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Report: Modern Warfare 3 Images of Classic Maps Leak Out

Just last month, a new rumor has surfaced stating that this year’s Call of Duty will be none other than a remake of Modern Warfare 3, and will feature remastered maps from past games. Well, it seems that just might be the case, as new Modern Warfare 3 images featuring some of the classic maps have leaked online.

Originally posted by Twitter account CoD_Perseus, the images have since been taken down, though they are still available in the account’s Discord server.

 

The images features Scrapyard and Terminal from Modern Warfare 2 (the 2009 original and not Modern Warfare II from Infinity Ward released last year). While Scrapyard was re-imagined for Modern Warfare 2019, Terminal hasn’t seen the same treatment, which is odd given how it’s one of the most popular Call of Duty maps of all-time.

Bear in mind, there is no way to know if the images are legit, though the fact that they have been taken down (which we assume is Activision’s doing), does add to their credibility. At the same time, treat this with a grain of salt for now.

Once more Modern Warfare 3 (or Modern Warfare III) info surfaces, we’ll be sure to let our readers know/

Modern Warfare 3 is said to be out in November and is in development by Sledgehammer Games.

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Alex Co

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

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XDefiant Open Session Beta – How to Download, Schedule and Start Times (Update)

XDefiant is set to kick off its open beta dubbed “Open Sessions” this week on the PS5, Xbox Series X|S and PC. For those who took part in the closed beta previously, you’ll be able to get a head start tomorrow. Now, if you’re wondering how to do that, we’re here with ab XDefiant Open Session beta article to help you download the client or how to resolve issues players have been running into with the PC version of the beta.

XDefiant Open Session How to Join:

What is the schedule of the XDefiant Open Session?

Available to Closed Beta Players:

  • Tuesday, June 20th, 2023 – 10 AM PT/ 1 PM ET

Available to anyone:

  • Start time: Wednesday, June 21st, 2023 – 10 AM PT / 1 PM ET
  • End time: Friday, June 23rd, 2023 – 11 PM PT / 2 AM ET

Open Session is available to players on PC, PS5, and Xbox Series X | S.

PS5 – If you have the PS5 version of the client already downloaded, you’ll just need to update it to version 1.000.003 which is live already. This will be enough, and you’ll be able to jump in tomorrow once the servers are live.

Update: You can download the Open Session beta client for PS5 here: PSN US Link, PSN EU Link, Asia PSN Link.

Xbox Series X|S – Unfortunately, XDefiant Producer Mark Rubin has confirmed that Xbox gamers will need to download a new application for it. You can download the new client here.

PC: Those on PC who got in the closed beta, there’s an issue right now if you opted out of communications from Ubisoft in the settings. The devs are currently looking into it:

Those who want to take part, download the Ubisoft Connect app and select the “Games” tab and under “My Games” choose “XDefiant.”

Update: For those on PC (and assuming you have the Ubisoft Connect app downloaded) you should be able to open the beta page and download the client by this link: https://register.ubisoft.com/XDefiant-opensession

Note that preload is live on all platforms as we speak.

If you played the closed beta or you’re curious what improvements Ubisoft has made to the game so far, head on over to this article where we posted the beta changes to the Open Session build, as well as input latency changes on PS5, netcode and more.

XDefiant has no release date outside of summer, but it’s due for release on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

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Alex Co

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XDefiant Beta Changes to Open Session Build Listed; Input Latency on PS5, Netcode Changes and More Detailed

Ubisoft has released a ton of info regarding XDefiant’s upcoming Open Session launching tomorrow, June 20. For those who played the closed beta, the developers have delivered an exhaustive XDefiant beta changes to the Open Session build, which players will see pop up as XDefiant update 1.000.0003.

There’s your usual patch notes that touch on weapon changes, but the studio also explains the input latency on the PS5, the netcode changes and loads more! Dive in and check out what’s in store for tomorrow.

XDefiant Beta Changes to Open Session (XDefiant Update 1.000.003 Patch Notes):

What is the schedule of the XDefiant Open Session?

Available to Closed Beta Players:

  • Tuesday, June 20th, 2023 – 10 AM PT/ 1 PM ET

Available to anyone:

  • Start time: Wednesday, June 21st, 2023 – 10 AM PT / 1 PM ET
  • End time: Friday, June 23rd, 2023 – 11 PM PT / 2 AM ET

Open Session is available to players on PC, PS5, and Xbox Series X | S.

XDefiant Open Session Reward for the Final Game:

Unlocking DedSec

During the Open Session you will also be able to complete a challenge for an early permanent unlock of DedSec faction. By earing 125K XP during the Open Session you will have DedSec waiting you for Day 1 of our launch!

What changed from the XDefiant open beta to the Open Session?

Focus

The Open Session has a few focus points we would like to test on a large scale:

  • How the NEW! netcode feels.
  • Server Stability.
  • Console Controller Experience & Aim Assist.

Input Latency on PS5

During Closed Beta a bug was observed in the frame pacing behavior on PS5 that led to the game having a higher-than-expected input latency.

The CPU was not being properly throttled allowing it to run too far ahead of the GPU resulting in approximately an additional 40ms of undesired latency.

Since Closed Beta we have worked to correct the issue so input latency on PS5 should feel much more responsive and on-par with our other platforms.

120Hz Mode (PS5 & XBSX)

We have added a 120hz mode for those who are connected to supporting displays.

This should provide an additional small improvement to input latency as well as an overall more fluid and responsive feel to the game.

This mode is still relatively new and undergoing internal review and validation and there may be places the game is unable to sustain 120hz. Feedback is very much appreciated.

Netcode Changes

Previously, in the Closed Beta and Insider Sessions, the netcode was an early test version.

Since then, we have done a significant overhaul to:

  • Improve fairness.
  • Reduce latency.
  • Improve synchronization.

These changes should help alleviate the feeling of dying behind wall and covers. The new netcode is a massive refactor and improvement but is not final. Netcode will always be an important topic that we will continue to improve upon. For the new netcode this is the first large scale test, so it’s important to let us know your feedback and experience across the globe.

Server Stability

During the Closed Beta, we experienced an issue that was preventing matchmaking entirely or causing long lobby times. We have identified and fixed these issues from the Closed Beta. We have also fixed several low-level bugs in our server code that should create a smoother experience overall.

Additionally, during the Closed Beta, we overloaded the save game servers. Since then, we have done work to scale the servers better.  On top of this, we have implemented better reporting that will allow us to catch server issues faster. We also have scaled our online support team to be able to resolve issues quicker.

While a massive amount of work has been done, it is still possible that there are server stability issues. However, this is part of the reason we are doing the Open Session. Please let us know your feedback on the overall experience as we continue to improve server stability at launch and in the future.

Controller Experience

What is Aim Assist?

Aim assist friction is nothing more than a slowdown of the camera under specific conditions. To define these conditions there is a “billboard” that surrounds enemy players, this billboard dictates where aim assist begins/ends and where full strength occurs.

What does the billboard look like? So, if you imagine two rectangular boxes, there would be a small one inside a larger one. The Outer Box we refer to as the “Blend Zone” and the Inner Box is where aim assist is full strength. The edge of the outer box is where the slowdown begins and ramps up in strength as it gets closer to the inner box. The inner box in this case, is what surrounds the player model.

What did we change globally?

We realized that the accuracy of our billboard around the player model could be improved. We adjusted both the size and shape of the inner and outer box. This should remove the feeling of fighting aim assist before getting your aim on the enemy player and maintaining accuracy on intended target. We changed these in both the standing and crouching positions. Additionally, we made another update to this billboard for directional conditions for when the player is moving forward/backward.

We also corrected the strength of aim assist when players were within 2 meters of each other. This was causing unintentional camera issues at point blank range.

What did we change for consoles specifically?

Including the above changes, due to consoles having performance limitations in comparison to PC we realized we needed to make console-specific changes as well. We slightly increased aim assist strength by 5% to bring them closer in line to expectation.

Input Latency:

Since aiming requires pinpoint accuracy, the reduction in input latency that we’ve made since Closed Beta should pair nicely with the changes to aim assist so that players will feel less impaired by minor stick corrections when trying to stay on target.

Patch Notes

UI

  • New branding!

Online

  • Updated Net code!
    • We feel this is a significant improvement for latency and fairness as well as a solid foundation for ongoing improvements.
  • The number of errors players receive should be greatly reduced in Open Session.

Factions – Ultras, Traits, and Abilities 

Libertad

  • [Trait] Espiritu de Libertad
    • We’ve reinstated the Libertad trait to be active again.
      • When the Libertad takes damage, their health begins regenerating without delay.
      • Health continues to regenerate until full.
      • Effect stacks with natural regen.
      • Effect does not stack with other Libertad abilities or ultra. If these effects are active from any of the other healing abilities, the trait will cease healing.
  • [Ability] BioVida Boost
    • Reduced HP boost to max at 100HP (vs previous 120HP)
    • Healing rate reduced.
  • [Ability] El Remedio
    • Cooldown raised from 20s-> 30s.
    • Duration reduced to 25 seconds.
    • Healing rate for El Remedio has decreased from 60hp per second to 40hp per second.
    • Reduced health of El Remedio deployable from 120 to 80

Echelon

  • [Ultra] Sonar Vision
    • Animation was improved to make this feel more powerful.
  • [Fixed from CB] Echelon player will appear on the minimap if the Intel Suit skill is used on them.
  • [Fixed from CB] Black patches no longer observed on the weapon when Digital Ghillie Suit is active during the match.

Phantoms

  • [Fixed from CB] EMP does not cancel the Blitz Shield.
  • [Fixed from CB] Player holding Blitz Shield no longer takes incendiary damage from enemy Cleaner bullets.

DedSec

  • The DedSec faction is now unlocked for everyone through Open Session.
  • All our DedSec characters are available to select.

Weapons, Attachments, & Devices

Weapons

  • Snipers
    • Increase ADS time
    • Decreased ADS walking speed
  • LMGs
    • Corrected their ADS & Sprint out times
  • M1911
    • Increased RPM
  • ACR
    • Decreased RPM
    • Increased ADS & Sprint out time
  • AK47
    • Better aligned bullet trajectory with crosshair when aiming down sights
  • MK20
    • Reduced headshot multiplier
  • P90
    • Increased headshot multiplier

Devices

  • New! Dark Flashbang option in the settings menu.

Misc

  • Sound – Various improvements to audio.
  • Health Regen – Delay reduced from 5s to 4s.
  • Spam Penalties – Reduced spam behaviour penalty slightly.

Whew! That’s a lot to take in! Don’t forget, if you played the closed beta, you’ll be able to jump in tomorrow!

For more on XDefiant, go read up on the Year 1 roadmap right here to know what’s coming to the game in its first 12 months out.

Source: Ubisoft

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Alex Co

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Testament: The Order of High Human Release Date Set for July 13 on PC; New Gameplay Slashes Out

Testament: The Order of High Human, the upcoming first-person fantasy RPG from Fairyship Games, now has a launch date. Testament: The Order of High Human’s release date is set for July 13, and some new gameplay footage has also been revealed.

You can watch the newly published release date trailer below:

A 15-minute video showcasing some gameplay has also been uploaded.

Here’s the official description of Testament: The Order of High Human taken from the game’s Steam Store page:

Testament is an action-adventure game with bits of RPG and Metroidvania elements set in the fantasy world of Tessara.

After the betrayal of your brother Arva, madness has descended upon the realm. Playing as the immortal king of High Humans, you have to thread a path of survival for the realm.

In a crazy journey through the lands of an ancient civilization, facing deranged followers of a mad dictator, fighting against worshippers of a blood god and dangers to come, you must reclaim your lost power and much more to confront your brother Arva.
Will you be the guardian of the realm as the chosen of the order?

SKILL BASED FIRST-PERSON COMBAT
Experience a new form of swordplay in a first-person camera with innovative combos. unlock diverse magical spells to trap, paralyze and burn your enemies. Use your bow to hit the enemy’s weak spot. Learn it all and see for yourself, just how versatile and deep Testament’s combat is.

PUZZLE AND PLATFORMING
Solve mechanical puzzles and test your platforming skills. By overcoming these trials, gain powers and learn the truth of the world.

DESTROY THE EYES OF DARKNESS
The world is filled with the eyes of darkness. Blocker eyes bar your path, leech eyes possess other creatures granting them invincibility and the night bringers cause darkness descension and make everything harder for you. Use your bow of light to destroy these eyes of darkness.

BREAK THE GAME WITH THE WHEEL OF CONSUMABLES
Use the consumables from the in-game wheel and see the effects of these magical items in your play style. They are not some buffs and passive numbers, use them to see how cool and different their effects are. Don’t be stingy with them, you can craft these items in your wheel.

A STRUGGLE OF FAITH
Be a part of the story of two High-Human brothers Aran and Arva. One has lost everything but stands by his conviction to fight for his realm while the other is on the verge of devouring the realm he discarded. The one who prevails will decide the fate of the world.

Testament: The Order of High Human launches on PC via Steam and the Epic Games Store on July 13, with PlayStation and Xbox versions to be released at a later date.

Carlos Perez

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Escape Academy Update 1.08 Skips Out for Escape From the Past This June 19

Coin Crew Games has released Escape Academy update 1.08, and this is for the “Escape From the Past” content drop! This includes a trip back to yesteryear where the Academy is taken a blast from the past and more. Read on for the Escape Academy June 19 patch notes.

Escape Academy Update 1.08 Patch Notes | Escape Academy Escape From the Past Patch Notes for June 19:

Today’s the day! Return to the Academy with our second DLC, Escape from the Past, now live and playable!

Visit the Academy of yesteryear in this prequel DLC (included in the Season Pass) that puts players in control of Sandra Solange and Eel Barnes all the way back when they began their journey as students at the Academy!

After a harrowing “accident” at an Academy sporting event nearly results in the death of Headmaster Horatio Windsor, he becomes certain that one of his faculty members is trying to MURDER HIM!

Now, it’s up to you to piece together clues spread throughout the five all-new, connected levels and crack the case!

How to Play

For players who purchased the DLC through season-pass, just make sure you update your Steam build and it will now be available! For those who have not purchased the DLC yet, head on over to its Steam Page and get to escaping.

Once installed, the DLC will be available via the campus map screen by pressing TAB and selecting “Escape from the Past.”

Outside of the patch, there is also a bug present in the save data for Escape From the Past. Here’s what Coin Crew Games announced just now:

Once we know more about this, we’ll update the article.

Source: Steam

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Alex Co

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

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Report: Sonic Origins Plus Gameplay Leak Features “Cheap” Stereo Audio Effect

Some new Sonic Origins Plus gameplay has been leaked, featuring titles from the Game Gear console, with one interesting detail that is leaving fans a bit disappointed at the footage. The gameplay clip, which is currently available on Twitter, seems to feature a “cheap” stereo audio effect that makes the game sound different from how it would in a typical emulator.

In a reply to the leaked gameplay clip on Twitter, user kirisamemofo revealed that the audio sounds “normal again” once it is converted from stereo to mono, resulting in what you’d normally hear via emulation software.

It’s worth mentioning that while the Game Gear does have output for stereo, kirisamemofo claims that it wouldn’t result in what you hear in the gameplay clip.

Reception of the footage has been mixed. While some claim that it sounds fine, others have criticized the audio’s echoey effect. The original poster of the leaked gameplay clip also uploaded footage without the echo for comparison.

Of course, given that it’s leaked footage, it’s entirely possible that the audio sounds this way due to how it was recorded. Alternatively, the gameplay shown could also have been from an earlier build of Origins Plus. Either way, it’s clear that not everybody’s a fan of the echoey audio, so we can only hope that this isn’t present in the final version of the game.

Sonic Origins Plus releases on June 23 for PS4, PS5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch.

Carlos Perez

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Hammerwatch 2 Hands-On Preview – Dungeons and Pirates

Hammerwatch 2 is the sequel to the cherished 2013 retro hack and slash action RPG, doubling up both on the pixels and the journey. A pocket-sized Diablo 4 of sorts that may not boast the same ambitions but, even so, has quite some tantalizing content on offer, this is a shaping up to be a surprisingly fun and engaging experience for those who are on the lookout for a compelling game brimming with quests.

Quests, Quest Everywhere

The story powering Hammerwatch 2 is one of familiar fantasy tropes, mere grounds to kickstart a tale of revenge against Blight the Horrible and his dragon army, as the overthrown King Roland and a few chosen ones plan on restoring order and peace to the Kingdom of Herian.

The hands-on version we played was set in Hammer Island, a dazzling paradise filled with beautiful sights and pristine waters. Were it not for the pirate cave that harbors hundreds of these ruthless scoundrels and the deadly wolves, it could be a lovely travel destination.

You start by picking your hero from five available classes, focused on some of the greatest all-time pillars of the action RPG: Rogue, Ranger, Wizard, Warlock, and Paladin. I chose the Ranger as I found the balance between sword and bow too good to pass upon, even if that meant I had to ignore the appeal of magic-based classes for the time being. A little customization is in order for your character, which despite its tiny size can still be tailored in various aspects, from facial features right up to every color of their clothes. Complete the creation of your hero by selecting one of the predefined hero voices, some of them courageous, other jokey, which I found out to be a more enjoyable option than I was expecting, as my Ranger startlingly or hilariously jests during battles.

Hammerwatch 2 Preview

Our adventure starts by escaping the prison and wandering off into the lovely landscape of Hammer Island. A bustling village awaits, denizens walking around with not a care in the world, despite the fate of the land, including the castle in ruins. Some of them are obvious quest givers, and quickly you will have your journal packed with missions of different difficulties and length, some of them quite noteworthy. A hero’s priority should always be to find the buried toy horse of a young girl, following a map that she sketched with a clear lack of drawing skills. This plays into the game’s lighthearted tone, while still feeling like a vast epic with plenty of scope for serious hack and slash frolicking.

The open world feels lively, with a day and night cycle that emphasizes the lovely pixel art and lighting. Colors are chosen with care, vegetation blows to the wind, and the tiny sprites are awfully cute, from pirates to wolves. I have enjoyed exploring the region, diving deeper into some dungeons such as the pirate cave, which turned out to be a massive complex with various floors and hidden passageways, sunken ships, and home to not one, but various quests. If only the side meters for health, mana, experience and the like could be integrated in a cleaner and less jarring way, the UI would be a whole lot better.

Hammerwatch 2 plays in such a satisfying way that it’s hard to think how something can be ruined until release. Movement is spot-on, with intuitive control for main and alternate weapons, with combat feeling natural and easy from the first few skirmishes, dash and skills included. Your hero levels up and upgrades their skills, with frequent evolutions that pave the way for even more resourceful abilities, as they become adept, expert, and master of their trade. While the offer may not seem huge, each ability can be enhanced with additional buffs, so there’s effectively the potential for interesting builds in here.

Loot Crates

Hammerwatch 2 Preview

Don’t be fooled by the above; these loot crates are simply the ones you destroy to get endless gold and other type of loot. Witness the satisfying crunch of wooden crates and barrels being torn apart in the name of wealth is second to none, the way that the Ranger swings his sword with confidence and flawless hit detection, valid for environmental destruction but also extending to the way this class alternates with the bow for precise long-range combat.

There is so much to wreck that even some of the villagers may wonder if you are the hero they have been waiting for, or a reckless troublemaker who just happened to demolish everything in the inn, chairs and tables included, for no reason. It’s cute and unnecessarily addictive, much like you leave no stone unturned in Diablo 4. There’s definitely the same compelling factor in Hammerwatch 2, and seeing as gold is crucial to purchase items or do a little bit of crafting, it’s the kind of action that you can’t miss.

Hammerwatch 2 has a trick up its sleeve that I couldn’t explore in this build, which is the cooperative mode with up to three other players. Mixing classes and going on adventure together has all the makings of another appealing prospect that smells of old-school epics, and the only thing I could see making this even better would be to have a shared world like Diablo 4 does. Alas, it is pretty much a lobby-based cooperative mode, with no chance of finding a random adventurer passing by and inviting them to our party.

Hammerwatch 2 Preview

Another feature that we couldn’t experiment with is the modding ability, exclusive to PC. You can change rules and edit levels to your pleasure, a task that sounds extremely appealing and hopefully with enough possibilities to encourage the community to go wild with custom maps.

Beyond its cute pixelated look and tiny sprites, Hammerwatch 2 is shaping up to be a very competent and absorbing action RPG. It may look old-school and have some of that intrinsic gameplay allure, but it plays like the big boys and draws you in like few. We’ll keep an eye out for this one, as I still haven’t found the toy horse from the poor girl and there’s no way my adventurer reputation will be tarnished by failing such an emotionally charged quest.


MP1st was given access to a preview build of Hammerwatch 2 for our hands-on session. Hammerwatch 2 is set to release later this year on PC, PlayStation 5, PlayStation 4, and Xbox Series S/X, Xbox One, and Nintendo Switch.

Vitor Braz

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No Man’s Sky Update 4.36 Flies Out for More Singularity Fixes This June 19

Hello Games has released No Man’s Sky update 4.36 (PS5 version will be 4.036), and this once again is a patch for more fixes. For those keeping score, this is the third patch released in the four days for the game. For now, the patch is only available for PC, but other platforms will be getting it soon. Read on for what’s new in the new NMS June 19 patch notes.

No Man’s Sky Update 4.36 Patch Notes:

Thank you to everyone playing the No Man’s Sky Singularity Expedition, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.36, which is now live on Steam and will be coming to other platforms as soon as possible.

Bug fixes

  • Fixed a crash that could occur while aboard The Anomaly.

Check out the patch notes for June 17 here, and the one for June 16 here. Once the patch is out for consoles, we’ll update the article.

Source: Hello Games

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Alex Co

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

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Final Fantasy 16 Update 1.000.002 for Day One Patch Released, Includes Fixes and Improvements

Square Enix has released (Final Fantasy XVI) Final Fantasy 16 update 1.000.002, and this is considered the day one update the devs mentioned a few days ago. Those who are able to preload the game, you will automatically download the file as well and install it upon completion. Read on for what’s in the FF16 day one update patch notes, which Square Enix has tagged as version 1.02.

Final Fantasy 16 Update 1.000.002 Day One Patch Notes:

Size: 263MB

We have distributed an update file (Version 1.02) so that everyone can play the game more comfortably. This update includes fixes and enhancements for rare bugs. Please enjoy FINAL FANTASY XVI after applying the latest updates as much as possible.

Here’s what’s included in the update:

Version 1.02

Contents of the update

  • Fixed a bug in flag control that occasionally caused the game to become stuck under certain conditions
  • Fixed a rare issue where the game would end unexpectedly under certain conditions
  • Made some further performance improvements
  • minor text corrections

Outside of the day one update, Square Enix has also shared that players can expect more patches that will enhance the game’s performance and more.

Final Fantasy 16 will be available this June 22 on the PS5.

Source: Final Fantasy XVI (JP)

More FFXVI Reading:

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Alex Co

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

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Battlefield 2042 Update 5.0.1 Patch Notes Released, Download Out June 21

DICE has announced that Battlefield 2042 update 5.0.1 is out this Wednesday, June 21, and this patch will bring a small list of changes at resolving some quality of life issues, balancing and more. Before the download is out though, DICE has released the official BF2042 update 5.0.1 patch notes!

Battlefield 2042 Update 5.0.1 Patch Notes:

Scheduled Roll Out: June 21 at 8 am UTC/4 am ET/1 am PT/4 pm HKT

Changelog

AI Soldiers

  • We’ve once again told the troops to get back to work on the Prologue, and they’ll now correctly spawn in and support you as intended.

Gadgets

  • Fixed an issue causing some missiles and grenades to appear offset from the weapon while moving and firing.
  • Fixed an issue that caused the SPH Explosive Launcher’s projectile to detonate immediately if the attached player had died.

Modes

  • Fixed an issue that resulted in the Capture Objective Indicator not correctly appearing whilst an objective is being captured.
  • Fixed an issue that prevented the ability to equip unlocks received during a match.

Specialists

Dozer

  • Fixed an issue that resulted in Dozer’s Ballistic Shield not correctly playing the heavy hit animation when he takes direct damage from heavy projectiles such as rockets.
  • Fixed an issue that was allowing bullets to go through Dozer’s Ballistic Shield based on what point in time you joined the server.

Soldiers

  • Fixed an issue that made spotting air vehicles above objectives difficult to perform.
  • Fixed an issue that could sometimes reward you with assists on your own kills, or assists on teammates (or even on yourself, but not the Penguins. Stop trying to hurt them!)

Weapons

  • Fixed an issue that caused Subsonic ammunition on the DM7, AM40 and M5A3 to muzzle flash when equipped with a Suppressor

RM68

  • RM68 Bullet Speed lowered from 790 to 700
  • We have lowered the 4HK range on the following Ammo types:
    • Standard Ammo reduced from 40m > 30m
    • High Power ammo reduced from 50m > 40m
  • 4HK range has been removed from CQB Ammo

M416

  • M416 damage increased from 18 to 22 at 50m.
  • M416 damage increased from 15 to 18 at 75m and beyond.

MTAR21

  • 4HK range capabilities have been removed from the MTAR21.

Dispersion & Accuracy

  • Following your feedback, we are making further adjustments to the dispersion of several Assault Rifles with an intent to compress the top and lowest performers for a more balanced weapon offering.
  • Max dispersion increased by 9% for AK24, SFARM-GL and AEK
  • Max dispersion lowered by 8% for AC42, M16A3, M416 and MTAR21
  • Lowered the delay to dispersion reset from 0.2s to 0.1s.

Dev Comment: Some delay is required to ensure dispersion does not reset between bullets and instead recognizes bursting taking place.

Vehicles

  • Fixed an issue for the CAV-Brawler unlock requirement that did not properly count teammates deploying on your MAV or EBLC-Ram
  • Fixed an issue that caused the wave lines from the Detection Pulse to not be drawn on the minimap when inside the vehicle using the ability
  • If a vehicle is hacked at the same moment as activating the CWP, the cooldown will now be reset.

Once the actual patch is out, we’ll let our readers know. Unfortunately, this patch doesn’t bring in the matchmaking adjustments DICE mentioned about console players being matched more often to other console players. Hopefully, that’s on the way soon.

Source: EA

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Alex Co

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

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CD Projekt Red and Futuregames Warsaw Collaborate to Promote Video Game Industry Education

CD Projekt Red is collaborating with Futuregames Warsaw, the Polish division of one of the most renowned Rookies-certified game dev schools in the world, with the purpose of promoting, supporting, and working together to expand access to education in the various fields of the video game industry.

Futuregames is a game dev academy that offers a range of education at many different levels, from short courses for experienced professionals to full-time programs for aspiring developers hoping to set foot in the industry. As a main strategic partner, CD Projekt will be helping Futuregames Warsaw to offer courses in game programming, designing, and arts. All the lessons will be held in campus in Warsaw, in English, and open to all EU citizens and valid student visa holders.

With this partnership, Futuregames Warsaw is offering up to 50% discount on tuition fees for all students in the first year of the partnership. Moreover, the scholarship will extend to the second year to the top nine of the highest performing students, as well as 30 weeks of internships to course participants at CD Projekt Red itself.

First courses will start in September, and Warsaw attendees will get to create a total of four games using professional-grade software and hardware. Enrollment for the courses are still open, if you are interested, you can visit this link to apply.

Ibrahim Kabir

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Temtem Update 2.000.011 Out for Patch 1.4 This June 19

Crema has released Temtem update 2.000.011, which is for patch version 1.4 on June 19. This update includes a new season called Splash Up. Check out the Temtem Season 4 patch notes posted down below.

Temtem Update 2.000.011 Patch Notes | Temtem Update 1.4 Patch Notes | Temtem June 19 Patch Notes:

Dojo Wars are disabled throughout June. The first Dojo War with the new system will take place on the week of July 24th to July 30th.

  • Time for a new Season! Season 4, called Splash Up!, is all about pools, beaches, summer and its activities.
    • Season 4 will last from June 19th to September 25th. Remember you can see this in-game, on the upper right corner of the Tamer Pass!
    • Seasons coming after Season 4 will last a month longer. This is because we’d like to have more time to polish the content we put out, as some features have gotten out of hand and were becoming too big to cleanly launch in three months.
  • A new event!
    • Our first ever Pride event is now live, along with Season 4! Take part in the challenges to get rewards inspired by free love and self-expression, or show your support to your LGBTQ+ peeps. The event will last until July 3rd.
    • If you don’t feel like taking part in the event, but still would like to display your proud colors, we’re giving away banners inspired by the colors of some of the LGBTQ+ pride flags! You can redeem whichever you prefer (even all of them!),  using these codes:

  • A new way of building Showdown teams is here:
    • There’s a new recommendation system! If you haven’t chosen a Temtem yet and are starting from zero, the system will show you the Tems that have the most overall success; once you pick a Temtem, it will show you the possible partners that have a great affinity with your in-progress team.
    • There are now two lists in this recommendation system: one tab named Competitive, and one tab named For Fun. The Competitive tab will show you the most played ones, and the ones with the most affinity between each other, while those in the For Fun tab cater to more fun, innovative playstyles and are a step below the most meta ones.
    • Once you pick a Temtem, you’ll now be offered 3 different choices: Customize, Build 1 and Build 2.
      • By selecting Customize you’ll get to edit your Temtem’s TVs, SVs, Techs and Traits as usual, and have complete freedom.
      • By choosing any of the builds you’ll get a pre-made, handmade build! These suggested builds were crafted by our balance team, and they try to cover at least one of that Temtem’s most frequent archetypes. These builds will only be offered for the last Temtem of every evolutionary line, or, of course, Tems that are a single evo stage. We’ll keep on updating these builds as the meta changes so they continue being competitive and good.
  • 👥Players will now be able to choose a Luma in Showdown as long as they have an OT or Soulbound Luma belonging to that evolutionary line with perfected SVs (either 50 or 1), all TV assigned and all its Egg Techniques learned. This has been applied retroactively, so if you already have a perfected Luma, you should be able to use that species Luma form in Showdown!
  • Our Community Guidelines have been added to the Settings menu so you can easily access and read them!

 

  • We’ve made a lot of changes to Dojo Wars! Welcome to Dojo Wars v2:
    • Dojo Wars will now happen only once per month, on the week that contains the last Sunday of that month.
    • The period when clubs can subscribe to a Dojo War is one week instead one day. It’ll be the whole week before Dojo Wars commence.
    • 👥Dojo Wars finals will now require 9 players instead of 11 players.
    • 👥Players will now earn individual rewards, on top of Club rewards, for each match won during any given Dojo War. The further they progress into a Dojo War, the better their individual rewards will be. These rewards include Feathers, Hotfixes, ETCs or even Novas.
    • 👥The Dojo War system will now prioritize not matching two people again if they’ve just battled each other, even over the fact that they have the same amount of wins/losses.
    • Clubs will be penalized if they sign up for a Dojo War but don’t attend it. Pansuns will be deducted from their Club Vault, with the possibility of going into the negative. Clubs with a negative Pansun sum in their Vault cannot sign up for Dojo Wars.
    • 👥The previous King of the Hill system that allowed current regents to only fight in the finals has been discarded. Regents will have to fight for the Dojo again from 0, like everyone else.
    • 👥Instead of having a set schedule for each round, rounds will now start 5 minutes after the previous round’s last match ended. This will make the pace of DW quicker.
    • 👥There will now be a Squad lock. It’s currently not working correctly due to a bug, but it’s in place all the same. The team you choose for the first match of a round will be the Squad you use for the entire duration of that round. There is a chance that you might be prompted to select a Squad after the first round, but regardless of which Squad you pick at this point, you will continue to use the Squad you locked in at the beginning of that round.
  • We’ve also made a lot of changes to the Premium Store:
    • The Premium Store will now have two featured items instead of three per week.
    • 👥The Premium Store will now have eight daily items instead of four. Two of those items will be available in exchange for Feathers.
    • 👥Mounts in the store (as well as the Tamer Pass) will now have a toggle to display their surf version in the store preview.
  • In-game tournaments have also gotten some attention:
    • They will now consist on 16 people, with a minimum of 13, instead of requiring 32 players with a minimum of 25.
    • 👥The Kudo and achievement/trophy associated to taking part in an in-game tournament will now pop-up if the tournament you sign up for falls through because of lack of players, so players on the lower ranks can now be more at ease.
  • 👥Following your feedback we’ve adjusted the Nalla quest (Coda: The Jubilee) so that successful Koish fishing isn’t a required activity anymore. This quest, which lets players access Tamer’s Paradise, will now only request any Koish from the Nuru Lodge.
  • 👥We’ve added a new option in the Settings menu to enable or disable the idle battle cameras.
  • 👥We’ve made some adjustments to the “Hold to run away” setting so that it now can be engaged on the first Temtem, instead of only applying when we performed the action on the second Temtem’s turn.
  • You will now only be able to retrieve items from the Club Vault of a Club if you’ve been part of that Club for at least 31 days.
  • 👥We’ve added a new visual indicator for Gears that shows if a Gear has already been used or has been disabled. This will help clarify Gears that activate only once per battle, like Refreshing Diabolo, Gears that deactivate other Gears like Snare, or Gears that get disabled through status conditions like Seized or through Traits like Burglar.
    • However, please note there’s a current known bug where deactivated Gears won’t show as such until it’s their time to shine if there’s a Frightening Tyranak on the board. We’ll get it fixed asap, sorry!
  • 👥We’ve added a new visual overexertion indicator. It will display in battle and in the Battle Log, but only once the turn ends!
  • 👥We’ve made some changes to the Temtem Details’ UI and the TVs won’t be shown in different colors as their values increase or decrease, as we believed it to be confusing since in Temtem high doesn’t always equal good. SVs will still maintain the current color-coded system.
  • 👥The Breeding UI has been improved to display more and better info. It will now show both parent’s available fertility, as well as a preview of the offspring’s fertility.
  • We’ve added a nifty outline to the UI on the Tems that are currently on the battlefield.
  • We’ve added a nifty new sound effect when claiming a Tamer Pass’ Weekly Quest.
  • When you reset a character on a given platform, and then use that same platform to do cross-progressing, the name of the character reset will be immediately available to use.

 

  • The TMR soft reset between Seasons has been changed from (1000 + TMR) /2 to (2000 + TMR) /3
    • The new ranked system was creating TMR out of the blue, so to speak, so a TMR inflation process was happening. If we kept the reset as it was, the gap between the Legend players and the rest was becoming greater with each Season, to a point where it could be unsurmountable for newbies to reach. The soft reset is now a bit more aggressive to combat that, so your rank come S4 will be a bit lower than it would’ve have been.

PvE

  • 👥Defeating K.Rex in the last turn of the battle, which used to result in a defeat, will now be considered a win even if the tower does the spoilery thing.
  • Likewise, we’re extending this to all PvE battles: when the match is a tie, it will count like a victory in your favor, granting an extra 1 HP to your last Temtem.

Economy

  • 👥The price of teleporting Matter Drones has been reduced from 500 ⇒ 250.
  • Tornado is now available as an ETC item.

Temtem

  • #006 – Molgu
    • Firewall has been added to its move pool.
    • Execution has been removed from its move pool.
  • #008 – Platox
    • Misogi has been removed from its move pool.
    • Paralyzing Poison has been removed from its move pool.
  • #010 – Swali
    • Misogi has been removed from its move pool.
  • #012 – Tateru
    • STA has been reduced 85 ⇒ 82.
    • ATK has been reduced 78 ⇒ 75.
    • Stone Ball has been removed from its move pool.
    • In the 1.4 update we anticipated a decline in Tateru’s dominance due to changes impacting Mental Temtem and the loss of its key partner’s tool, Hyperkinetic Strike. Consequently, we approached Tateru’s changes with caution. Despite its expected decrease in tier placement, Tateru remained a preferred choice over other Earth Temtem due to its access to Stone Ball. This imbalance in counters led us to remove Stone Ball from Tateru’s movepool to address the issue.
  • #013 – Gharunder
    • DEF has been increased 45 ⇒ 47.
  • #014 – Mosu
    • Head Charge is now learned at level 20.
    • Rage has been removed from its move pool.
  • #022 – Mudrid
    • Turbo Choreography has been removed from its move pool.
  • #023 – Hidody
    • Bark Shield is not learned by level anymore. It’s now an Egg Technique.
    • Relax has been removed from its move pool.
    • Sacrifice has been removed from its move pool.
    • Misogi has been removed from its move pool.
  • #024 – Taifu
    • Toxic Farewell has been removed from its traits.
    • Resilient has been removed from its traits.
    • Natural Conversion has been added to its traits.
    • Safe Retreat has been added to its traits.
    • Chain Heal has been removed from its move pool.
    • Restore has been removed from its move pool.
    • Taifu has been an exceptionally powerful Temtem, but in a way that could be considered unhealthy. It seemed to function solely as a Leech bot, draining a fixed amount of HP and then boosting its defenses with Bark Shield. Our objective with this mini-rework for Taifu was to address this issue, making it more viable and fair, while also providing it with a dual identity where both builds can thrive and capitalize on its high Special Attack stat, while still maintaining its role in Stall compositions.To achieve this, we have introduced a new trait for each build, allowing us to clearly define two distinct versions for Taifu. Additionally, we have modified the Leech technique to no longer deal fixed damage: instead, it now interacts with Taifu’s high Special Attack stat and heals based on the damage inflicted. This change should contribute to a healthier game environment and make it less of an “auto-win” situation if Taifu manages to set up.
  • #025 – Fomu
    • Hyperkinetic Strike has been added to its move pool as an Egg Technique.
    • Hurricane has been removed from its move pool.
    • Hyperkinetic Strike was in dire need of a new Temtem capable of learning it as an egg move. After carefully considering several potential candidates, we decided that Wiplump would be the ideal choice. This Temtem doesn’t have the ability to scale its own speed, which historically has been a problem associated with this tech. However, with the addition of the Plethoric trait, Wiplump receives a significant boost without becoming an imbalance due to the conditionality tied to this trait.
      We also considered buffing Hurricane, but doing so would contradict the core concept of avoiding tools that enhance the speed of Hyperkinetic Strike Temtem. Therefore, we ultimately chose Hyperkinetic Strike over Hurricane as we believed it would provide greater overall value to Wiplump.
  • #027 – Skail
    • Misogi has been removed from its move pool.
  • #032 – Houchic
    • Lullaby has been removed from its move pool.
  • #034 – Nagaise
    • DEF has been increased 55 ⇒ 58.
  • #038 – Capyre
    • Restore has been removed from its move pool.
  • #041 – Zenoreth
    • HP has been increased 71 ⇒ 73.
    • ATK has been increased 72 ⇒ 83.
    • DEF has been increased 87 ⇒ 91.
    • Zenoreth’s move pool has a lot of potential on its Physical side, which can greatly benefit Wrecked Farewell. Despite the minor buffs that Glass Blade received in the latest patch, we believe that this Temtem still lacks power on turn 0 with this particular build. However, we remain hopeful that by boosting its Attack stats, Zenoreth will be able to establish itself a distinct role that deviates from the current popular build, allowing it to carve out its own niche in battles.
  • #043 – Aohi
    • Misogi has been removed from its move pool.
  • #045 – Babawa
    • Chain Heal has been removed from its move pool.
  • #046 – 0b1
    • Digithreat is not learned by level. It’s now an Egg Technique.
    • Burrow has been removed from its move pool.
  • #047 – 0b10
    • HP has been increased 61 ⇒ 67.
    • DEF has been increased 64 ⇒ 68.
    • SPDEF has been increased 68 ⇒ 71.
    • Restore has been removed from its move pool.
  • #048 – Kaku
    • Petal Dagger has been added to its move pool as an Egg Technique.
    • Bark Shield has been removed from its move pool.
    • Toxic Spores has been removed from its move pool.
  • #049 – Saku
    • Sanative Rain has been removed from its move pool.
    • This particular set of changes may initially seem puzzling. Saku has generally been perceived as a Temtem with a focus on bulk and offense, prioritizing its own well-being over that of its teammates. The combination of Kaleidoscope and Lifeful Sap alone did not provide sufficient tools to transition Saku into a supportive role for Stall Temtem. Therefore, with these adjustments, Saku should now assume the role of a carry that excels in Stall compositions, offering a more impactful presence in battles.
  • #050 – Valash
    • Kesa Gatame has been removed from its move pool.
    • Stone Wall has been removed from its move pool.
  • #052 – Owlhe
    • Kesa Gatame has been removed from its move pool.
  • #053 – Barnshe
    • Misogi has been removed from its move pool.
  • #057 – Raiber
    • Roar has been removed from its move pool.
  • #061 – Piraniant
    • ATK has been increased 77 ⇒ 79.
    • Ice Cubes has been added to its move pool.
    • Restore has been added to its move pool.
    • Refreshing Breeze has been removed from its move pool.
    • Sanative Rain has been removed from its move pool.
    • Due to the changes made to Purgation, Piraniant has lost some of the utility it brought to various teams, particularly in countering Doom. Consequently, Babawa has emerged as a more prominent choice, overshadowing Piraniant in its designated role. To maintain the balance and functionality as it was before, we have granted Piraniant the ability to learn Restore, which allows it to cleanse Doom. Furthermore, adjustments have been made to the conditions for Energy Reserves, enabling Piraniant to unleash its offensive capabilities earlier in battle. These changes aim to restore Piraniant’s viability and ensure it remains a valuable option within its role.
  • #063 – Scaravolt
    • Defibrillate has been added to its move pool.
    • Fiery Heist has been removed from its move pool.
    • Our goal is to make Scaravolt a viable choice for both special and physical sets, embracing its versatility as a Temtem. We have gradually been introducing tools to enhance the capabilities of physical builds, ensuring we don’t restrict ourselves to a single playstyle.
      By popular demand, we have adjusted Half Full to provide a +2 Special Attack boost. Additionally, with recent adjustments affecting Turoc and the removal of Stone Ball from Tateru, we anticipate Scaravolt gaining popularity as a reliable counter to Nagaise, offering a strong solution to the challenges posed by that particular Temtem.
  • #068 – Osukai
    • Misogi has been removed from its move pool.
      Kesa Gatame has been removed from its move pool.
  • #069 – Saipat
    • HP has been reduced 92 ⇒ 75.
    • STA has been increased 46 ⇒ 55.
    • SPD has been increased 70 ⇒ 85.
    • ATK has been increased 80 ⇒ 85.
    • SPATK has been reduced 70 ⇒ 55.
    • SPDEF has been reduced 67 ⇒ 61.
    • Toxic Affinity has been removed from its traits.
    • Shinobi Tactics has been added to its traits.
    • Nito Seiho has been added to its move pool.
    • Misogi has been removed from its move pool.
    • The initial changes to Saipat in version 1.3 received positive feedback, but its overall performance suffered due to inherent weaknesses. To better align with Saipat’s “speedy ninja duck” concept, we have adjusted its base stats and techniques accordingly. Additionally, we have introduced a new trait that enhances its identity and replaced the previous Toxic Affinity trait.
  • #071 – Drakash
    • HP has been increased 64 ⇒ 66.
    • DEF has been increased 45 ⇒ 49.
    • SPATK has been increased 83 ⇒ 86.
  • #072 – Crystle
    • Restore has been added to its move pool.
    • Stone Wall has been removed from its move pool.
    • Crystallize has been removed from its move pool.
  • #076 – Shaolite
    • Composure has been added to its move pool.
    • Misogi has been removed from its move pool.
    • Hook has been removed from its move pool.
    • Gaia has been removed from its move pool.
  • #077 – Shaolant
    • HP has been increased 47 ⇒ 51.
    • 5PPEH has been removed from its move pool.
    • Shaolant provided one turn of evasion but seemed uncertain about its role thereafter. Its toolkit has been somewhat lacking, and its identity remained poorly defined. However, with the upcoming Season’s planned changes to Stall, we recognized an opportunity to establish Shaolant as a valuable support Temtem for carries and a noteworthy inclusion in Stall compositions due to its assortment of utility tools.
  • #078 – Cycrox
    • DEF has been increased 61 ⇒ 64.
    • Wastewater has been removed from its move pool.
    • Cycrox is typically found in stall teams, occupying a specific niche where it performs admirably. However, we aim to make playing Cycrox more engaging by expanding its capabilities beyond simply using Wastewater to apply Doom. These changes also intend to make Cycrox more manageable for players in lower ranks.
  • #079 – Hocus
    • Psychosis has been removed from its move pool.
  • #080 – Pocus
    • Time Split has been removed from its move pool.
    • It’s evident that Pocus has been exceptionally powerful in version 1.3, and one of the primary concerns revolves around the combination of Time Split and Hypnosis within its kit. In addressing this issue, we were faced with two options: either nerf Time Split, which would significantly impact struggling Temtem like Vental, or remove Time Split from users who have access to sleep-control tools. Considering similar situations in the past, such as Rusher+Hypnosis, we chose the latter approach. Furthermore, we have also removed Psychosis from Hocus and Pocus’ move set to further refine its overall identity.
      Given these changes, a nerf to Rejuvenate doesn’t appear necessary, especially since it would adversely affect Myx, a Temtem that has already faced its fair share of setbacks.
  • #083 – Golzy
    • Kesa Gatame has been removed from its move pool.
  • #084 – Mushi
    • Paralyzing Poison has been removed from its move pool.
  • #088 – Umishi
    • Turbo Choreography has been removed from its move pool.
  • #089 – Ukama
    • Laundry has been removed from its move pool.
  • #091 – Raignet
    • HP has been increased 68 ⇒ 75.
    • DEF has been increased 69 ⇒ 74.
    • SPDEF has been increased 50 ⇒ 57.
    • Composure has been added to its move pool.
    • After observing the positive reception of the Saipat buffs in version 1.3, we decided to apply a similar approach to another Temtem. In this case, instead of pushing the limits, we opted for a set of buffs that would enhance the intended role of the Temtem. During the testing phase, Raignet demonstrated potential as both a supportive presence and a durable combatant. We sincerely hope that these changes carry over into your gameplay experience and that Raignet finds its rightful place as a support and bulky bruiser.
  • #092 – Smazee
    • Misogi has been removed from its move pool.
  • #097 – Mitty
    • Materia Teleport has been added as an Egg Technique.
    • Hypnosis is not learned by level and it’s now an Egg Technique.
    • Paralyzing Poison has been removed from its move pool.
    • Bamboozle has been removed from its move pool.
    • Time Split has been removed from its move pool.
  • #098 – Sanbi
    • Materia Teleport is not learned by level and it’s now an Egg Technique.
    • So, regarding the changes to Sanbi, we took into account the concerns raised about sleep control users combined with Time Split during the previous season. Following the same approach as with Pocus, we have decided to remove Time Split from Sanbi’s move pool. Additionally, there has been a longstanding discussion about how Sanbi tends to overshadow Valiar in various aspects. To address this, we have further differentiated the two Temtem by removing Bamboozle from Sanbi’s moveset. This change aims to emphasize Valiar’s role as a support Temtem, while keeping Sanbi focused on its offensive capabilities.
  • #099 – Momo
    • Sanative Rain has been removed from its move pool.
    • Zen Meditation has been removed from its move pool.
    • Restore has been removed from its move pool.
  • #100 – Kuri
    • Block has been removed from its move pool.
    • Restore has been added to its move pool.
  • #102 – Spriole
    • Petal Dagger has been added to its move pool.
  • #104 – Cerneaf
    • Sanative Rain has been removed from its move pool.
    • Cerneaf, while possessing potential, suffered from outdated design choices that limited its effectiveness. The previous implementation of Settling penalized Cerneaf for swapping out and its Stamina issues further hindered its performance.
      To address these issues, we have made changes to improve Cerneaf’s gameplay. The addition of Petal Dagger provides it with a reliable damage option. Our goal is to transform Cerneaf into a more dynamic Temtem, capable of seamlessly transitioning in and out of battles while maintaining its late-game carry potential.
  • #106 – Noxolotl
    • Toxic Gas has been removed from its move pool.
    • Refresh has been removed from its move pool.
  • #107 – Blooze
    • Toxic Slime has been removed from its move pool.
  • #108 – Goolder
    • Venom Spread has been added to its move pool.
    • Restore has been added to its move pool.
    • Toxic Gas has been removed from its move pool.
    • Charcoal Wall has been removed from its move pool.
    • Goolder, the classic stall Temtem, underwent a move pool evaluation to address overlapping techniques. Similar to our approach with Piraniant, Goolder will retain Doom cleansing through the addition of Restore. However, we also aimed to make Goolder more interactive and less passive.
      To achieve this, we introduced new Techniques that complement its existing move pool, potentially encouraging Tamers to invest in boosting its offensive stats. The goal is to create a Goolder that strikes a better balance between its Stall capabilities and active participation in battles.
  • #110 – Volarend
    • ATK has been increased 51 ⇒ 56.
    • Wind Burst has been added to its move pool.
  • #111 – Grumvel
    • Toughen has been removed from its move pool.
  • #112 – Grumper
    • Dust Vortex has been added to its move pool.
    • Tesla Prison has been added to its move pool.
    • Restore has been removed from its move pool.
    • Grumper is a prime example of the type of support Temtem we envision in Stall compositions. It excels at buffing its allies with Stone Wall and Sparks, while also possessing the newly added Dust Vortex, which boasts high base power and serves as a defensive tool against threats that could otherwise force its teammates out of battle. This allows Grumper to create more opportunities to utilize its support techniques effectively.
      Additionally, we included Tesla Prison as an additional support tool for Grumper. While it may not appear as a direct buff for Grumper in Stall compositions, its purpose is to provide a stamina-efficient means for activating Inductor without relying solely on Thunder Strike. Overall, these changes aim to enhance Grumper’s capabilities as a supportive force within Stall teams.
  • #113 – Ganki
    • Misogi has been removed from its move pool.
  • #114 – Gazuma
    • HP has been increased 46 ⇒ 49.
    • SPD has been increased 67 ⇒ 75.
    • DEF has been increased 43 ⇒ 49.
    • Restore has been added to its move pool
    • Hurricane has been added to its move pool.
    • Laundry has been removed from its move pool.
    • Gazuma was in need of a small tweak to its base stats, particularly in terms of its bulk and speed. The previous stats were insufficient for its intended role, hindering its overall performance. To address this, we have increased Gazuma’s speed. This adjustment aims to allow Gazuma to function more effectively as a support Temtem without necessarily requiring maximum speed investment to avoid being outsped by its Digital counterparts.
      Recognizing Gazuma’s compatibility with Digital cores, we saw an excellent opportunity to introduce Hurricane as a new addition to its move pool. To enhance the offensive coverage of Gazuma and its users, we have significantly buffed the power of this technique. This change should provide Gazuma with a valuable tool to bolster its offensive capabilities and make it an even more formidable presence in battle.
  • #115 – Oceara
    • Laundry has been removed from its move pool.
  • #116 – Yowlar
    • Misogi has been removed from its move pool.
    • Block has been removed from its move pool.
  • #119 – Broccolini
    • Hook Kick has been added to its move pool as an Egg Technique.
  • #120 – Broccorc
    • Block has been removed from its move pool.
  • #121 – Broccolem
    • ATK has been increased 60 ⇒ 63.
    • Mithridatism has been removed from its traits.
    • Marathonist has been added to its traits.
    • During our testing phase, we observed that this particular Temtem shows promising potential as a bulky attacker. Recognizing the need for an egg Tech user of Hook Kick, similar to Hyperkinetic Strike, we have granted Broccolem access to this technique to enhance its physical set.
      Additionally, after experimenting with Mithridatism and making some adjustments, we concluded that it was not the ideal trait for Broccolem. Also, considering the potential confusion it could cause for new users who capture a Swali early on, we have decided to revert the changes made to that trait, so we’ve removed the regenerating turns. Instead, we have introduced Marathonist as a new trait for Broccolem, which has proven to be highly effective in scrim battles.
  • #122 – Shuine
    • HP has been increased 43 ⇒ 47.
    • DEF has been increased 49 ⇒ 52.
    • Crystal Deluge has been added to its move pool.
    • Sacrifice has been removed from its move pool.
    • Relax has been removed from its move pool.
    • When evaluating Stall and support Temtem, we took into consideration the need to avoid redundant effects in their move pools. This led us to assess the situation with Shuine and the choice between Sacrifice and Quartz Shield. While both techniques offered similar benefits, we preferred Shuine to remain in battle rather than perform a few actions and then leave.
      To enhance Shuine’s versatility and proactive nature, we have removed Relax and introduced Crystal Deluge. This change allows Shuine to retain its sleep control capabilities while encouraging it to actively engage in buffing allies and controlling opponents. With these adjustments, we aim to provide a more engaging and dynamic experience when using Shuine in battles.
  • #124 – Valiar
    • Nightmare Feed has been added to its move pool.
    • Intimidation has been removed from its move pool.
    • Blackhole has been removed from its move pool.
    • Composure has been added to its move pool.
    • In our pursuit to ensure each Temtem has a distinct role and unique traits, we’ve focused on refining Valiar’s gameplay. To differentiate Valiar from Sanbi and enhance its support capabilities, we have made adjustments to its move pool. Blackhole, a technique more suited for offensive coverage, has been replaced with Nightmare Feed. This change aligns Valiar with its supportive role and introduces added durability, especially when paired with sleep control techniques like Hypnosis.
      Furthermore, we recognized the value of providing support options for Valiar. In situations where Intimidation conflicted with Ultrasound and Bamboozle, we made a clear choice to prioritize Valiar’s ability to aid its allies.
  • #126 – Loatle
    • HP has been increased 84 ⇒ 86.
    • STA has been increased 51 ⇒ 61.
    • SPDEF has been increased 57 ⇒ 62.
  • #127 – Kalazu
    • Humiliating Slap is not learned by level and it’s now an Egg Technique.
    • Toxic Slime has been removed from its move pool.
  • #128 – Kalabyss
    • Toxic Skin has been removed from its traits.
    • Toxic Farewell has been added to its traits.
  • #129 – Adoroboros
    • HP has been increased 68 ⇒ 70.
    • DEF has been increased 47 ⇒ 50.
    • Lullaby has been removed from its move pool.
    • Pollution has been removed from its move pool.
  • #131 – Tukai
    • SPD has been increased 65 ⇒ 70.
    • DEF has been increased 49 ⇒ 52.
    • SPDEF has been reduced 78 ⇒ 75.
  • #137 – Kinu
    • HP has been increased 47 ⇒ 50.
    • Denigrate has been added to its move pool.
    • Lullaby has been removed from its move pool.
  • #141 – Pigepic
    • Debris Typhoon has been added to its move pool.
  • #142 – Akranox
    • Paralyzing Poison has been removed from its move pool.
    • Restore has been removed from its move pool.
    • Akranox, like some other Temtem, will be observed closely in the wake of the Slingshot changes. While the extent of its reliance on Slingshot is less clear, we will monitor its performance during the first half of the season. Adjustments, if needed, will be made to maintain a balanced gameplay experience. Stay tuned for updates on Akranox and related changes.
  • #144 – Vulffy
    • Chain Heal has been removed from its move pool.
    • Burrow has been removed from its move pool.
  • #145 – Chubee
    • Blue Screen has been added to its move pool.
    • Plasma Beam has been added to its move pool.
    • Chain Heal has been removed from its move pool.
    • Cheer Up has been removed from its move pool.
  • #146 – Waspeen
    • Toxic Slime has been added to its move pool.
    • Binary Flood has been added to its move pool.
    • Generify has been removed from its move pool.
    • We acknowledge the ongoing challenges with Waspeen. While we have made some changes for this season, we are not fully satisfied with the results. Rest assured, we have further plans for Waspeen in the upcoming 1.5 update. Please consider the current changes with caution, as we will be revisiting and making additional adjustments to Waspeen in the near future. We are also aware of the imbalance between Royal Jelly and Wax Bath, and have made adjustments to Wax Bath to align it with the defensive role of the Temtem.
  • #147 – Mawtle
    • Spores is not learned by level and it’s now an Egg Technique.
    • Shy Shield has been removed from its move pool.
  • #148 – Mawmense
    • Sanative Rain has been removed from its move pool.
  • #149 – Hazrat
    • HP has been increased 52 ⇒ 54.
    • SPD has been increased 76 ⇒ 78.
  • #158 – Arachnyte
    • Execution has been removed from its move pool.
  • #160 – Monkko
    • Kesa Gatame has been removed from its move pool.
  • #161 – Anahir
    • Warm Cuddle has been added to its move pool.
    • Sharpening has been removed from its move pool.
    • Magma Cannon has been removed from its move pool.
  • #162 – Anatan
    • Flaming Meteorite has been added to its move pool.
    • Fiery Soul has been removed from its move pool.
    • We recognized Anatan’s potential as a powerful win condition in stall compositions or even as a formidable raid boss. While it already performed well in this role, we felt it needed an additional tool to excel in late-game destruction without relying solely on the expensive Mineral Hail.
  • #163 – Tyranak
    • Shelter has been removed from its move pool.
  • #164 – Volgon
    • Restore has been added to its move pool.

 

Techniques

  • Autodestruction
    • Damage has been increased 125 ⇒ 130.
    • DEF multiplier has been increased 33 ⇒ 40.
    • Priority has been increased High ⇒ Very High.
  • Leech
    • It no longer deals Fixed damage.
    • Damage has been increased 0 ⇒ 95.
    • It no longer heals a fixed amount of HP.
    • Attack Type from Other to Special.
    • New effect: The user heals 40% of the damage done to the target.
  • Leech (Synergy)
    • It no longer deals Fixed damage.
    • Damage has been increased 0 ⇒ 95.
    • It no longer heals a fixed amount of HP.
    • Attack Type from Other to Special.
    • New effect: The user heals 50% of the damage done to the target.
  • Laundry
    • STA Cost has been increased 17 ⇒ 25.
  • Laundry (Synergy)
    • It no longer heals 10% HP.
    • New effect: Clear All Positive Stages modifications.
    • STA Cost has been increased 17 ⇒ 25.
  • Misogi (Synergy)
    • Clear All Stages removed.
    • New effect: Clear All Negative Stages modifications.
    • Regenerating turns have been reduced 2 ⇒ 0.
    • We went too far with Misogi this past season, as it essentially became another Reset. Along with Laundry, we’ve made some changes to their synergies to instead be tech options you can bring on certain Temtem to help against buffing/debuffing strategies, while restricting the access to them so they don’t counter these strategies entirely.
  • Toxic Slime
    • New effect: Applies the Poison Status Condition for one turn.
    • STA Cost has been increased 14 ⇒ 18.
  • Blue Screen
    • STA Cost has been increased 16 ⇒ 21.
    • Priority has been increased Very Low ⇒ High.
    • Target has been changed Single Target ⇒ One Team.
    • Blue Screen is now much more powerful, with a significant payoff for having its user wait so many turns to use it. We hope that this new version of Blue Screen can be used to give Stall teams a turn or two of space to establish themselves and begin to turn around and/or close out a game in their favor.
  • Data Corruption
    • STA Cost has been reduced 22 ⇒ 17.
  • Toxic Gas
    • New effect: Applies the Poison Status Condition for one turn.
    • STA Cost has been reduced 29 ⇒ 22.
  • Humiliating Slap
    • New effect: Now this technique has a Synergy.
    • Damage has been reduced 95 ⇒ 78.
  • [New] Humiliating Slap (Synergy)
    • Type needed to activate the Synergy: Crystal.
    • Effect: It applies -2 DEF and 2 turns of Isolated on the Target.
    • After the rework of the Stage system, Humiliating Slap lost its viability as a result of being changed to a -1 DEF debuff. To revive its power and make the Crystal type more relevant in teambuilding, we have introduced a synergy that enhances its effectiveness. This change aims to restore the prominence of Humiliating Slap and provide more strategic options when constructing teams.

On Burn:

We have made adjustments to techniques that apply the Burn status condition. Our intention was to maintain the utility and benefits that Burn provides, such as chip damage and increased survivability, while also ensuring that it does not become a central strategy around which teams are built. To achieve this, we have reduced the number of turns the Burn status lasts. These changes were carefully considered, taking into account factors such as damage, priority, number of targets, hold, and usage.

  • Hellfire (Synergy)
    • Burn turns have been reduced 2 ⇒ 1.
  •  Rockfall
    • STA Cost has been reduced 28 ⇒ 24.
  • Rockfall (Synergy)
    • Burn turns have been reduced 2 ⇒ 1.
    • STA Cost has been reduced 28 ⇒ 24.
  • High-Pressure Water
    • STA Cost has been increased 17 ⇒ 19.
  • High-Pressure Water (Synergy)
    • Burn turns have been reduced 3 ⇒ 2.
    • STA Cost has been increased 17 ⇒ 19.
    • Priority has been increased Normal ⇒ High.
  • Stone Ball
    • STA Cost has been reduced 34 ⇒ 32.
  • Stone Ball (Synergy)
    • Burn turns have been reduced 2 ⇒ 1.
    • STA Cost has been reduced 34 ⇒ 32.
    • Synergy type changed Fire ⇒ Digital.

This is it on Burn!

  • Ice Cubes
    • Priority has been increased Normal ⇒ High.
    • New effect: Applies 1 Turn of the Cold Status Condition.
  • Venomous Claws
    • Damage has been increased 50 ⇒ 51.
    • STA Cost has been increased 7 ⇒ 9.
    • Priority has been increased Normal ⇒ High.
  • Nicho Sai
    • Damage has been reduced 135 ⇒ 110.
    • STA Cost has been reduced 34 ⇒ 26.
  • Diamond Fort
    • New effect: Nullified the user for 3 turns.
    • Hold turns has been increased 2 ⇒ 3.
  • Paralysing Poison
    • Trapped turns have been reduced 2 ⇒ 0.
    • New effect: It applies -2 SPATK and -2 ATK.
    • Hold turns have been increased 2 ⇒ 3.
    • Poison turns have been reduced 4 ⇒ 3.
    • STA Cost has been reduced 23 ⇒ 15.
  • Paralysing Poison (Synergy)
    • Trapped turns have been reduced 2 ⇒ 0.
    • New effect: It applies -2 SPATK and -2 ATK.
    • STA Cost has been reduced 23 ⇒ 15.
    • Paralyzing Poison has been repositioned as a slow HP burner and a debuff in one. Its intended use is to land it on an opposing carry to effectively take them out of the game and create space for the Stall team to take over.
  • Winter Call
    • Cold turns have been reduced 2 ⇒ 0.
    • New effect: It applies 2 turns of Frozen to everyone but the user.
    • New effect: It applies +3 ATK to the caster.
    • Hold turns has been increased 3 ⇒ 5.
    • STA Cost has been reduced 23 ⇒ 20.
    • Let’s be honest, how many of you have clicked this move before? For a “signature” move, this technique has never been good. In the past we’ve seen that Yowlar performs very well with self buffing techs, but when losing Show Off it lost too much in comparison to what we expected. Winter Call has been changed to create space and set Yowlar up as a win condition in the later stages of the game, and help it close the matches.
  • Kesa Gatame
    • New effect: It applies 3 turns of Trapped.
    • STA Cost has been increased 15 ⇒ 24.
  • Execution
    • Hold turns has been increased 3 ⇒ 4.
    • Health percentage needed to trigger the execution has been increased 35% ⇒ 45%.
  • Rush
    • Hold turns has been increased 0 ⇒ 1.
    • STA Cost has been reduced 18 ⇒ 15.
  • Roar
    • SPATK Stage reduction has been increased 1 ⇒ 2.

On Purgation and Restore:

After the addition of Purgation to the game, the Doom status condition has been a very very niche tool with a very accessible tool to counter it. To resolve this, we’ve removed the Doom cleansing part from the Tech, as it already provides enough utility with its +2 ATK, and moved the removed effect to Restore, one Technique that wasn’t seeing that much usage. It is important to note that Restore cannot target the user, so the Doom player now has a game plan available in being able to Doom the Restore user first and then close in on other Temtem with the Restorer out of the way.
These changes were decided later during the development of the new Season, so the changes to these two Techs won’t be reflected on their VFX, but we already have them ready for the next Season or, if possible, the next patch. We’ve also changed Purgation’s name to reflect this change.

  • Purgation
    • Name changed to Beef Up
    • It no longer removes the Doom Status Condition from the target.
    • STA Cost has been reduced 18 ⇒16.
  • Restore
    • New effect: Removes the Doom Status Condition from the target.

That’s it on Purgation and Restore!

  • [New] Petal Dagger
    • Type: Nature.
    • Attack Type: Physical.
    • Damage: 75.
    • STA Cost: 13.
    • Hold turns: 0.
    • Priority: Normal.
    • Single Target.
  • Bamboozle
    • Hold turns has been increased 0 ⇒ 1.
    • STA Cost has been reduced 21 ⇒15.
    • We wanted to avoid the constant 50/50 situations of who’s going to receive the Bamboozle. Although we know that it is a Technique that has a clear use, which is to protect the carries, we want this to be done in a more planned way and not in a spammable way. This also should help a bit to do something against Nagaise + Goolder on the first turn.
  • Toxic Plume
    • Hold turns has been reduced 2 ⇒ 1.
    • STA Cost has been reduced 23 ⇒ 20.
  • Toxic Plume (Synergy)
    • Hold turns has been reduced 2 ⇒ 1.
    • STA Cost has been reduced 18 ⇒ 15.
    • ATK Stage reduction has been reduced from 2 ⇒ 1.
    • Our goal with the Toxic Plume changes last season was to preserve its power and reduce the no-brainer of just clicking it when it came up. So, we chose to raise the hold and the technique at -2 ATK. This change didn’t land the way we wanted it to, so we are trying a different approach, hitting the immediate impact instead.
  • [New] Composure
    • Type: Neutral.
    • Attack Type: Status.
    • STA Cost: 22.
    • Hold turns: 3.
    • Priority: Normal.
    • Target: All.
    • Effect: Remove all Status Condition and Stage Modifications from all the Temtem on the battlefield.
  • Digithreat
    • STA Cost has been increased 23 ⇒ 29.
  • Digithreat (Synergy)
    • STA Cost has been increased 23 ⇒ 29.
    • Doom turns have been increased 3 ⇒ 4.
    • During conversations about Doom we realized that Digithreat was pushing out Techniques that applied Doom with Hold 2 and above, as it provided a similar effect multiple turns earlier. This was disruptive to our plans for Stall, so we are hitting its efficiency to encourage these high Hold Techniques to see play and to give the opponent more space to think about how to clean the Doom.
  • Hurricane
    • Damage has been increased 67 ⇒ 77.
    • STA Cost has been reduced 29 ⇒ 20.
  • Hurricane (Synergy)
    • Damage has been increased 77 ⇒ 92.
    • STA Cost has been reduced 29 ⇒ 20.
    • SPD Stage increase has been increased from 1 ⇒ 2.
  • Swarm Aid
    • Exhausted turns have been reduced 1 ⇒ 0.
    • New effect: Source recovers 5% STA.
  • Swarm Aid (Synergy)
    • Exhausted turns have been reduced 1 ⇒ 0.
    • New effect: Source recovers 10% STA.
  • Electromagnetism
    • Exhausted turns have been reduced 3 ⇒ 2.
    • SPD Stage reduction has been increased from 1 ⇒ 2.
    • Priority has been reduced Very High ⇒ Normal.
  • Martial Strike
    • STA Cost has been increased 11 ⇒ 15.
    • Priority has been increased Normal ⇒ High.
  • Extinction
    • New effect: It applies 2 turns of Burn to the target.
    • Doom turns have been reduced 4 ⇒ 3.
    • Hold turns has been increased 2 ⇒ 3.
    • STA Cost has been reduced 34 ⇒ 26.
    • Extinction has been reworked to regain its status as a team-defining technique. With an increased hold and reduced Doom timer, Extinction becomes a more pressing threat that demands immediate attention. The addition of a burn effect adds defensive utility, as countering the Doom now requires two statuses. These changes aim to elevate the impact and strategic importance of Extinction in battles.
  • Hasty Lunge
    • Damage has been increased 80 ⇒ 90.
  • Hasty Lunge (Synergy)
    • Damage has been increased 80 ⇒ 90.
  • Zen Meditation
    • Target has been changed Self ⇒ One Team.
  • Hook
    • STA Cost has been reduced 26 ⇒ 24.

 

Traits

  • [New] Natural Conversion
    • Offensive Nature type techniques deal 10% less damage, while using any other non-nature type technique deals 25% more damage.
  • [New] Safe Retreat
    • Once per battle, when leaving the battlefield, the Temtem receives 2 turns of Regenerating.
  • Water Custodian
    • New effect: The user gets SPATK[++] when redirecting a technique.
    • The 15% damage reduction has been removed.
    • The balance between Nagaise’s Water Custodian and Deceit Aura has always been complicated. We believe this change to Water Custodian is more in line with the role it performs with this trait and can serve as a relief after losing Madness Buff.
  • Energy Reserves
    • HP percentage required for activation has been increased 40 ⇒ 45.
  • [New] Shinobi Tactics
    • High priority techniques deal 10% more damage.
  • Settling
    • Previous effect no longer works.
      New effect: At the end of the turn, after each 2 consecutive turns in battle, the holder gets +1 ATK when a new turn starts.
  • Anaerobic
    • SPATK Stage reduction has been reduced 2 ⇒ 1.
    • SPDEF Stage increase has been reduced 2 ⇒ 1.
    • Anaerobic, like Jack of All Trades, was scaling too much, too fast. Anaerobic Volarend builds were using their stat buffs to snowball a little faster than we’d like, so, to keep it in line with other traits that affect stats, we reduced its scaling now that Toxic Plume is going to be a bit more spammable. Volarend is still one of those Temtem in the top 5 of most valuable Temtem, so we expect it to keep being in the higher tiers despite the changes.
  • Mithridatism
    • Regenerating turns has been reduced 1 ⇒ 0.
  • Wax Bath
    • Previous effects no longer work.
    • New effect: Wax Bath decreases the damage the holder takes from Fire Techniques by 25% and invalidates the effects of the Burn Status Condition.
  • Tactical Strike
    • Damage increase has been reduced 20% ⇒ 16%.
  • Jack of All Trades
    • ATK Stage increase has been reduced 2 ⇒ 1.
      SPATK Stage increase has been reduced 2 ⇒ 1.
      Jack of All Trades, and Valash by extension, have warped the 1.3 meta more than we’d like. The version we shipped was too much compared to what we expected. We know that this is a big change and we might see a drop in Valash’s usage. We are ready to make some possible adjustments to its base stats in case of need, but leaving Jack of All Trades as it is now.
  • Toxic Skin
    • Now works only once per turn.
    • Toxic Skin saw a large rise in play once it got changed to retaliate against both sides on the attacking spectrum. It has become too efficient, so we are limiting the impact it can have on a game.

 

Gears

  • Building Blocks
    • Old effect no longer works.
    • New effect: Increases +1 DEF and +1 SPDEF for every 3 turns the Temtem remains on the battlefield.
    • This item had the same issue Settling had, so it was obvious the solution should be the same. This change should help with clarity and it should help with the utility of the item. We will keep an eye on it to make sure it isn’t overbearing in stall compositions.
  • Hacked Microchip
    • Previous effects no longer work.
    • New effect: Damage done to Digital Temtem is increased by 15%.
    • Another polarizing Gear. It very rarely saw any play, and if it did, it enabled something unhealthy for the game. We’ve changed this gear to have a completely new effect that can’t be abused in the way, while still maintaining its originally intended identity as an anti-digital gear.
  • Redirection Device
    • Old effect no longer works.
    • New effect: When the holder receives damage from a Digital Technique, it deals 20% of the damage received to the caster of the Tech.
    • This Gear had the same impact on the game as the Hacked Microchip, and it is related to one of the hottest topics in competitive Temtem: unpredictability. Digital Temtem were greatly affected by this Gear. Taking into account how other similar Gears have influenced the game (such as the original Bait), we have learned our lesson and decided to completely remove the redirection effect. We have established a new rule for ourselves that no gear will ever have a redirection effect again.
      This change, along with the Hacked Microchip, will be closely monitored to prevent Digital Temtem from becoming uncontrollable.
  • Morale-Boosting Whip
    • It no longer grants +1 SPD to the ally.
    • New effect: When entering the battlefield, the ally gets 1 turn of invigorated.
    • STA loss has been reduced 35% ⇒ 25%.
  • Slingshot
    • Previous effects no longer work
    • New effect: Damage done with techniques with a priority Low or Very Low is increased by 8%.
    • Acknowledging the persistent issues surrounding the Slingshot gear, we are aware that it has caused frustration among players and has had a significant impact on Temtem’s balance. Throughout our attempts to address this gear, we have encountered challenges in finding a satisfactory solution. Various iterations we explored either disrupted game balance or presented other gameplay concerns.
      For the time being, we have implemented a new version of the Slingshot gear as a temporary measure. This will allow us to gather data and assess its performance in the game. Moving forward, we will continue to work on finding a permanent solution for Slingshot. We understand the importance of reaching a resolution that satisfies the community without causing further disruption. Therefore, we plan to use future patches to carefully address the issues and ensure a balanced and enjoyable experience for all players.

 

All Platforms

  • Fixed a black screen if a reconnection happens or the game is started while the player is in the elevator to Gardens of Aztlan.
  • Fixed getting softlocked when defeating City slicker and Urbanite tamer in Co-op Mode.
  • Fixed a softlock that was occurring when the Co-op party disbanded when changing rooms while one of the party members was busy
  • Fixed getting stuck inside the elevator to Gardens of Aztlan if the player enters and leaves the elevator constantly during a period of time. Why?
  • Fixed some cases where players could be left with no squad during the whole duration of the prison portion of the Shipwrecked in Tucma! quest.
  • 👥Fixed radar chain not updating when doing the radar of a Temtem that triggers its trait upon fainting if the Player had a Tyranak with the trait Intimidator in their team.
  • 👥Fixed capturing Mimit not counting towards a weekly quest or a seasonal event quest if it was transformed into another Temtem.
  • 👥Fixed losing input if a player opened the Tempedia and immediately started scrolling down.
  • Fixed Temtem not being healed when ending the GritArena activity through the “Leave Now” option.
  • 👥Fixed some cases where a player could get to the final floor of the Evershifting Tower and not have access to the chest room.
  • 👥Fixed losing aN Evershifting Tower run if a player lost their last Temtem due to the effects of a Status Condition but that same turn they’d captured another Temtem.
  • Fixed getting teleported out the Evershifting Tower when picking an item.
  • Fixed inventory showing 0 Feathers and Novas after redeeming a code that contained Feathers/Novas.
  • Fixed seeing the original starters on the Lab going into the TemCards if a Player entered the Lab after defeating Max in the Randomlocke Mode.
  • Fixed not being able to close the game properly if the Player was on a Challenge mode.
  • 👥Fixed Chromeon being shown as its Digital version despite its original typing if a Mimit transformed into Chromeon, both left the battlefield, and Chromeon was swapped on the same spot Mimit was.
  • 👥Fixed Deceit Aura reducing the Temtem’s HP when the HP percentage was exactly 15% , causing Deceit Aura’s holder to faint due to the effects of its trait.
  • Fixed some interactions where the trait Dreaded Alarm wasn’t working as expected client-side.
  • Fixed that if the level of a Temtem was changed in Showdown, the list of available techniques was not being updated.
  • 👥Fixed not defeated Temtem during a PvP match counting (only visually) for some of the spectator’s weekly quests if the match ended via concede.
  • 👥Fixed Squads not being imported correctly to the player’s Showdown Squads when using a shared code
  • 👥Fixed the evolve button appearing on Temtem that can’t be evolved if in the previous Temtem’s Details the option was available, and vice versa.
  • Fixed not being able to evolve Azuroc if this Temtem was traded, it had leveled over the Tamer level from the player and its evolution was cancelled when received.
  • 👥Fixed not getting achievements if a kudo was completed but the achievement was not unlocked and the player triggered the Kudo again after that
  • Fixed not being able to deliver the postal delivery to DigiLair minder.
  • Fixed weekly quest “Complete any Mythical Lair without any member getting knocked-out” counting client-side even when one of the party members was knocked-out.
  • 👥Fixed the weekly quest “Take a photo at [location]” indicating the Highbelow as a possible location instead of Sacred Lake.
  • Fixed the Clear all Notifications button not deleting the Dojo Wars notifications.
  • 👥Fixed transformed Mimit having access to a new technique in the middle of a battle if the Temtem it copied gains a level during the combat and learned a new technique
  • 👥Fixed trade not available if two players trying to trade were sit on a furniture inside a player’s house
  • Fixed body type changing after doing an emote.
  • 👥Fixed some furniture that had the tiles they occupy inverted.
  • 👥Fixed Melee and Mental insignia furniture giving the option to not put them on a wall.
  • Fixed some chairs in the Accademia that were impossible to sit on. WE WANT TO SIT!
  • Fixed the sound of remote players using a Scent being too loud.
  • Fixed a space between characters on the date of the Events UI.

Steam

  • Fixed PlayStation’s DualSense being the default key bindings on Steam.

PS5

  • Fixed having the option to access a profile from another platform on the chat while having the PS Only setting enabled.

Source: Crema

Damien Seeto

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Lies of P and Wo Long: Fallen Dynasty Collaboration Announced

While Lies of P won’t be out until September this year, that hasn’t stopped developer NEOWIZ from having their Souls-like game be part of something else entirely, as the Lies of P and Wo Long: Fallen Dynasty collaboration has been announced today.

Team Ninja made the announcement on the company’s official website where they call it a “mutual collaboration.” Unfortunately, no other details were shared outside of that, with Team Ninja stating we should stay tuned for more details. We don’t know whether this means actual story-related missions, cosmetics, apparel or whatnot. All we know is, we’ll be seeing the two properties intersect at one point.

Wo Long: Fallen Dynasty was released this March, and was a solid game. Our review (available here), mentioend, “Souls and Nioh fans will no doubt be right at home with this, as it certainly scratches that Soul itch, and for that, I do recommend you play the game at some point.”

As for Lies of P, the game recently got a demo on all platforms, and it seems to be doing well, as it has surpassed over a million downloads in just three days. If you’re planning on picking up Lies of P, go check out the game’s different editions that will be available at launch.

Lies of P will be released this September 19 on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

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Alex Co

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

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Insomniac Has “No Plans” for Marvel’s Spider-Man 2 Demo

For those looking forward to Marvel’s Spider-Man 2 this October, you’ll have to judge the game based on the gameplay footage that’s out there now (or the inevitable review scores), as Insomniac Games has confirmed that there is no Marvel’s Spider-Man 2 demo planned.

This was confirmed by the official Insomniac Games Twitter account when it answered a fan:

Of course, things could change from now leading up to release. But don’t expect a demo for the upcoming superhero sequel just to be safe. Mind, given how awesome the first Marvel’s Spider-Man was (and its spin-off Miles Morales), it’s hard to even fathom how Insomniac can even trip this up.

Were you expecting a demo for the game? Will it affect your purchasing decision at all or not at all?

Marvel’s Spider-Man 2 swings out this October 20 exclusively on the PS5.

More Spider-Man 2 Reading:

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Alex Co

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

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Assassin’s Creed Mirage Map Size Roughly Same as AC Revelations’ Constantinople and AC Unity’s Paris

With this year’s Assassin’s Creed Mirage looking to reinvigorate the franchise, some might have assumed that Ubisoft’s design is just to give players more of everything. Well, that doesn’t seem to be the case with the Assassin’s Creed Mirage map size.

Speaking to the developers during Summer Game Fest, Easy Allies asked how big the Assassin’s Creed Mirage map is, and the developer confirmed it will roughly be the same size as AC Revelations’ Constantinople and AC Unity’s Paris.

While the two Assassin’s Creed games’ maps aren’t small by any means, those wary of the game once again featuring maps that are a wee too massive for its own good (AC Valhalla, anyone?), you’ll be glad to know that’s not the case.

Another good news confirmed by Ubisoft recently is that AC Mirage’s stealth gameplay will be similar to the older games in the franchise.

Assassin’s Creed Mirage will be released this October 12 on the PS4, PS5, Xbox One, Xbox Series X|S and PC. Check out seven minutes of gameplay right here.

Source: Easy Allies via GamingBolt

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Alex Co

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

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No Man’s Sky Update 4.35 Treks Out to Fix PS4 Crashing Issues

Hello Games has released No Man’s Sky update 4.35 and this is to fix crashing issues. This patch was released earlier on the PS5 for the same reason, and you can read the official new NMS June 17 patch notes below.

No Man’s Sky Update 4.35 Patch Notes | New NMS Update Patch Notes for June 17:

Size: 1.27GB

We have identified an issue with the PS4 & PS5 release of Singularity Patch 4.34. This hotfix corrects the issue and patch 4.35 is now live on PS5 and coming soon to PS4.

Bug fixes

  • Fixed a crash that could occur when using the terrain manipulator.

That’s about it. There was a patch released yesterday as well, which housed quite a number of bug fixes, which you can read about here.

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

Source No Man’s Sky

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Alex Co

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Marvel’s Spider-Man 2 Photo Mode Free for All Versions; Digital Deluxe Includes Additional Frames and Stickers

With the confirmation that the Digital Deluxe Edition of Marvel’s Spider-Man 2 will have 10 suits that can’t be unlocked in-game and is exclusive to those who buy that version of the game, it seems some people are under the assumption that the Marvel’s Spider-Man 2 Photo Mode will only be available for those who buy the higher tier versions of the game, which is not the case.

Over on Twitter, Insomniac Games Advanced Senior Community Manager Aaron James Espinoza put an end to all speculation, as he has confirmed that Marvel’s Spider-Man 2’s Photo Mode is not locked behind a paywall of any kind and will be available in all versions of the game. Those who buy the Digital Deluxe will get a few exclusive stickers and frames for the mode, however, but that’s it.

I honestly have no clue where this sort of misinformation stemmed from, but it is kind of ridiculous to think that a developer — with no known history of doing something like this — is assumed to be locking one of the basic features of a game. At the very least, this should put a stop to any rumor-mongering or wrongful assumptions.

Marvel’s Spider-Man 2 is scheduled to swing out this October 20 exclusively on the PS5. You can watch the latest gameplay footage right here.

More Marvel’s Spider-Man 2 Reading:

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Alex Co

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

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No Man’s Sky Update 4.035 Deployed for Crashing Fixes This June 17

No Man’s Sky update 4.035 has been released by Hello Games this June 17, and this looks to be just for the PS5 version for now, with the patch set for release on PS4 “soon.” Read on for what’s new in the No Man’s Sky June 17 patch notes.

No Man’s Sky Update 4.035 Patch Notes for PS5:

Size: 1.27GB

We have identified an issue with the PS4 & PS5 release of Singularity Patch 4.34. This hotfix corrects the issue and patch 4.35 is now live on PS5 and coming soon to PS4.

Bug fixes

  • Fixed a crash that could occur when using the terrain manipulator.

That’s about it. There was a patch released yesterday as well, which housed quite a number of bug fixes, which you can read about here.

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

Source No Man’s Sky

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Alex Co

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

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Final Fantasy 16 Performance Updates, Motion Blur Options and More in the Works

Square Enix says they’re working on updates to improve the frame rate of Final Fantasy 16 while also confirming a number of other features and issues that are being looked into ahead of launch.

As revealed during the Q&A section of the special pre-launch FF16 stream, the development team took to answering a question about frame rate drops that players noticed during the demo, acknowledging and saying that they would be working on updates addressing this issue for the final release.

“We will be working on updates to improve frame rate. Currently, we find that frame rate is dropping in areas where there’s a lot of characters are being shown on screen, such as towns. We’re going to be working on this and further optimizing the game moving forward, so please don’t worry about that.” Localization Director Michael-Christopher Koji Fox clarified.

While they did confirm that a day one update would come that would bring some of those changes, the wording used by them did indicate that we would see multiple updates around performance improvements.

But performance improvements won’t be the only thing possibly coming with future FF16 updates, as the team has heard players complain about the motion blur. Options to adjust and even turn it off are being looked into, as well as camera options such as turning speed and the ability to turn auto-follow off.

One other thing that players have asked for is the addition of a mini-map. Sadly this doesn’t seem to be a feature they’re going to add, as they noted that they decided against this due to players’ focus on the mini-map during exploration rather than the world itself. Post-demo areas will allow you to use the touchpad to bring up the map, but otherwise, there are no plans to add a mini-map., They did, however, say that they are considering more binding options.

Elsewhere, the team also confirmed that they’re currently investigating crash reports from the demo, and as a possible remedy that worked for some, suggested players clean their PS5 air vents from potential dust build-up from years of use. Again, they’re looking into this issue, along with PlayStation to see what is the cause of these crashes.

Glad to see they’re working on more updates, and hopefully, a number of performance issues will be worked out in the day one patch.

Final Fantasy 16 is set for release this June 22 on the PS5.

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James Lara

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

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Final Fantasy 16 Day One Update Revealed; Not Needed to Play the Game

Despite announcing that there wouldn’t be one, the development team behind Final Fantasy 16 has confirmed that there will indeed be a FF16 day one update, though a minor one at that. 

This was confirmed in the special pre-launch live stream that aired today, where game’s producer Naoki Yoshida noted that an update would be available on day one for physical owners, while digital owners could expect it to be either included in the pre-load once that becomes available or at least be downloaded and ready before launch. While the team initially stated that there wouldn’t be a day one update previously, Yoshi-P did apologize to the fans for previously saying there wouldn’t be a day one update, though they did confirm that the update wouldn’t be required to play the game and that it was only a minor update. 

“What we just want everyone to know is that this update will come before the day one release. So if you have the digital version and you’ve already downloaded on the system and if your PS5 is hooked up to the internet, it will download this automatically, and it will be ready for day one so people will be ready to play as soon as the game unlocks. Also, this is a very, very minor issue, and so even if you don’t get the update, you will still be able to play the base game. This is a rapid patch, so it’s not necessary to actually play the game. So those of you who don’t have an internet connection, and maybe can’t get it in time, you will still be able to play the game.”

Below are the official day one update patch notes that were revealed during the stream. 

Final Fantasy 16 Day One Update Patch Notes

  • Fix a control flag issue that can make progress impossible under very specific circumstances.
  • Fix an issue wherein the game close unexpectedly under very specific circumstances.
  • Optimize performance in several places
  • Fix some minor text errors

That seems to be it. Once the patch is live, we’ll let our readers know. 

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James Lara

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