.
  • Fixed Deployable Cover persistence after vehicle destruction.
  • Fixed disappearing “pip” indicator during CSS Bundle supply.
  • Fixed duplicate deploy-audio playback on M4A1 SLAM and C-4.
  • Fixed failed projectile attachment for X95 BRE Breaching Projectile Launcher.
  • Fixed inconsistent hit registration for the Defibrillator after range adjustment.
  • Fixed interaction logic for the Supply Pouch and Assault Ladder.
  • Fixed LTLM II Tripod soldier collision.
  • Fixed M15 AV Mine premature detonation on aircraft wrecks.
  • Fixed M15 AV Mine proximity placement exploit.
  • Fixed missing pickup prompt for thrown C-4 satchels.
  • Fixed MP-APS smoke-propagation failure between friendlies.
  • Fixed multiple haptic and feedback issues on gadgets, including the LWCMS Portable Mortar and the CSB IV Bot Pressure Mine.
  • Fixed placement preview interference from the GPDIS.
  • Fixed XFGM-6D Recon Drone physics allowing vehicle pushing.

Battlefield 6 Weapon Bloom

MAPS & MODES:

  • Added Sabotage as a new time-limited event mode.
  • Added the new map “Eastwood”.
  • Fixed black-screen spawn issue with Deploy Beacon in TDM, SDM, Domination, and KOTH.
  • Fixed incomplete or incorrect round-outcome data when joining mid-match.
  • Fixed matchmaking logic to prevent late-stage match joins.
  • Fixed multiple destruction-reset issues after side swap in Strikepoint and Sabotage.
  • Fixed post-insertion movement lock at round start.
  • Fixed unintended AFK kicks while spectating in Strikepoint.
  • Reduced opacity of excessive environmental smoke across multiple maps.

UI & HUD:

  • Added a message when attempting to change stance without sufficient space.
  • Downed players now appear in the kill log in modes using the crawling downed state (e.g. Strikepoint, REDSEC).
  • Extended top UI on Strikepoint to show detailed alive/downed/dead player counts.
  • Fixed incorrect Assault Training Path icons.
  • Fixed incorrect colour usage on squad-mate health bars.
  • Fixed missing tooltips and UI prompts across tutorials and mission briefings in Single Player.
  • Fixed missing XP Tracker icon at level 3 when using Field Upgrades.
  • Kill-confirmation indicator now displays if a victim bleeds out after being damaged by the player in modes using the crawling downed state (e.g. Strikepoint, REDSEC).
  • Minor UI polish and alignment updates to various game modes.
  • Non-squad friendlies now display a “Thank you!” subtitle after being revived.

SETTINGS:

  • Added a new option allowing players to sprint automatically when pushing the stick fully forward.
  • Added new keybinding that allows the player to instantly swap to the knife instead of having to hold the button. This keybinding will not allow to perform takedowns contextually but will still allow takedowns to be performed once the melee weapon is equipped.

Battlefield 6 campaign missing scenes

SINGLE PLAYER:

  • Addressed multiple occurrences of excessive bright flashes and unintended visual effects.
  • Fixed an issue where AI squadmates would not respond to revive orders and other commands, improving squad functionality and responsiveness.
  • Fixed loss of grenade functionality and shadow-rendering errors in underground areas during the “Moving Mountains” mission.
  • Fixed multiple instances where sound effects or Voice Over would fail to play correctly during gameplay and cinematic moments.
  • Fixed subtitle and audio-video synchronisation issues during gameplay and cinematic sequences.
  • Fixed various instances of corrupted shadows and LOD behaviour when using lower graphics settings.
  • Resolved object clipping and teleporting issues during car-chase sequences in the “Moving Mountains” mission.
  • Resolved several cases of stuttering and desync when using certain graphics presets on NVIDIA and AMD hardware.
  • Resolved several issues that could result in infinite loading screens during mission transitions and save or load operations.
  • Resolved shader stutters in the prologue mission “Always Faithfull”.
  • Fixed issues with party invites not working during campaign loading screens.

AUDIO:

  • Added new sound effects for Double Ping; refined single and danger ping sound hierarchy.
  • Added new soldier movement and gunfire sound effects, and fixed multiple foley issues.
  • Added turret movement audio for Marauder RWS weapons.
  • Corrected door sound assignments.
  • Corrected swimming, obstruction, and platform footstep audio.
  • Fixed character voice over not updating when changing soldier mid-match.
  • Fixed looped ambient sounds (e.g. food truck) and incorrect debris impacts.
  • Fixed missing first person voice over gasp when revived.
  • Fixed missing third person voice over for explosive deployments.
  • Fixed missing LP voice over zoom audio.
  • Fixed missing ping audio while spectating.
  • Fixed missing reload sound effects when a weapon had 1 bullet remaining.
  • Fixed missing voice over for supply actions and revive requests.
  • Fixed multiple Commander voice over issues.
  • Fixed Music-in-Menus setting not muting music.
  • Fixed seat-change and turret-reload audio on Marauder RWS guns.
  • Fixed underwater breathing voice over and inconsistent swimming audio.
  • Polished Front-End and Loading music transitions between matches.
  • Synced Battle Pass sounds effects to animations.
  • Tweaked light-fixture audio setup.
  • Updated hostile-voice over logic and adjusted reload voice over mix.
  • Updated music urgency system for Portal.

PORTAL:

  • Added new scripting functions for music control: mod.LoadMusic(), mod.UnloadMusic(), mod.PlayMusic(), mod.SetMusicParam().
  • Fixed RayCast() in ModBuilder to properly detect terrain and environment objects.

HARDWARE:

  • Fixed an issue where framerate would be be capped to 300FPS with Nvidia cards

REDSEC

VEHICLES:

  • Fixed the issue where the Golf Cart could set off the PTKM-1R gadget in Gauntlet.
  • Fixed persistent gunner MG model after Rhib Boat destruction.

UI & HUD:

  • Added level display information to the Training Path section within the Class Details screen.
  • Fixed an issue where soldiers and UI elements could be missing in pre-game lobbies after matchmaking.
  • Fixed an issue where the M417 A2 would not appear in kill cards or the kill feed.

AUDIO:

  • Fixed an issue where the squadmate death sound effect could trigger for non-teammates.

Hopefully, all these changes make the experience better. In other Battlefield 6 news, DICE has finally admitted there is an issue with matchmaking and bots, and we’re hoping this gets sorted out soon.

Once DICE releases more details regarding the Winter Offensive update set to be released in December,we’ll let our readers know.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Hollow Knight: Silksong Update 1.000.008/1.08 Applies Version 1.0.29242 on Consoles

While PC Silksong players received the version 1.0.29242 patch weeks ago, console gamers are just getting it now. Gamers will see it as Hollow Knight: Silksong update 1.000.008/1.08, and this once again applies a host of technical and gameplay fixes.

Also of note, it also brings a proper adjustment to the Chinese translation that was heavily criticized at launch.

For the complete patch notes, head on below.

Hollow Knight: Silksong New Update on November 18 Brings Version 1.08/1.000.008

Here’s what got adjusted per Team Cherry:

  • Updated Simplified Chinese translation to use fan translation provided by Team Cart Fix.
  • Switched to Unity’s Input System to improve overall controller support. This includes rumble features now working for various controllers, and additional controllers being recognised. Some issues may remain. For a full list of supported controllers and features, please visit: https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/SupportedDevices.html
  • Added additional dithering levels. Now defaults to ‘low’.
  • Added film grain effect to advanced options. Defaults to ‘off’
  • Various localisation fixes implemented across all languages.
  • Fixed Styx not giving rosaries when delivering the Queen’s Egg.
  • Fixed Druid’s Eyes sometimes not equipping correctly when first acquired.
  • Fixed some down attack colliders getting stuck on in rare instances.
  • Fixed several instances of Hornet’s plasmified state clearing when not intended (eg Bellway travel).
  • Fixed issues entering the plasmified state when killing a Winged Lifeseed, rather than using the Plasmium Phial.
  • Reduced unintentionally long bind time when using Multibinder with the Shaman crest.
  • Updated Multibinder’s initial bind to clear maggots, per community comments.
  • Wreath of Purity durability increased.
  • Fixed void incorrectly conducting electricity.
  • Gurr the Outcast trap-throw attack updated from single lob to spin-style, to reduce time spent static. Other slight refinements.
  • Fixed Beast Crest fury slashes not piercing as intended.
  • Fixed Rune Rage damage scaling incorrectly.
  • Fixed Thread Storm damage tapering (additional hits don’t taper down as sharply).
  • Fixed rare instances of regaining control when grabbed by a Wraith.
  • Fixed couriers incorrectly offering the same delivery immediately after completing it.
  • Fixed additional instances of Hornet being able to push some enemy types through the floor.
  • Fixed issues when using Harpoon to stun or kill certain bosses.
  • Fixed Fractured Mask not protecting against volt hazards.
  • Various smaller tweaks and fixes.

Once another patch is out, expect it here on MP1st.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Delta Force Ahsarah Update Deployed via Patch 1.037.108

Delta Force’s new season is here, and this brings a ton of new features and content for PC and console gamers. The new season is called “Ahsarah,” and appears as Delta Force update 1.037.108 on consoles.

This is a pretty big download, so make sure you have enough disk space to accommodate the file. Console gamers will need to allocate 46 GB of disk space, while PC gamers will need just 18.5 GB, with a total allocation of 36.2 GB.

For the new content overview, new event details and gameplay adjustments, head on below for the patch notes.

Delta Force Ahsarah Update Content Overview via Patch 1.037.108

What’s New This Season:

New Engineer Operator: Gizmo, New Warfare Map: Monument, New Operations Mini-Mode: Sinkpoint Dam, New Hot Zone Maps, New MK4 Submachine Gun, New Ammo, New Consumables, New Syringes, Season Mission System improvements, extensive gameplay optimizations and bug fixes.

New Console Features

  • Console-only crossplay
  • Native KBM support
  • Analog movement control
  • Smoother right stick
  • Performance mode V -sync
  • Expanded sensitivity presets
  • Enhanced UI visuals
  • Improvements: crossplay input and UI/UX

12 major improvements have been made for the console versions, which Team Jade goes into with a deep dive.

New Operator

  • New Engineer Operator: Rashid Rahal, Codename: Gizmo

Operator Role: Engineer
Operator Trait – Firewall: When positioned near one of his deployables, he receives a buff that improves weapon handling speed.
Tactical Gear – Crawler Nest: Deploys a mechanical nest containing three crawlers. The crawlers track enemies and explode on proximity, dealing damage and applying corrosion that increases the bullet damage enemies take. Corroded enemies will be marked in Smart Smoke.
Gadget – Smoke Mine: Deploys smart smoke that sticks to hard surfaces. The smoke activates when enemies approach and slows anyone who enters it. Corroded enemies will be marked when they enter the Smart Smoke.
Gadget – T.I.M (Tenacious Interception Module): Throws a self-propelled mechanical T.I.M that patrols in the designated direction. When it detects enemies during patrol, it hunts them down and fires a restraining net that severely limits mobility, prevents ADS, and disables operator gadget usage. If enemies are corroded, the T.I.M will track them immediately.
How to Unlock: Available through the free Season Pass tier.

New Map – Monument (Warfare)

The once-thriving ancient city of Ahsarah, now lies in ruins, devastated by meteorological weapons and war. Haavk has occupied the empty shell of what was once a vibrant metropolis,

New Weapon – MK4 Submachine Gun

  • Three-round burst for instant enemy elimination!

Operations

  • New Mini-Mode: Zero Dam-Sinkpoint

Unexpected flooding has occurred in the underground pipeline area of Zero Dam. In desperation, Sayid has planted massive amounts of explosives at key facilities—the crisis has reached a breaking point!

Opening Time:

Zero Dam – Sinkpoint Operation Entry Value: 112,500 Tekniq Alloys
Zero Dam – Sinkpoint Operation will occasionally feature Dusk weather with unique visual and audio effects.
Zero Dam – Sinkpoint Operation adds ladders for entering the underground pipeline area, making access to the Pipeline Area more convenient. Other Zero Dam modes remain unaffected.
New Operation – Operation Defuser: Accept the mission to defuse bombs and receive airdrop supply rewards upon completion.
Saeed has assembled his elite guard to patrol the Dam Interior. Saeed is now more aggressive—proceed with caution!

  • New Hot Zone Maps

Added six new maps: Zero Dam AC, Space City Core Area, Tide Prison Core Area, Layali Grove Sparkling Empress Hotel, Brakkesh Market, and Brakkesh New Tower of Babel Top Floor.
Hot Zone now allows active map selection, with a minimum of three maps required.

  • Tide Prison – Hard

Map Adjustments: Extraction points now have an overload mechanism, allowing only 5 people to extract at a time. When more than 5 people are at the extraction point, evacuation priority is determined by order of entry into the extraction zone. Relevant prompts will appear when overload prevents extraction.
Affected extraction points: Helicopter Landing Area extraction point, Pipeline Gate 1/2/3 extraction points.

  • New Consumables & New Syringes

○ Proteus Jammer: Season-exclusive consumable that reduces enemy soldier alertness for 45 seconds after use.
The latest full-spectrum IFF signal jammer developed by G.T.I.’s technical department. When activated, this device automatically broadcasts communication signals with friendly characteristics, effectively disrupting specific targets’ reconnaissance and search capabilities.
○ Tactical Gear Supply: Speeds up Tactical Gear recharge after use. Uluru, Shepherd, Tempest: Reduces Tactical Gear cooldown by 15%. Stinger: Restores two Hive-Tech Pistol rounds. Other operators: Reduces Tactical Gear cooldown by 20%.
■ Type I battlefield field supply device, pre-packaged with various common materials tailored to each Operator’s Tactical Gear characteristics. Once opened, it accelerates Tactical Gear recharge.
○ Haavk Neurofluid – Ultra Form: For 180 seconds after use, when an enemy aims at you, the screen edge lights up in their direction; obtainable from Bosses or Special Classes, single-match use only.
A cutting-edge combat stimulant popular among elite Haavk soldiers. Significantly enhances crisis awareness during its active period, allowing instant identification of incoming enemy fire direction within a certain range.
○ Haavk Neuro-Analgesic: For 240 seconds after use, grants Pain Relief effect and suppresses the debuff that reduces maximum HP when injured; obtainable from Bosses or Special Classes, single-match use only.
A cutting-edge combat stimulant popular among elite Haavk soldiers. Allows soldiers to ignore severe combat efficiency losses from bodily injuries during its active period, maintaining full operational effectiveness.

  • New Limited-Time Mode – Neo Investigation

○ Mystic Neural Devices have flooded the black market. Ahsarah is shrouded in mystery. Use neural devices to decode buried secrets.
○ Purchase neural devices through events or Supply Stations. Explore scannable containers in battle to obtain hidden items, with chances to discover mysterious character voice lines. Neural devices also have additional functions—explore to discover them.

  • Season Mission Update

○ S6 Season Mission Reset: All progress on Season 6 missions will be reset and cleared. Any Ultimate Safe Box Season Access from previous seasons, along with any Safe Box Trial Cards (used or unused), will expire and become invalid.
○ Interface improvements and usability optimizations:
○ Homepage display optimization: The season mission homepage panel will now more clearly display mission progress and Operation Directives.
○ Season mission list: Optimized the red dot display rules for side missions in the season mission list.
○ Fate Contracts and Collector progress indication optimization: The required quantities for Fate Contracts and Collector will now display progress requirements based on the current season mission stage (whether Ultimate Safe Box Season Access has been obtained).
○ S7 Season Mission Update: Season 7 kicks off with a brand-new mission line, bringing fresh Operation Directives and Fate Contracts challenges for operators to tackle, featuring the following experience improvements:
○ Difficulty optimization: Significantly reduced the number of missions with “extraction failure resets mission progress.”
○ Mission path optimization: Increased the number of default open Operation Directive side paths, providing more route options from the season start.
○ Map selection optimization: Reduced the number of missions requiring visits to Tide Prison and any Hard maps. Main missions do not require these visits.
○ Neural device series story experience: Season missions now include neural device-related narrative content. Use the Mystic Neural Device Type I to become a psychic agent and explore the undercurrents surging across the Ahsarah continent and uncover the secrets of various factions.
○ Obtaining Mystic Neural Device Type I: Complete missions to acquire large quantities of neural devices. Supply Stations and corresponding event screens will continuously provide Mystic Neural Device Type I.
○ Short season mission compensation distribution: Following the S7 season update, compensation based on S6 season mission challenge progress will be gradually distributed to operators.
○ Compensation content will be distributed collectively via in-game mail after the S7 season version update.
○ Data processing is expected to take 1-2 business days. Please be patient and check your mail promptly.
○ The S7 Season Ultimate Safe Box 1-Day Access Cards included in the compensation are only valid during the S7 season.

Delta Force Ahsarah Update Version 1.037.108 Gameplay Adjustments

●All Modes
○ Now supports mantling and movement on high-speed moving platforms.
○ Operator gestures can now be interrupted by various actions.
○ Adjusted the character’s animation amplitude when hit in the head to prevent balance issues caused by excessive body movement upon being struck.
○ Optimized weapon switching and holstering performance during fast swimming.

● Warfare
○ Warfare Vehicle Balance Adjustments:
■ LAV-G1 IFV: Fin-Stabilized Armor Penetration Round: Limb damage within 200m: 94 → 100, limb damage beyond 200m: 85 → 90. High-Explosive Shell: Limb damage within 75m: 95 → 100, limb damage 75m-125m: 72.5 → 75, limb damage beyond 125m: 59 → 60.
■ F-45A Fighter: Reduced hover mode yaw and pitch maneuverability. Mobile third-person view now displays speed and altitude information.
○ Trainwreck:
■ Adjusted cover positions and optimized vehicle traversal.
■ Made minor scene adjustments to certain areas for a more balanced match experience. Replaced some static cover with destructible cover.
■ Adjusted the Fixed Machine Gun position at Objective A in Attack and Defend mode.
■ Added F-45A Fighter in King of the Hill mode. Both attacking and defending sides each receive an additional LAV-AA, and faction-wide deployable ATVs are now limited to own-squad deployment only.
■ Removed some ziplines in King of the Hill mode.
○ Fault:
■ Objectives A1 and A2 have been merged into Objective A.
■ Adjusted the redeploy point location at Objective A.
■ Adjusted the combat zone boundaries at Objective A.
■ Optimized easter egg trigger locations and fixed floating issues on mobile platforms.
○ Ascension – Attack and Defend:
■ Adjusted the attackers’ combat zone at Objective D.
○ Attack and Defend Mode Call-in Support – Airdrop Vehicle cost adjustments:
■ LAV-AA: Adjusted score cost to 6,500.
■ LAV-G1 IFV: Adjusted score cost to 10,000.
■ FSV Wheeled Tank Destroyer: Adjusted score cost to 8,000.
■ GTQ-35 Light Tank: Adjusted score cost to 9,500.
○ Wire-Guided Missile: Optimized mobile wire-guided missile one-touch firing logic. Missiles will now only fire after releasing the fire button while ADS, and can be continuously guided through the crosshair.

● Victory Unite
○ Added Commander Squad Assignment function to the pre-battle deployment phase: During the deployment phase, commanders can choose between two squad assignment modes:
■ Selecting Ace Squad will prioritize grouping all players with Gold-tier role abilities into the same squad; other players will be automatically assigned based on role distribution.
■ Selecting Total Assault will prioritize evenly distributing all players with Gold-tier role abilities across all squads; other players will be automatically assigned based on role distribution.
■ After selecting an assignment mode, commanders can adjust the squad assignment of non-grouped players. Pre-grouped squads entering the match will not be split by the assignment function.
■ Commanders can appoint squad captains during the assignment phase.
○ Call-in Support – Airdrop Vehicle cost adjustments:
■ LAV-AA: Adjusted score cost to 7,500.
■ LAV-G1 IFV: Adjusted score cost to 10,000.
■ FSV Wheeled Tank Destroyer: Adjusted score cost to 9,000.
■ GTQ-35 Light Tank: Adjusted score cost to 9,500.
○ Ascension – Victory Unite:
■ Adjusted the attackers’ combat zone at Objective D.

● Operations
○ Adjusted rescue and medical item usage sound effects on different floors to make them more clearly distinguishable.
○ Door kicking sound effect propagation distance increased to 50 meters with slower volume falloff.
○ Ladder climbing sound effects are now affected by hearing range.
○ Slightly increased stamina consumption when repeatedly toggling sprint.
○ High-value Item Inspection: Added inspection animations for UAV, Ventilator, and Gridmeister.
○ Layali Grove: Layali Grove will no longer experience wildfires.

System Improvement

●All Modes
○ New Controller Features:
■ Added left stick linear movement support; character movement speed is now determined by stick push amplitude.
■ Added right stick input smoothing support; right stick operation will now be smoother.
■ Added multiple reload/interact options: Prioritize Reload/Prioritize Interact/Tap Reload Hold Interact/Hold Reload Tap Interact.
■ Optimized sensitivity presets, changing from Low/Medium/High presets to 1-8 different sensitivity levels, giving players more options and making it easier to find their ideal sensitivity.
■ Improved combo key input performance, reducing key sticking and combo key trigger issues.
■ Added UI size settings under “Settings – Screen” (currently supports some UI elements, with continuous optimization ongoing).
■ Unified map cursor and menu cursor speed, with adjustable speed support.
○ Added Squad Code: Supports generating squad codes for direct squad joining.
○ PC voice notification optimization: Distinguished voice notification icon styles to quickly differentiate between squad channel and team channel.

●Warfare
○ Team Deathmatch map updates: Fault, Monument.
○ Strength to Spare mode update: Introduced Operator Sineva, who can use the Grappling Gun. Unlocked new maps: Knife Edge, Fault, Monument.
○ Arrow Clash mode update: Introduced Operator Hackclaw, who can use the Data Knife. Unlocked new maps: Knife Edge, Fault, Monument.

● Operations
○ New Collectibles
■ Red Quality: Prototype Fusion Power Unit, High-Energy Gas Canister, Ultrasonic Cutter, White Porcelain Vase, Golden Crocodile Head Statue.
■ Gold Quality: Hydraulic Breacher, Aviator Glasses.
■ Purple Quality: Damaged File, Elegant Coffee Cup, Gingerbread Man.
○ Stash interaction optimization: Moved stash backpack right-click menu drop button to the bottom; attachment details page now supports movement and sound effects; batch sell optimization: supports cursor sliding for quick selection/deselection.
○ Collection Room: Now supports batch submission of materials required for Collection Room upgrades.
○ Strategy Board tab: Added Sinkpoint Operation tab for playing Zero Dam – Sinkpoint Operation.
○ Gear Tickets: Season Mission Spec Ops Gear Tickets renamed to Season Mission Custom Gear Tickets; optimized weapon loadouts for some gear ticket presets.
○ Controller optimization: Added auto batch pickup function; virtual cursor optimization.

Weapon Balance and Optimization

● All Modes
○ AS Val Assassin Premium Barrel: Now supports switching to single fire mode.
○ Ammo icons: Enhanced visual effects for multiple ammo icons.
○ Reload sound effects: Enhanced reload sound effects for M14 Marksman Rifle, VSS Marksman Rifle, AS Val Assault Rifle, and SR-3M Compact Assault Rifle.
○ Weapon Calibration: Fixed an issue where MP7 Submachine Gun and M7 Battle Rifle stock calibration only had single-dimension adjustment.

●Warfare
○ Added MP7 Lunar Chrome Barrel: Range: +3m; Control: +3; Handling: +4; Stability: +3; Increases movement speed while holding weapon and reduces run-and-gun delay but significantly increases Hip Fire Spread penalty when jumping;
○ Added SG552 Hound Light Barrel: Control: +4; Stability: +4; Hip Fire Accuracy: -8;
○ Added ASh-12 Tomahawk Heavy Barrel: Control: +10; Handling: -4; Stability: +4; Hip Fire Accuracy: -16; Damage: 34 → 50; Fire Rate: 500 rpm → 400 rpm; Muzzle Velocity: 340 m/s → 500 m/s; Specialized body part damage multipliers: Head 1.5x, Chest 1.0x, Abdomen 0.7x, Limbs 0.5x.
○ Added SR-25 Dominator Handguard: Handling: +2; Flinch Resistance: +80%; Hip Fire Accuracy: -8.
○ Added Universal Stock: QR High-Performance Stock: Control: +2; Handling: -2; Stability: +2; Hip Fire Accuracy: +16.
○ Added Universal Stock: CT Enhanced Stock: Control: +2; Handling: +6; Stability: +2; Hip Fire Accuracy: -16; ADS Movement Speed: +8%;
○ Added Universal Foregrip: EC Universal Hand Stop: Control: -4; Handling: +4; Stability: +2; Hip Fire Accuracy: +16; ADS Speed: +8%;
○ Added G3 series Rear Grip: Sentinel Stable Rear Grip: Control: +6.

● Operations
○ S12K Shotgun:
■ S12K 24-Round Extended Drum Mag: Handling: -20 → -10;
■ S12K 10-Round Extended Mag: Handling: -10 → -5;
■ S12K Breakthrough Long Barrel Combo: Handling: -4 → -2;
○ Desert Eagle: Headshot damage multiplier: 2.2 → 2.8; Range: 35m/77m: 0.85x/0.6x → 15m/30m: 0.85x/0.6x;
■ Desert Eagle Rifled Long Barrel: Range: 23m/40m: 0.85x/0.6x;
■ Desert Eagle Competition Rear Grip: Control: +6 → Handling: +6.
○ AR SpecOps Integrally Suppressed Combo: Equipping this barrel will significantly change your hip fire accuracy and recoil experience; headshot damage multiplier: 1.9x → 2.5x.
○ Shotgun Vortex Choke: Handling: -7 → -5;
○ Added SG552 Hound Light Barrel: Control: +6; Handling: -2; Stability: +6; Hip Fire Accuracy: -8;
○ Added MP7 Lunar Chrome Barrel: Range: +6m; Control: +4; Handling: +4; Stability: +4; Increases movement speed while holding weapon but significantly increases Hip Fire Spread penalty when jumping;
○ Added ASh-12 Tomahawk Heavy Barrel: Control: +12; Handling: -4; Stability: +4; Hip Fire Accuracy: -16; Armor Penetration: 55 → 40; Damage: 56 → 75; Fire Rate: 500 rpm → 400 rpm; Muzzle Velocity: 340 m/s → 500 m/s; Specialized body part damage multipliers: Head 1.75x, Chest 1.0x, Abdomen 0.7x, Limbs 0.25x.
○ Added SR-25 Dominator Handguard: Handling: +2; Flinch Resistance: +80%; Hip Fire Accuracy: -8.
○ Added Universal Stock: QR High-Performance Stock: Control: +3; Handling: -2; Stability: +3; Hip Fire Accuracy: +16.
○ Added Universal Stock: CT Enhanced Stock: Control: +2; Handling: +6; Stability: +4; Hip Fire Accuracy: -16; ADS Movement Speed: +8%;
○ Added Universal Foregrip: EC Universal Hand Stop: Control: -4; Handling: +6; Stability: +2; Hip Fire Accuracy: +16; ADS Speed: +12%;
○ Added G3 series Rear Grip: Sentinel Stable Rear Grip: Control: +8.

Operator Balance Adjustments

●Operator – Hackclaw
○ Both Modes:
■ Flash Drone:
➢ Yellow tracking line function: Tracking now only activates while holding the release button.
➢ Optimized tracking flight path to significantly reduce wall collisions and getting stuck in corners.
➢ Increased hit volume size.
➢ Flash Drones can now shatter glass while in flight.

● Data Knife:
➢ Enemy operators marked by the Data Knife will see a warning indicator.
➢ Operators inside smoke cannot be marked by the Data Knife.

○ Operations:
● Data Knife:
➢ Hitting downed enemy operators will only trigger the friendly position marker once; this resets after they’re revived.
➢ This restriction doesn’t apply when hitting standing or knocked-down enemy operators.

●Operator – Tempest
○ All Modes:
● Drill Charge:
➢ Temporarily disabled after being hit by Data Knife, EMP Grenade, or EMP Launcher.
➢ Added voice line when damaging enemies.

○ Operations:
● Emergency Evasion Device:
➢ Self-revive time penalty after using self-revive increased from 1s to 2s, with a maximum penalty of 16s.
➢ Each enemy operator you knock down while the device is active reduces the penalty by 2s.

●Operator – Nox
○ Both Modes:
● Silent Assault:
➢ Removes Wing Cam effects from you when activated.
➢ You won’t be detected by Wing Cams while active.

○ Operations:
➢ Silent Assault: Won’t leave footprints visible to Raptor while active.

● Operator – Raptor
○ Both Modes:
● EMP Grenade: Increased electric shock stun duration.
● Silver Wing: EMP Grenade explosion range carried by UAV: 8m → 10m, consistent with operator-thrown EMP Grenades; mobile flight speed: 7.6m/s → 10m/s, consistent with PC.
● Wing Cam: Improved visual effects when viewing a Wing Cam being captured and destroyed by enemies from the camera’s perspective.

○ Operations:
● Container traces now disappear after 5 minutes (same as footprints).
● Trace Investigation and Wing Cam: No longer display enemy player names—now show operator codenames instead.

● Other Improvement:
○ Added unique voice lines when Tempest interacts with Luna and Desmoulins.

Bug Fixes & Optimizations

● Fixed an issue where Silver Wing’s UAVs could fly out of bounds.
● Fixed an issue where Silver Wing’s EMP Grenades provided no hit feedback.
● Fixed an issue where Hackclaw’s Flash Drone had incorrect warning times and abnormal trigger behavior in certain scenarios.
● Fixed an issue where Sineva’s Grappling Gun had an incorrect hitbox, making it impossible to cut.
● Fixed an issue where Sineva’s EOD Set fatigue effect stacked with equipment slow effects, causing extremely slow movement speed.
● Fixed certain unbalanced positions in Brakkesh.
● Fixed an occasional issue where the global vehicle limit in Warfare mode didn’t work properly.
● Fixed an issue where using infinite scroll wheel mice occasionally caused abnormal stamina consumption.
● Fixed a camera clipping issue when using the carry action.
● Fixed an occasional issue where the F-45A Fighter’s 30mm Autocannon failed to damage fast-moving targets.
● Controller-related bug fixes and optimizations:
○ Fixed an issue where some interface button shortcuts didn’t respond in cursor navigation mode.
○ Improved icon display for long-press and simultaneous button press shortcuts.
○ Enhanced focus visual effects and fixed missing focus on certain controls.
○ Fixed scroll bar malfunctions.
○ Optimized controller navigation logic across interfaces.

With a patch this big, don’t be surprised to see a thing or two not work as intended. If we get a follow-up patch, we’ll let our readers know. Aside from Delta Force, another big first-person multiplayer shooter is also getting updated in a few hours, and it’s Battlefield 6’s Season 1 mid-season refresh that brings in a new map and gameplay improvements.

Avatar photo

Alex Co

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

Home > News

Sony Announced the Japan-Only PS5 to Counter Nintendo’s Dominance and Stop PlayStation’s Decline at Home Turf

Sony Japan recently announced a Japan-only PS5 Digital Edition, arriving in stores on 21 November for about $350. That’s a very low price, putting the PS5 only about $20 above the Nintendo Switch 2 in Japan.

That move was widely anticipated by people who track weekly console sales: the PS5 has struggled to keep up in Japan, where the original Switch consistently outsells it by a significant margin. Since the Switch 2 is already doing so well, many expected Sony to lower the price, and some say it should have happened sooner.

Sony Acts on PlayStation Decline in Japan

ps5 japan

According to a recent TV Tokyo special that looks behind the scenes of this new Japan-only PS5 console, Sony is not happy with the decline of the PlayStation brand in its home country and decided to take action to reverse the situation.

For five years, many Japanese PS5 units were shipped to China because these models had no restrictions. This happened because the mainland Chinese PS5 has strict content rules and very few playable games, so the unrestricted Japanese PS5 sells for very high prices in the resale market.

To stop this, Sony chose to follow Nintendo’s strategy and release a console aimed only at Japan. Along with the big price cut, the console only includes Japanese, so people are less likely to export it to China.

The idea for a Japan-only PS5 started after Sony learned that Nintendo was preparing a Japan-only Switch 2, which led Sony executives to say “we should do the same.” The large price cut was then approved in only four months.

The price drop is so big that it is suggested Sony will lose a lot of money on each unit sold, showing how worried Sony is about the PlayStation’s decline in Japan. Before this, some inside Sony felt that it was acceptable if the Japanese market kept shrinking, because global PS5 sales were still rising. This changed when Hideaki Nishino, a Japanese executive, became the new CEO of Sony Interactive Entertainment.

According to the TV Tokyo special, there is now a strong sense of urgency inside Sony. Nishino and the Japanese team pushed for Japan-focused measures to increase PS5 sales, counter Nintendo’s dominance, and slow the decline of the PlayStation brand in the country.

It’s also worth noting that Sony raised the price of all PlayStation 5 models in the United States by $50 in August this year, saying it was due to a “challenging economic environment.”

Avatar photo

Taha

Television kills your vision.

Home > News

Resident Evil Requiem Development Began Before Village; Dev Explains Why the Multiplayer Version Was Scrapped

Resident Evil Requiem, the next main entry in Capcom’s long-running horror franchise, was once planned to include a multiplayer mode.

However, that idea didn’t make it to the final version, and the game’s producer has now shared why the mode was cancelled while also revealing that the project has been in development for more than six years.

Resident Evil Requiem Began Development Long Before Resident Evil Village

Resident Evil Requiem village multiplayer

In an interview with Press Start Australia, Resident Evil Requiem producer Masato Kumazawa said, “Looking back, I understand how Resident Evil 4 and Village became more action-heavy. Yes, that we have to admit. Looking back at the feedback, we understand how fans prefer more horror.”

He added, “Requiem was in development way before Village. We just wanted to make sure in this game, we wanted to focus on the horror and horror be the main part.” When asked how long the project has been underway, Kumazawa said it’s been around six years since the original concept.

Kumazawa also talked about why the multiplayer version was cancelled. The team felt that fans mainly want survival horror and the feeling of being scared. He said that you can’t just “slap on new skins and new characters” and expect it to feel fresh, because that would not be a good experience. For that reason, the team decided to avoid a multiplayer version and instead add new elements that make Requiem feel like a true new survival horror game.

He concluded by making it clear that long-time fans will enjoy the game, but new players can still start with Requiem without needing to play the previous entries.

In other Resident Evil news, we managed to unearth details on the Resident Evil 0 remake, which has yet to be formally announced by Capcom. We also got some early hands-on time with Requiem, and it’s shaping up to be one of the scariest entries ever.

Resident Evil Requiem will launch on February 27, 2026, for PC, PS5, Xbox Series X|S, and Nintendo Switch 2.

Avatar photo

Taha

Television kills your vision.

Home > Title Updates and Patches

STALKER 2 Update 1.7 Rleased on November 17, Brings New Difficulty, Improved A-Life, and More

Today, November 17 2025, the developers of S.T.A.L.K.E.R. 2: Heart of Chornobyl released the major 1.7 patch. The main features of this update include a new difficulty level “Master”, an “Expedition” mode (which disables manual saves), new anomalies, and light rain weather conditions.

The team also overhauled building equipment stats, reworked the stamina and sprint system, made it harder for NPCs to spot the player in tall grass or reeds. Mutants and NPCs have also learned to retreat from the fight if they realize that chances for survival are low. They will also try to flank more actively, and choose a distance to fight from that best suits their weapon.

S.T.A.L.K.E.R. 2 Major Patch 1.7 Now Live

Patch 1.7 also comes with a trailer that highlights improvements to the A-Life system. Factions can now expand their territories, and not only humans but also mutants will fight for key points of interest

Beyond that, this patch also includes optimizations and fixes related to quests, the open world, mod support, and other aspects of the game. Read on for the complete patch notes straight from GSC Game World.

AI and Combat

  • Fixed some issues with specific NPC inhabitant areas.
  • Improved AI reaction to player’s hostile actions.
  • NPC behavior during Emission optimization.
  • Fixed an issue that caused NPCs to occasionally move to the side after detecting an enemy
  • Fixed an issue when A-life NPCs didn’t move after loading a save that were made on their way to shelter.
  • Fixed an issue when the NPCs could get damage from explosions while being behind several walls.
  • Fixed the issue when some Boar mutants could look like Human NPCs near the Malachite, causing the game to crash.
  • Fixed the issue when Controller could attack Zombified and Raised NPCs.
  • Fixed the issue when the NPCs weren’t reacting to the shots from Gauss rifle that were landed near them.
  • Adjusted Combat behavior of bandits in Prologue mission.
  • Fixed death animations for mutants in some specific cases.
  • Fixed the issue when the NPCs weren’t returning to their stay destination point after the sudden combat.
  • Fixed the issue when the random neutral Stalkers were becoming the enemy to the Player character.
  • Fixed an issue that caused NPCs to get stuck in a weapon draw animation loop.
  • Fixed an issue when NPCs were unable to shoot the Player after they get too close to them while crouched.
  • Fixed an issue where mutants could change their position during jump midair.
  • Fixed an issue when some NPCs were not hiding from the emission and die from in Zalissya location.

Bug Fixes, Crashes, and Performance

  • Fixed an issue when player was able to die instantly after fast travel.
  • Fixed visual issues for Vortex anomaly.
  • Fixed an issue when Player was unable to install x8 scope to Mark I EMR rifle.
  • Fixed an issue when magazine adapter for M860 was not displaying.
  • Fixed an issue with delayed reaction of the mutants when killing them by using shotgun.
  • Fixed an issue when game could freeze during the emission start.
  • Fixed an issue when title was becoming unresponsive if Skif was knocked down by mutants while sitting near the campfire.
  • Fixed an issue where the backup files could be sorted randomly after reopening the backup menu.
  • Fixed an issue where the cursor could not be controlled after placing a custom marker using gamepad.
  • Fixed an issue where the notifications about receiving notes could remain on the screen infinitely.
  • Fixed an issue where, if the Numpad 5 and 2 keys were assigned to move forward/back, rotating the camera up/down would also be triggered.
  • Fixed an issue where some steel casings lying on the ground could appear totally black.
  • Fixed an issue where some metal objects could change their color on approaching.
  • Fixed an issue where the changed input binding for NVG did not work during the dialogs.
  • Fixed an issue where the aim assist could turn off after opening the pause menu.
  • Fixed an issue where the player could not activate NVG via mouse wheel while climbing a ladder.
  • Fixed an issue where the psy effect could remain after leaving the dangerous area for some users.
  • Fixed an issue where some players could gain unkillable state after some points in the game.
  • Fixed an issue where a very loud sound effect of a running water could be heard around the Swamp area under SIRCAA and around the Swamps region.
  • Reduced resources consumption before cutscenes start.
  • Performance optimization regarding the projectile hitting the surface.
  • Performance optimization of damage dealt by grenades.
  • Fixed an issue that caused performance issues with item objects inside anomalies.
  • Fixed an issue that caused Flashlight to appear above the head of NPC with NVG.
  • Fixed infinite loading on the save that were made in 100 Rads Bar.
  • Fixed the impossibility to make two saves in a row after overwriting or deleting the previous save.
  • Fixed Infinite loading screen on saves made on Noontide base.
  • Fixed an issue when aim assist was not functional after loading of saved game.
  • Fixed over 90 crashes.

Optimization

The list below is just the tip of the iceberg. A lot of things were done under the hood to increase performance on all platforms, setups, and graphic presets.

  • Optimized Foliage Meshes (changes in performance may be particularly noticeable in the Red Forest).
  • Optimized Foliage Materials.
  • Optimized Rostok buildings (Architecture meshes and collision improvements).
  • Optimized Duga region buildings (Architecture meshes and collision improvements).
  • World streaming optimizations on most intense locations (Zalissya, Rostok, Slag Heap).
  • Optimized Lighting on Slag Heap, Zalissya, SIRCAA, Rostok.
  • Optimized NPCs skeletal meshes.
  • Optimized Grooms.
  • Optimized and adjusted Skeletal Mesh budgeting.
  • Optimized usage of Morph Targets.
  • Optimized Tick Rate of simulated Components by prioritizing visible primitives with higher screen size.
  • Optimized update of items used in Contextual Actions.
  • Optimized Cloth Simulation.
  • Optimized animation update of placed in world Skeletal Meshes.

Main & Side Quests, Open World Encounters

  • Fixed an issue when Squint dead body and becomes inaccessible to the Player if he was killed without starting the dialog during the A Needle in a Haystack mission.
  • Fixed an issue when Player was able to get to the first floor of the Chemical Plant from the roof and unable to exit during Escape from the Cage mission.
  • Multiple immersion fixes for A School of Life mission.
  • Fixed an issue when was missing in X17 Lab during Visions of Truth mission.
  • Fixed an issue when all dialogues with Varan were excluded if Player lose his reputation after accepting the Deal with the Devil mission.
  • Fixed an issue when Player was able to get higher reward after completing a job task from Warlock.
  • Fixed an issue when Kill the bloodsucker objective was still active after killing the bloodsucker during Nightingale’s Hunt mission.
  • Fixed an issue when Player was unable to proceed through the “Wishful Thinking” mission.
  • Optimized resources consumption for the cutscene with Dalin and Korshunov inside D2 room during Wishful Thinking mission.
  • Fixed an issue when objective Discover the location of the cellar was not completing after receiving of cellar coordinates during The Poppy Field mission.
  • Fixed an issue when Player was unable to get a money reward from Nightingale after giving him the dog collar during the Dogfight mission.
  • Fixed an issue where the Ward assault squad could die from Emission during the Answers Come at a Price mission.
  • Fixed an issue where the weather could not change after some point in the game.
  • Level art and design improvements for multiple locations.
  • Fixed an issue where Zhuzha and Gonta were unable to start arguing in scene if the last snork was killed close to Gonta.
  • Fixed an issue that occasionally prevented from starting dialogue during the Down Below mission.
  • Fixed an issue that caused Agatha to disappear after the dialogue during Wishful Thinking mission.
  • Fixed an issue that prevented completion of the Get to the Teleportation Hall objective during The Last Step mission.
  • Fixed an issue that occasionally prevented completion of the Fight off the Monolithians objective during Happiness For Everyone mission.
  • Fixed an issue that prevented Richter from starting dialogue during the Through The Valley Of The Shadow Of Death mission.
  • Fixed an issue that prevented Scar from starting dialogue during The Eternal Shining mission.
  • Fixed an issue that prevented Col. Degtyaryov from starting dialogue during the Down Below mission.
  • Fixed an issue that prevented Dark from starting dialogue during the Legends Of The Zone mission.
  • Fixed an issue where Richter didn’t run the Cabin during A Tough Awakening mission
  • Fixed an issue when the Dalin could be missing during the Law And Order mission.
  • Fixed an issue when the Scar is missing at Rostok Depot during An Invisible Threat mission.
  • Fixed the issue when player’s camera could be locked on the Baturin forever after one of the encounters around the Zone.
  • Fixed the issue when the A sign of Hope mission wasn’t cancelling after the start of Just Like the Good Old Days mission.
  • Fixed the issue with impossibility to start a journal stage to Kill Shterev during the Dead Frequency mission.
  • Fixed an issue that prevented the cutscene at Sawmill from starting during Back To The Slag Heap mission.
  • Fixed an issue that caused a player to stuck in dialogue with Honta.
  • Fixed an issue that prevented bandits from appearing during A Big Score mission.

Mod Support

  • Mod conflict detection and notification: in-game popup with the list of conflicting mods
  • Detailed conflict dump (with information about exact conflicting CFG nodes) in AppData – Mod conflicts.csv
  • Selective Download (Zone Kit is separated into multiple chunks: The Lesser Zone Kit, Zone Kit Editor, Cutscenes, World Map)

Other Updates

  • Detector item size in inventory changed to 1×1.
  • Fixed an issue where the NVIDIA Reflex Low Latency option could disable after the title reboot.
  • Slightly reworked visuals for artifacts and consumables effect influence.
  • Fixed 3D audio with Dolby Atmos for headphones and other spatial plugins for Windows.
  • Added the option to disable headshot sound in option.
  • Improved the voiceover clarity when talking too close to NPC.
  • Added icons for partially looted stashes on the map.
  • Placed a bit more weapon attachments around the Zone.
  • Improved readability of fonts for Japanese, Simplified Chinese, Korean languages.
  • Improved some tutorials.

S.T.A.L.K.E.R. 2 was released on November 20, 2024 for PC and Xbox Series X|S, and it is also available on Game Pass. The PS5 version is scheduled to launch exactly one year after the original release, on November 20, 2025.

Avatar photo

Taha

Television kills your vision.

Home > Title Updates and Patches

Fallout 4 New Update 1.40/1.000.005 Released on November 17, Applies Creations Hotfix

Following the release of the Creations patch for Fallout 4 last week, Bethesda has released a new update for the RPG, and this brings fixes related to Creations.

Those on consoles, you’ll see this patch appear as Fallout 4 update 1.40/1.000.005, and this should be a small download. For the complete list of fixes in this hotfix, head on below.

Fallout 4 Receives New Update on November 17 That Brings Game Version to 1.40/1.000.005

Per Bethesda, the update today resolves the following issues:

  • Resolved an issue preventing users from enabling Creations that rely on DLC. 
  • Improved stability in the Creation menu, particularly on PS4/XB1. 
  • Identified an issue causing DLC to become uninstalled on PlayStation. For players still experiencing this issue, we recommend the following: Please enable any of your Creations after your DLC is completely installed.

Outside of the patch, Bethesda has also confirmed that there is a November patch in the works, and once that’s out, expect it here on MP1st.

In other Fallout news, the franchise’s live-service game, Fallout 76, will be getting the Burning Springs update this December, which will see Walton Goggins reprise his role as the Ghoul from the Fallout Amazon series.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

NBA 2K26 New Update on November 17 Applies Patch 1.05

Visual Concepts has released an unannounced title update for NBA 2K26 on conosles and PC, and surprisingly, tbis includes the last-gen versions.

Those on last-gen consoles, you’ll see this appear as NBA 2K26 update 1.05. Even if it’s a patch focused on bug fixes, expect this to be on the heftier side, given how the game’s packaged.

For the known issues being tackled by the devs, read on.

NBA 2K26’s Latest Update Released on November 17

Update: The official patch notes have been released, and it preps the game for Season 3 launching next week.

GENERAL

  • Preparations for NBA 2K26 Season 3, launching on Friday, November 28, at 8 AM PT / 11 AM ET / 4 PM GMT. Stay tuned for what we have in store!
  • Added new action shots in the UI for various players.
  • Fixed a rare disconnect that could occur at halftime of Play Now Online games.
  • Resolved some inconsistencies when using the Save/Load/Reset options in the Media Suite feature in Instant Replay.

Arena Updates

  • Added the 2025 NBA Championship banner to the Oklahoma City Thunder arena.
  • dded the new sponsor logo to the Phoenix Suns arena.

Current-Day Uniform Updates

Available following a roster update after the patch is released.

  • Philadelphia 76ers (new sponsor patch)
  • Dallas Mavericks (corrected Nike logo color)

GENERAL (CONTINUED)

New Player Scans

  • Tina Charles
  • Rayah Marshall
  • Rachid Meziane
  • Olivia Nelson-Ododa
  • Haley Peters
  • Mamignan Touré

Tattoo Updates

  • LaMelo Ball
  • Anthony Davis
  • Alijah Martin
  • Micah Peavy
  • Tyrese Proctor
  • Jamir Watkins

Hair Dynamics Updates

  • Johni Broome
  • Cam Thomas
  • Kayla Thornton

General Hairstyle or Likeness Updates

  • LaMelo Ball
  • Desmond Bane
  • Jimmy Butler
  • Anthony Davis
  • Keyonte George
  • Rudy Gobert
  • Rui Hachimura
  • Bronny James
  • Michael Porter Jr.
  • Russell Westbrook
  • James Wiseman

GAMEPLAY

  • Added support for the NBA’s new heave rule in the final 3 seconds of the first 3 quarters.
  • Fixed 3-second violation calls not being made in certain game modes in The City.
  • Teammate Chemistry boosts are now displayed in the HUD when earned.

No changes have been made to any other gameplay systems.

THE CITY GAME MODES

  • Resolved an issue causing ineligible clothing and invisible players to appear in The City and Triple Threat Park.
  • Fixed a rare hang when playing multiple Pro-Am, The REC, or Proving Grounds games in succession.
  • Corrected issues with the stats display on the Player Matchups screen at the start of games in The Theater and Proving Grounds.
  • Private games no longer count in the Pro-Am Summit event.
  • Fixed a hang when stepping on to a Got Next spot with the equipment wheel activated.
  • Addressed issues when joining a Squad with multiple invites pending.
  • Resolved a reported disconnect on the Social menu in Starting 5 games.

THE CITY GAME MODES (CONTINUED)

  • Wins in Starting 5 games where the opponent is removed now properly count towards Challenge objectives.
  • Fixed a hang when using the Daily Pick’Em kiosk when there was only one game for that day.
  • Fixed an issue with face scans sometimes not properly displaying for other players in The City.
  • Fixed a hang that could occur in the Equipment menu.
  • Tattoo location is now properly displayed when removing tattoos with multiple previously placed.
  • Resolved an issue causing the 2KTV UI to overlap with other menus when waiting for a match to begin.

MyCAREER / MYPLAYER

  • Several fixes and improvements to sideline interviews in the NBA.
  • Fixed a rare hang that could occur during certain drills in the NBA Team Practice Facility.
  • Fixed MP occasionally having the incorrect jersey number assigned in NBA Team Practices.
  • Completing the Long Ranger GOAT Skill now earns the proper associated rewards.
  • All available rewards are now fully displayed on the Endorsements menu.

MYTEAM

  • Addressed an issue where an unselected lineup would be brought into multiplayer games, like Salary Cap Online & King of the Court, when matchmaking was canceled and restarted.
  • Added protections to prevent a rare issue where All-Star Team-Up games would reset Squad Wins.
  • Enabled the option to start Coach Training Challenges, which add or upgrade Badges, from the View/Edit Player Card menu.
  • Added missing Badges and fixed mislabeled ones in the Coach Points menu when spending Coach Points to unlock Badges and their Training Challenges.
  • Added protections to prevent issues when Favorited Player Cards are sent to the Auction House.
  • Resolved a hang when viewing Player Card details while adding the card to The Exchange.
  • Added new text for OVR requirements as well as other OVR-based Exchange improvements.
  • Improved menu performance in various MyTEAM modes & menus.
  • Enabled Game Changer ‘Double Up’ to be eligible in Salary Cap Online games.

MyNBA / MyGM / THE W

  • Fixed a hang when uploading a created team with a custom logo to 2K Share.
  • Generated draft classes are now properly randomized.
  • Resolved a possible progression blocker when re-signing a created player during the FIBA portion of the offseason. Autosaves during SimCast games are now also disabled when the setting is turned off.
  • Resolved a hang in the offseason when playing a 2K Hoops Summit game after a FIBA Friendly game.
  • Addressed a rare hang in the Facilities menu when using an expansion team.
  • Players with two-way contracts now have the correct games remaining when using the Start Today feature.
  • Fixed an incorrect three-way tiebreaker in the group stage portion of the NBA Cup.
  • Fixed instructional text not being available for some practice drills in MyWNBA/The W.

PC (ADDITIONAL UPDATES)

  • Various stability and performance optimizations to enhance the overall PC experience.
  • Fixed a disconnect that could occur on the Pause menu in various online modes when using a keyboard or mouse.

While official patch notes for the game have not been revealed just yet, Visual Concepts posted on Discord a known issue that has been resolved. Read the details below.

Category: The City (Park)
Issue: 3-second violation calls are not being made in certain game modes in The City.
Status: In Progress

Category: The City (Event)
Issue: Adidas 2XREP event not working as expected and pop-up shops not available.
Status: Resolved
Updates:

  • [Nov 16, 10 a.m. PT]
    • We have resolved an issue with today’s Adidas 2XREP event and it will begin in approximately 16 hours ago Monday, 17 November 2025 7:30 am. Please restart the game at that time and look for eligible items in the pop-up shops with the “+REP” icon to earn 2XREP for games played in Park, Ante-Up, The Theater, or Triple Threat Park.,
    • The event has also been extended and will now end on Tuesday, 18 November 2025 9:00 amTuesday, 18 November 2025 9:00 am (displayed in your device’s time zone). Thank you for your understanding.

If Visual Concepts releases the official patch notes later today, expect the article to be updated with the info.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

NBA 2K26 Update 1.010 Out This November 17

Visual Concepts has released NBA 2K26 update 1.010 for several platforms. It seems as if this update will fix several issues with the game.

Read on to see some of the fixes that have been made to NBA 2K26 today.

NBA 2K26 Update 1.010 Resolves Some Issues

nba giannis

Update: The official patch notes have been released, and it preps the game for Season 3 launching next week.

GENERAL

  • Preparations for NBA 2K26 Season 3, launching on Friday, November 28, at 8 AM PT / 11 AM ET / 4 PM GMT. Stay tuned for what we have in store!
  • Added new action shots in the UI for various players.
  • Fixed a rare disconnect that could occur at halftime of Play Now Online games.
  • Resolved some inconsistencies when using the Save/Load/Reset options in the Media Suite feature in Instant Replay.

Arena Updates

  • Added the 2025 NBA Championship banner to the Oklahoma City Thunder arena.
  • dded the new sponsor logo to the Phoenix Suns arena.

Current-Day Uniform Updates

Available following a roster update after the patch is released.

  • Philadelphia 76ers (new sponsor patch)
  • Dallas Mavericks (corrected Nike logo color)

GENERAL (CONTINUED)

New Player Scans

  • Tina Charles
  • Rayah Marshall
  • Rachid Meziane
  • Olivia Nelson-Ododa
  • Haley Peters
  • Mamignan Touré

Tattoo Updates

  • LaMelo Ball
  • Anthony Davis
  • Alijah Martin
  • Micah Peavy
  • Tyrese Proctor
  • Jamir Watkins

Hair Dynamics Updates

  • Johni Broome
  • Cam Thomas
  • Kayla Thornton

General Hairstyle or Likeness Updates

  • LaMelo Ball
  • Desmond Bane
  • Jimmy Butler
  • Anthony Davis
  • Keyonte George
  • Rudy Gobert
  • Rui Hachimura
  • Bronny James
  • Michael Porter Jr.
  • Russell Westbrook
  • James Wiseman

GAMEPLAY

  • Added support for the NBA’s new heave rule in the final 3 seconds of the first 3 quarters.
  • Fixed 3-second violation calls not being made in certain game modes in The City.
  • Teammate Chemistry boosts are now displayed in the HUD when earned.

No changes have been made to any other gameplay systems.

THE CITY GAME MODES

  • Resolved an issue causing ineligible clothing and invisible players to appear in The City and Triple Threat Park.
  • Fixed a rare hang when playing multiple Pro-Am, The REC, or Proving Grounds games in succession.
  • Corrected issues with the stats display on the Player Matchups screen at the start of games in The Theater and Proving Grounds.
  • Private games no longer count in the Pro-Am Summit event.
  • Fixed a hang when stepping on to a Got Next spot with the equipment wheel activated.
  • Addressed issues when joining a Squad with multiple invites pending.
  • Resolved a reported disconnect on the Social menu in Starting 5 games.

THE CITY GAME MODES (CONTINUED)

  • Wins in Starting 5 games where the opponent is removed now properly count towards Challenge objectives.
  • Fixed a hang when using the Daily Pick’Em kiosk when there was only one game for that day.
  • Fixed an issue with face scans sometimes not properly displaying for other players in The City.
  • Fixed a hang that could occur in the Equipment menu.
  • Tattoo location is now properly displayed when removing tattoos with multiple previously placed.
  • Resolved an issue causing the 2KTV UI to overlap with other menus when waiting for a match to begin.

MyCAREER / MYPLAYER

  • Several fixes and improvements to sideline interviews in the NBA.
  • Fixed a rare hang that could occur during certain drills in the NBA Team Practice Facility.
  • Fixed MP occasionally having the incorrect jersey number assigned in NBA Team Practices.
  • Completing the Long Ranger GOAT Skill now earns the proper associated rewards.
  • All available rewards are now fully displayed on the Endorsements menu.

MYTEAM

  • Addressed an issue where an unselected lineup would be brought into multiplayer games, like Salary Cap Online & King of the Court, when matchmaking was canceled and restarted.
  • Added protections to prevent a rare issue where All-Star Team-Up games would reset Squad Wins.
  • Enabled the option to start Coach Training Challenges, which add or upgrade Badges, from the View/Edit Player Card menu.
  • Added missing Badges and fixed mislabeled ones in the Coach Points menu when spending Coach Points to unlock Badges and their Training Challenges.
  • Added protections to prevent issues when Favorited Player Cards are sent to the Auction House.
  • Resolved a hang when viewing Player Card details while adding the card to The Exchange.
  • Added new text for OVR requirements as well as other OVR-based Exchange improvements.
  • Improved menu performance in various MyTEAM modes & menus.
  • Enabled Game Changer ‘Double Up’ to be eligible in Salary Cap Online games.

MyNBA / MyGM / THE W

  • Fixed a hang when uploading a created team with a custom logo to 2K Share.
  • Generated draft classes are now properly randomized.
  • Resolved a possible progression blocker when re-signing a created player during the FIBA portion of the offseason. Autosaves during SimCast games are now also disabled when the setting is turned off.
  • Resolved a hang in the offseason when playing a 2K Hoops Summit game after a FIBA Friendly game.
  • Addressed a rare hang in the Facilities menu when using an expansion team.
  • Players with two-way contracts now have the correct games remaining when using the Start Today feature.
  • Fixed an incorrect three-way tiebreaker in the group stage portion of the NBA Cup.
  • Fixed instructional text not being available for some practice drills in MyWNBA/The W.

PC (ADDITIONAL UPDATES)

  • Various stability and performance optimizations to enhance the overall PC experience.
  • Fixed a disconnect that could occur on the Pause menu in various online modes when using a keyboard or mouse.

While official patch notes for the game have not been revealed just yet, Visual Concepts posted on Discord a known issue that has been resolved. Read the details below.

Category: The City (Event)
Issue: Adidas 2XREP event not working as expected and pop-up shops not available.
Status: Resolved
Updates:

  • [Nov 16, 10 a.m. PT]
    • We have resolved an issue with today’s Adidas 2XREP event and it will begin in approximately 16 hours ago Monday, 17 November 2025 7:30 am. Please restart the game at that time and look for eligible items in the pop-up shops with the “+REP” icon to earn 2XREP for games played in Park, Ante-Up, The Theater, or Triple Threat Park.,
    • The event has also been extended and will now end on Tuesday, 18 November 2025 9:00 amTuesday, 18 November 2025 9:00 am (displayed in your device’s time zone). Thank you for your understanding.

We will be sure to update this post when the patch notes are revealed later today. MP1st will also let our readers know when more NBA 2K26 updates are out.

Damien Seeto

Home > Title Updates and Patches

Final Fantasy Tactics: The Ivalice Chronicles New Update Addresses Various Bugs via Patch 1.040/1.04

Square Enix has released the latest update for Final Fantasy Tactics: The Ivalice Chronicles, and this once again applies various fixes affecting the game. While there’s no new content, this new update does fix a few nagging issues.

Players will see this as Final Fantasy Tactics update 1.04/1.040 (complete version 1.040.000), and this is another small download across consoles and PC.

Players on PC can also now see the game’s version number on the start screen on the right-hand side. After applying this update, it should be at 1.4.0 (across consoles and PC).

Final Fantasy Tactics Receives New Update on November 17 to Fix Technical Issues

General

  • The version number will now be displayed in the bottom right of the version selection screen and the enhanced version title screen.

Enhanced

  • An issue affecting the Japanese voice and text for the ability Northswain’s Strike has been resolved.
  • An issue that prevented the Akademy report “Master of All Trades” from being completed under circumstances has been resolved.
  • In the event that the issue described above has prevented the completion of “Master of All Trades,” the check to confirm whether the conditions have been fulfilled will be performed again after loading the saved data and accessing the in-game main menu.
  • Minor text issues have been resolved in all languages.
  • Certain sound effects have been adjusted.
  • Overall stability has been improved. Other minor issues have been resolved.
  • An issue wherein the character name “”Helvynya”” was incorrectly displayed as “”Holy”” has now been resolved.
  • In the event that a unit recruited under the name “”Holy”” exists in your save data, one of the following will occur:
      • If you have changed the unit’s name, the newly assigned name will remain unchanged.
      • If you have not changed the unit’s name, it will now be displayed as “”Helvynya”” instead.
        • *Unit names can be changed at the warriors’ guild.

In other RPG news, we managed to unearth footage of a cancelled Warhammer RPG recently, which readers might want to take a look.

Once Square Enix releases another patch, expect it here on MP1st.

Avatar photo

Alex Co

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

Home > News

ARC Raiders Continues to Soar as It Establishes Another New Player Count High on Its Third Weekend

Last week, ARC Raiders managed to do something we don’t often see: an online multiplayer game outpacing its first weekend player count numbers.

More often than not, a multiplayer game’s highest peak is within its first weekend of availability, which is understandable given the hype is at its apex, and a ton of players will want to dip their toes into the new game pool.

However, Embark’s extraction shooter isn’t done yet, as it manages to establish yet another new concurrent player count record.

ARC Raiders Continues to Rope in Players on Steam in Third Weekend

On Steam, the game has now surpassed its previous record high of 416,000 players and reached an impressive 481,000 this weekend. Bear in mind that this is only Steam’s numbers and does not account for those playing on the Epic Games launcher or consoles (PS5, Xbox Series), which should also be quite sizable player counts.

While ARC Raiders might not be the first game to pull this feat off, it’s certainly one of the few in recent memory that has managed to do it. What’s even more impressive is, it did this with Battlefield 6 deep into its first season, and Black Ops 7’s first weekend of availability. For reference, Battlefield 6 has managed to achieve a 24-hour peak of 299,000 this weekend, while Black Ops 7 — which is primarily seen as a console game — only managed to achieve a total player count high of 100,000. Important to note that Call of Duty’s number is inflated, given it counts everyone using the Call of Duty HQ app into the equation. Having said that, the game is also available on Battle.net, so there’s a very high possibility that the PC players are using that launcher instead of Steam.

Can ARC Raiders manage to beat its Steam player high next weekend again? I honestly wouldn’t be surprised at this point, especially as we get nearer to the holiday shopping season.

For those who’ve seen this, are you surprised at this or not at all, given the quality of the game?

In other ARC Raiders news, Embark released The North Line free content drop this past week, though we’re expecting another update this coming week to address issues related to achievements and more.

Not aboard the ARC Raiders hype? You might be missing out. Our review sees it as the best multiplayer game of the year, as our own Jimmy Lara states, “I never pictured myself ever thinking that an extraction shooter could be my multiplayer game of the year. Yes, I am crowning ARC Raiders as the best multiplayer game that I’ve played all year.”

Avatar photo

Alex Co

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

Home > News

Rainbow Six Siege Operation Tenfold Pursuit Patch Preview Details Operator Remaster, New Weapon, & 10th Anniversary Event

Rainbow Six Siege’s next major update, called “Operation Tenfold Pursuit” has been revealed, and it’s a lot bigger update than expected.

Set to kick off on December 2, this brings the game’s 10th anniversary event, an operator remaster, a new weapon, and more. While the complete patch notes aren’t available yet, the slate of new content has been revealed.

Players will also be able to test new stuff starting tomorrow, November 17, on PC. via the game’s test server.

Rainbow Six Siege Operation Tenfold Pursuit Preview

All About the Thatcher Operator Remaster

The remaster for Thatcher replaces his EMP grenade with a new gadget: The E.G.S. Disruptor. The E.G.S. Disruptor is a large two-handed electromagnetic pulse launcher with a prominent scanner viewscreen. The scanner element can detect electronic devices through walls, marking them as blue circles if they are unknown gadgets, or with a specific icon if Thatcher or his allies have already scouted them. The circular scanner viewscreen has a smaller concentric circle, and any devices in that targeting area will be affected by the E.G.S. Disruptor’s EMP charge.

The launcher element of the gadget can fire a charge through any surface and will disable any electronic devices it hits. Disabled devices are also identified, allowing Thatcher to not only see which devices he affected, but also how long the effect will last. Whether you’re taking out Bandit or Kaid’s electrified effects to enable your teammates to breach a wall, or clearing Aruni’s Surya Gates or Denari’s laser emitters to clear a safe passage, Thatcher’s new E.G.S. Disrupter enables him to be a more versatile, precise, and reactive support for the Attackers.

The New PMR90A2 Designated Marksman Rifle (DMR)

Thatcher’s remaster also includes an addition to his arsenal: the PMR90A2 DMR. This brings his total primary weapon options up to four, expanding the ways he can make an impact on the round. Like other DMRs, the PMR90A2 excels at mid-to-long-range engagement and hits hard, downing a Defender in 2-3 shots. It also has high penetration, allowing Thatcher to punch holes for line of sight and reshape the battlefield.

Which Operators can use the new PMR90A2 DMR?

Thatcher isn’t the only Operator getting the new DMR; Hibana, Capitão, and Nøkk will also have the PMR90A2 DMR added to their loadouts. The new weapon will be accessible for Premium Battle Pass owners for the first two weeks of the Operation Tenfold Pursuit, after which it will become available to all players.

Map Rework and Modernizations in Operation Tenfold Pursuit

The Fortress map is receiving the full rework and modernization treatment for the new season. The map is now more balanced and clearly navigable for players, and adds all the modernization improvements including improved lighting and textures, plus the addition of destructible elements. The Fortress map will be added to the Ranked map pool and play host to competitive matches at season launch. The Theme Park map and Skyscraper map will also be modernized in Operation Tenfold Pursuit.

List of Major Operator Balancing Updates

Attacking hard breachers are all being rebalanced as part of Operation Tenfold Pursuit.

  • Hibana: Her X-Kairos launcher will now deploy explosive pellets faster with no reload needed between shots, and the detonation timer will be shorter. She’ll also have the option to equip claymores as her secondary gadget. The Type-89 assault rifle’s recoil will be reduced, and she will receive the PMR90A2 DMR as noted above.
  • Thermite: Gains one additional Exothermic Charge, as well as a secondary shotgun option.
  • Maverick: His Breaching Torch will no longer pause between cycles, enabling him to breach faster. He will gain the option to bring frag grenades, as well as a new addition to his loadout: The Reaper MK2 machine pistol.
  • Ace: His attributes will be adjusted to 1-speed and 3-armor, and he’ll be able to equip stun grenades.

On the Defenders’ side, Castle is receiving a small but impactful update, while a significant change is coming to the way electronic signals are disrupted.

  • Castle: His Barricades can now be electrified by Bandit’s batteries or Kaid’s Electroclaws, making them more resistant to Attacker breaches.
  • Mute: Mute’s jammers now function a bit differently. Rather than simply disabling any electronic gadgets in their area of effect (AOE), they will now block any electronic devices that sends or receives signals. For example, an Exothermic Charge in range of the jammer cannot receive the signal from Thermite’s trigger, and will be blocked. Similarly, if Thermite is in the jamming radius of Mute’s device, his breach trigger will be blocked (previously this was not the case). Finally, the radius of Mute’s jammers AOE will increase.
  • Aruni: Her Surya Gates will no longer reactivate automatically after being hit with an EMP. Aruni or her allies will need to shoot the gate projector to reactivate it, just as if an Attacker had thrown something into the gate.

Rainbow Six Siege’s 10th Anniversary Celebration

The month of December marks the tenth anniversary of Rainbow Six Siege. To celebrate 10 years, the Wildcards event will bring a special limited-time game mode set on the House map full of easter eggs and callbacks to Siege history. Be sure to log in throughout the month for free rewards to join the celebration.

What is the new Testing Grounds mode in Rainbow Six Siege?

Testing Grounds is a new playlist that will allow players to test experimental features and offer feedback to the development team. It will run for limited periods during the season. The Operation Tenfold Pursuit Testing Grounds is scheduled for January and will test a new way of handling Operator armor and speed, allowing players to choose their armor level (lighter armor = faster speed, heavier armor = slower speed). Testing Grounds will be available to both PC and console players.

Updates to Ranked Matchmaking, Player Protection, and more

Operation Tenfold Pursuit is also delivering updates to a variety of other modes and elements in Rainbow Six Siege.

  • Training Playlists: Target Drill can now be populated with Keres Legion bots, which will move, attack, and potentially kill you, encouraging you to hone your skills even sharper. Furthermore, AI Allies will now be available in the Enlisted and Field Training modes, allowing players to practice in a full 5v5 setting. Furthermore, a mini-map feature and guidance tools have been added.
  • Player Protection: The frequency of R6 ShieldGuard updates will be doubled to two updates per week. Along with improvements to data-driven bans, the devs are developing a new system to detect recoil cheats.
  • Ranked Matchmaking: In addition to using a hidden MMR stat to determine match-ups, a second parameter—the player’s visible season rank—will now be added to further aid in matching players against competitors of comparable skill.
  • Esports Tab addition: There is now a Prediction feature on the Esports tab, allowing players to share who their pick is to win a given match. Correct predictions can earn players rewards, including Alpha Packs and skins.

Once the patch is out, expect it here on MP1st.

In other Ubisoft news, a former developer claimed that a Splinter Cell game was being developed at Ubisoft San Francisco, but the project ultimately evolved into XDefiant due to Ubisoft’s ambitious live service plans.

Avatar photo

Alex Co

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

Home > Title Updates and Patches

Black Ops 7 New Update on November 16 Addresses Custom Loadout, Playlist Issues

Treyarch has released a new Call of Duty: Black Ops 7 update today, and this seems to be a client-side patch that aims to fix a few key issues regarding Multiplayer playlists, custom loadouts and more.

Not only that, but even the Zombies mode has received a minor adjustment as well, which sees exploits being patched out.

For the complete info, head on below.

Black Ops 7 Server Update Released on November 16

MULTIPLAYER

Playlists

  • Addressed an issue where selected Game Modes in the Quick Play filter could sometimes become inverted if a player dismissed After-Action Report menus and continued matchmaking.

Custom Loadouts

  • Addressed an issue that prevented players from easily creating Custom Loadouts 6-10 if Spanish was their selected game language.

Stability

  • Various crash and stability updates.

ZOMBIES

Gameplay

  • Ashes of the Damned
    • Closed multiple exploits on Ashes of the Damned that allowed players to avoid targeting from enemies.

Stability

  • Various crash and stability updates.

That’s about it. No word yet on when we can expect a client-side patch, but once Treyarch releases more info about it, we’ll let our readers know. In other Black Ops 7 news, Activision has been criticized for its use of generative AI in the game, which includes its Calling Cards.

Stay tuned to our complete review of Black Ops 7 hitting the site soon.

Avatar photo

Alex Co

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

Home > News

DICE Finally Acknowledges There Are “Issues” With Bots Invading Battlefield 6 Matchmaking

If you’re seeing a ton of bots in Battlefield 6 matches, you’re not alone. This is an issue we’ve repeatedly brought up given it’s something that has not yet been resolved, and in most cases, is ignored by DICE completely.

This changed last week when DICE Lead Producer David Sirland finally commented on it, and gave a detailed explanation on why a lot of players outside the US are seeing bots in matches.

While there’s still no mention of a solution for this, Sirland has finally acknowledged that there are issues with bots invading matches in Battlefield 6.

Someone at DICE Finally Acknowldges There Are Issues With Battlefield 6 and Bots

Over on X (formerly Twitter), gamers from the Middle East have tagged various DICE developers about the bot situation. While some might assume that seeing bots in matches mean there are just not enough people playing in a certain region, our testing disproved that, given we’ve seen countless servers filled, and it’s more of how the matchmaking somehow locks certain regions/countries from matching properly with nearby areas.

As part of the conversation, one X user commented that it’s not due to player counts.”No actually there is enough players to fill many servers but the matchmaking algorithm is bad, If you watched the tournament that happened yesterday you will know that. Many times I join an empty match and I quit and reqeue and it get me in full match MM is bugged,” they state.

Sirland replied to it, stating, “That’s good information – I am certain there are issues with matchmaking that we do not track already, that’s the innate nature of the beast. I’d need more info of specifics so we could look into this. Next time you try, and this happens and you know there are enough players.”

While there’s no fix mentioned, or whether we’ll ever get one, the fact that someone at DICE finally acknowleged that there is an issue is a big win for most gamers affected by this. Let’s hope the dev team dives deep into it and find a solid solution. An eays one would be adding a proper server browser, but given it seems like we aren’t getting one, perhaps merging servers or letting people connect to other countries even with a high ping could fix this?

What do you think DICE should do in order to fix this bot issue in Battlefield 6? Leave a comment below and let us know.

In other Battlefield 6 news, the shooter’s next update is due in a few days’ time, and DICE has given us a preview of what changes players can expect from it.

Avatar photo

Alex Co

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

Home > News

Report: Ubisoft Worked on New Splinter Cell Game That Spiraled Into XDefiant Thanks to Live Service Goals

Apparently, Ubisoft was very close to reviving Splinter Cell, but the project ultimately ended up being shelved and transformed into the ill-fated XDefiant — an arcade shooter that was shut down less than a year after its 2024 launch.

This information isn’t some baseless rumor either, as it was shared by Nick Herman, a developer who worked on the game before leaving Ubisoft and co-founding the studio behind the episodic game Dispatch.

XDefiant Was Born from a Cancelled Splinter Cell Game

XDefiant down

Speaking to Bloomberg, Herman said, “I was so excited to be a part of this and help revitalize it, because it’s been dormant for a while, and we thought we could tell a great story and do something the fans would love.”

According to Bloomberg, the game was in production for a few months, during which the team repeatedly faced shifting executive demands. Herman confirmed that Ubisoft, which at the time was becoming heavily focused on games as a service (GAAS), pressured the project to adopt service-based elements.

He explained that the team “tried” to make a narrative GAAS game work, building several “cool” prototypes while attempting to meet the company’s push for long-term monetizable features.

However, over time, Ubisoft lost interest in the Splinter Cell game and shifted it into something designed to compete with Call of Duty. That decision gave rise to XDefiant, which, while it stormed impressively out of the gate, couldn’t continue its momentum and was ultimately shut down last June.

While this Splinter Cell game was shelved, Ubisoft hasn’t abandoned the franchise entirely. Ubisoft Toronto is officially working on a remake of the original Splinter Cell game, built from the ground up using Ubisoft’s Snowdrop engine. However, it doesn’t appear things are going smoothly, as we haven’t heard or seen anything about the project since its announcement four years ago.

In other news, Ubisoft has delayed some of its biggest upcoming games to ensure higher quality and commercial success.

Avatar photo

Taha

Television kills your vision.

Home > News

Call of Duty Fans Upset About Black Ops 7 Calling Cards That Appear to Be AI Generated; Activision Issues Statement

Many Call of Duty players have been speaking out after noticing calling cards and other in-game assets in Black Ops 7 that look low-quality and show little effort, which has led many to believe they were made with artificial intelligence (AI).

On top of that, some players pointed out that a few calling cards have a style similar to Studio Ghibli artwork, which caused even more debate online. As a result, the discussion became big enough that Activision decided to respond publicly.

Activision Responds to Claims That Black Ops 7 Calling Cards Were Made With AI

black ops 7 calling cards

Activision has issued a statement in response to allegations that generative-AI tools were used to create calling cards and other in-game assets. According to the company, “Like so many around the world, a variety of digital tools, including AI tools, to empower and support our teams to create the best gaming experiences possible for our players.”

The publisher explained that the creative process “continues to be led by the talented individuals in our studios” and did not clarify which specific assets may or may not have been generated with AI.

It’s worth noting that some older Call of Duty games even mentioned the use of AI tools on their store pages, which made players pay closer attention this year.

Previously, Treyarch has also said that all content shown during its Black Ops 7 reveal was “touched by people,” though it did not deny the use of AI tools in the development.

In other news, Treyarch has revealed that Black Ops 7 co-op campaign is getting a unique and shared experience endgame, which will feature 32 players.

Avatar photo

Taha

Television kills your vision.

Home > News

Report: Cancelled Warhammer RPG Early Footage and Art Revealed

This year, we brought to light that an unannounced Warhammer RPG, in development by the infant studio Thought Pennies, was cancelled around late 2024 due to a loss of funding from its publisher.

Following our report, new details emerged from a studio spokesperson, revealing that the project was an Age of Sigmar-based PvE RPG intended for PC, consoles, and mobile platforms. The game was being developed in collaboration with Games Workshop and funded by Nexon.

Although the partnership was reportedly working well, the spokesperson confirmed that Nexon made a “strategic change” in late 2024, leading them to pivot away from the project and end its development, a situation reinforced by previous layoffs at the studio.

Now, months after the revelation of the project’s existence, the first development materials have surfaced, revealing several previously unseen pieces of concept art, early gameplay, and cinematics that were being worked on for the title.

Concept Art and Early Footage for “Warhammer A`oS: Dark Frontier”

According to the materials shared on the reel of a former artist at Thought Pennies and confirmed by a mention on another developer’s resume, we have found that the game’s internal title was “Warhammer Age of Sigmar: Dark Frontier.”

The reel showcases a substantial amount of work for the game running on UE5, including the following gallery of illustrations containing environments and characters that can also be seen in the gameplay.

The footage shows third-person view gameplay with two different heroes, alongside some rough cinematics and tests for both melee and ranged combat against various creatures. It’s noticeable that most of these seem to belong to the prologue of the game, as noted from what can be seen on the mission descriptions in the UI.

Regarding core combat, the moveset featured the basic actions you could expect for a title of this genre, like a normal and heavy attack, as well as the ability to sprint, jump, dodge, and lock onto enemies.

Also included are four different special abilities for each hero, with attacks such as a gunshot to stun enemies or a powder throw to make enemies explode after a fire attack. One of these four abilities appears to be the use of an amulet, which we see as an icon next to the health bar. It is possible that this would have functioned as a passive ability to obtain health increments or other advantages.

Now that we know Nexon didn’t move forward with the project, it seems that all of Thought Pennies’ work won’t ever see the light of day. The company announced its licensing agreement with Games Workshop in 2021, so the game would have gone through roughly 3 years of development before being cancelled.

Curiously enough, this would mark the second Age of Sigmar game in recent memory to have its development terminated. The first was Warhammer Age of Sigmar: Soul Arena, a multiplayer strategy title that, although not cancelled in the traditional sense, was launched and remained operational from 2022 through mid-2024 before its servers were shut down.

Warhammer fans still have plenty to look forward to, as several major projects are currently in the works. This includes the anticipated comeback of their RTS series with Dawn of War IV, and the (way too early) announcement of Warhammer 40,000: Space Marine 3.

Efrain

Home > Title Updates and Patches

Kingdom Come Deliverance 2 Update 1.051 Applies DLC Fixes via Hotfix 1.5.1

Earlier this week, Warhorse released patch 1.5.0 alongside the “Mysteria Ecclesiae” DLC.  Unfortunately, a few bugs managed to escape the developer’s grasp, though that’s being amended today.

Console gamers will see Kingdom Come Deliverance 2 update 1.051 (complete version 1.051.000), which is dubbed hotfix 1.5.1 by the developers. Expect this to be a small download, and compared to previous patches, this doesn’t have a laundry list of fixes, but one that’s primarily focused on the game’s DLCs.

Kingdom Come Deliverance 2’s Update on November 14 Brings Version 1.051/1.5.1 Hotfix

Legacy of the Forge

  • Fixed an issue that removed items hanged in the player’s smithery either when travelling between levels, including the monastery, or after seven days.

Mysteria Ecclesiae

  • Fixed Peter of Pisek not being available to start the DLC if the player has finished the last main quest of the game while playing in version 1.2, 1.2.1, 1.2.2, or 1.2.3.
  • Fixed The Hole in the Wall not having an interactor if the player has died recently.
  • Fixed a possible infinite loop in the flower-giving dialogue.
  • Fixed a crash occurring in one of the dialogues.

For those who aren’t familiar with the Mysteria Ecclesiae DLC. here’s what Warhorse has to say about it:

What Is Mysteria Ecclesiae About?

In Mysteria Ecclesiae or “Mysteries of the Church,” Henry investigates a deadly affliction spreading within the Sedletz monastery, but the truth soon proves far darker. The church crypts have been disturbed; Teutonic guards patrol the halls, and intrigue seeps through every corner. To uncover the mystery, Henry must rely on his cunning, alchemical skills, and a fair bit of stealth. This cinematic new storyline introduces fresh quests, memorable characters, multiple endings, and new equipment including an outfit, weapon, potions, and books, all woven into a rich, investigative adventure.

Once another patch is released, expect it here on MP1st.

Avatar photo

Alex Co

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

Home > News

Forestrike Review – The Way of Foresight

There are many types of martial arts fighting games out there, but by far any genre that touches upon Wuxia in a meaningful way gets my utmost attention. For those who are unfamiliar with Wuxia, think of Crouching Tiger, Hidden Dragon.

I grew up watching Chinese fantasy martial-arts films and playing several games that came close to capturing that energy. Yet none truly embodied the spirit of Wuxia the way I always hoped. Recently, games like Black Myth Wukong, Wuchang: Fallen Feathers, and even early previews of Phantom Blade Zero have pushed the genre into a modern spotlight. Forestrike from Skeleton Crew Studio and Thomas Olsson join that growing lineup. It enters the crowded roguelite space with the confidence of a seasoned fighter and delivers a clean, disciplined execution. What you get is a martial-arts journey centered on precision, planning, and hard-earned growth.

You play as Yu, a martial artist crossing the land to free the Emperor from a corrupt Admiral’s tightening grip. On paper, this sounds straightforward. In practice, the adventure is anything but simple. Every fight is a test. Every death sends you back to the beginning. Each failure nudges you to self-reflect, adjust your approach, and keep pushing forward. Despite this, Forestrike is neither overwhelming nor inaccessible, and its structure gradually teaches you how to thrive within its systems.

If you’ve played Sifu, you may notice a similar philosophy at work. Forestrike twists that idea with its signature mechanic, Foresight, or “Forsee” as it is referred to in the game. This is Yu’s internal training ground, a personal mindspace where you rehearse battles before stepping into them for real. I found this approach refreshing. It lets you experiment with combos, spacing, and timing without risking your health bar. The game reminds you, however, that a rehearsal may not reflect real combat perfectly. Foes behave unpredictably, timing shifts. Panic can set in. You must learn to adapt.

Walking the First Path

Forestrike wastes no time establishing the type of experience it wants to deliver. The pixel-art aesthetic is not a simple retro callback. The world carries a mythic tone that feels pulled from classic Wuxia novels and films, then distilled into beautifully animated 2D scenes. Forests stretch with painterly elegance. Mountains and fortress walls create sweeping silhouettes. The environments support Yu’s journey instead of distracting from it, and the overall presentation gives each region its own identity.

The story opens with a surprising amount of detail, introducing the conflict, Yu’s motivations, and the Admiral’s looming presence. It does not overstay its welcome. Instead, it provides enough foundation to understand the stakes of Yu’s mission and keeps you grounded as the roguelite resets roll in.

Your first few runs illustrate the reality of the genre. Forestrike leans fully into roguelite structure, with maps that shift each time you venture out. At every fork, you choose your path. An Inn may provide a place to heal. A Master may offer a technique that changes how you approach combat. Other paths reveal treasure, currency, or crucial resources, such as focus, block, or dodge points. These decisions stack quickly. I found myself pausing at nearly every crossroads, weighing immediate survival against long-term growth. One careless choice can cut an entire run short.

Foresight serves as your combat rehearsal space before each encounter. You can test moves, plan approach angles, and visualize the flow of combat. It is easy to grasp, yet it is built with surprising depth. Even with preparation, real fights rarely play out with the same precision. You could mistime a combo, forget a planned sequence, or misread an enemy’s attack. Sometimes a simple mis-press costs more than you expect. Forestrike thrives on these moments. The disconnect between perfect planning and messy execution gives the game weight. It reminds you that mastery is something you earn, not something you are handed.

Yet Forestrike never feels unfair. The more you practice, the more patterns you recognize. Every rehearsal chips away at your weaknesses. Every real attempt teaches something new. It is the kind of loop that pulls you in, especially if you have a habit of chasing that perfect run.

Work Smarter, Not Harder

Forestrike’s combat moves quickly and rewards intelligent decision-making. You are almost always outnumbered, which immediately alters how you approach your moveset. Every strike is a commitment. Every dodge and block carries value. You cannot spam attacks and expect success. You must observe, predict, and commit with confidence.

The Masters you encounter play a central role in shaping your approach. Each one belongs to a different school with its own philosophy. Techniques you learn significantly enhance your capabilities. Some grant new attack chains, while others improve your defensive options or introduce entirely new mechanics. The more techniques you absorb, the more distinct your personal style becomes. My early runs focused on clean, fast strings from the Leaf School. Later, after meeting more eccentric Masters, I began weaving in counter-heavy moves and notable stance changes. That blend created something uniquely mine.

Fights feel like puzzles. You read enemy spacing, predict movements, time your strikes, and decide how much risk you can afford. Foresight encourages experimentation, but the fundamental encounter forces you to trust your instincts. A battle you thought you mastered in rehearsal can still push you to the brink. Even a single moment of greed can ruin a run. That honesty makes victories satisfying and failures meaningful.

The roguelite loop reinforces this philosophy. Each run begins with clear options. You examine the map,  plan your route, and shape your build based on which Masters and encounters lie ahead. When you fall, the reason is usually apparent. Perhaps you were underprepared. Maybe you chose a route that offered gold but no healing. Rarely does the game deliver an unearned blowout. Instead, it prompts you to evaluate what went wrong and make adjustments accordingly.

Permanent upgrades from a Master’s degree give a sense of long-term growth. Temporary boons and resources give each run its own identity. As your knowledge expands, the map feels less random. It becomes a problem to solve rather than a gamble.

One of Forestrike’s most surprisingly strong features is the ability to share combat encounters with other players. Watching how someone else handles the same fight can open your eyes to different strategies. It creates a subtle yet meaningful sense of community. For a game built on introspection and personal growth, this shared learning feels thematically appropriate.

A Wuxia World With Minor Stumbles Along the Way

Forestrike presents a world shaped by apparent Wuxia influence, and it carries that identity with confidence. The pixel-art style may seem simple at first glance, yet the game uses it with surprising elegance. Forests sway with quiet mystique. Fortress walls cut across the landscape with purpose. Dusty paths wind through regions that feel like they belong in a classic martial-arts tale. As someone who grew up reading series like Coiling Dragon and I Shall Seal the Heavens, I immediately recognized the heart of the genre in the game’s environments and characters.

The sound design effectively supports the world. Strikes land with a satisfying snap. Movement feels sharp and responsive. The music settles into the background just enough to give you space to process the tension between encounters. These elements help Forestrike create a strong sense of atmosphere without relying on flashier techniques.

Despite its strengths in world-building, the game has a few shortcomings. Some enemy types begin to repeat after several runs. This can also be said of some styles of fighting, which slightly reduces the novelty of later encounters. A handful of map layouts can feel familiar once you have played long enough. Specific techniques overshadow others depending on which Master you choose, and they can unintentionally steer you toward particular builds. The early hours also present a steeper learning curve for players unfamiliar with timing-focused combat. You can beat the game within 10 hours, and it feels like there is nothing more to go on after finishing almost everything related to the story.

These issues never break the experience, yet they are noticeable enough to mention. Forestrike succeeds at immersing you in its Wuxia-inspired world, although a bit more variety in enemy patterns and early accessibility could elevate it further. As an avid gamer and fan of the Wuxia genre, this game does a great job, and I wish it could add more variety. Only time will tell what the devs will do.

Everyone Likes Kung-fu Fighting

Forestrike delivers a compelling blend of martial-arts philosophy and roguelite structure. It carries itself with confidence. The Foresight system stands out as a unique mechanic that both teaches and challenges. Combat remains engaging throughout the entire journey. Progression rewards experimentation. The world feels alive with Wuxia spirit, and the game consistently reinforces the idea that mastery is earned through patience and discipline.

As someone who grew up on martial-arts fantasy, Forestrike struck every chord I hoped it would. The game experience is challenging yet fair and full of the quiet intensity that defines great martial-arts stories. There are moments where you can cheese certain boss fights, and assist modifiers exist for those who want a helping hand, but if you invest the time, the game never forces you to rely on them. Forestrike is designed to teach you, not to punish you.

Forestrike is available on PC via Steam and is scheduled for release on November 17, 2025. If you are a fan of Wuxia, roguelites, or timing-driven combat, this is absolutely worth your attention.

Pros

  • Foresight system adds depth without breaking pacing
  • Strong Wuxia atmosphere with elegant pixel-art presentation
  • Techniques from different Masters allow highly personalized builds
  • Run-based progression feels fair and consistent
  • The ability to share fights with others encourages community learning
  • Challenging but not punishing, with assist options for newer players
Editor’s Choice Badge
Verdict
9.5/10
Forestrike is a clever and challenging martial-arts roguelite that blends tight combat with strategic planning. It's a rewarding and unique experience for fans of tactical action and roguelike games willing to embrace its learning curve.

Cons

  • Enemy variety becomes repetitive in late-game runs
  • Some techniques notably outshine others
  • Specific map layouts recur too often


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

Avatar photo

Alexander Lataillade-Nguyen

Alexander Lataillade-Nguyen is a California-based cybersecurity professional and lifelong gamer with a passion for continuous learning. Outside of his work in ethical IT and digital security, he enjoys competitive pinball, miniature painting, and exploring new hobbies and cuisines.

Home > Title Updates and Patches

REPO Update 0.3.1 Released on November 14 Brings Balancing Changes

Developer semiwork has released a new REPO update this November 14, which brings the game to version 0.3.1. While we just got the Monster Update a few weeks ago, this latest patch brings the Arachnophobia setting and a lot more.

Players can also expect balancing tweaks, bug fixes and changes to toggle grab and more.

Read on for the complete patch notes.

REPO’s New Update on November 14 Brings Game to Version 0.3.1

NEW

  • New Setting – Arachnophobia (sorry!)

CHANGES

  • Toggle Grab – Items are no longer dropped when opening the pause menu.
  • Upgrade Tumble Launch – Renamed “Launch” to “Tumble Launch” for consistency in UI.

BALANCING

  • Tumble Climb – Stronger. Now scales with range upgrades. Consumes a percentage of max stamina, more upgrades will still lower stamina cost. Consumes a small stamina burst at the start of each grab. Acts more like a grappling hook now. Slightly more expensive in the shop.
  • Enemy Gambit – Money bag prize is now worth more.
  • Enemy Bella – Now attacks for half as long. Only rings bell at players she can reach. Bell ring count resets faster.
  • Enemy Loom – Does not give up while near players anymore, unless stuck or can’t reach the player.
  • Death Head Battery Upgrade – Reduced diminishing returns when stacking multiple upgrades.
  • Valuable Arctic Sample Cooler Wide (McJannek Station) – Increased weight and value.
  • Valuable Arctic Centrifuge (McJannek Station) – Increased weight and value.
  • Valuable Arctic Icepick (McJannek Station) – Increased weight and can now spawn in more spots.
  • Valuable Arctic VHS (McJannek Station) – Decreased value.

FIXES

  • Enemies – Corrected required grab force for some enemies.
  • Enemy Loom – Fixed not hurt by physical impacts. Fixed her not always targeting the correct player when grabbed or touched with an object. Fixed attacking through doors. Fixed screen effect not always showing when a player got targeted.
  • Enemy Elsa – Fixed “Big” Elsa being very slow running up stairs. Fixed not always playing their pet effects. Fixed being pet while flying back out of a pit causing them to fall down the pit again.
  • Enemy Bella – Now correctly despawns if stuck.
  • Enemy Tick – Fixed being ungrabbed when opening the pause menu. Fixed sometimes spinning in spot. Fixed having some trouble getting up stairs.
  • Enemy Heart Hugger – Fixed multiple Heart Huggers able to stun lock the player forever.
  • Enemy Birthday Boy – Fixed sometimes running in spot. Fixed balloons not being poppable by bullets.
  • Map – Fixed being unable to open map whilst betrayal TTS was active.
  • Arena – Fixed bug where possessed Death Heads that fell out of the level didn’t return to normal spectate.
  • Level Loading – Reduced game freezes during level loading for the lobby host.
  • Splash Screen – Fixed not showing when game is opened by accepting a lobby invite.
  • Upgrade Death Head Battery – Fixed first upgrade not having any effect.
  • Items – Fixed unequipping an item not releasing tumble climb. Fixed unequipping an item preventing picking up other items for a few seconds.
  • Item Feather Drone – Fixed large affected items being very difficult to rotate precisely.
  • Item Phase Bridge – Now much more stable for clients to walk on in its “static” state.
  • Truck Healer – Fixed healing before fully activated.
  • Player Health Sharing – Fixed a bug where sharing would get stuck if interrupted by being tumbled into.
  • Network – Updated networked assets to hopefully lower the amount of “Client Time Outs”.
  • Level – Various fixes.

Once semiwork releases another update, expect it here on MP1st.

If you’re a horror game fan, you might want to check out Silent Hill f’s latest update that introduces a new Casual mode alongside other gameplay tweaks.

Avatar photo

Alex Co

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